TombEngine/TR5Main/Objects/animals.cpp
2019-04-29 13:10:58 +02:00

3739 lines
No EOL
82 KiB
C++

#include "newobjects.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\effect2.h"
#include "..\Game\draw.h"
#include "..\Game\sphere.h"
#include "..\Game\people.h"
#include "..\Game\debris.h"
BITE_INFO wildboardBiteInfo = { 0, 0, 0, 14 };
BITE_INFO smallScorpionBiteInfo1 = { 0, 0, 0, 0 };
BITE_INFO smallScorpionBiteInfo2 = { 0, 0, 0, 23 };
BITE_INFO batBiteInfo = { 0, 16, 45, 4 };
BITE_INFO barracudaBite = { 2, -60, 121, 7 };
BITE_INFO sharkBite = { 17, -22, 344, 12 };
BITE_INFO tigerBite = { 19, -13, 3, 26 };
BITE_INFO cobraBite = { 0, 0, 0, 13 };
BITE_INFO raptorBite = { 0, 66, 318, 22 };
BITE_INFO eagleBite = { 15, 46, 21, 6 };
BITE_INFO crowBite = { 2, 10, 60, 14 };
BITE_INFO wolfBite = { 0, -14, 174, 6 };
BITE_INFO bearBite = { 0, 96, 335, 14 };
BITE_INFO apeBite = { 0, -19, 75, 15 };
BITE_INFO mouseBite = { 0, 0, 57, 2 };
BITE_INFO scorpionBite1 = { 0, 0, 0, 8 };
BITE_INFO scorpionBite2 = { 0, 0, 0, 23 };
BITE_INFO harpyBite1 = { 0, 0, 0, 4 };
BITE_INFO harpyBite2 = { 0, 0, 0, 2 };
BITE_INFO harpyBite3 = { 0, 0, 0, 21 };
BITE_INFO harpyAttack1 = { 0, 128, 0, 2 };
BITE_INFO harpyAttack2 = { 0, 128, 0, 4 };
BITE_INFO crocodileBiteInfo = { 0, -156, 500, 9 };
BITE_INFO sphinxBiteInfo = { 0, 0, 0, 6 };
void __cdecl InitialiseWildBoar(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
ClearItem(itemNum);
item->animNumber = Objects[ID_WILD_BOAR].animIndex + 6;
item->frameNumber = Anims[item->animNumber].frameBase;
item->goalAnimState = 1;
item->currentAnimState = 1;
}
void __cdecl WildBoarControl(__int16 itemNum)
{
__int16 angle = 0;
__int16 head = 0;
__int16 neck = 0;
__int16 tilt = 0;
__int16 joint0 = 0;
__int16 joint1 = 0;
__int16 joint2 = 0;
__int16 joint3 = 0;
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
if (item->hitPoints > 0)
{
__int32 dx = LaraItem->pos.xPos - item->pos.xPos;
__int32 dz = LaraItem->pos.zPos - item->pos.zPos;
__int32 laraDistance = dx * dx + dz * dz;
if (item->aiBits & GUARD)
{
GetAITarget(creature);
}
else
{
creature->enemy = LaraItem;
CREATURE_INFO* baddie = &BaddieSlots[0];
CREATURE_INFO* found = &BaddieSlots[0];
__int32 minDistance = 0x7FFFFFFF;
for (__int32 i = 0; i < NUM_SLOTS; i++, baddie++)
{
if (baddie->itemNum == NO_ITEM || baddie->itemNum == itemNum)
continue;
ITEM_INFO* target = &Items[baddie->itemNum];
if (target->objectNumber != ID_WILD_BOAR)
{
__int32 dx2 = target->pos.xPos - item->pos.xPos;
__int32 dz2 = target->pos.zPos - item->pos.zPos;
__int32 distance = dx2 * dx2 + dz2 * dz2;
if (distance < minDistance && distance < laraDistance)
{
creature->enemy = target;
minDistance = distance;
}
}
}
}
AI_INFO info;
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, VIOLENT);
if (item->flags)
creature->mood = ESCAPE_MOOD;
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, creature->maximumTurn);
if (info.ahead)
{
joint1 = info.angle >> 1;
joint3 = info.angle >> 1;
}
switch (item->currentAnimState)
{
case 1:
creature->maximumTurn = 0;
if (info.ahead && info.distance || item->flags)
{
item->goalAnimState = 2;
}
else if (GetRandomControl() & 0x7F)
{
joint1 = AIGuard(creature) >> 1;
joint3 = joint1;
}
else
{
item->goalAnimState = 3;
}
break;
case 3:
creature->maximumTurn = 0;
if (info.ahead && info.distance)
{
item->goalAnimState = 1;
}
else if (!(GetRandomControl() & 0x7F))
{
item->goalAnimState = 1;
}
break;
case 2:
if (info.distance >= 0x400000)
{
creature->maximumTurn = 1092;
item->flags = 0;
}
else
{
creature->maximumTurn = 546;
joint0 = -info.distance;
joint2 = -info.distance;
}
if (!item->flags && (/*v23 < 50 && v25 < 50 || */info.distance < 0x10000 && info.bite))
{
item->goalAnimState = 4;
if (creature->enemy == LaraItem)
{
LaraItem->hitPoints -= 30;
LaraItem->hitStatus = true;
}
CreatureEffect2(item, &wildboardBiteInfo, 3, item->pos.yRot, DoBloodSplat);
item->flags = 1;
}
break;
case 4:
creature->maximumTurn = 0;
break;
}
}
else
{
item->hitPoints = 0;
if (item->currentAnimState != 5)
{
item->animNumber = Objects[ID_WILD_BOAR].animIndex + 5;
item->currentAnimState = 5;
item->frameNumber = Anims[item->animNumber].frameBase;
}
}
CreatureJoint(item, 0, joint0);
CreatureJoint(item, 1, joint1);
CreatureJoint(item, 2, joint2);
CreatureJoint(item, 3, joint3);
CreatureAnimation(itemNum, angle, 0);
}
void __cdecl InitialiseSmallScorpion(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
ClearItem(itemNum);
item->animNumber = Objects[ID_SMALL_SCORPION].animIndex + 2;
item->frameNumber = Anims[item->animNumber].frameBase;
item->goalAnimState = 1;
item->currentAnimState = 1;
}
void __cdecl SmallScorpionControl(__int16 itemNum)
{
__int16 angle = 0;
__int16 head = 0;
__int16 neck = 0;
__int16 tilt = 0;
__int16 joint0 = 0;
__int16 joint1 = 0;
__int16 joint2 = 0;
__int16 joint3 = 0;
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
if (item->hitPoints > 0)
{
__int32 dx = LaraItem->pos.xPos - item->pos.xPos;
__int32 dz = LaraItem->pos.zPos - item->pos.zPos;
__int32 laraDistance = dx * dx + dz * dz;
if (item->aiBits & GUARD)
GetAITarget(creature);
else
creature->enemy = LaraItem;
AI_INFO info;
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, creature->maximumTurn);
switch (item->currentAnimState)
{
case 1:
creature->maximumTurn = 0;
creature->flags = 0;
if (info.distance > 116281)
{
item->goalAnimState = 2;
}
else if (info.bite)
{
creature->maximumTurn = 1092;
if (GetRandomControl() & 1 /*|| creature->enemy->objectNumber == 59 && creature->enemy->hitPoints <= 2*/)
{
item->goalAnimState = 4;
}
else
{
item->goalAnimState = 5;
}
}
else if (!info.ahead)
{
item->goalAnimState = 2;
}
break;
case 3:
creature->maximumTurn = 1456;
if (info.distance < 116281)
{
item->goalAnimState = 1;
}
break;
case 2:
creature->maximumTurn = 1092;
if (info.distance >= 116281)
{
if (info.distance > 45369)
{
item->goalAnimState = 3;
}
}
else
{
item->goalAnimState = 1;
}
break;
case 4:
case 5:
creature->maximumTurn = 0;
if (abs(info.angle) >= 1092)
{
if (info.angle >= 0)
{
item->pos.yRot += 1092;
}
else
{
item->pos.yRot -= 1092;
}
}
else
{
item->pos.yRot += info.angle;
}
if (!creature->flags)
{
if (item->touchBits & 0x1B00100)
{
if (item->frameNumber > Anims[item->animNumber].frameBase + 20 &&
item->frameNumber < Anims[item->animNumber].frameBase + 32)
{
LaraItem->hitPoints -= 20;
LaraItem->hitStatus = true;
BITE_INFO* biteInfo;
__int16 rot;
if (item->currentAnimState == 5)
{
rot = item->pos.yRot + -32768;
biteInfo = &smallScorpionBiteInfo1;
}
else
{
rot = item->pos.yRot + -32768;
biteInfo = &smallScorpionBiteInfo2;
}
CreatureEffect2(item, biteInfo, 3, rot, DoBloodSplat);
creature->flags = 1;
}
}
}
break;
}
}
else
{
item->hitPoints = 0;
if (item->currentAnimState != 6 && item->currentAnimState != 7)
{
item->animNumber = Objects[ID_SMALL_SCORPION].animIndex + 5;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 6;
}
}
CreatureAnimation(itemNum, angle, 0);
}
void __cdecl InitialiseScorpion(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
ClearItem(itemNum);
if (item->triggerFlags == 1)
{
item->goalAnimState = 8;
item->currentAnimState = 8;
item->animNumber = Objects[ID_SCORPION].animIndex + 7;
}
else
{
item->goalAnimState = 1;
item->currentAnimState = 1;
item->animNumber = Objects[ID_SCORPION].animIndex + 2;
}
item->frameNumber = Anims[item->animNumber].frameBase;
}
void __cdecl ScorpionControl(__int16 itemNum)
{
__int16 angle = 0;
__int16 head = 0;
__int16 neck = 0;
__int16 tilt = 0;
__int16 joint0 = 0;
__int16 joint1 = 0;
__int16 joint2 = 0;
__int16 joint3 = 0;
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
__int16 roomNumber = item->roomNumber;
__int32 x = item->pos.xPos + 682 * SIN(item->pos.yRot) >> W2V_SHIFT;
__int32 z = item->pos.zPos + 682 * COS(item->pos.yRot) >> W2V_SHIFT;
FLOOR_INFO* floor = GetFloor(x, item->pos.yPos, z, &roomNumber);
__int32 height1 = GetFloorHeight(floor, x, item->pos.yPos, z);
if (abs(item->pos.yPos - height1) > 512)
height1 = item->pos.yPos;
x = item->pos.xPos - 682 * SIN(item->pos.yRot) >> W2V_SHIFT;
z = item->pos.zPos - 682 * COS(item->pos.yRot) >> W2V_SHIFT;
floor = GetFloor(x, item->pos.yPos, z, &roomNumber);
__int32 height2 = GetFloorHeight(floor, x, item->pos.yPos, z);
if (abs(item->pos.yPos - height2) > 512)
height2 = item->pos.yPos;
__int16 angle1 = ATAN(1344, height2 - height1);
x = item->pos.xPos - 682 * SIN(item->pos.yRot) >> W2V_SHIFT;
z = item->pos.zPos + 682 * COS(item->pos.yRot) >> W2V_SHIFT;
floor = GetFloor(x, item->pos.yPos, z, &roomNumber);
__int32 height3 = GetFloorHeight(floor, x, item->pos.yPos, z);
if (abs(item->pos.yPos - height3) > 512)
height3 = item->pos.yPos;
x = item->pos.xPos + 682 * SIN(item->pos.yRot) >> W2V_SHIFT;
z = item->pos.zPos - 682 * COS(item->pos.yRot) >> W2V_SHIFT;
floor = GetFloor(x, item->pos.yPos, z, &roomNumber);
__int32 height4 = GetFloorHeight(floor, x, item->pos.yPos, z);
if (abs(item->pos.yPos - height4) > 512)
height4 = item->pos.yPos;
__int16 angle2 = ATAN(1344, height4 - height3);
if (item->hitPoints <= 0)
{
item->hitPoints = 0;
if (item->currentAnimState != 6 && item->currentAnimState != 7)
{
item->animNumber = Objects[item->objectNumber].animIndex + 5;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 6;
}
}
else
{
if (item->aiBits)
GetAITarget(creature);
else
{
if (creature->hurtByLara && item->currentAnimState != 8)
creature->enemy = LaraItem;
{
// Search for active troops
creature->enemy = NULL;
CREATURE_INFO* baddy = &BaddieSlots[0];
__int32 minDistance = 0x7FFFFFFF;
for (__int32 i = 0; i < NUM_SLOTS; i++)
{
baddy = &BaddieSlots[i];
if (baddy->itemNum != NO_ITEM && baddy->itemNum != itemNum)
{
ITEM_INFO* currentItem = &Items[baddy->itemNum];
if (currentItem->objectNumber != ID_SCORPION &&
(currentItem != LaraItem || creature->hurtByLara))
{
__int32 dx = currentItem->pos.xPos - item->pos.xPos;
__int32 dy = currentItem->pos.yPos - item->pos.yPos;
__int32 dz = currentItem->pos.zPos - item->pos.zPos;
__int32 distance = dx * dx + dy * dy + dz * dz;
if (distance < minDistance)
{
minDistance = distance;
creature->enemy = currentItem;
}
}
}
}
}
}
AI_INFO info;
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, creature->maximumTurn);
switch (item->currentAnimState)
{
case 1:
creature->maximumTurn = 0;
creature->flags = 0;
if (info.distance > SQUARE(1365))
{
item->goalAnimState = 2;
break;
}
if (info.bite)
{
creature->maximumTurn = ANGLE(2);
if (GetRandomControl() & 1 || creature->enemy->objectNumber == ID_TROOPS &&
creature->enemy->hitPoints <= 15)
{
item->goalAnimState = 4;
}
else
{
item->goalAnimState = 5;
}
}
else if (!info.ahead)
{
item->goalAnimState = 2;
}
break;
case 2:
creature->maximumTurn = ANGLE(2);
if (info.distance < SQUARE(1365))
{
item->goalAnimState = 1;
break;
}
if (info.distance > SQUARE(853))
{
item->goalAnimState = 3;
}
break;
case 3:
creature->maximumTurn = ANGLE(3);
if (info.distance >= SQUARE(1365))
{
break;
}
item->goalAnimState = 1;
break;
case 4:
case 5:
creature->maximumTurn = 0;
if (abs(info.angle) >= ANGLE(2))
{
if (info.angle >= 0)
{
item->pos.yRot += ANGLE(2);
}
else
{
item->pos.yRot -= ANGLE(2);
}
}
else
{
item->pos.yRot += info.angle;
}
if (creature->flags)
{
break;
}
if (creature->enemy && creature->enemy != LaraItem && info.distance < SQUARE(1365))
{
creature->enemy->hitPoints -= 15;
if (creature->enemy->hitPoints <= 0)
{
item->goalAnimState = 7;
creature->maximumTurn = 0;
}
creature->enemy->hitStatus = true;
creature->flags = 1;
CreatureEffect2(
item,
&scorpionBite1,
10,
item->pos.yRot - ANGLE(180),
DoBloodSplat);
}
else if (item->touchBits & 0x1B00100)
{
LaraItem->hitPoints -= 120;
LaraItem->hitStatus = true;
if (item->currentAnimState == 5)
{
Lara.dpoisoned += 2048;
CreatureEffect2(
item,
&scorpionBite1,
10,
item->pos.yRot - ANGLE(180),
DoBloodSplat);
}
else
{
CreatureEffect2(
item,
&scorpionBite2,
10,
item->pos.yRot - ANGLE(180),
DoBloodSplat);
}
creature->flags = 1;
if (LaraItem->hitPoints <= 0)
{
CreatureKill(item, 6, 7, 442);
creature->maximumTurn = 0;
return;
}
}
break;
case 8:
creature->maximumTurn = 0;
if (item->frameNumber == Anims[item->animNumber].frameEnd)
{
item->triggerFlags++;
}
if (creature->enemy && creature->enemy->hitPoints <= 0 || item->triggerFlags > 6)
{
item->goalAnimState = 7;
creature->enemy->hitPoints = 0;
}
break;
default:
break;
}
}
if ((angle1 - item->pos.xRot) < 256)
item->pos.xRot = 256;
else
{
if (angle1 <= item->pos.xRot)
item->pos.xRot -= 256;
else
item->pos.xRot += 256;
}
if ((angle2 - item->pos.zRot) < 256)
item->pos.zRot = 256;
else
{
if (angle2 <= item->pos.zRot)
item->pos.zRot -= 256;
else
item->pos.zRot += 256;
}
CreatureAnimation(itemNum, angle, 0);
}
void __cdecl InitialiseBat(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
ClearItem(itemNum);
item->animNumber = Objects[ID_BAT].animIndex + 5;
item->frameNumber = Anims[item->animNumber].frameBase;
item->goalAnimState = 6;
item->currentAnimState = 6;
}
void __cdecl BatControl(__int16 itemNum)
{
__int16 angle = 0;
__int16 head = 0;
__int16 neck = 0;
__int16 tilt = 0;
__int16 joint0 = 0;
__int16 joint1 = 0;
__int16 joint2 = 0;
__int16 joint3 = 0;
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
if (item->hitPoints > 0)
{
__int32 dx = LaraItem->pos.xPos - item->pos.xPos;
__int32 dz = LaraItem->pos.zPos - item->pos.zPos;
__int32 laraDistance = dx * dx + dz * dz;
if (item->aiBits & GUARD)
{
GetAITarget(creature);
}
else
{
creature->enemy = LaraItem;
CREATURE_INFO* baddie = &BaddieSlots[0];
CREATURE_INFO* found = &BaddieSlots[0];
__int32 minDistance = 0x7FFFFFFF;
for (__int32 i = 0; i < NUM_SLOTS; i++, baddie++)
{
if (baddie->itemNum == NO_ITEM || baddie->itemNum == itemNum)
continue;
ITEM_INFO* target = &Items[baddie->itemNum];
if (target->objectNumber != ID_WILD_BOAR)
{
__int32 dx2 = target->pos.xPos - item->pos.xPos;
__int32 dz2 = target->pos.zPos - item->pos.zPos;
__int32 distance = dx2 * dx2 + dz2 * dz2;
if (distance < minDistance && distance < laraDistance)
{
creature->enemy = target;
minDistance = distance;
}
}
}
}
AI_INFO info;
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, VIOLENT);
if (item->flags)
creature->mood = ESCAPE_MOOD;
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, 3640);
switch (item->currentAnimState)
{
case 2:
if (info.distance < 0x10000 || !(GetRandomControl() & 0x3F))
{
creature->flags = 0;
}
if (!creature->flags)
{
if (item->touchBits
|| creature->enemy != LaraItem
&& info.distance < 0x10000
&& info.ahead
&& abs(item->pos.yPos - creature->enemy->pos.yPos) < 896)
{
item->goalAnimState = 3;
}
}
break;
case 3:
if (!creature->flags
&& (item->touchBits
|| creature->enemy != LaraItem
&& info.distance < 0x10000
&& info.ahead/*
&& (item->pos.yPos - v19->pos.yPos, (signed int)((HIDWORD(v20) ^ v20) - HIDWORD(v20)) < 896)*/))
{
CreatureEffect(item, &batBiteInfo, DoBloodSplat);
if (creature->enemy == LaraItem)
{
LaraItem->hitPoints -= 2;
LaraItem->hitStatus = true;
}
creature->flags = 1;
}
else
{
item->goalAnimState = 2;
creature->mood = BORED_MOOD;
}
break;
case 6:
if (info.distance < 26214400 || item->hitStatus || creature->flags & 0x10)
{
item->goalAnimState = 1;
}
break;
}
}
else if (item->currentAnimState == 3)
{
item->animNumber = Objects[ID_BAT].animIndex + 1;
item->frameNumber = Anims[item->animNumber].frameBase;
item->goalAnimState = 2;
item->currentAnimState = 2;
}
else
{
if (item->pos.yPos >= item->floor)
{
item->goalAnimState = 5;
item->pos.yPos = item->floor;
item->gravityStatus = false;
}
else
{
item->gravityStatus = true;
item->animNumber = Objects[ID_BAT].animIndex + 3;
item->frameNumber = Anims[item->animNumber].frameBase;
item->goalAnimState = 4;
item->currentAnimState = 4;
item->speed = 0;
}
}
CreatureAnimation(itemNum, angle, 0);
}
void __cdecl BarracudaControl(__int16 itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO *)item->data;
__int16 angle = 0;
__int16 head = 0;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 6)
{
item->animNumber = Objects[ID_BARRACUDA].animIndex + 6;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 6;
}
CreatureFloat(itemNum);
return;
}
else
{
AI_INFO info;
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, TIMID);
CreatureMood(item, &info, TIMID);
angle = CreatureTurn(item, creature->maximumTurn);
switch (item->currentAnimState)
{
case 1:
creature->flags = 0;
if (creature->mood == BORED_MOOD)
item->goalAnimState = 2;
else if (info.ahead && info.distance < 680)
item->goalAnimState = 4;
else if (creature->mood == STALK_MOOD)
item->goalAnimState = 2;
else
item->goalAnimState = 3;
break;
case 2:
creature->maximumTurn = ANGLE(2);
if (creature->mood == BORED_MOOD)
break;
else if (info.ahead && (item->touchBits & 0xE0))
item->goalAnimState = 1;
else if (creature->mood != STALK_MOOD)
item->goalAnimState = 3;
break;
case 3:
creature->maximumTurn = ANGLE(4);
creature->flags = 0;
if (creature->mood == BORED_MOOD)
item->goalAnimState = 2;
else if (info.ahead && info.distance < 340)
item->goalAnimState = 5;
else if (info.ahead && info.distance < 680)
item->goalAnimState = 1;
else if (creature->mood == STALK_MOOD)
item->goalAnimState = 2;
break;
case 4:
case 5:
if (info.ahead)
head = info.angle;
if (!creature->flags && (item->touchBits & 0xE0))
{
LaraItem->hitPoints -= 100;
LaraItem->hitStatus = true;
CreatureEffect(item, &barracudaBite, DoBloodSplat);
creature->flags = 1;
}
break;
}
}
CreatureJoint(item, head, 0);
CreatureAnimation(itemNum, angle, 0);
CreatureUnderwater(item, STEP_SIZE);
}
void __cdecl SharkControl(__int16 itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO *)item->data;
__int16 angle = 0;
__int16 head = 0;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 5)
{
item->animNumber = Objects[ID_SHARK].animIndex + 4;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 5;
}
CreatureFloat(itemNum);
return;
}
else
{
AI_INFO info;
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, creature->maximumTurn);
switch (item->currentAnimState)
{
case 0:
creature->flags = 0;
creature->maximumTurn = 0;
if (info.ahead && info.distance < SQUARE(768) && info.zoneNumber == info.enemyZone)
item->goalAnimState = 3;
else
item->goalAnimState = 1;
break;
case 1:
creature->maximumTurn = ANGLE(1) / 2;
if (creature->mood == BORED_MOOD)
break;
else if (info.ahead && info.distance < SQUARE(768))
item->goalAnimState = 0;
else if (creature->mood == ESCAPE_MOOD || info.distance > SQUARE(3072) || !info.ahead)
item->goalAnimState = 2;
break;
case 2:
creature->flags = 0;
creature->maximumTurn = ANGLE(2);
if (creature->mood == BORED_MOOD)
item->goalAnimState = 1;
else if (creature->mood == ESCAPE_MOOD)
break;
else if (info.ahead && info.distance < SQUARE(1365) && info.zoneNumber == info.enemyZone)
{
if (GetRandomControl() < 0x800)
item->goalAnimState = 0;
else if (info.distance < SQUARE(768))
item->goalAnimState = 4;
}
break;
case 3:
case 4:
if (info.ahead)
head = info.angle;
if (!creature->flags && (item->touchBits & 0x3400))
{
LaraItem->hitPoints -= 400;
LaraItem->hitStatus = true;
CreatureEffect(item, &sharkBite, DoBloodSplat);
creature->flags = 1;
}
break;
}
}
if (item->currentAnimState != 6)
{
CreatureJoint(item, 0, head);
CreatureAnimation(itemNum, angle, 0);
CreatureUnderwater(item, 340);
}
else
AnimateItem(item);
}
void __cdecl TigerControl(__int16 itemNum)
{
__int16 head = 0;
__int16 angle = 0;
__int16 tilt = 0;
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO *)item->data;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 9)
{
item->animNumber = Objects[item->objectNumber].animIndex + 11;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 9;
}
}
else
{
AI_INFO info;
CreatureAIInfo(item, &info);
if (info.ahead)
head = info.angle;
GetCreatureMood(item, &info, 1);
if (creature->alerted && info.zoneNumber != info.enemyZone)
creature->mood = ESCAPE_MOOD;
CreatureMood(item, &info, 1);
angle = CreatureTurn(item, creature->maximumTurn);
switch (item->currentAnimState)
{
case 1:
creature->maximumTurn = 0;
creature->flags = 0;
if (creature->mood == ESCAPE_MOOD)
{
if (Lara.target != item && info.ahead)
item->goalAnimState = 1;
else
item->goalAnimState = 3;
}
else if (creature->mood == BORED_MOOD)
{
__int16 random = GetRandomControl();
if (random < 0x60)
item->goalAnimState = 5;
else if (random < 0x460);
item->goalAnimState = 2;
}
else if (info.bite && info.distance < SQUARE(340))
item->goalAnimState = 6;
else if (info.bite && info.distance < SQUARE(1024))
{
creature->maximumTurn = ANGLE(3);
item->goalAnimState = 8;
}
else if (item->requiredAnimState)
item->goalAnimState = item->requiredAnimState;
else if (creature->mood != ATTACK_MOOD && GetRandomControl() < 0x60)
item->goalAnimState = 5;
else
item->goalAnimState = 3;
break;
case 2:
creature->maximumTurn = ANGLE(3);
if (creature->mood == ESCAPE_MOOD || creature->mood == ATTACK_MOOD)
item->goalAnimState = 3;
else if (GetRandomControl() < 0x60)
{
item->goalAnimState = 1;
item->requiredAnimState = 5;
}
break;
case 3:
creature->maximumTurn = ANGLE(6);
if (creature->mood == BORED_MOOD)
item->goalAnimState = 1;
else if (creature->flags && info.ahead)
item->goalAnimState = 1;
else if (info.bite && info.distance < SQUARE(1536))
{
if (LaraItem->speed == 0)
item->goalAnimState = 1;
else
item->goalAnimState = 7;
}
else if (creature->mood != ATTACK_MOOD && GetRandomControl() < 0x60)
{
item->requiredAnimState = 5;
item->goalAnimState = 1;
}
else if (creature->mood == ESCAPE_MOOD && Lara.target != item && info.ahead)
item->goalAnimState = 1;
creature->flags = 0;
break;
case 6:
case 7:
case 8:
if (!creature->flags && (item->touchBits & 0x7FDC000))
{
LaraItem->hitStatus = true;
LaraItem->hitPoints -= 90;
CreatureEffect(item, &tigerBite, DoBloodSplat);
creature->flags = 1;
}
break;
}
}
CreatureTilt(item, tilt);
CreatureJoint(item, 0, head);
CreatureAnimation(itemNum, angle, tilt);
}
void __cdecl InitialiseCobra(__int16 itemNum)
{
InitialiseCreature(itemNum);
ITEM_INFO* item = &Items[itemNum];
item->animNumber = Objects[item->objectNumber].animIndex + 2;
item->frameNumber = Anims[item->animNumber].frameBase + 45;
item->currentAnimState = item->goalAnimState = 3;
item->itemFlags[2] = item->hitStatus;
item->hitPoints = Objects[item->objectNumber].hitPoints;
}
void __cdecl CobraControl(__int16 itemNum)
{
if (!CreatureActive(itemNum))
return;
__int16 head = 0;
__int16 angle = 0;
__int16 tilt = 0;
ITEM_INFO* item = &Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO *)item->data;
if (item->hitPoints <= 0 && item->hitPoints != -16384)
{
if (item->currentAnimState != 4)
{
item->animNumber = Objects[item->objectNumber].animIndex + 4;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 4;
}
}
else
{
AI_INFO info;
CreatureAIInfo(item, &info);
info.angle += 0xC00;
GetCreatureMood(item, &info, 1);
CreatureMood(item, &info, 1);
creature->target.x = LaraItem->pos.xPos;
creature->target.z = LaraItem->pos.zPos;
angle = CreatureTurn(item, creature->maximumTurn);
if (info.ahead)
head = info.angle;
if (abs(info.angle) < ANGLE(10))
item->pos.yRot += info.angle;
else if (info.angle < 0)
item->pos.yRot -= ANGLE(10);
else
item->pos.yRot += ANGLE(10);
switch (item->currentAnimState)
{
case 1:
creature->flags = 0;
if (info.distance > SQUARE(2560))
item->goalAnimState = 3;
else if ((LaraItem->hitPoints > 0) && ((info.ahead && info.distance < SQUARE(1024)) || item->hitStatus || (LaraItem->speed > 15)))
item->goalAnimState = 2;
break;
case 3:
creature->flags = 0;
if (item->hitPoints != -16384)
{
item->itemFlags[2] = item->hitPoints;
item->hitPoints = -16384;
}
if (info.distance < SQUARE(1536) && LaraItem->hitPoints > 0)
{
item->goalAnimState = 0;
item->hitPoints = item->itemFlags[2];
}
break;
case 2:
if (creature->flags != 1 && (item->touchBits & 0x2000))
{
creature->flags = 1;
LaraItem->hitPoints -= 80;
LaraItem->hitStatus = true;
Lara.poisoned = 0x100;
CreatureEffect(item, &cobraBite, DoBloodSplat);
}
break;
case 0:
item->hitPoints = item->itemFlags[2];
break;
}
}
CreatureTilt(item, tilt);
CreatureJoint(item, 0, head >> 1);
CreatureJoint(item, 1, head >> 1);
CreatureAnimation(itemNum, angle, 0);
}
void __cdecl RaptorControl(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
if (item->status == ITEM_INVISIBLE)
{
if (!EnableBaddieAI(itemNum, 0))
return;
item->status = ITEM_ACTIVE;
}
CREATURE_INFO* creature = (CREATURE_INFO *)item->data;
__int16 head = 0;
__int16 neck = 0;
__int16 angle = 0;
__int16 tilt = 0;
ITEM_INFO* nearestItem = NULL;
__int32 minDistance = 0x7FFFFFFF;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 5)
{
if (GetRandomControl() > 0x4000)
item->animNumber = Objects[item->objectNumber].animIndex + 9;
else
item->animNumber = Objects[item->objectNumber].animIndex + 10;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 5;
}
}
else
{
if (creature->enemy == NULL || !(GetRandomControl() & 0x7F)) // Decide on target - this can be Lara, another creature, or an ambush point
{
CREATURE_INFO* currentCreature = BaddieSlots;
ITEM_INFO* target = NULL;
for (__int32 i = 0; i < NUM_SLOTS; i++)
{
if (currentCreature->itemNum == NO_ITEM || currentCreature->itemNum == itemNum)
{
currentCreature++;
continue;
}
target = &Items[currentCreature->itemNum];
__int32 x = (target->pos.xPos - item->pos.xPos) >> 6;
__int32 y = (target->pos.yPos - item->pos.yPos) >> 6;
__int32 z = (target->pos.zPos - item->pos.zPos) >> 6;
__int32 distance = x * x + y * y + z * z;
if (distance < minDistance && item->hitPoints > 0)
{
nearestItem = target;
minDistance = distance;
}
currentCreature++;
}
if (nearestItem != NULL && (nearestItem->objectNumber != ID_RAPTOR || (GetRandomControl() < 0x400 && minDistance < SQUARE(2048))))
creature->enemy = nearestItem;
__int32 x = (LaraItem->pos.xPos - item->pos.xPos) >> 6;
__int32 y = (LaraItem->pos.yPos - item->pos.yPos) >> 6;
__int32 z = (LaraItem->pos.zPos - item->pos.zPos) >> 6;
__int32 distance = x * x + y * y + z * z;
if (distance <= minDistance)
creature->enemy = LaraItem;
}
if (item->aiBits)
GetAITarget(creature);
AI_INFO info;
CreatureAIInfo(item, &info);
if (info.ahead)
head = info.angle;
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
if (creature->mood == BORED_MOOD)
creature->maximumTurn >>= 1;
angle = CreatureTurn(item, creature->maximumTurn);
neck = -(angle * 6);
switch (item->currentAnimState)
{
case 1:
creature->maximumTurn = 0;
creature->flags &= ~1;
if (item->requiredAnimState)
item->goalAnimState = item->requiredAnimState;
else if (creature->flags & 2)
{
creature->flags &= ~2;
item->goalAnimState = 6;
}
else if ((item->touchBits & 0xFF7C00) || (info.distance < SQUARE(585) && info.bite))
item->goalAnimState = 8;
else if (info.bite && info.distance < SQUARE(1536))
item->goalAnimState = 4;
else if (creature->mood == ESCAPE_MOOD && Lara.target != item && info.ahead && !item->hitStatus)
item->goalAnimState = 1;
else if (creature->mood == BORED_MOOD)
item->goalAnimState = 2;
else
item->goalAnimState = 3;
break;
case 2:
creature->maximumTurn = ANGLE(2);
creature->flags &= ~1;
if (creature->mood != BORED_MOOD)
item->goalAnimState = 1;
else if (info.ahead && GetRandomControl() < 0x80)
{
item->requiredAnimState = 6;
item->goalAnimState = 1;
creature->flags &= ~2;
}
break;
case 3:
tilt = angle;
creature->maximumTurn = ANGLE(4);
creature->flags &= ~1;
if (item->touchBits & 0xFF7C00)
item->goalAnimState = 1;
else if (creature->flags & 2)
{
item->requiredAnimState = 6;
item->goalAnimState = 1;
creature->flags &= ~2;
}
else if (info.bite && info.distance < SQUARE(1536))
{
if (item->goalAnimState == 3)
{
if (GetRandomControl() < 0x2000)
item->goalAnimState = 1;
else
item->goalAnimState = 7;
}
}
else if (info.ahead && creature->mood != ESCAPE_MOOD && GetRandomControl() < 0x80)
{
item->requiredAnimState = 6;
item->goalAnimState = 1;
}
else if (creature->mood == BORED_MOOD || (creature->mood == ESCAPE_MOOD && Lara.target != item && info.ahead))
item->goalAnimState = 1;
break;
case 4:
tilt = angle;
creature->maximumTurn = ANGLE(2);
if (creature->enemy == LaraItem)
{
if (!(creature->flags & 1) && (item->touchBits & 0xFF7C00))
{
creature->flags |= 1;
CreatureEffect(item, &raptorBite, DoBloodSplat);
if (LaraItem->hitPoints <= 0)
creature->flags |= 2;
LaraItem->hitPoints -= 100;
LaraItem->hitStatus = 1;
item->requiredAnimState = 1;
}
}
else
{
if (!(creature->flags & 1) && creature->enemy)
{
if (abs(creature->enemy->pos.xPos - item->pos.xPos) < 512 &&
abs(creature->enemy->pos.yPos - item->pos.yPos) < 512 &&
abs(creature->enemy->pos.zPos - item->pos.zPos) < 512)
{
creature->enemy->hitPoints -= 100 >> 2;
creature->enemy->hitStatus = 1;
if (creature->enemy->hitPoints <= 0)
creature->flags |= 2;
creature->flags |= 1;
CreatureEffect(item, &raptorBite, DoBloodSplat);
}
}
}
break;
case 8:
tilt = angle;
creature->maximumTurn = ANGLE(2);
if (creature->enemy == LaraItem)
{
if (!(creature->flags & 1) && (item->touchBits & 0xFF7C00))
{
creature->flags |= 1;
CreatureEffect(item, &raptorBite, DoBloodSplat);
if (LaraItem->hitPoints <= 0)
creature->flags |= 2;
LaraItem->hitPoints -= 100;
LaraItem->hitStatus = 1;
item->requiredAnimState = 1;
}
}
else
{
if (!(creature->flags & 1) && creature->enemy)
{
if (abs(creature->enemy->pos.xPos - item->pos.xPos) < 512 &&
abs(creature->enemy->pos.yPos - item->pos.yPos) < 512 &&
abs(creature->enemy->pos.zPos - item->pos.zPos) < 512)
{
creature->enemy->hitPoints -= 100 >> 2;
creature->enemy->hitStatus = 1;
if (creature->enemy->hitPoints <= 0)
creature->flags |= 2;
creature->flags |= 1;
CreatureEffect(item, &raptorBite, DoBloodSplat);
}
}
}
break;
case 7:
tilt = angle;
creature->maximumTurn = ANGLE(2);
if (creature->enemy == LaraItem)
{
if (!(creature->flags & 1) && (item->touchBits & 0xFF7C00))
{
creature->flags |= 1;
CreatureEffect(item, &raptorBite, DoBloodSplat);
LaraItem->hitPoints -= 100;
LaraItem->hitStatus = 1;
if (LaraItem->hitPoints <= 0)
creature->flags |= 2;
item->requiredAnimState = 3;
}
}
else
{
if (!(creature->flags & 1) && creature->enemy)
{
if (abs(creature->enemy->pos.xPos - item->pos.xPos) < 512 &&
abs(creature->enemy->pos.yPos - item->pos.yPos) < 512 &&
abs(creature->enemy->pos.zPos - item->pos.zPos) < 512)
{
creature->enemy->hitPoints -= 100 >> 2;
creature->enemy->hitStatus = 1;
if (creature->enemy->hitPoints <= 0)
creature->flags |= 2;
creature->flags |= 1;
CreatureEffect(item, &raptorBite, DoBloodSplat);
}
}
}
break;
}
}
CreatureTilt(item, tilt);
CreatureJoint(item, 0, head >> 1);
CreatureJoint(item, 1, head >> 1);
CreatureJoint(item, 2, neck);
CreatureJoint(item, 3, neck);
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 != BORED_MOOD)
item->goalAnimState = 1;
break;
case 2:
item->pos.yPos = item->floor;
if (creature->mood == BORED_MOOD)
break;
else
item->goalAnimState = 1;
break;
case 1:
creature->flags = 0;
if (item->requiredAnimState)
item->goalAnimState = item->requiredAnimState;
if (creature->mood == 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);
}
void __cdecl BearControl(__int16 itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
__int16 head = 0;
__int16 angle;
if (item->hitPoints <= 0)
{
angle = CreatureTurn(item, ANGLE(1));
switch (item->currentAnimState)
{
case 2:
{
item->goalAnimState = 4;
break;
}
case 3:
case 0:
item->goalAnimState = 1;
break;
case 4:
creature->flags = 1;
item->goalAnimState = 9;
break;
case 1:
creature->flags = 0;
item->goalAnimState = 9;
break;
case 9:
if (creature->flags && (item->touchBits & 0x2406C))
{
LaraItem->hitPoints -= 200;
LaraItem->hitStatus = 1;
creature->flags = 0;
}
break;
}
}
else
{
AI_INFO info;
CreatureAIInfo(item, &info);
if (info.ahead)
head = info.angle;
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, creature->maximumTurn);
if (item->hitStatus)
creature->flags = 1;
switch (item->currentAnimState)
{
case 1:
if (LaraItem->hitPoints <= 0)
{
if (info.bite && info.distance < SQUARE(768))
{
item->goalAnimState = 8;
}
else
{
item->goalAnimState = 0;
}
}
else if (item->requiredAnimState)
{
item->goalAnimState = item->requiredAnimState;
}
else if (creature->mood == BORED_MOOD)
{
item->goalAnimState = 0;
}
else
{
item->goalAnimState = 3;
}
break;
case 0:
creature->maximumTurn = ANGLE(2);
if (LaraItem->hitPoints <= 0 && (item->touchBits & 0x2406C) && info.ahead)
{
item->goalAnimState = 1;
}
else if (creature->mood != BORED_MOOD)
{
item->goalAnimState = 1;
if (creature->mood == ESCAPE_MOOD)
{
item->requiredAnimState = 0;
}
}
else if (GetRandomControl() < 0x50)
{
item->requiredAnimState = 5;
item->goalAnimState = 1;
}
break;
case 3:
creature->maximumTurn = ANGLE(5);
// if the bear slams you it hurts
if (item->touchBits & 0x2406C)
{
LaraItem->hitPoints -= 3;
LaraItem->hitStatus = true;
}
if (creature->mood == BORED_MOOD || LaraItem->hitPoints <= 0)
{
item->goalAnimState = 1;
}
else if (info.ahead && !item->requiredAnimState)
{
// bear may rear up, but not after he's taken some bullets!
if (!creature->flags && info.distance < SQUARE(2048) && GetRandomControl() < 0x300)
{
item->requiredAnimState = 4;
item->goalAnimState = 1;
}
else if (info.distance < SQUARE(1024))
{
item->goalAnimState = 6;
}
}
break;
case 4:
if (creature->flags)
{
item->requiredAnimState = 0;
item->goalAnimState = 1;
}
else if (item->requiredAnimState)
{
item->goalAnimState = item->requiredAnimState;
}
else if (creature->mood == BORED_MOOD || creature->mood == ESCAPE_MOOD)
{
item->goalAnimState = 1;
}
else if (info.bite && info.distance < SQUARE(600))
{
item->goalAnimState = 7;
}
else
{
item->goalAnimState = 2;
}
break;
case 2:
if (creature->flags)
{
item->requiredAnimState = 0;
item->goalAnimState = 4;
}
else if (info.ahead && (item->touchBits & 0x2406C))
{
item->goalAnimState = 4;
}
else if (creature->mood == ESCAPE_MOOD)
{
item->goalAnimState = 4;
item->requiredAnimState = 0;
}
else if (creature->mood == BORED_MOOD || GetRandomControl() < 0x50)
{
item->requiredAnimState = 5;
item->goalAnimState = 4;
}
else if (info.distance > SQUARE(2048) || GetRandomControl() < 0x600)
{
item->requiredAnimState = 1;
item->goalAnimState = 4;
}
break;
case 7:
if (!item->requiredAnimState && (item->touchBits & 0x2406C))
{
LaraItem->hitPoints -= 400;
LaraItem->hitStatus = true;
item->requiredAnimState = 4;
}
break;
case 6:
if (!item->requiredAnimState && (item->touchBits & 0x2406C))
{
CreatureEffect(item, &bearBite, DoBloodSplat);
LaraItem->hitPoints -= 200;
LaraItem->hitStatus = true;
item->requiredAnimState = 1;
}
break;
}
CreatureJoint(item, 0, head);
CreatureAnimation(itemNum, angle, 0);
}
}
void __cdecl InitialiseWolf(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
ClearItem(itemNum);
item->frameNumber = 96;
}
void __cdecl WolfControl(__int16 itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
__int16 head = 0;
__int16 angle = 0;
__int16 tilt = 0;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 11)
{
item->animNumber = Objects[item->objectNumber].animIndex + 20 + (__int16)(GetRandomControl() / 11000);
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 11;
}
}
else
{
AI_INFO info;
CreatureAIInfo(item, &info);
if (info.ahead)
head = info.angle;
GetCreatureMood(item, &info, TIMID);
CreatureMood(item, &info, TIMID);
angle = CreatureTurn(item, creature->maximumTurn);
switch (item->currentAnimState)
{
case 8:
head = 0;
if (creature->mood == ESCAPE_MOOD || info.zoneNumber == info.enemyZone)
{
item->requiredAnimState = 9;
item->goalAnimState = 1;
}
else if (GetRandomControl() < 0x20)
{
item->requiredAnimState = 2;
item->goalAnimState = 1;
}
break;
case 1:
if (item->requiredAnimState)
item->goalAnimState = item->requiredAnimState;
else
item->goalAnimState = 2;
break;
case 2:
creature->maximumTurn = ANGLE(2);
if (creature->mood != BORED_MOOD)
{
item->goalAnimState = 5;
item->requiredAnimState = 0;
}
else if (GetRandomControl() < 0x20)
{
item->requiredAnimState = 8;
item->goalAnimState = 1;
}
break;
case 9:
if (item->requiredAnimState)
item->goalAnimState = item->requiredAnimState;
else if (creature->mood == ESCAPE_MOOD)
item->goalAnimState = 3;
else if (info.distance < SQUARE(345) && info.bite)
item->goalAnimState = 12;
else if (creature->mood == STALK_MOOD)
item->goalAnimState = 5;
else if (creature->mood == BORED_MOOD)
item->goalAnimState = 1;
else
item->goalAnimState = 3;
break;
case 5:
creature->maximumTurn = ANGLE(2);
if (creature->mood == ESCAPE_MOOD)
item->goalAnimState = 3;
else if (info.distance < SQUARE(345) && info.bite)
item->goalAnimState = 12;
else if (info.distance > SQUARE(3072))
item->goalAnimState = 3;
else if (creature->mood == ATTACK_MOOD)
{
if (!info.ahead || info.distance > SQUARE(1536) ||
(info.enemyFacing < FRONT_ARC && info.enemyFacing > -FRONT_ARC))
item->goalAnimState = 3;
}
else if (GetRandomControl() < 0x180)
{
item->requiredAnimState = 7;
item->goalAnimState = 9;
}
else if (creature->mood == BORED_MOOD)
item->goalAnimState = 9;
break;
case 3:
creature->maximumTurn = ANGLE(5);
tilt = angle;
if (info.ahead && info.distance < SQUARE(1536))
{
if (info.distance > (SQUARE(1536) / 2) &&
(info.enemyFacing > FRONT_ARC || info.enemyFacing < -FRONT_ARC))
{
item->requiredAnimState = 5;
item->goalAnimState = 9;
}
else
{
item->goalAnimState = 6;
item->requiredAnimState = 0;
}
}
else if (creature->mood == STALK_MOOD && info.distance < SQUARE(3072))
{
item->requiredAnimState = 5;
item->goalAnimState = 9;
}
else if (creature->mood == BORED_MOOD)
item->goalAnimState = 9;
break;
case 6:
tilt = angle;
if (!item->requiredAnimState && (item->touchBits & 0x774F))
{
CreatureEffect(item, &wolfBite, DoBloodSplat);
LaraItem->hitPoints -= 50;
LaraItem->hitStatus = true;
item->requiredAnimState = 3;
}
item->goalAnimState = 3;
break;
case 12:
if (!item->requiredAnimState && (item->touchBits & 0x774F) && info.ahead)
{
CreatureEffect(item, &wolfBite, DoBloodSplat);
LaraItem->hitPoints -= 100;
LaraItem->hitStatus = true;
item->requiredAnimState = 9;
}
break;
}
}
CreatureTilt(item, tilt);
CreatureJoint(item, 0, head);
CreatureAnimation(itemNum, angle, tilt);
}
void LaraTyrannosaurDeath(ITEM_INFO* item)
{
item->goalAnimState = 8;
if (LaraItem->roomNumber != item->roomNumber)
ItemNewRoom(Lara.itemNumber, item->roomNumber);
LaraItem->pos.xPos = item->pos.xPos;
LaraItem->pos.yPos = item->pos.yPos;
LaraItem->pos.zPos = item->pos.zPos;
LaraItem->pos.yRot = item->pos.yRot;
LaraItem->pos.xRot = 0;
LaraItem->pos.zRot = 0;
LaraItem->gravityStatus = false;
LaraItem->animNumber = Objects[ID_LARA_EXTRA_ANIMS].animIndex + 1;
LaraItem->frameNumber = Anims[LaraItem->animNumber].frameBase;
LaraItem->currentAnimState = STATE_LARA_DEATH;
LaraItem->goalAnimState = STATE_LARA_DEATH;
//LaraSwapMeshExtra();
LaraItem->hitPoints = -16384;
Lara.air = -1;
Lara.gunStatus = LG_HANDS_BUSY;
Lara.gunType = WEAPON_NONE;
Camera.flags = 1;
Camera.targetAngle = ANGLE(170);
Camera.targetElevation = -ANGLE(25);
}
void TyrannosaurControl(__int16 itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO*) item->data;
__int16 head = 0;
__int16 angle = 0;
if (item->hitPoints <= 0)
{
if (item->currentAnimState == 1)
item->goalAnimState = 5;
else
item->goalAnimState = 1;
}
else
{
AI_INFO info;
CreatureAIInfo(item, &info);
if (info.ahead)
head = info.angle;
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, creature->maximumTurn);
if (item->touchBits)
LaraItem->hitPoints -= (item->currentAnimState == 3) ? 10 : 1;
creature->flags = (creature->mood != ESCAPE_MOOD && !info.ahead &&
info.enemyFacing > -FRONT_ARC && info.enemyFacing < FRONT_ARC);
if (!creature->flags && info.distance > SQUARE(1500) && info.distance < SQUARE(4096) && info.bite)
creature->flags = 1;
switch (item->currentAnimState)
{
case 1:
if (item->requiredAnimState)
item->goalAnimState = item->requiredAnimState;
else if (info.distance < SQUARE(1500) && info.bite)
item->goalAnimState = 7;
else if (creature->mood == BORED_MOOD || creature->flags)
item->goalAnimState = 2;
else
item->goalAnimState = 3;
break;
case 2:
creature->maximumTurn = ANGLE(2);
if (creature->mood != BORED_MOOD || !creature->flags)
item->goalAnimState = 1;
else if (info.ahead && GetRandomControl() < 0x200)
{
item->requiredAnimState = 6;
item->goalAnimState = 1;
}
break;
case 3:
creature->maximumTurn = ANGLE(4);
if (info.distance < SQUARE(5120) && info.bite)
item->goalAnimState = 1;
else if (creature->flags)
item->goalAnimState = 1;
else if (creature->mood != ESCAPE_MOOD && info.ahead && GetRandomControl() < 0x200)
{
item->requiredAnimState = 6;
item->goalAnimState = 1;
}
else if (creature->mood == BORED_MOOD)
item->goalAnimState = 1;
break;
case 7:
if (item->touchBits & 0x3000)
{
LaraItem->hitPoints -= 1500;
LaraItem->hitStatus = true;
item->goalAnimState = 8;
if (LaraItem == LaraItem)
LaraTyrannosaurDeath(item);
}
item->requiredAnimState = 2;
break;
}
}
CreatureJoint(item, 0, (__int16)(head * 2));
creature->jointRotation[1] = creature->jointRotation[0];
CreatureAnimation(itemNum, angle, 0);
item->collidable = true;
}
void __cdecl ApeControl(__int16 itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO*) item->data;
__int16 head = 0;
__int16 angle = 0;
__int16 random = 0;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 5)
{
item->animNumber = Objects[item->objectNumber].animIndex + 7 + (__int16)(GetRandomControl() / 0x4000);
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 5;
}
}
else
{
AI_INFO info;
CreatureAIInfo(item, &info);
if (info.ahead)
head = info.angle;
GetCreatureMood(item, &info, TIMID);
CreatureMood(item, &info, TIMID);
angle = CreatureTurn(item, creature->maximumTurn);
if (item->hitStatus || info.distance < SQUARE(2048))
creature->flags |= 1;
switch (item->currentAnimState)
{
case 1:
if (creature->flags & 2)
{
item->pos.yRot -= ANGLE(90);
creature->flags -= 2;
}
else if (item->flags & 4)
{
item->pos.yRot += ANGLE(90);
creature->flags -= 4;
}
if (item->requiredAnimState)
item->goalAnimState = item->requiredAnimState;
else if (info.bite && info.distance < SQUARE(430))
item->goalAnimState = 4;
else if (!(creature->flags & 1) &&
info.zoneNumber == info.enemyZone && info.ahead)
{
random = (__int16)(GetRandomControl() >> 5);
if (random < 0xA0)
item->goalAnimState = 10;
else if (random < 0x140)
item->goalAnimState = 6;
else if (random < 0x1E0)
item->goalAnimState = 7;
else if (random < 0x2F0)
{
item->goalAnimState = 8;
creature->maximumTurn = 0;
}
else
{
item->goalAnimState = 9;
creature->maximumTurn = 0;
}
}
else
item->goalAnimState = 3;
break;
case 3:
creature->maximumTurn = ANGLE(5);
if (creature->flags == 0 && info.angle > -ANGLE(45) && info.angle < ANGLE(45))
item->goalAnimState = 1;
else if (info.ahead && (item->touchBits & 0xFF00))
{
item->requiredAnimState = 4;
item->goalAnimState = 1;
}
else if (creature->mood != ESCAPE_MOOD)
{
random = (__int16)GetRandomControl();
if (random < 0xA0)
{
item->requiredAnimState = 10;
item->goalAnimState = 1;
}
else if (random < 0x140)
{
item->requiredAnimState = 6;
item->goalAnimState = 1;
}
else if (random < 0x1E0)
{
item->requiredAnimState = 7;
item->goalAnimState = 1;
}
}
break;
case 8:
if (!(creature->flags & 4))
{
item->pos.yRot -= ANGLE(90);
creature->flags |= 4;
}
item->goalAnimState = 1;
break;
case 9:
if (!(creature->flags & 2))
{
item->pos.yRot += ANGLE(90);
creature->flags |= 2;
}
item->goalAnimState = 1;
break;
case 4:
if (!item->requiredAnimState && (item->touchBits & 0xFF00))
{
CreatureEffect(item, &apeBite, DoBloodSplat);
LaraItem->hitPoints -= 200;
LaraItem->hitStatus = true;
item->requiredAnimState = 1;
}
break;
}
}
CreatureJoint(item, 0, head);
if (item->currentAnimState != 11)
{
if (creature->flags & 2)
{
item->pos.yRot -= ANGLE(90);
creature->flags -= 2;
}
else if (item->flags & 4)
{
item->pos.yRot += ANGLE(90);
creature->flags -= 4;
}
__int32 vault = CreatureVault(itemNum, angle, 2, 75);
switch (vault)
{
case 2:
creature->maximumTurn = 0;
item->animNumber = Objects[item->objectNumber].animIndex + 19;
item->currentAnimState = 11;
item->frameNumber = Anims[item->animNumber].frameBase;
break;
default:
return;
}
}
else
CreatureAnimation(itemNum, angle, 0);
}
void __cdecl RatControl(__int16 itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO*) item->data;
__int16 head = 0;
__int16 angle = 0;
__int16 random = 0;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 6)
{
item->animNumber = Objects[item->objectNumber].animIndex + 9;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 6;
}
}
else
{
AI_INFO info;
CreatureAIInfo(item, &info);
if (info.ahead)
head = info.angle;
GetCreatureMood(item, &info, TIMID);
CreatureMood(item, &info, TIMID);
angle = CreatureTurn(item, ANGLE(6));
switch (item->currentAnimState)
{
case 4:
if (creature->mood == BORED_MOOD || creature->mood == STALK_MOOD)
{
__int16 random = (__int16)GetRandomControl();
if (random < 0x500)
item->requiredAnimState = 3;
else if (random > 0xA00)
item->requiredAnimState = 1;
}
else if (info.distance < SQUARE(340))
item->requiredAnimState = 5;
else
item->requiredAnimState = 1;
if (item->requiredAnimState)
item->goalAnimState = 2;
break;
case 2:
creature->maximumTurn = 0;
if (item->requiredAnimState)
item->goalAnimState = item->requiredAnimState;
break;
case 1:
creature->maximumTurn = ANGLE(6);
if (creature->mood == BORED_MOOD || creature->mood == STALK_MOOD)
{
random = (__int16)GetRandomControl();
if (random < 0x500)
{
item->requiredAnimState = 3;
item->goalAnimState = 2;
}
else if (random < 0xA00)
item->goalAnimState = 2;
}
else if (info.ahead && info.distance < SQUARE(340))
item->goalAnimState = 2;
break;
case 5:
if (!item->requiredAnimState && (item->touchBits & 0x7F))
{
CreatureEffect(item, &mouseBite, DoBloodSplat);
LaraItem->hitPoints -= 20;
LaraItem->hitStatus = true;
item->requiredAnimState = 2;
}
break;
case 3:
if (GetRandomControl() < 0x500)
item->goalAnimState = 2;
break;
}
}
CreatureJoint(item, 0, head);
CreatureAnimation(itemNum, angle, 0);
}
void __cdecl InitialiseLittleBeetle(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
item->itemFlags[0] = (item->triggerFlags / 1000) & 1;
item->itemFlags[1] = (item->triggerFlags / 1000) & 2;
item->itemFlags[2] = (item->triggerFlags / 1000) & 4;
item->triggerFlags = item->triggerFlags % 1000;
if (!item->itemFlags[1])
{
if (item->pos.yRot <= 4096 || item->pos.yRot >= 28672)
{
if (!(item->pos.yRot >= -4096 || item->pos.yRot <= -28672))
item->pos.xPos += 512;
}
else
{
item->pos.xPos -= 512;
}
if (item->pos.yRot <= -8192 || item->pos.yRot >= 0x2000)
{
if (item->pos.yRot < -20480 || item->pos.yRot > 20480)
{
item->pos.zPos += 512;
}
}
else
{
item->pos.zPos -= 512;
}
}
}
void __cdecl LittleBeetleControl(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
}
void __cdecl InitialiseHarpy(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
ClearItem(itemNum);
item->animNumber = Objects[ID_HARPY].animIndex + 4;
item->frameNumber = Anims[item->animNumber].frameBase;
item->goalAnimState = 1;
item->currentAnimState = 1;
}
void __cdecl HarpyControl(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
if (!CreatureActive(itemNum))
return;
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
OBJECT_INFO* obj = &Objects[item->objectNumber];
__int16 angle = 0;
__int16 joint0 = 0;
__int16 joint1 = 0;
__int16 joint2 = 0;
if (item->hitPoints <= 0)
{
__int16 state = item->currentAnimState - 9;
item->hitPoints = 0;
if (state)
{
state--;
if (state)
{
if (state == 1)
{
item->pos.xRot = 0;
item->pos.yPos = item->floor;
}
else
{
item->animNumber = obj->animIndex + 5;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 9;
item->speed = 0;
item->gravityStatus = true;
item->pos.xRot = 0;
}
CreatureTilt(item, 0);
CreatureJoint(item, 0, joint0);
CreatureJoint(item, 1, joint1);
CreatureJoint(item, 2, joint2);
CreatureAnimation(itemNum, angle, 0);
return;
}
}
else
{
item->goalAnimState = 10;
}
if (item->pos.yPos >= item->floor)
{
item->pos.yPos = item->floor;
item->fallspeed = 0;
item->goalAnimState = 11;
item->gravityStatus = false;
}
item->pos.xRot = 0;
}
else
{
creature->enemy = LaraItem;
CREATURE_INFO* baddie = &BaddieSlots[0];
__int32 minDistance = 0x7FFFFFFF;
creature->enemy = NULL;
for (__int32 i = 0; i < NUM_SLOTS; i++, baddie++)
{
if (baddie->itemNum == NO_ITEM || baddie->itemNum == itemNum)
continue;
ITEM_INFO* target = &Items[baddie->itemNum];
if (target->objectNumber == ID_LARA_DOUBLE)
{
__int32 dx = target->pos.xPos - item->pos.xPos;
__int32 dz = target->pos.zPos - item->pos.zPos;
__int32 distance = dx * dx + dz * dz;
if (distance < minDistance)
{
creature->enemy = target;
minDistance = distance;
}
}
}
AI_INFO info;
CreatureAIInfo(item, &info);
if (creature->enemy != LaraItem)
{
//phd_atan(LaraItem->pos.zPos - item->pos.zPos, LaraItem->pos.xPos - item->pos.xPos);
}
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, creature->maximumTurn);
if (info.ahead)
{
joint0 = info.angle >> 1;
joint1 = info.angle >> 1;
joint0 = info.xAngle;
}
__int32 height = 0;
__int32 dy = 0;
switch (item->currentAnimState)
{
case 1:
creature->flags = 0;
creature->maximumTurn = ANGLE(7);
if (creature->enemy)
{
height = item->pos.yPos + 2048;
if (creature->enemy->pos.yPos > height && item->floor > height)
{
item->goalAnimState = 3;
break;
}
}
if (info.ahead)
{
dy = abs(creature->enemy->pos.yPos - item->pos.yPos);
if (dy <= 1024)
{
if (info.distance < SQUARE(341))
{
item->goalAnimState = 6;
break;
}
if (dy <= 1024 && info.distance < SQUARE(2048))
{
item->goalAnimState = 4;
break;
}
}
}
if (creature->enemy != LaraItem
|| !Targetable(item, &info)
|| info.distance <= SQUARE(3584)
|| !(GetRandomControl() & 1))
{
item->goalAnimState = 2;
break;
}
item->goalAnimState = 8;
item->itemFlags[0] = 0;
break;
case 2:
creature->maximumTurn = ANGLE(7);
creature->flags = 0;
if (item->requiredAnimState)
{
item->goalAnimState = item->requiredAnimState;
if (item->requiredAnimState == 8)
{
item->itemFlags[0] = 0;
}
break;
}
if (item->hitStatus)
{
item->goalAnimState = 7;
break;
}
if (info.ahead)
{
if (info.distance >= SQUARE(341))
{
if (info.ahead && info.distance >= SQUARE(2048) &&
info.distance > SQUARE(3584) && GetRandomControl() & 1)
{
item->goalAnimState = 8;
item->itemFlags[0] = 0;
}
else
{
item->goalAnimState = 4;
}
}
else
{
item->goalAnimState = 6;
}
break;
}
if (GetRandomControl() & 1)
{
item->goalAnimState = 7;
break;
}
if (!info.ahead)
{
item->goalAnimState = 4;
break;
}
if (info.distance >= SQUARE(341))
{
if (info.ahead && info.distance >= SQUARE(2048) &&
info.distance > SQUARE(3584) && GetRandomControl() & 1)
{
item->goalAnimState = 8;
item->itemFlags[0] = 0;
}
else
{
item->goalAnimState = 4;
}
}
else
{
item->goalAnimState = 6;
}
break;
case 3:
if (!creature->enemy || creature->enemy->pos.yPos < item->pos.yPos + 2048)
{
item->goalAnimState = 1;
}
break;
case 4:
creature->maximumTurn = ANGLE(2);
if (info.ahead && info.distance < SQUARE(2048))
{
item->goalAnimState = 5;
}
else
{
item->goalAnimState = 13;
}
break;
case 5:
creature->maximumTurn = ANGLE(2);
item->goalAnimState = 2;
if (item->touchBits & 0x14
|| creature->enemy && creature->enemy != LaraItem &&
abs(creature->enemy->pos.yPos - item->pos.yPos) <= 1024 &&
info.distance < SQUARE(2048))
{
LaraItem->hitPoints -= 10;
LaraItem->hitStatus = true;
if (item->touchBits & 0x10)
{
CreatureEffect2(
item,
&harpyBite1,
5,
-1,
DoBloodSplat);
}
else
{
CreatureEffect2(
item,
&harpyBite2,
5,
-1,
DoBloodSplat);
}
}
break;
case 6:
creature->maximumTurn = ANGLE(2);
if (creature->flags == 0
&& (item->touchBits & 0x300000
|| creature->enemy && creature->enemy != LaraItem &&
abs(creature->enemy->pos.yPos - item->pos.yPos) <= 1024 &&
info.distance < SQUARE(2048)))
{
LaraItem->hitPoints -= 100;
LaraItem->hitStatus = true;
CreatureEffect2(
item,
&harpyBite3,
10,
-1,
DoBloodSplat);
if (creature->enemy == LaraItem)
{
Lara.dpoisoned += 2048;
}
creature->flags = 1;
}
break;
case 8:
// Flame attack
HarpyAttack(item, itemNum);
break;
case 12:
if (info.ahead && info.distance > SQUARE(3584))
{
item->goalAnimState = 2;
item->requiredAnimState = 8;
}
else if (GetRandomControl() & 1)
{
item->goalAnimState = 1;
}
break;
case 13:
item->goalAnimState = 2;
break;
default:
break;
}
}
CreatureTilt(item, 0);
CreatureJoint(item, 0, joint0);
CreatureJoint(item, 1, joint1);
CreatureJoint(item, 2, joint2);
CreatureAnimation(itemNum, angle, 0);
}
void __cdecl HarpySparks2(__int32 x, __int32 y, __int32 z, __int32 xv, __int32 yv, __int32 zv)
{
__int32 dx = LaraItem->pos.xPos - x;
__int32 dz = LaraItem->pos.zPos - z;
if (dx >= -16384 && dx <= 16384 && dz >= -16384 && dz <= 16384)
{
SPARKS* spark = &Sparks[GetFreeSpark()];
spark->on = true;
spark->sR = 0;
spark->sG = 0;
spark->sB = 0;
spark->dR = spark->dG = (GetRandomControl() & 0x7F) + 64;
spark->dB = 0;
spark->life = 16;
spark->sLife = 16;
spark->colFadeSpeed = 4;
spark->y = y;
spark->transType = 2;
spark->fadeToBlack = 4;
spark->x = x;
spark->z = z;
spark->xVel = xv;
spark->yVel = yv;
spark->zVel = zv;
spark->friction = 34;
spark->scalar = 1;
spark->sSize = spark->size = (GetRandomControl() & 3) + 4;
spark->maxYvel = 0;
spark->gravity = 0;
spark->dSize = (GetRandomControl() & 1) + 1;
spark->flags = 0;
}
}
void __cdecl HarpyAttack(ITEM_INFO* item, __int16 itemNum)
{
item->itemFlags[0]++;
PHD_VECTOR pos1;
pos1.x = harpyAttack1.x;
pos1.y = harpyAttack1.y;
pos1.z = harpyAttack1.z;
GetJointAbsPosition(item, &pos1, harpyAttack1.meshNum);
PHD_VECTOR pos2;
pos2.x = harpyAttack2.x;
pos2.y = harpyAttack2.y;
pos2.z = harpyAttack2.z;
GetJointAbsPosition(item, &pos2, harpyAttack2.meshNum);
if (item->itemFlags[0] >= 24 && item->itemFlags[0] <= 47 && (GetRandomControl() & 0x1F) < item->itemFlags[0])
{
for (__int32 i = 0; i < 2; i++)
{
__int32 dx = (GetRandomControl() & 0x7FF) + pos1.x - 1024;
__int32 dy = (GetRandomControl() & 0x7FF) + pos1.y - 1024;
__int32 dz = (GetRandomControl() & 0x7FF) + pos1.z - 1024;
HarpySparks2(dx, dy, dz, 8 * (pos1.x - dx), 8 * (pos1.y - dy), 8 * (pos1.z - dz));
dx = (GetRandomControl() & 0x7FF) + pos2.x - 1024;
dy = (GetRandomControl() & 0x7FF) + pos2.y - 1024;
dz = (GetRandomControl() & 0x7FF) + pos2.z - 1024;
HarpySparks2(dx, dy, dz, 8 * (pos2.x - dx), 8 * (pos2.y - dy), 8 * (pos2.z - dz));
}
}
__int32 something = 2 * item->itemFlags[0];
if (something > 64)
{
something = 64;
}
if (something < 80)
{
if ((Wibble & 0xF) == 8)
{
HarpySparks1(itemNum, 4, something);
}
else if (!(Wibble & 0xF))
{
HarpySparks1(itemNum, 5, something);
}
}
if (item->itemFlags[0] >= 61)
{
if (item->itemFlags[0] <= 65 && GlobalCounter & 1)
{
PHD_VECTOR pos3;
pos3.x = harpyAttack1.x;
pos3.y = harpyAttack1.y * 2;
pos3.z = harpyAttack1.z;
GetJointAbsPosition(item, &pos3, harpyAttack1.meshNum);
PHD_3DPOS pos;
pos.xPos = pos1.x;
pos.yPos = pos1.y;
pos.zPos = pos1.z;
__int16 angles[2];
phd_GetVectorAngles(pos3.x - pos1.x,
pos3.y - pos1.y,
pos3.z - pos1.z,
angles);
pos.xRot = angles[0];
pos.yRot = angles[1];
pos.zRot = 0;
HarpyBubbles(&pos, item->roomNumber, 2);
}
if (item->itemFlags[0] >= 61 && item->itemFlags[0] <= 65 && !(GlobalCounter & 1))
{
PHD_VECTOR pos3;
pos3.x = harpyAttack2.x;
pos3.y = harpyAttack2.y * 2;
pos3.z = harpyAttack2.z;
GetJointAbsPosition(item, &pos3, harpyAttack2.meshNum);
PHD_3DPOS pos;
pos.xPos = pos1.x;
pos.yPos = pos1.y;
pos.zPos = pos1.z;
__int16 angles[2];
phd_GetVectorAngles(pos3.x - pos1.x,
pos3.y - pos1.y,
pos3.z - pos1.z,
angles);
pos.xRot = angles[0];
pos.yRot = angles[1];
pos.zRot = 0;
HarpyBubbles(&pos, item->roomNumber, 2);
}
}
}
void __cdecl HarpyBubbles(PHD_3DPOS* pos, __int16 roomNumber, __int32 count)
{
__int16 fxNumber = CreateNewEffect(roomNumber);
if (fxNumber != -1)
{
FX_INFO* fx = &Effects[fxNumber];
fx->pos.xPos = pos->xPos;
fx->pos.yPos = pos->yPos - (GetRandomControl() & 0x3F) - 32;
fx->pos.zPos = pos->zPos;
fx->pos.xRot = pos->xRot;
fx->pos.yRot = pos->yRot;
fx->pos.zRot = 0;
fx->roomNumber = roomNumber;
fx->counter = 2 * GetRandomControl() + -32768;
fx->objectNumber = ID_BUBBLES;
fx->speed = (GetRandomControl() & 0x1F) + 96;
fx->flag1 = count;
fx->frameNumber = Objects[ID_BUBBLES].meshIndex + 2 * count;
int hh = 0;
}
}
void __cdecl HarpySparks1(__int16 itemNum, byte num, __int32 size)
{
ITEM_INFO* item = &Items[itemNum];
__int32 dx = LaraItem->pos.xPos - item->pos.xPos;
__int32 dz = LaraItem->pos.zPos - item->pos.zPos;
if (dx >= -16384 && dx <= 16384 && dz >= -16384 && dz <= 16384)
{
SPARKS* spark = &Sparks[GetFreeSpark()];
spark->on = true;
spark->sR = 0;
spark->sG = 0;
spark->sB = 0;
spark->dB = 0;
spark->dG = spark->dR = (GetRandomControl() & 0x7F) + 32;
spark->fadeToBlack = 8;
spark->colFadeSpeed = (GetRandomControl() & 3) + 4;
spark->transType = 2;
spark->life = spark->sLife = (GetRandomControl() & 7) + 20;
spark->y = 0;
spark->x = (GetRandomControl() & 0xF) - 8;
spark->z = (GetRandomControl() & 0xF) - 8;
spark->yVel = 0;
spark->xVel = GetRandomControl() - 128;
spark->friction = 5;
spark->flags = 4762;
spark->zVel = GetRandomControl() - 128;
spark->rotAng = GetRandomControl() & 0xFFF;
if (GetRandomControl() & 1)
{
spark->rotAdd = -32 - (GetRandomControl() & 0x1F);
}
else
{
spark->rotAdd = (GetRandomControl() & 0x1F) + 32;
}
spark->maxYvel = 0;
spark->gravity = (GetRandomControl() & 0x1F) + 16;
spark->fxObj = itemNum;
spark->nodeNumber = num;
spark->scalar = 2;
spark->sSize = spark->size = GetRandomControl() & 0xF + size;
spark->dSize = spark->size >> 4;
}
}
void __cdecl InitialiseCrocodile(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
OBJECT_INFO* obj = &Objects[item->objectNumber];
ROOM_INFO* room = &Rooms[item->roomNumber];
ClearItem(itemNum);
if (room->flags & ENV_FLAG_WATER)
{
item->animNumber = obj->animIndex + 12;
item->frameNumber = Anims[item->animNumber].frameBase;
item->goalAnimState = 8;
item->currentAnimState = 8;
}
else
{
item->animNumber = obj->animIndex;
item->frameNumber = Anims[item->animNumber].frameBase;
item->goalAnimState = 1;
item->currentAnimState = 1;
}
}
void __cdecl CrocodileControl(__int16 itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
OBJECT_INFO* obj = &Objects[item->objectNumber];
__int32 x = item->pos.xPos + SIN(item->pos.yRot) << 10 >> W2V_SHIFT;
__int32 y = item->pos.yPos;
__int32 z = item->pos.zPos + COS(item->pos.yRot) << 10 >> W2V_SHIFT;
__int16 roomNumber = item->roomNumber;
FLOOR_INFO* floor = GetFloor(x, y, z, &roomNumber);
__int32 height1 = GetFloorHeight(floor, x, y, z);
if (abs(y - height1) > 512)
height1 = y;
x = item->pos.xPos - SIN(item->pos.yRot) << 10 >> W2V_SHIFT;
y = item->pos.yPos;
z = item->pos.zPos - COS(item->pos.yRot) << 10 >> W2V_SHIFT;
roomNumber = item->roomNumber;
floor = GetFloor(x, y, z, &roomNumber);
__int32 height2 = GetFloorHeight(floor, x, y, z);
if (abs(y - height2) > 512)
height2 = y;
__int16 at = ATAN(2048, height2 - height1);
__int16 angle = 0;
__int16 joint0 = 0;
__int16 joint2 = 0;
if (item->hitPoints <= 0)
{
item->hitPoints = 0;
if (item->currentAnimState != 7 && item->currentAnimState != 10)
{
if (Rooms[item->roomNumber].flags & ENV_FLAG_WATER)
{
item->animNumber = obj->animIndex + 16;
item->goalAnimState = 10;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 10;
item->hitPoints = -16384;
}
else
{
item->animNumber = obj->animIndex + 11;
item->goalAnimState = 7;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 7;
}
}
if (Rooms[item->roomNumber].flags & ENV_FLAG_WATER)
CreatureFloat(itemNum);
}
else
{
if (item->aiBits)
GetAITarget(creature);
else if (creature->hurtByLara)
creature->enemy = LaraItem;
AI_INFO info;
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, creature->maximumTurn);
if (item->hitStatus
|| info.distance < SQUARE(1536)
|| TargetVisible(item, &info) && info.distance < SQUARE(5120))
{
if (!creature->alerted)
creature->alerted = true;
AlertAllGuards(itemNum);
}
joint0 = 4 * angle;
switch (item->currentAnimState)
{
case 1:
creature->maximumTurn = 0;
if (item->aiBits & GUARD)
{
joint0 = item->itemFlags[0];
item->goalAnimState = 1;
item->itemFlags[0] += item->itemFlags[1];
if (!(GetRandomControl() & 0x1F))
{
if (GetRandomControl() & 1)
{
item->itemFlags[1] = 0;
}
else
{
item->itemFlags[1] = (GetRandomControl() & 1) != 0 ? 12 : -12;
}
}
if (item->itemFlags[0] <= 1024)
{
if (item->itemFlags[0] < -1024)
{
item->itemFlags[0] = -1024;
}
}
else
{
item->itemFlags[0] = 1024;
}
}
else if (info.angle && info.distance < SQUARE(768))
{
item->goalAnimState = 5;
}
else
{
if (!info.ahead || info.distance >= SQUARE(1024))
{
item->goalAnimState = 2;
break;
}
item->goalAnimState = 3;
}
break;
case 2:
creature->maximumTurn = ANGLE(3);
if (item->requiredAnimState)
{
item->goalAnimState = item->requiredAnimState;
}
else
{
if (info.angle && info.distance < SQUARE(768))
{
item->goalAnimState = 1;
}
if (info.ahead)
{
if (info.distance < SQUARE(1024))
{
item->goalAnimState = 3;
}
}
}
break;
case 3:
creature->maximumTurn = ANGLE(3);
creature->LOT.step = 256;
creature->LOT.drop = -256;
if (item->requiredAnimState)
{
item->goalAnimState = item->requiredAnimState;
}
else if (info.angle && info.distance < SQUARE(768))
{
item->goalAnimState = 1;
}
else if (!info.ahead || info.distance > SQUARE(1536))
{
item->goalAnimState = 2;
}
break;
case 5:
if (item->frameNumber == Anims[item->animNumber].frameBase)
{
item->requiredAnimState = 0;
}
if (info.angle && item->touchBits & 0x300)
{
if (!item->requiredAnimState)
{
CreatureEffect2(
item,
&crocodileBiteInfo,
10,
-1,
DoBloodSplat);
LaraItem->hitPoints -= 120;
LaraItem->hitStatus = true;
item->requiredAnimState = 1;
}
}
else
{
item->goalAnimState = 1;
}
break;
case 8:
creature->maximumTurn = ANGLE(3);
creature->LOT.step = 20480;
creature->LOT.drop = -20480;
if (item->requiredAnimState)
{
item->goalAnimState = item->requiredAnimState;
}
else if (info.angle)
{
if (item->touchBits & 0x300)
{
item->goalAnimState = 9;
}
}
break;
case 9:
if (item->frameNumber == Anims[item->animNumber].frameBase)
{
item->requiredAnimState = 0;
}
if (info.angle && item->touchBits & 0x300)
{
if (!item->requiredAnimState)
{
CreatureEffect2(
item,
&crocodileBiteInfo,
10,
-1,
DoBloodSplat);
LaraItem->hitPoints -= 120;
LaraItem->hitStatus = true;
item->requiredAnimState = 8;
}
}
else
{
item->goalAnimState = 8;
}
break;
default:
break;
}
}
CreatureTilt(item, 0);
CreatureJoint(item, 0, joint0);
CreatureJoint(item, 1, joint0);
CreatureJoint(item, 2, -joint0);
CreatureJoint(item, 3, -joint0);
__int16 xRot = item->pos.xRot;
if (!(abs(angle - item->pos.xRot) < 256 || item->currentAnimState >= 8))
{
if (angle <= xRot)
{
if (angle < xRot)
item->pos.xRot = xRot - 256;
}
else
{
item->pos.xRot = xRot + 256;
}
}
else
{
if (item->currentAnimState < 8)
item->pos.xRot = angle;
CreatureAnimation(itemNum, angle, 0);
roomNumber = item->roomNumber;
if (item->currentAnimState == 8)
{
GetFloor(
item->pos.xPos + (SIN(item->pos.yRot) << 10 >> W2V_SHIFT),
item->pos.yPos,
item->pos.zPos + (COS(item->pos.yRot) << 10 >> W2V_SHIFT),
&roomNumber);
}
else
{
GetFloor(
item->pos.xPos + (SIN(item->pos.yRot) << 9 >> W2V_SHIFT),
item->pos.yPos,
item->pos.zPos + (COS(item->pos.yRot) << 10 >> W2V_SHIFT),
&roomNumber);
}
if (Rooms[item->roomNumber].flags & ENV_FLAG_WATER)
{
if (Rooms[roomNumber].flags & ENV_FLAG_WATER)
{
if (item->currentAnimState == 2)
{
item->requiredAnimState = 3;
item->goalAnimState = 3;
}
else if (item->currentAnimState == 3)
{
item->requiredAnimState = 8;
item->goalAnimState = 8;
}
else if (item->animNumber != obj->animIndex + 17)
{
creature->LOT.step = 20480;
creature->LOT.drop = -20480;
creature->LOT.fly = 16;
CreatureUnderwater(item, 256);
}
}
else
{
item->requiredAnimState = 3;
item->goalAnimState = 3;
creature->LOT.step = 256;
creature->LOT.drop = -256;
creature->LOT.fly = 0;
CreatureUnderwater(item, 0);
}
}
else
{
creature->LOT.fly = 0;
}
return;
}
}
void __cdecl InitialiseSphinx(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
ClearItem(itemNum);
item->animNumber = Objects[item->animNumber].animIndex + 1;
item->frameNumber = Anims[item->animNumber].frameBase;
item->goalAnimState = 1;
item->currentAnimState = 1;
}
void __cdecl SphinxControl(__int16 itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
OBJECT_INFO* obj = &Objects[item->objectNumber];
__int32 x = item->pos.yPos + 614 * SIN(item->pos.yRot) >> W2V_SHIFT;
__int32 y = item->pos.yPos;
__int32 z = item->pos.yPos + 614 * COS(item->pos.yRot) >> W2V_SHIFT;
__int16 roomNumber = item->roomNumber;
FLOOR_INFO* floor = GetFloor(x, y, z, &roomNumber);
__int32 height1 = GetFloorHeight(floor, x, y, z);
if (item->currentAnimState == 5 && floor->stopper)
{
ROOM_INFO* room = &Rooms[item->roomNumber];
for (__int32 i = 0; i < room->numMeshes; i++)
{
MESH_INFO* mesh = &room->mesh[i];
if (mesh->z >> 10 == z >> 10 && mesh->x >> 10 == x >> 10 && mesh->staticNumber >= 50)
{
ShatterObject(NULL, mesh, -64, item->roomNumber, 0);
SoundEffect(SFX_TR4_HIT_ROCK_ID347, &item->pos, 0);
mesh->Flags &= ~0x100;
floor->stopper = false;
TestTriggers(TriggerIndex, 1, 0);
}
}
}
x = item->pos.xPos - 614 * SIN(item->pos.yRot) >> W2V_SHIFT;
y = item->pos.yPos;
z = item->pos.zPos - 614 * COS(item->pos.yRot) >> W2V_SHIFT;
roomNumber = item->roomNumber;
floor = GetFloor(x, y, z, &roomNumber);
__int32 height2= GetFloorHeight(floor, x, y, z);
ATAN(1228, height2 - height1);
if (item->aiBits)
GetAITarget(creature);
else
creature->enemy = LaraItem;
AI_INFO info;
CreatureAIInfo(item, &info);
if (creature->enemy != LaraItem)
ATAN(LaraItem->pos.zPos - item->pos.zPos, LaraItem->pos.xPos - item->pos.xPos);
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
__int16 angle = CreatureTurn(item, creature->maximumTurn);
__int32 dx = abs(item->itemFlags[2] - item->pos.xPos);
__int32 dz = abs(item->itemFlags[3] - item->pos.zPos);
switch (item->currentAnimState)
{
case 1:
creature->maximumTurn = 0;
if (info.distance < SQUARE(1024) || item->triggerFlags)
{
item->goalAnimState = 3;
}
if (GetRandomControl() == 0)
{
item->goalAnimState = 2;
}
break;
case 2:
creature->maximumTurn = 0;
if (info.distance < SQUARE(1024) || item->triggerFlags)
{
item->goalAnimState = 3;
}
if (GetRandomControl() == 0)
{
item->goalAnimState = 1;
}
break;
case 4:
creature->maximumTurn = ANGLE(3);
if (info.distance > SQUARE(1024) && abs(info.angle) <= 512 || item->requiredAnimState == 5)
{
item->goalAnimState = 5;
}
else if (info.distance < SQUARE(2048) && item->goalAnimState != 5)
{
if (height2 <= item->pos.yPos + 256 && height2 >= item->pos.yPos - 256)
{
item->goalAnimState = 9;
item->requiredAnimState = 6;
}
}
break;
case 5:
creature->maximumTurn = 60;
if (!creature->flags)
{
if (item->touchBits & 0x40)
{
CreatureEffect2(
item,
&sphinxBiteInfo,
20,
-1,
DoBloodSplat);
LaraItem->hitPoints -= 200;
creature->flags = 1;
}
}
if (dx >= 50 || dz >= 50 || item->animNumber != Objects[item->objectNumber].animIndex)
{
if (info.distance > SQUARE(2048) && abs(info.angle) > 512)
{
item->goalAnimState = 9;
}
}
else
{
item->goalAnimState = 7;
item->requiredAnimState = 6;
creature->maximumTurn = 0;
}
break;
case 6:
creature->maximumTurn = ANGLE(3);
if (info.distance > SQUARE(2048) || height2 > item->pos.yPos + 256 || height2 < item->pos.yPos - 256)
{
item->goalAnimState = 9;
item->requiredAnimState = 5;
}
break;
case 7:
//v32 = item->roomNumber;
//v36 = (signed __int16)item->currentAnimState - 1;
roomNumber = item->roomNumber;
floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
if (item->frameNumber == Anims[item->animNumber].frameBase)
{
TestTriggers(TriggerIndex, 1, 0);
if (item->touchBits & 0x40)
{
CreatureEffect2(
item,
&sphinxBiteInfo,
50,
-1,
DoBloodSplat);
LaraItem->hitPoints = 0;
}
}
break;
case 9:
creature->flags = 0;
if (item->requiredAnimState == 6)
{
item->goalAnimState = 6;
}
else
{
item->goalAnimState = 4;
}
break;
default:
break;
}
item->itemFlags[2] = item->pos.xPos;
item->itemFlags[3] = item->pos.zPos;
CreatureAnimation(itemNum, angle, 0);
}