TombEngine/TR5Main/Game/larafire.cpp

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#include "larafire.h"
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#include "items.h"
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#include "Lara.h"
#include "laraflar.h"
#include "lara1gun.h"
#include "lara2gun.h"
#include "..\Scripting\GameFlowScript.h"
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#include <stdio.h>
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#include "objects.h"
#include "effects.h"
#include "sphere.h"
#include "draw.h"
#include "effect2.h"
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#include "flmtorch.h"
#include "..\Specific\roomload.h"
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#include "lot.h"
#include "../Specific/setup.h"
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WEAPON_INFO Weapons[NUM_WEAPONS] =
{
/* No weapons */
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{
{ ANGLE(0), ANGLE(0), ANGLE(0), ANGLE(0) },
{ ANGLE(0), ANGLE(0), ANGLE(0), ANGLE(0) },
{ ANGLE(0), ANGLE(0), ANGLE(0), ANGLE(0) },
0,
0,
0,
0,
0,
0,
0,
0,
0
},
/* Pistols */
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{
{ -ANGLE(60), ANGLE(60), -ANGLE(60), ANGLE(60) },
{ -ANGLE(170), ANGLE(60), -ANGLE(80), ANGLE(80) },
{ -ANGLE(60), ANGLE(170), -ANGLE(80), ANGLE(80) },
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ANGLE(10),
ANGLE(8),
650,
8 * WALL_SIZE,
1,
9,
3,
0,
SFX_LARA_FIRE
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},
/* Revolver */
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{
{ -ANGLE(60), ANGLE(60), -ANGLE(60), ANGLE(60) },
{ -ANGLE(10), ANGLE(10), -ANGLE(80), ANGLE(80) },
{ ANGLE(0), ANGLE(0), ANGLE(0), ANGLE(0) },
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ANGLE(10),
ANGLE(4),
650,
8 * WALL_SIZE,
21,
16,
3,
0,
SFX_REVOLVER
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},
/* Uzis */
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{
{ -ANGLE(60), ANGLE(60), -ANGLE(60), ANGLE(60) },
{ -ANGLE(170), ANGLE(60), -ANGLE(80), ANGLE(80) },
{ -ANGLE(60), ANGLE(170), -ANGLE(80), ANGLE(80) },
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ANGLE(10),
ANGLE(8),
650,
8 * WALL_SIZE,
1,
3,
3,
0,
SFX_LARA_UZI_FIRE
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},
/* Shotgun */
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{
{ -ANGLE(60), ANGLE(60), -ANGLE(55), ANGLE(55) },
{ -ANGLE(80), ANGLE(80), -ANGLE(65), ANGLE(65) },
{ -ANGLE(80), ANGLE(80), -ANGLE(65), ANGLE(65) },
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ANGLE(10),
0,
500,
8 * WALL_SIZE,
3,
9,
3,
10,
SFX_LARA_SHOTGUN
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},
/* HK */
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{
{ -ANGLE(60), ANGLE(60), -ANGLE(55), ANGLE(55) },
{ -ANGLE(80), ANGLE(80), -ANGLE(65), ANGLE(65) },
{ -ANGLE(80), ANGLE(80), -ANGLE(65), ANGLE(65) },
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ANGLE(10),
ANGLE(4),
500,
12 * WALL_SIZE,
4,
0,
3,
10,
0 // FIRE/SILENCER_FIRE
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},
/* Crossbow */
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{
{ -ANGLE(60), ANGLE(60), -ANGLE(55), ANGLE(55) },
{ -ANGLE(80), ANGLE(80), -ANGLE(65), ANGLE(65) },
{ -ANGLE(80), ANGLE(80), -ANGLE(65), ANGLE(65) },
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ANGLE(10),
ANGLE(8),
500,
8 * WALL_SIZE,
5,
0,
2,
10,
SFX_LARA_CROSSBOW
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},
/* Flare */
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{
{ ANGLE(0), ANGLE(0), ANGLE(0), ANGLE(0) },
{ ANGLE(0), ANGLE(0), ANGLE(0), ANGLE(0) },
{ ANGLE(0), ANGLE(0), ANGLE(0), ANGLE(0) },
0,
0,
0,
0,
0,
0,
0,
0,
0
},
/* Flare 2 */
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{
{ -ANGLE(30), ANGLE(30), -ANGLE(55), ANGLE(55) },
{ -ANGLE(30), ANGLE(30), -ANGLE(55), ANGLE(55) },
{ -ANGLE(30), ANGLE(30), -ANGLE(55), ANGLE(55) },
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ANGLE(10),
ANGLE(8),
400,
8 * WALL_SIZE,
3,
0,
2,
0,
SFX_LARA_UZI_FIRE
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},
/* Grenade launcher */
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{
{ -ANGLE(60), ANGLE(60), -ANGLE(55), ANGLE(55) },
{ -ANGLE(80), ANGLE(80), -ANGLE(65), ANGLE(65) },
{ -ANGLE(80), ANGLE(80), -ANGLE(65), ANGLE(65) },
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ANGLE(10),
ANGLE(8),
500,
8 * WALL_SIZE,
20,
0,
2,
10,
0
},
/* Harpoon gun */
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{
{ -ANGLE(60), ANGLE(60), -ANGLE(65), ANGLE(65) },
{ -ANGLE(20), ANGLE(20), -ANGLE(75), ANGLE(75) },
{ -ANGLE(80), ANGLE(80), -ANGLE(75), ANGLE(75) },
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ANGLE(10),
ANGLE(8),
500,
8 * WALL_SIZE,
6,
0,
2,
10,
0
},
/* Rocket launcher */
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{
{ -ANGLE(60), ANGLE(60), -ANGLE(55), ANGLE(55) },
{ -ANGLE(80), ANGLE(80), -ANGLE(65), ANGLE(65) },
{ -ANGLE(80), ANGLE(80), -ANGLE(65), ANGLE(65) },
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ANGLE(10),
ANGLE(8),
500,
8 * WALL_SIZE,
30,
0,
2,
12,
77
},
/* Snowmobile */
{
{ -ANGLE(30), ANGLE(30), -ANGLE(55), ANGLE(55) },
{ -ANGLE(30), ANGLE(30), -ANGLE(55), ANGLE(55) },
{ -ANGLE(30), ANGLE(30), -ANGLE(55), ANGLE(55) },
ANGLE(10),
ANGLE(8),
400,
8 * WALL_SIZE,
3,
0,
0,
0,
SFX_LARA_UZI_FIRE
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}
};
short HoldStates[] = {
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STATE_LARA_WALK_FORWARD,
STATE_LARA_RUN_FORWARD,
STATE_LARA_STOP,
STATE_LARA_POSE,
STATE_LARA_TURN_RIGHT_SLOW,
STATE_LARA_TURN_LEFT_SLOW,
STATE_LARA_WALK_BACK,
STATE_LARA_TURN_FAST,
STATE_LARA_WALK_RIGHT,
STATE_LARA_WALK_LEFT,
STATE_LARA_PICKUP,
STATE_LARA_SWITCH_DOWN,
STATE_LARA_SWITCH_UP,
STATE_LARA_WADE_FORWARD,
STATE_LARA_CROUCH_IDLE,
STATE_LARA_CROUCH_TURN_LEFT,
STATE_LARA_CROUCH_TURN_RIGHT,
-1
};
extern GameFlow* g_GameFlow;
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extern LaraExtraInfo g_LaraExtra;
bool MonksAttackLara;
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ITEM_INFO* LastTargets[8];
ITEM_INFO* TargetList[8];
int WeaponObject(int weaponType) // (F) (D)
{
switch (weaponType)
{
case WEAPON_UZI:
return ID_UZI_ANIM;
case WEAPON_SHOTGUN:
return ID_SHOTGUN_ANIM;
case WEAPON_REVOLVER:
return ID_REVOLVER_ANIM;
case WEAPON_CROSSBOW:
return ID_CROSSBOW_ANIM;
case WEAPON_HK:
return ID_HK_ANIM;
case WEAPON_FLARE:
return ID_LARA_FLARE_ANIM;
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case WEAPON_GRENADE_LAUNCHER:
return ID_GRENADE_ANIM;
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case WEAPON_ROCKET_LAUNCHER:
return ID_ROCKET_ANIM;
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case WEAPON_HARPOON_GUN:
return ID_HARPOON_ANIM;
default:
return ID_PISTOLS_ANIM;
}
}
void AimWeapon(WEAPON_INFO* winfo, LARA_ARM* arm) // (F) (D)
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{
short rotY, rotX, speed, x, y;
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speed = winfo->aimSpeed;
if (arm->lock)
{
y = Lara.targetAngles[0];
x = Lara.targetAngles[1];
}
else
{
y = 0;
x = 0;
}
/* move y axis */
rotY = arm->yRot;
if ((rotY >= y - speed) && (rotY <= y + speed))
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rotY = y;
else if (rotY < y)
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rotY += speed;
else
rotY -= speed;
arm->yRot = rotY;
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/* move x axis */
rotX = arm->xRot;
if ((rotX >= x - speed) && (rotX <= x + speed))
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rotX = x;
else if (rotX < x)
rotX += speed;
else
rotX -= speed;
arm->xRot = rotX;
/* move z axis */
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arm->zRot = 0;
}
void SmashItem(short itemNum) // (F) (D)
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{
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ITEM_INFO* item = &Items[itemNum];
if (item->objectNumber >= ID_SMASH_OBJECT1 && item->objectNumber <= ID_SMASH_OBJECT8)
{
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SmashObject(itemNum);
}
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}
void LaraGun() // (F) (D)
{
if (Lara.leftArm.flash_gun > 0)
--Lara.leftArm.flash_gun;
if (Lara.rightArm.flash_gun > 0)
--Lara.rightArm.flash_gun;
if (Lara.gunType == WEAPON_TORCH)
{
DoFlameTorch();
return;
}
if (LaraItem->hitPoints <= 0)
{
Lara.gunStatus = LG_NO_ARMS;
}
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else if (Lara.gunStatus == LG_NO_ARMS)
{
if (TrInput & IN_DRAW)
{
Lara.requestGunType = Lara.lastGunType;
}
else if (TrInput & IN_FLARE && (g_GameFlow->GetLevel(CurrentLevel)->LaraType != LARA_YOUNG))
{
if (LaraItem->currentAnimState == STATE_LARA_CROUCH_IDLE && LaraItem->animNumber != ANIMATION_LARA_CROUCH_IDLE)
return;
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if (Lara.gunType == WEAPON_FLARE)
{
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if (!Lara.leftArm.frameNumber)
{
Lara.gunStatus = LG_UNDRAW_GUNS;
}
}
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else if (g_LaraExtra.NumFlares)
{
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if (g_LaraExtra.NumFlares != -1)
g_LaraExtra.NumFlares--;
Lara.requestGunType = WEAPON_FLARE;
}
}
if ((Lara.requestGunType != Lara.gunType) || (TrInput & IN_DRAW))
{
if ((LaraItem->currentAnimState == STATE_LARA_CROUCH_IDLE
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|| LaraItem->currentAnimState == STATE_LARA_CROUCH_TURN_LEFT
|| LaraItem->currentAnimState == STATE_LARA_CROUCH_TURN_RIGHT)
&& (Lara.requestGunType == WEAPON_HK
|| Lara.requestGunType == WEAPON_CROSSBOW
#if 1
|| Lara.requestGunType == WEAPON_SHOTGUN))
#else
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|| Lara.requestGunType == WEAPON_SHOTGUN
|| Lara.requestGunType == WEAPON_HARPOON_GUN))
#endif
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{
if (Lara.gunType == WEAPON_FLARE)
Lara.requestGunType = WEAPON_FLARE;
}
else if (Lara.requestGunType == WEAPON_FLARE
#if 0
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|| g_LaraExtra.Vehicle == NO_ITEM
&& (Lara.requestGunType == WEAPON_HARPOON_GUN
#endif
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|| Lara.waterStatus == LW_ABOVE_WATER
|| Lara.waterStatus == LW_WADE
&& Lara.waterSurfaceDist > -Weapons[Lara.gunType].gunHeight)
{
if (Lara.gunType == WEAPON_FLARE)
{
CreateFlare(ID_FLARE_ITEM, 0);
undraw_flare_meshes();
Lara.flareControlLeft = false;
Lara.flareAge = 0;
}
Lara.gunType = Lara.requestGunType;
InitialiseNewWeapon();
Lara.rightArm.frameNumber = 0;
Lara.leftArm.frameNumber = 0;
Lara.gunStatus = LG_DRAW_GUNS;
}
else
{
Lara.lastGunType = Lara.requestGunType;
if (Lara.gunType != WEAPON_FLARE)
Lara.gunType = Lara.requestGunType;
else
Lara.requestGunType = WEAPON_FLARE;
}
}
}
else if (Lara.gunStatus == LG_READY)
{
#if 0
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if ((TrInput & IN_DRAW) || Lara.requestGunType != Lara.gunType || Lara.gunType != WEAPON_HARPOON_GUN && Lara.waterStatus != LW_ABOVE_WATER && Lara.waterStatus != LW_WADE || Lara.waterSurfaceDist < -Weapons[Lara.gunType].gunHeight)
#else
if ((TrInput & IN_DRAW) || Lara.requestGunType != Lara.gunType || Lara.waterStatus != LW_ABOVE_WATER && Lara.waterStatus != LW_WADE || Lara.waterSurfaceDist < -Weapons[Lara.gunType].gunHeight)
#endif
Lara.gunStatus = LG_UNDRAW_GUNS;
}
else if (Lara.gunStatus == LG_HANDS_BUSY && (TrInput & IN_FLARE) && LaraItem->currentAnimState == STATE_LARA_CRAWL_IDLE && LaraItem->animNumber == ANIMATION_LARA_CRAWL_IDLE)
{
Lara.requestGunType = WEAPON_FLARE;
}
switch (Lara.gunStatus)
{
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case LG_DRAW_GUNS:
if (Lara.gunType != WEAPON_FLARE && Lara.gunType != WEAPON_NONE)
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Lara.lastGunType = Lara.gunType;
switch (Lara.gunType)
{
case WEAPON_PISTOLS:
case WEAPON_REVOLVER:
case WEAPON_UZI:
if (Camera.type != CINEMATIC_CAMERA && Camera.type != LOOK_CAMERA && Camera.type != HEAVY_CAMERA)
Camera.type = COMBAT_CAMERA;
draw_pistols(Lara.gunType);
break;
case WEAPON_SHOTGUN:
case WEAPON_CROSSBOW:
case WEAPON_HK:
#if 0
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case WEAPON_GRENADE_LAUNCHER:
case WEAPON_ROCKET_LAUNCHER:
case WEAPON_HARPOON_GUN:
#endif
if (Camera.type != CINEMATIC_CAMERA && Camera.type != LOOK_CAMERA && Camera.type != HEAVY_CAMERA)
Camera.type = COMBAT_CAMERA;
draw_shotgun(Lara.gunType);
break;
case WEAPON_FLARE:
draw_flare();
break;
default:
Lara.gunStatus = LG_NO_ARMS;
break;
}
break;
case LG_SPECIAL:
draw_flare();
break;
case LG_UNDRAW_GUNS:
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LARA_MESHES(ID_LARA, LM_HEAD);
switch (Lara.gunType)
{
case WEAPON_PISTOLS:
case WEAPON_REVOLVER:
case WEAPON_UZI:
undraw_pistols(Lara.gunType);
break;
case WEAPON_SHOTGUN:
case WEAPON_CROSSBOW:
case WEAPON_HK:
#if 0
case WEAPON_GRENADE_LAUNCHER:
case WEAPON_ROCKET_LAUNCHER:
case WEAPON_HARPOON_GUN:
#endif
undraw_shotgun(Lara.gunType);
break;
case WEAPON_FLARE:
undraw_flare();
break;
default:
return;
}
break;
case LG_READY:
if (!(TrInput & IN_ACTION))
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LARA_MESHES(ID_LARA, LM_HEAD);
else
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LARA_MESHES(ID_LARA_SCREAM, LM_HEAD);
if (Camera.type != CINEMATIC_CAMERA && Camera.type != LOOK_CAMERA && Camera.type != HEAVY_CAMERA)
Camera.type = COMBAT_CAMERA;
if (TrInput & IN_ACTION)
{
if (!*GetAmmo(Lara.gunType))
{
Lara.requestGunType = Objects[ID_PISTOLS_ITEM].loaded ? WEAPON_PISTOLS : WEAPON_NONE;
return;
}
}
switch (Lara.gunType)
{
case WEAPON_PISTOLS:
case WEAPON_UZI:
PistolHandler(Lara.gunType);
break;
case WEAPON_SHOTGUN:
case WEAPON_CROSSBOW:
case WEAPON_HK:
#if 0
case WEAPON_GRENADE_LAUNCHER:
case WEAPON_ROCKET_LAUNCHER:
case WEAPON_HARPOON_GUN:
#endif
case WEAPON_REVOLVER:
RifleHandler(Lara.gunType);
break;
default:
return;
}
break;
case LG_NO_ARMS:
if (Lara.gunType == WEAPON_FLARE)
{
#if 1
if (CheckForHoldingState(LaraItem->currentAnimState))
#else
if (g_LaraExtra.Vehicle != NO_ITEM || CheckForHoldingState(LaraItem->currentAnimState))
#endif
{
if (Lara.flareControlLeft)
{
if (Lara.leftArm.frameNumber)
{
if (++Lara.leftArm.frameNumber == 110)
Lara.leftArm.frameNumber = 0;
}
}
else
{
Lara.leftArm.frameNumber = 95;
Lara.flareControlLeft = true;
}
}
else
{
Lara.flareControlLeft = false;
}
DoFlareInHand(Lara.flareAge);
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set_flare_arm(Lara.leftArm.frameNumber);
}
break;
case LG_HANDS_BUSY:
if (Lara.gunType == WEAPON_FLARE)
{
if (CHECK_LARA_MESHES(ID_LARA_FLARE_ANIM, LM_LHAND))
{
#if 0
Lara.flareControlLeft = (g_LaraExtra.Vehicle != NO_ITEM || CheckForHoldingState(LaraItem->currentAnimState));
#else
Lara.flareControlLeft = CheckForHoldingState(LaraItem->currentAnimState);
#endif
DoFlareInHand(Lara.flareAge);
set_flare_arm(Lara.leftArm.frameNumber);
}
}
break;
}
}
short* GetAmmo(int weaponType)
{
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return &g_LaraExtra.Weapons[weaponType].Ammo[g_LaraExtra.Weapons[weaponType].SelectedAmmo];
}
void InitialiseNewWeapon()
{
Lara.rightArm.frameNumber = 0;
Lara.leftArm.frameNumber = 0;
Lara.leftArm.zRot = 0;
Lara.leftArm.yRot = 0;
Lara.leftArm.xRot = 0;
Lara.rightArm.zRot = 0;
Lara.rightArm.yRot = 0;
Lara.rightArm.xRot = 0;
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Lara.target = NULL;
Lara.rightArm.lock = false;
Lara.leftArm.lock = false;
Lara.rightArm.flash_gun = 0;
Lara.leftArm.flash_gun = 0;
switch (Lara.gunType)
{
case WEAPON_PISTOLS:
case WEAPON_UZI:
Lara.rightArm.frameBase = Objects[ID_PISTOLS_ANIM].frameBase;
Lara.leftArm.frameBase = Objects[ID_PISTOLS_ANIM].frameBase;
if (Lara.gunStatus != LG_NO_ARMS)
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draw_pistol_meshes(Lara.gunType);
break;
case WEAPON_SHOTGUN:
case WEAPON_REVOLVER:
case WEAPON_HK:
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case WEAPON_GRENADE_LAUNCHER:
case WEAPON_HARPOON_GUN:
case WEAPON_ROCKET_LAUNCHER:
Lara.rightArm.frameBase = Objects[WeaponObject(Lara.gunType)].frameBase;
Lara.leftArm.frameBase = Objects[WeaponObject(Lara.gunType)].frameBase;
if (Lara.gunStatus != LG_NO_ARMS)
draw_shotgun_meshes(Lara.gunType);
break;
case WEAPON_FLARE:
Lara.rightArm.frameBase = Objects[ID_LARA_FLARE_ANIM].frameBase;
Lara.leftArm.frameBase = Objects[ID_LARA_FLARE_ANIM].frameBase;
if (Lara.gunStatus != LG_NO_ARMS)
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draw_flare_meshes();
break;
default:
Lara.rightArm.frameBase = Anims[LaraItem->animNumber].framePtr;
Lara.leftArm.frameBase = Anims[LaraItem->animNumber].framePtr;
break;
}
}
int WeaponObjectMesh(int weaponType)
{
switch (weaponType)
{
case WEAPON_REVOLVER:
return (g_LaraExtra.Weapons[WEAPON_REVOLVER].HasLasersight == true ? ID_LARA_REVOLVER_LASER : ID_REVOLVER_ANIM);
case WEAPON_UZI:
return ID_UZI_ANIM;
case WEAPON_SHOTGUN:
return ID_SHOTGUN_ANIM;
case WEAPON_HK:
return ID_HK_ANIM;
case WEAPON_CROSSBOW:
return (g_LaraExtra.Weapons[WEAPON_CROSSBOW].HasLasersight == true ? ID_LARA_CROSSBOW_LASER : ID_CROSSBOW_ANIM);
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case WEAPON_GRENADE_LAUNCHER:
return ID_GRENADE_ANIM;
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case WEAPON_HARPOON_GUN:
return ID_HARPOON_ANIM;
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case WEAPON_ROCKET_LAUNCHER:
return ID_ROCKET_ANIM;
default:
return ID_PISTOLS_ANIM;
}
}
void HitTarget(ITEM_INFO* item, GAME_VECTOR* hitPos, int damage, int flag)
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{
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
OBJECT_INFO* obj = &Objects[item->objectNumber];
item->hitStatus = true;
if (creature && item != LaraItem)
creature->hurtByLara = true;
if (hitPos)
{
if (obj->hitEffect)
{
switch (obj->hitEffect)
{
case 1:
DoBloodSplat(hitPos->x, hitPos->y, hitPos->z, (GetRandomControl() & 3) + 3, item->pos.yRot, item->roomNumber);
break;
case 3:
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TriggerRicochetSpark(hitPos, LaraItem->pos.yRot, 3, 0);
break;
case 2:
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TriggerRicochetSpark(hitPos, LaraItem->pos.yRot, 3, -5);
SoundEffect(SFX_SWORD_GOD_HITMET, &item->pos, 0);
break;
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}
}
}
if (!obj->undead || flag || item->hitPoints == -16384)
{
if (item->hitPoints > 0 && item->hitPoints <= damage)
++Savegame.Level.Kills;
item->hitPoints -= damage;
}
}
int DetectCrouchWhenFiring(ITEM_INFO* src, WEAPON_INFO* weapon)
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{
if (src->currentAnimState == STATE_LARA_CROUCH_IDLE || src->currentAnimState == STATE_LARA_CROUCH_TURN_LEFT || src->currentAnimState == STATE_LARA_CROUCH_TURN_RIGHT)
return STEP_SIZE;
else
return int(weapon->gunHeight);
}
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int FireWeapon(int weaponType, ITEM_INFO* target, ITEM_INFO* src, short* angles) // (F) (D)
{
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short* ammo = GetAmmo(weaponType);
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if (!*ammo)
return 0;
if (*ammo != -1)
(*ammo)--;
WEAPON_INFO* weapon = &Weapons[weaponType];
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int r;
PHD_3DPOS pos;
pos.xPos = 0;
pos.yPos = 0;
pos.zPos = 0;
GetLaraJointPosition((PHD_VECTOR*)&pos, LJ_RHAND);
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pos.xPos = src->pos.xPos;
pos.zPos = src->pos.zPos;
pos.xRot = angles[1] + (GetRandomControl() - 16384) * weapon->shotAccuracy / 65536;
pos.yRot = angles[0] + (GetRandomControl() - 16384) * weapon->shotAccuracy / 65536;
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pos.zRot = 0;
phd_GenerateW2V(&pos);
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int num = GetSpheres(target, SphereList, 0);
int best = -1;
int bestDistance = 0x7FFFFFFF;
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for (int i = 0; i < num; i++)
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{
SPHERE* sphere = &SphereList[i];
r = sphere->r;
if ((abs(sphere->x)) < r && (abs(sphere->y)) < r && sphere->z > r && SQUARE(sphere->x) + SQUARE(sphere->y) <= SQUARE(r))
{
if (sphere->z - r < bestDistance)
{
bestDistance = sphere->z - r;
best = i;
}
}
}
Lara.hasFired = true;
Lara.fired = true;
GAME_VECTOR vSrc;
vSrc.x = pos.xPos;
vSrc.y = pos.yPos;
vSrc.z = pos.zPos;
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short roomNumber = src->roomNumber;
GetFloor(pos.xPos, pos.yPos, pos.zPos, &roomNumber);
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vSrc.roomNumber = roomNumber;
if (best < 0)
{
GAME_VECTOR vDest;
vDest.x = vSrc.x + (MatrixPtr[M20] * 5 >> 2);
vDest.y = vSrc.y + (MatrixPtr[M21] * 5 >> 2);
vDest.z = vSrc.z + (MatrixPtr[M22] * 5 >> 2);
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GetTargetOnLOS(&vSrc, &vDest, 0, 1);
return -1;
}
else
{
Savegame.Game.AmmoHits++;
GAME_VECTOR vDest;
vDest.x = vSrc.x + ((MatrixPtr[M20] * bestDistance) >> W2V_SHIFT);
vDest.y = vSrc.y + ((MatrixPtr[M21] * bestDistance) >> W2V_SHIFT);
vDest.z = vSrc.z + ((MatrixPtr[M22] * bestDistance) >> W2V_SHIFT);
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// TODO: enable it when the slot is created !
/*
if (target->objectNumber == ID_TRIBEBOSS)
{
long dx, dy, dz;
dx = (vDest.x - vSrc.x) >> 5;
dy = (vDest.y - vSrc.y) >> 5;
dz = (vDest.z - vSrc.z) >> 5;
FindClosestShieldPoint(vDest.x - dx, vDest.y - dy, vDest.z - dz, target);
}
else if (target->objectNumber == ID_ARMY_WINSTON || target->objectNumber == ID_LONDONBOSS) //Don't want blood on Winston - never get the stains out
{
short ricochet_angle;
target->hitStatus = true; //need to do this to maintain defence state
target->hitPoints--;
ricochet_angle = (mGetAngle(LaraItem->pos.zPos, LaraItem->pos.xPos, target->pos.zPos, target->pos.xPos) >> 4) & 4095;
TriggerRicochetSparks(&vDest, ricochet_angle, 16, 0);
SoundEffect(SFX_LARA_RICOCHET, &target->pos, 0); // play RICOCHET Sample
}
else if (target->objectNumber == ID_SHIVA) //So must be Shiva
{
z = target->pos.zPos - lara_item->pos.zPos;
x = target->pos.xPos - lara_item->pos.xPos;
angle = 0x8000 + ATAN(z, x) - target->pos.yRot;
if ((target->currentAnimState > 1 && target->currentAnimState < 5) && angle < 0x4000 && angle > -0x4000)
{
target->hitStatus = true; //need to do this to maintain defence state
ricochet_angle = (mGetAngle(LaraItem->pos.zPos, LaraItem->pos.xPos, target->pos.zPos, target->pos.xPos) >> 4) & 4095;
TriggerRicochetSparks(&vDest, ricochet_angle, 16, 0);
SoundEffect(SFX_LARA_RICOCHET, &target->pos, 0); // play RICOCHET Sample
}
else //Shiva's not in defence mode or has its back to Lara
HitTarget(target, &vDest, weapon->damage, 0);
}
else
{*/
if (!GetTargetOnLOS(&vSrc, &vDest, 0, 1))
HitTarget(target, &vDest, weapon->damage, 0);
//}
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return 1;
}
}
void find_target_point(ITEM_INFO* item, GAME_VECTOR* target) // (F) (D)
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{
ANIM_FRAME* bounds = (ANIM_FRAME*) GetBestFrame(item);
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int x = (bounds->MinX + bounds->MaxX) / 2;
int y = bounds->MinY + (bounds->MaxY - bounds->MinY) / 3;
int z = (bounds->MinZ + bounds->MaxZ) / 2;
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int c = COS(item->pos.yRot);
int s = SIN(item->pos.yRot);
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target->x = item->pos.xPos + ((c * x + s * z) >> W2V_SHIFT);
target->y = item->pos.yPos + y;
target->z = item->pos.zPos + ((c * z - s * x) >> W2V_SHIFT);
target->roomNumber = item->roomNumber;
}
void LaraTargetInfo(WEAPON_INFO* weapon) // (F) (D)
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{
if (!Lara.target)
{
Lara.rightArm.lock = 0;
Lara.leftArm.lock = 0;
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Lara.targetAngles[1] = 0;
Lara.targetAngles[0] = 0;
return;
}
GAME_VECTOR pos;
pos.x = 0;
pos.y = 0;
pos.z = 0;
GetLaraJointPosition((PHD_VECTOR*)&pos, LJ_RHAND);
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pos.x = LaraItem->pos.xPos;
pos.z = LaraItem->pos.zPos;
pos.roomNumber = LaraItem->roomNumber;
GAME_VECTOR targetPoint;
find_target_point(Lara.target, &targetPoint);
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short angles[2];
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phd_GetVectorAngles(targetPoint.x - pos.x, targetPoint.y - pos.y, targetPoint.z - pos.z, angles);
angles[0] -= LaraItem->pos.yRot;
angles[1] -= LaraItem->pos.xRot;
if (LOS(&pos, &targetPoint))
{
if (angles[0] >= weapon->lockAngles[0]
&& angles[0] <= weapon->lockAngles[1]
&& angles[1] >= weapon->lockAngles[2]
&& angles[1] <= weapon->lockAngles[3])
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{
Lara.rightArm.lock = 1;
Lara.leftArm.lock = 1;
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}
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else
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{
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if (Lara.leftArm.lock)
{
if ((angles[0] < weapon->leftAngles[0] ||
angles[0] > weapon->leftAngles[1] ||
angles[1] < weapon->leftAngles[2] ||
angles[1] > weapon->leftAngles[3]))
Lara.leftArm.lock = 0;
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}
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if (Lara.rightArm.lock)
{
if ((angles[0] < weapon->rightAngles[0] ||
angles[0] > weapon->rightAngles[1] ||
angles[1] < weapon->rightAngles[2] ||
angles[1] > weapon->rightAngles[3]))
Lara.rightArm.lock = 0;
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}
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}
}
else
{
Lara.rightArm.lock = 0;
Lara.leftArm.lock = 0;
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}
Lara.targetAngles[0] = angles[0];
Lara.targetAngles[1] = angles[1];
}
int CheckForHoldingState(int state) // (F) (D)
{
short* holdState = HoldStates;
#if 0
if (g_LaraExtra.ExtraAnim)
return 0;
#endif
while (*holdState >= 0)
{
if (state == *holdState)
return 1;
holdState++;
}
return 0;
}
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void LaraGetNewTarget(WEAPON_INFO* winfo) // (F) (D)
{
GAME_VECTOR source, target;
int bestDistance, maxDistance, targets, slot, x, y, z, distance;
ITEM_INFO* bestItem, *item;
short bestYrot, angle[2], match;
bool flag, loop;
if (BinocularRange)
{
Lara.target = NULL;
return;
}
bestItem = NULL;
bestYrot = 0x7FFF;
bestDistance = 0x7FFFFFFF;
source.x = LaraItem->pos.xPos;
source.y = LaraItem->pos.yPos - 650;
source.z = LaraItem->pos.zPos;
source.roomNumber = LaraItem->roomNumber;
maxDistance = winfo->targetDist;
targets = 0;
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for (slot = 0; slot < NUM_SLOTS; ++slot)
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{
if (BaddieSlots[slot].itemNum != NO_ITEM)
{
item = &Items[BaddieSlots[slot].itemNum];
if (item->hitPoints > 0)
{
x = item->pos.xPos - source.x;
y = item->pos.yPos - source.y;
z = item->pos.zPos - source.z;
if (abs(x) <= maxDistance && abs(y) <= maxDistance && abs(z) <= maxDistance)
{
distance = SQUARE(x) + SQUARE(y) + SQUARE(z);
if (distance < SQUARE(maxDistance))
{
find_target_point(item, &target);
if (LOS(&source, &target))
{
phd_GetVectorAngles(target.x - source.x, target.y - source.y, target.z - source.z, angle);
angle[0] -= LaraItem->pos.yRot + Lara.torsoYrot;
angle[1] -= LaraItem->pos.xRot + Lara.torsoXrot;
if (angle[0] >= winfo->lockAngles[0] && angle[0] <= winfo->lockAngles[1] && angle[1] >= winfo->lockAngles[2] && angle[1] <= winfo->lockAngles[3])
{
TargetList[targets] = item;
++targets;
if (abs(angle[0]) < bestYrot + ANGLE(15) && distance < bestDistance)
{
bestDistance = distance;
bestYrot = abs(angle[0]);
bestItem = item;
}
}
}
}
}
}
}
}
TargetList[targets] = NULL;
if (!TargetList[0])
{
Lara.target = NULL;
}
else
{
for (slot = 0; slot < 8; ++slot)
{
if (!TargetList[slot])
Lara.target = NULL;
if (TargetList[slot] == Lara.target)
break;
}
if (Lara.gunStatus != LG_NO_ARMS || TrInput & IN_LOOKSWITCH)
{
if (!Lara.target)
{
Lara.target = bestItem;
LastTargets[0] = NULL;
}
else if (TrInput & IN_LOOKSWITCH)
{
Lara.target = NULL;
flag = true;
for (match = 0; match < 8 && TargetList[match]; ++match)
{
loop = false;
for (slot = 0; slot < 8 && LastTargets[slot]; ++slot)
{
if (LastTargets[slot] == TargetList[match])
{
loop = true;
break;
}
}
if (!loop)
{
Lara.target = TargetList[match];
if (Lara.target)
flag = false;
break;
}
}
if (flag)
{
Lara.target = bestItem;
LastTargets[0] = NULL;
}
}
}
}
if (Lara.target != LastTargets[0])
{
for (slot = 7; slot > 0; --slot)
LastTargets[slot] = LastTargets[slot - 1];
LastTargets[0] = Lara.target;
}
LaraTargetInfo(winfo);
}
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void Inject_LaraFire()
{
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INJECT(0x00453490, AimWeapon);
INJECT(0x00453AE0, WeaponObject);
INJECT(0x00452430, LaraGun);
INJECT(0x004546C0, GetAmmo);
INJECT(0x00452B30, InitialiseNewWeapon);
INJECT(0x00453B50, WeaponObjectMesh);
//INJECT(0x00453A90, SmashItem);
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}