#include "../newobjects.h" #include "../../Game/people.h" #include "../../Game/Box.h" BITE_INFO workerMachineGun = { 0, 308, 32, 9 }; void InitialiseWorkerMachineGun(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 WorkerMachineGunControl(short itemNum) { if (!CreatureActive(itemNum)) return; ITEM_INFO* item; CREATURE_INFO* machinegun; AI_INFO info; short angle, head_y, head_x, torso_y, torso_x, tilt; item = &Items[itemNum]; machinegun = (CREATURE_INFO*)item->data; angle = head_y = head_x = torso_y = torso_x = tilt = 0; 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 { CreatureAIInfo(item, &info); GetCreatureMood(item, &info, VIOLENT); CreatureMood(item, &info, VIOLENT); angle = CreatureTurn(item, machinegun->maximumTurn); switch (item->currentAnimState) { case 1: machinegun->flags = 0; machinegun->maximumTurn = 0; if (info.ahead) { head_y = info.angle; head_x = info.xAngle; } if (machinegun->mood == ESCAPE_MOOD) { item->goalAnimState = 3; } else if (Targetable(item, &info)) { if (info.distance < 0x900000 || info.zoneNumber != info.enemyZone) item->goalAnimState = (GetRandomControl() < 0x4000) ? 8 : 10; else item->goalAnimState = 2; } else if (machinegun->mood == ATTACK_MOOD || !info.ahead) { if (info.distance <= 0x400000) item->goalAnimState = 2; else item->goalAnimState = 3; } else { item->goalAnimState = 4; } break; case 2: machinegun->maximumTurn = 546; if (info.ahead) { head_y = info.angle; head_x = info.xAngle; } if (machinegun->mood == ESCAPE_MOOD) { item->goalAnimState = 3; } else if (Targetable(item, &info)) { if (info.distance < 0x900000 || info.zoneNumber != info.enemyZone) item->goalAnimState = 1; else item->goalAnimState = 6; } else if (machinegun->mood == ATTACK_MOOD || !info.ahead) { if (info.distance > 0x400000) item->goalAnimState = 3; } else { item->goalAnimState = 4; } break; case 3: machinegun->maximumTurn = 910; if (info.ahead) { head_y = info.angle; head_x = info.xAngle; } if (machinegun->mood != ESCAPE_MOOD) { if (Targetable(item, &info)) { item->goalAnimState = 2; } else if (machinegun->mood == BORED_MOOD || machinegun->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 (machinegun->mood == ATTACK_MOOD) { item->goalAnimState = 1; } else if (!info.ahead) { item->goalAnimState = 1; } } break; case 8: case 10: machinegun->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; case 9: machinegun->flags = 0; if (info.ahead) { torso_y = info.angle; torso_x = info.xAngle; } if (Targetable(item, &info)) { item->goalAnimState = 6; } else { item->goalAnimState = 2; } break; case 5: case 11: if (info.ahead) { torso_y = info.angle; torso_x = info.xAngle; } if (machinegun->flags) { machinegun->flags--; } else { ShotLara(item, &info, &workerMachineGun, torso_y, 30); item->firedWeapon = 1; machinegun->flags = 5; } if (item->goalAnimState != 1 && (machinegun->mood == ESCAPE_MOOD || info.distance > 0x900000 || !Targetable(item, &info))) { item->goalAnimState = 1; } break; case 6: if (info.ahead) { torso_y = info.angle; torso_x = info.xAngle; } if (machinegun->flags) { machinegun->flags--; } else { ShotLara(item, &info, &workerMachineGun, torso_y, 30); item->firedWeapon = 1; machinegun->flags = 5; } 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); }