#include "newobjects.h" #include "../Global/global.h" #include "../Game/box.h" #include "../Game/people.h" static BITE_INFO workerShotgun = { 0, 281, 40, 9 }; static BITE_INFO workerMachineGun = { 0, 308, 32, 9 }; static void ShotLara_WithShotgun(ITEM_INFO* item, AI_INFO* info, BITE_INFO* bite, short angle_y, int damage) { ShotLara(item, info, bite, angle_y, damage); ShotLara(item, info, bite, angle_y, damage); ShotLara(item, info, bite, angle_y, damage); ShotLara(item, info, bite, angle_y, damage); ShotLara(item, info, bite, angle_y, damage); } void __cdecl InitialiseWorkerShotgun(__int16 itemNum) { ANIM_STRUCT* anim; ITEM_INFO* item; item = &Items[itemNum]; item->animNumber = Objects[item->objectNumber].animIndex + 5; InitialiseCreature(itemNum); anim = &Anims[item->animNumber]; item->frameNumber = anim->frameBase; item->currentAnimState = anim->currentAnimState; } void __cdecl WorkerShotgunControl(__int16 itemNum) { if (!CreatureActive(itemNum)) return; ITEM_INFO* item; CREATURE_INFO* shotgun; AI_INFO info; short angle, head_y, head_x, torso_y, torso_x, tilt; item = &Items[itemNum]; shotgun = (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 + 18; item->frameNumber = Anims[item->animNumber].frameBase; item->currentAnimState = 7; } } else { CreatureAIInfo(item, &info); GetCreatureMood(item, &info, VIOLENT); CreatureMood(item, &info, VIOLENT); angle = CreatureTurn(item, shotgun->maximumTurn); switch (item->currentAnimState) { case 2: shotgun->flags = 0; shotgun->maximumTurn = 0; if (info.ahead) { head_y = info.angle; head_x = info.xAngle; } if (shotgun->mood == ESCAPE_MOOD) { item->goalAnimState = 5; } else if (Targetable(item, &info)) { if (info.distance <= 0x900000 || info.zoneNumber != info.enemyZone) { item->goalAnimState = (GetRandomControl() >= 0x4000) ? 9 : 8; } else { item->goalAnimState = 1; } } else if (shotgun->mood == ATTACK_MOOD || !info.ahead) { item->goalAnimState = (info.distance <= 0x400000) ? 1 : 5; } else { item->goalAnimState = 3; } break; case 3: if (info.ahead) { head_y = info.angle; head_x = info.xAngle; } if (Targetable(item, &info)) { item->goalAnimState = 4; } else if (shotgun->mood == ATTACK_MOOD || !info.ahead) { item->goalAnimState = 2; } break; case 1: shotgun->maximumTurn = 546; if (info.ahead) { head_y = info.angle; head_x = info.xAngle; } if (shotgun->mood == ESCAPE_MOOD) { item->goalAnimState = 5; } else if (Targetable(item, &info)) { if (info.distance < 0x900000 || info.zoneNumber != info.enemyZone) item->goalAnimState = 2; else item->goalAnimState = 6; } else if (shotgun->mood == ATTACK_MOOD || !info.ahead) { if (info.distance > 0x400000) item->goalAnimState = 5; } else { item->goalAnimState = 2; } break; case 5: shotgun->maximumTurn = 910; tilt = (angle / 2); if (info.ahead) { head_y = info.angle; head_x = info.xAngle; } if (shotgun->mood != ESCAPE_MOOD) { if (Targetable(item, &info)) { item->goalAnimState = 1; } else if (shotgun->mood == BORED_MOOD || shotgun->mood == STALK_MOOD) { item->goalAnimState = 1; } } break; case 8: case 9: shotgun->flags = 0; if (info.ahead) { torso_y = info.angle; torso_x = info.xAngle; } if (Targetable(item, &info)) { item->goalAnimState = (item->currentAnimState == 8) ? 4 : 10; } break; case 4: case 10: if (info.ahead) { torso_y = info.angle; torso_x = info.xAngle; } if (!shotgun->flags) { ShotLara_WithShotgun(item, &info, &workerShotgun, torso_y, 25); // TODO: later add item->firedWeapon = 1; for workerShotgun (in state id 6 too) shotgun->flags = 1; } if (item->currentAnimState == 4 && item->goalAnimState != 2 && (shotgun->mood == ESCAPE_MOOD || info.distance > 0x900000 || !Targetable(item, &info))) { item->goalAnimState = 2; } break; case 6: if (info.ahead) { torso_y = info.angle; torso_x = info.xAngle; } if (!shotgun->flags) { ShotLara_WithShotgun(item, &info, &workerShotgun, torso_y, 25); //item->firedWeapon = 1; shotgun->flags = 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); } void __cdecl InitialiseWorkerMachineGun(__int16 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 __cdecl WorkerMachineGunControl(__int16 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); // TODO: item->firedWeapon = 1; for MachineGun (state id 6 too) 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); }