mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-01 09:18:00 +03:00
456 lines
No EOL
10 KiB
C++
456 lines
No EOL
10 KiB
C++
#include "mafia.h"
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#include "lion.h"
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#include "..\Global\global.h"
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#include "items.h"
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#include "effect2.h"
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#include "draw.h"
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#include "sphere.h"
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#include "effects.h"
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#include "people.h"
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#include "lot.h"
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#include "box.h"
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BITE_INFO ArmedBaddy2Gun = { 0x0FFFFFFCE, 0xDC, 0x3C, 0x0D };
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void InitialiseArmedBaddy2(short itemNum)
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{
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ITEM_INFO* item = &Items[itemNum];
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ClearItem(itemNum);
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item->animNumber = Objects[item->objectNumber].animIndex;
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item->frameNumber = Anims[item->animNumber].frameBase;
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item->goalAnimState = 1;
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item->currentAnimState = 1;
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*item->pad2 = 9216;
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}
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void ArmedBaddy2Control(short itemNum)
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{
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if (!CreatureActive(itemNum))
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return;
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ITEM_INFO* item = &Items[itemNum];
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CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
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short angle = 0;
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short joint2 = 0;
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short joint1 = 0;
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short joint0 = 0;
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// Can baddy jump? Check for a distance of 1 and 2 sectors
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int x = item->pos.xPos;
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int y = item->pos.yPos;
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int z = item->pos.zPos;
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int dx = 870 * SIN(item->pos.yRot) >> W2V_SHIFT;
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int dz = 870 * COS(item->pos.yRot) >> W2V_SHIFT;
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x += dx;
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z += dz;
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short roomNumber = item->roomNumber;
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FLOOR_INFO* floor = GetFloor(x, y, z, &roomNumber);
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int height1 = GetFloorHeight(floor, x, y, z);
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x += dx;
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z += dz;
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roomNumber = item->roomNumber;
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floor = GetFloor(x, y, z, &roomNumber);
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int height2 = GetFloorHeight(floor, x, y, z);
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x += dx;
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z += dz;
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roomNumber = item->roomNumber;
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floor = GetFloor(x, y, z, &roomNumber);
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int height3 = GetFloorHeight(floor, x, y, z);
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int height = 0;
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bool canJump1sector = true;
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if (item->boxNumber == LaraItem->boxNumber
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|| y >= height1 - 384
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|| y >= height2 + 256
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|| y <= height2 - 256)
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{
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height = height2;
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canJump1sector = false;
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}
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bool canJump2sectors = true;
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if (item->boxNumber == LaraItem->boxNumber
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|| y >= height1 - 384
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|| y >= height - 384
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|| y >= height3 + 256
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|| y <= height3 - 256)
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{
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canJump2sectors = false;
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}
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if (item->firedWeapon)
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{
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PHD_VECTOR pos;
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pos.x = ArmedBaddy2Gun.x;
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pos.y = ArmedBaddy2Gun.y;
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pos.z = ArmedBaddy2Gun.z;
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GetJointAbsPosition(item, &pos, ArmedBaddy2Gun.meshNum);
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TriggerDynamicLight(pos.x, pos.y, pos.z, 4 * item->firedWeapon + 8, 24, 16, 4);
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item->firedWeapon--;
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}
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AI_INFO info;
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AI_INFO laraInfo;
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ZeroMemory(&info, sizeof(AI_INFO));
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if (item->hitPoints > 0)
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{
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if (item->aiBits)
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GetAITarget(creature);
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else
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creature->enemy = LaraItem;
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CreatureAIInfo(item, &info);
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if (creature->enemy == LaraItem)
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{
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laraInfo.angle = info.angle;
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laraInfo.distance = info.distance;
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}
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else
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{
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dx = LaraItem->pos.xPos - item->pos.xPos;
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dz = LaraItem->pos.zPos - item->pos.zPos;
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laraInfo.angle = ATAN(dz, dx) - item->pos.yRot;
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laraInfo.distance = SQUARE(dx) + SQUARE(dz);
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}
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GetCreatureMood(item, &info, creature->enemy != LaraItem);
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CreatureMood(item, &info, creature->enemy != LaraItem);
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angle = CreatureTurn(item, creature->maximumTurn);
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creature->enemy = LaraItem;
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if (laraInfo.distance < SQUARE(2048) && LaraItem->speed > 20 || item->hitStatus || TargetVisible(item, &laraInfo))
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{
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if (!(item->aiBits & FOLLOW))
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{
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creature->enemy = LaraItem;
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AlertAllGuards(itemNum);
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}
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}
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switch (item->currentAnimState)
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{
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case 1:
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creature->LOT.isJumping = false;
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joint2 = laraInfo.angle;
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creature->flags = 0;
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creature->maximumTurn = 0;
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if (info.ahead && !(item->aiBits & GUARD) )
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{
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joint0 = info.angle >> 1;
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joint1 = info.xAngle;
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}
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if (item->aiBits & GUARD)
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{
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joint2 = AIGuard(creature);
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break;
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}
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if (laraInfo.angle <= 20480 && laraInfo.angle >= -20480)
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{
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if (*item->pad2 == 9216)
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{
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item->goalAnimState = 37;
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break;
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}
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}
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else if (*item->pad2 == 9216)
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{
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item->goalAnimState = 2;
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break;
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}
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if (Targetable(item, &info))
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{
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if (info.distance < SQUARE(1024) || info.zoneNumber != info.enemyZone)
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{
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item->goalAnimState = 4;
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}
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else if (!(item->aiBits & MODIFY))
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{
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item->goalAnimState = 5;
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}
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}
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else
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{
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if (item->aiBits & PATROL1)
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{
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item->goalAnimState = 5;
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}
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else
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{
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if (canJump1sector || canJump2sectors)
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{
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creature->maximumTurn = 0;
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item->animNumber = Objects[item->objectNumber].animIndex + 41;
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item->currentAnimState = 26;
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item->frameNumber = Anims[item->animNumber].frameBase;
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if (canJump2sectors)
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item->goalAnimState = 28;
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else
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item->goalAnimState = 27;
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creature->LOT.isJumping = true;
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break;
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}
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if (creature->mood)
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{
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if (info.distance >= SQUARE(3072))
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goto LABEL_82;
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item->goalAnimState = 5;
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}
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else
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{
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item->goalAnimState = 1;
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}
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}
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}
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break;
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case 2:
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case 32:
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creature->maximumTurn = 0;
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if (info.angle >= 0)
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item->pos.yRot -= ANGLE(2);
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else
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item->pos.yRot += ANGLE(2);
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if (item->frameNumber != Anims[item->animNumber].frameBase + 16 || *item->pad2 != 9216)
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{
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if (item->frameNumber == Anims[item->animNumber].frameEnd)
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item->pos.yRot += -ANGLE(180);
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}
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else
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{
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*item->pad2 = 128;
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}
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break;
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case 3:
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joint0 = laraInfo.angle >> 1;
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joint2 = laraInfo.angle >> 1;
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if (info.ahead)
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joint1 = info.xAngle;
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creature->maximumTurn = 0;
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if (abs(info.angle) >= ANGLE(2))
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{
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if (info.angle >= 0)
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item->pos.yRot += ANGLE(2);
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else
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item->pos.yRot -= ANGLE(2);
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}
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else
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{
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item->pos.yRot += info.angle;
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}
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if (!creature->flags)
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{
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ShotLara(item, &info, &ArmedBaddy2Gun, laraInfo.angle >> 1, 35);
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creature->flags = 1;
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item->firedWeapon = 2;
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}
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break;
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case 4:
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joint0 = laraInfo.angle >> 1;
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joint2 = laraInfo.angle >> 1;
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creature->flags = 0;
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creature->maximumTurn = 0;
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if (info.ahead)
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joint1 = info.xAngle;
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if (abs(info.angle) >= ANGLE(2))
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{
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if (info.angle >= 0)
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item->pos.yRot += ANGLE(2);
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else
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item->pos.yRot -= ANGLE(2);
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}
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else
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{
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item->pos.yRot += info.angle;
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}
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if (Targetable(item, &info))
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{
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item->goalAnimState = 3;
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}
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else if (laraInfo.angle > 20480 || laraInfo.angle < -20480)
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{
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item->goalAnimState = 32;
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}
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else
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{
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item->goalAnimState = 1;
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}
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break;
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case 5:
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creature->LOT.isJumping = false;
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creature->maximumTurn = ANGLE(5);
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if (Targetable(item, &info) && (info.distance < SQUARE(1024) || info.zoneNumber != info.enemyZone))
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{
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item->goalAnimState = 4;
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}
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else
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{
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if (canJump1sector || canJump2sectors)
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{
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creature->maximumTurn = 0;
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creature->maximumTurn = 0;
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item->animNumber = Objects[item->objectNumber].animIndex + 41;
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item->currentAnimState = 26;
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item->frameNumber = Anims[item->animNumber].frameBase;
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if (canJump2sectors)
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item->goalAnimState = 28;
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else
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item->goalAnimState = 27;
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creature->LOT.isJumping = true;
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break;
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}
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if (info.distance >= SQUARE(1024))
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{
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if (info.distance > SQUARE(3072))
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LABEL_82:
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item->goalAnimState = 7;
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}
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else
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{
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item->goalAnimState = 1;
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}
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}
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break;
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case 7:
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creature->LOT.isJumping = false;
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creature->maximumTurn = ANGLE(10);
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if (Targetable(item, &info) && (info.distance < SQUARE(1024) || info.zoneNumber != info.enemyZone))
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{
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item->goalAnimState = 4;
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}
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else if (canJump1sector || canJump2sectors)
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{
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creature->maximumTurn = 0;
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item->animNumber = Objects[item->objectNumber].animIndex + 50;
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item->currentAnimState = 26;
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item->frameNumber = Anims[item->animNumber].frameBase;
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if (canJump2sectors)
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item->goalAnimState = 28;
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else
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item->goalAnimState = 27;
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creature->LOT.isJumping = true;
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}
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else if (info.distance < SQUARE(3072))
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{
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item->goalAnimState = 5;
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}
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break;
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case 37:
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creature->maximumTurn = 0;
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if (info.angle >= 0)
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item->pos.yRot += ANGLE(2);
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else
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item->pos.yRot -= ANGLE(2);
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if (item->frameNumber == Anims[item->animNumber].frameBase + 16 && *item->pad2 == 9216)
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* item->pad2 = 128;
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break;
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default:
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break;
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}
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}
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else
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{
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if (item->currentAnimState != 8 && item->currentAnimState != 6)
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{
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if (info.angle >= 12288 || info.angle <= -12288)
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{
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item->currentAnimState = 8;
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item->animNumber = Objects[item->objectNumber].animIndex + 16;
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item->pos.yRot += info.angle - ANGLE(180);
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}
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else
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{
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item->currentAnimState = 6;
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item->animNumber = Objects[item->objectNumber].animIndex + 11;
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item->pos.yRot += info.angle;
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}
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item->frameNumber = Anims[item->animNumber].frameBase;
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}
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}
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CreatureJoint(item, 0, joint0);
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CreatureJoint(item, 1, joint1);
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CreatureJoint(item, 2, joint2);
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if (item->currentAnimState >= 20 || item->currentAnimState == 6 || item->currentAnimState == 8)
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{
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CreatureAnimation(itemNum, angle, 0);
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}
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else
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{
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switch (CreatureVault(itemNum, angle, 2, 256) + 4)
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{
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case 0:
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creature->maximumTurn = 0;
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item->animNumber = Objects[item->objectNumber].animIndex + 38;
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item->currentAnimState = 23;
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item->frameNumber = Anims[item->animNumber].frameBase;
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break;
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case 1:
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creature->maximumTurn = 0;
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item->animNumber = Objects[item->objectNumber].animIndex + 39;
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item->currentAnimState = 24;
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item->frameNumber = Anims[item->animNumber].frameBase;
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break;
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case 2:
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creature->maximumTurn = 0;
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item->animNumber = Objects[item->objectNumber].animIndex + 40;
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item->currentAnimState = 25;
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item->frameNumber = Anims[item->animNumber].frameBase;
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break;
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case 6:
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creature->maximumTurn = 0;
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item->animNumber = Objects[item->objectNumber].animIndex + 35;
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item->currentAnimState = 20;
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item->frameNumber = Anims[item->animNumber].frameBase;
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break;
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case 7:
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creature->maximumTurn = 0;
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item->animNumber = Objects[item->objectNumber].animIndex + 36;
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item->currentAnimState = 21;
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item->frameNumber = Anims[item->animNumber].frameBase;
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break;
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case 8:
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creature->maximumTurn = 0;
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item->animNumber = Objects[item->objectNumber].animIndex + 37;
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item->currentAnimState = 22;
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item->frameNumber = Anims[item->animNumber].frameBase;
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break;
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default:
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return;
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}
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}
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}
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void Inject_Mafia()
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{
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INJECT(0x0045B7B0, InitialiseArmedBaddy2);
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INJECT(0x0045B840, ArmedBaddy2Control);
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} |