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authorPaul Gilbert2018-04-03 19:57:03 -0400
committerPaul Gilbert2018-04-03 19:57:03 -0400
commit0f82830778c0d45b851b260f3acfcd8f87b5cb3f (patch)
treebfa8ef24a1178e6a867147e597509238a9f21425
parent326533ab9b3d725afd7fec10d852fa0c2261f8a9 (diff)
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XEEN: Simplify original's code for monsters picking targets
-rw-r--r--engines/xeen/combat.cpp20
1 files changed, 3 insertions, 17 deletions
diff --git a/engines/xeen/combat.cpp b/engines/xeen/combat.cpp
index 5f9d7610a7..2bd0187fed 100644
--- a/engines/xeen/combat.cpp
+++ b/engines/xeen/combat.cpp
@@ -861,23 +861,9 @@ void Combat::doMonsterTurn(int monsterId) {
if (!isHated) {
// No particularly hated foe, so decide which character to start with
- switch (_combatParty.size()) {
- case 1:
- charNum = 0;
- break;
- case 2:
- case 3:
- case 4:
- case 5:
- charNum = _vm->getRandomNumber(0, _combatParty.size() - 1);
- break;
- case 6:
- if (_vm->getRandomNumber(1, 6) == 6)
- charNum = 5;
- else
- charNum = _vm->getRandomNumber(0, 4);
- break;
- }
+ // Note: Original had a whole switch statement depending on party size, that boiled down to
+ // picking a random character in all cases anyway
+ charNum = _vm->getRandomNumber(0, _combatParty.size() - 1);
}
// Attacking loop