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LARAFIRE.C
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LARAFIRE.C
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#include "LARAFIRE.H"
#include "GAMEFLOW.H"
#include "LARA.H"
#include "OBJECTS.H"
#include "SPECIFIC.H"
#include "LARA2GUN.H"
#include "LARA1GUN.H"
#include "DRAW.H"
#include "LARAFLAR.H"
#ifdef PC_VERSION
#include "GAME.H"
#else
#include "SETUP.H"
#endif
struct GAME_VECTOR bum_vdest;
struct GAME_VECTOR bum_vsrc;
struct PHD_3DPOS bum_view;
struct ITEM_INFO* TargetList[8];
struct ITEM_INFO* LastTargets[8];
static short HoldStates[18] =
{
0x0000, 0x0001, 0x0002, 0x0004, 0x0006, 0x0007, 0x0010, 0x0014, 0x0016, 0x0015,
0x0041, 0x0027, 0x0028, 0x0029, 0x0047, 0x0069, 0x006A, 0xFFFF
};
struct WEAPON_INFO weapons[9] =
{
{ { ANGLE(0), ANGLE(0), ANGLE(0), ANGLE(0) },{ ANGLE(0), ANGLE(0), ANGLE(0), ANGLE(0) },{ ANGLE(0), ANGLE(0), ANGLE(0), ANGLE(0) }, 0x0000, 0x0000, 0x0000, 0x0000, 0x00, 0x00, 0x00, 0x00, 0x0000 },
{ { 54616, ANGLE(60), 54616, ANGLE(60) },{ 34596, ANGLE(60), 50976, ANGLE(80) },{ 54616, ANGLE(170), 50976, ANGLE(80) }, 0x071C, 0x05B0, 0x028A, 0x2000, 0x01, 0x09, 0x03, 0x00, 0x0008 },
{ { 54616, ANGLE(60), 54616, ANGLE(60) },{ 63716, ANGLE(10), 50976, ANGLE(80) },{ ANGLE(0), ANGLE(0), ANGLE(0), ANGLE(0) }, 0x071C, 0x02D8, 0x028A, 0x2000, 0x15, 0x10, 0x03, 0x00, 0x0079 },
{ { 54616, ANGLE(60), 54616, ANGLE(60) },{ 34596, ANGLE(60), 50976, ANGLE(80) },{ 54616, ANGLE(170), 50976, ANGLE(80) }, 0x071C, 0x05B0, 0x028A, 0x2000, 0x01, 0x03, 0x03, 0x00, 0x002B },
{ { 54616, ANGLE(60), 55526, ANGLE(55) },{ 50976, ANGLE(80), 53706, ANGLE(65) },{ 50976, ANGLE(80), 53706, ANGLE(65) }, 0x071C, 0x0000, 0x01F4, 0x2000, 0x03, 0x09, 0x03, 0x0A, 0x002D },
{ { 54616, ANGLE(60), 55526, ANGLE(55) },{ 50976, ANGLE(80), 53706, ANGLE(65) },{ 50976, ANGLE(80), 53706, ANGLE(65) }, 0x071C, 0x02D8, 0x01F4, 0x3000, 0x04, 0x00, 0x03, 0x10, 0x0000 },
{ { 54616, ANGLE(60), 55526, ANGLE(55) },{ 50976, ANGLE(80), 53706, ANGLE(65) },{ 50976, ANGLE(80), 53706, ANGLE(65) }, 0x071C, 0x05B0, 0x01F4, 0x2000, 0x05, 0x00, 0x02, 0x0A, 0x0000 },
{ { ANGLE(0), ANGLE(0), ANGLE(0), ANGLE(0) },{ ANGLE(0), ANGLE(0), ANGLE(0), ANGLE(0) },{ ANGLE(0), ANGLE(0), ANGLE(0), ANGLE(0) }, 0x0000, 0x0000, 0x0000, 0x0000, 0x00, 0x00, 0x00, 0x00, 0x0000 },
{ { 60076, ANGLE(30), 55526, ANGLE(55) },{ 60076, ANGLE(30), 55526, ANGLE(55) },{ 60076, ANGLE(30), 55526, ANGLE(55) }, 0x071C, 0x05B0, 0x0190, 0x2000, 0x03, 0x00, 0x02, 0x00, 0x002B },
};
short* get_current_ammo_pointer(int num)//4965C, 49AC0
{
S_Warn("[get_current_ammo_pointer] - Unimplemented!\n");
return 0;
}
void DoProperDetection(short item_number, long x, long y, long z, long xv, long yv, long zv)//48984, 48DE8
{
S_Warn("[DoProperDetection] - Unimplemented!\n");
}
int WeaponObjectMesh(int weapon_type)//488F4, 48D58 (F)
{
switch (weapon_type)
{
case WEAPON_REVOLVER:
return (lara.sixshooter_type_carried & WTYPE_LASERSIGHT) != 0 ? LARA_REVOLVER_LASER : REVOLVER_ANIM;
case WEAPON_UZI:
return UZI_ANIM;
case WEAPON_SHOTGUN:
return SHOTGUN_ANIM;
case WEAPON_HK:
return HK_ANIM;
case WEAPON_CROSSBOW:
return (lara.crossbow_type_carried & WTYPE_LASERSIGHT) != 0 ? LARA_CROSSBOW_LASER : CROSSBOW_ANIM;
default:
return PISTOLS_ANIM;
}
}
int WeaponObject(int weapon_type)//48898(<), 48CFC(<) (F)
{
switch (weapon_type)
{
case WEAPON_REVOLVER:
return REVOLVER_ANIM;
case WEAPON_UZI:
return UZI_ANIM;
case WEAPON_SHOTGUN:
return SHOTGUN_ANIM;
case WEAPON_HK:
return HK_ANIM;
case WEAPON_CROSSBOW:
return CROSSBOW_ANIM;
default:
return PISTOLS_ANIM;
}
}
void HitTarget(struct ITEM_INFO* item, struct GAME_VECTOR* hitpos, int damage, int grenade)//486E0, 48B44
{
S_Warn("[HitTarget] - Unimplemented!\n");
}
int FireWeapon(int weapon_type, struct ITEM_INFO* target, struct ITEM_INFO* src, short* angles)//48328, 4878C
{
S_Warn("[FireWeapon] - Unimplemented!\n");
return 0;
}
void AimWeapon(struct WEAPON_INFO* winfo, struct lara_arm* arm)//4826C, 486D0
{
S_Warn("[AimWeapon] - Unimplemented!\n");
}
void find_target_point(struct ITEM_INFO* item, struct GAME_VECTOR* target)//48150, 485B4
{
S_Warn("[find_target_point] - Unimplemented!\n");
}
void LaraGetNewTarget(struct WEAPON_INFO* winfo)//47B28, 47F8C
{
S_Warn("[LaraGetNewTarget] - Unimplemented!\n");
}
void LaraTargetInfo(struct WEAPON_INFO* winfo)//4789C, 47D00
{
S_Warn("[LaraTargetInfo] - Unimplemented!\n");
}
void InitialiseNewWeapon()//4772C, 47B90 (F)
{
lara.left_arm.frame_number = 0;
lara.left_arm.x_rot = 0;
lara.left_arm.y_rot = 0;
lara.left_arm.z_rot = 0;
lara.left_arm.lock = 0;
lara.left_arm.flash_gun = 0;
lara.right_arm.frame_number = 0;
lara.right_arm.x_rot = 0;
lara.right_arm.y_rot = 0;
lara.right_arm.z_rot = 0;
lara.right_arm.lock = 0;
lara.right_arm.flash_gun = 0;
lara.target = NULL;
switch (lara.gun_type)
{
case WEAPON_PISTOLS:
case WEAPON_UZI:
lara.left_arm.frame_base = lara.right_arm.frame_base = objects[PISTOLS_ANIM].frame_base;
if (lara.gun_status)
draw_pistol_meshes(lara.gun_type);
break;
case WEAPON_REVOLVER:
case WEAPON_SHOTGUN:
case WEAPON_HK:
lara.left_arm.frame_base = lara.right_arm.frame_base = objects[WeaponObject(lara.gun_type)].frame_base;
if (lara.gun_status)
draw_shotgun_meshes(lara.gun_type);
break;
case WEAPON_FLARE:
lara.left_arm.frame_base = lara.right_arm.frame_base = objects[FLARE_ANIM].frame_base;
if (lara.gun_status)
draw_flare_meshes();
break;
default:
lara.left_arm.frame_base = lara.right_arm.frame_base = anims[lara_item->anim_number].frame_ptr;
break;
}
}
void LaraGun()//46F28, 4738C
{
S_Warn("[LaraGun] - Unimplemented!\n");
}
int CheckForHoldingState(int state)//46EE4, 47348 (F)
{
short* holds = HoldStates;
do
{
if (*holds < 0)
return FALSE;
++holds;
} while (*holds != state);
return TRUE;
}