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