TombEngine/TR5Main/Objects/skeleton.cpp

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#include "objects.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 skeletonBite = { 0, -16, 200, 11 };
void __cdecl InitialiseSkeleton(__int16 itemNum)
{
}
void __cdecl SkeletonControl(__int16 itemNum)
{
bool someFlag1 = false;
bool someFlag2 = false;
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
ITEM_INFO* enemyItem = creature->enemy;
__int16 tilt = 0;
__int16 angle = 0;
__int16 joint1 = 0;
__int16 joint2 = 0;
__int16 joint3 = 0;
__int32 distance = 0;
__int16 rot = 0;
// Can skeleton jump? Check for a distance of 1 and 2 sectors
__int32 x = item->pos.xPos;
__int32 y = item->pos.yPos;
__int32 z = item->pos.zPos;
__int32 dx = 870 * SIN(item->pos.yRot) >> 14;
__int32 dz = 870 * COS(item->pos.yRot) >> 14;
x += dx;
z += dz;
__int16 roomNumber = item->roomNumber;
FLOOR_INFO* floor = GetFloor(x, y, z, &roomNumber);
__int32 height1 = TrGetHeight(floor, x, y, z);
x += dx;
z += dz;
roomNumber = item->roomNumber;
floor = GetFloor(x, y, z, &roomNumber);
__int32 height2 = TrGetHeight(floor, x, y, z);
x += dx;
z += dz;
roomNumber = item->roomNumber;
floor = GetFloor(x, y, z, &roomNumber);
__int32 height3 = TrGetHeight(floor, x, y, z);
__int32 height = 0;
bool canJump1sector = true;
if (enemyItem && item->boxNumber == LaraItem->boxNumber && item->meshBits & 0x200
|| y >= height1 - 384
|| y >= height2 + 256
|| y <= height2 - 256)
{
height = height2;
canJump1sector = false;
}
bool canJump2sectors = true;
if (enemyItem && item->boxNumber == LaraItem->boxNumber && item->meshBits & 0x200
|| y >= height1 - 384
|| y >= height - 384
|| y >= height3 + 256
|| y <= height3 - 256)
{
canJump2sectors = false;
}
if (item->aiBits)
GetAITarget(creature);
else if (!creature->enemy)
creature->enemy = LaraItem;
AI_INFO info;
AI_INFO laraInfo;
CreatureAIInfo(item, &info);
if (item->hitStatus
&& Lara.gunType == WEAPON_SHOTGUN
&& info.distance < SQUARE(3584)
&& item->currentAnimState != 7
&& item->currentAnimState != 17
&& item->currentAnimState != 12
&& item->currentAnimState != 13
&& item->currentAnimState != 25)
{
if (info.angle >= 12288 || info.angle <= -12288)
{
item->currentAnimState = 13;
item->animNumber = Objects[ID_SKELETON].animIndex + 33;
item->pos.yRot += info.angle + -32768;
}
else
{
item->currentAnimState = 12;
item->animNumber = Objects[ID_SKELETON].animIndex + 17;
item->pos.yRot += info.angle;
}
item->frameNumber = Anims[item->animNumber].frameBase;
creature->LOT.isJumping = true;
item->hitPoints = 25;
}
else
{
if (creature->enemy == LaraItem)
{
laraInfo.distance = info.distance;
laraInfo.angle = info.angle;
}
else
{
dx = LaraItem->pos.xPos - item->pos.xPos;
dz = LaraItem->pos.zPos - item->pos.zPos;
laraInfo.angle = ATAN(dz, dx) - item->pos.yRot;
laraInfo.distance = dx * dx + dz * dz;
}
GetCreatureMood(item, &info, 1);
if (!(item->meshBits & 0x200))
creature->mood = MOOD_TYPE::ESCAPE_MOOD;
else
CreatureMood(item, &info, 1);
angle = CreatureTurn(item, creature->maximumTurn);
creature->enemy = LaraItem;
if (item->hitStatus || distance < SQUARE(1024) || TargetVisible(item, &laraInfo))
creature->alerted = true;
if (item != Lara.target || laraInfo.distance <= 870 || angle <= -10240 || angle >= 10240)
{
someFlag1 = 0;
someFlag2 = 0;
}
else
{
dx = 870 * SIN(item->pos.yRot + ANGLE(45)) >> 14;
dz = 870 * COS(item->pos.yRot + ANGLE(45)) >> 14;
x = item->pos.xPos + dx;
y = item->pos.yPos;
z = item->pos.zPos + dz;
roomNumber = item->roomNumber;
floor = GetFloor(x, y, z, &roomNumber);
__int32 height4 = TrGetHeight(floor, x, y, z);
dx = 870 * SIN(item->pos.yRot + 14336) >> 14;
dz = 870 * COS(item->pos.yRot + 14336) >> 14;
x = item->pos.xPos + dx;
y = item->pos.yPos;
z = item->pos.zPos + dz;
roomNumber = item->roomNumber;
floor = GetFloor(x, y, z, &roomNumber);
__int32 height5 = TrGetHeight(floor, x, y, z);
if (abs(height5 - item->pos.yPos) > 256)
someFlag2 = false;
else
{
someFlag2 = true;
if (height4 + 512 >= item->pos.yPos)
someFlag2 = false;
}
dx = 870 * SIN(item->pos.yRot - 8192) >> 14;
dz = 870 * COS(item->pos.yRot - 8192) >> 14;
x = item->pos.xPos + dx;
y = item->pos.yPos;
z = item->pos.zPos + dz;
roomNumber = item->roomNumber;
floor = GetFloor(x, y, z, &roomNumber);
__int32 height6 = TrGetHeight(floor, x, y, z);
dx = 870 * SIN(item->pos.yRot - 14336) >> 14;
dz = 870 * COS(item->pos.yRot - 14336) >> 14;
x = item->pos.xPos + dx;
y = item->pos.yPos;
z = item->pos.zPos + dz;
roomNumber = item->roomNumber;
floor = GetFloor(x, y, z, &roomNumber);
__int32 height7 = TrGetHeight(floor, x, y, z);
if (abs(height7 - item->pos.yPos) > 256 || height6 + 512 >= item->pos.yPos)
someFlag1 = false;
else
someFlag1 = true;
}
switch (item->currentAnimState)
{
case 1:
if (!(GetRandomControl() & 0xF))
{
item->goalAnimState = 2;
}
break;
case 2:
creature->flags = 0;
creature->LOT.isJumping = false;
creature->maximumTurn = creature->mood != MOOD_TYPE::ESCAPE_MOOD ? ANGLE(2) : 0;
if (item->aiBits & GUARD
|| !(GetRandomControl() & 0x1F) && (info.distance > SQUARE(1024) || creature->mood != MOOD_TYPE::ATTACK_MOOD))
{
if (!(GetRandomControl() & 0x3F))
{
if (GetRandomControl() & 1)
{
item->goalAnimState = 3;
}
else
{
item->goalAnimState = 4;
}
}
}
else
{
if (item->aiBits & PATROL1)
{
item->goalAnimState = 15;
}
else if (canJump1sector || canJump2sectors)
{
creature->maximumTurn = 0;
item->animNumber = Objects[ID_SKELETON].animIndex + 40;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 21;
if (!canJump2sectors)
{
item->goalAnimState = 21;
creature->LOT.isJumping = true;
}
else
{
item->goalAnimState = 22;
creature->LOT.isJumping = true;
}
}
else if (someFlag1)
{
item->animNumber = Objects[ID_SKELETON].animIndex + 34;
item->frameNumber = Anims[item->animNumber].frameBase;
item->goalAnimState = 19;
item->currentAnimState = 19;
}
else if (someFlag2)
{
item->animNumber = Objects[ID_SKELETON].animIndex + 37;
item->frameNumber = Anims[item->animNumber].frameBase;
item->goalAnimState = 20;
item->currentAnimState = 20;
}
else
{
if (creature->mood == MOOD_TYPE::ESCAPE_MOOD)
{
if (Lara.target == item || !info.ahead || item->hitStatus || !(item->meshBits & 0x200))
{
item->goalAnimState = 15;
break;
}
item->goalAnimState = 2;
}
else if (creature->mood != MOOD_TYPE::BORED_MOOD ||
item->aiBits & FOLLOW &&
(creature->reachedGoal ||
laraInfo.distance > SQUARE(2048)))
{
if (item->requiredAnimState)
{
item->goalAnimState = item->requiredAnimState;
}
else if (!(GetRandomControl() & 0x3F))
{
item->goalAnimState = 15;
}
}
else if (Lara.target == item
&& laraInfo.angle
&& laraInfo.distance < SQUARE(2048)
&& GetRandomControl() & 1
&& (Lara.gunType == WEAPON_SHOTGUN || !(GetRandomControl() & 0xF))
&& item->meshBits == -1)
{
item->goalAnimState = 7;
}
else if (info.bite && info.distance < SQUARE(682))
{
if (GetRandomControl() & 3 && LaraItem->hitPoints > 0)
{
if (GetRandomControl() & 1)
{
item->goalAnimState = 8;
}
else
{
item->goalAnimState = 9;
}
}
else
{
item->goalAnimState = 10;
}
}
else if (item->hitStatus || item->requiredAnimState)
{
if (GetRandomControl() & 1)
{
item->goalAnimState = 5;
item->requiredAnimState = item->goalAnimState;
}
else
{
item->goalAnimState = 6;
item->requiredAnimState = item->goalAnimState;
}
}
else
{
item->goalAnimState = 15;
}
}
}
break;
case 15:
creature->flags = 0;
creature->LOT.isJumping = false;
creature->maximumTurn = creature->mood != MOOD_TYPE::BORED_MOOD ? 1092 : 364;
if (item->aiBits & PATROL1)
{
item->goalAnimState = 15;
}
else if (item->hitStatus)
{
item->goalAnimState = 2;
if (GetRandomControl() & 1)
{
item->requiredAnimState = 5;
}
else
{
item->requiredAnimState = 6;
}
}
else
{
if (someFlag1 || someFlag2)
{
item->goalAnimState = 2;
break;
}
if (creature->mood == MOOD_TYPE::ESCAPE_MOOD)
{
item->goalAnimState = 16;
}
else if (creature->mood != MOOD_TYPE::BORED_MOOD)
{
if (info.distance >= SQUARE(682))
{
if (info.bite && info.distance < SQUARE(1024))
{
item->goalAnimState = 18;
}
else if (canJump1sector || canJump2sectors)
{
creature->maximumTurn = 0;
item->goalAnimState = 2;
}
else if (!info.ahead || info.distance > SQUARE(2048))
{
item->goalAnimState = 16;
}
}
else
{
item->goalAnimState = 2;
}
}
else if (!(GetRandomControl() & 0x3F))
{
item->goalAnimState = 2;
}
}
break;
case 16:
creature->maximumTurn = 1274;
creature->LOT.isJumping = false;
if (item->aiBits & GUARD || canJump1sector || canJump2sectors)
{
if (item->meshBits & 0x200)
{
creature->maximumTurn = 0;
item->goalAnimState = 2;
break;
}
creature->LOT.isJumping = true;
floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
if (TrGetHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos) > item->pos.yPos + 1024)
{
creature->maximumTurn = 0;
item->animNumber = Objects[ID_SKELETON].animIndex + 44;
item->currentAnimState = 23;
item->frameNumber = Anims[item->animNumber].frameBase;
creature->LOT.isJumping = false;
item->gravityStatus = true;
}
}
else
{
if (creature->mood == MOOD_TYPE::ESCAPE_MOOD)
{
if (Lara.target != item && info.ahead && (item->meshBits & 0x200))
item->goalAnimState = 2;
}
else if (item->aiBits & FOLLOW && (creature->reachedGoal || laraInfo.distance > SQUARE(2048)))
{
item->goalAnimState = 2;
}
else if (creature->mood != MOOD_TYPE::BORED_MOOD)
{
if (info.ahead && info.distance < SQUARE(2048))
{
item->goalAnimState = 15;
}
}
else
{
item->goalAnimState = 15;
}
}
break;
case 10:
creature->maximumTurn = 0;
if (abs(info.angle) >= 1092)
{
if (info.angle >= 0)
{
item->pos.yRot += 1092;
}
else
{
item->pos.yRot -= 1092;
}
}
else
{
item->pos.yRot += info.angle;
}
if (!creature->flags)
{
if (item->touchBits & 0x18000)
{
LaraItem->hitPoints -= 80;
LaraItem->hitStatus = true;
CreatureEffect2(item, &skeletonBite, 15, -1, DoBloodSplat);
SoundEffect(70, &item->pos, 0);
creature->flags = 1;
}
}
if (!(GetRandomControl() & 0x3F) || LaraItem->hitPoints <= 0)
{
item->goalAnimState = 11;
}
break;
case 8:
case 9:
case 18:
creature->maximumTurn = 0;
if (abs(info.angle) >= 1092)
{
if (info.angle >= 0)
{
item->pos.yRot += 1092;
}
else
{
item->pos.yRot -= 1092;
}
}
else
{
item->pos.yRot += info.angle;
}
/*if (item->frameNumber > Anims[item->animNumber].frameBase + 15)
{
v79 = Rooms + 148 * item->roomNumber;
v107 = 0;
v108 = 0;
v109 = 0;
ROOM_INFO* room = &Rooms[item->roomNumber];
PHD_VECTOR pos;
GetJointAbsPosition(item, &pos, 16);
if ((*(*(v79 + 8) + 8 * (((v109 - *(v79 + 28)) >> 10) + *(v79 + 40) * ((v107 - *(v79 + 20)) >> 10)) + 2) & 0x8000) == 0x8000)
{
v80 = *(v79 + 16);
if (*(v79 + 50) > 0)
{
v105 = *(v79 + 50);
do
{
v81 = v109 ^ *(v80 + 8);
if (!(v81 & 0xFFFFFC00) && !((v107 ^ *v80) & 0xFFFFFC00) && *(v80 + 18) >= 50)
{
LOWORD(v81) = LaraItem->roomNumber;
sub_432F00(0, v80, -64, v81, 0);
SoundEffect(347, pos, 0);
*(v80 + 16) &= 0xFEu;
v82 = *(v79 + 8);
v83 = ((v109 - *(v79 + 28)) >> 10) + *(v79 + 40) * ((v107 - *(v79 + 20)) >> 10);
*(v82 + 8 * v83 + 3) &= 0x7Fu;
GetHeight(v82 + 8 * v83, v107, v108, v109);
TestTriggers(TriggerIndex, 1, 0);
}
v80 += 20;
--v105;
} while (v105);
}
}
if (!creature_1->flags)
{
if (item->touchBits & 0x18000)
{
LaraItem->hitPoints -= 80;
HIWORD(v84) = HIWORD(LaraItem);
LaraItem->MainFlags |= 0x10u;
LOWORD(v84) = item->pos.yRot;
CreatureEffect2(item, &unk_4AB2E8, 10, v84, DoBloodSplat);
SoundEffect(70, pos, 0);
creature_1->flags = 1;
}
}
}*/
break;
}
}
}