TombEngine/TR5Main/Game/box.cpp

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#include "framework.h"
#include "box.h"
#include "tomb4fx.h"
#include "lot.h"
#include "Lara.h"
#include "draw.h"
#include "sphere.h"
#include "misc.h"
#include "camera.h"
#include "control.h"
#include "setup.h"
#include "trmath.h"
#include "objectslist.h"
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#include "creature_info.h"
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#define CHECK_CLICK(x) CLICK(x) / 2
#define ESCAPE_DIST SECTOR(5)
#define STALK_DIST SECTOR(3)
#define REACHED_GOAL_RADIUS 640
#define ATTACK_RANGE SQUARE(SECTOR(3))
#define ESCAPE_CHANCE 0x800
#define RECOVER_CHANCE 0x100
#define BIFF_AVOID_TURN 1536
#define FEELER_DISTANCE 512
#define FEELER_ANGLE ANGLE(45.0f)
void DropBaddyPickups(ITEM_INFO* item)
{
ITEM_INFO* pickup = NULL;
FLOOR_INFO* floor;
short roomNumber;
BOUNDING_BOX* bounds;
for (short pickupNumber = item->carriedItem; pickupNumber != NO_ITEM; pickupNumber = pickup->carriedItem)
{
pickup = &g_Level.Items[pickupNumber];
pickup->pos.xPos = (item->pos.xPos & -CLICK(2)) | CLICK(2);
pickup->pos.zPos = (item->pos.zPos & -CLICK(2)) | CLICK(2);
roomNumber = item->roomNumber;
floor = GetFloor(pickup->pos.xPos, item->pos.yPos, pickup->pos.zPos, &roomNumber);
pickup->pos.yPos = GetFloorHeight(floor, pickup->pos.xPos, item->pos.yPos, pickup->pos.zPos);
bounds = GetBoundsAccurate(pickup);
pickup->pos.yPos -= bounds->Y2;
ItemNewRoom(pickupNumber, item->roomNumber);
pickup->flags |= 32;
}
}
int MoveCreature3DPos(PHD_3DPOS* srcpos, PHD_3DPOS* destpos, int velocity, short angdif, int angadd)
{
int x, y, z, distance;
x = destpos->xPos - srcpos->xPos;
y = destpos->yPos - srcpos->yPos;
z = destpos->zPos - srcpos->zPos;
distance = sqrt(SQUARE(x) + SQUARE(y) + SQUARE(z));
if (velocity < distance)
{
srcpos->xPos += x * velocity / distance;
srcpos->yPos += y * velocity / distance;
srcpos->zPos += z * velocity / distance;
}
else
{
srcpos->xPos = destpos->xPos;
srcpos->yPos = destpos->yPos;
srcpos->zPos = destpos->zPos;
}
if (angdif <= angadd)
{
if (angdif >= -angadd)
srcpos->yRot = destpos->yRot;
else
srcpos->yRot -= angadd;
}
else
{
srcpos->yRot += angadd;
}
return (srcpos->xPos == destpos->xPos
&& srcpos->yPos == destpos->yPos
&& srcpos->zPos == destpos->zPos
&& srcpos->yRot == destpos->yRot);
}
void CreatureYRot2(PHD_3DPOS* srcpos, short angle, short angadd)
{
if (angadd < angle)
{
srcpos->yRot += angadd;
return;
}
if (angle < -angadd)
{
srcpos->yRot -= angadd;
return;
}
srcpos->yRot += angle;
}
bool SameZone(CREATURE_INFO* creature, ITEM_INFO* target)
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{
int* zone = g_Level.Zones[creature->LOT.zone][FlipStatus].data();
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ITEM_INFO* item = &g_Level.Items[creature->itemNum];
ROOM_INFO* room = &g_Level.Rooms[item->roomNumber];
FLOOR_INFO* floor = &XZ_GET_SECTOR(room, item->pos.xPos - room->x, item->pos.zPos - room->z);
if (floor->box == NO_BOX)
return false;
item->boxNumber = floor->box;
room = &g_Level.Rooms[target->roomNumber];
floor = &XZ_GET_SECTOR(room, target->pos.xPos - room->x, target->pos.zPos - room->z);
if (floor->box == NO_BOX)
return false;
target->boxNumber = floor->box;
return (zone[item->boxNumber] == zone[target->boxNumber]);
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}
short AIGuard(CREATURE_INFO* creature)
{
ITEM_INFO* item;
int random;
item = &g_Level.Items[creature->itemNum];
if (item->aiBits & (GUARD | PATROL1))
return 0;
random = GetRandomControl();
if (random < 256)
{
creature->headRight = true;
creature->headLeft = true;
}
else if (random < 384)
{
creature->headRight = false;
creature->headLeft = true;
}
else if (random < 512)
{
creature->headRight = true;
creature->headLeft = false;
}
if (!creature->headLeft)
return (creature->headRight) * 4096;
if (creature->headRight)
return 0;
return -ANGLE(90.0f);
}
void AlertNearbyGuards(ITEM_INFO* item)
{
ITEM_INFO* target;
CREATURE_INFO* creature;
int x, y, z;
int distance;
for (int i = 0; i < NUM_SLOTS; i++)
{
creature = &BaddieSlots[i];
if (creature->itemNum == NO_ITEM)
continue;
target = &g_Level.Items[creature->itemNum + i];
if (item->roomNumber == target->roomNumber)
{
creature->alerted = true;
continue;
}
x = (target->pos.xPos - item->pos.xPos) / 64;
y = (target->pos.yPos - item->pos.yPos) / 64;
z = (target->pos.zPos - item->pos.zPos) / 64;
distance = (SQUARE(x) + SQUARE(y) + SQUARE(z));
if (distance < SECTOR(8))
creature->alerted = true;
}
}
void AlertAllGuards(short itemNumber)
{
ITEM_INFO* target;
CREATURE_INFO* creature;
short objNumber;
for (int i = 0; i < NUM_SLOTS; i++)
{
creature = &BaddieSlots[i];
if (creature->itemNum == NO_ITEM)
continue;
target = &g_Level.Items[creature->itemNum];
objNumber = g_Level.Items[itemNumber].objectNumber;
if (objNumber == target->objectNumber)
{
if (target->status == ITEM_ACTIVE)
creature->alerted = true;
}
}
}
void CreatureKill(ITEM_INFO* item, int killAnim, int killState, short laraKillState)
{
item->animNumber = Objects[item->objectNumber].animIndex + killAnim;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->currentAnimState = killState;
LaraItem->animNumber = Objects[ID_LARA_EXTRA_ANIMS].animIndex;
LaraItem->frameNumber = g_Level.Anims[LaraItem->animNumber].frameBase;
LaraItem->currentAnimState = 0;
LaraItem->goalAnimState = laraKillState;
LaraItem->pos.xPos = item->pos.xPos;
LaraItem->pos.yPos = item->pos.yPos;
LaraItem->pos.zPos = item->pos.zPos;
LaraItem->pos.yRot = item->pos.yRot;
LaraItem->pos.xRot = item->pos.xRot;
LaraItem->pos.zRot = item->pos.zRot;
LaraItem->fallspeed = 0;
LaraItem->gravityStatus = false;
LaraItem->speed = 0;
if (item->roomNumber != LaraItem->roomNumber)
ItemNewRoom(Lara.itemNumber, item->roomNumber);
AnimateItem(LaraItem);
Lara.ExtraAnim = 1;
Lara.gunStatus = LG_HANDS_BUSY;
Lara.gunType = WEAPON_NONE;
Lara.hitDirection = -1;
Lara.air = -1;
Camera.pos.roomNumber = LaraItem->roomNumber;
Camera.type = CHASE_CAMERA;
Camera.flags = CF_FOLLOW_CENTER;
Camera.targetAngle = ANGLE(170.0f);
Camera.targetElevation = -ANGLE(25.0f);
// TODO: exist in TR5 but just commented in case.
/*
ForcedFixedCamera.x = item->pos.xPos + (phd_sin(item->pos.yRot) << 13) >> W2V_SHIFT;
ForcedFixedCamera.y = item->pos.yPos - WALL_SIZE;
ForcedFixedCamera.z = item->pos.zPos + (phd_cos(item->pos.yRot) << 13) >> W2V_SHIFT;
ForcedFixedCamera.roomNumber = item->roomNumber;
UseForcedFixedCamera = true;
*/
}
short CreatureEffect2(ITEM_INFO* item, BITE_INFO* bite, short damage, short angle, std::function<CreatureEffectFunction> func)
{
PHD_VECTOR pos;
pos.x = bite->x;
pos.y = bite->y;
pos.z = bite->z;
GetJointAbsPosition(item, &pos, bite->meshNum);
return func(pos.x, pos.y, pos.z, damage, angle, item->roomNumber);
}
short CreatureEffect(ITEM_INFO* item, BITE_INFO* bite, std::function<CreatureEffectFunction> func)
{
PHD_VECTOR pos;
pos.x = bite->x;
pos.y = bite->y;
pos.z = bite->z;
GetJointAbsPosition(item, &pos, bite->meshNum);
return func(pos.x, pos.y, pos.z, item->speed, item->pos.yRot, item->roomNumber);
}
void CreatureUnderwater(ITEM_INFO* item, int depth)
{
FLOOR_INFO* floor;
short roomNumber;
int height;
int waterLevel = depth;
int wh = 0;
waterLevel = depth;
wh = 0;
if (depth < 0)
{
wh = abs(depth);
waterLevel = 0;
}
else
{
wh = GetWaterHeight(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber);
}
int y = wh + waterLevel;
if (item->pos.yPos < y)
{
roomNumber = item->roomNumber;
floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
height = GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
item->pos.yPos = y;
if (y > height)
item->pos.yPos = height;
if (item->pos.xRot > ANGLE(2.0f))
item->pos.xRot -= ANGLE(2.0f);
else if (item->pos.xRot > 0)
item->pos.xRot = 0;
}
}
void CreatureFloat(short itemNumber)
{
ITEM_INFO* item;
FLOOR_INFO* floor;
int waterLevel;
int y;
short roomNumber;
item = &g_Level.Items[itemNumber];
item->hitPoints = NOT_TARGETABLE;
item->pos.xRot = 0;
waterLevel = GetWaterHeight(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber);
y = item->pos.yPos;
if (y > waterLevel)
item->pos.yPos = y - 32;
if (item->pos.yPos < waterLevel)
item->pos.yPos = waterLevel;
AnimateItem(item);
roomNumber = item->roomNumber;
floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
item->floor = GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
if (roomNumber != item->roomNumber)
ItemNewRoom(itemNumber, roomNumber);
if (item->pos.yPos <= waterLevel)
{
if (item->frameNumber == g_Level.Anims[item->animNumber].frameBase)
{
item->pos.yPos = waterLevel;
item->collidable = false;
item->status = ITEM_DEACTIVATED;
DisableBaddieAI(itemNumber);
RemoveActiveItem(itemNumber);
item->afterDeath = 1;
}
}
}
void CreatureJoint(ITEM_INFO* item, short joint, short required)
{
if (item->data == NULL)
return;
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
short change = required - creature->jointRotation[joint];
if (change > ANGLE(3))
change = ANGLE(3);
else if (change < -ANGLE(3))
change = -ANGLE(3);
creature->jointRotation[joint] += change;
if (creature->jointRotation[joint] > ANGLE(70))
creature->jointRotation[joint] = ANGLE(70);
else if (creature->jointRotation[joint] < -ANGLE(70))
creature->jointRotation[joint] = -ANGLE(70);
}
void CreatureTilt(ITEM_INFO* item, short angle)
{
angle = (angle * 4) - item->pos.zRot;
if (angle < -ANGLE(3))
angle = -ANGLE(3);
else if (angle > ANGLE(3))
angle = ANGLE(3);
short theAngle = -ANGLE(3);
short absRot = abs(item->pos.zRot);
if (absRot < ANGLE(15) || absRot > ANGLE(30))
angle /= 2;
item->pos.zRot += angle;
}
short CreatureTurn(ITEM_INFO* item, short maximumTurn)
{
if (item->data == NULL || maximumTurn == 0)
return 0;
CREATURE_INFO* creature;
int x, z, range, distance;
short angle;
creature = (CREATURE_INFO*)item->data;
angle = 0;
x = creature->target.x - item->pos.xPos;
z = creature->target.z - item->pos.zPos;
angle = phd_atan(z, x) - item->pos.yRot;
range = item->speed * 16384 / maximumTurn;
distance = SQUARE(x) + SQUARE(z);
if (angle > FRONT_ARC || angle < -FRONT_ARC && distance < SQUARE(range))
maximumTurn /= 2;
if (angle > maximumTurn)
angle = maximumTurn;
else if (angle < -maximumTurn)
angle = -maximumTurn;
item->pos.yRot += angle;
return angle;
}
int CreatureAnimation(short itemNumber, short angle, short tilt)
{
ITEM_INFO* item;
CREATURE_INFO* creature;
LOT_INFO* LOT;
FLOOR_INFO* floor;
PHD_VECTOR old;
int xPos, zPos, x, y, z, ceiling, shiftX, shiftZ, dy;
BOUNDING_BOX* bounds;
int* zone;
short roomNumber, radius, biffAngle, top;
int boxHeight, height, nextHeight, nextBox;
item = &g_Level.Items[itemNumber];
if (item->data == NULL)
return false;
creature = (CREATURE_INFO*)item->data;
LOT = &creature->LOT;
zone = g_Level.Zones[LOT->zone][FlipStatus].data();
if (item->boxNumber != NO_BOX)
boxHeight = g_Level.Boxes[item->boxNumber].height;
else
boxHeight = item->floor;
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old.x = item->pos.xPos;
old.y = item->pos.yPos;
old.z = item->pos.zPos;
/*if (!Objects[item->objectNumber].waterCreature)
{
roomNumber = item->roomNumber;
GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
if (roomNumber != item->roomNumber)
ItemNewRoom(itemNumber, roomNumber);
}*/
AnimateItem(item);
if (item->status == ITEM_DEACTIVATED)
{
CreatureDie(itemNumber, FALSE);
return false;
}
bounds = GetBoundsAccurate(item);
y = item->pos.yPos + bounds->Y1;
roomNumber = item->roomNumber;
GetFloor(old.x, y, old.z, &roomNumber);
floor = GetFloor(item->pos.xPos, y, item->pos.zPos, &roomNumber);
height = g_Level.Boxes[floor->box].height;
nextHeight = 0;
if (!Objects[item->objectNumber].nonLot)
{
nextBox = LOT->node[floor->box].exitBox;
}
else
{
floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
height = g_Level.Boxes[floor->box].height;
nextBox = floor->box;
}
if (nextBox == NO_BOX)
nextHeight = height;
else
nextHeight = g_Level.Boxes[nextBox].height;
if (floor->box == NO_BOX || !LOT->isJumping && (LOT->fly == NO_FLYING && item->boxNumber != NO_BOX && zone[item->boxNumber] != zone[floor->box] || boxHeight - height > LOT->step || boxHeight - height < LOT->drop))
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{
xPos = item->pos.xPos / SECTOR(1);
zPos = item->pos.zPos / SECTOR(1);
shiftX = old.x / SECTOR(1);
shiftZ = old.z / SECTOR(1);
if (xPos < shiftX)
item->pos.xPos = old.x & (~(WALL_SIZE - 1));
else if (xPos > shiftX)
item->pos.xPos = old.x | (WALL_SIZE - 1);
if (zPos < shiftZ)
item->pos.zPos = old.z & (~(WALL_SIZE - 1));
else if (zPos > shiftZ)
item->pos.zPos = old.z | (WALL_SIZE - 1);
floor = GetFloor(item->pos.xPos, y, item->pos.zPos, &roomNumber);
height = g_Level.Boxes[floor->box].height;
if (!Objects[item->objectNumber].nonLot)
{
nextHeight = LOT->node[floor->box].exitBox;
}
else
{
floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
height = g_Level.Boxes[floor->box].height;
nextBox = floor->box;
}
if (nextBox == NO_BOX)
nextHeight = height;
else
nextHeight = g_Level.Boxes[nextBox].height;
}
x = item->pos.xPos;
z = item->pos.zPos;
xPos = x & (WALL_SIZE - 1);
zPos = z & (WALL_SIZE - 1);
radius = Objects[item->objectNumber].radius;
shiftX = 0;
shiftZ = 0;
if (zPos < radius)
{
if (BadFloor(x, y, z - radius, height, nextHeight, roomNumber, LOT))
{
shiftZ = radius - zPos;
}
if (xPos < radius)
{
if (BadFloor(x-radius, y, z, height, nextHeight, roomNumber, LOT))
{
shiftX = radius - xPos;
}
else if (!shiftZ && BadFloor(x - radius, y, z - radius, height, nextHeight, roomNumber, LOT))
{
if (item->pos.yRot > -ANGLE(135) && item->pos.yRot < ANGLE(45))
shiftZ = radius - zPos;
else
shiftX = radius - xPos;
}
}
else if (xPos > WALL_SIZE - radius)
{
if (BadFloor(x + radius, y, z, height, nextHeight, roomNumber, LOT))
{
shiftX = WALL_SIZE - radius - xPos;
}
else if (!shiftZ && BadFloor(x + radius, y, z - radius, height, nextHeight, roomNumber, LOT))
{
if (item->pos.yRot > -ANGLE(45) && item->pos.yRot < ANGLE(135))
shiftZ = radius - zPos;
else
shiftX = WALL_SIZE-radius - xPos;
}
}
}
else if (zPos > WALL_SIZE - radius)
{
if (BadFloor(x, y, z + radius, height, nextHeight, roomNumber, LOT))
shiftZ = WALL_SIZE - radius - zPos;
if (xPos < radius)
{
if (BadFloor(x - radius, y, z, height, nextHeight, roomNumber, LOT))
{
shiftX = radius - xPos;
}
else if (!shiftZ && BadFloor(x - radius, y, z + radius, height, nextHeight, roomNumber, LOT))
{
if (item->pos.yRot > -ANGLE(45) && item->pos.yRot < ANGLE(135))
shiftX = radius - xPos;
else
shiftZ = WALL_SIZE - radius - zPos;
}
}
else if (xPos > WALL_SIZE - radius)
{
if (BadFloor(x + radius, y, z, height, nextHeight, roomNumber, LOT))
{
shiftX = WALL_SIZE - radius - xPos;
}
else if (!shiftZ && BadFloor(x + radius, y, z + radius, height, nextHeight, roomNumber, LOT))
{
if (item->pos.yRot > -ANGLE(135) && item->pos.yRot < ANGLE(45))
shiftX = WALL_SIZE - radius - xPos;
else
shiftZ = WALL_SIZE - radius - zPos;
}
}
}
else if (xPos < radius)
{
if (BadFloor(x - radius, y, z, height, nextHeight, roomNumber, LOT))
shiftX = radius - xPos;
}
else if (xPos > WALL_SIZE - radius)
{
if (BadFloor(x + radius, y, z, height, nextHeight, roomNumber, LOT))
shiftX = WALL_SIZE - radius - xPos;
}
item->pos.xPos += shiftX;
item->pos.zPos += shiftZ;
if (shiftX || shiftZ)
{
floor = GetFloor(item->pos.xPos, y, item->pos.zPos, &roomNumber);
item->pos.yRot += angle;
if (tilt)
CreatureTilt(item, (tilt * 2));
}
if (item->objectNumber != ID_TYRANNOSAUR && item->speed && item->hitPoints > 0)
biffAngle = CreatureCreature(itemNumber);
else
biffAngle = 0;
if (biffAngle)
{
if (abs(biffAngle) < BIFF_AVOID_TURN)
item->pos.yRot -= BIFF_AVOID_TURN;
else if (biffAngle > 0)
item->pos.yRot -= BIFF_AVOID_TURN;
else
item->pos.yRot += BIFF_AVOID_TURN;
return true;
}
if (LOT->fly != NO_FLYING && item->hitPoints > 0)
{
dy = creature->target.y - item->pos.yPos;
if (dy > LOT->fly)
dy = LOT->fly;
else if (dy < -LOT->fly)
dy = -LOT->fly;
height = GetFloorHeight(floor, item->pos.xPos, y, item->pos.zPos);
if (item->pos.yPos + dy <= height)
{
if (Objects[item->objectNumber].waterCreature)
{
ceiling = GetCeiling(floor, item->pos.xPos, y, item->pos.zPos);
if (item->objectNumber == ID_WHALE)
top = STEP_SIZE / 2;
else
top = bounds->Y1;
if (item->pos.yPos + top + dy < ceiling)
{
if (item->pos.yPos + top < ceiling)
{
item->pos.xPos = old.x;
item->pos.zPos = old.z;
dy = LOT->fly;
}
else
dy = 0;
}
}
else
{
floor = GetFloor(item->pos.xPos, y + STEP_SIZE, item->pos.zPos, &roomNumber);
if (g_Level.Rooms[roomNumber].flags & (ENV_FLAG_WATER | ENV_FLAG_SWAMP))
{
dy = -LOT->fly;
}
}
}
else if (item->pos.yPos <= height)
{
dy = 0;
item->pos.yPos = height;
}
else
{
item->pos.xPos = old.x;
item->pos.zPos = old.z;
dy = -LOT->fly;
}
item->pos.yPos += dy;
floor = GetFloor(item->pos.xPos, y, item->pos.zPos, &roomNumber);
item->floor = GetFloorHeight(floor, item->pos.xPos, y, item->pos.zPos);
angle = (item->speed) ? phd_atan(item->speed, -dy) : 0;
if (angle < -ANGLE(20))
angle = -ANGLE(20);
else if (angle > ANGLE(20))
angle = ANGLE(20);
if (angle < item->pos.xRot - ANGLE(1))
item->pos.xRot -= ANGLE(1);
else if (angle > item->pos.xRot + ANGLE(1))
item->pos.xRot += ANGLE(1);
else
item->pos.xRot = angle;
}
else if (LOT->isJumping)
{
floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
int height2 = GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
item->floor = height2;
if (LOT->isMonkeying)
{
ceiling = GetCeiling(floor, item->pos.xPos, y, item->pos.zPos);
item->pos.yPos = ceiling - bounds->Y1;
}
else
{
if (item->pos.yPos > item->floor)
{
if (item->pos.yPos > item->floor + STEP_SIZE)
{
item->pos.xPos = old.x;
item->pos.yPos = old.y;
item->pos.zPos = old.z;
}
else
{
item->pos.yPos = item->floor;
}
}
}
}
else
{
floor = GetFloor(item->pos.xPos, y, item->pos.zPos, &roomNumber);
ceiling = GetCeiling(floor, item->pos.xPos, y, item->pos.zPos);
if (item->objectNumber == ID_TYRANNOSAUR || item->objectNumber == ID_SHIVA || item->objectNumber == ID_MUTANT2)
top = STEP_SIZE*3;
else
top = bounds->Y1; // TODO: check if Y1 or Y2
if (item->pos.yPos + top < ceiling)
{
item->pos.xPos = old.x;
item->pos.zPos = old.z;
item->pos.yPos = old.y;
}
floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
item->floor = GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
if (item->pos.yPos > item->floor)
item->pos.yPos = item->floor;
else if (item->floor - item->pos.yPos > STEP_SIZE/4)
item->pos.yPos += STEP_SIZE/4;
else if (item->pos.yPos < item->floor)
item->pos.yPos = item->floor;
item->pos.xRot = 0;
}
/*roomNumber = item->roomNumber;
if (!Objects[item->objectNumber].waterCreature)
{
GetFloor(item->pos.xPos, item->pos.yPos - STEP_SIZE*2, item->pos.zPos, &roomNumber);
if (g_Level.Rooms[roomNumber].flags & ENV_FLAG_WATER)
item->hitPoints = 0;
}*/
roomNumber = item->roomNumber;
GetFloor(item->pos.xPos, item->pos.yPos - STEP_SIZE * 2, item->pos.zPos, &roomNumber);
if (item->roomNumber != roomNumber)
ItemNewRoom(itemNumber, roomNumber);
return true;
}
void CreatureDie(short itemNumber, int explode)
{
ITEM_INFO* item = &g_Level.Items[itemNumber];
item->hitPoints = -16384;
item->collidable = false;
if (explode)
{
if (Objects[item->objectNumber].hitEffect)
ExplodingDeath(itemNumber, ALL_MESHBITS, EXPLODE_HIT_EFFECT);
else
ExplodingDeath(itemNumber, ALL_MESHBITS, EXPLODE_NORMAL);
KillItem(itemNumber);
}
else
{
RemoveActiveItem(itemNumber);
}
DisableBaddieAI(itemNumber);
item->flags |= IFLAG_KILLED | IFLAG_INVISIBLE;
DropBaddyPickups(item);
}
int BadFloor(int x, int y, int z, int boxHeight, int nextHeight, short roomNumber, LOT_INFO* LOT)
{
FLOOR_INFO* floor;
int height;
floor = GetFloor(x, y, z, &roomNumber);
if (floor->box == NO_BOX)
return true;
if (LOT->isJumping)
return false;
if (g_Level.Boxes[floor->box].flags & LOT->blockMask)
return true;
height = g_Level.Boxes[floor->box].height;
if (boxHeight - height > LOT->step || boxHeight - height < LOT->drop)
return true;
if (boxHeight - height < -LOT->step && height > nextHeight)
return true;
if ((LOT->fly != NO_FLYING) && y > height + LOT->fly)
return true;
return false;
}
int CreatureCreature(short itemNumber)
{
ITEM_INFO* item, *linked;
OBJECT_INFO* obj;
ROOM_INFO* r;
int x, z, xDistance, zDistance, distance = 0;
short link, radius;
item = &g_Level.Items[itemNumber];
obj = &Objects[item->objectNumber];
x = item->pos.xPos;
z = item->pos.zPos;
radius = obj->radius;
r = &g_Level.Rooms[item->roomNumber];
link = r->itemNumber;
do
{
linked = &g_Level.Items[link];
if (link != itemNumber && linked != LaraItem && linked->status == ITEM_ACTIVE && linked->hitPoints > 0)
{
xDistance = abs(linked->pos.xPos - x);
zDistance = abs(linked->pos.zPos - z);
if (xDistance > zDistance)
distance = xDistance + (zDistance / 2);
else
distance = zDistance + (xDistance / 2);
if (distance < radius + Objects[linked->objectNumber].radius)
return phd_atan(linked->pos.zPos - z, linked->pos.xPos - x) - item->pos.yRot;
}
link = linked->nextItem;
} while (link != NO_ITEM);
return 0;
}
int ValidBox(ITEM_INFO* item, short zoneNumber, short boxNumber)
{
if (boxNumber == NO_BOX)
return false;
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CREATURE_INFO* creature;
BOX_INFO* box;
int* zone;
creature = (CREATURE_INFO*)item->data;
zone = g_Level.Zones[creature->LOT.zone][FlipStatus].data();
if (creature->LOT.fly == NO_FLYING && zone[boxNumber] != zoneNumber)
return false;
box = &g_Level.Boxes[boxNumber];
if (box->flags & creature->LOT.blockMask)
return false;
if ((item->pos.zPos > (box->left * SECTOR(1))) && item->pos.zPos < ((box->right * SECTOR(1))) &&
(item->pos.xPos > (box->top * SECTOR(1))) && item->pos.xPos < ((box->bottom * SECTOR(1))))
return false;
return true;
}
int EscapeBox(ITEM_INFO* item, ITEM_INFO* enemy, int boxNumber)
{
if (boxNumber == NO_BOX)
return false;
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BOX_INFO* box = &g_Level.Boxes[boxNumber];
int x, z;
x = (box->top + box->bottom) * SECTOR(1) / 2 - enemy->pos.xPos;
z = (box->left + box->right) * SECTOR(1) / 2 - enemy->pos.zPos;
if (x > -ESCAPE_DIST && x < ESCAPE_DIST && z > -ESCAPE_DIST && z < ESCAPE_DIST)
return false;
if (((x > 0) ^ (item->pos.xPos > enemy->pos.xPos)) && ((z > 0) ^ (item->pos.zPos > enemy->pos.zPos)))
return false;
return true;
}
void TargetBox(LOT_INFO* LOT, int boxNumber)
{
if (boxNumber == NO_BOX)
return;
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BOX_INFO* box;
boxNumber &= NO_BOX;
box = &g_Level.Boxes[boxNumber];
LOT->target.x = (((box->top * SECTOR(1)) + GetRandomControl() * ((box->bottom - box->top) - 1)) / 32) + WALL_SIZE / 2;
LOT->target.z = (((box->left * SECTOR(1)) + GetRandomControl() * ((box->right - box->left) - 1)) / 32) + WALL_SIZE / 2;
LOT->requiredBox = boxNumber;
if (LOT->fly == NO_FLYING)
LOT->target.y = box->height;
else
LOT->target.y = box->height - STEPUP_HEIGHT;
}
int UpdateLOT(LOT_INFO* LOT, int depth)
{
BOX_NODE* node;
//printf("LOT->head: %d, LOT->tail: %d\n", LOT->head, LOT->tail);
if (LOT->requiredBox != NO_BOX && LOT->requiredBox != LOT->targetBox)
{
LOT->targetBox = LOT->requiredBox;
node = &LOT->node[LOT->targetBox];
if (node->nextExpansion == NO_BOX && LOT->tail != LOT->targetBox)
{
node->nextExpansion = LOT->head;
if (LOT->head == NO_BOX)
LOT->tail = LOT->targetBox;
LOT->head = LOT->targetBox;
}
node->searchNumber = ++LOT->searchNumber;
node->exitBox = NO_BOX;
}
return SearchLOT(LOT, depth);
}
int SearchLOT(LOT_INFO* LOT, int depth)
{
BOX_NODE* node, *expand;
BOX_INFO* box;
int* zone, index, searchZone, boxNumber, delta, flags;
bool done;
zone = g_Level.Zones[LOT->zone][FlipStatus].data();
searchZone = zone[LOT->head];
if (depth <= 0)
return true;
for (int i = 0; i < depth; i++)
{
if (LOT->head == NO_BOX)
{
LOT->tail = NO_BOX;
return false;
}
node = &LOT->node[LOT->head];
box = &g_Level.Boxes[LOT->head];
index = box->overlapIndex;
done = false;
if (index >= 0)
{
do
{
boxNumber = g_Level.Overlaps[index].box;
flags = g_Level.Overlaps[index++].flags;
if (flags & BOX_END_BIT)
{
done = true;
}
if (LOT->fly == NO_FLYING && searchZone != zone[boxNumber])
continue;
delta = g_Level.Boxes[boxNumber].height - box->height;
if ((delta > LOT->step || delta < LOT->drop) && !((flags & BOX_MONKEY) && LOT->canMonkey))
continue;
expand = &LOT->node[boxNumber];
if ((node->searchNumber & SEARCH_NUMBER) < (expand->searchNumber & SEARCH_NUMBER))
continue;
if (node->searchNumber & BLOCKED_SEARCH)
{
if ((node->searchNumber & SEARCH_NUMBER) == (expand->searchNumber & SEARCH_NUMBER))
continue;
expand->searchNumber = node->searchNumber;
}
else
{
if ((node->searchNumber & SEARCH_NUMBER) == (expand->searchNumber & SEARCH_NUMBER) && !(expand->searchNumber & BLOCKED_SEARCH))
continue;
if (g_Level.Boxes[boxNumber].flags & LOT->blockMask)
{
expand->searchNumber = node->searchNumber | BLOCKED_SEARCH;
}
else
{
expand->searchNumber = node->searchNumber;
expand->exitBox = LOT->head;
}
}
if (expand->nextExpansion == NO_BOX && boxNumber != LOT->tail)
{
LOT->node[LOT->tail].nextExpansion = boxNumber;
LOT->tail = boxNumber;
}
} while (!done);
}
LOT->head = node->nextExpansion;
node->nextExpansion = NO_BOX;
}
return true;
}
int CreatureActive(short itemNumber)
{
ITEM_INFO* item = &g_Level.Items[itemNumber];
if (item->flags & IFLAG_KILLED)
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{
return false;
}
if (item->status == ITEM_INVISIBLE)
{
if (!EnableBaddieAI(itemNumber, 0))
{
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return false;
}
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item->status = ITEM_ACTIVE;
}
return true;
}
void InitialiseCreature(short itemNumber)
{
ClearItem(itemNumber);
}
int StalkBox(ITEM_INFO* item, ITEM_INFO* enemy, int boxNumber)
{
if (boxNumber == NO_BOX)
return false;
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if (enemy == NULL)
return false;
BOX_INFO* box;
int x, z, xrange, zrange;
int enemyQuad, boxQuad, baddieQuad;
box = &g_Level.Boxes[boxNumber];
xrange = STALK_DIST + ((box->bottom - box->top + 3) * SECTOR(1));
zrange = STALK_DIST + ((box->right - box->left + 3) * SECTOR(1));
x = (box->top + box->bottom) * SECTOR(1) / 2 - enemy->pos.xPos;
z = (box->left + box->right) * SECTOR(1) / 2 - enemy->pos.zPos;
if (x > xrange || x < -xrange || z > zrange || z < -zrange)
return false;
enemyQuad = enemy->pos.yRot / 16384 + 2;
// boxQuad = (z <= 0 ? (x <= 0 ? 0 : 3) : (x > 0) + 1);
if (z > 0)
boxQuad = (x > 0) ? 2 : 1;
else
boxQuad = (x > 0) ? 3 : 0;
if (enemyQuad == boxQuad)
return false;
baddieQuad = 0;
if (item->pos.zPos > enemy->pos.zPos)
baddieQuad = (item->pos.xPos > enemy->pos.xPos) ? 2 : 1;
else
baddieQuad = (item->pos.xPos > enemy->pos.xPos) ? 3 : 0;
if (enemyQuad == baddieQuad && abs(enemyQuad - boxQuad) == 2)
return false;
return true;
}
int CreatureVault(short itemNum, short angle, int vault, int shift)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
int xBlock, zBlock, y, newXblock, newZblock;
short roomNumber;
xBlock = item->pos.xPos / SECTOR(1);
zBlock = item->pos.zPos / SECTOR(1);
y = item->pos.yPos;
roomNumber = item->roomNumber;
CreatureAnimation(itemNum, angle, 0);
if (item->floor > y + CHECK_CLICK(13) && creature->LOT.drop == -1792)
vault = -7;
else if (item->floor > y + CHECK_CLICK(7))
vault = -4;
else if (item->floor > y + CHECK_CLICK(5))
vault = -3;
else if (item->floor > y + CHECK_CLICK(3) && item->objectNumber != ID_BADDY1 && item->objectNumber != ID_BADDY2) // Baddy 1&2 don't have some climb down animations
vault = -2;
else if (item->pos.yPos > y - CHECK_CLICK(3))
return 0;
else if (item->pos.yPos > y - CHECK_CLICK(5))
vault = 2;
else if (item->pos.yPos > y - CHECK_CLICK(7))
vault = 3;
else if (item->pos.yPos > y - CHECK_CLICK(15) && creature->LOT.step == 1792)
vault = 7;
else
vault = 4;
newXblock = item->pos.xPos / SECTOR(1);
newZblock = item->pos.zPos / SECTOR(1);
if (zBlock == newZblock)
{
if (xBlock == newXblock)
return 0;
if (xBlock < newXblock)
{
item->pos.xPos = (newXblock * SECTOR(1)) - shift;
item->pos.yRot = ANGLE(90);
}
else
{
item->pos.xPos = (xBlock * SECTOR(1)) + shift;
item->pos.yRot = -ANGLE(90);
}
}
else if (xBlock == newXblock)
{
if (zBlock < newZblock)
{
item->pos.zPos = (newZblock * SECTOR(1)) - shift;
item->pos.yRot = 0;
}
else
{
item->pos.zPos = (zBlock * SECTOR(1)) + shift;
item->pos.yRot = -ANGLE(180);
}
}
item->pos.yPos = item->floor = y;
if (roomNumber != item->roomNumber)
ItemNewRoom(itemNum, roomNumber);
return vault;
}
void GetAITarget(CREATURE_INFO* creature)
{
ITEM_INFO* enemy;
ITEM_INFO* item;
ITEM_INFO* targetItem;
FLOOR_INFO* floor;
int i;
short enemyObjectNumber;
enemy = creature->enemy;
if (enemy)
enemyObjectNumber = enemy->objectNumber;
else
enemyObjectNumber = NO_ITEM;
item = &g_Level.Items[creature->itemNum];
if (item->aiBits & GUARD)
{
creature->enemy = LaraItem;
if (creature->alerted)
{
item->aiBits = ~GUARD;
if (item->aiBits & AMBUSH)
item->aiBits |= MODIFY;
}
}
else if (item->aiBits & PATROL1)
{
if (creature->alerted || creature->hurtByLara)
{
item->aiBits &= ~PATROL1;
if (item->aiBits & AMBUSH)
{
item->aiBits |= MODIFY;
item->itemFlags[3] = (item->TOSSPAD & 0xFF);
}
}
else if (!creature->patrol2 && enemyObjectNumber != ID_AI_PATROL1)
{
FindAITargetObject(creature, ID_AI_PATROL1);
}
else if (creature->patrol2 && enemyObjectNumber != ID_AI_PATROL2)
{
FindAITargetObject(creature, ID_AI_PATROL2);
}
else if (abs(enemy->pos.xPos - item->pos.xPos) < REACHED_GOAL_RADIUS &&
abs(enemy->pos.zPos - item->pos.zPos) < REACHED_GOAL_RADIUS &&
abs(enemy->pos.yPos - item->pos.yPos) < REACHED_GOAL_RADIUS
|| Objects[item->objectNumber].waterCreature)
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{
floor = GetFloor(enemy->pos.xPos, enemy->pos.yPos, enemy->pos.zPos, &(enemy->roomNumber));
GetFloorHeight(floor, enemy->pos.xPos, enemy->pos.yPos, enemy->pos.zPos);
TestTriggers(TriggerIndex, TRUE, 0);
creature->patrol2 = !creature->patrol2;
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}
}
else if (item->aiBits & AMBUSH)
{
if (!(item->aiBits & MODIFY) && !creature->hurtByLara)
{
creature->enemy = LaraItem;
}
else if (enemyObjectNumber != ID_AI_AMBUSH)
{
FindAITargetObject(creature, ID_AI_AMBUSH);
}
else if (item->objectNumber == ID_MONKEY)
{
return;
}
else if (abs(enemy->pos.xPos - item->pos.xPos) < REACHED_GOAL_RADIUS &&
abs(enemy->pos.zPos - item->pos.zPos) < REACHED_GOAL_RADIUS &&
abs(enemy->pos.yPos - item->pos.yPos) < REACHED_GOAL_RADIUS)
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{
floor = GetFloor(enemy->pos.xPos, enemy->pos.yPos, enemy->pos.zPos, &(enemy->roomNumber));
GetFloorHeight(floor, enemy->pos.xPos, enemy->pos.yPos, enemy->pos.zPos);
TestTriggers(TriggerIndex, TRUE, 0);
creature->reachedGoal = true;
creature->enemy = LaraItem;
item->aiBits &= ~(AMBUSH|MODIFY);
item->aiBits |= GUARD;
creature->alerted = false;
}
}
else if (item->aiBits & FOLLOW)
{
if (creature->hurtByLara)
{
creature->enemy = LaraItem;
creature->alerted = true;
//item->aiBits &= ~FOLLOW;
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}
else if (item->hitStatus)
{
item->aiBits &= ~FOLLOW;
}
else if (enemyObjectNumber != ID_AI_FOLLOW)
{
FindAITargetObject(creature, ID_AI_FOLLOW);
}
else if (abs(enemy->pos.xPos - item->pos.xPos) < REACHED_GOAL_RADIUS &&
abs(enemy->pos.zPos - item->pos.zPos) < REACHED_GOAL_RADIUS &&
abs(enemy->pos.yPos - item->pos.yPos) < REACHED_GOAL_RADIUS)
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{
creature->reachedGoal = true;
item->aiBits &= ~FOLLOW;
}
}
else if (item->objectNumber == ID_MONKEY && item->carriedItem == NO_ITEM)
{
if (item->aiBits != MODIFY)
{
if (enemyObjectNumber != ID_SMALLMEDI_ITEM)
{
FindAITargetObject(creature, ID_SMALLMEDI_ITEM);
}
}
else
{
if (enemyObjectNumber != ID_KEY_ITEM4)
{
FindAITargetObject(creature, ID_KEY_ITEM4);
}
}
}
}
// tr3 old way..
void FindAITarget(CREATURE_INFO* creature, short objectNumber)
{
ITEM_INFO* item = &g_Level.Items[creature->itemNum];
ITEM_INFO* targetItem;
int i;
for (i = 0, targetItem = &g_Level.Items[0]; i < g_Level.NumItems; i++, targetItem++)
{
if (targetItem->objectNumber == objectNumber && targetItem->roomNumber != NO_ROOM)
{
if (SameZone(creature, targetItem) && targetItem->pos.yRot == item->itemFlags[3])
{
creature->enemy = targetItem;
break;
}
}
}
}
void FindAITargetObject(CREATURE_INFO* creature, short objectNumber)
{
ITEM_INFO* item = &g_Level.Items[creature->itemNum];
if (g_Level.AIObjects.size() > 0)
{
AI_OBJECT* foundObject = NULL;
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for (int i = 0; i < g_Level.AIObjects.size(); i++)
{
AI_OBJECT* aiObject = &g_Level.AIObjects[i];
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if (aiObject->objectNumber == objectNumber && aiObject->triggerFlags == item->itemFlags[3] && aiObject->roomNumber != NO_ROOM)
{
int* zone = g_Level.Zones[creature->LOT.zone][FlipStatus].data();
ROOM_INFO* r = &g_Level.Rooms[item->roomNumber];
item->boxNumber = XZ_GET_SECTOR(r, item->pos.xPos - r->x, item->pos.zPos - r->z).box;
r = &g_Level.Rooms[aiObject->roomNumber];
aiObject->boxNumber = XZ_GET_SECTOR(r, aiObject->x - r->x, aiObject->z - r->z).box;
if (zone[item->boxNumber] == zone[aiObject->boxNumber])
{
foundObject = aiObject;
break;
}
}
}
if (foundObject != NULL)
{
ITEM_INFO* aiItem = &creature->aiTarget;
creature->enemy = aiItem;
aiItem->objectNumber = foundObject->objectNumber;
aiItem->roomNumber = foundObject->roomNumber;
aiItem->pos.xPos = foundObject->x;
aiItem->pos.yPos = foundObject->y;
aiItem->pos.zPos = foundObject->z;
aiItem->pos.yRot = foundObject->yRot;
aiItem->flags = foundObject->flags;
aiItem->triggerFlags = foundObject->triggerFlags;
aiItem->boxNumber = foundObject->boxNumber;
if (!(creature->aiTarget.flags & 32))
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{
creature->aiTarget.pos.xPos += phd_sin(creature->aiTarget.pos.yRot) * 256;
creature->aiTarget.pos.zPos += phd_cos(creature->aiTarget.pos.yRot) * 256;
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}
}
}
}
void CreatureAIInfo(ITEM_INFO* item, AI_INFO* info)
{
if (item->data == NULL)
return;
CREATURE_INFO * creature;
ITEM_INFO * enemy;
OBJECT_INFO * obj;
ROOM_INFO * r;
short angle;
int* zone;
int x, y, z;
creature = (CREATURE_INFO*)item->data;
obj = &Objects[item->objectNumber];
enemy = creature->enemy;
if (!enemy)
{
enemy = LaraItem;
creature->enemy = LaraItem;
}
zone = g_Level.Zones[creature->LOT.zone][FlipStatus].data();
r = &g_Level.Rooms[item->roomNumber];
item->boxNumber = XZ_GET_SECTOR(r, item->pos.xPos - r->x, item->pos.zPos - r->z).box;
if (item->boxNumber != NO_BOX)
info->zoneNumber = zone[item->boxNumber];
else
info->zoneNumber = NO_ZONE;
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r = &g_Level.Rooms[enemy->roomNumber];
enemy->boxNumber = XZ_GET_SECTOR(r, enemy->pos.xPos - r->x, enemy->pos.zPos - r->z).box;
if (enemy->boxNumber != NO_BOX)
info->enemyZone = zone[enemy->boxNumber];
else
info->enemyZone = NO_ZONE;
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if (!obj->nonLot)
{
2021-03-27 07:42:02 +01:00
if (enemy->boxNumber != NO_BOX && g_Level.Boxes[enemy->boxNumber].flags & creature->LOT.blockMask)
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info->enemyZone |= BLOCKED;
else if (item->boxNumber != NO_BOX && creature->LOT.node[item->boxNumber].searchNumber == (creature->LOT.searchNumber | BLOCKED_SEARCH))
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info->enemyZone |= BLOCKED;
}
if (enemy == LaraItem)
{
x = enemy->pos.xPos + enemy->speed * PREDICTIVE_SCALE_FACTOR * phd_sin(Lara.moveAngle) - item->pos.xPos - obj->pivotLength * phd_sin(item->pos.yRot);
z = enemy->pos.zPos + enemy->speed * PREDICTIVE_SCALE_FACTOR * phd_cos(Lara.moveAngle) - item->pos.zPos - obj->pivotLength * phd_cos(item->pos.yRot);
}
else
{
x = enemy->pos.xPos + enemy->speed * PREDICTIVE_SCALE_FACTOR * phd_sin(enemy->pos.yRot) - item->pos.xPos - obj->pivotLength * phd_sin(item->pos.yRot);
z = enemy->pos.zPos + enemy->speed * PREDICTIVE_SCALE_FACTOR * phd_cos(enemy->pos.yRot) - item->pos.zPos - obj->pivotLength * phd_cos(item->pos.yRot);
}
y = item->pos.yPos - enemy->pos.yPos;
angle = phd_atan(z, x);
if (x > 32000 || x < -32000 || z > 32000 || z < -32000)
{
info->distance = 0x7FFFFFFF;
}
else
{
if (creature->enemy)
info->distance = SQUARE(x) + SQUARE(z);
else
info->distance = 0x7FFFFFFF;
}
info->angle = angle - item->pos.yRot;
info->enemyFacing = -ANGLE(180) + angle - enemy->pos.yRot;
x = abs(x);
z = abs(z);
if (enemy == LaraItem)
{
short laraState = LaraItem->currentAnimState;
if (laraState == LS_CROUCH_IDLE ||
laraState == LS_CROUCH_TURN_LEFT ||
laraState == LS_CROUCH_TURN_RIGHT ||
laraState == LS_CROUCH_ROLL ||
laraState <= LS_MONKEYSWING_TURN_180 ||
laraState >= LS_HANG_TO_CRAWL)
{
y -= STEPUP_HEIGHT;
}
}
if (x > z)
info->xAngle = phd_atan(x + (z / 2), y);
else
info->xAngle = phd_atan(z + (x / 2), y);
info->ahead = (info->angle > -FRONT_ARC && info->angle < FRONT_ARC);
info->bite = (info->ahead && enemy->hitPoints > 0 && abs(enemy->pos.yPos - item->pos.yPos) <= (STEP_SIZE * 2));
}
void CreatureMood(ITEM_INFO* item, AI_INFO* info, int violent)
{
if (item->data == NULL)
return;
CREATURE_INFO* creature;
ITEM_INFO* enemy;
LOT_INFO* LOT;
int boxNumber, startBox, overlapIndex, nextBox, flags;
BOUNDING_BOX* bounds;
creature = (CREATURE_INFO*)item->data;
enemy = creature->enemy;
LOT = &creature->LOT;
switch (creature->mood)
{
case BORED_MOOD:
boxNumber = LOT->node[GetRandomControl() * LOT->zoneCount / 32768].boxNumber;
if (ValidBox(item, info->zoneNumber, boxNumber)
&& !(GetRandomControl() & 0x0F))
{
if (StalkBox(item, enemy, boxNumber) && enemy->hitPoints > 0 && creature->enemy)
{
TargetBox(LOT, boxNumber);
creature->mood = BORED_MOOD;
}
else if (LOT->requiredBox == NO_BOX)
{
TargetBox(LOT, boxNumber);
}
}
break;
case ATTACK_MOOD:
LOT->target.x = enemy->pos.xPos;
LOT->target.y = enemy->pos.yPos;
LOT->target.z = enemy->pos.zPos;
LOT->requiredBox = enemy->boxNumber;
if (LOT->fly != NO_FLYING && Lara.waterStatus == LW_ABOVE_WATER)
{
bounds = (BOUNDING_BOX*)GetBestFrame(enemy);
LOT->target.y += bounds->Y1;
}
break;
case ESCAPE_MOOD:
boxNumber = LOT->node[GetRandomControl() * LOT->zoneCount / 32768].boxNumber;
if (ValidBox(item, info->zoneNumber, boxNumber) && LOT->requiredBox == NO_BOX)
{
if (EscapeBox(item, enemy, boxNumber))
{
TargetBox(LOT, boxNumber);
}
else if (info->zoneNumber == info->enemyZone && StalkBox(item, enemy, boxNumber) && !violent)
{
TargetBox(LOT, boxNumber);
creature->mood = STALK_MOOD;
}
}
break;
case STALK_MOOD:
if (LOT->requiredBox == NO_BOX || !StalkBox(item, enemy, LOT->requiredBox))
{
boxNumber = LOT->node[GetRandomControl() * LOT->zoneCount / 32768].boxNumber;
if (ValidBox(item, info->zoneNumber, boxNumber))
{
if (StalkBox(item, enemy, boxNumber))
{
TargetBox(LOT, boxNumber);
}
else if (LOT->requiredBox == NO_BOX)
{
TargetBox(LOT, boxNumber);
if (info->zoneNumber != info->enemyZone)
creature->mood = BORED_MOOD;
}
}
}
break;
}
if (LOT->targetBox == NO_BOX)
TargetBox(LOT, item->boxNumber);
CalculateTarget(&creature->target, item, &creature->LOT);
creature->jumpAhead = false;
creature->monkeyAhead = false;
if (item->boxNumber != NO_BOX)
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{
startBox = LOT->node[item->boxNumber].exitBox;
if (startBox != NO_BOX)
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{
overlapIndex = g_Level.Boxes[item->boxNumber].overlapIndex;
nextBox = 0;
flags = 0;
if (overlapIndex >= 0)
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{
do
{
nextBox = g_Level.Overlaps[overlapIndex].box;
flags = g_Level.Overlaps[overlapIndex++].flags;
} while (nextBox != NO_BOX && ((flags & BOX_END_BIT) == FALSE) && (nextBox != startBox));
}
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if (nextBox == startBox)
{
if (flags & BOX_JUMP)
creature->jumpAhead = true;
if (flags & BOX_MONKEY)
creature->monkeyAhead = true;
}
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}
}
}
void GetCreatureMood(ITEM_INFO* item, AI_INFO* info, int isViolent)
{
if (item->data == NULL)
return;
CREATURE_INFO* creature;
LOT_INFO* LOT;
ITEM_INFO* enemy;
MOOD_TYPE mood;
creature = (CREATURE_INFO*)item->data;
enemy = creature->enemy;
LOT = &creature->LOT;
if (item->boxNumber == NO_BOX || creature->LOT.node[item->boxNumber].searchNumber == (creature->LOT.searchNumber | BLOCKED_SEARCH))
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creature->LOT.requiredBox = NO_BOX;
if (creature->mood != ATTACK_MOOD
&& creature->LOT.requiredBox != NO_BOX)
{
if (!ValidBox(item, info->zoneNumber, creature->LOT.targetBox))
{
if (info->zoneNumber == info->enemyZone)
creature->mood = BORED_MOOD;
creature->LOT.requiredBox = NO_BOX;
}
}
mood = creature->mood;
if (!enemy)
{
creature->mood = BORED_MOOD;
enemy = LaraItem;
}
else if (enemy->hitPoints <= 0 && enemy == LaraItem)
{
creature->mood = BORED_MOOD;
}
else if (isViolent)
{
switch (creature->mood)
{
case BORED_MOOD:
case STALK_MOOD:
if (info->zoneNumber == info->enemyZone)
creature->mood = ATTACK_MOOD;
else if (item->hitStatus)
creature->mood = ESCAPE_MOOD;
break;
case ATTACK_MOOD:
if (info->zoneNumber != info->enemyZone)
creature->mood = BORED_MOOD;
break;
case ESCAPE_MOOD:
if (info->zoneNumber == info->enemyZone)
creature->mood = ATTACK_MOOD;
break;
}
}
else
{
switch (creature->mood)
{
case BORED_MOOD:
case STALK_MOOD:
if (creature->alerted
&& info->zoneNumber != info->enemyZone)
{
if (info->distance > 3072)
creature->mood = STALK_MOOD;
else
creature->mood = BORED_MOOD;
}
else if (info->zoneNumber == info->enemyZone)
{
if (info->distance < ATTACK_RANGE
|| (creature->mood == STALK_MOOD
&& LOT->requiredBox == NO_BOX))
creature->mood = ATTACK_MOOD;
else
creature->mood = STALK_MOOD;
}
break;
case ATTACK_MOOD:
if (item->hitStatus
&& (GetRandomControl() < ESCAPE_CHANCE
|| info->zoneNumber != info->enemyZone))
creature->mood = STALK_MOOD;
else if (info->zoneNumber != info->enemyZone && info->distance > (WALL_SIZE*6))
creature->mood = BORED_MOOD;
break;
case ESCAPE_MOOD:
if (info->zoneNumber == info->enemyZone
&& GetRandomControl() < RECOVER_CHANCE)
creature->mood = STALK_MOOD;
break;
}
}
if (mood != creature->mood)
{
if (mood == ATTACK_MOOD)
TargetBox(LOT, LOT->targetBox);
LOT->requiredBox = NO_BOX;
}
}
TARGET_TYPE CalculateTarget(PHD_VECTOR* target, ITEM_INFO* item, LOT_INFO* LOT)
{
BOX_INFO* box;
int boxLeft, boxRight, boxTop, boxBottom;
int left, top, right, bottom;
int direction;
int boxNumber;
UpdateLOT(LOT, 5);
target->x = item->pos.xPos;
target->y = item->pos.yPos;
target->z = item->pos.zPos;
boxNumber = item->boxNumber;
if (boxNumber == NO_BOX)
return TARGET_TYPE::NO_TARGET;
box = &g_Level.Boxes[boxNumber];
boxLeft = ((int)box->left * SECTOR(1));
boxRight = ((int)box->right * SECTOR(1)) - 1;
boxTop = ((int)box->top * SECTOR(1));
boxBottom = ((int)box->bottom * SECTOR(1)) - 1;
left = boxLeft;
right = boxRight;
top = boxTop;
bottom = boxBottom;
direction = ALL_CLIP;
do
{
box = &g_Level.Boxes[boxNumber];
if (LOT->fly == NO_FLYING)
{
if (target->y > box->height)
target->y = box->height;
}
else
{
if (target->y > box->height - WALL_SIZE)
target->y = box->height - WALL_SIZE;
}
boxLeft = ((int)box->left * SECTOR(1));
boxRight = ((int)box->right * SECTOR(1)) - 1;
boxTop = ((int)box->top * SECTOR(1));
boxBottom = ((int)box->bottom * SECTOR(1)) - 1;
if (item->pos.zPos >= boxLeft && item->pos.zPos <= boxRight &&
item->pos.xPos >= boxTop && item->pos.xPos <= boxBottom)
{
left = boxLeft;
right = boxRight;
top = boxTop;
bottom = boxBottom;
}
else
{
if (item->pos.zPos < boxLeft)
{
if ((direction & CLIP_LEFT) && item->pos.xPos >= boxTop && item->pos.xPos <= boxBottom)
{
if (target->z < boxLeft + 512)
target->z = boxLeft + 512;
if (direction & SECONDARY_CLIP)
return TARGET_TYPE::SECONDARY_TARGET;
if (boxTop > top)
top = boxTop;
if (boxBottom < bottom)
bottom = boxBottom;
direction = CLIP_LEFT;
}
else if (direction != CLIP_LEFT)
{
target->z = right - 512;
if (direction != ALL_CLIP)
return TARGET_TYPE::SECONDARY_TARGET;
direction |= SECONDARY_CLIP;
}
}
else if (item->pos.zPos > boxRight)
{
if ((direction & CLIP_RIGHT) && item->pos.xPos >= boxTop && item->pos.xPos <= boxBottom)
{
if (target->z > boxRight - 512)
target->z = boxRight - 512;
if (direction & SECONDARY_CLIP)
return TARGET_TYPE::SECONDARY_TARGET;
if (boxTop > top)
top = boxTop;
if (boxBottom < bottom)
bottom = boxBottom;
direction = CLIP_RIGHT;
}
else if (direction != CLIP_RIGHT)
{
target->z = left + 512;
if (direction != ALL_CLIP)
return TARGET_TYPE::SECONDARY_TARGET;
direction |= SECONDARY_CLIP;
}
}
if (item->pos.xPos < boxTop)
{
if ((direction & CLIP_TOP) && item->pos.zPos >= boxLeft && item->pos.zPos <= boxRight)
{
if (target->x < boxTop + 512)
target->x = boxTop + 512;
if (direction & SECONDARY_CLIP)
return TARGET_TYPE::SECONDARY_TARGET;
if (boxLeft > left)
left = boxLeft;
if (boxRight < right)
right = boxRight;
direction = CLIP_TOP;
}
else if (direction != CLIP_TOP)
{
target->x = bottom - 512;
if (direction != ALL_CLIP)
return TARGET_TYPE::SECONDARY_TARGET;
direction |= SECONDARY_CLIP;
}
}
else if (item->pos.xPos > boxBottom)
{
if ((direction & CLIP_BOTTOM) && item->pos.zPos >= boxLeft && item->pos.zPos <= boxRight)
{
if (target->x > boxBottom - 512)
target->x = boxBottom - 512;
if (direction & SECONDARY_CLIP)
return TARGET_TYPE::SECONDARY_TARGET;
if (boxLeft > left)
left = boxLeft;
if (boxRight < right)
right = boxRight;
direction = CLIP_BOTTOM;
}
else if (direction != CLIP_BOTTOM)
{
target->x = top + 512;
if (direction != ALL_CLIP)
return TARGET_TYPE::SECONDARY_TARGET;
direction |= SECONDARY_CLIP;
}
}
}
if (boxNumber == LOT->targetBox)
{
if (direction & (CLIP_LEFT | CLIP_RIGHT))
target->z = LOT->target.z;
else if (!(direction & SECONDARY_CLIP))
{
if (target->z < boxLeft + 512)
target->z = boxLeft + 512;
else if (target->z > boxRight - 512)
target->z = boxRight - 512;
}
if (direction & (CLIP_TOP | CLIP_BOTTOM))
target->x = LOT->target.x;
else if (!(direction & SECONDARY_CLIP))
{
if (target->x < boxTop + 512)
target->x = boxTop + 512;
else if (target->x > boxBottom - 512)
target->x = boxBottom - 512;
}
target->y = LOT->target.y;
return TARGET_TYPE::PRIME_TARGET;
}
boxNumber = LOT->node[boxNumber].exitBox;
if (boxNumber != NO_BOX && (g_Level.Boxes[boxNumber].flags & LOT->blockMask))
break;
} while (boxNumber != NO_BOX);
if (direction & (CLIP_LEFT | CLIP_RIGHT))
{
target->z = boxLeft + WALL_SIZE / 2 + ((GetRandomControl() * (boxRight - boxLeft - WALL_SIZE)) / 32768);
}
else if (!(direction & SECONDARY_CLIP))
{
if (target->z < boxLeft + 512)
target->z = boxLeft + 512;
else if (target->z > boxRight - 512)
target->z = boxRight - 512;
}
if (direction & (CLIP_TOP | CLIP_BOTTOM))
{
target->x = boxTop + WALL_SIZE / 2 + ((GetRandomControl() * (boxBottom - boxTop - WALL_SIZE)) / 32768);
}
else if (!(direction & SECONDARY_CLIP))
{
if (target->x < boxTop + 512)
target->x = boxTop + 512;
else if (target->x > boxBottom - 512)
target->x = boxBottom - 512;
}
if (LOT->fly == NO_FLYING)
target->y = box->height;
else
target->y = box->height - STEPUP_HEIGHT;
return TARGET_TYPE::NO_TARGET;
}
void AdjustStopperFlag(ITEM_INFO* item, int dir, int set)
{
int x = item->pos.xPos;
int z = item->pos.zPos;
ROOM_INFO* r = &g_Level.Rooms[item->roomNumber];
FLOOR_INFO* floor = &XZ_GET_SECTOR(r, x - r->x, z - r->z);
floor->stopper = set;
x = item->pos.xPos + 1024 * phd_sin(dir);
z = item->pos.zPos + 1024 * phd_cos(dir);
short roomNumber = item->roomNumber;
GetFloor(x, item->pos.yPos, z, &roomNumber);
r = &g_Level.Rooms[roomNumber];
floor = &XZ_GET_SECTOR(r, x - r->x, z - r->z);
floor->stopper = set;
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}