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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;
void InitDead()
{
int8_t mtypes[MAXMONSTERS] = {};
int8_t nd = 0;
for (int i = 0; i < nummtypes; i++) {
if (mtypes[Monsters[i].mtype] != 0)
continue;
dead[nd]._deadData = Monsters[i].Anims[MA_DEATH].Data;
dead[nd]._deadFrame = Monsters[i].Anims[MA_DEATH].Frames;
dead[nd]._deadWidth = Monsters[i].width;
dead[nd]._deadtrans = 0;
nd++;
Monsters[i].mdeadval = nd;
mtypes[Monsters[i].mtype] = nd;
}
for (auto &d : dead[nd]._deadData)
d = misfiledata[MFILE_BLODBUR].mAnimData[0];
dead[nd]._deadFrame = 8;
dead[nd]._deadWidth = 128;
dead[nd]._deadtrans = 0;
nd++;
for (auto &d : dead[nd]._deadData)
d = misfiledata[MFILE_SHATTER1].mAnimData[0];
dead[nd]._deadFrame = 12;
dead[nd]._deadWidth = 128;
dead[nd]._deadtrans = 0;
nd++;
stonendx = nd;
for (int i = 0; i < nummonsters; i++) {
int mi = monstactive[i];
if (monster[mi]._uniqtype != 0) {
dead[nd]._deadData = monster[mi].MType->Anims[MA_DEATH].Data;
dead[nd]._deadFrame = monster[mi].MType->Anims[MA_DEATH].Frames;
dead[nd]._deadWidth = monster[mi].MType->width;
dead[nd]._deadtrans = monster[mi]._uniqtrans + 4;
nd++;
monster[mi]._udeadval = nd;
}
}
assert(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 < nummonsters; i++) {
int mi = monstactive[i];
if (monster[mi]._uniqtype == 0)
continue;
for (int dx = 0; dx < MAXDUNX; dx++) {
for (int dy = 0; dy < MAXDUNY; dy++) {
if ((dDead[dx][dy] & 0x1F) == monster[mi]._udeadval)
ChangeLightXY(monster[mi].mlid, dx, dy);
}
}
}
}
} // namespace devilution