/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2004 The ScummVM project * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #include "stdafx.h" #include "base/engine.h" #include "scumm/insane/insane.h" namespace Scumm { int32 Insane::enemyBenHandler(int32 actor1, int32 actor2, int32 probability) { int32 retval; int32 tmp; retval = processMouse(); // Joystick support is skipped retval |= processKeyboard(); tmp = _enemyState[EN_BEN][0] - 160; if (tmp < -160) tmp = -160; if (tmp > 160) tmp = 160; _actor[actor1].cursorX = tmp; smush_warpMouse(_enemyState[EN_BEN][0], _enemyState[EN_BEN][1], -1); return (retval & 3); } void Insane::turnBen(bool controllable) { int32 buttons; switch (_currSceneId) { case 21: case 25: case 3: case 13: if (_actor[0].damage < _actor[0].maxdamage) { _actor[0].lost = false; } else { if (!_actor[0].lost && !_actor[1].lost) { _actor[0].lost = true; _actor[0].act[2].state = 36; _actor[0].act[1].state = 36; _actor[0].act[1].room = 0; _actor[0].act[0].state = 36; _actor[0].act[0].room = 0; if (smlayer_isSoundRunning(95)) smlayer_stopSound(95); } } buttons = 0; if (!_actor[0].lost && controllable) { buttons = actionBen(); if (_currSceneId == 13) buttons &= 2; if (_currEnemy == EN_TORQUE) buttons = 0; } debug(5, "00:%d 01:%d 02:%d 03:%d", _actor[0].act[0].state, _actor[0].act[1].state, _actor[0].act[2].state, _actor[0].act[3].state); actor01Reaction(buttons); actor02Reaction(buttons); actor03Reaction(buttons); actor00Reaction(buttons); break; case 17: mineChooseRoad(processBenOnRoad(false)); break; default: if (_actor[0].damage < _actor[0].maxdamage) { _actor[0].lost = false; } else { if (!_actor[0].lost && !_actor[1].lost) { queueSceneSwitch(10, 0, "wr2_ben.san", 64, 0, 0, 0); _actor[0].lost = true; _actor[0].act[2].state = 36; _actor[0].act[2].room = 0; _actor[0].act[0].state = 36; _actor[0].act[0].room = 0; _actor[0].act[1].state = 36; _actor[0].act[1].room = 0; mineChooseRoad(0); return; } } if (!_actor[0].lost && controllable) mineChooseRoad(processBenOnRoad(true)); else mineChooseRoad(0); break; } } int32 Insane::actionBen(void) { int32 buttons, tmp; bool doDamage = false; if (_actor[0].enemyHandler != -1) buttons = enemyHandler(_actor[0].enemyHandler, 0, 1, _actor[0].probability); else buttons = enemyHandler(EN_TORQUE, 0, 1, _actor[0].probability); if (_actor[0].tilt) { _actor[0].speed += _actor[0].cursorX / 40; } else { if (_actor[0].speed < 0) _actor[0].speed++; else _actor[0].speed--; } if (_actor[0].speed > 8) _actor[0].speed = 8; if (_actor[0].speed < -8) _actor[0].speed = -8; _actor[0].x += _actor[0].speed; if (_actor[0].x > 100) _actor[0].x--; else if (_actor[0].x < 100) _actor[0].x++; if (_actor[0].x >= 0) { if (_actor[1].x - 90 <= _actor[0].x && !_actor[0].lost && !_actor[1].lost) { _val213d++; _actor[0].x = _actor[1].x - 90; tmp = _actor[1].speed; _actor[1].speed = _actor[0].speed; _actor[0].speed = tmp; if (_val213d > 50) { _actor[0].cursorX = -320; _val213d = 0; } if (!smlayer_isSoundRunning(95)) smlayer_startSfx(95); } else { if (smlayer_isSoundRunning(95)) smlayer_stopSound(95); _val213d = 0; } } else { _actor[0].x = 0; _actor[0].damage++; // FIXME: apparently it is a bug in original // and damage is doubled doDamage = true; } if (_actor[0].x > 320) { _actor[0].x = 320; doDamage = true; } if (_actor[0].x < 10 || _actor[0].x > 310 || doDamage) { _tiresRustle = 1; _actor[0].x1 = -_actor[0].x1; _actor[0].damage++; // PATCH } return buttons; } int32 Insane::processBenOnRoad(bool flag) { int32 buttons; if (_actor[0].enemyHandler != -1) buttons = enemyHandler(_actor[0].enemyHandler, 0, 1, _actor[0].probability); else buttons = enemyHandler(EN_TORQUE, 0, 1, _actor[0].probability); if (flag) { _actor[0].speed = _actor[0].tilt; if (_actor[0].speed > 8) _actor[0].speed = 8; if (_actor[0].speed < -8) _actor[0].speed = -8; // FIXME: is it abs(/2) ? // mov eax, insane_actor0.speed // mov edx, eax // sar edx, 1Fh // sub eax, edx // sar eax, 1 // add eax, insane_actor0.speed // add insane_actor0.x, eax _actor[0].x += _actor[0].speed / 2 + _actor[0].speed; if (_actor[0].x < 0) _actor[0].x = 0; if (_actor[0].x > 320) _actor[0].x = 320; } return buttons; } void Insane::mineChooseRoad(int32 buttons) { int16 tmp; if (_actor[0].field_8 < 1) return; if (_actor[0].field_8 == 112) { if (_actor[0].frame < 18 || _needSceneSwitch) return; queueSceneSwitch(18, 0, "fishgogg.san", 64, 0, 0, 0); } else if (_actor[0].field_8 == 1) { tmp = _actor[0].cursorX / 22; switch (_currSceneId) { case 17: if (buttons & 1) { if (_mineCaveIsNear) { writeArray(1, _posCave); smush_setToFinish(); } if (_roadLeftBranch && !_needSceneSwitch) { _iactSceneId2 = _iactSceneId; queueSceneSwitch(2, 0, "mineexit.san", 64, 0, 0, 0); } } if ((buttons & 2) == 0 || _needSceneSwitch) return; queueSceneSwitch(19, 0, "fishgog2.san", 64, 0, 0, 0); break; case 1: _actor[0].tilt = tmp; if (tmp < -7) _actor[0].tilt = -7; if (tmp > 7) _actor[0].tilt = 7; drawSpeedyActor(buttons); if ((buttons & 1) && _currSceneId == 1 && _roadLeftBranch && !_needSceneSwitch) { _iactSceneId2 = _iactSceneId; queueSceneSwitch(2, 0, "mineexit.san", 64, 0, 0, 0); } if ((buttons & 2) == 0 || !_benHasGoggles) return; _actor[0].frame = 0; _actor[0].field_8 = 112; smlayer_setActorFacing(0, 2, 26, 180); break; case 4: case 5: _actor[0].tilt = tmp; if (tmp < -7) _actor[0].tilt = -7; if (tmp > 7) _actor[0].tilt = 7; drawSpeedyActor(buttons); if ((buttons & 1) == 0) return; if (_roadLeftBranch && !_needSceneSwitch) { _iactSceneId2 = _iactSceneId; if (readArray(4) && _val211d < 3) { _val211d++; queueSceneSwitch(8, 0, "fishfear.san", 64, 0, 0, 0); } else { queueSceneSwitch(8, 0, "tomine.san", 64, 0, 0, 0); } } if (_roadRightBranch) { writeArray(1, _posBrokenTruck); writeArray(3, _val57d); smush_setToFinish(); } if (!_carIsBroken) return; writeArray(1, _posBrokenCar); writeArray(3, _val57d); smush_setToFinish(); break; case 6: _actor[0].tilt = tmp; if (tmp < -7) _actor[0].tilt = -7; if (tmp > 7) _actor[0].tilt = 7; drawSpeedyActor(buttons); if ((buttons & 1) == 0) return; if (_roadLeftBranch && !_needSceneSwitch) { _iactSceneId2 = _iactSceneId; if (readArray(4) && _val211d < 3) { _val211d++; queueSceneSwitch(7, 0, "fishfear.san", 64, 0, 0, 0); } else { queueSceneSwitch(7, 0, "tomine.san", 64, 0, 0, 0); } } if (_roadRightBranch) { writeArray(1, _posBrokenTruck); writeArray(3, _posVista); smush_setToFinish(); } if (!_carIsBroken) return; writeArray(1, _posBrokenCar); writeArray(3, _posVista); smush_setToFinish(); break; default: break; } } } void Insane::drawSpeedyActor(int32 buttons) { switch (_actor[0].tilt) { case -7: if (_actor[0].act[2].state != 47) { smlayer_setActorFacing(0, 2, 13, 180); _actor[0].act[2].state = 47; } break; case -6: if (_actor[0].act[2].state != 44) { smlayer_setActorFacing(0, 2, 11, 180); _actor[0].act[2].state = 44; } break; case -5: if (_actor[0].act[2].state != 43) { smlayer_setActorFacing(0, 2, 10, 180); _actor[0].act[2].state = 43; } break; case -4: if (_actor[0].act[2].state != 42) { smlayer_setActorFacing(0, 2, 9, 180); _actor[0].act[2].state = 42; } break; case -3: if (_actor[0].act[2].state != 41) { smlayer_setActorFacing(0, 2, 8, 180); _actor[0].act[2].state = 41; } break; case -2: if (_actor[0].act[2].state != 40) { smlayer_setActorFacing(0, 2, 7, 180); _actor[0].act[2].state = 40; } break; case -1: if (_actor[0].act[2].state != 39) { smlayer_setActorFacing(0, 2, 6, 180); _actor[0].act[2].state = 39; } break; case 0: if (_actor[0].act[2].state != 1) { smlayer_setActorFacing(0, 2, 22, 180); _actor[0].act[2].state = 1; } break; case 1: if (_actor[0].act[2].state != 55) { smlayer_setActorFacing(0, 2, 14, 180); _actor[0].act[2].state = 55; } break; case 2: if (_actor[0].act[2].state != 56) { smlayer_setActorFacing(0, 2, 15, 180); _actor[0].act[2].state = 56; } break; case 3: if (_actor[0].act[2].state != 57) { smlayer_setActorFacing(0, 2, 16, 180); _actor[0].act[2].state = 57; } break; case 4: if (_actor[0].act[2].state != 58) { smlayer_setActorFacing(0, 2, 17, 180); _actor[0].act[2].state = 58; } break; case 5: if (_actor[0].act[2].state != 59) { smlayer_setActorFacing(0, 2, 18, 180); _actor[0].act[2].state = 59; } break; case 6: if (_actor[0].act[2].state != 60) { smlayer_setActorFacing(0, 2, 19, 180); _actor[0].act[2].state = 60; } break; case 7: if (_actor[0].act[2].state != 50) { smlayer_setActorFacing(0, 2, 21, 180); _actor[0].act[2].state = 50; } break; default: break; } if (!_actor[0].act[2].room) return; smlayer_putActor(0, 2, _actor[0].x + _actor[0].x1, _actor[0].y + _actor[0].y1, _smlayer_room2); } bool Insane::weaponBenIsEffective(void) { if ((_actor[1].x - _actor[0].x > weaponMaxRange(0)) || (_actor[1].x - _actor[0].x < weaponMinRange(0)) || !_actor[1].kicking) return false; return true; } int32 Insane::calcBenDamage(bool arg_0, bool arg_4) { if ((_actor[1].x - _actor[0].x > weaponMaxRange(1)) || (_actor[1].x - _actor[0].x < weaponMinRange(1))) return 0; if (_actor[0].field_44 && arg_4) return 1000; if (!actor1StateFlags(_actor[0].act[2].state)) return 0; if (arg_0) { ouchSoundBen(); _actor[0].damage += weaponDamage(1); // PATCH } return 1; } // Ben void Insane::actor02Reaction(int32 buttons) { int32 tmp, tmp2; switch(_actor[0].act[2].state) { case 1: smlayer_setActorLayer(0, 2, 5); _actor[0].weaponClass = 2; _actor[0].kicking = false; switch (_actor[0].tilt) { case -3: if (_actor[0].act[2].animTilt != -3) { smlayer_setActorFacing(0, 2, 6, 180); _actor[0].act[2].animTilt = -3; } break; case -2: if (_actor[0].field_8 == 48) smlayer_setActorFacing(0, 2, 7, 180); _actor[0].act[2].animTilt = -2; break; case -1: if (_actor[0].field_8 == 46) smlayer_setActorFacing(0, 2, 8, 180); _actor[0].act[2].animTilt = -1; break; case 0: if (_actor[0].act[2].animTilt) { smlayer_setActorFacing(0, 2, 9, 180); _actor[0].act[2].animTilt = 0; } break; case 1: if (_actor[0].field_8 == 49) smlayer_setActorFacing(0, 2, 10, 180); _actor[0].act[2].animTilt = 1; break; case 2: if (_actor[0].field_8 == 51) smlayer_setActorFacing(0, 2, 11, 180); _actor[0].act[2].animTilt = 2; break; case 3: if (_actor[0].act[2].animTilt != 3) { smlayer_setActorFacing(0, 2, 12, 180); _actor[0].act[2].animTilt = 3; } break; default: break; } _actor[0].act[2].tilt = 0; break; case 2: smlayer_setActorLayer(0, 2, 4); smlayer_setActorFacing(0, 2, 17, 180); _actor[0].kicking = true; _actor[0].weaponClass = 1; _actor[0].act[2].state = 3; _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); smlayer_startSfx(63); break; case 3: smlayer_setActorLayer(0, 2, 4); _actor[0].weaponClass = 1; if (_actor[0].act[2].frame == 2) { if (_currEnemy != EN_CAVEFISH) { tmp = calcEnemyDamage(1, 1); if (tmp == 1) smlayer_startSfx(60); if (tmp == 1000) smlayer_startSfx(62); } else { if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) && (_actor[1].x - _actor[0].x >= weaponMinRange(0)) && !_actor[0].field_54) prepareScenePropScene(1, 0, 0); } } if (_actor[0].act[2].frame >= 4) { smlayer_setActorFacing(0, 2, 20, 180); _actor[0].act[2].state = 4; } _actor[0].kicking = true; _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 4: smlayer_setActorLayer(0, 2, 5); _actor[0].weaponClass = 1; _actor[0].kicking = false; if (_actor[0].act[2].frame >= 2) { smlayer_setActorFacing(0, 2, 9, 180); _actor[0].act[2].state = 1; _actor[0].act[2].animTilt = -1000; _actor[0].weaponClass = 2; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 5: smlayer_setActorLayer(0, 2, 5); break; case 6: smlayer_setActorLayer(0, 2, 4); _actor[0].weaponClass = 2; _actor[0].field_34 = 1; _actor[0].kicking = false; smlayer_setActorCostume(0, 2, readArray(22)); smlayer_setActorFacing(0, 2, 19, 180); _actor[0].act[2].state = 7; _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); smlayer_startSfx(66); break; case 7: smlayer_setActorLayer(0, 2, 4); _actor[0].weaponClass = 2; _actor[0].field_34 = 1; _actor[0].kicking = false; if (_actor[0].act[2].frame >= 1) { smlayer_setActorFacing(0, 2, 20, 180); _actor[0].act[2].state = 8; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 8: smlayer_setActorLayer(0, 2, 4); _actor[0].weaponClass = 2; _actor[0].field_34 = 1; _actor[0].kicking = false; if ((_actor[0].act[2].frame == 3) && (calcEnemyDamage(0, 0) == 1)) { _actor[1].damage = weaponDamage(0); smlayer_startSfx(64); _actor[1].cursorX = 320; } if (_actor[0].act[2].frame >= 5) { smlayer_setActorFacing(0, 2, 21, 180); _actor[0].act[2].state = 9; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 9: smlayer_setActorLayer(0, 2, 5); _actor[0].weaponClass = 2; _actor[0].field_34 = 1; _actor[0].kicking = false; if (_actor[0].act[2].frame >= 3) { smlayer_setActorCostume(0, 2, readArray(12)); _actor[0].field_34 = 2; _actor[0].act[2].state = 1; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 10: smlayer_setActorLayer(0, 2, 4); _actor[0].weaponClass = 1; _actor[0].kicking = true; smlayer_setActorFacing(0, 2, 19, 180); _actor[0].act[2].state = 11; _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); smlayer_startSfx(75); break; case 11: smlayer_setActorLayer(0, 2, 4); _actor[0].weaponClass = 1; _actor[0].kicking = true; if (_actor[0].act[2].frame >= 2) { if (_currEnemy == EN_VULTM2) { if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) && (_actor[1].x - _actor[0].x >= weaponMinRange(0)) && calcEnemyDamage(0, 0)) { smlayer_setActorFacing(0, 2, 20, 180); _actor[0].act[2].state = 97; _actor[0].act[2].room = 0; _actor[0].act[1].room = 0; _actor[0].act[0].room = 0; smlayer_setActorLayer(0, 2, 25); smlayer_setActorCostume(1, 2, readArray(45)); smlayer_setActorFacing(1, 2, 6, 180); smlayer_startSfx(101); _actor[1].act[2].state = 97; _actor[1].lost = true; _actor[1].act[2].room = 1; _actor[1].act[1].room = 0; _actor[1].act[0].room = 0; } else { smlayer_setActorFacing(0, 2, 20, 180); _actor[0].act[2].state = 12; } } else { smlayer_setActorFacing(0, 2, 20, 180); _actor[0].act[2].state = 12; } } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 12: smlayer_setActorLayer(0, 2, 4); _actor[0].weaponClass = 1; _actor[0].kicking = true; if (_actor[0].act[2].frame >= 1) { if (_currEnemy != EN_CAVEFISH) { switch (_actor[1].weapon) { case INV_CHAIN: case INV_CHAINSAW: case INV_MACE: case INV_2X4: case INV_DUST: tmp = calcEnemyDamage(1, 1); if (tmp == 1) smlayer_startSfx(73); if (tmp == 1000) smlayer_startSfx(74); break; default: if(calcEnemyDamage(1, 0) == 1) smlayer_startSfx(73); break; } } else { if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) && (_actor[1].x - _actor[0].x >= weaponMinRange(0)) && !_actor[0].field_54) prepareScenePropScene(1, 0, 0); } smlayer_setActorFacing(0, 2, 21, 180); _actor[0].act[2].state = 13; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 13: smlayer_setActorLayer(0, 2, 5); _actor[0].weaponClass = 1; _actor[0].kicking = false; if (_actor[0].act[2].frame >= 3) { smlayer_setActorFacing(0, 2, 25, 180); _actor[0].act[2].state = 63; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 14: smlayer_setActorLayer(0, 2, 8); _actor[0].weaponClass = 1; _actor[0].kicking = true; smlayer_setActorFacing(0, 2, 19, 180); _actor[0].act[2].state = 15; _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); smlayer_startSfx(78); break; case 15: smlayer_setActorLayer(0, 2, 8); _actor[0].weaponClass = 1; _actor[0].kicking = true; if (_actor[0].act[2].frame >= 2) { switch (_actor[1].weapon) { case INV_CHAIN: case INV_CHAINSAW: if (weaponBenIsEffective()) { smlayer_setActorFacing(0, 2, 22, 180); _actor[0].act[2].state = 81; } else { smlayer_setActorFacing(0, 2, 20, 180); _actor[0].act[2].state = 16; } break; case INV_MACE: if (!_actor[1].kicking || _actor[1].field_44) if (actor1StateFlags(_actor[1].act[2].state)) { smlayer_setActorFacing(0, 2, 20, 180); _actor[0].act[2].state = 106; break; } default: smlayer_setActorFacing(0, 2, 20, 180); _actor[0].act[2].state = 16; break; } } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 16: smlayer_setActorLayer(0, 2, 8); _actor[0].weaponClass = 1; _actor[0].kicking = true; if (_actor[0].act[2].frame >= 1) { switch (_actor[1].weapon) { case INV_CHAIN: case INV_CHAINSAW: tmp = calcEnemyDamage(1, 1); if (tmp == 1) smlayer_startSfx(76); if (tmp == 1000) smlayer_startSfx(77); break; case INV_BOOT: calcEnemyDamage(0, 1); break; case INV_DUST: if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) && (_actor[1].x - _actor[0].x >= weaponMinRange(0))) { smlayer_startSfx(76); _actor[1].damage = weaponDamage(0); } break; default: if (calcEnemyDamage(1, 0)) smlayer_startSfx(76); break; } smlayer_setActorFacing(0, 2, 21,180); _actor[0].act[2].state = 17; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 17: smlayer_setActorLayer(0, 2, 5); _actor[0].weaponClass = 1; _actor[0].kicking = false; if (_actor[0].act[2].frame >= 2) { smlayer_setActorFacing(0, 2, 26, 180); _actor[0].act[2].state = 64; smlayer_stopSound(76); } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 18: smlayer_setActorLayer(0, 2, 4); _actor[0].weaponClass = 1; _actor[0].kicking = true; smlayer_setActorFacing(0, 2, 19, 180); _actor[0].act[2].state = 19; _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); smlayer_startSfx(69); break; case 19: smlayer_setActorLayer(0, 2, 4); _actor[0].weaponClass = 1; _actor[0].kicking = true; if (_actor[0].act[2].frame >= 1) { switch (_actor[1].weapon) { case INV_CHAIN: if (_actor[1].kicking) { _actor[1].act[2].state = 108; _actor[0].act[2].state = 110; } else { smlayer_setActorFacing(0, 2, 20, 180); _actor[0].act[2].state = 20; } break; case INV_CHAINSAW: if (_actor[1].kicking || _actor[1].field_44) _actor[0].act[2].state = 20; else { smlayer_setActorFacing(0, 2, 20, 180); _actor[0].act[2].state = 20; } break; case INV_MACE: case INV_2X4: if (weaponBenIsEffective()) { smlayer_setActorFacing(0, 2, 22, 180); _actor[0].act[2].state = 77; break; } // break skipped intentionally default: smlayer_setActorFacing(0, 2, 20, 180); _actor[0].act[2].state = 20; break; } } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 20: smlayer_setActorLayer(0, 2, 4); _actor[0].weaponClass = 1; _actor[0].kicking = true; if (_actor[0].act[2].frame >= 1) { if (_currEnemy != EN_CAVEFISH) { switch (_actor[1].weapon) { case INV_CHAINSAW: case INV_MACE: case INV_2X4: case INV_BOOT: tmp = calcEnemyDamage(1, 1); if (tmp == 1) smlayer_startSfx(67); if (tmp == 1000) smlayer_startSfx(68); break; default: if (calcEnemyDamage(1, 0)) smlayer_startSfx(67); break; } } else { if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) && (_actor[1].x - _actor[0].x >= weaponMinRange(0)) && !_actor[0].field_54) prepareScenePropScene(1, 0, 0); } smlayer_setActorFacing(0, 2, 21, 180); _actor[0].act[2].state = 21; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 21: smlayer_setActorLayer(0, 2, 5); _actor[0].weaponClass = 1; _actor[0].kicking = false; if (_actor[0].act[2].frame >= 6) { smlayer_setActorFacing(0, 2, 25, 180); _actor[0].act[2].state = 65; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 22: smlayer_setActorLayer(0, 2, 6); _actor[0].weaponClass = 0; _actor[0].kicking = true; smlayer_setActorFacing(0, 2, 19, 180); _actor[0].act[2].state = 23; _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); smlayer_startSfx(81); break; case 23: smlayer_setActorLayer(0, 2, 6); _actor[0].weaponClass = 0; _actor[0].kicking = true; if (_actor[0].act[2].frame >= 4) { switch (_actor[1].weapon) { case INV_CHAIN: case INV_CHAINSAW: case INV_MACE: case INV_2X4: case INV_BOOT: case INV_DUST: if (weaponBenIsEffective()) { smlayer_setActorFacing(0, 2, 22, 180); _actor[0].act[2].state = 83; break; } // break missed intentionally default: smlayer_setActorFacing(0, 2, 20, 180); _actor[0].act[2].state = 24; break; } } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 24: smlayer_setActorLayer(0, 2, 4); _actor[0].weaponClass = 0; _actor[0].kicking = true; if (_actor[0].act[2].frame >= 1) { switch (_actor[1].weapon) { case INV_CHAIN: case INV_CHAINSAW: case INV_MACE: case INV_2X4: case INV_BOOT: case INV_DUST: tmp = calcEnemyDamage(1, 1); if (tmp == 1) { if (_currEnemy == EN_CAVEFISH) { _actor[1].lost = true; _actor[1].act[2].state = 102; _actor[1].damage = _actor[1].maxdamage + 10; } smlayer_startSfx(79); } if (tmp == 1000) smlayer_startSfx(80); break; default: if (!calcEnemyDamage(1, 0)) smlayer_startSfx(79); break; } smlayer_setActorFacing(0, 2, 21, 180); _actor[0].act[2].state = 25; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 25: smlayer_setActorLayer(0, 2, 5); _actor[0].weaponClass = 0; _actor[0].kicking = false; if (_actor[0].act[2].frame >= 6) { smlayer_setActorFacing(0, 2, 25, 180); _actor[0].act[2].state = 66; _actor[0].weaponClass = 1; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 26: smlayer_setActorLayer(0, 2, 4); _actor[0].weaponClass = 1; _actor[0].kicking = true; smlayer_setActorFacing(0, 2, 19, 180); _actor[0].act[2].state = 27; _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); smlayer_startSfx(72); break; case 27: smlayer_setActorLayer(0, 2, 4); _actor[0].weaponClass = 1; _actor[0].kicking = true; if (_actor[0].act[2].frame >= 1) { switch (_actor[1].weapon) { case INV_CHAIN: case INV_CHAINSAW: case INV_MACE: case INV_2X4: case INV_BOOT: case INV_DUST: if (weaponBenIsEffective()) { smlayer_setActorFacing(0, 2, 22, 180); _actor[0].act[2].state = 75; break; } // break missed intentionaly default: smlayer_setActorFacing(0, 2, 20, 180); _actor[0].act[2].state = 28; break; } } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 28: smlayer_setActorLayer(0, 2, 4); _actor[0].weaponClass = 1; _actor[0].kicking = true; if (_actor[0].act[2].frame >= 3) { if (_currEnemy != EN_CAVEFISH) { switch (_actor[1].weapon) { case INV_CHAIN: case INV_CHAINSAW: case INV_MACE: case INV_2X4: case INV_BOOT: case INV_DUST: tmp = calcEnemyDamage(1, 1); if (tmp == 1) smlayer_startSfx(70); if (tmp == 1000) smlayer_startSfx(71); break; case INV_HAND: if (!calcEnemyDamage(1, 0)) smlayer_startSfx(70); break; default: break; } } else { if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) && (_actor[1].x - _actor[0].x >= weaponMinRange(0)) && !_actor[0].field_54) prepareScenePropScene(1, 0, 0); } smlayer_setActorFacing(0, 2, 21, 180); _actor[0].act[2].state = 29; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 29: smlayer_setActorLayer(0, 2, 5); _actor[0].weaponClass = 1; _actor[0].kicking = false; if (_actor[0].act[2].frame >= 6) { smlayer_setActorFacing(0, 2, 25, 180); _actor[0].act[2].state = 62; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 30: smlayer_setActorLayer(0, 2, 4); _actor[0].weaponClass = 1; smlayer_setActorCostume(0, 2, readArray(21)); smlayer_setActorFacing(0, 2, 18, 180); _actor[0].act[2].state = 31; _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); smlayer_startSfx(84); break; case 31: smlayer_setActorLayer(0, 2, 4); _actor[0].weaponClass = 1; if (_actor[0].act[2].frame >= 6) { smlayer_setActorFacing(0, 2, 20, 180); _actor[0].act[2].state = 32; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 32: smlayer_setActorLayer(0, 2, 4); _actor[0].weaponClass = 1; if (_actor[0].act[2].frame >= 5) { switch (_currEnemy) { case EN_ROTT3: if (calcEnemyDamage(0, 0)) _actor[1].act[2].state = 115; break; case EN_VULTF2: if (calcEnemyDamage(0, 0)) _actor[1].act[2].state = 113; break; default: tmp = calcEnemyDamage(1, 1); if (tmp == 1) smlayer_startSfx(82); if (tmp == 1000) smlayer_startSfx(83); break; } smlayer_setActorFacing(0, 2, 21, 180); _actor[0].act[2].state = 33; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 33: smlayer_setActorLayer(0, 2, 5); _actor[0].weaponClass = 1; _actor[0].kicking = false; if (_actor[0].act[2].frame >= 5) { smlayer_setActorCostume(0, 2, readArray(12)); _actor[0].act[2].state = 1; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 34: smlayer_setActorLayer(0, 2, 5); _actor[0].kicking = false; if (!smlayer_actorNeedRedraw(0, 2)) { setBenState(); _actor[0].act[2].tilt = 0; // for some reason there is no break at this // place, so tilt gets overriden on next line } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 35: smlayer_setActorLayer(0, 2, 5); _actor[0].kicking = false; if (!smlayer_actorNeedRedraw(0, 2)) { switchBenWeapon(); _actor[0].act[2].tilt = 0; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 36: smlayer_setActorLayer(0, 2, 5); _actor[0].kicking = false; smlayer_setActorCostume(0, 2, readArray(18)); smlayer_setActorFacing(0, 2, 6, 180); smlayer_startSfx(96); switch (_currEnemy) { case EN_ROTT1: prepareScenePropScene(33, 0, 0); break; case EN_ROTT2: tmp = rand() % 5; if (!tmp) prepareScenePropScene(35, 0, 0); if (tmp == 3) prepareScenePropScene(36, 0, 0); break; case EN_VULTF1: prepareScenePropScene(6, 0, 0); break; case EN_VULTM1: tmp = rand() % 5; if (!tmp) prepareScenePropScene(40, 0, 0); if (tmp == 3) prepareScenePropScene(41, 0, 0); break; default: break; } _actor[0].act[2].state = 37; break; case 37: smlayer_setActorLayer(0, 2, 25); _actor[0].cursorX = 0; _actor[0].kicking = false; if (_actor[0].act[2].frame >= 18 || (_actor[0].x < 50 && _actor[0].act[2].frame >= 10) || (_actor[0].x > 270 && _actor[0].act[2].frame >= 10)) { if (_currSceneId == 21) { queueSceneSwitch(23, 0, "benflip.san", 64, 0, 0, 0); } else { switch (_currEnemy) { case EN_ROTT1: case EN_ROTT2: case EN_ROTT3: queueSceneSwitch(9, 0, "wr2_benr.san", 64, 0, 0, 0); break; case EN_VULTF1: case EN_VULTM1: case EN_VULTF2: case EN_VULTM2: queueSceneSwitch(9, 0, "wr2_benv.san", 64, 0, 0, 0); break; case EN_CAVEFISH: queueSceneSwitch(9, 0, "wr2_benc.san", 64, 0, 0, 0); break; default: queueSceneSwitch(9, 0, "wr2_ben.san", 64, 0, 0, 0); break; } } _actor[0].act[2].state = 38; } break; case 38: if (_actor[0].act[2].frame >= 36) { _actor[0].act[2].frame = 0; if (_currSceneId == 21) { queueSceneSwitch(23, 0, "benflip.san", 64, 0, 0, 0); } else { switch (_currEnemy) { case EN_ROTT1: case EN_ROTT2: case EN_ROTT3: queueSceneSwitch(9, 0, "wr2_benr.san", 64, 0, 0, 0); break; case EN_VULTF1: case EN_VULTM1: case EN_VULTF2: case EN_VULTM2: queueSceneSwitch(9, 0, "wr2_benv.san", 64, 0, 0, 0); break; case EN_CAVEFISH: queueSceneSwitch(9, 0, "wr2_benc.san", 64, 0, 0, 0); break; default: queueSceneSwitch(9, 0, "wr2_ben.san", 64, 0, 0, 0); break; } } _actor[0].act[2].state = 38; } break; case 63: smlayer_setActorLayer(0, 2, 5); if (_actor[0].act[2].animTilt) { smlayer_setActorFacing(0, 2, 25, 180); _actor[0].act[2].animTilt = 0; } _actor[0].weaponClass = 1; _actor[0].kicking = false; _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 64: smlayer_setActorLayer(0, 2, 5); if (_actor[0].act[2].animTilt) { smlayer_setActorFacing(0, 2, 26, 180); _actor[0].act[2].animTilt = 0; } _actor[0].weaponClass = 1; _actor[0].kicking = false; _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 65: smlayer_setActorLayer(0, 2, 5); if (_actor[0].act[2].animTilt) { smlayer_setActorFacing(0, 2, 25, 180); _actor[0].act[2].animTilt = 0; } _actor[0].weaponClass = 1; _actor[0].kicking = false; _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 66: smlayer_setActorLayer(0, 2, 5); if (_actor[0].act[2].animTilt) { smlayer_setActorFacing(0, 2, 25, 180); _actor[0].act[2].animTilt = 0; } _actor[0].weaponClass = 1; _actor[0].kicking = false; _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 62: smlayer_setActorLayer(0, 2, 5); if (_actor[0].act[2].animTilt) { smlayer_setActorFacing(0, 2, 25, 180); _actor[0].act[2].animTilt = 0; } _actor[0].weaponClass = 1; _actor[0].kicking = false; _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 73: smlayer_setActorLayer(0, 2, 6); _actor[0].weaponClass = 1; _actor[0].kicking = false; _actor[0].field_44 = true; if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) { smlayer_setActorFacing(0, 2, 19, 180); _actor[0].act[2].state = 74; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 74: smlayer_setActorLayer(0, 2, 6); _actor[0].weaponClass = 1; _actor[0].kicking = false; _actor[0].field_44 = false; if (_actor[0].act[2].frame >= 2) { smlayer_setActorFacing(0, 2, 9, 180); _actor[0].act[2].state = 1; _actor[0].weaponClass = 2; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 75: smlayer_setActorLayer(0, 2, 6); _actor[0].weaponClass = 1; _actor[0].kicking = false; _actor[0].field_44 = true; if (_actor[0].act[2].frame >= 4 && !_kickBenProgress) { smlayer_setActorFacing(0, 2, 23, 180); _actor[0].act[2].state = 76; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 76: smlayer_setActorLayer(0, 2, 6); _actor[0].weaponClass = 1; _actor[0].kicking = false; _actor[0].field_44 = false; if (_actor[0].act[2].frame >= 4) { smlayer_setActorFacing(0, 2, 25, 180); _actor[0].act[2].state = 62; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 77: smlayer_setActorLayer(0, 2, 6); _actor[0].weaponClass = 1; _actor[0].kicking = false; _actor[0].field_44 = true; if (_actor[0].act[2].frame >= 2) { smlayer_setActorFacing(0, 2, 23, 180); _actor[0].act[2].state = 78; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 78: smlayer_setActorLayer(0, 2, 6); _actor[0].weaponClass = 1; _actor[0].kicking = false; _actor[0].field_44 = false; if (_actor[0].act[2].frame >= 5) { smlayer_setActorFacing(0, 2, 25, 180); _actor[0].act[2].state = 65; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 79: smlayer_setActorLayer(0, 2, 6); _actor[0].weaponClass = 1; _actor[0].kicking = false; _actor[0].field_44 = true; if (_actor[0].act[2].frame >= 2) { smlayer_setActorFacing(0, 2, 23, 180); _actor[0].act[2].state = 80; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 80: smlayer_setActorLayer(0, 2, 6); _actor[0].weaponClass = 1; _actor[0].kicking = false; _actor[0].field_44 = false; if (_actor[0].act[2].frame >= 6) { smlayer_setActorFacing(0, 2, 25, 180); _actor[0].act[2].state = 63; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 81: smlayer_setActorLayer(0, 2, 6); _actor[0].weaponClass = 1; _actor[0].kicking = false; _actor[0].field_44 = true; if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) { smlayer_setActorFacing(0, 2, 23, 180); _actor[0].act[2].state = 82; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 82: smlayer_setActorLayer(0, 2, 6); _actor[0].weaponClass = 1; _actor[0].kicking = false; _actor[0].field_44 = false; if (_actor[0].act[2].frame >= 3) { smlayer_setActorFacing(0, 2, 26, 180); _actor[0].act[2].state = 64; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 83: smlayer_setActorLayer(0, 2, 6); _actor[0].weaponClass = 0; _actor[0].kicking = false; _actor[0].field_44 = true; if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) { smlayer_setActorFacing(0, 2, 23, 180); _actor[0].act[2].state = 84; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 84: smlayer_setActorLayer(0, 2, 6); _actor[0].weaponClass = 0; _actor[0].kicking = false; _actor[0].field_44 = false; if (_actor[0].act[2].frame >= 5) { smlayer_setActorFacing(0, 2, 25, 180); _actor[0].act[2].state = 66; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 97: smlayer_setActorLayer(0, 2, 5); _actor[0].weaponClass = 1; _actor[0].kicking = true; if (_actor[0].act[2].frame >= 5) { _actor[0].act[2].room = 1; _actor[0].act[1].room = 1; _actor[0].act[0].room = 1; smlayer_setActorFacing(0, 2, 21, 180); _actor[0].act[2].state = 13; _actor[0].x = _actor[1].x - 116; } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 104: smlayer_setActorLayer(0, 2, 5); _actor[0].weaponClass = 1; _actor[0].kicking = false; smlayer_setActorFacing(0, 2, 28, 180); _actor[0].act[2].state = 105; _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 105: smlayer_setActorLayer(0, 2, 5); _actor[0].weaponClass = 1; _actor[0].kicking = false; if (_actor[0].act[2].frame >= 5) { _actor[0].act[2].state = 1; _actor[0].inventory[INV_MACE] = 0; smlayer_startVoice(318); switchBenWeapon(); } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 106: smlayer_setActorLayer(0, 2, 5); _actor[0].weaponClass = 1; _actor[0].kicking = false; smlayer_setActorFacing(0, 2, 29, 180); _actor[0].act[2].state = 107; _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 107: smlayer_setActorLayer(0, 2, 5); _actor[0].weaponClass = 1; _actor[0].kicking = false; if (_actor[0].act[2].frame >= 9) { _actor[0].act[2].state = 1; _actor[0].inventory[INV_MACE] = 0; smlayer_startVoice(318); switchBenWeapon(); } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 108: smlayer_setActorLayer(0, 2, 5); _actor[0].weaponClass = 1; _actor[0].kicking = false; smlayer_setActorFacing(0, 2, 28, 180); _actor[0].act[2].state = 109; _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 109: smlayer_setActorLayer(0, 2, 5); _actor[0].weaponClass = 1; _actor[0].kicking = false; if (_actor[0].act[2].frame >= 5) { _actor[0].act[2].state = 1; _actor[0].inventory[INV_CHAIN] = 0; // Chain smlayer_startVoice(318); switchBenWeapon(); } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 110: smlayer_setActorLayer(0, 2, 4); _actor[0].weaponClass = 1; _actor[0].kicking = false; smlayer_setActorFacing(0, 2, 30, 180); _actor[0].act[2].state = 111; _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; case 111: smlayer_setActorLayer(0, 2, 4); _actor[0].weaponClass = 1; _actor[0].kicking = false; if (_actor[0].act[2].frame >= 7) { smlayer_setActorFacing(0, 2, 25, 180); _actor[0].act[2].state = 65; _actor[0].inventory[INV_CHAIN] = 1; // Chain } _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); break; default: break; } tmp = _actor[0].x + _actor[0].act[2].tilt + 17 + _actor[0].x1; tmp2 = _actor[0].y + _actor[0].y1 - 98; if (_actor[0].act[2].room) smlayer_putActor(0, 2, tmp, tmp2, _smlayer_room2); else smlayer_putActor(0, 2, tmp, tmp2, _smlayer_room); } // Bike void Insane::actor00Reaction(int32 buttons) { int32 tmpx, tmpy; switch (_actor[0].tilt) { case -3: if (_actor[0].act[0].state != 41) { smlayer_setActorFacing(0, 0, 6, 180); _actor[0].act[0].state = 41; } break; case -2: if (_actor[0].act[0].state != 40) { smlayer_setActorFacing(0, 0, 7, 180); _actor[0].act[0].state = 40; } break; case -1: if (_actor[0].act[0].state != 39) { smlayer_setActorFacing(0, 0, 8, 180); _actor[0].act[0].state = 39; } break; case 0: if (_actor[0].act[0].state != 1) { smlayer_setActorFacing(0, 0, 9, 180); _actor[0].act[0].state = 1; } break; case 1: if (_actor[0].act[0].state != 55) { smlayer_setActorFacing(0, 0, 10, 180); _actor[0].act[0].state = 55; } break; case 2: if (_actor[0].act[0].state != 56) { smlayer_setActorFacing(0, 0, 11, 180); _actor[0].act[0].state = 56; } break; case 3: if (_actor[0].act[0].state != 57) { smlayer_setActorFacing(0, 0, 12, 180); _actor[0].act[0].state = 57; } break; default: break; } tmpx = _actor[0].x + _actor[0].x1; tmpy = _actor[0].y + _actor[0].y1; if (_actor[0].act[0].room) smlayer_putActor(0, 0, tmpx, tmpy, _smlayer_room2); else smlayer_putActor(0, 0, tmpx, tmpy, _smlayer_room); } // Bike top void Insane::actor01Reaction(int32 buttons) { int32 tmpx, tmpy; chooseBenWeaponAnim(buttons); switch (_actor[0].tilt) { case -3: if (_actor[0].act[1].state != 41 || _actor[0].weaponClass != _actor[0].animWeaponClass) { setBenAnimation(0, 6); _actor[0].act[1].state = 41; } if (_actor[0].cursorX >= -100) { setBenAnimation(0, 7); _actor[0].act[1].state = 40; _actor[0].field_8 = 48; _actor[0].tilt = -2; } break; case -2: if (_actor[0].act[1].state != 40 || _actor[0].weaponClass != _actor[0].animWeaponClass) { setBenAnimation(0, 7); _actor[0].act[1].state = 40; } if (_actor[0].field_8 == 48) _actor[0].tilt = -1; else _actor[0].tilt = -3; break; case -1: if (_actor[0].act[1].state != 39 || _actor[0].weaponClass != _actor[0].animWeaponClass) { setBenAnimation(0, 8); _actor[0].act[1].state = 39; } if (_actor[0].field_8 == 48) _actor[0].tilt = 0; else _actor[0].tilt = -2; break; case 0: if (_actor[0].act[1].state != 1 || _actor[0].weaponClass != _actor[0].animWeaponClass) { setBenAnimation(0, 9); _actor[0].act[1].state = 1; } _actor[0].field_8 = 1; if (_actor[0].cursorX < -100) { setBenAnimation(0, 8); _actor[0].act[1].state = 39; _actor[0].field_8 = 46; _actor[0].tilt = -1; } else { if (_actor[0].cursorX > 100) { setBenAnimation(0, 10); _actor[0].act[1].state = 55; _actor[0].field_8 = 49; _actor[0].tilt = 1; } } break; case 1: if (_actor[0].act[1].state != 55 || _actor[0].weaponClass != _actor[0].animWeaponClass) { setBenAnimation(0, 10); _actor[0].act[1].state = 55; } if (_actor[0].field_8 == 51) _actor[0].tilt = 0; else _actor[0].tilt = 2; break; case 2: if (_actor[0].act[1].state != 56 || _actor[0].weaponClass != _actor[0].animWeaponClass) { setBenAnimation(0, 11); _actor[0].act[1].state = 56; } if (_actor[0].field_8 == 51) _actor[0].tilt = 1; else _actor[0].tilt = 3; break; case 3: if (_actor[0].act[1].state != 57 || _actor[0].weaponClass != _actor[0].animWeaponClass) { setBenAnimation(0, 12); _actor[0].act[1].state = 57; } if (_actor[0].cursorX <= 100) { setBenAnimation(0, 11); _actor[0].act[1].state = 56; _actor[0].field_8 = 51; _actor[0].tilt = 2; } break; } if (_actor[0].field_38 != _actor[0].field_34) { if (_actor[0].field_34 == 2) smlayer_setActorFacing(0, 1, 28, 180); else smlayer_setActorFacing(0, 1, 27, 180); } tmpx = _actor[0].x + _actor[0].x1; tmpy = _actor[0].y + _actor[0].y1; if (_actor[0].act[1].room) smlayer_putActor(0, 1, tmpx, tmpy, _smlayer_room2); else smlayer_putActor(0, 1, tmpx, tmpy, _smlayer_room); _actor[0].animWeaponClass = _actor[0].weaponClass; _actor[0].field_38 = _actor[0].field_34; } void Insane::actor03Reaction(int32 buttons) { int32 tmp; switch (_actor[0].act[3].state) { case 1: _actor[0].field_54 = 0; break; case 52: if (_actor[0].runningSound) smlayer_stopSound(_actor[0].runningSound); if (_currScenePropIdx) shutCurrentScene(); _actor[0].runningSound = 0; _actor[0].defunct = 0; _actor[0].field_54 = 0; smlayer_setActorFacing(0, 3, 15, 180); _actor[0].act[3].state = 53; break; case 53: if (_actor[0].act[3].frame >= 2) { smlayer_setActorFacing(0, 3, 16, 180); _actor[0].act[3].state = 54; } break; case 54: break; case 69: if (_actor[0].act[3].frame >= 2) _actor[0].act[3].state = 70; break; case 70: if (_actor[0].scenePropSubIdx) { smlayer_setActorFacing(0, 3, 4, 180); tmp = _currScenePropIdx + _actor[0].scenePropSubIdx; if (!smlayer_startVoice(_sceneProp[tmp].sound)) _actor[0].runningSound = 0; else _actor[0].runningSound = _sceneProp[tmp].sound; _actor[0].act[3].state = 72; } else { _actor[0].act[3].state = 118; } break; case 71: _actor[0].field_54 = 0; if (_actor[0].act[3].frame >= 2) _actor[0].act[3].state = 1; break; case 72: if (_actor[0].runningSound) { if (!smlayer_isSoundRunning(_actor[0].runningSound)) { smlayer_setActorFacing(0, 3, 5, 180); _actor[0].act[3].state = 70; _actor[0].scenePropSubIdx = 0; } } else { tmp = _currScenePropIdx + _actor[0].scenePropSubIdx; if (_sceneProp[tmp].counter >= _sceneProp[tmp].maxCounter) { smlayer_setActorFacing(0, 3, 5, 180); _actor[0].act[3].state = 70; _actor[0].scenePropSubIdx = 0; _actor[0].runningSound = 0; } } break; case 117: reinitActors(); smlayer_setActorFacing(0, 3, 13, 180); _actor[0].act[3].state = 69; break; case 118: smlayer_setActorFacing(0, 3, 14, 180); _actor[0].act[3].state = 71; break; default: break; } } void Insane::chooseBenWeaponAnim(int buttons) { // kick if ((buttons & 1) && (_currEnemy != EN_TORQUE)) { if (!_kickBenProgress && actor0StateFlags2(_actor[0].act[2].state + _actor[0].weapon * 238)) { switch (_actor[0].weapon) { case INV_CHAIN: _actor[0].act[2].state = 10; break; case INV_CHAINSAW: _actor[0].act[2].state = 14; break; case INV_MACE: _actor[0].act[2].state = 18; break; case INV_2X4: _actor[0].act[2].state = 22; break; case INV_WRENCH: _actor[0].act[2].state = 26; break; case INV_BOOT: _actor[0].act[2].state = 6; break; case INV_HAND: _actor[0].act[2].state = 2; break; case INV_DUST: _actor[0].act[2].state = 30; break; default: break; } _actor[0].kicking = true; _kickBenProgress = true; } } else { _kickBenProgress = false; } // switch weapon if ((buttons & 2) && (_currEnemy != EN_TORQUE)) { if (_weaponBenJustSwitched) return; if (!actor0StateFlags1(_actor[0].act[2].state)) return; switch (_actor[0].weapon) { case INV_CHAIN: case INV_CHAINSAW: case INV_MACE: case INV_2X4: case INV_WRENCH: _actor[0].act[2].state = 35; smlayer_setActorFacing(0, 2, 24, 180); break; case INV_BOOT: case INV_HAND: case INV_DUST: _actor[0].act[2].state = 0; switchBenWeapon(); } _weaponBenJustSwitched = true; } else { _weaponBenJustSwitched = false; } } void Insane::switchBenWeapon(void) { do { _actor[0].weapon++; if (_actor[0].weapon > 7) _actor[0].weapon = INV_CHAIN; } while (!_actor[0].inventory[_actor[0].weapon]); switch (_actor[0].weapon) { case INV_CHAIN: smlayer_setActorCostume(0, 2, readArray(20)); smlayer_setActorFacing(0, 2, 18, 180); _actor[0].weaponClass = 0; _actor[0].act[2].state = 34; break; case INV_CHAINSAW: smlayer_setActorCostume(0, 2, readArray(24)); smlayer_setActorFacing(0, 2, 18, 180); _actor[0].weaponClass = 0; _actor[0].act[2].state = 34; break; case INV_MACE: smlayer_setActorCostume(0, 2, readArray(23)); smlayer_setActorFacing(0, 2, 18, 180); _actor[0].weaponClass = 0; _actor[0].act[2].state = 34; break; case INV_2X4: if (_currEnemy == EN_CAVEFISH) smlayer_setActorCostume(0, 2, readArray(38)); else smlayer_setActorCostume(0, 2, readArray(19)); smlayer_setActorFacing(0, 2, 18, 180); _actor[0].weaponClass = 0; _actor[0].act[2].state = 34; break; case INV_WRENCH: smlayer_setActorCostume(0, 2, readArray(25)); smlayer_setActorFacing(0, 2, 18, 180); _actor[0].weaponClass = 0; _actor[0].act[2].state = 34; break; case INV_BOOT: case INV_HAND: case INV_DUST: smlayer_setActorCostume(0, 2, readArray(12)); _actor[0].weaponClass = 2; _actor[0].act[2].state = 1; break; default: break; } } int32 Insane::setBenState(void) { _actor[0].act[2].animTilt = -1000; switch (_actor[0].weapon) { case INV_CHAIN: _actor[0].weaponClass = 1; _actor[0].act[2].state = 63; break; case INV_CHAINSAW: _actor[0].weaponClass = 1; _actor[0].act[2].state = 64; break; case INV_MACE: _actor[0].weaponClass = 1; _actor[0].act[2].state = 65; break; case INV_2X4: _actor[0].weaponClass = 1; _actor[0].act[2].state = 66; break; case INV_WRENCH: _actor[0].weaponClass = 1; _actor[0].act[2].state = 62; break; case INV_BOOT: case INV_HAND: case INV_DUST: _actor[0].weaponClass = 2; _actor[0].act[2].state = 1; break; default: break; } return _actor[0].act[2].state; } void Insane::ouchSoundBen(void) { _actor[0].act[3].state = 52; switch (rand() % 4) { case 0: smlayer_startVoice(315); break; case 1: smlayer_startVoice(316); break; case 2: smlayer_startVoice(317); break; case 3: smlayer_startVoice(98); break; } } }