mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-04-30 08:47:58 +03:00
2056 lines
No EOL
52 KiB
C++
2056 lines
No EOL
52 KiB
C++
#include "box.h"
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#include "..\Global\global.h"
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#include "items.h"
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#include "tomb4fx.h"
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#include "lot.h"
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#include "deltapak.h"
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#include "items.h"
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#include "Lara.h"
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#include "draw.h"
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#include "sphere.h"
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#include "misc.h"
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#include "camera.h"
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#include "control.h"
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#include "../Specific/setup.h"
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int NumberBoxes;
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BOX_INFO* Boxes;
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int NumberOverlaps;
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short* Overlaps;
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short* Zones[5][2];
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extern LaraExtraInfo g_LaraExtra;
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#define ESCAPE_DIST (WALL_SIZE*5)
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#define STALK_DIST (WALL_SIZE*3)
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#define REACHED_GOAL_RADIUS 640
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#define ATTACK_RANGE SQUARE(WALL_SIZE*3)
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#define ESCAPE_CHANCE 0x800
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#define RECOVER_CHANCE 0x100
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#define BIFF_AVOID_TURN 1536
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#define FEELER_DISTANCE 512
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#define FEELER_ANGLE ANGLE(45)
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void DropBaddyPickups(ITEM_INFO* item)
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{
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ITEM_INFO* pickup = NULL;
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FLOOR_INFO* floor;
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short roomNumber;
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short* bounds;
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for (short pickupNumber = item->carriedItem; pickupNumber != NO_ITEM; pickupNumber = pickup->carriedItem)
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{
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pickup = &Items[pickupNumber];
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pickup->pos.xPos = (item->pos.xPos & -CLICK(2)) | CLICK(2);
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pickup->pos.zPos = (item->pos.zPos & -CLICK(2)) | CLICK(2);
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roomNumber = item->roomNumber;
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floor = GetFloor(pickup->pos.xPos, item->pos.yPos, pickup->pos.zPos, &roomNumber);
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pickup->pos.yPos = GetFloorHeight(floor, pickup->pos.xPos, item->pos.yPos, pickup->pos.zPos);
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bounds = GetBoundsAccurate(pickup);
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pickup->pos.yPos -= bounds[3];
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ItemNewRoom(pickupNumber, item->roomNumber);
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pickup->flags |= 32;
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}
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}
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int MoveCreature3DPos(PHD_3DPOS* srcpos, PHD_3DPOS* destpos, int velocity, short angdif, int angadd)
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{
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int x, y, z, distance;
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x = destpos->xPos - srcpos->xPos;
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y = destpos->yPos - srcpos->yPos;
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z = destpos->zPos - srcpos->zPos;
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distance = SQRT_ASM(SQUARE(x) + SQUARE(y) + SQUARE(z));
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if (velocity < distance)
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{
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srcpos->xPos += x * velocity / distance;
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srcpos->yPos += y * velocity / distance;
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srcpos->zPos += z * velocity / distance;
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}
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else
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{
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srcpos->xPos = destpos->xPos;
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srcpos->yPos = destpos->yPos;
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srcpos->zPos = destpos->zPos;
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}
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if (angdif <= angadd)
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{
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if (angdif >= -angadd)
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srcpos->yRot = destpos->yRot;
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else
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srcpos->yRot -= angadd;
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}
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else
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{
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srcpos->yRot += angadd;
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}
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return (srcpos->xPos == destpos->xPos
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&& srcpos->yPos == destpos->yPos
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&& srcpos->zPos == destpos->zPos
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&& srcpos->yRot == destpos->yRot);
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}
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void CreatureYRot2(PHD_3DPOS* srcpos, short angle, short angadd)
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{
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if (angadd < angle)
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{
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srcpos->yRot += angadd;
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return;
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}
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if (angle < -angadd)
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{
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srcpos->yRot -= angadd;
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return;
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}
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srcpos->yRot += angle;
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}
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short SameZone(CREATURE_INFO* creature, ITEM_INFO* targetItem)
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{
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ITEM_INFO* item = &Items[creature->itemNum];
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ROOM_INFO* r;
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short* zone;
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r = &Rooms[item->roomNumber];
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item->boxNumber = XZ_GET_SECTOR(r, item->pos.xPos - r->x, item->pos.zPos - r->z).box;
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r = &Rooms[targetItem->roomNumber];
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targetItem->boxNumber = XZ_GET_SECTOR(r, targetItem->pos.xPos - r->x, targetItem->pos.zPos - r->z).box;
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zone = Zones[creature->LOT.zone][FlipStatus];
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return (zone[item->boxNumber] == zone[targetItem->boxNumber]);
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}
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short AIGuard(CREATURE_INFO* creature)
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{
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ITEM_INFO* item;
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int random;
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item = &Items[creature->itemNum];
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if (item->aiBits & (GUARD | PATROL1))
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return 0;
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random = GetRandomControl();
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if (random < 256)
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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 < 384)
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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 < 512)
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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)
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return (creature->headRight) << 12;
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if (creature->headRight)
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return 0;
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return -ANGLE(90);
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}
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void AlertNearbyGuards(ITEM_INFO* item)
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{
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ITEM_INFO* target;
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CREATURE_INFO* creature;
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int x, y, z;
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int distance;
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for (int i = 0; i < NUM_SLOTS; i++)
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{
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creature = &BaddieSlots[i];
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if (creature->itemNum == NO_ITEM)
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continue;
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target = &Items[creature->itemNum + i];
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if (item->roomNumber == target->roomNumber)
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{
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creature->alerted = true;
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continue;
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}
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x = (target->pos.xPos - item->pos.xPos) / 64;
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y = (target->pos.yPos - item->pos.yPos) / 64;
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z = (target->pos.zPos - item->pos.zPos) / 64;
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distance = (SQUARE(x) + SQUARE(y) + SQUARE(z));
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if (distance < SECTOR(8))
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creature->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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ITEM_INFO* target;
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CREATURE_INFO* creature;
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short objNumber;
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for (int i = 0; i < NUM_SLOTS; i++)
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{
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creature = &BaddieSlots[i];
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if (creature->itemNum == NO_ITEM)
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continue;
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target = &Items[creature->itemNum];
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objNumber = 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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void CreatureKill(ITEM_INFO* item, int killAnim, int killState, short laraKillState)
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{
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item->animNumber = Objects[item->objectNumber].animIndex + killAnim;
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item->frameNumber = Anims[item->animNumber].frameBase;
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item->currentAnimState = killState;
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LaraItem->animNumber = Objects[ID_LARA_EXTRA_ANIMS].animIndex;
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LaraItem->frameNumber = Anims[LaraItem->animNumber].frameBase;
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LaraItem->currentAnimState = 0;
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LaraItem->goalAnimState = laraKillState;
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LaraItem->pos.xPos = item->pos.xPos;
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LaraItem->pos.yPos = item->pos.yPos;
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LaraItem->pos.zPos = item->pos.zPos;
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LaraItem->pos.yRot = item->pos.yRot;
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LaraItem->pos.xRot = item->pos.xRot;
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LaraItem->pos.zRot = item->pos.zRot;
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LaraItem->fallspeed = 0;
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LaraItem->gravityStatus = false;
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LaraItem->speed = 0;
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if (item->roomNumber != LaraItem->roomNumber)
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ItemNewRoom(Lara.itemNumber, item->roomNumber);
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AnimateItem(LaraItem);
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g_LaraExtra.ExtraAnim = 1;
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Lara.gunStatus = LG_HANDS_BUSY;
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Lara.gunType = WEAPON_NONE;
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Lara.hitDirection = -1;
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Lara.air = -1;
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Camera.pos.roomNumber = LaraItem->roomNumber;
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Camera.type = CHASE_CAMERA;
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Camera.flags = FOLLOW_CENTRE;
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Camera.targetAngle = ANGLE(170);
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Camera.targetElevation = -ANGLE(25);
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// TODO: exist in TR5 but just commented in case.
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/*
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ForcedFixedCamera.x = item->pos.xPos + (SIN(item->pos.yRot) << 13) >> W2V_SHIFT;
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ForcedFixedCamera.y = item->pos.yPos - WALL_SIZE;
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ForcedFixedCamera.z = item->pos.zPos + (COS(item->pos.yRot) << 13) >> W2V_SHIFT;
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ForcedFixedCamera.roomNumber = item->roomNumber;
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UseForcedFixedCamera = true;
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*/
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}
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short CreatureEffect2(ITEM_INFO* item, BITE_INFO* bite, short damage, short angle, short (*generate)(int x, int y, int z, short speed, short yrot, short roomNumber))
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{
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PHD_VECTOR pos;
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pos.x = bite->x;
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pos.y = bite->y;
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pos.z = bite->z;
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GetJointAbsPosition(item, &pos, bite->meshNum);
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return generate(pos.x, pos.y, pos.z, damage, angle, item->roomNumber);
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}
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short CreatureEffect(ITEM_INFO* item, BITE_INFO* bite, short(*generate)(int x, int y, int z, short speed, short yrot, short roomNumber))
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{
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PHD_VECTOR pos;
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pos.x = bite->x;
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pos.y = bite->y;
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pos.z = bite->z;
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GetJointAbsPosition(item, &pos, bite->meshNum);
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return generate(pos.x, pos.y, pos.z, item->speed, item->pos.yRot, item->roomNumber);
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}
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void CreatureUnderwater(ITEM_INFO* item, int depth)
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{
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int waterLevel = depth;
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int wh = 0;
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if (depth < 0)
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{
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wh = abs(depth);
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waterLevel = 0;
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}
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else
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{
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wh = GetWaterHeight(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber);
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}
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int y = wh + waterLevel;
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if (item->pos.yPos < y)
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{
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FLOOR_INFO* floor;
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short roomNumber;
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int height;
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roomNumber = item->roomNumber;
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floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
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height = GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
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item->pos.yPos = y;
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if (y > height)
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item->pos.yPos = height;
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if (item->pos.xRot > ANGLE(2))
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{
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item->pos.xRot -= ANGLE(2);
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}
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else if (item->pos.xRot > 0)
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{
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item->pos.xRot = 0;
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}
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}
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}
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void CreatureFloat(short itemNumber)
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{
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ITEM_INFO* item;
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FLOOR_INFO* floor;
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int waterLevel;
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int y;
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short roomNumber;
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item = &Items[itemNumber];
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item->hitPoints = -16384;
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item->pos.xRot = 0;
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waterLevel = GetWaterHeight(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber);
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y = item->pos.yPos;
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if (y > waterLevel)
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item->pos.yPos = y - 32;
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if (item->pos.yPos < waterLevel)
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item->pos.yPos = waterLevel;
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AnimateItem(item);
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roomNumber = item->roomNumber;
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floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
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item->floor = GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
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if (roomNumber != item->roomNumber)
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ItemNewRoom(itemNumber, roomNumber);
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if (item->pos.yPos <= waterLevel)
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{
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if (item->frameNumber == Anims[item->animNumber].frameBase)
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{
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item->pos.yPos = waterLevel;
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item->collidable = false;
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item->status = ITEM_DEACTIVATED;
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DisableBaddieAI(itemNumber);
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RemoveActiveItem(itemNumber);
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item->afterDeath = 1;
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}
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}
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}
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void CreatureJoint(ITEM_INFO* item, short joint, short required)
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{
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if (item->data == NULL)
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return;
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CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
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short change = required - creature->jointRotation[joint];
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if (change > ANGLE(3))
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change = ANGLE(3);
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else if (change < -ANGLE(3))
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change = -ANGLE(3);
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creature->jointRotation[joint] += change;
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if (creature->jointRotation[joint] > ANGLE(70))
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creature->jointRotation[joint] = ANGLE(70);
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else if (creature->jointRotation[joint] < -ANGLE(70))
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creature->jointRotation[joint] = -ANGLE(70);
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}
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void CreatureTilt(ITEM_INFO* item, short angle)
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{
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angle = (angle << 2) - item->pos.zRot;
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if (angle < -ANGLE(3))
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angle = -ANGLE(3);
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else if (angle > ANGLE(3))
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angle = ANGLE(3);
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short theAngle = -ANGLE(3);
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short absRot = abs(item->pos.zRot);
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if (absRot < ANGLE(15) || absRot > ANGLE(30))
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angle >>= 1;
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item->pos.zRot += angle;
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}
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short CreatureTurn(ITEM_INFO* item, short maximumTurn)
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{
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if (item->data == NULL || maximumTurn == 0)
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return 0;
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CREATURE_INFO* creature;
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int x, z, range, distance;
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short angle;
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creature = (CREATURE_INFO*)item->data;
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angle = 0;
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x = creature->target.x - item->pos.xPos;
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z = creature->target.z - item->pos.zPos;
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angle = ATAN(z, x) - item->pos.yRot;
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range = (item->speed << W2V_SHIFT) / maximumTurn;
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distance = SQUARE(x) + SQUARE(z);
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if (angle > FRONT_ARC || angle < -FRONT_ARC && distance < SQUARE(range))
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maximumTurn >>= 1;
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if (angle > maximumTurn)
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angle = maximumTurn;
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else if (angle < -maximumTurn)
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angle = -maximumTurn;
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item->pos.yRot += angle;
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/*
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ROOM_INFO* r;
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CREATURE_INFO* creature;
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int range, distance;
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short angle;
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short xAngle1, zAngle1;
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short xAngle2, zAngle2;
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short xAngle3, zAngle3;
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int xDist, zDist;
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unsigned short floorIndex1, floorIndex2, floorIndex3;
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r = &Rooms[item->roomNumber];
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creature = (CREATURE_INFO*)item->data;
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// "<< 11" is really needed ? it can cause problem i think since it TR3 code the "<< 11" is not there !
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xAngle1 = item->pos.xPos + SIN(item->pos.yRot + ANGLE(45)) << 11 >> W2V_SHIFT;
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zAngle1 = item->pos.zPos + COS(item->pos.yRot + ANGLE(45)) << 11 >> W2V_SHIFT;
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floorIndex1 = XZ_GET_SECTOR(r, xAngle1 - r->x, zAngle1 - r->z).index;
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xAngle2 = item->pos.xPos + SIN(item->pos.yRot - ANGLE(45)) << 11 >> W2V_SHIFT;
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zAngle2 = item->pos.zPos + COS(item->pos.yRot - ANGLE(45)) << 11 >> W2V_SHIFT;
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floorIndex2 = XZ_GET_SECTOR(r, xAngle2 - r->x, zAngle2 - r->z).index;
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xAngle3 = item->pos.xPos + SIN(item->pos.yRot) << 11 >> W2V_SHIFT;
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zAngle3 = item->pos.zPos + COS(item->pos.yRot) << 11 >> W2V_SHIFT;
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floorIndex3 = XZ_GET_SECTOR(r, xAngle3 - r->x, zAngle3 - r->z).index;
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if (floorIndex1 && !floorIndex2 && !floorIndex3)
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{
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creature = (CREATURE_INFO*)item->data;
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creature->target.x = xAngle1;
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creature->target.z = zAngle1;
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}
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else if (floorIndex2 && !floorIndex1 && !floorIndex3)
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{
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creature = (CREATURE_INFO*)item->data;
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creature->target.x = xAngle2;
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creature->target.z = zAngle2;
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}
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else if (floorIndex3 && !floorIndex1 && !floorIndex2)
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{
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creature = (CREATURE_INFO*)item->data;
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creature->target.x = xAngle3;
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creature->target.z = zAngle3;
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}
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xDist = creature->target.x - item->pos.xPos;
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zDist = creature->target.z - item->pos.zPos;
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angle = ATAN(zDist, xDist) - item->pos.yRot;
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if (angle > FRONT_ARC || angle < -FRONT_ARC)
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{
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range = (item->speed << W2V_SHIFT) / maximumTurn;
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distance = SQUARE(zDist) + SQUARE(xDist);
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if (distance < SQUARE(range))
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maximumTurn >>= 1;
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}
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if (angle > maximumTurn)
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angle = maximumTurn;
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else if (angle < -maximumTurn)
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angle = -maximumTurn;
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item->pos.yRot += (angle + maximumTurn);
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*/
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return angle;
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}
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|
|
int CreatureAnimation(short itemNumber, short angle, short tilt)
|
|
{
|
|
ITEM_INFO* item;
|
|
CREATURE_INFO* creature;
|
|
LOT_INFO* LOT;
|
|
FLOOR_INFO* floor;
|
|
PHD_VECTOR old;
|
|
int xPos, zPos, x, y, z, ceiling, shiftX, shiftZ, dy;
|
|
short* zone, *bounds;
|
|
short roomNumber, boxHeight, height, nextHeight, nextBox, radius, biffAngle, top;
|
|
|
|
item = &Items[itemNumber];
|
|
if (item->data == NULL)
|
|
return FALSE;
|
|
|
|
creature = (CREATURE_INFO*)item->data;
|
|
LOT = &creature->LOT;
|
|
zone = Zones[LOT->zone][FlipStatus];
|
|
boxHeight = Boxes[item->boxNumber].height;
|
|
old.x = item->pos.xPos;
|
|
old.y = item->pos.yPos;
|
|
old.z = item->pos.zPos;
|
|
|
|
if (!Objects[item->objectNumber].waterCreature)
|
|
{
|
|
roomNumber = item->roomNumber;
|
|
GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
|
|
if (roomNumber != item->roomNumber)
|
|
ItemNewRoom(itemNumber, roomNumber);
|
|
}
|
|
|
|
AnimateItem(item);
|
|
if (item->status == ITEM_DEACTIVATED)
|
|
{
|
|
CreatureDie(itemNumber, FALSE);
|
|
return FALSE;
|
|
}
|
|
|
|
bounds = GetBoundsAccurate(item);
|
|
y = item->pos.yPos + bounds[2];
|
|
|
|
roomNumber = item->roomNumber;
|
|
GetFloor(old.x, y, old.z, &roomNumber);
|
|
floor = GetFloor(item->pos.xPos, y, item->pos.zPos, &roomNumber);
|
|
height = Boxes[floor->box].height;
|
|
nextHeight = 0;
|
|
|
|
if (!Objects[item->objectNumber].nonLot)
|
|
{
|
|
nextBox = LOT->node[floor->box].exitBox;
|
|
}
|
|
else
|
|
{
|
|
floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
|
|
height = Boxes[floor->box].height;
|
|
nextBox = floor->box;
|
|
}
|
|
|
|
if (nextBox == NO_BOX)
|
|
nextHeight = height;
|
|
else
|
|
nextHeight = Boxes[nextBox].height;
|
|
|
|
if (floor->box == NO_BOX || !LOT->isJumping && (LOT->fly == NO_FLYING && zone[item->boxNumber] != zone[floor->box] || boxHeight - height > LOT->step || boxHeight - height < LOT->drop))
|
|
{
|
|
xPos = item->pos.xPos >> WALL_SHIFT;
|
|
zPos = item->pos.zPos >> WALL_SHIFT;
|
|
shiftX = old.x >> WALL_SHIFT;
|
|
shiftZ = old.z >> WALL_SHIFT;
|
|
|
|
if (xPos < shiftX)
|
|
item->pos.xPos = old.x & (~(WALL_SIZE - 1));
|
|
else if (xPos > shiftX)
|
|
item->pos.xPos = old.x | (WALL_SIZE - 1);
|
|
|
|
if (zPos < shiftZ)
|
|
item->pos.zPos = old.z & (~(WALL_SIZE - 1));
|
|
else if (zPos > shiftZ)
|
|
item->pos.zPos = old.z | (WALL_SIZE - 1);
|
|
|
|
floor = GetFloor(item->pos.xPos, y, item->pos.zPos, &roomNumber);
|
|
height = Boxes[floor->box].height;
|
|
if (!Objects[item->objectNumber].nonLot)
|
|
{
|
|
nextHeight = LOT->node[floor->box].exitBox;
|
|
}
|
|
else
|
|
{
|
|
floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
|
|
height = Boxes[floor->box].height;
|
|
nextBox = floor->box;
|
|
}
|
|
|
|
if (nextBox == NO_BOX)
|
|
nextHeight = height;
|
|
else
|
|
nextHeight = Boxes[nextBox].height;
|
|
}
|
|
|
|
x = item->pos.xPos;
|
|
z = item->pos.zPos;
|
|
xPos = x & (WALL_SIZE - 1);
|
|
zPos = z & (WALL_SIZE - 1);
|
|
radius = Objects[item->objectNumber].radius;
|
|
shiftX = 0;
|
|
shiftZ = 0;
|
|
|
|
if (zPos < radius)
|
|
{
|
|
if (BadFloor(x, y, z - radius, height, nextHeight, roomNumber, LOT))
|
|
{
|
|
shiftZ = radius - zPos;
|
|
}
|
|
|
|
if (xPos < radius)
|
|
{
|
|
if (BadFloor(x-radius, y, z, height, nextHeight, roomNumber, LOT))
|
|
{
|
|
shiftX = radius - xPos;
|
|
}
|
|
else if (!shiftZ && BadFloor(x - radius, y, z - radius, height, nextHeight, roomNumber, LOT))
|
|
{
|
|
if (item->pos.yRot > -ANGLE(135) && item->pos.yRot < ANGLE(45))
|
|
shiftZ = radius - zPos;
|
|
else
|
|
shiftX = radius - xPos;
|
|
}
|
|
}
|
|
else if (xPos > WALL_SIZE - radius)
|
|
{
|
|
if (BadFloor(x + radius, y, z, height, nextHeight, roomNumber, LOT))
|
|
{
|
|
shiftX = WALL_SIZE - radius - xPos;
|
|
}
|
|
else if (!shiftZ && BadFloor(x + radius, y, z - radius, height, nextHeight, roomNumber, LOT))
|
|
{
|
|
if (item->pos.yRot > -ANGLE(45) && item->pos.yRot < ANGLE(135))
|
|
shiftZ = radius - zPos;
|
|
else
|
|
shiftX = WALL_SIZE-radius - xPos;
|
|
}
|
|
}
|
|
}
|
|
else if (zPos > WALL_SIZE - radius)
|
|
{
|
|
if (BadFloor(x, y, z + radius, height, nextHeight, roomNumber, LOT))
|
|
shiftZ = WALL_SIZE - radius - zPos;
|
|
|
|
if (xPos < radius)
|
|
{
|
|
if (BadFloor(x - radius, y, z, height, nextHeight, roomNumber, LOT))
|
|
{
|
|
shiftX = radius - xPos;
|
|
}
|
|
else if (!shiftZ && BadFloor(x - radius, y, z + radius, height, nextHeight, roomNumber, LOT))
|
|
{
|
|
if (item->pos.yRot > -ANGLE(45) && item->pos.yRot < ANGLE(135))
|
|
shiftX = radius - xPos;
|
|
else
|
|
shiftZ = WALL_SIZE - radius - zPos;
|
|
}
|
|
}
|
|
else if (xPos > WALL_SIZE - radius)
|
|
{
|
|
if (BadFloor(x + radius, y, z, height, nextHeight, roomNumber, LOT))
|
|
{
|
|
shiftX = WALL_SIZE - radius - xPos;
|
|
}
|
|
else if (!shiftZ && BadFloor(x + radius, y, z + radius, height, nextHeight, roomNumber, LOT))
|
|
{
|
|
if (item->pos.yRot > -ANGLE(135) && item->pos.yRot < ANGLE(45))
|
|
shiftX = WALL_SIZE - radius - xPos;
|
|
else
|
|
shiftZ = WALL_SIZE - radius - zPos;
|
|
}
|
|
}
|
|
}
|
|
else if (xPos < radius)
|
|
{
|
|
if (BadFloor(x - radius, y, z, height, nextHeight, roomNumber, LOT))
|
|
shiftX = radius - xPos;
|
|
}
|
|
else if (xPos > WALL_SIZE - radius)
|
|
{
|
|
if (BadFloor(x + radius, y, z, height, nextHeight, roomNumber, LOT))
|
|
shiftX = WALL_SIZE - radius - xPos;
|
|
}
|
|
|
|
item->pos.xPos += shiftX;
|
|
item->pos.zPos += shiftZ;
|
|
|
|
if (shiftX || shiftZ)
|
|
{
|
|
floor = GetFloor(item->pos.xPos, y, item->pos.zPos, &roomNumber);
|
|
|
|
item->pos.yRot += angle;
|
|
if (tilt)
|
|
CreatureTilt(item, (tilt * 2));
|
|
}
|
|
|
|
if (item->objectNumber != ID_TYRANNOSAUR && item->speed && item->hitPoints > 0)
|
|
biffAngle = CreatureCreature(itemNumber);
|
|
else
|
|
biffAngle = 0;
|
|
|
|
if (biffAngle)
|
|
{
|
|
if (abs(biffAngle) < BIFF_AVOID_TURN)
|
|
item->pos.yRot -= BIFF_AVOID_TURN;
|
|
else if (biffAngle > 0)
|
|
item->pos.yRot -= BIFF_AVOID_TURN;
|
|
else
|
|
item->pos.yRot += BIFF_AVOID_TURN;
|
|
return TRUE;
|
|
}
|
|
|
|
if (LOT->fly != NO_FLYING && item->hitPoints > 0)
|
|
{
|
|
dy = creature->target.y - item->pos.yPos;
|
|
if (dy > LOT->fly)
|
|
dy = LOT->fly;
|
|
else if (dy < -LOT->fly)
|
|
dy = -LOT->fly;
|
|
|
|
height = GetFloorHeight(floor, item->pos.xPos, y, item->pos.zPos);
|
|
if (item->pos.yPos + dy <= height)
|
|
{
|
|
if (Objects[item->objectNumber].waterCreature)
|
|
{
|
|
ceiling = GetCeiling(floor, item->pos.xPos, y, item->pos.zPos);
|
|
|
|
if (item->objectNumber == ID_WHALE)
|
|
top = STEP_SIZE / 2;
|
|
else
|
|
top = bounds[2];
|
|
|
|
if (item->pos.yPos + top + dy < ceiling)
|
|
{
|
|
if (item->pos.yPos + top < ceiling)
|
|
{
|
|
item->pos.xPos = old.x;
|
|
item->pos.zPos = old.z;
|
|
dy = LOT->fly;
|
|
}
|
|
else
|
|
dy = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
floor = GetFloor(item->pos.xPos, y + STEP_SIZE, item->pos.zPos, &roomNumber);
|
|
if (Rooms[roomNumber].flags & (ENV_FLAG_WATER | ENV_FLAG_SWAMP))
|
|
{
|
|
dy = -LOT->fly;
|
|
}
|
|
}
|
|
}
|
|
else if (item->pos.yPos <= height)
|
|
{
|
|
dy = 0;
|
|
item->pos.yPos = height;
|
|
}
|
|
else
|
|
{
|
|
item->pos.xPos = old.x;
|
|
item->pos.zPos = old.z;
|
|
dy = -LOT->fly;
|
|
}
|
|
|
|
item->pos.yPos += dy;
|
|
floor = GetFloor(item->pos.xPos, y, item->pos.zPos, &roomNumber);
|
|
item->floor = GetFloorHeight(floor, item->pos.xPos, y, item->pos.zPos);
|
|
|
|
angle = (item->speed) ? ATAN(item->speed, -dy) : 0;
|
|
if (angle < -ANGLE(20))
|
|
angle = -ANGLE(20);
|
|
else if (angle > ANGLE(20))
|
|
angle = ANGLE(20);
|
|
|
|
if (angle < item->pos.xRot - ANGLE(1))
|
|
item->pos.xRot -= ANGLE(1);
|
|
else if (angle > item->pos.xRot + ANGLE(1))
|
|
item->pos.xRot += ANGLE(1);
|
|
else
|
|
item->pos.xRot = angle;
|
|
}
|
|
else if (LOT->isJumping)
|
|
{
|
|
floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
|
|
int height2 = GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
|
|
item->floor = height2;
|
|
|
|
if (LOT->isMonkeying)
|
|
{
|
|
ceiling = GetCeiling(floor, item->pos.xPos, y, item->pos.zPos);
|
|
item->pos.yPos = ceiling - bounds[2];
|
|
}
|
|
else
|
|
{
|
|
if (item->pos.yPos > item->floor)
|
|
{
|
|
if (item->pos.yPos > item->floor + STEP_SIZE)
|
|
{
|
|
item->pos.xPos = old.x;
|
|
item->pos.yPos = old.y;
|
|
item->pos.zPos = old.z;
|
|
}
|
|
else
|
|
{
|
|
item->pos.yPos = item->floor;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
floor = GetFloor(item->pos.xPos, y, item->pos.zPos, &roomNumber);
|
|
ceiling = GetCeiling(floor, item->pos.xPos, y, item->pos.zPos);
|
|
|
|
if (item->objectNumber == ID_TYRANNOSAUR || item->objectNumber == ID_SHIVA || item->objectNumber == ID_MUTANT2)
|
|
top = STEP_SIZE*3;
|
|
else
|
|
top = bounds[2];
|
|
|
|
if (item->pos.yPos + top < ceiling)
|
|
{
|
|
item->pos.xPos = old.x;
|
|
item->pos.zPos = old.z;
|
|
item->pos.yPos = old.y;
|
|
}
|
|
|
|
floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
|
|
item->floor = GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
|
|
|
|
if (item->pos.yPos > item->floor)
|
|
item->pos.yPos = item->floor;
|
|
else if (item->floor - item->pos.yPos > STEP_SIZE/4)
|
|
item->pos.yPos += STEP_SIZE/4;
|
|
else if (item->pos.yPos < item->floor)
|
|
item->pos.yPos = item->floor;
|
|
|
|
item->pos.xRot = 0;
|
|
}
|
|
|
|
roomNumber = item->roomNumber;
|
|
if (!Objects[item->objectNumber].waterCreature)
|
|
{
|
|
GetFloor(item->pos.xPos, item->pos.yPos - STEP_SIZE*2, item->pos.zPos, &roomNumber);
|
|
|
|
if (Rooms[roomNumber].flags & ENV_FLAG_WATER)
|
|
item->hitPoints = 0;
|
|
}
|
|
|
|
if (item->roomNumber != roomNumber)
|
|
ItemNewRoom(itemNumber, roomNumber);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
void CreatureDie(short itemNumber, int explode)
|
|
{
|
|
ITEM_INFO* item = &Items[itemNumber];
|
|
item->hitPoints = -16384;
|
|
item->collidable = false;
|
|
|
|
if (explode)
|
|
{
|
|
if (Objects[item->objectNumber].hitEffect)
|
|
ExplodingDeath2(itemNumber, ALL_MESHBITS, EXPLODE_HIT_EFFECT);
|
|
else
|
|
ExplodingDeath2(itemNumber, ALL_MESHBITS, EXPLODE_NORMAL);
|
|
|
|
KillItem(itemNumber);
|
|
}
|
|
else
|
|
{
|
|
RemoveActiveItem(itemNumber);
|
|
}
|
|
|
|
DisableBaddieAI(itemNumber);
|
|
item->flags |= IFLAG_KILLED | IFLAG_INVISIBLE;
|
|
DropBaddyPickups(item);
|
|
}
|
|
|
|
int BadFloor(int x, int y, int z, int boxHeight, int nextHeight, short roomNumber, LOT_INFO* LOT)
|
|
{
|
|
FLOOR_INFO* floor;
|
|
int height;
|
|
|
|
floor = GetFloor(x, y, z, &roomNumber);
|
|
if (floor->box == NO_BOX)
|
|
return true;
|
|
|
|
if (LOT->isJumping)
|
|
return false;
|
|
|
|
if (Boxes[floor->box].overlapIndex & LOT->blockMask)
|
|
return true;
|
|
|
|
height = Boxes[floor->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)
|
|
{
|
|
ITEM_INFO* item, *linked;
|
|
OBJECT_INFO* obj;
|
|
ROOM_INFO* r;
|
|
int x, z, xDistance, zDistance, distance = 0;
|
|
short link, radius;
|
|
|
|
item = &Items[itemNumber];
|
|
obj = &Objects[item->objectNumber];
|
|
x = item->pos.xPos;
|
|
z = item->pos.zPos;
|
|
radius = obj->radius;
|
|
|
|
r = &Rooms[item->roomNumber];
|
|
link = r->itemNumber;
|
|
do
|
|
{
|
|
linked = &Items[link];
|
|
|
|
if (link != itemNumber && linked != LaraItem && linked->status == ITEM_ACTIVE && linked->hitPoints > 0)
|
|
{
|
|
xDistance = abs(linked->pos.xPos - x);
|
|
zDistance = abs(linked->pos.zPos - z);
|
|
|
|
if (xDistance > zDistance)
|
|
distance = xDistance + (zDistance >> 1);
|
|
else
|
|
distance = zDistance + (xDistance >> 1);
|
|
|
|
if (distance < radius + Objects[linked->objectNumber].radius)
|
|
return ATAN(linked->pos.zPos - z, linked->pos.xPos - x) - item->pos.yRot;
|
|
}
|
|
|
|
link = linked->nextItem;
|
|
} while (link != NO_ITEM);
|
|
|
|
return 0;
|
|
}
|
|
|
|
int ValidBox(ITEM_INFO* item, short zoneNumber, short boxNumber)
|
|
{
|
|
CREATURE_INFO* creature;
|
|
BOX_INFO* box;
|
|
short* zone;
|
|
|
|
creature = (CREATURE_INFO*)item->data;
|
|
zone = Zones[creature->LOT.zone][FlipStatus];
|
|
if (creature->LOT.fly == NO_FLYING && zone[boxNumber] != zoneNumber)
|
|
return false;
|
|
|
|
box = &Boxes[boxNumber];
|
|
if (box->overlapIndex & creature->LOT.blockMask)
|
|
return false;
|
|
|
|
if ((item->pos.zPos > (box->left << WALL_SHIFT)) && item->pos.zPos < ((box->right << WALL_SHIFT)) &&
|
|
(item->pos.xPos > (box->top << WALL_SHIFT)) && item->pos.xPos < ((box->bottom << WALL_SHIFT)))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
int EscapeBox(ITEM_INFO* item, ITEM_INFO* enemy, short boxNumber)
|
|
{
|
|
BOX_INFO* box = &Boxes[boxNumber];
|
|
int x, z;
|
|
|
|
x = (int(box->top + box->bottom) << (WALL_SHIFT - 1)) - enemy->pos.xPos;
|
|
z = (int(box->left + box->right) << (WALL_SHIFT - 1)) - enemy->pos.zPos;
|
|
|
|
if (x > -ESCAPE_DIST && x < ESCAPE_DIST && z > -ESCAPE_DIST && z < ESCAPE_DIST)
|
|
return false;
|
|
|
|
if (((x > 0) ^ (item->pos.xPos > enemy->pos.xPos)) && ((z > 0) ^ (item->pos.zPos > enemy->pos.zPos)))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void TargetBox(LOT_INFO* LOT, short boxNumber)
|
|
{
|
|
BOX_INFO* box;
|
|
|
|
boxNumber &= NO_BOX;
|
|
box = &Boxes[boxNumber];
|
|
|
|
//LOT->target.x = (((((box->bottom - box->top) - 1) * GetRandomControl()) / 32) + (box->top * 1024)) + 512;
|
|
//LOT->target.z = (((((box->right - box->left) - 1) * GetRandomControl()) / 32) + (box->left * 1024)) + 512;
|
|
LOT->target.x = ((box->top << WALL_SHIFT) + GetRandomControl() * ((box->bottom - box->top) - 1) >> 5) + WALL_SIZE / 2;
|
|
LOT->target.z = ((box->left << WALL_SHIFT) + GetRandomControl() * ((box->right - box->left) - 1) >> 5) + WALL_SIZE / 2;
|
|
LOT->requiredBox = boxNumber;
|
|
|
|
if (LOT->fly == NO_FLYING)
|
|
LOT->target.y = box->height;
|
|
else
|
|
LOT->target.y = box->height - STEPUP_HEIGHT;
|
|
}
|
|
|
|
int UpdateLOT(LOT_INFO* LOT, int depth)
|
|
{
|
|
BOX_NODE* node;
|
|
|
|
if (LOT->requiredBox != NO_BOX && LOT->requiredBox != LOT->targetBox)
|
|
{
|
|
LOT->targetBox = LOT->requiredBox;
|
|
|
|
node = &LOT->node[LOT->targetBox];
|
|
if (node->nextExpansion == NO_BOX && LOT->tail != LOT->targetBox)
|
|
{
|
|
node->nextExpansion = LOT->head;
|
|
|
|
if (LOT->head == NO_BOX)
|
|
LOT->tail = LOT->targetBox;
|
|
|
|
LOT->head = LOT->targetBox;
|
|
}
|
|
|
|
node->searchNumber = ++LOT->searchNumber;
|
|
node->exitBox = NO_BOX;
|
|
}
|
|
|
|
return SearchLOT(LOT, depth);
|
|
}
|
|
|
|
int SearchLOT(LOT_INFO* LOT, int depth)
|
|
{
|
|
BOX_NODE* node, *expand;
|
|
BOX_INFO* box;
|
|
short* zone, index, searchZone, boxNumber, delta;
|
|
bool done;
|
|
|
|
zone = Zones[LOT->zone][FlipStatus];
|
|
searchZone = zone[LOT->head];
|
|
|
|
if (depth <= 0)
|
|
return 1;
|
|
|
|
for (int i = 0; i < depth; i++)
|
|
{
|
|
if (LOT->head == NO_BOX)
|
|
{
|
|
LOT->tail = NO_BOX;
|
|
return FALSE;
|
|
}
|
|
|
|
node = &LOT->node[LOT->head];
|
|
box = &Boxes[LOT->head];
|
|
|
|
index = box->overlapIndex & OVERLAP_INDEX;
|
|
done = false;
|
|
do
|
|
{
|
|
boxNumber = Overlaps[index++];
|
|
if (boxNumber & BOX_END_BIT)
|
|
{
|
|
done = TRUE;
|
|
boxNumber &= BOX_NUMBER;
|
|
}
|
|
|
|
if (LOT->fly == NO_FLYING && searchZone != zone[boxNumber])
|
|
continue;
|
|
|
|
delta = Boxes[boxNumber].height - box->height;
|
|
if (delta > LOT->step || delta < LOT->drop)
|
|
continue;
|
|
|
|
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 (Boxes[boxNumber].overlapIndex & LOT->blockMask)
|
|
{
|
|
expand->searchNumber = node->searchNumber | BLOCKED_SEARCH;
|
|
}
|
|
else
|
|
{
|
|
expand->searchNumber = node->searchNumber;
|
|
expand->exitBox = LOT->head;
|
|
}
|
|
}
|
|
|
|
if (expand->nextExpansion == NO_BOX && boxNumber != LOT->tail)
|
|
{
|
|
LOT->node[LOT->tail].nextExpansion = boxNumber;
|
|
LOT->tail = boxNumber;
|
|
}
|
|
} while (!done);
|
|
|
|
LOT->head = node->nextExpansion;
|
|
node->nextExpansion = NO_BOX;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
int CreatureActive(short itemNumber)
|
|
{
|
|
ITEM_INFO* item = &Items[itemNumber];
|
|
|
|
if (!(item->flags & IFLAG_KILLED) && item->status & ITEM_INVISIBLE)
|
|
{
|
|
if (!EnableBaddieAI(itemNumber, FALSE))
|
|
return FALSE;
|
|
item->status = ITEM_ACTIVE;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
void InitialiseCreature(short itemNumber)
|
|
{
|
|
ClearItem(itemNumber);
|
|
}
|
|
|
|
int StalkBox(ITEM_INFO* item, ITEM_INFO* enemy, short boxNumber)
|
|
{
|
|
if (enemy == NULL)
|
|
return FALSE;
|
|
|
|
BOX_INFO* box;
|
|
int x, z, xrange, zrange;
|
|
int enemyQuad, boxQuad, baddieQuad;
|
|
|
|
box = &Boxes[boxNumber];
|
|
|
|
xrange = STALK_DIST + ((box->bottom - box->top + 3) << WALL_SHIFT);
|
|
zrange = STALK_DIST + ((box->right - box->left + 3) << WALL_SHIFT);
|
|
x = ((box->top + box->bottom) << (WALL_SHIFT - 1)) - enemy->pos.xPos;
|
|
z = ((box->left + box->right) << (WALL_SHIFT - 1)) - enemy->pos.zPos;
|
|
|
|
if (x > xrange || x < -xrange || z > zrange || z < -zrange)
|
|
return FALSE;
|
|
|
|
enemyQuad = (enemy->pos.yRot >> W2V_SHIFT) + 2;
|
|
|
|
// boxQuad = (z <= 0 ? (x <= 0 ? 0 : 3) : (x > 0) + 1);
|
|
if (z > 0)
|
|
boxQuad = (x > 0) ? 2 : 1;
|
|
else
|
|
boxQuad = (x > 0) ? 3 : 0;
|
|
|
|
if (enemyQuad == boxQuad)
|
|
return FALSE;
|
|
|
|
baddieQuad = 0;
|
|
if (item->pos.zPos > enemy->pos.zPos)
|
|
baddieQuad = (item->pos.xPos > enemy->pos.xPos) ? 2 : 1;
|
|
else
|
|
baddieQuad = (item->pos.xPos > enemy->pos.xPos) ? 3 : 0;
|
|
|
|
if (enemyQuad == baddieQuad && abs(enemyQuad - boxQuad) == 2)
|
|
return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
int CreatureVault(short itemNum, short angle, int vault, int shift)
|
|
{
|
|
ITEM_INFO* item = &Items[itemNum];
|
|
int xBlock, zBlock, y, newXblock, newZblock;
|
|
short roomNumber;
|
|
|
|
xBlock = item->pos.xPos >> WALL_SHIFT;
|
|
zBlock = item->pos.zPos >> WALL_SHIFT;
|
|
y = item->pos.yPos;
|
|
roomNumber = item->roomNumber;
|
|
|
|
CreatureAnimation(itemNum, angle, 0);
|
|
|
|
if (item->floor > y + CHECK_CLICK(7))
|
|
vault = -4;
|
|
else if (item->floor > y + CHECK_CLICK(5))
|
|
vault = -3;
|
|
else if (item->floor > y + CHECK_CLICK(3) && item->objectNumber != ID_BADDY1 && item->objectNumber != ID_BADDY2) // Baddy 1&2 don't have some climb down animations
|
|
vault = -2;
|
|
else if (item->pos.yPos > y - CHECK_CLICK(3))
|
|
return 0;
|
|
else if (item->pos.yPos > y - CHECK_CLICK(5))
|
|
vault = 2;
|
|
else if (item->pos.yPos > y - CHECK_CLICK(7))
|
|
vault = 3;
|
|
else
|
|
vault = 4;
|
|
|
|
newXblock = item->pos.xPos >> WALL_SHIFT;
|
|
newZblock = item->pos.zPos >> WALL_SHIFT;
|
|
|
|
if (zBlock == newZblock)
|
|
{
|
|
if (xBlock == newXblock)
|
|
return 0;
|
|
|
|
if (xBlock < newXblock)
|
|
{
|
|
item->pos.xPos = (newXblock << WALL_SHIFT) - shift;
|
|
item->pos.yRot = ANGLE(90);
|
|
}
|
|
else
|
|
{
|
|
item->pos.xPos = (xBlock << WALL_SHIFT) + shift;
|
|
item->pos.yRot = -ANGLE(90);
|
|
}
|
|
}
|
|
else if (xBlock == newXblock)
|
|
{
|
|
if (zBlock < newZblock)
|
|
{
|
|
item->pos.zPos = (newZblock << WALL_SHIFT) - shift;
|
|
item->pos.yRot = 0;
|
|
}
|
|
else
|
|
{
|
|
item->pos.zPos = (zBlock << WALL_SHIFT) + shift;
|
|
item->pos.yRot = -ANGLE(180);
|
|
}
|
|
}
|
|
|
|
item->pos.yPos = item->floor = y;
|
|
if (roomNumber != item->roomNumber)
|
|
ItemNewRoom(itemNum, roomNumber);
|
|
|
|
return vault;
|
|
}
|
|
|
|
void GetAITarget(CREATURE_INFO* creature)
|
|
{
|
|
#define GET_REACHED_GOAL abs(enemy->pos.xPos - item->pos.xPos) < REACHED_GOAL_RADIUS &&\
|
|
abs(enemy->pos.zPos - item->pos.zPos) < REACHED_GOAL_RADIUS &&\
|
|
abs(enemy->pos.yPos - item->pos.yPos) < REACHED_GOAL_RADIUS
|
|
|
|
ITEM_INFO* enemy;
|
|
ITEM_INFO* item;
|
|
ITEM_INFO* targetItem;
|
|
FLOOR_INFO* floor;
|
|
int i;
|
|
short enemyObjectNumber;
|
|
|
|
enemy = creature->enemy;
|
|
|
|
if (enemy)
|
|
enemyObjectNumber = enemy->objectNumber;
|
|
else
|
|
enemyObjectNumber = NO_ITEM;
|
|
|
|
item = &Items[creature->itemNum];
|
|
|
|
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;
|
|
item->itemFlags[3] = (item->TOSSPAD & 0xFF);
|
|
}
|
|
}
|
|
else if (!creature->patrol2 && enemyObjectNumber != ID_AI_PATROL1)
|
|
{
|
|
FindAITargetObject(creature, ID_AI_PATROL1);
|
|
}
|
|
else if (creature->patrol2 && enemyObjectNumber != ID_AI_PATROL2)
|
|
{
|
|
FindAITargetObject(creature, ID_AI_PATROL2);
|
|
}
|
|
else if (GET_REACHED_GOAL || Objects[item->objectNumber].waterCreature)
|
|
{
|
|
floor = GetFloor(enemy->pos.xPos, enemy->pos.yPos, enemy->pos.zPos, &(enemy->roomNumber));
|
|
GetFloorHeight(floor, enemy->pos.xPos, enemy->pos.yPos, enemy->pos.zPos);
|
|
TestTriggers(TriggerIndex, TRUE, 0);
|
|
creature->patrol2 = ~creature->patrol2;
|
|
}
|
|
}
|
|
else if (item->aiBits & AMBUSH)
|
|
{
|
|
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 (GET_REACHED_GOAL)
|
|
{
|
|
floor = GetFloor(enemy->pos.xPos, enemy->pos.yPos, enemy->pos.zPos, &(enemy->roomNumber));
|
|
GetFloorHeight(floor, enemy->pos.xPos, enemy->pos.yPos, enemy->pos.zPos);
|
|
TestTriggers(TriggerIndex, TRUE, 0);
|
|
|
|
creature->reachedGoal = true;
|
|
creature->enemy = LaraItem;
|
|
item->aiBits &= ~(AMBUSH|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 (GET_REACHED_GOAL)
|
|
{
|
|
creature->reachedGoal = true;
|
|
item->aiBits &= ~FOLLOW;
|
|
}
|
|
}
|
|
else if (item->objectNumber == ID_MONKEY && item->carriedItem == NO_ITEM)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
#undef GET_REACHED_GOAL
|
|
}
|
|
|
|
// tr3 old way..
|
|
void FindAITarget(CREATURE_INFO* creature, short objectNumber)
|
|
{
|
|
ITEM_INFO* item = &Items[creature->itemNum];
|
|
ITEM_INFO* targetItem;
|
|
int i;
|
|
|
|
for (i = 0, targetItem = &Items[0]; i < LevelItems; i++, targetItem++)
|
|
{
|
|
if (targetItem->objectNumber == objectNumber && targetItem->roomNumber != NO_ROOM)
|
|
{
|
|
if (SameZone(creature, targetItem) && targetItem->pos.yRot == item->itemFlags[3])
|
|
{
|
|
creature->enemy = targetItem;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FindAITargetObject(CREATURE_INFO* creature, short objectNumber)
|
|
{
|
|
ITEM_INFO* item = &Items[creature->itemNum];
|
|
|
|
if (nAIObjects > 0)
|
|
{
|
|
AIOBJECT* foundObject = NULL;
|
|
|
|
for (int i = 0; i < nAIObjects; i++)
|
|
{
|
|
AIOBJECT* aiObject = &AIObjects[i];
|
|
|
|
if (aiObject->objectNumber == objectNumber && aiObject->triggerFlags == item->itemFlags[3] && aiObject->roomNumber != 255)
|
|
{
|
|
short* zone = Zones[creature->LOT.zone][FlipStatus];
|
|
|
|
ROOM_INFO* r = &Rooms[item->roomNumber];
|
|
item->boxNumber = XZ_GET_SECTOR(r, item->pos.xPos - r->x, item->pos.zPos - r->z).box & 0x7FF;
|
|
|
|
r = &Rooms[aiObject->roomNumber];
|
|
aiObject->boxNumber = XZ_GET_SECTOR(r, aiObject->x - r->x, aiObject->z - r->z).box & 0x7FF;
|
|
|
|
if (zone[item->boxNumber] == zone[aiObject->boxNumber])
|
|
{
|
|
foundObject = aiObject;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (foundObject != NULL)
|
|
{
|
|
ITEM_INFO* aiItem = &creature->aiTarget;
|
|
|
|
creature->enemy = aiItem;
|
|
|
|
aiItem->objectNumber = foundObject->objectNumber;
|
|
aiItem->roomNumber = foundObject->roomNumber;
|
|
aiItem->pos.xPos = foundObject->x;
|
|
aiItem->pos.yPos = foundObject->y;
|
|
aiItem->pos.zPos = foundObject->z;
|
|
aiItem->pos.yRot = foundObject->yRot;
|
|
aiItem->flags = foundObject->flags;
|
|
aiItem->triggerFlags = foundObject->triggerFlags;
|
|
aiItem->boxNumber = foundObject->boxNumber;
|
|
|
|
if (!(creature->aiTarget.flags & 0x20))
|
|
{
|
|
creature->aiTarget.pos.xPos += SIN(creature->aiTarget.pos.yRot) >> 4;
|
|
creature->aiTarget.pos.zPos += COS(creature->aiTarget.pos.yRot) >> 4;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CreatureAIInfo(ITEM_INFO* item, AI_INFO* info)
|
|
{
|
|
if (item->data == NULL)
|
|
return;
|
|
|
|
CREATURE_INFO* creature;
|
|
ITEM_INFO* enemy;
|
|
OBJECT_INFO* obj;
|
|
ROOM_INFO* r;
|
|
short* zone, angle;
|
|
int x, y, z;
|
|
|
|
creature = (CREATURE_INFO*)item->data;
|
|
obj = &Objects[item->objectNumber];
|
|
|
|
enemy = creature->enemy;
|
|
if (!enemy)
|
|
{
|
|
enemy = LaraItem;
|
|
creature->enemy = LaraItem;
|
|
}
|
|
|
|
zone = Zones[creature->LOT.zone][FlipStatus];
|
|
|
|
r = &Rooms[item->roomNumber];
|
|
item->boxNumber = XZ_GET_SECTOR(r, item->pos.xPos - r->x, item->pos.zPos - r->z).box & BOX_NUMBER;
|
|
info->zoneNumber = zone[item->boxNumber];
|
|
|
|
r = &Rooms[enemy->roomNumber];
|
|
enemy->boxNumber = XZ_GET_SECTOR(r, enemy->pos.xPos - r->x, enemy->pos.zPos - r->z).box & BOX_NUMBER;
|
|
info->enemyZone = zone[enemy->boxNumber];
|
|
|
|
if (!obj->nonLot)
|
|
{
|
|
if (Boxes[enemy->boxNumber].overlapIndex & creature->LOT.blockMask)
|
|
info->enemyZone |= BLOCKED;
|
|
else if (creature->LOT.node[item->boxNumber].searchNumber == (creature->LOT.searchNumber | BLOCKED_SEARCH))
|
|
info->enemyZone |= BLOCKED;
|
|
}
|
|
|
|
if (enemy == LaraItem)
|
|
{
|
|
x = (enemy->pos.xPos + (enemy->speed * PREDICTIVE_SCALE_FACTOR * SIN(Lara.moveAngle) >> W2V_SHIFT)) - (item->pos.xPos + (obj->pivotLength * SIN(item->pos.yRot) >> W2V_SHIFT));
|
|
z = (enemy->pos.zPos + (enemy->speed * PREDICTIVE_SCALE_FACTOR * COS(Lara.moveAngle) >> W2V_SHIFT)) - (item->pos.zPos + (obj->pivotLength * COS(item->pos.yRot) >> W2V_SHIFT));
|
|
}
|
|
else
|
|
{
|
|
x = (enemy->pos.xPos + (enemy->speed * PREDICTIVE_SCALE_FACTOR * SIN(enemy->pos.yRot) >> W2V_SHIFT)) - (item->pos.xPos + (obj->pivotLength * SIN(item->pos.yRot) >> W2V_SHIFT));
|
|
z = (enemy->pos.zPos + (enemy->speed * PREDICTIVE_SCALE_FACTOR * COS(enemy->pos.yRot) >> W2V_SHIFT)) - (item->pos.zPos + (obj->pivotLength * COS(item->pos.yRot) >> W2V_SHIFT));
|
|
}
|
|
|
|
y = item->pos.yPos - enemy->pos.yPos;
|
|
angle = ATAN(z, x);
|
|
|
|
if (x > 32000 || x < -32000 || z > 32000 || z < -32000)
|
|
{
|
|
info->distance = 0x7FFFFFFF;
|
|
}
|
|
else
|
|
{
|
|
if (creature->enemy)
|
|
info->distance = SQUARE(x) + SQUARE(z);
|
|
else
|
|
info->distance = 0x7FFFFFFF;
|
|
}
|
|
|
|
info->angle = angle - item->pos.yRot;
|
|
info->enemyFacing = ANGLE(180) + angle - enemy->pos.yRot;
|
|
|
|
x = abs(x);
|
|
z = abs(z);
|
|
|
|
if (enemy == LaraItem)
|
|
{
|
|
short laraState = LaraItem->currentAnimState;
|
|
if (laraState == STATE_LARA_CROUCH_IDLE ||
|
|
laraState == STATE_LARA_CROUCH_TURN_LEFT ||
|
|
laraState == STATE_LARA_CROUCH_TURN_RIGHT ||
|
|
laraState == STATE_LARA_CROUCH_ROLL ||
|
|
laraState <= STATE_LARA_MONKEYSWING_TURNAROUND ||
|
|
laraState >= STATE_LARA_CLIMB_TO_CRAWL)
|
|
{
|
|
y -= STEPUP_HEIGHT;
|
|
}
|
|
}
|
|
|
|
if (x > z)
|
|
info->xAngle = ATAN(x + (z >> 1), y);
|
|
else
|
|
info->xAngle = ATAN(z + (x >> 1), y);
|
|
|
|
info->ahead = (info->angle > -FRONT_ARC && info->angle < FRONT_ARC);
|
|
info->bite = (info->ahead && enemy->hitPoints > 0 && abs(enemy->pos.yPos - item->pos.yPos) <= (STEP_SIZE*2));
|
|
}
|
|
|
|
void CreatureMood(ITEM_INFO* item, AI_INFO* info, int violent)
|
|
{
|
|
if (item->data == NULL)
|
|
return;
|
|
|
|
CREATURE_INFO* creature;
|
|
ITEM_INFO* enemy;
|
|
LOT_INFO* LOT;
|
|
short boxNumber, startBox, overlapIndex, nextBox;
|
|
short* bounds;
|
|
|
|
creature = (CREATURE_INFO*)item->data;
|
|
enemy = creature->enemy;
|
|
LOT = &creature->LOT;
|
|
|
|
switch (creature->mood)
|
|
{
|
|
case BORED_MOOD:
|
|
boxNumber = LOT->node[GetRandomControl() * LOT->zoneCount >> NODE_SHIFT].boxNumber;
|
|
if (ValidBox(item, info->zoneNumber, boxNumber))
|
|
{
|
|
if (StalkBox(item, enemy, boxNumber) && enemy->hitPoints > 0 && creature->enemy)
|
|
{
|
|
TargetBox(LOT, boxNumber);
|
|
creature->mood = BORED_MOOD;
|
|
}
|
|
else if (LOT->requiredBox == NO_BOX)
|
|
{
|
|
TargetBox(LOT, boxNumber);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case ATTACK_MOOD:
|
|
LOT->target.x = enemy->pos.xPos;
|
|
LOT->target.y = enemy->pos.yPos;
|
|
LOT->target.z = enemy->pos.zPos;
|
|
LOT->requiredBox = enemy->boxNumber;
|
|
|
|
if (LOT->fly != NO_FLYING && Lara.waterStatus == LW_ABOVE_WATER)
|
|
{
|
|
bounds = GetBestFrame(enemy);
|
|
LOT->target.y += bounds[2];
|
|
}
|
|
break;
|
|
|
|
case ESCAPE_MOOD:
|
|
boxNumber = LOT->node[GetRandomControl() * LOT->zoneCount >> NODE_SHIFT].boxNumber;
|
|
if (ValidBox(item, info->zoneNumber, boxNumber))
|
|
{
|
|
if (EscapeBox(item, enemy, boxNumber))
|
|
{
|
|
TargetBox(LOT, boxNumber);
|
|
}
|
|
else if (info->zoneNumber == info->enemyZone && StalkBox(item, enemy, boxNumber) && !violent)
|
|
{
|
|
TargetBox(LOT, boxNumber);
|
|
creature->mood = STALK_MOOD;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case STALK_MOOD:
|
|
if (LOT->requiredBox == NO_BOX || !StalkBox(item, enemy, LOT->requiredBox))
|
|
{
|
|
boxNumber = LOT->node[GetRandomControl() * LOT->zoneCount >> NODE_SHIFT].boxNumber;
|
|
if (ValidBox(item, info->zoneNumber, boxNumber))
|
|
{
|
|
if (StalkBox(item, enemy, boxNumber))
|
|
{
|
|
TargetBox(LOT, boxNumber);
|
|
}
|
|
else if (LOT->requiredBox == NO_BOX)
|
|
{
|
|
TargetBox(LOT, boxNumber);
|
|
if (info->zoneNumber != info->enemyZone)
|
|
creature->mood = BORED_MOOD;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (LOT->targetBox == NO_BOX)
|
|
TargetBox(LOT, item->boxNumber);
|
|
|
|
creature->jumpAhead = false;
|
|
creature->monkeyAhead = false;
|
|
|
|
startBox = LOT->node[item->boxNumber].exitBox;
|
|
if (startBox != NO_BOX)
|
|
{
|
|
overlapIndex = Boxes[startBox].overlapIndex & OVERLAP_INDEX;
|
|
nextBox = 0;
|
|
do
|
|
{
|
|
overlapIndex++;
|
|
nextBox = Overlaps[overlapIndex];
|
|
} while (nextBox != NO_BOX && ((nextBox & BOX_END_BIT) == FALSE) && ((nextBox & BOX_NUMBER) != startBox));
|
|
|
|
if ((nextBox & BOX_NUMBER) == startBox)
|
|
{
|
|
if (nextBox & BOX_JUMP)
|
|
creature->jumpAhead = true;
|
|
if (nextBox & BOX_MONKEY)
|
|
creature->monkeyAhead = true;
|
|
}
|
|
}
|
|
|
|
Unk_00EEFB6C = CalculateTarget(&creature->target, item, &creature->LOT);
|
|
}
|
|
|
|
void GetCreatureMood(ITEM_INFO* item, AI_INFO* info, int isViolent)
|
|
{
|
|
if (item->data == NULL)
|
|
return;
|
|
|
|
CREATURE_INFO* creature;
|
|
LOT_INFO* LOT;
|
|
ITEM_INFO* enemy;
|
|
MOOD_TYPE mood;
|
|
|
|
creature = (CREATURE_INFO*)item->data;
|
|
enemy = creature->enemy;
|
|
LOT = &creature->LOT;
|
|
|
|
if (creature->LOT.node[item->boxNumber].searchNumber == (creature->LOT.searchNumber | BLOCKED_SEARCH))
|
|
creature->LOT.requiredBox = NO_BOX;
|
|
|
|
if (creature->mood != ATTACK_MOOD && creature->LOT.requiredBox != NO_BOX)
|
|
{
|
|
if (!ValidBox(item, info->zoneNumber, creature->LOT.targetBox))
|
|
{
|
|
if (info->zoneNumber == info->enemyZone)
|
|
creature->mood = BORED_MOOD;
|
|
creature->LOT.requiredBox = NO_BOX;
|
|
}
|
|
}
|
|
|
|
mood = creature->mood;
|
|
if (!enemy)
|
|
{
|
|
creature->mood = BORED_MOOD;
|
|
enemy = LaraItem;
|
|
}
|
|
else if (enemy->hitPoints <= 0 && enemy == LaraItem)
|
|
{
|
|
creature->mood = BORED_MOOD;
|
|
}
|
|
else if (isViolent)
|
|
{
|
|
switch (creature->mood)
|
|
{
|
|
case BORED_MOOD:
|
|
case STALK_MOOD:
|
|
if (info->zoneNumber == info->enemyZone)
|
|
creature->mood = ATTACK_MOOD;
|
|
else if (item->hitStatus)
|
|
creature->mood = ESCAPE_MOOD;
|
|
break;
|
|
|
|
case ATTACK_MOOD:
|
|
if (info->zoneNumber != info->enemyZone)
|
|
creature->mood = BORED_MOOD;
|
|
break;
|
|
|
|
case ESCAPE_MOOD:
|
|
if (info->zoneNumber == info->enemyZone)
|
|
creature->mood = ATTACK_MOOD;
|
|
break;
|
|
}
|
|
}
|
|
else if (!isViolent)
|
|
{
|
|
switch (creature->mood)
|
|
{
|
|
case BORED_MOOD:
|
|
case STALK_MOOD:
|
|
if (creature->alerted && info->zoneNumber != info->enemyZone)
|
|
{
|
|
if (info->distance > 3072)
|
|
creature->mood = STALK_MOOD;
|
|
else
|
|
creature->mood = BORED_MOOD;
|
|
}
|
|
else if (info->zoneNumber == info->enemyZone)
|
|
{
|
|
if (info->distance < ATTACK_RANGE || (creature->mood == STALK_MOOD && LOT->requiredBox == NO_BOX))
|
|
creature->mood = ATTACK_MOOD;
|
|
else
|
|
creature->mood = STALK_MOOD;
|
|
}
|
|
break;
|
|
|
|
case ATTACK_MOOD:
|
|
if (item->hitStatus && (GetRandomControl() < ESCAPE_CHANCE || info->zoneNumber != info->enemyZone))
|
|
creature->mood = STALK_MOOD;
|
|
else if (info->zoneNumber != info->enemyZone && info->distance > (WALL_SIZE*6))
|
|
creature->mood = BORED_MOOD;
|
|
break;
|
|
|
|
case ESCAPE_MOOD:
|
|
if (info->zoneNumber == info->enemyZone && GetRandomControl() < RECOVER_CHANCE)
|
|
creature->mood = STALK_MOOD;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (mood != creature->mood)
|
|
{
|
|
if (mood == ATTACK_MOOD)
|
|
TargetBox(LOT, LOT->targetBox);
|
|
LOT->requiredBox = NO_BOX;
|
|
}
|
|
}
|
|
|
|
TARGET_TYPE CalculateTarget(PHD_VECTOR* target, ITEM_INFO* item, LOT_INFO* LOT)
|
|
{
|
|
BOX_INFO* box;
|
|
int boxLeft, boxRight, boxTop, boxBottom;
|
|
int left, top, right, bottom;
|
|
int direction;
|
|
short boxNumber;
|
|
|
|
UpdateLOT(LOT, 5);
|
|
|
|
target->x = item->pos.xPos;
|
|
target->y = item->pos.yPos;
|
|
target->z = item->pos.zPos;
|
|
|
|
boxNumber = item->boxNumber;
|
|
if (boxNumber == NO_BOX)
|
|
return TARGET_TYPE::NO_TARGET;
|
|
|
|
box = &Boxes[boxNumber];
|
|
boxLeft = ((int)box->left << WALL_SHIFT);
|
|
boxRight = ((int)box->right << WALL_SHIFT) - 1;
|
|
boxTop = ((int)box->top << WALL_SHIFT);
|
|
boxBottom = ((int)box->bottom << WALL_SHIFT) - 1;
|
|
left = boxLeft;
|
|
right = boxRight;
|
|
top = boxTop;
|
|
bottom = boxBottom;
|
|
direction = ALL_CLIP;
|
|
|
|
do
|
|
{
|
|
box = &Boxes[boxNumber];
|
|
|
|
if (LOT->fly == NO_FLYING)
|
|
{
|
|
if (target->y > box->height)
|
|
target->y = box->height;
|
|
}
|
|
else
|
|
{
|
|
if (target->y > box->height - WALL_SIZE)
|
|
target->y = box->height - WALL_SIZE;
|
|
}
|
|
|
|
boxLeft = ((int)box->left << WALL_SHIFT);
|
|
boxRight = ((int)box->right << WALL_SHIFT) - 1;
|
|
boxTop = ((int)box->top << WALL_SHIFT);
|
|
boxBottom = ((int)box->bottom << WALL_SHIFT) - 1;
|
|
|
|
if (item->pos.zPos >= boxLeft && item->pos.zPos <= boxRight &&
|
|
item->pos.xPos >= boxTop && item->pos.xPos <= boxBottom)
|
|
{
|
|
left = boxLeft;
|
|
right = boxRight;
|
|
top = boxTop;
|
|
bottom = boxBottom;
|
|
}
|
|
else
|
|
{
|
|
if (item->pos.zPos < boxLeft)
|
|
{
|
|
if ((direction & CLIP_LEFT) && item->pos.xPos >= boxTop && item->pos.xPos <= boxBottom)
|
|
{
|
|
if (target->z < boxLeft + 512)
|
|
target->z = boxLeft + 512;
|
|
|
|
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 - 512;
|
|
if (direction != ALL_CLIP)
|
|
return TARGET_TYPE::SECONDARY_TARGET;
|
|
|
|
direction |= SECONDARY_CLIP;
|
|
}
|
|
}
|
|
else if (item->pos.zPos > boxRight)
|
|
{
|
|
if ((direction & CLIP_RIGHT) && item->pos.xPos >= boxTop && item->pos.xPos <= boxBottom)
|
|
{
|
|
if (target->z > boxRight - 512)
|
|
target->z = boxRight - 512;
|
|
|
|
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 + 512;
|
|
if (direction != ALL_CLIP)
|
|
return TARGET_TYPE::SECONDARY_TARGET;
|
|
|
|
direction |= SECONDARY_CLIP;
|
|
}
|
|
}
|
|
|
|
if (item->pos.xPos < boxTop)
|
|
{
|
|
if ((direction & CLIP_TOP) && item->pos.zPos >= boxLeft && item->pos.zPos <= boxRight)
|
|
{
|
|
if (target->x < boxTop + 512)
|
|
target->x = boxTop + 512;
|
|
|
|
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 - 512;
|
|
if (direction != ALL_CLIP)
|
|
return TARGET_TYPE::SECONDARY_TARGET;
|
|
|
|
direction |= SECONDARY_CLIP;
|
|
}
|
|
}
|
|
else if (item->pos.xPos > boxBottom)
|
|
{
|
|
if ((direction & CLIP_BOTTOM) && item->pos.zPos >= boxLeft && item->pos.zPos <= boxRight)
|
|
{
|
|
if (target->x > boxBottom - 512)
|
|
target->x = boxBottom - 512;
|
|
|
|
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 + 512;
|
|
if (direction != ALL_CLIP)
|
|
return TARGET_TYPE::SECONDARY_TARGET;
|
|
|
|
direction |= 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 + 512)
|
|
target->z = boxLeft + 512;
|
|
else if (target->z > boxRight - 512)
|
|
target->z = boxRight - 512;
|
|
}
|
|
|
|
if (direction & (CLIP_TOP | CLIP_BOTTOM))
|
|
target->x = LOT->target.x;
|
|
else if (!(direction & SECONDARY_CLIP))
|
|
{
|
|
if (target->x < boxTop + 512)
|
|
target->x = boxTop + 512;
|
|
else if (target->x > boxBottom - 512)
|
|
target->x = boxBottom - 512;
|
|
}
|
|
|
|
target->y = LOT->target.y;
|
|
|
|
return TARGET_TYPE::PRIME_TARGET;
|
|
}
|
|
|
|
boxNumber = LOT->node[boxNumber].exitBox;
|
|
if (boxNumber != NO_BOX && (Boxes[boxNumber].overlapIndex & LOT->blockMask))
|
|
break;
|
|
} while (boxNumber != NO_BOX);
|
|
|
|
if (direction & (CLIP_LEFT | CLIP_RIGHT))
|
|
{
|
|
target->z = boxLeft + WALL_SIZE / 2 + (GetRandomControl() * (boxRight - boxLeft - WALL_SIZE) >> 15);
|
|
}
|
|
else if (!(direction & SECONDARY_CLIP))
|
|
{
|
|
if (target->z < boxLeft + 512)
|
|
target->z = boxLeft + 512;
|
|
else if (target->z > boxRight - 512)
|
|
target->z = boxRight - 512;
|
|
}
|
|
|
|
if (direction & (CLIP_TOP | CLIP_BOTTOM))
|
|
{
|
|
target->x = boxTop + WALL_SIZE / 2 + (GetRandomControl() * (boxBottom - boxTop - WALL_SIZE) >> 15);
|
|
}
|
|
else if (!(direction & SECONDARY_CLIP))
|
|
{
|
|
if (target->x < boxTop + 512)
|
|
target->x = boxTop + 512;
|
|
else if (target->x > boxBottom - 512)
|
|
target->x = boxBottom - 512;
|
|
}
|
|
|
|
if (LOT->fly == NO_FLYING)
|
|
target->y = box->height;
|
|
else
|
|
target->y = box->height - STEPUP_HEIGHT;
|
|
|
|
return TARGET_TYPE::NO_TARGET;
|
|
}
|
|
|
|
void AdjustStopperFlag(ITEM_INFO* item, int dir, int set)
|
|
{
|
|
int x = item->pos.xPos;
|
|
int z = item->pos.zPos;
|
|
|
|
ROOM_INFO* r = &Rooms[item->roomNumber];
|
|
|
|
FLOOR_INFO* floor = &XZ_GET_SECTOR(r, x - r->x, z - r->z);
|
|
floor->stopper = set;
|
|
|
|
x = item->pos.xPos + ((1024 * SIN(dir)) >> W2V_SHIFT);
|
|
z = item->pos.zPos + ((1024 * COS(dir)) >> W2V_SHIFT);
|
|
|
|
short roomNumber = item->roomNumber;
|
|
GetFloor(x, item->pos.yPos, z, &roomNumber);
|
|
r = &Rooms[roomNumber];
|
|
|
|
floor = &XZ_GET_SECTOR(r, x - r->x, z - r->z);
|
|
floor->stopper = set;
|
|
}
|
|
|
|
void Inject_Box()
|
|
{
|
|
INJECT(0x0040B5D0, CreatureVault);
|
|
INJECT(0x00408FD0, ValidBox);
|
|
INJECT(0x00408E20, TargetBox);
|
|
INJECT(0x00409770, StalkBox);
|
|
INJECT(0x00408EF0, EscapeBox);
|
|
INJECT(0x0040C2D0, SameZone);
|
|
INJECT(0x0040B820, CreatureKill);
|
|
INJECT(0x00409FB0, BadFloor);
|
|
INJECT(0x0040B550, CreatureEffect2);
|
|
INJECT(0x0040B4D0, CreatureEffect);
|
|
INJECT(0x0040C5A0, DropBaddyPickups);
|
|
INJECT(0x0040A090, CreatureDie);
|
|
INJECT(0x0040B240, CreatureJoint);
|
|
INJECT(0x0040B1B0, CreatureTilt);
|
|
INJECT(0x00409E20, CreatureCreature);
|
|
INJECT(0x00408630, CreatureActive);
|
|
//INJECT(0x0040AE90, CreatureTurn);
|
|
INJECT(0x0040C460, MoveCreature3DPos);
|
|
INJECT(0x004086C0, CreatureAIInfo);
|
|
INJECT(0x00409370, CreatureMood);
|
|
INJECT(0x004090A0, GetCreatureMood);
|
|
INJECT(0x0040BB10, AlertNearbyGuards);
|
|
INJECT(0x0040BA70, AlertAllGuards);
|
|
INJECT(0x00408B00, UpdateLOT);
|
|
INJECT(0x0040B400, CreatureUnderwater);
|
|
INJECT(0x0040B2C0, CreatureFloat);
|
|
INJECT(0x004098B0, CalculateTarget);
|
|
INJECT(0x0040A1D0, CreatureAnimation);
|
|
INJECT(0x00408550, InitialiseCreature);
|
|
INJECT(0x0040C070, FindAITargetObject);
|
|
INJECT(0x0040BBE0, AIGuard);
|
|
INJECT(0x0040BCC0, GetAITarget);
|
|
} |