raze/source/games/sw/src/bunny.cpp
Christoph Oelckers deddd7d514 - it is not necessary to clear the owner of a freshly spawned actor.
They are always spawned owner-less.
2021-11-29 00:55:49 +01:00

1587 lines
42 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "names2.h"
#include "panel.h"
#include "tags.h"
#include "ai.h"
#include "pal.h"
#include "sprite.h"
#include "weapon.h"
#include "misc.h"
BEGIN_SW_NS
short Bunny_Count = 0;
ANIMATOR DoActorMoveJump;
ANIMATOR DoBunnyMoveJump;
ANIMATOR DoBunnyQuickJump;
DECISION BunnyBattle[] =
{
{748, InitActorMoveCloser},
{750, InitActorAlertNoise},
{760, InitActorAttackNoise},
{1024, InitActorMoveCloser}
};
DECISION BunnyOffense[] =
{
{600, InitActorMoveCloser},
{700, InitActorAlertNoise},
{1024, InitActorMoveCloser}
};
DECISION BunnyBroadcast[] =
{
{21, InitActorAlertNoise},
{51, InitActorAmbientNoise},
{1024, InitActorDecide}
};
DECISION BunnySurprised[] =
{
{500, InitActorRunAway},
{701, InitActorMoveCloser},
{1024, InitActorDecide}
};
DECISION BunnyEvasive[] =
{
{500, InitActorWanderAround},
{1020, InitActorRunAway},
{1024, InitActorAmbientNoise}
};
DECISION BunnyLostTarget[] =
{
{900, InitActorFindPlayer},
{1024, InitActorWanderAround}
};
DECISION BunnyCloseRange[] =
{
{1024, InitActorAttack },
// {1024, InitActorReposition }
};
DECISION BunnyWander[] =
{
{1024, InitActorReposition}
};
PERSONALITY WhiteBunnyPersonality =
{
BunnyBattle,
BunnyOffense,
BunnyBroadcast,
BunnySurprised,
BunnyEvasive,
BunnyLostTarget,
BunnyCloseRange,
BunnyCloseRange
};
PERSONALITY BunnyPersonality =
{
BunnyEvasive,
BunnyEvasive,
BunnyEvasive,
BunnyWander,
BunnyWander,
BunnyWander,
BunnyEvasive,
BunnyEvasive
};
ATTRIBUTE BunnyAttrib =
{
{100, 120, 140, 180}, // Speeds
{5, 0, -2, -4}, // Tic Adjusts
3, // MaxWeapons;
{
DIGI_BUNNYAMBIENT, 0, DIGI_BUNNYATTACK,
DIGI_BUNNYATTACK, DIGI_BUNNYDIE2, 0,
0,0,0,0
}
};
ATTRIBUTE WhiteBunnyAttrib =
{
{200, 220, 340, 380}, // Speeds
{5, 0, -2, -4}, // Tic Adjusts
3, // MaxWeapons;
{
DIGI_BUNNYAMBIENT, 0, DIGI_BUNNYATTACK,
DIGI_BUNNYATTACK, DIGI_BUNNYDIE2, 0,
0,0,0,0
}
};
//////////////////////
//
// BUNNY RUN
//
//////////////////////
#define BUNNY_RUN_RATE 10
ANIMATOR DoBunnyMove, NullBunny, DoActorDebris, DoBunnyGrowUp;
STATE s_BunnyRun[5][6] =
{
{
{BUNNY_RUN_R0 + 0, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[0][1]},
{BUNNY_RUN_R0 + 1, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[0][2]},
{BUNNY_RUN_R0 + 2, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[0][3]},
{BUNNY_RUN_R0 + 3, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[0][4]},
{BUNNY_RUN_R0 + 4, SF_QUICK_CALL, DoBunnyGrowUp, &s_BunnyRun[0][5]},
{BUNNY_RUN_R0 + 4, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[0][0]},
},
{
{BUNNY_RUN_R1 + 0, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[1][1]},
{BUNNY_RUN_R1 + 1, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[1][2]},
{BUNNY_RUN_R1 + 2, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[1][3]},
{BUNNY_RUN_R1 + 3, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[1][4]},
{BUNNY_RUN_R1 + 4, SF_QUICK_CALL, DoBunnyGrowUp, &s_BunnyRun[1][5]},
{BUNNY_RUN_R1 + 4, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[1][0]},
},
{
{BUNNY_RUN_R2 + 0, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[2][1]},
{BUNNY_RUN_R2 + 1, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[2][2]},
{BUNNY_RUN_R2 + 2, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[2][3]},
{BUNNY_RUN_R2 + 3, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[2][4]},
{BUNNY_RUN_R2 + 4, SF_QUICK_CALL, DoBunnyGrowUp, &s_BunnyRun[2][5]},
{BUNNY_RUN_R2 + 4, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[2][0]},
},
{
{BUNNY_RUN_R3 + 0, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[3][1]},
{BUNNY_RUN_R3 + 1, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[3][2]},
{BUNNY_RUN_R3 + 2, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[3][3]},
{BUNNY_RUN_R3 + 3, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[3][4]},
{BUNNY_RUN_R3 + 4, SF_QUICK_CALL, DoBunnyGrowUp, &s_BunnyRun[3][5]},
{BUNNY_RUN_R3 + 4, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[3][0]},
},
{
{BUNNY_RUN_R4 + 0, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[4][1]},
{BUNNY_RUN_R4 + 1, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[4][2]},
{BUNNY_RUN_R4 + 2, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[4][3]},
{BUNNY_RUN_R4 + 3, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[4][4]},
{BUNNY_RUN_R4 + 4, SF_QUICK_CALL, DoBunnyGrowUp, &s_BunnyRun[4][5]},
{BUNNY_RUN_R4 + 4, BUNNY_RUN_RATE | SF_TIC_ADJUST, DoBunnyMove, &s_BunnyRun[4][0]},
}
};
STATEp sg_BunnyRun[] =
{
&s_BunnyRun[0][0],
&s_BunnyRun[1][0],
&s_BunnyRun[2][0],
&s_BunnyRun[3][0],
&s_BunnyRun[4][0]
};
//////////////////////
//
// BUNNY STAND
//
//////////////////////
#define BUNNY_STAND_RATE 12
ANIMATOR DoBunnyEat;
STATE s_BunnyStand[5][3] =
{
{
{BUNNY_STAND_R0 + 0, BUNNY_STAND_RATE, DoBunnyEat, &s_BunnyStand[0][1]},
{BUNNY_STAND_R0 + 4, SF_QUICK_CALL, DoBunnyGrowUp, &s_BunnyStand[0][2]},
{BUNNY_STAND_R0 + 4, BUNNY_STAND_RATE, DoBunnyEat, &s_BunnyStand[0][0]},
},
{
{BUNNY_STAND_R1 + 0, BUNNY_STAND_RATE, DoBunnyEat, &s_BunnyStand[1][1]},
{BUNNY_STAND_R1 + 4, SF_QUICK_CALL, DoBunnyGrowUp, &s_BunnyStand[1][2]},
{BUNNY_STAND_R1 + 4, BUNNY_STAND_RATE, DoBunnyEat, &s_BunnyStand[1][0]},
},
{
{BUNNY_STAND_R2 + 0, BUNNY_STAND_RATE, DoBunnyEat, &s_BunnyStand[2][1]},
{BUNNY_STAND_R2 + 4, SF_QUICK_CALL, DoBunnyGrowUp, &s_BunnyStand[2][2]},
{BUNNY_STAND_R2 + 4, BUNNY_STAND_RATE, DoBunnyEat, &s_BunnyStand[2][0]},
},
{
{BUNNY_STAND_R3 + 0, BUNNY_STAND_RATE, DoBunnyEat, &s_BunnyStand[3][1]},
{BUNNY_STAND_R3 + 4, SF_QUICK_CALL, DoBunnyGrowUp, &s_BunnyStand[3][2]},
{BUNNY_STAND_R3 + 4, BUNNY_STAND_RATE, DoBunnyEat, &s_BunnyStand[3][0]},
},
{
{BUNNY_STAND_R4 + 0, BUNNY_STAND_RATE, DoBunnyEat, &s_BunnyStand[4][1]},
{BUNNY_STAND_R4 + 4, SF_QUICK_CALL, DoBunnyGrowUp, &s_BunnyStand[4][2]},
{BUNNY_STAND_R4 + 4, BUNNY_STAND_RATE, DoBunnyEat, &s_BunnyStand[4][0]},
},
};
STATEp sg_BunnyStand[] =
{
s_BunnyStand[0],
s_BunnyStand[1],
s_BunnyStand[2],
s_BunnyStand[3],
s_BunnyStand[4]
};
//////////////////////
//
// BUNNY GET LAYED
//
//////////////////////
#define BUNNY_SCREW_RATE 16
ANIMATOR DoBunnyScrew;
STATE s_BunnyScrew[5][2] =
{
{
{BUNNY_STAND_R0 + 0, BUNNY_SCREW_RATE, DoBunnyScrew, &s_BunnyScrew[0][1]},
{BUNNY_STAND_R0 + 2, BUNNY_SCREW_RATE, DoBunnyScrew, &s_BunnyScrew[0][0]},
},
{
{BUNNY_STAND_R1 + 0, BUNNY_SCREW_RATE, DoBunnyScrew, &s_BunnyScrew[1][1]},
{BUNNY_STAND_R1 + 2, BUNNY_SCREW_RATE, DoBunnyScrew, &s_BunnyScrew[1][0]},
},
{
{BUNNY_STAND_R2 + 0, BUNNY_SCREW_RATE, DoBunnyScrew, &s_BunnyScrew[2][1]},
{BUNNY_STAND_R2 + 2, BUNNY_SCREW_RATE, DoBunnyScrew, &s_BunnyScrew[2][0]},
},
{
{BUNNY_STAND_R3 + 0, BUNNY_SCREW_RATE, DoBunnyScrew, &s_BunnyScrew[3][1]},
{BUNNY_STAND_R3 + 2, BUNNY_SCREW_RATE, DoBunnyScrew, &s_BunnyScrew[3][0]},
},
{
{BUNNY_STAND_R4 + 0, BUNNY_SCREW_RATE, DoBunnyScrew, &s_BunnyScrew[4][1]},
{BUNNY_STAND_R4 + 2, BUNNY_SCREW_RATE, DoBunnyScrew, &s_BunnyScrew[4][0]},
},
};
STATEp sg_BunnyScrew[] =
{
s_BunnyScrew[0],
s_BunnyScrew[1],
s_BunnyScrew[2],
s_BunnyScrew[3],
s_BunnyScrew[4]
};
//////////////////////
//
// BUNNY SWIPE
//
//////////////////////
#define BUNNY_SWIPE_RATE 8
ANIMATOR InitActorDecide;
ANIMATOR InitBunnySlash;
STATE s_BunnySwipe[5][8] =
{
{
{BUNNY_SWIPE_R0 + 0, BUNNY_SWIPE_RATE, NullBunny, &s_BunnySwipe[0][1]},
{BUNNY_SWIPE_R0 + 1, BUNNY_SWIPE_RATE, NullBunny, &s_BunnySwipe[0][2]},
{BUNNY_SWIPE_R0 + 1, 0 | SF_QUICK_CALL, InitBunnySlash, &s_BunnySwipe[0][3]},
{BUNNY_SWIPE_R0 + 2, BUNNY_SWIPE_RATE, NullBunny, &s_BunnySwipe[0][4]},
{BUNNY_SWIPE_R0 + 3, BUNNY_SWIPE_RATE, NullBunny, &s_BunnySwipe[0][5]},
{BUNNY_SWIPE_R0 + 3, 0 | SF_QUICK_CALL, InitBunnySlash, &s_BunnySwipe[0][6]},
{BUNNY_SWIPE_R0 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_BunnySwipe[0][7]},
{BUNNY_SWIPE_R0 + 3, BUNNY_SWIPE_RATE, DoBunnyMove, &s_BunnySwipe[0][7]},
},
{
{BUNNY_SWIPE_R1 + 0, BUNNY_SWIPE_RATE, NullBunny, &s_BunnySwipe[1][1]},
{BUNNY_SWIPE_R1 + 1, BUNNY_SWIPE_RATE, NullBunny, &s_BunnySwipe[1][2]},
{BUNNY_SWIPE_R1 + 1, 0 | SF_QUICK_CALL, InitBunnySlash, &s_BunnySwipe[1][3]},
{BUNNY_SWIPE_R1 + 2, BUNNY_SWIPE_RATE, NullBunny, &s_BunnySwipe[1][4]},
{BUNNY_SWIPE_R1 + 3, BUNNY_SWIPE_RATE, NullBunny, &s_BunnySwipe[1][5]},
{BUNNY_SWIPE_R1 + 3, 0 | SF_QUICK_CALL, InitBunnySlash, &s_BunnySwipe[1][6]},
{BUNNY_SWIPE_R1 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_BunnySwipe[1][7]},
{BUNNY_SWIPE_R1 + 3, BUNNY_SWIPE_RATE, DoBunnyMove, &s_BunnySwipe[1][7]},
},
{
{BUNNY_SWIPE_R2 + 0, BUNNY_SWIPE_RATE, NullBunny, &s_BunnySwipe[2][1]},
{BUNNY_SWIPE_R2 + 1, BUNNY_SWIPE_RATE, NullBunny, &s_BunnySwipe[2][2]},
{BUNNY_SWIPE_R2 + 1, 0 | SF_QUICK_CALL, InitBunnySlash, &s_BunnySwipe[2][3]},
{BUNNY_SWIPE_R2 + 2, BUNNY_SWIPE_RATE, NullBunny, &s_BunnySwipe[2][4]},
{BUNNY_SWIPE_R2 + 3, BUNNY_SWIPE_RATE, NullBunny, &s_BunnySwipe[2][5]},
{BUNNY_SWIPE_R2 + 3, 0 | SF_QUICK_CALL, InitBunnySlash, &s_BunnySwipe[2][6]},
{BUNNY_SWIPE_R2 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_BunnySwipe[2][7]},
{BUNNY_SWIPE_R2 + 3, BUNNY_SWIPE_RATE, DoBunnyMove, &s_BunnySwipe[2][7]},
},
{
{BUNNY_SWIPE_R3 + 0, BUNNY_SWIPE_RATE, NullBunny, &s_BunnySwipe[3][1]},
{BUNNY_SWIPE_R3 + 1, BUNNY_SWIPE_RATE, NullBunny, &s_BunnySwipe[3][2]},
{BUNNY_SWIPE_R3 + 1, 0 | SF_QUICK_CALL, InitBunnySlash, &s_BunnySwipe[3][3]},
{BUNNY_SWIPE_R3 + 2, BUNNY_SWIPE_RATE, NullBunny, &s_BunnySwipe[3][4]},
{BUNNY_SWIPE_R3 + 3, BUNNY_SWIPE_RATE, NullBunny, &s_BunnySwipe[3][5]},
{BUNNY_SWIPE_R3 + 3, 0 | SF_QUICK_CALL, InitBunnySlash, &s_BunnySwipe[3][6]},
{BUNNY_SWIPE_R3 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_BunnySwipe[3][7]},
{BUNNY_SWIPE_R3 + 3, BUNNY_SWIPE_RATE, DoBunnyMove, &s_BunnySwipe[3][7]},
},
{
{BUNNY_SWIPE_R4 + 0, BUNNY_SWIPE_RATE, NullBunny, &s_BunnySwipe[4][1]},
{BUNNY_SWIPE_R4 + 1, BUNNY_SWIPE_RATE, NullBunny, &s_BunnySwipe[4][2]},
{BUNNY_SWIPE_R4 + 1, 0 | SF_QUICK_CALL, InitBunnySlash, &s_BunnySwipe[4][3]},
{BUNNY_SWIPE_R4 + 2, BUNNY_SWIPE_RATE, NullBunny, &s_BunnySwipe[4][4]},
{BUNNY_SWIPE_R4 + 3, BUNNY_SWIPE_RATE, NullBunny, &s_BunnySwipe[4][5]},
{BUNNY_SWIPE_R4 + 3, 0 | SF_QUICK_CALL, InitBunnySlash, &s_BunnySwipe[4][6]},
{BUNNY_SWIPE_R4 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_BunnySwipe[4][7]},
{BUNNY_SWIPE_R4 + 3, BUNNY_SWIPE_RATE, DoBunnyMove, &s_BunnySwipe[4][7]},
}
};
STATEp sg_BunnySwipe[] =
{
&s_BunnySwipe[0][0],
&s_BunnySwipe[1][0],
&s_BunnySwipe[2][0],
&s_BunnySwipe[3][0],
&s_BunnySwipe[4][0]
};
//////////////////////
//
// BUNNY HEART - show players heart
//
//////////////////////
#define BUNNY_HEART_RATE 14
ANIMATOR DoBunnyStandKill;
STATE s_BunnyHeart[5][4] =
{
{
{BUNNY_SWIPE_R0 + 0, BUNNY_HEART_RATE, DoBunnyStandKill, &s_BunnyHeart[0][0]},
},
{
{BUNNY_SWIPE_R1 + 0, BUNNY_HEART_RATE, DoBunnyStandKill, &s_BunnyHeart[1][0]},
},
{
{BUNNY_SWIPE_R2 + 0, BUNNY_HEART_RATE, DoBunnyStandKill, &s_BunnyHeart[2][0]},
},
{
{BUNNY_SWIPE_R3 + 0, BUNNY_HEART_RATE, DoBunnyStandKill, &s_BunnyHeart[3][0]},
},
{
{BUNNY_SWIPE_R4 + 0, BUNNY_HEART_RATE, DoBunnyStandKill, &s_BunnyHeart[4][0]},
}
};
STATEp sg_BunnyHeart[] =
{
&s_BunnyHeart[0][0],
&s_BunnyHeart[1][0],
&s_BunnyHeart[2][0],
&s_BunnyHeart[3][0],
&s_BunnyHeart[4][0]
};
//////////////////////
//
// BUNNY PAIN
//
//////////////////////
#define BUNNY_PAIN_RATE 38
ANIMATOR DoBunnyPain;
STATE s_BunnyPain[5][1] =
{
{
{BUNNY_SWIPE_R0 + 0, BUNNY_PAIN_RATE, DoBunnyPain, &s_BunnyPain[0][0]},
},
{
{BUNNY_SWIPE_R0 + 0, BUNNY_PAIN_RATE, DoBunnyPain, &s_BunnyPain[1][0]},
},
{
{BUNNY_SWIPE_R0 + 0, BUNNY_PAIN_RATE, DoBunnyPain, &s_BunnyPain[2][0]},
},
{
{BUNNY_SWIPE_R0 + 0, BUNNY_PAIN_RATE, DoBunnyPain, &s_BunnyPain[3][0]},
},
{
{BUNNY_SWIPE_R0 + 0, BUNNY_PAIN_RATE, DoBunnyPain, &s_BunnyPain[4][0]},
}
};
STATEp sg_BunnyPain[] =
{
&s_BunnyPain[0][0],
&s_BunnyPain[1][0],
&s_BunnyPain[2][0],
&s_BunnyPain[3][0],
&s_BunnyPain[4][0]
};
//////////////////////
//
// BUNNY JUMP
//
//////////////////////
#define BUNNY_JUMP_RATE 25
STATE s_BunnyJump[5][6] =
{
{
{BUNNY_RUN_R0 + 1, BUNNY_JUMP_RATE, DoBunnyMoveJump, &s_BunnyJump[0][1]},
{BUNNY_RUN_R0 + 2, BUNNY_JUMP_RATE, DoBunnyMoveJump, &s_BunnyJump[0][1]},
},
{
{BUNNY_RUN_R1 + 1, BUNNY_JUMP_RATE, DoBunnyMoveJump, &s_BunnyJump[1][1]},
{BUNNY_RUN_R1 + 2, BUNNY_JUMP_RATE, DoBunnyMoveJump, &s_BunnyJump[1][1]},
},
{
{BUNNY_RUN_R2 + 1, BUNNY_JUMP_RATE, DoBunnyMoveJump, &s_BunnyJump[2][1]},
{BUNNY_RUN_R2 + 2, BUNNY_JUMP_RATE, DoBunnyMoveJump, &s_BunnyJump[2][1]},
},
{
{BUNNY_RUN_R3 + 1, BUNNY_JUMP_RATE, DoBunnyMoveJump, &s_BunnyJump[3][1]},
{BUNNY_RUN_R3 + 2, BUNNY_JUMP_RATE, DoBunnyMoveJump, &s_BunnyJump[3][1]},
},
{
{BUNNY_RUN_R4 + 1, BUNNY_JUMP_RATE, DoBunnyMoveJump, &s_BunnyJump[4][1]},
{BUNNY_RUN_R4 + 2, BUNNY_JUMP_RATE, DoBunnyMoveJump, &s_BunnyJump[4][1]},
}
};
STATEp sg_BunnyJump[] =
{
&s_BunnyJump[0][0],
&s_BunnyJump[1][0],
&s_BunnyJump[2][0],
&s_BunnyJump[3][0],
&s_BunnyJump[4][0]
};
//////////////////////
//
// BUNNY FALL
//
//////////////////////
#define BUNNY_FALL_RATE 25
STATE s_BunnyFall[5][6] =
{
{
{BUNNY_RUN_R0 + 3, BUNNY_FALL_RATE, DoBunnyMoveJump, &s_BunnyFall[0][0]},
},
{
{BUNNY_RUN_R1 + 3, BUNNY_FALL_RATE, DoBunnyMoveJump, &s_BunnyFall[1][0]},
},
{
{BUNNY_RUN_R2 + 3, BUNNY_FALL_RATE, DoBunnyMoveJump, &s_BunnyFall[2][0]},
},
{
{BUNNY_RUN_R3 + 3, BUNNY_FALL_RATE, DoBunnyMoveJump, &s_BunnyFall[3][0]},
},
{
{BUNNY_RUN_R4 + 3, BUNNY_FALL_RATE, DoBunnyMoveJump, &s_BunnyFall[4][0]},
}
};
STATEp sg_BunnyFall[] =
{
&s_BunnyFall[0][0],
&s_BunnyFall[1][0],
&s_BunnyFall[2][0],
&s_BunnyFall[3][0],
&s_BunnyFall[4][0]
};
//////////////////////
//
// BUNNY JUMP ATTACK
//
//////////////////////
#define BUNNY_JUMP_ATTACK_RATE 35
int DoBunnyBeginJumpAttack(DSWActor* actor);
STATE s_BunnyJumpAttack[5][6] =
{
{
{BUNNY_RUN_R0 + 1, BUNNY_JUMP_ATTACK_RATE, NullBunny, &s_BunnyJumpAttack[0][1]},
{BUNNY_RUN_R0 + 1, 0 | SF_QUICK_CALL, DoBunnyBeginJumpAttack, &s_BunnyJumpAttack[0][2]},
{BUNNY_RUN_R0 + 2, BUNNY_JUMP_ATTACK_RATE, DoBunnyMoveJump, &s_BunnyJumpAttack[0][2]},
},
{
{BUNNY_RUN_R1 + 1, BUNNY_JUMP_ATTACK_RATE, NullBunny, &s_BunnyJumpAttack[1][1]},
{BUNNY_RUN_R1 + 1, 0 | SF_QUICK_CALL, DoBunnyBeginJumpAttack, &s_BunnyJumpAttack[1][2]},
{BUNNY_RUN_R1 + 2, BUNNY_JUMP_ATTACK_RATE, DoBunnyMoveJump, &s_BunnyJumpAttack[1][2]},
},
{
{BUNNY_RUN_R2 + 1, BUNNY_JUMP_ATTACK_RATE, NullBunny, &s_BunnyJumpAttack[2][1]},
{BUNNY_RUN_R2 + 1, 0 | SF_QUICK_CALL, DoBunnyBeginJumpAttack, &s_BunnyJumpAttack[2][2]},
{BUNNY_RUN_R2 + 2, BUNNY_JUMP_ATTACK_RATE, DoBunnyMoveJump, &s_BunnyJumpAttack[2][2]},
},
{
{BUNNY_RUN_R3 + 1, BUNNY_JUMP_ATTACK_RATE, NullBunny, &s_BunnyJumpAttack[3][1]},
{BUNNY_RUN_R3 + 1, 0 | SF_QUICK_CALL, DoBunnyBeginJumpAttack, &s_BunnyJumpAttack[3][2]},
{BUNNY_RUN_R3 + 2, BUNNY_JUMP_ATTACK_RATE, DoBunnyMoveJump, &s_BunnyJumpAttack[3][2]},
},
{
{BUNNY_RUN_R4 + 1, BUNNY_JUMP_ATTACK_RATE, NullBunny, &s_BunnyJumpAttack[4][1]},
{BUNNY_RUN_R4 + 1, 0 | SF_QUICK_CALL, DoBunnyBeginJumpAttack, &s_BunnyJumpAttack[4][2]},
{BUNNY_RUN_R4 + 2, BUNNY_JUMP_ATTACK_RATE, DoBunnyMoveJump, &s_BunnyJumpAttack[4][2]},
}
};
STATEp sg_BunnyJumpAttack[] =
{
&s_BunnyJumpAttack[0][0],
&s_BunnyJumpAttack[1][0],
&s_BunnyJumpAttack[2][0],
&s_BunnyJumpAttack[3][0],
&s_BunnyJumpAttack[4][0]
};
//////////////////////
//
// BUNNY DIE
//
//////////////////////
#define BUNNY_DIE_RATE 16
ANIMATOR BunnySpew;
STATE s_BunnyDie[] =
{
{BUNNY_DIE + 0, BUNNY_DIE_RATE, NullBunny, &s_BunnyDie[1]},
{BUNNY_DIE + 0, SF_QUICK_CALL, BunnySpew, &s_BunnyDie[2]},
{BUNNY_DIE + 1, BUNNY_DIE_RATE, NullBunny, &s_BunnyDie[3]},
{BUNNY_DIE + 2, BUNNY_DIE_RATE, NullBunny, &s_BunnyDie[4]},
{BUNNY_DIE + 2, BUNNY_DIE_RATE, NullBunny, &s_BunnyDie[5]},
{BUNNY_DEAD, BUNNY_DIE_RATE, DoActorDebris, &s_BunnyDie[5]},
};
#define BUNNY_DEAD_RATE 8
STATE s_BunnyDead[] =
{
{BUNNY_DIE + 0, BUNNY_DEAD_RATE, NullAnimator, &s_BunnyDie[1]},
{BUNNY_DIE + 0, SF_QUICK_CALL, BunnySpew, &s_BunnyDie[2]},
{BUNNY_DIE + 1, BUNNY_DEAD_RATE, NullAnimator, &s_BunnyDead[3]},
{BUNNY_DIE + 2, BUNNY_DEAD_RATE, NullAnimator, &s_BunnyDead[4]},
{BUNNY_DEAD, SF_QUICK_CALL, QueueFloorBlood, &s_BunnyDead[5]},
{BUNNY_DEAD, BUNNY_DEAD_RATE, DoActorDebris, &s_BunnyDead[5]},
};
STATEp sg_BunnyDie[] =
{
s_BunnyDie
};
STATEp sg_BunnyDead[] =
{
s_BunnyDead
};
STATE s_BunnyDeathJump[] =
{
{BUNNY_DIE + 0, BUNNY_DIE_RATE, DoActorDeathMove, &s_BunnyDeathJump[0]}
};
STATE s_BunnyDeathFall[] =
{
{BUNNY_DIE + 1, BUNNY_DIE_RATE, DoActorDeathMove, &s_BunnyDeathFall[0]}
};
STATEp sg_BunnyDeathJump[] =
{
s_BunnyDeathJump
};
STATEp sg_BunnyDeathFall[] =
{
s_BunnyDeathFall
};
/*
STATEp *Stand[MAX_WEAPONS];
STATEp *Run;
STATEp *Jump;
STATEp *Fall;
STATEp *Crawl;
STATEp *Swim;
STATEp *Fly;
STATEp *Rise;
STATEp *Sit;
STATEp *Look;
STATEp *Climb;
STATEp *Pain;
STATEp *Death1;
STATEp *Death2;
STATEp *Dead;
STATEp *DeathJump;
STATEp *DeathFall;
STATEp *CloseAttack[2];
STATEp *Attack[6];
STATEp *Special[2];
*/
ACTOR_ACTION_SET BunnyActionSet =
{
sg_BunnyStand,
sg_BunnyRun,
sg_BunnyJump,
sg_BunnyFall,
nullptr, // sg_BunnyCrawl,
nullptr, // sg_BunnySwim,
nullptr, // sg_BunnyFly,
nullptr, // sg_BunnyRise,
nullptr, // sg_BunnySit,
nullptr, // sg_BunnyLook,
nullptr, // climb
sg_BunnyPain,
sg_BunnyDie,
nullptr,
sg_BunnyDead,
sg_BunnyDeathJump,
sg_BunnyDeathFall,
{nullptr},
{1024},
{nullptr},
{1024},
{sg_BunnyHeart, sg_BunnyRun},
nullptr,
nullptr
};
ACTOR_ACTION_SET BunnyWhiteActionSet =
{
sg_BunnyStand,
sg_BunnyRun,
sg_BunnyJump,
sg_BunnyFall,
nullptr, // sg_BunnyCrawl,
nullptr, // sg_BunnySwim,
nullptr, // sg_BunnyFly,
nullptr, // sg_BunnyRise,
nullptr, // sg_BunnySit,
nullptr, // sg_BunnyLook,
nullptr, // climb
sg_BunnyPain, // pain
sg_BunnyDie,
nullptr,
sg_BunnyDead,
sg_BunnyDeathJump,
sg_BunnyDeathFall,
{sg_BunnySwipe},
{1024},
// {sg_BunnyJumpAttack, sg_BunnySwipe},
// {800, 1024},
{sg_BunnySwipe},
{1024},
{sg_BunnyHeart, sg_BunnySwipe},
nullptr,
nullptr
};
int SetupBunny(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u;
ANIMATOR DoActorDecide;
if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
{
u = actor->u();
ASSERT(u);
}
else
{
u = SpawnUser(actor, BUNNY_RUN_R0, s_BunnyRun[0]);
u->Health = 10;
}
Bunny_Count++;
//if(Bunny_Count > 20)
// {
// KillActor(actor);
// Bunny_Count--;
// return(0);
// }
ChangeState(actor, s_BunnyRun[0]);
u->StateEnd = s_BunnyDie;
u->Rot = sg_BunnyRun;
//sp->xrepeat = 64;
//sp->yrepeat = 64;
u->ShellNum = 0; // Not Pregnant right now
u->FlagOwner = 0;
sp->clipdist = (150) >> 2;
if (sp->pal == PALETTE_PLAYER1)
{
EnemyDefaults(actor, &BunnyWhiteActionSet, &WhiteBunnyPersonality);
u->Attrib = &WhiteBunnyAttrib;
sp->xrepeat = 96;
sp->yrepeat = 90;
sp->clipdist = 200>>2;
if (!TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
u->Health = 60;
}
else if (sp->pal == PALETTE_PLAYER8) // Male Rabbit
{
EnemyDefaults(actor, &BunnyActionSet, &BunnyPersonality);
u->Attrib = &BunnyAttrib;
//sp->xrepeat = 76;
//sp->yrepeat = 70;
//sp->shade = 0; // darker
if (!TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
u->Health = 20;
u->Flag1 = 0;
}
else
{
// Female Rabbit
EnemyDefaults(actor, &BunnyActionSet, &BunnyPersonality);
u->Attrib = &BunnyAttrib;
u->spal = sp->pal = PALETTE_PLAYER0;
u->Flag1 = SEC(5);
//sp->shade = 0; // darker
}
DoActorSetSpeed(actor, FAST_SPEED);
SET(u->Flags, SPR_XFLIP_TOGGLE);
u->zclip = Z(16);
u->floor_dist = Z(8);
u->ceiling_dist = Z(8);
u->lo_step = Z(16);
return 0;
}
int GetBunnyJumpHeight(int jump_speed, int jump_grav)
{
int jump_iterations;
int height;
jump_speed = abs(jump_speed);
jump_iterations = jump_speed / (jump_grav * ACTORMOVETICS);
height = jump_speed * jump_iterations * ACTORMOVETICS;
height = DIV256(height);
return DIV2(height);
}
int PickBunnyJumpSpeed(DSWActor* actor, int pix_height)
{
USERp u = actor->u();
ASSERT(pix_height < 128);
u->jump_speed = -600;
u->jump_grav = 8;
while (true)
{
if (GetBunnyJumpHeight(u->jump_speed, u->jump_grav) > pix_height + 20)
break;
u->jump_speed -= 100;
ASSERT(u->jump_speed > -3000);
}
return u->jump_speed;
}
//
// JUMP ATTACK
//
int DoBunnyBeginJumpAttack(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
SPRITEp psp = &u->targetActor->s();
short tang;
tang = getangle(psp->x - sp->x, psp->y - sp->y);
Collision coll(move_sprite(actor->GetSpriteIndex(), bcos(tang, -7), bsin(tang, -7),
0L, u->ceiling_dist, u->floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS));
if (coll.type != kHitNone)
sp->ang = NORM_ANGLE(sp->ang + 1024) + (RANDOM_NEG(256, 6) >> 6);
else
sp->ang = NORM_ANGLE(tang + (RANDOM_NEG(256, 6) >> 6));
DoActorSetSpeed(actor, FAST_SPEED);
//u->jump_speed = -800;
PickJumpMaxSpeed(actor, -400); // was -800
SET(u->Flags, SPR_JUMPING);
RESET(u->Flags, SPR_FALLING);
// set up individual actor jump gravity
u->jump_grav = 17; // was 8
// if I didn't do this here they get stuck in the air sometimes
DoActorZrange(actor);
DoJump(actor);
return 0;
}
int DoBunnyMoveJump(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = u->s();
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
int nx, ny;
// Move while jumping
nx = MulScale(sp->xvel, bcos(sp->ang), 14);
ny = MulScale(sp->xvel, bsin(sp->ang), 14);
move_actor(actor, nx, ny, 0L);
if (TEST(u->Flags, SPR_JUMPING))
DoActorJump(actor);
else
DoActorFall(actor);
}
DoActorZrange(actor);
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
InitActorDecide(actor);
}
return 0;
}
void DoPickCloseBunny(DSWActor* actor)
{
auto u = actor->u();
SPRITEp sp = &actor->s();
int dist, near_dist = 1000, a,b,c;
// if actor can still see the player
int look_height = SPRITEp_TOS(sp);
bool ICanSee = false;
SWStatIterator it(STAT_ENEMY);
while (auto itActor = it.Next())
{
auto tsp = &itActor->s();
auto tu = itActor->u();
if (sp == tsp) continue;
if (tu->ID != BUNNY_RUN_R0) continue;
DISTANCE(tsp->x, tsp->y, sp->x, sp->y, dist, a, b, c);
if (dist > near_dist) continue;
ICanSee = FAFcansee(sp->x, sp->y, look_height, sp->sectnum, tsp->x, tsp->y, SPRITEp_UPPER(tsp), tsp->sectnum);
if (ICanSee && dist < near_dist && tu->ID == BUNNY_RUN_R0)
{
near_dist = dist;
u->targetActor = itActor;
u->lowActor = itActor;
//Bunny_Result = i;
return;
}
}
}
int DoBunnyQuickJump(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
if (u->spal != PALETTE_PLAYER8) return false;
if (!u->lowActor&& u->spal == PALETTE_PLAYER8 && MoveSkip4)
DoPickCloseBunny(actor);
// Random Chance of like sexes fighting
if (u->lowActor)
{
auto hitActor = u->lowActor;
SPRITEp tsp = &hitActor->s();
USERp tu = hitActor->u();
if (!tu || tu->ID != BUNNY_RUN_R0) return false;
// Not mature enough yet
if (sp->xrepeat != 64 || sp->yrepeat != 64) return false;
if (tsp->xrepeat != 64 || tsp->yrepeat != 64) return false;
// Kill a rival
// Only males fight
if (tu->spal == sp->pal && RandomRange(1000) > 995)
{
if (u->spal == PALETTE_PLAYER8 && tu->spal == PALETTE_PLAYER8)
{
PlaySound(DIGI_BUNNYATTACK, actor, v3df_follow);
PlaySound(DIGI_BUNNYDIE2, hitActor, v3df_follow);
tu->Health = 0;
// Blood fountains
InitBloodSpray(hitActor, true,-1);
if (SpawnShrap(hitActor, actor))
{
SetSuicide(hitActor);
}
else
DoActorDie(hitActor, actor, 0);
Bunny_Count--; // Bunny died
u->lowActor = nullptr;
return true;
}
}
}
// Get layed!
if (u->lowActor && u->spal == PALETTE_PLAYER8) // Only males check this
{
auto hitActor = u->lowActor;
SPRITEp tsp = &hitActor->s();
USERp tu = hitActor->u();
if (!tu || tu->ID != BUNNY_RUN_R0) return false;
// Not mature enough to mate yet
if (sp->xrepeat != 64 || sp->yrepeat != 64) return false;
if (tsp->xrepeat != 64 || tsp->yrepeat != 64) return false;
if (tu->ShellNum <= 0 && tu->WaitTics <= 0 && u->WaitTics <= 0)
{
if (TEST(tsp->extra, SPRX_PLAYER_OR_ENEMY))
{
PLAYERp pp = nullptr;
if (RandomRange(1000) < 995 && tu->spal != PALETTE_PLAYER0) return false;
DoActorPickClosePlayer(actor);
if (u->targetActor->u()->PlayerP)
pp = u->targetActor->u()->PlayerP;
if (tu->spal != PALETTE_PLAYER0)
{
if (tu->Flag1 > 0) return false;
tu->FlagOwner = 1; // FAG!
tu->Flag1 = SEC(10);
if (pp)
{
int choose_snd;
static const int fagsnds[] = {DIGI_FAGRABBIT1,DIGI_FAGRABBIT2,DIGI_FAGRABBIT3};
if (pp == Player+myconnectindex)
{
choose_snd = STD_RANDOM_RANGE(2<<8)>>8;
if (FAFcansee(sp->x,sp->y,SPRITEp_TOS(sp),sp->sectnum,pp->posx, pp->posy, pp->posz, pp->cursectnum) && Facing(actor, u->targetActor))
PlayerSound(fagsnds[choose_snd], v3df_doppler|v3df_follow|v3df_dontpan,pp);
}
}
}
else
{
if (pp && RandomRange(1000) > 200)
{
int choose_snd;
static const int straightsnds[] = {DIGI_RABBITHUMP1,DIGI_RABBITHUMP2, DIGI_RABBITHUMP3,DIGI_RABBITHUMP4};
if (pp == Player+myconnectindex)
{
choose_snd = STD_RANDOM_RANGE(3<<8)>>8;
if (FAFcansee(sp->x,sp->y,SPRITEp_TOS(sp),sp->sectnum,pp->posx, pp->posy, pp->posz, pp->cursectnum) && Facing(actor, u->targetActor))
PlayerSound(straightsnds[choose_snd], v3df_doppler|v3df_follow|v3df_dontpan,pp);
}
}
}
sp->x = tsp->x; // Mount up little bunny
sp->y = tsp->y;
sp->ang = tsp->ang;
sp->ang = NORM_ANGLE(sp->ang + 1024);
HelpMissileLateral(actor->GetSpriteIndex(), 2000);
sp->ang = tsp->ang;
u->Vis = sp->ang; // Remember angles for later
tu->Vis = tsp->ang;
NewStateGroup(actor, sg_BunnyScrew);
NewStateGroup(hitActor, sg_BunnyScrew);
u->WaitTics = tu->WaitTics = SEC(10); // Mate for this long
return true;
}
}
}
return false;
}
int NullBunny(DSWActor* actor)
{
USER* u = actor->u();
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
if (TEST(u->Flags, SPR_JUMPING))
DoActorJump(actor);
else
DoActorFall(actor);
}
// stay on floor unless doing certain things
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
KeepActorOnFloor(actor);
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(actor);
DoActorSectorDamage(actor);
return 0;
}
int DoBunnyPain(DSWActor* actor)
{
USER* u = actor->u();
NullBunny(actor);
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
InitActorDecide(actor);
return 0;
}
int DoBunnyRipHeart(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
SPRITEp tsp = &u->targetActor->s();
NewStateGroup(actor, sg_BunnyHeart);
u->WaitTics = 6 * 120;
// player face bunny
tsp->ang = getangle(sp->x - tsp->x, sp->y - tsp->y);
return 0;
}
int DoBunnyStandKill(DSWActor* actor)
{
USER* u = actor->u();
NullBunny(actor);
// Growl like the bad ass bunny you are!
if (RandomRange(1000) > 800)
PlaySound(DIGI_BUNNYATTACK, actor, v3df_none);
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
NewStateGroup(actor, sg_BunnyRun);
return 0;
}
void BunnyHatch(DSWActor* actor)
{
SPRITEp sp = &actor->s();
USERp u = actor->u();
SPRITEp np;
USERp nu;
const int MAX_BUNNYS = 1;
short rip_ang[MAX_BUNNYS];
rip_ang[0] = RANDOM_P2(2048);
for (int i = 0; i < MAX_BUNNYS; i++)
{
auto actorNew = InsertActor(sp->sectnum, STAT_DEFAULT);
np = &actorNew->s();
np->clear();
np->sectnum = sp->sectnum;
np->statnum = STAT_DEFAULT;
np->x = sp->x;
np->y = sp->y;
np->z = sp->z;
np->xrepeat = 30; // Baby size
np->yrepeat = 24;
np->ang = rip_ang[i];
np->pal = 0;
SetupBunny(actorNew);
nu = actorNew->u();
np->shade = sp->shade;
// make immediately active
SET(nu->Flags, SPR_ACTIVE);
if (RandomRange(1000) > 500) // Boy or Girl?
nu->spal = np->pal = PALETTE_PLAYER0; // Girl
else
{
nu->spal = np->pal = PALETTE_PLAYER8; // Boy
// Oops, mommy died giving birth to a boy
if (RandomRange(1000) > 500)
{
u->Health = 0;
Bunny_Count--; // Bunny died
// Blood fountains
InitBloodSpray(actor, true, -1);
if (SpawnShrap(actor, actorNew))
{
SetSuicide(actor);
}
else
DoActorDie(actor, actorNew, 0);
}
}
nu->ShellNum = 0; // Not Pregnant right now
NewStateGroup(actorNew, nu->ActorActionSet->Jump);
nu->ActorActionFunc = DoActorMoveJump;
DoActorSetSpeed(actorNew, FAST_SPEED);
PickJumpMaxSpeed(actorNew, -600);
SET(nu->Flags, SPR_JUMPING);
RESET(nu->Flags, SPR_FALLING);
nu->jump_grav = 8;
// if I didn't do this here they get stuck in the air sometimes
DoActorZrange(actorNew);
DoActorJump(actorNew);
}
}
DSWActor* BunnyHatch2(DSWActor* actor)
{
SPRITEp wp = &actor->s();
auto actorNew = InsertActor(wp->sectnum, STAT_DEFAULT);
auto np = &actorNew->s();
np->clear();
np->sectnum = wp->sectnum;
np->statnum = STAT_DEFAULT;
np->x = wp->x;
np->y = wp->y;
np->z = wp->z;
np->xrepeat = 30; // Baby size
np->yrepeat = 24;
np->ang = RANDOM_P2(2048);
np->pal = 0;
SetupBunny(actorNew);
auto nu = actorNew->u();
np->shade = wp->shade;
// make immediately active
SET(nu->Flags, SPR_ACTIVE);
if (RandomRange(1000) > 500) // Boy or Girl?
{
nu->spal = np->pal = PALETTE_PLAYER0; // Girl
nu->Flag1 = SEC(5);
}
else
{
nu->spal = np->pal = PALETTE_PLAYER8; // Boy
nu->Flag1 = 0;
}
nu->ShellNum = 0; // Not Pregnant right now
NewStateGroup(actorNew, nu->ActorActionSet->Jump);
nu->ActorActionFunc = DoActorMoveJump;
DoActorSetSpeed(actorNew, FAST_SPEED);
if (TEST_BOOL3(wp))
{
PickJumpMaxSpeed(actorNew, -600-RandomRange(600));
np->xrepeat = np->yrepeat = 64;
np->xvel = 150 + RandomRange(1000);
nu->Health = 1; // Easy to pop. Like shootn' skeet.
np->ang -= RandomRange(128);
np->ang += RandomRange(128);
}
else
PickJumpMaxSpeed(actorNew, -600);
SET(nu->Flags, SPR_JUMPING);
RESET(nu->Flags, SPR_FALLING);
nu->jump_grav = 8;
nu->FlagOwner = 0;
nu->active_range = 75000; // Set it far
// if I didn't do this here they get stuck in the air sometimes
DoActorZrange(actorNew);
DoActorJump(actorNew);
return actorNew;
}
int DoBunnyMove(DSWActor* actor)
{
USER* u = actor->u();
auto sp = &actor->s();
// Parental lock crap
if (TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE); // Turn em' back on
// Sometimes they just won't die!
if (u->Health <= 0)
SetSuicide(actor);
if (u->scale_speed)
{
DoScaleSprite(actor);
}
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
if (TEST(u->Flags, SPR_JUMPING))
DoActorJump(actor);
else
DoActorFall(actor);
}
// if on a player/enemy sprite jump quickly
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
DoBunnyQuickJump(actor);
}
if (TEST(u->Flags, SPR_SLIDING))
DoActorSlide(actor);
if (u->track >= 0)
ActorFollowTrack(actor, ACTORMOVETICS);
else
(*u->ActorActionFunc)(actor);
// stay on floor unless doing certain things
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
KeepActorOnFloor(actor);
DoActorSectorDamage(actor);
if (RandomRange(1000) > 985 && sp->pal != PALETTE_PLAYER1 && u->track < 0)
{
switch (sector[sp->sectnum].floorpicnum)
{
case 153:
case 154:
case 193:
case 219:
case 2636:
case 2689:
case 3561:
case 3562:
case 3563:
case 3564:
NewStateGroup(actor,sg_BunnyStand);
break;
default:
sp->ang = NORM_ANGLE(RandomRange(2048 << 6) >> 6);
u->jump_speed = -350;
DoActorBeginJump(actor);
u->ActorActionFunc = DoActorMoveJump;
break;
}
}
return 0;
}
int BunnySpew(DSWActor* actor)
{
InitBloodSpray(actor, true, -1);
return 0;
}
int DoBunnyEat(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
if (TEST(u->Flags, SPR_JUMPING))
DoActorJump(actor);
else
DoActorFall(actor);
}
// if on a player/enemy sprite jump quickly
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
DoBunnyQuickJump(actor);
}
if (TEST(u->Flags, SPR_SLIDING))
DoActorSlide(actor);
// stay on floor unless doing certain things
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
KeepActorOnFloor(actor);
DoActorSectorDamage(actor);
switch (sector[sp->sectnum].floorpicnum)
{
case 153:
case 154:
case 193:
case 219:
case 2636:
case 2689:
case 3561:
case 3562:
case 3563:
case 3564:
if (RandomRange(1000) > 970)
NewStateGroup(actor,sg_BunnyRun);
break;
default:
NewStateGroup(actor,sg_BunnyRun);
break;
}
return 0;
}
int DoBunnyScrew(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
if (TEST(u->Flags, SPR_JUMPING))
DoActorJump(actor);
else
DoActorFall(actor);
}
if (TEST(u->Flags, SPR_SLIDING))
DoActorSlide(actor);
// stay on floor unless doing certain things
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
KeepActorOnFloor(actor);
DoActorSectorDamage(actor);
if (RandomRange(1000) > 990) // Bunny sex sounds
{
PlaySound(DIGI_BUNNYATTACK, actor, v3df_follow);
}
u->WaitTics -= ACTORMOVETICS;
if ((u->FlagOwner || u->spal == PALETTE_PLAYER0) && u->WaitTics > 0) // Keep Girl still
NewStateGroup(actor,sg_BunnyScrew);
if (u->spal == PALETTE_PLAYER0 && u->WaitTics <= 0) // Female has baby
{
u->Flag1 = SEC(5); // Count down to babies
u->ShellNum = 1; // She's pregnant now
}
if (u->WaitTics <= 0)
{
RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE); // Turn em' back on
u->FlagOwner = 0;
NewStateGroup(actor,sg_BunnyRun);
}
return 0;
}
int DoBunnyGrowUp(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
if (sp->pal == PALETTE_PLAYER1) return 0; // Don't bother white bunnies
if ((u->Counter -= ACTORMOVETICS) <= 0)
{
if ((++sp->xrepeat) > 64) sp->xrepeat = 64;
if ((++sp->yrepeat) > 64) sp->yrepeat = 64;
u->Counter = 60;
}
// Don't go homo too much!
if (sp->pal != PALETTE_PLAYER0 && u->Flag1 > 0)
u->Flag1 -= ACTORMOVETICS;
// Gestation period for female rabbits
if (sp->pal == PALETTE_PLAYER0 && u->ShellNum > 0)
{
if ((u->Flag1 -= ACTORMOVETICS) <= 0)
{
if (Bunny_Count < 20)
{
PlaySound(DIGI_BUNNYDIE2, actor, v3df_follow);
BunnyHatch(actor); // Baby time
}
u->ShellNum = 0; // Not pregnent anymore
}
}
return 0;
}
#include "saveable.h"
static saveable_code saveable_bunny_code[] =
{
SAVE_CODE(DoBunnyBeginJumpAttack),
SAVE_CODE(DoBunnyMoveJump),
SAVE_CODE(DoPickCloseBunny),
SAVE_CODE(DoBunnyQuickJump),
SAVE_CODE(NullBunny),
SAVE_CODE(DoBunnyPain),
SAVE_CODE(DoBunnyRipHeart),
SAVE_CODE(DoBunnyStandKill),
SAVE_CODE(DoBunnyMove),
SAVE_CODE(BunnySpew),
SAVE_CODE(DoBunnyEat),
SAVE_CODE(DoBunnyScrew),
SAVE_CODE(DoBunnyGrowUp),
};
static saveable_data saveable_bunny_data[] =
{
SAVE_DATA(BunnyBattle),
SAVE_DATA(BunnyOffense),
SAVE_DATA(BunnyBroadcast),
SAVE_DATA(BunnySurprised),
SAVE_DATA(BunnyEvasive),
SAVE_DATA(BunnyLostTarget),
SAVE_DATA(BunnyCloseRange),
SAVE_DATA(BunnyWander),
SAVE_DATA(WhiteBunnyPersonality),
SAVE_DATA(BunnyPersonality),
SAVE_DATA(WhiteBunnyAttrib),
SAVE_DATA(BunnyAttrib),
SAVE_DATA(s_BunnyRun),
SAVE_DATA(sg_BunnyRun),
SAVE_DATA(s_BunnyStand),
SAVE_DATA(sg_BunnyStand),
SAVE_DATA(s_BunnyScrew),
SAVE_DATA(sg_BunnyScrew),
SAVE_DATA(s_BunnySwipe),
SAVE_DATA(sg_BunnySwipe),
SAVE_DATA(s_BunnyHeart),
SAVE_DATA(sg_BunnyHeart),
SAVE_DATA(s_BunnyPain),
SAVE_DATA(sg_BunnyPain),
SAVE_DATA(s_BunnyJump),
SAVE_DATA(sg_BunnyJump),
SAVE_DATA(s_BunnyFall),
SAVE_DATA(sg_BunnyFall),
SAVE_DATA(s_BunnyJumpAttack),
SAVE_DATA(sg_BunnyJumpAttack),
SAVE_DATA(s_BunnyDie),
SAVE_DATA(sg_BunnyDie),
SAVE_DATA(s_BunnyDead),
SAVE_DATA(sg_BunnyDead),
SAVE_DATA(s_BunnyDeathJump),
SAVE_DATA(sg_BunnyDeathJump),
SAVE_DATA(s_BunnyDeathFall),
SAVE_DATA(sg_BunnyDeathFall),
SAVE_DATA(BunnyActionSet),
SAVE_DATA(BunnyWhiteActionSet),
};
saveable_module saveable_bunny =
{
// code
saveable_bunny_code,
SIZ(saveable_bunny_code),
// data
saveable_bunny_data,
SIZ(saveable_bunny_data)
};
END_SW_NS