TombEngine/TR5Main/Objects/TR2/tr2_worker_dualrevolver.cpp
TokyoSU 7432353bed Restructured the Entity Files
- Moved GetWaterSurface to Control.cpp.
- Added mineL/mineR in LaraExtraInfo.
2019-12-05 17:35:57 +01:00

267 lines
No EOL
4.8 KiB
C++

#include "../newobjects.h"
#include "../../Game/Box.h"
#include "../../Game/people.h"
BITE_INFO workerDualGunL = { -2, 275, 23, 6 };
BITE_INFO workerDualGunR = { 2, 275, 23, 10 };
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);
}