mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 10:19:27 +00:00
87730caa02
o Seek error. Now it seems to cover all cases o Shadows in tunnels on mineroad o Renamed some function to match functionality o bug #867555 (Problems between Mink Farm and Poyhoga) o Ben disappearing in car chase svn-id: r12586
2796 lines
66 KiB
C++
2796 lines
66 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2004 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "stdafx.h"
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#include "base/engine.h"
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#include "scumm/insane/insane.h"
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namespace Scumm {
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int32 Insane::enemyInitializer(int num, int32 actor1, int32 actor2, int32 probability) {
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switch (num) {
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case EN_ROTT1:
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return enemy0initializer(actor1, actor2, probability);
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break;
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case EN_ROTT2:
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return enemy1initializer(actor1, actor2, probability);
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break;
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case EN_ROTT3:
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return enemy2initializer(actor1, actor2, probability);
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break;
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case EN_VULTF1:
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return enemy3initializer(actor1, actor2, probability);
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break;
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case EN_VULTM1:
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return enemy4initializer(actor1, actor2, probability);
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break;
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case EN_VULTF2:
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return enemy5initializer(actor1, actor2, probability);
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break;
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case EN_VULTM2:
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return enemy6initializer(actor1, actor2, probability);
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break;
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case EN_CAVEFISH:
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return enemy7initializer(actor1, actor2, probability);
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break;
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case EN_TORQUE:
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return enemy8initializer(actor1, actor2, probability);
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break;
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case -1:
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// nothing
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break;
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}
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return 0;
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}
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int32 Insane::enemyHandler(int num, int32 actor1, int32 actor2, int32 probability) {
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switch (num) {
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case EN_ROTT1:
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return enemy0handler(actor1, actor2, probability);
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break;
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case EN_ROTT2:
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return enemy1handler(actor1, actor2, probability);
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break;
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case EN_ROTT3:
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return enemy2handler(actor1, actor2, probability);
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break;
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case EN_VULTF1:
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return enemy3handler(actor1, actor2, probability);
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break;
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case EN_VULTM1:
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return enemy4handler(actor1, actor2, probability);
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break;
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case EN_VULTF2:
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return enemy5handler(actor1, actor2, probability);
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break;
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case EN_VULTM2:
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return enemy6handler(actor1, actor2, probability);
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break;
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case EN_CAVEFISH:
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return enemy7handler(actor1, actor2, probability);
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break;
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case EN_TORQUE:
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return enemy8handler(actor1, actor2, probability);
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break;
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case EN_BEN:
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return enemyBenHandler(actor1, actor2, probability);
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break;
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case -1:
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// nothing
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break;
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}
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return 0;
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}
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int32 Insane::enemy0handler(int32 actor1, int32 actor2, int32 probability) {
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int32 act1damage, act2damage, act1x, act2x, retval;
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int32 dist;
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retval = 0;
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act1damage = _actor[actor1].damage; // ebx
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act2damage = _actor[actor2].damage; // ebp
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act1x = _actor[actor1].x; // esi
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act2x = _actor[actor2].x; // edi
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if (!_actor[actor1].defunct) {
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if (_enHdlVar[EN_ROTT1][1] > _enHdlVar[EN_ROTT1][2]) {
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if (act1damage - act2damage >= 30) {
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if (rand() % probability != 1)
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_enHdlVar[EN_ROTT1][0] = 0;
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else
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_enHdlVar[EN_ROTT1][0] = 1;
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}
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_enHdlVar[EN_ROTT1][1] = 0;
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_enHdlVar[EN_ROTT1][2] = rand() % (probability * 2);
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}
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dist = ABS(act1x - act2x);
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if (_enHdlVar[EN_ROTT1][3] > _enHdlVar[EN_ROTT1][4]) {
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if (_enHdlVar[EN_ROTT1][0] == 1) {
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if (weaponMaxRange(actor1) < dist) {
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if (act2x < act1x)
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_actor[actor1].cursorX = -101;
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else
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_actor[actor1].cursorX = 101;
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} else {
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if (weaponMinRange(actor1) > dist) {
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if (act2x < act1x)
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_actor[actor1].cursorX = 101;
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else
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_actor[actor1].cursorX = -101;
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} else {
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_actor[actor1].cursorX = 0;
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}
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}
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} else {
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if (weaponMaxRange(actor2) >= dist) {
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if (act2x < act1x)
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_actor[actor1].cursorX = 101;
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else
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_actor[actor1].cursorX = -101;
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} else {
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_actor[actor1].cursorX = 0;
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}
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}
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_enHdlVar[EN_ROTT1][3] = 0;
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_enHdlVar[EN_ROTT1][4] = rand() % probability;
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}
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if (_enHdlVar[EN_ROTT1][5] > _enHdlVar[EN_ROTT1][6]) {
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if (weaponMaxRange(actor2) + 40 >= dist) {
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if (rand() % probability == 1)
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retval = 1;
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}
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if (_actor[actor2].kicking) {
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if (weaponMaxRange(actor2) <= dist)
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if (rand() % (probability * 2) <= 1)
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retval = 1;
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}
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_enHdlVar[EN_ROTT1][5] = 0;
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_enHdlVar[EN_ROTT1][6] = ABS(rand() % probability) * 2;
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}
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if (_actor[actor1].weapon == -1)
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retval = 2;
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if ((_actor[actor1].field_54 == 0) &&
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(_actor[actor2].lost == 0) &&
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(_actor[actor1].lost == 0)) {
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if (_actor[actor1].act[3].state == 54) {
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switch (rand() % 10) {
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case 3:
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if (!_enemyState[EN_ROTT1][6]) {
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_enemyState[EN_ROTT1][6] = 1;
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prepareScenePropScene(54, 0, 0);
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}
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break;
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case 8:
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if (!_enemyState[EN_ROTT1][4]) {
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_enemyState[EN_ROTT1][4] = 1;
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prepareScenePropScene(52, 0, 0);
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}
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break;
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}
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} else {
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switch(rand() % 15) {
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case 2:
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if (!_enemyState[EN_ROTT1][2]) {
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_enemyState[EN_ROTT1][2] = 1;
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prepareScenePropScene(50, 0, 0);
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}
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break;
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case 4:
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if (!_enemyState[EN_ROTT1][3]) {
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_enemyState[EN_ROTT1][3] = 1;
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prepareScenePropScene(51, 0, 0);
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}
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break;
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case 6:
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if (!_enemyState[EN_ROTT1][7]) {
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_enemyState[EN_ROTT1][7] = 1;
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if (_enemy[EN_ROTT1].field_8)
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prepareScenePropScene(55, 0, 0);
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}
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break;
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case 9:
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if (!_enemyState[EN_ROTT1][5]) {
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_enemyState[EN_ROTT1][5] = 1;
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prepareScenePropScene(53, 0, 0);
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}
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break;
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case 11:
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if (!_enemyState[EN_ROTT1][8]) {
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_enemyState[EN_ROTT1][8] = 1;
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prepareScenePropScene(56, 0, 0);
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}
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break;
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default:
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break;
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}
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}
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}
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_enHdlVar[EN_ROTT1][1]++;
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_enHdlVar[EN_ROTT1][3]++;
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_enHdlVar[EN_ROTT1][5]++;
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}
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if (act1x > 310)
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_actor[actor1].cursorX = -320;
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else if (act1x < 10)
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_actor[actor1].cursorX = 320;
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else if (act1x > 280)
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_actor[actor1].cursorX = -160;
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// Shift+V cheat to win the battle
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if (_vm->getKeyState(0x56) && !_beenCheated &&
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!_actor[0].lost && !_actor[1].lost) {
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_beenCheated = 1;
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_actor[1].damage = _actor[1].maxdamage + 10;
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}
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return retval;
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}
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int32 Insane::enemy0initializer(int32 actor1, int32 actor2, int32 probability) {
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int i;
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for (i = 0; i < 9; i++)
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_enemyState[EN_ROTT1][i] = 0;
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for (i = 0; i < 9; i++)
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_enHdlVar[EN_ROTT1][i] = 0;
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_beenCheated = 0;
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return 1;
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}
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int32 Insane::enemy1handler(int32 actor1, int32 actor2, int32 probability) {
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int32 act1damage, act2damage, act1x, act2x, retval;
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int32 dist;
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retval = 0;
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act1damage = _actor[actor1].damage; // ebx
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act2damage = _actor[actor2].damage; // ebp
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act1x = _actor[actor1].x; // esi
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act2x = _actor[actor2].x; // edi
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if (!_actor[actor1].defunct) {
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if (_enHdlVar[EN_ROTT2][1] > _enHdlVar[EN_ROTT2][2]) {
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if (act1damage - act2damage >= 30) {
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if (rand() % probability != 1)
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_enHdlVar[EN_ROTT2][0] = 0;
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else
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_enHdlVar[EN_ROTT2][0] = 1;
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}
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_enHdlVar[EN_ROTT2][1] = 0;
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_enHdlVar[EN_ROTT2][2] = rand() % (probability * 2);
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}
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dist = ABS(act1x - act2x);
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if (_enHdlVar[EN_ROTT2][3] > _enHdlVar[EN_ROTT2][4]) {
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if (_enHdlVar[EN_ROTT2][0] == 1) {
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if (weaponMaxRange(actor1) < dist) {
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if (act2x < act1x)
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_actor[actor1].cursorX = -101;
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else
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_actor[actor1].cursorX = 101;
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} else {
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if (weaponMinRange(actor1) > dist) {
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if (act2x < act1x)
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_actor[actor1].cursorX = 101;
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else
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_actor[actor1].cursorX = -101;
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} else {
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_actor[actor1].cursorX = 0;
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}
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}
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} else {
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if (weaponMaxRange(actor2) >= dist) {
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if (act2x < act1x)
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_actor[actor1].cursorX = 101;
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else
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_actor[actor1].cursorX = -101;
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} else {
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_actor[actor1].cursorX = 0;
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}
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}
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_enHdlVar[EN_ROTT2][3] = 0;
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_enHdlVar[EN_ROTT2][4] = rand() % probability;
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}
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if (_enHdlVar[EN_ROTT2][5] > _enHdlVar[EN_ROTT2][6]) {
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if (weaponMaxRange(actor2) + 40 >= dist) {
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if (rand() % probability == 1)
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retval = 1;
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}
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if (_actor[actor2].kicking) {
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if (weaponMaxRange(actor2) <= dist)
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if (rand() % (probability * 2) <= 1)
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retval = 1;
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}
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_enHdlVar[EN_ROTT1][5] = 0;
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_enHdlVar[EN_ROTT1][6] = ABS(rand() % probability) * 2;
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}
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if (_actor[actor1].weapon == -1)
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retval = 2;
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if ((_actor[actor1].field_54 == 0) &&
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(_actor[actor2].lost == 0) &&
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(_actor[actor1].lost == 0)) {
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if (_actor[actor1].act[3].state == 54) {
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switch (rand() % 10) {
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case 3:
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if (!_enemyState[EN_ROTT2][6]) {
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_enemyState[EN_ROTT2][6] = 1;
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prepareScenePropScene(38, 0, 0);
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}
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break;
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case 8:
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if (!_enemyState[EN_ROTT2][5]) {
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_enemyState[EN_ROTT2][5] = 1;
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prepareScenePropScene(37, 0, 0);
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}
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break;
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}
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} else {
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switch(rand() % 15) {
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case 2:
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if (!_enemyState[EN_ROTT2][2]) {
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_enemyState[EN_ROTT2][2] = 1;
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prepareScenePropScene(34, 0, 0);
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}
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break;
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case 11:
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if (!_enemyState[EN_ROTT1][7]) {
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_enemyState[EN_ROTT1][7] = 1;
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prepareScenePropScene(39, 0, 0);
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}
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break;
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default:
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break;
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}
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}
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}
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_enHdlVar[EN_ROTT2][1]++;
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_enHdlVar[EN_ROTT2][3]++;
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_enHdlVar[EN_ROTT2][5]++;
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}
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if (act1x > 310)
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_actor[actor1].cursorX = -320;
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else if (act1x < 10)
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_actor[actor1].cursorX = 320;
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else if (act1x > 280)
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_actor[actor1].cursorX = -160;
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// Shift+V cheat to win the battle
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if (_vm->getKeyState(0x56) && !_beenCheated &&
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!_actor[0].lost && !_actor[1].lost) {
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_beenCheated = 1;
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_actor[1].damage = _actor[1].maxdamage + 10;
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}
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return retval;
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}
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int32 Insane::enemy1initializer(int32 actor1, int32 actor2, int32 probability) {
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int i;
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for (i = 0; i < 9; i++)
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_enemyState[EN_ROTT2][i] = 0;
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for (i = 0; i < 9; i++)
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_enHdlVar[EN_ROTT2][i] = 0;
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_beenCheated = 0;
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return 1;
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}
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int32 Insane::enemy2handler(int32 actor1, int32 actor2, int32 probability) {
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int32 act1damage, act2damage, act1x, act2x, retval;
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int32 dist;
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retval = 0;
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act1damage = _actor[actor1].damage; // ebx
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act2damage = _actor[actor2].damage; // ebp
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act1x = _actor[actor1].x; // esi
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act2x = _actor[actor2].x; // edi
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if (!_actor[actor1].defunct) {
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if (_enHdlVar[EN_ROTT3][1] > _enHdlVar[EN_ROTT3][2]) {
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if (act1damage - act2damage >= 30) {
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if (rand() % probability != 1)
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_enHdlVar[EN_ROTT3][0] = 0;
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else
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_enHdlVar[EN_ROTT3][0] = 1;
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}
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_enHdlVar[EN_ROTT3][1] = 0;
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_enHdlVar[EN_ROTT3][2] = rand() % (probability * 2);
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}
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dist = abs(act1x - act2x);
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if (_enHdlVar[EN_ROTT3][3] > _enHdlVar[EN_ROTT3][4]) {
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if (_enHdlVar[EN_ROTT3][0] == 1) {
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if (weaponMaxRange(actor1) < dist) {
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if (act2x < act1x)
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_actor[actor1].cursorX = -101;
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else
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_actor[actor1].cursorX = 101;
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} else {
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if (weaponMinRange(actor1) > dist) {
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if (act2x < act1x)
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_actor[actor1].cursorX = 101;
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else
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_actor[actor1].cursorX = -101;
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} else {
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_actor[actor1].cursorX = 0;
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}
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}
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} else {
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if (weaponMaxRange(actor2) >= dist) {
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if (act2x < act1x)
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_actor[actor1].cursorX = 101;
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else
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_actor[actor1].cursorX = -101;
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} else {
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_actor[actor1].cursorX = 0;
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}
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}
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_enHdlVar[EN_ROTT3][3] = 0;
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_enHdlVar[EN_ROTT3][4] = rand() % probability;
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}
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if (_enHdlVar[EN_ROTT3][5] > _enHdlVar[EN_ROTT3][6]) {
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if (weaponMaxRange(actor2) + 40 >= dist) {
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if (rand() % probability == 1)
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retval = 1;
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}
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if (_actor[actor2].kicking) {
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if (weaponMaxRange(actor2) <= dist)
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if (rand() % (probability * 2) <= 1)
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retval = 1;
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}
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_enHdlVar[EN_ROTT3][5] = 0;
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_enHdlVar[EN_ROTT3][6] = ABS(rand() % probability) * 2;
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}
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if (_actor[actor1].weapon == -1)
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retval = 2;
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if ((_actor[actor1].field_54 == 0) &&
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(_actor[actor2].lost == 0) &&
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(_actor[actor1].lost == 0)) {
|
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if (_actor[actor1].act[3].state == 54) {
|
|
switch (rand() % 10) {
|
|
case 3:
|
|
if (!_enemyState[EN_ROTT3][1]) {
|
|
_enemyState[EN_ROTT3][1] = 1;
|
|
prepareScenePropScene(26, 0, 0);
|
|
}
|
|
break;
|
|
case 5:
|
|
if (!_enemyState[EN_ROTT3][3]) {
|
|
_enemyState[EN_ROTT3][3] = 1;
|
|
prepareScenePropScene(28, 0, 0);
|
|
}
|
|
break;
|
|
case 8:
|
|
if (!_enemyState[EN_ROTT3][2]) {
|
|
_enemyState[EN_ROTT3][2] = 1;
|
|
prepareScenePropScene(27, 0, 0);
|
|
}
|
|
break;
|
|
}
|
|
} else {
|
|
if (_actor[actor1].kicking) {
|
|
if (rand() % 10 == 9) {
|
|
if (!_enemyState[EN_ROTT3][6]) {
|
|
_enemyState[EN_ROTT3][6] = 1;
|
|
prepareScenePropScene(31, 0, 0);
|
|
}
|
|
}
|
|
} else {
|
|
if (rand() % 15 == 7) {
|
|
if (!_enemyState[EN_ROTT3][5]) {
|
|
_enemyState[EN_ROTT3][5] = 1;
|
|
prepareScenePropScene(30, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
_enHdlVar[EN_ROTT3][1]++;
|
|
_enHdlVar[EN_ROTT3][3]++;
|
|
_enHdlVar[EN_ROTT3][5]++;
|
|
}
|
|
|
|
if (act1x > 310)
|
|
_actor[actor1].cursorX = -320;
|
|
else if (act1x < 10)
|
|
_actor[actor1].cursorX = 320;
|
|
else if (act1x > 280)
|
|
_actor[actor1].cursorX = -160;
|
|
|
|
// Shift+V cheat to win the battle
|
|
if (_vm->getKeyState(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(3, 0, 0);
|
|
}
|
|
break;
|
|
case 1:
|
|
if (!_enemyState[EN_VULTF1][1]) {
|
|
_enemyState[EN_VULTF1][1] = 1;
|
|
prepareScenePropScene(4, 0, 0);
|
|
}
|
|
break;
|
|
case 2:
|
|
if (!_enemyState[EN_VULTF1][2]) {
|
|
_enemyState[EN_VULTF1][2] = 1;
|
|
prepareScenePropScene(5, 0, 0);
|
|
}
|
|
break;
|
|
case 3:
|
|
if (!_enemyState[EN_VULTF1][3]) {
|
|
_enemyState[EN_VULTF1][3] = 1;
|
|
prepareScenePropScene(6, 0, 0);
|
|
}
|
|
break;
|
|
case 4:
|
|
if (!_enemyState[EN_VULTF1][4]) {
|
|
_enemyState[EN_VULTF1][4] = 1;
|
|
prepareScenePropScene(7, 0, 0);
|
|
}
|
|
break;
|
|
case 5:
|
|
if (!_enemyState[EN_VULTF1][5]) {
|
|
_enemyState[EN_VULTF1][5] = 1;
|
|
prepareScenePropScene(8, 0, 0);
|
|
}
|
|
break;
|
|
}
|
|
_enHdlVar[EN_VULTF1][7] = _enHdlVar[EN_VULTF1][8];
|
|
}
|
|
|
|
}
|
|
_enHdlVar[EN_VULTF1][1]++;
|
|
_enHdlVar[EN_VULTF1][3]++;
|
|
_enHdlVar[EN_VULTF1][5]++;
|
|
} else {
|
|
_actor[actor1].cursorX = 0;
|
|
}
|
|
|
|
if (act1x > 310)
|
|
_actor[actor1].cursorX = -320;
|
|
else if (act1x < 10)
|
|
_actor[actor1].cursorX = 320;
|
|
else if (act1x > 280)
|
|
_actor[actor1].cursorX = -160;
|
|
|
|
// Shift+V cheat to win the battle
|
|
if (_vm->getKeyState(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(46, 0, 0);
|
|
}
|
|
break;
|
|
case 8:
|
|
if (!_enemyState[EN_VULTM1][8]) {
|
|
_enemyState[EN_VULTM1][8] = 1;
|
|
prepareScenePropScene(47, 0, 0);
|
|
}
|
|
break;
|
|
}
|
|
} else {
|
|
if (_actor[actor1].kicking) {
|
|
switch (rand() % 10) {
|
|
case 3:
|
|
prepareScenePropScene(44, 0, 0);
|
|
break;
|
|
case 9:
|
|
prepareScenePropScene(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(42, 0, 0);
|
|
}
|
|
break;
|
|
case 9:
|
|
if (!_enemyState[EN_VULTM1][4]) {
|
|
_enemyState[EN_VULTM1][4] = 1;
|
|
prepareScenePropScene(43, 0, 0);
|
|
}
|
|
break;
|
|
}
|
|
} else {
|
|
switch (rand() % 15) {
|
|
case 7:
|
|
if (!_enemyState[EN_VULTM1][9]) {
|
|
_enemyState[EN_VULTM1][9] = 1;
|
|
prepareScenePropScene(48, 0, 0);
|
|
}
|
|
break;
|
|
case 11:
|
|
if (!_enemyState[EN_VULTM1][1]) {
|
|
_enemyState[EN_VULTM1][1] = 1;
|
|
prepareScenePropScene(40, 0, 0);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
_enHdlVar[EN_VULTM1][1]++;
|
|
_enHdlVar[EN_VULTM1][3]++;
|
|
_enHdlVar[EN_VULTM1][5]++;
|
|
}
|
|
|
|
if (act1x > 310)
|
|
_actor[actor1].cursorX = -320;
|
|
else if (act1x < 10)
|
|
_actor[actor1].cursorX = 320;
|
|
else if (act1x > 280)
|
|
_actor[actor1].cursorX = -160;
|
|
|
|
// Shift+V cheat to win the battle
|
|
if (_vm->getKeyState(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(15, 0, 0);
|
|
}
|
|
break;
|
|
case 8:
|
|
if (!_enemyState[EN_VULTF2][3]) {
|
|
_enemyState[EN_VULTF2][3] = 1;
|
|
prepareScenePropScene(12, 0, 0);
|
|
}
|
|
break;
|
|
}
|
|
else {
|
|
if (_actor[actor1].kicking) {
|
|
switch (rand() % 10) {
|
|
case 2:
|
|
if (!_enemyState[EN_VULTF2][8]) {
|
|
_enemyState[EN_VULTF2][8] = 1;
|
|
prepareScenePropScene(17, 0, 0);
|
|
}
|
|
break;
|
|
case 5:
|
|
prepareScenePropScene(11, 0, 0);
|
|
_enemyState[EN_VULTF2][2] = 1;
|
|
break;
|
|
case 9:
|
|
_enemyState[EN_VULTF2][1] = 1;
|
|
prepareScenePropScene(10, 0, 0);
|
|
break;
|
|
}
|
|
} else {
|
|
switch (rand() % 15) {
|
|
case 3:
|
|
if (!_enemyState[EN_VULTF2][4]) {
|
|
_enemyState[EN_VULTF2][4] = 1;
|
|
prepareScenePropScene(13, 0, 0);
|
|
}
|
|
break;
|
|
case 11:
|
|
if (!_enemyState[EN_VULTF2][5]) {
|
|
_enemyState[EN_VULTF2][5] = 1;
|
|
prepareScenePropScene(14, 0, 0);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_actor[actor1].defunct)
|
|
_actor[actor1].cursorX = 0;
|
|
|
|
if (_actor[actor1].weapon == -1)
|
|
retval = 2;
|
|
|
|
if (act1x > 310)
|
|
_actor[actor1].cursorX = -320;
|
|
else if (act1x < 10)
|
|
_actor[actor1].cursorX = 320;
|
|
else if (act1x > 280)
|
|
_actor[actor1].cursorX = -160;
|
|
|
|
_enHdlVar[EN_VULTF2][2] = _enHdlVar[EN_VULTF2][1];
|
|
_enHdlVar[EN_VULTF2][0]++;
|
|
|
|
// Shift+V cheat to win the battle
|
|
if (_vm->getKeyState(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) {
|
|
/* scenePropIdx[18] */
|
|
if (_currScenePropIdx == 50 && _currScenePropSubIdx == 3)
|
|
retval = 1;
|
|
} else {
|
|
if (act1damage > 0 || _enHdlVar[EN_VULTM2][0] > 20) {
|
|
_actor[actor1].damage = 10;
|
|
if (!_enHdlVar[EN_VULTM2][1] && !_actor[actor1].lost) {
|
|
if (!_actor[actor1].field_54) {
|
|
switch (rand() % 4) {
|
|
case 0:
|
|
if (!_enemyState[EN_VULTM2][1]) {
|
|
_enemyState[EN_VULTM2][1] = 1;
|
|
prepareScenePropScene(19, 0, 0);
|
|
}
|
|
break;
|
|
case 1:
|
|
if (!_enemyState[EN_VULTM2][2]) {
|
|
_enemyState[EN_VULTM2][2] = 1;
|
|
prepareScenePropScene(20, 0, 0);
|
|
}
|
|
break;
|
|
case 2:
|
|
if (!_enemyState[EN_VULTM2][3]) {
|
|
_enemyState[EN_VULTM2][3] = 1;
|
|
prepareScenePropScene(21, 0, 0);
|
|
}
|
|
break;
|
|
case 3:
|
|
if (!_enemyState[EN_VULTM2][4]) {
|
|
_enemyState[EN_VULTM2][4] = 1;
|
|
prepareScenePropScene(22, 0, 0);
|
|
}
|
|
break;
|
|
}
|
|
_enHdlVar[EN_VULTM2][1] = 1;
|
|
goto _label1;
|
|
}
|
|
} else {
|
|
if (_actor[actor1].field_54 == 0 &&
|
|
_actor[actor1].lost == 0) {
|
|
retval = 1;
|
|
_enHdlVar[EN_VULTM2][0] = 0;
|
|
}
|
|
}
|
|
} else {
|
|
if (weaponMaxRange(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(23, 0, 0);
|
|
}
|
|
break;
|
|
case 7:
|
|
if (!_enemyState[EN_VULTF1][6]) {
|
|
_enemyState[EN_VULTF1][6] = 1;
|
|
prepareScenePropScene(24, 0, 0);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
_label1:
|
|
if (act1x > 310)
|
|
_actor[actor1].cursorX = -320;
|
|
else if (act1x < 219)
|
|
_actor[actor1].cursorX = 320;
|
|
else if (act1x > 280)
|
|
_actor[actor1].cursorX = -160;
|
|
|
|
// Shift+V cheat to win the battle
|
|
if (_vm->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(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 (_vm->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;
|
|
}
|
|
|
|
|
|
void Insane::ouchSoundEnemy(void) {
|
|
int32 tmp;
|
|
|
|
_actor[1].act[3].state = 52;
|
|
|
|
switch (_currEnemy) {
|
|
case EN_VULTF1:
|
|
if (_actor[0].weapon == INV_DUST) {
|
|
smlayer_startVoice(287);
|
|
} else {
|
|
if (rand() % 2) {
|
|
smlayer_startVoice(279);
|
|
} else {
|
|
smlayer_startVoice(280);
|
|
}
|
|
}
|
|
break;
|
|
case EN_VULTF2:
|
|
smlayer_startVoice(271);
|
|
break;
|
|
case EN_VULTM1:
|
|
smlayer_startVoice(162);
|
|
break;
|
|
case EN_ROTT1:
|
|
tmp = rand() % 3;
|
|
|
|
if (!tmp) {
|
|
smlayer_startVoice(216);
|
|
} else if (tmp == 1) {
|
|
smlayer_startVoice(217);
|
|
} else {
|
|
smlayer_startVoice(218);
|
|
}
|
|
break;
|
|
case EN_ROTT2:
|
|
tmp = rand() % 3;
|
|
|
|
if (!tmp) {
|
|
smlayer_startVoice(243);
|
|
} else if (tmp == 1) {
|
|
smlayer_startVoice(244);
|
|
} else {
|
|
smlayer_startVoice(245);
|
|
}
|
|
break;
|
|
case EN_VULTM2:
|
|
smlayer_startVoice(180);
|
|
break;
|
|
default:
|
|
smlayer_startVoice(99);
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool Insane::loadScenePropSounds(int32 scenePropNum) {
|
|
int32 num = 0;
|
|
int32 res = 1;
|
|
|
|
if (_sceneProp[scenePropNum + num].index != 1) {
|
|
while (num < 12) {
|
|
res &= smlayer_loadSound(_sceneProp[scenePropNum + num].sound, 0, 2);
|
|
num = _sceneProp[scenePropNum + num].index;
|
|
|
|
if (!num)
|
|
break;
|
|
}
|
|
}
|
|
|
|
return res != 0;
|
|
}
|
|
|
|
void Insane::turnEnemy(bool battle) {
|
|
int buttons;
|
|
|
|
if (_actor[1].damage < _actor[1].maxdamage) {
|
|
_actor[1].lost = 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::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(_enemy[_currEnemy].costume4));
|
|
smlayer_setActorFacing(1, 2, 18, 180);
|
|
_actor[1].weaponClass = 1;
|
|
_actor[1].act[2].state = 34;
|
|
break;
|
|
case INV_BOOT:
|
|
_actor[1].weaponClass = 2;
|
|
_actor[1].act[2].state = 1;
|
|
break;
|
|
case INV_HAND:
|
|
smlayer_setActorCostume(1, 2, readArray(_enemy[_currEnemy].costume4));
|
|
_actor[1].weaponClass = 2;
|
|
_actor[1].act[2].state = 1;
|
|
break;
|
|
case INV_DUST:
|
|
setEnemyState();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Insane::setEnemyState(void) {
|
|
if (_actor[1].lost)
|
|
return;
|
|
|
|
_actor[1].act[2].animTilt = -1000;
|
|
|
|
if (_currEnemy == EN_CAVEFISH) {
|
|
_actor[1].weaponClass = 2;
|
|
if (!_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_startSfx(63);
|
|
break;
|
|
case 3:
|
|
smlayer_setActorLayer(1, 2, 4);
|
|
_actor[1].weaponClass = 1;
|
|
if (_actor[1].act[2].frame >= 6) {
|
|
tmp = calcBenDamage(1, 1);
|
|
if (tmp == 1)
|
|
smlayer_startSfx(60);
|
|
if (tmp == 1000)
|
|
smlayer_startSfx(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_startSfx(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 = calcBenDamage(1, 1);
|
|
if (tmp == 1)
|
|
smlayer_startSfx(73);
|
|
if (tmp == 1000)
|
|
smlayer_startSfx(74);
|
|
break;
|
|
case INV_HAND:
|
|
if(calcBenDamage(1, 0))
|
|
smlayer_startSfx(73);
|
|
break;
|
|
}
|
|
smlayer_setActorFacing(1, 2, 21, 180);
|
|
_actor[1].act[2].state = 13;
|
|
}
|
|
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
|
|
break;
|
|
case 13:
|
|
smlayer_setActorLayer(1, 2, 5);
|
|
_actor[1].weaponClass = 1;
|
|
_actor[1].kicking = 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_startSfx(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 = calcBenDamage(1, 1);
|
|
if (tmp == 1)
|
|
smlayer_startSfx(76);
|
|
if (tmp == 1000)
|
|
smlayer_startSfx(77);
|
|
break;
|
|
default:
|
|
calcBenDamage(1, 0);
|
|
break;
|
|
}
|
|
smlayer_setActorFacing(1, 2, 21,180);
|
|
_actor[1].act[2].state = 17;
|
|
}
|
|
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
|
|
break;
|
|
case 17:
|
|
smlayer_setActorLayer(1, 2, 5);
|
|
_actor[1].weaponClass = 1;
|
|
_actor[1].kicking = 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_startSfx(69);
|
|
|
|
if (!_actor[1].field_54) {
|
|
tmp = rand() % 5;
|
|
if (tmp == 1) {
|
|
smlayer_startSfx(213);
|
|
} else if (tmp == 3) {
|
|
smlayer_startSfx(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 = calcBenDamage(1, 1);
|
|
if (tmp == 1)
|
|
smlayer_startSfx(67);
|
|
if (tmp == 1000)
|
|
smlayer_startSfx(68);
|
|
break;
|
|
default:
|
|
calcBenDamage(1, 0);
|
|
break;
|
|
}
|
|
smlayer_setActorFacing(1, 2, 21, 180);
|
|
_actor[1].act[2].state = 21;
|
|
}
|
|
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
|
|
break;
|
|
case 21:
|
|
smlayer_setActorLayer(1, 2, 5);
|
|
_actor[1].weaponClass = 1;
|
|
_actor[1].kicking = 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_startSfx(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_startSfx(246);
|
|
}
|
|
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
|
|
break;
|
|
case 24:
|
|
smlayer_setActorLayer(1, 2, 4);
|
|
_actor[1].weaponClass = 0;
|
|
_actor[1].kicking = 1;
|
|
if (_actor[1].act[2].frame >= 1) {
|
|
tmp = calcBenDamage(1, 1);
|
|
|
|
if (tmp == 1)
|
|
smlayer_startSfx(79);
|
|
|
|
if (tmp == 1000)
|
|
smlayer_startSfx(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_startSfx(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 = calcBenDamage(1, 1);
|
|
if (tmp == 1)
|
|
smlayer_startSfx(70);
|
|
if (tmp == 1000)
|
|
smlayer_startSfx(71);
|
|
|
|
smlayer_setActorFacing(1, 2, 21, 180);
|
|
_actor[1].act[2].state = 29;
|
|
}
|
|
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
|
|
break;
|
|
case 29:
|
|
smlayer_setActorLayer(1, 2, 5);
|
|
_actor[1].weaponClass = 1;
|
|
_actor[1].kicking = 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(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) {
|
|
writeArray(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_startSfx(100);
|
|
_actor[1].act[2].state = 90;
|
|
_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
|
|
break;
|
|
case 90:
|
|
smlayer_setActorLayer(1, 2, 26);
|
|
_actor[1].weaponClass = 2;
|
|
_actor[1].kicking = 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(_enemy[_currEnemy].costumevar));
|
|
smlayer_setActorFacing(1, 2, 6, 180);
|
|
smlayer_setActorLayer(1, 2, 25);
|
|
smlayer_startSfx(96);
|
|
_actor[1].act[2].state = 37;
|
|
switch (_currEnemy) {
|
|
case EN_ROTT1:
|
|
smlayer_startVoice(212);
|
|
break;
|
|
case EN_ROTT2:
|
|
smlayer_startVoice(259);
|
|
break;
|
|
case EN_ROTT3:
|
|
smlayer_startVoice(232);
|
|
break;
|
|
case EN_VULTF1:
|
|
smlayer_startVoice(281);
|
|
break;
|
|
case EN_VULTF2:
|
|
smlayer_startVoice(276);
|
|
break;
|
|
}
|
|
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;
|
|
} else {
|
|
queueSceneSwitch(11, 0, _enemy[_currEnemy].filename, 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(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 || ((_actor[1].x < 50 || _actor[1].x > 270) &&
|
|
_actor[1].act[2].frame >= 9)) {
|
|
_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(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_startVoice(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(47));
|
|
smlayer_setActorFacing(1, 2, 6, 180);
|
|
smlayer_setActorLayer(1, 2, 25);
|
|
_actor[1].act[1].room = 0;
|
|
_actor[1].act[0].room = 0;
|
|
_actor[1].cursorX = 0;
|
|
_actor[1].act[2].state = 116;
|
|
smlayer_startVoice(232);
|
|
break;
|
|
case 116:
|
|
smlayer_setActorLayer(1, 2, 25);
|
|
_actor[1].kicking = 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(0)) ||
|
|
(_actor[1].x - _actor[0].x < weaponMinRange(0)))
|
|
return 0;
|
|
|
|
if (_actor[1].field_44 && arg_4)
|
|
return 1000;
|
|
|
|
if (!actor1StateFlags(_actor[1].act[2].state))
|
|
return 0;
|
|
|
|
if (arg_0) {
|
|
ouchSoundEnemy();
|
|
_actor[1].damage += weaponDamage(0);
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
bool Insane::weaponEnemyIsEffective(void) {
|
|
if ((_actor[1].x - _actor[0].x > weaponMaxRange(1)) ||
|
|
(_actor[1].x - _actor[0].x < weaponMinRange(1)) ||
|
|
!_actor[0].kicking)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void Insane::actor13Reaction(int32 buttons) {
|
|
int32 tmp;
|
|
|
|
switch (_actor[1].act[3].state) {
|
|
case 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_startVoice(_sceneProp[tmp].sound))
|
|
_actor[1].runningSound = 0;
|
|
else
|
|
_actor[1].runningSound = _sceneProp[tmp].sound;
|
|
_actor[1].act[3].state = 72;
|
|
} else {
|
|
_actor[1].act[3].state = 118;
|
|
}
|
|
break;
|
|
case 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;
|
|
}
|
|
|
|
}
|