diff options
Diffstat (limited to 'scumm/insane')
-rw-r--r-- | scumm/insane/.cvsignore | 1 | ||||
-rw-r--r-- | scumm/insane/insane.cpp | 1447 | ||||
-rw-r--r-- | scumm/insane/insane.h | 478 | ||||
-rw-r--r-- | scumm/insane/insane_ben.cpp | 1979 | ||||
-rw-r--r-- | scumm/insane/insane_enemy.cpp | 2795 | ||||
-rw-r--r-- | scumm/insane/insane_iact.cpp | 607 | ||||
-rw-r--r-- | scumm/insane/insane_scenes.cpp | 1488 |
7 files changed, 8795 insertions, 0 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); + } +} + +} |