TombEngine/TR5Main/Objects/TR1/tr1_wolf.cpp

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#include "../newobjects.h"
#include "../../Game/items.h"
#include "../../Game/box.h"
#include "../../Game/effects.h"
BITE_INFO wolfBite = { 0, -14, 174, 6 };
void InitialiseWolf(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
ClearItem(itemNum);
item->frameNumber = 96;
}
void WolfControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
short head = 0;
short angle = 0;
short tilt = 0;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 11)
{
item->animNumber = Objects[item->objectNumber].animIndex + 20 + (short)(GetRandomControl() / 11000);
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 11;
}
}
else
{
AI_INFO info;
CreatureAIInfo(item, &info);
if (info.ahead)
head = info.angle;
GetCreatureMood(item, &info, TIMID);
CreatureMood(item, &info, TIMID);
angle = CreatureTurn(item, creature->maximumTurn);
switch (item->currentAnimState)
{
case 8:
head = 0;
if (creature->mood == ESCAPE_MOOD || info.zoneNumber == info.enemyZone)
{
item->requiredAnimState = 9;
item->goalAnimState = 1;
}
else if (GetRandomControl() < 0x20)
{
item->requiredAnimState = 2;
item->goalAnimState = 1;
}
break;
case 1:
if (item->requiredAnimState)
item->goalAnimState = item->requiredAnimState;
else
item->goalAnimState = 2;
break;
case 2:
creature->maximumTurn = ANGLE(2);
if (creature->mood != BORED_MOOD)
{
item->goalAnimState = 5;
item->requiredAnimState = 0;
}
else if (GetRandomControl() < 0x20)
{
item->requiredAnimState = 8;
item->goalAnimState = 1;
}
break;
case 9:
if (item->requiredAnimState)
item->goalAnimState = item->requiredAnimState;
else if (creature->mood == ESCAPE_MOOD)
item->goalAnimState = 3;
else if (info.distance < SQUARE(345) && info.bite)
item->goalAnimState = 12;
else if (creature->mood == STALK_MOOD)
item->goalAnimState = 5;
else if (creature->mood == BORED_MOOD)
item->goalAnimState = 1;
else
item->goalAnimState = 3;
break;
case 5:
creature->maximumTurn = ANGLE(2);
if (creature->mood == ESCAPE_MOOD)
item->goalAnimState = 3;
else if (info.distance < SQUARE(345) && info.bite)
item->goalAnimState = 12;
else if (info.distance > SQUARE(3072))
item->goalAnimState = 3;
else if (creature->mood == ATTACK_MOOD)
{
if (!info.ahead || info.distance > SQUARE(1536) ||
(info.enemyFacing < FRONT_ARC && info.enemyFacing > -FRONT_ARC))
item->goalAnimState = 3;
}
else if (GetRandomControl() < 0x180)
{
item->requiredAnimState = 7;
item->goalAnimState = 9;
}
else if (creature->mood == BORED_MOOD)
item->goalAnimState = 9;
break;
case 3:
creature->maximumTurn = ANGLE(5);
tilt = angle;
if (info.ahead && info.distance < SQUARE(1536))
{
if (info.distance > (SQUARE(1536) / 2) &&
(info.enemyFacing > FRONT_ARC || info.enemyFacing < -FRONT_ARC))
{
item->requiredAnimState = 5;
item->goalAnimState = 9;
}
else
{
item->goalAnimState = 6;
item->requiredAnimState = 0;
}
}
else if (creature->mood == STALK_MOOD && info.distance < SQUARE(3072))
{
item->requiredAnimState = 5;
item->goalAnimState = 9;
}
else if (creature->mood == BORED_MOOD)
item->goalAnimState = 9;
break;
case 6:
tilt = angle;
if (!item->requiredAnimState && (item->touchBits & 0x774F))
{
CreatureEffect(item, &wolfBite, DoBloodSplat);
LaraItem->hitPoints -= 50;
LaraItem->hitStatus = true;
item->requiredAnimState = 3;
}
item->goalAnimState = 3;
break;
case 12:
if (!item->requiredAnimState && (item->touchBits & 0x774F) && info.ahead)
{
CreatureEffect(item, &wolfBite, DoBloodSplat);
LaraItem->hitPoints -= 100;
LaraItem->hitStatus = true;
item->requiredAnimState = 9;
}
break;
}
}
CreatureTilt(item, tilt);
CreatureJoint(item, 0, head);
CreatureAnimation(itemNum, angle, tilt);
}