void Room_AddToNearRoomsList(struct room_s *room, struct room_s *r) { if(room && r && (r->real_room->id != room->real_room->id) && !Room_IsInNearRoomsList(room, r) && !Room_IsOverlapped(room, r)) { room->near_room_list[room->near_room_list_size] = r->real_room; room->near_room_list_size++; } }
int StateControl_Wolf(struct entity_s *ent, struct ss_animation_s *ss_anim) { character_command_p cmd = &ent->character->cmd; character_state_p state = &ent->character->state; uint16_t current_state = Anim_GetCurrentState(ss_anim); ent->character->rotate_speed_mult = 1.0f; ent->dir_flag = ENT_STAY; ss_anim->anim_frame_flags = ANIM_NORMAL_CONTROL; state->sprint = 0x00; state->crouch = 0x00; state->attack = 0x00; state->can_attack = 0x00; if(!state->dead && (ent->character->target_id != ENTITY_ID_NONE)) { entity_p target = World_GetEntityByID(ent->character->target_id); if(target && Room_IsInNearRoomsList(ent->self->room, target->self->room)) { float pos[3], *v = ent->bf->bone_tags[ent->character->bone_head].current_transform + 12; Mat4_vec3_mul_macro(pos, ent->transform.M4x4, v); pos[0] -= target->obb->centre[0]; pos[1] -= target->obb->centre[1]; pos[2] -= target->obb->centre[2]; if((pos[2] > -target->obb->extent[2]) && (pos[2] < target->obb->extent[2]) && (pos[0] * pos[0] + pos[1] * pos[1] < 400.0f * 400.0f)) { state->can_attack = 0x01; } } } switch(current_state) { case TR_STATE_WOLF_STAY:// 1 // -> 2 -> 7 -> 8 -> 9 cmd->rot[0] = 0; if(state->dead) { Entity_SetAnimation(ent, ANIM_TYPE_BASE, TR_ANIMATION_WOLF_DEAD1, 0, NULL); } else if(cmd->move[0] > 0) { ss_anim->target_state = TR_STATE_WOLF_WALK; ent->dir_flag = ENT_MOVE_FORWARD; } else if(cmd->shift) { ss_anim->target_state = TR_STATE_WOLF_STAY_CROUCH; } else if(cmd->action) { ss_anim->target_state = TR_STATE_WOLF_WOOOO; } else if(cmd->move[0] < 0) { ss_anim->target_state = TR_STATE_WOLF_IDLE; } else { ent->dir_flag = ENT_MOVE_FORWARD; } break; case TR_STATE_WOLF_STAY_CROUCH:// 9 // -> 1 -> 3 -> 5 -> 7 -> 12 if(state->dead) { Entity_SetAnimation(ent, ANIM_TYPE_BASE, TR_ANIMATION_WOLF_DEAD1, 0, NULL); } else if(cmd->move[0] > 0) { ent->dir_flag = ENT_MOVE_FORWARD; ss_anim->target_state = (cmd->shift) ? (TR_STATE_WOLF_CROUCH) : (TR_STATE_WOLF_RUN); } else if(cmd->action) { cmd->rot[0] = 0; ss_anim->target_state = TR_STATE_WOLF_STAY_ATTACK; } else if(cmd->jump) { cmd->rot[0] = 0; ss_anim->target_state = TR_STATE_WOLF_WOOOO; } else if(cmd->shift) { ss_anim->target_state = TR_STATE_WOLF_STAY_CROUCH; } else { ent->dir_flag = ENT_MOVE_FORWARD; ss_anim->target_state = TR_STATE_WOLF_STAY; } break; case TR_STATE_WOLF_WALK:// 2 // -> 1 -> 5 if(state->dead) { Entity_SetAnimation(ent, ANIM_TYPE_BASE, TR_ANIMATION_WOLF_DEAD1, 0, NULL); } else if(cmd->move[0] > 0) { ent->dir_flag = ENT_MOVE_FORWARD; ss_anim->target_state = (cmd->shift) ? (TR_STATE_WOLF_WALK) : (TR_STATE_WOLF_CROUCH); } else { ent->dir_flag = ENT_MOVE_FORWARD; ss_anim->target_state = TR_STATE_WOLF_STAY; } break; case TR_STATE_WOLF_RUN:// 3 // -> 6 -> 9 -> 10 if(state->dead) { Entity_SetAnimation(ent, ANIM_TYPE_BASE, TR_ANIMATION_WOLF_DEAD1, 0, NULL); } else if(cmd->action) { ss_anim->target_state = TR_STATE_WOLF_JUMP_ATTACK; } else if(cmd->move[0] > 0) { ent->dir_flag = ENT_MOVE_FORWARD; ss_anim->target_state = (cmd->shift) ? (TR_STATE_WOLF_RUN) : (TR_STATE_WOLF_CROUCH); } else if(cmd->roll) { ent->dir_flag = ENT_MOVE_FORWARD; ss_anim->target_state = TR_STATE_WOLF_RUN_RIGHT; } else { ent->dir_flag = ENT_MOVE_FORWARD; ss_anim->target_state = TR_STATE_WOLF_STAY_CROUCH; } break; case TR_STATE_WOLF_CROUCH:// 5 // -> 3 -> 9 -> 12 if(state->dead) { Entity_SetAnimation(ent, ANIM_TYPE_BASE, TR_ANIMATION_WOLF_DEAD1, 0, NULL); } else if(cmd->action) { cmd->rot[0] = 0; ent->dir_flag = ENT_MOVE_FORWARD; ss_anim->target_state = TR_STATE_WOLF_JUMP_ATTACK; } else if(cmd->move[0] > 0) { ent->dir_flag = ENT_MOVE_FORWARD; ss_anim->target_state = (cmd->shift) ? (TR_STATE_WOLF_CROUCH) : (TR_STATE_WOLF_RUN); } else { cmd->rot[0] = 0; ent->dir_flag = ENT_MOVE_FORWARD; ss_anim->target_state = TR_STATE_WOLF_STAY_CROUCH; } break; case TR_STATE_WOLF_STAY_ATTACK:// 12 state->attack = 0x01; break; case TR_STATE_WOLF_JUMP_ATTACK:// 6 // -> 3 ent->dir_flag = ENT_MOVE_FORWARD; state->attack = 0x01; if(state->dead) { Entity_SetAnimation(ent, ANIM_TYPE_BASE, TR_ANIMATION_WOLF_DEAD3, 0, NULL); } else if(cmd->action) { ss_anim->target_state = TR_STATE_WOLF_JUMP_ATTACK; } else { ss_anim->target_state = TR_STATE_WOLF_RUN; } break; case TR_STATE_WOLF_WOOOO:// 7 cmd->rot[0] = 0; break; case TR_STATE_WOLF_IDLE:// 8 // -> 1 cmd->rot[0] = 0; ent->no_move = 0x01; if(state->dead) { Entity_SetAnimation(ent, ANIM_TYPE_BASE, TR_ANIMATION_WOLF_DEAD1, 0, NULL); } else if(cmd->move[0] > 0) { ent->dir_flag = ENT_MOVE_FORWARD; ss_anim->target_state = TR_STATE_WOLF_STAY; } else { ss_anim->target_state = TR_STATE_WOLF_IDLE; } break; case TR_STATE_WOLF_RUN_RIGHT:// 10 if(state->dead) { Entity_SetAnimation(ent, ANIM_TYPE_BASE, TR_ANIMATION_WOLF_DEAD2, 0, NULL); } else { cmd->rot[0] = -1; ent->dir_flag = ENT_MOVE_FORWARD; } break; case TR_STATE_WOLF_DEAD:// 11 state->dead = 0x01; if(ss_anim->model->animations[ss_anim->current_animation].max_frame <= ss_anim->current_frame + 1) { state->dead = 0x02; state->ragdoll = 0x01; } break; default: cmd->rot[0] = 0; break; }; return 0; }