TombEngine/TR5Main/Objects/TR2/tr2_monk.cpp

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#include "../newobjects.h"
#include "../../Game/Box.h"
#include "../../Game/effects.h"
BITE_INFO monkBite = { -23,16,265, 14 };
extern bool MonksAttackLara;
void MonkControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item, *enemy;
CREATURE_INFO* monk;
short angle, torso, tilt;
AI_INFO info;
int random;
item = &Items[itemNum];
monk = (CREATURE_INFO*)item->data;
torso = angle = tilt = 0;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 9)
{
item->animNumber = Objects[item->objectNumber].animIndex + 20 + (GetRandomControl() / 0x4000);
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 9;
}
}
else
{
if (MonksAttackLara)
monk->enemy = LaraItem;
CreatureAIInfo(item, &info);
if (!MonksAttackLara && monk->enemy == LaraItem)
monk->enemy = NULL;
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, monk->maximumTurn);
if (info.ahead)
torso = info.angle;
switch (item->currentAnimState)
{
case 1:
monk->flags &= 0x0FFF;
if (!MonksAttackLara && info.ahead && Lara.target == item)
{
break;
}
else if (monk->mood == BORED_MOOD)
{
item->goalAnimState = 2;
}
else if (monk->mood == ESCAPE_MOOD)
{
item->goalAnimState = 3;
}
else if (info.ahead && info.distance < SQUARE(WALL_SIZE / 2))
{
if (GetRandomControl() < 0x7000)
item->goalAnimState = 4;
else
item->goalAnimState = 11;
}
else if (info.ahead && info.distance < SQUARE(WALL_SIZE))
{
item->goalAnimState = 7;
}
else if (info.ahead && info.distance < SQUARE(WALL_SIZE * 2))
{
item->goalAnimState = 2;
}
else
{
item->goalAnimState = 3;
}
break;
case 11:
monk->flags &= 0x0FFF;
if (!MonksAttackLara && info.ahead && Lara.target == item)
{
break;
}
else if (monk->mood == BORED_MOOD)
{
item->goalAnimState = 2;
}
else if (monk->mood == ESCAPE_MOOD)
{
item->goalAnimState = 3;
}
else if (info.ahead && info.distance < SQUARE(WALL_SIZE / 2))
{
random = GetRandomControl();
if (random < 0x3000)
item->goalAnimState = 5;
else if (random < 0x6000)
item->goalAnimState = 8;
else
item->goalAnimState = 1;
}
else if (info.ahead && info.distance < SQUARE(WALL_SIZE * 2))
{
item->goalAnimState = 2;
}
else
{
item->goalAnimState = 3;
}
break;
case 2:
monk->maximumTurn = ANGLE(3);
if (monk->mood == BORED_MOOD)
{
if (!MonksAttackLara && info.ahead && Lara.target == item)
{
if (GetRandomControl() < 0x4000)
item->goalAnimState = 1;
else
item->goalAnimState = 11;
}
}
else if (monk->mood == ESCAPE_MOOD)
{
item->goalAnimState = 3;
}
else if (info.ahead && info.distance < SQUARE(WALL_SIZE / 2))
{
if (GetRandomControl() < 0x4000)
item->goalAnimState = 1;
else
item->goalAnimState = 11;
}
else if (!info.ahead || info.distance > SQUARE(WALL_SIZE * 2))
{
item->goalAnimState = 3;
}
break;
case 3:
monk->flags &= 0x0FFF;
monk->maximumTurn = ANGLE(4);
if (MonksAttackLara)
monk->maximumTurn += ANGLE(1);
tilt = angle >> 2;
if (monk->mood == BORED_MOOD)
{
item->goalAnimState = 1;
}
else if (monk->mood == ESCAPE_MOOD)
{
break;
}
else if (info.ahead && info.distance < SQUARE(WALL_SIZE / 2))
{
if (GetRandomControl() < 0x4000)
item->goalAnimState = 1;
else
item->goalAnimState = 11;
}
else if (info.ahead && info.distance < SQUARE(WALL_SIZE * 3))
{
item->goalAnimState = 10;
}
else if (info.ahead && info.distance < SQUARE(WALL_SIZE * 2))
{
if (GetRandomControl() < 0x4000)
item->goalAnimState = 1;
else
item->goalAnimState = 11;
}
break;
case 8:
if (!info.ahead || info.distance > SQUARE(WALL_SIZE / 2))
item->goalAnimState = 11;
else
item->goalAnimState = 6;
break;
case 4:
case 5:
case 6:
case 7:
case 10:
enemy = monk->enemy;
if (enemy == LaraItem)
{
if (!(monk->flags & 0xF000) && (item->touchBits & 0x4000))
{
LaraItem->hitPoints -= 150;
LaraItem->hitStatus = true;
monk->flags |= 0x1000;
SoundEffect(SFX_TR2_MONK_HIT_TARGET_ID245, &item->pos, 0);
CreatureEffect(item, &monkBite, DoBloodSplat);
}
}
else
{
if (!(monk->flags & 0xf000) && enemy)
{
if (abs(enemy->pos.xPos - item->pos.xPos) < (STEP_SIZE * 2) &&
abs(enemy->pos.yPos - item->pos.yPos) < (STEP_SIZE * 2) &&
abs(enemy->pos.zPos - item->pos.zPos) < (STEP_SIZE * 2))
{
enemy->hitPoints -= 5;
enemy->hitStatus = true;
monk->flags |= 0x1000;
SoundEffect(SFX_TR2_MONK_HIT_TARGET_ID245, &item->pos, 0);
}
}
}
break;
}
}
CreatureTilt(item, tilt);
CreatureJoint(item, 0, torso);
CreatureAnimation(itemNum, angle, tilt);
}