/* 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 "scumm/insane/insane.h" #include "scumm/scumm_v7.h" namespace Scumm { int32 Insane::enemyInitializer(int num, int32 actor1, int32 actor2, int32 probability) { switch (num) { case EN_ROTT1: return enemy0initializer(actor1, actor2, probability); case EN_ROTT2: return enemy1initializer(actor1, actor2, probability); case EN_ROTT3: return enemy2initializer(actor1, actor2, probability); case EN_VULTF1: return enemy3initializer(actor1, actor2, probability); case EN_VULTM1: return enemy4initializer(actor1, actor2, probability); case EN_VULTF2: return enemy5initializer(actor1, actor2, probability); case EN_VULTM2: return enemy6initializer(actor1, actor2, probability); case EN_CAVEFISH: return enemy7initializer(actor1, actor2, probability); case EN_TORQUE: return enemy8initializer(actor1, actor2, probability); 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); case EN_ROTT2: return enemy1handler(actor1, actor2, probability); case EN_ROTT3: return enemy2handler(actor1, actor2, probability); case EN_VULTF1: return enemy3handler(actor1, actor2, probability); case EN_VULTM1: return enemy4handler(actor1, actor2, probability); case EN_VULTF2: return enemy5handler(actor1, actor2, probability); case EN_VULTM2: return enemy6handler(actor1, actor2, probability); case EN_CAVEFISH: return enemy7handler(actor1, actor2, probability); case EN_TORQUE: return enemy8handler(actor1, actor2, probability); case EN_BEN: return enemyBenHandler(actor1, actor2, probability); case -1: // nothing break; } return 0; } int32 Insane::enemy0handler(int32 actor1, int32 actor2, int32 probability) { int32 act1damage, act2damage, act1x, act2x, retval; int32 dist; retval = 0; act1damage = _actor[actor1].damage; // ebx act2damage = _actor[actor2].damage; // ebp act1x = _actor[actor1].x; // esi act2x = _actor[actor2].x; // edi if (!_actor[actor1].defunct) { if (_enHdlVar[EN_ROTT1][1] > _enHdlVar[EN_ROTT1][2]) { if (act1damage - act2damage >= 30) { if (_vm->_rnd.getRandomNumber(probability - 1) != 1) _enHdlVar[EN_ROTT1][0] = 0; else _enHdlVar[EN_ROTT1][0] = 1; } _enHdlVar[EN_ROTT1][1] = 0; _enHdlVar[EN_ROTT1][2] = _vm->_rnd.getRandomNumber(probability * 2 - 1); } dist = ABS(act1x - act2x); if (_enHdlVar[EN_ROTT1][3] > _enHdlVar[EN_ROTT1][4]) { if (_enHdlVar[EN_ROTT1][0] == 1) { if (weaponMaxRange(actor1) < dist) { if (act2x < act1x) _actor[actor1].cursorX = -101; else _actor[actor1].cursorX = 101; } else { if (weaponMinRange(actor1) > dist) { if (act2x < act1x) _actor[actor1].cursorX = 101; else _actor[actor1].cursorX = -101; } else { _actor[actor1].cursorX = 0; } } } else { if (weaponMaxRange(actor2) >= dist) { if (act2x < act1x) _actor[actor1].cursorX = 101; else _actor[actor1].cursorX = -101; } else { _actor[actor1].cursorX = 0; } } _enHdlVar[EN_ROTT1][3] = 0; _enHdlVar[EN_ROTT1][4] = _vm->_rnd.getRandomNumber(probability - 1); } if (_enHdlVar[EN_ROTT1][5] > _enHdlVar[EN_ROTT1][6]) { if (weaponMaxRange(actor2) + 40 >= dist) { if (_vm->_rnd.getRandomNumber(probability - 1) == 1) retval = 1; } if (_actor[actor2].kicking) { if (weaponMaxRange(actor2) >= dist) if (_vm->_rnd.getRandomNumber(probability * 2 - 1) <= 1) retval = 1; } _enHdlVar[EN_ROTT1][5] = 0; _enHdlVar[EN_ROTT1][6] = _vm->_rnd.getRandomNumber(probability - 1) / 2; } if (_actor[actor1].weapon == -1) retval = 2; if ((_actor[actor1].field_54 == 0) && (_actor[actor2].lost == 0) && (_actor[actor1].lost == 0)) { if (_actor[actor1].act[3].state == 54) { switch (_vm->_rnd.getRandomNumber(9)) { case 3: if (!_enemyState[EN_ROTT1][6]) { _enemyState[EN_ROTT1][6] = 1; prepareScenePropScene(54, 0, 0); } break; case 8: if (!_enemyState[EN_ROTT1][4]) { _enemyState[EN_ROTT1][4] = 1; prepareScenePropScene(52, 0, 0); } break; } } else { switch (_vm->_rnd.getRandomNumber(14)) { case 2: if (!_enemyState[EN_ROTT1][2]) { _enemyState[EN_ROTT1][2] = 1; prepareScenePropScene(50, 0, 0); } break; case 4: if (!_enemyState[EN_ROTT1][3]) { _enemyState[EN_ROTT1][3] = 1; prepareScenePropScene(51, 0, 0); } break; case 6: if (!_enemyState[EN_ROTT1][7]) { _enemyState[EN_ROTT1][7] = 1; if (_enemy[EN_ROTT1].occurences) prepareScenePropScene(55, 0, 0); } break; case 9: if (!_enemyState[EN_ROTT1][5]) { _enemyState[EN_ROTT1][5] = 1; prepareScenePropScene(53, 0, 0); } break; case 11: if (!_enemyState[EN_ROTT1][8]) { _enemyState[EN_ROTT1][8] = 1; prepareScenePropScene(56, 0, 0); } break; default: break; } } } _enHdlVar[EN_ROTT1][1]++; _enHdlVar[EN_ROTT1][3]++; _enHdlVar[EN_ROTT1][5]++; } if (act1x > 310) _actor[actor1].cursorX = -320; else if (act1x < 10) _actor[actor1].cursorX = 320; else if (act1x > 280) _actor[actor1].cursorX = -160; // Shift+V cheat to win the battle if (_vm->getKeyState('V') && !_beenCheated && !_actor[0].lost && !_actor[1].lost) { _beenCheated = 1; _actor[1].damage = _actor[1].maxdamage + 10; } return retval; } int32 Insane::enemy0initializer(int32 actor1, int32 actor2, int32 probability) { int i; for (i = 0; i < 9; i++) _enemyState[EN_ROTT1][i] = 0; for (i = 0; i < 9; i++) _enHdlVar[EN_ROTT1][i] = 0; _beenCheated = 0; return 1; } int32 Insane::enemy1handler(int32 actor1, int32 actor2, int32 probability) { int32 act1damage, act2damage, act1x, act2x, retval; int32 dist; retval = 0; act1damage = _actor[actor1].damage; // ebx act2damage = _actor[actor2].damage; // ebp act1x = _actor[actor1].x; // esi act2x = _actor[actor2].x; // edi if (!_actor[actor1].defunct) { if (_enHdlVar[EN_ROTT2][1] > _enHdlVar[EN_ROTT2][2]) { if (act1damage - act2damage >= 30) { if (_vm->_rnd.getRandomNumber(probability - 1) != 1) _enHdlVar[EN_ROTT2][0] = 0; else _enHdlVar[EN_ROTT2][0] = 1; } _enHdlVar[EN_ROTT2][1] = 0; _enHdlVar[EN_ROTT2][2] = _vm->_rnd.getRandomNumber(probability * 2 - 1); } dist = ABS(act1x - act2x); if (_enHdlVar[EN_ROTT2][3] > _enHdlVar[EN_ROTT2][4]) { if (_enHdlVar[EN_ROTT2][0] == 1) { if (weaponMaxRange(actor1) < dist) { if (act2x < act1x) _actor[actor1].cursorX = -101; else _actor[actor1].cursorX = 101; } else { if (weaponMinRange(actor1) > dist) { if (act2x < act1x) _actor[actor1].cursorX = 101; else _actor[actor1].cursorX = -101; } else { _actor[actor1].cursorX = 0; } } } else { if (weaponMaxRange(actor2) >= dist) { if (act2x < act1x) _actor[actor1].cursorX = 101; else _actor[actor1].cursorX = -101; } else { _actor[actor1].cursorX = 0; } } _enHdlVar[EN_ROTT2][3] = 0; _enHdlVar[EN_ROTT2][4] = _vm->_rnd.getRandomNumber(probability - 1); } if (_enHdlVar[EN_ROTT2][5] > _enHdlVar[EN_ROTT2][6]) { if (weaponMaxRange(actor2) + 40 >= dist) { if (_vm->_rnd.getRandomNumber(probability - 1) == 1) retval = 1; } if (_actor[actor2].kicking) { if (weaponMaxRange(actor2) <= dist) if (_vm->_rnd.getRandomNumber(probability * 2 - 1) <= 1) retval = 1; } _enHdlVar[EN_ROTT1][5] = 0; _enHdlVar[EN_ROTT1][6] = _vm->_rnd.getRandomNumber(probability - 1) / 2; } if (_actor[actor1].weapon == -1) retval = 2; if ((_actor[actor1].field_54 == 0) && (_actor[actor2].lost == 0) && (_actor[actor1].lost == 0)) { if (_actor[actor1].act[3].state == 54) { switch (_vm->_rnd.getRandomNumber(9)) { case 3: if (!_enemyState[EN_ROTT2][6]) { _enemyState[EN_ROTT2][6] = 1; prepareScenePropScene(38, 0, 0); } break; case 8: if (!_enemyState[EN_ROTT2][5]) { _enemyState[EN_ROTT2][5] = 1; prepareScenePropScene(37, 0, 0); } break; } } else { switch (_vm->_rnd.getRandomNumber(14)) { case 2: if (!_enemyState[EN_ROTT2][2]) { _enemyState[EN_ROTT2][2] = 1; prepareScenePropScene(34, 0, 0); } break; case 11: if (!_enemyState[EN_ROTT1][7]) { _enemyState[EN_ROTT1][7] = 1; prepareScenePropScene(39, 0, 0); } break; default: break; } } } _enHdlVar[EN_ROTT2][1]++; _enHdlVar[EN_ROTT2][3]++; _enHdlVar[EN_ROTT2][5]++; } if (act1x > 310) _actor[actor1].cursorX = -320; else if (act1x < 10) _actor[actor1].cursorX = 320; else if (act1x > 280) _actor[actor1].cursorX = -160; // Shift+V cheat to win the battle if (_vm->getKeyState('V') && !_beenCheated && !_actor[0].lost && !_actor[1].lost) { _beenCheated = 1; _actor[1].damage = _actor[1].maxdamage + 10; } return retval; } int32 Insane::enemy1initializer(int32 actor1, int32 actor2, int32 probability) { int i; for (i = 0; i < 9; i++) _enemyState[EN_ROTT2][i] = 0; for (i = 0; i < 9; i++) _enHdlVar[EN_ROTT2][i] = 0; _beenCheated = 0; return 1; } int32 Insane::enemy2handler(int32 actor1, int32 actor2, int32 probability) { int32 act1damage, act2damage, act1x, act2x, retval; int32 dist; retval = 0; act1damage = _actor[actor1].damage; // ebx act2damage = _actor[actor2].damage; // ebp act1x = _actor[actor1].x; // esi act2x = _actor[actor2].x; // edi if (!_actor[actor1].defunct) { if (_enHdlVar[EN_ROTT3][1] > _enHdlVar[EN_ROTT3][2]) { if (act1damage - act2damage >= 30) { if (_vm->_rnd.getRandomNumber(probability - 1) != 1) _enHdlVar[EN_ROTT3][0] = 0; else _enHdlVar[EN_ROTT3][0] = 1; } _enHdlVar[EN_ROTT3][1] = 0; _enHdlVar[EN_ROTT3][2] = _vm->_rnd.getRandomNumber(probability * 2 - 1); } dist = ABS(act1x - act2x); if (_enHdlVar[EN_ROTT3][3] > _enHdlVar[EN_ROTT3][4]) { if (_enHdlVar[EN_ROTT3][0] == 1) { if (weaponMaxRange(actor1) < dist) { if (act2x < act1x) _actor[actor1].cursorX = -101; else _actor[actor1].cursorX = 101; } else { if (weaponMinRange(actor1) > dist) { if (act2x < act1x) _actor[actor1].cursorX = 101; else _actor[actor1].cursorX = -101; } else { _actor[actor1].cursorX = 0; } } } else { if (weaponMaxRange(actor2) >= dist) { if (act2x < act1x) _actor[actor1].cursorX = 101; else _actor[actor1].cursorX = -101; } else { _actor[actor1].cursorX = 0; } } _enHdlVar[EN_ROTT3][3] = 0; _enHdlVar[EN_ROTT3][4] = _vm->_rnd.getRandomNumber(probability - 1); } if (_enHdlVar[EN_ROTT3][5] > _enHdlVar[EN_ROTT3][6]) { if (weaponMaxRange(actor2) + 40 >= dist) { if (_vm->_rnd.getRandomNumber(probability - 1) == 1) retval = 1; } if (_actor[actor2].kicking) { if (weaponMaxRange(actor2) >= dist) if (_vm->_rnd.getRandomNumber(probability * 2 - 1) <= 1) retval = 1; } _enHdlVar[EN_ROTT3][5] = 0; _enHdlVar[EN_ROTT3][6] = _vm->_rnd.getRandomNumber(probability - 1) / 2; } if (_actor[actor1].weapon == -1) retval = 2; if ((_actor[actor1].field_54 == 0) && (_actor[actor2].lost == 0) && (_actor[actor1].lost == 0)) { if (_actor[actor1].act[3].state == 54) { switch (_vm->_rnd.getRandomNumber(9)) { case 3: if (!_enemyState[EN_ROTT3][1]) { _enemyState[EN_ROTT3][1] = 1; prepareScenePropScene(26, 0, 0); } break; case 5: if (!_enemyState[EN_ROTT3][3]) { _enemyState[EN_ROTT3][3] = 1; prepareScenePropScene(28, 0, 0); } break; case 8: if (!_enemyState[EN_ROTT3][2]) { _enemyState[EN_ROTT3][2] = 1; prepareScenePropScene(27, 0, 0); } break; } } else { if (_actor[actor1].kicking) { if (_vm->_rnd.getRandomNumber(9) == 9) { if (!_enemyState[EN_ROTT3][6]) { _enemyState[EN_ROTT3][6] = 1; prepareScenePropScene(31, 0, 0); } } } else { if (_vm->_rnd.getRandomNumber(14) == 7) { if (!_enemyState[EN_ROTT3][5]) { _enemyState[EN_ROTT3][5] = 1; prepareScenePropScene(30, 0, 0); } } } } } _enHdlVar[EN_ROTT3][1]++; _enHdlVar[EN_ROTT3][3]++; _enHdlVar[EN_ROTT3][5]++; } if (act1x > 310) _actor[actor1].cursorX = -320; else if (act1x < 10) _actor[actor1].cursorX = 320; else if (act1x > 280) _actor[actor1].cursorX = -160; // Shift+V cheat to win the battle if (_vm->getKeyState('V') && !_beenCheated && !_actor[0].lost && !_actor[1].lost) { _beenCheated = 1; _actor[1].damage = _actor[1].maxdamage + 10; } return retval; } int32 Insane::enemy2initializer(int32 actor1, int32 actor2, int32 probability) { int i; for (i = 0; i < 7; i++) _enemyState[EN_ROTT3][i] = 0; for (i = 0; i < 9; i++) _enHdlVar[EN_ROTT3][i] = 0; _beenCheated = 0; return 1; } int32 Insane::enemy3handler(int32 actor1, int32 actor2, int32 probability) { int32 act1damage, act2damage, act1x, act2x, retval; int32 dist; retval = 0; act1damage = _actor[actor1].damage; // ebx act2damage = _actor[actor2].damage; // ebp act1x = _actor[actor1].x; // esi act2x = _actor[actor2].x; // edi if (!_actor[actor1].defunct) { if (_enHdlVar[EN_VULTF1][1] > _enHdlVar[EN_VULTF1][2]) { if ((act1damage - act2damage >= 30) && (_vm->_rnd.getRandomNumber(probability - 1) != 1)) _enHdlVar[EN_VULTF1][0] = 0; else _enHdlVar[EN_VULTF1][0] = 1; _enHdlVar[EN_VULTF1][1] = 0; _enHdlVar[EN_VULTF1][2] = _vm->_rnd.getRandomNumber(probability * 2 - 1); } dist = ABS(act1x - act2x); if (_enHdlVar[EN_VULTF1][3] > _enHdlVar[EN_VULTF1][4]) { if (_enHdlVar[EN_VULTF1][0] == 1) { if (weaponMaxRange(actor1) < dist) { if (act2x < act1x) _actor[actor1].cursorX = -101; else _actor[actor1].cursorX = 101; } else { if (weaponMinRange(actor1) > dist) { if (act2x < act1x) _actor[actor1].cursorX = 101; else _actor[actor1].cursorX = -101; } else { _actor[actor1].cursorX = 0; } } } else { if (weaponMaxRange(actor2) >= dist) { if (act2x < act1x) _actor[actor1].cursorX = 101; else _actor[actor1].cursorX = -101; } else { _actor[actor1].cursorX = 0; } } _enHdlVar[EN_VULTF1][3] = 0; _enHdlVar[EN_VULTF1][4] = _vm->_rnd.getRandomNumber(probability - 1); } if (_enHdlVar[EN_VULTF1][5] > _enHdlVar[EN_VULTF1][6]) { if (_enHdlVar[EN_VULTF1][0] == 1) { if (weaponMaxRange(actor2) + 40 >= dist) if (_vm->_rnd.getRandomNumber(probability - 1) == 1) retval = 1; } else { if (_actor[actor1].kicking) if (weaponMaxRange(actor2) >= dist) if (_vm->_rnd.getRandomNumber(probability - 1) <= 1) retval = 1; } _enHdlVar[EN_VULTF1][5] = 0; _enHdlVar[EN_VULTF1][6] = _vm->_rnd.getRandomNumber(probability - 1) / 2; } if (_actor[actor1].weapon == -1) retval = 2; if ((_actor[actor1].field_54 == 0) && (_actor[actor2].lost == 0) && (_actor[actor1].lost == 0)) { _enHdlVar[EN_VULTF1][8] = _vm->_rnd.getRandomNumber(25); if (_enHdlVar[EN_VULTF1][8] != _enHdlVar[EN_VULTF1][7]) { switch (_enHdlVar[EN_VULTF1][8]) { case 0: if (!_enemyState[EN_VULTF1][4]) { _enemyState[EN_VULTF1][4] = 1; prepareScenePropScene(3, 0, 0); } break; case 1: if (!_enemyState[EN_VULTF1][1]) { _enemyState[EN_VULTF1][1] = 1; prepareScenePropScene(4, 0, 0); } break; case 2: if (!_enemyState[EN_VULTF1][2]) { _enemyState[EN_VULTF1][2] = 1; prepareScenePropScene(5, 0, 0); } break; case 3: if (!_enemyState[EN_VULTF1][3]) { _enemyState[EN_VULTF1][3] = 1; prepareScenePropScene(6, 0, 0); } break; case 4: if (!_enemyState[EN_VULTF1][4]) { _enemyState[EN_VULTF1][4] = 1; prepareScenePropScene(7, 0, 0); } break; case 5: if (!_enemyState[EN_VULTF1][5]) { _enemyState[EN_VULTF1][5] = 1; prepareScenePropScene(8, 0, 0); } break; } _enHdlVar[EN_VULTF1][7] = _enHdlVar[EN_VULTF1][8]; } } _enHdlVar[EN_VULTF1][1]++; _enHdlVar[EN_VULTF1][3]++; _enHdlVar[EN_VULTF1][5]++; } else { _actor[actor1].cursorX = 0; } if (act1x > 310) _actor[actor1].cursorX = -320; else if (act1x < 10) _actor[actor1].cursorX = 320; else if (act1x > 280) _actor[actor1].cursorX = -160; // Shift+V cheat to win the battle if (_vm->getKeyState('V') && !_beenCheated && !_actor[0].lost && !_actor[1].lost) { _beenCheated = 1; _actor[1].damage = _actor[1].maxdamage + 10; } return retval; } int32 Insane::enemy3initializer(int32 actor1, int32 actor2, int32 probability) { int i; for (i = 0; i < 6; i++) _enemyState[EN_VULTF1][i] = 0; for (i = 0; i < 9; i++) _enHdlVar[EN_VULTF1][i] = 0; _beenCheated = 0; return 1; } int32 Insane::enemy4handler(int32 actor1, int32 actor2, int32 probability) { int32 act1damage, act2damage, act1x, act2x, retval; int32 dist; retval = 0; act1damage = _actor[actor1].damage; // ebx act2damage = _actor[actor2].damage; // ebp act1x = _actor[actor1].x; // esi act2x = _actor[actor2].x; // edi if (!_actor[actor1].defunct) { if (_enHdlVar[EN_VULTM1][1] > _enHdlVar[EN_VULTM1][2]) { if (act1damage - act2damage >= 30) { if (_vm->_rnd.getRandomNumber(probability - 1) != 1) _enHdlVar[EN_VULTM1][0] = 0; else _enHdlVar[EN_VULTM1][0] = 1; } _enHdlVar[EN_VULTM1][1] = 0; _enHdlVar[EN_VULTM1][2] = _vm->_rnd.getRandomNumber(probability * 2 - 1); } dist = ABS(act1x - act2x); if (_enHdlVar[EN_VULTM1][3] > _enHdlVar[EN_VULTM1][4]) { if (_enHdlVar[EN_VULTM1][0] == 1) { if (weaponMaxRange(actor1) < dist) { if (act2x < act1x) _actor[actor1].cursorX = -101; else _actor[actor1].cursorX = 101; } else { if (weaponMinRange(actor1) > dist) { if (act2x < act1x) _actor[actor1].cursorX = 101; else _actor[actor1].cursorX = -101; } else { _actor[actor1].cursorX = 0; } } } else { if (weaponMaxRange(actor2) >= dist) { if (act2x < act1x) _actor[actor1].cursorX = 101; else _actor[actor1].cursorX = -101; } else { _actor[actor1].cursorX = 0; } } _enHdlVar[EN_VULTM1][3] = 0; _enHdlVar[EN_VULTM1][4] = _vm->_rnd.getRandomNumber(probability - 1); } if (_enHdlVar[EN_VULTM1][5] > _enHdlVar[EN_VULTM1][6]) { if (weaponMaxRange(actor2) + 40 >= dist) { if (_vm->_rnd.getRandomNumber(probability - 1) == 1) retval = 1; } if (_actor[actor2].kicking) { if (weaponMaxRange(actor2) >= dist) // that's weird but original is >= if (_vm->_rnd.getRandomNumber(probability * 2 - 1) <= 1) retval = 1; } _enHdlVar[EN_VULTM1][5] = 0; _enHdlVar[EN_VULTM1][6] = _vm->_rnd.getRandomNumber(probability - 1) / 2; } if (_actor[actor1].weapon == -1) retval = 2; if ((_actor[actor1].field_54 == 0) && (_actor[actor2].lost == 0) && (_actor[actor1].lost == 0)) { if (_actor[actor1].act[3].state == 54) { switch (_vm->_rnd.getRandomNumber(9)) { case 4: if (!_enemyState[EN_VULTM1][7]) { _enemyState[EN_VULTM1][7] = 1; prepareScenePropScene(46, 0, 0); } break; case 8: if (!_enemyState[EN_VULTM1][8]) { _enemyState[EN_VULTM1][8] = 1; prepareScenePropScene(47, 0, 0); } break; } } else { if (_actor[actor1].kicking) { switch (_vm->_rnd.getRandomNumber(9)) { case 3: prepareScenePropScene(44, 0, 0); break; case 9: prepareScenePropScene(45, 0, 0); break; } } else { if (weaponMaxRange(actor2) <= dist) { switch (_vm->_rnd.getRandomNumber(9)) { case 3: if (!_enemyState[EN_VULTM1][3]) { _enemyState[EN_VULTM1][3] = 1; prepareScenePropScene(42, 0, 0); } break; case 9: if (!_enemyState[EN_VULTM1][4]) { _enemyState[EN_VULTM1][4] = 1; prepareScenePropScene(43, 0, 0); } break; } } else { switch (_vm->_rnd.getRandomNumber(14)) { case 7: if (!_enemyState[EN_VULTM1][9]) { _enemyState[EN_VULTM1][9] = 1; prepareScenePropScene(48, 0, 0); } break; case 11: if (!_enemyState[EN_VULTM1][1]) { _enemyState[EN_VULTM1][1] = 1; prepareScenePropScene(40, 0, 0); } break; } } } } } _enHdlVar[EN_VULTM1][1]++; _enHdlVar[EN_VULTM1][3]++; _enHdlVar[EN_VULTM1][5]++; } if (act1x > 310) _actor[actor1].cursorX = -320; else if (act1x < 10) _actor[actor1].cursorX = 320; else if (act1x > 280) _actor[actor1].cursorX = -160; // Shift+V cheat to win the battle if (_vm->getKeyState('V') && !_beenCheated && !_actor[0].lost && !_actor[1].lost) { _beenCheated = 1; _actor[1].damage = _actor[1].maxdamage + 10; } return retval; } int32 Insane::enemy4initializer(int32 actor1, int32 actor2, int32 probability) { int i; for (i = 0; i < 10; i++) _enemyState[EN_VULTM1][i] = 0; for (i = 0; i < 9; i++) _enHdlVar[EN_VULTM1][i] = 0; _beenCheated = 0; return 1; } int32 Insane::enemy5handler(int32 actor1, int32 actor2, int32 probability) { int32 act1damage, act1x, act2x, retval; int32 dist; retval = 0; act1damage = _actor[actor1].damage; // ebx act1x = _actor[actor1].x; // esi act2x = _actor[actor2].x; // ebp dist = ABS(act1x - act2x); if (weaponMaxRange(actor1) >= dist) { if (!_enHdlVar[EN_VULTF2][2]) _enHdlVar[EN_VULTF2][3]++; _enHdlVar[EN_VULTF2][1] = 1; } else { _enHdlVar[EN_VULTF2][1] = 0; } if (!_actor[actor1].defunct) { if (_enHdlVar[EN_VULTF2][3] >= 2 || act1damage) { _actor[actor1].damage = 10; if (weaponMaxRange(actor1) <= dist) { if (act2x < act1x) _actor[actor1].cursorX = -101; else _actor[actor1].cursorX = 101; } else { _actor[actor1].cursorX = 0; } if (weaponMaxRange(actor1) + 20 >= dist) if (_vm->_rnd.getRandomNumber(probability - 1) == 1) retval = 1; } else { if (weaponMaxRange(actor2) >= dist && _actor[actor2].weapon == INV_CHAINSAW) if (!_actor[actor2].kicking) { if (_vm->_rnd.getRandomNumber(probability - 1) == 1) retval = 1; } else { retval = 1; } _actor[actor1].cursorX = 0; if (_enHdlVar[EN_VULTF2][0] >= 100) _enHdlVar[EN_VULTF2][3] = 3; } if ((_actor[actor1].field_54 == 0) && (_actor[actor2].lost == 0) && (_actor[actor1].lost == 0)) { if (_actor[actor1].act[3].state == 54) switch (_vm->_rnd.getRandomNumber(9)) { case 4: if (!_enemyState[EN_VULTF2][6]) { _enemyState[EN_VULTF2][6] = 1; prepareScenePropScene(15, 0, 0); } break; case 8: if (!_enemyState[EN_VULTF2][3]) { _enemyState[EN_VULTF2][3] = 1; prepareScenePropScene(12, 0, 0); } break; } else { if (_actor[actor1].kicking) { switch (_vm->_rnd.getRandomNumber(9)) { case 2: if (!_enemyState[EN_VULTF2][8]) { _enemyState[EN_VULTF2][8] = 1; prepareScenePropScene(17, 0, 0); } break; case 5: prepareScenePropScene(11, 0, 0); _enemyState[EN_VULTF2][2] = 1; break; case 9: _enemyState[EN_VULTF2][1] = 1; prepareScenePropScene(10, 0, 0); break; } } else { switch (_vm->_rnd.getRandomNumber(14)) { case 3: if (!_enemyState[EN_VULTF2][4]) { _enemyState[EN_VULTF2][4] = 1; prepareScenePropScene(13, 0, 0); } break; case 11: if (!_enemyState[EN_VULTF2][5]) { _enemyState[EN_VULTF2][5] = 1; prepareScenePropScene(14, 0, 0); } break; } } } } } if (_actor[actor1].defunct) _actor[actor1].cursorX = 0; if (_actor[actor1].weapon == -1) retval = 2; if (act1x > 310) _actor[actor1].cursorX = -320; else if (act1x < 10) _actor[actor1].cursorX = 320; else if (act1x > 280) _actor[actor1].cursorX = -160; _enHdlVar[EN_VULTF2][2] = _enHdlVar[EN_VULTF2][1]; _enHdlVar[EN_VULTF2][0]++; // Shift+V cheat to win the battle if (_vm->getKeyState('V') && !_beenCheated && !_actor[0].lost && !_actor[1].lost) { _beenCheated = 1; _actor[1].damage = _actor[1].maxdamage + 10; _actor[1].act[2].state = 113; } return retval; } int32 Insane::enemy5initializer(int32 actor1, int32 actor2, int32 probability) { int i; for (i = 0; i < 9; i++) _enemyState[EN_VULTF2][i] = 0; for (i = 0; i < 9; i++) _enHdlVar[EN_VULTF2][i] = 0; _beenCheated = 0; return 1; } int32 Insane::enemy6handler(int32 actor1, int32 actor2, int32 probability) { int32 act1damage, act2damage, act1x, act2x, retval; int32 dist; retval = 0; act1damage = _actor[actor1].damage; // ebx //ebx act2damage = _actor[actor2].damage; // ebp // edi act1x = _actor[actor1].x; // esi act2x = _actor[actor2].x; // edi if (_actor[actor2].weapon == INV_CHAINSAW) retval = 1; dist = ABS(act1x - act2x); if (_actor[actor1].defunct) { /* scenePropIdx[18] */ if (_currScenePropIdx == 50 && _currScenePropSubIdx == 3) retval = 1; } else { if (act1damage > 0 || _enHdlVar[EN_VULTM2][0] > 20) { _actor[actor1].damage = 10; if (!_enHdlVar[EN_VULTM2][1] && !_actor[actor1].lost) { if (!_actor[actor1].field_54) { switch (_vm->_rnd.getRandomNumber(3)) { case 0: if (!_enemyState[EN_VULTM2][1]) { _enemyState[EN_VULTM2][1] = 1; prepareScenePropScene(19, 0, 0); } break; case 1: if (!_enemyState[EN_VULTM2][2]) { _enemyState[EN_VULTM2][2] = 1; prepareScenePropScene(20, 0, 0); } break; case 2: if (!_enemyState[EN_VULTM2][3]) { _enemyState[EN_VULTM2][3] = 1; prepareScenePropScene(21, 0, 0); } break; case 3: if (!_enemyState[EN_VULTM2][4]) { _enemyState[EN_VULTM2][4] = 1; prepareScenePropScene(22, 0, 0); } break; } _enHdlVar[EN_VULTM2][1] = 1; goto _label1; } } else { if (_actor[actor1].field_54 == 0 && _actor[actor1].lost == 0) { retval = 1; _enHdlVar[EN_VULTM2][0] = 0; } } } else { if (weaponMaxRange(actor2) >= dist) { if (act2x < act1x) _actor[actor1].cursorX = 101; else _actor[actor1].cursorX = -101; } else { _actor[actor1].cursorX = 0; } } if ((_enHdlVar[EN_VULTM2][1] == 0) && ( _actor[actor1].field_54 == 0) && (_actor[actor2].lost == 0) && (_actor[actor1].lost == 0)) { switch (_vm->_rnd.getRandomNumber(14)) { case 2: if (!_enemyState[EN_VULTM2][5]) { _enemyState[EN_VULTM2][5] = 1; prepareScenePropScene(23, 0, 0); } break; case 7: if (!_enemyState[EN_VULTF1][6]) { _enemyState[EN_VULTF1][6] = 1; prepareScenePropScene(24, 0, 0); } break; } } } _label1: if (act1x > 310) _actor[actor1].cursorX = -320; else if (act1x < 219) _actor[actor1].cursorX = 320; else if (act1x > 280) _actor[actor1].cursorX = -160; if (_actor[actor1].weapon == -1) retval = 2; // Shift+V cheat to win the battle if (_vm->getKeyState('V') && !_beenCheated && !_actor[0].lost && !_actor[1].lost) { _beenCheated = 1; _actor[0].act[2].state = 97; smlayer_setActorFacing(0, 2, 20, 180); _actor[0].act[2].room = 0; _actor[0].act[1].room = 0; _actor[0].act[0].room = 0; smlayer_setActorLayer(1, 2, 25); smlayer_setActorCostume(1, 2, readArray(45)); smlayer_setActorFacing(1, 2, 6, 180); _actor[1].act[2].state = 97; _actor[1].act[2].room = 1; _actor[1].act[1].room = 0; _actor[1].act[0].room = 0; } if (_actor[actor1].lost) retval = 0; return retval; } int32 Insane::enemy6initializer(int32 actor1, int32 actor2, int32 probability) { int i; for (i = 0; i < 7; i++) _enemyState[EN_VULTM2][i] = 0; for (i = 0; i < 9; i++) _enHdlVar[EN_VULTM2][i] = 0; _beenCheated = 0; return 1; } int32 Insane::enemy7handler(int32 actor1, int32 actor2, int32 probability) { int32 act1damage, act1x, act2x, retval; int32 dist; retval = 0; act1damage = _actor[actor1].damage; // ebx act1x = _actor[actor1].x; // ebp, esi act2x = _actor[actor2].x; // edi dist = ABS(act1x - act2x); if (_enHdlVar[EN_CAVEFISH][1] >= 600) { _enHdlVar[EN_CAVEFISH][2] = 1; _enHdlVar[EN_CAVEFISH][1] = 0; } else { if (!_enHdlVar[EN_CAVEFISH][2]) { if (weaponMaxRange(actor2) + 30 >= dist) { if (act2x < act1x) _actor[actor1].cursorX = 101; else _actor[actor1].cursorX = -101; } else { _actor[actor1].cursorX = 0; } goto _labelA; } } if (weaponMaxRange(actor1) <= dist) { if (act2x < act1x) _actor[actor1].cursorX = -101; else _actor[actor1].cursorX = 101; } else { _actor[actor1].cursorX = 0; } _labelA: if (act1x > 310) _actor[actor1].cursorX = -320; else if (act1x < 10) _actor[actor1].cursorX = 320; if (dist <= 95) retval = 1; if (_actor[actor1].weapon == -1) retval = 2; _enHdlVar[EN_CAVEFISH][1]++; _enHdlVar[EN_CAVEFISH][0] = act1damage; // Shift+V cheat to win the battle if (_vm->getKeyState('V') && !_beenCheated && !_actor[0].lost && !_actor[1].lost) { _beenCheated = 1; _actor[1].damage = _actor[1].maxdamage + 10; _actor[1].act[2].state = 102; } return retval; } int32 Insane::enemy7initializer(int32 actor1, int32 actor2, int32 probability) { int i; for (i = 0; i < 9; i++) _enHdlVar[EN_CAVEFISH][i] = 0; _beenCheated = 0; return 1; } int32 Insane::enemy8handler(int32 actor1, int32 actor2, int32 probability) { _actor[actor1].cursorX = 0; return 0; } int32 Insane::enemy8initializer(int32 actor1, int32 actor2, int32 probability) { return 1; } void Insane::ouchSoundEnemy(void) { int32 tmp; _actor[1].act[3].state = 52; if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) { smlayer_startVoice(55); return; } switch (_currEnemy) { case EN_VULTF1: if (_actor[0].weapon == INV_DUST) { smlayer_startVoice(287); } else { if (_vm->_rnd.getRandomNumber(1)) { smlayer_startVoice(279); } else { smlayer_startVoice(280); } } break; case EN_VULTF2: smlayer_startVoice(271); break; case EN_VULTM1: smlayer_startVoice(162); break; case EN_ROTT1: tmp = _vm->_rnd.getRandomNumber(2); if (!tmp) { smlayer_startVoice(216); } else if (tmp == 1) { smlayer_startVoice(217); } else { smlayer_startVoice(218); } break; case EN_ROTT2: tmp = _vm->_rnd.getRandomNumber(2); if (!tmp) { smlayer_startVoice(243); } else if (tmp == 1) { smlayer_startVoice(244); } else { smlayer_startVoice(245); } break; case EN_VULTM2: smlayer_startVoice(180); break; default: smlayer_startVoice(99); break; } } bool Insane::loadScenePropSounds(int32 scenePropNum) { int32 num = 0; int32 res = 1; if (_sceneProp[scenePropNum + num].index != 1) { while (num < 12) { res &= smlayer_loadSound(_sceneProp[scenePropNum + num].sound, 0, 2); num = _sceneProp[scenePropNum + num].index; if (!num) break; } } return res != 0; } void Insane::turnEnemy(bool battle) { int buttons; if (_actor[1].damage < _actor[1].maxdamage) { _actor[1].lost = false; } else { if (!_actor[1].lost && !_actor[1].lost) { _actor[1].lost = true; _actor[1].act[2].state = 36; _actor[1].act[1].state = 36; _actor[1].act[0].state = 36; _actor[1].act[1].room = 0; _actor[1].act[0].room = 0; } } buttons = 0; if (_actor[1].lost == 0) if (battle) buttons = actionEnemy(); debug(5, "11:%d 12:%d 13:%d 10:%d", _actor[1].act[1].state, _actor[1].act[2].state, _actor[1].act[3].state, _actor[1].act[0].state); actor11Reaction(buttons); actor12Reaction(buttons); actor13Reaction(buttons); actor10Reaction(buttons); } void Insane::actor11Reaction(int32 buttons) { int32 tmpx, tmpy; chooseEnemyWeaponAnim(buttons); switch (_actor[1].tilt) { case -3: if (_actor[1].act[1].state != 41 || _actor[1].weaponClass != _actor[1].animWeaponClass) { setEnemyAnimation(1, 6); _actor[1].act[1].state = 41; } if (_actor[1].cursorX >= -100) { setEnemyAnimation(1, 7); _actor[1].act[1].state = 40; _actor[1].field_8 = 48; _actor[1].tilt = -2; } _actor[1].x += _actor[1].cursorX / 32; break; case -2: if (_actor[1].act[1].state != 40 || _actor[1].weaponClass != _actor[1].animWeaponClass) { setEnemyAnimation(1, 7); _actor[1].act[1].state = 40; } if (_actor[1].field_8 == 48) _actor[1].tilt = -1; else _actor[1].tilt = -3; _actor[1].x += _actor[1].cursorX / 32; break; case -1: if (_actor[1].act[1].state != 39 || _actor[1].weaponClass != _actor[1].animWeaponClass) { setEnemyAnimation(1, 8); _actor[1].act[1].state = 39; } if (_actor[1].field_8 == 48) _actor[1].tilt = 0; else _actor[1].tilt = -2; _actor[1].x += _actor[1].cursorX / 32; break; case 0: if (_actor[1].act[1].state != 1 || _actor[1].weaponClass != _actor[1].animWeaponClass) { setEnemyAnimation(1, 9); _actor[1].act[1].state = 1; } _actor[1].field_8 = 1; if (_actor[1].cursorX < -100) { setEnemyAnimation(1, 8); _actor[1].act[1].state = 39; _actor[1].field_8 = 46; _actor[1].tilt = -1; } else { if (_actor[1].cursorX > 100) { setEnemyAnimation(1, 10); _actor[1].act[1].state = 55; _actor[1].field_8 = 49; _actor[1].tilt = 1; } } break; case 1: if (_actor[1].act[1].state != 55 || _actor[1].weaponClass != _actor[1].animWeaponClass) { setEnemyAnimation(1, 10); _actor[1].act[1].state = 55; } if (_actor[1].field_8 == 51) _actor[1].tilt = 0; else _actor[1].tilt = 2; _actor[1].x += _actor[1].cursorX / 32; break; case 2: if (_actor[1].act[1].state != 56 || _actor[1].weaponClass != _actor[1].animWeaponClass) { setEnemyAnimation(1, 11); _actor[1].act[1].state = 56; } if (_actor[1].field_8 == 51) _actor[1].tilt = 1; else _actor[1].tilt = 3; _actor[1].x += _actor[1].cursorX / 32; break; case 3: if (_actor[1].act[1].state != 57 || _actor[1].weaponClass != _actor[1].animWeaponClass) { setEnemyAnimation(1, 12); _actor[1].act[1].state = 57; } if (_actor[1].cursorX <= 100) { setEnemyAnimation(1, 11); _actor[1].act[1].state = 56; _actor[1].field_8 = 51; _actor[1].tilt = 2; } _actor[1].x += _actor[1].cursorX / 32; break; } tmpx = _actor[1].x; tmpy = _actor[1].y + _actor[1].y1; if (_actor[1].act[1].room) smlayer_putActor(1, 1, tmpx, tmpy, _smlayer_room2); else smlayer_putActor(1, 1, tmpx, tmpy, _smlayer_room); _actor[1].animWeaponClass = _actor[1].weaponClass; } void Insane::chooseEnemyWeaponAnim(int32 buttons) { // kick if ((buttons & 1) && (!_actor[0].lost)) { if (!_kickEnemyProgress && actor0StateFlags2(_actor[1].act[2].state + _actor[1].weapon * 119)) { switch (_actor[1].weapon) { case INV_CHAIN: _actor[1].act[2].state = 10; break; case INV_CHAINSAW: _actor[1].act[2].state = 14; break; case INV_MACE: _actor[1].act[2].state = 18; break; case INV_2X4: _actor[1].act[2].state = 22; break; case INV_WRENCH: _actor[1].act[2].state = 26; break; case INV_BOOT: _actor[1].act[2].state = 93; break; case INV_HAND: _actor[1].act[2].state = 2; break; case INV_DUST: _actor[1].act[2].state = 89; break; default: break; } _kickEnemyProgress = true; } } else { _kickEnemyProgress = false; } // switch weapon if ((buttons & 2) && (_currEnemy != EN_TORQUE)) { if (_weaponEnemyJustSwitched || _actor[1].act[2].state == 35 || _actor[1].act[2].state == 34) return; switch (_actor[1].weapon) { case INV_CHAIN: case INV_CHAINSAW: case INV_MACE: case INV_2X4: case INV_WRENCH: _actor[1].act[2].state = 35; smlayer_setActorFacing(1, 2, 24, 180); break; case INV_BOOT: case INV_HAND: case INV_DUST: _actor[1].act[2].state = 0; switchEnemyWeapon(); default: switchEnemyWeapon(); } _weaponEnemyJustSwitched = true; } else { _weaponEnemyJustSwitched = false; } } void Insane::switchEnemyWeapon(void) { do { _actor[1].weapon++; if (_actor[1].weapon > 7) _actor[1].weapon = INV_CHAIN; } while (!_actor[1].inventory[_actor[1].weapon]); switch (_actor[1].weapon) { case INV_CHAIN: case INV_CHAINSAW: case INV_MACE: case INV_2X4: case INV_WRENCH: smlayer_setActorCostume(1, 2, readArray(_enemy[_currEnemy].costume4)); smlayer_setActorFacing(1, 2, 18, 180); _actor[1].weaponClass = 1; _actor[1].act[2].state = 34; break; case INV_BOOT: _actor[1].weaponClass = 2; _actor[1].act[2].state = 1; break; case INV_HAND: smlayer_setActorCostume(1, 2, readArray(_enemy[_currEnemy].costume4)); _actor[1].weaponClass = 2; _actor[1].act[2].state = 1; break; case INV_DUST: setEnemyState(); break; default: break; } } void Insane::setEnemyState(void) { if (_actor[1].lost) return; _actor[1].act[2].animTilt = -1000; if (_currEnemy == EN_CAVEFISH) { _actor[1].weaponClass = 2; if (!_roadBumps) _actor[1].act[2].state = 98; else _actor[1].act[2].state = 99; return; } switch (_actor[1].weapon) { case INV_CHAIN: _actor[1].weaponClass = 1; _actor[1].act[2].state = 63; break; case INV_CHAINSAW: _actor[1].weaponClass = 1; _actor[1].act[2].state = 64; break; case INV_MACE: _actor[1].weaponClass = 1; _actor[1].act[2].state = 65; break; case INV_2X4: _actor[1].weaponClass = 1; _actor[1].act[2].state = 66; break; case INV_WRENCH: _actor[1].weaponClass = 1; _actor[1].act[2].state = 62; break; case INV_BOOT: case INV_HAND: case INV_DUST: _actor[1].weaponClass = 2; _actor[1].act[2].state = 1; } } void Insane::actor12Reaction(int32 buttons) { int32 tmp, tmp2; switch (_actor[1].act[2].state) { case 1: smlayer_setActorLayer(1, 2, 5); _actor[1].weaponClass = 2; _actor[1].kicking = false; switch (_actor[1].tilt) { case -3: if (_actor[1].act[2].animTilt != -3) { smlayer_setActorFacing(1, 2, 6, 180); _actor[1].act[2].animTilt = -3; } break; case -2: if (_actor[1].field_8 == 48) smlayer_setActorFacing(1, 2, 7, 180); _actor[1].act[2].animTilt = -2; break; case -1: if (_actor[1].field_8 == 46) smlayer_setActorFacing(1, 2, 8, 180); _actor[1].act[2].animTilt = -1; break; case 0: if (_actor[1].act[2].animTilt) { smlayer_setActorFacing(1, 2, 9, 180); _actor[1].act[2].animTilt = 0; } break; case 1: if (_actor[1].field_8 == 49) smlayer_setActorFacing(1, 2, 10, 180); _actor[1].act[2].animTilt = 1; break; case 2: if (_actor[1].field_8 == 51) smlayer_setActorFacing(1, 2, 11, 180); _actor[1].act[2].animTilt = 2; break; case 3: if (_actor[1].act[2].animTilt != 3) { smlayer_setActorFacing(1, 2, 12, 180); _actor[1].act[2].animTilt = 3; } break; default: break; } _actor[1].act[2].tilt = 0; break; case 2: smlayer_setActorLayer(1, 2, 4); smlayer_setActorFacing(1, 2, 17, 180); _actor[1].kicking = true; _actor[1].weaponClass = 1; _actor[1].act[2].state = 3; _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); if (!((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))) smlayer_startSfx(63); break; case 3: smlayer_setActorLayer(1, 2, 4); _actor[1].weaponClass = 1; if (_actor[1].act[2].frame >= 6) { tmp = calcBenDamage(1, 1); if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) { if (tmp == 1) smlayer_startSfx(50); } else if (tmp == 1) smlayer_startSfx(60); else if (tmp == 1000) smlayer_startSfx(62); smlayer_setActorFacing(1, 2, 20, 180); _actor[1].act[2].state = 4; } _actor[1].kicking = true; _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 4: smlayer_setActorLayer(1, 2, 5); _actor[1].weaponClass = 1; _actor[1].kicking = true; if (_actor[1].act[2].frame >= 2) { smlayer_setActorFacing(1, 2, 9, 180); _actor[1].act[2].state = 1; _actor[1].act[2].animTilt = -1000; _actor[1].weaponClass = 2; _actor[1].kicking = false; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 5: smlayer_setActorLayer(1, 2, 5); break; case 10: smlayer_setActorLayer(1, 2, 4); _actor[1].weaponClass = 1; _actor[1].kicking = true; smlayer_setActorFacing(1, 2, 19, 180); _actor[1].act[2].state = 11; _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); smlayer_startSfx(75); break; case 11: smlayer_setActorLayer(1, 2, 4); _actor[1].weaponClass = 1; _actor[1].kicking = true; if (_actor[1].act[2].frame >= 2) { if (weaponEnemyIsEffective()) { smlayer_setActorFacing(1, 2, 22, 180); _actor[1].act[2].state = 79; } else { smlayer_setActorFacing(1, 2, 20, 180); _actor[1].act[2].state = 12; } } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 12: smlayer_setActorLayer(1, 2, 4); _actor[1].weaponClass = 1; _actor[1].kicking = true; if (_actor[1].act[2].frame >= 1) { switch (_actor[0].weapon) { case INV_CHAIN: case INV_CHAINSAW: case INV_MACE: case INV_2X4: case INV_DUST: case INV_WRENCH: case INV_BOOT: tmp = calcBenDamage(1, 1); if (tmp == 1) smlayer_startSfx(73); if (tmp == 1000) smlayer_startSfx(74); break; case INV_HAND: if (calcBenDamage(1, 0)) smlayer_startSfx(73); break; } smlayer_setActorFacing(1, 2, 21, 180); _actor[1].act[2].state = 13; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 13: smlayer_setActorLayer(1, 2, 5); _actor[1].weaponClass = 1; _actor[1].kicking = false; if (_actor[1].act[2].frame >= 3) { smlayer_setActorFacing(1, 2, 25, 180); _actor[1].act[2].state = 63; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 14: smlayer_setActorLayer(1, 2, 8); _actor[1].weaponClass = 1; _actor[1].kicking = true; smlayer_setActorFacing(1, 2, 19, 180); _actor[1].act[2].state = 15; _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); smlayer_startSfx(78); break; case 15: smlayer_setActorLayer(1, 2, 8); _actor[1].weaponClass = 1; _actor[1].kicking = true; if (_actor[1].act[2].frame >= 5) { switch (_actor[0].weapon) { case INV_CHAIN: case INV_CHAINSAW: case INV_MACE: case INV_2X4: case INV_WRENCH: if (weaponEnemyIsEffective()) { smlayer_setActorFacing(1, 2, 22, 180); _actor[1].act[2].state = 81; } else { smlayer_setActorFacing(1, 2, 20, 180); _actor[1].act[2].state = 16; } break; default: smlayer_setActorFacing(1, 2, 20, 180); _actor[1].act[2].state = 16; break; } } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 16: smlayer_setActorLayer(1, 2, 8); _actor[1].weaponClass = 1; _actor[1].kicking = true; if (_actor[1].act[2].frame >= 3) { switch (_actor[0].weapon) { case INV_CHAIN: case INV_CHAINSAW: case INV_MACE: case INV_2X4: case INV_WRENCH: tmp = calcBenDamage(1, 1); if (tmp == 1) smlayer_startSfx(76); if (tmp == 1000) smlayer_startSfx(77); break; default: calcBenDamage(1, 0); break; } smlayer_setActorFacing(1, 2, 21,180); _actor[1].act[2].state = 17; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 17: smlayer_setActorLayer(1, 2, 5); _actor[1].weaponClass = 1; _actor[1].kicking = false; if (_actor[1].act[2].frame >= 1) { smlayer_setActorFacing(1, 2, 26, 180); _actor[1].act[2].state = 64; smlayer_stopSound(76); } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 18: smlayer_setActorLayer(1, 2, 4); _actor[1].weaponClass = 1; _actor[1].kicking = true; smlayer_setActorFacing(1, 2, 19, 180); _actor[1].act[2].state = 19; _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); if (!((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))) { smlayer_startSfx(69); if (!_actor[1].field_54) { tmp = _vm->_rnd.getRandomNumber(4); if (tmp == 1) smlayer_startSfx(213); else if (tmp == 3) smlayer_startSfx(215); } } else { smlayer_startSfx(53); } break; case 19: smlayer_setActorLayer(1, 2, 4); _actor[1].weaponClass = 1; if (_actor[1].act[2].frame >= 3) { switch (_actor[0].weapon) { case INV_CHAIN: if (_actor[0].kicking) { _actor[0].act[2].state = 108; _actor[1].act[2].state = 110; } else { smlayer_setActorFacing(1, 2, 20, 180); _actor[1].act[2].state = 20; } break; case INV_CHAINSAW: if (_actor[0].kicking || _actor[0].field_44) _actor[1].act[2].state = 106; else { smlayer_setActorFacing(1, 2, 20, 180); _actor[1].act[2].state = 20; } break; case INV_BOOT: case INV_DUST: smlayer_setActorFacing(1, 2, 20, 180); _actor[1].act[2].state = 20; break; default: if (weaponEnemyIsEffective()) { smlayer_setActorFacing(1, 2, 22, 180); _actor[1].act[2].state = 77; } else { smlayer_setActorFacing(1, 2, 20, 180); _actor[1].act[2].state = 20; } break; } } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 20: smlayer_setActorLayer(1, 2, 4); _actor[1].weaponClass = 1; _actor[1].kicking = true; if (_actor[1].act[2].frame >= 1) { switch (_actor[1].weapon) { case INV_CHAINSAW: case INV_MACE: case INV_2X4: case INV_BOOT: tmp = calcBenDamage(1, 1); if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) { if (tmp == 1) smlayer_startSfx(52); else if (tmp == 1000) smlayer_startSfx(56); } else { if (tmp == 1) smlayer_startSfx(67); else if (tmp == 1000) smlayer_startSfx(68); } break; default: calcBenDamage(1, 0); break; } smlayer_setActorFacing(1, 2, 21, 180); _actor[1].act[2].state = 21; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 21: smlayer_setActorLayer(1, 2, 5); _actor[1].weaponClass = 1; _actor[1].kicking = false; if (_actor[1].act[2].frame >= 5) { smlayer_setActorFacing(1, 2, 25, 180); _actor[1].act[2].state = 65; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 22: smlayer_setActorLayer(1, 2, 4); _actor[1].weaponClass = 0; _actor[1].kicking = true; smlayer_setActorFacing(1, 2, 19, 180); _actor[1].act[2].state = 23; _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); smlayer_startSfx(81); break; case 23: smlayer_setActorLayer(1, 2, 4); _actor[1].weaponClass = 0; _actor[1].kicking = true; if (_actor[1].act[2].frame >= 3) { if (weaponEnemyIsEffective()) { smlayer_setActorFacing(1, 2, 22, 180); _actor[1].act[2].state = 83; } else { smlayer_setActorFacing(1, 2, 20, 180); _actor[1].act[2].state = 24; if (!_actor[1].field_54) smlayer_startSfx(246); } } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 24: smlayer_setActorLayer(1, 2, 4); _actor[1].weaponClass = 0; _actor[1].kicking = true; if (_actor[1].act[2].frame >= 1) { tmp = calcBenDamage(1, 1); if (tmp == 1) smlayer_startSfx(79); if (tmp == 1000) smlayer_startSfx(80); smlayer_setActorFacing(1, 2, 21, 180); _actor[1].act[2].state = 25; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 25: smlayer_setActorLayer(1, 2, 5); _actor[1].weaponClass = 0; _actor[1].kicking = false; if (_actor[1].act[2].frame >= 3) { smlayer_setActorFacing(1, 2, 25, 180); _actor[1].act[2].state = 66; _actor[1].weaponClass = 1; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 26: smlayer_setActorLayer(1, 2, 4); _actor[1].weaponClass = 1; _actor[1].kicking = true; smlayer_setActorFacing(1, 2, 19, 180); _actor[1].act[2].state = 27; _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); smlayer_startSfx(72); break; case 27: smlayer_setActorLayer(1, 2, 4); _actor[1].weaponClass = 1; _actor[1].kicking = true; if (_actor[1].act[2].frame >= 1) { if (weaponEnemyIsEffective()) { smlayer_setActorFacing(1, 2, 22, 180); _actor[1].act[2].state = 75; } else { smlayer_setActorFacing(1, 2, 20, 180); _actor[1].act[2].state = 28; break; } } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 28: smlayer_setActorLayer(1, 2, 4); _actor[1].weaponClass = 1; _actor[1].kicking = true; if (_actor[1].act[2].frame >= 3) { tmp = calcBenDamage(1, 1); if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) { if (tmp == 1) smlayer_startSfx(57); } else if (tmp == 1) smlayer_startSfx(70); else if (tmp == 1000) smlayer_startSfx(71); smlayer_setActorFacing(1, 2, 21, 180); _actor[1].act[2].state = 29; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 29: smlayer_setActorLayer(1, 2, 5); _actor[1].weaponClass = 1; _actor[1].kicking = false; if (_actor[1].act[2].frame >= 6) { smlayer_setActorFacing(1, 2, 25, 180); _actor[1].act[2].state = 62; _actor[1].kicking = false; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 34: smlayer_setActorLayer(1, 2, 5); _actor[1].kicking = false; if (!smlayer_actorNeedRedraw(1, 2)) { setEnemyState(); _actor[1].act[2].tilt = 0; // for some reason there is no break at this // place, so tilt gets overriden on next line } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 35: smlayer_setActorLayer(1, 2, 5); _actor[1].kicking = false; if (!smlayer_actorNeedRedraw(1, 2)) { switchEnemyWeapon(); _actor[1].act[2].tilt = 0; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 36: _actor[1].lost = true; _actor[1].field_54 = 1; _actor[1].cursorX = 0; _actor[1].kicking = false; smlayer_setActorCostume(1, 2, readArray(_enemy[_currEnemy].costumevar)); smlayer_setActorFacing(1, 2, 6, 180); smlayer_setActorLayer(1, 2, 25); _actor[1].act[2].state = 37; if (!((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))) { smlayer_startSfx(96); switch (_currEnemy) { case EN_ROTT1: smlayer_startVoice(212); break; case EN_ROTT2: smlayer_startVoice(259); break; case EN_ROTT3: smlayer_startVoice(232); break; case EN_VULTF1: smlayer_startVoice(281); break; case EN_VULTF2: smlayer_startVoice(276); break; } } break; case 37: _actor[1].cursorX = 0; _actor[1].kicking = false; if (_actor[1].act[2].frame < _enemy[_currEnemy].maxframe) { if (_actor[1].x >= 50 && _actor[1].x <= 270) break; if (_actor[1].act[2].frame < _enemy[_currEnemy].maxframe / 2) break; } if (_currSceneId == 21) { queueSceneSwitch(22, 0, "rottflip.san", 64, 0, 0, 0); _actor[1].act[2].state = 38; } else { queueSceneSwitch(11, 0, _enemy[_currEnemy].filename, 64, 0, 0, 0); _actor[1].act[2].state = 38; } break; case 38: smlayer_setActorLayer(1, 2, 25); _actor[1].kicking = false; if (_actor[1].act[2].frame < _enemy[_currEnemy].maxframe + 20) break; _actor[1].act[2].frame = 0; if (_currSceneId == 21) { queueSceneSwitch(22, 0, "rottflip.san", 64, 0, 0, 0); _actor[1].act[2].state = 38; } else { queueSceneSwitch(11, 0, _enemy[_currEnemy].filename, 64, 0, 0, 0); _actor[1].act[2].state = 38; } break; case 63: smlayer_setActorLayer(1, 2, 5); if (_actor[1].act[2].animTilt) { smlayer_setActorFacing(1, 2, 25, 180); _actor[1].act[2].animTilt = 0; } _actor[1].weaponClass = 1; _actor[1].kicking = false; _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 64: smlayer_setActorLayer(1, 2, 5); if (_actor[1].act[2].animTilt) { smlayer_setActorFacing(1, 2, 26, 180); _actor[1].act[2].animTilt = 0; } _actor[1].weaponClass = 1; _actor[1].kicking = false; _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 65: smlayer_setActorLayer(1, 2, 5); if (_actor[1].act[2].animTilt) { smlayer_setActorFacing(1, 2, 25, 180); _actor[1].act[2].animTilt = 0; } _actor[1].weaponClass = 1; _actor[1].kicking = false; _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 66: smlayer_setActorLayer(1, 2, 5); if (_actor[1].act[2].animTilt) { smlayer_setActorFacing(1, 2, 25, 180); _actor[1].act[2].animTilt = 0; } _actor[1].weaponClass = 1; _actor[1].kicking = false; _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 73: smlayer_setActorLayer(1, 2, 6); _actor[1].weaponClass = 1; _actor[1].kicking = false; _actor[1].field_44 = true; if (_actor[1].act[2].frame >= 2 && !_kickEnemyProgress) { smlayer_setActorFacing(1, 2, 19, 180); _actor[1].act[2].state = 74; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 74: smlayer_setActorLayer(1, 2, 6); _actor[1].weaponClass = 1; _actor[1].kicking = false; _actor[1].field_44 = false; if (_actor[1].act[2].frame >= 2) { smlayer_setActorFacing(1, 2, 9, 180); _actor[1].act[2].state = 1; _actor[1].weaponClass = 2; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 75: smlayer_setActorLayer(1, 2, 6); _actor[1].weaponClass = 1; _actor[1].kicking = false; _actor[1].field_44 = true; if (_actor[1].act[2].frame >= 4 && !_kickEnemyProgress) { smlayer_setActorFacing(1, 2, 23, 180); _actor[1].act[2].state = 76; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 76: smlayer_setActorLayer(1, 2, 6); _actor[1].weaponClass = 1; _actor[1].kicking = false; _actor[1].field_44 = false; if (_actor[1].act[2].frame >= 4) { smlayer_setActorFacing(1, 2, 25, 180); _actor[1].act[2].state = 62; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 77: smlayer_setActorLayer(1, 2, 6); _actor[1].weaponClass = 1; _actor[1].kicking = false; _actor[1].field_44 = true; if (_actor[1].act[2].frame >= 1 && !_kickEnemyProgress) { smlayer_setActorFacing(1, 2, 23, 180); _actor[1].act[2].state = 78; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 78: smlayer_setActorLayer(1, 2, 6); _actor[1].weaponClass = 1; _actor[1].kicking = false; _actor[1].field_44 = false; if (_actor[1].act[2].frame >= 5) { smlayer_setActorFacing(1, 2, 25, 180); _actor[1].act[2].state = 65; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 79: smlayer_setActorLayer(1, 2, 6); _actor[1].weaponClass = 1; _actor[1].kicking = false; _actor[1].field_44 = true; if (_actor[1].act[2].frame >= 1 && !_kickEnemyProgress) { smlayer_setActorFacing(1, 2, 23, 180); _actor[1].act[2].state = 80; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 80: smlayer_setActorLayer(1, 2, 6); _actor[1].weaponClass = 1; _actor[1].kicking = false; _actor[1].field_44 = false; if (_actor[1].act[2].frame >= 6) { smlayer_setActorFacing(1, 2, 25, 180); _actor[1].act[2].state = 63; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 81: smlayer_setActorLayer(1, 2, 6); _actor[1].weaponClass = 1; _actor[1].kicking = false; _actor[1].field_44 = true; if (_actor[1].act[2].frame >= 2 && !_kickEnemyProgress) { smlayer_setActorFacing(1, 2, 23, 180); _actor[1].act[2].state = 82; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 82: smlayer_setActorLayer(1, 2, 6); _actor[1].weaponClass = 1; _actor[1].kicking = false; _actor[1].field_44 = false; if (_actor[1].act[2].frame >= 3) { smlayer_setActorFacing(1, 2, 26, 180); _actor[1].act[2].state = 64; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 83: smlayer_setActorLayer(1, 2, 6); _actor[1].weaponClass = 0; _actor[1].kicking = false; _actor[1].field_44 = true; if (_actor[1].act[2].frame >= 2 && !_kickEnemyProgress) { smlayer_setActorFacing(1, 2, 23, 180); _actor[1].act[2].state = 84; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 84: smlayer_setActorLayer(1, 2, 6); _actor[1].weaponClass = 0; _actor[1].kicking = false; _actor[1].field_44 = false; if (_actor[1].act[2].frame >= 5) { smlayer_setActorFacing(1, 2, 25, 180); _actor[1].act[2].state = 66; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 89: smlayer_setActorLayer(1, 2, 26); _actor[1].weaponClass = 1; _actor[1].kicking = false; if (_roadBumps) smlayer_setActorFacing(1, 2, 13, 180); else smlayer_setActorFacing(1, 2, 12, 180); smlayer_startSfx(100); _actor[1].act[2].state = 90; _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 90: smlayer_setActorLayer(1, 2, 26); _actor[1].weaponClass = 2; _actor[1].kicking = false; if (_actor[1].act[2].frame >= 5) if (_actor[1].x - _actor[0].x <= 125) _actor[0].damage += 90; if (_actor[1].act[2].frame >= 12) { _actor[1].kicking = false; setEnemyState(); smlayer_setActorLayer(1, 2, 5); } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 91: smlayer_setActorLayer(1, 2, 26); _actor[1].kicking = false; break; case 92: smlayer_setActorLayer(1, 2, 5); _actor[1].kicking = false; break; case 93: smlayer_setActorLayer(1, 2, 4); _actor[1].weaponClass = 1; _actor[1].kicking = false; smlayer_setActorFacing(1, 2, 18, 180); _actor[1].act[2].state = 94; _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 94: smlayer_setActorLayer(1, 2, 4); _actor[1].weaponClass = 1; _actor[1].kicking = false; if (_actor[1].act[2].frame >= 15) { smlayer_setActorCostume(1, 2, readArray(44)); smlayer_setActorFacing(1, 2, 6, 180); _actor[1].act[2].state = 95; _actor[1].act[0].room = 0; _actor[1].act[1].room = 0; } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 95: smlayer_setActorLayer(1, 2, 4); _actor[1].kicking = false; if (_actor[1].act[2].frame >= 19) { queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame1, 1300); _actor[1].act[2].state = 96; } break; case 97: smlayer_setActorLayer(1, 2, 25); _actor[1].lost = true; if (_actor[1].act[2].frame >= 18) { writeArray(7, 1); _enemy[EN_VULTM2].isEmpty = 1; queueSceneSwitch(12, 0, "getnitro.san", 0, 0, 0, 0); } break; case 98: smlayer_setActorLayer(1, 2, 5); if (_actor[1].act[2].animTilt) { smlayer_setActorFacing(1, 2, 6, 180); _actor[1].act[2].animTilt = 0; } if (_roadBumps) { smlayer_setActorFacing(1, 2, 7, 180); _actor[1].act[2].state = 100; } _actor[1].kicking = false; break; case 99: smlayer_setActorLayer(1, 2, 5); if (_actor[1].act[2].animTilt) { smlayer_setActorFacing(1, 2, 9, 180); _actor[1].act[2].animTilt = 0; } if (!_roadBumps) { smlayer_setActorFacing(1, 2, 8, 180); _actor[1].act[2].state = 101; } _actor[1].kicking = false; break; case 100: smlayer_setActorLayer(1, 2, 5); if (_actor[1].act[2].frame >= 4) { smlayer_setActorFacing(1, 2, 9, 180); _actor[1].act[2].state = 99; } _actor[1].kicking = false; break; case 101: smlayer_setActorLayer(1, 2, 5); if (_actor[1].act[2].frame >= 4) { smlayer_setActorFacing(1, 2, 6, 180); _actor[1].act[2].state = 98; } _actor[1].kicking = false; break; case 102: _actor[1].lost = true; _actor[1].cursorX = 0; _actor[1].kicking = false; smlayer_setActorCostume(1, 2, readArray(40)); smlayer_setActorFacing(1, 2, 6, 180); smlayer_setActorLayer(1, 2, 25); _actor[1].act[2].state = 103; case 103: _actor[1].kicking = false; if (_actor[1].act[2].frame >= 18 || ((_actor[1].x < 50 || _actor[1].x > 270) && _actor[1].act[2].frame >= 9)) { _enemy[EN_CAVEFISH].isEmpty = 1; queueSceneSwitch(20, 0, "wr2_cvko.san", 64, 0, 0, 0); _actor[1].act[2].state = 38; } break; case 106: smlayer_setActorLayer(1, 2, 5); _actor[1].weaponClass = 1; _actor[1].kicking = false; smlayer_setActorFacing(1, 2, 29, 180); _actor[1].act[2].state = 107; _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 107: smlayer_setActorLayer(1, 2, 5); _actor[1].weaponClass = 1; _actor[1].kicking = false; if (_actor[1].act[2].frame >= 8) _actor[1].damage = _actor[1].maxdamage + 10; _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 108: smlayer_setActorLayer(1, 2, 5); _actor[1].weaponClass = 1; _actor[1].kicking = false; smlayer_setActorFacing(1, 2, 28, 180); _actor[1].act[2].state = 109; _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 109: smlayer_setActorLayer(1, 2, 5); _actor[1].weaponClass = 1; _actor[1].kicking = false; if (_actor[1].act[2].frame >= 6) _actor[1].damage = _actor[1].maxdamage + 10; _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 110: smlayer_setActorLayer(1, 2, 4); _actor[1].weaponClass = 1; _actor[1].kicking = false; smlayer_setActorFacing(1, 2, 30, 180); _actor[1].act[2].state = 111; _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 111: smlayer_setActorLayer(1, 2, 4); _actor[1].weaponClass = 1; _actor[1].kicking = false; if (_actor[1].act[2].frame >= 7) { smlayer_setActorFacing(1, 2, 25, 180); _actor[1].act[2].state = 65; smlayer_setActorLayer(1, 2, 5); } _actor[1].act[2].tilt = calcTilt(_actor[1].tilt); break; case 113: _actor[1].lost = true; _actor[1].kicking = false; smlayer_setActorCostume(1, 2, readArray(46)); smlayer_setActorFacing(1, 2, 6, 180); smlayer_setActorLayer(1, 2, 25); _actor[1].act[1].room = 0; _actor[1].act[0].room = 0; _actor[1].cursorX = 0; _actor[1].act[2].state = 114; _enemy[EN_VULTF2].isEmpty = 1; smlayer_startVoice(275); break; case 114: smlayer_setActorLayer(1, 2, 25); _actor[1].kicking = false; if (_actor[1].act[2].frame >= 16 || ((_actor[1].x < 50 || _actor[1].x > 270) && (_actor[1].act[2].frame >= 8))) { queueSceneSwitch(11, 0, _enemy[_currEnemy].filename, 64, 0, 0, 0); _actor[1].act[2].state = 38; } break; case 115: _actor[1].lost = true; _actor[1].kicking = false; smlayer_setActorCostume(1, 2, readArray(47)); smlayer_setActorFacing(1, 2, 6, 180); smlayer_setActorLayer(1, 2, 25); _actor[1].act[1].room = 0; _actor[1].act[0].room = 0; _actor[1].cursorX = 0; _actor[1].act[2].state = 116; smlayer_startVoice(232); break; case 116: smlayer_setActorLayer(1, 2, 25); _actor[1].kicking = false; if (_actor[1].act[2].frame >= 17 || ((_actor[1].x < 50 || _actor[1].x > 270) && _actor[1].act[2].frame >= 8)) { queueSceneSwitch(11, 0, _enemy[_currEnemy].filename, 64, 0, 0, 0); _actor[1].act[2].state = 38; } break; default: break; } tmp = _actor[1].x + _actor[1].act[2].tilt - 17; tmp2 = _actor[1].y + _actor[1].y1 - 98; if (_actor[1].act[2].room) smlayer_putActor(1, 2, tmp, tmp2, _smlayer_room2); else smlayer_putActor(1, 2, tmp, tmp2, _smlayer_room); } int32 Insane::calcEnemyDamage(bool arg_0, bool arg_4) { if ((_actor[1].x - _actor[0].x > weaponMaxRange(0)) || (_actor[1].x - _actor[0].x < weaponMinRange(0))) return 0; if (_actor[1].field_44 && arg_4) return 1000; if (!actor1StateFlags(_actor[1].act[2].state)) return 0; if (arg_0) { ouchSoundEnemy(); _actor[1].damage += weaponDamage(0); } return 1; } bool Insane::weaponEnemyIsEffective(void) { if ((_actor[1].x - _actor[0].x > weaponMaxRange(1)) || (_actor[1].x - _actor[0].x < weaponMinRange(1)) || !_actor[0].kicking) return false; return true; } void Insane::actor13Reaction(int32 buttons) { int32 tmp; switch (_actor[1].act[3].state) { case 1: case 54: _actor[1].field_54 = 0; break; case 52: if (_actor[1].runningSound) smlayer_stopSound(_actor[1].runningSound); if (_currScenePropIdx) shutCurrentScene(); _actor[1].runningSound = 0; _actor[1].defunct = 0; _actor[1].field_54 = 0; smlayer_setActorFacing(1, 3, 15, 180); _actor[1].act[3].state = 53; break; case 53: _actor[1].field_54 = 0; if (_actor[1].act[3].frame >= 2) { smlayer_setActorFacing(1, 3, 16, 180); _actor[1].act[3].state = 54; } break; case 69: if (_actor[1].act[3].frame >= 2) _actor[1].act[3].state = 70; break; case 70: if (_actor[1].scenePropSubIdx) { smlayer_setActorFacing(1, 3, 4, 180); tmp = _currScenePropIdx + _actor[1].scenePropSubIdx; if (!smlayer_startVoice(_sceneProp[tmp].sound)) _actor[1].runningSound = 0; else _actor[1].runningSound = _sceneProp[tmp].sound; _actor[1].act[3].state = 72; } else { _actor[1].act[3].state = 118; } break; case 71: _actor[1].field_54 = 0; if (_actor[1].act[3].frame >= 2) _actor[1].act[3].state = 1; break; case 72: if (_actor[1].runningSound) { if (!smlayer_isSoundRunning(_actor[1].runningSound)) { smlayer_setActorFacing(1, 3, 5, 180); _actor[1].act[3].state = 70; _actor[1].scenePropSubIdx = 0; } } else { tmp = _currScenePropIdx + _actor[1].scenePropSubIdx; if (_sceneProp[tmp].counter >= _sceneProp[tmp].maxCounter) { smlayer_setActorFacing(1, 3, 5, 180); _actor[1].act[3].state = 70; _actor[1].scenePropSubIdx = 0; _actor[1].runningSound = 0; } } break; case 117: smlayer_setActorFacing(1, 3, 13, 180); _actor[1].field_54 = 1; _actor[1].act[3].state = 69; break; case 118: smlayer_setActorFacing(1, 3, 14, 180); _actor[1].act[3].state = 71; break; default: break; } } // FIXME: this is exact actor00Reaction. Combine void Insane::actor10Reaction(int32 buttons) { int32 tmpx, tmpy; switch (_actor[1].tilt) { case -3: if (_actor[1].act[0].state != 41) { smlayer_setActorFacing(1, 0, 6, 180); _actor[1].act[0].state = 41; } break; case -2: if (_actor[1].act[0].state != 40) { smlayer_setActorFacing(1, 0, 7, 180); _actor[1].act[0].state = 40; } break; case -1: if (_actor[1].act[0].state != 39) { smlayer_setActorFacing(1, 0, 8, 180); _actor[1].act[0].state = 39; } break; case 0: if (_actor[1].act[0].state != 1) { smlayer_setActorFacing(1, 0, 9, 180); _actor[1].act[0].state = 1; } break; case 1: if (_actor[1].act[0].state != 55) { smlayer_setActorFacing(1, 0, 10, 180); _actor[1].act[0].state = 55; } break; case 2: if (_actor[1].act[0].state != 56) { smlayer_setActorFacing(1, 0, 11, 180); _actor[1].act[0].state = 56; } break; case 3: if (_actor[1].act[0].state != 57) { smlayer_setActorFacing(1, 0, 12, 180); _actor[1].act[0].state = 57; } break; default: break; } tmpx = _actor[1].x + _actor[1].x1; tmpy = _actor[1].y + _actor[1].y1; if (_actor[1].act[0].room) smlayer_putActor(1, 0, tmpx, tmpy, _smlayer_room2); else smlayer_putActor(1, 0, tmpx, tmpy, _smlayer_room); } int32 Insane::actionEnemy(void) { int32 buttons; if (_actor[1].enemyHandler != -1) buttons = enemyHandler(_actor[1].enemyHandler, 1, 0, _actor[1].probability); else buttons = enemyHandler(EN_TORQUE, 1, 0, _actor[1].probability); if (_actor[1].tilt) { _actor[1].speed += _actor[1].cursorX / 40; } else { if (_actor[1].speed < 0) _actor[1].speed++; else _actor[1].speed--; } if (_actor[1].speed > 8) _actor[1].speed = 8; if (_actor[1].speed < -8) _actor[1].speed = -8; _actor[1].x += _actor[0].speed; if (_actor[1].x > 250) _actor[1].x--; else if (_actor[1].x < 250) _actor[1].x++; if (_actor[1].x > 320) { _actor[1].x = 320; _actor[1].damage++; _actor[1].x1 = -_actor[1].x1; _actor[1].damage++; return buttons; } if (!_actor[1].lost) { if (_actor[0].x + 90 > _actor[1].x) _actor[1].x = _actor[0].x + 90; } if (_actor[1].x < 0) { _actor[1].x = 0; _actor[1].x1 = -_actor[1].x1; _actor[1].damage++; } else if (_actor[1].x > 310) { _actor[1].x1 = -_actor[1].x1; _actor[1].damage++; } return buttons; } }