[Scummvm-cvs-logs] CVS: scummvm/scumm/smush insane.cpp,1.9,1.10 insane.h,1.6,1.7
Eugene Sandulenko
sev at users.sourceforge.net
Fri Dec 12 19:41:01 CET 2003
Update of /cvsroot/scummvm/scummvm/scumm/smush
In directory sc8-pr-cvs1:/tmp/cvs-serv12319
Modified Files:
insane.cpp insane.h
Log Message:
o first scene is completable, although it seems to me that enemy moving
is wrong, as he never approaches Ben
o fix warnings
o more correct names to some procedures
o cleanup
Index: insane.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/smush/insane.cpp,v
retrieving revision 1.9
retrieving revision 1.10
diff -u -d -r1.9 -r1.10
--- insane.cpp 12 Dec 2003 14:29:58 -0000 1.9
+++ insane.cpp 13 Dec 2003 03:40:54 -0000 1.10
@@ -46,6 +46,14 @@
// tovista1.san
// tovista2.san
+// TODO:
+// o Fix wrong enemy animation
+// o Proper SAN seeking/switching. Now it just crashes
+// o TRS file support. Everything is in place, I just need to figure out function parameters
+// o FLU files support
+// o Kill bugs
+// o Code review/cleanup
+
[...1550 lines suppressed...]
+ (_actor[1].x - _actor[0].x < weaponMinRange(1)) ||
+ !_actor[0].kicking)
+ return false;
+
+ return true;
}
void Insane::actor13Reaction(int32 buttons) {
@@ -5704,9 +6720,9 @@
int32 buttons;
if (_actor[1].enemyHandler != -1)
- buttons = enemyHandler(_actor[1].enemyHandler, 0, 1, _actor[1].probability);
+ buttons = enemyHandler(_actor[1].enemyHandler, 1, 0, _actor[1].probability);
else
- buttons = enemyHandler(EN_TORQUE, 0, 1, _actor[1].probability);
+ buttons = enemyHandler(EN_TORQUE, 1, 0, _actor[1].probability);
if (_actor[1].speed) {
_actor[1].field_18 += _actor[1].field_14 / 40;
Index: insane.h
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/smush/insane.h,v
retrieving revision 1.6
retrieving revision 1.7
diff -u -d -r1.6 -r1.7
--- insane.h 12 Dec 2003 14:29:59 -0000 1.6
+++ insane.h 13 Dec 2003 03:40:54 -0000 1.7
@@ -246,8 +246,8 @@
int32 costume4;
int32 costume6;
int32 costume5;
- int16 field_2C;
- int32 field_30;
+ int16 costumevar;
+ int32 maxframe;
int32 field_34;
};
@@ -459,10 +459,10 @@
int32 weaponMinRange(int32 actornum);
void switchBenWeapon(void);
void prepareScenePropScene(int32 scenePropNum, bool arg_4, bool arg_8);
- int32 calcDamage(bool arg_0, bool arg_4);
+ int32 calcBenDamage(bool arg_0, bool arg_4);
int32 weaponDamage(int32 actornum);
void proc47(int32 actornum, int32 val);
- bool weaponIsEffective(void);
+ bool weaponBenIsEffective(void);
bool actor1StateFlags(int state);
bool actor0StateFlags1(int state);
bool actor0StateFlags2(int state);
@@ -470,12 +470,12 @@
void init_scenePropStruct(int32 n, int32 n1, int32 actornum, int32 sound, int32 trsId,
byte r, byte g, byte b, int32 counter, int32 maxCounter,
int32 index);
- int32 setProperActorState(void);
+ int32 setBenState(void);
bool smlayer_actorNeedRedraw(int actornum, int actnum);
void reinitActors(void);
void smush_setPaletteValue(int where, int r, int g, int b);
char *handleTrsTag(int32 trsFilePtr, int32 trsId);
- void enemyOuchSound(void);
+ void ouchSoundBen(void);
void smush_setupSanWithFlu(const char *filename, int32 setupsan2, int32 step1,
int32 step2, int32 setupsan1, byte *fluPtr, int32 numFrames);
void smush_setupSanFromStart(const char *filename, int32 setupsan2, int32 step1,
@@ -494,7 +494,10 @@
void setEnemyAnimation(int32 actornum, int anim);
void chooseEnemyWeaponAnim(int buttons);
void switchEnemyWeapon(void);
- void enemyDustAction(void);
+ void setEnemyState(void);
+ int32 calcEnemyDamage(bool arg_0, bool arg_4);
+ void ouchSoundEnemy(void);
+ bool weaponEnemyIsEffective(void);
void blah(void);
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