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XEEN: Renaming Combat clear method for better clarity

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dreammaster committed Jan 12, 2018
1 parent 42aa1cc commit ebc3d270969e832db2ee9f26d958e66d4e23ed10
Showing with 7 additions and 4 deletions.
  1. +1 −1 engines/xeen/combat.cpp
  2. +4 −1 engines/xeen/combat.h
  3. +2 −2 engines/xeen/interface_scene.cpp
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@@ -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);
}
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@@ -148,7 +148,7 @@ class Combat {
/**
* Clear the list of attacking monsters
*/
void clear();
void clearAttackers();
/**
* Clear the list of blocked characters
@@ -203,6 +203,9 @@ class Combat {
*/
void run();
/**
* Called to handle monsters doing ranged attacks against the party
*/
void monstersAttack();
void setupMonsterAttack(int monsterDataIndex, const Common::Point &pt);
@@ -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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