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/**
* @file dead.cpp
*
* Implementation of functions for placing dead monsters.
*/
#include "all.h"
/** unused, this was probably for blood boil/burn */
int spurtndx;
DeadStruct dead[MAXDEAD];
int stonendx;
void InitDead()
{
int i, d, nd, mi;
int mtypes[MAXMONSTERS];
for (i = 0; i < MAXMONSTERS; i++)
mtypes[i] = 0;
nd = 0;
for (i = 0; i < nummtypes; i++) {
if (mtypes[Monsters[i].mtype] == 0) {
for (d = 0; d < 8; d++)
dead[nd]._deadData[d] = Monsters[i].Anims[MA_DEATH].Data[d];
dead[nd]._deadFrame = Monsters[i].Anims[MA_DEATH].Frames;
dead[nd]._deadWidth = Monsters[i].width;
dead[nd]._deadWidth2 = Monsters[i].width2;
dead[nd]._deadtrans = 0;
Monsters[i].mdeadval = nd + 1;
mtypes[Monsters[i].mtype] = nd + 1;
nd++;
}
}
for (d = 0; d < 8; d++)
dead[nd]._deadData[d] = misfiledata[MFILE_BLODBUR].mAnimData[0];
dead[nd]._deadFrame = 8;
dead[nd]._deadWidth = 128;
dead[nd]._deadWidth2 = 32;
dead[nd]._deadtrans = 0;
spurtndx = nd + 1;
nd++;
for (d = 0; d < 8; d++)
dead[nd]._deadData[d] = misfiledata[MFILE_SHATTER1].mAnimData[0];
dead[nd]._deadFrame = 12;
dead[nd]._deadWidth = 128;
dead[nd]._deadWidth2 = 32;
dead[nd]._deadtrans = 0;
stonendx = nd + 1;
nd++;
for (i = 0; i < nummonsters; i++) {
mi = monstactive[i];
if (monster[mi]._uniqtype != 0) {
for (d = 0; d < 8; d++)
dead[nd]._deadData[d] = monster[mi].MType->Anims[MA_DEATH].Data[d];
dead[nd]._deadFrame = monster[mi].MType->Anims[MA_DEATH].Frames;
dead[nd]._deadWidth = monster[mi].MType->width;
dead[nd]._deadWidth2 = monster[mi].MType->width2;
dead[nd]._deadtrans = monster[mi]._uniqtrans + 4;
monster[mi]._udeadval = nd + 1;
nd++;
}
}
assert(nd <= MAXDEAD);
}
void AddDead(int dx, int dy, char dv, int ddir)
{
dDead[dx][dy] = (dv & 0x1F) + (ddir << 5);
}
void SyncUniqDead()
{
int i, mi;
int dx, dy;
for (i = 0; i < nummonsters; i++) {
mi = monstactive[i];
if (monster[mi]._uniqtype != 0) {
for (dx = 0; dx < MAXDUNX; dx++) {
for (dy = 0; dy < MAXDUNY; dy++) {
if ((dDead[dx][dy] & 0x1F) == monster[mi]._udeadval)
ChangeLightXY(monster[mi].mlid, dx, dy);
}
}
}
}
}