/** * @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 { Corpse Corpses[MaxCorpses]; int8_t stonendx; namespace { void InitDeadAnimationFromMonster(Corpse &corpse, const CMonster &mon) { int i = 0; const auto &animData = mon.GetAnimData(MonsterGraphic::Death); for (const auto &celSprite : animData.CelSpritesForDirections) corpse.data[i++] = celSprite->Data(); corpse.frame = animData.Frames; corpse.width = animData.CelSpritesForDirections[0]->Width(); } } // namespace void InitCorpses() { int8_t mtypes[MAXMONSTERS] = {}; int8_t nd = 0; for (int i = 0; i < LevelMonsterTypeCount; i++) { if (mtypes[LevelMonsterTypes[i].mtype] != 0) continue; InitDeadAnimationFromMonster(Corpses[nd], LevelMonsterTypes[i]); Corpses[nd].translationPaletteIndex = 0; nd++; LevelMonsterTypes[i].mdeadval = nd; mtypes[LevelMonsterTypes[i].mtype] = nd; } nd++; // Unused blood spatter for (auto &corpse : Corpses[nd].data) corpse = MissileSpriteData[MFILE_SHATTER1].GetFirstFrame(); Corpses[nd].frame = 12; Corpses[nd].width = 128; Corpses[nd].translationPaletteIndex = 0; nd++; stonendx = nd; for (int i = 0; i < ActiveMonsterCount; i++) { auto &monster = Monsters[ActiveMonsters[i]]; if (monster._uniqtype != 0) { InitDeadAnimationFromMonster(Corpses[nd], *monster.MType); Corpses[nd].translationPaletteIndex = monster._uniqtrans + 4; nd++; monster._udeadval = nd; } } assert(static_cast(nd) <= MaxCorpses); } void AddCorpse(Point tilePosition, int8_t dv, Direction ddir) { dCorpse[tilePosition.x][tilePosition.y] = (dv & 0x1F) + (static_cast(ddir) << 5); } void SyncUniqDead() { for (int i = 0; i < ActiveMonsterCount; i++) { auto &monster = Monsters[ActiveMonsters[i]]; if (monster._uniqtype == 0) continue; for (int dx = 0; dx < MAXDUNX; dx++) { for (int dy = 0; dy < MAXDUNY; dy++) { if ((dCorpse[dx][dy] & 0x1F) == monster._udeadval) ChangeLightXY(monster.mlid, { dx, dy }); } } } } } // namespace devilution