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author | Eugene Sandulenko | 2003-12-15 00:40:24 +0000 |
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committer | Eugene Sandulenko | 2003-12-15 00:40:24 +0000 |
commit | f056924fda64d6549a21d9e1339ed9882b705e30 (patch) | |
tree | 66b261c7453bc0052c6cafd0ab567a1bc45e9c5e /scumm/smush/insane.cpp | |
parent | c4a6ff353f8c002d79bef5cdccdeb9cab437aa54 (diff) | |
download | scummvm-rg350-f056924fda64d6549a21d9e1339ed9882b705e30.tar.gz scummvm-rg350-f056924fda64d6549a21d9e1339ed9882b705e30.tar.bz2 scummvm-rg350-f056924fda64d6549a21d9e1339ed9882b705e30.zip |
o Outstanding seeking bug is fixed
o Killed many bugs in actors' handlers
o Implemented rest of the actors
svn-id: r11643
Diffstat (limited to 'scumm/smush/insane.cpp')
-rw-r--r-- | scumm/smush/insane.cpp | 822 |
1 files changed, 766 insertions, 56 deletions
diff --git a/scumm/smush/insane.cpp b/scumm/smush/insane.cpp index 6fb4a97116..7dac28dbd5 100644 --- a/scumm/smush/insane.cpp +++ b/scumm/smush/insane.cpp @@ -49,11 +49,9 @@ // TODO (in no particular order): // o After third crash Ben disappears // o Check why ftmacdemo doesn't finish insane scene -// o Proper SAN seeking/switching. Now it just crashes // o TRS file support. Everything is in place, I just need to figure out function parameters // o FLU files support // o IACT -// o Kill bugs // o Code review/cleanup // o DOS demo INSANE @@ -669,27 +667,27 @@ int32 Insane::enemy0handler(int32 actor1, int32 actor2, int32 probability) { if (_val130b == 1) { if (weaponMaxRange(actor1) < dist) { if (act2x < act1x) - _actor[1].field_14 = -101; + _actor[actor1].field_14 = -101; else - _actor[1].field_14 = 101; + _actor[actor1].field_14 = 101; } else { if (weaponMinRange(actor1) > dist) { if (act2x < act1x) - _actor[1].field_14 = 101; + _actor[actor1].field_14 = 101; else - _actor[1].field_14 = -101; + _actor[actor1].field_14 = -101; } else { - _actor[1].field_14 = 0; + _actor[actor1].field_14 = 0; } } } else { if (weaponMaxRange(actor2) >= dist) { if (act2x < act1x) - _actor[1].field_14 = 101; + _actor[actor1].field_14 = 101; else - _actor[1].field_14 = -101; + _actor[actor1].field_14 = -101; } else { - _actor[1].field_14 = 0; + _actor[actor1].field_14 = 0; } } _val133w = 0; @@ -701,7 +699,7 @@ int32 Insane::enemy0handler(int32 actor1, int32 actor2, int32 probability) { if (rand() % probability == 1) retval = 1; } - if (_actor[actor1].kicking) { + if (_actor[actor2].kicking) { if (weaponMaxRange(actor2) <= dist) if (rand() % (probability * 2) <= 1) retval = 1; @@ -714,9 +712,9 @@ int32 Insane::enemy0handler(int32 actor1, int32 actor2, int32 probability) { retval = 2; if ((_actor[actor1].field_54 == 0) && - (_actor[actor1].lost == 0) && - (_actor[actor2].lost == 0)) { - if (_actor[actor2].act[3].state == 54) { + (_actor[actor2].lost == 0) && + (_actor[actor1].lost == 0)) { + if (_actor[actor1].act[3].state == 54) { switch (rand() % 10) { case 3: if (!_enemyState[EN_ROTT1][6]) { @@ -775,11 +773,11 @@ int32 Insane::enemy0handler(int32 actor1, int32 actor2, int32 probability) { } if (act1x > 310) - _actor[1].field_14 = -320; + _actor[actor1].field_14 = -320; else if (act1x < 10) - _actor[1].field_14 = 320; + _actor[actor1].field_14 = 320; else if (act1x > 280) - _actor[1].field_14 = -160; + _actor[actor1].field_14 = -160; // Shift+V cheat to win the battle if (_scumm->getKeyState(0x56) && !_beenCheated && @@ -810,9 +808,134 @@ int32 Insane::enemy0initializer(int32 actor1, int32 actor2, int32 probability) { } int32 Insane::enemy1handler(int32 actor1, int32 actor2, int32 probability) { - // FIXME: implement - warning("stub Insane::enemy1handler(%d, %d, %d)", actor1, actor2, probability); - return 0; + int32 act1damage, act2damage, act1x, act2x, retval; + int32 dist; + + retval = 0; + act1damage = _actor[actor1].damage; // ebx + act2damage = _actor[actor2].damage; // ebp + act1x = _actor[actor1].x; // esi + act2x = _actor[actor2].x; // edi + + if (!_actor[actor1].field_4C) { + if (_val141w > _val142w) { + if (act1damage - act2damage >= 30) { + if (rand() % probability != 1) + _val140b = 0; + else + _val140b = 1; + } + _val141w = 0; + _val142w = rand() % (probability * 2); + } + + dist = ABS(act1x - act2x); + + if (_val143w > _val144w) { + if (_val140b == 1) { + if (weaponMaxRange(actor1) < dist) { + if (act2x < act1x) + _actor[actor1].field_14 = -101; + else + _actor[actor1].field_14 = 101; + } else { + if (weaponMinRange(actor1) > dist) { + if (act2x < act1x) + _actor[actor1].field_14 = 101; + else + _actor[actor1].field_14 = -101; + } else { + _actor[actor1].field_14 = 0; + } + } + } else { + if (weaponMaxRange(actor2) >= dist) { + if (act2x < act1x) + _actor[actor1].field_14 = 101; + else + _actor[actor1].field_14 = -101; + } else { + _actor[actor1].field_14 = 0; + } + } + _val143w = 0; + _val144w = rand() % probability; + } + + if (_val145w > _val146w) { + if (weaponMaxRange(actor2) + 40 >= dist) { + if (rand() % probability == 1) + retval = 1; + } + if (_actor[actor2].kicking) { + if (weaponMaxRange(actor2) <= dist) + if (rand() % (probability * 2) <= 1) + retval = 1; + } + _val135w = 0; + _val136w = ABS(rand() % probability) * 2; + } + + if (_actor[actor1].weapon == -1) + retval = 2; + + if ((_actor[actor1].field_54 == 0) && + (_actor[actor2].lost == 0) && + (_actor[actor1].lost == 0)) { + if (_actor[actor1].act[3].state == 54) { + switch (rand() % 10) { + case 3: + if (!_enemyState[EN_ROTT2][6]) { + _enemyState[EN_ROTT2][6] = 1; + prepareScenePropScene(scenePropIdx[38], 0, 0); + } + break; + case 8: + if (!_enemyState[EN_ROTT2][5]) { + _enemyState[EN_ROTT2][5] = 1; + prepareScenePropScene(scenePropIdx[37], 0, 0); + } + break; + } + } else { + switch(rand() % 15) { + case 2: + if (!_enemyState[EN_ROTT2][2]) { + _enemyState[EN_ROTT2][2] = 1; + prepareScenePropScene(scenePropIdx[34], 0, 0); + } + break; + case 11: + if (!_enemyState[EN_ROTT1][7]) { + _enemyState[EN_ROTT1][7] = 1; + prepareScenePropScene(scenePropIdx[39], 0, 0); + } + break; + default: + break; + } + } + } + _val141w++; + _val143w++; + _val145w++; + } + + if (act1x > 310) + _actor[actor1].field_14 = -320; + else if (act1x < 10) + _actor[actor1].field_14 = 320; + else if (act1x > 280) + _actor[actor1].field_14 = -160; + + // Shift+V cheat to win the battle + if (_scumm->getKeyState(0x56) && !_beenCheated && + !_actor[0].lost && !_actor[1].lost) { + _beenCheated = 1; + _actor[1].damage = _actor[1].maxdamage + 10; + } + + return retval; } int32 Insane::enemy1initializer(int32 actor1, int32 actor2, int32 probability) { @@ -861,27 +984,27 @@ int32 Insane::enemy2handler(int32 actor1, int32 actor2, int32 probability) { if (_val150b == 1) { if (weaponMaxRange(actor1) < dist) { if (act2x < act1x) - _actor[1].field_14 = -101; + _actor[actor1].field_14 = -101; else - _actor[1].field_14 = 101; + _actor[actor1].field_14 = 101; } else { if (weaponMinRange(actor1) > dist) { if (act2x < act1x) - _actor[1].field_14 = 101; + _actor[actor1].field_14 = 101; else - _actor[1].field_14 = -101; + _actor[actor1].field_14 = -101; } else { - _actor[1].field_14 = 0; + _actor[actor1].field_14 = 0; } } } else { if (weaponMaxRange(actor2) >= dist) { if (act2x < act1x) - _actor[1].field_14 = 101; + _actor[actor1].field_14 = 101; else - _actor[1].field_14 = -101; + _actor[actor1].field_14 = -101; } else { - _actor[1].field_14 = 0; + _actor[actor1].field_14 = 0; } } _val153w = 0; @@ -892,7 +1015,7 @@ int32 Insane::enemy2handler(int32 actor1, int32 actor2, int32 probability) { if (rand() % probability == 1) retval = 1; } - if (_actor[actor1].kicking) { + if (_actor[actor2].kicking) { if (weaponMaxRange(actor2) <= dist) if (rand() % (probability * 2) <= 1) retval = 1; @@ -905,9 +1028,9 @@ int32 Insane::enemy2handler(int32 actor1, int32 actor2, int32 probability) { retval = 2; if ((_actor[actor1].field_54 == 0) && - (_actor[actor1].lost == 0) && - (_actor[actor2].lost == 0)) { - if (_actor[actor2].act[3].state == 54) { + (_actor[actor2].lost == 0) && + (_actor[actor1].lost == 0)) { + if (_actor[actor1].act[3].state == 54) { switch (rand() % 10) { case 3: if (!_enemyState[EN_ROTT3][1]) { @@ -929,7 +1052,7 @@ int32 Insane::enemy2handler(int32 actor1, int32 actor2, int32 probability) { break; } } else { - if (_actor[1].kicking) { + if (_actor[actor1].kicking) { if (rand() % 10 == 9) { if (!_enemyState[EN_ROTT3][6]) { _enemyState[EN_ROTT3][6] = 1; @@ -952,11 +1075,11 @@ int32 Insane::enemy2handler(int32 actor1, int32 actor2, int32 probability) { } if (act1x > 310) - _actor[1].field_14 = -320; + _actor[actor1].field_14 = -320; else if (act1x < 10) - _actor[1].field_14 = 320; + _actor[actor1].field_14 = 320; else if (act1x > 280) - _actor[1].field_14 = -160; + _actor[actor1].field_14 = -160; // Shift+V cheat to win the battle if (_scumm->getKeyState(0x56) && !_beenCheated && @@ -987,9 +1110,147 @@ int32 Insane::enemy2initializer(int32 actor1, int32 actor2, int32 probability) { } int32 Insane::enemy3handler(int32 actor1, int32 actor2, int32 probability) { - // FIXME: implement - warning("stub Insane::enemy3handler(%d, %d, %d)", actor1, actor2, probability); - return 0; + int32 act1damage, act2damage, act1x, act2x, retval; + int32 dist; + + retval = 0; + act1damage = _actor[actor1].damage; // ebx + act2damage = _actor[actor2].damage; // ebp + act1x = _actor[actor1].x; // esi + act2x = _actor[actor2].x; // edi + + if (!_actor[actor1].field_4C) { + if (_val161w > _val162w) { + if (act1damage - act2damage >= 30) { + if (rand() % probability != 1) + _val160b = 0; + else + _val160b = 1; + } + _val161w = 0; + _val162w = rand() % (probability * 2); + } + + dist = ABS(act1x - act2x); + + if (_val163w > _val164w) { + if (_val160b == 1) { + if (weaponMaxRange(actor1) < dist) { + if (act2x < act1x) + _actor[actor1].field_14 = -101; + else + _actor[actor1].field_14 = 101; + } else { + if (weaponMinRange(actor1) > dist) { + if (act2x < act1x) + _actor[actor1].field_14 = 101; + else + _actor[actor1].field_14 = -101; + } else { + _actor[actor1].field_14 = 0; + } + } + } else { + if (weaponMaxRange(actor2) >= dist) { + if (act2x < act1x) + _actor[actor1].field_14 = 101; + else + _actor[actor1].field_14 = -101; + } else { + _actor[actor1].field_14 = 0; + } + } + _val163w = 0; + _val164w = rand() % probability; + } + + if (_val165w > _val166w) { + if (_val160b == 1) { + if (weaponMaxRange(actor2) + 40 >= dist) + if (rand() % probability == 1) + retval = 1; + } else { + if (_actor[actor1].kicking) + if (weaponMaxRange(actor2) <= dist) + if (rand() % probability <= 1) + retval = 1; + } + _val165w = 0; + _val166w = ABS(rand() % probability) * 2; + } + + if (_actor[actor1].weapon == -1) + retval = 2; + + if ((_actor[actor1].field_54 == 0) && + (_actor[actor2].lost == 0) && + (_actor[actor1].lost == 0)) { + _val168w = rand() % 26; + if (_val168w != _val167w) { + switch (_val168w) { + case 0: + if (!_enemyState[EN_VULTF1][4]) { + _enemyState[EN_VULTF1][4] = 1; + prepareScenePropScene(scenePropIdx[3], 0, 0); + } + break; + case 1: + if (!_enemyState[EN_VULTF1][1]) { + _enemyState[EN_VULTF1][1] = 1; + prepareScenePropScene(scenePropIdx[4], 0, 0); + } + break; + case 2: + if (!_enemyState[EN_VULTF1][2]) { + _enemyState[EN_VULTF1][2] = 1; + prepareScenePropScene(scenePropIdx[5], 0, 0); + } + break; + case 3: + if (!_enemyState[EN_VULTF1][3]) { + _enemyState[EN_VULTF1][3] = 1; + prepareScenePropScene(scenePropIdx[6], 0, 0); + } + break; + case 4: + if (!_enemyState[EN_VULTF1][4]) { + _enemyState[EN_VULTF1][4] = 1; + prepareScenePropScene(scenePropIdx[7], 0, 0); + } + break; + case 5: + if (!_enemyState[EN_VULTF1][5]) { + _enemyState[EN_VULTF1][5] = 1; + prepareScenePropScene(scenePropIdx[8], 0, 0); + } + break; + } + _val167w = _val168w; + } + + } + _val161w++; + _val163w++; + _val165w++; + } else { + _actor[actor1].field_14 = 0; + } + + if (act1x > 310) + _actor[actor1].field_14 = -320; + else if (act1x < 10) + _actor[actor1].field_14 = 320; + else if (act1x > 280) + _actor[actor1].field_14 = -160; + + // Shift+V cheat to win the battle + if (_scumm->getKeyState(0x56) && !_beenCheated && + !_actor[0].lost && !_actor[1].lost) { + _beenCheated = 1; + _actor[1].damage = _actor[1].maxdamage + 10; + } + + return retval; } int32 Insane::enemy3initializer(int32 actor1, int32 actor2, int32 probability) { @@ -1013,9 +1274,159 @@ int32 Insane::enemy3initializer(int32 actor1, int32 actor2, int32 probability) { } int32 Insane::enemy4handler(int32 actor1, int32 actor2, int32 probability) { - // FIXME: implement - warning("stub Insane::enemy4handler(%d, %d, %d)", actor1, actor2, probability); - return 0; + int32 act1damage, act2damage, act1x, act2x, retval; + int32 dist; + + retval = 0; + act1damage = _actor[actor1].damage; // ebx + act2damage = _actor[actor2].damage; // ebp + act1x = _actor[actor1].x; // esi + act2x = _actor[actor2].x; // edi + + if (!_actor[actor1].field_4C) { + if (_val171w > _val172w) { + if (act1damage - act2damage >= 30) { + if (rand() % probability != 1) + _val170b = 0; + else + _val170b = 1; + } + _val171w = 0; + _val172w = rand() % (probability * 2); + } + + dist = abs(act1x - act2x); + + if (_val173w > _val174w) { + if (_val170b == 1) { + if (weaponMaxRange(actor1) < dist) { + if (act2x < act1x) + _actor[actor1].field_14 = -101; + else + _actor[actor1].field_14 = 101; + } else { + if (weaponMinRange(actor1) > dist) { + if (act2x < act1x) + _actor[actor1].field_14 = 101; + else + _actor[actor1].field_14 = -101; + } else { + _actor[actor1].field_14 = 0; + } + } + } else { + if (weaponMaxRange(actor2) >= dist) { + if (act2x < act1x) + _actor[actor1].field_14 = 101; + else + _actor[actor1].field_14 = -101; + } else { + _actor[actor1].field_14 = 0; + } + } + _val173w = 0; + _val174w = rand() % probability; + } + if (_val175w > _val176w) { + if (weaponMaxRange(actor2) + 40 >= dist) { + if (rand() % probability == 1) + retval = 1; + } + if (_actor[actor2].kicking) { + if (weaponMaxRange(actor2) >= dist) // that's weird but original is >= + if (rand() % (probability * 2) <= 1) + retval = 1; + } + _val175w = 0; + _val176w = ABS(rand() % probability) * 2; + } + + if (_actor[actor1].weapon == -1) + retval = 2; + + if ((_actor[actor1].field_54 == 0) && + (_actor[actor2].lost == 0) && + (_actor[actor1].lost == 0)) { + if (_actor[actor1].act[3].state == 54) { + switch (rand() % 10) { + case 4: + if (!_enemyState[EN_VULTM1][7]) { + _enemyState[EN_VULTM1][7] = 1; + prepareScenePropScene(scenePropIdx[46], 0, 0); + } + break; + case 8: + if (!_enemyState[EN_VULTM1][8]) { + _enemyState[EN_VULTM1][8] = 1; + prepareScenePropScene(scenePropIdx[47], 0, 0); + } + break; + } + } else { + if (_actor[actor1].kicking) { + switch (rand() % 10) { + case 3: + prepareScenePropScene(scenePropIdx[44], 0, 0); + break; + case 9: + prepareScenePropScene(scenePropIdx[45], 0, 0); + break; + } + } else { + if (weaponMaxRange(actor2) <= dist) { + switch (rand() % 10) { + case 3: + if (!_enemyState[EN_VULTM1][3]) { + _enemyState[EN_VULTM1][3] = 1; + prepareScenePropScene(scenePropIdx[42], 0, 0); + } + break; + case 9: + if (!_enemyState[EN_VULTM1][4]) { + _enemyState[EN_VULTM1][4] = 1; + prepareScenePropScene(scenePropIdx[43], 0, 0); + } + break; + } + } else { + switch (rand() % 15) { + case 7: + if (!_enemyState[EN_VULTM1][9]) { + _enemyState[EN_VULTM1][9] = 1; + prepareScenePropScene(scenePropIdx[48], 0, 0); + } + break; + case 11: + if (!_enemyState[EN_VULTM1][1]) { + _enemyState[EN_VULTM1][1] = 1; + prepareScenePropScene(scenePropIdx[40], 0, 0); + } + break; + } + } + } + } + } + _val171w++; + _val173w++; + _val175w++; + } + + if (act1x > 310) + _actor[actor1].field_14 = -320; + else if (act1x < 10) + _actor[actor1].field_14 = 320; + else if (act1x > 280) + _actor[actor1].field_14 = -160; + + // Shift+V cheat to win the battle + if (_scumm->getKeyState(0x56) && !_beenCheated && + !_actor[0].lost && !_actor[1].lost) { + _beenCheated = 1; + _actor[1].damage = _actor[1].maxdamage + 10; + } + + return retval; } int32 Insane::enemy4initializer(int32 actor1, int32 actor2, int32 probability) { @@ -1037,16 +1448,141 @@ int32 Insane::enemy4initializer(int32 actor1, int32 actor2, int32 probability) { } int32 Insane::enemy5handler(int32 actor1, int32 actor2, int32 probability) { - // FIXME: implement - warning("stub Insane::enemy5handler(%d, %d, %d)", actor1, actor2, probability); - return 0; + int32 act1damage, act1x, act2x, retval; + int32 dist; + + retval = 0; + act1damage = _actor[actor1].damage; // ebx + act1x = _actor[actor1].x; // esi + act2x = _actor[actor2].x; // ebp + + dist = ABS(act1x - act2x); + + if (weaponMaxRange(actor1) >= dist) { + if (!_val182b) + _val183d++; + _val181b = 1; + } else { + _val181b = 0; + } + + if (!_actor[actor1].field_4C) { + if (_val183d >= 2 || act1damage) { + _actor[actor1].damage = 10; + + if (weaponMaxRange(actor2) >= dist) { + if (act2x < act1x) + _actor[actor1].field_14 = -101; + else + _actor[actor1].field_14 = 101; + } else { + _actor[actor1].field_14 = 0; + } + + if (weaponMaxRange(actor1) + 20 <= dist) + if (rand() % probability == 1) + retval = 1; + } else { + if (weaponMaxRange(actor2) <= dist && _actor[actor2].weapon == 1) + if (_actor[actor2].kicking) { + if (rand() % probability <= 1) + retval = 1; + } else { + retval = 1; + } + _actor[actor1].field_14 = 0; + if (_val180d >= 100) + _val183d = 3; + } + + if ((_actor[actor1].field_54 == 0) && + (_actor[actor2].lost == 0) && + (_actor[actor1].lost == 0)) { + if (_actor[actor1].act[3].state == 54) + switch (rand() % 10) { + case 4: + if (!_enemyState[EN_VULTF2][6]) { + _enemyState[EN_VULTF2][6] = 1; + prepareScenePropScene(scenePropIdx[15], 0, 0); + } + break; + case 8: + if (!_enemyState[EN_VULTF2][3]) { + _enemyState[EN_VULTF2][3] = 1; + prepareScenePropScene(scenePropIdx[12], 0, 0); + } + break; + } + else { + if (_actor[actor1].kicking) { + switch (rand() % 10) { + case 2: + if (!_enemyState[EN_VULTF2][8]) { + _enemyState[EN_VULTF2][8] = 1; + prepareScenePropScene(scenePropIdx[17], 0, 0); + } + break; + case 5: + prepareScenePropScene(scenePropIdx[11], 0, 0); + _enemyState[EN_VULTF2][2] = 1; + break; + case 9: + _enemyState[EN_VULTF2][1] = 1; + prepareScenePropScene(scenePropIdx[10], 0, 0); + break; + } + } else { + switch (rand() % 15) { + case 3: + if (!_enemyState[EN_VULTF2][4]) { + _enemyState[EN_VULTF2][4] = 1; + prepareScenePropScene(scenePropIdx[13], 0, 0); + } + break; + case 11: + if (!_enemyState[EN_VULTF2][5]) { + _enemyState[EN_VULTF2][5] = 1; + prepareScenePropScene(scenePropIdx[14], 0, 0); + } + break; + } + } + } + } + } + + if (_actor[actor1].field_4C) + _actor[actor1].field_4C = 0; + + if (_actor[actor1].weapon == -1) + retval = 2; + + if (act1x > 310) + _actor[actor1].field_14 = -320; + else if (act1x < 10) + _actor[actor1].field_14 = 320; + else if (act1x > 280) + _actor[actor1].field_14 = -160; + + _val182b = _val181b; + _val180d++; + + // Shift+V cheat to win the battle + if (_scumm->getKeyState(0x56) && !_beenCheated && + !_actor[0].lost && !_actor[1].lost) { + _beenCheated = 1; + _actor[1].damage = _actor[1].maxdamage + 10; + _actor[1].act[2].state = 113; + } + + return retval; } int32 Insane::enemy5initializer(int32 actor1, int32 actor2, int32 probability) { int i; for (i = 0; i < 9; i++) - _enemyState[EN_VULTF2][i] = 0; + _enemyState[EN_VULTF2][i] = 0; _val181b = 0; _val182b = 0; @@ -1058,9 +1594,129 @@ int32 Insane::enemy5initializer(int32 actor1, int32 actor2, int32 probability) { } int32 Insane::enemy6handler(int32 actor1, int32 actor2, int32 probability) { - // FIXME: implement - warning("stub Insane::enemy6handler(%d, %d, %d)", actor1, actor2, probability); - return 0; + int32 act1damage, act2damage, act1x, act2x, retval; + int32 dist; + + retval = 0; + act1damage = _actor[actor1].damage; // ebx //ebx + act2damage = _actor[actor2].damage; // ebp // edi + act1x = _actor[actor1].x; // esi + act2x = _actor[actor2].x; // edi + + if (_actor[actor2].weapon == 1) + retval = 1; + + dist = ABS(act1x - act2x); + + if (!_actor[actor1].field_4C) { + if (_currScenePropIdx == scenePropIdx[18] && _currScenePropSubIdx == 3) + retval = 1; + } else { + if (act1damage > 0 || _val190d > 20) { + _actor[actor1].damage = 10; + if (!_val191w && !_actor[actor1].lost) { + if (!_actor[actor1].field_54) { + switch (rand() % 4) { + case 0: + if (!_enemyState[EN_VULTM2][1]) { + _enemyState[EN_VULTM2][1] = 1; + prepareScenePropScene(scenePropIdx[19], 0, 0); + } + break; + case 1: + if (!_enemyState[EN_VULTM2][2]) { + _enemyState[EN_VULTM2][2] = 1; + prepareScenePropScene(scenePropIdx[20], 0, 0); + } + break; + case 2: + if (!_enemyState[EN_VULTM2][3]) { + _enemyState[EN_VULTM2][3] = 1; + prepareScenePropScene(scenePropIdx[21], 0, 0); + } + break; + case 3: + if (!_enemyState[EN_VULTM2][4]) { + _enemyState[EN_VULTM2][4] = 1; + prepareScenePropScene(scenePropIdx[22], 0, 0); + } + break; + } + _val191w = 1; + goto _label1; + } + } else { + if (_actor[actor1].field_54 == 0 && + _actor[actor1].lost == 0) { + retval = 1; + _val190d = 0; + } + } + } else { + if (weaponMaxRange(actor1) <= dist) { + if (act2x < act1x) + _actor[actor1].field_14 = 101; + else + _actor[actor1].field_14 = -101; + } else { + _actor[actor1].field_14 = 0; + } + } + + if (_actor[actor1].weapon == -1) + retval = 2; + + if ((_val191w == 0) && + ( _actor[actor1].field_54 == 0) && + (_actor[actor2].lost == 0) && + (_actor[actor1].lost == 0)) { + switch (rand() % 15) { + case 2: + if (!_enemyState[EN_VULTM2][5]) { + _enemyState[EN_VULTM2][5] = 1; + prepareScenePropScene(scenePropIdx[23], 0, 0); + } + break; + case 7: + if (!_enemyState[EN_VULTF1][6]) { + _enemyState[EN_VULTF1][6] = 1; + prepareScenePropScene(scenePropIdx[24], 0, 0); + } + break; + } + } + } + + _label1: + if (act1x > 310) + _actor[actor1].field_14 = -320; + else if (act1x < 219) + _actor[actor1].field_14 = 320; + else if (act1x > 280) + _actor[actor1].field_14 = -160; + + // Shift+V cheat to win the battle + if (_scumm->getKeyState(0x56) && !_beenCheated && + !_actor[0].lost && !_actor[1].lost) { + _beenCheated = 1; + _actor[0].act[2].state = 97; + smlayer_setActorFacing(0, 2, 20, 180); + _actor[0].act[2].room = 0; + _actor[0].act[1].room = 0; + _actor[0].act[0].room = 0; + smlayer_setActorLayer(1, 2, 25); + smlayer_setActorCostume(1, 2, readArray(_numberArray, 45)); + smlayer_setActorFacing(1, 2, 6, 180); + _actor[1].act[2].state = 97; + _actor[1].act[2].room = 1; + _actor[1].act[1].room = 0; + _actor[1].act[0].room = 0; + } + + if (_actor[actor1].lost) + retval = 0; + + return retval; } int32 Insane::enemy6initializer(int32 actor1, int32 actor2, int32 probability) { @@ -1077,9 +1733,64 @@ int32 Insane::enemy6initializer(int32 actor1, int32 actor2, int32 probability) { } int32 Insane::enemy7handler(int32 actor1, int32 actor2, int32 probability) { - // FIXME: implement - warning("stub Insane::enemy7handler(%d, %d, %d)", actor1, actor2, probability); - return 0; + int32 act1damage, act2damage, act1x, act2x, retval; + int32 dist; + + retval = 0; + act1damage = _actor[actor1].damage; // ebx + act1x = _actor[actor1].x; // ebp + act2x = _actor[actor2].x; // edi + + dist = ABS(act1x - act2x); + + if (_val201d >= 600) { + _val202b = 1; + _val201d = 0; + } else { + if (!_val202b) { + if (weaponMaxRange(actor2) - 30 <= dist) { + if (act2x < act1x) + _actor[actor1].field_14 = 101; + else + _actor[actor1].field_14 = -101; + } else { + _actor[actor1].field_14 = 0; + } + } + } + + if (weaponMaxRange(actor1) > dist) { + if (act2x < act1x) + _actor[actor1].field_14 = 101; + else + _actor[actor1].field_14 = -101; + } else { + _actor[actor1].field_14 = 0; + } + + if (act1x > 310) + _actor[actor1].field_14 = -320; + else if (act1x < 10) + _actor[actor1].field_14 = 320; + + if (dist <= 95) + retval = 1; + + if (_actor[actor1].weapon == -1) + retval = 2; + + _val201d++; + _val200d = act1damage; + + // Shift+V cheat to win the battle + if (_scumm->getKeyState(0x56) && !_beenCheated && + !_actor[0].lost && !_actor[1].lost) { + _beenCheated = 1; + _actor[1].damage = _actor[1].maxdamage + 10; + _actor[1].act[2].state = 102; + } + + return retval; } int32 Insane::enemy7initializer(int32 actor1, int32 actor2, int32 probability) { @@ -1963,7 +2674,7 @@ void Insane::setSceneCostumes(int sceneId) { return; break; case 21: - _currEnemy = EN_ROTT3; + _currEnemy = EN_ROTT3; // PATCH setEnemyCostumes(); _actor[1].y = 200; smlayer_setFluPalette(_smush_roadrashRip, 0); @@ -5227,7 +5938,6 @@ void Insane::smlayer_soundSetPan(int32 soundid, int32 pan) { void Insane::smlayer_soundSetPriority(int32 sound, int32 priority) { // FIXME: waits for complete iMUSE digital - warning("stub Insane::smlayer_soundSetPriority(%d, %d)", sound, priority); } void Insane::smlayer_drawSomething(byte *renderBitmap, int32 codecparam, @@ -5751,7 +6461,7 @@ void Insane::actor12Reaction(int32 buttons) { if (tmp == 1000) smlayer_startSound1(62); smlayer_setActorFacing(1, 2, 20, 180); - _actor[1].act[2].state = 4; // xxx + _actor[1].act[2].state = 4; } _actor[1].kicking = 1; _actor[1].act[2].tilt = calcTilt(_actor[1].speed); @@ -6513,7 +7223,7 @@ int32 Insane::calcEnemyDamage(bool arg_0, bool arg_4) { if (arg_0) { ouchSoundBen(); - _actor[0].damage += weaponDamage(1); + _actor[0].damage += weaponDamage(1); // PATCH } return 1; |