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1 | h266 | 1 | /* |
2 | -------------------------------------------------------------------------------- |
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3 | Duke Caribbean: Life's A Beach |
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4 | By Joris Weimar |
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5 | © 1997 Sunstorm Interactive |
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6 | -------------------------------------------------------------------------------- |
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7 | Duke Caribbean: Life's A Beach Plus |
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8 | By Hendricks266 |
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9 | -------------------------------------------------------------------------------- |
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10 | // CON Files for the 'Duke Carribean Add-on' by SunStorm Interactive |
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11 | // |
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12 | // Actor - DRAGON - Sprite #3585 |
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13 | // |
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14 | // --- Resources --- |
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15 | // |
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16 | // Sounds: |
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17 | // Dragon Dying Sound - DRAGDIE.WAV |
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18 | // Dragon Hurt Sound - DRAGHURT.WAV |
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19 | // Dragon Roam Sound - DRAGROAM.WAV |
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20 | // Dragon Wake-up Sound - DRAGRECO.WAV |
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21 | // |
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22 | // Art: |
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23 | // 5 * 5 frame(s) - Dragon Bouncing Animation |
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24 | // 6 * 1 frame(s) - Dragon Dying Animation |
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25 | // 5 * 2 frame(s) - Dragon Firing Animation |
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26 | */ |
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27 | |||
28 | action DRAGONBOUNCE 0 2 5 1 20 |
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29 | action DRAGONBOUNCE2 10 3 5 1 20 |
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30 | action DRAGONSHOOT 31 2 5 1 40 |
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31 | action DRAGONSHRUNK 0 5 5 1 30 |
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32 | action DRAGONGROW 0 1 5 |
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33 | action DRAGONFROZEN 31 1 5 1 |
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34 | action DRAGONDEAD 30 1 1 |
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35 | action DRAGONDYING 25 6 1 1 12 |
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36 | |||
37 | move DRAGONSPEED 60 0 |
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38 | move DRAGONFLEE 300 0 |
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39 | move DRAGONSTOPPED |
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25 | h266 | 40 | move DRAGONBACK -500 0 |
1 | h266 | 41 | move DRAGONSHRUNKSPEED 50 0 |
42 | |||
43 | ai AIDRAGONFLEE DRAGONBOUNCE DRAGONFLEE fleeenemy randomangle |
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44 | ai AIDRAGONBOUNCESEE DRAGONBOUNCE DRAGONSPEED seekplayer |
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45 | ai AIDRAGONBOUNCE DRAGONBOUNCE DRAGONSPEED faceplayer |
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46 | |||
47 | ai AIDRAGONFLEE2 DRAGONBOUNCE2 DRAGONFLEE fleeenemy randomangle |
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48 | ai AIDRAGONBOUNCESEE2 DRAGONBOUNCE2 DRAGONSPEED faceplayerslow |
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49 | ai AIDRAGONBOUNCE2 DRAGONBOUNCE2 DRAGONSPEED faceplayer |
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50 | |||
51 | ai AIDRAGONSHOOT DRAGONSHOOT DRAGONSTOPPED faceplayer |
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52 | ai AIDRAGONSHRUNK DRAGONBOUNCE DRAGONSHRUNKSPEED fleeenemy randomangle |
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53 | ai AIDRAGONGROW DRAGONGROW DRAGONSPEED faceplayer |
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54 | ai AIDRAGONDYING DRAGONDYING DRAGONBACK |
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55 | // faceplayer |
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56 | |||
57 | state dragon_jibs |
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58 | state scrap3_colorchange |
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59 | debris SCRAP1 20 |
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60 | debris SCRAP2 22 |
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61 | debris SCRAP3 22 |
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62 | debris SCRAP4 22 |
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63 | debris SCRAP5 22 |
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64 | getlastpal |
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65 | spritepal 0 |
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66 | state standard_jibs |
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67 | getlastpal |
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68 | ends |
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69 | |||
70 | state dragongrowstate |
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71 | ifcount 32 |
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72 | { |
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73 | state scrap3_colorchange |
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74 | debris SCRAP1 20 |
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75 | debris SCRAP2 22 |
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76 | debris SCRAP3 22 |
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77 | debris SCRAP4 22 |
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78 | debris SCRAP5 22 |
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79 | getlastpal |
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80 | spritepal 0 |
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81 | guts JIBS4 24 |
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82 | guts JIBS6 28 |
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83 | getlastpal |
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84 | addkills 1 |
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85 | sound SQUISHED |
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86 | sound PIPEBOMB_EXPLODE |
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87 | sound BALLEXPLODE |
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88 | hitradius 2048 60 70 80 90 |
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89 | spawn BLOODPOOL |
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90 | spawn EXPLOSION2 |
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91 | killit |
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92 | } |
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93 | else |
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94 | { |
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95 | sizeto 84 100 |
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96 | break |
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97 | } |
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98 | ends |
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99 | |||
25 | h266 | 100 | |
1 | h266 | 101 | state dragondeathanglecode |
73 | h266 | 102 | ifvare vaca_temp3 -1 |
1 | h266 | 103 | { |
73 | h266 | 104 | getactor[THISACTOR].htang vaca_temp // get the angle of the projectile that hit the dragon |
105 | ifvarg vaca_temp 1024 subvar vaca_temp 1024 else addvar vaca_temp 1024 // turn the angle around to face the projectile |
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25 | h266 | 106 | |
73 | h266 | 107 | setvar vaca_temp2 0 |
108 | randvar vaca_temp2 128 // randomizes the angle within a certain logical range, since the bullet holes are facing the player |
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109 | ifrnd 128 addvarvar vaca_temp vaca_temp2 else subvarvar vaca_temp vaca_temp2 |
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25 | h266 | 110 | |
73 | h266 | 111 | getactor[THISACTOR].ang vaca_temp3 // pass this along to EVENT_ANIMATESPRITES |
25 | h266 | 112 | |
73 | h266 | 113 | setactor[THISACTOR].ang vaca_temp // sets the angle, just in time for movement |
1 | h266 | 114 | } |
115 | ends |
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116 | |||
117 | state DRAGONBOUNCESTATESEE |
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118 | ifbulletnear ai AIDRAGONFLEE |
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119 | |||
120 | ifai AIDRAGONBOUNCESEE |
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121 | { |
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122 | ifactioncount 2 |
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123 | { |
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124 | sound DRAGONROAM |
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125 | ai AIDRAGONBOUNCESEE2 |
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126 | } |
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127 | } |
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128 | else ifactioncount 3 ai AIDRAGONBOUNCESEE |
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129 | |||
130 | ifpdistl 6000 |
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131 | { |
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132 | ifrnd 5 |
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133 | ifp palive |
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134 | ai AIDRAGONSHOOT |
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135 | } |
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136 | |||
137 | ifcansee nullop else ai AIDRAGONBOUNCE |
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138 | ends |
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139 | |||
140 | state DRAGONBOUNCESTATE |
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141 | ifai AIDRAGONBOUNCE |
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142 | { |
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143 | ifactioncount 2 |
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144 | { |
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145 | sound DRAGONROAM |
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146 | ai AIDRAGONBOUNCE2 |
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147 | } |
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148 | } |
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149 | else |
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150 | { |
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151 | ifactioncount 3 ai AIDRAGONBOUNCE |
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152 | } |
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153 | |||
154 | ifcansee |
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155 | ifrnd 64 |
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156 | ifcanshoottarget |
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157 | { |
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158 | ifp palive ai AIDRAGONSHOOT |
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159 | else ai AIDRAGONBOUNCESEE |
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160 | } |
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161 | ends |
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162 | |||
163 | |||
164 | state DRAGONSHOOTSTATE |
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165 | ifcount 8 nullop |
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166 | else ifcount 7 |
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167 | { |
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168 | shoot RPG |
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169 | sound DRAGONSHOOTING |
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170 | } |
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171 | |||
172 | ifactioncount 2 |
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173 | { |
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174 | ifrnd 100 |
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175 | { |
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25 | h266 | 176 | ifcansee nullop else ai AIDRAGONBOUNCESEE // This line should make the dragon smarter. |
1 | h266 | 177 | resetcount |
178 | resetactioncount |
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179 | } |
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180 | else |
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181 | { |
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182 | ai AIDRAGONBOUNCESEE |
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183 | resetcount |
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184 | resetactioncount |
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185 | } |
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186 | } |
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187 | ends |
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188 | |||
189 | state DRAGONHITSTATE |
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190 | ifdead |
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191 | { |
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192 | state random_wall_jibs |
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193 | |||
194 | ifwasweapon GROWSPARK |
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195 | { |
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196 | sound ACTOR_GROWING |
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197 | ai AIDRAGONGROW |
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198 | break |
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199 | } |
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200 | |||
201 | ifwasweapon FREEZEBLAST |
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202 | { |
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203 | sound SOMETHINGFROZE |
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204 | spritepal 1 |
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205 | move 0 |
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206 | action DRAGONFROZEN |
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207 | strength 0 |
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208 | break |
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209 | } |
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210 | addkills 1 |
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211 | |||
212 | ifwasweapon RADIUSEXPLOSION |
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213 | { |
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214 | sound SQUISHED |
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215 | state dragon_jibs |
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216 | killit |
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217 | } |
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218 | else ifwasweapon RPG |
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219 | { |
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220 | sound SQUISHED |
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221 | state dragon_jibs |
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222 | killit |
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223 | } |
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224 | else |
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225 | { |
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25 | h266 | 226 | state dragondeathanglecode |
1 | h266 | 227 | ai AIDRAGONDYING |
228 | } |
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229 | |||
230 | sound BALLEXPLODE |
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231 | } |
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232 | else |
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233 | { |
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234 | sound DRAGONPAIN |
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235 | state random_wall_jibs |
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236 | debris SCRAP3 5 |
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237 | |||
238 | ifwasweapon SHRINKSPARK |
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239 | { |
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240 | sound ACTOR_SHRINKING |
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241 | ai AIDRAGONSHRUNK |
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242 | } |
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243 | else ifwasweapon GROWSPARK sound EXPANDERHIT |
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244 | else ifrnd 64 ifai AIDRAGONSHOOT nullop else ai AIDRAGONSHOOT |
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245 | } |
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246 | ends |
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247 | |||
248 | state DRAGONFLEESTATE |
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249 | ifai AIDRAGONFLEE |
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250 | { |
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251 | ifactioncount 2 |
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252 | { |
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253 | sound DRAGONROAM |
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254 | ai AIDRAGONFLEE2 |
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255 | } |
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256 | } |
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257 | else |
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258 | { |
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259 | ifactioncount 3 ai AIDRAGONFLEE |
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260 | } |
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261 | |||
262 | ifrnd 15 ai AIDRAGONBOUNCE |
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263 | ends |
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264 | |||
265 | state DRAGONSHRINKSTATE |
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266 | ifcount SHRUNKDONECOUNT ai AIDRAGONBOUNCE |
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267 | else |
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268 | ifcount SHRUNKCOUNT |
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269 | sizeto 42 50 |
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270 | else |
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271 | state genericshrunkcode |
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272 | ends |
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273 | |||
274 | |||
275 | state DRAGONDYINGSTATE |
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276 | ifactioncount 6 |
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277 | { |
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278 | state rf |
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279 | iffloordistl 8 sound THUD |
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280 | action DRAGONDEAD |
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281 | move DRAGONSTOPPED |
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282 | break |
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283 | } |
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284 | else move DRAGONBACK |
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285 | // Note: Because of the way actioncounts work, "ifactioncount" really asks if it is at that value or greater. |
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286 | // That's why we have to put bigger ones first, with "else" statements. |
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287 | ends |
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288 | |||
289 | useractor enemy DRAGON DRAGONSTRENGTH DRAGONBOUNCE |
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25 | h266 | 290 | fall |
291 | cstator 257 |
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292 | setactor[THISACTOR].mdflags 16 |
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1 | h266 | 293 | |
25 | h266 | 294 | ifai 0 |
295 | { |
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73 | h266 | 296 | setvar vaca_temp3 -1 |
25 | h266 | 297 | ai AIDRAGONBOUNCE |
298 | } |
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299 | |||
1 | h266 | 300 | state checksquished |
301 | |||
302 | ifaction DRAGONDEAD |
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303 | { |
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304 | cstat 0 |
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305 | ifrespawn |
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306 | ifcount RESPAWNACTORTIME |
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307 | { |
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308 | spawn TRANSPORTERSTAR |
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309 | cstat 257 |
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310 | strength DRAGONSTRENGTH |
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73 | h266 | 311 | setvar vaca_temp3 -1 |
1 | h266 | 312 | ai AIDRAGONBOUNCE |
313 | } |
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314 | else |
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315 | { |
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316 | strength 0 |
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317 | ifhitweapon |
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318 | ifwasweapon RADIUSEXPLOSION |
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319 | { |
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320 | sound BALLEXPLODE |
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321 | state dragon_jibs |
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322 | killit |
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323 | } |
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324 | break |
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325 | } |
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326 | } |
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327 | else ifaction DRAGONFROZEN |
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328 | { |
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329 | // setactor[THISACTOR].mdflags 2 |
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330 | ifcount THAWTIME |
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331 | { |
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332 | ai AIDRAGONBOUNCE |
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333 | getlastpal |
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334 | } |
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335 | else ifcount FROZENDRIPTIME ifrnd 8 spawn WATERDRIP |
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336 | |||
337 | ifhitweapon |
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338 | { |
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339 | ifwasweapon FREEZEBLAST |
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340 | { |
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341 | strength 0 |
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342 | break |
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343 | } |
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344 | addkills 1 |
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345 | |||
346 | lotsofglass 30 |
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347 | ifrnd 84 spawn BLOODPOOL |
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348 | sound GLASS_BREAKING |
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349 | killit |
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350 | } |
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351 | ifp pfacing |
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352 | ifpdistl FROZENQUICKKICKDIST |
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353 | pkick |
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354 | break |
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355 | } |
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356 | |||
357 | ifai AIDRAGONDYING |
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358 | { |
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359 | state DRAGONDYINGSTATE |
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360 | break |
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361 | } |
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362 | |||
25 | h266 | 363 | ifhitweapon |
364 | state DRAGONHITSTATE |
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1 | h266 | 365 | |
366 | ifai AIDRAGONGROW state dragongrowstate |
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367 | else ifai AIDRAGONSHRUNK state DRAGONSHRINKSTATE |
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368 | else |
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369 | { |
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370 | sizeat 42 50 |
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371 | ifai AIDRAGONBOUNCESEE state DRAGONBOUNCESTATESEE |
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372 | else ifai AIDRAGONBOUNCE state DRAGONBOUNCESTATE |
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373 | else ifai AIDRAGONSHOOT state DRAGONSHOOTSTATE |
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374 | else ifai AIDRAGONFLEE state DRAGONFLEESTATE |
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375 | else ifai AIDRAGONFLEE2 state DRAGONFLEESTATE |
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376 | else ifai AIDRAGONBOUNCESEE2 state DRAGONBOUNCESTATESEE |
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377 | else ifai AIDRAGONBOUNCE2 state DRAGONBOUNCESTATE |
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378 | } |
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379 | enda |
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380 | |||
381 | useractor notenemy DRAGONDEATH 0 |
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73 | h266 | 382 | setvar vaca_temp3 -1 |
25 | h266 | 383 | setactor[THISACTOR].mdflags 16 |
384 | |||
73 | h266 | 385 | addvar vaca_temp 1 |
386 | ifvare vaca_temp 1 |
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25 | h266 | 387 | { |
73 | h266 | 388 | getplayer[THISACTOR].i vaca_temp2 // get the player's ID |
25 | h266 | 389 | |
390 | // get the coordinates of the player and dragon |
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73 | h266 | 391 | getactor[vaca_temp2].x vaca_x2 |
392 | getactor[vaca_temp2].y vaca_y2 |
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393 | getactor[THISACTOR].x vaca_x |
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394 | getactor[THISACTOR].y vaca_y |
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25 | h266 | 395 | |
73 | h266 | 396 | subvarvar vaca_x2 vaca_x |
397 | subvarvar vaca_y2 vaca_y |
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398 | getangle vaca_y vaca_x2 vaca_y2 // calculates the angle to face the player |
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25 | h266 | 399 | |
73 | h266 | 400 | setactor[THISACTOR].htang vaca_y |
25 | h266 | 401 | } |
73 | h266 | 402 | ifvare vaca_temp 26 |
25 | h266 | 403 | { |
73 | h266 | 404 | setvar vaca_temp 0 |
405 | getactor[THISACTOR].x vaca_x |
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406 | subvar vaca_x 1536 |
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407 | setactor[THISACTOR].x vaca_x |
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25 | h266 | 408 | sizeat 42 50 |
409 | state random_wall_jibs |
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410 | sound BALLEXPLODE |
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411 | cactor DRAGON |
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412 | state dragondeathanglecode |
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413 | ai AIDRAGONDYING |
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414 | } |
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1 | h266 | 415 | enda |