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-rw-r--r--scumm/insane/.cvsignore1
-rw-r--r--scumm/insane/insane.cpp1447
-rw-r--r--scumm/insane/insane.h478
-rw-r--r--scumm/insane/insane_ben.cpp1979
-rw-r--r--scumm/insane/insane_enemy.cpp2795
-rw-r--r--scumm/insane/insane_iact.cpp607
-rw-r--r--scumm/insane/insane_scenes.cpp1488
-rw-r--r--scumm/module.mk6
8 files changed, 8800 insertions, 1 deletions
diff --git a/scumm/insane/.cvsignore b/scumm/insane/.cvsignore
new file mode 100644
index 0000000000..39a06683b7
--- /dev/null
+++ b/scumm/insane/.cvsignore
@@ -0,0 +1 @@
+.deps
diff --git a/scumm/insane/insane.cpp b/scumm/insane/insane.cpp
new file mode 100644
index 0000000000..18bcb4b4c1
--- /dev/null
+++ b/scumm/insane/insane.cpp
@@ -0,0 +1,1447 @@
+/* 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 "scumm/scumm.h"
+#include "scumm/actor.h"
+#include "scumm/sound.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 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;
+}
+
+void Insane::setBenAnimation(int32 actornum, int anim) {
+ if (anim <= 12)
+ smlayer_setActorFacing(actornum, 1,
+ actorAnimationData[_actor[actornum].weaponClass * 7 + anim - 6], 180);
+}
+
+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);
+}
+
+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::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
+}
+
+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);
+}
+
+// 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::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;
+ }
+}
+
+void Insane::prepareScenePropScene(int32 scenePropNum, bool arg_4, bool arg_8) {
+ 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};
+
+ int tmp, idx = scenePropIdx[scenePropNum];
+
+ if (!loadScenePropSounds(idx))
+ return;
+
+ _actor[0].defunct = arg_4;
+ _actor[1].defunct = arg_8;
+ _currScenePropIdx = idx;
+ _sceneProp[idx + 1].counter = 0;
+ _currScenePropSubIdx = 1;
+ if (_sceneProp[idx + 1].trsId)
+ _currTrsMsg = handleTrsTag(_trsFilePtr, _sceneProp[idx + 1].trsId);
+ else
+ _currTrsMsg = 0;
+
+ tmp = _sceneProp[idx + 1].actor;
+ if (tmp != -1) {
+ _actor[tmp].field_54 = 1;
+ _actor[tmp].act[3].state = 117;
+ _actor[tmp].scenePropSubIdx = _currScenePropSubIdx;
+ }
+}
+
+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::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::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
+}
+
+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];
+}
+
+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::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/insane/insane.h b/scumm/insane/insane.h
new file mode 100644
index 0000000000..47f81f3ddf
--- /dev/null
+++ b/scumm/insane/insane.h
@@ -0,0 +1,478 @@
+/* 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/insane/insane_ben.cpp b/scumm/insane/insane_ben.cpp
new file mode 100644
index 0000000000..3444f9df6e
--- /dev/null
+++ b/scumm/insane/insane_ben.cpp
@@ -0,0 +1,1979 @@
+/* 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 "scumm/smush/insane.h"
+
+namespace Scumm {
+
+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);
+}
+
+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);
+}
+
+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;
+}
+
+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;
+}
+
+// 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(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(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(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(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(33, 0, 0);
+ break;
+ case EN_ROTT2:
+ tmp = rand() % 5;
+ if (!tmp)
+ prepareScenePropScene(35, 0, 0);
+ if (tmp == 3)
+ prepareScenePropScene(36, 0, 0);
+ break;
+ case EN_VULTF1:
+ prepareScenePropScene(6, 0, 0);
+ break;
+ case EN_VULTM1:
+ tmp = rand() % 5;
+ if (!tmp)
+ prepareScenePropScene(40, 0, 0);
+ if (tmp == 3)
+ prepareScenePropScene(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::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::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::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;
+ }
+}
+
+}
diff --git a/scumm/insane/insane_enemy.cpp b/scumm/insane/insane_enemy.cpp
new file mode 100644
index 0000000000..97f6c48020
--- /dev/null
+++ b/scumm/insane/insane_enemy.cpp
@@ -0,0 +1,2795 @@
+/* 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 "scumm/smush/insane.h"
+
+namespace Scumm {
+
+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(54, 0, 0);
+ }
+ break;
+ case 8:
+ if (!_enemyState[EN_ROTT1][4]) {
+ _enemyState[EN_ROTT1][4] = 1;
+ prepareScenePropScene(52, 0, 0);
+ }
+ break;
+ }
+ } else {
+ switch(rand() % 15) {
+ case 2:
+ if (!_enemyState[EN_ROTT1][2]) {
+ _enemyState[EN_ROTT1][2] = 1;
+ prepareScenePropScene(50, 0, 0);
+ }
+ break;
+ case 4:
+ if (!_enemyState[EN_ROTT1][3]) {
+ _enemyState[EN_ROTT1][3] = 1;
+ prepareScenePropScene(51, 0, 0);
+ }
+ break;
+ case 6:
+ if (!_enemyState[EN_ROTT1][7]) {
+ _enemyState[EN_ROTT1][7] = 1;
+ if (_enemy[EN_ROTT1].field_8)
+ prepareScenePropScene(55, 0, 0);
+ }
+ break;
+ case 9:
+ if (!_enemyState[EN_ROTT1][5]) {
+ _enemyState[EN_ROTT1][5] = 1;
+ prepareScenePropScene(53, 0, 0);
+ }
+ break;
+ case 11:
+ if (!_enemyState[EN_ROTT1][8]) {
+ _enemyState[EN_ROTT1][8] = 1;
+ prepareScenePropScene(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(38, 0, 0);
+ }
+ break;
+ case 8:
+ if (!_enemyState[EN_ROTT2][5]) {
+ _enemyState[EN_ROTT2][5] = 1;
+ prepareScenePropScene(37, 0, 0);
+ }
+ break;
+ }
+ } else {
+ switch(rand() % 15) {
+ case 2:
+ if (!_enemyState[EN_ROTT2][2]) {
+ _enemyState[EN_ROTT2][2] = 1;
+ prepareScenePropScene(34, 0, 0);
+ }
+ break;
+ case 11:
+ if (!_enemyState[EN_ROTT1][7]) {
+ _enemyState[EN_ROTT1][7] = 1;
+ prepareScenePropScene(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(26, 0, 0);
+ }
+ break;
+ case 5:
+ if (!_enemyState[EN_ROTT3][3]) {
+ _enemyState[EN_ROTT3][3] = 1;
+ prepareScenePropScene(28, 0, 0);
+ }
+ break;
+ case 8:
+ if (!_enemyState[EN_ROTT3][2]) {
+ _enemyState[EN_ROTT3][2] = 1;
+ prepareScenePropScene(27, 0, 0);
+ }
+ break;
+ }
+ } else {
+ if (_actor[actor1].kicking) {
+ if (rand() % 10 == 9) {
+ if (!_enemyState[EN_ROTT3][6]) {
+ _enemyState[EN_ROTT3][6] = 1;
+ prepareScenePropScene(31, 0, 0);
+ }
+ }
+ } else {
+ if (rand() % 15 == 7) {
+ if (!_enemyState[EN_ROTT3][5]) {
+ _enemyState[EN_ROTT3][5] = 1;
+ prepareScenePropScene(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(3, 0, 0);
+ }
+ break;
+ case 1:
+ if (!_enemyState[EN_VULTF1][1]) {
+ _enemyState[EN_VULTF1][1] = 1;
+ prepareScenePropScene(4, 0, 0);
+ }
+ break;
+ case 2:
+ if (!_enemyState[EN_VULTF1][2]) {
+ _enemyState[EN_VULTF1][2] = 1;
+ prepareScenePropScene(5, 0, 0);
+ }
+ break;
+ case 3:
+ if (!_enemyState[EN_VULTF1][3]) {
+ _enemyState[EN_VULTF1][3] = 1;
+ prepareScenePropScene(6, 0, 0);
+ }
+ break;
+ case 4:
+ if (!_enemyState[EN_VULTF1][4]) {
+ _enemyState[EN_VULTF1][4] = 1;
+ prepareScenePropScene(7, 0, 0);
+ }
+ break;
+ case 5:
+ if (!_enemyState[EN_VULTF1][5]) {
+ _enemyState[EN_VULTF1][5] = 1;
+ prepareScenePropScene(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(46, 0, 0);
+ }
+ break;
+ case 8:
+ if (!_enemyState[EN_VULTM1][8]) {
+ _enemyState[EN_VULTM1][8] = 1;
+ prepareScenePropScene(47, 0, 0);
+ }
+ break;
+ }
+ } else {
+ if (_actor[actor1].kicking) {
+ switch (rand() % 10) {
+ case 3:
+ prepareScenePropScene(44, 0, 0);
+ break;
+ case 9:
+ prepareScenePropScene(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(42, 0, 0);
+ }
+ break;
+ case 9:
+ if (!_enemyState[EN_VULTM1][4]) {
+ _enemyState[EN_VULTM1][4] = 1;
+ prepareScenePropScene(43, 0, 0);
+ }
+ break;
+ }
+ } else {
+ switch (rand() % 15) {
+ case 7:
+ if (!_enemyState[EN_VULTM1][9]) {
+ _enemyState[EN_VULTM1][9] = 1;
+ prepareScenePropScene(48, 0, 0);
+ }
+ break;
+ case 11:
+ if (!_enemyState[EN_VULTM1][1]) {
+ _enemyState[EN_VULTM1][1] = 1;
+ prepareScenePropScene(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(15, 0, 0);
+ }
+ break;
+ case 8:
+ if (!_enemyState[EN_VULTF2][3]) {
+ _enemyState[EN_VULTF2][3] = 1;
+ prepareScenePropScene(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(17, 0, 0);
+ }
+ break;
+ case 5:
+ prepareScenePropScene(11, 0, 0);
+ _enemyState[EN_VULTF2][2] = 1;
+ break;
+ case 9:
+ _enemyState[EN_VULTF2][1] = 1;
+ prepareScenePropScene(10, 0, 0);
+ break;
+ }
+ } else {
+ switch (rand() % 15) {
+ case 3:
+ if (!_enemyState[EN_VULTF2][4]) {
+ _enemyState[EN_VULTF2][4] = 1;
+ prepareScenePropScene(13, 0, 0);
+ }
+ break;
+ case 11:
+ if (!_enemyState[EN_VULTF2][5]) {
+ _enemyState[EN_VULTF2][5] = 1;
+ prepareScenePropScene(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) {
+ /* scenePropIdx[18] */
+ if (_currScenePropIdx == 50 && _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(19, 0, 0);
+ }
+ break;
+ case 1:
+ if (!_enemyState[EN_VULTM2][2]) {
+ _enemyState[EN_VULTM2][2] = 1;
+ prepareScenePropScene(20, 0, 0);
+ }
+ break;
+ case 2:
+ if (!_enemyState[EN_VULTM2][3]) {
+ _enemyState[EN_VULTM2][3] = 1;
+ prepareScenePropScene(21, 0, 0);
+ }
+ break;
+ case 3:
+ if (!_enemyState[EN_VULTM2][4]) {
+ _enemyState[EN_VULTM2][4] = 1;
+ prepareScenePropScene(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(23, 0, 0);
+ }
+ break;
+ case 7:
+ if (!_enemyState[EN_VULTF1][6]) {
+ _enemyState[EN_VULTF1][6] = 1;
+ prepareScenePropScene(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;
+}
+
+
+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;
+}
+
+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::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;
+}
+
+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;
+}
+
+}
diff --git a/scumm/insane/insane_iact.cpp b/scumm/insane/insane_iact.cpp
new file mode 100644
index 0000000000..d0150a679c
--- /dev/null
+++ b/scumm/insane/insane_iact.cpp
@@ -0,0 +1,607 @@
+/* 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 "scumm/scumm.h"
+
+#include "scumm/smush/smush_player.h"
+#include "scumm/smush/chunk_type.h"
+#include "scumm/smush/chunk.h"
+#include "scumm/smush/insane.h"
+
+namespace Scumm {
+
+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
+}
+
+}
diff --git a/scumm/insane/insane_scenes.cpp b/scumm/insane/insane_scenes.cpp
new file mode 100644
index 0000000000..12dcff0c22
--- /dev/null
+++ b/scumm/insane/insane_scenes.cpp
@@ -0,0 +1,1488 @@
+/* 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 "scumm/scumm.h"
+#include "scumm/sound.h"
+#include "scumm/smush/insane.h"
+
+namespace Scumm {
+
+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;
+}
+
+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::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);
+}
+
+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::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(32, 0, 1);
+ else
+ prepareScenePropScene(33, 0, 1);
+ break;
+ case EN_ROTT3:
+ turnBen(true);
+
+ if (_enemy[1].field_8 <= 1)
+ prepareScenePropScene(25, 0, 1);
+ break;
+ case EN_VULTF1:
+ turnBen(true);
+
+ if (_enemy[1].field_8 <= 1)
+ prepareScenePropScene(2, 0, 1);
+ break;
+ case EN_VULTF2:
+ turnBen(true);
+
+ if (_enemy[1].field_8 <= 1)
+ prepareScenePropScene(9, 0, 1);
+ else
+ prepareScenePropScene(16, 0, 1);
+ break;
+ case EN_VULTM2:
+ turnBen(true);
+
+ prepareScenePropScene(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(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);
+ }
+}
+
+}
diff --git a/scumm/module.mk b/scumm/module.mk
index 691db4f792..946a29fba7 100644
--- a/scumm/module.mk
+++ b/scumm/module.mk
@@ -58,7 +58,11 @@ MODULE_OBJS := \
scumm/smush/saud_channel.o \
scumm/smush/smush_mixer.o \
scumm/smush/smush_font.o \
- scumm/smush/insane.o
+ scumm/insane/insane.o \
+ scumm/insane/insane_ben.o \
+ scumm/insane/insane_enemy.o \
+ scumm/insane/insane_scenes.o \
+ scumm/insane/insane_iact.o
MODULE_DIRS += \
scumm \