TombEngine/TR5Main/Objects/TR5/tr5_guard.cpp

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