TombEngine/TR5Main/Objects/TR2/Entity/tr2_shark.cpp

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#include "framework.h"
#include "tr2_shark.h"
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#include "control/box.h"
#include "effects/effects.h"
#include "lara.h"
#include "setup.h"
#include "level.h"
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#include "control/control.h"
#include "animation.h"
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#include "item.h"
BITE_INFO sharkBite = { 17, -22, 344, 12 };
void SharkControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &g_Level.Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
short angle = 0;
short head = 0;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 5)
{
item->animNumber = Objects[ID_SHARK].animIndex + 4;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->currentAnimState = 5;
}
CreatureFloat(itemNum);
return;
}
else
{
AI_INFO info;
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, creature->maximumTurn);
switch (item->currentAnimState)
{
case 0:
creature->flags = 0;
creature->maximumTurn = 0;
if (info.ahead && info.distance < SQUARE(768) && info.zoneNumber == info.enemyZone)
item->goalAnimState = 3;
else
item->goalAnimState = 1;
break;
case 1:
creature->maximumTurn = ANGLE(1) / 2;
if (creature->mood == BORED_MOOD)
break;
else if (info.ahead && info.distance < SQUARE(768))
item->goalAnimState = 0;
else if (creature->mood == ESCAPE_MOOD || info.distance > SQUARE(3072) || !info.ahead)
item->goalAnimState = 2;
break;
case 2:
creature->flags = 0;
creature->maximumTurn = ANGLE(2);
if (creature->mood == BORED_MOOD)
item->goalAnimState = 1;
else if (creature->mood == ESCAPE_MOOD)
break;
else if (info.ahead && info.distance < SQUARE(1365) && info.zoneNumber == info.enemyZone)
{
if (GetRandomControl() < 0x800)
item->goalAnimState = 0;
else if (info.distance < SQUARE(768))
item->goalAnimState = 4;
}
break;
case 3:
case 4:
if (info.ahead)
head = info.angle;
if (!creature->flags && (item->touchBits & 0x3400))
{
LaraItem->hitPoints -= 400;
LaraItem->hitStatus = true;
CreatureEffect(item, &sharkBite, DoBloodSplat);
creature->flags = 1;
}
break;
}
}
if (item->currentAnimState != 6)
{
CreatureJoint(item, 0, head);
CreatureAnimation(itemNum, angle, 0);
CreatureUnderwater(item, 340);
}
else
{
AnimateItem(item);
}
}