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Zodiac 50 Game Pack 2
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jugger.lsp
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Lisp/Scheme
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1995-08-31
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8KB
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296 lines
;; Copyright 1995 Crack dot Com, All Rights reserved
;; See licencing information for more details on usage rights
(defun jug_ai ()
(if (<= (hp) 0)
(if (eq (state) dieing)
(next_picture)
(set_state dieing))
(if (activated)
(progn
(set_targetable T)
(push_char 35 40)
(select (aistate)
(0 ;; prepare to walk toward player
(if (eq stationary 0)
(progn
(set_state running)
(go_state 1))
(if (> (state_time) (aitype))
(progn
(set_state weapon_fire)
(set_aistate 2)))))
(1 ;; walk toward player
(if (eq stationary 0)
(progn
(set_direction (toward))
(let ((curx (x));; save position in case we fall off a cliff
(cury (y)))
(if (next_picture)
(if (eq (current_frame) 8)
(play_sound JSTOMP_SND 127 (x) (y)))
(progn
(play_sound JSTOMP_SND 127 (x) (y))
(set_state weapon_fire)
(set_aistate 2)))
(if (can_see (x) (y) (x) (+ (y) 5) nil)
(progn
(set_x curx)
(set_y cury)
(try_move 0 10)))))
(if (> (state_time) (aitype))
(progn
(set_state weapon_fire)
(set_aistate 2)))))
(2 ;; start fire
(if (> (state_time) 3)
(let ((myself (me))
(xspeed (* throw_xvel (direction)))
(yspeed throw_yvel))
(with_object (add_object GRENADE (x) (- (y) 24) 1)
(progn
(user_fun myself)
(set_xvel xspeed)
(set_yvel yspeed)))
(go_state 3))
(next_picture)))
(3 ;; wait for fire animation
(if (next_picture) nil (set_aistate 0))))
T)
(progn (set_targetable nil)
T))))
(defun jug_cons ()
(setq throw_xvel 13)
(setq throw_yvel -10)
(set_aitype 10))
(def_char JUGGER
(range 200 0)
(funs (ai_fun jug_ai)
(constructor jug_cons)
(damage_fun explo_damage))
(flags (hurtable T))
(abilities (start_hp 50)
(push_xrange 1))
(vars throw_xvel throw_yvel stationary)
(fields ("hp" "hp")
("aitype" "throw speed (0..255)")
("throw_xvel" "throw xvel")
("throw_yvel" "throw yvel")
("stationary" "stationary? (1=yes,0=no)")
("aistate" "aistate"))
(states "art/jug.spe"
(stopped "robo0001.pcx")
(running (seq "rwlk" 1 13))
(weapon_fire (seq "robo" 1 10))
(dieing (seq "jugdie" 1 8))))
;; AI for cleaner robot machine "ROB1"
;; The robot waits for a sensor/switch/gate to turn it
;; on before appearing
(defun rob1_ai ()
(if (not (eq (fade_count) 0)) ;; appearing?
(set_fade_count (- (fade_count) 1))) ;; fade in
(select (aistate)
(0 ;; wait for sensor to turn on
(if (eq rob_hiden 1)
(progn
(set_targetable nil) ;; can't lock into us while hiden
(set_state rob_hiding)) ;; set invisible animation frame
(progn
(set_targetable T) ;; can lock into us
(push_char 30 55))) ;; push player away
(if (or (< (total_objects) 1) ;; if not linked or link is on
(not (eq (with_object (get_object 0) (aistate)) 0)))
(progn
(if (eq rob_hiden 1)
(set_fade_count 15))
(set_aistate 1)))
T)
(1 ;; walk towards player
(push_char 30 55) ;; push her back
(next_picture) ;; go to next animation frame
(if (eq (mod (state_time) 6) 0) ;; play sound every 6 ticks
(play_sound CLEANER_SND 127 (x) (y)))
(try_move 0 10) ;; see how far ahead we can move
(if (> (direction) 0) ;; moving right
(if (can_see (x) (y) (+ (x) (xvel) 23) (y) nil) ;; can we see 23 pixels ahead?
(set_x (+ (x) (xvel))))
(if (can_see (x) (y) (- (x) (xvel) 23) (y) nil)
(set_x (- (x) (xvel)))))
(if (<= (hp) 0) ;; are we dead, if so blow up
(progn
(add_object EXPLODE1 (+ (x) 5) (- (y) 10) 0)
(add_object EXPLODE1 (+ (x) -5) (- (y) 15) 2) ;; wait 2 frames before appearing
(add_object EXPLODE1 (+ (x) 10) (- (y) 2) 1)
(add_object EXPLODE1 (+ (x) -10) (- (y) 20) 3)
(add_object EXPLODE1 (+ (x) 20) (- (y) 27) 4)
(add_object EXPLODE1 (+ (x) -25) (- (y) 30) 2)
(add_object EXPLODE1 (+ (x) 20) (- (y) 5) 4)
(add_object EXPLODE1 (+ (x) -3) (- (y) 1) 5)
(set_aistate 2)))
T)
(2 ;; dead, wait a few frames then return nil
(push_char 30 55)
(< (state_time) 3)))) ;; return nil (dead) if we've been in this state for 3 frames
(defun explo_damage (amount from hitx hity push_xvel push_yvel)
(add_object EXPLODE6 (+ (x) (- 10 (random 20))) (- (y) (random 30)) 0)
(damage_fun amount from hitx hity 0 0)
(if (eq 0 (hp))
(play_sound BLOWN_UP 127 (x) (y))))
(defun rob_cons () (set_xvel 2))
(def_char ROB1
(range 200 0)
(funs (ai_fun rob1_ai)
(constructor rob_cons)
(damage_fun explo_damage))
(flags (hurtable T)
(can_block T))
(abilities (run_top_speed 4)
(start_hp 70)
(push_xrange 1))
(vars rob_hiden)
(fields ("xvel" "xvel")
("aitype" "no turn around (1=on)")
("rob_hiden" "hiden start (1=hiden,0=visable)")
("hp" "health"))
(states "art/rob1.spe"
(rob_hiding "hiding")
(stopped (seq "clen" 1 10))))
(defun who_ai ()
(if (eq (hp) 0)
nil
(progn
(set_xvel (+ (xvel) (* (+ (mod (state_time) 10) -4) (direction))))
(if (< (xvel) -15) (set_xvel -15))
(if (> (xvel) 15) (set_xvel 15))
(if (not (next_picture)) (set_state stopped))
(bounce_move '(progn
(set_direction (- 0 (direction)))
(set_state turn_around))
'(progn
(set_direction (- 0 (direction)))
(set_state turn_around))
nil nil nil)
T)))
(def_char WHO
(range 200 100)
(funs (ai_fun flyer_ai)
(damage_fun flyer_damage)
(constructor flyer_cons))
(flags (hurtable T))
(abilities (start_hp 20))
(vars fire_delay burst_delay burst_total burst_wait burst_left
max_xvel max_yvel smoke_time fire_time)
(fields ("fire_delay" "fire_delay")
("burst_delay" "burst_delay")
("burst_total" "burst_total")
("max_xvel" "max_xvel")
("max_yvel" "max_yvel")
("hp" "hp")
("aistate" "aistate"))
(states "art/rob2.spe"
(stopped (seq "wgo" 1 3))
(running (seq "wgo" 1 3))
(turn_around (seq "wtrn" 1 9))
(flinch_up '("flinch" "flinch" "flinch"))
))
/* --- not working
(defun burst_fire (firex firey angle)
(if (> fire_time 0);; if we need to wait till next burst
(progn
(setq fire_time (- fire_time 1))
(if (eq fire_time 0)
(progn
(setq burst_left burst_total)
(setq burst_wait 0))))
(if (eq burst_wait 0)
(progn
(if (or (eq burst_left 1) (eq burst_left 0))
(setq fire_time fire_delay)
(setq burst_left (- burst_left 1)))
(setq burst_wait burst_delay)
(fire_object (me) (aitype) firex firey angle (bg)))
(setq burst_wait (- burst_wait 1)))))
(defun wrob_cons ()
(setq fire_delay 4)
(setq burst_delay 1)
(setq max_xvel 10)
(setq max_yvel 5)
(set_aitype 0)
(setq burst_total 5))
(defun wrob_ai ()
(if (eq (hp) 0)
nil
(progn
(select (aistate)
(0;; walk toward player
(if (or (> (distx) 120) (not (eq (direction) (toward))))
(progn
(move (toward) 0 0)
(next_picture))
(progn
(set_state stopped)
(set_aistate 1))))
(1;; stop and fire
(burst_fire (+ (x) (* (direction) 28)) (- (y) 35)
(if (> (direction) 0)
(mod (- 375 (/ (* burst_left 30) burst_total)) 360)
(+ 165 (/ (* burst_left 30) burst_total))))
(if (not (eq fire_time 0))
(set_aistate 0))))
T)))
(def_char WALK_ROB
(funs (ai_fun wrob_ai)
(constructor wrob_cons)
(damage_fun guner_damage))
(abilities (run_top_speed 12))
(flags (hurtable T) (can_block T))
(range 300 100)
(vars fire_delay burst_delay burst_total burst_wait burst_left
max_xvel max_yvel smoke_time fire_time)
(fields ("fire_delay" "fire_delay")
("burst_delay" "burst_delay")
("burst_total" "burst_total")
("max_xvel" "max_xvel")
("max_yvel" "max_yvel")
("hp" "hp")
("aistate" "aistate"))
(states "art/rob2.spe"
(stopped "wwlk0001.pcx")
(running (seq "wwlk" 1 10))
(start_run_jump "wstart_jump")
(flinch_up "wflinch")
(run_jump "wwlk0009.pcx")
))
*/