Fix incorrect death animation in opKillCritterType

This commit is contained in:
Alexander Batalov 2022-10-05 16:58:57 +03:00
parent d03fd5e43f
commit 08691ce319

View File

@ -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();