mirror of
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* Upgrade raptor OCB 0: NORMAL: Like the original, change zone type to basic to avoid the raptor to try jumping pit when he cant anymore. OCB 1: ABLE_TO_JUMP: can jump pit, new behaviour.
2221 lines
58 KiB
C++
2221 lines
58 KiB
C++
#include "framework.h"
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#include "Game/control/box.h"
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#include "Game/animation.h"
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#include "Game/camera.h"
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#include "Game/collision/sphere.h"
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#include "Game/collision/collide_room.h"
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#include "Game/collision/Point.h"
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#include "Game/control/control.h"
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#include "Game/control/lot.h"
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#include "Game/effects/smoke.h"
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#include "Game/effects/tomb4fx.h"
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#include "Game/itemdata/creature_info.h"
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#include "Game/Lara/lara.h"
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#include "Game/Lara/lara_helpers.h"
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#include "Game/items.h"
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#include "Game/misc.h"
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#include "Game/pickup/pickup.h"
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#include "Game/room.h"
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#include "Game/Setup.h"
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#include "Math/Math.h"
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#include "Objects/objectslist.h"
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#include "Objects/Generic/Object/Pushable/PushableObject.h"
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using namespace TEN::Collision::Point;
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using namespace TEN::Collision::Room;
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using namespace TEN::Effects::Smoke;
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constexpr auto ESCAPE_DIST = BLOCK(5);
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constexpr auto STALK_DIST = BLOCK(3);
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constexpr auto REACHED_GOAL_RADIUS = 640;
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constexpr auto ATTACK_RANGE = SQUARE(BLOCK(3));
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constexpr auto ESCAPE_CHANCE = 0x800;
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constexpr auto RECOVER_CHANCE = 0x100;
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constexpr auto BIFF_AVOID_TURN = ANGLE(11.25f);
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constexpr auto FEELER_DISTANCE = CLICK(2);
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constexpr auto FEELER_ANGLE = ANGLE(45.0f);
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constexpr auto CREATURE_AI_ROTATION_MAX = ANGLE(90.0f);
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constexpr auto CREATURE_JOINT_ROTATION_MAX = ANGLE(70.0f);
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constexpr auto CREATURE_GUN_EFFECT_VERTICAL_OFFSET = 75;
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#ifdef CREATURE_AI_PRIORITY_OPTIMIZATION
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constexpr int HIGH_PRIO_RANGE = 8;
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constexpr int MEDIUM_PRIO_RANGE = HIGH_PRIO_RANGE + HIGH_PRIO_RANGE * (HIGH_PRIO_RANGE / 6.0f);
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constexpr int LOW_PRIO_RANGE = MEDIUM_PRIO_RANGE + MEDIUM_PRIO_RANGE * (MEDIUM_PRIO_RANGE / 24.0f);
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constexpr int NONE_PRIO_RANGE = LOW_PRIO_RANGE + LOW_PRIO_RANGE * (LOW_PRIO_RANGE / 32.0f);
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constexpr auto FRAME_PRIO_BASE = 4;
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constexpr auto FRAME_PRIO_EXP = 1.5;
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#endif // CREATURE_AI_PRIORITY_OPTIMIZATION
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void DrawBox(int boxIndex, Vector3 color)
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{
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if (boxIndex == NO_VALUE)
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return;
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auto& currBox = g_Level.PathfindingBoxes[boxIndex];
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float x = ((float)currBox.left + (float)(currBox.right - currBox.left) / 2.0f) * 1024.0f;
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auto y = currBox.height - CLICK(1);
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float z = ((float)currBox.top + (float)(currBox.bottom - currBox.top) / 2.0f) * 1024.0f;
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auto center = Vector3(z, y, x);
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auto corner = Vector3(currBox.bottom * BLOCK(1), currBox.height + CLICK(1), currBox.right * BLOCK(1));
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auto extents = (corner - center) * 0.9f;
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auto dBox = BoundingOrientedBox(center, extents, Vector4::UnitY);
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for (int i = 0; i <= 10; i++)
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{
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dBox.Extents = extents + Vector3(i);
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DrawDebugBox(dBox, Vector4(color.x, color.y, color.z, 1), RendererDebugPage::PathfindingStats);
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}
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}
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void DrawNearbyPathfinding(int boxIndex)
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{
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if (boxIndex == NO_VALUE)
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return;
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auto& currBox = g_Level.PathfindingBoxes[boxIndex];
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auto index = currBox.overlapIndex;
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// Grey flag box.
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auto currentBoxColor = Vector3(0.0f, 1.0f, 1.0f);
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if (currBox.flags & BLOCKABLE)
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currentBoxColor = (currBox.flags & BLOCKED) ? Vector3(1.0f, 0.0f, 0.0f) : Vector3(0.0f, 1.0f, 0.0f);
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DrawBox(boxIndex, currentBoxColor);
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while (true)
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{
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if (index >= g_Level.Overlaps.size())
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break;
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auto overlap = g_Level.Overlaps[index];
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DrawBox(overlap.box, Vector3(1, 1, 0));
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if (overlap.flags & BOX_END_BIT)
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break;
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else
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index++;
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}
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}
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bool MoveCreature3DPos(Pose* fromPose, Pose* toPose, int velocity, short angleDif, int angleAdd)
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{
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auto differenceVector = toPose->Position - fromPose->Position;
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float distance = Vector3::Distance(fromPose->Position.ToVector3(), toPose->Position.ToVector3());
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if (velocity < distance)
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fromPose->Position += differenceVector * (velocity / distance);
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else
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fromPose->Position = toPose->Position;
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if (angleDif <= angleAdd)
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{
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if (angleDif >= -angleAdd)
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fromPose->Orientation.y = toPose->Orientation.y;
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else
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fromPose->Orientation.y -= angleAdd;
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}
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else
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fromPose->Orientation.y += angleAdd;
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if (fromPose->Position == toPose->Position &&
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fromPose->Orientation.y == toPose->Orientation.y)
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{
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return true;
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}
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return false;
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}
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void CreatureYRot2(Pose* fromPose, short angle, short angleAdd)
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{
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if (angle > angleAdd)
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{
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fromPose->Orientation.y += angleAdd;
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}
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else if (angle < -angleAdd)
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{
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fromPose->Orientation.y -= angleAdd;
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}
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else
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{
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fromPose->Orientation.y += angle;
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}
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}
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bool SameZone(CreatureInfo* creature, ItemInfo* target)
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{
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auto& item = g_Level.Items[creature->ItemNumber];
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auto* zone = g_Level.Zones[(int)creature->LOT.Zone][(int)FlipStatus].data();
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auto& roomSource = g_Level.Rooms[item.RoomNumber];
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auto& boxSource = GetSector(&roomSource, item.Pose.Position.x - roomSource.Position.x, item.Pose.Position.z - roomSource.Position.z)->PathfindingBoxID;
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if (boxSource == NO_VALUE)
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return false;
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item.BoxNumber = boxSource;
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auto& roomTarget = g_Level.Rooms[target->RoomNumber];
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auto& boxTarget = GetSector(&roomTarget, target->Pose.Position.x - roomTarget.Position.x, target->Pose.Position.z - roomTarget.Position.z)->PathfindingBoxID;
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if (boxTarget == NO_VALUE)
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return false;
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target->BoxNumber = boxTarget;
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return (zone[item.BoxNumber] == zone[target->BoxNumber]);
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}
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short AIGuard(CreatureInfo* creature)
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{
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auto& item = g_Level.Items[creature->ItemNumber];
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if (item.AIBits & MODIFY)
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return 0;
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if (Random::TestProbability(1.0f / 128.0f))
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{
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creature->HeadRight = true;
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creature->HeadLeft = true;
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}
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else if (Random::TestProbability(1.0f / 96.0f))
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{
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creature->HeadRight = false;
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creature->HeadLeft = true;
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}
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else if (Random::TestProbability(1.0f / 64.0f))
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{
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creature->HeadRight = true;
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creature->HeadLeft = false;
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}
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if (creature->HeadLeft && creature->HeadRight)
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return 0;
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if (creature->HeadLeft)
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return -CREATURE_AI_ROTATION_MAX;
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if (creature->HeadRight)
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return CREATURE_AI_ROTATION_MAX;
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return 0;
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}
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void AlertNearbyGuards(ItemInfo* item)
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{
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for (int i = 0; i < ActiveCreatures.size(); i++)
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{
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auto* currentCreature = ActiveCreatures[i];
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if (currentCreature->ItemNumber == NO_VALUE)
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continue;
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auto* currentTarget = &g_Level.Items[currentCreature->ItemNumber + i];
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if (item->RoomNumber == currentTarget->RoomNumber)
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{
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currentCreature->Alerted = true;
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continue;
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}
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int x = (currentTarget->Pose.Position.x - item->Pose.Position.x) / 64;
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int y = (currentTarget->Pose.Position.y - item->Pose.Position.y) / 64;
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int z = (currentTarget->Pose.Position.z - item->Pose.Position.z) / 64;
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float distance = SQUARE(z) + SQUARE(y) + SQUARE(x);
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if (distance < BLOCK(8))
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currentCreature->Alerted = true;
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}
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}
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void AlertAllGuards(short itemNumber)
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{
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for (int i = 0; i < ActiveCreatures.size(); i++)
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{
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auto* creature = ActiveCreatures[i];
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if (creature->ItemNumber == NO_VALUE)
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continue;
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auto* target = &g_Level.Items[creature->ItemNumber];
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short objNumber = g_Level.Items[itemNumber].ObjectNumber;
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if (objNumber == target->ObjectNumber)
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{
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if (target->Status == ITEM_ACTIVE)
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creature->Alerted = true;
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}
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}
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}
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bool CreaturePathfind(ItemInfo* item, Vector3i prevPos, short angle, short tilt)
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{
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int xPos, zPos, ceiling, shiftX, shiftZ;
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short top;
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auto* creature = GetCreatureInfo(item);
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auto* LOT = &creature->LOT;
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int* zone = g_Level.Zones[(int)LOT->Zone][(int)FlipStatus].data();
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int boxHeight;
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if (item->BoxNumber != NO_VALUE)
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boxHeight = g_Level.PathfindingBoxes[item->BoxNumber].height;
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else
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boxHeight = item->Floor;
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auto bounds = GameBoundingBox(item);
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int y = item->Pose.Position.y + bounds.Y1;
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short roomNumber = item->RoomNumber;
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GetFloor(prevPos.x, y, prevPos.z, &roomNumber);
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auto* floor = GetFloor(item->Pose.Position.x, y, item->Pose.Position.z, &roomNumber);
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if (floor->PathfindingBoxID == NO_VALUE)
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return false;
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int height = g_Level.PathfindingBoxes[floor->PathfindingBoxID].height;
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int nextHeight = 0;
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int nextBox;
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if (!Objects[item->ObjectNumber].nonLot)
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{
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nextBox = LOT->Node[floor->PathfindingBoxID].exitBox;
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}
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else
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{
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floor = GetFloor(item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z, &roomNumber);
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height = g_Level.PathfindingBoxes[floor->PathfindingBoxID].height;
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nextBox = floor->PathfindingBoxID;
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}
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if (nextBox == NO_VALUE)
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nextHeight = height;
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else
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nextHeight = g_Level.PathfindingBoxes[nextBox].height;
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if (floor->PathfindingBoxID == NO_VALUE || !LOT->IsJumping &&
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(LOT->Fly == NO_FLYING && item->BoxNumber != NO_VALUE && zone[item->BoxNumber] != zone[floor->PathfindingBoxID] ||
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boxHeight - height > LOT->Step ||
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boxHeight - height < LOT->Drop))
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{
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xPos = item->Pose.Position.x / BLOCK(1);
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zPos = item->Pose.Position.z / BLOCK(1);
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shiftX = prevPos.x / BLOCK(1);
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shiftZ = prevPos.z / BLOCK(1);
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if (xPos < shiftX)
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item->Pose.Position.x = prevPos.x & (~WALL_MASK);
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else if (xPos > shiftX)
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item->Pose.Position.x = prevPos.x | WALL_MASK;
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if (zPos < shiftZ)
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item->Pose.Position.z = prevPos.z & (~WALL_MASK);
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else if (zPos > shiftZ)
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item->Pose.Position.z = prevPos.z | WALL_MASK;
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floor = GetFloor(item->Pose.Position.x, y, item->Pose.Position.z, &roomNumber);
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height = g_Level.PathfindingBoxes[floor->PathfindingBoxID].height;
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if (!Objects[item->ObjectNumber].nonLot)
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{
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nextBox = LOT->Node[floor->PathfindingBoxID].exitBox;
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}
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else
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{
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floor = GetFloor(item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z, &roomNumber);
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height = g_Level.PathfindingBoxes[floor->PathfindingBoxID].height;
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nextBox = floor->PathfindingBoxID;
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}
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if (nextBox == NO_VALUE)
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nextHeight = height;
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else
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nextHeight = g_Level.PathfindingBoxes[nextBox].height;
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}
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int x = item->Pose.Position.x;
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int z = item->Pose.Position.z;
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xPos = x & WALL_MASK;
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zPos = z & WALL_MASK;
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short radius = Objects[item->ObjectNumber].radius;
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shiftX = 0;
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shiftZ = 0;
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if (zPos < radius)
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{
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if (BadFloor(x, y, z - radius, height, nextHeight, roomNumber, LOT))
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shiftZ = radius - zPos;
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if (xPos < radius)
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{
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if (BadFloor(x - radius, y, z, height, nextHeight, roomNumber, LOT))
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shiftX = radius - xPos;
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else if (!shiftZ && BadFloor(x - radius, y, z - radius, height, nextHeight, roomNumber, LOT))
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{
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if (item->Pose.Orientation.y > -ANGLE(135.0f) && item->Pose.Orientation.y < ANGLE(45.0f))
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shiftZ = radius - zPos;
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else
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shiftX = radius - xPos;
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}
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}
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else if (xPos > BLOCK(1) - radius)
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{
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if (BadFloor(x + radius, y, z, height, nextHeight, roomNumber, LOT))
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shiftX = BLOCK(1) - radius - xPos;
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else if (!shiftZ && BadFloor(x + radius, y, z - radius, height, nextHeight, roomNumber, LOT))
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{
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if (item->Pose.Orientation.y > -ANGLE(45.0f) && item->Pose.Orientation.y < ANGLE(135.0f))
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shiftZ = radius - zPos;
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else
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shiftX = BLOCK(1) - radius - xPos;
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}
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}
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}
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else if (zPos > BLOCK(1) - radius)
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{
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if (BadFloor(x, y, z + radius, height, nextHeight, roomNumber, LOT))
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shiftZ = BLOCK(1) - radius - zPos;
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if (xPos < radius)
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{
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if (BadFloor(x - radius, y, z, height, nextHeight, roomNumber, LOT))
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shiftX = radius - xPos;
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else if (!shiftZ && BadFloor(x - radius, y, z + radius, height, nextHeight, roomNumber, LOT))
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{
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if (item->Pose.Orientation.y > -ANGLE(45.0f) && item->Pose.Orientation.y < ANGLE(135.0f))
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shiftX = radius - xPos;
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else
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shiftZ = BLOCK(1) - radius - zPos;
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}
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}
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else if (xPos > BLOCK(1) - radius)
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{
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if (BadFloor(x + radius, y, z, height, nextHeight, roomNumber, LOT))
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shiftX = BLOCK(1) - radius - xPos;
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else if (!shiftZ && BadFloor(x + radius, y, z + radius, height, nextHeight, roomNumber, LOT))
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{
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if (item->Pose.Orientation.y > -ANGLE(135.0f) && item->Pose.Orientation.y < ANGLE(45.0f))
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shiftX = BLOCK(1) - radius - xPos;
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else
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shiftZ = BLOCK(1) - radius - zPos;
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}
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}
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}
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else if (xPos < radius)
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{
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if (BadFloor(x - radius, y, z, height, nextHeight, roomNumber, LOT))
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shiftX = radius - xPos;
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}
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else if (xPos > BLOCK(1) - radius)
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{
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if (BadFloor(x + radius, y, z, height, nextHeight, roomNumber, LOT))
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shiftX = BLOCK(1) - radius - xPos;
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}
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item->Pose.Position.x += shiftX;
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item->Pose.Position.z += shiftZ;
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if (shiftX || shiftZ)
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{
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floor = GetFloor(item->Pose.Position.x, y, item->Pose.Position.z, &roomNumber);
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item->Pose.Orientation.y += angle;
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if (tilt)
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CreatureTilt(item, (tilt * 2));
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}
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short biffAngle;
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if (item->ObjectNumber != ID_TYRANNOSAUR && item->Animation.Velocity.z && item->HitPoints > 0)
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biffAngle = CreatureCreature(item->Index);
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else
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biffAngle = 0;
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if (biffAngle)
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{
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if (abs(biffAngle) < BIFF_AVOID_TURN)
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item->Pose.Orientation.y -= BIFF_AVOID_TURN;
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else if (biffAngle > 0)
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item->Pose.Orientation.y -= BIFF_AVOID_TURN;
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else
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item->Pose.Orientation.y += BIFF_AVOID_TURN;
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return true;
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}
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if (LOT->Fly != NO_FLYING && item->HitPoints > 0)
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{
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int dy = creature->Target.y - item->Pose.Position.y;
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if (dy > LOT->Fly)
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dy = LOT->Fly;
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else if (dy < -LOT->Fly)
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dy = -LOT->Fly;
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height = GetFloorHeight(floor, item->Pose.Position.x, y, item->Pose.Position.z);
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if (item->Pose.Position.y + dy <= height)
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{
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if (Objects[item->ObjectNumber].waterCreature)
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{
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ceiling = GetCeiling(floor, item->Pose.Position.x, y, item->Pose.Position.z);
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if (item->ObjectNumber == ID_WHALE)
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top = CLICK(0.5f);
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else
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top = bounds.Y1;
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if (item->Pose.Position.y + top + dy < ceiling)
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{
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if (item->Pose.Position.y + top < ceiling)
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{
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item->Pose.Position.x = prevPos.x;
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item->Pose.Position.z = prevPos.z;
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dy = LOT->Fly;
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}
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else
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dy = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
floor = GetFloor(item->Pose.Position.x, y + CLICK(1), item->Pose.Position.z, &roomNumber);
|
|
if (TestEnvironment(ENV_FLAG_WATER, roomNumber) ||
|
|
TestEnvironment(ENV_FLAG_SWAMP, roomNumber))
|
|
{
|
|
dy = -LOT->Fly;
|
|
}
|
|
}
|
|
}
|
|
else if (item->Pose.Position.y <= height)
|
|
{
|
|
item->Pose.Position.y = height;
|
|
dy = 0;
|
|
}
|
|
else
|
|
{
|
|
item->Pose.Position.x = prevPos.x;
|
|
item->Pose.Position.z = prevPos.z;
|
|
dy = -LOT->Fly;
|
|
}
|
|
|
|
item->Pose.Position.y += dy;
|
|
floor = GetFloor(item->Pose.Position.x, y, item->Pose.Position.z, &roomNumber);
|
|
item->Floor = GetFloorHeight(floor, item->Pose.Position.x, y, item->Pose.Position.z);
|
|
|
|
angle = (item->Animation.Velocity.z) ? phd_atan(item->Animation.Velocity.z, -dy) : 0;
|
|
if (angle < -ANGLE(20.0f))
|
|
angle = -ANGLE(20.0f);
|
|
else if (angle > ANGLE(20.0f))
|
|
angle = ANGLE(20.0f);
|
|
|
|
if (angle < item->Pose.Orientation.x - ANGLE(1.0f))
|
|
item->Pose.Orientation.x -= ANGLE(1.0f);
|
|
else if (angle > item->Pose.Orientation.x + ANGLE(1.0f))
|
|
item->Pose.Orientation.x += ANGLE(1.0f);
|
|
else
|
|
item->Pose.Orientation.x = angle;
|
|
}
|
|
else if (LOT->IsJumping)
|
|
{
|
|
floor = GetFloor(item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z, &roomNumber);
|
|
int height2 = GetFloorHeight(floor, item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z);
|
|
item->Floor = height2;
|
|
|
|
if (LOT->IsMonkeying)
|
|
{
|
|
ceiling = GetCeiling(floor, item->Pose.Position.x, y, item->Pose.Position.z);
|
|
item->Pose.Position.y = ceiling - bounds.Y1;
|
|
}
|
|
else
|
|
{
|
|
if (item->Pose.Position.y > item->Floor)
|
|
{
|
|
if (item->Pose.Position.y > (item->Floor + CLICK(1)))
|
|
item->Pose.Position = prevPos;
|
|
else
|
|
item->Pose.Position.y = item->Floor;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
floor = GetFloor(item->Pose.Position.x, y, item->Pose.Position.z, &roomNumber);
|
|
ceiling = GetCeiling(floor, item->Pose.Position.x, y, item->Pose.Position.z);
|
|
|
|
if (item->ObjectNumber == ID_TYRANNOSAUR || item->ObjectNumber == ID_SHIVA || item->ObjectNumber == ID_MUTANT2)
|
|
top = CLICK(3);
|
|
else
|
|
top = bounds.Y1; // TODO: check if Y1 or Y2
|
|
|
|
if (item->Pose.Position.y + top < ceiling)
|
|
item->Pose.Position = prevPos;
|
|
|
|
floor = GetFloor(item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z, &roomNumber);
|
|
item->Floor = GetFloorHeight(floor, item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z);
|
|
|
|
if (item->Pose.Position.y > item->Floor)
|
|
item->Pose.Position.y = item->Floor;
|
|
else if (item->Floor - item->Pose.Position.y > CLICK(0.25f))
|
|
item->Pose.Position.y += CLICK(0.25f);
|
|
else if (item->Pose.Position.y < item->Floor)
|
|
item->Pose.Position.y = item->Floor;
|
|
|
|
item->Pose.Orientation.x = 0;
|
|
}
|
|
|
|
UpdateItemRoom(item->Index);
|
|
return true;
|
|
}
|
|
|
|
void CreatureKill(ItemInfo* creatureItem, int creatureAnimNumber, int playerAnimNumber, int creatureState, int playerState)
|
|
{
|
|
auto& playerItem = *LaraItem;
|
|
auto& player = GetLaraInfo(playerItem);
|
|
|
|
SetAnimation(*creatureItem, creatureAnimNumber);
|
|
SetAnimation(playerItem, ID_LARA_EXTRA_ANIMS, playerAnimNumber);
|
|
|
|
playerItem.Pose = creatureItem->Pose;
|
|
playerItem.Animation.IsAirborne = false;
|
|
playerItem.Animation.Velocity = Vector3::Zero;
|
|
|
|
if (creatureItem->RoomNumber != playerItem.RoomNumber)
|
|
ItemNewRoom(playerItem.Index, creatureItem->RoomNumber);
|
|
|
|
AnimateItem(&playerItem);
|
|
playerItem.HitPoints = -1;
|
|
player.Control.HandStatus = HandStatus::Busy;
|
|
player.Control.Weapon.GunType = LaraWeaponType::None;
|
|
player.ExtraAnim = 1;
|
|
player.HitDirection = -1;
|
|
|
|
Camera.pos.RoomNumber = playerItem.RoomNumber;
|
|
Camera.flags = CF_FOLLOW_CENTER;
|
|
Camera.targetAngle = ANGLE(170.0f);
|
|
Camera.targetElevation = ANGLE(-25.0f);
|
|
Camera.targetDistance = BLOCK(2);
|
|
}
|
|
|
|
short CreatureEffect2(ItemInfo* item, const CreatureBiteInfo& bite, short velocity, short angle, std::function<CreatureEffectFunction> func)
|
|
{
|
|
auto pos = GetJointPosition(item, bite);
|
|
return func(pos.x, pos.y, pos.z, velocity, angle, item->RoomNumber);
|
|
}
|
|
|
|
short CreatureEffect(ItemInfo* item, const CreatureBiteInfo& bite, std::function<CreatureEffectFunction> func)
|
|
{
|
|
auto pos = GetJointPosition(item, bite);
|
|
return func(pos.x, pos.y, pos.z, item->Animation.Velocity.z, item->Pose.Orientation.y, item->RoomNumber);
|
|
}
|
|
|
|
void CreatureUnderwater(ItemInfo* item, int depth)
|
|
{
|
|
int waterLevel = depth;
|
|
int waterHeight = 0;
|
|
|
|
if (depth < 0)
|
|
{
|
|
waterHeight = abs(depth);
|
|
waterLevel = 0;
|
|
}
|
|
else
|
|
{
|
|
waterHeight = GetWaterHeight(item);
|
|
}
|
|
|
|
int y = waterHeight + waterLevel;
|
|
|
|
if (item->Pose.Position.y < y)
|
|
{
|
|
int height = GetPointCollision(*item).GetFloorHeight();
|
|
|
|
item->Pose.Position.y = y;
|
|
if (y > height)
|
|
item->Pose.Position.y = height;
|
|
|
|
if (item->Pose.Orientation.x > ANGLE(2.0f))
|
|
{
|
|
item->Pose.Orientation.x -= ANGLE(2.0f);
|
|
}
|
|
else if (item->Pose.Orientation.x > 0)
|
|
{
|
|
item->Pose.Orientation.x = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CreatureFloat(short itemNumber)
|
|
{
|
|
auto* item = &g_Level.Items[itemNumber];
|
|
|
|
auto pointColl = GetPointCollision(*item);
|
|
|
|
item->HitPoints = NOT_TARGETABLE;
|
|
item->Pose.Orientation.x = 0;
|
|
|
|
int y = item->Pose.Position.y;
|
|
int waterLevel = GetWaterHeight(item);
|
|
if (waterLevel == NO_HEIGHT)
|
|
return;
|
|
|
|
if (y > waterLevel)
|
|
item->Pose.Position.y = y - 32;
|
|
|
|
if (item->Pose.Position.y < waterLevel)
|
|
item->Pose.Position.y = waterLevel;
|
|
|
|
AnimateItem(item);
|
|
|
|
item->Floor = pointColl.GetFloorHeight();
|
|
if (pointColl.GetRoomNumber() != item->RoomNumber)
|
|
ItemNewRoom(itemNumber, pointColl.GetRoomNumber());
|
|
|
|
if (item->Pose.Position.y <= waterLevel)
|
|
{
|
|
if (item->Animation.FrameNumber == GetAnimData(*item).frameBase)
|
|
{
|
|
item->Pose.Position.y = waterLevel;
|
|
item->Collidable = false;
|
|
item->Status = ITEM_DEACTIVATED;
|
|
DisableEntityAI(itemNumber);
|
|
RemoveActiveItem(itemNumber);
|
|
item->AfterDeath = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CreatureJoint(ItemInfo* item, short joint, short required, short maxAngle)
|
|
{
|
|
if (!item->IsCreature())
|
|
return;
|
|
|
|
auto* creature = GetCreatureInfo(item);
|
|
|
|
short change = required - creature->JointRotation[joint];
|
|
if (change > ANGLE(3.0f))
|
|
change = ANGLE(3.0f);
|
|
else if (change < ANGLE(-3.0f))
|
|
change = ANGLE(-3.0f);
|
|
|
|
creature->JointRotation[joint] += change;
|
|
if (creature->JointRotation[joint] > maxAngle)
|
|
creature->JointRotation[joint] = maxAngle;
|
|
else if (creature->JointRotation[joint] < -maxAngle)
|
|
creature->JointRotation[joint] = -maxAngle;
|
|
}
|
|
|
|
void CreatureTilt(ItemInfo* item, short angle)
|
|
{
|
|
angle = (angle << 2) - item->Pose.Orientation.z;
|
|
|
|
if (angle < -ANGLE(3.0f))
|
|
angle = -ANGLE(3.0f);
|
|
else if (angle > ANGLE(3.0f))
|
|
angle = ANGLE(3.0f);
|
|
|
|
short absRot = abs(item->Pose.Orientation.z);
|
|
if (absRot < ANGLE(15.0f) || absRot > ANGLE(30.0f))
|
|
angle >>= 1;
|
|
|
|
item->Pose.Orientation.z += angle;
|
|
}
|
|
|
|
short CreatureTurn(ItemInfo* item, short maxTurn)
|
|
{
|
|
if (!item->IsCreature() || maxTurn == 0)
|
|
return 0;
|
|
|
|
auto* creature = GetCreatureInfo(item);
|
|
short angle = 0;
|
|
|
|
int x = creature->Target.x - item->Pose.Position.x;
|
|
int z = creature->Target.z - item->Pose.Position.z;
|
|
angle = phd_atan(z, x) - item->Pose.Orientation.y;
|
|
int range = (item->Animation.Velocity.z * 16384) / maxTurn;
|
|
int distance = SQUARE(z) + SQUARE(x);
|
|
|
|
if (angle > FRONT_ARC || angle < -FRONT_ARC && distance < SQUARE(range))
|
|
maxTurn /= 2;
|
|
|
|
if (angle > maxTurn)
|
|
angle = maxTurn;
|
|
else if (angle < -maxTurn)
|
|
angle = -maxTurn;
|
|
|
|
item->Pose.Orientation.y += angle;
|
|
|
|
return angle;
|
|
}
|
|
|
|
static void SpawnCreatureGunEffect(const ItemInfo& item, const CreatureMuzzleFlashInfo& muzzleFlash)
|
|
{
|
|
if (muzzleFlash.Delay == 0)
|
|
return;
|
|
|
|
auto muzzlePos = muzzleFlash.Bite;
|
|
auto pos = GetJointPosition(item, muzzlePos);
|
|
TriggerDynamicLight(pos.x, pos.y, pos.z, 15, 128, 64, 16);
|
|
|
|
if (muzzleFlash.UseSmoke)
|
|
{
|
|
muzzlePos.Position.y -= CREATURE_GUN_EFFECT_VERTICAL_OFFSET;
|
|
auto smokePos = GetJointPosition(item, muzzlePos);
|
|
SpawnGunSmokeParticles(smokePos.ToVector3(), Vector3::Zero, item.RoomNumber, 1, LaraWeaponType::Pistol, 12);
|
|
}
|
|
}
|
|
|
|
bool CreatureAnimation(short itemNumber, short headingAngle, short tiltAngle)
|
|
{
|
|
auto& item = g_Level.Items[itemNumber];
|
|
if (!item.IsCreature())
|
|
return false;
|
|
|
|
auto& creature = *GetCreatureInfo(&item);
|
|
|
|
SpawnCreatureGunEffect(item, creature.MuzzleFlash[0]);
|
|
SpawnCreatureGunEffect(item, creature.MuzzleFlash[1]);
|
|
|
|
auto prevPos = item.Pose.Position;
|
|
|
|
AnimateItem(&item);
|
|
ProcessSectorFlags(&item);
|
|
CreatureHealth(&item);
|
|
|
|
if (item.Status == ITEM_DEACTIVATED)
|
|
{
|
|
CreatureDie(itemNumber, false);
|
|
return false;
|
|
}
|
|
|
|
return CreaturePathfind(&item, prevPos, headingAngle, tiltAngle);
|
|
}
|
|
|
|
void CreatureHealth(ItemInfo* item)
|
|
{
|
|
auto* creature = GetCreatureInfo(item);
|
|
|
|
if (creature->Poisoned && item->HitPoints > 1 && (GlobalCounter & 0x1F) == 0x1F)
|
|
item->HitPoints--;
|
|
|
|
if (!Objects[item->ObjectNumber].waterCreature &&
|
|
TestEnvironment(RoomEnvFlags::ENV_FLAG_WATER, &g_Level.Rooms[item->RoomNumber]))
|
|
{
|
|
auto bounds = GameBoundingBox(item);
|
|
auto height = item->Pose.Position.y - GetWaterHeight(item);
|
|
|
|
if (abs(bounds.Y1 + bounds.Y2) < height)
|
|
DoDamage(item, INT_MAX);
|
|
}
|
|
}
|
|
|
|
void CreatureDie(int itemNumber, bool doExplosion)
|
|
{
|
|
int flags = 0;
|
|
if (doExplosion)
|
|
{
|
|
const auto& item = g_Level.Items[itemNumber];
|
|
const auto& object = Objects[item.ObjectNumber];
|
|
|
|
switch (object.hitEffect)
|
|
{
|
|
case HitEffect::Blood:
|
|
flags |= BODY_DO_EXPLOSION | BODY_GIBS;
|
|
break;
|
|
|
|
case HitEffect::Smoke:
|
|
flags |= BODY_DO_EXPLOSION | BODY_NO_BOUNCE;
|
|
break;
|
|
|
|
case HitEffect::NonExplosive:
|
|
return;
|
|
|
|
default:
|
|
flags |= BODY_DO_EXPLOSION;
|
|
break;
|
|
}
|
|
}
|
|
|
|
CreatureDie(itemNumber, doExplosion, flags);
|
|
}
|
|
|
|
void CreatureDie(int itemNumber, bool doExplosion, int flags)
|
|
{
|
|
auto& item = g_Level.Items[itemNumber];
|
|
|
|
item.HitPoints = NOT_TARGETABLE;
|
|
item.Collidable = false;
|
|
|
|
if (doExplosion)
|
|
{
|
|
ExplodingDeath(itemNumber, flags);
|
|
KillItem(itemNumber);
|
|
}
|
|
else
|
|
{
|
|
RemoveActiveItem(itemNumber);
|
|
}
|
|
|
|
DisableEntityAI(itemNumber);
|
|
item.Flags |= IFLAG_KILLED | IFLAG_INVISIBLE;
|
|
DropPickups(&item);
|
|
}
|
|
|
|
bool BadFloor(int x, int y, int z, int boxHeight, int nextHeight, short roomNumber, LOTInfo* LOT)
|
|
{
|
|
auto* floor = GetFloor(x, y, z, &roomNumber);
|
|
if (floor->PathfindingBoxID == NO_VALUE)
|
|
return true;
|
|
|
|
if (LOT->IsJumping)
|
|
return false;
|
|
|
|
auto* box = &g_Level.PathfindingBoxes[floor->PathfindingBoxID];
|
|
if (box->flags & LOT->BlockMask)
|
|
return true;
|
|
|
|
int height = box->height;
|
|
if ((boxHeight - height) > LOT->Step || (boxHeight - height) < LOT->Drop)
|
|
return true;
|
|
|
|
if ((boxHeight - height) < -LOT->Step && height > nextHeight)
|
|
return true;
|
|
|
|
if (LOT->Fly != NO_FLYING && y > (height + LOT->Fly))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
int CreatureCreature(short itemNumber)
|
|
{
|
|
auto* item = &g_Level.Items[itemNumber];
|
|
auto* object = &Objects[item->ObjectNumber];
|
|
|
|
int x = item->Pose.Position.x;
|
|
int z = item->Pose.Position.z;
|
|
short radius = object->radius;
|
|
|
|
auto* room = &g_Level.Rooms[item->RoomNumber];
|
|
|
|
short link = room->itemNumber;
|
|
int distance = 0;
|
|
do
|
|
{
|
|
auto* linked = &g_Level.Items[link];
|
|
|
|
if (link != itemNumber && linked != LaraItem && linked->Status == ITEM_ACTIVE && linked->HitPoints > 0) // TODO: deal with LaraItem global.
|
|
{
|
|
int xDistance = abs(linked->Pose.Position.x - x);
|
|
int zDistance = abs(linked->Pose.Position.z - z);
|
|
|
|
if (xDistance > zDistance)
|
|
distance = xDistance + (zDistance >> 1);
|
|
else
|
|
distance = xDistance + (zDistance >> 1);
|
|
|
|
if (distance < radius + Objects[linked->ObjectNumber].radius)
|
|
return phd_atan(linked->Pose.Position.z - z, linked->Pose.Position.x - x) - item->Pose.Orientation.y;
|
|
}
|
|
|
|
link = linked->NextItem;
|
|
} while (link != NO_VALUE);
|
|
|
|
return 0;
|
|
}
|
|
|
|
bool ValidBox(ItemInfo* item, short zoneNumber, short boxNumber)
|
|
{
|
|
if (boxNumber == NO_VALUE)
|
|
return false;
|
|
|
|
const auto& creature = *GetCreatureInfo(item);
|
|
const auto& zone = g_Level.Zones[(int)creature.LOT.Zone][(int)FlipStatus].data();
|
|
|
|
if (creature.LOT.Fly == NO_FLYING && zone[boxNumber] != zoneNumber)
|
|
return false;
|
|
|
|
const auto& box = g_Level.PathfindingBoxes[boxNumber];
|
|
if (creature.LOT.BlockMask & box.flags)
|
|
return false;
|
|
|
|
if (item->Pose.Position.z > (box.left * BLOCK(1)) &&
|
|
item->Pose.Position.z < (box.right * BLOCK(1)) &&
|
|
item->Pose.Position.x > (box.top * BLOCK(1)) &&
|
|
item->Pose.Position.x < (box.bottom * BLOCK(1)))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool EscapeBox(ItemInfo* item, ItemInfo* enemy, int boxNumber)
|
|
{
|
|
if (boxNumber == NO_VALUE)
|
|
return false;
|
|
|
|
const auto& box = g_Level.PathfindingBoxes[boxNumber];
|
|
int x = ((box.top + box.bottom) * BLOCK(0.5f)) - enemy->Pose.Position.x;
|
|
int z = ((box.left + box.right) * BLOCK(0.5f)) - enemy->Pose.Position.z;
|
|
|
|
if (x > -ESCAPE_DIST && x < ESCAPE_DIST &&
|
|
z > -ESCAPE_DIST && z < ESCAPE_DIST)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return ((z > 0) == (item->Pose.Position.z > enemy->Pose.Position.z)) ||
|
|
((x > 0) == (item->Pose.Position.x > enemy->Pose.Position.x));
|
|
}
|
|
|
|
void TargetBox(LOTInfo* LOT, int boxNumber)
|
|
{
|
|
if (boxNumber == NO_VALUE)
|
|
return;
|
|
auto* box = &g_Level.PathfindingBoxes[boxNumber];
|
|
|
|
// Maximize target precision. DO NOT change bracket precedence!
|
|
LOT->Target.x = (int)((box->top * BLOCK(1)) + (float)GetRandomControl() * (((float)(box->bottom - box->top) - 1.0f) / 32.0f) + CLICK(2.0f));
|
|
LOT->Target.z = (int)((box->left * BLOCK(1)) + (float)GetRandomControl() * (((float)(box->right - box->left) - 1.0f) / 32.0f) + CLICK(2.0f));
|
|
LOT->RequiredBox = boxNumber;
|
|
|
|
if (LOT->Fly == NO_FLYING)
|
|
LOT->Target.y = box->height;
|
|
else
|
|
LOT->Target.y = box->height - STEPUP_HEIGHT;
|
|
}
|
|
|
|
bool UpdateLOT(LOTInfo* LOT, int depth)
|
|
{
|
|
if (LOT->RequiredBox != NO_VALUE && LOT->RequiredBox != LOT->TargetBox)
|
|
{
|
|
LOT->TargetBox = LOT->RequiredBox;
|
|
|
|
auto* node = &LOT->Node[LOT->RequiredBox];
|
|
if (node->nextExpansion == NO_VALUE && LOT->Tail != LOT->RequiredBox)
|
|
{
|
|
node->nextExpansion = LOT->Head;
|
|
|
|
if (LOT->Head == NO_VALUE)
|
|
LOT->Tail = LOT->TargetBox;
|
|
|
|
LOT->Head = LOT->TargetBox;
|
|
}
|
|
|
|
node->searchNumber = ++LOT->SearchNumber;
|
|
node->exitBox = NO_VALUE;
|
|
}
|
|
|
|
return SearchLOT(LOT, depth);
|
|
}
|
|
|
|
bool SearchLOT(LOTInfo* LOT, int depth)
|
|
{
|
|
auto* zone = g_Level.Zones[(int)LOT->Zone][(int)FlipStatus].data();
|
|
int searchZone = zone[LOT->Head];
|
|
|
|
for (int i = 0; i < depth; i++)
|
|
{
|
|
if (LOT->Head == NO_VALUE)
|
|
{
|
|
LOT->Tail = NO_VALUE;
|
|
return false;
|
|
}
|
|
|
|
auto* box = &g_Level.PathfindingBoxes[LOT->Head];
|
|
auto* node = &LOT->Node[LOT->Head];
|
|
|
|
int index = box->overlapIndex;
|
|
bool done = false;
|
|
if (index >= 0)
|
|
{
|
|
do
|
|
{
|
|
int boxNumber = g_Level.Overlaps[index].box;
|
|
int flags = g_Level.Overlaps[index++].flags;
|
|
|
|
if (flags & BOX_END_BIT)
|
|
done = true;
|
|
|
|
if (LOT->Fly == NO_FLYING && searchZone != zone[boxNumber])
|
|
continue;
|
|
|
|
int delta = g_Level.PathfindingBoxes[boxNumber].height - box->height;
|
|
if ((delta > LOT->Step || delta < LOT->Drop) && (!(flags & BOX_MONKEY) || !LOT->CanMonkey))
|
|
continue;
|
|
|
|
if ((flags & BOX_JUMP) && !LOT->CanJump)
|
|
continue;
|
|
|
|
auto* expand = &LOT->Node[boxNumber];
|
|
if ((node->searchNumber & SEARCH_NUMBER) < (expand->searchNumber & SEARCH_NUMBER))
|
|
continue;
|
|
|
|
if (node->searchNumber & BLOCKED_SEARCH)
|
|
{
|
|
if ((node->searchNumber & SEARCH_NUMBER) == (expand->searchNumber & SEARCH_NUMBER))
|
|
continue;
|
|
|
|
expand->searchNumber = node->searchNumber;
|
|
}
|
|
else
|
|
{
|
|
if ((node->searchNumber & SEARCH_NUMBER) == (expand->searchNumber & SEARCH_NUMBER) && !(expand->searchNumber & BLOCKED_SEARCH))
|
|
continue;
|
|
|
|
if (g_Level.PathfindingBoxes[boxNumber].flags & LOT->BlockMask)
|
|
{
|
|
expand->searchNumber = node->searchNumber | BLOCKED_SEARCH;
|
|
}
|
|
else
|
|
{
|
|
expand->searchNumber = node->searchNumber;
|
|
expand->exitBox = LOT->Head;
|
|
}
|
|
}
|
|
|
|
if (expand->nextExpansion == NO_VALUE && boxNumber != LOT->Tail)
|
|
{
|
|
LOT->Node[LOT->Tail].nextExpansion = boxNumber;
|
|
LOT->Tail = boxNumber;
|
|
}
|
|
} while (!done);
|
|
}
|
|
|
|
LOT->Head = node->nextExpansion;
|
|
node->nextExpansion = NO_VALUE;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
#if CREATURE_AI_PRIORITY_OPTIMIZATION
|
|
CreatureAIPriority GetCreatureLOTPriority(ItemInfo* item)
|
|
{
|
|
auto itemPos = item->Pose.Position.ToVector3();
|
|
auto cameraPos = Camera.pos.ToVector3();
|
|
|
|
float distance = Vector3::Distance(itemPos, cameraPos) / BLOCK(1);
|
|
if (distance <= HIGH_PRIO_RANGE)
|
|
return CreatureAIPriority::High;
|
|
|
|
if (distance <= MEDIUM_PRIO_RANGE)
|
|
return CreatureAIPriority::Medium;
|
|
|
|
if (distance <= LOW_PRIO_RANGE)
|
|
return CreatureAIPriority::Low;
|
|
|
|
return CreatureAIPriority::None;
|
|
}
|
|
#endif
|
|
|
|
bool CreatureActive(short itemNumber)
|
|
{
|
|
auto* item = &g_Level.Items[itemNumber];
|
|
|
|
// Object is not a creature.
|
|
if (!Objects[item->ObjectNumber].intelligent)
|
|
return false;
|
|
|
|
// Object is already dead.
|
|
if (item->Flags & IFLAG_KILLED)
|
|
return false;
|
|
|
|
if (item->Status == ITEM_INVISIBLE || !item->IsCreature())
|
|
{
|
|
// AI couldn't be activated.
|
|
if (!EnableEntityAI(itemNumber, false))
|
|
return false;
|
|
|
|
item->Status = ITEM_ACTIVE;
|
|
}
|
|
|
|
#ifdef CREATURE_AI_PRIORITY_OPTIMIZATION
|
|
auto* creature = GetCreatureInfo(item);
|
|
creature->Priority = GetCreatureLOTPriority(item);
|
|
#endif // CREATURE_AI_PRIORITY_OPTIMIZATION
|
|
|
|
return true;
|
|
}
|
|
|
|
void InitializeCreature(short itemNumber)
|
|
{
|
|
auto* item = &g_Level.Items[itemNumber];
|
|
|
|
item->Collidable = true;
|
|
item->Data = nullptr;
|
|
item->StartPose = item->Pose;
|
|
}
|
|
|
|
bool StalkBox(ItemInfo* item, ItemInfo* enemy, int boxNumber)
|
|
{
|
|
if (enemy == nullptr || boxNumber == NO_VALUE)
|
|
return false;
|
|
auto* box = &g_Level.PathfindingBoxes[boxNumber];
|
|
|
|
int xRange = STALK_DIST + ((box->bottom - box->top) * BLOCK(1));
|
|
int zRange = STALK_DIST + ((box->right - box->left) * BLOCK(1));
|
|
int x = (box->top + box->bottom) * BLOCK(1) / 2 - enemy->Pose.Position.x;
|
|
int z = (box->left + box->right) * BLOCK(1) / 2 - enemy->Pose.Position.z;
|
|
|
|
if (x > xRange || x < -xRange || z > zRange || z < -zRange)
|
|
return false;
|
|
|
|
int enemyQuad = (enemy->Pose.Orientation.y / ANGLE(90.0f)) + 2;
|
|
int boxQuad;
|
|
if (z > 0)
|
|
boxQuad = (x > 0) ? 2 : 1;
|
|
else
|
|
boxQuad = (x > 0) ? 3 : 0;
|
|
|
|
if (enemyQuad == boxQuad)
|
|
return false;
|
|
|
|
int baddyQuad = 0;
|
|
if (item->Pose.Position.z > enemy->Pose.Position.z)
|
|
baddyQuad = (item->Pose.Position.x > enemy->Pose.Position.x) ? 2 : 1;
|
|
else
|
|
baddyQuad = (item->Pose.Position.x > enemy->Pose.Position.x) ? 3 : 0;
|
|
|
|
if (enemyQuad == baddyQuad && abs(enemyQuad - boxQuad) == 2)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
// TODO: Do it via Lua instead. -- TokyoSU 22.12.21
|
|
bool IsCreatureVaultAvailable(ItemInfo* item, int stepCount)
|
|
{
|
|
switch (stepCount)
|
|
{
|
|
case -4:
|
|
return (item->ObjectNumber != ID_SMALL_SPIDER);
|
|
|
|
case -3:
|
|
return (item->ObjectNumber != ID_CIVVY &&
|
|
item->ObjectNumber != ID_MP_WITH_STICK &&
|
|
item->ObjectNumber != ID_YETI &&
|
|
item->ObjectNumber != ID_LIZARD &&
|
|
item->ObjectNumber != ID_APE &&
|
|
item->ObjectNumber != ID_SMALL_SPIDER &&
|
|
item->ObjectNumber != ID_SOPHIA_LEIGH_BOSS);
|
|
|
|
case -2:
|
|
return (item->ObjectNumber != ID_BADDY1 &&
|
|
item->ObjectNumber != ID_BADDY2 &&
|
|
item->ObjectNumber != ID_CIVVY &&
|
|
item->ObjectNumber != ID_MP_WITH_STICK &&
|
|
item->ObjectNumber != ID_YETI &&
|
|
item->ObjectNumber != ID_LIZARD &&
|
|
item->ObjectNumber != ID_APE &&
|
|
item->ObjectNumber != ID_SMALL_SPIDER &&
|
|
item->ObjectNumber != ID_SOPHIA_LEIGH_BOSS);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
int CreatureVault(short itemNumber, short angle, int vault, int shift)
|
|
{
|
|
auto* item = &g_Level.Items[itemNumber];
|
|
auto* creature = GetCreatureInfo(item);
|
|
|
|
int xBlock = item->Pose.Position.x / BLOCK(1);
|
|
int zBlock = item->Pose.Position.z / BLOCK(1);
|
|
int y = item->Pose.Position.y;
|
|
short roomNumber = item->RoomNumber;
|
|
|
|
CreatureAnimation(itemNumber, angle, 0);
|
|
|
|
if (item->Floor > (y + CLICK(4.5f)))
|
|
{
|
|
vault = 0;
|
|
}
|
|
else if (item->Floor > (y + CLICK(3.5f)) && IsCreatureVaultAvailable(item, -4))
|
|
{
|
|
vault = -4;
|
|
}
|
|
else if (item->Floor > (y + CLICK(2.5f)) && IsCreatureVaultAvailable(item, -3))
|
|
{
|
|
vault = -3;
|
|
}
|
|
else if (item->Floor > (y + CLICK(1.5f)) && IsCreatureVaultAvailable(item, -2))
|
|
{
|
|
vault = -2;
|
|
}
|
|
else if (item->Pose.Position.y > (y - CLICK(1.5f)))
|
|
{
|
|
return 0;
|
|
}
|
|
else if (item->Pose.Position.y > (y - CLICK(2.5f)))
|
|
{
|
|
vault = 2;
|
|
}
|
|
else if (item->Pose.Position.y > (y - CLICK(3.5f)))
|
|
{
|
|
vault = 3;
|
|
}
|
|
else if (item->Pose.Position.y > (y - CLICK(4.5f)))
|
|
{
|
|
vault = 4;
|
|
}
|
|
|
|
// Jump
|
|
int newXblock = item->Pose.Position.x / BLOCK(1);
|
|
int newZblock = item->Pose.Position.z / BLOCK(1);
|
|
|
|
if (zBlock == newZblock)
|
|
{
|
|
if (xBlock == newXblock)
|
|
return 0;
|
|
|
|
if (xBlock < newXblock)
|
|
{
|
|
item->Pose.Position.x = (newXblock * BLOCK(1)) - shift;
|
|
item->Pose.Orientation.y = ANGLE(90.0f);
|
|
}
|
|
else
|
|
{
|
|
item->Pose.Position.x = (xBlock * BLOCK(1)) + shift;
|
|
item->Pose.Orientation.y = -ANGLE(90.0f);
|
|
}
|
|
}
|
|
else if (xBlock == newXblock)
|
|
{
|
|
if (zBlock < newZblock)
|
|
{
|
|
item->Pose.Position.z = (newZblock * BLOCK(1)) - shift;
|
|
item->Pose.Orientation.y = 0;
|
|
}
|
|
else
|
|
{
|
|
item->Pose.Position.z = (zBlock * BLOCK(1)) + shift;
|
|
item->Pose.Orientation.y = -ANGLE(180.0f);
|
|
}
|
|
}
|
|
|
|
item->Pose.Position.y = y;
|
|
item->Floor = y;
|
|
|
|
if (roomNumber != item->RoomNumber)
|
|
ItemNewRoom(itemNumber, roomNumber);
|
|
|
|
return vault;
|
|
}
|
|
|
|
void GetAITarget(CreatureInfo* creature)
|
|
{
|
|
auto* enemy = creature->Enemy;
|
|
|
|
short enemyObjectNumber;
|
|
if (enemy)
|
|
enemyObjectNumber = enemy->ObjectNumber;
|
|
else
|
|
enemyObjectNumber = NO_VALUE;
|
|
|
|
auto* item = &g_Level.Items[creature->ItemNumber];
|
|
|
|
if (item->AIBits & GUARD)
|
|
{
|
|
creature->Enemy = LaraItem;
|
|
if (creature->Alerted)
|
|
{
|
|
item->AIBits = ~GUARD;
|
|
if (item->AIBits & AMBUSH)
|
|
item->AIBits |= MODIFY;
|
|
}
|
|
}
|
|
else if (item->AIBits & PATROL1)
|
|
{
|
|
if (creature->Alerted || creature->HurtByLara)
|
|
{
|
|
item->AIBits &= ~PATROL1;
|
|
if (item->AIBits & AMBUSH)
|
|
{
|
|
item->AIBits |= MODIFY;
|
|
// NOTE: added in TR5
|
|
//item->itemFlags[3] = (creature->Tosspad & 0xFF);
|
|
}
|
|
}
|
|
else if (!creature->Patrol)
|
|
{
|
|
if (enemyObjectNumber != ID_AI_PATROL1)
|
|
FindAITargetObject(creature, ID_AI_PATROL1);
|
|
}
|
|
else if (enemyObjectNumber != ID_AI_PATROL2)
|
|
{
|
|
FindAITargetObject(creature, ID_AI_PATROL2);
|
|
}
|
|
else if (abs(enemy->Pose.Position.x - item->Pose.Position.x) < REACHED_GOAL_RADIUS &&
|
|
abs(enemy->Pose.Position.y - item->Pose.Position.y) < REACHED_GOAL_RADIUS &&
|
|
abs(enemy->Pose.Position.z - item->Pose.Position.z) < REACHED_GOAL_RADIUS ||
|
|
Objects[item->ObjectNumber].waterCreature)
|
|
{
|
|
TestTriggers(enemy, true);
|
|
creature->Patrol = !creature->Patrol;
|
|
}
|
|
}
|
|
else if (item->AIBits & AMBUSH)
|
|
{
|
|
// First if was removed probably after TR3 and was it used by monkeys?
|
|
/*if (!(item->aiBits & MODIFY) && !creature->hurtByLara)
|
|
creature->enemy = LaraItem;
|
|
else*/ if (enemyObjectNumber != ID_AI_AMBUSH)
|
|
FindAITargetObject(creature, ID_AI_AMBUSH);
|
|
/*else if (item->objectNumber == ID_MONKEY)
|
|
return;*/
|
|
else if (abs(enemy->Pose.Position.x - item->Pose.Position.x) < REACHED_GOAL_RADIUS &&
|
|
abs(enemy->Pose.Position.y - item->Pose.Position.y) < REACHED_GOAL_RADIUS &&
|
|
abs(enemy->Pose.Position.z - item->Pose.Position.z) < REACHED_GOAL_RADIUS)
|
|
{
|
|
TestTriggers(enemy, true);
|
|
creature->ReachedGoal = true;
|
|
creature->Enemy = LaraItem;
|
|
item->AIBits &= ~(AMBUSH /* | MODIFY*/);
|
|
if (item->AIBits != MODIFY)
|
|
{
|
|
item->AIBits |= GUARD;
|
|
creature->Alerted = false;
|
|
}
|
|
}
|
|
}
|
|
else if (item->AIBits & FOLLOW)
|
|
{
|
|
if (creature->HurtByLara)
|
|
{
|
|
creature->Enemy = LaraItem;
|
|
creature->Alerted = true;
|
|
//item->aiBits &= ~FOLLOW;
|
|
}
|
|
else if (item->HitStatus)
|
|
{
|
|
item->AIBits &= ~FOLLOW;
|
|
}
|
|
else if (enemyObjectNumber != ID_AI_FOLLOW)
|
|
{
|
|
FindAITargetObject(creature, ID_AI_FOLLOW);
|
|
}
|
|
else if (abs(enemy->Pose.Position.x - item->Pose.Position.x) < REACHED_GOAL_RADIUS &&
|
|
abs(enemy->Pose.Position.y - item->Pose.Position.y) < REACHED_GOAL_RADIUS &&
|
|
abs(enemy->Pose.Position.z - item->Pose.Position.z) < REACHED_GOAL_RADIUS)
|
|
{
|
|
creature->ReachedGoal = true;
|
|
item->AIBits &= ~FOLLOW;
|
|
}
|
|
}
|
|
/*else if (item->objectNumber == ID_MONKEY && item->carriedItem == NO_VALUE)
|
|
{
|
|
if (item->aiBits != MODIFY)
|
|
{
|
|
if (enemyObjectNumber != ID_SMALLMEDI_ITEM)
|
|
FindAITargetObject(creature, ID_SMALLMEDI_ITEM);
|
|
}
|
|
else
|
|
{
|
|
if (enemyObjectNumber != ID_KEY_ITEM4)
|
|
FindAITargetObject(creature, ID_KEY_ITEM4);
|
|
}
|
|
}*/
|
|
}
|
|
|
|
// Old TR3 way.
|
|
void FindAITarget(CreatureInfo* creature, short objectNumber)
|
|
{
|
|
const auto& item = g_Level.Items[creature->ItemNumber];
|
|
|
|
int i;
|
|
ItemInfo* targetItem;
|
|
for (i = 0, targetItem = &g_Level.Items[0]; i < g_Level.NumItems; i++, targetItem++)
|
|
{
|
|
if (targetItem->ObjectNumber != objectNumber)
|
|
continue;
|
|
|
|
if (targetItem->RoomNumber == NO_VALUE)
|
|
continue;
|
|
|
|
if (SameZone(creature, targetItem) &&
|
|
targetItem->Pose.Orientation.y == item.ItemFlags[3])
|
|
{
|
|
creature->Enemy = targetItem;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FindAITargetObject(CreatureInfo* creature, int objectNumber)
|
|
{
|
|
const auto& item = g_Level.Items[creature->ItemNumber];
|
|
|
|
FindAITargetObject(creature, objectNumber, item.ItemFlags[3], true);
|
|
}
|
|
|
|
void FindAITargetObject(CreatureInfo* creature, int objectNumber, int ocb, bool checkSameZone)
|
|
{
|
|
auto& item = g_Level.Items[creature->ItemNumber];
|
|
|
|
if (g_Level.AIObjects.empty())
|
|
return;
|
|
|
|
AI_OBJECT* foundObject = nullptr;
|
|
|
|
for (auto& aiObject : g_Level.AIObjects)
|
|
{
|
|
if (aiObject.objectNumber == objectNumber &&
|
|
aiObject.triggerFlags == ocb &&
|
|
aiObject.roomNumber != NO_VALUE)
|
|
{
|
|
int* zone = g_Level.Zones[(int)creature->LOT.Zone][(int)FlipStatus].data();
|
|
auto* room = &g_Level.Rooms[item.RoomNumber];
|
|
|
|
item.BoxNumber = GetSector(room, item.Pose.Position.x - room->Position.x, item.Pose.Position.z - room->Position.z)->PathfindingBoxID;
|
|
room = &g_Level.Rooms[aiObject.roomNumber];
|
|
aiObject.boxNumber = GetSector(room, aiObject.pos.Position.x - room->Position.x, aiObject.pos.Position.z - room->Position.z)->PathfindingBoxID;
|
|
|
|
if (item.BoxNumber == NO_VALUE || aiObject.boxNumber == NO_VALUE)
|
|
return;
|
|
|
|
if (checkSameZone && (zone[item.BoxNumber] != zone[aiObject.boxNumber]))
|
|
return;
|
|
|
|
// Don't check for same zone. Needed for Sophia Leigh.
|
|
foundObject = &aiObject;
|
|
}
|
|
}
|
|
|
|
if (foundObject == nullptr)
|
|
return;
|
|
|
|
auto& aiItem = *creature->AITarget;
|
|
|
|
creature->Enemy = &aiItem;
|
|
|
|
aiItem.ObjectNumber = foundObject->objectNumber;
|
|
aiItem.RoomNumber = foundObject->roomNumber;
|
|
aiItem.Pose.Position = foundObject->pos.Position;
|
|
aiItem.Pose.Orientation.y = foundObject->pos.Orientation.y;
|
|
aiItem.Flags = foundObject->flags;
|
|
aiItem.TriggerFlags = foundObject->triggerFlags;
|
|
aiItem.BoxNumber = foundObject->boxNumber;
|
|
|
|
if (!(creature->AITarget->Flags & ItemFlags::IFLAG_TRIGGERED))
|
|
{
|
|
float sinY = phd_sin(creature->AITarget->Pose.Orientation.y);
|
|
float cosY = phd_cos(creature->AITarget->Pose.Orientation.y);
|
|
|
|
creature->AITarget->Pose.Position.x += CLICK(1) * sinY;
|
|
creature->AITarget->Pose.Position.z += CLICK(1) * cosY;
|
|
}
|
|
}
|
|
|
|
int TargetReachable(ItemInfo* item, ItemInfo* enemy)
|
|
{
|
|
const auto& creature = *GetCreatureInfo(item);
|
|
auto& room = g_Level.Rooms[enemy->RoomNumber];
|
|
auto* floor = GetSector(&room, enemy->Pose.Position.x - room.Position.x, enemy->Pose.Position.z - room.Position.z);
|
|
|
|
// NEW: Only update enemy box number if it is actually reachable by the enemy.
|
|
// This prevents enemies from running to the player and attacking nothing when they are hanging or shimmying. -- Lwmte, 27.06.22
|
|
|
|
bool isReachable = false;
|
|
if (creature.LOT.Zone == ZoneType::Flyer ||
|
|
(creature.LOT.Zone == ZoneType::Water && TestEnvironment(RoomEnvFlags::ENV_FLAG_WATER, item->RoomNumber)))
|
|
{
|
|
// If NPC is flying or swimming in water, player is always reachable.
|
|
isReachable = true;
|
|
}
|
|
else
|
|
{
|
|
auto pointColl = GetPointCollision(enemy->Pose.Position, floor->RoomNumber);
|
|
auto bounds = GameBoundingBox(item);
|
|
isReachable = abs(enemy->Pose.Position.y - pointColl.GetFloorHeight()) < bounds.GetHeight();
|
|
}
|
|
|
|
return (isReachable ? floor->PathfindingBoxID : NO_VALUE);
|
|
}
|
|
|
|
void CreatureAIInfo(ItemInfo* item, AI_INFO* AI)
|
|
{
|
|
if (!item->IsCreature())
|
|
return;
|
|
|
|
auto* object = &Objects[item->ObjectNumber];
|
|
auto* creature = GetCreatureInfo(item);
|
|
auto* enemy = creature->Enemy;
|
|
|
|
// TODO: Deal with LaraItem global.
|
|
if (enemy == nullptr)
|
|
{
|
|
enemy = LaraItem;
|
|
creature->Enemy = LaraItem;
|
|
}
|
|
|
|
auto* zone = g_Level.Zones[(int)creature->LOT.Zone][(int)FlipStatus].data();
|
|
auto* room = &g_Level.Rooms[item->RoomNumber];
|
|
|
|
item->BoxNumber = GetSector(room, item->Pose.Position.x - room->Position.x, item->Pose.Position.z - room->Position.z)->PathfindingBoxID;
|
|
AI->zoneNumber = zone[item->BoxNumber];
|
|
|
|
enemy->BoxNumber = TargetReachable(item, enemy);
|
|
AI->enemyZone = enemy->BoxNumber == NO_VALUE ? NO_VALUE : zone[enemy->BoxNumber];
|
|
|
|
if (!object->nonLot)
|
|
{
|
|
if (enemy->BoxNumber != NO_VALUE && g_Level.PathfindingBoxes[enemy->BoxNumber].flags & creature->LOT.BlockMask)
|
|
{
|
|
AI->enemyZone |= BLOCKED;
|
|
}
|
|
else if (item->BoxNumber != NO_VALUE &&
|
|
creature->LOT.Node[item->BoxNumber].searchNumber == (creature->LOT.SearchNumber | BLOCKED_SEARCH))
|
|
{
|
|
AI->enemyZone |= BLOCKED;
|
|
}
|
|
}
|
|
|
|
auto vector = Vector3i::Zero;
|
|
if (enemy->IsLara())
|
|
{
|
|
auto* lara = GetLaraInfo(enemy);
|
|
vector.x = enemy->Pose.Position.x + (PREDICTIVE_SCALE_FACTOR * enemy->Animation.Velocity.z * phd_sin(lara->Control.MoveAngle)) - (object->pivotLength * phd_sin(item->Pose.Orientation.y)) - item->Pose.Position.x;
|
|
vector.z = enemy->Pose.Position.z + (PREDICTIVE_SCALE_FACTOR * enemy->Animation.Velocity.z * phd_cos(lara->Control.MoveAngle)) - (object->pivotLength * phd_cos(item->Pose.Orientation.y)) - item->Pose.Position.z;
|
|
}
|
|
else
|
|
{
|
|
vector.x = enemy->Pose.Position.x + (PREDICTIVE_SCALE_FACTOR * enemy->Animation.Velocity.z * phd_sin(enemy->Pose.Orientation.y)) - (object->pivotLength * phd_sin(item->Pose.Orientation.y)) - item->Pose.Position.x;
|
|
vector.z = enemy->Pose.Position.z + (PREDICTIVE_SCALE_FACTOR * enemy->Animation.Velocity.z * phd_cos(enemy->Pose.Orientation.y)) - (object->pivotLength * phd_cos(item->Pose.Orientation.y)) - item->Pose.Position.z;
|
|
}
|
|
|
|
vector.y = item->Pose.Position.y - enemy->Pose.Position.y;
|
|
short angle = phd_atan(vector.z, vector.x);
|
|
|
|
if (vector.x > BLOCK(31.25f) || vector.x < -BLOCK(31.25f) ||
|
|
vector.z > BLOCK(31.25f) || vector.z < -BLOCK(31.25f))
|
|
{
|
|
AI->distance = INT_MAX;
|
|
AI->verticalDistance = INT_MAX;
|
|
}
|
|
else
|
|
{
|
|
if (creature->Enemy != nullptr)
|
|
{
|
|
// TODO: distance is squared, verticalDistance is not. Desquare distance later. -- Lwmte, 27.06.22
|
|
AI->distance = SQUARE(vector.z) + SQUARE(vector.x); // 2D distance.
|
|
AI->verticalDistance = vector.y;
|
|
}
|
|
else
|
|
AI->distance = AI->verticalDistance = INT_MAX;
|
|
}
|
|
|
|
AI->angle = angle - item->Pose.Orientation.y;
|
|
AI->enemyFacing = (angle - enemy->Pose.Orientation.y) + ANGLE(180.0f);
|
|
|
|
vector.x = abs(vector.x);
|
|
vector.z = abs(vector.z);
|
|
|
|
// Makes Lara smaller.
|
|
if (enemy->IsLara())
|
|
{
|
|
if (GetLaraInfo(enemy)->Control.IsLow)
|
|
vector.y -= STEPUP_HEIGHT;
|
|
}
|
|
|
|
if (vector.x > vector.z)
|
|
AI->xAngle = phd_atan(vector.x + (vector.z >> 1), vector.y);
|
|
else
|
|
AI->xAngle = phd_atan(vector.z + (vector.x >> 1), vector.y);
|
|
|
|
AI->ahead = (AI->angle > -FRONT_ARC && AI->angle < FRONT_ARC);
|
|
AI->bite = (AI->ahead && enemy->HitPoints > 0 && abs(enemy->Pose.Position.y - item->Pose.Position.y) <= CLICK(2));
|
|
}
|
|
|
|
void CreatureMood(ItemInfo* item, AI_INFO* AI, bool isViolent)
|
|
{
|
|
if (!item->IsCreature())
|
|
return;
|
|
|
|
auto* creature = GetCreatureInfo(item);
|
|
auto* LOT = &creature->LOT;
|
|
|
|
auto* enemy = creature->Enemy;
|
|
if (enemy == nullptr)
|
|
return;
|
|
|
|
int boxNumber;
|
|
switch (creature->Mood)
|
|
{
|
|
case MoodType::Bored:
|
|
boxNumber = LOT->Node[GetRandomControl() * LOT->ZoneCount >> 15].boxNumber;
|
|
if (ValidBox(item, AI->zoneNumber, boxNumber))
|
|
{
|
|
if (StalkBox(item, enemy, boxNumber) && enemy->HitPoints > 0 && creature->Enemy)
|
|
{
|
|
TargetBox(LOT, boxNumber);
|
|
creature->Mood = MoodType::Bored;
|
|
}
|
|
else if (LOT->RequiredBox == NO_VALUE)
|
|
{
|
|
TargetBox(LOT, boxNumber);
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case MoodType::Attack:
|
|
LOT->Target = enemy->Pose.Position;
|
|
LOT->RequiredBox = enemy->BoxNumber;
|
|
|
|
if (LOT->Fly != NO_FLYING && Lara.Control.WaterStatus == WaterStatus::Dry)
|
|
{
|
|
auto& bounds = GetBestFrame(*enemy).BoundingBox;
|
|
LOT->Target.y += bounds.Y1;
|
|
}
|
|
|
|
break;
|
|
|
|
case MoodType::Escape:
|
|
boxNumber = LOT->Node[GetRandomControl() * LOT->ZoneCount >> 15].boxNumber;
|
|
|
|
if (ValidBox(item, AI->zoneNumber, boxNumber) && LOT->RequiredBox == NO_VALUE)
|
|
{
|
|
if (EscapeBox(item, enemy, boxNumber))
|
|
{
|
|
TargetBox(LOT, boxNumber);
|
|
}
|
|
else if (AI->zoneNumber == AI->enemyZone && StalkBox(item, enemy, boxNumber) && !isViolent)
|
|
{
|
|
TargetBox(LOT, boxNumber);
|
|
creature->Mood = MoodType::Stalk;
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case MoodType::Stalk:
|
|
if (LOT->RequiredBox == NO_VALUE || !StalkBox(item, enemy, LOT->RequiredBox))
|
|
{
|
|
boxNumber = LOT->Node[GetRandomControl() * LOT->ZoneCount >> 15].boxNumber;
|
|
if (ValidBox(item, AI->zoneNumber, boxNumber))
|
|
{
|
|
if (StalkBox(item, enemy, boxNumber))
|
|
{
|
|
TargetBox(LOT, boxNumber);
|
|
}
|
|
else if (LOT->RequiredBox == NO_VALUE)
|
|
{
|
|
TargetBox(LOT, boxNumber);
|
|
if (AI->zoneNumber != AI->enemyZone)
|
|
creature->Mood = MoodType::Bored;
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (LOT->TargetBox == NO_VALUE)
|
|
TargetBox(LOT, item->BoxNumber);
|
|
|
|
#ifdef CREATURE_AI_PRIORITY_OPTIMIZATION
|
|
bool shouldUpdateTarget = false;
|
|
|
|
switch(creature->Priority)
|
|
{
|
|
case CreatureAIPriority::High:
|
|
shouldUpdateTarget = true;
|
|
break;
|
|
|
|
case CreatureAIPriority::Medium:
|
|
if (creature->FramesSinceLOTUpdate > std::pow(FRAME_PRIO_BASE, FRAME_PRIO_EXP))
|
|
shouldUpdateTarget = true;
|
|
|
|
break;
|
|
|
|
case CreatureAIPriority::Low:
|
|
if (creature->FramesSinceLOTUpdate > std::pow(FRAME_PRIO_BASE, FRAME_PRIO_EXP * 2))
|
|
shouldUpdateTarget = true;
|
|
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (shouldUpdateTarget)
|
|
{
|
|
CalculateTarget(&creature->Target, item, &creature->LOT);
|
|
creature->FramesSinceLOTUpdate = 0;
|
|
}
|
|
else
|
|
{
|
|
creature->FramesSinceLOTUpdate++;
|
|
}
|
|
#else
|
|
CalculateTarget(&creature->Target, item, &creature->LOT);
|
|
#endif // CREATURE_AI_PRIORITY_OPTIMIZATION
|
|
|
|
creature->JumpAhead = false;
|
|
creature->MonkeySwingAhead = false;
|
|
|
|
if (item->BoxNumber != NO_VALUE)
|
|
{
|
|
int endBox = LOT->Node[item->BoxNumber].exitBox;
|
|
if (endBox != NO_VALUE)
|
|
{
|
|
int overlapIndex = g_Level.PathfindingBoxes[item->BoxNumber].overlapIndex;
|
|
int nextBox = 0;
|
|
int flags = 0;
|
|
|
|
if (overlapIndex >= 0)
|
|
{
|
|
do
|
|
{
|
|
nextBox = g_Level.Overlaps[overlapIndex].box;
|
|
flags = g_Level.Overlaps[overlapIndex++].flags;
|
|
} while (nextBox != NO_VALUE && ((flags & BOX_END_BIT) == false) && (nextBox != endBox));
|
|
}
|
|
|
|
if (nextBox == endBox)
|
|
{
|
|
if (flags & BOX_JUMP)
|
|
creature->JumpAhead = true;
|
|
|
|
if (flags & BOX_MONKEY)
|
|
creature->MonkeySwingAhead = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GetCreatureMood(ItemInfo* item, AI_INFO* AI, bool isViolent)
|
|
{
|
|
if (!item->IsCreature())
|
|
return;
|
|
|
|
auto* creature = GetCreatureInfo(item);
|
|
auto* enemy = creature->Enemy;
|
|
auto* LOT = &creature->LOT;
|
|
|
|
if (item->BoxNumber == NO_VALUE || creature->LOT.Node[item->BoxNumber].searchNumber == (creature->LOT.SearchNumber | BLOCKED_SEARCH))
|
|
creature->LOT.RequiredBox = NO_VALUE;
|
|
|
|
if (creature->Mood != MoodType::Attack && creature->LOT.RequiredBox != NO_VALUE && !ValidBox(item, AI->zoneNumber, creature->LOT.TargetBox))
|
|
{
|
|
if (AI->zoneNumber == AI->enemyZone)
|
|
creature->Mood = MoodType::Bored;
|
|
|
|
creature->LOT.RequiredBox = NO_VALUE;
|
|
}
|
|
|
|
auto mood = creature->Mood;
|
|
if (enemy)
|
|
{
|
|
if (enemy->HitPoints <= 0 && enemy == LaraItem) // TODO: deal with LaraItem global !
|
|
{
|
|
creature->Mood = MoodType::Bored;
|
|
}
|
|
else if (isViolent)
|
|
{
|
|
switch (creature->Mood)
|
|
{
|
|
case MoodType::Bored:
|
|
case MoodType::Stalk:
|
|
if (AI->zoneNumber == AI->enemyZone)
|
|
creature->Mood = MoodType::Attack;
|
|
else if (item->HitStatus)
|
|
creature->Mood = MoodType::Escape;
|
|
|
|
break;
|
|
|
|
case MoodType::Attack:
|
|
if (AI->zoneNumber != AI->enemyZone)
|
|
creature->Mood = MoodType::Bored;
|
|
|
|
break;
|
|
|
|
case MoodType::Escape:
|
|
if (AI->zoneNumber == AI->enemyZone)
|
|
creature->Mood = MoodType::Attack;
|
|
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (creature->Mood)
|
|
{
|
|
case MoodType::Bored:
|
|
case MoodType::Stalk:
|
|
if (creature->Alerted && AI->zoneNumber != AI->enemyZone)
|
|
{
|
|
if (AI->distance > BLOCK(3))
|
|
creature->Mood = MoodType::Stalk;
|
|
else
|
|
creature->Mood = MoodType::Bored;
|
|
}
|
|
else if (AI->zoneNumber == AI->enemyZone)
|
|
{
|
|
if (AI->distance < ATTACK_RANGE ||
|
|
(creature->Mood == MoodType::Stalk && LOT->RequiredBox == NO_VALUE))
|
|
creature->Mood = MoodType::Attack;
|
|
else
|
|
creature->Mood = MoodType::Stalk;
|
|
}
|
|
|
|
break;
|
|
|
|
case MoodType::Attack:
|
|
if (item->HitStatus &&
|
|
(GetRandomControl() < ESCAPE_CHANCE ||
|
|
AI->zoneNumber != AI->enemyZone))
|
|
creature->Mood = MoodType::Stalk;
|
|
else if (AI->zoneNumber != AI->enemyZone && AI->distance > BLOCK(6))
|
|
creature->Mood = MoodType::Bored;
|
|
|
|
break;
|
|
|
|
case MoodType::Escape:
|
|
if (AI->zoneNumber == AI->enemyZone && GetRandomControl() < RECOVER_CHANCE)
|
|
creature->Mood = MoodType::Stalk;
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
creature->Mood = MoodType::Bored;
|
|
}
|
|
|
|
if (mood != creature->Mood)
|
|
{
|
|
if (mood == MoodType::Attack)
|
|
{
|
|
TargetBox(LOT, LOT->TargetBox);
|
|
LOT = &creature->LOT;
|
|
}
|
|
|
|
LOT->RequiredBox = NO_VALUE;
|
|
}
|
|
}
|
|
|
|
TARGET_TYPE CalculateTarget(Vector3i* target, ItemInfo* item, LOTInfo* LOT)
|
|
{
|
|
UpdateLOT(LOT, 5);
|
|
|
|
*target = item->Pose.Position;
|
|
|
|
int boxNumber = item->BoxNumber;
|
|
if (boxNumber == NO_VALUE)
|
|
return TARGET_TYPE::NO_TARGET;
|
|
|
|
auto* box = &g_Level.PathfindingBoxes[boxNumber];
|
|
|
|
int boxLeft = ((int)box->left * BLOCK(1));
|
|
int boxRight = ((int)box->right * BLOCK(1)) - 1;
|
|
int boxTop = ((int)box->top * BLOCK(1));
|
|
int boxBottom = ((int)box->bottom * BLOCK(1)) - 1;
|
|
int left = boxLeft;
|
|
int right = boxRight;
|
|
int top = boxTop;
|
|
int bottom = boxBottom;
|
|
int direction = ALL_CLIP;
|
|
|
|
do
|
|
{
|
|
box = &g_Level.PathfindingBoxes[boxNumber];
|
|
|
|
if (LOT->Fly != NO_FLYING)
|
|
{
|
|
if (target->y > box->height - BLOCK(1))
|
|
target->y = box->height - BLOCK(1);
|
|
}
|
|
else if(target->y > box->height)
|
|
target->y = box->height;
|
|
|
|
boxLeft = ((int)box->left * BLOCK(1));
|
|
boxRight = ((int)box->right * BLOCK(1)) - 1;
|
|
boxTop = ((int)box->top * BLOCK(1));
|
|
boxBottom = ((int)box->bottom * BLOCK(1)) - 1;
|
|
|
|
if (item->Pose.Position.z >= boxLeft &&
|
|
item->Pose.Position.z <= boxRight &&
|
|
item->Pose.Position.x >= boxTop &&
|
|
item->Pose.Position.x <= boxBottom)
|
|
{
|
|
left = ((int)box->left * BLOCK(1));
|
|
right = ((int)box->right * BLOCK(1)) - 1;
|
|
top = ((int)box->top * BLOCK(1));
|
|
bottom = ((int)box->bottom * BLOCK(1)) - 1;
|
|
}
|
|
else
|
|
{
|
|
if (item->Pose.Position.z < boxLeft && direction != CLIP_RIGHT)
|
|
{
|
|
if ((direction & CLIP_LEFT) &&
|
|
item->Pose.Position.x >= boxTop &&
|
|
item->Pose.Position.x <= boxBottom)
|
|
{
|
|
if (target->z < (boxLeft + CLICK(2)))
|
|
target->z = boxLeft + CLICK(2);
|
|
|
|
if (direction & SECONDARY_CLIP)
|
|
return TARGET_TYPE::SECONDARY_TARGET;
|
|
|
|
if (boxTop > top)
|
|
top = boxTop;
|
|
|
|
if (boxBottom < bottom)
|
|
bottom = boxBottom;
|
|
|
|
direction = CLIP_LEFT;
|
|
}
|
|
else if (direction != CLIP_LEFT)
|
|
{
|
|
target->z = (right - CLICK(2));
|
|
|
|
if (direction != ALL_CLIP)
|
|
return TARGET_TYPE::SECONDARY_TARGET;
|
|
|
|
direction |= (ALL_CLIP | SECONDARY_CLIP);
|
|
}
|
|
}
|
|
else if (item->Pose.Position.z > boxRight && direction != CLIP_LEFT)
|
|
{
|
|
if ((direction & CLIP_RIGHT) &&
|
|
item->Pose.Position.x >= boxTop &&
|
|
item->Pose.Position.x <= boxBottom)
|
|
{
|
|
if (target->z > boxRight - CLICK(2))
|
|
target->z = boxRight - CLICK(2);
|
|
|
|
if (direction & SECONDARY_CLIP)
|
|
return TARGET_TYPE::SECONDARY_TARGET;
|
|
|
|
if (boxTop > top)
|
|
top = boxTop;
|
|
|
|
if (boxBottom < bottom)
|
|
bottom = boxBottom;
|
|
|
|
direction = CLIP_RIGHT;
|
|
}
|
|
else if (direction != CLIP_RIGHT)
|
|
{
|
|
target->z = left + CLICK(2);
|
|
|
|
if (direction != ALL_CLIP)
|
|
return TARGET_TYPE::SECONDARY_TARGET;
|
|
|
|
direction |= (ALL_CLIP | SECONDARY_CLIP);
|
|
}
|
|
}
|
|
|
|
if (item->Pose.Position.x < boxTop && direction != CLIP_BOTTOM)
|
|
{
|
|
if ((direction & CLIP_TOP) &&
|
|
item->Pose.Position.z >= boxLeft &&
|
|
item->Pose.Position.z <= boxRight)
|
|
{
|
|
if (target->x < boxTop + CLICK(2))
|
|
target->x = boxTop + CLICK(2);
|
|
|
|
if (direction & SECONDARY_CLIP)
|
|
return TARGET_TYPE::SECONDARY_TARGET;
|
|
|
|
if (boxLeft > left)
|
|
left = boxLeft;
|
|
|
|
if (boxRight < right)
|
|
right = boxRight;
|
|
|
|
direction = CLIP_TOP;
|
|
}
|
|
else if (direction != CLIP_TOP)
|
|
{
|
|
target->x = bottom - CLICK(2);
|
|
|
|
if (direction != ALL_CLIP)
|
|
return TARGET_TYPE::SECONDARY_TARGET;
|
|
|
|
direction |= (ALL_CLIP | SECONDARY_CLIP);
|
|
}
|
|
}
|
|
else if (item->Pose.Position.x > boxBottom && direction != CLIP_TOP)
|
|
{
|
|
if ((direction & CLIP_BOTTOM) &&
|
|
item->Pose.Position.z >= boxLeft &&
|
|
item->Pose.Position.z <= boxRight)
|
|
{
|
|
if (target->x > (boxBottom - CLICK(2)))
|
|
target->x = (boxBottom - CLICK(2));
|
|
|
|
if (direction & SECONDARY_CLIP)
|
|
return TARGET_TYPE::SECONDARY_TARGET;
|
|
|
|
if (boxLeft > left)
|
|
left = boxLeft;
|
|
|
|
if (boxRight < right)
|
|
right = boxRight;
|
|
|
|
direction = CLIP_BOTTOM;
|
|
}
|
|
else if (direction != CLIP_BOTTOM)
|
|
{
|
|
target->x = top + CLICK(2);
|
|
|
|
if (direction != ALL_CLIP)
|
|
return TARGET_TYPE::SECONDARY_TARGET;
|
|
|
|
direction |= (ALL_CLIP | SECONDARY_CLIP);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (boxNumber == LOT->TargetBox)
|
|
{
|
|
if (direction & (CLIP_LEFT | CLIP_RIGHT))
|
|
{
|
|
target->z = LOT->Target.z;
|
|
}
|
|
else if (!(direction & SECONDARY_CLIP))
|
|
{
|
|
if (target->z < (boxLeft + CLICK(2)))
|
|
target->z = boxLeft + CLICK(2);
|
|
else if (target->z > (boxRight - CLICK(2)))
|
|
target->z = boxRight - CLICK(2);
|
|
}
|
|
|
|
if (direction & (CLIP_TOP | CLIP_BOTTOM))
|
|
{
|
|
target->x = LOT->Target.x;
|
|
}
|
|
else if (!(direction & SECONDARY_CLIP))
|
|
{
|
|
if (target->x < (boxTop + CLICK(2)))
|
|
target->x = boxTop + CLICK(2);
|
|
else if (target->x > (boxBottom - CLICK(2)))
|
|
target->x = boxBottom - CLICK(2);
|
|
}
|
|
|
|
target->y = LOT->Target.y;
|
|
return TARGET_TYPE::PRIME_TARGET;
|
|
}
|
|
|
|
boxNumber = LOT->Node[boxNumber].exitBox;
|
|
if (boxNumber != NO_VALUE && (g_Level.PathfindingBoxes[boxNumber].flags & LOT->BlockMask))
|
|
break;
|
|
} while (boxNumber != NO_VALUE);
|
|
|
|
if (!(direction & SECONDARY_CLIP))
|
|
{
|
|
if (target->z < (boxLeft + CLICK(2)))
|
|
target->z = boxLeft + CLICK(2);
|
|
else if (target->z > (boxRight - CLICK(2)))
|
|
target->z = boxRight - CLICK(2);
|
|
}
|
|
|
|
if (!(direction & SECONDARY_CLIP))
|
|
{
|
|
if (target->x < (boxTop + CLICK(2)))
|
|
target->x = boxTop + CLICK(2);
|
|
else if (target->x > (boxBottom - CLICK(2)))
|
|
target->x = boxBottom - CLICK(2);
|
|
}
|
|
|
|
if (LOT->Fly == NO_FLYING)
|
|
target->y = box->height;
|
|
else
|
|
target->y = box->height - STEPUP_HEIGHT;
|
|
|
|
return TARGET_TYPE::NO_TARGET;
|
|
}
|
|
|
|
void AdjustStopperFlag(ItemInfo* item, int direction)
|
|
{
|
|
int x = item->Pose.Position.x;
|
|
int z = item->Pose.Position.z;
|
|
|
|
auto* room = &g_Level.Rooms[item->RoomNumber];
|
|
auto* floor = GetSector(room, x - room->Position.x, z - room->Position.z);
|
|
floor->Stopper = !floor->Stopper;
|
|
|
|
x = item->Pose.Position.x + BLOCK(1) * phd_sin(direction);
|
|
z = item->Pose.Position.z + BLOCK(1) * phd_cos(direction);
|
|
room = &g_Level.Rooms[GetPointCollision(Vector3i(x, item->Pose.Position.y, z), item->RoomNumber).GetRoomNumber()];
|
|
|
|
floor = GetSector(room, x - room->Position.x, z - room->Position.z);
|
|
floor->Stopper = !floor->Stopper;
|
|
}
|
|
|
|
void InitializeItemBoxData()
|
|
{
|
|
for (int i = 0; i < g_Level.Items.size(); i++)
|
|
{
|
|
auto* currentItem = &g_Level.Items[i];
|
|
}
|
|
|
|
for (auto& room : g_Level.Rooms)
|
|
{
|
|
for (const auto& mesh : room.mesh)
|
|
{
|
|
long index = ((mesh.pos.Position.z - room.Position.z) / BLOCK(1)) + room.ZSize * ((mesh.pos.Position.x - room.Position.x) / BLOCK(1));
|
|
if (index > room.Sectors.size())
|
|
continue;
|
|
|
|
auto* floor = &room.Sectors[index];
|
|
if (floor->PathfindingBoxID == NO_VALUE)
|
|
continue;
|
|
|
|
if (!(g_Level.PathfindingBoxes[floor->PathfindingBoxID].flags & BLOCKED))
|
|
{
|
|
int floorHeight = floor->GetSurfaceHeight(mesh.pos.Position.x, mesh.pos.Position.z, true);
|
|
const auto& bBox = GetBoundsAccurate(mesh, false);
|
|
|
|
if (floorHeight <= mesh.pos.Position.y - bBox.Y2 + CLICK(2) &&
|
|
floorHeight < mesh.pos.Position.y - bBox.Y1)
|
|
{
|
|
if (bBox.X1 == 0 || bBox.X2 == 0 || bBox.Z1 == 0 || bBox.Z2 == 0 ||
|
|
((bBox.X1 < 0) ^ (bBox.X2 < 0)) && ((bBox.Z1 < 0) ^ (bBox.Z2 < 0)))
|
|
{
|
|
floor->Stopper = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CanCreatureJump(ItemInfo& item, JumpDistance jumpDistType)
|
|
{
|
|
const auto& creature = *GetCreatureInfo(&item);
|
|
if (creature.Enemy == nullptr)
|
|
return false;
|
|
|
|
float stepDist = BLOCK(0.92f);
|
|
int vPos = item.Pose.Position.y;
|
|
auto pointCollA = GetPointCollision(item, item.Pose.Orientation.y, stepDist);
|
|
auto pointCollB = GetPointCollision(item, item.Pose.Orientation.y, stepDist * 2);
|
|
auto pointCollC = GetPointCollision(item, item.Pose.Orientation.y, stepDist * 3);
|
|
|
|
switch (jumpDistType)
|
|
{
|
|
default:
|
|
case JumpDistance::Block1:
|
|
if (item.BoxNumber == creature.Enemy->BoxNumber ||
|
|
vPos >= (pointCollA.GetFloorHeight() - STEPUP_HEIGHT) ||
|
|
vPos >= (pointCollB.GetFloorHeight() + CLICK(1)) ||
|
|
vPos <= (pointCollB.GetFloorHeight() - CLICK(1)))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
break;
|
|
|
|
case JumpDistance::Block2:
|
|
if (item.BoxNumber == creature.Enemy->BoxNumber ||
|
|
vPos >= (pointCollA.GetFloorHeight() - STEPUP_HEIGHT) ||
|
|
vPos >= (pointCollB.GetFloorHeight() - STEPUP_HEIGHT) ||
|
|
vPos >= (pointCollC.GetFloorHeight() + CLICK(1)) ||
|
|
vPos <= (pointCollC.GetFloorHeight() - CLICK(1)))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|