mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-04-28 15:57:59 +03:00

* Remove most direct accesses to g_Level.Anims * Make all anim and frame data access read-only * Simplify * Simplify * Use GetAnimData() * g_Level.Anims to GetAnimData() conversions * Use SetAnimation() in wraith trap init * Minor formatting fixes
823 lines
21 KiB
C++
823 lines
21 KiB
C++
#include "framework.h"
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#include "Objects/TR4/Entity/tr4_guide.h"
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#include "Game/animation.h"
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#include "Game/control/box.h"
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#include "Game/control/lot.h"
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#include "Game/effects/effects.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/items.h"
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#include "Game/Lara/lara.h"
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#include "Game/misc.h"
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#include "Game/Setup.h"
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#include "Sound/sound.h"
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#include "Specific/level.h"
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namespace TEN::Entities::TR4
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{
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constexpr auto GUIDE_ATTACK_DAMAGE = 20;
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const auto GuideBite1 = CreatureBiteInfo(Vector3i(0, 20, 180), 18);
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const auto GuideBite2 = CreatureBiteInfo(Vector3i(30, 80, 50), 15);
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const auto GuideLeftFingerSwapJoints = std::vector<unsigned int>{ 15 };
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const auto GuideRightHandSwapJoints = std::vector<unsigned int>{ 18 };
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const auto GuideHeadSwapJoints = std::vector<unsigned int>{ 21 };
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enum GuideState
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{
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// No state 0.
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GUIDE_STATE_IDLE = 1,
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GUIDE_STATE_WALK_FORWARD = 2,
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GUIDE_STATE_RUN_FORWARD = 3,
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// No states 4-5.
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GUIDE_STATE_CHECK_GROUND = 7,
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// No states 8-10.
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GUIDE_STATE_IGNITE_TORCH = 11,
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// No states 12-21.
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GUIDE_STATE_TURN_LEFT = 22,
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// No states 23-30.
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GUIDE_STATE_ATTACK_LOW = 31,
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GUIDE_STATE_ACTION_CANDLES = 32,
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// No states 33-34.
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GUIDE_STATE_TURN_RIGHT = 35,
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GUIDE_STATE_CROUCH = 36,
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GUIDE_STATE_PICK_UP_TORCH = 37,
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GUIDE_STATE_LIGHT_TORCHES = 38,
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GUIDE_STATE_READ_INSCRIPTION = 39,
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GUIDE_STATE_WALK_FORWARD_NO_TORCH = 40,
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GUIDE_STATE_ADJUST_POSITION_FRONT = 41,
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GUIDE_STATE_ADJUST_POSITION_BACK = 42,
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GUIDE_STATE_ACTIVATE_TRAP_CROUCHING = 43
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};
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enum GuideAnim
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{
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GUIDE_ANIM_WALK_FORWARD = 0,
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GUIDE_ANIM_RUN = 1,
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// No anims 2-3.
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GUIDE_ANIM_IDLE = 4,
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// No anims 5-11.
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GUIDE_ANIM_CHECK_GROUND = 12,
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GUIDE_ANIM_WALK_FORWARD_TO_IDLE_RIGHT = 13,
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GUIDE_ANIM_IDLE_TO_RUN = 14,
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GUIDE_ANIM_RUN_TO_IDLE = 15,
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GUIDE_ANIM_WALK_FORWARD_TO_RUN_FORWARD = 16,
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GUIDE_ANIM_RUN_FORWARD_TO_WALK_FORWARD = 17,
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// No anims 18-25.
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GUIDE_ANIM_TURN_LEFT = 26,
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// No anims 27-29.
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GUIDE_ANIM_USE_LIGHTER = 30,
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GUIDE_ANIM_COME_SIGNAL = 31,
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// No anims 32-43.
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GUIDE_ANIM_ATTACK = 44,
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// No anims 45-46.
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GUIDE_ANIM_IDLE_LIGHTING_CANDLE = 47,
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GUIDE_ANIM_LIGHTING_CANDLE = 48,
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GUIDE_ANIM_LIGHTING_TORCH_CANDLE = 49,
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// No anims 55-55.
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GUIDE_ANIM_TURN_RIGHT = 56,
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GUIDE_ANIM_IDLE_CROUCH = 57,
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GUIDE_ANIM_IDLE_TO_CROUCH = 58,
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GUIDE_ANIM_IDLE_TO_CROUCH_IDLE = 59,
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GUIDE_ANIM_GRAB_TORCH = 60,
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GUIDE_ANIM_LIGHTING_TORCH = 61,
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GUIDE_ANIM_READ_INSCRIPTION = 62,
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GUIDE_ANIM_WALK_FORWARD_NO_TORCH = 63,
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GUIDE_ANIM_IDLE_WALK_NO_TORCH = 64,
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GUIDE_ANIM_WALK_FORWARD_NO_TORCH_IDLE = 65,
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GUIDE_ANIM_CORRECT_POSITION_FRONT = 66,
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GUIDE_ANIM_CORRECT_POSITION_BACK = 67,
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GUIDE_ANIM_WALK_FORWARD_IDLE_LEFT = 68,
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GUIDE_ANIM_ACTIVATE_TRAP_CROUCHING = 69
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};
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void InitializeGuide(short itemNumber)
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{
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auto* item = &g_Level.Items[itemNumber];
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InitializeCreature(itemNumber);
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SetAnimation(item, GUIDE_ANIM_IDLE);
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item->SetMeshSwapFlags(GuideRightHandSwapJoints);
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}
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void GuideControl(short itemNumber)
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{
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if (!CreatureActive(itemNumber))
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return;
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auto* item = &g_Level.Items[itemNumber];
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auto* creature = GetCreatureInfo(item);
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auto* object = &Objects[item->ObjectNumber];
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short angle = 0;
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short tilt = 0;
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short joint0 = 0;
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short joint1 = 0;
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short joint2 = 0;
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// Ignite torch.
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if (item->ItemFlags[1] == 2)
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{
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auto pos = GetJointPosition(item, GuideBite1);
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TriggerFireFlame(pos.x, pos.y - 20, pos.z, FlameType::Trail);
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SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->Pose);
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short random = GetRandomControl();
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TriggerDynamicLight(
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pos.x, pos.y, pos.z,
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15,
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255 - ((random >> 4) & 0x1F),
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192 - ((random >> 6) & 0x1F),
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random & 0x3F);
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if (item->Animation.AnimNumber == (object->animIndex + GUIDE_ANIM_LIGHTING_TORCH))
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{
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if (item->Animation.FrameNumber > GetAnimData(item).frameBase + 32 &&
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item->Animation.FrameNumber < GetAnimData(item).frameBase + 42)
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{
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TriggerFireFlame(
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(random & 0x3F) + pos.x - 32,
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((random / 8) & 0x3F) + pos.y - 128,
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pos.z + ((random / 64) & 0x3F) - 32,
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FlameType::Trail);
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}
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}
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}
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item->AIBits = FOLLOW;
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item->HitPoints = NOT_TARGETABLE;
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GetAITarget(creature);
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AI_INFO AI;
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AI_INFO laraAI;
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int dx = LaraItem->Pose.Position.x - item->Pose.Position.x;
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int dz = LaraItem->Pose.Position.z - item->Pose.Position.z;
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laraAI.angle = phd_atan(dz, dx) - item->Pose.Orientation.y;
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laraAI.ahead = true;
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if (laraAI.angle <= -ANGLE(90.0f) || laraAI.angle >= ANGLE(90.0f))
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laraAI.ahead = false;
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int distance = 0;
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if (dx > BLOCK(31.25f) || dx < -BLOCK(31.25f) ||
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dz > BLOCK(31.25f) || dz < -BLOCK(31.25f))
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{
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laraAI.distance = INT_MAX;
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}
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else
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laraAI.distance = SQUARE(dx) + SQUARE(dz);
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dx = abs(dx);
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dz = abs(dz);
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int dy = item->Pose.Position.y - LaraItem->Pose.Position.y;
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short rot2 = 0;
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if (dx <= dz)
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laraAI.xAngle = phd_atan(dz + (dx / 2), dy);
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else
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laraAI.xAngle = phd_atan(dx + (dz / 2), dy);
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ItemInfo* foundEnemy = nullptr;
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if (item->Animation.ActiveState < 4 ||
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item->Animation.ActiveState == GUIDE_STATE_ATTACK_LOW)
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{
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int minDistance = INT_MAX;
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for (auto& currentCreature : ActiveCreatures)
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{
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if (currentCreature->ItemNumber == NO_ITEM ||
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currentCreature->ItemNumber == itemNumber)
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{
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continue;
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}
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auto* currentItem = &g_Level.Items[currentCreature->ItemNumber];
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if (currentItem->ObjectNumber != ID_GUIDE &&
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abs(currentItem->Pose.Position.y - item->Pose.Position.y) <= 512)
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{
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dx = currentItem->Pose.Position.x - item->Pose.Position.x;
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dy = currentItem->Pose.Position.y - item->Pose.Position.y;
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dz = currentItem->Pose.Position.z - item->Pose.Position.z;
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if (dx > BLOCK(31.25f) || dx < -BLOCK(31.25f) || dz > BLOCK(31.25f) || dz < -BLOCK(31.25f))
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distance = INT_MAX;
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else
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distance = SQUARE(dx) + SQUARE(dz);
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if (distance < minDistance &&
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distance < SQUARE(BLOCK(2)) &&
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(abs(dy) < CLICK(1) ||
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laraAI.distance < SQUARE(BLOCK(2)) ||
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currentItem->ObjectNumber == ID_DOG)) // Here to add more entities as target.
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{
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foundEnemy = currentItem;
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minDistance = distance;
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}
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}
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}
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}
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auto* enemy = creature->Enemy;
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if (foundEnemy)
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creature->Enemy = foundEnemy;
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CreatureAIInfo(item, &AI);
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GetCreatureMood(item, &AI, true);
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CreatureMood(item, &AI, true);
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angle = CreatureTurn(item, creature->MaxTurn);
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if (foundEnemy)
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{
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creature->Enemy = enemy;
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enemy = foundEnemy;
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}
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bool someFlag = false;
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Vector3i pos1;
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int frameNumber;
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short random;
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bool flagNewBehaviour = ((item->ItemFlags[2] & (1 << 0)) != 0);
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bool flagIgnoreLaraDistance = ((item->ItemFlags[2] & (1 << 1)) != 0);
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bool flagRunDefault = ((item->ItemFlags[2] & (1 << 2)) != 0);
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bool flagRetryNodeSearch = ((item->ItemFlags[2] & (1 << 3)) != 0);
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bool flagScaryInscription = ((item->ItemFlags[2] & (1 << 4)) != 0);
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short goalNode = flagNewBehaviour ? creature->LocationAI : Lara.Location;
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if (flagRetryNodeSearch)
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{
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item->ItemFlags[2] &= ~(1 << 3); // Turn off 3rd for flagRetryNodeSearch.
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creature->Enemy = nullptr;
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}
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switch (item->Animation.ActiveState)
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{
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case GUIDE_STATE_IDLE:
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creature->MaxTurn = 0;
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creature->Flags = 0;
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creature->LOT.IsJumping = false;
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joint2 = AI.angle / 2;
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if (laraAI.ahead)
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{
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joint0 = laraAI.angle / 2;
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joint1 = laraAI.xAngle / 2;
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joint2 = laraAI.angle / 2;
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}
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else if (AI.ahead)
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{
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joint0 = AI.angle / 2;
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joint1 = AI.xAngle / 2;
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joint2 = AI.angle / 2;
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}
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if (item->Animation.RequiredState != NO_STATE)
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item->Animation.TargetState = item->Animation.RequiredState;
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else if (goalNode >= item->ItemFlags[3] ||
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item->ItemFlags[1] != 2)
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{
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if (!creature->ReachedGoal || foundEnemy)
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{
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if (item->TestMeshSwapFlags(0x40000))
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item->Animation.TargetState = GUIDE_STATE_WALK_FORWARD_NO_TORCH;
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else if (foundEnemy && AI.distance < SQUARE(BLOCK(1)))
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{
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if (AI.bite)
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item->Animation.TargetState = GUIDE_STATE_ATTACK_LOW;
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}
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else if (!enemy->IsLara() || AI.distance > SQUARE(BLOCK(2)))
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if (flagRunDefault && AI.distance > SQUARE(BLOCK(3)))
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item->Animation.TargetState = GUIDE_STATE_RUN_FORWARD;
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else
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item->Animation.TargetState = GUIDE_STATE_WALK_FORWARD;
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}
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else
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{
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if (!enemy->Flags)
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{
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creature->ReachedGoal = false;
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creature->Enemy = nullptr;
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item->AIBits = FOLLOW;
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item->ItemFlags[3]++;
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break;
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}
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if (AI.distance <= SQUARE(CLICK(0.5f)))
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{
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switch (enemy->Flags)
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{
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// Light flames.
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case 0x02:
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item->Animation.TargetState = GUIDE_STATE_LIGHT_TORCHES;
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item->Animation.RequiredState = GUIDE_STATE_LIGHT_TORCHES;
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break;
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// Pick up torch.
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case 0x20:
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item->Animation.TargetState = GUIDE_STATE_PICK_UP_TORCH;
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item->Animation.RequiredState = GUIDE_STATE_PICK_UP_TORCH;
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break;
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// Read inscription.
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case 0x28:
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if (laraAI.distance < SQUARE(BLOCK(2)) || flagIgnoreLaraDistance)
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{
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item->Animation.TargetState = GUIDE_STATE_READ_INSCRIPTION;
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item->Animation.RequiredState = GUIDE_STATE_READ_INSCRIPTION;
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}
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break;
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// Ignite pool.
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case 0x10:
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if (laraAI.distance < SQUARE(BLOCK(2)) || flagIgnoreLaraDistance)
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{
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item->Animation.TargetState = GUIDE_STATE_CROUCH;
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item->Animation.RequiredState = GUIDE_STATE_CROUCH;
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}
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break;
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// Activate trap.
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case 0x04:
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if (laraAI.distance < SQUARE(BLOCK(2)) || flagIgnoreLaraDistance)
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{
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item->Animation.TargetState = GUIDE_STATE_CROUCH;
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item->Animation.RequiredState = GUIDE_STATE_ACTIVATE_TRAP_CROUCHING;
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}
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break;
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// Disappear.
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case 0x3E:
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item->Status = ITEM_INVISIBLE;
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RemoveActiveItem(itemNumber);
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DisableEntityAI(itemNumber);
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break;
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}
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}
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else
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{
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item->Animation.RequiredState = GUIDE_STATE_ADJUST_POSITION_BACK - (AI.ahead != 0);
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creature->MaxTurn = 0;
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}
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}
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}
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else
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item->Animation.TargetState = GUIDE_STATE_IDLE;
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break;
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case GUIDE_STATE_WALK_FORWARD:
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creature->MaxTurn = ANGLE(7.0f);
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creature->LOT.IsJumping = false;
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if (laraAI.ahead)
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{
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if (AI.ahead)
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joint2 = AI.angle;
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}
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else
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joint2 = laraAI.angle;
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if (item->ItemFlags[1] == 1)
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{
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item->Animation.TargetState = GUIDE_STATE_IDLE;
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item->Animation.RequiredState = GUIDE_STATE_IGNITE_TORCH;
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}
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else if (creature->ReachedGoal)
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{
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if (!enemy->Flags)
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{
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creature->ReachedGoal = false;
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creature->Enemy = nullptr;
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item->AIBits = FOLLOW;
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item->ItemFlags[3]++;
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break;
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}
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item->Animation.TargetState = GUIDE_STATE_IDLE;
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}
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else
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{
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if (goalNode >= item->ItemFlags[3])
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{
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if (!foundEnemy ||
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AI.distance >= SQUARE(BLOCK(1.5f)) &&
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(item->TestMeshSwapFlags(GuideRightHandSwapJoints) || AI.distance >= SQUARE(BLOCK(3))))
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{
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if (creature->Enemy->IsLara())
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{
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if (AI.distance >= SQUARE(BLOCK(2)))
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{
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if (AI.distance > SQUARE(BLOCK(4)))
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item->Animation.TargetState = GUIDE_STATE_RUN_FORWARD;
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}
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else
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item->Animation.TargetState = GUIDE_STATE_IDLE;
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}
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else if (goalNode > item->ItemFlags[3] &&
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laraAI.distance > SQUARE(BLOCK(2)))
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{
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item->Animation.TargetState = GUIDE_STATE_RUN_FORWARD;
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}
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}
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else
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item->Animation.TargetState = GUIDE_STATE_IDLE;
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}
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else
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item->Animation.TargetState = GUIDE_STATE_IDLE;
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}
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break;
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case GUIDE_STATE_RUN_FORWARD:
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creature->MaxTurn = ANGLE(11.0f);
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tilt = angle / 2;
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if (AI.ahead)
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joint2 = AI.angle;
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if (AI.distance < SQUARE(BLOCK(2)) ||
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goalNode < item->ItemFlags[3])
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{
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item->Animation.TargetState = GUIDE_STATE_IDLE;
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break;
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}
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if (creature->ReachedGoal)
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{
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if (!enemy->Flags)
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{
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creature->ReachedGoal = false;
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creature->Enemy = nullptr;
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item->AIBits = FOLLOW;
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item->ItemFlags[3]++;
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break;
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}
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item->Animation.TargetState = GUIDE_STATE_IDLE;
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}
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else if (foundEnemy &&
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(AI.distance < SQUARE(BLOCK(1.5f)) ||
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!(item->TestMeshSwapFlags(GuideRightHandSwapJoints)) &&
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AI.distance < SQUARE(BLOCK(3))))
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{
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item->Animation.TargetState = GUIDE_STATE_IDLE;
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break;
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}
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break;
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case GUIDE_STATE_IGNITE_TORCH:
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pos1 = GetJointPosition(item, GuideBite2);
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frameNumber = item->Animation.FrameNumber - GetAnimData(item).frameBase;
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random = GetRandomControl();
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if (frameNumber == 32)
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item->SetMeshSwapFlags(GuideLeftFingerSwapJoints);
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else if (frameNumber == 216)
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item->SetMeshSwapFlags(GuideLeftFingerSwapJoints, true);
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else if (frameNumber <= 79 || frameNumber >= 84)
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{
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if (frameNumber <= 83 || frameNumber >= 94)
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{
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if (frameNumber <= 159 || frameNumber >= 164)
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{
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if (frameNumber > 163 && frameNumber < 181)
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{
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TriggerFireFlame(
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(random & 0x3F) + pos1.x - 64,
|
|
((random >> 5) & 0x3F) + pos1.y - 96,
|
|
((random >> 10) & 0x3F) + pos1.z - 64,
|
|
FlameType::Trail);
|
|
|
|
TriggerDynamicLight(
|
|
pos1.x - 32,
|
|
pos1.y - 64,
|
|
pos1.z - 32,
|
|
10,
|
|
-64 - ((random >> 4) & 0x1F),
|
|
-128 - ((random >> 6) & 0x1F),
|
|
random & 0x1F);
|
|
|
|
item->ItemFlags[1] = 2;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TriggerMetalSparks(pos1.x, pos1.y, pos1.z, -1, -1, 0, Vector3(1.0f, 1.0f, 0.3f), 1);
|
|
TriggerDynamicLight(
|
|
pos1.x, pos1.y, pos1.z,
|
|
10,
|
|
random & 0x1F,
|
|
96 - ((random >> 6) & 0x1F),
|
|
128 - ((random >> 4) & 0x1F));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TriggerDynamicLight(
|
|
pos1.x - 32,
|
|
pos1.y - 64,
|
|
pos1.z - 32,
|
|
10,
|
|
-64 - ((random >> 4) & 0x1F),
|
|
-128 - ((random >> 6) & 0x1F),
|
|
random & 0x1F);
|
|
|
|
TriggerFireFlame(
|
|
(random & 0x3F) + pos1.x - 64,
|
|
((random >> 5) & 0x3F) + pos1.y - 96,
|
|
((random >> 10) & 0x3F) + pos1.z - 64,
|
|
FlameType::Trail);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TriggerDynamicLight(
|
|
pos1.x, pos1.y, pos1.z,
|
|
10,
|
|
random & 0x1F,
|
|
96 - ((random >> 6) & 0x1F),
|
|
128 - ((random >> 4) & 0x1F));
|
|
|
|
TriggerMetalSparks(pos1.x, pos1.y, pos1.z, -1, -1, 0, Vector3(1.0f, 1.0f, 0.3f), 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case GUIDE_STATE_TURN_LEFT:
|
|
creature->MaxTurn = 0;
|
|
|
|
if (laraAI.angle < ANGLE(-1.4f))
|
|
item->Pose.Orientation.y -= ANGLE(2.2f);
|
|
|
|
break;
|
|
|
|
case GUIDE_STATE_ATTACK_LOW:
|
|
creature->MaxTurn = 0;
|
|
|
|
if (AI.ahead)
|
|
{
|
|
joint0 = AI.angle / 2;
|
|
joint1 = AI.xAngle / 2;
|
|
joint2 = AI.angle / 2;
|
|
}
|
|
|
|
if (abs(AI.angle) >= ANGLE(7.0f))
|
|
{
|
|
if (AI.angle < 0)
|
|
item->Pose.Orientation.y += ANGLE(7.0f);
|
|
else
|
|
item->Pose.Orientation.y -= ANGLE(7.0f);
|
|
}
|
|
else
|
|
item->Pose.Orientation.y += AI.angle;
|
|
|
|
if (!creature->Flags)
|
|
{
|
|
if (enemy)
|
|
{
|
|
if (item->Animation.FrameNumber > GetAnimData(item).frameBase + 15 &&
|
|
item->Animation.FrameNumber < GetAnimData(item).frameBase + 26)
|
|
{
|
|
float distance = Vector3i::Distance(item->Pose.Position, enemy->Pose.Position);
|
|
if (distance <= CLICK(2))
|
|
{
|
|
DoDamage(enemy, GUIDE_ATTACK_DAMAGE);
|
|
CreatureEffect2(item, GuideBite1, 8, -1, DoBloodSplat);
|
|
creature->Flags = 1;
|
|
|
|
if (enemy->HitPoints <= 0)
|
|
item->AIBits = FOLLOW;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case GUIDE_STATE_TURN_RIGHT:
|
|
creature->MaxTurn = 0;
|
|
|
|
if (laraAI.angle > ANGLE(1.4f))
|
|
item->Pose.Orientation.y += ANGLE(2.2f);
|
|
|
|
break;
|
|
|
|
case GUIDE_STATE_CROUCH:
|
|
case GUIDE_STATE_ACTIVATE_TRAP_CROUCHING:
|
|
if (enemy != nullptr)
|
|
{
|
|
short deltaAngle = enemy->Pose.Orientation.y - item->Pose.Orientation.y;
|
|
if (deltaAngle < -ANGLE(2.0f))
|
|
item->Pose.Orientation.y -= ANGLE(2.0f);
|
|
else if (deltaAngle > ANGLE(2.0f))
|
|
item->Pose.Orientation.y = ANGLE(2.0f);
|
|
}
|
|
|
|
if (item->Animation.RequiredState == GUIDE_STATE_ACTIVATE_TRAP_CROUCHING)
|
|
item->Animation.TargetState = GUIDE_STATE_ACTIVATE_TRAP_CROUCHING;
|
|
else
|
|
{
|
|
if (item->Animation.AnimNumber != (object->animIndex + GUIDE_ANIM_IDLE_CROUCH) &&
|
|
item->Animation.FrameNumber == (GetAnimData(item).frameEnd - 20))
|
|
{
|
|
TestTriggers(item, true);
|
|
|
|
item->Animation.TargetState = GUIDE_STATE_IDLE;
|
|
item->AIBits = FOLLOW;
|
|
item->ItemFlags[3]++;
|
|
creature->ReachedGoal = false;
|
|
creature->Enemy = nullptr;
|
|
break;
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case GUIDE_STATE_PICK_UP_TORCH:
|
|
if (item->Animation.FrameNumber == GetAnimData(item).frameBase)
|
|
{
|
|
someFlag = true;
|
|
item->Pose = enemy->Pose;
|
|
}
|
|
else if (item->Animation.FrameNumber == (GetAnimData(item).frameBase + 35))
|
|
{
|
|
item->SetMeshSwapFlags(GuideRightHandSwapJoints, true);
|
|
|
|
auto* room = &g_Level.Rooms[item->RoomNumber];
|
|
|
|
ItemInfo* currentItem = nullptr;
|
|
short currentitemNumber = room->itemNumber;
|
|
while (currentitemNumber != NO_ITEM)
|
|
{
|
|
currentItem = &g_Level.Items[currentitemNumber];
|
|
|
|
if (currentItem->ObjectNumber >= ID_ANIMATING1 &&
|
|
currentItem->ObjectNumber <= ID_ANIMATING15 &&
|
|
trunc(item->Pose.Position.x) == trunc(currentItem->Pose.Position.x) &&
|
|
trunc(item->Pose.Position.z) == trunc(currentItem->Pose.Position.z))
|
|
{
|
|
break;
|
|
}
|
|
|
|
currentitemNumber = currentItem->NextItem;
|
|
}
|
|
|
|
if (currentItem != nullptr)
|
|
currentItem->MeshBits = 0xFFFFFFFD;
|
|
}
|
|
|
|
item->ItemFlags[1] = 1;
|
|
|
|
if (someFlag)
|
|
{
|
|
item->AIBits = FOLLOW;
|
|
item->ItemFlags[3]++;
|
|
creature->ReachedGoal = false;
|
|
creature->Enemy = nullptr;
|
|
}
|
|
|
|
break;
|
|
|
|
case GUIDE_STATE_LIGHT_TORCHES:
|
|
if (item->Animation.FrameNumber == GetAnimData(item).frameBase)
|
|
item->Pose.Position = enemy->Pose.Position;
|
|
else
|
|
{
|
|
if (item->Animation.FrameNumber == (GetAnimData(item).frameBase + 42))
|
|
{
|
|
TestTriggers(item, true);
|
|
|
|
item->Pose.Orientation.y = enemy->Pose.Orientation.y;
|
|
item->AIBits = FOLLOW;
|
|
item->ItemFlags[3]++;
|
|
creature->ReachedGoal = false;
|
|
creature->Enemy = nullptr;
|
|
break;
|
|
}
|
|
else if (item->Animation.FrameNumber < (GetAnimData(item).frameBase + 42))
|
|
{
|
|
if ((enemy->Pose.Orientation.y - item->Pose.Orientation.y) <= ANGLE(2.0f))
|
|
{
|
|
if ((enemy->Pose.Orientation.y - item->Pose.Orientation.y) < -ANGLE(2.0f))
|
|
item->Pose.Orientation.y -= ANGLE(2.0f);
|
|
}
|
|
else
|
|
item->Pose.Orientation.y += ANGLE(2.0f);
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case GUIDE_STATE_READ_INSCRIPTION:
|
|
if (item->Animation.FrameNumber >= GetAnimData(item).frameBase + 20)
|
|
{
|
|
if (item->Animation.FrameNumber == (GetAnimData(item).frameBase + 20))
|
|
{
|
|
item->Animation.TargetState = GUIDE_STATE_IDLE;
|
|
|
|
TestTriggers(item, true);
|
|
|
|
item->AIBits = FOLLOW;
|
|
item->ItemFlags[3]++;
|
|
creature->ReachedGoal = false;
|
|
creature->Enemy = nullptr;
|
|
break;
|
|
}
|
|
|
|
if (item->Animation.FrameNumber == (GetAnimData(item).frameBase + 70) &&
|
|
flagScaryInscription)
|
|
{
|
|
item->Animation.RequiredState = GUIDE_STATE_RUN_FORWARD;
|
|
item->SetMeshSwapFlags(GuideHeadSwapJoints);
|
|
SoundEffect(SFX_TR4_GUIDE_SCARE, &item->Pose);
|
|
}
|
|
if (item->Animation.FrameNumber == (GetAnimData(item).frameBase + 185) &&
|
|
flagScaryInscription)
|
|
{
|
|
item->ItemFlags[2] &= ~(1 << 4); // Turn off 4th bit for flagScaryInscription.
|
|
item->SetMeshSwapFlags(GuideHeadSwapJoints, true);
|
|
}
|
|
}
|
|
else if ((enemy->Pose.Orientation.y - item->Pose.Orientation.y) <= ANGLE(2.0f))
|
|
{
|
|
if ((enemy->Pose.Orientation.y - item->Pose.Orientation.y) < -ANGLE(2.0f))
|
|
item->Pose.Orientation.y -= ANGLE(2.0f);
|
|
}
|
|
else
|
|
item->Pose.Orientation.y += ANGLE(2.0f);
|
|
|
|
break;
|
|
|
|
case GUIDE_STATE_WALK_FORWARD_NO_TORCH:
|
|
creature->MaxTurn = ANGLE(7.0f);
|
|
creature->LOT.IsJumping;
|
|
|
|
if (laraAI.ahead)
|
|
{
|
|
if (AI.ahead)
|
|
joint2 = AI.angle;
|
|
}
|
|
else
|
|
joint2 = laraAI.angle;
|
|
|
|
if (!(creature->ReachedGoal))
|
|
break;
|
|
|
|
if (!enemy->Flags)
|
|
{
|
|
item->AIBits = FOLLOW;
|
|
item->ItemFlags[3]++;
|
|
creature->ReachedGoal = false;
|
|
creature->Enemy = nullptr;
|
|
break;
|
|
}
|
|
if (enemy->Flags == 42)
|
|
{
|
|
TestTriggers(item, true);
|
|
|
|
item->AIBits = FOLLOW;
|
|
item->ItemFlags[3]++;
|
|
creature->ReachedGoal = false;
|
|
creature->Enemy = nullptr;
|
|
}
|
|
else if (item->TriggerFlags <= 999)
|
|
item->Animation.TargetState = GUIDE_STATE_IDLE;
|
|
else
|
|
{
|
|
KillItem(itemNumber);
|
|
DisableEntityAI(itemNumber);
|
|
item->Flags |= 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case GUIDE_STATE_ADJUST_POSITION_FRONT:
|
|
case GUIDE_STATE_ADJUST_POSITION_BACK:
|
|
creature->MaxTurn = 0;
|
|
MoveCreature3DPos(&item->Pose, &enemy->Pose, 15, enemy->Pose.Orientation.y - item->Pose.Orientation.y, ANGLE(10.0f));
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
CreatureTilt(item, tilt);
|
|
CreatureJoint(item, 0, joint0);
|
|
CreatureJoint(item, 1, joint1);
|
|
CreatureJoint(item, 2, joint2);
|
|
CreatureJoint(item, 3, joint1);
|
|
CreatureAnimation(itemNumber, angle, 0);
|
|
}
|
|
}
|