;; Copyright 1995 Crack dot Com, All Rights reserved ;; See licensing information for more details on usage rights (defun jug_ai () (if (<= (hp) 0) (if (eq (state) dieing) (next_picture) (set_state dieing)) (if (activated) (progn (set_targetable T) (push_char 35 40) (select (aistate) (0 ;; prepare to walk toward player (if (eq stationary 0) (progn (set_state running) (go_state 1)) (if (> (state_time) (aitype)) (progn (set_state weapon_fire) (set_aistate 2))))) (1 ;; walk toward player (if (eq stationary 0) (progn (set_direction (toward)) (let ((curx (x));; save position in case we fall off a cliff (cury (y))) (if (next_picture) (if (eq (current_frame) 8) (play_sound JSTOMP_SND 127 (x) (y))) (progn (play_sound JSTOMP_SND 127 (x) (y)) (set_state weapon_fire) (set_aistate 2))) (if (can_see (x) (y) (x) (+ (y) 5) nil) (progn (set_x curx) (set_y cury) (try_move 0 10))))) (if (> (state_time) (aitype)) (progn (set_state weapon_fire) (set_aistate 2))))) (2 ;; start fire (if (> (state_time) 3) (let ((myself (me)) (xspeed (* throw_xvel (direction))) (yspeed throw_yvel)) (with_object (add_object GRENADE (x) (- (y) 24) 1) (progn (user_fun myself) (set_xvel xspeed) (set_yvel yspeed))) (go_state 3)) (next_picture))) (3 ;; wait for fire animation (if (next_picture) nil (set_aistate 0)))) T) (progn (set_targetable nil) T)))) (defun jug_cons () (setq throw_xvel 13) (setq throw_yvel -10) (set_aitype 10)) (defun explo_damage_cache (type) (list (list EXPLODE6) nil)) (def_char JUGGER (range 200 0) (funs (ai_fun jug_ai) (constructor jug_cons) (get_cache_list_fun explo_damage_cache) (damage_fun explo_damage)) (flags (hurtable T)) (abilities (start_hp 50) (push_xrange 1)) (vars throw_xvel throw_yvel stationary) (fields ("hp" ai_health) ("aitype" jug_throw_spd) ("throw_xvel" jug_throw_xv) ("throw_yvel" jug_throw_yv) ("stationary" jug_stat) ("aistate" ai_state)) (states "art/jug.spe" (stopped "robo0001.pcx") (running (seq "rwlk" 1 13)) (weapon_fire (seq "robo" 1 10)) (dieing (seq "jugdie" 1 8)))) ;; AI for cleaner robot machine "ROB1" ;; The robot waits for a sensor/switch/gate to turn it ;; on before appearing (defun rob1_ai () (if (not (eq (fade_count) 0)) ;; appearing? (set_fade_count (- (fade_count) 1))) ;; fade in (select (aistate) (0 ;; wait for sensor to turn on (if (eq rob_hiden 1) (progn (set_targetable nil) ;; can't lock into us while hiden (set_state rob_hiding)) ;; set invisible animation frame (progn (set_targetable T) ;; can lock into us (push_char 30 55))) ;; push player away (if (or (< (total_objects) 1) ;; if not linked or link is on (not (eq (with_object (get_object 0) (aistate)) 0))) (progn (if (eq rob_hiden 1) (set_fade_count 15)) (set_aistate 1))) T) (1 ;; walk towards player (push_char 30 55) ;; push her back (next_picture) ;; go to next animation frame (if (eq (mod (state_time) 6) 0) ;; play sound every 6 ticks (play_sound CLEANER_SND 127 (x) (y))) (try_move 0 10) ;; see how far ahead we can move (if (> (direction) 0) ;; moving right (if (can_see (x) (y) (+ (x) (xvel) 23) (y) nil) ;; can we see 23 pixels ahead? (set_x (+ (x) (xvel)))) (if (can_see (x) (y) (- (x) (xvel) 23) (y) nil) (set_x (- (x) (xvel))))) (if (<= (hp) 0) ;; are we dead, if so blow up (progn (add_object EXPLODE1 (+ (x) 5) (- (y) 10) 0) (add_object EXPLODE1 (+ (x) -5) (- (y) 15) 2) ;; wait 2 frames before appearing (add_object EXPLODE1 (+ (x) 10) (- (y) 2) 1) (add_object EXPLODE1 (+ (x) -10) (- (y) 20) 3) (add_object EXPLODE1 (+ (x) 20) (- (y) 27) 4) (add_object EXPLODE1 (+ (x) -25) (- (y) 30) 2) (add_object EXPLODE1 (+ (x) 20) (- (y) 5) 4) (add_object EXPLODE1 (+ (x) -3) (- (y) 1) 5) (set_aistate 2))) T) (2 ;; dead, wait a few frames then return nil (push_char 30 55) (< (state_time) 3)))) ;; return nil (dead) if we've been in this state for 3 frames (defun explo_damage (amount from hitx hity push_xvel push_yvel) (add_object EXPLODE6 (+ (x) (- 10 (random 20))) (- (y) (random 30)) 0) (damage_fun amount from hitx hity 0 0) (if (eq 0 (hp)) (play_sound BLOWN_UP 127 (x) (y)))) (defun rob_cons () (set_xvel 2)) (def_char ROB1 (range 200 0) (funs (ai_fun rob1_ai) (constructor rob_cons) (get_cache_list_fun explo_damage_cache) (damage_fun explo_damage)) (flags (hurtable T) (can_block T)) (abilities (run_top_speed 4) (start_hp 70) (push_xrange 1)) (vars rob_hiden) (fields ("xvel" ai_xvel) ("aitype" rob_noturn) ("rob_hiden" rob_hide) ("hp" ai_health)) (states "art/rob1.spe" (rob_hiding "hiding") (stopped (seq "clen" 1 10)))) (defun who_ai () (if (eq (hp) 0) nil (progn (set_xvel (+ (xvel) (* (+ (mod (state_time) 10) -4) (direction)))) (if (< (xvel) -15) (set_xvel -15)) (if (> (xvel) 15) (set_xvel 15)) (if (not (next_picture)) (set_state stopped)) (bounce_move '(progn (set_direction (- 0 (direction))) (set_state turn_around)) '(progn (set_direction (- 0 (direction))) (set_state turn_around)) nil nil nil) T))) (defun who_cache (type) `((,STRAIT_ROCKET) nil)) (def_char WHO (range 200 100) (funs (ai_fun flyer_ai) (damage_fun flyer_damage) (get_cache_list_fun who_cache) (constructor flyer_cons)) (flags (hurtable T)) (abilities (start_hp 20)) (vars fire_delay burst_delay burst_total burst_wait burst_left max_xvel max_yvel smoke_time fire_time) (fields ("fire_delay" who_fdelay) ("burst_delay" who_bdelay) ("burst_total" who_btotal) ("max_xvel" who_mxv) ("max_yvel" who_myv) ("hp" ai_health) ("aistate" ai_state)) (states "art/rob2.spe" (stopped (seq "wgo" 1 3)) (running (seq "wgo" 1 3)) (turn_around (seq "wtrn" 1 9)) (flinch_up '("flinch" "flinch" "flinch")) )) /* --- not working (defun burst_fire (firex firey angle) (if (> fire_time 0);; if we need to wait till next burst (progn (setq fire_time (- fire_time 1)) (if (eq fire_time 0) (progn (setq burst_left burst_total) (setq burst_wait 0)))) (if (eq burst_wait 0) (progn (if (or (eq burst_left 1) (eq burst_left 0)) (setq fire_time fire_delay) (setq burst_left (- burst_left 1))) (setq burst_wait burst_delay) (fire_object (me) (aitype) firex firey angle (bg))) (setq burst_wait (- burst_wait 1))))) (defun wrob_cons () (setq fire_delay 4) (setq burst_delay 1) (setq max_xvel 10) (setq max_yvel 5) (set_aitype 0) (setq burst_total 5)) (defun wrob_ai () (if (eq (hp) 0) nil (progn (select (aistate) (0;; walk toward player (if (or (> (distx) 120) (not (eq (direction) (toward)))) (progn (move (toward) 0 0) (next_picture)) (progn (set_state stopped) (set_aistate 1)))) (1;; stop and fire (burst_fire (+ (x) (* (direction) 28)) (- (y) 35) (if (> (direction) 0) (mod (- 375 (/ (* burst_left 30) burst_total)) 360) (+ 165 (/ (* burst_left 30) burst_total)))) (if (not (eq fire_time 0)) (set_aistate 0)))) T))) (def_char WALK_ROB (funs (ai_fun wrob_ai) (constructor wrob_cons) (damage_fun guner_damage)) (abilities (run_top_speed 12)) (flags (hurtable T) (can_block T)) (range 300 100) (vars fire_delay burst_delay burst_total burst_wait burst_left max_xvel max_yvel smoke_time fire_time) (fields ("fire_delay" wrob_fdelay) ("burst_delay" wrob_bdelay) ("burst_total" wrob_btotal) ("max_xvel" wrob_mxv) ("max_yvel" wrob_myv) ("hp" ai_health) ("aistate" ai_state)) (states "art/rob2.spe" (stopped "wwlk0001.pcx") (running (seq "wwlk" 1 10)) (start_run_jump "wstart_jump") (flinch_up "wflinch") (run_jump "wwlk0009.pcx") )) */