share/hedgewars/Data/Scripts/Multiplayer/Continental_supplies.lua
author nemo
Sat, 11 May 2013 10:54:24 -0400
changeset 8975 188a71ceda72
parent 8618 7e71dba4e7f3
child 9805 1795c34ab8db
permissions -rw-r--r--
Add shoppamap lua as mikade requested. also add 50% chance of bottom border w/ holes as he requested. Also disable land objects in shoppa scheme, since that's more common way to play it.

--[[
Version 1.1c

Copyright (C) 2012 Vatten

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.
]]

HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Utils.lua")
HedgewarsScriptLoad("/Scripts/Tracker.lua")

function int_sqrt(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

function norm(xx,yy)
	--to fix overflows
	if(((math.abs(xx)^2)+(math.abs(yy)^2))>2^26)
	then
		local bitr=2^13
		return int_sqrt((div(math.abs(xx),bitr)^2)+(div(math.abs(yy),bitr)^2))*bitr
	else
		return int_sqrt((math.abs(xx)^2)+(math.abs(yy)^2))
	end
end

function positive(num)
	if(num<0)
	then
		return -1
	else
		return 1
	end
end

local teams_ok = {}
local wepcode_teams={}
local swapweps=false

--variables for seeing if you have swaped around on a weapon
local australianSpecial=false
local africanSpecial=0
local africaspecial2=0
local asianSpecial=false
local samericanSpecial=false
local namericanSpecial=1
local sniper_s_in_use=false
local kergulenSpecial=1
local shotgun_s=false
local europe_s=0
local VampOn=0

local austmine=nil
local inpara=false
local asianflame=0

local visualcircle=nil

local temp_val=0

--for sabotage
local disallowattack=0
local disable_moving={}
local disableoffsetai=0
local onsabotageai=false

local continent = {}

local generalinfo=loc("- Per team weapons|- 9 weaponschemes|- Unique new weapons| |Select continent first round with the Weapon Menu or by ([switch/tab]=Increase,[presice/left shift]=Decrease) on Skip|Some weapons have a second option. Find them with [switch/tab]")

local weapontexts = {
loc("Green lipstick bullet: [Is poisonous]"),
loc("PiƱata bullet: [Contains some sweet candy!]"),
loc("Anno 1032: [The explosion will make a strong push ~ wide range, wont affect hogs close to the target]"),
loc("Dust storm: [Deals 15 damage to all enemies in the circle]"),
loc("Fire a mine: [Does what it says ~ Cant be dropped close to an enemy ~ 1 sec]"),
loc("Drop a bomb: [drop some heroic wind that will turn into a bomb on impact ~ once per turn]"),
loc("Scream from a Walrus: [Deal 20 damage + 10% of your hogs health to all hogs around you and get half back]"),
loc("Disguise as a Rockhopper Penguin: [Swap place with a random enemy hog in the circle]"),
loc("Flare: [fire up some bombs depending on hogs depending on hogs in the circle"),
loc("Lonely Cries: [Rise the water if no hog is in the circle and deal 7 damage to all enemy hogs]"),
loc("Hedgehog projectile: [fire your hog like a Sticky Bomb]"),
loc("Napalm rocket: [Fire a bomb with napalm!]"),
loc("Eagle Eye: [Blink to the impact ~ one shot]"),
loc("Medicine: [Fire some exploding medicine that will heal all hogs effected by the explosion]"),
loc("Sabotage: [Sabotage all hogs in the circle and deal ~10 dmg]")
}

local weaponsets = 
{
{loc("North America"),"Area: 24,709,000 km2, Population: 528,720,588",loc("Special Weapons:").."|"..loc("Shotgun")..": "..weapontexts[13].."|"..loc("Sniper Rifle")..": "..weapontexts[1].."|"..loc("Sniper Rifle")..": "..weapontexts[2],amSniperRifle,
{{amShotgun,100},{amDEagle,100},{amLaserSight,4},{amSniperRifle,100},{amCake,1},{amAirAttack,2},{amSwitch,6}}},

{loc("South America"),"Area: 17,840,000 km2, Population: 387,489,196 ",loc("Special Weapons:").."|"..loc("GasBomb")..": "..weapontexts[3],amGasBomb,
{{amBirdy,6},{amHellishBomb,1},{amBee,100},{amWhip,100},{amGasBomb,100},{amFlamethrower,100},{amNapalm,1},{amExtraDamage,2}}},

{loc("Europe"),"Area: 10,180,000 km2, Population: 739,165,030",loc("Special Weapons:").."|"..loc("Molotov")..": "..weapontexts[14],amBazooka,
{{amBazooka,100},{amGrenade,100},{amMortar,100},{amClusterBomb,5},{amMolotov,5},{amVampiric,4},{amPiano,1},{amResurrector,2},{amJetpack,2}}},

{loc("Africa"),"Area: 30,221,532 km2, Population: 1,032,532,974",loc("Special Weapons:").."|"..loc("Seduction")..": "..weapontexts[4].."|"..loc("Sticky Mine")..": "..weapontexts[11].."|"..loc("Sticky Mine")..": "..weapontexts[12],amSMine,
{{amSMine,100},{amWatermelon,1},{amDrillStrike,1},{amExtraTime,2},{amDrill,100},{amLandGun,3},{amSeduction,100}}},

{loc("Asia"),"Area: 44,579,000 km2, Population: 3,879,000,000",loc("- Will give you a parachute each turn.").."|"..loc("Special Weapons:").."|"..loc("Parachute")..": "..weapontexts[6],amRope,
{{amKamikaze,4},{amRope,100},{amFirePunch,100},{amParachute,1},{amKnife,2},{amDynamite,1}}},

{loc("Australia"),"Area:  8,468,300 km2, Population: 31,260,000",loc("Special Weapons:").."|"..loc("Baseballbat")..": "..weapontexts[5],amBaseballBat,
{{amBaseballBat,100},{amMine,100},{amLowGravity,6},{amBlowTorch,100},{amRCPlane,2},{amTardis,100}}},

{loc("Antarctica"),"Area: 14,000,000 km2, Population: ~1,000",loc("- Will give you a portalgun every second turn."),amTeleport,
{{amSnowball,4},{amTeleport,2},{amInvulnerable,6},{amPickHammer,100},{amSineGun,100},{amGirder,3},{amPortalGun,2}}},

{loc("Kerguelen"),"Area: 1,100,000 km2, Population: ~70",loc("Special Weapons:").."|"..loc("Hammer")..": "..weapontexts[7].."|"..loc("Hammer")..": "..weapontexts[8].." ("..loc("Duration")..": 2)|"..loc("Hammer")..": "..weapontexts[9].."|"..loc("Hammer")..": "..weapontexts[10].."|"..loc("Hammer")..": "..weapontexts[15],amHammer,
{{amHammer,100},{amMineStrike,2},{amBallgun,1},{amIceGun,2}}},

{loc("Zealandia"),"Area: 3,500,000 km2, Population: 4,650,000",loc("- Will Get 1-3 random weapons"),amInvulnerable,
{{amBazooka,1},{amBlowTorch,1},{amSwitch,1}}}
}

local weaponsetssounds=
{
{sndShotgunFire,sndCover},
{sndEggBreak,sndLaugh},
{sndExplosion,sndEnemyDown},
{sndMelonImpact,sndHello},
{sndRopeAttach,sndComeonthen},
{sndBaseballBat,sndNooo},
{sndSineGun,sndOops},
{sndPiano5,sndStupid},
{sndSplash,sndFirstBlood}
}

--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)
local weapons_dmg = {
	{amKamikaze, 0, 1, 0, 1, 0},
	{amSineGun, 0, 1, 0, 1, 1},
	{amBazooka, 0, 1, 0, 1, 0},
	{amMineStrike, 0, 1, 5, 1, 2},
	{amGrenade, 0, 1, 0, 1, 0},
	{amPiano, 0, 1, 5, 1, 1},
	{amClusterBomb, 0, 1, 0, 1, 0},
	{amBee, 0, 1, 0, 1, 0},
	{amShotgun, 0, 0, 0, 1, 1},
	{amMine, 0, 1, 0, 1, 0},
	{amSniperRifle, 0, 1, 0, 1, 1},
	{amDEagle, 0, 1, 0, 1, 0},
	{amDynamite, 0, 1, 5, 1, 1},
	{amFirePunch, 0, 1, 0, 1, 0},
	{amHellishBomb, 0, 1, 5, 1, 2},
	{amWhip, 0, 1, 0, 1, 0},
	{amNapalm, 0, 1, 5, 1, 2},
	{amPickHammer, 0, 1, 0, 1, 0},
	{amBaseballBat, 0, 1, 0, 1, 1},
	{amMortar, 0, 1, 0, 1, 0},
	{amCake, 0, 1, 4, 1, 2},
	{amSeduction, 0, 0, 0, 1, 0},
	{amWatermelon, 0, 1, 5, 1, 2},
	{amDrill, 0, 1, 0, 1, 0},
	{amBallgun, 0, 1, 5, 1, 2},
	{amMolotov, 0, 1, 0, 1, 0},
	{amBirdy, 0, 1, 1, 1, 1},
	{amBlowTorch, 0, 1, 0, 1, 0},
	{amRCPlane, 0, 1, 5, 1, 2},
	{amGasBomb, 0, 0, 0, 1, 0},
	{amAirAttack, 0, 1, 4, 1, 1},
	{amFlamethrower, 0, 1, 0, 1, 0},
	{amSMine, 0, 1, 0, 1, 1},
	{amHammer, 0, 1, 0, 1, 0},
	{amDrillStrike, 0, 1, 4, 1, 2},
	{amSnowball, 0, 1, 0, 1, 0}
	--{amStructure, 0, 0, 0, 1, 1}
}
local weapons_supp = {
	{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, 1},
	{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, 1},
	{amPortalGun, 0, 1, 2, 1, 1},
	{amResurrector, 0, 1, 3, 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},
	{amKnife, 0, 1, 0, 1, 0}
}

--will check after borders and stuff
function validate_weapon(hog,weapon,amount)
	if(MapHasBorder() == false or (MapHasBorder() == true and weapon ~= amAirAttack and weapon ~= amMineStrike and weapon ~= amNapalm and weapon ~= amDrillStrike and weapon ~= amPiano))
	then
		AddAmmo(hog, weapon,amount)
	end
end

--reset all weapons for a team
function cleanweps(hog)

	local i=1
	--+1 for skip +1 for freezer
	while(i<=table.maxn(weapons_supp)+table.maxn(weapons_dmg)+2)
	do
		AddAmmo(hog,i,0)
		i=i+1
	end
	
	AddAmmo(hog,amSkip,100)
end

--get the weapons from a weaponset
function load_weaponset(hog, num)
	for v,w in pairs(weaponsets[num][5]) 
	do
		validate_weapon(hog, w[1],w[2])
	end
end

--list up all weapons from the icons for each continent
function load_continent_selection(hog)
	for v,w in pairs(weaponsets) 
	do
		validate_weapon(hog, weaponsets[v][4],1)
	end
	AddAmmo(hog,amSwitch) --random continent
end

--shows the continent info
function show_continent_info(continent,time,generalinf)
	local geninftext=""
	local ns=false
	if(time==-1)
	then
		time=0
		ns=true
	end
	if(generalinf)
	then
		geninftext="| |"..loc("General information")..": |"..generalinfo
	end
	ShowMission(weaponsets[continent][1],weaponsets[continent][2],weaponsets[continent][3]..geninftext, -weaponsets[continent][4], time)
	if(ns)
	then
		HideMission()
	end
end

--will show a circle of gears (eye candy)
function visual_gear_explosion(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

--zealandia (generates weapons from the weaponinfo above
function get_random_weapon(hog)
	if(GetGearType(hog) == gtHedgehog and continent[GetHogTeamName(hog)]==9 and getTeamValue(GetHogTeamName(hog), "rand-done-turn")==nil)
	then
		cleanweps(hog)
	
		local random_weapon = 0
		local old_rand_weap = 0
		local rand_weaponset_power = 0
		
		local numberof_weapons_supp=table.maxn(weapons_supp)
		local numberof_weapons_dmg=table.maxn(weapons_dmg)
		
		local rand1=GetRandom(table.maxn(weapons_supp))+1
		local rand2=GetRandom(table.maxn(weapons_dmg))+1
		
		random_weapon = GetRandom(table.maxn(weapons_dmg))+1
		
		while(weapons_dmg[random_weapon][4]>TotalRounds)
		do
			if(random_weapon>=numberof_weapons_dmg)
			then
				random_weapon=0
			end
			random_weapon = random_weapon+1
		end
		validate_weapon(hog, weapons_dmg[random_weapon][1],1)
		rand_weaponset_power=weapons_dmg[random_weapon][6]
		old_rand_weap = random_weapon
		
		if(rand_weaponset_power <2)
		then
			random_weapon = rand1
			while(weapons_supp[random_weapon][4]>TotalRounds or rand_weaponset_power+weapons_supp[random_weapon][6]>2)
			do
				if(random_weapon>=numberof_weapons_supp)
				then
					random_weapon=0
				end
				random_weapon = random_weapon+1
			end
			validate_weapon(hog, weapons_supp[random_weapon][1],1)
			rand_weaponset_power=rand_weaponset_power+weapons_supp[random_weapon][6]
		end
		--check again if  the power is enough
		if(rand_weaponset_power <1)
		then
			random_weapon = rand2
			while(weapons_dmg[random_weapon][4]>TotalRounds or old_rand_weap == random_weapon or weapons_dmg[random_weapon][6]>0)
			do
				if(random_weapon>=numberof_weapons_dmg)
				then
					random_weapon=0
				end
				random_weapon = random_weapon+1
			end
			validate_weapon(hog, weapons_dmg[random_weapon][1],1)
		end
			
		setTeamValue(GetHogTeamName(hog), "rand-done-turn", true)
	end
end

--this will take that hogs settings for the weapons and add them
function setweapons()

	cleanweps(CurrentHedgehog)
	load_weaponset(CurrentHedgehog,continent[GetHogTeamName(CurrentHedgehog)])
	
	visualstuff=AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog)-5, vgtDust,0, false)
	v1, v2, v3, v4, v5, v6, v7, v8, v9, v10 = GetVisualGearValues(visualstuff)
	SetVisualGearValues(visualstuff, v1, v2, v3, v4, v5, v6, v7, 2, v9, GetClanColor(GetHogClan(CurrentHedgehog)))
	
	show_continent_info(continent[GetHogTeamName(CurrentHedgehog)],0,false)
end

--show health tag (will mostly be used when a hog is damaged)
function show_damage_tag(hog,damage)
	healthtag=AddVisualGear(GetX(hog), GetY(hog), vgtHealthTag, damage, false)
	v1, v2, v3, v4, v5, v6, v7, v8, v9, v10 = GetVisualGearValues(healthtag)
	SetVisualGearValues(healthtag, v1, v2, v3, v4, v5, v6, v7, v8, v9, GetClanColor(GetHogClan(hog)))
end

--will use int_sqrt
function fire_gear(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

--==========================run throw all hog/gear weapons ==========================
--will check if the mine is nicely placed 
function weapon_aust_check(hog)
	if(GetGearType(hog) == gtHedgehog)
	then
		if(gearIsInCircle(hog,GetX(CurrentHedgehog), GetY(CurrentHedgehog), 50, false)==true and hog ~= CurrentHedgehog)
		then
			temp_val=1
		end
	end
end

--african special on sedunction
function weapon_duststorm(hog)
	if(GetGearType(hog) == gtHedgehog)
	then
		local dmg=15
		if(gearIsInCircle(hog,GetX(CurrentHedgehog), GetY(CurrentHedgehog), 250, false)==true and GetHogClan(hog) ~= GetHogClan(CurrentHedgehog))
		then
			if(GetHealth(hog) > dmg)
			then
				temp_val=temp_val+div(dmg*VampOn,100)
				SetHealth(hog, GetHealth(hog)-dmg)
			else
				temp_val=temp_val+div(GetHealth(hog)*VampOn,100)
				SetHealth(hog, 0)
			end
			show_damage_tag(hog,dmg)
		end
	end
end

--kerguelen special on structure 
function weapon_scream_walrus(hog)
	if(GetGearType(hog) == gtHedgehog)
	then
		if(gearIsInCircle(hog,GetX(CurrentHedgehog), GetY(CurrentHedgehog), 120, false)==true and GetHogClan(hog) ~= GetHogClan(CurrentHedgehog))
		then
			if(GetHealth(hog)>(20+GetHealth(CurrentHedgehog)*0.1))
			then
				temp_val=temp_val+10+(GetHealth(CurrentHedgehog)*0.05)+div((20+GetHealth(CurrentHedgehog)*0.1)*VampOn,100)
				SetHealth(hog, GetHealth(hog)-(20+GetHealth(CurrentHedgehog)*0.1))
			else
				temp_val=temp_val+(GetHealth(hog)*0.5)+(GetHealth(CurrentHedgehog)*0.05)+div((GetHealth(hog)+(GetHealth(CurrentHedgehog)*0.1))*VampOn,100)
				SetHealth(hog, 0)
			end
			show_damage_tag(hog,(20+GetHealth(CurrentHedgehog)*0.1))
			AddVisualGear(GetX(hog), GetY(hog), vgtExplosion, 0, false)
			AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), vgtSmokeWhite, 0, false)
		end
	end
end

--kerguelen special swap hog
function weapon_swap_kerg(hog)
	if(GetGearType(hog) == gtHedgehog)
	then
		if(kergulenSpecial ~= -1 and GetHogClan(hog) ~= GetHogClan(CurrentHedgehog) and gearIsInCircle(hog,GetX(CurrentHedgehog), GetY(CurrentHedgehog), 450, false))
		then
			local thisX=GetX(CurrentHedgehog)
			local thisY=GetY(CurrentHedgehog)
			SetGearPosition(CurrentHedgehog, GetX(hog), GetY(hog))
			SetGearPosition(hog, thisX, thisY)
			kergulenSpecial=-1
		end
	end
end

--kerguelen special on structure
function weapon_flare(hog)
	if(GetGearType(hog) == gtHedgehog)
	then
		if(GetHogClan(hog) ~= GetHogClan(CurrentHedgehog) and gearIsInCircle(hog,GetX(CurrentHedgehog), GetY(CurrentHedgehog), 45, false))
		then
			if(GetX(hog)<=GetX(CurrentHedgehog))
			then
				dirker=1
			else
				dirker=-1
			end
			AddVisualGear(GetX(hog), GetY(hog), vgtFire, 0, false)
			SetGearPosition(CurrentHedgehog, GetX(CurrentHedgehog), GetY(CurrentHedgehog)-5)
			SetGearVelocity(CurrentHedgehog, 100000*dirker, -300000)
			AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog)-20, gtCluster, 0, -10000*dirker, -1000000, 35)
			PlaySound(sndHellishImpact2)
		end
	end
end

--kerguelen special will apply sabotage
function weapon_sabotage(hog)
	if(GetGearType(hog) == gtHedgehog)
	then
		if(GetHogClan(hog) ~= GetHogClan(CurrentHedgehog) and gearIsInCircle(hog,GetX(CurrentHedgehog), GetY(CurrentHedgehog), 100, false))
		then
			disable_moving[hog]=true
			AddGear(GetX(hog), GetY(hog), gtCluster, 0, 0, 0, 10)
			PlaySound(sndNooo,hog)
		end
	end
end

--south american special (used fire gear)
function weapon_anno_south(hog)
	local power_radius_outer=230
	local power_radius_inner=45
	local power_sa=500000
	local hypo=0
	if(gearIsInCircle(hog,GetX(temp_val), GetY(temp_val), power_radius_outer, false) and gearIsInCircle(hog,GetX(temp_val), GetY(temp_val), power_radius_inner, false)==false)
	then
		if(hog == CurrentHedgehog)
		then
			SetState(CurrentHedgehog, gstMoving)
		end
		SetGearPosition(hog, GetX(hog),GetY(hog)-3)
		hypo=norm(math.abs(GetX(hog)-GetX(temp_val)),math.abs(GetY(hog)-GetY(temp_val)))
		SetGearVelocity(hog, div((power_radius_outer-hypo)*power_sa*positive(GetX(hog)-GetX(temp_val)),power_radius_outer), div((power_radius_outer-hypo)*power_sa*positive(GetY(hog)-GetY(temp_val)),power_radius_outer))
	end
end

--first part on kerguelen special (lonely cries)
function weapon_cries_a(hog)
	if(GetGearType(hog) == gtHedgehog and hog ~= CurrentHedgehog and gearIsInCircle(hog,GetX(CurrentHedgehog), GetY(CurrentHedgehog), 500, false))
	then
		kergulenSpecial=-1
	end
end

--second part on kerguelen special (lonely cries)
function weapon_cries_b(hog)
	if(GetGearType(hog) == gtHedgehog)
	then
		local dmg=7
		if(GetHogClan(hog) ~= GetHogClan(CurrentHedgehog))
		then
			if(GetHealth(hog) > dmg)
			then
				temp_val=temp_val+div(dmg*VampOn,100)
				SetHealth(hog, GetHealth(hog)-dmg)
			else
				temp_val=temp_val+div(GetHealth(hog)*VampOn,100)
				SetHealth(hog, 0)
			end
			show_damage_tag(hog,dmg)
			AddVisualGear(GetX(hog), GetY(hog)-30, vgtEvilTrace, 0, false)
		end
	end
end

--north american special on sniper
function weapon_lipstick(hog)
	if(GetGearType(hog) == gtHedgehog)
	then
		if(gearIsInCircle(temp_val,GetX(hog), GetY(hog), 20, false))
		then
			SetEffect(hog, hePoisoned, 1)
			PlaySound(sndBump)
		end
	end
end

--european special on molotov (used fire gear)
function weapon_health(hog)
	if(GetGearType(hog) == gtHedgehog)
	then
		if(gearIsInCircle(temp_val,GetX(hog), GetY(hog), 100, false))
		then
			SetHealth(hog, GetHealth(hog)+25)
			SetEffect(hog, hePoisoned, false)
		end
	end
end
--============================================================================

--set each weapons settings
function onAmmoStoreInit()

	SetAmmo(amSkip, 9, 0, 0, 0)
	
	for v,w in pairs(weapons_dmg) 
	do
		SetAmmo(w[1], w[2], w[3], w[4], w[5])
	end
	
	for v,w in pairs(weapons_supp) 
	do
		SetAmmo(w[1], w[2], w[3], w[4], w[5])
	end
end

function onGameStart()
	--trackTeams()

	ShowMission(loc("Continental supplies").." 1.1c",loc("Let a Continent provide your weapons!"),
	loc(generalinfo), -amLowGravity, 0)
end

--what happen when a turn starts
function onNewTurn()
	
	--will refresh the info on each tab weapon
	australianSpecial=true
	asianSpecial=false
	austmine=nil
	africanSpecial=0
	samericanSpecial=false
	africaspecial2=0
	kergulenSpecial=1
	namericanSpecial=1
	asianflame=0
	shotgun_s=false
	sniper_s_in_use=false
	europe_s=0
	VampOn=0
	
	temp_val=0
	
	--for sabotage
	disallowattack=0
	if(disable_moving[CurrentHedgehog]==true)
	then
		disableoffsetai=GetHogLevel(CurrentHedgehog)
	end
	
	--when all hogs are "placed"
	if(GetCurAmmoType()~=amTeleport)
	then
		--will run once when the game really starts (after placing hogs and so on
		if(teams_ok[GetHogTeamName(CurrentHedgehog)] == nil)
		then
			disable_moving[CurrentHedgehog]=false
			AddCaption("["..loc("Select continent!").."]")
			load_continent_selection(CurrentHedgehog)
			continent[GetHogTeamName(CurrentHedgehog)]=0
			swapweps=true
			teams_ok[GetHogTeamName(CurrentHedgehog)] = 2
		else
			--if its not the initialization turn
			swapweps=false
			if(continent[GetHogTeamName(CurrentHedgehog)]==0)
			then
				continent[GetHogTeamName(CurrentHedgehog)]=GetRandom(table.maxn(weaponsets))+1
				setweapons()
			end
			show_continent_info(continent[GetHogTeamName(CurrentHedgehog)],-1,true)
			
			--give zeelandia-teams new weapons so they can plan for the next turn
			runOnGears(get_random_weapon)
			
			--some specials for some continents (temp_val is from get random weapons)
			if(continent[GetHogTeamName(CurrentHedgehog)]==9)
			then
				setTeamValue(GetHogTeamName(CurrentHedgehog), "rand-done-turn", nil)
			elseif(continent[GetHogTeamName(CurrentHedgehog)]==7)
			then
				if(getTeamValue(GetHogTeamName(CurrentHedgehog), "Antarctica-turntick")==nil)
				then
					setTeamValue(GetHogTeamName(CurrentHedgehog), "Antarctica-turntick", 1)
				end
				
				if(getTeamValue(GetHogTeamName(CurrentHedgehog), "Antarctica-turntick")>=2)
				then
					AddAmmo(CurrentHedgehog,amPortalGun)
					setTeamValue(GetHogTeamName(CurrentHedgehog), "Antarctica-turntick", 0)
				end
				setTeamValue(GetHogTeamName(CurrentHedgehog), "Antarctica-turntick", getTeamValue(GetHogTeamName(CurrentHedgehog), "Antarctica-turntick")+1)
				
			elseif(continent[GetHogTeamName(CurrentHedgehog)]==5)
			then
				AddAmmo(CurrentHedgehog,amParachute)
			end
		end
	end
end

--what happens when you press "tab" (common button)
function onSwitch()
	
	--place mine (australia)
	if(GetCurAmmoType() == amBaseballBat and australianSpecial==true)
	then
		temp_val=0
		runOnGears(weapon_aust_check)
		
		if(temp_val==0)
		then
			austmine=AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog)+5, gtMine, 0, 0, 0, 0)
			SetHealth(austmine, 100)
			SetTimer(austmine, 1000)
			australianSpecial=false
			swapweps=false
		else
			PlaySound(sndDenied)
		end
	end
	
	--Asian special
	if(asianSpecial==false and inpara~=false)
	then
		asiabomb=AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog)+3, gtSnowball, 0, 0, 0, 0)
		SetGearMessage(asiabomb, 1)
		asianSpecial=true
		swapweps=false
	end
	
	--africa
	if(GetCurAmmoType() == amSeduction)
	then
		if(africanSpecial==0)
		then
			africanSpecial = 1
			AddCaption(weapontexts[4])
		else
			africanSpecial = 0
			AddCaption(loc("NORMAL"))
		end
	end
	--south america
	if(GetCurAmmoType() == amGasBomb)
	then
		if(samericanSpecial==false)
		then
			samericanSpecial = true
			AddCaption(weapontexts[3])
		else
			samericanSpecial = false
			AddCaption(loc("NORMAL"))
		end
	end
	--africa
	if(GetCurAmmoType() == amSMine)
	then
		if(africaspecial2==0)
		then
			africaspecial2 = 1
			AddCaption(weapontexts[11])
		elseif(africaspecial2 == 1)
		then
			africaspecial2 = 2
			AddCaption(weapontexts[12])
		elseif(africaspecial2 == 2)
		then
			africaspecial2 = 0
			AddCaption(loc("NORMAL"))
		end
	end
	
	--north america (sniper)
	if(GetCurAmmoType() == amSniperRifle and sniper_s_in_use==false)
	then
		if(namericanSpecial==3)
		then
			namericanSpecial = 1
			AddCaption(loc("NORMAL"))
		elseif(namericanSpecial==1)
		then
			namericanSpecial = 2
			AddCaption("#"..weapontexts[1])
		elseif(namericanSpecial==2)
		then
			namericanSpecial = 3
			AddCaption("##"..weapontexts[2])
		end
	end
	
	--north america (shotgun)
	if(GetCurAmmoType() == amShotgun and shotgun_s~=nil)
	then
		if(shotgun_s==false)
		then
			shotgun_s = true
			AddCaption(weapontexts[13])
		else
			shotgun_s = false
			AddCaption(loc("NORMAL"))
		end
	end
	
	--europe
	if(GetCurAmmoType() == amMolotov)
	then
		if(europe_s==0)
		then
			europe_s = 1
			AddCaption(weapontexts[14])
		else
			europe_s = 0
			AddCaption(loc("NORMAL"))
		end
	end
	
	--swap forward in the weaponmenu (1.0 style)
	if(swapweps==true and (GetCurAmmoType() == amSkip or GetCurAmmoType() == amNothing))
	then
		continent[GetHogTeamName(CurrentHedgehog)]=continent[GetHogTeamName(CurrentHedgehog)]+1
		
		if(continent[GetHogTeamName(CurrentHedgehog)]> table.maxn(weaponsets))
		then
			continent[GetHogTeamName(CurrentHedgehog)]=1
		end
		setweapons()
	end
	
	--kerguelen
	if(GetCurAmmoType() == amHammer)
	then
		if(kergulenSpecial==6)
		then
			kergulenSpecial = 1
			AddCaption("Normal")
		elseif(kergulenSpecial==1)
		then
			kergulenSpecial = 2
			AddCaption("#"..weapontexts[7])
		elseif(kergulenSpecial==2 and TotalRounds>=1)
		then
			kergulenSpecial = 3
			AddCaption("##"..weapontexts[8])
		elseif(kergulenSpecial==3 or (kergulenSpecial==2 and TotalRounds<1))
		then
			kergulenSpecial = 4
			AddCaption("###"..weapontexts[9])
		elseif(kergulenSpecial==4)
		then
			kergulenSpecial = 5
			AddCaption("####"..weapontexts[10])
		elseif(kergulenSpecial==5)
		then
			kergulenSpecial = 6
			AddCaption("#####"..weapontexts[15])
		end
	end
end

function onPrecise()
	--swap backwards in the weaponmenu (1.0 style)
	if(swapweps==true and (GetCurAmmoType() == amSkip or GetCurAmmoType() == amNothing))
	then
		continent[GetHogTeamName(CurrentHedgehog)]=continent[GetHogTeamName(CurrentHedgehog)]-1
		
		if(continent[GetHogTeamName(CurrentHedgehog)]<=0)
		then
			continent[GetHogTeamName(CurrentHedgehog)]=9
		end
		setweapons()
	end
end

function onGameTick20()
	--if you picked a weaponset from the weaponmenu (icon)
	if(continent[GetHogTeamName(CurrentHedgehog)]==0)
	then
		if(GetCurAmmoType()==amSwitch)
		then
			continent[GetHogTeamName(CurrentHedgehog)]=GetRandom(table.maxn(weaponsets))+1
			setweapons()
			PlaySound(sndMineTick)
		else
			for v,w in pairs(weaponsets) 
			do
				if(GetCurAmmoType()==weaponsets[v][4])
				then
					continent[GetHogTeamName(CurrentHedgehog)]=v
					setweapons()
					PlaySound(weaponsetssounds[v][1])
					PlaySound(weaponsetssounds[v][2],CurrentHedgehog)
				end
			end
		end
	end
	
	--show the kerguelen ring
	if(kergulenSpecial > 1 and GetCurAmmoType() == amHammer)
	then
		if(visualcircle==nil)
		then
			visualcircle=AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), vgtCircle, 0, false)
		end
		
		if(kergulenSpecial == 2) --walrus scream
		then
			SetVisualGearValues(visualcircle, GetX(CurrentHedgehog), GetY(CurrentHedgehog),20, 200, 0, 0, 100, 120, 4, 0xff0000ee)
		elseif(kergulenSpecial == 3) --swap hog
		then
			SetVisualGearValues(visualcircle, GetX(CurrentHedgehog), GetY(CurrentHedgehog),20, 200, 0, 0, 100, 450, 3, 0xffff00ee)
		elseif(kergulenSpecial == 4) --flare
		then
			SetVisualGearValues(visualcircle, GetX(CurrentHedgehog), GetY(CurrentHedgehog),20, 200, 0, 0, 100, 45, 6, 0x00ff00ee)
		elseif(kergulenSpecial == 5) --cries
		then
			SetVisualGearValues(visualcircle, GetX(CurrentHedgehog), GetY(CurrentHedgehog),20, 200, 0, 0, 100, 500, 1, 0x0000ffee)
		elseif(kergulenSpecial == 6) --sabotage
		then
			SetVisualGearValues(visualcircle, GetX(CurrentHedgehog), GetY(CurrentHedgehog),20, 200, 0, 0, 100, 100, 10, 0xeeeeeeee)
		end
	
	elseif(visualcircle~=nil)
	then
		DeleteVisualGear(visualcircle)
		visualcircle=nil
	end
	
	--sabotage
	if(disable_moving[CurrentHedgehog]==true)
	then
	
		if(TurnTimeLeft<=150)
		then
			disable_moving[CurrentHedgehog]=false
			SetHogLevel(CurrentHedgehog,disableoffsetai)
			onsabotageai=false
		elseif(disallowattack>=15 and disallowattack >= 20)
		then
			disallowattack=0
			onsabotageai=true
			SetHogLevel(CurrentHedgehog,1)
			AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), vgtSmokeWhite, 0, false)
		elseif(onsabotageai==true)
		then
			SetHogLevel(CurrentHedgehog,disableoffsetai)
			onsabotageai=false
		else
			disallowattack=disallowattack+1
		end
	
	end
	
end

--if you used hogswitch or any similar weapon, dont enable any weaponchange
function onAttack()
	swapweps=false
	
	--african special
	if(africanSpecial == 1 and GetCurAmmoType() == amSeduction)
	then
		SetState(CurrentHedgehog, gstAttacked)
		
		temp_val=0
		runOnGears(weapon_duststorm)
		SetHealth(CurrentHedgehog, GetHealth(CurrentHedgehog)+temp_val)

		--visual stuff
		visual_gear_explosion(250,GetX(CurrentHedgehog), GetY(CurrentHedgehog),vgtSmoke,vgtSmokeWhite)
		PlaySound(sndParachute)

	--Kerguelen specials
	elseif(GetCurAmmoType() == amHammer and kergulenSpecial > 1)
	then
		SetState(CurrentHedgehog, gstAttacked)
		--scream
		if(kergulenSpecial == 2)
		then
			temp_val=0
			runOnGears(weapon_scream_walrus)
			SetHealth(CurrentHedgehog, GetHealth(CurrentHedgehog)+temp_val)
			PlaySound(sndHellish)
		
		--swap
		elseif(kergulenSpecial == 3 and TotalRounds>=1)
		then
			runOnGears(weapon_swap_kerg)
			PlaySound(sndPiano3)
			
		--flare
		elseif(kergulenSpecial == 4)
		then
			runOnGears(weapon_flare)
			PlaySound(sndThrowRelease)
			AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), vgtSmokeWhite, 0, false)
			AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog)-20, gtCluster, 0, 0, -1000000, 34)
		
		--cries
		elseif(kergulenSpecial == 5)
		then
			runOnGears(weapon_cries_a)
			if(kergulenSpecial~=-1)
			then
				AddGear(0, 0, gtWaterUp, 0, 0,0,0)
				PlaySound(sndWarp)
				PlaySound(sndMolotov)
				
				temp_val=0
				runOnGears(weapon_cries_b)
				SetHealth(CurrentHedgehog, GetHealth(CurrentHedgehog)+temp_val)
			else
				HogSay(CurrentHedgehog, loc("Hogs in sight!"), SAY_SAY)
			end
		
		--sabotage
		elseif(kergulenSpecial == 6)
		then
			runOnGears(weapon_sabotage)
		end
		DeleteVisualGear(visualcircle)
		visualcircle=nil
		
	elseif(GetCurAmmoType() == amVampiric)
	then
		VampOn=75
	end
	--Australian special
	if(GetGearType(austmine) == gtMine and austmine ~= nil)
	then
		temp_val=0
		runOnGears(weapon_aust_check)
		
		if(gearIsInCircle(austmine,GetX(CurrentHedgehog), GetY(CurrentHedgehog), 30, false)==false or temp_val==1)
		then
			AddVisualGear(GetX(austmine), GetY(austmine), vgtDust, 0, false)
			DeleteGear(austmine)
			PlaySound(sndDenied)
		end
		
		austmine=nil
	end
	
	--stop sabotage (avoiding a bug)
	if(disable_moving[CurrentHedgehog]==true)
	then
		disable_moving[CurrentHedgehog]=false
		onsabotageai=false
		SetHogLevel(CurrentHedgehog,disableoffsetai)
	end
	
	australianSpecial=false
end

function onGearAdd(gearUid)
	swapweps=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 samericanSpecial == true)
	then
		DeleteGear(gearUid)

	elseif(GetGearType(gearUid)==gtSMine)
	then
		vx,vy=GetGearVelocity(gearUid)
		if(africaspecial2 == 1)
		then
			SetState(CurrentHedgehog, gstHHDriven+gstMoving)
			SetGearPosition(CurrentHedgehog, GetX(CurrentHedgehog),GetY(CurrentHedgehog)-3)
			SetGearVelocity(CurrentHedgehog, vx, vy)
			DeleteGear(gearUid)
			
		elseif(africaspecial2 == 2)
		then
			fire_gear(CurrentHedgehog,gtNapalmBomb, vx, vy, 0)
			DeleteGear(gearUid)
		end

	elseif(GetGearType(gearUid)==gtSniperRifleShot)
	then
		sniper_s_in_use=true
		if(namericanSpecial~=1)
		then
			SetHealth(gearUid, 1)
		end

	elseif(GetGearType(gearUid)==gtShotgunShot)
	then
		if(shotgun_s==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)
		else
			shotgun_s=nil
		end
		
	elseif(GetGearType(gearUid)==gtMolotov and europe_s==1)
	then
		vx,vy=GetGearVelocity(gearUid)
		e_health=fire_gear(CurrentHedgehog,gtCluster, vx, vy, 1)
		SetGearMessage(e_health, 2)
		DeleteGear(gearUid)
		
	elseif(GetGearType(gearUid)==gtParachute)
	then
		inpara=gearUid
	end
end

function onGearDelete(gearUid)

	if(GetGearType(gearUid) == gtHedgehog or GetGearType(gearUid) == gtMine or GetGearType(gearUid) == gtExplosives) 
	then
		trackDeletion(gearUid)
	end
	
	--north american lipstick
	if(GetGearType(gearUid)==gtSniperRifleShot )
	then
		sniper_s_in_use=false
		if(namericanSpecial==2)
		then
			temp_val=gearUid
			runOnGears(weapon_lipstick)
			
		elseif(namericanSpecial==3)
		then
			AddVisualGear(GetX(gearUid), GetY(gearUid), vgtExplosion, 0, false)
			
			pinata=AddGear(GetX(gearUid), GetY(gearUid), gtCluster, 0, 0, 0, 5)
			SetGearMessage(pinata,1)
		end
		
	--north american pinata
	elseif(GetGearType(gearUid)==gtCluster and GetGearMessage(gearUid)==1 and namericanSpecial==3)
	then
		AddGear(GetX(gearUid), GetY(gearUid), gtCluster, 0, 0, 0, 20)
	
	--north american eagle eye
	elseif(GetGearType(gearUid)==gtShotgunShot and shotgun_s==true)
	then
		SetState(CurrentHedgehog, gstMoving)
		SetGearPosition(CurrentHedgehog, GetX(gearUid), GetY(gearUid)+7)
		PlaySound(sndWarp)

	--south american special
	elseif(GetGearType(gearUid)==gtGasBomb and samericanSpecial == true)
	then
		temp_val=gearUid
		runOnGears(weapon_anno_south)
		AddVisualGear(GetX(gearUid), GetY(gearUid), vgtExplosion, 0, false)
	
	--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
		temp_val=gearUid
		runOnGears(weapon_health)
		visual_gear_explosion(100,GetX(gearUid), GetY(gearUid),vgtSmokeWhite,vgtSmokeWhite)
		AddVisualGear(GetX(gearUid), GetY(gearUid), vgtExplosion, 0, false)
		PlaySound(sndGraveImpact)
	
	--asia (using para)
	elseif(GetGearType(gearUid)==gtParachute)
	then
		inpara=false
	end
end
--[[
sources (populations & area):
Wikipedia
Own calculations
if you think they are wrong, then please tell me :)
]]