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/**
* @file monster.h
*
* Interface of monster functionality, AI, actions, spawning, loading, etc.
*/
#pragma once
#include <cstddef>
#include <cstdint>
#include <array>
#include <functional>
#include "engine.h"
#include "engine/actor_position.hpp"
#include "engine/animationinfo.h"
#include "engine/cel_sprite.hpp"
#include "engine/point.hpp"
#include "engine/sound.h"
#include "engine/world_tile.hpp"
#include "monstdat.h"
#include "spelldat.h"
#include "textdat.h"
namespace devilution {
struct Missile;
constexpr size_t MaxMonsters = 200;
constexpr size_t MaxLvlMTypes = 24;
enum monster_flag : uint16_t {
// clang-format off
MFLAG_HIDDEN = 1 << 0,
MFLAG_LOCK_ANIMATION = 1 << 1,
MFLAG_ALLOW_SPECIAL = 1 << 2,
MFLAG_NOHEAL = 1 << 3,
MFLAG_TARGETS_MONSTER = 1 << 4,
MFLAG_GOLEM = 1 << 5,
MFLAG_QUEST_COMPLETE = 1 << 6,
MFLAG_KNOCKBACK = 1 << 7,
MFLAG_SEARCH = 1 << 8,
MFLAG_CAN_OPEN_DOOR = 1 << 9,
MFLAG_NO_ENEMY = 1 << 10,
MFLAG_BERSERK = 1 << 11,
MFLAG_NOLIFESTEAL = 1 << 12,
// clang-format on
};
/** Indexes from UniqueMonstersData array for special unique monsters (usually quest related) */
enum : uint8_t {
UMT_GARBUD,
UMT_SKELKING,
UMT_ZHAR,
UMT_SNOTSPIL,
UMT_LAZARUS,
UMT_RED_VEX,
UMT_BLACKJADE,
UMT_LACHDAN,
UMT_WARLORD,
UMT_BUTCHER,
UMT_HORKDMN,
UMT_DEFILER,
UMT_NAKRUL,
};
enum class MonsterMode : uint8_t {
Stand,
/** Movement towards N, NW, or NE */
MoveNorthwards,
/** Movement towards S, SW, or SE */
MoveSouthwards,
/** Movement towards W or E */
MoveSideways,
MeleeAttack,
HitRecovery,
Death,
SpecialMeleeAttack,
FadeIn,
FadeOut,
RangedAttack,
SpecialStand,
SpecialRangedAttack,
Delay,
Charge,
Petrified,
Heal,
Talk,
};
enum class MonsterGraphic : uint8_t {
Stand,
Walk,
Attack,
GotHit,
Death,
Special,
};
enum class MonsterGoal : uint8_t {
None,
Normal,
Retreat,
Healing,
Move,
Attack,
Inquiring,
Talking,
};
enum placeflag : uint8_t {
// clang-format off
PLACE_SCATTER = 1 << 0,
PLACE_SPECIAL = 1 << 1,
PLACE_UNIQUE = 1 << 2,
// clang-format on
};
/**
* @brief Defines the relation of the monster to a monster pack.
* If value is different from Individual Monster, the leader must also be set
*/
enum class LeaderRelation : uint8_t {
None,
/**
* @brief Minion that sticks to the leader
*/
Leashed,
/**
* @brief Minion that was separated from the leader and acts individually until it reaches the leader again
*/
Separated,
};
struct AnimStruct {
[[nodiscard]] OptionalCelSprite getCelSpritesForDirection(Direction direction) const
{
const byte *spriteData = celSpritesForDirections[static_cast<size_t>(direction)];
if (spriteData == nullptr)
return std::nullopt;
return CelSprite(spriteData, width);
}
std::array<byte *, 8> celSpritesForDirections;
uint16_t width;
int8_t frames;
int8_t rate;
};
struct CMonster {
_monster_id type;
/** placeflag enum as a flags*/
uint8_t placeFlags;
std::unique_ptr<byte[]> animData;
AnimStruct anims[6];
/**
* @brief Returns AnimStruct for specified graphic
*/
const AnimStruct &getAnimData(MonsterGraphic graphic) const
{
return anims[static_cast<int>(graphic)];
}
std::unique_ptr<TSnd> sounds[4][2];
int8_t corpseId;
const MonsterData *data;
};
extern CMonster LevelMonsterTypes[MaxLvlMTypes];
struct Monster { // note: missing field _mAFNum
const char *name;
std::unique_ptr<uint8_t[]> uniqueMonsterTRN;
/**
* @brief Contains information for current animation
*/
AnimationInfo animInfo;
/** Specifies current goal of the monster */
MonsterGoal goal;
/** Specifies monster's behaviour regarding moving and changing goals. */
int goalVar1;
/**
* @brief Specifies turning direction for @p RoundWalk in most cases.
* Used in custom way by @p FallenAi, @p SnakeAi, @p M_FallenFear and @p FallenAi.
*/
int goalVar2;
/**
* @brief Controls monster's behaviour regarding special actions.
* Used only by @p ScavengerAi and @p MegaAi.
*/
int goalVar3;
int var1;
int var2;
int var3;
int maxHitPoints;
int hitPoints;
uint32_t flags;
/** Seed used to determine item drops on death */
uint32_t rndItemSeed;
/** Seed used to determine AI behaviour/sync sounds in multiplayer games? */
uint32_t aiSeed;
uint16_t exp;
uint16_t hit;
uint16_t hit2;
uint16_t magicResistance;
_speech_id talkMsg;
ActorPosition position;
/** Usually corresponds to the enemy's future position */
WorldTilePosition enemyPosition;
uint8_t levelType;
MonsterMode mode;
uint8_t pathCount;
/** Direction faced by monster (direction enum) */
Direction direction;
/** The current target of the monster. An index in to either the player or monster array based on the _meflag value. */
uint8_t enemy;
bool isInvalid;
_mai_id ai;
/**
* @brief Specifies monster's behaviour across various actions.
* Generally, when monster thinks it decides what to do based on this value, among other things.
* Higher values should result in more aggressive behaviour (e.g. some monsters use this to calculate the @p AiDelay).
*/
uint8_t intelligence;
/** Stores information for how many ticks the monster will remain active */
uint8_t activeForTicks;
uint8_t uniqType;
uint8_t uniqTrans;
int8_t corpseId;
int8_t whoHit;
int8_t level;
uint8_t minDamage;
uint8_t maxDamage;
uint8_t minDamage2;
uint8_t maxDamage2;
uint8_t armorClass;
uint8_t leader;
LeaderRelation leaderRelation;
uint8_t packSize;
int8_t lightId;
static constexpr uint8_t NoLeader = -1;
/**
* @brief Sets the current cell sprite to match the desired desiredDirection and animation sequence
* @param graphic Animation sequence of interest
* @param desiredDirection Desired desiredDirection the monster should be visually facing
*/
void changeAnimationData(MonsterGraphic graphic, Direction desiredDirection)
{
auto &animationData = type().getAnimData(graphic);
// Passing the Frames and rate properties here is only relevant when initialising a monster, but doesn't cause any harm when switching animations.
this->animInfo.changeAnimationData(animationData.getCelSpritesForDirection(desiredDirection), animationData.frames, animationData.rate);
}
/**
* @brief Sets the current cell sprite to match the desired animation sequence using the direction the monster is currently facing
* @param graphic Animation sequence of interest
*/
void changeAnimationData(MonsterGraphic graphic)
{
this->changeAnimationData(graphic, this->direction);
}
/**
* @brief Check if the correct stand Animation is loaded. This is needed if direction is changed (monster stands and looks at the player).
* @param dir direction of the monster
*/
void checkStandAnimationIsLoaded(Direction dir);
/**
* @brief Sets mode to MonsterMode::Petrified
*/
void petrify();
const CMonster &type() const
{
return LevelMonsterTypes[levelType];
}
const MonsterData &data() const
{
return *type().data;
}
/**
* @brief Returns the network identifier for this monster
*
* This is currently the index into the Monsters array, but may change in the future.
*/
[[nodiscard]] size_t getId() const;
[[nodiscard]] Monster *getLeader() const;
void setLeader(const Monster *leader);
/**
* @brief Is the monster currently walking?
*/
bool isWalking() const;
bool isImmune(missile_id mitype) const;
bool isResistant(missile_id mitype) const;
bool isPossibleToHit() const;
bool tryLiftGargoyle();
};
extern size_t LevelMonsterTypeCount;
extern Monster Monsters[MaxMonsters];
extern int ActiveMonsters[MaxMonsters];
extern size_t ActiveMonsterCount;
extern int MonsterKillCounts[MaxMonsters];
extern bool sgbSaveSoundOn;
void PrepareUniqueMonst(Monster &monster, int uniqindex, int miniontype, int bosspacksize, const UniqueMonsterData &uniqueMonsterData);
void InitLevelMonsters();
void GetLevelMTypes();
void InitMonsterGFX(size_t monsterTypeIndex);
void WeakenNaKrul();
void InitGolems();
void InitMonsters();
void SetMapMonsters(const uint16_t *dunData, Point startPosition);
Monster *AddMonster(Point position, Direction dir, size_t mtype, bool inMap);
void AddDoppelganger(Monster &monster);
bool M_Talker(const Monster &monster);
void M_StartStand(Monster &monster, Direction md);
void M_ClearSquares(const Monster &monster);
void M_GetKnockback(Monster &monster);
void M_StartHit(Monster &monster, int dam);
void M_StartHit(Monster &monster, int pnum, int dam);
void StartMonsterDeath(Monster &monster, int pnum, bool sendmsg);
void M_StartKill(int monsterId, int pnum);
void M_SyncStartKill(int monsterId, Point position, int pnum);
void M_UpdateRelations(const Monster &monster);
void DoEnding();
void PrepDoEnding();
bool Walk(Monster &monster, Direction md);
void GolumAi(int monsterId);
void DeleteMonsterList();
void ProcessMonsters();
void FreeMonsters();
bool DirOK(int monsterId, Direction mdir);
bool PosOkMissile(Point position);
bool LineClearMissile(Point startPoint, Point endPoint);
bool LineClear(const std::function<bool(Point)> &clear, Point startPoint, Point endPoint);
void SyncMonsterAnim(Monster &monster);
void M_FallenFear(Point position);
void PrintMonstHistory(int mt);
void PrintUniqueHistory();
void PlayEffect(Monster &monster, int mode);
void MissToMonst(Missile &missile, Point position);
Monster *MonsterAtPosition(Point position);
/**
* @brief Check that the given tile is available to the monster
*/
bool IsTileAvailable(const Monster &monster, Point position);
bool IsSkel(_monster_id mt);
bool IsGoat(_monster_id mt);
bool SpawnSkeleton(Monster *monster, Point position);
Monster *PreSpawnSkeleton();
void TalktoMonster(Monster &monster);
void SpawnGolem(int id, Point position, Missile &missile);
bool CanTalkToMonst(const Monster &monster);
int encode_enemy(Monster &monster);
void decode_enemy(Monster &monster, int enemyId);
} // namespace devilution