TombEngine/TR5Main/Objects/TR3/Entity/tr3_scuba.cpp

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#include "framework.h"
#include "tr3_scuba.h"
#include "items.h"
#include "effect2.h"
#include "box.h"
#include "lara.h"
#include "setup.h"
#include "level.h"
#include "control.h"
BITE_INFO scubaGun = { 17, 164, 44, 18 };
static void ShootHarpoon(ITEM_INFO* frogman, int x, int y, int z, short speed, short yRot, short roomNumber)
{
short harpoonItemNum = CreateItem();
if (harpoonItemNum != NO_ITEM)
{
ITEM_INFO* harpoon = &g_Level.Items[harpoonItemNum];
harpoon->objectNumber = ID_SCUBA_HARPOON;
harpoon->roomNumber = frogman->roomNumber;
harpoon->pos.xPos = x;
harpoon->pos.yPos = y;
harpoon->pos.zPos = z;
InitialiseItem(harpoonItemNum);
harpoon->pos.xRot = 0;
harpoon->pos.yRot = yRot;
harpoon->speed = 150;
AddActiveItem(harpoonItemNum);
harpoon->status = ITEM_ACTIVE;
}
}
void ScubaHarpoonControl(short itemNum)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
if (item->touchBits)
{
LaraItem->hitPoints -= 50;
LaraItem->hitStatus = true;
DoBloodSplat(item->pos.xPos, item->pos.yPos, item->pos.zPos, (GetRandomControl() & 3) + 4, LaraItem->pos.yRot, LaraItem->roomNumber);
KillItem(itemNum);
}
else
{
int ox = item->pos.xPos;
int oz = item->pos.zPos;
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short speed = item->speed * phd_cos(item->pos.xRot);
item->pos.zPos += speed * phd_cos(item->pos.yRot);
item->pos.xPos += speed * phd_sin(item->pos.yRot);
item->pos.yPos += -item->speed * phd_sin(item->pos.xRot);
short roomNumber = item->roomNumber;
FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
if (item->roomNumber != roomNumber)
ItemNewRoom(itemNum, roomNumber);
item->floor = GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
if (item->pos.yPos >= item->floor)
KillItem(itemNum);
}
}
void ScubaControl(short itemNumber)
{
if (!CreatureActive(itemNumber))
return;
ITEM_INFO* item = &g_Level.Items[itemNumber];
CREATURE_INFO* creature = (CREATURE_INFO *)item->data;
int waterHeight;
short angle = 0;
short head = 0;
short neck = 0;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 9)
{
item->animNumber = Objects[item->objectNumber].animIndex + 16;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->currentAnimState = 9;
}
CreatureFloat(itemNumber);
return;
}
else
{
AI_INFO info;
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, TIMID);
CreatureMood(item, &info, TIMID);
GAME_VECTOR start;
GAME_VECTOR target;
bool shoot = false;
if (Lara.waterStatus == false)
{
start.x = item->pos.xPos;
start.y = item->pos.yPos - STEP_SIZE;
start.z = item->pos.zPos;
start.roomNumber = item->roomNumber;
target.x = LaraItem->pos.xPos;
target.y = LaraItem->pos.yPos - (LARA_HEIGHT - 150);
target.z = LaraItem->pos.zPos;
shoot = LOS(&start, &target);
if (shoot)
{
creature->target.x = LaraItem->pos.xPos;
creature->target.y = LaraItem->pos.yPos;
creature->target.z = LaraItem->pos.zPos;
}
if (info.angle < -ANGLE(45) || info.angle > ANGLE(45))
shoot = false;
}
else if (info.angle > -ANGLE(45) && info.angle < ANGLE(45))
{
start.x = item->pos.xPos;
start.y = item->pos.yPos;
start.z = item->pos.zPos;
start.roomNumber = item->roomNumber;
target.x = LaraItem->pos.xPos;
target.y = LaraItem->pos.yPos;
target.z = LaraItem->pos.zPos;
shoot = LOS(&start, &target);
}
else
shoot = false;
angle = CreatureTurn(item, creature->maximumTurn);
waterHeight = GetWaterSurface(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber) + WALL_SIZE / 2;
switch (item->currentAnimState)
{
case 1:
creature->maximumTurn = ANGLE(3);
if (shoot)
neck = -info.angle;
if (creature->target.y < waterHeight && item->pos.yPos < waterHeight + creature->LOT.fly)
item->goalAnimState = 2;
else if (creature->mood == ESCAPE_MOOD)
break;
else if (shoot)
item->goalAnimState = 4;
break;
case 4:
creature->flags = 0;
if (shoot)
neck = -info.angle;
if (!shoot || creature->mood == ESCAPE_MOOD || (creature->target.y < waterHeight && item->pos.yPos < waterHeight + creature->LOT.fly))
item->goalAnimState = 1;
else
item->goalAnimState = 3;
break;
case 3:
if (shoot)
neck = -info.angle;
if (!creature->flags)
{
ShootHarpoon(item, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->speed, item->pos.yRot, item->roomNumber);
creature->flags = 1;
}
break;
case 2:
creature->maximumTurn = ANGLE(3);
if (shoot)
head = info.angle;
if (creature->target.y > waterHeight)
item->goalAnimState = 1;
else if (creature->mood == ESCAPE_MOOD)
break;
else if (shoot)
item->goalAnimState = 6;
break;
case 6:
creature->flags = 0;
if (shoot)
head = info.angle;
if (!shoot || creature->mood == ESCAPE_MOOD || creature->target.y > waterHeight)
item->goalAnimState = 2;
else
item->goalAnimState = 7;
break;
case 7:
if (shoot)
head = info.angle;
if (!creature->flags)
{
ShootHarpoon(item, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->speed, item->pos.yRot, item->roomNumber);
creature->flags = 1;
}
break;
}
}
CreatureJoint(item, 0, head);
CreatureJoint(item, 1, neck);
CreatureAnimation(itemNumber, angle, 0);
switch (item->currentAnimState)
{
case 1:
case 4:
case 3:
CreatureUnderwater(item, 512);
break;
default:
item->pos.yPos = waterHeight - 512;
}
}