TombEngine/TR5Main/Objects/TR2/tr2_mercenary.cpp

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#include "../newobjects.h"
#include "../../Game/Box.h"
#include "../../Game/people.h"
BITE_INFO mercUziBite = { 0, 150, 19, 17 };
BITE_INFO mercAutoPistolBite = { 0, 230, 9, 17 };
void MercenaryUziControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item;
CREATURE_INFO* mc1;
AI_INFO info;
short angle, head_y, head_x, torso_y, torso_x, tilt;
item = &Items[itemNum];
mc1 = (CREATURE_INFO*)item->data;
angle = head_y = head_x = torso_y = torso_x = tilt = 0;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 13)
{
item->animNumber = Objects[item->objectNumber].animIndex + 14;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 13;
}
}
else
{
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, TIMID);
CreatureMood(item, &info, TIMID);
angle = CreatureTurn(item, mc1->maximumTurn);
switch (item->currentAnimState)
{
case 1:
if (info.ahead)
{
head_y = info.angle;
head_x = info.xAngle;
}
mc1->maximumTurn = 0;
if (mc1->mood == ESCAPE_MOOD)
{
item->goalAnimState = 2;
}
else if (Targetable(item, &info))
{
if (info.distance > 0x400000)
{
item->goalAnimState = 2;
}
if (GetRandomControl() >= 0x2000)
{
if (GetRandomControl() >= 0x4000)
item->goalAnimState = 11;
else
item->goalAnimState = 7;
}
else
{
item->goalAnimState = 5;
}
}
else
{
if (mc1->mood == ATTACK_MOOD)
{
item->goalAnimState = 3;
}
else if (!info.ahead)
{
item->goalAnimState = 2;
}
else
{
item->goalAnimState = 1;
}
}
break;
case 2:
if (info.ahead)
{
head_y = info.angle;
head_x = info.xAngle;
}
mc1->maximumTurn = ANGLE(7);
if (mc1->mood == ESCAPE_MOOD)
{
item->goalAnimState = 3;
}
else if (Targetable(item, &info))
{
if (info.distance <= 0x400000 || info.zoneNumber != info.enemyZone)
{
item->goalAnimState = 1;
}
else
{
item->goalAnimState = 12;
}
}
else if (mc1->mood == ATTACK_MOOD)
{
item->goalAnimState = 3;
}
else
{
if (info.ahead)
{
item->goalAnimState = 2;
}
else
{
item->goalAnimState = 1;
}
}
break;
case 3:
if (info.ahead)
{
head_y = info.angle;
head_x = info.xAngle;
}
mc1->maximumTurn = ANGLE(10);
tilt = (angle / 3);
if (mc1->mood != ESCAPE_MOOD)
{
if (Targetable(item, &info))
{
item->goalAnimState = 1;
}
else if (mc1->mood == BORED_MOOD)
{
item->goalAnimState = 2;
}
}
break;
case 5:
case 7:
case 8:
case 9:
mc1->maximumTurn = 0;
if (info.ahead)
{
torso_y = info.angle;
torso_x = info.xAngle;
}
if (!ShotLara(item, &info, &mercUziBite, torso_y, 8))
item->goalAnimState = 1;
// TODO: item->fired_weapon = 1; for Mercenary Uzi (Include stateid 10 & 14)
if (info.distance < 0x400000)
item->goalAnimState = 1;
break;
case 10:
case 14:
if (info.ahead)
{
torso_y = info.angle;
torso_x = info.xAngle;
}
if (!ShotLara(item, &info, &mercUziBite, torso_y, 8))
item->goalAnimState = 1;
// item->fired_weapon = 1;
if (info.distance < 0x400000)
item->goalAnimState = 2;
break;
}
}
CreatureTilt(item, tilt);
CreatureJoint(item, 0, torso_y);
CreatureJoint(item, 1, torso_x);
CreatureJoint(item, 2, head_y);
CreatureJoint(item, 3, head_x);
CreatureAnimation(itemNum, angle, tilt);
}
void MercenaryAutoPistolControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item;
CREATURE_INFO* mc2;
AI_INFO info;
short angle, head_y, head_x, torso_y, torso_x, tilt;
item = &Items[itemNum];
mc2 = (CREATURE_INFO*)item->data;
angle = head_y = head_x = torso_y = torso_x = tilt = 0;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 11)
{
item->animNumber = Objects[item->objectNumber].animIndex + 9;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 11;
}
}
else
{
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, mc2->maximumTurn);
switch (item->currentAnimState)
{
case 2:
mc2->maximumTurn = 0;
if (info.ahead)
{
head_y = info.angle;
head_x = info.xAngle;
}
if (mc2->mood == ESCAPE_MOOD)
{
item->goalAnimState = 4;
}
else if (Targetable(item, &info))
{
if (info.distance <= 0x400000)
{
if (GetRandomControl() >= 0x2000)
{
if (GetRandomControl() >= 0x4000)
item->goalAnimState = 5;
else
item->goalAnimState = 8;
}
else
{
item->goalAnimState = 7;
}
}
else
{
item->goalAnimState = 3;
}
}
else
{
if (mc2->mood == ATTACK_MOOD)
item->goalAnimState = 4;
if (!info.ahead || GetRandomControl() < 0x100)
item->goalAnimState = 3;
}
break;
case 3:
mc2->maximumTurn = ANGLE(7);
if (info.ahead)
{
head_y = info.angle;
head_x = info.xAngle;
}
if (mc2->mood == ESCAPE_MOOD)
{
item->goalAnimState = 4;
}
else if (Targetable(item, &info))
{
if (info.distance < 0x400000 || info.zoneNumber == info.enemyZone || GetRandomControl() < 1024)
item->goalAnimState = 2;
else
item->goalAnimState = 1;
}
else if (mc2->mood == ESCAPE_MOOD)
{
item->goalAnimState = 4;
}
else if (info.ahead && GetRandomControl() < 1024)
{
item->goalAnimState = 2;
}
break;
case 4:
mc2->maximumTurn = ANGLE(10);
tilt = (angle / 3);
if (info.ahead)
{
head_y = info.angle;
head_x = info.xAngle;
}
if (mc2->mood != ESCAPE_MOOD && (mc2->mood == ESCAPE_MOOD || Targetable(item, &info)))
item->goalAnimState = 2;
break;
case 1:
case 5:
case 6:
mc2->flags = 0;
if (info.ahead)
{
torso_y = info.angle;
torso_x = info.xAngle;
}
break;
case 7:
case 8:
case 13:
if (info.ahead)
{
torso_y = info.angle;
torso_x = info.xAngle;
if (!mc2->flags)
{
if (GetRandomControl() < 0x2000)
item->goalAnimState = 2;
ShotLara(item, &info, &mercAutoPistolBite, torso_y, 50);
// TODO: item->fired_weapon = 1; include 9 and 10
mc2->flags = 1;
}
}
else
{
item->goalAnimState = 2;
}
break;
case 9:
if (info.ahead)
{
torso_y = info.angle;
torso_x = info.xAngle;
if (info.distance < 0x400000)
item->goalAnimState = 3;
if (mc2->flags != 1)
{
if (!ShotLara(item, &info, &mercAutoPistolBite, torso_y, 50))
item->goalAnimState = 3;
//item->firedWeapon = 1;
mc2->flags = 1;
}
}
else
{
item->goalAnimState = 3;
}
break;
case 12:
mc2->flags = 0;
if (info.ahead)
{
torso_y = info.angle;
torso_x = info.xAngle;
}
if (Targetable(item, &info))
item->goalAnimState = 13;
else
item->goalAnimState = 2;
break;
case 10:
if (info.ahead)
{
torso_y = info.angle;
torso_x = info.xAngle;
if (info.distance < 0x400000)
item->goalAnimState = 3;
if (mc2->flags != 2)
{
if (!ShotLara(item, &info, &mercAutoPistolBite, torso_y, 50))
item->goalAnimState = 3;
//item->firedWeapon = 1;
mc2->flags = 2;
}
}
else
{
item->goalAnimState = 3;
}
break;
}
}
CreatureTilt(item, tilt);
CreatureJoint(item, 0, torso_y);
CreatureJoint(item, 1, torso_x);
CreatureJoint(item, 2, head_y);
CreatureJoint(item, 3, head_x);
CreatureAnimation(itemNum, angle, tilt);
}