diff options
Diffstat (limited to 'engines')
-rw-r--r-- | engines/xeen/combat.cpp | 2 | ||||
-rw-r--r-- | engines/xeen/interface.cpp | 22 |
2 files changed, 14 insertions, 10 deletions
diff --git a/engines/xeen/combat.cpp b/engines/xeen/combat.cpp index 0678fc0d89..bd39779b6e 100644 --- a/engines/xeen/combat.cpp +++ b/engines/xeen/combat.cpp @@ -1060,7 +1060,7 @@ void Combat::setSpeedTable() { bool hasSpeed = _whosSpeed != -1; int oldSpeed = hasSpeed && _whosSpeed < (int)_speedTable.size() ? _speedTable[_whosSpeed] : 0; - // Set up speeds for party membres + // Set up speeds for party members int maxSpeed = 0; for (uint charNum = 0; charNum < _combatParty.size(); ++charNum) { Character &c = *_combatParty[charNum]; diff --git a/engines/xeen/interface.cpp b/engines/xeen/interface.cpp index fe196bb2e5..079c82fdb5 100644 --- a/engines/xeen/interface.cpp +++ b/engines/xeen/interface.cpp @@ -902,6 +902,10 @@ bool Interface::checkMoveDirection(int key) { Party &party = *_vm->_party; Sound &sound = *_vm->_sound; + // If intangibility is turned on in the debugger, allow any movement + if (debugger._intangible) + return true; + // For strafing or moving backwards, temporarily move to face the direction being checked, // since the call to getCell will the adjacent cell details in the direction being faced Direction dir = party._mazeDirection; @@ -921,18 +925,16 @@ bool Interface::checkMoveDirection(int key) { break; } - // Get next facing tile information, and then reset back to the old direction (if changed) + // Get next facing tile information map.getCell(7); - party._mazeDirection = dir; - int startSurfaceId = map._currentSurfaceId; int surfaceId; - if (debugger._intangible) - return true; - if (map._isOutdoors) { + // Reset direction back to original facing, if it was changed for strafing checks + party._mazeDirection = dir; + switch (map._currentWall) { case 5: if (_vm->_files->_ccNum) @@ -977,6 +979,10 @@ bool Interface::checkMoveDirection(int key) { } } else { surfaceId = map.getCell(2); + + // Reset direction back to original facing, if it was changed for strafing checks + party._mazeDirection = dir; + if (surfaceId >= map.mazeData()._difficulties._wallNoPass) { sound.playFX(46); return false; @@ -1499,7 +1505,7 @@ void Interface::doCombat() { w.open(); bool breakFlag = false; - while (!_vm->shouldExit() && !breakFlag) { + while (!_vm->shouldExit() && !breakFlag && !party._dead && _vm->_mode == MODE_COMBAT) { highlightChar(combat._whosTurn); combat.setSpeedTable(); @@ -1688,8 +1694,6 @@ void Interface::doCombat() { } party.checkPartyDead(); - if (party._dead || _vm->_mode != MODE_COMBAT) - break; } _vm->_mode = MODE_INTERACTIVE; |