TombEngine/TR5Main/Objects/TR1/tr1_pierre.cpp
2020-04-12 06:50:43 +02:00

233 lines
No EOL
5.7 KiB
C++

#include "../newobjects.h"
#include "../../Game/items.h"
#include "../../Game/Box.h"
#include "../../Game/people.h"
#include "../../Game/lot.h"
#include "../../specific/setup.h"
#include "..\..\Game\camera.h"
enum PIERRE_STATE {
PEOPLE_EMPTY, PEOPLE_STOP, PEOPLE_WALK, PEOPLE_RUN, PEOPLE_AIM,
PEOPLE_DEATH, PEOPLE_POSE, PEOPLE_SHOOT
};
#define PIERRE_DIE_ANIM 12
#define PIERRE_WIMP_CHANCE 0x2000
#define PIERRE_RUN_HITPOINTS 40
#define PIERRE_DISAPPEAR 10
#define PEOPLE_WALK_TURN ANGLE(3)
#define PEOPLE_RUN_TURN ANGLE(6)
#define PEOPLE_POSE_CHANCE 0x60
#define PEOPLE_WALK_RANGE SQUARE(WALL_SIZE*3)
#define PEOPLE_SHOT_DAMAGE 50
BITE_INFO pierre_gun1 = { 60, 200, 0, 11 };
BITE_INFO pierre_gun2 = { -57, 200, 0, 14 };
short pierre_item;
void Tr1PierreControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item;
CREATURE_INFO* people;
short angle, head, tilt;
AI_INFO info;
GAME_VECTOR start, end;
item = &Items[itemNum];
/* Avoid packs of Pierre's */
if (pierre_item != NO_ITEM)
{
if (pierre_item != itemNum)
{
/* Don't kill the one true Pierre */
if (item->flags & ONESHOT)
KillItem(pierre_item);
else
KillItem(itemNum);
}
}
else
{
pierre_item = itemNum;
}
people = (CREATURE_INFO*)item->data;
head = angle = tilt = 0;
/* If not ONESHOT, death cannot happen, but Pierre will run away */
if (item->hitPoints <= PIERRE_RUN_HITPOINTS && !(item->flags & ONESHOT))
{
item->hitPoints = PIERRE_RUN_HITPOINTS;
people->flags++;
}
/* Has Pierre been killed? */
if (item->hitPoints <= 0)
{
if (item->currentAnimState != PEOPLE_DEATH)
{
item->animNumber = Objects[item->objectNumber].animIndex + PIERRE_DIE_ANIM;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = PEOPLE_DEATH;
// drop magnum/scion_item2/key_item1.
}
}
else
{
CreatureAIInfo(item, &info);
if (info.ahead)
head = info.angle;
/* Flags set means it is time to run away */
if (people->flags)
{
/* Lie anout situation to fool CreatureMood */
info.enemyZone = -1;
item->hitStatus = true;
}
GetCreatureMood(item, &info, TIMID);
CreatureMood(item, &info, TIMID);
angle = CreatureTurn(item, people->maximumTurn);
/* Decide on Pierre's action based on mood, anim state and AI info */
switch (item->currentAnimState)
{
case PEOPLE_STOP:
if (item->requiredAnimState)
item->goalAnimState = item->requiredAnimState;
else if (people->mood == BORED_MOOD)
item->goalAnimState = (GetRandomControl() < PEOPLE_POSE_CHANCE) ? PEOPLE_POSE : PEOPLE_WALK;
else if (people->mood == ESCAPE_MOOD)
item->goalAnimState = PEOPLE_RUN;
else
item->goalAnimState = PEOPLE_WALK;
break;
case PEOPLE_POSE:
if (people->mood != BORED_MOOD)
item->goalAnimState = PEOPLE_STOP;
else if (GetRandomControl() < PEOPLE_POSE_CHANCE)
{
item->requiredAnimState = PEOPLE_WALK;
item->goalAnimState = PEOPLE_STOP;
}
break;
case PEOPLE_WALK:
people->maximumTurn = PEOPLE_WALK_TURN;
if (people->mood == BORED_MOOD && GetRandomControl() < PEOPLE_POSE_CHANCE)
{
item->requiredAnimState = PEOPLE_POSE;
item->goalAnimState = PEOPLE_STOP;
}
else if (people->mood == ESCAPE_MOOD)
{
item->requiredAnimState = PEOPLE_RUN;
item->goalAnimState = PEOPLE_STOP;
}
else if (Targetable(item, &info))
{
item->requiredAnimState = PEOPLE_AIM;
item->goalAnimState = PEOPLE_STOP;
}
else if (!info.ahead || info.distance > PEOPLE_WALK_RANGE)
{
item->requiredAnimState = PEOPLE_RUN;
item->goalAnimState = PEOPLE_STOP;
}
break;
case PEOPLE_RUN:
people->maximumTurn = PEOPLE_RUN_TURN;
tilt = angle / 2;
if (people->mood == BORED_MOOD && GetRandomControl() < PEOPLE_POSE_CHANCE)
{
item->requiredAnimState = PEOPLE_POSE;
item->goalAnimState = PEOPLE_STOP;
}
else if (Targetable(item, &info))
{
item->requiredAnimState = PEOPLE_AIM;
item->goalAnimState = PEOPLE_STOP;
}
else if (info.ahead && info.distance < PEOPLE_WALK_RANGE)
{
item->requiredAnimState = PEOPLE_WALK;
item->goalAnimState = PEOPLE_STOP;
}
break;
case PEOPLE_AIM:
if (item->requiredAnimState)
item->goalAnimState = item->requiredAnimState;
else if (Targetable(item, &info))
item->goalAnimState = PEOPLE_SHOOT;
else
item->goalAnimState = PEOPLE_STOP;
break;
case PEOPLE_SHOOT:
/* Required state is set after this so only one shot is fired */
if (!item->requiredAnimState)
{
ShotLara(item, &info, &pierre_gun1, head, PEOPLE_SHOT_DAMAGE);
ShotLara(item, &info, &pierre_gun2, head, PEOPLE_SHOT_DAMAGE);
item->requiredAnimState = PEOPLE_AIM;
}
if (people->mood == ESCAPE_MOOD && PIERRE_WIMP_CHANCE < GetRandomControl())
item->requiredAnimState = PEOPLE_STOP;
break;
}
}
CreatureTilt(item, tilt);
CreatureJoint(item, 0, head);
CreatureAnimation(itemNum, angle, 0);
/* When Pierre goes out of sight when he's escaping, you've lost him */
if (people->flags)
{
start.x = item->pos.xPos;
start.y = item->pos.yPos - WALL_SIZE;
start.z = item->pos.zPos;
end.x = Camera.pos.x;
end.y = Camera.pos.y;
end.z = Camera.pos.z;
end.roomNumber = Camera.pos.roomNumber;
if (!LOS(&end, &start))
{
if (people->flags > PIERRE_DISAPPEAR)
{
item->hitPoints = -16384;
DisableBaddieAI(itemNum);
KillItem(itemNum);
pierre_item = NO_ITEM;
}
}
else
{
people->flags = 1; // reset timer
}
}
/* If area Pierre in gets flooded then make him disappear */
if (GetWaterHeight(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber) != NO_HEIGHT)
{
item->hitPoints = -16384;
DisableBaddieAI(itemNum);
KillItem(itemNum);
pierre_item = NO_ITEM;
}
}