mirror of
https://github.com/TombEngine/TombEngine.git
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136 lines
2.8 KiB
C++
136 lines
2.8 KiB
C++
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#include "../newobjects.h"
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#include "../../Game/box.h"
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#include "../../Game/effects.h"
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BITE_INFO eagleBite = { 15, 46, 21, 6 };
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BITE_INFO crowBite = { 2, 10, 60, 14 };
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void InitialiseEagle(short itemNum)
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{
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ITEM_INFO* item = &Items[itemNum];
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InitialiseCreature(itemNum);
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if (item->objectNumber == ID_CROW)
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{
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item->animNumber = Objects[ID_CROW].animIndex + 14;
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item->frameNumber = Anims[item->animNumber].frameBase;
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item->currentAnimState = item->goalAnimState = 7;
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}
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else
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{
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item->animNumber = Objects[ID_EAGLE].animIndex + 5;
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item->frameNumber = Anims[item->animNumber].frameBase;
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item->currentAnimState = item->goalAnimState = 2;
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}
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}
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void EagleControl(short itemNum)
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{
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if (!CreatureActive(itemNum))
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return;
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ITEM_INFO* item = &Items[itemNum];
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CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
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short angle = 0;
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if (item->hitPoints <= 0)
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{
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switch (item->currentAnimState)
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{
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case 4:
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if (item->pos.yPos > item->floor)
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{
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item->pos.yPos = item->floor;
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item->gravityStatus = 0;
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item->fallspeed = 0;
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item->goalAnimState = 5;
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}
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break;
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case 5:
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item->pos.yPos = item->floor;
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break;
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default:
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if (item->objectNumber == ID_CROW)
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item->animNumber = Objects[ID_CROW].animIndex + 1;
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else
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item->animNumber = Objects[ID_EAGLE].animIndex + 8;
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item->frameNumber = Anims[item->animNumber].frameBase;
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item->currentAnimState = 4;
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item->gravityStatus = 1;
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item->speed = 0;
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break;
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}
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item->pos.xRot = 0;
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}
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else
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{
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AI_INFO info;
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CreatureAIInfo(item, &info);
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GetCreatureMood(item, &info, VIOLENT);
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CreatureMood(item, &info, TIMID);
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angle = CreatureTurn(item, ANGLE(3));
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switch (item->currentAnimState)
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{
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case 7:
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item->pos.yPos = item->floor;
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if (creature->mood != BORED_MOOD)
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item->goalAnimState = 1;
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break;
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case 2:
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item->pos.yPos = item->floor;
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if (creature->mood == BORED_MOOD)
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break;
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else
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item->goalAnimState = 1;
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break;
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case 1:
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creature->flags = 0;
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if (item->requiredAnimState)
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item->goalAnimState = item->requiredAnimState;
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if (creature->mood == BORED_MOOD)
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item->goalAnimState = 2;
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else if (info.ahead && info.distance < SQUARE(512))
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item->goalAnimState = 6;
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else
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item->goalAnimState = 3;
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break;
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case 3:
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if (creature->mood == BORED_MOOD)
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{
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item->requiredAnimState = 2;
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item->goalAnimState = 1;
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}
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else if (info.ahead && info.distance < SQUARE(512))
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item->goalAnimState = 6;
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break;
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case 6:
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if (!creature->flags && item->touchBits)
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{
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LaraItem->hitPoints -= 20;
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LaraItem->hitStatus = true;
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if (item->objectNumber == ID_CROW)
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CreatureEffect(item, &crowBite, DoBloodSplat);
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else
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CreatureEffect(item, &eagleBite, DoBloodSplat);
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creature->flags = 1;
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}
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break;
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}
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}
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CreatureAnimation(itemNum, angle, 0);
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}
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