project_files/Android-build/SDL-android-project/assets/Data/Scripts/Multiplayer/Capture_the_Flag.lua
changeset 7568 75ba91f14ed5
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7566:57d343ee382f 7568:75ba91f14ed5
       
     1 ---------------------------------------
       
     2 -- CAPTURE_THE_FLAG GAMEPLAY MODE 0.5
       
     3 -- by mikade
       
     4 ---------------------------------------
       
     5 
       
     6 -- Version History
       
     7 ---------
       
     8 -- 0.1
       
     9 ---------
       
    10 
       
    11 -- [conversion from map-dependant CTF_Blizzard to map independant Capture the Flag]
       
    12 -- added an intial starting stage where flagspawn is decided by the players (weapon set will require a jetpack unless I set)
       
    13 -- changed the flag from a crate to a visual gear, and all associated methods and checks relating to flags (five hours later, lol)
       
    14 -- changed starting/respawning positioning to accommodate different map sizes
       
    15 -- added another circle to mark flag spawn
       
    16 -- added gameFlag filter
       
    17 -- changed scoring feedback
       
    18 -- cleaned up some code
       
    19 
       
    20 -- removing own flag from spawning point no longer possible
       
    21 -- destroying flags no longer possible.
       
    22 -- added basic glowing circle effect to spawn area
       
    23 -- added expanding circle to fgear itself
       
    24 
       
    25 -- removed teleporters
       
    26 -- removed random crate drops (this should be decided by scheme)
       
    27 -- removed set map criteria like minesNum, turnTime, explosives etc. except for sudden death
       
    28 -- removed weapon defintions
       
    29 -- removed placement and respawning methods, hopefully divideTeams will have this covered
       
    30 
       
    31 ---------
       
    32 -- 0.2
       
    33 ---------
       
    34 
       
    35 -- [now with user friendliness]
       
    36 -- flag is now placed wherever you end up at the end of your first turn, this ensures that it is always placed by turn 3
       
    37 -- removed a bunch of backup code and no-longer needed variables / methods from CTF_Blizzard days
       
    38 -- removed an aura that was still mistakenly hanging about
       
    39 -- added an in-game note about placements
       
    40 -- added an in-game note about the rules of the game
       
    41 -- added translation support and loc()'ed everything
       
    42 -- changed things so the seed is no longer always the same...
       
    43 
       
    44 -- In this version:
       
    45 ---------
       
    46 -- 0.3
       
    47 ---------
       
    48 -- [fufufufu kamikaze fix]
       
    49 -- added nill checks to make sure the player doesn't generate errors by producing a nil value in hhs[] when he uses kamikaze
       
    50 -- added a check to make sure the player doesn't kamikaze straight down and make the flag's starting point underwater
       
    51 -- added a check to make sure the player drops the flag if he has it and he uses kamikaze
       
    52 
       
    53 --------
       
    54 -- 0.4
       
    55 --------
       
    56 
       
    57 -- remove user-branding and version numbers
       
    58 -- removed some stuff that wasn't needed
       
    59 -- fix piano strike exploit
       
    60 -- changed delay to allow for better portals
       
    61 -- changed starting feedback a little
       
    62 -- increased the radius around the circle indicating the flag thief so that it doesn't obscure his health
       
    63 
       
    64 --------
       
    65 -- 0.5
       
    66 --------
       
    67 
       
    68 -- add support for more players
       
    69 -- allow limited sudden death
       
    70 -- stop TimeBox ruining my life
       
    71 -- profit???
       
    72 
       
    73 -----------------
       
    74 --SCRIPT BEGINS
       
    75 -----------------
       
    76 
       
    77 -- enable awesome translaction support so we can use loc() wherever we want
       
    78 loadfile(GetDataPath() .. "Scripts/Locale.lua")()
       
    79 
       
    80 ---------------------------------------------------------------
       
    81 ----------lots of bad variables and things
       
    82 ----------because someone is too lazy
       
    83 ----------to read about tables properly
       
    84 ------------------ "Oh well, they probably have the memory"
       
    85 
       
    86 local gameStarted = false
       
    87 local gameTurns = 0
       
    88 
       
    89 --------------------------
       
    90 -- hog and team tracking variales
       
    91 --------------------------
       
    92 
       
    93 local numhhs = 0 -- store number of hedgehogs
       
    94 local hhs = {} -- store hedgehog gears
       
    95 
       
    96 local numTeams --  store the number of teams in the game
       
    97 local teamNameArr = {}	-- store the list of teams
       
    98 local teamSize = {}	-- store how many hogs per team
       
    99 local teamIndex = {} -- at what point in the hhs{} does each team begin
       
   100 
       
   101 -------------------
       
   102 -- flag variables
       
   103 -------------------
       
   104 
       
   105 local fPlaced = {} -- has the flag been placed TRUE/FALSE
       
   106 
       
   107 local fGear = {}	-- pointer to the visual gears that represent the flag
       
   108 local fGearX = {}
       
   109 local fGearY = {}
       
   110 
       
   111 local fThief = {}	-- pointer to the hogs who stole the flags
       
   112 local fIsMissing = {}	-- have the flags been destroyed or captured
       
   113 local fNeedsRespawn = {}	-- do the flags need to be respawned
       
   114 local fCaptures = {}	-- the team "scores" how many captures
       
   115 local fSpawnX = {}		-- spawn X for flags
       
   116 local fSpawnY = {}		-- spawn Y for flags
       
   117 
       
   118 local fThiefX = {}
       
   119 local fThiefY = {}
       
   120 local FTTC = 0 -- flag thief tracker counter
       
   121 
       
   122 local fSpawnC = {} -- spawn circle marker
       
   123 local fCirc = {} -- flag/carrier marker circles
       
   124 local fCol = {} -- colour of the clans
       
   125 
       
   126 local fGearRad = 0
       
   127 local fGearRadMin = 5
       
   128 local fGearRadMax = 33
       
   129 local fGearTimer = 0
       
   130 
       
   131 ------------------------
       
   132 --flag methods
       
   133 ------------------------
       
   134 
       
   135 function CheckScore(teamID)
       
   136 
       
   137 	if teamID == 0 then
       
   138 		alt = 1
       
   139 	elseif teamID == 1 then
       
   140 		alt = 0
       
   141 	end
       
   142 
       
   143 	if fCaptures[teamID] == 3 then
       
   144 		for i = 0, (numhhs-1) do
       
   145 			if hhs[i] ~= nil then
       
   146 				if GetHogClan(hhs[i]) == alt then
       
   147 					SetEffect(hhs[i], heResurrectable, false)
       
   148 					SetHealth(hhs[i],0)
       
   149 				end
       
   150 			end
       
   151 		end
       
   152 		if CurrentHedgehog ~= nil then
       
   153 			ShowMission(loc("GAME OVER!"), loc("Victory for the ") .. GetHogTeamName(CurrentHedgehog), loc("Hooray!"), 0, 0)
       
   154 		end
       
   155 	end
       
   156 
       
   157 end
       
   158 
       
   159 function DoFlagStuff(gear)
       
   160 
       
   161 	if (gear == fGear[0]) then
       
   162 		wtf = 0
       
   163 		bbq = 1
       
   164 	elseif (gear == fGear[1]) then
       
   165 		wtf = 1
       
   166 		bbq = 0
       
   167 	end
       
   168 
       
   169 	-- player has successfully captured the enemy flag
       
   170 	if (GetHogClan(CurrentHedgehog) == wtf) and (CurrentHedgehog == fThief[bbq]) and (fIsMissing[wtf] == false) then
       
   171 
       
   172 		DeleteVisualGear(fGear[wtf])
       
   173 		fGear[wtf] = nil -- the flag has now disappeared
       
   174 
       
   175 		fIsMissing[wtf] = false
       
   176 		fNeedsRespawn[wtf] = true
       
   177 		fIsMissing[bbq] = false
       
   178 		fNeedsRespawn[bbq] = true
       
   179 		fCaptures[wtf] = fCaptures[wtf] +1
       
   180 		ShowMission(loc("You have SCORED!!"), GetHogTeamName(CurrentHedgehog) .. ": " .. fCaptures[wtf], loc("Opposing Team: ") .. fCaptures[bbq], 0, 0)
       
   181 		PlaySound(sndVictory)
       
   182 		fThief[bbq] = nil -- player no longer has the enemy flag
       
   183 		CheckScore(wtf)
       
   184 
       
   185 	--if the player is returning the flag
       
   186 	elseif (GetHogClan(CurrentHedgehog) == wtf) and (fIsMissing[wtf] == true) then
       
   187 
       
   188 		DeleteVisualGear(fGear[wtf])
       
   189 		fGear[wtf] = nil -- the flag has now disappeared
       
   190 
       
   191 		fNeedsRespawn[wtf] = true
       
   192 		HandleRespawns() -- this will set fIsMissing[wtf] to false :)
       
   193 		AddCaption(loc("Flag returned!"))
       
   194 
       
   195 	--if the player is taking the enemy flag
       
   196 	elseif GetHogClan(CurrentHedgehog) == bbq then
       
   197 
       
   198 		DeleteVisualGear(fGear[wtf])
       
   199 		fGear[wtf] = nil -- the flag has now disappeared
       
   200 
       
   201 		fIsMissing[wtf] = true
       
   202 		for i = 0,numhhs-1 do
       
   203 			if CurrentHedgehog ~= nil then
       
   204 				if CurrentHedgehog == hhs[i] then
       
   205 					fThief[wtf] = hhs[i]
       
   206 				end
       
   207 			end
       
   208 		end
       
   209 		AddCaption(loc("Flag captured!"))
       
   210 
       
   211 	end
       
   212 
       
   213 end
       
   214 
       
   215 function CheckFlagProximity()
       
   216 
       
   217 	for i = 0, 1 do
       
   218 		if fGear[i] ~= nil then
       
   219 
       
   220 			g1X = fGearX[i]
       
   221 			g1Y = fGearY[i]
       
   222 
       
   223 			g2X, g2Y = GetGearPosition(CurrentHedgehog)
       
   224 
       
   225 			q = g1X - g2X
       
   226 			w = g1Y - g2Y
       
   227 			dist = (q*q) + (w*w)
       
   228 
       
   229 			if dist < 500 then --1600
       
   230 				DoFlagStuff(fGear[i])
       
   231 			end
       
   232 		end
       
   233 	end
       
   234 
       
   235 end
       
   236 
       
   237 
       
   238 function HandleRespawns()
       
   239 
       
   240 	for i = 0, 1 do
       
   241 
       
   242 		if fNeedsRespawn[i] == true then
       
   243 			fGear[i] = AddVisualGear(fSpawnX[i],fSpawnY[i],vgtCircle,0,true)
       
   244 			fGearX[i] = fSpawnX[i]
       
   245 			fGearY[i] = fSpawnY[i]
       
   246 
       
   247 			fNeedsRespawn[i] = false
       
   248 			fIsMissing[i] = false -- new, this should solve problems of a respawned flag being "returned" when a player tries to score
       
   249 			AddCaption(loc("Flag respawned!"))
       
   250 		end
       
   251 
       
   252 	end
       
   253 
       
   254 end
       
   255 
       
   256 
       
   257 function FlagThiefDead(gear)
       
   258 
       
   259 	if (gear == fThief[0]) then
       
   260 		wtf = 0
       
   261 		bbq = 1
       
   262 	elseif (gear == fThief[1]) then
       
   263 		wtf = 1
       
   264 		bbq = 0
       
   265 	end
       
   266 
       
   267 	if fThief[wtf] ~= nil then
       
   268 		-- falls into water
       
   269 		--ShowMission(LAND_HEIGHT,  fThiefY[wtf], (LAND_HEIGHT - fThiefY[wtf]), 0, 0)
       
   270 		if (LAND_HEIGHT - fThiefY[wtf]) < 15 then
       
   271 			fIsMissing[wtf] = true
       
   272 			fNeedsRespawn[wtf] = true
       
   273 			HandleRespawns()
       
   274 		else	--normally
       
   275 			fGearX[wtf]  =  fThiefX[wtf]
       
   276 			fGearY[wtf]  =  fThiefY[wtf]
       
   277 			fGear[wtf] = AddVisualGear(fGearX[wtf],fGearY[wtf],vgtCircle,0,true)
       
   278 		end
       
   279 
       
   280 		AddVisualGear(fThiefX[wtf], fThiefY[wtf], vgtBigExplosion, 0, false)
       
   281 		fThief[wtf] = nil
       
   282 	end
       
   283 
       
   284 end
       
   285 
       
   286 function HandleCircles()
       
   287 
       
   288 	fGearTimer = fGearTimer + 1
       
   289 	if fGearTimer == 50 then
       
   290 		fGearTimer = 0
       
   291 		fGearRad = fGearRad + 1
       
   292 		if fGearRad > fGearRadMax then
       
   293 			fGearRad = fGearRadMin
       
   294 		end
       
   295 	end
       
   296 
       
   297 	for i = 0, 1 do
       
   298 
       
   299 		--SetVisualGearValues(fSpawnC[i], fSpawnX[i],fSpawnY[i], 20, 200, 0, 0, 100, 50, 3, fCol[i]) -- draw a circ for spawning area
       
   300 
       
   301 		if fIsMissing[i] == false then -- draw a flag marker at the flag's spawning place
       
   302 			SetVisualGearValues(fCirc[i], fSpawnX[i],fSpawnY[i], 20, 20, 0, 10, 0, 33, 3, fCol[i])
       
   303 			if fGear[i] ~= nil then -- draw the flag gear itself
       
   304 				SetVisualGearValues(fGear[i], fSpawnX[i],fSpawnY[i], 20, 200, 0, 0, 100, fGearRad, 2, fCol[i])
       
   305 			end
       
   306 		elseif (fIsMissing[i] == true) and (fNeedsRespawn[i] == false) then
       
   307 			if fThief[i] ~= nil then -- draw circle round flag carrier			-- 33
       
   308 				SetVisualGearValues(fCirc[i], fThiefX[i], fThiefY[i], 20, 200, 0, 0, 100, 50, 3, fCol[i])
       
   309 				--AddCaption("circle marking carrier")
       
   310 			elseif fThief[i] == nil then -- draw cirle round dropped flag
       
   311 				--g1X,g1Y,g4,g5,g6,g7,g8,g9,g10,g11 =  GetVisualGearValues(fGear[i])
       
   312 				--SetVisualGearValues(fCirc[i], g1X, g1Y, 20, 200, 0, 0, 100, 33, 2, fCol[i])
       
   313 				SetVisualGearValues(fCirc[i], fGearX[i], fGearY[i], 20, 200, 0, 0, 100, 33, 3, fCol[i])
       
   314 				--AddCaption('dropped circle marker')
       
   315 				if fGear[i] ~= nil then -- flag gear itself
       
   316 					--SetVisualGearValues(fGear[i], g1X, g1Y, 20, 200, 0, 0, 100, 10, 4, fCol[i])
       
   317 					SetVisualGearValues(fGear[i], fGearX[i], fGearY[i], 20, 200, 0, 0, 100, fGearRad, 2, fCol[i])
       
   318 					--AddCaption('dropped flag itself')
       
   319 				end
       
   320 			end
       
   321 		end
       
   322 
       
   323 		if fNeedsRespawn[i] == true then -- if the flag has been destroyed, no need for a circle
       
   324 			SetVisualGearValues(fCirc[i], fSpawnX[i],fSpawnY[i], 20, 200, 0, 0, 100, 0, 0, fCol[i])
       
   325 			--AddCaption("needs respawn = true. flag 'destroyed'?")
       
   326 		end
       
   327 	end
       
   328 
       
   329 end
       
   330 
       
   331 ------------------------
       
   332 -- general methods
       
   333 ------------------------
       
   334 
       
   335 function CheckDistance(gear1, gear2)
       
   336 
       
   337 	g1X, g1Y = GetGearPosition(gear1)
       
   338 	g2X, g2Y = GetGearPosition(gear2)
       
   339 
       
   340 	g1X = g1X - g2X
       
   341 	g1Y = g1Y - g2Y
       
   342 	z = (g1X*g1X) + (g1Y*g1Y)
       
   343 
       
   344 	dist = z
       
   345 
       
   346 	return dist
       
   347 
       
   348 end
       
   349 
       
   350 function RebuildTeamInfo()
       
   351 
       
   352 
       
   353 	-- make a list of individual team names
       
   354 	for i = 0, (TeamsCount-1) do
       
   355 		teamNameArr[i] = i
       
   356 		teamSize[i] = 0
       
   357 		teamIndex[i] = 0
       
   358 	end
       
   359 	numTeams = 0
       
   360 
       
   361 	for i = 0, (numhhs-1) do
       
   362 
       
   363 		z = 0
       
   364 		unfinished = true
       
   365 		while(unfinished == true) do
       
   366 
       
   367 			newTeam = true
       
   368 			tempHogTeamName = GetHogTeamName(hhs[i]) -- this is the new name
       
   369 
       
   370 			if tempHogTeamName == teamNameArr[z] then
       
   371 				newTeam = false
       
   372 				unfinished = false
       
   373 			end
       
   374 
       
   375 			z = z + 1
       
   376 
       
   377 			if z == TeamsCount then
       
   378 				unfinished = false
       
   379 				if newTeam == true then
       
   380 					teamNameArr[numTeams] = tempHogTeamName
       
   381 					numTeams = numTeams + 1
       
   382 				end
       
   383 			end
       
   384 
       
   385 		end
       
   386 
       
   387 	end
       
   388 
       
   389 	-- find out how many hogs per team, and the index of the first hog in hhs
       
   390 	for i = 0, numTeams-1 do
       
   391 
       
   392 		for z = 0, numhhs-1 do
       
   393 			if GetHogTeamName(hhs[z]) == teamNameArr[i] then
       
   394 				if teamSize[i] == 0 then
       
   395 					teamIndex[i] = z -- should give starting index
       
   396 				end
       
   397 				teamSize[i] = teamSize[i] + 1
       
   398 				--add a pointer so this hog appears at i in hhs
       
   399 			end
       
   400 		end
       
   401 
       
   402 	end
       
   403 
       
   404 end
       
   405 
       
   406 function StartTheGame()
       
   407 
       
   408 	gameStarted = true
       
   409 	AddCaption(loc("Game Started!"))
       
   410 
       
   411 	for i = 0, 1 do
       
   412 
       
   413 		-- if someone uses kamikaze downwards, this can happen as the hog won't respawn
       
   414 		if (LAND_HEIGHT - fSpawnY[i]) < 0 then
       
   415 			tempG = AddGear(0, 0, gtTarget, 0, 0, 0, 0)
       
   416      			FindPlace(tempG, true, 0, LAND_WIDTH, true)
       
   417 			fSpawnX[i], fSpawnY[i] = GetGearPosition(tempG)
       
   418 			DeleteGear(tempG)
       
   419 		end
       
   420 
       
   421 		fGear[i] = AddVisualGear(fSpawnX[i],fSpawnY[i],vgtCircle,0,true)
       
   422 		fCirc[i] = AddVisualGear(fSpawnX[i],fSpawnY[i],vgtCircle,0,true)
       
   423 		fSpawnC[i] = AddVisualGear(fSpawnX[i],fSpawnY[i],vgtCircle,0,true)
       
   424 
       
   425 		fGearX[i] = fSpawnX[i]
       
   426 		fGearY[i] = fSpawnY[i]
       
   427 
       
   428 		fCol[i] = GetClanColor(i)
       
   429 		fIsMissing[i] = false
       
   430 		fNeedsRespawn[i] = false
       
   431 		fCaptures[i] = 0
       
   432 
       
   433 		--SetVisualGearValues(zxc, 1000,1000, 20, 100, 0,    10,                     1,         100,        5,      GetClanColor(0))
       
   434 
       
   435 		SetVisualGearValues(fSpawnC[i], fSpawnX[i],fSpawnY[i], 20, 100, 0, 10, 0, 75, 5, fCol[i])
       
   436 
       
   437 	end
       
   438 
       
   439 end
       
   440 
       
   441 ------------------------
       
   442 -- game methods
       
   443 ------------------------
       
   444 
       
   445 function onGameInit()
       
   446 
       
   447 	GameFlags = band(bor(GameFlags, gfDivideTeams), bnot(gfKing + gfForts))
       
   448 	--SuddenDeathTurns = 999 -- suddendeath is off, effectively
       
   449 	WaterRise = 0
       
   450 	Delay = 10
       
   451 
       
   452 end
       
   453 
       
   454 
       
   455 function onGameStart()
       
   456 
       
   457 	--ShowMission(loc(caption), loc(subcaption), loc(goal), 0, 0)
       
   458 	ShowMission(loc("CAPTURE THE FLAG"), loc("Flags, and their home base will be placed where each team ends their first turn."), "", 0, 0)
       
   459 
       
   460 	RebuildTeamInfo()
       
   461 
       
   462 	-- should gfDivideTeams do this automatically?
       
   463 	--[[for i = 0, (TeamsCount-1) do
       
   464 		for g = teamIndex[i], (teamIndex[i]+teamSize[i]-1) do
       
   465 			if GetHogClan(hhs[g]) == 0 then
       
   466 				FindPlace(hhs[g], false, 0, LAND_WIDTH/2)
       
   467 			elseif GetHogClan(hhs[g]) == 1 then
       
   468 				FindPlace(hhs[g], false, LAND_WIDTH/2, LAND_WIDTH)
       
   469 			end
       
   470 		end
       
   471 	end]]
       
   472 
       
   473 	fPlaced[0] = false
       
   474 	fPlaced[1] = false
       
   475 
       
   476 	--zxc = AddVisualGear(fSpawnX[i],fSpawnY[i],vgtCircle,0,true)
       
   477 
       
   478 
       
   479 	--SetVisualGearValues(zxc, 1000,1000, 20, 255, 1,    10,                     0,         200,        1,      GetClanColor(0))
       
   480 					--minO,max0 -glowyornot	--pulsate timer	 -- fuckall      -- radius -- width  -- colour
       
   481 end
       
   482 
       
   483 
       
   484 function onNewTurn()
       
   485 
       
   486 	gameTurns = gameTurns + 1
       
   487 
       
   488 	if lastTeam ~= GetHogTeamName(CurrentHedgehog) then
       
   489 		lastTeam = GetHogTeamName(CurrentHedgehog)
       
   490 	end
       
   491 
       
   492 	--AddCaption("Handling respawns")
       
   493 	if gameStarted == true then
       
   494 		HandleRespawns()
       
   495 	--new method of placing starting flags
       
   496 	elseif gameTurns == 1 then
       
   497 		ShowMission(loc("CAPTURE THE FLAG"), loc("Flags, and their home base will be placed where each team ends their first turn."), "", 0, 0)
       
   498 	elseif gameTurns == 2 then
       
   499 		fPlaced[0] = true
       
   500 		ShowMission(loc("CAPTURE THE FLAG"), loc("RULES OF THE GAME [Press ESC to view]"), loc(" - Return the enemy flag to your base to score | - First team to 3 captures wins | - You may only score when your flag is in your base | - Hogs will drop the flag if killed, or drowned | - Dropped flags may be returned or recaptured | - Hogs respawn when killed"), 0, 0)
       
   501 	elseif gameTurns == 3 then
       
   502 		fPlaced[1] = true
       
   503 		StartTheGame()
       
   504 	end
       
   505 
       
   506 end
       
   507 
       
   508 function onGameTick()
       
   509 
       
   510 	-- onRessurect calls AFTER you have resurrected,
       
   511 	-- so keeping track of x,y a few milliseconds before
       
   512 	-- is useful
       
   513 	--FTTC = FTTC + 1
       
   514 	--if FTTC == 100 then
       
   515 	--	FTTC = 0
       
   516 		for i = 0,1 do
       
   517 			if fThief[i] ~= nil then
       
   518 				fThiefX[i] = GetX(fThief[i])
       
   519 				fThiefY[i] = GetY(fThief[i])
       
   520 			end
       
   521 		end
       
   522 	--end
       
   523 
       
   524 	-- things we wanna check often
       
   525 	if (CurrentHedgehog ~= nil) then
       
   526 		--AddCaption(LAND_HEIGHT - GetY(CurrentHedgehog))
       
   527 		--AddCaption(GetX(CurrentHedgehog) .. "; " .. GetY(CurrentHedgehog))
       
   528 		--CheckTeleporters()
       
   529 
       
   530 	end
       
   531 
       
   532 	if gameStarted == true then
       
   533 		HandleCircles()
       
   534 		if CurrentHedgehog ~= nil then
       
   535 			CheckFlagProximity()
       
   536 		end
       
   537 	elseif CurrentHedgehog ~= nil then -- if the game hasn't started yet, keep track of where we are gonna put the flags on turn end
       
   538 
       
   539 		if GetHogClan(CurrentHedgehog) == 0 then
       
   540 			i = 0
       
   541 		elseif GetHogClan(CurrentHedgehog) == 1 then
       
   542 			i = 1
       
   543 		end
       
   544 
       
   545 		fSpawnX[i] = GetX(CurrentHedgehog)
       
   546 		fSpawnY[i] = GetY(CurrentHedgehog)
       
   547 
       
   548 	end
       
   549 
       
   550 end
       
   551 
       
   552 function onGearResurrect(gear)
       
   553 
       
   554 	--AddCaption("A gear has been resurrected!")
       
   555 
       
   556 	-- mark the flag thief as dead if he needed a respawn
       
   557 	for i = 0,1 do
       
   558 		if gear == fThief[i] then
       
   559 			FlagThiefDead(gear)
       
   560 		end
       
   561 	end
       
   562 
       
   563 	-- should be covered by gfDivideTeams, actually
       
   564 	-- place hogs belonging to each clan either left or right side of map
       
   565 	--if GetHogClan(gear) == 0 then
       
   566 	--	FindPlace(gear, false, 0, LAND_WIDTH/2)
       
   567 	--elseif GetHogClan(gear) == 1 then
       
   568 	--	FindPlace(gear, false, LAND_WIDTH/2, LAND_WIDTH)
       
   569 	--end
       
   570 
       
   571 	AddVisualGear(GetX(gear), GetY(gear), vgtBigExplosion, 0, false)
       
   572 
       
   573 end
       
   574 
       
   575 function InABetterPlaceNow(gear)
       
   576 	for i = 0, (numhhs-1) do
       
   577 		if gear == hhs[i] then
       
   578 
       
   579 			for i = 0,1 do
       
   580 				if gear == fThief[i] then
       
   581 					FlagThiefDead(gear)
       
   582 				end
       
   583 			end
       
   584 			hhs[i] = nil
       
   585 		end
       
   586 	end
       
   587 end
       
   588 
       
   589 function onHogHide(gear)
       
   590 	 InABetterPlaceNow(gear)
       
   591 end
       
   592 
       
   593 function onHogRestore(gear)
       
   594 	match = false
       
   595 	for i = 0, (numhhs-1) do
       
   596 		if (hhs[i] == nil) and (match == false) then
       
   597 			hhs[i] = gear
       
   598 			--AddCaption(GetHogName(gear) .. " has reappeared it seems!")
       
   599 			match = true
       
   600 		end
       
   601 	end
       
   602 end
       
   603 
       
   604 
       
   605 function onGearAdd(gear)
       
   606 
       
   607 	if GetGearType(gear) == gtHedgehog then
       
   608 		hhs[numhhs] = gear
       
   609 		numhhs = numhhs + 1
       
   610 		SetEffect(gear, heResurrectable, true)
       
   611 
       
   612 	elseif GetGearType(gear) == gtPiano then
       
   613 
       
   614 		for i = 0, 1 do
       
   615 			if CurrentHedgehog == fThief[i] then
       
   616 				FlagThiefDead(gear)
       
   617 			end
       
   618 		end
       
   619 
       
   620 	end
       
   621 
       
   622 end
       
   623 
       
   624 function onGearDelete(gear)
       
   625 
       
   626 	if GetGearType(gear) == gtHedgehog then
       
   627 		InABetterPlaceNow(gear)
       
   628 	end
       
   629 
       
   630 end