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authorEugene Sandulenko2004-01-30 02:14:29 +0000
committerEugene Sandulenko2004-01-30 02:14:29 +0000
commit6dec294de5cc77cbdd7f341d3b6db6735a2669c0 (patch)
tree68edaa520daaa93ea30f8bb6cb22e51dec367f40 /scumm/insane
parent81ff879a9daf101a51be72c838ca6885f93746d9 (diff)
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o Renamed more variables/structures to reflect their functionality
o Fixed bug with only caveman approaching o Extended smush player to process FT-specific overlays in videos. They're used to draw broken truck & car approaching and opponents on the mineroad svn-id: r12670
Diffstat (limited to 'scumm/insane')
-rw-r--r--scumm/insane/insane.cpp77
-rw-r--r--scumm/insane/insane.h29
-rw-r--r--scumm/insane/insane_ben.cpp166
-rw-r--r--scumm/insane/insane_enemy.cpp178
-rw-r--r--scumm/insane/insane_iact.cpp45
-rw-r--r--scumm/insane/insane_scenes.cpp66
6 files changed, 280 insertions, 281 deletions
diff --git a/scumm/insane/insane.cpp b/scumm/insane/insane.cpp
index 23b9ee7ae6..e69df9d2bd 100644
--- a/scumm/insane/insane.cpp
+++ b/scumm/insane/insane.cpp
@@ -148,24 +148,22 @@ void Insane::initvars(void) {
_beenCheated = 0;
_posBrokenTruck = 0;
_posBrokenCar = 0;
+ _posFatherTorque = 0;
+ _posCave = 0;
+ _posVista = 0;
_roadLeftBranch = false;
_roadRightBranch = false;
_carIsBroken = false;
- _val11d = 0;
+ _benHasGoggles = false;
+ _mineCaveIsNear = false;
+ _objectDetected = false;
_val32d = -1;
- _val51d = 0;
- _val52d = 0;
- _val53d = 0;
_val54d = 0;
_val57d = 0;
_val115_ = false;
_val121_ = false;
- _val122_ = false;
- _val123_ = false;
- _val124_ = false;
_val211d = 0;
_val213d = 0;
- _val214d = -1;
_val215d = 0;
_smlayer_room = 0;
_smlayer_room2 = 0;
@@ -375,10 +373,10 @@ void Insane::initvars(void) {
_actor[0].animWeaponClass = 0;
_actor[0].field_34 = 2;
_actor[0].field_38 = 0;
- _actor[0].lost = 0;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 0;
- _actor[0].field_48 = 0;
+ _actor[0].lost = false;
+ _actor[0].kicking = false;
+ _actor[0].field_44 = false;
+ _actor[0].field_48 = false;
_actor[0].defunct = 0;
_actor[0].scenePropSubIdx = 0;
_actor[0].field_54 = 0;
@@ -414,10 +412,10 @@ void Insane::initvars(void) {
_actor[1].animWeaponClass = 0;
_actor[1].field_34 = 0;
_actor[1].field_38 = 0;
- _actor[1].lost = 0;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 0;
- _actor[1].field_48 = 0;
+ _actor[1].lost = false;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = false;
+ _actor[1].field_48 = false;
_actor[1].defunct = 0;
_actor[1].scenePropSubIdx = 0;
_actor[1].field_54 = 0;
@@ -455,7 +453,7 @@ void Insane::init_actStruct(int actornum, int actnum, int32 actorval, byte state
}
void Insane::init_enemyStruct(int n, int32 handler, int32 initializer,
- int32 field_8, int32 maxdamage, int32 field_10,
+ int16 occurences, int32 maxdamage, int32 field_10,
int32 weapon, int32 sound, const char *filename,
int32 costume4, int32 costume6, int32 costume5,
int16 costumevar, int32 maxframe, int32 field_34) {
@@ -463,7 +461,7 @@ void Insane::init_enemyStruct(int n, int32 handler, int32 initializer,
_enemy[n].handler = handler;
_enemy[n].initializer = initializer;
- _enemy[n].field_8 = field_8;
+ _enemy[n].occurences = occurences;
_enemy[n].maxdamage = maxdamage;
_enemy[n].field_10 = field_10;
_enemy[n].weapon = weapon;
@@ -672,21 +670,21 @@ void Insane::readState(void) {
_smlayer_room = readArray(320);
_smlayer_room2 = readArray(321);
_posBrokenTruck = readArray(322);
- _val53d = readArray(323);
+ _posVista = readArray(323);
_val57d = readArray(324);
- _val52d = readArray(325);
+ _posCave = readArray(325);
_posBrokenCar = readArray(326);
_val54d = readArray(327);
- _val51d = readArray(328);
- _enemy[EN_TORQUE].field_8 = readArray(337);
- _enemy[EN_ROTT1].field_8 = readArray(329);
- _enemy[EN_ROTT2].field_8 = readArray(330);
- _enemy[EN_ROTT3].field_8 = readArray(331);
- _enemy[EN_VULTF1].field_8 = readArray(332);
- _enemy[EN_VULTM1].field_8 = readArray(333);
- _enemy[EN_VULTF2].field_8 = readArray(334);
- _enemy[EN_VULTM2].field_8 = readArray(335);
- _enemy[EN_CAVEFISH].field_8 = readArray(336);
+ _posFatherTorque = readArray(328);
+ _enemy[EN_TORQUE].occurences = readArray(337);
+ _enemy[EN_ROTT1].occurences = readArray(329);
+ _enemy[EN_ROTT2].occurences = readArray(330);
+ _enemy[EN_ROTT3].occurences = readArray(331);
+ _enemy[EN_VULTF1].occurences = readArray(332);
+ _enemy[EN_VULTM1].occurences = readArray(333);
+ _enemy[EN_VULTF2].occurences = readArray(334);
+ _enemy[EN_VULTM2].occurences = readArray(335);
+ _enemy[EN_CAVEFISH].occurences = readArray(336);
_enemy[EN_VULTM2].field_10 = readArray(340);
_enemy[EN_CAVEFISH].field_10 = readArray(56);
_enemy[EN_VULTF2].field_10 = readArray(339);
@@ -705,7 +703,7 @@ void Insane::setupValues(void) {
_actor[0].act[1].room = 0;
_actor[0].act[0].room = 0;
_actor[0].cursorX = 0;
- _actor[0].lost = 0;
+ _actor[0].lost = false;
_currEnemy = -1;
_val32d = -1;
smush_warpMouse(160, 100, -1);
@@ -715,8 +713,6 @@ void Insane::setupValues(void) {
void Insane::mainLoop(void) {
int32 resid;
- _val11d++;
-
while (!idx2Compare()) {
if(!(resid = idx2Tweak()))
continue;
@@ -1026,7 +1022,7 @@ void Insane::escapeKeyHandler(void) {
return;
queueSceneSwitch(15, 0, "vistthru.san", 64, 0, 0, 0);
} else {
- writeArray(1, _val53d);
+ writeArray(1, _posVista);
smush_setToFinish();
}
break;
@@ -1325,30 +1321,31 @@ void Insane::procSKIP(Chunk &b) {
if (!par2) {
if (isBitSet(par1))
_player->_skipNext = true;
-
return;
}
- if (isBitSet(par1) != isBitSet(par2))
+ if (isBitSet(par1) != isBitSet(par2)) {
_player->_skipNext = true;
+ return;
+ }
}
bool Insane::isBitSet(int n) {
- if (n >= 0x80)
+ if (n >= 0x80 * 8)
return false;
- return (_iactBits[n / 8] & (0x80 >> (n % 8))) != 0;
+ return ((_iactBits[n / 8] & (0x80 >> (n % 8))) != 0);
}
void Insane::setBit(int n) {
- if (n >= 0x80)
+ if (n >= 0x80 * 8)
return;
_iactBits[n / 8] |= 0x80 >> (n % 8);
}
void Insane::clearBit(int n) {
- if (n >= 0x80)
+ if (n >= 0x80 * 8)
return;
_iactBits[n / 8] &= ~(0x80 >> (n % 8));
diff --git a/scumm/insane/insane.h b/scumm/insane/insane.h
index 4bf8197a30..f8f03e0e35 100644
--- a/scumm/insane/insane.h
+++ b/scumm/insane/insane.h
@@ -160,32 +160,29 @@ class Insane {
int16 _mainRoadPos;
int16 _posBrokenCar;
int16 _posBrokenTruck;
+ int16 _posFatherTorque;
+ int16 _posCave;
+ int16 _posVista;
bool _roadLeftBranch;
bool _roadRightBranch;
bool _carIsBroken;
- int32 _val11d;
+ bool _benHasGoggles;
+ bool _mineCaveIsNear;
+ bool _objectDetected;
int32 _val32d;
- int32 _val51d;
- int32 _val52d;
- int32 _val53d;
int32 _val54d;
int32 _val57d;
- int32 _val114d16[16];
bool _val115_;
bool _val121_;
- bool _val122_;
- bool _val123_;
- bool _val124_;
int32 _val211d;
int32 _val213d;
- int32 _val214d;
int32 _val215d;
int32 _val216d[12];
struct enemy {
int32 handler;
int32 initializer;
- int32 field_8;
+ int16 occurences;
int32 maxdamage;
int32 field_10;
int32 weapon;
@@ -246,14 +243,14 @@ class Insane {
int32 y;
int32 y1;
int32 x1;
- int32 weaponClass;
- int32 animWeaponClass;
- int32 field_34;
- int32 field_38;
+ int16 weaponClass;
+ int16 animWeaponClass;
+ int16 field_34;
+ int16 field_38;
bool lost;
bool kicking;
bool field_44;
- int32 field_48;
+ bool field_48;
bool defunct;
int32 scenePropSubIdx;
int32 field_54;
@@ -343,7 +340,7 @@ class Insane {
void init_actStruct(int actornum, int actnum, int32 actorval, byte state,
int32 room, int32 animtilt, int32 tilt, int32 frame);
void init_enemyStruct(int n, int32 handler, int32 initializer,
- int32 field_8, int32 maxdamage, int32 field_10,
+ int16 occurences, int32 maxdamage, int32 field_10,
int32 field_14, int32 sound, const char *filename,
int32 costume4, int32 costume6, int32 costume5,
int16 field_2C, int32 field_30, int32 field_34);
diff --git a/scumm/insane/insane_ben.cpp b/scumm/insane/insane_ben.cpp
index ee55c34ebe..2427556fab 100644
--- a/scumm/insane/insane_ben.cpp
+++ b/scumm/insane/insane_ben.cpp
@@ -61,10 +61,10 @@ void Insane::turnBen(bool controllable) {
case 3:
case 13:
if (_actor[0].damage < _actor[0].maxdamage) {
- _actor[0].lost = 0;
+ _actor[0].lost = false;
} else {
if (!_actor[0].lost && !_actor[1].lost) {
- _actor[0].lost = 1;
+ _actor[0].lost = true;
_actor[0].act[2].state = 36;
_actor[0].act[1].state = 36;
_actor[0].act[1].room = 0;
@@ -95,11 +95,11 @@ void Insane::turnBen(bool controllable) {
break;
default:
if (_actor[0].damage < _actor[0].maxdamage) {
- _actor[0].lost = 0;
+ _actor[0].lost = false;
} else {
if (!_actor[0].lost && !_actor[1].lost) {
queueSceneSwitch(10, 0, "wr2_ben.san", 64, 0, 0, 0);
- _actor[0].lost = 1;
+ _actor[0].lost = true;
_actor[0].act[2].state = 36;
_actor[0].act[2].room = 0;
_actor[0].act[0].state = 36;
@@ -249,8 +249,8 @@ void Insane::mineChooseRoad(int32 buttons) {
switch (_currSceneId) {
case 17:
if (buttons & 1) {
- if (_val123_) {
- writeArray(1, _val52d);
+ if (_mineCaveIsNear) {
+ writeArray(1, _posCave);
smush_setToFinish();
}
@@ -280,7 +280,7 @@ void Insane::mineChooseRoad(int32 buttons) {
queueSceneSwitch(2, 0, "mineexit.san", 64, 0, 0, 0);
}
- if ((buttons & 2) == 0 || !_val122_)
+ if ((buttons & 2) == 0 || !_benHasGoggles)
return;
_actor[0].frame = 0;
@@ -351,7 +351,7 @@ void Insane::mineChooseRoad(int32 buttons) {
if (_roadRightBranch) {
writeArray(1, _posBrokenTruck);
- writeArray(3, _val53d);
+ writeArray(3, _posVista);
smush_setToFinish();
}
@@ -359,7 +359,7 @@ void Insane::mineChooseRoad(int32 buttons) {
return;
writeArray(1, _posBrokenCar);
- writeArray(3, _val53d);
+ writeArray(3, _posVista);
smush_setToFinish();
break;
default:
@@ -507,7 +507,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 106:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
smlayer_setActorFacing(0, 2, 29, 180);
_actor[0].act[2].state = 107;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -515,7 +515,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 107:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
if (_actor[0].act[2].frame >= 9) {
_actor[0].act[2].state = 1;
_actor[0].inventory[INV_MACE] = 0;
@@ -527,7 +527,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 104:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
smlayer_setActorFacing(0, 2, 28, 180);
_actor[0].act[2].state = 105;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -535,7 +535,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 105:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
if (_actor[0].act[2].frame >= 5) {
_actor[0].act[2].state = 1;
_actor[0].inventory[INV_MACE] = 0;
@@ -547,7 +547,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 108:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
smlayer_setActorFacing(0, 2, 28, 180);
_actor[0].act[2].state = 109;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -555,7 +555,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 109:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
if (_actor[0].act[2].frame >= 5) {
_actor[0].act[2].state = 1;
_actor[0].inventory[INV_CHAIN] = 0; // Chain
@@ -567,8 +567,8 @@ void Insane::actor02Reaction(int32 buttons) {
case 73:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 1;
+ _actor[0].kicking = false;
+ _actor[0].field_44 = true;
if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) {
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 74;
@@ -578,8 +578,8 @@ void Insane::actor02Reaction(int32 buttons) {
case 74:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 0;
+ _actor[0].kicking = false;
+ _actor[0].field_44 = false;
if (_actor[0].act[2].frame >= 2) {
smlayer_setActorFacing(0, 2, 9, 180);
_actor[0].act[2].state = 1;
@@ -590,8 +590,8 @@ void Insane::actor02Reaction(int32 buttons) {
case 79:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 1;
+ _actor[0].kicking = false;
+ _actor[0].field_44 = true;
if (_actor[0].act[2].frame >= 2) {
smlayer_setActorFacing(0, 2, 23, 180);
_actor[0].act[2].state = 80;
@@ -601,8 +601,8 @@ void Insane::actor02Reaction(int32 buttons) {
case 80:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 0;
+ _actor[0].kicking = false;
+ _actor[0].field_44 = false;
if (_actor[0].act[2].frame >= 6) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 63;
@@ -612,8 +612,8 @@ void Insane::actor02Reaction(int32 buttons) {
case 81:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 1;
+ _actor[0].kicking = false;
+ _actor[0].field_44 = true;
if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) {
smlayer_setActorFacing(0, 2, 23, 180);
_actor[0].act[2].state = 82;
@@ -623,8 +623,8 @@ void Insane::actor02Reaction(int32 buttons) {
case 82:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 0;
+ _actor[0].kicking = false;
+ _actor[0].field_44 = false;
if (_actor[0].act[2].frame >= 3) {
smlayer_setActorFacing(0, 2, 26, 180);
_actor[0].act[2].state = 64;
@@ -634,8 +634,8 @@ void Insane::actor02Reaction(int32 buttons) {
case 77:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 1;
+ _actor[0].kicking = false;
+ _actor[0].field_44 = true;
if (_actor[0].act[2].frame >= 2) {
smlayer_setActorFacing(0, 2, 23, 180);
_actor[0].act[2].state = 78;
@@ -645,8 +645,8 @@ void Insane::actor02Reaction(int32 buttons) {
case 78:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 0;
+ _actor[0].kicking = false;
+ _actor[0].field_44 = false;
if (_actor[0].act[2].frame >= 5) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 65;
@@ -656,8 +656,8 @@ void Insane::actor02Reaction(int32 buttons) {
case 83:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 0;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 1;
+ _actor[0].kicking = false;
+ _actor[0].field_44 = true;
if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) {
smlayer_setActorFacing(0, 2, 23, 180);
_actor[0].act[2].state = 84;
@@ -667,8 +667,8 @@ void Insane::actor02Reaction(int32 buttons) {
case 84:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 0;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 0;
+ _actor[0].kicking = false;
+ _actor[0].field_44 = false;
if (_actor[0].act[2].frame >= 5) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 66;
@@ -678,8 +678,8 @@ void Insane::actor02Reaction(int32 buttons) {
case 75:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 1;
+ _actor[0].kicking = false;
+ _actor[0].field_44 = true;
if (_actor[0].act[2].frame >= 4 && !_kickBenProgress) {
smlayer_setActorFacing(0, 2, 23, 180);
_actor[0].act[2].state = 76;
@@ -689,8 +689,8 @@ void Insane::actor02Reaction(int32 buttons) {
case 76:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 0;
+ _actor[0].kicking = false;
+ _actor[0].field_44 = false;
if (_actor[0].act[2].frame >= 4) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 62;
@@ -700,7 +700,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 2:
smlayer_setActorLayer(0, 2, 4);
smlayer_setActorFacing(0, 2, 17, 180);
- _actor[0].kicking = 1;
+ _actor[0].kicking = true;
_actor[0].weaponClass = 1;
_actor[0].act[2].state = 3;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -728,13 +728,13 @@ void Insane::actor02Reaction(int32 buttons) {
_actor[0].act[2].state = 4;
}
- _actor[0].kicking = 1;
+ _actor[0].kicking = true;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 4:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
if (_actor[0].act[2].frame >= 2) {
smlayer_setActorFacing(0, 2, 9, 180);
_actor[0].act[2].state = 1;
@@ -749,7 +749,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 10:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
+ _actor[0].kicking = true;
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 11;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -758,7 +758,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 11:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
+ _actor[0].kicking = true;
if (_actor[0].act[2].frame >= 2) {
if (_currEnemy == EN_VULTM2) {
if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
@@ -774,7 +774,7 @@ void Insane::actor02Reaction(int32 buttons) {
smlayer_setActorFacing(1, 2, 6, 180);
smlayer_startSfx(101);
_actor[1].act[2].state = 97;
- _actor[1].lost = 1;
+ _actor[1].lost = true;
_actor[1].act[2].room = 1;
_actor[1].act[1].room = 0;
_actor[1].act[0].room = 0;
@@ -792,7 +792,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 97:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
+ _actor[0].kicking = true;
if (_actor[0].act[2].frame >= 5) {
_actor[0].act[2].room = 1;
_actor[0].act[1].room = 1;
@@ -806,7 +806,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 12:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
+ _actor[0].kicking = true;
if (_actor[0].act[2].frame >= 1) {
if (_currEnemy != EN_CAVEFISH) {
switch (_actor[1].weapon) {
@@ -843,7 +843,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 13:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
if (_actor[0].act[2].frame >= 3) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 63;
@@ -854,7 +854,7 @@ void Insane::actor02Reaction(int32 buttons) {
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 2;
_actor[0].field_34 = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
smlayer_setActorCostume(0, 2, readArray(22));
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 7;
@@ -865,7 +865,7 @@ void Insane::actor02Reaction(int32 buttons) {
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 2;
_actor[0].field_34 = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
if (_actor[0].act[2].frame >= 1) {
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 8;
@@ -876,7 +876,7 @@ void Insane::actor02Reaction(int32 buttons) {
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 2;
_actor[0].field_34 = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
if ((_actor[0].act[2].frame == 3) && (calcEnemyDamage(0, 0) == 1)) {
_actor[1].damage = weaponDamage(0);
smlayer_startSfx(64);
@@ -892,7 +892,7 @@ void Insane::actor02Reaction(int32 buttons) {
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 2;
_actor[0].field_34 = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
if (_actor[0].act[2].frame >= 3) {
smlayer_setActorCostume(0, 2, readArray(12));
_actor[0].field_34 = 2;
@@ -903,7 +903,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 14:
smlayer_setActorLayer(0, 2, 8);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
+ _actor[0].kicking = true;
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 15;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -912,7 +912,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 15:
smlayer_setActorLayer(0, 2, 8);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
+ _actor[0].kicking = true;
if (_actor[0].act[2].frame >= 2) {
switch (_actor[1].weapon) {
case INV_CHAIN:
@@ -943,7 +943,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 16:
smlayer_setActorLayer(0, 2, 8);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
+ _actor[0].kicking = true;
if (_actor[0].act[2].frame >= 1) {
switch (_actor[1].weapon) {
case INV_CHAIN:
@@ -977,7 +977,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 17:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
if (_actor[0].act[2].frame >= 2) {
smlayer_setActorFacing(0, 2, 26, 180);
_actor[0].act[2].state = 64;
@@ -988,7 +988,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 18:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
+ _actor[0].kicking = true;
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 19;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -997,7 +997,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 19:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
+ _actor[0].kicking = true;
if (_actor[0].act[2].frame >= 1) {
switch (_actor[1].weapon) {
case INV_CHAIN:
@@ -1037,7 +1037,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 20:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
+ _actor[0].kicking = true;
if (_actor[0].act[2].frame >= 1) {
if (_currEnemy != EN_CAVEFISH) {
switch (_actor[1].weapon) {
@@ -1070,7 +1070,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 21:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
if (_actor[0].act[2].frame >= 6) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 65;
@@ -1080,7 +1080,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 110:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
smlayer_setActorFacing(0, 2, 30, 180);
_actor[0].act[2].state = 111;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -1088,7 +1088,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 111:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
if (_actor[0].act[2].frame >= 7) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 65;
@@ -1099,7 +1099,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 22:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 0;
- _actor[0].kicking = 1;
+ _actor[0].kicking = true;
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 23;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -1108,7 +1108,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 23:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 0;
- _actor[0].kicking = 1;
+ _actor[0].kicking = true;
if (_actor[0].act[2].frame >= 4) {
switch (_actor[1].weapon) {
case INV_CHAIN:
@@ -1135,7 +1135,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 24:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 0;
- _actor[0].kicking = 1;
+ _actor[0].kicking = true;
if (_actor[0].act[2].frame >= 1) {
switch (_actor[1].weapon) {
case INV_CHAIN:
@@ -1147,7 +1147,7 @@ void Insane::actor02Reaction(int32 buttons) {
tmp = calcEnemyDamage(1, 1);
if (tmp == 1) {
if (_currEnemy == EN_CAVEFISH) {
- _actor[1].lost = 1;
+ _actor[1].lost = true;
_actor[1].act[2].state = 102;
_actor[1].damage = _actor[1].maxdamage + 10;
}
@@ -1169,7 +1169,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 25:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 0;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
if (_actor[0].act[2].frame >= 6) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 66;
@@ -1180,7 +1180,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 26:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
+ _actor[0].kicking = true;
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 27;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -1189,7 +1189,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 27:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
+ _actor[0].kicking = true;
if (_actor[0].act[2].frame >= 1) {
switch (_actor[1].weapon) {
case INV_HAND:
@@ -1218,7 +1218,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 28:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
+ _actor[0].kicking = true;
if (_actor[0].act[2].frame >= 3) {
if (_currEnemy != EN_CAVEFISH) {
switch (_actor[1].weapon) {
@@ -1255,7 +1255,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 29:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
if (_actor[0].act[2].frame >= 6) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 62;
@@ -1309,7 +1309,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 33:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
if (_actor[0].act[2].frame >= 5) {
smlayer_setActorCostume(0, 2, readArray(12));
_actor[0].act[2].state = 1;
@@ -1318,7 +1318,7 @@ void Insane::actor02Reaction(int32 buttons) {
break;
case 36:
smlayer_setActorLayer(0, 2, 5);
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
smlayer_setActorCostume(0, 2, readArray(18));
smlayer_setActorFacing(0, 2, 6, 180);
smlayer_startSfx(96);
@@ -1351,7 +1351,7 @@ void Insane::actor02Reaction(int32 buttons) {
case 37:
smlayer_setActorLayer(0, 2, 25);
_actor[0].cursorX = 0;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
if (_actor[0].act[2].frame >= 18 ||
(_actor[0].x < 50 && _actor[0].act[2].frame >= 10) ||
(_actor[0].x > 270 && _actor[0].act[2].frame >= 10)) {
@@ -1412,7 +1412,7 @@ void Insane::actor02Reaction(int32 buttons) {
break;
case 34:
smlayer_setActorLayer(0, 2, 5);
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
if (!smlayer_actorNeedRedraw(0, 2)) {
setBenState();
@@ -1424,7 +1424,7 @@ void Insane::actor02Reaction(int32 buttons) {
break;
case 35:
smlayer_setActorLayer(0, 2, 5);
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
if (!smlayer_actorNeedRedraw(0, 2)) {
switchBenWeapon();
@@ -1439,7 +1439,7 @@ void Insane::actor02Reaction(int32 buttons) {
_actor[0].act[2].animTilt = 0;
}
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 64:
@@ -1449,7 +1449,7 @@ void Insane::actor02Reaction(int32 buttons) {
_actor[0].act[2].animTilt = 0;
}
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 65:
@@ -1459,7 +1459,7 @@ void Insane::actor02Reaction(int32 buttons) {
_actor[0].act[2].animTilt = 0;
}
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 66:
@@ -1469,7 +1469,7 @@ void Insane::actor02Reaction(int32 buttons) {
_actor[0].act[2].animTilt = 0;
}
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 62:
@@ -1479,13 +1479,13 @@ void Insane::actor02Reaction(int32 buttons) {
_actor[0].act[2].animTilt = 0;
}
_actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 1:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 2;
- _actor[0].kicking = 0;
+ _actor[0].kicking = false;
switch (_actor[0].tilt) {
case -3:
@@ -1830,7 +1830,7 @@ void Insane::chooseBenWeaponAnim(int buttons) {
default:
break;
}
- _actor[0].kicking = 1;
+ _actor[0].kicking = true;
_kickBenProgress = true;
}
} else {
diff --git a/scumm/insane/insane_enemy.cpp b/scumm/insane/insane_enemy.cpp
index eeb2dd1903..510eec51f3 100644
--- a/scumm/insane/insane_enemy.cpp
+++ b/scumm/insane/insane_enemy.cpp
@@ -212,7 +212,7 @@ int32 Insane::enemy0handler(int32 actor1, int32 actor2, int32 probability) {
case 6:
if (!_enemyState[EN_ROTT1][7]) {
_enemyState[EN_ROTT1][7] = 1;
- if (_enemy[EN_ROTT1].field_8)
+ if (_enemy[EN_ROTT1].occurences)
prepareScenePropScene(55, 0, 0);
}
break;
@@ -1334,10 +1334,10 @@ void Insane::turnEnemy(bool battle) {
int buttons;
if (_actor[1].damage < _actor[1].maxdamage) {
- _actor[1].lost = 0;
+ _actor[1].lost = false;
} else {
if (!_actor[1].lost && !_actor[1].lost) {
- _actor[1].lost = 1;
+ _actor[1].lost = true;
_actor[1].act[2].state = 36;
_actor[1].act[1].state = 36;
_actor[1].act[0].state = 36;
@@ -1636,7 +1636,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 106:
smlayer_setActorLayer(1, 2, 5);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
smlayer_setActorFacing(1, 2, 29, 180);
_actor[1].act[2].state = 107;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
@@ -1644,7 +1644,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 107:
smlayer_setActorLayer(1, 2, 5);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
if (_actor[1].act[2].frame >= 8)
_actor[1].damage = _actor[1].maxdamage + 10;
@@ -1653,7 +1653,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 108:
smlayer_setActorLayer(1, 2, 5);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
smlayer_setActorFacing(1, 2, 28, 180);
_actor[1].act[2].state = 109;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
@@ -1661,7 +1661,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 109:
smlayer_setActorLayer(1, 2, 5);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
if (_actor[1].act[2].frame >= 6)
_actor[1].damage = _actor[1].maxdamage + 10;
@@ -1670,8 +1670,8 @@ void Insane::actor12Reaction(int32 buttons) {
case 73:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 1;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = true;
if (_actor[1].act[2].frame >= 2 && !_kickEnemyProgress) {
smlayer_setActorFacing(1, 2, 19, 180);
_actor[1].act[2].state = 74;
@@ -1682,8 +1682,8 @@ void Insane::actor12Reaction(int32 buttons) {
case 74:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 0;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = false;
if (_actor[1].act[2].frame >= 2) {
smlayer_setActorFacing(1, 2, 9, 180);
_actor[1].act[2].state = 1;
@@ -1694,8 +1694,8 @@ void Insane::actor12Reaction(int32 buttons) {
case 79:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 1;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = true;
if (_actor[1].act[2].frame >= 1 && !_kickEnemyProgress) {
smlayer_setActorFacing(1, 2, 23, 180);
_actor[1].act[2].state = 80;
@@ -1705,8 +1705,8 @@ void Insane::actor12Reaction(int32 buttons) {
case 80:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 0;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = false;
if (_actor[1].act[2].frame >= 6) {
smlayer_setActorFacing(1, 2, 25, 180);
_actor[1].act[2].state = 63;
@@ -1716,8 +1716,8 @@ void Insane::actor12Reaction(int32 buttons) {
case 81:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 1;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = true;
if (_actor[1].act[2].frame >= 2 && !_kickEnemyProgress) {
smlayer_setActorFacing(1, 2, 23, 180);
_actor[1].act[2].state = 82;
@@ -1727,8 +1727,8 @@ void Insane::actor12Reaction(int32 buttons) {
case 82:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 0;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = false;
if (_actor[1].act[2].frame >= 3) {
smlayer_setActorFacing(1, 2, 26, 180);
_actor[1].act[2].state = 64;
@@ -1738,8 +1738,8 @@ void Insane::actor12Reaction(int32 buttons) {
case 77:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 1;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = true;
if (_actor[1].act[2].frame >= 1 && !_kickEnemyProgress) {
smlayer_setActorFacing(1, 2, 23, 180);
_actor[1].act[2].state = 78;
@@ -1749,8 +1749,8 @@ void Insane::actor12Reaction(int32 buttons) {
case 78:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 0;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = false;
if (_actor[1].act[2].frame >= 5) {
smlayer_setActorFacing(1, 2, 25, 180);
_actor[1].act[2].state = 65;
@@ -1760,8 +1760,8 @@ void Insane::actor12Reaction(int32 buttons) {
case 83:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 0;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 1;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = true;
if (_actor[1].act[2].frame >= 2 && !_kickEnemyProgress) {
smlayer_setActorFacing(1, 2, 23, 180);
_actor[1].act[2].state = 84;
@@ -1771,8 +1771,8 @@ void Insane::actor12Reaction(int32 buttons) {
case 84:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 0;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 0;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = false;
if (_actor[1].act[2].frame >= 5) {
smlayer_setActorFacing(1, 2, 25, 180);
_actor[1].act[2].state = 66;
@@ -1782,8 +1782,8 @@ void Insane::actor12Reaction(int32 buttons) {
case 75:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 1;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = true;
if (_actor[1].act[2].frame >= 4 && !_kickEnemyProgress) {
smlayer_setActorFacing(1, 2, 23, 180);
_actor[1].act[2].state = 76;
@@ -1793,8 +1793,8 @@ void Insane::actor12Reaction(int32 buttons) {
case 76:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 0;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = false;
if (_actor[1].act[2].frame >= 4) {
smlayer_setActorFacing(1, 2, 25, 180);
_actor[1].act[2].state = 62;
@@ -1804,7 +1804,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 2:
smlayer_setActorLayer(1, 2, 4);
smlayer_setActorFacing(1, 2, 17, 180);
- _actor[1].kicking = 1;
+ _actor[1].kicking = true;
_actor[1].weaponClass = 1;
_actor[1].act[2].state = 3;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
@@ -1822,19 +1822,19 @@ void Insane::actor12Reaction(int32 buttons) {
smlayer_setActorFacing(1, 2, 20, 180);
_actor[1].act[2].state = 4;
}
- _actor[1].kicking = 1;
+ _actor[1].kicking = true;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 4:
smlayer_setActorLayer(1, 2, 5);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
+ _actor[1].kicking = true;
if (_actor[1].act[2].frame >= 2) {
smlayer_setActorFacing(1, 2, 9, 180);
_actor[1].act[2].state = 1;
_actor[1].act[2].animTilt = -1000;
_actor[1].weaponClass = 2;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
@@ -1844,7 +1844,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 10:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
+ _actor[1].kicking = true;
smlayer_setActorFacing(1, 2, 19, 180);
_actor[1].act[2].state = 11;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
@@ -1853,7 +1853,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 11:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
+ _actor[1].kicking = true;
if (_actor[1].act[2].frame >= 2) {
if (weaponEnemyIsEffective()) {
smlayer_setActorFacing(1, 2, 22, 180);
@@ -1868,7 +1868,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 12:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
+ _actor[1].kicking = true;
if (_actor[1].act[2].frame >= 1) {
switch (_actor[0].weapon) {
case INV_CHAIN:
@@ -1897,7 +1897,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 13:
smlayer_setActorLayer(1, 2, 5);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
if (_actor[1].act[2].frame >= 3) {
smlayer_setActorFacing(1, 2, 25, 180);
_actor[1].act[2].state = 63;
@@ -1907,7 +1907,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 14:
smlayer_setActorLayer(1, 2, 8);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
+ _actor[1].kicking = true;
smlayer_setActorFacing(1, 2, 19, 180);
_actor[1].act[2].state = 15;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
@@ -1916,7 +1916,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 15:
smlayer_setActorLayer(1, 2, 8);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
+ _actor[1].kicking = true;
if (_actor[1].act[2].frame >= 5) {
switch (_actor[0].weapon) {
case INV_CHAIN:
@@ -1943,7 +1943,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 16:
smlayer_setActorLayer(1, 2, 8);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
+ _actor[1].kicking = true;
if (_actor[1].act[2].frame >= 3) {
switch (_actor[0].weapon) {
case INV_CHAIN:
@@ -1969,7 +1969,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 17:
smlayer_setActorLayer(1, 2, 5);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
if (_actor[1].act[2].frame >= 1) {
smlayer_setActorFacing(1, 2, 26, 180);
_actor[1].act[2].state = 64;
@@ -1980,7 +1980,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 18:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
+ _actor[1].kicking = true;
smlayer_setActorFacing(1, 2, 19, 180);
_actor[1].act[2].state = 19;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
@@ -2035,7 +2035,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 20:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
+ _actor[1].kicking = true;
if (_actor[1].act[2].frame >= 1) {
switch (_actor[1].weapon) {
case INV_CHAINSAW:
@@ -2060,7 +2060,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 21:
smlayer_setActorLayer(1, 2, 5);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
if (_actor[1].act[2].frame >= 5) {
smlayer_setActorFacing(1, 2, 25, 180);
_actor[1].act[2].state = 65;
@@ -2070,7 +2070,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 110:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
smlayer_setActorFacing(1, 2, 30, 180);
_actor[1].act[2].state = 111;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
@@ -2078,7 +2078,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 111:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
if (_actor[1].act[2].frame >= 7) {
smlayer_setActorFacing(1, 2, 25, 180);
_actor[1].act[2].state = 65;
@@ -2089,7 +2089,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 22:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 0;
- _actor[1].kicking = 1;
+ _actor[1].kicking = true;
smlayer_setActorFacing(1, 2, 19, 180);
_actor[1].act[2].state = 23;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
@@ -2098,7 +2098,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 23:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 0;
- _actor[1].kicking = 1;
+ _actor[1].kicking = true;
if (weaponEnemyIsEffective()) {
smlayer_setActorFacing(1, 2, 22, 180);
_actor[1].act[2].state = 83;
@@ -2114,7 +2114,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 24:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 0;
- _actor[1].kicking = 1;
+ _actor[1].kicking = true;
if (_actor[1].act[2].frame >= 1) {
tmp = calcBenDamage(1, 1);
@@ -2133,7 +2133,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 25:
smlayer_setActorLayer(1, 2, 5);
_actor[1].weaponClass = 0;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
if (_actor[1].act[2].frame >= 3) {
smlayer_setActorFacing(1, 2, 25, 180);
_actor[1].act[2].state = 66;
@@ -2144,7 +2144,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 26:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
+ _actor[1].kicking = true;
smlayer_setActorFacing(1, 2, 19, 180);
_actor[1].act[2].state = 27;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
@@ -2153,7 +2153,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 27:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
+ _actor[1].kicking = true;
if (_actor[1].act[2].frame >= 1) {
if (weaponEnemyIsEffective()) {
smlayer_setActorFacing(1, 2, 22, 180);
@@ -2169,7 +2169,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 28:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
+ _actor[1].kicking = true;
if (_actor[1].act[2].frame >= 3) {
tmp = calcBenDamage(1, 1);
if (tmp == 1)
@@ -2185,18 +2185,18 @@ void Insane::actor12Reaction(int32 buttons) {
case 29:
smlayer_setActorLayer(1, 2, 5);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
if (_actor[1].act[2].frame >= 6) {
smlayer_setActorFacing(1, 2, 25, 180);
_actor[1].act[2].state = 62;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 93:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
smlayer_setActorFacing(1, 2, 18, 180);
_actor[1].act[2].state = 94;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
@@ -2204,7 +2204,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 94:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
if (_actor[1].act[2].frame >= 15) {
smlayer_setActorCostume(1, 2, readArray(44));
smlayer_setActorFacing(1, 2, 6, 180);
@@ -2216,7 +2216,7 @@ void Insane::actor12Reaction(int32 buttons) {
break;
case 95:
smlayer_setActorLayer(1, 2, 4);
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
if (_actor[1].act[2].frame >= 19) {
queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
_continueFrame1, 1300);
@@ -2225,7 +2225,7 @@ void Insane::actor12Reaction(int32 buttons) {
break;
case 92:
smlayer_setActorLayer(1, 2, 5);
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
break;
case 97:
smlayer_setActorLayer(1, 2, 25);
@@ -2239,7 +2239,7 @@ void Insane::actor12Reaction(int32 buttons) {
case 89:
smlayer_setActorLayer(1, 2, 26);
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
if (_val121_)
smlayer_setActorFacing(1, 2, 13, 180);
else
@@ -2252,13 +2252,13 @@ void Insane::actor12Reaction(int32 buttons) {
case 90:
smlayer_setActorLayer(1, 2, 26);
_actor[1].weaponClass = 2;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
if (_actor[1].act[2].frame >= 5)
if (_actor[1].x - _actor[0].x <= 125)
_actor[0].damage += 90;
if (_actor[1].act[2].frame >= 12) {
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
setEnemyState();
smlayer_setActorLayer(1, 2, 5);
}
@@ -2266,13 +2266,13 @@ void Insane::actor12Reaction(int32 buttons) {
break;
case 91:
smlayer_setActorLayer(1, 2, 26);
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
break;
case 36:
- _actor[1].lost = 1;
+ _actor[1].lost = true;
_actor[1].field_54 = 1;
_actor[1].cursorX = 0;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
smlayer_setActorCostume(1, 2, readArray(_enemy[_currEnemy].costumevar));
smlayer_setActorFacing(1, 2, 6, 180);
smlayer_setActorLayer(1, 2, 25);
@@ -2297,7 +2297,7 @@ void Insane::actor12Reaction(int32 buttons) {
}
case 37:
_actor[1].cursorX = 0;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
if (_actor[1].act[2].frame < _enemy[_currEnemy].maxframe) {
if (_actor[1].x >= 50 && _actor[1].x <= 270)
@@ -2315,15 +2315,15 @@ void Insane::actor12Reaction(int32 buttons) {
}
break;
case 102:
- _actor[1].lost = 1;
+ _actor[1].lost = true;
_actor[1].cursorX = 0;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
smlayer_setActorCostume(1, 2, readArray(40));
smlayer_setActorFacing(1, 2, 6, 180);
smlayer_setActorLayer(1, 2, 25);
_actor[1].act[2].state = 103;
case 103:
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
if (_actor[1].act[2].frame >= 18 || ((_actor[1].x < 50 || _actor[1].x > 270) &&
_actor[1].act[2].frame >= 9)) {
@@ -2333,8 +2333,8 @@ void Insane::actor12Reaction(int32 buttons) {
}
break;
case 113:
- _actor[1].lost = 1;
- _actor[1].kicking = 0;
+ _actor[1].lost = true;
+ _actor[1].kicking = false;
smlayer_setActorCostume(1, 2, readArray(46));
smlayer_setActorFacing(1, 2, 6, 180);
smlayer_setActorLayer(1, 2, 25);
@@ -2347,7 +2347,7 @@ void Insane::actor12Reaction(int32 buttons) {
break;
case 114:
smlayer_setActorLayer(1, 2, 25);
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
if (_actor[1].act[2].frame >= 16) {
if (_actor[1].x >= 50 && _actor[1].x <= 270)
@@ -2361,8 +2361,8 @@ void Insane::actor12Reaction(int32 buttons) {
}
break;
case 115:
- _actor[1].lost = 1;
- _actor[1].kicking = 0;
+ _actor[1].lost = true;
+ _actor[1].kicking = false;
smlayer_setActorCostume(1, 2, readArray(47));
smlayer_setActorFacing(1, 2, 6, 180);
smlayer_setActorLayer(1, 2, 25);
@@ -2374,7 +2374,7 @@ void Insane::actor12Reaction(int32 buttons) {
break;
case 116:
smlayer_setActorLayer(1, 2, 25);
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
if (_actor[1].act[2].frame >= 17) {
if (_actor[1].x >= 50 && _actor[1].x <= 270)
@@ -2389,7 +2389,7 @@ void Insane::actor12Reaction(int32 buttons) {
break;
case 38:
smlayer_setActorLayer(1, 2, 25);
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
if (_actor[1].act[2].frame < _enemy[_currEnemy].maxframe + 20)
break;
@@ -2406,7 +2406,7 @@ void Insane::actor12Reaction(int32 buttons) {
break;
case 34:
smlayer_setActorLayer(1, 2, 5);
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
if (!smlayer_actorNeedRedraw(1, 2)) {
setEnemyState();
@@ -2418,7 +2418,7 @@ void Insane::actor12Reaction(int32 buttons) {
break;
case 35:
smlayer_setActorLayer(1, 2, 5);
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
if (!smlayer_actorNeedRedraw(1, 2)) {
switchEnemyWeapon();
@@ -2433,7 +2433,7 @@ void Insane::actor12Reaction(int32 buttons) {
_actor[1].act[2].animTilt = 0;
}
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 64:
@@ -2443,7 +2443,7 @@ void Insane::actor12Reaction(int32 buttons) {
_actor[1].act[2].animTilt = 0;
}
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 65:
@@ -2453,7 +2453,7 @@ void Insane::actor12Reaction(int32 buttons) {
_actor[1].act[2].animTilt = 0;
}
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 66:
@@ -2463,7 +2463,7 @@ void Insane::actor12Reaction(int32 buttons) {
_actor[1].act[2].animTilt = 0;
}
_actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 98:
@@ -2476,7 +2476,7 @@ void Insane::actor12Reaction(int32 buttons) {
smlayer_setActorFacing(1, 2, 7, 180);
_actor[1].act[2].state = 100;
}
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
break;
case 99:
smlayer_setActorLayer(1, 2, 5);
@@ -2488,7 +2488,7 @@ void Insane::actor12Reaction(int32 buttons) {
smlayer_setActorFacing(1, 2, 8, 180);
_actor[1].act[2].state = 101;
}
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
break;
case 100:
smlayer_setActorLayer(1, 2, 5);
@@ -2496,7 +2496,7 @@ void Insane::actor12Reaction(int32 buttons) {
smlayer_setActorFacing(1, 2, 9, 180);
_actor[1].act[2].state = 99;
}
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
break;
case 101:
smlayer_setActorLayer(1, 2, 5);
@@ -2504,12 +2504,12 @@ void Insane::actor12Reaction(int32 buttons) {
smlayer_setActorFacing(1, 2, 6, 180);
_actor[1].act[2].state = 98;
}
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
break;
case 1:
smlayer_setActorLayer(1, 2, 5);
_actor[1].weaponClass = 2;
- _actor[1].kicking = 0;
+ _actor[1].kicking = false;
switch (_actor[1].tilt) {
case -3:
diff --git a/scumm/insane/insane_iact.cpp b/scumm/insane/insane_iact.cpp
index a0ff7153e0..6a83e79f5c 100644
--- a/scumm/insane/insane_iact.cpp
+++ b/scumm/insane/insane_iact.cpp
@@ -89,6 +89,7 @@ void Insane::iactScene1(byte *renderBitmap, int32 codecparam, int32 setupsan12,
proc62();
_val32d = _enemy[_currEnemy].field_34;
}
+
if (_val32d == par4)
clearBit(par5);
else
@@ -101,7 +102,7 @@ void Insane::iactScene1(byte *renderBitmap, int32 codecparam, int32 setupsan12,
}
break;
case 4:
- if (par3 == 1 || _val32d < 0 || _val32d > 4)
+ if (par3 == 1 && (_val32d < 0 || _val32d > 4))
setBit(b.getWord());
break;
case 5:
@@ -115,7 +116,7 @@ void Insane::iactScene1(byte *renderBitmap, int32 codecparam, int32 setupsan12,
par9 = b.getWord(); // +16 bx
tmp = b.getWord(); // +18
par11 = b.getWord(); // +20 cx
- tmp = b.getWord(); // +12
+ tmp = b.getWord(); // +22
par13 = b.getWord(); // +24 ax
if (par13 > _actor[0].x || par11 < _actor[0].x) {
@@ -195,7 +196,7 @@ void Insane::iactScene1(byte *renderBitmap, int32 codecparam, int32 setupsan12,
if (readArray(8)) {
smlayer_drawSomething(renderBitmap, codecparam, 270, 20, 3,
_smush_iconsNut, 20, 0, 0);
- _val122_ = true;
+ _benHasGoggles = true;
}
}
@@ -203,11 +204,10 @@ void Insane::proc62(void) {
if (readArray(58) != 0)
_enemy[EN_TORQUE].field_10 = 1;
- if (_enemy[EN_TORQUE].field_8 == 0) {
+ if (_enemy[EN_TORQUE].occurences == 0) {
_currEnemy = EN_TORQUE;
_val215d++;
_val216d[_val215d] = EN_TORQUE;
- _val214d = _currEnemy;
return;
}
@@ -235,7 +235,7 @@ void Insane::proc62(void) {
if (edi >= 14)
goto loc5;
- edx = rand() / 11;
+ edx = rand() % 11;
esi = edx;
@@ -320,14 +320,12 @@ void Insane::proc62(void) {
goto loc6;
loc12:
- if (ebx != 0)
- goto loc13;
-
- _val215d = ebp;
- edi = ebp;
- goto _loop1;
+ if (ebx == 0) {
+ _val215d = ebp;
+ edi = ebp;
+ goto _loop1;
+ }
- loc13:
edx = _val215d;
edx++;
_val216d[edx] = esi;
@@ -344,7 +342,6 @@ void Insane::proc62(void) {
goto _loop1;
_currEnemy = esi;
- _val214d = _currEnemy;
}
void Insane::proc63(void) {
@@ -488,9 +485,19 @@ void Insane::iactScene6(byte *renderBitmap, int32 codecparam, int32 setupsan12,
par4 = b.getWord();
switch (par1) {
+ case 7:
+ par5 = b.getWord();
+ if (par4 != 3)
+ break;
+
+ if (par5 >= _actor[0].x)
+ break;
+
+ _actor[0].x = par5;
+ break;
case 2:
case 4:
- par5 = b.getWord(); // si
+ par5 = b.getWord();
switch (par3) {
case 1:
if (par4 == 1) {
@@ -534,7 +541,7 @@ void Insane::iactScene6(byte *renderBitmap, int32 codecparam, int32 setupsan12,
return;
writeArray(1, _posBrokenTruck);
- writeArray(3, _val53d);
+ writeArray(3, _posVista);
smush_setToFinish();
break;
@@ -590,7 +597,7 @@ void Insane::iactScene17(byte *renderBitmap, int32 codecparam, int32 setupsan12,
smlayer_showStatusMsg(-1, renderBitmap, codecparam, 24, 167, 1,
2, 0, "%s", handleTrsTag(5000));
}
- _val124_ = true;
+ _objectDetected = true;
break;
case 11:
smlayer_drawSomething(renderBitmap, codecparam, 28, 48, 1,
@@ -602,8 +609,8 @@ void Insane::iactScene17(byte *renderBitmap, int32 codecparam, int32 setupsan12,
smlayer_showStatusMsg(-1, renderBitmap, codecparam, 24, 167, 1,
2, 0, "%s", handleTrsTag(5001));
}
- _val124_ = true;
- _val123_ = true;
+ _objectDetected = true;
+ _mineCaveIsNear = true;
break;
}
break;
diff --git a/scumm/insane/insane_scenes.cpp b/scumm/insane/insane_scenes.cpp
index aca375ce63..797783681c 100644
--- a/scumm/insane/insane_scenes.cpp
+++ b/scumm/insane/insane_scenes.cpp
@@ -145,15 +145,15 @@ void Insane::runScene(int arraynum) {
writeArray(53, _actor[0].inventory[INV_2X4]);
writeArray(54, _actor[0].inventory[INV_WRENCH]);
writeArray(55, _actor[0].inventory[INV_DUST]);
- writeArray(337, _enemy[EN_TORQUE].field_8);
- writeArray(329, _enemy[EN_ROTT1].field_8);
- writeArray(330, _enemy[EN_ROTT2].field_8);
- writeArray(331, _enemy[EN_ROTT3].field_8);
- writeArray(332, _enemy[EN_VULTF1].field_8);
- writeArray(333, _enemy[EN_VULTM1].field_8);
- writeArray(334, _enemy[EN_VULTF2].field_8);
- writeArray(335, _enemy[EN_VULTM2].field_8);
- writeArray(336, _enemy[EN_CAVEFISH].field_8);
+ writeArray(337, _enemy[EN_TORQUE].occurences);
+ writeArray(329, _enemy[EN_ROTT1].occurences);
+ writeArray(330, _enemy[EN_ROTT2].occurences);
+ writeArray(331, _enemy[EN_ROTT3].occurences);
+ writeArray(332, _enemy[EN_VULTF1].occurences);
+ writeArray(333, _enemy[EN_VULTM1].occurences);
+ writeArray(334, _enemy[EN_VULTF2].occurences);
+ writeArray(335, _enemy[EN_VULTM2].occurences);
+ writeArray(336, _enemy[EN_CAVEFISH].occurences);
writeArray(339, _enemy[EN_VULTF2].field_10);
writeArray(56, _enemy[EN_CAVEFISH].field_10);
writeArray(340, _enemy[EN_VULTM2].field_10);
@@ -600,7 +600,6 @@ int Insane::loadSceneData(int scene, int flag, int phase) {
}
if (phase == 1) {
_sceneData1Loaded = 1;
- _val11d = 0;
}
return retvalue;
}
@@ -736,7 +735,7 @@ void Insane::setEnemyCostumes(void) {
_actor[1].tilt = 0;
_actor[1].weapon = -1;
_actor[1].weaponClass = 2;
- _enemy[_currEnemy].field_8++;
+ _enemy[_currEnemy].occurences++;
_actor[1].maxdamage = _enemy[_currEnemy].maxdamage;
_actor[1].enemyHandler = _enemy[_currEnemy].handler;
_actor[1].animWeaponClass = 0;
@@ -764,20 +763,19 @@ void Insane::setEnemyCostumes(void) {
_actor[0].scenePropSubIdx = 0;
_actor[0].field_54 = 0;
_actor[0].runningSound = 0;
- _actor[0].lost = 0;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 0;
+ _actor[0].lost = false;
+ _actor[0].kicking = false;
+ _actor[0].field_44 = false;
_actor[1].inventory[_enemy[_currEnemy].weapon] = 1;
- _actor[0].field_44 = 0;
- _actor[0].field_48 = 0;
+ _actor[0].field_48 = false;
_actor[1].defunct = 0;
_actor[1].scenePropSubIdx = 0;
_actor[1].field_54 = 0;
_actor[1].runningSound = 0;
- _actor[1].lost = 0;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 0;
- _actor[1].field_48 = 0;
+ _actor[1].lost = false;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = false;
+ _actor[1].field_48 = false;
if (_enemy[_currEnemy].initializer != -1)
enemyInitializer(_enemy[_currEnemy].initializer, _actor[1].damage,
_actor[0].damage, _actor[1].probability);
@@ -791,7 +789,7 @@ void Insane::procPreRendering(void) {
switchSceneIfNeeded();
if (_sceneData1Loaded) {
- _val115_ = 1;
+ _val115_ = true;
if (!_keyboardDisable) {
smush_changeState(1);
_smush_isPauseImuse = true;
@@ -799,7 +797,7 @@ void Insane::procPreRendering(void) {
_keyboardDisable = 1;
}
} else {
- _val115_ = 0;
+ _val115_ = false;
if (_keyboardDisable) {
smush_changeState(0);
_smush_isPauseImuse = false;
@@ -1010,8 +1008,8 @@ void Insane::postCase0(byte *renderBitmap, int32 codecparam, int32 setupsan12,
_val121_ = false;
_roadLeftBranch = false;
_roadRightBranch = false;
- _val122_ = false;
- _val123_ = false;
+ _benHasGoggles = false;
+ _mineCaveIsNear = false;
_continueFrame1 = curFrame;
}
@@ -1055,7 +1053,7 @@ void Insane::postCase16(byte *renderBitmap, int32 codecparam, int32 setupsan12,
// FIXME: it should be transparent, so now it is disabled
//smlayer_drawSomething(renderBitmap, codecparam, 0, 0, 1, _smush_bensgoggNut, 0, 0, 0);
- if (!_val124_)
+ if (!_objectDetected)
smlayer_drawSomething(renderBitmap, codecparam, 24, 170, 1,
_smush_iconsNut, 23, 0, 0);
@@ -1067,10 +1065,10 @@ void Insane::postCase16(byte *renderBitmap, int32 codecparam, int32 setupsan12,
smlayer_setFluPalette(_smush_goglpaltRip, 0);
}
_val121_ = false;
- _val123_ = false;
+ _mineCaveIsNear = false;
_roadLeftBranch = false;
_roadRightBranch = false;
- _val124_ = false;
+ _objectDetected = false;
_counter1++;
_continueFrame1 = curFrame;
if (_counter1 >= 10)
@@ -1153,7 +1151,7 @@ void Insane::postCase3(byte *renderBitmap, int32 codecparam, int32 setupsan12,
if (!_needSceneSwitch)
queueSceneSwitch(15, 0, "vistthru.san", 64, 0, 0, 0);
} else {
- writeArray(1, _val53d);
+ writeArray(1, _posVista);
smush_setToFinish();
}
}
@@ -1307,7 +1305,7 @@ void Insane::postCase12(byte *renderBitmap, int32 codecparam, int32 setupsan12,
case EN_ROTT2:
turnBen(true);
- if (_enemy[1].field_8 <= 1)
+ if (_enemy[EN_ROTT2].occurences <= 1)
prepareScenePropScene(32, 0, 1);
else
prepareScenePropScene(33, 0, 1);
@@ -1315,19 +1313,19 @@ void Insane::postCase12(byte *renderBitmap, int32 codecparam, int32 setupsan12,
case EN_ROTT3:
turnBen(true);
- if (_enemy[1].field_8 <= 1)
+ if (_enemy[EN_ROTT3].occurences <= 1)
prepareScenePropScene(25, 0, 1);
break;
case EN_VULTF1:
turnBen(true);
- if (_enemy[1].field_8 <= 1)
+ if (_enemy[EN_VULTF1].occurences <= 1)
prepareScenePropScene(2, 0, 1);
break;
case EN_VULTF2:
turnBen(true);
- if (_enemy[1].field_8 <= 1)
+ if (_enemy[EN_VULTF2].occurences <= 1)
prepareScenePropScene(9, 0, 1);
else
prepareScenePropScene(16, 0, 1);
@@ -1340,7 +1338,7 @@ void Insane::postCase12(byte *renderBitmap, int32 codecparam, int32 setupsan12,
break;
case EN_TORQUE:
turnBen(false);
- writeArray(1, _val51d);
+ writeArray(1, _posFatherTorque);
smush_setToFinish();
break;
case EN_ROTT1:
@@ -1353,7 +1351,7 @@ void Insane::postCase12(byte *renderBitmap, int32 codecparam, int32 setupsan12,
} else {
switch (_currEnemy) {
case EN_VULTM2:
- if (_enemy[EN_VULTM2].field_8 <= 1)
+ if (_enemy[EN_VULTM2].occurences <= 1)
turnBen(false);
else
turnBen(true);