/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ #include "engines/engine.h" #include "common/system.h" #include "scumm/actor.h" #include "scumm/file.h" #include "scumm/scumm_v7.h" #include "scumm/sound.h" #include "scumm/imuse/imuse.h" #include "scumm/imuse_digi/dimuse.h" #include "scumm/smush/smush_player.h" #include "scumm/smush/smush_font.h" #include "scumm/insane/insane.h" // TODO (in no particular order): // o Code review/cleanup 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_v7 *scumm) { _vm = scumm; initvars(); if (!((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))) { 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_bensgoggNut = new NutRenderer(_vm, "bensgogg.nut"); _smush_bencutNut = new NutRenderer(_vm, "bencut.nut"); } _smush_iconsNut = new NutRenderer(_vm, "icons.nut"); _smush_icons2Nut = new NutRenderer(_vm, "icons2.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; _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; _posBrokenTruck = 0; _posBrokenCar = 0; _posFatherTorque = 0; _posCave = 0; _posVista = 0; _roadBranch = false; _roadStop = false; _carIsBroken = false; _benHasGoggles = false; _mineCaveIsNear = false; _objectDetected = false; _approachAnim = -1; _val54d = 0; _val57d = 0; _val115_ = false; _roadBumps = false; _val211d = 0; _val213d = 0; _metEnemiesListTail = 0; _smlayer_room = 0; _smlayer_room2 = 0; _isBenCut = 0; _continueFrame = 0; _continueFrame1 = 0; _counter1 = 0; _iactSceneId = 0; _iactSceneId2 = 0; for (i = 0; i < 12; i++) _metEnemiesList[i] = 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; if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) { init_enemyStruct(EN_ROTT1, EN_ROTT1, 0, 0, 60, 0, INV_MACE, 63, "endcrshr.san", 25, 15, 16, 26, 13, 3); } else { 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; if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) _actor[0].maxdamage = 60; else _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].newFacingFlag = 2; _actor[0].curFacingFlag = 0; _actor[0].lost = false; _actor[0].kicking = false; _actor[0].field_44 = false; _actor[0].field_48 = false; _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].newFacingFlag = 0; _actor[1].curFacingFlag = 0; _actor[1].lost = false; _actor[1].kicking = false; _actor[1].field_44 = false; _actor[1].field_48 = false; _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 < 10; 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, int16 occurences, int32 maxdamage, int32 isEmpty, int32 weapon, int32 sound, const char *filename, int32 costume4, int32 costume6, int32 costume5, int16 costumevar, int32 maxframe, int32 apprAnim) { assert(strlen(filename) < 20); _enemy[n].handler = handler; _enemy[n].initializer = initializer; _enemy[n].occurences = occurences; _enemy[n].maxdamage = maxdamage; _enemy[n].isEmpty = isEmpty; _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].apprAnim = apprAnim; } 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(Common::KEYCODE_RETURN)) retval |= 1; if (_vm->getKeyState(Common::KEYCODE_TAB)) retval |= 2; return retval; } void Insane::readFileToMem(const char *name, byte **buf) { ScummFile in; uint32 len; if (!_vm->openFile(in, name)) error("Cannot open file %s", name); len = in.size(); *buf = (byte *)malloc(len); in.read(*buf, len); } void Insane::startVideo(const char *filename, int num, int argC, int frameRate, int doMainLoop, byte *fluPtr, int32 startFrame) { int32 offset = 0; _smush_curFrame = 0; _smush_isSanFileSetup = 0; _smush_setupsan4 = 0; _smush_smushState = 0; _smush_setupsan1 = 0; _smush_setupsan17 = 0; if (fluPtr) { offset = smush_setupSanWithFlu(filename, 0, -1, -1, 0, fluPtr, startFrame); } else { smush_setupSanFromStart(filename, 0, -1, -1, 0); } _player->play(filename, _speed, offset, startFrame); } void Insane::smush_warpMouse(int x, int y, int buttons) { _player->warpMouse(x, y, buttons); } 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) { // PATCH if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) { _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_DUST] = 0; _actor[0].inventory[INV_HAND] = 1; _actor[0].inventory[INV_BOOT] = 0; _smlayer_room2 = 13; } else { _actor[0].inventory[INV_CHAIN] = readArray(50) != 0; _actor[0].inventory[INV_CHAINSAW] = readArray(51) != 0; _actor[0].inventory[INV_MACE] = readArray(52) != 0; _actor[0].inventory[INV_2X4] = readArray(53) != 0; _actor[0].inventory[INV_WRENCH] = readArray(54) != 0; _actor[0].inventory[INV_DUST] = readArray(55) != 0; _actor[0].inventory[INV_HAND] = 1; _actor[0].inventory[INV_BOOT] = 1; _smlayer_room = readArray(320); _smlayer_room2 = readArray(321); _posBrokenTruck = readArray(322); _posVista = readArray(323); _val57d = readArray(324); _posCave = readArray(325); _posBrokenCar = readArray(326); _val54d = readArray(327); _posFatherTorque = readArray(328); _enemy[EN_TORQUE].occurences = readArray(337); _enemy[EN_ROTT1].occurences = readArray(329); _enemy[EN_ROTT2].occurences = readArray(330); _enemy[EN_ROTT3].occurences = readArray(331); _enemy[EN_VULTF1].occurences = readArray(332); _enemy[EN_VULTM1].occurences = readArray(333); _enemy[EN_VULTF2].occurences = readArray(334); _enemy[EN_VULTM2].occurences = readArray(335); _enemy[EN_CAVEFISH].occurences = readArray(336); _enemy[EN_VULTM2].isEmpty = readArray(340); _enemy[EN_VULTF2].isEmpty = readArray(339); _enemy[EN_CAVEFISH].isEmpty = readArray(56); // FIXME // Some sanity checks. There were submitted savefiles where these values were wrong // Still it is unknown what leads to this state. Most probably it is memory // overwrite if (_enemy[EN_VULTM2].isEmpty != readArray(7)) { warning("Wrong INSANE parameters for EN_VULTM2 (%d %d)", _enemy[EN_VULTM2].isEmpty, readArray(7)); _enemy[EN_VULTM2].isEmpty = readArray(7); } if (_enemy[EN_VULTF2].isEmpty != (_actor[0].inventory[INV_CHAINSAW] != 0)) { warning("Wrong INSANE parameters for EN_VULTF2 (%d %d)", _enemy[EN_VULTF2].isEmpty, _actor[0].inventory[INV_CHAINSAW]); _enemy[EN_VULTF2].isEmpty = (_actor[0].inventory[INV_CHAINSAW] != 0); } // FIXME // This used to be here but. // - bootparam 551 gives googles without cavefish met // - when you get the ramp, googles disappear, but you already won the cavefish // Incorrect situation would be // you won cavefish, don't have googles, don't have ramp // // So if you find out what how to check ramp presense, feel free to add check here // (beware of FT ver a and ver b. In version b var311 is inserted and all vars >311 // are shifted), // //if (_enemy[EN_CAVEFISH].isEmpty != readArray(8)) // error("Wrong INSANE parameters for EN_CAVEFISH (%d %d). Please, report this", // _enemy[EN_CAVEFISH].isEmpty, readArray(8)); } } 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 = false; _currEnemy = -1; _approachAnim = -1; smush_warpMouse(160, 100, -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) { debugC(DEBUG_INSANE, "Video is set to finish"); _vm->_smushVideoShouldFinish = true; } // smlayer_stopSound void Insane::smlayer_stopSound(int idx) { _vm->_imuseDigital->stopSound(readArray(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]; debugC(DEBUG_INSANE, "Insane::prepareScenePropScene(%d, %d, %d)", scenePropNum, arg_4, arg_8); if (((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) || !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(_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; debugC(DEBUG_INSANE, "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) { debugC(DEBUG_INSANE, "smush_rewindCurrentSan(%d, %d, %d)", arg_0, arg_4, arg_8); _smush_setupsan2 = arg_0; smush_setupSanFile(0, 0, 0); _smush_isSanFileSetup = 1; smush_setFrameSteps(arg_4, arg_8); _smush_curFrame = 0; // HACK } int32 Insane::weaponMaxRange(int32 actornum) { static const 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 const 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 const 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) { if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) { smlayer_setActorCostume(0, 2, readArray(11)); smlayer_setActorCostume(0, 0, readArray(13)); smlayer_setActorCostume(0, 1, readArray(12)); } else { smlayer_setActorCostume(0, 2, readArray(12)); smlayer_setActorCostume(0, 0, readArray(14)); smlayer_setActorCostume(0, 1, readArray(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].newFacingFlag = 2; _actor[0].curFacingFlag = 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) { static 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. static 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; // The Macintosh demo has just one scene if (((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformMacintosh)) || !_insaneIsRunning) { smush_setToFinish(); return; } if (_needSceneSwitch || _keyboardDisable) return; debugC(DEBUG_INSANE, "scene: %d", _currSceneId); switch (_currSceneId) { case 1: if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) { queueSceneSwitch(1, 0, "minedriv.san", 64, 0, 0, 0); } else { queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame1, 1300); writeArray(9, 0); } break; case 18: queueSceneSwitch(17, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame1, 1300); writeArray(9, 1); break; case 2: flu = &_fluConf[14 + _iactSceneId2]; if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) queueSceneSwitch(4, 0, "tovista.san", 64, 0, 0, 0); else queueSceneSwitch(flu->sceneId, *flu->fluPtr, flu->filenamePtr, 64, 0, flu->startFrame, flu->numFrames); break; case 3: queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame, 1300); break; case 4: if (_needSceneSwitch) return; if (readArray(6)) { if (readArray(4)) { queueSceneSwitch(14, 0, "hitdust2.san", 64, 0, 0, 0); } else { queueSceneSwitch(14, 0, "hitdust4.san", 64, 0, 0, 0); } } else { if (readArray(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(4)) { if (_needSceneSwitch) return; queueSceneSwitch(15, 0, "vistthru.san", 64, 0, 0, 0); } else { writeArray(1, _posVista); smush_setToFinish(); } break; case 6: if (readArray(4)) { if (_needSceneSwitch) return; queueSceneSwitch(15, 0, "chasthru.san", 64, 0, 0, 0); } else { if (readArray(5)) { writeArray(1, _val57d); smush_setToFinish(); } else { writeArray(4, 1); queueSceneSwitch(15, 0, "chasout.san", 64, 0, 0, 0); } } break; case 8: flu = &_fluConf[7 + _iactSceneId2]; if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) queueSceneSwitch(1, 0, "minedriv.san", 64, 0, 0, 0); else queueSceneSwitch(flu->sceneId, *flu->fluPtr, flu->filenamePtr, 64, 0, flu->startFrame, flu->numFrames); break; case 7: flu = &_fluConf[0 + _iactSceneId2]; if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) queueSceneSwitch(1, 0, "minedriv.san", 64, 0, 0, 0); else 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: if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) queueSceneSwitch(1, 0, "minedriv.san", 64, 0, 0, 0); else 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: writeArray(4, 0); writeArray(5, 1); writeArray(1, _posBrokenCar); writeArray(3, _posBrokenTruck); 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) { static const int spans[] = {0, 2, 34, 35, 39, 69, 98, 100, 117}; bool retvalue = 1; unsigned int i; for (i = 0; i < sizeof(spans); i++) { retvalue = !retvalue; if (spans[i] >= state) break; } return retvalue; } bool Insane::actor0StateFlags2(int state) { static 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 = 1; 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(id); if (!resid && phase == 2) return 0; if (phase == 2) _vm->ensureResourceLoaded(rtSound, resid); _vm->_res->setResourceCounter(rtSound, resid, 1); if (phase == 1) { _objArray2Idx2++; _objArray2[_objArray2Idx2] = id; if (_objArray2Idx2 >= 100) { _idx2Exceeded = 1; _objArray2Idx2 = 0; } } return resid; } // smlayer_loadCostume1 && smlayer_loadCostume2 int Insane::smlayer_loadCostume(int id, int phase) { int resid; resid = readArray(id); if (!resid) return 0; _vm->ensureResourceLoaded(rtCostume, resid); _vm->_res->setResourceCounter(rtCostume, resid, 1); 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) { if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) return; // 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->_imuseDigital->getSoundStatus(readArray(sound)) != 0; } bool Insane::smlayer_startSfx(int32 sound) { if (smlayer_loadSound(sound, 0, 2)) { _vm->_imuseDigital->startSfx(readArray(sound), 40); return true; } else return false; } bool Insane::smlayer_startVoice(int32 sound) { if (smlayer_loadSound(sound, 0, 2)) { _vm->_imuseDigital->startSfx(readArray(sound), 126); return true; } else return false; } void Insane::smlayer_soundSetPan(int32 soundId, int32 pan) { _vm->_imuseDigital->setPan(soundId, pan); } void Insane::smlayer_soundSetPriority(int32 soundId, int32 priority) { _vm->_imuseDigital->setPriority(soundId, 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 pos_x, int32 pos_y, int32 arg_14, int32 arg_18, int32 flags, const char *formatString, const char *strng) { SmushFont *sf = _player->getFont(0); int color = 1; int32 top = 0; char *str = NULL, *string; int len = strlen(formatString) + strlen(strng) + 16; string = (char *)malloc(len); str = string; while (*strng == '/') { strng++; // For text resources } snprintf(str, len, formatString, strng); while (str[0] == '^') { switch (str[1]) { case 'f': { int id = str[3] - '0'; str += 4; sf = _player->getFont(id); } break; case 'c': { color = str[4] - '0' + 10 *(str[3] - '0'); str += 5; } break; default: error("invalid escape code in text string"); } } assert(sf != NULL); sf->setColor(color); // flags: // bit 0 - center 1 // bit 1 - not used 2 // bit 2 - ??? 4 // bit 3 - wrap around 8 switch (flags) { case 0: sf->drawString(str, renderBitmap, _player->_width, _player->_height, pos_x, pos_y, false); break; case 1: sf->drawString(str, renderBitmap, _player->_width, _player->_height, pos_x, MAX(pos_y, top), true); break; case 5: sf->drawStringWrap(str, renderBitmap, _player->_width, _player->_height, pos_x, pos_y, 10, 300, true); break; default: error("Insane::smlayer_showStatusMsg. Not handled flags: %d", flags); } free (string); } void Insane::procSKIP(int32 subSize, Common::SeekableReadStream &b) { int16 par1, par2; _player->_skipNext = false; if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) { assert(subSize >= 2); par1 = b.readUint16LE(); par2 = 0; } else { assert(subSize >= 4); par1 = b.readUint16LE(); par2 = b.readUint16LE(); } if (!par2) { if (isBitSet(par1)) _player->_skipNext = true; } else if (isBitSet(par1) != isBitSet(par2)) { _player->_skipNext = true; } } bool Insane::isBitSet(int n) { assert (n < 0x80); return (_iactBits[n] != 0); } void Insane::setBit(int n) { assert (n < 0x80); _iactBits[n] = 1; } void Insane::clearBit(int n) { assert (n < 0x80); _iactBits[n] = 0; } 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; } } const char *Insane::handleTrsTag(int32 trsId) { debugC(DEBUG_INSANE, "Insane::handleTrsTag(%d)", trsId); return _player->getString(trsId); } 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; } } bool Insane::smlayer_actorNeedRedraw(int actornum, int actnum) { Actor *a = _vm->derefActor(_actor[actornum].act[actnum].actor, "smlayer_actorNeedRedraw"); return a->_needRedraw; } int32 Insane::readArray (int item) { return _vm->readArray(_numberArray, 0, item); } void Insane::writeArray(int item, int value) { _vm->writeArray(_numberArray, 0, item, value); } int32 Insane::smush_setupSanWithFlu(const char *filename, int32 setupsan2, int32 step1, int32 step2, int32 setupsan1, byte *fluPtr, int32 numFrames) { byte *tmp = fluPtr; int32 offset; debugC(DEBUG_INSANE, "smush_setupSanWithFlu(%s, %d, %d, %d, %d, %p, %d)", filename, setupsan2, step1, step2, setupsan1, fluPtr, numFrames); _smush_setupsan1 = setupsan1; /* skip FLUP marker */ if (READ_BE_UINT32(fluPtr) == MKID_BE('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); smush_warpMouse(160, 100, -1); return offset; } void Insane::smush_setupSanFromStart(const char *filename, int32 setupsan2, int32 step1, int32 step2, int32 setupsan1) { debugC(DEBUG_INSANE, "Insane::smush_setupFromStart(%s)", filename); _smush_setupsan1 = setupsan1; _smush_setupsan2 = setupsan2; smush_setupSanFile(filename, 0, 0); _smush_isSanFileSetup = 1; smush_setFrameSteps(step1, step2); smush_warpMouse(160, 100, -1); } 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) { debugC(DEBUG_INSANE, "Insane::smush_setupSanFile(%s, %x, %d)", filename, offset, contFrame); _player->seekSan(filename, offset, contFrame); } }