scummvm/scumm/smush/insane.cpp

8220 lines
208 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2003 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "base/engine.h"
#include "common/file.h"
#include "scumm/scumm.h"
#include "scumm/actor.h"
#include "scumm/sound.h"
#include "scumm/resource.h"
#include "scumm/imuse.h"
#include "scumm/imuse_digi.h"
#include "scumm/smush/smush_player.h"
#include "scumm/smush/chunk_type.h"
#include "scumm/smush/chunk.h"
#include "scumm/smush/insane.h"
#ifdef INSANE
// NOTE:
// san files with IACT chunks:
// minedriv.san
// minefite.san
// toranch.san
// tovista1.san
// tovista2.san
// TODO (in no particular order):
// o Ben's velocity don't get zeroed after crash
// o After third crash Ben disappears
// o Check why ftmacdemo doesn't finish insane scene
// o TRS file support. Everything is in place, I just need to figure out function parameters
// o FLU files support
// o IACT
// o Code review/cleanup
// o DOS demo INSANE
namespace Scumm {
static const int scenePropIdx[58] = {0, 12, 14, 18, 20, 22, 24, 26, 28, 30, 34,
36, 38, 40, 42, 44, 46, 48, 50, 55, 57, 59, 61, 63, 65, 67, 71,
73, 75, 77, 79, 81, 83, 85, 89, 93, 95, 97, 99, 101, 103, 105, 107,
109, 111, 113, 115, 117, 119, 121, 123, 125, 127, 129, 131, 133, 135, 137};
static const int actorAnimationData[21] = {20, 21, 22, 23, 24, 25, 26, 13, 14, 15, 16, 17,
18, 19, 6, 7, 8, 9, 10, 11, 12};
Insane::Insane(ScummEngine *scumm) {
_scumm = scumm;
// Demo has different insane, so disable it now
if (_scumm->_features & GF_DEMO)
return;
initvars();
readFileToMem("roadrash.rip", &_smush_roadrashRip);
readFileToMem("roadrsh2.rip", &_smush_roadrsh2Rip);
readFileToMem("roadrsh3.rip", &_smush_roadrsh3Rip);
readFileToMem("goglpalt.rip", &_smush_goglpaltRip);
readFileToMem("tovista1.flu", &_smush_tovista1Flu);
readFileToMem("tovista2.flu", &_smush_tovista2Flu);
readFileToMem("toranch.flu", &_smush_toranchFlu);
readFileToMem("minedriv.flu", &_smush_minedrivFlu);
readFileToMem("minefite.flu", &_smush_minefiteFlu);
_smush_iconsNut = new NutRenderer(_scumm);
_smush_iconsNut->loadFont("icons.nut", _scumm->getGameDataPath());
_smush_icons2Nut = new NutRenderer(_scumm);
_smush_icons2Nut->loadFont("icons2.nut", _scumm->getGameDataPath());
_smush_bensgoggNut = new NutRenderer(_scumm);
_smush_bensgoggNut->loadFont("bensgogg.nut", _scumm->getGameDataPath());
_smush_bencutNut = new NutRenderer(_scumm);
_smush_bencutNut->loadFont("bencut.nut", _scumm->getGameDataPath());
// FIXME: implement
// openManyResource(0, 4, "specfnt.nut", "titlfnt.nut", "techfnt.nut", "scummfnt.nut");
}
Insane::~Insane(void) {
free(_smush_roadrashRip);
free(_smush_roadrsh2Rip);
free(_smush_roadrsh3Rip);
free(_smush_goglpaltRip);
free(_smush_tovista1Flu);
free(_smush_tovista2Flu);
free(_smush_toranchFlu);
free(_smush_minedrivFlu);
free(_smush_minefiteFlu);
delete _smush_bencutNut;
delete _smush_bensgoggNut;
delete _smush_iconsNut;
delete _smush_icons2Nut;
}
void Insane::setSmushParams(int speed, bool subtitles) {
_speed = speed;
_subtitles = subtitles;
}
void Insane::initvars(void) {
int i, j;
_speed = 12;
_subtitles = true;
_insaneIsRunning = false;
_numberArray = 0;
_emulateInterrupt = 0;
_flag1d = 0;
_objArray1Idx = 0;
_objArray1Idx2 = 0;
_objArray2Idx = 0;
_objArray2Idx2 = 0;
_currSceneId = 1;
_timer6Id = 0;
_timerSpriteId = 0;
_temp2SceneId = 0;
_tempSceneId = 0;
_currEnemy = -1;
_currScenePropIdx = 0;
_currScenePropSubIdx = 0;
_currTrsMsg = 0;
_sceneData2Loaded = 0;
_sceneData1Loaded = 0;
_keyboardDisable = 0;
_needSceneSwitch = false;
_idx2Exceeded = 0;
_memoryAllocatedNotOK = 0;
_lastKey = 0;
_tiresRustle = false;
_keybOldDx = 0;
_keybOldDy = 0;
_velocityX = 0;
_velocityY = 0;
_keybX = 0;
_keybY = 0;
_firstBattle = false;
_battleScene = true;
_kickBenProgress = false;
_weaponBenJustSwitched = false;
_kickEnemyProgress = false;
_weaponEnemyJustSwitched = false;
_beenCheated = 0;
_val11d = 0;
_val32d = -1;
_val51d = 0;
_val52d = 0;
_val53d = 0;
_val54d = 0;
_val55d = 0;
_val56d = 0;
_val57d = 0;
_val109w = 0x40;
_val10b = 3;
_val110w = 0x100;
_val111w = 0x20;
_val112w = 0x20;
_val113d = 1;
_val115w = 0;
_val116w = 0;
_val119_ = false;
_val120_ = false;
_val121_ = false;
_val122_ = false;
_val123_ = false;
_val124_ = false;
_val211d = 0;
_val212_ = 0;
_val213d = 0;
_val214d = -1;
_val215d = 0;
_smlayer_room = 0;
_smlayer_room2 = 0;
_isBenCut = 0;
_smush_isPauseImuse = false;
_continueFrame = 0;
_continueFrame1 = 0;
_counter1 = 0;
_iactSceneId = 0;
_iactSceneId2 = 0;
for (i = 0; i < 9; i++)
for (j = 0; j < 9; j++)
_enHdlVar[i][j] = 0;
for (i = 0; i < 0x80; i++)
_iactBits[i] = 0;
init_enemyStruct(EN_ROTT1, EN_ROTT1, 0, 0, 160, 0, INV_MACE, 90, "wr2_rott.san",
26, 16, 17, 27, 11, 3);
init_enemyStruct(EN_ROTT2, EN_ROTT2, 1, 0, 250, 0, INV_2X4, 90, "wr2_rott.san",
28, 16, 17, 42, 11, 3);
init_enemyStruct(EN_ROTT3, EN_ROTT3, 2, 0, 120, 0, INV_HAND, 90, "wr2_rott.san",
15, 16, 17, 43, 11, 3);
init_enemyStruct(EN_VULTF1, EN_VULTF1, 3, 0, 60, 0, INV_HAND, 91, "wr2_vltp.san",
29, 33, 32, 37, 12, 4);
init_enemyStruct(EN_VULTM1, EN_VULTM1, 4, 0, 100, 0, INV_CHAIN, 91, "wr2_vltc.san",
30, 33, 32, 36, 12, 4);
init_enemyStruct(EN_VULTF2, EN_VULTF2, 5, 0, 250, 0, INV_CHAINSAW, 91, "wr2_vlts.san",
31, 33, 32, 35, 12, 4);
init_enemyStruct(EN_VULTM2, EN_VULTM2, 6, 0, 900, 0, INV_BOOT, 91, "wr2_rott.san",
34, 33, 32, 45, 16, 4);
init_enemyStruct(EN_CAVEFISH, EN_CAVEFISH, 7, 0, 60, 0, INV_DUST, 92, "wr2_cave.san",
39, 0, 0, 41, 13, 2);
init_enemyStruct(EN_TORQUE, EN_TORQUE, 8, 0, 900, 0, INV_HAND, 93, "wr2_vltp.san",
57, 0, 0, 37, 12, 1);
init_fluConfStruct(1, 1, &_smush_minedrivFlu, "minedriv.san", 235, 1300);
init_fluConfStruct(2, 1, &_smush_minedrivFlu, "minedriv.san", 355, 1300);
init_fluConfStruct(3, 1, &_smush_minedrivFlu, "minedriv.san", 1255, 1300);
init_fluConfStruct(4, 1, &_smush_minedrivFlu, "minedriv.san", 565, 1300);
init_fluConfStruct(5, 1, &_smush_minedrivFlu, "minedriv.san", 1040, 1300);
init_fluConfStruct(8, 1, &_smush_minedrivFlu, "minedriv.san", 1040, 1300);
init_fluConfStruct(9, 1, &_smush_minedrivFlu, "minedriv.san", 655, 1300);
init_fluConfStruct(10, 1, &_smush_minedrivFlu, "minedriv.san", 115, 1300);
init_fluConfStruct(11, 1, &_smush_minedrivFlu, "minedriv.san", 315, 1300);
init_fluConfStruct(12, 1, &_smush_minedrivFlu, "minedriv.san", 235, 1300);
init_fluConfStruct(15, 6, &_smush_toranchFlu, "toranch.san", 115, 530);
init_fluConfStruct(16, 5, &_smush_tovista2Flu, "tovista2.san", 235, 290);
init_fluConfStruct(17, 4, &_smush_tovista1Flu, "tovista1.san", 175, 230);
init_fluConfStruct(18, 4, &_smush_tovista1Flu, "tovista1.san", 175, 230);
init_fluConfStruct(19, 6, &_smush_toranchFlu, "toranch.san", 115, 530);
init_fluConfStruct(20, 6, &_smush_toranchFlu, "toranch.san", 115, 530);
init_scenePropStruct( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1);
init_scenePropStruct( 1, 0, 1, 128, 2001, 0, 0, 0, 0, 56, 2);
init_scenePropStruct( 2, 0, 0, 125, 1002, 0, 0, 0, 0, 35, 3);
init_scenePropStruct( 3, 0, 1, 129, 2002, 0, 0, 0, 0, 23, 4);
init_scenePropStruct( 4, 0, 1, 130, 2003, 0, 0, 0, 0, 40, 5);
init_scenePropStruct( 5, 0, 0, 126, 1005, 0, 0, 0, 0, 46, 6);
init_scenePropStruct( 6, 0, 1, 131, 2004, 0, 0, 0, 0, 39, 7);
init_scenePropStruct( 7, 0, 1, 132, 2005, 0, 0, 0, 0, 45, 8);
init_scenePropStruct( 8, 0, 1, 133, 2006, 0, 0, 0, 0, 14, 9);
init_scenePropStruct( 9, 0, 0, 127, 1009, 0, 0, 0, 0, 15, 10);
init_scenePropStruct( 10, 0, 1, 134, 501, 0, 0, 0, 0, 25, 11);
init_scenePropStruct( 11, 0, 1, 135, 502, 0, 0, 0, 0, 15, 0);
init_scenePropStruct( 12, 1, -1, 0, 0, 0xFF, 0xFF, 0xFF, 0, 0, 1);
init_scenePropStruct( 13, 1, 0, 291, 135, 0xFF, 0xFF, 0xFF, 0, 25, 0);
init_scenePropStruct( 14, 2, -1, 0, 0, 0xFC, 0, 0xFC, 0, 0, 1);
init_scenePropStruct( 15, 2, 1, 277, 17, 0xFC, 0, 0xFC, 0, 56, 2);
init_scenePropStruct( 16, 2, 0, 288, 18, 0xFF, 0xFF, 0xFF, 0, 56, 3);
init_scenePropStruct( 17, 2, 1, 278, 19, 0xFC, 0, 0xFC, 0, 56, 0);
init_scenePropStruct( 18, 3, -1, 0, 0, 0xFC, 0, 0xFC, 0, 0, 1);
init_scenePropStruct( 19, 3, 1, 282, 23, 0xFC, 0, 0xFC, 0, 56, 0);
init_scenePropStruct( 20, 4, -1, 0, 0, 0xFC, 0, 0xFC, 0, 0, 1);
init_scenePropStruct( 21, 4, 1, 283, 24, 0xFC, 0, 0xFC, 0, 56, 0);
init_scenePropStruct( 22, 5, -1, 0, 0, 0xFC, 0, 0xFC, 0, 0, 1);
init_scenePropStruct( 23, 5, 1, 284, 25, 0xFC, 0, 0xFC, 0, 56, 0);
init_scenePropStruct( 24, 6, -1, 0, 0, 0xFC, 0, 0xFC, 0, 0, 1);
init_scenePropStruct( 25, 6, 1, 285, 26, 0xFC, 0, 0xFC, 0, 56, 0);
init_scenePropStruct( 26, 7, -1, 0, 0, 0xFC, 0, 0xFC, 0, 0, 1);
init_scenePropStruct( 27, 7, 1, 286, 27, 0xFC, 0, 0xFC, 0, 56, 0);
init_scenePropStruct( 28, 8, -1, 0, 0, 0xFC, 0, 0xFC, 0, 0, 1);
init_scenePropStruct( 29, 8, 1, 287, 28, 0xFC, 0, 0xFC, 0, 56, 0);
init_scenePropStruct( 30, 9, -1, 0, 0, 0xFC, 0, 0, 0, 0, 1);
init_scenePropStruct( 31, 9, 1, 261, 1, 0xFC, 0, 0, 0, 40, 2);
init_scenePropStruct( 32, 9, 1, 262, 2, 0xFC, 0, 0, 0, 40, 3);
init_scenePropStruct( 33, 9, 1, 263, 3, 0xFC, 0, 0, 0, 40, 0);
init_scenePropStruct( 34, 10, -1, 0, 0, 0xFC, 0, 0, 0, 0, 1);
init_scenePropStruct( 35, 10, 1, 263, 3, 0xFC, 0, 0, 0, 30, 0);
init_scenePropStruct( 36, 11, -1, 0, 0, 0xFC, 0, 0, 0, 0, 1);
init_scenePropStruct( 37, 11, 1, 264, 4, 0xFC, 0, 0, 0, 30, 0);
init_scenePropStruct( 38, 12, -1, 0, 0, 0xFC, 0, 0, 0, 0, 1);
init_scenePropStruct( 39, 12, 1, 265, 5, 0xFC, 0, 0, 0, 30, 0);
init_scenePropStruct( 40, 13, -1, 0, 0, 0xFC, 0, 0, 0, 0, 1);
init_scenePropStruct( 41, 13, 1, 266, 6, 0xFC, 0, 0, 0, 30, 0);
init_scenePropStruct( 42, 14, -1, 0, 0, 0xFC, 0, 0, 0, 0, 1);
init_scenePropStruct( 43, 14, 1, 267, 7, 0xFC, 0, 0, 0, 30, 0);
init_scenePropStruct( 44, 15, -1, 0, 0, 0xFC, 0, 0, 0, 0, 1);
init_scenePropStruct( 45, 15, 1, 268, 8, 0xFC, 0, 0, 0, 30, 0);
init_scenePropStruct( 46, 16, -1, 0, 0, 0xFC, 0, 0, 0, 0, 1);
init_scenePropStruct( 47, 16, 1, 274, 14, 0xFC, 0, 0, 0, 30, 0);
init_scenePropStruct( 48, 17, -1, 0, 0, 0xFC, 0, 0, 0, 0, 1);
init_scenePropStruct( 49, 17, 1, 270, 10, 0xFC, 0, 0, 0, 30, 0);
init_scenePropStruct( 50, 18, -1, 0, 0, 0xFC, 0xFC, 0x54, 0, 0, 1);
init_scenePropStruct( 51, 18, 0, 289, 45, 0xFF, 0xFF, 0xFF, 0, 40, 2);
init_scenePropStruct( 52, 18, 1, 177, 49, 0xFC, 0xFC, 0x54, 0, 40, 3);
init_scenePropStruct( 53, 18, 1, 178, 50, 0xFC, 0xFC, 0x54, 0, 40, 4);
init_scenePropStruct( 54, 18, 0, 290, 47, 0xFF, 0xFF, 0xFF, 0, 40, 0);
init_scenePropStruct( 55, 19, -1, 0, 0, 0xFC, 0xFC, 0x54, 0, 0, 1);
init_scenePropStruct( 56, 19, 1, 179, 51, 0xFC, 0xFC, 0x54, 0, 40, 0);
init_scenePropStruct( 57, 20, -1, 0, 0, 0xFC, 0xFC, 0x54, 0, 0, 1);
init_scenePropStruct( 58, 20, 1, 183, 55, 0xFC, 0xFC, 0x54, 0, 40, 0);
init_scenePropStruct( 59, 21, -1, 0, 0, 0xFC, 0xFC, 0x54, 0, 0, 1);
init_scenePropStruct( 60, 21, 1, 184, 56, 0xFC, 0xFC, 0x54, 0, 40, 0);
init_scenePropStruct( 61, 22, -1, 0, 0, 0xFC, 0xFC, 0x54, 0, 0, 1);
init_scenePropStruct( 62, 22, 1, 186, 58, 0xFC, 0xFC, 0x54, 0, 40, 0);
init_scenePropStruct( 63, 23, -1, 0, 0, 0xFC, 0xFC, 0x54, 0, 0, 1);
init_scenePropStruct( 64, 23, 1, 191, 63, 0xFC, 0xFC, 0x54, 0, 40, 0);
init_scenePropStruct( 65, 24, -1, 0, 0, 0xFC, 0xFC, 0x54, 0, 0, 1);
init_scenePropStruct( 66, 24, 1, 192, 64, 0xFC, 0xFC, 0x54, 0, 40, 0);
init_scenePropStruct( 67, 25, -1, 0, 0, 0xBC, 0x78, 0x48, 0, 0, 1);
init_scenePropStruct( 68, 25, 1, 220, 93, 0xBC, 0x78, 0x48, 0, 40, 2);
init_scenePropStruct( 69, 25, 1, 221, 94, 0xBC, 0x78, 0x48, 0, 40, 3);
init_scenePropStruct( 70, 25, 1, 222, 95, 0xBC, 0x78, 0x48, 0, 40, 0);
init_scenePropStruct( 71, 26, -1, 0, 0, 0xBC, 0x78, 0x48, 0, 0, 1);
init_scenePropStruct( 72, 26, 1, 223, 96, 0xBC, 0x78, 0x48, 0, 40, 0);
init_scenePropStruct( 73, 27, -1, 0, 0, 0xBC, 0x78, 0x48, 0, 0, 1);
init_scenePropStruct( 74, 27, 1, 224, 97, 0xBC, 0x78, 0x48, 0, 40, 0);
init_scenePropStruct( 75, 28, -1, 0, 0, 0xBC, 0x78, 0x48, 0, 0, 1);
init_scenePropStruct( 76, 28, 1, 225, 98, 0xBC, 0x78, 0x48, 0, 40, 0);
init_scenePropStruct( 77, 29, -1, 0, 0, 0xBC, 0x78, 0x48, 0, 0, 1);
init_scenePropStruct( 78, 29, 1, 226, 99, 0xBC, 0x78, 0x48, 0, 40, 0);
init_scenePropStruct( 79, 30, -1, 0, 0, 0xBC, 0x78, 0x48, 0, 0, 1);
init_scenePropStruct( 80, 30, 1, 228, 101, 0xBC, 0x78, 0x48, 0, 40, 0);
init_scenePropStruct( 81, 31, -1, 0, 0, 0xBC, 0x78, 0x48, 0, 0, 1);
init_scenePropStruct( 82, 31, 1, 229, 102, 0xBC, 0x78, 0x48, 0, 40, 0);
init_scenePropStruct( 83, 32, -1, 0, 0, 0xA8, 0xA8, 0xA8, 0, 0, 1);
init_scenePropStruct( 84, 32, 1, 233, 106, 0xA8, 0xA8, 0xA8, 0, 40, 2);
init_scenePropStruct( 85, 32, 1, 234, 107, 0xA8, 0xA8, 0xA8, 0, 40, 0);
init_scenePropStruct( 86, 33, -1, 0, 0, 0xA8, 0xA8, 0xA8, 0, 0, 1);
init_scenePropStruct( 87, 33, 1, 241, 114, 0xA8, 0xA8, 0xA8, 0, 40, 2);
init_scenePropStruct( 88, 33, 1, 242, 115, 0xA8, 0xA8, 0xA8, 0, 40, 0);
init_scenePropStruct( 89, 34, -1, 0, 0, 0xA8, 0xA8, 0xA8, 0, 0, 1);
init_scenePropStruct( 90, 34, 1, 237, 110, 0xA8, 0xA8, 0xA8, 0, 40, 2);
init_scenePropStruct( 91, 34, 1, 238, 111, 0xA8, 0xA8, 0xA8, 0, 40, 3);
init_scenePropStruct( 92, 34, 1, 239, 112, 0xA8, 0xA8, 0xA8, 0, 40, 0);
init_scenePropStruct( 93, 35, -1, 0, 0, 0xA8, 0xA8, 0xA8, 0, 0, 1);
init_scenePropStruct( 94, 35, 1, 258, 131, 0xA8, 0xA8, 0xA8, 0, 40, 0);
init_scenePropStruct( 95, 36, -1, 0, 0, 0xA8, 0xA8, 0xA8, 0, 0, 1);
init_scenePropStruct( 96, 36, 1, 260, 133, 0xA8, 0xA8, 0xA8, 0, 40, 0);
init_scenePropStruct( 97, 37, -1, 0, 0, 0xA8, 0xA8, 0xA8, 0, 0, 1);
init_scenePropStruct( 98, 37, 1, 252, 125, 0xA8, 0xA8, 0xA8, 0, 40, 0);
init_scenePropStruct( 99, 38, -1, 0, 0, 0xA8, 0xA8, 0xA8, 0, 0, 1);
init_scenePropStruct(100, 38, 1, 254, 127, 0xA8, 0xA8, 0xA8, 0, 40, 0);
init_scenePropStruct(101, 39, -1, 0, 0, 0xA8, 0xA8, 0xA8, 0, 0, 1);
init_scenePropStruct(102, 39, 1, 236, 109, 0xA8, 0xA8, 0xA8, 0, 40, 0);
init_scenePropStruct(103, 40, -1, 0, 0, 4, 0xBC, 0, 0, 0, 1);
init_scenePropStruct(104, 40, 1, 174, 42, 4, 0xBC, 0, 0, 40, 0);
init_scenePropStruct(105, 41, -1, 0, 0, 4, 0xBC, 0, 0, 0, 1);
init_scenePropStruct(106, 41, 1, 167, 36, 4, 0xBC, 0, 0, 40, 0);
init_scenePropStruct(107, 42, -1, 0, 0, 4, 0xBC, 0, 0, 0, 1);
init_scenePropStruct(108, 42, 1, 160, 29, 4, 0xBC, 0, 0, 40, 0);
init_scenePropStruct(109, 43, -1, 0, 0, 4, 0xBC, 0, 0, 0, 1);
init_scenePropStruct(110, 43, 1, 161, 30, 4, 0xBC, 0, 0, 40, 0);
init_scenePropStruct(111, 44, -1, 0, 0, 4, 0xBC, 0, 0, 0, 1);
init_scenePropStruct(112, 44, 1, 163, 32, 4, 0xBC, 0, 0, 40, 0);
init_scenePropStruct(113, 45, -1, 0, 0, 4, 0xBC, 0, 0, 0, 1);
init_scenePropStruct(114, 45, 1, 164, 33, 4, 0xBC, 0, 0, 40, 0);
init_scenePropStruct(115, 46, -1, 0, 0, 4, 0xBC, 0, 0, 0, 1);
init_scenePropStruct(116, 46, 1, 170, 39, 4, 0xBC, 0, 0, 40, 0);
init_scenePropStruct(117, 47, -1, 0, 0, 4, 0xBC, 0, 0, 0, 1);
init_scenePropStruct(118, 47, 1, 166, 35, 4, 0xBC, 0, 0, 40, 0);
init_scenePropStruct(119, 48, -1, 0, 0, 4, 0xBC, 0, 0, 0, 1);
init_scenePropStruct(120, 48, 1, 175, 43, 4, 0xBC, 0, 0, 40, 0);
init_scenePropStruct(121, 49, -1, 0, 0, 0x40, 0x40, 0xFC, 0, 0, 1);
init_scenePropStruct(122, 49, 1, 203, 75, 0x40, 0x40, 0xFC, 0, 40, 0);
init_scenePropStruct(123, 50, -1, 0, 0, 0x40, 0x40, 0xFC, 0, 0, 1);
init_scenePropStruct(124, 50, 1, 194, 66, 0x40, 0x40, 0xFC, 0, 40, 0);
init_scenePropStruct(125, 51, -1, 0, 0, 0x40, 0x40, 0xFC, 0, 0, 1);
init_scenePropStruct(126, 51, 1, 195, 67, 0x40, 0x40, 0xFC, 0, 40, 0);
init_scenePropStruct(127, 52, -1, 0, 0, 0x40, 0x40, 0xFC, 0, 0, 1);
init_scenePropStruct(128, 52, 1, 199, 71, 0x40, 0x40, 0xFC, 0, 40, 0);
init_scenePropStruct(129, 53, -1, 0, 0, 0x40, 0x40, 0xFC, 0, 0, 1);
init_scenePropStruct(130, 53, 1, 205, 77, 0x40, 0x40, 0xFC, 0, 40, 0);
init_scenePropStruct(131, 54, -1, 0, 0, 0x40, 0x40, 0xFC, 0, 0, 1);
init_scenePropStruct(132, 54, 1, 212, 85, 0x40, 0x40, 0xFC, 0, 40, 0);
init_scenePropStruct(133, 55, -1, 0, 0, 0x40, 0x40, 0xFC, 0, 0, 1);
init_scenePropStruct(134, 55, 1, 201, 73, 0x40, 0x40, 0xFC, 0, 40, 0);
init_scenePropStruct(135, 56, -1, 0, 0, 0x40, 0x40, 0xFC, 0, 0, 1);
init_scenePropStruct(136, 56, 1, 198, 70, 0x40, 0x40, 0xFC, 0, 40, 0);
init_scenePropStruct(137, 57, -1, 0, 0, 0x40, 0x40, 0xFC, 0, 0, 1);
init_scenePropStruct(138, 57, 0, 59, 134, 0xFF, 0xFF, 0xFF, 0, 30, 0);
_actor[0].damage = 0;
_actor[0].maxdamage = 80;
_actor[0].field_8 = 1;
_actor[0].frame = 0;
_actor[0].tilt = 0;
_actor[0].cursorX = 0;
_actor[0].speed = 0;
_actor[0].x = 160;
_actor[0].y = 0;
_actor[0].y1 = -1;
_actor[0].x1 = -1;
_actor[0].weaponClass = 2;
_actor[0].animWeaponClass = 0;
_actor[0].field_34 = 2;
_actor[0].field_38 = 0;
_actor[0].lost = 0;
_actor[0].kicking = 0;
_actor[0].field_44 = 0;
_actor[0].field_48 = 0;
_actor[0].defunct = 0;
_actor[0].scenePropSubIdx = 0;
_actor[0].field_54 = 0;
_actor[0].runningSound = 0;
_actor[0].weapon = INV_HAND;
_actor[0].inventory[INV_CHAIN] = 0;
_actor[0].inventory[INV_CHAINSAW] = 0;
_actor[0].inventory[INV_MACE] = 0;
_actor[0].inventory[INV_2X4] = 0;
_actor[0].inventory[INV_WRENCH] = 1;
_actor[0].inventory[INV_BOOT] = 1;
_actor[0].inventory[INV_HAND] = 1;
_actor[0].inventory[INV_DUST] = 0;
_actor[0].probability = 5;
_actor[0].enemyHandler = EN_BEN;
init_actStruct(0, 0, 11, 1, 1, 0, 0, 0);
init_actStruct(0, 1, 12, 1, 1, 0, 0, 0);
init_actStruct(0, 2, 1, 1, 1, 0, 0, 0);
init_actStruct(0, 3, 1, 1, 1, 0, 0, 0);
_actor[1].damage = 0;
_actor[1].maxdamage = -1;
_actor[1].field_8 = 1;
_actor[1].frame = 0;
_actor[1].tilt = 0;
_actor[1].cursorX = 0;
_actor[1].speed = 0;
_actor[1].x = 160;
_actor[1].y = 0;
_actor[1].y1 = -1;
_actor[1].x1 = -1;
_actor[1].weaponClass = 2;
_actor[1].animWeaponClass = 0;
_actor[1].field_34 = 0;
_actor[1].field_38 = 0;
_actor[1].lost = 0;
_actor[1].kicking = 0;
_actor[1].field_44 = 0;
_actor[1].field_48 = 0;
_actor[1].defunct = 0;
_actor[1].scenePropSubIdx = 0;
_actor[1].field_54 = 0;
_actor[1].runningSound = 0;
_actor[1].weapon = INV_HAND;
_actor[1].inventory[INV_CHAIN] = 0;
_actor[1].inventory[INV_CHAINSAW] = 0;
_actor[1].inventory[INV_MACE] = 1;
_actor[1].inventory[INV_2X4] = 0;
_actor[1].inventory[INV_WRENCH] = 0;
_actor[1].inventory[INV_BOOT] = 0;
_actor[1].inventory[INV_HAND] = 0;
_actor[1].inventory[INV_DUST] = 0;
_actor[1].probability = 5;
_actor[1].enemyHandler = -1;
init_actStruct(1, 0, 14, 1, 1, 0, 0, 0);
init_actStruct(1, 1, 15, 1, 1, 0, 0, 0);
init_actStruct(1, 2, 13, 1, 1, 0, 0, 0);
init_actStruct(1, 3, 13, 1, 1, 0, 0, 0);
for (i = 0; i < 9; i++)
for (j = 0; j < 10; j++)
_enemyState[i][j] = 0;
}
void Insane::init_actStruct(int actornum, int actnum, int32 actorval, byte state,
int32 room, int32 animTilt, int32 tilt, int32 frame) {
_actor[actornum].act[actnum].actor = actorval;
_actor[actornum].act[actnum].state = state;
_actor[actornum].act[actnum].room = room;
_actor[actornum].act[actnum].animTilt = animTilt;
_actor[actornum].act[actnum].tilt = tilt;
_actor[actornum].act[actnum].frame = frame;
}
void Insane::init_enemyStruct(int n, int32 handler, int32 initializer,
int32 field_8, int32 maxdamage, int32 field_10,
int32 weapon, int32 sound, const char *filename,
int32 costume4, int32 costume6, int32 costume5,
int16 costumevar, int32 maxframe, int32 field_34) {
assert(strlen(filename) < 20);
_enemy[n].handler = handler;
_enemy[n].initializer = initializer;
_enemy[n].field_8 = field_8;
_enemy[n].maxdamage = maxdamage;
_enemy[n].field_10 = field_10;
_enemy[n].weapon = weapon;
_enemy[n].sound = sound;
strncpy(_enemy[n].filename, filename, 20);
_enemy[n].costume4 = costume4;
_enemy[n].costume6 = costume6;
_enemy[n].costume5 = costume5;
_enemy[n].costumevar = costumevar;
_enemy[n].maxframe = maxframe;
_enemy[n].field_34 = field_34;
}
void Insane::init_fluConfStruct(int n, int sceneId, byte **fluPtr,
const char *filenamePtr, int startFrame, int numFrames) {
_fluConf[n].sceneId = sceneId;
_fluConf[n].fluPtr = fluPtr;
_fluConf[n].filenamePtr = filenamePtr;
_fluConf[n].startFrame = startFrame;
_fluConf[n].numFrames = numFrames;
}
void Insane::init_scenePropStruct(int32 n, int32 n1, int32 actornum, int32 sound, int32 trsId,
byte r, byte g, byte b, int32 counter, int32 maxCounter,
int32 index) {
_sceneProp[n].actor = actornum; // main actor number, -1 if not applicable
_sceneProp[n].sound = sound;
_sceneProp[n].trsId = trsId;
_sceneProp[n].r = r;
_sceneProp[n].g = g;
_sceneProp[n].b = b;
_sceneProp[n].counter = counter;
_sceneProp[n].maxCounter = maxCounter;
_sceneProp[n].index = index;
}
int32 Insane::enemyInitializer(int num, int32 actor1, int32 actor2, int32 probability) {
switch (num) {
case EN_ROTT1:
return enemy0initializer(actor1, actor2, probability);
break;
case EN_ROTT2:
return enemy1initializer(actor1, actor2, probability);
break;
case EN_ROTT3:
return enemy2initializer(actor1, actor2, probability);
break;
case EN_VULTF1:
return enemy3initializer(actor1, actor2, probability);
break;
case EN_VULTM1:
return enemy4initializer(actor1, actor2, probability);
break;
case EN_VULTF2:
return enemy5initializer(actor1, actor2, probability);
break;
case EN_VULTM2:
return enemy6initializer(actor1, actor2, probability);
break;
case EN_CAVEFISH:
return enemy7initializer(actor1, actor2, probability);
break;
case EN_TORQUE:
return enemy8initializer(actor1, actor2, probability);
break;
case -1:
// nothing
break;
}
return 0;
}
int32 Insane::enemyHandler(int num, int32 actor1, int32 actor2, int32 probability) {
switch (num) {
case EN_ROTT1:
return enemy0handler(actor1, actor2, probability);
break;
case EN_ROTT2:
return enemy1handler(actor1, actor2, probability);
break;
case EN_ROTT3:
return enemy2handler(actor1, actor2, probability);
break;
case EN_VULTF1:
return enemy3handler(actor1, actor2, probability);
break;
case EN_VULTM1:
return enemy4handler(actor1, actor2, probability);
break;
case EN_VULTF2:
return enemy5handler(actor1, actor2, probability);
break;
case EN_VULTM2:
return enemy6handler(actor1, actor2, probability);
break;
case EN_CAVEFISH:
return enemy7handler(actor1, actor2, probability);
break;
case EN_TORQUE:
return enemy8handler(actor1, actor2, probability);
break;
case EN_BEN:
return enemyBenHandler(actor1, actor2, probability);
break;
case -1:
// nothing
break;
}
return 0;
}
int32 Insane::enemy0handler(int32 actor1, int32 actor2, int32 probability) {
int32 act1damage, act2damage, act1x, act2x, retval;
int32 dist;
retval = 0;
act1damage = _actor[actor1].damage; // ebx
act2damage = _actor[actor2].damage; // ebp
act1x = _actor[actor1].x; // esi
act2x = _actor[actor2].x; // edi
if (!_actor[actor1].defunct) {
if (_enHdlVar[EN_ROTT1][1] > _enHdlVar[EN_ROTT1][2]) {
if (act1damage - act2damage >= 30) {
if (rand() % probability != 1)
_enHdlVar[EN_ROTT1][0] = 0;
else
_enHdlVar[EN_ROTT1][0] = 1;
}
_enHdlVar[EN_ROTT1][1] = 0;
_enHdlVar[EN_ROTT1][2] = rand() % (probability * 2);
}
dist = ABS(act1x - act2x);
if (_enHdlVar[EN_ROTT1][3] > _enHdlVar[EN_ROTT1][4]) {
if (_enHdlVar[EN_ROTT1][0] == 1) {
if (weaponMaxRange(actor1) < dist) {
if (act2x < act1x)
_actor[actor1].cursorX = -101;
else
_actor[actor1].cursorX = 101;
} else {
if (weaponMinRange(actor1) > dist) {
if (act2x < act1x)
_actor[actor1].cursorX = 101;
else
_actor[actor1].cursorX = -101;
} else {
_actor[actor1].cursorX = 0;
}
}
} else {
if (weaponMaxRange(actor2) >= dist) {
if (act2x < act1x)
_actor[actor1].cursorX = 101;
else
_actor[actor1].cursorX = -101;
} else {
_actor[actor1].cursorX = 0;
}
}
_enHdlVar[EN_ROTT1][3] = 0;
_enHdlVar[EN_ROTT1][4] = rand() % probability;
}
if (_enHdlVar[EN_ROTT1][5] > _enHdlVar[EN_ROTT1][6]) {
if (weaponMaxRange(actor2) + 40 >= dist) {
if (rand() % probability == 1)
retval = 1;
}
if (_actor[actor2].kicking) {
if (weaponMaxRange(actor2) <= dist)
if (rand() % (probability * 2) <= 1)
retval = 1;
}
_enHdlVar[EN_ROTT1][5] = 0;
_enHdlVar[EN_ROTT1][6] = ABS(rand() % probability) * 2;
}
if (_actor[actor1].weapon == -1)
retval = 2;
if ((_actor[actor1].field_54 == 0) &&
(_actor[actor2].lost == 0) &&
(_actor[actor1].lost == 0)) {
if (_actor[actor1].act[3].state == 54) {
switch (rand() % 10) {
case 3:
if (!_enemyState[EN_ROTT1][6]) {
_enemyState[EN_ROTT1][6] = 1;
prepareScenePropScene(scenePropIdx[54], 0, 0);
}
break;
case 8:
if (!_enemyState[EN_ROTT1][4]) {
_enemyState[EN_ROTT1][4] = 1;
prepareScenePropScene(scenePropIdx[52], 0, 0);
}
break;
}
} else {
switch(rand() % 15) {
case 2:
if (!_enemyState[EN_ROTT1][2]) {
_enemyState[EN_ROTT1][2] = 1;
prepareScenePropScene(scenePropIdx[50], 0, 0);
}
break;
case 4:
if (!_enemyState[EN_ROTT1][3]) {
_enemyState[EN_ROTT1][3] = 1;
prepareScenePropScene(scenePropIdx[51], 0, 0);
}
break;
case 6:
if (!_enemyState[EN_ROTT1][7]) {
_enemyState[EN_ROTT1][7] = 1;
if (_enemy[EN_ROTT1].field_8)
prepareScenePropScene(scenePropIdx[55], 0, 0);
}
break;
case 9:
if (!_enemyState[EN_ROTT1][5]) {
_enemyState[EN_ROTT1][5] = 1;
prepareScenePropScene(scenePropIdx[53], 0, 0);
}
break;
case 11:
if (!_enemyState[EN_ROTT1][8]) {
_enemyState[EN_ROTT1][8] = 1;
prepareScenePropScene(scenePropIdx[56], 0, 0);
}
break;
default:
break;
}
}
}
_enHdlVar[EN_ROTT1][1]++;
_enHdlVar[EN_ROTT1][3]++;
_enHdlVar[EN_ROTT1][5]++;
}
if (act1x > 310)
_actor[actor1].cursorX = -320;
else if (act1x < 10)
_actor[actor1].cursorX = 320;
else if (act1x > 280)
_actor[actor1].cursorX = -160;
// Shift+V cheat to win the battle
if (_scumm->getKeyState(0x56) && !_beenCheated &&
!_actor[0].lost && !_actor[1].lost) {
_beenCheated = 1;
_actor[1].damage = _actor[1].maxdamage + 10;
}
return retval;
}
int32 Insane::enemy0initializer(int32 actor1, int32 actor2, int32 probability) {
int i;
for (i = 0; i < 9; i++)
_enemyState[EN_ROTT1][i] = 0;
for (i = 0; i < 9; i++)
_enHdlVar[EN_ROTT1][i] = 0;
_beenCheated = 0;
return 1;
}
int32 Insane::enemy1handler(int32 actor1, int32 actor2, int32 probability) {
int32 act1damage, act2damage, act1x, act2x, retval;
int32 dist;
retval = 0;
act1damage = _actor[actor1].damage; // ebx
act2damage = _actor[actor2].damage; // ebp
act1x = _actor[actor1].x; // esi
act2x = _actor[actor2].x; // edi
if (!_actor[actor1].defunct) {
if (_enHdlVar[EN_ROTT2][1] > _enHdlVar[EN_ROTT2][2]) {
if (act1damage - act2damage >= 30) {
if (rand() % probability != 1)
_enHdlVar[EN_ROTT2][0] = 0;
else
_enHdlVar[EN_ROTT2][0] = 1;
}
_enHdlVar[EN_ROTT2][1] = 0;
_enHdlVar[EN_ROTT2][2] = rand() % (probability * 2);
}
dist = ABS(act1x - act2x);
if (_enHdlVar[EN_ROTT2][3] > _enHdlVar[EN_ROTT2][4]) {
if (_enHdlVar[EN_ROTT2][0] == 1) {
if (weaponMaxRange(actor1) < dist) {
if (act2x < act1x)
_actor[actor1].cursorX = -101;
else
_actor[actor1].cursorX = 101;
} else {
if (weaponMinRange(actor1) > dist) {
if (act2x < act1x)
_actor[actor1].cursorX = 101;
else
_actor[actor1].cursorX = -101;
} else {
_actor[actor1].cursorX = 0;
}
}
} else {
if (weaponMaxRange(actor2) >= dist) {
if (act2x < act1x)
_actor[actor1].cursorX = 101;
else
_actor[actor1].cursorX = -101;
} else {
_actor[actor1].cursorX = 0;
}
}
_enHdlVar[EN_ROTT2][3] = 0;
_enHdlVar[EN_ROTT2][4] = rand() % probability;
}
if (_enHdlVar[EN_ROTT2][5] > _enHdlVar[EN_ROTT2][6]) {
if (weaponMaxRange(actor2) + 40 >= dist) {
if (rand() % probability == 1)
retval = 1;
}
if (_actor[actor2].kicking) {
if (weaponMaxRange(actor2) <= dist)
if (rand() % (probability * 2) <= 1)
retval = 1;
}
_enHdlVar[EN_ROTT1][5] = 0;
_enHdlVar[EN_ROTT1][6] = ABS(rand() % probability) * 2;
}
if (_actor[actor1].weapon == -1)
retval = 2;
if ((_actor[actor1].field_54 == 0) &&
(_actor[actor2].lost == 0) &&
(_actor[actor1].lost == 0)) {
if (_actor[actor1].act[3].state == 54) {
switch (rand() % 10) {
case 3:
if (!_enemyState[EN_ROTT2][6]) {
_enemyState[EN_ROTT2][6] = 1;
prepareScenePropScene(scenePropIdx[38], 0, 0);
}
break;
case 8:
if (!_enemyState[EN_ROTT2][5]) {
_enemyState[EN_ROTT2][5] = 1;
prepareScenePropScene(scenePropIdx[37], 0, 0);
}
break;
}
} else {
switch(rand() % 15) {
case 2:
if (!_enemyState[EN_ROTT2][2]) {
_enemyState[EN_ROTT2][2] = 1;
prepareScenePropScene(scenePropIdx[34], 0, 0);
}
break;
case 11:
if (!_enemyState[EN_ROTT1][7]) {
_enemyState[EN_ROTT1][7] = 1;
prepareScenePropScene(scenePropIdx[39], 0, 0);
}
break;
default:
break;
}
}
}
_enHdlVar[EN_ROTT2][1]++;
_enHdlVar[EN_ROTT2][3]++;
_enHdlVar[EN_ROTT2][5]++;
}
if (act1x > 310)
_actor[actor1].cursorX = -320;
else if (act1x < 10)
_actor[actor1].cursorX = 320;
else if (act1x > 280)
_actor[actor1].cursorX = -160;
// Shift+V cheat to win the battle
if (_scumm->getKeyState(0x56) && !_beenCheated &&
!_actor[0].lost && !_actor[1].lost) {
_beenCheated = 1;
_actor[1].damage = _actor[1].maxdamage + 10;
}
return retval;
}
int32 Insane::enemy1initializer(int32 actor1, int32 actor2, int32 probability) {
int i;
for (i = 0; i < 9; i++)
_enemyState[EN_ROTT2][i] = 0;
for (i = 0; i < 9; i++)
_enHdlVar[EN_ROTT2][i] = 0;
_beenCheated = 0;
return 1;
}
int32 Insane::enemy2handler(int32 actor1, int32 actor2, int32 probability) {
int32 act1damage, act2damage, act1x, act2x, retval;
int32 dist;
retval = 0;
act1damage = _actor[actor1].damage; // ebx
act2damage = _actor[actor2].damage; // ebp
act1x = _actor[actor1].x; // esi
act2x = _actor[actor2].x; // edi
if (!_actor[actor1].defunct) {
if (_enHdlVar[EN_ROTT3][1] > _enHdlVar[EN_ROTT3][2]) {
if (act1damage - act2damage >= 30) {
if (rand() % probability != 1)
_enHdlVar[EN_ROTT3][0] = 0;
else
_enHdlVar[EN_ROTT3][0] = 1;
}
_enHdlVar[EN_ROTT3][1] = 0;
_enHdlVar[EN_ROTT3][2] = rand() % (probability * 2);
}
dist = abs(act1x - act2x);
if (_enHdlVar[EN_ROTT3][3] > _enHdlVar[EN_ROTT3][4]) {
if (_enHdlVar[EN_ROTT3][0] == 1) {
if (weaponMaxRange(actor1) < dist) {
if (act2x < act1x)
_actor[actor1].cursorX = -101;
else
_actor[actor1].cursorX = 101;
} else {
if (weaponMinRange(actor1) > dist) {
if (act2x < act1x)
_actor[actor1].cursorX = 101;
else
_actor[actor1].cursorX = -101;
} else {
_actor[actor1].cursorX = 0;
}
}
} else {
if (weaponMaxRange(actor2) >= dist) {
if (act2x < act1x)
_actor[actor1].cursorX = 101;
else
_actor[actor1].cursorX = -101;
} else {
_actor[actor1].cursorX = 0;
}
}
_enHdlVar[EN_ROTT3][3] = 0;
_enHdlVar[EN_ROTT3][4] = rand() % probability;
}
if (_enHdlVar[EN_ROTT3][5] > _enHdlVar[EN_ROTT3][6]) {
if (weaponMaxRange(actor2) + 40 >= dist) {
if (rand() % probability == 1)
retval = 1;
}
if (_actor[actor2].kicking) {
if (weaponMaxRange(actor2) <= dist)
if (rand() % (probability * 2) <= 1)
retval = 1;
}
_enHdlVar[EN_ROTT3][5] = 0;
_enHdlVar[EN_ROTT3][6] = ABS(rand() % probability) * 2;
}
if (_actor[actor1].weapon == -1)
retval = 2;
if ((_actor[actor1].field_54 == 0) &&
(_actor[actor2].lost == 0) &&
(_actor[actor1].lost == 0)) {
if (_actor[actor1].act[3].state == 54) {
switch (rand() % 10) {
case 3:
if (!_enemyState[EN_ROTT3][1]) {
_enemyState[EN_ROTT3][1] = 1;
prepareScenePropScene(scenePropIdx[26], 0, 0);
}
break;
case 5:
if (!_enemyState[EN_ROTT3][3]) {
_enemyState[EN_ROTT3][3] = 1;
prepareScenePropScene(scenePropIdx[28], 0, 0);
}
break;
case 8:
if (!_enemyState[EN_ROTT3][2]) {
_enemyState[EN_ROTT3][2] = 1;
prepareScenePropScene(scenePropIdx[27], 0, 0);
}
break;
}
} else {
if (_actor[actor1].kicking) {
if (rand() % 10 == 9) {
if (!_enemyState[EN_ROTT3][6]) {
_enemyState[EN_ROTT3][6] = 1;
prepareScenePropScene(scenePropIdx[31], 0, 0);
}
}
} else {
if (rand() % 15 == 7) {
if (!_enemyState[EN_ROTT3][5]) {
_enemyState[EN_ROTT3][5] = 1;
prepareScenePropScene(scenePropIdx[30], 0, 0);
}
}
}
}
}
_enHdlVar[EN_ROTT3][1]++;
_enHdlVar[EN_ROTT3][3]++;
_enHdlVar[EN_ROTT3][5]++;
}
if (act1x > 310)
_actor[actor1].cursorX = -320;
else if (act1x < 10)
_actor[actor1].cursorX = 320;
else if (act1x > 280)
_actor[actor1].cursorX = -160;
// Shift+V cheat to win the battle
if (_scumm->getKeyState(0x56) && !_beenCheated &&
!_actor[0].lost && !_actor[1].lost) {
_beenCheated = 1;
_actor[1].damage = _actor[1].maxdamage + 10;
}
return retval;
}
int32 Insane::enemy2initializer(int32 actor1, int32 actor2, int32 probability) {
int i;
for (i = 0; i < 7; i++)
_enemyState[EN_ROTT3][i] = 0;
for (i = 0; i < 9; i++)
_enHdlVar[EN_ROTT3][i] = 0;
_beenCheated = 0;
return 1;
}
int32 Insane::enemy3handler(int32 actor1, int32 actor2, int32 probability) {
int32 act1damage, act2damage, act1x, act2x, retval;
int32 dist;
retval = 0;
act1damage = _actor[actor1].damage; // ebx
act2damage = _actor[actor2].damage; // ebp
act1x = _actor[actor1].x; // esi
act2x = _actor[actor2].x; // edi
if (!_actor[actor1].defunct) {
if (_enHdlVar[EN_VULTF1][1] > _enHdlVar[EN_VULTF1][2]) {
if (act1damage - act2damage >= 30) {
if (rand() % probability != 1)
_enHdlVar[EN_VULTF1][0] = 0;
else
_enHdlVar[EN_VULTF1][0] = 1;
}
_enHdlVar[EN_VULTF1][1] = 0;
_enHdlVar[EN_VULTF1][2] = rand() % (probability * 2);
}
dist = ABS(act1x - act2x);
if (_enHdlVar[EN_VULTF1][3] > _enHdlVar[EN_VULTF1][4]) {
if (_enHdlVar[EN_VULTF1][0] == 1) {
if (weaponMaxRange(actor1) < dist) {
if (act2x < act1x)
_actor[actor1].cursorX = -101;
else
_actor[actor1].cursorX = 101;
} else {
if (weaponMinRange(actor1) > dist) {
if (act2x < act1x)
_actor[actor1].cursorX = 101;
else
_actor[actor1].cursorX = -101;
} else {
_actor[actor1].cursorX = 0;
}
}
} else {
if (weaponMaxRange(actor2) >= dist) {
if (act2x < act1x)
_actor[actor1].cursorX = 101;
else
_actor[actor1].cursorX = -101;
} else {
_actor[actor1].cursorX = 0;
}
}
_enHdlVar[EN_VULTF1][3] = 0;
_enHdlVar[EN_VULTF1][4] = rand() % probability;
}
if (_enHdlVar[EN_VULTF1][5] > _enHdlVar[EN_VULTF1][6]) {
if (_enHdlVar[EN_VULTF1][0] == 1) {
if (weaponMaxRange(actor2) + 40 >= dist)
if (rand() % probability == 1)
retval = 1;
} else {
if (_actor[actor1].kicking)
if (weaponMaxRange(actor2) <= dist)
if (rand() % probability <= 1)
retval = 1;
}
_enHdlVar[EN_VULTF1][5] = 0;
_enHdlVar[EN_VULTF1][6] = ABS(rand() % probability) * 2;
}
if (_actor[actor1].weapon == -1)
retval = 2;
if ((_actor[actor1].field_54 == 0) &&
(_actor[actor2].lost == 0) &&
(_actor[actor1].lost == 0)) {
_enHdlVar[EN_VULTF1][8] = rand() % 26;
if (_enHdlVar[EN_VULTF1][8] != _enHdlVar[EN_VULTF1][7]) {
switch (_enHdlVar[EN_VULTF1][8]) {
case 0:
if (!_enemyState[EN_VULTF1][4]) {
_enemyState[EN_VULTF1][4] = 1;
prepareScenePropScene(scenePropIdx[3], 0, 0);
}
break;
case 1:
if (!_enemyState[EN_VULTF1][1]) {
_enemyState[EN_VULTF1][1] = 1;
prepareScenePropScene(scenePropIdx[4], 0, 0);
}
break;
case 2:
if (!_enemyState[EN_VULTF1][2]) {
_enemyState[EN_VULTF1][2] = 1;
prepareScenePropScene(scenePropIdx[5], 0, 0);
}
break;
case 3:
if (!_enemyState[EN_VULTF1][3]) {
_enemyState[EN_VULTF1][3] = 1;
prepareScenePropScene(scenePropIdx[6], 0, 0);
}
break;
case 4:
if (!_enemyState[EN_VULTF1][4]) {
_enemyState[EN_VULTF1][4] = 1;
prepareScenePropScene(scenePropIdx[7], 0, 0);
}
break;
case 5:
if (!_enemyState[EN_VULTF1][5]) {
_enemyState[EN_VULTF1][5] = 1;
prepareScenePropScene(scenePropIdx[8], 0, 0);
}
break;
}
_enHdlVar[EN_VULTF1][7] = _enHdlVar[EN_VULTF1][8];
}
}
_enHdlVar[EN_VULTF1][1]++;
_enHdlVar[EN_VULTF1][3]++;
_enHdlVar[EN_VULTF1][5]++;
} else {
_actor[actor1].cursorX = 0;
}
if (act1x > 310)
_actor[actor1].cursorX = -320;
else if (act1x < 10)
_actor[actor1].cursorX = 320;
else if (act1x > 280)
_actor[actor1].cursorX = -160;
// Shift+V cheat to win the battle
if (_scumm->getKeyState(0x56) && !_beenCheated &&
!_actor[0].lost && !_actor[1].lost) {
_beenCheated = 1;
_actor[1].damage = _actor[1].maxdamage + 10;
}
return retval;
}
int32 Insane::enemy3initializer(int32 actor1, int32 actor2, int32 probability) {
int i;
for (i = 0; i < 6; i++)
_enemyState[EN_VULTF1][i] = 0;
for (i = 0; i < 9; i++)
_enHdlVar[EN_VULTF1][i] = 0;
_beenCheated = 0;
return 1;
}
int32 Insane::enemy4handler(int32 actor1, int32 actor2, int32 probability) {
int32 act1damage, act2damage, act1x, act2x, retval;
int32 dist;
retval = 0;
act1damage = _actor[actor1].damage; // ebx
act2damage = _actor[actor2].damage; // ebp
act1x = _actor[actor1].x; // esi
act2x = _actor[actor2].x; // edi
if (!_actor[actor1].defunct) {
if (_enHdlVar[EN_VULTM1][1] > _enHdlVar[EN_VULTM1][2]) {
if (act1damage - act2damage >= 30) {
if (rand() % probability != 1)
_enHdlVar[EN_VULTM1][0] = 0;
else
_enHdlVar[EN_VULTM1][0] = 1;
}
_enHdlVar[EN_VULTM1][1] = 0;
_enHdlVar[EN_VULTM1][2] = rand() % (probability * 2);
}
dist = ABS(act1x - act2x);
if (_enHdlVar[EN_VULTM1][3] > _enHdlVar[EN_VULTM1][4]) {
if (_enHdlVar[EN_VULTM1][0] == 1) {
if (weaponMaxRange(actor1) < dist) {
if (act2x < act1x)
_actor[actor1].cursorX = -101;
else
_actor[actor1].cursorX = 101;
} else {
if (weaponMinRange(actor1) > dist) {
if (act2x < act1x)
_actor[actor1].cursorX = 101;
else
_actor[actor1].cursorX = -101;
} else {
_actor[actor1].cursorX = 0;
}
}
} else {
if (weaponMaxRange(actor2) >= dist) {
if (act2x < act1x)
_actor[actor1].cursorX = 101;
else
_actor[actor1].cursorX = -101;
} else {
_actor[actor1].cursorX = 0;
}
}
_enHdlVar[EN_VULTM1][3] = 0;
_enHdlVar[EN_VULTM1][4] = rand() % probability;
}
if (_enHdlVar[EN_VULTM1][5] > _enHdlVar[EN_VULTM1][6]) {
if (weaponMaxRange(actor2) + 40 >= dist) {
if (rand() % probability == 1)
retval = 1;
}
if (_actor[actor2].kicking) {
if (weaponMaxRange(actor2) >= dist) // that's weird but original is >=
if (rand() % (probability * 2) <= 1)
retval = 1;
}
_enHdlVar[EN_VULTM1][5] = 0;
_enHdlVar[EN_VULTM1][6] = ABS(rand() % probability) * 2;
}
if (_actor[actor1].weapon == -1)
retval = 2;
if ((_actor[actor1].field_54 == 0) &&
(_actor[actor2].lost == 0) &&
(_actor[actor1].lost == 0)) {
if (_actor[actor1].act[3].state == 54) {
switch (rand() % 10) {
case 4:
if (!_enemyState[EN_VULTM1][7]) {
_enemyState[EN_VULTM1][7] = 1;
prepareScenePropScene(scenePropIdx[46], 0, 0);
}
break;
case 8:
if (!_enemyState[EN_VULTM1][8]) {
_enemyState[EN_VULTM1][8] = 1;
prepareScenePropScene(scenePropIdx[47], 0, 0);
}
break;
}
} else {
if (_actor[actor1].kicking) {
switch (rand() % 10) {
case 3:
prepareScenePropScene(scenePropIdx[44], 0, 0);
break;
case 9:
prepareScenePropScene(scenePropIdx[45], 0, 0);
break;
}
} else {
if (weaponMaxRange(actor2) <= dist) {
switch (rand() % 10) {
case 3:
if (!_enemyState[EN_VULTM1][3]) {
_enemyState[EN_VULTM1][3] = 1;
prepareScenePropScene(scenePropIdx[42], 0, 0);
}
break;
case 9:
if (!_enemyState[EN_VULTM1][4]) {
_enemyState[EN_VULTM1][4] = 1;
prepareScenePropScene(scenePropIdx[43], 0, 0);
}
break;
}
} else {
switch (rand() % 15) {
case 7:
if (!_enemyState[EN_VULTM1][9]) {
_enemyState[EN_VULTM1][9] = 1;
prepareScenePropScene(scenePropIdx[48], 0, 0);
}
break;
case 11:
if (!_enemyState[EN_VULTM1][1]) {
_enemyState[EN_VULTM1][1] = 1;
prepareScenePropScene(scenePropIdx[40], 0, 0);
}
break;
}
}
}
}
}
_enHdlVar[EN_VULTM1][1]++;
_enHdlVar[EN_VULTM1][3]++;
_enHdlVar[EN_VULTM1][5]++;
}
if (act1x > 310)
_actor[actor1].cursorX = -320;
else if (act1x < 10)
_actor[actor1].cursorX = 320;
else if (act1x > 280)
_actor[actor1].cursorX = -160;
// Shift+V cheat to win the battle
if (_scumm->getKeyState(0x56) && !_beenCheated &&
!_actor[0].lost && !_actor[1].lost) {
_beenCheated = 1;
_actor[1].damage = _actor[1].maxdamage + 10;
}
return retval;
}
int32 Insane::enemy4initializer(int32 actor1, int32 actor2, int32 probability) {
int i;
for (i = 0; i < 10; i++)
_enemyState[EN_VULTM1][i] = 0;
for (i = 0; i < 9; i++)
_enHdlVar[EN_VULTM1][i] = 0;
_beenCheated = 0;
return 1;
}
int32 Insane::enemy5handler(int32 actor1, int32 actor2, int32 probability) {
int32 act1damage, act1x, act2x, retval;
int32 dist;
retval = 0;
act1damage = _actor[actor1].damage; // ebx
act1x = _actor[actor1].x; // esi
act2x = _actor[actor2].x; // ebp
dist = ABS(act1x - act2x);
if (weaponMaxRange(actor1) >= dist) {
if (!_enHdlVar[EN_VULTF2][2])
_enHdlVar[EN_VULTF2][3]++;
_enHdlVar[EN_VULTF2][1] = 1;
} else {
_enHdlVar[EN_VULTF2][1] = 0;
}
if (!_actor[actor1].defunct) {
if (_enHdlVar[EN_VULTF2][3] >= 2 || act1damage) {
_actor[actor1].damage = 10;
if (weaponMaxRange(actor2) >= dist) {
if (act2x < act1x)
_actor[actor1].cursorX = -101;
else
_actor[actor1].cursorX = 101;
} else {
_actor[actor1].cursorX = 0;
}
if (weaponMaxRange(actor1) + 20 <= dist)
if (rand() % probability == 1)
retval = 1;
} else {
if (weaponMaxRange(actor2) <= dist && _actor[actor2].weapon == 1)
if (_actor[actor2].kicking) {
if (rand() % probability <= 1)
retval = 1;
} else {
retval = 1;
}
_actor[actor1].cursorX = 0;
if (_enHdlVar[EN_VULTF2][0] >= 100)
_enHdlVar[EN_VULTF2][3] = 3;
}
if ((_actor[actor1].field_54 == 0) &&
(_actor[actor2].lost == 0) &&
(_actor[actor1].lost == 0)) {
if (_actor[actor1].act[3].state == 54)
switch (rand() % 10) {
case 4:
if (!_enemyState[EN_VULTF2][6]) {
_enemyState[EN_VULTF2][6] = 1;
prepareScenePropScene(scenePropIdx[15], 0, 0);
}
break;
case 8:
if (!_enemyState[EN_VULTF2][3]) {
_enemyState[EN_VULTF2][3] = 1;
prepareScenePropScene(scenePropIdx[12], 0, 0);
}
break;
}
else {
if (_actor[actor1].kicking) {
switch (rand() % 10) {
case 2:
if (!_enemyState[EN_VULTF2][8]) {
_enemyState[EN_VULTF2][8] = 1;
prepareScenePropScene(scenePropIdx[17], 0, 0);
}
break;
case 5:
prepareScenePropScene(scenePropIdx[11], 0, 0);
_enemyState[EN_VULTF2][2] = 1;
break;
case 9:
_enemyState[EN_VULTF2][1] = 1;
prepareScenePropScene(scenePropIdx[10], 0, 0);
break;
}
} else {
switch (rand() % 15) {
case 3:
if (!_enemyState[EN_VULTF2][4]) {
_enemyState[EN_VULTF2][4] = 1;
prepareScenePropScene(scenePropIdx[13], 0, 0);
}
break;
case 11:
if (!_enemyState[EN_VULTF2][5]) {
_enemyState[EN_VULTF2][5] = 1;
prepareScenePropScene(scenePropIdx[14], 0, 0);
}
break;
}
}
}
}
}
if (_actor[actor1].defunct)
_actor[actor1].cursorX = 0;
if (_actor[actor1].weapon == -1)
retval = 2;
if (act1x > 310)
_actor[actor1].cursorX = -320;
else if (act1x < 10)
_actor[actor1].cursorX = 320;
else if (act1x > 280)
_actor[actor1].cursorX = -160;
_enHdlVar[EN_VULTF2][2] = _enHdlVar[EN_VULTF2][1];
_enHdlVar[EN_VULTF2][0]++;
// Shift+V cheat to win the battle
if (_scumm->getKeyState(0x56) && !_beenCheated &&
!_actor[0].lost && !_actor[1].lost) {
_beenCheated = 1;
_actor[1].damage = _actor[1].maxdamage + 10;
_actor[1].act[2].state = 113;
}
return retval;
}
int32 Insane::enemy5initializer(int32 actor1, int32 actor2, int32 probability) {
int i;
for (i = 0; i < 9; i++)
_enemyState[EN_VULTF2][i] = 0;
for (i = 0; i < 9; i++)
_enHdlVar[EN_VULTF2][i] = 0;
_beenCheated = 0;
return 1;
}
int32 Insane::enemy6handler(int32 actor1, int32 actor2, int32 probability) {
int32 act1damage, act2damage, act1x, act2x, retval;
int32 dist;
retval = 0;
act1damage = _actor[actor1].damage; // ebx //ebx
act2damage = _actor[actor2].damage; // ebp // edi
act1x = _actor[actor1].x; // esi
act2x = _actor[actor2].x; // edi
if (_actor[actor2].weapon == 1)
retval = 1;
dist = ABS(act1x - act2x);
if (!_actor[actor1].defunct) {
if (_currScenePropIdx == scenePropIdx[18] && _currScenePropSubIdx == 3)
retval = 1;
} else {
if (act1damage > 0 || _enHdlVar[EN_VULTM2][0] > 20) {
_actor[actor1].damage = 10;
if (!_enHdlVar[EN_VULTM2][1] && !_actor[actor1].lost) {
if (!_actor[actor1].field_54) {
switch (rand() % 4) {
case 0:
if (!_enemyState[EN_VULTM2][1]) {
_enemyState[EN_VULTM2][1] = 1;
prepareScenePropScene(scenePropIdx[19], 0, 0);
}
break;
case 1:
if (!_enemyState[EN_VULTM2][2]) {
_enemyState[EN_VULTM2][2] = 1;
prepareScenePropScene(scenePropIdx[20], 0, 0);
}
break;
case 2:
if (!_enemyState[EN_VULTM2][3]) {
_enemyState[EN_VULTM2][3] = 1;
prepareScenePropScene(scenePropIdx[21], 0, 0);
}
break;
case 3:
if (!_enemyState[EN_VULTM2][4]) {
_enemyState[EN_VULTM2][4] = 1;
prepareScenePropScene(scenePropIdx[22], 0, 0);
}
break;
}
_enHdlVar[EN_VULTM2][1] = 1;
goto _label1;
}
} else {
if (_actor[actor1].field_54 == 0 &&
_actor[actor1].lost == 0) {
retval = 1;
_enHdlVar[EN_VULTM2][0] = 0;
}
}
} else {
if (weaponMaxRange(actor1) <= dist) {
if (act2x < act1x)
_actor[actor1].cursorX = 101;
else
_actor[actor1].cursorX = -101;
} else {
_actor[actor1].cursorX = 0;
}
}
if (_actor[actor1].weapon == -1)
retval = 2;
if ((_enHdlVar[EN_VULTM2][1] == 0) &&
( _actor[actor1].field_54 == 0) &&
(_actor[actor2].lost == 0) &&
(_actor[actor1].lost == 0)) {
switch (rand() % 15) {
case 2:
if (!_enemyState[EN_VULTM2][5]) {
_enemyState[EN_VULTM2][5] = 1;
prepareScenePropScene(scenePropIdx[23], 0, 0);
}
break;
case 7:
if (!_enemyState[EN_VULTF1][6]) {
_enemyState[EN_VULTF1][6] = 1;
prepareScenePropScene(scenePropIdx[24], 0, 0);
}
break;
}
}
}
_label1:
if (act1x > 310)
_actor[actor1].cursorX = -320;
else if (act1x < 219)
_actor[actor1].cursorX = 320;
else if (act1x > 280)
_actor[actor1].cursorX = -160;
// Shift+V cheat to win the battle
if (_scumm->getKeyState(0x56) && !_beenCheated &&
!_actor[0].lost && !_actor[1].lost) {
_beenCheated = 1;
_actor[0].act[2].state = 97;
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].room = 0;
_actor[0].act[1].room = 0;
_actor[0].act[0].room = 0;
smlayer_setActorLayer(1, 2, 25);
smlayer_setActorCostume(1, 2, readArray(_numberArray, 45));
smlayer_setActorFacing(1, 2, 6, 180);
_actor[1].act[2].state = 97;
_actor[1].act[2].room = 1;
_actor[1].act[1].room = 0;
_actor[1].act[0].room = 0;
}
if (_actor[actor1].lost)
retval = 0;
return retval;
}
int32 Insane::enemy6initializer(int32 actor1, int32 actor2, int32 probability) {
int i;
for (i = 0; i < 7; i++)
_enemyState[EN_VULTM2][i] = 0;
for (i = 0; i < 9; i++)
_enHdlVar[EN_VULTM2][i] = 0;
_beenCheated = 0;
return 1;
}
int32 Insane::enemy7handler(int32 actor1, int32 actor2, int32 probability) {
int32 act1damage, act1x, act2x, retval;
int32 dist;
retval = 0;
act1damage = _actor[actor1].damage; // ebx
act1x = _actor[actor1].x; // ebp
act2x = _actor[actor2].x; // edi
dist = ABS(act1x - act2x);
if (_enHdlVar[EN_CAVEFISH][1] >= 600) {
_enHdlVar[EN_CAVEFISH][2] = 1;
_enHdlVar[EN_CAVEFISH][1] = 0;
} else {
if (!_enHdlVar[EN_CAVEFISH][2]) {
if (weaponMaxRange(actor2) - 30 <= dist) {
if (act2x < act1x)
_actor[actor1].cursorX = 101;
else
_actor[actor1].cursorX = -101;
} else {
_actor[actor1].cursorX = 0;
}
}
}
if (weaponMaxRange(actor1) > dist) {
if (act2x < act1x)
_actor[actor1].cursorX = 101;
else
_actor[actor1].cursorX = -101;
} else {
_actor[actor1].cursorX = 0;
}
if (act1x > 310)
_actor[actor1].cursorX = -320;
else if (act1x < 10)
_actor[actor1].cursorX = 320;
if (dist <= 95)
retval = 1;
if (_actor[actor1].weapon == -1)
retval = 2;
_enHdlVar[EN_CAVEFISH][1]++;
_enHdlVar[EN_CAVEFISH][0] = act1damage;
// Shift+V cheat to win the battle
if (_scumm->getKeyState(0x56) && !_beenCheated &&
!_actor[0].lost && !_actor[1].lost) {
_beenCheated = 1;
_actor[1].damage = _actor[1].maxdamage + 10;
_actor[1].act[2].state = 102;
}
return retval;
}
int32 Insane::enemy7initializer(int32 actor1, int32 actor2, int32 probability) {
int i;
for (i = 0; i < 9; i++)
_enHdlVar[EN_CAVEFISH][i] = 0;
_beenCheated = 0;
return 1;
}
int32 Insane::enemy8handler(int32 actor1, int32 actor2, int32 probability) {
_actor[actor1].cursorX = 0;
return 0;
}
int32 Insane::enemy8initializer(int32 actor1, int32 actor2, int32 probability) {
return 1;
}
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);
}
int32 Insane::processMouse(void) {
int32 buttons = 0;
_enemyState[EN_BEN][0] = _scumm->_mouse.x;
_enemyState[EN_BEN][1] = _scumm->_mouse.y;
buttons = _scumm->VAR(_scumm->VAR_LEFTBTN_HOLD) ? 1 : 0;
buttons |= _scumm->VAR(_scumm->VAR_RIGHTBTN_HOLD) ? 2 : 0;
return buttons;
}
int32 Insane::processKeyboard(void) {
int32 retval = 0;
int dx = 0, dy = 0;
int tmpx, tmpy;
if (_scumm->getKeyState(0x14f) || _scumm->getKeyState(0x14b) || _scumm->getKeyState(0x147))
dx--;
if (_scumm->getKeyState(0x151) || _scumm->getKeyState(0x14d) || _scumm->getKeyState(0x149))
dx++;
if (_scumm->getKeyState(0x147) || _scumm->getKeyState(0x148) || _scumm->getKeyState(0x149))
dy--;
if (_scumm->getKeyState(0x14f) || _scumm->getKeyState(0x150) || _scumm->getKeyState(0x151))
dy++;
if (dx == _keybOldDx)
_velocityX += 4;
else
_velocityX = 3;
if (dy == _keybOldDy)
_velocityY += 4;
else
_velocityY = 2;
_keybOldDx = dx;
_keybOldDy = dy;
if (_velocityX > 48)
_velocityX = 48;
if (_velocityY > 32)
_velocityY = 32;
_keybX += dx * _velocityX;
_keybY += dy * _velocityY;
tmpx = _keybX / 4;
tmpy = _keybY / 4;
_keybX -= tmpx * 4;
_keybY -= tmpy * 4;
if (tmpx || tmpy) {
_enemyState[EN_BEN][0] += tmpx;
_enemyState[EN_BEN][1] += tmpy;
}
if (_scumm->getKeyState(0x0d))
retval |= 1;
if (_scumm->getKeyState(0x09))
retval |= 2;
return retval;
}
void Insane::readFileToMem(const char *name, byte **buf) {
File *in;
uint32 len;
in = new File();
in->open(name, _scumm->getGameDataPath());
len = in->size();
*buf = (byte *)malloc(len);
in->read(*buf, len);
in->close();
}
void Insane::runScene(int arraynum) {
// procPtr5 = &procPtr5Body;
// procPtr6 = &procPtr6Body;
// procIact = &handleIact;
// ptrMainLoop = &ptrMainLoopBody;
_insaneIsRunning = true;
_player = new SmushPlayer(_scumm, _speed, _subtitles);
_player->insanity(true);
_numberArray = arraynum;
// set4Values()
_val109w = 114;
_val110w = 256;
_val111w = 4;
_val112w = 256;
// set1Value()
_val113d = 0;
// zeroValues1()
_objArray2Idx = 0;
_objArray2Idx2 = 0;
// zeroValues2()
_objArray1Idx = 0;
_objArray1Idx2 = 0;
// zeroValues3()
_currScenePropIdx = 0;
_currScenePropSubIdx = 0;
_currTrsMsg = 0;
smush_proc41();
smush_warpMouse(160, 100, -1);
putActors();
readState();
_val10b = _val50d; // FIXME: seems to be unused
setTrsFile(_trsFilePtr); // FIXME: we don't need it
debug(0, "INSANE Arg: %d", readArray(_numberArray, 0));
switch (readArray(_numberArray, 0)) {
case 1:
initScene(1);
setupValues();
smlayer_setActorCostume(0, 2, readArray(_numberArray, 10));
smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2);
startVideo("minedriv.san", 1, 32, 12, 0);
break;
case 2:
setupValues();
smlayer_setActorCostume(0, 2, readArray(_numberArray, 11));
smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2);
_val8d = readArray(_numberArray, 2);
if (_val55d) {
initScene(5);
startVideo("tovista2.san", 1, 32, 12, 0);
} else if (_val56d) {
initScene(5);
startVideo("tovista2.san", 1, 32, 12, 0, _smush_tovista2Flu, 60);
} else {
initScene(4);
startVideo("tovista1.san", 1, 32, 12, 0);
}
break;
case 3:
setupValues();
smlayer_setActorCostume(0, 2, readArray(_numberArray, 11));
smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2);
_val8d = readArray(_numberArray, 2);
if (_val55d) {
initScene(6);
startVideo("toranch.san", 1, 32, 12, 0, _smush_toranchFlu, 300);
} else if (_val56d) {
initScene(6);
startVideo("toranch.san", 1, 32, 12, 0, _smush_toranchFlu, 240);
} else {
initScene(6);
startVideo("toranch.san", 1, 32, 12, 0);
}
break;
case 4:
_firstBattle = true;
_currEnemy = EN_ROTT1;
initScene(13);
startVideo("minefite.san", 1, 32, 12, 0);
break;
case 5:
setWordInString(_numberArray, 1, _val54d);
initScene(24);
startVideo("rottopen.san", 1, 32, 12, 0);
break;
case 6:
initScene(1);
setupValues();
smlayer_setFluPalette(_smush_roadrashRip, 1);
smlayer_setActorCostume(0, 2, readArray(_numberArray, 10));
smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2);
startVideo("minedriv.san", 1, 32, 12, 0, _smush_minedrivFlu, 420);
break;
case 7:
case 8:
case 9:
break;
case 10:
initScene(26);
setWordInString(_numberArray, 1, _val54d);
startVideo("credits.san", 1, 32, 12, 0);
default:
warning("Unknown FT_INSANE mode %d", readArray(_numberArray, 0));
break;
}
resetTrsFilePtr(); // FIXME: we don't need it
smush_proc39();
putActors();
smush_proc40();
_scumm->_sound->pauseSounds(0); // IMUSE_Resume();
_enemy[EN_ROTT3].maxdamage = 120;
_insaneIsRunning = false;
setWordInString(_numberArray, 50, _actor[0].inventory[INV_CHAIN]);
setWordInString(_numberArray, 51, _actor[0].inventory[INV_CHAINSAW]);
setWordInString(_numberArray, 52, _actor[0].inventory[INV_MACE]);
setWordInString(_numberArray, 53, _actor[0].inventory[INV_2X4]);
setWordInString(_numberArray, 54, _actor[0].inventory[INV_WRENCH]);
setWordInString(_numberArray, 55, _actor[0].inventory[INV_DUST]);
setWordInString(_numberArray, 337, _enemy[EN_TORQUE].field_8);
setWordInString(_numberArray, 329, _enemy[EN_ROTT1].field_8);
setWordInString(_numberArray, 330, _enemy[EN_ROTT2].field_8);
setWordInString(_numberArray, 331, _enemy[EN_ROTT3].field_8);
setWordInString(_numberArray, 332, _enemy[EN_VULTF1].field_8);
setWordInString(_numberArray, 333, _enemy[EN_VULTM1].field_8);
setWordInString(_numberArray, 334, _enemy[EN_VULTF2].field_8);
setWordInString(_numberArray, 335, _enemy[EN_VULTM2].field_8);
setWordInString(_numberArray, 336, _enemy[EN_CAVEFISH].field_8);
setWordInString(_numberArray, 339, _enemy[EN_VULTF2].field_10);
setWordInString(_numberArray, 56, _enemy[EN_CAVEFISH].field_10);
setWordInString(_numberArray, 340, _enemy[EN_VULTM2].field_10);
// insane_unlock(); // FIXME
_scumm->_sound->stopAllSounds(); // IMUSE_StopAllSounds();
if (_memoryAllocatedNotOK) {
error("Memory Alloc Error in Mineroad (Heap Size?)");
}
delete _player;
}
void Insane::startVideo(const char *filename, int num, int argC, int frameRate,
int doMainLoop, byte *fluPtr, int32 numFrames) {
// Demo has different insane, so disable it now
if (_scumm->_features & GF_DEMO)
return;
_smush_curFrame = 0;
_smush_isSanFileSetup = 0;
_smush_setupsan4 = 0;
_smush_smushState = 0;
_smush_setupsan1 = 0;
_smush_setupsan17 = 0;
if (fluPtr) {
smush_setupSanWithFlu(filename, 0, -1, -1, 0, fluPtr, numFrames);
} else {
smush_setupSanFromStart(filename, 0, -1, -1, 0);
}
_player->play(filename, _scumm->getGameDataPath());
}
int Insane::smlayer_mainLoop(void) {
// FIXME: implement
warning("stub Insane::smlayer_mainLoop");
mainLoop();
return 1;
}
void Insane::smush_proc39(void) {
// FIXME: implement
warning("stub Insane::smush_proc39");
}
void Insane::smush_proc40(void) {
// FIXME: implement
warning("stub Insane::smush_proc40");
}
void Insane::smush_proc41(void) {
// FIXME: implement
warning("stub Insane::smush_proc41");
}
void Insane::smush_warpMouse(int x, int y, int buttons) {
_scumm->_system->warp_mouse(x, y);
}
void Insane::putActors(void) {
smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1, _smlayer_room);
smlayer_putActor(0, 0, _actor[0].x, _actor[0].y1, _smlayer_room);
smlayer_putActor(0, 1, _actor[0].x, _actor[0].y1, _smlayer_room);
smlayer_putActor(1, 2, _actor[0].x, _actor[0].y1, _smlayer_room);
smlayer_putActor(1, 0, _actor[0].x, _actor[0].y1, _smlayer_room);
smlayer_putActor(1, 1, _actor[0].x, _actor[0].y1, _smlayer_room);
}
void Insane::readState(void) {
_actor[0].inventory[INV_CHAIN] = readArray(_numberArray, 50) != 0;
_actor[0].inventory[INV_CHAINSAW] = readArray(_numberArray, 51) != 0;
_actor[0].inventory[INV_MACE] = readArray(_numberArray, 52) != 0;
_actor[0].inventory[INV_2X4] = readArray(_numberArray, 53) != 0;
_actor[0].inventory[INV_WRENCH] = readArray(_numberArray, 54) != 0;
_actor[0].inventory[INV_DUST] = readArray(_numberArray, 55) != 0;
_actor[0].inventory[INV_HAND] = 1; // Boot
_actor[0].inventory[INV_BOOT] = 1; // Hand
_smlayer_room = readArray(_numberArray, 320);
_smlayer_room2 = readArray(_numberArray, 321);
_val55d = readArray(_numberArray, 322);
_val53d = readArray(_numberArray, 323);
_val57d = readArray(_numberArray, 324);
_val52d = readArray(_numberArray, 325);
_val56d = readArray(_numberArray, 326);
_val54d = readArray(_numberArray, 327);
_val51d = readArray(_numberArray, 328);
_enemy[EN_TORQUE].field_8 = readArray(_numberArray, 337);
_enemy[EN_ROTT1].field_8 = readArray(_numberArray, 329);
_enemy[EN_ROTT2].field_8 = readArray(_numberArray, 330);
_enemy[EN_ROTT3].field_8 = readArray(_numberArray, 331);
_enemy[EN_VULTF1].field_8 = readArray(_numberArray, 332);
_enemy[EN_VULTM1].field_8 = readArray(_numberArray, 333);
_enemy[EN_VULTF2].field_8 = readArray(_numberArray, 334);
_enemy[EN_VULTM2].field_8 = readArray(_numberArray, 335);
_enemy[EN_CAVEFISH].field_8 = readArray(_numberArray, 336);
_enemy[EN_VULTM2].field_10 = readArray(_numberArray, 340);
_enemy[EN_CAVEFISH].field_10 = readArray(_numberArray, 56);
_enemy[EN_VULTF2].field_10 = readArray(_numberArray, 339);
}
void Insane::setTrsFile(int file) {
// FIXME: we don't need it
}
void Insane::resetTrsFilePtr(void) {
// FIXME: we don't need it
}
int Insane::initScene(int sceneId) {
debug(0, "initScene(%d)", sceneId);
if (_needSceneSwitch)
return 1;
stopSceneSounds(_currSceneId); // do it for previous scene
loadSceneData(sceneId, 0, 1);
if (loadSceneData(sceneId, 0, 2)) {
setSceneCostumes(sceneId);
_sceneData2Loaded = 0;
_sceneData1Loaded = 0;
} else
_sceneData2Loaded = 1;
_currSceneId = sceneId;
return 1;
}
void Insane::stopSceneSounds(int sceneId) {
int flag = 0;
debug(0, "stopSceneSounds(%d)", sceneId);
switch (sceneId) {
case 1:
smlayer_stopSound(88);
smlayer_stopSound(86);
smlayer_stopSound(87);
flag = 1;
break;
case 18:
case 19:
smlayer_stopSound(88);
flag = 1;
break;
case 17:
smlayer_stopSound(88);
smlayer_stopSound(94);
flag = 1;
break;
case 2:
case 7:
case 8:
flag = 1;
break;
case 3:
case 21:
flag = 1;
// break is omittted intentionally
case 13:
if (_actor[0].runningSound != 0)
smlayer_stopSound(_actor[0].runningSound);
_actor[0].runningSound = 0;
if (_actor[1].runningSound != 0)
smlayer_stopSound(_actor[1].runningSound);
_actor[1].runningSound = 0;
if (_currScenePropIdx != 0)
shutCurrentScene();
_currScenePropSubIdx = 0;
_currTrsMsg = 0;
_actor[0].defunct = 0;
_actor[0].scenePropSubIdx = 0;
_actor[0].field_54 = 0;
_actor[1].defunct = 0;
_actor[1].scenePropSubIdx = 0;
_actor[1].field_54 = 0;
smlayer_stopSound(89);
smlayer_stopSound(90);
smlayer_stopSound(91);
smlayer_stopSound(92);
smlayer_stopSound(93);
smlayer_stopSound(95);
smlayer_stopSound(87);
break;
case 4:
case 5:
case 6:
smlayer_stopSound(88);
smlayer_stopSound(86);
flag = 1;
break;
case 24:
smlayer_stopSound(90);
break;
case 9:
case 10:
case 11:
case 12:
case 14:
case 15:
case 16:
case 20:
case 22:
case 23:
break;
}
smush_proc39();
if (!flag)
return;
smlayer_setActorCostume(0, 2, 0);
smlayer_setActorCostume(0, 0, 0);
smlayer_setActorCostume(0, 1, 0);
smlayer_setActorCostume(1, 2, 0);
smlayer_setActorCostume(1, 0, 0);
smlayer_setActorCostume(1, 1, 0);
return;
}
void Insane::shutCurrentScene(void) {
debug(0, "shutCurrentScene()");
_currScenePropIdx = 0;
_currTrsMsg = 0;
_currScenePropSubIdx = 0;
_actor[1].scenePropSubIdx = 0;
_actor[1].defunct = 0;
if (_actor[1].runningSound != 0) {
smlayer_stopSound(_actor[1].runningSound);
_actor[1].runningSound = 0;
}
_actor[0].scenePropSubIdx = 0;
_actor[0].defunct = 0;
if (_actor[0].runningSound != 0) {
smlayer_stopSound(_actor[0].runningSound);
_actor[0].runningSound = 0;
}
_battleScene = true;
}
// insane_loadSceneData1 & insane_loadSceneData2
int Insane::loadSceneData(int scene, int flag, int phase) {
int retvalue = 1;
debug(0, "Insane::loadSceneData(%d, %d, %d)", scene, flag, phase);
//if (phase == 1) /// FIXME
// insane_unlock();
switch (scene) {
case 1:
smlayer_loadSound(88, flag, phase);
smlayer_loadSound(86, flag, phase);
smlayer_loadSound(87, flag, phase);
smlayer_loadCostume(10, phase);
break;
case 4:
case 5:
case 6:
smlayer_loadSound(88, flag, phase);
smlayer_loadCostume(11, phase);
break;
case 3:
case 13:
switch(_currEnemy) {
case EN_TORQUE:
smlayer_loadSound(59, flag, phase);
smlayer_loadSound(93, flag, phase);
smlayer_loadCostume(57, phase);
smlayer_loadCostume(37, phase);
break;
case EN_ROTT1:
smlayer_loadSound(201, flag, phase);
smlayer_loadSound(194, flag, phase);
smlayer_loadSound(195, flag, phase);
smlayer_loadSound(199, flag, phase);
smlayer_loadSound(205, flag, phase);
smlayer_loadSound(212, flag, phase);
smlayer_loadSound(198, flag, phase);
smlayer_loadSound(203, flag, phase);
smlayer_loadSound(213, flag, phase);
smlayer_loadSound(215, flag, phase);
smlayer_loadSound(216, flag, phase);
smlayer_loadSound(217, flag, phase);
smlayer_loadSound(218, flag, phase);
smlayer_loadSound(90, flag, phase);
smlayer_loadCostume(26, phase);
smlayer_loadCostume(16, phase);
smlayer_loadCostume(17, phase);
smlayer_loadCostume(27, phase);
break;
case EN_ROTT2:
smlayer_loadSound(242, flag, phase);
smlayer_loadSound(244, flag, phase);
smlayer_loadSound(236, flag, phase);
smlayer_loadSound(238, flag, phase);
smlayer_loadSound(239, flag, phase);
smlayer_loadSound(240, flag, phase);
smlayer_loadSound(258, flag, phase);
smlayer_loadSound(259, flag, phase);
smlayer_loadSound(260, flag, phase);
smlayer_loadSound(243, flag, phase);
smlayer_loadSound(244, flag, phase);
smlayer_loadSound(245, flag, phase);
smlayer_loadSound(246, flag, phase);
smlayer_loadSound(233, flag, phase);
smlayer_loadSound(234, flag, phase);
smlayer_loadSound(241, flag, phase);
smlayer_loadSound(242, flag, phase);
smlayer_loadSound(90, flag, phase);
smlayer_loadCostume(28, phase);
smlayer_loadCostume(16, phase);
smlayer_loadCostume(17, phase);
smlayer_loadCostume(42, phase);
break;
case EN_ROTT3:
smlayer_loadSound(223, flag, phase);
smlayer_loadSound(224, flag, phase);
smlayer_loadSound(225, flag, phase);
smlayer_loadSound(226, flag, phase);
smlayer_loadSound(228, flag, phase);
smlayer_loadSound(229, flag, phase);
smlayer_loadSound(230, flag, phase);
smlayer_loadSound(232, flag, phase);
smlayer_loadSound(220, flag, phase);
smlayer_loadSound(221, flag, phase);
smlayer_loadSound(222, flag, phase);
smlayer_loadSound(90, flag, phase);
smlayer_loadCostume(15, phase);
smlayer_loadCostume(16, phase);
smlayer_loadCostume(17, phase);
smlayer_loadCostume(43, phase);
smlayer_loadCostume(47, phase);
break;
case EN_VULTF1:
smlayer_loadSound(282, flag, phase);
smlayer_loadSound(283, flag, phase);
smlayer_loadSound(284, flag, phase);
smlayer_loadSound(285, flag, phase);
smlayer_loadSound(286, flag, phase);
smlayer_loadSound(287, flag, phase);
smlayer_loadSound(279, flag, phase);
smlayer_loadSound(280, flag, phase);
smlayer_loadSound(281, flag, phase);
smlayer_loadSound(277, flag, phase);
smlayer_loadSound(288, flag, phase);
smlayer_loadSound(278, flag, phase);
smlayer_loadSound(91, flag, phase);
smlayer_loadCostume(29, phase);
smlayer_loadCostume(33, phase);
smlayer_loadCostume(32, phase);
smlayer_loadCostume(37, phase);
break;
case EN_VULTM1:
smlayer_loadSound(160, flag, phase);
smlayer_loadSound(161, flag, phase);
smlayer_loadSound(174, flag, phase);
smlayer_loadSound(167, flag, phase);
smlayer_loadSound(163, flag, phase);
smlayer_loadSound(164, flag, phase);
smlayer_loadSound(170, flag, phase);
smlayer_loadSound(166, flag, phase);
smlayer_loadSound(175, flag, phase);
smlayer_loadSound(162, flag, phase);
smlayer_loadSound(91, flag, phase);
smlayer_loadCostume(30, phase);
smlayer_loadCostume(33, phase);
smlayer_loadCostume(32, phase);
smlayer_loadCostume(36, phase);
break;
case EN_VULTF2:
smlayer_loadSound(263, flag, phase);
smlayer_loadSound(264, flag, phase);
smlayer_loadSound(265, flag, phase);
smlayer_loadSound(266, flag, phase);
smlayer_loadSound(267, flag, phase);
smlayer_loadSound(268, flag, phase);
smlayer_loadSound(270, flag, phase);
smlayer_loadSound(271, flag, phase);
smlayer_loadSound(275, flag, phase);
smlayer_loadSound(276, flag, phase);
smlayer_loadSound(261, flag, phase);
smlayer_loadSound(262, flag, phase);
smlayer_loadSound(263, flag, phase);
smlayer_loadSound(274, flag, phase);
smlayer_loadSound(91, flag, phase);
smlayer_loadCostume(31, phase);
smlayer_loadCostume(33, phase);
smlayer_loadCostume(32, phase);
smlayer_loadCostume(35, phase);
smlayer_loadCostume(46, phase);
break;
case EN_VULTM2:
smlayer_loadSound(179, flag, phase);
smlayer_loadSound(183, flag, phase);
smlayer_loadSound(184, flag, phase);
smlayer_loadSound(186, flag, phase);
smlayer_loadSound(191, flag, phase);
smlayer_loadSound(192, flag, phase);
smlayer_loadSound(180, flag, phase);
smlayer_loadSound(101, flag, phase);
smlayer_loadSound(289, flag, phase);
smlayer_loadSound(177, flag, phase);
smlayer_loadSound(178, flag, phase);
smlayer_loadSound(290, flag, phase);
smlayer_loadSound(102, flag, phase);
smlayer_loadSound(91, flag, phase);
smlayer_loadCostume(34, phase);
smlayer_loadCostume(33, phase);
smlayer_loadCostume(32, phase);
smlayer_loadCostume(44, phase);
smlayer_loadCostume(45, phase);
break;
case EN_CAVEFISH:
smlayer_loadSound(291, flag, phase);
smlayer_loadSound(100, flag, phase);
smlayer_loadSound(92, flag, phase);
smlayer_loadCostume(39, phase);
smlayer_loadCostume(40, phase);
smlayer_loadCostume(41, phase);
break;
default:
retvalue = 0;
break;
}
smlayer_loadSound(64, flag, phase);
smlayer_loadSound(65, flag, phase);
smlayer_loadSound(66, flag, phase);
smlayer_loadSound(67, flag, phase);
smlayer_loadSound(68, flag, phase);
smlayer_loadSound(69, flag, phase);
smlayer_loadSound(70, flag, phase);
smlayer_loadSound(71, flag, phase);
smlayer_loadSound(72, flag, phase);
smlayer_loadSound(73, flag, phase);
smlayer_loadSound(74, flag, phase);
smlayer_loadSound(75, flag, phase);
smlayer_loadSound(76, flag, phase);
smlayer_loadSound(77, flag, phase);
smlayer_loadSound(78, flag, phase);
smlayer_loadSound(79, flag, phase);
smlayer_loadSound(80, flag, phase);
smlayer_loadSound(81, flag, phase);
smlayer_loadSound(82, flag, phase);
smlayer_loadSound(83, flag, phase);
smlayer_loadSound(84, flag, phase);
smlayer_loadSound(85, flag, phase);
smlayer_loadSound(86, flag, phase);
smlayer_loadSound(87, flag, phase);
smlayer_loadSound(62, flag, phase);
smlayer_loadSound(63, flag, phase);
smlayer_loadSound(60, flag, phase);
smlayer_loadSound(61, flag, phase);
smlayer_loadSound(315, flag, phase);
smlayer_loadSound(316, flag, phase);
smlayer_loadSound(317, flag, phase);
smlayer_loadSound(98, flag, phase);
smlayer_loadSound(318, flag, phase);
smlayer_loadSound(96, flag, phase);
smlayer_loadSound(97, flag, phase);
smlayer_loadSound(95, flag, phase);
smlayer_loadSound(89, flag, phase);
smlayer_loadCostume(12, phase);
smlayer_loadCostume(13, phase);
smlayer_loadCostume(14, phase);
smlayer_loadCostume(18, phase);
smlayer_loadCostume(22, phase);
smlayer_loadCostume(19, phase);
smlayer_loadCostume(38, phase);
smlayer_loadCostume(20, phase);
smlayer_loadCostume(21, phase);
smlayer_loadCostume(23, phase);
smlayer_loadCostume(24, phase);
smlayer_loadCostume(25, phase);
break;
case 21:
case 24:
case 25:
smlayer_loadSound(223, flag, phase);
smlayer_loadSound(224, flag, phase);
smlayer_loadSound(225, flag, phase);
smlayer_loadSound(226, flag, phase);
smlayer_loadSound(228, flag, phase);
smlayer_loadSound(229, flag, phase);
smlayer_loadSound(230, flag, phase);
smlayer_loadSound(232, flag, phase);
smlayer_loadSound(90, flag, phase);
smlayer_loadCostume(15, phase);
smlayer_loadCostume(16, phase);
smlayer_loadCostume(17, phase);
smlayer_loadCostume(43, phase);
smlayer_loadSound(62, flag, phase);
smlayer_loadSound(63, flag, phase);
smlayer_loadSound(60, flag, phase);
smlayer_loadSound(61, flag, phase);
smlayer_loadSound(315, flag, phase);
smlayer_loadSound(316, flag, phase);
smlayer_loadSound(317, flag, phase);
smlayer_loadSound(98, flag, phase);
smlayer_loadSound(318, flag, phase);
smlayer_loadSound(96, flag, phase);
smlayer_loadSound(97, flag, phase);
smlayer_loadSound(95, flag, phase);
smlayer_loadSound(89, flag, phase);
smlayer_loadCostume(12, phase);
smlayer_loadCostume(13, phase);
smlayer_loadCostume(14, phase);
smlayer_loadCostume(18, phase);
smlayer_loadCostume(22, phase);
break;
case 17:
smlayer_loadSound(88, flag, phase);
smlayer_loadSound(94, flag, phase);
break;
case 2:
case 7:
case 8:
case 9:
case 10:
case 11:
case 12:
case 14:
case 15:
case 16:
case 18:
case 19:
case 20:
case 22:
case 23:
break;
default:
retvalue = 0;
}
if (phase == 1) {
_sceneData1Loaded = 1;
_val11d = 0;
}
return retvalue;
}
void Insane::setSceneCostumes(int sceneId) {
debug(0, "Insane::setSceneCostumes(%d)", sceneId);
switch (sceneId) {
case 1:
smlayer_setActorCostume(0, 2, readArray(_numberArray, 10));
smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2);
smlayer_setFluPalette(_smush_roadrashRip, 0);
setupValues();
return;
break;
case 17:
smlayer_setFluPalette(_smush_goglpaltRip, 0);
setupValues();
return;
break;
case 2:
smlayer_setActorCostume(0, 2, readArray(_numberArray, 10));
setupValues();
return;
break;
case 13:
setEnemyCostumes();
smlayer_setFluPalette(_smush_roadrashRip, 0);
return;
break;
case 21:
_currEnemy = EN_ROTT3; // PATCH
setEnemyCostumes();
_actor[1].y = 200;
smlayer_setFluPalette(_smush_roadrashRip, 0);
return;
break;
case 4:
case 5:
case 6:
smlayer_setActorCostume(0, 2, readArray(_numberArray, 11));
smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2);
setupValues();
return;
break;
case 7:
case 8:
setWordInString(_numberArray, 4, 0);
return;
}
}
void Insane::setupValues(void) {
_actor[0].x = 160;
_actor[0].y = 200;
_actor[0].tilt = 0;
_actor[0].field_8 = 1;
_actor[0].frame = 0;
_actor[0].act[2].state = 1;
_actor[0].act[0].state = 1;
_actor[0].act[1].state = 0;
_actor[0].act[2].room = 1;
_actor[0].act[1].room = 0;
_actor[0].act[0].room = 0;
_actor[0].cursorX = 0;
_actor[0].lost = 0;
_currEnemy = -1;
_val32d = -1;
smush_warpMouse(160, 100, -1);
}
void Insane::setEnemyCostumes (void) {
int i;
debug(0, "setEnemyCostumes()");
smlayer_setActorCostume(0, 2, readArray(_numberArray, 12));
smlayer_setActorCostume(0, 0, readArray(_numberArray, 14));
smlayer_setActorCostume(0, 1, readArray(_numberArray, 13));
smlayer_setActorLayer(0, 1, 1);
smlayer_setActorLayer(0, 2, 5);
smlayer_setActorLayer(0, 0, 10);
smlayer_putActor(0, 2, _actor[0].x+11, _actor[0].y1+102, _smlayer_room2);
smlayer_putActor(0, 1, _actor[0].x, _actor[0].y1+200, _smlayer_room2);
smlayer_putActor(0, 0, _actor[0].x, _actor[0].y1+200, _smlayer_room2);
if (_currEnemy == EN_CAVEFISH) {
smlayer_setActorCostume(1, 2, readArray(_numberArray, _enemy[_currEnemy].costume4));
_actor[1].act[2].room = 1;
_actor[1].act[1].room = 0;
_actor[1].act[0].room = 0;
_actor[1].act[2].animTilt = 1;
_actor[1].field_8 = 98;
_actor[1].act[2].state = 98;
_actor[1].act[0].state = 98;
_actor[1].act[1].state = 98;
smlayer_putActor(1, 2, _actor[1].x + _actor[1].act[2].tilt - 17,
_actor[1].y + _actor[1].y1 - 98, _smlayer_room2);
} else if (_currEnemy == EN_TORQUE) {
smlayer_setActorCostume(1, 2, readArray(_numberArray, _enemy[_currEnemy].costume4));
_actor[1].act[2].room = 1;
_actor[1].act[1].room = 0;
_actor[1].act[0].room = 0;
_actor[1].field_8 = 1;
_actor[1].act[2].state = 1;
_actor[1].act[0].state = 1;
_actor[1].act[1].state = 1;
smlayer_putActor(1, 2, _actor[1].x + _actor[1].act[2].tilt - 17,
_actor[1].y + _actor[1].y1 - 98, _smlayer_room2);
} else {
_actor[1].act[2].room = 1;
_actor[1].act[1].room = 1;
_actor[1].act[0].room = 1;
if (_enemy[_currEnemy].costume4)
smlayer_setActorCostume(1, 2, readArray(_numberArray, _enemy[_currEnemy].costume4));
if (_enemy[_currEnemy].costume5)
smlayer_setActorCostume(1, 0, readArray(_numberArray, _enemy[_currEnemy].costume5));
if (_enemy[_currEnemy].costume6)
smlayer_setActorCostume(1, 1, readArray(_numberArray, _enemy[_currEnemy].costume6));
_actor[1].field_8 = 1;
_actor[1].act[2].state = 1;
_actor[1].act[0].state = 1;
_actor[1].act[1].state = 1;
if (_actor[1].act[2].room != 0)
smlayer_putActor(1, 2, _actor[1].x + _actor[1].act[2].tilt - 17,
_actor[1].y + _actor[1].y1 - 98,
_smlayer_room2);
}
if (_actor[1].act[1].room != 0)
smlayer_putActor(1, 1, _actor[1].x, _actor[1].y + _actor[1].y1,
_smlayer_room2);
if (_actor[1].act[0].room != 0)
smlayer_putActor(1, 0, _actor[1].x, _actor[1].y + _actor[1].y1,
_smlayer_room2);
smlayer_setActorLayer(1, 1, 1);
smlayer_setActorLayer(1, 2, 5);
smlayer_setActorLayer(1, 0, 10);
_actor[1].damage = 0;
_actor[1].x = 250;
_actor[1].y = 300;
_actor[1].cursorX = 0;
_actor[1].tilt = 0;
_actor[1].weapon = -1;
_actor[1].weaponClass = 2;
_enemy[_currEnemy].field_8++;
_actor[1].maxdamage = _enemy[_currEnemy].maxdamage;
_actor[1].enemyHandler = _enemy[_currEnemy].handler;
_actor[1].animWeaponClass = 0;
for (i = 0; i < 8; i++)
_actor[1].inventory[i] = 0;
_actor[0].damage = 0;
_actor[0].x = 100;
_actor[0].y = 200;
_actor[0].weapon = INV_HAND;
_actor[0].weaponClass = 2;
_actor[0].animWeaponClass = 0;
_actor[0].field_34 = 2;
_actor[0].field_38 = 0;
_actor[0].tilt = 0;
_actor[0].field_8 = 1;
_actor[0].act[2].state = 1;
_actor[0].act[2].animTilt = 1;
_actor[0].act[0].state = 0;
_actor[0].act[1].state = 1;
_actor[0].act[2].room = 1;
_actor[0].act[1].room = 1;
_actor[0].act[0].room = 1;
_actor[0].cursorX = 0;
_actor[0].defunct = 0;
_actor[0].scenePropSubIdx = 0;
_actor[0].field_54 = 0;
_actor[0].runningSound = 0;
_actor[0].lost = 0;
_actor[0].kicking = 0;
_actor[0].field_44 = 0;
_actor[1].inventory[_enemy[_currEnemy].weapon] = 1;
_actor[0].field_44 = 0;
_actor[0].field_48 = 0;
_actor[1].defunct = 0;
_actor[1].scenePropSubIdx = 0;
_actor[1].field_54 = 0;
_actor[1].runningSound = 0;
_actor[1].lost = 0;
_actor[1].kicking = 0;
_actor[1].field_44 = 0;
_actor[1].field_48 = 0;
if (_enemy[_currEnemy].initializer != -1)
enemyInitializer(_enemy[_currEnemy].initializer, _actor[1].damage,
_actor[0].damage, _actor[1].probability);
smush_warpMouse(160, 100, -1);
}
// FIXME: it seems that in ScummVM it may be unused
void Insane::mainLoop(void) {
int32 resid;
_val11d++;
while (!idx2Compare()) {
if(!(resid = idx2Tweak()))
continue;
_scumm->ensureResourceLoaded(rtSound, resid);
_scumm->setResourceCounter(rtSound, resid, 1);
}
_scumm->increaseResourceCounter();
while (!idx1Compare()) {
resid = idx1Tweak();
_scumm->ensureResourceLoaded(rtCostume, resid);
_scumm->setResourceCounter(rtCostume, resid, 1);
// smlayer_lock (rtCostume, resid);
}
if (loadSceneData(_currSceneId, 0, 2)) {
_sceneData1Loaded = 0;
_objArray2[0] = 0;
return;
}
_sceneData1Loaded = 1;
if (idx1Compare() || idx2Compare()) {
_objArray2[0] = 0;
return;
}
_objArray2[0]++;
if (_objArray2[0] <= 5) {
_objArray2[0] = 0;
return;
}
smush_setToFinish();
loadSceneData(_currSceneId, 1, 2);
_memoryAllocatedNotOK = 1;
}
bool Insane::idx1Compare(void) {
return _objArray1Idx == _objArray1Idx2;
}
bool Insane::idx2Compare(void) {
return _objArray2Idx == _objArray2Idx2;
}
int32 Insane::idx1Tweak(void) {
_objArray1Idx++;
if (_objArray1Idx > 100)
_objArray1Idx = 0;
return _objArray1[_objArray1Idx];
}
int32 Insane::idx2Tweak(void) {
if (!_idx2Exceeded)
if (_objArray2Idx >= _objArray2Idx2)
return false;
_objArray2Idx++;
if (_objArray2Idx > 100) {
_idx2Exceeded = 0;
_objArray2Idx = 0;
}
return _objArray2[_objArray2Idx];
}
void Insane::smush_setToFinish(void) {
debug(0, "Video is set to finish");
_scumm->_videoFinished = 1;
}
// smlayer_stopSound
void Insane::smlayer_stopSound(int idx) {
_scumm->_sound->stopSound(readArray(_numberArray, idx));
}
void Insane::procPreRendering(void) {
_smush_isSanFileSetup = 0; // FIXME: This shouldn't be here
switchSceneIfNeeded();
if (_sceneData1Loaded) {
if (!_keyboardDisable) {
smush_changeState(1);
_smush_isPauseImuse = true;
IMUSE_shutVolume();
_keyboardDisable = 1;
}
} else {
_val115w = 0;
if (_keyboardDisable) {
if (!_val116w) {
smush_changeState(0);
_smush_isPauseImuse = false;
IMUSE_restoreVolume();
}
_keyboardDisable = 0;
}
}
_lastKey = getLastKey(1);
}
void Insane::switchSceneIfNeeded(void) {
if (_needSceneSwitch && !_smush_isSanFileSetup) {
putActors();
stopSceneSounds(_currSceneId);
_tempSceneId = _currSceneId;
_currSceneId = _temp2SceneId;
_needSceneSwitch = false;
loadSceneData(_temp2SceneId, 0, 1);
if(loadSceneData(_temp2SceneId, 0, 2)) {
setSceneCostumes(_temp2SceneId);
_sceneData2Loaded = 0;
_sceneData1Loaded = 0;
return;
}
_sceneData2Loaded = 1;
if (_temp2SceneId == 13 || _temp2SceneId == 3)
_isBenCut = 1;
}
if (_sceneData2Loaded && !_sceneData1Loaded) {
setSceneCostumes(_currSceneId);
_sceneData2Loaded = 0;
}
}
int Insane::smush_changeState(int state) {
if (state == 2) {
if (_smush_smushState == 0)
_smush_smushState = 1;
else
_smush_smushState = 0;
} else if (state == 4) {
if (_smush_smushState)
_smush_smushState = 3;
} else if (state != 5) {
_smush_smushState = state;
}
return _smush_smushState;
}
void Insane::procPostRendering(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
int32 tmpSnd;
bool needMore = false;
if(!_keyboardDisable && !_val116w) {
switch (_currSceneId) {
case 12:
postCase11(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
break;
case 1:
postCase0(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
if(!smlayer_isSoundRunning(88))
smlayer_startSound1(88);
smlayer_soundSetPan(88, ((_actor[0].x+160)>>2)+64);
if(_tiresRustle) {
if (!smlayer_isSoundRunning(87))
smlayer_startSound1(87);
} else {
smlayer_stopSound(87);
}
break;
case 18:
case 19:
postCase17(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
smlayer_stopSound(95);
smlayer_stopSound(87);
smlayer_stopSound(88);
if(!smlayer_isSoundRunning(88))
smlayer_startSound1(88);
break;
case 17:
postCase16(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
if(!smlayer_isSoundRunning(88))
smlayer_startSound1(88);
break;
case 2:
postCase1(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
break;
case 3:
postCase2(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
needMore = true;
if(!smlayer_isSoundRunning(89)) {
smlayer_startSound1(89);
smlayer_soundSetPriority(89, 100);
}
tmpSnd = _enemy[_currEnemy].sound;
if(!smlayer_isSoundRunning(tmpSnd)) {
smlayer_startSound1(tmpSnd);
smlayer_soundSetPriority(tmpSnd, 100);
}
smlayer_soundSetPan(89, ((_actor[0].x+160)>>2)+64);
smlayer_soundSetPan(tmpSnd, ((_actor[1].x+160)>>2)+64);
if(!_tiresRustle) {
smlayer_stopSound(87);
} else {
if (!smlayer_isSoundRunning(87))
smlayer_startSound1(87);
}
break;
case 21:
postCase20(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
needMore = true;
if(!smlayer_isSoundRunning(89)) {
smlayer_startSound1(89);
smlayer_soundSetPriority(89, 100);
}
tmpSnd = _enemy[_currEnemy].sound;
if(!smlayer_isSoundRunning(tmpSnd)) {
smlayer_startSound1(tmpSnd);
smlayer_soundSetPriority(tmpSnd, 100);
}
smlayer_soundSetPan(89, ((_actor[0].x+160)>>2)+64);
smlayer_soundSetPan(tmpSnd, ((_actor[1].x+160)>>2)+64);
break;
case 4:
case 5:
postCase3(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
if(!smlayer_isSoundRunning(88))
smlayer_startSound1(88);
smlayer_soundSetPan(88, ((_actor[0].x+160)>>2)+64);
break;
case 6:
postCase5(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
if(!smlayer_isSoundRunning(88))
smlayer_startSound1(88);
smlayer_soundSetPan(88, ((_actor[0].x+160)>>2)+64);
break;
case 7:
case 8:
postCase6(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
break;
case 9:
case 23:
postCase8(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
break;
case 10:
postCase9(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
break;
case 11:
case 20:
case 22:
postCase10(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
break;
case 13:
postCase12(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
needMore = true;
if(!smlayer_isSoundRunning(89)) {
smlayer_startSound1(89);
smlayer_soundSetPriority(89, 100);
}
tmpSnd = _enemy[_currEnemy].sound;
if(!smlayer_isSoundRunning(tmpSnd)) {
smlayer_startSound1(tmpSnd);
smlayer_soundSetPriority(tmpSnd, 100);
}
smlayer_soundSetPan(89, ((_actor[0].x+160)>>2)+64);
smlayer_soundSetPan(tmpSnd, ((_actor[1].x+160)>>2)+64);
break;
case 24:
if(!smlayer_isSoundRunning(90)) {
smlayer_startSound1(90);
smlayer_soundSetPriority(90, 100);
}
postCase23(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
break;
case 15:
case 16:
postCase14(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
break;
case 25:
case 26:
break;
}
if (_currScenePropIdx)
postCaseAll(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
_actor[0].frame++;
_actor[0].act[3].frame++;
_actor[0].act[2].frame++;
_actor[0].act[1].frame++;
_actor[0].act[0].frame++;
_actor[1].act[3].frame++;
_actor[1].frame++;
_actor[1].act[2].frame++;
_actor[1].act[1].frame++;
_actor[1].act[0].frame++;
}
if (!_val115w) {
smlayer_overrideDrawActorAt(&renderBitmap[0], renderBitmap[2], renderBitmap[3]);
_isBenCut = 0;
}
if (_isBenCut)
smlayer_drawSomething(renderBitmap, codecparam, 89, 56, 1, _smush_bencutNut, 0, 0, 0);
if (!_keyboardDisable && !_val116w)
_scumm->processActors();
if (needMore)
postCaseMore(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
_lastKey = 0;
_tiresRustle = false;
}
void Insane::postCase11(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
if (curFrame >= maxFrame && !_needSceneSwitch) {
if (_firstBattle) {
smush_setToFinish();
} else {
queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
_continueFrame, 1300);
}
}
_val119_ = false;
_val120_ = false;
}
void Insane::postCase0(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
turnBen(true);
if (!curFrame || curFrame == 420)
smlayer_setFluPalette(_smush_roadrashRip, 0);
if (curFrame >= maxFrame)
smush_rewindCurrentSan(1088, -1, -1);
_val121_ = false;
_val119_ = false;
_val120_ = false;
_val122_ = false;
_val123_ = false;
_continueFrame1 = curFrame;
}
void Insane::postCase17(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
if (curFrame >= maxFrame && !_needSceneSwitch) {
if (_currSceneId == 18) {
queueSceneSwitch(17, _smush_minedrivFlu, "minedriv.san", 64, 0,
_continueFrame1, 1300);
setWordInString(_numberArray, 9, 1);
} else {
queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
_continueFrame1, 1300);
setWordInString(_numberArray, 9, 0);
}
}
_val119_ = false;
_val120_ = false;
}
void Insane::postCase16(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
char buf[12];
int32 tmp;
turnBen(true);
sprintf(buf, "^f01%02o", curFrame & 0x3f);
smlayer_showStatusMsg(-1, renderBitmap, codecparam, 180, 168, 1, 2, 0, "%s", buf);
tmp = 400-curFrame;
if (tmp < 0)
tmp += 1300;
sprintf(buf, "^f01%04d", tmp);
smlayer_showStatusMsg(-1, renderBitmap, codecparam, 202, 168, 1, 2, 0, "%s", buf);
sprintf(buf, "^f01%02o", curFrame & 0xff);
smlayer_showStatusMsg(-1, renderBitmap, codecparam, 140, 168, 1, 2, 0, "%s", buf);
smlayer_showStatusMsg(-1, renderBitmap, codecparam, 170, 43, 1, 2, 0, "%s", buf);
smlayer_drawSomething(renderBitmap, codecparam, 0, 0, 1, _smush_bensgoggNut, 0, 0, 0);
if (!_val124_)
smlayer_drawSomething(renderBitmap, codecparam, 24, 170, 1,
_smush_iconsNut, 23, 0, 0);
if (!curFrame)
smlayer_setFluPalette(_smush_goglpaltRip, 0);
if (curFrame >= maxFrame) {
smush_rewindCurrentSan(1088, -1, -1);
smlayer_setFluPalette(_smush_goglpaltRip, 0);
}
_val121_ = false;
_val123_ = false;
_val119_ = false;
_val120_ = false;
_val124_ = false;
_counter1++;
_continueFrame1 = curFrame;
if (_counter1 >= 10)
_counter1 = 0;
}
void Insane::postCase1(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
struct fluConf *flu;
if ((curFrame >= maxFrame) && !_needSceneSwitch) {
flu = &_fluConf[14 + _iactSceneId2];
queueSceneSwitch(flu->sceneId, *flu->fluPtr, flu->filenamePtr, 64, 0,
flu->startFrame, flu->numFrames);
}
_val119_ = false;
_val120_ = false;
}
void Insane::postCase2(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
turnBen(_battleScene != 0);
turnEnemy(true);
if (!curFrame)
smlayer_setFluPalette(_smush_roadrashRip, 0);
if (curFrame >= maxFrame)
smush_rewindCurrentSan(1088, -1, -1);
_val121_ = false;
_val119_ = false;
_val120_ = false;
_continueFrame = curFrame;
}
void Insane::postCase20(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
turnBen(true);
turnEnemy(true);
if (curFrame >= maxFrame)
smush_rewindCurrentSan(1088, -1, -1);
_val121_ = false;
_val119_ = false;
_val120_ = false;
_continueFrame = curFrame;
}
void Insane::postCase3(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
turnBen(true);
if (_actor[0].x >= 158 && _actor[0].x <= 168) {
if (!smlayer_isSoundRunning(86))
smlayer_startSound1(86);
} else {
if (!smlayer_isSoundRunning(86))
smlayer_stopSound(86);
}
if (curFrame >= maxFrame) {
if (_currSceneId == 4) {
if (!_needSceneSwitch) {
if (readArray(_numberArray, 6)) {
if (readArray(_numberArray, 4))
queueSceneSwitch(14, 0, "hitdust2.san", 64, 0, 0, 0);
else
queueSceneSwitch(14, 0, "hitdust4.san", 64, 0, 0, 0);
} else {
if (readArray(_numberArray, 4))
queueSceneSwitch(14, 0, "hitdust1.san", 64, 0, 0, 0);
else
queueSceneSwitch(14, 0, "hitdust3.san", 64, 0, 0, 0);
}
}
} else {
if (readArray(_numberArray, 4)) {
if (!_needSceneSwitch)
queueSceneSwitch(15, 0, "vistthru.san", 64, 0, 0, 0);
} else {
setWordInString(_numberArray, 1, _val53d);
smush_setToFinish();
}
}
}
_val212_ = false;
_val120_ = false;
_val119_ = false;
_iactSceneId = 0;
}
void Insane::postCase5(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
turnBen(true);
if (_actor[0].x >= 158 && _actor[0].x <= 168) {
if (!smlayer_isSoundRunning(86))
smlayer_startSound1(86);
} else {
if (!smlayer_isSoundRunning(86))
smlayer_stopSound(86);
}
if (curFrame >= maxFrame) {
if (readArray(_numberArray, 4)) {
if (!_needSceneSwitch)
queueSceneSwitch(15, 0, "chasthru.san", 64, 0, 0, 0);
} else {
if (readArray(_numberArray, 5)) {
setWordInString(_numberArray, 1, _val57d);
smush_setToFinish();
} else {
queueSceneSwitch(15, 0, "chasout.san", 64, 0, 0, 0);
}
}
}
_val212_ = false;
_val120_ = false;
_val119_ = false;
_iactSceneId = 0;
}
void Insane::postCase6(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
struct fluConf *flu;
if ((curFrame >= maxFrame) && !_needSceneSwitch) {
if (_currSceneId == 8)
flu = &_fluConf[7 + _iactSceneId2];
else
flu = &_fluConf[0 + _iactSceneId2];
queueSceneSwitch(flu->sceneId, *flu->fluPtr, flu->filenamePtr, 64, 0,
flu->startFrame, flu->numFrames);
}
_val119_ = false;
_val120_ = false;
}
void Insane::postCase8(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
if (curFrame >= maxFrame && !_needSceneSwitch) {
_actor[0].damage = 0;
if (_firstBattle) {
queueSceneSwitch(13, _smush_minefiteFlu, "minefite.san", 64, 0,
_continueFrame, 1300);
} else {
if (_currSceneId == 23) {
queueSceneSwitch(21, 0, "rottfite.san", 64, 0, 0, 0);
} else {
queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
_continueFrame, 1300);
}
}
}
_val119_ = false;
_val120_ = false;
}
void Insane::postCase9(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
if (curFrame >= maxFrame && !_needSceneSwitch) {
_actor[0].damage = 0;
queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
_continueFrame1, 1300);
}
_val119_ = false;
_val120_ = false;
}
void Insane::postCase10(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
if (curFrame >= maxFrame && !_needSceneSwitch) {
_actor[0].damage = 0;
switch (_currSceneId) {
case 20:
setWordInString(_numberArray, 8, 1);
queueSceneSwitch(12, 0, "liftgog.san", 0, 0, 0, 0);
break;
case 22:
setWordInString(_numberArray, 1, _val54d);
smush_setToFinish();
break;
default:
if (_actor[0].inventory[_enemy[_currEnemy].weapon]) {
queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
_continueFrame, 1300);
break;
}
switch (_enemy[_currEnemy].weapon) {
case INV_CHAIN:
_actor[1].inventory[INV_CHAIN] = 1;
queueSceneSwitch(12, 0, "liftchay.san", 0, 0, 0, 0);
break;
case INV_CHAINSAW:
_actor[1].inventory[INV_CHAINSAW] = 1;
queueSceneSwitch(12, 0, "liftsaw.san", 0, 0, 0, 0);
break;
case INV_MACE:
_actor[1].inventory[INV_MACE] = 1;
queueSceneSwitch(12, 0, "liftmace.san", 0, 0, 0, 0);
break;
case INV_2X4:
_actor[1].inventory[INV_2X4] = 1;
queueSceneSwitch(12, 0, "liftbord.san", 0, 0, 0, 0);
break;
default:
queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
_continueFrame, 1300);
break;
}
}
}
_val119_ = false;
_val120_ = false;
}
void Insane::postCase12(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
if (_actor[1].y <= 200) {
initScene(3);
_actor[1].y = 200;
switch (_currEnemy) {
case EN_ROTT2:
turnBen(true);
if (_enemy[1].field_8 <= 1)
prepareScenePropScene(scenePropIdx[32], 0, 1);
else
prepareScenePropScene(scenePropIdx[33], 0, 1);
break;
case EN_ROTT3:
turnBen(true);
if (_enemy[1].field_8 <= 1)
prepareScenePropScene(scenePropIdx[25], 0, 1);
break;
case EN_VULTF1:
turnBen(true);
if (_enemy[1].field_8 <= 1)
prepareScenePropScene(scenePropIdx[2], 0, 1);
break;
case EN_VULTF2:
turnBen(true);
if (_enemy[1].field_8 <= 1)
prepareScenePropScene(scenePropIdx[9], 0, 1);
else
prepareScenePropScene(scenePropIdx[16], 0, 1);
break;
case EN_VULTM2:
turnBen(true);
prepareScenePropScene(scenePropIdx[18], 0, 1);
_battleScene = false;
break;
case EN_TORQUE:
turnBen(false);
setWordInString(_numberArray, 1, _val51d);
smush_setToFinish();
break;
case EN_ROTT1:
case EN_VULTM1:
case EN_CAVEFISH:
default:
turnBen(true);
break;
}
} else {
switch (_currEnemy) {
case EN_VULTM2:
if (_enemy[EN_VULTM2].field_8 <= 1)
turnBen(false);
else
turnBen(true);
break;
case EN_TORQUE:
turnBen(false);
if (_actor[1].y != 300)
prepareScenePropScene(scenePropIdx[57], 1, 0);
break;
default:
turnBen(true);
}
_actor[1].y -= (_actor[1].y - 200) / 20 + 1;
}
turnEnemy(false);
if (curFrame == 0)
smlayer_setFluPalette(_smush_roadrashRip, 0);
if (curFrame >= maxFrame)
smush_rewindCurrentSan(1088, -1, -1);
_val119_ = 0;
_val120_ = 0;
_continueFrame = curFrame;
}
void Insane::postCase23(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
if (curFrame >= maxFrame) {
if (_currSceneId == 24)
queueSceneSwitch(21, 0, "rottfite.san", 64, 0, 0, 0);
if (readArray(_numberArray, 6) && readArray(_numberArray, 4))
queueSceneSwitch(16, 0, "limocrsh.san", 64, 0, 0, 0);
queueSceneSwitch(5, 0, "tovista2.san", 64, 0, 0, 290);
}
_val119_ = false;
_val120_ = false;
}
void Insane::postCase14(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
if (curFrame >= maxFrame) {
if (_currSceneId == 16) {
setWordInString(_numberArray, 4, 0);
setWordInString(_numberArray, 5, 1);
setWordInString(_numberArray, 1, _val56d);
setWordInString(_numberArray, 3, _val55d);
smush_setToFinish();
} else {
switch (_tempSceneId) {
case 5:
queueSceneSwitch(6, 0, "toranch.san", 64, 0, 0, 530);
break;
case 6:
queueSceneSwitch(4, 0, "tovista1.san", 64, 0, 0, 230);
break;
}
}
}
_val119_ = false;
_val120_ = false;
}
void Insane::postCaseAll(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
struct sceneProp *tsceneProp;
tsceneProp = &_sceneProp[_currScenePropIdx + _currScenePropSubIdx];
if (tsceneProp->actor != -1) {
if (_actor[tsceneProp->actor].field_54) {
tsceneProp->counter++;
if (!_actor[tsceneProp->actor].runningSound || !_scumm->_noSubtitles) {
if (_actor[tsceneProp->actor].act[3].state == 72 &&
_currTrsMsg) {
smush_setPaletteValue(1, tsceneProp->r, tsceneProp->g, tsceneProp->b);
smush_setPaletteValue(2, 0, 0, 0);
smlayer_showStatusMsg(-1, renderBitmap, codecparam, 160, 20, 1, 2, 5,
"^f00%s", _currTrsMsg);
}
}
} else {
_currScenePropSubIdx = tsceneProp->index;
if (_currScenePropSubIdx && _currScenePropIdx) {
tsceneProp = &_sceneProp[_currScenePropIdx + _currScenePropSubIdx];
tsceneProp->counter = 0;
if (tsceneProp->trsId)
_currTrsMsg = handleTrsTag(_trsFilePtr, tsceneProp->trsId);
else
_currTrsMsg = 0;
if (tsceneProp->actor != -1) {
_actor[tsceneProp->actor].field_54 = 1;
_actor[tsceneProp->actor].act[3].state = 117;
_actor[tsceneProp->actor].scenePropSubIdx = _currScenePropSubIdx;
}
} else {
_currScenePropIdx = 0;
_currTrsMsg = 0;
_currScenePropSubIdx = 0;
_actor[0].defunct = 0;
_actor[1].defunct = 0;
_battleScene = true;
}
}
}
_val119_ = 0;
_val120_ = 0;
_continueFrame = curFrame;
}
void Insane::postCaseMore(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
if (_actor[0].weapon <= 7) {
smlayer_drawSomething(renderBitmap, codecparam, 5, 160, 1, _smush_iconsNut,
_actor[0].weapon + 11, 0, 0);
}
}
void Insane::queueSceneSwitch(int32 sceneId, byte *fluPtr, const char *filename,
int32 arg_C, int32 arg_10, int32 startFrame, int32 numFrames) {
int32 tmp;
debug(0, "queueSceneSwitch(%d, *, %s, %d, %d, %d, %d)", sceneId, filename, arg_C, arg_10,
startFrame, numFrames);
if (_needSceneSwitch || _sceneData1Loaded)
return;
if (fluPtr) {
tmp = ((int)startFrame/30+1)*30;
if (tmp >= numFrames)
tmp = 0;
smush_setupSanWithFlu(filename, arg_C|32, -1, -1, 0, fluPtr, tmp);
} else {
smush_setupSanFromStart(filename, arg_C|32, -1, -1, 0);
}
_needSceneSwitch = true;
_temp2SceneId = sceneId;
}
void Insane::turnBen(bool controllable) {
int32 buttons;
switch (_currSceneId) {
case 21:
case 25:
case 3:
case 13:
if (_actor[0].damage < _actor[0].maxdamage) {
_actor[0].lost = 0;
} else {
if (!_actor[0].lost && !_actor[1].lost) {
_actor[0].lost = 1;
_actor[0].act[2].state = 36;
_actor[0].act[1].state = 36;
_actor[0].act[1].room = 0;
_actor[0].act[0].state = 36;
_actor[0].act[0].room = 0;
if (smlayer_isSoundRunning(95))
smlayer_stopSound(95);
}
}
buttons = 0;
if (!_actor[0].lost && controllable) {
buttons = actionBen();
if (_currSceneId == 13)
buttons &= 2;
if (_currEnemy == EN_TORQUE)
buttons = 0;
}
debug(1, "00:%d 01:%d 02:%d 03:%d", _actor[0].act[0].state,
_actor[0].act[1].state, _actor[0].act[2].state, _actor[0].act[3].state);
actor01Reaction(buttons);
actor02Reaction(buttons);
actor03Reaction(buttons);
actor00Reaction(buttons);
break;
case 17:
mineChooseRoad(processBenOnRoad(false));
break;
default:
if (_actor[0].damage < _actor[0].maxdamage) {
_actor[0].lost = 0;
} else {
if (!_actor[0].lost && !_actor[1].lost) {
queueSceneSwitch(10, 0, "wr2_ben.san", 64, 0, 0, 0);
_actor[0].lost = 1;
_actor[0].act[2].state = 36;
_actor[0].act[2].room = 0;
_actor[0].act[0].state = 36;
_actor[0].act[0].room = 0;
_actor[0].act[1].state = 36;
_actor[0].act[1].room = 0;
mineChooseRoad(0);
return;
}
}
if (!_actor[0].lost && controllable)
mineChooseRoad(processBenOnRoad(true));
else
mineChooseRoad(0);
break;
}
}
int32 Insane::actionBen(void) {
int32 buttons, tmp;
bool doDamage = false;
if (_actor[0].enemyHandler != -1)
buttons = enemyHandler(_actor[0].enemyHandler, 0, 1, _actor[0].probability);
else
buttons = enemyHandler(EN_TORQUE, 0, 1, _actor[0].probability);
if (_actor[0].tilt) {
_actor[0].speed += _actor[0].cursorX / 40;
} else {
if (_actor[0].speed < 0)
_actor[0].speed++;
else
_actor[0].speed--;
}
if (_actor[0].speed > 8)
_actor[0].speed = 8;
if (_actor[0].speed < -8)
_actor[0].speed = -8;
_actor[0].x += _actor[0].speed;
if (_actor[0].x > 100)
_actor[0].x--;
else
if (_actor[0].x < 100)
_actor[0].x++;
if (_actor[0].x >= 0) {
if (_actor[1].x - 90 <= _actor[0].x && !_actor[0].lost && !_actor[1].lost) {
_val213d++;
_actor[0].x = _actor[1].x - 90;
tmp = _actor[1].speed;
_actor[1].speed = _actor[0].speed;
_actor[0].speed = tmp;
if (_val213d > 50) {
_actor[0].cursorX = -320;
_val213d = 0;
}
if (!smlayer_isSoundRunning(95))
smlayer_startSound1(95);
} else {
if (smlayer_isSoundRunning(95))
smlayer_stopSound(95);
_val213d = 0;
}
} else {
_actor[0].x = 0;
_actor[0].damage++; // FIXME: apparently it is a bug in original
// and damage is doubled
doDamage = true;
}
if (_actor[0].x > 320) {
_actor[0].x = 320;
doDamage = true;
}
if (_actor[0].x < 10 || _actor[0].x > 310 || doDamage) {
_tiresRustle = 1;
_actor[0].x1 = -_actor[0].x1;
_actor[0].damage++; // PATCH
}
return buttons;
}
int32 Insane::processBenOnRoad(bool flag) {
int32 buttons;
if (_actor[0].enemyHandler != -1)
buttons = enemyHandler(_actor[0].enemyHandler, 0, 1, _actor[0].probability);
else
buttons = enemyHandler(EN_TORQUE, 0, 1, _actor[0].probability);
if (flag) {
_actor[0].speed = _actor[0].tilt;
if (_actor[0].speed > 8)
_actor[0].speed = 8;
if (_actor[0].speed < -8)
_actor[0].speed = -8;
// FIXME: is it abs(/2) ?
// mov eax, insane_actor0.speed
// mov edx, eax
// sar edx, 1Fh
// sub eax, edx
// sar eax, 1
// add eax, insane_actor0.speed
// add insane_actor0.x, eax
_actor[0].x += _actor[0].speed / 2 + _actor[0].speed;
if (_actor[0].x < 0)
_actor[0].x = 0;
if (_actor[0].x > 320)
_actor[0].x = 320;
}
return buttons;
}
void Insane::mineChooseRoad(int32 buttons) {
int16 tmp;
if (_actor[0].field_8 < 1)
return;
if (_actor[0].field_8 == 112) {
if (_actor[0].frame < 18 || !_needSceneSwitch)
return;
queueSceneSwitch(18, 0, "fishgogg.san", 64, 0, 0, 0);
} else if (_actor[0].field_8 == 1) {
tmp = _actor[0].cursorX / 22;
switch (_currSceneId) {
case 17:
if (buttons & 1) {
if (_val123_) {
setWordInString(_numberArray, 1, _val52d);
smush_setToFinish();
}
if (_val119_ && !_needSceneSwitch) {
_iactSceneId2 = _iactSceneId;
queueSceneSwitch(2, 0, "mineexit.san", 64, 0, 0, 0);
}
}
if ((buttons & 2) == 0 || _needSceneSwitch)
return;
queueSceneSwitch(19, 0, "fishgog2.san", 64, 0, 0, 0);
break;
case 1:
_actor[0].tilt = tmp;
if (tmp < -7)
_actor[0].tilt = -7;
if (tmp > 7)
_actor[0].tilt = 7;
drawSpeedyActor(buttons);
if ((buttons & 1) && _currSceneId == 1 && _val119_ && !_needSceneSwitch) {
_iactSceneId2 = _iactSceneId;
queueSceneSwitch(2, 0, "mineexit.san", 64, 0, 0, 0);
}
if ((buttons & 2) == 0 || !_val122_)
return;
_actor[0].frame = 0;
_actor[0].field_8 = 112;
smlayer_setActorFacing(0, 2, 26, 180);
break;
case 5:
_actor[0].tilt = tmp;
if (tmp < -7)
_actor[0].tilt = -7;
if (tmp > 7)
_actor[0].tilt = 7;
drawSpeedyActor(buttons);
if ((buttons & 1) == 0)
return;
if (_val119_ && !_needSceneSwitch) {
_iactSceneId2 = _iactSceneId;
if (readArray(_numberArray, 4) && _val211d < 3) {
_val211d++;
queueSceneSwitch(8, 0, "fishfear.san", 64, 0, 0, 0);
} else {
queueSceneSwitch(8, 0, "tomine.san", 64, 0, 0, 0);
}
}
if (_val120_) {
setWordInString(_numberArray, 1, _val55d);
setWordInString(_numberArray, 3, _val57d);
smush_setToFinish();
}
if (!_val212_)
return;
setWordInString(_numberArray, 1, _val56d);
setWordInString(_numberArray, 3, _val57d);
smush_setToFinish();
break;
case 6:
_actor[0].tilt = tmp;
if (tmp < -7)
_actor[0].tilt = -7;
if (tmp > 7)
_actor[0].tilt = 7;
drawSpeedyActor(buttons);
if ((buttons & 1) == 0)
return;
if (_val119_ && !_needSceneSwitch) {
_iactSceneId2 = _iactSceneId;
if (readArray(_numberArray, 4) && _val211d < 3) {
_val211d++;
queueSceneSwitch(7, 0, "fishfear.san", 64, 0, 0, 0);
} else {
queueSceneSwitch(7, 0, "tomine.san", 64, 0, 0, 0);
}
}
if (_val120_) {
setWordInString(_numberArray, 1, _val55d);
setWordInString(_numberArray, 3, _val53d);
smush_setToFinish();
}
if (!_val212_)
return;
setWordInString(_numberArray, 1, _val56d);
setWordInString(_numberArray, 3, _val53d);
smush_setToFinish();
break;
default:
break;
}
}
}
void Insane::drawSpeedyActor(int32 buttons) {
switch (_actor[0].tilt) {
case -7:
if (_actor[0].act[2].state != 47) {
smlayer_setActorFacing(0, 2, 13, 180);
_actor[0].act[2].state = 47;
}
break;
case -6:
if (_actor[0].act[2].state != 44) {
smlayer_setActorFacing(0, 2, 11, 180);
_actor[0].act[2].state = 44;
}
break;
case -5:
if (_actor[0].act[2].state != 43) {
smlayer_setActorFacing(0, 2, 10, 180);
_actor[0].act[2].state = 43;
}
break;
case -4:
if (_actor[0].act[2].state != 42) {
smlayer_setActorFacing(0, 2, 9, 180);
_actor[0].act[2].state = 42;
}
break;
case -3:
if (_actor[0].act[2].state != 41) {
smlayer_setActorFacing(0, 2, 8, 180);
_actor[0].act[2].state = 41;
}
break;
case -2:
if (_actor[0].act[2].state != 40) {
smlayer_setActorFacing(0, 2, 7, 180);
_actor[0].act[2].state = 40;
}
break;
case -1:
if (_actor[0].act[2].state != 39) {
smlayer_setActorFacing(0, 2, 6, 180);
_actor[0].act[2].state = 39;
}
break;
case 0:
if (_actor[0].act[2].state != 1) {
smlayer_setActorFacing(0, 2, 22, 180);
_actor[0].act[2].state = 1;
}
break;
case 1:
if (_actor[0].act[2].state != 55) {
smlayer_setActorFacing(0, 2, 14, 180);
_actor[0].act[2].state = 55;
}
break;
case 2:
if (_actor[0].act[2].state != 56) {
smlayer_setActorFacing(0, 2, 15, 180);
_actor[0].act[2].state = 56;
}
break;
case 3:
if (_actor[0].act[2].state != 57) {
smlayer_setActorFacing(0, 2, 16, 180);
_actor[0].act[2].state = 57;
}
break;
case 4:
if (_actor[0].act[2].state != 58) {
smlayer_setActorFacing(0, 2, 17, 180);
_actor[0].act[2].state = 58;
}
break;
case 5:
if (_actor[0].act[2].state != 59) {
smlayer_setActorFacing(0, 2, 18, 180);
_actor[0].act[2].state = 59;
}
break;
case 6:
if (_actor[0].act[2].state != 60) {
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 60;
}
break;
case 7:
if (_actor[0].act[2].state != 50) {
smlayer_setActorFacing(0, 2, 21, 180);
_actor[0].act[2].state = 50;
}
break;
default:
break;
}
if (!_actor[0].act[2].room)
return;
smlayer_putActor(0, 2, _actor[0].x + _actor[0].x1, _actor[0].y + _actor[0].y1,
_smlayer_room2);
}
void Insane::smush_rewindCurrentSan(int arg_0, int arg_4, int arg_8) {
debug(0, "smush_rewindCurrentSan(%d, %d, %d)", arg_0, arg_4, arg_8);
_smush_setupsan2 = arg_0;
smush_setupSanFile(0, 8);
_smush_isSanFileSetup = 1;
smush_setFrameSteps(arg_4, arg_8);
_smush_curFrame = 0; // HACK
}
// Ben
void Insane::actor02Reaction(int32 buttons) {
int32 tmp, tmp2;
switch(_actor[0].act[2].state) {
case 106:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
smlayer_setActorFacing(0, 2, 29, 180);
_actor[0].act[2].state = 107;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 107:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
if (_actor[0].act[2].frame >= 9) {
_actor[0].act[2].state = 1;
_actor[0].inventory[INV_MACE] = 0;
smlayer_startSound2(318);
switchBenWeapon();
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 104:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
smlayer_setActorFacing(0, 2, 28, 180);
_actor[0].act[2].state = 105;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 105:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
if (_actor[0].act[2].frame >= 5) {
_actor[0].act[2].state = 1;
_actor[0].inventory[INV_MACE] = 0;
smlayer_startSound2(318);
switchBenWeapon();
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 108:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
smlayer_setActorFacing(0, 2, 28, 180);
_actor[0].act[2].state = 109;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 109:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
if (_actor[0].act[2].frame >= 5) {
_actor[0].act[2].state = 1;
_actor[0].inventory[INV_CHAIN] = 0; // Chain
smlayer_startSound2(318);
switchBenWeapon();
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 73:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
_actor[0].field_44 = 1;
if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) {
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 74;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 74:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
_actor[0].field_44 = 0;
if (_actor[0].act[2].frame >= 2) {
smlayer_setActorFacing(0, 2, 9, 180);
_actor[0].act[2].state = 1;
_actor[0].weaponClass = 2;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 79:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
_actor[0].field_44 = 1;
if (_actor[0].act[2].frame >= 2) {
smlayer_setActorFacing(0, 2, 23, 180);
_actor[0].act[2].state = 80;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 80:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
_actor[0].field_44 = 0;
if (_actor[0].act[2].frame >= 6) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 63;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 81:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
_actor[0].field_44 = 1;
if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) {
smlayer_setActorFacing(0, 2, 23, 180);
_actor[0].act[2].state = 82;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 82:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
_actor[0].field_44 = 0;
if (_actor[0].act[2].frame >= 3) {
smlayer_setActorFacing(0, 2, 26, 180);
_actor[0].act[2].state = 64;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 77:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
_actor[0].field_44 = 1;
if (_actor[0].act[2].frame >= 2) {
smlayer_setActorFacing(0, 2, 23, 180);
_actor[0].act[2].state = 78;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 78:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
_actor[0].field_44 = 0;
if (_actor[0].act[2].frame >= 5) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 65;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 83:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 0;
_actor[0].kicking = 0;
_actor[0].field_44 = 1;
if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) {
smlayer_setActorFacing(0, 2, 23, 180);
_actor[0].act[2].state = 84;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 84:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 0;
_actor[0].kicking = 0;
_actor[0].field_44 = 0;
if (_actor[0].act[2].frame >= 5) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 66;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 75:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
_actor[0].field_44 = 1;
if (_actor[0].act[2].frame >= 4 && !_kickBenProgress) {
smlayer_setActorFacing(0, 2, 23, 180);
_actor[0].act[2].state = 76;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 76:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
_actor[0].field_44 = 0;
if (_actor[0].act[2].frame >= 4) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 62;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 2:
smlayer_setActorLayer(0, 2, 4);
smlayer_setActorFacing(0, 2, 17, 180);
_actor[0].kicking = 1;
_actor[0].weaponClass = 1;
_actor[0].act[2].state = 3;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
smlayer_startSound1(63);
break;
case 3:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
if (_actor[0].act[2].frame == 2) {
if (_currEnemy != EN_CAVEFISH) {
tmp = calcBenDamage(1, 1);
if (tmp == 1)
smlayer_startSound1(60);
if (tmp == 1000)
smlayer_startSound1(62);
} else {
if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
(_actor[1].x - _actor[0].x >= weaponMinRange(0)) &&
!_actor[0].field_54)
prepareScenePropScene(scenePropIdx[1], 0, 0);
}
}
if (_actor[0].act[2].frame >= 4) {
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 4;
}
_actor[0].kicking = 1;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 4:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
if (_actor[0].act[2].frame >= 2) {
smlayer_setActorFacing(0, 2, 9, 180);
_actor[0].act[2].state = 1;
_actor[0].act[2].animTilt = -1000;
_actor[0].weaponClass = 2;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 5:
smlayer_setActorLayer(0, 2, 5);
break;
case 10:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
_actor[0].kicking = 1;
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 11;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
smlayer_startSound1(75);
break;
case 11:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
_actor[0].kicking = 1;
if (_actor[0].act[2].frame >= 2) {
if (_currEnemy == EN_VULTM2) {
if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
(_actor[1].x - _actor[0].x >= weaponMinRange(0)) &&
calcBenDamage(0, 0)) {
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 97;
_actor[0].act[2].room = 0;
_actor[0].act[1].room = 0;
_actor[0].act[0].room = 0;
smlayer_setActorLayer(0, 2, 25);
smlayer_setActorCostume(1, 2, readArray(_numberArray, 45));
smlayer_setActorFacing(1, 2, 6, 180);
smlayer_startSound1(101);
_actor[1].act[2].state = 97;
_actor[1].lost = 1;
_actor[1].act[2].room = 1;
_actor[1].act[1].room = 0;
_actor[1].act[0].room = 0;
} else {
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 12;
}
} else {
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 12;
}
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 97:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = 1;
if (_actor[0].act[2].frame >= 5) {
_actor[0].act[2].room = 1;
_actor[0].act[1].room = 1;
_actor[0].act[0].room = 1;
smlayer_setActorFacing(0, 2, 21, 180);
_actor[0].act[2].state = 13;
_actor[0].x = _actor[1].x - 116;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 12:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
_actor[0].kicking = 1;
if (_actor[0].act[2].frame >= 1) {
if (_currEnemy != EN_CAVEFISH) {
switch (_actor[1].weapon) {
case INV_CHAIN:
case INV_CHAINSAW:
case INV_MACE:
case INV_2X4:
case INV_DUST:
tmp = calcBenDamage(1, 1);
if (tmp == 1)
smlayer_startSound1(73);
if (tmp == 1000)
smlayer_startSound1(74);
break;
case INV_WRENCH:
case INV_BOOT:
case INV_HAND:
if(calcBenDamage(1, 0) == 1)
smlayer_startSound1(73);
break;
}
} else {
if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
(_actor[1].x - _actor[0].x >= weaponMinRange(0)) &&
!_actor[0].field_54)
prepareScenePropScene(scenePropIdx[1], 0, 0);
}
smlayer_setActorFacing(0, 2, 21, 180);
_actor[0].act[2].state = 13;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 13:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
if (_actor[0].act[2].frame >= 3) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 63;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 6:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 2;
_actor[0].field_34 = 1;
_actor[0].kicking = 0;
smlayer_setActorCostume(0, 2, readArray(_numberArray, 22));
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 7;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
smlayer_startSound1(66);
break;
case 7:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 2;
_actor[0].field_34 = 1;
_actor[0].kicking = 0;
if (_actor[0].act[2].frame >= 1) {
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 8;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 8:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 2;
_actor[0].field_34 = 1;
_actor[0].kicking = 0;
if ((_actor[0].act[2].frame == 3) && (calcBenDamage(0, 0) == 1)) {
_actor[1].damage = weaponDamage(0);
smlayer_startSound1(64);
_actor[1].cursorX = 320;
}
if (_actor[0].act[2].frame >= 5) {
smlayer_setActorFacing(0, 2, 21, 180);
_actor[0].act[2].state = 9;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 9:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 2;
_actor[0].field_34 = 1;
_actor[0].kicking = 0;
if (_actor[0].act[2].frame >= 3) {
smlayer_setActorCostume(0, 2, readArray(_numberArray, 12));
_actor[0].field_34 = 2;
_actor[0].act[2].state = 1;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 14:
smlayer_setActorLayer(0, 2, 8);
_actor[0].weaponClass = 1;
_actor[0].kicking = 1;
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 15;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
smlayer_startSound1(78);
break;
case 15:
smlayer_setActorLayer(0, 2, 8);
_actor[0].weaponClass = 1;
_actor[0].kicking = 1;
if (_actor[0].act[2].frame >= 2) {
switch (_actor[1].weapon) {
case INV_CHAIN:
case INV_CHAINSAW:
if (weaponBenIsEffective()) {
smlayer_setActorFacing(0, 2, 22, 180);
_actor[0].act[2].state = 81;
} else {
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 16;
}
break;
case INV_MACE:
if (!_actor[1].kicking || _actor[1].field_44)
if (actor1StateFlags(_actor[1].act[2].state)) {
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 106;
break;
}
default:
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 16;
break;
}
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 16:
smlayer_setActorLayer(0, 2, 8);
_actor[0].weaponClass = 1;
_actor[0].kicking = 1;
if (_actor[0].act[2].frame >= 1) {
switch (_actor[1].weapon) {
case INV_CHAIN:
case INV_CHAINSAW:
tmp = calcBenDamage(1, 1);
if (tmp == 1)
smlayer_startSound1(76);
if (tmp == 1000)
smlayer_startSound1(77);
break;
case INV_BOOT:
calcBenDamage(0, 1);
break;
case INV_DUST:
if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
(_actor[1].x - _actor[0].x >= weaponMinRange(0))) {
smlayer_startSound1(76);
_actor[1].damage = weaponDamage(0);
}
break;
default:
if (calcBenDamage(1, 0))
smlayer_startSound1(76);
break;
}
smlayer_setActorFacing(0, 2, 21,180);
_actor[0].act[2].state = 17;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 17:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
if (_actor[0].act[2].frame >= 2) {
smlayer_setActorFacing(0, 2, 26, 180);
_actor[0].act[2].state = 64;
smlayer_stopSound(76);
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 18:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
_actor[0].kicking = 1;
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 19;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
smlayer_startSound1(69);
break;
case 19:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
_actor[0].kicking = 1;
if (_actor[0].act[2].frame >= 1) {
switch (_actor[1].weapon) {
case INV_CHAIN:
if (_actor[1].kicking) {
_actor[1].act[2].state = 108;
_actor[0].act[2].state = 110;
} else {
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 20;
}
break;
case INV_CHAINSAW:
if (_actor[1].kicking || _actor[1].field_44)
_actor[0].act[2].state = 106;
else {
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 20;
}
break;
case INV_MACE:
case INV_2X4:
if (weaponBenIsEffective()) {
smlayer_setActorFacing(0, 2, 22, 180);
_actor[0].act[2].state = 77;
break;
}
default:
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 19;
break;
}
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 20;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 20:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
_actor[0].kicking = 1;
if (_actor[0].act[2].frame >= 1) {
if (_currEnemy != EN_CAVEFISH) {
switch (_actor[1].weapon) {
case INV_CHAINSAW:
case INV_MACE:
case INV_2X4:
case INV_BOOT:
tmp = calcBenDamage(1, 1);
if (tmp == 1)
smlayer_startSound1(67);
if (tmp == 1000)
smlayer_startSound1(68);
break;
default:
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 19;
break;
}
} else {
if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
(_actor[1].x - _actor[0].x >= weaponMinRange(0)) &&
!_actor[0].field_54)
prepareScenePropScene(scenePropIdx[1], 0, 0);
}
smlayer_setActorFacing(0, 2, 21, 180);
_actor[0].act[2].state = 21;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 21:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
if (_actor[0].act[2].frame >= 6) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 65;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 110:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
smlayer_setActorFacing(0, 2, 30, 180);
_actor[0].act[2].state = 111;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 111:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
if (_actor[0].act[2].frame >= 7) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 65;
_actor[0].inventory[INV_CHAIN] = 1; // Chain
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 22:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 0;
_actor[0].kicking = 1;
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 23;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
smlayer_startSound1(81);
break;
case 23:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 0;
_actor[0].kicking = 1;
if (_actor[0].act[2].frame >= 4) {
switch (_actor[1].weapon) {
case INV_CHAIN:
case INV_CHAINSAW:
case INV_MACE:
case INV_2X4:
case INV_BOOT:
case INV_DUST:
if (weaponBenIsEffective()) {
smlayer_setActorFacing(0, 2, 22, 180);
_actor[0].act[2].state = 83;
}
break;
default:
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 24;
break;
}
smlayer_setActorFacing(0, 2, 21, 180);
_actor[0].act[2].state = 21;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 24:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 0;
_actor[0].kicking = 1;
if (_actor[0].act[2].frame >= 1) {
switch (_actor[1].weapon) {
case INV_CHAIN:
case INV_CHAINSAW:
case INV_MACE:
case INV_2X4:
case INV_BOOT:
case INV_DUST:
tmp = calcBenDamage(1, 1);
if (tmp == 1) {
if (_currEnemy == EN_CAVEFISH) {
_actor[1].lost = 1;
_actor[1].act[2].state = 102;
_actor[1].damage = _actor[1].maxdamage + 10;
}
smlayer_startSound1(79);
}
if (tmp == 1000)
smlayer_startSound1(80);
break;
default:
if (!calcBenDamage(1, 0))
smlayer_startSound1(79);
break;
}
smlayer_setActorFacing(0, 2, 21, 180);
_actor[0].act[2].state = 25;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 25:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 0;
_actor[0].kicking = 0;
if (_actor[0].act[2].frame >= 6) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 66;
_actor[0].weaponClass = 1;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 26:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
_actor[0].kicking = 1;
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 27;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
smlayer_startSound1(72);
break;
case 27:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
_actor[0].kicking = 1;
if (_actor[0].act[2].frame >= 1) {
switch (_actor[1].weapon) {
case INV_HAND:
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 28;
break;
case INV_CHAIN:
case INV_CHAINSAW:
case INV_MACE:
case INV_2X4:
case INV_BOOT:
case INV_DUST:
if (weaponBenIsEffective()) {
smlayer_setActorFacing(0, 2, 22, 180);
_actor[0].act[2].state = 75;
break;
}
default:
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 28;
break;
}
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 28:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
_actor[0].kicking = 1;
if (_actor[0].act[2].frame >= 3) {
if (_currEnemy != EN_CAVEFISH) {
switch (_actor[1].weapon) {
case INV_CHAIN:
case INV_CHAINSAW:
case INV_MACE:
case INV_2X4:
case INV_BOOT:
case INV_DUST:
tmp = calcBenDamage(1, 1);
if (tmp == 1)
smlayer_startSound1(70);
if (tmp == 1000)
smlayer_startSound1(71);
break;
case 6:
if (!calcBenDamage(0, 1))
smlayer_startSound1(70);
break;
default:
break;
}
} else {
if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
(_actor[1].x - _actor[0].x >= weaponMinRange(0)) &&
!_actor[0].field_54)
prepareScenePropScene(scenePropIdx[1], 0, 0);
}
smlayer_setActorFacing(0, 2, 21, 180);
_actor[0].act[2].state = 29;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 29:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
if (_actor[0].act[2].frame >= 6) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 62;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 30:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
smlayer_setActorCostume(0, 2, readArray(_numberArray, 21));
smlayer_setActorFacing(0, 2, 18, 180);
_actor[0].act[2].state = 31;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
smlayer_startSound1(84);
break;
case 31:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
if (_actor[0].act[2].frame >= 6) {
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 32;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 32:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
if (_actor[0].act[2].frame >= 5) {
switch (_currEnemy) {
case EN_ROTT3:
if (calcBenDamage(0, 0))
_actor[1].act[2].state = 115;
break;
case EN_VULTF2:
if (calcBenDamage(0, 0))
_actor[1].act[2].state = 113;
break;
default:
tmp = calcBenDamage(1, 1);
if (tmp == 1)
smlayer_startSound1(82);
if (tmp == 1000)
smlayer_startSound1(83);
break;
}
smlayer_setActorFacing(0, 2, 21, 180);
_actor[0].act[2].state = 33;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 33:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
if (_actor[0].act[2].frame >= 5) {
smlayer_setActorCostume(0, 2, readArray(_numberArray, 12));
_actor[0].act[2].state = 1;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 36:
smlayer_setActorLayer(0, 2, 5);
_actor[0].kicking = 0;
smlayer_setActorCostume(0, 2, readArray(_numberArray, 18));
smlayer_setActorFacing(0, 2, 6, 180);
smlayer_startSound1(96);
switch (_currEnemy) {
case EN_ROTT1:
prepareScenePropScene(scenePropIdx[33], 0, 0);
break;
case EN_ROTT2:
tmp = rand() % 5;
if (!tmp)
prepareScenePropScene(scenePropIdx[35], 0, 0);
if (tmp == 3)
prepareScenePropScene(scenePropIdx[36], 0, 0);
break;
case EN_VULTF1:
prepareScenePropScene(scenePropIdx[6], 0, 0);
break;
case EN_VULTM1:
tmp = rand() % 5;
if (!tmp)
prepareScenePropScene(scenePropIdx[40], 0, 0);
if (tmp == 3)
prepareScenePropScene(scenePropIdx[41], 0, 0);
break;
default:
break;
}
_actor[0].act[2].state = 37;
break;
case 37:
smlayer_setActorLayer(0, 2, 25);
_actor[0].cursorX = 0;
_actor[0].kicking = 0;
if (_actor[0].act[2].frame >= 18 ||
(_actor[0].x < 50 && _actor[0].act[2].frame >= 10) ||
(_actor[0].x > 270 && _actor[0].act[2].frame >= 10)) {
if (_currSceneId == 21) {
queueSceneSwitch(23, 0, "benflip.san", 64, 0, 0, 0);
} else {
switch (_currEnemy) {
case EN_ROTT1:
case EN_ROTT2:
case EN_ROTT3:
queueSceneSwitch(9, 0, "wr2_benr.san", 64, 0, 0, 0);
break;
case EN_VULTF1:
case EN_VULTM1:
case EN_VULTF2:
case EN_VULTM2:
queueSceneSwitch(9, 0, "wr2_benv.san", 64, 0, 0, 0);
break;
case EN_CAVEFISH:
queueSceneSwitch(9, 0, "wr2_benc.san", 64, 0, 0, 0);
break;
default:
queueSceneSwitch(9, 0, "wr2_ben.san", 64, 0, 0, 0);
break;
}
}
_actor[0].act[2].state = 38;
}
break;
case 38:
if (_actor[0].act[2].frame >= 36) {
_actor[0].act[2].frame = 0;
if (_currSceneId == 21) {
queueSceneSwitch(23, 0, "benflip.san", 64, 0, 0, 0);
} else {
switch (_currEnemy) {
case EN_ROTT1:
case EN_ROTT2:
case EN_ROTT3:
queueSceneSwitch(9, 0, "wr2_benr.san", 64, 0, 0, 0);
break;
case EN_VULTF1:
case EN_VULTM1:
case EN_VULTF2:
case EN_VULTM2:
queueSceneSwitch(9, 0, "wr2_benv.san", 64, 0, 0, 0);
break;
case EN_CAVEFISH:
queueSceneSwitch(9, 0, "wr2_benc.san", 64, 0, 0, 0);
break;
default:
queueSceneSwitch(9, 0, "wr2_ben.san", 64, 0, 0, 0);
break;
}
}
_actor[0].act[2].state = 38;
}
break;
case 34:
smlayer_setActorLayer(0, 2, 5);
_actor[0].kicking = 0;
if (!smlayer_actorNeedRedraw(0, 2)) {
setBenState();
_actor[0].act[2].tilt = 0;
// for some reason there is no break at this
// place, so tilt gets overriden on next line
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 35:
smlayer_setActorLayer(0, 2, 5);
_actor[0].kicking = 0;
if (!smlayer_actorNeedRedraw(0, 2)) {
switchBenWeapon();
_actor[0].act[2].tilt = 0;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 63:
smlayer_setActorLayer(0, 2, 5);
if (_actor[0].act[2].animTilt) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].animTilt = 0;
}
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 64:
smlayer_setActorLayer(0, 2, 5);
if (_actor[0].act[2].animTilt) {
smlayer_setActorFacing(0, 2, 26, 180);
_actor[0].act[2].animTilt = 0;
}
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 65:
smlayer_setActorLayer(0, 2, 5);
if (_actor[0].act[2].animTilt) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].animTilt = 0;
}
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 66:
smlayer_setActorLayer(0, 2, 5);
if (_actor[0].act[2].animTilt) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].animTilt = 0;
}
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 62:
smlayer_setActorLayer(0, 2, 5);
if (_actor[0].act[2].animTilt) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].animTilt = 0;
}
_actor[0].weaponClass = 1;
_actor[0].kicking = 0;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 1:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 2;
_actor[0].kicking = 0;
switch (_actor[0].tilt) {
case -3:
if (_actor[0].act[2].animTilt != -3) {
smlayer_setActorFacing(0, 2, 6, 180);
_actor[0].act[2].animTilt = -3;
}
break;
case -2:
if (_actor[0].field_8 == 48)
smlayer_setActorFacing(0, 2, 7, 180);
_actor[0].act[2].animTilt = -2;
break;
case -1:
if (_actor[0].field_8 == 46)
smlayer_setActorFacing(0, 2, 8, 180);
_actor[0].act[2].animTilt = -1;
break;
case 0:
if (_actor[0].act[2].animTilt) {
smlayer_setActorFacing(0, 2, 9, 180);
_actor[0].act[2].animTilt = 0;
}
break;
case 1:
if (_actor[0].field_8 == 49)
smlayer_setActorFacing(0, 2, 10, 180);
_actor[0].act[2].animTilt = 1;
break;
case 2:
if (_actor[0].field_8 == 51)
smlayer_setActorFacing(0, 2, 11, 180);
_actor[0].act[2].animTilt = 2;
break;
case 3:
if (_actor[0].act[2].animTilt != 3) {
smlayer_setActorFacing(0, 2, 12, 180);
_actor[0].act[2].animTilt = 3;
}
break;
default:
break;
}
_actor[0].act[2].tilt = 0;
break;
default:
break;
}
tmp = _actor[0].x + _actor[0].act[2].tilt + 17 + _actor[0].x1;
tmp2 = _actor[0].y + _actor[0].y1 - 98;
if (_actor[0].act[2].room)
smlayer_putActor(0, 2, tmp, tmp2, _smlayer_room2);
else
smlayer_putActor(0, 2, tmp, tmp2, _smlayer_room);
}
// Bike
void Insane::actor00Reaction(int32 buttons) {
int32 tmpx, tmpy;
switch (_actor[0].tilt) {
case -3:
if (_actor[0].act[0].state != 41) {
smlayer_setActorFacing(0, 0, 6, 180);
_actor[0].act[0].state = 41;
}
break;
case -2:
if (_actor[0].act[0].state != 40) {
smlayer_setActorFacing(0, 0, 7, 180);
_actor[0].act[0].state = 40;
}
break;
case -1:
if (_actor[0].act[0].state != 39) {
smlayer_setActorFacing(0, 0, 8, 180);
_actor[0].act[0].state = 39;
}
break;
case 0:
if (_actor[0].act[0].state != 1) {
smlayer_setActorFacing(0, 0, 9, 180);
_actor[0].act[0].state = 1;
}
break;
case 1:
if (_actor[0].act[0].state != 55) {
smlayer_setActorFacing(0, 0, 10, 180);
_actor[0].act[0].state = 55;
}
break;
case 2:
if (_actor[0].act[0].state != 56) {
smlayer_setActorFacing(0, 0, 11, 180);
_actor[0].act[0].state = 56;
}
break;
case 3:
if (_actor[0].act[0].state != 57) {
smlayer_setActorFacing(0, 0, 12, 180);
_actor[0].act[0].state = 57;
}
break;
default:
break;
}
tmpx = _actor[0].x + _actor[0].x1;
tmpy = _actor[0].y + _actor[0].y1;
if (_actor[0].act[0].room)
smlayer_putActor(0, 0, tmpx, tmpy, _smlayer_room2);
else
smlayer_putActor(0, 0, tmpx, tmpy, _smlayer_room);
}
// Bike top
void Insane::actor01Reaction(int32 buttons) {
int32 tmpx, tmpy;
chooseBenWeaponAnim(buttons);
switch (_actor[0].tilt) {
case -3:
if (_actor[0].act[1].state != 41 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
setBenAnimation(0, 6);
_actor[0].act[1].state = 41;
}
if (_actor[0].cursorX >= -100) {
setBenAnimation(0, 7);
_actor[0].act[1].state = 40;
_actor[0].field_8 = 48;
_actor[0].tilt = -2;
}
break;
case -2:
if (_actor[0].act[1].state != 40 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
setBenAnimation(0, 7);
_actor[0].act[1].state = 40;
}
if (_actor[0].field_8 == 48)
_actor[0].tilt = -1;
else
_actor[0].tilt = -3;
break;
case -1:
if (_actor[0].act[1].state != 39 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
setBenAnimation(0, 8);
_actor[0].act[1].state = 39;
}
if (_actor[0].field_8 == 48)
_actor[0].tilt = 0;
else
_actor[0].tilt = -2;
break;
case 0:
if (_actor[0].act[1].state != 1 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
setBenAnimation(0, 9);
_actor[0].act[1].state = 1;
}
_actor[0].field_8 = 1;
if (_actor[0].cursorX < -100) {
setBenAnimation(0, 8);
_actor[0].act[1].state = 39;
_actor[0].field_8 = 46;
_actor[0].tilt = -1;
} else {
if (_actor[0].cursorX > 100) {
setBenAnimation(0, 10);
_actor[0].act[1].state = 55;
_actor[0].field_8 = 49;
_actor[0].tilt = 1;
}
}
break;
case 1:
if (_actor[0].act[1].state != 55 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
setBenAnimation(0, 10);
_actor[0].act[1].state = 55;
}
if (_actor[0].field_8 == 51)
_actor[0].tilt = 0;
else
_actor[0].tilt = 2;
break;
case 2:
if (_actor[0].act[1].state != 56 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
setBenAnimation(0, 11);
_actor[0].act[1].state = 56;
}
if (_actor[0].field_8 == 51)
_actor[0].tilt = 1;
else
_actor[0].tilt = 3;
break;
case 3:
if (_actor[0].act[1].state != 57 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
setBenAnimation(0, 12);
_actor[0].act[1].state = 57;
}
if (_actor[0].cursorX <= 100) {
setBenAnimation(0, 11);
_actor[0].act[1].state = 56;
_actor[0].field_8 = 51;
_actor[0].tilt = 2;
}
break;
}
if (_actor[0].field_38 != _actor[0].field_34) {
if (_actor[0].field_34 == 2)
smlayer_setActorFacing(0, 1, 28, 180);
else
smlayer_setActorFacing(0, 1, 27, 180);
}
tmpx = _actor[0].x + _actor[0].x1;
tmpy = _actor[0].y + _actor[0].y1;
if (_actor[0].act[1].room)
smlayer_putActor(0, 1, tmpx, tmpy, _smlayer_room2);
else
smlayer_putActor(0, 1, tmpx, tmpy, _smlayer_room);
_actor[0].animWeaponClass = _actor[0].weaponClass;
_actor[0].field_38 = _actor[0].field_34;
}
void Insane::actor03Reaction(int32 buttons) {
int32 tmp;
switch (_actor[0].act[3].state) {
case 117:
reinitActors();
smlayer_setActorFacing(0, 3, 13, 180);
_actor[0].act[3].state = 69;
break;
case 69:
if (_actor[0].act[3].frame >= 2)
_actor[0].act[3].state = 70;
break;
case 70:
if (_actor[0].scenePropSubIdx) {
smlayer_setActorFacing(0, 3, 4, 180);
tmp = _currScenePropIdx + _actor[0].scenePropSubIdx;
if (!smlayer_startSound2(_sceneProp[tmp].sound))
_actor[0].runningSound = 0;
else
_actor[0].runningSound = _sceneProp[tmp].sound;
_actor[0].act[3].state = 72;
} else {
_actor[0].act[3].state = 118;
}
break;
case 72:
if (_actor[0].runningSound) {
if (!smlayer_isSoundRunning(_actor[0].runningSound)) {
smlayer_setActorFacing(0, 3, 5, 180);
_actor[0].act[3].state = 70;
_actor[0].scenePropSubIdx = 0;
}
} else {
tmp = _currScenePropIdx + _actor[0].scenePropSubIdx;
if (_sceneProp[tmp].counter >= _sceneProp[tmp].maxCounter) {
smlayer_setActorFacing(0, 3, 5, 180);
_actor[0].act[3].state = 70;
_actor[0].scenePropSubIdx = 0;
_actor[0].runningSound = 0;
}
}
break;
case 118:
smlayer_setActorFacing(0, 3, 14, 180);
_actor[0].act[3].state = 71;
break;
case 71:
_actor[0].field_54 = 0;
if (_actor[0].act[3].frame >= 2)
_actor[0].act[3].state = 1;
break;
case 52:
if (_actor[0].runningSound)
smlayer_stopSound(_actor[0].runningSound);
if (_currScenePropIdx)
shutCurrentScene();
_actor[0].runningSound = 0;
_actor[0].defunct = 0;
_actor[0].field_54 = 0;
smlayer_setActorFacing(0, 3, 15, 180);
_actor[0].act[3].state = 53;
break;
case 53:
if (_actor[0].act[3].frame >= 2) {
smlayer_setActorFacing(0, 3, 16, 180);
_actor[0].act[3].state = 54;
}
break;
case 54:
break;
case 1:
_actor[0].field_54 = 0;
break;
default:
break;
}
}
void Insane::chooseBenWeaponAnim(int buttons) {
// kick
if ((buttons & 1) && (_currEnemy != EN_TORQUE)) {
if (!_kickBenProgress && actor0StateFlags2(_actor[0].act[2].state + _actor[0].weapon * 238)) {
switch (_actor[0].weapon) {
case INV_CHAIN:
_actor[0].act[2].state = 10;
break;
case INV_CHAINSAW:
_actor[0].act[2].state = 14;
break;
case INV_MACE:
_actor[0].act[2].state = 18;
break;
case INV_2X4:
_actor[0].act[2].state = 22;
break;
case INV_WRENCH:
_actor[0].act[2].state = 26;
break;
case INV_BOOT:
_actor[0].act[2].state = 6;
break;
case INV_HAND:
_actor[0].act[2].state = 2;
break;
case INV_DUST:
_actor[0].act[2].state = 30;
break;
default:
break;
}
_actor[0].kicking = 1;
_kickBenProgress = true;
}
} else {
_kickBenProgress = false;
}
// switch weapon
if ((buttons & 2) && (_currEnemy != EN_TORQUE)) {
if (_weaponBenJustSwitched)
return;
if (!actor0StateFlags1(_actor[0].act[2].state))
return;
switch (_actor[0].weapon) {
case INV_CHAIN:
case INV_CHAINSAW:
case INV_MACE:
case INV_2X4:
case INV_WRENCH:
_actor[0].act[2].state = 35;
smlayer_setActorFacing(0, 2, 24, 180);
break;
case INV_BOOT:
case INV_HAND:
case INV_DUST:
_actor[0].act[2].state = 0;
switchBenWeapon();
}
_weaponBenJustSwitched = true;
} else {
_weaponBenJustSwitched = false;
}
}
void Insane::setBenAnimation(int32 actornum, int anim) {
if (anim <= 12)
smlayer_setActorFacing(actornum, 1,
actorAnimationData[_actor[actornum].weaponClass * 7 + anim - 6], 180);
}
void Insane::switchBenWeapon(void) {
do {
_actor[0].weapon++;
if (_actor[0].weapon > 7)
_actor[0].weapon = INV_CHAIN;
} while (!_actor[0].inventory[_actor[0].weapon]);
switch (_actor[0].weapon) {
case INV_CHAIN:
smlayer_setActorCostume(0, 2, readArray(_numberArray, 20));
smlayer_setActorFacing(0, 2, 18, 180);
_actor[0].weaponClass = 0;
_actor[0].act[2].state = 34;
break;
case INV_CHAINSAW:
smlayer_setActorCostume(0, 2, readArray(_numberArray, 24));
smlayer_setActorFacing(0, 2, 18, 180);
_actor[0].weaponClass = 0;
_actor[0].act[2].state = 34;
break;
case INV_MACE:
smlayer_setActorCostume(0, 2, readArray(_numberArray, 23));
smlayer_setActorFacing(0, 2, 18, 180);
_actor[0].weaponClass = 0;
_actor[0].act[2].state = 34;
break;
case INV_2X4:
if (_currEnemy == EN_CAVEFISH)
smlayer_setActorCostume(0, 2, readArray(_numberArray, 38));
else
smlayer_setActorCostume(0, 2, readArray(_numberArray, 19));
smlayer_setActorFacing(0, 2, 18, 180);
_actor[0].weaponClass = 0;
_actor[0].act[2].state = 34;
break;
case INV_WRENCH:
smlayer_setActorCostume(0, 2, readArray(_numberArray, 25));
smlayer_setActorFacing(0, 2, 18, 180);
_actor[0].weaponClass = 0;
_actor[0].act[2].state = 34;
break;
case INV_BOOT:
case INV_HAND:
case INV_DUST:
smlayer_setActorCostume(0, 2, readArray(_numberArray, 12));
_actor[0].weaponClass = 2;
_actor[0].act[2].state = 1;
break;
default:
break;
}
}
int32 Insane::weaponMaxRange(int32 actornum) {
static int map[8] = {135, 125, 130, 125, 120, 104, 104, 104};
if (_actor[actornum].weapon == -1)
return 104;
return map[_actor[actornum].weapon];
}
int32 Insane::weaponMinRange(int32 actornum) {
static int map[8] = {80, 40, 80, 40, 80, 80, 40, 50};
if (_actor[actornum].weapon == -1)
return 40;
return map[_actor[actornum].weapon];
}
int32 Insane::weaponDamage(int32 actornum) {
static int map[8] = {20, 300, 25, 40, 15, 10, 10, 5};
if (_actor[actornum].weapon == -1)
return 10;
return map[_actor[actornum].weapon];
}
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;
}
void Insane::prepareScenePropScene(int32 scenePropNum, bool arg_4, bool arg_8) {
int tmp;
if (!loadScenePropSounds(scenePropNum))
return;
_actor[0].defunct = arg_4;
_actor[1].defunct = arg_8;
_currScenePropIdx = scenePropNum;
_sceneProp[scenePropNum + 1].counter = 0;
_currScenePropSubIdx = 1;
if (_sceneProp[scenePropNum + 1].trsId)
_currTrsMsg = handleTrsTag(_trsFilePtr, _sceneProp[scenePropNum + 1].trsId);
else
_currTrsMsg = 0;
tmp = _sceneProp[scenePropNum + 1].actor;
if (tmp != -1) {
_actor[tmp].field_54 = 1;
_actor[tmp].act[3].state = 117;
_actor[tmp].scenePropSubIdx = _currScenePropSubIdx;
}
}
int32 Insane::calcBenDamage(bool arg_0, bool arg_4) {
if ((_actor[1].x - _actor[0].x > weaponMaxRange(0)) ||
(_actor[1].x - _actor[0].x < weaponMinRange(0)))
return 0;
if (_actor[1].field_44 && arg_4)
return 1000;
if (!actor1StateFlags(_actor[1].act[2].state))
return 0;
if (arg_0) {
ouchSoundEnemy();
_actor[1].damage += weaponDamage(0);
}
return 1;
}
void Insane::ouchSoundEnemy(void) {
int32 tmp;
_actor[1].act[3].state = 52;
switch (_currEnemy) {
case EN_VULTF1:
if (_actor[0].weapon == INV_DUST) {
smlayer_startSound2(287);
} else {
if (rand() % 2) {
smlayer_startSound2(279);
} else {
smlayer_startSound2(280);
}
}
break;
case EN_VULTF2:
smlayer_startSound2(271);
break;
case EN_VULTM1:
smlayer_startSound2(162);
break;
case EN_ROTT1:
tmp = rand() % 3;
if (!tmp) {
smlayer_startSound2(216);
} else if (tmp == 1) {
smlayer_startSound2(217);
} else {
smlayer_startSound2(218);
}
break;
case EN_ROTT2:
tmp = rand() % 3;
if (!tmp) {
smlayer_startSound2(243);
} else if (tmp == 1) {
smlayer_startSound2(244);
} else {
smlayer_startSound2(245);
}
break;
case EN_VULTM2:
smlayer_startSound2(180);
break;
default:
smlayer_startSound2(99);
break;
}
}
bool Insane::loadScenePropSounds(int32 scenePropNum) {
int32 num = 0;
int32 res = 1;
if (_sceneProp[scenePropNum + num].index != 1) {
while (num < 12) {
res &= smlayer_loadSound(_sceneProp[scenePropNum + num].sound, 0, 2);
num = _sceneProp[scenePropNum + num].index;
if (!num)
break;
}
}
return res != 0;
}
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::reinitActors(void) {
smlayer_setActorCostume(0, 2, readArray(_numberArray, 12));
smlayer_setActorCostume(0, 0, readArray(_numberArray, 14));
smlayer_setActorCostume(0, 1, readArray(_numberArray, 13));
smlayer_setActorLayer(0, 1, 1);
smlayer_setActorLayer(0, 2, 5);
smlayer_setActorLayer(0, 0, 10);
_actor[0].weapon = INV_HAND;
_actor[0].weaponClass = 2;
_actor[0].animWeaponClass = 0;
_actor[0].field_34 = 2;
_actor[0].field_38 = 0;
_actor[0].tilt = 0;
_actor[0].field_8 = 1;
_actor[0].act[2].state = 1;
_actor[0].act[2].animTilt = 1;
_actor[0].act[0].state = 0;
_actor[0].act[1].state = 1;
_actor[0].act[2].room = 1;
_actor[0].act[1].room = 1;
_actor[0].act[0].room = 1;
_actor[0].cursorX = 0;
}
int Insane::calcTilt(int speed) {
const int tilt[7] = {-5, -4, -2, 0, 2, 4, 5};
if (speed + 3 > 6)
return 0;
return tilt[speed + 3];
}
bool Insane::actor1StateFlags(int state) {
// This is compressed table. It contains indexes where state
// changes. I.e. 0-33: true, 34-38: false 39-72: true, etc.
const int spans[] = {0, 34, 39, 73, 89, 90, 92, 93, 99, 100, 117};
bool retvalue = 0;
unsigned int i;
for (i = 0; i < sizeof(spans); i++) {
retvalue = !retvalue;
if (spans[i] <= state)
break;
}
return retvalue;
}
void Insane::escapeKeyHandler(void) {
struct fluConf *flu;
//if (!_ptrMainLoop) { } // We don't need it
// Demo has different insane, so disable it now
if (!_insaneIsRunning || _scumm->_features & GF_DEMO) {
smush_setToFinish();
return;
}
if (_needSceneSwitch || _keyboardDisable)
return;
debug(0, "scene: %d", _currSceneId);
switch (_currSceneId) {
case 1:
queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame1, 1300);
setWordInString(_numberArray, 9, 0);
break;
case 18:
queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame1, 1300);
setWordInString(_numberArray, 9, 1);
break;
case 2:
flu = &_fluConf[14 + _iactSceneId2];
queueSceneSwitch(flu->sceneId, *flu->fluPtr, flu->filenamePtr, 64, 0,
flu->startFrame, flu->numFrames);
break;
case 3:
queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame1, 1300);
break;
case 4:
if (_needSceneSwitch)
return;
if (readArray(_numberArray, 6)) {
if (readArray(_numberArray, 4)) {
queueSceneSwitch(14, 0, "hitdust2.san", 64, 0, 0, 0);
} else {
queueSceneSwitch(14, 0, "hitdust4.san", 64, 0, 0, 0);
}
} else {
if (readArray(_numberArray, 4)) {
queueSceneSwitch(14, 0, "hitdust1.san", 64, 0, 0, 0);
} else {
queueSceneSwitch(14, 0, "hitdust3.san", 64, 0, 0, 0);
}
}
break;
case 5:
if (readArray(_numberArray, 4)) {
if (_needSceneSwitch)
return;
queueSceneSwitch(15, 0, "vistthru.san", 64, 0, 0, 0);
} else {
setWordInString(_numberArray, 1, _val53d);
smush_setToFinish();
}
break;
case 6:
if (readArray(_numberArray, 4)) {
if (_needSceneSwitch)
return;
queueSceneSwitch(15, 0, "chasthru.san", 64, 0, 0, 0);
} else {
if (readArray(_numberArray, 5)) {
setWordInString(_numberArray, 1, _val57d);
smush_setToFinish();
} else {
setWordInString(_numberArray, 4, 1);
queueSceneSwitch(15, 0, "chasout.san", 64, 0, 0, 0);
}
}
break;
case 8:
flu = &_fluConf[7 + _iactSceneId2];
queueSceneSwitch(flu->sceneId, *flu->fluPtr, flu->filenamePtr, 64, 0,
flu->startFrame, flu->numFrames);
break;
case 7:
flu = &_fluConf[0 + _iactSceneId2];
queueSceneSwitch(flu->sceneId, *flu->fluPtr, flu->filenamePtr, 64, 0,
flu->startFrame, flu->numFrames);
break;
case 23:
_actor[0].damage = 0;
queueSceneSwitch(21, 0, "rottfite.san", 64, 0, 0, 0);
break;
case 9:
_actor[0].damage = 0;
queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame, 1300);
break;
case 10:
_actor[0].damage = 0;
queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame1, 1300);
break;
case 13:
queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame, 1300);
break;
case 24:
queueSceneSwitch(21, 0, "rottfite.san", 64, 0, 0, 0);
break;
case 16:
setWordInString(_numberArray, 4, 0);
setWordInString(_numberArray, 5, 1);
setWordInString(_numberArray, 1, _val56d);
setWordInString(_numberArray, 3, _val55d);
smush_setToFinish();
break;
case 15:
switch (_tempSceneId) {
case 5:
queueSceneSwitch(6, 0, "toranch.san", 64, 0, 0, 530);
break;
case 6:
queueSceneSwitch(4, 0, "tovista1.san", 64, 0, 0, 230);
break;
default:
break;
}
break;
default:
break;
}
}
bool Insane::actor0StateFlags1(int state) {
const int spans[] = {0, 2, 34, 35, 39, 69, 98, 100, 117};
bool retvalue = 0;
unsigned int i;
for (i = 0; i < sizeof(spans); i++) {
retvalue = !retvalue;
if (spans[i] <= state)
break;
}
return retvalue;
}
bool Insane::actor0StateFlags2(int state) {
const int spans[] = {0, 10, 14, 34, 39, 73, 75, 79, 81, 90, 93, 94,
98, 100, 117, 133, 136, 153, 158, 200, 202, 209, 212, 213, 217,
219, 236, 256, 259, 272, 277, 311, 312, 315, 317, 328, 331, 332,
336, 338, 355, 379, 382, 391, 396, 440, 441, 447, 450, 451, 455,
457, 474, 502, 505, 510, 515, 549, 553, 566, 569, 570, 574, 576,
593, 601, 604, 629, 634, 680, 682, 685, 688, 689, 693, 695, 712,
716, 718, 748, 753, 787, 788, 804, 807, 808, 812, 814, 831, 863,
866, 867, 872, 920, 922, 923, 926, 927, 931, 933, 950};
bool retvalue = 0;
unsigned int i;
for (i = 0; i < sizeof(spans); i++) {
retvalue = !retvalue;
if (spans[i] <= state)
break;
}
return retvalue;
}
// smlayer_loadSound1 && smlayer_loadSound2
int Insane::smlayer_loadSound(int id, int flag, int phase) {
int resid;
if (phase == 1) {
if (_idx2Exceeded != 0)
if (_objArray2Idx >= _objArray2Idx2)
return 0;
}
resid = readArray(_numberArray, id);
if (!resid && phase == 2)
return 0;
if (phase == 2)
_scumm->ensureResourceLoaded(rtSound, resid);
_scumm->setResourceCounter(rtSound, resid, 1);
if (phase == 1) {
_objArray2Idx2++;
_objArray2[_objArray2Idx2] = id;
if (_objArray2Idx2 > 100) {
_idx2Exceeded = 1;
_objArray2Idx2 = 0;
}
}
return resid;
}
void Insane::IMUSE_shutVolume(void) {
debug(0, "***************************************************");
_scumm->_imuse->pause(true);
}
void Insane::IMUSE_restoreVolume(void) {
debug(0, "***************************************************");
_scumm->_imuse->pause(false);
}
// smlayer_loadCostume1 && smlayer_loadCostume2
int Insane::smlayer_loadCostume(int id, int phase) {
int resid;
resid = readArray(_numberArray, id);
if (!resid)
return 0;
_scumm->ensureResourceLoaded(rtCostume, resid);
_scumm->setResourceCounter(rtCostume, resid, 1);
// smlayer_lock(rtCostume, resid); // FIXME
if (phase == 1) {
_objArray1Idx2++;
_objArray1[_objArray1Idx2] = id;
if (_objArray1Idx2 == 100)
_objArray1Idx2 = 0;
}
return resid;
}
void Insane::smlayer_setActorCostume(int actornum, int actnum, int costume) {
Actor *a = _scumm->derefActor(_actor[actornum].act[actnum].actor, "smlayer_setActorCostume");
a->setActorCostume(costume);
a->setDirection(180);
a->startAnimActor(1);
_actor[actornum].act[actnum].frame = 0;
}
void Insane::smlayer_putActor(int actornum, int actnum, int x, int y, byte room) {
Actor *a = _scumm->derefActor(_actor[actornum].act[actnum].actor, "smlayer_putActor");
a->putActor(x, y, room);
}
void Insane::smlayer_setActorLayer(int actornum, int actnum, int layer) {
Actor *a = _scumm->derefActor(_actor[actornum].act[actnum].actor, "smlayer_setActorLayer");
a->layer = layer;
}
void Insane::smlayer_setFluPalette(byte *pal, int shut_flag) {
// FIXME. We can't run it without SmushPlayer object
// if (shut_flag)
// // FIXME: shut colors and make picture appear smoothly
// SmushPlayer::setPalette(pal);
// else
_player->setPalette(pal);
}
bool Insane::smlayer_isSoundRunning(int32 sound) {
return _scumm->_sound->isSoundRunning(readArray(_numberArray, sound)) != 0;
}
bool Insane::smlayer_startSound1(int32 sound) {
// FIXME: original startSound parameters:
// startSound(id, 40, 1);
// second param is priority in imuse,
// third param set sound to group volume in imuse
// (0 - master, 1-sfx, 2-voice, 3 - music,
// 4 - background music)
// there are no equivalents in scummvm
if (smlayer_loadSound(sound, 0, 2)) {
_scumm->_sound->addSoundToQueue(readArray(_numberArray, sound));
return true;
} else
return false;
}
bool Insane::smlayer_startSound2(int32 sound) {
// FIXME: original startSound parameters:
// startSound(id, 126, 2);
// second param is priority in imuse,
// third param set sound to group volume in imuse
// (0 - master, 1-sfx, 2-voice, 3 - music,
// 4 - background music)
// there are no equivalents in scummvm
if (smlayer_loadSound(sound, 0, 2)) {
_scumm->_sound->addSoundToQueue(readArray(_numberArray, sound));
return true;
} else
return false;
}
void Insane::smlayer_soundSetPan(int32 soundid, int32 pan) {
_scumm->_imuseDigital->doCommand(12, soundid, 0x700, pan, 0, 0, 0, 0);
}
void Insane::smlayer_soundSetPriority(int32 sound, int32 priority) {
// FIXME: waits for complete iMUSE digital
}
void Insane::smlayer_drawSomething(byte *renderBitmap, int32 codecparam,
int32 x, int32 y, int32 arg_10, NutRenderer *nutfile,
int32 c, int32 arg_1C, int32 arg_20) {
nutfile->drawFrame(renderBitmap, c, x, y);
}
void Insane::smlayer_overrideDrawActorAt(byte *arg_0, byte arg_4, byte arg_8) {
// FIXME: doublecheck
// noop in current implementation
}
void Insane::smlayer_showStatusMsg(int32 arg_0, byte *renderBitmap, int32 codecparam,
int32 x, int32 y, int32 arg_14, int32 arg_18,
int32 arg_1C, const char *formatString, char *str) {
// FIXME: implement
// SmushPlayer::handleTextResource does the thing
warning("stub Insane::smlayer_showStatusMsg(...)");
}
void Insane::turnEnemy(bool battle) {
int buttons;
if (_actor[1].damage < _actor[1].maxdamage) {
_actor[1].lost = 0;
} else {
if (!_actor[1].lost && !_actor[1].lost) {
_actor[1].lost = 1;
_actor[1].act[2].state = 36;
_actor[1].act[1].state = 36;
_actor[1].act[0].state = 36;
_actor[1].act[1].room = 0;
_actor[1].act[0].room = 0;
}
}
buttons = 0;
if (_actor[1].lost == 0)
if (battle)
buttons = actionEnemy();
debug(1, "11:%d 12:%d 13:%d 10:%d", _actor[1].act[1].state,
_actor[1].act[2].state, _actor[1].act[3].state, _actor[1].act[0].state);
actor11Reaction(buttons);
actor12Reaction(buttons);
actor13Reaction(buttons);
actor10Reaction(buttons);
}
void Insane::actor11Reaction(int32 buttons) {
int32 tmpx, tmpy;
chooseEnemyWeaponAnim(buttons);
switch(_actor[1].tilt) {
case -3:
if (_actor[1].act[1].state != 41 || _actor[1].weaponClass != _actor[1].animWeaponClass) {
setEnemyAnimation(1, 6);
_actor[1].act[1].state = 41;
}
if (_actor[1].cursorX >= -100) {
setEnemyAnimation(1, 7);
_actor[1].act[1].state = 40;
_actor[1].field_8 = 48;
_actor[1].tilt = -2;
}
_actor[1].x += _actor[1].cursorX / 32;
break;
case -2:
if (_actor[1].act[1].state != 40 || _actor[1].weaponClass != _actor[1].animWeaponClass) {
setEnemyAnimation(1, 7);
_actor[1].act[1].state = 40;
}
if (_actor[1].field_8 == 48)
_actor[1].tilt = -1;
else
_actor[1].tilt = -3;
_actor[1].x += _actor[1].cursorX / 32;
break;
case -1:
if (_actor[1].act[1].state != 39 || _actor[1].weaponClass != _actor[1].animWeaponClass) {
setEnemyAnimation(1, 8);
_actor[1].act[1].state = 39;
}
if (_actor[1].field_8 == 48)
_actor[1].tilt = 0;
else
_actor[1].tilt = -2;
_actor[1].x += _actor[1].cursorX / 32;
break;
case 0:
if (_actor[1].act[1].state != 1 || _actor[1].weaponClass != _actor[1].animWeaponClass) {
setEnemyAnimation(1, 9);
_actor[1].act[1].state = 1;
}
_actor[1].field_8 = 1;
if (_actor[1].cursorX < -100) {
setEnemyAnimation(1, 8);
_actor[1].act[1].state = 39;
_actor[1].field_8 = 46;
_actor[1].tilt = -1;
} else {
if (_actor[1].cursorX > 100) {
setEnemyAnimation(1, 10);
_actor[1].act[1].state = 55;
_actor[1].field_8 = 49;
_actor[1].tilt = 1;
}
}
break;
case 1:
if (_actor[1].act[1].state != 55 || _actor[1].weaponClass != _actor[1].animWeaponClass) {
setEnemyAnimation(1, 10);
_actor[1].act[1].state = 55;
}
if (_actor[1].field_8 == 51)
_actor[1].tilt = 0;
else
_actor[1].tilt = 2;
_actor[1].x += _actor[1].cursorX / 32;
break;
case 2:
if (_actor[1].act[1].state != 56 || _actor[1].weaponClass != _actor[1].animWeaponClass) {
setEnemyAnimation(1, 11);
_actor[1].act[1].state = 56;
}
if (_actor[1].field_8 == 51)
_actor[1].tilt = 1;
else
_actor[1].tilt = 3;
_actor[1].x += _actor[1].cursorX / 32;
break;
case 3:
if (_actor[1].act[1].state != 57 || _actor[1].weaponClass != _actor[1].animWeaponClass) {
setEnemyAnimation(1, 12);
_actor[1].act[1].state = 57;
}
if (_actor[1].cursorX <= 100) {
setEnemyAnimation(1, 11);
_actor[1].act[1].state = 56;
_actor[1].field_8 = 51;
_actor[1].tilt = 2;
}
_actor[1].x += _actor[1].cursorX / 32;
break;
}
tmpx = _actor[1].x;
tmpy = _actor[1].y + _actor[1].y1;
if (_actor[1].act[1].room)
smlayer_putActor(1, 1, tmpx, tmpy, _smlayer_room2);
else
smlayer_putActor(1, 1, tmpx, tmpy, _smlayer_room);
_actor[1].animWeaponClass = _actor[1].weaponClass;
}
void Insane::setEnemyAnimation(int32 actornum, int anim) {
int d = 0;
if (_currEnemy == EN_VULTM1)
d = 14;
if (anim <= 12)
smlayer_setActorFacing(actornum, 1,
actorAnimationData[_actor[actornum].weaponClass * 7 + anim - 6 + d], 180);
}
void Insane::chooseEnemyWeaponAnim(int32 buttons) {
// kick
if ((buttons & 1) && (!_actor[0].lost)) {
if (!_kickEnemyProgress && actor0StateFlags2(_actor[1].act[2].state + _actor[1].weapon * 238)) {
switch (_actor[1].weapon) {
case INV_CHAIN:
_actor[1].act[2].state = 10;
break;
case INV_CHAINSAW:
_actor[1].act[2].state = 14;
break;
case INV_MACE:
_actor[1].act[2].state = 18;
break;
case INV_2X4:
_actor[1].act[2].state = 22;
break;
case INV_WRENCH:
_actor[1].act[2].state = 26;
break;
case INV_BOOT:
_actor[1].act[2].state = 93;
break;
case INV_HAND:
_actor[1].act[2].state = 2;
break;
case INV_DUST:
_actor[1].act[2].state = 89;
break;
default:
break;
}
_kickEnemyProgress = true;
}
} else {
_kickEnemyProgress = false;
}
// switch weapon
if ((buttons & 2) && (_currEnemy != EN_TORQUE)) {
if (_weaponEnemyJustSwitched || _actor[1].act[2].state == 35 ||
_actor[1].act[2].state == 34)
return;
if (!actor0StateFlags1(_actor[1].act[2].state))
return;
switch (_actor[1].weapon) {
case INV_CHAIN:
case INV_CHAINSAW:
case INV_MACE:
case INV_2X4:
case INV_WRENCH:
_actor[1].act[2].state = 35;
smlayer_setActorFacing(1, 2, 24, 180);
break;
case INV_BOOT:
case INV_HAND:
case INV_DUST:
_actor[1].act[2].state = 0;
switchEnemyWeapon();
default:
switchEnemyWeapon();
}
_weaponEnemyJustSwitched = true;
} else {
_weaponEnemyJustSwitched = false;
}
}
void Insane::switchEnemyWeapon(void) {
do {
_actor[1].weapon++;
if (_actor[1].weapon > 7)
_actor[1].weapon = INV_CHAIN;
} while (!_actor[1].inventory[_actor[1].weapon]);
switch (_actor[1].weapon) {
case INV_CHAIN:
case INV_CHAINSAW:
case INV_MACE:
case INV_2X4:
case INV_WRENCH:
smlayer_setActorCostume(1, 2, readArray(_numberArray, _enemy[_currEnemy].costume4));
smlayer_setActorFacing(1, 2, 18, 180);
_actor[1].weaponClass = 1;
_actor[1].act[2].state = 34;
break;
case INV_BOOT:
_actor[1].weaponClass = 2;
_actor[1].act[2].state = 1;
break;
case INV_HAND:
smlayer_setActorCostume(1, 2, readArray(_numberArray, _enemy[_currEnemy].costume4));
_actor[1].weaponClass = 2;
_actor[1].act[2].state = 1;
break;
case INV_DUST:
setEnemyState();
break;
default:
break;
}
}
void Insane::setEnemyState(void) {
if (_actor[1].lost)
return;
_actor[1].act[2].animTilt = -1000;
if (_currEnemy == EN_CAVEFISH) {
_actor[1].weaponClass = 2;
if (!_val121_)
_actor[1].act[2].state = 98;
else
_actor[1].act[2].state = 99;
return;
}
switch (_actor[1].weapon) {
case INV_CHAIN:
_actor[1].weaponClass = 1;
_actor[1].act[2].state = 63;
break;
case INV_CHAINSAW:
_actor[1].weaponClass = 1;
_actor[1].act[2].state = 64;
break;
case INV_MACE:
_actor[1].weaponClass = 1;
_actor[1].act[2].state = 65;
break;
case INV_2X4:
_actor[1].weaponClass = 1;
_actor[1].act[2].state = 66;
break;
case INV_WRENCH:
_actor[1].weaponClass = 1;
_actor[1].act[2].state = 62;
break;
case INV_BOOT:
case INV_HAND:
case INV_DUST:
_actor[1].weaponClass = 2;
_actor[1].act[2].state = 1;
}
}
void Insane::actor12Reaction(int32 buttons) {
int32 tmp, tmp2;
switch(_actor[1].act[2].state) {
case 106:
smlayer_setActorLayer(1, 2, 5);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
smlayer_setActorFacing(1, 2, 29, 180);
_actor[1].act[2].state = 107;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 107:
smlayer_setActorLayer(1, 2, 5);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
if (_actor[1].act[2].frame >= 8)
_actor[1].damage = _actor[1].maxdamage + 10;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 108:
smlayer_setActorLayer(1, 2, 5);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
smlayer_setActorFacing(1, 2, 28, 180);
_actor[1].act[2].state = 109;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 109:
smlayer_setActorLayer(1, 2, 5);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
if (_actor[1].act[2].frame >= 6)
_actor[1].damage = _actor[1].maxdamage + 10;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 73:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
_actor[1].field_44 = 1;
if (_actor[1].act[2].frame >= 2 && !_kickEnemyProgress) {
smlayer_setActorFacing(1, 2, 19, 180);
_actor[1].act[2].state = 74;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 74:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
_actor[1].field_44 = 0;
if (_actor[1].act[2].frame >= 2) {
smlayer_setActorFacing(1, 2, 9, 180);
_actor[1].act[2].state = 1;
_actor[1].weaponClass = 2;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 79:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
_actor[1].field_44 = 1;
if (_actor[1].act[2].frame >= 1 && !_kickEnemyProgress) {
smlayer_setActorFacing(1, 2, 23, 180);
_actor[1].act[2].state = 80;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 80:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
_actor[1].field_44 = 0;
if (_actor[1].act[2].frame >= 6) {
smlayer_setActorFacing(1, 2, 25, 180);
_actor[1].act[2].state = 63;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 81:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
_actor[1].field_44 = 1;
if (_actor[1].act[2].frame >= 2 && !_kickEnemyProgress) {
smlayer_setActorFacing(1, 2, 23, 180);
_actor[1].act[2].state = 82;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 82:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
_actor[1].field_44 = 0;
if (_actor[1].act[2].frame >= 3) {
smlayer_setActorFacing(1, 2, 26, 180);
_actor[1].act[2].state = 64;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 77:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
_actor[1].field_44 = 1;
if (_actor[1].act[2].frame >= 1 && !_kickEnemyProgress) {
smlayer_setActorFacing(1, 2, 23, 180);
_actor[1].act[2].state = 78;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 78:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
_actor[1].field_44 = 0;
if (_actor[1].act[2].frame >= 5) {
smlayer_setActorFacing(1, 2, 25, 180);
_actor[1].act[2].state = 65;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 83:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 0;
_actor[1].kicking = 0;
_actor[1].field_44 = 1;
if (_actor[1].act[2].frame >= 2 && !_kickEnemyProgress) {
smlayer_setActorFacing(1, 2, 23, 180);
_actor[1].act[2].state = 84;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 84:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 0;
_actor[1].kicking = 0;
_actor[1].field_44 = 0;
if (_actor[1].act[2].frame >= 5) {
smlayer_setActorFacing(1, 2, 25, 180);
_actor[1].act[2].state = 66;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 75:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
_actor[1].field_44 = 1;
if (_actor[1].act[2].frame >= 4 && !_kickEnemyProgress) {
smlayer_setActorFacing(1, 2, 23, 180);
_actor[1].act[2].state = 76;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 76:
smlayer_setActorLayer(1, 2, 6);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
_actor[1].field_44 = 0;
if (_actor[1].act[2].frame >= 4) {
smlayer_setActorFacing(1, 2, 25, 180);
_actor[1].act[2].state = 62;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 2:
smlayer_setActorLayer(1, 2, 4);
smlayer_setActorFacing(1, 2, 17, 180);
_actor[1].kicking = 1;
_actor[1].weaponClass = 1;
_actor[1].act[2].state = 3;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
smlayer_startSound1(63);
break;
case 3:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
if (_actor[1].act[2].frame >= 6) {
tmp = calcEnemyDamage(1, 1);
if (tmp == 1)
smlayer_startSound1(60);
if (tmp == 1000)
smlayer_startSound1(62);
smlayer_setActorFacing(1, 2, 20, 180);
_actor[1].act[2].state = 4;
}
_actor[1].kicking = 1;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 4:
smlayer_setActorLayer(1, 2, 5);
_actor[1].weaponClass = 1;
_actor[1].kicking = 1;
if (_actor[1].act[2].frame >= 2) {
smlayer_setActorFacing(1, 2, 9, 180);
_actor[1].act[2].state = 1;
_actor[1].act[2].animTilt = -1000;
_actor[1].weaponClass = 2;
_actor[1].kicking = 0;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 5:
smlayer_setActorLayer(1, 2, 5);
break;
case 10:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
_actor[1].kicking = 1;
smlayer_setActorFacing(1, 2, 19, 180);
_actor[1].act[2].state = 11;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
smlayer_startSound1(75);
break;
case 11:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
_actor[1].kicking = 1;
if (_actor[1].act[2].frame >= 2) {
if (weaponEnemyIsEffective()) {
smlayer_setActorFacing(1, 2, 22, 180);
_actor[1].act[2].state = 79;
} else {
smlayer_setActorFacing(1, 2, 20, 180);
_actor[1].act[2].state = 12;
}
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 12:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
_actor[1].kicking = 1;
if (_actor[1].act[2].frame >= 1) {
switch (_actor[0].weapon) {
case INV_CHAIN:
case INV_CHAINSAW:
case INV_MACE:
case INV_2X4:
case INV_DUST:
case INV_WRENCH:
case INV_BOOT:
tmp = calcEnemyDamage(1, 1);
if (tmp == 1)
smlayer_startSound1(73);
if (tmp == 1000)
smlayer_startSound1(74);
break;
case INV_HAND:
if(calcEnemyDamage(1, 0))
smlayer_startSound1(73);
break;
}
smlayer_setActorFacing(1, 2, 21, 180);
_actor[1].act[2].state = 13;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 13:
smlayer_setActorLayer(1, 2, 5);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
if (_actor[1].act[2].frame >= 3) {
smlayer_setActorFacing(1, 2, 25, 180);
_actor[1].act[2].state = 63;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 14:
smlayer_setActorLayer(1, 2, 8);
_actor[1].weaponClass = 1;
_actor[1].kicking = 1;
smlayer_setActorFacing(1, 2, 19, 180);
_actor[1].act[2].state = 15;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
smlayer_startSound1(78);
break;
case 15:
smlayer_setActorLayer(1, 2, 8);
_actor[1].weaponClass = 1;
_actor[1].kicking = 1;
if (_actor[1].act[2].frame >= 5) {
switch (_actor[0].weapon) {
case INV_CHAIN:
case INV_CHAINSAW:
case INV_MACE:
case INV_2X4:
case INV_DUST:
if (weaponEnemyIsEffective()) {
smlayer_setActorFacing(1, 2, 22, 180);
_actor[1].act[2].state = 81;
} else {
smlayer_setActorFacing(1, 2, 20, 180);
_actor[1].act[2].state = 16;
}
break;
default:
smlayer_setActorFacing(1, 2, 20, 180);
_actor[1].act[2].state = 16;
break;
}
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 16:
smlayer_setActorLayer(1, 2, 8);
_actor[1].weaponClass = 1;
_actor[1].kicking = 1;
if (_actor[1].act[2].frame >= 3) {
switch (_actor[0].weapon) {
case INV_CHAIN:
case INV_CHAINSAW:
case INV_MACE:
case INV_2X4:
case INV_DUST:
tmp = calcEnemyDamage(1, 1);
if (tmp == 1)
smlayer_startSound1(76);
if (tmp == 1000)
smlayer_startSound1(77);
break;
default:
calcEnemyDamage(1, 0);
break;
}
smlayer_setActorFacing(1, 2, 21,180);
_actor[1].act[2].state = 17;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 17:
smlayer_setActorLayer(1, 2, 5);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
if (_actor[1].act[2].frame >= 1) {
smlayer_setActorFacing(1, 2, 26, 180);
_actor[1].act[2].state = 64;
smlayer_stopSound(76);
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 18:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
_actor[1].kicking = 1;
smlayer_setActorFacing(1, 2, 19, 180);
_actor[1].act[2].state = 19;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
smlayer_startSound1(69);
if (!_actor[1].field_54) {
tmp = rand() % 5;
if (tmp == 1) {
smlayer_startSound1(213);
} else if (tmp == 3) {
smlayer_startSound1(215);
}
}
break;
case 19:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
if (_actor[1].act[2].frame >= 3) {
switch (_actor[0].weapon) {
case INV_CHAIN:
if (_actor[0].kicking) {
_actor[0].act[2].state = 108;
_actor[1].act[2].state = 110;
}
break;
case INV_CHAINSAW:
if (_actor[0].kicking || _actor[0].field_44)
_actor[1].act[2].state = 106;
else {
smlayer_setActorFacing(1, 2, 20, 180);
_actor[1].act[2].state = 20;
}
break;
case INV_BOOT:
case INV_DUST:
smlayer_setActorFacing(1, 2, 20, 180);
_actor[1].act[2].state = 20;
break;
default:
if (weaponEnemyIsEffective()) {
smlayer_setActorFacing(1, 2, 22, 180);
_actor[1].act[2].state = 77;
} else {
smlayer_setActorFacing(1, 2, 20, 180);
_actor[1].act[2].state = 20;
}
break;
}
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 20:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
_actor[1].kicking = 1;
if (_actor[1].act[2].frame >= 1) {
switch (_actor[1].weapon) {
case INV_CHAINSAW:
case INV_MACE:
case INV_2X4:
case INV_BOOT:
tmp = calcEnemyDamage(1, 1);
if (tmp == 1)
smlayer_startSound1(67);
if (tmp == 1000)
smlayer_startSound1(68);
break;
default:
calcEnemyDamage(1, 0);
break;
}
smlayer_setActorFacing(1, 2, 21, 180);
_actor[1].act[2].state = 21;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 21:
smlayer_setActorLayer(1, 2, 5);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
if (_actor[1].act[2].frame >= 5) {
smlayer_setActorFacing(1, 2, 25, 180);
_actor[1].act[2].state = 65;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 110:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
smlayer_setActorFacing(1, 2, 30, 180);
_actor[1].act[2].state = 111;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 111:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
if (_actor[1].act[2].frame >= 7) {
smlayer_setActorFacing(1, 2, 25, 180);
_actor[1].act[2].state = 65;
smlayer_setActorLayer(1, 2, 5);
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 22:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 0;
_actor[1].kicking = 1;
smlayer_setActorFacing(1, 2, 19, 180);
_actor[1].act[2].state = 23;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
smlayer_startSound1(81);
break;
case 23:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 0;
_actor[1].kicking = 1;
if (weaponEnemyIsEffective()) {
smlayer_setActorFacing(1, 2, 22, 180);
_actor[1].act[2].state = 83;
} else {
smlayer_setActorFacing(1, 2, 20, 180);
_actor[1].act[2].state = 24;
if (!_actor[1].field_54)
smlayer_startSound1(246);
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 24:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 0;
_actor[1].kicking = 1;
if (_actor[1].act[2].frame >= 1) {
tmp = calcEnemyDamage(1, 1);
if (tmp == 1)
smlayer_startSound1(79);
if (tmp == 1000)
smlayer_startSound1(80);
break;
smlayer_setActorFacing(1, 2, 21, 180);
_actor[1].act[2].state = 25;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 25:
smlayer_setActorLayer(1, 2, 5);
_actor[1].weaponClass = 0;
_actor[1].kicking = 0;
if (_actor[1].act[2].frame >= 3) {
smlayer_setActorFacing(1, 2, 25, 180);
_actor[1].act[2].state = 66;
_actor[1].weaponClass = 1;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 26:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
_actor[1].kicking = 1;
smlayer_setActorFacing(1, 2, 19, 180);
_actor[1].act[2].state = 27;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
smlayer_startSound1(72);
break;
case 27:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
_actor[1].kicking = 1;
if (_actor[1].act[2].frame >= 1) {
if (weaponEnemyIsEffective()) {
smlayer_setActorFacing(1, 2, 22, 180);
_actor[1].act[2].state = 75;
} else {
smlayer_setActorFacing(1, 2, 20, 180);
_actor[1].act[2].state = 28;
break;
}
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 28:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
_actor[1].kicking = 1;
if (_actor[1].act[2].frame >= 3) {
tmp = calcEnemyDamage(1, 1);
if (tmp == 1)
smlayer_startSound1(70);
if (tmp == 1000)
smlayer_startSound1(71);
smlayer_setActorFacing(1, 2, 21, 180);
_actor[1].act[2].state = 29;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 29:
smlayer_setActorLayer(1, 2, 5);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
if (_actor[1].act[2].frame >= 6) {
smlayer_setActorFacing(1, 2, 25, 180);
_actor[1].act[2].state = 62;
_actor[1].kicking = 0;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 93:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
smlayer_setActorFacing(1, 2, 18, 180);
_actor[1].act[2].state = 94;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 94:
smlayer_setActorLayer(1, 2, 4);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
if (_actor[1].act[2].frame >= 15) {
smlayer_setActorCostume(1, 2, readArray(_numberArray, 44));
smlayer_setActorFacing(1, 2, 6, 180);
_actor[1].act[2].state = 95;
_actor[1].act[0].room = 0;
_actor[1].act[1].room = 0;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 95:
smlayer_setActorLayer(1, 2, 4);
_actor[1].kicking = 0;
if (_actor[1].act[2].frame >= 19) {
queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
_continueFrame1, 1300);
_actor[1].act[2].state = 96;
}
break;
case 92:
smlayer_setActorLayer(1, 2, 5);
_actor[1].kicking = 0;
break;
case 97:
smlayer_setActorLayer(1, 2, 25);
_actor[1].lost = true;
if (_actor[1].act[2].frame >= 18) {
setWordInString(_numberArray, 7, 1);
_enemy[EN_VULTM2].field_10 = 1;
queueSceneSwitch(12, 0, "getnitro.san", 0, 0, 0, 0);
}
break;
case 89:
smlayer_setActorLayer(1, 2, 26);
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
if (_val121_)
smlayer_setActorFacing(1, 2, 13, 180);
else
smlayer_setActorFacing(1, 2, 12, 180);
smlayer_startSound1(100);
_actor[1].act[2].state = 90;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 90:
smlayer_setActorLayer(1, 2, 26);
_actor[1].weaponClass = 2;
_actor[1].kicking = 0;
if (_actor[1].act[2].frame >= 5)
if (_actor[1].x - _actor[0].x <= 125)
_actor[0].damage += 90;
if (_actor[1].act[2].frame >= 12) {
_actor[1].kicking = 0;
setEnemyState();
smlayer_setActorLayer(1, 2, 5);
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 91:
smlayer_setActorLayer(1, 2, 26);
_actor[1].kicking = 0;
break;
case 36:
_actor[1].lost = 1;
_actor[1].field_54 = 1;
_actor[1].cursorX = 0;
_actor[1].kicking = 0;
smlayer_setActorCostume(1, 2, readArray(_numberArray, _enemy[_currEnemy].costumevar));
smlayer_setActorFacing(1, 2, 6, 180);
smlayer_setActorLayer(1, 2, 25);
smlayer_startSound1(96);
_actor[1].act[2].state = 37;
switch (_currEnemy) {
case EN_ROTT1:
smlayer_startSound2(212);
break;
case EN_ROTT2:
smlayer_startSound2(259);
break;
case EN_ROTT3:
smlayer_startSound2(232);
break;
case EN_VULTF1:
smlayer_startSound2(281);
break;
case EN_VULTF2:
smlayer_startSound2(276);
break;
}
case 37:
_actor[1].cursorX = 0;
_actor[1].kicking = 0;
if (_actor[1].act[2].frame < _enemy[_currEnemy].maxframe) {
if (_actor[1].x >= 50 && _actor[1].x <= 270)
break;
if (_actor[1].act[2].frame < _enemy[_currEnemy].maxframe / 2)
break;
}
if (_currSceneId == 21) {
queueSceneSwitch(22, 0, "rottflip.san", 64, 0, 0, 0);
_actor[1].act[2].state = 38;
}
break;
case 102:
_actor[1].lost = 1;
_actor[1].cursorX = 0;
_actor[1].kicking = 0;
smlayer_setActorCostume(1, 2, readArray(_numberArray, 40));
smlayer_setActorFacing(1, 2, 6, 180);
smlayer_setActorLayer(1, 2, 25);
_actor[1].act[2].state = 103;
case 103:
_actor[1].kicking = 0;
if (_actor[1].act[2].frame >= 18) {
if (_actor[1].x >= 50 && _actor[1].x <= 270)
break;
if (_actor[1].act[2].frame < 9)
break;
_enemy[EN_CAVEFISH].field_10 = 1;
queueSceneSwitch(20, 0, "wr2_cvko.san", 64, 0, 0, 0);
_actor[1].act[2].state = 38;
}
break;
case 113:
_actor[1].lost = 1;
_actor[1].kicking = 0;
smlayer_setActorCostume(1, 2, readArray(_numberArray, 46));
smlayer_setActorFacing(1, 2, 6, 180);
smlayer_setActorLayer(1, 2, 25);
_actor[1].act[1].room = 0;
_actor[1].act[0].room = 0;
_actor[1].cursorX = 0;
_actor[1].act[2].state = 114;
_enemy[EN_VULTF2].field_10 = 1;
smlayer_startSound2(275);
break;
case 114:
smlayer_setActorLayer(1, 2, 25);
_actor[1].kicking = 0;
if (_actor[1].act[2].frame >= 16) {
if (_actor[1].x >= 50 && _actor[1].x <= 270)
break;
if (_actor[1].act[2].frame < 8)
break;
queueSceneSwitch(11, 0, _enemy[_currEnemy].filename, 64, 0, 0, 0);
_actor[1].act[2].state = 38;
}
break;
case 115:
_actor[1].lost = 1;
_actor[1].kicking = 0;
smlayer_setActorCostume(1, 2, readArray(_numberArray, 47));
smlayer_setActorFacing(1, 2, 6, 180);
smlayer_setActorLayer(1, 2, 25);
_actor[1].act[1].room = 0;
_actor[1].act[0].room = 0;
_actor[1].cursorX = 0;
_actor[1].act[2].state = 116;
smlayer_startSound2(232);
break;
case 116:
smlayer_setActorLayer(1, 2, 25);
_actor[1].kicking = 0;
if (_actor[1].act[2].frame >= 17) {
if (_actor[1].x >= 50 && _actor[1].x <= 270)
break;
if (_actor[1].act[2].frame < 8)
break;
queueSceneSwitch(11, 0, _enemy[_currEnemy].filename, 64, 0, 0, 0);
_actor[1].act[2].state = 38;
}
break;
case 38:
smlayer_setActorLayer(1, 2, 25);
_actor[1].kicking = 0;
if (_actor[1].act[2].frame < _enemy[_currEnemy].maxframe + 20)
break;
_actor[1].act[2].frame = 0;
if (_currSceneId == 21) {
queueSceneSwitch(22, 0, "rottflip.san", 64, 0, 0, 0);
_actor[1].act[2].state = 38;
} else {
queueSceneSwitch(11, 0, _enemy[_currEnemy].filename, 64, 0, 0, 0);
_actor[1].act[2].state = 38;
}
break;
case 34:
smlayer_setActorLayer(1, 2, 5);
_actor[1].kicking = 0;
if (!smlayer_actorNeedRedraw(1, 2)) {
setEnemyState();
_actor[1].act[2].tilt = 0;
// for some reason there is no break at this
// place, so tilt gets overriden on next line
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 35:
smlayer_setActorLayer(1, 2, 5);
_actor[1].kicking = 0;
if (!smlayer_actorNeedRedraw(1, 2)) {
switchEnemyWeapon();
_actor[1].act[2].tilt = 0;
}
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 63:
smlayer_setActorLayer(1, 2, 5);
if (_actor[1].act[2].animTilt) {
smlayer_setActorFacing(1, 2, 25, 180);
_actor[1].act[2].animTilt = 0;
}
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 64:
smlayer_setActorLayer(1, 2, 5);
if (_actor[1].act[2].animTilt) {
smlayer_setActorFacing(1, 2, 26, 180);
_actor[1].act[2].animTilt = 0;
}
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 65:
smlayer_setActorLayer(1, 2, 5);
if (_actor[1].act[2].animTilt) {
smlayer_setActorFacing(1, 2, 25, 180);
_actor[1].act[2].animTilt = 0;
}
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 66:
smlayer_setActorLayer(1, 2, 5);
if (_actor[1].act[2].animTilt) {
smlayer_setActorFacing(1, 2, 25, 180);
_actor[1].act[2].animTilt = 0;
}
_actor[1].weaponClass = 1;
_actor[1].kicking = 0;
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
break;
case 98:
smlayer_setActorLayer(1, 2, 5);
if (_actor[1].act[2].animTilt) {
smlayer_setActorFacing(1, 2, 6, 180);
_actor[1].act[2].animTilt = 0;
}
if (_val121_) {
smlayer_setActorFacing(1, 2, 7, 180);
_actor[1].act[2].state = 100;
}
_actor[1].kicking = 0;
break;
case 99:
smlayer_setActorLayer(1, 2, 5);
if (_actor[1].act[2].animTilt) {
smlayer_setActorFacing(1, 2, 9, 180);
_actor[1].act[2].animTilt = 0;
}
if (_val121_) {
smlayer_setActorFacing(1, 2, 8, 180);
_actor[1].act[2].state = 101;
}
_actor[1].kicking = 0;
break;
case 100:
smlayer_setActorLayer(1, 2, 5);
if (_actor[1].act[2].frame >= 4) {
smlayer_setActorFacing(1, 2, 9, 180);
_actor[1].act[2].state = 99;
}
_actor[1].kicking = 0;
break;
case 101:
smlayer_setActorLayer(1, 2, 5);
if (_actor[1].act[2].frame >= 4) {
smlayer_setActorFacing(1, 2, 6, 180);
_actor[1].act[2].state = 98;
}
_actor[1].kicking = 0;
break;
case 1:
smlayer_setActorLayer(1, 2, 5);
_actor[1].weaponClass = 2;
_actor[1].kicking = 0;
switch (_actor[1].tilt) {
case -3:
if (_actor[1].act[2].animTilt != -3) {
smlayer_setActorFacing(1, 2, 6, 180);
_actor[1].act[2].animTilt = -3;
}
break;
case -2:
if (_actor[1].field_8 == 48)
smlayer_setActorFacing(1, 2, 7, 180);
_actor[1].act[2].animTilt = -2;
break;
case -1:
if (_actor[1].field_8 == 46)
smlayer_setActorFacing(1, 2, 8, 180);
_actor[1].act[2].animTilt = -1;
break;
case 0:
if (_actor[1].act[2].animTilt) {
smlayer_setActorFacing(1, 2, 9, 180);
_actor[1].act[2].animTilt = 0;
}
break;
case 1:
if (_actor[1].field_8 == 49)
smlayer_setActorFacing(1, 2, 10, 180);
_actor[1].act[2].animTilt = 1;
break;
case 2:
if (_actor[1].field_8 == 51)
smlayer_setActorFacing(1, 2, 11, 180);
_actor[1].act[2].animTilt = 2;
break;
case 3:
if (_actor[1].act[2].animTilt != 3) {
smlayer_setActorFacing(1, 2, 12, 180);
_actor[1].act[2].animTilt = 3;
}
break;
default:
break;
}
_actor[1].act[2].tilt = 0;
break;
default:
break;
}
tmp = _actor[1].x + _actor[1].act[2].tilt - 17;
tmp2 = _actor[1].y + _actor[1].y1 - 98;
if (_actor[1].act[2].room)
smlayer_putActor(1, 2, tmp, tmp2, _smlayer_room2);
else
smlayer_putActor(1, 2, tmp, tmp2, _smlayer_room);
}
int32 Insane::calcEnemyDamage(bool arg_0, bool arg_4) {
if ((_actor[1].x - _actor[0].x > weaponMaxRange(1)) ||
(_actor[1].x - _actor[0].x < weaponMinRange(1)))
return 0;
if (_actor[0].field_44 && arg_4)
return 1000;
if (!actor1StateFlags(_actor[0].act[2].state))
return 0;
if (arg_0) {
ouchSoundBen();
_actor[0].damage += weaponDamage(1); // PATCH
}
return 1;
}
void Insane::ouchSoundBen(void) {
_actor[0].act[3].state = 52;
switch (rand() % 4) {
case 0:
smlayer_startSound2(315);
break;
case 1:
smlayer_startSound2(316);
break;
case 2:
smlayer_startSound2(317);
break;
case 3:
smlayer_startSound2(98);
break;
}
}
bool Insane::weaponEnemyIsEffective(void) {
if ((_actor[1].x - _actor[0].x > weaponMaxRange(1)) ||
(_actor[1].x - _actor[0].x < weaponMinRange(1)) ||
!_actor[0].kicking)
return false;
return true;
}
void Insane::actor13Reaction(int32 buttons) {
int32 tmp;
switch (_actor[1].act[3].state) {
case 117:
smlayer_setActorFacing(1, 3, 13, 180);
_actor[1].field_54 = 1;
_actor[1].act[3].state = 69;
break;
case 69:
if (_actor[1].act[3].frame >= 2)
_actor[1].act[3].state = 70;
break;
case 70:
if (_actor[1].scenePropSubIdx) {
smlayer_setActorFacing(1, 3, 4, 180);
tmp = _currScenePropIdx + _actor[1].scenePropSubIdx;
if (!smlayer_startSound2(_sceneProp[tmp].sound))
_actor[1].runningSound = 0;
else
_actor[1].runningSound = _sceneProp[tmp].sound;
_actor[1].act[3].state = 72;
} else {
_actor[1].act[3].state = 118;
}
break;
case 72:
if (_actor[1].runningSound) {
if (!smlayer_isSoundRunning(_actor[1].runningSound)) {
smlayer_setActorFacing(1, 3, 5, 180);
_actor[1].act[3].state = 70;
_actor[1].scenePropSubIdx = 0;
}
} else {
tmp = _currScenePropIdx + _actor[1].scenePropSubIdx;
if (_sceneProp[tmp].counter >= _sceneProp[tmp].maxCounter) {
smlayer_setActorFacing(1, 3, 5, 180);
_actor[1].act[3].state = 70;
_actor[1].scenePropSubIdx = 0;
_actor[1].runningSound = 0;
}
}
break;
case 118:
smlayer_setActorFacing(1, 3, 14, 180);
_actor[1].act[3].state = 71;
break;
case 71:
_actor[1].field_54 = 0;
if (_actor[1].act[3].frame >= 2)
_actor[1].act[3].state = 1;
break;
case 52:
if (_actor[1].runningSound)
smlayer_stopSound(_actor[1].runningSound);
if (_currScenePropIdx)
shutCurrentScene();
_actor[1].runningSound = 0;
_actor[1].defunct = 0;
_actor[1].field_54 = 0;
smlayer_setActorFacing(1, 3, 15, 180);
_actor[1].act[3].state = 53;
break;
case 53:
_actor[1].field_54 = 0;
if (_actor[1].act[3].frame >= 2) {
smlayer_setActorFacing(1, 3, 16, 180);
_actor[1].act[3].state = 54;
}
break;
case 54:
case 1:
_actor[1].field_54 = 0;
break;
default:
break;
}
}
// FIXME: this is exact actor00Reaction. Combine
void Insane::actor10Reaction(int32 buttons) {
int32 tmpx, tmpy;
switch (_actor[1].tilt) {
case -3:
if (_actor[1].act[0].state != 41) {
smlayer_setActorFacing(1, 0, 6, 180);
_actor[1].act[0].state = 41;
}
break;
case -2:
if (_actor[1].act[0].state != 40) {
smlayer_setActorFacing(1, 0, 7, 180);
_actor[1].act[0].state = 40;
}
break;
case -1:
if (_actor[1].act[0].state != 39) {
smlayer_setActorFacing(1, 0, 8, 180);
_actor[1].act[0].state = 39;
}
break;
case 0:
if (_actor[1].act[0].state != 1) {
smlayer_setActorFacing(1, 0, 9, 180);
_actor[1].act[0].state = 1;
}
break;
case 1:
if (_actor[1].act[0].state != 55) {
smlayer_setActorFacing(1, 0, 10, 180);
_actor[1].act[0].state = 55;
}
break;
case 2:
if (_actor[1].act[0].state != 56) {
smlayer_setActorFacing(1, 0, 11, 180);
_actor[1].act[0].state = 56;
}
break;
case 3:
if (_actor[1].act[0].state != 57) {
smlayer_setActorFacing(1, 0, 12, 180);
_actor[1].act[0].state = 57;
}
break;
default:
break;
}
tmpx = _actor[1].x + _actor[1].x1;
tmpy = _actor[1].y + _actor[1].y1;
if (_actor[1].act[0].room)
smlayer_putActor(1, 0, tmpx, tmpy, _smlayer_room2);
else
smlayer_putActor(1, 0, tmpx, tmpy, _smlayer_room);
}
int32 Insane::actionEnemy(void) {
int32 buttons;
if (_actor[1].enemyHandler != -1)
buttons = enemyHandler(_actor[1].enemyHandler, 1, 0, _actor[1].probability);
else
buttons = enemyHandler(EN_TORQUE, 1, 0, _actor[1].probability);
if (_actor[1].tilt) {
_actor[1].speed += _actor[1].cursorX / 40;
} else {
if (_actor[1].speed < 0)
_actor[1].speed++;
else
_actor[1].speed--;
}
if (_actor[1].speed > 8)
_actor[1].speed = 8;
if (_actor[1].speed < -8)
_actor[1].speed = -8;
_actor[1].x += _actor[0].speed;
if (_actor[1].x > 250)
_actor[1].x--;
else
_actor[1].x--;
if (_actor[1].x > 320) {
_actor[1].x = 320;
_actor[1].damage++;
_actor[1].x1 = -_actor[1].x1;
_actor[1].damage++;
return buttons;
}
if (!_actor[1].lost) {
if (_actor[0].x + 90 > _actor[1].x)
_actor[1].x = _actor[0].x + 90;
}
if (_actor[1].x < 0) {
_actor[1].x = 0;
_actor[1].x1 = -_actor[1].x1;
_actor[1].damage++;
} else if (_actor[1].x > 310) {
_actor[1].x1 = -_actor[1].x1;
_actor[1].damage++;
}
return buttons;
}
void Insane::procIACT(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, Chunk &b, int32 size, int32 flags) {
if (_keyboardDisable || _val116w)
return;
switch (_currSceneId) {
case 1:
iactScene1(renderBitmap, codecparam, setupsan12, setupsan13, b, size, flags);
break;
case 3:
case 13:
iactScene3(renderBitmap, codecparam, setupsan12, setupsan13, b, size, flags);
break;
case 4:
case 5:
iactScene4(renderBitmap, codecparam, setupsan12, setupsan13, b, size, flags);
break;
case 6:
iactScene6(renderBitmap, codecparam, setupsan12, setupsan13, b, size, flags);
break;
case 17:
iactScene17(renderBitmap, codecparam, setupsan12, setupsan13, b, size, flags);
break;
case 21:
iactScene21(renderBitmap, codecparam, setupsan12, setupsan13, b, size, flags);
break;
}
}
void Insane::iactScene1(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, Chunk &b, int32 size, int32 flags) {
_player->checkBlock(b, TYPE_IACT, 8);
int16 par1, par2, par3, par4, par5, par6, par7, par9, par11, par13, tmp;
par1 = b.getWord(); // cx
par2 = b.getWord(); // dx
par3 = b.getWord(); // si
par4 = b.getWord(); // bx
switch (par1) {
case 2:
if (par3 != 1)
break;
par5 = b.getWord(); // si
if (_actor[0].field_8 == 112) {
setBit(par5);
break;
}
if (_val32d == -1) {
proc62();
_val32d = _enemy[_currEnemy].field_34;
}
if (_val32d == par4)
clearBit(par5);
else
setBit(par5);
break;
case 3:
if (par3 == 1) {
setBit(b.getWord());
_val32d = -1;
}
break;
case 4:
if (par3 == 1 || _val32d < 0 || _val32d > 4)
setBit(b.getWord());
break;
case 5:
if (par2 != 13)
break;
tmp = b.getWord(); // +8
tmp = b.getWord(); // +10
par7 = b.getWord(); // +12 dx
tmp = b.getWord(); // +14
par9 = b.getWord(); // +16 bx
tmp = b.getWord(); // +18
par11 = b.getWord(); // +20 cx
tmp = b.getWord(); // +12
par13 = b.getWord(); // +24 ax
if (par13 > _actor[0].x || par11 < _actor[0].x) {
_tiresRustle = true;
_actor[0].x1 = -_actor[0].x1;
_actor[0].damage++;
}
if (par9 < _actor[0].x || par7 > _actor[0].x) {
_tiresRustle = true;
_actor[0].damage += 4;
}
break;
case 6:
switch (par2) {
case 38:
smlayer_drawSomething(renderBitmap, codecparam, 50, 20, 3,
_smush_iconsNut, 7, 0, 0);
_val119_ = true;
_iactSceneId = par4;
break;
case 7:
if (readArray(_numberArray, 4) != 0)
return;
_val120_ = true;
smlayer_drawSomething(renderBitmap, codecparam, 160, 20, 3,
_smush_icons2Nut, 8, 0, 0);
break;
case 8:
if (readArray(_numberArray, 4) == 0 || readArray(_numberArray, 6) == 0)
return;
setWordInString(_numberArray, 1, _val55d);
setWordInString(_numberArray, 3, _val57d);
smush_setToFinish();
break;
case 25:
_val121_ = true;
_actor[0].y1 = -_actor[0].y1;
break;
case 11:
if (_val32d >= 1 && _val32d <= 4 && !_needSceneSwitch)
queueSceneSwitch(13, _smush_minefiteFlu, "minefite.san", 64, 0,
_continueFrame1, 1300);
break;
case 9:
par5 = b.getWord(); // si
par6 = b.getWord(); // bx
smlayer_setFluPalette(_smush_roadrsh3Rip, 0);
if (par5 != par6 - 1)
smlayer_setFluPalette(_smush_roadrashRip, 0);
}
break;
case 7:
switch (par4) {
case 1:
_actor[0].x -= (b.getWord() - 160) / 10;
break;
case 2:
par5 = b.getWord();
if (par5 - 8 > _actor[0].x || par5 + 8 < _actor[0].x) {
if (smlayer_isSoundRunning(86))
smlayer_stopSound(86);
} else {
if (!smlayer_isSoundRunning(86))
smlayer_startSound1(86);
}
break;
}
break;
}
if (_val32d < 0 || _val32d > 4)
if (readArray(_numberArray, 8)) {
smlayer_drawSomething(renderBitmap, codecparam, 270, 20, 3,
_smush_icons2Nut, 20, 0, 0);
_val122_ = true;
}
}
void Insane::proc62(void) {
if (readArray(_numberArray, 58) == 0)
_enemy[EN_TORQUE].field_10 = 1;
if (_enemy[EN_TORQUE].field_8 == 0) {
_currEnemy = EN_TORQUE;
_val215d++;
_val216d[_val215d] = EN_TORQUE;
_val214d = _currEnemy;
return;
}
proc63();
// FIXME: someone, please, untaint this mess
int32 en, edi, ebp, edx, esi, eax, ebx, ecx;
for (en = 0; _enemy[en].field_10 == 0; en++);
en -= 4;
ebp = 0;
edi = 0;
_loop1:
edi++;
if (edi > 14)
goto loc5;
edx = rand() / 11;
esi = edx;
if (edx == 9)
esi = 6;
else if (edx > 9)
esi = 7;
eax = esi;
ebx = 1;
if (_enemy[eax].field_10 != ebp)
goto _loop1;
if (ebp < _val215d) {
edx = _val215d;
eax = ebp;
if (ebx)
goto loc1;
}
goto loc4;
loc1:
if (esi == _val216d[eax + 1])
ebx = ebp;
eax++;
if (eax < edx) {
if (ebx)
goto loc1;
}
loc4:
if (ebx == 0)
goto loc15;
edx = _val215d;
edx++;
_val216d[edx] = esi;
_val215d = edx;
if (edx < en)
goto loc15;
goto loc14;
loc5:
ecx = ebp;
loc6:
ebx = 1;
esi = ecx;
if (ebp < _val215d)
goto loc9;
goto loc11;
loc7:
if (esi == _val216d[eax + 1])
ebx = ebp;
eax++;
if (eax < edx)
goto loc10;
goto loc11;
loc9:
edx = _val215d;
eax = ebp;
loc10:
if (ebx != 0)
goto loc7;
loc11:
ecx++;
if (ecx >= 9)
goto loc12;
if (ebx == 0)
goto loc6;
loc12:
if (ebx != 0)
goto loc13;
_val215d = ebp;
edi = ebp;
goto _loop1;
loc13:
edx = _val215d;
edx++;
_val216d[edx] = esi;
_val215d = edx;
if (edx < en)
goto loc15;
loc14:
proc64(ebp);
loc15:
if (ebx == 0)
goto _loop1;
_currEnemy = esi;
_val214d = _currEnemy;
}
void Insane::proc63(void) {
int i;
if (_val215d > 0) {
for (i = 0; i < _val215d; i++)
if (_enemy[i].field_10 == 1)
proc64(i);
}
}
void Insane::proc64(int32 enemy1) {
int en = _val215d;
for (en = _val215d; enemy1 < en; en++)
_val216d[en] = _val216d[en + 1];
_val215d = en - 1;
}
void Insane::iactScene3(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, Chunk &b, int32 size, int32 flags) {
_player->checkBlock(b, TYPE_IACT, 8);
int command, par1, par2, par3, tmp;
command = b.getWord();
par1 = b.getWord();
if (command == 6) {
if (par1 == 9) {
tmp = b.getWord(); // ptr + 4
tmp = b.getWord(); // ptr + 6
par2 = b.getWord(); // ptr + 8
par3 = b.getWord(); // ptr + 10
if (!par2)
smlayer_setFluPalette(_smush_roadrsh3Rip, 0);
else {
if (par2 == par3 - 1)
smlayer_setFluPalette(_smush_roadrashRip, 0);
}
} else if (par1 == 25) {
_val121_ = true;
_actor[0].y1 = -_actor[0].y1;
_actor[1].y1 = -_actor[1].y1;
}
}
}
void Insane::iactScene4(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, Chunk &b, int32 size, int32 flags) {
_player->checkBlock(b, TYPE_IACT, 8);
int16 par1, par2, par3, par4, par5;
par1 = b.getWord(); // edx
par2 = b.getWord(); // bx
par3 = b.getWord();
par4 = b.getWord(); // cx
switch (par1) {
case 2:
case 4:
par5 = b.getWord(); // si
switch (par3) {
case 1:
if (par4 == 1) {
if (readArray(_numberArray, 6))
setBit(par5);
else
clearBit(par5);
} else {
if (readArray(_numberArray, 6))
clearBit(par5);
else
setBit(par5);
}
break;
case 2:
if (readArray(_numberArray, 5))
clearBit(par5);
else
setBit(par5);
break;
}
break;
case 6:
switch (par2) {
case 38:
smlayer_drawSomething(renderBitmap, codecparam, 270, 20, 3,
_smush_icons2Nut, 10, 0, 0);
_val119_ = true;
_iactSceneId = par4;
break;
case 7:
if (readArray(_numberArray, 4) != 0)
return;
_val120_ = true;
smlayer_drawSomething(renderBitmap, codecparam, 160, 20, 3,
_smush_icons2Nut, 8, 0, 0);
break;
case 8:
if (readArray(_numberArray, 4) == 0 || readArray(_numberArray, 6) == 0)
return;
setWordInString(_numberArray, 1, _val55d);
setWordInString(_numberArray, 3, _val57d);
smush_setToFinish();
break;
case 25:
if (readArray(_numberArray, 5) == 0)
return;
_val212_ = true;
smlayer_drawSomething(renderBitmap, codecparam, 160, 20, 3,
_smush_icons2Nut, 8, 0, 0);
break;
case 11:
smlayer_drawSomething(renderBitmap, codecparam, 50, 20, 3,
_smush_icons2Nut, 9, 0, 0);
_val119_ = true;
_iactSceneId = par4;
break;
}
break;
}
}
void Insane::iactScene6(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, Chunk &b, int32 size, int32 flags) {
_player->checkBlock(b, TYPE_IACT, 8);
int16 par1, par2, par3, par4, par5;
par1 = b.getWord();
par2 = b.getWord(); // bx
par3 = b.getWord();
par4 = b.getWord();
switch (par1) {
case 2:
case 4:
par5 = b.getWord(); // si
switch (par3) {
case 1:
if (par4 == 1) {
if (readArray(_numberArray, 6))
setBit(par5);
else
clearBit(par5);
} else {
if (readArray(_numberArray, 6))
clearBit(par5);
else
setBit(par5);
}
break;
case 2:
if (readArray(_numberArray, 5))
clearBit(par5);
else
setBit(par5);
break;
}
break;
case 6:
switch (par2) {
case 38:
smlayer_drawSomething(renderBitmap, codecparam, 270, 20, 3,
_smush_icons2Nut, 10, 0, 0);
_val119_ = true;
_iactSceneId = par4;
break;
case 7:
if (readArray(_numberArray, 4) != 0)
return;
_val120_ = true;
smlayer_drawSomething(renderBitmap, codecparam, 160, 20, 3,
_smush_icons2Nut, 8, 0, 0);
break;
case 8:
if (readArray(_numberArray, 4) == 0 || readArray(_numberArray, 6) == 0)
return;
setWordInString(_numberArray, 1, _val55d);
setWordInString(_numberArray, 3, _val53d);
smush_setToFinish();
break;
case 25:
if (readArray(_numberArray, 5) == 0)
return;
_val212_ = true;
smlayer_drawSomething(renderBitmap, codecparam, 160, 20, 3,
_smush_icons2Nut, 8, 0, 0);
break;
case 11:
smlayer_drawSomething(renderBitmap, codecparam, 50, 20, 3,
_smush_icons2Nut, 9, 0, 0);
_val119_ = true;
_iactSceneId = par4;
break;
}
break;
}
}
void Insane::iactScene17(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, Chunk &b, int32 size, int32 flags) {
_player->checkBlock(b, TYPE_IACT, 8);
int16 par1, par2, par3, par4;
par1 = b.getWord(); // dx
par2 = b.getWord(); // cx
par3 = b.getWord(); // di
par4 = b.getWord();
switch (par1) {
case 2:
case 3:
case 4:
if (par3 == 1) {
setBit(b.getWord());
_val32d = -1;
}
break;
case 6:
switch (par2) {
case 38:
smlayer_drawSomething(renderBitmap, codecparam, 28, 48, 1,
_smush_iconsNut, 6, 0, 0);
_val119_ = true;
_iactSceneId = par4;
if (_counter1 <= 4) {
if (_counter1 == 4)
smlayer_startSound1(94);
smlayer_showStatusMsg(-1, renderBitmap, codecparam, 24, 167, 1,
2, 0, "%s", handleTrsTag(_trsFilePtr, 5000));
}
_val124_ = true;
break;
case 11:
smlayer_drawSomething(renderBitmap, codecparam, 28, 48, 1,
_smush_iconsNut, 6, 0, 0);
if (_counter1 <= 4) {
if (_counter1 == 4)
smlayer_startSound1(94);
smlayer_showStatusMsg(-1, renderBitmap, codecparam, 24, 167, 1,
2, 0, "%s", handleTrsTag(_trsFilePtr, 5001));
}
_val124_ = true;
_val123_ = true;
break;
}
break;
}
}
void Insane::iactScene21(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, Chunk &b, int32 size, int32 flags) {
// void implementation
}
void Insane::procSKIP(Chunk &b) {
_player->checkBlock(b, TYPE_SKIP, 4);
int16 par1, par2;
par1 = b.getWord();
par2 = b.getWord();
if (!par2) {
if (isBitSet(par1))
_player->_skipNext = true;
return;
}
if (isBitSet(par1) != isBitSet(par2))
_player->_skipNext = true;
}
bool Insane::isBitSet(int n) {
if (n >= 0x80)
return false;
return (_iactBits[n / 8] & (0x80 >> (n % 8))) != 0;
}
void Insane::setBit(int n) {
if (n >= 0x80)
return;
_iactBits[n / 8] |= 0x80 >> (n % 8);
}
void Insane::clearBit(int n) {
if (n >= 0x80)
return;
_iactBits[n / 8] &= !(0x80 >> (n % 8));
}
void Insane::smlayer_setActorFacing(int actornum, int actnum, int frame, int direction) {
if (_actor[actornum].act[actnum].room) {
Actor *a = _scumm->derefActor(_actor[actornum].act[actnum].actor, "smlayer_setActorFacing");
a->setDirection(direction);
a->startAnimActor(frame);
_actor[actornum].act[actnum].frame = 0;
}
}
char *Insane::handleTrsTag(int32 trsFilePtr, int32 trsId) {
// FIXME: implement
warning("stub Insane::handleTrsTag(0, %d)", trsId);
return 0;
}
bool Insane::smush_eitherNotStartNewFrame(void) {
if (_smush_setupsan17)
return false;
if (_smush_isSanFileSetup) {
if (_smush_frameStep < 0)
return false;
if (_smush_curFrame > _smush_frameStep + _smush_frameNum2)
return true;
else
return false;
} else {
if (_smush_frameNum1 < 0)
return false;
if (_smush_curFrame >= _smush_frameNum1) {
_smush_frameNum1 = -1;
return false;
} else
return true;
}
}
int32 Insane::getLastKey(bool arg_0) {
return _scumm->_lastKeyHit;
}
bool Insane::smlayer_actorNeedRedraw(int actornum, int actnum) {
Actor *a = _scumm->derefActor(_actor[actornum].act[actnum].actor, "smlayer_actorNeedRedraw");
return a->needRedraw;
}
void Insane::smush_setPaletteValue(int where, int r, int g, int b) {
// FIXME: implement
warning("stub Insane::smlayer_setPaletteValue(%d, %d, %d, %d)", where, r, g, b);
}
int32 Insane::readArray (int number, int item) {
return _scumm->readArray (number, 0, item);
}
void Insane::setWordInString(int number, int item, int value) {
_scumm->writeArray(number, 0, item, value);
}
void Insane::smush_setupSanWithFlu(const char *filename, int32 setupsan2, int32 step1,
int32 step2, int32 setupsan1, byte *fluPtr,
int32 numFrames) {
byte *tmp = fluPtr;
int32 offset;
debug(0, "smush_setupSanWithFlu(%s, %d, %d, %d, %d, %lx, %d)", filename, setupsan2,
step1, step2, setupsan1, fluPtr, numFrames);
_smush_setupsan1 = setupsan1;
/* skip FLUP marker */
if (READ_BE_UINT32(fluPtr) == 'FLUP')
tmp += 8;
_smush_setupsan2 = setupsan2;
if (tmp[2] <= 1) {
/* 0x300 -- palette, 0x8 -- header */
offset = READ_LE_UINT32(tmp + 0x308 + numFrames*4);
smush_setupSanFile(filename, offset);
memcpy(_smush_earlyFluContents, tmp+2, 0x306);
_smush_earlyFluContents[0x30e] = 0;
_smush_earlyFluContents[0x30f] = 0;
_smush_earlyFluContents[0x310] = 0;
_smush_earlyFluContents[0x311] = 0;
_smush_earlyFluContents[0x306] = 0;
_smush_earlyFluContents[0x307] = 0;
} else {
offset = READ_LE_UINT32(tmp + 0x31c + numFrames*4);
smush_setupSanFile(filename, offset);
memcpy(_smush_earlyFluContents, tmp+2, 0x31a);
}
_smush_isSanFileSetup = 1;
_smush_setupsan4 = 1;
_smush_numFrames = numFrames;
smush_setFrameSteps(step1, step2);
}
void Insane::smush_setupSanFromStart(const char *filename, int32 setupsan2, int32 step1,
int32 step2, int32 setupsan1) {
_smush_setupsan1 = setupsan1;
_smush_setupsan2 = setupsan2;
smush_setupSanFile(filename, 8);
_smush_isSanFileSetup = 1;
smush_setFrameSteps(step1, step2);
_smush_curFrame = 0; // HACK
}
void Insane::smush_setFrameSteps(int32 step1, int32 step2) {
_smush_frameNum2 = _smush_curFrame;
_smush_frameNum1 = step2;
_smush_frameStep = step1;
}
void Insane::smush_setupSanFile(const char *filename, int32 offset) {
debug(0, "smush_setupSanFile(%s, %x)", filename, offset);
_player->seekSan(filename, _scumm->getGameDataPath(), offset);
_scumm->_imuseDigital->pause(false);
}
}
#endif // INSANE