diff --git a/src/interpreter_extra.cc b/src/interpreter_extra.cc index 92d139b..49a825b 100644 --- a/src/interpreter_extra.cc +++ b/src/interpreter_extra.cc @@ -389,21 +389,6 @@ static const char* _dbg_error_strs[SCRIPT_ERROR_COUNT] = { "follows", }; -// 0x518ED0 -static const int _ftList[11] = { - ANIM_FALL_BACK_BLOOD_SF, - ANIM_BIG_HOLE_SF, - ANIM_CHARRED_BODY_SF, - ANIM_CHUNKS_OF_FLESH_SF, - ANIM_FALL_FRONT_BLOOD_SF, - ANIM_FALL_BACK_BLOOD_SF, - ANIM_DANCING_AUTOFIRE_SF, - ANIM_SLICED_IN_HALF_SF, - ANIM_EXPLODED_TO_NOTHING_SF, - ANIM_FALL_BACK_BLOOD_SF, - ANIM_FALL_FRONT_BLOOD_SF, -}; - // Last message type during op_float_msg sequential. // // 0x518F00 @@ -2389,6 +2374,21 @@ static int _correctDeath(Object* critter, int anim, bool forceBack) // 0x457CB4 static void opKillCritterType(Program* program) { + // 0x518ED0 + static const int ftList[] = { + ANIM_FALL_BACK_BLOOD_SF, + ANIM_BIG_HOLE_SF, + ANIM_CHARRED_BODY_SF, + ANIM_CHUNKS_OF_FLESH_SF, + ANIM_FALL_FRONT_BLOOD_SF, + ANIM_FALL_BACK_BLOOD_SF, + ANIM_DANCING_AUTOFIRE_SF, + ANIM_SLICED_IN_HALF_SF, + ANIM_EXPLODED_TO_NOTHING_SF, + ANIM_FALL_BACK_BLOOD_SF, + ANIM_FALL_FRONT_BLOOD_SF, + }; + int deathFrame = programStackPopInteger(program); int pid = programStackPopInteger(program); @@ -2401,51 +2401,74 @@ static void opKillCritterType(Program* program) Object* previousObj = NULL; int count = 0; - int v3 = 0; + int ftIndex = 0; Object* obj = objectFindFirst(); while (obj != NULL) { - if (FID_ANIM_TYPE(obj->fid) >= ANIM_FALL_BACK_SF) { - obj = objectFindNext(); - continue; - } - - if ((obj->flags & OBJECT_HIDDEN) == 0 && obj->pid == pid && !critterIsDead(obj)) { - if (obj == previousObj || count > 200) { - scriptPredefinedError(program, "kill_critter_type", SCRIPT_ERROR_FOLLOWS); - debugPrint(" Infinite loop destroying critters!"); - program->flags &= ~PROGRAM_FLAG_0x20; - return; - } - - reg_anim_clear(obj); - - if (deathFrame != 0) { - _combat_delete_critter(obj); - if (deathFrame == 1) { - int anim = _correctDeath(obj, _ftList[v3], 1); - critterKill(obj, anim, 1); - v3 += 1; - if (v3 >= 11) { - v3 = 0; - } - } else { - critterKill(obj, ANIM_FALL_BACK_SF, 1); + if (FID_ANIM_TYPE(obj->fid) < ANIM_FALL_BACK_SF) { + if ((obj->flags & OBJECT_HIDDEN) == 0 && obj->pid == pid && !critterIsDead(obj)) { + if (obj == previousObj || count > 200) { + scriptPredefinedError(program, "kill_critter_type", SCRIPT_ERROR_FOLLOWS); + debugPrint(" Infinite loop destroying critters!"); + program->flags &= ~PROGRAM_FLAG_0x20; + return; } - } else { + reg_anim_clear(obj); - Rect rect; - objectDestroy(obj, &rect); - tileWindowRefreshRect(&rect, gElevation); + if (deathFrame != 0) { + _combat_delete_critter(obj); + if (deathFrame == 1) { + // Pick next animation from the |ftList|. + int anim = _correctDeath(obj, ftList[ftIndex], true); + + // SFALL: Fix for incorrect death animation. + // CE: The fix is slightly different. Sfall passes + // |false| to |correctDeath| to disambiguate usage + // between this function and |opAnim|. On |false| it + // simply returns |ANIM_FALL_BACK_SF|. Instead of doing + // the same, check for standard death animations + // returned from |correctDeath| and convert them to + // appropariate single frame cousins. + switch (anim) { + case ANIM_FALL_BACK: + anim = ANIM_FALL_BACK_SF; + break; + case ANIM_FALL_FRONT: + anim = ANIM_FALL_FRONT_SF; + break; + } + + critterKill(obj, anim, true); + + ftIndex += 1; + if (ftIndex >= (sizeof(ftList) / sizeof(ftList[0]))) { + ftIndex = 0; + } + } else if (deathFrame >= FIRST_SF_DEATH_ANIM && deathFrame <= LAST_SF_DEATH_ANIM) { + // CE: In some cases user-space scripts randomize death + // frame between front/back animations but technically + // speaking a scripter can provide any single frame + // death animation which original code simply ignores. + critterKill(obj, deathFrame, true); + } else { + critterKill(obj, ANIM_FALL_BACK_SF, true); + } + } else { + reg_anim_clear(obj); + + Rect rect; + objectDestroy(obj, &rect); + tileWindowRefreshRect(&rect, gElevation); + } + + previousObj = obj; + count += 1; + + objectFindFirst(); + + gMapHeader.lastVisitTime = gameTimeGetTime(); } - - previousObj = obj; - count += 1; - - objectFindFirst(); - - gMapHeader.lastVisitTime = gameTimeGetTime(); } obj = objectFindNext();