TombEngine/TR5Main/Objects/TR2/Entity/tr2_rat.cpp
2021-09-25 16:00:30 +03:00

112 lines
2.4 KiB
C++

#include "framework.h"
#include "tr2_rat.h"
#include "lara.h"
#include "control/box.h"
#include "effects\effects.h"
#include "setup.h"
#include "control/control.h"
#include "level.h"
#include "itemdata/creature_info.h"
#include "control/control.h"
#include "items.h"
BITE_INFO ratBite = { 0, 0, 57, 2 };
void RatControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
ITEM_INFO* item = &g_Level.Items[itemNum];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
short head = 0;
short angle = 0;
short random = 0;
if (item->hitPoints <= 0)
{
if (item->currentAnimState != 6)
{
item->animNumber = Objects[item->objectNumber].animIndex + 9;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->currentAnimState = 6;
}
}
else
{
AI_INFO info;
CreatureAIInfo(item, &info);
if (info.ahead)
head = info.angle;
GetCreatureMood(item, &info, TIMID);
CreatureMood(item, &info, TIMID);
angle = CreatureTurn(item, ANGLE(6));
switch (item->currentAnimState)
{
case 4:
if (creature->mood == BORED_MOOD || creature->mood == STALK_MOOD)
{
short random = (short)GetRandomControl();
if (random < 0x500)
item->requiredAnimState = 3;
else if (random > 0xA00)
item->requiredAnimState = 1;
}
else if (info.distance < SQUARE(340))
item->requiredAnimState = 5;
else
item->requiredAnimState = 1;
if (item->requiredAnimState)
item->goalAnimState = 2;
break;
case 2:
creature->maximumTurn = 0;
if (item->requiredAnimState)
item->goalAnimState = item->requiredAnimState;
break;
case 1:
creature->maximumTurn = ANGLE(6);
if (creature->mood == BORED_MOOD || creature->mood == STALK_MOOD)
{
random = (short)GetRandomControl();
if (random < 0x500)
{
item->requiredAnimState = 3;
item->goalAnimState = 2;
}
else if (random < 0xA00)
item->goalAnimState = 2;
}
else if (info.ahead && info.distance < SQUARE(340))
item->goalAnimState = 2;
break;
case 5:
if (!item->requiredAnimState && (item->touchBits & 0x7F))
{
CreatureEffect(item, &ratBite, DoBloodSplat);
LaraItem->hitPoints -= 20;
LaraItem->hitStatus = true;
item->requiredAnimState = 2;
}
break;
case 3:
if (GetRandomControl() < 0x500)
item->goalAnimState = 2;
break;
}
}
CreatureJoint(item, 0, head);
CreatureAnimation(itemNum, angle, 0);
}