#include "newobjects.h" #include "..\Global\global.h" #include "..\Game\Box.h" #include "..\Game\items.h" #include "..\Game\lot.h" #include "..\Game\control.h" #include "..\Game\effects.h" #include "..\Game\draw.h" #include "..\Game\sphere.h" #include "..\Game\effect2.h" #include "..\Game\people.h" #include "..\Game\Lara.h" BITE_INFO TroopsBite1 = { 0, 300, 64, 7 }; void InitialiseTroops(short itemNum) { ITEM_INFO* item = &Items[itemNum]; ClearItem(itemNum); if (item->triggerFlags == 1) { item->goalAnimState = item->currentAnimState = 16; item->animNumber = Objects[item->objectNumber].animIndex + 27; } else { item->goalAnimState = item->currentAnimState = 1; item->animNumber = Objects[item->objectNumber].animIndex + 12; } item->frameNumber = Anims[item->animNumber].frameBase; } void TroopsControl(short itemNum) { ITEM_INFO* item = &Items[itemNum]; if (!CreatureActive(itemNum)) return; CREATURE_INFO* creature = (CREATURE_INFO*)item->data; OBJECT_INFO* obj = &Objects[item->objectNumber]; short angle = 0; short tilt = 0; short joint0 = 0; short joint1 = 0; short joint2 = 0; short rot = 0; int dx = 0; int dy = 0; int dz = 0; int distance = 0; if (item->firedWeapon) { PHD_VECTOR pos; pos.x = TroopsBite1.x; pos.y = TroopsBite1.y; pos.z = TroopsBite1.z; GetJointAbsPosition(item, &pos, TroopsBite1.meshNum); TriggerDynamicLight(pos.x, pos.y, pos.z, 2 * item->firedWeapon + 8, 24, 16, 4); item->firedWeapon--; } if (item->hitPoints <= 0) { if (item->currentAnimState != 7 && item->currentAnimState != 15) { if (creature->enemy && creature->enemy->objectNumber == ID_SCORPION && (item->itemFlags[0] < 80)) { if (creature->enemy->animNumber == Objects[ID_SCORPION].animIndex + 6) { item->animNumber = Objects[item->objectNumber].animIndex + 23; if (item->currentAnimState == 16) { item->frameNumber = Anims[item->animNumber].frameBase += 37; } else { item->frameNumber = Anims[item->animNumber].frameBase; } item->goalAnimState = 15; item->currentAnimState = 15; angle = 0; item->pos.xPos = creature->enemy->pos.xPos; item->pos.yPos = creature->enemy->pos.yPos; item->pos.zPos = creature->enemy->pos.zPos; item->pos.xRot = creature->enemy->pos.xRot; item->pos.zRot = creature->enemy->pos.zRot; creature->enemy->triggerFlags = 99; } else { angle = 0; item->itemFlags[0]++; } } else { item->animNumber = Objects[item->objectNumber].animIndex + 19; item->currentAnimState = 7; item->frameNumber = Anims[item->frameNumber].frameBase; } } } else { if (item->aiBits) GetAITarget(creature); else { // Search for active troops creature->enemy = NULL; CREATURE_INFO* baddy = &BaddieSlots[0]; int minDistance = 0x7FFFFFFF; for (int i = 0; i < NUM_SLOTS; i++) { baddy = &BaddieSlots[i]; if (baddy->itemNum != NO_ITEM && baddy->itemNum != itemNum) { ITEM_INFO* currentItem = &Items[baddy->itemNum]; if (currentItem->objectNumber != ID_TROOPS && (currentItem != LaraItem || creature->hurtByLara)) { dx = currentItem->pos.xPos - item->pos.xPos; dy = currentItem->pos.yPos - item->pos.yPos; dz = currentItem->pos.zPos - item->pos.zPos; distance = dx * dx + dy * dy + dz * dz; if (distance < minDistance) { minDistance = distance; creature->enemy = currentItem; } } } } } if (creature->hurtByLara && item->currentAnimState != 16) creature->enemy = LaraItem; AI_INFO info; CreatureAIInfo(item, &info); int distance = 0; if (creature->enemy == LaraItem) { distance = info.distance; rot = info.angle; } else { dx = LaraItem->pos.xPos - item->pos.xPos; dz = LaraItem->pos.zPos - item->pos.zPos; distance = dx * dx + dz * dz; rot = ATAN(dz, dx) - item->pos.yRot; } GetCreatureMood(item, &info, TIMID); // Vehicle handling if (g_LaraExtra.Vehicle != NO_ITEM && info.bite) creature->mood == ESCAPE_MOOD; CreatureMood(item, &info, TIMID); angle = CreatureTurn(item, creature->maximumTurn); if (item->hitStatus) AlertAllGuards(itemNum); switch (item->currentAnimState) { case 1: creature->flags = 0; creature->maximumTurn = 0; joint2 = rot; if (item->animNumber == obj->animIndex + 17) { if (abs(info.angle) >= ANGLE(10)) { if ((info.angle & 0x8000u) == 0) { item->pos.yRot += ANGLE(10); } else { item->pos.yRot -= ANGLE(10); } } else { item->pos.yRot += info.angle; } } if (item->aiBits & GUARD) { joint2 = AIGuard(creature); if (!(byte)GetRandomControl()) { if (item->currentAnimState == 1) { item->goalAnimState = 4; break; } item->goalAnimState = 1; } } else if (item->aiBits & PATROL1) { item->goalAnimState = 2; joint2 = 0; } else if (creature->mood == ESCAPE_MOOD) { item->goalAnimState = 3; } else if (Targetable(item, &info)) { if (info.distance < SQUARE(3072) || info.zoneNumber != info.enemyZone) { if (GetRandomControl() >= 0x4000) { item->goalAnimState = 10; } else { item->goalAnimState = 8; } } else { item->goalAnimState = 2; } } else { if ((creature->alerted || creature->mood) && (!(item->aiBits & FOLLOW) || !(item->aiBits & MODIFY) && distance <= SQUARE(2048))) { if (!creature->mood || info.distance <= SQUARE(2048)) { item->goalAnimState = 2; break; } item->goalAnimState = 3; } else { item->goalAnimState = 1; } } break; case 2: creature->flags = 0; joint2 = rot; creature->maximumTurn = ANGLE(5); if (item->aiBits & PATROL1) { item->goalAnimState = 2; } else if (creature->mood == 2) { item->goalAnimState = 3; } else { if ((item->aiBits & GUARD) || (item->aiBits & GUARD) && (creature->reachedGoal || distance > SQUARE(2048))) { item->goalAnimState = 1; break; } if (Targetable(item, &info)) { if (info.distance < SQUARE(3072) || info.enemyZone != info.zoneNumber) { item->goalAnimState = 1; break; } item->goalAnimState = 9; } else if (creature->mood) { if (info.distance > SQUARE(2048)) { item->goalAnimState = 3; } } else if (info.ahead) { item->goalAnimState = 1; break; } } break; case 3: if (info.ahead) { joint2 = info.angle; } creature->maximumTurn = ANGLE(10); tilt = angle / 2; if ((item->aiBits & GUARD) || (item->aiBits & FOLLOW) && (creature->reachedGoal || distance > SQUARE(2048))) { item->goalAnimState = 2; break; } if (creature->mood != ESCAPE_MOOD) { if (Targetable(item, &info)) { item->goalAnimState = 2; break; } if (!creature->mood || creature->mood == STALK_MOOD && !(item->aiBits & FOLLOW) && info.distance < SQUARE(2048)) { item->goalAnimState = 2; } } break; case 4: creature->flags = 0; creature->maximumTurn = 0; joint2 = rot; if (item->aiBits & GUARD) { joint2 = AIGuard(creature); if (!(byte)GetRandomControl()) { item->goalAnimState = 1; } } else if (Targetable(item, &info)) { item->goalAnimState = 5; } else if (creature->mood || !info.ahead) { item->goalAnimState = 1; } break; case 5: case 6: if (info.ahead) { joint0 = info.angle; joint1 = info.xAngle; } if (creature->flags) { creature->flags--; } else { ShotLara(item, &info, &TroopsBite1, joint0, 23); creature->flags = 5; } break; case 8: case 10: creature->flags = 0; if (info.ahead) { joint1 = info.xAngle; joint0 = info.angle; if (Targetable(item, &info)) { item->goalAnimState = item->currentAnimState != 8 ? 11 : 5; } else { item->goalAnimState = 1; } } break; case 9: creature->flags = 0; if (info.ahead) { joint1 = info.xAngle; joint0 = info.angle; if (Targetable(item, &info)) { item->goalAnimState = 6; } else { item->goalAnimState = 2; } } break; case 11: if (item->goalAnimState != 1 && (creature->mood == ESCAPE_MOOD || info.distance > SQUARE(3072) || !Targetable(item, &info))) { item->goalAnimState = 1; } if (info.ahead) { joint0 = info.angle; joint1 = info.xAngle; } if (creature->flags) { creature->flags--; } else { ShotLara(item, &info, &TroopsBite1, joint0, 23); creature->flags = 5; } break; case 16: creature->maximumTurn = 0; break; case 17u: if (!WeaponEnemyTimer && !(GetRandomControl() & 0x7F)) { item->goalAnimState = 4; } break; default: break; } } CreatureTilt(item, tilt); CreatureJoint(item, 0, joint0); CreatureJoint(item, 1, joint1); CreatureJoint(item, 2, joint2); CreatureAnimation(itemNum, angle, 0); }