TombEngine/TR5Main/Objects/TR4/Entity/tr4_guide.cpp
2021-09-08 18:19:06 +03:00

840 lines
No EOL
17 KiB
C++

#include "framework.h"
#include "tr4_guide.h"
#include "items.h"
#include "box.h"
#include "sphere.h"
#include "lot.h"
#include "effects\effects.h"
#include "effects\tomb4fx.h"
#include "setup.h"
#include "level.h"
#include "lara.h"
#include "Sound\sound.h"
#define STATE_GUIDE_STOP 1
#define STATE_GUIDE_WALK 2
#define STATE_GUIDE_RUN 3
#define STATE_GUIDE_IGNITE_TORCH 11
#define STATE_GUIDE_LOOK_BACK 22
#define STATE_GUIDE_TORCH_ATTACK 31
#define STATE_GUIDE_PICKUP_TORCH 37
BITE_INFO guideBiteInfo1 = { 0, 20, 200, 18 };
BITE_INFO guideBiteInfo2 = { 30, 80, 50, 15 };
void InitialiseGuide(short itemNumber)
{
ITEM_INFO* item = &g_Level.Items[itemNumber];
ClearItem(itemNumber);
item->animNumber = Objects[item->objectNumber].animIndex + 4;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = STATE_GUIDE_STOP;
item->currentAnimState = STATE_GUIDE_STOP;
if (Objects[ID_WRAITH1].loaded)
{
item->swapMeshFlags = 0;
item->itemFlags[1] = 2;
}
else
{
item->swapMeshFlags = 0x40000;
}
}
void GuideControl(short itemNumber)
{
if (!CreatureActive(itemNumber))
return;
ITEM_INFO* item = &g_Level.Items[itemNumber];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
OBJECT_INFO* obj = &Objects[item->objectNumber];
short angle = 0;
short tilt = 0;
short joint2 = 0;
short joint1 = 0;
short joint0 = 0;
// Ignite torch
if (item->itemFlags[1] == 2)
{
PHD_VECTOR pos;
pos.x = guideBiteInfo1.x;
pos.y = guideBiteInfo1.y;
pos.z = guideBiteInfo1.z;
GetJointAbsPosition(item, &pos, guideBiteInfo1.meshNum);
AddFire(pos.x, pos.y, pos.z, 0, item->roomNumber, 0);
SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->pos, 0);
TriggerFireFlame(pos.x, pos.y - 40, pos.z, -1, 7);
short random = GetRandomControl();
TriggerDynamicLight(pos.x, pos.y, pos.z, 15, 255 - ((random / 16) & 0x1F), 192 - ((random / 64) & 0x1F), random & 0x3F);
if (item->animNumber == obj->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;
GetAITarget(creature);
AI_INFO info;
AI_INFO laraInfo;
int dx = LaraItem->pos.xPos - item->pos.xPos;
int dz = LaraItem->pos.zPos - item->pos.zPos;
laraInfo.angle = phd_atan(dz, dx) - item->pos.yRot;
laraInfo.ahead = true;
if (laraInfo.angle <= -ANGLE(90) || laraInfo.angle >= ANGLE(90))
laraInfo.ahead = false;
int distance = 0;
if (dz > 32000 || dz < -32000 || dx > 32000 || dx < -32000)
laraInfo.distance = 0x7FFFFFFF;
else
laraInfo.distance = SQUARE(dx) + SQUARE(dz);
dx = abs(dx);
dz = abs(dz);
int dy = item->pos.yPos - LaraItem->pos.yPos;
short rot2 = 0;
if (dx <= dz)
laraInfo.xAngle = phd_atan(dz + (dx / 2), dy);
else
laraInfo.xAngle = phd_atan(dx + (dz / 2), dy);
ITEM_INFO* foundEnemy = NULL;
if (!Objects[ID_WRAITH1].loaded)
{
if (item->currentAnimState < 4
|| item->currentAnimState == STATE_GUIDE_TORCH_ATTACK)
{
int minDistance = 0x7FFFFFFF;
CREATURE_INFO* baddie = &BaddieSlots[0];
for (int i = 0; i < NUM_SLOTS; i++)
{
baddie = &BaddieSlots[i];
if (baddie->itemNum == NO_ITEM || baddie->itemNum == itemNumber)
continue;
ITEM_INFO* currentItem = &g_Level.Items[baddie->itemNum];
if (currentItem->objectNumber != ID_GUIDE &&
abs(currentItem->pos.yPos - item->pos.yPos) <= 512)
{
dx = currentItem->pos.xPos - item->pos.xPos;
dy = currentItem->pos.yPos - item->pos.yPos;
dz = currentItem->pos.zPos - item->pos.zPos;
if (dx > 32000 || dx < -32000 || dz > 32000 || dz < -32000)
distance = 0x7FFFFFFF;
else
distance = SQUARE(dx) + SQUARE(dz);
if (distance < minDistance
&& distance < SQUARE(2048)
&& (abs(dy) < 256
|| laraInfo.distance < SQUARE(2048)
|| currentItem->objectNumber == ID_DOG))
{
foundEnemy = currentItem;
minDistance = distance;
}
}
}
}
}
ITEM_INFO* enemy = creature->enemy;
if (foundEnemy)
creature->enemy = foundEnemy;
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, creature->maximumTurn);
if (foundEnemy)
{
creature->enemy = enemy;
enemy = foundEnemy;
}
bool someFlag = false;
FLOOR_INFO* floor;
PHD_VECTOR pos1;
short frameNumber;
short random;
printf("Guide state: %d\n", item->currentAnimState);
switch (item->currentAnimState)
{
case STATE_GUIDE_STOP:
creature->LOT.isJumping = false;
creature->flags = 0;
creature->maximumTurn = 0;
joint2 = info.angle / 2;
if (laraInfo.ahead)
{
joint0 = laraInfo.angle / 2;
joint1 = laraInfo.xAngle / 2;
joint2 = laraInfo.angle / 2;
}
else if (info.ahead)
{
joint0 = info.angle / 2;
joint1 = info.xAngle / 2;
joint2 = info.angle / 2;
}
if (Objects[ID_WRAITH1].loaded)
{
if (item->itemFlags[3] == 5)
item->goalAnimState = STATE_GUIDE_WALK;
if (item->itemFlags[3] == 5 || item->itemFlags[3] == 6)
{
break;
}
}
if (item->requiredAnimState)
{
item->goalAnimState = item->requiredAnimState;
}
else if (Lara.location >= item->itemFlags[3]
|| item->itemFlags[1] != 2)
{
if (!creature->reachedGoal || foundEnemy)
{
if (item->swapMeshFlags == 0x40000)
{
item->goalAnimState = 40;
}
else if (foundEnemy && info.distance < SQUARE(1024))
{
if (info.bite)
{
item->goalAnimState = STATE_GUIDE_TORCH_ATTACK;
}
}
else if (enemy != LaraItem || info.distance > SQUARE(2048))
{
item->goalAnimState = STATE_GUIDE_WALK;
}
}
else
{
if (!enemy->flags)
{
creature->reachedGoal = false;
creature->enemy = NULL;
item->aiBits = FOLLOW;
item->itemFlags[3]++;
break;
}
if (info.distance <= SQUARE(128))
{
switch (enemy->flags)
{
case 0x02:
item->goalAnimState = 38;
item->requiredAnimState = 38;
break;
case 0x20:
item->goalAnimState = STATE_GUIDE_PICKUP_TORCH;
item->requiredAnimState = STATE_GUIDE_PICKUP_TORCH;
break;
case 0x28:
if (laraInfo.distance < SQUARE(2048))
{
item->goalAnimState = 39;
item->requiredAnimState = 39;
}
break;
case 0x10:
if (laraInfo.distance < SQUARE(2048))
{
// Ignite torch
item->goalAnimState = 36;
item->requiredAnimState = 36;
}
break;
case 0x04:
if (laraInfo.distance < SQUARE(2048))
{
item->goalAnimState = 36;
item->requiredAnimState = 43;
}
break;
case 0x3E:
item->status = ITEM_INVISIBLE;
RemoveActiveItem(itemNumber);
DisableBaddieAI(itemNumber);
break;
}
}
else
{
creature->maximumTurn = 0;
item->requiredAnimState = 42 - (info.ahead != 0);
}
}
}
else
{
item->goalAnimState = STATE_GUIDE_STOP;
}
break;
case STATE_GUIDE_WALK:
creature->LOT.isJumping = false;
creature->maximumTurn = ANGLE(7);
if (laraInfo.ahead)
{
if (info.ahead)
{
joint2 = info.angle;
}
}
else
{
joint2 = laraInfo.angle;
}
if (Objects[ID_WRAITH1].loaded && item->itemFlags[3] == 5)
{
item->itemFlags[3] = 6;
item->goalAnimState = STATE_GUIDE_STOP;
}
else if (item->itemFlags[1] == 1)
{
item->goalAnimState = STATE_GUIDE_STOP;
item->requiredAnimState = STATE_GUIDE_IGNITE_TORCH;
}
else if (creature->reachedGoal)
{
if (!enemy->flags)
{
creature->reachedGoal = false;
creature->enemy = NULL;
item->aiBits = FOLLOW;
item->itemFlags[3]++;
break;
}
item->goalAnimState = STATE_GUIDE_STOP;
}
else
{
if (Lara.location >= item->itemFlags[3])
{
if (!foundEnemy
|| info.distance >= 0x200000
&& (item->swapMeshFlags & 0x40000
|| info.distance >= SQUARE(3072)))
{
if (creature->enemy == LaraItem)
{
if (info.distance >= SQUARE(2048))
{
if (info.distance > SQUARE(4096))
{
item->goalAnimState = STATE_GUIDE_RUN;
}
}
else
{
item->goalAnimState = STATE_GUIDE_STOP;
}
}
else if (Lara.location > item->itemFlags[3]
&& laraInfo.distance > SQUARE(2048))
{
item->goalAnimState = STATE_GUIDE_RUN;
}
}
else
{
item->goalAnimState = STATE_GUIDE_STOP;
}
}
else
{
item->goalAnimState = STATE_GUIDE_STOP;
}
}
break;
case STATE_GUIDE_RUN:
if (info.ahead)
{
joint2 = info.angle;
}
creature->maximumTurn = ANGLE(11);
tilt = angle / 2;
if (info.distance < SQUARE(2048)
|| Lara.location < item->itemFlags[3])
{
item->goalAnimState = STATE_GUIDE_STOP;
break;
}
if (creature->reachedGoal)
{
if (!enemy->flags)
{
creature->reachedGoal = false;
creature->enemy = NULL;
item->aiBits = FOLLOW;
item->itemFlags[3]++;
break;
}
item->goalAnimState = STATE_GUIDE_STOP;
}
else if (foundEnemy &&
(info.distance < 0x200000
|| !(item->swapMeshFlags & 0x40000)
&& info.distance < SQUARE(3072)))
{
item->goalAnimState = STATE_GUIDE_STOP;
break;
}
break;
case STATE_GUIDE_IGNITE_TORCH:
// Ignite torch
pos1.x = guideBiteInfo2.x;
pos1.y = guideBiteInfo2.y;
pos1.z = guideBiteInfo2.z;
GetJointAbsPosition(item, &pos1, guideBiteInfo2.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 / 32) & 0x3F) + pos1.y - 96,
((random / 1024) & 0x3F) + pos1.z - 64,
-1,
7);
TriggerDynamicLight(
pos1.x - 32,
pos1.y - 64,
pos1.z - 32,
10,
192 - ((random / 16) & 0x1F),
128 - ((random / 64) & 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 / 64) & 0x1F), 128 - ((random / 16) & 0x1F));
}
}
else
{
TriggerDynamicLight(pos1.x - 32, pos1.y - 64, pos1.z - 32, 10, 192 - ((random / 16) & 0x1F), 128 - ((random / 64) & 0x1F), random & 0x1F);
TriggerFireFlame(
(random & 0x3F) + pos1.x - 64,
((random / 32) & 0x3F) + pos1.y - 96,
((random / 1024) & 0x3F) + pos1.z - 64,
-1,
7);
}
}
else
{
TriggerDynamicLight(pos1.x, pos1.y, pos1.z, 10, random & 0x1F, 96 - ((random / 64) & 0x1F), 128 - ((random / 16) & 0x1F));
TriggerMetalSparks(pos1.x, pos1.y, pos1.z, -1, -1, 0, 1);
}
break;
case STATE_GUIDE_LOOK_BACK:
creature->maximumTurn = 0;
if (laraInfo.angle < -256)
{
item->pos.yRot -= 399;
}
break;
case STATE_GUIDE_TORCH_ATTACK:
if (info.ahead)
{
joint0 = info.angle / 2;
joint2 = info.angle / 2;
joint1 = info.xAngle / 2;
}
creature->maximumTurn = 0;
if (abs(info.angle) >= ANGLE(7))
{
if (info.angle < 0)
{
item->pos.yRot += ANGLE(7);
}
else
{
item->pos.yRot -= ANGLE(7);
}
}
else
{
item->pos.yRot += info.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->pos.xPos - item->pos.xPos);
dy = abs(enemy->pos.yPos - item->pos.yPos);
dz = abs(enemy->pos.zPos - item->pos.zPos);
if (dx < 512 && dy < 512 && dz < 512)
{
enemy->hitPoints -= 20;
if (enemy->hitPoints <= 0)
{
item->aiBits = FOLLOW;
}
enemy->hitStatus = true;
creature->flags = 1;
CreatureEffect2(
item,
&guideBiteInfo1,
8,
-1,
DoBloodSplat);
}
}
}
}
break;
case 35:
creature->maximumTurn = 0;
if (laraInfo.angle > 256)
{
item->pos.yRot += 399;
}
break;
case 36:
case 43:
if (enemy)
{
short deltaAngle = enemy->pos.yRot - item->pos.yRot;
if (deltaAngle <= ANGLE(2))
{
if (deltaAngle < -ANGLE(2))
item->pos.yRot -= ANGLE(2);
}
else
{
item->pos.yRot += ANGLE(2);
}
}
if (item->requiredAnimState == 43)
{
item->goalAnimState = 43;
}
else
{
if (item->animNumber != obj->animIndex + 57
&& item->frameNumber == g_Level.Anims[item->animNumber].frameEnd - 20)
{
TestTriggers(item, true, NULL);
creature->reachedGoal = false;
creature->enemy = NULL;
item->aiBits = FOLLOW;
item->itemFlags[3]++;
break;
}
}
break;
case STATE_GUIDE_PICKUP_TORCH:
if (item->frameNumber == g_Level.Anims[item->animNumber].frameBase)
{
someFlag = true;
item->pos.xPos = enemy->pos.xPos;
item->pos.yPos = enemy->pos.yPos;
item->pos.zPos = enemy->pos.zPos;
item->pos.xRot = enemy->pos.xRot;
item->pos.yRot = enemy->pos.yRot;
item->pos.zRot = enemy->pos.zRot;
}
else if (item->frameNumber == g_Level.Anims[item->animNumber].frameBase + 35)
{
item->swapMeshFlags &= 0xFFFBFFFF;
ROOM_INFO* 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->pos.xPos) == trunc(currentItem->pos.xPos)
&& trunc(item->pos.zPos) == trunc(currentItem->pos.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->pos.xPos = enemy->pos.xPos;
item->pos.yPos = enemy->pos.yPos;
item->pos.zPos = enemy->pos.zPos;
}
else
{
if (item->frameNumber == g_Level.Anims[item->animNumber].frameBase + 42)
{
TestTriggers(item, true, NULL);
item->pos.yRot = enemy->pos.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->pos.yRot - item->pos.yRot <= ANGLE(2))
{
if (enemy->pos.yRot - item->pos.yRot < -ANGLE(2))
{
item->pos.yRot -= ANGLE(2);
}
}
else
{
item->pos.yRot += ANGLE(2);
}
}
}
break;
case 39:
if (item->frameNumber >= g_Level.Anims[item->animNumber].frameBase + 20)
{
if (item->frameNumber == g_Level.Anims[item->animNumber].frameBase + 20)
{
item->goalAnimState = STATE_GUIDE_STOP;
TestTriggers(item, true, NULL);
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->requiredAnimState = STATE_GUIDE_RUN;
item->swapMeshFlags |= 0x200000;
SoundEffect(SFX_TR4_GUIDE_SCARE, &item->pos, 0);
}
}
else if (enemy->pos.yRot - item->pos.yRot <= ANGLE(2))
{
if (enemy->pos.yRot - item->pos.yRot < -ANGLE(2))
{
item->pos.yRot -= ANGLE(2);
}
}
else
{
item->pos.yRot += ANGLE(2);
}
break;
case 40:
creature->LOT.isJumping;
creature->maximumTurn = ANGLE(7);
if (laraInfo.ahead)
{
if (info.ahead)
{
joint2 = info.angle;
}
}
else
{
joint2 = laraInfo.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, NULL);
creature->reachedGoal = false;
creature->enemy = NULL;
item->aiBits = FOLLOW;
item->itemFlags[3]++;
}
else if (item->triggerFlags <= 999)
{
item->goalAnimState = STATE_GUIDE_STOP;
}
else
{
KillItem(itemNumber);
DisableBaddieAI(itemNumber);
item->flags |= 1;
}
break;
case 41:
case 42:
creature->maximumTurn = 0;
MoveCreature3DPos(&item->pos, &enemy->pos, 15, enemy->pos.yRot - item->pos.yRot, ANGLE(10));
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);
}