TombEngine/TR5Main/Objects/TR4/Entity/tr4_guide.cpp

806 lines
17 KiB
C++

#include "framework.h"
#include "tr4_guide.h"
#include "Game/items.h"
#include "Game/control/box.h"
#include "Game/control/lot.h"
#include "Game/effects/effects.h"
#include "Game/effects/tomb4fx.h"
#include "Specific/setup.h"
#include "Specific/level.h"
#include "Game/animation.h"
#include "Game/Lara/lara.h"
#include "Game/misc.h"
#include "Sound/sound.h"
#include "Game/itemdata/creature_info.h"
BITE_INFO GuideBite1 = { 0, 20, 200, 18 };
BITE_INFO GuideBite2 = { 30, 80, 50, 15 };
enum GuideState
{
GUIDE_STATE_IDLE = 1,
GUIDE_STATE_WALK = 2,
GUIDE_STATE_RUN = 3,
GUIDE_STATE_IGNITE_TORCH = 11,
GUIDE_STATE_LOOK_BACK = 22,
GUIDE_STATE_TORCH_ATTACK = 31,
GUIDE_STATE_PICKUP_TORCH = 37
};
// TODO
enum GuideAnim
{
};
void InitialiseGuide(short itemNumber)
{
auto* item = &g_Level.Items[itemNumber];
ClearItem(itemNumber);
item->AnimNumber = Objects[item->ObjectNumber].animIndex + 4;
item->FrameNumber = g_Level.Anims[item->AnimNumber].frameBase;
item->TargetState = GUIDE_STATE_IDLE;
item->ActiveState = GUIDE_STATE_IDLE;
if (Objects[ID_WRAITH1].loaded)
{
item->SwapMeshFlags = 0;
item->ItemFlags[1] = 2;
}
else
item->SwapMeshFlags = 0x40000;
}
void GuideControl(short itemNumber)
{
if (!CreatureActive(itemNumber))
return;
auto* item = &g_Level.Items[itemNumber];
auto* creature = GetCreatureInfo(item);
auto* object = &Objects[item->ObjectNumber];
short angle = 0;
short tilt = 0;
short joint0 = 0;
short joint1 = 0;
short joint2 = 0;
// Ignite torch
if (item->ItemFlags[1] == 2)
{
PHD_VECTOR pos;
pos.x = GuideBite1.x;
pos.y = GuideBite1.y;
pos.z = GuideBite1.z;
GetJointAbsPosition(item, &pos, GuideBite1.meshNum);
AddFire(pos.x, pos.y, pos.z, 0, item->RoomNumber, 0);
SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->Position, 0);
TriggerFireFlame(pos.x, pos.y - 40, pos.z, -1, 7);
short random = GetRandomControl();
TriggerDynamicLight(
pos.x,
pos.y,
pos.z,
15,
255 - ((random >> 4) & 0x1F),
192 - ((random >> 6) & 0x1F),
random & 0x3F);
if (item->AnimNumber == object->animIndex + 61)
{
if (item->FrameNumber > g_Level.Anims[item->AnimNumber].frameBase + 32 &&
item->FrameNumber < g_Level.Anims[item->AnimNumber].frameBase + 42)
{
TriggerFireFlame(
(random & 0x3F) + pos.x - 32,
((random / 8) & 0x3F) + pos.y - 128,
pos.z + ((random / 64) & 0x3F) - 32,
-1,
1);
}
}
}
item->AIBits = FOLLOW;
item->HitPoints = NOT_TARGETABLE;
GetAITarget(creature);
AI_INFO AI;
AI_INFO laraAI;
int dx = LaraItem->Position.xPos - item->Position.xPos;
int dz = LaraItem->Position.zPos - item->Position.zPos;
laraAI.angle = phd_atan(dz, dx) - item->Position.yRot;
laraAI.ahead = true;
if (laraAI.angle <= -ANGLE(90.0f) || laraAI.angle >= ANGLE(90.0f))
laraAI.ahead = false;
int distance = 0;
if (dz > 32000 || dz < -32000 || dx > 32000 || dx < -32000)
laraAI.distance = 0x7FFFFFFF;
else
laraAI.distance = pow(dx, 2) + pow(dz, 2);
dx = abs(dx);
dz = abs(dz);
int dy = item->Position.yPos - LaraItem->Position.yPos;
short rot2 = 0;
if (dx <= dz)
laraAI.xAngle = phd_atan(dz + (dx / 2), dy);
else
laraAI.xAngle = phd_atan(dx + (dz / 2), dy);
ITEM_INFO* foundEnemy = NULL;
if (!Objects[ID_WRAITH1].loaded)
{
if (item->ActiveState < 4 ||
item->ActiveState == GUIDE_STATE_TORCH_ATTACK)
{
int minDistance = 0x7FFFFFFF;
for (int i = 0; i < ActiveCreatures.size(); i++)
{
auto* currentCreatureInfo = ActiveCreatures[i];
if (currentCreatureInfo->ItemNumber == NO_ITEM || currentCreatureInfo->ItemNumber == itemNumber)
continue;
auto* currentItem = &g_Level.Items[currentCreatureInfo->ItemNumber];
if (currentItem->ObjectNumber != ID_GUIDE &&
abs(currentItem->Position.yPos - item->Position.yPos) <= 512)
{
dx = currentItem->Position.xPos - item->Position.xPos;
dy = currentItem->Position.yPos - item->Position.yPos;
dz = currentItem->Position.zPos - item->Position.zPos;
if (dx > 32000 || dx < -32000 || dz > 32000 || dz < -32000)
distance = 0x7FFFFFFF;
else
distance = pow(dx, 2) + pow(dz, 2);
if (distance < minDistance &&
distance < pow(SECTOR(2), 2) &&
(abs(dy) < CLICK(1) ||
laraAI.distance < pow(SECTOR(2), 2) ||
currentItem->ObjectNumber == ID_DOG))
{
foundEnemy = currentItem;
minDistance = distance;
}
}
}
}
}
auto* enemy = creature->Enemy;
if (foundEnemy)
creature->Enemy = foundEnemy;
CreatureAIInfo(item, &AI);
GetCreatureMood(item, &AI, VIOLENT);
CreatureMood(item, &AI, VIOLENT);
angle = CreatureTurn(item, creature->MaxTurn);
if (foundEnemy)
{
creature->Enemy = enemy;
enemy = foundEnemy;
}
bool someFlag = false;
FLOOR_INFO* floor;
PHD_VECTOR pos1;
int frameNumber;
short random;
TENLog("Guide state:" + std::to_string(item->ActiveState), LogLevel::Info);
switch (item->ActiveState)
{
case GUIDE_STATE_IDLE:
creature->MaxTurn = 0;
creature->Flags = 0;
creature->LOT.IsJumping = false;
joint2 = AI.angle / 2;
if (laraAI.ahead)
{
joint0 = laraAI.angle / 2;
joint1 = laraAI.xAngle / 2;
joint2 = laraAI.angle / 2;
}
else if (AI.ahead)
{
joint0 = AI.angle / 2;
joint1 = AI.xAngle / 2;
joint2 = AI.angle / 2;
}
if (Objects[ID_WRAITH1].loaded)
{
if (item->ItemFlags[3] == 5)
item->TargetState = GUIDE_STATE_WALK;
if (item->ItemFlags[3] == 5 || item->ItemFlags[3] == 6)
break;
}
if (item->RequiredState)
item->TargetState = item->RequiredState;
else if (Lara.Location >= item->ItemFlags[3] ||
item->ItemFlags[1] != 2)
{
if (!creature->ReachedGoal || foundEnemy)
{
if (item->SwapMeshFlags == 0x40000)
item->TargetState = 40;
else if (foundEnemy && AI.distance < pow(SECTOR(1), 2))
{
if (AI.bite)
item->TargetState = GUIDE_STATE_TORCH_ATTACK;
}
else if (enemy != LaraItem || AI.distance > pow(SECTOR(2), 2))
item->TargetState = GUIDE_STATE_WALK;
}
else
{
if (!enemy->Flags)
{
creature->ReachedGoal = false;
creature->Enemy = NULL;
item->AIBits = FOLLOW;
item->ItemFlags[3]++;
break;
}
if (AI.distance <= pow(CLICK(0.5f), 2))
{
switch (enemy->Flags)
{
case 0x02:
item->TargetState = 38;
item->RequiredState = 38;
break;
case 0x20:
item->TargetState = GUIDE_STATE_PICKUP_TORCH;
item->RequiredState = GUIDE_STATE_PICKUP_TORCH;
break;
case 0x28:
if (laraAI.distance < pow(SECTOR(2), 2))
{
item->TargetState = 39;
item->RequiredState = 39;
}
break;
case 0x10:
if (laraAI.distance < pow(SECTOR(2), 2))
{
// Ignite torch
item->TargetState = 36;
item->RequiredState = 36;
}
break;
case 0x04:
if (laraAI.distance < pow(SECTOR(2), 2))
{
item->TargetState = 36;
item->RequiredState = 43;
}
break;
case 0x3E:
item->Status = ITEM_INVISIBLE;
RemoveActiveItem(itemNumber);
DisableEntityAI(itemNumber);
break;
}
}
else
{
creature->MaxTurn = 0;
item->RequiredState = 42 - (AI.ahead != 0);
}
}
}
else
item->TargetState = GUIDE_STATE_IDLE;
break;
case GUIDE_STATE_WALK:
creature->MaxTurn = ANGLE(7.0f);
creature->LOT.IsJumping = false;
if (laraAI.ahead)
{
if (AI.ahead)
joint2 = AI.angle;
}
else
joint2 = laraAI.angle;
if (Objects[ID_WRAITH1].loaded && item->ItemFlags[3] == 5)
{
item->ItemFlags[3] = 6;
item->TargetState = GUIDE_STATE_IDLE;
}
else if (item->ItemFlags[1] == 1)
{
item->TargetState = GUIDE_STATE_IDLE;
item->RequiredState = GUIDE_STATE_IGNITE_TORCH;
}
else if (creature->ReachedGoal)
{
if (!enemy->Flags)
{
creature->ReachedGoal = false;
creature->Enemy = NULL;
item->AIBits = FOLLOW;
item->ItemFlags[3]++;
break;
}
item->TargetState = GUIDE_STATE_IDLE;
}
else
{
if (Lara.Location >= item->ItemFlags[3])
{
if (!foundEnemy ||
AI.distance >= 0x200000 &&
(item->SwapMeshFlags & 0x40000 || AI.distance >= pow(SECTOR(3), 2)))
{
if (creature->Enemy == LaraItem)
{
if (AI.distance >= pow(SECTOR(2), 2))
{
if (AI.distance > pow(SECTOR(4), 2))
item->TargetState = GUIDE_STATE_RUN;
}
else
item->TargetState = GUIDE_STATE_IDLE;
}
else if (Lara.Location > item->ItemFlags[3] &&
laraAI.distance > pow(SECTOR(2), 2))
{
item->TargetState = GUIDE_STATE_RUN;
}
}
else
item->TargetState = GUIDE_STATE_IDLE;
}
else
item->TargetState = GUIDE_STATE_IDLE;
}
break;
case GUIDE_STATE_RUN:
creature->MaxTurn = ANGLE(11.0f);
tilt = angle / 2;
if (AI.ahead)
joint2 = AI.angle;
if (AI.distance < pow(SECTOR(2), 2) ||
Lara.Location < item->ItemFlags[3])
{
item->TargetState = GUIDE_STATE_IDLE;
break;
}
if (creature->ReachedGoal)
{
if (!enemy->Flags)
{
creature->ReachedGoal = false;
creature->Enemy = NULL;
item->AIBits = FOLLOW;
item->ItemFlags[3]++;
break;
}
item->TargetState = GUIDE_STATE_IDLE;
}
else if (foundEnemy &&
(AI.distance < 0x200000 ||
!(item->SwapMeshFlags & 0x40000) &&
AI.distance < pow(SECTOR(3), 2)))
{
item->TargetState = GUIDE_STATE_IDLE;
break;
}
break;
case GUIDE_STATE_IGNITE_TORCH:
// Ignite torch
pos1.x = GuideBite2.x;
pos1.y = GuideBite2.y;
pos1.z = GuideBite2.z;
GetJointAbsPosition(item, &pos1, GuideBite2.meshNum);
frameNumber = item->FrameNumber - g_Level.Anims[item->AnimNumber].frameBase;
random = GetRandomControl();
if (frameNumber == 32)
item->SwapMeshFlags |= 0x8000;
else if (frameNumber == 216)
item->SwapMeshFlags &= 0x7FFF;
else if (frameNumber <= 79 || frameNumber >= 84)
{
if (frameNumber <= 83 || frameNumber >= 94)
{
if (frameNumber <= 159 || frameNumber >= 164)
{
if (frameNumber > 163 && frameNumber < 181)
{
TriggerFireFlame(
(random & 0x3F) + pos1.x - 64,
((random >> 5) & 0x3F) + pos1.y - 96,
((random >> 10) & 0x3F) + pos1.z - 64,
-1,
7);
TriggerDynamicLight(
pos1.x - 32,
pos1.y - 64,
pos1.z - 32,
10,
-64 - ((random >> 4) & 0x1F),
-128 - ((random >> 6) & 0x1F),
random & 0x1F);
item->ItemFlags[1] = 2;
}
}
else
{
TriggerMetalSparks(pos1.x, pos1.y, pos1.z, -1, -1, 0, 1);
TriggerDynamicLight(
pos1.x,
pos1.y,
pos1.z,
10,
random & 0x1F,
96 - ((random >> 6) & 0x1F),
128 - ((random >> 4) & 0x1F));
}
}
else
{
TriggerDynamicLight(
pos1.x - 32,
pos1.y - 64,
pos1.z - 32,
10,
-64 - ((random >> 4) & 0x1F),
-128 - ((random >> 6) & 0x1F),
random & 0x1F);
TriggerFireFlame(
(random & 0x3F) + pos1.x - 64,
((random >> 5) & 0x3F) + pos1.y - 96,
((random >> 10) & 0x3F) + pos1.z - 64,
-1,
7);
}
}
else
{
TriggerDynamicLight(
pos1.x,
pos1.y,
pos1.z,
10,
random & 0x1F,
96 - ((random >> 6) & 0x1F),
128 - ((random >> 4) & 0x1F));
TriggerMetalSparks(pos1.x, pos1.y, pos1.z, -1, -1, 0, 1);
}
break;
case GUIDE_STATE_LOOK_BACK:
creature->MaxTurn = 0;
if (laraAI.angle < -256)
item->Position.yRot -= 399;
break;
case GUIDE_STATE_TORCH_ATTACK:
creature->MaxTurn = 0;
if (AI.ahead)
{
joint0 = AI.angle / 2;
joint2 = AI.angle / 2;
joint1 = AI.xAngle / 2;
}
if (abs(AI.angle) >= ANGLE(7.0f))
{
if (AI.angle < 0)
item->Position.yRot += ANGLE(7.0f);
else
item->Position.yRot -= ANGLE(7.0f);
}
else
item->Position.yRot += AI.angle;
if (!creature->Flags)
{
if (enemy)
{
if (item->FrameNumber > g_Level.Anims[item->AnimNumber].frameBase + 15 &&
item->FrameNumber < g_Level.Anims[item->AnimNumber].frameBase + 26)
{
dx = abs(enemy->Position.xPos - item->Position.xPos);
dy = abs(enemy->Position.yPos - item->Position.yPos);
dz = abs(enemy->Position.zPos - item->Position.zPos);
if (dx < CLICK(2) &&
dy < CLICK(2) &&
dz < CLICK(2))
{
enemy->HitPoints -= 20;
if (enemy->HitPoints <= 0)
item->AIBits = FOLLOW;
enemy->HitStatus = true;
creature->Flags = 1;
CreatureEffect2(
item,
&GuideBite1,
8,
-1,
DoBloodSplat);
}
}
}
}
break;
case 35:
creature->MaxTurn = 0;
if (laraAI.angle > 256)
item->Position.yRot += 399;
break;
case 36:
case 43:
if (enemy)
{
short deltaAngle = enemy->Position.yRot - item->Position.yRot;
if (deltaAngle < -ANGLE(2.0f))
item->Position.yRot -= ANGLE(2.0f);
else if (deltaAngle > ANGLE(2.0f))
item->Position.yRot = ANGLE(2.0f);
}
if (item->RequiredState == 43)
item->TargetState = 43;
else
{
if (item->AnimNumber != object->animIndex + 57 &&
item->FrameNumber == g_Level.Anims[item->AnimNumber].frameEnd - 20)
{
TestTriggers(item, true);
creature->ReachedGoal = false;
creature->Enemy = NULL;
item->AIBits = FOLLOW;
item->ItemFlags[3]++;
item->TargetState = GUIDE_STATE_IDLE;
break;
}
}
break;
case GUIDE_STATE_PICKUP_TORCH:
if (item->FrameNumber == g_Level.Anims[item->AnimNumber].frameBase)
{
someFlag = true;
item->Position.xPos = enemy->Position.xPos;
item->Position.yPos = enemy->Position.yPos;
item->Position.zPos = enemy->Position.zPos;
item->Position.xRot = enemy->Position.xRot;
item->Position.yRot = enemy->Position.yRot;
item->Position.zRot = enemy->Position.zRot;
}
else if (item->FrameNumber == g_Level.Anims[item->AnimNumber].frameBase + 35)
{
item->SwapMeshFlags &= 0xFFFBFFFF;
auto* room = &g_Level.Rooms[item->RoomNumber];
ITEM_INFO* currentItem = NULL;
short currentitemNumber = room->itemNumber;
while (currentitemNumber != NO_ITEM)
{
currentItem = &g_Level.Items[currentitemNumber];
if (currentItem->ObjectNumber >= ID_ANIMATING1 &&
currentItem->ObjectNumber <= ID_ANIMATING15 &&
trunc(item->Position.xPos) == trunc(currentItem->Position.xPos) &&
trunc(item->Position.zPos) == trunc(currentItem->Position.zPos))
{
break;
}
currentitemNumber = currentItem->NextItem;
}
if (currentItem != NULL)
currentItem->MeshBits = 0xFFFFFFFD;
}
item->ItemFlags[1] = 1;
if (someFlag)
{
creature->ReachedGoal = false;
creature->Enemy = NULL;
item->AIBits = FOLLOW;
item->ItemFlags[3]++;
}
break;
case 38:
if (item->FrameNumber == g_Level.Anims[item->AnimNumber].frameBase)
{
item->Position.xPos = enemy->Position.xPos;
item->Position.yPos = enemy->Position.yPos;
item->Position.zPos = enemy->Position.zPos;
}
else
{
if (item->FrameNumber == g_Level.Anims[item->AnimNumber].frameBase + 42)
{
TestTriggers(item, true);
item->Position.yRot = enemy->Position.yRot;
creature->ReachedGoal = false;
creature->Enemy = NULL;
item->AIBits = FOLLOW;
item->ItemFlags[3]++;
break;
}
else if (item->FrameNumber < g_Level.Anims[item->AnimNumber].frameBase + 42)
{
if (enemy->Position.yRot - item->Position.yRot <= ANGLE(2.0f))
{
if (enemy->Position.yRot - item->Position.yRot < -ANGLE(2.0f))
item->Position.yRot -= ANGLE(2.0f);
}
else
item->Position.yRot += ANGLE(2.0f);
}
}
break;
case 39:
if (item->FrameNumber >= g_Level.Anims[item->AnimNumber].frameBase + 20)
{
if (item->FrameNumber == g_Level.Anims[item->AnimNumber].frameBase + 20)
{
item->TargetState = GUIDE_STATE_IDLE;
TestTriggers(item, true);
creature->ReachedGoal = false;
creature->Enemy = NULL;
item->AIBits = FOLLOW;
item->ItemFlags[3]++;
break;
}
if (item->FrameNumber == g_Level.Anims[item->AnimNumber].frameBase + 70 && item->RoomNumber == 70)
{
item->RequiredState = GUIDE_STATE_RUN;
item->SwapMeshFlags |= 0x200000;
SoundEffect(SFX_TR4_GUIDE_SCARE, &item->Position, 0);
}
}
else if (enemy->Position.yRot - item->Position.yRot <= ANGLE(2.0f))
{
if (enemy->Position.yRot - item->Position.yRot < -ANGLE(2.0f))
item->Position.yRot -= ANGLE(2.0f);
}
else
item->Position.yRot += ANGLE(2.0f);
break;
case 40:
creature->LOT.IsJumping;
creature->MaxTurn = ANGLE(7.0f);
if (laraAI.ahead)
{
if (AI.ahead)
joint2 = AI.angle;
}
else
joint2 = laraAI.angle;
if (!(creature->ReachedGoal))
break;
if (!enemy->Flags)
{
creature->ReachedGoal = false;
creature->Enemy = NULL;
item->AIBits = FOLLOW;
item->ItemFlags[3]++;
break;
}
if (enemy->Flags == 42)
{
TestTriggers(item, true);
creature->ReachedGoal = false;
creature->Enemy = NULL;
item->AIBits = FOLLOW;
item->ItemFlags[3]++;
}
else if (item->TriggerFlags <= 999)
item->TargetState = GUIDE_STATE_IDLE;
else
{
KillItem(itemNumber);
DisableEntityAI(itemNumber);
item->Flags |= 1;
}
break;
case 41:
case 42:
creature->MaxTurn = 0;
MoveCreature3DPos(&item->Position, &enemy->Position, 15, enemy->Position.yRot - item->Position.yRot, ANGLE(10.0f));
default:
break;
}
CreatureTilt(item, tilt);
CreatureJoint(item, 0, joint0);
CreatureJoint(item, 1, joint1);
CreatureJoint(item, 2, joint2);
CreatureJoint(item, 3, joint1);
CreatureAnimation(itemNumber, angle, 0);
}