mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-04-30 16:57:57 +03:00
403 lines
8.5 KiB
C++
403 lines
8.5 KiB
C++
![]() |
#include "newobjects.h"
|
||
|
#include "../Global/global.h"
|
||
|
#include "../Game/box.h"
|
||
|
#include "../Game/effect2.h"
|
||
|
#include "../Game/items.h"
|
||
|
#include "../Game/lot.h"
|
||
|
#include "../Game/effects.h"
|
||
|
#include "../Game/draw.h"
|
||
|
|
||
|
BITE_INFO swordBite = { 0, 37, 550, 15 };
|
||
|
|
||
|
// for TR2 and TR3 statue (compatible by any statue entity)
|
||
|
// the statue object need to be after the normal one:
|
||
|
// ex: ID_SWORD_GUARDIAN: 256, ID_SWORD_GUARDIAN_STATUE: 257
|
||
|
void __cdecl DrawStatue(ITEM_INFO* item)
|
||
|
{
|
||
|
OBJECT_INFO* obj;
|
||
|
CREATURE_INFO* creature;
|
||
|
int* bones;
|
||
|
int clip, i, poppush, frac, rate, bit;
|
||
|
__int16* frames[2];
|
||
|
__int16* extra_rotation;
|
||
|
__int16* rotation1, *rotation2;
|
||
|
__int16** normal, **statue;
|
||
|
|
||
|
creature = (CREATURE_INFO*)item->data;
|
||
|
frac = GetFrame_D2(item, frames, &rate);
|
||
|
|
||
|
if (item->hitPoints <= 0 && item->status != ITEM_ACTIVE && item->meshBits != 0)
|
||
|
item->meshBits = item->meshBits >> 1;
|
||
|
|
||
|
obj = &Objects[item->objectNumber];
|
||
|
//if (obj->shadowSize)
|
||
|
// S_PrintShadow(obj->shadowSize, frames[0], item, NULL);
|
||
|
|
||
|
phd_PushMatrix();
|
||
|
phd_TranslateAbs(item->pos.xPos, item->pos.yPos, item->pos.zPos);
|
||
|
phd_RotYXZ(item->pos.yRot, item->pos.xRot, item->pos.zRot);
|
||
|
|
||
|
if (phd_ClipBoundingBox(frames[0]))
|
||
|
{
|
||
|
CalculateObjectLighting(item, frames[0]);
|
||
|
|
||
|
extra_rotation = (__int16*)item->data;
|
||
|
|
||
|
// all entity have the statue slot after it, (ex: ID_SWORD_GUARDIAN: 256, ID_SWORD_GUARDIAN_STATUE: 257)
|
||
|
normal = &Meshes[Objects[ID_SAS].meshIndex];
|
||
|
statue = &Meshes[Objects[ID_SWAT].meshIndex];
|
||
|
bones = Bones + obj->boneIndex;
|
||
|
bit = 1;
|
||
|
|
||
|
if (!frac)
|
||
|
{
|
||
|
phd_TranslateRel((int)*(frames[0] + 6), (int)*(frames[0] + 7), (int)*(frames[0] + 8)); // can be [0][6] etc.. ?
|
||
|
rotation1 = (__int16*)(frames[0] + 9);
|
||
|
gar_RotYXZsuperpack(&rotation1, 0);
|
||
|
|
||
|
if (item->meshBits & bit)
|
||
|
phd_PutPolygons(*normal);
|
||
|
else
|
||
|
phd_PutPolygons(*statue);
|
||
|
normal++;
|
||
|
statue++;
|
||
|
|
||
|
for (i = (obj->nmeshes - 1); i > 0; i--, bones += 4, normal++, statue++)
|
||
|
{
|
||
|
poppush = *bones;
|
||
|
|
||
|
if (poppush & 1)
|
||
|
{
|
||
|
phd_PopMatrix();
|
||
|
phd_PopDxMatrix();
|
||
|
}
|
||
|
|
||
|
if (poppush & 2)
|
||
|
phd_PushMatrix();
|
||
|
|
||
|
phd_TranslateRel(*(bones + 1), *(bones + 2), *(bones + 3));
|
||
|
gar_RotYXZsuperpack(&rotation1, 0);
|
||
|
|
||
|
if (extra_rotation && (poppush & (ROT_X|ROT_Y|ROT_Z)))
|
||
|
{
|
||
|
if (poppush & ROT_Y)
|
||
|
phd_RotY(*(extra_rotation++));
|
||
|
if (poppush & ROT_X)
|
||
|
phd_RotX(*(extra_rotation++));
|
||
|
if (poppush & ROT_Z)
|
||
|
phd_RotZ(*(extra_rotation++));
|
||
|
}
|
||
|
|
||
|
bit <<= 1;
|
||
|
if (item->meshBits & bit)
|
||
|
phd_PutPolygons(*normal);
|
||
|
else
|
||
|
phd_PutPolygons(*statue);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
InitInterpolate(frac, rate);
|
||
|
phd_TranslateRel_ID((int)*(frames[0] + 6), (int)*(frames[0] + 7), (int)*(frames[0] + 8),
|
||
|
(int)*(frames[1] + 6), (int)*(frames[1] + 7), (int)*(frames[1] + 8));
|
||
|
rotation1 = (short*)(frames[0] + 9);
|
||
|
rotation2 = (short*)(frames[1] + 9);
|
||
|
gar_RotYXZsuperpack_I(&rotation1, &rotation2, 0);
|
||
|
|
||
|
if (item->meshBits & bit)
|
||
|
phd_PutPolygons_I(*normal);
|
||
|
else
|
||
|
phd_PutPolygons_I(*statue);
|
||
|
normal++;
|
||
|
statue++;
|
||
|
|
||
|
for (i = (obj->nmeshes - 1); i > 0; i--, bones += 4, normal++, statue++)
|
||
|
{
|
||
|
poppush = *bones;
|
||
|
if (poppush & 1)
|
||
|
phd_PopMatrix_I();
|
||
|
|
||
|
if (poppush & 2)
|
||
|
phd_PushMatrix_I();
|
||
|
|
||
|
phd_TranslateRel_I(*(bones + 1), *(bones + 2), *(bones + 3));
|
||
|
gar_RotYXZsuperpack_I(&rotation1, &rotation2, 0);
|
||
|
|
||
|
if (extra_rotation && (poppush & (ROT_X|ROT_Y|ROT_Z)))
|
||
|
{
|
||
|
if (poppush & ROT_Y)
|
||
|
phd_RotY_I(*(extra_rotation++));
|
||
|
if (poppush & ROT_X)
|
||
|
phd_RotX_I(*(extra_rotation++));
|
||
|
if (poppush & ROT_Z)
|
||
|
phd_RotZ_I(*(extra_rotation++));
|
||
|
}
|
||
|
|
||
|
bit <<= 1;
|
||
|
if (item->meshBits & bit)
|
||
|
phd_PutPolygons_I(*normal);
|
||
|
else
|
||
|
phd_PutPolygons_I(*statue);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
PhdRight = PhdWidth;
|
||
|
PhdLeft = 0;
|
||
|
PhdTop = 0;
|
||
|
PhdBottom = PhdHeight;
|
||
|
phd_PopMatrix();
|
||
|
phd_PopDxMatrix();
|
||
|
}
|
||
|
|
||
|
void __cdecl InitialiseSwordGuardian(__int16 itemNum)
|
||
|
{
|
||
|
ANIM_STRUCT* anim;
|
||
|
ITEM_INFO* item;
|
||
|
|
||
|
item = &Items[itemNum];
|
||
|
item->animNumber = Objects[item->objectNumber].animIndex;
|
||
|
|
||
|
InitialiseCreature(itemNum);
|
||
|
|
||
|
anim = &Anims[item->animNumber];
|
||
|
item->frameNumber = anim->frameBase;
|
||
|
item->currentAnimState = anim->currentAnimState;
|
||
|
//item->status |= ITEM_INACTIVE;
|
||
|
item->status &= ~(ITEM_INVISIBLE);
|
||
|
item->meshBits = 0;
|
||
|
}
|
||
|
|
||
|
void __cdecl SwordGuardianFly(ITEM_INFO* item)
|
||
|
{
|
||
|
PHD_VECTOR pos;
|
||
|
|
||
|
pos.x = (GetRandomControl() << 8 >> 15) + item->pos.xPos - 128;
|
||
|
pos.y = (GetRandomControl() << 8 >> 15) + item->pos.yPos - 256;
|
||
|
pos.z = (GetRandomControl() << 8 >> 15) + item->pos.zPos - 128;
|
||
|
|
||
|
TriggerGunSmoke(pos.x, pos.y, pos.z, 1, 1, 1, 1, WEAPON_GRENADE_LAUNCHER, 32);
|
||
|
SoundEffect(SFX_SWORD_GUARDIAN_FLYING_ID312, &item->pos, 0);
|
||
|
}
|
||
|
|
||
|
void __cdecl SwordGuardianControl(__int16 itemNum)
|
||
|
{
|
||
|
if (!CreatureActive(itemNum))
|
||
|
return;
|
||
|
|
||
|
ITEM_INFO* item;
|
||
|
CREATURE_INFO* sword;
|
||
|
AI_INFO info;
|
||
|
short angle, head, torso;
|
||
|
bool lara_alive;
|
||
|
|
||
|
item = &Items[itemNum];
|
||
|
sword = (CREATURE_INFO*)item->data;
|
||
|
angle = head = torso = 0;
|
||
|
lara_alive = LaraItem->hitPoints > 0;
|
||
|
|
||
|
if (item->hitPoints <= 0)
|
||
|
{
|
||
|
item->meshBits >>= 1;
|
||
|
item->currentAnimState = 12;
|
||
|
|
||
|
if (!item->meshBits)
|
||
|
{
|
||
|
SoundEffect(105, NULL, 0);
|
||
|
item->meshBits = 0xFFFFFFFF;
|
||
|
item->objectNumber = ID_SAS;
|
||
|
ExplodingDeath(itemNum, -1, 256);
|
||
|
item->objectNumber = ID_SWAT;
|
||
|
DisableBaddieAI(itemNum);
|
||
|
KillItem(itemNum);
|
||
|
item->status = ITEM_DEACTIVATED;
|
||
|
item->flags |= ONESHOT;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
/* Get ground based information */
|
||
|
sword->LOT.step = STEP_SIZE;
|
||
|
sword->LOT.drop = -STEP_SIZE;
|
||
|
sword->LOT.fly = NO_FLYING;
|
||
|
sword->LOT.zone = 1;
|
||
|
CreatureAIInfo(item, &info);
|
||
|
|
||
|
if (item->currentAnimState == 8)
|
||
|
{
|
||
|
/* If flying and not in same zone, then use fly zone */
|
||
|
if (info.zoneNumber != info.enemyZone)
|
||
|
{
|
||
|
sword->LOT.step = WALL_SIZE * 20;
|
||
|
sword->LOT.drop = -WALL_SIZE * 20;
|
||
|
sword->LOT.fly = STEP_SIZE / 4;
|
||
|
sword->LOT.zone = 4;
|
||
|
CreatureAIInfo(item, &info);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
GetCreatureMood(item, &info, VIOLENT);
|
||
|
CreatureMood(item, &info, VIOLENT);
|
||
|
|
||
|
angle = CreatureTurn(item, sword->maximumTurn);
|
||
|
|
||
|
if (item->currentAnimState != 9) // for reload
|
||
|
item->meshBits = 0xffffffff;
|
||
|
|
||
|
switch (item->currentAnimState)
|
||
|
{
|
||
|
case 9:
|
||
|
sword->maximumTurn = 0;
|
||
|
|
||
|
if (!sword->flags)
|
||
|
{
|
||
|
item->meshBits = (item->meshBits << 1) + 1;
|
||
|
sword->flags = 3;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
sword->flags--;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case 1:
|
||
|
sword->maximumTurn = 0;
|
||
|
|
||
|
if (info.ahead)
|
||
|
head = info.angle;
|
||
|
|
||
|
if (lara_alive)
|
||
|
{
|
||
|
if (info.bite && info.distance < 0x100000)
|
||
|
{
|
||
|
if (GetRandomControl() >= 0x4000)
|
||
|
item->goalAnimState = 5;
|
||
|
else
|
||
|
item->goalAnimState = 3;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (info.zoneNumber == info.enemyZone)
|
||
|
item->goalAnimState = 2;
|
||
|
else
|
||
|
item->goalAnimState = 8;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
item->goalAnimState = 7;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case 2:
|
||
|
sword->maximumTurn = ANGLE(9);
|
||
|
|
||
|
if (info.ahead)
|
||
|
head = info.angle;
|
||
|
|
||
|
if (lara_alive)
|
||
|
{
|
||
|
if (info.bite && info.distance < 0x400000)
|
||
|
item->goalAnimState = 10;
|
||
|
else if (info.zoneNumber != info.enemyZone)
|
||
|
item->goalAnimState = 1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
item->goalAnimState = 1;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case 3:
|
||
|
sword->flags = 0;
|
||
|
|
||
|
if (info.ahead)
|
||
|
torso = info.angle;
|
||
|
|
||
|
if (!info.bite || info.distance > 0x100000)
|
||
|
item->goalAnimState = 1;
|
||
|
else
|
||
|
item->goalAnimState = 4;
|
||
|
break;
|
||
|
|
||
|
case 5:
|
||
|
sword->flags = 0;
|
||
|
|
||
|
if (info.ahead)
|
||
|
torso = info.angle;
|
||
|
|
||
|
if (!info.bite || info.distance > 0x100000)
|
||
|
item->goalAnimState = 1;
|
||
|
else
|
||
|
item->goalAnimState = 6;
|
||
|
break;
|
||
|
|
||
|
case 10:
|
||
|
sword->flags = 0;
|
||
|
|
||
|
if (info.ahead)
|
||
|
torso = info.angle;
|
||
|
|
||
|
if (!info.bite || info.distance > 0x400000)
|
||
|
item->goalAnimState = 1;
|
||
|
else
|
||
|
item->goalAnimState = 11;
|
||
|
break;
|
||
|
|
||
|
case 8:
|
||
|
sword->maximumTurn = ANGLE(7);
|
||
|
|
||
|
if (info.ahead)
|
||
|
head = info.angle;
|
||
|
|
||
|
SwordGuardianFly(item);
|
||
|
|
||
|
if (!sword->LOT.fly)
|
||
|
item->goalAnimState = 1;
|
||
|
break;
|
||
|
|
||
|
case 4:
|
||
|
case 6:
|
||
|
case 11:
|
||
|
if (info.ahead)
|
||
|
torso = info.angle;
|
||
|
|
||
|
if (!sword->flags && (item->touchBits & 0xC000))
|
||
|
{
|
||
|
LaraItem->hitPoints -= 300;
|
||
|
LaraItem->hitStatus = true;
|
||
|
CreatureEffect(item, &swordBite, DoBloodSplat);
|
||
|
sword->flags = 1;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (item->hitPoints > 0)
|
||
|
{
|
||
|
CreatureJoint(item, 0, torso);
|
||
|
CreatureJoint(item, 1, head);
|
||
|
CreatureAnimation(itemNum, angle, 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void __cdecl InitialiseSpearGuardian(__int16 itemNum)
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
void __cdecl SpearGuardianControl(__int16 itemNum)
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
void __cdecl InitialiseShivaGuardian(__int16 itemNum)
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
void __cdecl ShivaGuardianControl(__int16 itemNum)
|
||
|
{
|
||
|
|
||
|
}
|