TombEngine/TR5Main/Objects/TR4/tr4_bat.cpp
TokyoSU 7432353bed Restructured the Entity Files
- Moved GetWaterSurface to Control.cpp.
- Added mineL/mineR in LaraExtraInfo.
2019-12-05 17:35:57 +01:00

158 lines
No EOL
3.4 KiB
C++

#include "../newobjects.h"
#include "../../Game/Box.h"
#include "../../Game/effects.h"
#include "../../Game/items.h"
BITE_INFO batBite = { 0, 16, 45, 4 };
void InitialiseBat(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
ClearItem(itemNum);
item->animNumber = Objects[ID_BAT].animIndex + 5;
item->frameNumber = Anims[item->animNumber].frameBase;
item->goalAnimState = 6;
item->currentAnimState = 6;
}
void BatControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
short angle = 0;
short head = 0;
short neck = 0;
short tilt = 0;
short joint0 = 0;
short joint1 = 0;
short joint2 = 0;
short joint3 = 0;
if (item->hitPoints > 0)
{
int dx = LaraItem->pos.xPos - item->pos.xPos;
int dz = LaraItem->pos.zPos - item->pos.zPos;
int laraDistance = dx * dx + dz * dz;
if (item->aiBits)
{
GetAITarget(creature);
}
else
{
creature->enemy = LaraItem;
CREATURE_INFO* baddie = &BaddieSlots[0];
CREATURE_INFO* found = &BaddieSlots[0];
int minDistance = 0x7FFFFFFF;
for (int i = 0; i < NUM_SLOTS; i++, baddie++)
{
if (baddie->itemNum == NO_ITEM || baddie->itemNum == itemNum)
continue;
ITEM_INFO* target = &Items[baddie->itemNum];
if (target->objectNumber != ID_WILD_BOAR)
{
int dx2 = target->pos.xPos - item->pos.xPos;
int dz2 = target->pos.zPos - item->pos.zPos;
int distance = dx2 * dx2 + dz2 * dz2;
if (distance < minDistance)
{
creature->enemy = target;
minDistance = distance;
}
}
}
}
AI_INFO info;
CreatureAIInfo(item, &info);
GetCreatureMood(item, &info, TIMID);
if (item->flags)
creature->mood = ESCAPE_MOOD;
CreatureMood(item, &info, TIMID);
angle = CreatureTurn(item, ANGLE(20));
switch (item->currentAnimState)
{
case 2:
if (info.distance < SQUARE(256) || !(GetRandomControl() & 0x3F))
{
creature->flags = 0;
}
if (!creature->flags)
{
if (item->touchBits || creature->enemy != LaraItem && info.distance < SQUARE(256) && info.ahead && abs(item->pos.yPos - creature->enemy->pos.yPos) < 896)
{
item->goalAnimState = 3;
}
}
break;
case 3:
if (!creature->flags && (item->touchBits || creature->enemy != LaraItem && info.distance < SQUARE(256) && info.ahead && abs(item->pos.yPos - creature->enemy->pos.yPos) < 896))
{
CreatureEffect(item, &batBite, DoBloodSplat);
if (creature->enemy == LaraItem)
{
LaraItem->hitPoints -= 2;
LaraItem->hitStatus = true;
}
creature->flags = 1;
}
else
{
item->goalAnimState = 2;
creature->mood = BORED_MOOD;
}
break;
case 6:
if (info.distance < SQUARE(5120) ||
item->hitStatus ||
creature->hurtByLara)
{
item->goalAnimState = 1;
}
break;
}
}
else if (item->currentAnimState == 3)
{
item->animNumber = Objects[ID_BAT].animIndex + 1;
item->frameNumber = Anims[item->animNumber].frameBase;
item->goalAnimState = 2;
item->currentAnimState = 2;
}
else
{
if (item->pos.yPos >= item->floor)
{
item->goalAnimState = 5;
item->pos.yPos = item->floor;
item->gravityStatus = false;
}
else
{
item->gravityStatus = true;
item->animNumber = Objects[ID_BAT].animIndex + 3;
item->frameNumber = Anims[item->animNumber].frameBase;
item->goalAnimState = 4;
item->currentAnimState = 4;
item->speed = 0;
}
}
CreatureAnimation(itemNum, angle, 0);
}