2015-01-13 19:30:03 -05:00
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/algorithm.h"
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2015-02-15 20:47:56 -05:00
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#include "common/rect.h"
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#include "xeen/combat.h"
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#include "xeen/interface.h"
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#include "xeen/xeen.h"
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2015-01-13 19:30:03 -05:00
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namespace Xeen {
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2015-02-15 20:47:56 -05:00
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static const int MONSTER_GRID_X[48] = {
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1, 1, 1, 0, -1, -1, -1, 1, 1, 1, 0, -1,
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-1, -1, 1, 1, 1, 0, -1, -1, -1, 1, 1, 1,
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0, -1, -1, -1, 1, 1, 1, 0, -1, -1, -1, 1,
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1, 1, 0, -1, -1, -1, 1, 1, 1, 0, -1, -1
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};
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static const int MONSTER_GRID_Y[48] = {
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0, 0, 0, -1, 0, 0, 0, 0, 0, 0, -1, 0,
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0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0,
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0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0
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};
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static const int MONSTER_GRID3[48] = {
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-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
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- 1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 1, 1,
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0, -1, -1, -1, 1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
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};
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static const int MONSTER_GRID_BITINDEX1[48] = {
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1, 1, 1, 2, 3, 3, 3, 1, 1, 1, 2, 3,
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3, 3, 1, 1, 1, 2, 3, 3, 3, 1, 1, 1,
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0, 3, 3, 3, 1, 1, 1, 0, 3, 3, 3, 1,
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1, 1, 0, 3, 3, 3, 1, 1, 1, 0, 3, 3
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};
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static const int MONSTER_GRID_BITINDEX2[48] = {
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2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
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2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1,
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0, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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};
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static const int MONSTER_GRID_BITMASK[12] = {
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0xC, 8, 4, 0, 0xF, 0xF000, 0xF00, 0xF0, 0xF00, 0xF0, 0x0F, 0xF000
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};
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static const int ATTACK_TYPE_FX[23] = {
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49, 18, 13, 14, 15, 17, 16, 0, 6, 1, 2, 3,
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4, 5, 4, 9, 27, 29, 44, 51, 53, 61, 71
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};
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static const int MONSTER_SHOOT_POW[7] = { 12, 14, 0, 4, 8, 10, 13 };
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static const int COMBAT_SHOOTING[4] = { 1, 1, 2, 3 };
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/*------------------------------------------------------------------------*/
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2015-01-15 20:39:52 -05:00
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Combat::Combat(XeenEngine *vm): _vm(vm) {
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2015-01-15 08:33:43 -05:00
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Common::fill(&_attackMonsters[0], &_attackMonsters[26], 0);
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2015-01-13 19:30:03 -05:00
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Common::fill(&_charsArray1[0], &_charsArray1[12], 0);
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Common::fill(&_monPow[0], &_monPow[12], 0);
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Common::fill(&_monsterScale[0], &_monsterScale[12], 0);
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Common::fill(&_elemPow[0], &_elemPow[12], 0);
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Common::fill(&_elemScale[0], &_elemScale[12], 0);
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2015-01-22 19:41:55 -05:00
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Common::fill(&_shooting[0], &_shooting[8], 0);
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2015-02-15 20:47:56 -05:00
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Common::fill(&_monsterMap[0][0], &_monsterMap[32][32], 0);
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Common::fill(&_monsterMoved[0], &_monsterMoved[MAX_NUM_MONSTERS], false);
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Common::fill(&_rangeAttacking[0], &_rangeAttacking[MAX_NUM_MONSTERS], false);
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Common::fill(&_gmonHit[0], &_gmonHit[36], 0);
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2015-02-01 19:04:28 -05:00
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_globalCombat = 0;
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2015-02-04 19:18:51 -05:00
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_whosTurn = -1;
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_itemFlag = false;
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2015-02-15 20:47:56 -05:00
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_monstersAttacking = false;
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2015-01-13 19:30:03 -05:00
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}
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2015-01-15 08:33:43 -05:00
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void Combat::clear() {
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Common::fill(&_attackMonsters[0], &_attackMonsters[26], -1);
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}
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2015-02-15 12:20:44 -05:00
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void Combat::doCombat() {
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error("TODO: doCombat");
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}
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2015-02-15 14:10:37 -05:00
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void Combat::giveCharDamage(int damage, int v2, int v3) {
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error("TODO: giveCharDamage");
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}
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2015-02-15 20:47:56 -05:00
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void Combat::moveMonsters() {
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Interface &intf = *_vm->_interface;
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Map &map = *_vm->_map;
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Party &party = *_vm->_party;
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if (!_vm->_moveMonsters)
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return;
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intf._tillMove = 0;
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if (intf._charsShooting)
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return;
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Common::fill(&_monsterMap[0][0], &_monsterMap[32][32], 0);
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Common::fill(&_monsterMoved[0], &_monsterMoved[MAX_NUM_MONSTERS], false);
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Common::fill(&_rangeAttacking[0], &_rangeAttacking[MAX_NUM_MONSTERS], false);
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Common::fill(&_gmonHit[0], &_gmonHit[36], -1);
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_vm->_dangerSenseAllowed = false;
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for (uint idx = 0; idx < map._mobData._monsters.size(); ++idx) {
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MazeMonster &monster = map._mobData._monsters[idx];
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if (monster._position.y < 32) {
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_monsterMap[monster._position.y][monster._position.x]++;
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}
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}
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for (int loopNum = 0; loopNum < 2; ++loopNum) {
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int arrIndex = -1;
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for (int yDiff = 3; yDiff >= -3; --yDiff) {
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for (int xDiff = 3; xDiff >= -3; --xDiff) {
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Common::Point pt = party._mazePosition + Common::Point(xDiff, yDiff);
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++arrIndex;
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for (int idx = 0; idx < (int)map._mobData._monsters.size(); ++idx) {
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MazeMonster &monster = map._mobData._monsters[idx];
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MonsterStruct &monsterData = map._monsterData[monster._spriteId];
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if (pt == monster._position) {
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_vm->_dangerSenseAllowed = true;
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if ((monster._isAttacking || _vm->_mode == MODE_SLEEPING)
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&& !_monsterMoved[idx]) {
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if (party._mazePosition.x == pt.x || party._mazePosition.y == pt.y) {
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// Check for range attacks
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if (monsterData._rangeAttack && !_rangeAttacking[idx]
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&& _attackMonsters[0] != idx && _attackMonsters[1] != idx
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&& _attackMonsters[2] != idx && !monster._field7) {
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// Setup monster for attacking
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setupMonsterAttack(monster._spriteId, pt);
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_rangeAttacking[idx] = true;
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}
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}
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}
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}
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switch (party._mazeDirection) {
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case DIR_NORTH:
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case DIR_SOUTH:
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if (monsterCanMove(pt, MONSTER_GRID_BITMASK[MONSTER_GRID_BITINDEX1[arrIndex]],
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MONSTER_GRID_X[arrIndex], MONSTER_GRID_Y[arrIndex], idx)) {
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// Move the monster
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moveMonster(idx, Common::Point(MONSTER_GRID_X[arrIndex], MONSTER_GRID_Y[arrIndex]));
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} else {
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if (monsterCanMove(pt, MONSTER_GRID_BITMASK[MONSTER_GRID_BITINDEX2[arrIndex]],
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arrIndex >= 21 && arrIndex <= 27 ? MONSTER_GRID3[arrIndex] : 0,
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arrIndex >= 21 && arrIndex <= 27 ? 0 : MONSTER_GRID3[arrIndex],
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idx))
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if (arrIndex >= 21 && arrIndex <= 27) {
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moveMonster(idx, Common::Point(MONSTER_GRID3[arrIndex], 0));
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} else {
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moveMonster(idx, Common::Point(0, MONSTER_GRID3[arrIndex]));
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}
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}
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break;
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case DIR_EAST:
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case DIR_WEST:
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if (monsterCanMove(pt, MONSTER_GRID_BITMASK[MONSTER_GRID_BITINDEX2[arrIndex]],
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arrIndex >= 21 && arrIndex <= 27 ? MONSTER_GRID3[arrIndex] : 0,
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arrIndex >= 21 && arrIndex <= 27 ? 0 : MONSTER_GRID3[arrIndex],
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idx)) {
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if (arrIndex >= 21 && arrIndex <= 27) {
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moveMonster(idx, Common::Point(MONSTER_GRID3[arrIndex], 0));
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} else {
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moveMonster(idx, Common::Point(0, MONSTER_GRID3[arrIndex]));
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}
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} else if (monsterCanMove(pt, MONSTER_GRID_BITMASK[MONSTER_GRID_BITINDEX1[arrIndex]],
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MONSTER_GRID_X[arrIndex], MONSTER_GRID_Y[arrIndex], idx)) {
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moveMonster(idx, Common::Point(MONSTER_GRID_X[arrIndex], MONSTER_GRID_Y[arrIndex]));
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}
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}
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}
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}
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}
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}
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monsterOvercome();
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if (_monstersAttacking)
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monstersAttack();
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}
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void Combat::monstersAttack() {
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EventsManager &events = *_vm->_events;
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Interface &intf = *_vm->_interface;
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Map &map = *_vm->_map;
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Party &party = *_vm->_party;
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SoundManager &sound = *_vm->_sound;
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int powNum = -1;
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MonsterStruct *monsterData = nullptr;
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OutdoorDrawList &outdoorList = intf._outdoorList;
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IndoorDrawList &indoorList = intf._indoorList;
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for (int idx = 0; idx < 36; ++idx) {
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if (_gmonHit[idx] != -1) {
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monsterData = &map._monsterData[_gmonHit[idx]];
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powNum = MONSTER_SHOOT_POW[monsterData->_attackType];
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if (powNum != 12)
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break;
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}
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}
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_powSprites.load(Common::String::format("pow%d.icn", powNum));
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sound.playFX(ATTACK_TYPE_FX[monsterData->_attackType]);
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for (int charNum = 0; charNum < MAX_PARTY_COUNT; ++charNum) {
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if (!_shooting[charNum])
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continue;
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if (map._isOutdoors) {
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outdoorList._attackImgs1[charNum]._scale = 3;
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outdoorList._attackImgs2[charNum]._scale = 7;
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outdoorList._attackImgs3[charNum]._scale = 11;
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outdoorList._attackImgs4[charNum]._scale = 15;
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outdoorList._attackImgs1[charNum]._sprites = nullptr;
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outdoorList._attackImgs2[charNum]._sprites = nullptr;
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outdoorList._attackImgs3[charNum]._sprites = nullptr;
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outdoorList._attackImgs4[charNum]._sprites = nullptr;
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switch (_shooting[charNum]) {
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case 1:
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outdoorList._attackImgs1[charNum]._sprites = &_powSprites;
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break;
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case 2:
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outdoorList._attackImgs2[charNum]._sprites = &_powSprites;
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break;
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default:
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outdoorList._attackImgs3[charNum]._sprites = &_powSprites;
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break;
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}
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} else {
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indoorList._attackImgs1[charNum]._scale = 3;
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indoorList._attackImgs2[charNum]._scale = 7;
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indoorList._attackImgs3[charNum]._scale = 11;
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indoorList._attackImgs4[charNum]._scale = 15;
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indoorList._attackImgs1[charNum]._sprites = nullptr;
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indoorList._attackImgs2[charNum]._sprites = nullptr;
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indoorList._attackImgs3[charNum]._sprites = nullptr;
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indoorList._attackImgs4[charNum]._sprites = nullptr;
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switch (_shooting[charNum]) {
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case 1:
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indoorList._attackImgs1[charNum]._sprites = &_powSprites;
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break;
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case 2:
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indoorList._attackImgs2[charNum]._sprites = &_powSprites;
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break;
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default:
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indoorList._attackImgs3[charNum]._sprites = &_powSprites;
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break;
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}
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}
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}
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// Wait whilst the attacking effect is done
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do {
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intf.draw3d(true);
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events.pollEventsAndWait();
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} while (!_vm->shouldQuit() && intf._isAttacking);
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endAttack();
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if (_vm->_mode != MODE_COMBAT) {
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// Combat wasn't previously active, but it is now. Set up
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// the combat party from the currently active party
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party._combatParty.clear();
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for (uint idx = 0; idx < party._activeParty.size(); ++idx)
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party._combatParty.push_back(&party._activeParty[idx]);
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}
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for (int idx = 0; idx < 36; ++idx) {
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if (_gmonHit[idx] != -1)
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attackMonster(_gmonHit[idx]);
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}
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_monstersAttacking = false;
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if (_vm->_mode != MODE_SLEEPING) {
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for (uint charNum = 0; charNum < party._activeParty.size(); ++charNum) {
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Condition condition = party._activeParty[charNum].worstCondition();
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if (condition != ASLEEP && (condition < PARALYZED || condition == NO_CONDITION)) {
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_vm->_mode = MODE_1;
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break;
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}
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}
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}
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}
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void Combat::setupMonsterAttack(int monsterDataIndex, const Common::Point &pt) {
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Party &party = *_vm->_party;
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|
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for (int idx = 0; idx < 36; ++idx) {
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if (_gmonHit[idx] != -1) {
|
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|
int result = stopAttack(pt - party._mazePosition);
|
|
|
|
if (result) {
|
|
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|
_monstersAttacking = true;
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|
_gmonHit[idx] = monsterDataIndex;
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|
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|
|
|
if (result != 1) {
|
|
|
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for (int charNum = 0; charNum < MAX_PARTY_COUNT; ++charNum) {
|
|
|
|
if (!_shooting[charNum]) {
|
|
|
|
_shooting[charNum] = COMBAT_SHOOTING[result - 1];
|
|
|
|
}
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|
|
|
}
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|
|
}
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|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Combat::monsterCanMove(const Common::Point &pt, int wallShift,
|
|
|
|
int xDiff, int yDiff, int monsterId) {
|
|
|
|
Map &map = *_vm->_map;
|
|
|
|
MazeMonster &monster = map._mobData._monsters[monsterId];
|
|
|
|
MonsterStruct &monsterData = map._monsterData[monster._spriteId];
|
|
|
|
|
|
|
|
Common::Point tempPos = pt;
|
|
|
|
if (map._isOutdoors) {
|
|
|
|
tempPos += Common::Point(xDiff, yDiff);
|
|
|
|
wallShift = 4;
|
|
|
|
}
|
|
|
|
int v = map.mazeLookup(tempPos, wallShift);
|
|
|
|
|
|
|
|
if (!map._isOutdoors) {
|
|
|
|
return v <= map.mazeData()._difficulties._wallNoPass;
|
|
|
|
} else {
|
|
|
|
SurfaceType surfaceType;
|
|
|
|
switch (v) {
|
|
|
|
case 0:
|
|
|
|
case 2:
|
|
|
|
case 3:
|
|
|
|
case 4:
|
|
|
|
case 5:
|
|
|
|
case 6:
|
|
|
|
case 8:
|
|
|
|
case 11:
|
|
|
|
case 13:
|
|
|
|
case 14:
|
|
|
|
surfaceType = (SurfaceType)map.mazeData()._surfaceTypes[map._currentSurfaceId];
|
|
|
|
if (surfaceType == SURFTYPE_WATER || surfaceType == SURFTYPE_DWATER) {
|
|
|
|
return monsterData._flying || monster._spriteId == 59;
|
|
|
|
} else if (surfaceType == SURFTYPE_SPACE) {
|
|
|
|
return monsterData._flying;
|
|
|
|
} else {
|
|
|
|
return _vm->_files->_isDarkCc || monster._spriteId != 59;
|
|
|
|
}
|
|
|
|
default:
|
|
|
|
return v <= map.mazeData()._difficulties._wallNoPass;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Combat::moveMonster(int monsterId, const Common::Point &pt) {
|
|
|
|
Map &map = *_vm->_map;
|
|
|
|
MazeMonster &monster = map._mobData._monsters[monsterId];
|
|
|
|
|
|
|
|
if (_monsterMap[pt.y][pt.x] < 3 && !monster._field7 && _vm->_moveMonsters) {
|
|
|
|
++_monsterMap[pt.y][pt.x];
|
|
|
|
--_monsterMap[monster._position.y][monster._position.x];
|
|
|
|
monster._position = pt;
|
|
|
|
_monsterMoved[monsterId] = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Combat::endAttack() {
|
|
|
|
Interface &intf = *_vm->_interface;
|
|
|
|
Map &map = *_vm->_map;
|
|
|
|
Party &party = *_vm->_party;
|
|
|
|
intf._isAttacking = false;
|
|
|
|
IndoorDrawList &indoorList = intf._indoorList;
|
|
|
|
OutdoorDrawList &outdoorList = intf._outdoorList;
|
|
|
|
|
|
|
|
for (uint idx = 0; idx < party._activeParty.size(); ++idx) {
|
|
|
|
Character &c = party._activeParty[idx];
|
|
|
|
|
|
|
|
if (map._isOutdoors) {
|
|
|
|
outdoorList._attackImgs1[idx]._scale = 0;
|
|
|
|
outdoorList._attackImgs2[idx]._scale = 0;
|
|
|
|
outdoorList._attackImgs3[idx]._scale = 0;
|
|
|
|
outdoorList._attackImgs4[idx]._scale = 0;
|
|
|
|
outdoorList._attackImgs1[idx]._sprites = nullptr;
|
|
|
|
outdoorList._attackImgs2[idx]._sprites = nullptr;
|
|
|
|
outdoorList._attackImgs3[idx]._sprites = nullptr;
|
|
|
|
outdoorList._attackImgs4[idx]._sprites = nullptr;
|
|
|
|
} else {
|
|
|
|
indoorList._attackImgs1[idx]._scale = 0;
|
|
|
|
indoorList._attackImgs2[idx]._scale = 0;
|
|
|
|
indoorList._attackImgs3[idx]._scale = 0;
|
|
|
|
indoorList._attackImgs4[idx]._scale = 0;
|
|
|
|
indoorList._attackImgs1[idx]._sprites = nullptr;
|
|
|
|
indoorList._attackImgs2[idx]._sprites = nullptr;
|
|
|
|
indoorList._attackImgs3[idx]._sprites = nullptr;
|
|
|
|
indoorList._attackImgs4[idx]._sprites = nullptr;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Common::fill(&_shooting[0], &_shooting[MAX_PARTY_COUNT], false);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Combat::monsterOvercome() {
|
|
|
|
Map &map = *_vm->_map;
|
|
|
|
|
|
|
|
for (uint idx = 0; idx < map._mobData._monsters.size(); ++idx) {
|
|
|
|
MazeMonster &monster = map._mobData._monsters[idx];
|
|
|
|
int dataIndex = monster._spriteId;
|
|
|
|
|
|
|
|
if (monster._field7 != 0 && monster._field7 != 13) {
|
|
|
|
// Do a saving throw for monster
|
|
|
|
if (dataIndex <= _vm->getRandomNumber(1, dataIndex + 50))
|
|
|
|
monster._field7 = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Combat::attackMonster(int monsterId) {
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Combat::stopAttack(const Common::Point &diffPt) {
|
|
|
|
// TODO
|
|
|
|
return false;
|
|
|
|
}
|
2015-02-15 12:20:44 -05:00
|
|
|
|
2015-01-13 19:30:03 -05:00
|
|
|
} // End of namespace Xeen
|