--[[
=== Continental supplies ===
Created by Vatten in 2012.
Further worked on by the Hedgewars Team and contributors.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
-- fix selection increase delay (weapons to compesate)
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Utils.lua")
HedgewarsScriptLoad("/Scripts/Tracker.lua")
--approximative version of square root. This function follows the babylonian method.
function IntegerSqrt(num)
local temp=num
while(temp*temp-div(temp,2)>num)
do
temp=div((temp+div(num,temp)),2)
end
return math.abs(temp)
end
-- sqrt(x^2,y^2), work without desyncs. is approximative
function Norm(xx,yy)
--to fix overflows
if(((math.abs(xx)^2)+(math.abs(yy)^2))>2^26)
then
local bitr=2^13
return IntegerSqrt((div(math.abs(xx),bitr)^2)+(div(math.abs(yy),bitr)^2))*bitr
else
return IntegerSqrt((math.abs(xx)^2)+(math.abs(yy)^2))
end
end
-- returns 1 or -1 depending on where it is
function GetIfNegative(num)
if(num<0)
then
return -1
else
return 1
end
end
--Will end the turn + give escape time
function EndTurnCS(seconds)
-- Set attacked state to prevent “Boring” sound to be played
SetState(CurrentHedgehog, bor(GetState(CurrentHedgehog), gstAttacked))
--set escape time
local escapeTime = GetAwayTime*10*seconds
if escapeTime > 0 then
Retreat(escapeTime, false)
else
SetTurnTimeLeft(escapeTime)
end
end
--show health tag (will mostly be used when a hog is damaged)
function ShowDamageTag(hog,damage)
local healthtag=AddVisualGear(GetX(hog), GetY(hog), vgtHealthTag, damage, false)
SetVisualGearValues(healthtag, nil, nil, nil, nil, nil, nil, nil, nil, nil, GetClanColor(GetHogClan(hog)))
end
--will use IntegerSqrt
function FireGear(hedgehog,geartype,vx,vy,timer)
local hypo=Norm(vx,vy)
return AddGear(div((GetGearRadius(hedgehog)*2*vx),hypo)+GetX(hedgehog), div((GetGearRadius(hedgehog)*2*vy),hypo)+GetY(hedgehog), geartype, 0, vx, vy, timer)
end
function CollectMultiAmmo(hog, ammoList, noAddAmmo)
local x, y = GetGearPosition(hog)
x = x + 2
y = y + 32
local ammoStr = ""
local ammoLength = 0
for _, _ in pairs(ammoList) do
ammoLength = ammoLength + 1
end
local a = 1
for ammo, count in pairs(ammoList) do
if not noAddAmmo then
local oldCount = GetAmmoCount(hog, ammo)
local newCount = oldCount + count
-- Make sure that finite ammo stays finite
if count < 100 and oldCount < 100 and newCount >= 100 then
newCount = 99
end
AddAmmo(hog, ammo, newCount)
end
if IsHogLocal(hog) then
x = x + 2
y = y + 32
local vgear = AddVisualGear(x, y, vgtAmmo, 0, true)
if vgear ~= nil then
local vgtFrame = ammo
SetVisualGearValues(vgear, nil, nil, nil, nil, nil, vgtFrame)
end
ammoStr = ammoStr .. string.format(loc("%s (+%d)"), GetAmmoName(ammo), count)
if a < ammoLength then
ammoStr = ammoStr .. " • "
end
end
a = a + 1
end
if ammoLength > 0 then
PlaySound(sndShotgunReload)
-- Show collected ammo
if IsHogLocal(hog) then
AddCaption(ammoStr, GetClanColor(GetHogClan(hog)), capgrpAmmoinfo)
end
end
end
function SetAttackState(state)
if state==true then
SetInputMask(bor(GetInputMask(), gmAttack))
else
SetInputMask(band(GetInputMask(), bnot(gmAttack)))
end
end
--====MISC_TIMER GLOBALS====
local CS = {}
--for selecting continent
CS.INIT_TEAMS = {}
CS.GAME_STARTED = false
CS.SELECT_CONTINENT_CHECK=false
CS.START_TIME=0
CS.HOG_HEALTH=100
CS.TEAM_CONTINENT = {}
--variables for seeing if you have swaped around on a weapon
CS.AUSTRALIAN_SPECIAL=0
CS.AFRICAN_SPECIAL_SEDUCTION=0
CS.AFRICAN_SPECIAL_STICKY=0
CS.SOUTH_AMERICAN_SPECIAL=false
CS.NORTH_AMERICAN_SPECIAL_SNIPER=1
CS.NORTH_AMERICAN_SPECIAL_SNIPER_IS_ON=false
CS.KERGUELEN_SPECIAL=1
CS.NORTH_AMERICAN_SPECIAL_SHOTGUN=false
CS.EUROPE_SPECIAL=0
CS.ANTARCTICA_SPECIAL=0
CS.SEDUCTION_INCREASER=0
--detection if something is activated
CS.SWITCH_HOG_IS_ON=false
CS.VAMPIRIC_IS_ON=0
CS.EXTRA_DAMAGE_IS_ON=100
CS.PARACHUTE_IS_ON=false
CS.PRECISE=false
CS.CONTINENT_LABEL_TIMER=-1
CS.SPEECH_TIMER=-1
CS.HANDLE_SPECIAL_WEAPON_MISC_TIMER=-1
CS.HANDLE_SOUTH_AMERICAN_SPECIAL_TIMER=-1
CS.CONFIRM_CONTINENT_SELECTION=-1
--the visual circle for kerguelen
CS.VISUAL_CIRCLE=nil
--the global temporary value
CS.TEMP_VALUE=0
--true if player used any sticky mine mine mode besides hedgehog projectile in this turn
CS.AFRICAN_SPECIAL_NON_PROJECTILE_USED=false
-- “constants”
CS.SABOTAGE_GRAVITY=350
CS.SABOTAGE_GRAVITY_LOW=175
CS.SABOTAGE_DAMAGE=2
CS.SABOTAGE_FREQUENCY=100
--for sabotage
CS.SABOTAGE_COUNTER=0
CS.SABOTAGE_HOGS={}
CS.SABOTAGE_FREQUENCY_NOW=0
--for sundaland
CS.SUNDALAND_END_HOG_CONTINENT_NAME=nil
--misc.
CS.OPTION_NO_SPECIALS=false
--====GENERAL GLOBALS (useful for handling continents)====
CS.SNIPER_SPECIAL_NAME = loc("Green Lipstick Bullet")
CS.BASEBALLBAT_BOOMERANG_NAME = loc("Bouncy Boomerang")
CS.CHEESE_SPECIAL_NAME = loc("Anno 1032")
CS.SEDUCTION_SPECIAL_NAME = loc("Dust Storm")
CS.BASEBALLBAT_CRICKET_NAME = loc("Cricket Time")
CS.PARACHUTE_SPECIAL_NAME = loc("Heroic Wind")
CS.HAMMER_ROAR_NAME = loc("Penguin Roar")
CS.HAMMER_SWAP_NAME = loc("Disguise as a Rockhopper Penguin")
CS.HAMMER_LONELY_NAME = loc("Lonely Cries")
CS.STICKY_PROJECTILE_NAME = loc("Hedgehog Projectile")
CS.STICKY_NAPALM_NAME = loc("Napalm Rocket")
CS.SHOTGUN_SPECIAL_NAME = loc("Eagle Eye")
CS.MOLOTOV_SPECIAL_NAME = loc("Medicine")
CS.HAMMER_SABOTAGE_NAME = loc("Flare")
CS.PICKHAMMER_SPECIAL_NAME = loc("Upside-Down World")
CS.SNIPER_SPECIAL_DESC = loc("Poisonous, deals no damage.")
CS.BASEBALLBAT_BOOMERANG_DESC = loc("Launch a bouncy ball which explodes into a crate.")
CS.CHEESE_SPECIAL_DESC = loc("Strong knockback, but no poison.")
CS.SEDUCTION_SPECIAL_DESC = loc("Deals 15 damage to all enemies in the circle.")
CS.BASEBALLBAT_CRICKET_DESC = loc("Throw a 1 second mine!")
CS.PARACHUTE_SPECIAL_DESC = loc("Drop a ball of dirt which turns into a|cluster on impact. Doesn’t end turn.")
CS.HAMMER_ROAR_DESC = loc("Deal 15 damage + 10% of your hog’s health to all hogs around you and get 2/3 back.")
CS.HAMMER_SWAP_DESC = loc("Swap place with a random enemy in the circle.")
CS.HAMMER_LONELY_DESC = loc("Rise the water if nobody else is in the circle and deal 6 damage to all enemy hogs.")
CS.STICKY_PROJECTILE_DESC = loc("Fire your hedgehog like a sticky mine.")
CS.STICKY_NAPALM_DESC = loc("Fire a rocket with napalm.")
CS.SHOTGUN_SPECIAL_DESC = loc("Teleport to the impact location.")
CS.MOLOTOV_SPECIAL_DESC = loc("Fire some exploding medicine that will heal 15 health to all hogs in its effect radius.")
CS.HAMMER_SABOTAGE_DESC = loc("Sabotage all hogs in the circle and fire a cluster above you.|Sabotaged hogs lose health and have to deal with a very high gravity during their turn.")
CS.PICKHAMMER_SPECIAL_DESC = loc("Teleport to the top of the map, expect fall damage!")
CS.INVULNERABLE_SPECIAL_CAPTION = loc("15+%d damage, %d invulnerable left")
-- Make info
local minfo = function(name, desc)
return string.format(loc("%s: %s"), name, desc)
end
CS.SNIPER_SPECIAL_INFO = minfo(CS.SNIPER_SPECIAL_NAME, CS.SNIPER_SPECIAL_DESC)
CS.BASEBALLBAT_BOOMERANG_INFO = minfo(CS.BASEBALLBAT_BOOMERANG_NAME, CS.BASEBALLBAT_BOOMERANG_DESC)
CS.CHEESE_SPECIAL_INFO = minfo(CS.CHEESE_SPECIAL_NAME, CS.CHEESE_SPECIAL_DESC)
CS.SEDUCTION_SPECIAL_INFO = minfo(CS.SEDUCTION_SPECIAL_NAME, CS.SEDUCTION_SPECIAL_DESC)
CS.INVULNERABLE_SPECIAL_INFO = loc("Increase the dust storm damage by sacrificing|your invulnerable ammo.")
CS.INVULNERABLE_SPECIAL_CTRL = loc("Up/Down: Adjust dust storm damage")
CS.BASEBALLBAT_CRICKET_INFO = minfo(CS.BASEBALLBAT_CRICKET_NAME, CS.BASEBALLBAT_CRICKET_DESC)
CS.PARACHUTE_SPECIAL_INFO = minfo(CS.PARACHUTE_SPECIAL_NAME, CS.PARACHUTE_SPECIAL_DESC)
CS.HAMMER_ROAR_INFO = minfo(CS.HAMMER_ROAR_NAME, CS.HAMMER_ROAR_DESC)
CS.HAMMER_SWAP_INFO = minfo(CS.HAMMER_SWAP_NAME, CS.HAMMER_SWAP_DESC)
CS.HAMMER_LONELY_INFO = minfo(CS.HAMMER_LONELY_NAME, CS.HAMMER_LONELY_DESC)
CS.STICKY_PROJECTILE_INFO = minfo(CS.STICKY_PROJECTILE_NAME, CS.STICKY_PROJECTILE_DESC)
CS.STICKY_NAPALM_INFO = minfo(CS.STICKY_NAPALM_NAME, CS.STICKY_NAPALM_DESC)
CS.SHOTGUN_SPECIAL_INFO = minfo(CS.SHOTGUN_SPECIAL_NAME, CS.SHOTGUN_SPECIAL_DESC)
CS.MOLOTOV_SPECIAL_INFO = minfo(CS.MOLOTOV_SPECIAL_NAME, CS.MOLOTOV_SPECIAL_DESC)
CS.HAMMER_SABOTAGE_INFO = minfo(CS.HAMMER_SABOTAGE_NAME, CS.HAMMER_SABOTAGE_DESC)
CS.PICKHAMMER_SPECIAL_INFO = minfo(CS.PICKHAMMER_SPECIAL_NAME, CS.PICKHAMMER_SPECIAL_DESC)
CS.SELECT_WEP_INFORMATION=loc("Select your continent with [Up]/[Down] or by selecting a representative weapon.").."|"..
loc("Press [Attack] to confirm.")
CS.SELECT_WEP_INFORMATION_SHORT=loc("%s, select your continent!")
function GeneralInformation()
local select_wep, quit_hint
if not CS.GAME_STARTED then
select_wep = "| |"..CS.SELECT_WEP_INFORMATION
quit_hint = "|"..loc("Hint: Use the quit key to see the team’s continent.")
else
select_wep = ""
quit_hint = ""
end
local general_information =
loc("Continents: Select a continent at the beginning.").."|"..
loc("Supplies: Each continent gives you unique weapons, specials and health.").."|"..
loc("Weapon specials: Some weapons have special modes (see weapon description).")..
select_wep..
quit_hint
return general_information
end
CS.CONTINENT_INFORMATION =
{
{loc("North America"),
loc("The continent of firearms"),
loc("The Union: You can select a hedgehog at the start of your turns.").."| |"..
loc("Special weapons:").." |"..
GetAmmoName(amShotgun)..": "..CS.SHOTGUN_SPECIAL_INFO.."|"..
GetAmmoName(amSniperRifle)..": "..CS.SNIPER_SPECIAL_INFO,
{amSniperRifle,1},
{{amShotgun,100},{amDEagle,100},{amLaserSight,2},{amSniperRifle,100},{amCake,1},{amAirAttack,2},{amSwitch,2}},
{sndShotgunFire,sndCover},100},
{loc("South America"),
loc("The continent of guerilla tactics"),
"| |"..loc("Special weapons:").." |"
..GetAmmoName(amGasBomb)..": "..CS.CHEESE_SPECIAL_INFO,
{amGasBomb,2},
{{amBirdy,100},{amHellishBomb,1},{amBee,100},{amGasBomb,100},{amFlamethrower,100},{amNapalm,2},{amExtraDamage,3}},
{sndEggBreak,sndLaugh},125},
{loc("Europe"),
loc("The continent of medicine"),
"| |"..loc("Special weapons:").." |"
..GetAmmoName(amMolotov)..": "..CS.MOLOTOV_SPECIAL_INFO,
{amBazooka,3},
{{amBazooka,100},{amGrenade,100},{amMortar,100},{amMolotov,100},{amVampiric,4},{amPiano,1},{amResurrector,2},{amJetpack,4}},
{sndExplosion,sndEnemyDown},100},
{loc("Africa"),
loc("The continent of dust"),
"| |"..loc("Special weapons:").." |"..
GetAmmoName(amSeduction)..": "..CS.SEDUCTION_SPECIAL_INFO.."|"..
CS.INVULNERABLE_SPECIAL_INFO.."|"..
GetAmmoName(amSMine)..": "..CS.STICKY_PROJECTILE_INFO.."|"..
GetAmmoName(amSMine)..": "..CS.STICKY_NAPALM_INFO,
{amSMine,4},
{{amSMine,100},{amWatermelon,1},{amDrillStrike,1},{amDrill,100},{amInvulnerable,7},{amSeduction,100},{amLandGun,3}},
{sndMelonImpact,sndCoward},125},
{loc("Asia"),
loc("The continent of ninjas"),
loc("Textile industry: Will give you a parachute every second turn.").."| |"..
loc("Special weapons:").." |"..
GetAmmoName(amParachute)..": "..CS.PARACHUTE_SPECIAL_INFO,
{amRope,5},
{{amRope,100},{amFirePunch,100},{amParachute,1},{amKnife,2},{amDynamite,1}},
{sndRopeAttach,sndComeonthen},50},
{loc("Australia"),
loc("The continent of sports"),
"| |"..loc("Special weapons:").." |"..
GetAmmoName(amBaseballBat)..": "..CS.BASEBALLBAT_CRICKET_INFO.."|"..
GetAmmoName(amBaseballBat)..": "..CS.BASEBALLBAT_BOOMERANG_INFO.."|"..
loc("Baseball bat specials cannot be used close to other hogs."),
{amBaseballBat,6},
{{amBaseballBat,100},{amMine,100},{amLowGravity,4},{amBlowTorch,100},{amRCPlane,2},{amRubber,4}},
{sndBaseballBat,sndNooo},100},
{loc("Antarctica"),
loc("The continent of ice and science"),
loc("Antarctic summer: Every 4th turn you get 1 girder, 1 mudball, 2 sine guns and 1 portable portal device.").."| |"..
loc("Special weapons:").." |"..
GetAmmoName(amPickHammer)..": "..CS.PICKHAMMER_SPECIAL_INFO,
{amIceGun,7},
{{amSnowball,2},{amPickHammer,100},{amSineGun,4},{amGirder,1},{amExtraTime,1},{amIceGun,1},{amPortalGun,2}},
{sndSineGun,sndOops},75},
{loc("Kerguelen"),
loc("The continent of cowards"),
"| |"..loc("Special weapons:").." |"..
GetAmmoName(amHammer)..": "..CS.HAMMER_ROAR_INFO.."|"..
GetAmmoName(amHammer)..": "..CS.HAMMER_SWAP_INFO.."|"..
GetAmmoName(amHammer)..": "..CS.HAMMER_LONELY_INFO.."|"..
GetAmmoName(amHammer)..": "..CS.HAMMER_SABOTAGE_INFO,
{amHammer,8},
{{amHammer,100},{amMineStrike,1},{amBallgun,1},{amTeleport,1}},
{sndPiano5,sndStupid},75},
{loc("Zealandia"),
loc("The forgotten continent"),
loc("Surprise supplies: Get 1-3 random weapons each turn.") .. "|" ..
loc("Treasure: Massive weapon bonus in first turn.").."|"..
loc("Forgetfulness: You will lose all your weapons each turn."),
{amInvulnerable,9},
{{amBazooka,1},{amGrenade,1},{amBlowTorch,1},{amSwitch,1},{amRope,1},{amDrill,1},{amDEagle,1},{amPickHammer,1},{amFirePunch,1},{amWhip,1},{amMortar,1},{amSnowball,1},{amExtraTime,1},{amInvulnerable,1},{amVampiric,1},{amFlamethrower,1},{amBee,1},{amClusterBomb,1},{amTeleport,1},{amLowGravity,1},{amJetpack,1},{amGirder,1},{amLandGun,1},{amBirdy,1},{amAirMine,1},{amTardis,1},{amLaserSight,1},{amAirMine,1}},
{sndSplash,sndFirstBlood},100},
{loc("Sundaland"),
loc("The continent of greed"),
loc("Bounty: Get 6 weapons for each kill (even on own hogs)."),
{amTardis,10},
{{amClusterBomb,5},{amTardis,100},{amWhip,100},{amKamikaze,100},{amAirMine,2}},
{sndWarp,sndSameTeam},100}
}
--weapontype,ammo,?,duration,*times your choice,affect on random team (should be placed with 1,0,1,0,1 on the 6th option for better randomness)
CS.WEAPONS_DAMAGE = {
{amKamikaze, 0, 1, 0, 1, 0},
{amSineGun, 0, 1, 0, 1, 0},
{amMineStrike, 0, 1, 6, 1, 1},
{amGrenade, 0, 1, 0, 1, 0},
{amPiano, 0, 1, 7, 1, 0},
{amClusterBomb, 0, 1, 0, 1, 0},
{amBee, 0, 1, 0, 1, 0},
{amShotgun, 0, 1, 0, 1, 0},
{amSniperRifle, 0, 1, 0, 1, 0},
{amDynamite, 0, 1, 6, 1, 1},
{amFirePunch, 0, 1, 0, 1, 0},
{amHellishBomb, 0, 1, 6, 1, 2},
{amWhip, 0, 1, 0, 1, 0},
{amNapalm, 0, 1, 6, 1, 1},
{amPickHammer, 0, 1, 0, 1, 0},
{amBaseballBat, 0, 1, 0, 1, 1},
{amMortar, 0, 1, 0, 1, 0},
{amCake, 0, 1, 5, 1, 2},
{amSeduction, 0, 1, 0, 1, 0},
{amWatermelon, 0, 1, 6, 1, 2},
{amDrill, 0, 1, 0, 1, 0},
{amBallgun, 0, 1, 8, 1, 2},
{amDEagle, 0, 1, 0, 1, 0},
{amMolotov, 0, 1, 0, 1, 0},
{amHammer, 0, 1, 0, 1, 1},
{amBirdy, 0, 1, 0, 1, 0},
{amRCPlane, 0, 1, 6, 1, 2},
{amMine, 0, 1, 0, 1, 0},
{amGasBomb, 0, 1, 0, 1, 0},
{amAirAttack, 0, 1, 5, 1, 1},
{amBlowTorch, 0, 1, 0, 1, 0},
{amFlamethrower,0, 1, 0, 1, 0},
{amSMine, 0, 1, 0, 1, 0},
{amSnowball, 0, 1, 0, 1, 0},
{amKnife, 0, 1, 0, 1, 0},
{amDrillStrike, 0, 1, 5, 1, 1},
{amBazooka, 0, 1, 0, 1, 0},
{amAirMine, 0, 1, 0, 1, 0},
}
CS.WEAPONS_SUPPORT = {
{amParachute, 0, 1, 0, 1, 0},
{amGirder, 0, 1, 0, 1, 0},
{amSwitch, 0, 1, 0, 1, 0},
{amLowGravity, 0, 1, 0, 1, 0},
{amExtraDamage, 0, 1, 2, 1, 0},
{amRope, 0, 1, 0, 1, 0},
{amInvulnerable,0, 1, 0, 1, 0},
{amExtraTime, 0, 1, 0, 1, 0},
{amLaserSight, 0, 1, 0, 1, 0},
{amVampiric, 0, 1, 0, 1, 0},
{amJetpack, 0, 1, 0, 1, 0},
{amPortalGun, 0, 1, 3, 1, 1},
{amResurrector, 0, 1, 2, 1, 0},
{amTeleport, 0, 1, 0, 1, 0},
{amLandGun, 0, 1, 0, 1, 0},
{amTardis, 0, 1, 0, 1, 0},
{amIceGun, 0, 1, 0, 1, 0},
{amRubber, 0, 1, 0, 1, 0}
}
--check if weps valid
function wepNotValidBorder(weapon)
if(MapHasBorder() == false or (weapon ~= amAirAttack and weapon ~= amMineStrike and weapon ~= amNapalm and weapon ~= amDrillStrike and weapon ~= amPiano))
then
return true
end
return false
end
--will check after borders and stuff
function ValidateWeapon(hog,weapon,amount)
if(wepNotValidBorder(weapon))
then
if(amount==1)
then
AddAmmo(hog, weapon)
else
AddAmmo(hog, weapon,amount)
end
end
end
function SpawnRandomCrate(x,y,strength)
local tot=#CS.WEAPONS_SUPPORT + #CS.WEAPONS_DAMAGE
local rand=GetRandom(tot)+1
if(rand > #CS.WEAPONS_SUPPORT)
then
local weapon = rand - #CS.WEAPONS_SUPPORT
while(wepNotValidBorder(CS.WEAPONS_DAMAGE[weapon][1])==false)
do
if(weapon >= #CS.WEAPONS_DAMAGE)
then
weapon=0
end
weapon = weapon+1
end
SpawnAmmoCrate(x, y, CS.WEAPONS_DAMAGE[weapon][1])
else
SpawnUtilityCrate(x, y, CS.WEAPONS_SUPPORT[rand][1])
end
end
--removes one weapon
function RemoveWeapon(hog,weapon)
if(GetAmmoCount(hog, weapon)<100)
then
AddAmmo(hog,weapon,GetAmmoCount(hog, weapon)-1)
end
end
--reset all weapons for a team
function CleanWeapons(hog)
for w=1, #CS.WEAPONS_SUPPORT do
AddAmmo(hog, CS.WEAPONS_SUPPORT[w][1], 0)
end
for w=1, #CS.WEAPONS_DAMAGE do
AddAmmo(hog, CS.WEAPONS_DAMAGE[w][1], 0)
end
end
--get the weapons from a weaponset
function LoadWeaponset(hog, num)
for v,w in pairs(CS.CONTINENT_INFORMATION[num][5])
do
ValidateWeapon(hog, w[1],w[2])
end
CS.TEMP_VALUE=CS.CONTINENT_INFORMATION[num][7]
runOnGears(SetHogHealth)
end
--list up all weapons from the icons for each continent
function InitWeaponsMenu(hog)
if(GetHogLevel(hog)==0 or CS.CONTINENT_INFORMATION[1][6][1]==sndFrozenHogImpact)
then
for v,w in pairs(CS.CONTINENT_INFORMATION)
do
ValidateWeapon(hog, CS.CONTINENT_INFORMATION[v][4][1], 100)
end
AddAmmo(hog, amSwitch, 100) --random continent
--for the computers
else
--europe
ValidateWeapon(hog, CS.CONTINENT_INFORMATION[3][4][1], 100)
--north america
ValidateWeapon(hog, CS.CONTINENT_INFORMATION[1][4][1], 100)
end
end
--shows the continent info
function ShowContinentInfo(continent,time,generalinf)
local geninftext=""
local ns=false
if(time==-1)
then
time=0
ns=true
end
if(generalinf)
then
geninftext="| |"..loc("General information:").."|"..GeneralInformation()
else
geninftext="| |"..loc("Press [Attack] to select this continent!")
end
ShowMission(CS.CONTINENT_INFORMATION[continent][1],
CS.CONTINENT_INFORMATION[continent][2],
string.format(loc("Initial health: %d"), CS.CONTINENT_INFORMATION[continent][7]) .. "|"..
CS.CONTINENT_INFORMATION[continent][3]..geninftext,
CS.CONTINENT_INFORMATION[continent][4][2], time)
if(ns)
then
HideMission()
elseif not CS.GAME_STARTED then
AddCaption(CS.CONTINENT_INFORMATION[continent][1], GetClanColor(GetHogClan(CurrentHedgehog)), capgrpAmmoinfo)
end
end
--will show a circle of gears (eye candy)
function VisualExplosion(range,xpos,ypos,gear1,gear2)
local degr=0
local lap=30
while(lap<range)
do
while(degr < 6.2831)
do
AddVisualGear(xpos+math.cos(degr+0.1)*(lap+5), ypos+math.sin(degr+0.1)*(lap+5), gear1, 0, false)
if(gear2~=false)
then
AddVisualGear(xpos+math.cos(degr)*lap, ypos+math.sin(degr)*lap, gear2, 0, false)
end
degr=degr+((3.1415*3)*0.125) --1/8 = 0.125
end
lap=lap+30
degr=degr-6.2831
end
end
--give one random weapon
function GetRandomWeapon(hog, weptype, power, onlyonewep, getdelayedweps, mypower)
local wepout=nil
local rand_weaponset_power=mypower
if(rand_weaponset_power < power)
then
local numberofweapons = #weptype
local random_weapon = math.abs(GetRandom(numberofweapons)+1)
while((weptype[random_weapon][4]>TotalRounds and getdelayedweps==false) or rand_weaponset_power+weptype[random_weapon][6]>power
or (wepNotValidBorder(weptype[random_weapon][1])==false) or GetAmmoCount(hog,weptype[random_weapon][1])>=100
or (GetAmmoCount(hog,weptype[random_weapon][1])>=1 and onlyonewep==true))
do
if(random_weapon>=numberofweapons)
then
random_weapon=0
end
random_weapon = random_weapon+1
end
wepout=weptype[random_weapon][1]
ValidateWeapon(hog, wepout,1)
rand_weaponset_power=mypower+weptype[random_weapon][6]
end
return rand_weaponset_power , wepout
end
--zealandia (generates weapons from the weaponinfo above) and sundaland
function RandomContinentsGetWeapons(hog)
if(GetGearType(hog) == gtHedgehog)
then
local currCont=CS.TEAM_CONTINENT[GetHogTeamName(hog)]
if(currCont~=0)
then
local checkDefCont=CS.CONTINENT_INFORMATION[currCont][4][2]
--for sunda
local wepamount=getTeamValue(GetHogTeamName(hog), "sundaland-count")
if(checkDefCont==9 and getTeamValue(GetHogTeamName(hog), "rand-done-turn")==false)
then
CleanWeapons(hog)
local rand_weaponset_power = 0
rand_weaponset_power=GetRandomWeapon(hog,CS.WEAPONS_DAMAGE,100,true,false,rand_weaponset_power)
rand_weaponset_power=GetRandomWeapon(hog,CS.WEAPONS_SUPPORT,2,true,false,rand_weaponset_power)
rand_weaponset_power=GetRandomWeapon(hog,CS.WEAPONS_DAMAGE,1,true,false,rand_weaponset_power)
setTeamValue(GetHogTeamName(hog), "rand-done-turn", true)
elseif(checkDefCont==10 and wepamount~=nil)
then
local loci=0
while(loci<wepamount)
do
local _
local wep = {}
--6 random weapons
_, wep[1] = GetRandomWeapon(hog,CS.WEAPONS_DAMAGE,100,false,true,0)
_, wep[2] = GetRandomWeapon(hog,CS.WEAPONS_DAMAGE,100,false,true,0)
_, wep[3] = GetRandomWeapon(hog,CS.WEAPONS_DAMAGE,2,false,true,1)
_, wep[4] = GetRandomWeapon(hog,CS.WEAPONS_SUPPORT,100,false,true,0)
_, wep[5] = GetRandomWeapon(hog,CS.WEAPONS_SUPPORT,100,false,true,0)
_, wep[6] = GetRandomWeapon(hog,CS.WEAPONS_SUPPORT,100,false,true,0)
-- Don't give weapons directly, only insert them into the global temp. value
-- We expect this function to be called by runOnGears for Sundaland.
if CS.TEMP_VALUE[hog] == nil then
CS.TEMP_VALUE[hog] = {}
end
for w=1, #wep do
local ammoList = CS.TEMP_VALUE[hog]
if ammoList[wep[w]] == nil then
ammoList[wep[w]] = 1
else
ammoList[wep[w]] = math.min(99, ammoList[wep[w]] + 1)
end
end
loci=loci+1
end
setTeamValue(GetHogTeamName(hog), "sundaland-count",nil)
end
end
end
end
--this will take that hogs settings for the weapons and add them
function SetContinentWeapons()
CleanWeapons(CurrentHedgehog)
LoadWeaponset(CurrentHedgehog,CS.TEAM_CONTINENT[GetHogTeamName(CurrentHedgehog)])
local visualstuff=AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog)-5, vgtDust,0, false)
SetVisualGearValues(visualstuff, nil, nil, nil, nil, nil, nil, nil, 2, nil, GetClanColor(GetHogClan(CurrentHedgehog)))
SetCSAmmoDescriptions("weapons")
ShowContinentInfo(CS.TEAM_CONTINENT[GetHogTeamName(CurrentHedgehog)],5000,false)
end
--count hogs in team
function CountHogsInTeam(hog)
if(GetHogTeamName(hog)==GetHogTeamName(CurrentHedgehog))
then
CS.TEMP_VALUE=CS.TEMP_VALUE+1
end
end
--==========================run throw all hog/gear weapons ==========================
function SetHogHealth(hog)
if(GetGearType(hog) == gtHedgehog and GetHogClan(hog) == GetHogClan(CurrentHedgehog))
then
SetHealth(hog, div(CS.TEMP_VALUE*CS.HOG_HEALTH,100))
end
end
--will check if the mine is nicely placed
function AustraliaSpecialCheckHogs(hog)
if(GetGearType(hog) == gtHedgehog)
then
if(gearIsInCircle(hog,GetX(CurrentHedgehog), GetY(CurrentHedgehog), 40, false)==true and hog ~= CurrentHedgehog)
then
CS.TEMP_VALUE=1
end
end
end
function HogOuch(hog, ouchType)
local r
if ouchType == "moan" then
r = math.random(1, 2)
if r == 1 then
PlaySound(sndPoisonMoan, hog, true)
else
PlaySound(sndPoisonCough, hog, true)
end
else
local r = math.random(1, 4)
PlaySound(_G["sndOw"..r], hog)
end
end
--african special on sedunction
function AfricaSpecialSeduction(hog)
if(GetGearType(hog) == gtHedgehog)
then
local dmg=div((15+CS.SEDUCTION_INCREASER)*CS.EXTRA_DAMAGE_IS_ON,100)
if(gearIsInCircle(hog,GetX(CurrentHedgehog), GetY(CurrentHedgehog), 250, false)==true and GetHogClan(hog) ~= GetHogClan(CurrentHedgehog))
then
if(GetHealth(hog) > dmg)
then
CS.TEMP_VALUE=CS.TEMP_VALUE+div(dmg*CS.VAMPIRIC_IS_ON,100)
SetHealth(hog, GetHealth(hog)-dmg)
else
CS.TEMP_VALUE=CS.TEMP_VALUE+div(GetHealth(hog)*CS.VAMPIRIC_IS_ON,100)
SetHealth(hog, 0)
end
HogOuch(hog)
ShowDamageTag(hog,dmg)
end
end
end
--kerguelen special on structure
function KerguelenSpecialRed(hog)
if(GetGearType(hog) == gtHedgehog)
then
if(gearIsInCircle(hog,GetX(CurrentHedgehog), GetY(CurrentHedgehog), 120, false)==true and GetHogClan(hog) ~= GetHogClan(CurrentHedgehog))
then
local dmg=div((15+div(GetHealth(CurrentHedgehog)*10,100))*CS.EXTRA_DAMAGE_IS_ON,100)
if(GetHealth(hog)>dmg)
then
CS.TEMP_VALUE=CS.TEMP_VALUE+div(dmg*2,3)+div(dmg*CS.VAMPIRIC_IS_ON*2,100*3)
SetHealth(hog, GetHealth(hog)-dmg)
else
CS.TEMP_VALUE=CS.TEMP_VALUE+(div(GetHealth(hog)*75,100))+(div(GetHealth(CurrentHedgehog)*10,100))+div((GetHealth(hog)+div(GetHealth(CurrentHedgehog)*10,100))*CS.VAMPIRIC_IS_ON,100)
SetHealth(hog, 0)
end
HogOuch(hog)
ShowDamageTag(hog,dmg)
AddVisualGear(GetX(hog), GetY(hog), vgtExplosion, 0, false)
AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), vgtSmokeWhite, 0, false)
end
end
end
--will count the hogs, used to get one random hog.
function KerguelenSpecialYellowCountHogs(hog)
if(GetGearType(hog) == gtHedgehog)
then
if(GetHogClan(hog) ~= GetHogClan(CurrentHedgehog) and gearIsInCircle(hog,GetX(CurrentHedgehog), GetY(CurrentHedgehog), 390, false))
then
CS.TEMP_VALUE=CS.TEMP_VALUE+1
end
end
end
--kerguelen special swap hog
function KerguelenSpecialYellowSwap(hog)
if(GetGearType(hog) == gtHedgehog)
then
if(CS.KERGUELEN_SPECIAL ~= -1 and GetHogClan(hog) ~= GetHogClan(CurrentHedgehog) and gearIsInCircle(hog,GetX(CurrentHedgehog), GetY(CurrentHedgehog), 420, false))
then
if(CS.TEMP_VALUE==0)
then
local thisX=GetX(CurrentHedgehog)
local thisY=GetY(CurrentHedgehog)
SetGearPosition(CurrentHedgehog, GetX(hog), GetY(hog))
SetGearPosition(hog, thisX, thisY)
CS.KERGUELEN_SPECIAL=-1
else
CS.TEMP_VALUE=CS.TEMP_VALUE-1
end
end
end
end
--kerguelen special will apply sabotage
function KerguelenSpecialGreen(hog)
if(GetGearType(hog) == gtHedgehog)
then
if(CurrentHedgehog~=hog and gearIsInCircle(hog,GetX(CurrentHedgehog), GetY(CurrentHedgehog), 80, false))
then
CS.TEMP_VALUE=1
CS.SABOTAGE_HOGS[hog]=1
AddGear(GetX(hog), GetY(hog), gtCluster, 0, 0, 0, 1)
PlaySound(sndNooo,hog)
end
end
end
--first part on kerguelen special (lonely cries)
function KerguelenSpecialBlueCheck(hog)
if(GetGearType(hog) == gtHedgehog and hog ~= CurrentHedgehog and GetHealth(CurrentHedgehog) and gearIsInCircle(hog,GetX(CurrentHedgehog), GetY(CurrentHedgehog), 500, false))
then
CS.TEMP_VALUE=1
end
end
--second part on kerguelen special (lonely cries)
function KerguelenSpecialBlueActivate(hog)
if(GetGearType(hog) == gtHedgehog)
then
local dmg=div(6*CS.EXTRA_DAMAGE_IS_ON,100)
if(GetHogClan(hog) ~= GetHogClan(CurrentHedgehog))
then
if(GetHealth(hog) > dmg)
then
CS.TEMP_VALUE=CS.TEMP_VALUE+div(dmg*CS.VAMPIRIC_IS_ON,100)
SetHealth(hog, GetHealth(hog)-dmg)
else
CS.TEMP_VALUE=CS.TEMP_VALUE+div(GetHealth(hog)*CS.VAMPIRIC_IS_ON,100)
SetHealth(hog, 0)
end
HogOuch(hog, "moan")
ShowDamageTag(hog,dmg)
AddVisualGear(GetX(hog), GetY(hog)-30, vgtEvilTrace, 0, false)
end
end
end
--south american special (used fire gear)
function SouthAmericaSpecialCheeseExplosion(hog)
if(GetGearType(hog) == gtHedgehog or GetGearType(hog) == gtMine or GetGearType(hog) == gtExplosives)
then
local power_radius_outer=230
local power_sa=700000
local hypo=0
if(gearIsInCircle(hog,GetX(CS.TEMP_VALUE), GetY(CS.TEMP_VALUE), power_radius_outer, false))
then
if(hog == CurrentHedgehog)
then
SetState(CurrentHedgehog, gstMoving)
end
SetGearPosition(hog, GetX(hog),GetY(hog)-3)
hypo=Norm(math.abs(GetX(hog)-GetX(CS.TEMP_VALUE)),math.abs(GetY(hog)-GetY(CS.TEMP_VALUE)))
SetGearVelocity(hog, div((power_radius_outer-hypo)*power_sa*GetIfNegative(GetX(hog)-GetX(CS.TEMP_VALUE)),power_radius_outer), div((power_radius_outer-hypo)*power_sa*GetIfNegative(GetY(hog)-GetY(CS.TEMP_VALUE)),power_radius_outer))
end
end
end
--north american special on sniper
function NorthAmericaSpecialSniper(hog)
if(GetGearType(hog) == gtHedgehog)
then
if(gearIsInCircle(CS.TEMP_VALUE,GetX(hog), GetY(hog), 20, false))
then
SetEffect(hog, hePoisoned, 5)
PlaySound(sndBump)
SetSoundMask(sndMissed, true)
end
end
end
--european special on molotov (used fire gear)
function EuropeSpecialMolotovHit(hog)
if(GetGearType(hog) == gtHedgehog)
then
if(gearIsInCircle(CS.TEMP_VALUE,GetX(hog), GetY(hog), 100, false))
then
local healthadd=15
HealHog(hog, healthadd+(div(healthadd*CS.VAMPIRIC_IS_ON,100)), hog == CurrentHedgehog)
SetEffect(hog, hePoisoned, false)
CS.SABOTAGE_HOGS[hog]=0
SetSoundMask(sndMissed, true)
end
end
end
--a weaponset string to something readable by the script
function transferableParamToWeaponSet(string,icon)
local continentinfo={}
local numb=0
local wepcodes=0
local where=0
local x=0
local i=1
--default icon
continentinfo[4]={}
if(icon==1000)
then
local mid = #CS.WEAPONS_DAMAGE
local max = mid + #CS.WEAPONS_SUPPORT
local ic=(string.byte(string) % max)+1
if(ic>mid)
then
ic=CS.WEAPONS_SUPPORT[ic-mid][1]
else
ic=CS.WEAPONS_DAMAGE[ic][1]
end
continentinfo[4][1]=ic
continentinfo[4][2]=-ic
else
continentinfo[4][1]=icon
continentinfo[4][2]=-icon
end
continentinfo[6]={sndFrozenHogImpact,sndUhOh}
continentinfo[7]=100
for c in string:gmatch"."
do
--first part, eg name of the weaponset
if(where==0)
then
if(string.byte(c)==126)
then
continentinfo[1]=string.sub(string,0,numb)
wepcodes=numb
where=1
end
--second part, subname of the weaponset
elseif(where==1)
then
if(string.byte(c)==126)
then
continentinfo[2]=string.sub(string,wepcodes+2,numb)
continentinfo[5]={}
wepcodes=numb
where=2
end
--insert all weapons
elseif(where==2)
then
x=string.byte(c)-35
if(x>90)
then
break
elseif(x>80)
then
if(x-80<10)
then
i=x-80
else
i=100
end
else
table.insert(continentinfo[5],{x,i})
end
end
numb=numb+1
end
if(continentinfo[5]~=nil and continentinfo[5][1]~=nil)
then
continentinfo[3] =
string.format(loc("%s was extracted from the scheme"), continentinfo[1])
table.insert(CS.CONTINENT_INFORMATION, continentinfo)
end
return nil
end
--add a weaponset from a hogname
function HogNameToWeaponset(hog)
if(GetGearType(hog) == gtHedgehog)
then
local string=GetHogName(hog)
local numb=0
for c in string:gmatch"."
do
if(string.byte(c)==126)
then
local name=string.sub(string,0,numb)
SetHogName(hog,name)
local weaponcode=string.sub(string,numb+2)
local continentinfo=transferableParamToWeaponSet(weaponcode,1000)
if(continentinfo~=nil)
then
table.insert(CS.CONTINENT_INFORMATION, continentinfo)
end
return
end
numb=numb+1
end
end
end
--============================================================================
--Parameters -> [options],[global-continent]
--wt=yes allow to search for weaponsets on hog names
--spec=off disable specials (will make stuff unbalanced)
--cont=no remove the pre-defined continents
--for custom made continent, follows the same standards as the globalism one. You can make your continent with <Name>~<Information>~<Weapons>. Take the weapons generated from globalism, if you want a GUI :P
--weapons=<ammo><types>, ammo = ascii[116(1 ammo) to 125(inf ammo)] types = ascii[36(Grenade), 37(Clusterbomb) to 90(knife)] see https://hedgewars.org/kb/AmmoTypes
--ex "Own continent~this continent rocks!~tZ}$" will get 1 knife and inf grenades
function onParameters()
local searchfor="wt=yes"
local match=string.find(ScriptParam,searchfor, 1)
if(match~=nil)
then
CS.TEMP_VALUE=1
ScriptParam=string.gsub(ScriptParam,"(,?)"..searchfor.."(,?)","")
end
searchfor="spec=off"
match=string.find(ScriptParam,searchfor, 1)
if(match~=nil)
then
CS.OPTION_NO_SPECIALS=true
ScriptParam=string.gsub(ScriptParam,"(,?)"..searchfor.."(,?)","")
end
searchfor="cont=no"
match=string.find(ScriptParam,searchfor, 1)
if(match~=nil)
then
CS.CONTINENT_INFORMATION={}
ScriptParam=string.gsub(ScriptParam,"(,?)"..searchfor.."(,?)","")
end
if(ScriptParam~=nil)
then
local continentinfo=transferableParamToWeaponSet(ScriptParam,amLowGravity)
if(continentinfo~=nil)
then
table.insert(CS.CONTINENT_INFORMATION, continentinfo)
end
end
end
--set each weapons settings
function onAmmoStoreInit()
SetAmmo(amSkip, 9, 0, 0, 0)
for v,w in pairs(CS.WEAPONS_DAMAGE)
do
SetAmmo(w[1], w[2], w[3], w[4], w[5])
end
for v,w in pairs(CS.WEAPONS_SUPPORT)
do
SetAmmo(w[1], w[2], w[3], w[4], w[5])
end
end
function SetCSAmmoDescriptions(mode)
if mode == "continents" then
for c=1, #CS.CONTINENT_INFORMATION do
local cont = CS.CONTINENT_INFORMATION[c]
local hp = string.format(loc("Initial health: %d"), cont[7])
SetAmmoTexts(cont[4][1], cont[1], cont[2], hp .."|" .. cont[3], false)
SetAmmoDescriptionAppendix(cont[4][1], nil)
end
SetAmmoTexts(amSwitch, loc("Random continent"), loc("If you just don’t care …"), loc("Select this item for a random continent."), false)
elseif mode == "weapons" then
local specSelect = loc("Switch: Select weapon special")
local specHeader = loc("Available weapon specials:") .. " "
local specText="|"..
specSelect.."| |"..
specHeader.."|"
SetAmmoDescriptionAppendix(amSniperRifle,
specText..
CS.SNIPER_SPECIAL_INFO)
SetAmmoDescriptionAppendix(amBaseballBat,
specText..
CS.BASEBALLBAT_BOOMERANG_INFO .. "|" ..
CS.BASEBALLBAT_CRICKET_INFO .. "|" ..
loc("These weapon specials cannot be used close to other hogs."))
SetAmmoDescriptionAppendix(amGasBomb,
specText..
CS.CHEESE_SPECIAL_INFO)
SetAmmoDescriptionAppendix(amSeduction,
specSelect .. "|" ..
CS.INVULNERABLE_SPECIAL_CTRL .. "| |" ..
specHeader .. "|" ..
CS.SEDUCTION_SPECIAL_INFO .. "|" ..
CS.INVULNERABLE_SPECIAL_INFO)
SetAmmoDescriptionAppendix(amParachute,
loc("Switch: Drop ball of dirt from parachute (once)") .. "| |" ..
specHeader .. "|" ..
CS.PARACHUTE_SPECIAL_INFO)
SetAmmoDescriptionAppendix(amHammer,
specText..
CS.HAMMER_ROAR_INFO .. "|" ..
CS.HAMMER_SWAP_INFO .. "|" ..
CS.HAMMER_LONELY_INFO .. "|" ..
CS.HAMMER_SABOTAGE_INFO)
SetAmmoDescriptionAppendix(amSMine,
specText..
CS.STICKY_PROJECTILE_INFO .. "|" ..
CS.STICKY_NAPALM_INFO)
SetAmmoDescriptionAppendix(amShotgun,
specText..
CS.SHOTGUN_SPECIAL_INFO)
SetAmmoDescriptionAppendix(amMolotov,
specText..
CS.MOLOTOV_SPECIAL_INFO)
SetAmmoDescriptionAppendix(amPickHammer,
specText..
CS.PICKHAMMER_SPECIAL_INFO)
SetAmmoDescriptionAppendix(amVampiric,
loc("This also increases the effectiveness of Medicine.")
)
for c=1, #CS.CONTINENT_INFORMATION do
local cont = CS.CONTINENT_INFORMATION[c]
SetAmmoTexts(cont[4][1], nil, nil, nil)
end
SetAmmoTexts(amSwitch, nil, nil, nil)
end
if mode == "continents" or not CS.GAME_STARTED then
SetAmmoTexts(amSkip, loc("Select continent"), loc("Continent selection"), loc("Select the current continent.") .. "|" .. loc("Choose your continent wisely, as your decision will be permanent.") .. "|" .. loc("Up/Down: Browse through continents") .. "|" .. loc("Attack: Select this continent"))
else
SetAmmoTexts(amSkip, nil, nil, nil)
end
end
--on game start
function onGameStart()
ShowMission(loc("Continental supplies"),loc("Let a continent provide your weapons!"),GeneralInformation(), 0, 0)
SetCSAmmoDescriptions("continents")
if(CS.TEMP_VALUE==1)
then
runOnGears(HogNameToWeaponset)
end
end
function onGameInit()
SuddenDeathTurns= SuddenDeathTurns+1
end
--what happen when a turn starts
function onNewTurn()
--will refresh the info on each tab weapon
CS.AUSTRALIAN_SPECIAL=0
CS.AFRICAN_SPECIAL_SEDUCTION=0
CS.SEDUCTION_INCREASER=0
CS.SOUTH_AMERICAN_SPECIAL=false
CS.AFRICAN_SPECIAL_STICKY=0
CS.KERGUELEN_SPECIAL=1
CS.NORTH_AMERICAN_SPECIAL_SNIPER=1
CS.NORTH_AMERICAN_SPECIAL_SHOTGUN=false
CS.NORTH_AMERICAN_SPECIAL_SNIPER_IS_ON=false
CS.EUROPE_SPECIAL=0
CS.VAMPIRIC_IS_ON=0
CS.EXTRA_DAMAGE_IS_ON=100
CS.SABOTAGE_COUNTER=0
CS.ANTARCTICA_SPECIAL=0
CS.TEMP_VALUE=0
CS.SUNDALAND_END_HOG_CONTINENT_NAME=GetHogTeamName(CurrentHedgehog)
if TotalRounds >= 1 then
CS.GAME_STARTED = true
end
SetSoundMask(sndLaugh, false)
SetSoundMask(sndMissed, false)
CS.AFRICAN_SPECIAL_NON_PROJECTILE_USED=false
SetAttackState(true)
--when all hogs are "placed"
if(GetCurAmmoType()~=amTeleport)
then
--will run once when the game really starts (after placing hogs and so on
if(CS.INIT_TEAMS[GetHogTeamName(CurrentHedgehog)] == nil)
then
SetInputMask(band(GetInputMask(), gmWeapon))
if(CS.START_TIME==0)
then
CS.START_TIME=TurnTimeLeft
CS.HOG_HEALTH=GetHealth(CurrentHedgehog)
end
SetTurnTimeLeft(100000)
AddCaption(string.format(CS.SELECT_WEP_INFORMATION_SHORT, GetHogTeamName(CurrentHedgehog)), capcolDefault, capgrpGameState)
AddCaption(loc("No continent selected"), GetClanColor(GetHogClan(CurrentHedgehog)), capgrpAmmoinfo)
CS.SELECT_CONTINENT_CHECK=true
ShowMission(loc("Continental supplies"),loc("Let a continent provide your weapons!"),GeneralInformation(), 0, 0)
SetCSAmmoDescriptions("continents")
InitWeaponsMenu(CurrentHedgehog)
CS.TEAM_CONTINENT[GetHogTeamName(CurrentHedgehog)]=0
CS.INIT_TEAMS[GetHogTeamName(CurrentHedgehog)] = 2
else
--if its not the initialization turn
CS.SELECT_CONTINENT_CHECK=false
SetInputMask(bor(GetInputMask(), bnot(gmWeapon)))
if(CS.TEAM_CONTINENT[GetHogTeamName(CurrentHedgehog)]==0)
then
CS.TEAM_CONTINENT[GetHogTeamName(CurrentHedgehog)]=GetRandom(#CS.CONTINENT_INFORMATION)+1
SetContinentWeapons()
end
local currCont=CS.TEAM_CONTINENT[GetHogTeamName(CurrentHedgehog)]
local checkDefCont=CS.CONTINENT_INFORMATION[currCont][4][2]
--give zeelandia-teams new weapons so they can plan for the next turn
-- Use temporary value to store list of collected weapons
CS.TEMP_VALUE = {}
runOnGears(RandomContinentsGetWeapons)
for hog, ammoList in pairs(CS.TEMP_VALUE) do
CollectMultiAmmo(hog, ammoList, true)
end
--some specials for some continents (CS.TEMP_VALUE is from get random weapons)
if(checkDefCont==9)
then
setTeamValue(GetHogTeamName(CurrentHedgehog), "rand-done-turn", false)
elseif(checkDefCont==7)
then
--this will be set on the second turn
if(getTeamValue(GetHogTeamName(CurrentHedgehog), "Antarctica2-turntick")==nil)
then
setTeamValue(GetHogTeamName(CurrentHedgehog), "Antarctica2-turntick", 1)
end
-- Antarctic summer
if(getTeamValue(GetHogTeamName(CurrentHedgehog), "Antarctica2-turntick")>=4)
then
CollectMultiAmmo(CurrentHedgehog, {[amPortalGun] = 1, [amSineGun] = 2, [amGirder] = 1, [amSnowball] = 1})
setTeamValue(GetHogTeamName(CurrentHedgehog), "Antarctica2-turntick", 0)
end
setTeamValue(GetHogTeamName(CurrentHedgehog), "Antarctica2-turntick", getTeamValue(GetHogTeamName(CurrentHedgehog), "Antarctica2-turntick")+1)
elseif(checkDefCont==5)
then
--this will be set on the second turn
if(getTeamValue(GetHogTeamName(CurrentHedgehog), "Asia-turntick")==nil)
then
setTeamValue(GetHogTeamName(CurrentHedgehog), "Asia-turntick", 1)
end
if(getTeamValue(GetHogTeamName(CurrentHedgehog), "Asia-turntick")>=2)
then
CollectMultiAmmo(CurrentHedgehog, {[amParachute] = 1})
setTeamValue(GetHogTeamName(CurrentHedgehog), "Asia-turntick", 0)
end
setTeamValue(GetHogTeamName(CurrentHedgehog), "Asia-turntick", getTeamValue(GetHogTeamName(CurrentHedgehog), "Asia-turntick")+1)
elseif(checkDefCont==1)
then
CS.TEMP_VALUE=0
runOnGears(CountHogsInTeam)
if(CS.TEMP_VALUE>1)
then
-- Enable switch hog on turn start (North America)
EnableSwitchHog()
end
end
ShowContinentInfo(currCont,-1,true)
SetCSAmmoDescriptions("weapons")
end
end
end
function WeaponCaption(ammoType, customName)
local caption
if not customName then
customName = GetAmmoName(ammoType)
end
local count = GetAmmoCount(CurrentHedgehog, ammoType)
local timer = GetAmmoTimer(CurrentHedgehog, ammoType)
local secs
if type(timer) == "number" then
secs = div(timer, 1000)
end
if count ~= 100 then
strCount = tostring(count)
end
-- Finite count, timerable
if type(timer) == "number" and count ~= 100 then
-- e.g. “Grenade (5), 3 sec”
caption = string.format(loc("%s (%d), %d sec"), customName, count, secs)
-- Infinite count, timerable
elseif type(timer) == "number" and count == 100 then
-- e.g. “Grenade, 3 sec”
caption = string.format(loc("%s, %d sec"), customName, secs)
-- Finite count, non-timerable
elseif type(timer) ~= "number" and count ~= 100 then
-- e.g. “Bazooka (5)”
caption = string.format(loc("%s (%d)"), customName, count)
-- Infinite count, non-timerable
else
-- e.g. “Bazooka”
caption = customName
end
AddCaption(caption, GetClanColor(GetHogClan(CurrentHedgehog)), capgrpAmmoinfo)
end
function ShowSpecialWeaponCaption(ammoType)
--place mine (australia)
if(ammoType == amBaseballBat)
then
if(CS.AUSTRALIAN_SPECIAL==1)
then
WeaponCaption(amBaseballBat, CS.BASEBALLBAT_CRICKET_NAME)
elseif(CS.AUSTRALIAN_SPECIAL==2)
then
WeaponCaption(amBaseballBat, CS.BASEBALLBAT_BOOMERANG_NAME)
else
WeaponCaption(amBaseballBat)
end
--africa
elseif(ammoType == amSeduction)
then
if(CS.AFRICAN_SPECIAL_SEDUCTION==1)
then
WeaponCaption(amSeduction, CS.SEDUCTION_SPECIAL_NAME)
AddCaption(string.format(CS.INVULNERABLE_SPECIAL_CAPTION, CS.SEDUCTION_INCREASER, GetAmmoCount(CurrentHedgehog,amInvulnerable)), GetClanColor(GetHogClan(CurrentHedgehog)), capgrpAmmostate)
else
WeaponCaption(amSeduction)
end
--south america
elseif(ammoType == amGasBomb)
then
if(CS.SOUTH_AMERICAN_SPECIAL==true)
then
WeaponCaption(amGasBomb, CS.CHEESE_SPECIAL_NAME)
else
WeaponCaption(amGasBomb)
end
--africa
elseif(ammoType == amSMine)
then
if(CS.AFRICAN_SPECIAL_STICKY==1)
then
WeaponCaption(amSMine, CS.STICKY_PROJECTILE_NAME)
elseif(CS.AFRICAN_SPECIAL_STICKY == 2)
then
WeaponCaption(amSMine, CS.STICKY_NAPALM_NAME)
else
WeaponCaption(amSMine)
end
--north america (sniper)
elseif(ammoType == amSniperRifle and CS.NORTH_AMERICAN_SPECIAL_SNIPER_IS_ON==false)
then
if(CS.NORTH_AMERICAN_SPECIAL_SNIPER==1)
then
WeaponCaption(amSniperRifle)
elseif(CS.NORTH_AMERICAN_SPECIAL_SNIPER==2)
then
WeaponCaption(amSniperRifle, CS.SNIPER_SPECIAL_NAME)
end
--north america (shotgun)
elseif(ammoType == amShotgun)
then
if(CS.NORTH_AMERICAN_SPECIAL_SHOTGUN==true)
then
WeaponCaption(amShotgun, CS.SHOTGUN_SPECIAL_NAME)
else
WeaponCaption(amShotgun)
end
--europe
elseif(ammoType == amMolotov)
then
if(CS.EUROPE_SPECIAL==1)
then
WeaponCaption(amMolotov, CS.MOLOTOV_SPECIAL_NAME)
else
WeaponCaption(amMolotov)
end
--antarctica
elseif(ammoType == amPickHammer)
then
if(CS.ANTARCTICA_SPECIAL==1)
then
WeaponCaption(amPickHammer, CS.PICKHAMMER_SPECIAL_NAME)
else
WeaponCaption(amPickHammer)
end
--kerguelen
elseif(ammoType == amHammer)
then
if(CS.KERGUELEN_SPECIAL==1)
then
WeaponCaption(amHammer)
elseif(CS.KERGUELEN_SPECIAL==2)
then
WeaponCaption(amHammer, CS.HAMMER_ROAR_NAME)
elseif(CS.KERGUELEN_SPECIAL==3)
then
WeaponCaption(amHammer, CS.HAMMER_SWAP_NAME)
elseif(CS.KERGUELEN_SPECIAL==5)
then
WeaponCaption(amHammer, CS.HAMMER_LONELY_NAME)
elseif(CS.KERGUELEN_SPECIAL==6)
then
WeaponCaption(amHammer, CS.HAMMER_SABOTAGE_NAME)
end
end
end
function onPrecise()
CS.PRECISE = true
end
function onPreciseUp()
CS.PRECISE = false
end
--what happens when you press "tab" (common button)
function onSwitch()
if(CS.SWITCH_HOG_IS_ON==false)
then
if(CS.OPTION_NO_SPECIALS==false and CS.SELECT_CONTINENT_CHECK==false and
band(GetState(CurrentHedgehog), gstAttacked) == 0 and
band(GetState(CurrentHedgehog), gstHHDriven) ~= 0)
then
--place mine (australia)
if(GetCurAmmoType() == amBaseballBat)
then
CS.AUSTRALIAN_SPECIAL = CS.AUSTRALIAN_SPECIAL + 1
CS.AUSTRALIAN_SPECIAL = CS.AUSTRALIAN_SPECIAL % 3
SetAttackState(CS.AUSTRALIAN_SPECIAL == 0)
--Asian special
elseif(CS.PARACHUTE_IS_ON==1)
then
local asiabomb=AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog)+3, gtSnowball, 0, 0, 0, 0)
SetGearMessage(asiabomb, 1)
CS.PARACHUTE_IS_ON=2
CS.SELECT_CONTINENT_CHECK=false
--africa
elseif(GetCurAmmoType() == amSeduction)
then
if(CS.AFRICAN_SPECIAL_SEDUCTION==0)
then
CS.AFRICAN_SPECIAL_SEDUCTION = 1
else
CS.AFRICAN_SPECIAL_SEDUCTION = 0
end
--south america
elseif(GetCurAmmoType() == amGasBomb)
then
if(CS.SOUTH_AMERICAN_SPECIAL==false)
then
CS.SOUTH_AMERICAN_SPECIAL = true
else
CS.SOUTH_AMERICAN_SPECIAL = false
end
--africa
elseif(GetCurAmmoType() == amSMine)
then
CS.AFRICAN_SPECIAL_STICKY = CS.AFRICAN_SPECIAL_STICKY + 1
CS.AFRICAN_SPECIAL_STICKY = CS.AFRICAN_SPECIAL_STICKY % 3
SetSoundMask(sndLaugh, CS.AFRICAN_SPECIAL_STICKY ~= 0)
--north america (sniper)
elseif(GetCurAmmoType() == amSniperRifle and CS.NORTH_AMERICAN_SPECIAL_SNIPER_IS_ON==false)
then
if(CS.NORTH_AMERICAN_SPECIAL_SNIPER==2)
then
CS.NORTH_AMERICAN_SPECIAL_SNIPER = 1
elseif(CS.NORTH_AMERICAN_SPECIAL_SNIPER==1)
then
CS.NORTH_AMERICAN_SPECIAL_SNIPER = 2
end
--north america (shotgun)
elseif(GetCurAmmoType() == amShotgun)
then
if(CS.NORTH_AMERICAN_SPECIAL_SHOTGUN==false)
then
CS.NORTH_AMERICAN_SPECIAL_SHOTGUN = true
else
CS.NORTH_AMERICAN_SPECIAL_SHOTGUN = false
end
--europe
elseif(GetCurAmmoType() == amMolotov)
then
if(CS.EUROPE_SPECIAL==0)
then
CS.EUROPE_SPECIAL = 1
else
CS.EUROPE_SPECIAL = 0
end
--antarctica
elseif(GetCurAmmoType() == amPickHammer)
then
if(CS.ANTARCTICA_SPECIAL==0)
then
CS.ANTARCTICA_SPECIAL = 1
else
CS.ANTARCTICA_SPECIAL = 0
end
--kerguelen
elseif(GetCurAmmoType() == amHammer)
then
if(CS.KERGUELEN_SPECIAL==6)
then
CS.KERGUELEN_SPECIAL = 1
elseif(CS.KERGUELEN_SPECIAL==1)
then
CS.KERGUELEN_SPECIAL = 2
elseif(CS.KERGUELEN_SPECIAL==2)
then
CS.KERGUELEN_SPECIAL = 3
elseif(CS.KERGUELEN_SPECIAL==3)
then
CS.KERGUELEN_SPECIAL = 5
elseif(CS.KERGUELEN_SPECIAL==5)
then
CS.KERGUELEN_SPECIAL = 6
end
SetAttackState(CS.KERGUELEN_SPECIAL == 1)
end
ShowSpecialWeaponCaption(GetCurAmmoType())
end
--for selecting weaponset, this is mostly for old players.
-- Switch: Next continent
-- Precise+Switch: Previous continent
TrySelectNextContinent(CS.PRECISE)
--if switching out from sabotage.
elseif(CS.SABOTAGE_HOGS[CurrentHedgehog]~=nil and CS.SABOTAGE_HOGS[CurrentHedgehog]==2)
then
CS.SABOTAGE_HOGS[CurrentHedgehog]=1
end
end
function TrySelectNextContinent(reverse)
local direction = 1
if reverse then
direction = -1
end
if(GetHogLevel(CurrentHedgehog)==0 and CS.SELECT_CONTINENT_CHECK==true and (GetCurAmmoType() == amSkip or GetCurAmmoType() == amNothing))
then
CS.TEAM_CONTINENT[GetHogTeamName(CurrentHedgehog)]=CS.TEAM_CONTINENT[GetHogTeamName(CurrentHedgehog)] + direction
if(CS.TEAM_CONTINENT[GetHogTeamName(CurrentHedgehog)]> #CS.CONTINENT_INFORMATION)
then
CS.TEAM_CONTINENT[GetHogTeamName(CurrentHedgehog)]=1
end
if(CS.TEAM_CONTINENT[GetHogTeamName(CurrentHedgehog)]<=0)
then
CS.TEAM_CONTINENT[GetHogTeamName(CurrentHedgehog)] = #CS.CONTINENT_INFORMATION
end
SetContinentWeapons()
PlaySound(sndSwitchHog)
end
end
function onUp()
--swap forward in the weaponmenu (1.0 style)
TrySelectNextContinent(false)
if(GetCurAmmoType() == amSeduction and CS.AFRICAN_SPECIAL_SEDUCTION == 1 and GetAmmoCount(CurrentHedgehog,amInvulnerable)>0)
then
CS.SEDUCTION_INCREASER=CS.SEDUCTION_INCREASER+7
RemoveWeapon(CurrentHedgehog,amInvulnerable)
AddCaption(string.format(CS.INVULNERABLE_SPECIAL_CAPTION, CS.SEDUCTION_INCREASER, GetAmmoCount(CurrentHedgehog,amInvulnerable)), GetClanColor(GetHogClan(CurrentHedgehog)), capgrpAmmostate)
end
end
function onDown()
--swap backwards in the weaponmenu (1.0 style)
TrySelectNextContinent(true)
if(GetCurAmmoType() == amSeduction and CS.AFRICAN_SPECIAL_SEDUCTION == 1 and CS.SEDUCTION_INCREASER>0)
then
CS.SEDUCTION_INCREASER=CS.SEDUCTION_INCREASER-7
AddAmmo(CurrentHedgehog,amInvulnerable,GetAmmoCount(CurrentHedgehog, amInvulnerable)+1)
AddCaption(string.format(CS.INVULNERABLE_SPECIAL_CAPTION, CS.SEDUCTION_INCREASER, GetAmmoCount(CurrentHedgehog,amInvulnerable)), GetClanColor(GetHogClan(CurrentHedgehog)), capgrpAmmostate)
end
end
-- Spawn sabotage smoke for inactive hogs (red smoke, more subtle than for active hogs)
function SabotageSmokeInactive(gear)
if GetGearType(gear) == gtHedgehog and (gear ~= CurrentHedgehog or ReadyTimeLeft > 0) and CS.SABOTAGE_HOGS[gear]~=nil and CS.SABOTAGE_HOGS[gear]>=1 then
local vg = AddVisualGear(GetX(gear), GetY(gear), vgtSmokeWhite, 0, false)
SetVisualGearValues(vg, nil, nil, nil, nil, nil, nil, nil, nil, nil, 0xFF8080B0)
end
end
function ShowContinentLabel(continent)
if not continent then
continent = CS.TEAM_CONTINENT[GetHogTeamName(CurrentHedgehog)]
end
if continent == 0 then
AddCaption(loc("Random continent"), GetClanColor(GetHogClan(CurrentHedgehog)), capgrpAmmoinfo)
else
AddCaption(CS.CONTINENT_INFORMATION[CS.TEAM_CONTINENT[GetHogTeamName(CurrentHedgehog)]][1], GetClanColor(GetHogClan(CurrentHedgehog)), capgrpAmmoinfo)
end
end
function onGameTick()
-- This is a trick to show the continent label delayed by 1 tick
if CS.CONTINENT_LABEL_TIMER > 0 then
CS.CONTINENT_LABEL_TIMER = CS.CONTINENT_LABEL_TIMER - 1
end
if CS.CONTINENT_LABEL_TIMER == 0 then
ShowContinentLabel()
CS.CONTINENT_LABEL_TIMER = -1
end
if CS.HANDLE_SPECIAL_WEAPON_MISC_TIMER > 0 then
CS.HANDLE_SPECIAL_WEAPON_MISC_TIMER = CS.HANDLE_SPECIAL_WEAPON_MISC_TIMER - 1
end
if CS.HANDLE_SPECIAL_WEAPON_MISC_TIMER == 0 then
HandleSpecialWeaponMisc()
CS.HANDLE_SPECIAL_WEAPON_MISC_TIMER = -1
end
if CS.HANDLE_SOUTH_AMERICAN_SPECIAL_TIMER > 0 then
CS.HANDLE_SOUTH_AMERICAN_SPECIAL_TIMER = CS.HANDLE_SOUTH_AMERICAN_SPECIAL_TIMER - 1
end
if CS.HANDLE_SOUTH_AMERICAN_SPECIAL_TIMER == 0 then
WeaponCaption(amGasBomb, CS.CHEESE_SPECIAL_NAME)
CS.HANDLE_SOUTH_AMERICAN_SPECIAL_TIMER = -1
end
-- See onAttack()
if CS.CONFIRM_CONTINENT_SELECTION > 0 then
CS.CONFIRM_CONTINENT_SELECTION = CS.CONFIRM_CONTINENT_SELECTION - 1
end
if CS.CONFIRM_CONTINENT_SELECTION == 0 then
CS.SELECT_CONTINENT_CHECK=false
EndTurnCS(0)
PlaySound(sndPlaced)
if(CurrentHedgehog and CS.TEAM_CONTINENT[GetHogTeamName(CurrentHedgehog)]==0)
then
CS.TEAM_CONTINENT[GetHogTeamName(CurrentHedgehog)]=GetRandom(#CS.CONTINENT_INFORMATION)+1
SetContinentWeapons()
HideMission()
ShowContinentLabel(0)
else
ShowContinentLabel()
end
CS.CONFIRM_CONTINENT_SELECTION = -1
end
if GameTime % 600 == 0 then
runOnGears(SabotageSmokeInactive)
end
end
function onGameTick20()
--if you picked a weaponset from the weaponmenu (icon)
if(CS.TEAM_CONTINENT[GetHogTeamName(CurrentHedgehog)]==0)
then
if(GetCurAmmoType()==amSwitch)
then
CS.TEAM_CONTINENT[GetHogTeamName(CurrentHedgehog)]=GetRandom(#CS.CONTINENT_INFORMATION)+1
SetContinentWeapons()
SetWeapon(amSkip)
PlaySound(sndMineTick)
CS.CONTINENT_LABEL_TIMER = 1
else
for v,w in pairs(CS.CONTINENT_INFORMATION)
do
if(GetCurAmmoType()==CS.CONTINENT_INFORMATION[v][4][1])
then
CS.TEAM_CONTINENT[GetHogTeamName(CurrentHedgehog)]=v
SetContinentWeapons()
SetWeapon(amSkip)
PlaySound(CS.CONTINENT_INFORMATION[v][6][1])
PlaySound(CS.CONTINENT_INFORMATION[v][6][2],CurrentHedgehog)
CS.CONTINENT_LABEL_TIMER = 1
break
end
end
end
end
--show the kerguelen ring
if(CS.KERGUELEN_SPECIAL > 1 and GetCurAmmoType() == amHammer and
band(GetState(CurrentHedgehog), gstAttacked) == 0 and
band(GetState(CurrentHedgehog), gstHHDriven) ~= 0)
then
if(CS.VISUAL_CIRCLE==nil)
then
CS.VISUAL_CIRCLE=AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), vgtCircle, 0, true)
end
if(CS.KERGUELEN_SPECIAL == 2) --walrus scream
then
SetVisualGearValues(CS.VISUAL_CIRCLE, GetX(CurrentHedgehog), GetY(CurrentHedgehog),20, 200, 0, 0, 100, 120, 4, 0xff0000ee)
elseif(CS.KERGUELEN_SPECIAL == 3) --swap hog
then
SetVisualGearValues(CS.VISUAL_CIRCLE, GetX(CurrentHedgehog), GetY(CurrentHedgehog),20, 200, 0, 0, 100, 390, 3, 0xffff00ee)
elseif(CS.KERGUELEN_SPECIAL == 5) --cries
then
CS.TEMP_VALUE=0
runOnGears(KerguelenSpecialBlueCheck)
if(CS.TEMP_VALUE==0)
then
SetVisualGearValues(CS.VISUAL_CIRCLE, GetX(CurrentHedgehog), GetY(CurrentHedgehog),20, 200, 0, 0, 100, 500, 1, 0x0000ffee)
else
SetVisualGearValues(CS.VISUAL_CIRCLE, GetX(CurrentHedgehog), GetY(CurrentHedgehog),20, 200, 0, 0, 100, 500, 10, 0x0000ffee)
end
elseif(CS.KERGUELEN_SPECIAL == 6) --sabotage
then
SetVisualGearValues(CS.VISUAL_CIRCLE, GetX(CurrentHedgehog), GetY(CurrentHedgehog),20, 200, 0, 0, 100, 80, 10, 0x00ff00ee)
end
elseif(CS.VISUAL_CIRCLE~=nil)
then
DeleteVisualGear(CS.VISUAL_CIRCLE)
CS.VISUAL_CIRCLE=nil
end
--sabotage
if(CS.SABOTAGE_HOGS[CurrentHedgehog]~=nil and CS.SABOTAGE_HOGS[CurrentHedgehog]>=1)
then
--for sabotage
if(CS.SABOTAGE_HOGS[CurrentHedgehog]==1 and ReadyTimeLeft == 0)
then
AddCaption(loc("You are sabotaged, RUN!"))
PlaySound(sndHellish)
--update the constant at the top also to something in between
CS.SABOTAGE_FREQUENCY_NOW=CS.SABOTAGE_FREQUENCY
SetGravity(CS.SABOTAGE_GRAVITY)
CS.SABOTAGE_HOGS[CurrentHedgehog]=2
end
if(CS.SABOTAGE_HOGS[CurrentHedgehog]==2 and CS.SABOTAGE_COUNTER % 20 == 0)
then
-- Sabotage effect (red smoke)
local vg = AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), vgtSmokeWhite, 0, false)
SetVisualGearValues(vg, nil, nil, nil, nil, nil, nil, nil, nil, nil, 0xFF4040FF)
end
if(TurnTimeLeft<(GetAwayTime*10) or band(GetState(CurrentHedgehog),gstAttacked)==1)
then
CS.SABOTAGE_HOGS[CurrentHedgehog]=0
elseif(CS.SABOTAGE_COUNTER >= CS.SABOTAGE_FREQUENCY_NOW)
then
-- Sabotage decreases hog health regularily,
-- but invulnerable protects.
-- Also do not decrease health while retreating, attacking or in ready phase.
if(GetEffect(CurrentHedgehog, heInvulnerable) == 0 and
band(GetState(CurrentHedgehog), gstHHDriven) ~= 0 and
band(GetState(CurrentHedgehog), gstAttacked+gstAttacking) == 0) and
(ReadyTimeLeft == 0)
then
if(GetHealth(CurrentHedgehog)<=CS.SABOTAGE_DAMAGE)
then
-- All health lost! Sabotage is cruel.
PlaySound(sndPoisonMoan, CurrentHedgehog)
SetHealth(CurrentHedgehog, 0)
CS.SABOTAGE_HOGS[CurrentHedgehog]=0
-- Take away control so the hog can die in peace.
SetState(CurrentHedgehog, band(GetState(CurrentHedgehog), bnot(gstHHDriven)))
else
local newHealth = GetHealth(CurrentHedgehog)-CS.SABOTAGE_DAMAGE
-- Start moaning if health is at a critical level
if newHealth <= 16 then
PlaySound(sndPoisonMoan, CurrentHedgehog)
elseif newHealth <= 32 then
PlaySound(sndPoisonCough, CurrentHedgehog)
end
SetHealth(CurrentHedgehog, newHealth)
end
ShowDamageTag(CurrentHedgehog,CS.SABOTAGE_DAMAGE)
end
CS.SABOTAGE_COUNTER=0
else
CS.SABOTAGE_COUNTER=CS.SABOTAGE_COUNTER+1
end
elseif((GetGravity()==CS.SABOTAGE_GRAVITY or GetGravity()==CS.SABOTAGE_GRAVITY_LOW) and (CS.SABOTAGE_HOGS[CurrentHedgehog]==0 or CS.SABOTAGE_HOGS[CurrentHedgehog]==nil))
then
-- Reset gravity
SetGravity(100)
end
if(CS.SPEECH_TIMER > 0) then
CS.SPEECH_TIMER = CS.SPEECH_TIMER - 20
end
end
function HandleSpecialWeaponMisc(ammoType)
if not ammoType then
ammoType = GetCurAmmoType()
end
ShowSpecialWeaponCaption(ammoType)
if ammoType == amSMine and CS.AFRICAN_SPECIAL_STICKY ~= 0 then
SetSoundMask(sndLaugh, true)
else
SetSoundMask(sndLaugh, false)
end
if (ammoType == amHammer and CS.KERGUELEN_SPECIAL > 1) or (ammoType == amBaseballBat and CS.AUSTRALIAN_SPECIAL ~= 0) then
SetAttackState(false)
else
SetAttackState(true)
end
end
--some ppl complained :P
function onSlot(slot)
if(CS.TEAM_CONTINENT[GetHogTeamName(CurrentHedgehog)]==0)
then
SetWeapon(amSkip)
end
if CS.GAME_STARTED then
-- Delay calling HandleSpecialWeaponMisc because
-- the CurAmmoType is not updated yet.
CS.HANDLE_SPECIAL_WEAPON_MISC_TIMER = 2
end
end
function onSetWeapon(ammoType)
if CS.GAME_STARTED then
HandleSpecialWeaponMisc(ammoType)
end
end
--if you used hogswitch or any similar weapon, dont enable any weaponchange
function onAttack()
if(CS.SELECT_CONTINENT_CHECK==true)
then
if(GetCurAmmoType() == amSkip or GetCurAmmoType() == amNothing)
then
SetWeapon(amNothing)
-- Delay the real continent selection so the SetWeapon
-- has time to take effect.
CS.CONFIRM_CONTINENT_SELECTION=2
else
SetWeapon(amSkip)
end
end
--african special
if(CS.AFRICAN_SPECIAL_SEDUCTION == 1 and GetCurAmmoType() == amSeduction and band(GetState(CurrentHedgehog),gstAttacked)==0)
then
EndTurnCS(3)
CS.TEMP_VALUE=0
runOnGears(AfricaSpecialSeduction)
SetHealth(CurrentHedgehog, GetHealth(CurrentHedgehog)+CS.TEMP_VALUE)
--visual stuff
VisualExplosion(250,GetX(CurrentHedgehog), GetY(CurrentHedgehog),vgtSmoke,vgtSmokeWhite)
PlaySound(sndParachute)
RemoveWeapon(CurrentHedgehog,amSeduction)
elseif(CS.ANTARCTICA_SPECIAL == 1 and GetCurAmmoType() == amPickHammer and band(GetState(CurrentHedgehog),gstAttacked)==0)
then
EndTurnCS(10)
local dx, dy = GetGearVelocity(CurrentHedgehog)
local isLeft = dx < 0
-- Cave map / map has border
if not MapHasBorder() then
-- Place hog at Y = 0
SetGearPosition(CurrentHedgehog, GetX(CurrentHedgehog), 0)
ParseCommand("hjump")
SetGearVelocity(CurrentHedgehog, 0, 100000000)
-- Open air map
else
-- Place hog just below the top border, erase a bit of land as well
local x = GetX(CurrentHedgehog)
Explode(x, TopY + 6, 32, EXPLNoDamage + EXPLDoNotTouchAny + EXPLNoGfx)
Explode(x, TopY + 20, 24, EXPLNoDamage + EXPLDoNotTouchAny)
SetGearPosition(CurrentHedgehog, x, TopY + 26)
local dx, dy = GetGearVelocity(CurrentHedgehog)
SetGearVelocity(CurrentHedgehog, 0, dy)
ParseCommand("hjump")
end
if isLeft then
HogTurnLeft(CurrentHedgehog, true)
end
PlaySound(sndPiano8)
PlaySound(sndWarp)
RemoveWeapon(CurrentHedgehog,amPickHammer)
--Kerguelen specials
elseif(GetCurAmmoType() == amHammer and CS.KERGUELEN_SPECIAL > 1 and band(GetState(CurrentHedgehog),gstAttacked)==0)
then
local escapetime=3
--scream
if(CS.KERGUELEN_SPECIAL == 2)
then
CS.TEMP_VALUE=0
runOnGears(KerguelenSpecialRed)
HealHog(CurrentHedgehog, CS.TEMP_VALUE)
PlaySound(sndHellish)
--swap
elseif(CS.KERGUELEN_SPECIAL == 3)
then
CS.TEMP_VALUE=0
runOnGears(KerguelenSpecialYellowCountHogs)
if(CS.TEMP_VALUE>0)
then
CS.TEMP_VALUE=GetRandom(CS.TEMP_VALUE)
runOnGears(KerguelenSpecialYellowSwap)
PlaySound(sndPiano3)
else
PlaySound(sndPiano6)
end
--cries
elseif(CS.KERGUELEN_SPECIAL == 5)
then
CS.TEMP_VALUE=0
runOnGears(KerguelenSpecialBlueCheck)
if(CS.TEMP_VALUE==0)
then
AddGear(0, 0, gtWaterUp, 0, 0,0,0)
PlaySound(sndWarp)
PlaySound(sndMolotov)
runOnGears(KerguelenSpecialBlueActivate)
SetHealth(CurrentHedgehog, GetHealth(CurrentHedgehog)+CS.TEMP_VALUE)
else
PlaySound(sndDenied)
escapetime = -1
if CS.SPEECH_TIMER <= 0 then
HogSay(CurrentHedgehog, loc("Hogs in sight!"), SAY_SAY)
CS.SPEECH_TIMER = 5000
end
end
--flare/sabotage
elseif(CS.KERGUELEN_SPECIAL == 6)
then
CS.TEMP_VALUE=0
runOnGears(KerguelenSpecialGreen)
PlaySound(sndThrowRelease)
AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog)-20, gtCluster, 0, 0, -1000000, 32)
if(CS.TEMP_VALUE==1)
then
escapetime=10
end
end
if escapetime >= 0 then
EndTurnCS(escapetime)
DeleteVisualGear(CS.VISUAL_CIRCLE)
CS.VISUAL_CIRCLE=nil
CS.KERGUELEN_SPECIAL=0
RemoveWeapon(CurrentHedgehog,amHammer)
end
elseif(GetCurAmmoType() == amBaseballBat)
then
if CS.AUSTRALIAN_SPECIAL ~= 0
then
CS.TEMP_VALUE=0
runOnGears(AustraliaSpecialCheckHogs)
if CS.TEMP_VALUE == 0 then
SetGearMessage(CurrentHedgehog, bor(GetGearMessage(CurrentHedgehog), gmAttack))
else
PlaySound(sndDenied)
end
end
elseif(GetCurAmmoType() == amVampiric)
then
CS.VAMPIRIC_IS_ON=75
elseif(GetCurAmmoType() == amExtraDamage)
then
CS.EXTRA_DAMAGE_IS_ON=150
end
end
function onTimer()
-- This hack makes sure the correct weapon label + timer is displayed for the GasBomb special
if GetCurAmmoType() == amGasBomb and (CS.SOUTH_AMERICAN_SPECIAL==true) then
CS.HANDLE_SOUTH_AMERICAN_SPECIAL_TIMER = 2
end
end
function onHogAttack(ammoType)
-- When a sabotaged hog uses low gravity, overwrite the default low gravity,
-- otherwise it would be too easy.
if(ammoType == amLowGravity and CS.SABOTAGE_HOGS[CurrentHedgehog]~=nil and CS.SABOTAGE_HOGS[CurrentHedgehog]>=1)
then
SetGravity(CS.SABOTAGE_GRAVITY_LOW)
end
end
function onGearAdd(gearUid)
CS.SELECT_CONTINENT_CHECK=false
--track the gears im using
if(GetGearType(gearUid) == gtHedgehog or GetGearType(gearUid) == gtMine or GetGearType(gearUid) == gtExplosives)
then
trackGear(gearUid)
end
--remove gasclouds on gasbombspecial
if(GetGearType(gearUid)==gtPoisonCloud and CS.SOUTH_AMERICAN_SPECIAL == true)
then
DeleteGear(gearUid)
--african special
elseif(GetGearType(gearUid)==gtSMine)
then
local vx,vy=GetGearVelocity(gearUid)
if(CS.AFRICAN_SPECIAL_STICKY == 1)
then
SetState(CurrentHedgehog, gstHHDriven+gstMoving)
SetGearPosition(CurrentHedgehog, GetX(CurrentHedgehog),GetY(CurrentHedgehog)-3)
SetGearVelocity(CurrentHedgehog, vx, vy)
PlaySound(sndJump2, CurrentHedgehog)
DeleteGear(gearUid)
if (not CS.AFRICAN_SPECIAL_NON_PROJECTILE_USED) then
SetSoundMask(sndMissed, true)
end
elseif(CS.AFRICAN_SPECIAL_STICKY == 2)
then
FireGear(CurrentHedgehog,gtNapalmBomb, vx, vy, 0)
DeleteGear(gearUid)
CS.AFRICAN_SPECIAL_NON_PROJECTILE_USED=true
SetSoundMask(sndMissed, false)
else
CS.AFRICAN_SPECIAL_NON_PROJECTILE_USED=true
SetSoundMask(sndMissed, false)
end
--north american special
elseif(GetGearType(gearUid)==gtSniperRifleShot)
then
CS.NORTH_AMERICAN_SPECIAL_SNIPER_IS_ON=true
if(CS.NORTH_AMERICAN_SPECIAL_SNIPER~=1)
then
SetHealth(gearUid, 1)
SetGearValues(gearUid, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, 0)
end
--north american special
elseif(GetGearType(gearUid)==gtShotgunShot)
then
if(CS.NORTH_AMERICAN_SPECIAL_SHOTGUN==true)
then
AddVisualGear(GetX(gearUid), GetY(gearUid), vgtFeather, 0, false)
AddVisualGear(GetX(gearUid), GetY(gearUid), vgtFeather, 0, false)
AddVisualGear(GetX(gearUid), GetY(gearUid), vgtFeather, 0, false)
PlaySound(sndBirdyLay)
end
--european special
elseif(GetGearType(gearUid)==gtMolotov and CS.EUROPE_SPECIAL==1)
then
local vx,vy=GetGearVelocity(gearUid)
local e_health=FireGear(CurrentHedgehog,gtCluster, vx, vy, 1)
SetGearMessage(e_health, 2)
DeleteGear(gearUid)
--australian specials
elseif(GetGearType(gearUid)==gtShover and CS.AUSTRALIAN_SPECIAL~=0)
then
CS.TEMP_VALUE=0
runOnGears(AustraliaSpecialCheckHogs)
if(CS.TEMP_VALUE==0)
then
local vx,vy=GetGearVelocity(gearUid)
if(CS.AUSTRALIAN_SPECIAL==1)
then
local austmine=FireGear(CurrentHedgehog,gtMine, vx, vy, 0)
SetHealth(austmine, 100)
SetTimer(austmine, 1000)
PlaySound(sndLaugh, CurrentHedgehog)
else
local austmine=FireGear(CurrentHedgehog,gtBall, vx, vy, 1)
SetTimer(austmine, 1000)
SetGearMessage(austmine, 3)
end
else
PlaySound(sndDenied)
end
elseif(GetGearType(gearUid)==gtParachute)
then
CS.PARACHUTE_IS_ON=1
elseif(GetGearType(gearUid)==gtSwitcher)
then
CS.SWITCH_HOG_IS_ON=true
end
end
function onGearDamage(gearUid, damage)
if(gearUid==CurrentHedgehog and CS.SABOTAGE_HOGS[CurrentHedgehog]==1)
then
CS.SABOTAGE_HOGS[CurrentHedgehog]=0
end
end
function onGearDelete(gearUid)
if(GetGearType(gearUid) == gtHedgehog or GetGearType(gearUid) == gtMine or GetGearType(gearUid) == gtExplosives)
then
--sundaland special
if(GetGearType(gearUid) == gtHedgehog and CS.TEAM_CONTINENT[CS.SUNDALAND_END_HOG_CONTINENT_NAME]==10)
then
local currvalue=getTeamValue(CS.SUNDALAND_END_HOG_CONTINENT_NAME, "sundaland-count")
if(currvalue==nil)
then
currvalue=0
end
setTeamValue(CS.SUNDALAND_END_HOG_CONTINENT_NAME, "sundaland-count", currvalue+1)
end
trackDeletion(gearUid)
end
--if picking up a health crate, heal sabotage
if(CS.SABOTAGE_HOGS[CurrentHedgehog]~=0 and GetGearType(gearUid) == gtCase and GetGearPos(gearUid)==2 and band(GetGearMessage(gearUid), gmDestroy) ~= 0)
then
CS.SABOTAGE_HOGS[CurrentHedgehog]=0
end
--north american lipstick
if(GetGearType(gearUid)==gtSniperRifleShot )
then
CS.NORTH_AMERICAN_SPECIAL_SNIPER_IS_ON=false
if(CS.NORTH_AMERICAN_SPECIAL_SNIPER==2)
then
CS.TEMP_VALUE=gearUid
runOnGears(NorthAmericaSpecialSniper)
end
--north american eagle eye
elseif(GetGearType(gearUid)==gtShotgunShot and CS.NORTH_AMERICAN_SPECIAL_SHOTGUN==true)
then
SetGearPosition(CurrentHedgehog, GetX(gearUid), GetY(gearUid)+7)
PlaySound(sndWarp)
--south american special
elseif(GetGearType(gearUid)==gtGasBomb and CS.SOUTH_AMERICAN_SPECIAL == true)
then
if band(GetState(gearUid), gstDrowning) == 0 then
CS.TEMP_VALUE=gearUid
runOnGears(SouthAmericaSpecialCheeseExplosion)
AddVisualGear(GetX(gearUid), GetY(gearUid), vgtExplosion, 0, false)
end
--asian special
elseif(GetGearType(gearUid)==gtSnowball and GetGearMessage(gearUid)==1)
then
AddGear(GetX(gearUid), GetY(gearUid), gtCluster, 0, 0, 0, 22)
--europe special
elseif(GetGearType(gearUid)==gtCluster and GetGearMessage(gearUid)==2)
then
if band(GetState(gearUid), gstDrowning) == 0 then
CS.TEMP_VALUE=gearUid
runOnGears(EuropeSpecialMolotovHit)
VisualExplosion(100,GetX(gearUid), GetY(gearUid),vgtSmokeWhite,vgtSmokeWhite)
AddVisualGear(GetX(gearUid), GetY(gearUid), vgtExplosion, 0, false)
PlaySound(sndGraveImpact)
end
--australian special
elseif(GetGearType(gearUid)==gtBall and GetGearMessage(gearUid)==3)
then
if band(GetState(gearUid), gstDrowning) == 0 then
SpawnRandomCrate(GetX(gearUid), GetY(gearUid))
end
--asia (using para)
elseif(GetGearType(gearUid)==gtParachute)
then
CS.PARACHUTE_IS_ON=false
elseif(GetGearType(gearUid)==gtSwitcher)
then
CS.SWITCH_HOG_IS_ON=false
end
end