/** * @file dead.cpp * * Implementation of functions for placing dead monsters. */ #include "all.h" /** unused, this was probably for blood boil/burn */ int spurtndx; DeadStruct dead[MAXDEAD]; int stonendx; void InitDead() { int mtypes[MAXMONSTERS]; int i; int nd; int mi; int d; for (i = 0; i < MAXMONSTERS; i++) mtypes[i] = 0; nd = 0; for (i = 0; i < nummtypes; i++) { if (!mtypes[Monsters[i].mtype]) { for (d = 0; d < 8; d++) dead[nd]._deadData[d] = Monsters[i].Anims[MA_DEATH].Data[d]; dead[nd]._deadFrame = Monsters[i].Anims[MA_DEATH].Frames; dead[nd]._deadWidth = Monsters[i].width; dead[nd]._deadWidth2 = Monsters[i].width2; dead[nd]._deadtrans = 0; Monsters[i].mdeadval = nd + 1; mtypes[Monsters[i].mtype] = nd + 1; nd++; } } for (d = 0; d < 8; d++) dead[nd]._deadData[d] = misfiledata[MFILE_BLODBUR].mAnimData[0]; dead[nd]._deadFrame = 8; dead[nd]._deadWidth = 128; dead[nd]._deadWidth2 = 32; dead[nd]._deadtrans = 0; spurtndx = nd + 1; nd++; for (d = 0; d < 8; d++) dead[nd]._deadData[d] = misfiledata[MFILE_SHATTER1].mAnimData[0]; dead[nd]._deadFrame = 12; dead[nd]._deadWidth = 128; dead[nd]._deadWidth2 = 32; dead[nd]._deadtrans = 0; stonendx = nd + 1; nd++; for (i = 0; i < nummonsters; i++) { mi = monstactive[i]; if (monster[mi]._uniqtype) { for (d = 0; d < 8; d++) dead[nd]._deadData[d] = monster[mi].MType->Anims[MA_DEATH].Data[d]; dead[nd]._deadFrame = monster[mi].MType->Anims[MA_DEATH].Frames; dead[nd]._deadWidth = monster[mi].MType->width; dead[nd]._deadWidth2 = monster[mi].MType->width2; dead[nd]._deadtrans = monster[mi]._uniqtrans + 4; monster[mi]._udeadval = nd + 1; nd++; } } assert(nd <= MAXDEAD); } void AddDead(int dx, int dy, char dv, int ddir) { dDead[dx][dy] = (dv & 0x1F) + (ddir << 5); } void SetDead() { int mi; int i; int dx, dy; for (i = 0; i < nummonsters; i++) { mi = monstactive[i]; if (monster[mi]._uniqtype) { for (dx = 0; dx < MAXDUNX; dx++) { for (dy = 0; dy < MAXDUNY; dy++) { if ((dDead[dx][dy] & 0x1F) == monster[mi]._udeadval) ChangeLightXY(monster[mi].mlid, dx, dy); } } } } }