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/**
* @file misdat.cpp
*
* Implementation of data related to missiles.
*/
#include "misdat.h"
#include "engine/load_cl2.hpp"
#include "engine/load_clx.hpp"
#include "missiles.h"
#include "mpq/mpq_common.hpp"
#include "utils/file_name_generator.hpp"
#include "utils/str_cat.hpp"
namespace devilution {
namespace {
constexpr auto Physical = MissileDataFlags::Physical;
constexpr auto Fire = MissileDataFlags::Fire;
constexpr auto Lightning = MissileDataFlags::Lightning;
constexpr auto Magic = MissileDataFlags::Magic;
constexpr auto Acid = MissileDataFlags::Acid;
constexpr auto Arrow = MissileDataFlags::Arrow;
constexpr auto Invisible = MissileDataFlags::Invisible;
} // namespace
/** Data related to each missile ID. */
const MissileData MissilesData[] = {
// clang-format off
// id mAddProc, mProc, mlSFX, miSFX, mFileNum, flags, MovementDistribution;
/*Arrow*/ { &AddArrow, &ProcessArrow, SFX_NONE, SFX_NONE, MissileGraphicID::Arrow, Physical | Arrow, MissileMovementDistribution::Blockable },
/*Firebolt*/ { &AddFirebolt, &ProcessGenericProjectile, LS_FBOLT1, LS_FIRIMP2, MissileGraphicID::Fireball, Fire, MissileMovementDistribution::Blockable },
/*Guardian*/ { &AddGuardian, &ProcessGuardian, LS_GUARD, LS_GUARDLAN, MissileGraphicID::Guardian, Physical, MissileMovementDistribution::Disabled },
/*Phasing*/ { &AddPhasing, &ProcessTeleport, LS_TELEPORT, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*NovaBall*/ { &AddNovaBall, &ProcessNovaBall, SFX_NONE, SFX_NONE, MissileGraphicID::Lightning, Lightning, MissileMovementDistribution::Unblockable },
/*FireWall*/ { &AddFireWall, &ProcessFireWall, LS_WALLLOOP, LS_FIRIMP2, MissileGraphicID::FireWall, Fire, MissileMovementDistribution::Disabled },
/*Fireball*/ { &AddFireball, &ProcessFireball, LS_FBOLT1, LS_FIRIMP2, MissileGraphicID::Fireball, Fire, MissileMovementDistribution::Blockable },
/*LightningControl*/ { &AddLightningControl, &ProcessLightningControl, SFX_NONE, SFX_NONE, MissileGraphicID::Lightning, Lightning | Invisible, MissileMovementDistribution::Disabled },
/*Lightning*/ { &AddLightning, &ProcessLightning, LS_LNING1, LS_ELECIMP1, MissileGraphicID::Lightning, Lightning, MissileMovementDistribution::Disabled },
/*MagmaBallExplosion*/ { &AddMissileExplosion, &ProcessMissileExplosion, SFX_NONE, SFX_NONE, MissileGraphicID::MagmaBallExplosion, Physical, MissileMovementDistribution::Disabled },
/*TownPortal*/ { &AddTownPortal, &ProcessTownPortal, LS_SENTINEL, LS_ELEMENTL, MissileGraphicID::TownPortal, Magic, MissileMovementDistribution::Disabled },
/*FlashBottom*/ { &AddFlashBottom, &ProcessFlashBottom, LS_NOVA, LS_ELECIMP1, MissileGraphicID::FlashBottom, Magic, MissileMovementDistribution::Disabled },
/*FlashTop*/ { &AddFlashTop, &ProcessFlashTop, SFX_NONE, SFX_NONE, MissileGraphicID::FlashTop, Magic, MissileMovementDistribution::Disabled },
/*ManaShield*/ { &AddManaShield, nullptr, LS_MSHIELD, SFX_NONE, MissileGraphicID::ManaShield, Magic | Invisible, MissileMovementDistribution::Disabled },
/*FlameWave*/ { &AddFlameWave, &ProcessFlameWave, SFX_NONE, SFX_NONE, MissileGraphicID::FireWall, Fire, MissileMovementDistribution::Unblockable },
/*ChainLightning*/ { &AddChainLightning, &ProcessChainLightning, LS_LNING1, LS_ELECIMP1, MissileGraphicID::Lightning, Lightning, MissileMovementDistribution::Disabled },
/*ChainBall*/ { nullptr, nullptr, SFX_NONE, SFX_NONE, MissileGraphicID::Lightning, Lightning, MissileMovementDistribution::Disabled },
/*BloodHit*/ { nullptr, nullptr, LS_BLODSTAR, LS_BLSIMPT, MissileGraphicID::BloodHit, Physical, MissileMovementDistribution::Disabled },
/*BoneHit*/ { nullptr, nullptr, SFX_NONE, SFX_NONE, MissileGraphicID::BoneHit, Physical, MissileMovementDistribution::Disabled },
/*MetalHit*/ { nullptr, nullptr, SFX_NONE, SFX_NONE, MissileGraphicID::MetalHit, Physical, MissileMovementDistribution::Disabled },
/*Rhino*/ { &AddRhino, &ProcessRhino, SFX_NONE, SFX_NONE, MissileGraphicID::None, Physical, MissileMovementDistribution::Blockable },
/*MagmaBall*/ { &AddMagmaBall, &ProcessGenericProjectile, SFX_NONE, SFX_NONE, MissileGraphicID::MagmaBall, Fire, MissileMovementDistribution::Blockable },
/*ThinLightningControl*/ { &AddLightningControl, &ProcessLightningControl, SFX_NONE, SFX_NONE, MissileGraphicID::ThinLightning, Lightning | Invisible, MissileMovementDistribution::Disabled },
/*ThinLightning*/ { &AddLightning, &ProcessLightning, SFX_NONE, SFX_NONE, MissileGraphicID::ThinLightning, Lightning, MissileMovementDistribution::Disabled },
/*BloodStar*/ { &AddGenericMagicMissile, &ProcessGenericProjectile, SFX_NONE, SFX_NONE, MissileGraphicID::BloodStar, Magic, MissileMovementDistribution::Blockable },
/*BloodStarExplosion*/ { &AddMissileExplosion, &ProcessMissileExplosion, SFX_NONE, SFX_NONE, MissileGraphicID::BloodStarExplosion, Magic, MissileMovementDistribution::Disabled },
/*Teleport*/ { &AddTeleport, &ProcessTeleport, LS_ELEMENTL, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*FireArrow*/ { &AddElementalArrow, &ProcessElementalArrow, SFX_NONE, SFX_NONE, MissileGraphicID::FireArrow, Fire | Arrow, MissileMovementDistribution::Blockable },
/*DoomSerpents*/ { nullptr, nullptr, LS_DSERP, SFX_NONE, MissileGraphicID::DoomSerpents, Magic | Invisible, MissileMovementDistribution::Disabled },
/*FireOnly*/ { nullptr, nullptr, SFX_NONE, SFX_NONE, MissileGraphicID::FireWall, Fire, MissileMovementDistribution::Disabled },
/*StoneCurse*/ { &AddStoneCurse, &ProcessStoneCurse, LS_SCURIMP, SFX_NONE, MissileGraphicID::None, Magic | Invisible, MissileMovementDistribution::Disabled },
/*BloodRitual*/ { nullptr, nullptr, SFX_NONE, SFX_NONE, MissileGraphicID::None, Physical, MissileMovementDistribution::Disabled },
/*Invisibility*/ { nullptr, nullptr, LS_INVISIBL, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*Golem*/ { &AddGolem, nullptr, LS_GOLUM, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*Etherealize*/ { nullptr, nullptr, LS_ETHEREAL, SFX_NONE, MissileGraphicID::Etherealize, Physical, MissileMovementDistribution::Disabled },
/*Spurt*/ { nullptr, nullptr, SFX_NONE, SFX_NONE, MissileGraphicID::Spurt, Physical, MissileMovementDistribution::Disabled },
/*ApocalypseBoom*/ { &AddApocalypseBoom, &ProcessApocalypseBoom, SFX_NONE, SFX_NONE, MissileGraphicID::ApocalypseBoom, Physical, MissileMovementDistribution::Disabled },
/*Healing*/ { &AddHealing, nullptr, SFX_NONE, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*FireWallControl*/ { &AddFireWallControl, &ProcessFireWallControl, SFX_NONE, SFX_NONE, MissileGraphicID::FireWall, Fire | Invisible, MissileMovementDistribution::Disabled },
/*Infravision*/ { &AddInfravision, &ProcessInfravision, LS_INFRAVIS, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*Identify*/ { &AddIdentify, nullptr, SFX_NONE, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*FlameWaveControl*/ { &AddFlameWaveControl, &ProcessFlameWaveControl, LS_FLAMWAVE, SFX_NONE, MissileGraphicID::FireWall, Fire, MissileMovementDistribution::Disabled },
/*Nova*/ { &AddNova, &ProcessNova, LS_NOVA, SFX_NONE, MissileGraphicID::Lightning, Lightning, MissileMovementDistribution::Disabled },
/*Rage*/ { &AddRage, &ProcessRage, SFX_NONE, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*Apocalypse*/ { &AddApocalypse, &ProcessApocalypse, LS_APOC, SFX_NONE, MissileGraphicID::ApocalypseBoom, Magic, MissileMovementDistribution::Disabled },
/*ItemRepair*/ { &AddItemRepair, nullptr, SFX_NONE, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*StaffRecharge*/ { &AddStaffRecharge, nullptr, SFX_NONE, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*TrapDisarm*/ { &AddTrapDisarm, nullptr, LS_TRAPDIS, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*Inferno*/ { &AddInferno, &ProcessInferno, LS_SPOUTSTR, SFX_NONE, MissileGraphicID::Inferno, Fire, MissileMovementDistribution::Disabled },
/*InfernoControl*/ { &AddInfernoControl, &ProcessInfernoControl, SFX_NONE, SFX_NONE, MissileGraphicID::None, Fire | Invisible, MissileMovementDistribution::Disabled },
/*FireMan*/ { nullptr, nullptr, SFX_NONE, SFX_NONE, MissileGraphicID::None, Physical, MissileMovementDistribution::Blockable },
/*Krull*/ { nullptr, nullptr, SFX_NONE, SFX_NONE, MissileGraphicID::Krull, Fire | Arrow, MissileMovementDistribution::Blockable },
/*ChargedBolt*/ { &AddChargedBolt, &ProcessChargedBolt, LS_CBOLT, SFX_NONE, MissileGraphicID::ChargedBolt, Lightning, MissileMovementDistribution::Blockable },
/*HolyBolt*/ { &AddHolyBolt, &ProcessHolyBolt, LS_HOLYBOLT, LS_ELECIMP1, MissileGraphicID::HolyBolt, Physical, MissileMovementDistribution::Blockable },
/*Resurrect*/ { &AddResurrect, nullptr, SFX_NONE, LS_RESUR, MissileGraphicID::None, Magic | Invisible, MissileMovementDistribution::Disabled },
/*Telekinesis*/ { &AddTelekinesis, nullptr, LS_ETHEREAL, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*LightningArrow*/ { &AddElementalArrow, &ProcessElementalArrow, SFX_NONE, SFX_NONE, MissileGraphicID::LightningArrow, Lightning | Arrow, MissileMovementDistribution::Blockable },
/*Acid*/ { &AddAcid, &ProcessGenericProjectile, LS_ACID, SFX_NONE, MissileGraphicID::Acid, Acid, MissileMovementDistribution::Blockable },
/*AcidSplat*/ { &AddMissileExplosion, &ProcessAcidSplate, SFX_NONE, SFX_NONE, MissileGraphicID::AcidSplat, Acid, MissileMovementDistribution::Disabled },
/*AcidPuddle*/ { &AddAcidPuddle, &ProcessAcidPuddle, LS_PUDDLE, SFX_NONE, MissileGraphicID::AcidPuddle, Acid, MissileMovementDistribution::Disabled },
/*HealOther*/ { &AddHealOther, nullptr, SFX_NONE, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*Elemental*/ { &AddElemental, &ProcessElemental, LS_ELEMENTL, SFX_NONE, MissileGraphicID::Elemental, Fire, MissileMovementDistribution::Unblockable },
/*ResurrectBeam*/ { &AddResurrectBeam, &ProcessResurrectBeam, SFX_NONE, SFX_NONE, MissileGraphicID::Resurrect, Physical, MissileMovementDistribution::Disabled },
/*BoneSpirit*/ { &AddBoneSpirit, &ProcessBoneSpirit, LS_BONESP, LS_BSIMPCT, MissileGraphicID::BoneSpirit, Magic, MissileMovementDistribution::Blockable },
/*WeaponExplosion*/ { &AddWeaponExplosion, &ProcessWeaponExplosion, SFX_NONE, SFX_NONE, MissileGraphicID::None, Physical, MissileMovementDistribution::Disabled },
/*RedPortal*/ { &AddRedPortal, &ProcessRedPortal, LS_SENTINEL, LS_ELEMENTL, MissileGraphicID::RedPortal, Physical, MissileMovementDistribution::Disabled },
/*DiabloApocalypseBoom*/ { &AddApocalypseBoom, &ProcessApocalypseBoom, SFX_NONE, SFX_NONE, MissileGraphicID::DiabloApocalypseBoom, Physical, MissileMovementDistribution::Disabled },
/*DiabloApocalypse*/ { &AddDiabloApocalypse, nullptr, SFX_NONE, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*Mana*/ { &AddMana, nullptr, SFX_NONE, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*Magi*/ { &AddMagi, nullptr, SFX_NONE, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*LightningWall*/ { &AddLightningWall, &ProcessLightningWall, LS_LMAG, LS_ELECIMP1, MissileGraphicID::Lightning, Lightning, MissileMovementDistribution::Disabled },
/*LightningWallControl*/ { &AddFireWallControl, &ProcessLightningWallControl, SFX_NONE, SFX_NONE, MissileGraphicID::Lightning, Lightning | Invisible, MissileMovementDistribution::Disabled },
/*Immolation*/ { &AddNova, &ProcessImmolation, LS_FBOLT1, LS_FIRIMP2, MissileGraphicID::Fireball, Fire, MissileMovementDistribution::Disabled },
/*SpectralArrow*/ { &AddSpectralArrow, &ProcessSpectralArrow, SFX_NONE, SFX_NONE, MissileGraphicID::Arrow, Physical | Arrow, MissileMovementDistribution::Disabled },
/*FireballBow*/ { &AddImmolation, &ProcessFireball, IS_FBALLBOW, LS_FIRIMP2, MissileGraphicID::Fireball, Fire, MissileMovementDistribution::Blockable },
/*LightningBow*/ { &AddLightningBow, &ProcessLightningBow, IS_FBALLBOW, SFX_NONE, MissileGraphicID::Lightning, Lightning | Invisible, MissileMovementDistribution::Disabled },
/*ChargedBoltBow*/ { &AddChargedBoltBow, &ProcessChargedBolt, LS_CBOLT, SFX_NONE, MissileGraphicID::ChargedBolt, Lightning, MissileMovementDistribution::Blockable },
/*HolyBoltBow*/ { &AddHolyBolt, &ProcessHolyBolt, LS_HOLYBOLT, LS_ELECIMP1, MissileGraphicID::HolyBolt, Physical, MissileMovementDistribution::Blockable },
/*Warp*/ { &AddWarp, &ProcessTeleport, LS_ETHEREAL, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*Reflect*/ { &AddReflect, nullptr, LS_MSHIELD, SFX_NONE, MissileGraphicID::Reflect, Physical | Invisible, MissileMovementDistribution::Disabled },
/*Berserk*/ { &AddBerserk, nullptr, SFX_NONE, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*RingOfFire*/ { &AddRingOfFire, &ProcessRingOfFire, SFX_NONE, SFX_NONE, MissileGraphicID::FireWall, Fire | Invisible, MissileMovementDistribution::Disabled },
/*StealPotions*/ { &AddStealPotions, nullptr, SFX_NONE, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*StealMana*/ { &AddStealMana, nullptr, IS_CAST7, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*RingOfLightning*/ { nullptr, nullptr, SFX_NONE, SFX_NONE, MissileGraphicID::Lightning, Lightning | Invisible, MissileMovementDistribution::Disabled },
/*Search*/ { &AddSearch, &ProcessSearch, SFX_NONE, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*Aura*/ { nullptr, nullptr, SFX_NONE, LS_ELECIMP1, MissileGraphicID::FlashBottom, Magic | Invisible, MissileMovementDistribution::Disabled },
/*Aura2*/ { nullptr, nullptr, SFX_NONE, SFX_NONE, MissileGraphicID::FlashTop, Magic | Invisible, MissileMovementDistribution::Disabled },
/*SpiralFireball*/ { nullptr, nullptr, LS_FBOLT1, LS_FIRIMP2, MissileGraphicID::Fireball, Fire, MissileMovementDistribution::Disabled },
/*RuneOfFire*/ { &AddRuneOfFire, &ProcessRune, SFX_NONE, SFX_NONE, MissileGraphicID::Rune, Physical, MissileMovementDistribution::Disabled },
/*RuneOfLight*/ { &AddRuneOfLight, &ProcessRune, SFX_NONE, SFX_NONE, MissileGraphicID::Rune, Physical, MissileMovementDistribution::Disabled },
/*RuneOfNova*/ { &AddRuneOfNova, &ProcessRune, SFX_NONE, SFX_NONE, MissileGraphicID::Rune, Physical, MissileMovementDistribution::Disabled },
/*RuneOfImmolation*/ { &AddRuneOfImmolation, &ProcessRune, SFX_NONE, SFX_NONE, MissileGraphicID::Rune, Physical, MissileMovementDistribution::Disabled },
/*RuneOfStone*/ { &AddRuneOfStone, &ProcessRune, SFX_NONE, SFX_NONE, MissileGraphicID::Rune, Physical, MissileMovementDistribution::Disabled },
/*BigExplosion*/ { &AddBigExplosion, &ProcessBigExplosion, LS_NESTXPLD, LS_NESTXPLD, MissileGraphicID::BigExplosion, Fire, MissileMovementDistribution::Disabled },
/*HorkSpawn*/ { &AddHorkSpawn, &ProcessHorkSpawn, SFX_NONE, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*Jester*/ { &AddJester, nullptr, SFX_NONE, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*OpenNest*/ { &AddOpenNest, nullptr, SFX_NONE, SFX_NONE, MissileGraphicID::None, Physical | Invisible, MissileMovementDistribution::Disabled },
/*OrangeFlare*/ { &AddGenericMagicMissile, &ProcessGenericProjectile, SFX_NONE, SFX_NONE, MissileGraphicID::OrangeFlare, Magic, MissileMovementDistribution::Blockable },
/*BlueFlare*/ { &AddGenericMagicMissile, &ProcessGenericProjectile, SFX_NONE, SFX_NONE, MissileGraphicID::BlueFlare2, Magic, MissileMovementDistribution::Blockable },
/*RedFlare*/ { &AddGenericMagicMissile, &ProcessGenericProjectile, SFX_NONE, SFX_NONE, MissileGraphicID::RedFlare, Magic, MissileMovementDistribution::Blockable },
/*YellowFlare*/ { &AddGenericMagicMissile, &ProcessGenericProjectile, SFX_NONE, SFX_NONE, MissileGraphicID::YellowFlare, Magic, MissileMovementDistribution::Blockable },
/*BlueFlare2*/ { &AddGenericMagicMissile, &ProcessGenericProjectile, SFX_NONE, SFX_NONE, MissileGraphicID::BlueFlare2, Magic, MissileMovementDistribution::Blockable },
/*YellowExplosion*/ { &AddMissileExplosion, &ProcessMissileExplosion, LS_FIRIMP2, SFX_NONE, MissileGraphicID::YellowFlareExplosion, Physical, MissileMovementDistribution::Disabled },
/*RedExplosion*/ { &AddMissileExplosion, &ProcessMissileExplosion, LS_FIRIMP2, SFX_NONE, MissileGraphicID::RedFlareExplosion, Physical, MissileMovementDistribution::Disabled },
/*BlueExplosion*/ { &AddMissileExplosion, &ProcessMissileExplosion, LS_FIRIMP2, SFX_NONE, MissileGraphicID::BlueFlareExplosion, Physical, MissileMovementDistribution::Disabled },
/*BlueExplosion2*/ { &AddMissileExplosion, &ProcessMissileExplosion, LS_FIRIMP2, SFX_NONE, MissileGraphicID::BlueFlareExplosion2, Physical, MissileMovementDistribution::Disabled },
/*OrangeExplosion*/ { &AddMissileExplosion, &ProcessMissileExplosion, LS_FIRIMP2, SFX_NONE, MissileGraphicID::OrangeFlareExplosion, Physical, MissileMovementDistribution::Disabled },
// clang-format on
};
namespace {
constexpr std::array<uint8_t, 16> Repeat(uint8_t v) // NOLINT(readability-identifier-length)
{
return { v, v, v, v, v, v, v, v, v, v, v, v, v, v, v, v };
}
const std::array<uint8_t, 16> MissileAnimDelays[] {
{},
Repeat(1),
Repeat(2),
{ 0, 1 },
{ 1 },
};
const std::array<uint8_t, 16> MissileAnimLengths[] {
{},
Repeat(1),
Repeat(4),
Repeat(5),
Repeat(6),
Repeat(7),
Repeat(8),
Repeat(9),
Repeat(10),
Repeat(12),
Repeat(13),
Repeat(14),
Repeat(15),
Repeat(16),
Repeat(17),
Repeat(19),
Repeat(20),
{ 9, 4 },
{ 15, 14, 3 },
{ 13, 11 },
{ 16, 16, 16, 16, 16, 16, 16, 16, 8 }
};
constexpr uint8_t AnimLen_0 = 0; // NOLINT(readability-identifier-naming)
constexpr uint8_t AnimLen_1 = 1; // NOLINT(readability-identifier-naming)
constexpr uint8_t AnimLen_4 = 2; // NOLINT(readability-identifier-naming)
constexpr uint8_t AnimLen_5 = 3; // NOLINT(readability-identifier-naming)
constexpr uint8_t AnimLen_6 = 4; // NOLINT(readability-identifier-naming)
constexpr uint8_t AnimLen_7 = 5; // NOLINT(readability-identifier-naming)
constexpr uint8_t AnimLen_8 = 6; // NOLINT(readability-identifier-naming)
constexpr uint8_t AnimLen_9 = 7; // NOLINT(readability-identifier-naming)
constexpr uint8_t AnimLen_10 = 8; // NOLINT(readability-identifier-naming)
constexpr uint8_t AnimLen_12 = 9; // NOLINT(readability-identifier-naming)
constexpr uint8_t AnimLen_13 = 10; // NOLINT(readability-identifier-naming)
constexpr uint8_t AnimLen_14 = 11; // NOLINT(readability-identifier-naming)
constexpr uint8_t AnimLen_15 = 12; // NOLINT(readability-identifier-naming)
constexpr uint8_t AnimLen_16 = 13; // NOLINT(readability-identifier-naming)
constexpr uint8_t AnimLen_17 = 14; // NOLINT(readability-identifier-naming)
constexpr uint8_t AnimLen_19 = 15; // NOLINT(readability-identifier-naming)
constexpr uint8_t AnimLen_20 = 16; // NOLINT(readability-identifier-naming)
constexpr uint8_t AnimLen_9_4 = 17; // NOLINT(readability-identifier-naming)
constexpr uint8_t AnimLen_15_14_3 = 18; // NOLINT(readability-identifier-naming)
constexpr uint8_t AnimLen_13_11 = 19; // NOLINT(readability-identifier-naming)
constexpr uint8_t AnimLen_16x8_8 = 20; // NOLINT(readability-identifier-naming)
} // namespace
/** Data related to each missile graphic ID. */
MissileFileData MissileSpriteData[] = {
// clang-format off
// id sprites, animWidth, animWidth2, name, animFAmt, flags, animDelayIdx, animLenIdx
/*Arrow*/ { {}, 96, 16, "arrows", 1, MissileGraphicsFlags::NotAnimated, 0, AnimLen_16 },
/*Fireball*/ { {}, 96, 16, "fireba", 16, MissileGraphicsFlags::None, 0, AnimLen_14 },
/*Guardian*/ { {}, 96, 16, "guard", 3, MissileGraphicsFlags::None, 1, AnimLen_15_14_3 },
/*Lightning*/ { {}, 96, 16, "lghning", 1, MissileGraphicsFlags::None, 0, AnimLen_8 },
/*FireWall*/ { {}, 128, 32, "firewal", 2, MissileGraphicsFlags::None, 0, AnimLen_13_11 },
/*MagmaBallExplosion*/ { {}, 128, 32, "magblos", 1, MissileGraphicsFlags::None, 1, AnimLen_10 },
/*TownPortal*/ { {}, 96, 16, "portal", 2, MissileGraphicsFlags::None, 3, AnimLen_16 },
/*FlashBottom*/ { {}, 160, 48, "bluexfr", 1, MissileGraphicsFlags::None, 0, AnimLen_19 },
/*FlashTop*/ { {}, 160, 48, "bluexbk", 1, MissileGraphicsFlags::None, 0, AnimLen_19 },
/*ManaShield*/ { {}, 96, 16, "manashld", 1, MissileGraphicsFlags::NotAnimated, 0, AnimLen_1 },
/*BloodHit*/ { {}, 96, 16, {}, 4, MissileGraphicsFlags::None, 0, AnimLen_15 },
/*BoneHit*/ { {}, 128, 32, {}, 3, MissileGraphicsFlags::None, 2, AnimLen_8 },
/*MetalHit*/ { {}, 96, 16, {}, 3, MissileGraphicsFlags::None, 2, AnimLen_10 },
/*FireArrow*/ { {}, 96, 16, "farrow", 16, MissileGraphicsFlags::None, 0, AnimLen_4 },
/*DoomSerpents*/ { {}, 96, 16, "doom", 9, MissileGraphicsFlags::MonsterOwned, 1, AnimLen_15 },
/*Golem*/ { {}, 0, 0, {}, 1, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_0 },
/*Spurt*/ { {}, 128, 32, {}, 2, MissileGraphicsFlags::None, 2, AnimLen_8 },
/*ApocalypseBoom*/ { {}, 96, 16, "newexp", 1, MissileGraphicsFlags::None, 1, AnimLen_15 },
/*StoneCurseShatter*/ { {}, 128, 32, "shatter1", 1, MissileGraphicsFlags::None, 1, AnimLen_12 },
/*BigExplosion*/ { {}, 160, 48, "bigexp", 1, MissileGraphicsFlags::None, 0, AnimLen_15 },
/*Inferno*/ { {}, 96, 16, "inferno", 1, MissileGraphicsFlags::None, 0, AnimLen_20 },
/*ThinLightning*/ { {}, 96, 16, "thinlght", 1, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_8 },
/*BloodStar*/ { {}, 128, 32, "flare", 1, MissileGraphicsFlags::None, 0, AnimLen_16 },
/*BloodStarExplosion*/ { {}, 128, 32, "flareexp", 1, MissileGraphicsFlags::None, 0, AnimLen_7 },
/*MagmaBall*/ { {}, 128, 32, "magball", 8, MissileGraphicsFlags::MonsterOwned, 1, AnimLen_16 },
/*Krull*/ { {}, 96, 16, "krull", 1, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_14 },
/*ChargedBolt*/ { {}, 64, 0, "miniltng", 1, MissileGraphicsFlags::None, 1, AnimLen_8 },
/*HolyBolt*/ { {}, 96, 16, "holy", 16, MissileGraphicsFlags::None, 4, AnimLen_14 },
/*HolyBoltExplosion*/ { {}, 160, 48, "holyexpl", 1, MissileGraphicsFlags::None, 0, AnimLen_8 },
/*LightningArrow*/ { {}, 96, 16, "larrow", 16, MissileGraphicsFlags::None, 0, AnimLen_4 },
/*FireArrowExplosion*/ { {}, 64, 0, {}, 1, MissileGraphicsFlags::None, 0, AnimLen_6 },
/*Acid*/ { {}, 96, 16, "acidbf", 16, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_8 },
/*AcidSplat*/ { {}, 96, 16, "acidspla", 1, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_8 },
/*AcidPuddle*/ { {}, 96, 16, "acidpud", 2, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_9_4 },
/*Etherealize*/ { {}, 96, 16, {}, 1, MissileGraphicsFlags::None, 0, AnimLen_1 },
/*Elemental*/ { {}, 96, 16, "firerun", 8, MissileGraphicsFlags::None, 1, AnimLen_12 },
/*Resurrect*/ { {}, 96, 16, "ressur1", 1, MissileGraphicsFlags::None, 0, AnimLen_16 },
/*BoneSpirit*/ { {}, 96, 16, "sklball", 9, MissileGraphicsFlags::None, 1, AnimLen_16x8_8 },
/*RedPortal*/ { {}, 96, 16, "rportal", 2, MissileGraphicsFlags::None, 0, AnimLen_16 },
/*DiabloApocalypseBoom*/ { {}, 160, 48, "fireplar", 1, MissileGraphicsFlags::MonsterOwned, 1, AnimLen_17 },
/*BloodStarBlue*/ { {}, 96, 16, "scubmisb", 1, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_16 },
/*BloodStarBlueExplosion*/ { {}, 128, 32, "scbsexpb", 1, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_6 },
/*BloodStarYellow*/ { {}, 96, 16, "scubmisc", 1, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_16 },
/*BloodStarYellowExplosion*/ { {}, 128, 32, "scbsexpc", 1, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_6 },
/*BloodStarRed*/ { {}, 96, 16, "scubmisd", 1, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_16 },
/*BloodStarRedExplosion*/ { {}, 128, 32, "scbsexpd", 1, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_6 },
/*HorkSpawn*/ { {}, 96, 16, "spawns", 8, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_9 },
/*Reflect*/ { {}, 160, 64, "reflect", 1, MissileGraphicsFlags::NotAnimated, 0, AnimLen_1 },
/*OrangeFlare*/ { {}, 96, 8, "ms_ora", 16, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_15 },
/*BlueFlare*/ { {}, 96, 8, "ms_bla", 16, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_15 },
/*RedFlare*/ { {}, 96, 8, "ms_reb", 16, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_15 },
/*YellowFlare*/ { {}, 96, 8, "ms_yeb", 16, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_15 },
/*Rune*/ { {}, 96, 8, "rglows1", 1, MissileGraphicsFlags::None, 0, AnimLen_10 },
/*YellowFlareExplosion*/ { {}, 220, 78, "ex_yel2", 1, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_10 },
/*BlueFlareExplosion*/ { {}, 212, 86, "ex_blu2", 1, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_10 },
/*RedFlareExplosion*/ { {}, 292, 114, "ex_red3", 1, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_7 },
/*BlueFlare2*/ { {}, 96, 8, "ms_blb", 16, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_15 },
/*OrangeFlareExplosion*/ { {}, 96, -12, "ex_ora1", 1, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_13 },
/*BlueFlareExplosion2*/ { {}, 292, 114, "ex_blu3", 1, MissileGraphicsFlags::MonsterOwned, 0, AnimLen_7 },
/*None*/ { {}, 0, 0, {}, 0, MissileGraphicsFlags::None, 0, 0 },
// clang-format on
};
uint8_t MissileFileData::animDelay(uint8_t dir) const
{
return MissileAnimDelays[animDelayIdx][dir];
}
uint8_t MissileFileData::animLen(uint8_t dir) const
{
return MissileAnimLengths[animLenIdx][dir];
}
void MissileFileData::LoadGFX()
{
if (sprites)
return;
if (name[0] == '\0')
return;
#ifdef UNPACKED_MPQS
char path[MaxMpqPathSize];
*BufCopy(path, "missiles\\", name, ".clx") = '\0';
sprites.emplace(LoadClxListOrSheet(path));
#else
if (animFAmt == 1) {
char path[MaxMpqPathSize];
*BufCopy(path, "missiles\\", name) = '\0';
sprites.emplace(OwnedClxSpriteListOrSheet { LoadCl2(path, animWidth) });
} else {
FileNameGenerator pathGenerator({ "missiles\\", name }, DEVILUTIONX_CL2_EXT);
sprites.emplace(OwnedClxSpriteListOrSheet { LoadMultipleCl2Sheet<16>(pathGenerator, animFAmt, animWidth) });
}
#endif
}
void InitMissileGFX(bool loadHellfireGraphics)
{
if (HeadlessMode)
return;
for (size_t mi = 0; MissileSpriteData[mi].animFAmt != 0; mi++) {
if (!loadHellfireGraphics && mi > static_cast<uint8_t>(MissileGraphicID::BloodStarRedExplosion))
break;
if (MissileSpriteData[mi].flags == MissileGraphicsFlags::MonsterOwned)
continue;
MissileSpriteData[mi].LoadGFX();
}
}
void FreeMissileGFX()
{
for (auto &missileData : MissileSpriteData) {
missileData.FreeGFX();
}
}
} // namespace devilution