TombEngine/TR5Main/Objects/flamethrower.cpp

531 lines
No EOL
14 KiB
C++

#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 flamerBite = { 0, 340, 64, 7 };
void __cdecl FlamerControl(__int16 itemNumber)
{
if (!CreatureActive(itemNumber))
return;
ITEM_INFO* item = &Items[itemNumber];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
__int16 angle = 0;
__int16 tilt = 0;
__int16 torsoX = 0;
__int16 torsoY = 0;
__int16 head = 0;
PHD_VECTOR pos;
pos.x = flamerBite.x;
pos.y = flamerBite.y;
pos.z = flamerBite.z;
GetJointAbsPosition(item, &pos, flamerBite.meshNum);
__int32 random = GetRandomControl();
if (item->currentAnimState != 6 && item->currentAnimState != 11)
{
TriggerDynamics(pos.x, pos.y, pos.z, (random & 3) + 6, 24 - ((random >> 4) & 3), 16 - ((random >> 6) & 3), random & 3); // Pilot light.
TriggerPilotFlame(itemNumber);
}
else
TriggerDynamics(pos.x, pos.y, pos.z, (random & 3) + 10, 31 - ((random >> 4) & 3), 24 - ((random >> 6) & 3), random & 7); // Full monty.
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->aiBits)
GetAITarget(creature);
else if (creature->hurtByLara)
creature->enemy = LaraItem;
else
{
// Find another enemy different from Lara
creature->enemy = NULL;
__int32 minDistance = 0x7fffffff;
CREATURE_INFO* currentCreature = BaddieSlots;
ITEM_INFO* target = NULL;
for (__int32 i = 0; i < NUM_SLOTS; i++, currentCreature++)
{
if (currentCreature->itemNum == NO_ITEM || currentCreature->itemNum == itemNumber)
continue;
target = &Items[currentCreature->itemNum];
if (target->objectNumber == ID_LARA /*|| target->objectNumber == WHITE_SOLDIER || target->objectNumber == FLAMETHROWER_BLOKE*/ || target->hitPoints <= 0)
continue;
/* Is this target closest? */
__int32 x = target->pos.xPos - item->pos.xPos;
__int32 z = target->pos.zPos - item->pos.zPos;
__int32 distance = SQUARE(x) + SQUARE(z);
if (distance < minDistance)
{
creature->enemy = target;
minDistance = distance;
}
}
}
AI_INFO info;
AI_INFO laraInfo;
CreatureAIInfo(item, &info);
if (creature->enemy == LaraItem)
{
laraInfo.angle = info.angle;
laraInfo.distance = info.distance;
if (!creature->hurtByLara /*&& CurrentLevel != LV_CHAMBER*/)
creature->enemy = NULL;
}
else
{
__int32 dx = LaraItem->pos.xPos - item->pos.xPos;
__int32 dz = LaraItem->pos.zPos - item->pos.zPos;
laraInfo.angle = ATAN(dz, dz) - item->pos.yRot; //only need to fill out the bits of laraInfo that will be needed by TargetVisible
laraInfo.distance = SQUARE(dx) + SQUARE(dz);
info.xAngle -= 0x800;
}
// if (creature->enemy != LaraItem) //Should eventually change this to be any person
// meta_mood = VIOLENT; //Shooters run up to their target if it's not a person
// else
//meta_mood = TIMID; //Else they stay their distance
GetCreatureMood(item, &info, TIMID);
CreatureMood(item, &info, TIMID);
angle = CreatureTurn(item, creature->maximumTurn);
ITEM_INFO* realEnemy = creature->enemy; //TargetVisible uses enemy, so need to fill this in as lara if we're doing other things
if (item->hitStatus || laraInfo.distance < SQUARE(1024) || TargetVisible(item, &laraInfo)) //Only change flamer's AI bits if hurt (by Lara or Sealmute)
{
if (!creature->alerted)
SoundEffect(300, &item->pos, 0);
AlertAllGuards(itemNumber);
}
switch (item->currentAnimState)
{
case 1:
head = laraInfo.angle;
creature->flags = 0;
creature->maximumTurn = 0;
if (item->aiBits & GUARD)
{
head = AIGuard(creature);
if (!(GetRandomControl() & 0xFF))
item->goalAnimState = 4;
break;
}
else if (item->aiBits & PATROL1)
item->goalAnimState = 2;
else if (creature->mood == ESCAPE_MOOD)
item->goalAnimState = 2;
else if (Targetable(item, &info) && (realEnemy != LaraItem || creature->hurtByLara))
{
if (info.distance < SQUARE(4096))
item->goalAnimState = 10;
else
item->goalAnimState = 2;
}
else if (creature->mood == BORED_MOOD && info.ahead && !(GetRandomControl() & 0xFF))
item->goalAnimState = 4;
else if (creature->mood == ATTACK_MOOD || !(GetRandomControl() & 0xFF))
item->goalAnimState = 2;
break;
case 4:
head = laraInfo.angle;
if (item->aiBits & GUARD)
{
head = AIGuard(creature);
if (!(GetRandomControl() & 0xFF))
item->goalAnimState = 1;
break;
}
else if ((Targetable(item, &info) &&
info.distance < SQUARE(4096) &&
(realEnemy != LaraItem || creature->hurtByLara) ||
creature->mood != BORED_MOOD ||
!(GetRandomControl() & 0xFF)))
item->goalAnimState = 1;
break;
case 2:
head = laraInfo.angle;
creature->flags = 0;
creature->maximumTurn = ANGLE(5);
if (item->aiBits & GUARD) //Complete frig so I don't have to write InitialiseFlamer - only ever happens immediately on being triggered
{
item->animNumber = Objects[item->objectNumber].animIndex + 12;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 1;
item->goalAnimState = 1;
}
else if (item->aiBits & PATROL1)
item->goalAnimState = 2;
else if (creature->mood == ESCAPE_MOOD)
item->goalAnimState = 2;
else if (Targetable(item, &info) &&
(realEnemy != LaraItem || creature->hurtByLara))
{
if (info.distance < SQUARE(4096))
item->goalAnimState = 1;
else
item->goalAnimState = 9;
}
else if (creature->mood == BORED_MOOD && info.ahead)
item->goalAnimState = 1;
else
item->goalAnimState = 2;
break;
case 10:
creature->flags = 0;
if (info.ahead)
{
torsoY = info.angle;
torsoX = info.xAngle;
if (Targetable(item, &info) &&
info.distance < SQUARE(4096) &&
(realEnemy != LaraItem || creature->hurtByLara))
item->goalAnimState = 11;
else
item->goalAnimState = 1;
}
break;
case 9:
creature->flags = 0;
if (info.ahead)
{
torsoY = info.angle;
torsoX = info.xAngle;
if (Targetable(item, &info) &&
info.distance < SQUARE(4096) &&
(realEnemy != LaraItem || creature->hurtByLara))
item->goalAnimState = 6;
else
item->goalAnimState = 2;
}
break;
case 11:
if (creature->flags < 40)
creature->flags += (creature->flags >> 2) + 1; // Length of flame.
if (info.ahead)
{
torsoY = info.angle;
torsoX = info.xAngle;
if (Targetable(item, &info) &&
info.distance < SQUARE(4096) &&
(realEnemy != LaraItem || creature->hurtByLara))
item->goalAnimState = 11;
else
item->goalAnimState = 1;
}
else
item->goalAnimState = 1;
if (creature->flags < 40)
TriggerFlameThrower(item, &flamerBite, creature->flags);
else
{
TriggerFlameThrower(item, &flamerBite, (GetRandomControl() & 31) + 12);
if (realEnemy)
{
/*if (realEnemy->objectNumber == BURNT_MUTANT)
realEnemy->item_flags[0]++;*/
}
}
SoundEffect(204, &item->pos, 0);
break;
case 6:
if (creature->flags < 40)
creature->flags += (creature->flags >> 2) + 1; // Length of flame.
if (info.ahead)
{
torsoY = info.angle;
torsoX = info.xAngle;
if (Targetable(item, &info) &&
info.distance < SQUARE(4096) &&
(realEnemy != LaraItem || creature->hurtByLara))
item->goalAnimState = 6;
else
item->goalAnimState = 2;
}
else
item->goalAnimState = 2;
if (creature->flags < 40)
TriggerFlameThrower(item, &flamerBite, creature->flags);
else
{
TriggerFlameThrower(item, &flamerBite, (GetRandomControl() & 31) + 12);
if (realEnemy)
{
/*if (realEnemy->objectNumber == BURNT_MUTANT)
realEnemy->item_flags[0]++;*/
}
}
SoundEffect(204, &item->pos, 0);
break;
}
}
CreatureTilt(item, tilt);
CreatureJoint(item, 0, torsoY);
CreatureJoint(item, 1, torsoX);
CreatureJoint(item, 2, head);
CreatureAnimation(itemNumber, angle, 0);
}
__int16 __cdecl TriggerFlameThrower(ITEM_INFO* item, BITE_INFO* bite, __int16 speed)
{
__int32 xv, yv, zv, vel, speed, lp;
PHD_VECTOR pos1;
PHD_VECTOR pos2;
__int16 angles[2];
__int32 speed;
__int32 velocity;
__int32 xv;
__int32 yv;
__int32 zv;
__int16 effectNumber = CreateNewEffect(item->roomNumber);
if (effectNumber != NO_ITEM)
{
FX_INFO* fx = &Effects[effectNumber];
pos1.x = bite->x;
pos1.y = bite->y;
pos1.z = bite->z;
GetJointAbsPosition(item, &pos1, bite->meshNum);
pos2.x = bite->x;
pos2.y = bite->y / 2;
pos2.z = bite->z;
GetJointAbsPosition(item, &pos2, bite->meshNum);
phd_GetVectorAngles(pos2.x - pos1.x, pos2.y - pos1.y, pos2.z - pos1.z, angles);
fx->pos.xPos = pos1.x;
fx->pos.yPos = pos1.y;
fx->pos.zPos = pos1.z;
fx->roomNumber = item->roomNumber;
fx->pos.xRot = angles[1];
fx->pos.zRot = 0;
fx->pos.yRot = angles[0];
fx->speed = speed << 2;
//fx->objectNumber = DRAGON_FIRE;
fx->counter = 20;
fx->flag1 = 0; // Set to orange flame.
TriggerFlamethrowerFlame(0, 0, 0, 0, 0, 0, effectNumber);
for (__int32 i = 0; i < 2; i++)
{
speed = (GetRandomControl() % (speed << 2)) + 32;
velocity = (speed * COS(fx->pos.xRot)) >> W2V_SHIFT;
xv = (velocity * SIN(fx->pos.yRot)) >> W2V_SHIFT;
yv = -((speed * SIN(fx->pos.xRot)) >> W2V_SHIFT);
zv = (velocity * COS(fx->pos.yRot)) >> W2V_SHIFT;
TriggerFlamethrowerFlame(fx->pos.xPos, fx->pos.yPos, fx->pos.zPos, xv << 5, yv << 5, zv << 5, -1);
}
velocity = ((speed << 1) * COS(fx->pos.xRot)) >> W2V_SHIFT;
zv = (velocity * COS(fx->pos.yRot)) >> W2V_SHIFT;
xv = (velocity * SIN(fx->pos.yRot)) >> W2V_SHIFT;
yv = -(((speed << 1) * SIN(fx->pos.xRot)) >> W2V_SHIFT);
TriggerFlamethrowerFlame(fx->pos.xPos, fx->pos.yPos, fx->pos.zPos, xv << 5, yv << 5, zv << 5, -2);
}
return effectNumber;
}
void __cdecl TriggerFlamethrowerFlame(__int32 x, __int32 y, __int32 z, __int32 xv, __int32 yv, __int32 zv, __int32 fxnum)
{
SPARKS* spark = &Sparks[GetFreeSpark()];
spark->on = true;
spark->sR = 48 + (GetRandomControl() & 31);
spark->sG = spark->sR;
spark->sB = 192 + (GetRandomControl() & 63);
spark->dR = 192 + (GetRandomControl() & 63);
spark->dG = 128 + (GetRandomControl() & 63);
spark->dB = 32;
if (xv || yv || zv)
{
spark->colFadeSpeed = 6;
spark->fadeToBlack = 2;
spark->sLife = spark->life = (GetRandomControl() & 1) + 12;
}
else
{
spark->colFadeSpeed = 8;
spark->fadeToBlack = 16;
spark->sLife = spark->life = (GetRandomControl() & 3) + 20;
}
spark->transType = 2;
spark->extras = 0;
spark->dynamic = -1;
spark->x = x + ((GetRandomControl() & 31) - 16);
spark->y = y;
spark->z = z + ((GetRandomControl() & 31) - 16);
spark->xVel = ((GetRandomControl() & 15) - 16) + xv;
spark->yVel = yv;
spark->zVel = ((GetRandomControl() & 15) - 16) + zv;
spark->friction = 0;
if (GetRandomControl() & 1)
{
if (fxnum >= 0)
spark->flags = SP_SCALE | SP_DEF | SP_ROTATE | SP_EXPDEF | SP_FX;
else
spark->flags = SP_SCALE | SP_DEF | SP_ROTATE | SP_EXPDEF;
spark->rotAng = GetRandomControl() & 4095;
if (GetRandomControl() & 1)
spark->rotAdd = -(GetRandomControl() & 15) - 16;
else
spark->rotAdd = (GetRandomControl() & 15) + 16;
}
else
{
if (fxnum >= 0)
spark->flags = SP_SCALE | SP_DEF | SP_EXPDEF | SP_FX;
else
spark->flags = SP_SCALE | SP_DEF | SP_EXPDEF;
}
spark->fxObj = fxnum;
spark->gravity = 0;
spark->maxYvel = 0;
//spark->def = Objects[EXPLOSION1].mesh_index;
__int32 size = (GetRandomControl() & 31) + 64;
if (xv || yv || zv)
{
spark->size = size >> 5;
if (fxnum == -2)
spark->scalar = 2;
else
spark->scalar = 3;
}
else
{
spark->size = size >> 4;
spark->scalar = 4;
}
spark->dSize = size >> 1;
}
void TriggerPilotFlame(__int32 itemnum)
{
__int32 dx = LaraItem->pos.xPos - Items[itemnum].pos.xPos;
__int32 dz = LaraItem->pos.zPos - Items[itemnum].pos.zPos;
if (dx < -16384 || dx > 16384 || dz < -16384 || dz > 16384)
return;
SPARKS* spark = &spark[GetFreeSpark()];
spark->on = 1;
spark->sR = 48 + (GetRandomControl() & 31);
spark->sG = spark->sR;
spark->sB = 192 + (GetRandomControl() & 63);
spark->dR = 192 + (GetRandomControl() & 63);
spark->dG = 128 + (GetRandomControl() & 63);
spark->dB = 32;
spark->colFadeSpeed = 12 + (GetRandomControl() & 3);
spark->fadeToBlack = 4;
spark->sLife = spark->life = (GetRandomControl() & 3) + 20;
spark->transType = 2;
spark->extras = 0;
spark->dynamic = -1;
spark->x = (GetRandomControl() & 31) - 16;
spark->y = (GetRandomControl() & 31) - 16;
spark->z = (GetRandomControl() & 31) - 16;
spark->xVel = (GetRandomControl() & 31) - 16;
spark->yVel = -(GetRandomControl() & 3);
spark->zVel = (GetRandomControl() & 31) - 16;
spark->flags = SP_SCALE | SP_DEF | SP_EXPDEF | SP_ITEM | SP_NODEATTATCH;
spark->fxObj = itemnum;
spark->nodeNumber = 0;
spark->friction = 4;
spark->gravity = -(GetRandomControl() & 3) - 2;
spark->maxYvel = -(GetRandomControl() & 3) - 4;
//spark->def = objects[EXPLOSION1].mesh_index;
spark->scalar = 0;
__int32 size = (GetRandomControl() & 7) + 32;
spark->size = size >> 1;
spark->dSize = size;
}