mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 01:39:57 +00:00
2028 lines
49 KiB
C++
2028 lines
49 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "engines/engine.h"
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#include "scumm/insane/insane.h"
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#include "scumm/scumm_v7.h"
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namespace Scumm {
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int32 Insane::enemyBenHandler(int32 actor1, int32 actor2, int32 probability) {
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int32 retval;
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int32 tmp;
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retval = processMouse();
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// Joystick support is skipped
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retval |= processKeyboard();
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tmp = _enemyState[EN_BEN][0] - 160;
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if (tmp < -160)
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tmp = -160;
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if (tmp > 160)
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tmp = 160;
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_actor[actor1].cursorX = tmp;
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smush_warpMouse(_enemyState[EN_BEN][0], _enemyState[EN_BEN][1], -1);
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return (retval & 3);
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}
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void Insane::turnBen(bool controllable) {
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int32 buttons;
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switch (_currSceneId) {
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case 21:
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case 25:
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case 3:
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case 13:
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if (_actor[0].damage < _actor[0].maxdamage) {
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_actor[0].lost = false;
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} else {
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if (!_actor[0].lost && !_actor[1].lost) {
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_actor[0].lost = true;
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_actor[0].act[2].state = 36;
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_actor[0].act[1].state = 36;
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_actor[0].act[1].room = 0;
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_actor[0].act[0].state = 36;
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_actor[0].act[0].room = 0;
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if (smlayer_isSoundRunning(95))
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smlayer_stopSound(95);
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}
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}
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buttons = 0;
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if (!_actor[0].lost && controllable) {
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buttons = actionBen();
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if (_currSceneId == 13)
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buttons &= 2;
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if (_currEnemy == EN_TORQUE)
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buttons = 0;
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}
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debug(5, "00:%d 01:%d 02:%d 03:%d", _actor[0].act[0].state,
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_actor[0].act[1].state, _actor[0].act[2].state, _actor[0].act[3].state);
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actor01Reaction(buttons);
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actor02Reaction(buttons);
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actor03Reaction(buttons);
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actor00Reaction(buttons);
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break;
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case 17:
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mineChooseRoad(processBenOnRoad(false));
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break;
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default:
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if (_actor[0].damage < _actor[0].maxdamage) {
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_actor[0].lost = false;
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} else {
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if (!_actor[0].lost && !_actor[1].lost) {
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queueSceneSwitch(10, 0, "wr2_ben.san", 64, 0, 0, 0);
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_actor[0].lost = true;
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_actor[0].act[2].state = 36;
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_actor[0].act[2].room = 0;
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_actor[0].act[0].state = 36;
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_actor[0].act[0].room = 0;
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_actor[0].act[1].state = 36;
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_actor[0].act[1].room = 0;
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mineChooseRoad(0);
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return;
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}
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}
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if (!_actor[0].lost && controllable)
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mineChooseRoad(processBenOnRoad(true));
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else
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mineChooseRoad(0);
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break;
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}
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}
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int32 Insane::actionBen() {
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int32 buttons, tmp;
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bool doDamage = false;
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int sound;
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if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
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sound = 59;
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else
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sound = 95;
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if (_actor[0].enemyHandler != -1)
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buttons = enemyHandler(_actor[0].enemyHandler, 0, 1, _actor[0].probability);
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else
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buttons = enemyHandler(EN_TORQUE, 0, 1, _actor[0].probability);
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if (_actor[0].tilt) {
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_actor[0].speed += _actor[0].cursorX / 40;
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} else {
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if (_actor[0].speed < 0)
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_actor[0].speed++;
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else
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_actor[0].speed--;
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}
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if (_actor[0].speed > 8)
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_actor[0].speed = 8;
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if (_actor[0].speed < -8)
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_actor[0].speed = -8;
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_actor[0].x += _actor[0].speed;
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if (_actor[0].x > 100)
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_actor[0].x--;
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else
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if (_actor[0].x < 100)
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_actor[0].x++;
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if (_actor[0].x >= 0) {
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if (_actor[1].x - 90 <= _actor[0].x && !_actor[0].lost && !_actor[1].lost) {
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_val213d++;
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_actor[0].x = _actor[1].x - 90;
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tmp = _actor[1].speed;
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_actor[1].speed = _actor[0].speed;
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_actor[0].speed = tmp;
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if (_val213d > 50) {
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_actor[0].cursorX = -320;
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_val213d = 0;
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}
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if (!smlayer_isSoundRunning(sound))
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smlayer_startSfx(sound);
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} else {
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if (smlayer_isSoundRunning(sound))
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smlayer_stopSound(sound);
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_val213d = 0;
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}
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} else {
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_actor[0].x = 0;
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_actor[0].damage++; // FIXME: apparently it is a bug in original
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// and damage is doubled
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doDamage = true;
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}
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if (_actor[0].x > 320) {
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_actor[0].x = 320;
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doDamage = true;
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}
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if (_actor[0].x < 10 || _actor[0].x > 310 || doDamage) {
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_tiresRustle = 1;
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_actor[0].x1 = -_actor[0].x1;
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_actor[0].damage++; // PATCH
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}
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return buttons;
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}
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int32 Insane::processBenOnRoad(bool flag) {
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int32 buttons;
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if (_actor[0].enemyHandler != -1)
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buttons = enemyHandler(_actor[0].enemyHandler, 0, 1, _actor[0].probability);
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else
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buttons = enemyHandler(EN_TORQUE, 0, 1, _actor[0].probability);
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if (flag) {
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_actor[0].speed = _actor[0].tilt;
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if (_actor[0].speed > 8)
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_actor[0].speed = 8;
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if (_actor[0].speed < -8)
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_actor[0].speed = -8;
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_actor[0].x += _actor[0].speed / 2 + _actor[0].speed;
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if (_actor[0].x < 0)
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_actor[0].x = 0;
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if (_actor[0].x > 320)
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_actor[0].x = 320;
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}
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return buttons;
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}
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void Insane::mineChooseRoad(int32 buttons) {
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int16 tmp;
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if (_actor[0].field_8 < 1)
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return;
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if (_actor[0].field_8 == 112) {
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if (_actor[0].frame < 18 || _needSceneSwitch)
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return;
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queueSceneSwitch(18, 0, "fishgogg.san", 64, 0, 0, 0);
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} else if (_actor[0].field_8 == 1) {
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tmp = _actor[0].cursorX / 22;
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switch (_currSceneId) {
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case 17:
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if (buttons & 1) {
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if (_mineCaveIsNear) {
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writeArray(1, _posCave);
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smush_setToFinish();
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}
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if (_roadBranch && !_needSceneSwitch) {
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_iactSceneId2 = _iactSceneId;
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queueSceneSwitch(2, 0, "mineexit.san", 64, 0, 0, 0);
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}
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}
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if ((buttons & 2) == 0 || _needSceneSwitch)
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return;
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queueSceneSwitch(19, 0, "fishgog2.san", 64, 0, 0, 0);
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break;
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case 1:
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_actor[0].tilt = tmp;
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if (tmp < -7)
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_actor[0].tilt = -7;
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if (tmp > 7)
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_actor[0].tilt = 7;
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drawSpeedyActor(buttons);
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if ((buttons & 1) && _currSceneId == 1 && _roadBranch && !_needSceneSwitch) {
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_iactSceneId2 = _iactSceneId;
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queueSceneSwitch(2, 0, "mineexit.san", 64, 0, 0, 0);
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}
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if ((buttons & 2) == 0 || !_benHasGoggles)
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return;
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_actor[0].frame = 0;
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_actor[0].field_8 = 112;
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smlayer_setActorFacing(0, 2, 26, 180);
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break;
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case 4:
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case 5:
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_actor[0].tilt = tmp;
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if (tmp < -7)
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_actor[0].tilt = -7;
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if (tmp > 7)
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_actor[0].tilt = 7;
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drawSpeedyActor(buttons);
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if ((buttons & 1) == 0)
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return;
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if (_roadBranch && !_needSceneSwitch) {
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_iactSceneId2 = _iactSceneId;
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if (readArray(4) && _val211d < 3) {
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_val211d++;
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queueSceneSwitch(8, 0, "fishfear.san", 64, 0, 0, 0);
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} else {
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queueSceneSwitch(8, 0, "tomine.san", 64, 0, 0, 0);
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}
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}
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if (_roadStop) {
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writeArray(1, _posBrokenTruck);
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writeArray(3, _val57d);
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smush_setToFinish();
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}
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if (!_carIsBroken)
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return;
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writeArray(1, _posBrokenCar);
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writeArray(3, _val57d);
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smush_setToFinish();
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break;
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case 6:
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_actor[0].tilt = tmp;
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if (tmp < -7)
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_actor[0].tilt = -7;
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if (tmp > 7)
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_actor[0].tilt = 7;
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drawSpeedyActor(buttons);
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if ((buttons & 1) == 0)
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return;
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if (_roadBranch && !_needSceneSwitch) {
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_iactSceneId2 = _iactSceneId;
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if (readArray(4) && _val211d < 3) {
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_val211d++;
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queueSceneSwitch(7, 0, "fishfear.san", 64, 0, 0, 0);
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} else {
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queueSceneSwitch(7, 0, "tomine.san", 64, 0, 0, 0);
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}
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}
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if (_roadStop) {
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writeArray(1, _posBrokenTruck);
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writeArray(3, _posVista);
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smush_setToFinish();
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}
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if (!_carIsBroken)
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return;
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writeArray(1, _posBrokenCar);
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writeArray(3, _posVista);
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smush_setToFinish();
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break;
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default:
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break;
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}
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}
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}
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void Insane::drawSpeedyActor(int32 buttons) {
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switch (_actor[0].tilt) {
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case -7:
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if (_actor[0].act[2].state != 47) {
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smlayer_setActorFacing(0, 2, 13, 180);
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_actor[0].act[2].state = 47;
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}
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break;
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case -6:
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if (_actor[0].act[2].state != 44) {
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smlayer_setActorFacing(0, 2, 11, 180);
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_actor[0].act[2].state = 44;
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}
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break;
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case -5:
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if (_actor[0].act[2].state != 43) {
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smlayer_setActorFacing(0, 2, 10, 180);
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_actor[0].act[2].state = 43;
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}
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break;
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case -4:
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if (_actor[0].act[2].state != 42) {
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smlayer_setActorFacing(0, 2, 9, 180);
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_actor[0].act[2].state = 42;
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}
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break;
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case -3:
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if (_actor[0].act[2].state != 41) {
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smlayer_setActorFacing(0, 2, 8, 180);
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_actor[0].act[2].state = 41;
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}
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break;
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case -2:
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if (_actor[0].act[2].state != 40) {
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smlayer_setActorFacing(0, 2, 7, 180);
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_actor[0].act[2].state = 40;
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}
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break;
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case -1:
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if (_actor[0].act[2].state != 39) {
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smlayer_setActorFacing(0, 2, 6, 180);
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_actor[0].act[2].state = 39;
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}
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break;
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case 0:
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if (_actor[0].act[2].state != 1) {
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smlayer_setActorFacing(0, 2, 22, 180);
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_actor[0].act[2].state = 1;
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}
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break;
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case 1:
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if (_actor[0].act[2].state != 55) {
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smlayer_setActorFacing(0, 2, 14, 180);
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_actor[0].act[2].state = 55;
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}
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break;
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case 2:
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if (_actor[0].act[2].state != 56) {
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smlayer_setActorFacing(0, 2, 15, 180);
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_actor[0].act[2].state = 56;
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}
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break;
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case 3:
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if (_actor[0].act[2].state != 57) {
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smlayer_setActorFacing(0, 2, 16, 180);
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_actor[0].act[2].state = 57;
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}
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break;
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case 4:
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if (_actor[0].act[2].state != 58) {
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smlayer_setActorFacing(0, 2, 17, 180);
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_actor[0].act[2].state = 58;
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}
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break;
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case 5:
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if (_actor[0].act[2].state != 59) {
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smlayer_setActorFacing(0, 2, 18, 180);
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_actor[0].act[2].state = 59;
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}
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break;
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case 6:
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if (_actor[0].act[2].state != 60) {
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smlayer_setActorFacing(0, 2, 19, 180);
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_actor[0].act[2].state = 60;
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}
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break;
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case 7:
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if (_actor[0].act[2].state != 50) {
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smlayer_setActorFacing(0, 2, 21, 180);
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_actor[0].act[2].state = 50;
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}
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break;
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default:
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break;
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}
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if (!_actor[0].act[2].room)
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return;
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smlayer_putActor(0, 2, _actor[0].x + _actor[0].x1, _actor[0].y + _actor[0].y1,
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_smlayer_room2);
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}
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bool Insane::weaponBenIsEffective() {
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if ((_actor[1].x - _actor[0].x > weaponMaxRange(0)) ||
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(_actor[1].x - _actor[0].x < weaponMinRange(0)) ||
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!_actor[1].kicking)
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return false;
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return true;
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}
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int32 Insane::calcBenDamage(bool arg_0, bool arg_4) {
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if ((_actor[1].x - _actor[0].x > weaponMaxRange(1)) ||
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(_actor[1].x - _actor[0].x < weaponMinRange(1)))
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return 0;
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if (_actor[0].field_44 && arg_4)
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return 1000;
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if (!actor1StateFlags(_actor[0].act[2].state))
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return 0;
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if (arg_0) {
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ouchSoundBen();
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_actor[0].damage += weaponDamage(1); // PATCH
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}
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return 1;
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}
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// Ben
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void Insane::actor02Reaction(int32 buttons) {
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int32 tmp, tmp2;
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switch (_actor[0].act[2].state) {
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case 1:
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smlayer_setActorLayer(0, 2, 5);
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_actor[0].weaponClass = 2;
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_actor[0].kicking = false;
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switch (_actor[0].tilt) {
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case -3:
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if (_actor[0].act[2].animTilt != -3) {
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smlayer_setActorFacing(0, 2, 6, 180);
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_actor[0].act[2].animTilt = -3;
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}
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break;
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case -2:
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if (_actor[0].field_8 == 48)
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smlayer_setActorFacing(0, 2, 7, 180);
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_actor[0].act[2].animTilt = -2;
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break;
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case -1:
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if (_actor[0].field_8 == 46)
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smlayer_setActorFacing(0, 2, 8, 180);
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_actor[0].act[2].animTilt = -1;
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break;
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case 0:
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if (_actor[0].act[2].animTilt) {
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smlayer_setActorFacing(0, 2, 9, 180);
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_actor[0].act[2].animTilt = 0;
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}
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break;
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case 1:
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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);
|
|
if (!((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)))
|
|
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 ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) {
|
|
if (tmp == 1)
|
|
smlayer_startSfx(50);
|
|
} else {
|
|
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].newFacingFlag = 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].newFacingFlag = 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].newFacingFlag = 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].newFacingFlag = 1;
|
|
_actor[0].kicking = false;
|
|
if (_actor[0].act[2].frame >= 3) {
|
|
smlayer_setActorCostume(0, 2, readArray(12));
|
|
_actor[0].newFacingFlag = 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 ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) {
|
|
if (tmp == 1)
|
|
smlayer_startSfx(52);
|
|
if (tmp == 1000)
|
|
smlayer_startSfx(56);
|
|
} else {
|
|
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);
|
|
if (!((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)))
|
|
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 ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) {
|
|
if (tmp == 1)
|
|
smlayer_startSfx(58);
|
|
if (tmp == 1000)
|
|
smlayer_startSfx(56);
|
|
} else {
|
|
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 overridden 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;
|
|
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
|
|
smlayer_setActorCostume(0, 2, readArray(17));
|
|
else
|
|
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 = _vm->_rnd.getRandomNumber(4);
|
|
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 = _vm->_rnd.getRandomNumber(4);
|
|
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 ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) {
|
|
if (_actor[0].act[2].frame >= 28) {
|
|
queueSceneSwitch(9, 0, "bencrshe.san", 64, 0, 0, 0);
|
|
_actor[0].act[2].state = 38;
|
|
}
|
|
} else 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:
|
|
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
|
|
queueSceneSwitch(9, 0, "bencrshe.san", 64, 0, 0, 0);
|
|
else
|
|
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].curFacingFlag != _actor[0].newFacingFlag) {
|
|
if (_actor[0].newFacingFlag == 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].curFacingFlag = _actor[0].newFacingFlag;
|
|
}
|
|
|
|
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 * 119)) {
|
|
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() {
|
|
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:
|
|
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
|
|
smlayer_setActorCostume(0, 2, readArray(19));
|
|
else
|
|
smlayer_setActorCostume(0, 2, readArray(20));
|
|
smlayer_setActorFacing(0, 2, 18, 180);
|
|
_actor[0].weaponClass = 1;
|
|
_actor[0].act[2].state = 34;
|
|
break;
|
|
case INV_CHAINSAW:
|
|
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
|
|
smlayer_setActorCostume(0, 2, readArray(23));
|
|
else
|
|
smlayer_setActorCostume(0, 2, readArray(24));
|
|
smlayer_setActorFacing(0, 2, 18, 180);
|
|
_actor[0].weaponClass = 1;
|
|
_actor[0].act[2].state = 34;
|
|
break;
|
|
case INV_MACE:
|
|
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
|
|
smlayer_setActorCostume(0, 2, readArray(22));
|
|
else
|
|
smlayer_setActorCostume(0, 2, readArray(23));
|
|
smlayer_setActorFacing(0, 2, 18, 180);
|
|
_actor[0].weaponClass = 1;
|
|
_actor[0].act[2].state = 34;
|
|
break;
|
|
case INV_2X4:
|
|
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) {
|
|
smlayer_setActorCostume(0, 2, readArray(18));
|
|
} else {
|
|
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 = 1;
|
|
_actor[0].act[2].state = 34;
|
|
break;
|
|
case INV_WRENCH:
|
|
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
|
|
smlayer_setActorCostume(0, 2, readArray(24));
|
|
else
|
|
smlayer_setActorCostume(0, 2, readArray(25));
|
|
smlayer_setActorFacing(0, 2, 18, 180);
|
|
_actor[0].weaponClass = 1;
|
|
_actor[0].act[2].state = 34;
|
|
break;
|
|
case INV_BOOT:
|
|
case INV_HAND:
|
|
case INV_DUST:
|
|
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
|
|
smlayer_setActorCostume(0, 2, readArray(11));
|
|
else
|
|
smlayer_setActorCostume(0, 2, readArray(12));
|
|
_actor[0].weaponClass = 2;
|
|
_actor[0].act[2].state = 1;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
int32 Insane::setBenState() {
|
|
_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() {
|
|
_actor[0].act[3].state = 52;
|
|
|
|
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) {
|
|
smlayer_startVoice(54);
|
|
return;
|
|
}
|
|
|
|
switch (_vm->_rnd.getRandomNumber(3)) {
|
|
case 0:
|
|
smlayer_startVoice(315);
|
|
break;
|
|
case 1:
|
|
smlayer_startVoice(316);
|
|
break;
|
|
case 2:
|
|
smlayer_startVoice(317);
|
|
break;
|
|
case 3:
|
|
smlayer_startVoice(98);
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|