mirror of
https://github.com/TombEngine/TombEngine.git
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284 lines
No EOL
7.2 KiB
C++
284 lines
No EOL
7.2 KiB
C++
#include "../newobjects.h"
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#include "../../Game/Box.h"
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#include "../../Game/effects.h"
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extern BITE_INFO raptorBite;
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void Tr3RaptorControl(short itemNum)
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{
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if (!CreatureActive(itemNum))
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return;
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ITEM_INFO* item = &Items[itemNum];
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ITEM_INFO* nearestItem = NULL;
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CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
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short head = 0;
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short neck = 0;
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short angle = 0;
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short tilt = 0;
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int minDistance = 0x7FFFFFFF;
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if (item->hitPoints <= 0)
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{
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if (item->currentAnimState != 5)
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{
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if (GetRandomControl() > 0x4000)
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item->animNumber = Objects[item->objectNumber].animIndex + 9;
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else
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item->animNumber = Objects[item->objectNumber].animIndex + 10;
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item->frameNumber = Anims[item->animNumber].frameBase;
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item->currentAnimState = 5;
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}
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}
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else
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{
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if (creature->enemy == NULL || !(GetRandomControl() & 0x7F)) // Decide on target - this can be Lara, another creature, or an ambush point
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{
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CREATURE_INFO* currentCreature = BaddieSlots;
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ITEM_INFO* target = NULL;
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for (int i = 0; i < NUM_SLOTS; i++)
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{
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if (currentCreature->itemNum == NO_ITEM || currentCreature->itemNum == itemNum)
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{
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currentCreature++;
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continue;
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}
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target = &Items[currentCreature->itemNum];
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int x = (target->pos.xPos - item->pos.xPos) >> 6;
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int y = (target->pos.yPos - item->pos.yPos) >> 6;
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int z = (target->pos.zPos - item->pos.zPos) >> 6;
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int distance = x * x + y * y + z * z;
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if (distance < minDistance && item->hitPoints > 0)
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{
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nearestItem = target;
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minDistance = distance;
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}
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currentCreature++;
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}
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if (nearestItem != NULL && (nearestItem->objectNumber != ID_RAPTOR || (GetRandomControl() < 0x400 && minDistance < SQUARE(2048))))
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creature->enemy = nearestItem;
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int x = (LaraItem->pos.xPos - item->pos.xPos) >> 6;
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int y = (LaraItem->pos.yPos - item->pos.yPos) >> 6;
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int z = (LaraItem->pos.zPos - item->pos.zPos) >> 6;
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int distance = x * x + y * y + z * z;
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if (distance <= minDistance)
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creature->enemy = LaraItem;
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}
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if (item->aiBits)
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GetAITarget(creature);
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AI_INFO info;
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CreatureAIInfo(item, &info);
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if (info.ahead)
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head = info.angle;
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GetCreatureMood(item, &info, VIOLENT);
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CreatureMood(item, &info, VIOLENT);
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if (creature->mood == BORED_MOOD)
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creature->maximumTurn >>= 1;
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angle = CreatureTurn(item, creature->maximumTurn);
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neck = -(angle * 6);
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switch (item->currentAnimState)
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{
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case 1:
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creature->maximumTurn = 0;
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creature->flags &= ~1;
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if (item->requiredAnimState)
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item->goalAnimState = item->requiredAnimState;
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else if (creature->flags & 2)
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{
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creature->flags &= ~2;
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item->goalAnimState = 6;
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}
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else if ((item->touchBits & 0xFF7C00) || (info.distance < SQUARE(585) && info.bite))
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item->goalAnimState = 8;
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else if (info.bite && info.distance < SQUARE(1536))
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item->goalAnimState = 4;
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else if (creature->mood == ESCAPE_MOOD && Lara.target != item && info.ahead && !item->hitStatus)
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item->goalAnimState = 1;
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else if (creature->mood == BORED_MOOD)
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item->goalAnimState = 2;
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else
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item->goalAnimState = 3;
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break;
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case 2:
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creature->maximumTurn = ANGLE(2);
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creature->flags &= ~1;
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if (creature->mood != BORED_MOOD)
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item->goalAnimState = 1;
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else if (info.ahead && GetRandomControl() < 0x80)
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{
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item->requiredAnimState = 6;
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item->goalAnimState = 1;
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creature->flags &= ~2;
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}
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break;
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case 3:
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tilt = angle;
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creature->maximumTurn = ANGLE(4);
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creature->flags &= ~1;
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if (item->touchBits & 0xFF7C00)
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item->goalAnimState = 1;
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else if (creature->flags & 2)
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{
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item->requiredAnimState = 6;
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item->goalAnimState = 1;
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creature->flags &= ~2;
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}
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else if (info.bite && info.distance < SQUARE(1536))
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{
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if (item->goalAnimState == 3)
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{
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if (GetRandomControl() < 0x2000)
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item->goalAnimState = 1;
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else
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item->goalAnimState = 7;
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}
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}
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else if (info.ahead && creature->mood != ESCAPE_MOOD && GetRandomControl() < 0x80)
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{
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item->requiredAnimState = 6;
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item->goalAnimState = 1;
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}
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else if (creature->mood == BORED_MOOD || (creature->mood == ESCAPE_MOOD && Lara.target != item && info.ahead))
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item->goalAnimState = 1;
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break;
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case 4:
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tilt = angle;
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creature->maximumTurn = ANGLE(2);
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if (creature->enemy == LaraItem)
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{
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if (!(creature->flags & 1) && (item->touchBits & 0xFF7C00))
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{
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creature->flags |= 1;
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CreatureEffect(item, &raptorBite, DoBloodSplat);
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if (LaraItem->hitPoints <= 0)
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creature->flags |= 2;
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LaraItem->hitPoints -= 100;
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LaraItem->hitStatus = 1;
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item->requiredAnimState = 1;
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}
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}
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else
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{
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if (!(creature->flags & 1) && creature->enemy)
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{
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if (abs(creature->enemy->pos.xPos - item->pos.xPos) < 512 &&
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abs(creature->enemy->pos.yPos - item->pos.yPos) < 512 &&
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abs(creature->enemy->pos.zPos - item->pos.zPos) < 512)
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{
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creature->enemy->hitPoints -= 100 >> 2;
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creature->enemy->hitStatus = 1;
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if (creature->enemy->hitPoints <= 0)
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creature->flags |= 2;
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creature->flags |= 1;
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CreatureEffect(item, &raptorBite, DoBloodSplat);
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}
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}
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}
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break;
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case 8:
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tilt = angle;
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creature->maximumTurn = ANGLE(2);
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if (creature->enemy == LaraItem)
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{
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if (!(creature->flags & 1) && (item->touchBits & 0xFF7C00))
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{
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creature->flags |= 1;
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CreatureEffect(item, &raptorBite, DoBloodSplat);
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if (LaraItem->hitPoints <= 0)
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creature->flags |= 2;
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LaraItem->hitPoints -= 100;
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LaraItem->hitStatus = 1;
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item->requiredAnimState = 1;
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}
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}
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else
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{
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if (!(creature->flags & 1) && creature->enemy)
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{
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if (abs(creature->enemy->pos.xPos - item->pos.xPos) < 512 &&
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abs(creature->enemy->pos.yPos - item->pos.yPos) < 512 &&
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abs(creature->enemy->pos.zPos - item->pos.zPos) < 512)
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{
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creature->enemy->hitPoints -= 100 >> 2;
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creature->enemy->hitStatus = 1;
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if (creature->enemy->hitPoints <= 0)
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creature->flags |= 2;
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creature->flags |= 1;
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CreatureEffect(item, &raptorBite, DoBloodSplat);
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}
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}
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}
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break;
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case 7:
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tilt = angle;
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creature->maximumTurn = ANGLE(2);
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if (creature->enemy == LaraItem)
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{
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if (!(creature->flags & 1) && (item->touchBits & 0xFF7C00))
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{
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creature->flags |= 1;
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CreatureEffect(item, &raptorBite, DoBloodSplat);
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LaraItem->hitPoints -= 100;
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LaraItem->hitStatus = 1;
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if (LaraItem->hitPoints <= 0)
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creature->flags |= 2;
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item->requiredAnimState = 3;
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}
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}
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else
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{
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if (!(creature->flags & 1) && creature->enemy)
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{
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if (abs(creature->enemy->pos.xPos - item->pos.xPos) < 512 &&
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abs(creature->enemy->pos.yPos - item->pos.yPos) < 512 &&
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abs(creature->enemy->pos.zPos - item->pos.zPos) < 512)
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{
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creature->enemy->hitPoints -= 100 >> 2;
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creature->enemy->hitStatus = 1;
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if (creature->enemy->hitPoints <= 0)
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creature->flags |= 2;
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creature->flags |= 1;
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CreatureEffect(item, &raptorBite, DoBloodSplat);
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}
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}
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}
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break;
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}
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}
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CreatureTilt(item, tilt);
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CreatureJoint(item, 0, head >> 1);
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CreatureJoint(item, 1, head >> 1);
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CreatureJoint(item, 2, neck);
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CreatureJoint(item, 3, neck);
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CreatureAnimation(itemNum, angle, tilt);
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} |