TombEngine/TR5Main/Objects/TR2/tr2_worker_shotgun.cpp
TokyoSU 7432353bed Restructured the Entity Files
- Moved GetWaterSurface to Control.cpp.
- Added mineL/mineR in LaraExtraInfo.
2019-12-05 17:35:57 +01:00

231 lines
No EOL
4.6 KiB
C++

#include "../newobjects.h"
#include "../../Game/Box.h"
#include "../../Game/people.h"
BITE_INFO workerShotgun = { 0, 281, 40, 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);
ShotLara(item, info, bite, angle_y, damage);
}
void InitialiseWorkerShotgun(short 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 WorkerShotgunControl(short 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);
item->firedWeapon = 2;
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 = 2;
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);
}