mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-01 09:18:00 +03:00
332 lines
No EOL
6.9 KiB
C++
332 lines
No EOL
6.9 KiB
C++
#include "../newobjects.h"
|
|
#include "../../Game/Box.h"
|
|
#include "../../Game/effects.h"
|
|
|
|
BITE_INFO spearLeftBite = { 0, 0, 920, 11 };
|
|
BITE_INFO spearRightBite = { 0, 0, 920, 18 };
|
|
|
|
void XianDamage(ITEM_INFO* item, CREATURE_INFO* xian, int damage)
|
|
{
|
|
if (!(xian->flags & 1) && (item->touchBits & 0x40000))
|
|
{
|
|
LaraItem->hitPoints -= damage;
|
|
LaraItem->hitStatus = true;
|
|
CreatureEffect(item, &spearRightBite, DoBloodSplat);
|
|
xian->flags |= 1;
|
|
SoundEffect(SFX_TR2_SWORD_HITTARGET_ID318, &item->pos, 0);
|
|
}
|
|
|
|
if (!(xian->flags & 2) && (item->touchBits & 0x800))
|
|
{
|
|
LaraItem->hitPoints -= damage;
|
|
LaraItem->hitStatus = true;
|
|
CreatureEffect(item, &spearLeftBite, DoBloodSplat);
|
|
xian->flags |= 2;
|
|
SoundEffect(SFX_TR2_SWORD_HITTARGET_ID318, &item->pos, 0);
|
|
}
|
|
}
|
|
|
|
void InitialiseSpearGuardian(short itemNum)
|
|
{
|
|
ANIM_STRUCT* anim;
|
|
ITEM_INFO* item;
|
|
|
|
InitialiseCreature(itemNum);
|
|
|
|
item = &Items[itemNum];
|
|
item->animNumber = Objects[item->objectNumber].animIndex + 48;
|
|
|
|
anim = &Anims[item->animNumber];
|
|
|
|
item->frameNumber = anim->frameBase;
|
|
item->currentAnimState = anim->currentAnimState;
|
|
|
|
//item->status = ITEM_INACTIVE;
|
|
//item->meshBits = 0;
|
|
}
|
|
|
|
void SpearGuardianControl(short itemNum)
|
|
{
|
|
if (!CreatureActive(itemNum))
|
|
return;
|
|
|
|
ITEM_INFO* item;
|
|
CREATURE_INFO* xian;
|
|
short angle, head, neck, tilt;
|
|
int random, lara_alive;
|
|
AI_INFO info;
|
|
|
|
item = &Items[itemNum];
|
|
xian = (CREATURE_INFO*)item->data;
|
|
head = neck = angle = tilt = 0;
|
|
lara_alive = (LaraItem->hitPoints > 0);
|
|
|
|
if (item->hitPoints <= 0)
|
|
{
|
|
item->currentAnimState = 17;
|
|
item->meshBits >>= 1;
|
|
|
|
if (!item->meshBits)
|
|
{
|
|
SoundEffect(105, NULL, 0);
|
|
/*
|
|
item->meshBits = 0xffffffff;
|
|
item->objectNumber = ID_SPEAR_GUARDIAN_STATUE; // just to fool ExplodingDeath to produce jade chunks
|
|
ExplodingDeath(itemNum, 0xffffffff, 0);
|
|
item->objectNumber = ID_SPEAR_GUARDIAN;
|
|
DisableBaddieAI(itemNum);
|
|
KillItem(itemNum);
|
|
item->status = ITEM_DEACTIVATED;
|
|
item->flags |= ONESHOT;
|
|
*/
|
|
}
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
CreatureAIInfo(item, &info);
|
|
|
|
GetCreatureMood(item, &info, VIOLENT);
|
|
CreatureMood(item, &info, VIOLENT);
|
|
|
|
angle = CreatureTurn(item, xian->maximumTurn);
|
|
|
|
if (item->currentAnimState != 18) // for reload
|
|
item->meshBits = 0xFFFFFFFF;
|
|
|
|
switch (item->currentAnimState)
|
|
{
|
|
case 18:
|
|
/* Make jade man come to life!! */
|
|
if (!xian->flags)
|
|
{
|
|
item->meshBits = (item->meshBits << 1) + 1;
|
|
xian->flags = 3;
|
|
}
|
|
else
|
|
xian->flags--;
|
|
break;
|
|
|
|
case 1:
|
|
if (info.ahead)
|
|
neck = info.angle;
|
|
|
|
xian->maximumTurn = 0;
|
|
|
|
if (xian->mood == BORED_MOOD)
|
|
{
|
|
random = GetRandomControl();
|
|
if (random < 0x200)
|
|
item->goalAnimState = 2;
|
|
else if (random < 0x400)
|
|
item->goalAnimState = 3;
|
|
}
|
|
else if (info.ahead && info.distance < SQUARE(WALL_SIZE))
|
|
item->goalAnimState = 5;
|
|
else
|
|
item->goalAnimState = 3;
|
|
break;
|
|
|
|
case 2:
|
|
if (info.ahead)
|
|
neck = info.angle;
|
|
|
|
xian->maximumTurn = 0;
|
|
|
|
if (xian->mood == ESCAPE_MOOD)
|
|
item->goalAnimState = 3;
|
|
else if (xian->mood == BORED_MOOD)
|
|
{
|
|
random = GetRandomControl();
|
|
if (random < 0x200)
|
|
item->goalAnimState = 1;
|
|
else if (random < 0x400)
|
|
item->goalAnimState = 3;
|
|
}
|
|
else if (info.ahead && info.distance < SQUARE(WALL_SIZE))
|
|
item->goalAnimState = 13;
|
|
else
|
|
item->goalAnimState = 3;
|
|
break;
|
|
|
|
case 3:
|
|
if (info.ahead)
|
|
neck = info.angle;
|
|
|
|
xian->maximumTurn = ANGLE(3);
|
|
|
|
if (xian->mood == ESCAPE_MOOD)
|
|
item->goalAnimState = 4;
|
|
else if (xian->mood == BORED_MOOD)
|
|
{
|
|
random = GetRandomControl();
|
|
if (random < 0x200)
|
|
item->goalAnimState = 1;
|
|
else if (random < 0x400)
|
|
item->goalAnimState = 2;
|
|
}
|
|
else if (info.ahead && info.distance < SQUARE(WALL_SIZE * 2))
|
|
{
|
|
if (info.distance < SQUARE(WALL_SIZE * 3 / 2))
|
|
item->goalAnimState = 7;
|
|
else if (GetRandomControl() < 0x4000)
|
|
item->goalAnimState = 9;
|
|
else
|
|
item->goalAnimState = 11;
|
|
}
|
|
else if (!info.ahead || info.distance > SQUARE(WALL_SIZE * 3))
|
|
item->goalAnimState = 4;
|
|
break;
|
|
|
|
case 4:
|
|
if (info.ahead)
|
|
neck = info.angle;
|
|
|
|
xian->maximumTurn = ANGLE(5);
|
|
|
|
if (xian->mood == ESCAPE_MOOD)
|
|
break;
|
|
else if (xian->mood == BORED_MOOD)
|
|
{
|
|
if (GetRandomControl() < 0x4000)
|
|
item->goalAnimState = 1;
|
|
else
|
|
item->goalAnimState = 2;
|
|
}
|
|
else if (info.ahead && info.distance < SQUARE(WALL_SIZE * 2)) // the only way he'll ever break out of a run is to attack Lara
|
|
item->goalAnimState = 15;
|
|
break;
|
|
|
|
case 5:
|
|
if (info.ahead)
|
|
head = info.angle;
|
|
|
|
xian->flags = 0;
|
|
if (!info.ahead || info.distance > SQUARE(WALL_SIZE))
|
|
item->goalAnimState = 1;
|
|
else
|
|
item->goalAnimState = 6;
|
|
break;
|
|
|
|
case 7:
|
|
if (info.ahead)
|
|
head = info.angle;
|
|
|
|
xian->flags = 0;
|
|
if (!info.ahead || info.distance > SQUARE(WALL_SIZE * 3 / 2))
|
|
item->goalAnimState = 3;
|
|
else
|
|
item->goalAnimState = 8;
|
|
break;
|
|
|
|
case 9:
|
|
if (info.ahead)
|
|
head = info.angle;
|
|
|
|
xian->flags = 0;
|
|
if (!info.ahead || info.distance > SQUARE(WALL_SIZE * 2))
|
|
item->goalAnimState = 3;
|
|
else
|
|
item->goalAnimState = 8;
|
|
break;
|
|
|
|
case 11:
|
|
if (info.ahead)
|
|
head = info.angle;
|
|
|
|
xian->flags = 0;
|
|
if (!info.ahead || info.distance > SQUARE(WALL_SIZE * 2))
|
|
item->goalAnimState = 3;
|
|
else
|
|
item->goalAnimState = 8;
|
|
break;
|
|
|
|
case 13:
|
|
if (info.ahead)
|
|
head = info.angle;
|
|
|
|
xian->flags = 0;
|
|
if (!info.ahead || info.distance > SQUARE(WALL_SIZE))
|
|
item->goalAnimState = 2;
|
|
else
|
|
item->goalAnimState = 14;
|
|
break;
|
|
|
|
case 15:
|
|
if (info.ahead)
|
|
head = info.angle;
|
|
|
|
xian->flags = 0;
|
|
if (!info.ahead || info.distance > SQUARE(WALL_SIZE * 2))
|
|
item->goalAnimState = 4;
|
|
else
|
|
item->goalAnimState = 16;
|
|
break;
|
|
|
|
case 6:
|
|
XianDamage(item, xian, 75);
|
|
break;
|
|
|
|
case 8:
|
|
case 10:
|
|
case 12:
|
|
if (info.ahead)
|
|
head = info.angle;
|
|
|
|
XianDamage(item, xian, 75);
|
|
|
|
if (info.ahead && info.distance < SQUARE(WALL_SIZE))
|
|
{
|
|
if (GetRandomControl() < 0x4000)
|
|
item->goalAnimState = 1;
|
|
else
|
|
item->goalAnimState = 2;
|
|
}
|
|
else
|
|
item->goalAnimState = 3;
|
|
break;
|
|
|
|
case 14:
|
|
if (info.ahead)
|
|
head = info.angle;
|
|
|
|
XianDamage(item, xian, 75);
|
|
|
|
if (info.ahead && info.distance < SQUARE(WALL_SIZE))
|
|
item->goalAnimState = 1;
|
|
else
|
|
item->goalAnimState = 2;
|
|
break;
|
|
|
|
case 16:
|
|
if (info.ahead)
|
|
head = info.angle;
|
|
|
|
XianDamage(item, xian, 120);
|
|
|
|
if (info.ahead && info.distance < SQUARE(WALL_SIZE))
|
|
{
|
|
if (GetRandomControl() < 0x4000)
|
|
item->goalAnimState = 1;
|
|
else
|
|
item->goalAnimState = 2;
|
|
}
|
|
else if (info.ahead && info.distance < SQUARE(WALL_SIZE * 2))
|
|
item->goalAnimState = 3;
|
|
else
|
|
item->goalAnimState = 4;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (lara_alive && LaraItem->hitPoints <= 0)
|
|
{
|
|
CreatureKill(item, 49, 19, 2); // uses EXTRA_YETIKILL slot
|
|
return;
|
|
}
|
|
|
|
CreatureTilt(item, tilt);
|
|
CreatureJoint(item, 0, head);
|
|
CreatureJoint(item, 1, neck);
|
|
CreatureAnimation(itemNum, angle, tilt);
|
|
} |