Added raptor, tiger, cobra, eagle, crow

This commit is contained in:
MontyTRC89 2018-09-17 21:13:44 +02:00
parent 1ac4fb7f07
commit fc6e99ca9d
8 changed files with 465 additions and 76 deletions

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@ -17,6 +17,8 @@ BITE_INFO sharkBite = { 17, -22, 344, 12 };
BITE_INFO tigerBite = { 19, -13, 3, 26 }; BITE_INFO tigerBite = { 19, -13, 3, 26 };
BITE_INFO cobraBite = { 0, 0, 0, 13 }; BITE_INFO cobraBite = { 0, 0, 0, 13 };
BITE_INFO raptorBite = { 0, 66, 318, 22 }; BITE_INFO raptorBite = { 0, 66, 318, 22 };
BITE_INFO eagleBite = { 15, 46, 21, 6 };
BITE_INFO crowBite = { 2, 10, 60, 14 };
void __cdecl InitialiseWildBoar(__int16 itemNum) void __cdecl InitialiseWildBoar(__int16 itemNum)
{ {
@ -1214,4 +1216,134 @@ void __cdecl RaptorControl(__int16 itemNum)
CreatureJoint(item, 2, neck); CreatureJoint(item, 2, neck);
CreatureJoint(item, 3, neck); CreatureJoint(item, 3, neck);
CreatureAnimation(itemNum, angle, tilt); CreatureAnimation(itemNum, angle, tilt);
} }
void InitialiseEagle(__int16 itemNum)
{
InitialiseCreature(itemNum);
ITEM_INFO* item = &Items[itemNum];
if (item->objectNumber == ID_CROW)
{
item->animNumber = Objects[ID_CROW].animIndex + 14;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = item->goalAnimState = 7;
}
else
{
item->animNumber = Objects[ID_EAGLE].animIndex + 5;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = item->goalAnimState = 2;
}
}
void EagleControl(__int16 itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO *)item->data;
__int16 angle = 0;
if (item->hitPoints <= 0)
{
switch (item->currentAnimState)
{
case 4:
if (item->pos.yPos > item->floor)
{
item->pos.yPos = item->floor;
item->gravityStatus = 0;
item->fallspeed = 0;
item->goalAnimState = 5;
}
break;
case 5:
item->pos.yPos = item->floor;
break;
default:
if (item->objectNumber == ID_CROW)
item->animNumber = Objects[ID_CROW].animIndex + 1;
else
item->animNumber = Objects[ID_EAGLE].animIndex + 8;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 4;
item->gravityStatus = 1;
item->speed = 0;
break;
}
item->pos.xRot = 0;
}
else
{
AI_INFO info;
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, TIMID);
angle = CreatureTurn(item, ANGLE(3));
switch (item->currentAnimState)
{
case 7:
item->pos.yPos = item->floor;
if (creature->mood != MOOD_TYPE::BORED_MOOD)
item->goalAnimState = 1;
break;
case 2:
item->pos.yPos = item->floor;
if (creature->mood == MOOD_TYPE::BORED_MOOD)
break;
else
item->goalAnimState = 1;
break;
case 1:
creature->flags = 0;
if (item->requiredAnimState)
item->goalAnimState = item->requiredAnimState;
if (creature->mood == MOOD_TYPE::BORED_MOOD)
item->goalAnimState = 2;
else if (info.ahead && info.distance < SQUARE(512))
item->goalAnimState = 6;
else
item->goalAnimState = 3;
break;
case 3:
if (creature->mood == BORED_MOOD)
{
item->requiredAnimState = 2;
item->goalAnimState = 1;
}
else if (info.ahead && info.distance < SQUARE(512))
item->goalAnimState = 6;
break;
case 6:
if (!creature->flags && item->touchBits)
{
LaraItem->hitPoints -= 20;
LaraItem->hitStatus = true;
if (item->objectNumber == ID_CROW)
CreatureEffect(item, &crowBite, DoBloodSplat);
else
CreatureEffect(item, &eagleBite, DoBloodSplat);
creature->flags = 1;
}
break;
}
}
CreatureAnimation(itemNum, angle, 0);
}

View file

@ -87,3 +87,5 @@ void __cdecl ShootHarpoon(ITEM_INFO* frogman, __int32 x, __int32 y, __int32 z, _
void __cdecl HarpoonControl(__int16 itemNum); void __cdecl HarpoonControl(__int16 itemNum);
void __cdecl ScubaControl(__int16 itemNumber); void __cdecl ScubaControl(__int16 itemNumber);
void InitialiseEagle(__int16 itemNum);
void EagleControl(__int16 itemNum);

282
TR5Main/Objects/scuba.cpp Normal file
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@ -0,0 +1,282 @@
#include "objects.h"
#include "..\Global\global.h"
#include "..\Game\Box.h"
#include "..\Game\items.h"
#include "..\Game\lot.h"
#include "..\Game\control.h"
#include "..\Game\effects.h"
#include "..\Game\draw.h"
#include "..\Game\sphere.h"
#include "..\Game\effect2.h"
#include "..\Game\people.h"
BITE_INFO scubaGun = { 17, 164, 44, 18 };
__int32 __cdecl GetWaterSurface(__int32 x, __int32 y, __int32 z, __int16 roomNumber)
{
ROOM_INFO* room = &Rooms[roomNumber];
FLOOR_INFO* floor = &room->floor[((z - room->z) >> WALL_SHIFT) + ((x - room->x) >> WALL_SHIFT) * room->xSize];
if (room->flags & ENV_FLAG_WATER)
{
while (floor->skyRoom != NO_ROOM)
{
room = &Rooms[floor->skyRoom];
if (!(room->flags & ENV_FLAG_WATER))
return (floor->ceiling << 8);
floor = &room->floor[((z - room->z) >> WALL_SHIFT) + ((x - room->x) >> WALL_SHIFT) * room->xSize];
}
return NO_HEIGHT;
}
else
{
// Go down until hit water
while (floor->pitRoom != NO_ROOM)
{
room = &Rooms[floor->pitRoom];
if (room->flags & ENV_FLAG_WATER)
return (floor->floor << 8);
floor = &room->floor[((z - room->z) >> WALL_SHIFT) + ((x - room->x) >> WALL_SHIFT) * room->xSize];
}
}
return NO_HEIGHT;
}
void __cdecl ShootHarpoon(ITEM_INFO* frogman, __int32 x, __int32 y, __int32 z, __int16 speed, __int16 yRot, __int16 roomNumber)
{
__int16 harpoonItemNum = CreateItem();
if (harpoonItemNum != NO_ITEM)
{
ITEM_INFO* harpoon = &Items[harpoonItemNum];
harpoon->objectNumber = ID_SCUBA_HARPOON;
harpoon->roomNumber = frogman->roomNumber;
harpoon->pos.xPos = x;
harpoon->pos.yPos = y;
harpoon->pos.zPos = z;
InitialiseItem(harpoonItemNum);
harpoon->pos.xRot = 0;
harpoon->pos.yRot = yRot;
harpoon->speed = 150;
AddActiveItem(harpoonItemNum);
harpoon->status = ITEM_ACTIVE;
//SoundEffect(247, &dart->pos, 0);
}
}
void __cdecl HarpoonControl(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
if (item->touchBits)
{
LaraItem->hitPoints -= 50;
LaraItem->hitStatus = true;
DoBloodSplat(item->pos.xPos, item->pos.yPos, item->pos.zPos, (GetRandomControl() & 3) + 4, LaraItem->pos.yRot, LaraItem->roomNumber);
KillItem(itemNum);
}
else
{
__int32 ox = item->pos.xPos;
__int32 oz = item->pos.zPos;
__int16 speed = (item->speed * COS(item->pos.xRot)) >> W2V_SHIFT;
item->pos.zPos += (speed * COS(item->pos.yRot)) >> W2V_SHIFT;
item->pos.xPos += (speed * SIN(item->pos.yRot)) >> W2V_SHIFT;
item->pos.yPos += -((item->speed * SIN(item->pos.xRot)) >> W2V_SHIFT);
__int16 roomNumber = item->roomNumber;
FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
if (item->roomNumber != roomNumber)
ItemNewRoom(itemNum, roomNumber);
item->floor = TrGetHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
if (item->pos.yPos >= item->floor)
{
//for (__int32 i = 0; i < 4; i++)
// TriggerDartSmoke(ox, item->pos.yPos, oz, 0, 0, 1);
KillItem(itemNum);
// SoundEffect(258, &item->pos, 0);
}
}
}
void __cdecl ScubaControl(__int16 itemNumber)
{
__int32 waterHeight;
if (!CreatureActive(itemNumber))
return;
ITEM_INFO* item = &Items[itemNumber];
CREATURE_INFO* creature = (CREATURE_INFO *)item->data;
__int16 angle = 0;
__int16 head = 0;
__int16 neck = 0;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 9)
{
item->animNumber = Objects[item->objectNumber].animIndex + 16;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 9;
}
CreatureFloat(itemNumber);
return;
}
else
{
AI_INFO info;
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, TIMID);
CreatureMood(item, &info, TIMID);
GAME_VECTOR start;
GAME_VECTOR target;
bool shoot = false;
if (Lara.waterStatus == false)
{
start.x = item->pos.xPos;
start.y = item->pos.yPos - STEP_SIZE;
start.z = item->pos.zPos;
start.roomNumber = item->roomNumber;
target.x = LaraItem->pos.xPos;
target.y = LaraItem->pos.yPos - (LARA_HITE - 150); // don't look at her origin, aim higher
target.z = LaraItem->pos.zPos;
shoot = LOS(&start, &target);
if (shoot)
{
creature->target.x = LaraItem->pos.xPos;
creature->target.y = LaraItem->pos.yPos;
creature->target.z = LaraItem->pos.zPos;
}
if (info.angle < -ANGLE(45) || info.angle > ANGLE(45))
shoot = false;
}
else if (info.angle > -ANGLE(45) && info.angle < ANGLE(45))
{
start.x = item->pos.xPos;
start.y = item->pos.yPos;
start.z = item->pos.zPos;
start.roomNumber = item->roomNumber;
target.x = LaraItem->pos.xPos;
target.y = LaraItem->pos.yPos;
target.z = LaraItem->pos.zPos;
shoot = LOS(&start, &target);
}
else
shoot = false;
angle = CreatureTurn(item, creature->maximumTurn);
waterHeight = GetWaterSurface(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber) + WALL_SIZE / 2;
switch (item->currentAnimState)
{
case 1:
// Diver underwater
creature->maximumTurn = ANGLE(3);
if (shoot)
neck = -info.angle;
if (creature->target.y < waterHeight && item->pos.yPos < waterHeight + creature->LOT.fly)
item->goalAnimState = 2;
else if (creature->mood == MOOD_TYPE::ESCAPE_MOOD)
break;
else if (shoot)
item->goalAnimState = 4;
break;
case 4:
creature->flags = 0;
if (shoot)
neck = -info.angle;
if (!shoot || creature->mood == MOOD_TYPE::ESCAPE_MOOD || (creature->target.y < waterHeight && item->pos.yPos < waterHeight + creature->LOT.fly))
item->goalAnimState = 1;
else
item->goalAnimState = 3;
break;
case 3:
if (shoot)
neck = -info.angle;
if (!creature->flags)
{
ShootHarpoon(item, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->speed, item->pos.yRot, item->roomNumber);
creature->flags = 1;
}
break;
case 2:
creature->maximumTurn = ANGLE(3);
if (shoot)
head = info.angle;
if (creature->target.y > waterHeight)
item->goalAnimState = 1;
else if (creature->mood == MOOD_TYPE::ESCAPE_MOOD)
break;
else if (shoot)
item->goalAnimState = 6;
break;
case 6:
creature->flags = 0;
if (shoot)
head = info.angle;
if (!shoot || creature->mood == MOOD_TYPE::ESCAPE_MOOD || creature->target.y > waterHeight)
item->goalAnimState = 2;
else
item->goalAnimState = 7;
break;
case 7:
if (shoot)
head = info.angle;
if (!creature->flags)
{
ShootHarpoon(item, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->speed, item->pos.yRot, item->roomNumber);
creature->flags = 1;
}
break;
}
}
CreatureJoint(item, 0, head);
CreatureJoint(item, 1, neck);
CreatureAnimation(itemNumber, angle, 0);
switch (item->currentAnimState)
{
case 1:
case 4:
case 3:
CreatureUnderwater(item, 512);
break;
default:
item->pos.yPos = waterHeight - 512;
}
}

View file

@ -302,7 +302,7 @@ void __cdecl ControlSpikeWall(__int16 itemNum)
{ {
__int32 x = item->pos.xPos + SIN(item->pos.yRot) >> WALL_SHIFT; __int32 x = item->pos.xPos + SIN(item->pos.yRot) >> WALL_SHIFT;
__int32 z = item->pos.zPos + COS(item->pos.yRot) >> WALL_SHIFT; __int32 z = item->pos.zPos + COS(item->pos.yRot) >> WALL_SHIFT;
__int16 roomNumber = item->roomNumber; __int16 roomNumber = item->roomNumber;
FLOOR_INFO* floor = GetFloor(x, item->pos.yPos, z, &roomNumber); FLOOR_INFO* floor = GetFloor(x, item->pos.yPos, z, &roomNumber);
@ -345,16 +345,16 @@ void __cdecl InitialiseSpinningBlade(__int16 item_number)
void __cdecl SpinningBlade(__int16 item_number) void __cdecl SpinningBlade(__int16 item_number)
{ {
bool spinning = false; bool spinning = false;
ITEM_INFO* item = &Items[item_number]; ITEM_INFO* item = &Items[item_number];
if (item->currentAnimState == 2) if (item->currentAnimState == 2)
{ {
if (item->goalAnimState != 1) if (item->goalAnimState != 1)
{ {
__int32 x = item->pos.xPos + (WALL_SIZE * 3 / 2 * SIN(item->pos.yRot) >> W2V_SHIFT); __int32 x = item->pos.xPos + (WALL_SIZE * 3 / 2 * SIN(item->pos.yRot) >> W2V_SHIFT);
__int32 z = item->pos.zPos + (WALL_SIZE * 3 / 2 * COS(item->pos.yRot) >> W2V_SHIFT); __int32 z = item->pos.zPos + (WALL_SIZE * 3 / 2 * COS(item->pos.yRot) >> W2V_SHIFT);
__int16 roomNumber = item->roomNumber; __int16 roomNumber = item->roomNumber;
FLOOR_INFO* floor = GetFloor(x, item->pos.yPos, z, &roomNumber); FLOOR_INFO* floor = GetFloor(x, item->pos.yPos, z, &roomNumber);
__int32 height = TrGetHeight(floor, x, item->pos.yPos, z); __int32 height = TrGetHeight(floor, x, item->pos.yPos, z);
@ -362,7 +362,7 @@ void __cdecl SpinningBlade(__int16 item_number)
if (height == NO_HEIGHT) if (height == NO_HEIGHT)
item->goalAnimState = 1; item->goalAnimState = 1;
} }
spinning = true; spinning = true;
if (item->touchBits) if (item->touchBits)

View file

@ -72,7 +72,7 @@ void __cdecl NewObjects()
obj->saveFlags = true; obj->saveFlags = true;
} }
/*obj = &Objects[ID_CHAIN]; obj = &Objects[ID_CHAIN];
if (obj->loaded) if (obj->loaded)
{ {
obj->control = ChainControl; obj->control = ChainControl;
@ -124,7 +124,7 @@ void __cdecl NewObjects()
obj->collision = GenericSphereBoxCollision; obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true; obj->saveAnim = true;
obj->saveFlags = true; obj->saveFlags = true;
}*/ }
obj = &Objects[ID_BADDY1]; obj = &Objects[ID_BADDY1];
if (obj->loaded) if (obj->loaded)
@ -264,7 +264,7 @@ void __cdecl NewObjects()
Bones[obj->boneIndex + 6 * 4] |= ROT_Y; Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
} }
/*obj = &Objects[ID_ROLLING_SPINDLE]; obj = &Objects[ID_ROLLING_SPINDLE];
if (obj->loaded) if (obj->loaded)
{ {
obj->initialise = InitialiseSpinningBlade; obj->initialise = InitialiseSpinningBlade;
@ -281,7 +281,7 @@ void __cdecl NewObjects()
obj->control = SpringBoardControl; obj->control = SpringBoardControl;
obj->saveAnim = true; obj->saveAnim = true;
obj->saveFlags = true; obj->saveFlags = true;
}*/ }
obj = &Objects[ID_TIGER]; obj = &Objects[ID_TIGER];
if (obj->loaded) if (obj->loaded)
@ -370,6 +370,40 @@ void __cdecl NewObjects()
obj->savePosition = true; obj->savePosition = true;
} }
obj = &Objects[ID_EAGLE];
if (obj->loaded)
{
obj->initialise = InitialiseEagle;
obj->control = EagleControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 20;
obj->radius = 204;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->pivotLength = 0;
}
obj = &Objects[ID_CROW];
if (obj->loaded)
{
obj->initialise = InitialiseEagle;
obj->control = EagleControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 15;
obj->radius = 204;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->pivotLength = 0;
}
/* /*
obj = &Objects[ID_SPIKEY_WALL]; obj = &Objects[ID_SPIKEY_WALL];
if (obj->loaded) if (obj->loaded)
@ -401,46 +435,7 @@ void __cdecl NewObjects()
Bones[obj->boneIndex + 11 * 4] |= ROT_Y; Bones[obj->boneIndex + 11 * 4] |= ROT_Y;
} }
obj = &Objects[ID_FROGMAN];
if (obj->loaded)
{
obj->control = FrogManControl;
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = DIVER_hitPoints;
obj->radius = DIVER_RADIUS;
obj->intelligent = true;
obj->waterCreature = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->pivotLength = 50;
Bones[obj->boneIndex + 10 * 4] |= ROT_Y;
Bones[obj->boneIndex + 14 * 4] |= ROT_Z;
}
obj = &Objects[ID_FROGMAN_HARPOON];
if (obj->loaded)
{
obj->control = HarpoonControl;
obj->collision = ObjectCollision;
obj->savePosition = true;
printf("nmeshes: %d\n", obj->nmeshes);
printf("meshIndex: %d\n", obj->meshIndex);
printf("boneIndex: %d\n", obj->boneIndex);
printf("frameBase: %d\n", obj->frameBase);
printf("initialise: %d\n", obj->initialise);
printf("control: %d\n", obj->control);
printf("floor: %d\n", obj->floor);
printf("ceiling: %d\n", obj->ceiling);
printf("collision: %d\n", obj->collision);
printf("drawRoutine: %d\n", obj->drawRoutine);
printf("drawRoutineExtra: %d\n", obj->drawRoutineExtra);
printf("objectMip: %d\n", obj->objectMip);
}
obj = &Objects[ID_TRIBESMAN_AX]; obj = &Objects[ID_TRIBESMAN_AX];
if (obj->loaded) if (obj->loaded)
@ -458,33 +453,7 @@ void __cdecl NewObjects()
Bones[obj->boneIndex + 6 * 4] |= ROT_Y; Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
} }
obj = &Objects[ID_EAGLE]; */
if (obj->loaded)
{
obj->initialise = InitialiseEagle;
obj->control = EagleControl;
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = EAGLE_hitPoints;
obj->radius = EAGLE_RADIUS;
obj->intelligent = 1;
obj->savePosition = obj->saveHitpoints = obj->saveAnim = obj->saveFlags = 1;
obj->pivotLength = 0;
}
obj = &Objects[ID_CROW];
if (obj->loaded)
{
obj->initialise = InitialiseEagle;
obj->control = EagleControl;
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = CROW_hitPoints;
obj->radius = CROW_RADIUS;
obj->intelligent = 1;
obj->savePosition = obj->saveHitpoints = obj->saveAnim = obj->saveFlags = 1;
obj->pivotLength = 0;
}*/
} }
void __cdecl CustomObjects() void __cdecl CustomObjects()

View file

@ -323,6 +323,7 @@ xcopy /Y "$(ProjectDir)Scripting\Scripts\*.lua" "$(TargetDir)\Scripts"</Command>
<ClCompile Include="Objects\sas.cpp" /> <ClCompile Include="Objects\sas.cpp" />
<ClCompile Include="Objects\scuba.cpp" /> <ClCompile Include="Objects\scuba.cpp" />
<ClCompile Include="Objects\skeleton.cpp" /> <ClCompile Include="Objects\skeleton.cpp" />
<ClCompile Include="Objects\trap.cpp" />
<ClCompile Include="Objects\traps.cpp" /> <ClCompile Include="Objects\traps.cpp" />
<ClCompile Include="Renderer\DepthShader.cpp" /> <ClCompile Include="Renderer\DepthShader.cpp" />
<ClCompile Include="Renderer\MainShader.cpp" /> <ClCompile Include="Renderer\MainShader.cpp" />

View file

@ -536,6 +536,9 @@
<ClCompile Include="Objects\scuba.cpp"> <ClCompile Include="Objects\scuba.cpp">
<Filter>File di origine</Filter> <Filter>File di origine</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="Objects\trap.cpp">
<Filter>File di origine</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="Shaders\Shader.fx" /> <None Include="Shaders\Shader.fx" />