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#appendto Dialogue
/* Newton dialogue */
func Dlg_Newton_1(object clonk)
{
MessageBox(Format("$Newton1$", clonk->GetName()), clonk, dlg_target); // %s, good that you're here!
return true;
}
func Dlg_Newton_2(object clonk)
{
MessageBox("$Newton2$", clonk, dlg_target); // u done chopping wood?
return true;
}
func Dlg_Newton_3(object clonk)
{
if (clonk->FindContents(Axe))
{
MessageBox("$Newton5$", clonk, clonk); // nope. where r trees?
SetDialogueProgress(5);
}
else
{
MessageBox("$Newton3$", clonk, clonk); // nope. where is axe?
}
return true;
}
func Dlg_Newton_4(object clonk)
{
MessageBox("$Newton4$", clonk, dlg_target); // look west @ mine
StopDialogue();
SetDialogueProgress(2);
return true;
}
func Dlg_Newton_5(object clonk)
{
MessageBox("$Newton6$", clonk, dlg_target); // look east @ forest
StopDialogue();
SetDialogueProgress(2);
return true;
}
/* Dialogue after attack */
func Dlg_Newton_100(object clonk)
{
SetBroadcast(true);
MessageBox(Format("$Newton100$", clonk->GetName()), clonk, dlg_target); // %s, did you survive?
return true;
}
func Dlg_Newton_101(object clonk)
{
MessageBox("$Newton101$", clonk, clonk); // yes, was in forest
return true;
}
func Dlg_Newton_102(object clonk)
{
MessageBox("$Newton102$", clonk, dlg_target); // ...
return true;
}
func Dlg_Newton_103(object clonk)
{
MessageBox("$Newton103$", clonk, clonk); //
return true;
}
func Dlg_Newton_104(object clonk)
{
MessageBox("$Newton104$", clonk, dlg_target); //
return true;
}
func Dlg_Newton_105(object clonk)
{
MessageBox("$Newton105$", clonk, clonk); //
return true;
}
func Dlg_Newton_106(object clonk)
{
MessageBox("$Newton106$", clonk, dlg_target); //
return true;
}
func Dlg_Newton_107(object clonk)
{
MessageBox("$Newton107$", clonk, clonk); //
return true;
}
func Dlg_Newton_108(object clonk)
{
MessageBox("$Newton108$", clonk, dlg_target); //
return true;
}
func Dlg_Newton_109(object clonk)
{
MessageBox("$Newton109$", clonk, clonk); //
return true;
}
func Dlg_Newton_110(object clonk)
{
MessageBox("$Newton110$", clonk, dlg_target); //
return true;
}
func Dlg_Newton_111(object clonk)
{
MessageBox("$Newton111$", clonk, clonk); //
return true;
}
func Dlg_Newton_112(object clonk)
{
MessageBox("$Newton112$", clonk, dlg_target); //
return true;
}
func Dlg_Newton_113(object clonk)
{
MessageBox("$Newton113$", clonk, clonk); //
return true;
}
func Dlg_Newton_114(object clonk)
{
MessageBox("$Newton114$", clonk, clonk); //
return true;
}
func Dlg_Newton_115(object clonk)
{
MessageBox("$Newton115$", clonk, dlg_target); //
return true;
}
func Dlg_Newton_116(object clonk)
{
// option to speaker. rest just gets the message
MessageBox("$Newton116$", clonk, dlg_target, nil, false, ["$Newton117$", "$Newton117$"]); // "will you help us" - yes/yes
return true;
}
func Dlg_Newton_117(object clonk)
{
MessageBox("$Newton117$", clonk, clonk); // yes
g_challenge_accepted = true;
// challenge accepted - update some dialogues
Dialogue->FindByTarget(npc_lisa)->SetDialogueProgress(200);
Dialogue->FindByTarget(npc_mave)->AddAttention();
return true;
}
func Dlg_Newton_118(object clonk)
{
MessageBox("$Newton118$ $Newton119$", clonk, dlg_target); // excellent! go east, take shovel
for(var i = 0; i < GetPlayerCount(C4PT_User); ++i)
{
var plr = GetPlayerByIndex(i, C4PT_User);
var crew = GetCrew(plr);
if (crew) crew->CreateContents(Shovel);
}
SetDialogueProgress(120);
return true;
}
func Dlg_Newton_119(object clonk)
{
MessageBox("$Newton119$", clonk, dlg_target); // go east, take shovel
return true;
}
func Dlg_Newton_120(object clonk)
{
MessageBox("$Newton120$", clonk, dlg_target); // next village, ask for Pyrit
return true;
}
func Dlg_Newton_121(object clonk)
{
MessageBox("$Newton121$", clonk, dlg_target); // gl
g_goal->SetStagePyrit();
SetBroadcast(false);
StopDialogue();
SetDialogueProgress(119);
return true;
}
/* Dialogue after speaking to Pyrit */
func Dlg_Newton_200(object clonk)
{
if (g_plane_built)
MessageBox("$Newton200$", clonk, clonk); // got plane, need fuel
else
MessageBox("$Newton200a$", clonk, clonk); // got plane plans, need fuel
return true;
}
func Dlg_Newton_201(object clonk)
{
MessageBox(Format("$Newton201$", clonk->GetName()), clonk, dlg_target); // no oil
return true;
}
func Dlg_Newton_202(object clonk)
{
MessageBox("$Newton202$", clonk, dlg_target); // all sold
return true;
}
func Dlg_Newton_203(object clonk)
{
MessageBox("$Newton203$", clonk, dlg_target); // ask mave
StopDialogue();
SetDialogueProgress(200);
return true;
}
// Generic call on every dlg message of Newton
func Dlg_Newton(object clonk)
{
// Stop walking.
if (dlg_target->GetCommand())
{
this.was_walk_interrupted = true;
dlg_target->SetCommand("None");
dlg_target->SetComDir(COMD_Stop);
dlg_target->SetXDir();
}
// Yield animation
if (this.anim) dlg_target->StopAnimation(this.anim);
this.anim = 0;
this.anim_continue_frame = FrameCounter() + 50;
return false; // do call specific functions
}
/* NPC animations */
static const Newton_Hammer_SwingTime = 30;
func Dlg_Newton_Init(object clonk)
{
// Big hammer!
var hammer = clonk->FindContents(Hammer);
if (!hammer) hammer = clonk->CreateContents(Hammer);
hammer.GetCarryTransform = Dialogue.Inventory_GetCarryTransform;
var h_scale = 2000;
hammer.ExtraTransform = Trans_Scale(h_scale,h_scale,h_scale);
// Hammer is heavy. Clonk moves slowly.
clonk.ActMap = { Prototype = Clonk.ActMap, Walk = { Prototype = Clonk.ActMap.Walk } };
clonk.ActMap.Walk.Speed /= 3;
clonk->SetAction("Walk");
// Hammering animation
AddEffect("NewtonHammering", clonk, 1, Newton_Hammer_SwingTime, this);
return true;
}
func FxNewtonHammeringTimer(object c, proplist fx, int time)
{
if (FrameCounter() < this.anim_continue_frame || c.has_sequence) { fx.phase=false; return FX_OK; }
var len = c->GetAnimationLength("StrikePickaxe");
var a = len*70/100;
var b = len*94/100;
if (fx.phase = !fx.phase)
{
if ((!Random(5) && GetPlayerCount()) || this.was_walk_interrupted)
{
// Move between two places (only if players are joined so Newton stays in place for object saving)
var new_pos = [[226, 312], [258, 314]][GetX() < 242];
c->SetCommand("MoveTo", nil, new_pos[0], new_pos[1]);
this.anim_continue_frame = FrameCounter() + 50;
this.was_walk_interrupted = false;
this.anim = 0;
}
else
{
// No movement: Swing hammer
this.anim = c->PlayAnimation("StrikePickaxe", CLONK_ANIM_SLOT_Arms, Anim_Linear(a,a,b, Newton_Hammer_SwingTime, ANIM_Remove));
}
}
else
{
// Hammer backswing
this.anim = c->PlayAnimation("StrikePickaxe", CLONK_ANIM_SLOT_Arms, Anim_Linear(b,b,a, Newton_Hammer_SwingTime, ANIM_Remove));
c->Sound("Objects::Pickaxe::Clang?");
var x = (c->GetDir()*2-1) * 9;
var y = -16;
c->CreateParticle("Dust", x,y, PV_Random(-10, 10), PV_Random(-10, 20), PV_Random(10, 20), new Particles_Dust() { R=120, G=100, B=80 }, 10);
if (Random(3)) c->CreateParticle("StarSpark", x,y, PV_Random(-5, 5), PV_Random(-5, 5), PV_Random(10, 20), Particles_Glimmer(), Random(10)+3);
}
return FX_OK;
}
func FxNewtonHammeringStop(object c, proplist fx, int reason, bool temp)
{
if (!temp && this.anim)
{
c->StopAnimation(this.anim);
this.anim = 0;
}
return FX_OK;
}
// Helper function appended to enlarged objects
func Inventory_GetCarryTransform()
{
if (GetID().GetCarryTransform)
return Trans_Mul(Call(GetID().GetCarryTransform, ...), this.ExtraTransform);
else
return this.ExtraTransform;
}
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