diff -r 8e5140875ab5 -r c9978ada9a3d 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 Jul 01 20:04:32 2013 +0300 @@ -0,0 +1,969 @@ +HedgewarsScriptLoad("/Scripts/Locale.lua") +HedgewarsScriptLoad("/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 = {loc("Brainiac"), loc("Corpsemonger"), loc("Femur Lover"), loc("Glark"), loc("Bonely"), loc("Rot Molester"), loc("Bloodrocutor"), loc("Muscle Dissolver"), loc("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 +grenadeUsed = false +shotgunUsed = 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(loc("The Shadow Falls"), loc("The Showdown"), loc("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, 1) + AddAmmo(cannibals[7], amGrenade, 1) + AddAmmo(cannibals[8], amGrenade, 1) + AddAmmo(cannibals[9], amGrenade, 1) + stage = ramonStage + SwitchHog(cannibals[9]) + FollowGear(ramon) + TurnTimeLeft = 0 + SetGearMessage(ramon, 0) + SetGearMessage(leaks, 0) + AnimWait(ramon, 1) + AddFunction({func = HideHog, args = {cyborg}}) +end + +function SkipRefusedAnim() + RefusedStart() + AnimSetGearPosition(dense, 2645, 1146) + AnimSetGearPosition(ramon, 2218, 1675) + AnimSetGearPosition(spiky, 2400, 1675) +end + +function AfterStartDialogue() + stage = spyStage + ShowMission(loc("The Shadow Falls"), loc("Play with me!"), loc("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, 1) + AddAmmo(cannibals[2], amGrenade, 1) + AddAmmo(cannibals[3], amShotgun, 1) + AddAmmo(cannibals[3], amGrenade, 1) + AddAmmo(cannibals[4], amShotgun, 1) + AddAmmo(cannibals[4], amGrenade, 1) + AddAmmo(cannibals[5], amShotgun, 1) + AddAmmo(cannibals[5], amGrenade, 1) + AddAmmo(leaks, amSkip, 4) + AddAmmo(dense, 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(loc("The Shadow Falls"), loc("Why do you not like me?"), loc("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 + AnimSetGearPosition(cannibals[i], unpack(cannibalPos[i])) + SetState(cannibals[i], 0) + end + SetInputMask(0xFFFFFFFF) +end + +function AfterStronglingsAnim() + stage = cyborgStage + ShowMission(loc("The Shadow Falls"), loc("The Dilemma"), loc("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) + AddAmmo(leaks, amSwitch, 0) + AddAmmo(leaks, amSkip, 0) + SetHealth(SpawnHealthCrate(2557, 1030), 50) + SetHealth(SpawnHealthCrate(3599, 1009), 50) + TurnTimeLeft = 0 +end + +function SkipStronglingsAnim() + for i = 6, 9 do + if isHidden[cannibals[i]] == true then + RestoreHog(cannibals[i]) + isHidden[cannibals[i]] = false + end + AnimSetGearPosition(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) + AnimSetGearPosition(dense, 1350, 1315) + FollowGear(dense) + HogTurnLeft(dense, true) + AnimSetGearPosition(cyborg, 1250, 1315) + SwitchHog(dense) + SetInputMask(0xFFFFFFFF) +end + +function RestartReturnAccepted() + retryReturn = false + AnimSetGearPosition(dense, 1350, 1310) + AddAmmo(dense, amGirder, 2) + AddAmmo(dense, amParachute, 2) + ShowMission(loc("The Shadow Falls"), loc("The walk of Fame"), loc("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(1370, 810, amGirder) + SpawnAmmoCrate(1300, 810, amParachute) + ShowMission(loc("The Shadow Falls"), loc("The walk of Fame"), loc("Return to Leaks A Lot! If you get stuck, press [Precise] to try again!"), 1, 6000) + AddEvent(CheckTookWeapons, {}, DoTookWeapons, {}, 0) + AddEvent(CheckNeedGirder, {}, DoNeedGirder, {}, 0) + AddEvent(CheckNeedWeapons, {}, DoNeedWeapons, {}, 0) + AddEvent(CheckRestartReturnAccepted, {}, RestartReturnAccepted, {}, 1) + RemoveEventFunc(CheckDenseDead) + SwitchHog(dense) + AnimWait(dense, 1) + AddFunction({func = HideHog, args = {cyborg}}) +end + +function SkipAcceptedAnim() + AnimSetGearPosition(cyborg, unpack(cyborgPos)) + SetState(cyborg, gstInvisible) + AnimSwitchHog(dense) + SetInputMask(0xFFFFFFFF) +end + +function AfterAttackedAnim() + stage = aloneStage + ShowMission(loc("The Shadow Falls"), loc("The Individualist"), loc("Defeat the cannibals!|Grenade hint: set the timer with [1-5], aim with [Up]/[Down] and hold [Space] to set power"), 1, 8000) + AddAmmo(cannibals[6], amGrenade, 1) + AddAmmo(cannibals[6], amFirePunch, 0) + AddAmmo(cannibals[6], amBaseballBat, 0) + AddAmmo(cannibals[7], amGrenade, 1) + AddAmmo(cannibals[7], amFirePunch, 0) + AddAmmo(cannibals[7], amBaseballBat, 0) + AddAmmo(cannibals[8], amGrenade, 1) + AddAmmo(cannibals[8], amFirePunch, 0) + AddAmmo(cannibals[8], amBaseballBat, 0) + AddAmmo(cannibals[9], amGrenade, 1) + AddAmmo(cannibals[9], amFirePunch, 0) + AddAmmo(cannibals[9], amBaseballBat, 0) + SetGearMessage(leaks, 0) + TurnTimeLeft = TurnTime + AddEvent(CheckStronglingsDead, {}, DoStronglingsDeadAttacked, {}, 0) + SwitchHog(leaks) + AnimWait(dense, 1) + AddFunction({func = HideHog, args = {cyborg}}) +end + +function SkipAttackedAnim() + if denseDead == false then + DeleteGear(dense) + end + SpawnAmmoCrate(2551, 994, amGrenade) + SpawnAmmoCrate(3551, 994, amGrenade) + SpawnAmmoCrate(3392, 1101, amShotgun) + SpawnAmmoCrate(3192, 1101, amShotgun) + AnimSetGearPosition(cyborg, unpack(cyborgPos)) + SetState(cyborg, gstInvisible) + AnimSwitchHog(leaks) + SetInputMask(0xFFFFFFFF) +end + + +-----------------------------Animations-------------------------------- + +function SpawnCrates() + SpawnAmmoCrate(2551, 994, amGrenade) + SpawnAmmoCrate(3551, 994, amGrenade) + SpawnAmmoCrate(3392, 1101, amShotgun) + SpawnAmmoCrate(3192, 1101, amShotgun) + return true +end + +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 SetupAcceptedSurvivedFinalAnim() + table.insert(acceptedSurvivedFinalAnim, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {leaks, dense}}}) + table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, loc("Pfew! That was close!"), SAY_SAY, 3000}}) + if grenadeUsed and shotgunUsed then + table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, loc("Where did you get the exploding apples and the magic bow that shoots many arrows?"), SAY_SAY, 9000}}) + elseif grenadeUsed then + table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, loc("Where did you get the exploding apples?"), SAY_SAY, 6000}}) + elseif shotgunUsed then + table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, loc("Where did you get the magic bow that shoots many arrows?"), SAY_SAY, 8000}}) + else + table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, loc("Did you warn the village?"), SAY_SAY, 4000}}) + table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {dense, loc("No, I came back to help you out..."), SAY_SAY, 5000}}) + end + if grenadeUsed or shotgunUsed then + table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {dense, loc("Uhm...I met one of them and took his weapons."), SAY_SAY, 5000}}) + end + table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {dense, loc("We should head back to the village now."), SAY_SAY, 5000}}) +end + +function AnimationSetup() + table.insert(startDialogue, {func = AnimWait, args = {dense, 4000}}) + table.insert(startDialogue, {func = AnimCaption, args = {leaks, loc("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, loc("Little did they know that this hunt will mark them forever..."), 4000}}) + table.insert(startDialogue, {func = AnimSay, args = {leaks, loc("I have no idea where that mole disappeared...Can you see it?"), SAY_SAY, 9000}}) + table.insert(startDialogue, {func = AnimSay, args = {dense, loc("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, loc("Please, stop releasing your \"smoke signals\"!"), SAY_SAY, 5000}}) + table.insert(startDialogue, {func = AnimSay, args = {leaks, loc("You're terrorizing the forest...We won't catch anything like this!"), SAY_SAY, 6000}}) + table.insert(startDialogue, {func = AnimSay, args = {leaks, loc("..."), 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], loc("I can't believe it worked!"), SAY_THINK, 3500}}) + table.insert(startDialogue, {func = AnimSay, args = {cannibals[1], loc("That shaman sure knows what he's doing!"), SAY_THINK, 6000}}) + table.insert(startDialogue, {func = AnimSay, args = {cannibals[1], loc("Yeah...I think it's a 'he', lol."), SAY_THINK, 5000}}) + table.insert(startDialogue, {func = AnimSay, args = {leaks, loc("It wants our brains!"), SAY_SHOUT, 3000}}) + table.insert(startDialogue, {func = AnimTurn, args = {cannibals[1], "Left"}}) + table.insert(startDialogue, {func = AnimSay, args = {cannibals[1], loc("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, CondNeedToTurn, {leaks, dense}}}) + table.insert(weaklingsAnim, {func = AnimSay, args = {leaks, loc("Did you see him coming?"), SAY_SAY, 3500}}) + table.insert(weaklingsAnim, {func = AnimSay, args = {dense, loc("No. Where did he come from?"), SAY_SAY, 3500}}) + table.insert(weaklingsAnim, {func = AnimCustomFunction, args = {leaks, UnHideWeaklings, {}}}) + 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], loc("Are we there yet?"), SAY_SAY, 4000}}) + table.insert(weaklingsAnim, {func = AnimSay, args = {dense, loc("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, loc("I thought their shaman died when he tried our medicine!"), SAY_SAY, 7000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {dense, loc("I saw it with my own eyes!"), SAY_SAY, 4000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, loc("Then how do they keep appearing?"), SAY_SAY, 4000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, loc("It's impossible to communicate with the spirits without a shaman."), SAY_SAY, 7000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {dense, loc("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], loc("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, loc("We can't defeat them!"), SAY_THINK, 3000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, loc("I'll hold them off while you return to the village!"), SAY_SAY, 6000}}) + table.insert(stronglingsAnim, {func = AnimFollowGear, args = {cyborg}, swh = false}) + table.insert(stronglingsAnim, {func = AnimCaption, args = {cyborg, loc("30 minutes later...")}, swh = false}) + table.insert(stronglingsAnim, {func = AnimWait, args = {cyborg, 2000}}) + 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, loc("Greetings, cloudy one!"), SAY_SAY, 3000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("I have come to make you an offering..."), SAY_SAY, 6000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("You are given the chance to turn your life around..."), SAY_SAY, 6000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("If you agree to provide the information we need, you will be spared!"), SAY_SAY, 7000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("Have no illusions, your tribe is dead, indifferent of your choice."), SAY_SAY, 7000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("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, loc("If you know what I mean..."), SAY_SAY, 3000}}) + table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("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, loc("Great choice, Steve! Mind if I call you that?"), SAY_SAY, 7000}}) + table.insert(acceptedAnim, {func = AnimSay, args = {dense, loc("Whatever floats your boat..."), SAY_SAY, 4500}}) + table.insert(acceptedAnim, {func = AnimSay, args = {cyborg, loc("Great! You will be contacted soon for assistance."), SAY_SAY, 6000}}) + table.insert(acceptedAnim, {func = AnimSay, args = {cyborg, loc("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(acceptedDiedFinalAnim, {func = AnimSay, args = {leaks, loc("Pfew! That was close!"), SAY_THINK, 3000}}) + table.insert(acceptedDiedFinalAnim, {func = AnimSay, args = {leaks, loc("Your death will not be in vain, Dense Cloud!"), SAY_THINK, 5000}}) + table.insert(acceptedDiedFinalAnim, {func = AnimSay, args = {dense, loc("You will be avenged!"), SAY_SAY, 3000}}) + + table.insert(refusedAnim, {func = AnimSay, args = {cyborg, loc("I see..."), SAY_SAY, 2000}}) + table.insert(refusedAnim, {func = AnimSay, args = {cyborg, loc("Remember this, pathetic animal: when the day comes, you will regret your blind loyalty!"), SAY_SAY, 8000}}) + table.insert(refusedAnim, {func = AnimSay, args = {cyborg, loc("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, loc("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, loc("Dude, we really need a new shaman..."), SAY_SAY, 4000}}) + AddSkipFunction(refusedAnim, SkipRefusedAnim, {}) + + table.insert(refusedFinalAnim, {func = AnimSay, args = {leaks, loc("It's over..."), SAY_SAY, 2000}}) + table.insert(refusedFinalAnim, {func = AnimSay, args = {leaks, loc("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, loc("Really?! You thought you could harm me with your little toys?"), SAY_SAY, 7000}}) + table.insert(attackedAnim, {func = AnimSay, args = {cyborg, loc("You're pathetic! You are not worthy of my attention..."), SAY_SAY, 6000}}) + table.insert(attackedAnim, {func = AnimSay, args = {cyborg, loc("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, loc("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, loc("I wonder where Dense Cloud is..."), SAY_THINK, 4000}}) + table.insert(attackedAnim, {func = AnimSay, args = {leaks, loc("I can't wait any more, I have to save myself!"), SAY_THINK, 5000}}) + table.insert(attackedAnim, {func = AnimCustomFunction, args = {leaks, SpawnCrates, {}}}) + table.insert(attackedAnim, {func = AnimWait, args = {leaks, 1500}}) + table.insert(attackedAnim, {func = AnimSay, args = {leaks, loc("Where are all these crates coming from?!"), SAY_THINK, 5500}}) + AddSkipFunction(attackedAnim, SkipAttackedAnim, {}) + + table.insert(attackedFinalAnim, {func = AnimWait, args = {leaks, 2000}}) + table.insert(attackedFinalAnim, {func = AnimSay, args = {leaks, loc("I have to get back to the village!"), SAY_THINK, 5000}}) + table.insert(attackedFinalAnim, {func = AnimSay, args = {leaks, loc("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(loc("Natives"), 29439, "Bone", "Island", "HillBilly", "cm_birdy") + ramon = AddHog(loc("Ramon"), 0, 100, "rasta") + leaks = AddHog(loc("Leaks A Lot"), 0, 100, "Rambo") + dense = AddHog(loc("Dense Cloud"), 0, 100, "RobinHood") + spiky = AddHog(loc("Spiky Cheese"), 0, 100, "hair_yellow") + + AddTeam(loc("Weaklings"), 14483456, "Skull", "Island", "Pirate","cm_vampire") + cannibals = {} + cannibals[1] = AddHog(loc("Brainiac"), 5, 20, "Zombi") + + for i = 2, 5 do + cannibals[i] = AddHog(HogNames[i], 1, 20, "Zombi") + hogNr[cannibals[i]] = i - 2 + end + + AddTeam(loc("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(loc("011101001"), 14483456, "ring", "UFO", "Robot", "cm_star") + cyborg = AddHog(loc("Y3K1337"), 0, 200, "cyborg1") +end + +function PlaceHogs() + HogTurnLeft(leaks, true) + + for i = 2, 9 do + AnimSetGearPosition(cannibals[i], unpack(cyborgPos)) + AnimTurn(cannibals[i], "Left") + cannibalDead[i] = false + end + + AnimSetGearPosition(cannibals[1], cannibalPos[1][1], cannibalPos[1][2]) + AnimTurn(cannibals[1], "Left") + + AnimSetGearPosition(cyborg, cyborgPos[1], cyborgPos[2]) + AnimSetGearPosition(ramon, 2218, 1675) + AnimSetGearPosition(skiky, 2400, 1675) + AnimSetGearPosition(dense, densePos[1], densePos[2]) + AnimSetGearPosition(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() + SetGearMessage(CurrentHedgehog, 0) + 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 + SetGearMessage(CurrentHedgehog, 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() + SetGearMessage(CurrentHedgehog, 0) + AddAnim(stronglingsAnim) + AddFunction({func = AfterStronglingsAnim, args = {}}) + stage = interWeakStage + ParseCommand("teamgone " .. loc("Weaklings")) +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(loc("The Shadow Falls"), loc("Under Construction"), loc("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, 800, amGrenade) + shotgunCrate = SpawnAmmoCrate(2610, 850, amShotgun) + AddCaption(loc("A little gift from the cyborgs")) +end + +function CheckTookWeapons() + return shotgunTaken and grenadeTaken +end + +function DoTookWeapons() + ShowMission(loc("The Shadow Falls"), loc("The guardian"), loc("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) + AddAmmo(leaks, amSkip, 100) + AddAmmo(leaks, amSwitch, 100) + stage = duoStage + RemoveEventFunc(CheckNeedGirder) + RemoveEventFunc(CheckNeedWeapons) + RemoveEventFunc(CheckRestartReturnAccepted) + AddEvent(CheckStronglingsDead, {}, DoStronglingsDead, {}, 0) + AddAmmo(cannibals[6], amGrenade, 2) + AddAmmo(cannibals[6], amShotgun, 2) + AddAmmo(cannibals[7], amGrenade, 2) + AddAmmo(cannibals[7], amShotgun, 2) + AddAmmo(cannibals[8], amGrenade, 2) + AddAmmo(cannibals[8], amShotgun, 2) + AddAmmo(cannibals[9], amGrenade, 2) + AddAmmo(cannibals[9], amShotgun, 2) + SetGearMessage(leaks, 0) + SetGearMessage(dense, 0) + TurnTimeLeft = TurnTime +end + +function DoStronglingsDead() + SetGearMessage(CurrentHedgehog, 0) + if denseDead == true then + AddAnim(acceptedDiedFinalAnim) + SaveCampaignVar("M2DenseDead", "1") + else + SetupAcceptedSurvivedFinalAnim() + AddAnim(acceptedSurvivedFinalAnim) + SaveCampaignVar("M2DenseDead", "0") + end + SaveCampaignVar("M2RamonDead", "0") + SaveCampaignVar("M2SpikyDead", "0") + AddFunction({func = KillCyborg, args = {}}) + if progress and progress<2 then + SaveCampaignVar("Progress", "2") + end + 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 = {}}) + if progress and progress<2 then + SaveCampaignVar("Progress", "2") + end + SaveCampaignVar("M2Choice", "" .. choice) +end + +function DoStronglingsDeadAttacked() + SaveCampaignVar("M2DenseDead", "1") + SaveCampaignVar("M2RamonDead", "0") + SaveCampaignVar("M2SpikyDead", "0") + if progress and progress<2 then + SaveCampaignVar("Progress", "2") + end + SaveCampaignVar("M2Choice", "" .. choice) + AddAnim(attackedFinalAnim) + AddFunction({func = KillCyborg, args = {}}) +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(loc("...and so the cyborgs took over the world...")) + stage = loseStage + TurnTimeLeft = 0 + ParseCommand("teamgone " .. loc("Natives")) +end + +function CheckDenseDead() + return denseDead and choice ~= choiceAttack +end + +function CheckRestartReturnAccepted() + return retryReturn +end + +-----------------------------Main Functions---------------------------- + +function onGameInit() + Seed = 334 + GameFlags = gfSolidLand + gfDisableWind + gfPerHogAmmo + TurnTime = 50000 + CaseFreq = 0 + MinesNum = 0 + MinesTime = 3000 + Explosives = 0 + Delay = 10 + Map = "A_Classic_Fairytale_shadow" + Theme = "Nature" + SuddenDeathTurns = 3000 + + AddHogs() + PlaceHogs() + VisiblizeHogs() + + AnimInit() + AnimationSetup() +end + +function onGameStart() + progress = tonumber(GetCampaignVar("Progress")) + HideHogs() + AddAmmo(leaks, amSwitch, 100) + AddAmmo(dense, amSwitch, 100) + AddEvent(CheckLeaksDead, {}, DoDead, {}, 0) + AddEvent(CheckDenseDead, {}, DoDead, {}, 0) + AddAnim(startDialogue) + AddFunction({func = AfterStartDialogue, args = {}}) + AddEvent(CheckBrainiacDead, {}, DoBrainiacDead, {}, 0) + ShowMission(loc("The Shadow Falls"), loc("The First Encounter"), loc("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) + if GetGearType(gear) == gtGrenade and GetHogTeamName(CurrentHedgehog) == loc("Natives") then + grenadeUsed = true + elseif GetGearType(gear) == gtShotgunShot and GetHogTeamName(CurrentHedgehog) == loc("Natives") then + shotgunUsed = true + end +end + +function onAmmoStoreInit() + SetAmmo(amDEagle, 9, 0, 0, 0) + SetAmmo(amSniperRifle, 6, 0, 0, 0) + SetAmmo(amFirePunch, 3, 0, 0, 0) + SetAmmo(amWhip, 4, 0, 0, 0) + SetAmmo(amBaseballBat, 4, 0, 0, 0) + SetAmmo(amHammer, 2, 0, 0, 0) + SetAmmo(amLandGun, 1, 0, 0, 0) + SetAmmo(amSnowball, 7, 0, 0, 0) + SetAmmo(amGirder, 0, 0, 0, 2) + SetAmmo(amParachute, 0, 0, 0, 2) + SetAmmo(amGrenade, 0, 0, 0, 3) + SetAmmo(amShotgun, 0, 0, 0, 3) + 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) ~= loc("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 and AnimInProgress() then + SetAnimSkip(true) + return + end + if stage == acceptedReturnStage then + retryReturn = true +-- else +-- for i = 1, 9 do +-- DeleteGear(cannibals[i]) +-- end + end +end +