mirror of
https://github.com/TombEngine/TombEngine.git
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230 lines
No EOL
4.5 KiB
C++
230 lines
No EOL
4.5 KiB
C++
#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 bearBite = { 0, 96, 335, 14 };
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void BearControl(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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if (item->hitPoints <= 0)
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{
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if (item->currentAnimState != 9)
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{
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angle = CreatureTurn(item, ANGLE(1));
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switch (item->currentAnimState)
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{
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case 2:
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item->goalAnimState = 4;
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break;
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case 3:
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case 0:
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item->goalAnimState = 1;
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break;
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case 4:
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creature->flags = 1;
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item->goalAnimState = 9;
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break;
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case 1:
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creature->flags = 0;
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item->goalAnimState = 9;
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break;
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case 9:
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if (creature->flags && (item->touchBits & 0x2406C))
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{
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LaraItem->hitPoints -= 200;
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LaraItem->hitStatus = 1;
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creature->flags = 0;
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}
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item->animNumber = Objects[item->objectNumber].animIndex + 20;
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item->frameNumber = Anims[item->animNumber].frameBase;
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item->currentAnimState = 9;
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break;
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}
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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, VIOLENT);
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CreatureMood(item, &info, VIOLENT);
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angle = CreatureTurn(item, creature->maximumTurn);
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if (item->hitStatus)
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creature->flags = 1;
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switch (item->currentAnimState)
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{
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case 1:
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if (LaraItem->hitPoints <= 0)
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{
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if (info.bite && info.distance < SQUARE(768))
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{
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item->goalAnimState = 8;
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}
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else
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{
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item->goalAnimState = 0;
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}
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}
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else if (item->requiredAnimState)
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{
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item->goalAnimState = item->requiredAnimState;
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}
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else if (creature->mood == BORED_MOOD)
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{
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item->goalAnimState = 0;
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}
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else
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{
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item->goalAnimState = 3;
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}
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break;
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case 0:
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creature->maximumTurn = ANGLE(2);
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if (LaraItem->hitPoints <= 0 && (item->touchBits & 0x2406C) && info.ahead)
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{
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item->goalAnimState = 1;
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}
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else if (creature->mood != BORED_MOOD)
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{
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item->goalAnimState = 1;
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if (creature->mood == ESCAPE_MOOD)
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{
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item->requiredAnimState = 0;
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}
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}
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else if (GetRandomControl() < 0x50)
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{
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item->requiredAnimState = 5;
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item->goalAnimState = 1;
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}
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break;
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case 3:
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creature->maximumTurn = ANGLE(5);
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// if the bear slams you it hurts
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if (item->touchBits & 0x2406C)
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{
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LaraItem->hitPoints -= 3;
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LaraItem->hitStatus = true;
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}
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if (creature->mood == BORED_MOOD || LaraItem->hitPoints <= 0)
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{
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item->goalAnimState = 1;
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}
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else if (info.ahead && !item->requiredAnimState)
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{
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// bear may rear up, but not after he's taken some bullets!
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if (!creature->flags && info.distance < SQUARE(2048) && GetRandomControl() < 0x300)
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{
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item->requiredAnimState = 4;
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item->goalAnimState = 1;
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}
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else if (info.distance < SQUARE(1024))
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{
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item->goalAnimState = 6;
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}
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}
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break;
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case 4:
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if (creature->flags)
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{
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item->requiredAnimState = 0;
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item->goalAnimState = 1;
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}
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else if (item->requiredAnimState)
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{
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item->goalAnimState = item->requiredAnimState;
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}
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else if (creature->mood == BORED_MOOD || creature->mood == ESCAPE_MOOD)
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{
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item->goalAnimState = 1;
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}
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else if (info.bite && info.distance < SQUARE(600))
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{
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item->goalAnimState = 7;
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}
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else
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{
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item->goalAnimState = 2;
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}
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break;
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case 2:
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if (creature->flags)
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{
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item->requiredAnimState = 0;
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item->goalAnimState = 4;
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}
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else if (info.ahead && (item->touchBits & 0x2406C))
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{
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item->goalAnimState = 4;
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}
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else if (creature->mood == ESCAPE_MOOD)
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{
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item->goalAnimState = 4;
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item->requiredAnimState = 0;
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}
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else if (creature->mood == BORED_MOOD || GetRandomControl() < 0x50)
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{
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item->requiredAnimState = 5;
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item->goalAnimState = 4;
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}
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else if (info.distance > SQUARE(2048) || GetRandomControl() < 0x600)
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{
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item->requiredAnimState = 1;
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item->goalAnimState = 4;
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}
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break;
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case 7:
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if (!item->requiredAnimState && (item->touchBits & 0x2406C))
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{
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LaraItem->hitPoints -= 400;
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LaraItem->hitStatus = true;
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item->requiredAnimState = 4;
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}
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break;
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case 6:
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if (!item->requiredAnimState && (item->touchBits & 0x2406C))
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{
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CreatureEffect(item, &bearBite, DoBloodSplat);
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LaraItem->hitPoints -= 200;
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LaraItem->hitStatus = true;
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item->requiredAnimState = 1;
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}
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break;
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}
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}
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CreatureJoint(item, 0, head);
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CreatureAnimation(itemNum, angle, 0);
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} |