----------------------------------------------------------- --- HEDGE EDITOR (for use with Hedgewars 0.9.22 and up) --- ----------------------------------------------------------- -- A not-so-horrible mission editor. -- Place gears like a boss! -- Original author: mikade -- feel free to shower me with your adoration and/or hate mail -- more info can be found at https://hedgewars.org/HedgeEditor -- special thanks to nemo, unC0Rr, sheepluva and koda for their assistance --------------------------------------- -- GETTING STARTED (for best results!) --------------------------------------- -- create a weaponset that has NO DELAYS on any weapons, and that gives you 1 ammo per crate -- (optional) copy GameLogExtractor.html, jquery-1.js -- into your Documents/Hedgewars/Logs folder -- (optional) copy hwpmapconverter somewhere easily accessible -- (optional) profit?? --------------------------------------- -- CORE FEATURES as of latest version --------------------------------------- -- togglable help (press PRECISE + 1, while you have a tool (e.g. airstrike) selected) -- place girders, rubberbands and custom sprites anywhere on the map. -- the above objects may be destructible, indestructible, icy, or bouncy. -- place mines, sticky mines, air mines, barrels, weapon crates, utility crates, -- health crates, targets, and cleavers anywhere on the map. -- select, reposition, modify, or delete placed objects. -- read in data from a previously generated map and allow the map to be edited/saved again -- contextual cursor and menu graphics -- placement sounds that are slightly more soothing -- upon saving, all level data will be output to logs/game0.log. -- game0.log also includes a lot of other data so if you only want to see the relevant lines of code -- you can use GameLogExtractor.html to extract and prune the log into a cleaner form of data, -- specifically: either as an automagically generated template mission, just core data, or hwmap points. -- from there, please copy and paste any lines relevant to your interest into an existing -- (or totally empty!) script and edit them according to taste. -------------------------- -- MODE SPECIFIC SUPPORT -------------------------- -- FOR CUSTOM MISSIONS/CAMPAIGN LEVELS: -- the names/hats/flags/voices/graves of any teams/hogs that you use to play this script can be saved, -- as can (most of) the settings from your scheme and weapons selection. -- HOWEVER, you can also use the 'hog identity' tool to give hogs preset names/hats/weapons/health -- or use the 'team identity' tool to give an entire team themed names/hats. -- give hogs differing health by using the health modification tool -- create goals by tagging gears with victory/defeat/collection markers (somewhat implemented) -- flavor text, as well as victory/defeat conditions will be generated based on these tags. -- SHOPPA BALANCE / CONSTRUCTION MODE (partial and/or possibly decremented): -- Press 1-5 while repositioning hogs with the reposition tool to assign them (their position) a rank. -- This value will be expressed as a colour that is intended to represent how "good" or "bad" -- a position on the map is. These ranks/points will be output along with other game data to game0.log -- This data could be pasted into the ShoppaBalance script to create balances for additional maps. -- TECH RACER / HEDGE EDITOR / POINT INTERPRETER: -- place/remove waypoints/special points -- use the ScriptParameter in the frontend scheme editor to set additional options, e.g. -- ufoFuel=1000 (Flying Saucer will start with half the normal fuel. A value of 2000 is infinite fuel) -- portalDistance=15 (This is the distance portals can travel before fizzling) -- m=3 (load a particular map from the map library of Data/Scripts/TechMaps -- when saving data, points for conversion to HWMAP are also generated and placed inside block comments. -- copy paste/these points at the START of a converted HWMAP and then convert the map back to HWMAP format. -- following the above procedure it is then possible to load the map in frontend and play it using a -- script like TechRacer (or HedgeEditor itself) that can interpret the points using InterpretPoints() --------------------------------------- -- MIKADE'S DISCLAIMER --------------------------------------- -- well, I really just made this for myself, so it's usage might be a little complicated for others. -- it also probably has a million errors, and has grown rather bloated over time due to the addition of -- more and more features that my initial design didn't take into account. -- anyway, I've tried to make it more user-friendly by including more comments and gradually adding -- some basic guidelines such as those listed above, and also the in-game Help displays for each tool. ----------------------------------------- -- GIANT "TO DO" LIST / OTHER NOTES ----------------------------------------- -- try to prune waypoint list and portal/ufo fuel in the mission template -- for gamelog extractor -- I should probably check if there are tagged gears on save -- and if there are enable gfOneClanMode so that user can't -- just destroy all hogs to win map. -- (what happens if we lose all our hogs?) -- I might be able to make the flavor text even better (assassinate hogName) by -- checking if there is only 1 hog, etc. -- possibly try show landflag addcaption constantly like we do for superdelete when -- using girders / rubbers. -- How about a weapons profile tool that is used with team ammo -- and then hog identity tool would only be available if gfPerHogAmmo is set -- [high] check if we lose a mission when the enemy collects our crate (we should) -- [high] waypoints don't reload yet -- [high] add missing ammo types as they appear -- [med] add a limited form of save/load within level before mass-output -- [med] maybe incorporate portal effects / ufo tracking into the template generated script if -- you want the missions to use it -- [med] improve ammo handling (if possible, take more scheme settings into account) -- [low] break up the division of labor of the tools into airstrike, minestrike, napalm, etc. --[[ girder = "Girder Placement Mode", rubber = "Rubber Placement Mode", airstrike = (target sprite) (gear placement) "Mine Placement Mode", "Sticky Mine Placement Mode", "Air Mine Placement Mode", "Barrel Placement Mode", "Target Placement Mode", "Cleaver Placement Mode", drillstrike = crate sprite (crate placement mode) "Health Crate Placement Mode", "Weapon Crate Placement Mode", "Utility Crate Placement Mode", napalm = arrow sprite (selection/modification/deletion mode) "Repositioning Mode", -- also include a delete "Goal Editing Mode", "Hog Identity Mode", "Team Identity Mode", "Health Modification Mode", "Sprite Testing Mode", "Sprite Modification Mode", "Sprite Placement Mode", "Waypoint Editing Mode" }]] -- [low] improve support for ShoppaBalance and ConstructionMode, see ranking) -- [low] eventually incorporate scripted structures into the editor / mission mode -- [low] some kind of support for single team training missions -- we could possibly add gfOneClanMode and kill the other team we're playing with? -- [never?] more detailed goal tagging and multi-stage triggers -- [never?] add a pulsing glow thing for sprites you have selected, -- kind of like the invaders in SpaceInvader (currently they are just displayed as purple) -- [never?] add GUIs for editing ammo, init settings, additional gear attributes -- perhaps using precise with timer to enable/disable certain features --[[ gui menu ideas that have long since been abandoned INITIALISATION MENU --gameFlags, etc Map Theme TurnTime Explosives MinesNum CaseFreq Delay HealthCaseProb HealthCaseAmount DamagePercent MinesTime MineDudPercent SuddenDeathTurns WaterRise HealthDecrease HOG MENU health name (can be randomly generated from the list of hog names already in localisation) poisoned (true/false) hat hog level? TEAM MENU name (can be randomly generated as above?) should there be an array of teams with an array of names colour grave fort voicepack flag -- this below stuff is less important STICKY MINE MENU timer? MINE MENU timer / dud MEDKIT MENU / EXPLOSIVE MENU health amount WEP AND UTIL CRATE MENU contents ---------------------------------------- -- MAP IDEAS ---------------------------------------- -- try to create a portal race (limit portal distance) -- for portal race, include barriers that you need to drill shoot through to get lazer site crates -- try make a map that uses sinegun to jump between bouncy boxes (not easy until we get better control over landflags) -- how about a mission where you have to trap / freeze all the enemy hogs -- and aren't allowed to kill them? -- can set it on the islands map. -- landgun -- girder -- mudball -- hammer -- seduction? (call a hog who has firepunch into a ditch -- icegun (do this so you can freeze guys in an area and then blowtorch/explode an obstacle) -- jump across a bridge that has been mined and then bat the enemy to the other side. -- possibly the same as part of the above, possibly different, what about a heist mission -- the objective is to steal 3 enemy crates -- the first one you have to fall through an invul tunnel of sticky mines and then parachute. -- the second one you have to drill rocket / portal. -- the third one you have to underwater ufo into, but only after opening it up with an underwater bee. ]] --------------------------------------------------------- -- HEDGE EDITOR, SCRIPT BEGINS (Hey yo, it's about time) --------------------------------------------------------- -- Tell other scripts that we exist HedgeEditor = true HedgewarsScriptLoad("/Scripts/Locale.lua") HedgewarsScriptLoad("/Scripts/Tracker.lua") HedgewarsScriptLoad("/Scripts/Params.lua") HedgewarsScriptLoad("/Scripts/TechMaps.lua") -- Fake ammo type for the gear placement tool local amCMGearPlacementTool = amAirAttack -- Special frames in Ammos.png/Ammos_bw.png local ammoFrameAirAttack = 63 -- Caption colors local colorErrorMessage = 0xFFFFFFFF local colorInfoMessage = 0xFFFFFFFF local colorPlaceMode1 = 0xFFBA00FF -- Main placement mode local colorPlaceMode2 = 0xFFDE85FF -- Secondary mode ----------------------------------------- -- tracking vars for save/load purposes ----------------------------------------- local teamCounter = 0 local lastRecordedTeam = "" local hhs = {} local waypointList = {} local girderList = {} local rubberList = {} local spriteList = {} local mineList = {} local sMineList = {} local airMineList = {} local targetList = {} local knifeList = {} local explosivesList = {} local healthCrateList = {} local wepCrateList = {} local utilCrateList = {} local hogDataList = {} local AIHogDataList = {} local hFlagList = {} local previewDataList = {} local shoppaPointList = {} local shoppaPX = {} local shoppaPY = {} local shoppaPR = {} -- Misc. state variables local hedgeEditorMissionPanelShown = false local tagGears = {} local showGearTags = true local tagCursorX, tagCursorY --------------------------------- -- crates are made of this stuff --------------------------------- local atkArray = { {amBazooka, "amBazooka"}, {amBee, "amBee"}, {amMortar, "amMortar"}, {amDrill, "amDrill"}, {amSnowball, "amSnowball"}, {amGrenade, "amGrenade"}, {amClusterBomb, "amClusterBomb"}, {amWatermelon, "amWatermelon"}, {amHellishBomb, "amHellishBomb"}, {amMolotov, "amMolotov"}, {amGasBomb, "amGasBomb"}, {amShotgun, "amShotgun"}, {amDEagle, "amDEagle"}, {amSniperRifle, "amSniperRifle"}, {amSineGun, "amSineGun"}, {amFlamethrower,"amFlamethrower"}, {amIceGun, "amIceGun"}, {amMinigun, "amMinigun"}, {amFirePunch, "amFirePunch"}, {amWhip, "amWhip"}, {amBaseballBat, "amBaseballBat"}, {amKamikaze, "amKamikaze"}, {amSeduction, "amSeduction"}, {amHammer, "amHammer"}, {amMine, "amMine"}, {amDynamite, "amDynamite"}, {amCake, "amCake"}, {amBallgun, "amBallgun"}, {amRCPlane, "amRCPlane"}, {amSMine, "amSMine"}, {amAirAttack, "amAirAttack", ammoFrameAirAttack}, -- overwritten icon in Ammos.png {amMineStrike, "amMineStrike"}, {amNapalm, "amNapalm"}, {amPiano, "amPiano"}, {amDrillStrike, "amDrillStrike"}, {amAirMine, "amAirMine"}, {amPickHammer, "amPickHammer"}, {amBlowTorch, "amBlowTorch"}, {amKnife, "amKnife"}, {amBirdy, "amBirdy"}, } local utilArray = { {amGirder, "amGirder"}, {amLandGun, "amLandGun"}, {amRubber, "amRubber"}, {amRope, "amRope"}, {amParachute, "amParachute"}, {amTeleport, "amTeleport"}, {amJetpack, "amJetpack"}, {amPortalGun, "amPortalGun"}, {amInvulnerable,"amInvulnerable"}, {amLaserSight, "amLaserSight"}, {amVampiric, "amVampiric"}, {amResurrector, "amResurrector"}, {amTardis, "amTardis"}, {amSwitch, "amSwitch"}, {amLowGravity, "amLowGravity"}, {amExtraDamage, "amExtraDamage"}, {amExtraTime, "amExtraTime"}, } --skiphog is 6 local effectArray = { heInvulnerable, hePoisoned, heResurrectable, heResurrected, heFrozen, heArtillery } local effectStr = { "heInvulnerable", "hePoisoned", "heResurrectable", "heResurrected", "heFrozen", "heArtillery" } ---------------------------- -- hog and map editing junk ---------------------------- local preMadeTeam = { { loc_noop("Clowns"), {"WhySoSerious","clown-copper","clown-crossed","clown","Joker"}, {loc_noop("Baggy"),loc_noop("Bingo"),loc_noop("Bobo"),loc_noop("Bozo"),loc_noop("Buster"),loc_noop("Chester"),loc_noop("Copper"),loc_noop("Heckles"),loc_noop("Giggles"),loc_noop("Jingo"),loc_noop("Molly"),loc_noop("Loopy"),loc_noop("Patches"),loc_noop("Tatters")}, "R","cm_balls","Mobster","Rubberduck","Castle" }, { loc_noop("Street Fighters"), {"sf_balrog","sf_blanka","sf_chunli","sf_guile","sf_honda","sf_ken","sf_ryu","sf_vega"}, {loc_noop("Balrog"),loc_noop("Blanka"),loc_noop("Chunli"),loc_noop("Guile"),loc_noop("Honda"),loc_noop("Ken"),loc_noop("Ryu"),loc_noop("Vega")}, "F","cm_balrog","Surfer","dragonball","Castle" }, { loc_noop("Cybernetic Empire"), {"cyborg1","cyborg2"}, {loc_noop("Unit 189"),loc_noop("Unit 234"),loc_noop("Unit 333"),loc_noop("Unit 485"),loc_noop("Unit 527"),loc_noop("Unit 638"),loc_noop("Unit 709"),loc_noop("Unit 883")}, "R","cm_binary","Robot","Grave","Castle" }, { loc_noop("Color Squad"), {"hair_blue","hair_green","hair_red","hair_yellow","hair_purple","hair_grey","hair_orange","hair_pink"}, {loc_noop("Blue"),loc_noop("Green"),loc_noop("Red"),loc_noop("Yellow"),loc_noop("Purple"),loc_noop("Grey"),loc_noop("Orange"),loc_noop("Pink")}, "F","mauritius","Singer","Grave","Castle" }, { loc_noop("Fruit"), {"fr_apple","fr_banana","fr_lemon","fr_orange","fr_pumpkin","fr_tomato"}, {loc_noop("Juicy"),loc_noop("Squishy"),loc_noop("Sweet"),loc_noop("Sour"),loc_noop("Bitter"),loc_noop("Ripe"),loc_noop("Rotten"),loc_noop("Fruity")}, "R","cm_mog","Default","Cherry","Castle" }, { loc_noop("The Police"), {"bobby","bobby2v","policecap","policegirl","royalguard"}, {loc_noop("Hightower"),loc_noop("Lassard"),loc_noop("Callahan"),loc_noop("Jones"),loc_noop("Harris"),loc_noop("Thompson"),loc_noop("Mahoney"),loc_noop("Hooks"),loc_noop("Tackleberry")}, "R","cm_star","British","Statue","Castle" }, { loc_noop("The Ninja-Samurai Alliance"), {"NinjaFull","NinjaStraight","NinjaTriangle","Samurai","StrawHat","StrawHatEyes","StrawHatFacial","naruto"}, {loc_noop("Bushi"),loc_noop("Tatsujin"),loc_noop("Itami"),loc_noop("Arashi"),loc_noop("Shinobi"),loc_noop("Ukemi"),loc_noop("Godai"),loc_noop("Kenshi"),loc_noop("Ninpo")}, "R","japan","Default","octopus","Castle" }, { loc_noop("Pokémon"), {"poke_ash","poke_charmander","poke_chikorita","poke_jigglypuff","poke_lugia","poke_mudkip","poke_pikachu","poke_slowpoke","poke_squirtle","poke_voltorb"}, {loc_noop("Ash"),loc_noop("Charmander"),loc_noop("Chikorita"),loc_noop("Jigglypuff"),loc_noop("Lugia"),loc_noop("Mudkip"),loc_noop("Pikachu"),loc_noop("Slowpoke"),loc_noop("Squirtle"),loc_noop("Voltorb")}, "FR","cm_pokemon","Default","pokeball","Castle" }, { loc_noop("The Zoo"), {"zoo_Bat","zoo_Beaver","zoo_Bunny","zoo_Deer","zoo_Hedgehog","zoo_Moose","zoo_Pig","zoo_Porkey","zoo_Sheep","zoo_chicken","zoo_elephant","zoo_fish","zoo_frog","zoo_snail","zoo_turtle"}, {loc_noop("Batty"),loc_noop("Tails"),loc_noop("Bunny"),loc_noop("Deer"),loc_noop("Spikes"),loc_noop("Horns"),loc_noop("Bacon"),loc_noop("Porkey"),loc_noop("Sheepy"),loc_noop("Chicken"),loc_noop("Trunks"),loc_noop("Fishy"),loc_noop("Legs"),loc_noop("Slimer"),loc_noop("Roshi")}, "FR","cm_birdy","Default","Bone","Castle" }, { loc_noop("The Devs"), {"ushanka","zoo_Sheep","bb_bob","Skull","poke_mudkip","lambda","WizardHat","sf_ryu","android","fr_lemon","mp3"}, {loc_noop("unC0Rr"), loc_noop("sheepluva"), loc_noop("nemo"), loc_noop("mikade"), loc_noop("koda"), loc_noop("burp"),loc_noop("HeneK"),loc_noop("Tiyuri"),loc_noop("Xeli"),loc_noop("Displacer"),loc_noop("szczur")}, "FR","cm_hw","Classic","Statue","Castle" }, { loc_noop("Mushroom Kingdom"), {"sm_daisy","sm_luigi","sm_mario","sm_peach","sm_toad","sm_wario","NoHat","NoHat"}, {loc_noop("Daisy"),loc_noop("Luigi"),loc_noop("Mario"),loc_noop("Princess Peach"),loc_noop("Toad"),loc_noop("Wario"),loc_noop("Yoshi"),loc_noop("Waluigi")}, "FR","comoros","Default","Badger","Castle" }, { loc_noop("Pirates"), {"pirate_jack","pirate_jack_bandana"}, {loc_noop("Rusted Diego"),loc_noop("Fuzzy Beard"),loc_noop("Al.Kaholic"),loc_noop("Morris"),loc_noop("Yumme Gunpowder"),loc_noop("Cutlass Cain"),loc_noop("Jim Morgan"),loc_noop("Silver"),loc_noop("Dubloon Devil"),loc_noop("Ugly Mug"),loc_noop("Fair Wind"),loc_noop("Scallywag"),loc_noop("Salty Dog"),loc_noop("Bearded Beast"),loc_noop("Timbers"),loc_noop("Both Barrels"),loc_noop("Jolly Roger")}, "R","cm_pirate","Pirate","chest","Castle" }, { loc_noop("Gangsters"), {"Moustache","Cowboy","anzac","Bandit","thug","Jason","NinjaFull","chef"}, {loc_noop("The Boss"),loc_noop("Jimmy"),loc_noop("Frankie"),loc_noop("Morris"),loc_noop("Mooney"),loc_noop("Knives"),loc_noop("Tony"),loc_noop("Meals")}, "F","cm_anarchy","Mobster","deadhog","Castle" }, { loc_noop("Twenty-Twenty"), {"Glasses","lambda","SunGlasses","Sniper","Terminator_Glasses","Moustache_glasses","doctor","punkman","rasta"}, {loc_noop("Specs"),loc_noop("Speckles"),loc_noop("Spectator"),loc_noop("Glasses"),loc_noop("Glassy"),loc_noop("Harry Potter"),loc_noop("Goggles"),loc_noop("Clark Kent"),loc_noop("Goggs"),loc_noop("Lightbender"),loc_noop("Specs Appeal"),loc_noop("Four Eyes")}, "R","cm_face","Default","eyecross","Castle" }, { loc_noop("Monsters"), {"Skull","Jason","ShaggyYeti","Zombi","cyclops","Mummy","hogpharoah","vampirichog"}, {loc_noop("Bones"),loc_noop("Jason"),loc_noop("Yeti"),loc_noop("Zombie"),loc_noop("Old One Eye"),loc_noop("Ramesses"),loc_noop("Xerxes"),loc_noop("Count Hogula")}, "FR","cm_vampire","Default","octopus","Castle" }, { loc_noop("The Iron Curtain"), {"ushanka","war_sovietcomrade1","war_sovietcomrade1","ushanka"}, {loc_noop("Alex"),loc_noop("Sergey"),loc_noop("Vladimir"),loc_noop("Andrey"),loc_noop("Dimitry"),loc_noop("Ivan"),loc_noop("Oleg"),loc_noop("Kostya"),loc_noop("Anton"),loc_noop("Eugene")}, "R","cm_soviet","Russian","skull","Castle" }, { loc_noop("Desert Storm"), {"war_desertofficer","war_desertgrenadier1","war_desertmedic","war_desertsapper1","war_desertgrenadier2","war_desertgrenadier4","war_desertsapper2","war_desertgrenadier5"}, {loc_noop("Brigadier Briggs"),loc_noop("Lt. Luke"),loc_noop("Sgt. Smith"),loc_noop("Corporal Calvin"),loc_noop("Frank"),loc_noop("Joe"),loc_noop("Sam"),loc_noop("Donald")}, "F","bhutan","Default","Grave","Castle" }, { loc_noop("The Hospital"), {"doctor","nurse","war_britmedic","war_desertmedic","war_germanww2medic"}, {loc_noop("Dr. Blackwell"),loc_noop("Dr. Drew"),loc_noop("Dr. Harvey"),loc_noop("Dr. Crushing"),loc_noop("Dr. Jenner"),loc_noop("Dr. Barnard"),loc_noop("Dr. Parkinson"),loc_noop("Dr. Banting"),loc_noop("Dr. Horace"),loc_noop("Dr. Hollows"),loc_noop("Dr. Jung")}, "R","cm_firstaid","Default","heart","Castle" } } local preMadeTeamNamesTranslated = {} local preMadeTeamNamesOriginal = {} for i=1, #preMadeTeam do table.insert(preMadeTeamNamesOriginal, preMadeTeam[i][1]) table.insert(preMadeTeamNamesTranslated, loc(preMadeTeam[i][1])) end local gameFlagList = { {"gfOneClanMode", false, gfOneClanMode}, {"gfMultiWeapon", false, gfMultiWeapon}, {"gfSolidLand", false, gfSolidLand}, {"gfBorder", false, gfBorder}, {"gfDivideTeams", false, gfDivideTeams}, {"gfLowGravity", false, gfLowGravity}, {"gfLaserSight", true, gfLaserSight}, {"gfInvulnerable", false, gfInvulnerable}, {"gfResetHealth", false, gfResetHealth}, {"gfVampiric", false, gfVampiric}, {"gfKarma", false, gfKarma}, {"gfArtillery", false, gfArtillery}, {"gfSwitchHog", false, gfSwitchHog}, {"gfRandomOrder", false, gfRandomOrder}, {"gfKing", false, gfKing}, {"gfPlaceHog", false, gfPlaceHog}, {"gfSharedAmmo", false, gfSharedAmmo}, {"gfDisableGirders", false, gfDisableGirders}, {"gfDisableLandObjects", false, gfDisableLandObjects}, {"gfAISurvival", false, gfAISurvival}, {"gfInfAttack", true, gfInfAttack}, {"gfResetWeps", false, gfResetWeps}, {"gfPerHogAmmo", false, gfPerHogAmmo}, {"gfDisableWind", false, gfDisableWind}, {"gfMoreWind", false, gfMoreWind}, {"gfTagTeam", false, gfTagTeam}, {"gfShoppaBorder", false, gfShoppaBorder}, } local reducedSpriteIDArray = { sprTargetBee, sprAmGirder, sprAmRubber, sprIceTexture, sprHHTelepMask, sprAMAmmos, sprAMAmmosBW, sprAMSlot, sprAMCorners, sprTurnsLeft, sprBotlevels, sprSpeechCorner, sprSpeechEdge, sprSpeechTail, sprThoughtCorner, sprThoughtEdge, sprThoughtTail, sprShoutCorner, sprShoutEdge, sprShoutTail, } -- Set in onGameInit local reducedSpriteIDArrayFrames local reducedSpriteTextArray = { "sprTargetBee", "sprAmGirder", "sprAmRubber", "sprIceTexture", "sprHHTelepMask", "sprAMAmmos", "sprAMAmmosBW", "sprAMSlot", "sprAMCorners", "sprTurnsLeft", "sprBotlevels", "sprSpeechCorner", "sprSpeechEdge", "sprSpeechTail", "sprThoughtCorner", "sprThoughtEdge", "sprThoughtTail", "sprShoutCorner", "sprShoutEdge", "sprShoutTail", } ---------------------------- -- placement shite ---------------------------- local landType = 0 local superDelete = false local ufoGear = nil ufoFuel = 0 mapID = 1 local portalDistance = 5000/5 local helpDisabled = false --determines whether help popups pop up local CG = nil -- this is the visual gear displayed at CursorX, CursorY local crateSprite = nil-- this is a visual gear aid for crate placement local crateSpriteBorer = nil local waypointPreviewSprite = nil local cGear = nil -- detects placement of girders and objects (using airattack) local curWep = amNothing local leftHeld = false local rightHeld = false local preciseOn = false -- primary placement categories local cIndex = 1 -- category index local cat = { loc("Girder Placement Mode"), loc("Rubber Placement Mode"), loc("Mine Placement Mode"), loc("Dud Mine Placement Mode"), loc("Sticky Mine Placement Mode"), loc("Air Mine Placement Mode"), loc("Barrel Placement Mode"), loc("Health Crate Placement Mode"), loc("Weapon Crate Placement Mode"), loc("Utility Crate Placement Mode"), loc("Target Placement Mode"), loc("Cleaver Placement Mode"), loc("Repositioning Mode"), loc("Goal Definition Mode"), loc("Hog Identity Mode"), loc("Team Identity Mode"), loc("Health Modification Mode"), loc("Sprite Placement Mode"), loc("Sprite Modification Mode"), loc("Waypoint Editing Mode") } local pMode = {} -- pMode contains custom subsets of the main categories local pIndex = 1 local sFrame = 0 -- frame in sprite placement mode local genTimer = 0 local CGR = 1 -- current girder rotation, we actually need this as HW remembers what rotation you last used local placedX = {} -- x coord of placed object local placedY = {} -- y coord of placed object local placedSpec = {} -- this is different depending on what was placed, for mines it is their time, for crates it is their content, (for girders/rubbers it used to be their rotation, and for sprites, their name, but this has been moved to different variables to allow more complex / smooth editing) local placedType = {} -- what kind of object was placed: mine, crate, girder, rubber, barrel, etc. local placedTint = {} -- only girders/rubbers/sprites use this, it is their tint / colouration local placedSprite = {} -- what sprite was placed local placedFrame = {} -- what frame of sprite was placed (rotation for girders / rubber) local placedLandFlags = {} local placedHWMapFlag = {} -- this is what HWMapConverter uses local placedCount = 0 -- do we really need this? local sSprite -- sprite overlay that glows to show selected sprites local sCirc -- circle that appears around selected gears local sGear = nil local closestDist local closestGear = nil local closestSpriteID = nil local wpRadius = 450 ------------------------ -- SOME GENERAL METHODS ------------------------ function BoolToString(boo) if boo == true then return("true") else return("false") end end function GetDistFromGearToXY(gear, g2X, g2Y) g1X, g1Y = GetGearPosition(gear) q = g1X - g2X w = g1Y - g2Y return ( (q*q) + (w*w) ) end ------------------------------------------------------------ -- STUFF FOR LOADING SPECIAL POINTS / HWMAP CONVERSION ------------------------------------------------------------ local specialPointsX = {} local specialPointsY = {} local specialPointsFlag = {} local specialPointsCount = 0 function onSpecialPoint(x,y,flag) specialPointsX[specialPointsCount] = x specialPointsY[specialPointsCount] = y specialPointsFlag[specialPointsCount] = flag specialPointsCount = specialPointsCount + 1 end -- you know you could probably add multiple layers to this to get more points -- after the first set is expended have the last 1 be 127 -- and then increment some other counter so like -- this function interprets special points that have been embedded into an HWPMAP function InterpretPoints() -- flags run from 0 to 127 for i = 0, (specialPointsCount-1) do -- Mines if specialPointsFlag[i] == 1 then SetTimer(AddGear(specialPointsX[i], specialPointsY[i], gtMine, 0, 0, 0, 0), 1) elseif specialPointsFlag[i] == 2 then SetTimer(AddGear(specialPointsX[i], specialPointsY[i], gtMine, 0, 0, 0, 0), 1000) elseif specialPointsFlag[i] == 3 then SetTimer(AddGear(specialPointsX[i], specialPointsY[i], gtMine, 0, 0, 0, 0), 2000) elseif specialPointsFlag[i] == 4 then SetTimer(AddGear(specialPointsX[i], specialPointsY[i], gtMine, 0, 0, 0, 0), 3000) elseif specialPointsFlag[i] == 5 then SetTimer(AddGear(specialPointsX[i], specialPointsY[i], gtMine, 0, 0, 0, 0), 4000) elseif specialPointsFlag[i] == 6 then SetTimer(AddGear(specialPointsX[i], specialPointsY[i], gtMine, 0, 0, 0, 0), 5000) -- Sticky Mines elseif specialPointsFlag[i] == 7 then AddGear(specialPointsX[i], specialPointsY[i], gtSMine, 0, 0, 0, 0) -- Air Mines elseif specialPointsFlag[i] == 8 then AddGear(specialPointsX[i], specialPointsY[i], gtAirMine, 0, 0, 0, 0) -- Health Crates elseif specialPointsFlag[i] == 9 then SetHealth(SpawnHealthCrate(specialPointsX[i],specialPointsY[i]),25) elseif specialPointsFlag[i] == 10 then SetHealth(SpawnHealthCrate(specialPointsX[i],specialPointsY[i]),50) elseif specialPointsFlag[i] == 11 then SetHealth(SpawnHealthCrate(specialPointsX[i],specialPointsY[i]),75) elseif specialPointsFlag[i] == 12 then SetHealth(SpawnHealthCrate(specialPointsX[i],specialPointsY[i]),100) -- Cleaver elseif specialPointsFlag[i] == 13 then AddGear(specialPointsX[i], specialPointsY[i], gtKnife, 0, 0, 0, 0) -- Target elseif specialPointsFlag[i] == 14 then AddGear(specialPointsX[i], specialPointsY[i], gtTarget, 0, 0, 0, 0) --Barrels elseif specialPointsFlag[i] == 15 then SetHealth(AddGear(specialPointsX[i], specialPointsY[i], gtExplosives, 0, 0, 0, 0),1) elseif specialPointsFlag[i] == 16 then SetHealth(AddGear(specialPointsX[i], specialPointsY[i], gtExplosives, 0, 0, 0, 0),25) elseif specialPointsFlag[i] == 17 then SetHealth(AddGear(specialPointsX[i], specialPointsY[i], gtExplosives, 0, 0, 0, 0),50) elseif specialPointsFlag[i] == 18 then SetHealth(AddGear(specialPointsX[i], specialPointsY[i], gtExplosives, 0, 0, 0, 0),75) elseif specialPointsFlag[i] == 19 then SetHealth(AddGear(specialPointsX[i], specialPointsY[i], gtExplosives, 0, 0, 0, 0),100) -- There are about 58+- weps / utils -- Weapon Crates elseif (specialPointsFlag[i] >= 20) and (specialPointsFlag[i] < (#atkArray+20)) then tempG = SpawnAmmoCrate(specialPointsX[i],specialPointsY[i],atkArray[specialPointsFlag[i]-19][1]) setGearValue(tempG,"contents",atkArray[specialPointsFlag[i]-19][2]) -- Utility Crates elseif (specialPointsFlag[i] >= (#atkArray+20)) and (specialPointsFlag[i] < (#atkArray+20+#utilArray)) then tempG = SpawnUtilityCrate(specialPointsX[i],specialPointsY[i],utilArray[specialPointsFlag[i]-19-#atkArray][1]) setGearValue(tempG,"contents",utilArray[specialPointsFlag[i]-19-#atkArray][2]) --79-82 (reserved for future wep crates) --89,88,87,86 and 85,84,83,82 (reserved for the 2 custom sprites and their landflags) --90-99 reserved for scripted structures elseif specialPointsFlag[i] == 98 then portalDistance = div(specialPointsX[i],5) ufoFuel = specialPointsY[i] -- Normal Girders elseif specialPointsFlag[i] == 100 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 0, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal) elseif specialPointsFlag[i] == 101 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 1, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal) elseif specialPointsFlag[i] == 102 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 2, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal) elseif specialPointsFlag[i] == 103 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 3, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal) elseif specialPointsFlag[i] == 104 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 4, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal) elseif specialPointsFlag[i] == 105 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 5, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal) elseif specialPointsFlag[i] == 106 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 6, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal) elseif specialPointsFlag[i] == 107 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 7, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal) -- Invulnerable Girders elseif specialPointsFlag[i] == 108 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 0, U_LAND_TINT_INDESTRUCTIBLE, nil, nil, nil, lfIndestructible) elseif specialPointsFlag[i] == 109 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 1, U_LAND_TINT_INDESTRUCTIBLE, nil, nil, nil, lfIndestructible) elseif specialPointsFlag[i] == 110 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 2, U_LAND_TINT_INDESTRUCTIBLE, nil, nil, nil, lfIndestructible) elseif specialPointsFlag[i] == 111 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 3, U_LAND_TINT_INDESTRUCTIBLE, nil, nil, nil, lfIndestructible) elseif specialPointsFlag[i] == 112 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 4, U_LAND_TINT_INDESTRUCTIBLE, nil, nil, nil, lfIndestructible) elseif specialPointsFlag[i] == 113 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 5, U_LAND_TINT_INDESTRUCTIBLE, nil, nil, nil, lfIndestructible) elseif specialPointsFlag[i] == 114 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 6, U_LAND_TINT_INDESTRUCTIBLE, nil, nil, nil, lfIndestructible) elseif specialPointsFlag[i] == 115 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 7, U_LAND_TINT_INDESTRUCTIBLE, nil, nil, nil, lfIndestructible) -- Icy Girders elseif specialPointsFlag[i] == 116 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 0, U_LAND_TINT_ICE, nil, nil, nil, lfIce) elseif specialPointsFlag[i] == 117 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 1, U_LAND_TINT_ICE, nil, nil, nil, lfIce) elseif specialPointsFlag[i] == 118 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 2, U_LAND_TINT_ICE, nil, nil, nil, lfIce) elseif specialPointsFlag[i] == 119 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 3, U_LAND_TINT_ICE, nil, nil, nil, lfIce) elseif specialPointsFlag[i] == 120 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 4, U_LAND_TINT_ICE, nil, nil, nil, lfIce) elseif specialPointsFlag[i] == 121 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 5, U_LAND_TINT_ICE, nil, nil, nil, lfIce) elseif specialPointsFlag[i] == 121 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 6, U_LAND_TINT_ICE, nil, nil, nil, lfIce) elseif specialPointsFlag[i] == 123 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 7, U_LAND_TINT_ICE, nil, nil, nil, lfIce) -- Rubber Bands elseif specialPointsFlag[i] == 124 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmRubber, 0, U_LAND_TINT_NORMAL, nil, nil, nil, lfBouncy) elseif specialPointsFlag[i] == 125 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmRubber, 1, U_LAND_TINT_NORMAL, nil, nil, nil, lfBouncy) elseif specialPointsFlag[i] == 126 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmRubber, 2, U_LAND_TINT_NORMAL, nil, nil, nil, lfBouncy) elseif specialPointsFlag[i] == 127 then PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmRubber, 3, U_LAND_TINT_NORMAL, nil, nil, nil, lfBouncy) -- Waypoints else -- 0 / no value PlaceWaypoint(specialPointsX[i],specialPointsY[i]) end end end --shoppabalance crap function AddShoppaPoint(x,y,c) table.insert(shoppaPX, x) table.insert(shoppaPY, y) table.insert(shoppaPR, c) end function GetRankedColour(r) if r == 1 then return(0xFF0000FF) elseif r == 2 then return(0xFFFF00FF) elseif r == 3 then return(0x00FF00FF) elseif r == 4 then return(0x0000FFFF) elseif r == 5 then return(0xFF00FFFF) end end ----------------------------------------- -- PRIMARY HEDGE EDITOR PLACEMENT STUFF ----------------------------------------- function GetClosestGear() closestDist = 999999999 closestGear = nil runOnGears(SelectGear) return(closestGear) end function SelectGear(gear) d = GetDistFromGearToXY(gear, placedX[placedCount], placedY[placedCount]) if d < closestDist then closestDist = d closestGear = gear end end function PlaceWaypoint(x,y) placedX[placedCount] = x placedY[placedCount] = y placedType[placedCount] = loc("Waypoint Editing Mode") placedLandFlags[placedCount] = nil -- use this to specify waypoint type maybe placedHWMapFlag[placedCount] = 0 placedSprite[placedCount] = vgtCircle placedSpec[placedCount] = AddVisualGear(x,y,vgtCircle,0,true) placedTint[placedCount] = 0xFF0000FF placedFrame[placedCount] = 1 SetVisualGearValues(placedSpec[placedCount], x, y, 164, 224, 1, 10, 0, wpRadius, 5, placedTint[placedCount]) placedCount = placedCount +1 end function LoadSprite(pX, pY, pSprite, pFrame, pTint, p1, p2, p3, pLandFlags) placedX[placedCount] = pX placedY[placedCount] = pY placedSpec[placedCount] = nil if pSprite == sprAmGirder then placedType[placedCount] = loc("Girder Placement Mode") --newHWMapStuff if pLandFlags == lfIndestructible then specialMod = 1 elseif pLandFlags == lfIce then specialMod = 2 else specialMod = 0 end placedHWMapFlag[placedCount] = pFrame+100+(8*specialMod) elseif pSprite == sprAmRubber then placedType[placedCount] = loc("Rubber Placement Mode") --newHWMapStuff if pFrame == 0 then placedHWMapFlag[placedCount] = 124 elseif pFrame == 1 then placedHWMapFlag[placedCount] = 125 elseif pFrame == 2 then placedHWMapFlag[placedCount] = 126 elseif pFrame == 3 then placedHWMapFlag[placedCount] = 127 end else placedType[placedCount] = loc("Sprite Placement Mode") end if pLandFlags == lfIce then placedLandFlags[placedCount] = "lfIce" elseif pLandFlags == lfIndestructible then placedLandFlags[placedCount] = "lfIndestructible" elseif pLandFlags == lfBouncy then placedLandFlags[placedCount] = "lfBouncy" else placedLandFlags[placedCount] = "lfNormal" end placedTint[placedCount] = pTint placedFrame[placedCount] = pFrame placedSprite[placedCount] = pSprite local success = PlaceSprite(pX, pY, pSprite, pFrame, pTint, nil, nil, nil, pLandFlags) if succcess then placedCount = placedCount + 1 end end function CallPlaceSprite(pID, silent) if silent == nil then silent = false end if landType == lfIce then placedLandFlags[pID] = "lfIce" placedTint[pID] = U_LAND_TINT_ICE elseif landType == lfIndestructible then placedLandFlags[pID] = "lfIndestructible" placedTint[pID] = U_LAND_TINT_INDESTRUCTIBLE elseif landType == lfBouncy then placedLandFlags[pID] = "lfBouncy" placedTint[pID] = U_LAND_TINT_BOUNCY else placedLandFlags[pID] = "lfNormal" placedTint[pID] = U_LAND_TINT_NORMAL end -- Special case: Placing amAirAttack of the ammos sprite (since this one is overwritten) local actualDisplayedImage = placedFrame[pID] if (placedSprite[pID] == sprAMAmmos or placedSprite[pID] == sprAMAmmosBW) and (actualDisplayedImage == (amAirAttack - 1)) then actualDisplayedImage = ammoFrameAirAttack end local success = PlaceSprite(placedX[pID], placedY[pID], placedSprite[pID], actualDisplayedImage, placedTint[pID], nil, -- overrite existing land nil, nil, -- this stuff specifies flipping landType) if not silent then if success then PlaySound(sndPlaced) else PlaySound(sndDenied) end end return success end function SelectClosestSprite() closestDist = 999999999 closestSpriteID = nil -- just in case for i = 0, (placedCount-1) do if (placedType[i] == loc("Girder Placement Mode")) or (placedType[i] == loc("Rubber Placement Mode")) or (placedType[i] == loc("Sprite Placement Mode")) then q = placedX[i] - placedX[placedCount] w = placedY[i] - placedY[placedCount] d = ( (q*q) + (w*w) ) if d < closestDist then closestDist = d closestSpriteID = i newTint = 0xFF00FFFF SetVisualGearValues(sSprite, placedX[i], placedY[i], 0, 0, nil, placedFrame[i], 10000, placedSprite[i], 10000, newTint ) end end end end function EraseClosestSprite() if closestSpriteID ~= nil then EraseSprite(placedX[closestSpriteID], placedY[closestSpriteID], placedSprite[closestSpriteID], placedFrame[closestSpriteID], nil, -- erase land only where the pixels match the land flag provided nil, -- only erase the provided land flags. don't touch other land flags or LandPixels nil, -- flip sprite horizontally nil, -- flip sprite vertically placedLandFlags[closestSpriteID]) PlaySound(sndBump) placedX[closestSpriteID] = nil placedY[closestSpriteID] = nil placedSpec[closestSpriteID] = nil placedType[closestSpriteID] = nil placedTint[closestSpriteID] = nil placedSprite[closestSpriteID] = nil placedFrame[closestSpriteID] = nil placedLandFlags[closestSpriteID] = nil closestSpriteID = nil SetVisualGearValues(sSprite, 0, 0, 0, 0, 0, 1, 10000, sprAmGirder, 10000, 0x00000000 ) else PlaySound(sndDenied) end end -- work this into the above two functions and edit them, later function EraseClosestWaypoint() closestDist = 999999999 closestSpriteID = nil -- just in case for i = 0, (placedCount-1) do if (placedType[i] == loc("Waypoint Editing Mode")) then local q = placedX[i] - placedX[placedCount] local w = placedY[i] - placedY[placedCount] local d = ( (q*q) + (w*w) ) if d < closestDist then closestDist = d closestSpriteID = i SetVisualGearValues(sSprite, placedX[i], placedY[i], 0, 0, nil, placedFrame[i], 10000, placedSprite[i], 10000, newTint ) end end end if closestSpriteID ~= nil then DeleteVisualGear(placedSpec[closestSpriteID]) placedX[closestSpriteID] = nil placedY[closestSpriteID] = nil placedSpec[closestSpriteID] = nil placedType[closestSpriteID] = nil placedTint[closestSpriteID] = nil placedSprite[closestSpriteID] = nil placedFrame[closestSpriteID] = nil placedLandFlags[closestSpriteID] = nil closestSpriteID = nil SetVisualGearValues(sSprite, 0, 0, 0, 0, 0, 1, 10000, sprAmGirder, 10000, 0x00000000 ) PlaySound(sndBump) else PlaySound(sndDenied) end end -- essentially called when user clicks the mouse -- with girders or an airattack function PlaceObject(x,y) placedX[placedCount] = x placedY[placedCount] = y placedType[placedCount] = cat[cIndex] placedSpec[placedCount] = pMode[pIndex] placedTint[placedCount] = nil placedFrame[placedCount] = nil placedLandFlags[placedCount] = nil placedSprite[placedCount] = nil placedHWMapFlag[placedCount] = nil placementSucceeded = true -- We assume success unless the placement logic said otherwise if cat[cIndex] == loc("Girder Placement Mode") then if superDelete == false then --lfObject and lfBasic placedFrame[placedCount] = CGR placedSprite[placedCount] = sprAmGirder placementSucceeded = CallPlaceSprite(placedCount) if placementSucceeded then if landType == lfIndestructible then specialMod = 1 elseif landType == lfIce then specialMod = 2 else specialMod = 0 end placedHWMapFlag[placedCount] = CGR+100+(8*specialMod) else placedType[placedCount] = "bogus" end else placedType[placedCount] = "bogus" -- we need this so we don't think we've placed a new girder and are trying to erase the things we just placed?? SelectClosestSprite() EraseClosestSprite() end elseif cat[cIndex] == loc("Rubber Placement Mode") then if superDelete == false then placedFrame[placedCount] = CGR placedSprite[placedCount] = sprAmRubber --new ermagerd placedLandFlags[placedCount] = "lfBouncy" placedTint[placedCount] = U_LAND_TINT_NORMAL placementSucceeded = PlaceSprite(placedX[placedCount], placedY[placedCount], placedSprite[placedCount], placedFrame[placedCount], placedTint[placedCount], nil, nil, nil, landType) if placementSucceeded then if CGR == 0 then placedHWMapFlag[placedCount] = 124 elseif CGR == 1 then placedHWMapFlag[placedCount] = 125 elseif CGR == 2 then placedHWMapFlag[placedCount] = 126 elseif CGR == 3 then placedHWMapFlag[placedCount] = 127 end PlaySound(sndPlaced) else placedType[placedCount] = "bogus" PlaySound(sndDenied) end else placedType[placedCount] = "bogus" SelectClosestSprite() EraseClosestSprite() end elseif cat[cIndex] == loc("Target Placement Mode") then gear = AddGear(x, y, gtTarget, 0, 0, 0, 0) elseif cat[cIndex] == loc("Cleaver Placement Mode") then gear = AddGear(x, y, gtKnife, 0, 0, 0, 0) elseif cat[cIndex] == loc("Health Crate Placement Mode") then gear = SpawnHealthCrate(x,y) SetHealth(gear, pMode[pIndex]) elseif cat[cIndex] == loc("Weapon Crate Placement Mode") then gear = SpawnAmmoCrate(x, y, atkArray[pIndex][1]) placedSpec[placedCount] = atkArray[pIndex][2] setGearValue(gear,"contents",atkArray[pIndex][2]) elseif cat[cIndex] == loc("Utility Crate Placement Mode") then gear = SpawnUtilityCrate(x, y, utilArray[pIndex][1]) placedSpec[placedCount] = utilArray[pIndex][2] setGearValue(gear,"contents",utilArray[pIndex][2]) elseif cat[cIndex] == loc("Barrel Placement Mode") then gear = AddGear(x, y, gtExplosives, 0, 0, 0, 0) SetHealth(gear, pMode[pIndex]) elseif cat[cIndex] == loc("Mine Placement Mode") then gear = AddGear(x, y, gtMine, 0, 0, 0, 0) SetTimer(gear, pMode[pIndex]) elseif cat[cIndex] == loc("Dud Mine Placement Mode") then gear = AddGear(x, y, gtMine, 0, 0, 0, 0) SetHealth(gear, 0) SetGearValues(gear, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, 36 - pMode[pIndex]) elseif cat[cIndex] == loc("Sticky Mine Placement Mode") then gear = AddGear(x, y, gtSMine, 0, 0, 0, 0) SetTimer(gear, pMode[pIndex]) elseif cat[cIndex] == loc("Air Mine Placement Mode") then gear = AddGear(x, y, gtAirMine, 0, 0, 0, 0) SetTimer(gear, pMode[pIndex]) SetGearValues(gear, nil, nil, pMode[pIndex]) elseif cat[cIndex] == loc("Repositioning Mode") then if pMode[pIndex] == loc("Selection Mode") then sGear = GetClosestGear() if sGear ~= nil then PlaySound(sndPortalSwitch) end elseif pMode[pIndex] == loc("Placement Mode") then if sGear ~= nil then SetGearPosition(sGear, x, y) PlaySound(sndWarp) end elseif pMode[pIndex] == loc("Deletion Mode") then sGear = GetClosestGear() if (sGear == nil) then AddCaption(loc("Please click on a gear."), colorErrorMessage, capgrpVolume) PlaySound(sndDenied) elseif (GetGearType(sGear) == gtHedgehog) then AddCaption(loc("Hedgehogs can not be deleted."), colorErrorMessage, capgrpVolume) PlaySound(sndDenied) else DeleteGear(sGear) PlaySound(sndBump) end sGear = nil end elseif (cat[cIndex] == loc("Hog Identity Mode")) or (cat[cIndex] == loc("Team Identity Mode")) then sGear = GetClosestGear() if (sGear ~= nil) and (GetGearType(sGear) == gtHedgehog) then if (cat[cIndex] == loc("Hog Identity Mode")) then SetHogProfile(sGear, pMode[pIndex]) else -- set for the whole team SetTeamIdentity(sGear) end PlaySound(sndHello, sGear) else AddCaption(loc("Please click on a hedgehog."), colorErrorMessage, capgrpVolume) PlaySound(sndDenied) end elseif cat[cIndex] == loc("Health Modification Mode") then sGear = GetClosestGear() local gt = GetGearType(sGear) if gt == gtHedgehog or gt == gtExplosives or (gt == gtCase and GetGearPos(sGear) == 0x2) then local oldHealth, hDiff = GetHealth(sGear) if pMode[pIndex][2] == "set" then SetHealth(sGear, pMode[pIndex][1]) hDiff = pMode[pIndex][1] - oldHealth elseif pMode[pIndex][2] == "mod" then local min if gt == gtCase then min = 0 else min = 1 end local newHealth = math.max(min, GetHealth(sGear) + tonumber(pMode[pIndex][1])) SetHealth(sGear, newHealth) hDiff = newHealth - oldHealth end PlaySound(sndPortalSwitch) if gt == gtHedgehog and hDiff < 0 then local snd = { sndOw1, sndOw2, sndOw3 } PlaySound(snd[math.random(1, #snd)], sGear) end elseif gt == gtMine and GetHealth(sGear) == 0 then local newHealth if pMode[pIndex][2] == "set" then newHealth = pMode[pIndex][1] elseif pMode[pIndex][2] == "mod" then local _, oldHealth _,_,_,_,_,_,_,_,_,_,_, oldHealth = GetGearValues(sGear) oldHealth = 36 - oldHealth newHealth = math.max(1, oldHealth + tonumber(pMode[pIndex][1])) end if newHealth ~= nil then SetGearValues(sGear, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, 36 - newHealth) PlaySound(sndPortalSwitch) end else AddCaption(loc("Please click on a hedgehog, barrel, health crate or dud mine."), colorErrorMessage, capgrpVolume) PlaySound(sndDenied) end elseif cat[cIndex] == loc("Sprite Modification Mode") then SelectClosestSprite() if closestSpriteID ~= nil then if pMode[pIndex] == loc("LandFlag Modification Mode") then EraseSprite(placedX[closestSpriteID], placedY[closestSpriteID], placedSprite[closestSpriteID], placedFrame[closestSpriteID], nil, nil, nil, nil, placedLandFlags[closestSpriteID]) placementSucceeded = CallPlaceSprite(closestSpriteID, true) if placementSucceeded then closestSpriteID = nil SetVisualGearValues(sSprite, 0, 0, 0, 0, 0, 1, 10000, sprAmGirder, 10000, 0x00000000 ) PlaySound(sndPortalSwitch) else PlaySound(sndDenied) end elseif pMode[pIndex] == loc("Sprite Erasure Mode") then EraseClosestSprite() end else PlaySound(sndDenied) end elseif cat[cIndex] == loc("Goal Definition Mode") then sGear = GetClosestGear() if sGear ~= nil then -- used to be closestGear if getGearValue(sGear,"tag") == nil then if pMode[pIndex] == loc("Victory Condition: Collect") then if GetGearType(sGear) == gtCase then setGearValue(sGear, "tag","collection") PlaySound(sndPortalSwitch) else AddCaption(loc("Please click on a crate."), colorErrorMessage, capgrpVolume) PlaySound(sndDenied) end else if pMode[pIndex] == loc("Victory Condition: Destroy") then setGearValue(sGear, "tag","victory") PlaySound(sndPortalSwitch) elseif pMode[pIndex] == loc("Losing Condition: Destroy") then setGearValue(sGear, "tag","failure") PlaySound(sndPortalSwitch) end end else -- remove tag and delete circ setGearValue(sGear, "tag", nil) DeleteVisualGear(getGearValue(sGear,"tCirc")) setGearValue(sGear, "tCirc", nil) PlaySound(sndBump) end end elseif cat[cIndex] == loc("Sprite Placement Mode") then if superDelete == false then placedFrame[placedCount] = sFrame placedSprite[placedCount] = reducedSpriteIDArray[pIndex] placementSucceeded = CallPlaceSprite(placedCount) else placedType[placedCount] = "bogus" SelectClosestSprite() EraseClosestSprite() end elseif cat[cIndex] == loc("Waypoint Editing Mode") then if pMode[pIndex] == loc("Delete Waypoint") then placedType[placedCount] = "bogus" EraseClosestWaypoint() else PlaceWaypoint(x,y) placedCount = placedCount - 1 PlaySound(sndPlaced) end end placedCount = placedCount + 1 end -- called when user changes primary selection -- either via up/down keys -- or selecting girder/airattack function RedefineSubset() superDelete = false -- fairly new addition landType = 0 --- fairly new addition pIndex = 1 pMode = {} if cat[cIndex] == loc("Girder Placement Mode") then pIndex = CGR pMode = {loc("Girder")} elseif cat[cIndex] == loc("Rubber Placement Mode") then pIndex = CGR pMode = {loc("Rubber")} landType = lfBouncy -- for now, let's not allow anything else (-- fairly new addition) elseif cat[cIndex] == loc("Target Placement Mode") then pMode = {loc("Target")} elseif cat[cIndex] == loc("Cleaver Placement Mode") then pMode = {loc("Cleaver")} elseif cat[cIndex] == loc("Barrel Placement Mode") then pMode = {60,80,100,120,160,200,240,1,10,20,30,40,50} elseif cat[cIndex] == loc("Health Crate Placement Mode") then pMode = {25,30,40,50,75,100,150,200,0,5,10,15,20} elseif cat[cIndex] == loc("Weapon Crate Placement Mode") then for i = 1, #atkArray do pMode[i] = GetAmmoName(atkArray[i][1], true) end elseif cat[cIndex] == loc("Utility Crate Placement Mode") then for i = 1, #utilArray do pMode[i] = GetAmmoName(utilArray[i][1], true) end elseif cat[cIndex] == loc("Mine Placement Mode") then pMode = {3000,4000,5000,0,1000,2000} elseif cat[cIndex] == loc("Dud Mine Placement Mode") then pMode = {36,48,60,72,96,1,6,12,18,24} elseif cat[cIndex] == loc("Mine Placement Mode") then pMode = {3000,4000,5000,0,1000,2000} elseif cat[cIndex] == loc("Sticky Mine Placement Mode") then pMode = {500,1000,1500,2000,2500,0} elseif cat[cIndex] == loc("Air Mine Placement Mode") then pMode = {750,1000,1250,0,250,500} elseif cat[cIndex] == loc("Repositioning Mode") then pMode = {loc("Selection Mode"),loc("Placement Mode"), loc("Deletion Mode")} elseif cat[cIndex] == loc("Goal Definition Mode") then pMode = {loc("Victory Condition: Destroy"),loc("Losing Condition: Destroy"),loc("Victory Condition: Collect")} elseif cat[cIndex] == loc("Hog Identity Mode") then pMode = {loc("Soldier"),loc("Grenadier"),loc("Sniper"),loc("Pyro"),loc("Ninja"),loc("Commander"),loc("Chef"),loc("Engineer"),loc("Physicist"),loc("Trapper"),loc("Saint"),loc("Clown")} elseif cat[cIndex] == loc("Team Identity Mode") then pMode = preMadeTeamNamesTranslated elseif cat[cIndex] == loc("Health Modification Mode") then pMode = { {100, "set"}, {125, "set"}, {150, "set"}, {200, "set"}, {300, "set"}, {1000, "set"}, {"-100", "mod"}, {"-10", "mod"}, {"-1", "mod"}, {"+1", "mod"}, {"+10", "mod"}, {"+100", "mod"}, {1, "set"}, {10, "set"}, {15, "set"}, {20, "set"}, {25, "set"}, {30, "set"}, {40, "set"}, {50, "set"}, {75, "set"}, } elseif cat[cIndex] == loc("Sprite Modification Mode") then pMode = {loc("LandFlag Modification Mode"),loc("Sprite Erasure Mode")} elseif cat[cIndex] == loc("Sprite Testing Mode") or cat[cIndex] == loc("Sprite Placement Mode") then for i = 1, #reducedSpriteTextArray do pMode[i] = reducedSpriteTextArray[i] end sFrame = 0 elseif cat[cIndex] == loc("Waypoint Editing Mode") then pMode = {loc("Place Waypoint"), loc("Delete Waypoint")} end end ------------------------------------------------ -- LOADING AND SAVING DATA STUFF ------------------------------------------------ -- paste data you have saved previously here function LoadLevelData() if (mapID == nil) or (mapID == 0) then LoadMap(1) else LoadMap(mapID) end for i = 1, techCount-1 do PlaceWaypoint(techX[i],techY[i]) end end -- When you save your level, this function -- generates the AddTeam and AddHog function calls for onGameInit() function GetDataForSavingHogs(gear) --this is a quick hack so that the human team(s) will always be --given the first move ahead of the AI local tempDataList = {} if GetHogLevel(gear) == 0 then tempDataList = hogDataList else tempDataList = AIHogDataList end if GetHogTeamName(gear) ~= lastRecordedTeam then teamCounter = teamCounter + 1 if teamCounter == 9 then teamCounter = 1 end -- Color argument for AddTeam; using the -- default clan color format. local tColor = -(GetHogClan(gear)+1) local tFort, tGrave, tFlag, tVoice if getGearValue(gear,"grave") == nil then tFort = GetHogFort(gear) tGrave = GetHogGrave(gear) tFlag = GetHogFlag(gear) tVoice = GetHogVoicepack(gear) else tGrave = getGearValue(gear,"grave") tFort = getGearValue(gear,"fort") tFlag = getGearValue(gear,"flag") tVoice = getGearValue(gear,"voice") end if not tFort then tFort = "Castle" end if not tGrave then tGrave = "Statue" end if not tFlag then tFlag= "hedgewars" end if not tVoice then tVoice = "Default" end lastRecordedTeam = GetHogTeamName(gear) table.insert(tempDataList, "") local oTeamName = getGearValue(gear, "originalTeamName") if oTeamName == nil or oTeamName == "" then oTeamName = GetHogTeamName(gear) end table.insert (tempDataList, " AddTeam(loc(\"" .. oTeamName .. "\")" .. ", " .. tColor .. ", " .. "\"" .. tGrave .. "\"" .. ", " .. "\"" .. tFort .. "\"" .. ", " .. "\"" .. tVoice .. "\"" .. ", " .. "\"" .. tFlag .. "\"" .. ")" ) end table.insert(hhs, gear) local oName = getGearValue(gear, "originalName") if oName == nil or oName == "" then oName = GetHogName(gear) end table.insert (tempDataList, " hhs[" .. #hhs .."] = AddHog(loc(\"" .. oName .. "\"), " .. GetHogLevel(gear) .. ", " .. GetHealth(gear) .. ", \"" .. GetHogHat(gear) .. "\"" .. ")" ) table.insert (tempDataList," SetGearPosition(hhs[" .. #hhs .. "], " .. GetX(gear) .. ", " .. GetY(gear) .. ")") for e=1, #effectArray do if GetEffect(gear, effectArray[e]) ~= 0 then table.insert (tempDataList," SetEffect(hhs[" .. #hhs .. "], " .. effectStr[e] .. ", " .. GetEffect(gear, effectArray[e]) .. ")") end end local dX, _ = GetGearVelocity(gear) if dX < 0 then table.insert (tempDataList," HogTurnLeft(hhs[" .. #hhs .. "], true)") end if getGearValue(gear,"tag") ~= nil then table.insert (tempDataList," setGearValue(hhs[" .. #hhs .. "], \"tag\", \"" .. getGearValue(gear,"tag") .. "\")") end -- save the ammo values for each gear, we will call this later -- when we want to output it to console if getGearValue(gear,"ranking") ~= nil then table.insert(shoppaPointList, "AddShoppaPoint(" .. GetX(gear) .. ", " .. GetY(gear) .. ", " .. getGearValue(gear,"ranking") .. ")") end for i = 1, #atkArray do setGearValue(gear, atkArray[i][1], GetAmmoCount(gear, atkArray[i][1])) end for i = 1, #utilArray do setGearValue(gear, utilArray[i][1], GetAmmoCount(gear, utilArray[i][1])) end if GetHogLevel(gear) == 0 then hogDataList = tempDataList else AIHogDataList = tempDataList end end -- output hog and team data to the console function SaveHogData() teamCounter = 0 lastRecordedTeam = "" hhs = {} runOnHogs(GetDataForSavingHogs) WriteLnToConsole(" ------ TEAM LIST ------") for i = 1, #hogDataList do WriteLnToConsole(hogDataList[i]) end for i = 1, #AIHogDataList do WriteLnToConsole(AIHogDataList[i]) end WriteLnToConsole("") if #shoppaPointList > 0 then WriteLnToConsole(" ------ SHOPPA POINT LIST ------") for i = 1, #shoppaPointList do WriteLnToConsole(shoppaPointList[i]) end end end -- generates an onGameInit() template with scheme data, team adds, and hogs function SaveConfigData() WriteLnToConsole("function onGameInit()") WriteLnToConsole("") temp = " EnableGameFlags(gfDisableWind" for i = 1, #gameFlagList do if gameFlagList[i][2] == true then temp = temp .. ", ".. gameFlagList[i][1] end end WriteLnToConsole(" ClearGameFlags()") WriteLnToConsole(temp .. ")") WriteLnToConsole(" Map = \"" .. Map .. "\"") WriteLnToConsole(" Seed = \"" .. Seed .. "\"") WriteLnToConsole(" Theme = \"" .. Theme .. "\"") WriteLnToConsole(" MapGen = " .. MapGen) WriteLnToConsole(" MapFeatureSize = " .. MapFeatureSize) WriteLnToConsole(" TemplateFilter = " .. TemplateFilter) WriteLnToConsole(" TemplateNumber = " .. TemplateNumber) WriteLnToConsole(" TurnTime = " .. TurnTime) WriteLnToConsole(" Explosives = " .. Explosives) WriteLnToConsole(" MinesNum = " .. MinesNum) WriteLnToConsole(" CaseFreq = " .. CaseFreq) WriteLnToConsole(" Delay = " .. Delay) WriteLnToConsole(" HealthCaseProb = " .. HealthCaseProb) WriteLnToConsole(" HealthCaseAmount = " .. HealthCaseAmount) WriteLnToConsole(" DamagePercent = " .. DamagePercent) WriteLnToConsole(" RopePercent = " .. RopePercent) WriteLnToConsole(" MinesTime = " .. MinesTime) WriteLnToConsole(" MineDudPercent = " .. MineDudPercent) WriteLnToConsole(" SuddenDeathTurns = " .. SuddenDeathTurns) WriteLnToConsole(" WaterRise = " .. WaterRise) WriteLnToConsole(" HealthDecrease = " .. HealthDecrease) WriteLnToConsole(" Ready = " .. Ready) WriteLnToConsole(" AirMinesNum = " .. AirMinesNum) WriteLnToConsole(" GetAwayTime = " .. GetAwayTime) WriteLnToConsole(" WorldEdge = " .. WorldEdge) -- ScriptParam intentionally left out, it doesn't make sense for missions. WriteLnToConsole("") SaveHogData() WriteLnToConsole("") WriteLnToConsole("end") end -- output gear data as special points to be placed in a converted HWMAP, readable by InterpretPoints() function ConvertGearDataToHWPText() WriteLnToConsole("") WriteLnToConsole("--BEGIN HWMAP CONVERTER POINTS--") WriteLnToConsole("-- You can paste this data into the HWMAP converter if needed.") WriteLnToConsole("--[[") WriteLnToConsole("") for i = 1, #hFlagList do WriteLnToConsole(hFlagList[i]) end WriteLnToConsole("") WriteLnToConsole("]]") WriteLnToConsole("--END HWMAP CONVERTER POINTS--") WriteLnToConsole("") end -- sigh -- gradually got more bloated with the addition of hwpoint tracking and -- distinction betweeen the need to track victory/win conditions or not function GetDataForGearSaving(gear) local temp = nil local specialFlag = nil local arrayList = nil if GetGearType(gear) == gtMine then temp = " tempG = AddGear(" .. GetX(gear) .. ", " .. GetY(gear) .. ", gtMine, 0, 0, 0, 0)" table.insert(mineList, temp) table.insert(mineList, " SetTimer(tempG, " .. GetTimer(gear) .. ")") if (GetHealth(gear) == 0) then table.insert(mineList, " SetHealth(tempG, 0)") local _, damage _,_,_,_,_,_,_,_,_,_,_,damage = GetGearValues(gear) if damage ~= 0 then table.insert(mineList, " SetGearValues(tempG, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, "..damage..")") end end if (getGearValue(gear, "tag") ~= nil) then table.insert(mineList, " setGearValue(tempG, \"tag\", \"" .. getGearValue(gear,"tag") .. "\")") end if GetTimer(gear) == 0 then specialFlag = 1 elseif GetTimer(gear) == 1000 then specialFlag = 2 elseif GetTimer(gear) == 2000 then specialFlag = 3 elseif GetTimer(gear) == 3000 then specialFlag = 4 elseif GetTimer(gear) == 4000 then specialFlag = 5 elseif GetTimer(gear) == 5000 then specialFlag = 6 end elseif GetGearType(gear) == gtSMine then arrayList = sMineList temp = " tempG = AddGear(" .. GetX(gear) .. ", " .. GetY(gear) .. ", gtSMine, 0, 0, 0, 0)" table.insert(sMineList, temp) table.insert(sMineList, " SetTimer(tempG, " .. GetTimer(gear) .. ")") specialFlag = 7 elseif GetGearType(gear) == gtAirMine then temp = " tempG = AddGear(" .. GetX(gear) .. ", " .. GetY(gear) .. ", gtAirMine, 0, 0, 0, 0)" table.insert(airMineList, temp) table.insert(airMineList, " SetTimer(tempG, " .. GetTimer(gear) .. ")") table.insert(airMineList, " SetGearValues(tempG, nil, nil, " .. GetTimer(gear) .. ")") if (getGearValue(gear, "tag") ~= nil) then table.insert(airMineList, " setGearValue(tempG, \"tag\", \"" .. getGearValue(gear,"tag") .. "\")") end table.insert(previewDataList, " PreviewPlacedGear(" .. GetX(gear) ..", " .. GetY(gear) .. ")") specialFlag = 8 elseif GetGearType(gear) == gtExplosives then temp = " tempG = AddGear(" .. GetX(gear) .. ", " .. GetY(gear) .. ", gtExplosives, 0, 0, 0, 0)" table.insert(explosivesList, temp) table.insert(explosivesList, " SetHealth(tempG, " .. GetHealth(gear) .. ")") if (getGearValue(gear, "tag") ~= nil) then table.insert(explosivesList, " setGearValue(tempG, \"tag\", \"" .. getGearValue(gear,"tag") .. "\")") end table.insert(previewDataList, " PreviewPlacedGear(" .. GetX(gear) ..", " .. GetY(gear) .. ")") if GetHealth(gear) == 1 then specialFlag = 15 elseif GetHealth(gear) == 25 then specialFlag = 16 elseif GetHealth(gear) == 50 then specialFlag = 17 elseif GetHealth(gear) == 75 then specialFlag = 18 elseif GetHealth(gear) == 100 then specialFlag = 19 end elseif GetGearType(gear) == gtTarget then arrayList = targetList temp = " tempG = AddGear(" .. GetX(gear) .. ", " .. GetY(gear) .. ", gtTarget, 0, 0, 0, 0)" table.insert(targetList, temp) specialFlag = 14 elseif GetGearType(gear) == gtKnife then arrayList = knifeList temp = " tempG = AddGear(" .. GetX(gear) .. ", " .. GetY(gear) .. ", gtKnife, 0, 0, 0, 0)" table.insert(knifeList, temp) specialFlag = 13 elseif GetGearType(gear) == gtCase then table.insert(previewDataList, " PreviewPlacedGear(" .. GetX(gear) ..", " .. GetY(gear) .. ")") -- Health crate if band(GetGearPos(gear), 0x2) ~= 0 then temp = " tempG = SpawnHealthCrate(" .. GetX(gear) ..", " .. GetY(gear) ..", " .. GetHealth(gear) .. ")" table.insert(healthCrateList, temp) if (getGearValue(gear, "tag") ~= nil) then table.insert(healthCrateList, " setGearValue(tempG, \"tag\", \"" .. getGearValue(gear,"tag") .. "\")") end if GetHealth(gear) == 25 then specialFlag = 9 elseif GetHealth(gear) == 50 then specialFlag = 10 elseif GetHealth(gear) == 75 then specialFlag = 11 elseif GetHealth(gear) == 100 then specialFlag = 12 end -- Ammo crate elseif band(GetGearPos(gear), 0x1) ~= 0 then arrayList = wepCrateList temp = " tempG = SpawnAmmoCrate(" .. GetX(gear) ..", " .. GetY(gear) ..", " .. getGearValue(gear,"contents") .. ")" table.insert(wepCrateList, temp) tempV = getGearValue(gear,"contents") for i = 1, #atkArray do if tempV == atkArray[i][2] then specialFlag = i + 19 end end --dammit, we probably need more entries if we want to allow editing of existing maps table.insert(wepCrateList, " setGearValue(tempG, \"contents\", \"" .. getGearValue(gear,"contents") .. "\")") -- Utility crate elseif band(GetGearPos(gear), 0x4) ~= 0 then arrayList = utilCrateList temp = " tempG = SpawnUtilityCrate(" .. GetX(gear) ..", " .. GetY(gear) ..", " .. getGearValue(gear,"contents") .. ")" table.insert(utilCrateList, temp) tempV = getGearValue(gear,"contents") for i = 1, #utilArray do if tempV == utilArray[i][2] then specialFlag = i + 19 + #atkArray end end --dammit, we probably need more entries if we want to allow editing of existing maps table.insert(utilCrateList, " setGearValue(tempG, \"contents\", \"" .. getGearValue(gear,"contents") .. "\")") end end -- add tracking of simple win/lose for simpler gears that have a tempG = listed above if (getGearValue(gear, "tag") ~= nil) and (arrayList ~= nil) then table.insert(arrayList, " setGearValue(tempG, \"tag\", \"" .. getGearValue(gear,"tag") .. "\")") end -- this creates a big, messy list of special flags for use in hwmaps if specialFlag ~= nil then table.insert(hFlagList, " " .. GetX(gear) .. " " .. GetY(gear) .. " " .. specialFlag) end end -- generate a title and list all the gears if there is at least 1 of them in the list function AppendGearList(gearList, consoleLine) if #gearList > 0 then WriteLnToConsole(consoleLine) for i = 1, #gearList do WriteLnToConsole(gearList[i]) end WriteLnToConsole("") end end -- new attempt at doing shit a bit cleaner: -- it may be a bit verbose, but this should generate a comprehensive, human-readable -- list of gears, broken up into sections and output it to the console function SaveGearData() runOnGears(GetDataForGearSaving) AppendGearList(healthCrateList, " ------ HEALTH CRATE LIST ------") AppendGearList(wepCrateList, " ------ AMMO CRATE LIST ------") AppendGearList(utilCrateList, " ------ UTILITY CRATE LIST ------") AppendGearList(explosivesList, " ------ BARREL LIST ------") AppendGearList(mineList, " ------ MINE LIST ------") AppendGearList(sMineList, " ------ STICKY MINE LIST ------") AppendGearList(airMineList, " ------ AIR MINE LIST ------") AppendGearList(targetList, " ------ TARGET LIST ------") AppendGearList(knifeList, " ------ CLEAVER LIST ------") end function DoAmmoLoop(i) for x = 1, #atkArray do if getGearValue(hhs[i],atkArray[x][1]) ~= 0 then WriteLnToConsole(" AddAmmo(hhs[" .. i .. "], " .. atkArray[x][2] .. ", " .. getGearValue(hhs[i],atkArray[x][1]) .. ")") end end for x = 1, #utilArray do if getGearValue(hhs[i],utilArray[x][1]) ~= 0 then WriteLnToConsole(" AddAmmo(hhs[" .. i .. "], " .. utilArray[x][2] .. ", " .. getGearValue(hhs[i],utilArray[x][1]) .. ")") end end WriteLnToConsole("") end -- this is called when a tagged gear is deleted during a mission -- it determines if the game is ready to conclude in victory/defeat function CheckForConclusion(gear) -- failure gears must always all be protected, so if any of them are destroyed the player loses if getGearValue(gear,"tag") == "failure" then EndGameIn("failure") else -- the presence of other tagged gears means that the goal of this mission is not -- simply to kill every hedgehog. Thus, we need to count the remaining tagged objects -- to see how close we are to completing the mission successfully. victoryObj = 0 failObj = 0 collectObj = 0 runOnGears(CheckForConditions) if GetGearType(gear) ~= gtCase then -- non-crates can only be tagged as victory or failure, and as this wasn't tagged -- "failure" in our earlier check, this must be a victory tagged gear. Let's adust -- the number of objects accordingly as it's in the process of being destroyed. victoryObj = victoryObj - 1 -- if there are no objectives left to complete, end the game in victory if (victoryObj == 0) and (collectObj == 0) then EndGameIn("victory") end else -- this crate was deleted, but was it collected or destroyed, and how does that match -- the goals of our mission? if (GetGearMessage(gear) == 256) and (getGearValue(gear,"tag") == "collection") then if GetHogLevel(CurrentHedgehog) == 0 then -- the enemy stole our crate EndGameIn("failure") else collectObj = collectObj - 1 if (victoryObj == 0) and (collectObj == 0) then EndGameIn("victory") end end elseif (GetGearMessage(gear) == 0) and (getGearValue(gear,"tag") == "victory") then victoryObj = victoryObj - 1 if (victoryObj == 0) and (collectObj == 0) then EndGameIn("victory") end else -- unfortunately, we messed up our mission. EndGameIn("failure") end end end end --------------------------------- -- THE BIG ONE --------------------------------- -- saving process starts here -- saves all level data to logs/game0.log and generates a simple script template function SaveLevelData() waypointList = {} girderList = {} rubberList = {} spriteList = {} mineList = {} sMineList = {} airMineList = {} targetList = {} knifeList = {} explosivesList = {} healthCrateList = {} wepCrateList = {} utilCrateList = {} hFlagList = {} previewDataList = {} shoppaPointList = {} hogDataList = {} AIHogDataList = {} WriteLnToConsole("------ BEGIN SCRIPT ------") WriteLnToConsole("-- Copy and Paste this text into an empty text file, and save it as") WriteLnToConsole("-- YOURTITLEHERE.lua, in your Data/Missions/Training/ folder.") WriteLnToConsole("") WriteLnToConsole("HedgewarsScriptLoad(\"/Scripts/Locale.lua\")") WriteLnToConsole("HedgewarsScriptLoad(\"/Scripts/Tracker.lua\")") WriteLnToConsole("HedgewarsScriptLoad(\"/Scripts/Utils.lua\")") WriteLnToConsole("") WriteLnToConsole("local hhs = {}") WriteLnToConsole("") SaveConfigData() WriteLnToConsole("") WriteLnToConsole("function LoadHogWeapons()") WriteLnToConsole("") if band(GameFlags, gfPerHogAmmo) ~= 0 then -- per hog ammo for i = 1, #hhs do DoAmmoLoop(i) end else -- team-based ammo teamCounter = 0 lastRecordedTeam = "" for i = 1, #hhs do if GetHogTeamName(hhs[i]) ~= lastRecordedTeam then lastRecordedTeam = GetHogTeamName(hhs[i]) teamCounter = teamCounter + 1 if teamCounter == 9 then teamCounter = 1 end DoAmmoLoop(i) end end end WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("") WriteLnToConsole("function LoadSprite(pX, pY, pSprite, pFrame, pTint, p1, p2, p3, pLandFlags)") WriteLnToConsole(" PlaceSprite(pX, pY, pSprite, pFrame, pTint, p1, p2, p3, pLandFlags)") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("") WriteLnToConsole("function LoadGearData()") WriteLnToConsole("") WriteLnToConsole(" --BEGIN CORE DATA--") WriteLnToConsole("") WriteLnToConsole(" ------ PORTAL DISTANCE and UFO FUEL ------") WriteLnToConsole(" ufoFuel = " .. ufoFuel) WriteLnToConsole(" portalDistance = " .. portalDistance*5) table.insert(hFlagList, " " .. portalDistance*5 .. " " .. ufoFuel .. " " .. 98) WriteLnToConsole("") for i = 0, (placedCount-1) do if placedType[i] == loc("Waypoint Editing Mode") then --[[ TODO/FIXME: Somehow incorporate the waypoints in an actual useful manner. The functions AddWayPoint and PreviewWayPoint do not exist and will thus be commented-out in the output code. They are added anyway so the user sees the coordinates ]] table.insert(waypointList, "-- AddWayPoint(" .. placedX[i] ..", " .. placedY[i] ..")" ) table.insert(hFlagList, " " .. placedX[i] .. " " .. placedY[i] .. " " .. "0") table.insert(previewDataList, "-- PreviewWayPoint(" .. placedX[i] ..", " .. placedY[i] .. ")") end end -- Helper table to convert tint color value to printable string local tint2String = { [U_LAND_TINT_INDESTRUCTIBLE] = "U_LAND_TINT_INDESTRUCTIBLE", [U_LAND_TINT_ICE] = "U_LAND_TINT_ICE", [U_LAND_TINT_BOUNCY] = "U_LAND_TINT_BOUNCY", [U_LAND_TINT_NORMAL] = "U_LAND_TINT_NORMAL", } for i = 0, (placedCount-1) do if placedType[i] == loc("Girder Placement Mode") then table.insert(girderList, " LoadSprite(" .. placedX[i] ..", " .. placedY[i] ..", sprAmGirder, " .. placedFrame[i] .. -- the rotation/frame ", " .. tint2String[placedTint[i]] ..", " .. -- color "nil, nil, nil, " .. placedLandFlags[i] .. ")" --the landType ) table.insert(hFlagList, " " .. placedX[i] .. " " .. placedY[i] .. " " .. placedHWMapFlag[i]) table.insert(previewDataList, " PreviewGirder(" .. placedX[i] ..", " .. placedY[i] .. ", " .. placedFrame[i] .. ")") end end for i = 0, (placedCount-1) do if placedType[i] == loc("Rubber Placement Mode") then table.insert(rubberList, " LoadSprite(" .. placedX[i] ..", " .. placedY[i] ..", sprAmRubber, " .. placedFrame[i] .. ", " .. tint2String[placedTint[i]] ..", " .. -- color "nil, nil, nil, " .. "lfBouncy)" --the landType ) table.insert(hFlagList, " " .. placedX[i] .. " " .. placedY[i] .. " " .. placedHWMapFlag[i]) table.insert(previewDataList, " PreviewRubber(" .. placedX[i] ..", " .. placedY[i] .. ", " .. placedFrame[i] .. ")") end end for i = 0, (placedCount-1) do if placedType[i] == loc("Sprite Placement Mode") then table.insert(spriteList, " LoadSprite(" .. placedX[i] ..", " .. placedY[i] ..", " .. placedSprite[i] .. ", " .. placedFrame[i] .. -- I think this is the frame, can't remember ", " .. tint2String[placedTint[i]] ..", " .. -- color "nil, nil, nil, " .. placedLandFlags[i] .. ")" --the landType ) end end AppendGearList(waypointList, " ------ WAYPOINT LIST ------") AppendGearList(girderList, " ------ GIRDER LIST ------") AppendGearList(rubberList, " ------ RUBBER LIST ------") AppendGearList(spriteList, " ------ SPRITE LIST ------") SaveGearData() WriteLnToConsole(" --END CORE DATA--") WriteLnToConsole("") WriteLnToConsole(" LoadHogWeapons()") WriteLnToConsole("") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("") WriteLnToConsole("function onGameStart()") WriteLnToConsole("") WriteLnToConsole(" LoadGearData()") WriteLnToConsole(" DetermineMissionGoal()") WriteLnToConsole("") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("") WriteLnToConsole("function onNewTurn()") WriteLnToConsole(" --insert code according to taste") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("") WriteLnToConsole("function onGameTick()") WriteLnToConsole(" runOnGears(UpdateTagCircles)") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("function UpdateTagCircles(gear)") WriteLnToConsole(" if getGearValue(gear,\"tag\") ~= nil then") WriteLnToConsole(" if getGearValue(gear,\"tCirc\") == nil then") WriteLnToConsole(" setGearValue(gear, \"tCirc\",AddVisualGear(0,0,vgtCircle,0,true))") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" if getGearValue(gear,\"tag\") == \"victory\" then") WriteLnToConsole(" SetVisualGearValues(getGearValue(gear,\"tCirc\"), GetX(gear), GetY(gear), 100, 255, 1, 10, 0, 150, 3, 0xff0000ff)") WriteLnToConsole(" elseif getGearValue(gear,\"tag\") == \"failure\" then") WriteLnToConsole(" SetVisualGearValues(getGearValue(gear,\"tCirc\"), GetX(gear), GetY(gear), 100, 255, 1, 10, 0, 150, 3, 0x00ff00ff)") WriteLnToConsole(" elseif getGearValue(gear,\"tag\") == \"collection\" then") WriteLnToConsole(" SetVisualGearValues(getGearValue(gear,\"tCirc\"), GetX(gear), GetY(gear), 100, 255, 1, 10, 0, 150, 3, 0x0000ffff)") WriteLnToConsole(" end") WriteLnToConsole(" end") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("function CheckForConditions(gear)") WriteLnToConsole(" if getGearValue(gear,\"tag\") == \"victory\" then") WriteLnToConsole(" victoryObj = victoryObj +1") WriteLnToConsole(" elseif getGearValue(gear,\"tag\") == \"failure\" then") WriteLnToConsole(" failObj = failObj +1") WriteLnToConsole(" elseif getGearValue(gear,\"tag\") == \"collection\" then") WriteLnToConsole(" collectObj = collectObj +1") WriteLnToConsole(" end") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("function CheckForConclusion(gear)") WriteLnToConsole("") WriteLnToConsole(" if getGearValue(gear,\"tag\") == \"failure\" then ") WriteLnToConsole(" EndGameIn(\"failure\")") WriteLnToConsole(" else ") WriteLnToConsole("") WriteLnToConsole(" victoryObj = 0") WriteLnToConsole(" failObj = 0") WriteLnToConsole(" collectObj = 0") WriteLnToConsole(" runOnGears(CheckForConditions)") WriteLnToConsole("") WriteLnToConsole(" if GetGearType(gear) ~= gtCase then") WriteLnToConsole("") WriteLnToConsole(" victoryObj = victoryObj - 1 ") WriteLnToConsole("") WriteLnToConsole(" if (victoryObj == 0) and (collectObj == 0) then") WriteLnToConsole(" EndGameIn(\"victory\")") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" else") WriteLnToConsole("") WriteLnToConsole(" if (GetGearMessage(gear) == 256) and (getGearValue(gear,\"tag\") == \"collection\") then ") WriteLnToConsole(" if GetHogLevel(CurrentHedgehog) ~= 0 then") WriteLnToConsole(" EndGameIn(\"failure\")") WriteLnToConsole(" else") WriteLnToConsole(" collectObj = collectObj - 1") WriteLnToConsole(" if (victoryObj == 0) and (collectObj == 0) then") WriteLnToConsole(" EndGameIn(\"victory\")") WriteLnToConsole(" end") WriteLnToConsole(" end") WriteLnToConsole(" elseif (GetGearMessage(gear) == 0) and (getGearValue(gear,\"tag\") == \"victory\") then") WriteLnToConsole(" victoryObj = victoryObj - 1") WriteLnToConsole(" if (victoryObj == 0) and (collectObj == 0) then ") WriteLnToConsole(" EndGameIn(\"victory\")") WriteLnToConsole(" end") WriteLnToConsole(" else") WriteLnToConsole(" EndGameIn(\"failure\")") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("function DetermineMissionGoal()") WriteLnToConsole("") WriteLnToConsole(" victoryObj = 0") WriteLnToConsole(" failObj = 0") WriteLnToConsole(" collectObj = 0") WriteLnToConsole(" vComment = \"\"") WriteLnToConsole(" fComment = \"\"") WriteLnToConsole(" collectComment = \"\"") WriteLnToConsole("") WriteLnToConsole(" runOnGears(CheckForConditions)") WriteLnToConsole("") WriteLnToConsole(" if victoryObj > 0 then ") WriteLnToConsole(" if victoryObj == 1 then ") WriteLnToConsole(" vComment = loc(\"- Destroy the red target\") .. \"|\"") WriteLnToConsole(" else ") WriteLnToConsole(" vComment = loc(\"- Destroy the red targets\") .. \"|\"") WriteLnToConsole(" end") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" if collectObj > 0 then ") WriteLnToConsole(" if collectObj == 1 then ") WriteLnToConsole(" collectComment = loc(\"- Collect the blue crate\") .. \"|\"") WriteLnToConsole(" else ") WriteLnToConsole(" collectComment = loc(\"- Collect all the blue crates\") .. \"|\"") WriteLnToConsole(" end") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" if (collectObj == 0) and (victoryObj == 0) then") WriteLnToConsole(" vComment = loc(\"- Destroy the enemy\") .. \"|\"") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" if failObj > 0 then ") WriteLnToConsole(" if failObj == 1 then ") WriteLnToConsole(" fComment = loc(\"- The green target must survive\") .. \"|\"") WriteLnToConsole(" else ") WriteLnToConsole(" fComment = loc(\"- The green targets must survive\") .. \"|\"") WriteLnToConsole(" end") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" ShowMission(loc(\"User Mission\"), loc(\"Mission\"), collectComment .. vComment .. fComment, 1, 0)") WriteLnToConsole("") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("function isATrackedGear(gear)") WriteLnToConsole(" if (GetGearType(gear) == gtHedgehog) or") WriteLnToConsole(" (GetGearType(gear) == gtExplosives) or") WriteLnToConsole(" (GetGearType(gear) == gtMine) or") WriteLnToConsole(" (GetGearType(gear) == gtSMine) or") WriteLnToConsole(" (GetGearType(gear) == gtAirMine) or") WriteLnToConsole(" (GetGearType(gear) == gtTarget) or") WriteLnToConsole(" (GetGearType(gear) == gtKnife) or") WriteLnToConsole(" (GetGearType(gear) == gtPortal) or") WriteLnToConsole(" (GetGearType(gear) == gtCase)") WriteLnToConsole(" then") WriteLnToConsole(" return(true)") WriteLnToConsole(" else") WriteLnToConsole(" return(false)") WriteLnToConsole(" end") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("") WriteLnToConsole("function onGearAdd(gear)") WriteLnToConsole(" if isATrackedGear(gear) then") WriteLnToConsole(" trackGear(gear)") WriteLnToConsole(" end") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("") WriteLnToConsole("function EndGameIn(c)") WriteLnToConsole("") WriteLnToConsole(" teamCounter = 0") WriteLnToConsole(" lastRecordedTeam = \"\" ") WriteLnToConsole(" for i = 1, #hhs do") WriteLnToConsole("") WriteLnToConsole(" if GetHogTeamName(hhs[i]) ~= lastRecordedTeam then --er, is this okay without nill checks?") WriteLnToConsole("") WriteLnToConsole(" lastRecordedTeam = GetHogTeamName(hhs[i])") WriteLnToConsole(" teamCounter = teamCounter + 1") WriteLnToConsole(" if teamCounter == 9 then") WriteLnToConsole(" teamCounter = 1") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" if (c == \"victory\") and (GetHogLevel(hhs[i]) ~= 0) then") WriteLnToConsole(" DismissTeam(GetHogTeamName(hhs[i]))") WriteLnToConsole(" AddCaption(loc(\"Victory!\"), capcolDefault, capgrpGameState)") WriteLnToConsole(" ShowMission(loc(\"User Mission\"), loc(\"Mission\"), loc(\"Mission succeeded!\"), 0, 0)") WriteLnToConsole(" elseif (c == \"failure\") and (GetHogLevel(hhs[i]) == 0) then") WriteLnToConsole(" DismissTeam(GetHogTeamName(hhs[i]))") WriteLnToConsole(" AddCaption(loc(\"Defeat!\"), capcolDefault, capgrpGameState)") WriteLnToConsole(" ShowMission(loc(\"User Mission\"), loc(\"Mission\"), loc(\"Mission failed!\"), -amSkip, 0)") WriteLnToConsole(" elseif (c == \"victory\") and (GetHogLevel(hhs[i]) == 0) then") WriteLnToConsole(" PlaySound(sndVictory,hhs[i]) -- check if we actually need this") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("") WriteLnToConsole("function onGearDelete(gear)") WriteLnToConsole("") WriteLnToConsole(" --insert code according to taste") WriteLnToConsole("") WriteLnToConsole(" if isATrackedGear(gear) then") WriteLnToConsole("") WriteLnToConsole(" if getGearValue(gear,\"tag\") ~= nil then") WriteLnToConsole(" CheckForConclusion(gear)") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" if getGearValue(gear, \"tCirc\") ~= nil then") WriteLnToConsole(" DeleteVisualGear(getGearValue(gear, \"tCirc\"))") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" trackDeletion(gear)") WriteLnToConsole("") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("") WriteLnToConsole("--enable and/or alter code according to taste") WriteLnToConsole("function onAmmoStoreInit()") WriteLnToConsole("") WriteLnToConsole(" for i = 0, AmmoTypeMax do") WriteLnToConsole(" if i ~= amNothing then") WriteLnToConsole(" SetAmmo(i, 0, 0, 0, 1)") WriteLnToConsole(" end") WriteLnToConsole(" end") WriteLnToConsole("") WriteLnToConsole(" SetAmmo(amSkip, 9, 0, 0, 0)") WriteLnToConsole("") WriteLnToConsole("end") WriteLnToConsole("") WriteLnToConsole("------ END GENERATED MISSION ------") -- at this point, generation for the missions/training output is intended to stop WriteLnToConsole("") WriteLnToConsole("function GeneratePreviewData()") WriteLnToConsole("") for i = 1, #previewDataList do WriteLnToConsole(previewDataList[i]) end WriteLnToConsole("") WriteLnToConsole("end") WriteLnToConsole("") ConvertGearDataToHWPText() WriteLnToConsole("------ END GENERATED SCRIPT ------") AddCaption(loc("Level Data Saved!"), colorInfoMessage, capgrpGameState) end ---------------------------------- -- some special effects handling ---------------------------------- function SmokePuff(x,y,c) tempE = AddVisualGear(x, y, vgtSmoke, 0, false) SetVisualGearValues(tempE, nil, nil, nil, nil, nil, nil, nil, 1, nil, c ) end function HandleGearBasedRankingEffects(gear) if getGearValue(gear, "ranking") ~= nil then SmokePuff(GetX(gear), GetY(gear),GetRankedColour(getGearValue(gear, "ranking"))) end end function HandleRankingEffects() for i = 1, #shoppaPX do SmokePuff(shoppaPX[i], shoppaPY[i], GetRankedColour(shoppaPR[i])) end runOnHogs(HandleGearBasedRankingEffects) end function UpdateTagCircles(gear) if getGearValue(gear,"tag") ~= nil then if cat[cIndex] == loc("Goal Definition Mode") then -- generate circs for tagged gears that don't have a circ yet (new) if getGearValue(gear,"tCirc") == nil then setGearValue(gear, "tCirc",AddVisualGear(0,0,vgtCircle,0,true)) end if getGearValue(gear,"tag") == "victory" then SetVisualGearValues(getGearValue(gear,"tCirc"), GetX(gear), GetY(gear), 100, 255, 1, 10, 0, 150, 3, 0xff0000ff) elseif getGearValue(gear,"tag") == "failure" then SetVisualGearValues(getGearValue(gear,"tCirc"), GetX(gear), GetY(gear), 100, 255, 1, 10, 0, 150, 3, 0x00ff00ff) elseif getGearValue(gear,"tag") == "collection" then SetVisualGearValues(getGearValue(gear,"tCirc"), GetX(gear), GetY(gear), 100, 255, 1, 10, 0, 150, 3, 0x0000ffff) end else SetVisualGearValues(getGearValue(gear,"tCirc"), GetX(gear), GetY(gear), 0, 1, 1, 10, 0, 1, 1, 0x00000000) end end end -- handle short range portal gun function PortalEffects(gear) if GetGearType(gear) == gtPortal then local tag = GetTag(gear) local col if tag == 0 then col = 0xfab02aFF -- orange ball elseif tag == 1 then col = 0x00FF00FF -- orange portal elseif tag == 2 then col = 0x364df7FF -- blue ball elseif tag == 3 then col = 0xFFFF00FF -- blue portal end if (tag == 0) or (tag == 2) then -- i.e ball form local remLife = getGearValue(gear,"life") remLife = remLife - 1 setGearValue(gear, "life", remLife) -- Destroy portal ball when max. distance reached if remLife == 0 then local tempE = AddVisualGear(GetX(gear)+15, GetY(gear), vgtSmoke, 0, false) SetVisualGearValues(tempE, nil, nil, nil, nil, nil, nil, nil, nil, nil, col) tempE = AddVisualGear(GetX(gear)-15, GetY(gear), vgtSmoke, 0, false) SetVisualGearValues(tempE, nil, nil, nil, nil, nil, nil, nil, nil, nil, col) tempE = AddVisualGear(GetX(gear), GetY(gear)+15, vgtSmoke, 0, false) SetVisualGearValues(tempE, nil, nil, nil, nil, nil, nil, nil, nil, nil, col) tempE = AddVisualGear(GetX(gear), GetY(gear)-15, vgtSmoke, 0, false) SetVisualGearValues(tempE, nil, nil, nil, nil, nil, nil, nil, nil, nil, col) PlaySound(sndVaporize) DeleteGear(gear) end end end end function updateHelp(curAmmoType) if curAmmoType == nil then curAmmoType = GetCurAmmoType() end if (curAmmoType ~= amGirder) and (curAmmoType ~= amRubber) and (curAmmoType ~= amCMGearPlacementTool) then if not hedgeEditorMissionPanelShown then showHedgeEditorMissionPanel() end elseif cat[cIndex] == loc("Girder Placement Mode") then ShowMission ( loc("GIRDER PLACEMENT MODE"), loc("Place girders"), loc("Place Girder: [Left Click]") .. "|" .. loc("Change Rotation: [Left], [Right]") .. "|" .. " " .. "|" .. loc("Normal Girder: [1]") .. "|" .. loc("Indestructible Girder: [2]") .. "|" .. loc("Icy Girder: [3]") .. "|" .. loc("Bouncy Girder: [4]") .. "|" .. " " .. "|" .. loc("Deletion Mode: [5]") .. "|" .. " " .. "|" .. loc("Toggle Help: [Precise]+[1]") .. "|" .. loc("Toggle Gear Information: [Precise]+[3]") .. "|" .. "", -amGirder, 60000, not helpDisabled ) hedgeEditorMissionPanelShown = false elseif cat[cIndex] == loc("Rubber Placement Mode") then ShowMission ( loc("RUBBER PLACEMENT MODE"), loc("Place rubber"), loc("Place Object: [Left Click]") .. "|" .. loc("Change Rotation: [Left], [Right]") .. "|" .. " " .. "|" .. loc("Normal Rubber: [1]") .. "|" .. " " .. "|" .. loc("Deletion Mode: [5]") .. "|" .. " " .. "|" .. loc("Toggle Help: [Precise]+[1]") .. "|" .. loc("Toggle Gear Information: [Precise]+[3]") .. "|" .. "", -amRubber, 60000, not helpDisabled ) hedgeEditorMissionPanelShown = false elseif cat[cIndex] == loc("Barrel Placement Mode") then ShowMission ( loc("BARREL PLACEMENT MODE"), loc("Place barrels"), loc("Place Object: [Left Click]") .. "|" .. loc("Change Health: [Left], [Right]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: [Precise]+[1]") .. "|" .. loc("Toggle Gear Information: [Precise]+[3]") .. "|" .. "", 8, 60000, not helpDisabled ) hedgeEditorMissionPanelShown = false elseif cat[cIndex] == loc("Cleaver Placement Mode") then ShowMission ( loc("CLEAVER PLACEMENT MODE"), loc("Place cleavers"), loc("Place Object: [Left Click]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: [Precise]+[1]") .. "|" .. loc("Toggle Gear Information: [Precise]+[3]") .. "|" .. "", -amKnife, 60000, not helpDisabled ) hedgeEditorMissionPanelShown = false elseif cat[cIndex] == loc("Target Placement Mode") then ShowMission ( loc("TARGET PLACEMENT MODE"), loc("Place targets"), loc("Place Object: [Left Click]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: [Precise]+[1]") .. "|" .. loc("Toggle Gear Information: [Precise]+[3]") .. "|" .. "", 1, 60000, not helpDisabled ) hedgeEditorMissionPanelShown = false elseif cat[cIndex] == loc("Waypoint Editing Mode") then ShowMission ( loc("WAYPOINT EDITING MODE"), loc("Place or delete waypoints"), loc("Place/Delete Waypoint: [Left Click]") .. "|" .. loc("Toggle Placement/Deletion: [Left], [Right]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: [Precise]+[1]") .. "|" .. loc("Toggle Gear Information: [Precise]+[3]") .. "|" .. "", -amCMGearPlacementTool, 60000, not helpDisabled ) hedgeEditorMissionPanelShown = false elseif cat[cIndex] == loc("Mine Placement Mode") then ShowMission ( loc("MINE PLACEMENT MODE"), loc("Place mines"), loc("Place Object: [Left Click]") .. "|" .. loc("Change Timer: [Left], [Right]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: [Precise]+[1]") .. "|" .. loc("Toggle Gear Information: [Precise]+[3]") .. "|" .. "", -amMine, 60000, not helpDisabled ) hedgeEditorMissionPanelShown = false elseif cat[cIndex] == loc("Dud Mine Placement Mode") then ShowMission ( loc("DUD MINE PLACEMENT MODE"), loc("Place dud mines"), loc("Place Object: [Left Click]") .. "|" .. loc("Change Health: [Left], [Right]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: [Precise]+[1]") .. "|" .. loc("Toggle Gear Information: [Precise]+[3]") .. "|" .. "", 9, 60000, not helpDisabled ) hedgeEditorMissionPanelShown = false elseif cat[cIndex] == loc("Sticky Mine Placement Mode") then ShowMission ( loc("STICKY MINE PLACEMENT MODE"), loc("Place sticky mines"), loc("Place Object: [Left Click]") .. "|" .. loc("Change Timer: [Left], [Right]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: [Precise]+[1]") .. "|" .. loc("Toggle Gear Information: [Precise]+[3]") .. "|" .. "", -amSMine, 60000, not helpDisabled ) hedgeEditorMissionPanelShown = false elseif cat[cIndex] == loc("Air Mine Placement Mode") then ShowMission ( loc("AIR MINE PLACEMENT MODE"), loc("Place air mines"), loc("Place Object: [Left Click]") .. "|" .. loc("Change Timer: [Left], [Right]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: [Precise]+[1]") .. "|" .. loc("Toggle Gear Information: [Precise]+[3]") .. "|" .. "", -amAirMine, 60000, not helpDisabled ) hedgeEditorMissionPanelShown = false elseif cat[cIndex] == loc("Weapon Crate Placement Mode") then ShowMission ( loc("WEAPON CRATE PLACEMENT MODE"), loc("Place weapon crates"), loc("Place Object: [Left Click]") .. "|" .. loc("Change Content: [Left], [Right]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: [Precise]+[1]") .. "|" .. loc("Toggle Gear Information: [Precise]+[3]") .. "|" .. "", 7, 60000, not helpDisabled ) hedgeEditorMissionPanelShown = false elseif cat[cIndex] == loc("Utility Crate Placement Mode") then ShowMission ( loc("UTILITY CRATE PLACEMENT MODE"), loc("Place utility crates"), loc("Place Object: [Left Click]") .. "|" .. loc("Change Content: [Left], [Right]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: [Precise]+[1]") .. "|" .. loc("Toggle Gear Information: [Precise]+[3]") .. "|" .. "", 5, 60000, not helpDisabled ) hedgeEditorMissionPanelShown = false elseif cat[cIndex] == loc("Health Crate Placement Mode") then ShowMission ( loc("HEALTH CRATE PLACEMENT MODE"), loc("Place health crates"), loc("Place Object: [Left Click]") .. "|" .. loc("Change Health Boost: [Left], [Right]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: [Precise]+[1]") .. "|" .. loc("Toggle Gear Information: [Precise]+[3]") .. "|" .. "", 6, 60000, not helpDisabled ) hedgeEditorMissionPanelShown = false elseif cat[cIndex] == loc("Repositioning Mode") then ShowMission ( loc("REPOSITIONING MODE"), loc("Select, reposition and delete gears"), loc("Select/Place/Delete Gear: [Left Click]") .. "|" .. loc("Choose Selection/Placement/Deletion: [Left], [Right]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: [Precise]+[1]") .. "|" .. loc("Toggle Gear Information: [Precise]+[3]") .. "|" .. "", -amCMGearPlacementTool, 60000, not helpDisabled ) hedgeEditorMissionPanelShown = false elseif cat[cIndex] == loc("Sprite Modification Mode") then ShowMission ( loc("SPRITE MODIFICATION MODE"), loc("Select, modify, or delete girders, rubbers and sprites"), loc("Modify Sprite under Cursor: [Left Click]") .. "|" .. loc("Change modification mode: [Left], [Right]") .."|".. loc("While in modification mode, you can change|the LandFlag by clicking on an object.") .. "|" .. " " .. "|" .. loc("Normal Land: [1]") .. "|" .. loc("Indestructible Land: [2]") .. "|" .. loc("Icy Land: [3]") .. "|" .. loc("Bouncy Land: [4]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: [Precise]+[1]") .. "|" .. loc("Toggle Gear Information: [Precise]+[3]") .. "|" .. "", 2, 60000, not helpDisabled ) hedgeEditorMissionPanelShown = false elseif cat[cIndex] == loc("Sprite Placement Mode") then ShowMission ( loc("SPRITE PLACEMENT MODE"), loc("Place sprites to build land"), loc("Place Sprite: [Left Click]") .. "|" .. loc("Change Sprite: [Left], [Right]") .. "|" .. loc("Change Sprite Frame: [Precise]+[Left], [Precise]+[Right]") .. "|" .. " " .. "|" .. loc("Normal Land: [1]") .. "|" .. loc("Indestructible Land: [2]") .. "|" .. loc("Icy Land: [3]") .. "|" .. loc("Bouncy Land: [4]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: [Precise]+[1]") .. "|" .. loc("Toggle Gear Information: [Precise]+[3]") .. "|" .. "", -amCMGearPlacementTool, 60000, not helpDisabled ) hedgeEditorMissionPanelShown = false elseif cat[cIndex] == loc("Goal Definition Mode") then ShowMission ( loc("GOAL DEFINITION MODE"), loc("Mark gears for win/lose conditions"), loc("Mark/unmark gear: [Left Click]") .. "|" .. loc("Select win/lose condition: [Left], [Right]") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: [Precise]+[1]") .. "|" .. loc("Toggle Gear Information: [Precise]+[3]") .. "|" .. "", 0, 60000, not helpDisabled ) hedgeEditorMissionPanelShown = false elseif cat[cIndex] == loc("Hog Identity Mode") then ShowMission ( loc("HOG IDENTITY MODE"), loc("Give a hog a preset identity and weapons"), loc("Set Identity: [Left Click]") .. "|" .. loc("[Left], [Right]: Change between identities.") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: [Precise]+[1]") .. "|" .. loc("Toggle Gear Information: [Precise]+[3]") .. "|" .. "", 3, 60000, not helpDisabled ) hedgeEditorMissionPanelShown = false elseif cat[cIndex] == loc("Team Identity Mode") then ShowMission ( loc("TEAM IDENTITY MODE"), loc("Give an entire team themed hats and names"), loc("Set Identity: [Left Click]") .. "|" .. loc("[Left], [Right]: Change between identities.") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: [Precise]+[1]") .. "|" .. loc("Toggle Gear Information: [Precise]+[3]") .. "|" .. "", 3, 60000, not helpDisabled ) hedgeEditorMissionPanelShown = false elseif cat[cIndex] == loc("Health Modification Mode") then ShowMission ( loc("HEALTH MODIFICATION MODE"), loc("Set the health of hogs, health crates, barrels and duds"), loc("Set Health: [Left Click]") .. "|" .. loc("[Left], [Right]: Change health value.") .. "|" .. " " .. "|" .. loc("Change Placement Mode: [Up], [Down]") .. "|" .. loc("Toggle Help: [Precise]+[1]") .. "|" .. loc("Toggle Gear Information: [Precise]+[3]") .. "|" .. "", 2, 60000, not helpDisabled ) hedgeEditorMissionPanelShown = false end if helpDisabled == true then HideMission() hedgeEditorMissionPanelShown = false end end function onSetWeapon(ammoType) curWep = ammoType updateHelp(ammoType) end function onSlot() curWep = GetCurAmmoType() updateHelp(ammoType) end function onScreenResize() updateCursorCoords() end -- Display the X and Y coordinates of the cursor while the cursor is active function updateCursorCoords() if band(GetState(CurrentHedgehog), gstChooseTarget) ~= 0 and CursorX ~= NO_CURSOR then local x1, y if INTERFACE == "touch" then x1, y = 126, 32 else x1, y = 12, 24 end if tagCursorX then DeleteVisualGear(tagCursorX) end tagCursorX = AddVisualGear(-div(ScreenWidth, 2)+x1, y, vgtHealthTag, CursorX, true) SetVisualGearValues(tagCursorX, nil, nil, 0, 0, nil, 1, nil, nil, 240000, 0xFFFFFFFF) local x2 if string.len(tostring(CursorX)) > 6 then x2 = x1 + 100 else x2 = x1 + 60 end if tagCursorY then DeleteVisualGear(tagCursorY) end tagCursorY = AddVisualGear(-div(ScreenWidth, 2)+x2, y, vgtHealthTag, CursorY, true) SetVisualGearValues(tagCursorY, nil, nil, 0, 0, nil, 1, nil, nil, 240000, 0xFFFFFFFF) else if tagCursorX then DeleteVisualGear(tagCursorX) end if tagCursorY then DeleteVisualGear(tagCursorY) end end end -- called in onGameTick() function HandleHedgeEditor() if CurrentHedgehog ~= nil then genTimer = genTimer + 1 tSprCol = 0x00000000 tempFrame = 0 xDisplacement = 42 yDisplacement = 42 if (curWep == amCMGearPlacementTool) then SetSoundMask(sndIncoming, true) --wowaweewa, holyeeeee shite this is badly hacked (please rewrite when less lazy/morefeatures) dCol = 0xFFFFFFFF dFrame = 0 dAngle = 0 if (cat[cIndex] == loc("Mine Placement Mode")) then dSprite = sprCustom2 elseif (cat[cIndex] == loc("Dud Mine Placement Mode")) then dSprite = sprCustom4 elseif (cat[cIndex] == loc("Sticky Mine Placement Mode")) then dSprite = sprCustom3 elseif (cat[cIndex] == loc("Air Mine Placement Mode")) then dSprite = sprAirMine elseif (cat[cIndex] == loc("Barrel Placement Mode")) then dSprite = sprExplosives elseif (cat[cIndex] == loc("Health Crate Placement Mode")) then dSprite = sprFAid elseif (cat[cIndex] == loc("Weapon Crate Placement Mode")) then dSprite = sprCase elseif (cat[cIndex] == loc("Utility Crate Placement Mode")) then dSprite = sprUtility elseif (cat[cIndex] == loc("Target Placement Mode")) then dSprite = sprTarget elseif (cat[cIndex] == loc("Cleaver Placement Mode")) then dAngle = 270 dSprite = sprKnife elseif (cat[cIndex] == loc("Sprite Placement Mode")) then dSprite = reducedSpriteIDArray[pIndex] dFrame = sFrame if ((dSprite == sprAMAmmos) or (dSprite == sprAMAmmosBW)) and (dFrame == (amCMGearPlacementTool - 1)) then -- Special case: Air attack icon of ammos sprite needs to be fixed (since this icon is overwritten) dFrame = ammoFrameAirAttack end else dCol = 0xFFFFFF00 dSprite = sprArrow end if CG == nil then CG = AddVisualGear(CursorX, CursorY, vgtStraightShot,0,true,3) end SetVisualGearValues(CG, CursorX, CursorY, 0, 0, dAngle, dFrame, 1000, dSprite, 1000, dCol) if crateSprite == nil then crateSprite = AddVisualGear(CursorX, CursorY-35, vgtStraightShot,0,true,3) crateSpriteBorder = AddVisualGear(CursorX, CursorY-35, vgtStraightShot,0,true,3) end if (cat[cIndex] == loc("Weapon Crate Placement Mode")) or (cat[cIndex] == loc("Utility Crate Placement Mode")) then if (cat[cIndex] == loc("Weapon Crate Placement Mode")) then tArr = atkArray else tArr = utilArray end tSprCol = 0xFFFFFFFF -- Get ammo icon if tArr[pIndex][3] then -- Overwritten ammo icon tempFrame = tArr[pIndex][3] else -- Use default ammo icon tempFrame = tArr[pIndex][1] - 1 end end -- Waypoint outline if (cat[cIndex] == loc("Waypoint Editing Mode")) and (pMode[pIndex] == loc("Place Waypoint")) then if not waypointPreviewSprite then waypointPreviewSprite = AddVisualGear(CursorX, CursorY, vgtCircle, 0, true) SetVisualGearValues(waypointPreviewSprite, CursorX, CursorY, 244, 224, 0, 0, 0, div(wpRadius, 5), 5, 0xFF0000FF) end elseif waypointPreviewSprite then DeleteVisualGear(waypointPreviewSprite) waypointPreviewSprite = nil end if waypointPreviewSprite then SetVisualGearValues(waypointPreviewSprite, CursorX, CursorY) end else SetSoundMask(sndIncoming, false) if CG ~= nil then SetVisualGearValues(CG, 0, 0, 0, 0, 0, 0, 1000, sprArrow, 1000, 0xFFFFFF00) end end SetVisualGearValues(crateSprite, CursorX+xDisplacement, CursorY+yDisplacement, 0, 0, dAngle, tempFrame, 1000, sprAMAmmos, 1000, tSprCol) SetVisualGearValues(crateSpriteBorder, CursorX+xDisplacement, CursorY+yDisplacement, 0, 0, 0, 0, 1000, sprCustom1, 1000, tSprCol) if genTimer >= 100 then genTimer = 0 curWep = GetCurAmmoType() HandleRankingEffects() runOnGears(PortalEffects) -- change to girder mode on weapon swap if (cIndex ~= 1) and (curWep == amGirder) then cIndex = 1 RedefineSubset() updateHelp() elseif (cIndex ~=2) and (curWep == amRubber) then cIndex = 2 RedefineSubset() updateHelp() -- change to generic mode if girder no longer selected elseif (cIndex == 1) and (curWep ~= amGirder) then cIndex = 3 -- was 2 RedefineSubset() elseif (cIndex == 2) and (curWep ~= amRubber) then cIndex = 3 --new RedefineSubset() end if curWep == amGirder or curWep == amRubber then SetSoundMask(sndDenied, true) else SetSoundMask(sndDenied, false) end -- update display selection criteria if (curWep == amGirder) or (curWep == amRubber) or (curWep == amCMGearPlacementTool) then AddCaption(cat[cIndex], colorPlaceMode1, capgrpMessage) showSecondaryMessage() if superDelete == true then AddCaption(loc("Deletion Mode"), colorPlaceMode1, capgrpAmmoinfo) end end if sSprite ~= nil then SetVisualGearValues(sSprite, nil, nil, 0, 0, nil, nil, 10000, nil, 10000 ) end updateHelp() end end if (ufoFuel ~= 0) then if ufoFuel == 2000 then SetHealth(ufoGear, 2000) end end -- kinda lazy, but at least we don't have to do elaborate tacking elsewhere SetVisualGearValues(sCirc, 0, 0, 0, 1, 1, 10, 0, 1, 1, 0x00000000) --update selected gear display if (cat[cIndex] == loc("Repositioning Mode")) and (sGear ~= nil) then SetVisualGearValues(sCirc, GetX(sGear), GetY(sGear), 100, 255, 1, 10, 0, 300, 3, 0xff00ffff) elseif (cat[cIndex] == loc("Sprite Modification Mode")) and (sSprite ~= nil) then SetVisualGearValues(sSprite, nil, nil, 0, 0, nil, nil, 10000, nil, 10000) elseif (cat[cIndex] == loc("Goal Definition Mode")) then if (sGear ~= nil) or (closestGear ~= nil) then closestGear = nil sGear = nil end end runOnGears(UpdateTagCircles) -- some kind of target detected, tell me your story if cGear ~= nil then x,y = GetGearTarget(cGear) if GetGearType(cGear) == gtAirAttack and GetCurAmmoType() == amCMGearPlacementTool then DeleteGear(cGear) PlaceObject(x, y) elseif GetGearType(cGear) == gtGirder then CGR = GetState(cGear) -- improve rectangle test based on CGR when you can be bothered PlaceObject(x, y) end end -- Show cursor coords updateCursorCoords() -- Barrel health tags, mine timer tags and health crate health tags if GameTime % 20 == 0 then local actualValue -- internal value local printedValue -- value exposed to HUD for g, v in pairs(tagGears) do local gt = GetGearType(g) if v == -1 then if gt == gtCase then if(band(GetGearPos(g), 0x2) ~= 0) and (band(GetState(g), gstFrozen) == 0) then v = AddVisualGear(0, 0, vgtHealthTag, GetHealth(g), true) SetVisualGearValues(v, nil, nil, 0, 0, nil, 0, 1, nil, 240000, 0x808080FF) tagGears[g] = v else tagGears[g] = nil end else if gt == gtMine and GetHealth(g) == 0 then local _, damage, health _, _, _, _, _, _, _, _, _, _, _, damage = GetGearValues(g) health = 36 - damage v = AddVisualGear(0, 0, vgtHealthTag, health, true) SetVisualGearValues(v, nil, nil, 0, 0, nil, 0, 1, nil, 240000, 0x808080FF) tagGears[g] = v end end end -- Delete tag for drowning gears if(band(GetState(g), gstDrowning) ~= 0) then DeleteVisualGear(v) tagGears[g] = nil -- Delete tag for frozen sticky mines, air mines and crates elseif(band(GetState(g), gstFrozen) ~= 0 and (gt == gtAirMine or gt == gtSMine or gt == gtCase)) then DeleteVisualGear(v) tagGears[g] = nil elseif(tagGears[g] ~= nil and tagGears[g] ~= -1) then local tag, actualvalue, offset_x, offset_y tag = GetState(v) if(gt == gtExplosives) then actualValue = GetHealth(g) printedValue = actualValue offset_y = -20 offset_x = 0 elseif(gt == gtAirMine) then if(band(GetState(g), gstAttacking) ~= 0) then actualValue = GetTimer(g) printedValue = actualValue else local _ _, _, actualValue = GetGearValues(g) printedValue = actualValue end offset_y = 28 offset_x = 16 elseif(gt == gtCase) then actualValue = GetHealth(g) printedValue = actualValue offset_y = -20 offset_x = 1 elseif(gt == gtMine) then if(GetHealth(g) ~= 0) then -- Non-dud: Show timer actualValue = GetTimer(g) printedValue = actualValue offset_y = 28 offset_x = 16 else -- Dud: Show health local _ _, _, _, _, _, _, _, _, _, _, _, actualValue = GetGearValues(g) printedValue = 36 - actualValue offset_y = -12 offset_x = 0 end elseif(gt == gtSMine) then actualValue = GetTimer(g) printedValue = actualValue offset_y = 28 offset_x = 16 end local tint if(not showGearTags) then -- Hide the tags tint = 0x00000000 elseif(gt == gtCase) then tint = 0x80FF80FF elseif(gt == gtExplosives or (gt == gtMine and GetHealth(g) == 0)) then tint = 0x808080FF elseif(band(GetState(g), gstAttacking) ~= 0) then if(actualValue % 1000 > 500) then tint = 0xFFA0A0FF else tint = 0xFF4040FF end else tint = 0xFFFFFFFF end if(actualValue ~= tag) then --[[ If timer/health changed, delete visual gear and add it again. Changing the visual gear state does not have any effect, so we need this hack ]] DeleteVisualGear(v) v = AddVisualGear(GetX(g)+offset_x, GetY(g)+offset_y, vgtHealthTag, printedValue, true) SetVisualGearValues(v, nil, nil, 0, 0, nil, 0, 1, nil, 240000, tint) tagGears[g] = v else -- Just update position if the health did not change SetVisualGearValues(v, GetX(g)+offset_x, GetY(g)+offset_y, 0, 0, nil, 0, 1, nil, 240000, tint) end end end end end -------------------------------------------------- -- EVENT HANDLERS -------------------------------------------------- function commandMode() if (preciseOn == true) and ((GetCurAmmoType() == amNothing) or (GetCurAmmoType() == amSkip)) then return(true) else return(false) end end function onTimer(s) superDelete = false if (commandMode() == true) and (s == 4) then SaveLevelData() -- positions of crates, etc elseif (commandMode() == true) and (s == 2) then if GetAmmoCount(CurrentHedgehog, amCMGearPlacementTool) == 100 then SetEditingWeps(0) AddCaption(loc("The editor weapons and tools have been removed!"), colorInfoMessage, capgrpGameState) else SetEditingWeps(100) AddCaption(loc("The editor weapons and tools have been added!"), colorInfoMessage, capgrpGameState) end elseif (preciseOn == true) and (s == 1) then helpDisabled = not(helpDisabled) if helpDisabled then AddCaption(loc("Help Disabled"), colorInfoMessage, capgrpVolume) else AddCaption(loc("Help Enabled"), colorInfoMessage, capgrpVolume) end updateHelp() elseif (preciseOn == true) and (s == 3) then showGearTags = not(showGearTags) if showGearTags then AddCaption(loc("Gear information shown"), colorInfoMessage, capgrpVolume) else AddCaption(loc("Gear information hidden"), colorInfoMessage, capgrpVolume) end elseif (cat[cIndex] == loc("Sprite Placement Mode")) or (cat[cIndex] == loc("Girder Placement Mode")) or (cat[cIndex] == loc("Rubber Placement Mode")) or (cat[cIndex] == loc("Sprite Modification Mode")) then if (cat[cIndex] == loc("Rubber Placement Mode")) then if s == 1 then landType = lfBouncy AddCaption(loc("Bouncy Land"), colorPlaceMode1, capgrpAmmoinfo) elseif s == 5 then superDelete = true end elseif s == 1 then landType = 0 AddCaption(loc("Normal Land"), colorPlaceMode1, capgrpAmmoinfo) elseif s == 2 then landType = lfIndestructible AddCaption(loc("Indestructible Land"), colorPlaceMode1, capgrpAmmoinfo) elseif s == 3 then landType = lfIce AddCaption(loc("Icy Land"), colorPlaceMode1, capgrpAmmoinfo) elseif (s == 4) then landType = lfBouncy AddCaption(loc("Bouncy Land"), colorPlaceMode1, capgrpAmmoinfo) elseif (s == 5) and (cat[cIndex] ~= loc("Sprite Modification Mode")) and (cat[cIndex] ~= loc("Sprite Placement Mode")) then superDelete = true end elseif pMode[pIndex] == loc("Selection Mode") then if sGear ~= nil and GetGearType(sGear) == gtHedgehog then setGearValue(sGear, "ranking", s) end end end function onPrecise() preciseOn = true end function onPreciseUp() preciseOn = false end function showSecondaryMessage() local caption2 if curWep == amGirder then caption2 = loc("Girder") elseif curWep == amRubber then caption2 = loc("Rubber") elseif cat[cIndex] == loc("Mine Placement Mode") or cat[cIndex] == loc("Sticky Mine Placement Mode") or cat[cIndex] == loc("Air Mine Placement Mode") then caption2 = string.format(loc("%d ms"), pMode[pIndex]) elseif cat[cIndex] == loc("Dud Mine Placement Mode") or cat[cIndex] == loc("Barrel Placement Mode") or cat[cIndex] == loc("Health Crate Placement Mode") then caption2 = string.format(loc("Health: %d"), pMode[pIndex]) elseif cat[cIndex] == loc("Health Modification Mode") then local health = tonumber(pMode[pIndex][1]) local mode = pMode[pIndex][2] if mode == "set" then caption2 = string.format(loc("Set to %d"), health) elseif mode == "mod" then if health < 0 then caption2 = string.format(loc("Subtract %d"), math.abs(health)) else caption2 = string.format(loc("Add %d"), health) end else caption2 = "ERROR" end elseif type(pMode[pIndex]) == "table" then caption2 = tostring(pMode[pIndex][1]) else caption2 = tostring(pMode[pIndex]) end AddCaption(caption2, colorPlaceMode2, capgrpMessage2) end --------------------------------------------------------------- -- Cycle through selection subsets (by changing pIndex, pMode) -- i.e health of barrels, medikits, -- timer of mines -- contents of crates etc. --------------------------------------------------------------- function onLeft() if (curWep == amCMGearPlacementTool) then leftHeld = true rightHeld = false if preciseOn then if cat[cIndex] == loc("Sprite Placement Mode") then sFrame = sFrame - 1 if sFrame < 0 then sFrame = reducedSpriteIDArrayFrames[pIndex] - 1 end end else pIndex = pIndex - 1 if pIndex == 0 then pIndex = #pMode end if cat[cIndex] == loc("Sprite Placement Mode") then sFrame = math.min(sFrame, reducedSpriteIDArrayFrames[pIndex] - 1) end if (curWep == amGirder) or (curWep == amRubber) or (curWep == amCMGearPlacementTool) then showSecondaryMessage() end end end end function onRight() if (curWep == amCMGearPlacementTool) then leftHeld = false rightHeld = true if preciseOn then if cat[cIndex] == loc("Sprite Placement Mode") then sFrame = sFrame + 1 if sFrame >= reducedSpriteIDArrayFrames[pIndex] then sFrame = 0 end end else pIndex = pIndex + 1 if pIndex > #pMode then pIndex = 1 end if cat[cIndex] == loc("Sprite Placement Mode") then sFrame = math.min(sFrame, reducedSpriteIDArrayFrames[pIndex] - 1) end if (curWep == amGirder) or (curWep == amRubber) or (curWep == amCMGearPlacementTool) then showSecondaryMessage() end end end end --------------------------------------------------------- -- Cycle through primary categories (by changing cIndex) -- i.e mine, sticky mine, barrels -- health/weapon/utility crate, placement of gears --------------------------------------------------------- function onUp() if (curWep == amCMGearPlacementTool) then cIndex = cIndex - 1 if (cIndex == 1) or (cIndex == 2) then --1 --we no longer hit girder by normal means cIndex = #cat end RedefineSubset() updateHelp() end end function onDown() if (curWep == amCMGearPlacementTool) then cIndex = cIndex + 1 if cIndex > #cat then cIndex = 3 -- 2 ----we no longer hit girder by normal means end RedefineSubset() updateHelp() end end function onParameters() parseParams() ufoFuel = tonumber(params["ufoFuel"]) if ufoFuel == nil then ufoFuel = 0 end mapID = tonumber(params["m"]) --15 is a good short range portal, for what it's worth if tonumber(params["portalDistance"]) ~= nil then portalDistance = div(tonumber(params["portalDistance"]),5) end if portalDistance == nil then portalDistance = 5000 end if mapID == nil then mapID = 1 end end function onGameInit() -- perhaps we can get some of this better info in parsecommandoverride if mapID == nil then mapID = 1 end -- read gameflags and assign their values to the gameflaglist array for i = 1, #gameFlagList do if band(GameFlags, gameFlagList[i][3]) ~= 0 then gameFlagList[i][2] = true else gameFlagList[i][2] = false end end reducedSpriteIDArrayFrames = { 1, 8, 4, 1, 1, AmmoTypeMax, AmmoTypeMax, 3, 4, 8, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, } Explosives = 0 MinesNum = 0 AirMinesNum = 0 EnableGameFlags(gfInfAttack, gfDisableWind) RedefineSubset() end function showHedgeEditorMissionPanel() ShowMission ( loc("HEDGEEDITOR"), loc("An experimental editing tool for missions and more"), loc("Manual: https://hedgewars.org/hedgeeditor") .. "|" .. " " .. "|" .. loc("Place Girder: Girder") .. "|" .. loc("Place Rubber: Rubber") .. "|" .. loc("Place Gears (and more): Gear Placement Tool") .. "|" .. loc("Toggle Help: [Precise]+[1]") .. "|" .. loc("Toggle Gear Information: [Precise]+[3]") .. "|" .. " " .. "|" .. loc("Editing Commands: (Use while no weapon is selected)") .. "|" .. loc("Save Level: [Precise]+[4]") .. "|" .. loc("Toggle Editing Weapons and Tools: [Precise]+[2]") , 4, 5000 ) SetAmmoTexts(amCMGearPlacementTool, loc("Gear Placement Tool"), loc("HedgeEditor tool"), loc("Place, modify and delete gears (e.g. objects)|and waypoints, edit hedgehog settings, values,|victory conditions, and more.") .. "|" .. loc("Select a placement mode and read the infos|in the mission panel to learn how to use it.") .. "|" .. loc("Up/Down: Change placement mode") .. "|" .. loc("Cursor: Mode action")) hedgeEditorMissionPanelShown = true end function onGameStart() trackTeams() InterpretPoints() LoadLevelData() showHedgeEditorMissionPanel() sCirc = AddVisualGear(0,0,vgtCircle,0,true) SetVisualGearValues(sCirc, 0, 0, 100, 255, 1, 10, 0, 40, 3, 0xffba00ff) --[[ This is a small hack to disable Hedgewars' girder placement since we do it on our own; this will remove the "girder circle" and gets rid of the placement failure animation ]] SetMaxBuildDistance(1) frameID = 1 visualSprite = sprAmGirder sSprite = AddVisualGear(0, 0, vgtStraightShot, 0, true,1) SetVisualGearValues(sSprite, 1, 1, 0, 0, nil, frameID, 20000, visualSprite, 20000, 0 ) SetAmmoDelay(amCMGearPlacementTool,0) SetAmmoDelay(amGirder,0) SetAmmoDelay(amRubber,0) end function SetEditingWeps(ammoCount) AddAmmo(CurrentHedgehog, amCMGearPlacementTool, ammoCount) AddAmmo(CurrentHedgehog, amGirder, ammoCount) AddAmmo(CurrentHedgehog, amRubber, ammoCount) AddAmmo(CurrentHedgehog, amTeleport, ammoCount) AddAmmo(CurrentHedgehog, amRope, ammoCount) AddAmmo(CurrentHedgehog, amSwitch, 100) AddAmmo(CurrentHedgehog, amSkip, 100) end function clearAmmo(gear) for i = 1, #atkArray do AddAmmo(gear,atkArray[i][1],0) end for i = 1, #utilArray do AddAmmo(gear,utilArray[i][1],0) end end -- the below two functions allow you to set up a themed team. -- one day, it'd be nice to be able to set their voice/flag/grave -- ingame at this point, too, but for now, this is impossible function SetTeamIdentity(gear) tName = pMode[pIndex] hIndex = 1 hArr = {} for i = 1,#preMadeTeam[pIndex][2] do table.insert(hArr,preMadeTeam[pIndex][2][i]) end nArr = {} for i = 1,#preMadeTeam[pIndex][3] do table.insert(nArr,preMadeTeam[pIndex][3][i]) end SetHogTeamName(gear, tName) runOnHogs(AssignTeam) end function AssignTeam(gear) if GetHogTeamName(gear) == tName then setGearValue(gear,"flag",preMadeTeam[pIndex][5]) setGearValue(gear,"voice",preMadeTeam[pIndex][6]) setGearValue(gear,"grave",preMadeTeam[pIndex][7]) setGearValue(gear,"fort",preMadeTeam[pIndex][8]) setGearValue(gear,"originalTeamName",preMadeTeamNamesOriginal[pIndex]) if preMadeTeam[pIndex][4] == "R" then -- random team if #hArr > 0 then --if there are unchosen hats left, choose one --then remove it from the available list of hats i = 1+GetRandom(#hArr) SetHogHat(gear,hArr[i]) table.remove(hArr,i) else -- choose any hat randomly SetHogHat(gear,preMadeTeam[pIndex][2][1+GetRandom(#preMadeTeam[pIndex][2])]) end if #nArr > 0 then i = 1+GetRandom(#nArr) SetHogNameAndTranslate(gear, nArr[i]) table.remove(nArr,i) else SetHogNameAndTranslate(gear, preMadeTeam[pIndex][3][1+GetRandom(#preMadeTeam[pIndex][3])]) end elseif preMadeTeam[pIndex][4] == "F" then -- fixed team w/ exactly 8 guys SetHogNameAndTranslate(gear, preMadeTeam[pIndex][3][hIndex]) SetHogHat(gear,preMadeTeam[pIndex][2][hIndex]) hIndex = hIndex +1 else -- FR fixed random team with more or less than 8 guys if #hArr > 0 then i = 1+GetRandom(#hArr) SetHogHat(gear,hArr[i]) SetHogNameAndTranslate(gear, nArr[i]) table.remove(hArr,i) table.remove(nArr,i) else SetHogHat(gear,"NoHat") SetHogNameAndTranslate(gear,loc_noop("Hedgehog")) end end end end -- allows you to set a sort of identity and weapon profile for a given hog -- this should only really be used when perHogAmmo is enabled function SetHogProfile(gear, pro) clearAmmo(gear) if pro == loc("Sniper") then SetHogNameAndTranslate(gear, "Sniper") SetHogHat(gear, "Sniper") SetHealth(gear, 50) AddAmmo(gear, amSniperRifle, 100) AddAmmo(gear, amDEagle, 100) elseif pro == loc("Pyro") then SetHogNameAndTranslate(gear, "Pyro") SetHogHat(gear, "Gasmask") SetHealth(gear, 80) AddAmmo(gear, amFlamethrower, 100) AddAmmo(gear, amMolotov, 100) AddAmmo(gear, amNapalm, 1) elseif pro == loc("Soldier") then SetHogNameAndTranslate(gear, "Soldier") SetHogHat(gear, "war_americanww2helmet") SetHealth(gear, 100) AddAmmo(gear, amBazooka, 100) AddAmmo(gear, amShotgun, 100) AddAmmo(gear, amMortar, 100) elseif pro == loc("Grenadier") then SetHogNameAndTranslate(gear, "Grenadier") SetHogHat(gear, "war_desertgrenadier1") SetHealth(gear, 100) AddAmmo(gear, amGrenade, 100) AddAmmo(gear, amClusterBomb, 100) AddAmmo(gear, amGasBomb, 100) elseif pro == loc("Chef") then SetHogNameAndTranslate(gear, "Chef") SetHogHat(gear, "chef") SetHealth(gear, 65) AddAmmo(gear, amGasBomb, 100) AddAmmo(gear, amKnife, 100) AddAmmo(gear, amCake, 1) elseif pro == loc("Ninja") then SetHogNameAndTranslate(gear, "Ninja") SetHogHat(gear, "NinjaFull") SetHealth(gear, 80) AddAmmo(gear, amRope, 100) AddAmmo(gear, amFirePunch, 100) AddAmmo(gear, amParachute, 1) elseif pro == loc("Commander") then SetHogNameAndTranslate(gear, "Commander") SetHogHat(gear, "sf_vega") SetHealth(gear, 120) AddAmmo(gear, amDEagle, 100) AddAmmo(gear, amAirAttack, 2) AddAmmo(gear, amNapalm, 1) AddAmmo(gear, amDrillStrike, 1) AddAmmo(gear, amMineStrike, 1) elseif pro == loc("Engineer") then SetHogNameAndTranslate(gear, "Engineer") SetHogHat(gear, "Glasses") SetHealth(gear, 45) AddAmmo(gear, amGirder, 4) AddAmmo(gear, amRubber, 2) AddAmmo(gear, amLandGun, 2) AddAmmo(gear, amBlowTorch, 100) AddAmmo(gear, amPickHammer, 100) elseif pro == loc("Physicist") then SetHogNameAndTranslate(gear, "Physicist") SetHogHat(gear, "lambda") SetHealth(gear, 80) AddAmmo(gear, amIceGun, 2) AddAmmo(gear, amSineGun, 100) AddAmmo(gear, amBee, 2) AddAmmo(gear, amLowGravity, 100) elseif pro == loc("Trapper") then SetHogNameAndTranslate(gear, "Trapper") SetHogHat(gear, "Skull") SetHealth(gear, 100) AddAmmo(gear, amMine, 100) AddAmmo(gear, amSMine, 4) AddAmmo(gear, amAirMine, 2) AddAmmo(gear, amMolotov, 100) elseif pro == loc("Saint") then SetHogNameAndTranslate(gear, "Saint") SetHogHat(gear, "angel") SetHealth(gear, 200) AddAmmo(gear, amSeduction, 100) AddAmmo(gear, amInvulnerable, 100) AddAmmo(gear, amIceGun, 2) AddAmmo(gear, amHammer, 100) AddAmmo(gear, amResurrector, 100) elseif pro == loc("Clown") then SetHogNameAndTranslate(gear, "Clown") SetHogHat(gear, "clown-copper") SetHealth(gear, 70) AddAmmo(gear, amBaseballBat, 100) AddAmmo(gear, amGasBomb, 100) AddAmmo(gear, amBallgun, 1) AddAmmo(gear, amKamikaze, 1) -- some other ideas/roles -- relocator: portal, teleport, tardis, extra time, lasersite -- vampire: vampire, whip, birdy, extra damage, seduction -- flyboy: rc plane, deagle, whip, parachute, kamikaze -- demo: drill, dynamite, mine, smine, blowtorch -- alien: ufo, sine-gun, drill rocket -- terminator: tardis, shotgun, cake, girder -- yeti: ice-gun, firepunch, blowtorch end AddAmmo(gear, amSwitch, 100) AddAmmo(gear, amSkip, 100) end function onNewTurn() -- regardless of our other ammo, give stuff that is useful for editing SetEditingWeps(100) if GetHogLevel(CurrentHedgehog) == 0 then SetTurnTimeLeft(MAX_TURN_TIME) else SkipTurn() -- skip the computer's turn end end function onGameTick() HandleHedgeEditor() end function isATrackedGear(gear) if (GetGearType(gear) == gtHedgehog) or (GetGearType(gear) == gtGrenade) or (GetGearType(gear) == gtExplosives) or (GetGearType(gear) == gtTarget) or (GetGearType(gear) == gtKnife) or (GetGearType(gear) == gtMine) or (GetGearType(gear) == gtSMine) or (GetGearType(gear) == gtPortal) or (GetGearType(gear) == gtAirMine) or (GetGearType(gear) == gtCase) then return(true) else return(false) end end function SetHogNameAndTranslate(gear, originalName) SetHogName(gear, loc(originalName)) --[[ Store the original (usually English) hog name, since we need it for exporting. This way, we can display the translated name in the editor and export the properly loc()'ed original name afterwards ]] setGearValue(gear, "originalName", originalName) end -- track hedgehogs and placement gears function onGearAdd(gear) if GetGearType(gear) == gtJetpack then ufoGear = gear if (ufoFuel ~= 0) then SetHealth(ufoGear, ufoFuel) end end if (GetGearType(gear) == gtAirAttack and GetCurAmmoType() == amCMGearPlacementTool) or (GetGearType(gear) == gtGirder) then cGear = gear end local tagTint if showGearTags then tagTint = 0xFFFFFFFF else tagTint = 0x00000000 end if ((GetGearType(gear) == gtMine and GetHealth(gear) ~= 0) or (GetGearType(gear) == gtSMine and band(GetState(gear), gstFrozen) == 0)) then local v = AddVisualGear(0, 0, vgtHealthTag, GetTimer(gear), true) SetVisualGearValues(v, nil, nil, 0, 0, nil, 0, 1, nil, 240000, tagTint) tagGears[gear] = v elseif ((GetGearType(gear) == gtMine and GetHealth(gear) == 0)) then local _, dmg _, _, _, _, _, _, _, _, _, _, dmg = GetGearValues(gear) local v = AddVisualGear(0, 0, vgtHealthTag, 36 - dmg, true) SetVisualGearValues(v, nil, nil, 0, 0, nil, 0, 1, nil, 240000, tagTint) tagGears[gear] = v elseif (GetGearType(gear) == gtAirMine and band(GetState(gear), gstFrozen) == 0) then local _, wdTimer _, _, wdTimer = GetGearValues(gear) local v = AddVisualGear(0, 0, vgtHealthTag, wdTimer, true) SetVisualGearValues(v, nil, nil, 0, 0, nil, 0, 1, nil, 240000, tagTint) tagGears[gear] = v elseif (GetGearType(gear) == gtCase) then tagGears[gear] = -1 elseif (GetGearType(gear) == gtExplosives) then local v = AddVisualGear(0, 0, vgtHealthTag, GetHealth(gear), true) SetVisualGearValues(v, nil, nil, 0, 0, nil, 0, 1, nil, 240000, tagTint) tagGears[gear] = v end if isATrackedGear(gear) then trackGear(gear) if GetGearType(gear) == gtPortal then setGearValue(gear,"life",portalDistance) end end end function onGearDelete(gear) local gt = GetGearType(gear) if gt == gtJetpack then ufoGear = nil end if (gt == gtAirAttack and GetGearPos(gear) == 0) or gt == gtGirder then cGear = nil end if (gt == gtMine or gt == gtSMine or gt == gtAirMine or gt == gtExplosives or gt == gtCase) then if(tagGears[gear] ~= -1) then DeleteVisualGear(tagGears[gear]) end tagGears[gear] = nil end if isATrackedGear(gear) then if getGearValue(gear, "tCirc") ~= nil then DeleteVisualGear(getGearValue(gear, "tCirc")) end trackDeletion(gear) end end function onVisualGearDelete(vGear) if vGear == tagCursorX then tagCursorX = nil end if vGear == tagCursorY then tagCursorY = nil end end