aboutsummaryrefslogtreecommitdiff
path: root/engines/scumm/insane/insane_enemy.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/scumm/insane/insane_enemy.cpp')
-rw-r--r--engines/scumm/insane/insane_enemy.cpp2813
1 files changed, 2813 insertions, 0 deletions
diff --git a/engines/scumm/insane/insane_enemy.cpp b/engines/scumm/insane/insane_enemy.cpp
new file mode 100644
index 0000000000..d67fc7ae09
--- /dev/null
+++ b/engines/scumm/insane/insane_enemy.cpp
@@ -0,0 +1,2813 @@
+/* ScummVM - Scumm Interpreter
+ * Copyright (C) 2001 Ludvig Strigeus
+ * Copyright (C) 2001-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#include "common/stdafx.h"
+
+#include "base/engine.h"
+
+#include "scumm/insane/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 (_vm->_rnd.getRandomNumber(probability - 1) != 1)
+ _enHdlVar[EN_ROTT1][0] = 0;
+ else
+ _enHdlVar[EN_ROTT1][0] = 1;
+ }
+ _enHdlVar[EN_ROTT1][1] = 0;
+ _enHdlVar[EN_ROTT1][2] = _vm->_rnd.getRandomNumber(probability * 2 - 1);
+ }
+
+ 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] = _vm->_rnd.getRandomNumber(probability - 1);
+ }
+
+ if (_enHdlVar[EN_ROTT1][5] > _enHdlVar[EN_ROTT1][6]) {
+ if (weaponMaxRange(actor2) + 40 >= dist) {
+ if (_vm->_rnd.getRandomNumber(probability - 1) == 1)
+ retval = 1;
+ }
+ if (_actor[actor2].kicking) {
+ if (weaponMaxRange(actor2) >= dist)
+ if (_vm->_rnd.getRandomNumber(probability * 2 - 1) <= 1)
+ retval = 1;
+ }
+ _enHdlVar[EN_ROTT1][5] = 0;
+ _enHdlVar[EN_ROTT1][6] = _vm->_rnd.getRandomNumber(probability - 1) / 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 (_vm->_rnd.getRandomNumber(9)) {
+ 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(_vm->_rnd.getRandomNumber(14)) {
+ 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].occurences)
+ 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 (_vm->_rnd.getRandomNumber(probability - 1) != 1)
+ _enHdlVar[EN_ROTT2][0] = 0;
+ else
+ _enHdlVar[EN_ROTT2][0] = 1;
+ }
+ _enHdlVar[EN_ROTT2][1] = 0;
+ _enHdlVar[EN_ROTT2][2] = _vm->_rnd.getRandomNumber(probability * 2 - 1);
+ }
+
+ 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] = _vm->_rnd.getRandomNumber(probability - 1);
+ }
+
+ if (_enHdlVar[EN_ROTT2][5] > _enHdlVar[EN_ROTT2][6]) {
+ if (weaponMaxRange(actor2) + 40 >= dist) {
+ if (_vm->_rnd.getRandomNumber(probability - 1) == 1)
+ retval = 1;
+ }
+ if (_actor[actor2].kicking) {
+ if (weaponMaxRange(actor2) <= dist)
+ if (_vm->_rnd.getRandomNumber(probability * 2 - 1) <= 1)
+ retval = 1;
+ }
+ _enHdlVar[EN_ROTT1][5] = 0;
+ _enHdlVar[EN_ROTT1][6] = _vm->_rnd.getRandomNumber(probability - 1) / 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 (_vm->_rnd.getRandomNumber(9)) {
+ 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(_vm->_rnd.getRandomNumber(14)) {
+ 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 (_vm->_rnd.getRandomNumber(probability - 1) != 1)
+ _enHdlVar[EN_ROTT3][0] = 0;
+ else
+ _enHdlVar[EN_ROTT3][0] = 1;
+ }
+ _enHdlVar[EN_ROTT3][1] = 0;
+ _enHdlVar[EN_ROTT3][2] = _vm->_rnd.getRandomNumber(probability * 2 - 1);
+ }
+
+ 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] = _vm->_rnd.getRandomNumber(probability - 1);
+ }
+ if (_enHdlVar[EN_ROTT3][5] > _enHdlVar[EN_ROTT3][6]) {
+ if (weaponMaxRange(actor2) + 40 >= dist) {
+ if (_vm->_rnd.getRandomNumber(probability - 1) == 1)
+ retval = 1;
+ }
+ if (_actor[actor2].kicking) {
+ if (weaponMaxRange(actor2) >= dist)
+ if (_vm->_rnd.getRandomNumber(probability * 2 - 1) <= 1)
+ retval = 1;
+ }
+ _enHdlVar[EN_ROTT3][5] = 0;
+ _enHdlVar[EN_ROTT3][6] = _vm->_rnd.getRandomNumber(probability - 1) / 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 (_vm->_rnd.getRandomNumber(9)) {
+ 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 (_vm->_rnd.getRandomNumber(9) == 9) {
+ if (!_enemyState[EN_ROTT3][6]) {
+ _enemyState[EN_ROTT3][6] = 1;
+ prepareScenePropScene(31, 0, 0);
+ }
+ }
+ } else {
+ if (_vm->_rnd.getRandomNumber(14) == 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) && (_vm->_rnd.getRandomNumber(probability - 1) != 1))
+ _enHdlVar[EN_VULTF1][0] = 0;
+ else
+ _enHdlVar[EN_VULTF1][0] = 1;
+
+ _enHdlVar[EN_VULTF1][1] = 0;
+ _enHdlVar[EN_VULTF1][2] = _vm->_rnd.getRandomNumber(probability * 2 - 1);
+ }
+
+ 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] = _vm->_rnd.getRandomNumber(probability - 1);
+ }
+
+ if (_enHdlVar[EN_VULTF1][5] > _enHdlVar[EN_VULTF1][6]) {
+ if (_enHdlVar[EN_VULTF1][0] == 1) {
+ if (weaponMaxRange(actor2) + 40 >= dist)
+ if (_vm->_rnd.getRandomNumber(probability - 1) == 1)
+ retval = 1;
+ } else {
+ if (_actor[actor1].kicking)
+ if (weaponMaxRange(actor2) >= dist)
+ if (_vm->_rnd.getRandomNumber(probability - 1) <= 1)
+ retval = 1;
+ }
+ _enHdlVar[EN_VULTF1][5] = 0;
+ _enHdlVar[EN_VULTF1][6] = _vm->_rnd.getRandomNumber(probability - 1) / 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] = _vm->_rnd.getRandomNumber(25);
+ 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 (_vm->_rnd.getRandomNumber(probability - 1) != 1)
+ _enHdlVar[EN_VULTM1][0] = 0;
+ else
+ _enHdlVar[EN_VULTM1][0] = 1;
+ }
+ _enHdlVar[EN_VULTM1][1] = 0;
+ _enHdlVar[EN_VULTM1][2] = _vm->_rnd.getRandomNumber(probability * 2 - 1);
+ }
+
+ 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] = _vm->_rnd.getRandomNumber(probability - 1);
+ }
+ if (_enHdlVar[EN_VULTM1][5] > _enHdlVar[EN_VULTM1][6]) {
+ if (weaponMaxRange(actor2) + 40 >= dist) {
+ if (_vm->_rnd.getRandomNumber(probability - 1) == 1)
+ retval = 1;
+ }
+ if (_actor[actor2].kicking) {
+ if (weaponMaxRange(actor2) >= dist) // that's weird but original is >=
+ if (_vm->_rnd.getRandomNumber(probability * 2 - 1) <= 1)
+ retval = 1;
+ }
+ _enHdlVar[EN_VULTM1][5] = 0;
+ _enHdlVar[EN_VULTM1][6] = _vm->_rnd.getRandomNumber(probability - 1) / 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 (_vm->_rnd.getRandomNumber(9)) {
+ 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 (_vm->_rnd.getRandomNumber(9)) {
+ case 3:
+ prepareScenePropScene(44, 0, 0);
+ break;
+ case 9:
+ prepareScenePropScene(45, 0, 0);
+ break;
+ }
+ } else {
+ if (weaponMaxRange(actor2) <= dist) {
+ switch (_vm->_rnd.getRandomNumber(9)) {
+ 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 (_vm->_rnd.getRandomNumber(14)) {
+ 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(actor1) <= dist) {
+ if (act2x < act1x)
+ _actor[actor1].cursorX = -101;
+ else
+ _actor[actor1].cursorX = 101;
+ } else {
+ _actor[actor1].cursorX = 0;
+ }
+
+ if (weaponMaxRange(actor1) + 20 >= dist)
+ if (_vm->_rnd.getRandomNumber(probability - 1) == 1)
+ retval = 1;
+ } else {
+ if (weaponMaxRange(actor2) >= dist && _actor[actor2].weapon == INV_CHAINSAW)
+ if (!_actor[actor2].kicking) {
+ if (_vm->_rnd.getRandomNumber(probability - 1) == 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 (_vm->_rnd.getRandomNumber(9)) {
+ 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 (_vm->_rnd.getRandomNumber(9)) {
+ 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 (_vm->_rnd.getRandomNumber(14)) {
+ 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 == INV_CHAINSAW)
+ 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 (_vm->_rnd.getRandomNumber(3)) {
+ 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(actor2) >= dist) {
+ if (act2x < act1x)
+ _actor[actor1].cursorX = 101;
+ else
+ _actor[actor1].cursorX = -101;
+ } else {
+ _actor[actor1].cursorX = 0;
+ }
+ }
+
+ if ((_enHdlVar[EN_VULTM2][1] == 0) &&
+ ( _actor[actor1].field_54 == 0) &&
+ (_actor[actor2].lost == 0) &&
+ (_actor[actor1].lost == 0)) {
+ switch (_vm->_rnd.getRandomNumber(14)) {
+ 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;
+
+ if (_actor[actor1].weapon == -1)
+ retval = 2;
+
+ // 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(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, esi
+ 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;
+ }
+ goto _labelA;
+ }
+ }
+
+ if (weaponMaxRange(actor1) <= dist) {
+ if (act2x < act1x)
+ _actor[actor1].cursorX = -101;
+ else
+ _actor[actor1].cursorX = 101;
+ } else {
+ _actor[actor1].cursorX = 0;
+ }
+
+ _labelA:
+ 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;
+
+ if ((_vm->_features & GF_DEMO) && (_vm->_platform == Common::kPlatformPC)) {
+ smlayer_startVoice(55);
+ return;
+ }
+
+ switch (_currEnemy) {
+ case EN_VULTF1:
+ if (_actor[0].weapon == INV_DUST) {
+ smlayer_startVoice(287);
+ } else {
+ if (_vm->_rnd.getRandomNumber(1)) {
+ smlayer_startVoice(279);
+ } else {
+ smlayer_startVoice(280);
+ }
+ }
+ break;
+ case EN_VULTF2:
+ smlayer_startVoice(271);
+ break;
+ case EN_VULTM1:
+ smlayer_startVoice(162);
+ break;
+ case EN_ROTT1:
+ tmp = _vm->_rnd.getRandomNumber(2);
+
+ if (!tmp) {
+ smlayer_startVoice(216);
+ } else if (tmp == 1) {
+ smlayer_startVoice(217);
+ } else {
+ smlayer_startVoice(218);
+ }
+ break;
+ case EN_ROTT2:
+ tmp = _vm->_rnd.getRandomNumber(2);
+
+ if (!tmp) {
+ smlayer_startVoice(243);
+ } else if (tmp == 1) {
+ smlayer_startVoice(244);
+ } else {
+ smlayer_startVoice(245);
+ }
+ break;
+ case EN_VULTM2:
+ smlayer_startVoice(180);
+ break;
+ default:
+ smlayer_startVoice(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 = false;
+ } else {
+ if (!_actor[1].lost && !_actor[1].lost) {
+ _actor[1].lost = true;
+ _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(5, "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 * 119)) {
+ 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;
+
+ 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(_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(_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 (!_roadBumps)
+ _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 1:
+ smlayer_setActorLayer(1, 2, 5);
+ _actor[1].weaponClass = 2;
+ _actor[1].kicking = false;
+
+ 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;
+ case 2:
+ smlayer_setActorLayer(1, 2, 4);
+ smlayer_setActorFacing(1, 2, 17, 180);
+ _actor[1].kicking = true;
+ _actor[1].weaponClass = 1;
+ _actor[1].act[2].state = 3;
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ smlayer_startSfx(63);
+ break;
+ case 3:
+ smlayer_setActorLayer(1, 2, 4);
+ _actor[1].weaponClass = 1;
+ if (_actor[1].act[2].frame >= 6) {
+ tmp = calcBenDamage(1, 1);
+ if ((_vm->_features & GF_DEMO) && (_vm->_platform == Common::kPlatformPC)) {
+ if (tmp == 1)
+ smlayer_startSfx(50);
+ } else if (tmp == 1)
+ smlayer_startSfx(60);
+ else if (tmp == 1000)
+ smlayer_startSfx(62);
+ smlayer_setActorFacing(1, 2, 20, 180);
+ _actor[1].act[2].state = 4;
+ }
+ _actor[1].kicking = true;
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ break;
+ case 4:
+ smlayer_setActorLayer(1, 2, 5);
+ _actor[1].weaponClass = 1;
+ _actor[1].kicking = true;
+ if (_actor[1].act[2].frame >= 2) {
+ smlayer_setActorFacing(1, 2, 9, 180);
+ _actor[1].act[2].state = 1;
+ _actor[1].act[2].animTilt = -1000;
+ _actor[1].weaponClass = 2;
+ _actor[1].kicking = false;
+ }
+ _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 = true;
+ smlayer_setActorFacing(1, 2, 19, 180);
+ _actor[1].act[2].state = 11;
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ smlayer_startSfx(75);
+ break;
+ case 11:
+ smlayer_setActorLayer(1, 2, 4);
+ _actor[1].weaponClass = 1;
+ _actor[1].kicking = true;
+ 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 = true;
+ 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 = calcBenDamage(1, 1);
+ if (tmp == 1)
+ smlayer_startSfx(73);
+ if (tmp == 1000)
+ smlayer_startSfx(74);
+ break;
+ case INV_HAND:
+ if (calcBenDamage(1, 0))
+ smlayer_startSfx(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 = false;
+ 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 = true;
+ smlayer_setActorFacing(1, 2, 19, 180);
+ _actor[1].act[2].state = 15;
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ smlayer_startSfx(78);
+ break;
+ case 15:
+ smlayer_setActorLayer(1, 2, 8);
+ _actor[1].weaponClass = 1;
+ _actor[1].kicking = true;
+ 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_WRENCH:
+ 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 = true;
+ 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_WRENCH:
+ tmp = calcBenDamage(1, 1);
+ if (tmp == 1)
+ smlayer_startSfx(76);
+ if (tmp == 1000)
+ smlayer_startSfx(77);
+ break;
+ default:
+ calcBenDamage(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 = false;
+ 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 = true;
+ smlayer_setActorFacing(1, 2, 19, 180);
+ _actor[1].act[2].state = 19;
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ if (!((_vm->_features & GF_DEMO) && (_vm->_platform == Common::kPlatformPC))) {
+ smlayer_startSfx(69);
+ if (!_actor[1].field_54) {
+ tmp = _vm->_rnd.getRandomNumber(4);
+ if (tmp == 1)
+ smlayer_startSfx(213);
+ else if (tmp == 3)
+ smlayer_startSfx(215);
+ }
+ } else {
+ smlayer_startSfx(53);
+ }
+ 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;
+ } else {
+ smlayer_setActorFacing(1, 2, 20, 180);
+ _actor[1].act[2].state = 20;
+ }
+ 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 = true;
+ if (_actor[1].act[2].frame >= 1) {
+ switch (_actor[1].weapon) {
+ case INV_CHAINSAW:
+ case INV_MACE:
+ case INV_2X4:
+ case INV_BOOT:
+ tmp = calcBenDamage(1, 1);
+ if ((_vm->_features & GF_DEMO) && (_vm->_platform == Common::kPlatformPC)) {
+ if (tmp == 1)
+ smlayer_startSfx(52);
+ else if (tmp == 1000)
+ smlayer_startSfx(56);
+ } else {
+ if (tmp == 1)
+ smlayer_startSfx(67);
+ else if (tmp == 1000)
+ smlayer_startSfx(68);
+ }
+ break;
+ default:
+ calcBenDamage(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 = false;
+ 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 22:
+ smlayer_setActorLayer(1, 2, 4);
+ _actor[1].weaponClass = 0;
+ _actor[1].kicking = true;
+ smlayer_setActorFacing(1, 2, 19, 180);
+ _actor[1].act[2].state = 23;
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ smlayer_startSfx(81);
+ break;
+ case 23:
+ smlayer_setActorLayer(1, 2, 4);
+ _actor[1].weaponClass = 0;
+ _actor[1].kicking = true;
+ if (_actor[1].act[2].frame >= 3) {
+ 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_startSfx(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 = true;
+ if (_actor[1].act[2].frame >= 1) {
+ tmp = calcBenDamage(1, 1);
+
+ if (tmp == 1)
+ smlayer_startSfx(79);
+
+ if (tmp == 1000)
+ smlayer_startSfx(80);
+
+ 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 = false;
+ 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 = true;
+ smlayer_setActorFacing(1, 2, 19, 180);
+ _actor[1].act[2].state = 27;
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ smlayer_startSfx(72);
+ break;
+ case 27:
+ smlayer_setActorLayer(1, 2, 4);
+ _actor[1].weaponClass = 1;
+ _actor[1].kicking = true;
+ 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 = true;
+ if (_actor[1].act[2].frame >= 3) {
+ tmp = calcBenDamage(1, 1);
+ if ((_vm->_features & GF_DEMO) && (_vm->_platform == Common::kPlatformPC)) {
+ if (tmp == 1)
+ smlayer_startSfx(57);
+ } else if (tmp == 1)
+ smlayer_startSfx(70);
+ else if (tmp == 1000)
+ smlayer_startSfx(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 = false;
+ if (_actor[1].act[2].frame >= 6) {
+ smlayer_setActorFacing(1, 2, 25, 180);
+ _actor[1].act[2].state = 62;
+ _actor[1].kicking = false;
+ }
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ break;
+ case 34:
+ smlayer_setActorLayer(1, 2, 5);
+ _actor[1].kicking = false;
+
+ 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 = false;
+
+ if (!smlayer_actorNeedRedraw(1, 2)) {
+ switchEnemyWeapon();
+ _actor[1].act[2].tilt = 0;
+ }
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ break;
+ case 36:
+ _actor[1].lost = true;
+ _actor[1].field_54 = 1;
+ _actor[1].cursorX = 0;
+ _actor[1].kicking = false;
+ smlayer_setActorCostume(1, 2, readArray(_enemy[_currEnemy].costumevar));
+ smlayer_setActorFacing(1, 2, 6, 180);
+ smlayer_setActorLayer(1, 2, 25);
+ _actor[1].act[2].state = 37;
+
+ if (!((_vm->_features & GF_DEMO) && (_vm->_platform == Common::kPlatformPC))) {
+ smlayer_startSfx(96);
+ switch (_currEnemy) {
+ case EN_ROTT1:
+ smlayer_startVoice(212);
+ break;
+ case EN_ROTT2:
+ smlayer_startVoice(259);
+ break;
+ case EN_ROTT3:
+ smlayer_startVoice(232);
+ break;
+ case EN_VULTF1:
+ smlayer_startVoice(281);
+ break;
+ case EN_VULTF2:
+ smlayer_startVoice(276);
+ break;
+ }
+ }
+ break;
+ case 37:
+ _actor[1].cursorX = 0;
+ _actor[1].kicking = false;
+
+ 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 38:
+ smlayer_setActorLayer(1, 2, 25);
+ _actor[1].kicking = false;
+
+ 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 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 = false;
+ _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 = false;
+ _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 = false;
+ _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 = false;
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ break;
+ case 73:
+ smlayer_setActorLayer(1, 2, 6);
+ _actor[1].weaponClass = 1;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = true;
+ if (_actor[1].act[2].frame >= 2 && !_kickEnemyProgress) {
+ smlayer_setActorFacing(1, 2, 19, 180);
+ _actor[1].act[2].state = 74;
+ }
+
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ break;
+ case 74:
+ smlayer_setActorLayer(1, 2, 6);
+ _actor[1].weaponClass = 1;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = false;
+ if (_actor[1].act[2].frame >= 2) {
+ smlayer_setActorFacing(1, 2, 9, 180);
+ _actor[1].act[2].state = 1;
+ _actor[1].weaponClass = 2;
+ }
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ break;
+ case 75:
+ smlayer_setActorLayer(1, 2, 6);
+ _actor[1].weaponClass = 1;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = true;
+ if (_actor[1].act[2].frame >= 4 && !_kickEnemyProgress) {
+ smlayer_setActorFacing(1, 2, 23, 180);
+ _actor[1].act[2].state = 76;
+ }
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ break;
+ case 76:
+ smlayer_setActorLayer(1, 2, 6);
+ _actor[1].weaponClass = 1;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = false;
+ if (_actor[1].act[2].frame >= 4) {
+ smlayer_setActorFacing(1, 2, 25, 180);
+ _actor[1].act[2].state = 62;
+ }
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ break;
+ case 77:
+ smlayer_setActorLayer(1, 2, 6);
+ _actor[1].weaponClass = 1;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = true;
+ if (_actor[1].act[2].frame >= 1 && !_kickEnemyProgress) {
+ smlayer_setActorFacing(1, 2, 23, 180);
+ _actor[1].act[2].state = 78;
+ }
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ break;
+ case 78:
+ smlayer_setActorLayer(1, 2, 6);
+ _actor[1].weaponClass = 1;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = false;
+ if (_actor[1].act[2].frame >= 5) {
+ smlayer_setActorFacing(1, 2, 25, 180);
+ _actor[1].act[2].state = 65;
+ }
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ break;
+ case 79:
+ smlayer_setActorLayer(1, 2, 6);
+ _actor[1].weaponClass = 1;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = true;
+ if (_actor[1].act[2].frame >= 1 && !_kickEnemyProgress) {
+ smlayer_setActorFacing(1, 2, 23, 180);
+ _actor[1].act[2].state = 80;
+ }
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ break;
+ case 80:
+ smlayer_setActorLayer(1, 2, 6);
+ _actor[1].weaponClass = 1;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = false;
+ if (_actor[1].act[2].frame >= 6) {
+ smlayer_setActorFacing(1, 2, 25, 180);
+ _actor[1].act[2].state = 63;
+ }
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ break;
+ case 81:
+ smlayer_setActorLayer(1, 2, 6);
+ _actor[1].weaponClass = 1;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = true;
+ if (_actor[1].act[2].frame >= 2 && !_kickEnemyProgress) {
+ smlayer_setActorFacing(1, 2, 23, 180);
+ _actor[1].act[2].state = 82;
+ }
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ break;
+ case 82:
+ smlayer_setActorLayer(1, 2, 6);
+ _actor[1].weaponClass = 1;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = false;
+ if (_actor[1].act[2].frame >= 3) {
+ smlayer_setActorFacing(1, 2, 26, 180);
+ _actor[1].act[2].state = 64;
+ }
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ break;
+ case 83:
+ smlayer_setActorLayer(1, 2, 6);
+ _actor[1].weaponClass = 0;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = true;
+ if (_actor[1].act[2].frame >= 2 && !_kickEnemyProgress) {
+ smlayer_setActorFacing(1, 2, 23, 180);
+ _actor[1].act[2].state = 84;
+ }
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ break;
+ case 84:
+ smlayer_setActorLayer(1, 2, 6);
+ _actor[1].weaponClass = 0;
+ _actor[1].kicking = false;
+ _actor[1].field_44 = false;
+ if (_actor[1].act[2].frame >= 5) {
+ smlayer_setActorFacing(1, 2, 25, 180);
+ _actor[1].act[2].state = 66;
+ }
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ break;
+ case 89:
+ smlayer_setActorLayer(1, 2, 26);
+ _actor[1].weaponClass = 1;
+ _actor[1].kicking = false;
+ if (_roadBumps)
+ smlayer_setActorFacing(1, 2, 13, 180);
+ else
+ smlayer_setActorFacing(1, 2, 12, 180);
+
+ smlayer_startSfx(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 = false;
+ if (_actor[1].act[2].frame >= 5)
+ if (_actor[1].x - _actor[0].x <= 125)
+ _actor[0].damage += 90;
+
+ if (_actor[1].act[2].frame >= 12) {
+ _actor[1].kicking = false;
+ 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 = false;
+ break;
+ case 92:
+ smlayer_setActorLayer(1, 2, 5);
+ _actor[1].kicking = false;
+ break;
+ case 93:
+ smlayer_setActorLayer(1, 2, 4);
+ _actor[1].weaponClass = 1;
+ _actor[1].kicking = false;
+ smlayer_setActorFacing(1, 2, 18, 180);
+ _actor[1].act[2].state = 94;
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ break;
+ case 94:
+ smlayer_setActorLayer(1, 2, 4);
+ _actor[1].weaponClass = 1;
+ _actor[1].kicking = false;
+ if (_actor[1].act[2].frame >= 15) {
+ smlayer_setActorCostume(1, 2, readArray(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 = false;
+ 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 97:
+ smlayer_setActorLayer(1, 2, 25);
+ _actor[1].lost = true;
+ if (_actor[1].act[2].frame >= 18) {
+ writeArray(7, 1);
+ _enemy[EN_VULTM2].isEmpty = 1;
+ queueSceneSwitch(12, 0, "getnitro.san", 0, 0, 0, 0);
+ }
+ 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 (_roadBumps) {
+ smlayer_setActorFacing(1, 2, 7, 180);
+ _actor[1].act[2].state = 100;
+ }
+ _actor[1].kicking = false;
+ 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 (!_roadBumps) {
+ smlayer_setActorFacing(1, 2, 8, 180);
+ _actor[1].act[2].state = 101;
+ }
+ _actor[1].kicking = false;
+ 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 = false;
+ 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 = false;
+ break;
+ case 102:
+ _actor[1].lost = true;
+ _actor[1].cursorX = 0;
+ _actor[1].kicking = false;
+ smlayer_setActorCostume(1, 2, readArray(40));
+ smlayer_setActorFacing(1, 2, 6, 180);
+ smlayer_setActorLayer(1, 2, 25);
+ _actor[1].act[2].state = 103;
+ case 103:
+ _actor[1].kicking = false;
+
+ if (_actor[1].act[2].frame >= 18 || ((_actor[1].x < 50 || _actor[1].x > 270) &&
+ _actor[1].act[2].frame >= 9)) {
+ _enemy[EN_CAVEFISH].isEmpty = 1;
+ queueSceneSwitch(20, 0, "wr2_cvko.san", 64, 0, 0, 0);
+ _actor[1].act[2].state = 38;
+ }
+ break;
+ case 106:
+ smlayer_setActorLayer(1, 2, 5);
+ _actor[1].weaponClass = 1;
+ _actor[1].kicking = false;
+ smlayer_setActorFacing(1, 2, 29, 180);
+ _actor[1].act[2].state = 107;
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ break;
+ case 107:
+ smlayer_setActorLayer(1, 2, 5);
+ _actor[1].weaponClass = 1;
+ _actor[1].kicking = false;
+ 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 = false;
+ 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 = false;
+ 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 110:
+ smlayer_setActorLayer(1, 2, 4);
+ _actor[1].weaponClass = 1;
+ _actor[1].kicking = false;
+ smlayer_setActorFacing(1, 2, 30, 180);
+ _actor[1].act[2].state = 111;
+ _actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
+ break;
+ case 111:
+ smlayer_setActorLayer(1, 2, 4);
+ _actor[1].weaponClass = 1;
+ _actor[1].kicking = false;
+ 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 113:
+ _actor[1].lost = true;
+ _actor[1].kicking = false;
+ smlayer_setActorCostume(1, 2, readArray(46));
+ smlayer_setActorFacing(1, 2, 6, 180);
+ smlayer_setActorLayer(1, 2, 25);
+ _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].isEmpty = 1;
+ smlayer_startVoice(275);
+ break;
+ case 114:
+ smlayer_setActorLayer(1, 2, 25);
+ _actor[1].kicking = false;
+
+ if (_actor[1].act[2].frame >= 16 || ((_actor[1].x < 50 || _actor[1].x > 270)
+ && (_actor[1].act[2].frame >= 8))) {
+ queueSceneSwitch(11, 0, _enemy[_currEnemy].filename, 64, 0, 0, 0);
+ _actor[1].act[2].state = 38;
+ }
+ break;
+ case 115:
+ _actor[1].lost = true;
+ _actor[1].kicking = false;
+ smlayer_setActorCostume(1, 2, readArray(47));
+ smlayer_setActorFacing(1, 2, 6, 180);
+ smlayer_setActorLayer(1, 2, 25);
+ _actor[1].act[1].room = 0;
+ _actor[1].act[0].room = 0;
+ _actor[1].cursorX = 0;
+ _actor[1].act[2].state = 116;
+ smlayer_startVoice(232);
+ break;
+ case 116:
+ smlayer_setActorLayer(1, 2, 25);
+ _actor[1].kicking = false;
+
+ if (_actor[1].act[2].frame >= 17 || ((_actor[1].x < 50 || _actor[1].x > 270)
+ && _actor[1].act[2].frame >= 8)) {
+ queueSceneSwitch(11, 0, _enemy[_currEnemy].filename, 64, 0, 0, 0);
+ _actor[1].act[2].state = 38;
+ }
+ 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(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;
+}
+
+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 1:
+ case 54:
+ _actor[1].field_54 = 0;
+ 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 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_startVoice(_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 71:
+ _actor[1].field_54 = 0;
+ if (_actor[1].act[3].frame >= 2)
+ _actor[1].act[3].state = 1;
+ 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 117:
+ smlayer_setActorFacing(1, 3, 13, 180);
+ _actor[1].field_54 = 1;
+ _actor[1].act[3].state = 69;
+ break;
+ case 118:
+ smlayer_setActorFacing(1, 3, 14, 180);
+ _actor[1].act[3].state = 71;
+ 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 if (_actor[1].x < 250)
+ _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;
+}
+
+}
+