fix pas2c (airbomb code: "not" statement in boolean expression was without parentheses)
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
-----------------------------Constants---------------------------------
startStage = 0
spyStage = 1
wave1Stage = 2
wave2Stage = 3
cyborgStage = 4
ramonStage = 5
aloneStage = 6
duoStage = 7
interSpyStage = 8
interWeakStage = 9
acceptedReturnStage = 10
refusedReturnStage = 11
attackedReturnStage = 12
loseStage = 13
ourTeam = 0
weakTeam = 1
strongTeam = 2
cyborgTeam = 3
leaksNr = 0
denseNr = 1
choiceAccept = 1
choiceRefuse = 2
choiceAttack = 3
HogNames = {loc("Brainiac"), loc("Corpsemonger"), loc("Femur Lover"), loc("Glark"), loc("Bonely"), loc("Rot Molester"), loc("Bloodrocutor"), loc("Muscle Dissolver"), loc("Bloodsucker")}
---POSITIONS---
cannibalPos = {{3108, 1127},
{2559, 1080}, {3598, 1270}, {3293, 1177}, {2623, 1336},
{3418, 1336}, {3447, 1335}, {3481, 1340}, {3507, 1324}}
densePos = {2776, 1177}
leaksPos = {2941, 1172}
cyborgPos = {1113, 1818}
---Animations
startDialogue = {}
weaklingsAnim = {}
stronglingsAnim = {}
acceptedAnim = {}
acceptedSurvivedFinalAnim = {}
acceptedDiedFinalAnim = {}
refusedAnim = {}
refusedFinalAnim = {}
attackedAnim = {}
attackedFinalAnim = {}
-----------------------------Variables---------------------------------
lastHogTeam = ourTeam
lastOurHog = leaksNr
lastEnemyHog = 0
stage = 0
choice = 0
brainiacDead = false
cyborgHidden = false
leaksHidden = false
denseHidden = false
cyborgAttacked = false
retryReturn = false
shotgunTaken = false
grenadeTaken = false
spikyDead = false
ramonDead = false
denseDead = false
leaksDead = false
ramonHidden = false
spikyHidden = false
grenadeUsed = false
shotgunUsed = false
hogNr = {}
cannibalDead = {}
isHidden = {}
--------------------------Anim skip functions--------------------------
function AfterRefusedAnim()
SpawnUtilityCrate(2045, 1575, amSwitch)
SpawnUtilityCrate(2365, 1495, amShotgun)
SpawnUtilityCrate(2495, 1519, amGrenade)
SpawnUtilityCrate(2620, 1524, amRope)
ShowMission(loc("The Shadow Falls"), loc("The Showdown"), loc("Save Leaks A Lot!|Hint: The Switch utility might be of help to you."), 1, 6000)
RemoveEventFunc(CheckDenseDead)
AddEvent(CheckStronglingsDead, {}, DoStronglingsDeadRefused, {}, 0)
AddAmmo(cannibals[6], amGrenade, 1)
AddAmmo(cannibals[7], amGrenade, 1)
AddAmmo(cannibals[8], amGrenade, 1)
AddAmmo(cannibals[9], amGrenade, 1)
stage = ramonStage
SwitchHog(cannibals[9])
FollowGear(ramon)
TurnTimeLeft = 0
SetGearMessage(ramon, 0)
SetGearMessage(leaks, 0)
AnimWait(ramon, 1)
AddFunction({func = HideHog, args = {cyborg}})
end
function SkipRefusedAnim()
RefusedStart()
AnimSetGearPosition(dense, 2645, 1146)
AnimSetGearPosition(ramon, 2218, 1675)
AnimSetGearPosition(spiky, 2400, 1675)
end
function AfterStartDialogue()
stage = spyStage
ShowMission(loc("The Shadow Falls"), loc("Play with me!"), loc("Defend yourself!|Hint: You can get tips on using weapons by moving your mouse over them in the weapon selection menu"), 1, 6000)
TurnTimeLeft = TurnTime
end
function StartSkipFunc()
SetState(cannibals[1], 0)
AnimTurn(leaks, "Right")
AnimSwitchHog(leaks)
SetInputMask(0xFFFFFFFF)
end
function AfterWeaklingsAnim()
AddAmmo(cannibals[2], amShotgun, 1)
AddAmmo(cannibals[2], amGrenade, 1)
AddAmmo(cannibals[3], amShotgun, 1)
AddAmmo(cannibals[3], amGrenade, 1)
AddAmmo(cannibals[4], amShotgun, 1)
AddAmmo(cannibals[4], amGrenade, 1)
AddAmmo(cannibals[5], amShotgun, 1)
AddAmmo(cannibals[5], amGrenade, 1)
AddAmmo(leaks, amSkip, 4)
AddAmmo(dense, amSkip, 4)
AddEvent(CheckWeaklingsKilled, {}, DoWeaklingsKilled, {}, 0)
SetHealth(SpawnHealthCrate(2757, 1030), 50)
SetHealth(SpawnHealthCrate(2899, 1009), 50)
stage = wave1Stage
SwitchHog(dense)
SetGearMessage(dense, 0)
SetGearMessage(leaks, 0)
TurnTimeLeft = TurnTime
ShowMission(loc("The Shadow Falls"), loc("Why do you not like me?"), loc("Obliterate them!|Hint: You might want to take cover..."), 1, 6000)
end
function SkipWeaklingsAnim()
for i = 2, 5 do
if isHidden[cannibals[i]] == true then
RestoreHog(cannibals[i])
isHidden[cannibals[i]] = false
end
AnimSetGearPosition(cannibals[i], unpack(cannibalPos[i]))
SetState(cannibals[i], 0)
end
SetInputMask(0xFFFFFFFF)
end
function AfterStronglingsAnim()
stage = cyborgStage
ShowMission(loc("The Shadow Falls"), loc("The Dilemma"), loc("Choose your side! If you want to join the strange man, walk up to him.|Otherwise, walk away from him. If you decide to att...nevermind..."), 1, 8000)
AddEvent(CheckChoice, {}, DoChoice, {}, 0)
AddEvent(CheckRefuse, {}, DoRefuse, {}, 0)
AddEvent(CheckAccept, {}, DoAccept, {}, 0)
AddEvent(CheckConfront, {}, DoConfront, {}, 0)
AddAmmo(dense, amSwitch, 0)
AddAmmo(dense, amSkip, 0)
AddAmmo(leaks, amSwitch, 0)
AddAmmo(leaks, amSkip, 0)
SetHealth(SpawnHealthCrate(2557, 1030), 50)
SetHealth(SpawnHealthCrate(3599, 1009), 50)
TurnTimeLeft = 0
end
function SkipStronglingsAnim()
for i = 6, 9 do
if isHidden[cannibals[i]] == true then
RestoreHog(cannibals[i])
isHidden[cannibals[i]] = false
end
AnimSetGearPosition(cannibals[i], unpack(cannibalPos[i]))
SetState(cannibals[i], 0)
end
if cyborgHidden == true then
RestoreHog(cyborg)
cyborgHidden = false
end
SetState(cyborg, 0)
SetState(dense, 0)
AnimSetGearPosition(dense, 1350, 1315)
FollowGear(dense)
HogTurnLeft(dense, true)
AnimSetGearPosition(cyborg, 1250, 1315)
SwitchHog(dense)
SetInputMask(0xFFFFFFFF)
end
function RestartReturnAccepted()
retryReturn = false
AnimSetGearPosition(dense, 1350, 1310)
AddAmmo(dense, amGirder, 2)
AddAmmo(dense, amParachute, 2)
ShowMission(loc("The Shadow Falls"), loc("The walk of Fame"), loc("Return to Leaks A Lot! If you get stuck, press [Precise] to try again!"), 1, 6000)
RemoveEventFunc(CheckNeedGirder)
RemoveEventFunc(CheckNeedWeapons)
AddEvent(CheckNeedGirder, {}, DoNeedGirder, {}, 0)
AddEvent(CheckNeedWeapons, {}, DoNeedWeapons, {}, 0)
end
function AfterAcceptedAnim()
stage = acceptedReturnStage
SpawnAmmoCrate(1370, 810, amGirder)
SpawnAmmoCrate(1300, 810, amParachute)
ShowMission(loc("The Shadow Falls"), loc("The walk of Fame"), loc("Return to Leaks A Lot! If you get stuck, press [Precise] to try again!"), 1, 6000)
AddEvent(CheckTookWeapons, {}, DoTookWeapons, {}, 0)
AddEvent(CheckNeedGirder, {}, DoNeedGirder, {}, 0)
AddEvent(CheckNeedWeapons, {}, DoNeedWeapons, {}, 0)
AddEvent(CheckRestartReturnAccepted, {}, RestartReturnAccepted, {}, 1)
RemoveEventFunc(CheckDenseDead)
SwitchHog(dense)
AnimWait(dense, 1)
AddFunction({func = HideHog, args = {cyborg}})
end
function SkipAcceptedAnim()
AnimSetGearPosition(cyborg, unpack(cyborgPos))
SetState(cyborg, gstInvisible)
AnimSwitchHog(dense)
SetInputMask(0xFFFFFFFF)
end
function AfterAttackedAnim()
stage = aloneStage
ShowMission(loc("The Shadow Falls"), loc("The Individualist"), loc("Defeat the cannibals!|Grenade hint: set the timer with [1-5], aim with [Up]/[Down] and hold [Space] to set power"), 1, 8000)
AddAmmo(cannibals[6], amGrenade, 1)
AddAmmo(cannibals[6], amFirePunch, 0)
AddAmmo(cannibals[6], amBaseballBat, 0)
AddAmmo(cannibals[7], amGrenade, 1)
AddAmmo(cannibals[7], amFirePunch, 0)
AddAmmo(cannibals[7], amBaseballBat, 0)
AddAmmo(cannibals[8], amGrenade, 1)
AddAmmo(cannibals[8], amFirePunch, 0)
AddAmmo(cannibals[8], amBaseballBat, 0)
AddAmmo(cannibals[9], amGrenade, 1)
AddAmmo(cannibals[9], amFirePunch, 0)
AddAmmo(cannibals[9], amBaseballBat, 0)
SetGearMessage(leaks, 0)
TurnTimeLeft = TurnTime
AddEvent(CheckStronglingsDead, {}, DoStronglingsDeadAttacked, {}, 0)
SwitchHog(leaks)
AnimWait(dense, 1)
AddFunction({func = HideHog, args = {cyborg}})
end
function SkipAttackedAnim()
if denseDead == false then
DeleteGear(dense)
end
SpawnAmmoCrate(2551, 994, amGrenade)
SpawnAmmoCrate(3551, 994, amGrenade)
SpawnAmmoCrate(3392, 1101, amShotgun)
SpawnAmmoCrate(3192, 1101, amShotgun)
AnimSetGearPosition(cyborg, unpack(cyborgPos))
SetState(cyborg, gstInvisible)
AnimSwitchHog(leaks)
SetInputMask(0xFFFFFFFF)
end
-----------------------------Animations--------------------------------
function SpawnCrates()
SpawnAmmoCrate(2551, 994, amGrenade)
SpawnAmmoCrate(3551, 994, amGrenade)
SpawnAmmoCrate(3392, 1101, amShotgun)
SpawnAmmoCrate(3192, 1101, amShotgun)
return true
end
function EmitDenseClouds(anim, dir)
local dif
if dir == "Left" then
dif = 10
else
dif = -10
end
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimWait, args = {dense, 800}})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
AnimInsertStepNext({func = AnimWait, args = {dense, 800}})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + dif, GetY(dense) + dif, vgtSteam, 0, true}, swh = false})
end
function BlowDenseCloud()
AnimInsertStepNext({func = DeleteGear, args = {dense}, swh = false})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense), GetY(dense), vgtBigExplosion, 0, true}, swh = false})
AnimInsertStepNext({func = AnimWait, args = {dense, 1200}})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + 20, GetY(dense), vgtExplosion, 0, true}, swh = false})
AnimInsertStepNext({func = AnimWait, args = {dense, 100}})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) + 10, GetY(dense), vgtExplosion, 0, true}, swh = false})
AnimInsertStepNext({func = AnimWait, args = {dense, 100}})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) - 10, GetY(dense), vgtExplosion, 0, true}, swh = false})
AnimInsertStepNext({func = AnimWait, args = {dense, 100}})
AnimInsertStepNext({func = AnimVisualGear, args = {dense, GetX(dense) - 20, GetY(dense), vgtExplosion, 0, true}, swh = false})
end
function SetupAcceptedSurvivedFinalAnim()
table.insert(acceptedSurvivedFinalAnim, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {leaks, dense}}})
table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, loc("Pfew! That was close!"), SAY_SAY, 3000}})
if grenadeUsed and shotgunUsed then
table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, loc("Where did you get the exploding apples and the magic bow that shoots many arrows?"), SAY_SAY, 9000}})
elseif grenadeUsed then
table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, loc("Where did you get the exploding apples?"), SAY_SAY, 6000}})
elseif shotgunUsed then
table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, loc("Where did you get the magic bow that shoots many arrows?"), SAY_SAY, 8000}})
else
table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {leaks, loc("Did you warn the village?"), SAY_SAY, 4000}})
table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {dense, loc("No, I came back to help you out..."), SAY_SAY, 5000}})
end
if grenadeUsed or shotgunUsed then
table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {dense, loc("Uhm...I met one of them and took his weapons."), SAY_SAY, 5000}})
end
table.insert(acceptedSurvivedFinalAnim, {func = AnimSay, args = {dense, loc("We should head back to the village now."), SAY_SAY, 5000}})
end
function AnimationSetup()
table.insert(startDialogue, {func = AnimWait, args = {dense, 4000}})
table.insert(startDialogue, {func = AnimCaption, args = {leaks, loc("After the shock caused by the enemy spy, Leaks A Lot and Dense Cloud went hunting to relax."), 6000}})
table.insert(startDialogue, {func = AnimCaption, args = {leaks, loc("Little did they know that this hunt will mark them forever..."), 4000}})
table.insert(startDialogue, {func = AnimSay, args = {leaks, loc("I have no idea where that mole disappeared...Can you see it?"), SAY_SAY, 9000}})
table.insert(startDialogue, {func = AnimSay, args = {dense, loc("Nope. It was one fast mole, that's for sure."), SAY_SAY, 5000}})
table.insert(startDialogue, {func = AnimCustomFunction, args = {dense, EmitDenseClouds, {startDialogue, "Right"}}})
table.insert(startDialogue, {func = AnimWait, args = {dense, 2000}})
table.insert(startDialogue, {func = AnimSay, args = {leaks, loc("Please, stop releasing your \"smoke signals\"!"), SAY_SAY, 5000}})
table.insert(startDialogue, {func = AnimSay, args = {leaks, loc("You're terrorizing the forest...We won't catch anything like this!"), SAY_SAY, 6000}})
table.insert(startDialogue, {func = AnimSay, args = {leaks, loc("..."), SAY_THINK, 1000}})
table.insert(startDialogue, {func = AnimGiveState, args = {cannibals[1], 0}, swh = false})
table.insert(startDialogue, {func = AnimOutOfNowhere, args = {cannibals[1], unpack(cannibalPos[1])}, swh = false})
table.insert(startDialogue, {func = AnimTurn, args = {leaks, "Right"}})
table.insert(startDialogue, {func = AnimTurn, args = {cannibals[1], "Right"}})
table.insert(startDialogue, {func = AnimWait, args = {cannibals[1], 1000}})
table.insert(startDialogue, {func = AnimTurn, args = {cannibals[1], "Left"}})
table.insert(startDialogue, {func = AnimWait, args = {cannibals[1], 1000}})
table.insert(startDialogue, {func = AnimTurn, args = {cannibals[1], "Right"}})
table.insert(startDialogue, {func = AnimSay, args = {cannibals[1], loc("I can't believe it worked!"), SAY_THINK, 3500}})
table.insert(startDialogue, {func = AnimSay, args = {cannibals[1], loc("That shaman sure knows what he's doing!"), SAY_THINK, 6000}})
table.insert(startDialogue, {func = AnimSay, args = {cannibals[1], loc("Yeah...I think it's a 'he', lol."), SAY_THINK, 5000}})
table.insert(startDialogue, {func = AnimSay, args = {leaks, loc("It wants our brains!"), SAY_SHOUT, 3000}})
table.insert(startDialogue, {func = AnimTurn, args = {cannibals[1], "Left"}})
table.insert(startDialogue, {func = AnimSay, args = {cannibals[1], loc("Not you again! My head still hurts from last time!"), SAY_SHOUT, 6000}})
table.insert(startDialogue, {func = AnimSwitchHog, args = {leaks}})
AddSkipFunction(startDialogue, StartSkipFunc, {})
table.insert(weaklingsAnim, {func = AnimGearWait, args = {leaks, 1000}})
table.insert(weaklingsAnim, {func = AnimCustomFunction, args = {leaks, CondNeedToTurn, {leaks, dense}}})
table.insert(weaklingsAnim, {func = AnimSay, args = {leaks, loc("Did you see him coming?"), SAY_SAY, 3500}})
table.insert(weaklingsAnim, {func = AnimSay, args = {dense, loc("No. Where did he come from?"), SAY_SAY, 3500}})
table.insert(weaklingsAnim, {func = AnimCustomFunction, args = {leaks, UnHideWeaklings, {}}})
table.insert(weaklingsAnim, {func = AnimOutOfNowhere, args = {cannibals[2], unpack(cannibalPos[2])}})
table.insert(weaklingsAnim, {func = AnimGiveState, args = {cannibals[2], 0}})
table.insert(weaklingsAnim, {func = AnimWait, args = {leaks, 400}})
table.insert(weaklingsAnim, {func = AnimGiveState, args = {cannibals[3], 0}})
table.insert(weaklingsAnim, {func = AnimOutOfNowhere, args = {cannibals[3], unpack(cannibalPos[3])}})
table.insert(weaklingsAnim, {func = AnimWait, args = {leaks, 400}})
table.insert(weaklingsAnim, {func = AnimGiveState, args = {cannibals[4], 0}})
table.insert(weaklingsAnim, {func = AnimOutOfNowhere, args = {cannibals[4], unpack(cannibalPos[4])}})
table.insert(weaklingsAnim, {func = AnimWait, args = {leaks, 400}})
table.insert(weaklingsAnim, {func = AnimGiveState, args = {cannibals[5], 0}})
table.insert(weaklingsAnim, {func = AnimOutOfNowhere, args = {cannibals[5], unpack(cannibalPos[5])}})
table.insert(weaklingsAnim, {func = AnimWait, args = {leaks, 400}})
table.insert(weaklingsAnim, {func = AnimSay, args = {cannibals[3], loc("Are we there yet?"), SAY_SAY, 4000}})
table.insert(weaklingsAnim, {func = AnimSay, args = {dense, loc("This must be some kind of sorcery!"), SAY_SHOUT, 3500}})
table.insert(weaklingsAnim, {func = AnimSwitchHog, args = {leaks}})
AddSkipFunction(weaklingsAnim, SkipWeaklingsAnim, {})
table.insert(stronglingsAnim, {func = AnimGearWait, args = {leaks, 1000}})
table.insert(stronglingsAnim, {func = AnimCustomFunction, args = {leaks, UnHideStronglings, {}}})
table.insert(stronglingsAnim, {func = AnimCustomFunction, args = {leaks, CondNeedToTurn, {leaks, dense}}})
table.insert(stronglingsAnim, {func = AnimGiveState, args = {leaks, 0}})
table.insert(stronglingsAnim, {func = AnimGiveState, args = {dense, 0}})
table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, loc("I thought their shaman died when he tried our medicine!"), SAY_SAY, 7000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {dense, loc("I saw it with my own eyes!"), SAY_SAY, 4000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, loc("Then how do they keep appearing?"), SAY_SAY, 4000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, loc("It's impossible to communicate with the spirits without a shaman."), SAY_SAY, 7000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {dense, loc("We need to warn the village."), SAY_SAY, 3500}})
table.insert(stronglingsAnim, {func = AnimGiveState, args = {cannibals[6], 0}})
table.insert(stronglingsAnim, {func = AnimOutOfNowhere, args = {cannibals[6], unpack(cannibalPos[6])}})
table.insert(stronglingsAnim, {func = AnimWait, args = {leaks, 400}})
table.insert(stronglingsAnim, {func = AnimGiveState, args = {cannibals[7], 0}})
table.insert(stronglingsAnim, {func = AnimOutOfNowhere, args = {cannibals[7], unpack(cannibalPos[7])}})
table.insert(stronglingsAnim, {func = AnimWait, args = {leaks, 400}})
table.insert(stronglingsAnim, {func = AnimGiveState, args = {cannibals[8], 0}})
table.insert(stronglingsAnim, {func = AnimOutOfNowhere, args = {cannibals[8], unpack(cannibalPos[8])}})
table.insert(stronglingsAnim, {func = AnimWait, args = {leaks, 400}})
table.insert(stronglingsAnim, {func = AnimGiveState, args = {cannibals[9], 0}})
table.insert(stronglingsAnim, {func = AnimOutOfNowhere, args = {cannibals[9], unpack(cannibalPos[9])}})
table.insert(stronglingsAnim, {func = AnimWait, args = {leaks, 400}})
table.insert(stronglingsAnim, {func = AnimSay, args = {cannibals[7], loc("What a ride!"), SAY_SHOUT, 2000}})
table.insert(stronglingsAnim, {func = AnimTurn, args = {leaks, "Right"}})
table.insert(stronglingsAnim, {func = AnimWait, args = {leaks, 700}})
table.insert(stronglingsAnim, {func = AnimTurn, args = {leaks, "Left"}})
table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, loc("We can't defeat them!"), SAY_THINK, 3000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {leaks, loc("I'll hold them off while you return to the village!"), SAY_SAY, 6000}})
table.insert(stronglingsAnim, {func = AnimFollowGear, args = {cyborg}, swh = false})
table.insert(stronglingsAnim, {func = AnimCaption, args = {cyborg, loc("30 minutes later...")}, swh = false})
table.insert(stronglingsAnim, {func = AnimWait, args = {cyborg, 2000}})
table.insert(stronglingsAnim, {func = AnimSetGearPosition, args = {dense, 1420, 1315}})
table.insert(stronglingsAnim, {func = AnimMove, args = {dense, "Left", 1400, 0}})
table.insert(stronglingsAnim, {func = AnimCustomFunction, args = {dense, EmitDenseClouds, {stronglingsAnim, "Left"}}})
table.insert(stronglingsAnim, {func = AnimMove, args = {dense, "Left", 1350, 0}})
table.insert(stronglingsAnim, {func = AnimOutOfNowhere, args = {cyborg, 1250, 1320}})
table.insert(stronglingsAnim, {func = AnimRemoveState, args = {cyborg, gstInvisible}})
table.insert(stronglingsAnim, {func = AnimGearWait, args = {cyborg, 2000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("Greetings, cloudy one!"), SAY_SAY, 3000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("I have come to make you an offering..."), SAY_SAY, 6000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("You are given the chance to turn your life around..."), SAY_SAY, 6000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("If you agree to provide the information we need, you will be spared!"), SAY_SAY, 7000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("Have no illusions, your tribe is dead, indifferent of your choice."), SAY_SAY, 7000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("If you decide to help us, though, we will no longer need to find a new governor for the island."), SAY_SAY, 8000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("If you know what I mean..."), SAY_SAY, 3000}})
table.insert(stronglingsAnim, {func = AnimSay, args = {cyborg, loc("So? What will it be?"), SAY_SAY, 3000}})
table.insert(stronglingsAnim, {func = AnimSwitchHog, args = {dense}})
AddSkipFunction(stronglingsAnim, SkipStronglingsAnim, {})
table.insert(acceptedAnim, {func = AnimSay, args = {cyborg, loc("Great choice, Steve! Mind if I call you that?"), SAY_SAY, 7000}})
table.insert(acceptedAnim, {func = AnimSay, args = {dense, loc("Whatever floats your boat..."), SAY_SAY, 4500}})
table.insert(acceptedAnim, {func = AnimSay, args = {cyborg, loc("Great! You will be contacted soon for assistance."), SAY_SAY, 6000}})
table.insert(acceptedAnim, {func = AnimSay, args = {cyborg, loc("In the meantime, take these and return to your \"friend\"!"), SAY_SAY, 6000}})
table.insert(acceptedAnim, {func = AnimGiveState, args = {cyborg, gstInvisible}})
table.insert(acceptedAnim, {func = AnimDisappear, args = {cyborg, unpack(cyborgPos)}})
table.insert(acceptedAnim, {func = AnimSwitchHog, args = {dense}})
AddSkipFunction(acceptedAnim, SkipAcceptedAnim, {})
table.insert(acceptedDiedFinalAnim, {func = AnimSay, args = {leaks, loc("Pfew! That was close!"), SAY_THINK, 3000}})
table.insert(acceptedDiedFinalAnim, {func = AnimSay, args = {leaks, loc("Your death will not be in vain, Dense Cloud!"), SAY_THINK, 5000}})
table.insert(acceptedDiedFinalAnim, {func = AnimSay, args = {dense, loc("You will be avenged!"), SAY_SAY, 3000}})
table.insert(refusedAnim, {func = AnimSay, args = {cyborg, loc("I see..."), SAY_SAY, 2000}})
table.insert(refusedAnim, {func = AnimSay, args = {cyborg, loc("Remember this, pathetic animal: when the day comes, you will regret your blind loyalty!"), SAY_SAY, 8000}})
table.insert(refusedAnim, {func = AnimSay, args = {cyborg, loc("You just committed suicide..."), SAY_SAY, 5000}})
table.insert(refusedAnim, {func = AnimDisappear, args = {cyborg, unpack(cyborgPos)}})
table.insert(refusedAnim, {func = AnimGiveState, args = {cyborg, gstInvisible}})
table.insert(refusedAnim, {func = AnimSay, args = {dense, loc("If you say so..."), SAY_THINK, 3000}})
table.insert(refusedAnim, {func = AnimFollowGear, args = {cyborg}, swh = false})
table.insert(refusedAnim, {func = AnimWait, args = {cyborg, 700}})
table.insert(refusedAnim, {func = AnimCustomFunction, args = {dense, RefusedStart, {}}})
table.insert(refusedAnim, {func = AnimOutOfNowhere, args = {dense, 2645, 1146}})
table.insert(refusedAnim, {func = AnimOutOfNowhere, args = {ramon, 2218, 1675}})
table.insert(refusedAnim, {func = AnimOutOfNowhere, args = {spiky, 2400, 1675}})
table.insert(refusedAnim, {func = AnimTurn, args = {spiky, "Left"}})
table.insert(refusedAnim, {func = AnimWait, args = {cyborg, 1700}})
table.insert(refusedAnim, {func = AnimTurn, args = {spiky, "Right"}})
table.insert(refusedAnim, {func = AnimWait, args = {cyborg, 1700}})
table.insert(refusedAnim, {func = AnimTurn, args = {spiky, "Left"}})
table.insert(refusedAnim, {func = AnimSay, args = {spiky, loc("Dude, we really need a new shaman..."), SAY_SAY, 4000}})
AddSkipFunction(refusedAnim, SkipRefusedAnim, {})
table.insert(refusedFinalAnim, {func = AnimSay, args = {leaks, loc("It's over..."), SAY_SAY, 2000}})
table.insert(refusedFinalAnim, {func = AnimSay, args = {leaks, loc("Let's head back to the village!"), SAY_SAY, 4000}})
table.insert(attackedAnim, {func = AnimCustomFunction, args = {dense, CondNeedToTurn, {cyborg, dense}}})
table.insert(attackedAnim, {func = AnimCustomFunction, args = {cyborg, SetHealth, {cyborg, 200}}})
table.insert(attackedAnim, {func = AnimWait, args = {cyborg, 2000}})
table.insert(attackedAnim, {func = AnimSay, args = {cyborg, loc("Really?! You thought you could harm me with your little toys?"), SAY_SAY, 7000}})
table.insert(attackedAnim, {func = AnimSay, args = {cyborg, loc("You're pathetic! You are not worthy of my attention..."), SAY_SAY, 6000}})
table.insert(attackedAnim, {func = AnimSay, args = {cyborg, loc("Actually, you aren't worthy of life! Take this..."), SAY_SAY, 5000}})
table.insert(attackedAnim, {func = AnimCustomFunction, args = {dense, BlowDenseCloud, {}}, swh = false})
table.insert(attackedAnim, {func = AnimWait, args = {cyborg, 2000}})
table.insert(attackedAnim, {func = AnimSay, args = {cyborg, loc("Incredible..."), SAY_SAY, 3000}})
table.insert(attackedAnim, {func = AnimDisappear, args = {cyborg, unpack(cyborgPos)}})
table.insert(attackedAnim, {func = AnimGiveState, args = {cyborg, gstInvisible}})
table.insert(attackedAnim, {func = AnimSwitchHog, args = {leaks}})
table.insert(attackedAnim, {func = AnimSay, args = {leaks, loc("I wonder where Dense Cloud is..."), SAY_THINK, 4000}})
table.insert(attackedAnim, {func = AnimSay, args = {leaks, loc("I can't wait any more, I have to save myself!"), SAY_THINK, 5000}})
table.insert(attackedAnim, {func = AnimCustomFunction, args = {leaks, SpawnCrates, {}}})
table.insert(attackedAnim, {func = AnimWait, args = {leaks, 1500}})
table.insert(attackedAnim, {func = AnimSay, args = {leaks, loc("Where are all these crates coming from?!"), SAY_THINK, 5500}})
AddSkipFunction(attackedAnim, SkipAttackedAnim, {})
table.insert(attackedFinalAnim, {func = AnimWait, args = {leaks, 2000}})
table.insert(attackedFinalAnim, {func = AnimSay, args = {leaks, loc("I have to get back to the village!"), SAY_THINK, 5000}})
table.insert(attackedFinalAnim, {func = AnimSay, args = {leaks, loc("Dense Cloud must have already told them everything..."), SAY_THINK, 7000}})
end
-----------------------------Misc--------------------------------------
function RefusedStart()
if ramonHidden == true then
RestoreHog(ramon)
ramonHidden = false
end
if spikyHidden == true then
RestoreHog(spiky)
spikyHidden = false
end
SetState(ramon, 0)
SetState(spiky, 0)
SetGearMessage(dense, 0)
SetGearMessage(ramon, 0)
SetGearMessage(spiky, 0)
end
function AddHogs()
AddTeam(loc("Natives"), 29439, "Bone", "Island", "HillBilly", "cm_birdy")
ramon = AddHog(loc("Ramon"), 0, 100, "rasta")
leaks = AddHog(loc("Leaks A Lot"), 0, 100, "Rambo")
dense = AddHog(loc("Dense Cloud"), 0, 100, "RobinHood")
spiky = AddHog(loc("Spiky Cheese"), 0, 100, "hair_yellow")
AddTeam(loc("Weaklings"), 14483456, "Skull", "Island", "Pirate","cm_vampire")
cannibals = {}
cannibals[1] = AddHog(loc("Brainiac"), 5, 20, "Zombi")
for i = 2, 5 do
cannibals[i] = AddHog(HogNames[i], 1, 20, "Zombi")
hogNr[cannibals[i]] = i - 2
end
AddTeam(loc("Stronglings"), 14483456, "Skull", "Island", "Pirate","cm_vampire")
for i = 6, 9 do
cannibals[i] = AddHog(HogNames[i], 2, 30, "vampirichog")
hogNr[cannibals[i]] = i - 2
end
AddTeam(loc("011101001"), 14483456, "ring", "UFO", "Robot", "cm_star")
cyborg = AddHog(loc("Y3K1337"), 0, 200, "cyborg1")
end
function PlaceHogs()
HogTurnLeft(leaks, true)
for i = 2, 9 do
AnimSetGearPosition(cannibals[i], unpack(cyborgPos))
AnimTurn(cannibals[i], "Left")
cannibalDead[i] = false
end
AnimSetGearPosition(cannibals[1], cannibalPos[1][1], cannibalPos[1][2])
AnimTurn(cannibals[1], "Left")
AnimSetGearPosition(cyborg, cyborgPos[1], cyborgPos[2])
AnimSetGearPosition(ramon, 2218, 1675)
AnimSetGearPosition(skiky, 2400, 1675)
AnimSetGearPosition(dense, densePos[1], densePos[2])
AnimSetGearPosition(leaks, leaksPos[1], leaksPos[2])
end
function VisiblizeHogs()
for i = 1, 9 do
SetState(cannibals[i], gstInvisible)
end
SetState(cyborg, gstInvisible)
SetState(ramon, gstInvisible)
SetState(spiky, gstInvisible)
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
function HideHogs()
for i = 2, 9 do
HideHog(cannibals[i])
isHidden[cannibals[i]] = true
end
HideHog(cyborg)
cyborgHidden = true
HideHog(ramon)
HideHog(spiky)
ramonHidden = true
spikyHidden = true
end
function HideStronglings()
for i = 6, 9 do
HideHog(cannibals[i])
isHidden[cannibals[i]] = true
end
end
function UnHideWeaklings()
for i = 2, 5 do
RestoreHog(cannibals[i])
isHidden[cannibals[i]] = false
SetState(cannibals[i], gstInvisible)
end
end
function UnHideStronglings()
for i = 6, 9 do
RestoreHog(cannibals[i])
isHidden[cannibals[i]] = false
SetState(cannibals[i], gstInvisible)
end
RestoreHog(cyborg)
cyborgHidden = false
SetState(cyborg, gstInvisible)
end
function ChoiceTaken()
SetGearMessage(CurrentHedgehog, 0)
if choice == choiceAccept then
AddAnim(acceptedAnim)
AddFunction({func = AfterAcceptedAnim, args = {}})
elseif choice == choiceRefuse then
AddAnim(refusedAnim)
AddFunction({func = AfterRefusedAnim, args = {}})
else
AddAnim(attackedAnim)
AddFunction({func = AfterAttackedAnim, args = {}})
end
end
function KillCyborg()
RestoreHog(cyborg)
DeleteGear(cyborg)
TurnTimeLeft = 0
end
-----------------------------Events------------------------------------
function CheckBrainiacDead()
return brainiacDead
end
function DoBrainiacDead()
TurnTimeLeft = 0
SetGearMessage(CurrentHedgehog, 0)
AddAnim(weaklingsAnim)
AddFunction({func = AfterWeaklingsAnim, args = {}})
stage = interSpyStage
end
function CheckWeaklingsKilled()
for i = 2, 5 do
if cannibalDead[i] == false then
return false
end
end
return true
end
function DoWeaklingsKilled()
SetGearMessage(CurrentHedgehog, 0)
AddAnim(stronglingsAnim)
AddFunction({func = AfterStronglingsAnim, args = {}})
stage = interWeakStage
DismissTeam(loc("Weaklings"))
end
function CheckRefuse()
return GetX(dense) > 1400 and StoppedGear(dense)
end
function DoRefuse()
choice = choiceRefuse
end
function CheckAccept()
return GetX(dense) < 1300 and StoppedGear(dense)
end
function DoAccept()
choice = choiceAccept
end
function CheckConfront()
return cyborgAttacked and StoppedGear(dense)
end
function DoConfront()
choice = choiceAttack
end
function CheckChoice()
return choice ~= 0
end
function DoChoice()
RemoveEventFunc(CheckConfront)
RemoveEventFunc(CheckAccept)
RemoveEventFunc(CheckRefuse)
ChoiceTaken()
end
function CheckNeedGirder()
return GetX(dense) > 1640 and StoppedGear(dense)
end
function DoNeedGirder()
ShowMission(loc("The Shadow Falls"), loc("Under Construction"), loc("To place a girder, select it, use [Left] and [Right] to select angle and length, place with [Left Click]"), 1, 6000)
end
function CheckNeedWeapons()
return GetX(dense) > 2522 and StoppedGear(dense)
end
function DoNeedWeapons()
grenadeCrate = SpawnAmmoCrate(2550, 800, amGrenade)
shotgunCrate = SpawnAmmoCrate(2610, 850, amShotgun)
AddCaption(loc("A little gift from the cyborgs"))
end
function CheckTookWeapons()
return shotgunTaken and grenadeTaken
end
function DoTookWeapons()
ShowMission(loc("The Shadow Falls"), loc("The guardian"), loc("Protect yourselves!|Grenade hint: set the timer with [1-5], aim with [Up]/[Down] and hold [Space] to set power"), 1, 8000)
AddAmmo(dense, amSkip, 100)
AddAmmo(dense, amSwitch, 100)
AddAmmo(leaks, amSkip, 100)
AddAmmo(leaks, amSwitch, 100)
stage = duoStage
RemoveEventFunc(CheckNeedGirder)
RemoveEventFunc(CheckNeedWeapons)
RemoveEventFunc(CheckRestartReturnAccepted)
AddEvent(CheckStronglingsDead, {}, DoStronglingsDead, {}, 0)
AddAmmo(cannibals[6], amGrenade, 2)
AddAmmo(cannibals[6], amShotgun, 2)
AddAmmo(cannibals[7], amGrenade, 2)
AddAmmo(cannibals[7], amShotgun, 2)
AddAmmo(cannibals[8], amGrenade, 2)
AddAmmo(cannibals[8], amShotgun, 2)
AddAmmo(cannibals[9], amGrenade, 2)
AddAmmo(cannibals[9], amShotgun, 2)
SetGearMessage(leaks, 0)
SetGearMessage(dense, 0)
TurnTimeLeft = TurnTime
end
function DoStronglingsDead()
SetGearMessage(CurrentHedgehog, 0)
if denseDead == true then
AddAnim(acceptedDiedFinalAnim)
SaveCampaignVar("M2DenseDead", "1")
else
SetupAcceptedSurvivedFinalAnim()
AddAnim(acceptedSurvivedFinalAnim)
SaveCampaignVar("M2DenseDead", "0")
end
SaveCampaignVar("M2RamonDead", "0")
SaveCampaignVar("M2SpikyDead", "0")
AddFunction({func = KillCyborg, args = {}})
if progress and progress<2 then
SaveCampaignVar("Progress", "2")
end
SaveCampaignVar("M2Choice", "" .. choice)
end
function DoStronglingsDeadRefused()
if denseDead == true then
SaveCampaignVar("M2DenseDead", "1")
else
SaveCampaignVar("M2DenseDead", "0")
end
if ramonDead == true then
SaveCampaignVar("M2RamonDead", "1")
else
SaveCampaignVar("M2RamonDead", "0")
end
if spikyDead == true then
SaveCampaignVar("M2SpikyDead", "1")
else
SaveCampaignVar("M2SpikyDead", "0")
end
AddAnim(refusedFinalAnim)
AddFunction({func = KillCyborg, args = {}})
if progress and progress<2 then
SaveCampaignVar("Progress", "2")
end
SaveCampaignVar("M2Choice", "" .. choice)
end
function DoStronglingsDeadAttacked()
SaveCampaignVar("M2DenseDead", "1")
SaveCampaignVar("M2RamonDead", "0")
SaveCampaignVar("M2SpikyDead", "0")
if progress and progress<2 then
SaveCampaignVar("Progress", "2")
end
SaveCampaignVar("M2Choice", "" .. choice)
AddAnim(attackedFinalAnim)
AddFunction({func = KillCyborg, args = {}})
end
function CheckStronglingsDead()
if leaksDead == true then
return false
end
for i = 6, 9 do
if cannibalDead[i] == false then
return false
end
end
return true
end
function CheckLeaksDead()
return leaksDead
end
function DoDead()
AddCaption(loc("...and so the cyborgs took over the world..."))
stage = loseStage
TurnTimeLeft = 0
DismissTeam(loc("Natives"))
end
function CheckDenseDead()
return denseDead and choice ~= choiceAttack
end
function CheckRestartReturnAccepted()
return retryReturn
end
-----------------------------Main Functions----------------------------
function onGameInit()
Seed = 334
GameFlags = gfSolidLand + gfDisableWind + gfPerHogAmmo
TurnTime = 50000
CaseFreq = 0
MinesNum = 0
MinesTime = 3000
Explosives = 0
Delay = 10
Map = "A_Classic_Fairytale_shadow"
Theme = "Nature"
SuddenDeathTurns = 3000
AddHogs()
PlaceHogs()
VisiblizeHogs()
AnimInit()
AnimationSetup()
end
function onGameStart()
progress = tonumber(GetCampaignVar("Progress"))
HideHogs()
AddAmmo(leaks, amSwitch, 100)
AddAmmo(dense, amSwitch, 100)
AddEvent(CheckLeaksDead, {}, DoDead, {}, 0)
AddEvent(CheckDenseDead, {}, DoDead, {}, 0)
AddAnim(startDialogue)
AddFunction({func = AfterStartDialogue, args = {}})
AddEvent(CheckBrainiacDead, {}, DoBrainiacDead, {}, 0)
ShowMission(loc("The Shadow Falls"), loc("The First Encounter"), loc("Survive!|Hint: Cinematics can be skipped with the [Precise] key."), 1, 0)
end
function onGameTick()
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
end
function onGearDelete(gear)
if gear == cannibals[1] then
brainiacDead = true
elseif gear == grenadeCrate then
grenadeTaken = true
elseif gear == shotgunCrate then
shotgunTaken = true
elseif gear == dense then
denseDead = true
elseif gear == leaks then
leaksDead = true
elseif gear == ramon then
ramonDead = true
elseif gear == spiky then
spikyDead = true
else
for i = 2, 9 do
if gear == cannibals[i] then
cannibalDead[i] = true
end
end
end
end
function onGearAdd(gear)
if GetGearType(gear) == gtGrenade and GetHogTeamName(CurrentHedgehog) == loc("Natives") then
grenadeUsed = true
elseif GetGearType(gear) == gtShotgunShot and GetHogTeamName(CurrentHedgehog) == loc("Natives") then
shotgunUsed = true
end
end
function onAmmoStoreInit()
SetAmmo(amDEagle, 9, 0, 0, 0)
SetAmmo(amSniperRifle, 6, 0, 0, 0)
SetAmmo(amFirePunch, 3, 0, 0, 0)
SetAmmo(amWhip, 4, 0, 0, 0)
SetAmmo(amBaseballBat, 4, 0, 0, 0)
SetAmmo(amHammer, 2, 0, 0, 0)
SetAmmo(amLandGun, 1, 0, 0, 0)
SetAmmo(amSnowball, 7, 0, 0, 0)
SetAmmo(amGirder, 0, 0, 0, 2)
SetAmmo(amParachute, 0, 0, 0, 2)
SetAmmo(amGrenade, 0, 0, 0, 3)
SetAmmo(amShotgun, 0, 0, 0, 3)
SetAmmo(amSwitch, 0, 0, 0, 8)
SetAmmo(amRope, 0, 0, 0, 6)
end
function onNewTurn()
if AnimInProgress() then
TurnTimeLeft = -1
-- elseif stage == interSpyStage and GetHogTeamName(CurrentHedgehog) ~= loc("Natives") then
-- TurnTimeLeft = 0
-- SetState(CurrentHedgehog, gstInvisible)
elseif stage == cyborgStage then
if CurrentHedgehog ~= dense then
TurnTimeLeft = 0
else
TurnTimeLeft = -1
end
elseif stage == acceptedReturnStage then
SwitchHog(dense)
FollowGear(dense)
TurnTimeLeft = -1
end
end
function onGearDamage(gear, damage)
if gear == cyborg and stage == cyborgStage then
cyborgAttacked = true
end
end
function onPrecise()
if GameTime > 2500 and AnimInProgress() then
SetAnimSkip(true)
return
end
if stage == acceptedReturnStage then
retryReturn = true
-- else
-- for i = 1, 9 do
-- DeleteGear(cannibals[i])
-- end
end
end