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authorPaul Gilbert2018-01-11 19:46:49 -0500
committerPaul Gilbert2018-01-11 19:46:49 -0500
commitebc3d270969e832db2ee9f26d958e66d4e23ed10 (patch)
tree154d5e3b85568720571b21fe3ec60250e2c2a478 /engines
parent42aa1cc16323837aafb0f9e367ee92afbe717edc (diff)
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XEEN: Renaming Combat clear method for better clarity
Diffstat (limited to 'engines')
-rw-r--r--engines/xeen/combat.cpp2
-rw-r--r--engines/xeen/combat.h5
-rw-r--r--engines/xeen/interface_scene.cpp4
3 files changed, 7 insertions, 4 deletions
diff --git a/engines/xeen/combat.cpp b/engines/xeen/combat.cpp
index cc42c9d06c..6a0aa20169 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 11c1f1d585..fc7f9ed0dc 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 f602792d7b..4aa37562fb 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) {