TombEngine/TR5Main/Objects/TR5/tr5_imp.cpp
2019-12-29 21:22:21 +01:00

294 lines
No EOL
6.3 KiB
C++

#include "../newobjects.h"
#include "../../Game/items.h"
#include "../../Game/sphere.h"
#include "../../Game/lara.h"
#include "../../Game/draw.h"
#include "../../Game/effects.h"
#include "../../Game/effect2.h"
#include "../../Game/Box.h"
BITE_INFO ImpBite = { 0, 0x64, 0, 9 };
void InitialiseImp(short itemNum)
{
ITEM_INFO* item;
short stateid;
item = &Items[itemNum];
ClearItem(itemNum);
if (item->triggerFlags == 2 || item->triggerFlags == 12)
{
stateid = 8;
item->animNumber = Objects[ID_IMP].animIndex + 8;
}
else if (item->triggerFlags == 1 || item->triggerFlags == 11)
{
stateid = 7;
item->animNumber = Objects[ID_IMP].animIndex + 7;
}
else
{
stateid = 1;
item->animNumber = Objects[ID_IMP].animIndex + 1;
}
item->goalAnimState = stateid;
item->currentAnimState = stateid;
item->frameNumber = Anims[item->animNumber].frameBase;
}
void ImpThrowStones(ITEM_INFO* item)
{
PHD_VECTOR pos1;
pos1.x = 0;
pos1.y = 0;
pos1.z = 0;
GetJointAbsPosition(item, &pos1, 9);
PHD_VECTOR pos2;
pos2.x = 0;
pos2.y = 0;
pos2.z = 0;
GetLaraJointPosition(&pos2, LJ_HEAD);
int dx = pos1.x - pos2.x;
int dy = pos1.y - pos2.y;
int dz = pos1.z - pos2.z;
short angles[2];
phd_GetVectorAngles(pos2.x - pos1.x, pos2.y - pos1.y, pos2.z - pos1.z, angles);
int distance = SQRT_ASM(SQUARE(dx) + SQUARE(dy) + SQUARE(dz));
if (distance < 8)
distance = 8;
angles[0] += GetRandomControl() % (distance >> 2) - (distance >> 3);
angles[1] += GetRandomControl() % (distance >> 1) - (distance >> 2);
short fxNum = CreateNewEffect(item->roomNumber);
if (fxNum != NO_ITEM)
{
FX_INFO* fx = &Effects[fxNum];
fx->pos.xPos = pos1.x;
fx->pos.yPos = pos1.y;
fx->pos.zPos = pos1.z;
fx->roomNumber = item->roomNumber;
fx->pos.xRot = angles[1] + distance >> 1;
fx->pos.yRot = angles[0];
fx->pos.zRot = 0;
fx->speed = 4 * SQRT_ASM(distance);
if (fx->speed < 256)
fx->speed = 256;
fx->fallspeed = 0;
fxNum = Objects[ID_BUBBLES].meshIndex + 2 * (GetRandomControl() & 7);
fx->objectNumber = ID_BUBBLES;
fx->shade = 16912;
fx->counter = 0;
fx->frameNumber = fxNum;
fx->flag1 = 2;
fx->flag2 = 0x2000;
}
}
void ControlImp(short itemNumber)
{
if (CreatureActive(itemNumber))
{
short joint0 = 0;
short joint1 = 0;
short angle = 0;
short joint2 = 0;
short joint3 = 0;
short angle2 = 0;
ITEM_INFO* item = &Items[itemNumber];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
if (item->hitPoints > 0)
{
if (item->aiBits)
{
GetAITarget(creature);
}
else if (creature->hurtByLara)
{
creature->enemy = LaraItem;
}
AI_INFO info;
CreatureAIInfo(item, &info);
if (creature->enemy == LaraItem)
{
angle2 = info.angle;
}
else
{
angle2 = ATAN(LaraItem->pos.zPos - item->pos.zPos, LaraItem->pos.xPos - item->pos.xPos) - item->pos.yRot;
}
int d1 = item->pos.yPos - LaraItem->pos.yPos + 384;
if (LaraItem->currentAnimState == STATE_LARA_CROUCH_IDLE
|| LaraItem->currentAnimState == STATE_LARA_CROUCH_ROLL
|| LaraItem->currentAnimState > STATE_LARA_MONKEYSWING_TURNAROUND
&& LaraItem->currentAnimState < STATE_LARA_CLIMB_TO_CRAWL
|| LaraItem->currentAnimState == STATE_LARA_CROUCH_TURN_LEFT
|| LaraItem->currentAnimState == STATE_LARA_CROUCH_TURN_RIGHT)
{
d1 = item->pos.yPos - LaraItem->pos.yPos;
}
int d2 = SQRT_ASM(info.distance);
info.xAngle = ATAN(d2, d1);
GetCreatureMood(item, &info, VIOLENT);
if (item->currentAnimState == 6)
creature->mood = ESCAPE_MOOD;
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, creature->maximumTurn);
joint1 = info.angle >> 1;
joint0 = info.xAngle >> 1;
joint3 = info.angle >> 1;
joint2 = info.xAngle >> 1;
if (Wibble & 0x10)
*item->pad2 = 1024;
else
*item->pad2 = 0;
switch (item->currentAnimState)
{
case 0:
creature->maximumTurn = ANGLE(7);
if (info.distance <= SQUARE(2048))
{
if (info.distance < SQUARE(2048))
item->goalAnimState = 1;
}
else
{
item->goalAnimState = 2;
}
break;
case 1:
creature->maximumTurn = -1;
creature->flags = 0;
if (info.bite && info.distance < SQUARE(170) && item->triggerFlags < 10)
{
if (GetRandomControl() & 1)
item->goalAnimState = 3;
else
item->goalAnimState = 5;
}
else if (item->aiBits & FOLLOW)
{
item->goalAnimState = 0;
}
else
{
if (item->triggerFlags == 3)
{
item->goalAnimState = 11;
}
else if (info.distance <= SQUARE(2048))
{
if (info.distance > SQUARE(512) || item->triggerFlags < 10)
item->goalAnimState = 0;
}
else
{
item->goalAnimState = 2;
}
}
break;
case 2:
creature->maximumTurn = ANGLE(7);
if (info.distance >= SQUARE(512))
{
if (info.distance < SQUARE(2048))
item->goalAnimState = 0;
}
else
{
item->goalAnimState = 1;
}
break;
case 3:
case 5:
creature->maximumTurn = -1;
if (creature->flags == 0
&& item->touchBits & 0x280)
{
LaraItem->hitPoints -= 3;
LaraItem->hitStatus = true;
CreatureEffect2(item, &ImpBite, 10, item->pos.yRot, DoBloodSplat);
}
break;
case 6:
creature->maximumTurn = ANGLE(7);
if (TorchRoom != 11)
item->goalAnimState = 1;
break;
case 7:
case 8:
creature->maximumTurn = 0;
break;
case 11:
creature->maximumTurn = -1;
if (item->frameNumber - Anims[item->animNumber].frameBase == 40)
ImpThrowStones(item);
break;
default:
break;
}
}
else
{
item->hitPoints = 0;
if (item->currentAnimState != 9)
{
item->animNumber = Objects[ID_IMP].animIndex + 45;
item->currentAnimState = 9;
item->frameNumber = Anims[item->animNumber].frameBase;
}
}
if (creature->maximumTurn == -1)
{
creature->maximumTurn = 0;
if (abs(angle2) >= ANGLE(2))
{
if (angle2 >= 0)
item->pos.yRot += ANGLE(2);
else
item->pos.yRot -= ANGLE(2);
}
else
{
item->pos.yRot += angle2;
}
}
if (TorchRoom == 11)
item->goalAnimState = 6;
CreatureTilt(item, 0);
CreatureJoint(item, 1, joint1);
CreatureJoint(item, 0, joint0);
CreatureJoint(item, 3, joint3);
CreatureJoint(item, 2, joint2);
CreatureAnimation(itemNumber, angle, 0);
}
}