TombEngine/TR5Main/Objects/TR3/tr3_raptor.cpp

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#include "../newobjects.h"
#include "../../Game/Box.h"
#include "../../Game/effects.h"
extern BITE_INFO raptorBite;
void Tr3RaptorControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &Items[itemNum];
ITEM_INFO* nearestItem = NULL;
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
short head = 0;
short neck = 0;
short angle = 0;
short tilt = 0;
int minDistance = 0x7FFFFFFF;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 5)
{
if (GetRandomControl() > 0x4000)
item->animNumber = Objects[item->objectNumber].animIndex + 9;
else
item->animNumber = Objects[item->objectNumber].animIndex + 10;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 5;
}
}
else
{
if (creature->enemy == NULL || !(GetRandomControl() & 0x7F)) // Decide on target - this can be Lara, another creature, or an ambush point
{
CREATURE_INFO* currentCreature = BaddieSlots;
ITEM_INFO* target = NULL;
for (int i = 0; i < NUM_SLOTS; i++)
{
if (currentCreature->itemNum == NO_ITEM || currentCreature->itemNum == itemNum)
{
currentCreature++;
continue;
}
target = &Items[currentCreature->itemNum];
int x = (target->pos.xPos - item->pos.xPos) >> 6;
int y = (target->pos.yPos - item->pos.yPos) >> 6;
int z = (target->pos.zPos - item->pos.zPos) >> 6;
int distance = x * x + y * y + z * z;
if (distance < minDistance && item->hitPoints > 0)
{
nearestItem = target;
minDistance = distance;
}
currentCreature++;
}
if (nearestItem != NULL && (nearestItem->objectNumber != ID_RAPTOR || (GetRandomControl() < 0x400 && minDistance < SQUARE(2048))))
creature->enemy = nearestItem;
int x = (LaraItem->pos.xPos - item->pos.xPos) >> 6;
int y = (LaraItem->pos.yPos - item->pos.yPos) >> 6;
int z = (LaraItem->pos.zPos - item->pos.zPos) >> 6;
int distance = x * x + y * y + z * z;
if (distance <= minDistance)
creature->enemy = LaraItem;
}
if (item->aiBits)
GetAITarget(creature);
AI_INFO info;
CreatureAIInfo(item, &info);
if (info.ahead)
head = info.angle;
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
if (creature->mood == BORED_MOOD)
creature->maximumTurn >>= 1;
angle = CreatureTurn(item, creature->maximumTurn);
neck = -(angle * 6);
switch (item->currentAnimState)
{
case 1:
creature->maximumTurn = 0;
creature->flags &= ~1;
if (item->requiredAnimState)
item->goalAnimState = item->requiredAnimState;
else if (creature->flags & 2)
{
creature->flags &= ~2;
item->goalAnimState = 6;
}
else if ((item->touchBits & 0xFF7C00) || (info.distance < SQUARE(585) && info.bite))
item->goalAnimState = 8;
else if (info.bite && info.distance < SQUARE(1536))
item->goalAnimState = 4;
else if (creature->mood == ESCAPE_MOOD && Lara.target != item && info.ahead && !item->hitStatus)
item->goalAnimState = 1;
else if (creature->mood == BORED_MOOD)
item->goalAnimState = 2;
else
item->goalAnimState = 3;
break;
case 2:
creature->maximumTurn = ANGLE(2);
creature->flags &= ~1;
if (creature->mood != BORED_MOOD)
item->goalAnimState = 1;
else if (info.ahead && GetRandomControl() < 0x80)
{
item->requiredAnimState = 6;
item->goalAnimState = 1;
creature->flags &= ~2;
}
break;
case 3:
tilt = angle;
creature->maximumTurn = ANGLE(4);
creature->flags &= ~1;
if (item->touchBits & 0xFF7C00)
item->goalAnimState = 1;
else if (creature->flags & 2)
{
item->requiredAnimState = 6;
item->goalAnimState = 1;
creature->flags &= ~2;
}
else if (info.bite && info.distance < SQUARE(1536))
{
if (item->goalAnimState == 3)
{
if (GetRandomControl() < 0x2000)
item->goalAnimState = 1;
else
item->goalAnimState = 7;
}
}
else if (info.ahead && creature->mood != ESCAPE_MOOD && GetRandomControl() < 0x80)
{
item->requiredAnimState = 6;
item->goalAnimState = 1;
}
else if (creature->mood == BORED_MOOD || (creature->mood == ESCAPE_MOOD && Lara.target != item && info.ahead))
item->goalAnimState = 1;
break;
case 4:
tilt = angle;
creature->maximumTurn = ANGLE(2);
if (creature->enemy == LaraItem)
{
if (!(creature->flags & 1) && (item->touchBits & 0xFF7C00))
{
creature->flags |= 1;
CreatureEffect(item, &raptorBite, DoBloodSplat);
if (LaraItem->hitPoints <= 0)
creature->flags |= 2;
LaraItem->hitPoints -= 100;
LaraItem->hitStatus = 1;
item->requiredAnimState = 1;
}
}
else
{
if (!(creature->flags & 1) && creature->enemy)
{
if (abs(creature->enemy->pos.xPos - item->pos.xPos) < 512 &&
abs(creature->enemy->pos.yPos - item->pos.yPos) < 512 &&
abs(creature->enemy->pos.zPos - item->pos.zPos) < 512)
{
creature->enemy->hitPoints -= 100 >> 2;
creature->enemy->hitStatus = 1;
if (creature->enemy->hitPoints <= 0)
creature->flags |= 2;
creature->flags |= 1;
CreatureEffect(item, &raptorBite, DoBloodSplat);
}
}
}
break;
case 8:
tilt = angle;
creature->maximumTurn = ANGLE(2);
if (creature->enemy == LaraItem)
{
if (!(creature->flags & 1) && (item->touchBits & 0xFF7C00))
{
creature->flags |= 1;
CreatureEffect(item, &raptorBite, DoBloodSplat);
if (LaraItem->hitPoints <= 0)
creature->flags |= 2;
LaraItem->hitPoints -= 100;
LaraItem->hitStatus = 1;
item->requiredAnimState = 1;
}
}
else
{
if (!(creature->flags & 1) && creature->enemy)
{
if (abs(creature->enemy->pos.xPos - item->pos.xPos) < 512 &&
abs(creature->enemy->pos.yPos - item->pos.yPos) < 512 &&
abs(creature->enemy->pos.zPos - item->pos.zPos) < 512)
{
creature->enemy->hitPoints -= 100 >> 2;
creature->enemy->hitStatus = 1;
if (creature->enemy->hitPoints <= 0)
creature->flags |= 2;
creature->flags |= 1;
CreatureEffect(item, &raptorBite, DoBloodSplat);
}
}
}
break;
case 7:
tilt = angle;
creature->maximumTurn = ANGLE(2);
if (creature->enemy == LaraItem)
{
if (!(creature->flags & 1) && (item->touchBits & 0xFF7C00))
{
creature->flags |= 1;
CreatureEffect(item, &raptorBite, DoBloodSplat);
LaraItem->hitPoints -= 100;
LaraItem->hitStatus = 1;
if (LaraItem->hitPoints <= 0)
creature->flags |= 2;
item->requiredAnimState = 3;
}
}
else
{
if (!(creature->flags & 1) && creature->enemy)
{
if (abs(creature->enemy->pos.xPos - item->pos.xPos) < 512 &&
abs(creature->enemy->pos.yPos - item->pos.yPos) < 512 &&
abs(creature->enemy->pos.zPos - item->pos.zPos) < 512)
{
creature->enemy->hitPoints -= 100 >> 2;
creature->enemy->hitStatus = 1;
if (creature->enemy->hitPoints <= 0)
creature->flags |= 2;
creature->flags |= 1;
CreatureEffect(item, &raptorBite, DoBloodSplat);
}
}
}
break;
}
}
CreatureTilt(item, tilt);
CreatureJoint(item, 0, head >> 1);
CreatureJoint(item, 1, head >> 1);
CreatureJoint(item, 2, neck);
CreatureJoint(item, 3, neck);
CreatureAnimation(itemNum, angle, tilt);
}