local animPos, lastx, lasty, jumpTypes, jumpTimes, moveDirs, jumpStarted local moveTime = 0 local backJumped, jTimer, awTime, globalWait, stageEvents, seNum, curEvent local needToDecrease local AnimList, AnimListNum local FunctionList, FunctionListNum local skipFuncList local skipping local baseInputMask = 0xFFFFFFFF local extraInputMask = baseInputMask -- DEBUGGING STUFF -- --[[ Number of animation ticks to decrease whenever AnimUnWait() is called (usually every game tick). Default: 1 Increase this number to increase overall animation speed. ]] local animSpeed = 1 --------------------------------Animation--------------------------------- --------------------------(In-game cinematics)---------------------------- function AddSkipFunction(anim, func, args) skipFuncList[anim] = {sfunc = func, sargs = args} end function RemoveSkipFunction(anim) skipFuncList[anim] = nil end function SetAnimSkip(bool) skipping = bool end function AnimInProgress() return AnimListNum ~= 0 end function SkipAnimation(anim) if skipFuncList[anim] == nil then return else skipFuncList[anim].sfunc(unpack(skipFuncList[anim].sargs)) end end function AddFunction(element) table.insert(FunctionList, element) FunctionListNum = FunctionListNum + 1 end function RemoveFunction() table.remove(FunctionList, 1) FunctionListNum = FunctionListNum - 1 end function ExecuteAfterAnimations() if FunctionListNum == 0 then return end FunctionList[1].func(unpack(FunctionList[1].args)) RemoveFunction() end local function updateInputMask() SetInputMask(band(baseInputMask, extraInputMask)) end local function startCinemaLock() SetCinematicMode(true) baseInputMask = bnot(gmAnimate+gmAttack+gmDown+gmHJump+gmLeft+gmLJump+gmRight+gmSlot+gmSwitch+gmTimer+gmUp+gmWeapon) updateInputMask() end local function stopCinemaLock() baseInputMask = 0xFFFFFFFF updateInputMask() SetCinematicMode(false) end function AnimSetInputMask(newExtraInputMask) extraInputMask = newExtraInputMask updateInputMask() end function AnimInit(startAnimating) lastx = 0 lasty = 0 jumpTypes = {long = gmLJump, high = gmHJump, back = gmHJump} jumpTimes = {long = 500, high = 500, back = 300, backback = 500} moveDirs = {Right = gmRight, Left = gmLeft} jumpStarted = false backJumped = false jTimer = 0 awTime = 0 globalWait = 0 stageEvents = {} seNum = 0 curEvent = 0 needToDecrease = 0 AnimList = {} AnimListNum = 0 FunctionList = {} FunctionListNum = 0 skipping = false skipFuncList = {} animPos = 1 if startAnimating then startCinemaLock() end end function AnimSwitchHog(gear) SetGearMessage(gear, band(GetGearMessage(gear), bnot(gmAllStoppable))) SwitchHog(gear) FollowGear(gear) return true end function AnimGiveState(gear, state) SetState(gear, state) return true end function AnimRemoveState(gear, state) SetState(gear, band(GetState(gear), bnot(state))) return true end function AnimGearWait(gear, time) AnimWait(gear, time) return true end function AnimUnWait() if globalWait > 0 then globalWait = globalWait - animSpeed if globalWait < 0 then globalWait = 0 end end end function AnimWait(gear, time) -- gear is for compatibility with Animate globalWait = globalWait + time return true end function AnimWaitLeft() return globalWait end function AnimSay(gear, text, manner, time) HogSay(gear, text, manner, 2) if time ~= nil then AnimWait(gear, time) end return true end function AnimSound(gear, sound, time) PlaySound(sound, gear) AnimWait(gear, time) return true end function AnimTurn(gear, dir) if dir == "Right" then HogTurnLeft(gear, false) else HogTurnLeft(gear, true) end return true end function AnimFollowGear(gear) FollowGear(gear) return true end function AnimMove(gear, dir, posx, posy, maxMoveTime) local dirr = moveDirs[dir] SetGearMessage(gear, dirr) moveTime = moveTime + 1 if (maxMoveTime and moveTime > maxMoveTime) then SetGearMessage(gear, 0) SetGearPosition(gear, posx, posy) lastx = GetX(gear) lasty = GetY(gear) moveTime = 0 return true elseif GetX(gear) == posx or GetY(gear) == posy then SetGearMessage(gear, 0) lastx = GetX(gear) lasty = GetY(gear) moveTime = 0 return true end return false end function AnimJump(gear, jumpType) if jumpStarted == false then lastx = GetX(gear) lasty = GetY(gear) backJumped = false jumpStarted = true SetGearMessage(gear, jumpTypes[jumpType]) AnimGearWait(gear, jumpTimes[jumpType]) elseif jumpType == "back" and backJumped == false then backJumped = true SetGearMessage(gear, jumpTypes[jumpType]) AnimGearWait(gear, jumpTimes["backback"]) else local curx = GetX(gear) local cury = GetY(gear) if curx == lastx and cury == lasty then jumpStarted = false backJumped = false AnimGearWait(gear, 100) return true else lastx = curx lasty = cury AnimGearWait(gear, 100) end end return false end function AnimSetGearPosition(gear, destX, destY, fall) SetGearPosition(gear, destX, destY) if fall ~= false then SetGearVelocity(gear, 0, 10) end return true end function AnimDisappear(gear, destX, destY) AddVisualGear(GetX(gear)-5, GetY(gear)-5, vgtSmoke, 0, false) AddVisualGear(GetX(gear)+5, GetY(gear)+5, vgtSmoke, 0, false) AddVisualGear(GetX(gear)-5, GetY(gear)+5, vgtSmoke, 0, false) AddVisualGear(GetX(gear)+5, GetY(gear)-5, vgtSmoke, 0, false) PlaySound(sndExplosion) AnimSetGearPosition(gear, destX, destY) return true end function AnimOutOfNowhere(gear, destX, destY) if (not destX) or (not destY) then destX = GetX(gear) destY = GetY(gear) end AnimSetGearPosition(gear, destX, destY) AddVisualGear(destX, destY, vgtBigExplosion, 0, false) PlaySound(sndExplosion) AnimGearWait(gear, 50) return true end function AnimTeleportGear(gear, destX, destY) AddVisualGear(GetX(gear)-5, GetY(gear)-5, vgtSmoke, 0, false) AddVisualGear(GetX(gear)+5, GetY(gear)+5, vgtSmoke, 0, false) AddVisualGear(GetX(gear)-5, GetY(gear)+5, vgtSmoke, 0, false) AddVisualGear(GetX(gear)+5, GetY(gear)-5, vgtSmoke, 0, false) AnimSetGearPosition(gear, destX, destY) AddVisualGear(GetX(gear), GetY(gear), vgtBigExplosion, 0, false) PlaySound(sndExplosion) FollowGear(gear) AnimGearWait(gear, 50) return true end function AnimVisualGear(gear, x, y, vgType, state, critical) AddVisualGear(x, y, vgType, state, critical) return true end function AnimCaption(gear, text, time) AddCaption(text) if time == nil then return true end AnimWait(gear, time) return true end function AnimCustomFunction(gear, func, args) if args == nil then args = {} end local retval = func(unpack(args)) if retval == false then return false else return true end end function AnimInsertStepNext(step) table.insert(AnimList[1], animPos + 1, step) return true end function AnimShowMission(gear, caption, subcaption, text, icon, time) ShowMission(caption, subcaption, text, icon, time) return true end function RemoveAnim() table.remove(AnimList, 1) AnimListNum = AnimListNum - 1 end function AddAnim(animation) table.insert(AnimList, animation) AnimListNum = AnimListNum + 1 if AnimListNum == 1 then skipping = false end end function ShowAnimation() if AnimListNum == 0 then skipping = false return true else SetTurnTimeLeft(MAX_TURN_TIME) if Animate(AnimList[1]) == true then RemoveAnim() end end return false end function Animate(steps) if skipping == true then animPos = 1 stopCinemaLock() SkipAnimation(steps) return true end if globalWait ~= 0 then return false end if steps[animPos] == nil then animPos = 1 stopCinemaLock() return true end if steps[animPos].args[1] ~= CurrentHedgehog and steps[animPos].func ~= AnimWait and (steps[animPos].swh == nil or steps[animPos].swh == true) then AnimSwitchHog(steps[animPos].args[1]) end startCinemaLock() local retVal = steps[animPos].func(unpack(steps[animPos].args)) if (retVal ~= false) then animPos = animPos + 1 end return false end ------------------------------Event Handling------------------------------ function AddEvent(condFunc, condArgs, doFunc, doArgs, evType) seNum = seNum + 1 stageEvents[seNum] = {} stageEvents[seNum].cFunc = condFunc stageEvents[seNum].cArgs = condArgs stageEvents[seNum].dFunc = doFunc stageEvents[seNum].dArgs = doArgs stageEvents[seNum].evType = evType end function AddNewEvent(condFunc, condArgs, doFunc, doArgs, evType) local i for i = 1, seNum do if stageEvents[i].cFunc == condFunc and stageEvents[i].cArgs == condArgs and stageEvents[i].dFunc == doFunc and stageEvents[i].dArgs == doArgs and stageEvents[seNum].evType == evType then return end end AddEvent(condFunc, condArgs, doFunc, doArgs, evType) end function RemoveEvent(evNum) if stageEvents[evNum] ~= nil then seNum = seNum - 1 table.remove(stageEvents, evNum) if evNum < curEvent then return true end end if evNum < curEvent then needToDecrease = needToDecrease + 1 end end function RemoveEventFunc(cFunc, cArgs) local i = 1 while i <= seNum do if stageEvents[i].cFunc == cFunc and (cArgs == nil or cArgs == stageEvents[i].cArgs) then RemoveEvent(i) i = i - 1 end i = i + 1 end end function CheckEvents() local i = 1 while i <= seNum do curEvent = i if stageEvents[i].cFunc(unpack(stageEvents[i].cArgs)) then stageEvents[i].dFunc(unpack(stageEvents[i].dArgs)) if needToDecrease > 0 then i = i - needToDecrease needToDecrease = 0 end if stageEvents[i].evType ~= 1 then RemoveEvent(i) i = i - 1 end end i = i + 1 end curEvent = 0 end -------------------------------------Misc--------------------------------- function StoppedGear(gear) -- GetHealth returns nil if gear does not exist if not GetHealth(gear) then -- We consider the gear to be “stopped” if it has been destroyed return true end local dx,dy = GetGearVelocity(gear) return math.abs(dx) <= 1 and math.abs(dy) <= 1 end