You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

108 lines
2.4 KiB

/**
* @file dead.cpp
*
* Implementation of functions for placing dead monsters.
*/
#include "dead.h"
#include <cstdint>
#include "diablo.h"
#include "headless_mode.hpp"
#include "levels/gendung.h"
#include "lighting.h"
#include "monster.h"
#include "tables/misdat.h"
namespace devilution {
Corpse Corpses[MaxCorpses];
int8_t stonendx;
namespace {
void InitDeadAnimationFromMonster(Corpse &corpse, const CMonster &mon)
{
const AnimStruct &animData = mon.getAnimData(MonsterGraphic::Death);
if (animData.sprites) {
corpse.sprites.emplace(*animData.sprites);
} else {
corpse.sprites = std::nullopt;
}
corpse.frame = animData.frames - 1;
corpse.width = animData.width;
}
void MoveLightToCorpse(Monster &monster)
{
for (int dx = 0; dx < MAXDUNX; dx++) {
for (int dy = 0; dy < MAXDUNY; dy++) {
if ((dCorpse[dx][dy] & 0x1F) == monster.corpseId) {
ChangeLightXY(monster.lightId, { dx, dy });
return;
}
}
}
AddUnLight(monster.lightId);
}
} // namespace
void InitCorpses()
{
int8_t mtypes[MaxMonsters] = {};
int8_t nd = 0;
for (size_t i = 0; i < LevelMonsterTypeCount; i++) {
CMonster &monsterType = LevelMonsterTypes[i];
if (mtypes[monsterType.type] != 0)
continue;
InitDeadAnimationFromMonster(Corpses[nd], monsterType);
Corpses[nd].translationPaletteIndex = 0;
nd++;
monsterType.corpseId = nd;
mtypes[monsterType.type] = nd;
}
nd++; // Unused blood spatter
if (!HeadlessMode)
Corpses[nd].sprites.emplace(*GetMissileSpriteData(MissileGraphicID::StoneCurseShatter).sprites);
Corpses[nd].frame = 11;
Corpses[nd].width = 128;
Corpses[nd].translationPaletteIndex = 0;
nd++;
stonendx = nd;
for (size_t i = 0; i < ActiveMonsterCount; i++) {
auto &monster = Monsters[ActiveMonsters[i]];
if (monster.isUnique()) {
InitDeadAnimationFromMonster(Corpses[nd], monster.type());
Corpses[nd].translationPaletteIndex = ActiveMonsters[i] + 1;
nd++;
monster.corpseId = nd;
}
}
assert(static_cast<unsigned>(nd) <= MaxCorpses);
}
void AddCorpse(Point tilePosition, int8_t dv, Direction ddir)
{
dCorpse[tilePosition.x][tilePosition.y] = (dv & 0x1F) + (static_cast<int>(ddir) << 5);
}
void MoveLightsToCorpses()
{
for (size_t i = 0; i < ActiveMonsterCount; i++) {
auto &monster = Monsters[ActiveMonsters[i]];
if (!monster.isUnique())
continue;
MoveLightToCorpse(monster);
}
}
} // namespace devilution