TombEngine/TR5Main/Game/lion.cpp

168 lines
3.4 KiB
C++

#include "lion.h"
#include "..\Global\global.h"
#include "items.h"
#include "effect2.h"
#include "effects.h"
#include "lot.h"
#include "box.h"
#include "tomb4fx.h"
BITE_INFO LionBite1 = { 0xFFFFFFFE, 0xFFFFFFF6, 0xFA, 0x15 };
BITE_INFO LionBite2 = { 0xFFFFFFFE, 0xFFFFFFF6, 0x84, 0x15 };
void InitialiseLion(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
ClearItem(itemNum);
item->animNumber = Objects[ID_LION].animIndex;
item->frameNumber = Anims[item->animNumber].frameBase;
item->goalAnimState = 1;
item->currentAnimState = 1;
}
void LionControl(short itemNum)
{
short joint0 = 0;
short angle = 0;
short tilt = 0;
short joint1 = 0;
ITEM_INFO* item = &Items[itemNum];
if (CreatureActive(itemNum))
{
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
if (item->hitPoints <= 0)
{
item->hitPoints = 0;
if (item->currentAnimState != 5)
{
item->animNumber = Objects[ID_LION].animIndex + (GetRandomControl() & 1) + 7;
item->currentAnimState = 5;
item->frameNumber = Anims[item->animNumber].frameBase;
}
}
else
{
AI_INFO info;
CreatureAIInfo(item, &info);
if (info.ahead)
joint1 = info.angle;
GetCreatureMood(item, &info, VIOLENT);
CreatureMood(item, &info, VIOLENT);
angle = CreatureTurn(item, creature->maximumTurn);
joint0 = -16 * angle;
switch (item->currentAnimState)
{
case 1:
creature->maximumTurn = 0;
if (item->requiredAnimState)
{
item->goalAnimState = item->requiredAnimState;
break;
}
if (!creature->mood)
{
if (!(GetRandomControl() & 0x3F))
item->goalAnimState = 2;
break;
}
if (info.ahead)
{
if (item->touchBits & 0x200048)
{
item->goalAnimState = 7;
break;
}
if (info.distance < SQUARE(1024))
{
item->goalAnimState = 4;
break;
}
}
item->goalAnimState = 3;
break;
case 2:
creature->maximumTurn = ANGLE(2);
if (!creature->mood)
{
if (GetRandomControl() < 128)
{
item->requiredAnimState = 6;
item->goalAnimState = 1;
}
}
else
item->goalAnimState = 1;
break;
case 3:
creature->maximumTurn = ANGLE(5);
tilt = angle;
if (creature->mood)
{
if (info.ahead && info.distance < SQUARE(1024))
{
item->goalAnimState = 1;
}
else if (item->touchBits & 0x200048 && info.ahead)
{
item->goalAnimState = 1;
}
else if (creature->mood != ESCAPE_MOOD)
{
if (GetRandomControl() < 128)
{
item->requiredAnimState = 6;
item->goalAnimState = 1;
}
}
}
else
{
item->goalAnimState = 1;
}
break;
case 4:
if (!item->requiredAnimState && item->touchBits & 0x200048)
{
LaraItem->hitPoints -= 200;
LaraItem->hitStatus = true;
CreatureEffect2(item, &LionBite1, 10, item->pos.yRot, DoBloodSplat);
item->requiredAnimState = 1;
}
break;
case 7:
creature->maximumTurn = ANGLE(1);
if (!item->requiredAnimState && item->touchBits & 0x200048)
{
CreatureEffect2(item, &LionBite2, 10, item->pos.yRot, DoBloodSplat);
LaraItem->hitPoints -= 60;
LaraItem->hitStatus = true;
item->requiredAnimState = 1;
}
break;
}
}
}
CreatureTilt(item, tilt);
CreatureJoint(item, 0, joint0);
CreatureJoint(item, 1, joint1);
CreatureAnimation(itemNum, angle, 0);
}
void Inject_Lion()
{
INJECT(0x0045AC80, InitialiseLion);
INJECT(0x0045AD00, LionControl);
}