TombEngine/TR5Main/Objects/TR3/tr3_mpgun.cpp

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#include "../newobjects.h"
#include "../../Game/Box.h"
#include "../../Game/sphere.h"
#include "../../Game/effect2.h"
#include "../../Game/effects.h"
#include "../../Game/people.h"
enum MPGUN_STATES {
MPGUN_EMPTY,
MPGUN_WAIT,
MPGUN_WALK,
MPGUN_RUN,
MPGUN_AIM1,
MPGUN_SHOOT1,
MPGUN_AIM2,
MPGUN_SHOOT2,
MPGUN_SHOOT3A,
MPGUN_SHOOT3B,
MPGUN_SHOOT4A,
MPGUN_AIM3,
MPGUN_AIM4,
MPGUN_DEATH,
MPGUN_SHOOT4B,
MPGUN_DUCK,
MPGUN_DUCKED,
MPGUN_DUCKAIM,
MPGUN_DUCKSHOT,
MPGUN_DUCKWALK,
MPGUN_STAND
};
BITE_INFO mpgunBite = { 0, 160, 40, 13 };
void MPGunControl(short itemNumber)
{
if (!CreatureActive(itemNumber))
return;
ITEM_INFO* item = &Items[itemNumber];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
short torsoY = 0;
short torsoX = 0;
short head = 0;
short angle = 0;
short tilt = 0;
if (item->firedWeapon)
{
PHD_VECTOR pos;
pos.x = mpgunBite.x;
pos.y = mpgunBite.y;
pos.z = mpgunBite.z;
GetJointAbsPosition(item, &pos, mpgunBite.meshNum);
TriggerDynamicLight(pos.x, pos.y, pos.z, (item->firedWeapon << 1) + 4, 24, 16, 4);
item->firedWeapon--;
}
if (Boxes[item->boxNumber].overlapIndex & BLOCKED)
{
DoLotsOfBlood(item->pos.xPos, item->pos.yPos - (GetRandomControl() & 255) - 32, item->pos.zPos, (GetRandomControl() & 127) + 128, GetRandomControl() << 1, item->roomNumber, 3);
item->hitPoints -= 20;
}
AI_INFO info;
AI_INFO laraInfo;
ITEM_INFO* target;
int dx;
int dz;
int random;
if (item->hitPoints <= 0)
{
item->hitPoints = 0;
if (item->currentAnimState != 13)
{
item->animNumber = Objects[ID_MP_WITH_GUN].animIndex + 14;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 13;
}
else if (!(GetRandomControl() & 3) && item->frameNumber == Anims[item->animNumber].frameBase + 1)
{
CreatureAIInfo(item, &info);
if (Targetable(item, &info))
{
if (info.angle > -ANGLE(45) && info.angle < ANGLE(45))
{
torsoY = info.angle;
head = info.angle;
ShotLara(item, &info, &mpgunBite, torsoY, 32);
SoundEffect(SFX_TR3_OIL_SMG_FIRE_ID72, &item->pos, 3 << 13);
}
}
}
}
else
{
if (item->aiBits)
GetAITarget(creature);
else
{
creature->enemy = LaraItem;
dx = LaraItem->pos.xPos - item->pos.xPos;
dz = LaraItem->pos.zPos - item->pos.zPos;
laraInfo.distance = SQUARE(dx) + SQUARE(dx);
CREATURE_INFO* currentCreature = BaddieSlots;
for (int slot = 0; slot < NUM_SLOTS; slot++, currentCreature++)
{
if (currentCreature->itemNum == NO_ITEM || currentCreature->itemNum == itemNumber)
continue;
target = &Items[currentCreature->itemNum];
if (target->objectNumber != ID_LARA /*&& target->objectNumber != ID_BOB*/)
continue;
dx = target->pos.xPos - item->pos.xPos;
dz = target->pos.zPos - item->pos.zPos;
int distance = SQUARE(dx) + SQUARE(dz);
if (distance < laraInfo.distance)
creature->enemy = target;
}
}
CreatureAIInfo(item, &info);
if (creature->enemy == LaraItem)
{
laraInfo.angle = info.angle;
laraInfo.distance = info.distance;
}
else
{
dx = LaraItem->pos.xPos - item->pos.xPos;
dz = LaraItem->pos.zPos - item->pos.zPos;
laraInfo.angle = ATAN(dz, dx) - item->pos.yRot;
laraInfo.distance = SQUARE(dx) + SQUARE(dz);
}
GetCreatureMood(item, &info, creature->enemy != LaraItem ? VIOLENT : TIMID);
CreatureMood(item, &info, creature->enemy != LaraItem ? VIOLENT : TIMID);
angle = CreatureTurn(item, creature->maximumTurn);
int x = item->pos.xPos + (WALL_SIZE * SIN(item->pos.yRot + laraInfo.angle) >> W2V_SHIFT);
int y = item->pos.yPos;
int z = item->pos.zPos + (WALL_SIZE * COS(item->pos.yRot + laraInfo.angle) >> W2V_SHIFT);
short roomNumber = item->roomNumber;
FLOOR_INFO* floor = GetFloor(x, y, z, &roomNumber);
int height = GetFloorHeight(floor, x, y, z);
bool cover = (item->pos.yPos > (height + 768) && item->pos.yPos < (height + 1152) && laraInfo.distance > SQUARE(1024));
ITEM_INFO* enemy = creature->enemy;
creature->enemy = LaraItem;
if (laraInfo.distance < SQUARE(1024) || item->hitStatus || TargetVisible(item, &laraInfo))
{
if (!creature->alerted)
SoundEffect(SFX_TR3_AMERCAN_HOY_ID300, &item->pos, 0);
AlertAllGuards(itemNumber);
}
creature->enemy = enemy;
switch (item->currentAnimState)
{
case MPGUN_WAIT:
head = laraInfo.angle;
creature->maximumTurn = 0;
if (item->animNumber == Objects[item->objectNumber].animIndex + 17 ||
item->animNumber == Objects[item->objectNumber].animIndex + 27 ||
item->animNumber == Objects[item->objectNumber].animIndex + 28)
{
if (abs(info.angle) < ANGLE(10))
item->pos.yRot += info.angle;
else if (info.angle < 0)
item->pos.yRot -= ANGLE(10);
else
item->pos.yRot += ANGLE(10);
}
if (item->aiBits & GUARD)
{
head = AIGuard(creature);
item->goalAnimState = MPGUN_WAIT;
break;
}
else if (item->aiBits & PATROL1)
{
item->goalAnimState = MPGUN_WALK;
head = 0;
}
else if (cover && (Lara.target == item || item->hitStatus))
item->goalAnimState = MPGUN_DUCK;
else if (item->requiredAnimState == MPGUN_DUCK)
item->goalAnimState = MPGUN_DUCK;
else if (creature->mood == ESCAPE_MOOD)
item->goalAnimState = MPGUN_RUN;
else if (Targetable(item, &info))
{
random = GetRandomControl();
if (random < 0x2000)
item->goalAnimState = MPGUN_SHOOT1;
else if (random < 0x4000)
item->goalAnimState = MPGUN_SHOOT2;
else
item->goalAnimState = MPGUN_AIM3;
}
else if (creature->mood == BORED_MOOD || ((item->aiBits & FOLLOW) && (creature->reachedGoal || laraInfo.distance > SQUARE(2048))))
{
if (info.ahead)
item->goalAnimState = MPGUN_WAIT;
else
item->goalAnimState = MPGUN_WALK;
}
else
item->goalAnimState = MPGUN_RUN;
break;
case MPGUN_WALK:
head = laraInfo.angle;
creature->maximumTurn = ANGLE(6);
if (item->aiBits & PATROL1)
{
item->goalAnimState = MPGUN_WALK;
head = 0;
}
else if (cover && (Lara.target == item || item->hitStatus))
{
item->requiredAnimState = MPGUN_DUCK;
item->goalAnimState = MPGUN_WAIT;
}
else if (creature->mood == ESCAPE_MOOD)
item->goalAnimState = MPGUN_RUN;
else if (Targetable(item, &info))
{
if (info.distance > SQUARE(1536) && info.zoneNumber == info.enemyZone)
item->goalAnimState = MPGUN_AIM4;
else
item->goalAnimState = MPGUN_WAIT;
}
else if (creature->mood == BORED_MOOD)
{
if (info.ahead)
item->goalAnimState = MPGUN_WALK;
else
item->goalAnimState = MPGUN_WAIT;
}
else
item->goalAnimState = MPGUN_RUN;
break;
case MPGUN_RUN:
if (info.ahead)
head = info.angle;
creature->maximumTurn = ANGLE(10);
tilt = angle / 2;
if (item->aiBits & GUARD)
item->goalAnimState = MPGUN_WAIT;
else if (cover && (Lara.target == item || item->hitStatus))
{
item->requiredAnimState = MPGUN_DUCK;
item->goalAnimState = MPGUN_WAIT;
}
else if (creature->mood == ESCAPE_MOOD)
break;
else if (Targetable(item, &info) || ((item->aiBits & FOLLOW) && (creature->reachedGoal || laraInfo.distance > SQUARE(2048))))
item->goalAnimState = MPGUN_WAIT;
else if (creature->mood == BORED_MOOD)
item->goalAnimState = MPGUN_WALK;
break;
case MPGUN_AIM1:
if (info.ahead)
{
torsoY = info.angle;
torsoX = info.xAngle;
}
if ((item->animNumber == Objects[ID_MP_WITH_GUN].animIndex + 12) || (item->animNumber == Objects[ID_MP_WITH_GUN].animIndex + 1 && item->frameNumber == Anims[item->animNumber].frameBase + 10))
{
if (!ShotLara(item, &info, &mpgunBite, torsoY, 32))
item->requiredAnimState = MPGUN_WAIT;
}
else if (item->hitStatus && !(GetRandomControl() & 0x3) && cover)
{
item->requiredAnimState = MPGUN_DUCK;
item->goalAnimState = MPGUN_WAIT;
}
break;
case MPGUN_SHOOT1:
if (info.ahead)
{
torsoY = info.angle;
torsoX = info.xAngle;
}
if (item->requiredAnimState == MPGUN_WAIT)
item->goalAnimState = MPGUN_WAIT;
break;
case MPGUN_SHOOT2:
if (info.ahead)
{
torsoY = info.angle;
torsoX = info.xAngle;
}
if (item->frameNumber == Anims[item->animNumber].frameBase)
{
if (!ShotLara(item, &info, &mpgunBite, torsoY, 32))
item->goalAnimState = MPGUN_WAIT;
}
else if (item->hitStatus && !(GetRandomControl() & 0x3) && cover)
{
item->requiredAnimState = MPGUN_DUCK;
item->goalAnimState = MPGUN_WAIT;
}
break;
case MPGUN_SHOOT3A:
case MPGUN_SHOOT3B:
if (info.ahead)
{
torsoY = info.angle;
torsoX = info.xAngle;
}
if (item->frameNumber == Anims[item->animNumber].frameBase || (item->frameNumber == Anims[item->animNumber].frameBase + 11))
{
if (!ShotLara(item, &info, &mpgunBite, torsoY, 32))
item->goalAnimState = MPGUN_WAIT;
}
else if (item->hitStatus && !(GetRandomControl() & 0x3) && cover)
{
item->requiredAnimState = MPGUN_DUCK;
item->goalAnimState = MPGUN_WAIT;
}
break;
case MPGUN_AIM4:
if (info.ahead)
{
torsoY = info.angle;
torsoX = info.xAngle;
}
if ((item->animNumber == Objects[ID_MP_WITH_GUN].animIndex + 18 && item->frameNumber == Anims[item->animNumber].frameBase + 17) || (item->animNumber == Objects[ID_MP_WITH_GUN].animIndex + 19 && item->frameNumber == Anims[item->animNumber].frameBase + 6))
{
if (!ShotLara(item, &info, &mpgunBite, torsoY, 32))
item->requiredAnimState = MPGUN_WALK;
}
else if (item->hitStatus && !(GetRandomControl() & 0x3) && cover)
{
item->requiredAnimState = MPGUN_DUCK;
item->goalAnimState = MPGUN_WAIT;
}
if (info.distance < SQUARE(1536))
item->requiredAnimState = MPGUN_WALK;
break;
case MPGUN_SHOOT4A:
case MPGUN_SHOOT4B:
if (info.ahead)
{
torsoY = info.angle;
torsoX = info.xAngle;
}
if (item->requiredAnimState == MPGUN_WALK)
{
item->goalAnimState = MPGUN_WALK;
}
if (item->frameNumber == Anims[item->animNumber].frameBase + 16)
{
if (!ShotLara(item, &info, &mpgunBite, torsoY, 32))
item->goalAnimState = MPGUN_WALK;
}
if (info.distance < SQUARE(1536))
item->goalAnimState = MPGUN_WALK;
break;
case MPGUN_DUCKED:
if (info.ahead)
head = info.angle;
creature->maximumTurn = 0;
if (Targetable(item, &info))
item->goalAnimState = MPGUN_DUCKAIM;
else if (item->hitStatus || !cover || (info.ahead && !(GetRandomControl() & 0x1F)))
item->goalAnimState = MPGUN_STAND;
else
item->goalAnimState = MPGUN_DUCKWALK;
break;
case MPGUN_DUCKAIM:
creature->maximumTurn = ONE_DEGREE;
if (info.ahead)
torsoY = info.angle;
if (Targetable(item, &info))
item->goalAnimState = MPGUN_DUCKSHOT;
else
item->goalAnimState = MPGUN_DUCKED;
break;
case MPGUN_DUCKSHOT:
if (info.ahead)
torsoY = info.angle;
if (item->frameNumber == Anims[item->animNumber].frameBase)
{
if (!ShotLara(item, &info, &mpgunBite, torsoY, 32) || !(GetRandomControl() & 0x7))
item->goalAnimState = MPGUN_DUCKED;
}
break;
case MPGUN_DUCKWALK:
if (info.ahead)
head = info.angle;
creature->maximumTurn = ANGLE(6);
if (Targetable(item, &info) || item->hitStatus || !cover || (info.ahead && !(GetRandomControl() & 0x1F)))
item->goalAnimState = MPGUN_DUCKED;
break;
}
}
CreatureTilt(item, tilt);
CreatureJoint(item, 0, torsoY);
CreatureJoint(item, 1, torsoX);
CreatureJoint(item, 2, head);
CreatureAnimation(itemNumber, angle, tilt);
}