1 | ################# |
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2 | ### VARIABLES ### |
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3 | ################# |
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4 | |
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5 | var int var_counter = 0; |
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6 | |
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7 | ############ |
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8 | ### MAIN ### |
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9 | ############ |
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10 | |
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11 | func void main(void) |
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12 | { |
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13 | gl_fog_red = 0 |
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14 | gl_fog_blue = 0 |
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15 | gl_fog_green = 0 |
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16 | gl_fog_start = .995 |
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17 | gs_farclipplane_set 5000 |
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18 | ui_suppress_prompt = 1 |
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19 | chr_auto_aim_dist = 0 |
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20 | start |
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21 | } |
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22 | |
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23 | ############# |
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24 | ### START ### |
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25 | ############# |
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26 | |
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27 | func void start(string ai_name) |
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28 | { |
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29 | fork deactivate_stuff |
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30 | if(save_point eq 0) save_point = 1 |
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31 | if(save_point eq 1) fork intro |
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32 | if(save_point eq 2) restore_game |
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33 | sleep 5 |
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34 | fork sp_all |
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35 | } |
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36 | |
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37 | func void deactivate_stuff(void) |
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38 | { |
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39 | #not used |
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40 | trigvolume_enable Cut_dog 0 |
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41 | trigvolume_enable trigger_volume_07 0 |
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42 | trigvolume_enable trigger_volume_11 0 |
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43 | trigvolume_enable trigger_volume_12 0 |
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44 | trigvolume_enable trigger_volume_14 0 |
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45 | trigvolume_enable trigger_volume_15 0 |
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46 | #used |
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47 | trigvolume_enable Cut_outro 0 |
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48 | trigvolume_enable shut_off_vault_music 0 |
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49 | trigvolume_enable ninja_ambush_bot_trig 0 |
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50 | trigvolume_enable ninja_ambush_top_trig 0 |
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51 | } |
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52 | |
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53 | func void you_lose(string ai_name) |
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54 | { |
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55 | fade_out 0 0 0 30 |
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56 | sleep 30 |
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57 | lose |
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58 | } |
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59 | |
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60 | #################################### |
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61 | ### SEVERAL TIMES USED FUNCTIONS ### |
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62 | #################################### |
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63 | |
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64 | func void sp_all(void) |
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65 | { |
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66 | co_message_display = 0 |
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67 | if(save_point eq 1) save_game 1 autosave |
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68 | if(save_point eq 2) save_game 2 autosave |
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69 | sleep 180 |
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70 | co_message_display = 1 |
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71 | } |
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72 | |
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73 | func void remove_ai(void) |
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74 | { |
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75 | ai2_kill |
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76 | sleep 60 |
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77 | powerup_reset |
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78 | weapon_reset |
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79 | sleep 240 |
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80 | corpse_reset |
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81 | } |
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82 | |
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83 | func void music_stop(void) |
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84 | { |
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85 | sound_music_stop mus_main02 |
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86 | sound_music_stop mus_lz |
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87 | sound_music_stop mus_heart |
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88 | sound_music_stop mus_main02_hd |
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89 | } |
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90 | |
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91 | #tv13, tv14, tv15, tv19 and tv 20 |
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92 | func void spawn_outside_left_snipers(string ai_name) |
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93 | { |
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94 | ai2_spawn flOUTSIDE_A_sniper_1 |
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95 | ai2_spawn flOUTSIDE_A_sniper_2 |
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96 | ai2_spawn flOUTSIDE_B_sniper_1 |
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97 | ai2_spawn flOUTSIDE_C_sniper_1 |
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98 | } |
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99 | |
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100 | #tv16, tv17 and tv18 |
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101 | func void spawn_outside_right_snipers(string ai_name) |
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102 | { |
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103 | ai2_spawn flOUTSIDE_D_sniper_1 |
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104 | ai2_spawn flOUTSIDE_D_sniper_2 |
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105 | ai2_spawn flOUTSIDE_E_sniper_1 |
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106 | ai2_spawn flOUTSIDE_E_sniper_2 |
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107 | } |
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108 | |
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109 | ########## |
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110 | ### SP1 ### |
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111 | ########## |
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112 | |
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113 | func void intro(void) |
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114 | { |
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115 | particle lock99_locklight01 do start |
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116 | ai2_spawn IntroSec1 |
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117 | ai2_spawn IntroSec2 |
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118 | ai2_spawn neutral_1 |
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119 | ai2_spawn fl2_secguard_1 |
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120 | powerup_spawn ammo 131 |
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121 | powerup_spawn hypo 132 |
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122 | objective_set 1 silent |
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123 | target_set 127 30 |
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124 | sleep 1 |
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125 | sound_music_start mus_main02_hd 1.0 |
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126 | } |
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127 | |
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128 | #lose func of IntroSec2 |
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129 | func void die_for_art_1(string ai_name) |
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130 | { |
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131 | die_for_art_2 |
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132 | } |
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133 | |
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134 | #lose func of IntroSec1 |
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135 | func void die_for_art_2(string ai_name) |
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136 | { |
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137 | var_counter = var_counter + 1 |
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138 | if(var_counter eq 2) music_stop |
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139 | } |
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140 | |
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141 | ### GROUND FLOOR ### |
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142 | |
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143 | #tv7 - after door 59 |
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144 | func void save_game_1(string ai_name) |
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145 | { |
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146 | ai2_spawn fl1_secguard_1 |
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147 | ai2_spawn fl1_secguard_2 |
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148 | ai2_spawn fl1_secguard_4 |
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149 | } |
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150 | |
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151 | #hit func of neutral_1 |
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152 | func void do_neutral_1_run(string ai_name) |
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153 | { |
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154 | ai2_neutralbehavior neutral_1 none |
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155 | ai2_setmovementmode neutral_1 run_noaim |
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156 | ai2_dopath neutral_1 neutral_1_run |
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157 | ai2_setjobstate neutral_1 |
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158 | } |
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159 | |
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160 | #console2 |
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161 | func void change_fl2_lights(string ai_name) |
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162 | { |
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163 | particle lock1_locklight01 do start |
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164 | particle lock2_locklight01 do start |
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165 | door_unlock 54 |
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166 | objective_set 2 silent |
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167 | } |
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168 | |
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169 | ### 1ST FLOOR ### |
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170 | |
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171 | #tv2 - after door 67, the complete room plus all rooms behind it |
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172 | func void fl2_spawn_secguard_3(string ai_name) |
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173 | { |
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174 | ai2_spawn fl2_secguard_3 |
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175 | ai2_spawn fl2_secguard_6 |
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176 | ai2_spawn fl2_balcony_1 |
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177 | } |
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178 | |
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179 | #tv1 - after door 75, the complete room plus all rooms behind it |
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180 | func void fl2_spawn_secguard_2(string ai_name) |
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181 | { |
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182 | ai2_spawn fl2_secguard_2 |
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183 | ai2_spawn fl2_secguard_7 |
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184 | ai2_spawn fl2_balcony_2 |
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185 | ai2_spawn neutral_2 |
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186 | ai2_spawn neutral_4 |
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187 | } |
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188 | |
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189 | #hit func of neutral_2 |
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190 | func void do_neutral_2_run(string ai_name) |
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191 | { |
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192 | ai2_neutralbehavior neutral_2 none |
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193 | ai2_dopath neutral_2 neutral_2_run |
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194 | ai2_setjobstate neutral_2 |
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195 | } |
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196 | |
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197 | #console3 |
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198 | func void change_fl3_lights(string ai_name) |
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199 | { |
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200 | particle lock3_locklight01 do start |
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201 | ai2_spawn fl3_mook_1 |
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202 | ai2_spawn fl3_mook_2 |
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203 | } |
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204 | |
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205 | ### 2ND FLOOR ### |
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206 | |
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207 | #tv6 - in front of door 68 and door 76 |
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208 | func void spawn_fl3_guards(string ai_name) |
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209 | { |
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210 | ai2_spawn fl3_secguard_1 |
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211 | ai2_spawn fl3_secguard_2 |
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212 | ai2_spawn fl3_secguard_6 |
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213 | ai2_spawn flROOF_sniper_1 |
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214 | ai2_spawn Roof_BOSWAT_1 |
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215 | ai2_spawn neutral_3 |
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216 | ai2_spawn neutral_6 |
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217 | objective_set 3 silent |
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218 | var_counter = 0 |
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219 | } |
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220 | |
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221 | #hit func of neutral_3 |
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222 | func void do_neutral_3_run(string ai_name) |
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223 | { |
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224 | ai2_neutralbehavior neutral_3 none |
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225 | ai2_dopath neutral_3 neutral_3_run |
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226 | ai2_setjobstate neutral_3 |
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227 | } |
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228 | |
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229 | #console4 |
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230 | func void seclock2(string ai_name) |
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231 | { |
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232 | particle lock5b_locklight01 do start |
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233 | console_check |
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234 | } |
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235 | |
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236 | #console82 |
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237 | func void seclock3(string ai_name) |
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238 | { |
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239 | particle lock5c_locklight01 do start |
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240 | console_check |
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241 | } |
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242 | |
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243 | #console88 |
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244 | func void seclock1(string ai_name) |
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245 | { |
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246 | particle lock5a_locklight01 do start |
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247 | console_check |
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248 | } |
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249 | |
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250 | func void console_check(void) |
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251 | { |
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252 | var_counter = var_counter + 1 |
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253 | if(var_counter eq 1) sound_music_start mus_lz 0.75 |
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254 | if(var_counter eq 3) |
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255 | { |
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256 | music_stop |
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257 | door_unlock 23 |
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258 | door_unlock 42 |
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259 | } |
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260 | } |
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261 | |
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262 | ### ROOF ### |
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263 | |
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264 | #console5 |
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265 | func void DataArchiveUnlock(string ai_name) |
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266 | { |
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267 | sound_music_start mus_heart |
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268 | particle lock4_locklight01 do start |
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269 | door_unlock 7 |
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270 | ai2_spawn fl1_target_1 |
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271 | ai2_spawn fl2_target_2 |
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272 | objective_set 4 silent |
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273 | target_set 267 30 |
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274 | trigvolume_enable shut_off_vault_music 1 |
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275 | } |
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276 | |
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277 | ### BACK TO GROUND FLOOR ### |
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278 | |
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279 | #tv22 - between door 7 and door 14 |
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280 | func void all_music_counters(void) |
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281 | { |
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282 | music_stop |
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283 | } |
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284 | |
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285 | ########## |
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286 | ### SP2 ### |
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287 | ########## |
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288 | |
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289 | ### BASMENT ### |
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290 | |
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291 | #tv24 - after door 15 (which is on the left side) |
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292 | func void save_game_2_right(string player_name) |
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293 | { |
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294 | save_game_2_left |
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295 | } |
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296 | |
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297 | #tv23 - after door 5 (which is on the right side) |
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298 | func void save_game_2_left(string player_name) |
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299 | { |
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300 | if(save_point eq 2) fork load_s2 |
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301 | else |
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302 | { |
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303 | save_game 2 autosave |
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304 | fork remove_ai |
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305 | } |
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306 | trigvolume_enable save_trig_left 0 |
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307 | trigvolume_enable save_trig_right 0 |
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308 | ai2_spawn flBASEMENT_guard_1 |
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309 | ai2_spawn flBASEMENT_guard_2 |
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310 | console_activate 1 |
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311 | console_activate 6 |
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312 | } |
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313 | |
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314 | func void load_s2(void) |
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315 | { |
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316 | particle lock1_locklight01 do start |
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317 | particle lock2_locklight01 do start |
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318 | particle lock3_locklight01 do start |
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319 | particle lock4_locklight01 do start |
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320 | particle lock5a_locklight01 do start |
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321 | particle lock5b_locklight01 do start |
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322 | particle lock5c_locklight01 do start |
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323 | particle lock99_locklight01 do start |
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324 | door_unlock 5 |
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325 | door_unlock 7 |
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326 | door_unlock 14 |
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327 | door_unlock 15 |
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328 | door_unlock 23 |
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329 | door_unlock 42 |
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330 | door_unlock 54 |
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331 | door_unlock 59 |
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332 | door_unlock 67 |
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333 | door_unlock 68 |
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334 | door_unlock 75 |
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335 | door_unlock 76 |
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336 | trig_activate 1 |
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337 | trig_activate 2 |
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338 | console_deactivate 2 |
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339 | console_deactivate 3 |
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340 | console_deactivate 5 |
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341 | console_deactivate 4 |
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342 | console_deactivate 11 |
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343 | console_deactivate 82 |
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344 | console_deactivate 88 |
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345 | trigvolume_enable trigger_volume_09 0 |
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346 | trigvolume_enable trigger_volume_08 0 |
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347 | trigvolume_enable trigger_volume_02 0 |
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348 | trigvolume_enable trigger_volume_01 0 |
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349 | ai2_spawn neutral_1 |
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350 | ai2_spawn neutral_2 |
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351 | ai2_spawn neutral_3 |
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352 | ai2_spawn neutral_4 |
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353 | ai2_spawn neutral_5 |
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354 | ai2_spawn neutral_6 |
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355 | ai2_neutralbehavior neutral_1 none |
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356 | ai2_neutralbehavior neutral_2 none |
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357 | ai2_neutralbehavior neutral_3 none |
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358 | objective_set 4 silent |
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359 | target_set 267 30 |
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360 | } |
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361 | |
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362 | #console6 |
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363 | func void hall_1(string ai_name) |
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364 | { |
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365 | particle lock6_locklight01 do start |
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366 | door_unlock 3 |
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367 | door_unlock 22 |
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368 | door_unlock 38 |
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369 | door_unlock 77 |
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370 | trig_deactivate 1 |
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371 | trig_deactivate 2 |
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372 | } |
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373 | |
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374 | #console1 |
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375 | func void unlock_secret_1(string ai_name) |
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376 | { |
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377 | console_activate 7 |
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378 | ai2_spawn secret_guard_1 |
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379 | ai2_spawn secret_guard_2 |
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380 | trig_activate 12 |
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381 | trig_activate 13 |
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382 | trig_activate 14 |
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383 | door_unlock 82 |
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384 | objective_set 5 silent |
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385 | target_set 1030 30 |
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386 | } |
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387 | |
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388 | #tv8 - in front of door 3 and door 77 |
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389 | func void spawn_flRAMP_guards(string ai_name) |
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390 | { |
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391 | particle lock46_locklight01 do start |
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392 | ai2_spawn flRAMP_guard_1 |
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393 | ai2_spawn flRAMP_guard_2 |
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394 | } |
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395 | |
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396 | ### BACK TO 2ND FLOOR ### |
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397 | |
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398 | #console7 |
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399 | func void unlock_secret_2(string ai_name) |
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400 | { |
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401 | particle lock7_locklight01 do start |
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402 | door_unlock 34 |
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403 | door_unlock 36 |
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404 | trig_deactivate 12 |
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405 | trigvolume_enable ninja_ambush_top_trig 1 |
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406 | trigvolume_enable ninja_ambush_bot_trig 1 |
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407 | } |
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408 | |
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409 | #tv29 - after door 3 and door 77 |
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410 | #tv25 - after door 22 and door 38 |
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411 | func void ninja_ambush(string ai_name) |
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412 | { |
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413 | trigvolume_enable ninja_ambush_top_trig 0 |
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414 | trigvolume_enable ninja_ambush_bot_trig 0 |
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415 | ai2_spawn ambush_ninja_1 |
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416 | ai2_spawn creepy_ninja_1 |
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417 | ai2_spawn creepy_ninja_3 |
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418 | } |
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419 | |
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420 | ### NEXT PART OF THE BUILDING - 1ST FLOOR ### |
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421 | |
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422 | #console8 |
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423 | func void upstairs(string ai_name) |
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424 | { |
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425 | particle lock23_locklight01 do start |
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426 | particle lock65_locklight01 do start |
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427 | door_unlock 8 |
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428 | door_unlock 9 |
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429 | door_unlock 35 |
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430 | trig_deactivate 13 |
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431 | trig_deactivate 14 |
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432 | ai2_spawn creepy_ninja_5 |
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433 | ai2_spawn creepy_ninja_6 |
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434 | } |
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435 | |
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436 | ### 2ND FLOOR ### |
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437 | |
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438 | #tv4 - in front of door 37 |
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439 | func void window_ninja(string ai_name) |
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440 | { |
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441 | trigvolume_enable Cut_outro 0 |
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442 | ai2_spawn creepy_ninja_4 |
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443 | chr_teleport creepy_ninja_4 289 |
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444 | ai2_lookatme creepy_ninja_4 |
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445 | chr_animate creepy_ninja_4 NINJArun_kick |
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446 | chr_create 1030 start |
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447 | chr_neutral 1030 1 |
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448 | playback 1030 WindowNinjaSet |
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449 | sound_music_start mus_pursuit_hd |
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450 | obj_create 481 481 |
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451 | obj_show 481 481 |
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452 | env_anim 481 481 |
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453 | env_setanim 481 Disk02 |
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454 | chr_envanim 1030 WindowNinjaBox01 norotation |
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455 | chr_animate 1030 NINJAlev11_window |
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456 | sleep 185 |
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457 | sound_impulse_play glass_big |
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458 | particle WindowCharge do explode |
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459 | sleep 60 |
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460 | chr_delete 1030 |
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461 | ai2_spawn WindowNinjaRun |
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462 | ai2_passive WindowNinjaRun 1 |
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463 | chr_unstoppable WindowNinjaRun 1 |
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464 | chr_lock_active WindowNinjaRun |
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465 | playback WindowNinjaRun WindowNinjaRun |
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466 | obj_kill 481 481 |
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467 | target_set 1030 0 |
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468 | sleep 210 |
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469 | playback WindowNinjaRun JumpNinjaSet |
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470 | #sleep 10 |
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471 | #playback WindowNinjaRun JumpNinjaSet |
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472 | } |
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473 | |
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474 | ### OUTSIDE ON THE ROOF ### |
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475 | |
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476 | #tv27 - complete roof |
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477 | func void check_outro(string ai_name) |
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478 | { |
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479 | trigvolume_enable tv_check_outro 0 |
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480 | if(trigvolume_count(24) eq 0) |
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481 | { |
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482 | trigvolume_enable Cut_outro 1 |
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483 | particle obj2 create |
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484 | target_set 126 30 |
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485 | } |
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486 | else |
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487 | { |
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488 | sleep 60 |
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489 | trigvolume_enable tv_check_outro 1 |
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490 | } |
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491 | } |
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492 | |
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493 | #tv28 - complete roof too; used to count the enemies inside it; see func above |
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494 | |
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495 | #tv21 - after the window, from the first left box to the right wall |
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496 | func void FaceSet(string ai_name) |
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497 | { |
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498 | playback WindowNinjaRun |
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499 | ai2_spawn FaceNinja |
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500 | ai2_spawn FaceNinja2 |
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501 | playback FaceNinja FaceNinjaSet |
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502 | playback FaceNinja FaceNinjaJump |
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503 | } |
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504 | |
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505 | #tv26 - passage between the two boxes |
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506 | func void JumpNinja(string ai_name) |
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507 | { |
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508 | chr_nocollision WindowNinjaRun 1 |
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509 | chr_animate WindowNinjaRun KONOKOlev11_jump -1 |
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510 | sleep 135 |
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511 | chr_delete WindowNinjaRun |
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512 | } |
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513 | |
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514 | #tv5 - the place with the yellow flashing circle |
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515 | func void outro(string ai_name) |
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516 | { |
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517 | fade_out 0 0 0 30 |
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518 | sleep 30 |
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519 | win |
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520 | } |
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521 | |
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522 | ##################### |
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523 | ### TEXT CONSOLES ### |
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524 | ##################### |
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525 | |
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526 | func void grifftext(string chr_index) |
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527 | { |
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528 | text_console level_11a |
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529 | console_reset 9 |
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530 | } |
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