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https://github.com/TombEngine/TombEngine.git
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104 lines
2.2 KiB
C++
104 lines
2.2 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 ratBite = { 0, 0, 57, 2 };
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void RatControl(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 random = 0;
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if (item->hitPoints <= 0)
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{
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if (item->currentAnimState != 6)
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{
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item->animNumber = Objects[item->objectNumber].animIndex + 9;
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item->frameNumber = Anims[item->animNumber].frameBase;
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item->currentAnimState = 6;
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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, ANGLE(6));
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switch (item->currentAnimState)
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{
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case 4:
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if (creature->mood == BORED_MOOD || creature->mood == STALK_MOOD)
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{
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short random = (short)GetRandomControl();
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if (random < 0x500)
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item->requiredAnimState = 3;
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else if (random > 0xA00)
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item->requiredAnimState = 1;
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}
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else if (info.distance < SQUARE(340))
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item->requiredAnimState = 5;
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else
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item->requiredAnimState = 1;
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if (item->requiredAnimState)
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item->goalAnimState = 2;
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break;
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case 2:
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creature->maximumTurn = 0;
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if (item->requiredAnimState)
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item->goalAnimState = item->requiredAnimState;
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break;
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case 1:
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creature->maximumTurn = ANGLE(6);
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if (creature->mood == BORED_MOOD || creature->mood == STALK_MOOD)
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{
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random = (short)GetRandomControl();
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if (random < 0x500)
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{
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item->requiredAnimState = 3;
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item->goalAnimState = 2;
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}
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else if (random < 0xA00)
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item->goalAnimState = 2;
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}
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else if (info.ahead && info.distance < SQUARE(340))
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item->goalAnimState = 2;
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break;
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case 5:
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if (!item->requiredAnimState && (item->touchBits & 0x7F))
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{
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CreatureEffect(item, &ratBite, DoBloodSplat);
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LaraItem->hitPoints -= 20;
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LaraItem->hitStatus = true;
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item->requiredAnimState = 2;
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}
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break;
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case 3:
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if (GetRandomControl() < 0x500)
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item->goalAnimState = 2;
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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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}
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