scummvm/engines/scumm/insane/insane_scenes.cpp
2009-11-02 21:54:57 +00:00

1513 lines
42 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "engines/engine.h"
#include "common/config-manager.h"
#include "scumm/scumm_v7.h"
#include "scumm/sound.h"
#include "scumm/insane/insane.h"
namespace Scumm {
void Insane::runScene(int arraynum) {
_insaneIsRunning = true;
_player = _vm->_splayer;
_player->insanity(true);
_numberArray = arraynum;
// zeroValues1()
_objArray2Idx = 0;
_objArray2Idx2 = 0;
// zeroValues2()
_objArray1Idx = 0;
_objArray1Idx2 = 0;
// zeroValues3()
_currScenePropIdx = 0;
_currScenePropSubIdx = 0;
_currTrsMsg = 0;
smush_warpMouse(160, 100, -1);
putActors();
readState();
debugC(DEBUG_INSANE, "INSANE Arg: %d", readArray(0));
switch (readArray(0)) {
case 1:
initScene(1);
setupValues();
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
smlayer_setActorCostume(0, 2, readArray(9));
else
smlayer_setActorCostume(0, 2, readArray(10));
smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1 + 190, _smlayer_room2);
startVideo("minedriv.san", 1, 32, 12, 0);
break;
case 2:
setupValues();
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
smlayer_setActorCostume(0, 2, readArray(10));
else
smlayer_setActorCostume(0, 2, readArray(11));
smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1 + 190, _smlayer_room2);
_mainRoadPos = readArray(2);
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) {
initScene(5);
startVideo("tovista.san", 1, 32, 12, 0);
} else if (_mainRoadPos == _posBrokenTruck) {
initScene(5);
startVideo("tovista2.san", 1, 32, 12, 0);
} else if (_mainRoadPos == _posBrokenCar) {
initScene(5);
startVideo("tovista2.san", 1, 32, 12, 0, _smush_tovista2Flu, 60);
} else {
initScene(4);
startVideo("tovista1.san", 1, 32, 12, 0);
}
break;
case 3:
setupValues();
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
smlayer_setActorCostume(0, 2, readArray(10));
else
smlayer_setActorCostume(0, 2, readArray(11));
smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1 + 190, _smlayer_room2);
_mainRoadPos = readArray(2);
if (_mainRoadPos == _posBrokenTruck) {
initScene(6);
startVideo("toranch.san", 1, 32, 12, 0, _smush_toranchFlu, 300);
} else if (_mainRoadPos == _posBrokenCar) {
initScene(6);
startVideo("toranch.san", 1, 32, 12, 0, _smush_toranchFlu, 240);
} else {
initScene(6);
startVideo("toranch.san", 1, 32, 12, 0);
}
break;
case 4:
_firstBattle = true;
_currEnemy = EN_ROTT1;
initScene(13);
startVideo("minefite.san", 1, 32, 12, 0);
break;
case 5:
writeArray(1, _val54d);
initScene(24);
startVideo("rottopen.san", 1, 32, 12, 0);
break;
case 6:
initScene(1);
setupValues();
smlayer_setFluPalette(_smush_roadrashRip, 1);
smlayer_setActorCostume(0, 2, readArray(10));
smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1 + 190, _smlayer_room2);
startVideo("minedriv.san", 1, 32, 12, 0, _smush_minedrivFlu, 420);
break;
case 7:
case 8:
case 9:
break;
case 10:
initScene(26);
writeArray(1, _val54d);
startVideo("credits.san", 1, 32, 12, 0);
break;
default:
error("Unknown FT_INSANE mode %d", readArray(0));
}
putActors();
_enemy[EN_ROTT3].maxdamage = 120;
_insaneIsRunning = false;
_player->insanity(false);
if (!((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))) {
writeArray(50, _actor[0].inventory[INV_CHAIN]);
writeArray(51, _actor[0].inventory[INV_CHAINSAW]);
writeArray(52, _actor[0].inventory[INV_MACE]);
writeArray(53, _actor[0].inventory[INV_2X4]);
writeArray(54, _actor[0].inventory[INV_WRENCH]);
writeArray(55, _actor[0].inventory[INV_DUST]);
writeArray(56, _enemy[EN_CAVEFISH].isEmpty);
writeArray(337, _enemy[EN_TORQUE].occurences);
writeArray(329, _enemy[EN_ROTT1].occurences);
writeArray(330, _enemy[EN_ROTT2].occurences);
writeArray(331, _enemy[EN_ROTT3].occurences);
writeArray(332, _enemy[EN_VULTF1].occurences);
writeArray(333, _enemy[EN_VULTM1].occurences);
writeArray(334, _enemy[EN_VULTF2].occurences);
writeArray(335, _enemy[EN_VULTM2].occurences);
writeArray(336, _enemy[EN_CAVEFISH].occurences);
writeArray(339, _enemy[EN_VULTF2].isEmpty);
writeArray(340, _enemy[EN_VULTM2].isEmpty);
}
_vm->_sound->stopAllSounds(); // IMUSE_StopAllSounds();
}
int Insane::initScene(int sceneId) {
debugC(DEBUG_INSANE, "initScene(%d)", sceneId);
if (_needSceneSwitch)
return 1;
stopSceneSounds(_currSceneId); // do it for previous scene
loadSceneData(sceneId, 0, 1);
if (loadSceneData(sceneId, 0, 2)) {
setSceneCostumes(sceneId);
_sceneData2Loaded = 0;
_sceneData1Loaded = 0;
} else
_sceneData2Loaded = 1;
_currSceneId = sceneId;
return 1;
}
void Insane::stopSceneSounds(int sceneId) {
int flag = 0;
debugC(DEBUG_INSANE, "stopSceneSounds(%d)", sceneId);
switch (sceneId) {
case 1:
smlayer_stopSound(88);
smlayer_stopSound(86);
smlayer_stopSound(87);
flag = 1;
break;
case 18:
case 19:
smlayer_stopSound(88);
flag = 1;
break;
case 17:
smlayer_stopSound(88);
smlayer_stopSound(94);
flag = 1;
break;
case 2:
case 7:
case 8:
flag = 1;
break;
case 3:
case 21:
flag = 1;
// break is omittted intentionally
case 13:
if (_actor[0].runningSound != 0)
smlayer_stopSound(_actor[0].runningSound);
_actor[0].runningSound = 0;
if (_actor[1].runningSound != 0)
smlayer_stopSound(_actor[1].runningSound);
_actor[1].runningSound = 0;
if (_currScenePropIdx != 0)
shutCurrentScene();
_currScenePropSubIdx = 0;
_currTrsMsg = 0;
_actor[0].defunct = 0;
_actor[0].scenePropSubIdx = 0;
_actor[0].field_54 = 0;
_actor[1].defunct = 0;
_actor[1].scenePropSubIdx = 0;
_actor[1].field_54 = 0;
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) {
smlayer_stopSound(59);
smlayer_stopSound(63);
} else {
smlayer_stopSound(89);
smlayer_stopSound(90);
smlayer_stopSound(91);
smlayer_stopSound(92);
smlayer_stopSound(93);
smlayer_stopSound(95);
smlayer_stopSound(87);
}
break;
case 4:
case 5:
case 6:
smlayer_stopSound(88);
smlayer_stopSound(86);
flag = 1;
break;
case 24:
smlayer_stopSound(90);
break;
case 9:
case 10:
case 11:
case 12:
case 14:
case 15:
case 16:
case 20:
case 22:
case 23:
break;
}
if (!flag)
return;
smlayer_setActorCostume(0, 2, 0);
smlayer_setActorCostume(0, 0, 0);
smlayer_setActorCostume(0, 1, 0);
smlayer_setActorCostume(1, 2, 0);
smlayer_setActorCostume(1, 0, 0);
smlayer_setActorCostume(1, 1, 0);
return;
}
void Insane::shutCurrentScene() {
debugC(DEBUG_INSANE, "shutCurrentScene()");
_currScenePropIdx = 0;
_currTrsMsg = 0;
_currScenePropSubIdx = 0;
_actor[1].scenePropSubIdx = 0;
_actor[1].defunct = 0;
if (_actor[1].runningSound != 0) {
smlayer_stopSound(_actor[1].runningSound);
_actor[1].runningSound = 0;
}
_actor[0].scenePropSubIdx = 0;
_actor[0].defunct = 0;
if (_actor[0].runningSound != 0) {
smlayer_stopSound(_actor[0].runningSound);
_actor[0].runningSound = 0;
}
_battleScene = true;
}
// insane_loadSceneData1 & insane_loadSceneData2
int Insane::loadSceneData(int scene, int flag, int phase) {
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
return 1;
int retvalue = 1;
debugC(DEBUG_INSANE, "Insane::loadSceneData(%d, %d, %d)", scene, flag, phase);
switch (scene) {
case 1:
smlayer_loadSound(88, flag, phase);
smlayer_loadSound(86, flag, phase);
smlayer_loadSound(87, flag, phase);
smlayer_loadCostume(10, phase);
break;
case 4:
case 5:
case 6:
smlayer_loadSound(88, flag, phase);
smlayer_loadCostume(11, phase);
break;
case 3:
case 13:
switch (_currEnemy) {
case EN_TORQUE:
smlayer_loadSound(59, flag, phase);
smlayer_loadSound(93, flag, phase);
smlayer_loadCostume(57, phase);
smlayer_loadCostume(37, phase);
break;
case EN_ROTT1:
smlayer_loadSound(201, flag, phase);
smlayer_loadSound(194, flag, phase);
smlayer_loadSound(195, flag, phase);
smlayer_loadSound(199, flag, phase);
smlayer_loadSound(205, flag, phase);
smlayer_loadSound(212, flag, phase);
smlayer_loadSound(198, flag, phase);
smlayer_loadSound(203, flag, phase);
smlayer_loadSound(213, flag, phase);
smlayer_loadSound(215, flag, phase);
smlayer_loadSound(216, flag, phase);
smlayer_loadSound(217, flag, phase);
smlayer_loadSound(218, flag, phase);
smlayer_loadSound(90, flag, phase);
smlayer_loadCostume(26, phase);
smlayer_loadCostume(16, phase);
smlayer_loadCostume(17, phase);
smlayer_loadCostume(27, phase);
break;
case EN_ROTT2:
smlayer_loadSound(242, flag, phase);
smlayer_loadSound(244, flag, phase);
smlayer_loadSound(236, flag, phase);
smlayer_loadSound(238, flag, phase);
smlayer_loadSound(239, flag, phase);
smlayer_loadSound(240, flag, phase);
smlayer_loadSound(258, flag, phase);
smlayer_loadSound(259, flag, phase);
smlayer_loadSound(260, flag, phase);
smlayer_loadSound(243, flag, phase);
smlayer_loadSound(244, flag, phase);
smlayer_loadSound(245, flag, phase);
smlayer_loadSound(246, flag, phase);
smlayer_loadSound(233, flag, phase);
smlayer_loadSound(234, flag, phase);
smlayer_loadSound(241, flag, phase);
smlayer_loadSound(242, flag, phase);
smlayer_loadSound(90, flag, phase);
smlayer_loadCostume(28, phase);
smlayer_loadCostume(16, phase);
smlayer_loadCostume(17, phase);
smlayer_loadCostume(42, phase);
break;
case EN_ROTT3:
smlayer_loadSound(223, flag, phase);
smlayer_loadSound(224, flag, phase);
smlayer_loadSound(225, flag, phase);
smlayer_loadSound(226, flag, phase);
smlayer_loadSound(228, flag, phase);
smlayer_loadSound(229, flag, phase);
smlayer_loadSound(230, flag, phase);
smlayer_loadSound(232, flag, phase);
smlayer_loadSound(220, flag, phase);
smlayer_loadSound(221, flag, phase);
smlayer_loadSound(222, flag, phase);
smlayer_loadSound(90, flag, phase);
smlayer_loadCostume(15, phase);
smlayer_loadCostume(16, phase);
smlayer_loadCostume(17, phase);
smlayer_loadCostume(43, phase);
smlayer_loadCostume(47, phase);
break;
case EN_VULTF1:
smlayer_loadSound(282, flag, phase);
smlayer_loadSound(283, flag, phase);
smlayer_loadSound(284, flag, phase);
smlayer_loadSound(285, flag, phase);
smlayer_loadSound(286, flag, phase);
smlayer_loadSound(287, flag, phase);
smlayer_loadSound(279, flag, phase);
smlayer_loadSound(280, flag, phase);
smlayer_loadSound(281, flag, phase);
smlayer_loadSound(277, flag, phase);
smlayer_loadSound(288, flag, phase);
smlayer_loadSound(278, flag, phase);
smlayer_loadSound(91, flag, phase);
smlayer_loadCostume(29, phase);
smlayer_loadCostume(33, phase);
smlayer_loadCostume(32, phase);
smlayer_loadCostume(37, phase);
break;
case EN_VULTM1:
smlayer_loadSound(160, flag, phase);
smlayer_loadSound(161, flag, phase);
smlayer_loadSound(174, flag, phase);
smlayer_loadSound(167, flag, phase);
smlayer_loadSound(163, flag, phase);
smlayer_loadSound(164, flag, phase);
smlayer_loadSound(170, flag, phase);
smlayer_loadSound(166, flag, phase);
smlayer_loadSound(175, flag, phase);
smlayer_loadSound(162, flag, phase);
smlayer_loadSound(91, flag, phase);
smlayer_loadCostume(30, phase);
smlayer_loadCostume(33, phase);
smlayer_loadCostume(32, phase);
smlayer_loadCostume(36, phase);
break;
case EN_VULTF2:
smlayer_loadSound(263, flag, phase);
smlayer_loadSound(264, flag, phase);
smlayer_loadSound(265, flag, phase);
smlayer_loadSound(266, flag, phase);
smlayer_loadSound(267, flag, phase);
smlayer_loadSound(268, flag, phase);
smlayer_loadSound(270, flag, phase);
smlayer_loadSound(271, flag, phase);
smlayer_loadSound(275, flag, phase);
smlayer_loadSound(276, flag, phase);
smlayer_loadSound(261, flag, phase);
smlayer_loadSound(262, flag, phase);
smlayer_loadSound(263, flag, phase);
smlayer_loadSound(274, flag, phase);
smlayer_loadSound(91, flag, phase);
smlayer_loadCostume(31, phase);
smlayer_loadCostume(33, phase);
smlayer_loadCostume(32, phase);
smlayer_loadCostume(35, phase);
smlayer_loadCostume(46, phase);
break;
case EN_VULTM2:
smlayer_loadSound(179, flag, phase);
smlayer_loadSound(183, flag, phase);
smlayer_loadSound(184, flag, phase);
smlayer_loadSound(186, flag, phase);
smlayer_loadSound(191, flag, phase);
smlayer_loadSound(192, flag, phase);
smlayer_loadSound(180, flag, phase);
smlayer_loadSound(101, flag, phase);
smlayer_loadSound(289, flag, phase);
smlayer_loadSound(177, flag, phase);
smlayer_loadSound(178, flag, phase);
smlayer_loadSound(290, flag, phase);
smlayer_loadSound(102, flag, phase);
smlayer_loadSound(91, flag, phase);
smlayer_loadCostume(34, phase);
smlayer_loadCostume(33, phase);
smlayer_loadCostume(32, phase);
smlayer_loadCostume(44, phase);
smlayer_loadCostume(45, phase);
break;
case EN_CAVEFISH:
smlayer_loadSound(291, flag, phase);
smlayer_loadSound(100, flag, phase);
smlayer_loadSound(92, flag, phase);
smlayer_loadCostume(39, phase);
smlayer_loadCostume(40, phase);
smlayer_loadCostume(41, phase);
break;
default:
retvalue = 0;
break;
}
smlayer_loadSound(64, flag, phase);
smlayer_loadSound(65, flag, phase);
smlayer_loadSound(66, flag, phase);
smlayer_loadSound(67, flag, phase);
smlayer_loadSound(68, flag, phase);
smlayer_loadSound(69, flag, phase);
smlayer_loadSound(70, flag, phase);
smlayer_loadSound(71, flag, phase);
smlayer_loadSound(72, flag, phase);
smlayer_loadSound(73, flag, phase);
smlayer_loadSound(74, flag, phase);
smlayer_loadSound(75, flag, phase);
smlayer_loadSound(76, flag, phase);
smlayer_loadSound(77, flag, phase);
smlayer_loadSound(78, flag, phase);
smlayer_loadSound(79, flag, phase);
smlayer_loadSound(80, flag, phase);
smlayer_loadSound(81, flag, phase);
smlayer_loadSound(82, flag, phase);
smlayer_loadSound(83, flag, phase);
smlayer_loadSound(84, flag, phase);
smlayer_loadSound(85, flag, phase);
smlayer_loadSound(86, flag, phase);
smlayer_loadSound(87, flag, phase);
smlayer_loadSound(62, flag, phase);
smlayer_loadSound(63, flag, phase);
smlayer_loadSound(60, flag, phase);
smlayer_loadSound(61, flag, phase);
smlayer_loadSound(315, flag, phase);
smlayer_loadSound(316, flag, phase);
smlayer_loadSound(317, flag, phase);
smlayer_loadSound(98, flag, phase);
smlayer_loadSound(318, flag, phase);
smlayer_loadSound(96, flag, phase);
smlayer_loadSound(97, flag, phase);
smlayer_loadSound(95, flag, phase);
smlayer_loadSound(89, flag, phase);
smlayer_loadCostume(12, phase);
smlayer_loadCostume(13, phase);
smlayer_loadCostume(14, phase);
smlayer_loadCostume(18, phase);
smlayer_loadCostume(22, phase);
smlayer_loadCostume(19, phase);
smlayer_loadCostume(38, phase);
smlayer_loadCostume(20, phase);
smlayer_loadCostume(21, phase);
smlayer_loadCostume(23, phase);
smlayer_loadCostume(24, phase);
smlayer_loadCostume(25, phase);
break;
case 21:
case 24:
case 25:
smlayer_loadSound(223, flag, phase);
smlayer_loadSound(224, flag, phase);
smlayer_loadSound(225, flag, phase);
smlayer_loadSound(226, flag, phase);
smlayer_loadSound(228, flag, phase);
smlayer_loadSound(229, flag, phase);
smlayer_loadSound(230, flag, phase);
smlayer_loadSound(232, flag, phase);
smlayer_loadSound(90, flag, phase);
smlayer_loadCostume(15, phase);
smlayer_loadCostume(16, phase);
smlayer_loadCostume(17, phase);
smlayer_loadCostume(43, phase);
smlayer_loadSound(62, flag, phase);
smlayer_loadSound(63, flag, phase);
smlayer_loadSound(60, flag, phase);
smlayer_loadSound(61, flag, phase);
smlayer_loadSound(315, flag, phase);
smlayer_loadSound(316, flag, phase);
smlayer_loadSound(317, flag, phase);
smlayer_loadSound(98, flag, phase);
smlayer_loadSound(318, flag, phase);
smlayer_loadSound(96, flag, phase);
smlayer_loadSound(97, flag, phase);
smlayer_loadSound(95, flag, phase);
smlayer_loadSound(89, flag, phase);
smlayer_loadCostume(12, phase);
smlayer_loadCostume(13, phase);
smlayer_loadCostume(14, phase);
smlayer_loadCostume(18, phase);
smlayer_loadCostume(22, phase);
break;
case 17:
smlayer_loadSound(88, flag, phase);
smlayer_loadSound(94, flag, phase);
break;
case 2:
case 7:
case 8:
case 9:
case 10:
case 11:
case 12:
case 14:
case 15:
case 16:
case 18:
case 19:
case 20:
case 22:
case 23:
break;
default:
retvalue = 0;
}
if (phase == 1) {
_sceneData1Loaded = 1;
}
return retvalue;
}
void Insane::setSceneCostumes(int sceneId) {
debugC(DEBUG_INSANE, "Insane::setSceneCostumes(%d)", sceneId);
switch (sceneId) {
case 1:
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
smlayer_setActorCostume(0, 2, readArray(9));
else
smlayer_setActorCostume(0, 2, readArray(10));
smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1 + 190, _smlayer_room2);
smlayer_setFluPalette(_smush_roadrashRip, 0);
setupValues();
return;
case 17:
smlayer_setFluPalette(_smush_goglpaltRip, 0);
setupValues();
return;
case 2:
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
smlayer_setActorCostume(0, 2, readArray(9));
else
smlayer_setActorCostume(0, 2, readArray(10));
setupValues();
return;
case 13:
setEnemyCostumes();
smlayer_setFluPalette(_smush_roadrashRip, 0);
return;
case 21:
_currEnemy = EN_ROTT3; //PATCH
setEnemyCostumes();
_actor[1].y = 200;
smlayer_setFluPalette(_smush_roadrashRip, 0);
return;
case 4:
case 5:
case 6:
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
smlayer_setActorCostume(0, 2, readArray(10));
else
smlayer_setActorCostume(0, 2, readArray(11));
smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2);
setupValues();
return;
case 7:
case 8:
writeArray(4, 0);
return;
}
}
void Insane::setEnemyCostumes() {
int i;
debugC(DEBUG_INSANE, "setEnemyCostumes(%d)", _currEnemy);
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) {
smlayer_setActorCostume(0, 2, readArray(11));
smlayer_setActorCostume(0, 0, readArray(13));
smlayer_setActorCostume(0, 1, readArray(12));
} else {
smlayer_setActorCostume(0, 2, readArray(12));
smlayer_setActorCostume(0, 0, readArray(14));
smlayer_setActorCostume(0, 1, readArray(13));
}
smlayer_setActorLayer(0, 1, 1);
smlayer_setActorLayer(0, 2, 5);
smlayer_setActorLayer(0, 0, 10);
smlayer_putActor(0, 2, _actor[0].x+11, _actor[0].y1+102, _smlayer_room2);
smlayer_putActor(0, 1, _actor[0].x, _actor[0].y1+200, _smlayer_room2);
smlayer_putActor(0, 0, _actor[0].x, _actor[0].y1+200, _smlayer_room2);
if (_currEnemy == EN_CAVEFISH) {
smlayer_setActorCostume(1, 2, readArray(_enemy[_currEnemy].costume4));
_actor[1].act[2].room = 1;
_actor[1].act[1].room = 0;
_actor[1].act[0].room = 0;
_actor[1].act[2].animTilt = 1;
_actor[1].field_8 = 98;
_actor[1].act[2].state = 98;
_actor[1].act[0].state = 98;
_actor[1].act[1].state = 98;
smlayer_putActor(1, 2, _actor[1].x + _actor[1].act[2].tilt - 17,
_actor[1].y + _actor[1].y1 - 98, _smlayer_room2);
} else if (_currEnemy == EN_TORQUE) {
smlayer_setActorCostume(1, 2, readArray(_enemy[_currEnemy].costume4));
_actor[1].act[2].room = 1;
_actor[1].act[1].room = 0;
_actor[1].act[0].room = 0;
_actor[1].field_8 = 1;
_actor[1].act[2].state = 1;
_actor[1].act[0].state = 1;
_actor[1].act[1].state = 1;
smlayer_putActor(1, 2, _actor[1].x + _actor[1].act[2].tilt - 17,
_actor[1].y + _actor[1].y1 - 98, _smlayer_room2);
} else {
_actor[1].act[2].room = 1;
_actor[1].act[1].room = 1;
_actor[1].act[0].room = 1;
if (_enemy[_currEnemy].costume4)
smlayer_setActorCostume(1, 2, readArray(_enemy[_currEnemy].costume4));
if (_enemy[_currEnemy].costume5)
smlayer_setActorCostume(1, 0, readArray(_enemy[_currEnemy].costume5));
if (_enemy[_currEnemy].costume6)
smlayer_setActorCostume(1, 1, readArray(_enemy[_currEnemy].costume6));
_actor[1].field_8 = 1;
_actor[1].act[2].state = 1;
_actor[1].act[0].state = 1;
_actor[1].act[1].state = 1;
if (_actor[1].act[2].room != 0)
smlayer_putActor(1, 2, _actor[1].x + _actor[1].act[2].tilt - 17,
_actor[1].y + _actor[1].y1 - 98,
_smlayer_room2);
}
if (_actor[1].act[1].room != 0)
smlayer_putActor(1, 1, _actor[1].x, _actor[1].y + _actor[1].y1,
_smlayer_room2);
if (_actor[1].act[0].room != 0)
smlayer_putActor(1, 0, _actor[1].x, _actor[1].y + _actor[1].y1,
_smlayer_room2);
smlayer_setActorLayer(1, 1, 1);
smlayer_setActorLayer(1, 2, 5);
smlayer_setActorLayer(1, 0, 10);
_actor[1].damage = 0;
_actor[1].x = 250;
_actor[1].y = 300;
_actor[1].cursorX = 0;
_actor[1].tilt = 0;
_actor[1].weapon = -1;
_actor[1].weaponClass = 2;
_enemy[_currEnemy].occurences++;
_actor[1].maxdamage = _enemy[_currEnemy].maxdamage;
_actor[1].enemyHandler = _enemy[_currEnemy].handler;
_actor[1].animWeaponClass = 0;
for (i = 0; i < 8; i++)
_actor[1].inventory[i] = 0;
_actor[0].damage = 0;
_actor[0].x = 100;
_actor[0].y = 200;
_actor[0].weapon = INV_HAND;
_actor[0].weaponClass = 2;
_actor[0].animWeaponClass = 0;
_actor[0].newFacingFlag = 2;
_actor[0].curFacingFlag = 0;
_actor[0].tilt = 0;
_actor[0].field_8 = 1;
_actor[0].act[2].state = 1;
_actor[0].act[2].animTilt = 1;
_actor[0].act[0].state = 0;
_actor[0].act[1].state = 1;
_actor[0].act[2].room = 1;
_actor[0].act[1].room = 1;
_actor[0].act[0].room = 1;
_actor[0].cursorX = 0;
_actor[0].defunct = 0;
_actor[0].scenePropSubIdx = 0;
_actor[0].field_54 = 0;
_actor[0].runningSound = 0;
_actor[0].lost = false;
_actor[0].kicking = false;
_actor[0].field_44 = false;
_actor[1].inventory[_enemy[_currEnemy].weapon] = 1;
_actor[0].field_48 = false;
_actor[1].defunct = 0;
_actor[1].scenePropSubIdx = 0;
_actor[1].field_54 = 0;
_actor[1].runningSound = 0;
_actor[1].lost = false;
_actor[1].kicking = false;
_actor[1].field_44 = false;
_actor[1].field_48 = false;
if (_enemy[_currEnemy].initializer != -1)
enemyInitializer(_enemy[_currEnemy].initializer, _actor[1].damage,
_actor[0].damage, _actor[1].probability);
smush_warpMouse(160, 100, -1);
}
void Insane::procPreRendering() {
_smush_isSanFileSetup = 0; // FIXME: This shouldn't be here
switchSceneIfNeeded();
if (_sceneData1Loaded) {
_val115_ = true;
if (!_keyboardDisable) {
smush_changeState(1);
_keyboardDisable = 1;
}
} else {
_val115_ = false;
if (_keyboardDisable) {
smush_changeState(0);
_keyboardDisable = 0;
}
}
}
void Insane::procPostRendering(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
int32 tmpSnd;
bool needMore = false;
if (!_keyboardDisable) {
switch (_currSceneId) {
case 12:
postCase11(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
break;
case 1:
postCase0(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
if (!smlayer_isSoundRunning(88))
smlayer_startSfx(88);
smlayer_soundSetPan(88, ((_actor[0].x+160)>>2)+64);
if (_tiresRustle) {
if (!smlayer_isSoundRunning(87))
smlayer_startSfx(87);
} else {
smlayer_stopSound(87);
}
break;
case 18:
case 19:
postCase17(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
smlayer_stopSound(95);
smlayer_stopSound(87);
smlayer_stopSound(88);
if (!smlayer_isSoundRunning(88))
smlayer_startSfx(88);
break;
case 17:
postCase16(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
if (!smlayer_isSoundRunning(88))
smlayer_startSfx(88);
break;
case 2:
postCase1(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
break;
case 3:
postCase2(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
needMore = true;
if (!smlayer_isSoundRunning(89)) {
smlayer_startSfx(89);
smlayer_soundSetPriority(89, 100);
}
tmpSnd = _enemy[_currEnemy].sound;
if (!smlayer_isSoundRunning(tmpSnd)) {
smlayer_startSfx(tmpSnd);
smlayer_soundSetPriority(tmpSnd, 100);
}
smlayer_soundSetPan(89, ((_actor[0].x+160)>>2)+64);
smlayer_soundSetPan(tmpSnd, ((_actor[1].x+160)>>2)+64);
if (!_tiresRustle) {
smlayer_stopSound(87);
} else {
if (!smlayer_isSoundRunning(87))
smlayer_startSfx(87);
}
break;
case 21:
postCase20(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
needMore = true;
if (!smlayer_isSoundRunning(89)) {
smlayer_startSfx(89);
smlayer_soundSetPriority(89, 100);
}
tmpSnd = _enemy[_currEnemy].sound;
if (!smlayer_isSoundRunning(tmpSnd)) {
smlayer_startSfx(tmpSnd);
smlayer_soundSetPriority(tmpSnd, 100);
}
smlayer_soundSetPan(89, ((_actor[0].x+160)>>2)+64);
smlayer_soundSetPan(tmpSnd, ((_actor[1].x+160)>>2)+64);
break;
case 4:
case 5:
postCase3(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
if (!smlayer_isSoundRunning(88))
smlayer_startSfx(88);
smlayer_soundSetPan(88, ((_actor[0].x+160)>>2)+64);
break;
case 6:
postCase5(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
if (!smlayer_isSoundRunning(88))
smlayer_startSfx(88);
smlayer_soundSetPan(88, ((_actor[0].x+160)>>2)+64);
break;
case 7:
case 8:
postCase6(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
break;
case 9:
case 23:
postCase8(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
break;
case 10:
postCase9(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
break;
case 11:
case 20:
case 22:
postCase10(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
break;
case 14:
postCase23(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
break;
case 13:
postCase12(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
needMore = true;
if (!smlayer_isSoundRunning(89)) {
smlayer_startSfx(89);
smlayer_soundSetPriority(89, 100);
}
tmpSnd = _enemy[_currEnemy].sound;
if (!smlayer_isSoundRunning(tmpSnd)) {
smlayer_startSfx(tmpSnd);
smlayer_soundSetPriority(tmpSnd, 100);
}
smlayer_soundSetPan(89, ((_actor[0].x+160)>>2)+64);
smlayer_soundSetPan(tmpSnd, ((_actor[1].x+160)>>2)+64);
break;
case 24:
if (!smlayer_isSoundRunning(90)) {
smlayer_startSfx(90);
smlayer_soundSetPriority(90, 100);
}
postCase23(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
break;
case 15:
case 16:
postCase14(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
break;
case 25:
case 26:
break;
}
if (_currScenePropIdx)
postCaseAll(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
_actor[0].frame++;
_actor[0].act[3].frame++;
_actor[0].act[2].frame++;
_actor[0].act[1].frame++;
_actor[0].act[0].frame++;
_actor[1].act[3].frame++;
_actor[1].frame++;
_actor[1].act[2].frame++;
_actor[1].act[1].frame++;
_actor[1].act[0].frame++;
}
if (!_val115_) {
smlayer_overrideDrawActorAt(&renderBitmap[0], renderBitmap[2], renderBitmap[3]);
_isBenCut = 0;
}
if (_isBenCut)
smlayer_drawSomething(renderBitmap, codecparam, 89, 56, 1, _smush_bencutNut, 0, 0, 0);
if (!_keyboardDisable)
_vm->processActors();
if (needMore)
postCaseMore(renderBitmap, codecparam, setupsan12, setupsan13, curFrame, maxFrame);
_tiresRustle = false;
}
void Insane::postCase11(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
if (curFrame >= maxFrame && !_needSceneSwitch) {
if (_firstBattle) {
smush_setToFinish();
} else {
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
queueSceneSwitch(1, 0, "minedriv.san", 64, 0, 0, 0);
else
queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
_continueFrame, 1300);
}
}
_roadBranch = false;
_roadStop = false;
}
void Insane::postCase0(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
turnBen(true);
if (!curFrame || curFrame == 420)
smlayer_setFluPalette(_smush_roadrashRip, 0);
if (curFrame >= maxFrame)
smush_rewindCurrentSan(1088, -1, -1);
_roadBumps = false;
_roadBranch = false;
_roadStop = false;
_benHasGoggles = false;
_mineCaveIsNear = false;
_continueFrame1 = curFrame;
}
void Insane::postCase17(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
if (curFrame >= maxFrame && !_needSceneSwitch) {
if (_currSceneId == 18) {
queueSceneSwitch(17, _smush_minedrivFlu, "minedriv.san", 64, 0,
_continueFrame1, 1300);
writeArray(9, 1);
} else {
queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
_continueFrame1, 1300);
writeArray(9, 0);
}
}
_roadBranch = false;
_roadStop = false;
}
void Insane::postCase16(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
char buf[12];
int32 tmp;
turnBen(true);
sprintf(buf, "^f01%02o", curFrame & 0x3f);
smlayer_showStatusMsg(-1, renderBitmap, codecparam, 180, 168, 1, 2, 0, "%s", buf);
tmp = 400-curFrame;
if (tmp < 0)
tmp += 1300;
sprintf(buf, "^f01%04d", tmp);
smlayer_showStatusMsg(-1, renderBitmap, codecparam, 202, 168, 1, 2, 0, "%s", buf);
sprintf(buf, "^f01%02o", curFrame & 0xff);
smlayer_showStatusMsg(-1, renderBitmap, codecparam, 240, 168, 1, 2, 0, "%s", buf);
smlayer_showStatusMsg(-1, renderBitmap, codecparam, 170, 43, 1, 2, 0, "%s", buf);
smlayer_drawSomething(renderBitmap, codecparam, 0, 0, 1, _smush_bensgoggNut, 0, 0, 0);
if (!_objectDetected)
smlayer_drawSomething(renderBitmap, codecparam, 24, 170, 1,
_smush_iconsNut, 23, 0, 0);
if (!curFrame)
smlayer_setFluPalette(_smush_goglpaltRip, 0);
if (curFrame >= maxFrame) {
smush_rewindCurrentSan(1088, -1, -1);
smlayer_setFluPalette(_smush_goglpaltRip, 0);
}
_roadBumps = false;
_mineCaveIsNear = false;
_roadBranch = false;
_roadStop = false;
_objectDetected = false;
_counter1++;
_continueFrame1 = curFrame;
if (_counter1 >= 10)
_counter1 = 0;
}
void Insane::postCase1(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
struct fluConf *flu;
if ((curFrame >= maxFrame) && !_needSceneSwitch) {
flu = &_fluConf[14 + _iactSceneId2];
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
queueSceneSwitch(4, 0, "tovista.san", 64, 0, 0, 0);
else
queueSceneSwitch(flu->sceneId, *flu->fluPtr, flu->filenamePtr, 64, 0,
flu->startFrame, flu->numFrames);
}
_roadBranch = false;
_roadStop = false;
}
void Insane::postCase2(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
turnBen(_battleScene != 0);
turnEnemy(true);
if (!curFrame)
smlayer_setFluPalette(_smush_roadrashRip, 0);
if (curFrame >= maxFrame)
smush_rewindCurrentSan(1088, -1, -1);
_roadBumps = false;
_roadBranch = false;
_roadStop = false;
_continueFrame = curFrame;
}
void Insane::postCase20(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
turnBen(true);
turnEnemy(true);
if (curFrame >= maxFrame)
smush_rewindCurrentSan(1088, -1, -1);
_roadBumps = false;
_roadBranch = false;
_roadStop = false;
_continueFrame = curFrame;
}
void Insane::postCase3(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
turnBen(true);
if (_actor[0].x >= 158 && _actor[0].x <= 168) {
if (!smlayer_isSoundRunning(86))
smlayer_startSfx(86);
} else {
if (smlayer_isSoundRunning(86))
smlayer_stopSound(86);
}
if (curFrame >= maxFrame) {
if (_currSceneId == 4) {
if (!_needSceneSwitch) {
if (readArray(6)) {
if (readArray(4))
queueSceneSwitch(14, 0, "hitdust2.san", 64, 0, 0, 0);
else
queueSceneSwitch(14, 0, "hitdust4.san", 64, 0, 0, 0);
} else {
if (readArray(4))
queueSceneSwitch(14, 0, "hitdust1.san", 64, 0, 0, 0);
else
queueSceneSwitch(14, 0, "hitdust3.san", 64, 0, 0, 0);
}
}
} else {
if (readArray(4)) {
if (!_needSceneSwitch)
queueSceneSwitch(15, 0, "vistthru.san", 64, 0, 0, 0);
} else {
writeArray(1, _posVista);
smush_setToFinish();
}
}
}
_carIsBroken = false;
_roadStop = false;
_roadBranch = false;
_iactSceneId = 0;
}
void Insane::postCase5(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
turnBen(true);
if (_actor[0].x >= 158 && _actor[0].x <= 168) {
if (!smlayer_isSoundRunning(86))
smlayer_startSfx(86);
} else {
if (smlayer_isSoundRunning(86))
smlayer_stopSound(86);
}
if (curFrame >= maxFrame) {
if (readArray(4)) {
if (!_needSceneSwitch)
queueSceneSwitch(15, 0, "chasthru.san", 64, 0, 0, 0);
} else {
if (readArray(5)) {
writeArray(1, _val57d);
smush_setToFinish();
} else {
writeArray(4, 1);
queueSceneSwitch(15, 0, "chasout.san", 64, 0, 0, 0);
}
}
}
_carIsBroken = false;
_roadStop = false;
_roadBranch = false;
_iactSceneId = 0;
}
void Insane::postCase6(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
struct fluConf *flu;
if ((curFrame >= maxFrame) && !_needSceneSwitch) {
if (_currSceneId == 8)
flu = &_fluConf[7 + _iactSceneId2];
else
flu = &_fluConf[0 + _iactSceneId2];
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC))
queueSceneSwitch(1, 0, "minedriv.san", 64, 0, 0, 0);
else
queueSceneSwitch(flu->sceneId, *flu->fluPtr, flu->filenamePtr, 64, 0,
flu->startFrame, flu->numFrames);
}
_roadBranch = false;
_roadStop = false;
}
void Insane::postCase8(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
if (curFrame >= maxFrame && !_needSceneSwitch) {
_actor[0].damage = 0;
if (_firstBattle) {
queueSceneSwitch(13, _smush_minefiteFlu, "minefite.san", 64, 0,
_continueFrame, 1300);
} else {
if ((_vm->_game.features & GF_DEMO) && (_vm->_game.platform == Common::kPlatformPC)) {
queueSceneSwitch(1, 0, "minedriv.san", 64, 0, 0, 0);
} else {
if (_currSceneId == 23) {
queueSceneSwitch(21, 0, "rottfite.san", 64, 0, 0, 0);
} else {
queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
_continueFrame, 1300);
}
}
}
}
_roadBranch = false;
_roadStop = false;
}
void Insane::postCase9(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
if (curFrame >= maxFrame && !_needSceneSwitch) {
_actor[0].damage = 0;
queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
_continueFrame1, 1300);
}
_roadBranch = false;
_roadStop = false;
}
void Insane::postCase10(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
if (curFrame >= maxFrame && !_needSceneSwitch) {
_actor[0].damage = 0;
switch (_currSceneId) {
case 20:
writeArray(8, 1);
queueSceneSwitch(12, 0, "liftgog.san", 0, 0, 0, 0);
break;
case 22:
writeArray(1, _val54d);
smush_setToFinish();
break;
default:
if (_actor[0].inventory[_enemy[_currEnemy].weapon]) {
queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
_continueFrame, 1300);
break;
}
switch (_enemy[_currEnemy].weapon) {
case INV_CHAIN:
_actor[0].inventory[INV_CHAIN] = 1;
queueSceneSwitch(12, 0, "liftchay.san", 0, 0, 0, 0);
break;
case INV_CHAINSAW:
_actor[0].inventory[INV_CHAINSAW] = 1;
queueSceneSwitch(12, 0, "liftsaw.san", 0, 0, 0, 0);
break;
case INV_MACE:
_actor[0].inventory[INV_MACE] = 1;
queueSceneSwitch(12, 0, "liftmace.san", 0, 0, 0, 0);
break;
case INV_2X4:
_actor[0].inventory[INV_2X4] = 1;
queueSceneSwitch(12, 0, "liftbord.san", 0, 0, 0, 0);
break;
default:
queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
_continueFrame, 1300);
break;
}
}
}
_roadBranch = false;
_roadStop = false;
}
void Insane::postCase12(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
if (_actor[1].y <= 200) {
initScene(3);
_actor[1].y = 200;
switch (_currEnemy) {
case EN_ROTT2:
turnBen(true);
if (_enemy[EN_ROTT2].occurences <= 1)
prepareScenePropScene(32, 0, 1);
else
prepareScenePropScene(33, 0, 1);
break;
case EN_ROTT3:
turnBen(true);
if (_enemy[EN_ROTT3].occurences <= 1)
prepareScenePropScene(25, 0, 1);
break;
case EN_VULTF1:
turnBen(true);
if (_enemy[EN_VULTF1].occurences <= 1)
prepareScenePropScene(2, 0, 1);
break;
case EN_VULTF2:
turnBen(true);
if (_enemy[EN_VULTF2].occurences <= 1)
prepareScenePropScene(9, 0, 1);
else
prepareScenePropScene(16, 0, 1);
break;
case EN_VULTM2:
if (_enemy[EN_VULTM2].occurences <= 1) {
turnBen(false);
prepareScenePropScene(18, 0, 1);
_battleScene = false;
} else
turnBen(true);
break;
case EN_TORQUE:
turnBen(false);
writeArray(1, _posFatherTorque);
smush_setToFinish();
break;
case EN_ROTT1:
case EN_VULTM1:
case EN_CAVEFISH:
default:
turnBen(true);
break;
}
} else {
switch (_currEnemy) {
case EN_VULTM2:
if (_enemy[EN_VULTM2].occurences <= 1)
turnBen(false);
else
turnBen(true);
break;
case EN_TORQUE:
turnBen(false);
if (_actor[1].y != 300)
prepareScenePropScene(57, 1, 0);
break;
default:
turnBen(true);
}
_actor[1].y -= (_actor[1].y - 200) / 20 + 1;
}
turnEnemy(false);
if (curFrame == 0)
smlayer_setFluPalette(_smush_roadrashRip, 0);
if (curFrame >= maxFrame)
smush_rewindCurrentSan(1088, -1, -1);
_roadBranch = false;
_roadStop = false;
_continueFrame = curFrame;
}
void Insane::postCase23(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
if (curFrame >= maxFrame) {
if (_currSceneId == 24) {
queueSceneSwitch(21, 0, "rottfite.san", 64, 0, 0, 0);
} else {
if (readArray(6) && readArray(4))
queueSceneSwitch(16, 0, "limocrsh.san", 64, 0, 0, 0);
else
queueSceneSwitch(5, 0, "tovista2.san", 64, 0, 0, 290);
}
}
_roadBranch = false;
_roadStop = false;
}
void Insane::postCase14(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
if (curFrame >= maxFrame) {
if (_currSceneId == 16) {
writeArray(4, 0);
writeArray(5, 1);
writeArray(1, _posBrokenCar);
writeArray(3, _posBrokenTruck);
smush_setToFinish();
} else {
switch (_tempSceneId) {
case 5:
queueSceneSwitch(6, 0, "toranch.san", 64, 0, 0, 530);
break;
case 6:
queueSceneSwitch(4, 0, "tovista1.san", 64, 0, 0, 230);
break;
}
}
}
_roadBranch = false;
_roadStop = false;
}
void Insane::postCaseAll(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
struct sceneProp *tsceneProp;
tsceneProp = &_sceneProp[_currScenePropIdx + _currScenePropSubIdx];
if (tsceneProp->actor != -1) {
if (_actor[tsceneProp->actor].field_54) {
tsceneProp->counter++;
if (!_actor[tsceneProp->actor].runningSound || ConfMan.getBool("subtitles")) {
if (_actor[tsceneProp->actor].act[3].state == 72 &&
_currTrsMsg) {
_player->setPaletteValue(0, tsceneProp->r, tsceneProp->g, tsceneProp->b);
_player->setPaletteValue(1, tsceneProp->r, tsceneProp->g, tsceneProp->b);
_player->setPaletteValue(0, 0, 0, 0);
smlayer_showStatusMsg(-1, renderBitmap, codecparam, 160, 20, 1, 2, 5,
"^f00%s", _currTrsMsg);
}
}
} else {
_currScenePropSubIdx = tsceneProp->index;
if (_currScenePropSubIdx && _currScenePropIdx) {
tsceneProp = &_sceneProp[_currScenePropIdx + _currScenePropSubIdx];
tsceneProp->counter = 0;
if (tsceneProp->trsId)
_currTrsMsg = handleTrsTag(tsceneProp->trsId);
else
_currTrsMsg = 0;
if (tsceneProp->actor != -1) {
_actor[tsceneProp->actor].field_54 = 1;
_actor[tsceneProp->actor].act[3].state = 117;
_actor[tsceneProp->actor].scenePropSubIdx = _currScenePropSubIdx;
}
} else {
_currScenePropIdx = 0;
_currTrsMsg = 0;
_currScenePropSubIdx = 0;
_actor[0].defunct = 0;
_actor[1].defunct = 0;
_battleScene = true;
}
}
}
_roadBranch = false;
_roadStop = false;
_continueFrame = curFrame;
}
void Insane::postCaseMore(byte *renderBitmap, int32 codecparam, int32 setupsan12,
int32 setupsan13, int32 curFrame, int32 maxFrame) {
if (_actor[0].weapon <= 7) {
smlayer_drawSomething(renderBitmap, codecparam, 5, 160, 1, _smush_iconsNut,
_actor[0].weapon + 11, 0, 0);
}
}
}