mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-11 04:56:49 +03:00
Refactored energy bubbles function names; Removed LanguageScript.cpp from the project; Working on ID_CROCODILE_GOD;
This commit is contained in:
parent
2e1ac44c08
commit
4991da66f6
10 changed files with 720 additions and 704 deletions
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@ -38,14 +38,14 @@ enum ZoneType
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ZONE_HUMAN_LONGJUMP_AND_MONKEY,
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};
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struct OBJECT_Bones
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struct OBJECT_BONES
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{
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short bone0;
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short bone1;
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short bone2;
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short bone3;
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OBJECT_Bones()
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OBJECT_BONES()
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{
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this->bone0 = 0;
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this->bone1 = 0;
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@ -53,7 +53,7 @@ struct OBJECT_Bones
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this->bone3 = 0;
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}
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OBJECT_Bones(short all)
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OBJECT_BONES(short all)
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{
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this->bone0 = all;
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this->bone1 = all;
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@ -61,7 +61,7 @@ struct OBJECT_Bones
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this->bone3 = all;
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}
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OBJECT_Bones(short angleY, short angleX)
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OBJECT_BONES(short angleY, short angleX)
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{
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this->bone0 = angleY;
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this->bone1 = angleX;
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@ -69,7 +69,7 @@ struct OBJECT_Bones
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this->bone3 = angleX;
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}
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OBJECT_Bones(short angleY, short angleX, bool total)
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OBJECT_BONES(short angleY, short angleX, bool total)
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{
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this->bone0 = angleY;
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this->bone1 = angleX;
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@ -11,426 +11,429 @@
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#include "lara.h"
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#include "tr4_mutant.h"
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void BubblesEffect1(short fxNum, short xVel, short yVel, short zVel)
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namespace ten::entities::all
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{
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FX_INFO* fx = &EffectList[fxNum];
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int dx = LaraItem->pos.xPos - fx->pos.xPos;
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int dz = LaraItem->pos.zPos - fx->pos.zPos;
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if (dx >= -16384 && dx <= 16384 && dz >= -16384 && dz <= 16384)
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void TriggerSethMissileFlame(short fxNum, short xVel, short yVel, short zVel)
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{
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SPARKS* spark = &Sparks[GetFreeSpark()];
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FX_INFO* fx = &EffectList[fxNum];
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spark->on = 1;
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spark->sR = 0;
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spark->dR = 0;
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spark->sG = (GetRandomControl() & 0x7F) + 32;
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spark->sB = spark->dG + 64;
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spark->dB = (GetRandomControl() & 0x7F) + 32;
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spark->dG = spark->dB + 64;
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spark->fadeToBlack = 8;
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spark->colFadeSpeed = (GetRandomControl() & 3) + 4;
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spark->transType = COLADD;
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spark->life = spark->sLife = (GetRandomControl() & 3) + 16;
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spark->y = 0;
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spark->x = (GetRandomControl() & 0xF) - 8;
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spark->xVel = xVel;
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spark->yVel = yVel;
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spark->z = (GetRandomControl() & 0xF) - 8;
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spark->zVel = zVel;
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spark->friction = 68;
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spark->flags = 602;
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spark->rotAng = GetRandomControl() & 0xFFF;
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if (GetRandomControl() & 1)
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int dx = LaraItem->pos.xPos - fx->pos.xPos;
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int dz = LaraItem->pos.zPos - fx->pos.zPos;
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if (dx >= -16384 && dx <= 16384 && dz >= -16384 && dz <= 16384)
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{
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spark->rotAdd = -32 - (GetRandomControl() & 0x1F);
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}
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else
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{
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spark->rotAdd = (GetRandomControl() & 0x1F) + 32;
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}
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spark->gravity = 0;
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spark->maxYvel = 0;
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spark->fxObj = fxNum;
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if (fx->flag1 == 1)
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{
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spark->scalar = 3;
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}
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else
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{
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spark->scalar = 2;
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}
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spark->sSize = spark->size = (GetRandomControl() & 7) + 64;
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spark->dSize = spark->size / 32;
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}
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}
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SPARKS* spark = &Sparks[GetFreeSpark()];
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void BubblesEffect2(short fxNum, short xVel, short yVel, short zVel)
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{
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FX_INFO* fx = &EffectList[fxNum];
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int dx = LaraItem->pos.xPos - fx->pos.xPos;
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int dz = LaraItem->pos.zPos - fx->pos.zPos;
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if (dx >= -16384 && dx <= 16384 && dz >= -16384 && dz <= 16384)
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{
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SPARKS* spark = &Sparks[GetFreeSpark()];
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spark->on = 1;
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spark->sR = 0;
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spark->sG = (GetRandomControl() & 0x7F) + 32;
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spark->sB = spark->dG + 64;
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spark->dB = 0;
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spark->dG = spark->dR = (GetRandomControl() & 0x7F) + 32;
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spark->fadeToBlack = 8;
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spark->colFadeSpeed = (GetRandomControl() & 3) + 4;
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spark->transType = COLADD;
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spark->life = spark->sLife = (GetRandomControl() & 3) + 16;
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spark->y = 0;
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spark->x = (GetRandomControl() & 0xF) - 8;
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spark->xVel = xVel;
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spark->zVel = zVel;
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spark->z = (GetRandomControl() & 0xF) - 8;
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spark->yVel = yVel;
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spark->friction = 68;
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spark->flags = 602;
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spark->rotAng = GetRandomControl() & 0xFFF;
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if (GetRandomControl() & 1)
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{
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spark->rotAdd = -32 - (GetRandomControl() & 0x1F);
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}
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else
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{
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spark->rotAdd = (GetRandomControl() & 0x1F) + 32;
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}
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spark->gravity = 0;
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spark->maxYvel = 0;
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spark->fxObj = fxNum;
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spark->scalar = 2;
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spark->sSize = spark->size = (GetRandomControl() & 7) + 64;
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spark->dSize = spark->size / 32;
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}
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}
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void BubblesEffect4(short fxNum, short xVel, short yVel, short zVel)
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{
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FX_INFO* fx = &EffectList[fxNum];
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int dx = LaraItem->pos.xPos - fx->pos.xPos;
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int dz = LaraItem->pos.zPos - fx->pos.zPos;
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if (dx >= -16384 && dx <= 16384 && dz >= -16384 && dz <= 16384)
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{
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SPARKS* spark = &Sparks[GetFreeSpark()];
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spark->on = 1;
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if (fx->flag1 == 3 || fx->flag1 == 4)
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{
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spark->on = 1;
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spark->sR = 0;
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spark->dR = 0;
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spark->sB = (GetRandomControl() & 0x7F) + 32;
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spark->sG = spark->sB + 64;
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spark->dG = (GetRandomControl() & 0x7F) + 32;
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spark->dB = spark->dG + 64;
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}
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else
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{
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spark->sR = (GetRandomControl() & 0x7F) + 32;
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spark->sG = spark->sR - (GetRandomControl() & 0x1F);
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spark->sB = 0;
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spark->dR = (GetRandomControl() & 0x7F) + 32;
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spark->dB = 0;
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spark->dG = spark->dR - (GetRandomControl() & 0x1F);
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}
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spark->fadeToBlack = 8;
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spark->colFadeSpeed = (GetRandomControl() & 3) + 4;
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spark->transType = COLADD;
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spark->life = spark->sLife = (GetRandomControl() & 3) + 16;
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spark->y = 0;
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spark->x = (GetRandomControl() & 0xF) - 8;
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spark->yVel = yVel;
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spark->zVel = zVel;
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spark->z = (GetRandomControl() & 0xF) - 8;
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spark->xVel = xVel;
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spark->friction = 68;
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spark->flags = 602;
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spark->rotAng = GetRandomControl() & 0xFFF;
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if (GetRandomControl() & 1)
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{
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spark->rotAdd = -32 - (GetRandomControl() & 0x1F);
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}
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else
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{
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spark->rotAdd = (GetRandomControl() & 0x1F) + 32;
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}
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spark->gravity = 0;
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spark->maxYvel = 0;
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spark->fxObj = fxNum;
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spark->scalar = 2;
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spark->sSize = spark->size = (GetRandomControl() & 7) + 64;
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spark->dSize = spark->size / 32;
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}
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}
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void BubblesShatterFunction(FX_INFO* fx, int param1, int param2)
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{
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ShatterItem.yRot = fx->pos.yRot;
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ShatterItem.meshp = &g_Level.Meshes[fx->frameNumber];
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ShatterItem.sphere.x = fx->pos.xPos;
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ShatterItem.sphere.y = fx->pos.yPos;
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ShatterItem.sphere.z = fx->pos.zPos;
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ShatterItem.bit = 0;
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ShatterItem.flags = fx->flag2 & 0x400;
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ShatterObject(&ShatterItem, 0, param2, fx->roomNumber, param1);
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}
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void BubblesControl(short fxNum)
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{
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FX_INFO* fx = &EffectList[fxNum];
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short angles[2];
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phd_GetVectorAngles(
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LaraItem->pos.xPos - fx->pos.xPos,
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LaraItem->pos.yPos - fx->pos.yPos - STEP_SIZE,
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LaraItem->pos.zPos - fx->pos.zPos,
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angles);
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int maxRotation = 0;
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int maxSpeed = 0;
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if (fx->flag1 == 1)
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{
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maxRotation = 512;
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maxSpeed = 256;
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}
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else
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{
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if (fx->flag1 == 6)
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{
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if (fx->counter)
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spark->sG = (GetRandomControl() & 0x7F) + 32;
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spark->sB = spark->dG + 64;
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spark->dB = (GetRandomControl() & 0x7F) + 32;
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spark->dG = spark->dB + 64;
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spark->fadeToBlack = 8;
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spark->colFadeSpeed = (GetRandomControl() & 3) + 4;
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spark->transType = TransTypeEnum::COLADD;
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spark->life = spark->sLife = (GetRandomControl() & 3) + 16;
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spark->y = 0;
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spark->x = (GetRandomControl() & 0xF) - 8;
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spark->xVel = xVel;
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spark->yVel = yVel;
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spark->z = (GetRandomControl() & 0xF) - 8;
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spark->zVel = zVel;
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spark->friction = 68;
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spark->flags = 602;
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spark->rotAng = GetRandomControl() & 0xFFF;
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if (GetRandomControl() & 1)
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{
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fx->counter--;
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spark->rotAdd = -32 - (GetRandomControl() & 0x1F);
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}
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maxRotation = 256;
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else
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{
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spark->rotAdd = (GetRandomControl() & 0x1F) + 32;
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}
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spark->gravity = 0;
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spark->maxYvel = 0;
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spark->fxObj = fxNum;
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if (fx->flag1 == 1)
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{
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spark->scalar = 3;
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}
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else
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{
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spark->scalar = 2;
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}
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spark->sSize = spark->size = (GetRandomControl() & 7) + 64;
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spark->dSize = spark->size / 32;
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}
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else
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{
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maxRotation = 768;
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}
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maxSpeed = 192;
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}
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if (fx->speed < maxSpeed)
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void TriggerHarpyFlameFlame(short fxNum, short xVel, short yVel, short zVel)
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{
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if (fx->flag1 == 6)
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FX_INFO* fx = &EffectList[fxNum];
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int dx = LaraItem->pos.xPos - fx->pos.xPos;
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int dz = LaraItem->pos.zPos - fx->pos.zPos;
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if (dx >= -16384 && dx <= 16384 && dz >= -16384 && dz <= 16384)
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{
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fx->speed++;
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SPARKS* spark = &Sparks[GetFreeSpark()];
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spark->on = 1;
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spark->sR = 0;
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spark->sG = (GetRandomControl() & 0x7F) + 32;
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spark->sB = spark->dG + 64;
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spark->dB = 0;
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spark->dG = spark->dR = (GetRandomControl() & 0x7F) + 32;
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spark->fadeToBlack = 8;
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spark->colFadeSpeed = (GetRandomControl() & 3) + 4;
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spark->transType = COLADD;
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spark->life = spark->sLife = (GetRandomControl() & 3) + 16;
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spark->y = 0;
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spark->x = (GetRandomControl() & 0xF) - 8;
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spark->xVel = xVel;
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spark->zVel = zVel;
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spark->z = (GetRandomControl() & 0xF) - 8;
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spark->yVel = yVel;
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spark->friction = 68;
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spark->flags = 602;
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spark->rotAng = GetRandomControl() & 0xFFF;
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if (GetRandomControl() & 1)
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{
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spark->rotAdd = -32 - (GetRandomControl() & 0x1F);
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}
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else
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{
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spark->rotAdd = (GetRandomControl() & 0x1F) + 32;
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}
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spark->gravity = 0;
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spark->maxYvel = 0;
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spark->fxObj = fxNum;
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spark->scalar = 2;
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spark->sSize = spark->size = (GetRandomControl() & 7) + 64;
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spark->dSize = spark->size / 32;
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}
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else
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{
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fx->speed += 3;
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}
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int dy = angles[0] - fx->pos.yRot;
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if (abs(dy) <= ANGLE(180.0f))
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{
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dy = -dy;
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}
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int dx = angles[1] - fx->pos.xRot;
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if (abs(dx) <= ANGLE(180.0f))
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dx = -dx;
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dy /= 8;
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dx /= 8;
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if (dy < -maxRotation)
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dy = -maxRotation;
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else if (dy > maxRotation)
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dy = maxRotation;
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if (dx < -maxRotation)
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dx = -maxRotation;
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else if (dx > maxRotation)
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dx = maxRotation;
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if (fx->flag1 != 4 && (fx->flag1 != 6 || !fx->counter))
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{
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fx->pos.yRot += dy;
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}
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fx->pos.xRot += dx;
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}
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fx->pos.zRot += 16 * fx->speed;
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if (fx->flag1 == 6)
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fx->pos.zRot += 16 * fx->speed;
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int oldX = fx->pos.xPos;
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int oldY = fx->pos.yPos;
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int oldZ = fx->pos.zPos;
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int speed = (fx->speed * phd_cos(fx->pos.xRot));
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fx->pos.zPos += (speed * phd_cos(fx->pos.yRot));
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fx->pos.xPos += (speed * phd_sin(fx->pos.yRot));
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fx->pos.yPos += -((fx->speed * phd_sin(fx->pos.xRot))) + fx->fallspeed;
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short roomNumber = fx->roomNumber;
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FLOOR_INFO* floor = GetFloor(fx->pos.xPos, fx->pos.yPos, fx->pos.zPos, &roomNumber);
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int floorHeight = GetFloorHeight(floor, fx->pos.xPos, fx->pos.yPos, fx->pos.zPos);
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int ceilingHeight = GetCeiling(floor, fx->pos.xPos, fx->pos.yPos, fx->pos.zPos);
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if (fx->pos.yPos >= floorHeight || fx->pos.yPos <= ceilingHeight)
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void TriggerDemigodMissileFlame(short fxNum, short xVel, short yVel, short zVel)
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{
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fx->pos.xPos = oldX;
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fx->pos.yPos = oldY;
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fx->pos.zPos = oldZ;
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FX_INFO* fx = &EffectList[fxNum];
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int dx = LaraItem->pos.xPos - fx->pos.xPos;
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int dz = LaraItem->pos.zPos - fx->pos.zPos;
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if (dx >= -16384 && dx <= 16384 && dz >= -16384 && dz <= 16384)
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{
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SPARKS* spark = &Sparks[GetFreeSpark()];
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spark->on = 1;
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if (fx->flag1 == 3 || fx->flag1 == 4)
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{
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spark->sR = 0;
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spark->dR = 0;
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spark->sB = (GetRandomControl() & 0x7F) + 32;
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spark->sG = spark->sB + 64;
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spark->dG = (GetRandomControl() & 0x7F) + 32;
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spark->dB = spark->dG + 64;
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}
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else
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{
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spark->sR = (GetRandomControl() & 0x7F) + 32;
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spark->sG = spark->sR - (GetRandomControl() & 0x1F);
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spark->sB = 0;
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spark->dR = (GetRandomControl() & 0x7F) + 32;
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spark->dB = 0;
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spark->dG = spark->dR - (GetRandomControl() & 0x1F);
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}
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spark->fadeToBlack = 8;
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spark->colFadeSpeed = (GetRandomControl() & 3) + 4;
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spark->transType = COLADD;
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spark->life = spark->sLife = (GetRandomControl() & 3) + 16;
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spark->y = 0;
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spark->x = (GetRandomControl() & 0xF) - 8;
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spark->yVel = yVel;
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spark->zVel = zVel;
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spark->z = (GetRandomControl() & 0xF) - 8;
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spark->xVel = xVel;
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spark->friction = 68;
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spark->flags = 602;
|
||||
spark->rotAng = GetRandomControl() & 0xFFF;
|
||||
if (GetRandomControl() & 1)
|
||||
{
|
||||
spark->rotAdd = -32 - (GetRandomControl() & 0x1F);
|
||||
}
|
||||
else
|
||||
{
|
||||
spark->rotAdd = (GetRandomControl() & 0x1F) + 32;
|
||||
}
|
||||
spark->gravity = 0;
|
||||
spark->maxYvel = 0;
|
||||
spark->fxObj = fxNum;
|
||||
spark->scalar = 2;
|
||||
spark->sSize = spark->size = (GetRandomControl() & 7) + 64;
|
||||
spark->dSize = spark->size / 32;
|
||||
}
|
||||
}
|
||||
|
||||
void BubblesShatterFunction(FX_INFO* fx, int param1, int param2)
|
||||
{
|
||||
ShatterItem.yRot = fx->pos.yRot;
|
||||
ShatterItem.meshp = &g_Level.Meshes[fx->frameNumber];
|
||||
ShatterItem.sphere.x = fx->pos.xPos;
|
||||
ShatterItem.sphere.y = fx->pos.yPos;
|
||||
ShatterItem.sphere.z = fx->pos.zPos;
|
||||
ShatterItem.bit = 0;
|
||||
ShatterItem.flags = fx->flag2 & 0x400;
|
||||
ShatterObject(&ShatterItem, 0, param2, fx->roomNumber, param1);
|
||||
}
|
||||
|
||||
void ControlEnemyMissile(short fxNum)
|
||||
{
|
||||
FX_INFO* fx = &EffectList[fxNum];
|
||||
|
||||
short angles[2];
|
||||
phd_GetVectorAngles(
|
||||
LaraItem->pos.xPos - fx->pos.xPos,
|
||||
LaraItem->pos.yPos - fx->pos.yPos - STEP_SIZE,
|
||||
LaraItem->pos.zPos - fx->pos.zPos,
|
||||
angles);
|
||||
|
||||
int maxRotation = 0;
|
||||
int maxSpeed = 0;
|
||||
|
||||
if (fx->flag1 != 6)
|
||||
BubblesShatterFunction(fx, 0, -32);
|
||||
|
||||
if (fx->flag1 == 1)
|
||||
{
|
||||
TriggerShockwave(&fx->pos, 32, 160, 64, 64, 128, 00, 24, (((~g_Level.Rooms[fx->roomNumber].flags) / 16) & 2) * 65536, 0);
|
||||
TriggerExplosionSparks(oldX, oldY, oldZ, 3, -2, 2, fx->roomNumber);
|
||||
maxRotation = 512;
|
||||
maxSpeed = 256;
|
||||
}
|
||||
else
|
||||
{
|
||||
int shockwaveValue = 0;
|
||||
byte r, g, b, life;
|
||||
|
||||
if (fx->flag1)
|
||||
if (fx->flag1 == 6)
|
||||
{
|
||||
if (fx->flag1 == 3 || fx->flag1 == 4)
|
||||
if (fx->counter)
|
||||
{
|
||||
shockwaveValue = 268451968;
|
||||
r = 128;
|
||||
g = 64;
|
||||
b = 0;
|
||||
life = 16;
|
||||
fx->counter--;
|
||||
}
|
||||
else if (fx->flag1 == 5)
|
||||
maxRotation = 256;
|
||||
}
|
||||
else
|
||||
{
|
||||
maxRotation = 768;
|
||||
}
|
||||
maxSpeed = 192;
|
||||
}
|
||||
|
||||
if (fx->speed < maxSpeed)
|
||||
{
|
||||
if (fx->flag1 == 6)
|
||||
{
|
||||
fx->speed++;
|
||||
}
|
||||
else
|
||||
{
|
||||
fx->speed += 3;
|
||||
}
|
||||
|
||||
int dy = angles[0] - fx->pos.yRot;
|
||||
if (abs(dy) <= ANGLE(180.0f))
|
||||
{
|
||||
dy = -dy;
|
||||
}
|
||||
|
||||
int dx = angles[1] - fx->pos.xRot;
|
||||
if (abs(dx) <= ANGLE(180.0f))
|
||||
dx = -dx;
|
||||
|
||||
dy /= 8;
|
||||
dx /= 8;
|
||||
|
||||
if (dy < -maxRotation)
|
||||
dy = -maxRotation;
|
||||
else if (dy > maxRotation)
|
||||
dy = maxRotation;
|
||||
|
||||
if (dx < -maxRotation)
|
||||
dx = -maxRotation;
|
||||
else if (dx > maxRotation)
|
||||
dx = maxRotation;
|
||||
|
||||
if (fx->flag1 != 4 && (fx->flag1 != 6 || !fx->counter))
|
||||
{
|
||||
fx->pos.yRot += dy;
|
||||
}
|
||||
fx->pos.xRot += dx;
|
||||
}
|
||||
|
||||
fx->pos.zRot += 16 * fx->speed;
|
||||
if (fx->flag1 == 6)
|
||||
fx->pos.zRot += 16 * fx->speed;
|
||||
|
||||
int oldX = fx->pos.xPos;
|
||||
int oldY = fx->pos.yPos;
|
||||
int oldZ = fx->pos.zPos;
|
||||
|
||||
int speed = (fx->speed * phd_cos(fx->pos.xRot));
|
||||
fx->pos.zPos += (speed * phd_cos(fx->pos.yRot));
|
||||
fx->pos.xPos += (speed * phd_sin(fx->pos.yRot));
|
||||
fx->pos.yPos += -((fx->speed * phd_sin(fx->pos.xRot))) + fx->fallspeed;
|
||||
|
||||
short roomNumber = fx->roomNumber;
|
||||
FLOOR_INFO* floor = GetFloor(fx->pos.xPos, fx->pos.yPos, fx->pos.zPos, &roomNumber);
|
||||
int floorHeight = GetFloorHeight(floor, fx->pos.xPos, fx->pos.yPos, fx->pos.zPos);
|
||||
int ceilingHeight = GetCeiling(floor, fx->pos.xPos, fx->pos.yPos, fx->pos.zPos);
|
||||
|
||||
if (fx->pos.yPos >= floorHeight || fx->pos.yPos <= ceilingHeight)
|
||||
{
|
||||
fx->pos.xPos = oldX;
|
||||
fx->pos.yPos = oldY;
|
||||
fx->pos.zPos = oldZ;
|
||||
|
||||
if (fx->flag1 != 6)
|
||||
BubblesShatterFunction(fx, 0, -32);
|
||||
|
||||
if (fx->flag1 == 1)
|
||||
{
|
||||
TriggerShockwave(&fx->pos, 32, 160, 64, 64, 128, 00, 24, (((~g_Level.Rooms[fx->roomNumber].flags) / 16) & 2) * 65536, 0);
|
||||
TriggerExplosionSparks(oldX, oldY, oldZ, 3, -2, 2, fx->roomNumber);
|
||||
}
|
||||
else
|
||||
{
|
||||
int shockwaveValue = 0;
|
||||
byte r, g, b, life;
|
||||
|
||||
if (fx->flag1)
|
||||
{
|
||||
shockwaveValue = 276848640;
|
||||
r = 0;
|
||||
g = 96;
|
||||
b = 128;
|
||||
life = 16;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (fx->flag1 != 2)
|
||||
if (fx->flag1 == 3 || fx->flag1 == 4)
|
||||
{
|
||||
if (fx->flag1 == 6)
|
||||
{
|
||||
TriggerExplosionSparks(oldX, oldY, oldZ, 3, -2, 0, fx->roomNumber);
|
||||
TriggerShockwave(&fx->pos, 48, 240, 64, 0, 96, 128, 24, 0, 2);
|
||||
fx->pos.yPos -= 128;
|
||||
TriggerShockwave(&fx->pos, 48, 240, 48, 0, 112, 128, 16, 0, 2);
|
||||
fx->pos.yPos += 256;
|
||||
TriggerShockwave(&fx->pos, 48, 240, 48, 0, 112, 128, 16, 0, 2);
|
||||
}
|
||||
shockwaveValue = 268451968;
|
||||
r = 128;
|
||||
g = 64;
|
||||
b = 0;
|
||||
life = 16;
|
||||
}
|
||||
else
|
||||
else if (fx->flag1 == 5)
|
||||
{
|
||||
shockwaveValue = 276856832;
|
||||
shockwaveValue = 276848640;
|
||||
r = 0;
|
||||
g = 128;
|
||||
g = 96;
|
||||
b = 128;
|
||||
life = 16;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (fx->flag1 != 2)
|
||||
{
|
||||
if (fx->flag1 == 6)
|
||||
{
|
||||
TriggerExplosionSparks(oldX, oldY, oldZ, 3, -2, 0, fx->roomNumber);
|
||||
TriggerShockwave(&fx->pos, 48, 240, 64, 0, 96, 128, 24, 0, 2);
|
||||
fx->pos.yPos -= 128;
|
||||
TriggerShockwave(&fx->pos, 48, 240, 48, 0, 112, 128, 16, 0, 2);
|
||||
fx->pos.yPos += 256;
|
||||
TriggerShockwave(&fx->pos, 48, 240, 48, 0, 112, 128, 16, 0, 2);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
shockwaveValue = 276856832;
|
||||
r = 0;
|
||||
g = 128;
|
||||
b = 128;
|
||||
life = 16;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
shockwaveValue = 268468288;
|
||||
r = 64;
|
||||
g = 128;
|
||||
b = 0;
|
||||
life = 16;
|
||||
}
|
||||
|
||||
TriggerShockwave(&fx->pos, 32, 160, 64, r, g, b, life, 0, 0);
|
||||
}
|
||||
|
||||
KillEffect(fxNum);
|
||||
return;
|
||||
}
|
||||
|
||||
if (ItemNearLara(&fx->pos, 200))
|
||||
{
|
||||
LaraItem->hitStatus = true;
|
||||
if (fx->flag1 != 6)
|
||||
{
|
||||
BubblesShatterFunction(fx, 0, -32);
|
||||
}
|
||||
|
||||
KillEffect(fxNum);
|
||||
|
||||
if (fx->flag1 == 1)
|
||||
{
|
||||
TriggerShockwave(&fx->pos, 48, 240, 64, 64, 128, 0, 24, 0, 0);
|
||||
TriggerExplosionSparks(oldX, oldY, oldZ, 3, -2, 2, fx->roomNumber);
|
||||
LaraBurn();
|
||||
}
|
||||
else if (fx->flag1)
|
||||
{
|
||||
switch (fx->flag1)
|
||||
{
|
||||
case 3:
|
||||
case 4:
|
||||
TriggerShockwave(&fx->pos, 32, 160, 64, 128, 64, 0, 16, 0, 1);
|
||||
break;
|
||||
case 5:
|
||||
TriggerShockwave(&fx->pos, 32, 160, 64, 0, 96, 128, 16, 0, 2);
|
||||
break;
|
||||
case 2:
|
||||
TriggerShockwave(&fx->pos, 32, 160, 64, 0, 128, 128, 16, 0, 2);
|
||||
break;
|
||||
case 6:
|
||||
TriggerExplosionSparks(oldX, oldY, oldZ, 3, -2, 0, fx->roomNumber);
|
||||
TriggerShockwave(&fx->pos, 48, 240, 64, 0, 96, 128, 24, 0, 0);
|
||||
fx->pos.yPos -= 128;
|
||||
TriggerShockwave(&fx->pos, 48, 240, 48, 0, 112, 128, 16, 0, 0);
|
||||
fx->pos.yPos += 256;
|
||||
TriggerShockwave(&fx->pos, 48, 240, 48, 0, 112, 128, 16, 0, 0);
|
||||
LaraBurn();
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
shockwaveValue = 268468288;
|
||||
r = 64;
|
||||
g = 128;
|
||||
b = 0;
|
||||
life = 16;
|
||||
}
|
||||
|
||||
TriggerShockwave(&fx->pos, 32, 160, 64, r, g, b, life, 0, 0);
|
||||
}
|
||||
|
||||
KillEffect(fxNum);
|
||||
return;
|
||||
}
|
||||
|
||||
if (ItemNearLara(&fx->pos, 200))
|
||||
{
|
||||
LaraItem->hitStatus = true;
|
||||
if (fx->flag1 != 6)
|
||||
{
|
||||
BubblesShatterFunction(fx, 0, -32);
|
||||
}
|
||||
|
||||
KillEffect(fxNum);
|
||||
|
||||
if (fx->flag1 == 1)
|
||||
{
|
||||
TriggerShockwave(&fx->pos, 48, 240, 64, 64, 128, 0, 24, 0, 0);
|
||||
TriggerExplosionSparks(oldX, oldY, oldZ, 3, -2, 2, fx->roomNumber);
|
||||
LaraBurn();
|
||||
}
|
||||
else if (fx->flag1)
|
||||
{
|
||||
switch (fx->flag1)
|
||||
{
|
||||
case 3:
|
||||
case 4:
|
||||
TriggerShockwave(&fx->pos, 32, 160, 64, 128, 64, 0, 16, 0, 1);
|
||||
break;
|
||||
case 5:
|
||||
TriggerShockwave(&fx->pos, 32, 160, 64, 0, 96, 128, 16, 0, 2);
|
||||
break;
|
||||
case 2:
|
||||
TriggerShockwave(&fx->pos, 32, 160, 64, 0, 128, 128, 16, 0, 2);
|
||||
break;
|
||||
case 6:
|
||||
TriggerExplosionSparks(oldX, oldY, oldZ, 3, -2, 0, fx->roomNumber);
|
||||
TriggerShockwave(&fx->pos, 48, 240, 64, 0, 96, 128, 24, 0, 0);
|
||||
fx->pos.yPos -= 128;
|
||||
TriggerShockwave(&fx->pos, 48, 240, 48, 0, 112, 128, 16, 0, 0);
|
||||
fx->pos.yPos += 256;
|
||||
TriggerShockwave(&fx->pos, 48, 240, 48, 0, 112, 128, 16, 0, 0);
|
||||
LaraBurn();
|
||||
break;
|
||||
TriggerShockwave(&fx->pos, 24, 88, 48, 64, 128, 0, 16, (((~g_Level.Rooms[fx->roomNumber].flags) / 16) & 2) * 65536, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
TriggerShockwave( &fx->pos, 24, 88, 48, 64, 128, 0, 16, (((~g_Level.Rooms[fx->roomNumber].flags) / 16) & 2) * 65536, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (roomNumber != fx->roomNumber)
|
||||
EffectNewRoom(fxNum, roomNumber);
|
||||
if (roomNumber != fx->roomNumber)
|
||||
EffectNewRoom(fxNum, roomNumber);
|
||||
|
||||
int dx = oldX - fx->pos.xPos;
|
||||
int dy = oldY - fx->pos.yPos;
|
||||
int dz = oldZ - fx->pos.zPos;
|
||||
int dx = oldX - fx->pos.xPos;
|
||||
int dy = oldY - fx->pos.yPos;
|
||||
int dz = oldZ - fx->pos.zPos;
|
||||
|
||||
if (Wibble & 4)
|
||||
{
|
||||
switch (fx->flag1)
|
||||
if (Wibble & 4)
|
||||
{
|
||||
switch (fx->flag1)
|
||||
{
|
||||
default:
|
||||
case 1:
|
||||
BubblesEffect1(fxNum, 32 * dx, 32 * dy, 32 * dz);
|
||||
TriggerSethMissileFlame(fxNum, 32 * dx, 32 * dy, 32 * dz);
|
||||
break;
|
||||
case 2:
|
||||
BubblesEffect2(fxNum, 16 * dx, 16 * dy, 16 * dz);
|
||||
TriggerHarpyFlameFlame(fxNum, 16 * dx, 16 * dy, 16 * dz);
|
||||
break;
|
||||
case 3:
|
||||
case 4:
|
||||
case 5:
|
||||
BubblesEffect4(fxNum, 16 * dx, 16 * dy, 16 * dz);
|
||||
TriggerDemigodMissileFlame(fxNum, 16 * dx, 16 * dy, 16 * dz);
|
||||
break;
|
||||
case 6:
|
||||
TriggerMutantRocketEffects(fxNum, 16 * dx, 16 * dy, 16 * dz);
|
||||
ten::entities::tr4::TriggerCrocgodMissileFlame(fxNum, 16 * dx, 16 * dy, 16 * dz);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,3 +1,6 @@
|
|||
#pragma once
|
||||
|
||||
void BubblesControl(short fxNum);
|
||||
namespace ten::entities::all
|
||||
{
|
||||
void ControlEnemyMissile(short fxNum);
|
||||
}
|
|
@ -104,7 +104,7 @@ void CrocodileControl(short itemNumber)
|
|||
OBJECT_INFO* obj;
|
||||
CREATURE_INFO* crocodile;
|
||||
AI_INFO info;
|
||||
OBJECT_Bones boneRot;
|
||||
OBJECT_BONES boneRot;
|
||||
short angle;
|
||||
short boneAngle;
|
||||
|
||||
|
|
|
@ -10,341 +10,324 @@
|
|||
#include "objectslist.h"
|
||||
#include "trmath.h"
|
||||
|
||||
enum MUTANT_STATE
|
||||
namespace ten::entities::tr4
|
||||
{
|
||||
MUTANT_EMPTY,
|
||||
MUTANT_APPEAR,
|
||||
MUTANT_IDLE,
|
||||
MUTANT_SHOOT,
|
||||
MUTANT_LOCUST1,
|
||||
MUTANT_LOCUST2,
|
||||
};
|
||||
|
||||
enum class MissileRotationType
|
||||
{
|
||||
M_FRONT,
|
||||
M_LEFT,
|
||||
M_RIGHT
|
||||
};
|
||||
|
||||
constexpr auto MUTANT_ANIM_APPEAR = 0;
|
||||
constexpr auto MUTANT_SHOOT_RANGE = SQUARE(SECTOR(10));
|
||||
constexpr auto MUTANT_LOCUST1_RANGE = SQUARE(SECTOR(15));
|
||||
constexpr auto MUTANT_LOCUST2_RANGE = SQUARE(SECTOR(30));
|
||||
|
||||
static void TriggerMutantRocket(PHD_3DPOS* src, short roomNumber, short counter)
|
||||
{
|
||||
FX_INFO* fx;
|
||||
short fxNumber = NO_ITEM;
|
||||
|
||||
fxNumber = CreateNewEffect(roomNumber);
|
||||
if (fxNumber != NO_ITEM)
|
||||
void TriggerCrocgodMissile(PHD_3DPOS* src, short roomNumber, short counter)
|
||||
{
|
||||
FX_INFO* fx;
|
||||
short fxNumber = NO_ITEM;
|
||||
|
||||
fxNumber = CreateNewEffect(roomNumber);
|
||||
if (fxNumber != NO_ITEM)
|
||||
{
|
||||
fx = &EffectList[fxNumber];
|
||||
fx->pos.xPos = src->xPos;
|
||||
fx->pos.yPos = src->yPos - (GetRandomControl() & 0x3F) - 32;
|
||||
fx->pos.zPos = src->zPos;
|
||||
fx->pos.xRot = src->xRot;
|
||||
fx->pos.yRot = src->yRot;
|
||||
fx->pos.zRot = 0;
|
||||
fx->roomNumber = roomNumber;
|
||||
fx->counter = 16 * counter + 15;
|
||||
fx->objectNumber = ID_ENERGY_BUBBLES;
|
||||
fx->frameNumber = Objects[fx->objectNumber].meshIndex + 5 * 2;
|
||||
fx->speed = (GetRandomControl() & 0x1F) + 96;
|
||||
fx->flag1 = 6;
|
||||
}
|
||||
}
|
||||
|
||||
void TriggerCrocgodMissileFlame(short fxNumber, short xVel, short yVel, short zVel)
|
||||
{
|
||||
FX_INFO* fx;
|
||||
SPARKS* sptr;
|
||||
BYTE color, life, size;
|
||||
|
||||
//x = LaraItem->pos.xPos - Effects[m_fxNumber].pos.xPos;
|
||||
//z = LaraItem->pos.zPos - Effects[m_fxNumber].pos.zPos;
|
||||
//if (x >= -0x4000u && x <= 0x4000 && z >= -0x4000u && z <= 0x4000)
|
||||
|
||||
fx = &EffectList[fxNumber];
|
||||
fx->pos.xPos = src->xPos;
|
||||
fx->pos.yPos = src->yPos - (GetRandomControl() & 0x3F) - 32;
|
||||
fx->pos.zPos = src->zPos;
|
||||
fx->pos.xRot = src->xRot;
|
||||
fx->pos.yRot = src->yRot;
|
||||
fx->pos.zRot = 0;
|
||||
fx->roomNumber = roomNumber;
|
||||
fx->counter = 16 * counter + 15;
|
||||
fx->objectNumber = ID_ENERGY_BUBBLES;
|
||||
fx->frameNumber = Objects[fx->objectNumber].meshIndex + 5 * 2;
|
||||
fx->speed = (GetRandomControl() & 0x1F) + 96;
|
||||
fx->flag1 = 6;
|
||||
}
|
||||
}
|
||||
|
||||
void TriggerMutantRocketEffects(short fxNumber, short xVel, short yVel, short zVel)
|
||||
{
|
||||
FX_INFO* fx;
|
||||
SPARKS* sptr;
|
||||
BYTE color, life, size;
|
||||
|
||||
//x = LaraItem->pos.xPos - Effects[m_fxNumber].pos.xPos;
|
||||
//z = LaraItem->pos.zPos - Effects[m_fxNumber].pos.zPos;
|
||||
//if (x >= -0x4000u && x <= 0x4000 && z >= -0x4000u && z <= 0x4000)
|
||||
|
||||
fx = &EffectList[fxNumber];
|
||||
sptr = &Sparks[GetFreeSpark()];
|
||||
sptr->on = true;
|
||||
color = (GetRandomControl() & 0x3F) - 128;
|
||||
sptr->sB = 0;
|
||||
sptr->sR = color;
|
||||
sptr->sG = color / 2;
|
||||
color = (GetRandomControl() & 0x3F) - 128;
|
||||
sptr->dB = 0;
|
||||
sptr->dR = color;
|
||||
sptr->dG = color / 2;
|
||||
sptr->fadeToBlack = 8;
|
||||
sptr->colFadeSpeed = (GetRandomControl() & 3) + 8;
|
||||
sptr->transType = COLADD;
|
||||
sptr->dynamic = -1;
|
||||
life = (GetRandomControl() & 7) + 32;
|
||||
sptr->life = life;
|
||||
sptr->sLife = life;
|
||||
sptr->x = (GetRandomControl() & 0xF) - 8;
|
||||
sptr->y = 0;
|
||||
sptr->z = (GetRandomControl() & 0xF) - 8;
|
||||
sptr->x += fx->pos.xPos;
|
||||
sptr->y += fx->pos.yPos;
|
||||
sptr->z += fx->pos.zPos;
|
||||
sptr->xVel = xVel;
|
||||
sptr->yVel = yVel;
|
||||
sptr->zVel = zVel;
|
||||
sptr->friction = 34;
|
||||
sptr->flags = SP_EXPDEF | SP_ROTATE | SP_DEF | SP_SCALE;
|
||||
sptr->rotAng = GetRandomControl() & 0xFFF;
|
||||
if (GetRandomControl() & 1)
|
||||
sptr->rotAdd = (GetRandomControl() & 0x1F) - 32;
|
||||
else
|
||||
sptr->rotAdd = (GetRandomControl() & 0x1F) + 32;
|
||||
sptr->gravity = 0;
|
||||
sptr->maxYvel = 0;
|
||||
sptr->fxObj = byte(fxNumber);
|
||||
sptr->scalar = 2;
|
||||
size = (GetRandomControl() & 0xF) + 128;
|
||||
sptr->size = size;
|
||||
sptr->sSize = size;
|
||||
sptr->dSize = size / 4;
|
||||
}
|
||||
|
||||
static void ShootFireball(PHD_3DPOS* src, MissileRotationType rotation, short roomNumber, int timer)
|
||||
{
|
||||
switch (rotation)
|
||||
{
|
||||
case MissileRotationType::M_LEFT:
|
||||
src->yRot -= GetRandomControl() % 0x2000;
|
||||
break;
|
||||
case MissileRotationType::M_RIGHT:
|
||||
src->yRot += GetRandomControl() % 0x2000;
|
||||
break;
|
||||
sptr = &Sparks[GetFreeSpark()];
|
||||
sptr->on = true;
|
||||
color = (GetRandomControl() & 0x3F) - 128;
|
||||
sptr->sB = 0;
|
||||
sptr->sR = color;
|
||||
sptr->sG = color / 2;
|
||||
color = (GetRandomControl() & 0x3F) - 128;
|
||||
sptr->dB = 0;
|
||||
sptr->dR = color;
|
||||
sptr->dG = color / 2;
|
||||
sptr->fadeToBlack = 8;
|
||||
sptr->colFadeSpeed = (GetRandomControl() & 3) + 8;
|
||||
sptr->transType = TransTypeEnum::COLADD;
|
||||
sptr->dynamic = -1;
|
||||
life = (GetRandomControl() & 7) + 32;
|
||||
sptr->life = life;
|
||||
sptr->sLife = life;
|
||||
sptr->x = (GetRandomControl() & 0xF) - 8;
|
||||
sptr->y = 0;
|
||||
sptr->z = (GetRandomControl() & 0xF) - 8;
|
||||
sptr->x += fx->pos.xPos;
|
||||
sptr->y += fx->pos.yPos;
|
||||
sptr->z += fx->pos.zPos;
|
||||
sptr->xVel = xVel;
|
||||
sptr->yVel = yVel;
|
||||
sptr->zVel = zVel;
|
||||
sptr->friction = 34;
|
||||
sptr->flags = SP_EXPDEF | SP_ROTATE | SP_DEF | SP_SCALE;
|
||||
sptr->rotAng = GetRandomControl() & 0xFFF;
|
||||
if (GetRandomControl() & 1)
|
||||
sptr->rotAdd = (GetRandomControl() & 0x1F) - 32;
|
||||
else
|
||||
sptr->rotAdd = (GetRandomControl() & 0x1F) + 32;
|
||||
sptr->gravity = 0;
|
||||
sptr->maxYvel = 0;
|
||||
sptr->fxObj = byte(fxNumber);
|
||||
sptr->scalar = 2;
|
||||
size = (GetRandomControl() & 0xF) + 128;
|
||||
sptr->size = size;
|
||||
sptr->sSize = size;
|
||||
sptr->dSize = size / 4;
|
||||
}
|
||||
|
||||
TriggerMutantRocket(src, roomNumber, timer);
|
||||
}
|
||||
|
||||
static bool ShootFrame(ITEM_INFO* item)
|
||||
{
|
||||
short frameNumber = (item->frameNumber - g_Level.Anims[item->objectNumber].frameBase);
|
||||
if (frameNumber == 45
|
||||
//|| frameNumber == 50
|
||||
//|| frameNumber == 55
|
||||
|| frameNumber == 60
|
||||
//|| frameNumber == 65
|
||||
//|| frameNumber == 70
|
||||
|| frameNumber == 75)
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
static void RotateHeadToTarget(ITEM_INFO* item, CREATURE_INFO* creature, int joint, short& headAngle)
|
||||
{
|
||||
if (creature->enemy == nullptr)
|
||||
static void ShootFireball(PHD_3DPOS* src, MissileRotationType rotation, short roomNumber, int timer)
|
||||
{
|
||||
headAngle = item->pos.yRot;
|
||||
return;
|
||||
}
|
||||
ITEM_INFO* enemy = creature->enemy;
|
||||
PHD_VECTOR pos;
|
||||
int x, z;
|
||||
pos.x = 0;
|
||||
pos.y = 0;
|
||||
pos.z = 0;
|
||||
GetJointAbsPosition(item, &pos, joint);
|
||||
x = enemy->pos.xPos - pos.x;
|
||||
z = enemy->pos.zPos - pos.z;
|
||||
headAngle = (short)(phd_atan(z, x) - item->pos.yRot) / 2;
|
||||
}
|
||||
|
||||
static void GetTargetPosition(ITEM_INFO* item, PHD_3DPOS* target)
|
||||
{
|
||||
PHD_VECTOR start, end;
|
||||
short angles[2];
|
||||
start.x = 0;
|
||||
start.y = -96;
|
||||
start.z = 144;
|
||||
GetJointAbsPosition(item, &start, 9);
|
||||
end.x = 0;
|
||||
end.y = -128;
|
||||
end.z = 288;
|
||||
GetJointAbsPosition(item, &end, 9);
|
||||
phd_GetVectorAngles(end.x - start.x, end.y - start.y, end.z - start.z, angles);
|
||||
target->xPos = end.x;
|
||||
target->yPos = end.y;
|
||||
target->zPos = end.z;
|
||||
target->yRot = angles[0];
|
||||
target->xRot = angles[1];
|
||||
target->zRot = 0;
|
||||
}
|
||||
|
||||
enum CARDINAL_POINT
|
||||
{
|
||||
C_NORTH = 0,
|
||||
C_NORTH_EAST = 45,
|
||||
C_EAST = 90,
|
||||
C_EAST_SOUTH = 135,
|
||||
C_SOUTH = 180,
|
||||
C_SOUTH_WEST = 225,
|
||||
C_WEST = 270,
|
||||
C_WEST_NORTH = 315
|
||||
};
|
||||
|
||||
static void MoveItemFront(ITEM_INFO* item, int distance)
|
||||
{
|
||||
short degree = short(TO_DEGREES(item->pos.yRot));
|
||||
switch (degree)
|
||||
{
|
||||
case C_NORTH:
|
||||
item->pos.zPos += distance;
|
||||
break;
|
||||
case C_EAST:
|
||||
item->pos.xPos += distance;
|
||||
break;
|
||||
case C_SOUTH:
|
||||
item->pos.zPos -= distance;
|
||||
break;
|
||||
case C_WEST:
|
||||
item->pos.xPos -= distance;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static void MoveItemBack(ITEM_INFO* item, int distance)
|
||||
{
|
||||
short degree = short(TO_DEGREES(item->pos.yRot));
|
||||
switch (degree)
|
||||
{
|
||||
case C_NORTH:
|
||||
item->pos.zPos -= distance;
|
||||
break;
|
||||
case C_EAST:
|
||||
item->pos.xPos -= distance;
|
||||
break;
|
||||
case C_SOUTH:
|
||||
item->pos.zPos += distance;
|
||||
break;
|
||||
case C_WEST:
|
||||
item->pos.xPos += distance;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static void MutantAIFix(ITEM_INFO* item, AI_INFO* info)
|
||||
{
|
||||
MoveItemFront(item, SECTOR(2));
|
||||
item->pos.yPos -= CLICK(3);
|
||||
CreatureAIInfo(item, info);
|
||||
item->pos.yPos += CLICK(3);
|
||||
MoveItemBack(item, SECTOR(2));
|
||||
}
|
||||
|
||||
void InitialiseMutant(short itemNumber)
|
||||
{
|
||||
ITEM_INFO* item;
|
||||
InitialiseCreature(itemNumber);
|
||||
|
||||
item = &g_Level.Items[itemNumber];
|
||||
item->animNumber = Objects[item->objectNumber].animIndex + MUTANT_ANIM_APPEAR;
|
||||
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
|
||||
item->currentAnimState = MUTANT_APPEAR;
|
||||
item->goalAnimState = MUTANT_APPEAR;
|
||||
}
|
||||
|
||||
void MutantControl(short itemNumber)
|
||||
{
|
||||
if (!CreatureActive(itemNumber))
|
||||
return;
|
||||
|
||||
ITEM_INFO* item;
|
||||
CREATURE_INFO* mutant;
|
||||
AI_INFO info;
|
||||
OBJECT_Bones mutant_joint;
|
||||
short frameNumber;
|
||||
short headY;
|
||||
short angle;
|
||||
|
||||
item = &g_Level.Items[itemNumber];
|
||||
mutant = GetCreatureInfo(item);
|
||||
angle = 0;
|
||||
headY = 0;
|
||||
|
||||
if (item->aiBits & ALL_AIOBJ)
|
||||
GetAITarget(mutant);
|
||||
else if (mutant->hurtByLara)
|
||||
mutant->enemy = LaraItem;
|
||||
else
|
||||
TargetNearestEntity(item, mutant);
|
||||
|
||||
MutantAIFix(item, &info);
|
||||
RotateHeadToTarget(item, mutant, 9, headY);
|
||||
GetCreatureMood(item, &info, VIOLENT);
|
||||
CreatureMood(item, &info, VIOLENT);
|
||||
mutant->maximumTurn = 0;
|
||||
angle = CreatureTurn(item, 0);
|
||||
|
||||
switch (item->currentAnimState)
|
||||
{
|
||||
case MUTANT_IDLE:
|
||||
if (info.ahead)
|
||||
switch (rotation)
|
||||
{
|
||||
int random = GetRandomControl() & 31;
|
||||
if ((random > 0 && random < 10) && info.distance <= MUTANT_SHOOT_RANGE)
|
||||
item->goalAnimState = MUTANT_SHOOT;
|
||||
else if ((random > 10 && random < 20) && info.distance <= MUTANT_LOCUST1_RANGE)
|
||||
item->goalAnimState = MUTANT_LOCUST1;
|
||||
else if ((random > 20 && random < 30) && info.distance <= MUTANT_LOCUST2_RANGE)
|
||||
item->goalAnimState = MUTANT_LOCUST2;
|
||||
case MissileRotationType::M_LEFT:
|
||||
src->yRot -= GetRandomControl() % 0x2000;
|
||||
break;
|
||||
case MissileRotationType::M_RIGHT:
|
||||
src->yRot += GetRandomControl() % 0x2000;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case MUTANT_SHOOT:
|
||||
frameNumber = (item->frameNumber - g_Level.Anims[item->objectNumber].frameBase);
|
||||
if (frameNumber >= 94 && frameNumber <= 96)
|
||||
{
|
||||
PHD_3DPOS src;
|
||||
GetTargetPosition(item, &src);
|
||||
if (frameNumber == 94)
|
||||
{
|
||||
ShootFireball(&src, MissileRotationType::M_FRONT, item->roomNumber, 0);
|
||||
}
|
||||
else if (frameNumber == 95)
|
||||
{
|
||||
ShootFireball(&src, MissileRotationType::M_LEFT, item->roomNumber, 1);
|
||||
//ShootFireball(&src, MissileRotationType::M_LEFT, item->roomNumber, 1);
|
||||
}
|
||||
else if (frameNumber == 96)
|
||||
{
|
||||
ShootFireball(&src, MissileRotationType::M_RIGHT, item->roomNumber, 1);
|
||||
//ShootFireball(&src, MissileRotationType::M_RIGHT, item->roomNumber, 1);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case MUTANT_LOCUST1:
|
||||
frameNumber = (item->frameNumber - g_Level.Anims[item->objectNumber].frameBase);
|
||||
if (frameNumber >= 60 && frameNumber <= 120)
|
||||
ten::entities::tr4::SpawnLocust(item);
|
||||
break;
|
||||
case MUTANT_LOCUST2:
|
||||
if (ShootFrame(item))
|
||||
{
|
||||
PHD_3DPOS src;
|
||||
GetTargetPosition(item, &src);
|
||||
ShootFireball(&src, MissileRotationType::M_FRONT, item->roomNumber, 1);
|
||||
}
|
||||
break;
|
||||
|
||||
TriggerCrocgodMissile(src, roomNumber, timer);
|
||||
}
|
||||
|
||||
if (item->currentAnimState != MUTANT_LOCUST1)
|
||||
mutant_joint = OBJECT_Bones(headY, info.xAngle, true);
|
||||
else
|
||||
mutant_joint = OBJECT_Bones(0);
|
||||
static bool ShootFrame(ITEM_INFO* item)
|
||||
{
|
||||
short frameNumber = (item->frameNumber - g_Level.Anims[item->objectNumber].frameBase);
|
||||
if (frameNumber == 45
|
||||
//|| frameNumber == 50
|
||||
//|| frameNumber == 55
|
||||
|| frameNumber == 60
|
||||
//|| frameNumber == 65
|
||||
//|| frameNumber == 70
|
||||
|| frameNumber == 75)
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
CreatureJoint(item, 0, mutant_joint.bone0);
|
||||
CreatureJoint(item, 1, mutant_joint.bone1);
|
||||
CreatureJoint(item, 2, mutant_joint.bone2);
|
||||
CreatureJoint(item, 3, mutant_joint.bone3);
|
||||
CreatureAnimation(itemNumber, angle, 0);
|
||||
}
|
||||
static void RotateHeadToTarget(ITEM_INFO* item, CREATURE_INFO* creature, int joint, short& headAngle)
|
||||
{
|
||||
if (creature->enemy == nullptr)
|
||||
{
|
||||
headAngle = item->pos.yRot;
|
||||
return;
|
||||
}
|
||||
ITEM_INFO* enemy = creature->enemy;
|
||||
PHD_VECTOR pos;
|
||||
int x, z;
|
||||
pos.x = 0;
|
||||
pos.y = 0;
|
||||
pos.z = 0;
|
||||
GetJointAbsPosition(item, &pos, joint);
|
||||
x = enemy->pos.xPos - pos.x;
|
||||
z = enemy->pos.zPos - pos.z;
|
||||
headAngle = (short)(phd_atan(z, x) - item->pos.yRot) / 2;
|
||||
}
|
||||
|
||||
static void GetTargetPosition(ITEM_INFO* item, PHD_3DPOS* target)
|
||||
{
|
||||
PHD_VECTOR start, end;
|
||||
short angles[2];
|
||||
start.x = 0;
|
||||
start.y = -96;
|
||||
start.z = 144;
|
||||
GetJointAbsPosition(item, &start, 9);
|
||||
end.x = 0;
|
||||
end.y = -128;
|
||||
end.z = 288;
|
||||
GetJointAbsPosition(item, &end, 9);
|
||||
phd_GetVectorAngles(end.x - start.x, end.y - start.y, end.z - start.z, angles);
|
||||
target->xPos = end.x;
|
||||
target->yPos = end.y;
|
||||
target->zPos = end.z;
|
||||
target->yRot = angles[0];
|
||||
target->xRot = angles[1];
|
||||
target->zRot = 0;
|
||||
}
|
||||
|
||||
enum CARDINAL_POINT
|
||||
{
|
||||
C_NORTH = 0,
|
||||
C_NORTH_EAST = 45,
|
||||
C_EAST = 90,
|
||||
C_EAST_SOUTH = 135,
|
||||
C_SOUTH = 180,
|
||||
C_SOUTH_WEST = 225,
|
||||
C_WEST = 270,
|
||||
C_WEST_NORTH = 315
|
||||
};
|
||||
|
||||
static void MoveItemFront(ITEM_INFO* item, int distance)
|
||||
{
|
||||
short degree = short(TO_DEGREES(item->pos.yRot));
|
||||
switch (degree)
|
||||
{
|
||||
case C_NORTH:
|
||||
item->pos.zPos += distance;
|
||||
break;
|
||||
case C_EAST:
|
||||
item->pos.xPos += distance;
|
||||
break;
|
||||
case C_SOUTH:
|
||||
item->pos.zPos -= distance;
|
||||
break;
|
||||
case C_WEST:
|
||||
item->pos.xPos -= distance;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static void MoveItemBack(ITEM_INFO* item, int distance)
|
||||
{
|
||||
short degree = short(TO_DEGREES(item->pos.yRot));
|
||||
switch (degree)
|
||||
{
|
||||
case C_NORTH:
|
||||
item->pos.zPos -= distance;
|
||||
break;
|
||||
case C_EAST:
|
||||
item->pos.xPos -= distance;
|
||||
break;
|
||||
case C_SOUTH:
|
||||
item->pos.zPos += distance;
|
||||
break;
|
||||
case C_WEST:
|
||||
item->pos.xPos += distance;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static void MutantAIFix(ITEM_INFO* item, AI_INFO* info)
|
||||
{
|
||||
MoveItemFront(item, SECTOR(2));
|
||||
item->pos.yPos -= CLICK(3);
|
||||
CreatureAIInfo(item, info);
|
||||
item->pos.yPos += CLICK(3);
|
||||
MoveItemBack(item, SECTOR(2));
|
||||
}
|
||||
|
||||
void InitialiseCrocgod(short itemNumber)
|
||||
{
|
||||
ITEM_INFO* item;
|
||||
InitialiseCreature(itemNumber);
|
||||
|
||||
item = &g_Level.Items[itemNumber];
|
||||
item->animNumber = Objects[item->objectNumber].animIndex + MUTANT_ANIM_APPEAR;
|
||||
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
|
||||
item->currentAnimState = STATE_MUTANT_APPEAR;
|
||||
item->goalAnimState = STATE_MUTANT_APPEAR;
|
||||
}
|
||||
|
||||
void CrocgodControl(short itemNumber)
|
||||
{
|
||||
if (!CreatureActive(itemNumber))
|
||||
return;
|
||||
|
||||
ITEM_INFO* item;
|
||||
CREATURE_INFO* mutant;
|
||||
AI_INFO info;
|
||||
OBJECT_BONES mutant_joint;
|
||||
short frameNumber;
|
||||
short headY;
|
||||
short angle;
|
||||
|
||||
item = &g_Level.Items[itemNumber];
|
||||
mutant = GetCreatureInfo(item);
|
||||
angle = 0;
|
||||
headY = 0;
|
||||
|
||||
if (item->aiBits & ALL_AIOBJ)
|
||||
GetAITarget(mutant);
|
||||
else if (mutant->hurtByLara)
|
||||
mutant->enemy = LaraItem;
|
||||
else
|
||||
TargetNearestEntity(item, mutant);
|
||||
|
||||
MutantAIFix(item, &info);
|
||||
RotateHeadToTarget(item, mutant, 9, headY);
|
||||
GetCreatureMood(item, &info, VIOLENT);
|
||||
CreatureMood(item, &info, VIOLENT);
|
||||
mutant->maximumTurn = 0;
|
||||
angle = CreatureTurn(item, 0);
|
||||
|
||||
switch (item->currentAnimState)
|
||||
{
|
||||
case STATE_MUTANT_IDLE:
|
||||
if (info.ahead)
|
||||
{
|
||||
int random = GetRandomControl() & 31;
|
||||
if ((random > 0 && random < 10) && info.distance <= MUTANT_SHOOT_RANGE)
|
||||
item->goalAnimState = STATE_MUTANT_SHOOT;
|
||||
else if ((random > 10 && random < 20) && info.distance <= MUTANT_LOCUST1_RANGE)
|
||||
item->goalAnimState = STATE_MUTANT_LOCUST1;
|
||||
else if ((random > 20 && random < 30) && info.distance <= MUTANT_LOCUST2_RANGE)
|
||||
item->goalAnimState = STATE_MUTANT_LOCUST2;
|
||||
}
|
||||
break;
|
||||
|
||||
case STATE_MUTANT_SHOOT:
|
||||
frameNumber = (item->frameNumber - g_Level.Anims[item->objectNumber].frameBase);
|
||||
if (frameNumber >= 94 && frameNumber <= 96)
|
||||
{
|
||||
PHD_3DPOS src;
|
||||
GetTargetPosition(item, &src);
|
||||
if (frameNumber == 94)
|
||||
{
|
||||
ShootFireball(&src, MissileRotationType::M_FRONT, item->roomNumber, 0);
|
||||
}
|
||||
else if (frameNumber == 95)
|
||||
{
|
||||
ShootFireball(&src, MissileRotationType::M_LEFT, item->roomNumber, 1);
|
||||
//ShootFireball(&src, MissileRotationType::M_LEFT, item->roomNumber, 1);
|
||||
}
|
||||
else if (frameNumber == 96)
|
||||
{
|
||||
ShootFireball(&src, MissileRotationType::M_RIGHT, item->roomNumber, 1);
|
||||
//ShootFireball(&src, MissileRotationType::M_RIGHT, item->roomNumber, 1);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case STATE_MUTANT_LOCUST1:
|
||||
frameNumber = (item->frameNumber - g_Level.Anims[item->objectNumber].frameBase);
|
||||
if (frameNumber >= 60 && frameNumber <= 120)
|
||||
ten::entities::tr4::SpawnLocust(item);
|
||||
break;
|
||||
|
||||
case STATE_MUTANT_LOCUST2:
|
||||
if (ShootFrame(item))
|
||||
{
|
||||
PHD_3DPOS src;
|
||||
GetTargetPosition(item, &src);
|
||||
ShootFireball(&src, MissileRotationType::M_FRONT, item->roomNumber, 1);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
if (item->currentAnimState != STATE_MUTANT_LOCUST1)
|
||||
mutant_joint = OBJECT_BONES(headY, info.xAngle, true);
|
||||
else
|
||||
mutant_joint = OBJECT_BONES(0);
|
||||
|
||||
CreatureJoint(item, 0, mutant_joint.bone0);
|
||||
CreatureJoint(item, 1, mutant_joint.bone1);
|
||||
CreatureJoint(item, 2, mutant_joint.bone2);
|
||||
CreatureJoint(item, 3, mutant_joint.bone3);
|
||||
CreatureAnimation(itemNumber, angle, 0);
|
||||
}
|
||||
}
|
|
@ -1,5 +1,33 @@
|
|||
#pragma once
|
||||
|
||||
void InitialiseMutant(short itemNumber);
|
||||
void MutantControl(short itemNumber);
|
||||
void TriggerMutantRocketEffects(short fxNumber, short xVel, short yVel, short zVel);
|
||||
#include "framework.h"
|
||||
#include "trmath.h"
|
||||
|
||||
namespace ten::entities::tr4
|
||||
{
|
||||
enum MUTANT_STATE
|
||||
{
|
||||
STATE_MUTANT_EMPTY,
|
||||
STATE_MUTANT_APPEAR,
|
||||
STATE_MUTANT_IDLE,
|
||||
STATE_MUTANT_SHOOT,
|
||||
STATE_MUTANT_LOCUST1,
|
||||
STATE_MUTANT_LOCUST2,
|
||||
};
|
||||
|
||||
enum class MissileRotationType
|
||||
{
|
||||
M_FRONT,
|
||||
M_LEFT,
|
||||
M_RIGHT
|
||||
};
|
||||
|
||||
constexpr auto MUTANT_ANIM_APPEAR = 0;
|
||||
constexpr auto MUTANT_SHOOT_RANGE = SQUARE(SECTOR(10));
|
||||
constexpr auto MUTANT_LOCUST1_RANGE = SQUARE(SECTOR(15));
|
||||
constexpr auto MUTANT_LOCUST2_RANGE = SQUARE(SECTOR(30));
|
||||
|
||||
void InitialiseCrocgod(short itemNumber);
|
||||
void CrocgodControl(short itemNumber);
|
||||
void TriggerCrocgodMissileFlame(short fxNumber, short xVel, short yVel, short zVel);
|
||||
}
|
|
@ -664,8 +664,8 @@ static void StartBaddy(OBJECT_INFO* obj)
|
|||
obj = &Objects[ID_CROCODILE_GOD];
|
||||
if (obj->loaded)
|
||||
{
|
||||
obj->initialise = InitialiseMutant;
|
||||
obj->control = MutantControl;
|
||||
obj->initialise = ten::entities::tr4::InitialiseCrocgod;
|
||||
obj->control = ten::entities::tr4::CrocgodControl;
|
||||
obj->collision = CreatureCollision;
|
||||
obj->shadowSize = UNIT_SHADOW / 2;
|
||||
obj->hitPoints = NOT_TARGETABLE;
|
||||
|
|
|
@ -1241,7 +1241,7 @@ static void StartShatter(OBJECT_INFO *obj)
|
|||
|
||||
static void StartProjectiles(OBJECT_INFO *obj)
|
||||
{
|
||||
InitProjectile(obj, BubblesControl, ID_ENERGY_BUBBLES, true);
|
||||
InitProjectile(obj, ten::entities::all::ControlEnemyMissile, ID_ENERGY_BUBBLES, true);
|
||||
InitProjectile(obj, MissileControl, ID_BUBBLES, true);
|
||||
InitProjectile(obj, MissileControl, ID_IMP_ROCK, true);
|
||||
InitProjectile(obj, TorpedoControl, ID_TORPEDO);
|
||||
|
|
|
@ -110,7 +110,7 @@ enum GAME_OBJECT_ID : short
|
|||
ID_DOBERMAN,
|
||||
ID_HAMMERHEAD, // TR4 - OK
|
||||
ID_CROCODILE_GOD, // TR4 Citadel Gate Mutant
|
||||
ID_LOCUSTS_EMITTER,
|
||||
ID_LOCUSTS_EMITTER, // TR4 - OK
|
||||
|
||||
/* Humans */
|
||||
ID_SCUBA_HARPOON = 150,
|
||||
|
|
|
@ -711,7 +711,6 @@ xcopy /Y "$(ProjectDir)Shaders\HUD\*.hlsl" "$(TargetDir)\Shaders\HUD\"</Command>
|
|||
<ClCompile Include="Scripting\GameScriptSinkInfo.cpp" />
|
||||
<ClCompile Include="Scripting\GameScriptSkyLayer.cpp" />
|
||||
<ClCompile Include="Scripting\GameScriptSoundSourceInfo.cpp" />
|
||||
<ClCompile Include="Scripting\LanguageScript.cpp" />
|
||||
<ClCompile Include="Objects\TR4\Entity\tr4_demigod.cpp" />
|
||||
<ClCompile Include="Objects\TR4\Entity\tr4_guide.cpp" />
|
||||
<ClCompile Include="Objects\TR4\Entity\tr4_jeanyves.cpp" />
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue