#include "../newobjects.h" #include "../../Game/Box.h" #include "../../Game/sphere.h" #include "../../Game/effect2.h" #include "../../Game/people.h" #include "../../Game/items.h" #include "../../Game/missile.h" #include "../../Game/tomb4fx.h" BITE_INFO workerFlameThrower = { 0, 250, 32, 9 }; void Flame(DWORD x, int y, DWORD z, int speed, WORD yrot, WORD room_number) { short fx_number; short cam_rot; FX_INFO* fx; fx_number = CreateNewEffect(room_number); if (fx_number != NO_ITEM) { fx = &Effects[fx_number]; fx->pos.xPos = x; fx->pos.yPos = y; fx->pos.zPos = z; fx->roomNumber = room_number; //phd_GetVectorAngles(fx->pos.xPos - Camera.pos.x, // fx->pos.yPos - Camera.pos.y, // fx->pos.zPos - Camera.pos.z, &cam_rot); //fx->pos.x_rot = fx->pos.z_rot = 0; //fx->pos.y_rot = cam_rot; fx->speed = 200; //fx->objectNumber = Utils.getObjects(TR2_DRAGON_FIRE); fx->shade = 14 * 256; fx->counter = 40; ShootAtLara(fx); } } void InitialiseWorkerFlamethrower(short itemNum) { ANIM_STRUCT* anim; ITEM_INFO* item; item = &Items[itemNum]; item->animNumber = Objects[item->objectNumber].animIndex + 12; InitialiseCreature(itemNum); anim = &Anims[item->animNumber]; item->frameNumber = anim->frameBase; item->currentAnimState = anim->currentAnimState; } void WorkerFlamethrower(short itemNum) { if (!CreatureActive(itemNum)) return; ITEM_INFO* item; CREATURE_INFO* flame; AI_INFO info; PHD_VECTOR pos; short angle, head_y, head_x, torso_y, torso_x, tilt; item = &Items[itemNum]; flame = (CREATURE_INFO*)item->data; angle = head_y = head_x = torso_y = torso_x = tilt = 0; // get the exact flame start position pos.x = workerFlameThrower.x; pos.y = workerFlameThrower.y; pos.z = workerFlameThrower.z; GetJointAbsPosition(item, &pos, workerFlameThrower.meshNum); if (item->hitPoints <= 0) { if (item->currentAnimState != 7) { item->animNumber = Objects[item->objectNumber].animIndex + 19; item->frameNumber = Anims[item->animNumber].frameBase; item->currentAnimState = 7; } } else { if (item->currentAnimState != 5 && item->currentAnimState != 6) { TriggerDynamicLight(pos.x, pos.y, pos.z, (GetRandomControl() & 4) + 10, (GetRandomControl() & 7) + 128, (GetRandomControl() & 7) + 64, GetRandomControl() & 7); AddFire(pos.x, pos.y, pos.z, 0, item->roomNumber, 0); } else { TriggerDynamicLight(pos.x, pos.y, pos.z, (GetRandomControl() & 4) + 14, (GetRandomControl() & 7) + 128, (GetRandomControl() & 7) + 64, GetRandomControl() & 7); } CreatureAIInfo(item, &info); GetCreatureMood(item, &info, VIOLENT); CreatureMood(item, &info, VIOLENT); angle = CreatureTurn(item, flame->maximumTurn); switch (item->currentAnimState) { case 1: flame->flags = 0; flame->maximumTurn = 0; if (info.ahead) { head_y = info.angle; head_x = info.xAngle; } if (flame->mood == ESCAPE_MOOD) { item->goalAnimState = 3; } else if (Targetable(item, &info)) { if (info.distance < SQUARE(WALL_SIZE * 4) || info.zoneNumber != info.enemyZone) item->goalAnimState = 8; else item->goalAnimState = 2; } else if (flame->mood == ATTACK_MOOD || !info.ahead) { if (info.distance <= SQUARE(WALL_SIZE * 2)) item->goalAnimState = 2; else item->goalAnimState = 3; } else { item->goalAnimState = 4; } break; case 2: flame->maximumTurn = ANGLE(5); if (info.ahead) { head_y = info.angle; head_x = info.xAngle; } if (flame->mood == ESCAPE_MOOD) { item->goalAnimState = 3; } else if (Targetable(item, &info)) { if (info.distance < SQUARE(WALL_SIZE * 4) || info.zoneNumber != info.enemyZone) item->goalAnimState = 1; else item->goalAnimState = 6; } else if (flame->mood == ATTACK_MOOD || !info.ahead) { if (info.distance > SQUARE(WALL_SIZE * 2)) item->goalAnimState = 3; } else { item->goalAnimState = 4; } break; case 3: flame->maximumTurn = ANGLE(10); if (info.ahead) { head_y = info.angle; head_x = info.xAngle; } if (flame->mood != ESCAPE_MOOD) { if (Targetable(item, &info)) { item->goalAnimState = 2; } else if (flame->mood == BORED_MOOD || flame->mood == STALK_MOOD) { item->goalAnimState = 2; } } break; case 4: if (info.ahead) { head_y = info.angle; head_x = info.xAngle; } if (Targetable(item, &info)) { item->goalAnimState = 5; } else { if (flame->mood == ATTACK_MOOD) { item->goalAnimState = 1; } else if (!info.ahead) { item->goalAnimState = 1; } } break; case 5: case 6: if (info.ahead) { torso_y = info.angle; torso_x = info.xAngle; //CreatureEffect(item, &workerFlameThrower, Flame); } if (item->goalAnimState != 1 && (flame->mood == ESCAPE_MOOD || info.distance > SQUARE(WALL_SIZE * 10) || !Targetable(item, &info))) { item->goalAnimState = 1; } break; case 8: case 9: flame->flags = 0; if (info.ahead) { torso_y = info.angle; torso_x = info.xAngle; } if (Targetable(item, &info)) { item->goalAnimState = (item->currentAnimState == 8) ? 5 : 11; } else { item->goalAnimState = 1; } 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); }