TombEngine/TR5Main/Game/mafia.cpp
2019-12-29 19:47:16 +01:00

456 lines
No EOL
10 KiB
C++

#include "mafia.h"
#include "lion.h"
#include "..\Global\global.h"
#include "items.h"
#include "effect2.h"
#include "draw.h"
#include "sphere.h"
#include "effects.h"
#include "people.h"
#include "lot.h"
#include "box.h"
BITE_INFO ArmedBaddy2Gun = { 0x0FFFFFFCE, 0xDC, 0x3C, 0x0D };
void InitialiseArmedBaddy2(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
ClearItem(itemNum);
item->animNumber = Objects[item->objectNumber].animIndex;
item->frameNumber = Anims[item->animNumber].frameBase;
item->goalAnimState = 1;
item->currentAnimState = 1;
*item->pad2 = 9216;
}
void ArmedBaddy2Control(short itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
short angle = 0;
short joint2 = 0;
short joint1 = 0;
short joint0 = 0;
// Can baddy jump? Check for a distance of 1 and 2 sectors
int x = item->pos.xPos;
int y = item->pos.yPos;
int z = item->pos.zPos;
int dx = 870 * SIN(item->pos.yRot) >> W2V_SHIFT;
int dz = 870 * COS(item->pos.yRot) >> W2V_SHIFT;
x += dx;
z += dz;
short roomNumber = item->roomNumber;
FLOOR_INFO* floor = GetFloor(x, y, z, &roomNumber);
int height1 = GetFloorHeight(floor, x, y, z);
x += dx;
z += dz;
roomNumber = item->roomNumber;
floor = GetFloor(x, y, z, &roomNumber);
int height2 = GetFloorHeight(floor, x, y, z);
x += dx;
z += dz;
roomNumber = item->roomNumber;
floor = GetFloor(x, y, z, &roomNumber);
int height3 = GetFloorHeight(floor, x, y, z);
int height = 0;
bool canJump1sector = true;
if (item->boxNumber == LaraItem->boxNumber
|| y >= height1 - 384
|| y >= height2 + 256
|| y <= height2 - 256)
{
height = height2;
canJump1sector = false;
}
bool canJump2sectors = true;
if (item->boxNumber == LaraItem->boxNumber
|| y >= height1 - 384
|| y >= height - 384
|| y >= height3 + 256
|| y <= height3 - 256)
{
canJump2sectors = false;
}
if (item->firedWeapon)
{
PHD_VECTOR pos;
pos.x = ArmedBaddy2Gun.x;
pos.y = ArmedBaddy2Gun.y;
pos.z = ArmedBaddy2Gun.z;
GetJointAbsPosition(item, &pos, ArmedBaddy2Gun.meshNum);
TriggerDynamicLight(pos.x, pos.y, pos.z, 4 * item->firedWeapon + 8, 24, 16, 4);
item->firedWeapon--;
}
AI_INFO info;
AI_INFO laraInfo;
ZeroMemory(&info, sizeof(AI_INFO));
if (item->hitPoints > 0)
{
if (item->aiBits)
GetAITarget(creature);
else
creature->enemy = LaraItem;
CreatureAIInfo(item, &info);
if (creature->enemy == LaraItem)
{
laraInfo.angle = info.angle;
laraInfo.distance = info.distance;
}
else
{
dx = LaraItem->pos.xPos - item->pos.xPos;
dz = LaraItem->pos.zPos - item->pos.zPos;
laraInfo.angle = ATAN(dz, dx) - item->pos.yRot;
laraInfo.distance = SQUARE(dx) + SQUARE(dz);
}
GetCreatureMood(item, &info, creature->enemy != LaraItem);
CreatureMood(item, &info, creature->enemy != LaraItem);
angle = CreatureTurn(item, creature->maximumTurn);
creature->enemy = LaraItem;
if (laraInfo.distance < SQUARE(2048) && LaraItem->speed > 20 || item->hitStatus || TargetVisible(item, &laraInfo))
{
if (!(item->aiBits & FOLLOW))
{
creature->enemy = LaraItem;
AlertAllGuards(itemNum);
}
}
switch (item->currentAnimState)
{
case 1:
creature->LOT.isJumping = false;
joint2 = laraInfo.angle;
creature->flags = 0;
creature->maximumTurn = 0;
if (info.ahead && !(item->aiBits & GUARD) )
{
joint0 = info.angle >> 1;
joint1 = info.xAngle;
}
if (item->aiBits & GUARD)
{
joint2 = AIGuard(creature);
break;
}
if (laraInfo.angle <= 20480 && laraInfo.angle >= -20480)
{
if (*item->pad2 == 9216)
{
item->goalAnimState = 37;
break;
}
}
else if (*item->pad2 == 9216)
{
item->goalAnimState = 2;
break;
}
if (Targetable(item, &info))
{
if (info.distance < SQUARE(1024) || info.zoneNumber != info.enemyZone)
{
item->goalAnimState = 4;
}
else if (!(item->aiBits & MODIFY))
{
item->goalAnimState = 5;
}
}
else
{
if (item->aiBits & PATROL1)
{
item->goalAnimState = 5;
}
else
{
if (canJump1sector || canJump2sectors)
{
creature->maximumTurn = 0;
item->animNumber = Objects[item->objectNumber].animIndex + 41;
item->currentAnimState = 26;
item->frameNumber = Anims[item->animNumber].frameBase;
if (canJump2sectors)
item->goalAnimState = 28;
else
item->goalAnimState = 27;
creature->LOT.isJumping = true;
break;
}
if (creature->mood)
{
if (info.distance >= SQUARE(3072))
goto LABEL_82;
item->goalAnimState = 5;
}
else
{
item->goalAnimState = 1;
}
}
}
break;
case 2:
case 32:
creature->maximumTurn = 0;
if (info.angle >= 0)
item->pos.yRot -= ANGLE(2);
else
item->pos.yRot += ANGLE(2);
if (item->frameNumber != Anims[item->animNumber].frameBase + 16 || *item->pad2 != 9216)
{
if (item->frameNumber == Anims[item->animNumber].frameEnd)
item->pos.yRot += -ANGLE(180);
}
else
{
*item->pad2 = 128;
}
break;
case 3:
joint0 = laraInfo.angle >> 1;
joint2 = laraInfo.angle >> 1;
if (info.ahead)
joint1 = info.xAngle;
creature->maximumTurn = 0;
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 (!creature->flags)
{
ShotLara(item, &info, &ArmedBaddy2Gun, laraInfo.angle >> 1, 35);
creature->flags = 1;
item->firedWeapon = 2;
}
break;
case 4:
joint0 = laraInfo.angle >> 1;
joint2 = laraInfo.angle >> 1;
creature->flags = 0;
creature->maximumTurn = 0;
if (info.ahead)
joint1 = info.xAngle;
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 (Targetable(item, &info))
{
item->goalAnimState = 3;
}
else if (laraInfo.angle > 20480 || laraInfo.angle < -20480)
{
item->goalAnimState = 32;
}
else
{
item->goalAnimState = 1;
}
break;
case 5:
creature->LOT.isJumping = false;
creature->maximumTurn = ANGLE(5);
if (Targetable(item, &info) && (info.distance < SQUARE(1024) || info.zoneNumber != info.enemyZone))
{
item->goalAnimState = 4;
}
else
{
if (canJump1sector || canJump2sectors)
{
creature->maximumTurn = 0;
creature->maximumTurn = 0;
item->animNumber = Objects[item->objectNumber].animIndex + 41;
item->currentAnimState = 26;
item->frameNumber = Anims[item->animNumber].frameBase;
if (canJump2sectors)
item->goalAnimState = 28;
else
item->goalAnimState = 27;
creature->LOT.isJumping = true;
break;
}
if (info.distance >= SQUARE(1024))
{
if (info.distance > SQUARE(3072))
LABEL_82:
item->goalAnimState = 7;
}
else
{
item->goalAnimState = 1;
}
}
break;
case 7:
creature->LOT.isJumping = false;
creature->maximumTurn = ANGLE(10);
if (Targetable(item, &info) && (info.distance < SQUARE(1024) || info.zoneNumber != info.enemyZone))
{
item->goalAnimState = 4;
}
else if (canJump1sector || canJump2sectors)
{
creature->maximumTurn = 0;
item->animNumber = Objects[item->objectNumber].animIndex + 50;
item->currentAnimState = 26;
item->frameNumber = Anims[item->animNumber].frameBase;
if (canJump2sectors)
item->goalAnimState = 28;
else
item->goalAnimState = 27;
creature->LOT.isJumping = true;
}
else if (info.distance < SQUARE(3072))
{
item->goalAnimState = 5;
}
break;
case 37:
creature->maximumTurn = 0;
if (info.angle >= 0)
item->pos.yRot += ANGLE(2);
else
item->pos.yRot -= ANGLE(2);
if (item->frameNumber == Anims[item->animNumber].frameBase + 16 && *item->pad2 == 9216)
* item->pad2 = 128;
break;
default:
break;
}
}
else
{
if (item->currentAnimState != 8 && item->currentAnimState != 6)
{
if (info.angle >= 12288 || info.angle <= -12288)
{
item->currentAnimState = 8;
item->animNumber = Objects[item->objectNumber].animIndex + 16;
item->pos.yRot += info.angle - ANGLE(180);
}
else
{
item->currentAnimState = 6;
item->animNumber = Objects[item->objectNumber].animIndex + 11;
item->pos.yRot += info.angle;
}
item->frameNumber = Anims[item->animNumber].frameBase;
}
}
CreatureJoint(item, 0, joint0);
CreatureJoint(item, 1, joint1);
CreatureJoint(item, 2, joint2);
if (item->currentAnimState >= 20 || item->currentAnimState == 6 || item->currentAnimState == 8)
{
CreatureAnimation(itemNum, angle, 0);
}
else
{
switch (CreatureVault(itemNum, angle, 2, 256) + 4)
{
case 0:
creature->maximumTurn = 0;
item->animNumber = Objects[item->objectNumber].animIndex + 38;
item->currentAnimState = 23;
item->frameNumber = Anims[item->animNumber].frameBase;
break;
case 1:
creature->maximumTurn = 0;
item->animNumber = Objects[item->objectNumber].animIndex + 39;
item->currentAnimState = 24;
item->frameNumber = Anims[item->animNumber].frameBase;
break;
case 2:
creature->maximumTurn = 0;
item->animNumber = Objects[item->objectNumber].animIndex + 40;
item->currentAnimState = 25;
item->frameNumber = Anims[item->animNumber].frameBase;
break;
case 6:
creature->maximumTurn = 0;
item->animNumber = Objects[item->objectNumber].animIndex + 35;
item->currentAnimState = 20;
item->frameNumber = Anims[item->animNumber].frameBase;
break;
case 7:
creature->maximumTurn = 0;
item->animNumber = Objects[item->objectNumber].animIndex + 36;
item->currentAnimState = 21;
item->frameNumber = Anims[item->animNumber].frameBase;
break;
case 8:
creature->maximumTurn = 0;
item->animNumber = Objects[item->objectNumber].animIndex + 37;
item->currentAnimState = 22;
item->frameNumber = Anims[item->animNumber].frameBase;
break;
default:
return;
}
}
}
void Inject_Mafia()
{
INJECT(0x0045B7B0, InitialiseArmedBaddy2);
INJECT(0x0045B840, ArmedBaddy2Control);
}