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