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