void Scene_House_Out::Init() { _lpSceneDirector->ChangeMusic(DIRECTOR_MUSIC_NONE, true); _lpSceneDirector->ShowIHM(true); // Glit sur la portière if (TaskResolved("car_box_map") && TaskResolved("car_box_key")) { GetObjectImageByName("out_car_zone")->EnableGlitch(false); } if (!TaskResolved("task_out_firstvisit")) { ResolveTask("task_out_firstvisit"); AddObjective("house","getmap"); AddHint("house","getmap","how"); _lpSceneDirector->getSequencer()->Callback(NULL, "tutoask"); _lpSceneDirector->getDiaryPtr()->beginCreatePage(); _lpSceneDirector->getDiaryPtr()->addImageToPage("diary_out.png"); _lpSceneDirector->getDiaryPtr()->addStringToPage("DIARY_OUT", FONT_DIARY_1, 0, 0); _lpSceneDirector->getDiaryPtr()->endCreatePage(); } if (TaskResolved("out_house_zeps")) { GetObjectImageByName("out_house_zeps")->EnableGlitch(false); } if (getAdditionalName() == "gotohouse") { AddObjective("house","enterhouse"); AddHint("house","enterhouse","how"); if (TestGlobal("__tutorial__")) { _lpSceneDirector->getSequencer()->Tutobox(NULL, KStr("HOUSE_OUT_TUTO_ENTERHOUSE"), 273, 204, 180, 200); } } _lpSceneDirector->getSequencer()->PreloadVideo("videos/zeppelins.ogv"); }
void scion02::ArtilleryObjective(void) { ClearObjectives(); if (art_objective1) { AddObjective("scion0205.otf",GREEN,5.0f); } else AddObjective("scion0205.otf",WHITE,5.0f); if (art_objective2) { AddObjective("scion0209.otf",GREEN,5.0f); } else AddObjective("scion0209.otf",WHITE,5.0f); }
void Scene_House_Basement_Grid::Init() { // 1ère visite de la grille if (!TaskResolved("task_house_basement_visitgrid")) { ResolveTask("task_house_basement_visitgrid"); AddObjective("house","basementgrid"); AddHint("house","basementgrid","how"); } // Grille ouverte ? if (TaskResolved("task_house_basement_opengrid")) { SetVisible("basement_grid_gridclosed", false, true); SetVisible("basement_grid_gridopen", true, true); // La vis SetVisible("basement_grid_bolt", TestGlobal("basement_grid_bolt") == false, true); } else { SetVisible("basement_grid_gridclosed", true, true); SetVisible("basement_grid_gridopen", false, true); } // Le charbon if (TaskResolved("task_house_basement_reversecoal")) { SetVisible("basement_grid_coal", true, true); // Le fusain SetVisible("basement_grid_charcoal", TestGlobal("basement_grid_charcoal") == false, true); } }
void Scene_Inca_Mainscreen::Init() { StartAnimation("bg2_anim"); StartAnimation("clouds_anim"); if (!TaskResolved("inca_ashleytalkintro")) { ResolveTask("inca_ashleytalkintro"); _lpSceneDirector->getSequencer()->NarrationMode(NULL, SEQUENCE_NARRATION_DIALOG, true); _lpSceneDirector->getSequencer()->Talk(NULL, CHARACTER_POSX, CHARACTER_POSY, KStr("INCA_DIALOGBOX_INTRO1"), "", false, true); _lpSceneDirector->getSequencer()->Talk(NULL, CHARACTER_POSX, CHARACTER_POSY, KStr("INCA_DIALOGBOX_INTRO2"), "", false, true); _lpSceneDirector->getSequencer()->Talk(NULL, CHARACTER_POSX, CHARACTER_POSY, KStr("INCA_DIALOGBOX_INTRO3"), "", false, true); _lpSceneDirector->getSequencer()->NarrationMode(NULL, SEQUENCE_NARRATION_DIALOG, false); AddTask("task_inca_findspear"); AddObjective("inca","spear"); AddHint("inca","spear","where"); } // Ajout de la statuette à l'inventaire si elle n'y est pas déjà if (_lpSceneDirector->getInventory()->getItemFromInventory("inv_inca_statuette") == NULL) { _lpSceneDirector->getInventory()->AddItem("inca","inv_inca_statuette"); } // Morceaux de lance SetupItem("inca_spear[1]"); SetupItem("inca_spear[2]"); SetupItem("inca_spear[3]"); SetupItem("inca_spear[4]"); SetupItem("inca_spear[5]"); if (TaskResolved("task_inca_opencube")) { SetupItem("inca_spear[6]"); } // Bloc de pierre if (TaskResolved("task_inca_opencube")) { SetVisible("inca_main_cubesclosed", false, true); SetVisible("inca_main_cubesopen", true, true); } else { SetVisible("inca_main_cubesclosed", true, true); SetVisible("inca_main_cubesopen", false, true); } // Le garde // Il n'a pas encore sa lance if (!TaskResolved("task_inca_givespear")) { SetVisible("inca_main_guard_nospear", true); } // Il a eu sa lance else { SetVisible("inca_main_guard_spear", true); } // La porte est ouverte if (TaskResolved("task_inca_opendoor")) { SetVisible("inca_main_door", false, false); } }
void isdf06Mission::ConstructionMessage(void) { ClearObjectives(); AddObjective("isdf0604.otf",WHITE,10.0f); if (cbunker!=NULL) { AddObjective("isdf0605.otf",GREEN,10.0f); } else AddObjective("isdf0605.otf",WHITE,10.0f); if ((guntow1!=NULL) && (guntow2!=NULL)) { AddObjective("isdf0606.otf",GREEN,10.0f); } else AddObjective("isdf0606.otf",WHITE,10.0f); }
void Scene_House_IncaBook::Init() { if (!TaskResolved("task_house_incabook_discover")) { ResolveTask("task_house_incabook_discover"); AddObjective("house","living_buildbase"); AddHint("house","living_buildbase","fire"); } PageSet(_nCurrentPage); }
/** ** Adds objective to the stack ** ** @param msg Objective to add. */ void MessagesDisplay::AddObjective(const char *msg) { char *ptr; char *next; char *message = Objectives[ObjectivesCount]; // Split long message into lines if (strlen(msg) >= sizeof(Objectives[0])) { strncpy(message, msg, sizeof(Objectives[0]) - 1); ptr = message + sizeof(Objectives[0]) - 1; *ptr-- = '\0'; next = ptr + 1; while (ptr >= message) { if (*ptr == ' ') { *ptr = '\0'; next = ptr + 1; break; } --ptr; } if (ptr < message) { ptr = next - 1; } } else { strcpy_s(message, sizeof(Objectives[ObjectivesCount]), msg); next = ptr = message + strlen(message); } while (UI.MessageFont->Width(message) + 8 >= UI.MapArea.EndX - UI.MapArea.X) { while (1) { --ptr; if (*ptr == ' ') { *ptr = '\0'; next = ptr + 1; break; } else if (ptr == message) { break; } } // No space found, wrap in the middle of a word if (ptr == message) { ptr = next - 1; while (UI.MessageFont->Width(message) + 8 >= UI.MapArea.EndX - UI.MapArea.X) { *--ptr = '\0'; } next = ptr + 1; break; } } ++ObjectivesCount; if (strlen(msg) != (size_t)(ptr - message)) { AddObjective(msg + (next - message)); } }
void isdf07Mission::handlePlayerMistakes() { if (missionState < 6) { //Not enough scrap if ((missionState>3) && (GetScrap(1) < 6) && (GetTime() > errorRemTime1)) { ClearObjectives(); AddObjective("isdf0709.otf", WHITE); AudioMessage("isdf0709.wav"); errorRemTime1 = (GetTime() + 60.0f); } } if (!IsAlive(shabayev)) { //kills shabayev // AudioMessage("Demo0304.wav"); // "Cooke. You're being shipped back to Earth where you'll face court marshall for killing a commanding officer. // FailMission(GetTime() + 15.0f); } /* if (!IsAlive(player)) { //gets killed // AudioMessage("Demo0304.wav"); // you loose go to shell screen FailMission(GetTime() + 15.0f); }*/ if (missionState == 6) {//does not follow shabayev if ((GetDistance(player, shabayev) > 400.0f) && (GetTime() < timeToFail)) { // AudioMessage("tooFar.wav"); //"Cooke, you're getting too far from my wing. Fall in. timeToFail = GetTime() + 60.0f; } else if (GetDistance(player, shabayev) < 400.0f) { timeToFail = 0.0f; } } if (missionState == 7) {//does not get out of his vehicle } if (missionState == 9) {//ignores shabayev's need for help if ((GetDistance(player, shabayev) > 40.0f) && (GetTime() < timeToFail)) { // AudioMessage("tooFar.wav"); //"Cooke, you're getting too far from my wing. Fall in. timeToFail = GetTime() + 60.0f; } if (GetDistance(player, shabayev) < 40.0f) { timeToFail = 0.0f; } } }
void Scene_Inca_Mainscreen::Draw() { double fElapsed = MyGame::getGame()->getKWindow()->getFrameTime(); if (_bAnimDoor) { _lpAnimDoor->move(fElapsed); // Déplace la porte RestorePosition("inca_main_door"); MovePosition("inca_main_door", GetRandom(-1.0, 1.0), _lpAnimDoor->getCurrentValue()); if (_lpAnimDoor->isCompleted()) { _bAnimDoor = false; ResolveTask("task_inca_opendoor"); AddObjective("inca","4artefacts"); AddHint("inca","4artefacts","where"); AddHint("inca","4artefacts","light"); _lpSceneDirector->getSequencer()->NarrationMode(NULL, SEQUENCE_NARRATION_CINEMATIC, false); } } EScene::Draw(); }
void Scene_House_Hall::Init() { SetupItem("house_score"); _lpSceneDirector->getMap()->renameZone("hall", "house_hall"); _lpSceneDirector->getMap()->setVisited("house_hall"); if (getAdditionalName() == "start") { _lpSceneDirector->getSequencer()->NarrationMode(NULL, SEQUENCE_NARRATION_LOCKMOUSE, true); int x, y; GetObjectPosition("nathan_shadow", x, y, true, false); ResolveTask("task_house_openliving"); SetVisible("nathan_shadow",true, true); StartEmitter("creeping_nathan_shadow"); _lpSceneDirector->getSequencer()->EarthQuake("earthquakehall",false,"hall_earthquake"); _lpSceneDirector->getSequencer()->ShowEmitter(NULL, "creeping_fragments", false); _lpSceneDirector->getSequencer()->ShowEmitter(NULL, "creeping_plaster", false); _lpSceneDirector->getSequencer()->PlaySound(NULL, "hall_earthquakeout"); _lpSceneDirector->getSequencer()->SwitchImage(NULL, "nathan9", "nathan14"); _lpSceneDirector->getSequencer()->SwitchImage(NULL, "nathan14", "nathan15"); _lpSceneDirector->getSequencer()->SwitchImage(NULL, "nathan15", "hall_isaac_waiting"); // _lpSceneDirector->getSequencer()->NarrationMode(NULL, SEQUENCE_NARRATION_CINEMATIC, true); // _lpSceneDirector->getSequencer()->PickupItem(NULL,"inv_hexagramme", 1024/2, 768/2, 1); // _lpSceneDirector->getSequencer()->ShowImage(NULL, "neckless", true, false); _lpSceneDirector->getSequencer()->ShowEmitter(NULL,"creeping_nathan_shadow",false); _lpSceneDirector->getSequencer()->ShowEmitter(NULL,"creeping_nathan_show",true); _lpSceneDirector->getSequencer()->ShowImage(NULL,"nathan_show",true); _lpSceneDirector->getSequencer()->ShowImage(NULL,"nathan_shadow",false); _lpSceneDirector->getSequencer()->Talk(NULL, x, y, KStr("HALL_NATHAN_STARTHERE"), "nathan_hall_starthere", false); _lpSceneDirector->getSequencer()->PlaySound(NULL, "opendoor"); _lpSceneDirector->getSequencer()->ShowImage(NULL,"house_hall_livingdooropen", true, true); _lpSceneDirector->getSequencer()->Wait(NULL, 500); _lpSceneDirector->getSequencer()->ShowEmitter(NULL,"creeping_nathan_souls1",true); _lpSceneDirector->getSequencer()->PlaySound(NULL, "ghostgone"); _lpSceneDirector->getSequencer()->ShowImage(NULL, "nathan_show", false, false); _lpSceneDirector->getSequencer()->ShowEmitter(NULL,"creeping_nathan_show",false); _lpSceneDirector->getSequencer()->Callback(NULL,"inv_hexagramme"); _lpSceneDirector->getSequencer()->NarrationMode(NULL, SEQUENCE_NARRATION_CINEMATIC, false); _lpSceneDirector->getDiaryPtr()->beginCreatePage(); _lpSceneDirector->getDiaryPtr()->addImageToPage("diary_hall.png"); _lpSceneDirector->getDiaryPtr()->addStringToPage("DIARY_HALL1", FONT_DIARY_1, 0, 0); _lpSceneDirector->getDiaryPtr()->endCreatePage(); _lpSceneDirector->getDiaryPtr()->beginCreatePage(); _lpSceneDirector->getDiaryPtr()->addStringToPage("DIARY_HALL2", FONT_DIARY_1, 0, 0); _lpSceneDirector->getDiaryPtr()->addImageToPage("diary_medaillon.png"); _lpSceneDirector->getDiaryPtr()->endCreatePage(); _lpSceneDirector->getSequencer()->NarrationMode(NULL, SEQUENCE_NARRATION_LOCKMOUSE, false); AddObjective("house","contactyumanco"); AddHint("house","contactyumanco","where"); } // Plante if (!TaskResolved("task_house_getbrushwood")) { SetVisible("house_hall_plant", true, true); } else { SetVisible("house_hall_plant_done", true, true); } // Isaac if (!TaskResolved("task_house_hall_groundfloor") && getAdditionalName()=="") { _lpSceneDirector->getSequencer()->PlaySound(NULL, "hall_dog_cry"); SetVisible("hall_isaac_waiting", true, true); } // Porte du salon if (TaskResolved("task_house_openliving") && getAdditionalName() == "") { SetVisible("house_hall_livingdooropen", true, true); } // Porte de la salle à manger ouverte ou fermée ? if (ObjectiveResolved("house","helpnatsumi")) { SetVisible("diningroom", false); SetVisible("house_hall_diningdooropen", true, true); } else { SetVisible("diningroom", true); SetVisible("house_hall_diningdooropen", false); } // Etage résolu if (TaskResolved("task_house_hall_groundfloor")) { ResolveGroundFloor(); } // Premier retour dans le hall après avoir sauvé l'inca if (TaskResolved("task_inca_universeresolved") && !TaskResolved("task_meetnathan2")) { int x, y; GetObjectPosition("nathan_corridor", x, y, true, false); ResolveTask("task_meetnathan2"); _lpSceneDirector->getSequencer()->NarrationMode(NULL, SEQUENCE_NARRATION_CINEMATIC, true); _lpSceneDirector->getSequencer()->ShowEmitter(NULL,"creeping_nathan_souls2",true); _lpSceneDirector->getSequencer()->Wait(NULL, 2000); _lpSceneDirector->getSequencer()->ShowEmitter(NULL,"creeping_nathan_corridor",true); _lpSceneDirector->getSequencer()->Wait(NULL, 2000); _lpSceneDirector->getSequencer()->PlaySound(NULL, "attic_nathanappear"); _lpSceneDirector->getSequencer()->ShowImage(NULL, "nathan_corridor", true); _lpSceneDirector->getSequencer()->ShowEmitter(NULL,"creeping_nathan_souls2",false); _lpSceneDirector->getSequencer()->Wait(NULL, 1500); _lpSceneDirector->getSequencer()->Talk(NULL, x, y, KStr("HALL_NATHAN_MEET2_1"), "HALL_NATHAN_MEET2_1", false); _lpSceneDirector->getSequencer()->NarrationMode(NULL, SEQUENCE_NARRATION_CINEMATIC, false); _lpSceneDirector->getSequencer()->NarrationMode(NULL, SEQUENCE_NARRATION_DIALOG, true); _lpSceneDirector->getSequencer()->Talk(NULL, CHARACTER_POSX, CHARACTER_POSY, KStr("HALL_ASHLEY_MEET2"),"hall_ashley_meet2",false,true); _lpSceneDirector->getSequencer()->ShowEmitter(NULL,"creeping_nathan_souls2",true); _lpSceneDirector->getSequencer()->Talk(NULL, x, y, KStr("HALL_NATHAN_MEET2_3"), "HALL_NATHAN_MEET2_3", false); _lpSceneDirector->getSequencer()->ShowEmitter(NULL,"creeping_nathan_souls2",true); _lpSceneDirector->getSequencer()->PlaySound(NULL, "ghostgone"); _lpSceneDirector->getSequencer()->ShowEmitter(NULL,"creeping_nathan_corridor",false); _lpSceneDirector->getSequencer()->ShowImage(NULL, "nathan_corridor", false); _lpSceneDirector->getSequencer()->NarrationMode(NULL, SEQUENCE_NARRATION_DIALOG, false); _lpSceneDirector->getDiaryPtr()->beginCreatePage(); _lpSceneDirector->getDiaryPtr()->addImageToPage("diary_hall.png"); _lpSceneDirector->getDiaryPtr()->addStringToPage("DIARY_NATHAN2", FONT_DIARY_1, 0, 0); _lpSceneDirector->getDiaryPtr()->endCreatePage(); } else { if (!TaskResolved("hall_tuto_guide") && getAdditionalName() != "start") { ResolveTask("hall_tuto_guide"); if (TestGlobal("__tutorial__")) { _lpSceneDirector->getSequencer()->Tutobox(NULL, KStr("HOUSE_OUT_TUTO_TASK"), 70, 740, -90, 200); } } } }
void isdf06Mission::AddObject(Handle h) { char ODFName[64]; GetObjInfo(h, Get_CFG, ODFName); if (start_done) { if ((cbunker==NULL) && (IsOdf2(h,"ibcbun"))) { if (GetDistance(h,"pool")<200.0f) { cbunker=h; ConstructionMessage(); } else { // consturction warning ClearObjectives(); AddObjective("isdf0610.otf",RED,10.0f); } } else { if ((guntow1==NULL) && (IsOdf2(h,"ibgtow"))) { if (GetDistance(h,"pool")<400.0f) { guntow1=h; ConstructionMessage(); } else { // construction warning ClearObjectives(); AddObjective("isdf0610.otf",RED,10.0f); } } else { if ((guntow2==NULL) && (IsOdf2(h,"ibgtow"))) { if (GetDistance(h,"pool")<400.0f) { guntow2=h; ConstructionMessage(); } else { // construction warning ClearObjectives(); AddObjective("isdf0610.otf",RED,10.0f); } } } } if (IsOdf2(h,"fbscav")) // assuming fvscav-> ibscav { escav=h; } if (IsOdf2(h,"ivbomb")) { SetPerceivedTeam(h,2); // so they won't shoot it } } if (IsOdf2(h,"ibscav")) { scav_count++; } // Tweak NM 12/20/03 if the spawned-in scav dies, use any built scav // as a replacement if((mission_state == 4) && (scav == NULL) && (IsOdf2(h,"ivscav"))) { scav = h; Goto(scav,"pool"); } /* if ((scav1 == NULL) && (IsOdf2(h,"ivscav"))) { scav1 = h; } else if ((scav2 == NULL) && (IsOdf2(h,"ivscav"))) { scav2 = h; } else if ((turret1 == NULL) && (IsOdf2(h,"ivturr"))) { turret1 = h; } else if ((turret2 == NULL) && (IsOdf2(h,"ivturr"))) { turret2 = h; } else if ((wingman1 == NULL) && (IsOdf2(h,"ivscout"))) { wingman1 = h; } else if ((wingman2 == NULL) && (IsOdf2(h,"ivscout"))) { wingman2 = h; } */ }
void isdf07Mission::Execute(void) { /* The following is needed for editing cineractives. */ if (BeginCin == true) { BeginCin = PlayMove(); } if (BeginSeq == true) { char temp[20] = "***"; BeginSeq = PlayMovie(temp); } if (IFace_GetFloat("script.cin.edit") == 1.0) { // cinToolSetup(); IFace_SetFloat("script.cin.edit", 0.0); } /* The above is needed for editing cineractives. */ player = GetPlayerHandle(); //This section evaluates what has happened. checkWing(shabayev, player); //Did we hurt our friendly instructor. switch (missionState) { case 0: //This will do the setup for the mission. spawn1 = GetHandle("spawn_1"); spawn2 = GetHandle("spawn_2"); spawn3 = GetHandle("spawn_3"); creature1=BuildObject("mcjak01",0,"creature1"); creature2=BuildObject("mcjak01",0,"creature2"); creature3=BuildObject("mcjak01",0,"creature3"); creature4=BuildObject("mcjak01",0,"creature4"); shabayev = BuildObject("ivtank",3,"spawn_shab"); recy = GetHandle("recycler"); ruins = GetHandle("ruins"); SetScrap(1, 40); // playerEnemy1 = BuildObject("fvtank", 2, spawn3); // Attack(playerEnemy1, player, 1); CommandShab(); AudioMessage("isdf0701.wav"); AudioMessage("isdf0740.wav"); AudioMessage("isdf0702.wav"); AudioMessage("isdf0703.wav"); SetSkill(shabayev,3); SendEnemies(0,player); { // brad added int poolHandle = GetHandle(288); SpawnBirds(1, 5, "mcwing01", 0, poolHandle, poolHandle); } missionState++; break; case 1: //Check to see if the player has deployed their recycler. if (!getNewOrder) { ClearObjectives(); AudioMessage("isdf0704.wav"); AddObjective("isdf0701.otf", WHITE); reminderTimer = (GetTime() + 60.0f); if (!IsAlive(animal1)) { animal1 = BuildObject("mcjak01", 2, spawn3); //This will be changed to the animal Goto(animal1, recy); SetIndependence(animal1, 0); } getNewOrder = true; } // recyDeployed = IsDeployed(recy); if (recyDeployed) { AudioMessage("isdf0706.wav"); missionState++; getNewOrder = false; } if ((IsAlive(playerEnemy1)) && (!enemy1deployed) && (GetDistance(recy,playerEnemy1)<100.0f)) { enemy1deployed=true; } if ((!IsAlive(playerEnemy1)) && (!IsAlive(enemy1))) { playerEnemy1 = BuildObject("fvtank", comp_team, spawn3); Attack(playerEnemy1, player, 1); } break; case 2: //Check to see if the player has built a scavenger. if (!getNewOrder) { ClearObjectives(); AddObjective("isdf0702.otf", WHITE); reminderTimer = (GetTime() + 60.0f); AudioMessage("isdf0708.wav"); getNewOrder = true; } if (scavBuilt) { AudioMessage("isdf0707.wav"); reminderTimer = (GetTime() + 30.0f); missionState++; getNewOrder = false; } if ((IsAlive(playerEnemy1)) && (!enemy1deployed) && (GetDistance(recy,playerEnemy1)<100.0f)) { enemy1deployed=true; } if ((!IsAlive(playerEnemy1)) && (!IsAlive(enemy1))) { playerEnemy1 = BuildObject("fvtank", 2, spawn3); Attack(playerEnemy1, player, 1); } break; case 3: //Check to see if the player has built a construction rig. if (!getNewOrder) { ClearObjectives(); AddObjective("isdf0703.otf", WHITE); AudioMessage("isdf0710.wav"); reminderTimer = (GetTime() + 60.0f); getNewOrder = true; } if ((IsAlive(playerEnemy1)) && (!enemy1deployed) && (GetDistance(recy,playerEnemy1)<100.0f)) { enemy1deployed=true; } if (constBuilt) { missionState++; getNewOrder = false; } break; case 4: //Check to see if the player has built a power plant. if (!getNewOrder) { ClearObjectives(); AddObjective("isdf0704.otf", WHITE); AudioMessage("isdf0714.wav"); reminderTimer = (GetTime() + 60.0f); getNewOrder = true; } if (powerBuilt) { missionState++; getNewOrder = false; } if ((!IsAlive(playerEnemy1)) && (!IsAlive(enemy1))) { playerEnemy1 = BuildObject("fvtank", 2, spawn3); Attack(playerEnemy1, player, 1); } break; case 5: // check to see if the player has built a relay bunker if (!getNewOrder) { ClearObjectives(); AddObjective("isdf0705.otf", WHITE); AudioMessage("isdf0716.wav"); reminderTimer = (GetTime() + 60.0f); getNewOrder = true; } if (relayBuilt) { missionState++; getNewOrder = false; } break; case 6: //Check to see if the player has built a gun tower if (!getNewOrder) { ClearObjectives(); AddObjective("isdf0706.otf", WHITE); AudioMessage("isdf0719.wav"); reminderTimer = (GetTime() + 60.0f); getNewOrder = true; } if (gunTowBuilt) { missionState++; artil=BuildObject("fvartl",2,"artil"); Goto(artil,"artillery"); Handle temp=BuildObject("fvscout",2,spawn2); Follow(temp,artil); BuildObject("fvscout",2,spawn3); Follow(temp,artil); artil_counter=0; getNewOrder = false; } break; case 7: // now they will use artillery artil_counter++; if (artil_counter==300) { Attack(artil,gtow); // CameraReady(); } if ((artil_counter>300) & (artil_counter<355)) { // CameraObject(artil,12,8,3,artil); } if (artil_counter==355) { // CameraFinish(); missionState++; } // cheesy code but I am tired break; case 8: if (!IsAlive(artil)) { missionState++; } break; } float currentTime = GetTime(); if ((reminderTimer < currentTime) && (getNewOrder)) { //This checks to see if we should remind the player of his order. getNewOrder = false; } harrass_count++; if (harrass_count%701==0) { SendEnemies(1,player); } CommandShab(); handlePlayerMistakes(); if (shabState<3) { if ((!IsAlive(shabayev) && (!shab_dead))) { AudioMessage("isdf0732.wav"); ClearObjectives(); AddObjective("isdf05l1.otf",RED,15.0f); FailMission(GetTime()+5.0f,"isdf05l1.otf"); shab_dead=true; } } if ((!IsAround(recy)) && (!shab_dead)) { FailMission(GetTime()+5.0f,"isdf05l1.otf"); shab_dead=true; } }
void isdf20Mission::Execute(void) { /* Here is where you put what happens every frame. */ /* LANDSLIDE INFO - .bzn has file reslida1.odf - Don't forget to delete bin data before you try this - Run animation on reslid01.odf - Replace it with reslidea1.odf */ player = GetPlayerHandle(); char tempstr[128]; Ally(1,3); switch (mission_state) { case 0: // build this stuff at start /* Handle recy=BuildObject("ivrecy",1,"Recycler"); int grp=GetFirstEmptyGroup(); SetGroup(recy,grp); SetScrap(1,30); */ // deleted for Nathan /* mbike_1=BuildObject("ivmbike",3,"mbike1"); mbike_2=BuildObject("ivmbike",3,"mbike2"); mbike_3=BuildObject("ivmbike",3,"mbike3"); */ tank_1=BuildObject("ivatank",1,"tank1"); // was atank SetGroup(tank_1,0); tank_2=BuildObject("ivrckt",1,"tank2"); // was atank SetGroup(tank_2,1); // serv= BuildObject("ivserv",1,"serv"); // Set // scav_1=BuildObject("ivscav",1,"scav1"); // scav_2=BuildObject("ivscav",1,"scav2"); // rckt_1=BuildObject("ivrckt",1,"rckt1"); // rckt_2=BuildObject("ivrckt",1,"rckt2"); SetGroup(rckt_1,1); SetGroup(rckt_2,1); serv_1=BuildObject("ivserv",1,"scav1"); SetGroup(serv_1,2); espir_2=BuildObject("ibgtow",comp_team,"base_here"); esent_1=BuildObject("ivmisl",comp_team,"esentpath1"); esent_2=BuildObject("ivmisl",comp_team,"esentpath1"); espir_1=BuildObject("ibgtow",comp_team,"espir1"); base_1=BuildObject("ibfact",comp_team,"estro1"); base_2=BuildObject("ibpgen",comp_team,"ekiln1"); base_3=BuildObject("ibpgen",comp_team,"power_x"); // was eforg1 base_4=BuildObject("ibcbun",comp_team,"bunker_x"); espir_3=BuildObject("ibgtow",comp_team,"espir3"); esent_3=BuildObject("ivscout",comp_team,"esent3"); esent_4=BuildObject("ivscout",comp_team,"esent4"); ClearObjectives(); AddObjective("isdf20a.otf",WHITE,10.0f); Patrol(esent_1,"esentpath1"); Follow(esent_2,esent_1); after_briefing= GetTime()+20.0f; slide1=GetHandle("unnamed_reslida1"); //Vector temp=GetPosition(slide1); RemoveObject(slide1); nav=BuildObject("ibnav",1,"lung2"); SetObjectiveOn(nav); TranslateString2(tempstr, sizeof(tempstr), "Mission2002"); // Rebel Base SetObjectiveName(nav,tempstr); // SetPosition(slide2?? /* So the mission isn't too slow. */ AddHealth(espir_1,-3000); AddHealth(espir_2,-3000); mission_state++; audio=AudioMessage("isdf2021.wav"); CameraReady(); break; case 1: CameraPath("camera1",200,200,player); // CameraObject(espir_1,30,20,20,espir_1); if (IsAudioMessageDone(audio)) { audio=AudioMessage("isdf2022.wav"); mission_state++; } break; case 2 : CameraPath("camera2",200,200,espir_2); if (IsAudioMessageDone(audio)) { AudioMessage("isdf2001.wav"); CameraFinish(); mission_state++; } break; case 3: //the attack begins // after the opening briefing, AI squadron drives to fight sentry units on their own if (GetTime() > after_briefing) { // Goto(mbike_1,"front_ambush"); // Goto(mbike_2,"front_ambush"); // Goto(mbike_3,"front_ambush"); // Goto(rckt_1,"front_ambush"); // Goto(rckt_2,"front_ambush"); Handle temp=BuildObject("ivscout",comp_team,"lung2"); Attack(temp,player); mission_state++; } break; case 4: // Kill the sentries // AI squadron engages sentry units if ((GetDistance(tank_1,"front_ambush")<200.0f) || (GetDistance(tank_2,"front_ambush")<200.0f) || (GetDistance(rckt_1,"front_ambush")<200.0f) || (GetDistance(rckt_2,"front_ambush")<200.0f) || (GetDistance(player,"front_ambush")<200.0f) ) { /* Attack(mbike_1,esent_1); Attack(mbike_2,esent_2); Attack(mbike_3,esent_1); */ SetObjectiveOn(esent_1); TranslateString2(tempstr, sizeof(tempstr), "Mission2001"); // Rebel SetObjectiveName(esent_1,tempstr); SetObjectiveOn(esent_2); SetObjectiveName(esent_2,tempstr); // Attack(rckt_1,esent_2); // Attack(rckt_2,esent_1); } // once the sentrys are destroyed, AI squadron heads to enemy gun tower and stops if ((!IsAlive(esent_1)) && (!IsAlive(esent_2))) { /* Goto(mbike_1,"front_ambush"); Goto(mbike_2,"front_ambush"); Goto(mbike_3,"front_ambush"); */ // Goto(rckt_1,"front_ambush"); // Goto(rckt_2,"front_ambush"); // temp=BuildObject("ivscout",2,"lung2"); // Attack(temp,serv_1); mission_state++; } break; case 5: // wait till they get to the tower if (( (GetDistance(tank_1,"front_ambush")<75.0f) || (GetDistance(rckt_2,"front_ambush")<75.0f) || (GetDistance(player,"front_ambush")<75.0f))) { Handle temp=BuildObject("ivscout",comp_team,"lung2"); Attack(temp,player); AudioMessage("isdf2002.wav"); // use your assault tanks ClearObjectives(); AddObjective("isdf2002.otf",WHITE,20.0f); SetObjectiveOn(espir_1); TranslateString2(tempstr, sizeof(tempstr), "Mission2003"); // Gun Tower SetObjectiveName(espir_1,tempstr); //temp=BuildObject("ivscout",2,"lung2"); //Attack(temp,player); mission_state++; } break; case 6: // destroy the tower // once you destroy the gun tower, AI squadron heads to next gun tower and stops if (!IsAlive(espir_1)) { Goto(mbike_1,"exit1"); Goto(mbike_2,"exit1"); Goto(mbike_3,"exit1"); // AudioMessage("isdf2003.wav"); // now let's press on to the base // Goto(rckt_1,"exit1"); // Goto(rckt_2,"exit1"); // temp=BuildObject("ivscout",2,"lung2"); // Attack(temp,serv_1); mission_state++; } break; case 7: // now go to the next tower if (((GetDistance(tank_1,"exit1")<50.0f) || (GetDistance(rckt_1,"exit1")<50.0f) || (GetDistance(player,"exit1")<50.0f))) { ClearObjectives(); AddObjective("isdf2003.otf",WHITE,20.0f); AudioMessage("isdf2003.wav"); mission_state++; } break; case 8: // until enemy spire is dead if (!IsAlive(espir_2)) { // Attack(mbike_1,base_1); // Attack(mbike_2,base_1); // Attack(mbike_3,base_1); Attack(rckt_1,base_1,0); Attack(rckt_2,base_1,0); mission_state++; } break; case 9: if (!IsAlive(base_1)) { // Attack(mbike_1,base_2); // Attack(mbike_2,base_2); // Attack(mbike_3,base_2); AudioMessage("isdf2004.wav"); Attack(rckt_1,base_2,0); Attack(rckt_2,base_2,0); mission_state++; } break; case 10: if (!IsAlive(base_2)) { // Attack(mbike_1,base_3); // Attack(mbike_2,base_3); // Attack(mbike_3,base_3); Attack(rckt_1,base_3,0); Attack(rckt_2,base_3,0); mission_state++; } break; case 11:// is the third base dead? if (!IsAlive(base_3)) { /* Goto(mbike_1,"homebase"); Goto(mbike_2,"homebase"); Goto(mbike_3,"homebase"); */ Goto(rckt_1,"homebase",0); Goto(rckt_2,"homebase",0); // keep the player bunched up Follow(tank_1,player,0); Follow(tank_2,player,0); ClearObjectives(); AddObjective("isdf2004.otf",WHITE,20.0f); SetObjectiveOff(nav); nav=BuildObject("ibnav",1,"scav2"); TranslateString2(tempstr, sizeof(tempstr), "Mission2004"); // Rencezvous SetObjectiveName(nav,tempstr); SetObjectiveOn(nav); AudioMessage("isdf2005.wav"); mission_state++; } break; case 12: // first ambush launches as soon as you exit enemy base after destroying it // second ambush comes in from behind if (GetDistance(player,"exit1")<125.0f) { ambush_delay=GetTime()+15.0f; mission_state++; } break; case 13: if (GetTime()>ambush_delay) { eatank_1=BuildObject("ivtank",comp_team,"eatank1"); eatank_2=BuildObject("ivtank",comp_team,"eatank2"); eatank_3=BuildObject("ivmbike",comp_team,"eatank3"); SetSkill(eatank_1,2); SetSkill(eatank_2,2); SetSkill(eatank_3,2); Attack(eatank_1,player); Attack(eatank_2,player); Attack(eatank_3,player); etank_1=BuildObject("ivtank",comp_team,"etank1"); etank_2=BuildObject("ivtank",comp_team,"etank2"); etank_3=BuildObject("ivmbike",comp_team,"etank3"); earch_1=BuildObject("ivtank",comp_team,"earch1"); earch_2=BuildObject("ivtank",comp_team,"earch2"); earch_3=BuildObject("ivmisl",comp_team,"earch3"); manson= BuildObject("ivatank",comp_team,"manson"); Attack(etank_1,player); Attack(etank_2,player); Attack(etank_3,player); Attack(earch_1,player); Attack(earch_2,player); Attack(earch_3,player); Attack(manson,player); uhoh= GetTime()+20.0f; mission_state++; } break; case 14: if (GetTime() > uhoh) { AudioMessage("isdf2006.wav"); AudioMessage("isdf2007.wav"); ClearObjectives(); AddObjective("isdf2005.otf",WHITE,20.0f); Handle temp=BuildObject("ivapc",comp_team,"lung2"); // now you are screwed Attack(temp,player); // temp=BuildObject("ivapc",2,"lung2"); // Attack(temp,player); mission_state++; } break; case 15: // how do you win?? if ((!seen_manson) && (GetDistance(player,manson)<200.0f)) { seen_manson=true; SetObjectiveOn(manson); } if (!IsAlive(manson)) { AudioMessage("isdf2010.wav"); SucceedMission(GetTime()+10.0f,"isdf20w1.txt"); mission_state++; } break; } // switch (mission_state) PeriodicAttack(); // once you destroy the second gun tower, AI squadron enters enemy base and levels it // infinite health and ammo // SetCurAmmo(player, 1200); // SetCurHealth(player, 3000); // tells player to head back to base // if ((!IsAlive(enemybase)) && (!go_home)) // { // AudioMessage("wahoo.wav"); // go_home=true; // } }
void isdf07Mission::CommandShab() { char tempstr[128]; switch (shabState) { case 0: //setup the first batch of enemies shabEnemy1 = BuildObject("fvsent", comp_team, spawn1); shabEnemy2 = BuildObject("fvsent", comp_team, spawn2); Attack(shabEnemy1, shabayev, 1); Attack(shabEnemy2, shabayev, 1); Attack(shabayev, shabEnemy1, 1); shabState++; break; case 1: //do nothing until the first enemy gets killed if (!IsAlive(shabEnemy1)) { if (IsAlive(shabEnemy2)) { Attack(shabayev, shabEnemy2, 1); shabState++; } else { shabState++; } } if (gunTowBuilt) { //If shab can't kill anybody do it for her Damage(shabEnemy1, 3000); if (IsAlive(shabEnemy2)) { Damage(shabEnemy2, 3000); } ClearObjectives(); AddObjective("isdf0707.otf", WHITE); Goto(shabayev, "tree_point", 1); AudioMessage("isdf0728.wav"); shabState = 3; BugFix=GetTime()+60.0f; } break; case 2: //go NEAR the ruin when all of the enemies are killed if ((missionState>8) && (IsAlive(shabEnemy2))) { //If shab can't kill anybody do it for her Damage(shabEnemy2, 3000); } if ((!IsAlive(shabEnemy1)) && (!IsAlive(shabEnemy2)) && (!gunTowBuilt)) { shabEnemy2 = BuildObject("fvsent", 2, spawn1); Attack(shabayev, shabEnemy2, 1); Attack(shabEnemy2, shabayev, 1); } if ((!IsAlive(shabEnemy1)) && (!IsAlive(shabEnemy2)) && (gunTowBuilt)) { ClearObjectives(); AddObjective("isdf0710.otf", WHITE); AudioMessage("isdf0728.wav"); Goto(shabayev, "tree_point", 1); BugFix=GetTime()+20.0f; shabState++; } break; case 3: //hop out of the vehicle when near the ruin if (GetTime()>BugFix) { Goto(shabayev,"tree_point"); BugFix=GetTime()+10.0f; } if (((GetDistance(shabayev, "tree_point") < 25.0)) && ((!IsAlive(enemy1)) || (!IsAlive(enemy2)))) { ClearObjectives(); AudioMessage("isdf0725.wav"); AddObjective("isdf0707.otf", WHITE); justHoped = true; HopOut(shabayev); // SetObjectiveOn(shabOnFoot); hunter= BuildObject("fvsent",comp_team,"hunter"); // Patrol(temp,"hunter_path"); Attack(hunter,shabayev); // blow up shabs craft CameraReady(); reminderTimer=GetTime()+60.0f; shabState++; } break; case 4: oldPlayer=HoppedOutOf(shabOnFoot); // because shab becomes 0 { Vector pos; pos = GetPosition(oldPlayer); CameraObject(oldPlayer,2,5,-7,oldPlayer); LookAt(shabOnFoot, ruins, 1); RemoveObject(oldPlayer); oldPlayer=BuildObject("petank",1,pos); } shabState++; break; case 5: if (movie_counter<70) { CameraObject(oldPlayer,2,2,-7,oldPlayer); movie_counter++; } else { RemoveObject(oldPlayer); Handle temp=BuildObject("ibnav",1,"tree_point"); TranslateString2(tempstr, sizeof(tempstr), "Mission0701"); // Rescue SetObjectiveName(temp,tempstr); SetObjectiveOn(temp); CameraFinish(); shabState++; } break; case 6: //order the player to get out of his vehicle once he gets close if ((!IsAround(shabayev)) && (!ship_blown_up)) { Patrol(hunter,"hunter_path"); SetIndependence(hunter,0); ship_blown_up=true; } if ((!IsAlive(shabOnFoot) && (!shab_dead))) { AudioMessage("isdf0732.wav"); ClearObjectives(); AddObjective("isdf05l1.otf",RED,15.0f); FailMission(GetTime()+5.0f,"isdf05l1.otf"); shab_dead=true; } if (GetTime()>reminderTimer) { AudioMessage("isdf0725.wav"); reminderTimer=GetTime()+60.0f; } if ((GetDistance(shabOnFoot, player) < 50.0)) { //RemoveObject(shabayev); Attack(shabEnemy1,shabayev); Attack(shabEnemy2,shabayev); ClearObjectives(); AudioMessage("isdf0729.wav"); AddObjective("isdf0708.otf", WHITE); shabState++; } break; case 7: //send shab to get the relic if ((!IsAlive(shabOnFoot) && (!shab_dead))) { AudioMessage("isdf0732.wav"); ClearObjectives(); AddObjective("isdf05l1.otf",RED,15.0f); FailMission(GetTime()+5.0f,"isdf05l1.otf"); shab_dead=true; } if (playerOnFoot) { Attack(shabEnemy1,oldPlayer); Attack(shabEnemy2,oldPlayer); Goto(shabOnFoot, ruins, 1); //we should start the patrols here shabState++; } break; case 8: //get shab hurt if ((!IsAlive(shabOnFoot) && (!shab_dead))) { AudioMessage("isdf0732.wav"); ClearObjectives(); AddObjective("isdf05l1.otf",RED,15.0f); FailMission(GetTime()+5.0f,"isdf05l1.otf"); shab_dead=true; } if ((GetDistance(shabOnFoot, ruins) < 20.0f) || (GetDistance(player,ruins)<10.0f)) { if (winMission == false) { AudioMessage("isdf0731.wav"); // wrong file name SucceedMission(GetTime()+5.0f,"isdf07w1.txt"); winMission = true; } } break; case 9: //hide shab break; case 10: //play closing cineractive // The following is an example of how to play a movie in a script. moviePlaying = PlayMovie("temp"); if (!moviePlaying) { missionState++; moviePlaying = true; //IFace_SetInteger("script.mission.state", 1); } break; } if (GetHealth(shabayev) < 0.7f) { //keep shab alive AddHealth(shabayev, 100); } if ((GetAmmo(shabayev)) < 0.5f) { AddAmmo(shabayev, 500); } if ((justHoped) && (!IsAlive(shabOnFoot))) { int i; i=1; // Houston we have a problem } }
static HandleInputResult HandleInput( int c, int m, int *xc, int *yc, int *xcOld, int *ycOld, Mission *scrap) { HandleInputResult result = { false, false, false, false }; Mission *mission = CampaignGetCurrentMission(&gCampaign); UIObject *o = NULL; brush.Pos = GetMouseTile(&gEventHandlers); // Find whether the mouse has hovered over a tooltip bool hadTooltip = sTooltipObj != NULL; if (!UITryGetObject(sObjs, gEventHandlers.mouse.currentPos, &sTooltipObj) || !sTooltipObj->Tooltip) { sTooltipObj = NULL; } // Need to redraw if we either had a tooltip (draw to remove) or there's a // tooltip to draw if (hadTooltip || sTooltipObj) { result.Redraw = true; } // Make sure a redraw is done immediately if the resolution changes // Otherwise the resolution change is ignored and we try to redraw // later, when the draw buffer has not yet been recreated if (gEventHandlers.HasResolutionChanged) { result.Redraw = true; } // Also need to redraw if the brush is active to update the highlight if (brush.IsActive) { result.Redraw = true; } if (m && (m == SDL_BUTTON_LEFT || m == SDL_BUTTON_RIGHT || m == SDL_BUTTON_WHEELUP || m == SDL_BUTTON_WHEELDOWN)) { result.Redraw = true; if (UITryGetObject(sObjs, gEventHandlers.mouse.currentPos, &o)) { if (!o->DoNotHighlight) { if (sLastHighlightedObj) { UIObjectUnhighlight(sLastHighlightedObj); } sLastHighlightedObj = o; UIObjectHighlight(o); } CArrayTerminate(&sDrawObjs); *xcOld = *xc; *ycOld = *yc; // Only change selection on left/right click if (m == SDL_BUTTON_LEFT || m == SDL_BUTTON_RIGHT) { if (!(o->Flags & UI_LEAVE_YC)) { *yc = o->Id; AdjustYC(yc); } if (!(o->Flags & UI_LEAVE_XC)) { *xc = o->Id2; AdjustXC(*yc, xc); } } if (!(o->Flags & UI_SELECT_ONLY) && (!(o->Flags & UI_SELECT_ONLY_FIRST) || (*xc == *xcOld && *yc == *ycOld))) { if (m == SDL_BUTTON_LEFT || m == SDL_BUTTON_WHEELUP) { c = SDLK_PAGEUP; } else if (m == SDL_BUTTON_RIGHT || m == SDL_BUTTON_WHEELDOWN) { c = SDLK_PAGEDOWN; } } } else { if (!(brush.IsActive && mission)) { UIObjectUnhighlight(sObjs); CArrayTerminate(&sDrawObjs); sLastHighlightedObj = NULL; } } } if (!o && (MouseIsDown(&gEventHandlers.mouse, SDL_BUTTON_LEFT) || MouseIsDown(&gEventHandlers.mouse, SDL_BUTTON_RIGHT))) { result.Redraw = true; if (brush.IsActive && mission->Type == MAPTYPE_STATIC) { // Draw a tile if (IsBrushPosValid(brush.Pos, mission)) { int isMain = MouseIsDown(&gEventHandlers.mouse, SDL_BUTTON_LEFT); EditorResult r = EditorBrushStartPainting(&brush, mission, isMain); if (r == EDITOR_RESULT_CHANGED || r == EDITOR_RESULT_CHANGED_AND_RELOAD) { fileChanged = 1; Autosave(); result.RemakeBg = true; sHasUnbakedChanges = true; } if (r == EDITOR_RESULT_CHANGED_AND_RELOAD) { Setup(0); } } } } else { if (mission) { // Clamp brush position brush.Pos = Vec2iClamp( brush.Pos, Vec2iZero(), Vec2iMinus(mission->Size, Vec2iUnit())); EditorResult r = EditorBrushStopPainting(&brush, mission); if (r == EDITOR_RESULT_CHANGED || r == EDITOR_RESULT_CHANGED_AND_RELOAD) { fileChanged = 1; Autosave(); result.Redraw = true; result.RemakeBg = true; sHasUnbakedChanges = true; } if (r == EDITOR_RESULT_CHANGED_AND_RELOAD) { Setup(0); } } } // Pan the camera based on keyboard cursor keys if (mission) { if (KeyIsDown(&gEventHandlers.keyboard, SDLK_LEFT)) { camera.x -= CAMERA_PAN_SPEED; result.Redraw = result.RemakeBg = true; } else if (KeyIsDown(&gEventHandlers.keyboard, SDLK_RIGHT)) { camera.x += CAMERA_PAN_SPEED; result.Redraw = result.RemakeBg = true; } if (KeyIsDown(&gEventHandlers.keyboard, SDLK_UP)) { camera.y -= CAMERA_PAN_SPEED; result.Redraw = result.RemakeBg = true; } else if (KeyIsDown(&gEventHandlers.keyboard, SDLK_DOWN)) { camera.y += CAMERA_PAN_SPEED; result.Redraw = result.RemakeBg = true; } // Also pan the camera based on middle mouse drag if (MouseIsDown(&gEventHandlers.mouse, SDL_BUTTON_MIDDLE)) { camera = Vec2iAdd(camera, Vec2iMinus( gEventHandlers.mouse.previousPos, gEventHandlers.mouse.currentPos)); result.Redraw = result.RemakeBg = true; } camera.x = CLAMP(camera.x, 0, Vec2iCenterOfTile(mission->Size).x); camera.y = CLAMP(camera.y, 0, Vec2iCenterOfTile(mission->Size).y); } bool hasQuit = false; if (gEventHandlers.keyboard.modState & (KMOD_ALT | KMOD_CTRL)) { result.Redraw = true; switch (c) { case 'z': // Undo // Do this by swapping the current mission with the last mission // This requires a bit of copy-acrobatics; because missions // are saved in Setup(), but by this stage the mission has already // changed, _two_ mission caches are used, copied in sequence. // That is, if the current mission is at state B, the first cache // is still at state B (copied after the mission has changed // already), and the second cache is at state A. // If we were to perform an undo and still maintain functionality, // we need to copy such that the states change from B,B,A to // A,A,B. // However! The above is true only if we have "baked" changes // The editor has been optimised to perform some changes // without reloading map files; that is, the files are actually // in states C,B,A. // In this case, another set of "acrobatics" is required if (sHasUnbakedChanges) { MissionCopy(&lastMission, mission); // B,A,Z -> B,A,B } else { MissionCopy(mission, &lastMission); // B,B,A -> A,B,A MissionCopy(&lastMission, ¤tMission); // A,B,A -> A,B,B } fileChanged = 1; Setup(0); // A,B,B -> A,A,B break; case 'x': MissionTerminate(scrap); MissionCopy(scrap, mission); Delete(*xc, *yc); break; case 'c': MissionTerminate(scrap); MissionCopy(scrap, mission); break; case 'v': // Use map size as a proxy to whether there's a valid scrap mission if (!Vec2iEqual(scrap->Size, Vec2iZero())) { InsertMission(&gCampaign, scrap, gCampaign.MissionIndex); fileChanged = 1; Setup(0); } break; case 'q': hasQuit = true; break; case 'n': InsertMission(&gCampaign, NULL, gCampaign.Setting.Missions.size); gCampaign.MissionIndex = gCampaign.Setting.Missions.size - 1; fileChanged = 1; Setup(0); break; case 'o': if (!fileChanged || ConfirmScreen( "File has been modified, but not saved", "Open anyway? (Y/N)")) { Open(); } break; case 's': Save(); break; case 'm': result.WillDisplayAutomap = true; break; case 'e': EditCharacters(&gCampaign.Setting); Setup(0); UIObjectUnhighlight(sObjs); CArrayTerminate(&sDrawObjs); break; } } else { if (c != 0) { result.Redraw = true; } switch (c) { case SDLK_F1: HelpScreen(); break; case SDLK_HOME: if (gCampaign.MissionIndex > 0) { gCampaign.MissionIndex--; } Setup(0); break; case SDLK_END: if (gCampaign.MissionIndex < (int)gCampaign.Setting.Missions.size) { gCampaign.MissionIndex++; } Setup(0); break; case SDLK_INSERT: switch (*yc) { case YC_CHARACTERS: if (gCampaign.Setting.characters.OtherChars.size > 0) { int ch = 0; CArrayPushBack(&mission->Enemies, &ch); CharacterStoreAddBaddie(&gCampaign.Setting.characters, ch); *xc = mission->Enemies.size - 1; } break; case YC_SPECIALS: if (gCampaign.Setting.characters.OtherChars.size > 0) { int ch = 0; CArrayPushBack(&mission->SpecialChars, &ch); CharacterStoreAddSpecial(&gCampaign.Setting.characters, ch); *xc = mission->SpecialChars.size - 1; } break; case YC_ITEMS: { int item = 0; CArrayPushBack(&mission->Items, &item); CArrayPushBack(&mission->ItemDensities, &item); *xc = mission->Items.size - 1; } break; default: if (*yc >= YC_OBJECTIVES) { AddObjective(mission); } else { InsertMission(&gCampaign, NULL, gCampaign.MissionIndex); } break; } fileChanged = 1; Setup(0); break; case SDLK_DELETE: Delete(*xc, *yc); break; case SDLK_PAGEUP: if (Change(o, *yc, 1)) { fileChanged = 1; } Setup(0); break; case SDLK_PAGEDOWN: if (Change(o, *yc, -1)) { fileChanged = 1; } Setup(0); break; case SDLK_ESCAPE: hasQuit = true; break; case SDLK_BACKSPACE: fileChanged |= UIObjectDelChar(sObjs); break; default: c = KeyGetTyped(&gEventHandlers.keyboard); if (c) { fileChanged |= UIObjectAddChar(sObjs, (char)c); } break; } } if (gEventHandlers.HasQuit) { hasQuit = true; } if (hasQuit && (!fileChanged || ConfirmScreen( "File has been modified, but not saved", "Quit anyway? (Y/N)"))) { result.Done = true; } return result; }
void isdf06Mission::Execute(void) { /* Stuff in 6 You are responsible for the northern aproach to the base Alien units approach from the south and you battle them. Shabayev discovers a scrap pool. She highlights it. You must go to it and destroy a scion scavenger. You are given control of constructor. Your job is to build a bunker and a gun tower around it to protect it. Once the bunker is built you are told to go on the offensive. At the first place you go you find the voyager probe. The second is the climatic battle. */ player = GetPlayerHandle(); if (!start_done) { start_done=true; /* This is one of our three key bases on the Planet You must defend this approach. */ ClearObjectives(); AddObjective("isdf0601.otf",WHITE,20.0f); AudioMessage("isdf0601.wav"); // Manson: // Prepare for enemy attacks // You are a reserve for a counter attack // or in case they break through. attack_wave_time=GetTime()+10.0f; wave_launched=false; SetScrap(1,20); SetIndependence(escav,0); escav=BuildObject("fvscav",2,"pool"); Goto(escav,scrap_pool,0); Handle temp=GetHandle("gtow1"); AddHealth(temp,-2500); temp=GetHandle("gtow2"); AddHealth(temp,-2500); GiveWeapon(player, "gshadow_c"); /* turret1=BuildObject("ivturr",3,"turret1"); turret2=BuildObject("ivturr",3,"turret2"); Deploy(turret1); Deploy(turret2); */ } if ((!IsAlive(constructor)) && (mission_state>1) && (mission_state!=99)) { // you loose AudioMessage("isdf0607.wav"); // Manson: // That constructor was vital // to our effort. I'm pulling // back immeadiately. FailMission(GetTime()+15.0f,"isdf06l2.txt"); mission_state=99; // out of the loop } switch (mission_state) { case 0: // attack starts if ((!warning) && (GetDistance(atk1,turret1)<250.0f)) { AudioMessage("isdf0602.wav"); warning=true; } if ((!wave_launched) && (GetTime()>attack_wave_time)) { atk1=BuildObject("fvtank",2,"attack_start1"); Goto(atk1,"attack_path1"); SetSkill(atk1,3); atk2=BuildObject("fvtank",2,"attack_start1"); Goto(atk2,"attack_path1"); SetSkill(atk2,3); atk3=BuildObject("fvsent",2,"attack_start1"); Goto(atk3,"attack_path1"); SetSkill(atk3,3); atk4=BuildObject("fvsent",2,"attack_start1"); Goto(atk4,"attack_path1"); SetSkill(atk4,3); atk5=BuildObject("fvtank",2,"attack_start2"); Goto(atk5,"attack_path2"); SetSkill(atk5,3); atk6=BuildObject("fvtank",2,"attack_start2"); Goto(atk6,"attack_path2"); SetSkill(atk6,3); atk7=BuildObject("fvsent",2,"attack_start2"); Goto(atk7,"attack_path2"); SetSkill(atk7,3); // atk8=BuildObject("fvsent",2,"attack_start2"); // Goto(atk8,"attack_path2"); // SetSkill(atk8,3); wave_launched=true; } if ((wave_launched) && (!IsAlive(atk1)) && (!IsAlive(atk2)) && (!IsAlive(atk3)) && (!IsAlive(atk4)) && (!IsAlive(atk5)) && (!IsAlive(atk6)) && (!IsAlive(atk7)) && (!IsAlive(atk8))) { warning=false; wave_launched=false; wave_count++; if (!repair_hint) { repair_hint=true; AudioMessage("isdf0612.wav"); /* MANSON Take advantage of the breaks between attacks to repair your forces at the service bay. */ } if (wave_count==2) { back1=BuildObject("fvarch",2,"back1"); Goto(back1,"back_door"); back2=BuildObject("fvarch",2,"back2"); Goto(back2,"back_door"); back3=BuildObject("fvsent",2,"back3"); Goto(back3,"back_door"); SetObjectiveOn(back1); AudioMessage("isdf0614.wav"); } if (wave_count>(2)) //was 2 { if ((!IsAlive(back1)) && (!IsAlive(back2)) && (!IsAlive(back3))) { mission_state++; SetObjectiveOn(escav); ClearObjectives(); AddObjective("isdf0602.otf",WHITE,10.0f); AudioMessage("isdf0603.wav"); // Shabayev // I have detected the scavenger // which is supplying the enemy. // Its time to counter attack. // Manson // Alright, Cooke, you heard // the lieutenant. Get that // scavenger AudioMessage("isdf0604.wav"); } } else attack_wave_time=GetTime()+5.0f; // hold back your forces if ((GetDistance(turret1,mbike1)<50.0f) && (!defend_warning)) { AudioMessage("isdf0610.wav"); // MansoN: // Cooke, hold back your forces. defend_warning=true; } } break; case 1: // shabayev highlights the scavenger /* */ if (scav_count<3) { FailMission(GetTime()+5.0f,"isdf06l1.txt"); mission_state=99; } else { if ((GetDistance(player,escav)<150.0f) && (!got_to_scav)) { AudioMessage("isdf0605.wav"); // Shabayev: Attack! got_to_scav=true; } if (!IsAlive(escav)) { ClearObjectives(); AddObjective("isdf0603.otf",WHITE,10.0f); constructor=BuildObject("ivcon6",1,"constructor_spawn"); int grp=GetFirstEmptyGroup(); SetGroup(constructor,grp); Goto(constructor,"pool",0); mission_state++; AudioMessage("isdf0606.wav"); // Manson: // Cooke, I'm sending you a // constructor to fortify your // position. Use the constructor // to build defenses around that // scrap pool. } } break; case 2: // you get a constructor if (GetDistance(constructor,"pool")<250.0f) { AudioMessage("isdf0611.wav"); // Shabayev // Build a communications bunker to // anchor the base. // Once you have a communications bunker // build two adjacent // gun towers // The gun towers will be powered from // the surplus power of the main base. // Good luck. ConstructionMessage(); // spawn in attackers scout1=BuildObject("fvscout",2,"patrol_spawn"); scout2=BuildObject("fvscout",2,"patrol_spawn"); if (IsAlive(mbike1)) { Attack(scout1,player); } else { Attack(scout1,player); } if (IsAlive(mbike2)) { Attack(scout2,player); } else Attack(scout2,mbike2); mission_state++; } break; case 3: if ((!IsAlive(scout1)) && (!IsAlive(scout2))) { scout1=BuildObject("fvscout",2,"patrol_spawn"); scout2=BuildObject("fvscout",2,"patrol_spawn"); if (IsAlive(mbike1)) { Attack(scout1,mbike1); } else Attack(scout1,player); if (IsAlive(mbike2)) { Attack(scout2,mbike2); } else Attack(scout2,player); } if ((cbunker!=NULL) && (guntow1!=NULL) && (guntow2!=NULL)) { AudioMessage("isdf0608.wav"); /* Manson: Great! I'm sending a scavenger to secure that pool. Prepare for further orders. */ // more cannon foder to get pulverized atk1=BuildObject("fvtank",2,"patrol_spawn1"); Attack(atk1,guntow1); // cannon foder atk2=BuildObject("fvtank",2,"patrol_spawn2"); Attack(atk2,guntow2); // cannon foder // FraKTal says this scav doesn't want to deploy on its // own. So, put it under 100% human control - NM 6/27/03 #if 0 // was scav=BuildObject("ivscav",3,"constructor_spawn"); #else // now scav=BuildObject("ivscav",1,"constructor_spawn"); #endif Goto(scav,"pool"); ClearObjectives(); AddObjective("isdf0607.otf",WHITE,10.0f); mission_state++; } break; case 4: // when the scavenger gets there-- attack!! if (GetDistance(scav,"pool")<100.0f) { AudioMessage("isdf0609.wav"); AudioMessage("isdf0613.wav"); // Shabayev: // Its time we finish them off. // All forces, converge on the enemy base! SetObjectiveOn(goal); mission_state++; // spawn in patrols atk1=BuildObject("fvtank",2,"patrol_spawn2"); atk2=BuildObject("fvtank",2,"patrol_spawn2"); atk3=BuildObject("fvsent",2,"patrol_spawn"); atk4=BuildObject("fvsent",2,"patrol_spawn"); Patrol(atk1,"patrol"); Patrol(atk2,"patrol"); Patrol(atk3,"patrol"); Patrol(atk4,"patrol"); // spawn in attackers atk1=BuildObject("ivtank",3,"constructor_spawn"); atk2=BuildObject("ivtank",3,"constructor_spawn"); Goto(atk1,goal); Goto(atk2,goal); BuildObject("ibbomb",1,"bomber"); // you get a bomber // BuildObject("ivbomb",1,"bomber"); ClearObjectives(); AddObjective("isdf0608.otf",WHITE,10.0f); } break; case 5: // test to destroy base time_counter++; if (time_counter%1200==0) // every minute 1/2 { atk1=BuildObject("fvtank",2,"patrol_spawn2"); atk2=BuildObject("fvtank",2,"patrol_spawn2"); Patrol(atk1,"patrol"); Patrol(atk2,"patrol"); } if (!IsAlive(goal)) { // you win SucceedMission(GetTime()+20.0f,"isdf06w1.txt"); mission_state++; ClearObjectives(); AddObjective("isdf0609.otf",WHITE,10.0f); } break; case 6: // cineractive // Through the worm hole break; } // switch }
void SceneMenu::Check() { EScene::Check(); #ifndef DEBUG if (KInput::isPressed(K_VK_M)) { _nCheatCode = 1; } if (KInput::isPressed(K_VK_I) && _nCheatCode == 1) { _nCheatCode++; } if (KInput::isPressed(K_VK_L) && (_nCheatCode == 2 || _nCheatCode == 3)) { _nCheatCode++; } if (KInput::isPressed(K_VK_I) && _nCheatCode == 4) { _nCheatCode++; } if (KInput::isPressed(K_VK_O) && _nCheatCode == 5) { _nCheatCode++; } if (KInput::isPressed(K_VK_N) && _nCheatCode == 6) { _nCheatCode++; } #else _nCheatCode = 7; #endif if (_nCheatCode >= 7) { if (KInput::isPressed(K_VK_L_SHIFT)) { if (KInput::isPressed(K_VK_1)) { _lpSceneDirector->getSequencer()->GoToScene(NULL, "vignette_hands", "island", false); return; } } if (KInput::isPressed(K_VK_L_SHIFT)) { if (KInput::isPressed(K_VK_2)) { _lpSceneDirector->getSequencer()->GoToScene(NULL, "vignette_hands", "japan", false); return; } } if (KInput::isPressed(K_VK_L_SHIFT)) { if (KInput::isPressed(K_VK_3)) { _lpSceneDirector->getSequencer()->GoToScene(NULL, "vignette_hands", "inca", false); return; } } if (KInput::isPressed(K_VK_L_SHIFT)) { if (KInput::isPressed(K_VK_4)) { _lpSceneDirector->getSequencer()->GoToScene(NULL, "vignette_hands", "middleage", false); return; } } if (KInput::isPressed(K_VK_L_SHIFT)) { if (KInput::isPressed(K_VK_5)) { _lpSceneDirector->getSequencer()->GoToScene(NULL, "vignette_hands", "egypt", false); return; } } if (KInput::isPressed(K_VK_0)) { _lpSceneDirector->SetHexagramme(false); EInventoryItem::CleanUp(NULL); EGlobalBank::CleanUp(); _lpSceneDirector->getDiaryPtr()->Clean(); _lpSceneDirector->getMap()->Clean(); _lpSceneDirector->OpenDialogbox("Clean up done"); } if (KInput::isPressed(K_VK_1)) { _lpSceneDirector->getSequencer()->GoToScene(NULL, "vignette_hands", "island", false); } if (KInput::isPressed(K_VK_2)) { AddObjective("house","helpnatsumi"); AddHint("house","helpnatsumi","where"); if (!_lpSceneDirector->getInventory()->getItemFromInventory("inv_basementkey")) { _lpSceneDirector->getInventory()->AddItem("house","inv_basementkey"); } _lpSceneDirector->GoToScene("corridor"); } if (KInput::isPressed(K_VK_3)) { _lpSceneDirector->getSequencer()->GoToScene(NULL, "vignette_hands", "japan", false); } if (KInput::isPressed(K_VK_4)) { ResolveTask("task_gethexagramme"); _lpSceneDirector->getSequencer()->GoToScene(NULL, "firstfloor", "house", false); } if (KInput::isPressed(K_VK_5)) { _lpSceneDirector->getSequencer()->GoToScene(NULL, "vignette_hands", "middleage", false); } if (KInput::isPressed(K_VK_6)) { _lpSceneDirector->getSequencer()->GoToScene(NULL, "vignette_hands", "inca", false); } if (KInput::isPressed(K_VK_7)) { _lpSceneDirector->getSequencer()->GoToScene(NULL, "vignette_hands", "egypt", false); } if (KInput::isPressed(K_VK_8)) { _lpSceneDirector->getSequencer()->GoToScene(NULL, "hell_mainscreen", "", false); } if (KInput::isPressed(K_VK_9)) { _lpSceneDirector->getSequencer()->GoToScene(NULL, "house_attic", "", false); } if (KInput::isPressed(K_VK_RIGHT)) { ResolveTask("task_gethexagramme"); ResolveObjective("house","helpnatsumi"); ResolveTask("task_living_discover"); _lpSceneDirector->getSequencer()->GoToScene(NULL, "house_diningroom", "", false); } if (KInput::isPressed(K_VK_LEFT)) { _lpSceneDirector->getSequencer()->GoToScene(NULL, "debug_david", "", false); } if (KInput::isPressed(K_VK_UP)) { _lpSceneDirector->getSequencer()->GoToScene(NULL, "debug_preload", "", false); } } }
void isdf08Mission::Execute(void) { /* Here is where you put what happens every frame. */ player = GetPlayerHandle(); char tempstr[128]; if (!start_done) { shab=GetHandle("shabayev"); start_done=true; Handle temp=BuildObject("ibnav",1,"manson_base"); TranslateString2(tempstr, sizeof(tempstr), "Mission0801"); // West Base SetObjectiveName(temp,tempstr); GiveWeapon(player, "igsatc"); first_aud=AudioMessage("mes0801.wav"); // was isdf0801 // I don't know what these are or where they go /* Handle sp=BuildObject("fvtank",2,"spawn1"); SetSkill(sp,3); sp=BuildObject("fvsent",2,"spawn2"); SetSkill(sp,3); sp=BuildObject("fvtank",2,"spawn3"); SetSkill(sp,3); sp=BuildObject("fvsent",2,"spawn4"); SetSkill(sp,4); SetScrap(1,30); */ // These ships circle the ruin you're in at the beginning, then leave pilot1=BuildObject("fvtank",2,"pilot_1"); pilot2=BuildObject("fvtank",2,"pilot_2"); pilot3=BuildObject("fvsent",2,"pilot_3"); // They are dumb SetIndependence(pilot1,0); SetIndependence(pilot2,0); SetIndependence(pilot3,0); // These are the patrol paths for the vehicles Goto(pilot1,"start1"); Goto(pilot2,"start2"); Goto(pilot3,"start3"); // These turrets block the path to the south turret1=BuildObject("fvturr",2,"turret_1"); turret2=BuildObject("fvturr",2,"turret_2"); // These jaks inhabit the swamp just west of the starting point jak1=BuildObject("mcjak01",0,"jak_1"); Patrol(jak1,"jakpatrol1",1); SetIndependence(jak1,1); jak2=BuildObject("mcjak01",0,"jak_2"); Patrol(jak2,"jakpatrol2",1); SetIndependence(jak2,1); jak3=BuildObject("mcjak01",0,"jak_3"); Patrol(jak3,"jakpatrol3",1); SetIndependence(jak3,1); // This spire guards the entrance to the Scion base espir1=BuildObject("fbspir",2,"espir_1"); // SetIndependence(espir1,0); // These 3 ships patrol different areas scout1=BuildObject("fvtank",2,"patrol_1"); Patrol(scout1,"patrol_1",0); scout2=BuildObject("fvtank",2,"patrol_2"); Patrol(scout2,"patrol_2",0); // this should be a bazooka or something BuildObject("aptech",0,"weapon_1"); // pilots around second patrol ship #if 0 // 'sssold' won't save/reload properly - NM 9/28/04 pilot7=BuildObject("sssold",2,"pilot_5"); Patrol(pilot7,"pilotpatrol1",0); pilot8=BuildObject("sssold",2,"pilot_6"); Patrol(pilot8,"pilotpatrol2",0); #endif // jak blocking power ups before ruins jak7=BuildObject("mcjak01",0,"jak_7"); Patrol(jak7,"jakpatrol7",1); // power up in the second nest of puff plants BuildObject("aprepa",0,"health_1"); BuildObject("apammo",0,"ammo_1"); BuildObject("apbazo",0,"weapon1"); // jak creatures hanging around ruins jak4=BuildObject("mcjak01",0,"jak_4"); Patrol(jak4,"jakpatrol4",1); jak5=BuildObject("mcjak01",0,"jak_5"); Patrol(jak5,"jakpatrol5",1); // power ups near ruins BuildObject("aprepa",0,"health_2"); BuildObject("apammo",0,"ammo_2"); SetAnimation(shab,"speak"); fvartl=BuildObject("fvartl",2,"fvartl"); } if ((IsAudioMessageDone(first_aud)) && (!shab_still)) { shab_still=true; SetAnimation(shab,"speak",1); } if ((!IsAround(shab)) && (!reached_base)) { FailMission(GetTime()+5.0f,"genFail.txt"); reached_base=true; } // Gun tower shoots at you if you get within 100 meters if (inside_espir1) { if (GetDistance(espir1,player) > 50.0f) { inside_espir1=false; Stop(espir1); } } else { if (GetDistance(espir1,player) < 50.0f) { inside_espir1 = true; Attack(espir1,player); } } if ((!jak1_attack) && (GetDistance(jak1,player)<50.0f)) { jak1_attack=true; Stop(jak1,player); } if ((!jak2_attack) && (GetDistance(jak2,player)<50.0f)) { jak2_attack=true; Stop(jak2,player); } if ((!jak3_attack) && (GetDistance(jak3,player)<50.0f)) { jak3_attack=true; Stop(jak3,player); } if ((!jak4_attack) && (GetDistance(jak4,player)<50.0f)) { jak4_attack=true; Stop(jak4,player); } if ((!jak5_attack) && (GetDistance(jak5,player)<50.0f)) { jak5_attack=true; Stop(jak5,player); } // If you shoot any of the patrol ships in the beginning, they will attack you if (((GetWhoShotMe(pilot1) == player) || (GetWhoShotMe(pilot2) == player) || (GetWhoShotMe(pilot3) == player)) && (!patrol_attacked)) { Attack(pilot1,player); Attack(pilot2,player); Attack(pilot3,player); patrol_attacked=true; } // Once the patrol from the beginning leaves the ruins, they disappear from the map if ((GetDistance(pilot1,"killpatrol1")<64.0f)) { RemoveObject(pilot1); } if ((GetDistance(pilot2,"killpatrol1")<64.0f)) { RemoveObject(pilot2); } if ((GetDistance(pilot3,"killpatrol1")<64.0f)) { RemoveObject(pilot3); } if (((GetDistance(pilot1,"turret_1")<192.0f) || (GetDistance(pilot2,"turret_1")<192.0f) || (GetDistance(pilot3,"turret_1")<192.0f)) && (!played_0802)) { // message1=AudioMessage("isdf0802.wav"); ClearObjectives(); AddObjective("isdf0801.otf",WHITE,15.0f); played_0802=true; } if ((played_0802) && (IsAudioMessageDone(message1)) && (GetDistance(player,"start_point")<20.0f) && (!played_0803)) { // AudioMessage("isdf0803.wav"); played_0803=true; } if ((!played_0804) && (played_0802) && (GetDistance(player,"play_0804")<80.0f)) { AudioMessage("isdf0804.wav"); played_0804=true; } if ((!played_0805) && (played_0802) && (GetDistance(player,"play_0805")<80.0f)) { AudioMessage("isdf0805.wav"); played_0805=true; } if ((GetDistance(player,turret1)<150.0f) && (!played_0806)) { AudioMessage("isdf0806.wav"); played_0806=true; } if ((!played_0807) && (GetDistance(player,"sees_datatransfer")<100.0f)) { AudioMessage("isdf0807.wav"); played_0807=true; ClearObjectives(); AddObjective("isdf0801.otf",WHITE,10.0f); } // As you exit the ruins, 3 Scion ships spawn in the Scion base and head towards you if (((GetDistance(player,"exitruin_1")<80.0f) || (GetDistance(player,"exitruin_2")<80.0f)) && (!trigger1)) { attack1=BuildObject("fvtank",2,"attack_1"); attack2=BuildObject("fvsent",2,"attack_2"); attack3=BuildObject("fvtank",2,"attack_3"); Attack(attack1,player); Attack(attack2,player); Attack(attack3,player); trigger1=true; } if ((trigger1) && (!played_0808)) { AudioMessage("isdf0808.wav"); played_0808=true; } if (((GetDistance(player,attack1)<300.0f) || (GetDistance(player,attack2)<300.0f) || (GetDistance(player,attack3)<300.0f)) && (!played_0809)) { AudioMessage("isdf0809.wav"); played_0809=true; } #if 0 // isdf0811.wav doesn't exist - NM 11/14/03 if (((GetDistance(player,attack1)<100.0f) || (GetDistance(player,attack2)<100.0f) || (GetDistance(player,attack3)<100.0f)) && (!played_0811)) { AudioMessage("isdf0811.wav"); played_0811=true; } #endif // If you head south, the turrets will kill you // if I am between entering the swamp and // I hide in water (near swampn) then the patrols ignore me if ((played_0804) && (!trigger2)) { if ((GetDistance(player,"swamp1")<50.0f) || (GetDistance(player,"swamp2")<50.0f) || (GetDistance(player,"swamp3")<50.0f) || (GetDistance(player,"swamp4")<50.0f) || (GetDistance(player,"swamp5")<50.0f) || (GetDistance(player,"swamp6")<50.0f) || (GetDistance(player,"swamp7")<50.0f)) { SetPerceivedTeam(player,2); SetIndependence(scout1,0); SetIndependence(scout2,0); } else { SetPerceivedTeam(player,1); SetIndependence(scout1,1); SetIndependence(scout2,1); } if ((!detected) && ((GetWhoShotMe(scout1)==player) ||(GetWhoShotMe(scout2)==player))) { Attack(scout1,player); Attack(scout2,player); detected=true; } } // As you approach the ISDF base, 3 friendly units launch to protect you from the Scion attackers if (((GetDistance(player,"enterbase_1")<100.0f) || (GetDistance(player,"enterbase_2")<100.0f) || (GetDistance(player,"enterbase_3")<100.0f)) && (!trigger2)) { rescue1=BuildObject("ivtank",1,"rescue_1"); rescue2=BuildObject("ivmbike",1,"rescue_2"); rescue3=BuildObject("ivtank",1,"rescue_3"); Attack(rescue1,attack1); Attack(rescue2,attack1); Attack(rescue3,attack1); trigger2=true; } if ((!IsAlive(attack1)) && (!killed_attack1)) { Attack(rescue1,attack2); Attack(rescue2,attack2); Attack(rescue3,attack2); killed_attack1=true; } if ((!IsAlive(attack2)) && (!killed_attack2)) { Attack(rescue1,attack3); Attack(rescue2,attack3); Attack(rescue3,attack3); killed_attack2=true; } if ((GetDistance(player,"edge_warning1")<25.0f) && (GetDistance(player,"edge_warning1")<25.0f) && (!edge_attack)) { edge_attack=true; Attack(fvartl,player); } // If the ISDF ships get close to the Scion attack squadron, the Scions will stop chasing you and fight the ships if ((GetDistance(rescue1,attack1)<50.0f) || (GetDistance(rescue1,attack2)<50.0f) || (GetDistance(rescue1,attack3)<50.0f) || (GetDistance(rescue2,attack1)<50.0f) || (GetDistance(rescue2,attack2)<50.0f) || (GetDistance(rescue2,attack3)<50.0f) || (GetDistance(rescue3,attack1)<50.0f) || (GetDistance(rescue3,attack2)<50.0f) || (GetDistance(rescue3,attack3)<50.0f)) { Attack(attack1,rescue1); Attack(attack2,rescue2); Attack(attack3,rescue3); } // If you've killed all the attack vehicles and entered the base, the mission is a success if (((GetDistance(player,"endmission1")<100.0f) || (GetDistance(player,"endmission2")<100.0f)) && (!IsAlive(attack1)) && (!IsAlive(attack2)) && (!IsAlive(attack3)) && (!reached_base)) { AudioMessage("isdf0514.wav"); SucceedMission(GetTime()+10.0f,"isdf08w1.txt"); reached_base=true; } }
void SceneBasement::Init() { StartAnimation("basement_ghostup_anim"); SetVisible("basement_ghostup", false, true); SetupItem("envelope_basement"); // 1ère visite if (!TaskResolved("task_house_basementvisit")) { ResolveTask("task_house_basementvisit"); AddObjective("house","basementlight"); AddHint("house","basementlight","how"); RemoveHint("house","helpnatsumi","where"); AddHint("house","helpnatsumi","what"); AddHint("house","helpnatsumi","nextpaper"); } // Lumière éteinte if (!TaskResolved("task_house_basement_light")) { AddTask("task_house_basement_light"); SetVisible("darkness", true); // Ampoule non réparée if (TaskResolved("task_house_basement_changebulb")) { SetVisible("bulboff", true); } else { // Bulbe cassé retiré ? if (TaskResolved("task_house_basement_removebulb")) { SetVisible("bulbbroken", false); SetVisible("nobulb", true); }else { SetVisible("bulbbroken", true); } } } else { SetVisible("darkness", false); SetVisible("lightning", true); SetVisible("bulboff", false, true); SetVisible("bulbon", true, true); } if (TaskResolved("task_japan_universeresolved")) { SetVisible("basement_ghosthidden", false, true); SetupItem("basement_rope"); if (isVisible("basement_rope")) { StartEmitter("flake_rope"); } } // La clé SetVisible("basement_screwdriver", TestGlobal("basement_screwdriver") == false); // La pince SetVisible("basement_grip", TestGlobal("basement_grip") == false); // Le bonzaï if (TaskResolved("task_house_basement_bonzai")) { SetVisible("basement_bonzairesolved", true, true); } else { SetVisible("basement_bonzai", true, true); } // La grille if (TaskResolved("task_house_basement_opengrid")) { SetVisible("basement_gridopen", true); } else { SetVisible("basement_gridclosed", true); } // Le charbon if (!TaskResolved("task_house_basement_reversecoal")) { SetVisible("basement_coalbucketup", true, true); } else { SetVisible("basement_coalbucketdown", true, true); } // Le vase if (!TaskResolved("task_house_basement_brokevase")) { SetVisible("basement_vase", true, true); } else { SetVisible("basement_vasebroken", true, true); // Le papier SetVisible("basement_paper", TestGlobal("basement_paper") == false); } // La boite à outils if (!TaskResolved("task_house_basement_opentoolbox")) { SetVisible("basement_toolboxclosed", true, true); } else { SetVisible("basement_toolboxopen", true, true); // Le marteau SetVisible("basement_hammer", TestGlobal("basement_hammer") == false); } // Le fantôme if (!TaskResolved("task_house_basement_light")) { int x,y; GetObjectPosition("basement_ghostup", x, y); _lpSceneDirector->getSequencer()->ShowEmitter(NULL, "creeping_static_up", true); _lpSceneDirector->getSequencer()->PlaySound(NULL, "ghostcreep"); _lpSceneDirector->getSequencer()->Wait(NULL, 2500); _lpSceneDirector->getSequencer()->PlaySound(NULL, "ghostappear"); _lpSceneDirector->getSequencer()->ShowImage(NULL,"basement_ghostup",true); _lpSceneDirector->getSequencer()->Talk(NULL, x, y, KStr("HOUSE_BASEMENT_NATSUMI_LETME"), "", false, false, _lpGhostVoice); _lpSceneDirector->getSequencer()->ShowImage(NULL,"basement_ghostup",false); _lpSceneDirector->getSequencer()->ShowImage(NULL,"basement_ghosthidden",true); _lpSceneDirector->getSequencer()->ShowEmitter(NULL, "creeping_static_up", false); _lpSceneDirector->getSequencer()->ShowEmitter(NULL, "creeping_static_hidden", true); } else { if (!TaskResolved("task_japan_universeresolved")) { _lpSceneDirector->getSequencer()->ShowEmitter(NULL, "creeping_static_hidden", true); _lpSceneDirector->getSequencer()->ShowImage(NULL,"basement_ghosthidden",true); } } // Le croquis if (TaskResolved("task_house_basement_givepaper") && TaskResolved("task_house_basement_givecharcoal")) { SetVisible("basement_sketch", TestGlobal("basement_sketch") == false); } // On revient de l'univers if (getAdditionalName() == "backfrombeyond") { int x,y; x = 1024/2; y = 768/2; SetVisible("black", true, true); _lpSceneDirector->getSequencer()->ShowEmitter(NULL, "creeping_static_up", true); _lpSceneDirector->getSequencer()->NarrationMode(NULL, SEQUENCE_NARRATION_CINEMATIC, true); _lpSceneDirector->getSequencer()->Talk(NULL, x, y, KStr("JAPAN_NATSUMI_HOUSEEPILOG1"), "", false, false, _lpGhostVoice); _lpSceneDirector->getSequencer()->Talk(NULL, x, y, KStr("JAPAN_NATSUMI_HOUSEEPILOG2"), "", false, false, _lpGhostVoice); _lpSceneDirector->getSequencer()->Talk(NULL, x, y, KStr("JAPAN_NATSUMI_HOUSEEPILOG3"), "", false, false, _lpGhostVoice); _lpSceneDirector->getSequencer()->PlaySound(NULL, "ghostgone"); _lpSceneDirector->getSequencer()->GotoVideo(NULL, "videos/reveil.ogv","frombeyond"); SetupItem("basement_rope"); StartEmitter("flake_rope"); _lpSceneDirector->getSequencer()->ShowImage(NULL, "black", false); _lpSceneDirector->getSequencer()->ShowEmitter(NULL, "creeping_static_up", false); _lpSceneDirector->getSequencer()->Wait(NULL, 2000); _lpSceneDirector->getSequencer()->NarrationMode(NULL, SEQUENCE_NARRATION_CINEMATIC, false); ResolveTask("task_freeghost_done_japan"); AddObjective("house","freemurray"); AddHint("house","freemurray","where"); _lpSceneDirector->getDiaryPtr()->beginCreatePage(); _lpSceneDirector->getDiaryPtr()->addImageToPage("diary_basement2.png"); _lpSceneDirector->getDiaryPtr()->addStringToPage("DIARY_BASEMENT2", FONT_DIARY_1, 0, 0); _lpSceneDirector->getDiaryPtr()->endCreatePage(); return; } // Allumage if (getAdditionalName() == "light") { // On provoque l'apparition de Natsumi ObjectClicked("basement_ghosthidden", 0, 0); _lpSceneDirector->getDiaryPtr()->beginCreatePage(); _lpSceneDirector->getDiaryPtr()->addImageToPage("diary_basement1.png"); _lpSceneDirector->getDiaryPtr()->addStringToPage("DIARY_BASEMENT1", FONT_DIARY_1, 0, 0); _lpSceneDirector->getDiaryPtr()->endCreatePage(); } if (getAdditionalName() == "completed") { BasementGoforUniverse(); return; } // On force le passage à l'univers, en cas de plantage/quit prématuré entre la scène et l'univers if (TaskResolved("task_japan_prologcompleted") && !TaskResolved("task_japan_universeresolved")) { BasementGoforUniverse(); return; } // On a tout terminé if ( TaskResolved("task_japan_universeresolved") && TestGlobal("basement_rope")) { _lpSceneDirector->getSequencer()->Talk(NULL, CHARACTER_POSX, CHARACTER_POSY, KStr("GLOBAL_ASHLEY_FINISHED"), "", true); return; } }
bool Scene_Inca_Mainscreen::ItemUsed(const char *szItemName, const char *szObjectName) { // Le joueur donne la lance réparée au garde if (strcmp(szItemName, "inv_inca_spearrepaired") == 0) { if (strcmp(szObjectName, "inca_main_guard_nospear") == 0) { _lpSceneDirector->DropItem(szItemName); ESoundBank::getSound("success")->playSample(); ResolveTask("task_inca_givespear"); int x,y; GetObjectPosition("inca_main_guard_spear", x, y, true, false); // Le garde reçoit la lance _lpSceneDirector->getSequencer()->NarrationMode(NULL, SEQUENCE_NARRATION_CINEMATIC, true); _lpSceneDirector->getSequencer()->SwitchImage(NULL, "inca_main_guard_nospear", "inca_main_guard_spear"); if (TestGlobal("__mode_adventure__")) _lpSceneDirector->getSequencer()->Talk(NULL, x, y, KStr("INCA_GUARD_RITUAL1"), "", false); _lpSceneDirector->getSequencer()->SwitchImage(NULL, "inca_main_guard_spear", "inca_main_guard_prey"); _lpSceneDirector->getSequencer()->Talk(NULL, x, y, KStr("INCA_GUARD_RITUAL2"), "", false); _lpSceneDirector->getSequencer()->SwitchImage(NULL, "inca_main_guard_prey", "inca_main_guard_spear"); if (TestGlobal("__mode_adventure__")) _lpSceneDirector->getSequencer()->NarrationMode(NULL, SEQUENCE_NARRATION_CINEMATIC, false); if (TestGlobal("__mode_adventure__")) _lpSceneDirector->getSequencer()->NarrationMode(NULL, SEQUENCE_NARRATION_DIALOG, true); _lpSceneDirector->getSequencer()->Talk(NULL, x, y, KStr("INCA_GUARD_RITUAL3"), "", false); if (TestGlobal("__mode_adventure__")) _lpSceneDirector->getSequencer()->Talk(NULL, x, y, KStr("INCA_GUARD_RITUAL4"), "", false); if (TestGlobal("__mode_adventure__")) _lpSceneDirector->getSequencer()->Talk(NULL, x, y, KStr("INCA_GUARD_RITUAL5"), "", false); _lpSceneDirector->getSequencer()->Talk(NULL, x, y, KStr("INCA_GUARD_RITUAL6"), "", false); if (TestGlobal("__mode_adventure__")) _lpSceneDirector->getSequencer()->Talk(NULL, CHARACTER_POSX, CHARACTER_POSY, KStr("INCA_YUMANCO_HOWENTER"), "", false, true); if (TestGlobal("__mode_adventure__")) _lpSceneDirector->getSequencer()->Talk(NULL, x, y, KStr("INCA_GUARD_RITUAL7"), "", false); if (TestGlobal("__mode_adventure__")) _lpSceneDirector->getSequencer()->Talk(NULL, x, y, KStr("INCA_GUARD_RITUAL8"), "", false); if (TestGlobal("__mode_adventure__")) _lpSceneDirector->getSequencer()->NarrationMode(NULL, SEQUENCE_NARRATION_DIALOG, false); _lpSceneDirector->getSequencer()->NarrationMode(NULL, SEQUENCE_NARRATION_CINEMATIC, false); AddTask("task_inca_opendoor"); AddTask("task_inca_getartefacts"); ResolveObjective("inca","spear"); AddObjective("inca","enter"); AddHint("inca","enter","how"); return true; } } // Le joueur donne la lance réparée au garde if (strcmp(szItemName, "inv_inca_spearbroken") == 0) { if (strcmp(szObjectName, "inca_main_guard_nospear") == 0) { int x,y; GetObjectPosition("inca_main_guard_spear", x, y, true, false); // Le garde n'en veut pas _lpSceneDirector->getSequencer()->Talk(NULL, x, y, KStr("INCA_GUARD_SPEARBROKEN"), "", false); return true; } } // Le joueur utilise la statuette if (strcmp(szItemName, "inv_inca_statuette") == 0) { if (strcmp(szObjectName, "inca_main_door") == 0) { if (!TaskResolved("task_inca_givespear")) { int x,y; GetObjectPosition("inca_main_guard_nospear", x, y, true, false); _lpSceneDirector->getSequencer()->Talk(NULL, x, y, KStr("INCA_GUARD_REFUSE"), "", true); } else { // Ouverture de la vignette ESoundBank::getSound("success")->playSample(); _lpSceneDirector->GoToVignette("vignette_inca_statuette", szObjectName, true); } return true; } } // Le joueur utilise un effet de la statuette if (strcmp(szItemName, "statuette_effect_raise") == 0) { if (strcmp(szObjectName, "inca_main_door") == 0) { // Lancement de l'effet StartEffect("raise_door"); return true; } } char *effectprefix = "statuette_effect_"; if (strncmp(szItemName, effectprefix,strlen(effectprefix)) == 0) { _lpSceneDirector->getSequencer()->Talk(NULL, CHARACTER_POSX, CHARACTER_POSY, KStr("INCA_MAIN_YUMANCO_STATUETTE_NOEFFECT"), "", true, false); return true; } return false; }
void isdf05Mission::Execute(void) { /* a) The player is asked to patrol around the base (through steps b-d sent & scouts attack) b) Once the base is secure, the player is supposed to look for scrap veins and send a scavenger (twice) c)Eventually you get to some turrets. Shebayev detaches some mortar bikes to help you take out the turrets. d) Once the turrets are destroyed you need to deploy e) Follow Manson to the teleporter? Drop off a bomb */ char tempstr[128]; Handle nearguy = 0; // this is the start of the mission if (!start_done) { /* Alright Sgt Cooke, this looks like a good place to establish a base. Patrol the area around this recycler. If it looks safe, deploy the recycler. */ shabayev = BuildObject("ivtan5",1,"shab_start");//"patrol_east"); constructor = BuildObject("ivcons",1,"spawn_constructor"); Stop(constructor,1); scav_comp= GetHandle("scav3"); SetGroup(scav_comp,-1); Handle temppool=GetHandle("poolx"); Goto(scav_comp,temppool,1); // SetPlan("isdf05.aip",3); // build stuff AudioMessage("isdf0500.wav"); SetObjectiveOn(shabayev); SetObjectiveName(shabayev,"Cmdr. Shabayev"); audmsg=AudioMessage("isdf0501.wav"); patrol_phase=true; start_done = true; Handle tempscav=GetHandle("ivscav1"); KillPilot(tempscav); tempscav=GetHandle("ivscav2"); KillPilot(tempscav); // Handle fv=BuildObject("fvarch",2,"scrap_field1"); // SetSkill(fv,3); SetSkill(shabayev,3); // Patrol(shabayev,"patrol1",1); // Attack(shabayev,fv,1); recy=BuildObject("ivrec5",1,"recy_start"); // Goto(recy,"recy_deploy"); Dropoff(recy, "recy_deploy"); Follow(shabayev,recy,1); SetScrap(1,40); SetScrap(3,40); // allied resources } /* Here is where you put what happens every frame. */ player = GetPlayerHandle(); if ((!IsAlive(shabayev) && (!shab_dead))) { AudioMessage("isdf0732.wav"); ClearObjectives(); AddObjective("isdf05l1.otf",RED,15.0f); FailMission(GetTime()+5.0f,"isdf05l1.otf"); shab_dead=true; } // determining if the player is out of his ship if (IsOdf(player,"isuser")) { if (!out_of_ship) GiveWeapon(player, "igsatc"); out_of_ship = true; } else { out_of_ship = false; } if ((GetDistance(player,"spawn2")<150.f) && (!warning_message)) { AudioMessage("isdf0520.wav"); /* Stay away from those alien structures they aren't vital to our mission- but they may be dangerous. */ warning_message=true; } // this is checking to make sure the player does not attack his wingman ///////// if ((!in_combat) && (!fire_message)) { if ((IsAlive(shabayev)) && (IsAlive(player))) { if (GetTime() - GetLastFriendShot(shabayev) < .2f) { AudioMessage("ff01.wav"); // (shab) watch your firing! fire_reset = GetTime() + 2.f; fire_message = true; } } if ((IsAlive(manson)) && (IsAlive(player))) { if (GetTime() - GetLastFriendShot(manson) < .2f) { AudioMessage("isdf0555.wav"); // (manson) watch your firing! fire_reset = GetTime() + 2.f; fire_message = true; } } } if ((fire_message) && (fire_reset < GetTime())) { fire_reset = GetTime() + 999999.9f; fire_message = false; } if ((!IsAlive(constructor)) && (mission_state<10)) { // the constructor is dead, you lose mission_state=12; } switch (mission_state) { case 0: // Shabayev starts the base if (GetDistance(recy,"recy_deploy") < 25.0) { // Dropoff(recy,"recy_deploy"); Patrol(shabayev,"patrol1",1); SetIndependence(shabayev,1); ClearObjectives(); AddObjective("isdf0501.otf", WHITE, 10.0f); patrol_reminder_time=GetTime()+30.0f; MoviePlaying=true; CameraReady(); // but danger looms.. atk1=BuildObject("fvscout",2,"spawn1"); wasDead1=false; Attack(atk1,player); mission_state++; } break; case 1: if (MoviePlaying) { //CameraObject(recycler,5,5,5,recycler); MoviePlaying = PlayMovie("isdf0501.cin"); // if (IsAudioMessageDone(audmsg)) { if (!MoviePlaying) { // MoviePlaying=false; CameraFinish(); Build(constructor,"ibpge5",1); drop_off=true; Attack(shabayev,atk1); mission_state++; } } ReallyKillCineractive = 0; break; case 2: // patrol_phase // Kick this out a few extra times. if((ReallyKillCineractive == 0) || (ReallyKillCineractive == 10) || (ReallyKillCineractive == 20)) CameraFinish(); ReallyKillCineractive++; if (drop_off) { Dropoff(constructor,"pgen1",1); drop_off=false; Handle temp=GetHandle("unnamed_ivdrop"); Attack(shabayev,atk1,1); RemoveObject(temp); } if (!IsAlive(atk1)) { wait_count++; if (wait_count==250) { wasDead1=false; wasDead2=false; raid1=BuildObject("fvsent",2,"raid1"); Goto(raid1,recy); raid2=BuildObject("fvtank",2,"raid2"); Goto(raid2,recy); // raid3=BuildObject("fvsent",2,"raid3"); // Goto(raid3,recy); // raid4=BuildObject("fvtank",2,"raid4"); // Goto(raid4,recy); ClearObjectives(); AddObjective("isdf0517.otf",WHITE,10.0f); Goto(shabayev,constructor); AudioMessage("isdf0543.wav"); mission_state++; wait_count=0; } } break; case 3: if (power2) { Dropoff(constructor,"pgen2",1); power2=false; } if (com1) { Dropoff(constructor,"rbunker1",1); com1=false; } if (!IsAliveAndPilot(raid1)) { wasDead1=true; } if (!IsAliveAndPilot(raid2)) { wasDead2=true; } if ((wasDead1) && (wasDead2)) { if (raid_count==1) // should be 2 { /* Now look for scrap veins around the base. If you find one mark it with a nav beacon. */ scout_phase=true; ClearObjectives(); AddObjective("isdf0507.otf",WHITE,5.0f); SetObjectiveOff(shabayev); nav1=BuildObject("ibnav",1,"scrap_field1"); TranslateString2(tempstr, sizeof(tempstr), "Mission0501"); // tempstr SetObjectiveName(nav1,tempstr); SetObjectiveOn(nav1); // SetObjectiveName(pool1,"bio-metal"); // SetObjectiveOn(pool1); AudioMessage("isdf0507.wav"); // Add an attacked for spice Handle atk1=BuildObject("fvscout",2,"spawn1"); Goto(atk1,"attack1"); Patrol(shabayev,"patrol1",1); SetIndependence(shabayev,1); // AudioMessage( // You go on John, I'll guard the base mission_state++; } else { wait_count++; if (wait_count==400) { if (pgen2==NULL) { // was follow Goto(shabayev,constructor,1); Build(constructor,"ibpge5"); power2=true; } else { //was Follow Goto(shabayev,constructor,1); Build(constructor,"ibcbu5"); com1=true; } raid_count++; AddHealth(constructor,500); AddHealth(shabayev,500); raid1=BuildObject("fvtank",2,"raid1"); Goto(raid1,recy); raid2=BuildObject("fvtank",2,"raid2"); Goto(raid2,recy); wasDead1=false; wasDead2=false; // raid3=BuildObject("fvsent",2,"raid3"); // Goto(raid3,recy); // raid4=BuildObject("fvtank",2,"raid4"); // Goto(raid4,recy); wait_count=0; } } } break; case 4: // there is one, mark it with the geyser // mark that with a power up // good, now find another. if ((GetDistance(player,pool1)<75.0f) && (!found_field1)) { // there is a field, deploy the scavenger AudioMessage("isdf0508.wav"); found_field1=true; } if (scav2_deployed) // any scav is deployed { mission_state++; scav1_deployed=true; ClearObjectives(); AddObjective("isdf0508.otf",WHITE,10.0f); /* SetObjectiveOff(pool1); SetObjectiveName(pool2,"bio-metal 1"); SetObjectiveOn(pool2); */ nav2=BuildObject("ibnav",1,"scrap_field3"); TranslateString2(tempstr, sizeof(tempstr), "Mission0502"); // Bio-Metal 2 SetObjectiveName(nav2,tempstr); SetObjectiveOff(nav1); SetObjectiveOn(nav2); AudioMessage("isdf0509.wav"); // good job if (!found_field1) { AudioMessage("isdf0519.wav"); /* Don't send out scavengers unescorted. Be sure to stay with them. */ } } break; case 5: if ((scav2_deployed) && (!found_field3) && (GetDistance(player,"scrap_field3")<225.0f)) { found_field3=true; /* Watch out! That field looks hot. */ AudioMessage("isdf0512.wav"); ClearObjectives(); AddObjective("isdf0511.otf",RED,10.0f); mortar_delay=GetTime()+15.0f; } nearguy=GetNearestEnemy(player); if ((found_field3) && (GetTime()>mortar_delay) && (GetDistance(player,nearguy)>150.0f)) { /* Cineractive Cooke, I'm sending you force to help you take out those turrets! Here are some mortar bikes. */ Build(constructor,"ibfact5",1); factory=true; audmsg=AudioMessage("isdf0527.wav"); //was AudioMessage("isdf0513.wav"); ClearObjectives(); AddObjective("isdf0516.otf",WHITE,10.0f); /* int grp=GetFirstEmptyGroup(); mbike1=BuildObject("ivmbike",1,"patrol_south"); SetGroup(mbike1,grp); Follow(mbike1,player,0); Handle mb=BuildObject("ivmbike",1,"patrol_east"); SetGroup(mb,grp); Follow(mb,player,0); mb=BuildObject("ivmbike",1,"patrol_west"); SetGroup(mb,grp); Follow(mb,player,0); mb=BuildObject("ivmbike",1,"patrol_north"); SetGroup(mb,grp); Follow(mb,player,0); */ mission_state++; CameraReady(); MoviePlaying=true; } break; case 6:// attack phase /* First check to see if you blew up sturret1-4 then create Manson at manson_start "Good job Cooke, you show promise" Then follow Manson (he's an objective) into the base When you get close lets run past those towers when you get there hop out and use your demolition charge Then run away. Everything blows up. */ if (factory) { Dropoff(constructor,"fact"); factory=false; } if (MoviePlaying) { CameraObject(constructor,1,11,22,constructor); if (IsAudioMessageDone(audmsg)) { MoviePlaying=false; CameraFinish(); } } if ((!killed_turrets) && (!IsAlive(sturret1)) && (!IsAlive(sturret2)) && (!IsAlive(sturret3)) && (!IsAlive(sturret4)) && (!IsAlive(sturret5)) && (!IsAlive(sturret6))) { AudioMessage("isdf0514.wav"); // you show promise killed_turrets=true; ClearObjectives(); AddObjective("isdf0512.otf",WHITE,10.0f); manson_shows=GetTime()+10.0f; manson=BuildObject("ivtank",3,"manson_start"); SetObjectiveName(manson, "Maj. Manson"); Handle minion=BuildObject("ivtank",3,"manson_escort1"); SetObjectiveName(minion, "Sgt. Zdarko"); Follow(minion,manson); minion=BuildObject("ivtank",3,"manson_escort2"); SetObjectiveName(minion, "Sgt. Masiker"); Follow(minion,manson); } if ((killed_turrets) && (!manson_message) && (GetTime()>manson_shows)) { /* We found the objective, follow me */ AudioMessage("isdf0515.wav"); SetObjectiveOff(nav2); SetObjectiveOn(manson); ClearObjectives(); AddObjective("isdf0518.otf",WHITE,10.0f); manson_message=true; mission_state++; } break; case 7: if (GetDistance(player,manson)<50.0f) { ClearObjectives(); AddObjective("isdf0513.otf",WHITE,10.0f); SetIndependence(manson,0); SetAvoidType(manson,0); AudioMessage("isdf0539a.wav"); Goto(manson,"manson_path1"); mission_state++; } break; case 8: AddHealth(manson,100); // we don't want him to die here if ((wait_up) && (GetDistance(player,manson)<100.0f)) { // right now this goes off too // soon. You go on to path 2 before 1 is doen // But at least it makes sure // you are close once. wait_up=false; Goto(manson,"manson_path2"); } if ((!gun_tower_message) && (GetDistance(manson,"guntower2")<200.0f)) { /* There are gun towers ahead let's try to go past fast. */ AudioMessage("isdf0516.wav"); gun_tower_message=true; ClearObjectives(); AddObjective("isdf0514.otf",WHITE,10.0f); gun_tower_counter=0; } if (gun_tower_message) { gun_tower_counter++; if (gun_tower_counter>450) // you are on a timer { AudioMessage("isdf0529.wav"); ClearObjectives(); AddObjective("isdf0520.otf",RED,10.0f); FailMission(GetTime()+10.0f,"isdf0520.otf"); mission_state=12; } if (gun_tower_counter==300) { AudioMessage("isdf0528.wav"); } } if ((gun_tower_message) && (!hop_out_message) && (GetDistance(player,teleportal)<100.0f)) { /* Get out and use your demolition charge on that building */ AudioMessage("isdf0173.wav"); // that looks like one of ours? AudioMessage("isdf0517.wav"); hop_out_message=true; SetObjectiveOff(manson); SetObjectiveOn(teleportal); TranslateString2(tempstr, sizeof(tempstr), "Mission0503"); // Excavator SetObjectiveName(teleportal,tempstr); ClearObjectives(); AddObjective("isdf0515.otf",WHITE,10.0f); SetIndependence(manson,1); mission_state++; } break; case 9: if ((!out_of_ship_ever) && (out_of_ship)) { out_of_ship_ever=true; ClearObjectives(); AddObjective("isdf0521.otf",WHITE,5.0f); } if (!IsAlive(teleportal)) { if (out_of_ship_ever) { AudioMessage("isdf0518.wav"); SucceedMission(GetTime()+10.0f,"isdf05w1.txt"); mission_state++; } else { AudioMessage("isdf0521.wav"); /* I said use your demolition charge */ FailMission(GetTime()+10.0f,"isdfl1.txt"); mission_state++; } } break; case 12: /* If you lose the constructor this condition occurs. */ AudioMessage("isdf0522.wav"); ClearObjectives(); AddObjective("isdf0519.otf",RED,10.0f); FailMission(GetTime()+10.0f,"isdf0519.otf"); mission_state++; break; case 13: // waiting for the end of the world. break; } /* the lurkers */ if ((lurker1==NULL) && (GetDistance(player,"lurker1")<150.0f)) { lurker1=BuildObject("fvsent",2,"lurker1"); } if ((lurker2==NULL) && (GetDistance(player,"lurker2")<150.0f)) { lurker2=BuildObject("fvsent",2,"lurker1"); } if ((lurker3==NULL) && (GetDistance(player,"lurker3")<150.0f)) { lurker3=BuildObject("fvsent",2,"lurker3"); } if ((lurker4==NULL) && (GetDistance(player,"lurker4")<150.0f)) { lurker4=BuildObject("fvsent",2,"lurker4"); } }
bool SceneBasement::ItemUsed(const char *szItemName, const char *szObjectName) { // Le joueur donne quelque chose au fantôme debout if (strcmp(szObjectName, "basement_ghostup") == 0) { int x,y; bool bGiven = false; GetObjectPosition("basement_ghostup", x, y); if (strcmp(szItemName, "inv_house_basement_paper") == 0) { ResolveTask("task_house_basement_givepaper"); RemoveHint("house","helpnatsumi","nextpaper"); // On peut maintenant retirer l'objet de l'inventaire _lpSceneDirector->DropItem("inv_house_basement_paper"); _lpSceneDirector->getSequencer()->PlaySound(NULL, "success"); _lpSceneDirector->getSequencer()->Talk(NULL, x, y, KStr("HOUSE_BASEMENT_NATSUMI_THANKYOU"), "", true, false, _lpGhostVoice); if (!TaskResolved("task_house_basement_givecharcoal")) { AddHint("house","helpnatsumi","nextcharcoal"); } bGiven = true; } else if (strcmp(szItemName, "inv_house_basement_grid_charcoal") == 0) { ResolveTask("task_house_basement_givecharcoal"); RemoveHint("house","helpnatsumi","nextcharcoal"); // On peut maintenant retirer l'objet de l'inventaire _lpSceneDirector->DropItem("inv_house_basement_grid_charcoal"); _lpSceneDirector->getSequencer()->PlaySound(NULL, "success"); _lpSceneDirector->getSequencer()->Talk(NULL, x, y, KStr("HOUSE_BASEMENT_NATSUMI_THANKYOU"), "", true, false, _lpGhostVoice); bGiven = true; } else { _lpSceneDirector->getSequencer()->Talk(NULL, x, y, KStr("HOUSE_BASEMENT_NATSUMI_IDONTNEED"), "", true, false, _lpGhostVoice); } // On teste si on a donné les 2 objets attendus par le fantôme if (bGiven) { if (TaskResolved("task_house_basement_givepaper") && TaskResolved("task_house_basement_givecharcoal")) { _lpSceneDirector->getSequencer()->NarrationMode(NULL, SEQUENCE_NARRATION_DIALOG, true); _lpSceneDirector->getSequencer()->ShowEmitter(NULL, "creeping_static_up", false); _lpSceneDirector->getSequencer()->ShowImage(NULL,"basement_ghostup",false); _lpSceneDirector->getSequencer()->ShowImage(NULL,"basement_ghostdrawing1",true); _lpSceneDirector->getSequencer()->SwitchImage(NULL, "basement_ghostdrawing1", "basement_ghostdrawing2"); _lpSceneDirector->getSequencer()->SwitchImage(NULL, "basement_ghostdrawing2", "basement_ghostdrawing1"); _lpSceneDirector->getSequencer()->SwitchImage(NULL, "basement_ghostdrawing1", "basement_ghostdrawing2"); _lpSceneDirector->getSequencer()->SwitchImage(NULL, "basement_ghostdrawing2", "basement_ghostdrawing1"); _lpSceneDirector->getSequencer()->Talk(NULL, CHARACTER_POSX, CHARACTER_POSY, KStr("HOUSE_BASEMENT_ASHLEY_SHEDRAW"), "", false, true); _lpSceneDirector->getSequencer()->SwitchImage(NULL, "basement_ghostdrawing1", "basement_ghostdrawing2"); _lpSceneDirector->getSequencer()->SwitchImage(NULL, "basement_ghostdrawing2", "basement_ghostdrawing1"); _lpSceneDirector->getSequencer()->ShowImage(NULL,"basement_ghostdrawing1",false); _lpSceneDirector->getSequencer()->ShowEmitter(NULL, "creeping_static_hidden", true); _lpSceneDirector->getSequencer()->ShowImage(NULL,"basement_ghosthidden",true); _lpSceneDirector->getSequencer()->PlaySound(NULL, "success"); _lpSceneDirector->getSequencer()->ShowImage(NULL,"basement_sketch",true); _lpSceneDirector->getSequencer()->Animation(NULL, "sketchanimp2p", true); _lpSceneDirector->getSequencer()->NarrationMode(NULL, SEQUENCE_NARRATION_DIALOG, false); _lpSceneDirector->getSequencer()->Talk(NULL, CHARACTER_POSX, CHARACTER_POSY, KStr("HOUSE_BASEMENT_ASHLEY_SHEDRAW2"), "", true); ResolveTask("task_house_basement_natsumineed"); AddTask("task_house_basement_bonzai"); RemoveHint("house","helpnatsumi","what"); AddObjective("house","bonzai"); AddHint("house","bonzai","how"); AddHint("house","bonzai","grip"); } } return true; } // Le joueur donne quelque chose au fantôme caché if (strcmp(szObjectName, "basement_ghosthidden") == 0) { _lpSceneDirector->getSequencer()->PlaySound(NULL, "ghostappear"); int x,y; GetObjectPosition("basement_ghostup", x, y); _lpSceneDirector->getSequencer()->ShowImage(NULL,"basement_ghosthidden",false); _lpSceneDirector->getSequencer()->ShowEmitter(NULL, "creeping_static_hidden", false); _lpSceneDirector->getSequencer()->ShowEmitter(NULL, "creeping_static_up", true); _lpSceneDirector->getSequencer()->ShowImage(NULL,"basement_ghostup",true); _lpSceneDirector->getSequencer()->Talk(NULL, x, y, KStr("HOUSE_BASEMENT_NATSUMI_DOYOUWANT2GIVE"), "", false, false, _lpGhostVoice); _lpTimerGhost->startCounter(0.0f, 1.0f, 0, 10000, K_COUNTER_LINEAR); return true; } // Le joueur utilise l'ampoule sur le bulbe cassé if ( strcmp(szItemName, "inv_house_basement_bulb") == 0 ) { if (strcmp(szObjectName, "bulbbroken") == 0) { _lpSceneDirector->getSequencer()->VoiceOver(NULL, KStr("HOUSE_BASEMENT_ASHLEY_IMPOBULB"),""); return true; } } // Le joueur utilise le torchon sur le bulbe cassé if ( strcmp(szItemName, "inv_house_basement_rag") == 0 ) { if (strcmp(szObjectName, "bulbbroken") == 0) { ESoundBank::getSound("success")->playSample(); // On peut maintenant retirer l'objet de l'inventaire _lpSceneDirector->DropItem("inv_house_basement_rag"); // On enlève la douille cassée SetVisible("bulbbroken", false); SetVisible("nobulb", true); // Tache résolue : enlever le bulbe brisé ResolveTask("task_house_basement_removebulb"); return true; } } // Le joueur utilise l'ampoule neuve sur la douille vide if ( strcmp(szItemName, "inv_house_basement_bulb") == 0 ) { if (strcmp(szObjectName, "nobulb") == 0) { ESoundBank::getSound("success")->playSample(); // On peut maintenant retirer l'objet de l'inventaire _lpSceneDirector->DropItem("inv_house_basement_bulb"); // On met l'ampoule SetVisible("bulboff", true); SetVisible("nobulb", false); // Tache résolue : enlever le bulbe brisé ResolveTask("task_house_basement_changebulb"); return true; } } // Le joueur utilise le marteau sur le vase if ( strcmp(szItemName, "inv_house_basement_hammer") == 0 ) { if (strcmp(szObjectName, "basement_vase") == 0) { ESoundBank::getSound("success")->playSample(); // On peut maintenant retirer l'objet de l'inventaire _lpSceneDirector->DropItem("inv_house_basement_hammer"); SetVisible("basement_vase", false); SetVisible("basement_vasebroken", true); SetVisible("basement_paper", true); _lpSceneDirector->getSequencer()->Talk(NULL, CHARACTER_POSX, CHARACTER_POSY, KStr("HOUSE_BASEMENT_VASEBROKEN_INFO"), "", true); // Tache résolue ResolveTask("task_house_basement_brokevase"); return true; } } // Le joueur utilise la pince cassée sur le bonzai if ( strcmp(szItemName, "inv_house_basement_gripbroken") == 0 ) { _lpSceneDirector->getSequencer()->Talk(NULL, CHARACTER_POSX, CHARACTER_POSY, KStr("HOUSE_BASEMENT_ASHLEY_CANNOTWRIST"), "", true); } // Le joueur utilise la pince sur le bonzai if ( strcmp(szItemName, "inv_house_basement_grip") == 0 ) { // On doit avoir le modèle pour faire le mini jeu ! if (_lpSceneDirector->getInventory()->getItemFromInventory("inv_house_basement_sketch")) { if (strcmp(szObjectName, "basement_bonzai") == 0) { EMiniJeuBase *lpMiniJeu = new EMinijeuBonzai(); _lpSceneDirector->GoToMiniGame("bonzai", lpMiniJeu); return true; } } else { _lpSceneDirector->getSequencer()->Talk(NULL, CHARACTER_POSX, CHARACTER_POSY, KStr("HOUSE_BASEMENT_ASHLEY_INEEDMODEL"), "", true); return true; } } return false; }
void scion02::Execute(void) { /* Here is where you put what happens every frame. */ // paths // spawn_scout1 >> strike1 // spawn_scout2 >> strike2 // SetCurAmmo(player,1500);//TEMP // SetCurHealth(player,2000);//TEMP //STARTING PARAMETERS char tempstr[128]; if ((!been_detected) && (mission_state<5)) // 5= ambush is set { /* Handle foe=GetWhoShotMe(player); if ((foe!=NULL) && (foe!=oldscout) && (IsAlive(oldscout)) && // I just added this.. probably unness if HandleScout worked (GetTeamNum(oldscout)==comp_team)) */ if ((GetDistance(enemytank1,player)<75.0f) || (GetDistance(enemytank2,player)<75.0f) || (GetDistance(enemyscout1,player)<75.0f) || (GetDistance(enemyscout2,player)<75.0f)) { been_detected=true; mission_state=101; AudioMessage("scion0220.wav"); // oh no we've been detected been_detected=true; } HandleScout(); } switch (mission_state) { case 0: { // HACK to fix bug Handle shab=GetHandle("shabayev"); // what is she doing here anyway? RemoveObject(shab); // play message talk1 = AudioMessage("scion0201.wav"); // take over base SetScrap(1,40); // Your starting base int grp=GetFirstEmptyGroup(); recycler=BuildObject("fvrec2",1,"recycler"); SetGroup(recycler,grp); grp++; scav1=BuildObject("fvscav",1,"scav_1"); SetGroup(scav1,grp); grp++; scav2=BuildObject("fvscav",1,"scav_2"); SetGroup(scav2,grp); grp++; turret1=BuildObject("fvturr",1,"turret_1"); SetGroup(turret1,grp); turret2=BuildObject("fvturr",1,"turret_2"); SetGroup(turret2,grp); grp++; sent1=BuildObject("fvtank",1,"tank_1"); SetGroup(sent1,grp); sent2=BuildObject("fvtank",1,"tank_2"); SetGroup(sent2,grp); grp++; constructor=BuildObject("fvcos2",1,"cons_1"); SetGroup(constructor,grp); objective=BuildObject("ibnav",1,"jammer"); // These units have smaller engage ranges enemytank1=BuildObject("ivtas2",2,"etank_1"); enemyscout1=BuildObject("ivscos2",2,"escout_1"); enemytank2=BuildObject("ivtas2",2,"etank_2"); enemyscout2=BuildObject("ivscos2",2,"escout_2"); Patrol(enemytank1,"isdf_patrol1",0); Patrol(enemyscout1,"isdf_patrol1",0); Patrol(enemytank2,"isdf_patrol2",0); Patrol(enemyscout2,"isdf_patrol2",0); BuildObject("ibgtow",comp_team,"egtow_1"); BuildObject("ibgtow",comp_team,"egtow_2"); power1=BuildObject("ibpgen",comp_team,"epgen_1"); power2=BuildObject("ibpgen",comp_team,"epgen_2"); BuildObject("ibsbay",comp_team,"esbay"); BuildObject("ibfact",comp_team,"efact"); enemybase=BuildObject("ibrecy",comp_team,"erecy"); BuildObject("ibarmo",comp_team,"earmo"); base_unit_1=BuildObject("ivtank",comp_team,"base_unit_1"); base_unit_2=BuildObject("ivmisl",comp_team,"base_unit_2"); base_unit_3=BuildObject("ivtank",comp_team,"base_unit_3"); base_unit_4=BuildObject("ivmisl",comp_team,"base_unit_4"); mission_state++; } break; case 1: // further instruction if ((IsAudioMessageDone(talk1))) { ClearObjectives(); AudioMessage("scion0202.wav"); AddObjective("scion0201.otf",WHITE,20.0f); SetObjectiveOn(objective); TranslateString2(tempstr, sizeof(tempstr), "MissionS0201"); // Ambush SetObjectiveName(objective,tempstr); mission_state++; } break; case 2: // player arrives at ambush site if (GetDistance(player,objective)<75.0f) { AudioMessage("scion0203.wav"); // good now set up ClearObjectives(); AddObjective("scion0202.otf",WHITE,20.0f); AddObjective("scion0203.otf",WHITE,20.0f); mission_state++; } break; case 3: // wait for the constructor to show up if (GetDistance(constructor,objective)<75.0f) { AudioMessage("scion0204.wav"); // Good, now build a jammer ClearObjectives(); AddObjective("scion0202.otf",GREEN,5.0f); AddObjective("scion0203.otf",WHITE,5.0f); mission_state++; } break; case 4: if (jammer_exists) { AudioMessage("scion0205.wav"); // now drive into the enemy base and lead them to // your ambush. ClearObjectives(); AddObjective("scion0204.otf",WHITE,10.0f); mission_state++; SetIndependence(enemytank1,1); SetIndependence(enemytank2,1); SetIndependence(enemyscout1,1); SetIndependence(enemyscout2,1); been_detected=true; // doesn't matter now } break; case 5: if ((GetDistance(player,base_unit_1)<200.0f) || (GetDistance(player,base_unit_2)<200.0f) || (GetDistance(player,enemytank1)<75.0f) || (GetDistance(player,enemyscout1)<75.0f)) { AudioMessage("scion0206.wav"); // Here they come! Goto(base_unit_1,"go_jammer"); Goto(base_unit_2,"go_jammer"); Goto(base_unit_3,"go_jammer"); Goto(base_unit_4,"go_jammer"); Attack(enemyscout1,player); Attack(enemytank1,player); // the ambush has begun mission_state++; } break; case 6: // wait for ambush to end if (!IsAlive(player)) { if (IsAlive(base_unit_1)) Attack(base_unit_1,jammer); if (IsAlive(base_unit_2)) Attack(base_unit_2,jammer); if (IsAlive(base_unit_3)) Attack(base_unit_3,jammer); if (IsAlive(base_unit_4)) Attack(base_unit_4,jammer); if (IsAlive(enemyscout1)) Attack(enemyscout1,player); if (IsAlive(enemytank1)) Attack(enemytank1,player); } if ((!IsAlive(base_unit_1)) && (!IsAlive(base_unit_2)) && (!IsAlive(base_unit_3)) && (!IsAlive(base_unit_4))) { AudioMessage("scion0207.wav"); ArtilleryObjective(); /* Now we will use artillery to finish off the base surgically */ // set where the artillery goes as an objective, // wait for the player to build it SetObjectiveOff(objective); objective2=BuildObject("ibnav",1,"escout_1"); SetObjectiveOn(objective2); TranslateString2(tempstr, sizeof(tempstr), "MissionS0202"); // Artillery SetObjectiveName(objective2,tempstr); mission_state++; } break; case 7: // wait for artillery if ((IsAlive(artillery)) || (IsAlive(artillery2))) { AudioMessage("scion0208.wav"); art_objective1=true; ArtilleryObjective(); mission_state++; } break; case 8: // wait for it to get there if ( ((IsAlive(artillery2)) && (GetDistance(artillery,objective2)<50.0f)) || ((IsAlive(artillery2)) && (GetDistance(artillery2,objective2)<50.0f)) ) { art_objective2=true; ArtilleryObjective(); AudioMessage("scion0209.wav"); SetObjectiveOn(power1); SetObjectiveOn(power2); mission_state++; } break; case 9: increment++; if (increment%300==0) { if (!last_objective) { ClearObjectives(); AddObjective("scion0206.otf",WHITE,5.0f); last_objective=true; } Handle atk1=BuildObject("ivscout",2,"base_unit_2"); Attack(atk1,artillery); } if ((!IsAlive(power1)) || (!IsAlive(power2))) { AudioMessage("scion0210.wav"); if (IsAlive(power1)) SetObjectiveOff(power1); if (IsAlive(power2)) SetObjectiveOff(power2); mission_state++; } break; case 10: if (GetDistance(player,"erecy")<75.0f) { AudioMessage("scion0211.wav"); SucceedMission(GetTime()+10.0f,"scion02w1.txt"); mission_state++; } break; case 101: // player is detected too soon { increment++; if (increment%300==0) { Handle atk=BuildObject("ivtank",comp_team,"efact"); Attack(atk,recycler); atk=BuildObject("ivmbike",comp_team,"efact"); Attack(atk,recycler); atk=BuildObject("ivrckt",comp_team,"spawn_scout1"); Goto(atk,"strike1"); } } break; case 102: /* You lose, movie etc. */ { FailMission(GetTime()+15.0f,"scion0201.otf"); mission_state++; } break; } //making sure isdf base guardians stay in the area /* if ((!tank1toofar) && (GetDistance(basetank1,"goback") > 250)) { Retreat(basetank1,"goback"); tank1toofar = true; } if ((!tank2toofar) && (GetDistance(basetank2,"goback") > 250)) { Retreat(basetank2,"goback"); tank2toofar = true; } if ((!scout1toofar) && (GetDistance(scout1,"goback") > 250)) { Retreat(scout1,"goback"); scout1toofar = true; } /// if ((tank1toofar) && (GetDistance(basetank1,"goback") <100)) { Attack(basetank1,player); tank1toofar = false; } if ((tank2toofar) && (GetDistance(basetank2,"goback") <100)) { Attack(basetank2,player); tank2toofar = false; } if ((scout1toofar) && (GetDistance(scout1,"goback") <100)) { Attack(scout1,player); scout1toofar = false; } */ if ((mission_state<102) && (!IsAlive(recycler))) { mission_state=102; } player = GetPlayerHandle(); }