XEEN: Cleanup of ranged attack shooting row array

This commit is contained in:
Paul Gilbert 2018-01-14 21:01:07 -05:00
parent f44fd78650
commit 111d5e1954
4 changed files with 39 additions and 29 deletions

View file

@ -98,7 +98,7 @@ Combat::Combat(XeenEngine *vm): _vm(vm), _missVoc("miss.voc"), _pow1Voc("pow1.vo
Common::fill(&_monsterScale[0], &_monsterScale[12], 0);
Common::fill(&_elemPow[0], &_elemPow[12], ELEM_FIRE);
Common::fill(&_elemScale[0], &_elemScale[12], 0);
Common::fill(&_shooting[0], &_shooting[8], 0);
Common::fill(&_shootingRow[0], &_shootingRow[MAX_PARTY_COUNT], 0);
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);
@ -135,6 +135,10 @@ void Combat::clearBlocked() {
Common::fill(_charsBlocked, _charsBlocked + PARTY_AND_MONSTERS, false);
}
void Combat::clearShooting() {
Common::fill(_shootingRow, _shootingRow + MAX_PARTY_COUNT, 0);
}
void Combat::giveCharDamage(int damage, DamageType attackType, int charIndex) {
Party &party = *_vm->_party;
Scripts &scripts = *_vm->_scripts;
@ -564,7 +568,7 @@ void Combat::monstersAttack() {
sound.playFX(ATTACK_TYPE_FX[monsterData->_attackType]);
for (int charNum = 0; charNum < MAX_PARTY_COUNT; ++charNum) {
if (!_shooting[charNum])
if (!_shootingRow[charNum])
continue;
if (map._isOutdoors) {
@ -577,7 +581,7 @@ void Combat::monstersAttack() {
outdoorList._attackImgs3[charNum]._sprites = nullptr;
outdoorList._attackImgs4[charNum]._sprites = nullptr;
switch (_shooting[charNum]) {
switch (_shootingRow[charNum]) {
case 1:
outdoorList._attackImgs1[charNum]._sprites = &_powSprites;
break;
@ -598,7 +602,7 @@ void Combat::monstersAttack() {
indoorList._attackImgs3[charNum]._sprites = nullptr;
indoorList._attackImgs4[charNum]._sprites = nullptr;
switch (_shooting[charNum]) {
switch (_shootingRow[charNum]) {
case 1:
indoorList._attackImgs1[charNum]._sprites = &_powSprites;
break;
@ -657,8 +661,8 @@ void Combat::setupMonsterAttack(int monsterDataIndex, const Common::Point &pt) {
if (result != 1) {
for (int charNum = 0; charNum < MAX_PARTY_COUNT; ++charNum) {
if (!_shooting[charNum]) {
_shooting[charNum] = COMBAT_SHOOTING[result - 1];
if (!_shootingRow[charNum]) {
_shootingRow[charNum] = COMBAT_SHOOTING[result - 1];
break;
}
}
@ -756,7 +760,7 @@ void Combat::endAttack() {
}
}
Common::fill(&_shooting[0], &_shooting[MAX_PARTY_COUNT], false);
clearShooting();
}
void Combat::monsterOvercome() {
@ -1274,12 +1278,12 @@ void Combat::attack(Character &c, RangeType rangeType) {
for (uint charIndex = 0; charIndex < party._activeParty.size(); ++charIndex) {
Character &ch = party._activeParty[charIndex];
if (_shooting[charIndex] && !_missedShot[charIndex]) {
if (_shootingRow[charIndex] && !_missedShot[charIndex]) {
if (!hitMonster(ch, rangeType)) {
++_missedShot[charIndex];
} else {
damage = _monsterDamage ? _monsterDamage : _weaponDamage;
_shooting[charIndex] = 0;
_shootingRow[charIndex] = 0;
attack2(damage, rangeType);
if (map._isOutdoors) {
@ -1818,7 +1822,7 @@ void Combat::rangedAttack(PowType powNum) {
if (_damageType == DT_POISON_VOLLEY) {
_damageType = DT_POISON;
_shootType = ST_1;
Common::fill(&_shooting[0], &_shooting[6], 1);
Common::fill(&_shootingRow[0], &_shootingRow[MAX_ACTIVE_PARTY], 1);
} else if (powNum == POW_ARROW) {
_shootType = ST_1;
bool flag = false;
@ -1827,12 +1831,12 @@ void Combat::rangedAttack(PowType powNum) {
for (uint idx = 0; idx < party._activeParty.size(); ++idx) {
Character &c = party._activeParty[idx];
if (c.hasMissileWeapon()) {
_shooting[idx] = 1;
_shootingRow[idx] = 1;
flag = true;
}
}
} else {
_shooting[0] = 1;
_shootingRow[0] = 1;
flag = true;
}
@ -1843,7 +1847,7 @@ void Combat::rangedAttack(PowType powNum) {
sound.playFX(49);
} else {
_shooting[0] = 1;
_shootingRow[0] = 1;
_shootType = ST_0;
}
@ -1868,7 +1872,7 @@ void Combat::rangedAttack(PowType powNum) {
}
for (uint idx = 0; idx < party._activeParty.size(); ++idx) {
if (_shooting[idx]) {
if (_shootingRow[idx]) {
if (map._isOutdoors) {
intf._outdoorList._attackImgs1[idx]._scale = 0;
intf._outdoorList._attackImgs2[idx]._scale = 4;
@ -1895,7 +1899,7 @@ void Combat::rangedAttack(PowType powNum) {
++_monsterIndex;
for (uint monIdx = 0; monIdx < attackMonsters.size(); ++monIdx, ++_monsterIndex) {
Common::fill(&_missedShot[0], &_missedShot[8], false);
Common::fill(&_missedShot[0], &_missedShot[MAX_PARTY_COUNT], false);
_monster2Attack = attackMonsters[monIdx];
attack(*_oldCharacter, RT_GROUP);
attackedFlag = true;
@ -1945,7 +1949,7 @@ void Combat::rangedAttack(PowType powNum) {
++_monsterIndex;
for (uint monIdx = 0; monIdx < attackMonsters.size(); ++monIdx, ++_monsterIndex) {
Common::fill(&_missedShot[0], &_missedShot[8], false);
Common::fill(&_missedShot[0], &_missedShot[MAX_PARTY_COUNT], false);
_monster2Attack = attackMonsters[monIdx];
attack(*_oldCharacter, RT_GROUP);
attackedFlag = true;
@ -1995,7 +1999,7 @@ void Combat::rangedAttack(PowType powNum) {
++_monsterIndex;
for (uint monIdx = 0; monIdx < attackMonsters.size(); ++monIdx, ++_monsterIndex) {
Common::fill(&_missedShot[0], &_missedShot[8], false);
Common::fill(&_missedShot[0], &_missedShot[MAX_PARTY_COUNT], false);
_monster2Attack = attackMonsters[monIdx];
attack(*_oldCharacter, RT_GROUP);
attackedFlag = true;
@ -2045,7 +2049,7 @@ void Combat::rangedAttack(PowType powNum) {
++_monsterIndex;
for (uint monIdx = 0; monIdx < attackMonsters.size(); ++monIdx, ++_monsterIndex) {
Common::fill(&_missedShot[0], &_missedShot[8], false);
Common::fill(&_missedShot[0], &_missedShot[MAX_PARTY_COUNT], false);
_monster2Attack = attackMonsters[monIdx];
attack(*_oldCharacter, RT_GROUP);
attackedFlag = true;
@ -2060,8 +2064,9 @@ void Combat::rangedAttack(PowType powNum) {
finished:
endAttack();
done:
Common::fill(&_shooting[0], &_shooting[MAX_PARTY_COUNT], 0);
clearShooting();
_monster2Attack = monster2Attack;
_monsterIndex = monsterIndex;
party.giveTreasure();

View file

@ -116,7 +116,7 @@ public:
int _elemScale[PARTY_AND_MONSTERS];
int _missedShot[8];
Common::Array<int> _speedTable;
int _shooting[8];
int _shootingRow[8];
int _globalCombat;
int _whosTurn;
bool _itemFlag;
@ -155,6 +155,11 @@ public:
*/
void clearBlocked();
/**
* Clear the list of ros projectiles are on headed for part members
*/
void clearShooting();
void giveCharDamage(int damage, DamageType attackType, int charIndex);
/**

View file

@ -436,7 +436,7 @@ void InterfaceScene::drawOutdoorsScene() {
_outdoorList[Res.OUTDOOR_DRAWSTRUCT_INDEXES[idx]]._frame = -1;
if (combat._monstersAttacking) {
for (int idx = 0; idx < 8; ++idx) {
for (int idx = 0; idx < MAX_PARTY_COUNT; ++idx) {
if (_outdoorList._attackImgs4[idx]._sprites)
_outdoorList._attackImgs4[idx]._frame = 0;
else if (_outdoorList._attackImgs3[idx]._sprites)
@ -447,7 +447,7 @@ void InterfaceScene::drawOutdoorsScene() {
_outdoorList._attackImgs1[idx]._frame = 0;
}
} else if (_charsShooting) {
for (int idx = 0; idx < 8; ++idx) {
for (int idx = 0; idx < MAX_PARTY_COUNT; ++idx) {
if (_outdoorList._attackImgs1[idx]._sprites)
_outdoorList._attackImgs1[idx]._frame = 0;
else if (_outdoorList._attackImgs2[idx]._sprites)
@ -581,7 +581,7 @@ void InterfaceScene::drawIndoorsScene() {
}
}
} else if (_charsShooting) {
for (int idx = 0; idx < 8; ++idx) {
for (int idx = 0; idx < MAX_PARTY_COUNT; ++idx) {
if (_indoorList._attackImgs1[idx]._sprites != nullptr) {
_indoorList._attackImgs1[idx]._frame = 0;
} else if (_indoorList._attackImgs2[idx]._sprites != nullptr) {
@ -766,10 +766,10 @@ void InterfaceScene::animate3d() {
DrawStruct *combatImgs4 = map._isOutdoors ? _outdoorList._attackImgs4 : _indoorList._attackImgs4;
if (combat._monstersAttacking) {
for (int idx = 0; idx < 8; ++idx) {
for (int idx = 0; idx < MAX_PARTY_COUNT; ++idx) {
if (combatImgs1[idx]._sprites) {
combatImgs1[idx]._sprites = nullptr;
combat._shooting[idx] = false;
combat._shootingRow[idx] = false;
} else if (combatImgs2[idx]._sprites) {
combatImgs1[idx]._sprites = combatImgs2[idx]._sprites;
combatImgs2[idx]._sprites = nullptr;
@ -782,7 +782,7 @@ void InterfaceScene::animate3d() {
}
}
} else if (_charsShooting) {
for (int idx = 0; idx < 8; ++idx) {
for (int idx = 0; idx < MAX_PARTY_COUNT; ++idx) {
if (combatImgs4[idx]._sprites) {
combatImgs4[idx]._sprites = nullptr;
} else if (combatImgs3[idx]._sprites) {
@ -4376,7 +4376,7 @@ void InterfaceScene::drawIndoors() {
// Check for any character shooting
_isAttacking = false;
for (uint idx = 0; idx < _vm->_party->_activeParty.size(); ++idx) {
if (_vm->_combat->_shooting[idx])
if (_vm->_combat->_shootingRow[idx])
_isAttacking = true;
}
@ -4457,7 +4457,7 @@ void InterfaceScene::drawOutdoors() {
// Check for any character shooting
_isAttacking = false;
for (uint idx = 0; idx < _vm->_party->_activeParty.size(); ++idx) {
if (_vm->_combat->_shooting[idx])
if (_vm->_combat->_shootingRow[idx])
_isAttacking = true;
}

View file

@ -584,7 +584,7 @@ void Party::giveTreasure() {
if (_vm->_mode != MODE_RECORD_EVENTS && monstersPresent)
return;
Common::fill(&combat._shooting[0], &combat._shooting[MAX_PARTY_COUNT], 0);
combat.clearShooting();
intf._charsShooting = false;
intf.draw3d(true);