#include "framework.h" #include "tr4_sas.h" #include "sphere.h" #include "effect2.h" #include "box.h" #include "items.h" #include "people.h" #include "lara.h" #include "setup.h" #include "level.h" enum SAS_STATES { STATE_SAS_EMPTY, STATE_SAS_STOP, STATE_SAS_WALK, STATE_SAS_RUN, STATE_SAS_WAIT, STATE_SAS_SIGHT_SHOOT, STATE_SAS_WALK_SHOOT, STATE_SAS_DEATH, STATE_SAS_SIGHT_AIM, STATE_SAS_WALK_AIM, STATE_SAS_HOLD_AIM, STATE_SAS_HOLD_SHOOT, STATE_SAS_KNEEL_AIM, STATE_SAS_KNEEL_SHOOT, STATE_SAS_KNEEL_STOP, STATE_SAS_HOLD_PREPARE_GRENADE, STATE_SAS_HOLD_SHOOT_GRENADE, STATE_SAS_BLIND }; enum SAS_ANIM { ANIMATION_SAS_WALK, ANIMATION_SAS_RUN, ANIMATION_SAS_SIGHT_SHOOT, ANIMATION_SAS_STAND_TO_SIGHT_AIM, ANIMATION_SAS_WALK_TO_WALK_AIM, ANIMATION_SAS_RUN_TO_WALK, ANIMATION_SAS_WALK_SHOOT, ANIMATION_SAS_SIGHT_AIM_TO_STAND, ANIMATION_SAS_WALK_AIM_TO_STAND, ANIMATION_SAS_STAND_TO_RUN, ANIMATION_SAS_STAND_TO_WAIT, ANIMATION_SAS_STAND_TO_WALK, ANIMATION_SAS_STAND, ANIMATION_SAS_WAIT_TO_STAND, ANIMATION_SAS_WAIT, ANIMATION_SAS_WAIT_TO_SIGHT_AIM, ANIMATION_SAS_WALK_TO_RUN, ANIMATION_SAS_WALK_TO_STAND, ANIMATION_SAS_WALK_AIM_TO_WALK, ANIMATION_SAS_DEATH, ANIMATION_SAS_STAND_TO_HOLD_AIM, ANIMATION_SAS_HOLD_SHOOT, ANIMATION_SAS_HOLD_AIM_TO_STAND, ANIMATION_SAS_HOLD_PREPARE_GRENADE, ANIMATION_SAS_HOLD_SHOOT_GRENADE, ANIMATION_SAS_STAND_TO_KNEEL_AIM, ANIMATION_SAS_KNEEL_SHOOT, ANIMATION_SAS_KNEEL_AIM_TO_STAND, ANIMATION_SAS_BLIND, ANIMATION_SAS_BLIND_TO_STAND }; BITE_INFO sasGun = { 0, 300, 64, 7 }; void InitialiseSas(short itemNumber) { ITEM_INFO* item = &g_Level.Items[itemNumber]; ClearItem(itemNumber); item->animNumber = Objects[item->objectNumber].animIndex + ANIMATION_SAS_STAND; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = STATE_SAS_STOP; item->currentAnimState = STATE_SAS_STOP; } void SasControl(short itemNumber) { if (!CreatureActive(itemNumber)) return; ITEM_INFO* item = &g_Level.Items[itemNumber]; CREATURE_INFO* creature = (CREATURE_INFO*)item->data; ITEM_INFO* enemyItem = creature->enemy; short tilt = 0; short angle = 0; short joint0 = 0; short joint1 = 0; short joint2 = 0; // Handle SAS firing if (item->firedWeapon) { PHD_VECTOR pos; pos.x = sasGun.x; pos.y = sasGun.y; pos.z = sasGun.z; GetJointAbsPosition(item, &pos, sasGun.meshNum); TriggerDynamicLight(pos.x, pos.y, pos.z, 10, 24, 16, 4); item->firedWeapon--; } if (item->hitPoints > 0) { if (item->aiBits) GetAITarget(creature); else creature->enemy = LaraItem; AI_INFO info; int distance = 0; int ang = 0; int dx = 0; int dz = 0; CreatureAIInfo(item, &info); if (creature->enemy == LaraItem) { ang = info.angle; distance = info.distance; } else { dx = LaraItem->pos.xPos - item->pos.xPos; dz = LaraItem->pos.zPos - item->pos.zPos; ang = phd_atan(dz, dx) - item->pos.yRot; distance = dx * dx + dz * dz; } GetCreatureMood(item, &info, creature->enemy != LaraItem); // Vehicle handling if (Lara.Vehicle != NO_ITEM && info.bite) creature->mood == ESCAPE_MOOD; CreatureMood(item, &info, creature->enemy != LaraItem); angle = CreatureTurn(item, creature->maximumTurn); if (item->hitStatus) AlertAllGuards(itemNumber); int angle1 = 0; int angle2 = 0; switch (item->currentAnimState) { case STATE_SAS_STOP: creature->flags = 0; creature->maximumTurn = 0; joint2 = ang; if (item->animNumber == Objects[item->objectNumber].animIndex + ANIMATION_SAS_WALK_TO_STAND) { if (abs(info.angle) >= ANGLE(10)) { if (info.angle >= 0) item->pos.yRot += ANGLE(10); else item->pos.yRot -= ANGLE(10); } else { item->pos.yRot += info.angle; } } else if (item->aiBits & MODIFY /*|| Lara.bike*/) { if (abs(info.angle) >= ANGLE(2)) { if (info.angle >= 0) item->pos.yRot += ANGLE(2); else item->pos.yRot -= ANGLE(2); } else { item->pos.yRot += info.angle; } } if (item->aiBits & GUARD) { joint2 = AIGuard(creature); if (!GetRandomControl()) { if (item->currentAnimState == STATE_SAS_STOP) { item->goalAnimState = STATE_SAS_WAIT; break; } item->goalAnimState = STATE_SAS_STOP; } } else if (!(item->aiBits & PATROL1) || (item->aiBits & 0x1F) == MODIFY /* || Lara_Bike*/) { if (Targetable(item, &info)) { if (info.distance < 9437184 || info.zoneNumber != info.enemyZone) { if (GetRandomControl() & 1) { item->goalAnimState = STATE_SAS_SIGHT_AIM; } else if (GetRandomControl() & 1) { item->goalAnimState = STATE_SAS_HOLD_AIM; } else { item->goalAnimState = STATE_SAS_KNEEL_AIM; } } else if (!(item->aiBits & MODIFY)) { item->goalAnimState = STATE_SAS_WALK; } } else { if (item->aiBits & MODIFY) { item->goalAnimState = STATE_SAS_STOP; } else { if (creature->mood == ESCAPE_MOOD) { item->goalAnimState = STATE_SAS_RUN; } else { if ((creature->alerted || creature->mood != BORED_MOOD) && (!item->hitStatus || !creature->reachedGoal && distance <= 0x400000)) { if (creature->mood == BORED_MOOD || info.distance <= 0x400000) { item->goalAnimState = STATE_SAS_WALK; break; } item->goalAnimState = STATE_SAS_RUN; } else { item->goalAnimState = STATE_SAS_STOP; } } } } } else { item->goalAnimState = STATE_SAS_WALK; joint2 = 0; } break; case STATE_SAS_WAIT: joint2 = ang; creature->flags = 0; creature->maximumTurn = 0; if (item->aiBits & GUARD) { joint2 = AIGuard(creature); if (!GetRandomControl()) { item->goalAnimState = STATE_SAS_STOP; } } else if (Targetable(item, &info) || creature->mood != BORED_MOOD || !info.ahead || item->hitStatus /*|| Lara_Bike*/) { item->goalAnimState = STATE_SAS_STOP; } break; case STATE_SAS_WALK: creature->flags = 0; creature->maximumTurn = ANGLE(5); joint2 = ang; if (item->aiBits & PATROL1) { item->goalAnimState = STATE_SAS_WALK; } else if (/*!Lara_Bike ||*/ !(item->aiBits & GUARD) && item->aiBits) { if (creature->mood == ESCAPE_MOOD) { item->goalAnimState = STATE_SAS_RUN; } else { if (item->aiBits & GUARD || item->aiBits & FOLLOW && (creature->reachedGoal || distance > 0x400000)) { item->goalAnimState = STATE_SAS_STOP; break; } if (Targetable(item, &info)) { if (info.distance < 9437184 || info.enemyZone != info.zoneNumber) { item->goalAnimState = STATE_SAS_STOP; break; } item->goalAnimState = STATE_SAS_WALK_AIM; } else if (creature->mood) { if (info.distance > 0x400000) { item->goalAnimState = STATE_SAS_RUN; } } else if (info.ahead) { item->goalAnimState = STATE_SAS_STOP; break; } } } else { item->goalAnimState = STATE_SAS_STOP; } break; case STATE_SAS_RUN: if (info.ahead) joint2 = info.angle; creature->maximumTurn = ANGLE(10); tilt = angle / 2; /*if (Lara_Bike) { v22 = (item->MainFlags >> 9) & 0x1F; if (v22 == 8 || !v22) { goto LABEL_99; } }*/ if (item->aiBits & GUARD || item->aiBits & FOLLOW && (creature->reachedGoal || distance > 0x400000)) { item->goalAnimState = STATE_SAS_WALK; break; } if (creature->mood != ESCAPE_MOOD) { if (Targetable(item, &info)) { item->goalAnimState = STATE_SAS_WALK; } else { if (creature->mood != BORED_MOOD || creature->mood == STALK_MOOD && item->aiBits & FOLLOW && info.distance < 0x400000) { item->goalAnimState = STATE_SAS_WALK; } } } break; case STATE_SAS_SIGHT_AIM: case STATE_SAS_HOLD_AIM: case STATE_SAS_KNEEL_AIM: creature->flags = 0; if (info.ahead) { joint1 = info.xAngle; joint0 = info.angle; if (Targetable(item, &info)) { if (item->currentAnimState == STATE_SAS_SIGHT_AIM) { item->goalAnimState = STATE_SAS_SIGHT_SHOOT; } else if (item->currentAnimState == STATE_SAS_KNEEL_AIM) { item->goalAnimState = STATE_SAS_KNEEL_SHOOT; } else { if (!(GetRandomControl() & 1)) { item->goalAnimState = STATE_SAS_HOLD_PREPARE_GRENADE; break; } item->goalAnimState = STATE_SAS_HOLD_SHOOT; } } else { item->goalAnimState = STATE_SAS_STOP; } } break; case STATE_SAS_WALK_AIM: creature->flags = 0; if (info.ahead) { joint1 = info.xAngle; joint0 = info.angle; if (Targetable(item, &info)) { item->goalAnimState = STATE_SAS_WALK_SHOOT; } else { item->goalAnimState = STATE_SAS_WALK; } } break; case STATE_SAS_HOLD_PREPARE_GRENADE: if (info.ahead) { joint1 = info.xAngle; joint0 = info.angle; } break; case STATE_SAS_HOLD_SHOOT_GRENADE: if (info.ahead) { angle1 = info.angle; angle2 = info.xAngle; joint1 = info.xAngle; joint0 = info.angle; if (info.distance > 9437184) { joint1 = sqrt(info.distance) + info.xAngle - 1024; } } if (item->frameNumber == g_Level.Anims[item->animNumber].frameBase + 20) { if (!creature->enemy->speed) { angle2 += (GetRandomControl() & 0x1FF) - 256; joint1 = angle2; angle1 += (GetRandomControl() & 0x1FF) - 256; joint0 = angle1; } //ShotGreanade((int)item, v28, v27); if (Targetable(item, &info)) item->goalAnimState = STATE_SAS_HOLD_PREPARE_GRENADE; } break; case STATE_SAS_HOLD_SHOOT: case STATE_SAS_KNEEL_SHOOT: case STATE_SAS_SIGHT_SHOOT: case STATE_SAS_WALK_SHOOT: if (item->currentAnimState == STATE_SAS_HOLD_SHOOT || item->currentAnimState == STATE_SAS_KNEEL_SHOOT) { if (item->goalAnimState != STATE_SAS_STOP && item->goalAnimState != STATE_SAS_KNEEL_STOP && (creature->mood == ESCAPE_MOOD || !Targetable(item, &info))) { if(item->currentAnimState == STATE_SAS_HOLD_SHOOT) item->goalAnimState = STATE_SAS_STOP; else item->goalAnimState = STATE_SAS_KNEEL_STOP; } } if (info.ahead) { joint0 = info.angle; joint1 = info.xAngle; } if (creature->flags) creature->flags -= 1; else { ShotLara(item, &info, &sasGun, joint0, 15); creature->flags = 5; item->firedWeapon = 3; } break; case STATE_SAS_BLIND: if (!WeaponEnemyTimer && !(GetRandomControl() & 0x7F)) item->goalAnimState = STATE_SAS_WAIT; break; default: break; } if (WeaponEnemyTimer > 100 && item->currentAnimState != STATE_SAS_BLIND) { creature->maximumTurn = 0; item->animNumber = Objects[item->objectNumber].animIndex + ANIMATION_SAS_BLIND; item->frameNumber = g_Level.Anims[item->animNumber].frameBase + (GetRandomControl() & 7); item->currentAnimState = STATE_SAS_BLIND; } } else if (item->currentAnimState != STATE_SAS_DEATH) { item->animNumber = Objects[item->objectNumber].animIndex + ANIMATION_SAS_DEATH; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->currentAnimState = STATE_SAS_DEATH; } CreatureTilt(item, tilt); CreatureJoint(item, 0, joint0); CreatureJoint(item, 1, joint1); CreatureJoint(item, 2, joint2); CreatureAnimation(itemNumber, angle, 0); }