[Scummvm-cvs-logs] CVS: scummvm/scumm/smush insane.cpp,1.7,1.8 insane.h,1.4,1.5
Eugene Sandulenko
sev at users.sourceforge.net
Tue Dec 9 22:03:03 CET 2003
Update of /cvsroot/scummvm/scummvm/scumm/smush
In directory sc8-pr-cvs1:/tmp/cvs-serv23001
Modified Files:
insane.cpp insane.h
Log Message:
o Cleanup
o Enemies' bikes started to show
Index: insane.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/smush/insane.cpp,v
retrieving revision 1.7
retrieving revision 1.8
diff -u -d -r1.7 -r1.8
--- insane.cpp 9 Dec 2003 05:09:48 -0000 1.7
+++ insane.cpp 10 Dec 2003 06:02:14 -0000 1.8
@@ -149,9 +149,9 @@
_keybX = 0;
_keybY = 0;
_firstBattle = false;
+ _battleScene = true;
_val11d = 0;
_val32d = -1;
- _val39_ = true;
_val51d = 0;
_val52d = 0;
_val53d = 0;
@@ -496,12 +496,12 @@
[...1102 lines suppressed...]
+ }
+
+ 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;
}
void Insane::smlayer_setActorFacing(int actornum, int actnum, int frame, int direction) {
Index: insane.h
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/smush/insane.h,v
retrieving revision 1.4
retrieving revision 1.5
diff -u -d -r1.4 -r1.5
--- insane.h 8 Dec 2003 23:21:04 -0000 1.4
+++ insane.h 10 Dec 2003 06:02:14 -0000 1.5
@@ -117,11 +117,11 @@
int32 _firstBattle;
bool _weaponJustSwitched;
bool _kickingInProgress;
+ int32 _battleScene;
int32 _val8d;
byte _val10b;
int32 _val11d;
int32 _val32d;
- int32 _val39_;
int32 _val50d;
int32 _val51d;
int32 _val52d;
@@ -256,7 +256,7 @@
byte state;
int32 room;
int32 facing;
- int32 speedX;
+ int32 tilt;
int32 frame;
};
@@ -393,7 +393,7 @@
void switchSceneIfNeeded(void);
int smush_changeState(int state);
void init_actStruct(int actornum, int actnum, int32 actorval, byte state,
- int32 room, int32 facing, int32 speedX, int32 frame);
+ int32 room, int32 facing, int32 tilt, int32 frame);
void init_enemyStruct(int n, int32 handler, int32 initializer,
int32 field_8, int32 maxdamage, int32 field_10,
int32 field_14, int32 sound, const char *filename,
@@ -433,7 +433,7 @@
void smlayer_overrideDrawActorAt(byte *, byte, byte);
void queueSceneSwitch(int32 sceneId, byte *fluPtr, const char *filename,
int32 arg_C, int32 arg_10, int32 startFrame, int32 numFrames);
- void actorsReaction(bool flag);
+ void turnBen(bool battle);
void smush_rewindCurrentSan(int arg_0, int arg_4, int arg_8);
void smlayer_showStatusMsg(int32 arg_0, byte *renderBitmap, int32 codecparam,
int32 x, int32 y, int32 arg_14, int32 arg_18,
@@ -442,15 +442,15 @@
const char *filenamePtr, int startFrame, int numFrames);
int32 func10(bool flag);
void func11(int32 arg_0);
- void actor02Reaction(int32 arg_4);
- void actor00Reaction(int32 arg_4);
- void actor01Reaction(int32 arg_4);
- void actor03Reaction(int32 arg_4);
- void checkEnemyLoose(int);
- int32 processBattle(void);
+ void actor02Reaction(int32 buttons);
+ void actor00Reaction(int32 buttons);
+ void actor01Reaction(int32 buttons);
+ void actor03Reaction(int32 buttons);
+ void turnEnemy(bool battle);
+ int32 actionBen(void);
void chooseWeaponAnim(int arg_0);
void setEnemyAnimation(int32 actornum, int arg_4);
- int speedTranslator(int value);
+ int calcTilt(int speed);
bool smush_eitherNotStartNewFrame(void);
void smlayer_setActorFacing(int actornum, int actnum, int frame, int direction);
int32 weaponMaxRange(int32 actornum);
@@ -460,7 +460,7 @@
int32 calcDamage(bool arg_0, bool arg_4);
int32 weaponDamage(int32 actornum);
void proc47(int32 actornum, int32 val);
- bool weaponEffective(void);
+ bool weaponIsEffective(void);
bool actor1StateFlags(int state);
bool actor0StateFlags1(int state);
bool actor0StateFlags2(int state);
@@ -482,13 +482,14 @@
void smush_setupSanFile(const char *filename, int32 offset);
int32 getLastKey(bool arg_0);
void drawSpeedyActor(int32 arg_0);
- void proc59(int32 actornum, int32 actnum, int32 arg_8);
- void proc51(int32 actornum, int32 actnum, int32 arg_8);
- void proc54(int32 actornum, int32 actnum, int32 arg_8);
- void proc55(int32 actornum, int32 actnum, int32 arg_8);
- int32 func60(void);
+ void actor11Reaction(int32 buttons);
+ void proc51(int32 buttons);
+ void proc54(int32 buttons);
+ void actor10Reaction(int32 buttons);
+ int32 actionEnemy(void);
int32 processKeyboard(void);
int32 func75(void);
+ void proc56(int32 buttons);
void blah(void);
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