[Scummvm-git-logs] scummvm master -> ebc3d270969e832db2ee9f26d958e66d4e23ed10
dreammaster
dreammaster at scummvm.org
Fri Jan 12 01:47:00 CET 2018
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
ebc3d27096 XEEN: Renaming Combat clear method for better clarity
Commit: ebc3d270969e832db2ee9f26d958e66d4e23ed10
https://github.com/scummvm/scummvm/commit/ebc3d270969e832db2ee9f26d958e66d4e23ed10
Author: Paul Gilbert (dreammaster at scummvm.org)
Date: 2018-01-11T19:46:49-05:00
Commit Message:
XEEN: Renaming Combat clear method for better clarity
Changed paths:
engines/xeen/combat.cpp
engines/xeen/combat.h
engines/xeen/interface_scene.cpp
diff --git a/engines/xeen/combat.cpp b/engines/xeen/combat.cpp
index cc42c9d..6a0aa20 100644
--- a/engines/xeen/combat.cpp
+++ b/engines/xeen/combat.cpp
@@ -127,7 +127,7 @@ Combat::Combat(XeenEngine *vm): _vm(vm), _missVoc("miss.voc"), _pow1Voc("pow1.vo
_rangeType = RT_SINGLE;
}
-void Combat::clear() {
+void Combat::clearAttackers() {
Common::fill(&_attackMonsters[0], &_attackMonsters[ATTACK_MONSTERS_COUNT], -1);
}
diff --git a/engines/xeen/combat.h b/engines/xeen/combat.h
index 11c1f1d..fc7f9ed 100644
--- a/engines/xeen/combat.h
+++ b/engines/xeen/combat.h
@@ -148,7 +148,7 @@ public:
/**
* Clear the list of attacking monsters
*/
- void clear();
+ void clearAttackers();
/**
* Clear the list of blocked characters
@@ -203,6 +203,9 @@ public:
*/
void run();
+ /**
+ * Called to handle monsters doing ranged attacks against the party
+ */
void monstersAttack();
void setupMonsterAttack(int monsterDataIndex, const Common::Point &pt);
diff --git a/engines/xeen/interface_scene.cpp b/engines/xeen/interface_scene.cpp
index f602792..4aa3756 100644
--- a/engines/xeen/interface_scene.cpp
+++ b/engines/xeen/interface_scene.cpp
@@ -2316,7 +2316,7 @@ void InterfaceScene::setIndoorsMonsters() {
Direction dir = _vm->_party->_mazeDirection;
// Reset the list of attacking monsters
- combat.clear();
+ combat.clearAttackers();
// Iterate through the monsters list checking for proximity to party
for (uint monsterIdx = 0; monsterIdx < map._mobData._monsters.size(); ++monsterIdx) {
@@ -3101,7 +3101,7 @@ void InterfaceScene::setOutdoorsMonsters() {
Common::Point pt = party._mazePosition;
// Reset the list of attacking monsters
- combat.clear();
+ combat.clearAttackers();
// Iterate through the monsters list checking for proximity to party
for (uint idx = 0; idx < map._mobData._monsters.size(); ++idx) {
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