# HG changeset patch # User Periklis Ntanasis # Date 1373082808 -10800 # Node ID b7ee054888f818b128b17d630ec901b167977166 # Parent f6bec1cfbfbdb8648409bd3c13c22f4537f89fc7 more progress on the moon main mission diff -r f6bec1cfbfbd -r b7ee054888f8 share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/moon01.lua --- a/share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/moon01.lua Fri Jul 05 04:32:39 2013 +0300 +++ b/share/hedgewars/Data/Missions/Campaign/A_Space_Adventure/moon01.lua Sat Jul 06 06:53:28 2013 +0300 @@ -9,6 +9,8 @@ -- TODO -- Fix some glitches when gaining control on animations +-- Round time after check point 2 +-- Enemys take control -- Continue with the rest :P HedgewarsScriptLoad("/Scripts/Locale.lua") @@ -18,6 +20,8 @@ -- globals local campaignName = loc("A Space Adventure") local missionName = loc("Moon, stop for fuels!") +local weaponsAcquired = false +local checkPointReached = 1 -- 1 is start of the game -- dialogs local dialog01 = {} local dialog02 = {} @@ -53,6 +57,7 @@ hero.name = "Hog Solo" hero.x = 1380 hero.y = 1750 +hero.dead = false paoth1.name = "Joe" paoth1.x = 1430 paoth1.y = 1750 @@ -90,7 +95,7 @@ function onGameInit() Seed = 1 - GameFlags = gfInfAttack + gfSolidLand + gfDisableWind + GameFlags = gfSolidLand + gfDisableWind TurnTime = 45000 CaseFreq = 0 MinesNum = 0 @@ -105,34 +110,45 @@ AnimSetGearPosition(hero.gear, hero.x, hero.y) -- PAoTH AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "cm_birdy") - paoth1.gear = AddHog(paoth1.name, 0, 100, "war_desertgrenadier1") + paoth1.gear = AddHog(paoth1.name, 0, 100, "scif_2001O") AnimSetGearPosition(paoth1.gear, paoth1.x, paoth1.y) HogTurnLeft(paoth1.gear, true) - paoth2.gear = AddHog(paoth2.name, 0, 100, "war_desertgrenadier1") + paoth2.gear = AddHog(paoth2.name, 0, 100, "scif_2001Y") AnimSetGearPosition(paoth2.gear, paoth2.x, paoth2.y) HogTurnLeft(paoth2.gear, true) - paoth3.gear = AddHog(paoth3.name, 0, 100, "war_desertgrenadier1") + paoth3.gear = AddHog(paoth3.name, 0, 100, "hair_purple") AnimSetGearPosition(paoth3.gear, paoth3.x, paoth3.y) HogTurnLeft(paoth3.gear, true) - paoth4.gear = AddHog(paoth4.name, 0, 100, "war_desertgrenadier1") + paoth4.gear = AddHog(paoth4.name, 0, 100, "scif_2001Y") AnimSetGearPosition(paoth4.gear, paoth4.x, paoth4.y) HogTurnLeft(paoth4.gear, true) -- Professor AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_birdy") - professor.gear = AddHog(professor.name, 0, 100, "war_desertgrenadier1") + professor.gear = AddHog(professor.name, 0, 100, "tophats") AnimSetGearPosition(professor.gear, professor.x, professor.y) HogTurnLeft(professor.gear, true) -- Minions AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy") - minion1.gear = AddHog(minion1.name, 0, 100, "war_desertgrenadier1") + minion1.gear = AddHog(minion1.name, 1, 100, "Gasmask") AnimSetGearPosition(minion1.gear, minion1.x, minion1.y) HogTurnLeft(minion1.gear, true) - minion2.gear = AddHog(minion2.name, 0, 100, "war_desertgrenadier1") + minion2.gear = AddHog(minion2.name, 1, 100, "Gasmask") AnimSetGearPosition(minion2.gear, minion2.x, minion2.y) HogTurnLeft(minion2.gear, true) - minion3.gear = AddHog(minion3.name, 0, 100, "war_desertgrenadier1") + minion3.gear = AddHog(minion3.name, 1, 100, "Gasmask") AnimSetGearPosition(minion3.gear, minion3.x, minion3.y) - HogTurnLeft(minion3.gear, true) + HogTurnLeft(minion3.gear, true) + + -- get the check point + if tonumber(GetCampaignVar("Moon01CheckPoint")) then + checkPointReached = tonumber(GetCampaignVar("Moon01CheckPoint")) + end + + if checkPointReached == 1 then + -- Start of the game + elseif checkPointReached == 2 then + AnimSetGearPosition(hero.gear, parachuteX, weaponsY) + end AnimInit() AnimationSetup() @@ -145,17 +161,29 @@ FollowGear(hero.gear) ShowMission(campaignName, missionName, loc("Hog Solo has to refuel his saucer.").. - "|"..loc("Rescue the imprisoned PAoTH team and get your fuels!"), -amSkip, 0) + "|"..loc("Rescue the imprisoned PAoTH team and get your fuels!"), -amSkip, 0) - AddAmmo(hero.gear, amRope, 2) - SpawnAmmoCrate(bazookaX, weaponsY, amBazooka) - SpawnAmmoCrate(parachuteX, weaponsY, amParachute) - SpawnAmmoCrate(grenadeX, weaponsY, amGrenade) - SpawnAmmoCrate(deserteagleX, weaponsY, amDEagle) - - AddEvent(onWeaponsPlatform, {hero.gear}, weaponsPlatform, {hero.gear}, 0) + -- check for death has to go first + AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0) - AddAnim(dialog01) + if checkPointReached == 1 then + AddAmmo(hero.gear, amRope, 2) + SpawnAmmoCrate(bazookaX, weaponsY, amBazooka) + SpawnAmmoCrate(parachuteX, weaponsY, amParachute) + SpawnAmmoCrate(grenadeX, weaponsY, amGrenade) + SpawnAmmoCrate(deserteagleX, weaponsY, amDEagle) + AddEvent(onWeaponsPlatform, {hero.gear}, weaponsPlatform, {hero.gear}, 0) + AddAnim(dialog01) + elseif checkPointReached == 2 then + AddAmmo(hero.gear, amBazooka, 2) + AddAmmo(hero.gear, amParachute, 2) + AddAmmo(hero.gear, amGrenade, 2) + AddAmmo(hero.gear, amDEagle, 2) + SetWind(80) + GameFlags = bor(GameFlags,gfDisableWind) + weaponsAcquired = true + AddAnim(dialog02) + end end function onAmmoStoreInit() @@ -172,6 +200,21 @@ end ExecuteAfterAnimations() CheckEvents() + if CurrentHedgehog ~= hero.gear then + TurnTimeLeft = 0 + end +end + +function onNewTurn() + if not weaponsAcquired and CurrentHedgehog ~= hero.gear then + TurnTimeLeft = 0 + elseif not weaponsAcquired and CurrentHedgehog == hero.gear then + TurnTimeLeft = -1 + elseif CurrentHedgehog == paoth1.gear or CurrentHedgehog == paoth1.gear + or CurrentHedgehog == paoth3.gear or CurrentHedgehog == paoth4.gear + or CurrentHedgehog == professor.gear then + TurnTimeLeft = 0 + end end function onPrecise() @@ -180,6 +223,12 @@ end end +function onGearDelete(gear) + if gear == hero.gear then + hero.dead = true + end +end + -------------- EVENTS ------------------ function onWeaponsPlatform(gear) @@ -189,12 +238,29 @@ return false end +function onHeroDeath(gear) + if hero.dead then + return true + end + return false +end + -------------- OUTCOMES ------------------ -function weaponsPlatform(gear) +function weaponsPlatform(gear) + SaveCampaignVar("Moon01CheckPoint", "2") + TurnTimeLeft = 0 + weaponsAqcuired = true + SetWind(80) + GameFlags = bor(GameFlags,gfDisableWind) AddAnim(dialog02) end +function heroDeath(gear) + + EndGame() +end + -------------- ANIMATIONS ------------------ function Skipanim(anim) @@ -226,3 +292,11 @@ table.insert(dialog02, {func = AnimSay, args = {paoth1.gear, loc("Nice! Now hurry up and get down! You have to rescue my friends!"), SAY_SHOUT, 7000}}) table.insert(dialog02, {func = AnimSwitchHog, args = {hero.gear}}) end + +------------------- custom "animation" functions -------------------------- + +function startCombat() + -- use this so guard2 will gain control + AnimSwitchHog(minion3.gear) + TurnTimeLeft = 0 +end