scummvm/scumm/insane/insane_enemy.cpp
Eugene Sandulenko 87730caa02 Fixed plenty of bugs:
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
2004-01-25 05:25:50 +00:00

2796 lines
66 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2004 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "base/engine.h"
#include "scumm/insane/insane.h"
namespace Scumm {
int32 Insane::enemyInitializer(int num, int32 actor1, int32 actor2, int32 probability) {
switch (num) {
case EN_ROTT1:
return enemy0initializer(actor1, actor2, probability);
break;
case EN_ROTT2:
return enemy1initializer(actor1, actor2, probability);
break;
case EN_ROTT3:
return enemy2initializer(actor1, actor2, probability);
break;
case EN_VULTF1:
return enemy3initializer(actor1, actor2, probability);
break;
case EN_VULTM1:
return enemy4initializer(actor1, actor2, probability);
break;
case EN_VULTF2:
return enemy5initializer(actor1, actor2, probability);
break;
case EN_VULTM2:
return enemy6initializer(actor1, actor2, probability);
break;
case EN_CAVEFISH:
return enemy7initializer(actor1, actor2, probability);
break;
case EN_TORQUE:
return enemy8initializer(actor1, actor2, probability);
break;
case -1:
// nothing
break;
}
return 0;
}
int32 Insane::enemyHandler(int num, int32 actor1, int32 actor2, int32 probability) {
switch (num) {
case EN_ROTT1:
return enemy0handler(actor1, actor2, probability);
break;
case EN_ROTT2:
return enemy1handler(actor1, actor2, probability);
break;
case EN_ROTT3:
return enemy2handler(actor1, actor2, probability);
break;
case EN_VULTF1:
return enemy3handler(actor1, actor2, probability);
break;
case EN_VULTM1:
return enemy4handler(actor1, actor2, probability);
break;
case EN_VULTF2:
return enemy5handler(actor1, actor2, probability);
break;
case EN_VULTM2:
return enemy6handler(actor1, actor2, probability);
break;
case EN_CAVEFISH:
return enemy7handler(actor1, actor2, probability);
break;
case EN_TORQUE:
return enemy8handler(actor1, actor2, probability);
break;
case EN_BEN:
return enemyBenHandler(actor1, actor2, probability);
break;
case -1:
// nothing
break;
}
return 0;
}
int32 Insane::enemy0handler(int32 actor1, int32 actor2, int32 probability) {
int32 act1damage, act2damage, act1x, act2x, retval;
int32 dist;
retval = 0;
act1damage = _actor[actor1].damage; // ebx
act2damage = _actor[actor2].damage; // ebp
act1x = _actor[actor1].x; // esi
act2x = _actor[actor2].x; // edi
if (!_actor[actor1].defunct) {
if (_enHdlVar[EN_ROTT1][1] > _enHdlVar[EN_ROTT1][2]) {
if (act1damage - act2damage >= 30) {
if (rand() % probability != 1)
_enHdlVar[EN_ROTT1][0] = 0;
else
_enHdlVar[EN_ROTT1][0] = 1;
}
_enHdlVar[EN_ROTT1][1] = 0;
_enHdlVar[EN_ROTT1][2] = rand() % (probability * 2);
}
dist = ABS(act1x - act2x);
if (_enHdlVar[EN_ROTT1][3] > _enHdlVar[EN_ROTT1][4]) {
if (_enHdlVar[EN_ROTT1][0] == 1) {
if (weaponMaxRange(actor1) < dist) {
if (act2x < act1x)
_actor[actor1].cursorX = -101;
else
_actor[actor1].cursorX = 101;
} else {
if (weaponMinRange(actor1) > dist) {
if (act2x < act1x)
_actor[actor1].cursorX = 101;
else
_actor[actor1].cursorX = -101;
} else {
_actor[actor1].cursorX = 0;
}
}
} else {
if (weaponMaxRange(actor2) >= dist) {
if (act2x < act1x)
_actor[actor1].cursorX = 101;
else
_actor[actor1].cursorX = -101;
} else {
_actor[actor1].cursorX = 0;
}
}
_enHdlVar[EN_ROTT1][3] = 0;
_enHdlVar[EN_ROTT1][4] = rand() % probability;
}
if (_enHdlVar[EN_ROTT1][5] > _enHdlVar[EN_ROTT1][6]) {
if (weaponMaxRange(actor2) + 40 >= dist) {
if (rand() % probability == 1)
retval = 1;
}
if (_actor[actor2].kicking) {
if (weaponMaxRange(actor2) <= dist)
if (rand() % (probability * 2) <= 1)
retval = 1;
}
_enHdlVar[EN_ROTT1][5] = 0;
_enHdlVar[EN_ROTT1][6] = ABS(rand() % probability) * 2;
}
if (_actor[actor1].weapon == -1)
retval = 2;
if ((_actor[actor1].field_54 == 0) &&
(_actor[actor2].lost == 0) &&
(_actor[actor1].lost == 0)) {
if (_actor[actor1].act[3].state == 54) {
switch (rand() % 10) {
case 3:
if (!_enemyState[EN_ROTT1][6]) {
_enemyState[EN_ROTT1][6] = 1;
prepareScenePropScene(54, 0, 0);
}
break;
case 8:
if (!_enemyState[EN_ROTT1][4]) {
_enemyState[EN_ROTT1][4] = 1;
prepareScenePropScene(52, 0, 0);
}
break;
}
} else {
switch(rand() % 15) {
case 2:
if (!_enemyState[EN_ROTT1][2]) {
_enemyState[EN_ROTT1][2] = 1;
prepareScenePropScene(50, 0, 0);
}
break;
case 4:
if (!_enemyState[EN_ROTT1][3]) {
_enemyState[EN_ROTT1][3] = 1;
prepareScenePropScene(51, 0, 0);
}
break;
case 6:
if (!_enemyState[EN_ROTT1][7]) {
_enemyState[EN_ROTT1][7] = 1;
if (_enemy[EN_ROTT1].field_8)
prepareScenePropScene(55, 0, 0);
}
break;
case 9:
if (!_enemyState[EN_ROTT1][5]) {
_enemyState[EN_ROTT1][5] = 1;
prepareScenePropScene(53, 0, 0);
}
break;
case 11:
if (!_enemyState[EN_ROTT1][8]) {
_enemyState[EN_ROTT1][8] = 1;
prepareScenePropScene(56, 0, 0);
}
break;
default:
break;
}
}
}
_enHdlVar[EN_ROTT1][1]++;
_enHdlVar[EN_ROTT1][3]++;
_enHdlVar[EN_ROTT1][5]++;
}
if (act1x > 310)
_actor[actor1].cursorX = -320;
else if (act1x < 10)
_actor[actor1].cursorX = 320;
else if (act1x > 280)
_actor[actor1].cursorX = -160;
// Shift+V cheat to win the battle
if (_vm->getKeyState(0x56) && !_beenCheated &&
!_actor[0].lost && !_actor[1].lost) {
_beenCheated = 1;
_actor[1].damage = _actor[1].maxdamage + 10;
}
return retval;
}
int32 Insane::enemy0initializer(int32 actor1, int32 actor2, int32 probability) {
int i;
for (i = 0; i < 9; i++)
_enemyState[EN_ROTT1][i] = 0;
for (i = 0; i < 9; i++)
_enHdlVar[EN_ROTT1][i] = 0;
_beenCheated = 0;
return 1;
}
int32 Insane::enemy1handler(int32 actor1, int32 actor2, int32 probability) {
int32 act1damage, act2damage, act1x, act2x, retval;
int32 dist;
retval = 0;
act1damage = _actor[actor1].damage; // ebx
act2damage = _actor[actor2].damage; // ebp
act1x = _actor[actor1].x; // esi
act2x = _actor[actor2].x; // edi
if (!_actor[actor1].defunct) {
if (_enHdlVar[EN_ROTT2][1] > _enHdlVar[EN_ROTT2][2]) {
if (act1damage - act2damage >= 30) {
if (rand() % probability != 1)
_enHdlVar[EN_ROTT2][0] = 0;
else
_enHdlVar[EN_ROTT2][0] = 1;
}
_enHdlVar[EN_ROTT2][1] = 0;
_enHdlVar[EN_ROTT2][2] = rand() % (probability * 2);
}
dist = ABS(act1x - act2x);
if (_enHdlVar[EN_ROTT2][3] > _enHdlVar[EN_ROTT2][4]) {
if (_enHdlVar[EN_ROTT2][0] == 1) {
if (weaponMaxRange(actor1) < dist) {
if (act2x < act1x)
_actor[actor1].cursorX = -101;
else
_actor[actor1].cursorX = 101;
} else {
if (weaponMinRange(actor1) > dist) {
if (act2x < act1x)
_actor[actor1].cursorX = 101;
else
_actor[actor1].cursorX = -101;
} else {
_actor[actor1].cursorX = 0;
}
}
} else {
if (weaponMaxRange(actor2) >= dist) {
if (act2x < act1x)
_actor[actor1].cursorX = 101;
else
_actor[actor1].cursorX = -101;
} else {
_actor[actor1].cursorX = 0;
}
}
_enHdlVar[EN_ROTT2][3] = 0;
_enHdlVar[EN_ROTT2][4] = rand() % probability;
}
if (_enHdlVar[EN_ROTT2][5] > _enHdlVar[EN_ROTT2][6]) {
if (weaponMaxRange(actor2) + 40 >= dist) {
if (rand() % probability == 1)
retval = 1;
}
if (_actor[actor2].kicking) {
if (weaponMaxRange(actor2) <= dist)
if (rand() % (probability * 2) <= 1)
retval = 1;
}
_enHdlVar[EN_ROTT1][5] = 0;
_enHdlVar[EN_ROTT1][6] = ABS(rand() % probability) * 2;
}
if (_actor[actor1].weapon == -1)
retval = 2;
if ((_actor[actor1].field_54 == 0) &&
(_actor[actor2].lost == 0) &&
(_actor[actor1].lost == 0)) {
if (_actor[actor1].act[3].state == 54) {
switch (rand() % 10) {
case 3:
if (!_enemyState[EN_ROTT2][6]) {
_enemyState[EN_ROTT2][6] = 1;
prepareScenePropScene(38, 0, 0);
}
break;
case 8:
if (!_enemyState[EN_ROTT2][5]) {
_enemyState[EN_ROTT2][5] = 1;
prepareScenePropScene(37, 0, 0);
}
break;
}
} else {
switch(rand() % 15) {
case 2:
if (!_enemyState[EN_ROTT2][2]) {
_enemyState[EN_ROTT2][2] = 1;
prepareScenePropScene(34, 0, 0);
}
break;
case 11:
if (!_enemyState[EN_ROTT1][7]) {
_enemyState[EN_ROTT1][7] = 1;
prepareScenePropScene(39, 0, 0);
}
break;
default:
break;
}
}
}
_enHdlVar[EN_ROTT2][1]++;
_enHdlVar[EN_ROTT2][3]++;
_enHdlVar[EN_ROTT2][5]++;
}
if (act1x > 310)
_actor[actor1].cursorX = -320;
else if (act1x < 10)
_actor[actor1].cursorX = 320;
else if (act1x > 280)
_actor[actor1].cursorX = -160;
// Shift+V cheat to win the battle
if (_vm->getKeyState(0x56) && !_beenCheated &&
!_actor[0].lost && !_actor[1].lost) {
_beenCheated = 1;
_actor[1].damage = _actor[1].maxdamage + 10;
}
return retval;
}
int32 Insane::enemy1initializer(int32 actor1, int32 actor2, int32 probability) {
int i;
for (i = 0; i < 9; i++)
_enemyState[EN_ROTT2][i] = 0;
for (i = 0; i < 9; i++)
_enHdlVar[EN_ROTT2][i] = 0;
_beenCheated = 0;
return 1;
}
int32 Insane::enemy2handler(int32 actor1, int32 actor2, int32 probability) {
int32 act1damage, act2damage, act1x, act2x, retval;
int32 dist;
retval = 0;
act1damage = _actor[actor1].damage; // ebx
act2damage = _actor[actor2].damage; // ebp
act1x = _actor[actor1].x; // esi
act2x = _actor[actor2].x; // edi
if (!_actor[actor1].defunct) {
if (_enHdlVar[EN_ROTT3][1] > _enHdlVar[EN_ROTT3][2]) {
if (act1damage - act2damage >= 30) {
if (rand() % probability != 1)
_enHdlVar[EN_ROTT3][0] = 0;
else
_enHdlVar[EN_ROTT3][0] = 1;
}
_enHdlVar[EN_ROTT3][1] = 0;
_enHdlVar[EN_ROTT3][2] = rand() % (probability * 2);
}
dist = abs(act1x - act2x);
if (_enHdlVar[EN_ROTT3][3] > _enHdlVar[EN_ROTT3][4]) {
if (_enHdlVar[EN_ROTT3][0] == 1) {
if (weaponMaxRange(actor1) < dist) {
if (act2x < act1x)
_actor[actor1].cursorX = -101;
else
_actor[actor1].cursorX = 101;
} else {
if (weaponMinRange(actor1) > dist) {
if (act2x < act1x)
_actor[actor1].cursorX = 101;
else
_actor[actor1].cursorX = -101;
} else {
_actor[actor1].cursorX = 0;
}
}
} else {
if (weaponMaxRange(actor2) >= dist) {
if (act2x < act1x)
_actor[actor1].cursorX = 101;
else
_actor[actor1].cursorX = -101;
} else {
_actor[actor1].cursorX = 0;
}
}
_enHdlVar[EN_ROTT3][3] = 0;
_enHdlVar[EN_ROTT3][4] = rand() % probability;
}
if (_enHdlVar[EN_ROTT3][5] > _enHdlVar[EN_ROTT3][6]) {
if (weaponMaxRange(actor2) + 40 >= dist) {
if (rand() % probability == 1)
retval = 1;
}
if (_actor[actor2].kicking) {
if (weaponMaxRange(actor2) <= dist)
if (rand() % (probability * 2) <= 1)
retval = 1;
}
_enHdlVar[EN_ROTT3][5] = 0;
_enHdlVar[EN_ROTT3][6] = ABS(rand() % probability) * 2;
}
if (_actor[actor1].weapon == -1)
retval = 2;
if ((_actor[actor1].field_54 == 0) &&
(_actor[actor2].lost == 0) &&
(_actor[actor1].lost == 0)) {
if (_actor[actor1].act[3].state == 54) {
switch (rand() % 10) {
case 3:
if (!_enemyState[EN_ROTT3][1]) {
_enemyState[EN_ROTT3][1] = 1;
prepareScenePropScene(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;
}
}