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| Combat (XeenEngine *vm) |
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void | clearAttackers () |
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void | clearBlocked () |
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void | clearShooting () |
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void | reset () |
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void | giveCharDamage (int damage, DamageType attackType, int charIndex) |
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void | doCharDamage (Character &c, int charNum, int monsterDataIndex) |
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void | moveMonsters () |
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void | setupCombatParty () |
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void | setSpeedTable () |
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bool | allHaveGone () const |
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bool | charsCantAct () const |
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Common::String | getMonsterDescriptions () |
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void | attack (Character &c, RangeType rangeType) |
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void | block () |
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void | quickFight () |
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void | run () |
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void | monstersAttack () |
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void | setupMonsterAttack (int monsterDataIndex, const Common::Point &pt) |
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bool | canMonsterMove (const Common::Point &pt, int wallShift, int xDiff, int yDiff, int monsterId) |
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void | moveMonster (int monsterId, const Common::Point &moveDelta) |
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void | doMonsterTurn (int monsterId) |
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void | doMonsterTurn (int monsterId, int charNum) |
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void | endAttack () |
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void | monsterOvercome () |
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int | stopAttack (const Common::Point &diffPt) |
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void | rangedAttack (PowType powNum) |
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void | shootRangedWeapon () |
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bool | areMonstersPresent () const |
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Common::Array< Character * > | _combatParty |
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bool | _charsBlocked [12] |
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int | _charsGone [12] |
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SpriteResource | _powSprites |
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int | _attackMonsters [26] |
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int | _monster2Attack |
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PowSlots | _pow |
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int | _missedShot [8] |
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Common::Array< int > | _speedTable |
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int | _shootingRow [8] |
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int | _globalCombat |
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int | _whosTurn |
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bool | _itemFlag |
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int | _monsterMap [32][32] |
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bool | _monsterMoved [107] |
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bool | _rangeAttacking [107] |
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int | _gmonHit [36] |
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bool | _monstersAttacking |
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CombatMode | _combatMode |
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int | _attackDurationCtr |
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bool | _partyRan |
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int | _whosSpeed |
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DamageType | _damageType |
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Character * | _oldCharacter |
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int | _monsterDamage |
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int | _weaponDamage |
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int | _weaponDie |
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int | _weaponDice |
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int | _weaponElemMaterial |
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XeenItem * | _attackWeapon |
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int | _attackWeaponId |
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File | _missVoc |
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int | _hitChanceBonus |
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bool | _dangerPresent |
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bool | _moveMonsters |
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RangeType | _rangeType |
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ShootType | _shootType |
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int | _combatTarget |
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◆ clearAttackers()
void Xeen::Combat::clearAttackers |
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Clear the list of attacking monsters
◆ clearBlocked()
void Xeen::Combat::clearBlocked |
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Clear the list of blocked characters
◆ clearShooting()
void Xeen::Combat::clearShooting |
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Clear the list of ros projectiles are on headed for part members
◆ reset()
void Xeen::Combat::reset |
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Resets all combat related data
◆ giveCharDamage()
void Xeen::Combat::giveCharDamage |
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int |
damage, |
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DamageType |
attackType, |
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int |
charIndex |
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Gives damage to character or characters in the party
◆ doCharDamage()
void Xeen::Combat::doCharDamage |
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Character & |
c, |
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int |
charNum, |
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int |
monsterDataIndex |
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Do damage to a specific character
◆ moveMonsters()
void Xeen::Combat::moveMonsters |
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Handles moving monsters by a space between game turns
◆ setupCombatParty()
void Xeen::Combat::setupCombatParty |
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Setup the combat party with a copy of the currently active party
◆ setSpeedTable()
void Xeen::Combat::setSpeedTable |
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Sets up a table of speeds to determine the order in which characters and monsters fight
◆ allHaveGone()
bool Xeen::Combat::allHaveGone |
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const |
Returns true if all participants in the combat are disabled
◆ charsCantAct()
bool Xeen::Combat::charsCantAct |
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const |
Returns true if all the characters of the party are disabled
◆ getMonsterDescriptions()
Return a description of the monsters being faced
◆ attack()
void Xeen::Combat::attack |
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Character & |
c, |
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RangeType |
rangeType |
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Main method for characters to attack
◆ block()
void Xeen::Combat::block |
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Flag the currently active character as blocking/defending
◆ quickFight()
void Xeen::Combat::quickFight |
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Perform whatever the current combat character's quick action is
◆ run()
void Xeen::Combat::run |
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Current selected character is trying to run away
◆ monstersAttack()
void Xeen::Combat::monstersAttack |
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Called to handle monsters doing ranged attacks against the party
◆ canMonsterMove()
bool Xeen::Combat::canMonsterMove |
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const Common::Point & |
pt, |
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int |
wallShift, |
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int |
xDiff, |
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int |
yDiff, |
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int |
monsterId |
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Determines whether a given monster can move
- Parameters
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pt | Monster position |
wallShift | Shift mask for determining direction being moved |
xDiff | X Delta for move |
yDiff | Y Delta for move |
monsterId | Monster number being tested |
◆ moveMonster()
void Xeen::Combat::moveMonster |
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int |
monsterId, |
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const Common::Point & |
moveDelta |
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Moves a monster by a given delta amount if it's a valid move
◆ doMonsterTurn() [1/2]
void Xeen::Combat::doMonsterTurn |
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int |
monsterId | ) |
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Handle a monster's turn at attacking combat party members
◆ doMonsterTurn() [2/2]
void Xeen::Combat::doMonsterTurn |
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int |
monsterId, |
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int |
charNum |
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Handles a monster's turn at attacking a specific member of the combat party
◆ endAttack()
void Xeen::Combat::endAttack |
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Called when combat has ended
◆ stopAttack()
Checks whether a given position on the map will stop a ranged attack
◆ rangedAttack()
void Xeen::Combat::rangedAttack |
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PowType |
powNum | ) |
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Called to do ranged attacks, both with bows or using a spell
◆ shootRangedWeapon()
void Xeen::Combat::shootRangedWeapon |
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Fires off a ranged attack at all oncoming monsters
◆ areMonstersPresent()
bool Xeen::Combat::areMonstersPresent |
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const |
Returns true if there are any monsters in the vacinity
The documentation for this class was generated from the following file: