diff -r dc17ffdf0702 -r 37661b2a7b64 share/hedgewars/Data/Missions/Campaign/A Classic Fairytale/shadow.lua --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/share/hedgewars/Data/Missions/Campaign/A Classic Fairytale/shadow.lua Mon Jun 25 11:16:24 2012 +0300 @@ -0,0 +1,891 @@ +loadfile(GetDataPath() .. "Scripts/Animate.lua")() + +-----------------------------Constants--------------------------------- +startStage = 0 +spyStage = 1 +wave1Stage = 2 +wave2Stage = 3 +cyborgStage = 4 +ramonStage = 5 +aloneStage = 6 +duoStage = 7 +interSpyStage = 8 +interWeakStage = 9 +acceptedReturnStage = 10 +refusedReturnStage = 11 +attackedReturnStage = 12 +loseStage = 13 + +ourTeam = 0 +weakTeam = 1 +strongTeam = 2 +cyborgTeam = 3 + +leaksNr = 0 +denseNr = 1 + +choiceAccept = 1 +choiceRefuse = 2 +choiceAttack = 3 + +HogNames = {"Brainiac", "Corpsemonger", "Femur Lover", "Glark", "Bonely", "Rot Molester", "Bloodrocutor", "Muscle Dissolver", "Bloodsucker"} + +---POSITIONS--- + +cannibalPos = {{3108, 1127}, + {2559, 1080}, {3598, 1270}, {3293, 1177}, {2623, 1336}, + {3418, 1336}, {3447, 1335}, {3481, 1340}, {3507, 1324}} +densePos = {2776, 1177} +leaksPos = {2941, 1172} +cyborgPos = {1113, 1818} + +---Animations + +startDialogue = {} +weaklingsAnim = {} +stronglingsAnim = {} +acceptedAnim = {} +acceptedSurvivedFinalAnim = {} +acceptedDiedFinalAnim = {} +refusedAnim = {} +refusedFinalAnim = {} +attackedAnim = {} +attackedFinalAnim = {} + +-----------------------------Variables--------------------------------- +lastHogTeam = ourTeam +lastOurHog = leaksNr +lastEnemyHog = 0 +stage = 0 +choice = 0 + +brainiacDead = false +cyborgHidden = false +leaksHidden = false +denseHidden = false +cyborgAttacked = false +retryReturn = false +shotgunTaken = false +grenadeTaken = false +spikyDead = false +ramonDead = false +denseDead = false +leaksDead = false +ramonHidden = false +spikyHidden = false + + +hogNr = {} +cannibalDead = {} +isHidden = {} + + +--------------------------Anim skip functions-------------------------- +function AfterRefusedAnim() + SpawnUtilityCrate(2045, 1575, amSwitch) + SpawnUtilityCrate(2365, 1495, amShotgun) + SpawnUtilityCrate(2495, 1519, amGrenade) + SpawnUtilityCrate(2620, 1524, amRope) + ShowMission("The Shadow Falls", "The Showdown", "Save Leaks A Lot!|Hint: The Switch utility might be of help to you.", 1, 6000) + RemoveEventFunc(CheckDenseDead) + AddEvent(CheckStronglingsDead, {}, DoStronglingsDeadRefused, {}, 0) + AddAmmo(cannibals[6], amGrenade, 5) + stage = ramonStage + SwitchHog(cannibals[9]) + FollowGear(ramon) + TurnTimeLeft = 0 + SetGearMessage(ramon, 0) + HideHog(cyborg) + cyborgHidden = true + SetGearMessage(leaks, 0) +end + +function SkipRefusedAnim() + RefusedStart() + SetGearPosition(dense, 2645, 1146) + SetGearPosition(ramon, 2218, 1675) + SetGearPosition(spiky, 2400, 1675) +end + +function AfterStartDialogue() + stage = spyStage + ShowMission("The Shadow Falls", "Play with me!", "Defend yourself!|Hint: You can get tips on using weapons by moving your mouse over them in the weapon selection menu", 1, 6000) + TurnTimeLeft = TurnTime +end + + +function StartSkipFunc() + SetState(cannibals[1], 0) + AnimTurn(leaks, "Right") + AnimSwitchHog(leaks) + SetInputMask(0xFFFFFFFF) +end + +function AfterWeaklingsAnim() + AddAmmo(cannibals[2], amShotgun, 4) + AddAmmo(cannibals[2], amGrenade, 3) + AddAmmo(leaks, amSkip, 4) + AddEvent(CheckWeaklingsKilled, {}, DoWeaklingsKilled, {}, 0) + SetHealth(SpawnHealthCrate(2757, 1030), 50) + SetHealth(SpawnHealthCrate(2899, 1009), 50) + stage = wave1Stage + SwitchHog(dense) + SetGearMessage(dense, 0) + SetGearMessage(leaks, 0) + TurnTimeLeft = TurnTime + ShowMission("The Shadow Falls", "Why do you not like me?", "Obliterate them!|Hint: You might want to take cover...", 1, 6000) +end + +function SkipWeaklingsAnim() + for i = 2, 5 do + if isHidden[cannibals[i]] == true then + RestoreHog(cannibals[i]) + isHidden[cannibals[i]] = false + end + SetGearPosition(cannibals[i], unpack(cannibalPos[i])) + SetState(cannibals[i], 0) + end + SetInputMask(0xFFFFFFFF) +end + +function AfterStronglingsAnim() + stage = cyborgStage + TurnTimeLeft = 0 + ShowMission("The Shadow Falls", "The Dilemma", "Choose your side! If you want to join the strange man, walk up to him.|Otherwise, walk away from him. If you decide to att...nevermind...", 1, 8000) + AddEvent(CheckChoice, {}, DoChoice, {}, 0) + AddEvent(CheckRefuse, {}, DoRefuse, {}, 0) + AddEvent(CheckAccept, {}, DoAccept, {}, 0) + AddEvent(CheckConfront, {}, DoConfront, {}, 0) + AddAmmo(dense, amSwitch, 0) + AddAmmo(dense, amSkip, 0) + SetHealth(SpawnHealthCrate(2557, 1030), 50) + SetHealth(SpawnHealthCrate(3599, 1009), 50) +end + +function SkipStronglingsAnim() + for i = 6, 9 do + if isHidden[cannibals[i]] == true then + RestoreHog(cannibals[i]) + isHidden[cannibals[i]] = false + end + SetGearPosition(cannibals[i], unpack(cannibalPos[i])) + SetState(cannibals[i], 0) + end + if cyborgHidden == true then + RestoreHog(cyborg) + cyborgHidden = false + end + SetState(cyborg, 0) + SetState(dense, 0) + SetGearPosition(dense, 1350, 1310) + FollowGear(dense) + HogTurnLeft(dense, true) + SetGearPosition(cyborg, 1250, 1310) + SwitchHog(dense) + SetInputMask(0xFFFFFFFF) +end + +function RestartReturnAccepted() + retryReturn = false + SetGearPosition(dense, 1350, 1310) + AddAmmo(dense, amGirder, 2) + AddAmmo(dense, amParachute, 2) + ShowMission("The Shadow Falls", "The walk of Fame", "Return to Leaks A Lot! If you get stuck, press [Precise] to try again!", 1, 6000) + RemoveEventFunc(CheckNeedGirder) + RemoveEventFunc(CheckNeedWeapons) + AddEvent(CheckNeedGirder, {}, DoNeedGirder, {}, 0) + AddEvent(CheckNeedWeapons, {}, DoNeedWeapons, {}, 0) +end + + +function AfterAcceptedAnim() + stage = acceptedReturnStage + SpawnAmmoCrate(1300, 810, amGirder) + SpawnAmmoCrate(1300, 810 - 60, amParachute) + ShowMission("The Shadow Falls", "The walk of Fame", "Return to Leaks A Lot! If you get stuck, press [Precise] to try again!", 1, 6000) + HideHog(cyborg) + AddEvent(CheckTookWeapons, {}, DoTookWeapons, {}, 0) + AddEvent(CheckNeedGirder, {}, DoNeedGirder, {}, 0) + AddEvent(CheckNeedWeapons, {}, DoNeedWeapons, {}, 0) + AddEvent(CheckRestartReturnAccepted, {}, RestartReturnAccepted, {}, 1) + RemoveEventFunc(CheckDenseDead) +end + +function SkipAcceptedAnim() + SetGearPosition(cyborg, unpack(cyborgPos)) + SetState(cyborg, gstInvisible) + AnimSwitchHog(dense) + SetInputMask(0xFFFFFFFF) +end + +function AfterAttackedAnim() + stage = aloneStage + HideHog(cyborg) + ShowMission("The Shadow Falls", "The Individualist", "Defeat the cannibals!|Grenade hint: set the timer with [1-5], aim with [Up]/[Down] and hold [Space] to set power", 1, 8000) + SpawnAmmoCrate(2551, 994, amGrenade) + SpawnAmmoCrate(3551, 994, amGrenade) + SpawnAmmoCrate(3392, 1101, amShotgun) + SpawnAmmoCrate(3192, 1101, amShotgun) + AddAmmo(cannibals[6], amGrenade, 5) + SetGearMessage(leaks, 0) + TurnTimeLeft = TurnTime + AddEvent(CheckStronglingsDead, {}, DoStronglingsDeadAttacked, {}, 0) +end + +function SkipAttackedAnim() + if denseDead == false then + SetHealth(dense) + end + SetGearPosition(cyborg, unpack(cyborgPos)) + SetState(cyborg, gstInvisible) + AnimSwitchHog(leaks) + SetInputMask(0xFFFFFFFF) +end + + +-----------------------------Animations-------------------------------- + +function EmitDenseClouds(anim, dir) + local dif + if dir == "left" then + dif = 10 + else + dif = -10 + end + AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false}) + AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false}) + AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false}) + AnimInsertStepNext({func = AnimWait, args = {dense, 800}}) + AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false}) + AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false}) + AnimInsertStepNext({func = AnimWait, args = {dense, 800}}) + AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false}) +end + +function BlowDenseCloud() + AnimInsertStepNext({func = DeleteGear, args = {dense}, swh = false}) + AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense), GetY(dense), vgtBigExplosion, 0, true}, swh = false}) + AnimInsertStepNext({func = AnimWait, args = {dense, 1200}}) + AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + 20, GetY(dense), vgtExplosion, 0, true}, swh = false}) + AnimInsertStepNext({func = AnimWait, args = {dense, 100}}) + AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + 10, GetY(dense), vgtExplosion, 0, true}, swh = false}) + AnimInsertStepNext({func = AnimWait, args = {dense, 100}}) + AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) - 10, GetY(dense), vgtExplosion, 0, true}, swh = false}) + AnimInsertStepNext({func = AnimWait, args = {dense, 100}}) + AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) - 20, GetY(dense), vgtExplosion, 0, true}, swh = false}) +end + +function AnimationSetup() + table.insert(startDialogue, {func = AnimWait, args = {dense, 4000}}) + table.insert(startDialogue, {func = AnimCaption, args = {leaks, "After the shock caused by the enemy spy, Leaks A Lot and Dense Cloud went hunting to relax.", 6000}}) + table.insert(startDialogue, {func = AnimCaption, args = {leaks, "Little did they know that this hunt will mark them forever...", 4000}}) + table.insert(startDialogue, {func = AnimSay, args = {leaks, "I have no idea where that mole disappeared...Can you see it?", SAY_SAY, 9000}}) + table.insert(startDialogue, {func = AnimSay, args = {dense, "Nope. It was one fast mole, that's for sure.", SAY_SAY, 5000}}) + table.insert(startDialogue, {func = AnimCustomFunction, args = {dense, EmitDenseClouds, {startDialogue, "right"}}}) + table.insert(startDialogue, {func = AnimWait, args = {dense, 2000}}) + table.insert(startDialogue, {func = AnimSay, args = {leaks, "Please, stop releasing your \"smoke signals\"!", SAY_SAY, 5000}}) + table.insert(startDialogue, {func = AnimSay, args = {leaks, "You're terrorizing the forest...We won't catch anything like this!", SAY_SAY, 6000}}) + table.insert(startDialogue, {func = AnimSay, args = {leaks, "...", SAY_THINK, 1000}}) + table.insert(startDialogue, {func = AnimGiveState, args = {cannibals[1], 0}, swh = false}) + table.insert(startDialogue, {func = AnimOutOfNowhere, args = {cannibals[1], unpack(cannibalPos[1])}, swh = false}) + table.insert(startDialogue, {func = AnimTurn, args = {leaks, "Right"}}) + table.insert(startDialogue, {func = AnimTurn, args = {cannibals[1], "Right"}}) + table.insert(startDialogue, {func = AnimWait, args = {cannibals[1], 1000}}) + table.insert(startDialogue, {func = AnimTurn, args = {cannibals[1], "Left"}}) + table.insert(startDialogue, {func = AnimWait, args = {cannibals[1], 1000}}) + table.insert(startDialogue, {func = AnimTurn, args = {cannibals[1], "Right"}}) + table.insert(startDialogue, {func = AnimSay, args = {cannibals[1], "I can't believe it worked!", SAY_THINK, 3500}}) + table.insert(startDialogue, {func = AnimSay, args = {cannibals[1], "That shaman sure knows what he/she's doing!", SAY_THINK, 6000}}) + table.insert(startDialogue, {func = AnimSay, args = {leaks, "It wants our brains!", SAY_SHOUT, 3000}}) + table.insert(startDialogue, {func = AnimTurn, args = {cannibals[1], "Left"}}) + table.insert(startDialogue, {func = AnimSay, args = {cannibals[1], "Not you again! My head still hurts from last time!", SAY_SHOUT, 6000}}) + table.insert(startDialogue, {func = AnimSwitchHog, args = {leaks}}) + AddSkipFunction(startDialogue, StartSkipFunc, {}) + + table.insert(weaklingsAnim, {func = AnimGearWait, args = {leaks, 1000}}) + table.insert(weaklingsAnim, {func = AnimCustomFunction, args = {leaks, UnHideWeaklings, {}}}) + table.insert(weaklingsAnim, {func = AnimCustomFunction, args = {leaks, CondNeedToTurn, {leaks, dense}}}) + table.insert(weaklingsAnim, {func = AnimSay, args = {leaks, "Did you see him coming?", SAY_SAY, 3500}}) + table.insert(weaklingsAnim, {func = AnimSay, args = {dense, "No. Where did he come from?", SAY_SAY, 3500}}) + table.insert(weaklingsAnim, {func = AnimOutOfNowhere, args = {cannibals[2], unpack(cannibalPos[2])}}) + table.insert(weaklingsAnim, {func = AnimGiveState, args = {cannibals[2], 0}}) + table.insert(weaklingsAnim, {func = AnimWait, args = {leaks, 400}}) + table.insert(weaklingsAnim, {func = AnimGiveState, args = {cannibals[3], 0}}) + table.insert(weaklingsAnim, {func = AnimOutOfNowhere, args = {cannibals[3], unpack(cannibalPos[3])}}) + table.insert(weaklingsAnim, {func = AnimWait, args = {leaks, 400}}) + table.insert(weaklingsAnim, {func = AnimGiveState, args = {cannibals[4], 0}}) + table.insert(weaklingsAnim, {func = AnimOutOfNowhere, args = {cannibals[4], unpack(cannibalPos[4])}}) + table.insert(weaklingsAnim, {func = AnimWait, args = {leaks, 400}}) + table.insert(weaklingsAnim, {func = AnimGiveState, args = {cannibals[5], 0}}) + table.insert(weaklingsAnim, {func = AnimOutOfNowhere, args = {cannibals[5], unpack(cannibalPos[5])}}) + table.insert(weaklingsAnim, {func = AnimWait, args = {leaks, 400}}) + table.insert(weaklingsAnim, {func = AnimSay, args = {cannibals[3], "Are we there yet?", SAY_SAY, 4000}}) + table.insert(weaklingsAnim, {func = AnimSay, args = {dense, "This must be some kind of sorcery!", SAY_SHOUT, 3500}}) + table.insert(weaklingsAnim, {func = AnimSwitchHog, args = {leaks}}) + AddSkipFunction(weaklingsAnim, SkipWeaklingsAnim, {}) + + table.insert(stronglingsAnim, {func = AnimGearWait, args = {leaks, 1000}}) + table.insert(stronglingsAnim, {func = AnimCustomFunction, args = {leaks, UnHideStronglings, {}}}) + table.insert(stronglingsAnim, {func = AnimCustomFunction, args = {leaks, CondNeedToTurn, {leaks, dense}}}) + table.insert(stronglingsAnim, {func = AnimGiveState, args = {leaks, 0}}) + table.insert(stronglingsAnim, {func = AnimGiveState, args = {dense, 0}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, "I thought their shaman died when he tried our medicine!", SAY_SAY, 7000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {dense, "I saw it with my own eyes!", SAY_SAY, 4000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, "Then how do they keep appearing?", SAY_SAY, 4000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, "It's impossible to communicate with the spirits without a shaman.", SAY_SAY, 7000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {dense, "We need to warn the village.", SAY_SAY, 3500}}) + table.insert(stronglingsAnim, {func = AnimGiveState, args = {cannibals[6], 0}}) + table.insert(stronglingsAnim, {func = AnimOutOfNowhere, args = {cannibals[6], unpack(cannibalPos[6])}}) + table.insert(stronglingsAnim, {func = AnimWait, args = {leaks, 400}}) + table.insert(stronglingsAnim, {func = AnimGiveState, args = {cannibals[7], 0}}) + table.insert(stronglingsAnim, {func = AnimOutOfNowhere, args = {cannibals[7], unpack(cannibalPos[7])}}) + table.insert(stronglingsAnim, {func = AnimWait, args = {leaks, 400}}) + table.insert(stronglingsAnim, {func = AnimGiveState, args = {cannibals[8], 0}}) + table.insert(stronglingsAnim, {func = AnimOutOfNowhere, args = {cannibals[8], unpack(cannibalPos[8])}}) + table.insert(stronglingsAnim, {func = AnimWait, args = {leaks, 400}}) + table.insert(stronglingsAnim, {func = AnimGiveState, args = {cannibals[9], 0}}) + table.insert(stronglingsAnim, {func = AnimOutOfNowhere, args = {cannibals[9], unpack(cannibalPos[9])}}) + table.insert(stronglingsAnim, {func = AnimWait, args = {leaks, 400}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {cannibals[7], "What a ride!", SAY_SHOUT, 2000}}) + table.insert(stronglingsAnim, {func = AnimTurn, args = {leaks, "Right"}}) + table.insert(stronglingsAnim, {func = AnimWait, args = {leaks, 700}}) + table.insert(stronglingsAnim, {func = AnimTurn, args = {leaks, "Left"}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, "We can't defeat them!", SAY_THINK, 3000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, "I'll hold them up while you return to the village!", SAY_SAY, 6000}}) + table.insert(stronglingsAnim, {func = AnimFollowGear, args = {cyborg}, swh = false}) + table.insert(stronglingsAnim, {func = AnimWait, args = {cyborg, 1000}}) + table.insert(stronglingsAnim, {func = AnimSetGearPosition, args = {dense, 1420, 1315}}) + table.insert(stronglingsAnim, {func = AnimMove, args = {dense, "left", 1400, 0}}) + table.insert(stronglingsAnim, {func = AnimCustomFunction, args = {dense, EmitDenseClouds, {stronglingsAnim, "left"}}}) + table.insert(stronglingsAnim, {func = AnimMove, args = {dense, "left", 1350, 0}}) + table.insert(stronglingsAnim, {func = AnimOutOfNowhere, args = {cyborg, 1250, 1320}}) + table.insert(stronglingsAnim, {func = AnimRemoveState, args = {cyborg, gstInvisible}}) + table.insert(stronglingsAnim, {func = AnimGearWait, args = {cyborg, 2000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, "Greetings, cloudy one!", SAY_SAY, 3000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, "I have come to make you an offering...", SAY_SAY, 6000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, "You are given the chance to turn your life around...", SAY_SAY, 6000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, "If you agree to provide the information we need, you will be spared!", SAY_SAY, 7000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, "Have no illusions, your tribe is dead, indifferent of your choice.", SAY_SAY, 7000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, "If you decide to help us, though, we will no longer need to find a new governor for the island.", SAY_SAY, 8000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, "If you know what I mean...", SAY_SAY, 3000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, "So? What will it be?", SAY_SAY, 3000}}) + table.insert(stronglingsAnim, {func = AnimSwitchHog, args = {dense}}) + AddSkipFunction(stronglingsAnim, SkipStronglingsAnim, {}) + + table.insert(acceptedAnim, {func = AnimSay, args = {cyborg, "Great choice, Steve! Mind if I call you that?", SAY_SAY, 7000}}) + table.insert(acceptedAnim, {func = AnimSay, args = {dense, "Whatever floats your boat...", SAY_SAY, 4500}}) + table.insert(acceptedAnim, {func = AnimSay, args = {cyborg, "Great! You will be contacted soon for assistance.", SAY_SAY, 6000}}) + table.insert(acceptedAnim, {func = AnimSay, args = {cyborg, "In the meantime, take these and return to your \"friend\"!", SAY_SAY, 6000}}) + table.insert(acceptedAnim, {func = AnimGiveState, args = {cyborg, gstInvisible}}) + table.insert(acceptedAnim, {func = AnimDisappear, args = {cyborg, unpack(cyborgPos)}}) + table.insert(acceptedAnim, {func = AnimSwitchHog, args = {dense}}) + AddSkipFunction(acceptedAnim, SkipAcceptedAnim, {}) + + table.insert(acceptedSurvivedFinalAnim, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {leaks, dense}}}) + table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, "Pfew! That was close!", SAY_SAY, 3000}}) + table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, "Where did you get the exploding apples and the magic bow that shoots many arrows?", SAY_SAY, 9000}}) + table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {dense, "Uhm...I met one of them and took his weapons.", SAY_SAY, 5000}}) + table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {dense, "We should head back to the village now.", SAY_SAY, 5000}}) + + table.insert(acceptedDiedFinalAnim, {func = AnimSay, args = {leaks, "Pfew! That was close!", SAY_THINK, 3000}}) + table.insert(acceptedDiedFinalAnim, {func = AnimSay, args = {leaks, "Your death will not be in vain, Dense Cloud!", SAY_THINK, 5000}}) + table.insert(acceptedDiedFinalAnim, {func = AnimSay, args = {dense, "You will be avenged!", SAY_SAY, 3000}}) + + table.insert(refusedAnim, {func = AnimSay, args = {cyborg, "I see...", SAY_SAY, 2000}}) + table.insert(refusedAnim, {func = AnimSay, args = {cyborg, "Remember this, pathetic animal: when the day comes, you will regret your blind loyalty!", SAY_SAY, 8000}}) + table.insert(refusedAnim, {func = AnimSay, args = {cyborg, "You just committed suicide...", SAY_SAY, 5000}}) + table.insert(refusedAnim, {func = AnimDisappear, args = {cyborg, unpack(cyborgPos)}}) + table.insert(refusedAnim, {func = AnimGiveState, args = {cyborg, gstInvisible}}) + table.insert(refusedAnim, {func = AnimSay, args = {dense, "If you say so...", SAY_THINK, 3000}}) + table.insert(refusedAnim, {func = AnimFollowGear, args = {cyborg}, swh = false}) + table.insert(refusedAnim, {func = AnimWait, args = {cyborg, 700}}) + table.insert(refusedAnim, {func = AnimCustomFunction, args = {dense, RefusedStart, {}}}) + table.insert(refusedAnim, {func = AnimOutOfNowhere, args = {dense, 2645, 1146}}) + table.insert(refusedAnim, {func = AnimOutOfNowhere, args = {ramon, 2218, 1675}}) + table.insert(refusedAnim, {func = AnimOutOfNowhere, args = {spiky, 2400, 1675}}) + table.insert(refusedAnim, {func = AnimTurn, args = {spiky, "left"}}) + table.insert(refusedAnim, {func = AnimWait, args = {cyborg, 1700}}) + table.insert(refusedAnim, {func = AnimTurn, args = {spiky, "right"}}) + table.insert(refusedAnim, {func = AnimWait, args = {cyborg, 1700}}) + table.insert(refusedAnim, {func = AnimTurn, args = {spiky, "left"}}) + table.insert(refusedAnim, {func = AnimSay, args = {spiky, "Dude, we really need a new shaman...", SAY_SAY, 4000}}) + AddSkipFunction(refusedAnim, SkipRefusedAnim, {}) + + table.insert(refusedFinalAnim, {func = AnimSay, args = {leaks, "It's over...", SAY_SAY, 2000}}) + table.insert(refusedFinalAnim, {func = AnimSay, args = {leaks, "Let's head back to the village!", SAY_SAY, 4000}}) + + table.insert(attackedAnim, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {cyborg, dense}}}) + table.insert(attackedAnim, {func = AnimCustomFunction, args = {cyborg, SetHealth, {cyborg, 200}}}) + table.insert(attackedAnim, {func = AnimWait, args = {cyborg, 2000}}) + table.insert(attackedAnim, {func = AnimSay, args = {cyborg, "Really?! You thought you could harm me with your little toys?", SAY_SAY, 7000}}) + table.insert(attackedAnim, {func = AnimSay, args = {cyborg, "You're pathetic! You are not worthy of my attention...", SAY_SAY, 6000}}) + table.insert(attackedAnim, {func = AnimSay, args = {cyborg, "Actually, you aren't worthy of life! Take this...", SAY_SAY, 5000}}) + table.insert(attackedAnim, {func = AnimCustomFunction, args = {dense, BlowDenseCloud, {}}, swh = false}) + table.insert(attackedAnim, {func = AnimWait, args = {cyborg, 2000}}) + table.insert(attackedAnim, {func = AnimSay, args = {cyborg, "Incredible...", SAY_SAY, 3000}}) + table.insert(attackedAnim, {func = AnimDisappear, args = {cyborg, unpack(cyborgPos)}}) + table.insert(attackedAnim, {func = AnimGiveState, args = {cyborg, gstInvisible}}) + table.insert(attackedAnim, {func = AnimSwitchHog, args = {leaks}}) + table.insert(attackedAnim, {func = AnimSay, args = {leaks, "I wonder where Dense Cloud is...", SAY_THINK, 4000}}) + table.insert(attackedAnim, {func = AnimSay, args = {leaks, "I can't wait any more, I have to save myself!", SAY_THINK, 5000}}) + AddSkipFunction(attackedAnim, SkipAttackedAnim, {}) + + table.insert(attackedFinalAnim, {func = AnimSay, args = {leaks, "I have to get back to the village!", SAY_THINK, 5000}}) + table.insert(attackedFinalAnim, {func = AnimSay, args = {leaks, "Dense Cloud must have already told them everything...", SAY_THINK, 7000}}) + +end + + +-----------------------------Misc-------------------------------------- + + +function RefusedStart() + if ramonHidden == true then + RestoreHog(ramon) + ramonHidden = false + end + if spikyHidden == true then + RestoreHog(spiky) + spikyHidden = false + end + SetState(ramon, 0) + SetState(spiky, 0) + SetGearMessage(dense, 0) + SetGearMessage(ramon, 0) + SetGearMessage(spiky, 0) +end + +function AddHogs() + AddTeam("Natives", 1117585, "Bone", "Island", "HillBilly", "cm_birdy") + ramon = AddHog("Ramon", 0, 100, "rasta") + leaks = AddHog("Leaks A Lot", 0, 100, "Rambo") + dense = AddHog("Dense Cloud", 0, 100, "RobinHood") + spiky = AddHog("Spiky Cheese", 0, 100, "hair_yellow") + + AddTeam("Weaklings", 14483456, "Skull", "Island", "Pirate","cm_vampire") + cannibals = {} + cannibals[1] = AddHog("Brainiac", 5, 20, "Zombi") + + for i = 2, 5 do + cannibals[i] = AddHog(HogNames[i], 1, 20, "Zombi") + hogNr[cannibals[i]] = i - 2 + end + + AddTeam("Stronglings", 14483456, "Skull", "Island", "Pirate","cm_vampire") + + for i = 6, 9 do + cannibals[i] = AddHog(HogNames[i], 2, 30, "vampirichog") + hogNr[cannibals[i]] = i - 2 + end + + AddTeam("011101001", 14483456, "ring", "UFO", "Robot", "cm_star") + cyborg = AddHog("Y3K1337", 0, 200, "cyborg1") +end + +function PlaceHogs() + HogTurnLeft(leaks, true) + + for i = 2, 9 do + SetGearPosition(cannibals[i], unpack(cyborgPos)) + AnimTurn(cannibals[i], "left") + cannibalDead[i] = false + end + + SetGearPosition(cannibals[1], cannibalPos[1][1], cannibalPos[1][2]) + AnimTurn(cannibals[1], "left") + + SetGearPosition(cyborg, cyborgPos[1], cyborgPos[2]) + SetGearPosition(ramon, 2218, 1675) + SetGearPosition(skiky, 2400, 1675) + SetGearPosition(dense, densePos[1], densePos[2]) + SetGearPosition(leaks, leaksPos[1], leaksPos[2]) +end + +function VisiblizeHogs() + for i = 1, 9 do + SetState(cannibals[i], gstInvisible) + end + SetState(cyborg, gstInvisible) + SetState(ramon, gstInvisible) + SetState(spiky, gstInvisible) +end + +function CondNeedToTurn(hog1, hog2) + xl, xd = GetX(hog1), GetX(hog2) + if xl > xd then + AnimInsertStepNext({func = AnimTurn, args = {hog1, "Left"}}) + AnimInsertStepNext({func = AnimTurn, args = {hog2, "Right"}}) + elseif xl < xd then + AnimInsertStepNext({func = AnimTurn, args = {hog2, "Left"}}) + AnimInsertStepNext({func = AnimTurn, args = {hog1, "Right"}}) + end +end + +function HideHogs() + for i = 2, 9 do + HideHog(cannibals[i]) + isHidden[cannibals[i]] = true + end + HideHog(cyborg) + cyborgHidden = true + HideHog(ramon) + HideHog(spiky) + ramonHidden = true + spikyHidden = true +end + +function HideStronglings() + for i = 6, 9 do + HideHog(cannibals[i]) + isHidden[cannibals[i]] = true + end +end + +function UnHideWeaklings() + for i = 2, 5 do + RestoreHog(cannibals[i]) + isHidden[cannibals[i]] = false + SetState(cannibals[i], gstInvisible) + end +end + +function UnHideStronglings() + for i = 6, 9 do + RestoreHog(cannibals[i]) + isHidden[cannibals[i]] = false + SetState(cannibals[i], gstInvisible) + end + RestoreHog(cyborg) + cyborgHidden = false + SetState(cyborg, gstInvisible) +end + +function ChoiceTaken() + if choice == choiceAccept then + AddAnim(acceptedAnim) + AddFunction({func = AfterAcceptedAnim, args = {}}) + elseif choice == choiceRefuse then + AddAnim(refusedAnim) + AddFunction({func = AfterRefusedAnim, args = {}}) + else + AddAnim(attackedAnim) + AddFunction({func = AfterAttackedAnim, args = {}}) + end +end + +function KillCyborg() + RestoreHog(cyborg) + DeleteGear(cyborg) + TurnTimeLeft = 0 +end +-----------------------------Events------------------------------------ + +function CheckBrainiacDead() + return brainiacDead +end + +function DoBrainiacDead() + TurnTimeLeft = 0 + AddAnim(weaklingsAnim) + AddFunction({func = AfterWeaklingsAnim, args = {}}) + stage = interSpyStage +end + +function CheckWeaklingsKilled() + for i = 2, 5 do + if cannibalDead[i] == false then + return false + end + end + return true +end + +function DoWeaklingsKilled() + TurnTimeLeft = 0 + AddAnim(stronglingsAnim) + AddFunction({func = AfterStronglingsAnim, args = {}}) + stage = interWeakStage +end + +function CheckRefuse() + return GetX(dense) > 1400 and StoppedGear(dense) +end + +function DoRefuse() + choice = choiceRefuse +end + +function CheckAccept() + return GetX(dense) < 1300 and StoppedGear(dense) +end + +function DoAccept() + choice = choiceAccept +end + +function CheckConfront() + return cyborgAttacked and StoppedGear(dense) +end + +function DoConfront() + choice = choiceAttack +end + +function CheckChoice() + return choice ~= 0 +end + +function DoChoice() + RemoveEventFunc(CheckConfront) + RemoveEventFunc(CheckAccept) + RemoveEventFunc(CheckRefuse) + ChoiceTaken() +end + +function CheckNeedGirder() + return GetX(dense) > 1640 and StoppedGear(dense) +end + +function DoNeedGirder() + ShowMission("The Shadow Falls", "Under Construction", "To place a girder, select it, use [Left] and [Right] to select angle and length, place with [Left Click]", 1, 6000) +end + +function CheckNeedWeapons() + return GetX(dense) > 2522 and StoppedGear(dense) +end + +function DoNeedWeapons() + grenadeCrate = SpawnAmmoCrate(2550, 600, amGrenade) + shotgunCrate = SpawnAmmoCrate(2550, 550, amShotgun) + AddCaption("A little gift from the cyborgs") +end + +function CheckTookWeapons() + return shotgunTaken and grenadeTaken +end + +function DoTookWeapons() + ShowMission("The Shadow Falls", "The guardian", "Protect yourselves!|Grenade hint: set the timer with [1-5], aim with [Up]/[Down] and hold [Space] to set power", 1, 8000) + AddAmmo(dense, amSkip, 100) + AddAmmo(dense, amSwitch, 100) + stage = duoStage + RemoveEventFunc(CheckNeedGirder) + RemoveEventFunc(CheckNeedWeapons) + RemoveEventFunc(CheckRestartReturnAccepted) + AddEvent(CheckStronglingsDead, {}, DoStronglingsDead, {}, 0) + AddAmmo(cannibals[6], amGrenade, 7) + AddAmmo(cannibals[6], amShotgun, 7) + SetGearMessage(leaks, 0) + SetGearMessage(dense, 0) + TurnTimeLeft = TurnTime +end + +function DoStronglingsDead() + if denseDead == true then + AddAnim(acceptedDiedFinalAnim) + SaveCampaignVar("M2DenseDead", "1") + else + AddAnim(acceptedSurvivedFinalAnim) + SaveCampaignVar("M2DenseDead", "0") + end + SaveCampaignVar("M2RamonDead", "0") + SaveCampaignVar("M2SpikyDead", "0") + AddFunction({func = KillCyborg, args = {}}) + SaveCampaignVar("Progress", "2") + SaveCampaignVar("M2Choice", "" .. choice) +end + +function DoStronglingsDeadRefused() + if denseDead == true then + SaveCampaignVar("M2DenseDead", "1") + else + SaveCampaignVar("M2DenseDead", "0") + end + if ramonDead == true then + SaveCampaignVar("M2RamonDead", "1") + else + SaveCampaignVar("M2RamonDead", "0") + end + if spikyDead == true then + SaveCampaignVar("M2SpikyDead", "1") + else + SaveCampaignVar("M2SpikyDead", "0") + end + AddAnim(refusedFinalAnim) + AddFunction({func = KillCyborg, args = {}}) + SaveCampaignVar("Progress", "2") + SaveCampaignVar("M2Choice", "" .. choice) +end + +function DoStronglingsDeadAttacked() + SaveCampaignVar("M2DenseDead", "1") + SaveCampaignVar("M2RamonDead", "0") + SaveCampaignVar("M2SpikyDead", "0") + AddAnim(attackedFinalAnim) + AddFunction({func = KillCyborg, args = {}}) + SaveCampaignVar("Progress", "2") + SaveCampaignVar("M2Choice", "" .. choice) +end + +function CheckStronglingsDead() + if leaksDead == true then + return false + end + for i = 6, 9 do + if cannibalDead[i] == false then + return false + end + end + return true +end + +function CheckLeaksDead() + return leaksDead +end + +function DoDead() + AddCaption("...and so the cyborgs took over the world...") + stage = loseStage + if ramonHidden then + RestoreHog(ramon) + end + if spikyHidden then + RestoreHog(spiky) + end + SetHealth(dense, 0) + SetHealth(leaks, 0) + SetHealth(ramon, 0) + SetHealth(spiky, 0) + TurnTimeLeft = 0 +end + +function CheckDenseDead() + return denseDead and choice ~= choiceAttack +end + +function CheckRestartReturnAccepted() + return retryReturn +end + +-----------------------------Main Functions---------------------------- + +function onGameInit() + Seed = 334 + TemplateFilter = 3 + GameFlags = gfSolidLand + gfDisableWind + TurnTime = 50000 + CaseFreq = 0 + MinesNum = 0 + MinesTime = 3000 + Explosives = 0 + Delay = 10 + MapGen = 0 + Theme = "Nature" + SuddenDeathTurns = 3000 + + AddHogs() + PlaceHogs() + VisiblizeHogs() + + AnimInit() + AnimationSetup() +end + +function onGameStart() + HideHogs() + AddAmmo(leaks, amSwitch, 100) + AddEvent(CheckLeaksDead, {}, DoDead, {}, 0) + AddEvent(CheckDenseDead, {}, DoDead, {}, 0) + AddAnim(startDialogue) + AddFunction({func = AfterStartDialogue, args = {}}) + AddEvent(CheckBrainiacDead, {}, DoBrainiacDead, {}, 0) + ShowMission("The Shadow Falls", "The First Encounter", "Survive!|Hint: Cinematics can be skipped with the [Precise] key.", 1, 0) +end + +function onGameTick() + AnimUnWait() + if ShowAnimation() == false then + return + end + ExecuteAfterAnimations() + CheckEvents() +end + +function onGearDelete(gear) + if gear == cannibals[1] then + brainiacDead = true + elseif gear == grenadeCrate then + grenadeTaken = true + elseif gear == shotgunCrate then + shotgunTaken = true + elseif gear == dense then + denseDead = true + elseif gear == leaks then + leaksDead = true + elseif gear == ramon then + ramonDead = true + elseif gear == spiky then + spikyDead = true + else + for i = 2, 9 do + if gear == cannibals[i] then + cannibalDead[i] = true + end + end + end +end + +function onGearAdd(gear) +end + +function onAmmoStoreInit() + SetAmmo(amDEagle, 9, 0, 0, 0) + SetAmmo(amSniperRifle, 9, 0, 0, 0) + SetAmmo(amFirePunch, 9, 0, 0, 0) + SetAmmo(amWhip, 9, 0, 0, 0) + SetAmmo(amBaseballBat, 9, 0, 0, 0) + SetAmmo(amHammer, 9, 0, 0, 0) + SetAmmo(amLandGun, 9, 0, 0, 0) + SetAmmo(amSnowball, 9, 0, 0, 0) + SetAmmo(amGirder, 0, 0, 0, 2) + SetAmmo(amParachute, 0, 0, 0, 2) + SetAmmo(amGrenade, 0, 0, 0, 8) + SetAmmo(amShotgun, 0, 0, 0, 8) + SetAmmo(amSwitch, 0, 0, 0, 8) + SetAmmo(amRope, 0, 0, 0, 6) +end + +function onNewTurn() + if AnimInProgress() then + TurnTimeLeft = -1 +-- elseif stage == interSpyStage and GetHogTeamName(CurrentHedgehog) ~= "Natives" then +-- TurnTimeLeft = 0 +-- SetState(CurrentHedgehog, gstInvisible) + elseif stage == cyborgStage then + if CurrentHedgehog ~= dense then + TurnTimeLeft = 0 + else + TurnTimeLeft = -1 + end + elseif stage == acceptedReturnStage then + SwitchHog(dense) + FollowGear(dense) + TurnTimeLeft = -1 + end +end + +function onGearDamage(gear, damage) + if gear == cyborg and stage == cyborgStage then + cyborgAttacked = true + end +end + +function onPrecise() + if GameTime > 2500 then + SetAnimSkip(true) + end + if stage == acceptedReturnStage then + retryReturn = true + end +end +