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authorEugene Sandulenko2004-01-16 22:18:54 +0000
committerEugene Sandulenko2004-01-16 22:18:54 +0000
commit4b0ad9fe134438e8d68ec271c10264b3974af133 (patch)
tree3ccfd45653acb0d3d83fb1b9cffc1039a3ec05aa /scumm/smush
parent171c7d438733e45800e2a8e78cd0fe065dc7e560 (diff)
downloadscummvm-rg350-4b0ad9fe134438e8d68ec271c10264b3974af133.tar.gz
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Moved FT INSANE to a separate directory and splitted it to multiple files.
svn-id: r12444
Diffstat (limited to 'scumm/smush')
-rw-r--r--scumm/smush/insane.cpp8185
-rw-r--r--scumm/smush/insane.h478
-rw-r--r--scumm/smush/smush_player.cpp4
3 files changed, 2 insertions, 8665 deletions
diff --git a/scumm/smush/insane.cpp b/scumm/smush/insane.cpp
deleted file mode 100644
index 15f3dcf06c..0000000000
--- a/scumm/smush/insane.cpp
+++ /dev/null
@@ -1,8185 +0,0 @@
-/* ScummVM - Scumm Interpreter
- * Copyright (C) 2001 Ludvig Strigeus
- * Copyright (C) 2001-2004 The ScummVM project
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
-
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
-
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- *
- * $Header$
- *
- */
-
-#include "stdafx.h"
-
-#include "base/engine.h"
-
-#include "common/config-manager.h"
-#include "common/file.h"
-
-#include "scumm/scumm.h"
-#include "scumm/actor.h"
-#include "scumm/sound.h"
-#include "scumm/resource.h"
-#include "scumm/imuse.h"
-#include "scumm/imuse_digi/dimuse.h"
-
-#include "scumm/smush/smush_player.h"
-#include "scumm/smush/chunk_type.h"
-#include "scumm/smush/chunk.h"
-#include "scumm/smush/insane.h"
-
-// TODO (in no particular order):
-// o Ben's velocity don't get zeroed after crash
-// o TRS file support. Everything is in place, I just need to figure out function parameters
-// o Code review/cleanup
-// o DOS demo INSANE
-
-namespace Scumm {
-
-static const int scenePropIdx[58] = {0, 12, 14, 18, 20, 22, 24, 26, 28, 30, 34,
- 36, 38, 40, 42, 44, 46, 48, 50, 55, 57, 59, 61, 63, 65, 67, 71,
- 73, 75, 77, 79, 81, 83, 85, 89, 93, 95, 97, 99, 101, 103, 105, 107,
- 109, 111, 113, 115, 117, 119, 121, 123, 125, 127, 129, 131, 133, 135, 137};
-
-static const int actorAnimationData[21] = {20, 21, 22, 23, 24, 25, 26, 13, 14, 15, 16, 17,
- 18, 19, 6, 7, 8, 9, 10, 11, 12};
-
-
-Insane::Insane(ScummEngine *scumm) {
- _vm = scumm;
-
- // Demo has different insane, so disable it now
- if (_vm->_features & GF_DEMO)
- return;
-
- initvars();
-
- readFileToMem("roadrash.rip", &_smush_roadrashRip);
- readFileToMem("roadrsh2.rip", &_smush_roadrsh2Rip);
- readFileToMem("roadrsh3.rip", &_smush_roadrsh3Rip);
- readFileToMem("goglpalt.rip", &_smush_goglpaltRip);
- readFileToMem("tovista1.flu", &_smush_tovista1Flu);
- readFileToMem("tovista2.flu", &_smush_tovista2Flu);
- readFileToMem("toranch.flu", &_smush_toranchFlu);
- readFileToMem("minedriv.flu", &_smush_minedrivFlu);
- readFileToMem("minefite.flu", &_smush_minefiteFlu);
-
- _smush_iconsNut = new NutRenderer(_vm);
- _smush_iconsNut->loadFont("icons.nut", _vm->getGameDataPath());
- _smush_icons2Nut = new NutRenderer(_vm);
- _smush_icons2Nut->loadFont("icons2.nut", _vm->getGameDataPath());
- _smush_bensgoggNut = new NutRenderer(_vm);
- _smush_bensgoggNut->loadFont("bensgogg.nut", _vm->getGameDataPath());
- _smush_bencutNut = new NutRenderer(_vm);
- _smush_bencutNut->loadFont("bencut.nut", _vm->getGameDataPath());
-
- // FIXME: implement
- // openManyResource(0, 4, "specfnt.nut", "titlfnt.nut", "techfnt.nut", "scummfnt.nut");
-}
-
-Insane::~Insane(void) {
- free(_smush_roadrashRip);
- free(_smush_roadrsh2Rip);
- free(_smush_roadrsh3Rip);
- free(_smush_goglpaltRip);
- free(_smush_tovista1Flu);
- free(_smush_tovista2Flu);
- free(_smush_toranchFlu);
- free(_smush_minedrivFlu);
- free(_smush_minefiteFlu);
-
- delete _smush_bencutNut;
- delete _smush_bensgoggNut;
- delete _smush_iconsNut;
- delete _smush_icons2Nut;
-}
-
-void Insane::setSmushParams(int speed) {
- _speed = speed;
-}
-
-void Insane::initvars(void) {
- int i, j;
-
- _speed = 12;
- _insaneIsRunning = false;
-
- _numberArray = 0;
- _emulateInterrupt = 0;
- _flag1d = 0;
- _objArray1Idx = 0;
- _objArray1Idx2 = 0;
- _objArray2Idx = 0;
- _objArray2Idx2 = 0;
- _currSceneId = 1;
- _timer6Id = 0;
- _timerSpriteId = 0;
- _temp2SceneId = 0;
- _tempSceneId = 0;
- _currEnemy = -1;
- _currScenePropIdx = 0;
- _currScenePropSubIdx = 0;
- _currTrsMsg = 0;
- _sceneData2Loaded = 0;
- _sceneData1Loaded = 0;
- _keyboardDisable = 0;
- _needSceneSwitch = false;
- _idx2Exceeded = 0;
- _memoryAllocatedNotOK = 0;
- _lastKey = 0;
- _tiresRustle = false;
- _keybOldDx = 0;
- _keybOldDy = 0;
- _velocityX = 0;
- _velocityY = 0;
- _keybX = 0;
- _keybY = 0;
- _firstBattle = false;
- _battleScene = true;
- _kickBenProgress = false;
- _weaponBenJustSwitched = false;
- _kickEnemyProgress = false;
- _weaponEnemyJustSwitched = false;
- _beenCheated = 0;
- _val11d = 0;
- _val32d = -1;
- _val51d = 0;
- _val52d = 0;
- _val53d = 0;
- _val54d = 0;
- _val55d = 0;
- _val56d = 0;
- _val57d = 0;
- _val109w = 0x40;
- _val10b = 3;
- _val110w = 0x100;
- _val111w = 0x20;
- _val112w = 0x20;
- _val113d = 1;
- _val115w = 0;
- _val116w = 0;
- _val119_ = false;
- _val120_ = false;
- _val121_ = false;
- _val122_ = false;
- _val123_ = false;
- _val124_ = false;
- _val211d = 0;
- _val212_ = 0;
- _val213d = 0;
- _val214d = -1;
- _val215d = 0;
- _smlayer_room = 0;
- _smlayer_room2 = 0;
- _isBenCut = 0;
- _smush_isPauseImuse = false;
- _continueFrame = 0;
- _continueFrame1 = 0;
- _counter1 = 0;
- _iactSceneId = 0;
- _iactSceneId2 = 0;
-
- for (i = 0; i < 9; i++)
- for (j = 0; j < 9; j++)
- _enHdlVar[i][j] = 0;
-
- for (i = 0; i < 0x80; i++)
- _iactBits[i] = 0;
-
- init_enemyStruct(EN_ROTT1, EN_ROTT1, 0, 0, 160, 0, INV_MACE, 90, "wr2_rott.san",
- 26, 16, 17, 27, 11, 3);
- init_enemyStruct(EN_ROTT2, EN_ROTT2, 1, 0, 250, 0, INV_2X4, 90, "wr2_rott.san",
- 28, 16, 17, 42, 11, 3);
- init_enemyStruct(EN_ROTT3, EN_ROTT3, 2, 0, 120, 0, INV_HAND, 90, "wr2_rott.san",
- 15, 16, 17, 43, 11, 3);
- init_enemyStruct(EN_VULTF1, EN_VULTF1, 3, 0, 60, 0, INV_HAND, 91, "wr2_vltp.san",
- 29, 33, 32, 37, 12, 4);
- init_enemyStruct(EN_VULTM1, EN_VULTM1, 4, 0, 100, 0, INV_CHAIN, 91, "wr2_vltc.san",
- 30, 33, 32, 36, 12, 4);
- init_enemyStruct(EN_VULTF2, EN_VULTF2, 5, 0, 250, 0, INV_CHAINSAW, 91, "wr2_vlts.san",
- 31, 33, 32, 35, 12, 4);
- init_enemyStruct(EN_VULTM2, EN_VULTM2, 6, 0, 900, 0, INV_BOOT, 91, "wr2_rott.san",
- 34, 33, 32, 45, 16, 4);
- init_enemyStruct(EN_CAVEFISH, EN_CAVEFISH, 7, 0, 60, 0, INV_DUST, 92, "wr2_cave.san",
- 39, 0, 0, 41, 13, 2);
- init_enemyStruct(EN_TORQUE, EN_TORQUE, 8, 0, 900, 0, INV_HAND, 93, "wr2_vltp.san",
- 57, 0, 0, 37, 12, 1);
-
- init_fluConfStruct(1, 1, &_smush_minedrivFlu, "minedriv.san", 235, 1300);
- init_fluConfStruct(2, 1, &_smush_minedrivFlu, "minedriv.san", 355, 1300);
- init_fluConfStruct(3, 1, &_smush_minedrivFlu, "minedriv.san", 1255, 1300);
- init_fluConfStruct(4, 1, &_smush_minedrivFlu, "minedriv.san", 565, 1300);
- init_fluConfStruct(5, 1, &_smush_minedrivFlu, "minedriv.san", 1040, 1300);
- init_fluConfStruct(8, 1, &_smush_minedrivFlu, "minedriv.san", 1040, 1300);
- init_fluConfStruct(9, 1, &_smush_minedrivFlu, "minedriv.san", 655, 1300);
- init_fluConfStruct(10, 1, &_smush_minedrivFlu, "minedriv.san", 115, 1300);
- init_fluConfStruct(11, 1, &_smush_minedrivFlu, "minedriv.san", 315, 1300);
- init_fluConfStruct(12, 1, &_smush_minedrivFlu, "minedriv.san", 235, 1300);
- init_fluConfStruct(15, 6, &_smush_toranchFlu, "toranch.san", 115, 530);
- init_fluConfStruct(16, 5, &_smush_tovista2Flu, "tovista2.san", 235, 290);
- init_fluConfStruct(17, 4, &_smush_tovista1Flu, "tovista1.san", 175, 230);
- init_fluConfStruct(18, 4, &_smush_tovista1Flu, "tovista1.san", 175, 230);
- init_fluConfStruct(19, 6, &_smush_toranchFlu, "toranch.san", 115, 530);
- init_fluConfStruct(20, 6, &_smush_toranchFlu, "toranch.san", 115, 530);
-
- init_scenePropStruct( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1);
- init_scenePropStruct( 1, 0, 1, 128, 2001, 0, 0, 0, 0, 56, 2);
- init_scenePropStruct( 2, 0, 0, 125, 1002, 0, 0, 0, 0, 35, 3);
- init_scenePropStruct( 3, 0, 1, 129, 2002, 0, 0, 0, 0, 23, 4);
- init_scenePropStruct( 4, 0, 1, 130, 2003, 0, 0, 0, 0, 40, 5);
- init_scenePropStruct( 5, 0, 0, 126, 1005, 0, 0, 0, 0, 46, 6);
- init_scenePropStruct( 6, 0, 1, 131, 2004, 0, 0, 0, 0, 39, 7);
- init_scenePropStruct( 7, 0, 1, 132, 2005, 0, 0, 0, 0, 45, 8);
- init_scenePropStruct( 8, 0, 1, 133, 2006, 0, 0, 0, 0, 14, 9);
- init_scenePropStruct( 9, 0, 0, 127, 1009, 0, 0, 0, 0, 15, 10);
- init_scenePropStruct( 10, 0, 1, 134, 501, 0, 0, 0, 0, 25, 11);
- init_scenePropStruct( 11, 0, 1, 135, 502, 0, 0, 0, 0, 15, 0);
- init_scenePropStruct( 12, 1, -1, 0, 0, 0xFF, 0xFF, 0xFF, 0, 0, 1);
- init_scenePropStruct( 13, 1, 0, 291, 135, 0xFF, 0xFF, 0xFF, 0, 25, 0);
- init_scenePropStruct( 14, 2, -1, 0, 0, 0xFC, 0, 0xFC, 0, 0, 1);
- init_scenePropStruct( 15, 2, 1, 277, 17, 0xFC, 0, 0xFC, 0, 56, 2);
- init_scenePropStruct( 16, 2, 0, 288, 18, 0xFF, 0xFF, 0xFF, 0, 56, 3);
- init_scenePropStruct( 17, 2, 1, 278, 19, 0xFC, 0, 0xFC, 0, 56, 0);
- init_scenePropStruct( 18, 3, -1, 0, 0, 0xFC, 0, 0xFC, 0, 0, 1);
- init_scenePropStruct( 19, 3, 1, 282, 23, 0xFC, 0, 0xFC, 0, 56, 0);
- init_scenePropStruct( 20, 4, -1, 0, 0, 0xFC, 0, 0xFC, 0, 0, 1);
- init_scenePropStruct( 21, 4, 1, 283, 24, 0xFC, 0, 0xFC, 0, 56, 0);
- init_scenePropStruct( 22, 5, -1, 0, 0, 0xFC, 0, 0xFC, 0, 0, 1);
- init_scenePropStruct( 23, 5, 1, 284, 25, 0xFC, 0, 0xFC, 0, 56, 0);
- init_scenePropStruct( 24, 6, -1, 0, 0, 0xFC, 0, 0xFC, 0, 0, 1);
- init_scenePropStruct( 25, 6, 1, 285, 26, 0xFC, 0, 0xFC, 0, 56, 0);
- init_scenePropStruct( 26, 7, -1, 0, 0, 0xFC, 0, 0xFC, 0, 0, 1);
- init_scenePropStruct( 27, 7, 1, 286, 27, 0xFC, 0, 0xFC, 0, 56, 0);
- init_scenePropStruct( 28, 8, -1, 0, 0, 0xFC, 0, 0xFC, 0, 0, 1);
- init_scenePropStruct( 29, 8, 1, 287, 28, 0xFC, 0, 0xFC, 0, 56, 0);
- init_scenePropStruct( 30, 9, -1, 0, 0, 0xFC, 0, 0, 0, 0, 1);
- init_scenePropStruct( 31, 9, 1, 261, 1, 0xFC, 0, 0, 0, 40, 2);
- init_scenePropStruct( 32, 9, 1, 262, 2, 0xFC, 0, 0, 0, 40, 3);
- init_scenePropStruct( 33, 9, 1, 263, 3, 0xFC, 0, 0, 0, 40, 0);
- init_scenePropStruct( 34, 10, -1, 0, 0, 0xFC, 0, 0, 0, 0, 1);
- init_scenePropStruct( 35, 10, 1, 263, 3, 0xFC, 0, 0, 0, 30, 0);
- init_scenePropStruct( 36, 11, -1, 0, 0, 0xFC, 0, 0, 0, 0, 1);
- init_scenePropStruct( 37, 11, 1, 264, 4, 0xFC, 0, 0, 0, 30, 0);
- init_scenePropStruct( 38, 12, -1, 0, 0, 0xFC, 0, 0, 0, 0, 1);
- init_scenePropStruct( 39, 12, 1, 265, 5, 0xFC, 0, 0, 0, 30, 0);
- init_scenePropStruct( 40, 13, -1, 0, 0, 0xFC, 0, 0, 0, 0, 1);
- init_scenePropStruct( 41, 13, 1, 266, 6, 0xFC, 0, 0, 0, 30, 0);
- init_scenePropStruct( 42, 14, -1, 0, 0, 0xFC, 0, 0, 0, 0, 1);
- init_scenePropStruct( 43, 14, 1, 267, 7, 0xFC, 0, 0, 0, 30, 0);
- init_scenePropStruct( 44, 15, -1, 0, 0, 0xFC, 0, 0, 0, 0, 1);
- init_scenePropStruct( 45, 15, 1, 268, 8, 0xFC, 0, 0, 0, 30, 0);
- init_scenePropStruct( 46, 16, -1, 0, 0, 0xFC, 0, 0, 0, 0, 1);
- init_scenePropStruct( 47, 16, 1, 274, 14, 0xFC, 0, 0, 0, 30, 0);
- init_scenePropStruct( 48, 17, -1, 0, 0, 0xFC, 0, 0, 0, 0, 1);
- init_scenePropStruct( 49, 17, 1, 270, 10, 0xFC, 0, 0, 0, 30, 0);
- init_scenePropStruct( 50, 18, -1, 0, 0, 0xFC, 0xFC, 0x54, 0, 0, 1);
- init_scenePropStruct( 51, 18, 0, 289, 45, 0xFF, 0xFF, 0xFF, 0, 40, 2);
- init_scenePropStruct( 52, 18, 1, 177, 49, 0xFC, 0xFC, 0x54, 0, 40, 3);
- init_scenePropStruct( 53, 18, 1, 178, 50, 0xFC, 0xFC, 0x54, 0, 40, 4);
- init_scenePropStruct( 54, 18, 0, 290, 47, 0xFF, 0xFF, 0xFF, 0, 40, 0);
- init_scenePropStruct( 55, 19, -1, 0, 0, 0xFC, 0xFC, 0x54, 0, 0, 1);
- init_scenePropStruct( 56, 19, 1, 179, 51, 0xFC, 0xFC, 0x54, 0, 40, 0);
- init_scenePropStruct( 57, 20, -1, 0, 0, 0xFC, 0xFC, 0x54, 0, 0, 1);
- init_scenePropStruct( 58, 20, 1, 183, 55, 0xFC, 0xFC, 0x54, 0, 40, 0);
- init_scenePropStruct( 59, 21, -1, 0, 0, 0xFC, 0xFC, 0x54, 0, 0, 1);
- init_scenePropStruct( 60, 21, 1, 184, 56, 0xFC, 0xFC, 0x54, 0, 40, 0);
- init_scenePropStruct( 61, 22, -1, 0, 0, 0xFC, 0xFC, 0x54, 0, 0, 1);
- init_scenePropStruct( 62, 22, 1, 186, 58, 0xFC, 0xFC, 0x54, 0, 40, 0);
- init_scenePropStruct( 63, 23, -1, 0, 0, 0xFC, 0xFC, 0x54, 0, 0, 1);
- init_scenePropStruct( 64, 23, 1, 191, 63, 0xFC, 0xFC, 0x54, 0, 40, 0);
- init_scenePropStruct( 65, 24, -1, 0, 0, 0xFC, 0xFC, 0x54, 0, 0, 1);
- init_scenePropStruct( 66, 24, 1, 192, 64, 0xFC, 0xFC, 0x54, 0, 40, 0);
- init_scenePropStruct( 67, 25, -1, 0, 0, 0xBC, 0x78, 0x48, 0, 0, 1);
- init_scenePropStruct( 68, 25, 1, 220, 93, 0xBC, 0x78, 0x48, 0, 40, 2);
- init_scenePropStruct( 69, 25, 1, 221, 94, 0xBC, 0x78, 0x48, 0, 40, 3);
- init_scenePropStruct( 70, 25, 1, 222, 95, 0xBC, 0x78, 0x48, 0, 40, 0);
- init_scenePropStruct( 71, 26, -1, 0, 0, 0xBC, 0x78, 0x48, 0, 0, 1);
- init_scenePropStruct( 72, 26, 1, 223, 96, 0xBC, 0x78, 0x48, 0, 40, 0);
- init_scenePropStruct( 73, 27, -1, 0, 0, 0xBC, 0x78, 0x48, 0, 0, 1);
- init_scenePropStruct( 74, 27, 1, 224, 97, 0xBC, 0x78, 0x48, 0, 40, 0);
- init_scenePropStruct( 75, 28, -1, 0, 0, 0xBC, 0x78, 0x48, 0, 0, 1);
- init_scenePropStruct( 76, 28, 1, 225, 98, 0xBC, 0x78, 0x48, 0, 40, 0);
- init_scenePropStruct( 77, 29, -1, 0, 0, 0xBC, 0x78, 0x48, 0, 0, 1);
- init_scenePropStruct( 78, 29, 1, 226, 99, 0xBC, 0x78, 0x48, 0, 40, 0);
- init_scenePropStruct( 79, 30, -1, 0, 0, 0xBC, 0x78, 0x48, 0, 0, 1);
- init_scenePropStruct( 80, 30, 1, 228, 101, 0xBC, 0x78, 0x48, 0, 40, 0);
- init_scenePropStruct( 81, 31, -1, 0, 0, 0xBC, 0x78, 0x48, 0, 0, 1);
- init_scenePropStruct( 82, 31, 1, 229, 102, 0xBC, 0x78, 0x48, 0, 40, 0);
- init_scenePropStruct( 83, 32, -1, 0, 0, 0xA8, 0xA8, 0xA8, 0, 0, 1);
- init_scenePropStruct( 84, 32, 1, 233, 106, 0xA8, 0xA8, 0xA8, 0, 40, 2);
- init_scenePropStruct( 85, 32, 1, 234, 107, 0xA8, 0xA8, 0xA8, 0, 40, 0);
- init_scenePropStruct( 86, 33, -1, 0, 0, 0xA8, 0xA8, 0xA8, 0, 0, 1);
- init_scenePropStruct( 87, 33, 1, 241, 114, 0xA8, 0xA8, 0xA8, 0, 40, 2);
- init_scenePropStruct( 88, 33, 1, 242, 115, 0xA8, 0xA8, 0xA8, 0, 40, 0);
- init_scenePropStruct( 89, 34, -1, 0, 0, 0xA8, 0xA8, 0xA8, 0, 0, 1);
- init_scenePropStruct( 90, 34, 1, 237, 110, 0xA8, 0xA8, 0xA8, 0, 40, 2);
- init_scenePropStruct( 91, 34, 1, 238, 111, 0xA8, 0xA8, 0xA8, 0, 40, 3);
- init_scenePropStruct( 92, 34, 1, 239, 112, 0xA8, 0xA8, 0xA8, 0, 40, 0);
- init_scenePropStruct( 93, 35, -1, 0, 0, 0xA8, 0xA8, 0xA8, 0, 0, 1);
- init_scenePropStruct( 94, 35, 1, 258, 131, 0xA8, 0xA8, 0xA8, 0, 40, 0);
- init_scenePropStruct( 95, 36, -1, 0, 0, 0xA8, 0xA8, 0xA8, 0, 0, 1);
- init_scenePropStruct( 96, 36, 1, 260, 133, 0xA8, 0xA8, 0xA8, 0, 40, 0);
- init_scenePropStruct( 97, 37, -1, 0, 0, 0xA8, 0xA8, 0xA8, 0, 0, 1);
- init_scenePropStruct( 98, 37, 1, 252, 125, 0xA8, 0xA8, 0xA8, 0, 40, 0);
- init_scenePropStruct( 99, 38, -1, 0, 0, 0xA8, 0xA8, 0xA8, 0, 0, 1);
- init_scenePropStruct(100, 38, 1, 254, 127, 0xA8, 0xA8, 0xA8, 0, 40, 0);
- init_scenePropStruct(101, 39, -1, 0, 0, 0xA8, 0xA8, 0xA8, 0, 0, 1);
- init_scenePropStruct(102, 39, 1, 236, 109, 0xA8, 0xA8, 0xA8, 0, 40, 0);
- init_scenePropStruct(103, 40, -1, 0, 0, 4, 0xBC, 0, 0, 0, 1);
- init_scenePropStruct(104, 40, 1, 174, 42, 4, 0xBC, 0, 0, 40, 0);
- init_scenePropStruct(105, 41, -1, 0, 0, 4, 0xBC, 0, 0, 0, 1);
- init_scenePropStruct(106, 41, 1, 167, 36, 4, 0xBC, 0, 0, 40, 0);
- init_scenePropStruct(107, 42, -1, 0, 0, 4, 0xBC, 0, 0, 0, 1);
- init_scenePropStruct(108, 42, 1, 160, 29, 4, 0xBC, 0, 0, 40, 0);
- init_scenePropStruct(109, 43, -1, 0, 0, 4, 0xBC, 0, 0, 0, 1);
- init_scenePropStruct(110, 43, 1, 161, 30, 4, 0xBC, 0, 0, 40, 0);
- init_scenePropStruct(111, 44, -1, 0, 0, 4, 0xBC, 0, 0, 0, 1);
- init_scenePropStruct(112, 44, 1, 163, 32, 4, 0xBC, 0, 0, 40, 0);
- init_scenePropStruct(113, 45, -1, 0, 0, 4, 0xBC, 0, 0, 0, 1);
- init_scenePropStruct(114, 45, 1, 164, 33, 4, 0xBC, 0, 0, 40, 0);
- init_scenePropStruct(115, 46, -1, 0, 0, 4, 0xBC, 0, 0, 0, 1);
- init_scenePropStruct(116, 46, 1, 170, 39, 4, 0xBC, 0, 0, 40, 0);
- init_scenePropStruct(117, 47, -1, 0, 0, 4, 0xBC, 0, 0, 0, 1);
- init_scenePropStruct(118, 47, 1, 166, 35, 4, 0xBC, 0, 0, 40, 0);
- init_scenePropStruct(119, 48, -1, 0, 0, 4, 0xBC, 0, 0, 0, 1);
- init_scenePropStruct(120, 48, 1, 175, 43, 4, 0xBC, 0, 0, 40, 0);
- init_scenePropStruct(121, 49, -1, 0, 0, 0x40, 0x40, 0xFC, 0, 0, 1);
- init_scenePropStruct(122, 49, 1, 203, 75, 0x40, 0x40, 0xFC, 0, 40, 0);
- init_scenePropStruct(123, 50, -1, 0, 0, 0x40, 0x40, 0xFC, 0, 0, 1);
- init_scenePropStruct(124, 50, 1, 194, 66, 0x40, 0x40, 0xFC, 0, 40, 0);
- init_scenePropStruct(125, 51, -1, 0, 0, 0x40, 0x40, 0xFC, 0, 0, 1);
- init_scenePropStruct(126, 51, 1, 195, 67, 0x40, 0x40, 0xFC, 0, 40, 0);
- init_scenePropStruct(127, 52, -1, 0, 0, 0x40, 0x40, 0xFC, 0, 0, 1);
- init_scenePropStruct(128, 52, 1, 199, 71, 0x40, 0x40, 0xFC, 0, 40, 0);
- init_scenePropStruct(129, 53, -1, 0, 0, 0x40, 0x40, 0xFC, 0, 0, 1);
- init_scenePropStruct(130, 53, 1, 205, 77, 0x40, 0x40, 0xFC, 0, 40, 0);
- init_scenePropStruct(131, 54, -1, 0, 0, 0x40, 0x40, 0xFC, 0, 0, 1);
- init_scenePropStruct(132, 54, 1, 212, 85, 0x40, 0x40, 0xFC, 0, 40, 0);
- init_scenePropStruct(133, 55, -1, 0, 0, 0x40, 0x40, 0xFC, 0, 0, 1);
- init_scenePropStruct(134, 55, 1, 201, 73, 0x40, 0x40, 0xFC, 0, 40, 0);
- init_scenePropStruct(135, 56, -1, 0, 0, 0x40, 0x40, 0xFC, 0, 0, 1);
- init_scenePropStruct(136, 56, 1, 198, 70, 0x40, 0x40, 0xFC, 0, 40, 0);
- init_scenePropStruct(137, 57, -1, 0, 0, 0x40, 0x40, 0xFC, 0, 0, 1);
- init_scenePropStruct(138, 57, 0, 59, 134, 0xFF, 0xFF, 0xFF, 0, 30, 0);
-
- _actor[0].damage = 0;
- _actor[0].maxdamage = 80;
- _actor[0].field_8 = 1;
- _actor[0].frame = 0;
- _actor[0].tilt = 0;
- _actor[0].cursorX = 0;
- _actor[0].speed = 0;
- _actor[0].x = 160;
- _actor[0].y = 0;
- _actor[0].y1 = -1;
- _actor[0].x1 = -1;
- _actor[0].weaponClass = 2;
- _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].defunct = 0;
- _actor[0].scenePropSubIdx = 0;
- _actor[0].field_54 = 0;
- _actor[0].runningSound = 0;
- _actor[0].weapon = INV_HAND;
- _actor[0].inventory[INV_CHAIN] = 0;
- _actor[0].inventory[INV_CHAINSAW] = 0;
- _actor[0].inventory[INV_MACE] = 0;
- _actor[0].inventory[INV_2X4] = 0;
- _actor[0].inventory[INV_WRENCH] = 1;
- _actor[0].inventory[INV_BOOT] = 1;
- _actor[0].inventory[INV_HAND] = 1;
- _actor[0].inventory[INV_DUST] = 0;
- _actor[0].probability = 5;
- _actor[0].enemyHandler = EN_BEN;
- init_actStruct(0, 0, 11, 1, 1, 0, 0, 0);
- init_actStruct(0, 1, 12, 1, 1, 0, 0, 0);
- init_actStruct(0, 2, 1, 1, 1, 0, 0, 0);
- init_actStruct(0, 3, 1, 1, 1, 0, 0, 0);
-
- _actor[1].damage = 0;
- _actor[1].maxdamage = -1;
- _actor[1].field_8 = 1;
- _actor[1].frame = 0;
- _actor[1].tilt = 0;
- _actor[1].cursorX = 0;
- _actor[1].speed = 0;
- _actor[1].x = 160;
- _actor[1].y = 0;
- _actor[1].y1 = -1;
- _actor[1].x1 = -1;
- _actor[1].weaponClass = 2;
- _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].defunct = 0;
- _actor[1].scenePropSubIdx = 0;
- _actor[1].field_54 = 0;
- _actor[1].runningSound = 0;
- _actor[1].weapon = INV_HAND;
- _actor[1].inventory[INV_CHAIN] = 0;
- _actor[1].inventory[INV_CHAINSAW] = 0;
- _actor[1].inventory[INV_MACE] = 1;
- _actor[1].inventory[INV_2X4] = 0;
- _actor[1].inventory[INV_WRENCH] = 0;
- _actor[1].inventory[INV_BOOT] = 0;
- _actor[1].inventory[INV_HAND] = 0;
- _actor[1].inventory[INV_DUST] = 0;
- _actor[1].probability = 5;
- _actor[1].enemyHandler = -1;
-
- init_actStruct(1, 0, 14, 1, 1, 0, 0, 0);
- init_actStruct(1, 1, 15, 1, 1, 0, 0, 0);
- init_actStruct(1, 2, 13, 1, 1, 0, 0, 0);
- init_actStruct(1, 3, 13, 1, 1, 0, 0, 0);
-
- for (i = 0; i < 9; i++)
- for (j = 0; j < 10; j++)
- _enemyState[i][j] = 0;
-}
-
-void Insane::init_actStruct(int actornum, int actnum, int32 actorval, byte state,
- int32 room, int32 animTilt, int32 tilt, int32 frame) {
- _actor[actornum].act[actnum].actor = actorval;
- _actor[actornum].act[actnum].state = state;
- _actor[actornum].act[actnum].room = room;
- _actor[actornum].act[actnum].animTilt = animTilt;
- _actor[actornum].act[actnum].tilt = tilt;
- _actor[actornum].act[actnum].frame = frame;
-}
-
-void Insane::init_enemyStruct(int n, int32 handler, int32 initializer,
- int32 field_8, 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) {
- assert(strlen(filename) < 20);
-
- _enemy[n].handler = handler;
- _enemy[n].initializer = initializer;
- _enemy[n].field_8 = field_8;
- _enemy[n].maxdamage = maxdamage;
- _enemy[n].field_10 = field_10;
- _enemy[n].weapon = weapon;
- _enemy[n].sound = sound;
- strncpy(_enemy[n].filename, filename, 20);
- _enemy[n].costume4 = costume4;
- _enemy[n].costume6 = costume6;
- _enemy[n].costume5 = costume5;
- _enemy[n].costumevar = costumevar;
- _enemy[n].maxframe = maxframe;
- _enemy[n].field_34 = field_34;
-}
-
-void Insane::init_fluConfStruct(int n, int sceneId, byte **fluPtr,
- const char *filenamePtr, int startFrame, int numFrames) {
- _fluConf[n].sceneId = sceneId;
- _fluConf[n].fluPtr = fluPtr;
- _fluConf[n].filenamePtr = filenamePtr;
- _fluConf[n].startFrame = startFrame;
- _fluConf[n].numFrames = numFrames;
-}
-
-void Insane::init_scenePropStruct(int32 n, int32 n1, int32 actornum, int32 sound, int32 trsId,
- byte r, byte g, byte b, int32 counter, int32 maxCounter,
- int32 index) {
- _sceneProp[n].actor = actornum; // main actor number, -1 if not applicable
- _sceneProp[n].sound = sound;
- _sceneProp[n].trsId = trsId;
- _sceneProp[n].r = r;
- _sceneProp[n].g = g;
- _sceneProp[n].b = b;
- _sceneProp[n].counter = counter;
- _sceneProp[n].maxCounter = maxCounter;
- _sceneProp[n].index = index;
-}
-
-int32 Insane::enemyInitializer(int num, int32 actor1, int32 actor2, int32 probability) {
- switch (num) {
- case EN_ROTT1:
- return enemy0initializer(actor1, actor2, probability);
- break;
- case EN_ROTT2:
- return enemy1initializer(actor1, actor2, probability);
- break;
- case EN_ROTT3:
- return enemy2initializer(actor1, actor2, probability);
- break;
- case EN_VULTF1:
- return enemy3initializer(actor1, actor2, probability);
- break;
- case EN_VULTM1:
- return enemy4initializer(actor1, actor2, probability);
- break;
- case EN_VULTF2:
- return enemy5initializer(actor1, actor2, probability);
- break;
- case EN_VULTM2:
- return enemy6initializer(actor1, actor2, probability);
- break;
- case EN_CAVEFISH:
- return enemy7initializer(actor1, actor2, probability);
- break;
- case EN_TORQUE:
- return enemy8initializer(actor1, actor2, probability);
- break;
- case -1:
- // nothing
- break;
- }
-
- return 0;
-}
-
-
-int32 Insane::enemyHandler(int num, int32 actor1, int32 actor2, int32 probability) {
- switch (num) {
- case EN_ROTT1:
- return enemy0handler(actor1, actor2, probability);
- break;
- case EN_ROTT2:
- return enemy1handler(actor1, actor2, probability);
- break;
- case EN_ROTT3:
- return enemy2handler(actor1, actor2, probability);
- break;
- case EN_VULTF1:
- return enemy3handler(actor1, actor2, probability);
- break;
- case EN_VULTM1:
- return enemy4handler(actor1, actor2, probability);
- break;
- case EN_VULTF2:
- return enemy5handler(actor1, actor2, probability);
- break;
- case EN_VULTM2:
- return enemy6handler(actor1, actor2, probability);
- break;
- case EN_CAVEFISH:
- return enemy7handler(actor1, actor2, probability);
- break;
- case EN_TORQUE:
- return enemy8handler(actor1, actor2, probability);
- break;
- case EN_BEN:
- return enemyBenHandler(actor1, actor2, probability);
- break;
- case -1:
- // nothing
- break;
- }
- return 0;
-}
-
-int32 Insane::enemy0handler(int32 actor1, int32 actor2, int32 probability) {
- 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].defunct) {
- if (_enHdlVar[EN_ROTT1][1] > _enHdlVar[EN_ROTT1][2]) {
- if (act1damage - act2damage >= 30) {
- if (rand() % probability != 1)
- _enHdlVar[EN_ROTT1][0] = 0;
- else
- _enHdlVar[EN_ROTT1][0] = 1;
- }
- _enHdlVar[EN_ROTT1][1] = 0;
- _enHdlVar[EN_ROTT1][2] = rand() % (probability * 2);
- }
-
- dist = ABS(act1x - act2x);
-
- if (_enHdlVar[EN_ROTT1][3] > _enHdlVar[EN_ROTT1][4]) {
- if (_enHdlVar[EN_ROTT1][0] == 1) {
- if (weaponMaxRange(actor1) < dist) {
- if (act2x < act1x)
- _actor[actor1].cursorX = -101;
- else
- _actor[actor1].cursorX = 101;
- } else {
- if (weaponMinRange(actor1) > dist) {
- if (act2x < act1x)
- _actor[actor1].cursorX = 101;
- else
- _actor[actor1].cursorX = -101;
- } else {
- _actor[actor1].cursorX = 0;
- }
- }
- } else {
- if (weaponMaxRange(actor2) >= dist) {
- if (act2x < act1x)
- _actor[actor1].cursorX = 101;
- else
- _actor[actor1].cursorX = -101;
- } else {
- _actor[actor1].cursorX = 0;
- }
- }
- _enHdlVar[EN_ROTT1][3] = 0;
- _enHdlVar[EN_ROTT1][4] = rand() % probability;
- }
-
- if (_enHdlVar[EN_ROTT1][5] > _enHdlVar[EN_ROTT1][6]) {
- 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;
- }
- _enHdlVar[EN_ROTT1][5] = 0;
- _enHdlVar[EN_ROTT1][6] = 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_ROTT1][6]) {
- _enemyState[EN_ROTT1][6] = 1;
- prepareScenePropScene(scenePropIdx[54], 0, 0);
- }
- break;
- case 8:
- if (!_enemyState[EN_ROTT1][4]) {
- _enemyState[EN_ROTT1][4] = 1;
- prepareScenePropScene(scenePropIdx[52], 0, 0);
- }
- break;
- }
- } else {
- switch(rand() % 15) {
- case 2:
- if (!_enemyState[EN_ROTT1][2]) {
- _enemyState[EN_ROTT1][2] = 1;
- prepareScenePropScene(scenePropIdx[50], 0, 0);
- }
- break;
- case 4:
- if (!_enemyState[EN_ROTT1][3]) {
- _enemyState[EN_ROTT1][3] = 1;
- prepareScenePropScene(scenePropIdx[51], 0, 0);
- }
- break;
- case 6:
- if (!_enemyState[EN_ROTT1][7]) {
- _enemyState[EN_ROTT1][7] = 1;
- if (_enemy[EN_ROTT1].field_8)
- prepareScenePropScene(scenePropIdx[55], 0, 0);
- }
- break;
- case 9:
- if (!_enemyState[EN_ROTT1][5]) {
- _enemyState[EN_ROTT1][5] = 1;
- prepareScenePropScene(scenePropIdx[53], 0, 0);
- }
- break;
- case 11:
- if (!_enemyState[EN_ROTT1][8]) {
- _enemyState[EN_ROTT1][8] = 1;
- prepareScenePropScene(scenePropIdx[56], 0, 0);
- }
- break;
- default:
- break;
- }
- }
- }
- _enHdlVar[EN_ROTT1][1]++;
- _enHdlVar[EN_ROTT1][3]++;
- _enHdlVar[EN_ROTT1][5]++;
- }
-
- if (act1x > 310)
- _actor[actor1].cursorX = -320;
- else if (act1x < 10)
- _actor[actor1].cursorX = 320;
- else if (act1x > 280)
- _actor[actor1].cursorX = -160;
-
- // Shift+V cheat to win the battle
- if (_vm->getKeyState(0x56) && !_beenCheated &&
- !_actor[0].lost && !_actor[1].lost) {
- _beenCheated = 1;
- _actor[1].damage = _actor[1].maxdamage + 10;
- }
-
- return retval;
-}
-
-int32 Insane::enemy0initializer(int32 actor1, int32 actor2, int32 probability) {
- int i;
-
- for (i = 0; i < 9; i++)
- _enemyState[EN_ROTT1][i] = 0;
-
- for (i = 0; i < 9; i++)
- _enHdlVar[EN_ROTT1][i] = 0;
-
- _beenCheated = 0;
-
- return 1;
-}
-
-int32 Insane::enemy1handler(int32 actor1, int32 actor2, int32 probability) {
- 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].defunct) {
- if (_enHdlVar[EN_ROTT2][1] > _enHdlVar[EN_ROTT2][2]) {
- if (act1damage - act2damage >= 30) {
- if (rand() % probability != 1)
- _enHdlVar[EN_ROTT2][0] = 0;
- else
- _enHdlVar[EN_ROTT2][0] = 1;
- }
- _enHdlVar[EN_ROTT2][1] = 0;
- _enHdlVar[EN_ROTT2][2] = rand() % (probability * 2);
- }
-
- dist = ABS(act1x - act2x);
-
- if (_enHdlVar[EN_ROTT2][3] > _enHdlVar[EN_ROTT2][4]) {
- if (_enHdlVar[EN_ROTT2][0] == 1) {
- if (weaponMaxRange(actor1) < dist) {
- if (act2x < act1x)
- _actor[actor1].cursorX = -101;
- else
- _actor[actor1].cursorX = 101;
- } else {
- if (weaponMinRange(actor1) > dist) {
- if (act2x < act1x)
- _actor[actor1].cursorX = 101;
- else
- _actor[actor1].cursorX = -101;
- } else {
- _actor[actor1].cursorX = 0;
- }
- }
- } else {
- if (weaponMaxRange(actor2) >= dist) {
- if (act2x < act1x)
- _actor[actor1].cursorX = 101;
- else
- _actor[actor1].cursorX = -101;
- } else {
- _actor[actor1].cursorX = 0;
- }
- }
- _enHdlVar[EN_ROTT2][3] = 0;
- _enHdlVar[EN_ROTT2][4] = rand() % probability;
- }
-
- if (_enHdlVar[EN_ROTT2][5] > _enHdlVar[EN_ROTT2][6]) {
- 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;
- }
- _enHdlVar[EN_ROTT1][5] = 0;
- _enHdlVar[EN_ROTT1][6] = 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;
- }
- }
- }
- _enHdlVar[EN_ROTT2][1]++;
- _enHdlVar[EN_ROTT2][3]++;
- _enHdlVar[EN_ROTT2][5]++;
- }
-
- if (act1x > 310)
- _actor[actor1].cursorX = -320;
- else if (act1x < 10)
- _actor[actor1].cursorX = 320;
- else if (act1x > 280)
- _actor[actor1].cursorX = -160;
-
- // Shift+V cheat to win the battle
- if (_vm->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) {
- int i;
-
- for (i = 0; i < 9; i++)
- _enemyState[EN_ROTT2][i] = 0;
-
- for (i = 0; i < 9; i++)
- _enHdlVar[EN_ROTT2][i] = 0;
-
- _beenCheated = 0;
-
- return 1;
-}
-
-int32 Insane::enemy2handler(int32 actor1, int32 actor2, int32 probability) {
- 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].defunct) {
- if (_enHdlVar[EN_ROTT3][1] > _enHdlVar[EN_ROTT3][2]) {
- if (act1damage - act2damage >= 30) {
- if (rand() % probability != 1)
- _enHdlVar[EN_ROTT3][0] = 0;
- else
- _enHdlVar[EN_ROTT3][0] = 1;
- }
- _enHdlVar[EN_ROTT3][1] = 0;
- _enHdlVar[EN_ROTT3][2] = rand() % (probability * 2);
- }
-
- dist = abs(act1x - act2x);
-
- if (_enHdlVar[EN_ROTT3][3] > _enHdlVar[EN_ROTT3][4]) {
- if (_enHdlVar[EN_ROTT3][0] == 1) {
- if (weaponMaxRange(actor1) < dist) {
- if (act2x < act1x)
- _actor[actor1].cursorX = -101;
- else
- _actor[actor1].cursorX = 101;
- } else {
- if (weaponMinRange(actor1) > dist) {
- if (act2x < act1x)
- _actor[actor1].cursorX = 101;
- else
- _actor[actor1].cursorX = -101;
- } else {
- _actor[actor1].cursorX = 0;
- }
- }
- } else {
- if (weaponMaxRange(actor2) >= dist) {
- if (act2x < act1x)
- _actor[actor1].cursorX = 101;
- else
- _actor[actor1].cursorX = -101;
- } else {
- _actor[actor1].cursorX = 0;
- }
- }
- _enHdlVar[EN_ROTT3][3] = 0;
- _enHdlVar[EN_ROTT3][4] = rand() % probability;
- }
- if (_enHdlVar[EN_ROTT3][5] > _enHdlVar[EN_ROTT3][6]) {
- 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;
- }
- _enHdlVar[EN_ROTT3][5] = 0;
- _enHdlVar[EN_ROTT3][6] = 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_ROTT3][1]) {
- _enemyState[EN_ROTT3][1] = 1;
- prepareScenePropScene(scenePropIdx[26], 0, 0);
- }
- break;
- case 5:
- if (!_enemyState[EN_ROTT3][3]) {
- _enemyState[EN_ROTT3][3] = 1;
- prepareScenePropScene(scenePropIdx[28], 0, 0);
- }
- break;
- case 8:
- if (!_enemyState[EN_ROTT3][2]) {
- _enemyState[EN_ROTT3][2] = 1;
- prepareScenePropScene(scenePropIdx[27], 0, 0);
- }
- break;
- }
- } else {
- if (_actor[actor1].kicking) {
- if (rand() % 10 == 9) {
- if (!_enemyState[EN_ROTT3][6]) {
- _enemyState[EN_ROTT3][6] = 1;
- prepareScenePropScene(scenePropIdx[31], 0, 0);
- }
- }
- } else {
- if (rand() % 15 == 7) {
- if (!_enemyState[EN_ROTT3][5]) {
- _enemyState[EN_ROTT3][5] = 1;
- prepareScenePropScene(scenePropIdx[30], 0, 0);
- }
- }
- }
- }
- }
- _enHdlVar[EN_ROTT3][1]++;
- _enHdlVar[EN_ROTT3][3]++;
- _enHdlVar[EN_ROTT3][5]++;
- }
-
- if (act1x > 310)
- _actor[actor1].cursorX = -320;
- else if (act1x < 10)
- _actor[actor1].cursorX = 320;
- else if (act1x > 280)
- _actor[actor1].cursorX = -160;
-
- // Shift+V cheat to win the battle
- if (_vm->getKeyState(0x56) && !_beenCheated &&
- !_actor[0].lost && !_actor[1].lost) {
- _beenCheated = 1;
- _actor[1].damage = _actor[1].maxdamage + 10;
- }
-
- return retval;
-}
-
-int32 Insane::enemy2initializer(int32 actor1, int32 actor2, int32 probability) {
- int i;
-
- for (i = 0; i < 7; i++)
- _enemyState[EN_ROTT3][i] = 0;
-
- for (i = 0; i < 9; i++)
- _enHdlVar[EN_ROTT3][i] = 0;
-
- _beenCheated = 0;
-
- return 1;
-}
-
-int32 Insane::enemy3handler(int32 actor1, int32 actor2, int32 probability) {
- 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].defunct) {
- if (_enHdlVar[EN_VULTF1][1] > _enHdlVar[EN_VULTF1][2]) {
- if (act1damage - act2damage >= 30) {
- if (rand() % probability != 1)
- _enHdlVar[EN_VULTF1][0] = 0;
- else
- _enHdlVar[EN_VULTF1][0] = 1;
- }
- _enHdlVar[EN_VULTF1][1] = 0;
- _enHdlVar[EN_VULTF1][2] = rand() % (probability * 2);
- }
-
- dist = ABS(act1x - act2x);
-
- if (_enHdlVar[EN_VULTF1][3] > _enHdlVar[EN_VULTF1][4]) {
- if (_enHdlVar[EN_VULTF1][0] == 1) {
- if (weaponMaxRange(actor1) < dist) {
- if (act2x < act1x)
- _actor[actor1].cursorX = -101;
- else
- _actor[actor1].cursorX = 101;
- } else {
- if (weaponMinRange(actor1) > dist) {
- if (act2x < act1x)
- _actor[actor1].cursorX = 101;
- else
- _actor[actor1].cursorX = -101;
- } else {
- _actor[actor1].cursorX = 0;
- }
- }
- } else {
- if (weaponMaxRange(actor2) >= dist) {
- if (act2x < act1x)
- _actor[actor1].cursorX = 101;
- else
- _actor[actor1].cursorX = -101;
- } else {
- _actor[actor1].cursorX = 0;
- }
- }
- _enHdlVar[EN_VULTF1][3] = 0;
- _enHdlVar[EN_VULTF1][4] = rand() % probability;
- }
-
- if (_enHdlVar[EN_VULTF1][5] > _enHdlVar[EN_VULTF1][6]) {
- if (_enHdlVar[EN_VULTF1][0] == 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;
- }
- _enHdlVar[EN_VULTF1][5] = 0;
- _enHdlVar[EN_VULTF1][6] = 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)) {
- _enHdlVar[EN_VULTF1][8] = rand() % 26;
- if (_enHdlVar[EN_VULTF1][8] != _enHdlVar[EN_VULTF1][7]) {
- switch (_enHdlVar[EN_VULTF1][8]) {
- 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;
- }
- _enHdlVar[EN_VULTF1][7] = _enHdlVar[EN_VULTF1][8];
- }
-
- }
- _enHdlVar[EN_VULTF1][1]++;
- _enHdlVar[EN_VULTF1][3]++;
- _enHdlVar[EN_VULTF1][5]++;
- } else {
- _actor[actor1].cursorX = 0;
- }
-
- if (act1x > 310)
- _actor[actor1].cursorX = -320;
- else if (act1x < 10)
- _actor[actor1].cursorX = 320;
- else if (act1x > 280)
- _actor[actor1].cursorX = -160;
-
- // Shift+V cheat to win the battle
- if (_vm->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) {
- int i;
-
- for (i = 0; i < 6; i++)
- _enemyState[EN_VULTF1][i] = 0;
-
- for (i = 0; i < 9; i++)
- _enHdlVar[EN_VULTF1][i] = 0;
-
- _beenCheated = 0;
-
- return 1;
-}
-
-int32 Insane::enemy4handler(int32 actor1, int32 actor2, int32 probability) {
- 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].defunct) {
- if (_enHdlVar[EN_VULTM1][1] > _enHdlVar[EN_VULTM1][2]) {
- if (act1damage - act2damage >= 30) {
- if (rand() % probability != 1)
- _enHdlVar[EN_VULTM1][0] = 0;
- else
- _enHdlVar[EN_VULTM1][0] = 1;
- }
- _enHdlVar[EN_VULTM1][1] = 0;
- _enHdlVar[EN_VULTM1][2] = rand() % (probability * 2);
- }
-
- dist = ABS(act1x - act2x);
-
- if (_enHdlVar[EN_VULTM1][3] > _enHdlVar[EN_VULTM1][4]) {
- if (_enHdlVar[EN_VULTM1][0] == 1) {
- if (weaponMaxRange(actor1) < dist) {
- if (act2x < act1x)
- _actor[actor1].cursorX = -101;
- else
- _actor[actor1].cursorX = 101;
- } else {
- if (weaponMinRange(actor1) > dist) {
- if (act2x < act1x)
- _actor[actor1].cursorX = 101;
- else
- _actor[actor1].cursorX = -101;
- } else {
- _actor[actor1].cursorX = 0;
- }
- }
- } else {
- if (weaponMaxRange(actor2) >= dist) {
- if (act2x < act1x)
- _actor[actor1].cursorX = 101;
- else
- _actor[actor1].cursorX = -101;
- } else {
- _actor[actor1].cursorX = 0;
- }
- }
- _enHdlVar[EN_VULTM1][3] = 0;
- _enHdlVar[EN_VULTM1][4] = rand() % probability;
- }
- if (_enHdlVar[EN_VULTM1][5] > _enHdlVar[EN_VULTM1][6]) {
- 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;
- }
- _enHdlVar[EN_VULTM1][5] = 0;
- _enHdlVar[EN_VULTM1][6] = 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;
- }
- }
- }
- }
- }
- _enHdlVar[EN_VULTM1][1]++;
- _enHdlVar[EN_VULTM1][3]++;
- _enHdlVar[EN_VULTM1][5]++;
- }
-
- if (act1x > 310)
- _actor[actor1].cursorX = -320;
- else if (act1x < 10)
- _actor[actor1].cursorX = 320;
- else if (act1x > 280)
- _actor[actor1].cursorX = -160;
-
- // Shift+V cheat to win the battle
- if (_vm->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) {
- int i;
-
- for (i = 0; i < 10; i++)
- _enemyState[EN_VULTM1][i] = 0;
-
- for (i = 0; i < 9; i++)
- _enHdlVar[EN_VULTM1][i] = 0;
-
- _beenCheated = 0;
-
- return 1;
-}
-
-int32 Insane::enemy5handler(int32 actor1, int32 actor2, int32 probability) {
- 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 (!_enHdlVar[EN_VULTF2][2])
- _enHdlVar[EN_VULTF2][3]++;
- _enHdlVar[EN_VULTF2][1] = 1;
- } else {
- _enHdlVar[EN_VULTF2][1] = 0;
- }
-
- if (!_actor[actor1].defunct) {
- if (_enHdlVar[EN_VULTF2][3] >= 2 || act1damage) {
- _actor[actor1].damage = 10;
-
- if (weaponMaxRange(actor2) >= dist) {
- if (act2x < act1x)
- _actor[actor1].cursorX = -101;
- else
- _actor[actor1].cursorX = 101;
- } else {
- _actor[actor1].cursorX = 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].cursorX = 0;
- if (_enHdlVar[EN_VULTF2][0] >= 100)
- _enHdlVar[EN_VULTF2][3] = 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].defunct)
- _actor[actor1].cursorX = 0;
-
- if (_actor[actor1].weapon == -1)
- retval = 2;
-
- if (act1x > 310)
- _actor[actor1].cursorX = -320;
- else if (act1x < 10)
- _actor[actor1].cursorX = 320;
- else if (act1x > 280)
- _actor[actor1].cursorX = -160;
-
- _enHdlVar[EN_VULTF2][2] = _enHdlVar[EN_VULTF2][1];
- _enHdlVar[EN_VULTF2][0]++;
-
- // Shift+V cheat to win the battle
- if (_vm->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;
-
- for (i = 0; i < 9; i++)
- _enHdlVar[EN_VULTF2][i] = 0;
-
- _beenCheated = 0;
-
- return 1;
-}
-
-int32 Insane::enemy6handler(int32 actor1, int32 actor2, int32 probability) {
- 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].defunct) {
- if (_currScenePropIdx == scenePropIdx[18] && _currScenePropSubIdx == 3)
- retval = 1;
- } else {
- if (act1damage > 0 || _enHdlVar[EN_VULTM2][0] > 20) {
- _actor[actor1].damage = 10;
- if (!_enHdlVar[EN_VULTM2][1] && !_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;
- }
- _enHdlVar[EN_VULTM2][1] = 1;
- goto _label1;
- }
- } else {
- if (_actor[actor1].field_54 == 0 &&
- _actor[actor1].lost == 0) {
- retval = 1;
- _enHdlVar[EN_VULTM2][0] = 0;
- }
- }
- } else {
- if (weaponMaxRange(actor1) <= dist) {
- if (act2x < act1x)
- _actor[actor1].cursorX = 101;
- else
- _actor[actor1].cursorX = -101;
- } else {
- _actor[actor1].cursorX = 0;
- }
- }
-
- if (_actor[actor1].weapon == -1)
- retval = 2;
-
- if ((_enHdlVar[EN_VULTM2][1] == 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].cursorX = -320;
- else if (act1x < 219)
- _actor[actor1].cursorX = 320;
- else if (act1x > 280)
- _actor[actor1].cursorX = -160;
-
- // Shift+V cheat to win the battle
- if (_vm->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) {
- int i;
-
- for (i = 0; i < 7; i++)
- _enemyState[EN_VULTM2][i] = 0;
-
- for (i = 0; i < 9; i++)
- _enHdlVar[EN_VULTM2][i] = 0;
-
- _beenCheated = 0;
-
- return 1;
-}
-
-int32 Insane::enemy7handler(int32 actor1, int32 actor2, int32 probability) {
- int32 act1damage, 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 (_enHdlVar[EN_CAVEFISH][1] >= 600) {
- _enHdlVar[EN_CAVEFISH][2] = 1;
- _enHdlVar[EN_CAVEFISH][1] = 0;
- } else {
- if (!_enHdlVar[EN_CAVEFISH][2]) {
- if (weaponMaxRange(actor2) - 30 <= dist) {
- if (act2x < act1x)
- _actor[actor1].cursorX = 101;
- else
- _actor[actor1].cursorX = -101;
- } else {
- _actor[actor1].cursorX = 0;
- }
- }
- }
-
- if (weaponMaxRange(actor1) > dist) {
- if (act2x < act1x)
- _actor[actor1].cursorX = 101;
- else
- _actor[actor1].cursorX = -101;
- } else {
- _actor[actor1].cursorX = 0;
- }
-
- if (act1x > 310)
- _actor[actor1].cursorX = -320;
- else if (act1x < 10)
- _actor[actor1].cursorX = 320;
-
- if (dist <= 95)
- retval = 1;
-
- if (_actor[actor1].weapon == -1)
- retval = 2;
-
- _enHdlVar[EN_CAVEFISH][1]++;
- _enHdlVar[EN_CAVEFISH][0] = act1damage;
-
- // Shift+V cheat to win the battle
- if (_vm->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) {
- int i;
-
- for (i = 0; i < 9; i++)
- _enHdlVar[EN_CAVEFISH][i] = 0;
-
- _beenCheated = 0;
-
- return 1;
-}
-
-int32 Insane::enemy8handler(int32 actor1, int32 actor2, int32 probability) {
- _actor[actor1].cursorX = 0;
- return 0;
-}
-
-int32 Insane::enemy8initializer(int32 actor1, int32 actor2, int32 probability) {
- return 1;
-}
-
-int32 Insane::enemyBenHandler(int32 actor1, int32 actor2, int32 probability) {
- int32 retval;
- int32 tmp;
-
- retval = processMouse();
-
- // Joystick support is skipped
-
- retval |= processKeyboard();
-
- tmp = _enemyState[EN_BEN][0] - 160;
- if (tmp < -160)
- tmp = -160;
-
- if (tmp > 160)
- tmp = 160;
-
- _actor[actor1].cursorX = tmp;
-
- smush_warpMouse(_enemyState[EN_BEN][0], _enemyState[EN_BEN][1], -1);
-
- return (retval & 3);
-}
-
-int32 Insane::processMouse(void) {
- int32 buttons = 0;
-
- _enemyState[EN_BEN][0] = _vm->_mouse.x;
- _enemyState[EN_BEN][1] = _vm->_mouse.y;
-
- buttons = _vm->VAR(_vm->VAR_LEFTBTN_HOLD) ? 1 : 0;
- buttons |= _vm->VAR(_vm->VAR_RIGHTBTN_HOLD) ? 2 : 0;
-
- return buttons;
-}
-
-int32 Insane::processKeyboard(void) {
- int32 retval = 0;
- int dx = 0, dy = 0;
- int tmpx, tmpy;
-
- if (_vm->getKeyState(0x14f) || _vm->getKeyState(0x14b) || _vm->getKeyState(0x147))
- dx--;
-
- if (_vm->getKeyState(0x151) || _vm->getKeyState(0x14d) || _vm->getKeyState(0x149))
- dx++;
-
- if (_vm->getKeyState(0x147) || _vm->getKeyState(0x148) || _vm->getKeyState(0x149))
- dy--;
-
- if (_vm->getKeyState(0x14f) || _vm->getKeyState(0x150) || _vm->getKeyState(0x151))
- dy++;
-
- if (dx == _keybOldDx)
- _velocityX += 4;
- else
- _velocityX = 3;
-
- if (dy == _keybOldDy)
- _velocityY += 4;
- else
- _velocityY = 2;
-
- _keybOldDx = dx;
- _keybOldDy = dy;
-
- if (_velocityX > 48)
- _velocityX = 48;
-
- if (_velocityY > 32)
- _velocityY = 32;
-
- _keybX += dx * _velocityX;
- _keybY += dy * _velocityY;
-
- tmpx = _keybX / 4;
- tmpy = _keybY / 4;
-
- _keybX -= tmpx * 4;
- _keybY -= tmpy * 4;
-
- if (tmpx || tmpy) {
- _enemyState[EN_BEN][0] += tmpx;
- _enemyState[EN_BEN][1] += tmpy;
- }
-
- if (_vm->getKeyState(0x0d))
- retval |= 1;
-
- if (_vm->getKeyState(0x09))
- retval |= 2;
-
- return retval;
-}
-
-void Insane::readFileToMem(const char *name, byte **buf) {
- File *in;
- uint32 len;
-
- in = new File();
- in->open(name, _vm->getGameDataPath());
- len = in->size();
- *buf = (byte *)malloc(len);
- in->read(*buf, len);
- in->close();
-}
-
-void Insane::runScene(int arraynum) {
- // procPtr5 = &procPtr5Body;
- // procPtr6 = &procPtr6Body;
- // procIact = &handleIact;
- // ptrMainLoop = &ptrMainLoopBody;
-
- _insaneIsRunning = true;
- _player = new SmushPlayer(_vm, _speed);
- _player->insanity(true);
-
- _numberArray = arraynum;
-
- // set4Values()
- _val109w = 114;
- _val110w = 256;
- _val111w = 4;
- _val112w = 256;
- // set1Value()
- _val113d = 0;
- // zeroValues1()
- _objArray2Idx = 0;
- _objArray2Idx2 = 0;
- // zeroValues2()
- _objArray1Idx = 0;
- _objArray1Idx2 = 0;
- // zeroValues3()
- _currScenePropIdx = 0;
- _currScenePropSubIdx = 0;
- _currTrsMsg = 0;
-
- smush_proc41();
- smush_warpMouse(160, 100, -1);
- putActors();
- readState();
- _val10b = _val50d; // FIXME: seems to be unused
- setTrsFile(_trsFilePtr); // FIXME: we don't need it
-
- debug(0, "INSANE Arg: %d", readArray(_numberArray, 0));
-
- switch (readArray(_numberArray, 0)) {
- case 1:
- initScene(1);
- setupValues();
- smlayer_setActorCostume(0, 2, readArray(_numberArray, 10));
- smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2);
- startVideo("minedriv.san", 1, 32, 12, 0);
- break;
- case 2:
- setupValues();
- smlayer_setActorCostume(0, 2, readArray(_numberArray, 11));
- smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2);
- _val8d = readArray(_numberArray, 2);
- if (_val55d) {
- initScene(5);
- startVideo("tovista2.san", 1, 32, 12, 0);
- } else if (_val56d) {
- initScene(5);
- startVideo("tovista2.san", 1, 32, 12, 0, _smush_tovista2Flu, 60);
- } else {
- initScene(4);
- startVideo("tovista1.san", 1, 32, 12, 0);
- }
- break;
- case 3:
- setupValues();
- smlayer_setActorCostume(0, 2, readArray(_numberArray, 11));
- smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2);
- _val8d = readArray(_numberArray, 2);
- if (_val55d) {
- initScene(6);
- startVideo("toranch.san", 1, 32, 12, 0, _smush_toranchFlu, 300);
- } else if (_val56d) {
- initScene(6);
- startVideo("toranch.san", 1, 32, 12, 0, _smush_toranchFlu, 240);
- } else {
- initScene(6);
- startVideo("toranch.san", 1, 32, 12, 0);
- }
- break;
- case 4:
- _firstBattle = true;
- _currEnemy = EN_ROTT1;
- initScene(13);
- startVideo("minefite.san", 1, 32, 12, 0);
- break;
- case 5:
- setWordInString(_numberArray, 1, _val54d);
- initScene(24);
- startVideo("rottopen.san", 1, 32, 12, 0);
- break;
- case 6:
- initScene(1);
- setupValues();
- smlayer_setFluPalette(_smush_roadrashRip, 1);
- smlayer_setActorCostume(0, 2, readArray(_numberArray, 10));
- smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2);
- startVideo("minedriv.san", 1, 32, 12, 0, _smush_minedrivFlu, 420);
- break;
- case 7:
- case 8:
- case 9:
- break;
- case 10:
- initScene(26);
- setWordInString(_numberArray, 1, _val54d);
- startVideo("credits.san", 1, 32, 12, 0);
- default:
- warning("Unknown FT_INSANE mode %d", readArray(_numberArray, 0));
- break;
- }
-
- resetTrsFilePtr(); // FIXME: we don't need it
- smush_proc39();
- putActors();
- smush_proc40();
- _vm->_sound->pauseSounds(0); // IMUSE_Resume();
- _enemy[EN_ROTT3].maxdamage = 120;
-
- _insaneIsRunning = false;
-
- setWordInString(_numberArray, 50, _actor[0].inventory[INV_CHAIN]);
- setWordInString(_numberArray, 51, _actor[0].inventory[INV_CHAINSAW]);
- setWordInString(_numberArray, 52, _actor[0].inventory[INV_MACE]);
- setWordInString(_numberArray, 53, _actor[0].inventory[INV_2X4]);
- setWordInString(_numberArray, 54, _actor[0].inventory[INV_WRENCH]);
- setWordInString(_numberArray, 55, _actor[0].inventory[INV_DUST]);
- setWordInString(_numberArray, 337, _enemy[EN_TORQUE].field_8);
- setWordInString(_numberArray, 329, _enemy[EN_ROTT1].field_8);
- setWordInString(_numberArray, 330, _enemy[EN_ROTT2].field_8);
- setWordInString(_numberArray, 331, _enemy[EN_ROTT3].field_8);
- setWordInString(_numberArray, 332, _enemy[EN_VULTF1].field_8);
- setWordInString(_numberArray, 333, _enemy[EN_VULTM1].field_8);
- setWordInString(_numberArray, 334, _enemy[EN_VULTF2].field_8);
- setWordInString(_numberArray, 335, _enemy[EN_VULTM2].field_8);
- setWordInString(_numberArray, 336, _enemy[EN_CAVEFISH].field_8);
- setWordInString(_numberArray, 339, _enemy[EN_VULTF2].field_10);
- setWordInString(_numberArray, 56, _enemy[EN_CAVEFISH].field_10);
- setWordInString(_numberArray, 340, _enemy[EN_VULTM2].field_10);
- // insane_unlock(); // FIXME
- _vm->_sound->stopAllSounds(); // IMUSE_StopAllSounds();
- if (_memoryAllocatedNotOK) {
- error("Memory Alloc Error in Mineroad (Heap Size?)");
- }
-
- delete _player;
-}
-
-void Insane::startVideo(const char *filename, int num, int argC, int frameRate,
- int doMainLoop, byte *fluPtr, int32 numFrames) {
-
- // Demo has different insane, so disable it now
- if (_vm->_features & GF_DEMO)
- return;
-
- _smush_curFrame = 0;
- _smush_isSanFileSetup = 0;
- _smush_setupsan4 = 0;
- _smush_smushState = 0;
- _smush_setupsan1 = 0;
- _smush_setupsan17 = 0;
-
-
- if (fluPtr) {
- smush_setupSanWithFlu(filename, 0, -1, -1, 0, fluPtr, numFrames);
- } else {
- smush_setupSanFromStart(filename, 0, -1, -1, 0);
- }
-
- _player->play(filename, _vm->getGameDataPath());
-}
-
-int Insane::smlayer_mainLoop(void) {
- // FIXME: implement
- warning("stub Insane::smlayer_mainLoop");
- mainLoop();
- return 1;
-}
-
-void Insane::smush_proc39(void) {
- // FIXME: implement
- warning("stub Insane::smush_proc39");
-}
-
-void Insane::smush_proc40(void) {
- // FIXME: implement
- warning("stub Insane::smush_proc40");
-}
-
-void Insane::smush_proc41(void) {
- // FIXME: implement
- warning("stub Insane::smush_proc41");
-}
-
-void Insane::smush_warpMouse(int x, int y, int buttons) {
- _vm->_system->warp_mouse(x, y);
-}
-
-void Insane::putActors(void) {
- smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1, _smlayer_room);
- smlayer_putActor(0, 0, _actor[0].x, _actor[0].y1, _smlayer_room);
- smlayer_putActor(0, 1, _actor[0].x, _actor[0].y1, _smlayer_room);
- smlayer_putActor(1, 2, _actor[0].x, _actor[0].y1, _smlayer_room);
- smlayer_putActor(1, 0, _actor[0].x, _actor[0].y1, _smlayer_room);
- smlayer_putActor(1, 1, _actor[0].x, _actor[0].y1, _smlayer_room);
-}
-
-void Insane::readState(void) {
- _actor[0].inventory[INV_CHAIN] = readArray(_numberArray, 50) != 0;
- _actor[0].inventory[INV_CHAINSAW] = readArray(_numberArray, 51) != 0;
- _actor[0].inventory[INV_MACE] = readArray(_numberArray, 52) != 0;
- _actor[0].inventory[INV_2X4] = readArray(_numberArray, 53) != 0;
- _actor[0].inventory[INV_WRENCH] = readArray(_numberArray, 54) != 0;
- _actor[0].inventory[INV_DUST] = readArray(_numberArray, 55) != 0;
- _actor[0].inventory[INV_HAND] = 1; // Boot
- _actor[0].inventory[INV_BOOT] = 1; // Hand
-
- _smlayer_room = readArray(_numberArray, 320);
- _smlayer_room2 = readArray(_numberArray, 321);
- _val55d = readArray(_numberArray, 322);
- _val53d = readArray(_numberArray, 323);
- _val57d = readArray(_numberArray, 324);
- _val52d = readArray(_numberArray, 325);
- _val56d = readArray(_numberArray, 326);
- _val54d = readArray(_numberArray, 327);
- _val51d = readArray(_numberArray, 328);
- _enemy[EN_TORQUE].field_8 = readArray(_numberArray, 337);
- _enemy[EN_ROTT1].field_8 = readArray(_numberArray, 329);
- _enemy[EN_ROTT2].field_8 = readArray(_numberArray, 330);
- _enemy[EN_ROTT3].field_8 = readArray(_numberArray, 331);
- _enemy[EN_VULTF1].field_8 = readArray(_numberArray, 332);
- _enemy[EN_VULTM1].field_8 = readArray(_numberArray, 333);
- _enemy[EN_VULTF2].field_8 = readArray(_numberArray, 334);
- _enemy[EN_VULTM2].field_8 = readArray(_numberArray, 335);
- _enemy[EN_CAVEFISH].field_8 = readArray(_numberArray, 336);
- _enemy[EN_VULTM2].field_10 = readArray(_numberArray, 340);
- _enemy[EN_CAVEFISH].field_10 = readArray(_numberArray, 56);
- _enemy[EN_VULTF2].field_10 = readArray(_numberArray, 339);
-}
-
-void Insane::setTrsFile(int file) {
- // FIXME: we don't need it
-}
-
-void Insane::resetTrsFilePtr(void) {
- // FIXME: we don't need it
-}
-
-int Insane::initScene(int sceneId) {
- debug(0, "initScene(%d)", sceneId);
-
- if (_needSceneSwitch)
- return 1;
-
- stopSceneSounds(_currSceneId); // do it for previous scene
- loadSceneData(sceneId, 0, 1);
- if (loadSceneData(sceneId, 0, 2)) {
- setSceneCostumes(sceneId);
- _sceneData2Loaded = 0;
- _sceneData1Loaded = 0;
- } else
- _sceneData2Loaded = 1;
-
- _currSceneId = sceneId;
- return 1;
-}
-
-void Insane::stopSceneSounds(int sceneId) {
- int flag = 0;
-
- debug(0, "stopSceneSounds(%d)", sceneId);
-
- switch (sceneId) {
- case 1:
- smlayer_stopSound(88);
- smlayer_stopSound(86);
- smlayer_stopSound(87);
- flag = 1;
- break;
- case 18:
- case 19:
- smlayer_stopSound(88);
- flag = 1;
- break;
- case 17:
- smlayer_stopSound(88);
- smlayer_stopSound(94);
- flag = 1;
- break;
- case 2:
- case 7:
- case 8:
- flag = 1;
- break;
- case 3:
- case 21:
- flag = 1;
- // break is omittted intentionally
- case 13:
- if (_actor[0].runningSound != 0)
- smlayer_stopSound(_actor[0].runningSound);
- _actor[0].runningSound = 0;
-
- if (_actor[1].runningSound != 0)
- smlayer_stopSound(_actor[1].runningSound);
- _actor[1].runningSound = 0;
-
- if (_currScenePropIdx != 0)
- shutCurrentScene();
-
- _currScenePropSubIdx = 0;
- _currTrsMsg = 0;
- _actor[0].defunct = 0;
- _actor[0].scenePropSubIdx = 0;
- _actor[0].field_54 = 0;
- _actor[1].defunct = 0;
- _actor[1].scenePropSubIdx = 0;
- _actor[1].field_54 = 0;
- smlayer_stopSound(89);
- smlayer_stopSound(90);
- smlayer_stopSound(91);
- smlayer_stopSound(92);
- smlayer_stopSound(93);
- smlayer_stopSound(95);
- smlayer_stopSound(87);
- break;
- case 4:
- case 5:
- case 6:
- smlayer_stopSound(88);
- smlayer_stopSound(86);
- flag = 1;
- break;
- case 24:
- smlayer_stopSound(90);
- break;
- case 9:
- case 10:
- case 11:
- case 12:
- case 14:
- case 15:
- case 16:
- case 20:
- case 22:
- case 23:
- break;
- }
- smush_proc39();
- if (!flag)
- return;
-
- smlayer_setActorCostume(0, 2, 0);
- smlayer_setActorCostume(0, 0, 0);
- smlayer_setActorCostume(0, 1, 0);
- smlayer_setActorCostume(1, 2, 0);
- smlayer_setActorCostume(1, 0, 0);
- smlayer_setActorCostume(1, 1, 0);
-
- return;
-}
-
-void Insane::shutCurrentScene(void) {
- debug(0, "shutCurrentScene()");
-
- _currScenePropIdx = 0;
- _currTrsMsg = 0;
- _currScenePropSubIdx = 0;
- _actor[1].scenePropSubIdx = 0;
- _actor[1].defunct = 0;
-
- if (_actor[1].runningSound != 0) {
- smlayer_stopSound(_actor[1].runningSound);
- _actor[1].runningSound = 0;
- }
-
- _actor[0].scenePropSubIdx = 0;
- _actor[0].defunct = 0;
-
- if (_actor[0].runningSound != 0) {
- smlayer_stopSound(_actor[0].runningSound);
- _actor[0].runningSound = 0;
- }
-
- _battleScene = true;
-}
-
-
-// insane_loadSceneData1 & insane_loadSceneData2
-int Insane::loadSceneData(int scene, int flag, int phase) {
- int retvalue = 1;
-
- debug(0, "Insane::loadSceneData(%d, %d, %d)", scene, flag, phase);
- //if (phase == 1) /// FIXME
- // insane_unlock();
- switch (scene) {
- case 1:
- smlayer_loadSound(88, flag, phase);
- smlayer_loadSound(86, flag, phase);
- smlayer_loadSound(87, flag, phase);
- smlayer_loadCostume(10, phase);
- break;
- case 4:
- case 5:
- case 6:
- smlayer_loadSound(88, flag, phase);
- smlayer_loadCostume(11, phase);
- break;
- case 3:
- case 13:
- switch(_currEnemy) {
- case EN_TORQUE:
- smlayer_loadSound(59, flag, phase);
- smlayer_loadSound(93, flag, phase);
- smlayer_loadCostume(57, phase);
- smlayer_loadCostume(37, phase);
- break;
- case EN_ROTT1:
- smlayer_loadSound(201, flag, phase);
- smlayer_loadSound(194, flag, phase);
- smlayer_loadSound(195, flag, phase);
- smlayer_loadSound(199, flag, phase);
- smlayer_loadSound(205, flag, phase);
- smlayer_loadSound(212, flag, phase);
- smlayer_loadSound(198, flag, phase);
- smlayer_loadSound(203, flag, phase);
- smlayer_loadSound(213, flag, phase);
- smlayer_loadSound(215, flag, phase);
- smlayer_loadSound(216, flag, phase);
- smlayer_loadSound(217, flag, phase);
- smlayer_loadSound(218, flag, phase);
- smlayer_loadSound(90, flag, phase);
- smlayer_loadCostume(26, phase);
- smlayer_loadCostume(16, phase);
- smlayer_loadCostume(17, phase);
- smlayer_loadCostume(27, phase);
- break;
- case EN_ROTT2:
- smlayer_loadSound(242, flag, phase);
- smlayer_loadSound(244, flag, phase);
- smlayer_loadSound(236, flag, phase);
- smlayer_loadSound(238, flag, phase);
- smlayer_loadSound(239, flag, phase);
- smlayer_loadSound(240, flag, phase);
- smlayer_loadSound(258, flag, phase);
- smlayer_loadSound(259, flag, phase);
- smlayer_loadSound(260, flag, phase);
- smlayer_loadSound(243, flag, phase);
- smlayer_loadSound(244, flag, phase);
- smlayer_loadSound(245, flag, phase);
- smlayer_loadSound(246, flag, phase);
- smlayer_loadSound(233, flag, phase);
- smlayer_loadSound(234, flag, phase);
- smlayer_loadSound(241, flag, phase);
- smlayer_loadSound(242, flag, phase);
- smlayer_loadSound(90, flag, phase);
- smlayer_loadCostume(28, phase);
- smlayer_loadCostume(16, phase);
- smlayer_loadCostume(17, phase);
- smlayer_loadCostume(42, phase);
- break;
- case EN_ROTT3:
- smlayer_loadSound(223, flag, phase);
- smlayer_loadSound(224, flag, phase);
- smlayer_loadSound(225, flag, phase);
- smlayer_loadSound(226, flag, phase);
- smlayer_loadSound(228, flag, phase);
- smlayer_loadSound(229, flag, phase);
- smlayer_loadSound(230, flag, phase);
- smlayer_loadSound(232, flag, phase);
- smlayer_loadSound(220, flag, phase);
- smlayer_loadSound(221, flag, phase);
- smlayer_loadSound(222, flag, phase);
- smlayer_loadSound(90, flag, phase);
- smlayer_loadCostume(15, phase);
- smlayer_loadCostume(16, phase);
- smlayer_loadCostume(17, phase);
- smlayer_loadCostume(43, phase);
- smlayer_loadCostume(47, phase);
- break;
- case EN_VULTF1:
- smlayer_loadSound(282, flag, phase);
- smlayer_loadSound(283, flag, phase);
- smlayer_loadSound(284, flag, phase);
- smlayer_loadSound(285, flag, phase);
- smlayer_loadSound(286, flag, phase);
- smlayer_loadSound(287, flag, phase);
- smlayer_loadSound(279, flag, phase);
- smlayer_loadSound(280, flag, phase);
- smlayer_loadSound(281, flag, phase);
- smlayer_loadSound(277, flag, phase);
- smlayer_loadSound(288, flag, phase);
- smlayer_loadSound(278, flag, phase);
- smlayer_loadSound(91, flag, phase);
- smlayer_loadCostume(29, phase);
- smlayer_loadCostume(33, phase);
- smlayer_loadCostume(32, phase);
- smlayer_loadCostume(37, phase);
- break;
- case EN_VULTM1:
- smlayer_loadSound(160, flag, phase);
- smlayer_loadSound(161, flag, phase);
- smlayer_loadSound(174, flag, phase);
- smlayer_loadSound(167, flag, phase);
- smlayer_loadSound(163, flag, phase);
- smlayer_loadSound(164, flag, phase);
- smlayer_loadSound(170, flag, phase);
- smlayer_loadSound(166, flag, phase);
- smlayer_loadSound(175, flag, phase);
- smlayer_loadSound(162, flag, phase);
- smlayer_loadSound(91, flag, phase);
- smlayer_loadCostume(30, phase);
- smlayer_loadCostume(33, phase);
- smlayer_loadCostume(32, phase);
- smlayer_loadCostume(36, phase);
- break;
- case EN_VULTF2:
- smlayer_loadSound(263, flag, phase);
- smlayer_loadSound(264, flag, phase);
- smlayer_loadSound(265, flag, phase);
- smlayer_loadSound(266, flag, phase);
- smlayer_loadSound(267, flag, phase);
- smlayer_loadSound(268, flag, phase);
- smlayer_loadSound(270, flag, phase);
- smlayer_loadSound(271, flag, phase);
- smlayer_loadSound(275, flag, phase);
- smlayer_loadSound(276, flag, phase);
- smlayer_loadSound(261, flag, phase);
- smlayer_loadSound(262, flag, phase);
- smlayer_loadSound(263, flag, phase);
- smlayer_loadSound(274, flag, phase);
- smlayer_loadSound(91, flag, phase);
- smlayer_loadCostume(31, phase);
- smlayer_loadCostume(33, phase);
- smlayer_loadCostume(32, phase);
- smlayer_loadCostume(35, phase);
- smlayer_loadCostume(46, phase);
- break;
- case EN_VULTM2:
- smlayer_loadSound(179, flag, phase);
- smlayer_loadSound(183, flag, phase);
- smlayer_loadSound(184, flag, phase);
- smlayer_loadSound(186, flag, phase);
- smlayer_loadSound(191, flag, phase);
- smlayer_loadSound(192, flag, phase);
- smlayer_loadSound(180, flag, phase);
- smlayer_loadSound(101, flag, phase);
- smlayer_loadSound(289, flag, phase);
- smlayer_loadSound(177, flag, phase);
- smlayer_loadSound(178, flag, phase);
- smlayer_loadSound(290, flag, phase);
- smlayer_loadSound(102, flag, phase);
- smlayer_loadSound(91, flag, phase);
- smlayer_loadCostume(34, phase);
- smlayer_loadCostume(33, phase);
- smlayer_loadCostume(32, phase);
- smlayer_loadCostume(44, phase);
- smlayer_loadCostume(45, phase);
- break;
- case EN_CAVEFISH:
- smlayer_loadSound(291, flag, phase);
- smlayer_loadSound(100, flag, phase);
- smlayer_loadSound(92, flag, phase);
- smlayer_loadCostume(39, phase);
- smlayer_loadCostume(40, phase);
- smlayer_loadCostume(41, phase);
- break;
- default:
- retvalue = 0;
- break;
- }
- smlayer_loadSound(64, flag, phase);
- smlayer_loadSound(65, flag, phase);
- smlayer_loadSound(66, flag, phase);
- smlayer_loadSound(67, flag, phase);
- smlayer_loadSound(68, flag, phase);
- smlayer_loadSound(69, flag, phase);
- smlayer_loadSound(70, flag, phase);
- smlayer_loadSound(71, flag, phase);
- smlayer_loadSound(72, flag, phase);
- smlayer_loadSound(73, flag, phase);
- smlayer_loadSound(74, flag, phase);
- smlayer_loadSound(75, flag, phase);
- smlayer_loadSound(76, flag, phase);
- smlayer_loadSound(77, flag, phase);
- smlayer_loadSound(78, flag, phase);
- smlayer_loadSound(79, flag, phase);
- smlayer_loadSound(80, flag, phase);
- smlayer_loadSound(81, flag, phase);
- smlayer_loadSound(82, flag, phase);
- smlayer_loadSound(83, flag, phase);
- smlayer_loadSound(84, flag, phase);
- smlayer_loadSound(85, flag, phase);
- smlayer_loadSound(86, flag, phase);
- smlayer_loadSound(87, flag, phase);
- smlayer_loadSound(62, flag, phase);
- smlayer_loadSound(63, flag, phase);
- smlayer_loadSound(60, flag, phase);
- smlayer_loadSound(61, flag, phase);
- smlayer_loadSound(315, flag, phase);
- smlayer_loadSound(316, flag, phase);
- smlayer_loadSound(317, flag, phase);
- smlayer_loadSound(98, flag, phase);
- smlayer_loadSound(318, flag, phase);
- smlayer_loadSound(96, flag, phase);
- smlayer_loadSound(97, flag, phase);
- smlayer_loadSound(95, flag, phase);
- smlayer_loadSound(89, flag, phase);
- smlayer_loadCostume(12, phase);
- smlayer_loadCostume(13, phase);
- smlayer_loadCostume(14, phase);
- smlayer_loadCostume(18, phase);
- smlayer_loadCostume(22, phase);
- smlayer_loadCostume(19, phase);
- smlayer_loadCostume(38, phase);
- smlayer_loadCostume(20, phase);
- smlayer_loadCostume(21, phase);
- smlayer_loadCostume(23, phase);
- smlayer_loadCostume(24, phase);
- smlayer_loadCostume(25, phase);
- break;
- case 21:
- case 24:
- case 25:
- smlayer_loadSound(223, flag, phase);
- smlayer_loadSound(224, flag, phase);
- smlayer_loadSound(225, flag, phase);
- smlayer_loadSound(226, flag, phase);
- smlayer_loadSound(228, flag, phase);
- smlayer_loadSound(229, flag, phase);
- smlayer_loadSound(230, flag, phase);
- smlayer_loadSound(232, flag, phase);
- smlayer_loadSound(90, flag, phase);
- smlayer_loadCostume(15, phase);
- smlayer_loadCostume(16, phase);
- smlayer_loadCostume(17, phase);
- smlayer_loadCostume(43, phase);
- smlayer_loadSound(62, flag, phase);
- smlayer_loadSound(63, flag, phase);
- smlayer_loadSound(60, flag, phase);
- smlayer_loadSound(61, flag, phase);
- smlayer_loadSound(315, flag, phase);
- smlayer_loadSound(316, flag, phase);
- smlayer_loadSound(317, flag, phase);
- smlayer_loadSound(98, flag, phase);
- smlayer_loadSound(318, flag, phase);
- smlayer_loadSound(96, flag, phase);
- smlayer_loadSound(97, flag, phase);
- smlayer_loadSound(95, flag, phase);
- smlayer_loadSound(89, flag, phase);
- smlayer_loadCostume(12, phase);
- smlayer_loadCostume(13, phase);
- smlayer_loadCostume(14, phase);
- smlayer_loadCostume(18, phase);
- smlayer_loadCostume(22, phase);
- break;
- case 17:
- smlayer_loadSound(88, flag, phase);
- smlayer_loadSound(94, flag, phase);
- break;
- case 2:
- case 7:
- case 8:
- case 9:
- case 10:
- case 11:
- case 12:
- case 14:
- case 15:
- case 16:
- case 18:
- case 19:
- case 20:
- case 22:
- case 23:
- break;
- default:
- retvalue = 0;
- }
- if (phase == 1) {
- _sceneData1Loaded = 1;
- _val11d = 0;
- }
- return retvalue;
-}
-
-void Insane::setSceneCostumes(int sceneId) {
- debug(0, "Insane::setSceneCostumes(%d)", sceneId);
-
- switch (sceneId) {
- case 1:
- smlayer_setActorCostume(0, 2, readArray(_numberArray, 10));
- smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2);
- smlayer_setFluPalette(_smush_roadrashRip, 0);
- setupValues();
- return;
- break;
- case 17:
- smlayer_setFluPalette(_smush_goglpaltRip, 0);
- setupValues();
- return;
- break;
- case 2:
- smlayer_setActorCostume(0, 2, readArray(_numberArray, 10));
- setupValues();
- return;
- break;
- case 13:
- setEnemyCostumes();
- smlayer_setFluPalette(_smush_roadrashRip, 0);
- return;
- break;
- case 21:
- _currEnemy = EN_ROTT3; // PATCH
- setEnemyCostumes();
- _actor[1].y = 200;
- smlayer_setFluPalette(_smush_roadrashRip, 0);
- return;
- break;
- case 4:
- case 5:
- case 6:
- smlayer_setActorCostume(0, 2, readArray(_numberArray, 11));
- smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2);
- setupValues();
- return;
- break;
- case 7:
- case 8:
- setWordInString(_numberArray, 4, 0);
- return;
- }
-}
-
-void Insane::setupValues(void) {
- _actor[0].x = 160;
- _actor[0].y = 200;
- _actor[0].tilt = 0;
- _actor[0].field_8 = 1;
- _actor[0].frame = 0;
- _actor[0].act[2].state = 1;
- _actor[0].act[0].state = 1;
- _actor[0].act[1].state = 0;
- _actor[0].act[2].room = 1;
- _actor[0].act[1].room = 0;
- _actor[0].act[0].room = 0;
- _actor[0].cursorX = 0;
- _actor[0].lost = 0;
- _currEnemy = -1;
- _val32d = -1;
- smush_warpMouse(160, 100, -1);
-}
-
-void Insane::setEnemyCostumes (void) {
- int i;
-
- debug(0, "setEnemyCostumes(%d)", _currEnemy);
-
- smlayer_setActorCostume(0, 2, readArray(_numberArray, 12));
- smlayer_setActorCostume(0, 0, readArray(_numberArray, 14));
- smlayer_setActorCostume(0, 1, readArray(_numberArray, 13));
- smlayer_setActorLayer(0, 1, 1);
- smlayer_setActorLayer(0, 2, 5);
- smlayer_setActorLayer(0, 0, 10);
- smlayer_putActor(0, 2, _actor[0].x+11, _actor[0].y1+102, _smlayer_room2);
- smlayer_putActor(0, 1, _actor[0].x, _actor[0].y1+200, _smlayer_room2);
- smlayer_putActor(0, 0, _actor[0].x, _actor[0].y1+200, _smlayer_room2);
-
- if (_currEnemy == EN_CAVEFISH) {
- smlayer_setActorCostume(1, 2, readArray(_numberArray, _enemy[_currEnemy].costume4));
- _actor[1].act[2].room = 1;
- _actor[1].act[1].room = 0;
- _actor[1].act[0].room = 0;
- _actor[1].act[2].animTilt = 1;
- _actor[1].field_8 = 98;
- _actor[1].act[2].state = 98;
- _actor[1].act[0].state = 98;
- _actor[1].act[1].state = 98;
-
- smlayer_putActor(1, 2, _actor[1].x + _actor[1].act[2].tilt - 17,
- _actor[1].y + _actor[1].y1 - 98, _smlayer_room2);
- } else if (_currEnemy == EN_TORQUE) {
- smlayer_setActorCostume(1, 2, readArray(_numberArray, _enemy[_currEnemy].costume4));
- _actor[1].act[2].room = 1;
- _actor[1].act[1].room = 0;
- _actor[1].act[0].room = 0;
- _actor[1].field_8 = 1;
- _actor[1].act[2].state = 1;
- _actor[1].act[0].state = 1;
- _actor[1].act[1].state = 1;
- smlayer_putActor(1, 2, _actor[1].x + _actor[1].act[2].tilt - 17,
- _actor[1].y + _actor[1].y1 - 98, _smlayer_room2);
- } else {
- _actor[1].act[2].room = 1;
- _actor[1].act[1].room = 1;
- _actor[1].act[0].room = 1;
-
- if (_enemy[_currEnemy].costume4)
- smlayer_setActorCostume(1, 2, readArray(_numberArray, _enemy[_currEnemy].costume4));
-
- if (_enemy[_currEnemy].costume5)
- smlayer_setActorCostume(1, 0, readArray(_numberArray, _enemy[_currEnemy].costume5));
-
- if (_enemy[_currEnemy].costume6)
- smlayer_setActorCostume(1, 1, readArray(_numberArray, _enemy[_currEnemy].costume6));
-
- _actor[1].field_8 = 1;
- _actor[1].act[2].state = 1;
- _actor[1].act[0].state = 1;
- _actor[1].act[1].state = 1;
-
- if (_actor[1].act[2].room != 0)
- smlayer_putActor(1, 2, _actor[1].x + _actor[1].act[2].tilt - 17,
- _actor[1].y + _actor[1].y1 - 98,
- _smlayer_room2);
- }
-
- if (_actor[1].act[1].room != 0)
- smlayer_putActor(1, 1, _actor[1].x, _actor[1].y + _actor[1].y1,
- _smlayer_room2);
-
- if (_actor[1].act[0].room != 0)
- smlayer_putActor(1, 0, _actor[1].x, _actor[1].y + _actor[1].y1,
- _smlayer_room2);
-
- smlayer_setActorLayer(1, 1, 1);
- smlayer_setActorLayer(1, 2, 5);
- smlayer_setActorLayer(1, 0, 10);
-
- _actor[1].damage = 0;
- _actor[1].x = 250;
- _actor[1].y = 300;
- _actor[1].cursorX = 0;
- _actor[1].tilt = 0;
- _actor[1].weapon = -1;
- _actor[1].weaponClass = 2;
- _enemy[_currEnemy].field_8++;
- _actor[1].maxdamage = _enemy[_currEnemy].maxdamage;
- _actor[1].enemyHandler = _enemy[_currEnemy].handler;
- _actor[1].animWeaponClass = 0;
- for (i = 0; i < 8; i++)
- _actor[1].inventory[i] = 0;
- _actor[0].damage = 0;
- _actor[0].x = 100;
- _actor[0].y = 200;
- _actor[0].weapon = INV_HAND;
- _actor[0].weaponClass = 2;
- _actor[0].animWeaponClass = 0;
- _actor[0].field_34 = 2;
- _actor[0].field_38 = 0;
- _actor[0].tilt = 0;
- _actor[0].field_8 = 1;
- _actor[0].act[2].state = 1;
- _actor[0].act[2].animTilt = 1;
- _actor[0].act[0].state = 0;
- _actor[0].act[1].state = 1;
- _actor[0].act[2].room = 1;
- _actor[0].act[1].room = 1;
- _actor[0].act[0].room = 1;
- _actor[0].cursorX = 0;
- _actor[0].defunct = 0;
- _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[1].inventory[_enemy[_currEnemy].weapon] = 1;
- _actor[0].field_44 = 0;
- _actor[0].field_48 = 0;
- _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;
- if (_enemy[_currEnemy].initializer != -1)
- enemyInitializer(_enemy[_currEnemy].initializer, _actor[1].damage,
- _actor[0].damage, _actor[1].probability);
-
- smush_warpMouse(160, 100, -1);
-}
-
-// FIXME: it seems that in ScummVM it may be unused
-void Insane::mainLoop(void) {
- int32 resid;
-
- _val11d++;
-
- while (!idx2Compare()) {
- if(!(resid = idx2Tweak()))
- continue;
-
- _vm->ensureResourceLoaded(rtSound, resid);
- _vm->setResourceCounter(rtSound, resid, 1);
- }
- _vm->increaseResourceCounter();
-
- while (!idx1Compare()) {
- resid = idx1Tweak();
- _vm->ensureResourceLoaded(rtCostume, resid);
- _vm->setResourceCounter(rtCostume, resid, 1);
- // smlayer_lock (rtCostume, resid);
- }
-
- if (loadSceneData(_currSceneId, 0, 2)) {
- _sceneData1Loaded = 0;
- _objArray2[0] = 0;
- return;
- }
- _sceneData1Loaded = 1;
- if (idx1Compare() || idx2Compare()) {
- _objArray2[0] = 0;
- return;
- }
- _objArray2[0]++;
- if (_objArray2[0] <= 5) {
- _objArray2[0] = 0;
- return;
- }
-
- smush_setToFinish();
- loadSceneData(_currSceneId, 1, 2);
- _memoryAllocatedNotOK = 1;
-}
-
-bool Insane::idx1Compare(void) {
- return _objArray1Idx == _objArray1Idx2;
-}
-
-bool Insane::idx2Compare(void) {
- return _objArray2Idx == _objArray2Idx2;
-}
-
-int32 Insane::idx1Tweak(void) {
- _objArray1Idx++;
- if (_objArray1Idx >= 100)
- _objArray1Idx = 0;
-
- return _objArray1[_objArray1Idx];
-}
-
-int32 Insane::idx2Tweak(void) {
- if (!_idx2Exceeded)
- if (_objArray2Idx >= _objArray2Idx2)
- return false;
-
- _objArray2Idx++;
- if (_objArray2Idx >= 100) {
- _idx2Exceeded = 0;
- _objArray2Idx = 0;
- }
- return _objArray2[_objArray2Idx];
-}
-
-void Insane::smush_setToFinish(void) {
- debug(0, "Video is set to finish");
- _vm->_videoFinished = 1;
-}
-
-// smlayer_stopSound
-void Insane::smlayer_stopSound(int idx) {
- _vm->_sound->stopSound(readArray(_numberArray, idx));
-}
-
-void Insane::procPreRendering(void) {
- _smush_isSanFileSetup = 0; // FIXME: This shouldn't be here
-
- switchSceneIfNeeded();
-
- if (_sceneData1Loaded) {
- if (!_keyboardDisable) {
- smush_changeState(1);
- _smush_isPauseImuse = true;
- IMUSE_shutVolume();
- _keyboardDisable = 1;
- }
- } else {
- _val115w = 0;
- if (_keyboardDisable) {
- if (!_val116w) {
- smush_changeState(0);
- _smush_isPauseImuse = false;
- IMUSE_restoreVolume();
- }
- _keyboardDisable = 0;
- }
- }
-
- _lastKey = getLastKey(1);
-}
-
-void Insane::switchSceneIfNeeded(void) {
- if (_needSceneSwitch && !_smush_isSanFileSetup) {
- putActors();
- stopSceneSounds(_currSceneId);
- _tempSceneId = _currSceneId;
- _currSceneId = _temp2SceneId;
- _needSceneSwitch = false;
- loadSceneData(_temp2SceneId, 0, 1);
-
- if(loadSceneData(_temp2SceneId, 0, 2)) {
- setSceneCostumes(_temp2SceneId);
- _sceneData2Loaded = 0;
- _sceneData1Loaded = 0;
- return;
- }
-
- _sceneData2Loaded = 1;
- if (_temp2SceneId == 13 || _temp2SceneId == 3)
- _isBenCut = 1;
- }
-
- if (_sceneData2Loaded && !_sceneData1Loaded) {
- setSceneCostumes(_currSceneId);
- _sceneData2Loaded = 0;
- }
-}
-
-int Insane::smush_changeState(int state) {
- if (state == 2) {
- if (_smush_smushState == 0)
- _smush_smushState = 1;
- else
- _smush_smushState = 0;
- } else if (state == 4) {
- if (_smush_smushState)
- _smush_smushState = 3;
- } else if (state != 5) {
- _smush_smushState = state;
- }
- return _smush_smushState;
-}
-
-void Insane::procPostRendering(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame) {
- int32 tmpSnd;
- bool needMore = false;
-
- if(!_keyboardDisable && !_val116w) {
- switch (_currSceneId) {
- case 12:
- postCase11(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
- break;
- case 1:
- postCase0(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
- if(!smlayer_isSoundRunning(88))
- smlayer_startSound1(88);
- smlayer_soundSetPan(88, ((_actor[0].x+160)>>2)+64);
- if(_tiresRustle) {
- if (!smlayer_isSoundRunning(87))
- smlayer_startSound1(87);
- } else {
- smlayer_stopSound(87);
- }
- break;
- case 18:
- case 19:
- postCase17(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
- smlayer_stopSound(95);
- smlayer_stopSound(87);
- smlayer_stopSound(88);
- if(!smlayer_isSoundRunning(88))
- smlayer_startSound1(88);
- break;
- case 17:
- postCase16(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
- if(!smlayer_isSoundRunning(88))
- smlayer_startSound1(88);
- break;
- case 2:
- postCase1(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
- break;
- case 3:
- postCase2(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
- needMore = true;
- if(!smlayer_isSoundRunning(89)) {
- smlayer_startSound1(89);
- smlayer_soundSetPriority(89, 100);
- }
- tmpSnd = _enemy[_currEnemy].sound;
- if(!smlayer_isSoundRunning(tmpSnd)) {
- smlayer_startSound1(tmpSnd);
- smlayer_soundSetPriority(tmpSnd, 100);
- }
- smlayer_soundSetPan(89, ((_actor[0].x+160)>>2)+64);
- smlayer_soundSetPan(tmpSnd, ((_actor[1].x+160)>>2)+64);
- if(!_tiresRustle) {
- smlayer_stopSound(87);
- } else {
- if (!smlayer_isSoundRunning(87))
- smlayer_startSound1(87);
- }
- break;
- case 21:
- postCase20(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
- needMore = true;
- if(!smlayer_isSoundRunning(89)) {
- smlayer_startSound1(89);
- smlayer_soundSetPriority(89, 100);
- }
- tmpSnd = _enemy[_currEnemy].sound;
- if(!smlayer_isSoundRunning(tmpSnd)) {
- smlayer_startSound1(tmpSnd);
- smlayer_soundSetPriority(tmpSnd, 100);
- }
- smlayer_soundSetPan(89, ((_actor[0].x+160)>>2)+64);
- smlayer_soundSetPan(tmpSnd, ((_actor[1].x+160)>>2)+64);
- break;
- case 4:
- case 5:
- postCase3(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
- if(!smlayer_isSoundRunning(88))
- smlayer_startSound1(88);
- smlayer_soundSetPan(88, ((_actor[0].x+160)>>2)+64);
- break;
- case 6:
- postCase5(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
- if(!smlayer_isSoundRunning(88))
- smlayer_startSound1(88);
- smlayer_soundSetPan(88, ((_actor[0].x+160)>>2)+64);
- break;
- case 7:
- case 8:
- postCase6(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
- break;
- case 9:
- case 23:
- postCase8(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
- break;
- case 10:
- postCase9(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
- break;
- case 11:
- case 20:
- case 22:
- postCase10(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
- break;
- case 13:
- postCase12(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
- needMore = true;
- if(!smlayer_isSoundRunning(89)) {
- smlayer_startSound1(89);
- smlayer_soundSetPriority(89, 100);
- }
- tmpSnd = _enemy[_currEnemy].sound;
- if(!smlayer_isSoundRunning(tmpSnd)) {
- smlayer_startSound1(tmpSnd);
- smlayer_soundSetPriority(tmpSnd, 100);
- }
- smlayer_soundSetPan(89, ((_actor[0].x+160)>>2)+64);
- smlayer_soundSetPan(tmpSnd, ((_actor[1].x+160)>>2)+64);
- break;
- case 24:
- if(!smlayer_isSoundRunning(90)) {
- smlayer_startSound1(90);
- smlayer_soundSetPriority(90, 100);
- }
- postCase23(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
- break;
- case 15:
- case 16:
- postCase14(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
- break;
- case 25:
- case 26:
- break;
- }
-
- if (_currScenePropIdx)
- postCaseAll(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
-
- _actor[0].frame++;
- _actor[0].act[3].frame++;
- _actor[0].act[2].frame++;
- _actor[0].act[1].frame++;
- _actor[0].act[0].frame++;
- _actor[1].act[3].frame++;
- _actor[1].frame++;
- _actor[1].act[2].frame++;
- _actor[1].act[1].frame++;
- _actor[1].act[0].frame++;
- }
-
- if (!_val115w) {
- smlayer_overrideDrawActorAt(&renderBitmap[0], renderBitmap[2], renderBitmap[3]);
- _isBenCut = 0;
- }
-
- if (_isBenCut)
- smlayer_drawSomething(renderBitmap, codecparam, 89, 56, 1, _smush_bencutNut, 0, 0, 0);
-
- if (!_keyboardDisable && !_val116w)
- _vm->processActors();
-
- if (needMore)
- postCaseMore(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
-
- _lastKey = 0;
- _tiresRustle = false;
-}
-
-void Insane::postCase11(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame) {
- if (curFrame >= maxFrame && !_needSceneSwitch) {
- if (_firstBattle) {
- smush_setToFinish();
- } else {
- queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
- _continueFrame, 1300);
- }
- }
- _val119_ = false;
- _val120_ = false;
-}
-
-void Insane::postCase0(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame) {
- turnBen(true);
-
- if (!curFrame || curFrame == 420)
- smlayer_setFluPalette(_smush_roadrashRip, 0);
-
- if (curFrame >= maxFrame)
- smush_rewindCurrentSan(1088, -1, -1);
-
- _val121_ = false;
- _val119_ = false;
- _val120_ = false;
- _val122_ = false;
- _val123_ = false;
- _continueFrame1 = curFrame;
-}
-
-void Insane::postCase17(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame) {
- if (curFrame >= maxFrame && !_needSceneSwitch) {
- if (_currSceneId == 18) {
- queueSceneSwitch(17, _smush_minedrivFlu, "minedriv.san", 64, 0,
- _continueFrame1, 1300);
- setWordInString(_numberArray, 9, 1);
- } else {
- queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
- _continueFrame1, 1300);
- setWordInString(_numberArray, 9, 0);
- }
- }
- _val119_ = false;
- _val120_ = false;
-}
-
-void Insane::postCase16(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame) {
- char buf[12];
- int32 tmp;
-
- turnBen(true);
- sprintf(buf, "^f01%02o", curFrame & 0x3f);
- smlayer_showStatusMsg(-1, renderBitmap, codecparam, 180, 168, 1, 2, 0, "%s", buf);
- tmp = 400-curFrame;
-
- if (tmp < 0)
- tmp += 1300;
-
- sprintf(buf, "^f01%04d", tmp);
- smlayer_showStatusMsg(-1, renderBitmap, codecparam, 202, 168, 1, 2, 0, "%s", buf);
-
- sprintf(buf, "^f01%02o", curFrame & 0xff);
- smlayer_showStatusMsg(-1, renderBitmap, codecparam, 140, 168, 1, 2, 0, "%s", buf);
- smlayer_showStatusMsg(-1, renderBitmap, codecparam, 170, 43, 1, 2, 0, "%s", buf);
-
- smlayer_drawSomething(renderBitmap, codecparam, 0, 0, 1, _smush_bensgoggNut, 0, 0, 0);
-
- if (!_val124_)
- smlayer_drawSomething(renderBitmap, codecparam, 24, 170, 1,
- _smush_iconsNut, 23, 0, 0);
-
- if (!curFrame)
- smlayer_setFluPalette(_smush_goglpaltRip, 0);
-
- if (curFrame >= maxFrame) {
- smush_rewindCurrentSan(1088, -1, -1);
- smlayer_setFluPalette(_smush_goglpaltRip, 0);
- }
- _val121_ = false;
- _val123_ = false;
- _val119_ = false;
- _val120_ = false;
- _val124_ = false;
- _counter1++;
- _continueFrame1 = curFrame;
- if (_counter1 >= 10)
- _counter1 = 0;
-}
-
-void Insane::postCase1(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame) {
- struct fluConf *flu;
-
- if ((curFrame >= maxFrame) && !_needSceneSwitch) {
- flu = &_fluConf[14 + _iactSceneId2];
- queueSceneSwitch(flu->sceneId, *flu->fluPtr, flu->filenamePtr, 64, 0,
- flu->startFrame, flu->numFrames);
- }
- _val119_ = false;
- _val120_ = false;
-}
-
-void Insane::postCase2(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame) {
- turnBen(_battleScene != 0);
- turnEnemy(true);
-
- if (!curFrame)
- smlayer_setFluPalette(_smush_roadrashRip, 0);
-
- if (curFrame >= maxFrame)
- smush_rewindCurrentSan(1088, -1, -1);
-
- _val121_ = false;
- _val119_ = false;
- _val120_ = false;
- _continueFrame = curFrame;
-}
-
-void Insane::postCase20(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame) {
- turnBen(true);
- turnEnemy(true);
-
- if (curFrame >= maxFrame)
- smush_rewindCurrentSan(1088, -1, -1);
-
- _val121_ = false;
- _val119_ = false;
- _val120_ = false;
- _continueFrame = curFrame;
-}
-
-void Insane::postCase3(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame) {
- turnBen(true);
-
- if (_actor[0].x >= 158 && _actor[0].x <= 168) {
- if (!smlayer_isSoundRunning(86))
- smlayer_startSound1(86);
- } else {
- if (!smlayer_isSoundRunning(86))
- smlayer_stopSound(86);
- }
-
- if (curFrame >= maxFrame) {
- if (_currSceneId == 4) {
- if (!_needSceneSwitch) {
- if (readArray(_numberArray, 6)) {
- if (readArray(_numberArray, 4))
- queueSceneSwitch(14, 0, "hitdust2.san", 64, 0, 0, 0);
- else
- queueSceneSwitch(14, 0, "hitdust4.san", 64, 0, 0, 0);
- } else {
- if (readArray(_numberArray, 4))
- queueSceneSwitch(14, 0, "hitdust1.san", 64, 0, 0, 0);
- else
- queueSceneSwitch(14, 0, "hitdust3.san", 64, 0, 0, 0);
- }
- }
- } else {
- if (readArray(_numberArray, 4)) {
- if (!_needSceneSwitch)
- queueSceneSwitch(15, 0, "vistthru.san", 64, 0, 0, 0);
- } else {
- setWordInString(_numberArray, 1, _val53d);
- smush_setToFinish();
- }
- }
- }
-
- _val212_ = false;
- _val120_ = false;
- _val119_ = false;
- _iactSceneId = 0;
-}
-
-void Insane::postCase5(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame) {
- turnBen(true);
-
- if (_actor[0].x >= 158 && _actor[0].x <= 168) {
- if (!smlayer_isSoundRunning(86))
- smlayer_startSound1(86);
- } else {
- if (!smlayer_isSoundRunning(86))
- smlayer_stopSound(86);
- }
-
- if (curFrame >= maxFrame) {
- if (readArray(_numberArray, 4)) {
- if (!_needSceneSwitch)
- queueSceneSwitch(15, 0, "chasthru.san", 64, 0, 0, 0);
- } else {
- if (readArray(_numberArray, 5)) {
- setWordInString(_numberArray, 1, _val57d);
- smush_setToFinish();
- } else {
- queueSceneSwitch(15, 0, "chasout.san", 64, 0, 0, 0);
- }
- }
- }
-
- _val212_ = false;
- _val120_ = false;
- _val119_ = false;
- _iactSceneId = 0;
-}
-
-void Insane::postCase6(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame) {
- struct fluConf *flu;
-
- if ((curFrame >= maxFrame) && !_needSceneSwitch) {
- if (_currSceneId == 8)
- flu = &_fluConf[7 + _iactSceneId2];
- else
- flu = &_fluConf[0 + _iactSceneId2];
-
- queueSceneSwitch(flu->sceneId, *flu->fluPtr, flu->filenamePtr, 64, 0,
- flu->startFrame, flu->numFrames);
- }
- _val119_ = false;
- _val120_ = false;
-}
-
-void Insane::postCase8(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame) {
- if (curFrame >= maxFrame && !_needSceneSwitch) {
- _actor[0].damage = 0;
-
- if (_firstBattle) {
- queueSceneSwitch(13, _smush_minefiteFlu, "minefite.san", 64, 0,
- _continueFrame, 1300);
- } else {
- if (_currSceneId == 23) {
- queueSceneSwitch(21, 0, "rottfite.san", 64, 0, 0, 0);
- } else {
- queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
- _continueFrame, 1300);
- }
- }
- }
-
- _val119_ = false;
- _val120_ = false;
-}
-
-void Insane::postCase9(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame) {
- if (curFrame >= maxFrame && !_needSceneSwitch) {
- _actor[0].damage = 0;
- queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
- _continueFrame1, 1300);
- }
- _val119_ = false;
- _val120_ = false;
-}
-
-void Insane::postCase10(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame) {
- if (curFrame >= maxFrame && !_needSceneSwitch) {
- _actor[0].damage = 0;
-
- switch (_currSceneId) {
- case 20:
- setWordInString(_numberArray, 8, 1);
- queueSceneSwitch(12, 0, "liftgog.san", 0, 0, 0, 0);
- break;
- case 22:
- setWordInString(_numberArray, 1, _val54d);
- smush_setToFinish();
- break;
- default:
- if (_actor[0].inventory[_enemy[_currEnemy].weapon]) {
- queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
- _continueFrame, 1300);
- break;
- }
-
- switch (_enemy[_currEnemy].weapon) {
- case INV_CHAIN:
- _actor[1].inventory[INV_CHAIN] = 1;
- queueSceneSwitch(12, 0, "liftchay.san", 0, 0, 0, 0);
- break;
- case INV_CHAINSAW:
- _actor[1].inventory[INV_CHAINSAW] = 1;
- queueSceneSwitch(12, 0, "liftsaw.san", 0, 0, 0, 0);
- break;
- case INV_MACE:
- _actor[1].inventory[INV_MACE] = 1;
- queueSceneSwitch(12, 0, "liftmace.san", 0, 0, 0, 0);
- break;
- case INV_2X4:
- _actor[1].inventory[INV_2X4] = 1;
- queueSceneSwitch(12, 0, "liftbord.san", 0, 0, 0, 0);
- break;
- default:
- queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
- _continueFrame, 1300);
- break;
- }
- }
- }
-
- _val119_ = false;
- _val120_ = false;
-}
-
-void Insane::postCase12(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame) {
- if (_actor[1].y <= 200) {
- initScene(3);
- _actor[1].y = 200;
-
- switch (_currEnemy) {
- case EN_ROTT2:
- turnBen(true);
-
- if (_enemy[1].field_8 <= 1)
- prepareScenePropScene(scenePropIdx[32], 0, 1);
- else
- prepareScenePropScene(scenePropIdx[33], 0, 1);
- break;
- case EN_ROTT3:
- turnBen(true);
-
- if (_enemy[1].field_8 <= 1)
- prepareScenePropScene(scenePropIdx[25], 0, 1);
- break;
- case EN_VULTF1:
- turnBen(true);
-
- if (_enemy[1].field_8 <= 1)
- prepareScenePropScene(scenePropIdx[2], 0, 1);
- break;
- case EN_VULTF2:
- turnBen(true);
-
- if (_enemy[1].field_8 <= 1)
- prepareScenePropScene(scenePropIdx[9], 0, 1);
- else
- prepareScenePropScene(scenePropIdx[16], 0, 1);
- break;
- case EN_VULTM2:
- turnBen(true);
-
- prepareScenePropScene(scenePropIdx[18], 0, 1);
- _battleScene = false;
- break;
- case EN_TORQUE:
- turnBen(false);
- setWordInString(_numberArray, 1, _val51d);
- smush_setToFinish();
- break;
- case EN_ROTT1:
- case EN_VULTM1:
- case EN_CAVEFISH:
- default:
- turnBen(true);
- break;
- }
- } else {
- switch (_currEnemy) {
- case EN_VULTM2:
- if (_enemy[EN_VULTM2].field_8 <= 1)
- turnBen(false);
- else
- turnBen(true);
- break;
- case EN_TORQUE:
- turnBen(false);
- if (_actor[1].y != 300)
- prepareScenePropScene(scenePropIdx[57], 1, 0);
- break;
- default:
- turnBen(true);
- }
- _actor[1].y -= (_actor[1].y - 200) / 20 + 1;
- }
-
- turnEnemy(false);
-
- if (curFrame == 0)
- smlayer_setFluPalette(_smush_roadrashRip, 0);
-
- if (curFrame >= maxFrame)
- smush_rewindCurrentSan(1088, -1, -1);
-
- _val119_ = 0;
- _val120_ = 0;
- _continueFrame = curFrame;
-}
-
-void Insane::postCase23(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame) {
- if (curFrame >= maxFrame) {
- if (_currSceneId == 24)
- queueSceneSwitch(21, 0, "rottfite.san", 64, 0, 0, 0);
-
- if (readArray(_numberArray, 6) && readArray(_numberArray, 4))
- queueSceneSwitch(16, 0, "limocrsh.san", 64, 0, 0, 0);
-
- queueSceneSwitch(5, 0, "tovista2.san", 64, 0, 0, 290);
- }
- _val119_ = false;
- _val120_ = false;
-}
-
-void Insane::postCase14(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame) {
- if (curFrame >= maxFrame) {
- if (_currSceneId == 16) {
- setWordInString(_numberArray, 4, 0);
- setWordInString(_numberArray, 5, 1);
- setWordInString(_numberArray, 1, _val56d);
- setWordInString(_numberArray, 3, _val55d);
- smush_setToFinish();
- } else {
- switch (_tempSceneId) {
- case 5:
- queueSceneSwitch(6, 0, "toranch.san", 64, 0, 0, 530);
- break;
- case 6:
- queueSceneSwitch(4, 0, "tovista1.san", 64, 0, 0, 230);
- break;
- }
- }
- }
-
- _val119_ = false;
- _val120_ = false;
-}
-
-void Insane::postCaseAll(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame) {
- struct sceneProp *tsceneProp;
-
- tsceneProp = &_sceneProp[_currScenePropIdx + _currScenePropSubIdx];
- if (tsceneProp->actor != -1) {
- if (_actor[tsceneProp->actor].field_54) {
- tsceneProp->counter++;
- if (!_actor[tsceneProp->actor].runningSound || ConfMan.getBool("subtitles")) {
- if (_actor[tsceneProp->actor].act[3].state == 72 &&
- _currTrsMsg) {
- smush_setPaletteValue(1, tsceneProp->r, tsceneProp->g, tsceneProp->b);
- smush_setPaletteValue(2, 0, 0, 0);
- smlayer_showStatusMsg(-1, renderBitmap, codecparam, 160, 20, 1, 2, 5,
- "^f00%s", _currTrsMsg);
- }
- }
- } else {
- _currScenePropSubIdx = tsceneProp->index;
- if (_currScenePropSubIdx && _currScenePropIdx) {
- tsceneProp = &_sceneProp[_currScenePropIdx + _currScenePropSubIdx];
- tsceneProp->counter = 0;
- if (tsceneProp->trsId)
- _currTrsMsg = handleTrsTag(_trsFilePtr, tsceneProp->trsId);
- else
- _currTrsMsg = 0;
-
- if (tsceneProp->actor != -1) {
- _actor[tsceneProp->actor].field_54 = 1;
- _actor[tsceneProp->actor].act[3].state = 117;
- _actor[tsceneProp->actor].scenePropSubIdx = _currScenePropSubIdx;
- }
- } else {
- _currScenePropIdx = 0;
- _currTrsMsg = 0;
- _currScenePropSubIdx = 0;
- _actor[0].defunct = 0;
- _actor[1].defunct = 0;
- _battleScene = true;
- }
- }
- }
- _val119_ = 0;
- _val120_ = 0;
- _continueFrame = curFrame;
-}
-
-void Insane::postCaseMore(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame) {
- if (_actor[0].weapon <= 7) {
- smlayer_drawSomething(renderBitmap, codecparam, 5, 160, 1, _smush_iconsNut,
- _actor[0].weapon + 11, 0, 0);
- }
-}
-
-void Insane::queueSceneSwitch(int32 sceneId, byte *fluPtr, const char *filename,
- int32 arg_C, int32 arg_10, int32 startFrame, int32 numFrames) {
- int32 tmp;
-
- debug(0, "queueSceneSwitch(%d, *, %s, %d, %d, %d, %d)", sceneId, filename, arg_C, arg_10,
- startFrame, numFrames);
- if (_needSceneSwitch || _sceneData1Loaded)
- return;
-
- if (fluPtr) {
- tmp = ((int)startFrame/30+1)*30;
- if (tmp >= numFrames)
- tmp = 0;
-
- smush_setupSanWithFlu(filename, arg_C|32, -1, -1, 0, fluPtr, tmp);
- } else {
- smush_setupSanFromStart(filename, arg_C|32, -1, -1, 0);
- }
- _needSceneSwitch = true;
- _temp2SceneId = sceneId;
-}
-
-void Insane::turnBen(bool controllable) {
- int32 buttons;
-
- switch (_currSceneId) {
- case 21:
- case 25:
- case 3:
- case 13:
- if (_actor[0].damage < _actor[0].maxdamage) {
- _actor[0].lost = 0;
- } else {
- if (!_actor[0].lost && !_actor[1].lost) {
- _actor[0].lost = 1;
- _actor[0].act[2].state = 36;
- _actor[0].act[1].state = 36;
- _actor[0].act[1].room = 0;
- _actor[0].act[0].state = 36;
- _actor[0].act[0].room = 0;
-
- if (smlayer_isSoundRunning(95))
- smlayer_stopSound(95);
- }
- }
- buttons = 0;
- if (!_actor[0].lost && controllable) {
- buttons = actionBen();
- if (_currSceneId == 13)
- buttons &= 2;
- if (_currEnemy == EN_TORQUE)
- buttons = 0;
- }
- debug(1, "00:%d 01:%d 02:%d 03:%d", _actor[0].act[0].state,
- _actor[0].act[1].state, _actor[0].act[2].state, _actor[0].act[3].state);
- actor01Reaction(buttons);
- actor02Reaction(buttons);
- actor03Reaction(buttons);
- actor00Reaction(buttons);
- break;
- case 17:
- mineChooseRoad(processBenOnRoad(false));
- break;
- default:
- if (_actor[0].damage < _actor[0].maxdamage) {
- _actor[0].lost = 0;
- } else {
- if (!_actor[0].lost && !_actor[1].lost) {
- queueSceneSwitch(10, 0, "wr2_ben.san", 64, 0, 0, 0);
- _actor[0].lost = 1;
- _actor[0].act[2].state = 36;
- _actor[0].act[2].room = 0;
- _actor[0].act[0].state = 36;
- _actor[0].act[0].room = 0;
- _actor[0].act[1].state = 36;
- _actor[0].act[1].room = 0;
- mineChooseRoad(0);
- return;
- }
- }
-
- if (!_actor[0].lost && controllable)
- mineChooseRoad(processBenOnRoad(true));
- else
- mineChooseRoad(0);
- break;
- }
-}
-
-int32 Insane::actionBen(void) {
- int32 buttons, tmp;
- bool doDamage = false;
-
- if (_actor[0].enemyHandler != -1)
- buttons = enemyHandler(_actor[0].enemyHandler, 0, 1, _actor[0].probability);
- else
- buttons = enemyHandler(EN_TORQUE, 0, 1, _actor[0].probability);
-
- if (_actor[0].tilt) {
- _actor[0].speed += _actor[0].cursorX / 40;
- } else {
- if (_actor[0].speed < 0)
- _actor[0].speed++;
- else
- _actor[0].speed--;
- }
-
- if (_actor[0].speed > 8)
- _actor[0].speed = 8;
-
- if (_actor[0].speed < -8)
- _actor[0].speed = -8;
-
- _actor[0].x += _actor[0].speed;
-
- if (_actor[0].x > 100)
- _actor[0].x--;
- else
- if (_actor[0].x < 100)
- _actor[0].x++;
-
- if (_actor[0].x >= 0) {
- if (_actor[1].x - 90 <= _actor[0].x && !_actor[0].lost && !_actor[1].lost) {
- _val213d++;
- _actor[0].x = _actor[1].x - 90;
-
- tmp = _actor[1].speed;
- _actor[1].speed = _actor[0].speed;
- _actor[0].speed = tmp;
-
- if (_val213d > 50) {
- _actor[0].cursorX = -320;
- _val213d = 0;
- }
-
- if (!smlayer_isSoundRunning(95))
- smlayer_startSound1(95);
- } else {
- if (smlayer_isSoundRunning(95))
- smlayer_stopSound(95);
-
- _val213d = 0;
- }
- } else {
- _actor[0].x = 0;
- _actor[0].damage++; // FIXME: apparently it is a bug in original
- // and damage is doubled
- doDamage = true;
- }
-
- if (_actor[0].x > 320) {
- _actor[0].x = 320;
- doDamage = true;
- }
-
- if (_actor[0].x < 10 || _actor[0].x > 310 || doDamage) {
- _tiresRustle = 1;
- _actor[0].x1 = -_actor[0].x1;
- _actor[0].damage++; // PATCH
- }
-
- return buttons;
-}
-
-int32 Insane::processBenOnRoad(bool flag) {
- int32 buttons;
-
- if (_actor[0].enemyHandler != -1)
- buttons = enemyHandler(_actor[0].enemyHandler, 0, 1, _actor[0].probability);
- else
- buttons = enemyHandler(EN_TORQUE, 0, 1, _actor[0].probability);
-
- if (flag) {
- _actor[0].speed = _actor[0].tilt;
-
- if (_actor[0].speed > 8)
- _actor[0].speed = 8;
-
- if (_actor[0].speed < -8)
- _actor[0].speed = -8;
-
- // FIXME: is it abs(/2) ?
- // mov eax, insane_actor0.speed
- // mov edx, eax
- // sar edx, 1Fh
- // sub eax, edx
- // sar eax, 1
- // add eax, insane_actor0.speed
- // add insane_actor0.x, eax
-
- _actor[0].x += _actor[0].speed / 2 + _actor[0].speed;
-
- if (_actor[0].x < 0)
- _actor[0].x = 0;
-
- if (_actor[0].x > 320)
- _actor[0].x = 320;
- }
-
- return buttons;
-}
-
-void Insane::mineChooseRoad(int32 buttons) {
- int16 tmp;
-
- if (_actor[0].field_8 < 1)
- return;
-
- if (_actor[0].field_8 == 112) {
- if (_actor[0].frame < 18 || !_needSceneSwitch)
- return;
-
- queueSceneSwitch(18, 0, "fishgogg.san", 64, 0, 0, 0);
- } else if (_actor[0].field_8 == 1) {
- tmp = _actor[0].cursorX / 22;
-
- switch (_currSceneId) {
- case 17:
- if (buttons & 1) {
- if (_val123_) {
- setWordInString(_numberArray, 1, _val52d);
- smush_setToFinish();
- }
-
- if (_val119_ && !_needSceneSwitch) {
- _iactSceneId2 = _iactSceneId;
- queueSceneSwitch(2, 0, "mineexit.san", 64, 0, 0, 0);
- }
- }
-
- if ((buttons & 2) == 0 || _needSceneSwitch)
- return;
-
- queueSceneSwitch(19, 0, "fishgog2.san", 64, 0, 0, 0);
- break;
- case 1:
- _actor[0].tilt = tmp;
-
- if (tmp < -7)
- _actor[0].tilt = -7;
- if (tmp > 7)
- _actor[0].tilt = 7;
-
- drawSpeedyActor(buttons);
-
- if ((buttons & 1) && _currSceneId == 1 && _val119_ && !_needSceneSwitch) {
- _iactSceneId2 = _iactSceneId;
- queueSceneSwitch(2, 0, "mineexit.san", 64, 0, 0, 0);
- }
-
- if ((buttons & 2) == 0 || !_val122_)
- return;
-
- _actor[0].frame = 0;
- _actor[0].field_8 = 112;
- smlayer_setActorFacing(0, 2, 26, 180);
- break;
- case 5:
- _actor[0].tilt = tmp;
-
- if (tmp < -7)
- _actor[0].tilt = -7;
- if (tmp > 7)
- _actor[0].tilt = 7;
-
- drawSpeedyActor(buttons);
-
- if ((buttons & 1) == 0)
- return;
-
- if (_val119_ && !_needSceneSwitch) {
- _iactSceneId2 = _iactSceneId;
-
- if (readArray(_numberArray, 4) && _val211d < 3) {
- _val211d++;
- queueSceneSwitch(8, 0, "fishfear.san", 64, 0, 0, 0);
- } else {
- queueSceneSwitch(8, 0, "tomine.san", 64, 0, 0, 0);
- }
- }
-
- if (_val120_) {
- setWordInString(_numberArray, 1, _val55d);
- setWordInString(_numberArray, 3, _val57d);
- smush_setToFinish();
- }
-
- if (!_val212_)
- return;
-
- setWordInString(_numberArray, 1, _val56d);
- setWordInString(_numberArray, 3, _val57d);
- smush_setToFinish();
- break;
- case 6:
- _actor[0].tilt = tmp;
-
- if (tmp < -7)
- _actor[0].tilt = -7;
- if (tmp > 7)
- _actor[0].tilt = 7;
-
- drawSpeedyActor(buttons);
-
- if ((buttons & 1) == 0)
- return;
-
- if (_val119_ && !_needSceneSwitch) {
- _iactSceneId2 = _iactSceneId;
-
- if (readArray(_numberArray, 4) && _val211d < 3) {
- _val211d++;
- queueSceneSwitch(7, 0, "fishfear.san", 64, 0, 0, 0);
- } else {
- queueSceneSwitch(7, 0, "tomine.san", 64, 0, 0, 0);
- }
- }
-
- if (_val120_) {
- setWordInString(_numberArray, 1, _val55d);
- setWordInString(_numberArray, 3, _val53d);
- smush_setToFinish();
- }
-
- if (!_val212_)
- return;
-
- setWordInString(_numberArray, 1, _val56d);
- setWordInString(_numberArray, 3, _val53d);
- smush_setToFinish();
- break;
- default:
- break;
- }
- }
-}
-
-void Insane::drawSpeedyActor(int32 buttons) {
- switch (_actor[0].tilt) {
- case -7:
- if (_actor[0].act[2].state != 47) {
- smlayer_setActorFacing(0, 2, 13, 180);
- _actor[0].act[2].state = 47;
- }
- break;
- case -6:
- if (_actor[0].act[2].state != 44) {
- smlayer_setActorFacing(0, 2, 11, 180);
- _actor[0].act[2].state = 44;
- }
- break;
- case -5:
- if (_actor[0].act[2].state != 43) {
- smlayer_setActorFacing(0, 2, 10, 180);
- _actor[0].act[2].state = 43;
- }
- break;
- case -4:
- if (_actor[0].act[2].state != 42) {
- smlayer_setActorFacing(0, 2, 9, 180);
- _actor[0].act[2].state = 42;
- }
- break;
- case -3:
- if (_actor[0].act[2].state != 41) {
- smlayer_setActorFacing(0, 2, 8, 180);
- _actor[0].act[2].state = 41;
- }
- break;
- case -2:
- if (_actor[0].act[2].state != 40) {
- smlayer_setActorFacing(0, 2, 7, 180);
- _actor[0].act[2].state = 40;
- }
- break;
- case -1:
- if (_actor[0].act[2].state != 39) {
- smlayer_setActorFacing(0, 2, 6, 180);
- _actor[0].act[2].state = 39;
- }
- break;
- case 0:
- if (_actor[0].act[2].state != 1) {
- smlayer_setActorFacing(0, 2, 22, 180);
- _actor[0].act[2].state = 1;
- }
- break;
- case 1:
- if (_actor[0].act[2].state != 55) {
- smlayer_setActorFacing(0, 2, 14, 180);
- _actor[0].act[2].state = 55;
- }
- break;
- case 2:
- if (_actor[0].act[2].state != 56) {
- smlayer_setActorFacing(0, 2, 15, 180);
- _actor[0].act[2].state = 56;
- }
- break;
- case 3:
- if (_actor[0].act[2].state != 57) {
- smlayer_setActorFacing(0, 2, 16, 180);
- _actor[0].act[2].state = 57;
- }
- break;
- case 4:
- if (_actor[0].act[2].state != 58) {
- smlayer_setActorFacing(0, 2, 17, 180);
- _actor[0].act[2].state = 58;
- }
- break;
- case 5:
- if (_actor[0].act[2].state != 59) {
- smlayer_setActorFacing(0, 2, 18, 180);
- _actor[0].act[2].state = 59;
- }
- break;
- case 6:
- if (_actor[0].act[2].state != 60) {
- smlayer_setActorFacing(0, 2, 19, 180);
- _actor[0].act[2].state = 60;
- }
- break;
- case 7:
- if (_actor[0].act[2].state != 50) {
- smlayer_setActorFacing(0, 2, 21, 180);
- _actor[0].act[2].state = 50;
- }
- break;
- default:
- break;
- }
-
- if (!_actor[0].act[2].room)
- return;
-
- smlayer_putActor(0, 2, _actor[0].x + _actor[0].x1, _actor[0].y + _actor[0].y1,
- _smlayer_room2);
-}
-
-void Insane::smush_rewindCurrentSan(int arg_0, int arg_4, int arg_8) {
- debug(0, "smush_rewindCurrentSan(%d, %d, %d)", arg_0, arg_4, arg_8);
- _smush_setupsan2 = arg_0;
-
- smush_setupSanFile(0, 8, 0);
- _smush_isSanFileSetup = 1;
- smush_setFrameSteps(arg_4, arg_8);
-
- _smush_curFrame = 0; // HACK
-}
-
-// Ben
-void Insane::actor02Reaction(int32 buttons) {
- int32 tmp, tmp2;
-
- switch(_actor[0].act[2].state) {
- case 106:
- smlayer_setActorLayer(0, 2, 5);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- smlayer_setActorFacing(0, 2, 29, 180);
- _actor[0].act[2].state = 107;
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 107:
- smlayer_setActorLayer(0, 2, 5);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- if (_actor[0].act[2].frame >= 9) {
- _actor[0].act[2].state = 1;
- _actor[0].inventory[INV_MACE] = 0;
- smlayer_startSound2(318);
- switchBenWeapon();
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 104:
- smlayer_setActorLayer(0, 2, 5);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- smlayer_setActorFacing(0, 2, 28, 180);
- _actor[0].act[2].state = 105;
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 105:
- smlayer_setActorLayer(0, 2, 5);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- if (_actor[0].act[2].frame >= 5) {
- _actor[0].act[2].state = 1;
- _actor[0].inventory[INV_MACE] = 0;
- smlayer_startSound2(318);
- switchBenWeapon();
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 108:
- smlayer_setActorLayer(0, 2, 5);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- smlayer_setActorFacing(0, 2, 28, 180);
- _actor[0].act[2].state = 109;
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 109:
- smlayer_setActorLayer(0, 2, 5);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- if (_actor[0].act[2].frame >= 5) {
- _actor[0].act[2].state = 1;
- _actor[0].inventory[INV_CHAIN] = 0; // Chain
- smlayer_startSound2(318);
- switchBenWeapon();
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 73:
- smlayer_setActorLayer(0, 2, 6);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 1;
- if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) {
- smlayer_setActorFacing(0, 2, 19, 180);
- _actor[0].act[2].state = 74;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 74:
- smlayer_setActorLayer(0, 2, 6);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 0;
- if (_actor[0].act[2].frame >= 2) {
- smlayer_setActorFacing(0, 2, 9, 180);
- _actor[0].act[2].state = 1;
- _actor[0].weaponClass = 2;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 79:
- smlayer_setActorLayer(0, 2, 6);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 1;
- if (_actor[0].act[2].frame >= 2) {
- smlayer_setActorFacing(0, 2, 23, 180);
- _actor[0].act[2].state = 80;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 80:
- smlayer_setActorLayer(0, 2, 6);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 0;
- if (_actor[0].act[2].frame >= 6) {
- smlayer_setActorFacing(0, 2, 25, 180);
- _actor[0].act[2].state = 63;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 81:
- smlayer_setActorLayer(0, 2, 6);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 1;
- if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) {
- smlayer_setActorFacing(0, 2, 23, 180);
- _actor[0].act[2].state = 82;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 82:
- smlayer_setActorLayer(0, 2, 6);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 0;
- if (_actor[0].act[2].frame >= 3) {
- smlayer_setActorFacing(0, 2, 26, 180);
- _actor[0].act[2].state = 64;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 77:
- smlayer_setActorLayer(0, 2, 6);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 1;
- if (_actor[0].act[2].frame >= 2) {
- smlayer_setActorFacing(0, 2, 23, 180);
- _actor[0].act[2].state = 78;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 78:
- smlayer_setActorLayer(0, 2, 6);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 0;
- if (_actor[0].act[2].frame >= 5) {
- smlayer_setActorFacing(0, 2, 25, 180);
- _actor[0].act[2].state = 65;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 83:
- smlayer_setActorLayer(0, 2, 6);
- _actor[0].weaponClass = 0;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 1;
- if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) {
- smlayer_setActorFacing(0, 2, 23, 180);
- _actor[0].act[2].state = 84;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 84:
- smlayer_setActorLayer(0, 2, 6);
- _actor[0].weaponClass = 0;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 0;
- if (_actor[0].act[2].frame >= 5) {
- smlayer_setActorFacing(0, 2, 25, 180);
- _actor[0].act[2].state = 66;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 75:
- smlayer_setActorLayer(0, 2, 6);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 1;
- if (_actor[0].act[2].frame >= 4 && !_kickBenProgress) {
- smlayer_setActorFacing(0, 2, 23, 180);
- _actor[0].act[2].state = 76;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 76:
- smlayer_setActorLayer(0, 2, 6);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].field_44 = 0;
- if (_actor[0].act[2].frame >= 4) {
- smlayer_setActorFacing(0, 2, 25, 180);
- _actor[0].act[2].state = 62;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 2:
- smlayer_setActorLayer(0, 2, 4);
- smlayer_setActorFacing(0, 2, 17, 180);
- _actor[0].kicking = 1;
- _actor[0].weaponClass = 1;
- _actor[0].act[2].state = 3;
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- smlayer_startSound1(63);
- break;
- case 3:
- smlayer_setActorLayer(0, 2, 4);
- _actor[0].weaponClass = 1;
- if (_actor[0].act[2].frame == 2) {
- if (_currEnemy != EN_CAVEFISH) {
- tmp = calcBenDamage(1, 1);
- if (tmp == 1)
- smlayer_startSound1(60);
- if (tmp == 1000)
- smlayer_startSound1(62);
- } else {
- if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
- (_actor[1].x - _actor[0].x >= weaponMinRange(0)) &&
- !_actor[0].field_54)
- prepareScenePropScene(scenePropIdx[1], 0, 0);
- }
- }
- if (_actor[0].act[2].frame >= 4) {
- smlayer_setActorFacing(0, 2, 20, 180);
- _actor[0].act[2].state = 4;
- }
-
- _actor[0].kicking = 1;
- _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;
- if (_actor[0].act[2].frame >= 2) {
- smlayer_setActorFacing(0, 2, 9, 180);
- _actor[0].act[2].state = 1;
- _actor[0].act[2].animTilt = -1000;
- _actor[0].weaponClass = 2;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 5:
- smlayer_setActorLayer(0, 2, 5);
- break;
- case 10:
- smlayer_setActorLayer(0, 2, 4);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
- smlayer_setActorFacing(0, 2, 19, 180);
- _actor[0].act[2].state = 11;
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- smlayer_startSound1(75);
- break;
- case 11:
- smlayer_setActorLayer(0, 2, 4);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
- if (_actor[0].act[2].frame >= 2) {
- if (_currEnemy == EN_VULTM2) {
- if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
- (_actor[1].x - _actor[0].x >= weaponMinRange(0)) &&
- calcBenDamage(0, 0)) {
- smlayer_setActorFacing(0, 2, 20, 180);
- _actor[0].act[2].state = 97;
- _actor[0].act[2].room = 0;
- _actor[0].act[1].room = 0;
- _actor[0].act[0].room = 0;
- smlayer_setActorLayer(0, 2, 25);
- smlayer_setActorCostume(1, 2, readArray(_numberArray, 45));
- smlayer_setActorFacing(1, 2, 6, 180);
- smlayer_startSound1(101);
- _actor[1].act[2].state = 97;
- _actor[1].lost = 1;
- _actor[1].act[2].room = 1;
- _actor[1].act[1].room = 0;
- _actor[1].act[0].room = 0;
- } else {
- smlayer_setActorFacing(0, 2, 20, 180);
- _actor[0].act[2].state = 12;
- }
- } else {
- smlayer_setActorFacing(0, 2, 20, 180);
- _actor[0].act[2].state = 12;
- }
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 97:
- smlayer_setActorLayer(0, 2, 5);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
- if (_actor[0].act[2].frame >= 5) {
- _actor[0].act[2].room = 1;
- _actor[0].act[1].room = 1;
- _actor[0].act[0].room = 1;
- smlayer_setActorFacing(0, 2, 21, 180);
- _actor[0].act[2].state = 13;
- _actor[0].x = _actor[1].x - 116;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 12:
- smlayer_setActorLayer(0, 2, 4);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
- if (_actor[0].act[2].frame >= 1) {
- if (_currEnemy != EN_CAVEFISH) {
- switch (_actor[1].weapon) {
- case INV_CHAIN:
- case INV_CHAINSAW:
- case INV_MACE:
- case INV_2X4:
- case INV_DUST:
- tmp = calcBenDamage(1, 1);
- if (tmp == 1)
- smlayer_startSound1(73);
- if (tmp == 1000)
- smlayer_startSound1(74);
- break;
- case INV_WRENCH:
- case INV_BOOT:
- case INV_HAND:
- if(calcBenDamage(1, 0) == 1)
- smlayer_startSound1(73);
- break;
- }
- } else {
- if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
- (_actor[1].x - _actor[0].x >= weaponMinRange(0)) &&
- !_actor[0].field_54)
- prepareScenePropScene(scenePropIdx[1], 0, 0);
-
- }
- smlayer_setActorFacing(0, 2, 21, 180);
- _actor[0].act[2].state = 13;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 13:
- smlayer_setActorLayer(0, 2, 5);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- if (_actor[0].act[2].frame >= 3) {
- smlayer_setActorFacing(0, 2, 25, 180);
- _actor[0].act[2].state = 63;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 6:
- smlayer_setActorLayer(0, 2, 4);
- _actor[0].weaponClass = 2;
- _actor[0].field_34 = 1;
- _actor[0].kicking = 0;
- smlayer_setActorCostume(0, 2, readArray(_numberArray, 22));
- smlayer_setActorFacing(0, 2, 19, 180);
- _actor[0].act[2].state = 7;
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- smlayer_startSound1(66);
- break;
- case 7:
- smlayer_setActorLayer(0, 2, 4);
- _actor[0].weaponClass = 2;
- _actor[0].field_34 = 1;
- _actor[0].kicking = 0;
- if (_actor[0].act[2].frame >= 1) {
- smlayer_setActorFacing(0, 2, 20, 180);
- _actor[0].act[2].state = 8;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 8:
- smlayer_setActorLayer(0, 2, 4);
- _actor[0].weaponClass = 2;
- _actor[0].field_34 = 1;
- _actor[0].kicking = 0;
- if ((_actor[0].act[2].frame == 3) && (calcBenDamage(0, 0) == 1)) {
- _actor[1].damage = weaponDamage(0);
- smlayer_startSound1(64);
- _actor[1].cursorX = 320;
- }
- if (_actor[0].act[2].frame >= 5) {
- smlayer_setActorFacing(0, 2, 21, 180);
- _actor[0].act[2].state = 9;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 9:
- smlayer_setActorLayer(0, 2, 5);
- _actor[0].weaponClass = 2;
- _actor[0].field_34 = 1;
- _actor[0].kicking = 0;
- if (_actor[0].act[2].frame >= 3) {
- smlayer_setActorCostume(0, 2, readArray(_numberArray, 12));
- _actor[0].field_34 = 2;
- _actor[0].act[2].state = 1;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 14:
- smlayer_setActorLayer(0, 2, 8);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
- smlayer_setActorFacing(0, 2, 19, 180);
- _actor[0].act[2].state = 15;
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- smlayer_startSound1(78);
- break;
- case 15:
- smlayer_setActorLayer(0, 2, 8);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
- if (_actor[0].act[2].frame >= 2) {
- switch (_actor[1].weapon) {
- case INV_CHAIN:
- case INV_CHAINSAW:
- if (weaponBenIsEffective()) {
- smlayer_setActorFacing(0, 2, 22, 180);
- _actor[0].act[2].state = 81;
- } else {
- smlayer_setActorFacing(0, 2, 20, 180);
- _actor[0].act[2].state = 16;
- }
- break;
- case INV_MACE:
- if (!_actor[1].kicking || _actor[1].field_44)
- if (actor1StateFlags(_actor[1].act[2].state)) {
- smlayer_setActorFacing(0, 2, 20, 180);
- _actor[0].act[2].state = 106;
- break;
- }
- default:
- smlayer_setActorFacing(0, 2, 20, 180);
- _actor[0].act[2].state = 16;
- break;
- }
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 16:
- smlayer_setActorLayer(0, 2, 8);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
- if (_actor[0].act[2].frame >= 1) {
- switch (_actor[1].weapon) {
- case INV_CHAIN:
- case INV_CHAINSAW:
- tmp = calcBenDamage(1, 1);
- if (tmp == 1)
- smlayer_startSound1(76);
- if (tmp == 1000)
- smlayer_startSound1(77);
- break;
- case INV_BOOT:
- calcBenDamage(0, 1);
- break;
- case INV_DUST:
- if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
- (_actor[1].x - _actor[0].x >= weaponMinRange(0))) {
- smlayer_startSound1(76);
- _actor[1].damage = weaponDamage(0);
- }
- break;
- default:
- if (calcBenDamage(1, 0))
- smlayer_startSound1(76);
- break;
- }
- smlayer_setActorFacing(0, 2, 21,180);
- _actor[0].act[2].state = 17;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 17:
- smlayer_setActorLayer(0, 2, 5);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- if (_actor[0].act[2].frame >= 2) {
- smlayer_setActorFacing(0, 2, 26, 180);
- _actor[0].act[2].state = 64;
- smlayer_stopSound(76);
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 18:
- smlayer_setActorLayer(0, 2, 4);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
- smlayer_setActorFacing(0, 2, 19, 180);
- _actor[0].act[2].state = 19;
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- smlayer_startSound1(69);
- break;
- case 19:
- smlayer_setActorLayer(0, 2, 4);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
- if (_actor[0].act[2].frame >= 1) {
- switch (_actor[1].weapon) {
- case INV_CHAIN:
- if (_actor[1].kicking) {
- _actor[1].act[2].state = 108;
- _actor[0].act[2].state = 110;
- } else {
- smlayer_setActorFacing(0, 2, 20, 180);
- _actor[0].act[2].state = 20;
- }
- break;
- case INV_CHAINSAW:
- if (_actor[1].kicking || _actor[1].field_44)
- _actor[0].act[2].state = 106;
- else {
- smlayer_setActorFacing(0, 2, 20, 180);
- _actor[0].act[2].state = 20;
- }
- break;
- case INV_MACE:
- case INV_2X4:
- if (weaponBenIsEffective()) {
- smlayer_setActorFacing(0, 2, 22, 180);
- _actor[0].act[2].state = 77;
- break;
- }
- default:
- smlayer_setActorFacing(0, 2, 19, 180);
- _actor[0].act[2].state = 19;
- break;
- }
- smlayer_setActorFacing(0, 2, 20, 180);
- _actor[0].act[2].state = 20;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 20:
- smlayer_setActorLayer(0, 2, 4);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
- if (_actor[0].act[2].frame >= 1) {
- if (_currEnemy != EN_CAVEFISH) {
- switch (_actor[1].weapon) {
- case INV_CHAINSAW:
- case INV_MACE:
- case INV_2X4:
- case INV_BOOT:
- tmp = calcBenDamage(1, 1);
- if (tmp == 1)
- smlayer_startSound1(67);
- if (tmp == 1000)
- smlayer_startSound1(68);
- break;
- default:
- smlayer_setActorFacing(0, 2, 19, 180);
- _actor[0].act[2].state = 19;
- break;
- }
- } else {
- if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
- (_actor[1].x - _actor[0].x >= weaponMinRange(0)) &&
- !_actor[0].field_54)
- prepareScenePropScene(scenePropIdx[1], 0, 0);
- }
- smlayer_setActorFacing(0, 2, 21, 180);
- _actor[0].act[2].state = 21;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 21:
- smlayer_setActorLayer(0, 2, 5);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- if (_actor[0].act[2].frame >= 6) {
- smlayer_setActorFacing(0, 2, 25, 180);
- _actor[0].act[2].state = 65;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 110:
- smlayer_setActorLayer(0, 2, 4);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- smlayer_setActorFacing(0, 2, 30, 180);
- _actor[0].act[2].state = 111;
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 111:
- smlayer_setActorLayer(0, 2, 4);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- if (_actor[0].act[2].frame >= 7) {
- smlayer_setActorFacing(0, 2, 25, 180);
- _actor[0].act[2].state = 65;
- _actor[0].inventory[INV_CHAIN] = 1; // Chain
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 22:
- smlayer_setActorLayer(0, 2, 6);
- _actor[0].weaponClass = 0;
- _actor[0].kicking = 1;
- smlayer_setActorFacing(0, 2, 19, 180);
- _actor[0].act[2].state = 23;
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- smlayer_startSound1(81);
- break;
- case 23:
- smlayer_setActorLayer(0, 2, 6);
- _actor[0].weaponClass = 0;
- _actor[0].kicking = 1;
- if (_actor[0].act[2].frame >= 4) {
- switch (_actor[1].weapon) {
- case INV_CHAIN:
- case INV_CHAINSAW:
- case INV_MACE:
- case INV_2X4:
- case INV_BOOT:
- case INV_DUST:
- if (weaponBenIsEffective()) {
- smlayer_setActorFacing(0, 2, 22, 180);
- _actor[0].act[2].state = 83;
- }
- break;
- default:
- smlayer_setActorFacing(0, 2, 20, 180);
- _actor[0].act[2].state = 24;
- break;
- }
- smlayer_setActorFacing(0, 2, 21, 180);
- _actor[0].act[2].state = 21;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 24:
- smlayer_setActorLayer(0, 2, 4);
- _actor[0].weaponClass = 0;
- _actor[0].kicking = 1;
- if (_actor[0].act[2].frame >= 1) {
- switch (_actor[1].weapon) {
- case INV_CHAIN:
- case INV_CHAINSAW:
- case INV_MACE:
- case INV_2X4:
- case INV_BOOT:
- case INV_DUST:
- tmp = calcBenDamage(1, 1);
- if (tmp == 1) {
- if (_currEnemy == EN_CAVEFISH) {
- _actor[1].lost = 1;
- _actor[1].act[2].state = 102;
- _actor[1].damage = _actor[1].maxdamage + 10;
- }
- smlayer_startSound1(79);
- }
- if (tmp == 1000)
- smlayer_startSound1(80);
- break;
- default:
- if (!calcBenDamage(1, 0))
- smlayer_startSound1(79);
- break;
- }
- smlayer_setActorFacing(0, 2, 21, 180);
- _actor[0].act[2].state = 25;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 25:
- smlayer_setActorLayer(0, 2, 5);
- _actor[0].weaponClass = 0;
- _actor[0].kicking = 0;
- if (_actor[0].act[2].frame >= 6) {
- smlayer_setActorFacing(0, 2, 25, 180);
- _actor[0].act[2].state = 66;
- _actor[0].weaponClass = 1;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 26:
- smlayer_setActorLayer(0, 2, 4);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
- smlayer_setActorFacing(0, 2, 19, 180);
- _actor[0].act[2].state = 27;
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- smlayer_startSound1(72);
- break;
- case 27:
- smlayer_setActorLayer(0, 2, 4);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
- if (_actor[0].act[2].frame >= 1) {
- switch (_actor[1].weapon) {
- case INV_HAND:
- smlayer_setActorFacing(0, 2, 20, 180);
- _actor[0].act[2].state = 28;
- break;
- case INV_CHAIN:
- case INV_CHAINSAW:
- case INV_MACE:
- case INV_2X4:
- case INV_BOOT:
- case INV_DUST:
- if (weaponBenIsEffective()) {
- smlayer_setActorFacing(0, 2, 22, 180);
- _actor[0].act[2].state = 75;
- break;
- }
- default:
- smlayer_setActorFacing(0, 2, 20, 180);
- _actor[0].act[2].state = 28;
- break;
- }
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 28:
- smlayer_setActorLayer(0, 2, 4);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 1;
- if (_actor[0].act[2].frame >= 3) {
- if (_currEnemy != EN_CAVEFISH) {
- switch (_actor[1].weapon) {
- case INV_CHAIN:
- case INV_CHAINSAW:
- case INV_MACE:
- case INV_2X4:
- case INV_BOOT:
- case INV_DUST:
- tmp = calcBenDamage(1, 1);
- if (tmp == 1)
- smlayer_startSound1(70);
- if (tmp == 1000)
- smlayer_startSound1(71);
- break;
- case 6:
- if (!calcBenDamage(0, 1))
- smlayer_startSound1(70);
- break;
- default:
- break;
- }
- } else {
- if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
- (_actor[1].x - _actor[0].x >= weaponMinRange(0)) &&
- !_actor[0].field_54)
- prepareScenePropScene(scenePropIdx[1], 0, 0);
- }
- smlayer_setActorFacing(0, 2, 21, 180);
- _actor[0].act[2].state = 29;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 29:
- smlayer_setActorLayer(0, 2, 5);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- if (_actor[0].act[2].frame >= 6) {
- smlayer_setActorFacing(0, 2, 25, 180);
- _actor[0].act[2].state = 62;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 30:
- smlayer_setActorLayer(0, 2, 4);
- _actor[0].weaponClass = 1;
- smlayer_setActorCostume(0, 2, readArray(_numberArray, 21));
- smlayer_setActorFacing(0, 2, 18, 180);
- _actor[0].act[2].state = 31;
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- smlayer_startSound1(84);
- break;
- case 31:
- smlayer_setActorLayer(0, 2, 4);
- _actor[0].weaponClass = 1;
- if (_actor[0].act[2].frame >= 6) {
- smlayer_setActorFacing(0, 2, 20, 180);
- _actor[0].act[2].state = 32;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 32:
- smlayer_setActorLayer(0, 2, 4);
- _actor[0].weaponClass = 1;
- if (_actor[0].act[2].frame >= 5) {
- switch (_currEnemy) {
- case EN_ROTT3:
- if (calcBenDamage(0, 0))
- _actor[1].act[2].state = 115;
- break;
- case EN_VULTF2:
- if (calcBenDamage(0, 0))
- _actor[1].act[2].state = 113;
- break;
- default:
- tmp = calcBenDamage(1, 1);
- if (tmp == 1)
- smlayer_startSound1(82);
- if (tmp == 1000)
- smlayer_startSound1(83);
- break;
- }
- smlayer_setActorFacing(0, 2, 21, 180);
- _actor[0].act[2].state = 33;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 33:
- smlayer_setActorLayer(0, 2, 5);
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- if (_actor[0].act[2].frame >= 5) {
- smlayer_setActorCostume(0, 2, readArray(_numberArray, 12));
- _actor[0].act[2].state = 1;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 36:
- smlayer_setActorLayer(0, 2, 5);
- _actor[0].kicking = 0;
- smlayer_setActorCostume(0, 2, readArray(_numberArray, 18));
- smlayer_setActorFacing(0, 2, 6, 180);
- smlayer_startSound1(96);
- switch (_currEnemy) {
- case EN_ROTT1:
- prepareScenePropScene(scenePropIdx[33], 0, 0);
- break;
- case EN_ROTT2:
- tmp = rand() % 5;
- if (!tmp)
- prepareScenePropScene(scenePropIdx[35], 0, 0);
- if (tmp == 3)
- prepareScenePropScene(scenePropIdx[36], 0, 0);
- break;
- case EN_VULTF1:
- prepareScenePropScene(scenePropIdx[6], 0, 0);
- break;
- case EN_VULTM1:
- tmp = rand() % 5;
- if (!tmp)
- prepareScenePropScene(scenePropIdx[40], 0, 0);
- if (tmp == 3)
- prepareScenePropScene(scenePropIdx[41], 0, 0);
- break;
- default:
- break;
- }
- _actor[0].act[2].state = 37;
- break;
- case 37:
- smlayer_setActorLayer(0, 2, 25);
- _actor[0].cursorX = 0;
- _actor[0].kicking = 0;
- 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)) {
- if (_currSceneId == 21) {
- queueSceneSwitch(23, 0, "benflip.san", 64, 0, 0, 0);
- } else {
- switch (_currEnemy) {
- case EN_ROTT1:
- case EN_ROTT2:
- case EN_ROTT3:
- queueSceneSwitch(9, 0, "wr2_benr.san", 64, 0, 0, 0);
- break;
- case EN_VULTF1:
- case EN_VULTM1:
- case EN_VULTF2:
- case EN_VULTM2:
- queueSceneSwitch(9, 0, "wr2_benv.san", 64, 0, 0, 0);
- break;
- case EN_CAVEFISH:
- queueSceneSwitch(9, 0, "wr2_benc.san", 64, 0, 0, 0);
- break;
- default:
- queueSceneSwitch(9, 0, "wr2_ben.san", 64, 0, 0, 0);
- break;
- }
- }
- _actor[0].act[2].state = 38;
- }
- break;
- case 38:
- if (_actor[0].act[2].frame >= 36) {
- _actor[0].act[2].frame = 0;
- if (_currSceneId == 21) {
- queueSceneSwitch(23, 0, "benflip.san", 64, 0, 0, 0);
- } else {
- switch (_currEnemy) {
- case EN_ROTT1:
- case EN_ROTT2:
- case EN_ROTT3:
- queueSceneSwitch(9, 0, "wr2_benr.san", 64, 0, 0, 0);
- break;
- case EN_VULTF1:
- case EN_VULTM1:
- case EN_VULTF2:
- case EN_VULTM2:
- queueSceneSwitch(9, 0, "wr2_benv.san", 64, 0, 0, 0);
- break;
- case EN_CAVEFISH:
- queueSceneSwitch(9, 0, "wr2_benc.san", 64, 0, 0, 0);
- break;
- default:
- queueSceneSwitch(9, 0, "wr2_ben.san", 64, 0, 0, 0);
- break;
- }
- }
- _actor[0].act[2].state = 38;
- }
- break;
- case 34:
- smlayer_setActorLayer(0, 2, 5);
- _actor[0].kicking = 0;
-
- if (!smlayer_actorNeedRedraw(0, 2)) {
- setBenState();
- _actor[0].act[2].tilt = 0;
- // for some reason there is no break at this
- // place, so tilt gets overriden on next line
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 35:
- smlayer_setActorLayer(0, 2, 5);
- _actor[0].kicking = 0;
-
- if (!smlayer_actorNeedRedraw(0, 2)) {
- switchBenWeapon();
- _actor[0].act[2].tilt = 0;
- }
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 63:
- smlayer_setActorLayer(0, 2, 5);
- if (_actor[0].act[2].animTilt) {
- smlayer_setActorFacing(0, 2, 25, 180);
- _actor[0].act[2].animTilt = 0;
- }
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 64:
- smlayer_setActorLayer(0, 2, 5);
- if (_actor[0].act[2].animTilt) {
- smlayer_setActorFacing(0, 2, 26, 180);
- _actor[0].act[2].animTilt = 0;
- }
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 65:
- smlayer_setActorLayer(0, 2, 5);
- if (_actor[0].act[2].animTilt) {
- smlayer_setActorFacing(0, 2, 25, 180);
- _actor[0].act[2].animTilt = 0;
- }
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 66:
- smlayer_setActorLayer(0, 2, 5);
- if (_actor[0].act[2].animTilt) {
- smlayer_setActorFacing(0, 2, 25, 180);
- _actor[0].act[2].animTilt = 0;
- }
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
- break;
- case 62:
- smlayer_setActorLayer(0, 2, 5);
- if (_actor[0].act[2].animTilt) {
- smlayer_setActorFacing(0, 2, 25, 180);
- _actor[0].act[2].animTilt = 0;
- }
- _actor[0].weaponClass = 1;
- _actor[0].kicking = 0;
- _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;
-
- switch (_actor[0].tilt) {
- case -3:
- if (_actor[0].act[2].animTilt != -3) {
- smlayer_setActorFacing(0, 2, 6, 180);
- _actor[0].act[2].animTilt = -3;
- }
- break;
- case -2:
- if (_actor[0].field_8 == 48)
- smlayer_setActorFacing(0, 2, 7, 180);
- _actor[0].act[2].animTilt = -2;
- break;
- case -1:
- if (_actor[0].field_8 == 46)
- smlayer_setActorFacing(0, 2, 8, 180);
- _actor[0].act[2].animTilt = -1;
- break;
- case 0:
- if (_actor[0].act[2].animTilt) {
- smlayer_setActorFacing(0, 2, 9, 180);
- _actor[0].act[2].animTilt = 0;
- }
- break;
- case 1:
- if (_actor[0].field_8 == 49)
- smlayer_setActorFacing(0, 2, 10, 180);
- _actor[0].act[2].animTilt = 1;
- break;
- case 2:
- if (_actor[0].field_8 == 51)
- smlayer_setActorFacing(0, 2, 11, 180);
- _actor[0].act[2].animTilt = 2;
- break;
- case 3:
- if (_actor[0].act[2].animTilt != 3) {
- smlayer_setActorFacing(0, 2, 12, 180);
- _actor[0].act[2].animTilt = 3;
- }
- break;
- default:
- break;
- }
- _actor[0].act[2].tilt = 0;
- break;
- default:
- break;
- }
- tmp = _actor[0].x + _actor[0].act[2].tilt + 17 + _actor[0].x1;
- tmp2 = _actor[0].y + _actor[0].y1 - 98;
-
- if (_actor[0].act[2].room)
- smlayer_putActor(0, 2, tmp, tmp2, _smlayer_room2);
- else
- smlayer_putActor(0, 2, tmp, tmp2, _smlayer_room);
-}
-
-// Bike
-void Insane::actor00Reaction(int32 buttons) {
- int32 tmpx, tmpy;
-
- switch (_actor[0].tilt) {
- case -3:
- if (_actor[0].act[0].state != 41) {
- smlayer_setActorFacing(0, 0, 6, 180);
- _actor[0].act[0].state = 41;
- }
- break;
- case -2:
- if (_actor[0].act[0].state != 40) {
- smlayer_setActorFacing(0, 0, 7, 180);
- _actor[0].act[0].state = 40;
- }
- break;
- case -1:
- if (_actor[0].act[0].state != 39) {
- smlayer_setActorFacing(0, 0, 8, 180);
- _actor[0].act[0].state = 39;
- }
- break;
- case 0:
- if (_actor[0].act[0].state != 1) {
- smlayer_setActorFacing(0, 0, 9, 180);
- _actor[0].act[0].state = 1;
- }
- break;
- case 1:
- if (_actor[0].act[0].state != 55) {
- smlayer_setActorFacing(0, 0, 10, 180);
- _actor[0].act[0].state = 55;
- }
- break;
- case 2:
- if (_actor[0].act[0].state != 56) {
- smlayer_setActorFacing(0, 0, 11, 180);
- _actor[0].act[0].state = 56;
- }
- break;
- case 3:
- if (_actor[0].act[0].state != 57) {
- smlayer_setActorFacing(0, 0, 12, 180);
- _actor[0].act[0].state = 57;
- }
- break;
- default:
- break;
- }
- tmpx = _actor[0].x + _actor[0].x1;
- tmpy = _actor[0].y + _actor[0].y1;
-
- if (_actor[0].act[0].room)
- smlayer_putActor(0, 0, tmpx, tmpy, _smlayer_room2);
- else
- smlayer_putActor(0, 0, tmpx, tmpy, _smlayer_room);
-}
-
-// Bike top
-void Insane::actor01Reaction(int32 buttons) {
- int32 tmpx, tmpy;
-
- chooseBenWeaponAnim(buttons);
-
- switch (_actor[0].tilt) {
- case -3:
- if (_actor[0].act[1].state != 41 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
- setBenAnimation(0, 6);
- _actor[0].act[1].state = 41;
- }
-
- if (_actor[0].cursorX >= -100) {
- setBenAnimation(0, 7);
- _actor[0].act[1].state = 40;
- _actor[0].field_8 = 48;
- _actor[0].tilt = -2;
- }
- break;
- case -2:
- if (_actor[0].act[1].state != 40 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
- setBenAnimation(0, 7);
- _actor[0].act[1].state = 40;
- }
- if (_actor[0].field_8 == 48)
- _actor[0].tilt = -1;
- else
- _actor[0].tilt = -3;
- break;
- case -1:
- if (_actor[0].act[1].state != 39 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
- setBenAnimation(0, 8);
- _actor[0].act[1].state = 39;
- }
-
- if (_actor[0].field_8 == 48)
- _actor[0].tilt = 0;
- else
- _actor[0].tilt = -2;
- break;
- case 0:
- if (_actor[0].act[1].state != 1 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
- setBenAnimation(0, 9);
- _actor[0].act[1].state = 1;
- }
- _actor[0].field_8 = 1;
- if (_actor[0].cursorX < -100) {
- setBenAnimation(0, 8);
- _actor[0].act[1].state = 39;
- _actor[0].field_8 = 46;
- _actor[0].tilt = -1;
- } else {
- if (_actor[0].cursorX > 100) {
- setBenAnimation(0, 10);
- _actor[0].act[1].state = 55;
- _actor[0].field_8 = 49;
- _actor[0].tilt = 1;
- }
- }
- break;
- case 1:
- if (_actor[0].act[1].state != 55 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
- setBenAnimation(0, 10);
- _actor[0].act[1].state = 55;
- }
- if (_actor[0].field_8 == 51)
- _actor[0].tilt = 0;
- else
- _actor[0].tilt = 2;
- break;
- case 2:
- if (_actor[0].act[1].state != 56 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
- setBenAnimation(0, 11);
- _actor[0].act[1].state = 56;
- }
- if (_actor[0].field_8 == 51)
- _actor[0].tilt = 1;
- else
- _actor[0].tilt = 3;
- break;
- case 3:
- if (_actor[0].act[1].state != 57 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
- setBenAnimation(0, 12);
- _actor[0].act[1].state = 57;
- }
-
- if (_actor[0].cursorX <= 100) {
- setBenAnimation(0, 11);
- _actor[0].act[1].state = 56;
- _actor[0].field_8 = 51;
- _actor[0].tilt = 2;
- }
- break;
- }
-
- if (_actor[0].field_38 != _actor[0].field_34) {
- if (_actor[0].field_34 == 2)
- smlayer_setActorFacing(0, 1, 28, 180);
- else
- smlayer_setActorFacing(0, 1, 27, 180);
- }
-
- tmpx = _actor[0].x + _actor[0].x1;
- tmpy = _actor[0].y + _actor[0].y1;
-
- if (_actor[0].act[1].room)
- smlayer_putActor(0, 1, tmpx, tmpy, _smlayer_room2);
- else
- smlayer_putActor(0, 1, tmpx, tmpy, _smlayer_room);
-
- _actor[0].animWeaponClass = _actor[0].weaponClass;
- _actor[0].field_38 = _actor[0].field_34;
-}
-
-void Insane::actor03Reaction(int32 buttons) {
- int32 tmp;
-
- switch (_actor[0].act[3].state) {
- case 117:
- reinitActors();
- smlayer_setActorFacing(0, 3, 13, 180);
- _actor[0].act[3].state = 69;
- break;
- case 69:
- if (_actor[0].act[3].frame >= 2)
- _actor[0].act[3].state = 70;
- break;
- case 70:
- if (_actor[0].scenePropSubIdx) {
- smlayer_setActorFacing(0, 3, 4, 180);
- tmp = _currScenePropIdx + _actor[0].scenePropSubIdx;
- if (!smlayer_startSound2(_sceneProp[tmp].sound))
- _actor[0].runningSound = 0;
- else
- _actor[0].runningSound = _sceneProp[tmp].sound;
- _actor[0].act[3].state = 72;
- } else {
- _actor[0].act[3].state = 118;
- }
- break;
- case 72:
- if (_actor[0].runningSound) {
- if (!smlayer_isSoundRunning(_actor[0].runningSound)) {
- smlayer_setActorFacing(0, 3, 5, 180);
- _actor[0].act[3].state = 70;
- _actor[0].scenePropSubIdx = 0;
- }
- } else {
- tmp = _currScenePropIdx + _actor[0].scenePropSubIdx;
- if (_sceneProp[tmp].counter >= _sceneProp[tmp].maxCounter) {
- smlayer_setActorFacing(0, 3, 5, 180);
- _actor[0].act[3].state = 70;
- _actor[0].scenePropSubIdx = 0;
- _actor[0].runningSound = 0;
- }
- }
- break;
- case 118:
- smlayer_setActorFacing(0, 3, 14, 180);
- _actor[0].act[3].state = 71;
- break;
- case 71:
- _actor[0].field_54 = 0;
- if (_actor[0].act[3].frame >= 2)
- _actor[0].act[3].state = 1;
- break;
- case 52:
- if (_actor[0].runningSound)
- smlayer_stopSound(_actor[0].runningSound);
-
- if (_currScenePropIdx)
- shutCurrentScene();
-
- _actor[0].runningSound = 0;
- _actor[0].defunct = 0;
- _actor[0].field_54 = 0;
- smlayer_setActorFacing(0, 3, 15, 180);
- _actor[0].act[3].state = 53;
- break;
- case 53:
- if (_actor[0].act[3].frame >= 2) {
- smlayer_setActorFacing(0, 3, 16, 180);
- _actor[0].act[3].state = 54;
- }
- break;
- case 54:
- break;
- case 1:
- _actor[0].field_54 = 0;
- break;
- default:
- break;
- }
-}
-
-void Insane::chooseBenWeaponAnim(int buttons) {
- // kick
- if ((buttons & 1) && (_currEnemy != EN_TORQUE)) {
- if (!_kickBenProgress && actor0StateFlags2(_actor[0].act[2].state + _actor[0].weapon * 238)) {
- switch (_actor[0].weapon) {
- case INV_CHAIN:
- _actor[0].act[2].state = 10;
- break;
- case INV_CHAINSAW:
- _actor[0].act[2].state = 14;
- break;
- case INV_MACE:
- _actor[0].act[2].state = 18;
- break;
- case INV_2X4:
- _actor[0].act[2].state = 22;
- break;
- case INV_WRENCH:
- _actor[0].act[2].state = 26;
- break;
- case INV_BOOT:
- _actor[0].act[2].state = 6;
- break;
- case INV_HAND:
- _actor[0].act[2].state = 2;
- break;
- case INV_DUST:
- _actor[0].act[2].state = 30;
- break;
- default:
- break;
- }
- _actor[0].kicking = 1;
- _kickBenProgress = true;
- }
- } else {
- _kickBenProgress = false;
- }
-
- // switch weapon
- if ((buttons & 2) && (_currEnemy != EN_TORQUE)) {
- if (_weaponBenJustSwitched)
- return;
-
- if (!actor0StateFlags1(_actor[0].act[2].state))
- return;
-
- switch (_actor[0].weapon) {
- case INV_CHAIN:
- case INV_CHAINSAW:
- case INV_MACE:
- case INV_2X4:
- case INV_WRENCH:
- _actor[0].act[2].state = 35;
- smlayer_setActorFacing(0, 2, 24, 180);
- break;
- case INV_BOOT:
- case INV_HAND:
- case INV_DUST:
- _actor[0].act[2].state = 0;
- switchBenWeapon();
- }
-
- _weaponBenJustSwitched = true;
- } else {
- _weaponBenJustSwitched = false;
- }
-}
-
-void Insane::setBenAnimation(int32 actornum, int anim) {
- if (anim <= 12)
- smlayer_setActorFacing(actornum, 1,
- actorAnimationData[_actor[actornum].weaponClass * 7 + anim - 6], 180);
-}
-
-void Insane::switchBenWeapon(void) {
- do {
- _actor[0].weapon++;
- if (_actor[0].weapon > 7)
- _actor[0].weapon = INV_CHAIN;
-
- } while (!_actor[0].inventory[_actor[0].weapon]);
-
- switch (_actor[0].weapon) {
- case INV_CHAIN:
- smlayer_setActorCostume(0, 2, readArray(_numberArray, 20));
- smlayer_setActorFacing(0, 2, 18, 180);
- _actor[0].weaponClass = 0;
- _actor[0].act[2].state = 34;
- break;
- case INV_CHAINSAW:
- smlayer_setActorCostume(0, 2, readArray(_numberArray, 24));
- smlayer_setActorFacing(0, 2, 18, 180);
- _actor[0].weaponClass = 0;
- _actor[0].act[2].state = 34;
- break;
- case INV_MACE:
- smlayer_setActorCostume(0, 2, readArray(_numberArray, 23));
- smlayer_setActorFacing(0, 2, 18, 180);
- _actor[0].weaponClass = 0;
- _actor[0].act[2].state = 34;
- break;
- case INV_2X4:
- if (_currEnemy == EN_CAVEFISH)
- smlayer_setActorCostume(0, 2, readArray(_numberArray, 38));
- else
- smlayer_setActorCostume(0, 2, readArray(_numberArray, 19));
-
- smlayer_setActorFacing(0, 2, 18, 180);
- _actor[0].weaponClass = 0;
- _actor[0].act[2].state = 34;
- break;
- case INV_WRENCH:
- smlayer_setActorCostume(0, 2, readArray(_numberArray, 25));
- smlayer_setActorFacing(0, 2, 18, 180);
- _actor[0].weaponClass = 0;
- _actor[0].act[2].state = 34;
- break;
- case INV_BOOT:
- case INV_HAND:
- case INV_DUST:
- smlayer_setActorCostume(0, 2, readArray(_numberArray, 12));
- _actor[0].weaponClass = 2;
- _actor[0].act[2].state = 1;
- break;
- default:
- break;
- }
-}
-
-int32 Insane::weaponMaxRange(int32 actornum) {
- static int map[8] = {135, 125, 130, 125, 120, 104, 104, 104};
-
- if (_actor[actornum].weapon == -1)
- return 104;
-
- return map[_actor[actornum].weapon];
-}
-
-int32 Insane::weaponMinRange(int32 actornum) {
- static int map[8] = {80, 40, 80, 40, 80, 80, 40, 50};
-
- if (_actor[actornum].weapon == -1)
- return 40;
-
- return map[_actor[actornum].weapon];
-}
-
-int32 Insane::weaponDamage(int32 actornum) {
- static int map[8] = {20, 300, 25, 40, 15, 10, 10, 5};
-
- if (_actor[actornum].weapon == -1)
- return 10;
-
- return map[_actor[actornum].weapon];
-}
-
-bool Insane::weaponBenIsEffective(void) {
- if ((_actor[1].x - _actor[0].x > weaponMaxRange(0)) ||
- (_actor[1].x - _actor[0].x < weaponMinRange(0)) ||
- !_actor[1].kicking)
- return false;
-
- return true;
-}
-
-void Insane::prepareScenePropScene(int32 scenePropNum, bool arg_4, bool arg_8) {
- int tmp;
-
- if (!loadScenePropSounds(scenePropNum))
- return;
-
- _actor[0].defunct = arg_4;
- _actor[1].defunct = arg_8;
- _currScenePropIdx = scenePropNum;
- _sceneProp[scenePropNum + 1].counter = 0;
- _currScenePropSubIdx = 1;
- if (_sceneProp[scenePropNum + 1].trsId)
- _currTrsMsg = handleTrsTag(_trsFilePtr, _sceneProp[scenePropNum + 1].trsId);
- else
- _currTrsMsg = 0;
-
- tmp = _sceneProp[scenePropNum + 1].actor;
- if (tmp != -1) {
- _actor[tmp].field_54 = 1;
- _actor[tmp].act[3].state = 117;
- _actor[tmp].scenePropSubIdx = _currScenePropSubIdx;
- }
-}
-
-int32 Insane::calcBenDamage(bool arg_0, bool arg_4) {
- if ((_actor[1].x - _actor[0].x > weaponMaxRange(0)) ||
- (_actor[1].x - _actor[0].x < weaponMinRange(0)))
- return 0;
-
- if (_actor[1].field_44 && arg_4)
- return 1000;
-
- if (!actor1StateFlags(_actor[1].act[2].state))
- return 0;
-
- if (arg_0) {
- ouchSoundEnemy();
- _actor[1].damage += weaponDamage(0);
- }
-
- return 1;
-}
-
-void Insane::ouchSoundEnemy(void) {
- int32 tmp;
-
- _actor[1].act[3].state = 52;
-
- switch (_currEnemy) {
- case EN_VULTF1:
- if (_actor[0].weapon == INV_DUST) {
- smlayer_startSound2(287);
- } else {
- if (rand() % 2) {
- smlayer_startSound2(279);
- } else {
- smlayer_startSound2(280);
- }
- }
- break;
- case EN_VULTF2:
- smlayer_startSound2(271);
- break;
- case EN_VULTM1:
- smlayer_startSound2(162);
- break;
- case EN_ROTT1:
- tmp = rand() % 3;
-
- if (!tmp) {
- smlayer_startSound2(216);
- } else if (tmp == 1) {
- smlayer_startSound2(217);
- } else {
- smlayer_startSound2(218);
- }
- break;
- case EN_ROTT2:
- tmp = rand() % 3;
-
- if (!tmp) {
- smlayer_startSound2(243);
- } else if (tmp == 1) {
- smlayer_startSound2(244);
- } else {
- smlayer_startSound2(245);
- }
- break;
- case EN_VULTM2:
- smlayer_startSound2(180);
- break;
- default:
- smlayer_startSound2(99);
- break;
- }
-}
-
-bool Insane::loadScenePropSounds(int32 scenePropNum) {
- int32 num = 0;
- int32 res = 1;
-
- if (_sceneProp[scenePropNum + num].index != 1) {
- while (num < 12) {
- res &= smlayer_loadSound(_sceneProp[scenePropNum + num].sound, 0, 2);
- num = _sceneProp[scenePropNum + num].index;
-
- if (!num)
- break;
- }
- }
-
- return res != 0;
-}
-
-int32 Insane::setBenState(void) {
- _actor[0].act[2].animTilt = -1000;
-
- switch (_actor[0].weapon) {
- case INV_CHAIN:
- _actor[0].weaponClass = 1;
- _actor[0].act[2].state = 63;
- break;
- case INV_CHAINSAW:
- _actor[0].weaponClass = 1;
- _actor[0].act[2].state = 64;
- break;
- case INV_MACE:
- _actor[0].weaponClass = 1;
- _actor[0].act[2].state = 65;
- break;
- case INV_2X4:
- _actor[0].weaponClass = 1;
- _actor[0].act[2].state = 66;
- break;
- case INV_WRENCH:
- _actor[0].weaponClass = 1;
- _actor[0].act[2].state = 62;
- break;
- case INV_BOOT:
- case INV_HAND:
- case INV_DUST:
- _actor[0].weaponClass = 2;
- _actor[0].act[2].state = 1;
- break;
- default:
- break;
- }
- return _actor[0].act[2].state;
-}
-
-void Insane::reinitActors(void) {
- smlayer_setActorCostume(0, 2, readArray(_numberArray, 12));
- smlayer_setActorCostume(0, 0, readArray(_numberArray, 14));
- smlayer_setActorCostume(0, 1, readArray(_numberArray, 13));
- smlayer_setActorLayer(0, 1, 1);
- smlayer_setActorLayer(0, 2, 5);
- smlayer_setActorLayer(0, 0, 10);
- _actor[0].weapon = INV_HAND;
- _actor[0].weaponClass = 2;
- _actor[0].animWeaponClass = 0;
- _actor[0].field_34 = 2;
- _actor[0].field_38 = 0;
- _actor[0].tilt = 0;
- _actor[0].field_8 = 1;
- _actor[0].act[2].state = 1;
- _actor[0].act[2].animTilt = 1;
- _actor[0].act[0].state = 0;
- _actor[0].act[1].state = 1;
- _actor[0].act[2].room = 1;
- _actor[0].act[1].room = 1;
- _actor[0].act[0].room = 1;
- _actor[0].cursorX = 0;
-}
-
-int Insane::calcTilt(int speed) {
- const int tilt[7] = {-5, -4, -2, 0, 2, 4, 5};
- if (speed + 3 > 6)
- return 0;
-
- return tilt[speed + 3];
-}
-
-bool Insane::actor1StateFlags(int state) {
- // This is compressed table. It contains indexes where state
- // changes. I.e. 0-33: true, 34-38: false 39-72: true, etc.
- const int spans[] = {0, 34, 39, 73, 89, 90, 92, 93, 99, 100, 117};
- bool retvalue = 0;
- unsigned int i;
-
- for (i = 0; i < sizeof(spans); i++) {
- retvalue = !retvalue;
- if (spans[i] <= state)
- break;
- }
- return retvalue;
-}
-
-void Insane::escapeKeyHandler(void) {
- struct fluConf *flu;
-
- //if (!_ptrMainLoop) { } // We don't need it
- // Demo has different insane, so disable it now
- if (!_insaneIsRunning || _vm->_features & GF_DEMO) {
- smush_setToFinish();
- return;
- }
-
- if (_needSceneSwitch || _keyboardDisable)
- return;
-
- debug(0, "scene: %d", _currSceneId);
- switch (_currSceneId) {
- case 1:
- queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame1, 1300);
- setWordInString(_numberArray, 9, 0);
- break;
- case 18:
- queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame1, 1300);
- setWordInString(_numberArray, 9, 1);
- break;
- case 2:
- flu = &_fluConf[14 + _iactSceneId2];
- queueSceneSwitch(flu->sceneId, *flu->fluPtr, flu->filenamePtr, 64, 0,
- flu->startFrame, flu->numFrames);
- break;
- case 3:
- queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame1, 1300);
- break;
- case 4:
- if (_needSceneSwitch)
- return;
-
- if (readArray(_numberArray, 6)) {
- if (readArray(_numberArray, 4)) {
- queueSceneSwitch(14, 0, "hitdust2.san", 64, 0, 0, 0);
- } else {
- queueSceneSwitch(14, 0, "hitdust4.san", 64, 0, 0, 0);
- }
- } else {
- if (readArray(_numberArray, 4)) {
- queueSceneSwitch(14, 0, "hitdust1.san", 64, 0, 0, 0);
- } else {
- queueSceneSwitch(14, 0, "hitdust3.san", 64, 0, 0, 0);
- }
- }
- break;
- case 5:
- if (readArray(_numberArray, 4)) {
- if (_needSceneSwitch)
- return;
- queueSceneSwitch(15, 0, "vistthru.san", 64, 0, 0, 0);
- } else {
- setWordInString(_numberArray, 1, _val53d);
- smush_setToFinish();
- }
- break;
- case 6:
- if (readArray(_numberArray, 4)) {
- if (_needSceneSwitch)
- return;
- queueSceneSwitch(15, 0, "chasthru.san", 64, 0, 0, 0);
- } else {
- if (readArray(_numberArray, 5)) {
- setWordInString(_numberArray, 1, _val57d);
- smush_setToFinish();
- } else {
- setWordInString(_numberArray, 4, 1);
- queueSceneSwitch(15, 0, "chasout.san", 64, 0, 0, 0);
- }
- }
- break;
- case 8:
- flu = &_fluConf[7 + _iactSceneId2];
- queueSceneSwitch(flu->sceneId, *flu->fluPtr, flu->filenamePtr, 64, 0,
- flu->startFrame, flu->numFrames);
- break;
- case 7:
- flu = &_fluConf[0 + _iactSceneId2];
- queueSceneSwitch(flu->sceneId, *flu->fluPtr, flu->filenamePtr, 64, 0,
- flu->startFrame, flu->numFrames);
- break;
- case 23:
- _actor[0].damage = 0;
- queueSceneSwitch(21, 0, "rottfite.san", 64, 0, 0, 0);
- break;
- case 9:
- _actor[0].damage = 0;
- queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame, 1300);
- break;
- case 10:
- _actor[0].damage = 0;
- queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame1, 1300);
- break;
- case 13:
- queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame, 1300);
- break;
- case 24:
- queueSceneSwitch(21, 0, "rottfite.san", 64, 0, 0, 0);
- break;
- case 16:
- setWordInString(_numberArray, 4, 0);
- setWordInString(_numberArray, 5, 1);
- setWordInString(_numberArray, 1, _val56d);
- setWordInString(_numberArray, 3, _val55d);
- smush_setToFinish();
- break;
- case 15:
- switch (_tempSceneId) {
- case 5:
- queueSceneSwitch(6, 0, "toranch.san", 64, 0, 0, 530);
- break;
- case 6:
- queueSceneSwitch(4, 0, "tovista1.san", 64, 0, 0, 230);
- break;
- default:
- break;
- }
- break;
- default:
- break;
- }
-}
-
-bool Insane::actor0StateFlags1(int state) {
- const int spans[] = {0, 2, 34, 35, 39, 69, 98, 100, 117};
- bool retvalue = 0;
- unsigned int i;
-
- for (i = 0; i < sizeof(spans); i++) {
- retvalue = !retvalue;
- if (spans[i] <= state)
- break;
- }
- return retvalue;
-}
-
-bool Insane::actor0StateFlags2(int state) {
- const int spans[] = {0, 10, 14, 34, 39, 73, 75, 79, 81, 90, 93, 94,
- 98, 100, 117, 133, 136, 153, 158, 200, 202, 209, 212, 213, 217,
- 219, 236, 256, 259, 272, 277, 311, 312, 315, 317, 328, 331, 332,
- 336, 338, 355, 379, 382, 391, 396, 440, 441, 447, 450, 451, 455,
- 457, 474, 502, 505, 510, 515, 549, 553, 566, 569, 570, 574, 576,
- 593, 601, 604, 629, 634, 680, 682, 685, 688, 689, 693, 695, 712,
- 716, 718, 748, 753, 787, 788, 804, 807, 808, 812, 814, 831, 863,
- 866, 867, 872, 920, 922, 923, 926, 927, 931, 933, 950};
- bool retvalue = 0;
- unsigned int i;
-
- for (i = 0; i < sizeof(spans); i++) {
- retvalue = !retvalue;
- if (spans[i] <= state)
- break;
- }
- return retvalue;
-}
-
-// smlayer_loadSound1 && smlayer_loadSound2
-int Insane::smlayer_loadSound(int id, int flag, int phase) {
- int resid;
-
- if (phase == 1) {
- if (_idx2Exceeded != 0)
- if (_objArray2Idx >= _objArray2Idx2)
- return 0;
- }
- resid = readArray(_numberArray, id);
-
- if (!resid && phase == 2)
- return 0;
-
- if (phase == 2)
- _vm->ensureResourceLoaded(rtSound, resid);
-
- _vm->setResourceCounter(rtSound, resid, 1);
-
- if (phase == 1) {
- _objArray2Idx2++;
- _objArray2[_objArray2Idx2] = id;
- if (_objArray2Idx2 >= 100) {
- _idx2Exceeded = 1;
- _objArray2Idx2 = 0;
- }
- }
- return resid;
-}
-
-void Insane::IMUSE_shutVolume(void) {
- debug(0, "***************************************************");
- _vm->_imuse->pause(true);
-}
-
-void Insane::IMUSE_restoreVolume(void) {
- debug(0, "***************************************************");
- _vm->_imuse->pause(false);
-}
-
-// smlayer_loadCostume1 && smlayer_loadCostume2
-int Insane::smlayer_loadCostume(int id, int phase) {
- int resid;
- resid = readArray(_numberArray, id);
-
- if (!resid)
- return 0;
-
- _vm->ensureResourceLoaded(rtCostume, resid);
- _vm->setResourceCounter(rtCostume, resid, 1);
-
- // smlayer_lock(rtCostume, resid); // FIXME
-
- if (phase == 1) {
- _objArray1Idx2++;
- _objArray1[_objArray1Idx2] = id;
- if (_objArray1Idx2 == 100)
- _objArray1Idx2 = 0;
- }
-
- return resid;
-}
-
-void Insane::smlayer_setActorCostume(int actornum, int actnum, int costume) {
- Actor *a = _vm->derefActor(_actor[actornum].act[actnum].actor, "smlayer_setActorCostume");
- a->setActorCostume(costume);
- a->setDirection(180);
- a->startAnimActor(1);
- _actor[actornum].act[actnum].frame = 0;
-}
-
-void Insane::smlayer_putActor(int actornum, int actnum, int x, int y, byte room) {
- Actor *a = _vm->derefActor(_actor[actornum].act[actnum].actor, "smlayer_putActor");
- a->putActor(x, y, room);
-}
-
-void Insane::smlayer_setActorLayer(int actornum, int actnum, int layer) {
- Actor *a = _vm->derefActor(_actor[actornum].act[actnum].actor, "smlayer_setActorLayer");
- a->layer = layer;
-}
-
-void Insane::smlayer_setFluPalette(byte *pal, int shut_flag) {
- // FIXME. We can't run it without SmushPlayer object
- // if (shut_flag)
- // // FIXME: shut colors and make picture appear smoothly
- // SmushPlayer::setPalette(pal);
- // else
- _player->setPalette(pal);
-}
-
-bool Insane::smlayer_isSoundRunning(int32 sound) {
- return _vm->_sound->isSoundRunning(readArray(_numberArray, sound)) != 0;
-}
-
-bool Insane::smlayer_startSound1(int32 sound) {
- if (smlayer_loadSound(sound, 0, 2)) {
- _vm->_imuseDigital->startSfx(readArray(_numberArray, sound));
- return true;
- } else
- return false;
-}
-
-bool Insane::smlayer_startSound2(int32 sound) {
- if (smlayer_loadSound(sound, 0, 2)) {
- _vm->_imuseDigital->startSfx(readArray(_numberArray, sound));
- return true;
- } else
- return false;
-}
-
-void Insane::smlayer_soundSetPan(int32 soundid, int32 pan) {
- _vm->_imuseDigital->parseScriptCmds(12, soundid, 0x700, pan, 0, 0, 0, 0);
-}
-
-void Insane::smlayer_soundSetPriority(int32 sound, int32 priority) {
-}
-
-void Insane::smlayer_drawSomething(byte *renderBitmap, int32 codecparam,
- int32 x, int32 y, int32 arg_10, NutRenderer *nutfile,
- int32 c, int32 arg_1C, int32 arg_20) {
- nutfile->drawFrame(renderBitmap, c, x, y);
-}
-
-void Insane::smlayer_overrideDrawActorAt(byte *arg_0, byte arg_4, byte arg_8) {
- // FIXME: doublecheck
-
- // noop in current implementation
-}
-
-void Insane::smlayer_showStatusMsg(int32 arg_0, byte *renderBitmap, int32 codecparam,
- int32 x, int32 y, int32 arg_14, int32 arg_18,
- int32 arg_1C, const char *formatString, char *str) {
- // FIXME: implement
- // SmushPlayer::handleTextResource does the thing
- warning("stub Insane::smlayer_showStatusMsg(...)");
-}
-
-void Insane::turnEnemy(bool battle) {
- int buttons;
-
- if (_actor[1].damage < _actor[1].maxdamage) {
- _actor[1].lost = 0;
- } else {
- if (!_actor[1].lost && !_actor[1].lost) {
- _actor[1].lost = 1;
- _actor[1].act[2].state = 36;
- _actor[1].act[1].state = 36;
- _actor[1].act[0].state = 36;
- _actor[1].act[1].room = 0;
- _actor[1].act[0].room = 0;
- }
- }
-
- buttons = 0;
-
- if (_actor[1].lost == 0)
- if (battle)
- buttons = actionEnemy();
-
- debug(1, "11:%d 12:%d 13:%d 10:%d", _actor[1].act[1].state,
- _actor[1].act[2].state, _actor[1].act[3].state, _actor[1].act[0].state);
- actor11Reaction(buttons);
- actor12Reaction(buttons);
- actor13Reaction(buttons);
- actor10Reaction(buttons);
-}
-
-void Insane::actor11Reaction(int32 buttons) {
- int32 tmpx, tmpy;
-
- chooseEnemyWeaponAnim(buttons);
-
- switch(_actor[1].tilt) {
- case -3:
- if (_actor[1].act[1].state != 41 || _actor[1].weaponClass != _actor[1].animWeaponClass) {
- setEnemyAnimation(1, 6);
- _actor[1].act[1].state = 41;
- }
-
- if (_actor[1].cursorX >= -100) {
- setEnemyAnimation(1, 7);
- _actor[1].act[1].state = 40;
- _actor[1].field_8 = 48;
- _actor[1].tilt = -2;
- }
-
- _actor[1].x += _actor[1].cursorX / 32;
- break;
- case -2:
- if (_actor[1].act[1].state != 40 || _actor[1].weaponClass != _actor[1].animWeaponClass) {
- setEnemyAnimation(1, 7);
- _actor[1].act[1].state = 40;
- }
- if (_actor[1].field_8 == 48)
- _actor[1].tilt = -1;
- else
- _actor[1].tilt = -3;
-
- _actor[1].x += _actor[1].cursorX / 32;
- break;
- case -1:
- if (_actor[1].act[1].state != 39 || _actor[1].weaponClass != _actor[1].animWeaponClass) {
- setEnemyAnimation(1, 8);
- _actor[1].act[1].state = 39;
- }
-
- if (_actor[1].field_8 == 48)
- _actor[1].tilt = 0;
- else
- _actor[1].tilt = -2;
-
- _actor[1].x += _actor[1].cursorX / 32;
- break;
- case 0:
- if (_actor[1].act[1].state != 1 || _actor[1].weaponClass != _actor[1].animWeaponClass) {
- setEnemyAnimation(1, 9);
- _actor[1].act[1].state = 1;
- }
- _actor[1].field_8 = 1;
- if (_actor[1].cursorX < -100) {
- setEnemyAnimation(1, 8);
- _actor[1].act[1].state = 39;
- _actor[1].field_8 = 46;
- _actor[1].tilt = -1;
- } else {
- if (_actor[1].cursorX > 100) {
- setEnemyAnimation(1, 10);
- _actor[1].act[1].state = 55;
- _actor[1].field_8 = 49;
- _actor[1].tilt = 1;
- }
- }
- break;
- case 1:
- if (_actor[1].act[1].state != 55 || _actor[1].weaponClass != _actor[1].animWeaponClass) {
- setEnemyAnimation(1, 10);
- _actor[1].act[1].state = 55;
- }
- if (_actor[1].field_8 == 51)
- _actor[1].tilt = 0;
- else
- _actor[1].tilt = 2;
-
- _actor[1].x += _actor[1].cursorX / 32;
- break;
- case 2:
- if (_actor[1].act[1].state != 56 || _actor[1].weaponClass != _actor[1].animWeaponClass) {
- setEnemyAnimation(1, 11);
- _actor[1].act[1].state = 56;
- }
- if (_actor[1].field_8 == 51)
- _actor[1].tilt = 1;
- else
- _actor[1].tilt = 3;
-
- _actor[1].x += _actor[1].cursorX / 32;
- break;
- case 3:
- if (_actor[1].act[1].state != 57 || _actor[1].weaponClass != _actor[1].animWeaponClass) {
- setEnemyAnimation(1, 12);
- _actor[1].act[1].state = 57;
- }
-
- if (_actor[1].cursorX <= 100) {
- setEnemyAnimation(1, 11);
- _actor[1].act[1].state = 56;
- _actor[1].field_8 = 51;
- _actor[1].tilt = 2;
- }
-
- _actor[1].x += _actor[1].cursorX / 32;
- break;
- }
-
- tmpx = _actor[1].x;
- tmpy = _actor[1].y + _actor[1].y1;
-
- if (_actor[1].act[1].room)
- smlayer_putActor(1, 1, tmpx, tmpy, _smlayer_room2);
- else
- smlayer_putActor(1, 1, tmpx, tmpy, _smlayer_room);
-
- _actor[1].animWeaponClass = _actor[1].weaponClass;
-}
-
-void Insane::setEnemyAnimation(int32 actornum, int anim) {
- int d = 0;
-
- if (_currEnemy == EN_VULTM1)
- d = 14;
-
- if (anim <= 12)
- smlayer_setActorFacing(actornum, 1,
- actorAnimationData[_actor[actornum].weaponClass * 7 + anim - 6 + d], 180);
-}
-
-void Insane::chooseEnemyWeaponAnim(int32 buttons) {
- // kick
- if ((buttons & 1) && (!_actor[0].lost)) {
- if (!_kickEnemyProgress && actor0StateFlags2(_actor[1].act[2].state + _actor[1].weapon * 238)) {
- switch (_actor[1].weapon) {
- case INV_CHAIN:
- _actor[1].act[2].state = 10;
- break;
- case INV_CHAINSAW:
- _actor[1].act[2].state = 14;
- break;
- case INV_MACE:
- _actor[1].act[2].state = 18;
- break;
- case INV_2X4:
- _actor[1].act[2].state = 22;
- break;
- case INV_WRENCH:
- _actor[1].act[2].state = 26;
- break;
- case INV_BOOT:
- _actor[1].act[2].state = 93;
- break;
- case INV_HAND:
- _actor[1].act[2].state = 2;
- break;
- case INV_DUST:
- _actor[1].act[2].state = 89;
- break;
- default:
- break;
- }
- _kickEnemyProgress = true;
- }
- } else {
- _kickEnemyProgress = false;
- }
-
- // switch weapon
- if ((buttons & 2) && (_currEnemy != EN_TORQUE)) {
- if (_weaponEnemyJustSwitched || _actor[1].act[2].state == 35 ||
- _actor[1].act[2].state == 34)
- return;
-
- if (!actor0StateFlags1(_actor[1].act[2].state))
- return;
-
- switch (_actor[1].weapon) {
- case INV_CHAIN:
- case INV_CHAINSAW:
- case INV_MACE:
- case INV_2X4:
- case INV_WRENCH:
- _actor[1].act[2].state = 35;
- smlayer_setActorFacing(1, 2, 24, 180);
- break;
- case INV_BOOT:
- case INV_HAND:
- case INV_DUST:
- _actor[1].act[2].state = 0;
- switchEnemyWeapon();
- default:
- switchEnemyWeapon();
- }
-
- _weaponEnemyJustSwitched = true;
- } else {
- _weaponEnemyJustSwitched = false;
- }
-}
-
-void Insane::switchEnemyWeapon(void) {
- do {
- _actor[1].weapon++;
- if (_actor[1].weapon > 7)
- _actor[1].weapon = INV_CHAIN;
- } while (!_actor[1].inventory[_actor[1].weapon]);
-
- switch (_actor[1].weapon) {
- case INV_CHAIN:
- case INV_CHAINSAW:
- case INV_MACE:
- case INV_2X4:
- case INV_WRENCH:
- smlayer_setActorCostume(1, 2, readArray(_numberArray, _enemy[_currEnemy].costume4));
- smlayer_setActorFacing(1, 2, 18, 180);
- _actor[1].weaponClass = 1;
- _actor[1].act[2].state = 34;
- break;
- case INV_BOOT:
- _actor[1].weaponClass = 2;
- _actor[1].act[2].state = 1;
- break;
- case INV_HAND:
- smlayer_setActorCostume(1, 2, readArray(_numberArray, _enemy[_currEnemy].costume4));
- _actor[1].weaponClass = 2;
- _actor[1].act[2].state = 1;
- break;
- case INV_DUST:
- setEnemyState();
- break;
- default:
- break;
- }
-}
-
-void Insane::setEnemyState(void) {
- if (_actor[1].lost)
- return;
-
- _actor[1].act[2].animTilt = -1000;
-
- if (_currEnemy == EN_CAVEFISH) {
- _actor[1].weaponClass = 2;
- if (!_val121_)
- _actor[1].act[2].state = 98;
- else
- _actor[1].act[2].state = 99;
-
- return;
- }
-
- switch (_actor[1].weapon) {
- case INV_CHAIN:
- _actor[1].weaponClass = 1;
- _actor[1].act[2].state = 63;
- break;
- case INV_CHAINSAW:
- _actor[1].weaponClass = 1;
- _actor[1].act[2].state = 64;
- break;
- case INV_MACE:
- _actor[1].weaponClass = 1;
- _actor[1].act[2].state = 65;
- break;
- case INV_2X4:
- _actor[1].weaponClass = 1;
- _actor[1].act[2].state = 66;
- break;
- case INV_WRENCH:
- _actor[1].weaponClass = 1;
- _actor[1].act[2].state = 62;
- break;
- case INV_BOOT:
- case INV_HAND:
- case INV_DUST:
- _actor[1].weaponClass = 2;
- _actor[1].act[2].state = 1;
- }
-}
-
-void Insane::actor12Reaction(int32 buttons) {
- int32 tmp, tmp2;
-
- switch(_actor[1].act[2].state) {
- case 106:
- smlayer_setActorLayer(1, 2, 5);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- smlayer_setActorFacing(1, 2, 29, 180);
- _actor[1].act[2].state = 107;
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 107:
- smlayer_setActorLayer(1, 2, 5);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- if (_actor[1].act[2].frame >= 8)
- _actor[1].damage = _actor[1].maxdamage + 10;
-
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 108:
- smlayer_setActorLayer(1, 2, 5);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- smlayer_setActorFacing(1, 2, 28, 180);
- _actor[1].act[2].state = 109;
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 109:
- smlayer_setActorLayer(1, 2, 5);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- if (_actor[1].act[2].frame >= 6)
- _actor[1].damage = _actor[1].maxdamage + 10;
-
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 73:
- smlayer_setActorLayer(1, 2, 6);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 1;
- if (_actor[1].act[2].frame >= 2 && !_kickEnemyProgress) {
- smlayer_setActorFacing(1, 2, 19, 180);
- _actor[1].act[2].state = 74;
- }
-
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 74:
- smlayer_setActorLayer(1, 2, 6);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 0;
- if (_actor[1].act[2].frame >= 2) {
- smlayer_setActorFacing(1, 2, 9, 180);
- _actor[1].act[2].state = 1;
- _actor[1].weaponClass = 2;
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 79:
- smlayer_setActorLayer(1, 2, 6);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 1;
- if (_actor[1].act[2].frame >= 1 && !_kickEnemyProgress) {
- smlayer_setActorFacing(1, 2, 23, 180);
- _actor[1].act[2].state = 80;
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 80:
- smlayer_setActorLayer(1, 2, 6);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 0;
- if (_actor[1].act[2].frame >= 6) {
- smlayer_setActorFacing(1, 2, 25, 180);
- _actor[1].act[2].state = 63;
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 81:
- smlayer_setActorLayer(1, 2, 6);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 1;
- if (_actor[1].act[2].frame >= 2 && !_kickEnemyProgress) {
- smlayer_setActorFacing(1, 2, 23, 180);
- _actor[1].act[2].state = 82;
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 82:
- smlayer_setActorLayer(1, 2, 6);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 0;
- if (_actor[1].act[2].frame >= 3) {
- smlayer_setActorFacing(1, 2, 26, 180);
- _actor[1].act[2].state = 64;
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 77:
- smlayer_setActorLayer(1, 2, 6);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 1;
- if (_actor[1].act[2].frame >= 1 && !_kickEnemyProgress) {
- smlayer_setActorFacing(1, 2, 23, 180);
- _actor[1].act[2].state = 78;
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 78:
- smlayer_setActorLayer(1, 2, 6);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 0;
- if (_actor[1].act[2].frame >= 5) {
- smlayer_setActorFacing(1, 2, 25, 180);
- _actor[1].act[2].state = 65;
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 83:
- smlayer_setActorLayer(1, 2, 6);
- _actor[1].weaponClass = 0;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 1;
- if (_actor[1].act[2].frame >= 2 && !_kickEnemyProgress) {
- smlayer_setActorFacing(1, 2, 23, 180);
- _actor[1].act[2].state = 84;
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 84:
- smlayer_setActorLayer(1, 2, 6);
- _actor[1].weaponClass = 0;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 0;
- if (_actor[1].act[2].frame >= 5) {
- smlayer_setActorFacing(1, 2, 25, 180);
- _actor[1].act[2].state = 66;
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 75:
- smlayer_setActorLayer(1, 2, 6);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 1;
- if (_actor[1].act[2].frame >= 4 && !_kickEnemyProgress) {
- smlayer_setActorFacing(1, 2, 23, 180);
- _actor[1].act[2].state = 76;
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 76:
- smlayer_setActorLayer(1, 2, 6);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].field_44 = 0;
- if (_actor[1].act[2].frame >= 4) {
- smlayer_setActorFacing(1, 2, 25, 180);
- _actor[1].act[2].state = 62;
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 2:
- smlayer_setActorLayer(1, 2, 4);
- smlayer_setActorFacing(1, 2, 17, 180);
- _actor[1].kicking = 1;
- _actor[1].weaponClass = 1;
- _actor[1].act[2].state = 3;
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- smlayer_startSound1(63);
- break;
- case 3:
- smlayer_setActorLayer(1, 2, 4);
- _actor[1].weaponClass = 1;
- if (_actor[1].act[2].frame >= 6) {
- tmp = calcEnemyDamage(1, 1);
- if (tmp == 1)
- smlayer_startSound1(60);
- if (tmp == 1000)
- smlayer_startSound1(62);
- smlayer_setActorFacing(1, 2, 20, 180);
- _actor[1].act[2].state = 4;
- }
- _actor[1].kicking = 1;
- _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;
- 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].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 5:
- smlayer_setActorLayer(1, 2, 5);
- break;
- case 10:
- smlayer_setActorLayer(1, 2, 4);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
- smlayer_setActorFacing(1, 2, 19, 180);
- _actor[1].act[2].state = 11;
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- smlayer_startSound1(75);
- break;
- case 11:
- smlayer_setActorLayer(1, 2, 4);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
- if (_actor[1].act[2].frame >= 2) {
- if (weaponEnemyIsEffective()) {
- smlayer_setActorFacing(1, 2, 22, 180);
- _actor[1].act[2].state = 79;
- } else {
- smlayer_setActorFacing(1, 2, 20, 180);
- _actor[1].act[2].state = 12;
- }
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 12:
- smlayer_setActorLayer(1, 2, 4);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
- if (_actor[1].act[2].frame >= 1) {
- switch (_actor[0].weapon) {
- case INV_CHAIN:
- case INV_CHAINSAW:
- case INV_MACE:
- case INV_2X4:
- case INV_DUST:
- case INV_WRENCH:
- case INV_BOOT:
- tmp = calcEnemyDamage(1, 1);
- if (tmp == 1)
- smlayer_startSound1(73);
- if (tmp == 1000)
- smlayer_startSound1(74);
- break;
- case INV_HAND:
- if(calcEnemyDamage(1, 0))
- smlayer_startSound1(73);
- break;
- }
- smlayer_setActorFacing(1, 2, 21, 180);
- _actor[1].act[2].state = 13;
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 13:
- smlayer_setActorLayer(1, 2, 5);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- if (_actor[1].act[2].frame >= 3) {
- smlayer_setActorFacing(1, 2, 25, 180);
- _actor[1].act[2].state = 63;
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 14:
- smlayer_setActorLayer(1, 2, 8);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
- smlayer_setActorFacing(1, 2, 19, 180);
- _actor[1].act[2].state = 15;
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- smlayer_startSound1(78);
- break;
- case 15:
- smlayer_setActorLayer(1, 2, 8);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
- if (_actor[1].act[2].frame >= 5) {
- switch (_actor[0].weapon) {
- case INV_CHAIN:
- case INV_CHAINSAW:
- case INV_MACE:
- case INV_2X4:
- case INV_DUST:
- if (weaponEnemyIsEffective()) {
- smlayer_setActorFacing(1, 2, 22, 180);
- _actor[1].act[2].state = 81;
- } else {
- smlayer_setActorFacing(1, 2, 20, 180);
- _actor[1].act[2].state = 16;
- }
- break;
- default:
- smlayer_setActorFacing(1, 2, 20, 180);
- _actor[1].act[2].state = 16;
- break;
- }
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 16:
- smlayer_setActorLayer(1, 2, 8);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
- if (_actor[1].act[2].frame >= 3) {
- switch (_actor[0].weapon) {
- case INV_CHAIN:
- case INV_CHAINSAW:
- case INV_MACE:
- case INV_2X4:
- case INV_DUST:
- tmp = calcEnemyDamage(1, 1);
- if (tmp == 1)
- smlayer_startSound1(76);
- if (tmp == 1000)
- smlayer_startSound1(77);
- break;
- default:
- calcEnemyDamage(1, 0);
- break;
- }
- smlayer_setActorFacing(1, 2, 21,180);
- _actor[1].act[2].state = 17;
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 17:
- smlayer_setActorLayer(1, 2, 5);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- if (_actor[1].act[2].frame >= 1) {
- smlayer_setActorFacing(1, 2, 26, 180);
- _actor[1].act[2].state = 64;
- smlayer_stopSound(76);
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 18:
- smlayer_setActorLayer(1, 2, 4);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
- smlayer_setActorFacing(1, 2, 19, 180);
- _actor[1].act[2].state = 19;
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- smlayer_startSound1(69);
-
- if (!_actor[1].field_54) {
- tmp = rand() % 5;
- if (tmp == 1) {
- smlayer_startSound1(213);
- } else if (tmp == 3) {
- smlayer_startSound1(215);
- }
- }
- break;
- case 19:
- smlayer_setActorLayer(1, 2, 4);
- _actor[1].weaponClass = 1;
- if (_actor[1].act[2].frame >= 3) {
- switch (_actor[0].weapon) {
- case INV_CHAIN:
- if (_actor[0].kicking) {
- _actor[0].act[2].state = 108;
- _actor[1].act[2].state = 110;
- }
- break;
- case INV_CHAINSAW:
- if (_actor[0].kicking || _actor[0].field_44)
- _actor[1].act[2].state = 106;
- else {
- smlayer_setActorFacing(1, 2, 20, 180);
- _actor[1].act[2].state = 20;
- }
- break;
- case INV_BOOT:
- case INV_DUST:
- smlayer_setActorFacing(1, 2, 20, 180);
- _actor[1].act[2].state = 20;
- break;
- default:
- if (weaponEnemyIsEffective()) {
- smlayer_setActorFacing(1, 2, 22, 180);
- _actor[1].act[2].state = 77;
- } else {
- smlayer_setActorFacing(1, 2, 20, 180);
- _actor[1].act[2].state = 20;
- }
- break;
- }
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 20:
- smlayer_setActorLayer(1, 2, 4);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
- if (_actor[1].act[2].frame >= 1) {
- switch (_actor[1].weapon) {
- case INV_CHAINSAW:
- case INV_MACE:
- case INV_2X4:
- case INV_BOOT:
- tmp = calcEnemyDamage(1, 1);
- if (tmp == 1)
- smlayer_startSound1(67);
- if (tmp == 1000)
- smlayer_startSound1(68);
- break;
- default:
- calcEnemyDamage(1, 0);
- break;
- }
- smlayer_setActorFacing(1, 2, 21, 180);
- _actor[1].act[2].state = 21;
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 21:
- smlayer_setActorLayer(1, 2, 5);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- if (_actor[1].act[2].frame >= 5) {
- smlayer_setActorFacing(1, 2, 25, 180);
- _actor[1].act[2].state = 65;
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 110:
- smlayer_setActorLayer(1, 2, 4);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- smlayer_setActorFacing(1, 2, 30, 180);
- _actor[1].act[2].state = 111;
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 111:
- smlayer_setActorLayer(1, 2, 4);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- if (_actor[1].act[2].frame >= 7) {
- smlayer_setActorFacing(1, 2, 25, 180);
- _actor[1].act[2].state = 65;
- smlayer_setActorLayer(1, 2, 5);
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 22:
- smlayer_setActorLayer(1, 2, 4);
- _actor[1].weaponClass = 0;
- _actor[1].kicking = 1;
- smlayer_setActorFacing(1, 2, 19, 180);
- _actor[1].act[2].state = 23;
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- smlayer_startSound1(81);
- break;
- case 23:
- smlayer_setActorLayer(1, 2, 4);
- _actor[1].weaponClass = 0;
- _actor[1].kicking = 1;
- if (weaponEnemyIsEffective()) {
- smlayer_setActorFacing(1, 2, 22, 180);
- _actor[1].act[2].state = 83;
- } else {
- smlayer_setActorFacing(1, 2, 20, 180);
- _actor[1].act[2].state = 24;
-
- if (!_actor[1].field_54)
- smlayer_startSound1(246);
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 24:
- smlayer_setActorLayer(1, 2, 4);
- _actor[1].weaponClass = 0;
- _actor[1].kicking = 1;
- if (_actor[1].act[2].frame >= 1) {
- tmp = calcEnemyDamage(1, 1);
-
- if (tmp == 1)
- smlayer_startSound1(79);
-
- if (tmp == 1000)
- smlayer_startSound1(80);
- break;
-
- smlayer_setActorFacing(1, 2, 21, 180);
- _actor[1].act[2].state = 25;
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 25:
- smlayer_setActorLayer(1, 2, 5);
- _actor[1].weaponClass = 0;
- _actor[1].kicking = 0;
- if (_actor[1].act[2].frame >= 3) {
- smlayer_setActorFacing(1, 2, 25, 180);
- _actor[1].act[2].state = 66;
- _actor[1].weaponClass = 1;
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 26:
- smlayer_setActorLayer(1, 2, 4);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
- smlayer_setActorFacing(1, 2, 19, 180);
- _actor[1].act[2].state = 27;
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- smlayer_startSound1(72);
- break;
- case 27:
- smlayer_setActorLayer(1, 2, 4);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
- if (_actor[1].act[2].frame >= 1) {
- if (weaponEnemyIsEffective()) {
- smlayer_setActorFacing(1, 2, 22, 180);
- _actor[1].act[2].state = 75;
- } else {
- smlayer_setActorFacing(1, 2, 20, 180);
- _actor[1].act[2].state = 28;
- break;
- }
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 28:
- smlayer_setActorLayer(1, 2, 4);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 1;
- if (_actor[1].act[2].frame >= 3) {
- tmp = calcEnemyDamage(1, 1);
- if (tmp == 1)
- smlayer_startSound1(70);
- if (tmp == 1000)
- smlayer_startSound1(71);
-
- smlayer_setActorFacing(1, 2, 21, 180);
- _actor[1].act[2].state = 29;
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 29:
- smlayer_setActorLayer(1, 2, 5);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- 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].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 93:
- smlayer_setActorLayer(1, 2, 4);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- smlayer_setActorFacing(1, 2, 18, 180);
- _actor[1].act[2].state = 94;
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 94:
- smlayer_setActorLayer(1, 2, 4);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- if (_actor[1].act[2].frame >= 15) {
- smlayer_setActorCostume(1, 2, readArray(_numberArray, 44));
- smlayer_setActorFacing(1, 2, 6, 180);
- _actor[1].act[2].state = 95;
- _actor[1].act[0].room = 0;
- _actor[1].act[1].room = 0;
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 95:
- smlayer_setActorLayer(1, 2, 4);
- _actor[1].kicking = 0;
- if (_actor[1].act[2].frame >= 19) {
- queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
- _continueFrame1, 1300);
- _actor[1].act[2].state = 96;
- }
- break;
- case 92:
- smlayer_setActorLayer(1, 2, 5);
- _actor[1].kicking = 0;
- break;
- case 97:
- smlayer_setActorLayer(1, 2, 25);
- _actor[1].lost = true;
- if (_actor[1].act[2].frame >= 18) {
- setWordInString(_numberArray, 7, 1);
- _enemy[EN_VULTM2].field_10 = 1;
- queueSceneSwitch(12, 0, "getnitro.san", 0, 0, 0, 0);
- }
- break;
- case 89:
- smlayer_setActorLayer(1, 2, 26);
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- if (_val121_)
- smlayer_setActorFacing(1, 2, 13, 180);
- else
- smlayer_setActorFacing(1, 2, 12, 180);
-
- smlayer_startSound1(100);
- _actor[1].act[2].state = 90;
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 90:
- smlayer_setActorLayer(1, 2, 26);
- _actor[1].weaponClass = 2;
- _actor[1].kicking = 0;
- 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;
- setEnemyState();
- smlayer_setActorLayer(1, 2, 5);
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 91:
- smlayer_setActorLayer(1, 2, 26);
- _actor[1].kicking = 0;
- break;
- case 36:
- _actor[1].lost = 1;
- _actor[1].field_54 = 1;
- _actor[1].cursorX = 0;
- _actor[1].kicking = 0;
- smlayer_setActorCostume(1, 2, readArray(_numberArray, _enemy[_currEnemy].costumevar));
- smlayer_setActorFacing(1, 2, 6, 180);
- smlayer_setActorLayer(1, 2, 25);
- smlayer_startSound1(96);
- _actor[1].act[2].state = 37;
- switch (_currEnemy) {
- case EN_ROTT1:
- smlayer_startSound2(212);
- break;
- case EN_ROTT2:
- smlayer_startSound2(259);
- break;
- case EN_ROTT3:
- smlayer_startSound2(232);
- break;
- case EN_VULTF1:
- smlayer_startSound2(281);
- break;
- case EN_VULTF2:
- smlayer_startSound2(276);
- break;
- }
- case 37:
- _actor[1].cursorX = 0;
- _actor[1].kicking = 0;
-
- if (_actor[1].act[2].frame < _enemy[_currEnemy].maxframe) {
- if (_actor[1].x >= 50 && _actor[1].x <= 270)
- break;
-
- if (_actor[1].act[2].frame < _enemy[_currEnemy].maxframe / 2)
- break;
- }
- if (_currSceneId == 21) {
- queueSceneSwitch(22, 0, "rottflip.san", 64, 0, 0, 0);
- _actor[1].act[2].state = 38;
- } else {
- queueSceneSwitch(11, 0, _enemy[_currEnemy].filename, 64, 0, 0, 0);
- _actor[1].act[2].state = 38;
- }
- break;
- case 102:
- _actor[1].lost = 1;
- _actor[1].cursorX = 0;
- _actor[1].kicking = 0;
- smlayer_setActorCostume(1, 2, readArray(_numberArray, 40));
- smlayer_setActorFacing(1, 2, 6, 180);
- smlayer_setActorLayer(1, 2, 25);
- _actor[1].act[2].state = 103;
- case 103:
- _actor[1].kicking = 0;
-
- if (_actor[1].act[2].frame >= 18 || ((_actor[1].x < 50 || _actor[1].x > 270) &&
- _actor[1].act[2].frame >= 9)) {
- _enemy[EN_CAVEFISH].field_10 = 1;
- queueSceneSwitch(20, 0, "wr2_cvko.san", 64, 0, 0, 0);
- _actor[1].act[2].state = 38;
- }
- break;
- case 113:
- _actor[1].lost = 1;
- _actor[1].kicking = 0;
- smlayer_setActorCostume(1, 2, readArray(_numberArray, 46));
- smlayer_setActorFacing(1, 2, 6, 180);
- smlayer_setActorLayer(1, 2, 25);
- _actor[1].act[1].room = 0;
- _actor[1].act[0].room = 0;
- _actor[1].cursorX = 0;
- _actor[1].act[2].state = 114;
- _enemy[EN_VULTF2].field_10 = 1;
- smlayer_startSound2(275);
- break;
- case 114:
- smlayer_setActorLayer(1, 2, 25);
- _actor[1].kicking = 0;
-
- if (_actor[1].act[2].frame >= 16) {
- if (_actor[1].x >= 50 && _actor[1].x <= 270)
- break;
-
- if (_actor[1].act[2].frame < 8)
- break;
-
- queueSceneSwitch(11, 0, _enemy[_currEnemy].filename, 64, 0, 0, 0);
- _actor[1].act[2].state = 38;
- }
- break;
- case 115:
- _actor[1].lost = 1;
- _actor[1].kicking = 0;
- smlayer_setActorCostume(1, 2, readArray(_numberArray, 47));
- smlayer_setActorFacing(1, 2, 6, 180);
- smlayer_setActorLayer(1, 2, 25);
- _actor[1].act[1].room = 0;
- _actor[1].act[0].room = 0;
- _actor[1].cursorX = 0;
- _actor[1].act[2].state = 116;
- smlayer_startSound2(232);
- break;
- case 116:
- smlayer_setActorLayer(1, 2, 25);
- _actor[1].kicking = 0;
-
- if (_actor[1].act[2].frame >= 17) {
- if (_actor[1].x >= 50 && _actor[1].x <= 270)
- break;
-
- if (_actor[1].act[2].frame < 8)
- break;
-
- queueSceneSwitch(11, 0, _enemy[_currEnemy].filename, 64, 0, 0, 0);
- _actor[1].act[2].state = 38;
- }
- break;
- case 38:
- smlayer_setActorLayer(1, 2, 25);
- _actor[1].kicking = 0;
-
- if (_actor[1].act[2].frame < _enemy[_currEnemy].maxframe + 20)
- break;
-
- _actor[1].act[2].frame = 0;
-
- if (_currSceneId == 21) {
- queueSceneSwitch(22, 0, "rottflip.san", 64, 0, 0, 0);
- _actor[1].act[2].state = 38;
- } else {
- queueSceneSwitch(11, 0, _enemy[_currEnemy].filename, 64, 0, 0, 0);
- _actor[1].act[2].state = 38;
- }
- break;
- case 34:
- smlayer_setActorLayer(1, 2, 5);
- _actor[1].kicking = 0;
-
- if (!smlayer_actorNeedRedraw(1, 2)) {
- setEnemyState();
- _actor[1].act[2].tilt = 0;
- // for some reason there is no break at this
- // place, so tilt gets overriden on next line
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 35:
- smlayer_setActorLayer(1, 2, 5);
- _actor[1].kicking = 0;
-
- if (!smlayer_actorNeedRedraw(1, 2)) {
- switchEnemyWeapon();
- _actor[1].act[2].tilt = 0;
- }
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 63:
- smlayer_setActorLayer(1, 2, 5);
- if (_actor[1].act[2].animTilt) {
- smlayer_setActorFacing(1, 2, 25, 180);
- _actor[1].act[2].animTilt = 0;
- }
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 64:
- smlayer_setActorLayer(1, 2, 5);
- if (_actor[1].act[2].animTilt) {
- smlayer_setActorFacing(1, 2, 26, 180);
- _actor[1].act[2].animTilt = 0;
- }
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 65:
- smlayer_setActorLayer(1, 2, 5);
- if (_actor[1].act[2].animTilt) {
- smlayer_setActorFacing(1, 2, 25, 180);
- _actor[1].act[2].animTilt = 0;
- }
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 66:
- smlayer_setActorLayer(1, 2, 5);
- if (_actor[1].act[2].animTilt) {
- smlayer_setActorFacing(1, 2, 25, 180);
- _actor[1].act[2].animTilt = 0;
- }
- _actor[1].weaponClass = 1;
- _actor[1].kicking = 0;
- _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
- break;
- case 98:
- smlayer_setActorLayer(1, 2, 5);
- if (_actor[1].act[2].animTilt) {
- smlayer_setActorFacing(1, 2, 6, 180);
- _actor[1].act[2].animTilt = 0;
- }
- if (_val121_) {
- smlayer_setActorFacing(1, 2, 7, 180);
- _actor[1].act[2].state = 100;
- }
- _actor[1].kicking = 0;
- break;
- case 99:
- smlayer_setActorLayer(1, 2, 5);
- if (_actor[1].act[2].animTilt) {
- smlayer_setActorFacing(1, 2, 9, 180);
- _actor[1].act[2].animTilt = 0;
- }
- if (_val121_) {
- smlayer_setActorFacing(1, 2, 8, 180);
- _actor[1].act[2].state = 101;
- }
- _actor[1].kicking = 0;
- break;
- case 100:
- smlayer_setActorLayer(1, 2, 5);
- if (_actor[1].act[2].frame >= 4) {
- smlayer_setActorFacing(1, 2, 9, 180);
- _actor[1].act[2].state = 99;
- }
- _actor[1].kicking = 0;
- break;
- case 101:
- smlayer_setActorLayer(1, 2, 5);
- if (_actor[1].act[2].frame >= 4) {
- smlayer_setActorFacing(1, 2, 6, 180);
- _actor[1].act[2].state = 98;
- }
- _actor[1].kicking = 0;
- break;
- case 1:
- smlayer_setActorLayer(1, 2, 5);
- _actor[1].weaponClass = 2;
- _actor[1].kicking = 0;
-
- switch (_actor[1].tilt) {
- case -3:
- if (_actor[1].act[2].animTilt != -3) {
- smlayer_setActorFacing(1, 2, 6, 180);
- _actor[1].act[2].animTilt = -3;
- }
- break;
- case -2:
- if (_actor[1].field_8 == 48)
- smlayer_setActorFacing(1, 2, 7, 180);
- _actor[1].act[2].animTilt = -2;
- break;
- case -1:
- if (_actor[1].field_8 == 46)
- smlayer_setActorFacing(1, 2, 8, 180);
- _actor[1].act[2].animTilt = -1;
- break;
- case 0:
- if (_actor[1].act[2].animTilt) {
- smlayer_setActorFacing(1, 2, 9, 180);
- _actor[1].act[2].animTilt = 0;
- }
- break;
- case 1:
- if (_actor[1].field_8 == 49)
- smlayer_setActorFacing(1, 2, 10, 180);
- _actor[1].act[2].animTilt = 1;
- break;
- case 2:
- if (_actor[1].field_8 == 51)
- smlayer_setActorFacing(1, 2, 11, 180);
- _actor[1].act[2].animTilt = 2;
- break;
- case 3:
- if (_actor[1].act[2].animTilt != 3) {
- smlayer_setActorFacing(1, 2, 12, 180);
- _actor[1].act[2].animTilt = 3;
- }
- break;
- default:
- break;
- }
- _actor[1].act[2].tilt = 0;
- break;
- default:
- break;
- }
- tmp = _actor[1].x + _actor[1].act[2].tilt - 17;
- tmp2 = _actor[1].y + _actor[1].y1 - 98;
-
- if (_actor[1].act[2].room)
- smlayer_putActor(1, 2, tmp, tmp2, _smlayer_room2);
- else
- smlayer_putActor(1, 2, tmp, tmp2, _smlayer_room);
-}
-
-int32 Insane::calcEnemyDamage(bool arg_0, bool arg_4) {
- if ((_actor[1].x - _actor[0].x > weaponMaxRange(1)) ||
- (_actor[1].x - _actor[0].x < weaponMinRange(1)))
- return 0;
-
- if (_actor[0].field_44 && arg_4)
- return 1000;
-
- if (!actor1StateFlags(_actor[0].act[2].state))
- return 0;
-
- if (arg_0) {
- ouchSoundBen();
- _actor[0].damage += weaponDamage(1); // PATCH
- }
-
- return 1;
-}
-
-void Insane::ouchSoundBen(void) {
- _actor[0].act[3].state = 52;
-
- switch (rand() % 4) {
- case 0:
- smlayer_startSound2(315);
- break;
- case 1:
- smlayer_startSound2(316);
- break;
- case 2:
- smlayer_startSound2(317);
- break;
- case 3:
- smlayer_startSound2(98);
- break;
- }
-}
-
-bool Insane::weaponEnemyIsEffective(void) {
- if ((_actor[1].x - _actor[0].x > weaponMaxRange(1)) ||
- (_actor[1].x - _actor[0].x < weaponMinRange(1)) ||
- !_actor[0].kicking)
- return false;
-
- return true;
-}
-
-void Insane::actor13Reaction(int32 buttons) {
- int32 tmp;
-
- switch (_actor[1].act[3].state) {
- case 117:
- smlayer_setActorFacing(1, 3, 13, 180);
- _actor[1].field_54 = 1;
- _actor[1].act[3].state = 69;
- break;
- case 69:
- if (_actor[1].act[3].frame >= 2)
- _actor[1].act[3].state = 70;
- break;
- case 70:
- if (_actor[1].scenePropSubIdx) {
- smlayer_setActorFacing(1, 3, 4, 180);
- tmp = _currScenePropIdx + _actor[1].scenePropSubIdx;
- if (!smlayer_startSound2(_sceneProp[tmp].sound))
- _actor[1].runningSound = 0;
- else
- _actor[1].runningSound = _sceneProp[tmp].sound;
- _actor[1].act[3].state = 72;
- } else {
- _actor[1].act[3].state = 118;
- }
- break;
- case 72:
- if (_actor[1].runningSound) {
- if (!smlayer_isSoundRunning(_actor[1].runningSound)) {
- smlayer_setActorFacing(1, 3, 5, 180);
- _actor[1].act[3].state = 70;
- _actor[1].scenePropSubIdx = 0;
- }
- } else {
- tmp = _currScenePropIdx + _actor[1].scenePropSubIdx;
- if (_sceneProp[tmp].counter >= _sceneProp[tmp].maxCounter) {
- smlayer_setActorFacing(1, 3, 5, 180);
- _actor[1].act[3].state = 70;
- _actor[1].scenePropSubIdx = 0;
- _actor[1].runningSound = 0;
- }
- }
- break;
- case 118:
- smlayer_setActorFacing(1, 3, 14, 180);
- _actor[1].act[3].state = 71;
- break;
- case 71:
- _actor[1].field_54 = 0;
- if (_actor[1].act[3].frame >= 2)
- _actor[1].act[3].state = 1;
- break;
- case 52:
- if (_actor[1].runningSound)
- smlayer_stopSound(_actor[1].runningSound);
-
- if (_currScenePropIdx)
- shutCurrentScene();
-
- _actor[1].runningSound = 0;
- _actor[1].defunct = 0;
- _actor[1].field_54 = 0;
- smlayer_setActorFacing(1, 3, 15, 180);
- _actor[1].act[3].state = 53;
- break;
- case 53:
- _actor[1].field_54 = 0;
- if (_actor[1].act[3].frame >= 2) {
- smlayer_setActorFacing(1, 3, 16, 180);
- _actor[1].act[3].state = 54;
- }
- break;
- case 54:
- case 1:
- _actor[1].field_54 = 0;
- break;
- default:
- break;
- }
-}
-
-
-// FIXME: this is exact actor00Reaction. Combine
-void Insane::actor10Reaction(int32 buttons) {
- int32 tmpx, tmpy;
-
- switch (_actor[1].tilt) {
- case -3:
- if (_actor[1].act[0].state != 41) {
- smlayer_setActorFacing(1, 0, 6, 180);
- _actor[1].act[0].state = 41;
- }
- break;
- case -2:
- if (_actor[1].act[0].state != 40) {
- smlayer_setActorFacing(1, 0, 7, 180);
- _actor[1].act[0].state = 40;
- }
- break;
- case -1:
- if (_actor[1].act[0].state != 39) {
- smlayer_setActorFacing(1, 0, 8, 180);
- _actor[1].act[0].state = 39;
- }
- break;
- case 0:
- if (_actor[1].act[0].state != 1) {
- smlayer_setActorFacing(1, 0, 9, 180);
- _actor[1].act[0].state = 1;
- }
- break;
- case 1:
- if (_actor[1].act[0].state != 55) {
- smlayer_setActorFacing(1, 0, 10, 180);
- _actor[1].act[0].state = 55;
- }
- break;
- case 2:
- if (_actor[1].act[0].state != 56) {
- smlayer_setActorFacing(1, 0, 11, 180);
- _actor[1].act[0].state = 56;
- }
- break;
- case 3:
- if (_actor[1].act[0].state != 57) {
- smlayer_setActorFacing(1, 0, 12, 180);
- _actor[1].act[0].state = 57;
- }
- break;
- default:
- break;
- }
- tmpx = _actor[1].x + _actor[1].x1;
- tmpy = _actor[1].y + _actor[1].y1;
-
- if (_actor[1].act[0].room)
- smlayer_putActor(1, 0, tmpx, tmpy, _smlayer_room2);
- else
- smlayer_putActor(1, 0, tmpx, tmpy, _smlayer_room);
-}
-
-int32 Insane::actionEnemy(void) {
- int32 buttons;
-
- if (_actor[1].enemyHandler != -1)
- buttons = enemyHandler(_actor[1].enemyHandler, 1, 0, _actor[1].probability);
- else
- buttons = enemyHandler(EN_TORQUE, 1, 0, _actor[1].probability);
-
- if (_actor[1].tilt) {
- _actor[1].speed += _actor[1].cursorX / 40;
- } else {
- if (_actor[1].speed < 0)
- _actor[1].speed++;
- else
- _actor[1].speed--;
- }
-
- if (_actor[1].speed > 8)
- _actor[1].speed = 8;
-
- if (_actor[1].speed < -8)
- _actor[1].speed = -8;
-
- _actor[1].x += _actor[0].speed;
-
- if (_actor[1].x > 250)
- _actor[1].x--;
- else
- _actor[1].x--;
-
- if (_actor[1].x > 320) {
- _actor[1].x = 320;
- _actor[1].damage++;
- _actor[1].x1 = -_actor[1].x1;
- _actor[1].damage++;
-
- return buttons;
- }
-
- if (!_actor[1].lost) {
- if (_actor[0].x + 90 > _actor[1].x)
- _actor[1].x = _actor[0].x + 90;
- }
-
- if (_actor[1].x < 0) {
- _actor[1].x = 0;
- _actor[1].x1 = -_actor[1].x1;
- _actor[1].damage++;
- } else if (_actor[1].x > 310) {
- _actor[1].x1 = -_actor[1].x1;
- _actor[1].damage++;
- }
-
- return buttons;
-}
-
-
-void Insane::procIACT(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, Chunk &b, int32 size, int32 flags) {
- if (_keyboardDisable || _val116w)
- return;
-
- switch (_currSceneId) {
- case 1:
- iactScene1(renderBitmap, codecparam, setupsan12, setupsan13, b, size, flags);
- break;
- case 3:
- case 13:
- iactScene3(renderBitmap, codecparam, setupsan12, setupsan13, b, size, flags);
- break;
- case 4:
- case 5:
- iactScene4(renderBitmap, codecparam, setupsan12, setupsan13, b, size, flags);
- break;
- case 6:
- iactScene6(renderBitmap, codecparam, setupsan12, setupsan13, b, size, flags);
- break;
- case 17:
- iactScene17(renderBitmap, codecparam, setupsan12, setupsan13, b, size, flags);
- break;
- case 21:
- iactScene21(renderBitmap, codecparam, setupsan12, setupsan13, b, size, flags);
- break;
- }
-}
-
-void Insane::iactScene1(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, Chunk &b, int32 size, int32 flags) {
- _player->checkBlock(b, TYPE_IACT, 8);
-
- int16 par1, par2, par3, par4, par5, par6, par7, par9, par11, par13, tmp;
-
- par1 = b.getWord(); // cx
- par2 = b.getWord(); // dx
- par3 = b.getWord(); // si
- par4 = b.getWord(); // bx
-
- switch (par1) {
- case 2:
- if (par3 != 1)
- break;
-
- par5 = b.getWord(); // si
- if (_actor[0].field_8 == 112) {
- setBit(par5);
- break;
- }
-
- if (_val32d == -1) {
- proc62();
- _val32d = _enemy[_currEnemy].field_34;
- }
- if (_val32d == par4)
- clearBit(par5);
- else
- setBit(par5);
- break;
- case 3:
- if (par3 == 1) {
- setBit(b.getWord());
- _val32d = -1;
- }
- break;
- case 4:
- if (par3 == 1 || _val32d < 0 || _val32d > 4)
- setBit(b.getWord());
- break;
- case 5:
- if (par2 != 13)
- break;
-
- tmp = b.getWord(); // +8
- tmp = b.getWord(); // +10
- par7 = b.getWord(); // +12 dx
- tmp = b.getWord(); // +14
- par9 = b.getWord(); // +16 bx
- tmp = b.getWord(); // +18
- par11 = b.getWord(); // +20 cx
- tmp = b.getWord(); // +12
- par13 = b.getWord(); // +24 ax
-
- if (par13 > _actor[0].x || par11 < _actor[0].x) {
- _tiresRustle = true;
- _actor[0].x1 = -_actor[0].x1;
- _actor[0].damage++;
- }
-
- if (par9 < _actor[0].x || par7 > _actor[0].x) {
- _tiresRustle = true;
- _actor[0].damage += 4;
- }
- break;
- case 6:
- switch (par2) {
- case 38:
- smlayer_drawSomething(renderBitmap, codecparam, 50, 20, 3,
- _smush_iconsNut, 7, 0, 0);
- _val119_ = true;
- _iactSceneId = par4;
- break;
- case 7:
- if (readArray(_numberArray, 4) != 0)
- return;
-
- _val120_ = true;
- smlayer_drawSomething(renderBitmap, codecparam, 160, 20, 3,
- _smush_icons2Nut, 8, 0, 0);
- break;
- case 8:
- if (readArray(_numberArray, 4) == 0 || readArray(_numberArray, 6) == 0)
- return;
-
- setWordInString(_numberArray, 1, _val55d);
- setWordInString(_numberArray, 3, _val57d);
- smush_setToFinish();
-
- break;
- case 25:
- _val121_ = true;
- _actor[0].y1 = -_actor[0].y1;
- break;
- case 11:
- if (_val32d >= 1 && _val32d <= 4 && !_needSceneSwitch)
- queueSceneSwitch(13, _smush_minefiteFlu, "minefite.san", 64, 0,
- _continueFrame1, 1300);
- break;
- case 9:
- par5 = b.getWord(); // si
- par6 = b.getWord(); // bx
- smlayer_setFluPalette(_smush_roadrsh3Rip, 0);
- if (par5 != par6 - 1)
- smlayer_setFluPalette(_smush_roadrashRip, 0);
- }
- break;
- case 7:
- switch (par4) {
- case 1:
- _actor[0].x -= (b.getWord() - 160) / 10;
- break;
- case 2:
- par5 = b.getWord();
-
- if (par5 - 8 > _actor[0].x || par5 + 8 < _actor[0].x) {
- if (smlayer_isSoundRunning(86))
- smlayer_stopSound(86);
- } else {
- if (!smlayer_isSoundRunning(86))
- smlayer_startSound1(86);
- }
- break;
- }
- break;
- }
-
- if (_val32d < 0 || _val32d > 4)
- if (readArray(_numberArray, 8)) {
- smlayer_drawSomething(renderBitmap, codecparam, 270, 20, 3,
- _smush_icons2Nut, 20, 0, 0);
- _val122_ = true;
- }
-}
-
-void Insane::proc62(void) {
- if (readArray(_numberArray, 58) == 0)
- _enemy[EN_TORQUE].field_10 = 1;
-
- if (_enemy[EN_TORQUE].field_8 == 0) {
- _currEnemy = EN_TORQUE;
- _val215d++;
- _val216d[_val215d] = EN_TORQUE;
- _val214d = _currEnemy;
- return;
- }
-
- proc63();
-
- // FIXME: someone, please, untaint this mess
-
- int32 en, edi, ebp, edx, esi, eax, ebx, ecx;
-
- for (en = 0; _enemy[en].field_10 == 0; en++);
- en -= 4;
-
- ebp = 0;
- edi = 0;
-
- _loop1:
- edi++;
- if (edi > 14)
- goto loc5;
-
- edx = rand() / 11;
-
- esi = edx;
-
- if (edx == 9)
- esi = 6;
- else if (edx > 9)
- esi = 7;
-
- eax = esi;
- ebx = 1;
-
- if (_enemy[eax].field_10 != ebp)
- goto _loop1;
-
- if (ebp < _val215d) {
- edx = _val215d;
- eax = ebp;
- if (ebx)
- goto loc1;
- }
-
- goto loc4;
-
- loc1:
- if (esi == _val216d[eax + 1])
- ebx = ebp;
-
- eax++;
-
- if (eax < edx) {
- if (ebx)
- goto loc1;
- }
-
- loc4:
- if (ebx == 0)
- goto loc15;
-
- edx = _val215d;
- edx++;
- _val216d[edx] = esi;
- _val215d = edx;
- if (edx < en)
- goto loc15;
- goto loc14;
-
- loc5:
- ecx = ebp;
-
- loc6:
- ebx = 1;
- esi = ecx;
- if (ebp < _val215d)
- goto loc9;
- goto loc11;
-
- loc7:
- if (esi == _val216d[eax + 1])
- ebx = ebp;
-
- eax++;
-
- if (eax < edx)
- goto loc10;
-
- goto loc11;
-
- loc9:
- edx = _val215d;
- eax = ebp;
-
- loc10:
- if (ebx != 0)
- goto loc7;
-
- loc11:
- ecx++;
- if (ecx >= 9)
- goto loc12;
-
- if (ebx == 0)
- goto loc6;
-
- loc12:
- if (ebx != 0)
- goto loc13;
-
- _val215d = ebp;
- edi = ebp;
- goto _loop1;
-
- loc13:
- edx = _val215d;
- edx++;
- _val216d[edx] = esi;
- _val215d = edx;
-
- if (edx < en)
- goto loc15;
-
- loc14:
- proc64(ebp);
-
- loc15:
- if (ebx == 0)
- goto _loop1;
-
- _currEnemy = esi;
- _val214d = _currEnemy;
-}
-
-void Insane::proc63(void) {
- int i;
-
- if (_val215d > 0) {
- for (i = 0; i < _val215d; i++)
- if (_enemy[i].field_10 == 1)
- proc64(i);
- }
-}
-
-void Insane::proc64(int32 enemy1) {
- _val215d--;
-
- for (int en = enemy1; en < _val215d; en++)
- _val216d[en] = _val216d[en + 1];
-}
-
-void Insane::iactScene3(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, Chunk &b, int32 size, int32 flags) {
- _player->checkBlock(b, TYPE_IACT, 8);
-
- int command, par1, par2, par3, tmp;
- command = b.getWord();
- par1 = b.getWord();
- if (command == 6) {
- if (par1 == 9) {
- tmp = b.getWord(); // ptr + 4
- tmp = b.getWord(); // ptr + 6
- par2 = b.getWord(); // ptr + 8
- par3 = b.getWord(); // ptr + 10
-
- if (!par2)
- smlayer_setFluPalette(_smush_roadrsh3Rip, 0);
- else {
- if (par2 == par3 - 1)
- smlayer_setFluPalette(_smush_roadrashRip, 0);
- }
- } else if (par1 == 25) {
- _val121_ = true;
- _actor[0].y1 = -_actor[0].y1;
- _actor[1].y1 = -_actor[1].y1;
- }
- }
-}
-
-void Insane::iactScene4(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, Chunk &b, int32 size, int32 flags) {
- _player->checkBlock(b, TYPE_IACT, 8);
-
- int16 par1, par2, par3, par4, par5;
-
- par1 = b.getWord(); // edx
- par2 = b.getWord(); // bx
- par3 = b.getWord();
- par4 = b.getWord(); // cx
-
- switch (par1) {
- case 2:
- case 4:
- par5 = b.getWord(); // si
- switch (par3) {
- case 1:
- if (par4 == 1) {
- if (readArray(_numberArray, 6))
- setBit(par5);
- else
- clearBit(par5);
- } else {
- if (readArray(_numberArray, 6))
- clearBit(par5);
- else
- setBit(par5);
- }
- break;
- case 2:
- if (readArray(_numberArray, 5))
- clearBit(par5);
- else
- setBit(par5);
- break;
- }
- break;
- case 6:
- switch (par2) {
- case 38:
- smlayer_drawSomething(renderBitmap, codecparam, 270, 20, 3,
- _smush_icons2Nut, 10, 0, 0);
- _val119_ = true;
- _iactSceneId = par4;
- break;
- case 7:
- if (readArray(_numberArray, 4) != 0)
- return;
-
- _val120_ = true;
- smlayer_drawSomething(renderBitmap, codecparam, 160, 20, 3,
- _smush_icons2Nut, 8, 0, 0);
- break;
- case 8:
- if (readArray(_numberArray, 4) == 0 || readArray(_numberArray, 6) == 0)
- return;
-
- setWordInString(_numberArray, 1, _val55d);
- setWordInString(_numberArray, 3, _val57d);
- smush_setToFinish();
-
- break;
- case 25:
- if (readArray(_numberArray, 5) == 0)
- return;
-
- _val212_ = true;
- smlayer_drawSomething(renderBitmap, codecparam, 160, 20, 3,
- _smush_icons2Nut, 8, 0, 0);
- break;
- case 11:
- smlayer_drawSomething(renderBitmap, codecparam, 50, 20, 3,
- _smush_icons2Nut, 9, 0, 0);
- _val119_ = true;
- _iactSceneId = par4;
- break;
- }
- break;
- }
-}
-
-void Insane::iactScene6(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, Chunk &b, int32 size, int32 flags) {
- _player->checkBlock(b, TYPE_IACT, 8);
-
- int16 par1, par2, par3, par4, par5;
-
- par1 = b.getWord();
- par2 = b.getWord(); // bx
- par3 = b.getWord();
- par4 = b.getWord();
-
- switch (par1) {
- case 2:
- case 4:
- par5 = b.getWord(); // si
- switch (par3) {
- case 1:
- if (par4 == 1) {
- if (readArray(_numberArray, 6))
- setBit(par5);
- else
- clearBit(par5);
- } else {
- if (readArray(_numberArray, 6))
- clearBit(par5);
- else
- setBit(par5);
- }
- break;
- case 2:
- if (readArray(_numberArray, 5))
- clearBit(par5);
- else
- setBit(par5);
- break;
- }
- break;
- case 6:
- switch (par2) {
- case 38:
- smlayer_drawSomething(renderBitmap, codecparam, 270, 20, 3,
- _smush_icons2Nut, 10, 0, 0);
- _val119_ = true;
- _iactSceneId = par4;
- break;
- case 7:
- if (readArray(_numberArray, 4) != 0)
- return;
-
- _val120_ = true;
- smlayer_drawSomething(renderBitmap, codecparam, 160, 20, 3,
- _smush_icons2Nut, 8, 0, 0);
- break;
- case 8:
- if (readArray(_numberArray, 4) == 0 || readArray(_numberArray, 6) == 0)
- return;
-
- setWordInString(_numberArray, 1, _val55d);
- setWordInString(_numberArray, 3, _val53d);
- smush_setToFinish();
-
- break;
- case 25:
- if (readArray(_numberArray, 5) == 0)
- return;
-
- _val212_ = true;
- smlayer_drawSomething(renderBitmap, codecparam, 160, 20, 3,
- _smush_icons2Nut, 8, 0, 0);
- break;
- case 11:
- smlayer_drawSomething(renderBitmap, codecparam, 50, 20, 3,
- _smush_icons2Nut, 9, 0, 0);
- _val119_ = true;
- _iactSceneId = par4;
- break;
- }
- break;
- }
-}
-
-void Insane::iactScene17(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, Chunk &b, int32 size, int32 flags) {
- _player->checkBlock(b, TYPE_IACT, 8);
- int16 par1, par2, par3, par4;
-
- par1 = b.getWord(); // dx
- par2 = b.getWord(); // cx
- par3 = b.getWord(); // di
- par4 = b.getWord();
-
- switch (par1) {
- case 2:
- case 3:
- case 4:
- if (par3 == 1) {
- setBit(b.getWord());
- _val32d = -1;
- }
- break;
- case 6:
- switch (par2) {
- case 38:
- smlayer_drawSomething(renderBitmap, codecparam, 28, 48, 1,
- _smush_iconsNut, 6, 0, 0);
- _val119_ = true;
- _iactSceneId = par4;
- if (_counter1 <= 4) {
- if (_counter1 == 4)
- smlayer_startSound1(94);
-
- smlayer_showStatusMsg(-1, renderBitmap, codecparam, 24, 167, 1,
- 2, 0, "%s", handleTrsTag(_trsFilePtr, 5000));
- }
- _val124_ = true;
- break;
- case 11:
- smlayer_drawSomething(renderBitmap, codecparam, 28, 48, 1,
- _smush_iconsNut, 6, 0, 0);
- if (_counter1 <= 4) {
- if (_counter1 == 4)
- smlayer_startSound1(94);
-
- smlayer_showStatusMsg(-1, renderBitmap, codecparam, 24, 167, 1,
- 2, 0, "%s", handleTrsTag(_trsFilePtr, 5001));
- }
- _val124_ = true;
- _val123_ = true;
- break;
- }
- break;
- }
-}
-
-void Insane::iactScene21(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, Chunk &b, int32 size, int32 flags) {
- // void implementation
-}
-
-void Insane::procSKIP(Chunk &b) {
- _player->checkBlock(b, TYPE_SKIP, 4);
- int16 par1, par2;
-
- par1 = b.getWord();
- par2 = b.getWord();
-
- if (!par2) {
- if (isBitSet(par1))
- _player->_skipNext = true;
-
- return;
- }
-
- if (isBitSet(par1) != isBitSet(par2))
- _player->_skipNext = true;
-}
-
-bool Insane::isBitSet(int n) {
- if (n >= 0x80)
- return false;
-
- return (_iactBits[n / 8] & (0x80 >> (n % 8))) != 0;
-}
-
-void Insane::setBit(int n) {
- if (n >= 0x80)
- return;
-
- _iactBits[n / 8] |= 0x80 >> (n % 8);
-}
-
-void Insane::clearBit(int n) {
- if (n >= 0x80)
- return;
-
- _iactBits[n / 8] &= ~(0x80 >> (n % 8));
-}
-
-void Insane::smlayer_setActorFacing(int actornum, int actnum, int frame, int direction) {
- if (_actor[actornum].act[actnum].room) {
- Actor *a = _vm->derefActor(_actor[actornum].act[actnum].actor, "smlayer_setActorFacing");
- a->setDirection(direction);
- a->startAnimActor(frame);
- _actor[actornum].act[actnum].frame = 0;
- }
-}
-
-char *Insane::handleTrsTag(int32 trsFilePtr, int32 trsId) {
- // FIXME: implement
- warning("stub Insane::handleTrsTag(0, %d)", trsId);
-
- return 0;
-}
-
-bool Insane::smush_eitherNotStartNewFrame(void) {
- if (_smush_setupsan17)
- return false;
-
- if (_smush_isSanFileSetup) {
- if (_smush_frameStep < 0)
- return false;
-
- if (_smush_curFrame > _smush_frameStep + _smush_frameNum2)
- return true;
- else
- return false;
- } else {
- if (_smush_frameNum1 < 0)
- return false;
-
- if (_smush_curFrame >= _smush_frameNum1) {
- _smush_frameNum1 = -1;
- return false;
- } else
- return true;
- }
-}
-
-int32 Insane::getLastKey(bool arg_0) {
- return _vm->_lastKeyHit;
-}
-
-bool Insane::smlayer_actorNeedRedraw(int actornum, int actnum) {
- Actor *a = _vm->derefActor(_actor[actornum].act[actnum].actor, "smlayer_actorNeedRedraw");
-
- return a->needRedraw;
-}
-
-void Insane::smush_setPaletteValue(int where, int r, int g, int b) {
- // FIXME: implement
- warning("stub Insane::smlayer_setPaletteValue(%d, %d, %d, %d)", where, r, g, b);
-}
-
-int32 Insane::readArray (int number, int item) {
- return _vm->readArray (number, 0, item);
-}
-
-void Insane::setWordInString(int number, int item, int value) {
- _vm->writeArray(number, 0, item, value);
-}
-
-void Insane::smush_setupSanWithFlu(const char *filename, int32 setupsan2, int32 step1,
- int32 step2, int32 setupsan1, byte *fluPtr,
- int32 numFrames) {
- byte *tmp = fluPtr;
- int32 offset;
-
- debug(0, "smush_setupSanWithFlu(%s, %d, %d, %d, %d, %lx, %d)", filename, setupsan2,
- step1, step2, setupsan1, fluPtr, numFrames);
-
- _smush_setupsan1 = setupsan1;
-
- /* skip FLUP marker */
- if (READ_BE_UINT32(fluPtr) == 'FLUP')
- tmp += 8;
-
- _smush_setupsan2 = setupsan2;
-
- if (tmp[2] <= 1) {
- /* 0x300 -- palette, 0x8 -- header */
- offset = READ_LE_UINT32(tmp + 0x308 + numFrames*4);
- smush_setupSanFile(filename, offset, numFrames);
- memcpy(_smush_earlyFluContents, tmp+2, 0x306);
- _smush_earlyFluContents[0x30e] = 0;
- _smush_earlyFluContents[0x30f] = 0;
- _smush_earlyFluContents[0x310] = 0;
- _smush_earlyFluContents[0x311] = 0;
- _smush_earlyFluContents[0x306] = 0;
- _smush_earlyFluContents[0x307] = 0;
- } else {
- offset = READ_LE_UINT32(tmp + 0x31c + numFrames*4);
- smush_setupSanFile(filename, offset, numFrames);
- memcpy(_smush_earlyFluContents, tmp+2, 0x31a);
- }
- _smush_isSanFileSetup = 1;
- _smush_setupsan4 = 1;
- _smush_curFrame = numFrames;
- smush_setFrameSteps(step1, step2);
-}
-
-void Insane::smush_setupSanFromStart(const char *filename, int32 setupsan2, int32 step1,
- int32 step2, int32 setupsan1) {
- _smush_setupsan1 = setupsan1;
- _smush_setupsan2 = setupsan2;
- smush_setupSanFile(filename, 8, 0);
- _smush_isSanFileSetup = 1;
- smush_setFrameSteps(step1, step2);
-}
-
-void Insane::smush_setFrameSteps(int32 step1, int32 step2) {
- _smush_frameNum2 = _smush_curFrame;
- _smush_frameNum1 = step2;
- _smush_frameStep = step1;
-}
-
- void Insane::smush_setupSanFile(const char *filename, int32 offset, int32 contFrame) {
- debug(0, "smush_setupSanFile(%s, %x)", filename, offset);
-
- _player->seekSan(filename, _vm->getGameDataPath(), offset, contFrame);
-
- _vm->_imuseDigital->pause(false);
-}
-
-}
diff --git a/scumm/smush/insane.h b/scumm/smush/insane.h
deleted file mode 100644
index 47f81f3ddf..0000000000
--- a/scumm/smush/insane.h
+++ /dev/null
@@ -1,478 +0,0 @@
-/* ScummVM - Scumm Interpreter
- * Copyright (C) 2002-2004 The ScummVM project
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
-
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
-
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- *
- * $Header$
- *
- */
-
-#ifndef INSANE_H
-#define INSANE_H
-
-#include "base/engine.h"
-#include "scumm/scumm.h"
-#include "scumm/nut_renderer.h"
-
-#include "scumm/smush/smush_player.h"
-#include "scumm/smush/chunk.h"
-
-namespace Scumm {
-
-#define INV_CHAIN 0
-#define INV_CHAINSAW 1
-#define INV_MACE 2
-#define INV_2X4 3
-#define INV_WRENCH 4
-#define INV_BOOT 5
-#define INV_HAND 6
-#define INV_DUST 7
-
-#define EN_ROTT1 0 // rottwheeler
-#define EN_ROTT2 1 // rottwheeler
-#define EN_ROTT3 2 // rottwheeler
-#define EN_VULTF1 3 // vulture (redhead female1)
-#define EN_VULTM1 4 // vulture (male with glasses)
-#define EN_VULTF2 5 // vulture (redhead female2)
-#define EN_VULTM2 6 // vulture (initialized as rottwheeler) (male)
-#define EN_CAVEFISH 7 // Cavefish Maximum Fish
-#define EN_TORQUE 8 // Father Torque
-#define EN_BEN 9 // used only with handler
-
-class Insane {
- public:
- Insane(ScummEngine *scumm);
- ~Insane();
-
- void setSmushParams(int speed);
- void runScene(int arraynum);
-
- void procPreRendering(void);
- void procPostRendering(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame);
- void procIACT(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, Chunk &b, int32 size, int32 flags);
- void procSKIP(Chunk &b);
- void escapeKeyHandler(void);
-
- private:
-
- ScummEngine *_vm;
- SmushPlayer *_player;
-
- int32 _speed;
- bool _insaneIsRunning;
-
- int32 _numberArray;
- int32 _emulTimerId;
- int32 _emulateInterrupt;
- byte _errbuf[0x7d0];
- int32 _flag1d;
- int32 _mainTimerId;
- int32 _objArray1Idx;
- int32 _objArray1Idx2;
- int32 _objArray1[101];
- int32 _objArray2Idx;
- int32 _objArray2Idx2;
- int32 _objArray2[101];
- byte _currSceneId;
- int32 _timer1Flag;
- int32 _timer3Id;
- int32 _timer4Id;
- int32 _timer6Id;
- int32 _timer7Id;
- int32 _timerSpriteId;
- byte _temp2SceneId;
- byte _tempSceneId;
- int32 _currEnemy;
- int32 _currScenePropIdx;
- int32 _currScenePropSubIdx;
- char *_currTrsMsg;
- int16 _sceneData2Loaded;
- int16 _sceneData1Loaded;
- int16 _keyboardDisable;
- bool _needSceneSwitch;
- int32 _idx2Exceeded;
- bool _memoryAllocatedNotOK;
- int32 _lastKey;
- bool _beenCheated;
- bool _tiresRustle;
- int _keybOldDx;
- int _keybOldDy;
- int _velocityX;
- int _velocityY;
- int _keybX;
- int _keybY;
- int32 _firstBattle;
- bool _weaponBenJustSwitched;
- bool _kickBenProgress;
- int32 _battleScene;
- bool _kickEnemyProgress;
- bool _weaponEnemyJustSwitched;
- int32 _enHdlVar[9][9];
- int32 _trsFilePtr; // FIXME: we don't need it
- int32 _smlayer_room;
- int32 _smlayer_room2;
- byte *_smush_roadrashRip; // FIXME: combine them in array
- byte *_smush_roadrsh2Rip;
- byte *_smush_roadrsh3Rip;
- byte *_smush_goglpaltRip;
- byte *_smush_tovista1Flu;
- byte *_smush_tovista2Flu;
- byte *_smush_toranchFlu;
- byte *_smush_minedrivFlu;
- byte *_smush_minefiteFlu;
- NutRenderer *_smush_bencutNut;
- NutRenderer *_smush_bensgoggNut;
- NutRenderer *_smush_iconsNut;
- NutRenderer *_smush_icons2Nut;
- bool _smush_isSanFileSetup;
- bool _isBenCut;
- int _smush_smushState;
- bool _smush_isPauseImuse;
- int _continueFrame;
- int _continueFrame1;
- int _counter1;
- int _iactSceneId;
- int _iactSceneId2;
- int _smush_setupsan17;
- int32 _smush_setupsan1;
- int16 _smush_setupsan2;
- int32 _smush_setupsan4;
- int16 _smush_frameStep;
- int16 _smush_curFrame;
- int16 _smush_frameNum1;
- int16 _smush_frameNum2;
- byte _smush_earlyFluContents[0x31a];
- int16 _enemyState[9][10];
- byte _iactBits[0x80];
- int32 _val8d;
- byte _val10b;
- int32 _val11d;
- int32 _val32d;
- int32 _val50d;
- int32 _val51d;
- int32 _val52d;
- int32 _val53d;
- int32 _val54d;
- int32 _val55d;
- int32 _val56d;
- int32 _val57d;
- int16 _val109w;
- int16 _val110w;
- int16 _val111w;
- int16 _val112w;
- int32 _val113d;
- int32 _val114d16[16];
- int16 _val115w;
- int16 _val116w;
- bool _val119_;
- bool _val120_;
- bool _val121_;
- bool _val122_;
- bool _val123_;
- bool _val124_;
- int32 _val128d;
- int32 _val211d;
- int32 _val212_;
- int32 _val213d;
- int32 _val214d;
- int32 _val215d;
- int32 _val216d[12];
-
- struct enemy {
- int32 handler;
- int32 initializer;
- int32 field_8;
- int32 maxdamage;
- int32 field_10;
- int32 weapon;
- int32 sound;
- char filename[20];
- int32 costume4;
- int32 costume6;
- int32 costume5;
- int16 costumevar;
- int32 maxframe;
- int32 field_34;
- };
-
- struct enemy _enemy[9];
-
- struct fluConf {
- int sceneId;
- byte **fluPtr;
- const char *filenamePtr;
- int startFrame;
- int numFrames;
- };
-
- struct fluConf _fluConf[21];
-
- struct sceneProp {
- int32 actor; // main actor number, -1 if not applicable
- int32 sound;
- int32 trsId;
- byte r;
- byte g;
- byte b;
- int32 counter;
- int32 maxCounter;
- int32 index;
- };
-
- struct sceneProp _sceneProp[139];
-
- struct act {
- int32 actor;
- byte state;
- int32 room;
- int32 animTilt;
- int32 tilt;
- int32 frame;
- };
-
- struct actor {
- int32 damage;
- int32 maxdamage;
- int32 field_8;
- int32 frame;
- int32 tilt;
- int32 cursorX;
- int32 speed;
- int32 x;
- int32 y;
- int32 y1;
- int32 x1;
- int32 weaponClass;
- int32 animWeaponClass;
- int32 field_34;
- int32 field_38;
- bool lost;
- bool kicking;
- bool field_44;
- int32 field_48;
- bool defunct;
- int32 scenePropSubIdx;
- int32 field_54;
- int32 runningSound;
- int32 weapon;
- bool inventory[8];
- int32 probability;
- int32 enemyHandler;
- struct act act[4];
- };
-
- struct actor _actor[2];
-
- void initvars(void);
- void readFileToMem(const char *name, byte **buf);
- void startVideo(const char *filename, int num, int argC, int frameRate,
- int doMainLoop, byte *fluPtr = 0, int32 numFrames = 0);
- void smush_proc39(void);
- void smush_proc40(void);
- void smush_proc41(void);
- void smush_warpMouse(int x, int y, int buttons);
- void putActors(void);
- void readState(void);
- void setTrsFile(int file); // FIXME: we don't need it
- void resetTrsFilePtr(void); // FIXME: we don't need it
- int initScene(int sceneId);
- void stopSceneSounds(int sceneId);
- void shutCurrentScene(void);
- int loadSceneData(int scene, int flag, int phase);
- void setSceneCostumes(int sceneId);
- void setupValues(void);
- void setEnemyCostumes (void);
- void smlayer_stopSound (int idx);
- int smlayer_loadSound(int id, int flag, int phase);
- int smlayer_loadCostume(int id, int phase);
- void smlayer_setActorCostume(int actornum, int act, int costume);
- void smlayer_putActor(int actornum, int act, int x, int y, byte room);
- void smlayer_setActorLayer(int actornum, int act, int layer);
- void smlayer_setFluPalette(byte *pal, int shut_flag);
- int32 readArray (int field, int number);
- void setWordInString(int field, int number, int value);
- int smlayer_mainLoop(void);
- void mainLoop(void);
- bool idx1Compare(void);
- bool idx2Compare(void);
- int32 idx1Tweak(void);
- int32 idx2Tweak(void);
- void smush_setToFinish(void);
- void postCase11(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame);
- void postCase0(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame);
- void postCase17(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame);
- void postCase16(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame);
- void postCase1(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame);
- void postCase2(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame);
- void postCase20(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame);
- void postCase3(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame);
- void postCase5(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame);
- void postCase6(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame);
- void postCase8(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame);
- void postCase9(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame);
- void postCase10(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame);
- void postCase12(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame);
- void postCase23(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame);
- void postCase14(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame);
- void postCaseAll(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame);
- void postCaseMore(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, int32 curFrame, int32 maxFrame);
- void switchSceneIfNeeded(void);
- int smush_changeState(int state);
- 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,
- int32 field_14, int32 sound, const char *filename,
- int32 costume4, int32 costume6, int32 costume5,
- int16 field_2C, int32 field_30, int32 field_34);
- int32 enemyHandler(int n, int32, int32, int32);
- int32 enemyInitializer(int n, int32, int32, int32);
- int32 enemy0handler(int32, int32, int32);
- int32 enemy0initializer(int32, int32, int32);
- int32 enemy1handler(int32, int32, int32);
- int32 enemy1initializer(int32, int32, int32);
- int32 enemy2handler(int32, int32, int32);
- int32 enemy2initializer(int32, int32, int32);
- int32 enemy3handler(int32, int32, int32);
- int32 enemy3initializer(int32, int32, int32);
- int32 enemy4handler(int32, int32, int32);
- int32 enemy4initializer(int32, int32, int32);
- int32 enemy5handler(int32, int32, int32);
- int32 enemy5initializer(int32, int32, int32);
- int32 enemy6handler(int32, int32, int32);
- int32 enemy6initializer(int32, int32, int32);
- int32 enemy7handler(int32, int32, int32);
- int32 enemy7initializer(int32, int32, int32);
- int32 enemy8handler(int32, int32, int32);
- int32 enemy8initializer(int32, int32, int32);
- int32 enemyBenHandler(int32, int32, int32);
- void IMUSE_shutVolume(void);
- void IMUSE_restoreVolume(void);
- bool smlayer_isSoundRunning(int32 sound);
- bool smlayer_startSound1(int32 sound);
- bool smlayer_startSound2(int32 sound);
- void smlayer_soundSetPan(int32 sound, int32 pan);
- void smlayer_soundSetPriority(int32 sound, int32 priority);
- void smlayer_drawSomething(byte *renderBitmap, int32 codecparam,
- int32 arg_8, int32 arg_C, int32 arg_10, NutRenderer *nutfileptr,
- int32 arg_18, int32 arg_1C, int32 arg_20);
- void smlayer_overrideDrawActorAt(byte *, byte, byte);
- void queueSceneSwitch(int32 sceneId, byte *fluPtr, const char *filename,
- int32 arg_C, int32 arg_10, int32 startFrame, int32 numFrames);
- void turnBen(bool battle);
- void smush_rewindCurrentSan(int arg_0, int arg_4, int arg_8);
- void smlayer_showStatusMsg(int32 arg_0, byte *renderBitmap, int32 codecparam,
- int32 x, int32 y, int32 arg_14, int32 arg_18,
- int32 arg_1C, const char *formatString, char *str);
- void init_fluConfStruct(int n, int sceneId, byte **fluPtr,
- const char *filenamePtr, int startFrame, int numFrames);
- int32 processBenOnRoad(bool flag);
- void mineChooseRoad(int32 arg_0);
- void actor02Reaction(int32 buttons);
- void actor00Reaction(int32 buttons);
- void actor01Reaction(int32 buttons);
- void actor03Reaction(int32 buttons);
- void turnEnemy(bool battle);
- int32 actionBen(void);
- void chooseBenWeaponAnim(int buttons);
- void setBenAnimation(int32 actornum, int anim);
- int calcTilt(int speed);
- bool smush_eitherNotStartNewFrame(void);
- void smlayer_setActorFacing(int actornum, int actnum, int frame, int direction);
- int32 weaponMaxRange(int32 actornum);
- int32 weaponMinRange(int32 actornum);
- void switchBenWeapon(void);
- void prepareScenePropScene(int32 scenePropNum, bool arg_4, bool arg_8);
- int32 calcBenDamage(bool arg_0, bool arg_4);
- int32 weaponDamage(int32 actornum);
- void proc47(int32 actornum, int32 val);
- bool weaponBenIsEffective(void);
- bool actor1StateFlags(int state);
- bool actor0StateFlags1(int state);
- bool actor0StateFlags2(int state);
- bool loadScenePropSounds(int32 scenePropNum);
- void init_scenePropStruct(int32 n, int32 n1, int32 actornum, int32 sound, int32 trsId,
- byte r, byte g, byte b, int32 counter, int32 maxCounter,
- int32 index);
- int32 setBenState(void);
- bool smlayer_actorNeedRedraw(int actornum, int actnum);
- void reinitActors(void);
- void smush_setPaletteValue(int where, int r, int g, int b);
- char *handleTrsTag(int32 trsFilePtr, int32 trsId);
- void ouchSoundBen(void);
- void smush_setupSanWithFlu(const char *filename, int32 setupsan2, int32 step1,
- int32 step2, int32 setupsan1, byte *fluPtr, int32 numFrames);
- void smush_setupSanFromStart(const char *filename, int32 setupsan2, int32 step1,
- int32 step2, int32 setupsan1);
- void smush_setFrameSteps(int32 step1, int32 step2);
- void smush_setupSanFile(const char *filename, int32 offset, int32 contFrame);
- int32 getLastKey(bool arg_0);
- void drawSpeedyActor(int32 arg_0);
- void actor11Reaction(int32 buttons);
- void actor12Reaction(int32 buttons);
- void actor13Reaction(int32 buttons);
- void actor10Reaction(int32 buttons);
- int32 actionEnemy(void);
- int32 processKeyboard(void);
- int32 processMouse(void);
- void setEnemyAnimation(int32 actornum, int anim);
- void chooseEnemyWeaponAnim(int32 buttons);
- void switchEnemyWeapon(void);
- void setEnemyState(void);
- int32 calcEnemyDamage(bool arg_0, bool arg_4);
- void ouchSoundEnemy(void);
- bool weaponEnemyIsEffective(void);
- void iactScene1(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, Chunk &b, int32 size, int32 flags);
- void iactScene3(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, Chunk &b, int32 size, int32 flags);
- void iactScene4(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, Chunk &b, int32 size, int32 flags);
- void iactScene6(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, Chunk &b, int32 size, int32 flags);
- void iactScene17(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, Chunk &b, int32 size, int32 flags);
- void iactScene21(byte *renderBitmap, int32 codecparam, int32 setupsan12,
- int32 setupsan13, Chunk &b, int32 size, int32 flags);
- bool isBitSet(int n);
- void setBit(int n);
- void clearBit(int n);
- void proc62(void);
- void proc63(void);
- void proc64(int32);
-};
-} // End of namespace Insane
-
-#endif
diff --git a/scumm/smush/smush_player.cpp b/scumm/smush/smush_player.cpp
index 81a3e5fcad..82600c40d8 100644
--- a/scumm/smush/smush_player.cpp
+++ b/scumm/smush/smush_player.cpp
@@ -39,7 +39,8 @@
#include "scumm/smush/smush_font.h"
#include "scumm/smush/smush_mixer.h"
#include "scumm/smush/smush_player.h"
-#include "scumm/smush/insane.h"
+
+#include "scumm/insane/insane.h"
#include "sound/mixer.h"
@@ -948,7 +949,6 @@ void SmushPlayer::insanity(bool flag) {
_insanity = flag;
}
-// FIXME: now it will work with offsets = 8. No Flu files are supported
void SmushPlayer::seekSan(const char *file, const char *directory, int32 pos, int32 contFrame) {
Chunk *sub;