#include "framework.h" #include "tr2_shark.h" #include "control/box.h" #include "effects/effects.h" #include "lara.h" #include "setup.h" #include "level.h" #include "control/control.h" #include "animation.h" #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); } }