TombEngine/TR5Main/Objects/TR2/tr2_spear_guardian.cpp

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#include "../newobjects.h"
#include "../../Game/Box.h"
#include "../../Game/effects.h"
BITE_INFO spearLeftBite = { 0, 0, 920, 11 };
BITE_INFO spearRightBite = { 0, 0, 920, 18 };
void XianDamage(ITEM_INFO* item, CREATURE_INFO* xian, int damage)
{
if (!(xian->flags & 1) && (item->touchBits & 0x40000))
{
LaraItem->hitPoints -= damage;
LaraItem->hitStatus = true;
CreatureEffect(item, &spearRightBite, DoBloodSplat);
xian->flags |= 1;
SoundEffect(SFX_TR2_SWORD_HITTARGET_ID318, &item->pos, 0);
}
if (!(xian->flags & 2) && (item->touchBits & 0x800))
{
LaraItem->hitPoints -= damage;
LaraItem->hitStatus = true;
CreatureEffect(item, &spearLeftBite, DoBloodSplat);
xian->flags |= 2;
SoundEffect(SFX_TR2_SWORD_HITTARGET_ID318, &item->pos, 0);
}
}
void InitialiseSpearGuardian(short itemNum)
{
ANIM_STRUCT* anim;
ITEM_INFO* item;
InitialiseCreature(itemNum);
item = &Items[itemNum];
item->animNumber = Objects[item->objectNumber].animIndex + 48;
anim = &Anims[item->animNumber];
item->frameNumber = anim->frameBase;
item->currentAnimState = anim->currentAnimState;
//item->status = ITEM_INACTIVE;
//item->meshBits = 0;
}
void SpearGuardianControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item;
CREATURE_INFO* xian;
short angle, head, neck, tilt;
int random, lara_alive;
AI_INFO info;
item = &Items[itemNum];
xian = (CREATURE_INFO*)item->data;
head = neck = angle = tilt = 0;
lara_alive = (LaraItem->hitPoints > 0);
if (item->hitPoints <= 0)
{
item->currentAnimState = 17;
item->meshBits >>= 1;
if (!item->meshBits)
{
SoundEffect(105, NULL, 0);
/*
item->meshBits = 0xffffffff;
item->objectNumber = ID_SPEAR_GUARDIAN_STATUE; // just to fool ExplodingDeath to produce jade chunks
ExplodingDeath(itemNum, 0xffffffff, 0);
item->objectNumber = ID_SPEAR_GUARDIAN;
DisableBaddieAI(itemNum);
KillItem(itemNum);
item->status = ITEM_DEACTIVATED;
item->flags |= ONESHOT;
*/
}
return;
}
else
{
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, xian->maximumTurn);
if (item->currentAnimState != 18) // for reload
item->meshBits = 0xFFFFFFFF;
switch (item->currentAnimState)
{
case 18:
/* Make jade man come to life!! */
if (!xian->flags)
{
item->meshBits = (item->meshBits << 1) + 1;
xian->flags = 3;
}
else
xian->flags--;
break;
case 1:
if (info.ahead)
neck = info.angle;
xian->maximumTurn = 0;
if (xian->mood == BORED_MOOD)
{
random = GetRandomControl();
if (random < 0x200)
item->goalAnimState = 2;
else if (random < 0x400)
item->goalAnimState = 3;
}
else if (info.ahead && info.distance < SQUARE(WALL_SIZE))
item->goalAnimState = 5;
else
item->goalAnimState = 3;
break;
case 2:
if (info.ahead)
neck = info.angle;
xian->maximumTurn = 0;
if (xian->mood == ESCAPE_MOOD)
item->goalAnimState = 3;
else if (xian->mood == BORED_MOOD)
{
random = GetRandomControl();
if (random < 0x200)
item->goalAnimState = 1;
else if (random < 0x400)
item->goalAnimState = 3;
}
else if (info.ahead && info.distance < SQUARE(WALL_SIZE))
item->goalAnimState = 13;
else
item->goalAnimState = 3;
break;
case 3:
if (info.ahead)
neck = info.angle;
xian->maximumTurn = ANGLE(3);
if (xian->mood == ESCAPE_MOOD)
item->goalAnimState = 4;
else if (xian->mood == BORED_MOOD)
{
random = GetRandomControl();
if (random < 0x200)
item->goalAnimState = 1;
else if (random < 0x400)
item->goalAnimState = 2;
}
else if (info.ahead && info.distance < SQUARE(WALL_SIZE * 2))
{
if (info.distance < SQUARE(WALL_SIZE * 3 / 2))
item->goalAnimState = 7;
else if (GetRandomControl() < 0x4000)
item->goalAnimState = 9;
else
item->goalAnimState = 11;
}
else if (!info.ahead || info.distance > SQUARE(WALL_SIZE * 3))
item->goalAnimState = 4;
break;
case 4:
if (info.ahead)
neck = info.angle;
xian->maximumTurn = ANGLE(5);
if (xian->mood == ESCAPE_MOOD)
break;
else if (xian->mood == BORED_MOOD)
{
if (GetRandomControl() < 0x4000)
item->goalAnimState = 1;
else
item->goalAnimState = 2;
}
else if (info.ahead && info.distance < SQUARE(WALL_SIZE * 2)) // the only way he'll ever break out of a run is to attack Lara
item->goalAnimState = 15;
break;
case 5:
if (info.ahead)
head = info.angle;
xian->flags = 0;
if (!info.ahead || info.distance > SQUARE(WALL_SIZE))
item->goalAnimState = 1;
else
item->goalAnimState = 6;
break;
case 7:
if (info.ahead)
head = info.angle;
xian->flags = 0;
if (!info.ahead || info.distance > SQUARE(WALL_SIZE * 3 / 2))
item->goalAnimState = 3;
else
item->goalAnimState = 8;
break;
case 9:
if (info.ahead)
head = info.angle;
xian->flags = 0;
if (!info.ahead || info.distance > SQUARE(WALL_SIZE * 2))
item->goalAnimState = 3;
else
item->goalAnimState = 8;
break;
case 11:
if (info.ahead)
head = info.angle;
xian->flags = 0;
if (!info.ahead || info.distance > SQUARE(WALL_SIZE * 2))
item->goalAnimState = 3;
else
item->goalAnimState = 8;
break;
case 13:
if (info.ahead)
head = info.angle;
xian->flags = 0;
if (!info.ahead || info.distance > SQUARE(WALL_SIZE))
item->goalAnimState = 2;
else
item->goalAnimState = 14;
break;
case 15:
if (info.ahead)
head = info.angle;
xian->flags = 0;
if (!info.ahead || info.distance > SQUARE(WALL_SIZE * 2))
item->goalAnimState = 4;
else
item->goalAnimState = 16;
break;
case 6:
XianDamage(item, xian, 75);
break;
case 8:
case 10:
case 12:
if (info.ahead)
head = info.angle;
XianDamage(item, xian, 75);
if (info.ahead && info.distance < SQUARE(WALL_SIZE))
{
if (GetRandomControl() < 0x4000)
item->goalAnimState = 1;
else
item->goalAnimState = 2;
}
else
item->goalAnimState = 3;
break;
case 14:
if (info.ahead)
head = info.angle;
XianDamage(item, xian, 75);
if (info.ahead && info.distance < SQUARE(WALL_SIZE))
item->goalAnimState = 1;
else
item->goalAnimState = 2;
break;
case 16:
if (info.ahead)
head = info.angle;
XianDamage(item, xian, 120);
if (info.ahead && info.distance < SQUARE(WALL_SIZE))
{
if (GetRandomControl() < 0x4000)
item->goalAnimState = 1;
else
item->goalAnimState = 2;
}
else if (info.ahead && info.distance < SQUARE(WALL_SIZE * 2))
item->goalAnimState = 3;
else
item->goalAnimState = 4;
break;
}
}
if (lara_alive && LaraItem->hitPoints <= 0)
{
CreatureKill(item, 49, 19, 2); // uses EXTRA_YETIKILL slot
return;
}
CreatureTilt(item, tilt);
CreatureJoint(item, 0, head);
CreatureJoint(item, 1, neck);
CreatureAnimation(itemNum, angle, tilt);
}