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/**
* @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 {
DeadStruct Dead[MaxDead];
int8_t stonendx;
namespace {
void InitDeadAnimationFromMonster(DeadStruct &dead, const CMonster &mon)
{
int i = 0;
const auto &animData = mon.GetAnimData(MonsterGraphic::Death);
for (const auto &celSprite : animData.CelSpritesForDirections)
dead.data[i++] = celSprite->Data();
dead.frame = animData.Frames;
dead.width = animData.CelSpritesForDirections[0]->Width();
}
} // namespace
void InitDead()
{
int8_t mtypes[MAXMONSTERS] = {};
int8_t nd = 0;
for (int i = 0; i < LevelMonsterTypeCount; i++) {
if (mtypes[LevelMonsterTypes[i].mtype] != 0)
continue;
InitDeadAnimationFromMonster(Dead[nd], LevelMonsterTypes[i]);
Dead[nd].translationPaletteIndex = 0;
nd++;
LevelMonsterTypes[i].mdeadval = nd;
mtypes[LevelMonsterTypes[i].mtype] = nd;
}
for (auto &dead : Dead[nd].data)
dead = MissileSpriteData[MFILE_BLODBUR].animData[0];
Dead[nd].frame = 8;
Dead[nd].width = 128;
Dead[nd].translationPaletteIndex = 0;
nd++;
for (auto &dead : Dead[nd].data)
dead = MissileSpriteData[MFILE_SHATTER1].animData[0];
Dead[nd].frame = 12;
Dead[nd].width = 128;
Dead[nd].translationPaletteIndex = 0;
nd++;
stonendx = nd;
for (int i = 0; i < ActiveMonsterCount; i++) {
auto &monster = Monsters[ActiveMonsters[i]];
if (monster._uniqtype != 0) {
InitDeadAnimationFromMonster(Dead[nd], *monster.MType);
Dead[nd].translationPaletteIndex = monster._uniqtrans + 4;
nd++;
monster._udeadval = nd;
}
}
assert(static_cast<unsigned>(nd) <= MaxDead);
}
void AddDead(Point tilePosition, int8_t dv, Direction ddir)
{
dDead[tilePosition.x][tilePosition.y] = (dv & 0x1F) + (ddir << 5);
}
void SetDead()
{
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 ((dDead[dx][dy] & 0x1F) == monster._udeadval)
ChangeLightXY(monster.mlid, { dx, dy });
}
}
}
}
} // namespace devilution