TombEngine/TR5Main/Objects/TR1/tr1_larson.cpp
TokyoSU 8e148277bf Added Entity
- Lara Evil (Atlantis Version)
- Natla and Evil Natla.
- Larson and Pierre (TR1)
- Raptor (TR1)
2019-12-06 15:26:18 +01:00

150 lines
No EOL
3.7 KiB
C++

#include "../newobjects.h"
#include "../../Game/Box.h"
#include "../../Game/people.h"
enum LARSON_STATE {
PEOPLE_EMPTY, PEOPLE_STOP, PEOPLE_WALK, PEOPLE_RUN, PEOPLE_AIM,
PEOPLE_DEATH, PEOPLE_POSE, PEOPLE_SHOOT
};
#define PEOPLE_WALK_TURN ANGLE(3)
#define PEOPLE_RUN_TURN ANGLE(6)
#define PEOPLE_POSE_CHANCE 0x60
#define PEOPLE_WALK_RANGE SQUARE(WALL_SIZE*3)
#define PEOPLE_SHOT_DAMAGE 50
#define LARSON_DIE_ANIM 15
BITE_INFO larson_gun = { -60, 170, 0, 14 };
void Tr1LarsonControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item;
CREATURE_INFO* people;
AI_INFO info;
short angle, head, tilt;
item = &Items[itemNum];
people = (CREATURE_INFO*)item->data;
head = angle = tilt = 0;
/* Has person been killed? */
if (item->hitPoints <= 0)
{
if (item->currentAnimState != PEOPLE_DEATH)
{
item->animNumber = Objects[item->objectNumber].animIndex + LARSON_DIE_ANIM;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = PEOPLE_DEATH;
}
}
else
{
CreatureAIInfo(item, &info);
if (info.ahead)
head = info.angle;
GetCreatureMood(item, &info, TIMID);
CreatureMood(item, &info, TIMID);
angle = CreatureTurn(item, people->maximumTurn);
switch (item->currentAnimState)
{
case PEOPLE_STOP:
if (item->requiredAnimState)
item->goalAnimState = item->requiredAnimState;
else if (people->mood == BORED_MOOD)
item->goalAnimState = (GetRandomControl() < PEOPLE_POSE_CHANCE) ? PEOPLE_POSE : PEOPLE_WALK;
else if (people->mood == ESCAPE_MOOD)
item->goalAnimState = PEOPLE_RUN;
else
item->goalAnimState = PEOPLE_WALK;
break;
case PEOPLE_POSE:
if (people->mood != BORED_MOOD)
item->goalAnimState = PEOPLE_STOP;
else if (GetRandomControl() < PEOPLE_POSE_CHANCE)
{
item->requiredAnimState = PEOPLE_WALK;
item->goalAnimState = PEOPLE_STOP;
}
break;
case PEOPLE_WALK:
people->maximumTurn = PEOPLE_WALK_TURN;
if (people->mood == BORED_MOOD && GetRandomControl() < PEOPLE_POSE_CHANCE)
{
item->requiredAnimState = PEOPLE_POSE;
item->goalAnimState = PEOPLE_STOP;
}
else if (people->mood == ESCAPE_MOOD)
{
item->requiredAnimState = PEOPLE_RUN;
item->goalAnimState = PEOPLE_STOP;
}
else if (Targetable(item, &info))
{
item->requiredAnimState = PEOPLE_AIM;
item->goalAnimState = PEOPLE_STOP;
}
else if (!info.ahead || info.distance > PEOPLE_WALK_RANGE)
{
item->requiredAnimState = PEOPLE_RUN;
item->goalAnimState = PEOPLE_STOP;
}
break;
case PEOPLE_RUN:
people->maximumTurn = PEOPLE_RUN_TURN;
tilt = angle / 2;
if (people->mood == BORED_MOOD && GetRandomControl() < PEOPLE_POSE_CHANCE)
{
item->requiredAnimState = PEOPLE_POSE;
item->goalAnimState = PEOPLE_STOP;
}
else if (Targetable(item, &info))
{
item->requiredAnimState = PEOPLE_AIM;
item->goalAnimState = PEOPLE_STOP;
}
else if (info.ahead && info.distance < PEOPLE_WALK_RANGE)
{
item->requiredAnimState = PEOPLE_WALK;
item->goalAnimState = PEOPLE_STOP;
}
break;
case PEOPLE_AIM:
if (item->requiredAnimState)
item->goalAnimState = item->requiredAnimState;
else if (Targetable(item, &info))
item->goalAnimState = PEOPLE_SHOOT;
else
item->goalAnimState = PEOPLE_STOP;
break;
case PEOPLE_SHOOT:
/* Required state is set after this so only one shot is fired */
if (!item->requiredAnimState)
{
ShotLara(item, &info, &larson_gun, head, PEOPLE_SHOT_DAMAGE);
item->requiredAnimState = PEOPLE_AIM;
}
if (people->mood == ESCAPE_MOOD)
item->requiredAnimState = PEOPLE_STOP;
break;
}
}
CreatureTilt(item, tilt);
CreatureJoint(item, 0, head);
CreatureAnimation(itemNum, angle, tilt);
}