--- a/share/hedgewars/Data/Missions/Campaign/A Classic Fairytale/backstab.lua Sun Jun 30 21:37:29 2013 -0400
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,1101 +0,0 @@
-HedgewarsScriptLoad("/Scripts/Locale.lua")
-HedgewarsScriptLoad("/Scripts/Animate.lua")
-
------------------------------Constants---------------------------------
-choiceAccepted = 1
-choiceRefused = 2
-choiceAttacked = 3
-
-choiceEliminate = 1
-choiceSpare = 2
-
-leaksNum = 1
-denseNum = 2
-waterNum = 3
-buffaloNum = 4
-chiefNum = 5
-girlNum = 6
-wiseNum = 7
-
-spyKillStage = 1
-platformStage = 2
-wave3Stage = 3
-
-tmpVar = 0
-
-nativeNames = {loc("Leaks A Lot"), loc("Dense Cloud"), loc("Fiery Water"),
- loc("Raging Buffalo"), loc("Righteous Beard"), loc("Fell From Grace"),
- loc("Wise Oak"), loc("Eagle Eye"), loc("Flaming Worm")}
-
-nativeHats = {"Rambo", "RobinHood", "pirate_jack", "zoo_Bunny", "IndianChief",
- "tiara", "AkuAku", "None", "None"}
-
-nativePos = {{887, 329}, {1050, 288}, {1731, 707},
- {830, 342}, {1001, 290}, {773, 340},
- {953, 305}, {347, 648}, {314, 647}}
-
-nativeDir = {"Right", "Left", "Left",
- "Right", "Left", "Right",
- "Left", "Right", "Right"}
-
-cannibalNames = {loc("Brain Teaser"), loc("Bone Jackson"), loc("Gimme Bones"),
- loc("Hedgibal Lecter"), loc("Bloodpie"), loc("Scalp Muncher"),
- loc("Back Breaker"), loc("Dahmer"), loc("Meiwes"),
- loc("Ear Sniffer"), loc("Regurgitator"), loc("Muriel")}
-
-cannibalPos = {{3607, 1472}, {3612, 1487}, {3646, 1502},
- {3507, 195}, {3612, 1487}, {840, 1757},
- {3056, 1231}, {2981, 1222}, {2785, 1258}}
-
-cannibalDir = {"Left", "Left", "Left",
- "Left", "Right", "Right",
- "Left", "Left", "Left"}
-
-cyborgPos = {1369, 574}
-cyborgPos2 = {1308, 148}
-
-deployedPos = {2522, 1365}
------------------------------Variables---------------------------------
-natives = {}
-nativeDead = {}
-nativeHidden = {}
-nativeRevived = {}
-nativesNum = 0
-
-cannibals = {}
-cannibalDead = {}
-cannibalHidden = {}
-
-speakerHog = nil
-spyHog = nil
-deployedHog = nil
-deployedDead = false
-
-cyborgHidden = false
-needToAct = 0
-
-m2Choice = 0
-m2DenseDead = 0
-m4DenseDead = 0
-m4BuffaloDead = 0
-m4WaterDead = 0
-m4ChiefDead = 0
-m4LeaksDead = 0
-
-needRevival = false
-gearr = nil
-startElimination = 0
-stage = 0
-choice = 0
-highJumped = false
-TurnsLeft = 0
-startNativesNum = 0
-
-startAnim = {}
-afterChoiceAnim = {}
-wave2Anim = {}
-wave2DeadAnim = {}
-wave3DeadAnim = {}
-
-vCircs = {}
------------------------------Animations--------------------------------
-function Wave2Reaction()
- local i = 1
- local gearr = nil
- while nativeDead[i] == true do
- i = i + 1
- end
- gearr = natives[i]
- if nativeDead[denseNum] ~= true and band(GetState(natives[denseNum]), gstDrowning) == 0 then
- AnimInsertStepNext({func = AnimCustomFunction, args = {dense, EmitDenseClouds, {"Left"}}})
- AnimInsertStepNext({func = AnimTurn, args = {dense, "Left"}})
- end
- if nativeDead[buffaloNum] ~= true and band(GetState(natives[buffaloNum]), gstDrowning) == 0 then
- AnimInsertStepNext({func = AnimSay, args = {natives[buffaloNum], loc("Let them have a taste of my fury!"), SAY_SHOUT, 6000}})
- end
- AnimInsertStepNext({func = AnimSay, args = {gearr, loc("There's more of them? When did they become so hungry?"), SAY_SHOUT, 8000}})
-end
-
-function EmitDenseClouds(dir)
- local dif
- if dir == "Left" then
- dif = 10
- else
- dif = -10
- end
- AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false})
- AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false})
- AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false})
- AnimInsertStepNext({func = AnimWait, args = {natives[denseNum], 800}})
- AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false})
- AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false})
- AnimInsertStepNext({func = AnimWait, args = {natives[denseNum], 800}})
- AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false})
-end
-
-function SaySafe()
- local i = 1
- while gearr == nil do
- if nativeDead[i] ~= true and nativeHidden[i] ~= true then
- gearr = natives[i]
- end
- i = i + 1
- end
- AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], loc("We are indeed."), SAY_SAY, 2500}})
- AnimInsertStepNext({func = AnimSay, args = {gearr, loc("I think we are safe here."), SAY_SAY, 4000}})
-end
-
-function ReviveNatives()
- for i = 1, 7 do
- if nativeHidden[i] == true and nativeDead[i] ~= true then
- RestoreHog(natives[i])
- nativeHidden[i] = false
- nativeRevived[i] = true
- AnimInsertStepNext({func = AnimOutOfNowhere, args = {natives[i], unpack(nativePos[i])}})
- end
- end
-end
-
-function WonderAlive()
- if nativeRevived[waterNum] == true then
- AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], loc("I'm...alive? How? Why?"), SAY_THINK, 3500}})
- AnimInsertStepNext({func = AnimWait, args = {natives[waterNum], 800}})
- AnimInsertStepNext({func = AnimTurn, args = {natives[waterNum], "Left"}})
- AnimInsertStepNext({func = AnimWait, args = {natives[waterNum], 800}})
- AnimInsertStepNext({func = AnimTurn, args = {natives[waterNum], "Right"}})
- end
- if nativeRevived[leaksNum] == true and nativeRevived[denseNum] == true then
- AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("But why would they help us?"), SAY_SAY, 4000}})
- AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("It must be the aliens!"), SAY_SAY, 3500}})
- AnimInsertStepNext({func = AnimSay, args = {natives[girlNum], loc("You just appeared out of thin air!"), SAY_SAY, 5000}})
- AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("But...we died!"), SAY_SAY, 2500}})
- AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("This must be the caves!"), SAY_SAY, 3500}})
- AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], loc("Dude, where are we?"), SAY_SAY, 3000}})
- AnimInsertStepNext({func = AnimWait, args = {natives[leaksNum], 800}})
- AnimInsertStepNext({func = AnimTurn, args = {natives[leaksNum], "Right"}})
- AnimInsertStepNext({func = AnimTurn, args = {natives[denseNum], "Left"}})
- AnimInsertStepNext({func = AnimWait, args = {natives[leaksNum], 800}})
- AnimInsertStepNext({func = AnimTurn, args = {natives[leaksNum], "Left"}})
- AnimInsertStepNext({func = AnimTurn, args = {natives[denseNum], "Right"}})
- AnimInsertStepNext({func = AnimWait, args = {natives[leaksNum], 800}})
- AnimInsertStepNext({func = AnimTurn, args = {natives[leaksNum], "Right"}})
- AnimInsertStepNext({func = AnimTurn, args = {natives[denseNum], "Left"}})
- AnimInsertStepNext({func = AnimWait, args = {natives[leaksNum], 800}})
- AnimInsertStepNext({func = AnimTurn, args = {natives[leaksNum], "Left"}})
- AnimInsertStepNext({func = AnimTurn, args = {natives[denseNum], "Right"}})
- AnimInsertStepNext({func = AnimCustomFunction, swh = false, args = {natives[leaksNum], CondNeedToTurn, {natives[leaksNum], natives[girlNum]}}})
- if nativeDead[chiefNum] ~= true then
- AnimInsertStepNext({func = AnimTurn, args = {natives[chiefNum], "Right"}})
- end
- elseif nativeRevived[leaksNum] == true then
- AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("Why would they do this?"), SAY_SAY, 6000}})
- AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], loc("It must be the aliens' deed."), SAY_SAY, 5000}})
- AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], loc("Do not laugh, inexperienced one, for he speaks the truth!"), SAY_SAY, 10000}})
- AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("Yeah, sure! I died. Hillarious!"), SAY_SAY, 6000}})
- AnimInsertStepNext({func = AnimSay, args = {gearr, loc("You're...alive!? But we saw you die!"), SAY_SAY, 6000}})
- AnimInsertStepNext({func = AnimSay, args = {gearr, loc("???"), SAY_SAY, 2000}})
- AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("Wow, what a dream!"), SAY_SAY, 3000}})
- if nativeDead[chiefNum] ~= true then
- AnimInsertStepNext({func = AnimTurn, args = {natives[chiefNum], "Right"}})
- end
- AnimInsertStepNext({func = AnimCustomFunction, swh = false, args = {natives[leaksNum], CondNeedToTurn, {natives[leaksNum], natives[wiseNum]}}})
- AnimInsertStepNext({func = AnimCustomFunction, swh = false, args = {natives[leaksNum], CondNeedToTurn, {natives[leaksNum], gearr}}})
- elseif nativeRevived[denseNum] == true then
- AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], loc("Dude, that's so cool!"), SAY_SAY, 3000}})
- AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], loc("It must be the aliens' deed."), SAY_SAY, 5000}})
- AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], loc("But that's impossible!"), SAY_SAY, 3000}})
- AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], loc("It was not a dream, unwise one!"), SAY_SAY, 5000}})
- AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], loc("Exactly, man! That was my dream."), SAY_SAY, 5000}})
- AnimInsertStepNext({func = AnimSay, args = {gearr, loc("You're...alive!? But we saw you die!"), SAY_SAY, 6000}})
- AnimInsertStepNext({func = AnimSay, args = {gearr, loc("???"), SAY_SAY, 2000}})
- AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], loc("Dude, wow! I just had the weirdest high!"), SAY_SAY, 6000}})
- if nativeDead[chiefNum] ~= true then
- AnimInsertStepNext({func = AnimTurn, args = {natives[chiefNum], "Right"}})
- end
- AnimInsertStepNext({func = AnimCustomFunction, swh = false, args = {natives[denseNum], CondNeedToTurn, {natives[denseNum], natives[wiseNum]}}})
- AnimInsertStepNext({func = AnimCustomFunction, swh = false, args = {natives[denseNum], CondNeedToTurn, {natives[denseNum], gearr}}})
- end
-end
-
-function ExplainAlive()
- if needRevival == true and m4WaterDead == 1 then
- RestoreCyborg()
- AnimSetGearPosition(cyborg, unpack(cyborgPos))
- AnimInsertStepNext({func = AnimCustomFunction, args = {water, HideCyborg, {}}})
- AnimInsertStepNext({func = AnimSwitchHog, args = {water}})
- AnimInsertStepNext({func = AnimSay, args = {cyborg, loc("The answer is...entertaintment. You'll see what I mean."), SAY_SAY, 8000}})
- AnimInsertStepNext({func = AnimSay, args = {cyborg, loc("You're probably wondering why I bought you back..."), SAY_SAY, 8000}})
- end
-end
-
-function SpyDebate()
- if m2Choice == choiceAccepted then
- spyHog = natives[denseNum]
- AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], loc("What shall we do with the traitor?"), SAY_SAY, 6000}})
- AnimInsertStepNext({func = SetHealth, swh = false, args = {natives[denseNum], 26}})
- AnimInsertStepNext({func = AnimVisualGear, args = {natives[wiseNum], GetGearPosition(natives[denseNum]), vgtExplosion, 0, true}})
- AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], loc("Here, let me help you!"), SAY_SAY, 3000}})
- if nativeDead[chiefNum] == true then
- AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("I forgot that she's the daughter of the chief, too..."), SAY_THINK, 7000}})
- AnimInsertStepNext({func = AnimSay, args = {natives[girlNum], loc("You killed my father, you monster!"), SAY_SAY, 5000}})
- end
- AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], loc("Look, I had no choice!"), SAY_SAY, 3000}})
- AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("You have been giving us out to the enemy, haven't you!"), SAY_SAY, 7000}})
- AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("You're a pathetic liar!"), SAY_SAY, 3000}})
- AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("Interesting! Last time you said you killed a cannibal!"), SAY_SAY, 7000}})
- AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], loc("I told you, I just found them."), SAY_SAY, 4500}})
- AnimInsertStepNext({func = AnimCustomFunction, args = {natives[denseNum], EmitDenseClouds, {"Left"}}})
- AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("Where did you get the weapons in the forest, Dense Cloud?"), SAY_SAY, 8000}})
- AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("Not now, Fiery Water!"), SAY_SAY, 3000}})
- else
- spyHog = natives[waterNum]
- AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], loc("What shall we do with the traitor?"), SAY_SAY, 5000}})
- AnimInsertStepNext({func = SetHealth, swh = false, args = {natives[waterNum], 26}})
- AnimInsertStepNext({func = AnimVisualGear, args = {natives[wiseNum], nativePos[denseNum][1] + 50, nativePos[denseNum][2], vgtExplosion, 0, true}})
- AnimInsertStepNext({func = AnimSay, args = {natives[girlNum], loc("I can't believe what I'm hearing!"), SAY_SAY, 5500}})
- AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], loc("You know what? I don't even regret anything!"), SAY_SAY, 7000}})
- AnimInsertStepNext({func = AnimSay, args = {natives[girlNum], loc("In fact, you are the only one that's been acting strangely."), SAY_SAY, 8000}})
- AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], loc("Are you accusing me of something?"), SAY_SAY, 3500}})
- AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("Seems like every time you take a \"walk\", the enemy find us!"), SAY_SAY, 8000}})
- AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], loc("You know...taking a stroll."), SAY_SAY, 3500}})
- AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("Where have you been?!"), SAY_SAY, 3000}})
- end
- if nativeRevived[waterNum] == true then
- AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], loc("You won't believe what happened to me!"), SAY_SAY, 5500}})
- end
- AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], loc("Hey, guys!"), SAY_SAY, 2000}})
- AnimInsertStepNext({func = AnimMove, args = {natives[waterNum], "Left", nativePos[denseNum][1] + 50, nativePos[denseNum][2]}})
- AnimInsertStepNext({func = AnimJump, args = {natives[waterNum], "back"}})
- AnimInsertStepNext({func = AnimTurn, args = {natives[waterNum], "Right"}})
- AnimInsertStepNext({func = AnimMove, args = {natives[waterNum], "Left", 1228, 412}})
- AnimInsertStepNext({func = AnimJump, args = {natives[waterNum], "long"}})
- AnimInsertStepNext({func = AnimJump, args = {natives[waterNum], "long"}})
- AnimInsertStepNext({func = AnimJump, args = {natives[waterNum], "long"}})
- AnimInsertStepNext({func = AnimTurn, args = {natives[waterNum], "Left"}})
- AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], loc("There must be a spy among us!"), SAY_SAY, 4000}})
- AnimInsertStepNext({func = AnimSay, args = {natives[girlNum], loc("We made sure noone followed us!"), SAY_SAY, 4000}})
- AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], loc("What? Here? How did they find us?!"), SAY_SAY, 5000}})
-end
-
-function AnimationSetup()
- table.insert(startAnim, {func = AnimWait, swh = false, args = {natives[leaksNum], 3000}})
- table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {natives[leaksNum], SaySafe, {}}})
- if needRevival == true then
- table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {cyborg, ReviveNatives, {}}})
- table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {natives[leaksNum], WonderAlive, {}}})
- table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {cyborg, ExplainAlive, {}}})
- end
- table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {natives[leaksNum], RestoreWave, {1}}})
- table.insert(startAnim, {func = AnimOutOfNowhere, args = {cannibals[1], unpack(cannibalPos[1])}})
- table.insert(startAnim, {func = AnimOutOfNowhere, args = {cannibals[2], unpack(cannibalPos[2])}})
- table.insert(startAnim, {func = AnimOutOfNowhere, args = {cannibals[3], unpack(cannibalPos[3])}})
- table.insert(startAnim, {func = AnimWait, args = {natives[leaksNum], 1000}})
- table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {natives[leaksNum], SpyDebate, {}}})
- AddSkipFunction(startAnim, SkipStartAnim, {})
-end
-
-function SetupWave2Anim()
- for i = 7, 1, -1 do
- if nativeDead[i] ~= true then
- speakerHog = natives[i]
- end
- end
- table.insert(wave2Anim, {func = AnimOutOfNowhere, args = {cannibals[4], unpack(cannibalPos[4])}})
- table.insert(wave2Anim, {func = AnimOutOfNowhere, args = {cannibals[5], unpack(cannibalPos[5])}})
- table.insert(wave2Anim, {func = AnimOutOfNowhere, args = {cannibals[6], unpack(cannibalPos[6])}})
- table.insert(wave2Anim, {func = AnimSay, args = {speakerHog, loc("Look out! There's more of them!"), SAY_SHOUT, 5000}})
- AddSkipFunction(wave2Anim, SkipWave2Anim, {})
-end
-
-function PutCircles()
- if circlesPut then
- return
- end
- vCircs[1] = AddVisualGear(0,0,vgtCircle,0,true)
- vCircs[2] = AddVisualGear(0,0,vgtCircle,0,true)
- vCircs[3] = AddVisualGear(0,0,vgtCircle,0,true)
- SetVisualGearValues(vCircs[1], cannibalPos[7][1], cannibalPos[7][2], 100, 255, 1, 10, 0, 120, 3, 0xff00ffff)
- SetVisualGearValues(vCircs[2], cannibalPos[8][1], cannibalPos[8][2], 100, 255, 1, 10, 0, 120, 3, 0xff00ffff)
- SetVisualGearValues(vCircs[3], cannibalPos[9][1], cannibalPos[9][2], 100, 255, 1, 10, 0, 120, 3, 0xff00ffff)
- circlesPut = true
-end
-
-function SetupWave2DeadAnim()
- for i = 7, 1, -1 do
- if nativeDead[i] ~= true then
- deployedHog = natives[i]
- end
- end
- if nativeDead[wiseNum] ~= true and band(GetState(natives[wiseNum]), gstDrowning) == 0 then
- if nativesNum > 1 then
- table.insert(wave2DeadAnim, {func = AnimWait, args = {natives[wiseNum], 1500}})
- table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("What a strange feeling!"), SAY_THINK, 3000}})
- table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("I need to warn the others."), SAY_THINK, 3000}})
- table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("If only I had a way..."), SAY_THINK, 3000}})
- table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("Oh, silly me! I forgot that I'm the shaman."), SAY_THINK, 6000}})
- table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], TeleportNatives, {}}})
- table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], TurnNatives, {natives[wiseNum]}}})
- table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], CondNeedToTurn, {natives[wiseNum], deployedHog}}})
- table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("I sense another wave of cannibals heading our way!"), SAY_SAY, 6500}})
- table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("I feel something...a place! They will arrive near the circles!"), SAY_SAY, 7500}})
- table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], PutCircles, {}}})
- table.insert(wave2DeadAnim, {func = AnimFollowGear, swh = false, args = {vCircs[1]}})
- table.insert(wave2DeadAnim, {func = AnimWait, args = {natives[wiseNum], 1500}})
- table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("We need to prevent their arrival!"), SAY_SAY, 4500}})
- table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("Go, quick!"), SAY_SAY, 2500}})
- table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], DeployHog, {}}})
- table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], RestoreCyborg, {}}})
- table.insert(wave2DeadAnim, {func = AnimOutOfNowhere, swh = false, args = {cyborg, cyborgPos2[1], cyborgPos2[2]}})
- table.insert(wave2DeadAnim, {func = AnimTurn, args = {cyborg, "Left"}})
- table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, IsolateNatives, {}}})
- table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, PutCGI, {}}})
- table.insert(wave2DeadAnim, {func = AnimSay, args = {cyborg, loc("I want to see how it handles this!"), SAY_SAY, 6000}})
- table.insert(wave2DeadAnim, {func = AnimSwitchHog, args = {deployedHog}})
- table.insert(wave2DeadAnim, {func = AnimDisappear, args = {cyborg, 0, 0}})
--- table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, DeployHog, {}}})
- table.insert(wave2DeadAnim, {func = AnimCustomFunction, swh = false, args = {cyborg, HideCyborg, {}}})
- else
- table.insert(wave2DeadAnim, {func = AnimWait, args = {natives[wiseNum], 1500}})
- table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("What a strange feeling!"), SAY_THINK, 3000}})
- table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("I sense another wave of cannibals heading my way!"), SAY_THINK, 6500}})
- table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("I feel something...a place! They will arrive near the circles!"), SAY_SAY, 7500}})
- table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], PutCircles, {}}})
- table.insert(wave2DeadAnim, {func = AnimFollowGear, swh = false, args = {vCircs[1]}})
- table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("I need to prevent their arrival!"), SAY_THINK, 4500}})
- table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("If only I had a way..."), SAY_THINK, 3000}})
- table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], loc("Oh, silly me! I forgot that I'm the shaman."), SAY_THINK, 6000}})
- end
- else
- table.insert(wave2DeadAnim, {func = AnimWait, args = {cyborg, 1500}})
- table.insert(wave2DeadAnim, {func = AnimCustomFunction, swh = false, args = {cyborg, RestoreCyborg, {}}})
- table.insert(wave2DeadAnim, {func = AnimOutOfNowhere, args = {cyborg, cyborgPos2[1], cyborgPos2[2]}})
- table.insert(wave2DeadAnim, {func = AnimTurn, args = {cyborg, "Left"}})
- table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, TeleportNatives, {}}})
- table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, TurnNatives, {cyborg}}})
- table.insert(wave2DeadAnim, {func = AnimSay, args = {cyborg, loc("Oh, my! This is even more entertaining than I've expected!"), SAY_SAY, 7500}})
- table.insert(wave2DeadAnim, {func = AnimSay, args = {cyborg, loc("You might want to find a way to instantly kill arriving cannibals!"), SAY_SAY, 8000}})
- table.insert(wave2DeadAnim, {func = AnimSay, args = {cyborg, loc("I believe there's more of them."), SAY_SAY, 4000}})
- table.insert(wave2DeadAnim, {func = AnimSay, args = {cyborg, loc("I marked the place of their arrival. You're welcome!"), SAY_SAY, 6000}})
- table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], PutCircles, {}}})
- table.insert(wave2DeadAnim, {func = AnimFollowGear, swh = false, args = {vCircs[1]}})
- table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {deployedHog, DeployHog, {}}})
- if nativesNum > 1 then
--- table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], RestoreCyborg, {}}})
--- table.insert(wave2DeadAnim, {func = AnimOutOfNowhere, swh = false, args = {cyborg, cyborgPos2[1], cyborgPos2[2]}})
--- table.insert(wave2DeadAnim, {func = AnimTurn, args = {cyborg, "Left"}})
- table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, IsolateNatives, {}}})
- table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, PutCGI, {}}})
- table.insert(wave2DeadAnim, {func = AnimSay, args = {cyborg, loc("I want to see how it handles this!"), SAY_SAY, 6000}})
- end
- table.insert(wave2DeadAnim, {func = AnimSwitchHog, args = {deployedHog}})
- table.insert(wave2DeadAnim, {func = AnimDisappear, swh = false, args = {cyborg, 0, 0}})
- table.insert(wave2DeadAnim, {func = AnimCustomFunction, swh = false, args = {cyborg, HideCyborg, {}}})
- end
- AddSkipFunction(wave2DeadAnim, SkipWave2DeadAnim, {})
-end
-
-function IsolateNatives()
- PlaceGirder(710, 299, 6)
- PlaceGirder(690, 299, 6)
- PlaceGirder(761, 209, 4)
- PlaceGirder(921, 209, 4)
- PlaceGirder(1081, 209, 4)
- PlaceGirder(761, 189, 4)
- PlaceGirder(921, 189, 4)
- PlaceGirder(1081, 189, 4)
- PlaceGirder(761, 169, 4)
- PlaceGirder(921, 169, 4)
- PlaceGirder(1081, 169, 4)
- PlaceGirder(761, 149, 4)
- PlaceGirder(921, 149, 4)
- PlaceGirder(1081, 149, 4)
- PlaceGirder(761, 129, 4)
- PlaceGirder(921, 129, 4)
- PlaceGirder(1081, 129, 4)
- PlaceGirder(1120, 261, 2)
- PlaceGirder(1140, 261, 2)
- PlaceGirder(1160, 261, 2)
- AddAmmo(deployedHog, amDEagle, 0)
- AddAmmo(deployedHog, amFirePunch, 0)
-end
-
-function PutCGI()
- AddVisualGear(710, 299, vgtExplosion, 0, true)
- AddVisualGear(690, 299, vgtExplosion, 0, true)
- AddVisualGear(761, 209, vgtExplosion, 0, true)
- AddVisualGear(921, 209, vgtExplosion, 0, true)
- AddVisualGear(1081, 209, vgtExplosion, 0, true)
- AddVisualGear(761, 189, vgtExplosion, 0, true)
- AddVisualGear(921, 189, vgtExplosion, 0, true)
- AddVisualGear(1081, 189, vgtExplosion, 0, true)
- AddVisualGear(761, 169, vgtExplosion, 0, true)
- AddVisualGear(921, 169, vgtExplosion, 0, true)
- AddVisualGear(1081, 169, vgtExplosion, 0, true)
- AddVisualGear(761, 149, vgtExplosion, 0, true)
- AddVisualGear(921, 149, vgtExplosion, 0, true)
- AddVisualGear(1081, 149, vgtExplosion, 0, true)
- AddVisualGear(761, 129, vgtExplosion, 0, true)
- AddVisualGear(921, 129, vgtExplosion, 0, true)
- AddVisualGear(1081, 129, vgtExplosion, 0, true)
- AddVisualGear(1120, 261, vgtExplosion, 0, true)
- AddVisualGear(1140, 261, vgtExplosion, 0, true)
- AddVisualGear(1160, 261, vgtExplosion, 0, true)
-end
-
-function TeleportNatives()
- nativePos[waterNum] = {1100, 288}
- for i = 1, 7 do
- if nativeDead[i] ~= true then
- AnimTeleportGear(natives[i], unpack(nativePos[i]))
- end
- end
-end
-
-function TurnNatives(hog)
- for i = 1, 7 do
- if nativeDead[i] == false then
- if GetX(natives[i]) < GetX(hog) then
- AnimTurn(natives[i], "Right")
- else
- AnimTurn(natives[i], "Left")
- end
- end
- end
-end
-
-function DeployHog()
- AnimSwitchHog(deployedHog)
- AnimTeleportGear(deployedHog, unpack(deployedPos))
- if deployedHog ~= natives[wiseNum] then
- AnimSay(deployedHog, loc("Why me?!"), SAY_THINK, 2000)
- end
-end
-
-function SetupAfterChoiceAnim()
- for i = 7, 1, -1 do
- if nativeDead[i] ~= true then
- if natives[i] ~= spyHog then
- speakerHog = natives[i]
- end
- end
- end
- if choice == choiceEliminate then
- table.insert(afterChoiceAnim, {func = AnimWait, args = {speakerHog, 1500}})
- table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, loc("He won't be selling us out anymore!"), SAY_SAY, 6000}})
- if nativeDead[girlNum] ~= true and m4ChiefDead == 1 then
- table.insert(afterChoiceAnim, {func = AnimSay, args = {natives[girlNum], loc("That's for my father!"), SAY_SAY, 3500}})
- end
- table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, loc("Let's show those cannibals what we're made of!"), SAY_SAY, 7000}})
- else
- table.insert(afterChoiceAnim, {func = AnimCustomFunction, swh = false, args = {natives[leaksNum], CondNeedToTurn, {speakerHog, spyHog}}})
- table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, loc("We'll spare your life for now!"), SAY_SAY, 4500}})
- table.insert(afterChoiceAnim, {func = AnimSay, args = {spyHog, loc("May the spirits aid you in all your quests!"), SAY_SAY, 7000}})
- table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, loc("I just don't want to sink to your level."), SAY_SAY, 6000}})
- table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, loc("Let's show those cannibals what we're made of!"), SAY_SAY, 7000}})
- end
- table.insert(afterChoiceAnim, {func = AnimSay, args = {natives[8], loc("Let us help, too!"), SAY_SAY, 3000}})
- table.insert(afterChoiceAnim, {func = AnimTurn, args = {speakerHog, "Left", SAY_SAY, 7000}})
- table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, loc("No. You and the rest of the tribe are safer there!"), SAY_SAY, 7000}})
- AddSkipFunction(afterChoiceAnim, SkipAfterChoiceAnim, {})
-end
-
-function SetupHogDeadAnim(gear)
- hogDeadAnim = {}
- if nativesNum == 0 then
- return
- end
- local hogDeadStrings = {loc("They killed ") .. gear .. loc("! You bastards!"),
- gear .. loc("! Why?!"),
- loc("That was just mean!"),
- loc("Oh no, not ") .. gear .. "!",
- loc("Why ") .. gear .. loc("? Why?"),
- loc("What has ") .. gear .. loc(" ever done to you?!")}
- table.insert(hogDeadAnim, {func = AnimSay, args = {CurrentHedgehog, hogDeadStrings[7 - nativesNum], SAY_SHOUT, 4000}})
-end
-
-function AfterHogDeadAnim()
- freshDead = nil
- TurnTimeLeft = TurnTime
-end
-
---------------------------Anim skip functions--------------------------
-
-function AfterAfterChoiceAnim()
- stage = 0
- AddEvent(CheckWaveDead, {1}, DoWaveDead, {1}, 0)
- AddAmmo(speakerHog, amSwitch, 100)
- SetGearMessage(speakerHog, 0)
- SetState(speakerHog, 0)
- TurnTimeLeft = -1
- ShowMission(loc("Backstab"), loc("The food bites back"), loc("Defeat the cannibals"), 1, 4000)
- SpawnCrates()
-end
-
-function SkipAfterChoiceAnim()
- SetGearMessage(CurrentHedgehog, 0)
- AnimSwitchHog(speakerHog)
-end
-
-function AfterWave2Anim()
- AddEvent(CheckWaveDead, {2}, DoWaveDead, {2}, 0)
- SetGearMessage(CurrentHedgehog, 0)
- SetState(CurrentHedgehog, 0)
- SpawnCrates()
- TurnTimeLeft = TurnTime
-end
-
-function SkipWave2DeadAnim()
- TeleportNatives()
- IsolateNatives()
- DeployHog()
- HideCyborg()
- PutCircles()
-end
-
-function SpawnPlatformCrates()
- SpawnAmmoCrate(2494, 1262, amMine)
- SpawnAmmoCrate(2574, 1279, amSMine)
- SpawnAmmoCrate(2575, 1267, amMine)
- SpawnAmmoCrate(2617, 1259, amSMine)
- SpawnUtilityCrate(2579, 1254, amMine)
- SpawnUtilityCrate(2478, 1243, amMine)
-end
-
-function AfterWave2DeadAnim()
- TurnsLeft = 7
- stage = platformStage
- SpawnPlatformCrates()
- SetGearMessage(CurrentHedgehog, 0)
- AddEvent(CheckTurnsOver, {}, DoTurnsOver, {3}, 0)
- AddEvent(CheckWaveDead, {3}, DoWaveDead, {3}, 0)
- AddEvent(CheckDeployedDead, {}, DoDeployedDead, {}, 0)
- TurnTimeLeft = 0
- ShowMission(loc("Backstab"), loc("Drills"), loc("You have 7 turns until the next wave arrives.|Make sure the arriving cannibals are greeted appropriately!|If the hog dies, the cause is lost.|Hint: you might want to use some mines..."), 1, 12000)
-end
-
-function DoTurnsOver()
- stage = wave3Stage
- RestoreWave(3)
-end
-
-function SkipWave2Anim()
- AnimSwitchHog(speakerHog)
-end
-
-function SkipStartAnim()
- AnimSetGearPosition(natives[waterNum], nativePos[denseNum][1] + 50, nativePos[denseNum][2])
- RestoreWave(1)
- ReviveNatives()
- SetGearMessage(CurrentHedgehog, 0)
- SetState(CurrentHedgehog, 0)
- if m2Choice == choiceAccepted then
- spyHog = natives[denseNum]
- else
- spyHog = natives[waterNum]
- end
- SetHealth(spyHog, 26)
-end
-
-function AfterStartAnim()
- AnimSwitchHog(natives[leaksNum])
- TurnTimeLeft = 0
- stage = spyKillStage
- AddEvent(CheckChoice, {}, DoChoice, {}, 0)
- AddEvent(CheckKilledOther, {}, DoKilledOther, {}, 0)
- AddEvent(CheckChoiceRefuse, {}, DoChoiceRefuse, {}, 0)
- ShowMission(loc("Backstab"), loc("Judas"), loc("Kill the traitor...or spare his life!|Kill him or press [Precise]!"), 1, 8000)
-end
-
------------------------------Events------------------------------------
-function CheckTurnsOver()
- return TurnsLeft == 0
-end
-
-function CheckDeployedDead()
- return deployedDead
-end
-
-function DoDeployedDead()
- ShowMission(loc("Backstab"), loc("Brutus"), loc("You have failed to save the tribe!"), 0, 6000)
- ParseCommand("teamgone " .. loc("Natives"))
- ParseCommand("teamgone " .. loc("Tribe"))
- ParseCommand("teamgone " .. loc("011101001"))
- TurnTimeLeft = 0
-end
-
-function CheckChoice()
- return choice ~= 0 and tmpVar == 0
-end
-
-function CheckDeaths()
- for i = 1, 7 do
- if natives[i] ~= spyHog and band(GetState(natives[i]), gstAttacked) ~= 0 then
- return true
- end
- end
- return false
-end
-
-function DoChoice()
- RemoveEventFunc(CheckChoiceRefuse)
- SetGearMessage(CurrentHedgehog, 0)
- SetupAfterChoiceAnim()
- AddAnim(afterChoiceAnim)
- AddFunction({func = AfterAfterChoiceAnim, args = {}})
-end
-
-function CheckChoiceRefuse()
- return highJumped == true and StoppedGear(CurrentHedgehog)
-end
-
-function DoChoiceRefuse()
- choice = choiceSpare
-end
-
-function CheckKilledOther()
- if stage ~= spyKillStage then
- return false
- end
- return (nativesNum < startNativesNum and choice ~= choiceEliminate) or
- (nativesNum < startNativesNum - 1 and choice == choiceEliminate)
-end
-
-function DoKilledOther()
- ShowMission(loc("Backstab"), loc("Brutus"), loc("You have killed an innocent hedgehog!"), 0, 6000)
- ParseCommand("teamgone " .. loc("Natives"))
- ParseCommand("teamgone " .. loc("Tribe"))
- TurnTimeLeft = 0
-end
-
-function CheckWaveDead(index)
- for i = (index - 1) * 3 + 1, index * 3 do
- if cannibalDead[i] ~= true or CurrentHedgehog == cannibals[i] then
- return false
- end
- end
- return true
-end
-
-function DoWaveDead(index)
- TurnTimeLeft = 0
- needToAct = index
-end
-
-function AddWave3DeadAnim()
- AnimSwitchHog(deployedHog)
- AnimWait(deployedHog, 1)
- AddFunction({func = HideNatives, args = {}})
- AddFunction({func = SetupWave3DeadAnim, args = {}})
- AddFunction({func = AddAnim, args = {wave3DeadAnim}})
- AddFunction({func = AddFunction, args = {{func = AfterWave3DeadAnim, args = {}}}})
-end
-
-function HideNatives()
- for i = 1, 9 do
- if nativeDead[i] ~= true and natives[i] ~= deployedHog then
- if nativeHidden[i] ~= true then
- HideHog(natives[i])
- nativeHidden[i] = true
- end
- end
- end
-end
-
-function SetupWave3DeadAnim()
- table.insert(wave3DeadAnim, {func = AnimTurn, args = {deployedHog, "Left"}})
- table.insert(wave3DeadAnim, {func = AnimSay, args = {deployedHog, loc("That ought to show them!"), SAY_SAY, 4000}})
- table.insert(wave3DeadAnim, {func = AnimSay, args = {deployedHog, loc("Guys, do you think there's more of them?"), SAY_SHOUT, 7000}})
- table.insert(wave3DeadAnim, {func = AnimVisualGear, args = {deployedHog, unpack(nativePos[wiseNum]), vgtFeather, 0, true, true}})
- table.insert(wave3DeadAnim, {func = AnimWait, args = {deployedHog, 1000}})
- table.insert(wave3DeadAnim, {func = AnimSay, args = {deployedHog, loc("Where are they?!"), SAY_THINK, 3000}})
- table.insert(wave3DeadAnim, {func = AnimCustomFunction, args = {deployedHog, RestoreCyborg, {}}})
- table.insert(wave3DeadAnim, {func = AnimOutOfNowhere, args = {cyborg, 4040, 782}})
- table.insert(wave3DeadAnim, {func = AnimSay, args = {cyborg, loc("These primitive people are so funny!"), SAY_THINK, 6500}})
- table.insert(wave3DeadAnim, {func = AnimMove, args = {cyborg, "Right", 4060, 0}})
- table.insert(wave3DeadAnim, {func = AnimSwitchHog, args = {deployedHog}})
- table.insert(wave3DeadAnim, {func = AnimWait, args = {deployedHog, 1}})
- table.insert(wave3DeadAnim, {func = AnimCustomFunction, args = {deployedHog, HideCyborg, {}}})
- table.insert(wave3DeadAnim, {func = AnimSay, args = {deployedHog, loc("I need to find the others!"), SAY_THINK, 4500}})
- table.insert(wave3DeadAnim, {func = AnimSay, args = {deployedHog, loc("I have to follow that alien."), SAY_THINK, 4500}})
-end
-
-function SkipWave3DeadAnim()
- AnimSwitchHog(deployedHog)
-end
-
-function AfterWave3DeadAnim()
- if nativeDead[leaksNum] == true then
- SaveCampaignVar("M5LeaksDead", "1")
- else
- SaveCampaignVar("M5LeaksDead", "0")
- end
- if nativeDead[denseNum] == true then
- SaveCampaignVar("M5DenseDead", "1")
- else
- SaveCampaignVar("M5DenseDead", "0")
- end
- if nativeDead[waterNum] == true then
- SaveCampaignVar("M5WaterDead", "1")
- else
- SaveCampaignVar("M5WaterDead", "0")
- end
- if nativeDead[buffaloNum] == true then
- SaveCampaignVar("M5BuffaloDead", "1")
- else
- SaveCampaignVar("M5BuffaloDead", "0")
- end
- if nativeDead[girlNum] == true then
- SaveCampaignVar("M5GirlDead", "1")
- else
- SaveCampaignVar("M5GirlDead", "0")
- end
- if nativeDead[wiseNum] == true then
- SaveCampaignVar("M5WiseDead", "1")
- else
- SaveCampaignVar("M5WiseDead", "0")
- end
- if nativeDead[chiefNum] == true then
- SaveCampaignVar("M5ChiefDead", "1")
- else
- SaveCampaignVar("M5ChiefDead", "0")
- end
- SaveCampaignVar("M5Choice", "" .. choice)
- if progress and progress<5 then
- SaveCampaignVar("Progress", "5")
- end
-
- for i = 1, 7 do
- if natives[i] == deployedHog then
- SaveCampaignVar("M5DeployedNum", "" .. i)
- end
- end
-
- ParseCommand("teamgone " .. loc("Tribe"))
- ParseCommand("teamgone " .. loc("Assault Team"))
- ParseCommand("teamgone " .. loc("Reinforcements"))
- ParseCommand("teamgone " .. loc("011101001"))
- TurnTimeLeft = 0
-end
-
------------------------------Misc--------------------------------------
-
-function SpawnCrates()
- SpawnAmmoCrate(0, 0, amDrill)
- SpawnAmmoCrate(0, 0, amGrenade)
- SpawnAmmoCrate(0, 0, amBazooka)
- SpawnAmmoCrate(0, 0, amDynamite)
- SpawnAmmoCrate(0, 0, amGrenade)
- SpawnAmmoCrate(0, 0, amMine)
- SpawnAmmoCrate(0, 0, amShotgun)
- SpawnAmmoCrate(0, 0, amFlamethrower)
- SpawnAmmoCrate(0, 0, amMolotov)
- SpawnAmmoCrate(0, 0, amSMine)
- SpawnAmmoCrate(0, 0, amMortar)
- SpawnUtilityCrate(0, 0, amRope)
- SpawnUtilityCrate(0, 0, amRope)
- SpawnUtilityCrate(0, 0, amParachute)
- SpawnUtilityCrate(0, 0, amParachute)
- SetHealth(SpawnHealthCrate(0, 0), 25)
- SetHealth(SpawnHealthCrate(0, 0), 25)
- SetHealth(SpawnHealthCrate(0, 0), 25)
- SetHealth(SpawnHealthCrate(0, 0), 25)
- SetHealth(SpawnHealthCrate(0, 0), 25)
- SetHealth(SpawnHealthCrate(0, 0), 25)
-end
-
-
-function RestoreWave(index)
- for i = (index - 1) * 3 + 1, index * 3 do
- if cannibalHidden[i] == true then
- RestoreHog(cannibals[i])
- AnimSetGearPosition(cannibals[i], unpack(cannibalPos[i]))
- FollowGear(cannibals[i])
- cannibalHidden[i] = false
- end
- end
-end
-
-function GetVariables()
- progress = tonumber(GetCampaignVar("Progress"))
- m2DenseDead = tonumber(GetCampaignVar("M2DenseDead"))
- m2Choice = tonumber(GetCampaignVar("M2Choice"))
- m4DenseDead = tonumber(GetCampaignVar("M4DenseDead"))
- m4LeaksDead = tonumber(GetCampaignVar("M4LeaksDead"))
- m4ChiefDead = tonumber(GetCampaignVar("M4ChiefDead"))
- m4WaterDead = tonumber(GetCampaignVar("M4WaterDead"))
- m4BuffaloDead = tonumber(GetCampaignVar("M4BuffaloDead"))
-end
-
-function HideCyborg()
- if cyborgHidden == false then
- HideHog(cyborg)
- cyborgHidden = true
- end
-end
-
-function RestoreCyborg()
- if cyborgHidden == true then
- RestoreHog(cyborg)
- cyborgHidden = false
- end
-end
-
-function SetupPlace()
- startNativesNum = nativesNum
- HideHog(cyborg)
- cyborgHidden = true
- for i = 1, 9 do
- HideHog(cannibals[i])
- cannibalHidden[i] = true
- end
- if m4LeaksDead == 1 then
- HideHog(natives[leaksNum])
- nativeHidden[leaksNum] = true
- needRevival = true
- end
- if m4DenseDead == 1 then
- if m2Choice ~= choiceAccepted then
- DeleteGear(natives[denseNum])
- startNativesNum = startNativesNum - 1
- nativeDead[denseNum] = true
- else
- HideHog(natives[denseNum])
- nativeHidden[denseNum] = true
- needRevival = true
- end
- end
- if m4WaterDead == 1 then
- HideHog(natives[waterNum])
- nativeHidden[waterNum] = true
- needRevival = true
- end
- if m4ChiefDead == 1 then
- DeleteGear(natives[chiefNum])
- startNativesNum = startNativesNum - 1
- nativeDead[chiefNum] = true
- AnimSetGearPosition(natives[girlNum], unpack(nativePos[buffaloNum]))
- nativePos[girlNum] = nativePos[buffaloNum]
- end
- if m4BuffaloDead == 1 then
- startNativesNum = startNativesNum - 1
- nativeDead[buffaloNum] = true
- DeleteGear(natives[buffaloNum])
- end
- PlaceGirder(3568, 1461, 1)
- PlaceGirder(440, 523, 5)
- PlaceGirder(350, 441, 1)
- PlaceGirder(405, 553, 5)
- PlaceGirder(316, 468, 1)
- PlaceGirder(1319, 168, 0)
-end
-
-function SetupAmmo()
- AddAmmo(natives[girlNum], amSwitch, 0)
-end
-
-function AddHogs()
- AddTeam(loc("Natives"), 29439, "Bone", "Island", "HillBilly", "cm_birdy")
- for i = 1, 7 do
- natives[i] = AddHog(nativeNames[i], 0, 100, nativeHats[i])
- end
- nativesNum = 7
-
- AddTeam(loc("Tribe"), 29438, "Bone", "Island", "HillBilly", "cm_birdy")
- for i = 8, 9 do
- natives[i] = AddHog(nativeNames[i], 0, 100, nativeHats[i])
- end
-
-
- AddTeam(loc("Assault Team"), 14483456, "Skull", "Island", "Pirate", "cm_vampire")
- for i = 1, 6 do
- cannibals[i] = AddHog(cannibalNames[i], 1, 50, "vampirichog")
- end
-
- AddTeam(loc("Reinforcements"), 14483456, "Skull", "Island", "Pirate", "cm_vampire")
- for i = 7, 9 do
- cannibals[i] = AddHog(cannibalNames[i], 1, 50, "vampirichog")
- end
-
- AddTeam(loc("011101001"), 14483456, "ring", "UFO", "Robot", "cm_star")
- cyborg = AddHog(loc("Unit 334a$7%;.*"), 0, 200, "cyborg1")
-
- for i = 1, 9 do
- AnimSetGearPosition(natives[i], unpack(nativePos[i]))
- AnimTurn(natives[i], nativeDir[i])
- end
-
- AnimSetGearPosition(cyborg, 0, 0)
-
- for i = 1, 9 do
- AnimSetGearPosition(cannibals[i], cannibalPos[i][1], cannibalPos[i][2] + 40)
- AnimTurn(cannibals[i], cannibalDir[i])
- end
-end
-
-function CondNeedToTurn(hog1, hog2)
- xl, xd = GetX(hog1), GetX(hog2)
- if xl > xd then
- AnimInsertStepNext({func = AnimTurn, args = {hog1, "Left"}})
- AnimInsertStepNext({func = AnimTurn, args = {hog2, "Right"}})
- elseif xl < xd then
- AnimInsertStepNext({func = AnimTurn, args = {hog2, "Left"}})
- AnimInsertStepNext({func = AnimTurn, args = {hog1, "Right"}})
- end
-end
-
------------------------------Main Functions----------------------------
-
-function onGameInit()
- Seed = 2
- GameFlags = gfSolidLand
- TurnTime = 60000
- CaseFreq = 0
- MinesNum = 0
- MinesTime = 3000
- Explosives = 0
- Delay = 10
- Map = "Cave"
- Theme = "Nature"
- SuddenDeathTurns = 3000
-
- AddHogs()
- AnimInit()
-end
-
-function onGameStart()
- GetVariables()
- SetupAmmo()
- SetupPlace()
- AnimationSetup()
- AddAnim(startAnim)
- AddFunction({func = AfterStartAnim, args = {}})
-end
-
-function onGameTick()
- AnimUnWait()
- if ShowAnimation() == false then
- return
- end
- ExecuteAfterAnimations()
- CheckEvents()
-end
-
-function onGearDelete(gear)
- for i = 1, 7 do
- if gear == natives[i] then
- if nativeDead[i] ~= true then
- freshDead = nativeNames[i]
- end
- nativeDead[i] = true
- nativesNum = nativesNum - 1
- end
- end
-
- for i = 1, 9 do
- if gear == cannibals[i] then
- cannibalDead[i] = true
- end
- end
-
- if gear == spyHog and stage == spyKillStage then
- freshDead = nil
- choice = choiceEliminate
- tmpVar = 1
- end
-
- if gear == deployedHog then
- deployedDead = true
- end
-end
-
-function onAmmoStoreInit()
- SetAmmo(amDEagle, 9, 0, 0, 0)
- SetAmmo(amSniperRifle, 4, 0, 0, 0)
- SetAmmo(amFirePunch, 9, 0, 0, 0)
- SetAmmo(amWhip, 9, 0, 0, 0)
- SetAmmo(amBaseballBat, 9, 0, 0, 0)
- SetAmmo(amHammer, 9, 0, 0, 0)
- SetAmmo(amLandGun, 9, 0, 0, 0)
- SetAmmo(amSnowball, 8, 0, 0, 0)
- SetAmmo(amGirder, 4, 0, 0, 2)
- SetAmmo(amParachute, 4, 0, 0, 2)
- SetAmmo(amSwitch, 8, 0, 0, 2)
- SetAmmo(amSkip, 8, 0, 0, 0)
- SetAmmo(amRope, 5, 0, 0, 3)
- SetAmmo(amBlowTorch, 3, 0, 0, 3)
- SetAmmo(amPickHammer, 0, 0, 0, 3)
- SetAmmo(amLowGravity, 0, 0, 0, 2)
- SetAmmo(amDynamite, 0, 0, 0, 3)
- SetAmmo(amBazooka, 4, 0, 0, 4)
- SetAmmo(amGrenade, 4, 0, 0, 4)
- SetAmmo(amMine, 2, 0, 0, 2)
- SetAmmo(amSMine, 2, 0, 0, 2)
- SetAmmo(amMolotov, 2, 0, 0, 3)
- SetAmmo(amFlamethrower, 2, 0, 0, 3)
- SetAmmo(amShotgun, 4, 0, 0, 4)
- SetAmmo(amTeleport, 0, 0, 0, 2)
- SetAmmo(amDrill, 0, 0, 0, 4)
- SetAmmo(amMortar, 0, 0, 0, 4)
-end
-
-j = 0
-
-function onNewTurn()
- tmpVar = 0
- if AnimInProgress() then
- TurnTimeLeft = -1
- return
- end
-
- if GetHogTeamName(CurrentHedgehog) == loc("Tribe") then
- TurnTimeLeft = 0
- return
- end
- TurnsLeft = TurnsLeft - 1
-
- if stage == platformStage then
- AddCaption(TurnsLeft .. " turns until arrival!")
- end
-
- if stage == spyKillStage then
- if CurrentHedgehog == spyHog or GetHogTeamName(CurrentHedgehog) ~= loc("Natives") then
- TurnTimeLeft = 0
- else
- SetGearMessage(CurrentHedgehog, 0)
- --AnimSwitchHog(natives[leaksNum])
- TurnTimeLeft = -1
- end
- else
- if freshDead ~= nil and GetHogTeamName(CurrentHedgehog) == loc("Natives") then
- SetupHogDeadAnim(freshDead)
- AddAnim(hogDeadAnim)
- AddFunction({func = AfterHogDeadAnim, args = {}})
- end
- end
- if needToAct > 0 then
- if needToAct == 1 then
- RestoreWave(2)
- SetupWave2Anim()
- AddAnim(wave2Anim)
- AddFunction({func = AfterWave2Anim, args = {}})
- elseif needToAct == 2 then
- SetupWave2DeadAnim()
- AddAnim(wave2DeadAnim)
- AddFunction({func = AfterWave2DeadAnim, args = {}})
- elseif needToAct == 3 then
- AnimSwitchHog(deployedHog)
- AddFunction({func = AddWave3DeadAnim, args = {}})
- end
- needToAct = 0
- end
-end
-
-function onPrecise()
- if GameTime > 2500 and AnimInProgress() then
- SetAnimSkip(true)
- return
- end
- if stage == spyKillStage then
- highJumped = true
- end
-end