scummvm/engines/kyra/sprites_lol.cpp
Florian Kagerer c0fc64ecbf LOL: - fixed transparency tables in PC-98 16 color version
- renamed some variables

svn-id: r45847
2009-11-11 23:05:19 +00:00

1637 lines
40 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#ifdef ENABLE_LOL
#include "kyra/lol.h"
#include "kyra/screen_lol.h"
namespace Kyra {
void LoLEngine::loadMonsterShapes(const char *file, int monsterIndex, int animType) {
releaseMonsterShapes(monsterIndex);
_screen->loadBitmap(file, 3, 3, 0);
const uint8 *p = _screen->getCPagePtr(2);
const uint8 *ts[16];
for (int i = 0; i < 16; i++) {
ts[i] = _screen->getPtrToShape(p, i);
bool replaced = false;
int pos = monsterIndex << 4;
for (int ii = 0; ii < i; ii++) {
if (ts[i] != ts[ii])
continue;
_monsterShapes[pos + i] = _monsterShapes[pos + ii];
replaced = true;
break;
}
if (!replaced)
_monsterShapes[pos + i] = _screen->makeShapeCopy(p, i);
int size = _screen->getShapePaletteSize(_monsterShapes[pos + i]) << 3;
_monsterPalettes[pos + i] = new uint8[size];
memset(_monsterPalettes[pos + i], 0, size);
}
for (int i = 0; i < 4; i++) {
for (int ii = 0; ii < 16; ii++) {
uint8 **of = &_monsterShapesEx[monsterIndex * 192 + i * 48 + ii * 3];
int s = (i << 4) + ii + 17;
of[0] = _screen->makeShapeCopy(p, s);
of[1] = _screen->makeShapeCopy(p, s + 1);
of[2] = _screen->makeShapeCopy(p, s + 2);
}
}
_monsterAnimType[monsterIndex] = animType & 0xff;
uint8 *palShape = _screen->makeShapeCopy(p, 16);
_screen->clearPage(3);
_screen->drawShape(2, palShape, 0, 0, 0, 0);
uint8 *tmpPal1 = new uint8[64];
uint8 *tmpPal2 = new uint8[256];
uint16 *tmpPal3 = new uint16[256];
memset(tmpPal1, 0, 64);
for (int i = 0; i < 64; i++) {
tmpPal1[i] = *p;
p += 320;
}
p = _screen->getCPagePtr(2);
for (int i = 0; i < 16; i++) {
int pos = (monsterIndex << 4) + i;
uint16 sz = MIN(_screen->getShapeSize(_monsterShapes[pos]) - 10, 256);
memset(tmpPal2, 0, 256);
memcpy(tmpPal2, _monsterShapes[pos] + 10, sz);
memset(tmpPal3, 0xff, 256 * sizeof(uint16));
uint8 numCol = *tmpPal2;
for (int ii = 0; ii < numCol; ii++) {
uint8 *cl = (uint8*)memchr(tmpPal1, tmpPal2[1 + ii], 64);
if (!cl)
continue;
tmpPal3[ii] = (uint16) (cl - tmpPal1);
}
for (int ii = 0; ii < 8; ii++) {
memset(tmpPal2, 0, 256);
memcpy(tmpPal2, _monsterShapes[pos] + 10, sz);
for (int iii = 0; iii < numCol; iii++) {
if (tmpPal3[iii] == 0xffff)
continue;
if (p[tmpPal3[iii] * 320 + ii + 1])
tmpPal2[1 + iii] = p[tmpPal3[iii] * 320 + ii + 1];
}
memcpy(_monsterPalettes[pos] + ii * numCol, &tmpPal2[1], numCol);
}
}
delete[] tmpPal1;
delete[] tmpPal2;
delete[] tmpPal3;
delete[] palShape;
}
void LoLEngine::releaseMonsterShapes(int monsterIndex) {
for (int i = 0; i < 16; i++) {
int pos = (monsterIndex << 4) + i;
int pos2 = (monsterIndex << 4) + 16;
if (_monsterShapes[pos]) {
uint8 *t = _monsterShapes[pos];
delete[] _monsterShapes[pos];
for (int ii = pos; ii < pos2; ii++) {
if (_monsterShapes[ii] == t)
_monsterShapes[ii] = 0;
}
}
if (_monsterPalettes[pos]) {
delete[] _monsterPalettes[pos];
_monsterPalettes[pos] = 0;
}
}
for (int i = 0; i < 192; i++) {
int pos = (monsterIndex * 192) + i;
if (_monsterShapesEx[pos]) {
delete[] _monsterShapesEx[pos];
_monsterShapesEx[pos] = 0;
}
}
}
int LoLEngine::deleteMonstersFromBlock(int block) {
int i = _levelBlockProperties[block].assignedObjects;
int cnt = 0;
uint16 next = 0;
while (i) {
next = findObject(i)->nextAssignedObject;
if (!(i & 0x8000)) {
i = next;
continue;
}
MonsterInPlay *m = &_monsters[i & 0x7fff];
cnt++;
setMonsterMode(m, 14);
checkSceneUpdateNeed(m->block);
placeMonster(m, 0, 0);
i = next;
}
return cnt;
}
void LoLEngine::setMonsterMode(MonsterInPlay *monster, int mode) {
if (monster->mode == 13 && mode != 14)
return;
if (mode == 7) {
monster->destX = _partyPosX;
monster->destY = _partyPosY;
}
if (monster->mode == 1 && mode == 7) {
for (int i = 0; i < 30; i++) {
if (monster->mode != 1)
continue;
monster->mode = mode;
monster->fightCurTick = 0;
monster->destX = _partyPosX;
monster->destY = _partyPosY;
setMonsterDirection(monster, calcMonsterDirection(monster->x, monster->y, monster->destX, monster->destY));
}
} else {
monster->mode = mode;
monster->fightCurTick = 0;
if (mode == 14)
monster->hitPoints = 0;
if (mode == 13 && (monster->flags & 0x20)) {
monster->mode = 0;
monsterDropItems(monster);
if (_currentLevel != 29)
setMonsterMode(monster, 14);
runLevelScriptCustom(0x404, -1, monster->id, monster->id, 0, 0);
checkSceneUpdateNeed(monster->block);
if (monster->mode == 14)
placeMonster(monster, 0, 0);
}
}
}
bool LoLEngine::updateMonsterAdjustBlocks(MonsterInPlay *monster) {
static const uint8 dims[] = { 0, 13, 9, 3 };
if (monster->properties->flags & 8)
return true;
uint16 x1 = (monster->x & 0xff00) | 0x80;
uint16 y1 = (monster->y & 0xff00) | 0x80;
int x2 = _partyPosX;
int y2 = _partyPosY;
uint16 dir = 0;
if (monster->properties->flags & 1) {
dir = monster->direction >> 1;
} else {
dir = calcMonsterDirection(x1, y1, x2, y2);
if ((monster->properties->flags & 2) && (dir == (monster->direction ^ 4)))
return false;
dir >>= 1;
}
calcSpriteRelPosition(x1, y1, x2, y2, dir);
x2 >>= 8;
y2 >>= 8;
if (y2 < 0 || y2 > 3)
return false;
int t = (x2 < 0) ? -x2 : x2;
if (t > y2)
return false;
for (int i = 0; i < 18; i++)
_visibleBlocks[i] = &_levelBlockProperties[(monster->block + _dscBlockIndex[dir + i]) & 0x3ff];
int16 fx1 = 0;
int16 fx2 = 0;
setLevelShapesDim(x2 + dims[y2], fx1, fx2, 13);
return (fx1 >= fx2) ? false : true;
}
void LoLEngine::placeMonster(MonsterInPlay *monster, uint16 x, uint16 y) {
bool cont = true;
int t = monster->block;
if (monster->block) {
removeAssignedObjectFromBlock(&_levelBlockProperties[t], ((uint16)monster->id) | 0x8000);
_levelBlockProperties[t].direction = 5;
checkSceneUpdateNeed(t);
} else {
cont = false;
}
monster->block = calcBlockIndex(x, y);
if (monster->x != x || monster->y != y) {
monster->x = x;
monster->y = y;
monster->currentSubFrame = (++monster->currentSubFrame) & 3;
}
if (monster->block == 0)
return;
assignMonsterToBlock(&_levelBlockProperties[monster->block].assignedObjects, ((uint16)monster->id) | 0x8000);
_levelBlockProperties[monster->block].direction = 5;
checkSceneUpdateNeed(monster->block);
// WORKAROUND: Some monsters in the white tower have sound id's of 0xff. This is definitely a bug, since the
// last valid track number is 249 and there is no specific handling for 0xff. Nonetheless this wouldn't
// cause problems in the original code, because it just so happens that the invalid memory address points
// to an entry in _ingameGMSoundIndex which just so happens to have a value of -1
if (monster->properties->sounds[0] == 0 || monster->properties->sounds[0] == 255 || cont == false)
return;
if ((!(monster->properties->flags & 0x100) || ((monster->currentSubFrame & 1) == 0)) && monster->block == t)
return;
if (monster->block != t)
runLevelScriptCustom(monster->block, 0x800, -1, monster->id, 0, 0);
if (_updateFlags & 1)
return;
snd_processEnvironmentalSoundEffect(monster->properties->sounds[0], monster->block);
}
int LoLEngine::calcMonsterDirection(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
int16 r = 0;
int16 t1 = y1 - y2;
if (t1 < 0) {
r++;
t1 = -t1;
}
r <<= 1;
int16 t2 = x2 - x1;
if (t2 < 0) {
r++;
t2 = -t2;
}
uint8 f = (t1 > t2) ? 1 : 0;
if (t2 >= t1)
SWAP(t1, t2);
r = (r << 1) | f;
t1 = (t1 + 1) >> 1;
f = (t1 > t2) ? 1 : 0;
r = (r << 1) | f;
static const uint8 retVal[] = { 1, 2, 1, 0, 7, 6, 7, 0, 3, 2, 3, 4, 5, 6, 5, 4};
return retVal[r];
}
void LoLEngine::setMonsterDirection(MonsterInPlay *monster, int dir) {
monster->direction = dir;
if (!(dir & 1) || ((monster->direction - (monster->facing << 1)) >= 2))
monster->facing = monster->direction >> 1;
checkSceneUpdateNeed(monster->block);
}
void LoLEngine::monsterDropItems(MonsterInPlay *monster) {
uint16 a = monster->assignedItems;
while (a) {
uint16 b = a;
a = _itemsInPlay[a].nextAssignedObject;
setItemPosition(b, monster->x, monster->y, 0, 1);
}
}
void LoLEngine::removeAssignedObjectFromBlock(LevelBlockProperty *l, int id) {
uint16 *blockItemIndex = &l->assignedObjects;
ItemInPlay *i = 0;
while (*blockItemIndex) {
if (*blockItemIndex == id) {
i = findObject(id);
*blockItemIndex = i->nextAssignedObject;
i->nextAssignedObject = 0;
return;
}
i = findObject(*blockItemIndex);
blockItemIndex = &i->nextAssignedObject;
}
}
void LoLEngine::removeDrawObjectFromBlock(LevelBlockProperty *l, int id) {
uint16 *blockItemIndex = &l->drawObjects;
ItemInPlay *i = 0;
while (*blockItemIndex) {
if (*blockItemIndex == id) {
i = findObject(id);
*blockItemIndex = i->nextDrawObject;
i->nextDrawObject = 0;
return;
}
i = findObject(*blockItemIndex);
blockItemIndex = &i->nextDrawObject;
}
}
void LoLEngine::assignMonsterToBlock(uint16 *assignedBlockObjects, int id) {
ItemInPlay *t = findObject(id);
t->nextAssignedObject = *assignedBlockObjects;
*assignedBlockObjects = id;
}
int LoLEngine::checkBlockBeforeObjectPlacement(uint16 x, uint16 y, uint16 objectWidth, uint16 testFlag, uint16 wallFlag) {
_objectLastDirection = 0;
uint16 x2 = 0;
uint16 y2 = 0;
int xOffs = 0;
int yOffs = 0;
int flag = 0;
int r = checkBlockForWallsAndSufficientSpace(calcBlockIndex(x, y), x, y, objectWidth, testFlag, wallFlag);
if (r)
return r;
r = checkBlockOccupiedByParty(x, y, testFlag);
if (r)
return 4;
if (x & 0x80) {
if (((x & 0xff) + objectWidth) & 0xff00) {
xOffs = 1;
_objectLastDirection = 2;
x2 = x + objectWidth;
r = checkBlockForWallsAndSufficientSpace(calcBlockIndex(x2, y), x, y, objectWidth, testFlag, wallFlag);
if (r)
return r;
r = checkBlockOccupiedByParty(x + xOffs, y, testFlag);
if (r)
return 4;
flag = 1;
}
} else {
if (((x & 0xff) - objectWidth) & 0xff00) {
xOffs = -1;
_objectLastDirection = 6;
x2 = x - objectWidth;
r = checkBlockForWallsAndSufficientSpace(calcBlockIndex(x2, y), x, y, objectWidth, testFlag, wallFlag);
if (r)
return r;
r = checkBlockOccupiedByParty(x + xOffs, y, testFlag);
if (r)
return 4;
flag = 1;
}
}
if (y & 0x80) {
if (((y & 0xff) + objectWidth) & 0xff00) {
yOffs = 1;
_objectLastDirection = 4;
y2 = y + objectWidth;
r = checkBlockForWallsAndSufficientSpace(calcBlockIndex(x, y2), x, y, objectWidth, testFlag, wallFlag);
if (r)
return r;
r = checkBlockOccupiedByParty(x, y + yOffs, testFlag);
if (r)
return 4;
flag &= 1;
} else {
flag = 0;
}
} else {
if (((y & 0xff) - objectWidth) & 0xff00) {
yOffs = -1;
_objectLastDirection = 0;
y2 = y - objectWidth;
r = checkBlockForWallsAndSufficientSpace(calcBlockIndex(x, y2), x, y, objectWidth, testFlag, wallFlag);
if (r)
return r;
r = checkBlockOccupiedByParty(x, y + yOffs, testFlag);
if (r)
return 4;
flag &= 1;
} else {
flag = 0;
}
}
if (!flag)
return 0;
r = checkBlockForWallsAndSufficientSpace(calcBlockIndex(x2, y2), x, y, objectWidth, testFlag, wallFlag);
if (r)
return r;
r = checkBlockOccupiedByParty(x + xOffs, y + yOffs, testFlag);
if (r)
return 4;
return 0;
}
int LoLEngine::checkBlockForWallsAndSufficientSpace(int block, int x, int y, int objectWidth, int testFlag, int wallFlag) {
if (block == _currentBlock)
testFlag &= 0xfffe;
if (testFlag & 1) {
_monsterCurBlock = block;
if (testWallFlag(block, -1, wallFlag))
return 1;
_monsterCurBlock = 0;
}
if (!(testFlag & 2))
return 0;
uint16 b = _levelBlockProperties[block].assignedObjects;
while (b & 0x8000) {
MonsterInPlay *monster = &_monsters[b & 0x7fff];
if (monster->mode < 13) {
int r = checkDrawObjectSpace(x, y, monster->x, monster->y);
if ((objectWidth + monster->properties->maxWidth) > r)
return 2;
}
b = findObject(b)->nextAssignedObject;
}
return 0;
}
int LoLEngine::calcMonsterSkillLevel(int id, int a) {
const uint16 *c = getCharacterOrMonsterStats(id);
int r = (a << 8) / c[4];
/*
if (!(id & 0x8000))
r = (r * _monsterModifiers[3 + _monsterDifficulty]) >> 8;
id &= 0x7fff;
if (_characters[id].skillLevels[1] <= 3)
return r;
else if (_characters[id].skillLevels[1] <= 7)
return (r- (r >> 2));*/
if (id & 0x8000) {
r = (r * _monsterModifiers[3 + _monsterDifficulty]) >> 8;
} else {
if (_characters[id].skillLevels[1] > 7)
r = (r - (r >> 1));
else if (_characters[id].skillLevels[1] > 3 && _characters[id].skillLevels[1] <= 7)
r = (r - (r >> 2));
}
return r;
}
int LoLEngine::checkBlockOccupiedByParty(int x, int y, int testFlag) {
if ((testFlag & 4) && (_currentBlock == calcBlockIndex(x, y)))
return 1;
return 0;
}
void LoLEngine::drawBlockObjects(int blockArrayIndex) {
LevelBlockProperty *l = _visibleBlocks[blockArrayIndex];
uint16 s = l->assignedObjects;
ItemInPlay *i = findObject(s);
if (l->direction != _currentDirection) {
l->drawObjects = 0;
l->direction = _currentDirection;
while (s) {
reassignDrawObjects(_currentDirection, s, l, true);
i = findObject(s);
s = i->nextAssignedObject;
}
}
s = l->drawObjects;
while (s) {
if (s & 0x8000) {
s &= 0x7fff;
if (blockArrayIndex < 15)
drawMonster(s);
s = _monsters[s].nextDrawObject;
} else {
i = &_itemsInPlay[s];
int fx = _sceneItemOffs[s & 7] << 1;
int fy = _sceneItemOffs[(s >> 1) & 7] + 5;
if (i->flyingHeight >= 2 && blockArrayIndex >= 15) {
s = i->nextDrawObject;
continue;
}
uint8 *shp = 0;
uint16 flg = 0;
if (i->flyingHeight >= 2)
fy -= ((i->flyingHeight - 1) * 6);
if ((_itemProperties[i->itemPropertyIndex].flags & 0x1000) && !(i->shpCurFrame_flg & 0xC000)) {
int shpIndex = _itemProperties[i->itemPropertyIndex].flags & 0x800 ? 7 : _itemProperties[i->itemPropertyIndex].shpIndex;
int ii = 0;
for (; ii < 8; ii++) {
if (!_flyingObjects[ii].enable)
continue;
if (_flyingObjects[ii].item == s)
break;
}
if (_flyingItemShapes[shpIndex].flipFlags && ((i->x ^ i->y) & 0x20))
flg |= 0x20;
flg |= _flyingItemShapes[shpIndex].drawFlags;
if (ii != 8) {
switch (_currentDirection - (_flyingObjects[ii].direction >> 1) + 3) {
case 1:
case 5:
shpIndex = _flyingItemShapes[shpIndex].shapeFront;
break;
case 3:
shpIndex = _flyingItemShapes[shpIndex].shapeBack;
break;
case 2:
case 6:
flg |= 0x10;
case 0:
case 4:
shpIndex = _flyingItemShapes[shpIndex].shapeLeft;
break;
default:
break;
}
shp = _thrownShapes[shpIndex];
}
if (shp)
fy += (shp[2] >> 2);
} else {
shp = (_itemProperties[i->itemPropertyIndex].flags & 0x40) ? _gameShapes[_itemProperties[i->itemPropertyIndex].shpIndex] :
_itemShapes[_gameShapeMap[_itemProperties[i->itemPropertyIndex].shpIndex << 1]];
}
if (shp)
drawItemOrMonster(shp, 0, i->x, i->y, fx, fy, flg, -1, false);
s = i->nextDrawObject;
}
}
}
void LoLEngine::drawMonster(uint16 id) {
MonsterInPlay *m = &_monsters[id];
int16 flg = _monsterDirFlags[(_currentDirection << 2) + m->facing];
int curFrm = getMonsterCurFrame(m, flg & 0xffef);
uint8 *shp = 0;
if (curFrm == -1) {
shp = _monsterShapes[m->properties->shapeIndex << 4];
calcDrawingLayerParameters(m->x + _monsterShiftOffs[m->shiftStep << 1], m->y + _monsterShiftOffs[(m->shiftStep << 1) + 1], _shpDmX, _shpDmY, _dmScaleW, _dmScaleH, shp, 0);
} else {
int d = m->flags & 7;
bool flip = m->properties->flags & 0x200 ? true : false;
flg &= 0x10;
shp = _monsterShapes[(m->properties->shapeIndex << 4) + curFrm];
if (m->properties->flags & 0x800)
flg |= 0x20;
uint8 *monsterPalette = d ? _monsterPalettes[(m->properties->shapeIndex << 4) + (curFrm & 0x0f)] + (shp[10] * (d - 1)) : 0;
uint8 *brightnessOverlay = drawItemOrMonster(shp, monsterPalette, m->x + _monsterShiftOffs[m->shiftStep << 1], m->y + _monsterShiftOffs[(m->shiftStep << 1) + 1], 0, 0, flg | 1, -1, flip);
for (int i = 0; i < 4; i++) {
int v = m->equipmentShapes[i] - 1;
if (v == -1)
break;
uint8 *shp2 = _monsterShapesEx[m->properties->shapeIndex * 192 + v * 48 + curFrm * 3];
if (!shp2)
continue;
drawDoorOrMonsterEquipment(shp2, 0, _shpDmX, _shpDmY, flg | 1, brightnessOverlay);
}
}
if (!m->damageReceived)
return;
int dW = _screen->getShapeScaledWidth(shp, _dmScaleW) >> 1;
int dH = _screen->getShapeScaledHeight(shp, _dmScaleH) >> 1;
int bloodAmount = (m->mode == 13) ? (m->fightCurTick << 1) : (m->properties->hitPoints / (m->damageReceived & 0x7fff));
shp = _gameShapes[6];
int bloodType = m->properties->flags & 0xc000;
if (bloodType == 0x4000)
bloodType = _flags.use16ColorMode ? 0xbb : 63;
else if (bloodType == 0x8000)
bloodType = _flags.use16ColorMode ? 0x55 : 15;
else if (bloodType == 0xc000)
bloodType = _flags.use16ColorMode ? 0x33 : 74;
else
bloodType = 0;
uint8 *tbl = new uint8[256];
if (bloodType) {
for (int i = 0; i < 256; i++) {
tbl[i] = i;
if (i < 2 || i > 7)
continue;
tbl[i] += bloodType;
}
}
dW += m->hitOffsX;
dH += m->hitOffsY;
bloodAmount = CLIP(bloodAmount, 1, 4);
int sW = _dmScaleW / bloodAmount;
int sH = _dmScaleH / bloodAmount;
_screen->drawShape(_sceneDrawPage1, shp, _shpDmX + dW, _shpDmY + dH, 13, 0x124, tbl, bloodType ? 1 : 0, sW, sH);
delete[] tbl;
}
int LoLEngine::getMonsterCurFrame(MonsterInPlay *m, uint16 dirFlags) {
int tmp = 0;
switch (_monsterAnimType[m->properties->shapeIndex]) {
case 0:
// default
if (dirFlags) {
return (m->mode == 13) ? -1 : (dirFlags + m->currentSubFrame);
} else {
if (m->damageReceived)
return 12;
switch (m->mode - 5) {
case 0:
return (m->properties->flags & 4) ? 13 : 0;
case 3:
return (m->fightCurTick + 13);
case 6:
return 14;
case 8:
return -1;
default:
return m->currentSubFrame;
}
}
break;
case 1:
// monsters whose outward appearance reflects the damage they have taken
tmp = (m->properties->hitPoints * _monsterModifiers[_monsterDifficulty]) >> 8;
if (m->hitPoints > (tmp >> 1))
tmp = 0;
else if (m->hitPoints > (tmp >> 2))
tmp = 4;
else
tmp = 8;
switch (m->mode) {
case 8:
return (m->fightCurTick + tmp);
case 11:
return 12;
case 13:
return (m->fightCurTick + 12);
default:
return tmp;
}
break;
case 2:
return (m->fightCurTick >= 13) ? 13 : m->fightCurTick;
break;
case 3:
switch (m->mode) {
case 5:
return m->damageReceived ? 5 : 6;
case 8:
return (m->fightCurTick + 6);
case 11:
return 5;
default:
return m->damageReceived ? 5 : m->currentSubFrame;
}
break;
default:
break;
}
return 0;
}
void LoLEngine::reassignDrawObjects(uint16 direction, uint16 itemIndex, LevelBlockProperty *l, bool flag) {
if (l->direction != direction) {
l->direction = 5;
return;
}
ItemInPlay *newObject = findObject(itemIndex);
int r = calcItemMonsterPosition(newObject, direction);
uint16 *b = &l->drawObjects;
ItemInPlay *lastObject = 0;
while (*b) {
lastObject = findObject(*b);
if (flag) {
if (calcItemMonsterPosition(lastObject, direction) >= r)
break;
} else {
if (calcItemMonsterPosition(lastObject, direction) > r)
break;
}
b = &lastObject->nextDrawObject;
}
newObject->nextDrawObject = *b;
*b = itemIndex;
}
void LoLEngine::redrawSceneItem() {
assignVisibleBlocks(_currentBlock, _currentDirection);
_screen->fillRect(112, 0, 287, 119, 0);
static const uint8 sceneClickTileIndex[] = { 13, 16};
int16 x1 = 0;
int16 x2 = 0;
for (int i = 0; i < 2; i++) {
uint8 tile = sceneClickTileIndex[i];
setLevelShapesDim(tile, x1, x2, 13);
uint16 s = _visibleBlocks[tile]->drawObjects;
int t = (i << 7) + 1;
while (s) {
if (s & 0x8000) {
s = _monsters[s & 0x7fff].nextDrawObject;
} else {
ItemInPlay *item = &_itemsInPlay[s];
if (item->shpCurFrame_flg & 0x4000) {
if (checkDrawObjectSpace(item->x, item->y, _partyPosX, _partyPosY) < 320) {
int fx = _sceneItemOffs[s & 7] << 1;
int fy = _sceneItemOffs[(s >> 1) & 7] + 5;
if (item->flyingHeight > 1)
fy -= ((item->flyingHeight - 1) * 6);
uint8 *shp = (_itemProperties[item->itemPropertyIndex].flags & 0x40) ? _gameShapes[_itemProperties[item->itemPropertyIndex].shpIndex] :
_itemShapes[_gameShapeMap[_itemProperties[item->itemPropertyIndex].shpIndex << 1]];
drawItemOrMonster(shp, 0, item->x, item->y, fx, fy, 0, t, 0);
_screen->updateScreen();
}
}
s = item->nextDrawObject;
t++;
}
}
}
}
int LoLEngine::calcItemMonsterPosition(ItemInPlay *i, uint16 direction) {
int x = i->x;
int y = i->y;
calcSpriteRelPosition(_partyPosX, _partyPosY, x, y, direction);
if (y < 0)
y = 0;
int res = (i->flyingHeight << 12);
res |= (4095 - y);
return res;
}
void LoLEngine::calcSpriteRelPosition(uint16 x1, uint16 y1, int &x2, int &y2, uint16 direction) {
int a = x2 - x1;
int b = y1 - y2;
if (direction) {
if (direction != 2)
SWAP(a, b);
if (direction != 3) {
a = -a;
if (direction != 1)
b = -b;
} else {
b = -b;
}
}
x2 = a;
y2 = b;
}
void LoLEngine::drawDoor(uint8 *shape, uint8 *doorPalette, int index, int unk2, int w, int h, int flags) {
uint8 c = _dscDoor1[(_currentDirection << 5) + unk2];
int r = (c / 5) + 5 * _dscDimMap[index];
uint16 d = _dscShapeOvlIndex[r];
uint16 t = (index << 5) + c;
_shpDmY = _dscDoorMonsterY[t] + 120;
if (flags & 1) {
// TODO / UNUSED
flags |=1;
}
int u = 0;
if (flags & 2) {
uint8 dimW = _dscDimMap[index];
_dmScaleW = _dscDoorMonsterScaleTable[dimW << 1];
_dmScaleH = _dscDoorMonsterScaleTable[(dimW << 1) + 1];
u = _dscDoor4[dimW];
}
d += 2;
if (!_dmScaleW || !_dmScaleH)
return;
int s = _screen->getShapeScaledHeight(shape, _dmScaleH) >> 1;
if (w)
w = (w * _dmScaleW) >> 8;
if (h)
h = (h * _dmScaleH) >> 8;
_shpDmX = _dscDoorMonsterX[t] + w + 200;
_shpDmY = _shpDmY + 4 - s + h - u;
if (d > 7)
d = 7;
if (_flags.use16ColorMode) {
uint8 bb = _blockBrightness >> 4;
if (d > bb)
d -= bb;
else
d = 0;
}
uint8 *brightnessOverlay = _screen->getLevelOverlay(d);
int doorScaledWitdh = _screen->getShapeScaledWidth(shape, _dmScaleW);
_shpDmX -= (doorScaledWitdh >> 1);
_shpDmY -= s;
drawDoorOrMonsterEquipment(shape, doorPalette, _shpDmX, _shpDmY, flags, brightnessOverlay);
}
void LoLEngine::drawDoorOrMonsterEquipment(uint8 *shape, uint8 *objectPalette, int x, int y, int flags, const uint8 *brightnessOverlay) {
int flg = 0;
if (flags & 0x10)
flg |= 1;
if (flags & 0x20)
flg |= 0x1000;
if (flags & 0x40)
flg |= 2;
if (flg & 0x1000) {
if (objectPalette)
_screen->drawShape(_sceneDrawPage1, shape, x, y, 13, flg | 0x9104, objectPalette, brightnessOverlay, 1, _transparencyTable1, _transparencyTable2, _dmScaleW, _dmScaleH);
else
_screen->drawShape(_sceneDrawPage1, shape, x, y, 13, flg | 0x1104, brightnessOverlay, 1, _transparencyTable1, _transparencyTable2, _dmScaleW, _dmScaleH);
} else {
if (objectPalette)
_screen->drawShape(_sceneDrawPage1, shape, x, y, 13, flg | 0x8104, objectPalette, brightnessOverlay, 1, _dmScaleW, _dmScaleH);
else
_screen->drawShape(_sceneDrawPage1, shape, x, y, 13, flg | 0x104, brightnessOverlay, 1, _dmScaleW, _dmScaleH);
}
}
uint8 *LoLEngine::drawItemOrMonster(uint8 *shape, uint8 *monsterPalette, int x, int y, int fineX, int fineY, int flags, int tblValue, bool vflip) {
uint8 *ovl2 = 0;
uint8 *brightnessOverlay = 0;
uint8 tmpOvl[16];
if (flags & 0x80) {
flags &= 0xff7f;
ovl2 = monsterPalette;
monsterPalette = 0;
} else {
ovl2 = _screen->getLevelOverlay(_flags.use16ColorMode ? 5 : 4);
}
int r = calcDrawingLayerParameters(x, y, _shpDmX, _shpDmY, _dmScaleW, _dmScaleH, shape, vflip);
if (tblValue == -1) {
r = 7 - ((r / 3) - 1);
r = CLIP(r, 0, 7);
if (_flags.use16ColorMode) {
uint8 bb = _blockBrightness >> 4;
if (r > bb)
r -= bb;
else
r = 0;
}
brightnessOverlay = _screen->getLevelOverlay(r);
} else {
memset(tmpOvl + 1, tblValue, 15);
tmpOvl[0] = 0;
monsterPalette = tmpOvl;
brightnessOverlay = _screen->getLevelOverlay(7);
}
int flg = flags & 0x10 ? 1 : 0;
if (flags & 0x20)
flg |= 0x1000;
if (flags & 0x40)
flg |= 2;
if (_flags.use16ColorMode) {
if (_currentLevel != 22)
flg &= 0xdfff;
} else {
if (_currentLevel == 22) {
if (brightnessOverlay)
brightnessOverlay[255] = 0;
} else {
flg |= 0x2000;
}
}
_shpDmX += ((_dmScaleW * fineX) >> 8);
_shpDmY += ((_dmScaleH * fineY) >> 8);
int dH = _screen->getShapeScaledHeight(shape, _dmScaleH) >> 1;
if (flg & 0x1000) {
if (monsterPalette)
_screen->drawShape(_sceneDrawPage1, shape, _shpDmX, _shpDmY, 13, flg | 0x8124, monsterPalette, brightnessOverlay, 0, _transparencyTable1, _transparencyTable2, _dmScaleW, _dmScaleH, ovl2);
else
_screen->drawShape(_sceneDrawPage1, shape, _shpDmX, _shpDmY, 13, flg | 0x124, brightnessOverlay, 0, _transparencyTable1, _transparencyTable2, _dmScaleW, _dmScaleH, ovl2);
} else {
if (monsterPalette)
_screen->drawShape(_sceneDrawPage1, shape, _shpDmX, _shpDmY, 13, flg | 0x8124, monsterPalette, brightnessOverlay, 1, _dmScaleW, _dmScaleH, ovl2);
else
_screen->drawShape(_sceneDrawPage1, shape, _shpDmX, _shpDmY, 13, flg | 0x124, brightnessOverlay, 1, _dmScaleW, _dmScaleH, ovl2);
}
_shpDmX -= (_screen->getShapeScaledWidth(shape, _dmScaleW) >> 1);
_shpDmY -= dH;
return brightnessOverlay;
}
int LoLEngine::calcDrawingLayerParameters(int x1, int y1, int &x2, int &y2, uint16 &w, uint16 &h, uint8 *shape, int vflip) {
calcSpriteRelPosition(_partyPosX, _partyPosY, x1, y1, _currentDirection);
if (y1 < 0) {
w = h = x2 = y2 = 0;
return 0;
}
int l = y1 >> 5;
y2 = _monsterScaleY[l];
x2 = ((_monsterScaleX[l] * x1) >> 8) + 200;
w = h = (_shpDmY > 120) ? 0x100 : _monsterScaleWH[_shpDmY - 56];
if (vflip)
// objects aligned to the ceiling (like the "lobsters" in the mines)
y2 = ((120 - y2) >> 1) + (_screen->getShapeScaledHeight(shape, _dmScaleH) >> 1);
else
y2 -= (_screen->getShapeScaledHeight(shape, _dmScaleH) >> 1);
return l;
}
void LoLEngine::updateMonster(MonsterInPlay *monster) {
static const uint8 flags[] = { 1, 0, 1, 3, 3, 0, 0, 3, 4, 1, 0, 0, 4, 0, 0 };
if (monster->mode > 14)
return;
int f = flags[monster->mode];
if ((monster->speedTick++ < monster->properties->speedTotalWaitTicks) && (!(f & 4)))
return;
monster->speedTick = 0;
if (monster->properties->flags & 0x40) {
monster->hitPoints += rollDice(1, 8);
if (monster->hitPoints > monster->properties->hitPoints)
monster->hitPoints = monster->properties->hitPoints;
}
if (monster->flags & 8) {
monster->destX = _partyPosX;
monster->destY = _partyPosY;
}
if (f & 2) {
if (updateMonsterAdjustBlocks(monster)) {
setMonsterMode(monster, 7);
f &= 6;
}
}
if ((f & 1) && (monster->flags & 0x10))
setMonsterMode(monster, 7);
if ((monster->mode != 11) && (monster->mode != 14)) {
if (!(_rnd.getRandomNumber(255) & 3)) {
monster->shiftStep = (++monster->shiftStep) & 0x0f;
checkSceneUpdateNeed(monster->block);
}
}
switch (monster->mode) {
case 0:
case 1:
// friendly mode
if (monster->flags & 0x10) {
for (int i = 0; i < 30; i++) {
if (_monsters[i].mode == 1)
setMonsterMode(&_monsters[i], 7);
}
} else if (monster->mode == 1) {
moveMonster(monster);
}
break;
case 2:
moveMonster(monster);
break;
case 3:
if (updateMonsterAdjustBlocks(monster))
setMonsterMode(monster, 7);
for (int i = 0; i < 4; i++) {
if (calcNewBlockPosition(monster->block, i) == _currentBlock)
setMonsterMode(monster, 7);
}
break;
case 4:
// straying around not tracing the party
moveStrayingMonster(monster);
break;
case 5:
// second recovery phase after delivering an attack
// monsters will rearrange positions in this phase so as to allow a maximum
// number of monsters possible attacking at the same time
_partyAwake = true;
monster->fightCurTick--;
if ((monster->fightCurTick <= 0) || (checkDrawObjectSpace(_partyPosX, _partyPosY, monster->x, monster->y) > 256) || (monster->flags & 8))
setMonsterMode(monster, 7);
else
rearrangeAttackingMonster(monster);
break;
case 6:
// same as mode 5, but without rearranging
if (--monster->fightCurTick <= 0)
setMonsterMode(monster, 7);
break;
case 7:
// monster destination is set to current party position
// depending on the flag setting this gets updated each round
// monster can't change mode before arriving at destination and/or attacking the party
if (!chasePartyWithDistanceAttacks(monster))
chasePartyWithCloseAttacks(monster);
checkSceneUpdateNeed(monster->block);
break;
case 8:
// first recovery phase after delivering an attack
if (++monster->fightCurTick > 2) {
setMonsterMode(monster, 5);
monster->fightCurTick = (int8) ((((8 << 8) / monster->properties->fightingStats[4]) * _monsterModifiers[6 + _monsterDifficulty]) >> 8);
}
checkSceneUpdateNeed(monster->block);
break;
case 9:
if (--monster->fightCurTick) {
chasePartyWithCloseAttacks(monster);
} else {
setMonsterMode(monster, 7);
monster->flags &= 0xfff7;
}
break;
case 12:
checkSceneUpdateNeed(monster->block);
if (++monster->fightCurTick > 13)
runLevelScriptCustom(0x404, -1, monster->id, monster->id, 0, 0);
break;
case 13:
// monster death
if (++monster->fightCurTick > 2)
killMonster(monster);
checkSceneUpdateNeed(monster->block);
break;
case 14:
monster->damageReceived = 0;
break;
default:
break;
}
if (monster->damageReceived) {
if (monster->damageReceived & 0x8000)
monster->damageReceived &= 0x7fff;
else
monster->damageReceived = 0;
checkSceneUpdateNeed(monster->block);
}
monster->flags &= 0xffef;
}
void LoLEngine::moveMonster(MonsterInPlay *monster) {
static const int8 turnPos[] = { 0, 2, 6, 6, 0, 2, 4, 4, 2, 2, 4, 6, 0, 0, 4, 6, 0 };
if (monster->x != monster->destX || monster->y != monster->destY) {
walkMonster(monster);
} else if (monster->direction != monster->destDirection) {
int i = (monster->facing << 2) + (monster->destDirection >> 1);
setMonsterDirection(monster, turnPos[i]);
}
}
void LoLEngine::walkMonster(MonsterInPlay *monster) {
if (monster->properties->flags & 0x400)
return;
int s = walkMonsterCalcNextStep(monster);
if (s == -1) {
if (walkMonsterCheckDest(monster->x, monster->y, monster, 4) != 1)
return;
_objectLastDirection ^= 4;
setMonsterDirection(monster, _objectLastDirection);
} else {
setMonsterDirection(monster, s);
if (monster->numDistAttacks) {
if (getMonsterDistance(monster->block, _currentBlock) >= 2) {
if (checkForPossibleDistanceAttack(monster->block, monster->direction, 3, _currentBlock) != 5) {
if (monster->distAttackTick)
return;
}
}
}
}
int fx = 0;
int fy = 0;
getNextStepCoords(monster->x, monster->y, fx, fy, (s == -1) ? _objectLastDirection : s);
placeMonster(monster, fx, fy);
}
bool LoLEngine::chasePartyWithDistanceAttacks(MonsterInPlay *monster) {
if (!monster->numDistAttacks)
return false;
if (monster->distAttackTick > 0) {
monster->distAttackTick--;
return false;
}
int dir = checkForPossibleDistanceAttack(monster->block, monster->facing, 4, _currentBlock);
if (dir == 5)
return false;
int s = 0;
if (monster->flags & 0x10) {
s = monster->properties->numDistWeapons ? rollDice(1, monster->properties->numDistWeapons) : 0;
} else {
s = monster->curDistWeapon++;
if (monster->curDistWeapon >= monster->properties->numDistWeapons)
monster->curDistWeapon = 0;
}
int flyingObject = monster->properties->distWeapons[s];
if (flyingObject & 0xc000) {
if (getMonsterDistance(monster->block, _currentBlock) > 1) {
int type = flyingObject & 0x4000 ? 0 : 1;
flyingObject = makeItem(flyingObject & 0x3fff, 0, 0);
if (flyingObject) {
if (!launchObject(type, flyingObject, monster->x, monster->y, 12, dir << 1, -1, monster->id | 0x8000, 0x3f))
deleteItem(flyingObject);
}
}
} else if (!(flyingObject & 0x2000)) {
if (getMonsterDistance(monster->block, _currentBlock) > 1)
return false;
if (flyingObject == 1) {
snd_playSoundEffect(147, -1);
shakeScene(10, 2, 2, 1);
for (int i = 0; i < 4; i++) {
if (!(_characters[i].flags & 1))
continue;
int item = removeCharacterItem(i, 15);
if (item)
setItemPosition(item, _partyPosX, _partyPosY, 0, 1);
inflictDamage(i, 20, 0xFFFF, 0, 2);
}
} else if (flyingObject == 3) {
// shriek
for (int i = 0; i < 30; i++) {
if (getMonsterDistance(monster->block, _monsters[i].block) < 7)
setMonsterMode(monster, 7);
}
_txt->printMessage(2, "%s", getLangString(0x401a));
} else if (flyingObject == 4) {
launchMagicViper();
} else {
return false;
}
}
if (monster->numDistAttacks != 255)
monster->numDistAttacks--;
monster->distAttackTick = (monster->properties->fightingStats[4] * 8) >> 8;
return true;
}
void LoLEngine::chasePartyWithCloseAttacks(MonsterInPlay *monster) {
if (!(monster->flags & 8)) {
int dir = calcMonsterDirection(monster->x & 0xff00, monster->y & 0xff00, _partyPosX & 0xff00, _partyPosY & 0xff00);
int x1 = _partyPosX;
int y1 = _partyPosY;
calcSpriteRelPosition(monster->x, monster->y, x1, y1, dir >> 1);
int t = (x1 < 0) ? -x1 : x1;
if (y1 <= 160 && t <= 80) {
if ((monster->direction == dir) && (monster->facing == (dir >> 1))) {
int dst = getNearestPartyMemberFromPos(monster->x, monster->y);
snd_playSoundEffect(monster->properties->sounds[1], -1);
int m = monster->id | 0x8000;
int hit = battleHitSkillTest(m, dst, 0);
if (hit) {
int mx = calcInflictableDamage(m, dst, hit);
int dmg = rollDice(2, mx );
inflictDamage(dst, dmg, m, 0, 0);
applyMonsterAttackSkill(monster, dst, dmg);
}
setMonsterMode(monster, 8);
checkSceneUpdateNeed(monster->block);
} else {
setMonsterDirection(monster, dir);
checkSceneUpdateNeed(monster->block);
}
return;
}
}
if (monster->x != monster->destX || monster->y != monster->destY) {
walkMonster(monster);
} else {
setMonsterDirection(monster, monster->destDirection);
setMonsterMode(monster, (rollDice(1, 100) <= 50) ? 4 : 3);
}
}
int LoLEngine::walkMonsterCalcNextStep(MonsterInPlay *monster) {
static const int8 walkMonsterTable1[] = { 7, -6, 5, -4, 3, -2, 1, 0 };
static const int8 walkMonsterTable2[] = { -7, 6, -5, 4, -3, 2, -1, 0 };
if (++_monsterStepCounter > 10) {
_monsterStepCounter = 0;
_monsterStepMode ^= 1;
}
const int8 *tbl = _monsterStepMode ? walkMonsterTable2 : walkMonsterTable1;
int sx = monster->x;
int sy = monster->y;
int s = monster->direction;
int d = calcMonsterDirection(monster->x, monster->y, monster->destX, monster->destY);
if (monster->flags & 8)
d ^= 4;
d = (d - s) & 7;
if (d >= 5)
s = (s - 1) & 7;
else if (d)
s = (s + 1) & 7;
for (int i = 7; i > -1; i--) {
s = (s + tbl[i]) & 7;
int fx = 0;
int fy = 0;
getNextStepCoords(sx, sy, fx, fy, s);
d = walkMonsterCheckDest(fx, fy, monster, 4);
if (!d)
return s;
if ((d != 1) || (s & 1) || (!(monster->properties->flags & 0x80)))
continue;
uint8 w = _levelBlockProperties[_monsterCurBlock].walls[(s >> 1) ^ 2];
if (_wllWallFlags[w] & 0x20) {
if (_wllBuffer3[w] == 5) {
openCloseDoor(_monsterCurBlock, 1);
return -1;
}
}
if (_wllWallFlags[w] & 8)
return -1;
}
return -1;
}
int LoLEngine::getMonsterDistance(uint16 block1, uint16 block2) {
int b1x = block1 & 0x1f;
int b1y = block1 >> 5;
int b2x = block2 & 0x1f;
int b2y = block2 >> 5;
uint8 dy = ABS(b2y - b1y);
uint8 dx = ABS(b2x - b1x);
if (dx > dy)
SWAP(dx, dy);
return (dx >> 1) + dy;
}
int LoLEngine::checkForPossibleDistanceAttack(uint16 monsterBlock, int direction, int distance, uint16 curBlock) {
int mdist = getMonsterDistance(curBlock, monsterBlock);
if (mdist > distance)
return 5;
int dir = calcMonsterDirection(monsterBlock & 0x1f, monsterBlock >> 5, curBlock & 0x1f, curBlock >> 5);
if ((dir & 1) || (dir != (direction << 1)))
return 5;
if (((monsterBlock & 0x1f) != (curBlock & 0x1f)) && ((monsterBlock & 0xffe0) != (curBlock & 0xffe0)))
return 5;
if (distance < 0)
return 5;
int p = monsterBlock;
for (int i = 0; i < distance; i++) {
p = calcNewBlockPosition(p, direction);
if (p == curBlock)
return direction;
if (_wllWallFlags[_levelBlockProperties[p].walls[direction ^ 2]] & 2)
return 5;
if (_levelBlockProperties[p].assignedObjects & 0x8000)
return 5;
}
return 5;
}
int LoLEngine::walkMonsterCheckDest(int x, int y, MonsterInPlay *monster, int unk) {
uint8 m = monster->mode;
monster->mode = 15;
int res = checkBlockBeforeObjectPlacement(x, y, monster->properties->maxWidth, 7, monster->properties->flags & 0x1000 ? 32 : unk);
monster->mode = m;
return res;
}
void LoLEngine::getNextStepCoords(int16 srcX, int16 srcY, int &newX, int &newY, uint16 direction) {
static const int8 shiftTableX[] = { 0, 32, 32, 32, 0, -32, -32, -32 };
static const int8 shiftTableY[] = { -32, -32, 0, 32, 32, 32, 0, -32 };
newX = (srcX + shiftTableX[direction]) & 0x1fff;
newY = (srcY + shiftTableY[direction]) & 0x1fff;
}
void LoLEngine::rearrangeAttackingMonster(MonsterInPlay *monster) {
int t = (monster->direction >> 1);
uint16 mx = monster->x;
uint16 my = monster->y;
uint16 *c = (t & 1) ? &my : &mx;
bool centered = (*c & 0x7f) ? false : true;
bool posFlag = true;
if (monster->properties->maxWidth <= 63) {
if (centered) {
bool r = false;
if (monster->nextAssignedObject & 0x8000) {
r = true;
} else {
uint16 id = _levelBlockProperties[monster->block].assignedObjects;
id = (id & 0x8000) ? (id & 0x7fff) : 0xffff;
if (id != monster->id) {
r = true;
} else {
for (int i = 0; i < 3; i++) {
t = (t + 1) & 3;
id = _levelBlockProperties[calcNewBlockPosition(monster->block, t)].assignedObjects;
id = (id & 0x8000) ? (id & 0x7fff) : 0xffff;
if (id != 0xffff)
r = true;
}
}
}
if (r)
posFlag = false;
} else {
posFlag = false;
}
}
if (centered && posFlag)
return;
if (posFlag) {
if (*c & 0x80)
*c -= 32;
else
*c += 32;
} else {
if (*c & 0x80)
*c += 32;
else
*c -= 32;
}
if (walkMonsterCheckDest(mx, my, monster, 4))
return;
int fx = _partyPosX;
int fy = _partyPosY;
calcSpriteRelPosition(mx, my, fx, fy, monster->direction >> 1);
t = (fx < 0) ? -fx : fx;
if (fy > 160 || t > 80)
return;
placeMonster(monster, mx, my);
}
void LoLEngine::moveStrayingMonster(MonsterInPlay *monster) {
int x = 0;
int y = 0;
if (monster->fightCurTick) {
uint8 d = (monster->direction - monster->fightCurTick) & 6;
uint8 id = monster->id;
for (int i = 0; i < 7; i++) {
getNextStepCoords(monster->x, monster->y, x, y, d);
if (!walkMonsterCheckDest(x, y, monster, 4)) {
placeMonster(monster, x, y);
setMonsterDirection(monster, d);
if (!i) {
if (++id > 3)
monster->fightCurTick = 0;
}
return;
}
d = (d + monster->fightCurTick) & 6;
}
setMonsterMode(monster, 3);
} else {
monster->direction &= 6;
getNextStepCoords(monster->x, monster->y, x, y, monster->direction);
if (!walkMonsterCheckDest(x, y, monster, 4)) {
placeMonster(monster, x, y);
} else {
monster->fightCurTick = _rnd.getRandomBit() ? 2 : -2;
monster->direction = (monster->direction + monster->fightCurTick) & 6;
}
}
}
void LoLEngine::killMonster(MonsterInPlay *monster) {
setMonsterMode(monster, 14);
monsterDropItems(monster);
checkSceneUpdateNeed(monster->block);
uint8 w = _levelBlockProperties[monster->block].walls[0];
uint8 f = _levelBlockProperties[monster->block].flags;
if (_wllVmpMap[w] == 0 && _wllShapeMap[w] == 0 && !(f & 0x40) && !(monster->properties->flags & 0x1000))
_levelBlockProperties[monster->block].flags |= 0x80;
placeMonster(monster, 0, 0);
}
} // End of namespace Kyra
#endif // ENABLE_LOL