TombEngine/TR5Main/Game/Lara/lara_fire.cpp
2021-09-09 11:10:25 +03:00

1135 lines
26 KiB
C++

#include "framework.h"
#include "lara_fire.h"
#include "items.h"
#include "lara_flare.h"
#include "lara_one_gun.h"
#include "lara_two_guns.h"
#include "camera.h"
#include "objects.h"
#include "effects\effects.h"
#include "sphere.h"
#include "draw.h"
#include "effects\flmtorch.h"
#include "level.h"
#include "lot.h"
#include "setup.h"
#include "input.h"
#include "Sound\sound.h"
#include "savegame.h"
#include "GameFlowScript.h"
#include "lara_struct.h"
#include "creature_info.h"
WEAPON_INFO Weapons[NUM_WEAPONS] =
{
/* No weapons */
{
{ ANGLE(0.0f), ANGLE(0.0f), ANGLE(0.0f), ANGLE(0.0f) },
{ ANGLE(0.0f), ANGLE(0.0f), ANGLE(0.0f), ANGLE(0.0f) },
{ ANGLE(0.0f), ANGLE(0.0f), ANGLE(0.0f), ANGLE(0.0f) },
0,
0,
0,
0,
0,
0,
0,
0,
0,
0
},
/* Pistols */
{
{ -ANGLE(60.0f), ANGLE(60.0f), -ANGLE(60.0f), ANGLE(60.0f) },
{ -ANGLE(170.0f), ANGLE(60.0f), -ANGLE(80.0f), ANGLE(80.0f) },
{ -ANGLE(60.0f), ANGLE(170.0f), -ANGLE(80.0f), ANGLE(80.0f) },
ANGLE(10.0f),
ANGLE(8.0f),
650,
SECTOR(8),
1,
9,
3,
0,
SFX_TR4_LARA_FIRE,
0
},
/* Revolver */
{
{ -ANGLE(60.0f), ANGLE(60.0f), -ANGLE(60.0f), ANGLE(60.0f) },
{ -ANGLE(10.0f), ANGLE(10.0f), -ANGLE(80.0f), ANGLE(80.0f) },
{ ANGLE(0.0f), ANGLE(0.0f), ANGLE(0.0f), ANGLE(0.0f) },
ANGLE(10.0f),
ANGLE(4.0f),
650,
SECTOR(8),
21,
16,
3,
0,
SFX_TR4_DESSERT_EAGLE_FIRE,
0
},
/* Uzis */
{
{ -ANGLE(60.0f), ANGLE(60.0f), -ANGLE(60.0f), ANGLE(60.0f) },
{ -ANGLE(170.0f), ANGLE(60.0f), -ANGLE(80.0f), ANGLE(80.0f) },
{ -ANGLE(60.0f), ANGLE(170.0f), -ANGLE(80.0f), ANGLE(80.0f) },
ANGLE(10.0f),
ANGLE(8.0f),
650,
SECTOR(8),
1,
3,
3,
0,
SFX_TR4_LARA_UZI_FIRE,
0
},
/* Shotgun */
{
{ -ANGLE(60.0f), ANGLE(60.0f), -ANGLE(55.0f), ANGLE(55.0f) },
{ -ANGLE(80.0f), ANGLE(80.0f), -ANGLE(65.0f), ANGLE(65.0f) },
{ -ANGLE(80.0f), ANGLE(80.0f), -ANGLE(65.0f), ANGLE(65.0f) },
ANGLE(10.0f),
0,
500,
SECTOR(8),
3,
9,
3,
10,
SFX_TR4_LARA_SHOTGUN,
0
},
/* HK */
{
{ -ANGLE(60.0f), ANGLE(60.0f), -ANGLE(55.0f), ANGLE(55.0f) },
{ -ANGLE(80.0f), ANGLE(80.0f), -ANGLE(65.0f), ANGLE(65.0f) },
{ -ANGLE(80.0f), ANGLE(80.0f), -ANGLE(65.0f), ANGLE(65.0f) },
ANGLE(10.0f),
ANGLE(4.0f),
500,
SECTOR(12),
4,
0,
3,
10,
0, // FIRE/SILENCER_FIRE
0
},
/* Crossbow */
{
{ -ANGLE(60.0f), ANGLE(60.0f), -ANGLE(55.0f), ANGLE(55.0f) },
{ -ANGLE(80.0f), ANGLE(80.0f), -ANGLE(65.0f), ANGLE(65.0f) },
{ -ANGLE(80.0f), ANGLE(80.0f), -ANGLE(65.0f), ANGLE(65.0f) },
ANGLE(10.0f),
ANGLE(8.0f),
500,
SECTOR(8),
5,
0,
2,
10,
SFX_TR4_LARA_CROSSBOW,
20
},
/* Flare */
{
{ ANGLE(0.0f), ANGLE(0.0f), ANGLE(0.0f), ANGLE(0.0f) },
{ ANGLE(0.0f), ANGLE(0.0f), ANGLE(0.0f), ANGLE(0.0f) },
{ ANGLE(0.0f), ANGLE(0.0f), ANGLE(0.0f), ANGLE(0.0f) },
0,
0,
0,
0,
0,
0,
0,
0,
0,
0
},
/* Flare 2 */
{
{ -ANGLE(30.0f), ANGLE(30.0f), -ANGLE(55.0f), ANGLE(55.0f) },
{ -ANGLE(30.0f), ANGLE(30.0f), -ANGLE(55.0f), ANGLE(55.0f) },
{ -ANGLE(30.0f), ANGLE(30.0f), -ANGLE(55.0f), ANGLE(55.0f) },
ANGLE(10.0f),
ANGLE(8.0f),
400,
SECTOR(8),
3,
0,
2,
0,
SFX_TR4_LARA_UZI_FIRE,
0
},
/* Grenade launcher */
{
{ -ANGLE(60.0f), ANGLE(60.0f), -ANGLE(55.0f), ANGLE(55.0f) },
{ -ANGLE(80.0f), ANGLE(80.0f), -ANGLE(65.0f), ANGLE(65.0f) },
{ -ANGLE(80.0f), ANGLE(80.0f), -ANGLE(65.0f), ANGLE(65.0f) },
ANGLE(10.0f),
ANGLE(8.0f),
500,
SECTOR(8),
20,
0,
2,
10,
0,
30
},
/* Harpoon gun */
{
{ -ANGLE(60.0f), ANGLE(60.0f), -ANGLE(65.0f), ANGLE(65.0f) },
{ -ANGLE(20.0f), ANGLE(20.0f), -ANGLE(75.0f), ANGLE(75.0f) },
{ -ANGLE(80.0f), ANGLE(80.0f), -ANGLE(75.0f), ANGLE(75.0f) },
ANGLE(10.0f),
ANGLE(8.0f),
500,
SECTOR(8),
6,
0,
2,
10,
0,
0
},
/* Rocket launcher */
{
{ -ANGLE(60.0f), ANGLE(60.0f), -ANGLE(55.0f), ANGLE(55.0f) },
{ -ANGLE(80.0f), ANGLE(80.0f), -ANGLE(65.0f), ANGLE(65.0f) },
{ -ANGLE(80.0f), ANGLE(80.0f), -ANGLE(65.0f), ANGLE(65.0f) },
ANGLE(10.0f),
ANGLE(8.0f),
500,
SECTOR(8),
30,
0,
2,
12,
77,
30
},
/* Snowmobile */
{
{ -ANGLE(30.0f), ANGLE(30.0f), -ANGLE(55.0f), ANGLE(55.0f) },
{ -ANGLE(30.0f), ANGLE(30.0f), -ANGLE(55.0f), ANGLE(55.0f) },
{ -ANGLE(30.0f), ANGLE(30.0f), -ANGLE(55.0f), ANGLE(55.0f) },
ANGLE(10.0f),
ANGLE(8.0f),
400,
SECTOR(8),
3,
0,
0,
0,
SFX_TR4_LARA_UZI_FIRE,
0
}
};
short HoldStates[] = {
LS_WALK_FORWARD,
LS_RUN_FORWARD,
LS_STOP,
LS_POSE,
LS_TURN_RIGHT_SLOW,
LS_TURN_LEFT_SLOW,
LS_WALK_BACK,
LS_TURN_FAST,
LS_STEP_RIGHT,
LS_STEP_LEFT,
LS_PICKUP,
LS_SWITCH_DOWN,
LS_SWITCH_UP,
LS_WADE_FORWARD,
LS_CROUCH_IDLE,
LS_CROUCH_TURN_LEFT,
LS_CROUCH_TURN_RIGHT,
-1
};
extern GameFlow* g_GameFlow;
bool MonksAttackLara;
ITEM_INFO* LastTargets[8];
ITEM_INFO* TargetList[8];
GAME_OBJECT_ID WeaponObject(int weaponType)
{
switch (weaponType)
{
case WEAPON_UZI:
return ID_UZI_ANIM;
case WEAPON_SHOTGUN:
return ID_SHOTGUN_ANIM;
case WEAPON_REVOLVER:
return ID_REVOLVER_ANIM;
case WEAPON_CROSSBOW:
return ID_CROSSBOW_ANIM;
case WEAPON_HK:
return ID_HK_ANIM;
case WEAPON_FLARE:
return ID_LARA_FLARE_ANIM;
case WEAPON_GRENADE_LAUNCHER:
return ID_GRENADE_ANIM;
case WEAPON_ROCKET_LAUNCHER:
return ID_ROCKET_ANIM;
case WEAPON_HARPOON_GUN:
return ID_HARPOON_ANIM;
default:
return ID_PISTOLS_ANIM;
}
}
void AimWeapon(WEAPON_INFO* winfo, LARA_ARM* arm)
{
short rotY, rotX, speed, x, y;
speed = winfo->aimSpeed;
// Have target lock, so get XY angles for arms.
if (arm->lock)
{
y = Lara.targetAngles[0];
x = Lara.targetAngles[1];
}
// No target lock, so aim straight.
else
{
y = 0;
x = 0;
}
// Rotate arms on y axis toward target.
rotY = arm->yRot;
if ((rotY >= y - speed) && (rotY <= y + speed))
rotY = y;
else if (rotY < y)
rotY += speed;
else
rotY -= speed;
arm->yRot = rotY;
// Rotate arms on x axis toward target.
rotX = arm->xRot;
if ((rotX >= x - speed) && (rotX <= x + speed))
rotX = x;
else if (rotX < x)
rotX += speed;
else
rotX -= speed;
arm->xRot = rotX;
// TODO: set arm rotations to inherit rotations of parent Bones. -Sezz
arm->zRot = 0;
}
void SmashItem(short itemNum)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
if (item->objectNumber >= ID_SMASH_OBJECT1 && item->objectNumber <= ID_SMASH_OBJECT8)
SmashObject(itemNum);
}
void LaraGun()
{
if (Lara.leftArm.flash_gun > 0)
--Lara.leftArm.flash_gun;
if (Lara.rightArm.flash_gun > 0)
--Lara.rightArm.flash_gun;
if (Lara.gunType == WEAPON_TORCH)
{
DoFlameTorch();
return;
}
if (LaraItem->hitPoints <= 0)
{
Lara.gunStatus = LG_NO_ARMS;
}
else if (Lara.gunStatus == LG_NO_ARMS)
{
if (TrInput & IN_DRAW)
{
Lara.requestGunType = Lara.lastGunType;
}
else if (TrInput & IN_FLARE && (g_GameFlow->GetLevel(CurrentLevel)->LaraType != LARA_TYPE::YOUNG))
{
if (LaraItem->currentAnimState == LS_CROUCH_IDLE && LaraItem->animNumber != LA_CROUCH_IDLE)
return;
if (Lara.gunType == WEAPON_FLARE)
{
// if (!Lara.leftArm.frameNumber) //NO
{
Lara.gunStatus = LG_UNDRAW_GUNS;
}
}
else if (Lara.NumFlares)
{
if (Lara.NumFlares != -1)
Lara.NumFlares--;
Lara.requestGunType = WEAPON_FLARE;
}
}
if ((Lara.requestGunType != Lara.gunType) || (TrInput & IN_DRAW))
{
if ((LaraItem->currentAnimState == LS_CROUCH_IDLE
|| LaraItem->currentAnimState == LS_CROUCH_TURN_LEFT
|| LaraItem->currentAnimState == LS_CROUCH_TURN_RIGHT)
&& (Lara.requestGunType == WEAPON_HK
|| Lara.requestGunType == WEAPON_CROSSBOW
|| Lara.requestGunType == WEAPON_SHOTGUN
|| Lara.requestGunType == WEAPON_HARPOON_GUN))
{
if (Lara.gunType == WEAPON_FLARE)
Lara.requestGunType = WEAPON_FLARE;
}
else if (Lara.requestGunType == WEAPON_FLARE
|| (Lara.Vehicle == NO_ITEM
&& (Lara.requestGunType == WEAPON_HARPOON_GUN
|| Lara.waterStatus == LW_ABOVE_WATER
|| (Lara.waterStatus == LW_WADE
&& Lara.waterSurfaceDist > -Weapons[Lara.gunType].gunHeight))))
{
if (Lara.gunType == WEAPON_FLARE)
{
CreateFlare(ID_FLARE_ITEM, 0);
undraw_flare_meshes();
Lara.flareControlLeft = false;
Lara.flareAge = 0;
}
Lara.gunType = Lara.requestGunType;
InitialiseNewWeapon();
Lara.rightArm.frameNumber = 0;
Lara.leftArm.frameNumber = 0;
Lara.gunStatus = LG_DRAW_GUNS;
}
else
{
Lara.lastGunType = Lara.requestGunType;
if (Lara.gunType != WEAPON_FLARE)
Lara.gunType = Lara.requestGunType;
else
Lara.requestGunType = WEAPON_FLARE;
}
}
}
else if (Lara.gunStatus == LG_READY)
{
if ((TrInput & IN_DRAW)
|| Lara.requestGunType != Lara.gunType)
Lara.gunStatus = LG_UNDRAW_GUNS;
else if (Lara.gunType != WEAPON_HARPOON_GUN
&& Lara.waterStatus != LW_ABOVE_WATER
&& (Lara.waterStatus != LW_WADE
|| Lara.waterSurfaceDist < -Weapons[Lara.gunType].gunHeight))
Lara.gunStatus = LG_UNDRAW_GUNS;
}
else if (Lara.gunStatus == LG_HANDS_BUSY
&& (TrInput & IN_FLARE)
&& LaraItem->currentAnimState == LS_CRAWL_IDLE
&& LaraItem->animNumber == LA_CRAWL_IDLE)
{
Lara.requestGunType = WEAPON_FLARE;
}
switch (Lara.gunStatus)
{
case LG_DRAW_GUNS:
if (Lara.gunType != WEAPON_FLARE && Lara.gunType != WEAPON_NONE)
Lara.lastGunType = Lara.gunType;
switch (Lara.gunType)
{
case WEAPON_PISTOLS:
case WEAPON_REVOLVER:
case WEAPON_UZI:
if (Camera.type != CINEMATIC_CAMERA
&& Camera.type != LOOK_CAMERA
&& Camera.type != HEAVY_CAMERA)
Camera.type = COMBAT_CAMERA;
draw_pistols(Lara.gunType);
break;
case WEAPON_SHOTGUN:
case WEAPON_CROSSBOW:
case WEAPON_HK:
case WEAPON_GRENADE_LAUNCHER:
case WEAPON_ROCKET_LAUNCHER:
case WEAPON_HARPOON_GUN:
if (Camera.type != CINEMATIC_CAMERA
&& Camera.type != LOOK_CAMERA
&& Camera.type != HEAVY_CAMERA)
Camera.type = COMBAT_CAMERA;
draw_shotgun(Lara.gunType);
break;
case WEAPON_FLARE:
draw_flare();
break;
default:
Lara.gunStatus = LG_NO_ARMS;
break;
}
break;
case LG_SPECIAL:
draw_flare();
break;
case LG_UNDRAW_GUNS:
Lara.meshPtrs[LM_HEAD] = Objects[ID_LARA_SKIN].meshIndex + LM_HEAD;
switch (Lara.gunType)
{
case WEAPON_PISTOLS:
case WEAPON_REVOLVER:
case WEAPON_UZI:
undraw_pistols(Lara.gunType);
break;
case WEAPON_SHOTGUN:
case WEAPON_CROSSBOW:
case WEAPON_HK:
case WEAPON_GRENADE_LAUNCHER:
case WEAPON_ROCKET_LAUNCHER:
case WEAPON_HARPOON_GUN:
undraw_shotgun(Lara.gunType);
break;
case WEAPON_FLARE:
undraw_flare();
break;
default:
return;
}
break;
case LG_READY:
if (!(TrInput & IN_ACTION))
Lara.meshPtrs[LM_HEAD] = Objects[ID_LARA_SKIN].meshIndex + LM_HEAD;
else
Lara.meshPtrs[LM_HEAD] = Objects[ID_LARA_SCREAM].meshIndex + LM_HEAD;
if (Camera.type != CINEMATIC_CAMERA
&& Camera.type != LOOK_CAMERA
&& Camera.type != HEAVY_CAMERA)
Camera.type = COMBAT_CAMERA;
if (TrInput & IN_ACTION)
{
if (!GetAmmo(Lara.gunType))
{
Lara.requestGunType = Objects[ID_PISTOLS_ITEM].loaded ? WEAPON_PISTOLS : WEAPON_NONE;
return;
}
}
switch (Lara.gunType)
{
case WEAPON_PISTOLS:
case WEAPON_UZI:
PistolHandler(Lara.gunType);
break;
case WEAPON_SHOTGUN:
case WEAPON_CROSSBOW:
case WEAPON_HK:
case WEAPON_GRENADE_LAUNCHER:
case WEAPON_ROCKET_LAUNCHER:
case WEAPON_HARPOON_GUN:
case WEAPON_REVOLVER:
RifleHandler(Lara.gunType);
break;
default:
return;
}
break;
case LG_NO_ARMS:
if (Lara.gunType == WEAPON_FLARE)
{
if (Lara.Vehicle != NO_ITEM || CheckForHoldingState(LaraItem->currentAnimState))
{
if (Lara.flareControlLeft)
{
if (Lara.leftArm.frameNumber)
{
if (++Lara.leftArm.frameNumber == 110)
Lara.leftArm.frameNumber = 0;
}
}
else
{
Lara.leftArm.frameNumber = 95;
Lara.flareControlLeft = true;
}
}
else
{
Lara.flareControlLeft = false;
}
DoFlareInHand(Lara.flareAge);
set_flare_arm(Lara.leftArm.frameNumber);
}
break;
case LG_HANDS_BUSY:
if (Lara.gunType == WEAPON_FLARE)
{
if (Lara.meshPtrs[LM_LHAND] == Objects[ID_LARA_FLARE_ANIM].meshIndex + LM_LHAND)
{
Lara.flareControlLeft = (Lara.Vehicle != NO_ITEM || CheckForHoldingState(LaraItem->currentAnimState));
DoFlareInHand(Lara.flareAge);
set_flare_arm(Lara.leftArm.frameNumber);
}
}
break;
}
}
Ammo& GetAmmo(int weaponType){
return Lara.Weapons[weaponType].Ammo[Lara.Weapons[weaponType].SelectedAmmo];
}
void InitialiseNewWeapon()
{
Lara.rightArm.frameNumber = 0;
Lara.leftArm.frameNumber = 0;
Lara.leftArm.zRot = 0;
Lara.leftArm.yRot = 0;
Lara.leftArm.xRot = 0;
Lara.rightArm.zRot = 0;
Lara.rightArm.yRot = 0;
Lara.rightArm.xRot = 0;
Lara.target = nullptr;
Lara.rightArm.lock = false;
Lara.leftArm.lock = false;
Lara.rightArm.flash_gun = 0;
Lara.leftArm.flash_gun = 0;
switch (Lara.gunType)
{
case WEAPON_PISTOLS:
case WEAPON_UZI:
Lara.rightArm.frameBase = Objects[ID_PISTOLS_ANIM].frameBase;
Lara.leftArm.frameBase = Objects[ID_PISTOLS_ANIM].frameBase;
if (Lara.gunStatus != LG_NO_ARMS)
draw_pistol_meshes(Lara.gunType);
break;
case WEAPON_SHOTGUN:
case WEAPON_REVOLVER:
case WEAPON_HK:
case WEAPON_GRENADE_LAUNCHER:
case WEAPON_HARPOON_GUN:
case WEAPON_ROCKET_LAUNCHER:
Lara.rightArm.frameBase = Objects[WeaponObject(Lara.gunType)].frameBase;
Lara.leftArm.frameBase = Objects[WeaponObject(Lara.gunType)].frameBase;
if (Lara.gunStatus != LG_NO_ARMS)
draw_shotgun_meshes(Lara.gunType);
break;
case WEAPON_FLARE:
Lara.rightArm.frameBase = Objects[ID_LARA_FLARE_ANIM].frameBase;
Lara.leftArm.frameBase = Objects[ID_LARA_FLARE_ANIM].frameBase;
if (Lara.gunStatus != LG_NO_ARMS)
draw_flare_meshes();
break;
default:
Lara.rightArm.frameBase = g_Level.Anims[LaraItem->animNumber].framePtr;
Lara.leftArm.frameBase = g_Level.Anims[LaraItem->animNumber].framePtr;
break;
}
}
GAME_OBJECT_ID WeaponObjectMesh(int weaponType) {
switch (weaponType)
{
case WEAPON_REVOLVER:
return (Lara.Weapons[WEAPON_REVOLVER].HasLasersight == true ? ID_LARA_REVOLVER_LASER : ID_REVOLVER_ANIM);
case WEAPON_UZI:
return ID_UZI_ANIM;
case WEAPON_SHOTGUN:
return ID_SHOTGUN_ANIM;
case WEAPON_HK:
return ID_HK_ANIM;
case WEAPON_CROSSBOW:
return (Lara.Weapons[WEAPON_CROSSBOW].HasLasersight == true ? ID_LARA_CROSSBOW_LASER : ID_CROSSBOW_ANIM);
case WEAPON_GRENADE_LAUNCHER:
return ID_GRENADE_ANIM;
case WEAPON_HARPOON_GUN:
return ID_HARPOON_ANIM;
case WEAPON_ROCKET_LAUNCHER:
return ID_ROCKET_ANIM;
default:
return ID_PISTOLS_ANIM;
}
}
void HitTarget(ITEM_INFO* item, GAME_VECTOR* hitPos, int damage, int grenade)
{
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
OBJECT_INFO* obj = &Objects[item->objectNumber];
item->hitStatus = true;
if (creature != nullptr && item != LaraItem)
creature->hurtByLara = true;
if (hitPos != nullptr)
{
if (obj->hitEffect != HIT_NONE)
{
switch (obj->hitEffect)
{
case HIT_BLOOD:
if (item->objectNumber == ID_BADDY2
&& (item->currentAnimState == 8 || GetRandomControl() & 1)
&& (Lara.gunType == WEAPON_PISTOLS
|| Lara.gunType == WEAPON_SHOTGUN
|| Lara.gunType == WEAPON_UZI))
{
// Baddy2 gun hitting sword
SoundEffect(SFX_TR4_BAD_SWORD_RICO, &item->pos, 0);
TriggerRicochetSpark(hitPos, LaraItem->pos.yRot, 3, 0);
return;
}
else
{
DoBloodSplat(hitPos->x, hitPos->y, hitPos->z, (GetRandomControl() & 3) + 3, item->pos.yRot, item->roomNumber);
}
break;
case HIT_RICOCHET:
TriggerRicochetSpark(hitPos, LaraItem->pos.yRot, 3, 0);
break;
case HIT_SMOKE:
TriggerRicochetSpark(hitPos, LaraItem->pos.yRot, 3, -5);
if (item->objectNumber == ID_ROMAN_GOD1 ||
item->objectNumber == ID_ROMAN_GOD2)
{
SoundEffect(SFX_TR5_SWORD_GOD_HITMET, &item->pos, 0);
}
break;
}
}
}
if (!obj->undead || grenade || item->hitPoints == NOT_TARGETABLE)
{
if (item->hitPoints > 0 && item->hitPoints <= damage)
Savegame.Level.AmmoHits++;
item->hitPoints -= damage;
}
}
FireWeaponType FireWeapon(LARA_WEAPON_TYPE weaponType, ITEM_INFO* target, ITEM_INFO* src, short* angles)
{
Ammo& ammo = GetAmmo(weaponType);
if (ammo.getCount() == 0 && !ammo.hasInfinite())
return FW_NOAMMO;
if (!ammo.hasInfinite())
ammo--;
WEAPON_INFO* weapon = &Weapons[weaponType];
int r;
PHD_VECTOR pos, muzzleOffset;
GetLaraJointPosition(&muzzleOffset, LM_RHAND);
pos.x = src->pos.xPos;
pos.y = muzzleOffset.y;
pos.z = src->pos.zPos;
PHD_3DPOS rotation;
rotation.xRot = angles[1] + (GetRandomControl() - 16384) * weapon->shotAccuracy / 65536;
rotation.yRot = angles[0] + (GetRandomControl() - 16384) * weapon->shotAccuracy / 65536;
rotation.zRot = 0;
// Calculate ray from rotation angles
float x = sin(TO_RAD(rotation.yRot)) * cos(TO_RAD(rotation.xRot));
float y = -sin(TO_RAD(rotation.xRot));
float z = cos(TO_RAD(rotation.yRot)) * cos(TO_RAD(rotation.xRot));
Vector3 direction = Vector3(x, y, z);
direction.Normalize();
Vector3 source = Vector3(pos.x, pos.y, pos.z);
Vector3 destination = source + direction * weapon->targetDist;
Ray ray = Ray(source, direction);
int num = GetSpheres(target, CreatureSpheres, SPHERES_SPACE_WORLD, Matrix::Identity);
int best = NO_ITEM;
float bestDistance = FLT_MAX;
for (int i = 0; i < num; i++)
{
BoundingSphere sphere = BoundingSphere(Vector3(CreatureSpheres[i].x, CreatureSpheres[i].y, CreatureSpheres[i].z), CreatureSpheres[i].r);
float distance;
if (ray.Intersects(sphere, distance))
{
if (distance < bestDistance)
{
bestDistance = distance;
best = i;
}
}
}
Lara.hasFired = true;
Lara.fired = true;
GAME_VECTOR vSrc;
vSrc.x = pos.x;
vSrc.y = pos.y;
vSrc.z = pos.z;
short roomNumber = src->roomNumber;
GetFloor(pos.x, pos.y, pos.z, &roomNumber);
vSrc.roomNumber = roomNumber;
if (best < 0)
{
GAME_VECTOR vDest;
vDest.x = destination.x;
vDest.y = destination.y;
vDest.z = destination.z;
GetTargetOnLOS(&vSrc, &vDest, false, true);
return FW_MISS;
}
else
{
Savegame.Game.AmmoHits++;
destination = source + direction * bestDistance;
GAME_VECTOR vDest;
vDest.x = destination.x;
vDest.y = destination.y;
vDest.z = destination.z;
// TODO: enable it when the slot is created !
/*
if (target->objectNumber == ID_TRIBEBOSS)
{
long dx, dy, dz;
dx = (vDest.x - vSrc.x) >> 5;
dy = (vDest.y - vSrc.y) >> 5;
dz = (vDest.z - vSrc.z) >> 5;
FindClosestShieldPoint(vDest.x - dx, vDest.y - dy, vDest.z - dz, target);
}
else if (target->objectNumber == ID_ARMY_WINSTON || target->objectNumber == ID_LONDONBOSS) //Don't want blood on Winston - never get the stains out
{
short ricochet_angle;
target->hitStatus = true; //need to do this to maintain defence state
target->hitPoints--;
ricochet_angle = (mGetAngle(LaraItem->pos.zPos, LaraItem->pos.xPos, target->pos.zPos, target->pos.xPos) >> 4) & 4095;
TriggerRicochetSparks(&vDest, ricochet_angle, 16, 0);
SoundEffect(SFX_TR4_LARA_RICOCHET, &target->pos, 0); // play RICOCHET Sample
}
else if (target->objectNumber == ID_SHIVA) //So must be Shiva
{
z = target->pos.zPos - lara_item->pos.zPos;
x = target->pos.xPos - lara_item->pos.xPos;
angle = 0x8000 + phd_atan(z, x) - target->pos.yRot;
if ((target->currentAnimState > 1 && target->currentAnimState < 5) && angle < 0x4000 && angle > -0x4000)
{
target->hitStatus = true; //need to do this to maintain defence state
ricochet_angle = (mGetAngle(LaraItem->pos.zPos, LaraItem->pos.xPos, target->pos.zPos, target->pos.xPos) >> 4) & 4095;
TriggerRicochetSparks(&vDest, ricochet_angle, 16, 0);
SoundEffect(SFX_TR4_LARA_RICOCHET, &target->pos, 0); // play RICOCHET Sample
}
else //Shiva's not in defence mode or has its back to Lara
HitTarget(target, &vDest, weapon->damage, 0);
}
else
{*/
// NOTE: it seems that items for being hit by Lara in the normal way must have GetTargetOnLOS returning false
// it's really weird but we decided to replicate original behaviour until we'll fully understand what is happening
// with weapons
if (!GetTargetOnLOS(&vSrc, &vDest, false, true))
HitTarget(target, &vDest, weapon->damage, false);
//}
return FW_MAYBEHIT;
}
}
void find_target_point(ITEM_INFO* item, GAME_VECTOR* target)
{
BOUNDING_BOX* bounds;
int x, y, z;
float c, s;
bounds = (BOUNDING_BOX*)GetBestFrame(item);
x = (int)(bounds->X1 + bounds->X2) / 2;
y = (int) bounds->Y1 + (bounds->Y2 - bounds->Y1) / 3;
z = (int)(bounds->Z1 + bounds->Z2) / 2;
c = phd_cos(item->pos.yRot);
s = phd_sin(item->pos.yRot);
target->x = item->pos.xPos + c * x + s * z;
target->y = item->pos.yPos + y;
target->z = item->pos.zPos + c * z - s * x;
target->roomNumber = item->roomNumber;
}
void LaraTargetInfo(WEAPON_INFO* weapon)
{
if (Lara.target == nullptr)
{
Lara.rightArm.lock = false;
Lara.leftArm.lock = false;
Lara.targetAngles[1] = 0;
Lara.targetAngles[0] = 0;
return;
}
GAME_VECTOR src, targetPoint;
PHD_VECTOR muzzleOffset;
short angles[2];
GetLaraJointPosition(&muzzleOffset, LM_RHAND);
src.x = LaraItem->pos.xPos;
src.y = muzzleOffset.y;
src.z = LaraItem->pos.zPos;
src.roomNumber = LaraItem->roomNumber;
find_target_point(Lara.target, &targetPoint);
phd_GetVectorAngles(targetPoint.x - src.x, targetPoint.y - src.y, targetPoint.z - src.z, angles);
angles[0] -= LaraItem->pos.yRot;
angles[1] -= LaraItem->pos.xRot;
if (LOS(&src, &targetPoint))
{
if (angles[0] >= weapon->lockAngles[0]
&& angles[0] <= weapon->lockAngles[1]
&& angles[1] >= weapon->lockAngles[2]
&& angles[1] <= weapon->lockAngles[3])
{
Lara.rightArm.lock = true;
Lara.leftArm.lock = true;
}
else
{
if (Lara.leftArm.lock)
{
if ((angles[0] < weapon->leftAngles[0] ||
angles[0] > weapon->leftAngles[1] ||
angles[1] < weapon->leftAngles[2] ||
angles[1] > weapon->leftAngles[3]))
Lara.leftArm.lock = false;
}
if (Lara.rightArm.lock)
{
if ((angles[0] < weapon->rightAngles[0] ||
angles[0] > weapon->rightAngles[1] ||
angles[1] < weapon->rightAngles[2] ||
angles[1] > weapon->rightAngles[3]))
Lara.rightArm.lock = false;
}
}
}
else
{
Lara.rightArm.lock = false;
Lara.leftArm.lock = false;
}
Lara.targetAngles[0] = angles[0];
Lara.targetAngles[1] = angles[1];
}
bool CheckForHoldingState(int state)
{
#if 0
if (Lara.ExtraAnim != NO_ITEM)
return false;
#endif
short* holdState = HoldStates;
while (*holdState >= 0)
{
if (state == *holdState)
return true;
holdState++;
}
return false;
}
void LaraGetNewTarget(WEAPON_INFO* weapon)
{
GAME_VECTOR src, target;
PHD_VECTOR muzzleOffset;
int bestDistance, maxDistance, targets, slot, x, y, z, distance;
ITEM_INFO* bestItem, *item;
short bestYrot, angle[2], match;
bool flag, loop;
if (BinocularRange)
{
Lara.target = nullptr;
return;
}
GetLaraJointPosition(&muzzleOffset, LM_RHAND);
src.x = LaraItem->pos.xPos;
src.y = muzzleOffset.y;
src.z = LaraItem->pos.zPos;
src.roomNumber = LaraItem->roomNumber;
bestItem = NULL;
bestYrot = MAXSHORT;
bestDistance = MAXINT;
maxDistance = weapon->targetDist;
targets = 0;
for (slot = 0; slot < ActiveCreatures.size(); ++slot)
{
if (ActiveCreatures[slot]->itemNum != NO_ITEM)
{
item = &g_Level.Items[ActiveCreatures[slot]->itemNum];
if (item->hitPoints > 0)
{
x = item->pos.xPos - src.x;
y = item->pos.yPos - src.y;
z = item->pos.zPos - src.z;
if (abs(x) <= maxDistance && abs(y) <= maxDistance && abs(z) <= maxDistance)
{
distance = SQUARE(x) + SQUARE(y) + SQUARE(z);
if (distance < SQUARE(maxDistance))
{
find_target_point(item, &target);
if (LOS(&src, &target))
{
phd_GetVectorAngles(target.x - src.x, target.y - src.y, target.z - src.z, angle);
angle[0] -= LaraItem->pos.yRot + Lara.torsoYrot;
angle[1] -= LaraItem->pos.xRot + Lara.torsoXrot;
if (angle[0] >= weapon->lockAngles[0] && angle[0] <= weapon->lockAngles[1] && angle[1] >= weapon->lockAngles[2] && angle[1] <= weapon->lockAngles[3])
{
TargetList[targets] = item;
++targets;
if (abs(angle[0]) < bestYrot + ANGLE(15.0f) && distance < bestDistance)
{
bestDistance = distance;
bestYrot = abs(angle[0]);
bestItem = item;
}
}
}
}
}
}
}
}
TargetList[targets] = NULL;
if (!TargetList[0])
{
Lara.target = NULL;
}
else
{
for (slot = 0; slot < 8; ++slot)
{
if (!TargetList[slot])
Lara.target = NULL;
if (TargetList[slot] == Lara.target)
break;
}
if (Lara.gunStatus != LG_NO_ARMS || TrInput & IN_LOOKSWITCH)
{
if (!Lara.target)
{
Lara.target = bestItem;
LastTargets[0] = NULL;
}
else if (TrInput & IN_LOOKSWITCH)
{
Lara.target = NULL;
flag = true;
for (match = 0; match < 8 && TargetList[match]; ++match)
{
loop = false;
for (slot = 0; slot < 8 && LastTargets[slot]; ++slot)
{
if (LastTargets[slot] == TargetList[match])
{
loop = true;
break;
}
}
if (!loop)
{
Lara.target = TargetList[match];
if (Lara.target)
flag = false;
break;
}
}
if (flag)
{
Lara.target = bestItem;
LastTargets[0] = NULL;
}
}
}
}
if (Lara.target != LastTargets[0])
{
for (slot = 7; slot > 0; --slot)
LastTargets[slot] = LastTargets[slot - 1];
LastTargets[0] = Lara.target;
}
LaraTargetInfo(weapon);
}
HOLSTER_SLOT HolsterSlotForWeapon(LARA_WEAPON_TYPE weapon)
{
switch(weapon){
case WEAPON_PISTOLS:
return HOLSTER_SLOT::Pistols;
case WEAPON_UZI:
return HOLSTER_SLOT::Uzis;
case WEAPON_REVOLVER:
return HOLSTER_SLOT::Revolver;
case WEAPON_SHOTGUN:
return HOLSTER_SLOT::Shotgun;
case WEAPON_HK:
return HOLSTER_SLOT::HK;
case WEAPON_HARPOON_GUN:
return HOLSTER_SLOT::Harpoon;
case WEAPON_CROSSBOW:
return HOLSTER_SLOT::Crowssbow;
case WEAPON_GRENADE_LAUNCHER:
return HOLSTER_SLOT::GrenadeLauncher;
case WEAPON_ROCKET_LAUNCHER:
return HOLSTER_SLOT::RocketLauncher;
default:
return HOLSTER_SLOT::Empty;
}
}