TombEngine/TR5Main/Objects/TR4/Entity/tr4_dog.cpp

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#include "framework.h"
#include "tr4_dog.h"
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#include "control/box.h"
#include "effects\effects.h"
#include "setup.h"
#include "level.h"
#include "lara.h"
#include "itemdata/creature_info.h"
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#include "control/control.h"
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namespace TEN::Entities::TR4
{
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enum DOG_STATES
{
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STATE_DOG_NONE = 0,
STATE_DOG_STOP = 1,
STATE_DOG_WALK = 2,
STATE_DOG_RUN = 3,
STATE_DOG_STALK = 5,
STATE_DOG_JUMP_ATTACK = 6,
STATE_DOG_HOWL = 7,
STATE_DOG_SLEEP = 8,
STATE_DOG_CROUCH = 9,
STATE_DOG_DEATH = 11,
STATE_DOG_CROUCH_ATTACK = 12
};
constexpr auto DOG_CROUCH_ATTACK_DAMAGE = 10;
constexpr auto DOG_JUMP_ATTACK_DAMAGE = 20;
BYTE DogAnims[] = { 20, 21, 22, 20 };
BITE_INFO DogBite = { 0, 0, 100, 3 };
void InitialiseTr4Dog(short itemNum)
{
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ITEM_INFO* item;
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item = &g_Level.Items[itemNum];
item->currentAnimState = STATE_DOG_STOP;
item->animNumber = Objects[item->objectNumber].animIndex + 8;
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// OCB 1 makes the dog sitting down until fired
if (item->triggerFlags)
{
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item->animNumber = Objects[item->objectNumber].animIndex + 1;
item->status -= ITEM_INVISIBLE;
}
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item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
}
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void Tr4DogControl(short itemNumber)
{
if (!CreatureActive(itemNumber))
return;
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short angle = 0;
short joint2 = 0;
short joint1 = 0;
short joint0 = 0;
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ITEM_INFO* item = &g_Level.Items[itemNumber];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
OBJECT_INFO* obj = &Objects[item->objectNumber];
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if (item->hitPoints <= 0)
{
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if (item->animNumber == obj->animIndex + 1)
{
item->hitPoints = obj->hitPoints;
}
else if (item->currentAnimState != STATE_DOG_DEATH)
{
item->animNumber = obj->animIndex + DogAnims[GetRandomControl() & 3];
item->currentAnimState = STATE_DOG_DEATH;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
}
}
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else
{
if (item->aiBits)
GetAITarget(creature);
else
creature->enemy = LaraItem;
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AI_INFO info;
CreatureAIInfo(item, &info);
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int distance;
if (creature->enemy == LaraItem)
{
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distance = info.distance;
}
else
{
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int dx = LaraItem->pos.xPos - item->pos.xPos;
int dz = LaraItem->pos.zPos - item->pos.zPos;
phd_atan(dz, dx);
distance = SQUARE(dx) + SQUARE(dz);
}
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if (info.ahead)
{
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joint2 = info.xAngle; // Maybe swapped
joint1 = info.angle;
}
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GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
if (creature->mood == BORED_MOOD)
creature->maximumTurn /= 2;
angle = CreatureTurn(item, creature->maximumTurn);
joint0 = 4 * angle;
if (creature->hurtByLara || distance < SQUARE(3072) && !(item->aiBits & MODIFY))
{
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AlertAllGuards(itemNumber);
item->aiBits &= ~MODIFY;
}
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short random = GetRandomControl();
int frame = item->frameNumber - g_Level.Anims[item->animNumber].frameBase;
switch (item->currentAnimState)
{
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case STATE_DOG_NONE:
case STATE_DOG_SLEEP:
joint1 = 0;
joint2 = 0;
if (creature->mood && (item->aiBits) != MODIFY)
{
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item->goalAnimState = STATE_DOG_STOP;
}
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else
{
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creature->flags++;
creature->maximumTurn = 0;
if (creature->flags > 300 && random < 128)
item->goalAnimState = STATE_DOG_STOP;
}
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break;
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case STATE_DOG_STOP:
case STATE_DOG_CROUCH:
if (item->currentAnimState == STATE_DOG_CROUCH && item->requiredAnimState)
{
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item->goalAnimState = item->requiredAnimState;
break;
}
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creature->maximumTurn = 0;
if (item->aiBits & GUARD)
{
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joint1 = AIGuard(creature);
if (GetRandomControl())
break;
if (item->currentAnimState == STATE_DOG_STOP)
{
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item->goalAnimState = STATE_DOG_CROUCH;
break;
}
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}
else
{
if (item->currentAnimState == STATE_DOG_CROUCH && random < 128)
{
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item->goalAnimState = STATE_DOG_STOP;
break;
}
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if (item->aiBits & PATROL1)
{
if (item->currentAnimState == STATE_DOG_STOP)
item->goalAnimState = STATE_DOG_WALK;
else
item->goalAnimState = STATE_DOG_STOP;
break;
}
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if (creature->mood == ESCAPE_MOOD)
{
if (Lara.target == item || !info.ahead || item->hitStatus)
{
item->requiredAnimState = STATE_DOG_RUN;
item->goalAnimState = STATE_DOG_CROUCH;
}
else
{
item->goalAnimState = STATE_DOG_STOP;
}
break;
}
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if (creature->mood != BORED_MOOD)
{
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item->requiredAnimState = STATE_DOG_RUN;
if (item->currentAnimState == STATE_DOG_STOP)
item->goalAnimState = STATE_DOG_CROUCH;
break;
}
creature->flags = 0;
creature->maximumTurn = ANGLE(1);
if (random < 256)
{
if (item->aiBits & MODIFY)
{
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if (item->currentAnimState == STATE_DOG_STOP)
{
item->goalAnimState = STATE_DOG_SLEEP;
creature->flags = 0;
break;
}
}
}
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if (random >= 4096)
{
if (!(random & 0x1F))
item->goalAnimState = STATE_DOG_HOWL;
break;
}
if (item->currentAnimState == STATE_DOG_STOP)
{
item->goalAnimState = STATE_DOG_WALK;
break;
}
}
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item->goalAnimState = STATE_DOG_STOP;
break;
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case STATE_DOG_WALK:
creature->maximumTurn = ANGLE(3);
if (item->aiBits & PATROL1)
{
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item->goalAnimState = STATE_DOG_WALK;
break;
}
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if (!creature->mood && random < 256)
{
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item->goalAnimState = STATE_DOG_STOP;
break;
}
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item->goalAnimState = STATE_DOG_STALK;
break;
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case STATE_DOG_RUN:
creature->maximumTurn = ANGLE(6);
if (creature->mood == ESCAPE_MOOD)
{
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if (Lara.target != item && info.ahead)
item->goalAnimState = STATE_DOG_CROUCH;
}
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else if (creature->mood)
{
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if (info.bite && info.distance < SQUARE(1024))
{
item->goalAnimState = STATE_DOG_JUMP_ATTACK;
}
else if (info.distance < SQUARE(1536))
{
item->requiredAnimState = STATE_DOG_STALK;
item->goalAnimState = STATE_DOG_CROUCH;
}
}
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else
{
item->goalAnimState = STATE_DOG_CROUCH;
}
break;
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case STATE_DOG_STALK:
creature->maximumTurn = ANGLE(3);
if (creature->mood)
{
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if (creature->mood == ESCAPE_MOOD)
{
item->goalAnimState = STATE_DOG_RUN;
}
else if (info.bite && info.distance < SQUARE(341))
{
item->goalAnimState = STATE_DOG_CROUCH_ATTACK;
item->requiredAnimState = STATE_DOG_STALK;
}
else if (info.distance > SQUARE(1536) || item->hitStatus)
{
item->goalAnimState = STATE_DOG_RUN;
}
}
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else
{
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item->goalAnimState = STATE_DOG_CROUCH;
}
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break;
case STATE_DOG_JUMP_ATTACK:
if (info.bite
&& item->touchBits & 0x6648
&& frame >= 4
&& frame <= 14)
{
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CreatureEffect2(item, &DogBite, 2, -1, DoBloodSplat);
LaraItem->hitPoints -= DOG_JUMP_ATTACK_DAMAGE;
LaraItem->hitStatus = true;
}
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item->goalAnimState = STATE_DOG_RUN;
break;
case STATE_DOG_HOWL:
joint1 = 0;
joint2 = 0;
break;
case STATE_DOG_CROUCH_ATTACK:
if (info.bite
&& item->touchBits & 0x48
&& (frame >= 9
&& frame <= 12
|| frame >= 22
&& frame <= 25))
{
CreatureEffect2(item, &DogBite, 2, -1, DoBloodSplat);
LaraItem->hitPoints -= DOG_CROUCH_ATTACK_DAMAGE;
LaraItem->hitStatus = true;
}
break;
default:
break;
}
}
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CreatureTilt(item, 0);
CreatureJoint(item, 0, joint0);
CreatureJoint(item, 1, joint1);
CreatureJoint(item, 2, joint2);
CreatureAnimation(itemNumber, angle, 0);
}
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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}