wormthingy
21 Jul 2007, 11:52
I just went browsing through the flders of yo olde Abuse ( http://en.wikipedia.org/wiki/Abuse_(computer_game) ) when i found a mario.lsp file D:
I openend it and this came up:
;; Copyright 1999 Profound Corp, All Rights reserved
;; See licensing information for more details on usage rights
(defun yoshi_ai () ;; This is kinda amatuerish as this is my first attempt
(if (<= (hp) 0) ;; in writing the code from scratch
(if (eq (state) dieing)
(next_picture)
(progn
(play_sound CRUMBLE_SND 127 (x) (y))
(set_state dieing)
T))
(progn
(try_move 0 10)
(next_picture)
(if (and (not (> (distx) 70)) (not (eq (state) stopped))) (set_state stopped))
(if (and (> (distx) 70) (eq (state) stopped)) (set_state running))
(if (or (eq (state) running) (not (eq (direction) (toward))))
(progn
(set_direction (toward))
(try_move (* (toward) 7) 0)
(next_picture)(next_picture)(next_picture)(next_pi cture)(next_picture)(next_picture)
))
T) ))
(defun mario_ai () ;; I think you know where i got this code from...
(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) 99) ;; The sound wont play anyway
(play_sound JSTOMP_SND 127 (x) (y)));; bc there's 9 frames
(progn ;; only!
(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) 10)
(let ((myself (me))
(xspeed (* throw_xvel (direction)))
(yspeed throw_yvel))
(with_object (add_object MARIO_FIREBALL (+ (x) (* (direction) 20)) (- (y) 5) 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 mario_cons ()
(setq throw_xvel 10)
(setq throw_yvel 5)
(set_aitype 0))
(defun m_fireball_ai ()
(if (or (eq (total_objects) 0) (not (eq (with_object (get_object 0) (aistate)) 0)))
(if (eq (hp) 0)
(progn
(play_sound P_EXPLODE_SND 127 (x) (y))
(add_object EXPLODE3 (+ (x) (random 5)) (+ (y) (random 5)) 0)
(add_object EXPLODE2 (+ (x) (random 5)) (+ (y) (random 5)) 2)
(add_object EXPLODE3 (- (x) (random 5)) (- (y) (random 5)) 1)
(add_object EXPLODE2 (- (x) (random 5)) (- (y) (random 5)) 2)
(add_object EXP_LIGHT (x) (y) 100)
nil)
(progn
(next_picture)
(set_yvel (+ (yvel) 1))
(let ((old_yv (yvel))
(old_xv (xvel))
(old_x (x))
(old_y (y))
(status (float_tick)))
(let ((new_x (x))
(new_y (y))
(set_x old_x)
(set_y old_y))
(platform_push (- new_x (x)) (- new_y (y)))
(set_x new_x)
(set_y new_y))
(hurt_radius (x) (y) 20 10 (me) 15)
(if (not (eq status T));; T means we did not hit anything
(let ((block_flags (car status)))
(if (or (blocked_up block_flags) (blocked_down block_flags));; bounce up/down
(progn
(if (> (abs old_yv) 3)
(play_sound SBALL_SND 127 (x) (y)))
(set_xvel old_xv)
(if (> old_yv 1)
(set_yvel (- 2 old_yv))
(set_yvel (- 0 old_yv))))
(if (or (blocked_left block_flags) (blocked_right block_flags));; bounce left/right
(progn
(set_yvel old_yv)
(set_xvel (- 0 old_xv))))))))
T))
T))
(defun mqblock_ai ()
(set_fade_count (yacel))
(if (<= (hp) 0)
(if (eq (state) dieing)
(next_picture)
(progn
(play_sound CRUMBLE_SND 127 (x) (y))
(set_state dieing)
(with_object (add_object MARIO_BLOCKH (x) (y)) (progn (set_xvel 0) (set_yvel 0)))
(select (aitype)
(1 (add_object MARIO_POWERCOIN (x) (- (y) 20)))
(2 (add_object MARIO_POWERFLOW (x) (- (y) 20)))
(3 (add_object MARIO_POWERTOAD (x) (- (y) 20)))
(4 (add_object MARIO_POWERSTAR (x) (- (y) 20)))
)
T))
T))
(defun mbblock_ai ()
(set_fade_count (yacel))
(if (<= (hp) 0)
(if (eq (state) dieing)
(next_picture)
(progn
(play_sound CRUMBLE_SND 127 (x) (y))
(set_state dieing)
(select (aitype)
(1 (add_object MARIO_POWERCOIN (x) (y)))
(2 (add_object MARIO_POWERFLOW (x) (y)))
(3 (add_object MARIO_POWERTOAD (x) (y)))
(4 (add_object MARIO_POWERSTAR (x) (y)))
)
T))
T))
(defun mvenus_ai ()
(next_picture)
(if (<= (hp) 0)
(if (eq (state) dieing)
(next_picture)
(progn
(play_sound CRUMBLE_SND 127 (x) (y))
(set_state dieing)
T))
T))
(defun mvenus_cons ()
(set_current_frame 16))
(defun memush_ai ()
(if (<= (hp) 0)
(if (eq (state) dieing)
(next_picture)
(progn
(play_sound CRUMBLE_SND 127 (x) (y))
(set_state dieing)
T))
(progn
(try_move 0 10)
(next_picture)
(if (and (eq (direction) 1) (blocked_right (move 1 0 0))) (set_direction -1))
(if (and (eq (direction) -1) (blocked_left (move -1 0 0))) (set_direction 1))
T) ))
(defun mbill_ai ()
(if (eq (mod (game_tick) 40) 0)
(add_object MARIO_BULLET (x) (- (y) 18) ))
T)
(defun mbullet_ai ()
(try_move (xvel) 0)
)
(defun mbullet_cons ()
(set_direction (toward))
(if (eq (direction) -1) (progn (set_x (- (x) 7)) (set_xvel -7)))
(if (eq (direction) 1) (progn (set_x (+ (x) 22)) (set_xvel 7)))
)
(defun mpowtoad_ai ()
(try_move 0 10)
(next_picture)
(if (touching_bg)
(progn
(with_object (bg) (give_player_health 20))
(play_sound HEALTH_UP_SND 127 (x) (y))
nil)
T))
(defun mpowstar_ai ()
(try_move 0 10)
(next_picture)
(if (touching_bg)
(progn
(with_object (bg) (setq special_power FAST_POWER))
(play_sound HEALTH_UP_SND 127 (x) (y))
nil)
T))
(defun mpowflow_ai ()
(try_move 0 10)
(next_picture)
(if (touching_bg)
(progn
(with_object (bg) (setq special_power HEALTH_POWER))
(play_sound HEALTH_UP_SND 127 (x) (y))
nil)
T))
(defun mpowcoin_ai ()
(try_move 0 10)
(next_picture)
(if (touching_bg)
(progn
(with_object (bg) (give_player_health 4))
(play_sound HEALTH_UP_SND 127 (x) (y))
nil)
T))
(def_char MARIO_YOSHI
(funs (ai_fun yoshi_ai))
(flags (can_block T)
(hurtable T))
(abilities (start_hp 200))
(states "addon/twist/art/mario.spe"
(stopped '("ys0001.bmp" "ys0002.bmp" "ys0003.bmp" "ys0002.bmp" "ys0001.bmp"
"ya0001.bmp" "ya0002.bmp" "ya0003.bmp" "ya0004.bmp" "ya0005.bmp"
"ya0006.bmp" "ya0007.bmp" "ya0008.bmp" "ya0009.bmp" "ya0010.bmp"
"ya0011.bmp" "ya0012.bmp"))
(running (seqbmp "yr" 1 6))
(dieing (seqbmp "yd" 1 20))))
(def_char MARIO_MARIO
(range 200 0)
(funs (ai_fun mario_ai)
(constructor mario_cons)
(draw_fun gun_draw)
(get_cache_list_fun explo_damage_cache))
(flags (hurtable T))
(abilities (start_hp 100)
(push_xrange 1))
(vars throw_xvel throw_yvel stationary)
(fields ("hp" ai_health)
("aitype" jug_throw_spd)
("throw_xvel" jug_throw_xv)
("throw_yvel" jug_throw_yv)
("stationary" jug_stat)
("aistate" ai_state))
(states "addon/twist/art/mario.spe"
(stopped "ms.bmp")
(running '("mr0001.bmp" "mr0002.bmp" "mr0003.bmp"
"mr0001.bmp" "mr0002.bmp" "mr0003.bmp"
"mr0001.bmp" "mr0002.bmp" "mr0003.bmp"))
(weapon_fire '("ms.bmp" "mj.bmp" "ma.bmp" "ma.bmp" "ms.bmp"))
(dieing (seqbmp "md" 1 10))))
(def_char MARIO_LUIGI
(range 200 0)
(funs (ai_fun mario_ai)
(constructor mario_cons)
(draw_fun gun_draw)
(get_cache_list_fun explo_damage_cache))
(flags (hurtable T))
(abilities (start_hp 100)
(push_xrange 1))
(vars throw_xvel throw_yvel stationary)
(fields ("hp" ai_health)
("aitype" jug_throw_spd)
("throw_xvel" jug_throw_xv)
("throw_yvel" jug_throw_yv)
("stationary" jug_stat)
("aistate" ai_state))
(states "addon/twist/art/mario.spe"
(stopped "ls.bmp")
(running '("lr0001.bmp" "lr0002.bmp" "lr0003.bmp"
"lr0001.bmp" "lr0002.bmp" "lr0003.bmp"
"lr0001.bmp" "lr0002.bmp" "lr0003.bmp"))
(weapon_fire '("ls.bmp" "lj.bmp" "la.bmp" "la.bmp" "ls.bmp"))
(dieing (seqbmp "ld" 1 10))))
(def_char MARIO_FIREBALL
(funs (ai_fun m_fireball_ai)
(damage_fun bold_dam)
(constructor bolder_cons))
(flags (can_block T)
(add_front T)
(hurtable T)
(unlistable T))
(range 200 200)
(abilities (start_hp 1))
(fields ("xvel" ai_xvel)
("yvel" ai_yvel)
("hp" ai_health)
)
(states "addon/twist/art/mario.spe"
(stopped (seqbmp "mf" 1 4))))
the rest was cut out for caracter limit...
Is this some sort of hidden fan game or something?
I openend it and this came up:
;; Copyright 1999 Profound Corp, All Rights reserved
;; See licensing information for more details on usage rights
(defun yoshi_ai () ;; This is kinda amatuerish as this is my first attempt
(if (<= (hp) 0) ;; in writing the code from scratch
(if (eq (state) dieing)
(next_picture)
(progn
(play_sound CRUMBLE_SND 127 (x) (y))
(set_state dieing)
T))
(progn
(try_move 0 10)
(next_picture)
(if (and (not (> (distx) 70)) (not (eq (state) stopped))) (set_state stopped))
(if (and (> (distx) 70) (eq (state) stopped)) (set_state running))
(if (or (eq (state) running) (not (eq (direction) (toward))))
(progn
(set_direction (toward))
(try_move (* (toward) 7) 0)
(next_picture)(next_picture)(next_picture)(next_pi cture)(next_picture)(next_picture)
))
T) ))
(defun mario_ai () ;; I think you know where i got this code from...
(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) 99) ;; The sound wont play anyway
(play_sound JSTOMP_SND 127 (x) (y)));; bc there's 9 frames
(progn ;; only!
(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) 10)
(let ((myself (me))
(xspeed (* throw_xvel (direction)))
(yspeed throw_yvel))
(with_object (add_object MARIO_FIREBALL (+ (x) (* (direction) 20)) (- (y) 5) 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 mario_cons ()
(setq throw_xvel 10)
(setq throw_yvel 5)
(set_aitype 0))
(defun m_fireball_ai ()
(if (or (eq (total_objects) 0) (not (eq (with_object (get_object 0) (aistate)) 0)))
(if (eq (hp) 0)
(progn
(play_sound P_EXPLODE_SND 127 (x) (y))
(add_object EXPLODE3 (+ (x) (random 5)) (+ (y) (random 5)) 0)
(add_object EXPLODE2 (+ (x) (random 5)) (+ (y) (random 5)) 2)
(add_object EXPLODE3 (- (x) (random 5)) (- (y) (random 5)) 1)
(add_object EXPLODE2 (- (x) (random 5)) (- (y) (random 5)) 2)
(add_object EXP_LIGHT (x) (y) 100)
nil)
(progn
(next_picture)
(set_yvel (+ (yvel) 1))
(let ((old_yv (yvel))
(old_xv (xvel))
(old_x (x))
(old_y (y))
(status (float_tick)))
(let ((new_x (x))
(new_y (y))
(set_x old_x)
(set_y old_y))
(platform_push (- new_x (x)) (- new_y (y)))
(set_x new_x)
(set_y new_y))
(hurt_radius (x) (y) 20 10 (me) 15)
(if (not (eq status T));; T means we did not hit anything
(let ((block_flags (car status)))
(if (or (blocked_up block_flags) (blocked_down block_flags));; bounce up/down
(progn
(if (> (abs old_yv) 3)
(play_sound SBALL_SND 127 (x) (y)))
(set_xvel old_xv)
(if (> old_yv 1)
(set_yvel (- 2 old_yv))
(set_yvel (- 0 old_yv))))
(if (or (blocked_left block_flags) (blocked_right block_flags));; bounce left/right
(progn
(set_yvel old_yv)
(set_xvel (- 0 old_xv))))))))
T))
T))
(defun mqblock_ai ()
(set_fade_count (yacel))
(if (<= (hp) 0)
(if (eq (state) dieing)
(next_picture)
(progn
(play_sound CRUMBLE_SND 127 (x) (y))
(set_state dieing)
(with_object (add_object MARIO_BLOCKH (x) (y)) (progn (set_xvel 0) (set_yvel 0)))
(select (aitype)
(1 (add_object MARIO_POWERCOIN (x) (- (y) 20)))
(2 (add_object MARIO_POWERFLOW (x) (- (y) 20)))
(3 (add_object MARIO_POWERTOAD (x) (- (y) 20)))
(4 (add_object MARIO_POWERSTAR (x) (- (y) 20)))
)
T))
T))
(defun mbblock_ai ()
(set_fade_count (yacel))
(if (<= (hp) 0)
(if (eq (state) dieing)
(next_picture)
(progn
(play_sound CRUMBLE_SND 127 (x) (y))
(set_state dieing)
(select (aitype)
(1 (add_object MARIO_POWERCOIN (x) (y)))
(2 (add_object MARIO_POWERFLOW (x) (y)))
(3 (add_object MARIO_POWERTOAD (x) (y)))
(4 (add_object MARIO_POWERSTAR (x) (y)))
)
T))
T))
(defun mvenus_ai ()
(next_picture)
(if (<= (hp) 0)
(if (eq (state) dieing)
(next_picture)
(progn
(play_sound CRUMBLE_SND 127 (x) (y))
(set_state dieing)
T))
T))
(defun mvenus_cons ()
(set_current_frame 16))
(defun memush_ai ()
(if (<= (hp) 0)
(if (eq (state) dieing)
(next_picture)
(progn
(play_sound CRUMBLE_SND 127 (x) (y))
(set_state dieing)
T))
(progn
(try_move 0 10)
(next_picture)
(if (and (eq (direction) 1) (blocked_right (move 1 0 0))) (set_direction -1))
(if (and (eq (direction) -1) (blocked_left (move -1 0 0))) (set_direction 1))
T) ))
(defun mbill_ai ()
(if (eq (mod (game_tick) 40) 0)
(add_object MARIO_BULLET (x) (- (y) 18) ))
T)
(defun mbullet_ai ()
(try_move (xvel) 0)
)
(defun mbullet_cons ()
(set_direction (toward))
(if (eq (direction) -1) (progn (set_x (- (x) 7)) (set_xvel -7)))
(if (eq (direction) 1) (progn (set_x (+ (x) 22)) (set_xvel 7)))
)
(defun mpowtoad_ai ()
(try_move 0 10)
(next_picture)
(if (touching_bg)
(progn
(with_object (bg) (give_player_health 20))
(play_sound HEALTH_UP_SND 127 (x) (y))
nil)
T))
(defun mpowstar_ai ()
(try_move 0 10)
(next_picture)
(if (touching_bg)
(progn
(with_object (bg) (setq special_power FAST_POWER))
(play_sound HEALTH_UP_SND 127 (x) (y))
nil)
T))
(defun mpowflow_ai ()
(try_move 0 10)
(next_picture)
(if (touching_bg)
(progn
(with_object (bg) (setq special_power HEALTH_POWER))
(play_sound HEALTH_UP_SND 127 (x) (y))
nil)
T))
(defun mpowcoin_ai ()
(try_move 0 10)
(next_picture)
(if (touching_bg)
(progn
(with_object (bg) (give_player_health 4))
(play_sound HEALTH_UP_SND 127 (x) (y))
nil)
T))
(def_char MARIO_YOSHI
(funs (ai_fun yoshi_ai))
(flags (can_block T)
(hurtable T))
(abilities (start_hp 200))
(states "addon/twist/art/mario.spe"
(stopped '("ys0001.bmp" "ys0002.bmp" "ys0003.bmp" "ys0002.bmp" "ys0001.bmp"
"ya0001.bmp" "ya0002.bmp" "ya0003.bmp" "ya0004.bmp" "ya0005.bmp"
"ya0006.bmp" "ya0007.bmp" "ya0008.bmp" "ya0009.bmp" "ya0010.bmp"
"ya0011.bmp" "ya0012.bmp"))
(running (seqbmp "yr" 1 6))
(dieing (seqbmp "yd" 1 20))))
(def_char MARIO_MARIO
(range 200 0)
(funs (ai_fun mario_ai)
(constructor mario_cons)
(draw_fun gun_draw)
(get_cache_list_fun explo_damage_cache))
(flags (hurtable T))
(abilities (start_hp 100)
(push_xrange 1))
(vars throw_xvel throw_yvel stationary)
(fields ("hp" ai_health)
("aitype" jug_throw_spd)
("throw_xvel" jug_throw_xv)
("throw_yvel" jug_throw_yv)
("stationary" jug_stat)
("aistate" ai_state))
(states "addon/twist/art/mario.spe"
(stopped "ms.bmp")
(running '("mr0001.bmp" "mr0002.bmp" "mr0003.bmp"
"mr0001.bmp" "mr0002.bmp" "mr0003.bmp"
"mr0001.bmp" "mr0002.bmp" "mr0003.bmp"))
(weapon_fire '("ms.bmp" "mj.bmp" "ma.bmp" "ma.bmp" "ms.bmp"))
(dieing (seqbmp "md" 1 10))))
(def_char MARIO_LUIGI
(range 200 0)
(funs (ai_fun mario_ai)
(constructor mario_cons)
(draw_fun gun_draw)
(get_cache_list_fun explo_damage_cache))
(flags (hurtable T))
(abilities (start_hp 100)
(push_xrange 1))
(vars throw_xvel throw_yvel stationary)
(fields ("hp" ai_health)
("aitype" jug_throw_spd)
("throw_xvel" jug_throw_xv)
("throw_yvel" jug_throw_yv)
("stationary" jug_stat)
("aistate" ai_state))
(states "addon/twist/art/mario.spe"
(stopped "ls.bmp")
(running '("lr0001.bmp" "lr0002.bmp" "lr0003.bmp"
"lr0001.bmp" "lr0002.bmp" "lr0003.bmp"
"lr0001.bmp" "lr0002.bmp" "lr0003.bmp"))
(weapon_fire '("ls.bmp" "lj.bmp" "la.bmp" "la.bmp" "ls.bmp"))
(dieing (seqbmp "ld" 1 10))))
(def_char MARIO_FIREBALL
(funs (ai_fun m_fireball_ai)
(damage_fun bold_dam)
(constructor bolder_cons))
(flags (can_block T)
(add_front T)
(hurtable T)
(unlistable T))
(range 200 200)
(abilities (start_hp 1))
(fields ("xvel" ai_xvel)
("yvel" ai_yvel)
("hp" ai_health)
)
(states "addon/twist/art/mario.spe"
(stopped (seqbmp "mf" 1 4))))
the rest was cut out for caracter limit...
Is this some sort of hidden fan game or something?