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local lua_file = nil
--load common functions
lua_file = nuvie_load("common/intro_common.lua"); lua_file();
-- TODO - ALL TRANSITIONS - FADE IN/OUT, STAR FADE
-- TODO - CURSORS
-- TODO - CONFIRM/CONFIGURE KEYS TO ADVANCE/BYPASS
-- TODO - MEMORY MANAGEMENT (prevent leaks)
-- TODO - CREATE NEW CHARACTER OVER EXISTING?
-- TODO - CHANGE MENU FOR NO CHARACTER YET CREATED? (new install)
local function should_exit(input)
if input ~=nil and input == SDLK_ESCAPE then
return true
end
return false
end
local function fade_out_sprite(sprite, speed)
local i
if speed ~= nil then
speed = -speed
else
speed = -3
end
for i=0xff,0,speed do
sprite.opacity = i
canvas_update()
end
return false
end
local function destroy_sprite(sprite)
-- TODO Correct Memory Management
sprite.visible = false
-- sprite_gc(sprite)
end
local function destroy_sprites(sprites)
local k,v
for k,v in pairs(sprites) do
destroy_sprite(v)
end
return false
end
local function opaque_sprites(sprites, number)
for j=0,number-1,1 do
-- TODO Opaque = 0x100 or 0xff???
sprites[j+1].opacity = 0x100
canvas_update()
end
return false
end
local function fade_out_sprites(sprites, speed, number)
local i
if speed ~= nil then
speed = -speed
else
speed = -3
end
for i=0xff,0,speed do
for j=0,number-1,1 do
sprites[j+1].opacity = i
canvas_update()
end
end
-- Fully Transparent
for j=0,number-1,1 do
sprites[j+1].opacity = 0
canvas_update()
end
return false
end
local function fade_in_sprites(sprites, speed, number)
local i
if speed ~= nil then
speed = speed
else
speed = 3
end
for i=0,0xff,speed do
for j=0,number-1,1 do
sprites[j+1].opacity = i
canvas_update()
end
end
-- Fully Opaque
for j=0,number-1,1 do
-- TODO Opaque = 0x100 or 0xff???
sprites[j+1].opacity = 0x100
canvas_update()
end
return false
end
local function origin_fx_sequence()
local g_img_tbl = image_load_all("title.lzc")
canvas_set_palette("savage.pal", 2)
local stars = sprite_new(g_img_tbl[0][0], 0, 24, true)
local logo_image = image_new(282,82)
image_blit(logo_image, g_img_tbl[0][1],0,16)
image_blit(logo_image, g_img_tbl[0][2],g_img_tbl[0][1].w,14)
image_blit(logo_image, g_img_tbl[0][3],g_img_tbl[0][1].w+g_img_tbl[0][2].w,0)
local logo = sprite_new(logo_image, 20, 70, false)
local planet = sprite_new(g_img_tbl[12], 160, 48, true)
planet.clip_x = 0
planet.clip_y = 0
planet.clip_w = 320
planet.clip_h = 152
local players = {}
players[1] = create_player_sprite(g_img_tbl[1][0], 58, 118)
players[2] = create_player_sprite(g_img_tbl[2][0], 186, 118)
players[3] = create_player_sprite(g_img_tbl[3][0], 278, 118)
players[4] = create_player_sprite(g_img_tbl[4][0], 58, 126)
players[5] = create_player_sprite(g_img_tbl[5][0], 186, 126)
players[6] = create_player_sprite(g_img_tbl[6][0], 278, 126)
players[7] = create_player_sprite(g_img_tbl[7][0], 58, 134)
players[8] = create_player_sprite(g_img_tbl[8][0], 186, 134)
players[9] = create_player_sprite(g_img_tbl[9][0], 278, 134)
local conductor = sprite_new(g_img_tbl[10][0], 158, 98, true)
conductor.clip_x = 0
conductor.clip_y = 24
conductor.clip_w = 320
conductor.clip_h = 128
fade_in()
music_play("music.lzc", 19)
local i = 0
for i=0,6,1 do
conductor.image = g_img_tbl[10][i]
update_players(players, g_img_tbl)
if poll_for_key_or_button(4) == true then return end
end
for i=7,13,1 do
conductor.image = g_img_tbl[10][i]
update_players(players, g_img_tbl)
if poll_for_key_or_button(4) == true then return end
end
for i=7,12,1 do
conductor.image = g_img_tbl[10][i]
update_players(players, g_img_tbl)
if poll_for_key_or_button(4) == true then return end
end
local j
for i=1,4,1 do
for j=13,15,1 do
conductor.image = g_img_tbl[10][j]
if poll_for_key_or_button(1) == true then return end
end
conductor.image = g_img_tbl[10][14]
if poll_for_key_or_button(2) == true then return end
conductor.image = g_img_tbl[10][13]
if poll_for_key_or_button(2) == true then return end
conductor.image = g_img_tbl[10][16]
if poll_for_key_or_button(1) == true then return end
play_sfx(38, false)
end
for i=16,20,1 do
conductor.image = g_img_tbl[10][i]
if poll_for_key_or_button(4) == true then return end
end
if poll_for_key_or_button(200) == true then return end
play_sfx(12, false)
conductor.image = g_img_tbl[10][6]
for i=1,21,1 do
conductor.y = 98 + i * 12
conductor.image.scale = 100 + i * 15
for j=1,9,1 do
players[j].y = players[j].y + 5
players[j].image.scale = 100 + i * 5
if j == 1 or j == 4 or j == 7 then
players[j].x = players[j].x - 2
end
if j == 3 or j == 6 or j == 9 then
players[j].x = players[j].x + 2
end
end
if poll_for_esc(4) == true then return end
end
logo.visible = true
logo.image.scale = 10
for i=1,18,1 do
planet.y = planet.y + 6
logo.image.scale = logo.image.scale + 5
logo.x = math.floor((320 - logo.image.w) / 2)
if i < 10 then
logo.y = logo.y - 4
else
logo.y = logo.y + 1
end
if poll_for_key_or_button(4) == true then return end
end
fireworks(g_img_tbl, logo)
end
local function intro_sequence(g_img_tbl)
canvas_set_palette("savage.pal", 0)
music_play("music.lzc", 18)
local logo = sprite_new(g_img_tbl[0][0], 0, 0, true)
fade_in()
if poll_for_key_or_button(175) == true then return end
fade_out()
logo.image = g_img_tbl[0][1]
fade_in()
if poll_for_key_or_button(175) == true then return end
fade_out()
canvas_set_palette("savage.pal", 0)
local bg = sprite_new(g_img_tbl[1][0], 0, 0, true) -- Background 0
local bg1 = sprite_new(g_img_tbl[1][1], 320, 0, true) -- Final Section
local bg2 = sprite_new(g_img_tbl[1][2], 0, 0, true) -- Background 1
local bg3 = sprite_new(g_img_tbl[1][3], 320, 0, true) -- Bushes w/ Triceratops
local bg4 = sprite_new(g_img_tbl[1][4], 640, 0, true) -- Left section of Tower
local t1 = sprite_new(g_img_tbl[2][0], 0, 240, true)
local bg5 = sprite_new(g_img_tbl[1][5], 0, 0, true) -- Dinosaurs & Bushes
local bg6 = sprite_new(g_img_tbl[1][6], 320, 0, true) -- Tree w/ Sleeping Dinosaur
local bg7 = sprite_new(g_img_tbl[1][7], 640, 0, true) -- Bushes on sides w/ flower on left
canvas_set_opacity(0xff)
i = 0
while i < 240 do
canvas_update()
t1.y = t1.y - 3
if (t1.y < 0) then t1.y = 0 end
i = i + 3
if poll_for_key_or_button(1) == true then return end
end
if poll_for_key_or_button(30) == true then return end
fade_out_sprite(t1, 4)
i = 0
current_credit = 1
local credit_sprite = sprite_new(g_img_tbl[2][current_credit], 0, 0, true)
credit_time = 15
credit_show = 1
while i < 636 do
canvas_update()
bg.x = bg.x - 1
bg1.x = bg1.x - 1
bg2.x = bg2.x - 2
bg3.x = bg3.x - 2
bg4.x = bg4.x - 2
bg5.x = bg5.x - 3
bg6.x = bg6.x - 3
bg7.x = bg7.x - 3
i = i + 3
credit_time = credit_time - 1
if (credit_time == 0) then
if (credit_show == 1) then
credit_show = 0
credit_sprite.visible = false
credit_time = 20
else
credit_show = 1
current_credit = current_credit + 1
if (current_credit < 7) then
credit_sprite = sprite_new(g_img_tbl[2][current_credit], 0, 0, true)
credit_time = 15
end
end
end
if poll_for_key_or_button(8) == true then return end
end
end
local story_so_far_text = {
"You had disturbing dreams of a faraway jungle,",
"an engangered princess, and the black",
"moonstone you carried away from Britannia in",
"your last adventure there.",
"The spirit of Lord British commanded you to",
"find out all you could about the stone.",
"",
"",
"So you took it to your old friend Dr. Rafkin,",
"curator of the local museum of natural",
"history, hoping that he could unravel the",
"mystery.",
"At Dr. Rafkin's, you met ace reporter and",
"\"Ultimate Adventures\" correspondent Jimmy",
"Malone. Malone's a little too nosy to suit you...",
"",
"...but he kept his wits when everything went",
"haywire, when Dr. Rafkin's experiments on your",
"moonstone sent the whole museum lab through",
"a bizarre black moongate!",
"You were shocked to lift your head and see",
"jungle around you: Jungle, and this enormous",
"creature descending... descending upon--",
"",
"Her! The woman you dreamt of! A fiery tribal",
"she-warrior of some time-lost land... You and",
"your friends rescued her from the giant",
"pteranodon and befriended her.",
"She said her name was Aiela, princess of the",
"Kurak tribe, and seemed to be quite taken with",
"you, her most unusual rescuer.",
"",
"But Aiela's hated suitor, Darden the Huge,",
"prince of the Urali tribe, arrived with his men,",
"scattering your friends and smashing you into",
"the earth.",
"Now you lie broken and defeated, struggling to",
"regain consciousness...",
"",
""
}
local function story_so_far(img_tbl2)
local prev_f1 = nil
local prev_f2 = nil
canvas_set_palette("savage.pal", 1)
for i = 0, 9, 1 do
-- Need to figure out if I need to get a new version
-- of the Top level sprite or not
local new_img = image_copy(img_tbl2[5][0])
local f1 = sprite_new(new_img, 0, 0, true)
local f2 = sprite_new(img_tbl2[5][i+1], 120, 45, true)
if prev_f1 ~= nil then
destroy_sprite(prev_f1)
prev_f1 = nil
end
if prev_f2 ~= nil then
destroy_sprite(prev_f2)
prev_f2 = nil
end
prev_f1 = f1;
prev_f2 = f2;
image_print(new_img, story_so_far_text[i*4+1], 0, 300, 25, 136, 0)
image_print(new_img, story_so_far_text[i*4+2], 0, 300, 25, 144, 0)
image_print(new_img, story_so_far_text[i*4+3], 0, 300, 25, 152, 0)
image_print(new_img, story_so_far_text[i*4+4], 0, 300, 25, 160, 0)
wait_for_input()
end
if prev_f1 ~= nil then
destroy_sprite(prev_f1)
end
if prev_f2 ~= nil then
destroy_sprite(prev_f2)
end
canvas_set_palette("savage.pal", 0)
end
local function shaman_drop_anim(sprites, color)
-- TODO - TIMING
-- Arm Anim 4-9
-- Drop Anim 10-18
local prev_shaman = nil
for i = 4,9,1 do
sprites[i].visible = true
if prev_shaman ~= nil then
prev_shaman.visible = false
end
prev_shaman = sprites[i]
canvas_update()
end
local prev_drop = nil
for i = 10,26,1 do
sprites[27+color].visible = true
sprites[i].visible = true
if prev_drop ~= nil then
prev_drop.visible = false
end
prev_drop = sprites[i]
canvas_update()
end
sprites[27+color].visible = false
prev_drop.visible = false
for i = 8,4,-1 do
sprites[i].visible = true
if prev_shaman ~= nil then
prev_shaman.visible = false
end
prev_shaman = sprites[i]
canvas_update()
end
prev_shaman.visible = false
canvas_update()
end
-- Organization of questions (Red, Yellow, Blue)
-- Int (Red) vs Str (Yellow), Int (Red) vs Dex (Blue), Str (Yellow) vs. Dex (Blue)
-- 4 Lines for Each Question (nil on final question means no first screen)
-- Two sets of questions for each type, reversing answer order (Red vs. Yellow, then Yellow vs. Red)
local create_questions_text = {
"Your chief has told you to guard the village while a battle rages nearby. Your chief fights in the battle",
"Will you (a) obey the word of your chief, or (b) join your fellow warriors in the fight?",
nil,
nil,
"You fight a warrior you hate, and knock his spear from his hands.",
"Another blow and he will be dead.",
"Will you (a) let him surrender, and spare him if he does, or (b) slay him where he stands?",
nil,
"One warrior borrows another's spear and fails to return it. Days later, he mislays his own spear and you find it.",
"Do you (a) return it to him, or (b) give it to the warrior who is owed the spear?",
nil,
nil,
"You have sworn to protect your chief at any cost. Yet you see him foully murder a warrior of his own tribe.",
"The murdered man's brother asks you what you saw.",
"Will you (a) keep your oath and protect your king, or (b) tell the truth of the matter?",
nil,
"A huge, powerful warrior stands against you and demands you give him your food.",
"Will you (a) throw his demand in his teeth and attack him, or (b) give him your food, since it is clear he is hungry?",
nil,
nil,
"Your chief gives you a pouch of gems to take to another; he has not counted them.",
"On the path to the other village, you find a lamed warrior who cannot hunt.",
"He could trade you a few of your gems for food, and they will not be missed.",
"Will you (a) deliver the gems as you were charged, or (b) give the warrior a gem?",
}
local create_questions_A_tbl = {
2,
1,
1,
0,
0,
2
}
local create_questions_B_tbl = {
0,
0,
2,
2,
1,
1
}
local function process_answer(q_num, input, sprites)
local stat_type
if input == SDLK_a then
stat_type = create_questions_A_tbl[q_num]
else
stat_type = create_questions_B_tbl[q_num]
end
g_stats[stat_type] = g_stats[stat_type] + 3 + math.random(0, 2)
local color = 0 -- stat_type == 2
if stat_type == 0 then color = 1 end
if stat_type == 1 then color = 2 end
shaman_drop_anim(sprites, color)
return stat_type
end
local function ask_question(q_num, q_ord, sprites, text_image, a_b_border_img, images, text_width)
-- Do I need to display two pages?
local q_index = q_num -- * 2 + q_ord
-- Do I need to display two pages?
local two_questions = false
if create_questions_text[q_index*4+3+1] ~= nil then two_questions = true end
local txt_ind = 1
local x,y
if (two_questions) then
image_blit(text_image, images[4][2], 0, 0)
x, y = image_print(text_image, create_questions_text[q_index*4+txt_ind], 8, text_width, 8, 10, 0x00)
x, y = image_print(text_image, create_questions_text[q_index*4+txt_ind+1], 8, text_width, 8, y+20, 0x00)
canvas_update()
wait_for_input()
txt_ind = 3
end
image_blit(text_image, images[4][2], 0, 0)
x, y = image_print(text_image, create_questions_text[q_index*4+txt_ind], 8, text_width, 8, 10, 0x00)
x, y = image_print(text_image, create_questions_text[q_index*4+txt_ind+1], 8, text_width, 8, y+20, 0x00)
if txt_ind ~= 3 then
if create_questions_text[q_index*4+txt_ind+2] ~= nil then
x, y = image_print(text_image, create_questions_text[q_index*4+txt_ind+2], 8, text_width, 8, y+20, 0x00)
end
end
local red = 0x04
local black = 0x00
local answer = SDLK_a
local old_answer = 0
local stat_type = -1
local need_to_process_answer = false
local a_sprite = sprite_new(nil, 56 + 170, 129 + 45, true)
local b_sprite = sprite_new(nil, 72 + 170, 129 + 45, true)
a_sprite.text = "a"
b_sprite.text = "b"
a_sprite.text_color = red
b_sprite.text_color = black
while stat_type == -1 do
canvas_update()
input = input_poll(true)
if input ~= nil then
if input == SDLK_a or input == SDLK_b then
answer = input
need_to_process_answer = true
elseif input == SDLK_LEFT or input == SDLK_KP4 then
answer = SDLK_a
elseif input == SDLK_RIGHT or input == SDLK_KP6 then
answer = SDLK_b
elseif input == SDLK_KP_ENTER or input == SDLK_RETURN or input == SDLK_SPACE then
need_to_process_answer = true
elseif input == MOUSE_CLICK or input == MOUSE_MOTION then
local mouse_y = get_mouse_y()
if mouse_y >= b_sprite.y and mouse_y <= b_sprite.y + 7 then
local mouse_x = get_mouse_x()
if mouse_x > a_sprite.x and mouse_x < a_sprite.x + 7 then
answer = SDLK_a
if input == MOUSE_CLICK then
need_to_process_answer = true
end
elseif mouse_x > b_sprite.x and mouse_x < b_sprite.x + 6 then
answer = SDLK_b
if input == MOUSE_CLICK then
need_to_process_answer = true
end
end
end
end
if answer ~= old_answer then
old_answer = answer
if answer == SDLK_a then
a_sprite.text_color = red
b_sprite.text_color = black
else
a_sprite.text_color = black
b_sprite.text_color = red
end
end
if need_to_process_answer then
stat_type = process_answer(q_index+1, answer, sprites)
end
end
end
destroy_sprite(a_sprite)
destroy_sprite(b_sprite)
local next_q
if stat_type == 0 then
if q_ord == 0 then
next_q = 2
elseif q_num == 0 then
next_q = 4
else
next_q = 3
end
elseif stat_type == 1 then
if q_ord == 0 then
next_q = 0
elseif q_num == 2 then
next_q = 4
else
next_q = 5
end
elseif stat_type == 2 then
if q_ord == 0 then
next_q = 1
elseif q_num == 0 then
next_q = 5
else
next_q = 3
end
end
return next_q
end
g_keycode_tbl =
{
[32]=" ",
[39]="'",
[44]=",",
[45]="-",
[46]=".",
[48]="0",
[49]="1",
[50]="2",
[51]="3",
[52]="4",
[53]="5",
[54]="6",
[55]="7",
[56]="8",
[57]="9",
[65]="A",
[66]="B",
[67]="C",
[68]="D",
[69]="E",
[70]="F",
[71]="G",
[72]="H",
[73]="I",
[74]="J",
[75]="K",
[76]="L",
[77]="M",
[78]="N",
[79]="O",
[80]="P",
[81]="Q",
[82]="R",
[83]="S",
[84]="T",
[85]="U",
[86]="V",
[87]="W",
[88]="X",
[89]="Y",
[90]="Z",
[97]="a",
[98]="b",
[99]="c",
[100]="d",
[101]="e",
[102]="f",
[103]="g",
[104]="h",
[105]="i",
[106]="j",
[107]="k",
[108]="l",
[109]="m",
[110]="n",
[111]="o",
[112]="p",
[113]="q",
[114]="r",
[115]="s",
[116]="t",
[117]="u",
[118]="v",
[119]="w",
[120]="x",
[121]="y",
[122]="z",
}
g_stats = {} -- Int/Str/Dex
local function create_new_character(img_tbl2)
local input
canvas_set_palette("savage.pal", 1)
local create_char_sprites = {}
for i=0,2,1 do
g_stats[i] = 16 + math.random(0,2)
end
create_char_sprites[1] = sprite_new(img_tbl2[1][2], 0, 0, true) -- Full Screen Border Around Shaman
create_char_sprites[2] = sprite_new(img_tbl2[1][0], 8, 28, true) -- Create Character Shaman
create_char_sprites[4] = sprite_new(img_tbl2[2][0], 8, 28, false) -- Shaman Arm Anim1
create_char_sprites[5] = sprite_new(img_tbl2[2][1], 8, 28, false) -- Shaman Arm Anim2
create_char_sprites[6] = sprite_new(img_tbl2[2][2], 8, 28, false) -- Shaman Arm Anim3
create_char_sprites[7] = sprite_new(img_tbl2[2][3], 8, 28, false) -- Shaman Arm Anim4
create_char_sprites[8] = sprite_new(img_tbl2[2][4], 8, 28, false) -- Shaman Arm Anim5
create_char_sprites[9] = sprite_new(img_tbl2[2][5], 8, 28, false) -- Shaman Arm Anim6
create_char_sprites[27] = sprite_new(img_tbl2[3][17], 8, 28, false) -- Red
create_char_sprites[28] = sprite_new(img_tbl2[3][18], 8, 28, false) -- Yellow
create_char_sprites[29] = sprite_new(img_tbl2[3][19], 8, 28, false) -- Blue
create_char_sprites[10] = sprite_new(img_tbl2[3][0], 8, 28, false) -- Drop Anim
create_char_sprites[11] = sprite_new(img_tbl2[3][1], 8, 28, false) --
create_char_sprites[12] = sprite_new(img_tbl2[3][2], 8, 28, false) --
create_char_sprites[13] = sprite_new(img_tbl2[3][3], 8, 28, false) --
create_char_sprites[14] = sprite_new(img_tbl2[3][4], 8, 28, false) --
create_char_sprites[15] = sprite_new(img_tbl2[3][5], 8, 28, false) --
create_char_sprites[16] = sprite_new(img_tbl2[3][6], 8, 28, false) --
create_char_sprites[17] = sprite_new(img_tbl2[3][7], 8, 28, false) --
create_char_sprites[18] = sprite_new(img_tbl2[3][8], 8, 28, false) --
create_char_sprites[19] = sprite_new(img_tbl2[3][9], 8, 28, false) --
create_char_sprites[20] = sprite_new(img_tbl2[3][10], 8, 28, false) --
create_char_sprites[21] = sprite_new(img_tbl2[3][11], 8, 28, false) --
create_char_sprites[22] = sprite_new(img_tbl2[3][12], 8, 28, false) --
create_char_sprites[23] = sprite_new(img_tbl2[3][13], 8, 28, false) --
create_char_sprites[24] = sprite_new(img_tbl2[3][14], 8, 28, false) --
create_char_sprites[25] = sprite_new(img_tbl2[3][15], 8, 28, false) --
create_char_sprites[26] = sprite_new(img_tbl2[3][16], 8, 28, false) --
create_char_sprites[3] = sprite_new(img_tbl2[1][1], 8, 28, true) -- Weird Border Around Shaman
-- TODO BORDER SHADOW (Solid Black)
-- TODO Memory Management on Image?
-- Intro Screen1
local scroll_img = image_copy(img_tbl2[4][2])
local a_b_border = image_copy(img_tbl2[4][2])
local text_width = 130
create_char_sprites[32] = sprite_new(a_b_border, 170, 45, false) -- Border for a and b answers (overlapped by next border)
create_char_sprites[30] = sprite_new(scroll_img, 170, 25, true) -- Border
local x, y = image_print(scroll_img, "You are in a dirt-floored hut... and a tribesman with wise eyes stares down at you.", 8, text_width, 8, 10, 0x00)
x, y = image_print(scroll_img, "You feel as though you are floating. You cannot move your limbs. It is like a dream... yet you sense it is not a dream.", 8, text_width, 8, y+20, 0x00)
canvas_update()
wait_for_input()
-- Intro Screen2
image_blit(scroll_img, img_tbl2[4][2], 0, 0)
local x, y = image_print(scroll_img, "The man speaks: \"Yes, warrior, you can hear. You see Intanya, shaman and healer. Intanya will heal you... but to concoct his healing potion, he must ask you questions.\"", 8, text_width, 8, 10, 0x00)
canvas_update()
wait_for_input()
-- Intro Screen3
image_blit(scroll_img, img_tbl2[4][2], 0, 0)
x, y = image_print(scroll_img, "\"In order to heal your spirit, Intanya must know your spirit, so you must answer with truthful words.\"", 8, text_width, 8, 10, 0x00)
x, y = image_print(scroll_img, "\"Intanya will speak of deeds and choices; you must answer with the choices you would make.\"", 8, text_width, 8, y+20, 0x00)
canvas_update()
wait_for_input()
-- Name Input
image_blit(scroll_img, img_tbl2[4][2], 0, 0)
x, y = image_print(scroll_img, "\"First, though, Intanya must know the warrior's name, for there is much power in names.", 8, text_width, 8, 10, 0x00)
x, y = image_print(scroll_img, "\"What does the warrior call himself?\"", 8, text_width, 8, y+20, 0x00)
canvas_update()
local name = sprite_new(nil, 178, 25+y+10, true)
create_char_sprites[31] = name
local num_sprites = 32
name.text = ""
name.text_color = 0x00
local char_index = 0
while input == nil do
canvas_update()
input = input_poll()
if input ~= nil then
if should_exit(input) == true then
destroy_sprites(create_char_sprites)
canvas_set_palette("savage.pal", 0)
return false -- back to main menu
end
local name_text = name.text
local len = string.len(name_text)
if (input == SDLK_BACKSPACE or input == SDLK_LEFT) and len > 0 then
name.text = string.sub(name_text, 1, len - 1)
if len == 1 then -- old len
char_index = 0
else
char_index = string.byte(name_text, len -1)
end
elseif (input == SDLK_RETURN or input == SDLK_KP_ENTER) and len > 0 then --return
break;
elseif g_keycode_tbl[input] ~= nil and len < 13 then
char_index = input
name.text = name_text..g_keycode_tbl[input]
elseif input == SDLK_UP then --up
if char_index == 0 then
if len > 0 then
char_index = SDLK_a
else
char_index = 65 --A
end
elseif char_index == 32 then --gap in characters
char_index = 39
elseif char_index == 39 then --gap in characters
char_index = 44
elseif char_index == 46 then --gap in characters
char_index = 48
elseif char_index == 57 then --gap in characters
char_index = 65
elseif char_index == 90 then --gap in characters
char_index = 97
elseif char_index == 122 then --last char
char_index = 32
else
char_index = char_index + 1
end
if len > 0 then -- erase char
name_text = string.sub(name_text, 1, len - 1)
end
name.text = name_text..g_keycode_tbl[char_index]
elseif input == SDLK_DOWN then --down
if char_index == 0 then
if len > 0 then
char_index = 122 --z
else
char_index = 90 --Z
end
elseif char_index == 39 then --gap in characters
char_index = 32
elseif char_index == 44 then --gap in characters
char_index = 39
elseif char_index == 48 then --gap in characters
char_index = 46
elseif char_index == 65 then --gap in characters
char_index = 57
elseif char_index == 97 then --gap in characters
char_index = 90
elseif char_index == 32 then --first char
char_index = 122
else
char_index = char_index - 1
end
if len > 0 then -- erase char
name_text = string.sub(name_text, 1, len - 1)
end
name.text = name_text..g_keycode_tbl[char_index]
elseif input == SDLK_RIGHT and len < 13 then --right
char_index = SDLK_a --a
name.text = name_text.."a"
end
input = nil
end
end
-- name.x = 0x10 + (284 - canvas_string_length(name.text)) / 2
name.visible = false
-- Questions
local next_q = math.random(0,2)
mouse_cursor_visible(true)
create_char_sprites[32].visible = true -- a b border
-- Answers are 0-Red, 1-Yellow, 2-Blue (order of sprites in file)
next_q = ask_question(next_q, 0, create_char_sprites, scroll_img, a_b_border, img_tbl2, text_width)
next_q = ask_question(next_q, 1, create_char_sprites, scroll_img, a_b_border, img_tbl2, text_width)
ask_question(next_q, 2, create_char_sprites, scroll_img, a_b_border, img_tbl2, text_width)
config_set("config/newgame", true)
config_set("config/newgamedata/name", name.text)
config_set("config/newgamedata/str", g_stats[0])
config_set("config/newgamedata/dex", g_stats[1])
config_set("config/newgamedata/int", g_stats[2])
--io.stderr:write("str "..g_stats[0].." dex "..g_stats[1].." int "..g_stats[2].."\n")
destroy_sprites(create_char_sprites)
canvas_set_palette("savage.pal", 0)
return true -- Journey onward
end
-- Could/should get heights from sprite, but was getting error when trying
local credit_heights = {
182, 157, 100, 188, 136, 193, 183, 176, 97, 190, 190, 50
}
function create_about_sprite(image, x, y)
local sprite = sprite_new(image, x, y, true)
sprite.clip_x = 0
sprite.clip_y = 100
sprite.clip_w = 320
sprite.clip_h = 100
return sprite
end
local function about_the_savage_empire(img_tbl2)
local ypos = 200
local about_sprites = {}
local speed = 1
local i
for i=0,11 do
table.insert(about_sprites, create_about_sprite(img_tbl2[6][i], 100, ypos))
ypos = ypos + credit_heights[i+1]
end
local done = 0
local k,v
while done < ypos do
for k,v in pairs(about_sprites) do
v.y = v.y - speed
end
done = done + speed
if poll_for_key_or_button(1) == true then
break
end
end
destroy_sprites(about_sprites)
end
g_menu_idx = 0
old_g_menu_idx = 0
g_menu1 = nil -- The Story So far...
g_menu2 = nil -- Create New Character
g_menu3 = nil -- About the Savage Empire
g_menu4 = nil -- Journey Onward
g_m1_focus = nil -- The Story So far...
g_m2_focus = nil -- Create New Character
g_m3_focus = nil -- About the Savage Empire
g_m4_focus = nil -- Journey Onward
g_m1_highlight = nil -- The Story So far...
g_m2_highlight = nil -- Create New Character
g_m3_highlight = nil -- About the Savage Empire
g_m4_highlight = nil -- Journey Onward
g_menu_sprites = {}
local function selected_story_so_far(img_tbl2)
mouse_cursor_visible(false)
g_menu1.visible = false
g_m1_focus.visible = false
g_m1_highlight.visible = true
canvas_update()
story_so_far(img_tbl2)
g_menu1.visible = true
g_m1_focus.visible = true
g_m1_highlight.visible = false
mouse_cursor_visible(true)
end
local function selected_create_character(img_tbl2)
mouse_cursor_visible(false)
local start_new_game = create_new_character(img_tbl2)
mouse_cursor_visible(true)
return start_new_game
end
local function selected_about_the_savage_empire(img_tbl2)
mouse_cursor_visible(false)
g_menu3.visible = false
g_m3_focus.visible = false
g_m3_highlight.visible = true
canvas_update()
fade_out_sprites(g_menu_sprites, 50, 12)
about_the_savage_empire(img_tbl2)
g_menu3.visible = true
g_m3_focus.visible = true
g_m3_highlight.visible = false
fade_in_sprites(g_menu_sprites, 50, 12)
mouse_cursor_visible(true)
end
local function journey_onward()
mouse_cursor_visible(false)
g_menu4.visible = false
g_m4_focus.visible = false
g_m4_highlight.visible = true
canvas_update()
end
local function initialize_main_g_menu_sprites(img_tbl2)
g_menu1 = sprite_new(img_tbl2[0][5], 85, 117, true) -- The Story So far...
g_menu2 = sprite_new(img_tbl2[0][1], 85, 135, true) -- Create New Character
g_menu3 = sprite_new(img_tbl2[0][9], 85, 153, true) -- About the Savage Empire
g_menu4 = sprite_new(img_tbl2[0][3], 85, 171, true) -- Journey Onward
g_m1_focus = sprite_new(img_tbl2[0][6], 85, 117, true) -- The Story So far...
g_m2_focus = sprite_new(img_tbl2[0][2], 85, 135, false) -- Create New Character
g_m3_focus = sprite_new(img_tbl2[0][10], 85, 153, false) -- About the Savage Empire
g_m4_focus = sprite_new(img_tbl2[0][4], 85, 171, false) -- Journey Onward
g_m1_highlight = sprite_new(img_tbl2[0][13], 85, 117, false) -- The Story So far...
g_m2_highlight = sprite_new(img_tbl2[0][11], 85, 135, false) -- Create New Character
g_m3_highlight = sprite_new(img_tbl2[0][15], 85, 153, false) -- About the Savage Empire
g_m4_highlight = sprite_new(img_tbl2[0][12], 85, 171, false) -- Journey Onward
g_menu_sprites[1] = g_menu1
g_menu_sprites[2] = g_menu2
g_menu_sprites[3] = g_menu3
g_menu_sprites[4] = g_menu4
g_menu_sprites[5] = g_m1_highlight
g_menu_sprites[6] = g_m2_highlight
g_menu_sprites[7] = g_m3_highlight
g_menu_sprites[8] = g_m4_highlight
g_menu_sprites[9] = g_m1_focus
g_menu_sprites[10] = g_m2_focus
g_menu_sprites[11] = g_m3_focus
g_menu_sprites[12] = g_m4_focus
g_m2_focus.visible = false
g_m3_focus.visible = false
g_m4_focus.visible = false
end
local function set_main_menu_highlight()
if g_menu_idx == old_g_menu_idx then -- no change
return
end
g_menu_sprites[g_menu_idx + 9].visible = true
g_menu_sprites[old_g_menu_idx + 9].visible = false
old_g_menu_idx = g_menu_idx
end
local function main_menu(img_tbl2)
local input
local seTitle = sprite_new(img_tbl2[0][0], 0, 0, true)
mouse_cursor_visible(true)
initialize_main_g_menu_sprites(img_tbl2)
canvas_set_update_interval(10)
while true do
canvas_update()
input = input_poll(true)
if engine_should_quit() == 1 then
return "Q"
end
if input ~= nil then
canvas_set_update_interval(25)
if input == SDLK_q then -- q
return "Q"
elseif input == SDLK_RETURN or input == SDLK_SPACE or input == KP_ENTER then -- space or return
if g_menu_idx == 0 then -- story so far
selected_story_so_far(img_tbl2)
elseif g_menu_idx == 1 then -- create char
if selected_create_character(img_tbl2) == true then
return "J" -- starting new game
end
elseif g_menu_idx == 2 then -- about SE
selected_about_the_savage_empire(img_tbl2)
elseif g_menu_idx == 3 then -- journey onward
journey_onward()
return "J"
end
elseif input == SDLK_s or input == SDLK_t then -- s or t (story so far)
g_menu_idx = 0
set_main_menu_highlight()
selected_story_so_far(img_tbl2)
elseif input == SDLK_c then -- c (create char)
g_menu_idx = 1
set_main_menu_highlight()
if selected_create_character(img_tbl2) == true then
return "J" -- starting new game
end
elseif input == SDLK_a then -- a (about SE)
g_menu_idx = 2
set_main_menu_highlight()
selected_about_the_savage_empire(img_tbl2)
elseif input == SDLK_j then -- j (journey onward)
g_menu_idx = 3
set_main_menu_highlight()
journey_onward()
return "J"
elseif input == SDLK_DOWN or input == SDL_KP2 then -- down key
g_menu_idx = g_menu_idx + 1
if (g_menu_idx == 4) then g_menu_idx = 0 end
set_main_menu_highlight()
elseif input == SDLK_UP or input == SDL_KP8 then -- up key
g_menu_idx = g_menu_idx - 1
if (g_menu_idx == -1) then g_menu_idx = 3 end
set_main_menu_highlight()
elseif input == MOUSE_CLICK then --mouse click
local x = get_mouse_x()
if x > 84 and x < 242 then
local y = get_mouse_y()
if y > 118 and y < 134 then -- story so far
selected_story_so_far(img_tbl2)
elseif y > 133 and y < 152 then -- create new char
if selected_create_character(img_tbl2) == true then
return "J" -- starting new game
end
elseif y > 151 and y < 170 then -- about SE
selected_about_the_savage_empire(img_tbl2)
elseif y > 169 and y < 185 then -- journey onward
journey_onward()
return "J"
end
end
elseif input == MOUSE_MOTION then --mouse movement
local x = get_mouse_x()
if x > 84 and x < 242 then
local y = get_mouse_y()
if y > 118 and y < 134 then -- story so far
g_menu_idx = 0
elseif y > 133 and y < 152 then -- create new char
g_menu_idx = 1
elseif y > 151 and y < 170 then -- about SE
g_menu_idx = 2
elseif y > 169 and y < 185 then -- journey onward
g_menu_idx = 3
end
set_main_menu_highlight()
end
end
canvas_set_update_interval(10)
end
end
--[[ This code should never execute because there is no break in the loop
wait_for_input()
g_menu1.visible = false
g_menu2.visible = false
g_menu3.visible = false
g_menu4.visible = false]]--
-- canvas_set_palette("savage.pal", 1)
-- local e4 = sprite_new(img_tbl2[4][3], 0, 0, true) -- Small Head/Eyes
-- local e5 = sprite_new(img_tbl2[4][4], 50, 0, true) -- Truth
-- local e6 = sprite_new(img_tbl2[4][5], 100, 0, true) -- Small Head/Eyes
-- local e7 = sprite_new(img_tbl2[4][6], 150, 0, true) -- Love
-- local e8 = sprite_new(img_tbl2[4][7], 100, 0, true) -- Small Head/Eyes
-- local e9 = sprite_new(img_tbl2[4][8], 100, 0, true) -- Full Top
-- local e10 = sprite_new(img_tbl2[4][9], 100, 0, true) -- Full Top2
-- local h1 = sprite_new(img_tbl2[7][0], 0, 0, true) -- Small Top1 (Correct Palette?)
-- local h2 = sprite_new(img_tbl2[7][1], 50, 50, true) -- Small Top2
end
mouse_cursor_visible(false)
canvas_set_update_interval(25)
canvas_set_bg_color(0)
canvas_set_opacity(0)
origin_fx_sequence()
--canvas_hide_all_sprites()
-- Load Graphics for Intro & Main Menu
local g_img_tbl = image_load_all("intro.lzc")
local img_tbl2 = image_load_all("create.lzc")
intro_sequence(g_img_tbl)
if main_menu(img_tbl2) == "Q" then -- returns "Q" for quit or "J" for Journey Onward
fade_out(6)
config_set("config/quit", true)
end
music_stop()
canvas_hide_all_sprites()
canvas_hide()
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