TombEngine/TR5Main/Objects/worker.cpp
TokyoSU 713c992d76 Added Sophia
- deleted all the __cdecl except for the #define function. because /Gd enable the __cdecl for function by default.

- added the commented code in FireWeapon for TR3 entity (some function is missing)
2019-12-02 14:49:19 +01:00

999 lines
No EOL
20 KiB
C++

#include "newobjects.h"
#include "../Game/box.h"
#include "../Game/people.h"
#include "../Game/sphere.h"
#include "../Game/effect2.h"
BITE_INFO workerShotgun = { 0, 281, 40, 9 };
BITE_INFO workerMachineGun = { 0, 308, 32, 9 };
BITE_INFO workerDualGunL = { -2, 275, 23, 6 };
BITE_INFO workerDualGunR = { 2, 275, 23, 10 };
BITE_INFO workerFlameThrower = { 0, 250, 32, 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);
}
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);
// TODO: later add item->firedWeapon = 1; for workerShotgun (in state id 6 too)
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 = 1;
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);
}
void InitialiseWorkerMachineGun(short itemNum)
{
ANIM_STRUCT* anim;
ITEM_INFO* item;
item = &Items[itemNum];
item->animNumber = Objects[item->objectNumber].animIndex + 12;
InitialiseCreature(itemNum);
anim = &Anims[item->animNumber];
item->frameNumber = anim->frameBase;
item->currentAnimState = anim->currentAnimState;
}
void WorkerMachineGunControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item;
CREATURE_INFO* machinegun;
AI_INFO info;
short angle, head_y, head_x, torso_y, torso_x, tilt;
item = &Items[itemNum];
machinegun = (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 + 19;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 7;
}
}
else
{
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, machinegun->maximumTurn);
switch (item->currentAnimState)
{
case 1:
machinegun->flags = 0;
machinegun->maximumTurn = 0;
if (info.ahead)
{
head_y = info.angle;
head_x = info.xAngle;
}
if (machinegun->mood == ESCAPE_MOOD)
{
item->goalAnimState = 3;
}
else if (Targetable(item, &info))
{
if (info.distance < 0x900000 || info.zoneNumber != info.enemyZone)
item->goalAnimState = (GetRandomControl() < 0x4000) ? 8 : 10;
else
item->goalAnimState = 2;
}
else if (machinegun->mood == ATTACK_MOOD || !info.ahead)
{
if (info.distance <= 0x400000)
item->goalAnimState = 2;
else
item->goalAnimState = 3;
}
else
{
item->goalAnimState = 4;
}
break;
case 2:
machinegun->maximumTurn = 546;
if (info.ahead)
{
head_y = info.angle;
head_x = info.xAngle;
}
if (machinegun->mood == ESCAPE_MOOD)
{
item->goalAnimState = 3;
}
else if (Targetable(item, &info))
{
if (info.distance < 0x900000 || info.zoneNumber != info.enemyZone)
item->goalAnimState = 1;
else
item->goalAnimState = 6;
}
else if (machinegun->mood == ATTACK_MOOD || !info.ahead)
{
if (info.distance > 0x400000)
item->goalAnimState = 3;
}
else
{
item->goalAnimState = 4;
}
break;
case 3:
machinegun->maximumTurn = 910;
if (info.ahead)
{
head_y = info.angle;
head_x = info.xAngle;
}
if (machinegun->mood != ESCAPE_MOOD)
{
if (Targetable(item, &info))
{
item->goalAnimState = 2;
}
else if (machinegun->mood == BORED_MOOD || machinegun->mood == STALK_MOOD)
{
item->goalAnimState = 2;
}
}
break;
case 4:
if (info.ahead)
{
head_y = info.angle;
head_x = info.xAngle;
}
if (Targetable(item, &info))
{
item->goalAnimState = 5;
}
else
{
if (machinegun->mood == ATTACK_MOOD)
{
item->goalAnimState = 1;
}
else if (!info.ahead)
{
item->goalAnimState = 1;
}
}
break;
case 8:
case 10:
machinegun->flags = 0;
if (info.ahead)
{
torso_y = info.angle;
torso_x = info.xAngle;
}
if (Targetable(item, &info))
{
item->goalAnimState = (item->currentAnimState == 8) ? 5 : 11;
}
else
{
item->goalAnimState = 1;
}
break;
case 9:
machinegun->flags = 0;
if (info.ahead)
{
torso_y = info.angle;
torso_x = info.xAngle;
}
if (Targetable(item, &info))
{
item->goalAnimState = 6;
}
else
{
item->goalAnimState = 2;
}
break;
case 5:
case 11:
if (info.ahead)
{
torso_y = info.angle;
torso_x = info.xAngle;
}
if (machinegun->flags)
{
machinegun->flags--;
}
else
{
ShotLara(item, &info, &workerMachineGun, torso_y, 30);
// TODO: item->firedWeapon = 1; for MachineGun (state id 6 too)
machinegun->flags = 5;
}
if (item->goalAnimState != 1 && (machinegun->mood == ESCAPE_MOOD || info.distance > 0x900000 || !Targetable(item, &info)))
{
item->goalAnimState = 1;
}
break;
case 6:
if (info.ahead)
{
torso_y = info.angle;
torso_x = info.xAngle;
}
if (machinegun->flags)
{
machinegun->flags--;
}
else
{
ShotLara(item, &info, &workerMachineGun, torso_y, 30);
//item->firedWeapon = 1;
machinegun->flags = 5;
}
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);
}
void WorkerDualGunControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item;
CREATURE_INFO* dual;
AI_INFO info;
short angle, head_x, head_y, torso_x, torso_y, tilt;
item = &Items[itemNum];
dual = (CREATURE_INFO*)item->data;
angle = head_x = head_y = torso_x = torso_y = tilt = 0;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 11)
{
item->animNumber = Objects[item->objectNumber].animIndex + 32;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 11;
}
}
else if (LaraItem->hitPoints <= 0)
{
item->goalAnimState = 2;
}
else
{
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, dual->maximumTurn);
switch (item->currentAnimState)
{
case 1:
case 2:
dual->maximumTurn = 0;
if (info.ahead)
{
head_y = info.angle;
head_x = info.xAngle;
}
if (dual->mood == ATTACK_MOOD || LaraItem->hitPoints > 0)
{
if (Targetable(item, &info))
{
if (info.distance <= 0x900000)
item->goalAnimState = 9;
else
item->goalAnimState = 3;
}
else
{
switch (dual->mood)
{
case ATTACK_MOOD:
if (info.distance > 0x19000000 || !info.ahead)
item->goalAnimState = 4;
else
item->goalAnimState = 3;
break;
case ESCAPE_MOOD:
item->goalAnimState = 4;
break;
case STALK_MOOD:
item->goalAnimState = 3;
break;
default:
if (!info.ahead)
item->goalAnimState = 3;
break;
}
}
}
else
{
item->goalAnimState = 1;
}
break;
case 3:
dual->maximumTurn = ANGLE(3);
if (info.ahead)
{
head_y = info.angle;
head_x = info.xAngle;
}
if (Targetable(item, &info))
{
if (info.distance < 0x900000 || info.zoneNumber != info.enemyZone)
{
item->goalAnimState = 1;
}
else
{
if (info.angle >= 0)
item->goalAnimState = 6;
else
item->goalAnimState = 5;
}
}
if (dual->mood == ESCAPE_MOOD)
{
item->goalAnimState = 4;
}
else if (dual->mood == ATTACK_MOOD || dual->mood == STALK_MOOD)
{
if (info.distance > 0x19000000 || !info.ahead)
item->goalAnimState = 4;
}
else if (LaraItem->hitPoints > 0)
{
if (info.ahead)
item->goalAnimState = 1;
}
else
{
item->goalAnimState = 2;
}
break;
case 4:
dual->maximumTurn = ANGLE(6);
if (info.ahead)
{
head_y = info.angle;
head_x = info.xAngle;
}
tilt = angle / 4;
if (Targetable(item, &info))
{
if (info.zoneNumber == info.enemyZone)
{
if (info.angle >= 0)
item->goalAnimState = 6;
else
item->goalAnimState = 5;
}
else
{
item->goalAnimState = 3;
}
}
else if (dual->mood == ATTACK_MOOD)
{
if (info.ahead && info.distance < 0x19000000)
item->goalAnimState = 3;
}
else if (LaraItem->hitPoints > 0)
{
item->goalAnimState = 1;
}
else
{
item->goalAnimState = 2;
}
break;
case 5:
dual->flags = 0;
if (info.ahead)
{
torso_y = info.angle;
torso_x = info.xAngle;
}
if (Targetable(item, &info))
item->goalAnimState = 7;
else
item->goalAnimState = 3;
break;
case 6:
dual->flags = 0;
if (info.ahead)
{
torso_y = info.angle;
torso_x = info.xAngle;
}
if (Targetable(item, &info))
item->goalAnimState = 8;
else
item->goalAnimState = 3;
break;
case 7:
if (info.ahead)
{
torso_y = info.angle;
torso_x = info.xAngle;
}
if (!dual->flags)
{
ShotLara(item, &info, &workerDualGunL, torso_y, 50);
dual->flags = 1;
}
break;
case 8:
if (info.ahead)
{
torso_y = info.angle;
torso_x = info.xAngle;
}
if (!dual->flags)
{
ShotLara(item, &info, &workerDualGunR, torso_y, 50);
dual->flags = 1;
}
break;
case 9:
dual->flags = 0;
if (info.ahead)
{
torso_y = info.angle;
torso_x = info.xAngle;
}
if (Targetable(item, &info))
item->goalAnimState = 10;
else
item->goalAnimState = 1;
break;
case 10:
if (info.ahead)
{
torso_y = info.angle;
torso_x = info.xAngle;
}
if (!dual->flags)
{
ShotLara(item, &info, &workerDualGunL, torso_y, 50);
ShotLara(item, &info, &workerDualGunR, torso_y, 50);
dual->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);
}
/*
void Flame(DWORD x, int y, DWORD z, int speed, WORD yrot, WORD room_number)
{
short fx_number;
short cam_rot;
FX_INFO* fx;
fx_number = CreateEffect(room_number);
if (fx_number != NO_ITEM)
{
fx = &Ptr_VetEffects[fx_number];
fx->pos.x_pos = x;
fx->pos.y_pos = y;
fx->pos.z_pos = z;
fx->room_number = room_number;
phd_GetVectorAngles(fx->pos.x_pos - Trng.pGlobTomb4->pAdr->Camera.pCameraSrc->CordX,
fx->pos.y_pos - Trng.pGlobTomb4->pAdr->Camera.pCameraSrc->CordY,
fx->pos.z_pos - Trng.pGlobTomb4->pAdr->Camera.pCameraSrc->CordZ,
&cam_rot);
fx->pos.x_rot = fx->pos.z_rot = 0;
fx->pos.y_rot = cam_rot;
fx->speed = 200;
fx->object_number = Utils.getObjects(TR2_DRAGON_FIRE);
fx->shade = 14 * 256;
fx->counter = 40;
Utils.ShootAtLara(fx);
}
}
*/
// TODO: add flame effect when shooting
void WorkerFlamethrower(short itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item;
CREATURE_INFO* flame;
AI_INFO info;
PHD_VECTOR pos;
short angle, head_y, head_x, torso_y, torso_x, tilt;
item = &Items[itemNum];
flame = (CREATURE_INFO*)item->data;
angle = head_y = head_x = torso_y = torso_x = tilt = 0;
// get the exact flame start position
pos.x = workerFlameThrower.x;
pos.y = workerFlameThrower.y;
pos.z = workerFlameThrower.z;
GetJointAbsPosition(item, &pos, workerFlameThrower.meshNum);
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->currentAnimState != 5 && item->currentAnimState != 6)
{
//TriggerDynamic(pos.RelX, pos.RelY, pos.RelZ, (GetRandomControl() & 4) + 10, (GetRandomControl() & 7) + 128, (GetRandomControl() & 7) + 64, GetRandomControl() & 7);
AddFire(pos.x, pos.y, pos.z, 0, item->roomNumber, 0);
}
else
{
//TriggerDynamic(pos.RelX, pos.RelY, pos.RelZ, (GetRandomControl() & 4) + 14, (GetRandomControl() & 7) + 128, (GetRandomControl() & 7) + 64, GetRandomControl() & 7);
}
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, flame->maximumTurn);
switch (item->currentAnimState)
{
case 1:
flame->flags = 0;
flame->maximumTurn = 0;
if (info.ahead)
{
head_y = info.angle;
head_x = info.xAngle;
}
if (flame->mood == ESCAPE_MOOD)
{
item->goalAnimState = 3;
}
else if (Targetable(item, &info))
{
if (info.distance < SQUARE(WALL_SIZE*4) || info.zoneNumber != info.enemyZone)
item->goalAnimState = 8;
else
item->goalAnimState = 2;
}
else if (flame->mood == ATTACK_MOOD || !info.ahead)
{
if (info.distance <= SQUARE(WALL_SIZE*2))
item->goalAnimState = 2;
else
item->goalAnimState = 3;
}
else
{
item->goalAnimState = 4;
}
break;
case 2:
flame->maximumTurn = ANGLE(5);
if (info.ahead)
{
head_y = info.angle;
head_x = info.xAngle;
}
if (flame->mood == ESCAPE_MOOD)
{
item->goalAnimState = 3;
}
else if (Targetable(item, &info))
{
if (info.distance < SQUARE(WALL_SIZE*4) || info.zoneNumber != info.enemyZone)
item->goalAnimState = 1;
else
item->goalAnimState = 6;
}
else if (flame->mood == ATTACK_MOOD || !info.ahead)
{
if (info.distance > SQUARE(WALL_SIZE*2))
item->goalAnimState = 3;
}
else
{
item->goalAnimState = 4;
}
break;
case 3:
flame->maximumTurn = ANGLE(10);
if (info.ahead)
{
head_y = info.angle;
head_x = info.xAngle;
}
if (flame->mood != ESCAPE_MOOD)
{
if (Targetable(item, &info))
{
item->goalAnimState = 2;
}
else if (flame->mood == BORED_MOOD || flame->mood == STALK_MOOD)
{
item->goalAnimState = 2;
}
}
break;
case 4:
if (info.ahead)
{
head_y = info.angle;
head_x = info.xAngle;
}
if (Targetable(item, &info))
{
item->goalAnimState = 5;
}
else
{
if (flame->mood == ATTACK_MOOD)
{
item->goalAnimState = 1;
}
else if (!info.ahead)
{
item->goalAnimState = 1;
}
}
break;
case 5:
case 6:
if (info.ahead)
{
torso_y = info.angle;
torso_x = info.xAngle;
//CreatureEffect(item, &workerFlameThrower, Flame);
}
if (item->goalAnimState != 1 && (flame->mood == ESCAPE_MOOD || info.distance > SQUARE(WALL_SIZE*10) || !Targetable(item, &info)))
{
item->goalAnimState = 1;
}
break;
case 8:
case 9:
flame->flags = 0;
if (info.ahead)
{
torso_y = info.angle;
torso_x = info.xAngle;
}
if (Targetable(item, &info))
{
item->goalAnimState = (item->currentAnimState == 8) ? 5 : 11;
}
else
{
item->goalAnimState = 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);
}
void InitialiseWorkerFlamethrower(short itemNum)
{
ANIM_STRUCT* anim;
ITEM_INFO* item;
item = &Items[itemNum];
item->animNumber = Objects[item->objectNumber].animIndex + 12;
InitialiseCreature(itemNum);
anim = &Anims[item->animNumber];
item->frameNumber = anim->frameBase;
item->currentAnimState = anim->currentAnimState;
}