示例#1
0
int LoLEngine::deleteMonstersFromBlock(int block) {
	int i = _levelBlockProperties[block].assignedObjects;
	int cnt = 0;
	uint16 next = 0;

	while (i) {
		next = findObject(i)->nextAssignedObject;
		if (!(i & 0x8000)) {
			i = next;
			continue;
		}

		LoLMonster *m = &_monsters[i & 0x7fff];

		cnt++;
		setMonsterMode(m, 14);

		checkSceneUpdateNeed(m->block);

		placeMonster(m, 0, 0);

		i = next;
	}
	return cnt;
}
示例#2
0
文件: magic_eob.cpp 项目: 33d/scummvm
void EoBCoreEngine::useWand(int charIndex, int weaponSlot) {
	int v = _items[_characters[charIndex].inventory[weaponSlot]].value;
	if (!v) {
		_txt->printMessage(_wandStrings[0]);
		return;
	}

	if (v != 5)
		useMagicScroll(charIndex, _wandTypes[v], weaponSlot);
	else if (_flags.gameID == GI_EOB2)
		useMagicScroll(charIndex, 64, weaponSlot);
	else {
		uint16 bl1 = calcNewBlockPosition(_currentBlock, _currentDirection);
		uint16 bl2 = calcNewBlockPosition(bl1, _currentDirection);
		snd_playSoundEffect(98);
		sparkEffectOffensive();

		if ((_wllWallFlags[_levelBlockProperties[bl2].walls[_currentDirection ^ 2]] & 4) && !(_levelBlockProperties[bl2].flags & 7) && (_levelBlockProperties[bl1].flags & 7)) {
			for (int i = 0; i < 30; i++) {
				if (_monsters[i].block != bl1)
					continue;
				placeMonster(&_monsters[i], bl2, -1);
				_sceneUpdateRequired = true;
			}
		} else {
			_txt->printMessage(_wandStrings[1]);
		}
	}
}
示例#3
0
int entityPopulate (char entityArray[MAP_SIZE][MAP_SIZE], entity entityInfo[], char mapArray[MAP_SIZE][MAP_SIZE], int playerLevel, int roomWidth, int roomHeight) {
   placePlayer(entityArray, entityInfo, mapArray, roomWidth, roomHeight);
   int monNumber = 1;
   int monMax = randint(5)+1; //has to be at least one monster
   while (monNumber <= monMax) {
      generateMonster(entityArray, entityInfo, playerLevel, monNumber);
      placeMonster (entityArray, entityInfo, mapArray, roomWidth, roomHeight, monNumber);
      monNumber++;
   }
   return monMax;
}
示例#4
0
void LoLEngine::restoreMonsterTempData(LevelTempData *tmp) {
	memcpy(_monsters, tmp->monsters, sizeof(LoLMonster) * 30);

	for (int i = 0; i < 30; i++) {
		if (_monsters[i].block) {
			_monsters[i].block = 0;
			_monsters[i].properties = &_monsterProperties[_monsters[i].type];
			placeMonster(&_monsters[i], _monsters[i].x, _monsters[i].y);
		}
	}
}
示例#5
0
void LoLEngine::setMonsterMode(LoLMonster *monster, int mode) {
	if (monster->mode == 13 && mode != 14)
		return;

	if (mode == 7) {
		monster->destX = _partyPosX;
		monster->destY = _partyPosY;
	}

	if (monster->mode == 1 && mode == 7) {
		for (int i = 0; i < 30; i++) {
			if (monster->mode != 1)
				continue;
			monster->mode = mode;
			monster->fightCurTick = 0;
			monster->destX = _partyPosX;
			monster->destY = _partyPosY;
			setMonsterDirection(monster, calcMonsterDirection(monster->x, monster->y, monster->destX, monster->destY));
		}
	} else {
		monster->mode = mode;
		monster->fightCurTick = 0;
		if (mode == 14)
			monster->hitPoints = 0;
		if (mode == 13 && (monster->flags & 0x20)) {
			monster->mode = 0;
			monsterDropItems(monster);
			if (_currentLevel != 29)
				setMonsterMode(monster, 14);
			runLevelScriptCustom(0x404, -1, monster->id, monster->id, 0, 0);
			checkSceneUpdateNeed(monster->block);
			if (monster->mode == 14)
				placeMonster(monster, 0, 0);
		}
	}
}