TombEngine/TR5Main/Objects/TR4/Entity/tr4_hammerhead.cpp

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#include "framework.h"
#include "tr4_hammerhead.h"
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#include "control/box.h"
#include "effects\effects.h"
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#include "people.h"
#include "items.h"
#include "setup.h"
#include "level.h"
#include "lara.h"
#include "animation.h"
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#include "misc.h"
#include "itemdata/creature_info.h"
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#include "control/control.h"
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#include "item.h"
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#define STATE_HAMMERHEAD_STOP 0
#define STATE_HAMMERHEAD_SWIM_SLOW 1
#define STATE_HAMMERHEAD_SWIM_FAST 2
#define STATE_HAMMERHEAD_ATTACK 3
#define STATE_HAMMERHEAD_DEATH 5
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#define STATE_HAMMERHEAD_KILL 6
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BITE_INFO HammerheadAttack = { 0, 0, 0, 12 };
void InitialiseHammerhead(short itemNumber)
{
ITEM_INFO* item = &g_Level.Items[itemNumber];
ClearItem(itemNumber);
item->animNumber = Objects[item->objectNumber].animIndex + 8;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = STATE_HAMMERHEAD_STOP;
item->currentAnimState = STATE_HAMMERHEAD_STOP;
}
void HammerheadControl(short itemNumber)
{
if (CreatureActive(itemNumber))
{
ITEM_INFO* item = &g_Level.Items[itemNumber];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
if (item->hitPoints > 0)
{
if (item->aiBits)
GetAITarget(creature);
else if (creature->hurtByLara)
creature->enemy = LaraItem;
AI_INFO info;
CreatureAIInfo(item, &info);
if (creature->enemy != LaraItem)
{
phd_atan(LaraItem->pos.zPos - item->pos.zPos, LaraItem->pos.xPos - item->pos.xPos);
}
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
short angle = CreatureTurn(item, creature->maximumTurn);
switch (item->currentAnimState)
{
case STATE_HAMMERHEAD_STOP:
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item->goalAnimState = STATE_HAMMERHEAD_SWIM_SLOW;
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creature->flags = 0;
break;
case STATE_HAMMERHEAD_SWIM_SLOW:
creature->maximumTurn = ANGLE(7);
if (info.distance <= SQUARE(1024))
{
if (info.distance < SQUARE(682))
{
item->goalAnimState = STATE_HAMMERHEAD_ATTACK;
}
}
else
{
item->goalAnimState = STATE_HAMMERHEAD_SWIM_FAST;
}
break;
case STATE_HAMMERHEAD_SWIM_FAST:
if (info.distance < SQUARE(1024))
{
item->goalAnimState = STATE_HAMMERHEAD_SWIM_SLOW;
}
break;
case STATE_HAMMERHEAD_ATTACK:
if (!creature->flags)
{
if (item->touchBits & 0x3400)
{
LaraItem->hitPoints -= 120;
LaraItem->hitStatus = true;
CreatureEffect(item, &HammerheadAttack, DoBloodSplat);
creature->flags = 1;
}
}
break;
default:
break;
}
CreatureTilt(item, 0);
CreatureJoint(item, 0, -2 * angle);
CreatureJoint(item, 1, -2 * angle);
CreatureJoint(item, 2, -2 * angle);
CreatureJoint(item, 3, 2 * angle);
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// NOTE: in TR2 shark there was a call to CreatureKill with special kill anim
// Hammerhead seems to not have it in original code but this check is still there as a leftover
if (item->currentAnimState == STATE_HAMMERHEAD_KILL)
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{
AnimateItem(item);
}
else
{
CreatureAnimation(itemNumber, angle, 0);
CreatureUnderwater(item, 341);
}
}
else
{
item->hitPoints = 0;
if (item->currentAnimState != STATE_HAMMERHEAD_DEATH)
{
item->animNumber = Objects[item->objectNumber].animIndex + 4;
item->currentAnimState = STATE_HAMMERHEAD_DEATH;
item->frameNumber = g_Level.Anims[item->frameNumber].frameBase;
}
CreatureFloat(itemNumber);
}
}
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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}