diff --git a/src/combat.cc b/src/combat.cc index 36c0495..abedb8e 100644 --- a/src/combat.cc +++ b/src/combat.cc @@ -5584,7 +5584,7 @@ int _combat_check_bad_shot(Object* attacker, Object* defender, int hitMode, bool tile = defender->tile; range = objectGetDistanceBetween(attacker, defender); if ((defender->data.critter.combat.results & DAM_DEAD) != 0) { - return 4; // defender is dead + return COMBAT_BAD_SHOT_ALREADY_DEAD; } } @@ -5592,29 +5592,29 @@ int _combat_check_bad_shot(Object* attacker, Object* defender, int hitMode, bool if (weapon != NULL) { if ((attacker->data.critter.combat.results & DAM_CRIP_ARM_LEFT) != 0 && (attacker->data.critter.combat.results & DAM_CRIP_ARM_RIGHT) != 0) { - return 7; // both hands crippled + return COMBAT_BAD_SHOT_BOTH_ARMS_CRIPPLED; } if ((attacker->data.critter.combat.results & DAM_CRIP_ARM_ANY) != 0) { if (weaponIsTwoHanded(weapon)) { - return 6; // crippled one arm for two-handed weapon + return COMBAT_BAD_SHOT_ARM_CRIPPLED; } } } if (weaponGetActionPointCost(attacker, hitMode, aiming) > attacker->data.critter.combat.ap) { - return 3; // not enough action points + return COMBAT_BAD_SHOT_NOT_ENOUGH_AP; } if (weaponGetRange(attacker, hitMode) < range) { - return 2; // target out of range + return COMBAT_BAD_SHOT_OUT_OF_RANGE; } int attackType = weaponGetAttackTypeForHitMode(weapon, hitMode); if (ammoGetCapacity(weapon) > 0) { if (ammoGetQuantity(weapon) == 0) { - return 1; // out of ammo + return COMBAT_BAD_SHOT_NO_AMMO; } } @@ -5622,11 +5622,11 @@ int _combat_check_bad_shot(Object* attacker, Object* defender, int hitMode, bool || attackType == ATTACK_TYPE_THROW || weaponGetRange(attacker, hitMode) > 1) { if (_combat_is_shot_blocked(attacker, attacker->tile, tile, defender, NULL)) { - return 5; // Your aim is blocked + return COMBAT_BAD_SHOT_AIM_BLOCKED; } } - return 0; // success + return COMBAT_BAD_SHOT_OK; } // 0x426744 @@ -5638,7 +5638,7 @@ bool _combat_to_hit(Object* target, int* accuracy) return false; } - if (_combat_check_bad_shot(gDude, target, hitMode, aiming) != 0) { + if (_combat_check_bad_shot(gDude, target, hitMode, aiming) != COMBAT_BAD_SHOT_OK) { return false; } @@ -5671,7 +5671,7 @@ void _combat_attack_this(Object* a1) int rc = _combat_check_bad_shot(gDude, a1, hitMode, aiming); switch (rc) { - case 1: + case COMBAT_BAD_SHOT_NO_AMMO: item = critterGetWeaponForHitMode(gDude, hitMode); messageListItem.num = 101; // Out of ammo. if (messageListGetItem(&gCombatMessageList, &messageListItem)) { @@ -5681,13 +5681,13 @@ void _combat_attack_this(Object* a1) sfx = sfxBuildWeaponName(WEAPON_SOUND_EFFECT_OUT_OF_AMMO, item, hitMode, NULL); soundPlayFile(sfx); return; - case 2: + case COMBAT_BAD_SHOT_OUT_OF_RANGE: messageListItem.num = 102; // Target out of range. if (messageListGetItem(&gCombatMessageList, &messageListItem)) { displayMonitorAddMessage(messageListItem.text); } return; - case 3: + case COMBAT_BAD_SHOT_NOT_ENOUGH_AP: item = critterGetWeaponForHitMode(gDude, hitMode); messageListItem.num = 100; // You need %d action points. if (messageListGetItem(&gCombatMessageList, &messageListItem)) { @@ -5696,21 +5696,21 @@ void _combat_attack_this(Object* a1) displayMonitorAddMessage(formattedText); } return; - case 4: + case COMBAT_BAD_SHOT_ALREADY_DEAD: return; - case 5: + case COMBAT_BAD_SHOT_AIM_BLOCKED: messageListItem.num = 104; // Your aim is blocked. if (messageListGetItem(&gCombatMessageList, &messageListItem)) { displayMonitorAddMessage(messageListItem.text); } return; - case 6: + case COMBAT_BAD_SHOT_ARM_CRIPPLED: messageListItem.num = 106; // You cannot use two-handed weapons with a crippled arm. if (messageListGetItem(&gCombatMessageList, &messageListItem)) { displayMonitorAddMessage(messageListItem.text); } return; - case 7: + case COMBAT_BAD_SHOT_BOTH_ARMS_CRIPPLED: messageListItem.num = 105; // You cannot use weapons with both arms crippled. if (messageListGetItem(&gCombatMessageList, &messageListItem)) { displayMonitorAddMessage(messageListItem.text); diff --git a/src/combat_ai.cc b/src/combat_ai.cc index 0ad2f29..c36cb52 100644 --- a/src/combat_ai.cc +++ b/src/combat_ai.cc @@ -1471,7 +1471,7 @@ static Object* _ai_danger_source(Object* a1) } if (pathfinderFindPath(a1, a1->tile, gDude->data.critter.combat.whoHitMe->tile, NULL, 0, _obj_blocking_at) == 0 - && _combat_check_bad_shot(a1, candidate, HIT_MODE_RIGHT_WEAPON_PRIMARY, false) != 0) { + && _combat_check_bad_shot(a1, candidate, HIT_MODE_RIGHT_WEAPON_PRIMARY, false) != COMBAT_BAD_SHOT_OK) { debugPrint("\nai_danger_source: %s couldn't attack at target! Picking alternate!", critterGetName(a1)); break; } @@ -1541,7 +1541,7 @@ static Object* _ai_danger_source(Object* a1) Object* candidate = targets[index]; if (candidate != NULL && objectCanHearObject(a1, candidate)) { if (pathfinderFindPath(a1, a1->tile, candidate->tile, NULL, 0, _obj_blocking_at) != 0 - || _combat_check_bad_shot(a1, candidate, HIT_MODE_RIGHT_WEAPON_PRIMARY, false) == 0) { + || _combat_check_bad_shot(a1, candidate, HIT_MODE_RIGHT_WEAPON_PRIMARY, false) == COMBAT_BAD_SHOT_OK) { return candidate; } debugPrint("\nai_danger_source: I couldn't get at my target! Picking alternate!"); @@ -2540,7 +2540,7 @@ static int _ai_try_attack(Object* a1, Object* a2) } int reason = _combat_check_bad_shot(a1, a2, hitMode, false); - if (reason == 1) { + if (reason == COMBAT_BAD_SHOT_NO_AMMO) { // out of ammo if (aiHaveAmmo(a1, weapon, &ammo)) { int v9 = weaponReload(weapon, ammo); @@ -2608,14 +2608,14 @@ static int _ai_try_attack(Object* a1, Object* a2) _ai_switch_weapons(a1, &hitMode, &weapon, a2); } } - } else if (reason == 3 || reason == 6 || reason == 7) { + } else if (reason == COMBAT_BAD_SHOT_NOT_ENOUGH_AP || reason == COMBAT_BAD_SHOT_ARM_CRIPPLED || reason == COMBAT_BAD_SHOT_BOTH_ARMS_CRIPPLED) { // 3 - not enough action points // 6 - crippled one arm for two-handed weapon // 7 - both hands crippled if (_ai_switch_weapons(a1, &hitMode, &weapon, a2) == -1) { return -1; } - } else if (reason == 2) { + } else if (reason == COMBAT_BAD_SHOT_OUT_OF_RANGE) { // target out of range int accuracy = _determine_to_hit_no_range(a1, a2, HIT_LOCATION_UNCALLED, hitMode, v30); if (accuracy < minToHit) { @@ -2638,13 +2638,13 @@ static int _ai_try_attack(Object* a1, Object* a2) } v38 = 0; } - } else if (reason == 5) { + } else if (reason == COMBAT_BAD_SHOT_AIM_BLOCKED) { // aim is blocked if (_ai_move_steps_closer(a1, a2, a1->data.critter.combat.ap, v38) == -1) { return -1; } v38 = 0; - } else if (reason == 0) { + } else if (reason == COMBAT_BAD_SHOT_OK) { int accuracy = _determine_to_hit(a1, a2, HIT_LOCATION_UNCALLED, hitMode); if (v31) { if (_ai_move_away(a1, a2, v31) == -1) { diff --git a/src/combat_defs.h b/src/combat_defs.h index 515af6b..8f0bd0f 100644 --- a/src/combat_defs.h +++ b/src/combat_defs.h @@ -158,4 +158,15 @@ typedef union CriticalHitDescription { int values[CRIT_DATA_MEMBER_COUNT]; } CriticalHitDescription; +typedef enum CombatBadShot { + COMBAT_BAD_SHOT_OK = 0, + COMBAT_BAD_SHOT_NO_AMMO = 1, + COMBAT_BAD_SHOT_OUT_OF_RANGE = 2, + COMBAT_BAD_SHOT_NOT_ENOUGH_AP = 3, + COMBAT_BAD_SHOT_ALREADY_DEAD = 4, + COMBAT_BAD_SHOT_AIM_BLOCKED = 5, + COMBAT_BAD_SHOT_ARM_CRIPPLED = 6, + COMBAT_BAD_SHOT_BOTH_ARMS_CRIPPLED = 7, +} CombatBadShot; + #endif /* COMBAT_DEFS_H */