raze-gles/source/sw/src/bunny.cpp
NY00123 c32a8cab29 SW: Revert the changes from JFSW commit 7d0deafe81b0ffa30d77cfe242e454f8b4487a1f
related to the definitions of RANDOM_NEG in bunny.cpp, ripper.cpp
and ripper2.cpp. Do so in a way that isn't re-introducing compiler
warnings. This partially fixes compatibility with demos made for SW 1.2.
Additionally, replace the 3 separate definitions of RANDOM_NEG
with a common one within game.h.

From-SVN: r8798
2020-05-20 14:43:03 +02:00

1625 lines
43 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 "keys.h"
#include "names2.h"
#include "panel.h"
#include "tags.h"
#include "ai.h"
#include "pal.h"
#include "sprite.h"
#include "actor.h"
#include "weapon.h"
#include "track.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(short SpriteNum);
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,
NULL, // sg_BunnyCrawl,
NULL, // sg_BunnySwim,
NULL, // sg_BunnyFly,
NULL, // sg_BunnyRise,
NULL, // sg_BunnySit,
NULL, // sg_BunnyLook,
NULL, // climb
sg_BunnyPain,
sg_BunnyDie,
NULL,
sg_BunnyDead,
sg_BunnyDeathJump,
sg_BunnyDeathFall,
{NULL},
{1024},
{NULL},
{1024},
{sg_BunnyHeart, sg_BunnyRun},
NULL,
NULL
};
ACTOR_ACTION_SET BunnyWhiteActionSet =
{
sg_BunnyStand,
sg_BunnyRun,
sg_BunnyJump,
sg_BunnyFall,
NULL, // sg_BunnyCrawl,
NULL, // sg_BunnySwim,
NULL, // sg_BunnyFly,
NULL, // sg_BunnyRise,
NULL, // sg_BunnySit,
NULL, // sg_BunnyLook,
NULL, // climb
sg_BunnyPain, // pain
sg_BunnyDie,
NULL,
sg_BunnyDead,
sg_BunnyDeathJump,
sg_BunnyDeathFall,
{sg_BunnySwipe},
{1024},
// {sg_BunnyJumpAttack, sg_BunnySwipe},
// {800, 1024},
{sg_BunnySwipe},
{1024},
{sg_BunnyHeart, sg_BunnySwipe},
NULL,
NULL
};
int
SetupBunny(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u;
ANIMATOR DoActorDecide;
if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
{
u = User[SpriteNum];
ASSERT(u);
}
else
{
User[SpriteNum] = u = SpawnUser(SpriteNum, BUNNY_RUN_R0, s_BunnyRun[0]);
u->Health = 10;
}
Bunny_Count++;
//if(Bunny_Count > 20)
// {
// KillSprite(SpriteNum);
// Bunny_Count--;
// return(0);
// }
ChangeState(SpriteNum, 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(SpriteNum, &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(SpriteNum, &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(SpriteNum, &BunnyActionSet, &BunnyPersonality);
u->Attrib = &BunnyAttrib;
u->spal = sp->pal = PALETTE_PLAYER0;
u->Flag1 = SEC(5);
//sp->shade = 0; // darker
}
DoActorSetSpeed(SpriteNum, 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(short jump_speed, short jump_grav)
{
int jump_iterations;
int height;
jump_speed = labs(jump_speed);
jump_iterations = jump_speed / (jump_grav * ACTORMOVETICS);
height = jump_speed * jump_iterations * ACTORMOVETICS;
height = DIV256(height);
return DIV2(height);
}
int
PickBunnyJumpSpeed(short SpriteNum, int pix_height)
{
USERp u = User[SpriteNum];
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(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SPRITEp psp = User[SpriteNum]->tgt_sp;
int CanSeePlayer(short SpriteNum);
short tang;
tang = getangle(psp->x - sp->x, psp->y - sp->y);
if (move_sprite(SpriteNum, sintable[NORM_ANGLE(tang+512)] >> 7, sintable[tang] >> 7,
0L, u->ceiling_dist, u->floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS))
sp->ang = NORM_ANGLE(sp->ang + 1024) + (RANDOM_NEG(256, 6) >> 6);
else
sp->ang = NORM_ANGLE(tang + (RANDOM_NEG(256, 6) >> 6));
DoActorSetSpeed(SpriteNum, FAST_SPEED);
//u->jump_speed = -800;
PickJumpMaxSpeed(SpriteNum, -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(SpriteNum);
DoJump(SpriteNum);
return 0;
}
int
DoBunnyMoveJump(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
int nx, ny;
// Move while jumping
nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
ny = sp->xvel * (int) sintable[sp->ang] >> 14;
move_actor(SpriteNum, nx, ny, 0L);
if (TEST(u->Flags, SPR_JUMPING))
DoActorJump(SpriteNum);
else
DoActorFall(SpriteNum);
}
DoActorZrange(SpriteNum);
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
// if (DoBunnyQuickJump(SpriteNum))
// return (0);
InitActorDecide(SpriteNum);
}
return 0;
}
int
DoPickCloseBunny(short SpriteNum)
{
USERp u = User[SpriteNum],tu;
SPRITEp sp = &sprite[SpriteNum],tsp;
int dist, near_dist = 1000, a,b,c;
short i, nexti;
//short BunnyCount=0, Bunny_Result = -1;
// if actor can still see the player
int look_height = SPRITEp_TOS(sp);
SWBOOL ICanSee = FALSE;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti)
{
tsp = &sprite[i];
tu = User[i];
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->tgt_sp = u->lo_sp = tsp;
//Bunny_Result = i;
return i;
}
}
return -1;
}
int
DoBunnyQuickJump(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (u->spal != PALETTE_PLAYER8) return FALSE;
if (!u->lo_sp && u->spal == PALETTE_PLAYER8 && MoveSkip4)
DoPickCloseBunny(SpriteNum);
// Random Chance of like sexes fighting
if (u->lo_sp)
{
short hit_sprite = u->lo_sp - sprite;
SPRITEp tsp = u->lo_sp;
USERp tu = User[hit_sprite];
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 && RANDOM_RANGE(1000) > 995)
{
if (u->spal == PALETTE_PLAYER8 && tu->spal == PALETTE_PLAYER8)
{
PlaySound(DIGI_BUNNYATTACK, sp, v3df_follow);
PlaySound(DIGI_BUNNYDIE2, tsp, v3df_follow);
tu->Health = 0;
// Blood fountains
InitBloodSpray(hit_sprite,TRUE,-1);
if (SpawnShrap(hit_sprite, SpriteNum))
{
SetSuicide(hit_sprite);
}
else
DoActorDie(hit_sprite, SpriteNum);
Bunny_Count--; // Bunny died
u->lo_sp = NULL;
return TRUE;
}
}
}
// Get layed!
if (u->lo_sp && u->spal == PALETTE_PLAYER8) // Only males check this
{
short hit_sprite = u->lo_sp - sprite;
SPRITEp tsp = u->lo_sp;
USERp tu = User[hit_sprite];
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 = NULL;
if (RANDOM_RANGE(1000) < 995 && tu->spal != PALETTE_PLAYER0) return FALSE;
DoActorPickClosePlayer(SpriteNum);
if (User[u->tgt_sp-sprite]->PlayerP)
pp = User[u->tgt_sp-sprite]->PlayerP;
if (tu->spal != PALETTE_PLAYER0)
{
if (tu->Flag1 > 0) return FALSE;
tu->FlagOwner = 1; // FAG!
tu->Flag1 = SEC(10);
if (pp)
{
short choose_snd;
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(sp, u->tgt_sp))
PlayerSound(fagsnds[choose_snd], v3df_doppler|v3df_follow|v3df_dontpan,pp);
}
}
}
else
{
if (pp && RANDOM_RANGE(1000) > 200)
{
short choose_snd;
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(sp, u->tgt_sp))
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(SpriteNum, 2000L);
sp->ang = tsp->ang;
u->Vis = sp->ang; // Remember angles for later
tu->Vis = tsp->ang;
NewStateGroup(SpriteNum, sg_BunnyScrew);
NewStateGroup(hit_sprite, sg_BunnyScrew);
if (adult_lockout || Global_PLock)
{
SET(sp->cstat, CSTAT_SPRITE_INVISIBLE); // Turn em' invisible
SET(tsp->cstat, CSTAT_SPRITE_INVISIBLE); // Turn em' invisible
}
u->WaitTics = tu->WaitTics = SEC(10); // Mate for this long
return TRUE;
}
}
}
return FALSE;
}
int
NullBunny(short SpriteNum)
{
USERp u = User[SpriteNum];
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
if (TEST(u->Flags, SPR_JUMPING))
DoActorJump(SpriteNum);
else
DoActorFall(SpriteNum);
}
// stay on floor unless doing certain things
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
KeepActorOnFloor(SpriteNum);
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(SpriteNum);
DoActorSectorDamage(SpriteNum);
return 0;
}
int DoBunnyPain(short SpriteNum)
{
USERp u = User[SpriteNum];
NullBunny(SpriteNum);
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
InitActorDecide(SpriteNum);
return 0;
}
int DoBunnyRipHeart(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SPRITEp tsp = u->tgt_sp;
NewStateGroup(SpriteNum, sg_BunnyHeart);
u->WaitTics = 6 * 120;
// player face bunny
tsp->ang = getangle(sp->x - tsp->x, sp->y - tsp->y);
return 0;
}
int DoBunnyStandKill(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
NullBunny(SpriteNum);
// Growl like the bad ass bunny you are!
if (RANDOM_RANGE(1000) > 800)
PlaySound(DIGI_BUNNYATTACK, sp, v3df_none);
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
NewStateGroup(SpriteNum, sg_BunnyRun);
return 0;
}
void BunnyHatch(short Weapon)
{
SPRITEp wp = &sprite[Weapon];
USERp wu = User[Weapon];
short New,i;
SPRITEp np;
USERp nu;
#define MAX_BUNNYS 1
short rip_ang[MAX_BUNNYS];
rip_ang[0] = RANDOM_P2(2048);
for (i = 0; i < MAX_BUNNYS; i++)
{
New = COVERinsertsprite(wp->sectnum, STAT_DEFAULT);
np = &sprite[New];
memset(np,0,sizeof(SPRITE));
np->sectnum = wp->sectnum;
np->statnum = STAT_DEFAULT;
np->x = wp->x;
np->y = wp->y;
np->z = wp->z;
np->owner = -1;
np->xrepeat = 30; // Baby size
np->yrepeat = 24;
np->ang = rip_ang[i];
np->pal = 0;
SetupBunny(New);
nu = User[New];
np->shade = wp->shade;
// make immediately active
SET(nu->Flags, SPR_ACTIVE);
if (RANDOM_RANGE(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 (RANDOM_RANGE(1000) > 500)
{
wu->Health = 0;
Bunny_Count--; // Bunny died
// Blood fountains
InitBloodSpray(Weapon,TRUE,-1);
if (SpawnShrap(Weapon, New))
{
SetSuicide(Weapon);
}
else
DoActorDie(Weapon, New);
}
}
nu->ShellNum = 0; // Not Pregnant right now
NewStateGroup(New, nu->ActorActionSet->Jump);
nu->ActorActionFunc = DoActorMoveJump;
DoActorSetSpeed(New, FAST_SPEED);
PickJumpMaxSpeed(New, -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(New);
DoActorJump(New);
}
}
int BunnyHatch2(short Weapon)
{
SPRITEp wp = &sprite[Weapon];
short New;
SPRITEp np;
USERp nu;
New = COVERinsertsprite(wp->sectnum, STAT_DEFAULT);
np = &sprite[New];
memset(np,0,sizeof(SPRITE));
np->sectnum = wp->sectnum;
np->statnum = STAT_DEFAULT;
np->x = wp->x;
np->y = wp->y;
np->z = wp->z;
np->owner = -1;
np->xrepeat = 30; // Baby size
np->yrepeat = 24;
np->ang = RANDOM_P2(2048);
np->pal = 0;
SetupBunny(New);
nu = User[New];
np->shade = wp->shade;
// make immediately active
SET(nu->Flags, SPR_ACTIVE);
if (RANDOM_RANGE(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(New, nu->ActorActionSet->Jump);
nu->ActorActionFunc = DoActorMoveJump;
DoActorSetSpeed(New, FAST_SPEED);
if (TEST_BOOL3(wp))
{
PickJumpMaxSpeed(New, -600-RANDOM_RANGE(600));
np->xrepeat = np->yrepeat = 64;
np->xvel = 150 + RANDOM_RANGE(1000);
nu->Health = 1; // Easy to pop. Like shootn' skeet.
np->ang -= RANDOM_RANGE(128);
np->ang += RANDOM_RANGE(128);
}
else
PickJumpMaxSpeed(New, -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(New);
DoActorJump(New);
return New;
}
int
DoBunnyMove(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
// 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(SpriteNum);
if (u->scale_speed)
{
DoScaleSprite(SpriteNum);
}
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
if (TEST(u->Flags, SPR_JUMPING))
DoActorJump(SpriteNum);
else
DoActorFall(SpriteNum);
}
// if on a player/enemy sprite jump quickly
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
DoBunnyQuickJump(SpriteNum);
}
if (TEST(u->Flags, SPR_SLIDING))
DoActorSlide(SpriteNum);
if (u->track >= 0)
ActorFollowTrack(SpriteNum, ACTORMOVETICS);
else
(*u->ActorActionFunc)(SpriteNum);
// stay on floor unless doing certain things
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
KeepActorOnFloor(SpriteNum);
DoActorSectorDamage(SpriteNum);
if (RANDOM_RANGE(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(SpriteNum,sg_BunnyStand);
break;
default:
sp->ang = NORM_ANGLE(RANDOM_RANGE(2048 << 6) >> 6);
u->jump_speed = -350;
DoActorBeginJump(SpriteNum);
u->ActorActionFunc = DoActorMoveJump;
break;
}
}
return 0;
}
int
BunnySpew(short SpriteNum)
{
//InitBloodSpray(SpriteNum,TRUE,-1);
InitBloodSpray(SpriteNum,TRUE,-1);
return 0;
}
int
DoBunnyEat(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
if (TEST(u->Flags, SPR_JUMPING))
DoActorJump(SpriteNum);
else
DoActorFall(SpriteNum);
}
// if on a player/enemy sprite jump quickly
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
DoBunnyQuickJump(SpriteNum);
}
if (TEST(u->Flags, SPR_SLIDING))
DoActorSlide(SpriteNum);
// stay on floor unless doing certain things
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
KeepActorOnFloor(SpriteNum);
DoActorSectorDamage(SpriteNum);
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 (RANDOM_RANGE(1000) > 970)
NewStateGroup(SpriteNum,sg_BunnyRun);
break;
default:
NewStateGroup(SpriteNum,sg_BunnyRun);
break;
}
return 0;
}
int
DoBunnyScrew(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
if (TEST(u->Flags, SPR_JUMPING))
DoActorJump(SpriteNum);
else
DoActorFall(SpriteNum);
}
if (TEST(u->Flags, SPR_SLIDING))
DoActorSlide(SpriteNum);
// stay on floor unless doing certain things
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
KeepActorOnFloor(SpriteNum);
DoActorSectorDamage(SpriteNum);
if (RANDOM_RANGE(1000) > 990) // Bunny sex sounds
{
if (!adult_lockout && !Global_PLock)
PlaySound(DIGI_BUNNYATTACK, sp, v3df_follow);
}
u->WaitTics -= ACTORMOVETICS;
if ((u->FlagOwner || u->spal == PALETTE_PLAYER0) && u->WaitTics > 0) // Keep Girl still
NewStateGroup(SpriteNum,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(SpriteNum,sg_BunnyRun);
}
return 0;
}
int
DoBunnyGrowUp(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
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, sp, v3df_follow);
BunnyHatch(SpriteNum); // Baby time
}
u->ShellNum = 0; // Not pregnent anymore
}
}
return 0;
}
#include "saveable.h"
static saveable_code saveable_bunny_code[] =
{
SAVE_CODE(SetupBunny),
SAVE_CODE(GetBunnyJumpHeight),
SAVE_CODE(PickBunnyJumpSpeed),
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(BunnyHatch),
SAVE_CODE(BunnyHatch2),
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