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Text File  |  1998-03-02  |  7KB  |  267 lines

  1. ////////////////////////////////////
  2. // Tron-Actor
  3. ///////////////////////////////////
  4.  
  5.  
  6. ////////////////////////// Tron-Texturen
  7.  
  8. SKILL health {val 0;}
  9.  
  10. /////////////////////////////////// Tron-Texturen
  11.  
  12. SOUND tron_aua,<tron_au.wav>;
  13. SOUND tron_snd,<tron_vir.wav>;
  14. SOUND tron_baller,<schuss1.wav>;
  15. SOUND tron_spot,<tr_tac.wav>;
  16. SOUND autsch,<autsch.wav>;
  17.  
  18. BMAP tron_0vh1,<v3_vhs.pcx>,20,12,92,84;
  19. BMAP tron_0vh2,<v3_vhs.pcx>,180,12,92,84;
  20. BMAP tron_0vh3,<v3_vhs.pcx>,340,12,92,84;
  21. BMAP tron_0vh4,<v3_vhs.pcx>,20,117,92,84;
  22. BMAP tron_0vh5,<v3_vhs.pcx>,180,117,92,84;
  23. BMAP tron_0vh6,<v3_vhs.pcx>,340,117,92,84;
  24.  
  25. BMAP tron_0hre1,<v3_re_li.pcx>,20,12,92,84;
  26. BMAP tron_0hre2,<v3_re_li.pcx>,180,12,92,84;
  27. BMAP tron_0hre3,<v3_re_li.pcx>,340,12,92,84;
  28. BMAP tron_0hre4,<v3_re_li.pcx>,20,117,92,84;
  29. BMAP tron_0hre5,<v3_re_li.pcx>,180,117,92,84;
  30. BMAP tron_0hre6,<v3_re_li.pcx>,340,117,92,84;
  31.  
  32. BMAP tron_0s1,<v3_vhs.pcx>,20,222,92,84;
  33. BMAP tron_0s2,<v3_vhs.pcx>,180,222,92,84;
  34. BMAP tron_0s3,<v3_vhs.pcx>,340,222,92,84;
  35. BMAP tron_0s4,<v3_vhs.pcx>,20,327,92,84;
  36. BMAP tron_0s5,<v3_vhs.pcx>,180,327,92,84;
  37. BMAP tron_0s6,<v3_vhs.pcx>,340,327,92,84;
  38.  
  39. BMAP tron_0hli1,<v3_re_li.pcx>,20,222,92,84;
  40. BMAP tron_0hli2,<v3_re_li.pcx>,180,222,92,84;
  41. BMAP tron_0hli3,<v3_re_li.pcx>,340,222,92,84;
  42. BMAP tron_0hli4,<v3_re_li.pcx>,20,327,92,84;
  43. BMAP tron_0hli5,<v3_re_li.pcx>,180,327,92,84;
  44. BMAP tron_0hli6,<v3_re_li.pcx>,340,327,92,84;
  45.  
  46. BMAP tron_an2,<v3_an.pcx>,180,12,92,84;
  47. BMAP tron_an3,<v3_an.pcx>,340,12,92,84;
  48. BMAP tron_an4,<v3_an.pcx>,20,117,92,84;
  49. BMAP tron_an5,<v3_an.pcx>,180,117,92,84;
  50. BMAP tron_an6,<v3_an.pcx>,340,117,92,84;
  51.  
  52. BMAP tron_ex1,<v3_ex.pcx>,160,0,160,105;
  53. BMAP tron_ex2,<v3_ex.pcx>,320,0,160,105;
  54. BMAP tron_ex3,<v3_ex.pcx>,0,105,160,105;
  55. BMAP tron_ex4,<v3_ex.pcx>,160,105,160,105;
  56. BMAP tron_ex5,<v3_ex.pcx>,320,105,160,105;
  57.  
  58. BMAP tron_ex6,<v3_ex.pcx>,0,210,160,105;
  59. BMAP tron_ex7,<v3_ex.pcx>,160,210,160,105;
  60. BMAP tron_ex8,<v3_ex.pcx>,320,210,160,105;
  61. BMAP tron_ex9,<v3_ex.pcx>,0,315,160,105;
  62. BMAP tron_ex10,<v3_ex.pcx>,160,315,160,105;
  63. BMAP tron_ex11,<v3_ex.pcx>,320,315,160,105;
  64.  
  65. BMAP tron_corpse,<knallig.pcx>,437,256,47,21;
  66.  
  67.  
  68.  
  69. ///////////////////////////////////////////////////
  70.  
  71. TEXTURE tron_tex {
  72.     SCALE_XY 16,16;
  73.     SIDES 8;
  74.     CYCLES 6;
  75.     BMAPS  tron_0vh1,tron_0vh2,tron_0vh3,tron_0vh4,tron_0vh5,tron_0vh6,
  76.            tron_0hre1,tron_0hre2,tron_0hre3,tron_0hre4,tron_0hre5,tron_0hre6,
  77.            tron_0s1,tron_0s2,tron_0s3,tron_0s4,tron_0s5,tron_0s6,
  78.            tron_0hre1,tron_0hre2,tron_0hre3,tron_0hre4,tron_0hre5,tron_0hre6, 
  79.            tron_0vh1,tron_0vh2,tron_0vh3,tron_0vh4,tron_0vh5,tron_0vh6,
  80.            tron_0hli1,tron_0hli2,tron_0hli3,tron_0hli4,tron_0hli5,tron_0hli6,                 
  81.            tron_0s1,tron_0s2,tron_0s3,tron_0s4,tron_0s5,tron_0s6, 
  82.            tron_0hli1,tron_0hli2,tron_0hli3,tron_0hli4,tron_0hli5,tron_0hli6;
  83.     DELAY 3,3,2,2,3,3;
  84.     MIRROR 0,0,0,1,1,1,1,0;
  85.     AMBIENT 0.1;
  86.     SOUND tron_snd;
  87.     SCYCLE 1;
  88.     SVOL 0.2;
  89.     SDIST 40;
  90. }
  91.  
  92. TEXTURE tron_hovo {
  93.     SCALE_XY 16,16;
  94.     SIDES 8;
  95.     CYCLES 6;
  96.     BMAPS  tron_0vh1,tron_0vh2,tron_0vh3,tron_0vh4,tron_0vh5,tron_0vh6,
  97.            tron_0hre1,tron_0hre2,tron_0hre3,tron_0hre4,tron_0hre5,tron_0hre6,
  98.            tron_0s1,tron_0s2,tron_0s3,tron_0s4,tron_0s5,tron_0s6,
  99.            tron_0hre1,tron_0hre2,tron_0hre3,tron_0hre4,tron_0hre5,tron_0hre6,
  100.            tron_0vh1,tron_0vh2,tron_0vh3,tron_0vh4,tron_0vh5,tron_0vh6,
  101.            tron_0hli1,tron_0hli2,tron_0hli3,tron_0hli4,tron_0hli5,tron_0hli6,
  102.            tron_0s1,tron_0s2,tron_0s3,tron_0s4,tron_0s5,tron_0s6,
  103.                tron_0hli1,tron_0hli2,tron_0hli3,tron_0hli4,tron_0hli5,tron_0hli6;
  104.     DELAY 5,5,3,3,5,5;
  105.     RANDOM 0.3;
  106.     MIRROR 0,0,0,1,1,1,1,0;
  107.     AMBIENT -0.2;
  108.     SOUND tron_snd;
  109.     SCYCLE 1;
  110.     SVOL 0.2;
  111.     SDIST 40;
  112. }
  113.  
  114. TEXTURE tron_atak {
  115.     SCALE_XY 16,16;
  116.     CYCLES 7;
  117.     BMAPS tron_0vh1,tron_an2,tron_an3,tron_an4,tron_an5,tron_an6,tron_an3;
  118.     DELAY 1,1,1,1,1,1,1;
  119.     AMBIENT 0.3;
  120.     SOUND tron_baller;
  121.     SCYCLE 4;
  122.     SVOL 0.10;
  123.     SDIST 100;
  124. }
  125.  
  126. TEXTURE tron_explo {
  127.     SCALE_XY 18,18;
  128.     CYCLES 11;
  129.     BMAPS tron_ex1,tron_ex2,tron_ex3,tron_ex4,tron_ex5,tron_ex6,tron_ex7,tron_ex8,tron_ex9,tron_ex10,tron_ex11;
  130.     DELAY 1,2,2,2,2,2,2,3,3,2,2;
  131.     AMBIENT 1;
  132.     FLAGS ONESHOT;
  133.         SOUND tron_baller;
  134.     SCYCLE 2;
  135.     SVOL 0.7;
  136.     SDIST 300;
  137. }
  138.  
  139. TEXTURE tron_rest {
  140.     SCALE_XY 16,16;
  141.     BMAPS tron_corpse;
  142. }
  143.  
  144.  
  145.  
  146. ////////////////////////// Actions
  147.  
  148. ACTION tron_angriff {
  149.     SET MY.TEXTURE,tron_atak;
  150.     SET MY.SPEED,0.4;
  151.     SET MY.VSPEED,0.2;
  152.     SET MY.CAREFULLY,1;
  153.     SET MY.TARGET,FOLLOW;
  154.     SET MY.IF_NEAR,NULL;
  155.     SET MY.IF_HIT,tron_anfluster;
  156.     SET MY.EACH_TICK,NULL;
  157.     SET MY.EACH_CYCLE,tron_schuss;
  158. }
  159.  
  160. ACTION tron_anfluster {
  161.     ADD MY.SKILL1,1;           // Treffer-ZΣhler erh÷hen
  162.         PLAY_SOUND tron_aua,0.5;   // Wehgeschrei
  163.     IF_ABOVE MY.SKILL1,5;      // Wenn Treffer-ZΣhler >5
  164.       BRANCH tron_sterben;     // Dann sirbt tron
  165.     IF_ABOVE MY.SKILL1,4;      // Wennn Treffer-ZΣhler >4
  166.       BRANCH tron_flucht;      // Dann flⁿchtet tron
  167.     BRANCH tron_angriff;       // Ansonsten greift er an
  168. }
  169.  
  170. ACTION tron_schuss {
  171.     SET SHOOT_X,0;
  172.     SET SHOOT_Y,-0.5;
  173.     SET SHOOT_RANGE,300;
  174.     SHOOT MY;
  175.     IF_EQUAL HIT_DIST,0;     // Wenn kein Treffer
  176.        END;                  // Ende
  177.     IF_EQUAL energie,0;
  178.     END;
  179.     ADD energie,-1;          // Sonst steckt Player Treffer ein
  180.     IF_EQUAL energie,0;
  181.     BRANCH tot;
  182.     IF_EQUAL energie,90;
  183.     PLAY_SOUND autsch,0.5;
  184.     IF_EQUAL energie,80;
  185.     PLAY_SOUND autsch,0.5;
  186.     IF_EQUAL energie,70;
  187.     PLAY_SOUND autsch,0.5;
  188.     IF_EQUAL energie,60;
  189.     PLAY_SOUND autsch,0.5;
  190.     IF_EQUAL energie,50;
  191.     PLAY_SOUND autsch,0.5;
  192.     IF_EQUAL energie,40;
  193.     PLAY_SOUND autsch,0.5;
  194.     IF_EQUAL energie,30;
  195.     PLAY_SOUND autsch,0.5;
  196.     IF_EQUAL energie,20;
  197.     PLAY_SOUND autsch,0.5;
  198.     IF_EQUAL energie,10;
  199.     PLAY_SOUND autsch,0.5;
  200.  
  201. }
  202.  
  203. ACTION tron_flucht {
  204.     SET MY.TEXTURE,tron_hovo;
  205.     SET MY.SPEED,0.4;
  206.     SET MY.VSPEED,0;
  207.     SET MY.CAREFULLY,1;       // Hindernissen ausweichen
  208.     SET MY.TARGET,REPEL;
  209.     SET MY.IF_NEAR,NULL;
  210.     SET MY.IF_HIT,tron_angster;
  211. }
  212.  
  213. ACTION tron_angster { 
  214.     ADD MY.SKILL1,1;
  215.         PLAY_SOUND tron_aua,0.5;
  216.     IF_ABOVE MY.SKILL1,5;
  217.       BRANCH tron_sterben;
  218.     BRANCH tron_angriff;
  219. }
  220.  
  221. ACTION tron_sterben {
  222.     SET MY.TEXTURE,tron_explo;
  223.     SET MY.SPEED,0.2;
  224.     SET MY.VSPEED,0;
  225.     SET MY.CAREFULLY,0;
  226.     SET MY.PASSABLE,1;
  227.     SET MY.TARGET,FOLLOW;
  228.     SET MY.IF_NEAR,NULL;
  229.     SET MY.IF_HIT,NULL;
  230.     SET MY.EACH_TICK,NULL;
  231.         SET MY.EACH_CYCLE,tron_tod;
  232.     SET MY.PLAY,1;
  233.     ADD punkte,100;
  234.     SET_ALL dungeon.AMBIENT,1;
  235. }
  236.  
  237. ACTION tron_tod {
  238.     SET MY.HEIGHT,0;
  239.     SET MY.TEXTURE,tron_rest;
  240.     SET MY.PASSABLE,1;
  241.     SET MY.TARGET,NULL;
  242.     SET MY.IF_NEAR,NULL;
  243.     SET MY.IF_HIT,NULL;
  244.     SET MY.EACH_TICK,NULL;
  245.     SET MY.EACH_CYCLE,NULL;
  246. }  
  247.  
  248. ACTION tron_warten {
  249.     SET MY.TEXTURE,tron_tex;
  250.     SET MY.TARGET,NULL;
  251.     SET MY.DIST,30;            // Reaktionsradius
  252.     SET MY.IF_NEAR,tron_angriff;
  253.     SET MY.IF_HIT,tron_anfluster;
  254.     SET MY.SKILL1,0;
  255.     SET MY.EACH_TICK,NULL;
  256.     SET MY.EACH_CYCLE,NULL;    
  257. }
  258.  
  259. //////////////////////////// Tron_Actor
  260.  
  261. ACTOR simple_tron {
  262.     TEXTURE tron_tex;
  263.     SKILL1 0;              // Anfangs-Trefferzahl
  264.     HEIGHT 2;              // Schwebe-H÷he
  265.     EACH_TICK tron_warten; // Anfangszustand
  266. }
  267.