TombEngine/TR5Main/Objects/TR4/Entity/tr4_baboon.cpp

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20 KiB
C++

#include "framework.h"
#include "tr4_baboon.h"
#include "control/box.h"
#include "control/lot.h"
#include "setup.h"
#include "control/control.h"
#include "misc.h"
#include "Lara.h"
#include "effects\effects.h"
#include "effects\weather.h"
#include "effects\tomb4fx.h"
#include "itemdata/creature_info.h"
#include "items.h"
using std::vector;
using namespace TEN::Effects::Environment;
BaboonRespawnClass BaboonRespawn;
static BITE_INFO baboonBite = { 10, 10, 11, 4 };
enum BABOON_STATE
{
BABOON_NULL,
BABOON_EMPTY,
BABOON_WALK,
BABOON_IDLE,
BABOON_RUN,
BABOON_PICKUP,
BABOON_SIT_IDLE,
BABOON_SIT_EAT,
BABOON_SIT_SCRATCH,
BABOON_RUN_ROLL,
BABOON_HITGROUND,
BABOON_DEATH,
BABOON_ATK1,
BABOON_JUMPATK,
BABOON_SUPERJUMPATK,
/// NOT USED IN TR4:
BABOON_CLIMB_4CLICK,
BABOON_CLIMB_3CLICK,
BABOON_CLIMB_2CLICK,
BABOON_FALL_4CLICK,
BABOON_FALL_3CLICK,
BABOON_FALL_2CLICK,
///!END
BABOON_ACTIVATE_SWITCH
};
constexpr auto NO_BABOON = -1;
constexpr auto NO_BABOON_COUNT = -2;
constexpr auto NO_CROWBAR_SWITCH_FOUND = -1;
#define BABOON_SIT_IDLE_ANIM 2
#define BABOON_IDLE_ANIM 9
#define BABOON_DEATH_ANIM 14
#define BABOON_SWITCH_ANIM 31
#define BABOON_DAMAGE 70
#define BABOON_IDLE_DISTANCE SQUARE(WALL_SIZE)
#define BABOON_ATTACK_ANGLE ANGLE(7.0f)
#define BABOON_ATK_RANGE 0x718E4
#define BABOON_ATK_NORMALRANGE 0x1C639
#define BABOON_JUMP_RANGE 0x718E4
#define BABOON_FOLLOW_RANGE 0x400000
#define BABOON_RUNROLL_RANGE 0x100000
#define BABOON_WALK_ANGLE ANGLE(7.0f)
#define BABOON_RUN_ANGLE ANGLE(11.0f)
/// NOTE (TokyoSU): these touchbits is fixed !
/// now the baboon is a killing machine :D
#define BABOON_RIGHT_TOUCHBITS 814
#define BABOON_JUMP_TOUCHBITS 280
#define BABOON_TOUCHBITS 0x1800
static void TriggerBaboonShockwave(PHD_3DPOS pos, short xRot)
{
short shockwaveID = GetFreeShockwave();
if (shockwaveID != NO_ITEM)
{
SHOCKWAVE_STRUCT* dieEffect = &ShockWaves[shockwaveID];
dieEffect->x = pos.xPos;
dieEffect->y = pos.yPos;
dieEffect->z = pos.zPos;
dieEffect->innerRad = 0x2000280;
dieEffect->outerRad = 0x28802000;
dieEffect->xRot = xRot;
dieEffect->r = 255;
dieEffect->g = 64;
dieEffect->b = 0;
dieEffect->speed = -600;
dieEffect->life = 64;
}
}
void BaboonDieEffect(ITEM_INFO* item)
{
PHD_3DPOS pos = PHD_3DPOS(item->pos.xPos, item->pos.yPos - 128, item->pos.zPos);
// trigger shockwave effect
TriggerBaboonShockwave(pos, ANGLE(0.0f));
TriggerBaboonShockwave(pos, ANGLE(45.0f));
TriggerBaboonShockwave(pos, ANGLE(90.0f));
TriggerBaboonShockwave(pos, ANGLE(135.0f));
// trigger flash screen
Weather.Flash(255, 64, 0, 0.03f);
}
static void KillRespawnedBaboon(short itemNumber, bool remove = false)
{
ITEM_INFO* item;
item = &g_Level.Items[itemNumber];
item->hitPoints = 0;
RemoveActiveItem(itemNumber); // remove it from the active item list
item->flags = IFLAG_CLEAR_BODY;
item->afterDeath = 128; // instant disappear !
item->status = ITEM_DEACTIVATED; // wont triggered again...
if (remove)
item->itemFlags[0] = NO_BABOON;
DisableBaddieAI(itemNumber); // desactivate this AI or you will get crash later...
}
static bool CheckRespawnedBaboon(short itemNumber)
{
ITEM_INFO* item;
BaboonRespawnStruct* baboon;
item = &g_Level.Items[itemNumber];
if (item->itemFlags[0] == NO_BABOON) // NORMAL/INV for now
{
KillRespawnedBaboon(itemNumber);
return false;
}
baboon = BaboonRespawn.GetBaboonRespawn(item->itemFlags[0]);
if (baboon == nullptr)
return false;
if (baboon->count == baboon->max_count)
{
KillRespawnedBaboon(itemNumber, true);
return false;
}
return true;
}
static void UpdateRespawnedBaboon(short itemNumber)
{
ITEM_INFO* item;
OBJECT_INFO* obj;
BaboonRespawnStruct* baboon;
item = &g_Level.Items[itemNumber];
obj = &Objects[item->objectNumber];
baboon = BaboonRespawn.GetBaboonRespawn(item->itemFlags[0]);
if (baboon == nullptr)
return;
item->pos = baboon->pos;
auto outsideRoom = IsRoomOutside(item->pos.xPos, item->pos.yPos, item->pos.zPos);
if (item->roomNumber != outsideRoom && outsideRoom != NO_ROOM)
ItemNewRoom(itemNumber, outsideRoom);
if (baboon->count < baboon->max_count)
baboon->count++;
item->animNumber = obj->animIndex + BABOON_SIT_IDLE_ANIM;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->currentAnimState = BABOON_SIT_IDLE;
item->goalAnimState = BABOON_SIT_IDLE;
item->hitPoints = obj->hitPoints;
RemoveActiveItem(itemNumber);
item->flags = NULL;
item->afterDeath = 0;
item->status = ITEM_INVISIBLE;
DisableBaddieAI(itemNumber);
if (item->objectNumber == ID_BABOON_NORMAL)
{
if (item->triggerFlags == 1)
return;
else
item->collidable = true;
}
else if (item->triggerFlags == 0)
{
item->collidable = true;
}
}
void BaboonRespawnFunction(short itemNumber)
{
ITEM_INFO* item;
item = &g_Level.Items[itemNumber];
BaboonDieEffect(item);
if (!CheckRespawnedBaboon(itemNumber))
return;
UpdateRespawnedBaboon(itemNumber);
}
void InitialiseBaboon(short itemNumber)
{
ITEM_INFO* item;
InitialiseCreature(itemNumber);
item = &g_Level.Items[itemNumber];
item->animNumber = Objects[item->objectNumber].animIndex + BABOON_SIT_IDLE_ANIM;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = BABOON_SIT_IDLE;
item->currentAnimState = BABOON_SIT_IDLE;
if (item->objectNumber == ID_BABOON_SILENT && item->triggerFlags != 0)
BaboonRespawn.Add(item, item->triggerFlags);
else
item->itemFlags[0] = NO_BABOON;
}
void BaboonControl(short itemNumber)
{
if (!CreatureActive(itemNumber))
return;
ITEM_INFO* item;
CREATURE_INFO* baboon;
FLOOR_INFO* floor;
AI_INFO info, Lara_info;
short tilt, angle, head_y;
item = &g_Level.Items[itemNumber];
baboon = GetCreatureInfo(item);
head_y = 0;
tilt = 0;
angle = 0;
if (item->hitPoints <= 0 && item->hitPoints != NOT_TARGETABLE)
{
if (item->currentAnimState == BABOON_DEATH)
{
if (item->frameNumber == g_Level.Anims[item->animNumber].frameEnd)
BaboonRespawnFunction(itemNumber);
}
else if (item->currentAnimState != BABOON_ACTIVATE_SWITCH)
{
item->animNumber = Objects[item->objectNumber].animIndex + BABOON_DEATH_ANIM;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->currentAnimState = BABOON_DEATH;
item->goalAnimState = BABOON_DEATH;
}
}
else
{
GetAITarget(baboon);
CreatureAIInfo(item, &info);
if (!item->hitStatus && item->objectNumber == ID_BABOON_NORMAL)
{
int dx, dz;
dx = LaraItem->pos.xPos - item->pos.xPos;
dz = LaraItem->pos.zPos - item->pos.zPos;
Lara_info.angle = phd_atan(dx, dz) - item->pos.yRot;
Lara_info.distance = SQUARE(dx) + SQUARE(dz);
if (baboon->enemy == nullptr || baboon->enemy == LaraItem)
baboon->enemy = nullptr;
}
else
{
Lara_info.angle = info.angle;
Lara_info.distance = info.distance;
baboon->enemy = LaraItem;
}
GetCreatureMood(item, &info, TRUE);
CreatureMood(item, &info, TRUE);
angle = CreatureTurn(item, baboon->maximumTurn);
if (baboon->enemy != nullptr && baboon->enemy != LaraItem && baboon->enemy->objectNumber == ID_AI_FOLLOW)
{
if (baboon->reachedGoal
&& (abs(item->pos.xPos - baboon->enemy->pos.xPos) < CLICK(1)
&& abs(item->pos.yPos - baboon->enemy->pos.yPos) < CLICK(1)
&& abs(item->pos.zPos - baboon->enemy->pos.zPos) < CLICK(1)))
{
item->pos.xPos = baboon->enemy->pos.xPos;
item->pos.yPos = baboon->enemy->pos.yPos;
item->pos.zPos = baboon->enemy->pos.zPos;
item->pos.yRot = baboon->enemy->pos.yRot;
item->animNumber = Objects[item->objectNumber].animIndex + BABOON_SWITCH_ANIM;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = BABOON_ACTIVATE_SWITCH;
item->currentAnimState = BABOON_ACTIVATE_SWITCH;
item->aiBits &= ~(FOLLOW);
TestTriggers(item, true);
baboon->enemy = nullptr;
}
}
switch (item->currentAnimState)
{
case BABOON_IDLE:
baboon->maximumTurn = 0;
baboon->flags = 0;
if (item->aiBits & GUARD)
{
AIGuard(baboon);
if (!(GetRandomControl() & 0xF))
{
if (GetRandomControl() & 1)
item->goalAnimState = BABOON_HITGROUND;
else
item->goalAnimState = BABOON_SIT_IDLE;
}
}
else if (item->aiBits & PATROL1)
{
item->goalAnimState = BABOON_WALK;
}
else if (baboon->mood == ESCAPE_MOOD)
{
if (info.ahead && Lara.target != item)
item->goalAnimState = BABOON_IDLE;
else
item->goalAnimState = BABOON_RUN;
}
else if (baboon->mood == ATTACK_MOOD)
{
if (!(item->aiBits & FOLLOW) || (!item->gravityStatus && info.distance <= BABOON_RUNROLL_RANGE))
{
if (info.bite && info.distance < BABOON_ATK_NORMALRANGE)
{
if (LaraItem->pos.yPos >= item->pos.yPos)
item->goalAnimState = BABOON_ATK1;
else
item->goalAnimState = BABOON_JUMPATK;
}
else if (info.bite && info.distance < BABOON_JUMP_RANGE)
{
item->goalAnimState = BABOON_SUPERJUMPATK;
}
else if (info.bite && info.distance < BABOON_RUNROLL_RANGE)
{
item->goalAnimState = BABOON_RUN_ROLL;
}
else
{
item->goalAnimState = BABOON_RUN;
}
}
else if (item->requiredAnimState)
{
item->goalAnimState = item->requiredAnimState;
}
else if (GetRandomControl() & 1)
{
item->goalAnimState = BABOON_SIT_IDLE;
}
}
else if (item->requiredAnimState)
{
item->goalAnimState = item->requiredAnimState;
}
else if (!(GetRandomControl() & 3))
{
item->goalAnimState = BABOON_WALK;
}
else if (!(GetRandomControl() & 1))
{
item->goalAnimState = BABOON_RUN_ROLL;
}
else if (GetRandomControl() & 4)
{
item->goalAnimState = BABOON_HITGROUND;
}
break;
case BABOON_SIT_IDLE:
baboon->maximumTurn = 0;
baboon->flags = 0;
if (item->aiBits & GUARD)
{
AIGuard(baboon);
if (GetRandomControl() & 0xF)
item->goalAnimState = BABOON_SIT_EAT;
else if (GetRandomControl() & 0xA)
item->goalAnimState = BABOON_SIT_SCRATCH;
}
else if (item->aiBits & PATROL1)
{
item->goalAnimState = BABOON_WALK;
}
else if (baboon->mood != ESCAPE_MOOD)
{
if (baboon->mood == BORED_MOOD)
{
if (item->requiredAnimState)
{
item->goalAnimState = item->requiredAnimState;
}
// NOTE: it's not the original code, but it's too wreid
// that the baboon repeat the same move so i included the sit_idle with more random number
// (the eat not exist in the bored mood, i added it !)
else if (GetRandomControl() & 0x10)
{
item->goalAnimState = BABOON_SIT_IDLE;
}
else if (GetRandomControl() & 0x500)
{
if (GetRandomControl() & 0x200)
item->goalAnimState = BABOON_SIT_SCRATCH;
else if (GetRandomControl() & 0x250)
item->goalAnimState = BABOON_SIT_EAT;
}
else if (GetRandomControl() & 0x1000 || item->aiBits & FOLLOW)
{
item->goalAnimState = BABOON_WALK;
}
}
else if ((item->aiBits & FOLLOW) && info.distance > BABOON_IDLE_DISTANCE)
{
if (item->requiredAnimState)
item->goalAnimState = item->requiredAnimState;
else
item->goalAnimState = BABOON_WALK;
}
else
{
item->goalAnimState = BABOON_WALK;
}
}
else
{
item->goalAnimState = BABOON_IDLE;
}
break;
case BABOON_WALK:
baboon->maximumTurn = BABOON_WALK_ANGLE;
if (item->aiBits & PATROL1)
{
item->goalAnimState = BABOON_WALK;
}
else if (baboon->mood == BORED_MOOD)
{
if (item->aiBits & FOLLOW)
item->goalAnimState = BABOON_WALK;
else if (GetRandomControl() < 256)
item->goalAnimState = BABOON_SIT_IDLE;
}
else if (baboon->mood == ESCAPE_MOOD)
{
item->goalAnimState = BABOON_RUN;
}
else if (baboon->mood == ATTACK_MOOD)
{
if (info.bite && info.distance < BABOON_ATK_RANGE)
item->goalAnimState = BABOON_IDLE;
}
else if (GetRandomControl() < 256)
{
item->goalAnimState = BABOON_SIT_IDLE;
}
break;
case BABOON_RUN:
baboon->maximumTurn = BABOON_RUN_ANGLE;
tilt = angle / 2;
if (item->aiBits & GUARD)
{
item->goalAnimState = BABOON_IDLE;
}
else if (baboon->mood == ESCAPE_MOOD)
{
if (info.ahead && Lara.target != item)
item->goalAnimState = BABOON_IDLE;
}
else if (item->aiBits & FOLLOW && (item->gravityStatus || info.distance > BABOON_FOLLOW_RANGE))
{
item->goalAnimState = BABOON_IDLE;
}
else if (baboon->mood == ATTACK_MOOD)
{
if (info.distance < BABOON_ATK_RANGE)
item->goalAnimState = BABOON_IDLE;
else if (info.bite && info.distance < BABOON_RUNROLL_RANGE)
item->goalAnimState = BABOON_RUN_ROLL;
}
else
{
item->goalAnimState = BABOON_RUN_ROLL;
}
break;
case BABOON_PICKUP:
baboon->maximumTurn = 0;
// NOTE: baboon not use it ! (only TR3 one)
break;
case BABOON_ACTIVATE_SWITCH:
baboon->maximumTurn = 0;
item->hitPoints = NOT_TARGETABLE;
if (item->frameNumber == g_Level.Anims[item->animNumber].frameBase + 212)
{
GAME_VECTOR pos;
pos.x = 0;
pos.y = 0;
pos.z = 0;
pos.boxNumber = 0;
pos.roomNumber = NO_ROOM;
switch (item->pos.yRot)
{
case -0x4000: // WEST (OK)
pos.x = item->pos.xPos - SECTOR(1);
pos.z = item->pos.zPos;
break;
case 0x4000: // EAST (OK)
pos.x = item->pos.xPos + SECTOR(1);
pos.z = item->pos.zPos;
break;
case 0: // NORTH (NOP) maybe okay now with TombEngine
pos.x = item->pos.xPos;
pos.z = item->pos.zPos + SECTOR(1);
break;
case -0x8000: // SOUTH (OK)
pos.x = item->pos.xPos;
pos.z = item->pos.zPos - SECTOR(1);
break;
}
pos.y = item->pos.yPos;
pos.roomNumber = item->roomNumber;
floor = GetFloor(pos.x, pos.y, pos.z, &pos.roomNumber);
int height = GetFloorHeight(floor, pos.x, pos.y, pos.z);
item->floor = height;
TestTriggers(pos.x, pos.y, pos.z, pos.roomNumber, TRUE);
item->triggerFlags = 1;
}
break;
case BABOON_ATK1:
case BABOON_JUMPATK:
case BABOON_SUPERJUMPATK:
if (info.ahead)
head_y = info.angle;
baboon->maximumTurn = 0;
if (abs(info.angle) >= BABOON_ATTACK_ANGLE)
{
if (info.angle >= 0)
item->pos.yRot += BABOON_ATTACK_ANGLE;
else
item->pos.yRot -= BABOON_ATTACK_ANGLE;
}
else
{
item->pos.yRot += info.angle;
}
if ( baboon->flags == 0
&& ((item->touchBits & BABOON_TOUCHBITS)
|| (item->touchBits & BABOON_RIGHT_TOUCHBITS)
|| (item->touchBits & BABOON_JUMP_TOUCHBITS)))
{
LaraItem->hitPoints -= BABOON_DAMAGE;
LaraItem->hitStatus = true;
CreatureEffect2(item, &baboonBite, 10, -1, DoBloodSplat);
baboon->flags = 1;
}
break;
}
}
CreatureTilt(item, tilt);
CreatureJoint(item, 0, head_y);
CreatureAnimation(itemNumber, angle, tilt);
}
void BaboonRespawnClass::Free(void)
{
baboonRespawnArray.clear();
}
void BaboonRespawnClass::Add(ITEM_INFO* item, int max_count)
{
BaboonRespawnStruct toAdd;
toAdd.id = GetBaboonFreePlace();
toAdd.pos = item->pos;
toAdd.count = 0;
toAdd.max_count = max_count;
item->itemFlags[0] = toAdd.id; // conserve the id of baboon respawn position on the array...
baboonRespawnArray.push_back(toAdd);
}
void BaboonRespawnClass::Remove(int id)
{
if (baboonRespawnArray.empty())
return;
for (auto i = baboonRespawnArray.begin(); i != baboonRespawnArray.end(); i++)
{
if (i->id == id)
baboonRespawnArray.erase(i);
}
}
int BaboonRespawnClass::GetBaboonFreePlace()
{
if (baboonRespawnArray.empty())
return 0;
int j = 0;
for (auto i = baboonRespawnArray.begin(); i != baboonRespawnArray.end(); i++, j++)
{
if (i->id == NO_BABOON)
return j;
}
return NO_BABOON;
}
BaboonRespawnStruct* BaboonRespawnClass::GetBaboonRespawn(int id)
{
if (baboonRespawnArray.empty())
return nullptr;
for (auto i = baboonRespawnArray.begin(); i != baboonRespawnArray.end(); i++)
{
if (i->id == id)
return &*i;
}
return nullptr;
}
int BaboonRespawnClass::GetCount(int id)
{
if (baboonRespawnArray.empty())
return NO_BABOON_COUNT;
for (auto i = baboonRespawnArray.begin(); i != baboonRespawnArray.end(); i++)
{
if (i->id == id)
return i->count;
}
return NO_BABOON_COUNT;
}
int BaboonRespawnClass::GetCountMax(int id)
{
if (baboonRespawnArray.empty())
return NO_BABOON_COUNT;
for (auto i = baboonRespawnArray.begin(); i != baboonRespawnArray.end(); i++)
{
if (i->id == id)
return i->max_count;
}
return NO_BABOON_COUNT;
}