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/* Intro sequence */
#appendto Sequence
func Intro_Init()
{
this.plane = CreateObjectAbove(Airplane, 0, 400);
this.plane->SetColor(0xa04000);
this.pilot = npc_pyrit = CreateObjectAbove(Clonk, 100, 100, NO_OWNER);
this.pilot->MakeInvincible();
this.pilot->SetSkin(2);
this.pilot->Enter(this.plane);
this.pilot->SetAction("Walk");
this.pilot->SetName("Pyrit");
this.pilot->SetColor(0xff0000); // currently overridden by skin
this.pilot->SetAlternativeSkin("MaleBrownHair");
this.pilot->SetDir(DIR_Left);
this.pilot->SetObjectLayer(this.pilot);
this.pilot->AttachMesh(Hat, "skeleton_head", "main", Trans_Translate(5500, 0, 0));
this.dialogue = this.pilot->SetDialogue("Pilot");
this.dialogue->SetInteraction(false);
this.plane->FaceRight();
this.plane->PlaneMount(this.pilot);
this.plane.Touchable = 0;
this.plane->MakeInvincible();
}
func Intro_Start(object hero)
{
this.hero = hero;
this.plane->StartInstantFlight(90, 15);
SetViewTarget(this.pilot);
SetPlayerZoomByViewRange(NO_OWNER, 200,100, PLRZOOM_Set); // zoom out from plane
// Lava goes crazy during the intro
var lava = FindObject(Find_ID(BoilingLava));
if (lava) lava->SetIntensity(500);
return ScheduleNext(80);
}
func Intro_JoinPlayer(int plr)
{
if (this.intro_closed) return false; // too late for join - just join in village
var crew;
for(var index = 0; crew = GetCrew(plr, index); ++index)
{
crew->Enter(this.dialogue);
}
return true;
}
func Intro_CreateBoompack(int x, int y, int fuel)
{
var boompack = CreateObjectAbove(Boompack, x, y, NO_OWNER);
boompack->SetFuel(fuel);
boompack->SetDirectionDeviation(8); // make sure direction of boompack is roughly kept
boompack->SetControllable(false);
return boompack;
}
func Intro_1()
{
SetPlayerZoomByViewRange(NO_OWNER, 800,600, PLRZOOM_Set);
MessageBoxAll("$MsgIntro1$", this.pilot, true);
this.plane->ContainedLeft(this.pilot);
return ScheduleNext(10);
}
func Intro_2()
{
this.plane->ContainedRight(this.pilot);
return ScheduleNext(46);
}
func Intro_3()
{
this.intro_closed = true;
this.plane->ContainedStop(this.pilot);
return ScheduleNext(44);
}
func Intro_4()
{
this.plane->ContainedLeft(this.pilot);
return ScheduleNext(20);
}
func Intro_5()
{
MessageBoxAll("$MsgIntro2$", GetHero(), true);
return ScheduleNext(36);
}
func Intro_6()
{
this.plane->ContainedStop(this.pilot);
return ScheduleNext(64);
}
func Intro_7()
{
MessageBoxAll("$MsgIntro3$", this.pilot, true);
return ScheduleNext(20);
}
func Intro_8()
{
this.plane->ContainedRight();
return ScheduleNext(6);
}
func Intro_9()
{
this.plane->ContainedStop(this.pilot);
return ScheduleNext(30);
}
func Intro_10()
{
this.plane->ContainedRight(this.pilot);
return ScheduleNext(6);
}
func Intro_11()
{
this.plane->ContainedStop(this.pilot);
return ScheduleNext(28);
}
func Intro_12()
{
this.plane->Sound("EngineDie");
return ScheduleNext(10);
}
func Intro_13()
{
this.plane->CancelFlight();
return ScheduleNext(4);
}
func Intro_14()
{
MessageBoxAll("$MsgIntro4$", GetHero(), true);
return ScheduleNext(20);
}
func Intro_15()
{
MessageBoxAll("$MsgIntro5$", this.pilot, true);
return ScheduleNext(36);
}
func Intro_16()
{
var x = this.plane->GetX();
var y = this.plane->GetY();
this.pilot->Exit();
Intro_CreateBoompack(RandomX(x-5,x+5), RandomX(y-5,y+5), 160)->Launch(290 + Random(26), this.pilot);
var clonk;
while(clonk = this.dialogue->Contents())
{
clonk->Exit();
Intro_CreateBoompack(RandomX(x-5,x+5), RandomX(y-5,y+5), 160)->Launch(290 + Random(26), clonk);
}
return ScheduleNext(100);
}
func Intro_17()
{
this.pilot->SetCommand("MoveTo", nil, 120, 860);
for (var i=0; i<GetPlayerCount(C4PT_User); ++i)
{
var plr = GetPlayerByIndex(i, C4PT_User);
var crew = GetCrew(plr);
if (crew)
{
crew->SetCommand("MoveTo", nil, 135+Random(25), 860);
}
}
this.timer=0;
return ScheduleNext(100);
}
func Intro_18()
{
// wait until pilot has arrived in village
if (!Inside(this.pilot->GetX(), 100,140))
{
++this.timer;
if (this.timer < 12) return ScheduleSame(18);
// Pilot didn't arrive on time. Just put him there.
this.pilot->SetPosition(120,860);
}
this.pilot->SetCommand("None");
this.pilot->SetComDir(COMD_Stop);
this.pilot->SetXDir();
return ScheduleNext(30);
}
func Intro_19()
{
// Begin dialogue in village
this.pilot->SetDir(DIR_Right);
MessageBoxAll("$MsgIntro6$", this.pilot, true); // that was close
return ScheduleNext(150);
}
func Intro_20()
{
GetHero()->SetDir(DIR_Left);
MessageBoxAll("$MsgIntro7$", GetHero(), true); // what now?
return ScheduleNext(150);
}
func Intro_21()
{
MessageBoxAll("$MsgIntro8$", this.pilot, true); // plane crashed into mountain on other side
return ScheduleNext(250);
}
func Intro_22()
{
MessageBoxAll("$MsgIntro9$", this.pilot, true); // u go there n save it
return ScheduleNext(220);
}
func Intro_23()
{
MessageBoxAll("$MsgIntro10$", GetHero(), true); // ok
return ScheduleNext(40);
}
func Intro_24()
{
return Stop();
}
func Intro_Stop()
{
// Lava gets quiet after intro
var lava = FindObject(Find_ID(BoilingLava));
if (lava) lava->SetIntensity(25);
// if players got stuck somewhere, unstick them
for (var i=0; i<GetPlayerCount(C4PT_User); ++i)
{
var plr = GetPlayerByIndex(i, C4PT_User);
var crew = GetCrew(plr);
if (crew && !Inside(crew->GetX(),125,170))
{
crew->SetPosition(135+Random(25), 860);
}
crew->Extinguish();
crew->DoEnergy(100);
}
this.dialogue->SetInteraction(true);
this.dialogue->AddAttention();
SetPlayerZoomByViewRange(NO_OWNER, 400,300, PLRZOOM_Set);
// Turn and relocate the airplane to make starting it easier.
var plane = FindObject(Find_ID(Airplane));
if (plane)
{
plane->FaceLeft();
plane->SetR(-90);
plane->SetPosition(1387, 345);
}
return true;
}
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