TombEngine/TR5Main/Objects/TR2/tr2_barracuda.cpp

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#include "../newobjects.h"
#include "../../Game/Box.h"
#include "../../Game/effects.h"
BITE_INFO barracudaBite = { 2, -60, 121, 7 };
void BarracudaControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
short angle = 0;
short head = 0;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 6)
{
item->animNumber = Objects[ID_BARRACUDA].animIndex + 6;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 6;
}
CreatureFloat(itemNum);
return;
}
else
{
AI_INFO info;
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, TIMID);
CreatureMood(item, &info, TIMID);
angle = CreatureTurn(item, creature->maximumTurn);
switch (item->currentAnimState)
{
case 1:
creature->flags = 0;
if (creature->mood == BORED_MOOD)
item->goalAnimState = 2;
else if (info.ahead && info.distance < 680)
item->goalAnimState = 4;
else if (creature->mood == STALK_MOOD)
item->goalAnimState = 2;
else
item->goalAnimState = 3;
break;
case 2:
creature->maximumTurn = ANGLE(2);
if (creature->mood == BORED_MOOD)
break;
else if (info.ahead && (item->touchBits & 0xE0))
item->goalAnimState = 1;
else if (creature->mood != STALK_MOOD)
item->goalAnimState = 3;
break;
case 3:
creature->maximumTurn = ANGLE(4);
creature->flags = 0;
if (creature->mood == BORED_MOOD)
item->goalAnimState = 2;
else if (info.ahead && info.distance < 340)
item->goalAnimState = 5;
else if (info.ahead && info.distance < 680)
item->goalAnimState = 1;
else if (creature->mood == STALK_MOOD)
item->goalAnimState = 2;
break;
case 4:
case 5:
if (info.ahead)
head = info.angle;
if (!creature->flags && (item->touchBits & 0xE0))
{
LaraItem->hitPoints -= 100;
LaraItem->hitStatus = true;
CreatureEffect(item, &barracudaBite, DoBloodSplat);
creature->flags = 1;
}
break;
}
}
CreatureJoint(item, 0, head);
CreatureAnimation(itemNum, angle, 0);
CreatureUnderwater(item, STEP_SIZE);
}