TombEngine/TR5Main/Objects/TR2/tr2_worker_flamethrower.cpp

258 lines
No EOL
5.4 KiB
C++

#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);
}