TombEngine/TR5Main/Objects/TR2/Entity/tr2_spider.cpp

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#include "framework.h"
#include "tr2_spider.h"
#include "effects/effects.h"
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#include "control/box.h"
#include "items.h"
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#include "control/lot.h"
#include "lara.h"
#include "setup.h"
#include "effects/tomb4fx.h"
#include "level.h"
#include "itemdata/creature_info.h"
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#include "control/control.h"
#include "animation.h"
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#include "item.h"
BITE_INFO spiderBite = { 0, 0, 41, 1 };
static 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);
}
static 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);
if (item->pos.yPos > (vec.y - (STEP_SIZE * 3) / 2))
return;
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 = g_Level.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 = &g_Level.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 = &g_Level.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 = g_Level.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;
}
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else if (info.ahead && info.distance < (SQUARE(STEP_SIZE * 3) + 15))
{
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);
Merge branch 'master' into item_data # Conflicts: # TR5Main/Game/Lara/lara.cpp # TR5Main/Game/Lara/lara_collide.cpp # TR5Main/Game/Lara/lara_monkey.cpp # TR5Main/Game/Lara/lara_struct.h # TR5Main/Game/Lara/lara_tests.cpp # TR5Main/Game/collide.h # TR5Main/Game/control.h # TR5Main/Game/effect.h # TR5Main/Game/effect2.cpp # TR5Main/Game/flipeffect.cpp # TR5Main/Game/floordata.h # TR5Main/Game/hair.cpp # TR5Main/Game/health.cpp # TR5Main/Game/items.cpp # TR5Main/Game/newinv2.cpp # TR5Main/Game/spotcam.cpp # TR5Main/Objects/Effects/tr4_bubbles.cpp # TR5Main/Objects/TR1/Entity/tr1_ape.cpp # TR5Main/Objects/TR1/Entity/tr1_bigrat.cpp # TR5Main/Objects/TR1/Entity/tr1_doppelganger.cpp # TR5Main/Objects/TR2/Entity/tr2_birdmonster.cpp # TR5Main/Objects/TR2/Entity/tr2_shark.cpp # TR5Main/Objects/TR2/Entity/tr2_spider.cpp # TR5Main/Objects/TR2/Entity/tr2_yeti.cpp # TR5Main/Objects/TR3/Entity/tr3_fishemitter.cpp # TR5Main/Objects/TR3/Entity/tr3_flamethrower.cpp # TR5Main/Objects/TR3/Entity/tr3_monkey.cpp # TR5Main/Objects/TR3/Entity/tr3_raptor.cpp # TR5Main/Objects/TR3/Entity/tr3_scuba.cpp # TR5Main/Objects/TR3/Entity/tr3_trex.cpp # TR5Main/Objects/TR3/Vehicles/kayak.cpp # TR5Main/Objects/TR3/Vehicles/minecart.cpp # TR5Main/Objects/TR4/Entity/tr4_bat.cpp # TR5Main/Objects/TR4/Entity/tr4_big_beetle.cpp # TR5Main/Objects/TR4/Entity/tr4_bigscorpion.cpp # TR5Main/Objects/TR4/Entity/tr4_demigod.cpp # TR5Main/Objects/TR4/Entity/tr4_dog.cpp # TR5Main/Objects/TR4/Entity/tr4_hammerhead.cpp # TR5Main/Objects/TR4/Entity/tr4_harpy.cpp # TR5Main/Objects/TR4/Entity/tr4_mutant.cpp # TR5Main/Objects/TR4/Entity/tr4_smallscorpion.cpp # TR5Main/Objects/TR4/Entity/tr4_troops.cpp # TR5Main/Objects/TR4/Entity/tr4_wildboar.cpp # TR5Main/Objects/TR4/Trap/tr4_joby_spikes.cpp # TR5Main/Objects/TR4/Vehicles/motorbike.cpp # TR5Main/Objects/TR5/Entity/tr5_doberman.cpp # TR5Main/Objects/TR5/Entity/tr5_imp.cpp # TR5Main/Objects/TR5/Entity/tr5_larson.cpp # TR5Main/Objects/TR5/Entity/tr5_lion.cpp # TR5Main/Objects/TR5/Entity/tr5_reaper.cpp # TR5Main/Objects/TR5/Object/tr5_pushableblock.cpp # TR5Main/Objects/TR5/Object/tr5_rollingball.cpp # TR5Main/Objects/TR5/Trap/tr5_fallingceiling.cpp # TR5Main/Renderer/Renderer11Draw2D.cpp # TR5Main/Specific/input.cpp # TR5Main/Specific/level.cpp # TR5Main/TombEngine.vcxproj.filters
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}