share/hedgewars/Data/Missions/Campaign/A Classic Fairytale/backstab.lua
author belphegorr <szabibibi@gmail.com>
Tue, 24 Jul 2012 20:15:30 +0300
changeset 7417 2520705b857f
parent 7259 b630df7ac843
child 7425 3495e70c6d14
permissions -rw-r--r--
Switched Fell From Heaven to Fell From Grace on missions 5, 6. Changed start dialogue of the princess in Mission 6.

loadfile(GetDataPath() .. "Scripts/Locale.lua")()
loadfile(GetDataPath() .. "Scripts/Animate.lua")()

-----------------------------Constants---------------------------------
choiceAccepted = 1
choiceRefused = 2
choiceAttacked = 3

choiceEliminate = 1
choiceSpare = 2

leaksNum = 1
denseNum = 2
waterNum = 3
buffaloNum = 4
chiefNum = 5
girlNum = 6
wiseNum = 7

spyKillStage = 1
platformStage = 2
wave3Stage = 3

tmpVar = 0

nativeNames = {loc("Leaks A Lot"), loc("Dense Cloud"), loc("Fiery Water"), 
               loc("Raging Buffalo"), loc("Righteous Beard"), loc("Fell From Grace"),
               loc("Wise Oak"), loc("Eagle Eye"), loc("Flaming Worm")}

nativeHats = {"Rambo", "RobinHood", "pirate_jack", "zoo_Bunny", "IndianChief",
              "tiara", "AkuAku", "None", "None"}

nativePos = {{887, 329}, {1050, 288}, {1731, 707},
             {830, 342}, {1001, 290}, {773, 340},
             {953, 305}, {347, 648}, {314, 647}}

nativeDir = {"Right", "Left", "Left", 
             "Right", "Left", "Right", 
             "Left", "Right", "Right"}

cannibalNames = {loc("Brain Teaser"), loc("Bone Jackson"), loc("Gimme Bones"), 
                 loc("Hedgibal Letter"), loc("Bloodpie"), loc("Scalp Muncher"),
                 loc("Back Breaker"), loc("Dahmer"), loc("Meiwes"),
                 loc("Ear Sniffer"), loc("Regurgitator"), loc("Muriel")}

cannibalPos = {{3607, 1472}, {3612, 1487}, {3646, 1502}, 
               {3694, 1509}, {3746, 1525}, {3704, 1513},
               {3607, 1472}, {3612, 1487}, {3646, 1502}, 
               {3694, 1509}, {3746, 1525}, {3704, 1513}}

cannibalDir = {"Left", "Left", "Left",
               "Left", "Left", "Left",
               "Left", "Left", "Left",
               "Left", "Left", "Left"}

cyborgPos = {1369, 574}
cyborgPos2 = {1308, 148}

deployedPos = {2522, 1365}
-----------------------------Variables---------------------------------
natives = {}
nativeDead = {}
nativeHidden = {}
nativeRevived = {}
nativesNum = 0

cannibals = {}
cannibalDead = {}
cannibalHidden = {}

speakerHog = nil
spyHog = nil
deployedHog = nil

cyborgHidden = false

m2Choice = 0
m2DenseDead = 0
m4DenseDead = 0
m4BuffaloDead = 0
m4WaterDead = 0
m4ChiefDead = 0
m4LeaksDead = 0

needRevival = false
gearr = nil
startElimination = 0
stage = 0
choice = 0
highJumped = false
TurnsLeft = 0
startNativesNum = 0

startAnim = {}
afterChoiceAnim = {}
wave2Anim = {}
wave2DeadAnim = {}
wave3DeadAnim = {}

-----------------------------Animations--------------------------------
function Wave2Reaction()
  local i = 1
  local gearr = nil
  while nativeDead[i] == true do
    i = i + 1
  end
  gearr = natives[i]
  if nativeDead[denseNum] ~= true and band(GetState(natives[denseNum]), gstDrowning) == 0 then
    AnimInsertStepNext({func = AnimCustomFunction, args = {dense, EmitDenseClouds, {"Left"}}})
    AnimInsertStepNext({func = AnimTurn, args = {dense, "Left"}})
  end
  if nativeDead[buffaloNum] ~= true and band(GetState(natives[buffaloNum]), gstDrowning) == 0 then
    AnimInsertStepNext({func = AnimSay, args = {natives[buffaloNum], loc("Let them have a taste of my fury!"), SAY_SHOUT, 6000}}) 
  end
  AnimInsertStepNext({func = AnimSay, args = {gearr, loc("There's more of them? When did they become so hungry?"), SAY_SHOUT, 8000}}) 
end

function EmitDenseClouds(dir)
  local dif
  if dir == "Left" then
    dif = 10
  else
    dif = -10
  end
  AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false})
  AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false})
  AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false})
  AnimInsertStepNext({func = AnimWait, args = {natives[denseNum], 800}})
  AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false})
  AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false})
  AnimInsertStepNext({func = AnimWait, args = {natives[denseNum], 800}})
  AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false})
end

function SaySafe()
  local i = 1
  while gearr == nil do
    if nativeDead[i] ~= true and nativeHidden[i] ~= true then
      gearr = natives[i]
    end
    i = i + 1
  end
  AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], loc("We are indeed."), SAY_SAY, 2500}})
  AnimInsertStepNext({func = AnimSay, args = {gearr, loc("I think we are safe here."), SAY_SAY, 4000}})
end

function ReviveNatives()
  for i = 1, 7 do
    if nativeHidden[i] == true and nativeDead[i] ~= true then
      RestoreHog(natives[i])
      nativeHidden[i] = false
      nativeRevived[i] = true
      AnimInsertStepNext({func = AnimOutOfNowhere, args = {natives[i], unpack(nativePos[i])}})
    end
  end
end

function WonderAlive()
  if nativeRevived[waterNum] == true then
    AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], loc("I'm...alive? How? Why?"), SAY_THINK, 3500}})
    AnimInsertStepNext({func = AnimWait, args = {natives[waterNum], 800}})
    AnimInsertStepNext({func = AnimTurn, args = {natives[waterNum], "Left"}})
    AnimInsertStepNext({func = AnimWait, args = {natives[waterNum], 800}})
    AnimInsertStepNext({func = AnimTurn, args = {natives[waterNum], "Right"}})
  end
  if nativeRevived[leaksNum] == true and nativeRevived[denseNum] == true then
    AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("But why would they help us?"), SAY_SAY, 4000}})
    AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("It must be the aliens!"), SAY_SAY, 3500}})
    AnimInsertStepNext({func = AnimSay, args = {natives[girlNum], loc("You just appeared out of thin air!"), SAY_SAY, 5000}})
    AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("But...we died!"), SAY_SAY, 2500}})
    AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("This must be the caves!"), SAY_SAY, 3500}})
    AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], loc("Dude, where are we?"), SAY_SAY, 3000}})
    AnimInsertStepNext({func = AnimWait, args = {natives[leaksNum], 800}})
    AnimInsertStepNext({func = AnimTurn, args = {natives[leaksNum], "Right"}})
    AnimInsertStepNext({func = AnimTurn, args = {natives[denseNum], "Left"}})
    AnimInsertStepNext({func = AnimWait, args = {natives[leaksNum], 800}})
    AnimInsertStepNext({func = AnimTurn, args = {natives[leaksNum], "Left"}})
    AnimInsertStepNext({func = AnimTurn, args = {natives[denseNum], "Right"}})
    AnimInsertStepNext({func = AnimWait, args = {natives[leaksNum], 800}})
    AnimInsertStepNext({func = AnimTurn, args = {natives[leaksNum], "Right"}})
    AnimInsertStepNext({func = AnimTurn, args = {natives[denseNum], "Left"}})
    AnimInsertStepNext({func = AnimWait, args = {natives[leaksNum], 800}})
    AnimInsertStepNext({func = AnimTurn, args = {natives[leaksNum], "Left"}})
    AnimInsertStepNext({func = AnimTurn, args = {natives[denseNum], "Right"}})
    AnimInsertStepNext({func = AnimCustomFunction, swh = false, args = {natives[leaksNum], CondNeedToTurn, {natives[leaksNum], natives[girlNum]}}})
    if nativeDead[chiefNum] ~= true then
      AnimInsertStepNext({func = AnimTurn, args = {natives[chiefNum], "Right"}})
    end
  elseif nativeRevived[leaksNum] == true then
    AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("Why would they do this?"), SAY_SAY, 6000}})
    AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], loc("It must be the aliens' deed."), SAY_SAY, 5000}})
    AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], loc("Do not laugh, inexperienced one, for he speaks the truth!"), SAY_SAY, 10000}})
    AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("Yeah, sure! I died. Hillarious!"), SAY_SAY, 6000}})
    AnimInsertStepNext({func = AnimSay, args = {gearr, loc("You're...alive!? But we saw you die!"), SAY_SAY, 6000}})
    AnimInsertStepNext({func = AnimSay, args = {gearr, loc("???"), SAY_SAY, 2000}})
    AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("Wow, what a dream!"), SAY_SAY, 3000}})
    if nativeDead[chiefNum] ~= true then
      AnimInsertStepNext({func = AnimTurn, args = {natives[chiefNum], "Right"}})
    end
    AnimInsertStepNext({func = AnimCustomFunction, swh = false, args = {natives[leaksNum], CondNeedToTurn, {natives[leaksNum], natives[wiseNum]}}})
    AnimInsertStepNext({func = AnimCustomFunction, swh = false, args = {natives[leaksNum], CondNeedToTurn, {natives[leaksNum], gearr}}})
  elseif nativeRevived[denseNum] == true then
    AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], loc("Dude, that's so cool!"), SAY_SAY, 3000}})
    AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], loc("It must be the aliens' deed."), SAY_SAY, 5000}})
    AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], loc("But that's impossible!"), SAY_SAY, 3000}})
    AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], loc("It was not a dream, unwise one!"), SAY_SAY, 5000}})
    AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], loc("Exactly, man! That was my dream."), SAY_SAY, 5000}})
    AnimInsertStepNext({func = AnimSay, args = {gearr, loc("You're...alive!? But we saw you die!"), SAY_SAY,  6000}})
    AnimInsertStepNext({func = AnimSay, args = {gearr, loc("???"), SAY_SAY, 2000}})
    AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], loc("Dude, wow! I just had the weirdest high!"), SAY_SAY, 6000}})
    if nativeDead[chiefNum] ~= true then
      AnimInsertStepNext({func = AnimTurn, args = {natives[chiefNum], "Right"}})
    end
    AnimInsertStepNext({func = AnimCustomFunction, swh = false, args = {natives[denseNum], CondNeedToTurn, {natives[denseNum], natives[wiseNum]}}})
    AnimInsertStepNext({func = AnimCustomFunction, swh = false, args = {natives[denseNum], CondNeedToTurn, {natives[denseNum], gearr}}})
  end
end

function ExplainAlive()
  if needRevival == true and m4WaterDead == 1 then
    RestoreCyborg()
    SetGearPosition(cyborg, unpack(cyborgPos))
    AnimInsertStepNext({func = AnimCustomFunction, args = {water, HideCyborg, {}}})
    AnimInsertStepNext({func = AnimSwitchHog, args = {water}})
    AnimInsertStepNext({func = AnimSay, args = {cyborg, loc("The answer is...entertaintment. You'll see what I mean."), SAY_SAY, 8000}})
    AnimInsertStepNext({func = AnimSay, args = {cyborg, loc("You're probably wondering why I bought you back..."), SAY_SAY, 8000}})
  end
end

function SpyDebate()
  if m2Choice == choiceAccepted then
    spyHog = natives[denseNum]
    AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], loc("What shall we do with the traitor?"), SAY_SAY, 6000}})
    AnimInsertStepNext({func = SetHealth, swh = false, args = {natives[denseNum], 26}})
    AnimInsertStepNext({func = AnimVisualGear, args = {GetGearPosition(natives[denseNum]), vgtExplosion, 0, true}})
    AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], loc("Here, let me help you!"), SAY_SAY, 3000}})
    if nativeDead[chiefNum] == true then
      AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("I forgot that she's the daughter of the chief, too..."), SAY_THINK, 7000}})
      AnimInsertStepNext({func = AnimSay, args = {natives[girlNum], loc("You killed my father, you monster!"), SAY_SAY, 5000}})
    end
    AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], loc("Look, I had no choice!"), SAY_SAY, 3000}})
    AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("You have been giving us out to the enemy, haven't you!"), SAY_SAY, 7000}})
    AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("You're a pathetic liar!"), SAY_SAY, 3000}})
    AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("Interesting! Last time you said you killed a cannibal!"), SAY_SAY, 7000}})
    AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], loc("I told you, I just found them."), SAY_SAY, 4500}})
    AnimInsertStepNext({func = AnimCustomFunction, args = {natives[denseNum], EmitDenseClouds, {"Left"}}})
    AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("Where did you get the weapons in the forest, Dense Cloud?"), SAY_SAY, 8000}})
    AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("Not now, Fiery Water!"), SAY_SAY, 3000}})
  else
    spyHog = natives[waterNum]
    AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], loc("What shall we do with the traitor?"), SAY_SAY, 5000}})
    AnimInsertStepNext({func = SetHealth, swh = false, args = {natives[waterNum], 26}})
    AnimInsertStepNext({func = AnimVisualGear, args = {nativePos[denseNum][1] + 50, nativePos[denseNum][2], vgtExplosion, 0, true}})
    AnimInsertStepNext({func = AnimSay, args = {natives[girlNum], loc("I can't believe what I'm hearing!"), SAY_SAY, 5500}})
    AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], loc("You know what? I don't even regret anything!"), SAY_SAY, 7000}})
    AnimInsertStepNext({func = AnimSay, args = {natives[girlNum], loc("In fact, you are the only one that's been acting strangely."), SAY_SAY, 8000}})
    AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], loc("Are you accusing me of something?"), SAY_SAY, 3500}})
    AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("Seems like every time you take a \"walk\", the enemy find us!"), SAY_SAY, 8000}})
    AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], loc("You know...taking a stroll."), SAY_SAY, 3500}})
    AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("Where have you been?!"), SAY_SAY, 3000}})
  end
  if nativeRevived[waterNum] == true then
    AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], loc("You won't believe what happened to me!"), SAY_SAY, 5500}})
  end
  AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], loc("Hey, guys!"), SAY_SAY, 2000}})
  AnimInsertStepNext({func = AnimMove, args = {natives[waterNum], "Left", nativePos[denseNum][1] + 50, nativePos[denseNum][2]}})
  AnimInsertStepNext({func = AnimJump, args = {natives[waterNum], "back"}})
  AnimInsertStepNext({func = AnimTurn, args = {natives[waterNum], "Right"}})
  AnimInsertStepNext({func = AnimMove, args = {natives[waterNum], "Left", 1228, 412}})
  AnimInsertStepNext({func = AnimJump, args = {natives[waterNum], "long"}})
  AnimInsertStepNext({func = AnimJump, args = {natives[waterNum], "long"}})
  AnimInsertStepNext({func = AnimJump, args = {natives[waterNum], "long"}})
  AnimInsertStepNext({func = AnimTurn, args = {natives[waterNum], "Left"}})
  AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], loc("There must be a spy among us!"), SAY_SAY, 4000}})
  AnimInsertStepNext({func = AnimSay, args = {natives[girlNum], loc("We made sure noone followed us!"), SAY_SAY, 4000}})
  AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("What? Here? How did they find us?!"), SAY_SAY, 5000}})
end

function AnimationSetup()
  table.insert(startAnim, {func = AnimWait, args = {natives[leaksNum], 3000}})
  table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {natives[leaksNum], SaySafe, {}}})
  if needRevival == true then
    table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {cyborg, ReviveNatives, {}}})
    table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {natives[leaksNum], WonderAlive, {}}})
    table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {cyborg, ExplainAlive, {}}})
  end
  table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {natives[leaksNum], RestoreWave, {1}}})
  table.insert(startAnim, {func = AnimOutOfNowhere, args = {cannibals[1], unpack(cannibalPos[1])}})
  table.insert(startAnim, {func = AnimOutOfNowhere, args = {cannibals[2], unpack(cannibalPos[2])}})
  table.insert(startAnim, {func = AnimOutOfNowhere, args = {cannibals[3], unpack(cannibalPos[3])}})
  table.insert(startAnim, {func = AnimWait, args = {natives[leaksNum], 1000}})
  table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {natives[leaksNum], SpyDebate, {}}})
  AddSkipFunction(startAnim, SkipStartAnim, {})
end

function SetupWave2Anim()
  for i = 7, 1, -1 do
    if nativeDead[i] ~= true then
      speakerHog = natives[i]
    end
  end
  table.insert(wave2Anim, {func = AnimOutOfNowhere, args = {cannibals[4], unpack(cannibalPos[4])}})
  table.insert(wave2Anim, {func = AnimOutOfNowhere, args = {cannibals[5], unpack(cannibalPos[5])}})
  table.insert(wave2Anim, {func = AnimOutOfNowhere, args = {cannibals[6], unpack(cannibalPos[6])}})
  table.insert(wave2Anim, {func = AnimSay, args = {speakerHog, loc("Look out! There's more of them!"), SAY_SHOUT, 5000}})
  AddSkipFunction(wave2Anim, SkipWave2Anim, {})
end

function SetupWave2DeadAnim()
  for i = 7, 1, -1 do
    if nativeDead[i] ~= true then
      deployedHog = natives[i]
    end
  end
  if nativeDead[wiseNum] ~= true and band(GetState(natives[wiseNum]), gstDrowning) == 0 then
    if nativesNum > 1 then
      table.insert(wave2DeadAnim, {func = AnimWait, args = {natives[wiseNum], 1500}})
      table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("What a strange feeling!"), SAY_THINK, 3000}})
      table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("I need to warn the others."), SAY_THINK, 3000}})
      table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("If only I had a way..."), SAY_THINK, 3000}})
      table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("Oh, silly me! I forgot that I'm the shaman."), SAY_THINK, 6000}})
      table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], TeleportNatives, {}}})
      table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], TurnNatives, {natives[wiseNum]}}})
      table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], CondNeedToTurn, {natives[wiseNum], deployedHog}}})
      table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("I sense another wave of cannibals heading our way!"), SAY_SAY, 6500}})
      table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("We need to prevent their arrival!"), SAY_SAY, 4500}})
      table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("Go, quick!"), SAY_SAY, 2500}})
      table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], DeployHog, {}}})
      table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], RestoreCyborg, {}}})
      table.insert(wave2DeadAnim, {func = AnimOutOfNowhere, swh = false, args = {cyborg, cyborgPos2[1], cyborgPos2[2]}})
      table.insert(wave2DeadAnim, {func = AnimTurn, args = {cyborg, "Left"}})
      table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, IsolateNatives, {}}})
      table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, PutCGI, {}}})
      table.insert(wave2DeadAnim, {func = AnimSay, args = {cyborg, loc("I want to see how it handles this!"), SAY_SAY, 6000}})
      table.insert(wave2DeadAnim, {func = AnimSwitchHog, args = {deployedHog}})
      table.insert(wave2DeadAnim, {func = AnimDisappear, args = {cyborg, 0, 0}})
      table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, DeployHog, {}}})
      table.insert(wave2DeadAnim, {func = AnimCustomFunction, swh = false, args = {cyborg, HideCyborg, {}}})
    else
      table.insert(wave2DeadAnim, {func = AnimWait, args = {natives[wiseNum], 1500}})
      table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("What a strange feeling!"), SAY_THINK, 3000}})
      table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("I sense another wave of cannibals heading my way!"), SAY_THINK, 6500}})
      table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("I need to prevent their arrival!"), SAY_THINK, 4500}})
      table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("If only I had a way..."), SAY_THINK, 3000}})
      table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("Oh, silly me! I forgot that I'm the shaman."), SAY_THINK, 6000}})
    end
  else
    table.insert(wave2DeadAnim, {func = AnimWait, args = {cyborg, 1500}})
    table.insert(wave2DeadAnim, {func = AnimCustomFunction, swh = false, args = {cyborg, RestoreCyborg, {}}})
    table.insert(wave2DeadAnim, {func = AnimOutOfNowhere, args = {cyborg, cyborgPos2[1], cyborgPos2[2]}})
    table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, TeleportNatives, {}}})
    table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, TurnNatives, {cyborg}}})
    table.insert(wave2DeadAnim, {func = AnimSay, args = {cyborg, loc("Oh, my! This is even more entertaining than I've expected!"), SAY_SAY, 7500}})
    table.insert(wave2DeadAnim, {func = AnimSay, args = {cyborg, loc("You might want to find a way to instantly kill arriving cannibals!"), SAY_SAY, 8000}})
    table.insert(wave2DeadAnim, {func = AnimSay, args = {cyborg, loc("I believe there's more of them."), SAY_SAY, 4000}})
    if nativesNum > 1 then
      table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], RestoreCyborg, {}}})
      table.insert(wave2DeadAnim, {func = AnimOutOfNowhere, swh = false, args = {cyborg, cyborgPos2[1], cyborgPos2[2]}})
      table.insert(wave2DeadAnim, {func = AnimTurn, args = {cyborg, "Left"}})
      table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, IsolateNatives, {}}})
      table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, PutCGI, {}}})
      table.insert(wave2DeadAnim, {func = AnimSay, args = {cyborg, loc("I want to see how it handles this!"), SAY_SAY, 6000}})
    end
    table.insert(wave2DeadAnim, {func = AnimSwitchHog, args = {deployedHog}})
    table.insert(wave2DeadAnim, {func = AnimDisappear, swh = false, args = {cyborg, 0, 0}})
    table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {deployedHog, DeployHog, {}}})
    table.insert(wave2DeadAnim, {func = AnimCustomFunction, swh = false, args = {cyborg, HideCyborg, {}}})
  end
  AddSkipFunction(wave2DeadAnim, SkipWave2DeadAnim, {})
end

function IsolateNatives()
  PlaceGirder(710, 299, 6)
  PlaceGirder(690, 299, 6)
  PlaceGirder(761, 209, 4)
  PlaceGirder(921, 209, 4)
  PlaceGirder(1081, 209, 4)
  PlaceGirder(761, 189, 4)
  PlaceGirder(921, 189, 4)
  PlaceGirder(1081, 189, 4)
  PlaceGirder(761, 169, 4)
  PlaceGirder(921, 169, 4)
  PlaceGirder(1081, 169, 4)
  PlaceGirder(761, 149, 4)
  PlaceGirder(921, 149, 4)
  PlaceGirder(1081, 149, 4)
  PlaceGirder(761, 129, 4)
  PlaceGirder(921, 129, 4)
  PlaceGirder(1081, 129, 4)
  PlaceGirder(1120, 261, 2)
  PlaceGirder(1140, 261, 2)
  PlaceGirder(1160, 261, 2)
  AddAmmo(deployedHog, amDEagle, 0)
  AddAmmo(deployedHog, amFirePunch, 0)
end

function PutCGI()
  AddVisualGear(710, 299, vgtExplosion, 0, true)
  AddVisualGear(690, 299, vgtExplosion, 0, true)
  AddVisualGear(761, 209, vgtExplosion, 0, true)
  AddVisualGear(921, 209, vgtExplosion, 0, true)
  AddVisualGear(1081, 209, vgtExplosion, 0, true)
  AddVisualGear(761, 189, vgtExplosion, 0, true)
  AddVisualGear(921, 189, vgtExplosion, 0, true)
  AddVisualGear(1081, 189, vgtExplosion, 0, true)
  AddVisualGear(761, 169, vgtExplosion, 0, true)
  AddVisualGear(921, 169, vgtExplosion, 0, true)
  AddVisualGear(1081, 169, vgtExplosion, 0, true)
  AddVisualGear(761, 149, vgtExplosion, 0, true)
  AddVisualGear(921, 149, vgtExplosion, 0, true)
  AddVisualGear(1081, 149, vgtExplosion, 0, true)
  AddVisualGear(761, 129, vgtExplosion, 0, true)
  AddVisualGear(921, 129, vgtExplosion, 0, true)
  AddVisualGear(1081, 129, vgtExplosion, 0, true)
  AddVisualGear(1120, 261, vgtExplosion, 0, true)
  AddVisualGear(1140, 261, vgtExplosion, 0, true)
  AddVisualGear(1160, 261, vgtExplosion, 0, true)
end

function TeleportNatives()
  nativePos[waterNum] = {1100, 288}
  for i = 1, 7 do
    if nativeDead[i] ~= true then 
      AnimTeleportGear(natives[i], unpack(nativePos[i]))
    end
  end
end

function TurnNatives(hog)
  for i = 1, 7 do
    if nativeDead[i] == false then
      if GetX(natives[i]) < GetX(hog) then
        AnimTurn(natives[i], "Right")
      else
        AnimTurn(natives[i], "Left")
      end
    end
  end
end

function DeployHog()
  AnimSwitchHog(deployedHog)
  AnimTeleportGear(deployedHog, unpack(deployedPos))
  if deployedHog ~= natives[wiseNum] then
    AnimSay(deployedHog, loc("Why me?!"), SAY_THINK, 2000)
  end
end

function SetupAfterChoiceAnim()
  for i = 7, 1, -1 do
    if nativeDead[i] ~= true then
      if natives[i] ~= spyHog then
        speakerHog = natives[i]
      end
    end
  end
  if choice == choiceEliminate then
    table.insert(afterChoiceAnim, {func = AnimWait, args = {speakerHog, 1500}})
    table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, loc("He won't be selling us out anymore!"), SAY_SAY, 6000}})
    if nativeDead[girlNum] ~= true and m4ChiefDead == 1 then
      table.insert(afterChoiceAnim, {func = AnimSay, args = {natives[girlNum], loc("That's for my father!"), SAY_SAY, 3500}})
    end
    table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, loc("Let's show those cannibals what we're made of!"), SAY_SAY, 7000}})
  else
    table.insert(afterChoiceAnim, {func = AnimCustomFunction, swh = false, args = {natives[leaksNum], CondNeedToTurn, {speakerHog, spyHog}}})
    table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, loc("We'll spare your life for now!"), SAY_SAY, 4500}})
    table.insert(afterChoiceAnim, {func = AnimSay, args = {spyHog, loc("May the spirits aid you in all your quests!"), SAY_SAY, 7000}})
    table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, loc("I just don't want to sink to your level."), SAY_SAY, 6000}})
    table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, loc("Let's show those cannibals what we're made of!"), SAY_SAY, 7000}})
  end
  table.insert(afterChoiceAnim, {func = AnimSay, args = {natives[8], loc("Let us help, too!"), SAY_SAY, 3000}})
  table.insert(afterChoiceAnim, {func = AnimTurn, args = {speakerHog, "Left", SAY_SAY, 7000}})
  table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, loc("No. You and the rest of the tribe are safer there!"), SAY_SAY, 7000}})
  AddSkipFunction(afterChoiceAnim, SkipAfterChoiceAnim, {})
end

function SetupHogDeadAnim(gear)
  hogDeadAnim = {}
  if nativesNum == 0 then
    return
  end
  local hogDeadStrings = {loc("They killed " .. gear .."! You bastards!"), 
                          loc(gear .. "! Why?!"), 
                          loc("That was just mean!"), 
                          loc("Oh no, not " .. gear .. "!"),
                          loc("Why " .. gear .. "? Why?"),
                          loc("What has " .. gear .. " ever done to you?!")}
  table.insert(hogDeadAnim, {func = AnimSay, args = {CurrentHedgehog, hogDeadStrings[7 - nativesNum], SAY_SHOUT, 4000}})
end

function AfterHogDeadAnim()
  freshDead = nil
  TurnTimeLeft = TurnTime
end

--------------------------Anim skip functions--------------------------

function AfterAfterChoiceAnim()
  stage = 0
  AddEvent(CheckWaveDead, {1}, DoWaveDead, {1}, 0)
  AddAmmo(speakerHog, amSwitch, 100)
  SetGearMessage(speakerHog, 0)
  SetState(speakerHog, 0)
  TurnTimeLeft = -1
  ShowMission(loc("Backstab"), loc("The food bites back"), loc("Defeat the cannibals"), 1, 4000)
  SpawnCrates()
end

function SkipAfterChoiceAnim()
  SetGearMessage(CurrentHedgehog, 0)
  AnimSwitchHog(speakerHog)
end

function AfterWave2Anim()
  AddEvent(CheckWaveDead, {2}, DoWaveDead, {2}, 0)
  SetGearMessage(CurrentHedgehog, 0)
  SetState(CurrentHedgehog, 0)
  SpawnCrates()
  TurnTimeLeft = TurnTime
end

function SkipWave2DeadAnim()
  TeleportNatives()
  DeployHog()
  HideCyborg()
end

function SpawnPlatformCrates()
  SpawnAmmoCrate(2494, 1262, amMine)
  SpawnAmmoCrate(2574, 1279, amSMine)
  SpawnAmmoCrate(2575, 1267, amMine)
  SpawnAmmoCrate(2617, 1259, amSMine)
  SpawnUtilityCrate(2579, 1254, amMine)
  SpawnUtilityCrate(2478, 1243, amMine)
end

function AfterWave2DeadAnim()
  TurnsLeft = 13
  stage = platformStage
  SpawnPlatformCrates()
  AddEvent(CheckTurnsOver, {}, DoTurnsOver, {3}, 0)
  AddEvent(CheckWaveDead, {3}, DoWaveDead, {3}, 0)
  AddEvent(CheckDeployedDead, {}, DoDeployedDead, {}, 0)
  TurnTimeLeft = 0
  ShowMission(loc("Backstab"), loc("Drills"), loc("You have 12 turns until the next wave arrives.|Make sure the arriving cannibals are greeted appropriately!|If the hog dies, the cause is lost.|Hint: you might want to use some mines..."), 1, 12000)
end

function DoTurnsOver()
  stage = wave3Stage
  RestoreWave(3)
end

function SkipWave2Anim()
  AnimSwitchHog(speakerHog)
end

function SkipStartAnim()
  SetGearPosition(natives[waterNum], nativePos[denseNum][1] + 50, nativePos[denseNum][2])
  RestoreWave(1)
  ReviveNatives()
  SetGearMessage(CurrentHedgehog, 0)
  SetState(CurrentHedgehog, 0)
  if m2Choice == choiceAccepted then
    spyHog = natives[denseNum]
  else
    spyHog = natives[waterNum]
  end
  SetHealth(spyHog, 26)
end

function AfterStartAnim()
  AnimSwitchHog(natives[leaksNum])
  TurnTimeLeft = -1
  stage = spyKillStage
  AddEvent(CheckChoice, {}, DoChoice, {}, 0)
  AddEvent(CheckKilledOther, {}, DoKilledOther, {}, 0)
  AddEvent(CheckChoiceRefuse, {}, DoChoiceRefuse, {}, 0)
  ShowMission(loc("Backstab"), loc("Judas"), loc("Kill the traitor...or spare his life!|Kill him or press [Precise]!"), 1, 8000)
  ----------------------
  SetHealth(natives[leaksNum], 1)
end

-----------------------------Events------------------------------------
function CheckTurnsOver()
  return TurnsLeft == 0
end

function CheckDeployedDead()
  return deployedDead
end

function DoDeployedDead()
  ShowMission(loc("Backstab"), loc("Brutus"), loc("You have failed to save the tribe!"), 0, 6000)
  ParseCommand("teamgone " .. loc("Natives"))
  ParseCommand("teamgone " .. loc("Tribe"))
  TurnTimeLeft = 0
end

function CheckChoice()
  return choice ~= 0 and tmpVar == 0
end

function CheckDeaths()
  for i = 1, 7 do
    if natives[i] ~= spyHog and band(GetState(natives[i]), gstAttacked) ~= 0 then
      return true
    end
  end
  return false
end

function DoChoice()
  RemoveEventFunc(CheckChoiceRefuse)
  SetupAfterChoiceAnim()
  AddAnim(afterChoiceAnim)
  AddFunction({func = AfterAfterChoiceAnim, args = {}})
end

function CheckChoiceRefuse()
  return highJumped == true and StoppedGear(CurrentHedgehog)
end

function DoChoiceRefuse()
  choice = choiceSpare
end

function CheckKilledOther()
  if stage ~= spyKillStage then
    return false
  end
  return (nativesNum < startNativesNum and choice ~= choiceEliminate) or
          (nativesNum < startNativesNum - 1 and choice == choiceEliminate)
end

function DoKilledOther()
  ShowMission(loc("Backstab"), loc("Brutus"), loc("You have killed an innocent hedgehog!"), 0, 6000)
  ParseCommand("teamgone " .. loc("Natives"))
  ParseCommand("teamgone " .. loc("Tribe"))
  TurnTimeLeft = 0
end

function CheckWaveDead(index)
  for i = (index - 1) * 3 + 1, index * 3 do
    if cannibalDead[i] ~= true or CurrentHedgehog == cannibals[i] then
      return false
    end
  end
  return true
end

function DoWaveDead(index)
  TurnTimeLeft = 0
  if index == 1 then
    RestoreWave(2)
    SetupWave2Anim()
    AddAnim(wave2Anim)
    AddFunction({func = AfterWave2Anim, args = {}})
  elseif index == 2 then
    SetupWave2DeadAnim()
    AddAnim(wave2DeadAnim)
    AddFunction({func = AfterWave2DeadAnim, args = {}})
  elseif index == 3 then
    HideNatives()
    SetupWave3DeadAnim()
    AddAnim(wave3DeadAnim)
    AddFunction({func = AfterWave3DeadAnim, args = {}})
  end
end

function HideNatives()
  for i = 1, 9 do
    if nativeDead[i] ~= true and natives[i] ~= deployedHog then
      if nativeHidden[i] ~= true then
        HideHog(natives[i])
        nativeHidden[i] = true
      end
    end
  end
end

function SetupWave3DeadAnim()
  table.insert(wave3DeadAnim, {func = AnimTurn, args = {deployedHog, "Left"}})
  table.insert(wave3DeadAnim, {func = AnimSay, args = {deployedHog, loc("That ought to show them!"), SAY_SAY, 4000}})
  table.insert(wave3DeadAnim, {func = AnimSay, args = {deployedHog, loc("Guys, do you think there's more of them?"), SAY_SHOUT, 7000}})
  table.insert(wave3DeadAnim, {func = AnimVisualGear, args = {deployedHog, unpack(nativePos[wiseNum]), vgtFeather, 0, true, true}})
  table.insert(wave3DeadAnim, {func = AnimWait, args = {deployedHog, 1000}})
  table.insert(wave3DeadAnim, {func = AnimSay, args = {deployedHog, loc("Where are they?!"), SAY_THINK, 3000}})
  table.insert(wave3DeadAnim, {func = AnimCustomFunction, args = {deployedHog, RestoreCyborg, {}}})
  table.insert(wave3DeadAnim, {func = AnimOutOfNowhere, args = {cyborg, 4040, 782}})
  table.insert(wave3DeadAnim, {func = AnimSay, args = {cyborg, loc("These primitive people are so funny!"), SAY_THINK, 6500}})
  table.insert(wave3DeadAnim, {func = AnimMove, args = {cyborg, "Right", 4060, 0}})
  table.insert(wave3DeadAnim, {func = AnimCustomFunction, args = {deployedHog, HideCyborg, {}}})
  table.insert(wave3DeadAnim, {func = AnimSay, args = {deployedHog, loc("I need to find the others!"), SAY_THINK, 4500}})
  table.insert(wave3DeadAnim, {func = AnimSay, args = {deployedHog, loc("I have to follow that alien."), SAY_THINK, 4500}})
end

function SkipWave3DeadAnim()
  AnimSwitchHog(deployedHog)
end

function AfterWave3DeadAnim()
  if nativeDead[leaksNum] == true then
    SaveCampaignVar("M5LeaksDead", "1")
  else
    SaveCampaignVar("M5LeaksDead", "0")
  end
  if nativeDead[denseNum] == true then
    SaveCampaignVar("M5DenseDead", "1")
  else
    SaveCampaignVar("M5DenseDead", "0")
  end
  if nativeDead[waterNum] == true then
    SaveCampaignVar("M5WaterDead", "1")
  else
    SaveCampaignVar("M5WaterDead", "0")
  end
  if nativeDead[buffaloNum] == true then
    SaveCampaignVar("M5BuffaloDead", "1")
  else
    SaveCampaignVar("M5BuffaloDead", "0")
  end
  if nativeDead[girlNum] == true then
    SaveCampaignVar("M5GirlDead", "1")
  else
    SaveCampaignVar("M5GirlDead", "0")
  end
  if nativeDead[wiseNum] == true then
    SaveCampaignVar("M5WiseDead", "1")
  else
    SaveCampaignVar("M5WiseDead", "0")
  end
  if nativeDead[chiefNum] == true then
    SaveCampaignVar("M5ChiefDead", "1")
  else
    SaveCampaignVar("M5ChiefDead", "0")
  end
  SaveCampaignVar("M5Choice", "" .. choice)
  SaveCampaignVar("Progress", "5")

  for i = 1, 7 do 
    if natives[i] == deployedHog then
      SaveCampaignVar("M5DeployedNum", "" .. i)
    end
  end

  ParseCommand("teamgone " .. loc("Tribe"))
  ParseCommand("teamgone " .. loc("Assault Team"))
  ParseCommand("teamgone " .. loc("Reinforcements"))
  ParseCommand("teamgone " .. loc("011101001"))
  TurnTimeLeft = 0
end

-----------------------------Misc--------------------------------------

function SpawnCrates()
  SpawnAmmoCrate(0, 0, amDrill)
  SpawnAmmoCrate(0, 0, amGrenade)
  SpawnAmmoCrate(0, 0, amBazooka)
  SpawnAmmoCrate(0, 0, amDynamite)
  SpawnAmmoCrate(0, 0, amGrenade)
  SpawnAmmoCrate(0, 0, amMine)
  SpawnAmmoCrate(0, 0, amShotgun)
  SpawnAmmoCrate(0, 0, amFlamethrower)
  SpawnAmmoCrate(0, 0, amMolotov)
  SpawnAmmoCrate(0, 0, amSMine)
  SpawnAmmoCrate(0, 0, amMortar)
  SpawnUtilityCrate(0, 0, amRope)
  SpawnUtilityCrate(0, 0, amRope)
  SpawnUtilityCrate(0, 0, amParachute)
  SpawnUtilityCrate(0, 0, amParachute)
  SetHealth(SpawnHealthCrate(0, 0), 25)
  SetHealth(SpawnHealthCrate(0, 0), 25)
  SetHealth(SpawnHealthCrate(0, 0), 25)
  SetHealth(SpawnHealthCrate(0, 0), 25)
  SetHealth(SpawnHealthCrate(0, 0), 25)
  SetHealth(SpawnHealthCrate(0, 0), 25)
end


function RestoreWave(index)
  for i = (index - 1) * 3 + 1, index * 3 do
    if cannibalHidden[i] == true then
      RestoreHog(cannibals[i])
      FollowGear(cannibals[i])
      cannibalHidden[i] = false
    end
  end
end

function GetVariables()
  m2DenseDead = tonumber(GetCampaignVar("M2DenseDead"))
  m2Choice = tonumber(GetCampaignVar("M2Choice"))
  m4DenseDead = tonumber(GetCampaignVar("M4DenseDead"))
  m4LeaksDead = tonumber(GetCampaignVar("M4LeaksDead"))
  m4ChiefDead = tonumber(GetCampaignVar("M4ChiefDead"))
  m4WaterDead = tonumber(GetCampaignVar("M4WaterDead"))
  m4BuffaloDead = tonumber(GetCampaignVar("M4BuffaloDead"))
end

function HideCyborg()
  if cyborgHidden == false then
    HideHog(cyborg)
    cyborgHidden = true
  end
end

function RestoreCyborg()
  if cyborgHidden == true then
    RestoreHog(cyborg)
    cyborgHidden = false
  end
end

function SetupPlace()
  startElimination = 1
  HideHog(cyborg)
  cyborgHidden = true
  for i = 1, 9 do
    HideHog(cannibals[i])
    cannibalHidden[i] = true
  end
  if m4LeaksDead == 1 then
    HideHog(natives[leaksNum])
    nativeHidden[leaksNum] = true
    needRevival = true
  end
  if m4DenseDead == 1 then
    if m2Choice ~= choiceAccepted then
      DeleteGear(natives[denseNum])
    else
      HideHog(natives[denseNum])
      nativeHidden[denseNum] = true
      needRevival = true
    end
  end
  if m4WaterDead == 1 then
    HideHog(natives[waterNum])
    nativeHidden[waterNum] = true
    needRevival = true
  end
  if m4ChiefDead == 1 then
    DeleteGear(natives[chiefNum])
    SetGearPosition(natives[girlNum], unpack(nativePos[buffaloNum]))
    nativePos[girlNum] = nativePos[buffaloNum]
  end
  if m4BuffaloDead == 1 then
    DeleteGear(natives[buffaloNum])
  end
  startElimination = 0
  PlaceGirder(3568, 1461, 1)
  PlaceGirder(440, 523, 5)
  PlaceGirder(350, 441, 1)
  PlaceGirder(405, 553, 5)
  PlaceGirder(316, 468, 1)
  PlaceGirder(1319, 168, 0)
  startNativesNum = nativesNum
end

function SetupEvents()
end

function SetupAmmo()
  AddAmmo(natives[girlNum], amSwitch, 0)
end

function AddHogs()
	AddTeam(loc("Natives"), 29439, "Bone", "Island", "HillBilly", "cm_birdy")
  for i = 1, 7 do
    natives[i] = AddHog(nativeNames[i], 0, 100, nativeHats[i])
  end
  nativesNum = 7

  AddTeam(loc("Tribe"), 29438, "Bone", "Island", "HillBilly", "cm_birdy")
  for i = 8, 9 do
    natives[i] = AddHog(nativeNames[i], 0, 100, nativeHats[i])
  end


  AddTeam(loc("Assault Team"), 14483456, "Skull", "Island", "Pirate", "cm_vampire")
  for i = 1, 6 do
    cannibals[i] = AddHog(cannibalNames[i], 1, 50, "vampirichog")
  end

  AddTeam(loc("Reinforcements"), 14483456, "Skull", "Island", "Pirate", "cm_vampire")
  for i = 7, 9 do
    cannibals[i] = AddHog(cannibalNames[i], 1, 50, "vampirichog")
  end

  AddTeam(loc("011101001"), 14483456, "ring", "UFO", "Robot", "cm_star")
  cyborg = AddHog(loc("Unit 334a$7%;.*"), 0, 200, "cyborg1")

  for i = 1, 9 do
    SetGearPosition(natives[i], unpack(nativePos[i]))
    AnimTurn(natives[i], nativeDir[i])
  end

  SetGearPosition(cyborg, 0, 0)

  for i = 1, 9 do
    SetGearPosition(cannibals[i], unpack(cannibalPos[i]))
    AnimTurn(cannibals[i], cannibalDir[i])
  end
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

-----------------------------Main Functions----------------------------

function onGameInit()
	Seed = 2
	GameFlags = gfSolidLand
	TurnTime = 60000 
	CaseFreq = 0
	MinesNum = 6
	MinesTime = 3000
	Explosives = 6
	Delay = 10 
  Map = "Cave"
	Theme = "Nature"
  SuddenDeathTurns = 3000

  AddHogs()
  AnimInit()
end

function onGameStart()
  GetVariables()
  SetupAmmo()
  SetupPlace()
  AnimationSetup()
  SetupEvents()
  AddAnim(startAnim)
  AddFunction({func = AfterStartAnim, args = {}})
end

function onGameTick()
  AnimUnWait()
  if ShowAnimation() == false then
    return
  end
  ExecuteAfterAnimations()
  CheckEvents()
end

function onGearDelete(gear)
  for i = 1, 7 do
    if gear == natives[i] then
      nativeDead[i] = true
      nativesNum = nativesNum - 1
      if startElimination == 0 then
        freshDead = nativeNames[i]
      end
    end
  end

  for i = 1, 9 do
    if gear == cannibals[i] then
      cannibalDead[i] = true
    end
  end

  if gear == spyHog and stage == spyKillStage then
    freshDead = nil
    choice = choiceEliminate
    tmpVar = 1
  end
end

function onGearAdd(gear)
end

function onAmmoStoreInit()
  SetAmmo(amDEagle, 9, 0, 0, 0)
  SetAmmo(amSniperRifle, 4, 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, 8, 0, 0, 0)
  SetAmmo(amGirder, 4, 0, 0, 2)
  SetAmmo(amParachute, 4, 0, 0, 2)
  SetAmmo(amSwitch, 8, 0, 0, 2)
  SetAmmo(amSkip, 8, 0, 0, 0)
  SetAmmo(amRope, 5, 0, 0, 3)
  SetAmmo(amBlowTorch, 3, 0, 0, 3)
  SetAmmo(amPickHammer, 0, 0, 0, 3)
  SetAmmo(amLowGravity, 0, 0, 0, 2)
  SetAmmo(amDynamite, 0, 0, 0, 3)
  SetAmmo(amBazooka, 4, 0, 0, 4)
  SetAmmo(amGrenade, 4, 0, 0, 4)
  SetAmmo(amMine, 2, 0, 0, 2)
  SetAmmo(amSMine, 2, 0, 0, 2)
  SetAmmo(amMolotov, 2, 0, 0, 3)
  SetAmmo(amFlamethrower, 2, 0, 0, 3)
  SetAmmo(amShotgun, 4, 0, 0, 4)
  SetAmmo(amTeleport, 0, 0, 0, 2)
  SetAmmo(amDrill, 0, 0, 0, 4)
  SetAmmo(amMortar, 0, 0, 0, 4)
end

j = 0

function onNewTurn()
  tmpVar = 0
  if AnimInProgress() then
    TurnTimeLeft = -1
    return
  end

  if GetHogTeamName(CurrentHedgehog) == loc("Tribe") then
    TurnTimeLeft = 0
    return
  end
  TurnsLeft = TurnsLeft - 1

  if stage == spyKillStage then
    if CurrentHedgehog == spyHog or GetHogTeamName(CurrentHedgehog) ~= loc("Natives") then
      TurnTimeLeft = 0
    else
      SetGearMessage(CurrentHedgehog, 0)
      TurnTimeLeft = -1
    end
  else
    if freshDead ~= nil and GetHogTeamName(CurrentHedgehog) == loc("Natives") then
      SetupHogDeadAnim(freshDead)
      AddAnim(hogDeadAnim)
      AddFunction({func = AfterHogDeadAnim, args = {}})
    end
  end
end

function onGearDamage(gear, damage)
end

function onPrecise()
  if GameTime > 2500 then
    SetAnimSkip(true)
  end
  if stage == spyKillStage then
    highJumped = true
  end
end