---------------------------------------------------------------
--- HEDGE EDITOR 0.9 (for use with Hedgewars 0.9.22 and up)
---------------------------------------------------------------
-- a horrible mission editor by mikade
-- place gears like a boss
-- feel free to shower me with your adoration and/or hate mail
-- more info can be found at http://hedgewars.org/HedgeEditor
-- special thanks to nemo, unC0Rr, sheepluva and koda for their assistance
---------------------------------------
-- GETTING STARTED (for best results!)
---------------------------------------
-- create a weaponset that has NO DELAYS on any weapons, and that gives you 1 ammo per crate
-- (optional) copy GameLogExtractor.html, jquery-1.js
-- into your Documents/Hedgewars/Logs folder
-- (optional) copy hwpmapconverter somewhere easily accessible
-- (optional) profit??
---------------------------------------
-- CORE FEATURES as of latest version
---------------------------------------
-- togglable help (press PRECISE + 1, while you have a tool (e.g. airstrike) selected)
-- you can also the set the ScriptParameter in scheme, e.g: helpDisabled="true"
-- place girders, rubberbands and custom sprites anywhere on the map.
-- the above objects may be destructible, indestructible, icy, or bouncy.
-- place mines, sticky mines, air mines, barrels, weapon crates, utility crates,
-- health crates, targets, and cleavers anywhere on the map.
-- select, reposition, modify, or delete placed objects.
-- read in data from a previously generated map and allow the map to be edited/saved again
-- contextual cursor and menu graphics
-- placement sounds that are slightly more soothing
-- meaningless version number
-- extra whitespace
-- fewer capital letters than ideal
-- upon saving, all level data will be output to logs/game0.log.
-- game0.log also includes a lot of other data so if you only want to see the relevant lines of code
-- you can use GameLogExtractor.html to extract and prune the log into a cleaner form of data,
-- specifically: either as an automagically generated template mission, just core data, or hwmap points.
-- from there, please copy and paste any lines relevant to your interest into an existing
-- (or totally empty!) script and edit them according to taste.
--------------------------
-- MODE SPECIFIC SUPPORT
--------------------------
-- FOR CUSTOM MISSIONS/CAMPAIGN LEVELS:
-- the names/hats/flags/voices/graves of any teams/hogs that you use to play this script can be saved,
-- as can (most of) the settings from your scheme and weapons selection.
-- HOWEVER, you can also use the 'hog identity' tool to give hogs preset names/hats/weapons/health
-- or use the 'team identity' tool to give an entire team themed names/hats.
-- give hogs differing health by using the health modification tool
-- create goals by tagging gears with victory/defeat/collection markers (somewhat implemented)
-- flavor text, as well as victory/defeat conditions will be generated based on these tags.
-- SHOPPA BALANCE / CONSTRUCTION MODE (partial and/or possibly decremented):
-- Press 1-5 while repositioning hogs with the reposition tool to assign them (their position) a rank.
-- This value will be expressed as a colour that is intended to represent how "good" or "bad"
-- a position on the map is. These ranks/points will be output along with other game data to game0.log
-- This data could be pasted into the ShoppaBalance script to create balances for additional maps.
-- TECH RACER / HEDGE EDITOR / POINT INTERPRETER:
-- place/remove waypoints/special points
-- use the ScriptParameter in the frontend scheme editor to set additional options, e.g.
-- ufoFuel=1000 (Flying Saucer will start with half the normal fuel. A value of 2000 is infinite fuel)
-- portalDistance=15 (This is the distance portals can travel before fizzling)
-- m=3 (load a particular map from the map library of Data/Scripts/TechMaps
-- helpDisabled="true" (the help pop-up overlay will be disabled by default)
-- when saving data, points for conversion to HWMAP are also generated and placed inside block comments.
-- copy paste/these points at the START of a converted HWMAP and then convert the map back to HWMAP format.
-- following the above procedure it is then possible to load the map in frontend and play it using a
-- script like TechRacer (or HedgeEditor itself) that can interpret the points using InterpretPoints()
---------------------------------------
-- DISCLAIMER
---------------------------------------
-- well, I really just made this for myself, so it's usage might be a little complicated for others.
-- it also probably has a million errors, and has grown rather bloated over time due to the addition of
-- more and more features that my initial design didn't take into account.
-- anyway, I've tried to make it more user-friendly by including more comments and gradually adding
-- some basic guidelines such as those listed above, and also the in-game Help displays for each tool.
-----------------------------------------
-- GIANT "TO DO" LIST / OTHER NOTES
-----------------------------------------
-- try to prune waypoint list and portal/ufo fuel in the mission template
-- for gamelog extractor
-- I should probably check if there are tagged gears on save
-- and if there are enable gfOneClanMode so that user can't
-- just destroy all hogs to win map.
-- (what happens if we lose all our hogs?)
-- I might be able to make the flavor text even better (assassinate hogName) by
-- checking if there is only 1 hog, etc.
-- possibly try show landflag addcaption constantly like we do for superdelete when
-- using girders / rubbers.
-- check to what extent hog info is preserved on saving (does health/weps really save correctly?)
-- atm I think it's only for missions so I don't think it is preserved in core data
-- check if we lose a mission when the enemy collects our crate (we should)
-- How about a weapons profile tool that is used with team ammo
-- and then hog identity tool would only be available if gfPerHogAmmo is set
-- INVESTIGATE when you can bother to do so
-- is airmine still missing anywhere, e.g. the weplist generated FOR THE TEMPLATE SCRIPT
-- [high] waypoints don't reload yet
-- [high] add missing weps/utils/gears as they appear
-- some gameflags and settings are probably missing, too (diff border types etc)
-- some themes are also probably missing: cake, hoggywood?
-- the ongameinit stuff is probaably missing something akin to numAirMines
-- and also probably scriptParam and gravity etc.
-- [med] add a limited form of save/load within level before mass-output
-- [med] rework gameflag handling to use the newer API methods (done?)
-- [med] maybe incorporate portal effects / ufo tracking into the template generated script if
-- you want the missions to use it
-- [med] improve ammo handling (if possible, take more scheme settings into account)
-- also be sure to generate wep data so crates don't have 0 in them (done?)
-- [low] match the user picked color to the color array
-- [low] break up the division of labor of the tools into airstrike, minestrike, napalm, etc.
--[[
girder = "Girder Placement Mode",
rubber = "Rubber Placement Mode",
airstrike = (target sprite) (gear placement)
"Mine Placement Mode",
"Sticky Mine Placement Mode",
"Air Mine Placement Mode",
"Barrel Placement Mode",
"Target Placement Mode",
"Cleaver Placement Mode",
drillstrike = crate sprite (crate placement mode)
"Health Crate Placement Mode",
"Weapon Crate Placement Mode",
"Utility Crate Placement Mode",
napalm = arrow sprite (selection/modification/deletion mode)
"Repositioning Mode", -- also include a delete
"Goal Mode",
"Hog Identity Mode",
"Team Identity Mode",
"Health Modification Mode",
"Sprite Testing Mode",
"Sprite Modification Mode",
"Sprite Placement Mode",
"Waypoint Mode"
}]]
-- [low] improve support for ShoppaBalance and ConstructionMode, see ranking)
-- [low] consider combining landflags
-- [low] periodically rework the code to make it less terrible (hahahahahaha!)
-- [low] eventually incorporate scripted structures into the editor / mission mode
-- [low] some kind of support for single team training missions
-- we could possibly add gfOneClanMode and kill the other team we're playing with?
-- [never?] set all actors to heresurrectible (why did I want this?)
-- [never?] more detailed goal tagging and multi-stage triggers
-- [never?] theoretically might be possible to create forts (and other grouped objects)
-- that can be mirrored and generated/placed in a big enough space
-- [never?] add a pulsing glow thing for sprites you have selected,
-- kind of like the invaders in SpaceInvader (currently they are just displayed as purple)
-- [never?] add the thing that would be useful for this editor, but that others might use to cheat
-- [never?] improve "illegal" placement detection (pretty sure should just let people do what they want)
-- [never?] add GUIs for editing ammo, init settings, additional gear attributes
-- perhaps using precise with timer to enable/disable certain features
--[[ gui menu ideas that have long since been abandoned
INITIALISATION MENU
--gameFlags, etc
Map
Theme
TurnTime
Explosives
MinesNum
CaseFreq
Delay
HealthCaseProb
HealthCaseAmount
DamagePercent
MinesTime
MineDudPercent
SuddenDeathTurns
WaterRise
HealthDecrease
HOG MENU
health
name (can be randomly generated from the list of hog names already in localisation)
poisoned (true/false)
hat
hog level?
TEAM MENU
name (can be randomly generated as above?) should there be an array of teams with an array of names
colour
grave
fort
voicepack
flag
-- this below stuff is less important
STICKY MINE MENU
timer?
MINE MENU
timer / dud
MEDKIT MENU / EXPLOSIVE MENU
health amount
WEP AND UTIL CRATE MENU
contents
----------------------------------------
-- MAP IDEAS
----------------------------------------
-- try to create a portal race (limit portal distance)
-- for portal race, include barriers that you need to drill shoot through to get lazer site crates
-- try make a map that uses sinegun to jump between bouncy boxes (not easy until we get better control over landflags)
-- how about a mission where you have to trap / freeze all the enemy hogs
-- and aren't allowed to kill them?
-- can set it on the islands map.
-- landgun
-- girder
-- mudball
-- hammer
-- seduction? (call a hog who has firepunch into a ditch
-- icegun (do this so you can freeze guys in an area and then blowtorch/explode an obstacle)
-- jump across a bridge that has been mined and then bat the enemy to the other side.
-- possibly the same as part of the above, possibly different, what about a heist mission
-- the objective is to steal 3 enemy crates
-- the first one you have to fall through an invul tunnel of sticky mines and then parachute.
-- the second one you have to drill rocket / portal.
-- the third one you have to underwater ufo into, but only after opening it up with an underwater bee.
]]
---------------------------------------------------------
-- HEDGE EDITOR, SCRIPT BEGINS (Hey yo, it's about time)
---------------------------------------------------------
-- Tell other scripts that we exist
HedgeEditor = true
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Tracker.lua")
HedgewarsScriptLoad("/Scripts/Params.lua")
HedgewarsScriptLoad("/Scripts/TechMaps.lua")
-- experimental crap
--local destroyMap = false
-----------------------------------------
-- tracking vars for save/load purposes
-----------------------------------------
local teamCounter = 0
local lastRecordedTeam = ""
local hhs = {}
local waypointList = {}
local girderList = {}
local rubberList = {}
local spriteList = {}
local mineList = {}
local sMineList = {}
local airMineList = {}
local targetList = {}
local knifeList = {}
local explosivesList = {}
local healthCrateList = {}
local wepCrateList = {}
local utilCrateList = {}
local hogDataList = {}
local AIHogDataList = {}
local hFlagList = {}
local previewDataList = {}
local shoppaPointList = {}
local shoppaPX = {}
local shoppaPY = {}
local shoppaPR = {}
---------------------------------
-- crates are made of this stuff
---------------------------------
local atkArray =
{
{amBazooka, "amBazooka", 2, loc("Bazooka")},
{amBee, "amBee", 3, loc("Homing Bee")},
{amMortar, "amMortar", 21, loc("Mortar")},
{amDrill, "amDrill", 28, loc("Drill Rocket")},
{amSnowball, "amSnowball", 50, loc("Mudball")},
{amGrenade, "amGrenade", 0, loc("Grenade")},
{amClusterBomb, "amClusterBomb", 1, loc("Cluster Bomb")},
{amMolotov, "amMolotov", 39, loc("Molotov Cocktail")},
{amWatermelon, "amWatermelon", 25, loc("Watermelon Bomb")},
{amHellishBomb, "amHellishBomb", 26, loc("Hellish Handgrenade")},
{amGasBomb, "amGasBomb", 43, loc("Limburger")},
{amShotgun, "amShotgun", 4, loc("Shotgun")},
{amDEagle, "amDEagle", 9, loc("Desert Eagle")},
{amFlamethrower,"amFlamethrower", 45, loc("Flamethrower")},
{amSniperRifle, "amSniperRifle", 37, loc("Sniper Rifle")},
{amSineGun, "amSineGun", 44, loc("SineGun")},
{amIceGun, "amIceGun", 53, loc("Freezer")},
{amLandGun, "amLandGun", 52, loc("Land Spray")},
{amFirePunch, "amFirePunch", 11, loc("Shoryuken")},
{amWhip, "amWhip", 12, loc("Whip")},
{amBaseballBat, "amBaseballBat", 13, loc("Baseball Bat")},
{amKamikaze, "amKamikaze", 22, loc("Kamikaze")},
{amSeduction, "amSeduction", 24, loc("Seduction")},
{amHammer, "amHammer", 47, loc("Hammer")},
{amMine, "amMine", 8, loc("Mine")},
{amDynamite, "amDynamite", 10, loc("Dynamite")},
{amCake, "amCake", 23, loc("Cake")},
{amBallgun, "amBallgun", 29, loc("Ballgun")},
{amRCPlane, "amRCPlane", 30, loc("RC Plane")},
{amSMine, "amSMine", 46, loc("Sticky Mine")},
{amAirAttack, "amAirAttack", 15, loc("Air Attack")},
{amMineStrike, "amMineStrike", 16, loc("Mine Strike")},
{amDrillStrike, "amDrillStrike", 49, loc("Drill Strike")},
{amAirMine, "amAirMine", 56, loc("Air Mine")},
{amNapalm, "amNapalm", 27, loc("Napalm")},
{amPiano, "amPiano", 42, loc("Piano Strike")},
{amKnife, "amKnife", 54, loc("Cleaver")},
{amBirdy, "amBirdy", 40, loc("Birdy")}
}
local utilArray =
{
{amBlowTorch, "amBlowTorch", 17, loc("BlowTorch")},
{amPickHammer, "amPickHammer", 5, loc("PickHammer")},
{amGirder, "amGirder", 18, loc("Girder")},
{amRubber, "amRubber", 55, loc("Rubber")},
{amPortalGun, "amPortalGun", 41, loc("Personal Portal Device")},
{amRope, "amRope", 7, loc("Rope")},
{amParachute, "amParachute", 14, loc("Parachute")},
{amTeleport, "amTeleport", 19, loc("Teleport")},
{amJetpack, "amJetpack", 38, loc("Flying Saucer")},
{amInvulnerable, "amInvulnerable", 33, loc("Invulnerable")},
{amLaserSight, "amLaserSight", 35, loc("Laser Sight")},
{amVampiric, "amVampiric", 36, loc("Vampirism")},
{amLowGravity, "amLowGravity", 31, loc("Low Gravity")},
{amExtraDamage, "amExtraDamage", 32, loc("Extra Damage")},
{amExtraTime, "amExtraTime", 34, loc("Extra Time")},
{amResurrector, "amResurrector", 48, loc("Resurrector")},
{amTardis, "amTardis", 51, loc("Tardis")},
{amSwitch, "amSwitch", 20, loc("Switch Hog")}
}
--skiphog is 6
----------------------------
-- hog and map editing junk
----------------------------
local preMadeTeam = {
{
"Clowns",
{"WhySoSerious","clown-copper","clown-crossed","clown","Joker"},
{"Baggy","Bingo","Bobo","Bozo","Buster","Chester","Copper","Heckles","Giggles","Jingo","Molly","Loopy","Patches","Tatters"},
"R","cm_birdy","Mobster","Rubberduck","Castle"
},
{
"Street Fighters",
{"sf_balrog","sf_blanka","sf_chunli","sf_guile","sf_honda","sf_ken","sf_ryu","sf_vega"},
{"Balrog","Blanka","Chunli","Guile","Honda","Ken","Ryu","Vega"},
"F","cm_balrog","Surfer","dragonball","Castle"
},
{
"Cybernetic Empire",
{"cyborg1","cyborg2"},
{"Unit 189","Unit 234","Unit 333","Unit 485","Unit 527","Unit 638","Unit 709","Unit 883"},
"R","cm_binary","Robot","Grave","Castle"
},
{
"Color Squad",
{"hair_blue","hair_green","hair_red","hair_yellow","hair_purple","hair_grey","hair_orange","hair_pink"},
{"Blue","Green","Red","Yellow","Purple","Grey","Orange","Pink"},
"F","cm_birdy","Singer","Grave","Castle"
},
{
"Fruit",
{"fr_apple","fr_banana","fr_lemon","fr_orange","fr_pumpkin","fr_tomato"},
{"Juicy","Squishy","Sweet","Sour","Bitter","Ripe","Rotten","Fruity"},
"R","cm_mog","Default","Cherry","Castle"
},
{
"The Police",
{"bobby","bobby2v","policecap","policegirl","royalguard"},
{"Hightower","Lassard","Callahan","Jones","Harris","Thompson","Mahoney","Hooks","Tackleberry"},
"R","cm_star","British","Statue","Castle"
},
{
"The Ninja-Samurai Alliance",
{"NinjaFull","NinjaStraight","NinjaTriangle","Samurai","StrawHat","StrawHatEyes","StrawHatFacial","naruto"},
{"Bushi","Tatsujin","Itami","Arashi","Shinobi","Ukemi","Godai","Kenshi","Ninpo"},
"R","japan","Default","octopus","Castle"
},
{
"Pokemon",
{"poke_ash","poke_charmander","poke_chikorita","poke_jigglypuff","poke_lugia","poke_mudkip","poke_pikachu","poke_slowpoke","poke_squirtle","poke_voltorb"},
{"Ash","Charmander","Chikorita","Jigglypuff","Lugia","Mudkip","Pikachu","Slowpoke","Squirtle","Voltorb"},
"FR","cm_pokemon","Default","pokeball","Castle"
},
{
"The Zoo",
{"zoo_Bat","zoo_Beaver","zoo_Bunny","zoo_Deer","zoo_Hedgehog","zoo_Moose","zoo_Pig","zoo_Porkey","zoo_Sheep","zoo_chicken","zoo_elephant","zoo_fish","zoo_frog","zoo_snail","zoo_turtle"},
{"Batty","Tails","Bunny","Deer","Spikes","Horns","Bacon","Porkey","Sheepy","Chicken","Trunks","Fishy","Legs","Slimer","Roshi"},
"FR","cm_hurrah","Default","Bone","Castle"
},
{
"The Devs",
{"ushanka","zoo_Sheep","bb_bob","Skull","poke_mudkip","lambda","WizardHat","sf_ryu","android","fr_lemon","mp3"},
{"unC0Rr", "sheepluva", "nemo", "mikade", "koda", "burp","HeneK","Tiyuri","Xeli","Displacer","szczur"},
"FR","hedgewars","Classic","Statue","Castle"
},
{
"Mushroom Kingdom",
{"sm_daisy","sm_luigi","sm_mario","sm_peach","sm_toad","sm_wario"},
{"Daisy","Luigi","Mario","Princess Peach","Toad","Wario"},
"FR","cm_birdy","Default","Badger","Castle"
},
{
"Pirates",
{"pirate_jack","pirate_jack_bandana"},
{"Rusted Diego","Fuzzy Beard","Al.Kaholic","Morris","Yumme Gunpowder","Cutlass Cain","Jim Morgan","Silver","Dubloon Devil","Ugly Mug","Fair Wind","Scallywag","Salty Dog","Bearded Beast","Timbers","Both Barrels","Jolly Roger"},
"R","cm_pirate","Pirate","chest","Castle"
},
{
"Gangsters",
{"Moustache","Cowboy","anzac","Bandit","thug","Jason","NinjaFull","chef"},
{"The Boss","Jimmy","Frankie","Morris","Mooney","Knives","Tony","Meals"},
"F","cm_anarchy","Mobster","deadhog","Castle"
},
{
"Twenty-Twenty",
{"Glasses","lambda","SunGlasses","Sniper","Terminator_Glasses","Moustache_glasses","doctor","punkman","rasta"},
{"Specs","Speckles","Spectator","Glasses","Glassy","Harry Potter","Goggles","Clark Kent","Goggs","Lightbender","Specs Appeal","Four Eyes"},
"R","cm_face","Default","eyecross","Castle"
},
{
"Monsters",
{"Skull","Jason","ShaggyYeti","Zombi","cyclops","Mummy","hogpharoah","vampirichog"},
{"Bones","Jason","Yeti","Zombie","Old One Eye","Ramesses","Xerxes","Count Hogula"},
"FR","cm_vampire","Default","octopus","Castle"
},
{
"The Iron Curtain",
{"ushanka","war_sovietcomrade1","war_sovietcomrade1","ushanka"},
{"Alex","Sergey","Vladimir","Andrey","Dimitry","Ivan","Oleg","Kostya","Anton","Eugene"},
"R","cm_soviet","Russian","skull","Castle"
},
{
"Desert Storm",
{"war_desertofficer","war_desertgrenadier1","war_desertmedic","war_desertsapper1","war_desertgrenadier2","war_desertgrenadier4","war_desertsapper2","war_desertgrenadier5"},
{"Brigadier Briggs","Lt. Luke","Sgt. Smith","Corporal Calvin","Frank","Joe","Sam","Donald"},
"F","cm_birdy","Default","Grave","Castle"
},
-- don't forget new additions need to be added to:
--pMode = {"Clowns","Street Fighters","Cybernetic Empire","Color Squad","Fruit","The Police","The Ninja-Samurai Alliance","Pokemon","The Zoo","The Devs","The Hospital"}
-- but maybe we can just get the size of this array and automatically generate a list instead
{
"The Hospital",
{"doctor","nurse","war_britmedic","war_desertmedic","war_germanww2medic"},
{"Dr. Blackwell","Dr. Drew","Dr. Harvey","Dr. Crushing","Dr. Jenner","Dr. Barnard","Dr. Parkinson","Dr. Banting","Dr. Horace","Dr. Hollows","Dr. Jung"},
"R","cm_birdy","Default","heart","Castle"
}
}
local colorArray = {
{0xff0204ff, "0xff0204ff", "Red"},
{0xff4980c1, "0xff4980c1", "Blue"},
{0xff1de6ba, "0xff1de6ba", "Teal"},
{0xffb541ef, "0xffb541ef", "Purple"},
{0xffe55bb0, "0xffe55bb0", "Pink"},
{0xff20bf00, "0xff20bf00", "Green"},
{0xfffe8b0e, "0xfffe8b0e", "Orange"},
{0xff5f3605, "0xff5f3605", "Brown"},
{0xffffff01, "0xffffff01", "Yellow"}
}
local fortArray = {
"Cake", "Castle", "Earth", "EvilChicken", "Flowerhog",
"Hydrant", "Lego", "Plane", "Statue", "SteelTower", "Tank",
"UFO", "Wood"
}
local gameFlagList = {
{"gfMultiWeapon", false, gfMultiWeapon},
{"gfBorder", false, gfBorder},
{"gfSolidLand", false, gfSolidLand},
{"gfDivideTeams", false, gfDivideTeams},
{"gfLowGravity", false, gfLowGravity},
{"gfLaserSight", true, gfLaserSight},
{"gfInvulnerable", false, gfInvulnerable},
{"gfMines", false, gfMines},
{"gfVampiric", false, gfVampiric},
{"gfKarma", false, gfKarma},
{"gfArtillery", false, gfArtillery},
{"gfOneClanMode", false, gfOneClanMode},
{"gfRandomOrder", false, gfRandomOrder},
{"gfKing", false, gfKing},
{"gfPlaceHog", false, gfPlaceHog},
{"gfSharedAmmo", false, gfSharedAmmo},
{"gfDisableGirders", false, gfDisableGirders},
{"gfExplosives", false, gfExplosives},
{"gfDisableLandObjects", false, gfDisableLandObjects},
{"gfAISurvival", false, gfAISurvival},
{"gfInfAttack", true, gfInfAttack},
{"gfResetWeps", false, gfResetWeps},
{"gfResetHealth", false, gfResetHealth},
{"gfPerHogAmmo", false, gfPerHogAmmo},
{"gfDisableWind", false, gfDisableWind},
{"gfMoreWind", false, gfMoreWind},
{"gfTagTeam", false, gfTagTeam}
}
local reducedSpriteIDArray = {
sprAmRubber, sprAmGirder, sprAMSlot, sprAMAmmos, sprAMAmmosBW, sprAMCorners, sprHHTelepMask, sprTurnsLeft,
sprSpeechCorner, sprSpeechEdge, sprSpeechTail, sprThoughtCorner, sprThoughtEdge, sprThoughtTail, sprShoutCorner,
sprShoutEdge, sprShoutTail, sprBotlevels, sprIceTexture, sprCustom1, sprCustom2, }
local reducedSpriteTextArray = {
"sprAmRubber", "sprAmGirder", "sprAMSlot", "sprAMAmmos", "sprAMAmmosBW", "sprAMCorners", "sprHHTelepMask", "sprTurnsLeft",
"sprSpeechCorner", "sprSpeechEdge", "sprSpeechTail", "sprThoughtCorner", "sprThoughtEdge", "sprThoughtTail", "sprShoutCorner",
"sprShoutEdge", "sprShoutTail", "sprBotlevels", "sprIceTexture", "sprCustom1", "sprCustom2", }
----------------------------
-- placement shite
----------------------------
local landType = 0
local superDelete = false
local ufoGear = nil
ufoFuel = 0
mapID = 1
local portalDistance = 5000/5
local helpDisabled = false --determines whether help popups pop up
local CG = nil -- this is the visual gear displayed at CursorX, CursorY
local crateSprite = nil-- this is a visual gear aid for crate placement
local tSpr = {}
local cGear = nil -- detects placement of girders and objects (using airattack)
local curWep = amNothing
local leftHeld = false
local rightHeld = false
local preciseOn = false
-- primary placement categories
local cIndex = 1 -- category index
local cat = {
loc("Girder Placement Mode"),
loc("Rubber Placement Mode"),
loc("Mine Placement Mode"),
loc("Dud Mine Placement Mode"),
loc("Sticky Mine Placement Mode"),
loc("Air Mine Placement Mode"),
loc("Barrel Placement Mode"),
loc("Health Crate Placement Mode"),
loc("Weapon Crate Placement Mode"),
loc("Utility Crate Placement Mode"),
loc("Target Placement Mode"),
loc("Cleaver Placement Mode"),
loc("Repositioning Mode"),
loc("Goal Mode"),
loc("Hog Identity Mode"),
loc("Team Identity Mode"),
loc("Health Modification Mode"),
--loc("Sprite Testing Mode"),
loc("Sprite Placement Mode"),
loc("Sprite Modification Mode"),
loc("Waypoint Mode")
}
local pMode = {} -- pMode contains custom subsets of the main categories
local pIndex = 1
local genTimer = 0
local CGR = 1 -- current girder rotation, we actually need this as HW remembers what rotation you last used
local placedX = {} -- x coord of placed object
local placedY = {} -- y coord of placed object
local placedSpec = {} -- this is different depending on what was placed, for mines it is their time, for crates it is their content, (for girders/rubbers it used to be their rotation, and for sprites, their name, but this has been moved to different variables to allow more complex / smooth editing)
local placedType = {} -- what kind of object was placed: mine, crate, girder, rubber, barrel, etc.
local placedTint = {} -- only girders/rubbers/sprites use this, it is their tint / colouration
local placedSprite = {} -- what sprite was placed
local placedFrame = {} -- what frame of sprite was placed (rotation for girders / rubber)
local placedLandFlags = {}
local placedHWMapFlag = {} -- this is what HWMapConverter uses
local placedCount = 0 -- do we really need this?
local sSprite -- sprite overlay that glows to show selected sprites
local sCirc -- circle that appears around selected gears
local sGear = nil
local closestDist
local closestGear = nil
local closestSpriteID = nil
------------------------
-- SOME GENERAL METHODS
------------------------
function BoolToString(boo)
if boo == true then
return("true")
else
return("false")
end
end
function GetDistFromGearToXY(gear, g2X, g2Y)
g1X, g1Y = GetGearPosition(gear)
q = g1X - g2X
w = g1Y - g2Y
return ( (q*q) + (w*w) )
end
------------------------------------------------------------
-- STUFF FOR LOADING SPECIAL POINTS / HWMAP CONVERSION
------------------------------------------------------------
local specialPointsX = {}
local specialPointsY = {}
local specialPointsFlag = {}
local specialPointsCount = 0
function onSpecialPoint(x,y,flag)
specialPointsX[specialPointsCount] = x
specialPointsY[specialPointsCount] = y
specialPointsFlag[specialPointsCount] = flag
specialPointsCount = specialPointsCount + 1
end
-- you know you could probably add multiple layers to this to get more points
-- after the first set is expended have the last 1 be 127
-- and then increment some other counter so like
-- this function interprets special points that have been embedded into an HWPMAP
function InterpretPoints()
-- flags run from 0 to 127
for i = 0, (specialPointsCount-1) do
-- Mines
if specialPointsFlag[i] == 1 then
SetTimer(AddGear(specialPointsX[i], specialPointsY[i], gtMine, 0, 0, 0, 0), 1)
elseif specialPointsFlag[i] == 2 then
SetTimer(AddGear(specialPointsX[i], specialPointsY[i], gtMine, 0, 0, 0, 0), 1000)
elseif specialPointsFlag[i] == 3 then
SetTimer(AddGear(specialPointsX[i], specialPointsY[i], gtMine, 0, 0, 0, 0), 2000)
elseif specialPointsFlag[i] == 4 then
SetTimer(AddGear(specialPointsX[i], specialPointsY[i], gtMine, 0, 0, 0, 0), 3000)
elseif specialPointsFlag[i] == 5 then
SetTimer(AddGear(specialPointsX[i], specialPointsY[i], gtMine, 0, 0, 0, 0), 4000)
elseif specialPointsFlag[i] == 6 then
SetTimer(AddGear(specialPointsX[i], specialPointsY[i], gtMine, 0, 0, 0, 0), 5000)
-- Sticky Mines
elseif specialPointsFlag[i] == 7 then
AddGear(specialPointsX[i], specialPointsY[i], gtSMine, 0, 0, 0, 0)
-- Air Mines
elseif specialPointsFlag[i] == 8 then
AddGear(specialPointsX[i], specialPointsY[i], gtAirMine, 0, 0, 0, 0)
-- Health Crates
elseif specialPointsFlag[i] == 9 then
SetHealth(SpawnHealthCrate(specialPointsX[i],specialPointsY[i]),25)
elseif specialPointsFlag[i] == 10 then
SetHealth(SpawnHealthCrate(specialPointsX[i],specialPointsY[i]),50)
elseif specialPointsFlag[i] == 11 then
SetHealth(SpawnHealthCrate(specialPointsX[i],specialPointsY[i]),75)
elseif specialPointsFlag[i] == 12 then
SetHealth(SpawnHealthCrate(specialPointsX[i],specialPointsY[i]),100)
-- Cleaver
elseif specialPointsFlag[i] == 13 then
AddGear(specialPointsX[i], specialPointsY[i], gtKnife, 0, 0, 0, 0)
-- Target
elseif specialPointsFlag[i] == 14 then
AddGear(specialPointsX[i], specialPointsY[i], gtTarget, 0, 0, 0, 0)
--Barrels
elseif specialPointsFlag[i] == 15 then
SetHealth(AddGear(specialPointsX[i], specialPointsY[i], gtExplosives, 0, 0, 0, 0),1)
elseif specialPointsFlag[i] == 16 then
SetHealth(AddGear(specialPointsX[i], specialPointsY[i], gtExplosives, 0, 0, 0, 0),25)
elseif specialPointsFlag[i] == 17 then
SetHealth(AddGear(specialPointsX[i], specialPointsY[i], gtExplosives, 0, 0, 0, 0),50)
elseif specialPointsFlag[i] == 18 then
SetHealth(AddGear(specialPointsX[i], specialPointsY[i], gtExplosives, 0, 0, 0, 0),75)
elseif specialPointsFlag[i] == 19 then
SetHealth(AddGear(specialPointsX[i], specialPointsY[i], gtExplosives, 0, 0, 0, 0),100)
-- There are about 58+- weps / utils
-- Weapon Crates
elseif (specialPointsFlag[i] >= 20) and (specialPointsFlag[i] < (#atkArray+20)) then
tempG = SpawnAmmoCrate(specialPointsX[i],specialPointsY[i],atkArray[specialPointsFlag[i]-19][1])
setGearValue(tempG,"caseType","ammo")
setGearValue(tempG,"contents",atkArray[specialPointsFlag[i]-19][2])
-- Utility Crates
elseif (specialPointsFlag[i] >= (#atkArray+20)) and (specialPointsFlag[i] < (#atkArray+20+#utilArray)) then
tempG = SpawnUtilityCrate(specialPointsX[i],specialPointsY[i],utilArray[specialPointsFlag[i]-19-#atkArray][1])
setGearValue(tempG,"caseType","util")
setGearValue(tempG,"contents",utilArray[specialPointsFlag[i]-19-#atkArray][2])
--79-82 (reserved for future wep crates)
--89,88,87,86 and 85,84,83,82 (reserved for the 2 custom sprites and their landflags)
--90-99 reserved for scripted structures
elseif specialPointsFlag[i] == 98 then
portalDistance = div(specialPointsX[i],5)
ufoFuel = specialPointsY[i]
-- Normal Girders
elseif specialPointsFlag[i] == 100 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 0, 4294967295, nil, nil, nil, lfNormal)
elseif specialPointsFlag[i] == 101 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 1, 4294967295, nil, nil, nil, lfNormal)
elseif specialPointsFlag[i] == 102 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 2, 4294967295, nil, nil, nil, lfNormal)
elseif specialPointsFlag[i] == 103 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 3, 4294967295, nil, nil, nil, lfNormal)
elseif specialPointsFlag[i] == 104 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 4, 4294967295, nil, nil, nil, lfNormal)
elseif specialPointsFlag[i] == 105 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 5, 4294967295, nil, nil, nil, lfNormal)
elseif specialPointsFlag[i] == 106 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 6, 4294967295, nil, nil, nil, lfNormal)
elseif specialPointsFlag[i] == 107 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 7, 4294967295, nil, nil, nil, lfNormal)
-- Invulnerable Girders
elseif specialPointsFlag[i] == 108 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 0, 2516582650, nil, nil, nil, lfIndestructible)
elseif specialPointsFlag[i] == 109 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 1, 2516582650, nil, nil, nil, lfIndestructible)
elseif specialPointsFlag[i] == 110 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 2, 2516582650, nil, nil, nil, lfIndestructible)
elseif specialPointsFlag[i] == 111 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 3, 2516582650, nil, nil, nil, lfIndestructible)
elseif specialPointsFlag[i] == 112 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 4, 2516582650, nil, nil, nil, lfIndestructible)
elseif specialPointsFlag[i] == 113 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 5, 2516582650, nil, nil, nil, lfIndestructible)
elseif specialPointsFlag[i] == 114 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 6, 2516582650, nil, nil, nil, lfIndestructible)
elseif specialPointsFlag[i] == 115 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 7, 2516582650, nil, nil, nil, lfIndestructible)
-- Icy Girders
elseif specialPointsFlag[i] == 116 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 0, 16448250, nil, nil, nil, lfIce)
elseif specialPointsFlag[i] == 117 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 1, 16448250, nil, nil, nil, lfIce)
elseif specialPointsFlag[i] == 118 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 2, 16448250, nil, nil, nil, lfIce)
elseif specialPointsFlag[i] == 119 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 3, 16448250, nil, nil, nil, lfIce)
elseif specialPointsFlag[i] == 120 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 4, 16448250, nil, nil, nil, lfIce)
elseif specialPointsFlag[i] == 121 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 5, 16448250, nil, nil, nil, lfIce)
elseif specialPointsFlag[i] == 121 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 6, 16448250, nil, nil, nil, lfIce)
elseif specialPointsFlag[i] == 123 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmGirder, 7, 16448250, nil, nil, nil, lfIce)
-- Rubber Bands
elseif specialPointsFlag[i] == 124 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmRubber, 0, 4294967295, nil, nil, nil, lfBouncy)
elseif specialPointsFlag[i] == 125 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmRubber, 1, 4294967295, nil, nil, nil, lfBouncy)
elseif specialPointsFlag[i] == 126 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmRubber, 2, 4294967295, nil, nil, nil, lfBouncy)
elseif specialPointsFlag[i] == 127 then
PlaceSprite(specialPointsX[i], specialPointsY[i], sprAmRubber, 3, 4294967295, nil, nil, nil, lfBouncy)
-- Waypoints
else -- 0 / no value
PlaceWaypoint(specialPointsX[i],specialPointsY[i])
end
end
end
--shoppabalance crap
function AddShoppaPoint(x,y,c)
table.insert(shoppaPX, x)
table.insert(shoppaPY, y)
table.insert(shoppaPR, c)
end
function GetRankedColour(r)
if r == 1 then
return(0xFF0000FF)
elseif r == 2 then
return(0xFFFF00FF)
elseif r == 3 then
return(0x00FF00FF)
elseif r == 4 then
return(0x0000FFFF)
elseif r == 5 then
return(0xFF00FFFF)
end
end
-----------------------------------------
-- PRIMARY HEDGE EDITOR PLACEMENT STUFF
-----------------------------------------
function GetClosestGear()
closestDist = 999999999
closestGear = nil
runOnGears(SelectGear)
return(closestGear)
end
function SelectGear(gear)
d = GetDistFromGearToXY(gear, placedX[placedCount], placedY[placedCount])
if d < closestDist then
closestDist = d
closestGear = gear
end
end
function PlaceWaypoint(x,y)
placedX[placedCount] = x
placedY[placedCount] = y
placedType[placedCount] = loc("Waypoint Mode")
placedLandFlags[placedCount] = nil -- use this to specify waypoint type maybe
placedHWMapFlag[placedCount] = 0
placedSprite[placedCount] = vgtCircle
placedSpec[placedCount] = AddVisualGear(x,y,vgtCircle,0,true)
placedTint[placedCount] = 0xFF0000FF
placedFrame[placedCount] = 1 --rad is 450
SetVisualGearValues(placedSpec[placedCount], x, y, 20, 100, 1, 10, 0, 450, 5, placedTint[placedCount])
placedCount = placedCount +1
end
function LoadSprite(pX, pY, pSprite, pFrame, pTint, p1, p2, p3, pLandFlags)
placedX[placedCount] = pX
placedY[placedCount] = pY
placedSpec[placedCount] = nil
if pSprite == sprAmGirder then
placedType[placedCount] = loc("Girder Placement Mode")
--newHWMapStuff
if pLandFlags == lfIndestructible then specialMod = 1
elseif pLandFlags == lfIce then specialMod = 2
else specialMod = 0
end
placedHWMapFlag[placedCount] = pFrame+100+(8*specialMod)
elseif pSprite == sprAmRubber then
placedType[placedCount] = loc("Rubber Placement Mode")
--newHWMapStuff
if pFrame == 0 then placedHWMapFlag[placedCount] = 124
elseif pFrame == 1 then placedHWMapFlag[placedCount] = 125
elseif pFrame == 2 then placedHWMapFlag[placedCount] = 126
elseif pFrame == 3 then placedHWMapFlag[placedCount] = 127
end
else
placedType[placedCount] = loc("Sprite Placement Mode")
end
if pLandFlags == lfIce then
placedLandFlags[placedCount] = "lfIce"
elseif pLandFlags == lfIndestructible then
placedLandFlags[placedCount] = "lfIndestructible"
elseif pLandFlags == lfBouncy then
placedLandFlags[placedCount] = "lfBouncy"
else
placedLandFlags[placedCount] = "lfNormal"
end
placedTint[placedCount] = pTint
placedFrame[placedCount] = pFrame
placedSprite[placedCount] = pSprite
PlaceSprite(pX, pY, pSprite, pFrame, pTint, nil, nil, nil, pLandFlags)
placedCount = placedCount + 1
end
function CallPlaceSprite(pID)
if landType == lfIce then
placedLandFlags[pID] = "lfIce"
placedTint[pID] = 250 + (250*0x100) + (250*0x10000) + (0*0x1000000) -- A BGR
elseif landType == lfIndestructible then
placedLandFlags[pID] = "lfIndestructible"
placedTint[pID] = 250 + (0*0x100) + (0*0x10000) + (150*0x1000000) -- A BGR
elseif landType == lfBouncy then
placedLandFlags[pID] = "lfBouncy"
placedTint[pID] = 250 + (0*0x100) + (250*0x10000) + (0*0x1000000) -- A BGR
else
placedLandFlags[pID] = "lfNormal"
--placedTint[pID] = nil
placedTint[pID] = 255 + (255*0x100) + (255*0x10000) + (255*0x1000000) -- A BGR
end
PlaceSprite(placedX[pID], placedY[pID], placedSprite[pID], placedFrame[pID],
placedTint[pID],
nil, -- overrite existing land
nil, nil, -- this stuff specifies flipping
landType)
end
function SelectClosestSprite()
closestDist = 999999999
closestSpriteID = nil -- just in case
for i = 0, (placedCount-1) do
if (placedType[i] == loc("Girder Placement Mode"))
or (placedType[i] == loc("Rubber Placement Mode"))
or (placedType[i] == loc("Sprite Placement Mode"))
then
q = placedX[i] - placedX[placedCount]
w = placedY[i] - placedY[placedCount]
d = ( (q*q) + (w*w) )
if d < closestDist then
closestDist = d
closestSpriteID = i
newTint = 0xFF00FFFF
SetVisualGearValues(sSprite, placedX[i], placedY[i], 0, 0, nil, placedFrame[i], 10000, placedSprite[i], 10000, newTint )
end
end
end
end
function EraseClosestSprite()
if closestSpriteID ~= nil then
EraseSprite(placedX[closestSpriteID], placedY[closestSpriteID], placedSprite[closestSpriteID], placedFrame[closestSpriteID],
nil, -- erase land only where the pixels match the land flag provided
nil, -- only erase the provided land flags. don't touch other land flags or LandPixels
nil, -- flip sprite horizontally
nil, -- flip sprite vertically
placedLandFlags[closestSpriteID])
placedX[closestSpriteID] = nil
placedY[closestSpriteID] = nil
placedSpec[closestSpriteID] = nil
placedType[closestSpriteID] = nil
placedTint[closestSpriteID] = nil
placedSprite[closestSpriteID] = nil
placedFrame[closestSpriteID] = nil
placedLandFlags[closestSpriteID] = nil
closestSpriteID = nil
SetVisualGearValues(sSprite, 0, 0, 0, 0, 0, 1, 10000, sprAmGirder, 10000, 0x00000000 )
end
end
-- work this into the above two functions and edit them, later
function EraseClosestWaypoint()
closestDist = 999999999
closestSpriteID = nil -- just in case
for i = 0, (placedCount-1) do
if (placedType[i] == loc("Waypoint Mode")) then
q = placedX[i] - placedX[placedCount]
w = placedY[i] - placedY[placedCount]
d = ( (q*q) + (w*w) )
if d < closestDist then
closestDist = d
closestSpriteID = i
SetVisualGearValues(sSprite, placedX[i], placedY[i], 0, 0, nil, placedFrame[i], 10000, placedSprite[i], 10000, newTint )
end
end
end
if closestSpriteID ~= nil then
DeleteVisualGear(placedSpec[closestSpriteID])
placedX[closestSpriteID] = nil
placedY[closestSpriteID] = nil
placedSpec[closestSpriteID] = nil
placedType[closestSpriteID] = nil
placedTint[closestSpriteID] = nil
placedSprite[closestSpriteID] = nil
placedFrame[closestSpriteID] = nil
placedLandFlags[closestSpriteID] = nil
closestSpriteID = nil
SetVisualGearValues(sSprite, 0, 0, 0, 0, 0, 1, 10000, sprAmGirder, 10000, 0x00000000 )
end
end
-- essentially called when user clicks the mouse
-- with girders or an airattack
function PlaceObject(x,y)
placedX[placedCount] = x
placedY[placedCount] = y
placedType[placedCount] = cat[cIndex]
placedSpec[placedCount] = pMode[pIndex]
placedTint[placedCount] = nil
placedFrame[placedCount] = nil
placedLandFlags[placedCount] = nil
placedSprite[placedCount] = nil
placedHWMapFlag[placedCount] = nil
if cat[cIndex] == loc("Girder Placement Mode") then
if superDelete == false then
--lfObject and lfBasic
placedFrame[placedCount] = CGR
placedSprite[placedCount] = sprAmGirder
CallPlaceSprite(placedCount)
if landType == lfIndestructible then specialMod = 1
elseif landType == lfIce then specialMod = 2
else specialMod = 0
end
placedHWMapFlag[placedCount] = CGR+100+(8*specialMod)
else
placedType[placedCount] = "bogus" -- we need this so we don't think we've placed a new girder and are trying to erase the things we just placed??
SelectClosestSprite()
EraseClosestSprite()
end
elseif cat[cIndex] == loc("Rubber Placement Mode") then
if superDelete == false then
placedFrame[placedCount] = CGR
placedSprite[placedCount] = sprAmRubber
--new ermagerd
placedLandFlags[placedCount] = "lfBouncy"
placedTint[placedCount] = 255 + (255*0x100) + (255*0x10000) + (255*0x1000000) -- A BGR
PlaceSprite(placedX[placedCount], placedY[placedCount], placedSprite[placedCount], placedFrame[placedCount],
placedTint[placedCount],
nil,
nil, nil,
landType)
if CGR == 0 then placedHWMapFlag[placedCount] = 124
elseif CGR == 1 then placedHWMapFlag[placedCount] = 125
elseif CGR == 2 then placedHWMapFlag[placedCount] = 126
elseif CGR == 3 then placedHWMapFlag[placedCount] = 127
end
else
placedType[placedCount] = "bogus"
SelectClosestSprite()
EraseClosestSprite()
end
elseif cat[cIndex] == loc("Target Placement Mode") then
gear = AddGear(x, y, gtTarget, 0, 0, 0, 0)
elseif cat[cIndex] == loc("Cleaver Placement Mode") then
gear = AddGear(x, y, gtKnife, 0, 0, 0, 0)
elseif cat[cIndex] == loc("Health Crate Placement Mode") then
gear = SpawnHealthCrate(x,y)
SetHealth(gear, pMode[pIndex])
setGearValue(gear,"caseType","med")
elseif cat[cIndex] == loc("Weapon Crate Placement Mode") then
gear = SpawnAmmoCrate(x, y, atkArray[pIndex][1])
placedSpec[placedCount] = atkArray[pIndex][2]
setGearValue(gear,"caseType","ammo")
setGearValue(gear,"contents",atkArray[pIndex][2])
elseif cat[cIndex] == loc("Utility Crate Placement Mode") then
gear = SpawnUtilityCrate(x, y, utilArray[pIndex][1])
placedSpec[placedCount] = utilArray[pIndex][2]
setGearValue(gear,"caseType","util")
setGearValue(gear,"contents",utilArray[pIndex][2])
elseif cat[cIndex] == loc("Barrel Placement Mode") then
gear = AddGear(x, y, gtExplosives, 0, 0, 0, 0)
SetHealth(gear, pMode[pIndex])
elseif cat[cIndex] == loc("Mine Placement Mode") then
gear = AddGear(x, y, gtMine, 0, 0, 0, 0)
SetTimer(gear, pMode[pIndex])
elseif cat[cIndex] == loc("Dud Mine Placement Mode") then
gear = AddGear(x, y, gtMine, 0, 0, 0, 0)
SetHealth(gear, 0)
SetGearValues(gear, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, 36 - pMode[pIndex])
elseif cat[cIndex] == loc("Sticky Mine Placement Mode") then
gear = AddGear(x, y, gtSMine, 0, 0, 0, 0)
SetTimer(gear, pMode[pIndex])
elseif cat[cIndex] == loc("Air Mine Placement Mode") then
gear = AddGear(x, y, gtAirMine, 0, 0, 0, 0)
SetTimer(gear, pMode[pIndex])
elseif cat[cIndex] == loc("Repositioning Mode") then
if pMode[pIndex] == loc("Selection Mode") then
sGear = GetClosestGear()
elseif pMode[pIndex] == loc("Placement Mode") then
if sGear ~= nil then
SetGearPosition(sGear, x, y)
end
elseif pMode[pIndex] == loc("Deletion Mode") then
sGear = GetClosestGear()
if (sGear ~= nil) and (GetGearType(sGear) ~= gtHedgehog) then
DeleteGear(sGear)
sGear = nil
end
end
elseif (cat[cIndex] == loc("Hog Identity Mode")) or (cat[cIndex] == loc("Team Identity Mode")) then
sGear = GetClosestGear()
if (sGear ~= nil) and (GetGearType(sGear) == gtHedgehog) then
if (cat[cIndex] == loc("Hog Identity Mode")) then
SetHogProfile(sGear, pMode[pIndex])
else -- set for the whole team
SetTeamIdentity(sGear)
end
else
AddCaption(loc("Please click on a hedgehog."),0xffba00ff,capgrpVolume)
end
elseif cat[cIndex] == loc("Health Modification Mode") then
sGear = GetClosestGear()
local gt = GetGearType(sGear)
if gt == gtHedgehog or gt == gtExplosives or (gt == gtCase and GetGearPos(sGear) == 0x2) then
if pMode[pIndex][2] == "set" then
SetHealth(sGear, pMode[pIndex][1])
elseif pMode[pIndex][2] == "mod" then
local newHealth = math.max(1, GetHealth(sGear) + tonumber(pMode[pIndex][1]))
SetHealth(sGear, newHealth)
end
elseif gt == gtMine and GetHealth(sGear) == 0 then
local newHealth
if pMode[pIndex][2] == "set" then
newHealth = pMode[pIndex][1]
elseif pMode[pIndex][2] == "mod" then
local _, oldHealth
_,_,_,_,_,_,_,_,_,_,_, oldHealth = GetGearValues(sGear)
local newHealth = math.max(1, oldHealth + tonumber(pMode[pIndex][1]))
end
if newHealth ~= nil then
SetGearValues(sGear, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, 36 - newHealth)
end
else
AddCaption(loc("Please click on a hedgehog, barrel, health crate or dud mine."),0xffba00ff,capgrpVolume)
end
elseif cat[cIndex] == loc("Sprite Modification Mode") then
SelectClosestSprite()
if closestSpriteID ~= nil then
if pMode[pIndex] == loc("LandFlag Modification Mode") then
EraseSprite(placedX[closestSpriteID], placedY[closestSpriteID], placedSprite[closestSpriteID], placedFrame[closestSpriteID], nil, nil, nil, nil, placedLandFlags[closestSpriteID])
CallPlaceSprite(closestSpriteID)
closestSpriteID = nil
SetVisualGearValues(sSprite, 0, 0, 0, 0, 0, 1, 10000, sprAmGirder, 10000, 0x00000000 )
elseif pMode[pIndex] == loc("Sprite Erasure Mode") then
EraseClosestSprite()
end
end
elseif cat[cIndex] == loc("Goal Mode") then
sGear = GetClosestGear()
if sGear ~= nil then -- used to be closestGear
if getGearValue(sGear,"tag") == nil then
if pMode[pIndex] == loc("Victory Condition: Collect") then
if GetGearType(sGear) == gtCase then
setGearValue(sGear, "tag","collection")
else
AddCaption(loc("Please click on a crate."),0xffba00ff,capgrpVolume)
end
else
if pMode[pIndex] == loc("Victory Condition: Destroy") then
setGearValue(sGear, "tag","victory")
elseif pMode[pIndex] == loc("Losing Condition: Destroy") then
setGearValue(sGear, "tag","failure")
end
end
else
-- remove tag and delete circ
setGearValue(sGear, "tag", nil)
DeleteVisualGear(getGearValue(sGear,"tCirc"))
setGearValue(sGear, "tCirc", nil)
end
end
elseif cat[cIndex] == loc("Sprite Placement Mode") then
if superDelete == false then
placedFrame[placedCount] = 1
placedSprite[placedCount] = reducedSpriteIDArray[pIndex]
CallPlaceSprite(placedCount)
else
placedType[placedCount] = "bogus"
SelectClosestSprite()
EraseClosestSprite()
end
elseif cat[cIndex] == loc("Waypoint Mode") then
if pMode[pIndex] == loc("Delete Waypoint") then
EraseClosestWaypoint()
else
PlaceWaypoint(x,y)
placedCount = placedCount - 1
end
end
placedCount = placedCount + 1
end
-- called when user changes primary selection
-- either via up/down keys
-- or selecting girder/airattack
function RedefineSubset()
superDelete = false -- fairly new addition
landType = 0 --- fairly new addition
pIndex = 1
pMode = {}
if cat[cIndex] == loc("Girder Placement Mode") then
pIndex = CGR
pMode = {loc("Girder")}
elseif cat[cIndex] == loc("Rubber Placement Mode") then
pIndex = CGR
pMode = {loc("Rubber")}
landType = lfBouncy -- for now, let's not allow anything else (-- fairly new addition)
elseif cat[cIndex] == loc("Target Placement Mode") then
pMode = {loc("Standard Target")}
elseif cat[cIndex] == loc("Cleaver Placement Mode") then
pMode = {loc("Standard Cleaver")}
elseif cat[cIndex] == loc("Barrel Placement Mode") then
pMode = {60,80,100,120,160,200,240,1,10,20,30,40,50}
elseif cat[cIndex] == loc("Health Crate Placement Mode") then
pMode = {25,30,40,50,75,100,150,200,5,10,15,20}
elseif cat[cIndex] == loc("Weapon Crate Placement Mode") then
for i = 1, #atkArray do
pMode[i] = atkArray[i][4]
end
elseif cat[cIndex] == loc("Utility Crate Placement Mode") then
for i = 1, #utilArray do
pMode[i] = utilArray[i][4]
end
elseif cat[cIndex] == loc("Mine Placement Mode") then
pMode = {3000,4000,5000,0,1000,2000}
elseif cat[cIndex] == loc("Dud Mine Placement Mode") then
pMode = {36,48,60,72,96,1,6,12,18,24}
elseif cat[cIndex] == loc("Mine Placement Mode") then
pMode = {3000,4000,5000,0,1000,2000}
elseif cat[cIndex] == loc("Sticky Mine Placement Mode") then
pMode = {500,1000,1500,2000,2500,0}
elseif cat[cIndex] == loc("Air Mine Placement Mode") then
pMode = {750,1000,1250,0,250,500}
elseif cat[cIndex] == loc("Repositioning Mode") then
pMode = {loc("Selection Mode"),loc("Placement Mode"), loc("Deletion Mode")}
elseif cat[cIndex] == loc("Goal Mode") then
pMode = {loc("Victory Condition: Destroy"),loc("Losing Condition: Destroy"),loc("Victory Condition: Collect")}
elseif cat[cIndex] == loc("Hog Identity Mode") then
pMode = {loc("Soldier"),loc("Grenadier"),loc("Sniper"),loc("Pyro"),loc("Ninja"),loc("Commander"),loc("Chef"),loc("Engineer"),loc("Physicist"),loc("Trapper"),loc("Saint"),loc("Clown")}
elseif cat[cIndex] == loc("Team Identity Mode") then
pMode = {"Clowns","Street Fighters","Cybernetic Empire","Color Squad","Fruit","The Police","The Ninja-Samurai Alliance","Pokemon","The Zoo","The Devs","Mushroom Kingdom","Pirates","Gangsters","Twenty-Twenty","Monsters","The Iron Curtain","The Hospital"}
elseif cat[cIndex] == loc("Health Modification Mode") then
pMode = { {100, "set"}, {125, "set"}, {150, "set"}, {200, "set"}, {300, "set"}, {1000, "set"},
{"-100", "mod"}, {"-10", "mod"}, {"-1", "mod"}, {"+1", "mod"}, {"+10", "mod"}, {"+100", "mod"},
{1, "set"}, {10, "set"}, {15, "set"}, {20, "set"}, {25, "set"}, {30, "set"}, {40, "set"}, {50, "set"}, {75, "set"},
}
elseif cat[cIndex] == loc("Sprite Modification Mode") then
pMode = {loc("LandFlag Modification Mode"),loc("Sprite Erasure Mode")}
elseif cat[cIndex] == loc("Sprite Testing Mode") or cat[cIndex] == loc("Sprite Placement Mode") then
for i = 1, #reducedSpriteTextArray do
pMode[i] = reducedSpriteTextArray[i]
end
elseif cat[cIndex] == loc("Waypoint Mode") then
pMode = {loc("Place Waypoint"), loc("Delete Waypoint")}
end
end
------------------------------------------------
-- LOADING AND SAVING DATA STUFF
------------------------------------------------
-- paste data you have saved previously here
function LoadLevelData()
if (mapID == nil) or (mapID == 0) then
LoadMap(1)
else
LoadMap(mapID)
end
for i = 1, techCount-1 do
PlaceWaypoint(techX[i],techY[i])
end
end
-- When you save your level, this function
-- generates the AddTeam and AddHog function calls for onGameInit()
function GetDataForSavingHogs(gear)
--this is a quick hack so that the human team(s) will always be
--given the first move ahead of the AI
local tempDataList = {}
if GetHogLevel(gear) == 0 then
tempDataList = hogDataList
else
tempDataList = AIHogDataList
end
if GetHogTeamName(gear) ~= lastRecordedTeam then
teamCounter = teamCounter + 1
if teamCounter == 9 then
teamCounter = 1
end
-- try match team colour to the colours recorded in the colour array
local tColor = 0x00000000
for i = 1, #colorArray do
if GetClanColor(GetHogClan(gear)) == colorArray[i][1] then
tColor = colorArray[i][2]
end
end
-- no match, just give him a default colour from the array, then
if tColor == 0x00000000 then
tColor = colorArray[teamCounter][2]
end
if getGearValue(gear,"grave") == nil then
tFort = fortArray[1+GetRandom(#fortArray)]
tGrave = GetHogGrave(gear)
tFlag = GetHogFlag(gear)
tVoice = GetHogVoicepack(gear)
else
tGrave = getGearValue(gear,"grave")
tFort = getGearValue(gear,"fort")
tFlag = getGearValue(gear,"flag")
tVoice = getGearValue(gear,"voice")
end
lastRecordedTeam = GetHogTeamName(gear)
table.insert(tempDataList, "")
table.insert (tempDataList,
" AddTeam(\"" ..
GetHogTeamName(gear) .."\"" ..
", " .. "\"" ..tColor .. "\"" ..
", " .. "\"" .. tGrave .. "\"" ..
", " .. "\"" .. tFort .. "\"" ..
", " .. "\"" .. tVoice .. "\"" ..
", " .. "\"" .. tFlag .. "\"" ..
")"
)
end
table.insert(hhs, gear)
table.insert (tempDataList, " hhs[" .. #hhs .."] = AddHog(\"" ..
GetHogName(gear) .. "\", " ..
GetHogLevel(gear) .. ", " ..
GetHealth(gear) .. ", \"" ..
GetHogHat(gear) .. "\"" ..
")"
)
table.insert (tempDataList," SetGearPosition(hhs[" .. #hhs .. "], " .. GetX(gear) .. ", " .. GetY(gear) .. ")")
if getGearValue(gear,"tag") ~= nil then
table.insert (tempDataList," setGearValue(hhs[" .. #hhs .. "], \"tag\", \"" .. getGearValue(gear,"tag") .. "\")")
end
-- save the ammo values for each gear, we will call this later
-- when we want to output it to console
if getGearValue(gear,"ranking") ~= nil then
table.insert(shoppaPointList, "AddShoppaPoint(" .. GetX(gear) .. ", " .. GetY(gear) .. ", " .. getGearValue(gear,"ranking") .. ")")
end
for i = 1, #atkArray do
setGearValue(gear, atkArray[i][1], GetAmmoCount(gear, atkArray[i][1]))
end
for i = 1, #utilArray do
setGearValue(gear, utilArray[i][1], GetAmmoCount(gear, utilArray[i][1]))
end
if GetHogLevel(gear) == 0 then
hogDataList = tempDataList
else
AIHogDataList = tempDataList
end
end
-- output hog and team data to the console
function SaveHogData()
teamCounter = 0
lastRecordedTeam = ""
hhs = {}
shoppaPointList = {}
hogDataList = {}
AIHogDataList = {}
runOnHogs(GetDataForSavingHogs)
WriteLnToConsole(" ------ TEAM LIST ------")
for i = 1, #hogDataList do
WriteLnToConsole(hogDataList[i])
end
for i = 1, #AIHogDataList do
WriteLnToConsole(AIHogDataList[i])
end
WriteLnToConsole("")
if #shoppaPointList > 0 then
WriteLnToConsole(" ------ SHOPPA POINT LIST ------")
for i = 1, #shoppaPointList do
WriteLnToConsole(shoppaPointList[i])
end
end
end
-- generates an onGameInit() template with scheme data, team adds, and hogs
function SaveConfigData()
WriteLnToConsole("function onGameInit()")
WriteLnToConsole("")
temp = " EnableGameFlags(gfDisableWind"
for i = 1, #gameFlagList do
if gameFlagList[i][2] == true then
temp = temp .. ", ".. gameFlagList[i][1]
end
end
WriteLnToConsole(" ClearGameFlags()")
WriteLnToConsole(temp .. ")")
WriteLnToConsole(" Map = \"" .. Map .. "\"")
WriteLnToConsole(" Seed = \"" .. Seed .. "\"")
WriteLnToConsole(" Theme = " .. Theme .. "\"")
WriteLnToConsole(" MapGen = " .. MapGen)
WriteLnToConsole(" MapFeatureSize = " .. MapFeatureSize)
WriteLnToConsole(" TemplateFilter = " .. TemplateFilter)
WriteLnToConsole(" TemplateNumber = " .. TemplateNumber)
WriteLnToConsole(" TurnTime = " .. TurnTime)
WriteLnToConsole(" Explosives = " .. Explosives)
WriteLnToConsole(" MinesNum = " .. MinesNum)
WriteLnToConsole(" CaseFreq = " .. CaseFreq)
WriteLnToConsole(" Delay = " .. Delay)
WriteLnToConsole(" HealthCaseProb = " .. HealthCaseProb)
WriteLnToConsole(" HealthCaseAmount = " .. HealthCaseAmount)
WriteLnToConsole(" DamagePercent = " .. DamagePercent)
WriteLnToConsole(" RopePercent = " .. RopePercent)
WriteLnToConsole(" MinesTime = " .. MinesTime)
WriteLnToConsole(" MineDudPercent = " .. MineDudPercent)
WriteLnToConsole(" SuddenDeathTurns = " .. SuddenDeathTurns)
WriteLnToConsole(" WaterRise = " .. WaterRise)
WriteLnToConsole(" HealthDecrease = " .. HealthDecrease)
WriteLnToConsole(" Ready = " .. Ready)
WriteLnToConsole(" AirMinesNum = " .. AirMinesNum)
--WriteLnToConsole(" ScriptParam = " .. ScriptParam)
WriteLnToConsole(" GetAwayTime = " .. GetAwayTime)
WriteLnToConsole("")
SaveHogData()
WriteLnToConsole("")
WriteLnToConsole("end")
end
-- output gear data as special points to be placed in a converted HWMAP, readable by InterpretPoints()
function ConvertGearDataToHWPText()
WriteLnToConsole("")
WriteLnToConsole("--BEGIN HWMAP CONVERTER POINTS--")
WriteLnToConsole("-- You can paste this data into the HWMAP converter if needed.")
WriteLnToConsole("--[[")
WriteLnToConsole("")
for i = 1, #hFlagList do
WriteLnToConsole(hFlagList[i])
end
WriteLnToConsole("")
WriteLnToConsole("]]")
WriteLnToConsole("--END HWMAP CONVERTER POINTS--")
WriteLnToConsole("")
end
-- sigh
-- gradually got more bloated with the addition of hwpoint tracking and
-- distinction betweeen the need to track victory/win conditions or not
function GetDataForGearSaving(gear)
local temp = nil
local specialFlag = nil
local arrayList = nil
if GetGearType(gear) == gtMine then
if (getGearValue(gear, "tag") ~= nil) then
temp = " tempG = AddGear(" ..
GetX(gear) .. ", " ..
GetY(gear) .. ", gtMine, 0, 0, 0, 0)"
table.insert(mineList, temp)
table.insert(mineList, " SetTimer(tempG, " .. GetTimer(gear) .. ")")
if (GetHealth(gear) == 0) then
table.insert(mineList, " SetHealth(tempG, 0)")
local _, damage
_,_,_,_,_,_,_,_,_,_,_,damage = GetGearValues(gear)
if damage ~= 0 then
table.insert(mineList, " SetGearValues(tempG, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, "..damage..")")
end
end
table.insert(mineList, " setGearValue(tempG, \"tag\", \"" .. getGearValue(gear,"tag") .. "\")")
else
temp = " tempG = AddGear(" ..
GetX(gear) .. ", " ..
GetY(gear) .. ", gtMine, 0, 0, 0, "..GetTimer(gear) .. ")"
table.insert(mineList, temp)
if (GetHealth(gear) == 0) then
table.insert(mineList, " SetHealth(tempG, 0)")
local _, damage
_,_,_,_,_,_,_,_,_,_,_,damage = GetGearValues(gear)
if damage ~= 0 then
table.insert(mineList, " SetGearValues(tempG, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, "..damage..")")
end
end
end
if GetTimer(gear) == 0 then specialFlag = 1
elseif GetTimer(gear) == 1000 then specialFlag = 2
elseif GetTimer(gear) == 2000 then specialFlag = 3
elseif GetTimer(gear) == 3000 then specialFlag = 4
elseif GetTimer(gear) == 4000 then specialFlag = 5
elseif GetTimer(gear) == 5000 then specialFlag = 6
end
elseif GetGearType(gear) == gtSMine then
arrayList = sMineList
temp = " tempG = AddGear(" ..
GetX(gear) .. ", " ..
GetY(gear) .. ", gtSMine, 0, 0, 0, " ..
GetTimer(gear) ..")"
table.insert(sMineList, temp)
specialFlag = 7
elseif GetGearType(gear) == gtAirMine then
if (getGearValue(gear, "tag") ~= nil) then
temp = " tempG = AddGear(" ..
GetX(gear) .. ", " ..
GetY(gear) .. ", gtAirMine, 0, 0, 0, 0)"
table.insert(airMineList, temp)
table.insert(airMineList, " SetTimer(tempG, " .. GetTimer(gear) .. ")")
table.insert(airMineList, " setGearValue(tempG, \"tag\", \"" .. getGearValue(gear,"tag") .. "\")")
else
temp = " SetTimer(" .. "AddGear(" ..
GetX(gear) .. ", " ..
GetY(gear) .. ", gtAirMine, 0, 0, 0, 0)" .. ", " ..
GetTimer(gear) ..")"
table.insert(airMineList, temp)
end
table.insert(previewDataList, " PreviewPlacedGear(" .. GetX(gear) ..", " .. GetY(gear) .. ")")
specialFlag = 8
elseif GetGearType(gear) == gtExplosives then
if (getGearValue(gear, "tag") ~= nil) then
temp = " tempG = AddGear(" ..
GetX(gear) .. ", " ..
GetY(gear) .. ", gtExplosives, 0, 0, 0, 0)"
table.insert(explosivesList, temp)
table.insert(explosivesList, " SetHealth(tempG, " .. GetHealth(gear) .. ")")
table.insert(explosivesList, " setGearValue(tempG, \"tag\", \"" .. getGearValue(gear,"tag") .. "\")")
else
temp = " SetHealth(" .. "AddGear(" ..
GetX(gear) .. ", " ..
GetY(gear) .. ", gtExplosives, 0, 0, 0, 0)" .. ", " ..
GetHealth(gear) ..")"
table.insert(explosivesList, temp)
end
table.insert(previewDataList, " PreviewPlacedGear(" .. GetX(gear) ..", " .. GetY(gear) .. ")")
if GetHealth(gear) == 1 then specialFlag = 15
elseif GetHealth(gear) == 25 then specialFlag = 16
elseif GetHealth(gear) == 50 then specialFlag = 17
elseif GetHealth(gear) == 75 then specialFlag = 18
elseif GetHealth(gear) == 100 then specialFlag = 19
end
elseif GetGearType(gear) == gtTarget then
arrayList = targetList
temp = " tempG = AddGear(" ..
GetX(gear) .. ", " ..
GetY(gear) .. ", gtTarget, 0, 0, 0, 0)"
table.insert(targetList, temp)
specialFlag = 14
elseif GetGearType(gear) == gtKnife then
arrayList = knifeList
temp = " tempG = AddGear(" ..
GetX(gear) .. ", " ..
GetY(gear) .. ", gtKnife, 0, 0, 0, 0)"
table.insert(knifeList, temp)
specialFlag = 13
elseif GetGearType(gear) == gtCase then
table.insert(previewDataList, " PreviewPlacedGear(" .. GetX(gear) ..", " .. GetY(gear) .. ")")
if (GetHealth(gear) ~= nil) and (GetHealth(gear) ~= 0) then
if (getGearValue(gear, "tag") ~= nil) then
temp = " tempG = SpawnHealthCrate(" ..
GetX(gear) ..", " ..
GetY(gear) ..
")"
table.insert(healthCrateList, temp)
table.insert(healthCrateList, " SetHealth(tempG, " .. GetHealth(gear) .. ")")
table.insert(healthCrateList, " setGearValue(tempG, \"tag\", \"" .. getGearValue(gear,"tag") .. "\")")
else
temp = " SetHealth(SpawnHealthCrate(" ..
GetX(gear) ..", " ..
GetY(gear) ..
"), " ..
GetHealth(gear) ..")"
table.insert(healthCrateList, temp)
end
if GetHealth(gear) == 25 then specialFlag = 9
elseif GetHealth(gear) == 50 then specialFlag = 10
elseif GetHealth(gear) == 75 then specialFlag = 11
elseif GetHealth(gear) == 100 then specialFlag = 12
end
elseif getGearValue(gear,"caseType") == "ammo" then
arrayList = wepCrateList
temp = " tempG = SpawnAmmoCrate(" ..
GetX(gear) ..", " ..
GetY(gear) ..", " ..
getGearValue(gear,"contents") ..
")"
table.insert(wepCrateList, temp)
tempV = getGearValue(gear,"contents")
for i = 1, #atkArray do
if tempV == atkArray[i][2] then
specialFlag = i + 19
end
end
--dammit, we probably need two more entries if we want to allow editing of existing maps
table.insert(wepCrateList, " setGearValue(tempG, \"caseType\", \"" .. getGearValue(gear,"caseType") .. "\")")
table.insert(wepCrateList, " setGearValue(tempG, \"contents\", \"" .. getGearValue(gear,"contents") .. "\")")
elseif getGearValue(gear,"caseType") == "util" then
arrayList = utilCrateList
temp = " tempG = SpawnUtilityCrate(" ..
GetX(gear) ..", " ..
GetY(gear) ..", " ..
getGearValue(gear,"contents") ..
")"
table.insert(utilCrateList, temp)
tempV = getGearValue(gear,"contents")
for i = 1, #utilArray do
if tempV == utilArray[i][2] then
specialFlag = i + 19 + #atkArray
end
end
--dammit, we probably need two more entries if we want to allow editing of existing maps
table.insert(utilCrateList, " setGearValue(tempG, \"caseType\", \"" .. getGearValue(gear,"caseType") .. "\")")
table.insert(utilCrateList, " setGearValue(tempG, \"contents\", \"" .. getGearValue(gear,"contents") .. "\")")
end
end
-- add tracking of simple win/lose for simpler gears that have a tempG = listed above
if (getGearValue(gear, "tag") ~= nil) and (arrayList ~= nil) then
table.insert(arrayList, " setGearValue(tempG, \"tag\", \"" .. getGearValue(gear,"tag") .. "\")")
end
-- this creates a big, messy list of special flags for use in hwmaps
if specialFlag ~= nil then
table.insert(hFlagList, " " .. GetX(gear) .. " " .. GetY(gear) .. " " .. specialFlag)
end
end
-- generate a title and list all the gears if there is at least 1 of them in the list
function AppendGearList(gearList, consoleLine)
if #gearList > 0 then
WriteLnToConsole(consoleLine)
for i = 1, #gearList do
WriteLnToConsole(gearList[i])
end
WriteLnToConsole("")
end
end
-- new attempt at doing shit a bit cleaner:
-- it may be a bit verbose, but this should generate a comprehensive, human-readable
-- list of gears, broken up into sections and output it to the console
function SaveGearData()
runOnGears(GetDataForGearSaving)
AppendGearList(healthCrateList, " ------ HEALTH CRATE LIST ------")
AppendGearList(wepCrateList, " ------ AMMO CRATE LIST ------")
AppendGearList(utilCrateList, " ------ UTILITY CRATE LIST ------")
AppendGearList(explosivesList, " ------ BARREL LIST ------")
AppendGearList(mineList, " ------ MINE LIST ------")
AppendGearList(sMineList, " ------ STICKY MINE LIST ------")
AppendGearList(airMineList, " ------ AIR MINE LIST ------")
AppendGearList(targetList, " ------ TARGET LIST ------")
AppendGearList(knifeList, " ------ CLEAVER LIST ------")
end
function DoAmmoLoop(i)
for x = 1, #atkArray do
if getGearValue(hhs[i],atkArray[x][1]) ~= 0 then
WriteLnToConsole(" AddAmmo(hhs[" .. i .. "], " .. atkArray[x][2] .. ", " .. getGearValue(hhs[i],atkArray[x][1]) .. ")")
end
end
for x = 1, #utilArray do
if getGearValue(hhs[i],utilArray[x][1]) ~= 0 then
WriteLnToConsole(" AddAmmo(hhs[" .. i .. "], " .. utilArray[x][2] .. ", " .. getGearValue(hhs[i],utilArray[x][1]) .. ")")
end
end
WriteLnToConsole("")
end
-- this is called when a tagged gear is deleted during a mission
-- it determines if the game is ready to conclude in victory/defeat
function CheckForConclusion(gear)
-- failure gears must always all be protected, so if any of them are destroyed the player loses
if getGearValue(gear,"tag") == "failure" then
EndGameIn("failure")
else
-- the presence of other tagged gears means that the goal of this mission is not
-- simply to kill every hedgehog. Thus, we need to count the remaining tagged objects
-- to see how close we are to completing the mission successfully.
victoryObj = 0
failObj = 0
collectObj = 0
runOnGears(CheckForConditions)
if GetGearType(gear) ~= gtCase then
-- non-crates can only be tagged as victory or failure, and as this wasn't tagged
-- "failure" in our earlier check, this must be a victory tagged gear. Let's adust
-- the number of objects accordingly as it's in the process of being destroyed.
victoryObj = victoryObj - 1
-- if there are no objectives left to complete, end the game in victory
if (victoryObj == 0) and (collectObj == 0) then
EndGameIn("victory")
end
else
-- this crate was deleted, but was it collected or destroyed, and how does that match
-- the goals of our mission?
if (GetGearMessage(gear) == 256) and (getGearValue(gear,"tag") == "collection") then
if GetHogLevel(CurrentHedgehog) == 0 then
-- the enemy stole our crate
EndGameIn("failure")
else
collectObj = collectObj - 1
if (victoryObj == 0) and (collectObj == 0) then
EndGameIn("victory")
end
end
elseif (GetGearMessage(gear) == 0) and (getGearValue(gear,"tag") == "victory") then
victoryObj = victoryObj - 1
if (victoryObj == 0) and (collectObj == 0) then
EndGameIn("victory")
end
else
-- unfortunately, we messed up our mission.
EndGameIn("failure")
end
end
end
end
---------------------------------
-- THE BIG ONE
---------------------------------
-- saving process starts here
-- saves all level data to logs/game0.log and generates a simple script template
function SaveLevelData()
WriteLnToConsole("------ BEGIN SCRIPT ------")
WriteLnToConsole("-- Copy and Paste this text into an empty text file, and save it as")
WriteLnToConsole("-- YOURTITLEHERE.lua, in your Data/Missions/Training/ folder.")
WriteLnToConsole("")
WriteLnToConsole("HedgewarsScriptLoad(\"/Scripts/Locale.lua\")")
WriteLnToConsole("HedgewarsScriptLoad(\"/Scripts/Tracker.lua\")")
WriteLnToConsole("")
WriteLnToConsole("local hhs = {}")
WriteLnToConsole("")
WriteLnToConsole("local wepArray = {")
WriteLnToConsole(" amBazooka, amBee, amMortar, amDrill, amSnowball,")
WriteLnToConsole(" amGrenade, amClusterBomb, amMolotov, amWatermelon, amHellishBomb, amGasBomb,")
WriteLnToConsole(" amShotgun, amDEagle, amSniperRifle, amSineGun, amLandGun, amIceGun,")
WriteLnToConsole(" amFirePunch, amWhip, amBaseballBat, amKamikaze, amSeduction, amHammer,")
WriteLnToConsole(" amMine, amDynamite, amCake, amBallgun, amRCPlane, amSMine, amAirMine,")
WriteLnToConsole(" amAirAttack, amMineStrike, amDrillStrike, amNapalm, amPiano, amBirdy,")
WriteLnToConsole(" amBlowTorch, amPickHammer, amGirder, amRubber, amPortalGun,")
WriteLnToConsole(" amRope, amParachute, amTeleport, amJetpack,")
WriteLnToConsole(" amInvulnerable, amLaserSight, amVampiric,")
WriteLnToConsole(" amLowGravity, amExtraDamage, amExtraTime, amResurrector, amTardis, amSwitch")
WriteLnToConsole(" }")
WriteLnToConsole("")
SaveConfigData()
WriteLnToConsole("")
WriteLnToConsole("function LoadHogWeapons()")
WriteLnToConsole("")
if band(GameFlags, gfPerHogAmmo) ~= 0 then -- per hog ammo
for i = 1, #hhs do
DoAmmoLoop(i)
end
else -- team-based ammo
teamCounter = 0
lastRecordedTeam = ""
for i = 1, #hhs do
if GetHogTeamName(hhs[i]) ~= lastRecordedTeam then
lastRecordedTeam = GetHogTeamName(hhs[i])
teamCounter = teamCounter + 1
if teamCounter == 9 then
teamCounter = 1
end
DoAmmoLoop(i)
end
end
end
WriteLnToConsole("end")
WriteLnToConsole("")
WriteLnToConsole("")
WriteLnToConsole("function LoadSprite(pX, pY, pSprite, pFrame, pTint, p1, p2, p3, pLandFlags)")
WriteLnToConsole(" PlaceSprite(pX, pY, pSprite, pFrame, pTint, p1, p2, p3, pLandFlags)")
WriteLnToConsole("end")
WriteLnToConsole("")
WriteLnToConsole("")
WriteLnToConsole("function LoadGearData()")
WriteLnToConsole("")
WriteLnToConsole(" --BEGIN CORE DATA--")
WriteLnToConsole("")
WriteLnToConsole(" ------ PORTAL DISTANCE and UFO FUEL ------")
WriteLnToConsole(" ufoFuel = " .. ufoFuel)
WriteLnToConsole(" portalDistance = " .. portalDistance*5)
table.insert(hFlagList, " " .. portalDistance*5 .. " " .. ufoFuel .. " " .. 98)
WriteLnToConsole("")
for i = 0, (placedCount-1) do
if placedType[i] == loc("Waypoint Mode") then
table.insert(waypointList,
" AddWayPoint(" ..
placedX[i] ..", " ..
placedY[i] ..")"
)
table.insert(hFlagList, " " .. placedX[i] .. " " .. placedY[i] .. " " .. "0")
table.insert(previewDataList, " PreviewWayPoint(" .. placedX[i] ..", " .. placedY[i] .. ")")
end
end
for i = 0, (placedCount-1) do
if placedType[i] == loc("Girder Placement Mode") then
table.insert(girderList,
" LoadSprite(" ..
placedX[i] ..", " ..
placedY[i] ..", sprAmGirder, " ..
placedFrame[i] .. -- the rotation/frame
", " ..
placedTint[i] ..", " .. -- color
"nil, nil, nil, " ..
placedLandFlags[i] .. ")" --the landType
)
table.insert(hFlagList, " " .. placedX[i] .. " " .. placedY[i] .. " " .. placedHWMapFlag[i])
table.insert(previewDataList, " PreviewGirder(" .. placedX[i] ..", " .. placedY[i] .. ", " .. placedFrame[i] .. ")")
end
end
for i = 0, (placedCount-1) do
if placedType[i] == loc("Rubber Placement Mode") then
table.insert(rubberList,
" LoadSprite(" ..
placedX[i] ..", " ..
placedY[i] ..", sprAmRubber, " ..
placedFrame[i] ..
", " ..
placedTint[i] ..", " .. -- color
"nil, nil, nil, " ..
"lfBouncy)" --the landType
)
table.insert(hFlagList, " " .. placedX[i] .. " " .. placedY[i] .. " " .. placedHWMapFlag[i])
table.insert(previewDataList, " PreviewRubber(" .. placedX[i] ..", " .. placedY[i] .. ", " .. placedFrame[i] .. ")")
end
end
for i = 0, (placedCount-1) do
if placedType[i] == loc("Sprite Placement Mode") then
table.insert(spriteList,
" LoadSprite(" ..
placedX[i] ..", " ..
placedY[i] ..", " .. placedSprite[i] .. ", " ..
placedFrame[i] .. -- I think this is the frame, can't remember
", " ..
placedTint[i] ..", " .. -- color
"nil, nil, nil, " ..
placedLandFlags[i] .. ")" --the landType
)
end
end
AppendGearList(waypointList, " ------ WAYPOINT LIST ------")
AppendGearList(girderList, " ------ GIRDER LIST ------")
AppendGearList(rubberList, " ------ RUBBER LIST ------")
AppendGearList(spriteList, " ------ SPRITE LIST ------")
SaveGearData()
WriteLnToConsole(" --END CORE DATA--")
WriteLnToConsole("")
WriteLnToConsole(" LoadHogWeapons()")
WriteLnToConsole("")
WriteLnToConsole("end")
WriteLnToConsole("")
WriteLnToConsole("")
WriteLnToConsole("function onGameStart()")
WriteLnToConsole("")
WriteLnToConsole(" LoadGearData()")
WriteLnToConsole(" DetermineMissionGoal()")
WriteLnToConsole("")
WriteLnToConsole("end")
WriteLnToConsole("")
WriteLnToConsole("")
WriteLnToConsole("function onNewTurn()")
WriteLnToConsole(" --insert code according to taste")
WriteLnToConsole("end")
WriteLnToConsole("")
WriteLnToConsole("")
WriteLnToConsole("function onGameTick()")
WriteLnToConsole(" runOnGears(UpdateTagCircles)")
WriteLnToConsole("end")
WriteLnToConsole("")
WriteLnToConsole("function UpdateTagCircles(gear)")
WriteLnToConsole(" if getGearValue(gear,\"tag\") ~= nil then")
WriteLnToConsole(" if getGearValue(gear,\"tCirc\") == nil then")
WriteLnToConsole(" setGearValue(gear, \"tCirc\",AddVisualGear(0,0,vgtCircle,0,true))")
WriteLnToConsole(" end")
WriteLnToConsole("")
WriteLnToConsole(" if getGearValue(gear,\"tag\") == \"victory\" then")
WriteLnToConsole(" SetVisualGearValues(getGearValue(gear,\"tCirc\"), GetX(gear), GetY(gear), 100, 255, 1, 10, 0, 150, 3, 0xff0000ff)")
WriteLnToConsole(" elseif getGearValue(gear,\"tag\") == \"failure\" then")
WriteLnToConsole(" SetVisualGearValues(getGearValue(gear,\"tCirc\"), GetX(gear), GetY(gear), 100, 255, 1, 10, 0, 150, 3, 0x00ff00ff)")
WriteLnToConsole(" elseif getGearValue(gear,\"tag\") == \"collection\" then")
WriteLnToConsole(" SetVisualGearValues(getGearValue(gear,\"tCirc\"), GetX(gear), GetY(gear), 100, 255, 1, 10, 0, 150, 3, 0x0000ffff)")
WriteLnToConsole(" end")
WriteLnToConsole(" end")
WriteLnToConsole("end")
WriteLnToConsole("")
WriteLnToConsole("function CheckForConditions(gear)")
WriteLnToConsole(" if getGearValue(gear,\"tag\") == \"victory\" then")
WriteLnToConsole(" victoryObj = victoryObj +1")
WriteLnToConsole(" elseif getGearValue(gear,\"tag\") == \"failure\" then")
WriteLnToConsole(" failObj = failObj +1")
WriteLnToConsole(" elseif getGearValue(gear,\"tag\") == \"collection\" then")
WriteLnToConsole(" collectObj = collectObj +1")
WriteLnToConsole(" end")
WriteLnToConsole("end")
WriteLnToConsole("")
WriteLnToConsole("function CheckForConclusion(gear)")
WriteLnToConsole("")
WriteLnToConsole(" if getGearValue(gear,\"tag\") == \"failure\" then ")
WriteLnToConsole(" EndGameIn(\"failure\")")
WriteLnToConsole(" else ")
WriteLnToConsole("")
WriteLnToConsole(" victoryObj = 0")
WriteLnToConsole(" failObj = 0")
WriteLnToConsole(" collectObj = 0")
WriteLnToConsole(" runOnGears(CheckForConditions)")
WriteLnToConsole("")
WriteLnToConsole(" if GetGearType(gear) ~= gtCase then")
WriteLnToConsole("")
WriteLnToConsole(" victoryObj = victoryObj - 1 ")
WriteLnToConsole("")
WriteLnToConsole(" if (victoryObj == 0) and (collectObj == 0) then")
WriteLnToConsole(" EndGameIn(\"victory\")")
WriteLnToConsole(" end")
WriteLnToConsole("")
WriteLnToConsole(" else")
WriteLnToConsole("")
WriteLnToConsole(" if (GetGearMessage(gear) == 256) and (getGearValue(gear,\"tag\") == \"collection\") then ")
WriteLnToConsole(" if GetHogLevel(CurrentHedgehog) ~= 0 then")
WriteLnToConsole(" EndGameIn(\"failure\")")
WriteLnToConsole(" else")
WriteLnToConsole(" collectObj = collectObj - 1")
WriteLnToConsole(" if (victoryObj == 0) and (collectObj == 0) then")
WriteLnToConsole(" EndGameIn(\"victory\")")
WriteLnToConsole(" end")
WriteLnToConsole(" end")
WriteLnToConsole(" elseif (GetGearMessage(gear) == 0) and (getGearValue(gear,\"tag\") == \"victory\") then")
WriteLnToConsole(" victoryObj = victoryObj - 1")
WriteLnToConsole(" if (victoryObj == 0) and (collectObj == 0) then ")
WriteLnToConsole(" EndGameIn(\"victory\")")
WriteLnToConsole(" end")
WriteLnToConsole(" else")
WriteLnToConsole(" EndGameIn(\"failure\")")
WriteLnToConsole(" end")
WriteLnToConsole("")
WriteLnToConsole(" end")
WriteLnToConsole("")
WriteLnToConsole(" end")
WriteLnToConsole("")
WriteLnToConsole("end")
WriteLnToConsole("")
WriteLnToConsole("function DetermineMissionGoal()")
WriteLnToConsole("")
WriteLnToConsole(" victoryObj = 0")
WriteLnToConsole(" failObj = 0")
WriteLnToConsole(" collectObj = 0")
WriteLnToConsole(" vComment = \"\"")
WriteLnToConsole(" fComment = \"\"")
WriteLnToConsole(" collectComment = \"\"")
WriteLnToConsole("")
WriteLnToConsole(" runOnGears(CheckForConditions)")
WriteLnToConsole("")
WriteLnToConsole(" if victoryObj > 0 then ")
WriteLnToConsole(" if victoryObj == 1 then ")
WriteLnToConsole(" vComment = loc(\"Destroy the red target\")")
WriteLnToConsole(" else ")
WriteLnToConsole(" vComment = loc(\"Destroy the red targets\")")
WriteLnToConsole(" end")
WriteLnToConsole(" end")
WriteLnToConsole("")
WriteLnToConsole(" if collectObj > 0 then ")
WriteLnToConsole(" if collectObj == 1 then ")
WriteLnToConsole(" collectComment = loc(\"Collect the blue target\")")
WriteLnToConsole(" else ")
WriteLnToConsole(" collectComment = loc(\"Collect all the blue targets\")")
WriteLnToConsole(" end")
WriteLnToConsole(" end")
WriteLnToConsole("")
WriteLnToConsole(" if (collectObj == 0) and (victoryObj == 0) then")
WriteLnToConsole(" vComment = loc(\"Destroy the enemy.\")")
WriteLnToConsole(" end")
WriteLnToConsole("")
WriteLnToConsole(" if failObj > 0 then ")
WriteLnToConsole(" if failObj == 1 then ")
WriteLnToConsole(" fComment = loc(\"The green target must survive\")")
WriteLnToConsole(" else ")
WriteLnToConsole(" fComment = loc(\"The green targets must survive\")")
WriteLnToConsole(" end")
WriteLnToConsole(" end")
WriteLnToConsole("")
WriteLnToConsole(" ShowMission(loc(\"User Challenge\"), loc(\"Mission Goals\") .. \":\", collectComment .. \"|\" .. vComment .. \"|\" .. fComment, 0, 0)")
WriteLnToConsole("")
WriteLnToConsole("end")
WriteLnToConsole("")
WriteLnToConsole("function isATrackedGear(gear)")
WriteLnToConsole(" if (GetGearType(gear) == gtHedgehog) or")
WriteLnToConsole(" (GetGearType(gear) == gtExplosives) or")
WriteLnToConsole(" (GetGearType(gear) == gtMine) or")
WriteLnToConsole(" (GetGearType(gear) == gtSMine) or")
WriteLnToConsole(" (GetGearType(gear) == gtAirMine) or")
WriteLnToConsole(" (GetGearType(gear) == gtTarget) or")
WriteLnToConsole(" (GetGearType(gear) == gtKnife) or")
WriteLnToConsole(" (GetGearType(gear) == gtPortal) or")
WriteLnToConsole(" (GetGearType(gear) == gtCase)")
WriteLnToConsole(" then")
WriteLnToConsole(" return(true)")
WriteLnToConsole(" else")
WriteLnToConsole(" return(false)")
WriteLnToConsole(" end")
WriteLnToConsole("end")
WriteLnToConsole("")
WriteLnToConsole("")
WriteLnToConsole("function onGearAdd(gear)")
WriteLnToConsole(" if isATrackedGear(gear) then")
WriteLnToConsole(" trackGear(gear)")
WriteLnToConsole(" end")
WriteLnToConsole("end")
WriteLnToConsole("")
WriteLnToConsole("")
WriteLnToConsole("function EndGameIn(c)")
WriteLnToConsole("")
WriteLnToConsole(" teamCounter = 0")
WriteLnToConsole(" lastRecordedTeam = \"\" ")
WriteLnToConsole(" for i = 1, #hhs do")
WriteLnToConsole("")
WriteLnToConsole(" if GetHogTeamName(hhs[i]) ~= lastRecordedTeam then --er, is this okay without nill checks?")
WriteLnToConsole("")
WriteLnToConsole(" lastRecordedTeam = GetHogTeamName(hhs[i])")
WriteLnToConsole(" teamCounter = teamCounter + 1")
WriteLnToConsole(" if teamCounter == 9 then")
WriteLnToConsole(" teamCounter = 1")
WriteLnToConsole(" end")
WriteLnToConsole("")
WriteLnToConsole(" if (c == \"victory\") and (GetHogLevel(hhs[i]) ~= 0) then")
WriteLnToConsole(" DismissTeam(GetHogTeamName(hhs[i]))")
WriteLnToConsole(" ShowMission(loc(\"User Challenge\"), loc(\"MISSION SUCCESSFUL\"), loc(\"Congratulations!\"), 0, 0)")
WriteLnToConsole(" elseif (c == \"failure\") and (GetHogLevel(hhs[i]) == 0) then")
WriteLnToConsole(" DismissTeam(GetHogTeamName(hhs[i]))")
WriteLnToConsole(" ShowMission(loc(\"User Challenge\"), loc(\"MISSION FAILED\"), loc(\"Oh no! Just try again!\"), -amSkip, 0)")
WriteLnToConsole(" elseif (c == \"victory\") and (GetHogLevel(hhs[i]) == 0) then")
WriteLnToConsole(" PlaySound(sndVictory,hhs[i]) -- check if we actually need this")
WriteLnToConsole(" end")
WriteLnToConsole("")
WriteLnToConsole(" end")
WriteLnToConsole("")
WriteLnToConsole(" end")
WriteLnToConsole("")
WriteLnToConsole("end")
WriteLnToConsole("")
WriteLnToConsole("")
WriteLnToConsole("function onGearDelete(gear)")
WriteLnToConsole("")
WriteLnToConsole(" --insert code according to taste")
WriteLnToConsole("")
WriteLnToConsole(" if isATrackedGear(gear) then")
WriteLnToConsole("")
WriteLnToConsole(" if getGearValue(gear,\"tag\") ~= nil then")
WriteLnToConsole(" CheckForConclusion(gear)")
WriteLnToConsole(" end")
WriteLnToConsole("")
WriteLnToConsole(" if getGearValue(gear, \"tCirc\") ~= nil then")
WriteLnToConsole(" DeleteVisualGear(getGearValue(gear, \"tCirc\"))")
WriteLnToConsole(" end")
WriteLnToConsole("")
WriteLnToConsole(" trackDeletion(gear)")
WriteLnToConsole("")
WriteLnToConsole(" end")
WriteLnToConsole("")
WriteLnToConsole("end")
WriteLnToConsole("")
WriteLnToConsole("")
WriteLnToConsole("--enable and/or alter code according to taste")
WriteLnToConsole("function onAmmoStoreInit()")
WriteLnToConsole("")
WriteLnToConsole(" for i = 1, #wepArray do")
WriteLnToConsole(" SetAmmo(wepArray[i], 0, 0, 0, 1)")
WriteLnToConsole(" end")
WriteLnToConsole("")
WriteLnToConsole(" SetAmmo(amSkip, 9, 0, 0, 0)")
WriteLnToConsole("")
WriteLnToConsole("end")
WriteLnToConsole("")
WriteLnToConsole("------ END GENERATED MISSION ------")
-- at this point, generation for the missions/training output is intended to stop
WriteLnToConsole("")
WriteLnToConsole("function GeneratePreviewData()")
WriteLnToConsole("")
for i = 1, #previewDataList do
WriteLnToConsole(previewDataList[i])
end
WriteLnToConsole("")
WriteLnToConsole("end")
WriteLnToConsole("")
ConvertGearDataToHWPText()
WriteLnToConsole("------ END GENERATED SCRIPT ------")
AddCaption(loc("Level Data Saved!"))
end
----------------------------------
-- some special effects handling
----------------------------------
function SmokePuff(x,y,c)
tempE = AddVisualGear(x, y, vgtSmoke, 0, false)
SetVisualGearValues(tempE, nil, nil, nil, nil, nil, nil, nil, 1, nil, c )
end
function HandleGearBasedRankingEffects(gear)
if getGearValue(gear, "ranking") ~= nil then
SmokePuff(GetX(gear), GetY(gear),GetRankedColour(getGearValue(gear, "ranking")))
end
end
function HandleRankingEffects()
for i = 1, #shoppaPX do
SmokePuff(shoppaPX[i], shoppaPY[i], GetRankedColour(shoppaPR[i]))
end
runOnHogs(HandleGearBasedRankingEffects)
end
function UpdateTagCircles(gear)
if getGearValue(gear,"tag") ~= nil then
if cat[cIndex] == loc("Goal Mode") then
-- generate circs for tagged gears that don't have a circ yet (new)
if getGearValue(gear,"tCirc") == nil then
setGearValue(gear, "tCirc",AddVisualGear(0,0,vgtCircle,0,true))
end
if getGearValue(gear,"tag") == "victory" then
SetVisualGearValues(getGearValue(gear,"tCirc"), GetX(gear), GetY(gear), 100, 255, 1, 10, 0, 150, 3, 0xff0000ff)
elseif getGearValue(gear,"tag") == "failure" then
SetVisualGearValues(getGearValue(gear,"tCirc"), GetX(gear), GetY(gear), 100, 255, 1, 10, 0, 150, 3, 0x00ff00ff)
elseif getGearValue(gear,"tag") == "collection" then
SetVisualGearValues(getGearValue(gear,"tCirc"), GetX(gear), GetY(gear), 100, 255, 1, 10, 0, 150, 3, 0x0000ffff)
end
else
SetVisualGearValues(getGearValue(gear,"tCirc"), GetX(gear), GetY(gear), 0, 1, 1, 10, 0, 1, 1, 0x00000000)
end
end
end
-- handle short range portal gun
function PortalEffects(gear)
if GetGearType(gear) == gtPortal then
tag = GetTag(gear)
if tag == 0 then
col = 0xfab02aFF -- orange ball
elseif tag == 1 then
col = 0x00FF00FF -- orange portal
elseif tag == 2 then
col = 0x364df7FF -- blue ball
elseif tag == 3 then
col = 0xFFFF00FF -- blue portal
end
if (tag == 0) or (tag == 2) then -- i.e ball form
tempE = AddVisualGear(GetX(gear), GetY(gear), vgtDust, 0, true)
SetVisualGearValues(tempE, nil, nil, nil, nil, nil, nil, nil, 1, nil, col )
remLife = getGearValue(gear,"life")
remLife = remLife - 1
setGearValue(gear, "life", remLife)
if remLife == 0 then
tempE = AddVisualGear(GetX(gear)+15, GetY(gear), vgtSmoke, 0, true)
SetVisualGearValues(tempE, nil, nil, nil, nil, nil, nil, nil, nil, col)
tempE = AddVisualGear(GetX(gear)-15, GetY(gear), vgtSmoke, 0, true)
SetVisualGearValues(tempE, nil, nil, nil, nil, nil, nil, nil, nil, col)
tempE = AddVisualGear(GetX(gear), GetY(gear)+15, vgtSmoke, 0, true)
SetVisualGearValues(tempE, nil, nil, nil, nil, nil, nil, nil, nil, col)
tempE = AddVisualGear(GetX(gear), GetY(gear)-15, vgtSmoke, 0, true)
SetVisualGearValues(tempE, nil, nil, nil, nil, nil, nil, nil, nil, col)
PlaySound(sndVaporize)
DeleteGear(gear)
end
end
end
end
function updateHelp()
if (GetCurAmmoType() ~= amGirder) and (GetCurAmmoType() ~= amRubber) and (GetCurAmmoType() ~= amAirAttack) then
showHedgeEditorMissionPanel()
elseif cat[cIndex] == loc("Girder Placement Mode") then
ShowMission (
loc("GIRDER PLACEMENT MODE"),
loc("Use this mode to place girders"),
loc("Place Girder: [Left Click]") .. "|" ..
loc("Change Rotation: [Left], [Right]") .. "|" ..
loc("Change LandFlag: [1], [2], [3], [4]") .. "|" ..
" " .. "|" ..
loc("1 - Normal Girder") .. "|" ..
loc("2 - Indestructible Girder") .. "|" ..
loc("3 - Icy Girder") .. "|" ..
loc("4 - Bouncy Girder") .. "|" ..
" " .. "|" ..
loc("Deletion Mode: [5]") .. "|" ..
loc("Toggle Help: Precise+1") .. "|" ..
"", -amGirder, 60000
)
elseif cat[cIndex] == loc("Rubber Placement Mode") then
ShowMission (
loc("RUBBER PLACEMENT MODE"),
loc("Use this mode to place rubberbands"),
loc("Place Object: [Left Click]") .. "|" ..
loc("Change Rotation: [Left], [Right]") .. "|" ..
loc("1 - Normal Rubber") .. "|" ..
" " .. "|" ..
loc("Deletion Mode: [5]") .. "|" ..
loc("Toggle Help: Precise+1") .. "|" ..
"", -amRubber, 60000
)
elseif cat[cIndex] == loc("Barrel Placement Mode") then
ShowMission (
loc("BARREL PLACEMENT MODE"),
loc("Use this mode to place barrels"),
loc("Place Object: [Left Click]") .. "|" ..
loc("Change Health: [Left], [Right]") .. "|" ..
" " .. "|" ..
loc("Change Placement Mode: [Up], [Down]") .. "|" ..
loc("Toggle Help: Precise+1") .. "|" ..
"", 8, 60000
)
elseif cat[cIndex] == loc("Cleaver Placement Mode") then
ShowMission (
loc("CLEAVER MINE PLACEMENT MODE"),
loc("Use this mode to place cleavers"),
loc("Place Object: [Left Click]") .. "|" ..
" " .. "|" ..
loc("Change Placement Mode: [Up], [Down]") .. "|" ..
loc("Toggle Help: Precise+1") .. "|" ..
"", -amKnife, 60000
)
elseif cat[cIndex] == loc("Target Placement Mode") then
ShowMission (
loc("TARGET MINE PLACEMENT MODE"),
loc("Use this mode to place targets"),
loc("Place Object: [Left Click]") .. "|" ..
" " .. "|" ..
loc("Change Placement Mode: [Up], [Down]") .. "|" ..
loc("Toggle Help: Precise+1") .. "|" ..
"", 1, 60000
)
elseif cat[cIndex] == loc("Waypoint Mode") then
ShowMission (
loc("WAYPOINT MODE"),
loc("Use this mode to place or delete waypoints"),
loc("Place/Delete Waypoint: [Left Click]") .. "|" ..
loc("Toggle Placement/Deletion: [Left], [Right]") .. "|" ..
" " .. "|" ..
loc("Change Placement Mode: [Up], [Down]") .. "|" ..
loc("Toggle Help: Precise+1") .. "|" ..
"", -amAirAttack, 60000
)
elseif cat[cIndex] == loc("Mine Placement Mode") then
ShowMission (
loc("MINE PLACEMENT MODE"),
loc("Use this mode to place mines"),
loc("Place Object: [Left Click]") .. "|" ..
loc("Change Timer (in milliseconds): [Left], [Right]") .. "|" ..
" " .. "|" ..
loc("Change Placement Mode: [Up], [Down]") .. "|" ..
loc("Toggle Help: Precise+1") .. "|" ..
"", -amMine, 60000
)
elseif cat[cIndex] == loc("Dud Mine Placement Mode") then
ShowMission (
loc("DUD MINE PLACEMENT MODE"),
loc("Use this mode to place dud mines"),
loc("Place Object: [Left Click]") .. "|" ..
loc("Change Health: [Left], [Right]") .. "|" ..
" " .. "|" ..
loc("Change Placement Mode: [Up], [Down]") .. "|" ..
loc("Toggle Help: Precise+1") .. "|" ..
"", -amMine, 60000
)
elseif cat[cIndex] == loc("Sticky Mine Placement Mode") then
ShowMission (
loc("STiCKY MINE PLACEMENT MODE"),
loc("Use this mode to place sticky mines"),
loc("Place Object: [Left Click]") .. "|" ..
loc("Change Timer (in milliseconds): [Left], [Right]") .. "|" ..
" " .. "|" ..
loc("Change Placement Mode: [Up], [Down]") .. "|" ..
loc("Toggle Help: Precise+1") .. "|" ..
"", -amSMine, 60000
)
elseif cat[cIndex] == loc("Air Mine Placement Mode") then
ShowMission (
loc("AIR MINE PLACEMENT MODE"),
loc("Use this mode to place air mines"),
loc("Place Object: [Left Click]") .. "|" ..
loc("Change Timer (in milliseconds): [Left], [Right]") .. "|" ..
" " .. "|" ..
loc("Change Placement Mode: [Up], [Down]") .. "|" ..
loc("Toggle Help: Precise+1") .. "|" ..
"", -amAirMine, 60000
)
elseif cat[cIndex] == loc("Weapon Crate Placement Mode") then
ShowMission (
loc("WEAPON CRATE PLACEMENT MODE"),
loc("Use this mode to place weapon crates"),
loc("Place Object: [Left Click]") .. "|" ..
loc("Change Content: [Left], [Right]") .. "|" ..
" " .. "|" ..
loc("Change Placement Mode: [Up], [Down]") .. "|" ..
loc("Toggle Help: Precise+1") .. "|" ..
"", 7, 60000
)
elseif cat[cIndex] == loc("Utility Crate Placement Mode") then
ShowMission (
loc("UTILITY CRATE PLACEMENT MODE"),
loc("Use this mode to place utility crates"),
loc("Place Object: [Left Click]") .. "|" ..
loc("Change Content: [Left], [Right]") .. "|" ..
" " .. "|" ..
loc("Change Placement Mode: [Up], [Down]") .. "|" ..
loc("Toggle Help: Precise+1") .. "|" ..
"", 5, 60000
)
elseif cat[cIndex] == loc("Health Crate Placement Mode") then
ShowMission (
loc("HEALTH CRATE PLACEMENT MODE"),
loc("Use this mode to place utility crates"),
loc("Place Object: [Left Click]") .. "|" ..
loc("Change Health Boost: [Left], [Right]") .. "|" ..
" " .. "|" ..
loc("Change Placement Mode: [Up], [Down]") .. "|" ..
loc("Toggle Help: Precise+1") .. "|" ..
"", 6, 60000
)
elseif cat[cIndex] == loc("Repositioning Mode") then
ShowMission (
loc("REPOSITIONING MODE"),
loc("Use this mode to select, reposition and delete gears"),
loc("Select/Place/Delete Gear: [Left Click]") .. "|" ..
loc("Choose Selection/Placement/Deletion: [Left], [Right]") .. "|" ..
" " .. "|" ..
loc("Change Placement Mode: [Up], [Down]") .. "|" ..
loc("Toggle Help: Precise+1") .. "|" ..
"", -amAirAttack, 60000
)
elseif cat[cIndex] == loc("Sprite Modification Mode") then
ShowMission (
loc("SPRITE MODIFICATION MODE"),
loc("Use to select, modify, or delete girders, rubbers, or sprites."),
loc("Change modification mode: [Left], [Right]") .."|"..
loc("While in modification mode, you can change|the LandFlag by clicking on an object.") .. "|" ..
loc("Set LandFlag: [1], [2], [3], [4]") .. "|" ..
" " .. "|" ..
loc("1 - Normal Land") .. "|" ..
loc("2 - Indestructible Land") .. "|" ..
loc("3 - Icy Land") .. "|" ..
loc("4 - Bouncy Land") .. "|" ..
" " .. "|" ..
loc("Change Placement Mode: [Up], [Down]") .. "|" ..
loc("Toggle Help: Precise+1") .. "|" ..
"", -amAirAttack, 60000
)
elseif cat[cIndex] == loc("Sprite Placement Mode") then
ShowMission (
loc("SPRITE PLACEMENT MODE"),
loc("Use this mode to place custom sprites."),
loc("Change sprite: [Left], [Right]") .. "|" ..
loc("Set LandFlag: [1], [2], [3], [4]") .. "|" ..
" " .. "|" ..
loc("1 - Normal Land") .. "|" ..
loc("2 - Indestructible Land") .. "|" ..
loc("3 - Icy Land") .. "|" ..
loc("4 - Bouncy Land") .. "|" ..
" " .. "|" ..
loc("Change Placement Mode: [Up], [Down]") .. "|" ..
loc("Toggle Help: Precise+1") .. "|" ..
"", 2, 60000
)
elseif cat[cIndex] == loc("Goal Mode") then
ShowMission (
loc("GOAL MODE"),
loc("Use this mode to mark gears for win/lose conditions."),
loc("Mark/unmark gear: [Left Click]") .. "|" ..
loc("Select win/lose condition: [Left], [Right]") .. "|" ..
" " .. "|" ..
loc("Change Placement Mode: [Up], [Down]") .. "|" ..
loc("Toggle Help: Precise+1") .. "|" ..
"", 3, 60000
)
elseif cat[cIndex] == loc("Hog Identity Mode") then
ShowMission (
loc("HOG IDENTITY MODE"),
loc("Use this mode to give a hog a preset identity and weapons."),
loc("Set Identity: [Left Click]") .. "|" ..
loc("[Left], [Right]: Change between identities.") .. "|" ..
" " .. "|" ..
loc("Change Placement Mode: [Up], [Down]") .. "|" ..
loc("Toggle Help: Precise+1") .. "|" ..
"", 3, 60000
)
elseif cat[cIndex] == loc("Team Identity Mode") then
ShowMission (
loc("TEAM IDENTITY MODE"),
loc("Use this mode to give an entire team themed hats and names."),
loc("Set Identity: [Left Click]") .. "|" ..
loc("[Left], [Right]: Change between identities.") .. "|" ..
" " .. "|" ..
loc("Change Placement Mode: [Up], [Down]") .. "|" ..
loc("Toggle Help: Precise+1") .. "|" ..
"", 3, 60000
)
elseif cat[cIndex] == loc("Health Modification Mode") then
ShowMission (
loc("HEALTH MODIFICATION MODE"),
loc("Use this mode to set the health of hogs, health crates, barrels and duds."),
loc("Set Health: [Left Click]") .. "|" ..
loc("[Left], [Right]: Change health value.") .. "|" ..
" " .. "|" ..
loc("Change Placement Mode: [Up], [Down]") .. "|" ..
loc("Toggle Help: Precise+1") .. "|" ..
"", 3, 60000
)
end
if helpDisabled == true then
HideMission()
end
end
-- called in onGameTick()
function HandleHedgeEditor()
if CurrentHedgehog ~= nil then
genTimer = genTimer + 1
tSprCol = 0x00000000
tempFrame = 0
xDisplacement = 42
yDisplacement = 42
if (curWep == amAirAttack) then
--wowaweewa, holyeeeee shite this is badly hacked (please rewrite when less lazy/morefeatures)
dCol = 0xFFFFFFFF
dFrame = 0
dAngle = 0
if (cat[cIndex] == loc("Mine Placement Mode")) then
dSprite = sprBotlevels--sprMineOff
dFrame = 1
elseif (cat[cIndex] == loc("Dud Mine Placement Mode")) then
-- TODO: Use dud mine sprite instead of sprite of normal mine
dSprite = sprBotlevels--sprMineOff
dFrame = 1
elseif (cat[cIndex] == loc("Sticky Mine Placement Mode")) then
dSprite = sprBotlevels--sprSMineOff
dFrame = 2
elseif (cat[cIndex] == loc("Air Mine Placement Mode")) then
dSprite = sprAirMine
elseif (cat[cIndex] == loc("Barrel Placement Mode")) then
dSprite = sprExplosives
elseif (cat[cIndex] == loc("Health Crate Placement Mode")) then
dSprite = sprFAid
elseif (cat[cIndex] == loc("Weapon Crate Placement Mode")) then
dSprite = sprCase
elseif (cat[cIndex] == loc("Utility Crate Placement Mode")) then
dSprite = sprUtility
elseif (cat[cIndex] == loc("Target Placement Mode")) then
dSprite = sprTarget
elseif (cat[cIndex] == loc("Cleaver Placement Mode")) then
dAngle = 270
dSprite = sprKnife
elseif (cat[cIndex] == loc("Sprite Placement Mode")) then
dSprite = reducedSpriteIDArray[pIndex]
dFrame = 1
else
dCol = 0xFFFFFF00
dSprite = sprArrow
end
if CG == nil then
CG = AddVisualGear(CursorX, CursorY, vgtStraightShot,0,true,3)
end
SetVisualGearValues(CG, CursorX, CursorY, 0, 0, dAngle, dFrame, 1000, dSprite, 1000, dCol)
if crateSprite == nil then
crateSprite = AddVisualGear(CursorX, CursorY-35, vgtStraightShot,0,true,3)
for i = 1, 4 do
tSpr[i] = AddVisualGear(CursorX, CursorY-35, vgtStraightShot,0,true,3)
end
end
if (cat[cIndex] == loc("Weapon Crate Placement Mode")) or (cat[cIndex] == loc("Utility Crate Placement Mode")) then
if (cat[cIndex] == loc("Weapon Crate Placement Mode")) then
tArr = atkArray
else
tArr = utilArray
end
tSprCol = 0xFFFFFFFF
tempFrame = tArr[pIndex][3]
end
else
if CG ~= nil then
SetVisualGearValues(CG, 0, 0, 0, 0, 0, 0, 1000, sprArrow, 1000, 0xFFFFFF00)
end
end
SetVisualGearValues(crateSprite, CursorX+xDisplacement, CursorY+yDisplacement, 0, 0, dAngle, tempFrame, 1000, sprAMAmmos, 1000, tSprCol)
SetVisualGearValues(tSpr[1], CursorX+xDisplacement-2, CursorY+yDisplacement-2, 0, 0, dAngle, 10, 1000, sprTarget, 1000, tSprCol)
SetVisualGearValues(tSpr[2], CursorX+xDisplacement-2, CursorY+yDisplacement+2, 0, 0, dAngle, 10, 1000, sprTarget, 1000, tSprCol)
SetVisualGearValues(tSpr[3], CursorX+xDisplacement+2, CursorY+yDisplacement-2, 0, 0, dAngle, 10, 1000, sprTarget, 1000, tSprCol)
SetVisualGearValues(tSpr[4], CursorX+xDisplacement+2, CursorY+yDisplacement+2, 0, 0, dAngle, 10, 1000, sprTarget, 1000, tSprCol)
if genTimer >= 100 then
genTimer = 0
curWep = GetCurAmmoType()
HandleRankingEffects()
runOnGears(PortalEffects)
-- change to girder mode on weapon swap
if (cIndex ~= 1) and (curWep == amGirder) then
cIndex = 1
RedefineSubset()
updateHelp()
elseif (cIndex ~=2) and (curWep == amRubber) then
cIndex = 2
RedefineSubset()
updateHelp()
-- change to generic mode if girder no longer selected
elseif (cIndex == 1) and (curWep ~= amGirder) then
cIndex = 3 -- was 2
RedefineSubset()
elseif (cIndex == 2) and (curWep ~= amRubber) then
cIndex = 3 --new
RedefineSubset()
end
-- update display selection criteria
if (curWep == amGirder) or (curWep == amRubber) or (curWep == amAirAttack) then
AddCaption(cat[cIndex],0xffba00ff,capgrpMessage)
local caption2
if type(pMode[pIndex]) == "table" then
caption2 = tostring(pMode[pIndex][1])
else
caption2 = tostring(pMode[pIndex])
end
AddCaption(caption2,0xffba00ff,capgrpMessage2)
if superDelete == true then
AddCaption(loc("Warning: Deletition Mode Active"),0xffba00ff,capgrpAmmoinfo)
end
end
if sSprite ~= nil then
SetVisualGearValues(sSprite, nil, nil, 0, 0, nil, nil, 10000, nil, 10000 )
end
end
end
if (ufoFuel ~= 0) then
if ufoFuel == 2000 then
SetHealth(ufoGear, 2000)
end
end
-- kinda lazy, but at least we don't have to do elaborate tacking elsewhere
SetVisualGearValues(sCirc, 0, 0, 0, 1, 1, 10, 0, 1, 1, 0x00000000)
--update selected gear display
if (cat[cIndex] == loc("Repositioning Mode")) and (sGear ~= nil) then
SetVisualGearValues(sCirc, GetX(sGear), GetY(sGear), 100, 255, 1, 10, 0, 300, 3, 0xff00ffff)
elseif (cat[cIndex] == loc("Sprite Modification Mode")) and (sSprite ~= nil) then
SetVisualGearValues(sSprite, nil, nil, 0, 0, nil, nil, 10000, nil, 10000)
elseif (cat[cIndex] == loc("Goal Mode")) then
if (sGear ~= nil) or (closestGear ~= nil) then
closestGear = nil
sGear = nil
end
end
runOnGears(UpdateTagCircles)
-- some kind of target detected, tell me your story
if cGear ~= nil then
x,y = GetGearTarget(cGear)
if GetGearType(cGear) == gtAirAttack then
DeleteGear(cGear)
PlaceObject(x, y)
elseif GetGearType(cGear) == gtGirder then
CGR = GetState(cGear)
-- improve rectangle test based on CGR when you can be bothered
PlaceObject(x, y)
end
end
end
--------------------------------------------------
-- EVENT HANDLERS
--------------------------------------------------
function commandMode()
if (preciseOn == true) and ((GetCurAmmoType() == amNothing) or (GetCurAmmoType() == amSkip)) then
return(true)
else
return(false)
end
end
function onTimer(s)
superDelete = false
if (commandMode() == true) and (s == 4) then
SaveLevelData() -- positions of crates, etc
elseif (commandMode() == true) and (s == 2) then
if GetAmmoCount(CurrentHedgehog, amAirAttack) == 100 then
SetEditingWeps(0)
AddCaption(loc("The editor weapons and tools have been removed!"))
else
SetEditingWeps(100)
AddCaption(loc("The editor weapons and tools have been added!"))
end
elseif (preciseOn == true) and (s == 1) then
if (GetCurAmmoType() == amGirder) or (GetCurAmmoType() == amRubber) or (GetCurAmmoType() == amAirAttack) then
helpDisabled = not(helpDisabled)
if helpDisabled then
AddCaption(loc("Help Disabled"),0xffba00ff,capgrpVolume)
else
AddCaption(loc("Help Enabled"),0xffba00ff,capgrpVolume)
end
updateHelp()
end
elseif (cat[cIndex] == loc("Sprite Placement Mode")) or (cat[cIndex] == loc("Girder Placement Mode")) or (cat[cIndex] == loc("Rubber Placement Mode")) or (cat[cIndex] == loc("Sprite Modification Mode")) then
if (cat[cIndex] == loc("Rubber Placement Mode")) and (s ~= 5) then
landType = lfBouncy
AddCaption(loc("Bouncy Land"),0xffba00ff,capgrpAmmoinfo)
elseif s == 1 then
landType = 0
AddCaption(loc("Normal Land"),0xffba00ff,capgrpAmmoinfo)
elseif s == 2 then
landType = lfIndestructible
AddCaption(loc("Indestructible Land"),0xffba00ff,capgrpAmmoinfo)
elseif s == 3 then
landType = lfIce
AddCaption(loc("Icy Land"),0xffba00ff,capgrpAmmoinfo)
elseif (s == 4) then
landType = lfBouncy
AddCaption(loc("Bouncy Land"),0xffba00ff,capgrpAmmoinfo)
elseif (s == 5) and (cat[cIndex] ~= loc("Sprite Modification Mode")) and (cat[cIndex] ~= loc("Sprite Placement Mode")) then
superDelete = true
end
elseif pMode[pIndex] == loc("Selection Mode") then
setGearValue(sGear, "ranking", s)
end
end
function onPrecise()
preciseOn = true
end
function onPreciseUp()
preciseOn = false
end
---------------------------------------------------------------
-- Cycle through selection subsets (by changing pIndex, pMode)
-- i.e health of barrels, medikits,
-- timer of mines
-- contents of crates etc.
---------------------------------------------------------------
function onLeft()
leftHeld = true
rightHeld = false
pIndex = pIndex - 1
if pIndex == 0 then
pIndex = #pMode
end
if (curWep == amGirder) or (curWep == amRubber) or (curWep == amAirAttack) then
AddCaption(pMode[pIndex],0xffba00ff,capgrpMessage2)
end
end
function onRight()
leftHeld = false
rightHeld = true
pIndex = pIndex + 1
if pIndex > #pMode then
pIndex = 1
end
if (curWep == amGirder) or (curWep == amRubber) or (curWep == amAirAttack) then
AddCaption(pMode[pIndex],0xffba00ff,capgrpMessage2)
end
end
---------------------------------------------------------
-- Cycle through primary categories (by changing cIndex)
-- i.e mine, sticky mine, barrels
-- health/weapon/utility crate, placement of gears
---------------------------------------------------------
function onUp()
if (curWep ~= amGirder) then
cIndex = cIndex - 1
if (cIndex == 1) or (cIndex == 2) then --1 --we no longer hit girder by normal means
cIndex = #cat
end
RedefineSubset()
updateHelp()
end
end
function onDown()
if (curWep ~= amGirder) then
cIndex = cIndex + 1
if cIndex > #cat then
cIndex = 3 -- 2 ----we no longer hit girder by normal means
end
RedefineSubset()
updateHelp()
end
end
function onParameters()
parseParams()
ufoFuel = tonumber(params["ufoFuel"])
if ufoFuel == nil then
ufoFuel = 0
end
mapID = tonumber(params["m"])
--15 is a good short range portal, for what it's worth
if tonumber(params["portalDistance"]) ~= nil then
portalDistance = div(tonumber(params["portalDistance"]),5)
end
if portalDistance == nil then
portalDistance = 5000
end
if params["helpDisabled"] == "true" then
helpDisabled = true
end
if mapID == nil then
mapID = 1
end
end
function onGameInit()
-- perhaps we can get some of this better info in parsecommandoverride
--Map = "Islands"
--Theme = "Deepspace"
--Seed = "{bacb2f87-f316-4691-a333-3bcfc4fb3d88}"
--MapGen = 0 -- 0:generated map, 1:generated maze, 2:hand drawn map
--TemplateFilter = 5 -- small=1,med=2,large=3,cavern=4,wacky=5
if mapID == nil then
mapID = 1
end
-- read gameflags and assign their values to the gameflaglist array
for i = 1, #gameFlagList do
if band(GameFlags, gameFlagList[i][3]) ~= 0 then
gameFlagList[i][2] = true
else
gameFlagList[i][2] = false
end
end
Explosives = 0
MinesNum = 0
EnableGameFlags(gfInfAttack, gfDisableWind)
RedefineSubset()
end
function showHedgeEditorMissionPanel()
ShowMission (
loc("HEDGEEDITOR"),
loc("An experimental (and buggy!) editing tool for missions and more"),
loc("Manual: https://hedgewars.org/hedgeeditor") .. "|" ..
" " .. "|" ..
loc("Place Girder: Girder") .. "|" ..
loc("Place Rubber: Rubber") .. "|" ..
loc("Place Gears (and more): Air Attack") .. "|" ..
loc("Change Selection: [Up], [Down], [Left], [Right]") .. "|" ..
loc("Toggle Help: Precise+1 (While a tool is selected)") .. "|" ..
" " .. "|" ..
loc("COMMANDS: (Use while no weapon is selected)") .. "|" ..
loc("Save Level: Precise+4") .. "|" ..
loc("Toggle Editing Weapons and Tools: Precise+2") .. "|" ..
" " .. "|" ..
"", 4, 5000
)
end
function onGameStart()
trackTeams()
InterpretPoints()
LoadLevelData()
showHedgeEditorMissionPanel()
sCirc = AddVisualGear(0,0,vgtCircle,0,true)
SetVisualGearValues(sCirc, 0, 0, 100, 255, 1, 10, 0, 40, 3, 0xffba00ff)
--[[ This is a small hack to disable Hedgewars' girder placement since we do it on our own;
this will remove the "girder circle" and gets rid of the placement failure animation ]]
SetMaxBuildDistance(1)
frameID = 1
visualSprite = sprAmGirder
sSprite = AddVisualGear(0, 0, vgtStraightShot, 0, true,1)
SetVisualGearValues(sSprite, 1, 1, 0, 0, nil, frameID, 20000, visualSprite, 20000, 0 )
SetAmmoDelay(amAirAttack,0)
SetAmmoDelay(amGirder,0)
SetAmmoDelay(amRubber,0)
end
function SetEditingWeps(ammoCount)
AddAmmo(CurrentHedgehog, amAirAttack, ammoCount)
AddAmmo(CurrentHedgehog, amGirder, ammoCount)
AddAmmo(CurrentHedgehog, amRubber, ammoCount)
AddAmmo(CurrentHedgehog, amTeleport, ammoCount)
AddAmmo(CurrentHedgehog, amRope, ammoCount)
AddAmmo(CurrentHedgehog, amSwitch, 100)
AddAmmo(CurrentHedgehog, amSkip, 100)
end
function clearAmmo(gear)
for i = 1, #atkArray do
AddAmmo(gear,atkArray[i][1],0)
end
for i = 1, #utilArray do
AddAmmo(gear,utilArray[i][1],0)
end
end
-- the below two functions allow you to set up a themed team.
-- one day, it'd be nice to be able to set their voice/flag/grave
-- ingame at this point, too, but for now, this is impossible
function SetTeamIdentity(gear)
tName = pMode[pIndex]
hIndex = 1
hArr = {}
for i = 1,#preMadeTeam[pIndex][2] do
table.insert(hArr,preMadeTeam[pIndex][2][i])
end
nArr = {}
for i = 1,#preMadeTeam[pIndex][3] do
table.insert(nArr,preMadeTeam[pIndex][3][i])
end
SetHogTeamName(gear, tName)
runOnHogs(AssignTeam)
end
function AssignTeam(gear)
if GetHogTeamName(gear) == tName then
setGearValue(gear,"flag",preMadeTeam[pIndex][5])
setGearValue(gear,"voice",preMadeTeam[pIndex][6])
setGearValue(gear,"grave",preMadeTeam[pIndex][7])
setGearValue(gear,"fort",preMadeTeam[pIndex][8])
if preMadeTeam[pIndex][4] == "R" then -- random team
if #hArr > 0 then
--if there are unchosen hats left, choose one
--then remove it from the available list of hats
i = 1+GetRandom(#hArr)
SetHogHat(gear,hArr[i])
table.remove(hArr,i)
else
-- choose any hat randomly
SetHogHat(gear,preMadeTeam[pIndex][2][1+GetRandom(#preMadeTeam[pIndex][2])])
end
if #nArr > 0 then
i = 1+GetRandom(#nArr)
SetHogName(gear,nArr[i])
table.remove(nArr,i)
else
SetHogName(gear,preMadeTeam[pIndex][3][1+GetRandom(#preMadeTeam[pIndex][3])])
end
elseif preMadeTeam[pIndex][4] == "F" then -- fixed team w/ exactly 8 guys
SetHogName(gear,preMadeTeam[pIndex][3][hIndex])
SetHogHat(gear,preMadeTeam[pIndex][2][hIndex])
hIndex = hIndex +1
else -- FR fixed random team with more or less than 8 guys
if #hArr > 0 then
i = 1+GetRandom(#hArr)
SetHogHat(gear,hArr[i])
SetHogName(gear,nArr[i])
table.remove(hArr,i)
table.remove(nArr,i)
else
SetHogHat(gear,"NoHat")
SetHogName(gear,"Uninspiring hog")
end
end
end
end
-- allows you to set a sort of identity and weapon profile for a given hog
-- this should only really be used when perHogAmmo is enabled
function SetHogProfile(gear, pro)
clearAmmo(gear)
if pro == loc("Sniper") then
SetHogName(gear,"Sniper")
SetHogHat(gear, "Sniper")
SetHealth(gear, 50)
AddAmmo(gear, amSniperRifle, 100)
AddAmmo(gear, amDEagle, 100)
elseif pro == loc("Pyro") then
SetHogName(gear,loc("Pyro"))
SetHogHat(gear, "Gasmask")
SetHealth(gear, 80)
AddAmmo(gear, amFlamethrower, 100)
AddAmmo(gear, amMolotov, 100)
AddAmmo(gear, amNapalm, 1)
elseif pro == loc("Soldier") then
SetHogName(gear,loc("Soldier"))
SetHogHat(gear, "war_americanww2helmet")
SetHealth(gear, 100)
AddAmmo(gear, amBazooka, 100)
AddAmmo(gear, amShotgun, 100)
AddAmmo(gear, amMortar, 100)
elseif pro == loc("Grenadier") then
SetHogName(gear,loc("Grenadier"))
SetHogHat(gear, "war_desertgrenadier1")
SetHealth(gear, 100)
AddAmmo(gear, amGrenade, 100)
AddAmmo(gear, amClusterBomb, 100)
AddAmmo(gear, amGasBomb, 100)
elseif pro == loc("Chef") then
SetHogName(gear,loc("Chef"))
SetHogHat(gear, "chef")
SetHealth(gear, 65)
AddAmmo(gear, amGasBomb, 100)
AddAmmo(gear, amKnife, 100)
AddAmmo(gear, amCake, 1)
elseif pro == loc("Ninja") then
SetHogName(gear,loc("Ninja"))
SetHogHat(gear, "NinjaFull")
SetHealth(gear, 80)
AddAmmo(gear, amRope, 100)
AddAmmo(gear, amFirePunch, 100)
AddAmmo(gear, amParachute, 1)
elseif pro == loc("Commander") then
SetHogName(gear,loc("Commander"))
SetHogHat(gear, "sf_vega")
SetHealth(gear, 120)
AddAmmo(gear, amDEagle, 100)
AddAmmo(gear, amAirAttack, 2)
AddAmmo(gear, amNapalm, 1)
AddAmmo(gear, amDrillStrike, 1)
AddAmmo(gear, amMineStrike, 1)
elseif pro == loc("Engineer") then
SetHogName(gear,loc("Engineer"))
SetHogHat(gear, "Glasses")
SetHealth(gear, 45)
AddAmmo(gear, amGirder, 4)
AddAmmo(gear, amRubber, 2)
AddAmmo(gear, amLandGun, 2)
AddAmmo(gear, amBlowTorch, 100)
AddAmmo(gear, amPickHammer, 100)
elseif pro == loc("Physicist") then
SetHogName(gear,loc("Physicist"))
SetHogHat(gear, "lambda")
SetHealth(gear, 80)
AddAmmo(gear, amIceGun, 2)
AddAmmo(gear, amSineGun, 100)
AddAmmo(gear, amBee, 2)
AddAmmo(gear, amLowGravity, 100)
elseif pro == loc("Trapper") then
SetHogName(gear,loc("Trapper"))
SetHogHat(gear, "Skull")
SetHealth(gear, 100)
AddAmmo(gear, amMine, 100)
AddAmmo(gear, amSMine, 4)
AddAmmo(gear, amAirMine, 2)
AddAmmo(gear, amMolotov, 100)
elseif pro == loc("Saint") then
SetHogName(gear,loc("Saint"))
SetHogHat(gear, "angel")
SetHealth(gear, 200)
AddAmmo(gear, amSeduction, 100)
AddAmmo(gear, amInvulnerable, 100)
AddAmmo(gear, amIceGun, 2)
AddAmmo(gear, amHammer, 100)
AddAmmo(gear, amResurrector, 100)
elseif pro == loc("Clown") then
SetHogName(gear,loc("Clown"))
SetHogHat(gear, "clown-copper")
SetHealth(gear, 70)
AddAmmo(gear, amBaseballBat, 100)
AddAmmo(gear, amGasBomb, 100)
AddAmmo(gear, amBallgun, 1)
AddAmmo(gear, amKamikaze, 1)
-- some other ideas/roles
-- relocator: portal, teleport, tardis, extra time, lasersite
-- vampire: vampire, whip, birdy, extra damage, seduction
-- flyboy: rc plane, deagle, whip, parachute, kamikaze
-- demo: drill, dynamite, mine, smine, blowtorch
-- alien: ufo, sine-gun, drill rocket
-- terminator: tardis, shotgun, cake, girder
-- yeti: ice-gun, firepunch, blowtorch
end
AddAmmo(gear, amSwitch, 100)
AddAmmo(gear, amSkip, 100)
end
function onNewTurn()
-- regardless of our other ammo, give stuff that is useful for editing
SetEditingWeps(100)
if GetHogLevel(CurrentHedgehog) == 0 then
TurnTimeLeft = -1 -- is that turntime in your pocket? :D
else
TurnTimeLeft = 1 -- skip the computer's turn
end
end
function onGameTick()
HandleHedgeEditor()
end
function isATrackedGear(gear)
if (GetGearType(gear) == gtHedgehog) or
(GetGearType(gear) == gtGrenade) or
(GetGearType(gear) == gtExplosives) or
(GetGearType(gear) == gtTarget) or
(GetGearType(gear) == gtKnife) or
(GetGearType(gear) == gtMine) or
(GetGearType(gear) == gtSMine) or
(GetGearType(gear) == gtPortal) or
(GetGearType(gear) == gtAirMine) or
(GetGearType(gear) == gtCase)
then
return(true)
else
return(false)
end
end
-- track hedgehogs and placement gears
function onGearAdd(gear)
if GetGearType(gear) == gtJetpack then
ufoGear = gear
if (ufoFuel ~= 0) then
SetHealth(ufoGear, ufoFuel)
end
end
if (GetGearType(gear) == gtAirAttack) or (GetGearType(gear) == gtGirder) then
cGear = gear
end
if isATrackedGear(gear) then
trackGear(gear)
if GetGearType(gear) == gtPortal then
setGearValue(gear,"life",portalDistance)
end
end
end
function onGearDelete(gear)
if GetGearType(gear) == gtJetpack then
ufoGear = nil
end
if (GetGearType(gear) == gtAirAttack) or (GetGearType(gear) == gtGirder) then
cGear = nil
end
if isATrackedGear(gear) then
if getGearValue(gear, "tCirc") ~= nil then
DeleteVisualGear(getGearValue(gear, "tCirc"))
end
trackDeletion(gear)
end
end