scummvm/scumm/insane/insane_ben.cpp
Travis Howell c41b0ad99a A few corrections
svn-id: r14554
2004-08-11 05:08:28 +00:00

2018 lines
48 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::enemyBenHandler(int32 actor1, int32 actor2, int32 probability) {
int32 retval;
int32 tmp;
retval = processMouse();
// Joystick support is skipped
retval |= processKeyboard();
tmp = _enemyState[EN_BEN][0] - 160;
if (tmp < -160)
tmp = -160;
if (tmp > 160)
tmp = 160;
_actor[actor1].cursorX = tmp;
smush_warpMouse(_enemyState[EN_BEN][0], _enemyState[EN_BEN][1], -1);
return (retval & 3);
}
void Insane::turnBen(bool controllable) {
int32 buttons;
switch (_currSceneId) {
case 21:
case 25:
case 3:
case 13:
if (_actor[0].damage < _actor[0].maxdamage) {
_actor[0].lost = false;
} else {
if (!_actor[0].lost && !_actor[1].lost) {
_actor[0].lost = true;
_actor[0].act[2].state = 36;
_actor[0].act[1].state = 36;
_actor[0].act[1].room = 0;
_actor[0].act[0].state = 36;
_actor[0].act[0].room = 0;
if (smlayer_isSoundRunning(95))
smlayer_stopSound(95);
}
}
buttons = 0;
if (!_actor[0].lost && controllable) {
buttons = actionBen();
if (_currSceneId == 13)
buttons &= 2;
if (_currEnemy == EN_TORQUE)
buttons = 0;
}
debug(5, "00:%d 01:%d 02:%d 03:%d", _actor[0].act[0].state,
_actor[0].act[1].state, _actor[0].act[2].state, _actor[0].act[3].state);
actor01Reaction(buttons);
actor02Reaction(buttons);
actor03Reaction(buttons);
actor00Reaction(buttons);
break;
case 17:
mineChooseRoad(processBenOnRoad(false));
break;
default:
if (_actor[0].damage < _actor[0].maxdamage) {
_actor[0].lost = false;
} else {
if (!_actor[0].lost && !_actor[1].lost) {
queueSceneSwitch(10, 0, "wr2_ben.san", 64, 0, 0, 0);
_actor[0].lost = true;
_actor[0].act[2].state = 36;
_actor[0].act[2].room = 0;
_actor[0].act[0].state = 36;
_actor[0].act[0].room = 0;
_actor[0].act[1].state = 36;
_actor[0].act[1].room = 0;
mineChooseRoad(0);
return;
}
}
if (!_actor[0].lost && controllable)
mineChooseRoad(processBenOnRoad(true));
else
mineChooseRoad(0);
break;
}
}
int32 Insane::actionBen(void) {
int32 buttons, tmp;
bool doDamage = false;
int sound;
if ((_vm->_features & GF_DEMO) && (_vm->_features & GF_PC))
sound = 59;
else
sound = 95;
if (_actor[0].enemyHandler != -1)
buttons = enemyHandler(_actor[0].enemyHandler, 0, 1, _actor[0].probability);
else
buttons = enemyHandler(EN_TORQUE, 0, 1, _actor[0].probability);
if (_actor[0].tilt) {
_actor[0].speed += _actor[0].cursorX / 40;
} else {
if (_actor[0].speed < 0)
_actor[0].speed++;
else
_actor[0].speed--;
}
if (_actor[0].speed > 8)
_actor[0].speed = 8;
if (_actor[0].speed < -8)
_actor[0].speed = -8;
_actor[0].x += _actor[0].speed;
if (_actor[0].x > 100)
_actor[0].x--;
else
if (_actor[0].x < 100)
_actor[0].x++;
if (_actor[0].x >= 0) {
if (_actor[1].x - 90 <= _actor[0].x && !_actor[0].lost && !_actor[1].lost) {
_val213d++;
_actor[0].x = _actor[1].x - 90;
tmp = _actor[1].speed;
_actor[1].speed = _actor[0].speed;
_actor[0].speed = tmp;
if (_val213d > 50) {
_actor[0].cursorX = -320;
_val213d = 0;
}
if (!smlayer_isSoundRunning(sound))
smlayer_startSfx(sound);
} else {
if (smlayer_isSoundRunning(sound))
smlayer_stopSound(sound);
_val213d = 0;
}
} else {
_actor[0].x = 0;
_actor[0].damage++; // FIXME: apparently it is a bug in original
// and damage is doubled
doDamage = true;
}
if (_actor[0].x > 320) {
_actor[0].x = 320;
doDamage = true;
}
if (_actor[0].x < 10 || _actor[0].x > 310 || doDamage) {
_tiresRustle = 1;
_actor[0].x1 = -_actor[0].x1;
_actor[0].damage++; // PATCH
}
return buttons;
}
int32 Insane::processBenOnRoad(bool flag) {
int32 buttons;
if (_actor[0].enemyHandler != -1)
buttons = enemyHandler(_actor[0].enemyHandler, 0, 1, _actor[0].probability);
else
buttons = enemyHandler(EN_TORQUE, 0, 1, _actor[0].probability);
if (flag) {
_actor[0].speed = _actor[0].tilt;
if (_actor[0].speed > 8)
_actor[0].speed = 8;
if (_actor[0].speed < -8)
_actor[0].speed = -8;
// FIXME: is it abs(/2) ?
// mov eax, insane_actor0.speed
// mov edx, eax
// sar edx, 1Fh
// sub eax, edx
// sar eax, 1
// add eax, insane_actor0.speed
// add insane_actor0.x, eax
_actor[0].x += _actor[0].speed / 2 + _actor[0].speed;
if (_actor[0].x < 0)
_actor[0].x = 0;
if (_actor[0].x > 320)
_actor[0].x = 320;
}
return buttons;
}
void Insane::mineChooseRoad(int32 buttons) {
int16 tmp;
if (_actor[0].field_8 < 1)
return;
if (_actor[0].field_8 == 112) {
if (_actor[0].frame < 18 || _needSceneSwitch)
return;
queueSceneSwitch(18, 0, "fishgogg.san", 64, 0, 0, 0);
} else if (_actor[0].field_8 == 1) {
tmp = _actor[0].cursorX / 22;
switch (_currSceneId) {
case 17:
if (buttons & 1) {
if (_mineCaveIsNear) {
writeArray(1, _posCave);
smush_setToFinish();
}
if (_roadBranch && !_needSceneSwitch) {
_iactSceneId2 = _iactSceneId;
queueSceneSwitch(2, 0, "mineexit.san", 64, 0, 0, 0);
}
}
if ((buttons & 2) == 0 || _needSceneSwitch)
return;
queueSceneSwitch(19, 0, "fishgog2.san", 64, 0, 0, 0);
break;
case 1:
_actor[0].tilt = tmp;
if (tmp < -7)
_actor[0].tilt = -7;
if (tmp > 7)
_actor[0].tilt = 7;
drawSpeedyActor(buttons);
if ((buttons & 1) && _currSceneId == 1 && _roadBranch && !_needSceneSwitch) {
_iactSceneId2 = _iactSceneId;
queueSceneSwitch(2, 0, "mineexit.san", 64, 0, 0, 0);
}
if ((buttons & 2) == 0 || !_benHasGoggles)
return;
_actor[0].frame = 0;
_actor[0].field_8 = 112;
smlayer_setActorFacing(0, 2, 26, 180);
break;
case 4:
case 5:
_actor[0].tilt = tmp;
if (tmp < -7)
_actor[0].tilt = -7;
if (tmp > 7)
_actor[0].tilt = 7;
drawSpeedyActor(buttons);
if ((buttons & 1) == 0)
return;
if (_roadBranch && !_needSceneSwitch) {
_iactSceneId2 = _iactSceneId;
if (readArray(4) && _val211d < 3) {
_val211d++;
queueSceneSwitch(8, 0, "fishfear.san", 64, 0, 0, 0);
} else {
queueSceneSwitch(8, 0, "tomine.san", 64, 0, 0, 0);
}
}
if (_roadStop) {
writeArray(1, _posBrokenTruck);
writeArray(3, _val57d);
smush_setToFinish();
}
if (!_carIsBroken)
return;
writeArray(1, _posBrokenCar);
writeArray(3, _val57d);
smush_setToFinish();
break;
case 6:
_actor[0].tilt = tmp;
if (tmp < -7)
_actor[0].tilt = -7;
if (tmp > 7)
_actor[0].tilt = 7;
drawSpeedyActor(buttons);
if ((buttons & 1) == 0)
return;
if (_roadBranch && !_needSceneSwitch) {
_iactSceneId2 = _iactSceneId;
if (readArray(4) && _val211d < 3) {
_val211d++;
queueSceneSwitch(7, 0, "fishfear.san", 64, 0, 0, 0);
} else {
queueSceneSwitch(7, 0, "tomine.san", 64, 0, 0, 0);
}
}
if (_roadStop) {
writeArray(1, _posBrokenTruck);
writeArray(3, _posVista);
smush_setToFinish();
}
if (!_carIsBroken)
return;
writeArray(1, _posBrokenCar);
writeArray(3, _posVista);
smush_setToFinish();
break;
default:
break;
}
}
}
void Insane::drawSpeedyActor(int32 buttons) {
switch (_actor[0].tilt) {
case -7:
if (_actor[0].act[2].state != 47) {
smlayer_setActorFacing(0, 2, 13, 180);
_actor[0].act[2].state = 47;
}
break;
case -6:
if (_actor[0].act[2].state != 44) {
smlayer_setActorFacing(0, 2, 11, 180);
_actor[0].act[2].state = 44;
}
break;
case -5:
if (_actor[0].act[2].state != 43) {
smlayer_setActorFacing(0, 2, 10, 180);
_actor[0].act[2].state = 43;
}
break;
case -4:
if (_actor[0].act[2].state != 42) {
smlayer_setActorFacing(0, 2, 9, 180);
_actor[0].act[2].state = 42;
}
break;
case -3:
if (_actor[0].act[2].state != 41) {
smlayer_setActorFacing(0, 2, 8, 180);
_actor[0].act[2].state = 41;
}
break;
case -2:
if (_actor[0].act[2].state != 40) {
smlayer_setActorFacing(0, 2, 7, 180);
_actor[0].act[2].state = 40;
}
break;
case -1:
if (_actor[0].act[2].state != 39) {
smlayer_setActorFacing(0, 2, 6, 180);
_actor[0].act[2].state = 39;
}
break;
case 0:
if (_actor[0].act[2].state != 1) {
smlayer_setActorFacing(0, 2, 22, 180);
_actor[0].act[2].state = 1;
}
break;
case 1:
if (_actor[0].act[2].state != 55) {
smlayer_setActorFacing(0, 2, 14, 180);
_actor[0].act[2].state = 55;
}
break;
case 2:
if (_actor[0].act[2].state != 56) {
smlayer_setActorFacing(0, 2, 15, 180);
_actor[0].act[2].state = 56;
}
break;
case 3:
if (_actor[0].act[2].state != 57) {
smlayer_setActorFacing(0, 2, 16, 180);
_actor[0].act[2].state = 57;
}
break;
case 4:
if (_actor[0].act[2].state != 58) {
smlayer_setActorFacing(0, 2, 17, 180);
_actor[0].act[2].state = 58;
}
break;
case 5:
if (_actor[0].act[2].state != 59) {
smlayer_setActorFacing(0, 2, 18, 180);
_actor[0].act[2].state = 59;
}
break;
case 6:
if (_actor[0].act[2].state != 60) {
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 60;
}
break;
case 7:
if (_actor[0].act[2].state != 50) {
smlayer_setActorFacing(0, 2, 21, 180);
_actor[0].act[2].state = 50;
}
break;
default:
break;
}
if (!_actor[0].act[2].room)
return;
smlayer_putActor(0, 2, _actor[0].x + _actor[0].x1, _actor[0].y + _actor[0].y1,
_smlayer_room2);
}
bool Insane::weaponBenIsEffective(void) {
if ((_actor[1].x - _actor[0].x > weaponMaxRange(0)) ||
(_actor[1].x - _actor[0].x < weaponMinRange(0)) ||
!_actor[1].kicking)
return false;
return true;
}
int32 Insane::calcBenDamage(bool arg_0, bool arg_4) {
if ((_actor[1].x - _actor[0].x > weaponMaxRange(1)) ||
(_actor[1].x - _actor[0].x < weaponMinRange(1)))
return 0;
if (_actor[0].field_44 && arg_4)
return 1000;
if (!actor1StateFlags(_actor[0].act[2].state))
return 0;
if (arg_0) {
ouchSoundBen();
_actor[0].damage += weaponDamage(1); // PATCH
}
return 1;
}
// Ben
void Insane::actor02Reaction(int32 buttons) {
int32 tmp, tmp2;
switch(_actor[0].act[2].state) {
case 1:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 2;
_actor[0].kicking = false;
switch (_actor[0].tilt) {
case -3:
if (_actor[0].act[2].animTilt != -3) {
smlayer_setActorFacing(0, 2, 6, 180);
_actor[0].act[2].animTilt = -3;
}
break;
case -2:
if (_actor[0].field_8 == 48)
smlayer_setActorFacing(0, 2, 7, 180);
_actor[0].act[2].animTilt = -2;
break;
case -1:
if (_actor[0].field_8 == 46)
smlayer_setActorFacing(0, 2, 8, 180);
_actor[0].act[2].animTilt = -1;
break;
case 0:
if (_actor[0].act[2].animTilt) {
smlayer_setActorFacing(0, 2, 9, 180);
_actor[0].act[2].animTilt = 0;
}
break;
case 1:
if (_actor[0].field_8 == 49)
smlayer_setActorFacing(0, 2, 10, 180);
_actor[0].act[2].animTilt = 1;
break;
case 2:
if (_actor[0].field_8 == 51)
smlayer_setActorFacing(0, 2, 11, 180);
_actor[0].act[2].animTilt = 2;
break;
case 3:
if (_actor[0].act[2].animTilt != 3) {
smlayer_setActorFacing(0, 2, 12, 180);
_actor[0].act[2].animTilt = 3;
}
break;
default:
break;
}
_actor[0].act[2].tilt = 0;
break;
case 2:
smlayer_setActorLayer(0, 2, 4);
smlayer_setActorFacing(0, 2, 17, 180);
_actor[0].kicking = true;
_actor[0].weaponClass = 1;
_actor[0].act[2].state = 3;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
smlayer_startSfx(63);
break;
case 3:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
if (_actor[0].act[2].frame == 2) {
if (_currEnemy != EN_CAVEFISH) {
tmp = calcEnemyDamage(1, 1);
if ((_vm->_features & GF_DEMO) && (_vm->_features & GF_PC)) {
if (tmp == 1)
smlayer_startSfx(50);
} else {
if (tmp == 1)
smlayer_startSfx(60);
if (tmp == 1000)
smlayer_startSfx(62);
}
} else {
if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
(_actor[1].x - _actor[0].x >= weaponMinRange(0)) &&
!_actor[0].field_54)
prepareScenePropScene(1, 0, 0);
}
}
if (_actor[0].act[2].frame >= 4) {
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 4;
}
_actor[0].kicking = true;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 4:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
if (_actor[0].act[2].frame >= 2) {
smlayer_setActorFacing(0, 2, 9, 180);
_actor[0].act[2].state = 1;
_actor[0].act[2].animTilt = -1000;
_actor[0].weaponClass = 2;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 5:
smlayer_setActorLayer(0, 2, 5);
break;
case 6:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 2;
_actor[0].field_34 = 1;
_actor[0].kicking = false;
smlayer_setActorCostume(0, 2, readArray(22));
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 7;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
smlayer_startSfx(66);
break;
case 7:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 2;
_actor[0].field_34 = 1;
_actor[0].kicking = false;
if (_actor[0].act[2].frame >= 1) {
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 8;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 8:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 2;
_actor[0].field_34 = 1;
_actor[0].kicking = false;
if ((_actor[0].act[2].frame == 3) && (calcEnemyDamage(0, 0) == 1)) {
_actor[1].damage = weaponDamage(0);
smlayer_startSfx(64);
_actor[1].cursorX = 320;
}
if (_actor[0].act[2].frame >= 5) {
smlayer_setActorFacing(0, 2, 21, 180);
_actor[0].act[2].state = 9;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 9:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 2;
_actor[0].field_34 = 1;
_actor[0].kicking = false;
if (_actor[0].act[2].frame >= 3) {
smlayer_setActorCostume(0, 2, readArray(12));
_actor[0].field_34 = 2;
_actor[0].act[2].state = 1;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 10:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
_actor[0].kicking = true;
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 11;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
smlayer_startSfx(75);
break;
case 11:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
_actor[0].kicking = true;
if (_actor[0].act[2].frame >= 2) {
if (_currEnemy == EN_VULTM2) {
if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
(_actor[1].x - _actor[0].x >= weaponMinRange(0)) &&
calcEnemyDamage(0, 0)) {
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 97;
_actor[0].act[2].room = 0;
_actor[0].act[1].room = 0;
_actor[0].act[0].room = 0;
smlayer_setActorLayer(0, 2, 25);
smlayer_setActorCostume(1, 2, readArray(45));
smlayer_setActorFacing(1, 2, 6, 180);
smlayer_startSfx(101);
_actor[1].act[2].state = 97;
_actor[1].lost = true;
_actor[1].act[2].room = 1;
_actor[1].act[1].room = 0;
_actor[1].act[0].room = 0;
} else {
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 12;
}
} else {
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 12;
}
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 12:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
_actor[0].kicking = true;
if (_actor[0].act[2].frame >= 1) {
if (_currEnemy != EN_CAVEFISH) {
switch (_actor[1].weapon) {
case INV_CHAIN:
case INV_CHAINSAW:
case INV_MACE:
case INV_2X4:
case INV_DUST:
tmp = calcEnemyDamage(1, 1);
if (tmp == 1)
smlayer_startSfx(73);
if (tmp == 1000)
smlayer_startSfx(74);
break;
default:
if(calcEnemyDamage(1, 0) == 1)
smlayer_startSfx(73);
break;
}
} else {
if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
(_actor[1].x - _actor[0].x >= weaponMinRange(0)) &&
!_actor[0].field_54)
prepareScenePropScene(1, 0, 0);
}
smlayer_setActorFacing(0, 2, 21, 180);
_actor[0].act[2].state = 13;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 13:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
if (_actor[0].act[2].frame >= 3) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 63;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 14:
smlayer_setActorLayer(0, 2, 8);
_actor[0].weaponClass = 1;
_actor[0].kicking = true;
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 15;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
smlayer_startSfx(78);
break;
case 15:
smlayer_setActorLayer(0, 2, 8);
_actor[0].weaponClass = 1;
_actor[0].kicking = true;
if (_actor[0].act[2].frame >= 2) {
switch (_actor[1].weapon) {
case INV_CHAIN:
case INV_CHAINSAW:
if (weaponBenIsEffective()) {
smlayer_setActorFacing(0, 2, 22, 180);
_actor[0].act[2].state = 81;
} else {
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 16;
}
break;
case INV_MACE:
if (!_actor[1].kicking || _actor[1].field_44)
if (actor1StateFlags(_actor[1].act[2].state)) {
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 106;
break;
}
default:
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 16;
break;
}
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 16:
smlayer_setActorLayer(0, 2, 8);
_actor[0].weaponClass = 1;
_actor[0].kicking = true;
if (_actor[0].act[2].frame >= 1) {
switch (_actor[1].weapon) {
case INV_CHAIN:
case INV_CHAINSAW:
tmp = calcEnemyDamage(1, 1);
if (tmp == 1)
smlayer_startSfx(76);
if (tmp == 1000)
smlayer_startSfx(77);
break;
case INV_BOOT:
calcEnemyDamage(0, 1);
break;
case INV_DUST:
if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
(_actor[1].x - _actor[0].x >= weaponMinRange(0))) {
smlayer_startSfx(76);
_actor[1].damage = weaponDamage(0);
}
break;
default:
if (calcEnemyDamage(1, 0))
smlayer_startSfx(76);
break;
}
smlayer_setActorFacing(0, 2, 21,180);
_actor[0].act[2].state = 17;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 17:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
if (_actor[0].act[2].frame >= 2) {
smlayer_setActorFacing(0, 2, 26, 180);
_actor[0].act[2].state = 64;
smlayer_stopSound(76);
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 18:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
_actor[0].kicking = true;
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 19;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
smlayer_startSfx(69);
break;
case 19:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
_actor[0].kicking = true;
if (_actor[0].act[2].frame >= 1) {
switch (_actor[1].weapon) {
case INV_CHAIN:
if (_actor[1].kicking) {
_actor[1].act[2].state = 108;
_actor[0].act[2].state = 110;
} else {
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 20;
}
break;
case INV_CHAINSAW:
if (_actor[1].kicking || _actor[1].field_44)
_actor[0].act[2].state = 20;
else {
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 20;
}
break;
case INV_MACE:
case INV_2X4:
if (weaponBenIsEffective()) {
smlayer_setActorFacing(0, 2, 22, 180);
_actor[0].act[2].state = 77;
break;
}
// break skipped intentionally
default:
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 20;
break;
}
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 20:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
_actor[0].kicking = true;
if (_actor[0].act[2].frame >= 1) {
if (_currEnemy != EN_CAVEFISH) {
switch (_actor[1].weapon) {
case INV_CHAINSAW:
case INV_MACE:
case INV_2X4:
case INV_BOOT:
tmp = calcEnemyDamage(1, 1);
if ((_vm->_features & GF_DEMO) && (_vm->_features & GF_PC)) {
if (tmp == 1)
smlayer_startSfx(52);
if (tmp == 1000)
smlayer_startSfx(56);
} else {
if (tmp == 1)
smlayer_startSfx(67);
if (tmp == 1000)
smlayer_startSfx(68);
}
break;
default:
if (calcEnemyDamage(1, 0))
smlayer_startSfx(67);
break;
}
} else {
if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
(_actor[1].x - _actor[0].x >= weaponMinRange(0)) &&
!_actor[0].field_54)
prepareScenePropScene(1, 0, 0);
}
smlayer_setActorFacing(0, 2, 21, 180);
_actor[0].act[2].state = 21;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 21:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
if (_actor[0].act[2].frame >= 6) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 65;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 22:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 0;
_actor[0].kicking = true;
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 23;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
smlayer_startSfx(81);
break;
case 23:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 0;
_actor[0].kicking = true;
if (_actor[0].act[2].frame >= 4) {
switch (_actor[1].weapon) {
case INV_CHAIN:
case INV_CHAINSAW:
case INV_MACE:
case INV_2X4:
case INV_BOOT:
case INV_DUST:
if (weaponBenIsEffective()) {
smlayer_setActorFacing(0, 2, 22, 180);
_actor[0].act[2].state = 83;
break;
}
// break missed intentionally
default:
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 24;
break;
}
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 24:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 0;
_actor[0].kicking = true;
if (_actor[0].act[2].frame >= 1) {
switch (_actor[1].weapon) {
case INV_CHAIN:
case INV_CHAINSAW:
case INV_MACE:
case INV_2X4:
case INV_BOOT:
case INV_DUST:
tmp = calcEnemyDamage(1, 1);
if (tmp == 1) {
if (_currEnemy == EN_CAVEFISH) {
_actor[1].lost = true;
_actor[1].act[2].state = 102;
_actor[1].damage = _actor[1].maxdamage + 10;
}
smlayer_startSfx(79);
}
if (tmp == 1000)
smlayer_startSfx(80);
break;
default:
if (!calcEnemyDamage(1, 0))
smlayer_startSfx(79);
break;
}
smlayer_setActorFacing(0, 2, 21, 180);
_actor[0].act[2].state = 25;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 25:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 0;
_actor[0].kicking = false;
if (_actor[0].act[2].frame >= 6) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 66;
_actor[0].weaponClass = 1;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 26:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
_actor[0].kicking = true;
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 27;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
if (!((_vm->_features & GF_DEMO) && (_vm->_features & GF_PC)))
smlayer_startSfx(72);
break;
case 27:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
_actor[0].kicking = true;
if (_actor[0].act[2].frame >= 1) {
switch (_actor[1].weapon) {
case INV_CHAIN:
case INV_CHAINSAW:
case INV_MACE:
case INV_2X4:
case INV_BOOT:
case INV_DUST:
if (weaponBenIsEffective()) {
smlayer_setActorFacing(0, 2, 22, 180);
_actor[0].act[2].state = 75;
break;
}
// break missed intentionaly
default:
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 28;
break;
}
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 28:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
_actor[0].kicking = true;
if (_actor[0].act[2].frame >= 3) {
if (_currEnemy != EN_CAVEFISH) {
switch (_actor[1].weapon) {
case INV_CHAIN:
case INV_CHAINSAW:
case INV_MACE:
case INV_2X4:
case INV_BOOT:
case INV_DUST:
tmp = calcEnemyDamage(1, 1);
if ((_vm->_features & GF_DEMO) && (_vm->_features & GF_PC)) {
if (tmp == 1)
smlayer_startSfx(58);
if (tmp == 1000)
smlayer_startSfx(56);
} else {
if (tmp == 1)
smlayer_startSfx(70);
if (tmp == 1000)
smlayer_startSfx(71);
}
break;
case INV_HAND:
if (!calcEnemyDamage(1, 0))
smlayer_startSfx(70);
break;
default:
break;
}
} else {
if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
(_actor[1].x - _actor[0].x >= weaponMinRange(0)) &&
!_actor[0].field_54)
prepareScenePropScene(1, 0, 0);
}
smlayer_setActorFacing(0, 2, 21, 180);
_actor[0].act[2].state = 29;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 29:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
if (_actor[0].act[2].frame >= 6) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 62;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 30:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
smlayer_setActorCostume(0, 2, readArray(21));
smlayer_setActorFacing(0, 2, 18, 180);
_actor[0].act[2].state = 31;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
smlayer_startSfx(84);
break;
case 31:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
if (_actor[0].act[2].frame >= 6) {
smlayer_setActorFacing(0, 2, 20, 180);
_actor[0].act[2].state = 32;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 32:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
if (_actor[0].act[2].frame >= 5) {
switch (_currEnemy) {
case EN_ROTT3:
if (calcEnemyDamage(0, 0))
_actor[1].act[2].state = 115;
break;
case EN_VULTF2:
if (calcEnemyDamage(0, 0))
_actor[1].act[2].state = 113;
break;
default:
tmp = calcEnemyDamage(1, 1);
if (tmp == 1)
smlayer_startSfx(82);
if (tmp == 1000)
smlayer_startSfx(83);
break;
}
smlayer_setActorFacing(0, 2, 21, 180);
_actor[0].act[2].state = 33;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 33:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
if (_actor[0].act[2].frame >= 5) {
smlayer_setActorCostume(0, 2, readArray(12));
_actor[0].act[2].state = 1;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 34:
smlayer_setActorLayer(0, 2, 5);
_actor[0].kicking = false;
if (!smlayer_actorNeedRedraw(0, 2)) {
setBenState();
_actor[0].act[2].tilt = 0;
// for some reason there is no break at this
// place, so tilt gets overriden on next line
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 35:
smlayer_setActorLayer(0, 2, 5);
_actor[0].kicking = false;
if (!smlayer_actorNeedRedraw(0, 2)) {
switchBenWeapon();
_actor[0].act[2].tilt = 0;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 36:
smlayer_setActorLayer(0, 2, 5);
_actor[0].kicking = false;
if ((_vm->_features & GF_DEMO) && (_vm->_features & GF_PC))
smlayer_setActorCostume(0, 2, readArray(17));
else
smlayer_setActorCostume(0, 2, readArray(18));
smlayer_setActorFacing(0, 2, 6, 180);
smlayer_startSfx(96);
switch (_currEnemy) {
case EN_ROTT1:
prepareScenePropScene(33, 0, 0);
break;
case EN_ROTT2:
tmp = _vm->_rnd.getRandomNumber(4);
if (!tmp)
prepareScenePropScene(35, 0, 0);
if (tmp == 3)
prepareScenePropScene(36, 0, 0);
break;
case EN_VULTF1:
prepareScenePropScene(6, 0, 0);
break;
case EN_VULTM1:
tmp = _vm->_rnd.getRandomNumber(4);
if (!tmp)
prepareScenePropScene(40, 0, 0);
if (tmp == 3)
prepareScenePropScene(41, 0, 0);
break;
default:
break;
}
_actor[0].act[2].state = 37;
break;
case 37:
smlayer_setActorLayer(0, 2, 25);
_actor[0].cursorX = 0;
_actor[0].kicking = false;
if (_actor[0].act[2].frame >= 18 ||
(_actor[0].x < 50 && _actor[0].act[2].frame >= 10) ||
(_actor[0].x > 270 && _actor[0].act[2].frame >= 10)) {
if (_currSceneId == 21) {
queueSceneSwitch(23, 0, "benflip.san", 64, 0, 0, 0);
} else {
switch (_currEnemy) {
case EN_ROTT1:
case EN_ROTT2:
case EN_ROTT3:
if ((_vm->_features & GF_DEMO) && (_vm->_features & GF_PC))
queueSceneSwitch(9, 0, "bencrshe.san", 64, 0, 0, 0);
else
queueSceneSwitch(9, 0, "wr2_benr.san", 64, 0, 0, 0);
break;
case EN_VULTF1:
case EN_VULTM1:
case EN_VULTF2:
case EN_VULTM2:
queueSceneSwitch(9, 0, "wr2_benv.san", 64, 0, 0, 0);
break;
case EN_CAVEFISH:
queueSceneSwitch(9, 0, "wr2_benc.san", 64, 0, 0, 0);
break;
default:
queueSceneSwitch(9, 0, "wr2_ben.san", 64, 0, 0, 0);
break;
}
}
_actor[0].act[2].state = 38;
}
break;
case 38:
if (_actor[0].act[2].frame >= 36) {
_actor[0].act[2].frame = 0;
if (_currSceneId == 21) {
queueSceneSwitch(23, 0, "benflip.san", 64, 0, 0, 0);
} else {
switch (_currEnemy) {
case EN_ROTT1:
case EN_ROTT2:
case EN_ROTT3:
queueSceneSwitch(9, 0, "wr2_benr.san", 64, 0, 0, 0);
break;
case EN_VULTF1:
case EN_VULTM1:
case EN_VULTF2:
case EN_VULTM2:
queueSceneSwitch(9, 0, "wr2_benv.san", 64, 0, 0, 0);
break;
case EN_CAVEFISH:
queueSceneSwitch(9, 0, "wr2_benc.san", 64, 0, 0, 0);
break;
default:
queueSceneSwitch(9, 0, "wr2_ben.san", 64, 0, 0, 0);
break;
}
}
_actor[0].act[2].state = 38;
}
break;
case 63:
smlayer_setActorLayer(0, 2, 5);
if (_actor[0].act[2].animTilt) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].animTilt = 0;
}
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 64:
smlayer_setActorLayer(0, 2, 5);
if (_actor[0].act[2].animTilt) {
smlayer_setActorFacing(0, 2, 26, 180);
_actor[0].act[2].animTilt = 0;
}
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 65:
smlayer_setActorLayer(0, 2, 5);
if (_actor[0].act[2].animTilt) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].animTilt = 0;
}
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 66:
smlayer_setActorLayer(0, 2, 5);
if (_actor[0].act[2].animTilt) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].animTilt = 0;
}
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 62:
smlayer_setActorLayer(0, 2, 5);
if (_actor[0].act[2].animTilt) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].animTilt = 0;
}
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 73:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
_actor[0].field_44 = true;
if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) {
smlayer_setActorFacing(0, 2, 19, 180);
_actor[0].act[2].state = 74;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 74:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
_actor[0].field_44 = false;
if (_actor[0].act[2].frame >= 2) {
smlayer_setActorFacing(0, 2, 9, 180);
_actor[0].act[2].state = 1;
_actor[0].weaponClass = 2;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 75:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
_actor[0].field_44 = true;
if (_actor[0].act[2].frame >= 4 && !_kickBenProgress) {
smlayer_setActorFacing(0, 2, 23, 180);
_actor[0].act[2].state = 76;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 76:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
_actor[0].field_44 = false;
if (_actor[0].act[2].frame >= 4) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 62;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 77:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
_actor[0].field_44 = true;
if (_actor[0].act[2].frame >= 2) {
smlayer_setActorFacing(0, 2, 23, 180);
_actor[0].act[2].state = 78;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 78:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
_actor[0].field_44 = false;
if (_actor[0].act[2].frame >= 5) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 65;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 79:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
_actor[0].field_44 = true;
if (_actor[0].act[2].frame >= 2) {
smlayer_setActorFacing(0, 2, 23, 180);
_actor[0].act[2].state = 80;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 80:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
_actor[0].field_44 = false;
if (_actor[0].act[2].frame >= 6) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 63;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 81:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
_actor[0].field_44 = true;
if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) {
smlayer_setActorFacing(0, 2, 23, 180);
_actor[0].act[2].state = 82;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 82:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
_actor[0].field_44 = false;
if (_actor[0].act[2].frame >= 3) {
smlayer_setActorFacing(0, 2, 26, 180);
_actor[0].act[2].state = 64;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 83:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 0;
_actor[0].kicking = false;
_actor[0].field_44 = true;
if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) {
smlayer_setActorFacing(0, 2, 23, 180);
_actor[0].act[2].state = 84;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 84:
smlayer_setActorLayer(0, 2, 6);
_actor[0].weaponClass = 0;
_actor[0].kicking = false;
_actor[0].field_44 = false;
if (_actor[0].act[2].frame >= 5) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 66;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 97:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = true;
if (_actor[0].act[2].frame >= 5) {
_actor[0].act[2].room = 1;
_actor[0].act[1].room = 1;
_actor[0].act[0].room = 1;
smlayer_setActorFacing(0, 2, 21, 180);
_actor[0].act[2].state = 13;
_actor[0].x = _actor[1].x - 116;
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 104:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
smlayer_setActorFacing(0, 2, 28, 180);
_actor[0].act[2].state = 105;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 105:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
if (_actor[0].act[2].frame >= 5) {
_actor[0].act[2].state = 1;
_actor[0].inventory[INV_MACE] = 0;
smlayer_startVoice(318);
switchBenWeapon();
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 106:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
smlayer_setActorFacing(0, 2, 29, 180);
_actor[0].act[2].state = 107;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 107:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
if (_actor[0].act[2].frame >= 9) {
_actor[0].act[2].state = 1;
_actor[0].inventory[INV_MACE] = 0;
smlayer_startVoice(318);
switchBenWeapon();
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 108:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
smlayer_setActorFacing(0, 2, 28, 180);
_actor[0].act[2].state = 109;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 109:
smlayer_setActorLayer(0, 2, 5);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
if (_actor[0].act[2].frame >= 5) {
_actor[0].act[2].state = 1;
_actor[0].inventory[INV_CHAIN] = 0; // Chain
smlayer_startVoice(318);
switchBenWeapon();
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 110:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
smlayer_setActorFacing(0, 2, 30, 180);
_actor[0].act[2].state = 111;
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
case 111:
smlayer_setActorLayer(0, 2, 4);
_actor[0].weaponClass = 1;
_actor[0].kicking = false;
if (_actor[0].act[2].frame >= 7) {
smlayer_setActorFacing(0, 2, 25, 180);
_actor[0].act[2].state = 65;
_actor[0].inventory[INV_CHAIN] = 1; // Chain
}
_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
break;
default:
break;
}
tmp = _actor[0].x + _actor[0].act[2].tilt + 17 + _actor[0].x1;
tmp2 = _actor[0].y + _actor[0].y1 - 98;
if (_actor[0].act[2].room)
smlayer_putActor(0, 2, tmp, tmp2, _smlayer_room2);
else
smlayer_putActor(0, 2, tmp, tmp2, _smlayer_room);
}
// Bike
void Insane::actor00Reaction(int32 buttons) {
int32 tmpx, tmpy;
switch (_actor[0].tilt) {
case -3:
if (_actor[0].act[0].state != 41) {
smlayer_setActorFacing(0, 0, 6, 180);
_actor[0].act[0].state = 41;
}
break;
case -2:
if (_actor[0].act[0].state != 40) {
smlayer_setActorFacing(0, 0, 7, 180);
_actor[0].act[0].state = 40;
}
break;
case -1:
if (_actor[0].act[0].state != 39) {
smlayer_setActorFacing(0, 0, 8, 180);
_actor[0].act[0].state = 39;
}
break;
case 0:
if (_actor[0].act[0].state != 1) {
smlayer_setActorFacing(0, 0, 9, 180);
_actor[0].act[0].state = 1;
}
break;
case 1:
if (_actor[0].act[0].state != 55) {
smlayer_setActorFacing(0, 0, 10, 180);
_actor[0].act[0].state = 55;
}
break;
case 2:
if (_actor[0].act[0].state != 56) {
smlayer_setActorFacing(0, 0, 11, 180);
_actor[0].act[0].state = 56;
}
break;
case 3:
if (_actor[0].act[0].state != 57) {
smlayer_setActorFacing(0, 0, 12, 180);
_actor[0].act[0].state = 57;
}
break;
default:
break;
}
tmpx = _actor[0].x + _actor[0].x1;
tmpy = _actor[0].y + _actor[0].y1;
if (_actor[0].act[0].room)
smlayer_putActor(0, 0, tmpx, tmpy, _smlayer_room2);
else
smlayer_putActor(0, 0, tmpx, tmpy, _smlayer_room);
}
// Bike top
void Insane::actor01Reaction(int32 buttons) {
int32 tmpx, tmpy;
chooseBenWeaponAnim(buttons);
switch (_actor[0].tilt) {
case -3:
if (_actor[0].act[1].state != 41 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
setBenAnimation(0, 6);
_actor[0].act[1].state = 41;
}
if (_actor[0].cursorX >= -100) {
setBenAnimation(0, 7);
_actor[0].act[1].state = 40;
_actor[0].field_8 = 48;
_actor[0].tilt = -2;
}
break;
case -2:
if (_actor[0].act[1].state != 40 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
setBenAnimation(0, 7);
_actor[0].act[1].state = 40;
}
if (_actor[0].field_8 == 48)
_actor[0].tilt = -1;
else
_actor[0].tilt = -3;
break;
case -1:
if (_actor[0].act[1].state != 39 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
setBenAnimation(0, 8);
_actor[0].act[1].state = 39;
}
if (_actor[0].field_8 == 48)
_actor[0].tilt = 0;
else
_actor[0].tilt = -2;
break;
case 0:
if (_actor[0].act[1].state != 1 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
setBenAnimation(0, 9);
_actor[0].act[1].state = 1;
}
_actor[0].field_8 = 1;
if (_actor[0].cursorX < -100) {
setBenAnimation(0, 8);
_actor[0].act[1].state = 39;
_actor[0].field_8 = 46;
_actor[0].tilt = -1;
} else {
if (_actor[0].cursorX > 100) {
setBenAnimation(0, 10);
_actor[0].act[1].state = 55;
_actor[0].field_8 = 49;
_actor[0].tilt = 1;
}
}
break;
case 1:
if (_actor[0].act[1].state != 55 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
setBenAnimation(0, 10);
_actor[0].act[1].state = 55;
}
if (_actor[0].field_8 == 51)
_actor[0].tilt = 0;
else
_actor[0].tilt = 2;
break;
case 2:
if (_actor[0].act[1].state != 56 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
setBenAnimation(0, 11);
_actor[0].act[1].state = 56;
}
if (_actor[0].field_8 == 51)
_actor[0].tilt = 1;
else
_actor[0].tilt = 3;
break;
case 3:
if (_actor[0].act[1].state != 57 || _actor[0].weaponClass != _actor[0].animWeaponClass) {
setBenAnimation(0, 12);
_actor[0].act[1].state = 57;
}
if (_actor[0].cursorX <= 100) {
setBenAnimation(0, 11);
_actor[0].act[1].state = 56;
_actor[0].field_8 = 51;
_actor[0].tilt = 2;
}
break;
}
if (_actor[0].field_38 != _actor[0].field_34) {
if (_actor[0].field_34 == 2)
smlayer_setActorFacing(0, 1, 28, 180);
else
smlayer_setActorFacing(0, 1, 27, 180);
}
tmpx = _actor[0].x + _actor[0].x1;
tmpy = _actor[0].y + _actor[0].y1;
if (_actor[0].act[1].room)
smlayer_putActor(0, 1, tmpx, tmpy, _smlayer_room2);
else
smlayer_putActor(0, 1, tmpx, tmpy, _smlayer_room);
_actor[0].animWeaponClass = _actor[0].weaponClass;
_actor[0].field_38 = _actor[0].field_34;
}
void Insane::actor03Reaction(int32 buttons) {
int32 tmp;
switch (_actor[0].act[3].state) {
case 1:
_actor[0].field_54 = 0;
break;
case 52:
if (_actor[0].runningSound)
smlayer_stopSound(_actor[0].runningSound);
if (_currScenePropIdx)
shutCurrentScene();
_actor[0].runningSound = 0;
_actor[0].defunct = 0;
_actor[0].field_54 = 0;
smlayer_setActorFacing(0, 3, 15, 180);
_actor[0].act[3].state = 53;
break;
case 53:
if (_actor[0].act[3].frame >= 2) {
smlayer_setActorFacing(0, 3, 16, 180);
_actor[0].act[3].state = 54;
}
break;
case 54:
break;
case 69:
if (_actor[0].act[3].frame >= 2)
_actor[0].act[3].state = 70;
break;
case 70:
if (_actor[0].scenePropSubIdx) {
smlayer_setActorFacing(0, 3, 4, 180);
tmp = _currScenePropIdx + _actor[0].scenePropSubIdx;
if (!smlayer_startVoice(_sceneProp[tmp].sound))
_actor[0].runningSound = 0;
else
_actor[0].runningSound = _sceneProp[tmp].sound;
_actor[0].act[3].state = 72;
} else {
_actor[0].act[3].state = 118;
}
break;
case 71:
_actor[0].field_54 = 0;
if (_actor[0].act[3].frame >= 2)
_actor[0].act[3].state = 1;
break;
case 72:
if (_actor[0].runningSound) {
if (!smlayer_isSoundRunning(_actor[0].runningSound)) {
smlayer_setActorFacing(0, 3, 5, 180);
_actor[0].act[3].state = 70;
_actor[0].scenePropSubIdx = 0;
}
} else {
tmp = _currScenePropIdx + _actor[0].scenePropSubIdx;
if (_sceneProp[tmp].counter >= _sceneProp[tmp].maxCounter) {
smlayer_setActorFacing(0, 3, 5, 180);
_actor[0].act[3].state = 70;
_actor[0].scenePropSubIdx = 0;
_actor[0].runningSound = 0;
}
}
break;
case 117:
reinitActors();
smlayer_setActorFacing(0, 3, 13, 180);
_actor[0].act[3].state = 69;
break;
case 118:
smlayer_setActorFacing(0, 3, 14, 180);
_actor[0].act[3].state = 71;
break;
default:
break;
}
}
void Insane::chooseBenWeaponAnim(int buttons) {
// kick
if ((buttons & 1) && (_currEnemy != EN_TORQUE)) {
if (!_kickBenProgress && actor0StateFlags2(_actor[0].act[2].state + _actor[0].weapon * 119)) {
switch (_actor[0].weapon) {
case INV_CHAIN:
_actor[0].act[2].state = 10;
break;
case INV_CHAINSAW:
_actor[0].act[2].state = 14;
break;
case INV_MACE:
_actor[0].act[2].state = 18;
break;
case INV_2X4:
_actor[0].act[2].state = 22;
break;
case INV_WRENCH:
_actor[0].act[2].state = 26;
break;
case INV_BOOT:
_actor[0].act[2].state = 6;
break;
case INV_HAND:
_actor[0].act[2].state = 2;
break;
case INV_DUST:
_actor[0].act[2].state = 30;
break;
default:
break;
}
_actor[0].kicking = true;
_kickBenProgress = true;
}
} else {
_kickBenProgress = false;
}
// switch weapon
if ((buttons & 2) && (_currEnemy != EN_TORQUE)) {
if (_weaponBenJustSwitched)
return;
if (!actor0StateFlags1(_actor[0].act[2].state))
return;
switch (_actor[0].weapon) {
case INV_CHAIN:
case INV_CHAINSAW:
case INV_MACE:
case INV_2X4:
case INV_WRENCH:
_actor[0].act[2].state = 35;
smlayer_setActorFacing(0, 2, 24, 180);
break;
case INV_BOOT:
case INV_HAND:
case INV_DUST:
_actor[0].act[2].state = 0;
switchBenWeapon();
}
_weaponBenJustSwitched = true;
} else {
_weaponBenJustSwitched = false;
}
}
void Insane::switchBenWeapon(void) {
do {
_actor[0].weapon++;
if (_actor[0].weapon > 7)
_actor[0].weapon = INV_CHAIN;
} while (!_actor[0].inventory[_actor[0].weapon]);
switch (_actor[0].weapon) {
case INV_CHAIN:
smlayer_setActorCostume(0, 2, readArray(20));
smlayer_setActorFacing(0, 2, 18, 180);
_actor[0].weaponClass = 1;
_actor[0].act[2].state = 34;
break;
case INV_CHAINSAW:
smlayer_setActorCostume(0, 2, readArray(24));
smlayer_setActorFacing(0, 2, 18, 180);
_actor[0].weaponClass = 1;
_actor[0].act[2].state = 34;
break;
case INV_MACE:
smlayer_setActorCostume(0, 2, readArray(23));
smlayer_setActorFacing(0, 2, 18, 180);
_actor[0].weaponClass = 1;
_actor[0].act[2].state = 34;
break;
case INV_2X4:
if (_currEnemy == EN_CAVEFISH)
smlayer_setActorCostume(0, 2, readArray(38));
else
smlayer_setActorCostume(0, 2, readArray(19));
smlayer_setActorFacing(0, 2, 18, 180);
_actor[0].weaponClass = 1;
_actor[0].act[2].state = 34;
break;
case INV_WRENCH:
if ((_vm->_features & GF_DEMO) && (_vm->_features & GF_PC))
smlayer_setActorCostume(0, 2, readArray(24));
else
smlayer_setActorCostume(0, 2, readArray(25));
smlayer_setActorFacing(0, 2, 18, 180);
_actor[0].weaponClass = 1;
_actor[0].act[2].state = 34;
break;
case INV_BOOT:
case INV_HAND:
case INV_DUST:
if ((_vm->_features & GF_DEMO) && (_vm->_features & GF_PC))
smlayer_setActorCostume(0, 2, readArray(11));
else
smlayer_setActorCostume(0, 2, readArray(12));
_actor[0].weaponClass = 2;
_actor[0].act[2].state = 1;
break;
default:
break;
}
}
int32 Insane::setBenState(void) {
_actor[0].act[2].animTilt = -1000;
switch (_actor[0].weapon) {
case INV_CHAIN:
_actor[0].weaponClass = 1;
_actor[0].act[2].state = 63;
break;
case INV_CHAINSAW:
_actor[0].weaponClass = 1;
_actor[0].act[2].state = 64;
break;
case INV_MACE:
_actor[0].weaponClass = 1;
_actor[0].act[2].state = 65;
break;
case INV_2X4:
_actor[0].weaponClass = 1;
_actor[0].act[2].state = 66;
break;
case INV_WRENCH:
_actor[0].weaponClass = 1;
_actor[0].act[2].state = 62;
break;
case INV_BOOT:
case INV_HAND:
case INV_DUST:
_actor[0].weaponClass = 2;
_actor[0].act[2].state = 1;
break;
default:
break;
}
return _actor[0].act[2].state;
}
void Insane::ouchSoundBen(void) {
_actor[0].act[3].state = 52;
if ((_vm->_features & GF_DEMO) && (_vm->_features & GF_PC)) {
smlayer_startVoice(54);
return;
}
switch (_vm->_rnd.getRandomNumber(3)) {
case 0:
smlayer_startVoice(315);
break;
case 1:
smlayer_startVoice(316);
break;
case 2:
smlayer_startVoice(317);
break;
case 3:
smlayer_startVoice(98);
break;
}
}
}