TombEngine/TR5Main/Objects/statue.cpp

1135 lines
25 KiB
C++
Raw Normal View History

#include "newobjects.h"
#include "../Global/global.h"
#include "../Game/box.h"
#include "../Game/effect2.h"
#include "../Game/items.h"
#include "../Game/lot.h"
#include "../Game/effects.h"
#include "../Game/draw.h"
#include "../Game/sphere.h"
BITE_INFO swordBite = { 0, 37, 550, 15 };
BITE_INFO spearLeftBite = { 0, 0, 920, 11 };
BITE_INFO spearRightBite = { 0, 0, 920, 18 };
BITE_INFO shivaLeftBite = { 0, 0, 920, 13 };
BITE_INFO shivaRightBite = { 0, 0, 920, 22 };
// TODO: finish the statue render (drawanimatingitem not work anymore with the new render)
// TODO: crash with the explosion death !
// for TR2 and TR3 statue (compatible by any statue entity)
// the statue object need to be after the normal one:
// ex: ID_SWORD_GUARDIAN: 256, ID_SWORD_GUARDIAN_STATUE: 257
void __cdecl DrawStatue(ITEM_INFO* item)
{
/*
OBJECT_INFO* obj;
CREATURE_INFO* creature;
int* bones;
int clip, i, poppush, frac, rate, bit;
__int16* frames[2];
__int16* extra_rotation;
__int16* rotation1, *rotation2;
__int16** normal, **statue;
creature = (CREATURE_INFO*)item->data;
frac = GetFrame_D2(item, frames, &rate);
if (item->hitPoints <= 0 && item->status != ITEM_ACTIVE && item->meshBits != 0)
item->meshBits = item->meshBits >> 1;
obj = &Objects[item->objectNumber];
//if (obj->shadowSize)
// S_PrintShadow(obj->shadowSize, frames[0], item, NULL);
phd_PushMatrix();
phd_TranslateAbs(item->pos.xPos, item->pos.yPos, item->pos.zPos);
phd_RotYXZ(item->pos.yRot, item->pos.xRot, item->pos.zRot);
if (phd_ClipBoundingBox(frames[0]))
{
CalculateObjectLighting(item, frames[0]);
if (item->data == NULL)
extra_rotation = NullRotations;
else
extra_rotation = (__int16*)item->data;
// all entity have the statue slot after it, (ex: ID_SWORD_GUARDIAN: 256, ID_SWORD_GUARDIAN_STATUE: 257)
normal = &Meshes[Objects[obj->objectNumber].meshIndex];
statue = &Meshes[Objects[obj->objectNumber + 1].meshIndex];
bones = &Bones[obj->boneIndex];
bit = 1;
if (!frac)
{
phd_TranslateRel((int)*(frames[0] + 6), (int)*(frames[0] + 7), (int)*(frames[0] + 8)); // can be [0][6] etc.. ?
rotation1 = (__int16*)(frames[0] + 9);
gar_RotYXZsuperpack(&rotation1, 0);
if (item->meshBits & bit)
phd_PutPolygons(*normal);
else
phd_PutPolygons(*statue);
normal++;
statue++;
for (i = (obj->nmeshes - 1); i > 0; i--, bones += 4, normal++, statue++)
{
poppush = *bones;
if (poppush & 1)
{
phd_PopMatrix();
phd_PopDxMatrix();
}
if (poppush & 2)
phd_PushMatrix();
phd_TranslateRel(*(bones + 1), *(bones + 2), *(bones + 3));
gar_RotYXZsuperpack(&rotation1, 0);
if (extra_rotation && (poppush & (ROT_X|ROT_Y|ROT_Z)))
{
if (poppush & ROT_Y)
phd_RotY(*(extra_rotation++));
if (poppush & ROT_X)
phd_RotX(*(extra_rotation++));
if (poppush & ROT_Z)
phd_RotZ(*(extra_rotation++));
}
bit <<= 1;
if (item->meshBits & bit)
phd_PutPolygons(*normal);
else
phd_PutPolygons(*statue);
}
}
else
{
InitInterpolate(frac, rate);
phd_TranslateRel_ID((int)*(frames[0] + 6), (int)*(frames[0] + 7), (int)*(frames[0] + 8),
(int)*(frames[1] + 6), (int)*(frames[1] + 7), (int)*(frames[1] + 8));
rotation1 = (short*)(frames[0] + 9);
rotation2 = (short*)(frames[1] + 9);
gar_RotYXZsuperpack_I(&rotation1, &rotation2, 0);
if (item->meshBits & bit)
phd_PutPolygons_I(*normal);
else
phd_PutPolygons_I(*statue);
normal++;
statue++;
for (i = (obj->nmeshes - 1); i > 0; i--, bones += 4, normal++, statue++)
{
poppush = *bones;
if (poppush & 1)
phd_PopMatrix_I();
if (poppush & 2)
phd_PushMatrix_I();
phd_TranslateRel_I(*(bones + 1), *(bones + 2), *(bones + 3));
gar_RotYXZsuperpack_I(&rotation1, &rotation2, 0);
if (extra_rotation && (poppush & (ROT_X|ROT_Y|ROT_Z)))
{
if (poppush & ROT_Y)
phd_RotY_I(*(extra_rotation++));
if (poppush & ROT_X)
phd_RotX_I(*(extra_rotation++));
if (poppush & ROT_Z)
phd_RotZ_I(*(extra_rotation++));
}
bit <<= 1;
if (item->meshBits & bit)
phd_PutPolygons_I(*normal);
else
phd_PutPolygons_I(*statue);
}
}
}
//PhdRight = PhdWidth;
//PhdLeft = 0;
//PhdTop = 0;
//PhdBottom = PhdHeight;
phd_PopMatrix();
phd_PopDxMatrix();
*/
}
void __cdecl InitialiseSwordGuardian(__int16 itemNum)
{
ANIM_STRUCT* anim;
ITEM_INFO* item;
item = &Items[itemNum];
InitialiseCreature(itemNum);
//item->status = ITEM_INACTIVE;
//item->meshBits = 0;
}
void __cdecl SwordGuardianFly(ITEM_INFO* item)
{
PHD_VECTOR pos;
pos.x = (GetRandomControl() << 8 >> 15) + item->pos.xPos - 128;
pos.y = (GetRandomControl() << 8 >> 15) + item->pos.yPos - 256;
pos.z = (GetRandomControl() << 8 >> 15) + item->pos.zPos - 128;
TriggerGunSmoke(pos.x, pos.y, pos.z, 1, 1, 1, 1, WEAPON_GRENADE_LAUNCHER, 32);
SoundEffect(SFX_SWORD_GUARDIAN_FLYING_ID312, &item->pos, 0);
}
void __cdecl SwordGuardianControl(__int16 itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item;
CREATURE_INFO* sword;
AI_INFO info;
short angle, head, torso;
bool lara_alive;
item = &Items[itemNum];
sword = (CREATURE_INFO*)item->data;
angle = head = torso = 0;
lara_alive = (LaraItem->hitPoints > 0);
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 12)
{
//item->meshBits >>= 1;
SoundEffect(SFX_EXPLOSION1, &LaraItem->pos, 0);
SoundEffect(SFX_EXPLOSION2, &LaraItem->pos, 0);
//item->meshBits = 0xFFFFFFFF;
//item->objectNumber = ID_SAS;
ExplodingDeath(itemNum, -1, 256);
//item->objectNumber = ID_SWAT;
DisableBaddieAI(itemNum);
KillItem(itemNum);
//item->status = ITEM_DEACTIVATED;
//item->flags |= ONESHOT;
item->currentAnimState = 12;
/*
if (!item->meshBits)
{
SoundEffect(105, NULL, 0);
item->meshBits = 0xFFFFFFFF;
item->objectNumber = ID_SAS;
ExplodingDeath(itemNum, -1, 256);
item->objectNumber = ID_SWAT;
DisableBaddieAI(itemNum);
KillItem(itemNum);
item->status = ITEM_DEACTIVATED;
item->flags |= ONESHOT;
}
*/
}
return;
}
else
{
/* Get ground based information */
sword->LOT.step = STEP_SIZE;
sword->LOT.drop = -STEP_SIZE;
sword->LOT.fly = NO_FLYING;
sword->LOT.zone = 1;
CreatureAIInfo(item, &info);
if (item->currentAnimState == 8)
{
/* If flying and not in same zone, then use fly zone */
if (info.zoneNumber != info.enemyZone)
{
sword->LOT.step = WALL_SIZE * 20;
sword->LOT.drop = -WALL_SIZE * 20;
sword->LOT.fly = STEP_SIZE / 4;
sword->LOT.zone = 4;
CreatureAIInfo(item, &info);
}
}
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, sword->maximumTurn);
if (item->currentAnimState != 9) // for reload
item->meshBits = 0xFFFFFFFF;
switch (item->currentAnimState)
{
case 9:
sword->maximumTurn = 0;
if (!sword->flags)
{
item->meshBits = (item->meshBits << 1) + 1;
sword->flags = 3;
}
else
{
sword->flags--;
}
break;
case 1:
sword->maximumTurn = 0;
if (info.ahead)
head = info.angle;
if (lara_alive)
{
if (info.bite && info.distance < 0x100000)
{
if (GetRandomControl() >= 0x4000)
item->goalAnimState = 5;
else
item->goalAnimState = 3;
}
else
{
if (info.zoneNumber == info.enemyZone)
item->goalAnimState = 2;
else
item->goalAnimState = 8;
}
}
else
{
item->goalAnimState = 7;
}
break;
case 2:
sword->maximumTurn = ANGLE(9);
if (info.ahead)
head = info.angle;
if (lara_alive)
{
if (info.bite && info.distance < 0x400000)
item->goalAnimState = 10;
else if (info.zoneNumber != info.enemyZone)
item->goalAnimState = 1;
}
else
{
item->goalAnimState = 1;
}
break;
case 3:
sword->flags = 0;
if (info.ahead)
torso = info.angle;
if (!info.bite || info.distance > 0x100000)
item->goalAnimState = 1;
else
item->goalAnimState = 4;
break;
case 5:
sword->flags = 0;
if (info.ahead)
torso = info.angle;
if (!info.bite || info.distance > 0x100000)
item->goalAnimState = 1;
else
item->goalAnimState = 6;
break;
case 10:
sword->flags = 0;
if (info.ahead)
torso = info.angle;
if (!info.bite || info.distance > 0x400000)
item->goalAnimState = 1;
else
item->goalAnimState = 11;
break;
case 8:
sword->maximumTurn = ANGLE(7);
if (info.ahead)
head = info.angle;
SwordGuardianFly(item);
if (!sword->LOT.fly)
item->goalAnimState = 1;
break;
case 4:
case 6:
case 11:
if (info.ahead)
torso = info.angle;
if (!sword->flags && (item->touchBits & 0xC000))
{
LaraItem->hitPoints -= 300;
LaraItem->hitStatus = true;
CreatureEffect(item, &swordBite, DoBloodSplat);
sword->flags = 1;
}
break;
}
}
if (item->hitPoints > 0)
{
CreatureJoint(item, 0, torso);
CreatureJoint(item, 1, head);
CreatureAnimation(itemNum, angle, 0);
}
}
void __cdecl 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_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_SWORD_HITTARGET_ID318, &item->pos, 0);
}
}
void __cdecl InitialiseSpearGuardian(__int16 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 __cdecl SpearGuardianControl(__int16 itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item;
CREATURE_INFO* xian;
__int16 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);
}
void __cdecl TriggerShivaSmoke(long x, long y, long z, long uw)
{
long size;
SPARKS* sptr;
long dx, dz;
dx = LaraItem->pos.xPos - x;
dz = LaraItem->pos.zPos - z;
if (dx < -0x4000 || dx > 0x4000 || dz < -0x4000 || dz > 0x4000)
return;
sptr = &Sparks[GetFreeSpark()];
sptr->on = 1;
if (uw)
{
sptr->sR = 0;
sptr->sG = 0;
sptr->sB = 0;
sptr->dR = 192;
sptr->dG = 192;
sptr->dB = 208;
}
else
{
sptr->sR = 144;
sptr->sG = 144;
sptr->sB = 144;
sptr->dR = 64;
sptr->dG = 64;
sptr->dB = 64;
}
sptr->colFadeSpeed = 8;
sptr->fadeToBlack = 64;
sptr->sLife = sptr->life = (GetRandomControl() & 31) + 96;
if (uw)
sptr->transType = 2;
else
sptr->transType = 2;
sptr->extras = 0;
sptr->dynamic = -1;
sptr->x = x + (GetRandomControl() & 31) - 16;
sptr->y = y + (GetRandomControl() & 31) - 16;
sptr->z = z + (GetRandomControl() & 31) - 16;
sptr->xVel = ((GetRandomControl() & 4095) - 2048) >> 2;
sptr->yVel = (GetRandomControl() & 255) - 128;
sptr->zVel = ((GetRandomControl() & 4095) - 2048) >> 2;
if (uw)
{
sptr->yVel >>= 4;
sptr->y += 32;
sptr->friction = 4 | (1 << 4);
}
else
{
sptr->friction = 6;
}
sptr->flags = SP_SCALE | SP_DEF | SP_ROTATE | SP_EXPDEF;
sptr->rotAng = GetRandomControl() & 4095;
if (GetRandomControl() & 1)
sptr->rotAdd = -(GetRandomControl() & 15) - 16;
else
sptr->rotAdd = (GetRandomControl() & 15) + 16;
sptr->scalar = 3;
if (uw)
{
sptr->gravity = sptr->maxYvel = 0;
}
else
{
sptr->gravity = -(GetRandomControl() & 3) - 3;
sptr->maxYvel = -(GetRandomControl() & 3) - 4;
}
size = (GetRandomControl() & 31) + 128;
sptr->size = sptr->sSize = size >> 2;
sptr->dSize = size;
size += (GetRandomControl() & 31) + 32;
sptr->size = sptr->sSize = size >> 3;
sptr->dSize = size;
}
void __cdecl ShivaDamage(ITEM_INFO* item, CREATURE_INFO* shiva, int damage)
{
if (!(shiva->flags) && (item->touchBits & 0x2400000))
{
LaraItem->hitPoints -= damage;
LaraItem->hitStatus = true;
CreatureEffect(item, &shivaRightBite, DoBloodSplat);
shiva->flags = 1;
SoundEffect(SFX_SWORD_HITTARGET_ID318, &item->pos, 0);
}
if (!(shiva->flags) && (item->touchBits & 0x2400))
{
LaraItem->hitPoints -= damage;
LaraItem->hitStatus = true;
CreatureEffect(item, &shivaLeftBite, DoBloodSplat);
shiva->flags = 1;
SoundEffect(SFX_SWORD_HITTARGET_ID318, &item->pos, 0);
}
}
void __cdecl InitialiseShiva(__int16 itemNum)
{
ANIM_STRUCT* anim;
ITEM_INFO* item;
InitialiseCreature(itemNum);
item = &Items[itemNum];
item->animNumber = Objects[item->objectNumber].animIndex + 14;
anim = &Anims[item->animNumber];
item->frameNumber = anim->frameBase;
item->currentAnimState = anim->currentAnimState;
//item->status = ITEM_INACTIVE;
//item->meshBits = 0;
}
void __cdecl ShivaControl(__int16 itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item;
CREATURE_INFO* shiva;
__int16 angle, head_x, head_y, torso_x, torso_y, tilt, room_number;
int x, z;
int random, lara_alive;
AI_INFO info;
PHD_VECTOR pos;
FLOOR_INFO* floor;
int effect_mesh = 0;
item = &Items[itemNum];
shiva = (CREATURE_INFO*)item->data;
head_x = head_y = torso_x = torso_y = angle = tilt = 0;
lara_alive = (LaraItem->hitPoints > 0);
pos.x = 0; // Copy Offsets from mesh
pos.y = 0; // Pivot
pos.z = 256;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 9)
{
item->animNumber = Objects[item->objectNumber].animIndex + 22;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 9;
}
}
else
{
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
if (shiva->mood == ESCAPE_MOOD)
{
shiva->target.x = LaraItem->pos.xPos;
shiva->target.z = LaraItem->pos.zPos;
}
angle = CreatureTurn(item, shiva->maximumTurn);
if (item->currentAnimState != 4)
item->meshBits = 0xFFFFFFFF;
switch (item->currentAnimState)
{
case 4:
shiva->maximumTurn = 0;
if (!shiva->flags)
{
if (item->meshBits == 0)
effect_mesh = 0;
item->meshBits = (item->meshBits << 1) + 1;
shiva->flags = 1;
GetJointAbsPosition(item, &pos, effect_mesh++);
TriggerExplosionSparks(pos.x, pos.y, pos.z, 2, 0, 0, item->roomNumber);
TriggerShivaSmoke(pos.x, pos.y, pos.z, 1);
}
else
{
shiva->flags--;
}
if (item->meshBits == 0x7FFFFFFF)
{
item->goalAnimState = 0;
effect_mesh = 0;
shiva->flags = -45; //set up the delay before actually moving
}
break;
case 0:
if (info.ahead)
head_y = info.angle;
if (shiva->flags < 0) //delay before moving
{
shiva->flags++;
TriggerShivaSmoke(item->pos.xPos + (GetRandomControl() & 0x5FF) - 0x300, pos.y - (GetRandomControl() & 0x5FF), item->pos.zPos + (GetRandomControl() & 0x5FF) - 0x300, 1);
break;
}
if (shiva->flags == 1)
shiva->flags = 0;
shiva->maximumTurn = 0;
if (shiva->mood == ESCAPE_MOOD)
{
room_number = item->roomNumber;
x = item->pos.xPos + (WALL_SIZE * SIN(item->pos.yRot + 0x8000) >> W2V_SHIFT);
z = item->pos.zPos + (WALL_SIZE * COS(item->pos.yRot + 0x8000) >> W2V_SHIFT);
floor = GetFloor(x, item->pos.yPos, z, &room_number);
if (!shiva->flags && floor->box != NO_BOX && !(Boxes[floor->box].overlapIndex & BLOCKABLE))
item->goalAnimState = 8;
else
item->goalAnimState = 2;
}
else if (shiva->mood == BORED_MOOD)
{
random = GetRandomControl();
if (random < 0x400)
item->goalAnimState = 1;
}
else if (info.bite && info.distance < SQUARE(WALL_SIZE * 5 / 4))
{
item->goalAnimState = 5;
shiva->flags = 0;
}
else if (info.bite && info.distance < SQUARE(WALL_SIZE * 4 / 3))
{
item->goalAnimState = 7;
shiva->flags = 0;
}
else if (item->hitStatus && info.ahead)
{
shiva->flags = 4;
item->goalAnimState = 2;
}
else
{
item->goalAnimState = 1;
}
break;
case 2:
if (info.ahead)
head_y = info.angle;
shiva->maximumTurn = 0;
if (item->hitStatus || shiva->mood == ESCAPE_MOOD)
shiva->flags = 4;
if ((info.bite && info.distance < SQUARE(WALL_SIZE * 4 / 3)) || (item->frameNumber == Anims[item->animNumber].frameBase && !shiva->flags) || !info.ahead)
{
item->goalAnimState = 0;
shiva->flags = 0;
}
else if (shiva->flags)
{
item->goalAnimState = 2;
}
if (item->frameNumber == Anims[item->animNumber].frameBase && shiva->flags > 1)
shiva->flags -= 2;
break;
case 1:
if (info.ahead)
head_y = info.angle;
shiva->maximumTurn = ANGLE(4);
if (shiva->mood == ESCAPE_MOOD)
{
item->goalAnimState = 0;
}
else if (shiva->mood == BORED_MOOD)
{
item->goalAnimState = 0;
}
else if (info.bite && info.distance < SQUARE(WALL_SIZE * 4 / 3))
{
item->goalAnimState = 0;
shiva->flags = 0;
}
else if (item->hitStatus)
{
shiva->flags = 4;
item->goalAnimState = 3;
}
break;
case 3:
if (info.ahead)
head_y = info.angle;
shiva->maximumTurn = ANGLE(4);
if (item->hitStatus)
shiva->flags = 4;
if ((info.bite && info.distance < SQUARE(WALL_SIZE * 5 / 4)) || (item->frameNumber == Anims[item->animNumber].frameBase && !shiva->flags))
{
item->goalAnimState = 1;
shiva->flags = 0;
}
else if (shiva->flags)
{
item->goalAnimState = 3;
}
if (item->frameNumber == Anims[item->animNumber].frameBase)
{
shiva->flags = 0;
}
break;
case 8:
if (info.ahead)
head_y = info.angle;
shiva->maximumTurn = ANGLE(4);
if ((info.ahead && info.distance < SQUARE(WALL_SIZE * 4 / 3)) || (item->frameNumber == Anims[item->animNumber].frameBase && !shiva->flags))
{
item->goalAnimState = 0;
}
else if (item->hitStatus)
{
shiva->flags = 4;
item->goalAnimState = 0;
}
break;
case 5:
if (info.ahead)
{
torso_y = info.angle;
torso_x = info.xAngle;
head_y = info.angle;
}
shiva->maximumTurn = ANGLE(4);
ShivaDamage(item, shiva, 150);
break;
case 7:
torso_y = info.angle;
head_y = info.angle;
if (info.xAngle > 0)
torso_x = info.xAngle;
shiva->maximumTurn = ANGLE(4);
ShivaDamage(item, shiva, 180);
break;
case 6:
torso_y = torso_x = head_x = head_y = shiva->maximumTurn = 0;
if (item->frameNumber == Anims[item->animNumber].frameBase + 10 || item->frameNumber == Anims[item->animNumber].frameBase + 21 || item->frameNumber == Anims[item->animNumber].frameBase + 33)
{
CreatureEffect(item, &shivaRightBite, DoBloodSplat);
CreatureEffect(item, &shivaLeftBite, DoBloodSplat);
}
break;
}
}
if (lara_alive && LaraItem->hitPoints <= 0)
{
CreatureKill(item, 18, 6, 2); // uses EXTRA_YETIKILL slot
return;
}
CreatureTilt(item, tilt);
head_y -= torso_y;
CreatureJoint(item, 0, torso_y);
CreatureJoint(item, 1, torso_x);
CreatureJoint(item, 2, head_y);
CreatureJoint(item, 3, head_x);
CreatureAnimation(itemNum, angle, tilt);
}