TombEngine/TR5Main/Objects/TR2/tr2_spider.cpp

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#include "../newobjects.h"
#include "../../Game/effects.h"
#include "../../Game/sphere.h"
#include "../../Game/Box.h"
#include "../../Game/items.h"
#include "../../Game/effect2.h"
#include "../../Game/lot.h"
BITE_INFO spiderBite = { 0, 0, 41, 1 };
// fix blood pos for small spider.
void S_SpiderBite(ITEM_INFO* item)
{
PHD_VECTOR pos;
pos.x = spiderBite.x;
pos.y = spiderBite.y;
pos.z = spiderBite.z;
GetJointAbsPosition(item, &pos, spiderBite.meshNum);
DoBloodSplat(pos.x, pos.y, pos.z, 10, item->pos.yPos, item->roomNumber);
}
void SpiderLeap(short itemNum, ITEM_INFO* item, short angle)
{
GAME_VECTOR vec;
vec.x = item->pos.xPos;
vec.y = item->pos.yPos;
vec.z = item->pos.zPos;
vec.roomNumber = item->roomNumber;
CreatureAnimation(itemNum, angle, 0);
/* is this move less than 1.5 STEP_L height, if so dont do leap */
if (item->pos.yPos > (vec.y - (STEP_SIZE * 3) / 2))
return;
/* else move spider back and do a jump instead ! */
item->pos.xPos = vec.x;
item->pos.yPos = vec.y;
item->pos.zPos = vec.z;
if (item->roomNumber != vec.roomNumber)
ItemNewRoom(item->roomNumber, vec.roomNumber);
item->animNumber = Objects[item->objectNumber].animIndex + 2;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 5;
CreatureAnimation(itemNum, angle, 0);
}
void SmallSpiderControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item;
CREATURE_INFO* spider;
AI_INFO info;
short angle;
item = &Items[itemNum];
spider = (CREATURE_INFO*)item->data;
angle = 0;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 7)
{
ExplodingDeath(itemNum, -1, 256);
DisableBaddieAI(itemNum);
item->currentAnimState = 7;
KillItem(itemNum);
}
}
else
{
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, ANGLE(8));
switch (item->currentAnimState)
{
case 1:
spider->flags = 0;
if (spider->mood == BORED_MOOD)
{
if (GetRandomControl() < 0x100)
item->goalAnimState = 2;
else
break;
}
else if (info.ahead && item->touchBits)
{
item->goalAnimState = 4;
}
else if (spider->mood == STALK_MOOD)
{
item->goalAnimState = 2;
}
else if (spider->mood == ESCAPE_MOOD || spider->mood == ATTACK_MOOD)
{
item->goalAnimState = 3;
}
break;
case 2:
if (spider->mood == BORED_MOOD)
{
if (GetRandomControl() < 0x100)
item->goalAnimState = 1;
else
break;
}
else if (spider->mood == ESCAPE_MOOD || spider->mood == ATTACK_MOOD)
{
item->goalAnimState = 3;
}
break;
case 3:
spider->flags = 0;
if (spider->mood == BORED_MOOD || spider->mood == STALK_MOOD)
item->goalAnimState = 2;
else if (info.ahead && item->touchBits)
item->goalAnimState = 1;
else if (info.ahead && info.distance < SQUARE(WALL_SIZE / 5))
item->goalAnimState = 6;
else if (info.ahead && info.distance < SQUARE(WALL_SIZE / 2))
item->goalAnimState = 5;
break;
case 4:
case 5:
case 6:
if (!spider->flags && item->touchBits)
{
S_SpiderBite(item);
LaraItem->hitPoints -= 25;
LaraItem->hitStatus = 1;
spider->flags = 1;
}
break;
}
}
if (item->currentAnimState == 5 || item->currentAnimState == 4)
CreatureAnimation(itemNum, angle, 0);
else
SpiderLeap(itemNum, item, angle);
}
void BigSpiderControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item;
CREATURE_INFO* spider;
AI_INFO info;
short angle;
item = &Items[itemNum];
spider = (CREATURE_INFO*)item->data;
angle = 0;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 7)
{
item->animNumber = Objects[item->objectNumber].animIndex + 2;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 7;
}
}
else
{
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, TRUE);
CreatureMood(item, &info, TRUE);
angle = CreatureTurn(item, ANGLE(4));
switch (item->currentAnimState)
{
case 1:
spider->flags = 0;
if (spider->mood == BORED_MOOD)
{
if (GetRandomControl() < 0x200)
item->goalAnimState = 2;
else
break;
}
else if (info.ahead && info.distance < (SQUARE(STEP_SIZE * 3) + 15)) // +15 fix attack distance !
{
item->goalAnimState = 4;
}
else if (spider->mood == STALK_MOOD)
{
item->goalAnimState = 2;
}
else if (spider->mood == ESCAPE_MOOD || spider->mood == ATTACK_MOOD)
{
item->goalAnimState = 3;
}
break;
case 2:
if (spider->mood == BORED_MOOD)
{
if (GetRandomControl() < 0x200)
item->goalAnimState = 1;
else
break;
}
else if (spider->mood == ESCAPE_MOOD || spider->mood == ATTACK_MOOD)
{
item->goalAnimState = 3;
}
break;
case 3:
spider->flags = 0;
if (spider->mood == BORED_MOOD || spider->mood == STALK_MOOD)
item->goalAnimState = 2;
else if (info.ahead && item->touchBits)
item->goalAnimState = 1;
break;
case 4:
case 5:
case 6:
if (!spider->flags && item->touchBits)
{
S_SpiderBite(item);
LaraItem->hitPoints -= 100;
LaraItem->hitStatus = 1;
spider->flags = 1;
}
break;
}
}
CreatureAnimation(itemNum, angle, 0);
}