raze/source/games/sw/src/bunny.cpp
Mitchell Richters 2e0b9490e1 - Change spritetypebase::angle to a DRotator named Angles.
* Major pre-requisite for the next steps I'm undertaking, let's get it into the branch now.
2022-12-11 18:41:52 +01:00

1574 lines
44 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
int 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]},
}
};
STATE* 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]},
},
};
STATE* 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]},
},
};
STATE* 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]},
}
};
STATE* 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]},
}
};
STATE* 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]},
}
};
STATE* 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]},
}
};
STATE* 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]},
}
};
STATE* 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]},
}
};
STATE* 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]},
};
STATE* sg_BunnyDie[] =
{
s_BunnyDie
};
STATE* 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]}
};
STATE* sg_BunnyDeathJump[] =
{
s_BunnyDeathJump
};
STATE* sg_BunnyDeathFall[] =
{
s_BunnyDeathFall
};
/*
STATE* *Stand[MAX_WEAPONS];
STATE* *Run;
STATE* *Jump;
STATE* *Fall;
STATE* *Crawl;
STATE* *Swim;
STATE* *Fly;
STATE* *Rise;
STATE* *Sit;
STATE* *Look;
STATE* *Climb;
STATE* *Pain;
STATE* *Death1;
STATE* *Death2;
STATE* *Dead;
STATE* *DeathJump;
STATE* *DeathFall;
STATE* *CloseAttack[2];
STATE* *Attack[6];
STATE* *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)
{
ANIMATOR DoActorDecide;
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
{
SpawnUser(actor, BUNNY_RUN_R0, s_BunnyRun[0]);
actor->user.Health = 10;
}
Bunny_Count++;
ChangeState(actor, s_BunnyRun[0]);
actor->user.StateEnd = s_BunnyDie;
actor->user.Rot = sg_BunnyRun;
actor->user.ShellNum = 0; // Not Pregnant right now
actor->user.FlagOwner = 0;
actor->clipdist = 9.25;
if (actor->spr.pal == PALETTE_PLAYER1)
{
EnemyDefaults(actor, &BunnyWhiteActionSet, &WhiteBunnyPersonality);
actor->user.Attrib = &WhiteBunnyAttrib;
actor->spr.scale = DVector2(1.5, 1.40625);
actor->clipdist = 12.5;
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
actor->user.Health = 60;
}
else if (actor->spr.pal == PALETTE_PLAYER8) // Male Rabbit
{
EnemyDefaults(actor, &BunnyActionSet, &BunnyPersonality);
actor->user.Attrib = &BunnyAttrib;
if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
actor->user.Health = 20;
actor->user.Flag1 = 0;
}
else
{
// Female Rabbit
EnemyDefaults(actor, &BunnyActionSet, &BunnyPersonality);
actor->user.Attrib = &BunnyAttrib;
actor->user.spal = actor->spr.pal = PALETTE_PLAYER0;
actor->user.Flag1 = SEC(5);
//actor->spr.shade = 0; // darker
}
DoActorSetSpeed(actor, FAST_SPEED);
actor->user.Flags |= (SPR_XFLIP_TOGGLE);
actor->user.zclip = 16;
actor->user.floor_dist = 8;
actor->user.ceiling_dist = 8;
actor->user.lo_step = 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;
return height >> 9;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int PickBunnyJumpSpeed(DSWActor* actor, int pix_height)
{
ASSERT(pix_height < 128);
actor->user.jump_speed = -600;
actor->user.jump_grav = 8;
while (true)
{
if (GetBunnyJumpHeight(actor->user.jump_speed, actor->user.jump_grav) > pix_height + 20)
break;
actor->user.jump_speed -= 100;
ASSERT(actor->user.jump_speed > -3000);
}
return actor->user.jump_speed;
}
//---------------------------------------------------------------------------
//
// JUMP ATTACK
//
//---------------------------------------------------------------------------
int DoBunnyBeginJumpAttack(DSWActor* actor)
{
DSWActor* target = actor->user.targetActor;
DAngle tang = (target->spr.pos - actor->spr.pos).Angle();
Collision coll = move_sprite(actor, DVector3(tang.ToVector() * 8, 0), actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS);
auto rndang = RandomAngle(DAngle45) - DAngle22_5;
if (coll.type != kHitNone)
actor->spr.Angles.Yaw += DAngle180 + rndang;
else
actor->spr.Angles.Yaw = tang + rndang;
DoActorSetSpeed(actor, FAST_SPEED);
PickJumpMaxSpeed(actor, -400); // was -800
actor->user.Flags |= (SPR_JUMPING);
actor->user.Flags &= ~(SPR_FALLING);
// set up individual actor jump gravity
actor->user.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)
{
if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING))
{
move_actor(actor, DVector3(actor->spr.Angles.Yaw.ToVector() * actor->vel.X, 0));
if (actor->user.Flags & (SPR_JUMPING))
DoActorJump(actor);
else
DoActorFall(actor);
}
DoActorZrange(actor);
if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING)))
{
InitActorDecide(actor);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoPickCloseBunny(DSWActor* actor)
{
double near_dist = 62.5;
// if actor can still see the player
bool ICanSee = false;
SWStatIterator it(STAT_ENEMY);
while (auto itActor = it.Next())
{
if (actor == itActor) continue;
if (itActor->user.ID != BUNNY_RUN_R0) continue;
double dist = (itActor->spr.pos.XY() - actor->spr.pos.XY()).Length();
if (dist > near_dist) continue;
ICanSee = FAFcansee(ActorVectOfTop(actor), actor->sector(), ActorUpperVect(itActor), itActor->sector());
if (ICanSee && dist < near_dist && itActor->user.ID == BUNNY_RUN_R0)
{
near_dist = dist;
actor->user.targetActor = itActor;
actor->user.lowActor = itActor;
//Bunny_Result = i;
return;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoBunnyQuickJump(DSWActor* actor)
{
if (actor->user.spal != PALETTE_PLAYER8) return false;
if (!actor->user.lowActor&& actor->user.spal == PALETTE_PLAYER8 && MoveSkip4)
DoPickCloseBunny(actor);
// Random Chance of like sexes fighting
DSWActor* hitActor = actor->user.lowActor;
if (hitActor)
{
if (!hitActor->hasU() || hitActor->user.ID != BUNNY_RUN_R0) return false;
// Not mature enough yet
if (actor->spr.scale.X != 1 || actor->spr.scale.Y != 1) return false;
if (hitActor->spr.scale.X != 1 || hitActor->spr.scale.Y != 1) return false;
// Kill a rival
// Only males fight
if (hitActor->user.spal == actor->spr.pal && RandomRange(1000) > 995)
{
if (actor->user.spal == PALETTE_PLAYER8 && hitActor->user.spal == PALETTE_PLAYER8)
{
PlaySound(DIGI_BUNNYATTACK, actor, v3df_follow);
PlaySound(DIGI_BUNNYDIE2, hitActor, v3df_follow);
hitActor->user.Health = 0;
// Blood fountains
InitBloodSpray(hitActor, true,-1);
if (SpawnShrap(hitActor, actor))
{
SetSuicide(hitActor);
}
else
DoActorDie(hitActor, actor, 0);
Bunny_Count--; // Bunny died
actor->user.lowActor = nullptr;
return true;
}
}
}
// Get layed!
hitActor = actor->user.lowActor;
if (hitActor && actor->user.spal == PALETTE_PLAYER8) // Only males check this
{
if (!hitActor->hasU() || hitActor->user.ID != BUNNY_RUN_R0) return false;
// Not mature enough to mate yet
if (actor->spr.scale.X != 1 || actor->spr.scale.Y != 1) return false;
if (hitActor->spr.scale.X != 1 || hitActor->spr.scale.Y != 1) return false;
if (hitActor->user.ShellNum <= 0 && hitActor->user.WaitTics <= 0 && actor->user.WaitTics <= 0)
{
if ((hitActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
{
PLAYER* pp = nullptr;
if (RandomRange(1000) < 995 && hitActor->user.spal != PALETTE_PLAYER0) return false;
DoActorPickClosePlayer(actor);
if (actor->user.targetActor->user.PlayerP)
pp = actor->user.targetActor->user.PlayerP;
if (hitActor->user.spal != PALETTE_PLAYER0)
{
if (hitActor->user.Flag1 > 0) return false;
hitActor->user.FlagOwner = 1; // FAG!
hitActor->user.Flag1 = SEC(10);
if (pp)
{
int choose_snd;
static const int fagsnds[] = {DIGI_FAGRABBIT1,DIGI_FAGRABBIT2,DIGI_FAGRABBIT3};
if (pp == Player+myconnectindex)
{
choose_snd = StdRandomRange(2<<8)>>8;
if (FAFcansee(ActorVectOfTop(actor),actor->sector(),pp->actor->getPosWithOffsetZ(), pp->cursector) && Facing(actor, actor->user.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 = StdRandomRange(3<<8)>>8;
if (FAFcansee(ActorVectOfTop(actor), actor->sector(), pp->actor->getPosWithOffsetZ(), pp->cursector) && Facing(actor, actor->user.targetActor))
PlayerSound(straightsnds[choose_snd], v3df_doppler | v3df_follow | v3df_dontpan, pp);
}
}
}
actor->spr.pos.XY() = hitActor->spr.pos.XY();
actor->spr.Angles.Yaw = hitActor->spr.Angles.Yaw;
actor->spr.Angles.Yaw += DAngle180;
HelpMissileLateral(actor, 2000);
actor->spr.Angles.Yaw = hitActor->spr.Angles.Yaw;
NewStateGroup(actor, sg_BunnyScrew);
NewStateGroup(hitActor, sg_BunnyScrew);
actor->user.WaitTics = hitActor->user.WaitTics = SEC(10); // Mate for this long
return true;
}
}
}
return false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int NullBunny(DSWActor* actor)
{
if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING))
{
if (actor->user.Flags & (SPR_JUMPING))
DoActorJump(actor);
else
DoActorFall(actor);
}
// stay on floor unless doing certain things
if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING)))
KeepActorOnFloor(actor);
if (actor->user.Flags & (SPR_SLIDING))
DoActorSlide(actor);
DoActorSectorDamage(actor);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoBunnyPain(DSWActor* actor)
{
NullBunny(actor);
if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
InitActorDecide(actor);
return 0;
}
int DoBunnyRipHeart(DSWActor* actor)
{
DSWActor* target = actor->user.targetActor;
NewStateGroup(actor, sg_BunnyHeart);
actor->user.WaitTics = 6 * 120;
// player face bunny
target->spr.Angles.Yaw = (actor->spr.pos - target->spr.pos).Angle();
return 0;
}
int DoBunnyStandKill(DSWActor* actor)
{
NullBunny(actor);
// Growl like the bad ass bunny you are!
if (RandomRange(1000) > 800)
PlaySound(DIGI_BUNNYATTACK, actor, v3df_none);
if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
NewStateGroup(actor, sg_BunnyRun);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void BunnyHatch(DSWActor* actor)
{
const int MAX_BUNNYS = 1;
for (int i = 0; i < MAX_BUNNYS; i++)
{
auto actorNew = insertActor(actor->sector(), STAT_DEFAULT);
actorNew->spr.pos = actor->spr.pos;
actorNew->spr.scale = DVector2(0.46875, 0.375); // Baby size
actorNew->spr.Angles.Yaw = RandomAngle();
actorNew->spr.pal = 0;
SetupBunny(actorNew);
actorNew->spr.shade = actor->spr.shade;
// make immediately active
actorNew->user.Flags |= (SPR_ACTIVE);
if (RandomRange(1000) > 500) // Boy or Girl?
actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER0; // Girl
else
{
actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER8; // Boy
// Oops, mommy died giving birth to a boy
if (RandomRange(1000) > 500)
{
actor->user.Health = 0;
Bunny_Count--; // Bunny died
// Blood fountains
InitBloodSpray(actor, true, -1);
if (SpawnShrap(actor, actorNew))
{
SetSuicide(actor);
}
else
DoActorDie(actor, actorNew, 0);
}
}
actorNew->user.ShellNum = 0; // Not Pregnant right now
NewStateGroup(actorNew, actorNew->user.ActorActionSet->Jump);
actorNew->user.ActorActionFunc = DoActorMoveJump;
DoActorSetSpeed(actorNew, FAST_SPEED);
PickJumpMaxSpeed(actorNew, -600);
actorNew->user.Flags |= (SPR_JUMPING);
actorNew->user.Flags &= ~(SPR_FALLING);
actorNew->user.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)
{
auto actorNew = insertActor(actor->sector(), STAT_DEFAULT);
actorNew->spr.pos = actor->spr.pos;
actorNew->spr.scale = DVector2(0.46875, 0.375); // Baby size
actorNew->spr.Angles.Yaw = RandomAngle();
actorNew->spr.pal = 0;
SetupBunny(actorNew);
actorNew->spr.shade = actor->spr.shade;
// make immediately active
actorNew->user.Flags |= (SPR_ACTIVE);
if (RandomRange(1000) > 500) // Boy or Girl?
{
actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER0; // Girl
actorNew->user.Flag1 = SEC(5);
}
else
{
actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER8; // Boy
actorNew->user.Flag1 = 0;
}
actorNew->user.ShellNum = 0; // Not Pregnant right now
NewStateGroup(actorNew, actorNew->user.ActorActionSet->Jump);
actorNew->user.ActorActionFunc = DoActorMoveJump;
DoActorSetSpeed(actorNew, FAST_SPEED);
if (TEST_BOOL3(actor))
{
PickJumpMaxSpeed(actorNew, -600-RandomRange(600));
actorNew->spr.scale = DVector2(1, 1);
actorNew->vel.X = 9.375 + RandomRangeF(62.5);
actorNew->user.Health = 1; // Easy to pop. Like shootn' skeet.
actorNew->spr.Angles.Yaw += RandomAngle(22.5) - RandomAngle(22.5);
}
else
PickJumpMaxSpeed(actorNew, -600);
actorNew->user.Flags |= (SPR_JUMPING);
actorNew->user.Flags &= ~(SPR_FALLING);
actorNew->user.jump_grav = 8;
actorNew->user.FlagOwner = 0;
actorNew->user.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)
{
// Parental lock crap
if (actor->spr.cstat & (CSTAT_SPRITE_INVISIBLE))
actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE); // Turn em' back on
// Sometimes they just won't die!
if (actor->user.Health <= 0)
SetSuicide(actor);
if (actor->user.scale_speed)
{
DoScaleSprite(actor);
}
if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING))
{
if (actor->user.Flags & (SPR_JUMPING))
DoActorJump(actor);
else
DoActorFall(actor);
}
// if on a player/enemy sprite jump quickly
if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING)))
{
DoBunnyQuickJump(actor);
}
if (actor->user.Flags & (SPR_SLIDING))
DoActorSlide(actor);
if (actor->user.track >= 0)
ActorFollowTrack(actor, ACTORMOVETICS);
else
(*actor->user.ActorActionFunc)(actor);
// stay on floor unless doing certain things
if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING)))
KeepActorOnFloor(actor);
DoActorSectorDamage(actor);
if (RandomRange(1000) > 985 && actor->spr.pal != PALETTE_PLAYER1 && actor->user.track < 0)
{
switch (actor->sector()->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:
actor->spr.Angles.Yaw = RandomAngle();
actor->user.jump_speed = -350;
DoActorBeginJump(actor);
actor->user.ActorActionFunc = DoActorMoveJump;
break;
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int BunnySpew(DSWActor* actor)
{
InitBloodSpray(actor, true, -1);
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoBunnyEat(DSWActor* actor)
{
if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING))
{
if (actor->user.Flags & (SPR_JUMPING))
DoActorJump(actor);
else
DoActorFall(actor);
}
// if on a player/enemy sprite jump quickly
if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING)))
{
DoBunnyQuickJump(actor);
}
if (actor->user.Flags & (SPR_SLIDING))
DoActorSlide(actor);
// stay on floor unless doing certain things
if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING)))
KeepActorOnFloor(actor);
DoActorSectorDamage(actor);
switch (actor->sector()->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)
{
if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING))
{
if (actor->user.Flags & (SPR_JUMPING))
DoActorJump(actor);
else
DoActorFall(actor);
}
if (actor->user.Flags & (SPR_SLIDING))
DoActorSlide(actor);
// stay on floor unless doing certain things
if (!(actor->user.Flags & (SPR_JUMPING | SPR_FALLING)))
KeepActorOnFloor(actor);
DoActorSectorDamage(actor);
if (RandomRange(1000) > 990) // Bunny sex sounds
{
PlaySound(DIGI_BUNNYATTACK, actor, v3df_follow);
}
actor->user.WaitTics -= ACTORMOVETICS;
if ((actor->user.FlagOwner || actor->user.spal == PALETTE_PLAYER0) && actor->user.WaitTics > 0) // Keep Girl still
NewStateGroup(actor,sg_BunnyScrew);
if (actor->user.spal == PALETTE_PLAYER0 && actor->user.WaitTics <= 0) // Female has baby
{
actor->user.Flag1 = SEC(5); // Count down to babies
actor->user.ShellNum = 1; // She's pregnant now
}
if (actor->user.WaitTics <= 0)
{
actor->spr.cstat &= ~(CSTAT_SPRITE_INVISIBLE); // Turn em' back on
actor->user.FlagOwner = 0;
NewStateGroup(actor,sg_BunnyRun);
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int DoBunnyGrowUp(DSWActor* actor)
{
if (actor->spr.pal == PALETTE_PLAYER1) return 0; // Don't bother white bunnies
if ((actor->user.Counter -= ACTORMOVETICS) <= 0)
{
actor->spr.scale.X += (REPEAT_SCALE);
actor->spr.scale.Y += (REPEAT_SCALE);
if ((actor->spr.scale.X) > 1) actor->spr.scale.X = (1);
if ((actor->spr.scale.Y) > 1) actor->spr.scale.Y = (1);
actor->user.Counter = 60;
}
// Don't go homo too much!
if (actor->spr.pal != PALETTE_PLAYER0 && actor->user.Flag1 > 0)
actor->user.Flag1 -= ACTORMOVETICS;
// Gestation period for female rabbits
if (actor->spr.pal == PALETTE_PLAYER0 && actor->user.ShellNum > 0)
{
if ((actor->user.Flag1 -= ACTORMOVETICS) <= 0)
{
if (Bunny_Count < 20)
{
PlaySound(DIGI_BUNNYDIE2, actor, v3df_follow);
BunnyHatch(actor); // Baby time
}
actor->user.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