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/**
* @file monster.h
*
* Interface of monster functionality, AI, actions, spawning, loading, etc.
*/
#pragma once
#include <cstddef>
#include <cstdint>
#include <array>
#include <functional>
#include "engine.h"
#include "engine/actor_position.hpp"
#include "engine/animationinfo.h"
#include "engine/clx_sprite.hpp"
#include "engine/point.hpp"
#include "engine/sound.h"
#include "engine/world_tile.hpp"
#include "monstdat.h"
#include "spelldat.h"
#include "textdat.h"
#include "utils/language.h"
namespace devilution {
struct Missile;
struct Player;
constexpr size_t MaxMonsters = 200;
constexpr size_t MaxLvlMTypes = 24;
enum monster_flag : uint16_t {
// clang-format off
MFLAG_HIDDEN = 1 << 0,
MFLAG_LOCK_ANIMATION = 1 << 1,
MFLAG_ALLOW_SPECIAL = 1 << 2,
MFLAG_NOHEAL = 1 << 3,
MFLAG_TARGETS_MONSTER = 1 << 4,
MFLAG_GOLEM = 1 << 5,
MFLAG_QUEST_COMPLETE = 1 << 6,
MFLAG_KNOCKBACK = 1 << 7,
MFLAG_SEARCH = 1 << 8,
MFLAG_CAN_OPEN_DOOR = 1 << 9,
MFLAG_NO_ENEMY = 1 << 10,
MFLAG_BERSERK = 1 << 11,
MFLAG_NOLIFESTEAL = 1 << 12,
// clang-format on
};
/** Indexes from UniqueMonstersData array for special unique monsters (usually quest related) */
enum class UniqueMonsterType : uint8_t {
Garbud,
SkeletonKing,
Zhar,
SnotSpill,
Lazarus,
RedVex,
BlackJade,
Lachdan,
WarlordOfBlood,
Butcher,
HorkDemon,
Defiler,
NaKrul,
None = static_cast<uint8_t>(-1),
};
enum class MonsterMode : uint8_t {
Stand,
/** Movement towards N, NW, or NE */
MoveNorthwards,
/** Movement towards S, SW, or SE */
MoveSouthwards,
/** Movement towards W or E */
MoveSideways,
MeleeAttack,
HitRecovery,
Death,
SpecialMeleeAttack,
FadeIn,
FadeOut,
RangedAttack,
SpecialStand,
SpecialRangedAttack,
Delay,
Charge,
Petrified,
Heal,
Talk,
};
enum class MonsterGraphic : uint8_t {
Stand,
Walk,
Attack,
GotHit,
Death,
Special,
};
enum class MonsterGoal : uint8_t {
None,
Normal,
Retreat,
Healing,
Move,
Attack,
Inquiring,
Talking,
};
enum placeflag : uint8_t {
// clang-format off
PLACE_SCATTER = 1 << 0,
PLACE_SPECIAL = 1 << 1,
PLACE_UNIQUE = 1 << 2,
// clang-format on
};
/**
* @brief Defines the relation of the monster to a monster pack.
* If value is different from Individual Monster, the leader must also be set
*/
enum class LeaderRelation : uint8_t {
None,
/**
* @brief Minion that sticks to the leader
*/
Leashed,
/**
* @brief Minion that was separated from the leader and acts individually until it reaches the leader again
*/
Separated,
};
struct AnimStruct {
/**
* @brief Sprite lists for each of the 8 directions.
*/
OptionalClxSpriteListOrSheet sprites;
[[nodiscard]] OptionalClxSpriteList spritesForDirection(Direction direction) const
{
if (!sprites)
return std::nullopt;
return sprites->isSheet() ? (*sprites).sheet()[static_cast<size_t>(direction)] : (*sprites).list();
}
uint16_t width;
int8_t frames;
int8_t rate;
};
enum class MonsterSound : uint8_t {
Attack,
Hit,
Death,
Special
};
struct CMonster {
std::unique_ptr<byte[]> animData;
AnimStruct anims[6];
std::unique_ptr<TSnd> sounds[4][2];
const MonsterData *data;
_monster_id type;
/** placeflag enum as a flags*/
uint8_t placeFlags;
int8_t corpseId;
/**
* @brief Returns AnimStruct for specified graphic
*/
[[nodiscard]] const AnimStruct &getAnimData(MonsterGraphic graphic) const
{
return anims[static_cast<int>(graphic)];
}
};
extern CMonster LevelMonsterTypes[MaxLvlMTypes];
struct Monster { // note: missing field _mAFNum
std::unique_ptr<uint8_t[]> uniqueMonsterTRN;
/**
* @brief Contains information for current animation
*/
AnimationInfo animInfo;
int maxHitPoints;
int hitPoints;
uint32_t flags;
/** Seed used to determine item drops on death */
uint32_t rndItemSeed;
/** Seed used to determine AI behaviour/sync sounds in multiplayer games? */
uint32_t aiSeed;
uint16_t exp;
uint16_t toHit;
uint16_t toHitSpecial;
uint16_t resistance;
_speech_id talkMsg;
/** @brief Specifies monster's behaviour regarding moving and changing goals. */
int16_t goalVar1;
/**
* @brief Specifies turning direction for @p RoundWalk in most cases.
* Used in custom way by @p FallenAi, @p SnakeAi, @p M_FallenFear and @p FallenAi.
*/
int8_t goalVar2;
/**
* @brief Controls monster's behaviour regarding special actions.
* Used only by @p ScavengerAi and @p MegaAi.
*/
int8_t goalVar3;
int16_t var1;
int16_t var2;
int8_t var3;
ActorPosition position;
/** Specifies current goal of the monster */
MonsterGoal goal;
/** Usually corresponds to the enemy's future position */
WorldTilePosition enemyPosition;
uint8_t levelType;
MonsterMode mode;
uint8_t pathCount;
/** Direction faced by monster (direction enum) */
Direction direction;
/** The current target of the monster. An index in to either the player or monster array based on the _meflag value. */
uint8_t enemy;
bool isInvalid;
_mai_id ai;
/**
* @brief Specifies monster's behaviour across various actions.
* Generally, when monster thinks it decides what to do based on this value, among other things.
* Higher values should result in more aggressive behaviour (e.g. some monsters use this to calculate the @p AiDelay).
*/
uint8_t intelligence;
/** Stores information for how many ticks the monster will remain active */
uint8_t activeForTicks;
UniqueMonsterType uniqueType;
uint8_t uniqTrans;
int8_t corpseId;
int8_t whoHit;
int8_t level;
uint8_t minDamage;
uint8_t maxDamage;
uint8_t minDamageSpecial;
uint8_t maxDamageSpecial;
uint8_t armorClass;
uint8_t leader;
LeaderRelation leaderRelation;
uint8_t packSize;
int8_t lightId;
static constexpr uint8_t NoLeader = -1;
/**
* @brief Sets the current cell sprite to match the desired desiredDirection and animation sequence
* @param graphic Animation sequence of interest
* @param desiredDirection Desired desiredDirection the monster should be visually facing
*/
void changeAnimationData(MonsterGraphic graphic, Direction desiredDirection)
{
const AnimStruct &animationData = type().getAnimData(graphic);
// Passing the frames and rate properties here is only relevant when initialising a monster, but doesn't cause any harm when switching animations.
this->animInfo.changeAnimationData(animationData.spritesForDirection(desiredDirection), animationData.frames, animationData.rate);
}
/**
* @brief Sets the current cell sprite to match the desired animation sequence using the direction the monster is currently facing
* @param graphic Animation sequence of interest
*/
void changeAnimationData(MonsterGraphic graphic)
{
this->changeAnimationData(graphic, this->direction);
}
/**
* @brief Check if the correct stand Animation is loaded. This is needed if direction is changed (monster stands and looks at the player).
* @param dir direction of the monster
*/
void checkStandAnimationIsLoaded(Direction dir);
/**
* @brief Sets mode to MonsterMode::Petrified
*/
void petrify();
const CMonster &type() const
{
return LevelMonsterTypes[levelType];
}
const MonsterData &data() const
{
return *type().data;
}
/**
* @brief Returns monster's name
* Internally it returns a name stored in global array of monsters' data.
* @return Monster's name
*/
string_view name() const
{
if (uniqueType != UniqueMonsterType::None)
return pgettext("monster", UniqueMonstersData[static_cast<int8_t>(uniqueType)].mName);
return pgettext("monster", data().name);
}
/**
* @brief Returns the network identifier for this monster
*
* This is currently the index into the Monsters array, but may change in the future.
*/
[[nodiscard]] size_t getId() const;
[[nodiscard]] Monster *getLeader() const;
void setLeader(const Monster *leader);
[[nodiscard]] bool hasLeashedMinions() const
{
return isUnique() && UniqueMonstersData[static_cast<size_t>(uniqueType)].monsterPack == UniqueMonsterPack::Leashed;
}
/**
* @brief Calculates the distance in tiles between this monster and its current target
*
* The distance is not calculated as the euclidean distance, but rather as
* the longest number of tiles in the coordinate system.
*
* @return The distance in tiles
*/
[[nodiscard]] unsigned distanceToEnemy() const;
/**
* @brief Is the monster currently walking?
*/
bool isWalking() const;
bool isImmune(missile_id mitype) const;
bool isResistant(missile_id mitype) const;
/**
* Is this a player's golem?
*/
[[nodiscard]] bool isPlayerMinion() const;
bool isPossibleToHit() const;
void tag(const Player &tagger);
[[nodiscard]] bool isUnique() const
{
return uniqueType != UniqueMonsterType::None;
}
bool tryLiftGargoyle();
};
extern size_t LevelMonsterTypeCount;
extern Monster Monsters[MaxMonsters];
extern int ActiveMonsters[MaxMonsters];
extern size_t ActiveMonsterCount;
extern int MonsterKillCounts[MaxMonsters];
extern bool sgbSaveSoundOn;
void PrepareUniqueMonst(Monster &monster, UniqueMonsterType monsterType, size_t miniontype, int bosspacksize, const UniqueMonsterData &uniqueMonsterData);
void InitLevelMonsters();
void GetLevelMTypes();
void InitMonsterSND(CMonster &monsterType);
void InitMonsterGFX(CMonster &monsterType);
void WeakenNaKrul();
void InitGolems();
void InitMonsters();
void SetMapMonsters(const uint16_t *dunData, Point startPosition);
Monster *AddMonster(Point position, Direction dir, size_t mtype, bool inMap);
void AddDoppelganger(Monster &monster);
void ApplyMonsterDamage(Monster &monster, int damage);
bool M_Talker(const Monster &monster);
void M_StartStand(Monster &monster, Direction md);
void M_ClearSquares(const Monster &monster);
void M_GetKnockback(Monster &monster);
void M_StartHit(Monster &monster, int dam);
void M_StartHit(Monster &monster, const Player &player, int dam);
void StartMonsterDeath(Monster &monster, const Player &player, bool sendmsg);
void MonsterDeath(Monster &monster, Direction md, bool sendmsg);
void KillMyGolem();
void M_StartKill(Monster &monster, const Player &player);
void M_SyncStartKill(Monster &monster, Point position, const Player &player);
void M_UpdateRelations(const Monster &monster);
void DoEnding();
void PrepDoEnding();
bool Walk(Monster &monster, Direction md);
void GolumAi(Monster &monster);
void DeleteMonsterList();
void ProcessMonsters();
void FreeMonsters();
bool DirOK(const Monster &monster, Direction mdir);
bool PosOkMissile(Point position);
bool LineClearMissile(Point startPoint, Point endPoint);
bool LineClear(const std::function<bool(Point)> &clear, Point startPoint, Point endPoint);
void SyncMonsterAnim(Monster &monster);
void M_FallenFear(Point position);
void PrintMonstHistory(int mt);
void PrintUniqueHistory();
void PlayEffect(Monster &monster, MonsterSound mode);
void MissToMonst(Missile &missile, Point position);
Monster *FindMonsterAtPosition(Point position, bool ignoreMovingMonsters = false);
/**
* @brief Check that the given tile is available to the monster
*/
bool IsTileAvailable(const Monster &monster, Point position);
bool IsSkel(_monster_id mt);
bool IsGoat(_monster_id mt);
/**
* @brief Reveals a monster that was hiding in a container
* @param monster instance returned from a previous call to PreSpawnSkeleton
* @param position tile to try spawn the monster at, neighboring tiles will be used as a fallback
*/
void ActivateSkeleton(Monster &monster, Point position);
Monster *PreSpawnSkeleton();
void TalktoMonster(Monster &monster);
void SpawnGolem(Player &player, Monster &golem, Point position, Missile &missile);
bool CanTalkToMonst(const Monster &monster);
int encode_enemy(Monster &monster);
void decode_enemy(Monster &monster, int enemyId);
} // namespace devilution