TombEngine/TR5Main/Objects/TR5/Entity/tr5_imp.cpp

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#include "framework.h"
#include "tr5_imp.h"
#include "items.h"
#include "sphere.h"
#include "lara.h"
#include "draw.h"
#include "effect.h"
#include "effect2.h"
#include "box.h"
#include "setup.h"
#include "level.h"
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#define STATE_IMP_WALK 0
#define STATE_IMP_STOP 1
#define STATE_IMP_RUN 2
#define STATE_IMP_ATTACK1 3
#define STATE_IMP_ATTACK2 5
#define STATE_IMP_SCARED 6
#define STATE_IMP_START_CLIMB 7
#define STATE_IMP_START_ROLL 8
#define STATE_IMP_DEATH 9
#define STATE_IMP_THROW_STONES 11
#define ANIMATION_IMP_DEATH 18
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BITE_INFO ImpBite = { 0, 0x64, 0, 9 };
void InitialiseImp(short itemNum)
{
ITEM_INFO* item;
short stateid;
item = &g_Level.Items[itemNum];
ClearItem(itemNum);
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if (item->triggerFlags == 2 || item->triggerFlags == 12)
{
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stateid = STATE_IMP_START_ROLL;
item->animNumber = Objects[ID_IMP].animIndex + 8;
}
else if (item->triggerFlags == 1 || item->triggerFlags == 11)
{
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stateid = STATE_IMP_START_CLIMB;
item->animNumber = Objects[ID_IMP].animIndex + 7;
}
else
{
stateid = 1;
item->animNumber = Objects[ID_IMP].animIndex + 1;
}
item->goalAnimState = stateid;
item->currentAnimState = stateid;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
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}
static void ImpThrowStones(ITEM_INFO* item)
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{
PHD_VECTOR pos1;
pos1.x = 0;
pos1.y = 0;
pos1.z = 0;
GetJointAbsPosition(item, &pos1, 9);
PHD_VECTOR pos2;
pos2.x = 0;
pos2.y = 0;
pos2.z = 0;
GetLaraJointPosition(&pos2, LM_HEAD);
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int dx = pos1.x - pos2.x;
int dy = pos1.y - pos2.y;
int dz = pos1.z - pos2.z;
short angles[2];
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phd_GetVectorAngles(pos2.x - pos1.x, pos2.y - pos1.y, pos2.z - pos1.z, angles);
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int distance = sqrt(SQUARE(dx) + SQUARE(dy) + SQUARE(dz));
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if (distance < 8)
distance = 8;
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angles[0] += GetRandomControl() % (distance / 4) - (distance / 8);
angles[1] += GetRandomControl() % (distance / 2) - (distance / 4);
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short fxNum = CreateNewEffect(item->roomNumber);
if (fxNum != NO_ITEM)
{
FX_INFO* fx = &EffectList[fxNum];
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fx->pos.xPos = pos1.x;
fx->pos.yPos = pos1.y;
fx->pos.zPos = pos1.z;
fx->roomNumber = item->roomNumber;
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fx->pos.xRot = (angles[1] + distance) / 2;
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fx->pos.yRot = angles[0];
fx->pos.zRot = 0;
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fx->speed = 4 * sqrt(distance);
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if (fx->speed < 256)
fx->speed = 256;
fx->fallspeed = 0;
fxNum = Objects[ID_IMP_ROCK].meshIndex + (GetRandomControl() & 7);
fx->objectNumber = ID_IMP_ROCK;
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fx->shade = 16912;
fx->counter = 0;
fx->frameNumber = fxNum;
fx->flag1 = 2;
fx->flag2 = 0x2000;
}
}
void ImpControl(short itemNumber)
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{
if (CreatureActive(itemNumber))
{
short joint0 = 0;
short joint1 = 0;
short angle = 0;
short joint2 = 0;
short joint3 = 0;
short angle2 = 0;
ITEM_INFO* item = &g_Level.Items[itemNumber];
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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)
{
angle2 = info.angle;
}
else
{
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angle2 = phd_atan(LaraItem->pos.zPos - item->pos.zPos, LaraItem->pos.xPos - item->pos.xPos) - item->pos.yRot;
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}
int d1 = item->pos.yPos - LaraItem->pos.yPos + 384;
if (LaraItem->currentAnimState == LS_CROUCH_IDLE
|| LaraItem->currentAnimState == LS_CROUCH_ROLL
|| LaraItem->currentAnimState > LS_MONKEYSWING_TURN_180
&& LaraItem->currentAnimState < LS_HANG_TO_CRAWL
|| LaraItem->currentAnimState == LS_CROUCH_TURN_LEFT
|| LaraItem->currentAnimState == LS_CROUCH_TURN_RIGHT)
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{
d1 = item->pos.yPos - LaraItem->pos.yPos;
}
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int d2 = sqrt(info.distance);
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info.xAngle = phd_atan(d2, d1);
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GetCreatureMood(item, &info, VIOLENT);
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if (item->currentAnimState == STATE_IMP_SCARED)
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creature->mood = ESCAPE_MOOD;
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, creature->maximumTurn);
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joint1 = info.angle / 2;
joint0 = info.xAngle / 2;
joint3 = info.angle / 2;
joint2 = info.xAngle / 2;
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if (Wibble & 0x10)
item->swapMeshFlags = 1024;
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else
item->swapMeshFlags = 0;
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switch (item->currentAnimState)
{
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case STATE_IMP_WALK:
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creature->maximumTurn = ANGLE(7);
if (info.distance <= SQUARE(2048))
{
if (info.distance < SQUARE(2048))
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item->goalAnimState = STATE_IMP_STOP;
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}
else
{
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item->goalAnimState = STATE_IMP_RUN;
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}
break;
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case STATE_IMP_STOP:
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creature->maximumTurn = -1;
creature->flags = 0;
if (info.bite && info.distance < SQUARE(170) && item->triggerFlags < 10)
{
if (GetRandomControl() & 1)
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item->goalAnimState = STATE_IMP_ATTACK1;
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else
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item->goalAnimState = STATE_IMP_ATTACK2;
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}
else if (item->aiBits & FOLLOW)
{
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item->goalAnimState = STATE_IMP_WALK;
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}
else
{
if (item->triggerFlags == 3)
{
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item->goalAnimState = STATE_IMP_THROW_STONES;
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}
else if (info.distance <= SQUARE(2048))
{
if (info.distance > SQUARE(512) || item->triggerFlags < 10)
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item->goalAnimState = STATE_IMP_WALK;
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}
else
{
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item->goalAnimState = STATE_IMP_RUN;
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}
}
break;
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case STATE_IMP_RUN:
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creature->maximumTurn = ANGLE(7);
if (info.distance >= SQUARE(512))
{
if (info.distance < SQUARE(2048))
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item->goalAnimState = STATE_IMP_WALK;
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}
else
{
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item->goalAnimState = STATE_IMP_STOP;
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}
break;
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case STATE_IMP_ATTACK1:
case STATE_IMP_ATTACK2:
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creature->maximumTurn = -1;
if (creature->flags == 0
&& item->touchBits & 0x280)
{
LaraItem->hitPoints -= 3;
LaraItem->hitStatus = true;
CreatureEffect2(item, &ImpBite, 10, item->pos.yRot, DoBloodSplat);
}
break;
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case STATE_IMP_SCARED:
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creature->maximumTurn = ANGLE(7);
if (TorchRoom != 11)
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item->goalAnimState = STATE_IMP_STOP;
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break;
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case STATE_IMP_START_CLIMB:
case STATE_IMP_START_ROLL:
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creature->maximumTurn = 0;
break;
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case STATE_IMP_THROW_STONES:
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creature->maximumTurn = -1;
if (item->frameNumber - g_Level.Anims[item->animNumber].frameBase == 40)
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ImpThrowStones(item);
break;
default:
break;
}
}
else
{
item->hitPoints = 0;
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if (item->currentAnimState != STATE_IMP_DEATH)
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{
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item->animNumber = Objects[ID_IMP].animIndex + ANIMATION_IMP_DEATH;
item->currentAnimState = STATE_IMP_DEATH;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
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}
}
if (creature->maximumTurn == -1)
{
creature->maximumTurn = 0;
if (abs(angle2) >= ANGLE(2))
{
if (angle2 >= 0)
item->pos.yRot += ANGLE(2);
else
item->pos.yRot -= ANGLE(2);
}
else
{
item->pos.yRot += angle2;
}
}
if (TorchRoom == 11)
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item->goalAnimState = STATE_IMP_SCARED;
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CreatureTilt(item, 0);
CreatureJoint(item, 1, joint1);
CreatureJoint(item, 0, joint0);
CreatureJoint(item, 3, joint3);
CreatureJoint(item, 2, joint2);
CreatureAnimation(itemNumber, angle, 0);
}
}