mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-04-30 08:47:58 +03:00
Implemented Baboon
- Fixed AIObject not being initialized ! - Fixed ITEM_DEACTIVATED (cause im french and ITEM_DESACTIVATED is more appropriate)
This commit is contained in:
parent
5152ec047c
commit
900235c967
30 changed files with 792 additions and 41 deletions
|
@ -359,7 +359,7 @@ void CreatureFloat(short itemNumber)
|
||||||
{
|
{
|
||||||
item->pos.yPos = waterLevel;
|
item->pos.yPos = waterLevel;
|
||||||
item->collidable = false;
|
item->collidable = false;
|
||||||
item->status = ITEM_DESACTIVATED;
|
item->status = ITEM_DEACTIVATED;
|
||||||
DisableBaddieAI(itemNumber);
|
DisableBaddieAI(itemNumber);
|
||||||
RemoveActiveItem(itemNumber);
|
RemoveActiveItem(itemNumber);
|
||||||
item->afterDeath = 1;
|
item->afterDeath = 1;
|
||||||
|
@ -535,7 +535,7 @@ int CreatureAnimation(short itemNumber, short angle, short tilt)
|
||||||
}
|
}
|
||||||
|
|
||||||
AnimateItem(item);
|
AnimateItem(item);
|
||||||
if (item->status == ITEM_DESACTIVATED)
|
if (item->status == ITEM_DEACTIVATED)
|
||||||
{
|
{
|
||||||
CreatureDie(itemNumber, FALSE);
|
CreatureDie(itemNumber, FALSE);
|
||||||
return FALSE;
|
return FALSE;
|
||||||
|
|
|
@ -2268,7 +2268,7 @@ int GetTargetOnLOS(GAME_VECTOR* src, GAME_VECTOR* dest, int DrawTarget, int firi
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (item->status != ITEM_DESACTIVATED)
|
if (item->status != ITEM_DEACTIVATED)
|
||||||
{
|
{
|
||||||
AddActiveItem(itemNumber);
|
AddActiveItem(itemNumber);
|
||||||
item->status = ITEM_ACTIVE;
|
item->status = ITEM_ACTIVE;
|
||||||
|
@ -2376,7 +2376,7 @@ int ObjectOnLOS2(GAME_VECTOR* start, GAME_VECTOR* end, PHD_VECTOR* vec, MESH_INF
|
||||||
{
|
{
|
||||||
item = &Items[linknum];
|
item = &Items[linknum];
|
||||||
|
|
||||||
if (item->status != ITEM_DESACTIVATED
|
if (item->status != ITEM_DEACTIVATED
|
||||||
&& item->status != ITEM_INVISIBLE
|
&& item->status != ITEM_INVISIBLE
|
||||||
&& (item->objectNumber != ID_LARA && Objects[item->objectNumber].collision != NULL
|
&& (item->objectNumber != ID_LARA && Objects[item->objectNumber].collision != NULL
|
||||||
|| item->objectNumber == ID_LARA && GetLaraOnLOS))
|
|| item->objectNumber == ID_LARA && GetLaraOnLOS))
|
||||||
|
@ -2769,7 +2769,7 @@ void AnimateItem(ITEM_INFO* item)
|
||||||
case COMMAND_DEACTIVATE:
|
case COMMAND_DEACTIVATE:
|
||||||
if (Objects[item->objectNumber].intelligent && !item->afterDeath)
|
if (Objects[item->objectNumber].intelligent && !item->afterDeath)
|
||||||
item->afterDeath = 1;
|
item->afterDeath = 1;
|
||||||
item->status = ITEM_DESACTIVATED;
|
item->status = ITEM_DEACTIVATED;
|
||||||
break;
|
break;
|
||||||
case COMMAND_SOUND_FX:
|
case COMMAND_SOUND_FX:
|
||||||
case COMMAND_EFFECT:
|
case COMMAND_EFFECT:
|
||||||
|
|
|
@ -17,7 +17,7 @@ typedef enum ItemStatus
|
||||||
{
|
{
|
||||||
ITEM_ACTIVE,
|
ITEM_ACTIVE,
|
||||||
ITEM_NOT_ACTIVE,
|
ITEM_NOT_ACTIVE,
|
||||||
ITEM_DESACTIVATED,
|
ITEM_DEACTIVATED,
|
||||||
ITEM_INVISIBLE
|
ITEM_INVISIBLE
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -1797,13 +1797,13 @@ void lara_as_pulley(ITEM_INFO* item, COLL_INFO* coll)//1B288, 1B3BC (F)
|
||||||
if (p->itemFlags[2])
|
if (p->itemFlags[2])
|
||||||
{
|
{
|
||||||
p->itemFlags[2] = 0;
|
p->itemFlags[2] = 0;
|
||||||
p->status = ITEM_DESACTIVATED;
|
p->status = ITEM_DEACTIVATED;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (!p->itemFlags[1])
|
if (!p->itemFlags[1])
|
||||||
p->status = ITEM_DESACTIVATED;
|
p->status = ITEM_DEACTIVATED;
|
||||||
|
|
||||||
p->itemFlags[2] = 1;
|
p->itemFlags[2] = 1;
|
||||||
|
|
||||||
|
|
|
@ -1490,7 +1490,7 @@ void undraw_shotgun(int weapon)
|
||||||
|
|
||||||
AnimateItem(item);
|
AnimateItem(item);
|
||||||
|
|
||||||
if (item->status == ITEM_DESACTIVATED)
|
if (item->status == ITEM_DEACTIVATED)
|
||||||
{
|
{
|
||||||
Lara.gunStatus = LG_NO_ARMS;
|
Lara.gunStatus = LG_NO_ARMS;
|
||||||
Lara.target = NULL;
|
Lara.target = NULL;
|
||||||
|
|
|
@ -447,7 +447,7 @@ int KeyTrigger(short itemNum)
|
||||||
oldkey = KeyTriggerActive;
|
oldkey = KeyTriggerActive;
|
||||||
|
|
||||||
if (!oldkey)
|
if (!oldkey)
|
||||||
item->status = ITEM_DESACTIVATED;
|
item->status = ITEM_DEACTIVATED;
|
||||||
|
|
||||||
KeyTriggerActive = false;
|
KeyTriggerActive = false;
|
||||||
|
|
||||||
|
@ -1615,7 +1615,7 @@ void SearchObjectControl(short itemNumber)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
if (item->status == ITEM_DESACTIVATED)
|
if (item->status == ITEM_DEACTIVATED)
|
||||||
{
|
{
|
||||||
if (item->objectNumber == ID_SEARCH_OBJECT4)
|
if (item->objectNumber == ID_SEARCH_OBJECT4)
|
||||||
{
|
{
|
||||||
|
|
|
@ -575,7 +575,7 @@ bool SaveGame::readItem()
|
||||||
m_reader->ReadChunks(&readItemChunks, itemNumber);
|
m_reader->ReadChunks(&readItemChunks, itemNumber);
|
||||||
DisableBaddieAI(itemNumber);
|
DisableBaddieAI(itemNumber);
|
||||||
KillItem(itemNumber);
|
KillItem(itemNumber);
|
||||||
item->status = ITEM_DESACTIVATED;
|
item->status = ITEM_DEACTIVATED;
|
||||||
item->flags |= ONESHOT;
|
item->flags |= ONESHOT;
|
||||||
item->afterDeath = 128;
|
item->afterDeath = 128;
|
||||||
}
|
}
|
||||||
|
@ -589,7 +589,7 @@ bool SaveGame::readItem()
|
||||||
}
|
}
|
||||||
|
|
||||||
// Some post-processing things
|
// Some post-processing things
|
||||||
if (obj->isPuzzleHole && (item->status == ITEM_DESACTIVATED || item->status == ITEM_ACTIVE))
|
if (obj->isPuzzleHole && (item->status == ITEM_DEACTIVATED || item->status == ITEM_ACTIVE))
|
||||||
item->objectNumber += NUM_PUZZLES;
|
item->objectNumber += NUM_PUZZLES;
|
||||||
|
|
||||||
if (item->objectNumber >= ID_SMASH_OBJECT1 && item->objectNumber <= ID_SMASH_OBJECT8 && (item->flags & ONESHOT))
|
if (item->objectNumber >= ID_SMASH_OBJECT1 && item->objectNumber <= ID_SMASH_OBJECT8 && (item->flags & ONESHOT))
|
||||||
|
|
|
@ -1228,7 +1228,7 @@ int GetSwitchTrigger(ITEM_INFO* item, short* itemNos, int AttatchedToSwitch)
|
||||||
int SwitchTrigger(short itemNum, short timer)
|
int SwitchTrigger(short itemNum, short timer)
|
||||||
{
|
{
|
||||||
ITEM_INFO* item = &Items[itemNum];
|
ITEM_INFO* item = &Items[itemNum];
|
||||||
if (item->status == ITEM_DESACTIVATED)
|
if (item->status == ITEM_DEACTIVATED)
|
||||||
{
|
{
|
||||||
if ((!item->currentAnimState && item->objectNumber != ID_JUMP_SWITCH || item->currentAnimState == 1 && item->objectNumber == ID_JUMP_SWITCH) && timer > 0)
|
if ((!item->currentAnimState && item->objectNumber != ID_JUMP_SWITCH || item->currentAnimState == 1 && item->objectNumber == ID_JUMP_SWITCH) && timer > 0)
|
||||||
{
|
{
|
||||||
|
|
|
@ -323,7 +323,7 @@ void CeilingTrapDoorCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll) /
|
||||||
l->pos.yRot += ANGLE(180);
|
l->pos.yRot += ANGLE(180);
|
||||||
result2 = TestLaraPosition(CeilingTrapDoorBounds, item, l);
|
result2 = TestLaraPosition(CeilingTrapDoorBounds, item, l);
|
||||||
l->pos.yRot += ANGLE(180);
|
l->pos.yRot += ANGLE(180);
|
||||||
if (TrInput & IN_ACTION && item->status != ITEM_DESACTIVATED && l->currentAnimState == STATE_LARA_JUMP_UP && l->gravityStatus && Lara.gunStatus == LG_NO_ARMS && (result || result2))
|
if (TrInput & IN_ACTION && item->status != ITEM_DEACTIVATED && l->currentAnimState == STATE_LARA_JUMP_UP && l->gravityStatus && Lara.gunStatus == LG_NO_ARMS && (result || result2))
|
||||||
{
|
{
|
||||||
AlignLaraPosition(&CeilingTrapDoorPos, item, l);
|
AlignLaraPosition(&CeilingTrapDoorPos, item, l);
|
||||||
if (result2)
|
if (result2)
|
||||||
|
@ -363,7 +363,7 @@ void FloorTrapDoorCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll) //
|
||||||
ITEM_INFO* item;
|
ITEM_INFO* item;
|
||||||
|
|
||||||
item = &Items[itemNumber];
|
item = &Items[itemNumber];
|
||||||
if (TrInput & IN_ACTION && item->status != ITEM_DESACTIVATED && l->currentAnimState == STATE_LARA_STOP && l->animNumber == ANIMATION_LARA_STAY_IDLE && Lara.gunStatus == LG_NO_ARMS
|
if (TrInput & IN_ACTION && item->status != ITEM_DEACTIVATED && l->currentAnimState == STATE_LARA_STOP && l->animNumber == ANIMATION_LARA_STAY_IDLE && Lara.gunStatus == LG_NO_ARMS
|
||||||
|| Lara.isMoving && Lara.generalPtr == (void *) itemNumber)
|
|| Lara.isMoving && Lara.generalPtr == (void *) itemNumber)
|
||||||
{
|
{
|
||||||
if (TestLaraPosition(FloorTrapDoorBounds, item, l))
|
if (TestLaraPosition(FloorTrapDoorBounds, item, l))
|
||||||
|
|
|
@ -214,7 +214,7 @@ void NatlaEvilControl(short itemNum)
|
||||||
CreatureAnimation(itemNum, 0, 0);
|
CreatureAnimation(itemNum, 0, 0);
|
||||||
|
|
||||||
/* Explode on death and set off heavy trigger into the bargain */
|
/* Explode on death and set off heavy trigger into the bargain */
|
||||||
if (item->status == ITEM_DESACTIVATED)
|
if (item->status == ITEM_DEACTIVATED)
|
||||||
{
|
{
|
||||||
SoundEffect(171, &item->pos, NULL);
|
SoundEffect(171, &item->pos, NULL);
|
||||||
ExplodingDeath(itemNum, 0xffffffff, ABORT_PART_DAMAGE);
|
ExplodingDeath(itemNum, 0xffffffff, ABORT_PART_DAMAGE);
|
||||||
|
@ -224,6 +224,6 @@ void NatlaEvilControl(short itemNum)
|
||||||
TestTriggers(TriggerIndex, TRUE, 0);
|
TestTriggers(TriggerIndex, TRUE, 0);
|
||||||
|
|
||||||
KillItem(itemNum);
|
KillItem(itemNum);
|
||||||
item->status = ITEM_DESACTIVATED;
|
item->status = ITEM_DEACTIVATED;
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -322,9 +322,9 @@ void DragonControl(short backNum)
|
||||||
// all over
|
// all over
|
||||||
DisableBaddieAI(itemNum);
|
DisableBaddieAI(itemNum);
|
||||||
KillItem(backNum);
|
KillItem(backNum);
|
||||||
back->status = ITEM_DESACTIVATED;
|
back->status = ITEM_DEACTIVATED;
|
||||||
KillItem(itemNum);
|
KillItem(itemNum);
|
||||||
item->status = ITEM_DESACTIVATED;
|
item->status = ITEM_DEACTIVATED;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
else if (dragon->flags < -100)
|
else if (dragon->flags < -100)
|
||||||
|
|
|
@ -232,7 +232,7 @@ void SkidManControl(short riderNum)
|
||||||
rider->animNumber = item->animNumber + (Objects[ID_SNOWMOBILE_DRIVER].animIndex - Objects[ID_SNOWMOBILE_GUN].animIndex);
|
rider->animNumber = item->animNumber + (Objects[ID_SNOWMOBILE_DRIVER].animIndex - Objects[ID_SNOWMOBILE_GUN].animIndex);
|
||||||
rider->frameNumber = item->frameNumber + (Anims[rider->animNumber].frameBase - Anims[item->animNumber].frameBase);
|
rider->frameNumber = item->frameNumber + (Anims[rider->animNumber].frameBase - Anims[item->animNumber].frameBase);
|
||||||
}
|
}
|
||||||
else if (rider->status == ITEM_DESACTIVATED && item->speed == 0 && item->fallspeed == 0)
|
else if (rider->status == ITEM_DEACTIVATED && item->speed == 0 && item->fallspeed == 0)
|
||||||
{
|
{
|
||||||
/* If rider has reached end of his death animation, turn his skidoo into one that Lara can ride */
|
/* If rider has reached end of his death animation, turn his skidoo into one that Lara can ride */
|
||||||
RemoveActiveItem(riderNum);
|
RemoveActiveItem(riderNum);
|
||||||
|
@ -242,7 +242,7 @@ void SkidManControl(short riderNum)
|
||||||
|
|
||||||
DisableBaddieAI(item_number);
|
DisableBaddieAI(item_number);
|
||||||
item->objectNumber = ID_SNOWMOBILE;
|
item->objectNumber = ID_SNOWMOBILE;
|
||||||
item->status = ITEM_DESACTIVATED;
|
item->status = ITEM_DEACTIVATED;
|
||||||
InitialiseSkidoo(item_number);
|
InitialiseSkidoo(item_number);
|
||||||
|
|
||||||
((SKIDOO_INFO*)item->data)->armed = true;
|
((SKIDOO_INFO*)item->data)->armed = true;
|
||||||
|
|
|
@ -196,7 +196,7 @@ static void SkidooExplode(ITEM_INFO* skidoo)
|
||||||
|
|
||||||
ExplodingDeath(Lara.Vehicle, -1, 256);
|
ExplodingDeath(Lara.Vehicle, -1, 256);
|
||||||
KillItem(Lara.Vehicle);
|
KillItem(Lara.Vehicle);
|
||||||
skidoo->status = ITEM_DESACTIVATED;
|
skidoo->status = ITEM_DEACTIVATED;
|
||||||
SoundEffect(SFX_EXPLOSION1, 0, 0);
|
SoundEffect(SFX_EXPLOSION1, 0, 0);
|
||||||
SoundEffect(SFX_EXPLOSION2, 0, 0);
|
SoundEffect(SFX_EXPLOSION2, 0, 0);
|
||||||
Lara.Vehicle = NO_ITEM;
|
Lara.Vehicle = NO_ITEM;
|
||||||
|
|
|
@ -153,7 +153,7 @@ static void QuadbikeExplode(ITEM_INFO* item)
|
||||||
|
|
||||||
ExplodingDeath(Lara.Vehicle, 0xfffffffe, 1);
|
ExplodingDeath(Lara.Vehicle, 0xfffffffe, 1);
|
||||||
KillItem(Lara.Vehicle);
|
KillItem(Lara.Vehicle);
|
||||||
item->status = ITEM_DESACTIVATED;
|
item->status = ITEM_DEACTIVATED;
|
||||||
|
|
||||||
SoundEffect(SFX_EXPLOSION1, NULL, 0);
|
SoundEffect(SFX_EXPLOSION1, NULL, 0);
|
||||||
SoundEffect(SFX_EXPLOSION2, NULL, 0);
|
SoundEffect(SFX_EXPLOSION2, NULL, 0);
|
||||||
|
|
658
TR5Main/Objects/TR4/Entity/tr4_baboon.cpp
Normal file
658
TR5Main/Objects/TR4/Entity/tr4_baboon.cpp
Normal file
|
@ -0,0 +1,658 @@
|
||||||
|
#include "framework.h"
|
||||||
|
#include "tr4_baboon.h"
|
||||||
|
#include "Box.h"
|
||||||
|
#include "lot.h"
|
||||||
|
#include "setup.h"
|
||||||
|
#include "control.h"
|
||||||
|
#include "misc.h"
|
||||||
|
#include "Lara.h"
|
||||||
|
#include "switch.h"
|
||||||
|
#include "tomb4fx.h"
|
||||||
|
|
||||||
|
BaboonRespawnClass BaboonRespawn;
|
||||||
|
static BITE_INFO baboonBite = { 10, 10, 11, 4 };
|
||||||
|
|
||||||
|
enum BABOON_STATE
|
||||||
|
{
|
||||||
|
BABOON_NULL,
|
||||||
|
BABOON_EMPTY,
|
||||||
|
BABOON_WALK,
|
||||||
|
BABOON_IDLE,
|
||||||
|
BABOON_RUN,
|
||||||
|
BABOON_PICKUP,
|
||||||
|
BABOON_SIT_IDLE,
|
||||||
|
BABOON_SIT_EAT,
|
||||||
|
BABOON_SIT_SCRATCH,
|
||||||
|
BABOON_RUN_ROLL,
|
||||||
|
BABOON_HITGROUND,
|
||||||
|
BABOON_DEATH,
|
||||||
|
BABOON_ATK1,
|
||||||
|
BABOON_JUMPATK,
|
||||||
|
BABOON_SUPERJUMPATK,
|
||||||
|
/// NOT USED IN TR4:
|
||||||
|
BABOON_CLIMB_4CLICK,
|
||||||
|
BABOON_CLIMB_3CLICK,
|
||||||
|
BABOON_CLIMB_2CLICK,
|
||||||
|
BABOON_FALL_4CLICK,
|
||||||
|
BABOON_FALL_3CLICK,
|
||||||
|
BABOON_FALL_2CLICK,
|
||||||
|
///!END
|
||||||
|
BABOON_ACTIVATE_SWITCH
|
||||||
|
};
|
||||||
|
|
||||||
|
constexpr auto NO_BABOON = -1;
|
||||||
|
constexpr auto NO_BABOON_COUNT = -2;
|
||||||
|
constexpr auto NO_CROWBAR_SWITCH_FOUND = -1;
|
||||||
|
|
||||||
|
#define BABOON_SIT_IDLE_ANIM 2
|
||||||
|
#define BABOON_IDLE_ANIM 9
|
||||||
|
#define BABOON_DEATH_ANIM 14
|
||||||
|
#define BABOON_SWITCH_ANIM 31
|
||||||
|
|
||||||
|
#define BABOON_DAMAGE 70
|
||||||
|
#define BABOON_IDLE_DISTANCE SQUARE(WALL_SIZE)
|
||||||
|
#define BABOON_ATTACK_ANGLE ANGLE(7.0f)
|
||||||
|
#define BABOON_ATK_RANGE 0x718E4
|
||||||
|
#define BABOON_ATK_NORMALRANGE 0x1C639
|
||||||
|
#define BABOON_JUMP_RANGE 0x718E4
|
||||||
|
#define BABOON_FOLLOW_RANGE 0x400000
|
||||||
|
#define BABOON_RUNROLL_RANGE 0x100000
|
||||||
|
#define BABOON_WALK_ANGLE ANGLE(7.0f)
|
||||||
|
#define BABOON_RUN_ANGLE ANGLE(11.0f)
|
||||||
|
/// NOTE (TokyoSU): these touchbits is fixed !
|
||||||
|
/// now the baboon is a killing machine :D
|
||||||
|
#define BABOON_RIGHT_TOUCHBITS 814
|
||||||
|
#define BABOON_JUMP_TOUCHBITS 280
|
||||||
|
#define BABOON_TOUCHBITS 0x1800
|
||||||
|
|
||||||
|
static void TriggerBaboonShockwave(PHD_3DPOS pos, short xRot)
|
||||||
|
{
|
||||||
|
short shockwaveID = GetFreeShockwave();
|
||||||
|
if (shockwaveID != NO_ITEM)
|
||||||
|
{
|
||||||
|
SHOCKWAVE_STRUCT* dieEffect = &ShockWaves[shockwaveID];
|
||||||
|
dieEffect->x = pos.xPos;
|
||||||
|
dieEffect->y = pos.yPos;
|
||||||
|
dieEffect->z = pos.zPos;
|
||||||
|
dieEffect->innerRad = 0x2000280;
|
||||||
|
dieEffect->outerRad = 0x28802000;
|
||||||
|
dieEffect->xRot = xRot;
|
||||||
|
dieEffect->r = 255;
|
||||||
|
dieEffect->g = 64;
|
||||||
|
dieEffect->b = 0;
|
||||||
|
dieEffect->speed = -600;
|
||||||
|
dieEffect->life = 64;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void BaboonDieEffect(ITEM_INFO* item)
|
||||||
|
{
|
||||||
|
PHD_3DPOS pos = PHD_3DPOS(item->pos.xPos, item->pos.yPos - 128, item->pos.zPos);
|
||||||
|
|
||||||
|
// trigger shockwave effect
|
||||||
|
TriggerBaboonShockwave(pos, ANGLE(0.0f));
|
||||||
|
TriggerBaboonShockwave(pos, ANGLE(45.0f));
|
||||||
|
TriggerBaboonShockwave(pos, ANGLE(90.0f));
|
||||||
|
TriggerBaboonShockwave(pos, ANGLE(135.0f));
|
||||||
|
|
||||||
|
// trigger flash screen
|
||||||
|
FlashFadeR = 255;
|
||||||
|
FlashFadeG = 64;
|
||||||
|
FlashFadeB = 0;
|
||||||
|
FlashFader = 32;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void KillRespawnedBaboon(short itemNumber, bool remove = false)
|
||||||
|
{
|
||||||
|
ITEM_INFO* item;
|
||||||
|
item = &Items[itemNumber];
|
||||||
|
item->hitPoints = 0;
|
||||||
|
RemoveActiveItem(itemNumber); // remove it from the active item list
|
||||||
|
item->flags = IFLAG_CLEAR_BODY;
|
||||||
|
item->afterDeath = 128; // instant disappear !
|
||||||
|
item->status = ITEM_DEACTIVATED; // wont triggered again...
|
||||||
|
if (remove)
|
||||||
|
item->itemFlags[0] = NO_BABOON;
|
||||||
|
DisableBaddieAI(itemNumber); // desactivate this AI or you will get crash later...
|
||||||
|
}
|
||||||
|
|
||||||
|
static bool CheckRespawnedBaboon(short itemNumber)
|
||||||
|
{
|
||||||
|
ITEM_INFO* item;
|
||||||
|
BaboonRespawnStruct* baboon;
|
||||||
|
|
||||||
|
item = &Items[itemNumber];
|
||||||
|
if (item->itemFlags[0] == NO_BABOON) // NORMAL/INV for now
|
||||||
|
{
|
||||||
|
KillRespawnedBaboon(itemNumber);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
baboon = BaboonRespawn.GetBaboonRespawn(item->itemFlags[0]);
|
||||||
|
if (baboon == nullptr)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
if (baboon->count == baboon->max_count)
|
||||||
|
{
|
||||||
|
KillRespawnedBaboon(itemNumber, true);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void UpdateRespawnedBaboon(short itemNumber)
|
||||||
|
{
|
||||||
|
ITEM_INFO* item;
|
||||||
|
ObjectInfo* obj;
|
||||||
|
BaboonRespawnStruct* baboon;
|
||||||
|
|
||||||
|
item = &Items[itemNumber];
|
||||||
|
obj = &Objects[item->objectNumber];
|
||||||
|
baboon = BaboonRespawn.GetBaboonRespawn(item->itemFlags[0]);
|
||||||
|
if (baboon == nullptr)
|
||||||
|
return;
|
||||||
|
|
||||||
|
item->pos = baboon->pos;
|
||||||
|
IsRoomOutside(item->pos.xPos, item->pos.yPos, item->pos.zPos);
|
||||||
|
if (item->roomNumber != IsRoomOutsideNo)
|
||||||
|
ItemNewRoom(itemNumber, IsRoomOutsideNo);
|
||||||
|
if (baboon->count < baboon->max_count)
|
||||||
|
baboon->count++;
|
||||||
|
|
||||||
|
item->animNumber = obj->animIndex + BABOON_SIT_IDLE_ANIM;
|
||||||
|
item->frameNumber = Anims[item->animNumber].frameBase;
|
||||||
|
item->currentAnimState = BABOON_SIT_IDLE;
|
||||||
|
item->goalAnimState = BABOON_SIT_IDLE;
|
||||||
|
item->hitPoints = obj->hitPoints;
|
||||||
|
|
||||||
|
RemoveActiveItem(itemNumber);
|
||||||
|
item->flags = NULL;
|
||||||
|
item->afterDeath = 0;
|
||||||
|
item->status = ITEM_INVISIBLE;
|
||||||
|
|
||||||
|
DisableBaddieAI(itemNumber);
|
||||||
|
if (item->objectNumber == ID_BABOON_NORMAL)
|
||||||
|
{
|
||||||
|
if (item->triggerFlags == 1)
|
||||||
|
return;
|
||||||
|
else
|
||||||
|
item->collidable = TRUE;
|
||||||
|
}
|
||||||
|
else if (item->triggerFlags == 0)
|
||||||
|
{
|
||||||
|
item->collidable = TRUE;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void BaboonRespawnFunction(short itemNumber)
|
||||||
|
{
|
||||||
|
ITEM_INFO* item;
|
||||||
|
item = &Items[itemNumber];
|
||||||
|
BaboonDieEffect(item);
|
||||||
|
|
||||||
|
if (!CheckRespawnedBaboon(itemNumber))
|
||||||
|
return;
|
||||||
|
UpdateRespawnedBaboon(itemNumber);
|
||||||
|
}
|
||||||
|
|
||||||
|
void InitialiseBaboon(short itemNumber)
|
||||||
|
{
|
||||||
|
ITEM_INFO* item;
|
||||||
|
InitialiseCreature(itemNumber);
|
||||||
|
|
||||||
|
item = &Items[itemNumber];
|
||||||
|
item->animNumber = Objects[item->objectNumber].animIndex + BABOON_SIT_IDLE_ANIM;
|
||||||
|
item->frameNumber = Anims[item->animNumber].frameBase;
|
||||||
|
item->goalAnimState = BABOON_SIT_IDLE;
|
||||||
|
item->currentAnimState = BABOON_SIT_IDLE;
|
||||||
|
|
||||||
|
if (item->objectNumber == ID_BABOON_SILENT)
|
||||||
|
BaboonRespawn.Add(item, 2);
|
||||||
|
else
|
||||||
|
item->itemFlags[0] = NO_BABOON;
|
||||||
|
}
|
||||||
|
|
||||||
|
void BaboonControl(short itemNumber)
|
||||||
|
{
|
||||||
|
if (!CreatureActive(itemNumber))
|
||||||
|
return;
|
||||||
|
|
||||||
|
ITEM_INFO* item;
|
||||||
|
CREATURE_INFO* baboon;
|
||||||
|
FLOOR_INFO* floor;
|
||||||
|
AI_INFO info, Lara_info;
|
||||||
|
short tilt, angle, head_y;
|
||||||
|
|
||||||
|
item = &Items[itemNumber];
|
||||||
|
baboon = GetCreatureInfo(item);
|
||||||
|
head_y = 0;
|
||||||
|
tilt = 0;
|
||||||
|
angle = 0;
|
||||||
|
|
||||||
|
if (item->hitPoints <= 0 && item->hitPoints != NOT_TARGETABLE)
|
||||||
|
{
|
||||||
|
if (item->currentAnimState == BABOON_DEATH)
|
||||||
|
{
|
||||||
|
if (item->frameNumber == Anims[item->animNumber].frameEnd)
|
||||||
|
BaboonRespawnFunction(itemNumber);
|
||||||
|
}
|
||||||
|
else if (item->currentAnimState != BABOON_ACTIVATE_SWITCH)
|
||||||
|
{
|
||||||
|
item->animNumber = Objects[item->objectNumber].animIndex + BABOON_DEATH_ANIM;
|
||||||
|
item->frameNumber = Anims[item->animNumber].frameBase;
|
||||||
|
item->currentAnimState = BABOON_DEATH;
|
||||||
|
item->goalAnimState = BABOON_DEATH;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GetAITarget(baboon);
|
||||||
|
CreatureAIInfo(item, &info);
|
||||||
|
|
||||||
|
if (!item->hitStatus && item->objectNumber == ID_BABOON_NORMAL)
|
||||||
|
{
|
||||||
|
int dx, dz;
|
||||||
|
dx = LaraItem->pos.xPos - item->pos.xPos;
|
||||||
|
dz = LaraItem->pos.zPos - item->pos.zPos;
|
||||||
|
Lara_info.angle = phd_atan(dx, dz) - item->pos.yRot;
|
||||||
|
Lara_info.distance = SQUARE(dx) + SQUARE(dz);
|
||||||
|
if (baboon->enemy == nullptr || baboon->enemy == LaraItem)
|
||||||
|
baboon->enemy = nullptr;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Lara_info.angle = info.angle;
|
||||||
|
Lara_info.distance = info.distance;
|
||||||
|
baboon->enemy = LaraItem;
|
||||||
|
}
|
||||||
|
|
||||||
|
GetCreatureMood(item, &info, TRUE);
|
||||||
|
CreatureMood(item, &info, TRUE);
|
||||||
|
angle = CreatureTurn(item, baboon->maximumTurn);
|
||||||
|
|
||||||
|
if (baboon->enemy != nullptr && baboon->enemy != LaraItem && baboon->enemy->objectNumber == ID_AI_FOLLOW)
|
||||||
|
{
|
||||||
|
if (baboon->reachedGoal
|
||||||
|
&& (abs(item->pos.xPos - baboon->enemy->pos.xPos) < CLICK(1)
|
||||||
|
&& abs(item->pos.yPos - baboon->enemy->pos.yPos) < CLICK(1)
|
||||||
|
&& abs(item->pos.zPos - baboon->enemy->pos.zPos) < CLICK(1)))
|
||||||
|
{
|
||||||
|
item->pos.xPos = baboon->enemy->pos.xPos;
|
||||||
|
item->pos.yPos = baboon->enemy->pos.yPos;
|
||||||
|
item->pos.zPos = baboon->enemy->pos.zPos;
|
||||||
|
item->pos.yRot = baboon->enemy->pos.yRot;
|
||||||
|
item->animNumber = Objects[item->objectNumber].animIndex + BABOON_SWITCH_ANIM;
|
||||||
|
item->frameNumber = Anims[item->animNumber].frameBase;
|
||||||
|
item->goalAnimState = BABOON_ACTIVATE_SWITCH;
|
||||||
|
item->currentAnimState = BABOON_ACTIVATE_SWITCH;
|
||||||
|
item->aiBits &= ~(FOLLOW);
|
||||||
|
floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &item->roomNumber);
|
||||||
|
GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
|
||||||
|
TestTriggers(TriggerIndex, TRUE, FALSE);
|
||||||
|
baboon->enemy = nullptr;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
switch (item->currentAnimState)
|
||||||
|
{
|
||||||
|
case BABOON_IDLE:
|
||||||
|
baboon->maximumTurn = 0;
|
||||||
|
baboon->flags = 0;
|
||||||
|
|
||||||
|
if (item->aiBits & GUARD)
|
||||||
|
{
|
||||||
|
AIGuard(baboon);
|
||||||
|
if (!(GetRandomControl() & 0xF))
|
||||||
|
{
|
||||||
|
if (GetRandomControl() & 1)
|
||||||
|
item->goalAnimState = BABOON_HITGROUND;
|
||||||
|
else
|
||||||
|
item->goalAnimState = BABOON_SIT_IDLE;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (item->aiBits & PATROL1)
|
||||||
|
{
|
||||||
|
item->goalAnimState = BABOON_WALK;
|
||||||
|
}
|
||||||
|
else if (baboon->mood == ESCAPE_MOOD)
|
||||||
|
{
|
||||||
|
if (info.ahead && Lara.target != item)
|
||||||
|
item->goalAnimState = BABOON_IDLE;
|
||||||
|
else
|
||||||
|
item->goalAnimState = BABOON_RUN;
|
||||||
|
}
|
||||||
|
else if (baboon->mood == ATTACK_MOOD)
|
||||||
|
{
|
||||||
|
if (!(item->aiBits & FOLLOW) || (!item->gravityStatus && info.distance <= BABOON_RUNROLL_RANGE))
|
||||||
|
{
|
||||||
|
if (info.bite && info.distance < BABOON_ATK_NORMALRANGE)
|
||||||
|
{
|
||||||
|
if (LaraItem->pos.yPos >= item->pos.yPos)
|
||||||
|
item->goalAnimState = BABOON_ATK1;
|
||||||
|
else
|
||||||
|
item->goalAnimState = BABOON_JUMPATK;
|
||||||
|
}
|
||||||
|
else if (info.bite && info.distance < BABOON_JUMP_RANGE)
|
||||||
|
{
|
||||||
|
item->goalAnimState = BABOON_SUPERJUMPATK;
|
||||||
|
}
|
||||||
|
else if (info.bite && info.distance < BABOON_RUNROLL_RANGE)
|
||||||
|
{
|
||||||
|
item->goalAnimState = BABOON_RUN_ROLL;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
item->goalAnimState = BABOON_RUN;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (item->requiredAnimState)
|
||||||
|
{
|
||||||
|
item->goalAnimState = item->requiredAnimState;
|
||||||
|
}
|
||||||
|
else if (GetRandomControl() & 1)
|
||||||
|
{
|
||||||
|
item->goalAnimState = BABOON_SIT_IDLE;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (item->requiredAnimState)
|
||||||
|
{
|
||||||
|
item->goalAnimState = item->requiredAnimState;
|
||||||
|
}
|
||||||
|
else if (!(GetRandomControl() & 3))
|
||||||
|
{
|
||||||
|
item->goalAnimState = BABOON_WALK;
|
||||||
|
}
|
||||||
|
else if (!(GetRandomControl() & 1))
|
||||||
|
{
|
||||||
|
item->goalAnimState = BABOON_RUN_ROLL;
|
||||||
|
}
|
||||||
|
else if (GetRandomControl() & 4)
|
||||||
|
{
|
||||||
|
item->goalAnimState = BABOON_HITGROUND;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case BABOON_SIT_IDLE:
|
||||||
|
baboon->maximumTurn = 0;
|
||||||
|
baboon->flags = 0;
|
||||||
|
|
||||||
|
if (item->aiBits & GUARD)
|
||||||
|
{
|
||||||
|
AIGuard(baboon);
|
||||||
|
if (GetRandomControl() & 0xF)
|
||||||
|
item->goalAnimState = BABOON_SIT_EAT;
|
||||||
|
else if (GetRandomControl() & 0xA)
|
||||||
|
item->goalAnimState = BABOON_SIT_SCRATCH;
|
||||||
|
}
|
||||||
|
else if (item->aiBits & PATROL1)
|
||||||
|
{
|
||||||
|
item->goalAnimState = BABOON_WALK;
|
||||||
|
}
|
||||||
|
else if (baboon->mood != ESCAPE_MOOD)
|
||||||
|
{
|
||||||
|
if (baboon->mood == BORED_MOOD)
|
||||||
|
{
|
||||||
|
if (item->requiredAnimState)
|
||||||
|
{
|
||||||
|
item->goalAnimState = item->requiredAnimState;
|
||||||
|
}
|
||||||
|
// NOTE: it's not the original code, but it's too wreid
|
||||||
|
// that the baboon repeat the same move so i included the sit_idle with more random number
|
||||||
|
// (the eat not exist in the bored mood, i added it !)
|
||||||
|
else if (GetRandomControl() & 0x10)
|
||||||
|
{
|
||||||
|
item->goalAnimState = BABOON_SIT_IDLE;
|
||||||
|
}
|
||||||
|
else if (GetRandomControl() & 0x500)
|
||||||
|
{
|
||||||
|
if (GetRandomControl() & 0x200)
|
||||||
|
item->goalAnimState = BABOON_SIT_SCRATCH;
|
||||||
|
else if (GetRandomControl() & 0x250)
|
||||||
|
item->goalAnimState = BABOON_SIT_EAT;
|
||||||
|
}
|
||||||
|
else if (GetRandomControl() & 0x1000 || item->aiBits & FOLLOW)
|
||||||
|
{
|
||||||
|
item->goalAnimState = BABOON_WALK;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if ((item->aiBits & FOLLOW) && info.distance > BABOON_IDLE_DISTANCE)
|
||||||
|
{
|
||||||
|
if (item->requiredAnimState)
|
||||||
|
item->goalAnimState = item->requiredAnimState;
|
||||||
|
else
|
||||||
|
item->goalAnimState = BABOON_WALK;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
item->goalAnimState = BABOON_WALK;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
item->goalAnimState = BABOON_IDLE;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case BABOON_WALK:
|
||||||
|
baboon->maximumTurn = BABOON_WALK_ANGLE;
|
||||||
|
|
||||||
|
if (item->aiBits & PATROL1)
|
||||||
|
{
|
||||||
|
item->goalAnimState = BABOON_WALK;
|
||||||
|
}
|
||||||
|
else if (baboon->mood == BORED_MOOD)
|
||||||
|
{
|
||||||
|
if (item->aiBits & FOLLOW)
|
||||||
|
item->goalAnimState = BABOON_WALK;
|
||||||
|
else if (GetRandomControl() < 256)
|
||||||
|
item->goalAnimState = BABOON_SIT_IDLE;
|
||||||
|
}
|
||||||
|
else if (baboon->mood == ESCAPE_MOOD)
|
||||||
|
{
|
||||||
|
item->goalAnimState = BABOON_RUN;
|
||||||
|
}
|
||||||
|
else if (baboon->mood == ATTACK_MOOD)
|
||||||
|
{
|
||||||
|
if (info.bite && info.distance < BABOON_ATK_RANGE)
|
||||||
|
item->goalAnimState = BABOON_IDLE;
|
||||||
|
}
|
||||||
|
else if (GetRandomControl() < 256)
|
||||||
|
{
|
||||||
|
item->goalAnimState = BABOON_SIT_IDLE;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case BABOON_RUN:
|
||||||
|
baboon->maximumTurn = BABOON_RUN_ANGLE;
|
||||||
|
tilt = angle / 2;
|
||||||
|
|
||||||
|
if (item->aiBits & GUARD)
|
||||||
|
{
|
||||||
|
item->goalAnimState = BABOON_IDLE;
|
||||||
|
}
|
||||||
|
else if (baboon->mood == ESCAPE_MOOD)
|
||||||
|
{
|
||||||
|
if (info.ahead && Lara.target != item)
|
||||||
|
item->goalAnimState = BABOON_IDLE;
|
||||||
|
}
|
||||||
|
else if (item->aiBits & FOLLOW && (item->gravityStatus || info.distance > BABOON_FOLLOW_RANGE))
|
||||||
|
{
|
||||||
|
item->goalAnimState = BABOON_IDLE;
|
||||||
|
}
|
||||||
|
else if (baboon->mood == ATTACK_MOOD)
|
||||||
|
{
|
||||||
|
if (info.distance < BABOON_ATK_RANGE)
|
||||||
|
item->goalAnimState = BABOON_IDLE;
|
||||||
|
else if (info.bite && info.distance < BABOON_RUNROLL_RANGE)
|
||||||
|
item->goalAnimState = BABOON_RUN_ROLL;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
item->goalAnimState = BABOON_RUN_ROLL;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case BABOON_PICKUP:
|
||||||
|
baboon->maximumTurn = 0;
|
||||||
|
// NOTE: baboon not use it ! (only TR3 one)
|
||||||
|
break;
|
||||||
|
case BABOON_ACTIVATE_SWITCH:
|
||||||
|
baboon->maximumTurn = 0;
|
||||||
|
item->hitPoints = NOT_TARGETABLE;
|
||||||
|
|
||||||
|
if (item->frameNumber == Anims[item->animNumber].frameBase + 212)
|
||||||
|
{
|
||||||
|
GAME_VECTOR pos;
|
||||||
|
pos.x = 0;
|
||||||
|
pos.y = 0;
|
||||||
|
pos.z = 0;
|
||||||
|
pos.boxNumber = 0;
|
||||||
|
pos.roomNumber = NO_ROOM;
|
||||||
|
|
||||||
|
switch (item->pos.yRot)
|
||||||
|
{
|
||||||
|
case -0x4000: // WEST (OK)
|
||||||
|
pos.x = item->pos.xPos - SECTOR(1);
|
||||||
|
pos.z = item->pos.zPos;
|
||||||
|
break;
|
||||||
|
case 0x4000: // EAST (OK)
|
||||||
|
pos.x = item->pos.xPos + SECTOR(1);
|
||||||
|
pos.z = item->pos.zPos;
|
||||||
|
break;
|
||||||
|
case 0: // NORTH (NOP) maybe okay now with TR5Main
|
||||||
|
pos.x = item->pos.xPos;
|
||||||
|
pos.z = item->pos.zPos + SECTOR(1);
|
||||||
|
break;
|
||||||
|
case -0x8000: // SOUTH (OK)
|
||||||
|
pos.x = item->pos.xPos;
|
||||||
|
pos.z = item->pos.zPos - SECTOR(1);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
pos.y = item->pos.yPos;
|
||||||
|
pos.roomNumber = item->roomNumber;
|
||||||
|
floor = GetFloor(pos.x, pos.y, pos.z, &pos.roomNumber);
|
||||||
|
int height = GetFloorHeight(floor, pos.x, pos.y, pos.z);
|
||||||
|
item->floor = height;
|
||||||
|
TestTriggersAtXYZ(pos.x, pos.y, pos.z, pos.roomNumber, TRUE, NULL);
|
||||||
|
item->triggerFlags = 1;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case BABOON_ATK1:
|
||||||
|
case BABOON_JUMPATK:
|
||||||
|
case BABOON_SUPERJUMPATK:
|
||||||
|
if (info.ahead)
|
||||||
|
head_y = info.angle;
|
||||||
|
baboon->maximumTurn = 0;
|
||||||
|
|
||||||
|
if (abs(info.angle) >= BABOON_ATTACK_ANGLE)
|
||||||
|
{
|
||||||
|
if (info.angle >= 0)
|
||||||
|
item->pos.yRot += BABOON_ATTACK_ANGLE;
|
||||||
|
else
|
||||||
|
item->pos.yRot -= BABOON_ATTACK_ANGLE;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
item->pos.yRot += info.angle;
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( baboon->flags == 0
|
||||||
|
&& ((item->touchBits & BABOON_TOUCHBITS)
|
||||||
|
|| (item->touchBits & BABOON_RIGHT_TOUCHBITS)
|
||||||
|
|| (item->touchBits & BABOON_JUMP_TOUCHBITS)))
|
||||||
|
{
|
||||||
|
LaraItem->hitPoints -= BABOON_DAMAGE;
|
||||||
|
LaraItem->hitStatus = TRUE;
|
||||||
|
CreatureEffect2(item, &baboonBite, 10, -1, DoBloodSplat);
|
||||||
|
baboon->flags = 1;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
CreatureTilt(item, tilt);
|
||||||
|
CreatureJoint(item, 0, head_y);
|
||||||
|
CreatureAnimation(itemNumber, angle, tilt);
|
||||||
|
}
|
||||||
|
|
||||||
|
void BaboonRespawnClass::Free(void)
|
||||||
|
{
|
||||||
|
baboonRespawnArray.clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
void BaboonRespawnClass::Add(ITEM_INFO* item, int max_count)
|
||||||
|
{
|
||||||
|
BaboonRespawnStruct toAdd;
|
||||||
|
toAdd.id = GetBaboonFreePlace();
|
||||||
|
toAdd.pos = item->pos;
|
||||||
|
toAdd.count = 0;
|
||||||
|
toAdd.max_count = max_count;
|
||||||
|
item->itemFlags[0] = toAdd.id; // conserve the id of baboon respawn position on the array...
|
||||||
|
baboonRespawnArray.push_back(toAdd);
|
||||||
|
}
|
||||||
|
|
||||||
|
void BaboonRespawnClass::Remove(int id)
|
||||||
|
{
|
||||||
|
if (baboonRespawnArray.empty())
|
||||||
|
return;
|
||||||
|
|
||||||
|
for (auto i = baboonRespawnArray.begin(); i != baboonRespawnArray.end(); i++)
|
||||||
|
{
|
||||||
|
if (i->id == id)
|
||||||
|
baboonRespawnArray.erase(i);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int BaboonRespawnClass::GetBaboonFreePlace()
|
||||||
|
{
|
||||||
|
if (baboonRespawnArray.empty())
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
int j = 0;
|
||||||
|
for (auto i = baboonRespawnArray.begin(); i != baboonRespawnArray.end(); i++, j++)
|
||||||
|
{
|
||||||
|
if (i->id == NO_BABOON)
|
||||||
|
return j;
|
||||||
|
}
|
||||||
|
|
||||||
|
return NO_BABOON;
|
||||||
|
}
|
||||||
|
|
||||||
|
BaboonRespawnStruct* BaboonRespawnClass::GetBaboonRespawn(int id)
|
||||||
|
{
|
||||||
|
if (baboonRespawnArray.empty())
|
||||||
|
return nullptr;
|
||||||
|
|
||||||
|
for (auto i = baboonRespawnArray.begin(); i != baboonRespawnArray.end(); i++)
|
||||||
|
{
|
||||||
|
if (i->id == id)
|
||||||
|
return &*i;
|
||||||
|
}
|
||||||
|
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
int BaboonRespawnClass::GetCount(int id)
|
||||||
|
{
|
||||||
|
if (baboonRespawnArray.empty())
|
||||||
|
return NO_BABOON_COUNT;
|
||||||
|
|
||||||
|
for (auto i = baboonRespawnArray.begin(); i != baboonRespawnArray.end(); i++)
|
||||||
|
{
|
||||||
|
if (i->id == id)
|
||||||
|
return i->count;
|
||||||
|
}
|
||||||
|
|
||||||
|
return NO_BABOON_COUNT;
|
||||||
|
}
|
||||||
|
|
||||||
|
int BaboonRespawnClass::GetCountMax(int id)
|
||||||
|
{
|
||||||
|
if (baboonRespawnArray.empty())
|
||||||
|
return NO_BABOON_COUNT;
|
||||||
|
|
||||||
|
for (auto i = baboonRespawnArray.begin(); i != baboonRespawnArray.end(); i++)
|
||||||
|
{
|
||||||
|
if (i->id == id)
|
||||||
|
return i->max_count;
|
||||||
|
}
|
||||||
|
|
||||||
|
return NO_BABOON_COUNT;
|
||||||
|
}
|
31
TR5Main/Objects/TR4/Entity/tr4_baboon.h
Normal file
31
TR5Main/Objects/TR4/Entity/tr4_baboon.h
Normal file
|
@ -0,0 +1,31 @@
|
||||||
|
#pragma once
|
||||||
|
#include "phd_global.h"
|
||||||
|
#include "items.h"
|
||||||
|
|
||||||
|
struct BaboonRespawnStruct
|
||||||
|
{
|
||||||
|
int id;
|
||||||
|
PHD_3DPOS pos;
|
||||||
|
int count;
|
||||||
|
int max_count; // used to limit the number of respawn !
|
||||||
|
};
|
||||||
|
|
||||||
|
class BaboonRespawnClass
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
vector<BaboonRespawnStruct> baboonRespawnArray;
|
||||||
|
public:
|
||||||
|
void Free(void);
|
||||||
|
void Add(ITEM_INFO* item, int max_count);
|
||||||
|
void Remove(int id);
|
||||||
|
int GetBaboonFreePlace(void);
|
||||||
|
BaboonRespawnStruct* GetBaboonRespawn(int id);
|
||||||
|
int GetCount(int id);
|
||||||
|
int GetCountMax(int id);
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
extern BaboonRespawnClass BaboonRespawn;
|
||||||
|
|
||||||
|
extern void InitialiseBaboon(short itemNumber);
|
||||||
|
extern void BaboonControl(short itemNumber);
|
|
@ -215,7 +215,7 @@ void SentryGunControl(short itemNum)
|
||||||
KillItem(itemNum);
|
KillItem(itemNum);
|
||||||
|
|
||||||
item->flags |= 1u;
|
item->flags |= 1u;
|
||||||
item->status = ITEM_DESACTIVATED;
|
item->status = ITEM_DEACTIVATED;
|
||||||
|
|
||||||
RemoveAllItemsInRoom(item->roomNumber, ID_SMOKE_EMITTER_BLACK);
|
RemoveAllItemsInRoom(item->roomNumber, ID_SMOKE_EMITTER_BLACK);
|
||||||
|
|
||||||
|
|
|
@ -110,7 +110,7 @@ void InitialiseSkeleton(short itemNumber)
|
||||||
item->currentAnimState = 25;
|
item->currentAnimState = 25;
|
||||||
item->animNumber = obj->animIndex;
|
item->animNumber = obj->animIndex;
|
||||||
item->frameNumber = Anims[item->animNumber].frameBase;
|
item->frameNumber = Anims[item->animNumber].frameBase;
|
||||||
item->status = ITEM_DESACTIVATED;
|
item->status = ITEM_DEACTIVATED;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -11,7 +11,7 @@ void ControlSpikyCeiling(short itemNumber)
|
||||||
{
|
{
|
||||||
ITEM_INFO* item = &Items[itemNumber];
|
ITEM_INFO* item = &Items[itemNumber];
|
||||||
|
|
||||||
if (TriggerActive(item) && item->status != ITEM_DESACTIVATED)
|
if (TriggerActive(item) && item->status != ITEM_DEACTIVATED)
|
||||||
{
|
{
|
||||||
int y = item->pos.yPos + ((item->itemFlags[0] == 1) ? 10 : 5);
|
int y = item->pos.yPos + ((item->itemFlags[0] == 1) ? 10 : 5);
|
||||||
|
|
||||||
|
@ -20,7 +20,7 @@ void ControlSpikyCeiling(short itemNumber)
|
||||||
|
|
||||||
if (GetFloorHeight(floor, item->pos.xPos, y, item->pos.zPos) < y + 1024)
|
if (GetFloorHeight(floor, item->pos.xPos, y, item->pos.zPos) < y + 1024)
|
||||||
{
|
{
|
||||||
item->status = ITEM_DESACTIVATED;
|
item->status = ITEM_DEACTIVATED;
|
||||||
StopSoundEffect(147);
|
StopSoundEffect(147);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -45,6 +45,6 @@ void ControlSpikyCeiling(short itemNumber)
|
||||||
SoundEffect(56, &item->pos, 0);
|
SoundEffect(56, &item->pos, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (TriggerActive(item) && item->status != ITEM_DESACTIVATED && item->itemFlags[0] == 1)
|
if (TriggerActive(item) && item->status != ITEM_DEACTIVATED && item->itemFlags[0] == 1)
|
||||||
AnimateItem(item);
|
AnimateItem(item);
|
||||||
}
|
}
|
|
@ -12,7 +12,7 @@ void ControlSpikyWall(short itemNum)
|
||||||
ITEM_INFO* item = &Items[itemNum];
|
ITEM_INFO* item = &Items[itemNum];
|
||||||
|
|
||||||
/* Move wall */
|
/* Move wall */
|
||||||
if (TriggerActive(item) && item->status != ITEM_DESACTIVATED)
|
if (TriggerActive(item) && item->status != ITEM_DEACTIVATED)
|
||||||
{
|
{
|
||||||
int x = item->pos.xPos + phd_sin(item->pos.yRot) >> WALL_SHIFT;
|
int x = item->pos.xPos + phd_sin(item->pos.yRot) >> WALL_SHIFT;
|
||||||
int z = item->pos.zPos + phd_cos(item->pos.yRot) >> WALL_SHIFT;
|
int z = item->pos.zPos + phd_cos(item->pos.yRot) >> WALL_SHIFT;
|
||||||
|
@ -22,7 +22,7 @@ void ControlSpikyWall(short itemNum)
|
||||||
|
|
||||||
if (GetFloorHeight(floor, x, item->pos.yPos, z) != item->pos.yPos)
|
if (GetFloorHeight(floor, x, item->pos.yPos, z) != item->pos.yPos)
|
||||||
{
|
{
|
||||||
item->status = ITEM_DESACTIVATED;
|
item->status = ITEM_DEACTIVATED;
|
||||||
StopSoundEffect(SFX_ROLLING_BALL);
|
StopSoundEffect(SFX_ROLLING_BALL);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
|
|
@ -609,7 +609,7 @@ static void JeepExplode(ITEM_INFO* item)
|
||||||
|
|
||||||
ExplodingDeath(Lara.Vehicle, -1, 256);
|
ExplodingDeath(Lara.Vehicle, -1, 256);
|
||||||
KillItem(Lara.Vehicle);
|
KillItem(Lara.Vehicle);
|
||||||
item->status = ITEM_DESACTIVATED;
|
item->status = ITEM_DEACTIVATED;
|
||||||
SoundEffect(SFX_EXPLOSION1, 0, 0);
|
SoundEffect(SFX_EXPLOSION1, 0, 0);
|
||||||
SoundEffect(SFX_EXPLOSION2, 0, 0);
|
SoundEffect(SFX_EXPLOSION2, 0, 0);
|
||||||
Lara.Vehicle = NO_ITEM;
|
Lara.Vehicle = NO_ITEM;
|
||||||
|
|
|
@ -22,6 +22,7 @@
|
||||||
#include "tr4_troops.h" // OK
|
#include "tr4_troops.h" // OK
|
||||||
#include "tr4_wildboar.h" // OK
|
#include "tr4_wildboar.h" // OK
|
||||||
#include "tr4_wraith.h" // OFF
|
#include "tr4_wraith.h" // OFF
|
||||||
|
#include "tr4_baboon.h" // OK
|
||||||
/// objects
|
/// objects
|
||||||
#include "tr4_sarcophagus.h"
|
#include "tr4_sarcophagus.h"
|
||||||
/// puzzle
|
/// puzzle
|
||||||
|
@ -470,19 +471,61 @@ static void StartBaddy(ObjectInfo* obj)
|
||||||
obj = &Objects[ID_BABOON_NORMAL];
|
obj = &Objects[ID_BABOON_NORMAL];
|
||||||
if (obj->loaded)
|
if (obj->loaded)
|
||||||
{
|
{
|
||||||
|
obj->initialise = InitialiseBaboon;
|
||||||
|
obj->control = BaboonControl;
|
||||||
|
obj->collision = CreatureCollision;
|
||||||
|
obj->shadowSize = 128;
|
||||||
|
obj->hitPoints = 30;
|
||||||
|
obj->pivotLength = 200;
|
||||||
|
obj->radius = 256;
|
||||||
|
obj->intelligent = true;
|
||||||
|
obj->saveAnim = true;
|
||||||
|
obj->saveFlags = true;
|
||||||
|
obj->saveHitpoints = true;
|
||||||
|
obj->savePosition = true;
|
||||||
|
obj->hitEffect = HIT_BLOOD;
|
||||||
}
|
}
|
||||||
|
|
||||||
obj = &Objects[ID_BABOON_INV];
|
obj = &Objects[ID_BABOON_INV];
|
||||||
if (obj->loaded)
|
if (obj->loaded)
|
||||||
{
|
{
|
||||||
|
obj->initialise = InitialiseBaboon;
|
||||||
|
obj->control = BaboonControl;
|
||||||
|
obj->collision = CreatureCollision;
|
||||||
|
obj->shadowSize = 128;
|
||||||
|
obj->hitPoints = 30;
|
||||||
|
obj->pivotLength = 200;
|
||||||
|
obj->radius = 256;
|
||||||
|
obj->intelligent = true;
|
||||||
|
obj->saveAnim = true;
|
||||||
|
obj->saveFlags = true;
|
||||||
|
obj->saveHitpoints = true;
|
||||||
|
obj->savePosition = true;
|
||||||
|
obj->hitEffect = HIT_BLOOD;
|
||||||
|
|
||||||
|
if (Objects[ID_BABOON_NORMAL].loaded)
|
||||||
|
Objects[ID_BABOON_INV].animIndex = Objects[ID_BABOON_NORMAL].animIndex;
|
||||||
}
|
}
|
||||||
|
|
||||||
obj = &Objects[ID_BABOON_SILENT];
|
obj = &Objects[ID_BABOON_SILENT];
|
||||||
if (obj->loaded)
|
if (obj->loaded)
|
||||||
{
|
{
|
||||||
|
obj->initialise = InitialiseBaboon;
|
||||||
|
obj->control = BaboonControl;
|
||||||
|
obj->collision = CreatureCollision;
|
||||||
|
obj->shadowSize = 128;
|
||||||
|
obj->hitPoints = 30;
|
||||||
|
obj->pivotLength = 200;
|
||||||
|
obj->radius = 256;
|
||||||
|
obj->intelligent = true;
|
||||||
|
obj->saveAnim = true;
|
||||||
|
obj->saveFlags = true;
|
||||||
|
obj->saveHitpoints = true;
|
||||||
|
obj->savePosition = true;
|
||||||
|
obj->hitEffect = HIT_BLOOD;
|
||||||
|
|
||||||
|
if (Objects[ID_BABOON_NORMAL].loaded)
|
||||||
|
Objects[ID_BABOON_SILENT].animIndex = Objects[ID_BABOON_NORMAL].animIndex;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -106,7 +106,7 @@ void LarsonControl(short itemNumber)
|
||||||
item->gravityStatus = false;
|
item->gravityStatus = false;
|
||||||
item->hitStatus = false;
|
item->hitStatus = false;
|
||||||
item->collidable = false;
|
item->collidable = false;
|
||||||
item->status = ITEM_DESACTIVATED;
|
item->status = ITEM_DEACTIVATED;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
|
@ -268,14 +268,14 @@ void PushableBlockControl(short itemNumber)
|
||||||
{
|
{
|
||||||
item->gravityStatus = false;
|
item->gravityStatus = false;
|
||||||
item->pos.yPos = height;
|
item->pos.yPos = height;
|
||||||
item->status = ITEM_DESACTIVATED;
|
item->status = ITEM_DEACTIVATED;
|
||||||
floor_shake_effect(item);
|
floor_shake_effect(item);
|
||||||
SoundEffect(SFX_LARA_THUD, &item->pos, 0);
|
SoundEffect(SFX_LARA_THUD, &item->pos, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (item->roomNumber != roomNumber)
|
if (item->roomNumber != roomNumber)
|
||||||
ItemNewRoom(itemNumber, roomNumber);
|
ItemNewRoom(itemNumber, roomNumber);
|
||||||
if (item->status == ITEM_DESACTIVATED)
|
if (item->status == ITEM_DEACTIVATED)
|
||||||
{
|
{
|
||||||
item->status = ITEM_NOT_ACTIVE;
|
item->status = ITEM_NOT_ACTIVE;
|
||||||
RemoveActiveItem(itemNumber);
|
RemoveActiveItem(itemNumber);
|
||||||
|
|
|
@ -41,7 +41,7 @@ void SmashObject(short itemNumber)
|
||||||
|
|
||||||
if (item->status == ITEM_ACTIVE)
|
if (item->status == ITEM_ACTIVE)
|
||||||
RemoveActiveItem(itemNumber);
|
RemoveActiveItem(itemNumber);
|
||||||
item->status = ITEM_DESACTIVATED;
|
item->status = ITEM_DEACTIVATED;
|
||||||
}
|
}
|
||||||
|
|
||||||
void SmashObjectControl(short itemNumber)
|
void SmashObjectControl(short itemNumber)
|
||||||
|
|
|
@ -24,7 +24,7 @@ void FallingCeilingControl(short itemNumber)
|
||||||
|
|
||||||
AnimateItem(item);
|
AnimateItem(item);
|
||||||
|
|
||||||
if (item->status == ITEM_DESACTIVATED)
|
if (item->status == ITEM_DEACTIVATED)
|
||||||
{
|
{
|
||||||
RemoveActiveItem(itemNumber);
|
RemoveActiveItem(itemNumber);
|
||||||
}
|
}
|
||||||
|
|
|
@ -983,6 +983,17 @@ static void StartObject(ObjectInfo* obj)
|
||||||
obj->saveAnim = true;
|
obj->saveAnim = true;
|
||||||
obj->saveFlags = true;
|
obj->saveFlags = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
for (int objectNumber = ID_AI_GUARD; objectNumber <= ID_AI_X2; objectNumber++)
|
||||||
|
{
|
||||||
|
obj = &Objects[objectNumber];
|
||||||
|
if (obj->loaded)
|
||||||
|
{
|
||||||
|
obj->drawRoutine = nullptr;
|
||||||
|
obj->collision = AIPickupCollision;
|
||||||
|
obj->hitPoints = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static void StartTrap(ObjectInfo* obj)
|
static void StartTrap(ObjectInfo* obj)
|
||||||
|
|
|
@ -1535,7 +1535,7 @@ void GameScriptItem::EnableItem()
|
||||||
{
|
{
|
||||||
if (Objects[NativeItem->objectNumber].intelligent)
|
if (Objects[NativeItem->objectNumber].intelligent)
|
||||||
{
|
{
|
||||||
if (NativeItem->status == ITEM_DESACTIVATED)
|
if (NativeItem->status == ITEM_DEACTIVATED)
|
||||||
{
|
{
|
||||||
NativeItem->touchBits = 0;
|
NativeItem->touchBits = 0;
|
||||||
NativeItem->status = ITEM_ACTIVE;
|
NativeItem->status = ITEM_ACTIVE;
|
||||||
|
@ -1570,7 +1570,7 @@ void GameScriptItem::DisableItem()
|
||||||
if (NativeItem->status == ITEM_ACTIVE)
|
if (NativeItem->status == ITEM_ACTIVE)
|
||||||
{
|
{
|
||||||
NativeItem->touchBits = 0;
|
NativeItem->touchBits = 0;
|
||||||
NativeItem->status = ITEM_DESACTIVATED;
|
NativeItem->status = ITEM_DEACTIVATED;
|
||||||
RemoveActiveItem(NativeItemNumber);
|
RemoveActiveItem(NativeItemNumber);
|
||||||
DisableBaddieAI(NativeItemNumber);
|
DisableBaddieAI(NativeItemNumber);
|
||||||
}
|
}
|
||||||
|
@ -1579,7 +1579,7 @@ void GameScriptItem::DisableItem()
|
||||||
{
|
{
|
||||||
NativeItem->touchBits = 0;
|
NativeItem->touchBits = 0;
|
||||||
RemoveActiveItem(NativeItemNumber);
|
RemoveActiveItem(NativeItemNumber);
|
||||||
NativeItem->status = ITEM_DESACTIVATED;
|
NativeItem->status = ITEM_DEACTIVATED;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -149,6 +149,7 @@ xcopy /Y "$(ProjectDir)Scripting\Scripts\*.lua" "$(TargetDir)\Scripts"</Command>
|
||||||
<ClInclude Include="Libs\zlib\zlib.h" />
|
<ClInclude Include="Libs\zlib\zlib.h" />
|
||||||
<ClInclude Include="Objects\Effects\tr4_bubbles.h" />
|
<ClInclude Include="Objects\Effects\tr4_bubbles.h" />
|
||||||
<ClInclude Include="Objects\Effects\tr5_electricity.h" />
|
<ClInclude Include="Objects\Effects\tr5_electricity.h" />
|
||||||
|
<ClInclude Include="Objects\TR4\Entity\tr4_baboon.h" />
|
||||||
<ClInclude Include="Objects\TR4\Object\tr4_laradouble.h" />
|
<ClInclude Include="Objects\TR4\Object\tr4_laradouble.h" />
|
||||||
<ClInclude Include="Objects\TR4\Object\tr4_sarcophagus.h" />
|
<ClInclude Include="Objects\TR4\Object\tr4_sarcophagus.h" />
|
||||||
<ClInclude Include="Objects\TR4\Object\tr4_scales.h" />
|
<ClInclude Include="Objects\TR4\Object\tr4_scales.h" />
|
||||||
|
@ -389,6 +390,7 @@ xcopy /Y "$(ProjectDir)Scripting\Scripts\*.lua" "$(TargetDir)\Scripts"</Command>
|
||||||
<ClCompile Include="Game\misc.cpp" />
|
<ClCompile Include="Game\misc.cpp" />
|
||||||
<ClCompile Include="Game\trmath.cpp" />
|
<ClCompile Include="Game\trmath.cpp" />
|
||||||
<ClCompile Include="Objects\Effects\tr5_electricity.cpp" />
|
<ClCompile Include="Objects\Effects\tr5_electricity.cpp" />
|
||||||
|
<ClCompile Include="Objects\TR4\Entity\tr4_baboon.cpp" />
|
||||||
<ClCompile Include="Objects\TR4\Object\tr4_laradouble.cpp" />
|
<ClCompile Include="Objects\TR4\Object\tr4_laradouble.cpp" />
|
||||||
<ClCompile Include="Objects\TR4\Object\tr4_sarcophagus.cpp" />
|
<ClCompile Include="Objects\TR4\Object\tr4_sarcophagus.cpp" />
|
||||||
<ClCompile Include="Objects\TR4\Object\tr4_scales.cpp" />
|
<ClCompile Include="Objects\TR4\Object\tr4_scales.cpp" />
|
||||||
|
|
|
@ -774,6 +774,9 @@
|
||||||
<ClInclude Include="Objects\TR5\Object\tr5_rollingball.h">
|
<ClInclude Include="Objects\TR5\Object\tr5_rollingball.h">
|
||||||
<Filter>File di intestazione</Filter>
|
<Filter>File di intestazione</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
|
<ClInclude Include="Objects\TR4\Entity\tr4_baboon.h">
|
||||||
|
<Filter>File di intestazione</Filter>
|
||||||
|
</ClInclude>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="Game\box.cpp">
|
<ClCompile Include="Game\box.cpp">
|
||||||
|
@ -1415,6 +1418,9 @@
|
||||||
<ClCompile Include="Objects\TR5\Object\tr5_rollingball.cpp">
|
<ClCompile Include="Objects\TR5\Object\tr5_rollingball.cpp">
|
||||||
<Filter>File di origine</Filter>
|
<Filter>File di origine</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
|
<ClCompile Include="Objects\TR4\Entity\tr4_baboon.cpp">
|
||||||
|
<Filter>File di origine</Filter>
|
||||||
|
</ClCompile>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<None Include="packages.config" />
|
<None Include="packages.config" />
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue