TombEngine/TR5Main/Objects/TR5/Entity/tr5_larson.cpp

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#include "framework.h"
#include "tr5_larson.h"
#include "items.h"
#include "box.h"
#include "sphere.h"
#include "effect2.h"
#include "people.h"
#include "lot.h"
#include "lara.h"
#include "setup.h"
#include "level.h"
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#define STATE_TR5_LARSON_STOP 1
#define STATE_TR5_LARSON_WALK 2
#define STATE_TR5_LARSON_RUN 3
#define STATE_TR5_LARSON_AIM 4
#define STATE_TR5_LARSON_DIE 5
#define STATE_TR5_LARSON_IDLE 6
#define STATE_TR5_LARSON_ATTACK 7
#define ANIMATION_TR5_PIERRE_DIE 12
#define ANIMATION_TR5_LARSON_DIE 15
#define TR5_LARSON_MIN_HP 40
BITE_INFO LarsonGun = { -55, 200, 5, 14 };
BITE_INFO PierreGun1 = { 60, 200, 0, 11 };
BITE_INFO PierreGun2 = { -57, 200, 0, 14 };
void InitialiseLarson(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
ClearItem(itemNum);
item->animNumber = Objects[item->objectNumber].animIndex;
item->frameNumber = Anims[item->animNumber].frameBase;
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item->goalAnimState = STATE_TR5_LARSON_STOP;
item->currentAnimState = STATE_TR5_LARSON_STOP;
if (!item->triggerFlags)
return;
item->itemFlags[3] = item->triggerFlags;
short rotY = item->pos.yRot;
if (rotY > 4096 && rotY < 28672)
{
item->pos.xPos += STEPUP_HEIGHT;
}
else if (rotY < -4096 && rotY > -28672)
{
item->pos.xPos -= STEPUP_HEIGHT;
}
else if (rotY < -20480 || rotY > 20480)
{
item->pos.zPos -= STEPUP_HEIGHT;
}
else if (rotY > -8192 || rotY < 8192)
{
item->pos.zPos += STEPUP_HEIGHT;
}
}
void LarsonControl(short itemNumber)
{
if (!CreatureActive(itemNumber))
return;
short joint0 = 0;
short tilt = 0;
short angle = 0;
short joint2 = 0;
short joint1 = 0;
ITEM_INFO* item = &Items[itemNumber];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
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// In Streets of Rome when Larson HP are below 40 he runs way
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/*if (item->hitPoints <= TR5_LARSON_MIN_HP && !(item->flags & ONESHOT))
{
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item->hitPoints = TR5_LARSON_MIN_HP;
creature->flags++;
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}*/
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// Fire weapon effects
if (item->firedWeapon)
{
PHD_VECTOR pos;
pos.x = LarsonGun.x;
pos.y = LarsonGun.y;
pos.z = LarsonGun.z;
GetJointAbsPosition(item, &pos, LarsonGun.meshNum);
TriggerDynamicLight(pos.x, pos.y, pos.z, 2 * item->firedWeapon + 10, 192, 128, 32);
item->firedWeapon--;
}
if (item->triggerFlags)
{
if (CurrentLevel == 2)
{
item->itemFlags[3] = 1;
item->gravityStatus = false;
item->hitStatus = false;
item->collidable = false;
item->status = ITEM_DEACTIVATED;
}
else
{
item->gravityStatus = false;
item->hitStatus = false;
item->collidable = false;
item->status = ITEM_ACTIVE;
}
item->triggerFlags = 0;
}
if (item->hitPoints > 0)
{
if (item->aiBits)
GetAITarget(creature);
else
creature->enemy = LaraItem;
AI_INFO info;
CreatureAIInfo(item, &info);
if (info.ahead)
joint2 = info.angle;
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// FIXME: this should make Larson running away, but it's broken
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/*if (creature->flags)
{
item->hitPoints = 60;
item->gravityStatus = false;
item->hitStatus = false;
item->collidable = false;
item->status = ITEM_DESACTIVATED;
creature->flags = 0;
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}*/
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
if (info.distance < SQUARE(2048)
&& LaraItem->speed > 20
|| item->hitStatus
|| TargetVisible(item, &info) != 0)
{
item->status &= ~ITEM_ACTIVE;
creature->alerted = true;
}
angle = CreatureTurn(item, creature->maximumTurn);
switch (item->currentAnimState)
{
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case STATE_TR5_LARSON_STOP:
joint0 = info.angle >> 1;
joint2 = info.angle >> 1;
if (info.ahead)
joint1 = info.xAngle;
if (item->requiredAnimState)
{
item->goalAnimState = item->requiredAnimState;
}
else if (item->aiBits & AMBUSH)
{
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item->goalAnimState = STATE_TR5_LARSON_RUN;
}
else if (Targetable(item, &info))
{
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item->goalAnimState = STATE_TR5_LARSON_AIM;
}
else
{
if (item->aiBits & GUARD || CurrentLevel == 2 || item->itemFlags[3])
{
creature->maximumTurn = 0;
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item->goalAnimState = STATE_TR5_LARSON_STOP;
if (abs(info.angle) >= ANGLE(2))
{
if (info.angle > 0)
item->pos.yRot += ANGLE(2);
else
item->pos.yRot -= ANGLE(2);
}
else
{
item->pos.yRot += info.angle;
}
}
else
{
if (creature->mood)
{
if (creature->mood == ESCAPE_MOOD)
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item->goalAnimState = STATE_TR5_LARSON_RUN;
else
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item->goalAnimState = STATE_TR5_LARSON_WALK;
}
else
{
item->goalAnimState = GetRandomControl() >= 96 ? 2 : 6;
}
}
}
break;
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case STATE_TR5_LARSON_WALK:
if (info.ahead)
joint2 = info.angle;
creature->maximumTurn = ANGLE(7);
if (!creature->mood && GetRandomControl() < 96)
{
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item->requiredAnimState = STATE_TR5_LARSON_IDLE;
item->goalAnimState = STATE_TR5_LARSON_STOP;
break;
}
if (creature->mood == ESCAPE_MOOD || item->aiBits & AMBUSH)
{
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item->requiredAnimState = STATE_TR5_LARSON_RUN;
item->goalAnimState = STATE_TR5_LARSON_STOP;
}
else if (Targetable(item, &info))
{
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item->requiredAnimState = STATE_TR5_LARSON_AIM;
item->goalAnimState = STATE_TR5_LARSON_STOP;
}
else if (!info.ahead || info.distance > SQUARE(3072))
{
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item->requiredAnimState = STATE_TR5_LARSON_RUN;
item->goalAnimState = STATE_TR5_LARSON_STOP;
}
break;
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case STATE_TR5_LARSON_RUN:
if (info.ahead)
joint2 = info.angle;
creature->maximumTurn = ANGLE(11);
tilt = angle / 2;
if (creature->reachedGoal)
{
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item->goalAnimState = STATE_TR5_LARSON_STOP;
}
else if (item->aiBits & AMBUSH)
{
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item->goalAnimState = STATE_TR5_LARSON_RUN;
}
else if (creature->mood || GetRandomControl() >= 96)
{
if (Targetable(item, &info))
{
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item->requiredAnimState = STATE_TR5_LARSON_AIM;
item->goalAnimState = STATE_TR5_LARSON_STOP;
}
else if (info.ahead)
{
if (info.distance <= SQUARE(3072))
{
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item->requiredAnimState = STATE_TR5_LARSON_WALK;
item->goalAnimState = STATE_TR5_LARSON_STOP;
}
}
}
else
{
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item->requiredAnimState = STATE_TR5_LARSON_IDLE;
item->goalAnimState = STATE_TR5_LARSON_STOP;
}
break;
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case STATE_TR5_LARSON_AIM:
joint0 = info.angle >> 1;
joint2 = info.angle >> 1;
if (info.ahead)
joint1 = info.xAngle;
creature->maximumTurn = 0;
if (abs(info.angle) >= ANGLE(2))
{
if (info.angle > 0)
item->pos.yRot += ANGLE(2);
else
item->pos.yRot -= ANGLE(2);
}
else
{
item->pos.yRot += info.angle;
}
if (Targetable(item, &info))
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item->goalAnimState = STATE_TR5_LARSON_ATTACK;
else
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item->goalAnimState = STATE_TR5_LARSON_STOP;
break;
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case STATE_TR5_LARSON_IDLE:
joint0 = info.angle >> 1;
joint2 = info.angle >> 1;
if (info.ahead)
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joint1 = info.xAngle;
if (creature->mood)
{
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item->goalAnimState = STATE_TR5_LARSON_STOP;
}
else
{
if (GetRandomControl() <= 96)
{
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item->requiredAnimState = STATE_TR5_LARSON_WALK;
item->goalAnimState = STATE_TR5_LARSON_STOP;
}
}
break;
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case STATE_TR5_LARSON_ATTACK:
joint0 = info.angle >> 1;
joint2 = info.angle >> 1;
if (info.ahead)
joint1 = info.xAngle;
creature->maximumTurn = 0;
if (abs(info.angle) >= ANGLE(2))
{
if (info.angle > 0)
item->pos.yRot += ANGLE(2);
else
item->pos.yRot -= ANGLE(2);
}
else
{
item->pos.yRot += info.angle;
}
if (item->frameNumber == Anims[item->animNumber].frameBase)
{
if (item->objectNumber == ID_PIERRE)
{
ShotLara(item, &info, &PierreGun1, joint0, 20);
ShotLara(item, &info, &PierreGun2, joint0, 20);
}
else
{
ShotLara(item, &info, &LarsonGun, joint0, 20);
}
item->firedWeapon = 2;
}
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if (creature->mood == ESCAPE_MOOD && GetRandomControl() > 0x2000)
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item->requiredAnimState = STATE_TR5_LARSON_STOP;
break;
default:
break;
}
}
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else if (item->currentAnimState == STATE_TR5_LARSON_DIE)
{
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// When Larson dies, it activates trigger at start position
if (item->objectNumber == ID_LARSON
&& item->frameNumber == Anims[item->animNumber].frameEnd)
{
short roomNumber= item->itemFlags[2] & 0xFF;
short floorHeight = item->itemFlags[2] & 0xFF00;
ROOM_INFO* r = &Rooms[roomNumber];
int x = r->x + (((item->TOSSPAD >> 8) & 0xFF) << WALL_SHIFT) + 512;
int y = r->minfloor + floorHeight;
int z = r->z + ((item->TOSSPAD & 0xFF) << WALL_SHIFT) + 512;
FLOOR_INFO* floor = GetFloor(x, y, z, &roomNumber);
GetFloorHeight(floor, x, y, z);
TestTriggers(TriggerIndex, 1, 0);
joint0 = 0;
}
}
else
{
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// Die
if (item->objectNumber == ID_PIERRE)
item->animNumber = Objects[ID_PIERRE].animIndex + ANIMATION_TR5_PIERRE_DIE;
else
item->animNumber = Objects[ID_LARSON].animIndex + ANIMATION_TR5_LARSON_DIE;
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item->currentAnimState = STATE_TR5_LARSON_DIE;
item->frameNumber = Anims[item->animNumber].frameBase;
}
CreatureTilt(item, tilt);
CreatureJoint(item, 0, joint0);
CreatureJoint(item, 1, joint1);
CreatureJoint(item, 2, joint2);
CreatureAnimation(itemNumber, angle, 0);
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/*if (creature->reachedGoal)
{
if (CurrentLevel == 2)
{
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item->goalAnimState = STATE_TR5_LARSON_STOP;
item->requiredAnimState = STATE_TR5_LARSON_STOP;
creature->reachedGoal = false;
item->gravityStatus = false;
item->hitStatus = false;
item->collidable = false;
item->status = ITEM_NOT_ACTIVE;
item->triggerFlags = 0;
}
else
{
item->hitPoints = -16384;
DisableBaddieAI(itemNumber);
KillItem(itemNumber);
}
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}*/
}