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510 lines
14 KiB
510 lines
14 KiB
/** |
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* @file monster.h |
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* |
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* Interface of monster functionality, AI, actions, spawning, loading, etc. |
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*/ |
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#pragma once |
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#include <cstddef> |
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#include <cstdint> |
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#include <array> |
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#include <functional> |
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#include "engine.h" |
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#include "engine/actor_position.hpp" |
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#include "engine/animationinfo.h" |
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#include "engine/clx_sprite.hpp" |
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#include "engine/point.hpp" |
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#include "engine/sound.h" |
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#include "engine/world_tile.hpp" |
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#include "init.h" |
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#include "monstdat.h" |
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#include "spelldat.h" |
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#include "textdat.h" |
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#include "utils/language.h" |
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namespace devilution { |
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struct Missile; |
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struct Player; |
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constexpr size_t MaxMonsters = 200; |
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constexpr size_t MaxLvlMTypes = 24; |
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enum monster_flag : uint16_t { |
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// clang-format off |
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MFLAG_HIDDEN = 1 << 0, |
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MFLAG_LOCK_ANIMATION = 1 << 1, |
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MFLAG_ALLOW_SPECIAL = 1 << 2, |
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MFLAG_NOHEAL = 1 << 3, |
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MFLAG_TARGETS_MONSTER = 1 << 4, |
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MFLAG_GOLEM = 1 << 5, |
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MFLAG_QUEST_COMPLETE = 1 << 6, |
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MFLAG_KNOCKBACK = 1 << 7, |
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MFLAG_SEARCH = 1 << 8, |
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MFLAG_CAN_OPEN_DOOR = 1 << 9, |
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MFLAG_NO_ENEMY = 1 << 10, |
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MFLAG_BERSERK = 1 << 11, |
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MFLAG_NOLIFESTEAL = 1 << 12, |
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// clang-format on |
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}; |
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/** Indexes from UniqueMonstersData array for special unique monsters (usually quest related) */ |
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enum class UniqueMonsterType : uint8_t { |
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Garbud, |
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SkeletonKing, |
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Zhar, |
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SnotSpill, |
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Lazarus, |
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RedVex, |
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BlackJade, |
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Lachdan, |
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WarlordOfBlood, |
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Butcher, |
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HorkDemon, |
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Defiler, |
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NaKrul, |
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None = static_cast<uint8_t>(-1), |
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}; |
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enum class MonsterMode : uint8_t { |
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Stand, |
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/** Movement towards N, NW, or NE */ |
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MoveNorthwards, |
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/** Movement towards S, SW, or SE */ |
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MoveSouthwards, |
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/** Movement towards W or E */ |
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MoveSideways, |
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MeleeAttack, |
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HitRecovery, |
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Death, |
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SpecialMeleeAttack, |
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FadeIn, |
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FadeOut, |
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RangedAttack, |
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SpecialStand, |
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SpecialRangedAttack, |
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Delay, |
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Charge, |
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Petrified, |
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Heal, |
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Talk, |
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}; |
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inline bool IsMonsterModeMove(MonsterMode mode) |
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{ |
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switch (mode) { |
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case MonsterMode::MoveNorthwards: |
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case MonsterMode::MoveSouthwards: |
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case MonsterMode::MoveSideways: |
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return true; |
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default: |
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return false; |
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} |
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} |
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enum class MonsterGraphic : uint8_t { |
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Stand, |
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Walk, |
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Attack, |
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GotHit, |
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Death, |
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Special, |
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}; |
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enum class MonsterGoal : uint8_t { |
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None, |
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Normal, |
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Retreat, |
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Healing, |
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Move, |
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Attack, |
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Inquiring, |
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Talking, |
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}; |
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enum placeflag : uint8_t { |
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// clang-format off |
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PLACE_SCATTER = 1 << 0, |
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PLACE_SPECIAL = 1 << 1, |
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PLACE_UNIQUE = 1 << 2, |
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// clang-format on |
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}; |
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/** |
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* @brief Defines the relation of the monster to a monster pack. |
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* If value is different from Individual Monster, the leader must also be set |
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*/ |
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enum class LeaderRelation : uint8_t { |
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None, |
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/** |
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* @brief Minion that sticks to the leader |
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*/ |
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Leashed, |
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/** |
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* @brief Minion that was separated from the leader and acts individually until it reaches the leader again |
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*/ |
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Separated, |
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}; |
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struct AnimStruct { |
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/** |
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* @brief Sprite lists for each of the 8 directions. |
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*/ |
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OptionalClxSpriteListOrSheet sprites; |
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[[nodiscard]] OptionalClxSpriteList spritesForDirection(Direction direction) const |
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{ |
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if (!sprites) |
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return std::nullopt; |
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return sprites->isSheet() ? (*sprites).sheet()[static_cast<size_t>(direction)] : (*sprites).list(); |
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} |
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uint16_t width; |
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int8_t frames; |
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int8_t rate; |
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}; |
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enum class MonsterSound : uint8_t { |
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Attack, |
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Hit, |
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Death, |
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Special |
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}; |
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struct CMonster { |
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std::unique_ptr<byte[]> animData; |
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AnimStruct anims[6]; |
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std::unique_ptr<TSnd> sounds[4][2]; |
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const MonsterData *data; |
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_monster_id type; |
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/** placeflag enum as a flags*/ |
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uint8_t placeFlags; |
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int8_t corpseId; |
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/** |
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* @brief Returns AnimStruct for specified graphic |
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*/ |
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[[nodiscard]] const AnimStruct &getAnimData(MonsterGraphic graphic) const |
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{ |
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return anims[static_cast<int>(graphic)]; |
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} |
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}; |
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extern CMonster LevelMonsterTypes[MaxLvlMTypes]; |
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struct Monster { // note: missing field _mAFNum |
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std::unique_ptr<uint8_t[]> uniqueMonsterTRN; |
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/** |
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* @brief Contains information for current animation |
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*/ |
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AnimationInfo animInfo; |
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int maxHitPoints; |
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int hitPoints; |
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uint32_t flags; |
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/** Seed used to determine item drops on death */ |
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uint32_t rndItemSeed; |
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/** Seed used to determine AI behaviour/sync sounds in multiplayer games? */ |
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uint32_t aiSeed; |
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uint16_t toHit; |
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uint16_t resistance; |
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_speech_id talkMsg; |
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/** @brief Specifies monster's behaviour regarding moving and changing goals. */ |
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int16_t goalVar1; |
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/** |
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* @brief Specifies turning direction for @p RoundWalk in most cases. |
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* Used in custom way by @p FallenAi, @p SnakeAi, @p M_FallenFear and @p FallenAi. |
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*/ |
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int8_t goalVar2; |
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/** |
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* @brief Controls monster's behaviour regarding special actions. |
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* Used only by @p ScavengerAi and @p MegaAi. |
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*/ |
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int8_t goalVar3; |
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int16_t var1; |
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int16_t var2; |
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int8_t var3; |
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ActorPosition position; |
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/** Specifies current goal of the monster */ |
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MonsterGoal goal; |
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/** Usually corresponds to the enemy's future position */ |
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WorldTilePosition enemyPosition; |
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uint8_t levelType; |
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MonsterMode mode; |
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uint8_t pathCount; |
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/** Direction faced by monster (direction enum) */ |
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Direction direction; |
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/** The current target of the monster. An index in to either the player or monster array based on the _meflag value. */ |
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uint8_t enemy; |
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bool isInvalid; |
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_mai_id ai; |
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/** |
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* @brief Specifies monster's behaviour across various actions. |
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* Generally, when monster thinks it decides what to do based on this value, among other things. |
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* Higher values should result in more aggressive behaviour (e.g. some monsters use this to calculate the @p AiDelay). |
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*/ |
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uint8_t intelligence; |
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/** Stores information for how many ticks the monster will remain active */ |
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uint8_t activeForTicks; |
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UniqueMonsterType uniqueType; |
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uint8_t uniqTrans; |
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int8_t corpseId; |
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int8_t whoHit; |
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uint8_t minDamage; |
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uint8_t maxDamage; |
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uint8_t minDamageSpecial; |
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uint8_t maxDamageSpecial; |
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uint8_t armorClass; |
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uint8_t leader; |
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LeaderRelation leaderRelation; |
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uint8_t packSize; |
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int8_t lightId; |
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static constexpr uint8_t NoLeader = -1; |
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/** |
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* @brief Sets the current cell sprite to match the desired desiredDirection and animation sequence |
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* @param graphic Animation sequence of interest |
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* @param desiredDirection Desired desiredDirection the monster should be visually facing |
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*/ |
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void changeAnimationData(MonsterGraphic graphic, Direction desiredDirection) |
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{ |
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const AnimStruct &animationData = type().getAnimData(graphic); |
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// Passing the frames and rate properties here is only relevant when initialising a monster, but doesn't cause any harm when switching animations. |
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this->animInfo.changeAnimationData(animationData.spritesForDirection(desiredDirection), animationData.frames, animationData.rate); |
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} |
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/** |
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* @brief Sets the current cell sprite to match the desired animation sequence using the direction the monster is currently facing |
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* @param graphic Animation sequence of interest |
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*/ |
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void changeAnimationData(MonsterGraphic graphic) |
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{ |
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this->changeAnimationData(graphic, this->direction); |
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} |
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/** |
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* @brief Check if the correct stand Animation is loaded. This is needed if direction is changed (monster stands and looks at the player). |
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* @param dir direction of the monster |
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*/ |
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void checkStandAnimationIsLoaded(Direction dir); |
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/** |
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* @brief Sets mode to MonsterMode::Petrified |
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*/ |
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void petrify(); |
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const CMonster &type() const |
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{ |
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return LevelMonsterTypes[levelType]; |
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} |
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const MonsterData &data() const |
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{ |
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return *type().data; |
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} |
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/** |
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* @brief Returns monster's name |
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* Internally it returns a name stored in global array of monsters' data. |
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* @return Monster's name |
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*/ |
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string_view name() const |
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{ |
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if (uniqueType != UniqueMonsterType::None) |
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return pgettext("monster", UniqueMonstersData[static_cast<int8_t>(uniqueType)].mName); |
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return pgettext("monster", data().name); |
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} |
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/** |
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* @brief Calculates monster's experience points. |
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* Fetches base exp value from @p MonstersData array. |
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* @param difficulty - difficulty on which calculation is performed |
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* @return Monster's experience points, including bonuses from difficulty and monster being unique |
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*/ |
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unsigned int exp(_difficulty difficulty) const |
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{ |
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unsigned int monsterExp = data().exp; |
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if (difficulty == DIFF_NIGHTMARE) { |
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monsterExp = 2 * (monsterExp + 1000); |
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} else if (difficulty == DIFF_HELL) { |
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monsterExp = 4 * (monsterExp + 1000); |
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} |
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if (isUnique()) { |
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monsterExp *= 2; |
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} |
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return monsterExp; |
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} |
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/** |
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* @brief Calculates monster's chance to hit with special attack. |
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* Fetches base value from @p MonstersData array or @p UniqueMonstersData. |
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* @param difficulty - difficulty on which calculation is performed |
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* @return Monster's chance to hit with special attack, including bonuses from difficulty and monster being unique |
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*/ |
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unsigned int toHitSpecial(_difficulty difficulty) const; |
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/** |
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* @brief Calculates monster's level. |
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* Fetches base level value from @p MonstersData array or @p UniqueMonstersData. |
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* @param difficulty - difficulty on which calculation is performed |
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* @return Monster's level, including bonuses from difficulty and monster being unique |
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*/ |
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unsigned int level(_difficulty difficulty) const |
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{ |
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unsigned int baseLevel = data().level; |
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if (isUnique()) { |
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baseLevel = UniqueMonstersData[static_cast<int8_t>(uniqueType)].mlevel; |
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if (baseLevel != 0) { |
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baseLevel *= 2; |
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} else { |
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baseLevel = data().level + 5; |
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} |
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} |
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if (type().type == MT_DIABLO && !gbIsHellfire) { |
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baseLevel -= 15; |
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} |
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if (difficulty == DIFF_NIGHTMARE) { |
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baseLevel += 15; |
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} else if (difficulty == DIFF_HELL) { |
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baseLevel += 30; |
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} |
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return baseLevel; |
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} |
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/** |
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* @brief Returns the network identifier for this monster |
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* |
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* This is currently the index into the Monsters array, but may change in the future. |
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*/ |
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[[nodiscard]] size_t getId() const; |
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[[nodiscard]] Monster *getLeader() const; |
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void setLeader(const Monster *leader); |
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[[nodiscard]] bool hasLeashedMinions() const |
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{ |
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return isUnique() && UniqueMonstersData[static_cast<size_t>(uniqueType)].monsterPack == UniqueMonsterPack::Leashed; |
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} |
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/** |
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* @brief Calculates the distance in tiles between this monster and its current target |
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* |
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* The distance is not calculated as the euclidean distance, but rather as |
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* the longest number of tiles in the coordinate system. |
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* |
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* @return The distance in tiles |
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*/ |
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[[nodiscard]] unsigned distanceToEnemy() const; |
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/** |
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* @brief Is the monster currently walking? |
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*/ |
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bool isWalking() const; |
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bool isImmune(missile_id mitype) const; |
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bool isResistant(missile_id mitype) const; |
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/** |
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* Is this a player's golem? |
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*/ |
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[[nodiscard]] bool isPlayerMinion() const; |
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bool isPossibleToHit() const; |
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void tag(const Player &tagger); |
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[[nodiscard]] bool isUnique() const |
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{ |
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return uniqueType != UniqueMonsterType::None; |
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} |
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bool tryLiftGargoyle(); |
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}; |
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extern size_t LevelMonsterTypeCount; |
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extern Monster Monsters[MaxMonsters]; |
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extern int ActiveMonsters[MaxMonsters]; |
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extern size_t ActiveMonsterCount; |
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extern int MonsterKillCounts[MaxMonsters]; |
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extern bool sgbSaveSoundOn; |
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void PrepareUniqueMonst(Monster &monster, UniqueMonsterType monsterType, size_t miniontype, int bosspacksize, const UniqueMonsterData &uniqueMonsterData); |
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void InitLevelMonsters(); |
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void GetLevelMTypes(); |
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void InitMonsterSND(CMonster &monsterType); |
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void InitMonsterGFX(CMonster &monsterType); |
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void WeakenNaKrul(); |
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void InitGolems(); |
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void InitMonsters(); |
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void SetMapMonsters(const uint16_t *dunData, Point startPosition); |
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Monster *AddMonster(Point position, Direction dir, size_t mtype, bool inMap); |
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void AddDoppelganger(Monster &monster); |
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void ApplyMonsterDamage(Monster &monster, int damage); |
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bool M_Talker(const Monster &monster); |
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void M_StartStand(Monster &monster, Direction md); |
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void M_ClearSquares(const Monster &monster); |
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void M_GetKnockback(Monster &monster); |
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void M_StartHit(Monster &monster, int dam); |
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void M_StartHit(Monster &monster, const Player &player, int dam); |
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void StartMonsterDeath(Monster &monster, const Player &player, bool sendmsg); |
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void MonsterDeath(Monster &monster, Direction md, bool sendmsg); |
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void KillMyGolem(); |
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void M_StartKill(Monster &monster, const Player &player); |
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void M_SyncStartKill(Monster &monster, Point position, const Player &player); |
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void M_UpdateRelations(const Monster &monster); |
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void DoEnding(); |
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void PrepDoEnding(); |
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bool Walk(Monster &monster, Direction md); |
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void GolumAi(Monster &monster); |
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void DeleteMonsterList(); |
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void ProcessMonsters(); |
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void FreeMonsters(); |
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bool DirOK(const Monster &monster, Direction mdir); |
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bool PosOkMissile(Point position); |
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bool LineClearMissile(Point startPoint, Point endPoint); |
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bool LineClear(const std::function<bool(Point)> &clear, Point startPoint, Point endPoint); |
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void SyncMonsterAnim(Monster &monster); |
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void M_FallenFear(Point position); |
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void PrintMonstHistory(int mt); |
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void PrintUniqueHistory(); |
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void PlayEffect(Monster &monster, MonsterSound mode); |
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void MissToMonst(Missile &missile, Point position); |
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Monster *FindMonsterAtPosition(Point position, bool ignoreMovingMonsters = false); |
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/** |
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* @brief Check that the given tile is available to the monster |
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*/ |
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bool IsTileAvailable(const Monster &monster, Point position); |
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bool IsSkel(_monster_id mt); |
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bool IsGoat(_monster_id mt); |
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/** |
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* @brief Reveals a monster that was hiding in a container |
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* @param monster instance returned from a previous call to PreSpawnSkeleton |
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* @param position tile to try spawn the monster at, neighboring tiles will be used as a fallback |
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*/ |
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void ActivateSkeleton(Monster &monster, Point position); |
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Monster *PreSpawnSkeleton(); |
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void TalktoMonster(Monster &monster); |
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void SpawnGolem(Player &player, Monster &golem, Point position, Missile &missile); |
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bool CanTalkToMonst(const Monster &monster); |
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int encode_enemy(Monster &monster); |
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void decode_enemy(Monster &monster, int enemyId); |
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} // namespace devilution
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