TombEngine/TR5Main/Objects/TR4/Entity/tr4_mutant.cpp
2020-10-17 23:36:06 -05:00

350 lines
9.4 KiB
C++

#include "framework.h"
#include "tr4_mutant.h"
#include "tr4_locusts.h"
#include "effect.h"
#include "effect2.h"
#include "misc.h"
#include "lara.h"
#include "setup.h"
#include "sphere.h"
#include "objectslist.h"
#include "trmath.h"
enum MUTANT_STATE
{
MUTANT_EMPTY,
MUTANT_APPEAR,
MUTANT_IDLE,
MUTANT_SHOOT,
MUTANT_LOCUST1,
MUTANT_LOCUST2,
};
enum class MissileRotationType
{
M_FRONT,
M_LEFT,
M_RIGHT
};
constexpr auto MUTANT_ANIM_APPEAR = 0;
constexpr auto MUTANT_SHOOT_RANGE = SQUARE(SECTOR(10));
constexpr auto MUTANT_LOCUST1_RANGE = SQUARE(SECTOR(15));
constexpr auto MUTANT_LOCUST2_RANGE = SQUARE(SECTOR(30));
static void TriggerMutantRocket(PHD_3DPOS* src, short roomNumber, short counter)
{
FX_INFO* fx;
short fxNumber = NO_ITEM;
fxNumber = CreateNewEffect(roomNumber);
if (fxNumber != NO_ITEM)
{
fx = &EffectList[fxNumber];
fx->pos.xPos = src->xPos;
fx->pos.yPos = src->yPos - (GetRandomControl() & 0x3F) - 32;
fx->pos.zPos = src->zPos;
fx->pos.xRot = src->xRot;
fx->pos.yRot = src->yRot;
fx->pos.zRot = 0;
fx->roomNumber = roomNumber;
fx->counter = 16 * counter + 15;
fx->objectNumber = ID_ENERGY_BUBBLES;
fx->frameNumber = Objects[fx->objectNumber].meshIndex + 5 * 2;
fx->speed = (GetRandomControl() & 0x1F) + 96;
fx->flag1 = 6;
}
}
void TriggerMutantRocketEffects(short fxNumber, short xVel, short yVel, short zVel)
{
FX_INFO* fx;
SPARKS* sptr;
BYTE color, life, size;
//x = LaraItem->pos.xPos - Effects[m_fxNumber].pos.xPos;
//z = LaraItem->pos.zPos - Effects[m_fxNumber].pos.zPos;
//if (x >= -0x4000u && x <= 0x4000 && z >= -0x4000u && z <= 0x4000)
fx = &EffectList[fxNumber];
sptr = &Sparks[GetFreeSpark()];
sptr->on = true;
color = (GetRandomControl() & 0x3F) - 128;
sptr->sB = 0;
sptr->sR = color;
sptr->sG = color / 2;
color = (GetRandomControl() & 0x3F) - 128;
sptr->dB = 0;
sptr->dR = color;
sptr->dG = color / 2;
sptr->fadeToBlack = 8;
sptr->colFadeSpeed = (GetRandomControl() & 3) + 8;
sptr->transType = COLADD;
sptr->dynamic = -1;
life = (GetRandomControl() & 7) + 32;
sptr->life = life;
sptr->sLife = life;
sptr->x = (GetRandomControl() & 0xF) - 8;
sptr->y = 0;
sptr->z = (GetRandomControl() & 0xF) - 8;
sptr->x += fx->pos.xPos;
sptr->y += fx->pos.yPos;
sptr->z += fx->pos.zPos;
sptr->xVel = xVel;
sptr->yVel = yVel;
sptr->zVel = zVel;
sptr->friction = 34;
sptr->flags = SP_EXPDEF | SP_ROTATE | SP_DEF | SP_SCALE;
sptr->rotAng = GetRandomControl() & 0xFFF;
if (GetRandomControl() & 1)
sptr->rotAdd = (GetRandomControl() & 0x1F) - 32;
else
sptr->rotAdd = (GetRandomControl() & 0x1F) + 32;
sptr->gravity = 0;
sptr->maxYvel = 0;
sptr->fxObj = byte(fxNumber);
sptr->scalar = 2;
size = (GetRandomControl() & 0xF) + 128;
sptr->size = size;
sptr->sSize = size;
sptr->dSize = size / 4;
}
static void ShootFireball(PHD_3DPOS* src, MissileRotationType rotation, short roomNumber, int timer)
{
switch (rotation)
{
case MissileRotationType::M_LEFT:
src->yRot -= GetRandomControl() % 0x2000;
break;
case MissileRotationType::M_RIGHT:
src->yRot += GetRandomControl() % 0x2000;
break;
}
TriggerMutantRocket(src, roomNumber, timer);
}
static bool ShootFrame(ITEM_INFO* item)
{
short frameNumber = (item->frameNumber - g_Level.Anims[item->objectNumber].frameBase);
if (frameNumber == 45
//|| frameNumber == 50
//|| frameNumber == 55
|| frameNumber == 60
//|| frameNumber == 65
//|| frameNumber == 70
|| frameNumber == 75)
return true;
else
return false;
}
static void RotateHeadToTarget(ITEM_INFO* item, CREATURE_INFO* creature, int joint, short& headAngle)
{
if (creature->enemy == nullptr)
{
headAngle = item->pos.yRot;
return;
}
ITEM_INFO* enemy = creature->enemy;
PHD_VECTOR pos;
int x, z;
pos.x = 0;
pos.y = 0;
pos.z = 0;
GetJointAbsPosition(item, &pos, joint);
x = enemy->pos.xPos - pos.x;
z = enemy->pos.zPos - pos.z;
headAngle = (short)(phd_atan(z, x) - item->pos.yRot) / 2;
}
static void GetTargetPosition(ITEM_INFO* item, PHD_3DPOS* target)
{
PHD_VECTOR start, end;
short angles[2];
start.x = 0;
start.y = -96;
start.z = 144;
GetJointAbsPosition(item, &start, 9);
end.x = 0;
end.y = -128;
end.z = 288;
GetJointAbsPosition(item, &end, 9);
phd_GetVectorAngles(end.x - start.x, end.y - start.y, end.z - start.z, angles);
target->xPos = end.x;
target->yPos = end.y;
target->zPos = end.z;
target->yRot = angles[0];
target->xRot = angles[1];
target->zRot = 0;
}
enum CARDINAL_POINT
{
C_NORTH = 0,
C_NORTH_EAST = 45,
C_EAST = 90,
C_EAST_SOUTH = 135,
C_SOUTH = 180,
C_SOUTH_WEST = 225,
C_WEST = 270,
C_WEST_NORTH = 315
};
static void MoveItemFront(ITEM_INFO* item, int distance)
{
short degree = short(TO_DEGREES(item->pos.yRot));
switch (degree)
{
case C_NORTH:
item->pos.zPos += distance;
break;
case C_EAST:
item->pos.xPos += distance;
break;
case C_SOUTH:
item->pos.zPos -= distance;
break;
case C_WEST:
item->pos.xPos -= distance;
break;
}
}
static void MoveItemBack(ITEM_INFO* item, int distance)
{
short degree = short(TO_DEGREES(item->pos.yRot));
switch (degree)
{
case C_NORTH:
item->pos.zPos -= distance;
break;
case C_EAST:
item->pos.xPos -= distance;
break;
case C_SOUTH:
item->pos.zPos += distance;
break;
case C_WEST:
item->pos.xPos += distance;
break;
}
}
static void MutantAIFix(ITEM_INFO* item, AI_INFO* info)
{
MoveItemFront(item, SECTOR(2));
item->pos.yPos -= CLICK(3);
CreatureAIInfo(item, info);
item->pos.yPos += CLICK(3);
MoveItemBack(item, SECTOR(2));
}
void InitialiseMutant(short itemNumber)
{
ITEM_INFO* item;
InitialiseCreature(itemNumber);
item = &g_Level.Items[itemNumber];
item->animNumber = Objects[item->objectNumber].animIndex + MUTANT_ANIM_APPEAR;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->currentAnimState = MUTANT_APPEAR;
item->goalAnimState = MUTANT_APPEAR;
}
void MutantControl(short itemNumber)
{
if (!CreatureActive(itemNumber))
return;
ITEM_INFO* item;
CREATURE_INFO* mutant;
AI_INFO info;
OBJECT_Bones mutant_joint;
short frameNumber;
short headY;
short angle;
item = &g_Level.Items[itemNumber];
mutant = GetCreatureInfo(item);
angle = 0;
headY = 0;
if (item->aiBits & ALL_AIOBJ)
GetAITarget(mutant);
else if (mutant->hurtByLara)
mutant->enemy = LaraItem;
else
TargetNearestEntity(item, mutant);
MutantAIFix(item, &info);
RotateHeadToTarget(item, mutant, 9, headY);
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
mutant->maximumTurn = 0;
angle = CreatureTurn(item, 0);
switch (item->currentAnimState)
{
case MUTANT_IDLE:
if (info.ahead)
{
int random = GetRandomControl() & 31;
if ((random > 0 && random < 10) && info.distance <= MUTANT_SHOOT_RANGE)
item->goalAnimState = MUTANT_SHOOT;
else if ((random > 10 && random < 20) && info.distance <= MUTANT_LOCUST1_RANGE)
item->goalAnimState = MUTANT_LOCUST1;
else if ((random > 20 && random < 30) && info.distance <= MUTANT_LOCUST2_RANGE)
item->goalAnimState = MUTANT_LOCUST2;
}
break;
case MUTANT_SHOOT:
frameNumber = (item->frameNumber - g_Level.Anims[item->objectNumber].frameBase);
if (frameNumber >= 94 && frameNumber <= 96)
{
PHD_3DPOS src;
GetTargetPosition(item, &src);
if (frameNumber == 94)
{
ShootFireball(&src, MissileRotationType::M_FRONT, item->roomNumber, 0);
}
else if (frameNumber == 95)
{
ShootFireball(&src, MissileRotationType::M_LEFT, item->roomNumber, 1);
//ShootFireball(&src, MissileRotationType::M_LEFT, item->roomNumber, 1);
}
else if (frameNumber == 96)
{
ShootFireball(&src, MissileRotationType::M_RIGHT, item->roomNumber, 1);
//ShootFireball(&src, MissileRotationType::M_RIGHT, item->roomNumber, 1);
}
}
break;
case MUTANT_LOCUST1:
frameNumber = (item->frameNumber - g_Level.Anims[item->objectNumber].frameBase);
if (frameNumber >= 60 && frameNumber <= 120)
SpawnLocust(item);
break;
case MUTANT_LOCUST2:
if (ShootFrame(item))
{
PHD_3DPOS src;
GetTargetPosition(item, &src);
ShootFireball(&src, MissileRotationType::M_FRONT, item->roomNumber, 1);
}
break;
}
if (item->currentAnimState != MUTANT_LOCUST1)
mutant_joint = OBJECT_Bones(headY, info.xAngle, true);
else
mutant_joint = OBJECT_Bones(0);
CreatureJoint(item, 0, mutant_joint.bone0);
CreatureJoint(item, 1, mutant_joint.bone1);
CreatureJoint(item, 2, mutant_joint.bone2);
CreatureJoint(item, 3, mutant_joint.bone3);
CreatureAnimation(itemNumber, angle, 0);
}