TombEngine/TR5Main/Objects/TR3/tr3_monkey.cpp

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#include "../newobjects.h"
#include "../../Game/Box.h"
#include "../../Game/lara.h"
#include "../../Game/effects.h"
#include "../../Game/items.h"
BITE_INFO monkeyBite = { 10, 10, 11, 13 };
extern LaraExtraInfo g_LaraExtra;
void InitialiseMonkey(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
InitialiseCreature(itemNumber);
item->animNumber = Objects[ID_MONKEY].animIndex + 2;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 6;
item->goalAnimState = 6;
}
void MonkeyControl(short itemNumber)
{
if (!CreatureActive(itemNumber))
return;
ITEM_INFO* item = &Items[itemNumber];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
short headX = 0;
short headY = 0;
short torsoY = 0;
short angle = 0;
short tilt = 0;
int x = 0;
int z = 0;
int distance = 0;
int dx = 0;
int dz = 0;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 11)
{
item->meshBits = -1;
item->animNumber = Objects[ID_MONKEY].animIndex + 14;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 11;
}
}
else
{
GetAITarget(creature);
if (creature->hurtByLara)
creature->enemy = LaraItem;
else
{
int minDistance = 0x7FFFFFFF;
creature->enemy = NULL;
CREATURE_INFO* currentCreature = BaddieSlots;
for (int i = 0; i < NUM_SLOTS; i++, currentCreature++)
{
if (currentCreature->itemNum == NO_ITEM || currentCreature->itemNum == itemNumber)
continue;
ITEM_INFO* target = &Items[currentCreature->itemNum];
if (target->objectNumber == ID_LARA || target->objectNumber == ID_MONKEY)
continue;
if (target->objectNumber == ID_SMALLMEDI_ITEM)
{
x = target->pos.xPos - item->pos.xPos;
z = target->pos.zPos - item->pos.zPos;
distance = SQUARE(x) + SQUARE(z);
if (distance < minDistance)
{
creature->enemy = target;
minDistance = distance;
}
}
}
}
if (item->aiBits != MODIFY)
{
if (item->carriedItem != NO_ITEM)
item->meshBits = 0xFFFFFEFF; // Swap the head
else
item->meshBits = -1;
}
else
{
if (item->carriedItem != NO_ITEM)
item->meshBits = 0xFFFF6E6F; //Swap the head and the feet
else
item->meshBits = 0xFFFF6F6F; //Just swap the feet
}
AI_INFO info;
AI_INFO laraInfo;
CreatureAIInfo(item, &info);
// Monkeys are friendly until Lara hurts them
if (!creature->hurtByLara && creature->enemy == LaraItem)
creature->enemy = NULL;
if (creature->enemy == LaraItem)
{
laraInfo.angle = info.angle;
laraInfo.distance = info.distance;
}
else
{
dx = LaraItem->pos.xPos - item->pos.xPos;
dz = LaraItem->pos.zPos - item->pos.zPos;
laraInfo.angle = ATAN(dz, dz) - item->pos.yRot; //only need to fill out the bits of laraInfo that will be needed by TargetVisible
laraInfo.distance = SQUARE(dx) + SQUARE(dz);
}
GetCreatureMood(item, &info, VIOLENT);
if (g_LaraExtra.Vehicle != NO_ITEM)
creature->mood = ESCAPE_MOOD;
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, creature->maximumTurn);
ITEM_INFO* enemy = creature->enemy; //TargetVisible uses enemy, so need to fill this in as lara if we're doing other things
creature->enemy = LaraItem;
if (item->hitStatus)
AlertAllGuards(itemNumber);
creature->enemy = enemy;
switch (item->currentAnimState)
{
case 6:
creature->flags = 0;
creature->maximumTurn = 0;
torsoY = laraInfo.angle;
if (item->aiBits & GUARD)
{
torsoY = AIGuard(creature);
if (!(GetRandomControl() & 0xF))
{
if (GetRandomControl() & 0x1)
item->goalAnimState = 8;
else
item->goalAnimState = 7;
}
break;
}
else if (item->aiBits & PATROL1)
item->goalAnimState = 2;
else if (creature->mood == ESCAPE_MOOD)
item->goalAnimState = 3;
else if (creature->mood == BORED_MOOD)
{
if (item->requiredAnimState)
item->goalAnimState = item->requiredAnimState;
else if (!(GetRandomControl() & 0xF))
item->goalAnimState = 2;
else if (!(GetRandomControl() & 0xF))
{
if (GetRandomControl() & 0x1)
item->goalAnimState = 8;
else
item->goalAnimState = 7;
}
}
else if ((item->aiBits & FOLLOW) && (creature->reachedGoal || laraInfo.distance > SQUARE(2048)))
{
if (item->requiredAnimState)
item->goalAnimState = item->requiredAnimState;
else if (info.ahead)
item->goalAnimState = 6;
else
item->goalAnimState = 3;
}
else if (info.bite && info.distance < SQUARE(682))
item->goalAnimState = 3;
else if (info.bite && info.distance < SQUARE(682))
item->goalAnimState = 2;
else
item->goalAnimState = 3;
break;
case 3:
creature->flags = 0;
creature->maximumTurn = 0;
torsoY = laraInfo.angle;
if (item->aiBits & GUARD)
{
torsoY = AIGuard(creature);
if (!(GetRandomControl() & 15))
{
if (GetRandomControl() & 1)
item->goalAnimState = 10;
else
item->goalAnimState = 6;
}
break;
}
else if (item->aiBits & PATROL1)
item->goalAnimState = 2;
else if (creature->mood == ESCAPE_MOOD)
{
if (Lara.target != item && info.ahead)
item->goalAnimState = 3;
else
item->goalAnimState = 4;
}
else if (creature->mood == BORED_MOOD)
{
if (item->requiredAnimState)
item->goalAnimState = item->requiredAnimState;
else if (!(GetRandomControl() & 15))
item->goalAnimState = 2;
else if (!(GetRandomControl() & 15))
{
if (GetRandomControl() & 1)
item->goalAnimState = 10;
else
item->goalAnimState = 6;
}
}
else if ((item->aiBits & FOLLOW) && (creature->reachedGoal || laraInfo.distance > SQUARE(2048)))
{
if (item->requiredAnimState)
item->goalAnimState = item->requiredAnimState;
else if (info.ahead)
item->goalAnimState = 6;
else
item->goalAnimState = 4;
}
else if (info.bite && info.distance < SQUARE(341))
{
if (LaraItem->pos.yPos < item->pos.yPos)
item->goalAnimState = 13;
else
item->goalAnimState = 12;
}
else if (info.bite && info.distance < SQUARE(682))
item->goalAnimState = 14;
else if (info.bite && info.distance < SQUARE(682))
item->goalAnimState = 2;
else if (info.distance < SQUARE(682) && creature->enemy != LaraItem && creature->enemy != NULL
&& creature->enemy->objectNumber != ID_AI_PATROL1 && creature->enemy->objectNumber != ID_AI_PATROL2
&& abs(item->pos.yPos - creature->enemy->pos.yPos) < 256)
item->goalAnimState = 5;
else if (info.bite && info.distance < SQUARE(1024))
item->goalAnimState = 9;
else
item->goalAnimState = 4;
break;
case 5:
creature->reachedGoal = true;
if (creature->enemy == NULL)
break;
else if ((creature->enemy->objectNumber == ID_SMALLMEDI_ITEM ||
creature->enemy->objectNumber == ID_KEY_ITEM4) &&
item->frameNumber == Anims[item->animNumber].frameBase + 12)
{
if (creature->enemy->roomNumber == NO_ROOM ||
creature->enemy->status == ITEM_INVISIBLE ||
creature->enemy->flags & -32768)
creature->enemy = NULL;
else
{
// Pickup the item!
item->carriedItem = creature->enemy - Items;
RemoveDrawnItem(creature->enemy - Items);
creature->enemy->roomNumber = NO_ROOM;
creature->enemy->carriedItem = NO_ITEM;
// Stop other entities to interest to this item
CREATURE_INFO* currentCreature = BaddieSlots;
for (int i = 0; i < NUM_SLOTS; i++, currentCreature++)
{
if (currentCreature->itemNum == NO_ITEM || currentCreature->itemNum == itemNumber)
continue;
ITEM_INFO* target = &Items[currentCreature->itemNum];
if (currentCreature->enemy == creature->enemy)
currentCreature->enemy = NULL;
}
creature->enemy = NULL;
if (item->aiBits != MODIFY)
{
item->aiBits |= AMBUSH;
item->aiBits |= MODIFY;
}
}
}
else if (creature->enemy->objectNumber == ID_AI_AMBUSH && item->frameNumber == Anims[item->animNumber].frameBase + 12)
{
item->aiBits = 0;
ITEM_INFO* carriedItem = &Items[item->carriedItem];
carriedItem->pos.xPos = item->pos.xPos;
carriedItem->pos.yPos = item->pos.yPos;
carriedItem->pos.zPos = item->pos.zPos;
ItemNewRoom(item->carriedItem, item->roomNumber);
item->carriedItem = NO_ITEM;
carriedItem->aiBits = GUARD;
creature->enemy = NULL;
}
else
{
creature->maximumTurn = 0;
if (abs(info.angle) < ANGLE(7))
item->pos.yRot += info.angle;
else if (info.angle < 0)
item->pos.yRot -= ANGLE(7);
else
item->pos.yRot += ANGLE(7);
}
break;
case 2:
torsoY = laraInfo.angle;
creature->maximumTurn = ANGLE(7);
if (item->aiBits & PATROL1)
{
item->goalAnimState = 2;
torsoY = 0;
}
else if (creature->mood == ESCAPE_MOOD)
item->goalAnimState = 4;
else if (creature->mood == BORED_MOOD)
{
if (GetRandomControl() < 256)
{
item->goalAnimState = 6;
}
}
else if (info.bite && info.distance < SQUARE(682))
item->goalAnimState = 3;
break;
case 4:
if (info.ahead)
torsoY = info.angle;
creature->maximumTurn = ANGLE(11);
tilt = angle / 2;
if (item->aiBits & GUARD)
item->goalAnimState = 3;
else if (creature->mood == ESCAPE_MOOD)
{
if (Lara.target != item && info.ahead)
item->goalAnimState = 3;
break;
}
else if ((item->aiBits & FOLLOW) && (creature->reachedGoal || laraInfo.distance > SQUARE(2048)))
item->goalAnimState = 3;
else if (creature->mood == BORED_MOOD)
item->goalAnimState = 9;
else if (info.distance < SQUARE(682))
item->goalAnimState = 3;
else if (info.bite && info.distance < SQUARE(1024))
item->goalAnimState = 9;
break;
case 12:
if (info.ahead)
{
headY = info.angle;
headX = info.xAngle;
}
creature->maximumTurn = 0;
if (abs(info.angle) < ANGLE(7))
item->pos.yRot += info.angle;
else if (info.angle < 0)
item->pos.yRot -= ANGLE(7);
else
item->pos.yRot += ANGLE(7);
if (enemy == LaraItem)
{
if (!creature->flags && (item->touchBits & 0x2400))
{
LaraItem->hitPoints -= 40;
LaraItem->hitStatus = true;
CreatureEffect(item, &monkeyBite, DoBloodSplat);
creature->flags = 1;
}
}
else
{
if (!creature->flags && enemy)
{
if (abs(enemy->pos.xPos - item->pos.xPos) < 256 &&
abs(enemy->pos.yPos - item->pos.yPos) <= 256 &&
abs(enemy->pos.zPos - item->pos.zPos) < 256)
{
enemy->hitPoints -= 40 >> 1;
enemy->hitStatus = true;
creature->flags = 1;
CreatureEffect(item, &monkeyBite, DoBloodSplat);
}
}
}
break;
case 13:
if (info.ahead)
{
headY = info.angle;
headX = info.xAngle;
}
creature->maximumTurn = 0;
if (abs(info.angle) < ANGLE(7))
item->pos.yRot += info.angle;
else if (info.angle < 0)
item->pos.yRot -= ANGLE(7);
else
item->pos.yRot += ANGLE(7);
if (enemy == LaraItem)
{
if (!creature->flags && (item->touchBits & 0x2400))
{
LaraItem->hitPoints -= 40;
LaraItem->hitStatus = true;
CreatureEffect(item, &monkeyBite, DoBloodSplat);
creature->flags = 1;
}
}
else
{
if (!creature->flags && enemy)
{
if (abs(enemy->pos.xPos - item->pos.xPos) < 256 &&
abs(enemy->pos.yPos - item->pos.yPos) <= 256 &&
abs(enemy->pos.zPos - item->pos.zPos) < 256)
{
enemy->hitPoints -= 40 >> 1;
enemy->hitStatus = true;
creature->flags = 1;
CreatureEffect(item, &monkeyBite, DoBloodSplat);
}
}
}
break;
case 14:
if (info.ahead)
{
headY = info.angle;
headX = info.xAngle;
}
creature->maximumTurn = 0;
if (abs(info.angle) < ANGLE(7))
item->pos.yRot += info.angle;
else if (info.angle < 0)
item->pos.yRot -= ANGLE(7);
else
item->pos.yRot += ANGLE(7);
if (enemy == LaraItem)
{
if (creature->flags != 1 && (item->touchBits & 0x2400))
{
LaraItem->hitPoints -= 50;
LaraItem->hitStatus = true;
CreatureEffect(item, &monkeyBite, DoBloodSplat);
creature->flags = 1;
}
}
else
{
if (creature->flags != 1 && enemy)
{
if (abs(enemy->pos.xPos - item->pos.xPos) < 256 &&
abs(enemy->pos.yPos - item->pos.yPos) <= 256 &&
abs(enemy->pos.zPos - item->pos.zPos) < 256)
{
enemy->hitPoints -= 50 >> 1;
enemy->hitStatus = true;
creature->flags = 1;
CreatureEffect(item, &monkeyBite, DoBloodSplat);
}
}
}
break;
}
}
CreatureTilt(item, tilt);
CreatureJoint(item, 0, headY);
CreatureJoint(item, 1, headX);
CreatureJoint(item, 2, torsoY);
if (item->currentAnimState < 15)
{
switch (CreatureVault(itemNumber, angle, 2, 128))
{
case 2:
creature->maximumTurn = 0;
item->animNumber = Objects[ID_MONKEY].animIndex + 19;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 17;
break;
case 3:
creature->maximumTurn = 0;
item->animNumber = Objects[ID_MONKEY].animIndex + 18;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 16;
break;
case 4:
creature->maximumTurn = 0;
item->animNumber = Objects[ID_MONKEY].animIndex + 17;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 15;
break;
case -2:
creature->maximumTurn = 0;
item->animNumber = Objects[ID_MONKEY].animIndex + 22;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 20;
break;
case -3:
creature->maximumTurn = 0;
item->animNumber = Objects[ID_MONKEY].animIndex + 21;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 19;
break;
case -4:
creature->maximumTurn = 0;
item->animNumber = Objects[ID_MONKEY].animIndex + 20;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 18;
break;
}
}
else
{
creature->maximumTurn = 0;
CreatureAnimation(itemNumber, angle, tilt);
}
}