| 102 | } |
| 103 | |
| 104 | void WolfControl(short itemNumber) |
| 105 | { |
| 106 | if (!CreatureActive(itemNumber)) |
| 107 | return; |
| 108 | |
| 109 | auto& item = g_Level.Items[itemNumber]; |
| 110 | const auto& object = Objects[item.ObjectNumber]; |
| 111 | auto& creature = *GetCreatureInfo(&item); |
| 112 | |
| 113 | short headingAngle = 0; |
| 114 | short tiltAngle = 0; |
| 115 | auto extraHeadRot = EulerAngles::Identity; |
| 116 | |
| 117 | if (item.HitPoints <= 0) |
| 118 | { |
| 119 | if (item.Animation.ActiveState != WOLF_STATE_DEATH) |
| 120 | SetAnimation(item, WolfDeathAnims[Random::GenerateInt(0, (int)WolfDeathAnims.size() - 1)]); |
| 121 | } |
| 122 | else |
| 123 | { |
| 124 | AI_INFO ai; |
| 125 | CreatureAIInfo(&item, &ai); |
| 126 | |
| 127 | if (ai.ahead) |
| 128 | extraHeadRot.y = ai.angle; |
| 129 | |
| 130 | GetCreatureMood(&item, &ai, false); |
| 131 | CreatureMood(&item, &ai, false); |
| 132 | |
| 133 | if (item.Animation.ActiveState != WOLF_STATE_SLEEP) |
| 134 | headingAngle = CreatureTurn(&item, creature.MaxTurn); |
| 135 | |
| 136 | switch (item.Animation.ActiveState) |
| 137 | { |
| 138 | case WOLF_STATE_SLEEP: |
| 139 | extraHeadRot.y = 0; |
| 140 | |
| 141 | if (creature.Mood == MoodType::Escape || ai.zoneNumber == ai.enemyZone) |
| 142 | { |
| 143 | item.Animation.TargetState = WOLF_STATE_IDLE; |
| 144 | item.Animation.RequiredState = WOLF_STATE_CROUCH; |
| 145 | } |
| 146 | else if (Random::TestProbability(WOLF_WAKE_CHANCE)) |
| 147 | { |
| 148 | item.Animation.TargetState = WOLF_STATE_IDLE; |
| 149 | item.Animation.RequiredState = WOLF_STATE_WALK; |
| 150 | } |
| 151 | |
| 152 | break; |
| 153 | |
| 154 | case WOLF_STATE_IDLE: |
| 155 | if (item.Animation.RequiredState != NO_VALUE) |
| 156 | { |
| 157 | item.Animation.TargetState = item.Animation.RequiredState; |
| 158 | } |
| 159 | else |
| 160 | { |
| 161 | item.Animation.TargetState = WOLF_STATE_WALK; |
nothing calls this directly
no test coverage detected