TombEngine/TR5Main/Objects/scuba.cpp

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#include "newobjects.h"
#include "..\Global\global.h"
#include "..\Game\Box.h"
#include "..\Game\items.h"
#include "..\Game\lot.h"
#include "..\Game\control.h"
#include "..\Game\effects.h"
#include "..\Game\draw.h"
#include "..\Game\sphere.h"
#include "..\Game\effect2.h"
#include "..\Game\people.h"
BITE_INFO scubaGun = { 17, 164, 44, 18 };
__int32 __cdecl GetWaterSurface(__int32 x, __int32 y, __int32 z, __int16 roomNumber)
{
ROOM_INFO* room = &Rooms[roomNumber];
FLOOR_INFO* floor = &room->floor[((z - room->z) >> WALL_SHIFT) + ((x - room->x) >> WALL_SHIFT) * room->xSize];
if (room->flags & ENV_FLAG_WATER)
{
while (floor->skyRoom != NO_ROOM)
{
room = &Rooms[floor->skyRoom];
if (!(room->flags & ENV_FLAG_WATER))
return (floor->ceiling << 8);
floor = &room->floor[((z - room->z) >> WALL_SHIFT) + ((x - room->x) >> WALL_SHIFT) * room->xSize];
}
return NO_HEIGHT;
}
else
{
// Go down until hit water
while (floor->pitRoom != NO_ROOM)
{
room = &Rooms[floor->pitRoom];
if (room->flags & ENV_FLAG_WATER)
return (floor->floor << 8);
floor = &room->floor[((z - room->z) >> WALL_SHIFT) + ((x - room->x) >> WALL_SHIFT) * room->xSize];
}
}
return NO_HEIGHT;
}
void __cdecl ShootHarpoon(ITEM_INFO* frogman, __int32 x, __int32 y, __int32 z, __int16 speed, __int16 yRot, __int16 roomNumber)
{
__int16 harpoonItemNum = CreateItem();
if (harpoonItemNum != NO_ITEM)
{
ITEM_INFO* harpoon = &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;
//SoundEffect(247, &dart->pos, 0);
}
}
void __cdecl HarpoonControl(__int16 itemNum)
{
ITEM_INFO* item = &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
{
__int32 ox = item->pos.xPos;
__int32 oz = item->pos.zPos;
__int16 speed = (item->speed * COS(item->pos.xRot)) >> W2V_SHIFT;
item->pos.zPos += (speed * COS(item->pos.yRot)) >> W2V_SHIFT;
item->pos.xPos += (speed * SIN(item->pos.yRot)) >> W2V_SHIFT;
item->pos.yPos += -((item->speed * SIN(item->pos.xRot)) >> W2V_SHIFT);
__int16 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)
{
//for (__int32 i = 0; i < 4; i++)
// TriggerDartSmoke(ox, item->pos.yPos, oz, 0, 0, 1);
KillItem(itemNum);
// SoundEffect(258, &item->pos, 0);
}
}
}
void __cdecl ScubaControl(__int16 itemNumber)
{
__int32 waterHeight;
if (!CreatureActive(itemNumber))
return;
ITEM_INFO* item = &Items[itemNumber];
CREATURE_INFO* creature = (CREATURE_INFO *)item->data;
__int16 angle = 0;
__int16 head = 0;
__int16 neck = 0;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 9)
{
item->animNumber = Objects[item->objectNumber].animIndex + 16;
item->frameNumber = 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_HITE - 150); // don't look at her origin, aim higher
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:
// Diver underwater
creature->maximumTurn = ANGLE(3);
if (shoot)
neck = -info.angle;
if (creature->target.y < waterHeight && item->pos.yPos < waterHeight + creature->LOT.fly)
item->goalAnimState = 2;
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else if (creature->mood == ESCAPE_MOOD)
break;
else if (shoot)
item->goalAnimState = 4;
break;
case 4:
creature->flags = 0;
if (shoot)
neck = -info.angle;
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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;
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else if (creature->mood == ESCAPE_MOOD)
break;
else if (shoot)
item->goalAnimState = 6;
break;
case 6:
creature->flags = 0;
if (shoot)
head = info.angle;
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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;
}
}