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authorEugene Sandulenko2003-12-12 14:29:59 +0000
committerEugene Sandulenko2003-12-12 14:29:59 +0000
commitbaf2fd3900348202fba59f91898c5c91f5104b56 (patch)
tree34e67d00f50039bbfb8eca0c668c16d9ed0ea84b /scumm
parentfef457ed0e63e0cf8df9fa7d724f4ea624d7cc5d (diff)
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o Fixed playback. Now you see Ben falling
o Next batch of enemy code implemented o Cleanup svn-id: r11595
Diffstat (limited to 'scumm')
-rw-r--r--scumm/smush/insane.cpp430
-rw-r--r--scumm/smush/insane.h21
-rw-r--r--scumm/smush/smush_player.cpp3
3 files changed, 396 insertions, 58 deletions
diff --git a/scumm/smush/insane.cpp b/scumm/smush/insane.cpp
index 466a280398..a5dc55f62e 100644
--- a/scumm/smush/insane.cpp
+++ b/scumm/smush/insane.cpp
@@ -150,6 +150,10 @@ void Insane::initvars(void) {
_keybY = 0;
_firstBattle = false;
_battleScene = true;
+ _kickBenProgress = false;
+ _weaponBenJustSwitched = false;
+ _kickEnemyProgress = false;
+ _weaponEnemyJustSwitched = false;
_val11d = 0;
_val32d = -1;
_val51d = 0;
@@ -173,8 +177,6 @@ void Insane::initvars(void) {
_val122_ = false;
_val123_ = false;
_val124_ = false;
- _kickingInProgress = false;
- _weaponJustSwitched = false;
_val130b = 0;
_val131w = 0;
_val132w = 0;
@@ -2829,7 +2831,7 @@ void Insane::postCaseAll(byte *renderBitmap, int32 codecparam, int32 setupsan12,
tsceneProp = &_sceneProp[_currScenePropIdx + _currScenePropSubIdx];
tsceneProp->counter = 0;
if (tsceneProp->trsId)
- _currTrsMsg = handleTrsTag(_trsFilePtr, tsceneProp->trsId);
+ _currTrsMsg = tsceneProp->trsId;
else
_currTrsMsg = 0;
@@ -3296,7 +3298,7 @@ void Insane::actor02Reaction(int32 buttons) {
_actor[0].act[2].state = 1;
_actor[0].inventory[INV_MACE] = 0;
smlayer_startSound2(318);
- switchWeapon();
+ switchBenWeapon();
}
_actor[0].act[2].tilt = calcTilt(_actor[0].speed);
break;
@@ -3316,7 +3318,7 @@ void Insane::actor02Reaction(int32 buttons) {
_actor[0].act[2].state = 1;
_actor[0].inventory[INV_MACE] = 0;
smlayer_startSound2(318);
- switchWeapon();
+ switchBenWeapon();
}
_actor[0].act[2].tilt = calcTilt(_actor[0].speed);
break;
@@ -3336,7 +3338,7 @@ void Insane::actor02Reaction(int32 buttons) {
_actor[0].act[2].state = 1;
_actor[0].inventory[INV_CHAIN] = 0; // Chain
smlayer_startSound2(318);
- switchWeapon();
+ switchBenWeapon();
}
_actor[0].act[2].tilt = calcTilt(_actor[0].speed);
break;
@@ -3345,7 +3347,7 @@ void Insane::actor02Reaction(int32 buttons) {
_actor[0].field_2C = 1;
_actor[0].kicking = 0;
_actor[0].field_44 = 1;
- if (_actor[0].act[2].frame >= 2 && !_kickingInProgress) {
+ if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) {
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 74;
}
@@ -3390,7 +3392,7 @@ void Insane::actor02Reaction(int32 buttons) {
_actor[0].field_2C = 1;
_actor[0].kicking = 0;
_actor[0].field_44 = 1;
- if (_actor[0].act[2].frame >= 2 && !_kickingInProgress) {
+ if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) {
smlayer_setActorFacing(0, 2, 23, 180);
_actor[0].act[2].state = 82;
}
@@ -3434,7 +3436,7 @@ void Insane::actor02Reaction(int32 buttons) {
_actor[0].field_2C = 0;
_actor[0].kicking = 0;
_actor[0].field_44 = 1;
- if (_actor[0].act[2].frame >= 2 && !_kickingInProgress) {
+ if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) {
smlayer_setActorFacing(0, 2, 23, 180);
_actor[0].act[2].state = 84;
}
@@ -3456,7 +3458,7 @@ void Insane::actor02Reaction(int32 buttons) {
_actor[0].field_2C = 1;
_actor[0].kicking = 0;
_actor[0].field_44 = 1;
- if (_actor[0].act[2].frame >= 4 && !_kickingInProgress) {
+ if (_actor[0].act[2].frame >= 4 && !_kickBenProgress) {
smlayer_setActorFacing(0, 2, 23, 180);
_actor[0].act[2].state = 76;
}
@@ -4196,7 +4198,7 @@ void Insane::actor02Reaction(int32 buttons) {
_actor[0].kicking = 0;
if (!smlayer_actorNeedRedraw(0, 2)) {
- switchWeapon();
+ switchBenWeapon();
_actor[0].act[2].tilt = 0;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].speed);
@@ -4375,17 +4377,17 @@ void Insane::actor00Reaction(int32 buttons) {
void Insane::actor01Reaction(int32 buttons) {
int32 tmpx, tmpy;
- chooseWeaponAnim(buttons);
+ chooseBenWeaponAnim(buttons);
switch (_actor[0].speed) {
case -3:
if (_actor[0].act[1].state != 41 || _actor[0].field_2C != _actor[0].field_30) {
- setEnemyAnimation(0, 6);
+ setBenAnimation(0, 6);
_actor[0].act[1].state = 41;
}
if (_actor[0].field_14 >= -100) {
- setEnemyAnimation(0, 7);
+ setBenAnimation(0, 7);
_actor[0].act[1].state = 40;
_actor[0].field_8 = 48;
_actor[0].speed = -2;
@@ -4393,7 +4395,7 @@ void Insane::actor01Reaction(int32 buttons) {
break;
case -2:
if (_actor[0].act[1].state != 40 || _actor[0].field_2C != _actor[0].field_30) {
- setEnemyAnimation(0, 7);
+ setBenAnimation(0, 7);
_actor[0].act[1].state = 40;
}
if (_actor[0].field_8 == 48)
@@ -4403,7 +4405,7 @@ void Insane::actor01Reaction(int32 buttons) {
break;
case -1:
if (_actor[0].act[1].state != 39 || _actor[0].field_2C != _actor[0].field_30) {
- setEnemyAnimation(0, 8);
+ setBenAnimation(0, 8);
_actor[0].act[1].state = 39;
}
@@ -4414,18 +4416,18 @@ void Insane::actor01Reaction(int32 buttons) {
break;
case 0:
if (_actor[0].act[1].state != 1 || _actor[0].field_2C != _actor[0].field_30) {
- setEnemyAnimation(0, 9);
+ setBenAnimation(0, 9);
_actor[0].act[1].state = 1;
}
_actor[0].field_8 = 1;
if (_actor[0].field_14 < -100) {
- setEnemyAnimation(0, 8);
+ setBenAnimation(0, 8);
_actor[0].act[1].state = 39;
_actor[0].field_8 = 46;
_actor[0].speed = -1;
} else {
if (_actor[0].field_14 > 100) {
- setEnemyAnimation(0, 10);
+ setBenAnimation(0, 10);
_actor[0].act[1].state = 55;
_actor[0].field_8 = 49;
_actor[0].speed = 1;
@@ -4434,7 +4436,7 @@ void Insane::actor01Reaction(int32 buttons) {
break;
case 1:
if (_actor[0].act[1].state != 55 || _actor[0].field_2C != _actor[0].field_30) {
- setEnemyAnimation(0, 10);
+ setBenAnimation(0, 10);
_actor[0].act[1].state = 55;
}
if (_actor[0].field_8 == 51)
@@ -4444,7 +4446,7 @@ void Insane::actor01Reaction(int32 buttons) {
break;
case 2:
if (_actor[0].act[1].state != 56 || _actor[0].field_2C != _actor[0].field_30) {
- setEnemyAnimation(0, 11);
+ setBenAnimation(0, 11);
_actor[0].act[1].state = 56;
}
if (_actor[0].field_8 == 51)
@@ -4454,12 +4456,12 @@ void Insane::actor01Reaction(int32 buttons) {
break;
case 3:
if (_actor[0].act[1].state != 57 || _actor[0].field_2C != _actor[0].field_30) {
- setEnemyAnimation(0, 12);
+ setBenAnimation(0, 12);
_actor[0].act[1].state = 57;
}
if (_actor[0].field_14 <= 100) {
- setEnemyAnimation(0, 11);
+ setBenAnimation(0, 11);
_actor[0].act[1].state = 56;
_actor[0].field_8 = 51;
_actor[0].speed = 2;
@@ -4567,10 +4569,10 @@ void Insane::actor03Reaction(int32 buttons) {
}
}
-void Insane::chooseWeaponAnim(int buttons) {
+void Insane::chooseBenWeaponAnim(int buttons) {
// kick
if ((buttons & 1) && (_currEnemy != EN_TORQUE)) {
- if (!_kickingInProgress && actor0StateFlags2(_actor[0].act[2].state + _actor[0].weapon * 238)) {
+ 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;
@@ -4600,15 +4602,15 @@ void Insane::chooseWeaponAnim(int buttons) {
break;
}
_actor[0].kicking = 1;
- _kickingInProgress = true;
+ _kickBenProgress = true;
}
} else {
- _kickingInProgress = false;
+ _kickBenProgress = false;
}
// switch weapon
if ((buttons & 2) && (_currEnemy != EN_TORQUE)) {
- if (_weaponJustSwitched)
+ if (_weaponBenJustSwitched)
return;
if (!actor0StateFlags1(_actor[0].act[2].state))
@@ -4627,26 +4629,26 @@ void Insane::chooseWeaponAnim(int buttons) {
case INV_HAND:
case INV_DUST:
_actor[0].act[2].state = 0;
- switchWeapon();
+ switchBenWeapon();
}
- _weaponJustSwitched = true;
+ _weaponBenJustSwitched = true;
} else {
- _weaponJustSwitched = false;
+ _weaponBenJustSwitched = false;
}
}
-void Insane::setEnemyAnimation(int32 actornum, int32 arg_4) {
- if (arg_4 <= 12)
+void Insane::setBenAnimation(int32 actornum, int anim) {
+ if (anim <= 12)
smlayer_setActorFacing(actornum, 1,
- actorAnimationData[_actor[actornum].field_2C * 7 + arg_4 - 6], 180);
+ actorAnimationData[_actor[actornum].field_2C * 7 + anim - 6], 180);
}
-void Insane::switchWeapon(void) {
+void Insane::switchBenWeapon(void) {
do {
_actor[0].weapon++;
if (_actor[0].weapon > 7)
- _actor[0].weapon = 0;
+ _actor[0].weapon = INV_CHAIN;
} while (!_actor[0].inventory[_actor[0].weapon]);
@@ -4745,7 +4747,7 @@ void Insane::prepareScenePropScene(int32 scenePropNum, bool arg_4, bool arg_8) {
_sceneProp[scenePropNum + 1].counter = 0;
_currScenePropSubIdx = 1;
if (_sceneProp[scenePropNum + 1].trsId)
- _currTrsMsg = handleTrsTag(_trsFilePtr, _sceneProp[scenePropNum + 1].trsId);
+ _currTrsMsg = _sceneProp[scenePropNum + 1].trsId;
else
_currTrsMsg = 0;
@@ -5267,17 +5269,19 @@ void Insane::turnEnemy(bool battle) {
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);
- proc51(buttons);
- proc54(buttons);
+ actor12Reaction(buttons);
+ actor13Reaction(buttons);
actor10Reaction(buttons);
}
void Insane::actor11Reaction(int32 buttons) {
- proc56(buttons);
+ int32 tmpx, tmpy;
+
+ chooseEnemyWeaponAnim(buttons);
switch(_actor[1].speed) {
case -3:
- if (_actor[1].act[1].state != 41 || _actor[1].field_2C != _actor[0].field_30) {
+ if (_actor[1].act[1].state != 41 || _actor[1].field_2C != _actor[1].field_30) {
setEnemyAnimation(1, 6);
_actor[1].act[1].state = 41;
}
@@ -5289,27 +5293,353 @@ void Insane::actor11Reaction(int32 buttons) {
_actor[1].speed = -2;
}
- //insane_actor1.x += (a - a * 32) / 32;
+ _actor[1].x += _actor[1].field_14 / 32;
+ break;
+ case -2:
+ if (_actor[1].act[1].state != 40 || _actor[1].field_2C != _actor[1].field_30) {
+ setEnemyAnimation(1, 7);
+ _actor[1].act[1].state = 40;
+ }
+ if (_actor[1].field_8 == 48)
+ _actor[1].speed = -1;
+ else
+ _actor[1].speed = -3;
+
+ _actor[1].x += _actor[1].field_14 / 32;
+ break;
+ case -1:
+ if (_actor[1].act[1].state != 39 || _actor[1].field_2C != _actor[1].field_30) {
+ setEnemyAnimation(1, 8);
+ _actor[1].act[1].state = 39;
+ }
+
+ if (_actor[1].field_8 == 48)
+ _actor[1].speed = 0;
+ else
+ _actor[1].speed = -2;
+
+ _actor[1].x += _actor[1].field_14 / 32;
+ break;
+ case 0:
+ if (_actor[1].act[1].state != 1 || _actor[1].field_2C != _actor[1].field_30) {
+ setEnemyAnimation(1, 9);
+ _actor[1].act[1].state = 1;
+ }
+ _actor[1].field_8 = 1;
+ if (_actor[1].field_14 < -100) {
+ setEnemyAnimation(1, 8);
+ _actor[1].act[1].state = 39;
+ _actor[1].field_8 = 46;
+ _actor[1].speed = -1;
+ } else {
+ if (_actor[1].field_14 > 100) {
+ setEnemyAnimation(1, 10);
+ _actor[1].act[1].state = 55;
+ _actor[1].field_8 = 49;
+ _actor[1].speed = 1;
+ }
+ }
+ break;
+ case 1:
+ if (_actor[1].act[1].state != 55 || _actor[1].field_2C != _actor[1].field_30) {
+ setEnemyAnimation(1, 10);
+ _actor[1].act[1].state = 55;
+ }
+ if (_actor[1].field_8 == 51)
+ _actor[1].speed = 0;
+ else
+ _actor[1].speed = 2;
+
+ _actor[1].x += _actor[1].field_14 / 32;
+ break;
+ case 2:
+ if (_actor[1].act[1].state != 56 || _actor[1].field_2C != _actor[1].field_30) {
+ setEnemyAnimation(1, 11);
+ _actor[1].act[1].state = 56;
+ }
+ if (_actor[1].field_8 == 51)
+ _actor[1].speed = 1;
+ else
+ _actor[1].speed = 3;
+
+ _actor[1].x += _actor[1].field_14 / 32;
+ break;
+ case 3:
+ if (_actor[1].act[1].state != 57 || _actor[1].field_2C != _actor[1].field_30) {
+ setEnemyAnimation(1, 12);
+ _actor[1].act[1].state = 57;
+ }
+
+ if (_actor[1].field_14 <= 100) {
+ setEnemyAnimation(1, 11);
+ _actor[1].act[1].state = 56;
+ _actor[1].field_8 = 51;
+ _actor[1].speed = 2;
+ }
- //_actor[1].x = _actor[1].field_14; // XXX
+ _actor[1].x += _actor[1].field_14 / 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].field_30 = _actor[1].field_2C;
}
-void Insane::proc56(int32 buttons) {
- // FIXME: implement
+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].field_2C * 7 + anim - 6 + d], 180);
}
-// 12
-void Insane::proc51(int32 buttons) {
- // FIXME: implement
+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 (_weaponBenJustSwitched || _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();
+ }
+
+ _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].field_2C = 1;
+ _actor[1].act[2].state = 34;
+ break;
+ case INV_BOOT:
+ _actor[1].field_2C = 2;
+ _actor[1].act[2].state = 1;
+ break;
+ case INV_HAND:
+ smlayer_setActorCostume(1, 2, readArray(_numberArray, _enemy[_currEnemy].costume4));
+ _actor[1].field_2C = 1;
+ _actor[1].act[2].state = 34;
+ break;
+ case INV_DUST:
+ enemyDustAction();
+ break;
+ default:
+ break;
+ }
+}
+
+void Insane::enemyDustAction(void) {
+ if (_actor[1].lost)
+ return;
+
+ _actor[1].act[2].facing = -1000;
+
+ if (_currEnemy == EN_CAVEFISH) {
+ _actor[1].field_2C = 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].field_2C = 1;
+ _actor[1].act[2].state = 63;
+ break;
+ case INV_CHAINSAW:
+ _actor[1].field_2C = 1;
+ _actor[1].act[2].state = 64;
+ break;
+ case INV_MACE:
+ _actor[1].field_2C = 1;
+ _actor[1].act[2].state = 65;
+ break;
+ case INV_2X4:
+ _actor[1].field_2C = 1;
+ _actor[1].act[2].state = 66;
+ break;
+ case INV_WRENCH:
+ _actor[1].field_2C = 1;
+ _actor[1].act[2].state = 62;
+ break;
+ case INV_BOOT:
+ case INV_HAND:
+ case INV_DUST:
+ _actor[1].field_2C = 2;
+ _actor[1].act[2].state = 1;
+ }
}
-// 13
-void Insane::proc54(int32 buttons) {
+void Insane::actor12Reaction(int32 buttons) {
// FIXME: implement
}
+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].field_4C = 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:
+ _actor[1].field_54 = 0;
+ break;
+ case 1:
+ _actor[1].field_54 = 0;
+ break;
+ default:
+ break;
+ }
+}
+
// FIXME: this is exact actor00Reaction. Combine
void Insane::actor10Reaction(int32 buttons) {
diff --git a/scumm/smush/insane.h b/scumm/smush/insane.h
index fac0a56a02..3e4a4d610e 100644
--- a/scumm/smush/insane.h
+++ b/scumm/smush/insane.h
@@ -115,9 +115,11 @@ class Insane {
int _keybX;
int _keybY;
int32 _firstBattle;
- bool _weaponJustSwitched;
- bool _kickingInProgress;
+ bool _weaponBenJustSwitched;
+ bool _kickBenProgress;
int32 _battleScene;
+ bool _kickEnemyProgress;
+ bool _weaponEnemyJustSwitched;
int32 _val8d;
byte _val10b;
int32 _val11d;
@@ -448,14 +450,14 @@ class Insane {
void actor03Reaction(int32 buttons);
void turnEnemy(bool battle);
int32 actionBen(void);
- void chooseWeaponAnim(int arg_0);
- void setEnemyAnimation(int32 actornum, int arg_4);
+ 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 switchWeapon(void);
+ void switchBenWeapon(void);
void prepareScenePropScene(int32 scenePropNum, bool arg_4, bool arg_8);
int32 calcDamage(bool arg_0, bool arg_4);
int32 weaponDamage(int32 actornum);
@@ -483,13 +485,16 @@ class Insane {
int32 getLastKey(bool arg_0);
void drawSpeedyActor(int32 arg_0);
void actor11Reaction(int32 buttons);
- void proc51(int32 buttons);
- void proc54(int32 buttons);
+ void actor12Reaction(int32 buttons);
+ void actor13Reaction(int32 buttons);
void actor10Reaction(int32 buttons);
int32 actionEnemy(void);
int32 processKeyboard(void);
int32 func75(void);
- void proc56(int32 buttons);
+ void setEnemyAnimation(int32 actornum, int anim);
+ void chooseEnemyWeaponAnim(int buttons);
+ void switchEnemyWeapon(void);
+ void enemyDustAction(void);
void blah(void);
diff --git a/scumm/smush/smush_player.cpp b/scumm/smush/smush_player.cpp
index 303851e4e0..fc556eeab0 100644
--- a/scumm/smush/smush_player.cpp
+++ b/scumm/smush/smush_player.cpp
@@ -993,6 +993,9 @@ void SmushPlayer::seekSan(const char *file, const char *directory, int32 pos) {
if (pos != 8)
_base->seek(pos, FileChunk::seek_start);
+
+ // FIXME: is this really applicable? HACK
+ _frame = 0;
}
void SmushPlayer::play(const char *filename, const char *directory) {