------------------- ABOUT ----------------------
--
-- This is the first stop of hero's journey.
-- Here he'll get fuels to continue traveling.
-- However, the PAoTH allies of the hero have
-- been taken hostages by professor Hogevil.
-- So hero has to get whatever available equipement
-- there is and rescue them.
-- TODO
-- Fix some glitches when gaining control on animations, on skip I get control of the talking hog
-- Round time after check point 2
-- Check if enemy weapons are good
-- Stats
-- check points
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
----------------- VARIABLES --------------------
-- globals
local campaignName = loc("A Space Adventure")
local missionName = loc("Moon, stop for fuels!")
local weaponsAcquired = false
local battleZoneReached = false
local checkPointReached = 1 -- 1 is start of the game
-- dialogs
local dialog01 = {}
local dialog02 = {}
local dialog03 = {}
local dialog04 = {}
-- mission objectives
local goals = {
[dialog01] = {missionName, loc("Getting ready"), loc("Go to the upper platform and get the weapons in the crates!"), 1, 4500},
[dialog02] = {missionName, loc("Prepare to fight"), loc("Go down and save these PAoTH hogs!"), 1, 5000},
[dialog03] = {missionName, loc("The fight begins!"), loc("Neutralize your enemies and be careful!"), 1, 5000},
[dialog04] = dialog03
}
-- crates
local weaponsY = 100
local bazookaX = 70
local parachuteX = 110
local grenadeX = 160
local deserteagleX = 200
local torchblowX = 3270
-- hogs
local hero = {}
local paoth1 = {}
local paoth2 = {}
local paoth3 = {}
local paoth4 = {}
local professor = {}
local minion1 = {}
local minion2 = {}
local minion3 = {}
local minion4 = {}
-- teams
local teamA = {}
local teamB = {}
local teamC = {}
local teamD = {}
-- hedgehogs values
hero.name = "Hog Solo"
hero.x = 1380
hero.y = 1750
hero.dead = false
paoth1.name = "Joe"
paoth1.x = 1430
paoth1.y = 1750
paoth2.name = "Bruce"
paoth2.x = 3760
paoth2.y = 1800
paoth3.name = "Helena"
paoth3.x = 3800
paoth3.y = 1800
paoth4.name = "Boris"
paoth4.x = 3860
paoth4.y = 1800
professor.name = "Pr.Hogevil"
professor.x = 3710
professor.y = 1650
professor.dead = false
professor.health = 100
minion1.name = "Minion"
minion1.x = 2460
minion1.y = 1450
minion2.name = "Minion"
minion2.x = 2450
minion2.y = 1900
minion3.name = "Minion"
minion3.x = 3500
minion3.y = 1750
teamA.name = loc("PAoTH")
teamA.color = tonumber("FF0000",16) -- red
teamB.name = loc("Minions")
teamB.color = tonumber("0033FF",16) -- blue
teamC.name = loc("Professor")
teamC.color = tonumber("0033FF",16) -- blue
teamD.name = loc("Hog Solo")
teamD.color = tonumber("38D61C",16) -- green
-------------- LuaAPI EVENT HANDLERS ------------------
function onGameInit()
Seed = 1
GameFlags = gfSolidLand + gfDisableWind
TurnTime = 45000
CaseFreq = 0
MinesNum = 0
MinesTime = 3000
Explosives = 0
Delay = 5
Map = "moon01_map"
Theme = "Cheese" -- Because ofc moon is made of cheese :)
-- Hog Solo
AddTeam(teamD.name, teamD.color, "Bone", "Island", "HillBilly", "cm_birdy")
hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1")
AnimSetGearPosition(hero.gear, hero.x, hero.y)
-- PAoTH
AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "cm_birdy")
paoth1.gear = AddHog(paoth1.name, 0, 100, "scif_2001O")
AnimSetGearPosition(paoth1.gear, paoth1.x, paoth1.y)
HogTurnLeft(paoth1.gear, true)
paoth2.gear = AddHog(paoth2.name, 0, 100, "scif_2001Y")
AnimSetGearPosition(paoth2.gear, paoth2.x, paoth2.y)
HogTurnLeft(paoth2.gear, true)
paoth3.gear = AddHog(paoth3.name, 0, 100, "hair_purple")
AnimSetGearPosition(paoth3.gear, paoth3.x, paoth3.y)
HogTurnLeft(paoth3.gear, true)
paoth4.gear = AddHog(paoth4.name, 0, 100, "scif_2001Y")
AnimSetGearPosition(paoth4.gear, paoth4.x, paoth4.y)
HogTurnLeft(paoth4.gear, true)
-- Professor
AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_birdy")
professor.gear = AddHog(professor.name, 0, 100, "tophats")
AnimSetGearPosition(professor.gear, professor.x, professor.y)
HogTurnLeft(professor.gear, true)
-- Minions
AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy")
minion1.gear = AddHog(minion1.name, 1, 100, "Gasmask")
AnimSetGearPosition(minion1.gear, minion1.x, minion1.y)
HogTurnLeft(minion1.gear, true)
minion2.gear = AddHog(minion2.name, 1, 100, "Gasmask")
AnimSetGearPosition(minion2.gear, minion2.x, minion2.y)
HogTurnLeft(minion2.gear, true)
minion3.gear = AddHog(minion3.name, 1, 100, "Gasmask")
AnimSetGearPosition(minion3.gear, minion3.x, minion3.y)
HogTurnLeft(minion3.gear, true)
-- get the check point
if tonumber(GetCampaignVar("Moon01CheckPoint")) then
checkPointReached = tonumber(GetCampaignVar("Moon01CheckPoint"))
end
if checkPointReached == 1 then
-- Start of the game
elseif checkPointReached == 2 then
AnimSetGearPosition(hero.gear, parachuteX, weaponsY)
end
AnimInit()
AnimationSetup()
end
function onGameStart()
-- wait for the first turn to start
AnimWait(hero.gear, 3000)
FollowGear(hero.gear)
ShowMission(campaignName, missionName, loc("Hog Solo has to refuel his saucer.")..
"|"..loc("Rescue the imprisoned PAoTH team and get your fuels!"), -amSkip, 0)
AddAmmo(minion1.gear, amDEagle, 2)
AddAmmo(minion2.gear, amDEagle, 2)
AddAmmo(minion3.gear, amDEagle, 2)
AddAmmo(minion1.gear, amBazooka, 2)
AddAmmo(minion2.gear, amBazooka, 2)
AddAmmo(minion3.gear, amBazooka, 2)
AddAmmo(minion1.gear, amGrenade, 2)
AddAmmo(minion2.gear, amGrenade, 2)
AddAmmo(minion3.gear, amGrenade, 2)
-- check for death has to go first
AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
AddEvent(onProfessorDeath, {professor.gear}, professorDeath, {professor.gear}, 0)
AddEvent(onBattleZone, {hero.gear}, battleZone, {hero.gear}, 0)
AddEvent(onProfessorHit, {professor.gear}, professorHit, {professor.gear}, 1)
if checkPointReached == 1 then
AddAmmo(hero.gear, amRope, 2)
SpawnAmmoCrate(bazookaX, weaponsY, amBazooka)
SpawnAmmoCrate(parachuteX, weaponsY, amParachute)
SpawnAmmoCrate(grenadeX, weaponsY, amGrenade)
SpawnAmmoCrate(deserteagleX, weaponsY, amDEagle)
AddEvent(onWeaponsPlatform, {hero.gear}, weaponsPlatform, {hero.gear}, 0)
TurnTimeLeft = 0
AddAnim(dialog01)
elseif checkPointReached == 2 then
AddAmmo(hero.gear, amBazooka, 2)
AddAmmo(hero.gear, amParachute, 2)
AddAmmo(hero.gear, amGrenade, 2)
AddAmmo(hero.gear, amDEagle, 2)
SetWind(80)
GameFlags = bor(GameFlags,gfDisableWind)
weaponsAcquired = true
TurnTimeLeft = 0
AddAnim(dialog02)
end
end
function onAmmoStoreInit()
SetAmmo(amBazooka, 0, 0, 0, 2)
SetAmmo(amParachute, 0, 0, 0, 2)
SetAmmo(amGrenade, 0, 0, 0, 2)
SetAmmo(amDEagle, 0, 0, 0, 2)
end
function onGameTick()
--WriteLnToConsole("ON GAME TICK")
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
if CurrentHedgehog ~= hero.gear and not battleZone then
TurnTimeLeft = 0
end
end
function onNewTurn()
WriteLnToConsole("ON NEW TURN")
WriteLnToConsole("HOG IS "..CurrentHedgehog.." minion 1 is "..minion1.gear)
if weaponsAcquired then
WriteLnToConsole("weapons acq+++")
end
if battleZoneReached then
WriteLnToConsole("battleZone acq+++")
end
-- rounds start if hero got his weapons or got near the enemies
if not weaponsAcquired and not battleZoneReached and CurrentHedgehog ~= hero.gear then
WriteLnToConsole("TURN CASE 1")
TurnTimeLeft = 0
elseif not weaponsAcquired and not battleZoneReached and CurrentHedgehog == hero.gear then
WriteLnToConsole("TURN CASE 2")
TurnTimeLeft = -1
elseif CurrentHedgehog == paoth1.gear or CurrentHedgehog == paoth2.gear
or CurrentHedgehog == paoth3.gear or CurrentHedgehog == paoth4.gear then
WriteLnToConsole("TURN CASE 3")
TurnTimeLeft = 0
elseif CurrentHedgehog == professor.gear then
WriteLnToConsole("TURN CASE 4")
AnimSwitchHog(hero.gear)
TurnTimeLeft = 0
end
end
function onPrecise()
WriteLnToConsole("ON PRECISE")
if GameTime > 3000 then
SetAnimSkip(true)
end
end
function onGearDelete(gear)
if gear == hero.gear then
hero.dead = true
elseif gear == professor.dead then
professor.dead = true
end
end
-------------- EVENTS ------------------
function onWeaponsPlatform(gear)
if not hero.dead and GetX(gear) > bazookaX-200 and GetX(gear) < deserteagleX+400
and GetY(gear) < weaponsY+150 and StoppedGear(gear) then
return true
end
return false
end
function onHeroDeath(gear)
if hero.dead then
return true
end
return false
end
function onBattleZone(gear)
if not hero.dead and GetX(gear) > 1900 and StoppedGear(gear) then
WriteLnToConsole("ON BATTLE ZONE!!!")
return true
end
return false
end
function onProfessorHit(gear)
-- TODO NOT TALK ON HERO'S TURN...
if not professor.dead and GetHealth(gear) < professor.health and CurrentHedgehog ~= hero.gear then
professor.health = GetHealth(gear)
return true
end
return false
end
function onProfessorDeath(gear)
if professor.dead then
return true
end
return false
end
-------------- OUTCOMES ------------------
function weaponsPlatform(gear)
SaveCampaignVar("Moon01CheckPoint", "2")
TurnTimeLeft = 0
weaponsAqcuired = true
SetWind(80)
GameFlags = bor(GameFlags,gfDisableWind)
AddAnim(dialog02)
end
function heroDeath(gear)
-- do stats stuff here
EndGame()
end
function battleZone(gear)
TurnTimeLeft = 0
battleZoneReached = true
if weaponsAqcuired then
AddAnim(dialog04)
else
AddAnim(dialog03)
end
end
function professorHit(gear)
if currentHedgehog ~= hero.gear then
AnimSay(professor.gear,loc("Don't hit me you fools!"), SAY_SHOUT, 2000)
end
end
function professorDeath(gear)
-- do stats stuff here
EndGame()
end
-------------- ANIMATIONS ------------------
function Skipanim(anim)
if goals[anim] ~= nil then
ShowMission(unpack(goals[anim]))
end
if anim == dialog03 then
startCombat()
else
--TODO check if this is ok
AnimSwitchHog(hero.gear)
end
end
function AnimationSetup()
-- DIALOG 01 - Start, welcome to moon
AddSkipFunction(dialog01, Skipanim, {dialog01})
table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}})
table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Near PAoTH base at moon..."), 4000}})
table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("Hey Hog Solo! Finaly you have come..."), SAY_SAY, 2000}})
table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("It seems that Professor Hogevil learned for your arrival!"), SAY_SAY, 4000}})
table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("Now he have captured the rest of the PAoTH team and awaits to capture you!"), SAY_SAY, 5000}})
table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("We have to hurry! Are you armed?"), SAY_SAY, 4300}})
table.insert(dialog01, {func = AnimWait, args = {hero.gear, 500}})
table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("No, I am afraid I had to travel light"), SAY_SAY, 2500}})
table.insert(dialog01, {func = AnimWait, args = {paoth1.gear, 500}})
table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("Ok, then you have to go and take some of the waepons we have hidden in case of an emergency!"), SAY_SAY, 7000}})
table.insert(dialog01, {func = AnimSay, args = {paoth1.gear, loc("They are up there! Take that rope and hurry!"), SAY_SAY, 7000}})
table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("Ehm... ok..."), SAY_SAY, 2500}})
table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}})
-- DIALOG 02 - To the weapons platform
AddSkipFunction(dialog02, Skipanim, {dialog02})
table.insert(dialog02, {func = AnimCaption, args = {hero.gear, loc("Checkpoint reached!"), 4000}})
table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("I've made it! YEAAAAAH!"), SAY_SHOUT, 4000}})
table.insert(dialog02, {func = AnimSay, args = {paoth1.gear, loc("Nice! Now hurry up and get down! You have to rescue my friends!"), SAY_SHOUT, 7000}})
table.insert(dialog02, {func = AnimSwitchHog, args = {hero.gear}})
-- DIALOG 03 - Hero spotted and has no weapons
AddSkipFunction(dialog03, Skipanim, {dialog03})
table.insert(dialog03, {func = AnimCaption, args = {hero.gear, loc("Get ready to fight!"), 4000}})
table.insert(dialog03, {func = AnimSay, args = {minion1.gear, loc("Look boss! There is the target!"), SAY_SHOUT, 4000}})
table.insert(dialog03, {func = AnimSay, args = {professor.gear, loc("Prepare for battle!"), SAY_SHOUT, 4000}})
table.insert(dialog03, {func = AnimSay, args = {hero.gear, loc("Oops, I've been spotted and I have no weapons! I am doomed!"), SAY_THINK, 4000}})
table.insert(dialog03, {func = startCombat, args = {hero.gear}})
-- DIALOG 04 - Hero spotted and *HAS* weapons
AddSkipFunction(dialog04, Skipanim, {dialog04})
table.insert(dialog04, {func = AnimCaption, args = {hero.gear, loc("Get ready to fight!"), 4000}})
table.insert(dialog04, {func = AnimSay, args = {minion1.gear, loc("Look boss! There is the target!"), SAY_SHOUT, 4000}})
table.insert(dialog04, {func = AnimSay, args = {professor.gear, loc("Prepare for battle!"), SAY_SHOUT, 4000}})
table.insert(dialog04, {func = AnimSay, args = {hero.gear, loc("Here we go!"), SAY_THINK, 4000}})
table.insert(dialog04, {func = startCombat, args = {hero.gear}})
end
------------------- custom "animation" functions --------------------------
function startCombat()
-- use this so guard2 will gain control
HealthCaseProb = 100
HealthCaseAmount = 50
AnimSwitchHog(minion3.gear)
TurnTimeLeft = 0
end