TombEngine/TR5Main/Objects/TR1/tr1_raptor.cpp

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#include "../newobjects.h"
#include "../../Game/Box.h"
#include "../../Game/effects.h"
enum RAPTOR_STATE
{
RAPTOR_EMPTY,
RAPTOR_STOP,
RAPTOR_WALK,
RAPTOR_RUN,
RAPTOR_ATTACK1,
RAPTOR_DEATH,
RAPTOR_WARNING,
RAPTOR_ATTACK2,
RAPTOR_ATTACK3
};
BITE_INFO raptorBite = { 0, 66, 318, 22 };
/* Raptor has two deaths */
#define RAPTOR_DIE_ANIM 9
#define RAPTOR_ROAR_CHANCE 0x100
#define RAPTOR_LUNGE_RANGE SQUARE(WALL_SIZE*3/2)
#define RAPTOR_ATTACK_RANGE SQUARE(WALL_SIZE*3/2)
#define RAPTOR_CLOSE_RANGE SQUARE(680)
#define RAPTOR_RUN_TURN ANGLE(4)
#define RAPTOR_WALK_TURN ANGLE(1)
#define RAPTOR_LUNGE_DAMAGE 100
#define RAPTOR_BITE_DAMAGE 100
#define RAPTOR_CHARGE_DAMAGE 100
#define RAPTOR_TOUCH (0xFF7C00)
void Tr1RaptorControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item;
CREATURE_INFO* raptor;
AI_INFO info;
short head, angle, tilt;
item = &Items[itemNum];
raptor = (CREATURE_INFO*)item->data;
head = angle = tilt = 0;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != RAPTOR_DEATH)
{
item->animNumber = Objects[ID_RAPTOR].animIndex + RAPTOR_DIE_ANIM + (short)(GetRandomControl() / 16200);
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = RAPTOR_DEATH;
}
}
else
{
CreatureAIInfo(item, &info);
if (info.ahead)
head = info.angle;
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, raptor->maximumTurn);
switch (item->currentAnimState)
{
case RAPTOR_STOP:
if (item->requiredAnimState)
{
item->goalAnimState = item->requiredAnimState;
}
else if (item->touchBits & RAPTOR_TOUCH)
{
item->goalAnimState = RAPTOR_ATTACK3;
}
else if (info.distance < RAPTOR_CLOSE_RANGE && info.bite)
{
item->goalAnimState = RAPTOR_ATTACK3;
}
else if (info.bite && info.distance < RAPTOR_LUNGE_RANGE)
{
item->goalAnimState = RAPTOR_ATTACK1;
}
else if (raptor->mood == BORED_MOOD)
{
item->goalAnimState = RAPTOR_WALK;
}
else
{
item->goalAnimState = RAPTOR_RUN;
}
break;
case RAPTOR_WALK:
raptor->maximumTurn = RAPTOR_WALK_TURN;
if (raptor->mood != BORED_MOOD)
{
item->goalAnimState = RAPTOR_STOP;
}
else if (info.ahead && GetRandomControl() < RAPTOR_ROAR_CHANCE)
{
item->requiredAnimState = RAPTOR_WARNING;
item->goalAnimState = RAPTOR_STOP;
}
break;
case RAPTOR_RUN:
tilt = angle / 3;
raptor->maximumTurn = RAPTOR_RUN_TURN;
if (item->touchBits & RAPTOR_TOUCH)
{
item->goalAnimState = RAPTOR_STOP;
}
else if (info.bite && info.distance < RAPTOR_ATTACK_RANGE)
{
if (item->goalAnimState == RAPTOR_RUN)
{
if (GetRandomControl() < 0x2000)
{
item->goalAnimState = RAPTOR_STOP;
}
else
{
item->goalAnimState = RAPTOR_ATTACK2;
}
}
}
else if (info.ahead && raptor->mood != ESCAPE_MOOD && GetRandomControl() < RAPTOR_ROAR_CHANCE)
{
item->requiredAnimState = RAPTOR_WARNING;
item->goalAnimState = RAPTOR_STOP;
}
else if (raptor->mood == BORED_MOOD)
{
item->goalAnimState = RAPTOR_STOP;
}
break;
case RAPTOR_ATTACK1:
tilt = angle;
/* Lunge attack */
if (!item->requiredAnimState && info.ahead && (item->touchBits & RAPTOR_TOUCH))
{
CreatureEffect(item, &raptorBite, DoBloodSplat);
LaraItem->hitPoints -= RAPTOR_LUNGE_DAMAGE;
LaraItem->hitStatus = true;
item->requiredAnimState = RAPTOR_STOP;
}
break;
case RAPTOR_ATTACK3:
tilt = angle;
/* Close bite attack */
if (!item->requiredAnimState && (item->touchBits & RAPTOR_TOUCH))
{
CreatureEffect(item, &raptorBite, DoBloodSplat);
LaraItem->hitPoints -= RAPTOR_BITE_DAMAGE;
LaraItem->hitStatus = true;
item->requiredAnimState = RAPTOR_STOP;
}
break;
case RAPTOR_ATTACK2:
tilt = angle;
/* Charge attack */
if (!item->requiredAnimState && info.ahead && (item->touchBits & RAPTOR_TOUCH))
{
CreatureEffect(item, &raptorBite, DoBloodSplat);
LaraItem->hitPoints -= RAPTOR_CHARGE_DAMAGE;
LaraItem->hitStatus = true;
item->requiredAnimState = RAPTOR_RUN;
}
break;
}
}
CreatureTilt(item, tilt);
CreatureJoint(item, 0, head);
CreatureAnimation(itemNum, angle, tilt);
}