diff -r 5cc010e79431 -r 4bddcc1a1450 share/hedgewars/Data/Missions/Campaign/A Space Adventure/cosmos.lua --- a/share/hedgewars/Data/Missions/Campaign/A Space Adventure/cosmos.lua Mon Jul 01 22:28:42 2013 +0300 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,390 +0,0 @@ -------------------- ABOUT ---------------------- --- --- This map works as a menu for the hero hog to --- navigate through planets. It portrays the hogs --- planet and above the planets that he'll later --- visit. - --- TODO --- Save and Load All Check Points --- Save hero health --- Decide and implement if hero will use gas bombs... --- ofc add custom stats page --- PROBLEM : What if one makes a bad choice and wants to replay it map, how to reset? --- POSSIBLE SOLUTIONS: In game function keys, frontend button... - -HedgewarsScriptLoad("/Scripts/Locale.lua") -HedgewarsScriptLoad("/Scripts/Animate.lua") - ------------------ VARIABLES -------------------- --- globals -local campaignName = loc("A Space Adventure") -local missionName = loc("Cosmos") -local timeForGuard1ToTurn = 1000 * 5 -- 5 sec -local timeForGuard1ToTurnLeft = timeForGuard1ToTurn -local saucerAcquired = false -local checkPointReached = 1 -- 1 is start of the game --- dialogs -local dialog01 = {} -local dialog02 = {} -local dialog03 = {} -local dialog04 = {} -local dialog05 = {} -local dialog06 = {} --- mission objectives -local goals = { - [dialog01] = {missionName, loc("Getting ready"), loc("Go and collect the crate on top of the column").."|"..loc("Use the sleep gas bomb if the guards spot you!"), 1, 4500}, - [dialog02] = {missionName, loc("The adventure begins!"), loc("Use the saucer and fly to the moon").."|"..loc("Drive carefully as your fuels are limited"), 1, 4500}, - [dialog03] = {missionName, loc("An unexpected event!"), loc("Use the saucer and fly away or use the gas bomb to neutralize the guards").."|"..loc("Beware, any damage taken will stay until you take some medicine or visit moon"), 1, 7000} -} --- crates -local saucerX = 3270 -local saucerY = 1500 --- hogs -local hero = {} -local director = {} -local doctor = {} -local guard1 = {} -local guard2 = {} --- teams -local teamA = {} -local teamB = {} -local teamC = {} --- hedgehogs values -hero.name = loc("Hog Solo") -hero.x = 1450 -hero.y = 1550 -director.name = loc("H") -director.x = 1350 -director.y = 1550 -doctor.name = loc("Dr.Cornelius") -doctor.x = 1300 -doctor.y = 1550 -guard1.name = loc("Bob") -guard1.x = 3350 -guard1.y = 1800 -guard1.turn = false -guard1.keepTurning = true -guard2.name = loc("Sam") -guard2.x = 3400 -guard2.y = 1800 -teamA.name = loc("PAoTH") -teamA.color = tonumber("FF0000",16) -- red -teamB.name = loc("Guards") -teamB.color = tonumber("0033FF",16) -- blue -teamC.name = loc("Hog Solo") -teamC.color = tonumber("38D61C",16) -- green - --------------- LuaAPI EVENT HANDLERS ------------------ -function onGameInit() - Seed = 35 - GameFlags = gfSolidLand + gfDisableWind - TurnTime = 40000 - CaseFreq = 0 - MinesNum = 0 - Explosives = 0 - Delay = 5 - Map = "cosmos_map" -- custom map included in file - Theme = "Nature" - -- I had originally hero in PAoTH team and changed it, may reconsider though - -- PAoTH - AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_birdy") - hero.gear = AddHog(hero.name, 0, 100, "war_desertgrenadier1") - AnimSetGearPosition(hero.gear, hero.x, hero.y) - HogTurnLeft(hero.gear, true) - AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "cm_birdy") - director.gear = AddHog(director.name, 0, 100, "hair_yellow") - AnimSetGearPosition(director.gear, director.x, director.y) - doctor.gear = AddHog(doctor.name, 0, 100, "Glasses") - AnimSetGearPosition(doctor.gear, doctor.x, doctor.y) - -- Guards - AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "cm_birdy") - guard1.gear = AddHog(guard1.name, 1, 100, "policecap") - AnimSetGearPosition(guard1.gear, guard1.x, guard1.y) - guard2.gear = AddHog(guard2.name, 1, 100, "policecap") - AnimSetGearPosition(guard2.gear, guard2.x, guard2.y) - - -- get the check point - if tonumber(GetCampaignVar("CosmosCheckPoint")) then - checkPointReached = tonumber(GetCampaignVar("CosmosCheckPoint")) - end - -- do checkpoint stuff needed before game starts - if checkPointReached == 1 then - -- Start of the game - elseif checkPointReached == 2 then - -- Hero on the column, just took space ship unnoticed - AnimSetGearPosition(hero.gear, saucerX, saucerY) - elseif checkPointReached == 3 then - -- Hero near column, without space ship unnoticed - elseif checkPointReached == 4 then - -- Hero visited moon for fuels - AnimSetGearPosition(hero.gear, 1110, 850) - elseif checkPointReached == 5 then - -- Hero has visited a planet, he has plenty of fuels and can change planet - end - - AnimInit() - AnimationSetup() -end - -function onGameStart() - -- wait for the first turn to start - AnimWait(hero.gear, 3000) - - FollowGear(hero.gear) - ShowMission(loc("A Space Adventure"), loc("Cosmos"), loc("Help Hog Solo to find all the parts of the anti-gravity device.").. - "|"..loc("Travel to all the neighbor planets and collect all the pieces"), -amSkip, 0) - - -- do checkpoint stuff needed after game starts - if checkPointReached == 1 then - AddAnim(dialog01) - AddAmmo(hero.gear, amGasBomb, 5) - AddAmmo(hero.gear, amRope, 2) - -- Added for dev/debug purposes, remove before release - AddAmmo(hero.gear, amJetpack, 2) - AddAmmo(guard1.gear, amDEagle, 2) - AddAmmo(guard2.gear, amDEagle, 2) - SpawnAmmoCrate(saucerX, saucerY, amJetpack) - -- EVENT HANDLERS - AddEvent(onHeroBeforeTreePosition, {hero.gear}, heroBeforeTreePosition, {hero.gear}, 0) - AddEvent(onHeroAtSaucerPosition, {hero.gear}, heroAtSaucerPosition, {hero.gear}, 0) - AddEvent(onHeroOutOfGuardSight, {hero.gear}, heroOutOfGuardSight, {hero.gear}, 0) - elseif checkPointReached == 2 then - AddAmmo(hero.gear, amJetpack, 1) - AddAnim(dialog02) - elseif checkPointReached == 3 then - -- Hero near column, without space ship unnoticed - elseif checkPointReached == 4 then - -- Hero visited moon for fuels - AddAnim(dialog05) - elseif checkPointReached == 5 then - -- Hero has visited a planet, he has plenty of fuels and can change planet - end - -- always check for landings - if GetCampaignVar("Planet") ~= "moon" then - AddEvent(onMoonLanding, {hero.gear}, moonLanding, {hero.gear}, 0) - end - if GetCampaignVar("Planet") ~= "desertPlanet" then - AddEvent(onDesertPlanetLanding, {hero.gear}, desertPlanetLanding, {hero.gear}, 0) - end - if GetCampaignVar("Planet") ~= "fruitPlanet" then - AddEvent(onFruitPlanetLanding, {hero.gear}, fruitPlanetLanding, {hero.gear}, 0) - end - if GetCampaignVar("Planet") ~= "icePlanet" then - AddEvent(onIcePlanetLanding, {hero.gear}, icePlanetLanding, {hero.gear}, 0) - end -end - -function onGameTick() - -- maybe alert this to avoid timeForGuard1ToTurnLeft overflow - if timeForGuard1ToTurnLeft == 0 and guard1.keepTurning then - guard1.turn = not guard1.turn - HogTurnLeft(guard1.gear, guard1.turn) - timeForGuard1ToTurnLeft = timeForGuard1ToTurn - end - timeForGuard1ToTurnLeft = timeForGuard1ToTurnLeft - 1 - AnimUnWait() - if ShowAnimation() == false then - return - end - ExecuteAfterAnimations() - CheckEvents() -end - -function onPrecise() - if GameTime > 3000 then - SetAnimSkip(true) - end -end - -function onAmmoStoreInit() - SetAmmo(amJetpack, 0, 0, 0, 1) -end - -function onNewTurn() - if CurrentHedgehog == director.gear or CurrentHedgehog == doctor.gear then - TurnTimeLeft = 0 - end - if guard1.keepTurning then - AnimSwitchHog(hero.gear) - TurnTimeLeft = -1 - end -end - --------------- EVENTS ------------------ - -function onHeroBeforeTreePosition(gear) - if GetX(gear) > 2444 then - return true - end - return false -end - -function onHeroAtSaucerPosition(gear) - if GetX(gear) >= saucerX-32 and GetX(gear) <= saucerX+32 and GetY(gear) >= saucerY-32 and GetY(gear) <= saucerY+32 then - saucerAcquired = true - end - if saucerAcquired and StoppedGear(gear) then - return true - end - return false -end - -function onHeroOutOfGuardSight(gear) - if GetX(gear) < 3100 and GetY(gear) > saucerY-25 and StoppedGear(gear) and not guard1.keepTurning then - return true - end - return false -end --- -function onMoonLanding(gear) - if GetX(gear) > 1010 and GetX(gear) < 1220 and GetY(gear) < 1300 and StoppedGear(gear) then - return true - end - return false -end - -function onFruitPlanetLanding(gear) - if GetX(gear) > 2240 and GetX(gear) < 2540 and GetY(gear) < 1100 and StoppedGear(gear) then - return true - end - return false -end - -function onDesertPlanetLanding(gear) - if GetX(gear) > 3568 and GetX(gear) < 4052 and GetY(gear) < 500 and StoppedGear(gear) then - return true - end - return false -end - -function onIcePlanetLanding(gear) - if GetX(gear) > 1330 and GetX(gear) < 1650 and GetY(gear) < 500 and StoppedGear(gear) then - return true - end - return false -end - --------------- OUTCOMES ------------------ - -function heroBeforeTreePosition(gear) - AnimSay(gear,loc("Now I have to climb the trees"), SAY_SAY, 4000) - AnimCaption(hero.gear, loc("Use the rope to get to the crate"), 4000) -end - -function heroAtSaucerPosition(gear) - TurnTimeLeft = 0 - -- save check point - SaveCampaignVar("CosmosCheckPoint", "2") - AddAnim(dialog02) - -- check if he was spotted by the guard - if guard1.turn then - guard1.keepTurning = false - AddAnim(dialog03) - end -end - -function heroOutOfGuardSight(gear) - guard1.keepTurning = true - AddAnim(dialog04) -end - -function moonLanding(gear) - WriteLnToConsole("MOON LANDING, HOORAY!") - AnimCaption(hero.gear,loc("Welcome to the moon!")) - SaveCampaignVar("CosmosCheckPoint", "4") - SaveCampaignVar("Planet", "moon") - EndGame() -end - -function fruitPlanetLanding(gear) - if checkPointReached < 5 then - AddAnim(dialog06) - end -end - -function desertPlanetLanding(gear) - if checkPointReached < 5 then - AddAnim(dialog06) - end -end - -function icePlanetLanding(gear) - if checkPointReached < 5 then - AddAnim(dialog06) - end -end - --------------- ANIMATIONS ------------------ - -function Skipanim(anim) - if goals[anim] ~= nil then - ShowMission(unpack(goals[anim])) - end - if CurrentHedgehog ~= hero.gear and anim ~= dialog03 then - AnimSwitchHog(hero.gear) - elseif anim == dialog03 then - startCombat() - elseif anim == dialog05 or anim == dialog06 then - EndGame() - end -end - -function AnimationSetup() - -- DIALOG 01 - Start - AddSkipFunction(dialog01, Skipanim, {dialog01}) - table.insert(dialog01, {func = AnimWait, args = {doctor.gear, 3000}}) - --table.insert(dialog01, {func = AnimWait, args = {hero.gear, 2500}, skipFunc = Skipanim, skipArgs = dialog01}) - table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Near secret base 17 of PAoTH in the rural Hogland..."), 4000}}) - table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("So Hog Solo, here we are..."), SAY_SAY, 2000}}) - table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("Behind these trees on the East there is secret base 17"), SAY_SAY, 4000}}) - table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("You have to continue alone from now on."), SAY_SAY, 3000}}) - table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("Be careful, the future of Hogera is in your hands!"), SAY_SAY, 7200}}) - table.insert(dialog01, {func = AnimSay, args = {doctor.gear, loc("We'll use our communicators to contact you"), SAY_SAY, 2600}}) - table.insert(dialog01, {func = AnimSay, args = {doctor.gear, loc("In am also entrusting you with a rope and a sleep gas bomb"), SAY_SAY, 5000}}) - table.insert(dialog01, {func = AnimSay, args = {doctor.gear, loc("You may find them handy"), SAY_SAY, 2300}}) - table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("Thank you Dr.Cornelius"), SAY_SAY, 1600}}) - table.insert(dialog01, {func = AnimSay, args = {hero.gear, loc("I'll make good use of them"), SAY_SAY, 4500}}) - table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("It would be wiser to steal the space ship while PAoTH guards are taking a brake!"), SAY_SAY, 7000}}) - table.insert(dialog01, {func = AnimSay, args = {director.gear, loc("Remember! Many will seek the anti-gravity device! Now go, hurry up!"), SAY_SAY, 4000}}) - table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}}) - -- DIALOG 02 - Hero got the saucer - AddSkipFunction(dialog02, Skipanim, {dialog02}) - table.insert(dialog02, {func = AnimWait, args = {hero.gear, 500}}) - table.insert(dialog02, {func = AnimCaption, args = {hero.gear, loc("CheckPoint reached!"), 4000}}) - table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("Got the saucer!"), SAY_SHOUT, 2000}}) - table.insert(dialog02, {func = AnimSay, args = {director.gear, loc("Nice!"), SAY_SHOUT, 1000}}) - table.insert(dialog02, {func = AnimSay, args = {director.gear, loc("Now use it and go to the moon PAoTH station to get more fuels!"), SAY_SHOUT, 5000}}) - table.insert(dialog02, {func = AnimGearWait, args = {hero.gear, 500}}) - -- DIALOG 03 - Hero got spotted by guard - AddSkipFunction(dialog03, Skipanim, {dialog03}) - table.insert(dialog03, {func = AnimWait, args = {guard1.gear, 4000}}) - table.insert(dialog03, {func = AnimCaption, args = {guard1.gear, loc("Prepare to battle or flee!"), 4000}}) - table.insert(dialog03, {func = AnimSay, args = {guard1.gear, loc("Hey").." "..guard2.name.."! "..loc("Look, someone is stealing the saucer!"), SAY_SHOUT, 4000}}) - table.insert(dialog03, {func = AnimSay, args = {guard2.gear, loc("I'll get him!"), SAY_SAY, 4000}}) - table.insert(dialog03, {func = startCombat, args = {guard1.gear}}) - -- DIALOG 04 - Hero out of sight - AddSkipFunction(dialog04, Skipanim, {dialog04}) - table.insert(dialog04, {func = AnimCaption, args = {guard1.gear, loc("You are out of danger, time to go to the moon!"), 4000}}) - table.insert(dialog04, {func = AnimSay, args = {guard1.gear, loc("I guess we lost him!"), SAY_SAY, 3000}}) - table.insert(dialog04, {func = AnimSay, args = {guard2.gear, loc("We should better report this and continue our watch!"), SAY_SAY, 5000}}) - table.insert(dialog04, {func = AnimSwitchHog, args = {hero.gear}}) - -- DIALOG 05 - Hero returned from moon without fuels - AddSkipFunction(dialog05, Skipanim, {dialog05}) - table.insert(dialog05, {func = AnimSay, args = {hero.gear, loc("I guess I can't go far without fuels!"), SAY_THINK, 6000}}) - table.insert(dialog05, {func = AnimSay, args = {hero.gear, loc("Go to go back"), SAY_THINK, 2000}}) - table.insert(dialog05, {func = EndGame, args = {hero.gear}}) - -- DIALOG 06 - Landing on wrong planet or on earth if not enough fuels - AddSkipFunction(dialog06, Skipanim, {dialog06}) - table.insert(dialog06, {func = AnimCaption, args = {hero.gear, loc("You have to try again!"), 5000}}) - table.insert(dialog06, {func = AnimSay, args = {hero.gear, loc("Hm... Now I run out of fuels..."), SAY_THINK, 3000}}) - table.insert(dialog06, {func = EndGame, args = {hero.gear}}) -end - -------------------- custom "animation" functions -------------------------- - -function startCombat() - -- use this so guard2 will gain control - AnimSwitchHog(hero.gear) - TurnTimeLeft = 0 -end