mirror of
https://github.com/TombEngine/TombEngine.git
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120 lines
3.8 KiB
C++
120 lines
3.8 KiB
C++
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#include "../newobjects.h"
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#include "../../Game/items.h"
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void InitialiseGuard(short itemNum)
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{
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ITEM_INFO* item, *item2;
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short anim;
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short roomItemNumber;
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item = &Items[itemNum];
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ClearItem(itemNum);
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anim = Objects[ID_SWAT].animIndex;
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if (!Objects[ID_SWAT].loaded)
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anim = Objects[ID_BLUE_GUARD].animIndex;
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switch (item->triggerFlags)
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{
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case 0:
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case 10:
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item->animNumber = anim;
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item->goalAnimState = 1;
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break;
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case 1:
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item->goalAnimState = 11;
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item->animNumber = anim + 23;
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break;
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case 2:
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item->goalAnimState = 13;
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item->animNumber = anim + 25;
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// TODO: item->flags2 ^= (item->flags2 ^ ((item->flags2 & 0xFE) + 2)) & 6;
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break;
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case 3:
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item->goalAnimState = 15;
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item->animNumber = anim + 28;
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*item->pad2 = 9216;
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roomItemNumber = Rooms[item->roomNumber].itemNumber;
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if (roomItemNumber != NO_ITEM)
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{
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while (true)
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{
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item2 = &Items[roomItemNumber];
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if (item2->objectNumber >= ID_ANIMATING1 && item2->objectNumber <= ID_ANIMATING15 && item2->roomNumber == item->roomNumber && item2->triggerFlags == 3)
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break;
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roomItemNumber = item2->nextItem;
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if (roomItemNumber == NO_ITEM)
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{
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item->frameNumber = Anims[item->animNumber].frameBase;
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item->currentAnimState = item->goalAnimState;
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break;
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}
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}
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item2->meshBits = -5;
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}
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break;
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case 4:
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item->goalAnimState = 17;
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*item->pad2 = 8192;
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item->animNumber = anim + 30;
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break;
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case 5:
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FLOOR_INFO *floor;
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short roomNumber;
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item->animNumber = anim + 26;
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item->goalAnimState = 14;
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roomNumber = item->roomNumber;
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floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
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GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
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item->pos.yPos = GetCeiling(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos) - SECTOR(2);
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break;
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case 6:
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item->goalAnimState = 19;
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item->animNumber = anim + 32;
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break;
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case 7:
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case 9:
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item->goalAnimState = 38;
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item->animNumber = anim + 59;
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item->pos.xPos -= SIN(item->pos.yRot); // 4 * not exist there ??
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item->pos.zPos -= COS(item->pos.yRot); // 4 * not exist there ??
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break;
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case 8:
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item->goalAnimState = 31;
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item->animNumber = anim + 46;
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break;
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case 11:
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item->goalAnimState = 7;
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item->animNumber = anim + 12;
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break;
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default:
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break;
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}
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}
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void InitialiseGuardM16(short itemNum)
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{
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ITEM_INFO* item;
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item = &Items[itemNum];
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ClearItem(itemNum);
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item->animNumber = Objects[item->objectNumber].animIndex;
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item->frameNumber = Anims[item->animNumber].frameBase;
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item->goalAnimState = 1;
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item->currentAnimState = 1;
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item->pos.yPos += STEP_SIZE*2;
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item->pos.xPos += SIN(item->pos.yRot);
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item->pos.zPos += COS(item->pos.yRot);
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}
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void InitialiseGuardLaser(short itemNum)
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{
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ITEM_INFO* item;
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item = &Items[itemNum];
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ClearItem(itemNum);
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item->animNumber = Objects[item->objectNumber].animIndex + 6;
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item->frameNumber = Anims[item->animNumber].frameBase;
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item->goalAnimState = 1;
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item->currentAnimState = 1;
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}
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