scummvm/engines/xeen/combat.cpp

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/* 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.
*
*/
#include "common/algorithm.h"
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#include "common/rect.h"
#include "xeen/character.h"
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#include "xeen/combat.h"
#include "xeen/interface.h"
#include "xeen/xeen.h"
namespace Xeen {
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static const int MONSTER_GRID_X[48] = {
1, 1, 1, 0, -1, -1, -1, 1, 1, 1, 0, -1,
-1, -1, 1, 1, 1, 0, -1, -1, -1, 1, 1, 1,
0, -1, -1, -1, 1, 1, 1, 0, -1, -1, -1, 1,
1, 1, 0, -1, -1, -1, 1, 1, 1, 0, -1, -1
};
static const int MONSTER_GRID_Y[48] = {
0, 0, 0, -1, 0, 0, 0, 0, 0, 0, -1, 0,
0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0
};
static const int MONSTER_GRID3[48] = {
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
- 1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 1, 1,
0, -1, -1, -1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
};
static const int MONSTER_GRID_BITINDEX1[48] = {
1, 1, 1, 2, 3, 3, 3, 1, 1, 1, 2, 3,
3, 3, 1, 1, 1, 2, 3, 3, 3, 1, 1, 1,
0, 3, 3, 3, 1, 1, 1, 0, 3, 3, 3, 1,
1, 1, 0, 3, 3, 3, 1, 1, 1, 0, 3, 3
};
static const int MONSTER_GRID_BITINDEX2[48] = {
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1,
0, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
};
static const int MONSTER_GRID_BITMASK[12] = {
0xC, 8, 4, 0, 0xF, 0xF000, 0xF00, 0xF0, 0xF00, 0xF0, 0x0F, 0xF000
};
static const int ATTACK_TYPE_FX[23] = {
49, 18, 13, 14, 15, 17, 16, 0, 6, 1, 2, 3,
4, 5, 4, 9, 27, 29, 44, 51, 53, 61, 71
};
static const int MONSTER_SHOOT_POW[7] = { 12, 14, 0, 4, 8, 10, 13 };
static const int COMBAT_SHOOTING[4] = { 1, 1, 2, 3 };
/*------------------------------------------------------------------------*/
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Combat::Combat(XeenEngine *vm): _vm(vm) {
Common::fill(&_attackMonsters[0], &_attackMonsters[26], 0);
Common::fill(&_charsArray1[0], &_charsArray1[12], 0);
Common::fill(&_monPow[0], &_monPow[12], 0);
Common::fill(&_monsterScale[0], &_monsterScale[12], 0);
Common::fill(&_elemPow[0], &_elemPow[12], 0);
Common::fill(&_elemScale[0], &_elemScale[12], 0);
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Common::fill(&_shooting[0], &_shooting[8], 0);
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Common::fill(&_monsterMap[0][0], &_monsterMap[32][32], 0);
Common::fill(&_monsterMoved[0], &_monsterMoved[MAX_NUM_MONSTERS], false);
Common::fill(&_rangeAttacking[0], &_rangeAttacking[MAX_NUM_MONSTERS], false);
Common::fill(&_gmonHit[0], &_gmonHit[36], 0);
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_globalCombat = 0;
_whosTurn = -1;
_itemFlag = false;
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_monstersAttacking = false;
_combatMode = 0;
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_monsterIndex = 0;
_partyRan = false;
_monster2Attack = -1;
_whosSpeed = 0;
}
void Combat::clear() {
Common::fill(&_attackMonsters[0], &_attackMonsters[26], -1);
}
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void Combat::giveCharDamage(int damage, DamageType attackType, int charIndex) {
Party &party = *_vm->_party;
Screen &screen = *_vm->_screen;
Scripts &scripts = *_vm->_scripts;
SoundManager &sound = *_vm->_sound;
int charIndex1 = charIndex + 1;
int selectedIndex1 = 0;
int selectedIndex2 = 0;
bool breakFlag = false;
screen.closeWindows();
int idx = (int)party._activeParty.size();
if (!scripts._v2) {
for (idx = 0; idx < (int)party._activeParty.size(); ++idx) {
Character &c = party._activeParty[idx];
Condition condition = c.worstCondition();
if (!(condition >= UNCONSCIOUS && condition <= ERADICATED)) {
if (!selectedIndex1) {
selectedIndex1 = idx + 1;
} else {
selectedIndex2 = idx + 1;
break;
}
}
}
}
if (idx == (int)party._activeParty.size()) {
selectedIndex1 = scripts._v2 ? charIndex : 0;
goto loop;
}
for (;;) {
// The if below is to get around errors due to the
// goto I was forced to use when reimplementing this method
if (true) {
Character &c = party._activeParty[selectedIndex1];
c._conditions[ASLEEP] = 0; // Force character to be awake
int frame = 0, fx = 0;
switch (attackType) {
case DT_PHYSICAL:
fx = 29;
break;
case DT_MAGICAL:
frame = 6;
fx = 27;
break;
case DT_FIRE:
damage -= party._fireResistence;
frame = 1;
fx = 22;
break;
case DT_ELECTRICAL:
damage -= party._electricityResistence;
frame = 2;
fx = 23;
break;
case DT_COLD:
damage -= party._coldResistence;
frame = 3;
fx = 24;
break;
case DT_POISON:
damage -= party._poisonResistence;
frame = 4;
fx = 26;
break;
case DT_ENERGY:
frame = 5;
fx = 25;
break;
case DT_SLEEP:
fx = 38;
break;
default:
break;
}
// All attack types other than physical allow for saving
// throws to reduce the damage
if (attackType != DT_PHYSICAL) {
while (c.charSavingThrow(attackType) && damage > 0)
damage /= 2;
}
// Draw the attack effect on the character sprite
sound.playFX(fx);
_powSprites.draw(screen, frame,
Common::Point(CHAR_FACES_X[selectedIndex1], 150));
screen._windows[33].update();
// Reduce damage if power shield active, and set it zero
// if the damage amount has become negative.. you wouldn't
// want attacks healing the characters
if (party._powerShield)
damage -= party._powerShield;
if (damage < 0)
damage = 0;
// TODO: This seems weird.. maybe I've got attack types wrong..
// why should attack type 7 (DT_SLEEP) set the dead condition?
if (attackType == DT_SLEEP) {
damage = c._currentHp;
c._conditions[DEAD] = 1;
}
// Subtract the hit points from the character
c.subtractHitPoints(damage);
}
if (selectedIndex2) {
++selectedIndex1;
loop:
if ((scripts._v2 ? charIndex1 : (int)party._activeParty.size()) > selectedIndex1)
break;
}
// Break check and if not, move to other index
if (!selectedIndex2 || breakFlag)
break;
selectedIndex1 = selectedIndex2 - 1;
breakFlag = true;
}
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}
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void Combat::moveMonsters() {
Interface &intf = *_vm->_interface;
Map &map = *_vm->_map;
Party &party = *_vm->_party;
if (!_vm->_moveMonsters)
return;
intf._tillMove = 0;
if (intf._charsShooting)
return;
Common::fill(&_monsterMap[0][0], &_monsterMap[32][32], 0);
Common::fill(&_monsterMoved[0], &_monsterMoved[MAX_NUM_MONSTERS], false);
Common::fill(&_rangeAttacking[0], &_rangeAttacking[MAX_NUM_MONSTERS], false);
Common::fill(&_gmonHit[0], &_gmonHit[36], -1);
_vm->_dangerSenseAllowed = false;
for (uint idx = 0; idx < map._mobData._monsters.size(); ++idx) {
MazeMonster &monster = map._mobData._monsters[idx];
if (monster._position.y < 32) {
_monsterMap[monster._position.y][monster._position.x]++;
}
}
for (int loopNum = 0; loopNum < 2; ++loopNum) {
int arrIndex = -1;
for (int yDiff = 3; yDiff >= -3; --yDiff) {
for (int xDiff = 3; xDiff >= -3; --xDiff) {
Common::Point pt = party._mazePosition + Common::Point(xDiff, yDiff);
++arrIndex;
for (int idx = 0; idx < (int)map._mobData._monsters.size(); ++idx) {
MazeMonster &monster = map._mobData._monsters[idx];
MonsterStruct &monsterData = map._monsterData[monster._spriteId];
if (pt == monster._position) {
_vm->_dangerSenseAllowed = true;
if ((monster._isAttacking || _vm->_mode == MODE_SLEEPING)
&& !_monsterMoved[idx]) {
if (party._mazePosition.x == pt.x || party._mazePosition.y == pt.y) {
// Check for range attacks
if (monsterData._rangeAttack && !_rangeAttacking[idx]
&& _attackMonsters[0] != idx && _attackMonsters[1] != idx
&& _attackMonsters[2] != idx && !monster._field7) {
// Setup monster for attacking
setupMonsterAttack(monster._spriteId, pt);
_rangeAttacking[idx] = true;
}
}
}
}
switch (party._mazeDirection) {
case DIR_NORTH:
case DIR_SOUTH:
if (monsterCanMove(pt, MONSTER_GRID_BITMASK[MONSTER_GRID_BITINDEX1[arrIndex]],
MONSTER_GRID_X[arrIndex], MONSTER_GRID_Y[arrIndex], idx)) {
// Move the monster
moveMonster(idx, Common::Point(MONSTER_GRID_X[arrIndex], MONSTER_GRID_Y[arrIndex]));
} else {
if (monsterCanMove(pt, MONSTER_GRID_BITMASK[MONSTER_GRID_BITINDEX2[arrIndex]],
arrIndex >= 21 && arrIndex <= 27 ? MONSTER_GRID3[arrIndex] : 0,
arrIndex >= 21 && arrIndex <= 27 ? 0 : MONSTER_GRID3[arrIndex],
idx))
if (arrIndex >= 21 && arrIndex <= 27) {
moveMonster(idx, Common::Point(MONSTER_GRID3[arrIndex], 0));
} else {
moveMonster(idx, Common::Point(0, MONSTER_GRID3[arrIndex]));
}
}
break;
case DIR_EAST:
case DIR_WEST:
if (monsterCanMove(pt, MONSTER_GRID_BITMASK[MONSTER_GRID_BITINDEX2[arrIndex]],
arrIndex >= 21 && arrIndex <= 27 ? MONSTER_GRID3[arrIndex] : 0,
arrIndex >= 21 && arrIndex <= 27 ? 0 : MONSTER_GRID3[arrIndex],
idx)) {
if (arrIndex >= 21 && arrIndex <= 27) {
moveMonster(idx, Common::Point(MONSTER_GRID3[arrIndex], 0));
} else {
moveMonster(idx, Common::Point(0, MONSTER_GRID3[arrIndex]));
}
} else if (monsterCanMove(pt, MONSTER_GRID_BITMASK[MONSTER_GRID_BITINDEX1[arrIndex]],
MONSTER_GRID_X[arrIndex], MONSTER_GRID_Y[arrIndex], idx)) {
moveMonster(idx, Common::Point(MONSTER_GRID_X[arrIndex], MONSTER_GRID_Y[arrIndex]));
}
}
}
}
}
}
monsterOvercome();
if (_monstersAttacking)
monstersAttack();
}
void Combat::monstersAttack() {
EventsManager &events = *_vm->_events;
Interface &intf = *_vm->_interface;
Map &map = *_vm->_map;
Party &party = *_vm->_party;
SoundManager &sound = *_vm->_sound;
int powNum = -1;
MonsterStruct *monsterData = nullptr;
OutdoorDrawList &outdoorList = intf._outdoorList;
IndoorDrawList &indoorList = intf._indoorList;
for (int idx = 0; idx < 36; ++idx) {
if (_gmonHit[idx] != -1) {
monsterData = &map._monsterData[_gmonHit[idx]];
powNum = MONSTER_SHOOT_POW[monsterData->_attackType];
if (powNum != 12)
break;
}
}
_powSprites.load(Common::String::format("pow%d.icn", powNum));
sound.playFX(ATTACK_TYPE_FX[monsterData->_attackType]);
for (int charNum = 0; charNum < MAX_PARTY_COUNT; ++charNum) {
if (!_shooting[charNum])
continue;
if (map._isOutdoors) {
outdoorList._attackImgs1[charNum]._scale = 3;
outdoorList._attackImgs2[charNum]._scale = 7;
outdoorList._attackImgs3[charNum]._scale = 11;
outdoorList._attackImgs4[charNum]._scale = 15;
outdoorList._attackImgs1[charNum]._sprites = nullptr;
outdoorList._attackImgs2[charNum]._sprites = nullptr;
outdoorList._attackImgs3[charNum]._sprites = nullptr;
outdoorList._attackImgs4[charNum]._sprites = nullptr;
switch (_shooting[charNum]) {
case 1:
outdoorList._attackImgs1[charNum]._sprites = &_powSprites;
break;
case 2:
outdoorList._attackImgs2[charNum]._sprites = &_powSprites;
break;
default:
outdoorList._attackImgs3[charNum]._sprites = &_powSprites;
break;
}
} else {
indoorList._attackImgs1[charNum]._scale = 3;
indoorList._attackImgs2[charNum]._scale = 7;
indoorList._attackImgs3[charNum]._scale = 11;
indoorList._attackImgs4[charNum]._scale = 15;
indoorList._attackImgs1[charNum]._sprites = nullptr;
indoorList._attackImgs2[charNum]._sprites = nullptr;
indoorList._attackImgs3[charNum]._sprites = nullptr;
indoorList._attackImgs4[charNum]._sprites = nullptr;
switch (_shooting[charNum]) {
case 1:
indoorList._attackImgs1[charNum]._sprites = &_powSprites;
break;
case 2:
indoorList._attackImgs2[charNum]._sprites = &_powSprites;
break;
default:
indoorList._attackImgs3[charNum]._sprites = &_powSprites;
break;
}
}
}
// Wait whilst the attacking effect is done
do {
intf.draw3d(true);
events.pollEventsAndWait();
} while (!_vm->shouldQuit() && intf._isAttacking);
endAttack();
if (_vm->_mode != MODE_COMBAT) {
// Combat wasn't previously active, but it is now. Set up
// the combat party from the currently active party
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setupCombatParty();
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}
for (int idx = 0; idx < 36; ++idx) {
if (_gmonHit[idx] != -1)
attackMonster(_gmonHit[idx]);
}
_monstersAttacking = false;
if (_vm->_mode != MODE_SLEEPING) {
for (uint charNum = 0; charNum < party._activeParty.size(); ++charNum) {
Condition condition = party._activeParty[charNum].worstCondition();
if (condition != ASLEEP && (condition < PARALYZED || condition == NO_CONDITION)) {
_vm->_mode = MODE_1;
break;
}
}
}
}
void Combat::setupMonsterAttack(int monsterDataIndex, const Common::Point &pt) {
Party &party = *_vm->_party;
for (int idx = 0; idx < 36; ++idx) {
if (_gmonHit[idx] != -1) {
int result = stopAttack(pt - party._mazePosition);
if (result) {
_monstersAttacking = true;
_gmonHit[idx] = monsterDataIndex;
if (result != 1) {
for (int charNum = 0; charNum < MAX_PARTY_COUNT; ++charNum) {
if (!_shooting[charNum]) {
_shooting[charNum] = COMBAT_SHOOTING[result - 1];
}
}
}
}
}
}
}
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) {
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) {
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Map &map = *_vm->_map;
if (map._isOutdoors) {
}
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// TODO
return false;
}
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/**
* Setup the combat party with a copy of the currently active party
*/
void Combat::setupCombatParty() {
Party &party = *_vm->_party;
_combatParty.clear();
for (uint idx = 0; idx < party._activeParty.size(); ++idx)
_combatParty.push_back(&party._activeParty[idx]);
}
void Combat::setSpeedTable() {
Map &map = *_vm->_map;
Common::Array<int> charSpeeds;
bool flag = _whosSpeed != -1;
int oldSpeed = (_whosSpeed == -1) ? 0 : _speedTable[_whosSpeed];
Common::fill(&_speedTable[0], &_speedTable[12], -1);
Common::fill(&charSpeeds[0], &charSpeeds[12], -1);
// Set up speeds for party membres
int maxSpeed = 0;
for (uint charNum = 0; charNum < _combatParty.size(); ++charNum) {
Character &c = *_combatParty[charNum];
charSpeeds.push_back(c.getStat(SPEED));
maxSpeed = MAX(charSpeeds[charNum], maxSpeed);
}
// Add in speeds of attacking monsters
for (int monsterNum = 0; monsterNum < 3; ++monsterNum) {
if (_attackMonsters[monsterNum] != -1) {
MazeMonster &monster = map._mobData._monsters[_attackMonsters[monsterNum]];
MonsterStruct &monsterData = map._monsterData[monster._spriteId];
charSpeeds.push_back(monsterData._speed);
maxSpeed = MAX(maxSpeed, monsterData._speed);
} else {
charSpeeds.push_back(0);
}
}
_speedTable.clear();
for (; maxSpeed >= 0; --maxSpeed) {
for (uint idx = 0; idx < charSpeeds.size(); ++idx) {
if (charSpeeds[idx] == maxSpeed)
_speedTable.push_back(idx);
}
}
if (flag) {
if (_speedTable[_whosSpeed] != oldSpeed) {
for (uint idx = 0; idx < charSpeeds.size(); ++idx) {
if (oldSpeed == _speedTable[idx]) {
_whosSpeed = idx;
break;
}
}
}
}
}
/**
* Returns true if all participants in the combat are disabled
*/
bool Combat::allHaveGone() const {
for (uint idx = 0; idx < _charsGone.size(); ++idx) {
if (!_charsGone[idx]) {
if (idx >= _combatParty.size()) {
return false;
} else {
Condition condition = _combatParty[idx]->worstCondition();
if (condition < PARALYZED || condition == NO_CONDITION)
return false;
}
}
}
return true;
}
bool Combat::charsCantAct() const {
for (uint idx = 0; idx < _combatParty.size(); ++idx) {
Condition condition = _combatParty[idx]->worstCondition();
if (!(condition == ASLEEP || (condition >= PARALYZED && condition != NO_CONDITION)))
return false;
}
return true;
}
Common::String Combat::getMonsterDescriptions() {
Map &map = *_vm->_map;
Common::String lines[3];
// Get names of monsters attacking, if any
for (int idx = 0; idx < 3; ++idx) {
if (_attackMonsters[idx] != -1) {
MazeMonster &monster = map._mobData._monsters[_attackMonsters[idx]];
MonsterStruct &monsterData = map._monsterData[monster._spriteId];
Common::String format = "\n\v020\f%2u%s\fd";
format.setChar('2' + idx, 3);
lines[idx] = Common::String::format(format.c_str(), monsterData._name.c_str());
}
}
if (_monsterIndex == 2 && _attackMonsters[2] != -1) {
_monster2Attack = _attackMonsters[2];
} if (_monsterIndex == 1 && _attackMonsters[1] != -1) {
_monster2Attack = _attackMonsters[1];
} else {
_monster2Attack = _attackMonsters[0];
_monsterIndex = 0;
}
return Common::String::format(COMBAT_DETAILS, lines[0].c_str(),
lines[1].c_str(), lines[2].c_str());
}
void Combat::attack(Character &c, int v2) {
error("TODO");
}
void Combat::block() {
_charsBlocked[_whosTurn] = true;
}
bool Combat::castSpell(bool flag) {
error("TODO: castSpell");
}
void Combat::quickFight() {
error("TODO: quickFight");
}
void Combat::giveTreasure() {
error("TODO: giveTreasure");
}
void Combat::run() {
error("TODO: run");
}
} // End of namespace Xeen