# HG changeset patch # User belphegorr # Date 1342460311 -10800 # Node ID 86814ed9feabba93393f41f73b1a5ae116afc3b0 # Parent cba4960b426fb3c6cdbef932b537d5fb5ae9f8bb Added fifth mission and fixed minor control bug with mission 4 diff -r cba4960b426f -r 86814ed9feab share/hedgewars/Data/Missions/Campaign/A Classic Fairytale/backstab.lua --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/share/hedgewars/Data/Missions/Campaign/A Classic Fairytale/backstab.lua Mon Jul 16 20:38:31 2012 +0300 @@ -0,0 +1,1051 @@ +loadfile(GetDataPath() .. "Scripts/Locale.lua")() +loadfile(GetDataPath() .. "Scripts/Animate.lua")() + +-----------------------------Constants--------------------------------- +choiceAccepted = 1 +choiceRefused = 2 +choiceAttacked = 3 + +choiceEliminate = 1 +choiceSpare = 2 + +leaksNum = 1 +denseNum = 2 +waterNum = 3 +buffaloNum = 4 +chiefNum = 5 +princessNum = 6 +wiseNum = 7 + +spyKillStage = 1 +platformStage = 2 +wave3Stage = 3 + +tmpVar = 0 + +nativeNames = {loc("Leaks A Lot"), loc("Dense Cloud"), loc("Fiery Water"), + loc("Raging Buffalo"), loc("Righteous Beard"), loc("Fell From Heaven"), + loc("Wise Oak"), loc("Eagle Eye"), loc("Flaming Worm")} + +nativeHats = {"Rambo", "RobinHood", "pirate_jack", "zoo_Bunny", "IndianChief", + "tiara", "AkuAku", "None", "None"} + +nativePos = {{887, 329}, {1050, 288}, {1731, 707}, + {830, 342}, {1001, 290}, {773, 340}, + {953, 305}, {347, 648}, {314, 647}} + +nativeDir = {"Right", "Left", "Left", + "Right", "Left", "Right", + "Left", "Right", "Right"} + +cannibalNames = {loc("Brain Teaser"), loc("Bone Jackson"), loc("Gimme Bones"), + loc("Hedgibal Letter"), loc("Bloodpie"), loc("Scalp Muncher"), + loc("Back Breaker"), loc("Dahmer"), loc("Meiwes"), + loc("Ear Sniffer"), loc("Regurgitator"), loc("Muriel")} + +cannibalPos = {{3607, 1472}, {3612, 1487}, {3646, 1502}, + {3694, 1509}, {3746, 1525}, {3704, 1513}, + {3607, 1472}, {3612, 1487}, {3646, 1502}, + {3694, 1509}, {3746, 1525}, {3704, 1513}} + +cannibalDir = {"Left", "Left", "Left", + "Left", "Left", "Left", + "Left", "Left", "Left", + "Left", "Left", "Left"} + +cyborgPos = {1369, 574} +cyborgPos2 = {1308, 148} + +deployedPos = {2522, 1365} +-----------------------------Variables--------------------------------- +natives = {} +nativeDead = {} +nativeHidden = {} +nativeRevived = {} +nativesNum = 0 + +cannibals = {} +cannibalDead = {} +cannibalHidden = {} + +speakerHog = nil +spyHog = nil +deployedHog = nil + +cyborgHidden = false + +m2Choice = 0 +m2DenseDead = 0 +m4DenseDead = 0 +m4BuffaloDead = 0 +m4WaterDead = 0 +m4ChiefDead = 0 +m4LeaksDead = 0 + +needRevival = false +gearr = nil +startElimination = 0 +stage = 0 +choice = 0 +highJumped = false +TurnsLeft = 0 +startNativesNum = 0 + +startAnim = {} +afterChoiceAnim = {} +wave2Anim = {} +wave2DeadAnim = {} +wave3DeadAnim = {} + +-----------------------------Animations-------------------------------- +function Wave2Reaction() + local i = 1 + local gearr = nil + while nativeDead[i] == true do + i = i + 1 + end + gearr = natives[i] + if nativeDead[denseNum] ~= true and band(GetState(natives[denseNum]), gstDrowning) == 0 then + AnimInsertStepNext({func = AnimCustomFunction, args = {dense, EmitDenseClouds, {"Left"}}}) + AnimInsertStepNext({func = AnimTurn, args = {dense, "Left"}}) + end + if nativeDead[buffaloNum] ~= true and band(GetState(natives[buffaloNum]), gstDrowning) == 0 then + AnimInsertStepNext({func = AnimSay, args = {natives[buffaloNum], loc("Let them have a taste of my fury!"), SAY_SHOUT, 6000}}) + end + AnimInsertStepNext({func = AnimSay, args = {gearr, loc("There's more of them? When did they become so hungry?"), SAY_SHOUT, 8000}}) +end + +function EmitDenseClouds(dir) + local dif + if dir == "Left" then + dif = 10 + else + dif = -10 + end + AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false}) + AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false}) + AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false}) + AnimInsertStepNext({func = AnimWait, args = {natives[denseNum], 800}}) + AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false}) + AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false}) + AnimInsertStepNext({func = AnimWait, args = {natives[denseNum], 800}}) + AnimInsertStepNext({func = AnimVisualGear, args = {natives[denseNum], GetX(natives[denseNum]) + dif, GetY(natives[denseNum]) + dif, vgtSteam, 0, true}, swh = false}) +end + +function SaySafe() + local i = 1 + while gearr == nil do + if nativeDead[i] ~= true and nativeHidden[i] ~= true then + gearr = natives[i] + end + i = i + 1 + end + AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], "We are indeed.", SAY_SAY, 2500}}) + AnimInsertStepNext({func = AnimSay, args = {gearr, "I think we are safe here.", SAY_SAY, 4000}}) +end + +function ReviveNatives() + for i = 1, 7 do + if nativeHidden[i] == true and nativeDead[i] ~= true then + RestoreHog(natives[i]) + nativeHidden[i] = false + nativeRevived[i] = true + AnimInsertStepNext({func = AnimOutOfNowhere, args = {natives[i], unpack(nativePos[i])}}) + end + end +end + +function WonderAlive() + if nativeRevived[waterNum] == true then + AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], "I'm...alive? How? Why?", SAY_THINK, 3500}}) + AnimInsertStepNext({func = AnimWait, args = {natives[waterNum], 800}}) + AnimInsertStepNext({func = AnimTurn, args = {natives[waterNum], "Left"}}) + AnimInsertStepNext({func = AnimWait, args = {natives[waterNum], 800}}) + AnimInsertStepNext({func = AnimTurn, args = {natives[waterNum], "Right"}}) + end + if nativeRevived[leaksNum] == true and nativeRevived[denseNum] == true then + AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "But why would they help us?", SAY_SAY, 4000}}) + AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "It must be the aliens!", SAY_SAY, 3500}}) + AnimInsertStepNext({func = AnimSay, args = {natives[princessNum], "You just appeared out of thin air!", SAY_SAY, 5000}}) + AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "But...we died!", SAY_SAY, 2500}}) + AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "This must be the caves!", SAY_SAY, 3500}}) + AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], "Dude, where are we?", SAY_SAY, 3000}}) + AnimInsertStepNext({func = AnimWait, args = {natives[leaksNum], 800}}) + AnimInsertStepNext({func = AnimTurn, args = {natives[leaksNum], "Right"}}) + AnimInsertStepNext({func = AnimTurn, args = {natives[denseNum], "Left"}}) + AnimInsertStepNext({func = AnimWait, args = {natives[leaksNum], 800}}) + AnimInsertStepNext({func = AnimTurn, args = {natives[leaksNum], "Left"}}) + AnimInsertStepNext({func = AnimTurn, args = {natives[denseNum], "Right"}}) + AnimInsertStepNext({func = AnimWait, args = {natives[leaksNum], 800}}) + AnimInsertStepNext({func = AnimTurn, args = {natives[leaksNum], "Right"}}) + AnimInsertStepNext({func = AnimTurn, args = {natives[denseNum], "Left"}}) + AnimInsertStepNext({func = AnimWait, args = {natives[leaksNum], 800}}) + AnimInsertStepNext({func = AnimTurn, args = {natives[leaksNum], "Left"}}) + AnimInsertStepNext({func = AnimTurn, args = {natives[denseNum], "Right"}}) + AnimInsertStepNext({func = AnimCustomFunction, swh = false, args = {natives[leaksNum], CondNeedToTurn, {natives[leaksNum], natives[princessNum]}}}) + if nativeDead[chiefNum] ~= true then + AnimInsertStepNext({func = AnimTurn, args = {natives[chiefNum], "Right"}}) + end + elseif nativeRevived[leaksNum] == true then + AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "Why would they do this?", SAY_SAY, 6000}}) + AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], "It must be the aliens' deed.", SAY_SAY, 5000}}) + AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], "Do not laugh, inexperienced one, for he speaks the truth!", SAY_SAY, 10000}}) + AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "Yeah, sure! I died. Hillarious!", SAY_SAY, 6000}}) + AnimInsertStepNext({func = AnimSay, args = {gearr, "You're...alive!? But we saw you die!", SAY_SAY, 6000}}) + AnimInsertStepNext({func = AnimSay, args = {gearr, "???", SAY_SAY, 2000}}) + AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "Wow, what a dream!", SAY_SAY, 3000}}) + if nativeDead[chiefNum] ~= true then + AnimInsertStepNext({func = AnimTurn, args = {natives[chiefNum], "Right"}}) + end + AnimInsertStepNext({func = AnimCustomFunction, swh = false, args = {natives[leaksNum], CondNeedToTurn, {natives[leaksNum], natives[wiseNum]}}}) + AnimInsertStepNext({func = AnimCustomFunction, swh = false, args = {natives[leaksNum], CondNeedToTurn, {natives[leaksNum], gearr}}}) + elseif nativeRevived[denseNum] == true then + AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], "Dude, that's so cool!", SAY_SAY, 3000}}) + AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], "It must be the aliens' deed.", SAY_SAY, 5000}}) + AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], "But that's impossible!", SAY_SAY, 3000}}) + AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], "It was not a dream, unwise one!", SAY_SAY, 5000}}) + AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], "Exactly, man! That was my dream.", SAY_SAY, 5000}}) + AnimInsertStepNext({func = AnimSay, args = {gearr, "You're...alive!? But we saw you die!", SAY_SAY, 6000}}) + AnimInsertStepNext({func = AnimSay, args = {gearr, "???", SAY_SAY, 2000}}) + AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], "Dude, wow! I just had the weirdest high!", SAY_SAY, 6000}}) + if nativeDead[chiefNum] ~= true then + AnimInsertStepNext({func = AnimTurn, args = {natives[chiefNum], "Right"}}) + end + AnimInsertStepNext({func = AnimCustomFunction, swh = false, args = {natives[denseNum], CondNeedToTurn, {natives[denseNum], natives[wiseNum]}}}) + AnimInsertStepNext({func = AnimCustomFunction, swh = false, args = {natives[denseNum], CondNeedToTurn, {natives[denseNum], gearr}}}) + end +end + +function ExplainAlive() + if needRevival == true and m4WaterDead == 1 then + RestoreCyborg() + SetGearPosition(cyborg, unpack(cyborgPos)) + AnimInsertStepNext({func = AnimCustomFunction, args = {water, HideCyborg, {}}}) + AnimInsertStepNext({func = AnimSwitchHog, args = {water}}) + AnimInsertStepNext({func = AnimSay, args = {cyborg, "The answer is...entertaintment. You'll see what I mean.", SAY_SAY, 8000}}) + AnimInsertStepNext({func = AnimSay, args = {cyborg, "You're probably wondering why I bought you back...", SAY_SAY, 8000}}) + end +end + +function SpyDebate() + if m2Choice == choiceAccepted then + spyHog = natives[denseNum] + AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], "What shall we do with the traitor?", SAY_SAY, 6000}}) + AnimInsertStepNext({func = SetHealth, swh = false, args = {natives[denseNum], 26}}) + AnimInsertStepNext({func = AnimVisualGear, args = {GetGearPosition(natives[denseNum]), vgtExplosion, 0, true}}) + AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], "Here, let me help you!", SAY_SAY, 3000}}) + if nativeDead[chiefNum] == true then + AnimInsertStepNext({func = AnimSay, args = {natives[princessNum], "You killed my father, you monster!", SAY_SAY, 5000}}) + end + AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], "Look, I had no choice!", SAY_SAY, 3000}}) + AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "You have been giving us out to the enemy, haven't you!", SAY_SAY, 7000}}) + AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "You're a pathetic liar!", SAY_SAY, 3000}}) + AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "Interesting! Last time you said you killed a cannibal!", SAY_SAY, 7000}}) + AnimInsertStepNext({func = AnimSay, args = {natives[denseNum], "I told you, I just found them.", SAY_SAY, 4500}}) + AnimInsertStepNext({func = AnimCustomFunction, args = {natives[denseNum], EmitDenseClouds, {"Left"}}}) + AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "Where did you get the weapons in the forest, Dense Cloud?", SAY_SAY, 8000}}) + AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "Not now, Fiery Water!", SAY_SAY, 3000}}) + else + spyHog = natives[waterNum] + AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], "What shall we do with the traitor?", SAY_SAY, 5000}}) + AnimInsertStepNext({func = SetHealth, swh = false, args = {natives[waterNum], 26}}) + AnimInsertStepNext({func = AnimVisualGear, args = {nativePos[denseNum][1] + 50, nativePos[denseNum][2], vgtExplosion, 0, true}}) + AnimInsertStepNext({func = AnimSay, args = {natives[princessNum], "I can't believe what I'm hearing!", SAY_SAY, 5500}}) + AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], "You know what? I don't even regret anything!", SAY_SAY, 7000}}) + AnimInsertStepNext({func = AnimSay, args = {natives[princessNum], "In fact, you are the only one that's been acting strangely.", SAY_SAY, 8000}}) + AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], "Are you accusing me of something?", SAY_SAY, 3500}}) + AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "Seems like every time you take a \"walk\", the enemy find us!", SAY_SAY, 8000}}) + AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], "You know...taking a stroll.", SAY_SAY, 3500}}) + AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "Where have you been?!", SAY_SAY, 3000}}) + end + if nativeRevived[waterNum] == true then + AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], "You won't believe what happened to me!", SAY_SAY, 5500}}) + end + AnimInsertStepNext({func = AnimSay, args = {natives[waterNum], "Hey, guys!", SAY_SAY, 2000}}) + AnimInsertStepNext({func = AnimMove, args = {natives[waterNum], "Left", nativePos[denseNum][1] + 50, nativePos[denseNum][2]}}) + AnimInsertStepNext({func = AnimJump, args = {natives[waterNum], "back"}}) + AnimInsertStepNext({func = AnimTurn, args = {natives[waterNum], "Right"}}) + AnimInsertStepNext({func = AnimMove, args = {natives[waterNum], "Left", 1228, 412}}) + AnimInsertStepNext({func = AnimJump, args = {natives[waterNum], "long"}}) + AnimInsertStepNext({func = AnimJump, args = {natives[waterNum], "long"}}) + AnimInsertStepNext({func = AnimJump, args = {natives[waterNum], "long"}}) + AnimInsertStepNext({func = AnimTurn, args = {natives[waterNum], "Left"}}) + AnimInsertStepNext({func = AnimSay, args = {natives[wiseNum], "There must be a spy among us!", SAY_SAY, 4000}}) + AnimInsertStepNext({func = AnimSay, args = {natives[princessNum], "We made sure noone followed us!", SAY_SAY, 4000}}) + AnimInsertStepNext({func = AnimSay, args = {natives[leaksNum], "What? Here? How did they find us?!", SAY_SAY, 5000}}) +end + +function AnimationSetup() + table.insert(startAnim, {func = AnimWait, args = {natives[leaksNum], 3000}}) + table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {natives[leaksNum], SaySafe, {}}}) + if needRevival == true then + table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {cyborg, ReviveNatives, {}}}) + table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {natives[leaksNum], WonderAlive, {}}}) + table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {cyborg, ExplainAlive, {}}}) + end + table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {natives[leaksNum], RestoreWave, {1}}}) + table.insert(startAnim, {func = AnimOutOfNowhere, args = {cannibals[1], unpack(cannibalPos[1])}}) + table.insert(startAnim, {func = AnimOutOfNowhere, args = {cannibals[2], unpack(cannibalPos[2])}}) + table.insert(startAnim, {func = AnimOutOfNowhere, args = {cannibals[3], unpack(cannibalPos[3])}}) + table.insert(startAnim, {func = AnimWait, args = {natives[leaksNum], 1000}}) + table.insert(startAnim, {func = AnimCustomFunction, swh = false, args = {natives[leaksNum], SpyDebate, {}}}) + AddSkipFunction(startAnim, SkipStartAnim, {}) +end + +function SetupWave2Anim() + for i = 7, 1, -1 do + if nativeDead[i] ~= true then + speakerHog = natives[i] + end + end + table.insert(wave2Anim, {func = AnimOutOfNowhere, args = {cannibals[4], unpack(cannibalPos[4])}}) + table.insert(wave2Anim, {func = AnimOutOfNowhere, args = {cannibals[5], unpack(cannibalPos[5])}}) + table.insert(wave2Anim, {func = AnimOutOfNowhere, args = {cannibals[6], unpack(cannibalPos[6])}}) + table.insert(wave2Anim, {func = AnimSay, args = {speakerHog, "Look out! There's more of them!", SAY_SHOUT, 5000}}) + AddSkipFunction(wave2Anim, SkipWave2Anim, {}) +end + +function SetupWave2DeadAnim() + for i = 7, 1, -1 do + if nativeDead[i] ~= true then + deployedHog = natives[i] + end + end + if nativeDead[wiseNum] ~= true and band(GetState(natives[wiseNum]), gstDrowning) == 0 then + if nativesNum > 1 then + table.insert(wave2DeadAnim, {func = AnimWait, args = {natives[wiseNum], 1500}}) + table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "What a strange feeling!", SAY_THINK, 3000}}) + table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "I need to warn the others.", SAY_THINK, 3000}}) + table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "If only I had a way...", SAY_THINK, 3000}}) + table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "Oh, silly me! I forgot that I'm the shaman.", SAY_THINK, 6000}}) + table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], TeleportNatives, {}}}) + table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], TurnNatives, {natives[wiseNum]}}}) + table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], CondNeedToTurn, {natives[wiseNum], deployedHog}}}) + table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "I sense another wave of cannibals heading our way!", SAY_SAY, 6500}}) + table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "We need to prevent their arrival!", SAY_SAY, 4500}}) + table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "Go, quick!", SAY_SAY, 2500}}) + table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], DeployHog, {}}}) + table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], RestoreCyborg, {}}}) + table.insert(wave2DeadAnim, {func = AnimOutOfNowhere, swh = false, args = {cyborg, cyborgPos2[1], cyborgPos2[2]}}) + table.insert(wave2DeadAnim, {func = AnimTurn, args = {cyborg, "Left"}}) + table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, IsolateNatives, {}}}) + table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, PutCGI, {}}}) + table.insert(wave2DeadAnim, {func = AnimSay, args = {cyborg, "I want to see how it handles this!", SAY_SAY, 6000}}) + table.insert(wave2DeadAnim, {func = AnimSwitchHog, args = {deployedHog}}) + table.insert(wave2DeadAnim, {func = AnimDisappear, args = {cyborg, 0, 0}}) + table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, DeployHog, {}}}) + table.insert(wave2DeadAnim, {func = AnimCustomFunction, swh = false, args = {cyborg, HideCyborg, {}}}) + else + table.insert(wave2DeadAnim, {func = AnimWait, args = {natives[wiseNum], 1500}}) + table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "What a strange feeling!", SAY_THINK, 3000}}) + table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "I sense another wave of cannibals heading my way!", SAY_THINK, 6500}}) + table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "I need to prevent their arrival!", SAY_THINK, 4500}}) + table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "If only I had a way...", SAY_THINK, 3000}}) + table.insert(wave2DeadAnim, {func = AnimSay, args = {natives[wiseNum], "Oh, silly me! I forgot that I'm the shaman.", SAY_THINK, 6000}}) + end + else + table.insert(wave2DeadAnim, {func = AnimWait, args = {cyborg, 1500}}) + table.insert(wave2DeadAnim, {func = AnimCustomFunction, swh = false, args = {cyborg, RestoreCyborg, {}}}) + table.insert(wave2DeadAnim, {func = AnimOutOfNowhere, args = {cyborg, cyborgPos2[1], cyborgPos2[2]}}) + table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, TeleportNatives, {}}}) + table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, TurnNatives, {cyborg}}}) + table.insert(wave2DeadAnim, {func = AnimSay, args = {cyborg, "Oh, my! This is even more entertaining than I've expected!", SAY_SAY, 7500}}) + table.insert(wave2DeadAnim, {func = AnimSay, args = {cyborg, "You might want to find a way to instantly kill arriving cannibals!", SAY_SAY, 8000}}) + table.insert(wave2DeadAnim, {func = AnimSay, args = {cyborg, "I believe there's more of them.", SAY_SAY, 4000}}) + if nativesNum > 1 then + table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {natives[wiseNum], RestoreCyborg, {}}}) + table.insert(wave2DeadAnim, {func = AnimOutOfNowhere, swh = false, args = {cyborg, cyborgPos2[1], cyborgPos2[2]}}) + table.insert(wave2DeadAnim, {func = AnimTurn, args = {cyborg, "Left"}}) + table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, IsolateNatives, {}}}) + table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {cyborg, PutCGI, {}}}) + table.insert(wave2DeadAnim, {func = AnimSay, args = {cyborg, "I want to see how it handles this!", SAY_SAY, 6000}}) + end + table.insert(wave2DeadAnim, {func = AnimSwitchHog, args = {deployedHog}}) + table.insert(wave2DeadAnim, {func = AnimDisappear, swh = false, args = {cyborg, 0, 0}}) + table.insert(wave2DeadAnim, {func = AnimCustomFunction, args = {deployedHog, DeployHog, {}}}) + table.insert(wave2DeadAnim, {func = AnimCustomFunction, swh = false, args = {cyborg, HideCyborg, {}}}) + end + AddSkipFunction(wave2DeadAnim, SkipWave2DeadAnim, {}) +end + +function IsolateNatives() + PlaceGirder(710, 299, 6) + PlaceGirder(690, 299, 6) + PlaceGirder(761, 209, 4) + PlaceGirder(921, 209, 4) + PlaceGirder(1081, 209, 4) + PlaceGirder(761, 189, 4) + PlaceGirder(921, 189, 4) + PlaceGirder(1081, 189, 4) + PlaceGirder(761, 169, 4) + PlaceGirder(921, 169, 4) + PlaceGirder(1081, 169, 4) + PlaceGirder(761, 149, 4) + PlaceGirder(921, 149, 4) + PlaceGirder(1081, 149, 4) + PlaceGirder(761, 129, 4) + PlaceGirder(921, 129, 4) + PlaceGirder(1081, 129, 4) + PlaceGirder(1120, 261, 2) + PlaceGirder(1140, 261, 2) + PlaceGirder(1160, 261, 2) + AddAmmo(deployedHog, amDEagle, 0) + AddAmmo(deployedHog, amFirePunch, 0) +end + +function PutCGI() + AddVisualGear(710, 299, vgtExplosion, 0, true) + AddVisualGear(690, 299, vgtExplosion, 0, true) + AddVisualGear(761, 209, vgtExplosion, 0, true) + AddVisualGear(921, 209, vgtExplosion, 0, true) + AddVisualGear(1081, 209, vgtExplosion, 0, true) + AddVisualGear(761, 189, vgtExplosion, 0, true) + AddVisualGear(921, 189, vgtExplosion, 0, true) + AddVisualGear(1081, 189, vgtExplosion, 0, true) + AddVisualGear(761, 169, vgtExplosion, 0, true) + AddVisualGear(921, 169, vgtExplosion, 0, true) + AddVisualGear(1081, 169, vgtExplosion, 0, true) + AddVisualGear(761, 149, vgtExplosion, 0, true) + AddVisualGear(921, 149, vgtExplosion, 0, true) + AddVisualGear(1081, 149, vgtExplosion, 0, true) + AddVisualGear(761, 129, vgtExplosion, 0, true) + AddVisualGear(921, 129, vgtExplosion, 0, true) + AddVisualGear(1081, 129, vgtExplosion, 0, true) + AddVisualGear(1120, 261, vgtExplosion, 0, true) + AddVisualGear(1140, 261, vgtExplosion, 0, true) + AddVisualGear(1160, 261, vgtExplosion, 0, true) +end + +function TeleportNatives() + nativePos[waterNum] = {1100, 288} + for i = 1, 7 do + if nativeDead[i] ~= true then + AnimTeleportGear(natives[i], unpack(nativePos[i])) + end + end +end + +function TurnNatives(hog) + for i = 1, 7 do + if nativeDead[i] == false then + if GetX(natives[i]) < GetX(hog) then + AnimTurn(natives[i], "Right") + else + AnimTurn(natives[i], "Left") + end + end + end +end + +function DeployHog() + AnimSwitchHog(deployedHog) + AnimTeleportGear(deployedHog, unpack(deployedPos)) + if deployedHog ~= natives[wiseNum] then + AnimSay(deployedHog, "Why me?!", SAY_THINK, 2000) + end +end + +function SetupAfterChoiceAnim() + for i = 7, 1, -1 do + if nativeDead[i] ~= true then + if natives[i] ~= spyHog then + speakerHog = natives[i] + end + end + end + if choice == choiceEliminate then + table.insert(afterChoiceAnim, {func = AnimWait, args = {speakerHog, 1500}}) + table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, "He won't be selling us out anymore!", SAY_SAY, 6000}}) + if nativeDead[princessNum] ~= true and m4ChiefDead == 1 then + table.insert(afterChoiceAnim, {func = AnimSay, args = {natives[princessNum], "That's for my father!", SAY_SAY, 3500}}) + end + table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, "Let's show those cannibals what we're made of!", SAY_SAY, 7000}}) + else + table.insert(afterChoiceAnim, {func = AnimCustomFunction, swh = false, args = {natives[leaksNum], CondNeedToTurn, {speakerHog, spyHog}}}) + table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, "We'll spare your life for now!", SAY_SAY, 4500}}) + table.insert(afterChoiceAnim, {func = AnimSay, args = {spyHog, "May the spirits aid you in all your quests!", SAY_SAY, 7000}}) + table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, "I just don't want to sink to your level.", SAY_SAY, 6000}}) + table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, "Let's show those cannibals what we're made of!", SAY_SAY, 7000}}) + end + table.insert(afterChoiceAnim, {func = AnimSay, args = {natives[8], "Let us help, too!", SAY_SAY, 3000}}) + table.insert(afterChoiceAnim, {func = AnimTurn, args = {speakerHog, "Left", SAY_SAY, 7000}}) + table.insert(afterChoiceAnim, {func = AnimSay, args = {speakerHog, "No. You and the rest of the tribe are safer there!", SAY_SAY, 7000}}) + AddSkipFunction(afterChoiceAnim, SkipAfterChoiceAnim, {}) +end + +function SetupHogDeadAnim(gear) + hogDeadAnim = {} + if nativesNum == 0 then + return + end + local hogDeadStrings = {loc("They killed " .. gear .."! You bastards!"), + loc(gear .. "! Why?!"), + loc("That was just mean!"), + loc("Oh no, not " .. gear .. "!"), + loc("Why " .. gear .. "? Why?"), + loc("What has " .. gear .. " ever done to you?!")} + table.insert(hogDeadAnim, {func = AnimSay, args = {CurrentHedgehog, hogDeadStrings[7 - nativesNum], SAY_SHOUT, 4000}}) +end + +function AfterHogDeadAnim() + freshDead = nil + TurnTimeLeft = TurnTime +end + +--------------------------Anim skip functions-------------------------- + +function AfterAfterChoiceAnim() + stage = 0 + AddEvent(CheckWaveDead, {1}, DoWaveDead, {1}, 0) + AddAmmo(speakerHog, amSwitch, 100) + SetGearMessage(speakerHog, 0) + SetState(speakerHog, 0) + TurnTimeLeft = -1 + ShowMission("Backstab", "The food bites back", "Defeat the cannibals", 1, 4000) + SpawnCrates() +end + +function SkipAfterChoiceAnim() + SetGearMessage(CurrentHedgehog, 0) + AnimSwitchHog(speakerHog) +end + +function AfterWave2Anim() + AddEvent(CheckWaveDead, {2}, DoWaveDead, {2}, 0) + SetGearMessage(CurrentHedgehog, 0) + SetState(CurrentHedgehog, 0) + SpawnCrates() + TurnTimeLeft = TurnTime +end + +function SkipWave2DeadAnim() + TeleportNatives() + DeployHog() + HideCyborg() +end + +function SpawnPlatformCrates() + SpawnAmmoCrate(2494, 1262, amMine) + SpawnAmmoCrate(2574, 1279, amSMine) + SpawnAmmoCrate(2575, 1267, amMine) + SpawnAmmoCrate(2617, 1259, amSMine) + SpawnUtilityCrate(2579, 1254, amMine) + SpawnUtilityCrate(2478, 1243, amMine) +end + +function AfterWave2DeadAnim() + TurnsLeft = 13 + stage = platformStage + SpawnPlatformCrates() + AddEvent(CheckTurnsOver, {}, DoTurnsOver, {3}, 0) + AddEvent(CheckWaveDead, {3}, DoWaveDead, {3}, 0) + AddEvent(CheckDeployedDead, {}, DoDeployedDead, {}, 0) + TurnTimeLeft = 0 + ShowMission("Backstab", "Drills", "You have 12 turns until the next wave arrives.|Make sure the arriving cannibals are greeted appropriately!|If the hog dies, the cause is lost.|Hint: you might want to use some mines...", 1, 12000) +end + +function DoTurnsOver() + stage = wave3Stage + RestoreWave(3) +end + +function SkipWave2Anim() + AnimSwitchHog(speakerHog) +end + +function SkipStartAnim() + SetGearPosition(natives[waterNum], nativePos[denseNum][1] + 50, nativePos[denseNum][2]) + RestoreWave(1) + ReviveNatives() + SetGearMessage(CurrentHedgehog, 0) + SetState(CurrentHedgehog, 0) + if m2Choice == choiceAccepted then + spyHog = natives[denseNum] + else + spyHog = natives[waterNum] + end + SetHealth(spyHog, 26) +end + +function AfterStartAnim() + AnimSwitchHog(natives[leaksNum]) + TurnTimeLeft = -1 + stage = spyKillStage + AddEvent(CheckChoice, {}, DoChoice, {}, 0) + AddEvent(CheckKilledOther, {}, DoKilledOther, {}, 0) + AddEvent(CheckChoiceRefuse, {}, DoChoiceRefuse, {}, 0) + ShowMission("Backstab", "Judas", "Kill the traitor...or spare his life!|Kill him or press [Precise]!", 1, 8000) + ---------------------- + SetHealth(natives[leaksNum], 1) +end + +-----------------------------Events------------------------------------ +function CheckTurnsOver() + return TurnsLeft == 0 +end + +function CheckDeployedDead() + return deployedDead +end + +function DoDeployedDead() + ShowMission("Backstab", "Brutus", "You have failed to save the tribe!", 0, 6000) + ParseCommand("teamgone " .. loc("Natives")) + ParseCommand("teamgone " .. loc("Tribe")) + TurnTimeLeft = 0 +end + +function CheckChoice() + return choice ~= 0 and tmpVar == 0 +end + +function CheckDeaths() + for i = 1, 7 do + if natives[i] ~= spyHog and band(GetState(natives[i]), gstAttacked) ~= 0 then + return true + end + end + return false +end + +function DoChoice() + RemoveEventFunc(CheckChoiceRefuse) + SetupAfterChoiceAnim() + AddAnim(afterChoiceAnim) + AddFunction({func = AfterAfterChoiceAnim, args = {}}) +end + +function CheckChoiceRefuse() + return highJumped == true and StoppedGear(CurrentHedgehog) +end + +function DoChoiceRefuse() + choice = choiceSpare +end + +function CheckKilledOther() + if stage ~= spyKillStage then + return false + end + return (nativesNum < startNativesNum and choice ~= choiceEliminate) or + (nativesNum < startNativesNum - 1 and choice == choiceEliminate) +end + +function DoKilledOther() + ShowMission("Backstab", "Brutus", "You have killed an innocent hedgehog!", 0, 6000) + ParseCommand("teamgone " .. loc("Natives")) + ParseCommand("teamgone " .. loc("Tribe")) + TurnTimeLeft = 0 +end + +function CheckWaveDead(index) + for i = (index - 1) * 3 + 1, index * 3 do + if cannibalDead[i] ~= true or CurrentHedgehog == cannibals[i] then + return false + end + end + return true +end + +function DoWaveDead(index) + TurnTimeLeft = 0 + if index == 1 then + RestoreWave(2) + SetupWave2Anim() + AddAnim(wave2Anim) + AddFunction({func = AfterWave2Anim, args = {}}) + elseif index == 2 then + SetupWave2DeadAnim() + AddAnim(wave2DeadAnim) + AddFunction({func = AfterWave2DeadAnim, args = {}}) + elseif index == 3 then + HideNatives() + SetupWave3DeadAnim() + AddAnim(wave3DeadAnim) + AddFunction({func = AfterWave3DeadAnim, args = {}}) + end +end + +function HideNatives() + for i = 1, 9 do + if nativeDead[i] ~= true and natives[i] ~= deployedHog then + if nativeHidden[i] ~= true then + HideHog(natives[i]) + nativeHidden[i] = true + end + end + end +end + +function SetupWave3DeadAnim() + table.insert(wave3DeadAnim, {func = AnimTurn, args = {deployedHog, "Left"}}) + table.insert(wave3DeadAnim, {func = AnimSay, args = {deployedHog, "That ought to show them!", SAY_SAY, 4000}}) + table.insert(wave3DeadAnim, {func = AnimSay, args = {deployedHog, "Guys, do you think there's more of them?", SAY_SHOUT, 7000}}) + table.insert(wave3DeadAnim, {func = AnimVisualGear, args = {deployedHog, unpack(nativePos[wiseNum]), vgtEvilTrace, 0, true}}) + table.insert(wave3DeadAnim, {func = AnimWait, args = {deployedHog, 1000}}) + table.insert(wave3DeadAnim, {func = AnimSay, args = {deployedHog, "Where are they?!", SAY_THINK, 3000}}) + table.insert(wave3DeadAnim, {func = AnimCustomFunction, args = {deployedHog, RestoreCyborg, {}}}) + table.insert(wave3DeadAnim, {func = AnimOutOfNowhere, args = {cyborg, 4040, 782}}) + table.insert(wave3DeadAnim, {func = AnimSay, args = {cyborg, "These primitive people are so funny!", SAY_THINK, 6500}}) + table.insert(wave3DeadAnim, {func = AnimMove, args = {cyborg, "Right", 4060, 0}}) + table.insert(wave3DeadAnim, {func = AnimCustomFunction, args = {deployedHog, HideCyborg, {}}}) + table.insert(wave3DeadAnim, {func = AnimSay, args = {deployedHog, "I need to find the others!", SAY_THINK, 4500}}) + table.insert(wave3DeadAnim, {func = AnimSay, args = {deployedHog, "I have to follow that alien.", SAY_THINK, 4500}}) +end + +function SkipWave3DeadAnim() + AnimSwitchHog(deployedHog) +end + +function AfterWave3DeadAnim() + if nativeDead[leaksNum] == true then + SaveCampaignVar("M5LeaksDead", "1") + else + SaveCampaignVar("M5LeaksDead", "0") + end + if nativeDead[denseNum] == true then + SaveCampaignVar("M5DenseDead", "1") + else + SaveCampaignVar("M5DenseDead", "0") + end + if nativeDead[waterNum] == true then + SaveCampaignVar("M5WaterDead", "1") + else + SaveCampaignVar("M5WaterDead", "0") + end + if nativeDead[buffaloNum] == true then + SaveCampaignVar("M5BuffaloDead", "1") + else + SaveCampaignVar("M5BuffaloDead", "0") + end + if nativeDead[princessNum] == true then + SaveCampaignVar("M5PrincessDead", "1") + else + SaveCampaignVar("M5PrincessDead", "0") + end + if nativeDead[wiseNum] == true then + SaveCampaignVar("M5WiseDead", "1") + else + SaveCampaignVar("M5WiseDead", "0") + end + if nativeDead[chiefNum] == true then + SaveCampaignVar("M5ChiefDead", "1") + else + SaveCampaignVar("M5ChiefDead", "0") + end + SaveCampaignVar("M5Choice", "" .. choice) + SaveCampaignVar("Progress", "5") + + for i = 1, 7 do + if natives[i] == deployedHog then + SaveCampaignVar("M5DeployedNum", "" .. i) + end + end + + ParseCommand("teamgone " .. loc("Tribe")) + ParseCommand("teamgone " .. loc("Assault Team")) + ParseCommand("teamgone " .. loc("Reinforcements")) + ParseCommand("teamgone " .. loc("011101001")) + TurnTimeLeft = 0 +end + +-----------------------------Misc-------------------------------------- + +function SpawnCrates() + SpawnAmmoCrate(0, 0, amDrill) + SpawnAmmoCrate(0, 0, amGrenade) + SpawnAmmoCrate(0, 0, amBazooka) + SpawnAmmoCrate(0, 0, amDynamite) + SpawnAmmoCrate(0, 0, amGrenade) + SpawnAmmoCrate(0, 0, amMine) + SpawnAmmoCrate(0, 0, amShotgun) + SpawnAmmoCrate(0, 0, amFlamethrower) + SpawnAmmoCrate(0, 0, amMolotov) + SpawnAmmoCrate(0, 0, amSMine) + SpawnAmmoCrate(0, 0, amMortar) + SpawnUtilityCrate(0, 0, amRope) + SpawnUtilityCrate(0, 0, amRope) + SpawnUtilityCrate(0, 0, amParachute) + SpawnUtilityCrate(0, 0, amParachute) + SetHealth(SpawnHealthCrate(0, 0), 25) + SetHealth(SpawnHealthCrate(0, 0), 25) + SetHealth(SpawnHealthCrate(0, 0), 25) + SetHealth(SpawnHealthCrate(0, 0), 25) + SetHealth(SpawnHealthCrate(0, 0), 25) + SetHealth(SpawnHealthCrate(0, 0), 25) +end + + +function RestoreWave(index) + for i = (index - 1) * 3 + 1, index * 3 do + if cannibalHidden[i] == true then + RestoreHog(cannibals[i]) + FollowGear(cannibals[i]) + cannibalHidden[i] = false + end + end +end + +function GetVariables() + m2DenseDead = tonumber(GetCampaignVar("M2DenseDead")) + m2Choice = tonumber(GetCampaignVar("M2Choice")) + m4DenseDead = tonumber(GetCampaignVar("M4DenseDead")) + m4LeaksDead = tonumber(GetCampaignVar("M4LeaksDead")) + m4ChiefDead = tonumber(GetCampaignVar("M4ChiefDead")) + m4WaterDead = tonumber(GetCampaignVar("M4WaterDead")) + m4BuffaloDead = tonumber(GetCampaignVar("M4BuffaloDead")) +end + +function HideCyborg() + if cyborgHidden == false then + HideHog(cyborg) + cyborgHidden = true + end +end + +function RestoreCyborg() + if cyborgHidden == true then + RestoreHog(cyborg) + cyborgHidden = false + end +end + +function SetupPlace() + startElimination = 1 + HideHog(cyborg) + cyborgHidden = true + for i = 1, 9 do + HideHog(cannibals[i]) + cannibalHidden[i] = true + end + if m4LeaksDead == 1 then + HideHog(natives[leaksNum]) + nativeHidden[leaksNum] = true + needRevival = true + end + if m4DenseDead == 1 then + if m2Choice ~= choiceAccepted then + DeleteGear(natives[denseNum]) + else + HideHog(natives[denseNum]) + nativeHidden[denseNum] = true + needRevival = true + end + end + if m4WaterDead == 1 then + HideHog(natives[waterNum]) + nativeHidden[waterNum] = true + needRevival = true + end + if m4ChiefDead == 1 then + DeleteGear(natives[chiefNum]) + SetGearPosition(natives[princessNum], unpack(nativePos[buffaloNum])) + nativePos[princessNum] = nativePos[buffaloNum] + end + if m4BuffaloDead == 1 then + DeleteGear(natives[buffaloNum]) + end + startElimination = 0 + PlaceGirder(3568, 1461, 1) + PlaceGirder(440, 523, 5) + PlaceGirder(350, 441, 1) + PlaceGirder(405, 553, 5) + PlaceGirder(316, 468, 1) + PlaceGirder(1319, 168, 0) + startNativesNum = nativesNum +end + +function SetupEvents() +end + +function SetupAmmo() + AddAmmo(natives[princessNum], amSwitch, 0) +end + +function AddHogs() + AddTeam(loc("Natives"), 29439, "Bone", "Island", "HillBilly", "cm_birdy") + for i = 1, 7 do + natives[i] = AddHog(nativeNames[i], 0, 100, nativeHats[i]) + end + nativesNum = 7 + + AddTeam(loc("Tribe"), 29438, "Bone", "Island", "HillBilly", "cm_birdy") + for i = 8, 9 do + natives[i] = AddHog(nativeNames[i], 0, 100, nativeHats[i]) + end + + + AddTeam(loc("Assault Team"), 14483456, "Skull", "Island", "Pirate", "cm_vampire") + for i = 1, 6 do + cannibals[i] = AddHog(cannibalNames[i], 1, 50, "vampirichog") + end + + AddTeam(loc("Reinforcements"), 14483456, "Skull", "Island", "Pirate", "cm_vampire") + for i = 7, 9 do + cannibals[i] = AddHog(cannibalNames[i], 1, 50, "vampirichog") + end + + AddTeam(loc("011101001"), 14483456, "ring", "UFO", "Robot", "cm_star") + cyborg = AddHog(loc("Unit 334a$7%;.*"), 0, 200, "cyborg1") + + for i = 1, 9 do + SetGearPosition(natives[i], unpack(nativePos[i])) + AnimTurn(natives[i], nativeDir[i]) + end + + SetGearPosition(cyborg, 0, 0) + + for i = 1, 9 do + SetGearPosition(cannibals[i], unpack(cannibalPos[i])) + AnimTurn(cannibals[i], cannibalDir[i]) + end +end + +function CondNeedToTurn(hog1, hog2) + xl, xd = GetX(hog1), GetX(hog2) + if xl > xd then + AnimInsertStepNext({func = AnimTurn, args = {hog1, "Left"}}) + AnimInsertStepNext({func = AnimTurn, args = {hog2, "Right"}}) + elseif xl < xd then + AnimInsertStepNext({func = AnimTurn, args = {hog2, "Left"}}) + AnimInsertStepNext({func = AnimTurn, args = {hog1, "Right"}}) + end +end + +-----------------------------Main Functions---------------------------- + +function onGameInit() + Seed = 2 + GameFlags = gfSolidLand + TurnTime = 60000 + CaseFreq = 0 + MinesNum = 6 + MinesTime = 3000 + Explosives = 6 + Delay = 10 + Map = "Cave" + Theme = "Nature" + SuddenDeathTurns = 3000 + + AddHogs() + AnimInit() +end + +function onGameStart() + GetVariables() + SetupAmmo() + SetupPlace() + AnimationSetup() + SetupEvents() + AddAnim(startAnim) + AddFunction({func = AfterStartAnim, args = {}}) +end + +function onGameTick() + AnimUnWait() + if ShowAnimation() == false then + return + end + ExecuteAfterAnimations() + CheckEvents() +end + +function onGearDelete(gear) + for i = 1, 7 do + if gear == natives[i] then + nativeDead[i] = true + nativesNum = nativesNum - 1 + if startElimination == 0 then + freshDead = nativeNames[i] + end + end + end + + for i = 1, 9 do + if gear == cannibals[i] then + cannibalDead[i] = true + end + end + + if gear == spyHog and stage == spyKillStage then + freshDead = nil + choice = choiceEliminate + tmpVar = 1 + end +end + +function onGearAdd(gear) +end + +function onAmmoStoreInit() + SetAmmo(amDEagle, 9, 0, 0, 0) + SetAmmo(amSniperRifle, 4, 0, 0, 0) + SetAmmo(amFirePunch, 9, 0, 0, 0) + SetAmmo(amWhip, 9, 0, 0, 0) + SetAmmo(amBaseballBat, 9, 0, 0, 0) + SetAmmo(amHammer, 9, 0, 0, 0) + SetAmmo(amLandGun, 9, 0, 0, 0) + SetAmmo(amSnowball, 8, 0, 0, 0) + SetAmmo(amGirder, 4, 0, 0, 2) + SetAmmo(amParachute, 4, 0, 0, 2) + SetAmmo(amSwitch, 8, 0, 0, 2) + SetAmmo(amSkip, 8, 0, 0, 0) + SetAmmo(amRope, 5, 0, 0, 3) + SetAmmo(amBlowTorch, 3, 0, 0, 3) + SetAmmo(amPickHammer, 0, 0, 0, 3) + SetAmmo(amLowGravity, 0, 0, 0, 2) + SetAmmo(amDynamite, 0, 0, 0, 3) + SetAmmo(amBazooka, 4, 0, 0, 4) + SetAmmo(amGrenade, 4, 0, 0, 4) + SetAmmo(amMine, 2, 0, 0, 2) + SetAmmo(amSMine, 2, 0, 0, 2) + SetAmmo(amMolotov, 2, 0, 0, 3) + SetAmmo(amFlamethrower, 2, 0, 0, 3) + SetAmmo(amShotgun, 4, 0, 0, 4) + SetAmmo(amTeleport, 0, 0, 0, 2) + SetAmmo(amDrill, 0, 0, 0, 4) + SetAmmo(amMortar, 0, 0, 0, 4) +end + +j = 0 + +function onNewTurn() + tmpVar = 0 + if AnimInProgress() then + TurnTimeLeft = -1 + return + end + + if GetHogTeamName(CurrentHedgehog) == loc("Tribe") then + TurnTimeLeft = 0 + return + end + TurnsLeft = TurnsLeft - 1 + + if stage == spyKillStage then + if CurrentHedgehog == spyHog or GetHogTeamName(CurrentHedgehog) ~= loc("Natives") then + TurnTimeLeft = 0 + else + SetGearMessage(CurrentHedgehog, 0) + TurnTimeLeft = -1 + end + else + if freshDead ~= nil and GetHogTeamName(CurrentHedgehog) == loc("Natives") then + SetupHogDeadAnim(freshDead) + AddAnim(hogDeadAnim) + AddFunction({func = AfterHogDeadAnim, args = {}}) + end + end +end + +function onGearDamage(gear, damage) +end + +function onPrecise() + if GameTime > 2500 then + SetAnimSkip(true) + end + if stage == spyKillStage then + highJumped = true + end +end diff -r cba4960b426f -r 86814ed9feab share/hedgewars/Data/Missions/Campaign/A Classic Fairytale/campaign.ini --- a/share/hedgewars/Data/Missions/Campaign/A Classic Fairytale/campaign.ini Tue Jul 10 23:06:56 2012 +0300 +++ b/share/hedgewars/Data/Missions/Campaign/A Classic Fairytale/campaign.ini Mon Jul 16 20:38:31 2012 +0300 @@ -1,4 +1,4 @@ -MissionNum=4 +MissionNum=5 ResetRetry=1 [Mission 1] @@ -16,3 +16,7 @@ [Mission 4] Name=United We Stand Script=united.lua + +[Mission 5] +Name=Backstab +Script=backstab.lua diff -r cba4960b426f -r 86814ed9feab share/hedgewars/Data/Missions/Campaign/A Classic Fairytale/united.lua --- a/share/hedgewars/Data/Missions/Campaign/A Classic Fairytale/united.lua Tue Jul 10 23:06:56 2012 +0300 +++ b/share/hedgewars/Data/Missions/Campaign/A Classic Fairytale/united.lua Mon Jul 16 20:38:31 2012 +0300 @@ -383,6 +383,8 @@ end function DoWaveDead(index) + SetGearMessage(CurrentHedgehog, 0) + SetState(CurrentHedgehog, 0) if index == 1 then AddAnim(wave2Anim) AddFunction({func = AfterWave2Anim, args = {}})