TombEngine/TR5Main/Specific/setup.cpp
2020-03-18 06:27:45 +01:00

3770 lines
No EOL
93 KiB
C++

#include "setup.h"
#include "..\Game\draw.h"
#include "..\Game\collide.h"
#include "..\Game\effect2.h"
#include "..\Game\effects.h"
#include "..\Game\tomb4fx.h"
#include "..\Game\Box.h"
#include "..\Game\switch.h"
#include "..\Game\missile.h"
#include "..\Game\control.h"
#include "..\Game\pickup.h"
#include "..\Game\lara1gun.h"
#include "..\Game\laraflar.h"
#include "..\Game\larafire.h"
#include "..\Game\laramisc.h"
#include "..\Game\objects.h"
#include "..\Game\door.h"
#include "..\Game\rope.h"
#include "..\Game\traps.h"
#include "..\Game\flmtorch.h"
#include "..\Objects\oldobjects.h"
#include "..\Objects\newobjects.h"
#include "..\Game\lion.h"
#include "..\Game\mafia.h"
#include "..\Game\rat.h"
#include "..\Game\hydra.h"
#include "..\Game\guardian.h"
#include "roomload.h"
#include <stdlib.h>
#include <stdio.h>
extern byte SequenceUsed[6];
extern byte SequenceResults[3][3][3];
extern byte Sequences[3];
extern byte CurrentSequence;
extern int NumRPickups;
extern GUNSHELL_STRUCT Gunshells[MAX_GUNSHELL];
extern BLOOD_STRUCT Blood[MAX_SPARKS_BLOOD];
extern FIRE_SPARKS FireSparks[MAX_SPARKS_FIRE];
extern SMOKE_SPARKS SmokeSparks[MAX_SPARKS_SMOKE];
extern BUBBLE_STRUCT Bubbles[MAX_BUBBLES];
extern DRIP_STRUCT Drips[MAX_DRIPS];
extern SHOCKWAVE_STRUCT ShockWaves[MAX_SHOCKWAVE];
extern FIRE_LIST Fires[MAX_FIRE_LIST];
extern GUNFLASH_STRUCT Gunflashes[MAX_GUNFLASH];
extern SPARKS Sparks[MAX_SPARKS];
extern SPLASH_STRUCT Splashes[MAX_SPLASH];
extern RIPPLE_STRUCT Ripples[MAX_RIPPLES];
OBJECT_INFO Objects[2048];
void NewObjects()
{
OBJECT_INFO* obj;
obj = &Objects[ID_SMALL_SCORPION];
if (obj->loaded)
{
obj->initialise = InitialiseSmallScorpion;
obj->control = SmallScorpionControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 8;
obj->pivotLength = 20;
obj->radius = 128;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_WILD_BOAR];
if (obj->loaded)
{
obj->initialise = InitialiseWildBoar;
obj->control = WildBoarControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 40;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 48 * 4] |= ROT_Z;
Bones[obj->boneIndex + 48 * 4] |= ROT_Y;
Bones[obj->boneIndex + 52 * 4] |= ROT_Z;
Bones[obj->boneIndex + 52 * 4] |= ROT_Y;
}
obj = &Objects[ID_BAT];
if (obj->loaded)
{
obj->initialise = InitialiseBat;
obj->control = BatControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 5;
obj->pivotLength = 10;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->zoneType = ZONE_FLYER;
}
obj = &Objects[ID_CHAIN];
if (obj->loaded)
{
obj->control = ChainControl;
obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_PLOUGH];
if (obj->loaded)
{
obj->control = PloughControl;
obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_FLOOR_4BLADES];
if (obj->loaded)
{
obj->control = FourBladesControl;
obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_CEILING_4BLADES];
if (obj->loaded)
{
obj->control = FourBladesControl;
obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_SPIKEBALL];
if (obj->loaded)
{
obj->control = SpikeballControl;
obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_COG];
if (obj->loaded)
{
obj->control = CogControl;
obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_BADDY1];
if (obj->loaded)
{
obj->initialise = InitialiseBaddy;
obj->control = BaddyControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 25;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->meshSwapSlot = ID_MESHSWAP_BADDY1;
Bones[obj->boneIndex + 28 * 4] |= ROT_Y;
Bones[obj->boneIndex + 28 * 4] |= ROT_X;
Bones[obj->boneIndex + 88 * 4] |= ROT_Y;
Bones[obj->boneIndex + 88 * 4] |= ROT_X;
}
obj = &Objects[ID_BADDY2];
if (obj->loaded)
{
obj->initialise = InitialiseBaddy;
obj->control = BaddyControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 25;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->meshSwapSlot = ID_MESHSWAP_BADDY2;
Bones[obj->boneIndex + 28 * 4] |= ROT_Y;
Bones[obj->boneIndex + 28 * 4] |= ROT_X;
Bones[obj->boneIndex + 88 * 4] |= ROT_Y;
Bones[obj->boneIndex + 88 * 4] |= ROT_X;
}
obj = &Objects[ID_SAS_CAIRO];
if (obj->loaded)
{
obj->initialise = InitialiseSas;
obj->control = SasControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 40;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex] |= ROT_Y;
Bones[obj->boneIndex] |= ROT_X;
Bones[obj->boneIndex + 28 * 4] |= ROT_Y;
Bones[obj->boneIndex + 28 * 4] |= ROT_X;
}
obj = &Objects[ID_MUMMY];
if (obj->loaded)
{
obj->initialise = InitialiseMummy;
obj->control = MummyControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 15;
obj->radius = 170;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 28 * 4] |= ROT_Y;
Bones[obj->boneIndex + 28 * 4] |= ROT_X;
Bones[obj->boneIndex + 72 * 4] |= ROT_Y;
}
obj = &Objects[ID_QUAD];
if (obj->loaded)
{
obj->initialise = InitialiseQuadBike;
obj->collision = QuadBikeCollision;
obj->savePosition = true;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_SHARK];
if (obj->loaded)
{
obj->control = SharkControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 30;
obj->pivotLength = 200;
obj->radius = 340;
obj->intelligent = true;
obj->waterCreature = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 9 * 4] |= ROT_Y;
}
obj = &Objects[ID_BARRACUDA];
if (obj->loaded)
{
obj->control = BarracudaControl;
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 12;
obj->pivotLength = 200;
obj->radius = 204;
obj->intelligent = true;
obj->waterCreature = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
}
obj = &Objects[ID_ROLLING_SPINDLE];
if (obj->loaded)
{
obj->initialise = InitialiseSpinningBlade;
obj->control = SpinningBlade;
obj->collision = ObjectCollision;
obj->savePosition = true;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_SPRINGBOARD];
if (obj->loaded)
{
obj->control = SpringBoardControl;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_TIGER];
if (obj->loaded)
{
obj->control = TigerControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 24;
obj->pivotLength = 200;
obj->radius = 340;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 21 * 4] |= ROT_Y;
}
obj = &Objects[ID_COBRA];
if (obj->loaded)
{
obj->initialise = InitialiseCobra;
obj->control = CobraControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 8;
obj->radius = 102;
obj->intelligent = true;
obj->nonLot = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 0 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
}
obj = &Objects[ID_RAPTOR];
if (obj->loaded)
{
obj->control = Tr3RaptorControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 100;
obj->radius = 341;
obj->pivotLength = 600;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 20 * 4] |= ROT_Y;
Bones[obj->boneIndex + 21 * 4] |= ROT_Y;
Bones[obj->boneIndex + 23 * 4] |= ROT_Y;
Bones[obj->boneIndex + 25 * 4] |= ROT_Y;
}
obj = &Objects[ID_SCUBA_DIVER];
if (obj->loaded)
{
obj->control = ScubaControl;
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 20;
obj->radius = 340;
obj->intelligent = true;
obj->waterCreature = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->pivotLength = 50;
Bones[obj->boneIndex + 10 * 4] |= ROT_Y;
Bones[obj->boneIndex + 14 * 4] |= ROT_Z;
}
obj = &Objects[ID_SCUBA_HARPOON];
if (obj->loaded)
{
obj->control = HarpoonControl;
obj->collision = ObjectCollision;
obj->savePosition = true;
}
obj = &Objects[ID_EAGLE];
if (obj->loaded)
{
obj->initialise = InitialiseEagle;
obj->control = EagleControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 20;
obj->radius = 204;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->pivotLength = 0;
}
obj = &Objects[ID_CROW];
if (obj->loaded)
{
obj->initialise = InitialiseEagle;
obj->control = EagleControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 15;
obj->radius = 204;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->pivotLength = 0;
}
obj = &Objects[ID_TRIBESMAN_WITH_AX];
if (obj->loaded)
{
obj->control = TribemanAxeControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 28;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->pivotLength = 0;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
}
obj = &Objects[ID_TRIBESMAN_WITH_DARTS];
if (obj->loaded)
{
obj->control = TribesmanDartsControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 28;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->pivotLength = 0;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
}
obj = &Objects[ID_WOLF];
if (obj->loaded)
{
obj->initialise = InitialiseWolf;
obj->control = WolfControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 6;
obj->pivotLength = 375;
obj->radius = 340;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 2 * 4] |= ROT_Y;
}
obj = &Objects[ID_BEAR];
if (obj->loaded)
{
obj->initialise = InitialiseCreature;
obj->control = BearControl;
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 20;
obj->pivotLength = 500;
obj->radius = 340;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
}
obj = &Objects[ID_TYRANNOSAUR];
if (obj->loaded)
{
obj->control = TyrannosaurControl;
obj->collision = CreatureCollision;
obj->hitPoints = 800;
obj->shadowSize = 64;
obj->pivotLength = 1800;
obj->radius = 512;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 10 * 4] |= ROT_Y;
Bones[obj->boneIndex + 11 * 4] |= ROT_Y;
}
obj = &Objects[ID_APE];
if (obj->loaded)
{
obj->control = ApeControl;
obj->collision = CreatureCollision;
obj->hitPoints = 22;
obj->shadowSize = 128;
obj->pivotLength = 250;
obj->radius = 340;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_RAT];
if (obj->loaded)
{
obj->control = RatControl;
obj->collision = CreatureCollision;
obj->hitPoints = 5;
obj->shadowSize = 128;
obj->pivotLength = 50;
obj->radius = 204;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_SKELETON];
if (obj->loaded)
{
obj->initialise = InitialiseSkeleton;
obj->control = SkeletonControl;
obj->collision = CreatureCollision;
obj->hitPoints = 15;
obj->shadowSize = 128;
obj->pivotLength = 50;
obj->radius = 128;
obj->explodableMeshbits = 0xA00;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_GRENADE_ITEM];
if (obj->loaded)
{
obj->collision = PickupCollision;
obj->savePosition = true;
obj->saveFlags = true;
}
obj = &Objects[ID_GRENADE_AMMO1_ITEM];
if (obj->loaded)
{
obj->collision = PickupCollision;
obj->savePosition = true;
obj->saveFlags = true;
}
obj = &Objects[ID_GRENADE_AMMO2_ITEM];
if (obj->loaded)
{
obj->collision = PickupCollision;
obj->savePosition = true;
obj->saveFlags = true;
}
obj = &Objects[ID_GRENADE_AMMO3_ITEM];
if (obj->loaded)
{
obj->collision = PickupCollision;
obj->savePosition = true;
obj->saveFlags = true;
}
obj = &Objects[ID_CROSSBOW_AMMO3_ITEM];
if (obj->loaded)
{
obj->collision = PickupCollision;
obj->savePosition = true;
obj->saveFlags = true;
}
obj = &Objects[ID_GRENADE];
if (obj->loaded)
{
obj->collision = NULL;
obj->control = ControlGrenade;
}
obj = &Objects[ID_HARPOON_ITEM];
if (obj->loaded)
{
obj->collision = PickupCollision;
obj->savePosition = true;
obj->saveFlags = true;
}
obj = &Objects[ID_HARPOON_AMMO_ITEM];
if (obj->loaded)
{
obj->collision = PickupCollision;
obj->savePosition = true;
obj->saveFlags = true;
}
obj = &Objects[ID_HARPOON];
if (obj->loaded)
{
obj->initialise = NULL;
obj->collision = NULL;
obj->control = ControlHarpoonBolt;
}
obj = &Objects[ID_CROSSBOW_BOLT];
if (obj->loaded)
{
obj->initialise = NULL;
obj->control = NULL;
obj->control = ControlCrossbowBolt;
}
obj = &Objects[ID_STARGATE];
if (obj->loaded)
{
obj->control = StargateControl;
obj->collision = StargateCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_SLICER_DICER];
if (obj->loaded)
{
obj->initialise = InitialiseSlicerDicer;
obj->control = SlicerDicerControl;
obj->collision = BladeCollision;
obj->saveFlags = true;
}
obj = &Objects[ID_SARCOPHAGUS];
if (obj->loaded)
{
obj->control = AnimatingControl;
obj->collision = SarcophagusCollision;
obj->saveFlags = true;
obj->saveAnim = true;
}
obj = &Objects[ID_LARA_DOUBLE];
if (obj->loaded)
{
obj->initialise = InitialiseLaraDouble;
obj->control = LaraDoubleControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 1000;
obj->pivotLength = 50;
obj->radius = 128;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveFlags = true;
obj->saveAnim = true;
}
obj = &Objects[ID_KNIGHT_TEMPLAR];
if (obj->loaded)
{
obj->initialise = InitialiseKnightTemplar;
obj->control = KnightTemplarControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 15;
obj->pivotLength = 50;
obj->radius = 128;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveFlags = true;
obj->saveAnim = true;
Bones[obj->boneIndex + 6 * 4] |= ROT_X | ROT_Y;
Bones[obj->boneIndex + 7 * 4] |= ROT_Y;
}
obj = &Objects[ID_DEMIGOD1];
if (obj->loaded)
{
obj->initialise = InitialiseDemigod;
obj->control = DemigodControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 200;
obj->pivotLength = 50;
obj->radius = 341;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->hitEffect = HIT_FRAGMENT;
obj->undead = true;
Bones[obj->boneIndex + 4 * 4] |= ROT_X | ROT_Y | ROT_Z;
Bones[obj->boneIndex + 5 * 4] |= ROT_Y;
}
obj = &Objects[ID_DEMIGOD2];
if (obj->loaded)
{
obj->initialise = InitialiseDemigod;
obj->control = DemigodControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 200;
obj->pivotLength = 50;
obj->radius = 341;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->hitEffect = HIT_FRAGMENT;
Bones[obj->boneIndex + 4 * 4] |= ROT_X | ROT_Y | ROT_Z;
Bones[obj->boneIndex + 5 * 4] |= ROT_Y;
}
obj = &Objects[ID_DEMIGOD3];
if (obj->loaded)
{
obj->initialise = InitialiseDemigod;
obj->control = DemigodControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 200;
obj->pivotLength = 50;
obj->radius = 341;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->hitEffect = HIT_FRAGMENT;
Bones[obj->boneIndex + 4 * 4] |= ROT_X | ROT_Y | ROT_Z;
Bones[obj->boneIndex + 5 * 4] |= ROT_Y;
}
obj = &Objects[ID_MINE];
if (obj->loaded)
{
obj->initialise = InitialiseMine;
obj->control = MineControl;
obj->collision = MineCollision;
obj->saveFlags = true;
obj->saveAnim = true;
obj->savePosition = true;
}
obj = &Objects[ID_JEAN_YVES];
if (obj->loaded)
{
obj->initialise = InitialiseJeanYves;
obj->control = JeanYvesControl;
obj->collision = ObjectCollision;
obj->nonLot = true;
obj->savePosition = true;
}
obj = &Objects[ID_WATERSKIN1_EMPTY];
if (obj->loaded)
{
obj->initialise = InitialisePickup;
obj->control = PickupControl;
obj->collision = PickupCollision;
obj->saveFlags = true;
obj->savePosition = true;
}
obj = &Objects[ID_WATERSKIN2_EMPTY];
if (obj->loaded)
{
obj->initialise = InitialisePickup;
obj->control = PickupControl;
obj->collision = PickupCollision;
obj->saveFlags = true;
obj->savePosition = true;
}
obj = &Objects[ID_BIG_SCORPION];
if (obj->loaded)
{
obj->initialise = InitialiseScorpion;
obj->control = ScorpionControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 80;
obj->pivotLength = 50;
obj->radius = 512;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveFlags = true;
obj->saveAnim = true;
}
obj = &Objects[ID_TROOPS];
if (obj->loaded)
{
obj->initialise = InitialiseTroops;
obj->control = TroopsControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 40;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex] |= ROT_X | ROT_Y;
Bones[obj->boneIndex + 7 * 4] |= ROT_X | ROT_Y;
}
obj = &Objects[ID_SENTRY_GUN];
if (obj->loaded)
{
obj->initialise = InitialiseSentryGun;
obj->control = SentryGunControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 30;
obj->pivotLength = 50;
obj->radius = 204;
obj->intelligent = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->explodableMeshbits = 64;
Bones[obj->boneIndex + 0] |= ROT_Y;
Bones[obj->boneIndex + 1 * 4] |= ROT_X;
Bones[obj->boneIndex + 2 * 4] |= ROT_Z;
Bones[obj->boneIndex + 3 * 4] |= ROT_Z;
}
obj = &Objects[ID_HARPY];
if (obj->loaded)
{
obj->initialise = InitialiseHarpy;
obj->control = HarpyControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 60;
obj->pivotLength = 50;
obj->radius = 409;
obj->intelligent = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_GUIDE];
if (obj->loaded)
{
obj->initialise = InitialiseGuide;
obj->control = GuideControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = -16384;
obj->pivotLength = 0;
obj->radius = 128;
obj->intelligent = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 6 * 4] |= ROT_X | ROT_Y;
Bones[obj->boneIndex + 20 * 4] |= ROT_X | ROT_Y;
}
obj = &Objects[ID_CROCODILE];
if (obj->loaded)
{
obj->initialise = InitialiseCrocodile;
obj->control = CrocodileControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 36;
obj->pivotLength = 300;
obj->radius = 409;
obj->intelligent = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->waterCreature = true;
Bones[obj->boneIndex] |= ROT_Y;
Bones[obj->boneIndex + 7 * 4] |= ROT_Y;
Bones[obj->boneIndex + 9 * 4] |= ROT_Y;
Bones[obj->boneIndex + 10 * 4] |= ROT_Y;
}
obj = &Objects[ID_SPHINX];
if (obj->loaded)
{
obj->initialise = InitialiseSphinx;
obj->control = SphinxControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 1000;
obj->pivotLength = 500;
obj->radius = 512;
obj->intelligent = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_FLAMETHROWER_BADDY];
if (obj->loaded)
{
obj->control = FlameThrowerControl;
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 36;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->pivotLength = 0;
Bones[obj->boneIndex + 0 * 4] |= ROT_Y;
Bones[obj->boneIndex + 0 * 4] |= ROT_X;
Bones[obj->boneIndex + 7 * 4] |= ROT_Y;
}
obj = &Objects[ID_SPIKY_WALL];
if (obj->loaded)
{
obj->control = ControlSpikyWall;
obj->collision = ObjectCollision;
obj->savePosition = true;
obj->saveFlags = true;
}
obj = &Objects[ID_SPIKY_CEILING];
if (obj->loaded)
{
obj->control = ControlSpikyCeiling;
obj->collision = TrapCollision;
obj->savePosition = true;
obj->saveFlags = true;
}
obj = &Objects[ID_MONKEY];
if (obj->loaded)
{
//if (!Objects[MESHSWAP2].loaded)
// S_ExitSystem("FATAL: Monkey requires MESHSWAP2 (Monkey + Pickups)");
//obj->draw_routine = (void*)DrawMonkey;
obj->initialise = InitialiseMonkey;
obj->control = MonkeyControl;
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 8;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->pivotLength = 0;
Bones[obj->boneIndex + 0 * 4] |= ROT_Y;
Bones[obj->boneIndex + 0 * 4] |= ROT_X;
Bones[obj->boneIndex + 7 * 4] |= ROT_Y;
}
obj = &Objects[ID_JEEP];
if (obj->loaded)
{
obj->initialise = InitialiseJeep;
obj->collision = JeepCollision;
obj->savePosition = true;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_MP_WITH_GUN];
if (obj->loaded)
{
obj->control = MPGunControl;
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 28;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->pivotLength = 0;
obj->biteOffset = 0;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
}
obj = &Objects[ID_MP_WITH_STICK];
if (obj->loaded)
{
obj->initialise = InitialiseMPStick;
obj->control = MPStickControl;
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 28;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->pivotLength = 0;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
}
obj = &Objects[ID_YETI];
if (obj->loaded)
{
obj->initialise = InitialiseYeti;
obj->collision = CreatureCollision;
obj->control = YetiControl;
obj->hitPoints = 30;
obj->shadowSize = UNIT_SHADOW / 2;
obj->radius = 128;
obj->pivotLength = 100;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
Bones[obj->boneIndex + 6 * 4] |= (ROT_Y);
Bones[obj->boneIndex + 14 * 4] |= (ROT_Y);
}
obj = &Objects[ID_SNOWMOBILE];
if (obj->loaded)
{
obj->initialise = InitialiseSkidoo;
obj->collision = SkidooCollision;
//obj->drawRoutine = DrawSkidoo; // TODO: create a new render for the skidoo. (with track animated)
obj->saveAnim = true;
obj->saveFlags = true;
obj->savePosition = true;
}
obj = &Objects[ID_KAYAK];
if (obj->loaded)
{
obj->initialise = InitialiseKayak;
obj->collision = KayakCollision;
//obj->drawRoutine = DrawKayak;
obj->saveAnim = true;
obj->saveFlags = true;
obj->savePosition = true;
}
obj = &Objects[ID_BOAT];
if (obj->loaded)
{
obj->initialise = InitialiseBoat;
obj->collision = BoatCollision;
obj->control = BoatControl;
obj->saveAnim = true;
obj->saveFlags = true;
obj->savePosition = true;
Bones[obj->boneIndex + 1 * 4] |= ROT_Z;
}
}
void BaddyObjects()
{
OBJECT_INFO* obj;
/* Initialise Lara directly since lara will be used all the time. */
obj = &Objects[ID_LARA];
if (obj->loaded)
{
obj->initialise = InitialiseLaraLoad;
obj->shadowSize = 160;
obj->hitPoints = 1000;
obj->drawRoutine = NULL;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
obj->usingDrawAnimatingItem = false;
}
else
{
printf("lara not found !");
}
obj = &Objects[ID_SAS];
if (obj->loaded)
{
obj->initialise = InitialiseGuard;
obj->control = GuardControl;
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 40;
obj->radius = 102;
obj->pivotLength = 50;
obj->intelligent = true;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_BLOOD;
obj->zoneType = ZONE_HUMAN_CLASSIC;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
}
obj = &Objects[ID_SWAT];
if (obj->loaded)
{
obj->biteOffset = 0;
obj->initialise = InitialiseGuard;
obj->collision = CreatureCollision;
obj->control = GuardControl;
obj->drawRoutineExtra = DrawBaddieGunFlash;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 24;
obj->pivotLength = 50;
obj->radius = 102;
obj->explodableMeshbits = 0x4000;
obj->intelligent = true;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_BLOOD;
obj->zoneType = ZONE_HUMAN_CLASSIC;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
}
obj = &Objects[ID_GUARD1];
if (obj->loaded)
{
if (Objects[ID_SWAT].loaded) // object required
obj->animIndex = Objects[ID_SWAT].animIndex;
obj->biteOffset = 4;
obj->initialise = InitialiseGuard;
obj->collision = CreatureCollision;
obj->control = GuardControl;
obj->drawRoutineExtra = DrawBaddieGunFlash;
obj->pivotLength = 50;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 24;
obj->radius = 102;
obj->explodableMeshbits = 0x4000;
obj->intelligent = true;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_BLOOD;
obj->zoneType = ZONE_HUMAN_CLASSIC;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
}
obj = &Objects[ID_SWAT_PLUS];
if (obj->loaded)
{
short animIndex;
if (!Objects[ID_SWAT].loaded)
animIndex = Objects[ID_GUARD1].animIndex;
else
animIndex = Objects[ID_SWAT].animIndex;
obj->animIndex = animIndex;
obj->biteOffset = 0;
obj->initialise = InitialiseGuard;
obj->collision = CreatureCollision;
obj->control = GuardControl;
obj->drawRoutineExtra = DrawBaddieGunFlash;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 24;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_BLOOD;
obj->zoneType = ZONE_HUMAN_CLASSIC;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
}
obj = &Objects[ID_MAFIA];
if (obj->loaded)
{
short animIndex;
if (!Objects[ID_SWAT].loaded)
animIndex = Objects[ID_GUARD1].animIndex;
else
animIndex = Objects[ID_SWAT].animIndex;
obj->animIndex = animIndex;
obj->biteOffset = 0;
obj->initialise = InitialiseGuard;
obj->collision = CreatureCollision;
obj->control = GuardControl;
obj->drawRoutineExtra = DrawBaddieGunFlash;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 24;
obj->pivotLength = 50;
obj->radius = 102;
obj->explodableMeshbits = 0x4000;
obj->intelligent = true;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_BLOOD;
obj->zoneType = ZONE_HUMAN_CLASSIC;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
}
obj = &Objects[ID_SCIENTIST];
if (obj->loaded)
{
short animIndex;
if (!Objects[ID_SWAT].loaded)
animIndex = Objects[ID_GUARD1].animIndex;
else
animIndex = Objects[ID_SWAT].animIndex;
obj->animIndex = animIndex;
obj->initialise = InitialiseGuard;
obj->control = GuardControl;
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 24;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_BLOOD;
obj->zoneType = ZONE_HUMAN_CLASSIC;
Bones[Objects[69].boneIndex + 6 * 4] |= ROT_Y;
Bones[Objects[69].boneIndex + 6 * 4] |= ROT_X;
Bones[Objects[69].boneIndex + 13 * 4] |= ROT_Y;
Bones[Objects[69].boneIndex + 13 * 4] |= ROT_X;
}
obj = &Objects[ID_GUARD2];
if (obj->loaded)
{
short animIndex;
if (!Objects[ID_SWAT].loaded)
animIndex = Objects[ID_GUARD1].animIndex;
else
animIndex = Objects[ID_SWAT].animIndex;
obj->animIndex = animIndex;
obj->biteOffset = 4;
obj->initialise = InitialiseGuard;
obj->control = GuardControl;
obj->collision = CreatureCollision;
obj->drawRoutineExtra = DrawBaddieGunFlash;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 24;
obj->pivotLength = 50;
obj->radius = 102;
obj->explodableMeshbits = 0x4000;
obj->intelligent = true;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_BLOOD;
obj->zoneType = ZONE_HUMAN_CLASSIC;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
}
obj = &Objects[ID_GUARD3];
if (obj->loaded)
{
short animIndex;
if (!Objects[ID_SWAT].loaded)
animIndex = Objects[ID_GUARD1].animIndex;
else
animIndex = Objects[ID_SWAT].animIndex;
obj->animIndex = animIndex;
obj->biteOffset = 4;
obj->initialise = InitialiseGuard;
obj->control = GuardControl;
obj->collision = CreatureCollision;
obj->drawRoutineExtra = DrawBaddieGunFlash;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 24;
obj->pivotLength = 50;
obj->radius = 102;
obj->explodableMeshbits = 0x4000;
obj->intelligent = true;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_BLOOD;
obj->zoneType = ZONE_HUMAN_CLASSIC;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
}
obj = &Objects[ID_ATTACK_SUB];
if (obj->loaded)
{
obj->initialise = InitialiseSubmarine;
obj->collision = CreatureCollision;
obj->control = ControlSubmarine;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 100;
obj->pivotLength = 200;
obj->radius = 512;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
obj->waterCreature = true;
obj->hitEffect = HIT_FRAGMENT;
obj->zoneType = ZONE_FLYER;
obj->undead = true;
Bones[obj->boneIndex] |= ROT_X;
Bones[obj->boneIndex + 4] |= ROT_X;
}
obj = &Objects[ID_LION];
if (obj->loaded)
{
obj->initialise = InitialiseLion;
obj->collision = CreatureCollision;
obj->control = LionControl;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 40;
obj->pivotLength = 50;
obj->radius = 341;
obj->intelligent = true;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_BLOOD;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
Bones[obj->boneIndex + 19 * 4] |= ROT_Y;
}
obj = &Objects[ID_DOG];
if (obj->loaded)
{
obj->initialise = InitialiseDoberman;
obj->collision = CreatureCollision;
obj->control = ControlDoberman;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 18;
obj->pivotLength = 50;
obj->radius = 256;
obj->intelligent = true;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_BLOOD;
Bones[obj->boneIndex + 19 * 4] |= ROT_Y;
}
obj = &Objects[ID_HUSKIE];
if (obj->loaded)
{
obj->initialise = InitialiseDog;
obj->collision = CreatureCollision;
obj->control = ControlDog;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 24;
obj->pivotLength = 50;
obj->radius = 256;
obj->intelligent = true;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_BLOOD;
Bones[obj->boneIndex + 19 * 4] |= ROT_Y;
}
obj = &Objects[ID_REAPER];
if (obj->loaded)
{
obj->initialise = InitialiseReaper;
obj->collision = CreatureCollision;
obj->control = ControlReaper;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 10;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
obj->hitEffect = HIT_BLOOD;
obj->waterCreature = true;
obj->zoneType = ZONE_FLYER;
}
obj = &Objects[ID_MAFIA2];
if (obj->loaded)
{
obj->biteOffset = 7;
obj->initialise = InitialiseMafia2;
obj->collision = CreatureCollision;
obj->control = Mafia2Control;
obj->drawRoutineExtra = DrawBaddieGunFlash;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 26;
obj->pivotLength = 50;
obj->radius = 102;
obj->explodableMeshbits = 0x4000;
obj->intelligent = true;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_BLOOD;
obj->zoneType = ZONE_HUMAN_CLASSIC;
obj->meshSwapSlot = ID_MESHSWAP_MAFIA2;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
}
obj = &Objects[ID_PIERRE];
if (obj->loaded)
{
obj->biteOffset = 1;
obj->initialise = InitialiseLarson;
obj->collision = CreatureCollision;
obj->control = ControlLarson;
obj->drawRoutineExtra = DrawBaddieGunFlash;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 60;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_BLOOD;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 7 * 4] |= ROT_Y;
Bones[obj->boneIndex + 7 * 4] |= ROT_X;
}
obj = &Objects[ID_LARSON];
if (obj->loaded)
{
obj->biteOffset = 3;
obj->initialise = InitialiseLarson;
obj->collision = CreatureCollision;
obj->control = ControlLarson;
obj->drawRoutineExtra = DrawBaddieGunFlash;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 60;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_BLOOD;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 7 * 4] |= ROT_Y;
Bones[obj->boneIndex + 7 * 4] |= ROT_X;
}
obj = &Objects[ID_HITMAN];
if (obj->loaded)
{
obj->biteOffset = 5;
obj->initialise = InitialiseHitman;
obj->collision = CreatureCollision;
obj->control = HitmanControl;
obj->drawRoutineExtra = DrawBaddieGunFlash;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 50;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_FRAGMENT;
obj->undead = true;
obj->zoneType = ZONE_HUMAN_CLASSIC;
obj->meshSwapSlot = ID_MESHSWAP_HITMAN;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
}
obj = &Objects[ID_SNIPER];
if (obj->loaded)
{
obj->biteOffset = 6;
obj->initialise = InitialiseSniper;
obj->collision = CreatureCollision;
obj->control = SniperControl;
obj->drawRoutineExtra = DrawBaddieGunFlash;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 35;
obj->pivotLength = 50;
obj->radius = 102;
obj->explodableMeshbits = 0x4000;
obj->intelligent = true;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_BLOOD;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
}
obj = &Objects[ID_GUARD_LASER];
if (obj->loaded)
{
obj->biteOffset = 0;
obj->initialise = InitialiseGuardLaser;
obj->collision = CreatureCollision;
obj->control = GuardControlLaser;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 24;
obj->pivotLength = 50;
obj->radius = 128;
obj->explodableMeshbits = 4;
obj->intelligent = true;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_FRAGMENT;
obj->undead = true;
Bones[obj->boneIndex] |= ROT_Y;
Bones[obj->boneIndex] |= ROT_X;
Bones[obj->boneIndex + 4] |= ROT_Y;
Bones[obj->boneIndex + 4] |= ROT_X;
}
obj = &Objects[ID_HYDRA];
if (obj->loaded)
{
obj->initialise = InitialiseHydra;
obj->collision = CreatureCollision;
obj->control = ControlHydra;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 30;
obj->pivotLength = 50;
obj->radius = 102;
obj->biteOffset = 1024;
obj->intelligent = true;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_FRAGMENT;
obj->undead = true;
Bones[obj->boneIndex + 0] |= ROT_Y;
Bones[obj->boneIndex + 8 * 4] |= ROT_Y;
Bones[obj->boneIndex + 8 * 4] |= ROT_X;
Bones[obj->boneIndex + 8 * 4] |= ROT_Z;
}
obj = &Objects[ID_IMP];
if (obj->loaded)
{
obj->biteOffset = 256;
obj->initialise = InitialiseImp;
obj->collision = CreatureCollision;
obj->control = ControlImp;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 12;
obj->pivotLength = 20;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_BLOOD;
obj->meshSwapSlot = ID_MESHSWAP_IMP;
Bones[obj->meshIndex + 4 * 4] |= ROT_Z;
Bones[obj->meshIndex + 4 * 4] |= ROT_X;
Bones[obj->meshIndex + 9 * 4] |= ROT_Z;
Bones[obj->meshIndex + 9 * 4] |= ROT_X;
}
obj = &Objects[ID_WILLOWISP];
if (obj->loaded)
{
obj->biteOffset = 256;
obj->initialise = InitialiseLightingGuide;
obj->control = ControlLightingGuide;
obj->drawRoutine = NULL;
obj->shadowSize = UNIT_SHADOW / 2;
obj->radius = 256;
obj->hitPoints = 16;
obj->pivotLength = 20;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
obj->zoneType = ZONE_FLYER;
Bones[obj->boneIndex + 4 * 4] |= ROT_Z;
Bones[obj->boneIndex + 4 * 4] |= ROT_X;
Bones[obj->boneIndex + 9 * 4] |= ROT_Z;
Bones[obj->boneIndex + 9 * 4] |= ROT_X;
}
obj = &Objects[ID_BROWN_BEAST];
if (obj->loaded)
{
obj->biteOffset = 256;
obj->initialise = InitialiseBrownBeast;
obj->collision = CreatureCollision;
obj->control = ControlBrowsBeast;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 4000;
obj->pivotLength = 20;
obj->radius = 341;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
obj->hitEffect = HIT_BLOOD;
Bones[obj->boneIndex + 4 * 4] |= ROT_Z;
Bones[obj->boneIndex + 4 * 4] |= ROT_X;
Bones[obj->boneIndex + 9 * 4] |= ROT_Z;
Bones[obj->boneIndex + 9 * 4] |= ROT_X;
}
// TODO: LagoonWitch is deleted !
/*
obj = &Objects[ID_GREEN_TEETH];
if (obj->loaded)
{
//v33 = (*(&Objects[79] + 25) | 2) & 0xF7FF;
//HIBYTE(v33) |= 4u;
//v33 |= 0x100u;
//LOBYTE(v33) = v33 | 0x70;
//*(&Objects[79] + 25) = v33 | 8;
obj->biteOffset = 256;
obj->initialise = InitialiseLagoonWitch;
obj->collision = CreatureCollision;
obj->control = ControlLagoonWitch;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 100;
obj->pivotLength = 20;
obj->radius = 256;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
obj->zoneType = ZONE_FLYER;
Bones[obj->boneIndex + 4 * 4] |= ROT_Z;
Bones[obj->boneIndex + 4 * 4] |= ROT_X;
Bones[obj->boneIndex + 9 * 4] |= ROT_Z;
Bones[obj->boneIndex + 9 * 4] |= ROT_X;
}
*/
obj = &Objects[ID_INVISIBLE_GHOST];
if (obj->loaded)
{
obj->biteOffset = 256;
obj->initialise = InitialiseInvisibleGhost;
obj->collision = CreatureCollision;
obj->control = ControlInvisibleGhost;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 100;
obj->pivotLength = 20;
obj->radius = 256;
obj->intelligent = true;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_BLOOD;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 8 * 4] |= ROT_Y;
Bones[obj->boneIndex + 8 * 4] |= ROT_X;
}
obj = &Objects[ID_RATS_EMITTER];
if (obj->loaded)
{
obj->drawRoutine = NULL;
obj->initialise = InitialiseLittleRats;
obj->control = ControlLittleRats;
obj->usingDrawAnimatingItem = false;
}
obj = &Objects[ID_BATS_EMITTER];
if (obj->loaded)
{
obj->drawRoutine = NULL;
obj->initialise = InitialiseLittleBats;
obj->control = ControlLittleBats;
obj->usingDrawAnimatingItem = false;
}
// TODO: spider is deleted !
/*
obj = &Objects[ID_SPIDERS_EMITTER];
if (obj->loaded)
{
//*(&Objects[95] + 25) &= 0xFDFFu;
obj->drawRoutine = NULL;
obj->initialise = InitialiseSpiders;
obj->control = ControlSpiders;
}
*/
obj = &Objects[ID_GLADIATOR];
if (obj->loaded)
{
obj->biteOffset = 0;
obj->initialise = InitialiseGladiator;
obj->control = ControlGladiator;
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 20;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_BLOOD;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
}
obj = &Objects[ID_ROMAN_GOD];
if (obj->loaded)
{
obj->biteOffset = 0;
obj->initialise = InitialiseRomanStatue;
obj->collision = CreatureCollision;
obj->control = ControlRomanStatue;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 300;
obj->pivotLength = 50;
obj->radius = 256;
obj->intelligent = true;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_SMOKE;
obj->meshSwapSlot = ID_MESHSWAP_ROMAN_GOD;
Bones[obj->boneIndex + 24] |= ROT_Y;
Bones[obj->boneIndex + 24] |= ROT_X;
Bones[obj->boneIndex + 52] |= ROT_Y;
Bones[obj->boneIndex + 52] |= ROT_X;
}
obj = &Objects[ID_GUARDIAN];
if (obj->loaded)
{
obj->initialise = InitialiseLaserHead;
obj->collision = CreatureCollision;
obj->control = ControlLaserHead;
obj->explodableMeshbits = 6;
obj->nonLot = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->usingDrawAnimatingItem = false;
obj->undead = true;
obj->unknown = 3;
obj->hitEffect = HIT_SMOKE;
obj->saveMesh = true;
}
obj = &Objects[ID_AUTOGUN];
if (obj->loaded)
{
obj->initialise = InitialiseAutoGuns;
obj->control = ControlAutoGuns;
obj->saveHitpoints = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->hitEffect = HIT_BLOOD;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 8 * 4] |= ROT_Y;
}
obj = &Objects[ID_GUNSHIP];
if (obj->loaded)
{
obj->control = ControlGunShip;
obj->saveFlags = true;
obj->saveAnim = true;
Bones[obj->boneIndex + 0] |= ROT_Y;
Bones[obj->boneIndex + 4] |= ROT_X;
}
}
// TODO: add the flags
void ObjectObjects()
{
OBJECT_INFO* obj;
obj = &Objects[ID_CAMERA_TARGET];
if (obj->loaded)
{
obj->drawRoutine = NULL;
obj->usingDrawAnimatingItem = false;
}
obj = &Objects[ID_SMASH_OBJECT1];
if (obj->loaded)
{
obj->initialise = InitialiseSmashObject;
obj->collision = ObjectCollision;
obj->control = SmashObjectControl;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveMesh = true;
}
obj = &Objects[ID_SMASH_OBJECT2];
if (obj->loaded)
{
obj->initialise = InitialiseSmashObject;
obj->collision = ObjectCollision;
obj->control = SmashObjectControl;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveMesh = true;
}
obj = &Objects[ID_SMASH_OBJECT3];
if (obj->loaded)
{
obj->initialise = InitialiseSmashObject;
obj->collision = ObjectCollision;
obj->control = SmashObjectControl;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveMesh = true;
}
obj = &Objects[ID_SMASH_OBJECT4];
if (obj->loaded)
{
obj->initialise = InitialiseSmashObject;
obj->collision = ObjectCollision;
obj->control = SmashObjectControl;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveMesh = true;
}
obj = &Objects[ID_SMASH_OBJECT5];
if (obj->loaded)
{
obj->initialise = InitialiseSmashObject;
obj->collision = ObjectCollision;
obj->control = SmashObjectControl;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveMesh = true;
}
obj = &Objects[ID_SMASH_OBJECT6];
if (obj->loaded)
{
obj->initialise = InitialiseSmashObject;
obj->collision = ObjectCollision;
obj->control = SmashObjectControl;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveMesh = true;
}
obj = &Objects[ID_SMASH_OBJECT7];
if (obj->loaded)
{
obj->initialise = InitialiseSmashObject;
obj->collision = ObjectCollision;
obj->control = SmashObjectControl;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveMesh = true;
}
obj = &Objects[ID_SMASH_OBJECT8];
if (obj->loaded)
{
obj->initialise = InitialiseSmashObject;
obj->collision = ObjectCollision;
obj->control = SmashObjectControl;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveMesh = true;
}
obj = &Objects[ID_BRIDGE_FLAT];
if (obj->loaded)
{
obj->floor = BridgeFlatFloor;
obj->ceiling = BridgeFlatCeiling;
}
obj = &Objects[ID_BRIDGE_TILT1];
if (obj->loaded)
{
obj->floor = BridgeTilt1Floor;
obj->ceiling = BridgeTilt1Ceiling;
}
obj = &Objects[ID_BRIDGE_TILT2];
if (obj->loaded)
{
obj->floor = BridgeTilt2Floor;
obj->ceiling = BridgeTilt2Ceiling;
}
obj = &Objects[ID_CRUMBLING_FLOOR];
if (obj->loaded)
{
obj->initialise = InitialiseFallingBlock;
obj->collision = FallingBlockCollision;
obj->control = FallingBlockControl;
obj->floor = FallingBlockFloor;
obj->ceiling = FallingBlockCeiling;
obj->saveFlags = true;
obj->savePosition = true;
obj->saveMesh = true;
}
for (int objNum = ID_SWITCH_TYPE1; objNum <= ID_SWITCH_TYPE16; objNum++)
{
obj = &Objects[objNum];
if (obj->loaded)
{
obj->initialise = InitialiseSwitch;
obj->collision = SwitchCollision;
obj->control = SwitchControl;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveMesh = true;
}
}
obj = &Objects[ID_AIRLOCK_SWITCH];
if (obj->loaded)
{
obj->collision = SwitchCollision;
obj->control = SwitchControl;
obj->saveFlags = true;
obj->saveAnim = true;
}
obj = &Objects[ID_SEQUENCE_SWITCH1];
if (obj->loaded)
{
obj->collision = FullBlockSwitchCollision;
obj->control = FullBlockSwitchControl;
obj->saveFlags = true;
obj->saveAnim = true;
}
obj = &Objects[ID_SEQUENCE_SWITCH2];
if (obj->loaded)
{
obj->collision = FullBlockSwitchCollision;
obj->control = FullBlockSwitchControl;
obj->saveFlags = true;
obj->saveAnim = true;
}
obj = &Objects[ID_SEQUENCE_SWITCH3];
if (obj->loaded)
{
obj->collision = FullBlockSwitchCollision;
obj->control = FullBlockSwitchControl;
obj->saveFlags = true;
obj->saveAnim = true;
}
for (int objNum = ID_UNDERWATER_SWITCH1; objNum <= ID_UNDERWATER_SWITCH4; objNum++)
{
obj = &Objects[objNum];
if (obj->loaded)
{
obj->control = SwitchControl;
obj->collision = UnderwaterSwitchCollision;
obj->saveFlags = true;
obj->saveAnim = true;
}
}
obj = &Objects[ID_LEVER_SWITCH];
if (obj->loaded)
{
obj->collision = RailSwitchCollision;
obj->control = SwitchControl;
obj->saveFlags = true;
obj->saveAnim = true;
}
obj = &Objects[ID_JUMP_SWITCH];
if (obj->loaded)
{
obj->collision = JumpSwitchCollision;
obj->control = SwitchControl;
obj->saveFlags = true;
obj->saveAnim = true;
}
obj = &Objects[ID_CROWBAR_SWITCH];
if (obj->loaded)
{
obj->collision = CrowbarSwitchCollision;
obj->control = SwitchControl;
obj->saveFlags = true;
obj->saveAnim = true;
}
obj = &Objects[ID_PULLEY];
if (obj->loaded)
{
obj->initialise = InitialisePulleySwitch;
obj->control = SwitchControl;
obj->collision = PulleyCollision;
obj->saveFlags = true;
obj->saveAnim = true;
}
obj = &Objects[ID_COG_SWITCH];
if (obj->loaded)
{
obj->collision = CogSwitchCollision;
obj->control = CogSwitchControl;
obj->saveFlags = true;
obj->saveAnim = true;
}
obj = &Objects[ID_CROWDOVE_SWITCH];
if (obj->loaded)
{
obj->initialise = InitialiseCrowDoveSwitch;
obj->collision = CrowDoveSwitchCollision;
obj->control = CrowDoveSwitchControl;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveMesh = true;
}
for (int objNum = ID_DOOR_TYPE1; objNum <= ID_CLOSED_DOOR6; objNum++)
{
obj = &Objects[objNum];
if (obj->loaded)
{
obj->initialise = InitialiseDoor;
obj->control = DoorControl;
obj->collision = DoorCollision;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveMesh = true;
}
}
obj = &Objects[ID_LIFT_DOORS1];
if (obj->loaded)
{
obj->initialise = InitialiseDoor;
obj->control = DoorControl;
obj->drawRoutine = Legacy_DrawLiftDoor;
obj->saveFlags = true;
}
obj = &Objects[ID_LIFT_DOORS2];
if (obj->loaded)
{
obj->initialise = InitialiseDoor;
obj->control = DoorControl;
obj->drawRoutine = Legacy_DrawLiftDoor;
obj->saveFlags = true;
}
obj = &Objects[ID_SEQUENCE_DOOR1];
if (obj->loaded)
{
obj->initialise = InitialiseDoor;
obj->collision = DoorCollision;
obj->control = SequenceDoorControl;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_DOUBLE_DOORS];
if (obj->loaded)
{
obj->initialise = InitialiseDoor;
obj->collision = DoubleDoorCollision;
obj->control = PushPullKickDoorControl;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_UNDERWATER_DOOR];
if (obj->loaded)
{
obj->initialise = InitialiseDoor;
obj->collision = UnderwaterDoorCollision;
obj->control = PushPullKickDoorControl;
obj->saveAnim = true;
obj->saveFlags = true;
}
for (int objNum = ID_PUSHPULL_DOOR1; objNum <= ID_KICK_DOOR4; objNum++)
{
obj = &Objects[objNum];
if (obj->loaded)
{
obj->initialise = InitialiseDoor;
obj->collision = PushPullKickDoorCollision;
obj->control = PushPullKickDoorControl;
obj->saveAnim = true;
obj->saveFlags = true;
}
}
obj = &Objects[ID_FLOOR_TRAPDOOR1];
if (obj->loaded)
{
obj->initialise = InitialiseTrapDoor;
obj->collision = FloorTrapDoorCollision;
obj->control = TrapDoorControl;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_FLOOR_TRAPDOOR2];
if (obj->loaded)
{
obj->initialise = InitialiseTrapDoor;
obj->collision = FloorTrapDoorCollision;
obj->control = TrapDoorControl;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_CEILING_TRAPDOOR1];
if (obj->loaded)
{
obj->initialise = InitialiseTrapDoor;
obj->collision = CeilingTrapDoorCollision;
obj->control = TrapDoorControl;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_CEILING_TRAPDOOR2];
if (obj->loaded)
{
obj->initialise = InitialiseTrapDoor;
obj->collision = CeilingTrapDoorCollision;
obj->control = TrapDoorControl;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_TRAPDOOR1];
if (obj->loaded)
{
obj->initialise = InitialiseTrapDoor;
obj->collision = TrapDoorCollision;
obj->control = TrapDoorControl;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_TRAPDOOR2];
if (obj->loaded)
{
obj->initialise = InitialiseTrapDoor;
obj->collision = TrapDoorCollision;
obj->control = TrapDoorControl;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_TRAPDOOR3];
if (obj->loaded)
{
obj->initialise = InitialiseTrapDoor;
obj->collision = TrapDoorCollision;
obj->control = TrapDoorControl;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_SEARCH_OBJECT1];
if (obj->loaded)
{
obj->initialise = InitialiseSearchObject;
obj->collision = SearchObjectCollision;
obj->control = SearchObjectControl;
}
obj = &Objects[ID_SEARCH_OBJECT2];
if (obj->loaded)
{
obj->initialise = InitialiseSearchObject;
obj->collision = SearchObjectCollision;
obj->control = SearchObjectControl;
}
obj = &Objects[ID_SEARCH_OBJECT3];
if (obj->loaded)
{
obj->initialise = InitialiseSearchObject;
obj->collision = SearchObjectCollision;
obj->control = SearchObjectControl;
}
obj = &Objects[ID_SEARCH_OBJECT4];
if (obj->loaded)
{
obj->initialise = InitialiseSearchObject;
obj->collision = SearchObjectCollision;
obj->control = SearchObjectControl;
}
obj = &Objects[ID_FLARE_ITEM];
if (obj->loaded)
{
obj->collision = PickupCollision;
obj->control = FlareControl;
//obj->drawRoutine = draw_f;
obj->pivotLength = 256;
obj->hitPoints = 256;
obj->usingDrawAnimatingItem = false;
obj->saveFlags = true;
obj->savePosition = true;
}
obj = &Objects[ID_BURNING_TORCH_ITEM];
if (obj->loaded)
{
obj->control = TorchControl;
obj->saveFlags = true;
obj->savePosition = true;
}
obj = &Objects[ID_TORPEDO];
if (obj->loaded)
{
obj->control = TorpedoControl;
obj->saveFlags = true;
obj->savePosition = true;
obj->saveAnim = true;
}
for (int objNum = ID_PUSHABLE_OBJECT1; objNum <= ID_PUSHABLE_OBJECT10; objNum++)
{
obj = &Objects[objNum];
if (obj->loaded)
{
obj->initialise = InitialisePushableBlock;
obj->control = PushableBlockControl;
obj->collision = PushableBlockCollision;
obj->saveFlags = true;
obj->savePosition = true;
obj->saveAnim = true;
}
}
obj = &Objects[ID_TWOBLOCK_PLATFORM];
if (obj->loaded)
{
obj->initialise = InitialiseTwoBlocksPlatform;
obj->control = TwoBlocksPlatformControl;
obj->floor = TwoBlocksPlatformFloor;
obj->ceiling = TwoBlocksPlatformCeiling;
obj->saveFlags = true;
obj->savePosition = true;
obj->saveAnim = true;
}
obj = &Objects[ID_RAISING_COG];
if (obj->loaded)
{
obj->initialise = InitialiseRaisingCog;
obj->control = RaisingCogControl;
obj->saveFlags = true;
obj->savePosition = true;
obj->saveAnim = true;
}
obj = &Objects[ID_ELECTRICAL_LIGHT];
if (obj->loaded)
{
obj->control = ElectricalLightControl;
obj->drawRoutine = NULL;
obj->usingDrawAnimatingItem = false;
obj->saveFlags = true;
}
obj = &Objects[ID_PULSE_LIGHT];
if (obj->loaded)
{
obj->control = PulseLightControl;
obj->drawRoutine = NULL;
obj->usingDrawAnimatingItem = false;
obj->saveFlags = true;
}
obj = &Objects[ID_STROBE_LIGHT];
if (obj->loaded)
{
obj->control = StrobeLightControl;
obj->saveFlags = true;
}
obj = &Objects[ID_COLOR_LIGHT];
if (obj->loaded)
{
obj->control = ColorLightControl;
obj->drawRoutine = NULL;
obj->usingDrawAnimatingItem = false;
obj->saveFlags = true;
}
obj = &Objects[ID_BLINKING_LIGHT];
if (obj->loaded)
{
obj->control = BlinkingLightControl;
obj->saveFlags = true;
}
for (int objNum = ID_KEY_HOLE1; objNum <= ID_KEY_HOLE16; objNum++)
{
INIT_KEYHOLE(objNum);
}
for (int objNum = ID_PUZZLE_HOLE1; objNum <= ID_PUZZLE_HOLE16; objNum++)
{
INIT_PUZZLEHOLE(objNum);
}
for (int objNum = ID_PUZZLE_DONE1; objNum <= ID_PUZZLE_DONE16; objNum++)
{
INIT_PUZZLEDONE(objNum);
}
for (int objNum = ID_ANIMATING1; objNum <= ID_ANIMATING64; objNum++)
{
INIT_ANIMATING(objNum);
}
obj = &Objects[ID_ANIMATING13];
if (obj->loaded)
{
obj->initialise = InitialiseAnimating;
obj->control = AnimatingControl;
obj->collision = NULL;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveMesh = true;
Bones[obj->boneIndex] |= ROT_Y;
Bones[obj->boneIndex + 4] |= ROT_X;
}
obj = &Objects[ID_ANIMATING14];
if (obj->loaded)
{
obj->initialise = InitialiseAnimating;
obj->control = AnimatingControl;
obj->collision = NULL;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveMesh = true;
Bones[obj->boneIndex] |= ROT_Y;
Bones[obj->boneIndex + 4] |= ROT_X;
}
obj = &Objects[ID_ANIMATING15];
if (obj->loaded)
{
obj->initialise = InitialiseAnimating;
obj->control = AnimatingControl;
obj->collision = NULL;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveMesh = true;
Bones[obj->boneIndex] |= ROT_Y;
Bones[obj->boneIndex + 4] |= ROT_X;
}
obj = &Objects[ID_ANIMATING16];
if (obj->loaded)
{
obj->initialise = InitialiseAnimating;
obj->control = AnimatingControl;
obj->collision = NULL;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveMesh = true;
Bones[obj->boneIndex] |= ROT_Y;
Bones[obj->boneIndex + 4] |= ROT_X;
}
obj = &Objects[ID_TIGHT_ROPE];
if (obj->loaded)
{
obj->initialise = InitialiseTightRope;
obj->collision = TightRopeCollision;
obj->drawRoutine = NULL;
obj->saveFlags = true;
obj->usingDrawAnimatingItem = false;
}
obj = &Objects[ID_PARALLEL_BARS];
if (obj->loaded)
{
obj->collision = ParallelBarsCollision;
}
obj = &Objects[ID_STEEL_DOOR];
if (obj->loaded)
{
obj->initialise = InitialiseSteelDoor;
obj->collision = SteelDoorCollision;
obj->control = Legacy_SteelDoorControl;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveMesh = true;
obj->savePosition = true;
}
obj = &Objects[ID_XRAY_CONTROLLER];
if (obj->loaded)
{
obj->initialise = InitialiseXRayMachine;
obj->control = ControlXRayMachine;
obj->drawRoutine = NULL;
obj->saveFlags = true;
}
// by default loaded, explosion time :D
obj = &Objects[ID_BODY_PART];
obj->loaded = true;
obj = &Objects[ID_EARTHQUAKE];
if (obj->loaded)
{
obj->drawRoutine = NULL;
obj->saveFlags = true;
}
obj = &Objects[ID_HIGH_OBJECT2];
if (obj->loaded)
{
obj->drawRoutine = NULL;
obj->control = HighObject2Control;
}
for (int objNum = ID_RAISING_BLOCK1; objNum <= ID_RAISING_BLOCK4; objNum++)
{
obj = &Objects[objNum];
if (obj->loaded)
{
obj->initialise = InitialiseRaisingBlock;
obj->control = ControlRaisingBlock;
obj->saveFlags = true;
}
}
obj = &Objects[ID_SMOKE_EMITTER_BLACK];
if (obj->loaded)
{
obj->initialise = InitialiseSmokeEmitter;
obj->control = SmokeEmitterControl;
obj->drawRoutine = NULL;
obj->usingDrawAnimatingItem = false;
obj->saveFlags = true;
}
obj = &Objects[ID_SMOKE_EMITTER_WHITE];
if (obj->loaded)
{
obj->initialise = InitialiseSmokeEmitter;
obj->control = SmokeEmitterControl;
obj->drawRoutine = NULL;
obj->usingDrawAnimatingItem = false;
obj->saveFlags = true;
}
obj = &Objects[ID_SMOKE_EMITTER];
if (obj->loaded)
{
obj->initialise = InitialiseSmokeEmitter;
obj->control = SmokeEmitterControl;
obj->drawRoutine = NULL;
obj->usingDrawAnimatingItem = false;
obj->saveFlags = true;
}
obj = &Objects[ID_LENS_FLARE];
if (obj->loaded)
{
obj->drawRoutine = DrawLensFlare;
obj->saveFlags = true;
}
obj = &Objects[ID_ENERGY_BUBBLES];
if (obj->loaded)
{
obj->control = BubblesControl;
}
obj = &Objects[ID_BUBBLES];
if (obj->loaded)
{
obj->control = MissileControl;
}
obj = &Objects[ID_IMP_ROCK];
if (obj->loaded)
{
obj->control = MissileControl;
}
obj = &Objects[ID_WATERFALLMIST];
if (obj->loaded)
{
obj->control = ControlWaterfallMist;
obj->drawRoutine = NULL;
obj->saveFlags = true;
}
for (int objNum = ID_WATERFALL1; objNum <= ID_WATERFALL6; objNum++)
{
obj = &Objects[objNum];
if (obj->loaded)
{
obj->control = ControlWaterfall;
obj->saveFlags = true;
}
}
obj = &Objects[ID_WATERFALLSS1];
if (obj->loaded)
{
obj->control = ControlWaterfall;
obj->saveFlags = true;
}
obj = &Objects[ID_WATERFALLSS2];
if (obj->loaded)
{
obj->control = ControlWaterfall;
obj->saveFlags = true;
}
for (int objNum = ID_SHOOT_SWITCH1; objNum <= ID_SHOOT_SWITCH4; objNum++)
{
obj = &Objects[objNum];
if (obj->loaded)
{
obj->initialise = InitialiseShootSwitch;
obj->control = ControlAnimatingSlots;
obj->collision = ShootSwitchCollision;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveMesh = true;
}
}
obj = &Objects[ID_TELEPORTER];
if (obj->loaded)
{
obj->initialise = InitialiseTeleporter;
obj->control = ControlTeleporter;
obj->drawRoutine = NULL;
obj->saveFlags = true;
}
}
void TrapObjects()
{
OBJECT_INFO* obj;
obj = &Objects[ID_ELECTRICAL_CABLES];
if (obj->loaded)
{
obj->control = ElectricityWiresControl;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_ROME_HAMMER];
if (obj->loaded)
{
obj->initialise = InitialiseRomeHammer;
obj->collision = GenericSphereBoxCollision;
obj->control = AnimatingControl;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_ZIPLINE_HANDLE];
if (obj->loaded)
{
obj->initialise = InitialiseDeathSlide;
obj->collision = DeathSlideCollision;
obj->control = ControlDeathSlide;
obj->saveAnim = true;
obj->saveFlags = true;
obj->savePosition = true;
}
obj = &Objects[ID_ROLLINGBALL];
if (obj->loaded)
{
obj->collision = RollingBallCollision;
obj->control = RollingBallControl;
obj->savePosition = true;
obj->saveFlags = true;
}
obj = &Objects[ID_KILL_ALL_TRIGGERS];
if (obj->loaded)
{
obj->control = KillAllCurrentItems;
obj->drawRoutine = NULL;
obj->hitPoints = 0;
obj->saveFlags = true;
obj->usingDrawAnimatingItem = false;
}
obj = &Objects[ID_FALLING_CEILING];
if (obj->loaded)
{
obj->collision = TrapCollision;
obj->control = FallingCeilingControl;
obj->saveAnim = true;
obj->saveFlags = true;
obj->savePosition = true;
}
obj = &Objects[ID_FALLING_BLOCK];
if (obj->loaded)
{
obj->initialise = InitialiseFallingBlock;
obj->collision = FallingBlockCollision;
obj->control = FallingBlockControl;
obj->floor = FallingBlockFloor;
obj->ceiling = FallingBlockCeiling;
obj->saveFlags = true;
obj->savePosition = true;
}
obj = &Objects[ID_FALLING_BLOCK2];
if (obj->loaded)
{
obj->initialise = InitialiseFallingBlock;
obj->collision = FallingBlockCollision;
obj->control = FallingBlockControl;
obj->floor = FallingBlockFloor;
obj->ceiling = FallingBlockCeiling;
obj->saveFlags = true;
obj->savePosition = true;
}
obj = &Objects[ID_DARTS];
if (obj->loaded)
{
obj->shadowSize = UNIT_SHADOW / 2;
obj->drawRoutine = DrawDart;
obj->collision = ObjectCollision;
obj->control = DartControl;
obj->usingDrawAnimatingItem = false;
}
obj = &Objects[ID_DART_EMITTER];
if (obj->loaded)
{
obj->control = DartEmitterControl;
obj->drawRoutine = NULL;
obj->saveFlags = true;
obj->usingDrawAnimatingItem = false;
}
obj = &Objects[ID_HOMING_DART_EMITTER];
if (obj->loaded)
{
obj->control = DartEmitterControl;
obj->drawRoutine = NULL;
obj->saveFlags = true;
obj->usingDrawAnimatingItem = false;
}
// Flame is always loaded
obj = &Objects[ID_FLAME];
{
obj->control = FlameControl;
obj->drawRoutine = NULL;
obj->saveFlags = true;
obj->usingDrawAnimatingItem = false;
}
obj = &Objects[ID_FLAME_EMITTER];
if (obj->loaded)
{
obj->initialise = InitialiseFlameEmitter;
obj->collision = FlameEmitterCollision;
obj->control = FlameEmitterControl;
obj->drawRoutine = NULL;
obj->saveFlags = true;
obj->usingDrawAnimatingItem = false;
}
obj = &Objects[ID_FLAME_EMITTER2];
if (obj->loaded)
{
obj->initialise = InitialiseFlameEmitter2;
obj->collision = FlameEmitterCollision;
obj->control = FlameEmitter2Control;
obj->drawRoutine = NULL;
obj->saveFlags = true;
obj->usingDrawAnimatingItem = false;
}
obj = &Objects[ID_FLAME_EMITTER3];
if (obj->loaded)
{
obj->control = FlameEmitter3Control;
obj->drawRoutine = NULL;
obj->saveFlags = true;
obj->usingDrawAnimatingItem = false;
}
obj = &Objects[ID_GEN_SLOT1];
if (obj->loaded)
{
obj->control = GenSlot1Control;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_GEN_SLOT2];
if (obj->loaded)
{
obj->initialise = InitialiseGenSlot2;
obj->control = GenSlot2Control;
obj->drawRoutine = DrawGenSlot2;
obj->usingDrawAnimatingItem = false;
obj->saveFlags = true;
}
obj = &Objects[ID_GEN_SLOT3];
if (obj->loaded)
{
obj->initialise = InitialiseGenSlot3;
obj->collision = HybridCollision;
obj->control = AnimatingControl;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_GEN_SLOT4];
if (obj->loaded)
{
//obj->initialise = InitialiseGenSlot4;
obj->control = GenSlot4Control;
obj->saveAnim = true;
obj->saveFlags = true;
obj->savePosition = true;
}
obj = &Objects[ID_HIGH_OBJECT1];
if (obj->loaded)
{
obj->initialise = InitialiseHighObject1;
obj->control = ControlHighObject1;
obj->collision = ObjectCollision;
obj->saveFlags = true;
obj->savePosition = true;
}
obj = &Objects[ID_PORTAL];
if (obj->loaded)
{
obj->initialise = InitialisePortal;
//obj->control = PortalControl; // TODO: found the control procedure !
obj->drawRoutine = NULL; // go to nullsub_44() !
obj->saveFlags = true;
obj->usingDrawAnimatingItem = false;
}
obj = &Objects[ID_TRIGGER_TRIGGERER];
if (obj->loaded)
{
obj->control = ControlTriggerTriggerer;
obj->drawRoutine = NULL;
obj->saveFlags = true;
obj->usingDrawAnimatingItem = false;
}
InitialiseRopeTrap();
obj = &Objects[ID_ROPE];
if (obj->loaded)
{
obj->initialise = InitialiseRope;
obj->control = RopeControl;
obj->collision = RopeCollision;
obj->drawRoutine = NULL;
obj->saveFlags = true;
obj->usingDrawAnimatingItem = false;
}
obj = &Objects[ID_POLEROPE];
if (obj->loaded)
{
obj->collision = PoleCollision;
obj->saveFlags = true;
}
obj = &Objects[ID_WRECKING_BALL];
if (obj->loaded)
{
obj->initialise = InitialiseWreckingBall;
obj->collision = WreckingBallCollision;
obj->control = WreckingBallControl;
obj->drawRoutineExtra = DrawWreckingBall;
obj->saveAnim = true;
obj->saveFlags = true;
obj->savePosition = true;
}
obj = &Objects[ID_PROPELLER_H];
if (obj->loaded)
{
obj->initialise = InitialiseVentilator;
obj->control = VentilatorControl;
}
obj = &Objects[ID_PROPELLER_V];
if (obj->loaded)
{
obj->initialise = InitialiseVentilator;
obj->control = VentilatorControl;
}
obj = &Objects[ID_TEETH_SPIKES];
if (obj->loaded)
{
obj->initialise = InitialiseTeethSpikes;
obj->control = ControlTeethSpikes;
//obj->drawRoutine = DrawScaledSpike;
}
}
void InitialiseSpecialEffects()
{
int i;
SPARKS* sptr;
memset(&Sparks, 0, MAX_SPARKS * sizeof(SPARKS));
memset(&FireSparks, 0, MAX_SPARKS_FIRE * sizeof(FIRE_SPARKS));
memset(&SmokeSparks, 0, MAX_SPARKS_SMOKE * sizeof(SMOKE_SPARKS));
memset(&Gunshells, 0, MAX_GUNSHELL * sizeof(GUNSHELL_STRUCT));
memset(&GunFlashes, 0, (MAX_GUNFLASH * sizeof(GUNFLASH_STRUCT)));
memset(&Debris, 0, MAX_DEBRIS * sizeof(DEBRIS_STRUCT));
memset(&Blood, 0, MAX_SPARKS_BLOOD * sizeof(BLOOD_STRUCT));
memset(&Splashes, 0, MAX_SPLASH * sizeof(SPLASH_STRUCT));
memset(&Ripples, 0, MAX_RIPPLES * sizeof(RIPPLE_STRUCT));
memset(&Bubbles, 0, MAX_BUBBLES * sizeof(BUBBLE_STRUCT));
memset(&Drips, 0, MAX_DRIPS * sizeof(DRIP_STRUCT));
memset(&ShockWaves, 0, MAX_SHOCKWAVE * sizeof(SHOCKWAVE_STRUCT));
sptr = &Sparks[0];
for (i = 0; i < MAX_SPARKS; i++)
{
sptr->on = false;
sptr->dynamic = -1;
sptr++;
}
NextFireSpark = 1;
NextSmokeSpark = 0;
NextGunShell = 0;
NextBubble = 0;
NextDrip = 0;
NextDebris = 0;
NextBlood = 0;
NextItem = NO_ITEM;
}
void PickupObjects()
{
OBJECT_INFO* obj;
for (int objNum = ID_PUZZLE_ITEM1; objNum <= ID_EXAMINE8_COMBO2; objNum++)
{
INIT_PICKUP(objNum);
}
INIT_PICKUP(ID_GAME_PIECE1);
INIT_PICKUP(ID_GAME_PIECE2);
INIT_PICKUP(ID_GAME_PIECE3);
INIT_PICKUP(ID_HAMMER_ITEM);
INIT_PICKUP(ID_CROWBAR_ITEM);
INIT_PICKUP(ID_BURNING_TORCH_ITEM);
INIT_PICKUP(ID_PISTOLS_ITEM);
INIT_PICKUP(ID_PISTOLS_AMMO_ITEM);
INIT_PICKUP(ID_UZI_ITEM);
INIT_PICKUP(ID_UZI_AMMO_ITEM);
INIT_PICKUP(ID_SHOTGUN_ITEM);
INIT_PICKUP(ID_SHOTGUN_AMMO1_ITEM);
INIT_PICKUP(ID_SHOTGUN_AMMO2_ITEM);
INIT_PICKUP(ID_CROSSBOW_ITEM);
INIT_PICKUP(ID_CROSSBOW_AMMO1_ITEM);
INIT_PICKUP(ID_CROSSBOW_AMMO2_ITEM);
INIT_PICKUP(ID_CROSSBOW_AMMO3_ITEM);
INIT_PICKUP(ID_GRENADE_ITEM);
INIT_PICKUP(ID_GRENADE_AMMO1_ITEM);
INIT_PICKUP(ID_GRENADE_AMMO2_ITEM);
INIT_PICKUP(ID_GRENADE_AMMO3_ITEM);
INIT_PICKUP(ID_HARPOON_ITEM);
INIT_PICKUP(ID_HARPOON_AMMO_ITEM);
INIT_PICKUP(ID_ROCKET_LAUNCHER_ITEM);
INIT_PICKUP(ID_ROCKET_LAUNCHER_AMMO_ITEM);
INIT_PICKUP(ID_HK_ITEM);
INIT_PICKUP(ID_HK_AMMO_ITEM);
INIT_PICKUP(ID_REVOLVER_ITEM);
INIT_PICKUP(ID_REVOLVER_AMMO_ITEM);
INIT_PICKUP(ID_BIGMEDI_ITEM);
INIT_PICKUP(ID_SMALLMEDI_ITEM);
INIT_PICKUP(ID_LASERSIGHT_ITEM);
INIT_PICKUP(ID_BINOCULARS_ITEM);
INIT_PICKUP(ID_SILENCER_ITEM);
INIT_PICKUP(ID_FLARE_INV_ITEM);
INIT_PICKUP(ID_WATERSKIN1_EMPTY);
INIT_PICKUP(ID_WATERSKIN2_EMPTY);
INIT_PICKUP(ID_CLOCKWORK_BEETLE);
INIT_PICKUP(ID_CLOCKWORK_BEETLE_COMBO1);
INIT_PICKUP(ID_CLOCKWORK_BEETLE_COMBO2);
INIT_PICKUP(ID_GOLDROSE_ITEM);
}
void CustomObjects()
{
OBJECT_INFO* obj;
obj = &Objects[ID_GOON_SILENCER1];
if (obj->loaded)
{
obj->initialise = InitialiseCreature;
obj->collision = CreatureCollision;
obj->control = SilencerControl;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 25;
obj->biteOffset = 0;
obj->radius = 102;
obj->pivotLength = 50;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
Bones[obj->boneIndex + 0] |= (ROT_X | ROT_Y);
Bones[obj->boneIndex + 1 * 4] |= (ROT_X | ROT_Y);
}
obj = &Objects[ID_GOON_SILENCER2];
if (obj->loaded)
{
if (Objects[ID_GOON_SILENCER1].loaded)
{
obj->animIndex = Objects[ID_GOON_SILENCER1].animIndex;
obj->frameBase = Objects[ID_GOON_SILENCER1].frameBase;
}
else
{
MessageBox(NULL, "ID_GOON_SILENCER1 not found !", NULL, MB_OK);
}
obj->initialise = InitialiseCreature;
obj->collision = CreatureCollision;
obj->control = SilencerControl;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 25;
obj->biteOffset = 0;
obj->radius = 102;
obj->pivotLength = 50;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
Bones[obj->boneIndex + 0] |= (ROT_X | ROT_Y);
Bones[obj->boneIndex + 1 * 4] |= (ROT_X | ROT_Y);
}
obj = &Objects[ID_GOON_SILENCER3];
if (obj->loaded)
{
if (Objects[ID_GOON_SILENCER1].loaded)
{
obj->animIndex = Objects[ID_GOON_SILENCER1].animIndex;
obj->frameBase = Objects[ID_GOON_SILENCER1].frameBase;
}
else
{
MessageBox(NULL, "ID_GOON_SILENCER1 not found !", NULL, MB_OK);
}
obj->initialise = InitialiseCreature;
obj->collision = CreatureCollision;
obj->control = SilencerControl;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 25;
obj->biteOffset = 0;
obj->radius = 102;
obj->pivotLength = 50;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
Bones[obj->boneIndex + 0] |= (ROT_X | ROT_Y);
Bones[obj->boneIndex + 1 * 4] |= (ROT_X | ROT_Y);
}
obj = &Objects[ID_WORKER_SHOTGUN];
if (obj->loaded)
{
obj->biteOffset = 0;
obj->initialise = InitialiseWorkerShotgun;
obj->collision = CreatureCollision;
obj->control = WorkerShotgunControl;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 25;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
//Bones[obj->boneIndex + 5*4] |= (ROT_X | ROT_Y);
//Bones[obj->boneIndex + 14*4] |= (ROT_X | ROT_Y);
// TODO: get the correct torso and head bones value and assign ROT_X and ROT_Y to it !
}
obj = &Objects[ID_WORKER_MACHINEGUN];
if (obj->loaded)
{
obj->initialise = InitialiseWorkerMachineGun;
obj->collision = CreatureCollision;
obj->control = WorkerMachineGunControl;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 20;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
//Bones[obj->boneIndex + 5*4] |= (ROT_X | ROT_Y);
//Bones[obj->boneIndex + 14*4] |= (ROT_X | ROT_Y);
// TODO: get the correct torso and head bones value and assign ROT_X and ROT_Y to it !
}
obj = &Objects[ID_SMALL_SPIDER];
if (obj->loaded)
{
obj->initialise = InitialiseCreature;
obj->collision = CreatureCollision;
obj->control = SmallSpiderControl;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 5;
obj->pivotLength = 0;
obj->radius = 102;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
}
obj = &Objects[ID_BIG_SPIDER];
if (obj->loaded)
{
obj->initialise = InitialiseCreature;
obj->collision = CreatureCollision;
obj->control = BigSpiderControl;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 40;
obj->pivotLength = 0;
obj->radius = 102;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
}
obj = &Objects[ID_WORKER_DUAL_REVOLVER];
if (obj->loaded)
{
obj->initialise = InitialiseCreature;
obj->collision = CreatureCollision;
obj->control = WorkerDualGunControl;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 150;
obj->pivotLength = 0;
obj->radius = 102;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
Bones[obj->boneIndex + 11*4] |= (ROT_X|ROT_Y);
Bones[obj->boneIndex + 0*4] |= (ROT_X|ROT_Y);
}
obj = &Objects[ID_TONY_BOSS];
if (obj->loaded)
{
obj->initialise = InitialiseTony;
obj->collision = CreatureCollision;
obj->control = TonyControl;
obj->drawRoutine = DrawTony;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 100;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
}
obj = &Objects[ID_BIRDMONSTER];
if (obj->loaded)
{
obj->initialise = InitialiseCreature;
obj->collision = CreatureCollision;
obj->control = BirdMonsterControl;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 200;
obj->pivotLength = 0;
obj->radius = 341;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
Bones[obj->boneIndex + 14 * 4] |= (ROT_X | ROT_Y);
}
obj = &Objects[ID_WORKER_FLAMETHROWER];
if (obj->loaded)
{
obj->initialise = InitialiseWorkerFlamethrower;
obj->collision = CreatureCollision;
obj->control = WorkerFlamethrower;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 20;
obj->pivotLength = 0;
obj->radius = 102;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
Bones[obj->boneIndex + 4 * 4] |= (ROT_X | ROT_Y);
Bones[obj->boneIndex + 14 * 4] |= (ROT_X | ROT_Y);
}
obj = &Objects[ID_KNIFETHROWER];
if (obj->loaded)
{
obj->initialise = InitialiseCreature;
obj->collision = CreatureCollision;
obj->control = KnifethrowerControl;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 60;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
//Bones[obj->boneIndex + 8 * 4] |= (ROT_X | ROT_Y);
//Bones[obj->boneIndex + 0 * 4] |= (ROT_X | ROT_Y);
// TODO: find the correct for bones (knifethrower).
}
obj = &Objects[ID_KNIFETHROWER_KNIFE];
if (obj->loaded)
{
obj->control = KnifeControl;
}
obj = &Objects[ID_MERCENARY_UZI];
if (obj->loaded)
{
obj->initialise = InitialiseCreature;
obj->collision = CreatureCollision;
obj->control = MercenaryUziControl;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 45;
obj->pivotLength = 0;
obj->radius = 102;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
Bones[obj->boneIndex + 6 * 4] |= (ROT_X | ROT_Y);
Bones[obj->boneIndex + 8 * 4] |= (ROT_X | ROT_Y);
}
obj = &Objects[ID_MERCENARY_AUTOPISTOLS1];
if (obj->loaded)
{
obj->initialise = InitialiseCreature;
obj->collision = CreatureCollision;
obj->control = MercenaryAutoPistolControl;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 50;
obj->pivotLength = 0;
obj->radius = 102;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
Bones[obj->boneIndex + 6 * 4] |= (ROT_X | ROT_Y);
Bones[obj->boneIndex + 8 * 4] |= (ROT_X | ROT_Y);
}
obj = &Objects[ID_MERCENARY_AUTOPISTOLS2];
if (obj->loaded)
{
if (Objects[ID_MERCENARY_AUTOPISTOLS1].loaded)
{
obj->animIndex = Objects[ID_MERCENARY_AUTOPISTOLS1].animIndex;
obj->frameBase = Objects[ID_MERCENARY_AUTOPISTOLS1].frameBase;
}
else
{
MessageBox(NULL, "ID_MERCENARY_AUTOPISTOLS1 not found !", NULL, MB_OK);
}
obj->initialise = InitialiseCreature;
obj->collision = CreatureCollision;
obj->control = MercenaryAutoPistolControl;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 50;
obj->pivotLength = 0;
obj->radius = 102;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
Bones[obj->boneIndex + 6 * 4] |= (ROT_X | ROT_Y);
Bones[obj->boneIndex + 8 * 4] |= (ROT_X | ROT_Y);
}
obj = &Objects[ID_MONK1];
if (obj->loaded)
{
obj->initialise = InitialiseCreature;
obj->collision = CreatureCollision;
obj->control = MonkControl;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 50;
obj->pivotLength = 0;
obj->radius = 204;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
Bones[obj->boneIndex + 6 * 4] |= (ROT_X | ROT_Y);
}
obj = &Objects[ID_MONK2];
if (obj->loaded)
{
obj->initialise = InitialiseCreature;
obj->collision = CreatureCollision;
obj->control = MonkControl;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 50;
obj->pivotLength = 0;
obj->radius = 204;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
Bones[obj->boneIndex + 6 * 4] |= (ROT_X | ROT_Y);
}
obj = &Objects[ID_SWORD_GUARDIAN];
if (obj->loaded)
{
obj->initialise = InitialiseSwordGuardian;
obj->collision = CreatureCollision;
obj->control = SwordGuardianControl;
obj->drawRoutine = DrawStatue;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 80;
obj->pivotLength = 0;
obj->radius = 204;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
Bones[obj->boneIndex + 6 * 4] |= (ROT_X | ROT_Y);
Bones[obj->boneIndex + 16 * 4] |= (ROT_X | ROT_Y);
// TODO: bones value is not correct (shiva) !
// need the correct one.
}
obj = &Objects[ID_SHIVA];
if (obj->loaded)
{
obj->initialise = InitialiseShiva;
obj->collision = CreatureCollision;
obj->control = ShivaControl;
obj->drawRoutine = DrawStatue;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 100;
obj->pivotLength = 0;
obj->radius = 256;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
Bones[obj->boneIndex + 6 * 4] |= (ROT_X | ROT_Y);
Bones[obj->boneIndex + 25 * 4] |= (ROT_X | ROT_Y);
}
obj = &Objects[ID_SPEAR_GUARDIAN];
if (obj->loaded)
{
obj->initialise = InitialiseSpearGuardian;
obj->collision = CreatureCollision;
obj->control = SpearGuardianControl;
obj->drawRoutine = DrawStatue;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 100;
obj->pivotLength = 0;
obj->radius = 204;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
//Bones[obj->boneIndex + 6 * 4] |= (ROT_X | ROT_Y);
//Bones[obj->boneIndex + 12 * 4] |= (ROT_X | ROT_Y);
// TODO: get the correct id for bones ! (spear)
}
obj = &Objects[ID_DRAGON_FRONT];
if (obj->loaded)
{
if (!Objects[ID_DRAGON_BACK].loaded)
printf("FATAL: ID_DRAGON_BACK need ID_DRAGON_BACK !");
obj->collision = DragonCollision;
obj->control = DragonControl;
obj->hitPoints = 300;
obj->pivotLength = 300;
obj->radius = 256;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
Bones[obj->boneIndex + 10 * 4] |= ROT_Z;
}
obj = &Objects[ID_DRAGON_BACK];
if (obj->loaded)
{
if (!Objects[ID_MARCO_BARTOLI].loaded)
printf("FATAL: ID_DRAGON_BACK need ID_MARCO_BARTOLI !");
obj->collision = DragonCollision;
obj->control = DragonControl;
obj->radius = 256;
obj->saveAnim = true;
obj->saveFlags = true;
obj->savePosition = true;
}
obj = &Objects[ID_MARCO_BARTOLI];
if (obj->loaded)
{
obj->initialise = InitialiseBartoli;
obj->control = BartoliControl;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_SNOWMOBILE_GUN];
if (obj->loaded)
{
obj->collision = SkidManCollision;
obj->drawRoutine = DrawSkidoo;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 100;
obj->pivotLength = 0;
obj->radius = 256;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
}
obj = &Objects[ID_SNOWMOBILE_DRIVER];
if (obj->loaded)
{
obj->initialise = InitialiseSkidman;
obj->control = SkidManControl;
obj->hitPoints = 1;
obj->saveAnim = true;
obj->saveFlags = true;
obj->savePosition = true;
}
obj = &Objects[ID_MINECART];
if (obj->loaded)
{
obj->initialise = InitialiseMineCart;
obj->collision = MineCartCollision;
obj->saveAnim = true;
obj->saveFlags = true;
obj->savePosition = true;
}
obj = &Objects[ID_SOPHIA_LEE_BOSS];
if (obj->loaded)
{
obj->initialise = InitialiseLondonBoss;
obj->collision = CreatureCollision;
obj->control = LondonBossControl;
obj->drawRoutine = S_DrawLondonBoss;
obj->shadowSize = 0;
obj->pivotLength = 50;
obj->hitPoints = 300;
obj->radius = 102;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->savePosition = true;
obj->saveHitpoints = true;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
}
obj = &Objects[ID_NATLA];
if (obj->loaded)
{
obj->initialise = InitialiseCreature;
obj->collision = CreatureCollision;
obj->control = NatlaControl;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 400;
obj->radius = 204;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->savePosition = true;
obj->saveHitpoints = true;
Bones[obj->boneIndex + 2 * 4] |= (ROT_Z|ROT_X);
}
obj = &Objects[ID_WINGED_NATLA];
if (obj->loaded)
{
obj->initialise = InitialiseCreature;
obj->collision = CreatureCollision;
obj->control = NatlaEvilControl;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 500;
obj->radius = 341;
obj->intelligent = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->savePosition = true;
obj->saveHitpoints = true;
Bones[obj->boneIndex + 1 * 4] |= ROT_Y;
}
// FIXME: evil lara not work correctly.
obj = &Objects[ID_EVIL_LARA];
if (obj->loaded)
{
// use lara animation.
if (Objects[ID_LARA].loaded)
{
obj->animIndex = Objects[ID_LARA].animIndex;
obj->frameBase = Objects[ID_LARA].frameBase;
}
obj->initialise = InitialiseEvilLara;
obj->collision = CreatureCollision;
obj->control = LaraEvilControl;
//obj->drawRoutine = DrawEvilLara;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 1000;
obj->radius = 102;
//obj->intelligent = true;
obj->saveFlags = true;
obj->savePosition = true;
obj->saveHitpoints = true;
}
obj = &Objects[ID_CIVVIE];
if (obj->loaded)
{
obj->initialise = InitialiseCivvy;
obj->control = CivvyControl;
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 15;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->pivotLength = 0;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
}
}
void InitialiseObjects()
{
OBJECT_INFO* obj;
for (int i = 0; i < ID_NUMBER_OBJECTS; i++)
{
obj = &Objects[i];
obj->initialise = NULL;
obj->collision = NULL;
obj->control = NULL;
obj->floor = NULL;
obj->ceiling = NULL;
obj->drawRoutine = DrawAnimatingItem;
obj->drawRoutineExtra = NULL;
obj->pivotLength = 0;
obj->radius = DEFAULT_RADIUS;
obj->shadowSize = NO_SHADOW;
obj->hitPoints = -16384;
obj->hitEffect = HIT_NONE;
obj->explodableMeshbits = NULL;
obj->intelligent = false;
obj->waterCreature = false;
obj->saveMesh = false;
obj->saveAnim = false;
obj->saveFlags = false;
obj->saveHitpoints = false;
obj->savePosition = false;
obj->nonLot = true;
obj->usingDrawAnimatingItem = true;
obj->semiTransparent = false;
obj->undead = false;
obj->zoneType = ZONE_NULL;
obj->biteOffset = -1;
obj->meshSwapSlot = -1;
obj->frameBase += (short)Frames;
}
// Standard TR5 objects
BaddyObjects();
ObjectObjects();
TrapObjects();
PickupObjects();
// New objects imported from old TRs
NewObjects();
// User defined objects
CustomObjects();
InitialiseHair();
InitialiseSpecialEffects();
NumRPickups = 0;
CurrentSequence = 0;
SequenceResults[0][1][2] = 0;
SequenceResults[0][2][1] = 1;
SequenceResults[1][0][2] = 2;
SequenceResults[1][2][0] = 3;
SequenceResults[2][0][1] = 4;
SequenceResults[2][1][0] = 5;
SequenceUsed[0] = 0;
SequenceUsed[1] = 0;
SequenceUsed[2] = 0;
SequenceUsed[3] = 0;
SequenceUsed[4] = 0;
SequenceUsed[5] = 0;
if (Objects[ID_BATS_EMITTER].loaded)
Bats = (BAT_STRUCT*)GameMalloc(NUM_BATS * sizeof(BAT_STRUCT));
if (Objects[ID_SPIDERS_EMITTER].loaded)
Spiders = (SPIDER_STRUCT*)GameMalloc(NUM_SPIDERS * sizeof(SPIDER_STRUCT));
if (Objects[ID_RATS_EMITTER].loaded)
Rats = (RAT_STRUCT*)GameMalloc(NUM_RATS * sizeof(RAT_STRUCT));
}
void InitialiseGameFlags()
{
ZeroMemory(FlipMap, 255 * sizeof(int));
ZeroMemory(FlipStats, 255 * sizeof(int));
FlipEffect = -1;
FlipStatus = 0;
IsAtmospherePlaying = 0;
Camera.underwater = 0;
}
void Inject_Setup()
{
INJECT(0x00473600, InitialiseObjects);
INJECT(0x004737C0, BaddyObjects);
INJECT(0x00476360, ObjectObjects);
INJECT(0x00475D40, TrapObjects);
}