/** * @file dead.cpp * * Implementation of functions for placing dead monsters. */ #include "dead.h" #include "gendung.h" #include "lighting.h" #include "misdat.h" #include "monster.h" namespace devilution { DeadStruct Dead[MaxDead]; int8_t stonendx; namespace { void InitDeadAnimationFromMonster(DeadStruct &dead, const CMonster &mon) { int i = 0; for (const auto &celSprite : mon.Anims[MA_DEATH].CelSpritesForDirections) dead.data[i++] = celSprite->Data(); dead.frame = mon.Anims[MA_DEATH].Frames; dead.width = mon.Anims[MA_DEATH].CelSpritesForDirections[0]->Width(); } } // namespace void InitDead() { int8_t mtypes[MAXMONSTERS] = {}; int8_t nd = 0; for (int i = 0; i < nummtypes; i++) { if (mtypes[Monsters[i].mtype] != 0) continue; InitDeadAnimationFromMonster(Dead[nd], Monsters[i]); Dead[nd].translationPaletteIndex = 0; nd++; Monsters[i].mdeadval = nd; mtypes[Monsters[i].mtype] = nd; } for (auto &dead : Dead[nd].data) dead = misfiledata[MFILE_BLODBUR].mAnimData[0]; Dead[nd].frame = 8; Dead[nd].width = 128; Dead[nd].translationPaletteIndex = 0; nd++; for (auto &dead : Dead[nd].data) dead = misfiledata[MFILE_SHATTER1].mAnimData[0]; Dead[nd].frame = 12; Dead[nd].width = 128; Dead[nd].translationPaletteIndex = 0; nd++; stonendx = nd; for (int i = 0; i < nummonsters; i++) { int mi = monstactive[i]; if (monster[mi]._uniqtype != 0) { InitDeadAnimationFromMonster(Dead[nd], *monster[mi].MType); Dead[nd].translationPaletteIndex = monster[mi]._uniqtrans + 4; nd++; monster[mi]._udeadval = nd; } } assert(static_cast(nd) <= MaxDead); } void AddDead(Point tilePosition, int8_t dv, Direction ddir) { dDead[tilePosition.x][tilePosition.y] = (dv & 0x1F) + (ddir << 5); } void SetDead() { for (int i = 0; i < nummonsters; i++) { int mi = monstactive[i]; if (monster[mi]._uniqtype == 0) continue; for (int dx = 0; dx < MAXDUNX; dx++) { for (int dy = 0; dy < MAXDUNY; dy++) { if ((dDead[dx][dy] & 0x1F) == monster[mi]._udeadval) ChangeLightXY(monster[mi].mlid, { dx, dy }); } } } } } // namespace devilution