mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-04-30 16:57:57 +03:00
251 lines
No EOL
4.9 KiB
C++
251 lines
No EOL
4.9 KiB
C++
#include "../newobjects.h"
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#include "../../Game/Box.h"
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#include "../../Game/effects.h"
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#include "../../Game/lot.h"
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#include "../../Game/effect2.h"
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#include "../../Game/items.h"
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#include "../../Game/tomb4fx.h"
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BITE_INFO swordBite = { 0, 37, 550, 15 };
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void InitialiseSwordGuardian(short itemNum)
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{
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ANIM_STRUCT* anim;
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ITEM_INFO* item;
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item = &Items[itemNum];
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InitialiseCreature(itemNum);
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//item->status = ITEM_INACTIVE;
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//item->meshBits = 0;
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}
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void SwordGuardianFly(ITEM_INFO* item)
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{
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PHD_VECTOR pos;
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pos.x = (GetRandomControl() << 8 >> 15) + item->pos.xPos - 128;
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pos.y = (GetRandomControl() << 8 >> 15) + item->pos.yPos - 256;
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pos.z = (GetRandomControl() << 8 >> 15) + item->pos.zPos - 128;
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TriggerGunSmoke(pos.x, pos.y, pos.z, 1, 1, 1, 1, WEAPON_GRENADE_LAUNCHER, 32);
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SoundEffect(SFX_TR2_SWORD_GUARDIAN_FLYING_ID312, &item->pos, 0);
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}
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void SwordGuardianControl(short itemNum)
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{
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if (!CreatureActive(itemNum))
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return;
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ITEM_INFO* item;
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CREATURE_INFO* sword;
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AI_INFO info;
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short angle, head, torso;
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bool lara_alive;
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item = &Items[itemNum];
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sword = (CREATURE_INFO*)item->data;
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angle = head = torso = 0;
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lara_alive = (LaraItem->hitPoints > 0);
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if (item->hitPoints <= 0)
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{
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if (item->currentAnimState != 12)
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{
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//item->meshBits >>= 1;
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SoundEffect(SFX_EXPLOSION1, &LaraItem->pos, 0);
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SoundEffect(SFX_EXPLOSION2, &LaraItem->pos, 0);
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//item->meshBits = 0xFFFFFFFF;
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//item->objectNumber = ID_SAS;
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ExplodingDeath(itemNum, -1, 256);
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//item->objectNumber = ID_SWAT;
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DisableBaddieAI(itemNum);
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KillItem(itemNum);
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//item->status = ITEM_DEACTIVATED;
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//item->flags |= ONESHOT;
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item->currentAnimState = 12;
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/*
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if (!item->meshBits)
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{
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SoundEffect(105, NULL, 0);
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item->meshBits = 0xFFFFFFFF;
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item->objectNumber = ID_SAS;
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ExplodingDeath(itemNum, -1, 256);
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item->objectNumber = ID_SWAT;
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DisableBaddieAI(itemNum);
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KillItem(itemNum);
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item->status = ITEM_DEACTIVATED;
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item->flags |= ONESHOT;
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}
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*/
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}
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return;
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}
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else
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{
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/* Get ground based information */
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sword->LOT.step = STEP_SIZE;
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sword->LOT.drop = -STEP_SIZE;
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sword->LOT.fly = NO_FLYING;
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sword->LOT.zone = 1;
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CreatureAIInfo(item, &info);
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if (item->currentAnimState == 8)
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{
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/* If flying and not in same zone, then use fly zone */
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if (info.zoneNumber != info.enemyZone)
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{
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sword->LOT.step = WALL_SIZE * 20;
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sword->LOT.drop = -WALL_SIZE * 20;
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sword->LOT.fly = STEP_SIZE / 4;
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sword->LOT.zone = 4;
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CreatureAIInfo(item, &info);
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}
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}
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GetCreatureMood(item, &info, VIOLENT);
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CreatureMood(item, &info, VIOLENT);
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angle = CreatureTurn(item, sword->maximumTurn);
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if (item->currentAnimState != 9) // for reload
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item->meshBits = 0xFFFFFFFF;
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switch (item->currentAnimState)
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{
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case 9:
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sword->maximumTurn = 0;
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if (!sword->flags)
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{
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item->meshBits = (item->meshBits << 1) + 1;
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sword->flags = 3;
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}
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else
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{
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sword->flags--;
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}
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break;
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case 1:
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sword->maximumTurn = 0;
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if (info.ahead)
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head = info.angle;
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if (lara_alive)
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{
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if (info.bite && info.distance < 0x100000)
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{
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if (GetRandomControl() >= 0x4000)
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item->goalAnimState = 5;
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else
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item->goalAnimState = 3;
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}
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else
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{
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if (info.zoneNumber == info.enemyZone)
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item->goalAnimState = 2;
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else
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item->goalAnimState = 8;
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}
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}
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else
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{
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item->goalAnimState = 7;
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}
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break;
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case 2:
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sword->maximumTurn = ANGLE(9);
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if (info.ahead)
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head = info.angle;
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if (lara_alive)
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{
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if (info.bite && info.distance < 0x400000)
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item->goalAnimState = 10;
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else if (info.zoneNumber != info.enemyZone)
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item->goalAnimState = 1;
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}
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else
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{
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item->goalAnimState = 1;
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}
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break;
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case 3:
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sword->flags = 0;
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if (info.ahead)
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torso = info.angle;
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if (!info.bite || info.distance > 0x100000)
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item->goalAnimState = 1;
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else
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item->goalAnimState = 4;
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break;
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case 5:
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sword->flags = 0;
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if (info.ahead)
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torso = info.angle;
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if (!info.bite || info.distance > 0x100000)
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item->goalAnimState = 1;
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else
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item->goalAnimState = 6;
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break;
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case 10:
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sword->flags = 0;
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if (info.ahead)
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torso = info.angle;
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if (!info.bite || info.distance > 0x400000)
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item->goalAnimState = 1;
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else
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item->goalAnimState = 11;
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break;
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case 8:
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sword->maximumTurn = ANGLE(7);
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if (info.ahead)
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head = info.angle;
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SwordGuardianFly(item);
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if (!sword->LOT.fly)
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item->goalAnimState = 1;
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break;
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case 4:
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case 6:
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case 11:
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if (info.ahead)
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torso = info.angle;
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if (!sword->flags && (item->touchBits & 0xC000))
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{
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LaraItem->hitPoints -= 300;
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LaraItem->hitStatus = true;
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CreatureEffect(item, &swordBite, DoBloodSplat);
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sword->flags = 1;
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}
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break;
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}
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}
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if (item->hitPoints > 0)
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{
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CreatureJoint(item, 0, torso);
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CreatureJoint(item, 1, head);
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CreatureAnimation(itemNum, angle, 0);
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}
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} |