diff --git a/desktop_version/src/Script.h b/desktop_version/src/Script.h index 92f8c09c..1d5073d0 100644 --- a/desktop_version/src/Script.h +++ b/desktop_version/src/Script.h @@ -6,6 +6,8 @@ #include "Enums.h" +#define filllines(lines) commands.insert(commands.end(), lines, lines + sizeof(lines)/sizeof(lines[0])) + class scriptclass { diff --git a/desktop_version/src/Scripts.cpp b/desktop_version/src/Scripts.cpp index 711df75c..0284169f 100644 --- a/desktop_version/src/Scripts.cpp +++ b/desktop_version/src/Scripts.cpp @@ -23,6264 +23,6735 @@ void scriptclass::load(std::string t) } else if (t == "intro") { - add("ifskip(quickstart)"); - //add("createcrewman(232,113,cyan,0,faceright)"); - add("createcrewman(96,177,green,0,faceright)"); - add("createcrewman(122,177,purple,0,faceleft)"); - add("fadein()"); - add("untilfade()"); - add("delay(90)"); + const char* lines[] = { + "ifskip(quickstart)", + //"createcrewman(232,113,cyan,0,faceright)", + "createcrewman(96,177,green,0,faceright)", + "createcrewman(122,177,purple,0,faceleft)", + "fadein()", + "untilfade()", + "delay(90)", - add("flash(5)"); - add("shake(20)"); - add("playef(9)"); - add("musicfadeout()"); - add("changemood(player,1)"); - add("delay(15)"); - add("squeak(player)"); - add("text(cyan,0,0,1)"); - add("Uh oh..."); - add("position(player,above)"); - //add("backgroundtext"); - add("speak_active"); + "flash(5)", + "shake(20)", + "playef(9)", + "musicfadeout()", + "changemood(player,1)", + "delay(15)", + "squeak(player)", + "text(cyan,0,0,1)", + "Uh oh...", + "position(player,above)", + //"backgroundtext", + "speak_active", - add("squeak(purple)"); - add("changeai(purple,followposition,175)"); - add("text(purple,145,150,1)"); - add("Is everything ok?"); - //add("position(purple,above)"); - //add("backgroundtext"); - add("speak_active"); + "squeak(purple)", + "changeai(purple,followposition,175)", + "text(purple,145,150,1)", + "Is everything ok?", + //"position(purple,above)", + //"backgroundtext", + "speak_active", - add("squeak(player)"); - add("walk(left,2)"); - add("text(cyan,0,0,2)"); - add("No! We've hit some"); - add("kind of interference..."); - add("position(player,above)"); - //add("backgroundtext"); - add("speak_active"); + "squeak(player)", + "walk(left,2)", + "text(cyan,0,0,2)", + "No! We've hit some", + "kind of interference...", + "position(player,above)", + //"backgroundtext", + "speak_active", - //add("delay(30)"); - add("endtext"); + //"delay(30)", + "endtext", - add("flash(5)"); - add("shake(50)"); - add("playef(9)"); - add("changemood(green,1)"); - add("changemood(purple,1)"); - add("alarmon"); + "flash(5)", + "shake(50)", + "playef(9)", + "changemood(green,1)", + "changemood(purple,1)", + "alarmon", - add("changedir(player,1)"); - add("delay(30)"); - add("endtext"); + "changedir(player,1)", + "delay(30)", + "endtext", - add("squeak(player)"); - add("text(cyan,0,0,2)"); - add("Something's wrong! We're"); - add("going to crash!"); - add("position(player,above)"); - //add("backgroundtext"); - add("speak_active"); - //add("delay(100)"); + "squeak(player)", + "text(cyan,0,0,2)", + "Something's wrong! We're", + "going to crash!", + "position(player,above)", + //"backgroundtext", + "speak_active", + //"delay(100)", - add("endtext"); + "endtext", - add("flash(5)"); - add("shake(50)"); - add("playef(9)"); - add("changeai(green,followposition,-60)"); - add("changeai(purple,followposition,-60)"); - add("squeak(player)"); - add("text(cyan,70,140,1)"); - add("Evacuate!"); - add("backgroundtext"); - add("speak_active"); - add("walk(left,35)"); + "flash(5)", + "shake(50)", + "playef(9)", + "changeai(green,followposition,-60)", + "changeai(purple,followposition,-60)", + "squeak(player)", + "text(cyan,70,140,1)", + "Evacuate!", + "backgroundtext", + "speak_active", + "walk(left,35)", - add("endtextfast"); + "endtextfast", //Ok, next room! - add("flash(5)"); - add("shake(50)"); - add("playef(9)"); - add("gotoroom(3,10)"); - add("gotoposition(310,177,0)"); - add("createcrewman(208,177,green,1,followposition,120)"); - add("createcrewman(240,177,purple,1,followposition,120)"); - add("createcrewman(10,177,blue,1,followposition,180)"); + "flash(5)", + "shake(50)", + "playef(9)", + "gotoroom(3,10)", + "gotoposition(310,177,0)", + "createcrewman(208,177,green,1,followposition,120)", + "createcrewman(240,177,purple,1,followposition,120)", + "createcrewman(10,177,blue,1,followposition,180)", - add("squeak(blue)"); - add("text(blue,80,150,1)"); - add("Oh no!"); - add("backgroundtext"); - add("speak_active"); - add("walk(left,20)"); + "squeak(blue)", + "text(blue,80,150,1)", + "Oh no!", + "backgroundtext", + "speak_active", + "walk(left,20)", - add("endtextfast"); + "endtextfast", //and the next! - add("flash(5)"); - add("shake(50)"); - add("playef(9)"); - add("gotoroom(3,11)"); - add("gotoposition(140,0,0)"); + "flash(5)", + "shake(50)", + "playef(9)", + "gotoroom(3,11)", + "gotoposition(140,0,0)", - add("createcrewman(90,105,green,1,followblue)"); - add("createcrewman(125,105,purple,1,followgreen)"); - add("createcrewman(55,105,blue,1,followposition,-200)"); + "createcrewman(90,105,green,1,followblue)", + "createcrewman(125,105,purple,1,followgreen)", + "createcrewman(55,105,blue,1,followposition,-200)", - add("createcrewman(120,177,yellow,1,followposition,-200)"); - add("createcrewman(240,177,red,1,faceleft)"); + "createcrewman(120,177,yellow,1,followposition,-200)", + "createcrewman(240,177,red,1,faceleft)", - add("delay(5)"); - add("changeai(red,followposition,-200)"); + "delay(5)", + "changeai(red,followposition,-200)", - add("squeak(red)"); - add("text(red,100,150,1)"); - add("Everyone off the ship!"); - add("backgroundtext"); - add("speak_active"); + "squeak(red)", + "text(red,100,150,1)", + "Everyone off the ship!", + "backgroundtext", + "speak_active", - add("walk(left,25)"); + "walk(left,25)", - add("endtextfast"); + "endtextfast", //final room: - add("flash(5)"); - add("shake(80)"); - add("playef(9)"); - add("gotoroom(2,11)"); - add("gotoposition(265,153,0)"); + "flash(5)", + "shake(80)", + "playef(9)", + "gotoroom(2,11)", + "gotoposition(265,153,0)", - add("createcrewman(130,153,blue,1,faceleft)"); - add("createcrewman(155,153,green,1,faceleft)"); - add("createcrewman(180,153,purple,1,faceleft)"); - add("createcrewman(205,153,yellow,1,faceleft)"); - add("createcrewman(230,153,red,1,faceleft)"); + "createcrewman(130,153,blue,1,faceleft)", + "createcrewman(155,153,green,1,faceleft)", + "createcrewman(180,153,purple,1,faceleft)", + "createcrewman(205,153,yellow,1,faceleft)", + "createcrewman(230,153,red,1,faceleft)", - add("squeak(yellow)"); - add("text(yellow,0,0,1)"); - add("This shouldn't be happening!"); - add("position(yellow,below)"); - add("backgroundtext"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,1)", + "This shouldn't be happening!", + "position(yellow,below)", + "backgroundtext", + "speak_active", - add("activateteleporter()"); + "activateteleporter()", - add("delay(10)"); - add("changecolour(blue,teleporter)"); - add("delay(10)"); - add("changecolour(green,teleporter)"); - add("delay(10)"); - add("changecolour(purple,teleporter)"); - add("delay(10)"); - add("changecolour(yellow,teleporter)"); - add("delay(10)"); - add("changecolour(red,teleporter)"); - add("delay(10)"); + "delay(10)", + "changecolour(blue,teleporter)", + "delay(10)", + "changecolour(green,teleporter)", + "delay(10)", + "changecolour(purple,teleporter)", + "delay(10)", + "changecolour(yellow,teleporter)", + "delay(10)", + "changecolour(red,teleporter)", + "delay(10)", //and teleport! - add("endtext"); - add("alarmoff"); - add("flash(5)"); - add("shake(20)"); - add("playef(10)"); - add("blackout()"); - add("changemood(player,0)"); - add("changedir(player,1)"); + "endtext", + "alarmoff", + "flash(5)", + "shake(20)", + "playef(10)", + "blackout()", + "changemood(player,0)", + "changedir(player,1)", - add("delay(100)"); - add("blackon()"); - add("shake(20)"); - add("playef(10)"); + "delay(100)", + "blackon()", + "shake(20)", + "playef(10)", //Finally, appear at the start of the game: - add("gotoroom(13,5)"); - add("gotoposition(80,96,0)"); - add("walk(right,20)"); - //add("delay(45)"); + "gotoroom(13,5)", + "gotoposition(80,96,0)", + "walk(right,20)", + //"delay(45)", - add("squeak(player)"); - add("text(cyan,0,0,1)"); - add("Phew! That was scary!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(cyan,0,0,1)", + "Phew! That was scary!", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(cyan,0,0,2)"); - add("At least we all"); - add("escaped, right guys?"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(cyan,0,0,2)", + "At least we all", + "escaped, right guys?", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("delay(45)"); - add("walk(left,3)"); - add("delay(45)"); - add("setcheckpoint()"); + "delay(45)", + "walk(left,3)", + "delay(45)", + "setcheckpoint()", - add("squeak(player)"); - add("text(cyan,0,0,1)"); - add("...guys?"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(cyan,0,0,1)", + "...guys?", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("delay(25)"); - add("changemood(player,1)"); - add("squeak(cry)"); - add("delay(25)"); + "delay(25)", + "changemood(player,1)", + "squeak(cry)", + "delay(25)", - add("play(1)"); - add("endcutscene()"); - add("untilbars()"); + "play(1)", + "endcutscene()", + "untilbars()", - add("hideship()"); + "hideship()", - add("gamestate(4)"); + "gamestate(4)", + }; + filllines(lines); } else if (t == "quickstart") { //Finally, appear at the start of the game: - add("gotoroom(13,5)"); - add("gotoposition(80,96,0)"); - add("walk(right,17)"); - add("fadein()"); + const char* lines[] = { + "gotoroom(13,5)", + "gotoposition(80,96,0)", + "walk(right,17)", + "fadein()", - add("setcheckpoint()"); + "setcheckpoint()", - add("play(1)"); - add("endcutscene()"); - add("untilbars()"); + "play(1)", + "endcutscene()", + "untilbars()", - add("hideship()"); + "hideship()", + }; + filllines(lines); } else if (t == "firststeps") { - add("cutscene()"); - add("untilbars()"); + const char* lines[] = { + "cutscene()", + "untilbars()", - add("squeak(player)"); - add("text(cyan,0,0,2)"); - add("I wonder why the ship"); - add("teleported me here alone?"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(cyan,0,0,2)", + "I wonder why the ship", + "teleported me here alone?", + "position(player,above)", + "speak_active", - add("squeak(cry)"); - add("text(cyan,0,0,2)"); - add("I hope everyone else"); - add("got out ok..."); - add("position(player,above)"); - add("speak_active"); + "squeak(cry)", + "text(cyan,0,0,2)", + "I hope everyone else", + "got out ok...", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "trenchwarfare") { - add("cutscene()"); - add("untilbars()"); + const char* lines[] = { + "cutscene()", + "untilbars()", - add("iftrinkets(1,newtrenchwarfare)"); + "iftrinkets(1,newtrenchwarfare)", - add("squeak(player)"); - add("text(cyan,0,0,1)"); - add("Ohh! I wonder what that is?"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(cyan,0,0,1)", + "Ohh! I wonder what that is?", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(cyan,0,0,3)"); - add("I probably don't really need it,"); - add("but it might be nice to take it"); - add("back to the ship to study..."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(cyan,0,0,3)", + "I probably don't really need it,", + "but it might be nice to take it", + "back to the ship to study...", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "newtrenchwarfare") { - add("squeak(player)"); - add("text(cyan,0,0,2)"); - add("Oh! It's another one of"); - add("those shiny things!"); - add("position(player,above)"); - add("speak_active"); + const char* lines[] = { + "squeak(player)", + "text(cyan,0,0,2)", + "Oh! It's another one of", + "those shiny things!", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(cyan,0,0,3)"); - add("I probably don't really need it,"); - add("but it might be nice to take it"); - add("back to the ship to study..."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(cyan,0,0,3)", + "I probably don't really need it,", + "but it might be nice to take it", + "back to the ship to study...", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "trinketcollector") { - add("cutscene()"); - add("untilbars()"); + const char* lines[] = { + "cutscene()", + "untilbars()", - add("iftrinkets(1,newtrinketcollector)"); + "iftrinkets(1,newtrinketcollector)", - add("squeak(player)"); - add("text(cyan,0,0,3)"); - add("This seems like a good"); - add("place to store anything"); - add("I find out there..."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(cyan,0,0,3)", + "This seems like a good", + "place to store anything", + "I find out there...", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(cyan,0,0,3)"); - add("Victoria loves to study the"); - add("interesting things we find"); - add("on our adventures!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(cyan,0,0,3)", + "Victoria loves to study the", + "interesting things we find", + "on our adventures!", + "position(player,above)", + "speak_active", - add("ifcrewlost(5,new2trinketcollector)"); + "ifcrewlost(5,new2trinketcollector)", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "newtrinketcollector") { - add("squeak(player)"); - add("text(cyan,0,0,3)"); - add("This seems like a good"); - add("place to store those"); - add("shiny things."); - add("position(player,above)"); - add("speak_active"); + const char* lines[] = { + "squeak(player)", + "text(cyan,0,0,3)", + "This seems like a good", + "place to store those", + "shiny things.", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(cyan,0,0,3)"); - add("Victoria loves to study the"); - add("interesting things we find"); - add("on our adventures!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(cyan,0,0,3)", + "Victoria loves to study the", + "interesting things we find", + "on our adventures!", + "position(player,above)", + "speak_active", - add("ifcrewlost(5,new2trinketcollector)"); + "ifcrewlost(5,new2trinketcollector)", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "new2trinketcollector") { - add("squeak(cry)"); - add("changemood(player,1)"); - add("text(cyan,0,0,1)"); - add("I hope she's ok..."); - add("position(player,above)"); - add("speak_active"); - add("endtext"); + const char* lines[] = { + "squeak(cry)", + "changemood(player,1)", + "text(cyan,0,0,1)", + "I hope she's ok...", + "position(player,above)", + "speak_active", + "endtext", - add("changemood(player,0)"); + "changemood(player,0)", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); return; } if (t == "communicationstation") { - add("ifskip(communicationstationskip)"); - add("cutscene()"); - add("untilbars()"); - add("changemood(player,0)"); + const char* lines[] = { + "ifskip(communicationstationskip)", + "cutscene()", + "untilbars()", + "changemood(player,0)", - add("tofloor"); - add("play(5)"); - add("delay(10)"); + "tofloor", + "play(5)", + "delay(10)", - add("squeak(player)"); - add("text(cyan,0,0,1)"); - add("Violet! Is that you?"); - add("position(player,above)"); - add("speak_active"); - add("endtext"); + "squeak(player)", + "text(cyan,0,0,1)", + "Violet! Is that you?", + "position(player,above)", + "speak_active", + "endtext", - add("squeak(purple)"); - add("text(purple,45,18,1)"); - add("Captain! You're ok!"); - add("speak_active"); + "squeak(purple)", + "text(purple,45,18,1)", + "Captain! You're ok!", + "speak_active", - add("squeak(cry)"); - add("text(purple,20,16,3)"); - add("Something has gone"); - add("horribly wrong with the"); - add("ship's teleporter!"); - add("speak_active"); + "squeak(cry)", + "text(purple,20,16,3)", + "Something has gone", + "horribly wrong with the", + "ship's teleporter!", + "speak_active", - add("squeak(purple)"); - add("text(purple,8,14,3)"); - add("I think everyone has been"); - add("teleported away randomly!"); - add("They could be anywhere!"); - add("speak_active"); + "squeak(purple)", + "text(purple,8,14,3)", + "I think everyone has been", + "teleported away randomly!", + "They could be anywhere!", + "speak_active", - add("squeak(cry)"); - add("changemood(player,1)"); - add("text(cyan,0,0,1)"); - add("Oh no!"); - add("position(player,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(player,1)", + "text(cyan,0,0,1)", + "Oh no!", + "position(player,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,10,19,2)"); - add("I'm on the ship - it's damaged"); - add("badly, but it's still intact!"); - add("speak_active"); + "squeak(purple)", + "text(purple,10,19,2)", + "I'm on the ship - it's damaged", + "badly, but it's still intact!", + "speak_active", - add("squeak(purple)"); - add("text(purple,10,15,1)"); - add("Where are you, Captain?"); - add("speak_active"); + "squeak(purple)", + "text(purple,10,15,1)", + "Where are you, Captain?", + "speak_active", - add("squeak(player)"); - add("changemood(player,0)"); - add("text(cyan,0,0,3)"); - add("I'm on some sort of"); - add("space station... It"); - add("seems pretty modern..."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "changemood(player,0)", + "text(cyan,0,0,3)", + "I'm on some sort of", + "space station... It", + "seems pretty modern...", + "position(player,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,15,16,2)"); - add("There seems to be some sort of"); - add("interference in this dimension..."); - add("speak_active"); + "squeak(purple)", + "text(purple,15,16,2)", + "There seems to be some sort of", + "interference in this dimension...", + "speak_active", - add("hideteleporters()"); - add("endtextfast"); - add("delay(10)"); + "hideteleporters()", + "endtextfast", + "delay(10)", //add map mode here and wrap up... - add("gamemode(teleporter)"); - add("delay(20)"); + "gamemode(teleporter)", + "delay(20)", - add("squeak(purple)"); - add("text(purple,25,205,2)"); - add("I'm broadcasting the coordinates"); - add("of the ship to you now."); - add("speak_active"); - add("endtext"); + "squeak(purple)", + "text(purple,25,205,2)", + "I'm broadcasting the coordinates", + "of the ship to you now.", + "speak_active", + "endtext", - add("squeak(terminal)"); - add("showship()"); - add("delay(10)"); - add("hideship()"); - add("delay(10)"); - add("showship()"); - add("delay(10)"); - add("hideship()"); - add("delay(10)"); - add("showship()"); - add("delay(20)"); + "squeak(terminal)", + "showship()", + "delay(10)", + "hideship()", + "delay(10)", + "showship()", + "delay(10)", + "hideship()", + "delay(10)", + "showship()", + "delay(20)", - add("squeak(purple)"); - add("text(purple,10,200,1)"); - add("I can't teleport you back, but..."); - add("speak_active"); + "squeak(purple)", + "text(purple,10,200,1)", + "I can't teleport you back, but...", + "speak_active", - add("squeak(purple)"); - add("text(purple,25,195,3)"); - add("If YOU can find a teleporter"); - add("anywhere nearby, you should be"); - add("able to teleport back to me!"); - add("speak_active"); - add("endtext"); + "squeak(purple)", + "text(purple,25,195,3)", + "If YOU can find a teleporter", + "anywhere nearby, you should be", + "able to teleport back to me!", + "speak_active", + "endtext", - add("squeak(terminal)"); - add("delay(20)"); - add("showteleporters()"); - add("delay(10)"); - add("hideteleporters()"); - add("delay(10)"); - add("showteleporters()"); - add("delay(10)"); - add("hideteleporters()"); - add("delay(10)"); - add("showteleporters()"); - add("delay(20)"); + "squeak(terminal)", + "delay(20)", + "showteleporters()", + "delay(10)", + "hideteleporters()", + "delay(10)", + "showteleporters()", + "delay(10)", + "hideteleporters()", + "delay(10)", + "showteleporters()", + "delay(20)", - add("squeak(player)"); - add("text(cyan,20,190,1)"); - add("Ok! I'll try to find one!"); - add("speak_active"); - add("endtext"); - add("delay(20)"); + "squeak(player)", + "text(cyan,20,190,1)", + "Ok! I'll try to find one!", + "speak_active", + "endtext", + "delay(20)", - add("gamemode(game)"); - add("delay(20)"); + "gamemode(game)", + "delay(20)", - add("squeak(purple)"); - add("text(purple,40,22,1)"); - add("Good luck, Captain!"); - add("speak_active"); - add("endtext"); + "squeak(purple)", + "text(purple,40,22,1)", + "Good luck, Captain!", + "speak_active", + "endtext", - add("squeak(purple)"); - add("text(purple,10,19,2)"); - add("I'll keep trying to find"); - add("the rest of the crew..."); - add("speak_active"); - add("endtext"); + "squeak(purple)", + "text(purple,10,19,2)", + "I'll keep trying to find", + "the rest of the crew...", + "speak_active", + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("play(1)"); + "endcutscene()", + "untilbars()", + "play(1)", + }; + filllines(lines); } else if (t == "communicationstationskip") { - add("changemood(player,0)"); + const char* lines[] = { + "changemood(player,0)", - add("delay(10)"); - add("endtext"); + "delay(10)", + "endtext", //add map mode here and wrap up... - add("gamemode(teleporter)"); - add("delay(5)"); + "gamemode(teleporter)", + "delay(5)", - add("squeak(terminal)"); - add("showship()"); - add("showteleporters()"); - add("delay(10)"); - add("hideship()"); - add("hideteleporters()"); - add("delay(10)"); - add("showship()"); - add("showteleporters()"); - add("delay(10)"); - add("hideship()"); - add("hideteleporters()"); - add("delay(10)"); - add("showship()"); - add("showteleporters()"); - add("delay(20)"); + "squeak(terminal)", + "showship()", + "showteleporters()", + "delay(10)", + "hideship()", + "hideteleporters()", + "delay(10)", + "showship()", + "showteleporters()", + "delay(10)", + "hideship()", + "hideteleporters()", + "delay(10)", + "showship()", + "showteleporters()", + "delay(20)", - add("gamemode(game)"); + "gamemode(game)", + }; + filllines(lines); } else if (t == "teleporterback") { - add("cutscene()"); - add("untilbars()"); + const char* lines[] = { + "cutscene()", + "untilbars()", - add("squeak(player)"); - add("text(cyan,0,0,1)"); - add("A teleporter!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(cyan,0,0,1)", + "A teleporter!", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(cyan,0,0,2)"); - add("I can get back to the"); - add("ship with this!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(cyan,0,0,2)", + "I can get back to the", + "ship with this!", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("teleportscript(levelonecomplete)"); + "teleportscript(levelonecomplete)", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "levelonecomplete") { - add("nocontrol()"); - add("createcrewman(230,153,purple,0,faceleft)"); + const char* lines[] = { + "nocontrol()", + "createcrewman(230,153,purple,0,faceleft)", - add("cutscene()"); - add("untilbars()"); + "cutscene()", + "untilbars()", - add("delay(30)"); - add("rescued(purple)"); + "delay(30)", + "rescued(purple)", - add("delay(10)"); - add("gamestate(4090)"); + "delay(10)", + "gamestate(4090)", + }; + filllines(lines); } else if (t == "levelonecomplete_ending") { - add("squeak(purple)"); - add("text(purple,0,0,1)"); - add("Captain!"); - add("position(purple,above)"); - add("speak_active"); - add("endtext"); - add("nocontrol()"); + const char* lines[] = { + "squeak(purple)", + "text(purple,0,0,1)", + "Captain!", + "position(purple,above)", + "speak_active", + "endtext", + "nocontrol()", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", - add("gamestate(3050)"); + "gamestate(3050)", + }; + filllines(lines); } else if (t == "levelonecompleteskip") { - add("nocontrol()"); - add("gamestate(3050)"); + const char* lines[] = { + "nocontrol()", + "gamestate(3050)", + }; + filllines(lines); } else if (t == "bigopenworld") { - add("play(5)"); - add("cutscene()"); - add("untilbars()"); + const char* lines[] = { + "play(5)", + "cutscene()", + "untilbars()", - add("gotoroom(4,10)"); - add("gotoposition(100,177,0)"); - add("createcrewman(150,177,purple,0,faceleft)"); + "gotoroom(4,10)", + "gotoposition(100,177,0)", + "createcrewman(150,177,purple,0,faceleft)", //set all the crew as rescued to avoid companion issues! - add("rescued(red)"); - add("rescued(green)"); - add("rescued(blue)"); - add("rescued(yellow)"); + "rescued(red)", + "rescued(green)", + "rescued(blue)", + "rescued(yellow)", - add("fadein()"); - add("untilfade()"); + "fadein()", + "untilfade()", - add("delay(15)"); + "delay(15)", - add("squeak(player)"); - add("text(player,0,0,2)"); - add("So, Doctor - have you any"); - add("idea what caused the crash?"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,2)", + "So, Doctor - have you any", + "idea what caused the crash?", + "position(player,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,3)"); - add("There's some sort of bizarre"); - add("signal here that's interfering"); - add("with our equipment..."); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,3)", + "There's some sort of bizarre", + "signal here that's interfering", + "with our equipment...", + "position(purple,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,3)"); - add("It caused the ship to lose"); - add("its quantum position, collapsing"); - add("us into this dimension!"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,3)", + "It caused the ship to lose", + "its quantum position, collapsing", + "us into this dimension!", + "position(purple,above)", + "speak_active", - add("squeak(cry)"); - add("changemood(player,1)"); - add("text(player,0,0,1)"); - add("Oh no!"); - add("position(player,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(player,1)", + "text(player,0,0,1)", + "Oh no!", + "position(player,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,2)"); - add("But I think we should be able to fix"); - add("the ship and get out of here..."); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,2)", + "But I think we should be able to fix", + "the ship and get out of here...", + "position(purple,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,2)"); - add("... as long as we can"); - add("find the rest of the crew."); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,2)", + "... as long as we can", + "find the rest of the crew.", + "position(purple,above)", + "speak_active", - add("endtext"); + "endtext", //Cut to Red - add("fadeout()"); - add("untilfade()"); + "fadeout()", + "untilfade()", - add("changeplayercolour(red)"); - add("gotoroom(10,4)"); - add("gotoposition(200,185,0)"); - add("hideplayer()"); - add("createcrewman(200,185,red,1,panic)"); + "changeplayercolour(red)", + "gotoroom(10,4)", + "gotoposition(200,185,0)", + "hideplayer()", + "createcrewman(200,185,red,1,panic)", - add("fadein()"); - add("untilfade()"); + "fadein()", + "untilfade()", - //add("walk(right,10)"); + //"walk(right,10)", - add("squeak(purple)"); - add("text(purple,60,40,2)"); - add("We really don't know anything"); - add("about this place..."); - add("speak_active"); + "squeak(purple)", + "text(purple,60,40,2)", + "We really don't know anything", + "about this place...", + "speak_active", - add("endtext"); + "endtext", - add("delay(15)"); + "delay(15)", //Cut to Green - add("fadeout()"); - add("untilfade()"); + "fadeout()", + "untilfade()", - add("showplayer()"); + "showplayer()", - add("changeplayercolour(green)"); - add("gotoroom(13,0)"); - add("gotoposition(143,20,0)"); + "changeplayercolour(green)", + "gotoroom(13,0)", + "gotoposition(143,20,0)", - add("fadein()"); - add("untilfade()"); + "fadein()", + "untilfade()", - add("squeak(purple)"); - add("text(purple,40,30,2)"); - add("Our friends could be anywhere - they"); - add("could be lost, or in danger!"); - add("speak_active"); + "squeak(purple)", + "text(purple,40,30,2)", + "Our friends could be anywhere - they", + "could be lost, or in danger!", + "speak_active", - add("endtext"); + "endtext", - add("delay(15)"); + "delay(15)", //Cut to Blue - add("fadeout()"); - add("untilfade()"); + "fadeout()", + "untilfade()", - add("changeplayercolour(blue)"); - add("gotoroom(3,4)"); - add("gotoposition(190,177,0)"); + "changeplayercolour(blue)", + "gotoroom(3,4)", + "gotoposition(190,177,0)", - add("fadein()"); - add("untilfade()"); + "fadein()", + "untilfade()", - add("squeak(player)"); - add("text(player,10,60,1)"); - add("Can they teleport back here?"); - add("speak_active"); + "squeak(player)", + "text(player,10,60,1)", + "Can they teleport back here?", + "speak_active", - add("squeak(purple)"); - add("text(purple,50,80,2)"); - add("Not unless they find some way"); - add("to communicate with us!"); - add("speak_active"); + "squeak(purple)", + "text(purple,50,80,2)", + "Not unless they find some way", + "to communicate with us!", + "speak_active", - add("squeak(purple)"); - add("text(purple,30,100,3)"); - add("We can't pick up their signal and"); - add("they can't teleport here unless"); - add("they know where the ship is..."); - add("speak_active"); + "squeak(purple)", + "text(purple,30,100,3)", + "We can't pick up their signal and", + "they can't teleport here unless", + "they know where the ship is...", + "speak_active", - add("endtext"); + "endtext", - add("delay(15)"); + "delay(15)", //Cut to Yellow - add("fadeout()"); - add("untilfade()"); + "fadeout()", + "untilfade()", - add("changeplayercolour(yellow)"); - add("gotoroom(15,9)"); + "changeplayercolour(yellow)", + "gotoroom(15,9)", //(6*8)-21 - add("gotoposition(300,27,0)"); + "gotoposition(300,27,0)", - add("hideplayer()"); - add("createcrewman(280,25,yellow,1,panic)"); + "hideplayer()", + "createcrewman(280,25,yellow,1,panic)", - //add("hascontrol()"); - //add("walk(left,4)"); + //"hascontrol()", + //"walk(left,4)", - add("fadein()"); - add("untilfade()"); + "fadein()", + "untilfade()", - add("squeak(player)"); - add("text(player,25,60,1)"); - add("So what do we do?"); - add("speak_active"); + "squeak(player)", + "text(player,25,60,1)", + "So what do we do?", + "speak_active", - add("squeak(purple)"); - add("text(purple,80,125,4)"); - add("We need to find them! Head"); - add("out into the dimension and"); - add("look for anywhere they might"); - add("have ended up..."); - add("speak_active"); + "squeak(purple)", + "text(purple,80,125,4)", + "We need to find them! Head", + "out into the dimension and", + "look for anywhere they might", + "have ended up...", + "speak_active", - add("endtext"); + "endtext", - add("delay(15)"); + "delay(15)", //Back to ship - add("fadeout()"); - add("untilfade()"); - add("showplayer()"); + "fadeout()", + "untilfade()", + "showplayer()", - add("missing(red)"); - add("missing(green)"); - add("missing(blue)"); - add("missing(yellow)"); + "missing(red)", + "missing(green)", + "missing(blue)", + "missing(yellow)", - add("changeplayercolour(cyan)"); - add("changemood(player,0)"); - add("gotoroom(4,10)"); - add("gotoposition(90,177,0)"); - add("walk(right,2)"); - add("createcrewman(150,177,purple,0,faceleft)"); + "changeplayercolour(cyan)", + "changemood(player,0)", + "gotoroom(4,10)", + "gotoposition(90,177,0)", + "walk(right,2)", + "createcrewman(150,177,purple,0,faceleft)", - add("fadein()"); - add("untilfade()"); + "fadein()", + "untilfade()", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Ok! Where do we start?"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Ok! Where do we start?", + "position(player,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,2)"); - add("Well, I've been trying to find"); - add("them with the ship's scanners!"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,2)", + "Well, I've been trying to find", + "them with the ship's scanners!", + "position(purple,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,2)"); - add("It's not working, but I did"); - add("find something..."); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,2)", + "It's not working, but I did", + "find something...", + "position(purple,above)", + "speak_active", - add("endtext"); + "endtext", - add("delay(15)"); + "delay(15)", - add("hidecoordinates(10,4)"); - add("hidecoordinates(13,0)"); - add("hidecoordinates(3,4)"); - add("hidecoordinates(15,9)"); - add("showteleporters()"); + "hidecoordinates(10,4)", + "hidecoordinates(13,0)", + "hidecoordinates(3,4)", + "hidecoordinates(15,9)", + "showteleporters()", //Cut to map //add map mode here and wrap up... - add("gamemode(teleporter)"); - add("delay(20)"); + "gamemode(teleporter)", + "delay(20)", - add("squeak(terminal)"); - add("showtargets()"); - add("delay(10)"); - add("hidetargets()"); - add("delay(10)"); - add("showtargets()"); - add("delay(10)"); - add("hidetargets()"); - add("delay(10)"); - add("showtargets()"); - add("delay(20)"); + "squeak(terminal)", + "showtargets()", + "delay(10)", + "hidetargets()", + "delay(10)", + "showtargets()", + "delay(10)", + "hidetargets()", + "delay(10)", + "showtargets()", + "delay(20)", - add("squeak(purple)"); - add("text(purple,25,205,2)"); - add("These points show up on our scans"); - add("as having high energy patterns!"); - add("speak_active"); - add("endtext"); + "squeak(purple)", + "text(purple,25,205,2)", + "These points show up on our scans", + "as having high energy patterns!", + "speak_active", + "endtext", - add("squeak(purple)"); - add("text(purple,35,185,4)"); - add("There's a good chance they're"); - add("teleporters - which means"); - add("they're probably built near"); - add("something important..."); - add("speak_active"); + "squeak(purple)", + "text(purple,35,185,4)", + "There's a good chance they're", + "teleporters - which means", + "they're probably built near", + "something important...", + "speak_active", - add("squeak(purple)"); - add("text(purple,25,205,2)"); - add("They could be a very good"); - add("place to start looking."); - add("speak_active"); - add("endtext"); - add("delay(20)"); + "squeak(purple)", + "text(purple,25,205,2)", + "They could be a very good", + "place to start looking.", + "speak_active", + "endtext", + "delay(20)", - add("gamemode(game)"); - add("delay(20)"); + "gamemode(game)", + "delay(20)", //And finally, back to the ship! - add("squeak(player)"); - add("text(player,0,0,2)"); - add("Ok! I'll head out and see"); - add("what I can find!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,2)", + "Ok! I'll head out and see", + "what I can find!", + "position(player,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,2)"); - add("I'll be right here if"); - add("you need any help!"); - add("position(purple,above)"); - add("speak_active"); - add("endtext"); + "squeak(purple)", + "text(purple,0,0,2)", + "I'll be right here if", + "you need any help!", + "position(purple,above)", + "speak_active", + "endtext", - add("rescued(purple)"); - add("play(4)"); + "rescued(purple)", + "play(4)", - add("endcutscene()"); - add("untilbars()"); - add("hascontrol()"); + "endcutscene()", + "untilbars()", + "hascontrol()", - add("createactivityzone(purple)"); + "createactivityzone(purple)", + }; + filllines(lines); } else if (t == "bigopenworldskip") { - add("gotoroom(4,10)"); - add("gotoposition(100,177,0)"); - add("createcrewman(150,177,purple,0,faceleft)"); + const char* lines[] = { + "gotoroom(4,10)", + "gotoposition(100,177,0)", + "createcrewman(150,177,purple,0,faceleft)", - add("fadein()"); - add("untilfade()"); + "fadein()", + "untilfade()", - add("hidecoordinates(10,4)"); - add("hidecoordinates(13,0)"); - add("hidecoordinates(3,4)"); - add("hidecoordinates(15,9)"); - add("showteleporters()"); + "hidecoordinates(10,4)", + "hidecoordinates(13,0)", + "hidecoordinates(3,4)", + "hidecoordinates(15,9)", + "showteleporters()", //Cut to map //add map mode here and wrap up... - add("gamemode(teleporter)"); - add("delay(20)"); + "gamemode(teleporter)", + "delay(20)", - add("squeak(terminal)"); - add("showtargets()"); - add("delay(10)"); - add("hidetargets()"); - add("delay(10)"); - add("showtargets()"); - add("delay(10)"); - add("hidetargets()"); - add("delay(10)"); - add("showtargets()"); - add("delay(20)"); + "squeak(terminal)", + "showtargets()", + "delay(10)", + "hidetargets()", + "delay(10)", + "showtargets()", + "delay(10)", + "hidetargets()", + "delay(10)", + "showtargets()", + "delay(20)", - add("gamemode(game)"); - add("delay(20)"); + "gamemode(game)", + "delay(20)", //And finally, back to the ship! - add("squeak(purple)"); - add("text(purple,0,0,2)"); - add("I'll be right here if"); - add("you need any help!"); - add("position(purple,above)"); - add("speak_active"); - add("endtext"); + "squeak(purple)", + "text(purple,0,0,2)", + "I'll be right here if", + "you need any help!", + "position(purple,above)", + "speak_active", + "endtext", - add("rescued(purple)"); - add("play(4)"); + "rescued(purple)", + "play(4)", - add("endcutscene()"); - add("untilbars()"); - add("hascontrol()"); + "endcutscene()", + "untilbars()", + "hascontrol()", - add("createactivityzone(purple)"); + "createactivityzone(purple)", + }; + filllines(lines); } else if (t == "rescueblue") { - add("ifskip(skipblue)"); - add("cutscene()"); + const char* lines[] = { + "ifskip(skipblue)", + "cutscene()", - add("tofloor()"); - add("changeai(blue,followplayer)"); - add("untilbars()"); + "tofloor()", + "changeai(blue,followplayer)", + "untilbars()", - add("rescued(blue)"); + "rescued(blue)", - add("squeak(blue)"); - add("text(blue,0,0,2)"); - add("Oh no! Captain! Are you"); - add("stuck here too?"); - add("position(blue,above)"); - add("speak_active"); + "squeak(blue)", + "text(blue,0,0,2)", + "Oh no! Captain! Are you", + "stuck here too?", + "position(blue,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("It's ok - I'm here to rescue you!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "It's ok - I'm here to rescue you!", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Let me explain everything..."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Let me explain everything...", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("fadeout()"); - add("untilfade()"); - add("delay(30)"); - add("fadein()"); - add("untilfade()"); + "fadeout()", + "untilfade()", + "delay(30)", + "fadein()", + "untilfade()", - add("squeak(cry)"); - add("text(blue,0,0,2)"); - add("What? I didn't understand"); - add("any of that!"); - add("position(blue,above)"); - add("speak_active"); + "squeak(cry)", + "text(blue,0,0,2)", + "What? I didn't understand", + "any of that!", + "position(blue,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Oh... well, don't worry."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Oh... well, don't worry.", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,2)"); - add("Follow me! Everything"); - add("will be alright!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,2)", + "Follow me! Everything", + "will be alright!", + "position(player,above)", + "speak_active", - add("squeak(blue)"); - add("changemood(blue,0)"); - add("text(blue,0,0,1)"); - add("Sniff... Really?"); - add("position(blue,above)"); - add("speak_active"); + "squeak(blue)", + "changemood(blue,0)", + "text(blue,0,0,1)", + "Sniff... Really?", + "position(blue,above)", + "speak_active", - add("squeak(blue)"); - add("text(blue,0,0,1)"); - add("Ok then!"); - add("position(blue,above)"); - add("speak_active"); + "squeak(blue)", + "text(blue,0,0,1)", + "Ok then!", + "position(blue,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("companion(8)"); - add("setcheckpoint()"); + "endcutscene()", + "untilbars()", + "companion(8)", + "setcheckpoint()", + }; + filllines(lines); } else if (t == "skipblue") { - add("changeai(blue,followplayer)"); - add("squeak(blue)"); - add("changemood(blue,0)"); - add("companion(8)"); - add("rescued(blue)"); - add("setcheckpoint()"); + const char* lines[] = { + "changeai(blue,followplayer)", + "squeak(blue)", + "changemood(blue,0)", + "companion(8)", + "rescued(blue)", + "setcheckpoint()", + }; + filllines(lines); } else if (t == "rescueyellow") { - add("ifskip(skipyellow)"); - add("cutscene()"); + const char* lines[] = { + "ifskip(skipyellow)", + "cutscene()", - add("changeai(yellow,followplayer)"); - add("changetile(yellow,6)"); - add("untilbars()"); + "changeai(yellow,followplayer)", + "changetile(yellow,6)", + "untilbars()", - add("rescued(yellow)"); + "rescued(yellow)", - add("squeak(yellow)"); - add("text(yellow,0,0,2)"); - add("Ah, Viridian! You got off"); - add("the ship alright too? "); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,2)", + "Ah, Viridian! You got off", + "the ship alright too? ", + "position(yellow,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,2)"); - add("It's good to see you're"); - add("alright, Professor!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,2)", + "It's good to see you're", + "alright, Professor!", + "position(player,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,1)"); - add("Is the ship ok?"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,1)", + "Is the ship ok?", + "position(yellow,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,2)"); - add("It's badly damaged, but Violet's"); - add("been working on fixing it."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,2)", + "It's badly damaged, but Violet's", + "been working on fixing it.", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("We could really use your help..."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "We could really use your help...", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("fadeout()"); - add("untilfade()"); - add("delay(30)"); - add("fadein()"); - add("untilfade()"); + "fadeout()", + "untilfade()", + "delay(30)", + "fadein()", + "untilfade()", - add("squeak(yellow)"); - add("text(yellow,0,0,1)"); - add("Ah, of course!"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,1)", + "Ah, of course!", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,4)"); - add("The background interference"); - add("in this dimension prevented"); - add("the ship from finding a"); - add("teleporter when we crashed!"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,4)", + "The background interference", + "in this dimension prevented", + "the ship from finding a", + "teleporter when we crashed!", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,2)"); - add("We've all been teleported"); - add("to different locations!"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,2)", + "We've all been teleported", + "to different locations!", + "position(yellow,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Er, that sounds about right!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Er, that sounds about right!", + "position(player,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,2)"); - add("Let's get back to"); - add("the ship, then!"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,2)", + "Let's get back to", + "the ship, then!", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,1)"); - add("After you, Captain!"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,1)", + "After you, Captain!", + "position(yellow,above)", + "speak_active", - add("endtext"); + "endtext", - add("companion(7)"); - add("endcutscene()"); - add("untilbars()"); + "companion(7)", + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "skipyellow") { - add("changeai(yellow,followplayer)"); - add("changetile(yellow,6)"); - add("squeak(yellow)"); - add("rescued(yellow)"); - add("companion(7)"); + const char* lines[] = { + "changeai(yellow,followplayer)", + "changetile(yellow,6)", + "squeak(yellow)", + "rescued(yellow)", + "companion(7)", + }; + filllines(lines); } else if (t == "rescuegreen") { - add("ifskip(skipgreen)"); - add("cutscene()"); + const char* lines[] = { + "ifskip(skipgreen)", + "cutscene()", - add("tofloor()"); - add("changemood(green,0)"); - add("untilbars()"); + "tofloor()", + "changemood(green,0)", + "untilbars()", - add("rescued(green)"); + "rescued(green)", - add("squeak(green)"); - add("text(green,0,0,1)"); - add("Captain! I've been so worried!"); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,1)", + "Captain! I've been so worried!", + "position(green,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Chief Verdigris! You're ok!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Chief Verdigris! You're ok!", + "position(player,above)", + "speak_active", - add("squeak(cry)"); - add("changemood(green,1)"); - add("text(green,0,0,2)"); - add("I've been trying to get out, but"); - add("I keep going around in circles..."); - add("position(green,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(green,1)", + "text(green,0,0,2)", + "I've been trying to get out, but", + "I keep going around in circles...", + "position(green,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,2)"); - add("I've come from the ship. I'm here"); - add("to teleport you back to it."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,2)", + "I've come from the ship. I'm here", + "to teleport you back to it.", + "position(player,above)", + "speak_active", - add("squeak(green)"); - add("text(green,0,0,2)"); - add("Is everyone else"); - add("alright? Is Violet..."); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,2)", + "Is everyone else", + "alright? Is Violet...", + "position(green,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("She's fine - she's back on the ship!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "She's fine - she's back on the ship!", + "position(player,above)", + "speak_active", - add("squeak(green)"); - add("changemood(green,0)"); - add("text(green,0,0,2)"); - add("Oh! Great - Let's"); - add("get going, then!"); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "changemood(green,0)", + "text(green,0,0,2)", + "Oh! Great - Let's", + "get going, then!", + "position(green,above)", + "speak_active", - add("endtext"); + "endtext", - add("companion(6)"); - add("endcutscene()"); - add("untilbars()"); - add("changeai(green,followplayer)"); + "companion(6)", + "endcutscene()", + "untilbars()", + "changeai(green,followplayer)", + }; + filllines(lines); } else if (t == "skipgreen") { - add("changeai(green,followplayer)"); - add("squeak(green)"); - add("rescued(green)"); - add("changemood(green,0)"); - add("companion(6)"); + const char* lines[] = { + "changeai(green,followplayer)", + "squeak(green)", + "rescued(green)", + "changemood(green,0)", + "companion(6)", + }; + filllines(lines); } else if (t == "rescuered") { - add("ifskip(skipred)"); - add("cutscene()"); + const char* lines[] = { + "ifskip(skipred)", + "cutscene()", - add("tofloor()"); - add("changemood(red,0)"); - add("untilbars()"); + "tofloor()", + "changemood(red,0)", + "untilbars()", - add("rescued(red)"); + "rescued(red)", - add("squeak(red)"); - add("text(red,0,0,1)"); - add("Captain!"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,1)", + "Captain!", + "position(red,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,3)"); - add("Am I ever glad to see you!"); - add("I thought I was the only"); - add("one to escape the ship..."); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,3)", + "Am I ever glad to see you!", + "I thought I was the only", + "one to escape the ship...", + "position(red,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Vermilion! I knew you'd be ok!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Vermilion! I knew you'd be ok!", + "position(player,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,1)"); - add("So, what's the situation?"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,1)", + "So, what's the situation?", + "position(red,above)", + "speak_active", - add("endtext"); + "endtext", - add("fadeout()"); - add("untilfade()"); - add("delay(30)"); - add("fadein()"); - add("untilfade()"); + "fadeout()", + "untilfade()", + "delay(30)", + "fadein()", + "untilfade()", - add("squeak(red)"); - add("text(red,0,0,2)"); - add("I see! Well, we'd better"); - add("get back then."); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,2)", + "I see! Well, we'd better", + "get back then.", + "position(red,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,2)"); - add("There's a teleporter"); - add("in the next room."); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,2)", + "There's a teleporter", + "in the next room.", + "position(red,above)", + "speak_active", - add("endtext"); + "endtext", - add("companion(9)"); - add("endcutscene()"); - add("untilbars()"); - add("changeai(red,followplayer)"); + "companion(9)", + "endcutscene()", + "untilbars()", + "changeai(red,followplayer)", + }; + filllines(lines); } else if (t == "skipred") { - add("changeai(red,followplayer)"); - add("squeak(red)"); - add("rescued(red)"); - add("changemood(red,0)"); - add("companion(9)"); + const char* lines[] = { + "changeai(red,followplayer)", + "squeak(red)", + "rescued(red)", + "changemood(red,0)", + "companion(9)", + }; + filllines(lines); } else if (t == "startexpolevel_station1") { + const char* lines[] = { //For the Eurogamer EXPO! Scrap later. - add("fadeout()"); - add("musicfadeout()"); - add("untilfade()"); + "fadeout()", + "musicfadeout()", + "untilfade()", - add("cutscene()"); - add("untilbars()"); + "cutscene()", + "untilbars()", - add("resetgame"); + "resetgame", - add("gotoroom(4,10)"); - add("gotoposition(232,113,0)"); - add("setcheckpoint()"); - add("changedir(player,1)"); - add("fadein()"); + "gotoroom(4,10)", + "gotoposition(232,113,0)", + "setcheckpoint()", + "changedir(player,1)", + "fadein()", - add("play(5)"); - add("loadscript(intro)"); + "play(5)", + "loadscript(intro)", + }; + filllines(lines); } else if (t == "startexpolevel_lab") { + const char* lines[] = { //For the Eurogamer EXPO! Scrap later. - add("fadeout()"); - add("musicfadeout()"); - add("untilfade()"); - add("delay(30)"); + "fadeout()", + "musicfadeout()", + "untilfade()", + "delay(30)", - add("resetgame"); + "resetgame", - add("gotoroom(2,16)"); - add("gotoposition(58,193,0)"); - add("setcheckpoint()"); - add("changedir(player,1)"); - add("fadein()"); + "gotoroom(2,16)", + "gotoposition(58,193,0)", + "setcheckpoint()", + "changedir(player,1)", + "fadein()", - add("stopmusic()"); - add("play(3)"); + "stopmusic()", + "play(3)", + }; + filllines(lines); } else if (t == "startexpolevel_warp") { + const char* lines[] = { //For the Eurogamer EXPO! Scrap later. - add("fadeout()"); - add("musicfadeout()"); - add("untilfade()"); - add("delay(30)"); + "fadeout()", + "musicfadeout()", + "untilfade()", + "delay(30)", - add("resetgame"); + "resetgame", - add("gotoroom(14,1)"); - add("gotoposition(45,73,0)"); - add("setcheckpoint()"); - add("changedir(player,1)"); - add("fadein()"); + "gotoroom(14,1)", + "gotoposition(45,73,0)", + "setcheckpoint()", + "changedir(player,1)", + "fadein()", - add("stopmusic()"); - add("play(3)"); + "stopmusic()", + "play(3)", + }; + filllines(lines); } else if (t == "startexpolevel_tower") { + const char* lines[] = { //For the Eurogamer EXPO! Scrap later. - add("fadeout()"); - add("musicfadeout()"); - add("untilfade()"); - add("delay(30)"); + "fadeout()", + "musicfadeout()", + "untilfade()", + "delay(30)", - add("resetgame"); + "resetgame", - add("gotoroom(8,9)"); - add("gotoposition(95,193,0)"); - add("setcheckpoint()"); - add("changedir(player,1)"); - add("fadein()"); + "gotoroom(8,9)", + "gotoposition(95,193,0)", + "setcheckpoint()", + "changedir(player,1)", + "fadein()", - add("stopmusic()"); - add("play(2)"); + "stopmusic()", + "play(2)", + }; + filllines(lines); } else if (t == "skipint1") { - add("finalmode(41,56)"); - add("gotoposition(52,89,0)"); - add("changedir(player,1)"); - add("setcheckpoint()"); - add("delay(15)"); + const char* lines[] = { + "finalmode(41,56)", + "gotoposition(52,89,0)", + "changedir(player,1)", + "setcheckpoint()", + "delay(15)", - add("flash(5)"); - add("shake(20)"); - add("playef(9)"); - add("showplayer()"); - add("play(8)"); + "flash(5)", + "shake(20)", + "playef(9)", + "showplayer()", + "play(8)", - add("hascontrol()"); - add("befadein()"); + "hascontrol()", + "befadein()", + }; + filllines(lines); } else if (t == "intermission_1") { - add("ifskip(skipint1)"); - add("finalmode(41,56)"); - add("gotoposition(52,89,0)"); - add("changedir(player,1)"); - add("setcheckpoint()"); + const char* lines[] = { + "ifskip(skipint1)", + "finalmode(41,56)", + "gotoposition(52,89,0)", + "changedir(player,1)", + "setcheckpoint()", - add("cutscene()"); + "cutscene()", - add("delay(15)"); + "delay(15)", - add("flash(5)"); - add("shake(20)"); - add("playef(9)"); + "flash(5)", + "shake(20)", + "playef(9)", - add("delay(35)"); + "delay(35)", - add("flash(5)"); - add("shake(20)"); - add("playef(9)"); + "flash(5)", + "shake(20)", + "playef(9)", - add("delay(25)"); + "delay(25)", - add("flash(5)"); - add("shake(20)"); - add("playef(10)"); + "flash(5)", + "shake(20)", + "playef(10)", - add("showplayer()"); - add("play(8)"); + "showplayer()", + "play(8)", - add("befadein()"); + "befadein()", - add("iflast(2,int1yellow_1)"); - add("iflast(3,int1red_1)"); - add("iflast(4,int1green_1)"); - add("iflast(5,int1blue_1)"); + "iflast(2,int1yellow_1)", + "iflast(3,int1red_1)", + "iflast(4,int1green_1)", + "iflast(5,int1blue_1)", + }; + filllines(lines); } else if (t == "int1blue_1") { - add("delay(45)"); + const char* lines[] = { + "delay(45)", - add("squeak(cry)"); - add("text(blue,0,0,1)"); - add("Waaaa!"); - add("position(blue,above)"); - add("speak_active"); - add("face(player,blue)"); - add("face(blue,player)"); + "squeak(cry)", + "text(blue,0,0,1)", + "Waaaa!", + "position(blue,above)", + "speak_active", + "face(player,blue)", + "face(blue,player)", - add("squeak(blue)"); - add("text(blue,0,0,1)"); - add("Captain! Are you ok?"); - add("position(blue,above)"); - add("speak_active"); + "squeak(blue)", + "text(blue,0,0,1)", + "Captain! Are you ok?", + "position(blue,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,2)"); - add("I'm ok... this..."); - add("this isn't the ship..."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,2)", + "I'm ok... this...", + "this isn't the ship...", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Where are we?"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Where are we?", + "position(player,above)", + "speak_active", - add("squeak(cry)"); - add("text(blue,0,0,1)"); - add("Waaaa!"); - add("position(blue,above)"); - add("speak_active"); + "squeak(cry)", + "text(blue,0,0,1)", + "Waaaa!", + "position(blue,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,2)"); - add("Something's gone wrong... We"); - add("should look for a way back!"); - add("position(player,above)"); - add("speak_active"); - add("endtext"); + "squeak(player)", + "text(player,0,0,2)", + "Something's gone wrong... We", + "should look for a way back!", + "position(player,above)", + "speak_active", + "endtext", - add("telesave()"); + "telesave()", - add("endcutscene()"); - add("untilbars()"); - add("gamestate(14)"); + "endcutscene()", + "untilbars()", + "gamestate(14)", + }; + filllines(lines); } else if (t == "int1blue_2") { - add("cutscene()"); - add("untilbars()"); + const char* lines[] = { + "cutscene()", + "untilbars()", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Follow me! I'll help you!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Follow me! I'll help you!", + "position(player,above)", + "speak_active", - add("squeak(cry)"); - add("text(blue,0,0,1)"); - add("Promise you won't leave without me!"); - add("position(blue,above)"); - add("speak_active"); + "squeak(cry)", + "text(blue,0,0,1)", + "Promise you won't leave without me!", + "position(blue,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("I promise! Don't worry!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "I promise! Don't worry!", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("gamestate(11)"); + "endcutscene()", + "untilbars()", + "gamestate(11)", + }; + filllines(lines); } else if (t == "int1blue_3") { - add("cutscene()"); - add("untilbars()"); - add("face(player,blue)"); - add("face(blue,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,blue)", + "face(blue,player)", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Are you ok down there, Doctor?"); - add("position(player,below)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Are you ok down there, Doctor?", + "position(player,below)", + "speak_active", - add("squeak(cry)"); - add("text(blue,0,0,1)"); - add("I wanna go home!"); - add("position(blue,above)"); - add("speak_active"); + "squeak(cry)", + "text(blue,0,0,1)", + "I wanna go home!", + "position(blue,above)", + "speak_active", - add("squeak(blue)"); - add("text(blue,0,0,2)"); - add("Where are we? How did"); - add("we even get here?"); - add("position(blue,above)"); - add("speak_active"); + "squeak(blue)", + "text(blue,0,0,2)", + "Where are we? How did", + "we even get here?", + "position(blue,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,4)"); - add("Well, Violet did say that the"); - add("interference in the dimension"); - add("we crashed in was causing"); - add("problems with the teleporters..."); - add("position(player,below)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,4)", + "Well, Violet did say that the", + "interference in the dimension", + "we crashed in was causing", + "problems with the teleporters...", + "position(player,below)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("I guess something went wrong..."); - add("position(player,below)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "I guess something went wrong...", + "position(player,below)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,3)"); - add("But if we can find another"); - add("teleporter, I think we can"); - add("get back to the ship!"); - add("position(player,below)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,3)", + "But if we can find another", + "teleporter, I think we can", + "get back to the ship!", + "position(player,below)", + "speak_active", - add("squeak(blue)"); - add("text(blue,0,0,1)"); - add("Sniff..."); - add("position(blue,above)"); - add("speak_active"); - add("endtext"); + "squeak(blue)", + "text(blue,0,0,1)", + "Sniff...", + "position(blue,above)", + "speak_active", + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int1blue_4") { - add("cutscene()"); - add("untilbars()"); - add("face(player,blue)"); - add("face(blue,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,blue)", + "face(blue,player)", - add("squeak(cry)"); - add("text(blue,0,0,1)"); - add("Captain! Captain! Wait for me!"); - add("position(blue,above)"); - add("speak_active"); + "squeak(cry)", + "text(blue,0,0,1)", + "Captain! Captain! Wait for me!", + "position(blue,above)", + "speak_active", - add("squeak(blue)"); - add("text(blue,0,0,2)"); - add("Please don't leave me behind!"); - add("I don't mean to be a burden!"); - add("position(blue,above)"); - add("speak_active"); + "squeak(blue)", + "text(blue,0,0,2)", + "Please don't leave me behind!", + "I don't mean to be a burden!", + "position(blue,above)", + "speak_active", - add("squeak(cry)"); - add("text(blue,0,0,1)"); - add("I'm scared!"); - add("position(blue,above)"); - add("speak_active"); + "squeak(cry)", + "text(blue,0,0,1)", + "I'm scared!", + "position(blue,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,2)"); - add("Oh... don't worry Victoria,"); - add("I'll look after you!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,2)", + "Oh... don't worry Victoria,", + "I'll look after you!", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int1blue_5") { - add("cutscene()"); - add("untilbars()"); - add("face(player,blue)"); - add("face(blue,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,blue)", + "face(blue,player)", - add("squeak(cry)"); - add("text(blue,0,0,2)"); - add("We're never going to get"); - add("out of here, are we?"); - add("position(blue,above)"); - add("speak_active"); + "squeak(cry)", + "text(blue,0,0,2)", + "We're never going to get", + "out of here, are we?", + "position(blue,above)", + "speak_active", - add("squeak(cry)"); - add("changemood(player,1)"); - add("text(player,0,0,1)"); - add("I.. I don't know..."); - add("position(player,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(player,1)", + "text(player,0,0,1)", + "I.. I don't know...", + "position(player,above)", + "speak_active", - add("squeak(cry)"); - add("text(player,0,0,2)"); - add("I don't know where we are or"); - add("how we're going to get out..."); - add("position(player,above)"); - add("speak_active"); + "squeak(cry)", + "text(player,0,0,2)", + "I don't know where we are or", + "how we're going to get out...", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int1blue_6") { - add("cutscene()"); - add("untilbars()"); - add("face(player,blue)"); - add("face(blue,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,blue)", + "face(blue,player)", - add("squeak(cry)"); - add("text(blue,0,0,1)"); - add("We're going to be lost forever!"); - add("position(blue,above)"); - add("speak_active"); + "squeak(cry)", + "text(blue,0,0,1)", + "We're going to be lost forever!", + "position(blue,above)", + "speak_active", - add("squeak(player)"); - add("changemood(player,0)"); - add("text(player,0,0,2)"); - add("Ok, come on... Things"); - add("aren't that bad."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "changemood(player,0)", + "text(player,0,0,2)", + "Ok, come on... Things", + "aren't that bad.", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,2)"); - add("I have a feeling that"); - add("we're nearly home!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,2)", + "I have a feeling that", + "we're nearly home!", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,2)"); - add("We can't be too far"); - add("from another teleporter!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,2)", + "We can't be too far", + "from another teleporter!", + "position(player,above)", + "speak_active", - add("squeak(cry)"); - add("text(blue,0,0,1)"); - add("I hope you're right, captain..."); - add("position(blue,above)"); - add("speak_active"); + "squeak(cry)", + "text(blue,0,0,1)", + "I hope you're right, captain...", + "position(blue,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int1blue_7") { - add("cutscene()"); - add("untilbars()"); - add("face(player,blue)"); - add("face(blue,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,blue)", + "face(blue,player)", - add("squeak(blue)"); - add("text(blue,0,0,2"); - add("Captain! You were right!"); - add("It's a teleporter!"); - add("position(blue,above)"); - add("speak_active"); + "squeak(blue)", + "text(blue,0,0,2", + "Captain! You were right!", + "It's a teleporter!", + "position(blue,above)", + "speak_active", - add("squeak(player)"); - add("changemood(player,0)"); - add("text(player,0,0,3)"); - add("Phew! You had me worried for a"); - add("while there... I thought we"); - add("were never going to find one."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "changemood(player,0)", + "text(player,0,0,3)", + "Phew! You had me worried for a", + "while there... I thought we", + "were never going to find one.", + "position(player,above)", + "speak_active", - add("squeak(cry)"); - add("changemood(blue,1)"); - add("text(blue,0,0,1"); - add("What? Really?"); - add("position(blue,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(blue,1)", + "text(blue,0,0,1", + "What? Really?", + "position(blue,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,2)"); - add("Anyway, let's go"); - add("back to the ship."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,2)", + "Anyway, let's go", + "back to the ship.", + "position(player,above)", + "speak_active", - add("changemood(blue,0)"); - add("endtext"); + "changemood(blue,0)", + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int1green_1") { - add("delay(45)"); + const char* lines[] = { + "delay(45)", - add("squeak(green)"); - add("text(green,0,0,1)"); - add("Huh? This isn't the ship..."); - add("position(green,above)"); - add("speak_active"); - add("face(player,green)"); - add("face(green,player)"); + "squeak(green)", + "text(green,0,0,1)", + "Huh? This isn't the ship...", + "position(green,above)", + "speak_active", + "face(player,green)", + "face(green,player)", - add("squeak(green)"); - add("text(green,0,0,1)"); - add("Captain! What's going on?"); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,1)", + "Captain! What's going on?", + "position(green,above)", + "speak_active", - add("squeak(cry)"); - add("changemood(player,1"); - add("text(player,0,0,1)"); - add("I... I don't know!"); - add("position(player,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(player,1", + "text(player,0,0,1)", + "I... I don't know!", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Where are we?"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Where are we?", + "position(player,above)", + "speak_active", - add("squeak(green)"); - add("text(green,0,0,3)"); - add("Uh oh, this isn't good..."); - add("Something must have gone"); - add("wrong with the teleporter!"); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,3)", + "Uh oh, this isn't good...", + "Something must have gone", + "wrong with the teleporter!", + "position(green,above)", + "speak_active", - add("squeak(player)"); - add("changemood(player,0"); - add("text(player,0,0,1)"); - add("Ok... no need to panic!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "changemood(player,0", + "text(player,0,0,1)", + "Ok... no need to panic!", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("changemood(player,0"); - add("text(player,0,0,1)"); - add("Let's look for another teleporter!"); - add("There's bound to be one around"); - add("here somewhere!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "changemood(player,0", + "text(player,0,0,1)", + "Let's look for another teleporter!", + "There's bound to be one around", + "here somewhere!", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("telesave()"); - add("endcutscene()"); - add("untilbars()"); - add("gamestate(14)"); + "telesave()", + "endcutscene()", + "untilbars()", + "gamestate(14)", + }; + filllines(lines); } else if (t == "int1green_2") { - add("cutscene()"); - add("untilbars()"); + const char* lines[] = { + "cutscene()", + "untilbars()", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Let's go this way!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Let's go this way!", + "position(player,above)", + "speak_active", - add("squeak(green)"); - add("text(green,0,0,1)"); - add("After you, Captain!"); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,1)", + "After you, Captain!", + "position(green,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("gamestate(11)"); + "endcutscene()", + "untilbars()", + "gamestate(11)", + }; + filllines(lines); } else if (t == "int1green_3") { - add("cutscene()"); - add("untilbars()"); - add("face(player,green)"); - add("face(green,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,green)", + "face(green,player)", - add("squeak(green)"); - add("text(green,0,0,2)"); - add("So Violet's back on the"); - add("ship? She's really ok?"); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,2)", + "So Violet's back on the", + "ship? She's really ok?", + "position(green,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,2)"); - add("She's fine! She helped"); - add("me find my way back!"); - add("position(player,below)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,2)", + "She's fine! She helped", + "me find my way back!", + "position(player,below)", + "speak_active", - add("squeak(green)"); - add("text(green,0,0,1)"); - add("Oh, phew! I was worried about her."); - add("position(green,above)"); - add("speak_active"); - add("endtext"); + "squeak(green)", + "text(green,0,0,1)", + "Oh, phew! I was worried about her.", + "position(green,above)", + "speak_active", + "endtext", - add("delay(45)"); + "delay(45)", - add("squeak(green)"); - add("text(green,0,0,1)"); - add("Captain, I have a secret..."); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,1)", + "Captain, I have a secret...", + "position(green,above)", + "speak_active", - add("squeak(cry)"); - add("changemood(green,1)"); - add("text(green,0,0,1)"); - add("I really like Violet!"); - add("position(green,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(green,1)", + "text(green,0,0,1)", + "I really like Violet!", + "position(green,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Is that so?"); - add("position(player,below)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Is that so?", + "position(player,below)", + "speak_active", - add("squeak(green)"); - add("changemood(green,0)"); - add("text(green,0,0,2)"); - add("Please promise you"); - add("won't tell her!"); - add("position(green,above)"); - add("speak_active"); - add("endtext"); + "squeak(green)", + "changemood(green,0)", + "text(green,0,0,2)", + "Please promise you", + "won't tell her!", + "position(green,above)", + "speak_active", + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int1green_4") { - add("cutscene()"); - add("untilbars()"); - add("face(player,green)"); - add("face(green,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,green)", + "face(green,player)", - add("squeak(green)"); - add("text(green,0,0,1)"); - add("Hey again!"); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,1)", + "Hey again!", + "position(green,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Hey!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Hey!", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Are you doing ok?"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Are you doing ok?", + "position(player,above)", + "speak_active", - add("squeak(green)"); - add("text(green,0,0,3)"); - add("I think so! I really"); - add("hope we can find a way"); - add("back to the ship..."); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,3)", + "I think so! I really", + "hope we can find a way", + "back to the ship...", + "position(green,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int1green_5") { - add("cutscene()"); - add("untilbars()"); - add("face(player,green)"); - add("face(green,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,green)", + "face(green,player)", - add("squeak(green)"); - add("text(green,0,0,1)"); - add("So, about Violet..."); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,1)", + "So, about Violet...", + "position(green,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Um, yeah?"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Um, yeah?", + "position(player,above)", + "speak_active", - add("squeak(green)"); - add("text(green,0,0,1)"); - add("Do you have any advice?"); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,1)", + "Do you have any advice?", + "position(green,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Oh!"); - add("position(player,above)"); - add("speak_active"); - add("endtext"); + "squeak(player)", + "text(player,0,0,1)", + "Oh!", + "position(player,above)", + "speak_active", + "endtext", - add("delay(45)"); + "delay(45)", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Hmm..."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Hmm...", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Um... you should... be yourself!"); - add("position(player,above)"); - add("speak_active"); - add("endtext"); + "squeak(player)", + "text(player,0,0,1)", + "Um... you should... be yourself!", + "position(player,above)", + "speak_active", + "endtext", - add("delay(15)"); + "delay(15)", - add("squeak(green)"); - add("text(green,0,0,1)"); - add("Oh."); - add("position(green,above)"); - add("speak_active"); - add("endtext"); + "squeak(green)", + "text(green,0,0,1)", + "Oh.", + "position(green,above)", + "speak_active", + "endtext", - add("delay(75)"); + "delay(75)", - add("squeak(green)"); - add("text(green,0,0,1)"); - add("Thanks Captain!"); - add("position(green,above)"); - add("speak_active"); - add("endtext"); + "squeak(green)", + "text(green,0,0,1)", + "Thanks Captain!", + "position(green,above)", + "speak_active", + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int1green_6") { - add("cutscene()"); - add("untilbars()"); - add("face(player,green)"); - add("face(green,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,green)", + "face(green,player)", - add("squeak(player)"); - add("text(player,0,0,2)"); - add("So, do you think you'll"); - add("be able to fix the ship?"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,2)", + "So, do you think you'll", + "be able to fix the ship?", + "position(player,above)", + "speak_active", - add("squeak(green)"); - add("text(green,0,0,2)"); - add("Depends on how bad it "); - add("is... I think so, though!"); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,2)", + "Depends on how bad it ", + "is... I think so, though!", + "position(green,above)", + "speak_active", - add("squeak(green)"); - add("text(green,0,0,5)"); - add("It's not very hard, really. The"); - add("basic dimensional warping engine"); - add("design is pretty simple, and if we"); - add("can get that working we shouldn't"); - add("have any trouble getting home."); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,5)", + "It's not very hard, really. The", + "basic dimensional warping engine", + "design is pretty simple, and if we", + "can get that working we shouldn't", + "have any trouble getting home.", + "position(green,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Oh! Good!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Oh! Good!", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int1green_7") { - add("cutscene()"); - add("untilbars()"); - add("face(player,green)"); - add("face(green,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,green)", + "face(green,player)", - add("squeak(green)"); - add("text(green,0,0,1)"); - add("Finally! A teleporter!"); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,1)", + "Finally! A teleporter!", + "position(green,above)", + "speak_active", - add("squeak(green)"); - add("text(green,0,0,2)"); - add("I was getting worried"); - add("we wouldn't find one..."); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,2)", + "I was getting worried", + "we wouldn't find one...", + "position(green,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Let's head back to the ship!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Let's head back to the ship!", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int1red_1") { - add("cutscene()"); - add("untilbars()"); + const char* lines[] = { + "cutscene()", + "untilbars()", - add("squeak(red)"); - add("text(red,0,0,1)"); - add("Wow! Where are we?"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,1)", + "Wow! Where are we?", + "position(red,above)", + "speak_active", - add("squeak(cry)"); - add("changemood(player,1)"); - add("text(player,0,0,3)"); - add("This... isn't right..."); - add("Something must have gone"); - add("wrong with the teleporter!"); - add("position(player,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(player,1)", + "text(player,0,0,3)", + "This... isn't right...", + "Something must have gone", + "wrong with the teleporter!", + "position(player,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,3)"); - add("Oh well... We can work"); - add("it out when we get"); - add("back to the ship!"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,3)", + "Oh well... We can work", + "it out when we get", + "back to the ship!", + "position(red,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,1)"); - add("Let's go exploring!"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,1)", + "Let's go exploring!", + "position(red,above)", + "speak_active", - add("squeak(player)"); - add("changemood(player,0)"); - add("text(player,0,0,1)"); - add("Ok then!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "changemood(player,0)", + "text(player,0,0,1)", + "Ok then!", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("telesave()"); - add("endcutscene()"); - add("untilbars()"); - add("gamestate(14)"); + "telesave()", + "endcutscene()", + "untilbars()", + "gamestate(14)", + }; + filllines(lines); } else if (t == "int1red_2") { - add("cutscene()"); - add("untilbars()"); - add("face(player,red)"); - add("face(red,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,red)", + "face(red,player)", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Follow me!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Follow me!", + "position(player,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,1)"); - add("Aye aye, Captain!"); - add("position(red,above)"); - add("speak_active"); - add("endtext"); + "squeak(red)", + "text(red,0,0,1)", + "Aye aye, Captain!", + "position(red,above)", + "speak_active", + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("gamestate(11)"); + "endcutscene()", + "untilbars()", + "gamestate(11)", + }; + filllines(lines); } else if (t == "int1red_3") { - add("cutscene()"); - add("untilbars()"); - add("face(player,red)"); - add("face(red,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,red)", + "face(red,player)", - add("squeak(red)"); - add("text(red,0,0,2)"); - add("Hey Viridian... how did"); - add("the crash happen, exactly?"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,2)", + "Hey Viridian... how did", + "the crash happen, exactly?", + "position(red,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,2)"); - add("Oh, I don't really know -"); - add("some sort of interference..."); - add("position(player,below)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,2)", + "Oh, I don't really know -", + "some sort of interference...", + "position(player,below)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,2)"); - add("...or something sciencey like"); - add("that. It's not really my area."); - add("position(player,below)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,2)", + "...or something sciencey like", + "that. It's not really my area.", + "position(player,below)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,3)"); - add("Ah! Well, do you think"); - add("we'll be able to fix"); - add("the ship and go home?"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,3)", + "Ah! Well, do you think", + "we'll be able to fix", + "the ship and go home?", + "position(red,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Of course! Everything will be ok!"); - add("position(player,below)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Of course! Everything will be ok!", + "position(player,below)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int1red_4") { - add("cutscene()"); - add("untilbars()"); - add("face(player,red)"); - add("face(red,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,red)", + "face(red,player)", - add("squeak(red)"); - add("text(red,0,0,1)"); - add("Hi again! You doing ok?"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,1)", + "Hi again! You doing ok?", + "position(red,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,2)"); - add("I think so! But I really want"); - add("to get back to the ship..."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,2)", + "I think so! But I really want", + "to get back to the ship...", + "position(player,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,3)"); - add("We'll be ok! If we can find"); - add("a teleporter somewhere we"); - add("should be able to get back!"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,3)", + "We'll be ok! If we can find", + "a teleporter somewhere we", + "should be able to get back!", + "position(red,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int1red_5") { - add("cutscene()"); - add("untilbars()"); - add("face(player,red)"); - add("face(red,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,red)", + "face(red,player)", - add("squeak(red)"); - add("text(red,0,0,1)"); - add("Are we there yet?"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,1)", + "Are we there yet?", + "position(red,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("We're getting closer, I think..."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "We're getting closer, I think...", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("I hope..."); - add("position(player,above)"); - add("speak_active"); - add("endtext"); + "squeak(player)", + "text(player,0,0,1)", + "I hope...", + "position(player,above)", + "speak_active", + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int1red_6") { - add("cutscene()"); - add("untilbars()"); - add("face(player,red)"); - add("face(red,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,red)", + "face(red,player)", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("I wonder where we are, anyway?"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "I wonder where we are, anyway?", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,3)"); - add("This seems different from"); - add("that dimension we crashed"); - add("in, somehow..."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,3)", + "This seems different from", + "that dimension we crashed", + "in, somehow...", + "position(player,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,2)"); - add("I dunno... But we must be"); - add("close to a teleporter by now..."); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,2)", + "I dunno... But we must be", + "close to a teleporter by now...", + "position(red,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int1red_7") { - add("cutscene()"); - add("untilbars()"); - add("face(player,red)"); - add("face(red,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,red)", + "face(red,player)", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("We're there!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "We're there!", + "position(player,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,2)"); - add("See? I told you! Let's"); - add("get back to the ship!"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,2)", + "See? I told you! Let's", + "get back to the ship!", + "position(red,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int1yellow_1") { - add("cutscene()"); - add("untilbars()"); + const char* lines[] = { + "cutscene()", + "untilbars()", - add("squeak(yellow)"); - add("text(yellow,0,0,1)"); - add("Oooh! This is interesting..."); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,1)", + "Oooh! This is interesting...", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,2)"); - add("Captain! Have you"); - add("been here before?"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,2)", + "Captain! Have you", + "been here before?", + "position(yellow,above)", + "speak_active", - add("squeak(cry)"); - add("changemood(player,1)"); - add("text(player,0,0,1)"); - add("What? Where are we?"); - add("position(player,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(player,1)", + "text(player,0,0,1)", + "What? Where are we?", + "position(player,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,3)"); - add("I suspect something deflected"); - add("our teleporter transmission!"); - add("This is somewhere new..."); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,3)", + "I suspect something deflected", + "our teleporter transmission!", + "This is somewhere new...", + "position(yellow,above)", + "speak_active", - add("squeak(cry)"); - add("changemood(player,1)"); - add("text(player,0,0,1)"); - add("Oh no!"); - add("position(player,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(player,1)", + "text(player,0,0,1)", + "Oh no!", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("changemood(player,0)"); - add("text(player,0,0,3)"); - add("We should try to find a"); - add("teleporter and get back"); - add("to the ship..."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "changemood(player,0)", + "text(player,0,0,3)", + "We should try to find a", + "teleporter and get back", + "to the ship...", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("telesave()"); - add("endcutscene()"); - add("untilbars()"); - add("gamestate(14)"); + "telesave()", + "endcutscene()", + "untilbars()", + "gamestate(14)", + }; + filllines(lines); } else if (t == "int1yellow_2") { - add("cutscene()"); - add("untilbars()"); - add("face(player,yellow)"); - add("face(yellow,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,yellow)", + "face(yellow,player)", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Follow me!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Follow me!", + "position(player,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,1)"); - add("Right behind you, Captain!"); - add("position(yellow,above)"); - add("speak_active"); - add("endtext"); + "squeak(yellow)", + "text(yellow,0,0,1)", + "Right behind you, Captain!", + "position(yellow,above)", + "speak_active", + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("gamestate(11)"); + "endcutscene()", + "untilbars()", + "gamestate(11)", + }; + filllines(lines); } else if (t == "int1yellow_3") { - add("cutscene()"); - add("untilbars()"); - add("face(player,yellow)"); - add("face(yellow,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,yellow)", + "face(yellow,player)", - add("squeak(player)"); - add("text(player,0,0,2)"); - add("What do you make of"); - add("all this, Professor?"); - add("position(player,below)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,2)", + "What do you make of", + "all this, Professor?", + "position(player,below)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,4)"); - add("I'm guessing this dimension"); - add("has something to do with the"); - add("interference that caused"); - add("us to crash!"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,4)", + "I'm guessing this dimension", + "has something to do with the", + "interference that caused", + "us to crash!", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,2)"); - add("Maybe we'll find the"); - add("cause of it here?"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,2)", + "Maybe we'll find the", + "cause of it here?", + "position(yellow,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Oh wow! Really?"); - add("position(player,below)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Oh wow! Really?", + "position(player,below)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,4)"); - add("Well, it's just a guess."); - add("I'll need to get back to"); - add("the ship before I can do"); - add("any real tests..."); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,4)", + "Well, it's just a guess.", + "I'll need to get back to", + "the ship before I can do", + "any real tests...", + "position(yellow,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int1yellow_4") { - add("cutscene()"); - add("untilbars()"); - add("face(player,yellow)"); - add("face(yellow,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,yellow)", + "face(yellow,player)", - add("squeak(yellow)"); - add("text(yellow,0,0,1)"); - add("Ohh! What was that?"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,1)", + "Ohh! What was that?", + "position(yellow,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("What was what?"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "What was what?", + "position(player,above)", + "speak_active", - add("squeak(yellow)"); - add("changedir(yellow,0)"); - add("text(yellow,0,0,2)"); - add("That big... C thing!"); - add("I wonder what it does?"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "changedir(yellow,0)", + "text(yellow,0,0,2)", + "That big... C thing!", + "I wonder what it does?", + "position(yellow,above)", + "speak_active", - add("squeak(cry)"); - add("changemood(player,1)"); - add("text(player,0,0,2)"); - add("Em... I don't really know"); - add("how to answer that question..."); - add("position(player,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(player,1)", + "text(player,0,0,2)", + "Em... I don't really know", + "how to answer that question...", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("changemood(player,0)"); - add("text(player,0,0,3)"); - add("It's probably best not"); - add("to acknowledge that"); - add("it's there at all."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "changemood(player,0)", + "text(player,0,0,3)", + "It's probably best not", + "to acknowledge that", + "it's there at all.", + "position(player,above)", + "speak_active", - add("squeak(yellow)"); - add("changedir(yellow,1)"); - add("text(yellow,0,0,2)"); - add("Maybe we should take it back"); - add("to the ship to study it?"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "changedir(yellow,1)", + "text(yellow,0,0,2)", + "Maybe we should take it back", + "to the ship to study it?", + "position(yellow,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,3)"); - add("We really shouldn't think"); - add("about it too much... Let's"); - add("keep moving!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,3)", + "We really shouldn't think", + "about it too much... Let's", + "keep moving!", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int1yellow_5") { - add("cutscene()"); - add("untilbars()"); - add("face(player,yellow)"); - add("face(yellow,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,yellow)", + "face(yellow,player)", - add("squeak(yellow)"); - add("text(yellow,0,0,3)"); - add("You know, there's"); - add("something really odd"); - add("about this dimension..."); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,3)", + "You know, there's", + "something really odd", + "about this dimension...", + "position(yellow,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Yeah?"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Yeah?", + "position(player,above)", + "speak_active", - add("squeak(yellow)"); - add("changedir(yellow,0)"); - add("text(yellow,0,0,3)"); - add("We shouldn't really be able"); - add("to move between dimensions"); - add("with a regular teleporter..."); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "changedir(yellow,0)", + "text(yellow,0,0,3)", + "We shouldn't really be able", + "to move between dimensions", + "with a regular teleporter...", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("changedir(yellow,0)"); - add("text(yellow,0,0,2)"); - add("Maybe this isn't a proper"); - add("dimension at all?"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "changedir(yellow,0)", + "text(yellow,0,0,2)", + "Maybe this isn't a proper", + "dimension at all?", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("changedir(yellow,0)"); - add("text(yellow,0,0,4)"); - add("Maybe it's some kind of"); - add("polar dimension? Something"); - add("artificially created for"); - add("some reason?"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "changedir(yellow,0)", + "text(yellow,0,0,4)", + "Maybe it's some kind of", + "polar dimension? Something", + "artificially created for", + "some reason?", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("changedir(yellow,1)"); - add("text(yellow,0,0,2)"); - add("I can't wait to get back to the"); - add("ship. I have a lot of tests to run!"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "changedir(yellow,1)", + "text(yellow,0,0,2)", + "I can't wait to get back to the", + "ship. I have a lot of tests to run!", + "position(yellow,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int1yellow_6") { - add("cutscene()"); - add("untilbars()"); - add("face(player,yellow)"); - add("face(yellow,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,yellow)", + "face(yellow,player)", - add("squeak(yellow)"); - add("text(yellow,0,0,3)"); - add("I wonder if there's anything"); - add("else in this dimension"); - add("worth exploring?"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,3)", + "I wonder if there's anything", + "else in this dimension", + "worth exploring?", + "position(yellow,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,3)"); - add("Maybe... but we should probably"); - add("just focus on finding the rest"); - add("of the crew for now..."); - add("position(player,above)"); - add("speak_active"); - add("endtext"); + "squeak(player)", + "text(player,0,0,3)", + "Maybe... but we should probably", + "just focus on finding the rest", + "of the crew for now...", + "position(player,above)", + "speak_active", + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int1yellow_7") { - add("cutscene()"); - add("untilbars()"); - add("face(player,yellow)"); - add("face(yellow,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,yellow)", + "face(yellow,player)", - add("squeak(yellow)"); - add("text(yellow,0,0,1)"); - add("At last!"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,1)", + "At last!", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,1)"); - add("Let's go back to the ship!"); - add("position(yellow,above)"); - add("speak_active"); - add("endtext"); + "squeak(yellow)", + "text(yellow,0,0,1)", + "Let's go back to the ship!", + "position(yellow,above)", + "speak_active", + "endtext", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "skipint2") { - add("finalmode(53,49)"); - add("gotoposition(228,129,0)"); - add("changedir(player,1)"); - add("setcheckpoint()"); - add("flash(5)"); - add("shake(20)"); - add("playef(10)"); + const char* lines[] = { + "finalmode(53,49)", + "gotoposition(228,129,0)", + "changedir(player,1)", + "setcheckpoint()", + "flash(5)", + "shake(20)", + "playef(10)", - add("showplayer()"); - add("play(8)"); + "showplayer()", + "play(8)", - add("hascontrol()"); - add("befadein()"); + "hascontrol()", + "befadein()", + }; + filllines(lines); } else if (t == "intermission_2") { - add("ifskip(skipint2)"); - add("finalmode(53,49)"); - add("gotoposition(228,129,0)"); - add("changedir(player,1)"); - add("setcheckpoint()"); + const char* lines[] = { + "ifskip(skipint2)", + "finalmode(53,49)", + "gotoposition(228,129,0)", + "changedir(player,1)", + "setcheckpoint()", - add("cutscene()"); + "cutscene()", - add("delay(15)"); + "delay(15)", - add("flash(5)"); - add("shake(20)"); - add("playef(9)"); + "flash(5)", + "shake(20)", + "playef(9)", - add("delay(35)"); + "delay(35)", - add("flash(5)"); - add("shake(20)"); - add("playef(9)"); + "flash(5)", + "shake(20)", + "playef(9)", - add("delay(25)"); + "delay(25)", - add("flash(5)"); - add("shake(20)"); - add("playef(10)"); + "flash(5)", + "shake(20)", + "playef(10)", - add("showplayer()"); - add("play(8)"); + "showplayer()", + "play(8)", - add("befadein()"); + "befadein()", - add("changemood(player,1)"); - add("text(player,0,0,1)"); - add("Uh oh..."); - add("position(player,above)"); - add("speak_active"); + "changemood(player,1)", + "text(player,0,0,1)", + "Uh oh...", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("changemood(player,1)"); - add("text(player,0,0,1)"); - add("Not again!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "changemood(player,1)", + "text(player,0,0,1)", + "Not again!", + "position(player,above)", + "speak_active", - add("iflast(2,int2intro_yellow)"); - add("iflast(3,int2intro_red)"); - add("iflast(4,int2intro_green)"); - add("iflast(5,int2intro_blue)"); + "iflast(2,int2intro_yellow)", + "iflast(3,int2intro_red)", + "iflast(4,int2intro_green)", + "iflast(5,int2intro_blue)", + }; + filllines(lines); } else if (t == "int2intro_yellow") { - add("squeak(cry)"); - add("text(player,0,0,1)"); - add("Vitellary? Where are you?"); - add("position(player,above)"); - add("speak_active"); - add("endtext"); - add("delay(15)"); + const char* lines[] = { + "squeak(cry)", + "text(player,0,0,1)", + "Vitellary? Where are you?", + "position(player,above)", + "speak_active", + "endtext", + "delay(15)", - add("flash(5)"); - add("shake(20)"); - add("playef(10)"); - add("delay(15)"); + "flash(5)", + "shake(20)", + "playef(10)", + "delay(15)", - add("changedir(player,0)"); + "changedir(player,0)", - add("createcrewman(150,-20,yellow,1,17,1)"); + "createcrewman(150,-20,yellow,1,17,1)", - add("squeak(cry)"); - add("text(yellow,170,50,1)"); - add("Captain!"); - add("speak_active"); - add("endtext"); + "squeak(cry)", + "text(yellow,170,50,1)", + "Captain!", + "speak_active", + "endtext", - add("delay(15)"); + "delay(15)", - add("squeak(player)"); - add("changemood(player,0)"); - add("text(player,0,0,1)"); - add("Hang on! I'll save you!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "changemood(player,0)", + "text(player,0,0,1)", + "Hang on! I'll save you!", + "position(player,above)", + "speak_active", - add("endtext"); - add("telesave()"); + "endtext", + "telesave()", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int2intro_red") { - add("squeak(cry)"); - add("text(player,0,0,1)"); - add("Vermilion? Where are you?"); - add("position(player,above)"); - add("speak_active"); - add("endtext"); - add("delay(15)"); + const char* lines[] = { + "squeak(cry)", + "text(player,0,0,1)", + "Vermilion? Where are you?", + "position(player,above)", + "speak_active", + "endtext", + "delay(15)", - add("flash(5)"); - add("shake(20)"); - add("playef(10)"); - add("delay(15)"); + "flash(5)", + "shake(20)", + "playef(10)", + "delay(15)", - add("changedir(player,0)"); + "changedir(player,0)", - add("createcrewman(150,-20,red,0,17,1)"); + "createcrewman(150,-20,red,0,17,1)", - add("squeak(red)"); - add("text(red,170,50,1)"); - add("Wheeeee!"); - add("speak_active"); - add("endtext"); + "squeak(red)", + "text(red,170,50,1)", + "Wheeeee!", + "speak_active", + "endtext", - add("delay(15)"); + "delay(15)", - add("squeak(player)"); - add("changemood(player,0)"); - add("text(player,0,0,1)"); - add("Hang on! I'll save you!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "changemood(player,0)", + "text(player,0,0,1)", + "Hang on! I'll save you!", + "position(player,above)", + "speak_active", - add("endtext"); - add("telesave()"); + "endtext", + "telesave()", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int2intro_green") { - add("squeak(cry)"); - add("text(player,0,0,1)"); - add("Verdigris? Where are you?"); - add("position(player,above)"); - add("speak_active"); - add("endtext"); - add("delay(15)"); + const char* lines[] = { + "squeak(cry)", + "text(player,0,0,1)", + "Verdigris? Where are you?", + "position(player,above)", + "speak_active", + "endtext", + "delay(15)", - add("flash(5)"); - add("shake(20)"); - add("playef(10)"); - add("delay(15)"); + "flash(5)", + "shake(20)", + "playef(10)", + "delay(15)", - add("changedir(player,0)"); + "changedir(player,0)", - add("createcrewman(150,-20,green,1,17,1)"); + "createcrewman(150,-20,green,1,17,1)", - add("squeak(cry)"); - add("text(green,170,50,1)"); - add("Aaagghh!"); - add("speak_active"); - add("endtext"); + "squeak(cry)", + "text(green,170,50,1)", + "Aaagghh!", + "speak_active", + "endtext", - add("delay(15)"); + "delay(15)", - add("squeak(player)"); - add("changemood(player,0)"); - add("text(player,0,0,1)"); - add("Hang on! I'll save you!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "changemood(player,0)", + "text(player,0,0,1)", + "Hang on! I'll save you!", + "position(player,above)", + "speak_active", - add("endtext"); - add("telesave()"); + "endtext", + "telesave()", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int2intro_blue") { - add("squeak(cry)"); - add("text(player,0,0,1)"); - add("Victoria? Where are you?"); - add("position(player,above)"); - add("speak_active"); - add("endtext"); - add("delay(15)"); + const char* lines[] = { + "squeak(cry)", + "text(player,0,0,1)", + "Victoria? Where are you?", + "position(player,above)", + "speak_active", + "endtext", + "delay(15)", - add("flash(5)"); - add("shake(20)"); - add("playef(10)"); - add("delay(15)"); + "flash(5)", + "shake(20)", + "playef(10)", + "delay(15)", - add("changedir(player,0)"); + "changedir(player,0)", - add("createcrewman(150,-20,blue,1,17,1)"); + "createcrewman(150,-20,blue,1,17,1)", - add("squeak(cry)"); - add("text(blue,170,50,1)"); - add("Help!"); - add("speak_active"); - add("endtext"); + "squeak(cry)", + "text(blue,170,50,1)", + "Help!", + "speak_active", + "endtext", - add("delay(15)"); + "delay(15)", - add("squeak(player)"); - add("changemood(player,0)"); - add("text(player,0,0,1)"); - add("Hang on! I'll save you!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "changemood(player,0)", + "text(player,0,0,1)", + "Hang on! I'll save you!", + "position(player,above)", + "speak_active", - add("endtext"); - add("telesave()"); + "endtext", + "telesave()", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "int2_yellow") { - add("ifskip(skipint2yellow)"); - add("cutscene()"); + const char* lines[] = { + "ifskip(skipint2yellow)", + "cutscene()", - add("tofloor()"); - add("changeai(yellow,followplayer)"); - add("untilbars()"); + "tofloor()", + "changeai(yellow,followplayer)", + "untilbars()", - add("squeak(yellow)"); - add("text(yellow,0,0,1)"); - add("That was interesting, wasn't it?"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,1)", + "That was interesting, wasn't it?", + "position(yellow,above)", + "speak_active", - add("squeak(cry)"); - add("changemood(player,1)"); - add("text(player,0,0,1)"); - add("I feel dizzy..."); - add("position(player,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(player,1)", + "text(player,0,0,1)", + "I feel dizzy...", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("changemood(player,0)"); + "changemood(player,0)", - add("endcutscene()"); - add("untilbars()"); - add("companion(10)"); + "endcutscene()", + "untilbars()", + "companion(10)", + }; + filllines(lines); } else if (t == "skipint2yellow") { - add("squeak(yellow)"); - add("companion(10)"); + const char* lines[] = { + "squeak(yellow)", + "companion(10)", + }; + filllines(lines); } else if (t == "int2_red") { - add("ifskip(skipint2red)"); - add("cutscene()"); + const char* lines[] = { + "ifskip(skipint2red)", + "cutscene()", - add("tofloor()"); - add("changeai(red,followplayer)"); - add("untilbars()"); + "tofloor()", + "changeai(red,followplayer)", + "untilbars()", - add("squeak(red)"); - add("text(red,0,0,1)"); - add("Again! Let's go again!"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,1)", + "Again! Let's go again!", + "position(red,above)", + "speak_active", - add("squeak(cry)"); - add("changemood(player,1)"); - add("text(player,0,0,1)"); - add("I feel dizzy..."); - add("position(player,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(player,1)", + "text(player,0,0,1)", + "I feel dizzy...", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("changemood(player,0)"); + "changemood(player,0)", - add("endcutscene()"); - add("untilbars()"); - add("companion(10)"); + "endcutscene()", + "untilbars()", + "companion(10)", + }; + filllines(lines); } else if (t == "skipint2red") { - add("squeak(red)"); - add("companion(10)"); + const char* lines[] = { + "squeak(red)", + "companion(10)", + }; + filllines(lines); } else if (t == "int2_green") { - add("ifskip(skipint2green)"); - add("cutscene()"); + const char* lines[] = { + "ifskip(skipint2green)", + "cutscene()", - add("tofloor()"); - add("changeai(green,followplayer)"); - add("untilbars()"); + "tofloor()", + "changeai(green,followplayer)", + "untilbars()", - add("squeak(green)"); - add("text(green,0,0,1)"); - add("Phew! You're ok!"); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,1)", + "Phew! You're ok!", + "position(green,above)", + "speak_active", - add("squeak(cry)"); - add("changemood(player,1)"); - add("text(player,0,0,1)"); - add("I feel dizzy..."); - add("position(player,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(player,1)", + "text(player,0,0,1)", + "I feel dizzy...", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("changemood(player,0)"); + "changemood(player,0)", - add("endcutscene()"); - add("untilbars()"); - add("companion(10)"); + "endcutscene()", + "untilbars()", + "companion(10)", + }; + filllines(lines); } else if (t == "skipint2green") { - add("squeak(green)"); - add("companion(10)"); + const char* lines[] = { + "squeak(green)", + "companion(10)", + }; + filllines(lines); } else if (t == "int2_blue") { - add("ifskip(skipint2blue)"); - add("cutscene()"); + const char* lines[] = { + "ifskip(skipint2blue)", + "cutscene()", - add("tofloor()"); - add("changeai(blue,followplayer)"); - add("untilbars()"); + "tofloor()", + "changeai(blue,followplayer)", + "untilbars()", - add("squeak(cry)"); - add("text(blue,0,0,1)"); - add("I think I'm going to be sick..."); - add("position(blue,above)"); - add("speak_active"); + "squeak(cry)", + "text(blue,0,0,1)", + "I think I'm going to be sick...", + "position(blue,above)", + "speak_active", - add("squeak(cry)"); - add("changemood(player,1)"); - add("text(player,0,0,1)"); - add("I feel dizzy..."); - add("position(player,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(player,1)", + "text(player,0,0,1)", + "I feel dizzy...", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("changemood(player,0)"); - add("changemood(blue,0)"); + "changemood(player,0)", + "changemood(blue,0)", - add("endcutscene()"); - add("untilbars()"); - add("companion(10)"); + "endcutscene()", + "untilbars()", + "companion(10)", + }; + filllines(lines); } else if (t == "skipint2blue") { - add("squeak(blue)"); - add("companion(10)"); + const char* lines[] = { + "squeak(blue)", + "companion(10)", + }; + filllines(lines); } else if (t == "startexpolevel_station2") { //For the Eurogamer EXPO! Scrap later. - add("fadeout()"); - add("musicfadeout()"); - add("untilfade()"); - add("delay(30)"); + const char* lines[] = { + "fadeout()", + "musicfadeout()", + "untilfade()", + "delay(30)", - add("resetgame"); + "resetgame", - add("gotoroom(12,14)"); - add("gotoposition(126,38,1)"); - add("setcheckpoint()"); - add("changedir(player,0)"); - add("fadein()"); + "gotoroom(12,14)", + "gotoposition(126,38,1)", + "setcheckpoint()", + "changedir(player,0)", + "fadein()", - add("stopmusic()"); - add("play(1)"); + "stopmusic()", + "play(1)", + }; + filllines(lines); } else if (t == "finallevel_teleporter") { - add("delay(10)"); + const char* lines[] = { + "delay(10)", - add("squeak(purple)"); - add("text(purple,0,0,1)"); - add("Welcome back!"); - add("position(purple,above)"); - add("speak_active"); - add("endtext"); + "squeak(purple)", + "text(purple,0,0,1)", + "Welcome back!", + "position(purple,above)", + "speak_active", + "endtext", - add("delay(30)"); + "delay(30)", - add("squeak(purple)"); - add("text(purple,0,0,1)"); - add("..."); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,1)", + "...", + "position(purple,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,1)"); - add("Um, where's Captain Viridian?"); - add("position(purple,above)"); - add("speak_active"); - add("endtext"); + "squeak(purple)", + "text(purple,0,0,1)", + "Um, where's Captain Viridian?", + "position(purple,above)", + "speak_active", + "endtext", - add("delay(30)"); + "delay(30)", - add("walk(left,3)"); - add("delay(60)"); + "walk(left,3)", + "delay(60)", - add("everybodysad()"); - add("squeak(cry)"); - add("delay(30)"); + "everybodysad()", + "squeak(cry)", + "delay(30)", - add("fadeout()"); - add("untilfade()"); - add("changemood(player,0)"); - add("musicfadeout()"); + "fadeout()", + "untilfade()", + "changemood(player,0)", + "musicfadeout()", - add("finalmode(46,54)"); - add("gotoposition(101,113,0)"); - add("setcheckpoint()"); - add("changedir(player,1)"); - add("restoreplayercolour"); - add("fadein()"); - add("untilfade()"); + "finalmode(46,54)", + "gotoposition(101,113,0)", + "setcheckpoint()", + "changedir(player,1)", + "restoreplayercolour", + "fadein()", + "untilfade()", - add("delay(15)"); + "delay(15)", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("... Hello?"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "... Hello?", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Is anyone there?"); - add("position(player,above)"); - add("speak_active"); - add("endtext"); + "squeak(player)", + "text(player,0,0,1)", + "Is anyone there?", + "position(player,above)", + "speak_active", + "endtext", - add("missing(player)"); + "missing(player)", - //add("squeak(cry)"); - //add("changemood(player,1)"); + //"squeak(cry)", + //"changemood(player,1)", - add("endcutscene()"); - add("untilbars()"); + "endcutscene()", + "untilbars()", - add("play(15)"); - add("telesave()"); + "play(15)", + "telesave()", + }; + filllines(lines); } else if (t == "skipfinal") { - add("finalmode(46,54)"); - add("gotoposition(101,113,0)"); - add("setcheckpoint()"); - add("changedir(player,1)"); - add("restoreplayercolour"); + const char* lines[] = { + "finalmode(46,54)", + "gotoposition(101,113,0)", + "setcheckpoint()", + "changedir(player,1)", + "restoreplayercolour", - add("showplayer()"); - add("hascontrol()"); - add("missing(player)"); - add("play(15)"); - add("fadein()"); - add("untilfade()"); + "showplayer()", + "hascontrol()", + "missing(player)", + "play(15)", + "fadein()", + "untilfade()", + }; + filllines(lines); } else if (t == "startlevel_final") { - add("ifskip(skipfinal)"); - add("cutscene()"); - add("untilbars()"); - add("activeteleporter()"); + const char* lines[] = { + "ifskip(skipfinal)", + "cutscene()", + "untilbars()", + "activeteleporter()", - add("stopmusic()"); - add("play(5)"); + "stopmusic()", + "play(5)", - add("gotoroom(2,11)"); - add("gotoposition(160,120,0)"); + "gotoroom(2,11)", + "gotoposition(160,120,0)", - add("createcrewman(190,153,purple,0,faceleft)"); - add("createrescuedcrew()"); + "createcrewman(190,153,purple,0,faceleft)", + "createrescuedcrew()", - add("fadein()"); - add("untilfade()"); - add("gamestate(4070)"); + "fadein()", + "untilfade()", + "gamestate(4070)", + }; + filllines(lines); } else if (t == "regularreturn") { - add("cutscene()"); - add("untilbars()"); - add("activeteleporter()"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "activeteleporter()", - add("stopmusic()"); - add("play(4)"); + "stopmusic()", + "play(4)", - add("gotoroom(2,11)"); - add("gotoposition(160,120,0)"); + "gotoroom(2,11)", + "gotoposition(160,120,0)", - add("createlastrescued()"); + "createlastrescued()", - add("fadein()"); - add("untilfade()"); - add("endcutscene()"); - add("setcheckpoint()"); - add("gamestate(4010)"); + "fadein()", + "untilfade()", + "endcutscene()", + "setcheckpoint()", + "gamestate(4010)", + }; + filllines(lines); } else if (t == "returntohub") { //For the Eurogamer EXPO! Scrap later. - add("fadeout()"); - add("musicfadeout()"); - add("untilfade()"); - add("delay(30)"); + const char* lines[] = { + "fadeout()", + "musicfadeout()", + "untilfade()", + "delay(30)", - add("resetgame"); + "resetgame", - add("gotoroom(7,8)"); - add("gotoposition(145,145,0)"); - add("setcheckpoint()"); - add("changedir(player,0)"); - add("fadein()"); + "gotoroom(7,8)", + "gotoposition(145,145,0)", + "setcheckpoint()", + "changedir(player,0)", + "fadein()", - add("stopmusic()"); - add("play(4)"); + "stopmusic()", + "play(4)", + }; + filllines(lines); } else if (t == "resetgame") { //For the Eurogamer EXPO! Scrap later. - add("resetgame"); - add("gotoroom(4,6)"); - add("fadein()"); + const char* lines[] = { + "resetgame", + "gotoroom(4,6)", + "fadein()", + }; + filllines(lines); } else if (t == "talkred") { - add("redcontrol"); + const char* lines[] = { + "redcontrol", + }; + filllines(lines); } else if (t == "talkyellow") { - add("yellowcontrol"); + const char* lines[] = { + "yellowcontrol", + }; + filllines(lines); } else if (t == "talkgreen") { - add("greencontrol"); + const char* lines[] = { + "greencontrol", + }; + filllines(lines); } else if (t == "talkblue") { - add("bluecontrol"); + const char* lines[] = { + "bluecontrol", + }; + filllines(lines); } else if (t == "talkpurple") { - add("purplecontrol"); + const char* lines[] = { + "purplecontrol", + }; + filllines(lines); } else if (t == "talkred_1") { - add("cutscene()"); - add("untilbars()"); - add("face(player,red)"); - add("face(red,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,red)", + "face(red,player)", - add("squeak(red)"); - add("text(red,0,0,1)"); - add("Don't worry, Sir!"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,1)", + "Don't worry, Sir!", + "position(red,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,2)"); - add("We'll find a way"); - add("out of here!"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,2)", + "We'll find a way", + "out of here!", + "position(red,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(red)"); + "endcutscene()", + "untilbars()", + "createactivityzone(red)", + }; + filllines(lines); } else if (t == "talkred_2") { - add("cutscene()"); - add("untilbars()"); - add("face(player,red)"); - add("face(red,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,red)", + "face(red,player)", - add("squeak(red)"); - add("text(red,0,0,1)"); - add("I hope Victoria is ok..."); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,1)", + "I hope Victoria is ok...", + "position(red,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,2)"); - add("She doesn't handle"); - add("surprises very well..."); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,2)", + "She doesn't handle", + "surprises very well...", + "position(red,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(red)"); + "endcutscene()", + "untilbars()", + "createactivityzone(red)", + }; + filllines(lines); } else if (t == "talkred_3") { - add("cutscene()"); - add("untilbars()"); - add("face(player,red)"); - add("face(red,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,red)", + "face(red,player)", - add("squeak(red)"); - add("text(red,0,0,3)"); - add("I don't know how we're"); - add("going to get this ship"); - add("working again!"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,3)", + "I don't know how we're", + "going to get this ship", + "working again!", + "position(red,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,2)"); - add("Chief Verdigris would"); - add("know what to do..."); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,2)", + "Chief Verdigris would", + "know what to do...", + "position(red,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(red)"); + "endcutscene()", + "untilbars()", + "createactivityzone(red)", + }; + filllines(lines); } else if (t == "talkred_4") { - add("cutscene()"); - add("untilbars()"); - add("face(player,red)"); - add("face(red,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,red)", + "face(red,player)", - add("squeak(red)"); - add("text(red,0,0,2)"); - add("I wonder what caused"); - add("the ship to crash here?"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,2)", + "I wonder what caused", + "the ship to crash here?", + "position(red,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,3)"); - add("It's the shame the Professor"); - add("isn't here, huh? I'm sure he"); - add("could work it out!"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,3)", + "It's the shame the Professor", + "isn't here, huh? I'm sure he", + "could work it out!", + "position(red,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(red)"); + "endcutscene()", + "untilbars()", + "createactivityzone(red)", + }; + filllines(lines); } else if (t == "talkred_5") { - add("cutscene()"); - add("untilbars()"); - add("face(player,red)"); - add("face(red,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,red)", + "face(red,player)", - add("squeak(red)"); - add("text(red,0,0,1)"); - add("It's great to be back!"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,1)", + "It's great to be back!", + "position(red,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,2)"); - add("I can't wait to help you"); - add("find the rest of the crew!"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,2)", + "I can't wait to help you", + "find the rest of the crew!", + "position(red,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,2)"); - add("It'll be like old"); - add("times, huh, Captain?"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,2)", + "It'll be like old", + "times, huh, Captain?", + "position(red,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(red)"); + "endcutscene()", + "untilbars()", + "createactivityzone(red)", + }; + filllines(lines); } else if (t == "talkred_6") { - add("cutscene()"); - add("untilbars()"); - add("face(player,red)"); - add("face(red,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,red)", + "face(red,player)", - add("squeak(red)"); - add("text(red,0,0,2)"); - add("It's good to have"); - add("Victoria back with us."); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,2)", + "It's good to have", + "Victoria back with us.", + "position(red,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,2)"); - add("She really seems happy to"); - add("get back to work in her lab!"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,2)", + "She really seems happy to", + "get back to work in her lab!", + "position(red,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(red)"); + "endcutscene()", + "untilbars()", + "createactivityzone(red)", + }; + filllines(lines); } else if (t == "talkred_7") { - add("cutscene()"); - add("untilbars()"); - add("face(player,red)"); - add("face(red,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,red)", + "face(red,player)", - add("squeak(red)"); - add("text(red,0,0,3)"); - add("I think I saw Verdigris"); - add("working on the outside"); - add("of the ship!"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,3)", + "I think I saw Verdigris", + "working on the outside", + "of the ship!", + "position(red,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(red)"); + "endcutscene()", + "untilbars()", + "createactivityzone(red)", + }; + filllines(lines); } else if (t == "talkred_8") { - add("cutscene()"); - add("untilbars()"); - add("face(player,red)"); - add("face(red,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,red)", + "face(red,player)", - add("squeak(red)"); - add("text(red,0,0,2)"); - add("You found Professor"); - add("Vitellary! All right!"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,2)", + "You found Professor", + "Vitellary! All right!", + "position(red,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,2)"); - add("We'll have this interference"); - add("thing worked out in no time now!"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,2)", + "We'll have this interference", + "thing worked out in no time now!", + "position(red,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(red)"); + "endcutscene()", + "untilbars()", + "createactivityzone(red)", + }; + filllines(lines); } else if (t == "talkred_9") { - add("cutscene()"); - add("untilbars()"); - add("face(player,red)"); - add("face(red,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,red)", + "face(red,player)", - add("squeak(red)"); - add("text(red,0,0,2)"); - add("That other dimension was"); - add("really strange, wasn't it?"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,2)", + "That other dimension was", + "really strange, wasn't it?", + "position(red,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,2)"); - add("I wonder what caused the"); - add("teleporter to send us there?"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,2)", + "I wonder what caused the", + "teleporter to send us there?", + "position(red,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(red)"); + "endcutscene()", + "untilbars()", + "createactivityzone(red)", + }; + filllines(lines); } else if (t == "talkred_10") { - add("cutscene()"); - add("untilbars()"); - add("face(player,red)"); - add("face(red,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,red)", + "face(red,player)", - add("squeak(red)"); - add("text(red,0,0,1)"); - add("Heya Captain!"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,1)", + "Heya Captain!", + "position(red,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,2)"); - add("This way looks a little"); - add("dangerous..."); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,2)", + "This way looks a little", + "dangerous...", + "position(red,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(red)"); + "endcutscene()", + "untilbars()", + "createactivityzone(red)", + }; + filllines(lines); } else if (t == "talkred_11") { - add("cutscene()"); - add("untilbars()"); - add("face(player,red)"); - add("face(red,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,red)", + "face(red,player)", - add("squeak(red)"); - add("text(red,0,0,1)"); - add("I'm helping!"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,1)", + "I'm helping!", + "position(red,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(red)"); + "endcutscene()", + "untilbars()", + "createactivityzone(red)", + }; + filllines(lines); } else if (t == "talkred_12") { - add("cutscene()"); - add("untilbars()"); - add("face(player,red)"); - add("face(red,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,red)", + "face(red,player)", - add("squeak(red)"); - add("text(red,0,0,1)"); - add("Hey Captain!"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,1)", + "Hey Captain!", + "position(red,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,3)"); - add("I found something interesting"); - add("around here - the same warp"); - add("signature I saw when I landed!"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,3)", + "I found something interesting", + "around here - the same warp", + "signature I saw when I landed!", + "position(red,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,2)"); - add("Someone from the ship"); - add("must be nearby..."); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,2)", + "Someone from the ship", + "must be nearby...", + "position(red,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(red)"); + "endcutscene()", + "untilbars()", + "createactivityzone(red)", + }; + filllines(lines); } else if (t == "talkred_13") { - add("cutscene()"); - add("untilbars()"); - add("face(player,red)"); - add("face(red,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,red)", + "face(red,player)", - add("squeak(red)"); - add("text(red,0,0,2)"); - add("This dimension is pretty"); - add("exciting, isn't it?"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,2)", + "This dimension is pretty", + "exciting, isn't it?", + "position(red,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,1)"); - add("I wonder what we'll find?"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,1)", + "I wonder what we'll find?", + "position(red,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(red)"); + "endcutscene()", + "untilbars()", + "createactivityzone(red)", + }; + filllines(lines); } else if (t == "talkred_14") { - add("cutscene()"); - add("untilbars()"); - add("face(player,red)"); - add("face(red,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,red)", + "face(red,player)", - add("squeak(red)"); - add("text(red,0,0,1)"); - add("Look what I found!"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,1)", + "Look what I found!", + "position(red,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,2)"); - add("It's pretty hard, I can only"); - add("last for about 10 seconds..."); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,2)", + "It's pretty hard, I can only", + "last for about 10 seconds...", + "position(red,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(red)"); + "endcutscene()", + "untilbars()", + "createactivityzone(red)", + }; + filllines(lines); } else if (t == "talkyellow_1") { - add("cutscene()"); - add("untilbars()"); - add("face(player,yellow)"); - add("face(yellow,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,yellow)", + "face(yellow,player)", - add("squeak(yellow)"); - add("text(yellow,0,0,2)"); - add("I'm making some fascinating"); - add("discoveries, captain!"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,2)", + "I'm making some fascinating", + "discoveries, captain!", + "position(yellow,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(yellow)"); + "endcutscene()", + "untilbars()", + "createactivityzone(yellow)", + }; + filllines(lines); } else if (t == "talkyellow_2") { - add("cutscene()"); - add("untilbars()"); - add("face(player,yellow)"); - add("face(yellow,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,yellow)", + "face(yellow,player)", - add("squeak(yellow)"); - add("text(yellow,0,0,3)"); - add("This isn't like any"); - add("other dimension we've"); - add("been to, Captain."); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,3)", + "This isn't like any", + "other dimension we've", + "been to, Captain.", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,2)"); - add("There's something strange"); - add("about this place..."); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,2)", + "There's something strange", + "about this place...", + "position(yellow,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(yellow)"); + "endcutscene()", + "untilbars()", + "createactivityzone(yellow)", + }; + filllines(lines); } else if (t == "talkyellow_3") { - add("cutscene()"); - add("untilbars()"); - add("face(player,yellow)"); - add("face(yellow,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,yellow)", + "face(yellow,player)", - add("squeak(yellow)"); - add("text(yellow,0,0,3)"); - add("Captain, have you noticed"); - add("that this dimension seems"); - add("to wrap around?"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,3)", + "Captain, have you noticed", + "that this dimension seems", + "to wrap around?", + "position(yellow,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Yeah, it's strange..."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Yeah, it's strange...", + "position(player,above)", + "speak_active", - add("squeak(cry)"); - add("changemood(yellow,1)"); - add("text(yellow,0,0,3)"); - add("It looks like this dimension"); - add("is having the same stability"); - add("problems as our own!"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(yellow,1)", + "text(yellow,0,0,3)", + "It looks like this dimension", + "is having the same stability", + "problems as our own!", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,2)"); - add("I hope we're not the"); - add("ones causing it..."); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,2)", + "I hope we're not the", + "ones causing it...", + "position(yellow,above)", + "speak_active", - add("squeak(cry)"); - add("changemood(player,1)"); - add("text(player,0,0,1)"); - add("What? Do you think we might be?"); - add("position(player,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(player,1)", + "text(player,0,0,1)", + "What? Do you think we might be?", + "position(player,above)", + "speak_active", - add("squeak(yellow)"); - add("changemood(yellow,0)"); - add("changemood(player,0)"); - add("text(yellow,0,0,2)"); - add("No no... that's very"); - add("unlikely, really..."); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "changemood(yellow,0)", + "changemood(player,0)", + "text(yellow,0,0,2)", + "No no... that's very", + "unlikely, really...", + "position(yellow,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(yellow)"); + "endcutscene()", + "untilbars()", + "createactivityzone(yellow)", + }; + filllines(lines); } else if (t == "talkyellow_4") { - add("cutscene()"); - add("untilbars()"); - add("face(player,yellow)"); - add("face(yellow,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,yellow)", + "face(yellow,player)", - add("squeak(yellow)"); - add("text(yellow,0,0,4)"); - add("My guess is that whoever used"); - add("to live here was experimenting"); - add("with ways to stop the dimension"); - add("from collapsing."); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,4)", + "My guess is that whoever used", + "to live here was experimenting", + "with ways to stop the dimension", + "from collapsing.", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,2)"); - add("It would explain why they've"); - add("wrapped the edges..."); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,2)", + "It would explain why they've", + "wrapped the edges...", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,2)"); - add("Hey, maybe that's what's"); - add("causing the interference?"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,2)", + "Hey, maybe that's what's", + "causing the interference?", + "position(yellow,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(yellow)"); + "endcutscene()", + "untilbars()", + "createactivityzone(yellow)", + }; + filllines(lines); } else if (t == "talkyellow_5") { - add("cutscene()"); - add("untilbars()"); - add("face(player,yellow)"); - add("face(yellow,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,yellow)", + "face(yellow,player)", - add("squeak(yellow)"); - add("text(yellow,0,0,2)"); - add("I wonder where the people who"); - add("used to live here have gone?"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,2)", + "I wonder where the people who", + "used to live here have gone?", + "position(yellow,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(yellow)"); + "endcutscene()", + "untilbars()", + "createactivityzone(yellow)", + }; + filllines(lines); } else if (t == "talkyellow_6") { - add("cutscene()"); - add("untilbars()"); - add("face(player,yellow)"); - add("face(yellow,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,yellow)", + "face(yellow,player)", - add("squeak(yellow)"); - add("text(yellow,0,0,3)"); - add("I think it's no coincidence"); - add("that the teleporter was drawn"); - add("to that dimension..."); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,3)", + "I think it's no coincidence", + "that the teleporter was drawn", + "to that dimension...", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,4)"); - add("There's something there. I"); - add("think it might be causing the"); - add("interference that's stopping"); - add("us from leaving..."); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,4)", + "There's something there. I", + "think it might be causing the", + "interference that's stopping", + "us from leaving...", + "position(yellow,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(yellow)"); + "endcutscene()", + "untilbars()", + "createactivityzone(yellow)", + }; + filllines(lines); } else if (t == "talkyellow_7") { //Vertigris is back - add("cutscene()"); - add("untilbars()"); - add("face(player,yellow)"); - add("face(yellow,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,yellow)", + "face(yellow,player)", - add("squeak(yellow)"); - add("text(yellow,0,0,1)"); - add("I'm glad Verdigris is alright."); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,1)", + "I'm glad Verdigris is alright.", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,3)"); - add("It'll be a lot easier to find"); - add("some way out of here now that"); - add("we can get the ship working again!"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,3)", + "It'll be a lot easier to find", + "some way out of here now that", + "we can get the ship working again!", + "position(yellow,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(yellow)"); + "endcutscene()", + "untilbars()", + "createactivityzone(yellow)", + }; + filllines(lines); } else if (t == "talkyellow_8") { //Victoria is back - add("cutscene()"); - add("untilbars()"); - add("face(player,yellow)"); - add("face(yellow,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,yellow)", + "face(yellow,player)", - add("squeak(yellow)"); - add("text(yellow,0,0,2)"); - add("Ah, you've found Doctor"); - add("Victoria? Excellent!"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,2)", + "Ah, you've found Doctor", + "Victoria? Excellent!", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,1)"); - add("I have lots of questions for her!"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,1)", + "I have lots of questions for her!", + "position(yellow,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(yellow)"); + "endcutscene()", + "untilbars()", + "createactivityzone(yellow)", + }; + filllines(lines); } else if (t == "talkyellow_9") { //Vermilion is back - add("cutscene()"); - add("untilbars()"); - add("face(player,yellow)"); - add("face(yellow,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,yellow)", + "face(yellow,player)", - add("squeak(yellow)"); - add("text(yellow,0,0,3)"); - add("Vermilion says that he"); - add("was trapped in some"); - add("sort of tunnel?"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,3)", + "Vermilion says that he", + "was trapped in some", + "sort of tunnel?", + "position(yellow,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,2)"); - add("Yeah, it just seemed to"); - add("keep going and going..."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,2)", + "Yeah, it just seemed to", + "keep going and going...", + "position(player,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,2)"); - add("Interesting... I wonder"); - add("why it was built?"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,2)", + "Interesting... I wonder", + "why it was built?", + "position(yellow,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(yellow)"); + "endcutscene()", + "untilbars()", + "createactivityzone(yellow)", + }; + filllines(lines); } else if (t == "talkyellow_10") { //Back on the ship! - add("cutscene()"); - add("untilbars()"); - add("face(player,yellow)"); - add("face(yellow,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,yellow)", + "face(yellow,player)", - add("squeak(yellow)"); - add("text(yellow,0,0,1)"); - add("It's good to be back!"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,1)", + "It's good to be back!", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,2)"); - add("I've got so much work"); - add("to catch up on..."); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,2)", + "I've got so much work", + "to catch up on...", + "position(yellow,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(yellow)"); + "endcutscene()", + "untilbars()", + "createactivityzone(yellow)", + }; + filllines(lines); } else if (t == "talkyellow_11") { //Game Complete - add("cutscene()"); - add("untilbars()"); - add("face(player,yellow)"); - add("face(yellow,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,yellow)", + "face(yellow,player)", - add("squeak(yellow)"); - add("text(yellow,0,0,3)"); - add("I know it's probably a little"); - add("dangerous to stay here now that"); - add("this dimension is collapsing..."); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,3)", + "I know it's probably a little", + "dangerous to stay here now that", + "this dimension is collapsing...", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,2)"); - add("...but it's so rare to find"); - add("somewhere this interesting!"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,2)", + "...but it's so rare to find", + "somewhere this interesting!", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,2)"); - add("Maybe we'll find the answers"); - add("to our own problems here?"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,2)", + "Maybe we'll find the answers", + "to our own problems here?", + "position(yellow,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(yellow)"); + "endcutscene()", + "untilbars()", + "createactivityzone(yellow)", + }; + filllines(lines); } else if (t == "talkyellow_12") { - add("cutscene()"); - add("untilbars()"); - add("face(player,yellow)"); - add("face(yellow,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,yellow)", + "face(yellow,player)", - add("squeak(yellow)"); - add("text(yellow,0,0,1)"); - add("Captain! Have you seen this?"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,1)", + "Captain! Have you seen this?", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,3)"); - add("With their research and ours,"); - add("we should be able to stabilise"); - add("our own dimension!"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,3)", + "With their research and ours,", + "we should be able to stabilise", + "our own dimension!", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,1)"); - add("We're saved!"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,1)", + "We're saved!", + "position(yellow,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(yellow)"); + "endcutscene()", + "untilbars()", + "createactivityzone(yellow)", + }; + filllines(lines); } else if (t == "talkgreen_1") { - add("cutscene()"); - add("untilbars()"); - add("face(player,green)"); - add("face(green,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,green)", + "face(green,player)", - add("squeak(green)"); - add("text(green,0,0,1)"); - add("I'm an engineer!"); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,1)", + "I'm an engineer!", + "position(green,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(green)"); + "endcutscene()", + "untilbars()", + "createactivityzone(green)", + }; + filllines(lines); } else if (t == "talkgreen_2") { - add("cutscene()"); - add("untilbars()"); - add("face(player,green)"); - add("face(green,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,green)", + "face(green,player)", - add("squeak(green)"); - add("text(green,0,0,3)"); - add("I think I can get this ship"); - add("moving again, but it's going"); - add("to take a while..."); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,3)", + "I think I can get this ship", + "moving again, but it's going", + "to take a while...", + "position(green,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(green)"); + "endcutscene()", + "untilbars()", + "createactivityzone(green)", + }; + filllines(lines); } else if (t == "talkgreen_2") { - add("cutscene()"); - add("untilbars()"); - add("face(player,green)"); - add("face(green,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,green)", + "face(green,player)", - add("squeak(green)"); - add("text(green,0,0,3)"); - add("I think I can get this ship"); - add("moving again, but it's going"); - add("to take a while..."); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,3)", + "I think I can get this ship", + "moving again, but it's going", + "to take a while...", + "position(green,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(green)"); + "endcutscene()", + "untilbars()", + "createactivityzone(green)", + }; + filllines(lines); } else if (t == "talkgreen_3") { - add("cutscene()"); - add("untilbars()"); - add("face(player,green)"); - add("face(green,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,green)", + "face(green,player)", - add("squeak(green)"); - add("text(green,0,0,3)"); - add("Victoria mentioned something"); - add("about a lab? I wonder if she"); - add("found anything down there?"); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,3)", + "Victoria mentioned something", + "about a lab? I wonder if she", + "found anything down there?", + "position(green,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(green)"); + "endcutscene()", + "untilbars()", + "createactivityzone(green)", + }; + filllines(lines); } else if (t == "talkgreen_4") { - add("cutscene()"); - add("untilbars()"); - add("face(player,green)"); - add("face(green,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,green)", + "face(green,player)", - add("squeak(green)"); - add("text(green,0,0,1)"); - add("Vermilion's back! Yey!"); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,1)", + "Vermilion's back! Yey!", + "position(green,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(green)"); + "endcutscene()", + "untilbars()", + "createactivityzone(green)", + }; + filllines(lines); } else if (t == "talkgreen_5") { - add("cutscene()"); - add("untilbars()"); - add("face(player,green)"); - add("face(green,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,green)", + "face(green,player)", - add("squeak(green)"); - add("text(green,0,0,3)"); - add("The Professor had lots of"); - add("questions about this"); - add("dimension for me..."); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,3)", + "The Professor had lots of", + "questions about this", + "dimension for me...", + "position(green,above)", + "speak_active", - add("squeak(green)"); - add("text(green,0,0,2)"); - add("We still don't really know"); - add("that much, though."); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,2)", + "We still don't really know", + "that much, though.", + "position(green,above)", + "speak_active", - add("squeak(green)"); - add("text(green,0,0,3)"); - add("Until we work out what's"); - add("causing that interference,"); - add("we can't go anywhere."); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,3)", + "Until we work out what's", + "causing that interference,", + "we can't go anywhere.", + "position(green,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(green)"); + "endcutscene()", + "untilbars()", + "createactivityzone(green)", + }; + filllines(lines); } else if (t == "talkgreen_6") { - add("cutscene()"); - add("untilbars()"); - add("face(player,green)"); - add("face(green,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,green)", + "face(green,player)", - add("squeak(green)"); - add("text(green,0,0,2)"); - add("I'm so glad that"); - add("Violet's alright!"); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,2)", + "I'm so glad that", + "Violet's alright!", + "position(green,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(green)"); + "endcutscene()", + "untilbars()", + "createactivityzone(green)", + }; + filllines(lines); } else if (t == "talkgreen_7") { - add("cutscene()"); - add("untilbars()"); - add("face(player,green)"); - add("face(green,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,green)", + "face(green,player)", - add("squeak(green)"); - add("text(green,0,0,3)"); - add("That other dimension we ended"); - add("up in must be related to this"); - add("one, somehow..."); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,3)", + "That other dimension we ended", + "up in must be related to this", + "one, somehow...", + "position(green,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(green)"); + "endcutscene()", + "untilbars()", + "createactivityzone(green)", + }; + filllines(lines); } else if (t == "talkgreen_8") { - add("cutscene()"); - add("untilbars()"); - add("face(player,green)"); - add("face(green,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,green)", + "face(green,player)", - add("squeak(cry)"); - add("text(green,0,0,3)"); - add("The antenna's broken!"); - add("This is going to be"); - add("very hard to fix..."); - add("position(green,above)"); - add("speak_active"); + "squeak(cry)", + "text(green,0,0,3)", + "The antenna's broken!", + "This is going to be", + "very hard to fix...", + "position(green,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(green)"); + "endcutscene()", + "untilbars()", + "createactivityzone(green)", + }; + filllines(lines); } else if (t == "talkgreen_9") { - add("cutscene()"); - add("untilbars()"); - add("face(player,green)"); - add("face(green,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,green)", + "face(green,player)", - add("squeak(green)"); - add("text(green,0,0,2)"); - add("It looks like we were warped"); - add("into solid rock when we crashed!"); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,2)", + "It looks like we were warped", + "into solid rock when we crashed!", + "position(green,above)", + "speak_active", - add("squeak(green)"); - add("text(green,0,0,2)"); - add("Hmm. It's going to be hard"); - add("to separate from this..."); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,2)", + "Hmm. It's going to be hard", + "to separate from this...", + "position(green,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(green)"); + "endcutscene()", + "untilbars()", + "createactivityzone(green)", + }; + filllines(lines); } else if (t == "talkgreen_10") { - add("cutscene()"); - add("untilbars()"); - add("face(player,green)"); - add("face(green,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,green)", + "face(green,player)", - add("squeak(green)"); - add("text(green,0,0,2)"); - add("The ship's all fixed up. We"); - add("can leave at a moment's notice!"); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,2)", + "The ship's all fixed up. We", + "can leave at a moment's notice!", + "position(green,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(green)"); + "endcutscene()", + "untilbars()", + "createactivityzone(green)", + }; + filllines(lines); } else if (t == "talkgreen_11") { - add("cutscene()"); - add("untilbars()"); - add("face(player,green)"); - add("face(green,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,green)", + "face(green,player)", - add("squeak(green)"); - add("text(green,0,0,3)"); - add("I wonder why they abandoned this"); - add("dimension? They were so close to"); - add("working out how to fix it..."); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,3)", + "I wonder why they abandoned this", + "dimension? They were so close to", + "working out how to fix it...", + "position(green,above)", + "speak_active", - add("squeak(green)"); - add("text(green,0,0,2)"); - add("Maybe we can fix it for them?"); - add("Maybe they'll come back?"); - add("position(green,above)"); - add("speak_active"); - add("endtext"); + "squeak(green)", + "text(green,0,0,2)", + "Maybe we can fix it for them?", + "Maybe they'll come back?", + "position(green,above)", + "speak_active", + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(green)"); + "endcutscene()", + "untilbars()", + "createactivityzone(green)", + }; + filllines(lines); } if (t == "talkpurple_1") { - add("cutscene()"); - add("untilbars()"); - add("face(player,purple)"); - add("face(purple,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,purple)", + "face(purple,player)", - add("squeak(cry)"); - add("changemood(purple,1)"); - add("text(purple,0,0,1)"); - add("... I hope Verdigris is alright."); - add("position(purple,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(purple,1)", + "text(purple,0,0,1)", + "... I hope Verdigris is alright.", + "position(purple,above)", + "speak_active", - add("squeak(purple)"); - add("changemood(purple,0)"); - add("text(purple,0,0,2)"); - add("If you can find him, he'd be a"); - add("a big help fixing the ship!"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "changemood(purple,0)", + "text(purple,0,0,2)", + "If you can find him, he'd be a", + "a big help fixing the ship!", + "position(purple,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(purple)"); + "endcutscene()", + "untilbars()", + "createactivityzone(purple)", + }; + filllines(lines); } else if (t == "talkpurple_2") { - add("cutscene()"); - add("untilbars()"); - add("face(player,purple)"); - add("face(purple,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,purple)", + "face(purple,player)", - add("squeak(purple)"); - add("text(purple,0,0,2)"); - add("Chief Verdigris is so brave"); - add("and ever so smart!"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,2)", + "Chief Verdigris is so brave", + "and ever so smart!", + "position(purple,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(purple)"); + "endcutscene()", + "untilbars()", + "createactivityzone(purple)", + }; + filllines(lines); } else if (t == "talkpurple_3") { - add("cutscene()"); - add("untilbars()"); - add("face(player,purple)"); - add("face(purple,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,purple)", + "face(purple,player)", - add("squeak(purple)"); - add("text(purple,0,0,1)"); - add("Are you doing ok, Captain?"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,1)", + "Are you doing ok, Captain?", + "position(purple,above)", + "speak_active", - add("squeak(cry)"); - add("changemood(player,1)"); - add("text(player,0,0,0)"); - add("specialline(1)"); - add("position(player,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(player,1)", + "text(player,0,0,0)", + "specialline(1)", + "position(player,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,2)"); - add("Oh - well, don't worry,"); - add("they'll show up!"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,2)", + "Oh - well, don't worry,", + "they'll show up!", + "position(purple,above)", + "speak_active", - add("changemood(player,0)"); - add("squeak(purple)"); - add("text(purple,0,0,1)"); - add("Here! Have a lollipop!"); - add("position(purple,above)"); - add("speak_active"); + "changemood(player,0)", + "squeak(purple)", + "text(purple,0,0,1)", + "Here! Have a lollipop!", + "position(purple,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(purple)"); + "endcutscene()", + "untilbars()", + "createactivityzone(purple)", + }; + filllines(lines); } else if (t == "talkpurple_4") { - add("cutscene()"); - add("untilbars()"); - add("face(player,purple)"); - add("face(purple,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,purple)", + "face(purple,player)", - add("squeak(purple)"); - add("text(purple,0,0,1)"); - add("Welcome back, Captain!"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,1)", + "Welcome back, Captain!", + "position(purple,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,2)"); - add("I think Victoria is quite happy"); - add("to be back on the ship."); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,2)", + "I think Victoria is quite happy", + "to be back on the ship.", + "position(purple,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,2)"); - add("She really doesn't like adventuring."); - add("She gets very homesick!"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,2)", + "She really doesn't like adventuring.", + "She gets very homesick!", + "position(purple,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(purple)"); + "endcutscene()", + "untilbars()", + "createactivityzone(purple)", + }; + filllines(lines); } else if (t == "talkpurple_5") { - add("cutscene()"); - add("untilbars()"); - add("face(player,purple)"); - add("face(purple,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,purple)", + "face(purple,player)", - add("squeak(purple)"); - add("text(purple,0,0,2)"); - add("Vermilion called in"); - add("to say hello!"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,2)", + "Vermilion called in", + "to say hello!", + "position(purple,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,1)"); - add("He's really looking forward"); - add("specialline(2)"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,1)", + "He's really looking forward", + "specialline(2)", + "position(purple,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(purple)"); + "endcutscene()", + "untilbars()", + "createactivityzone(purple)", + }; + filllines(lines); } else if (t == "talkpurple_6") { - add("cutscene()"); - add("untilbars()"); - add("face(player,purple)"); - add("face(purple,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,purple)", + "face(purple,player)", - add("squeak(purple)"); - add("text(purple,0,0,1)"); - add("Captain! You found Verdigris!"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,1)", + "Captain! You found Verdigris!", + "position(purple,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,1)"); - add("Thank you so much!"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,1)", + "Thank you so much!", + "position(purple,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(purple)"); + "endcutscene()", + "untilbars()", + "createactivityzone(purple)", + }; + filllines(lines); } else if (t == "talkpurple_7") { - add("cutscene()"); - add("untilbars()"); - add("face(player,purple)"); - add("face(purple,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,purple)", + "face(purple,player)", - add("squeak(purple)"); - add("text(purple,0,0,2)"); - add("I'm glad Professor"); - add("Vitellary is ok!"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,2)", + "I'm glad Professor", + "Vitellary is ok!", + "position(purple,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,2)"); - add("He had lots of questions"); - add("for me about this dimension."); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,2)", + "He had lots of questions", + "for me about this dimension.", + "position(purple,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,2)"); - add("He's already gotten to"); - add("work with his research!"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,2)", + "He's already gotten to", + "work with his research!", + "position(purple,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(purple)"); + "endcutscene()", + "untilbars()", + "createactivityzone(purple)", + }; + filllines(lines); } else if (t == "talkpurple_8") { - add("cutscene()"); - add("untilbars()"); - add("face(player,purple)"); - add("face(purple,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,purple)", + "face(purple,player)", - add("squeak(purple)"); - add("text(purple,0,0,4)"); - add("Hey Captain! Now that you've turned"); - add("off the source of the interference,"); - add("we can warp everyone back to the"); - add("ship instantly, if we need to!"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,4)", + "Hey Captain! Now that you've turned", + "off the source of the interference,", + "we can warp everyone back to the", + "ship instantly, if we need to!", + "position(purple,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,3)"); - add("Any time you want to come back"); - add("to the ship, just select the"); - add("new SHIP option in your menu!"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,3)", + "Any time you want to come back", + "to the ship, just select the", + "new SHIP option in your menu!", + "position(purple,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(purple)"); + "endcutscene()", + "untilbars()", + "createactivityzone(purple)", + }; + filllines(lines); } else if (t == "talkpurple_9") { - add("cutscene()"); - add("untilbars()"); - add("face(player,purple)"); - add("face(purple,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,purple)", + "face(purple,player)", - add("squeak(purple)"); - add("text(purple,0,0,3)"); - add("Look at all this research!"); - add("This is going to be a big"); - add("help back home!"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,3)", + "Look at all this research!", + "This is going to be a big", + "help back home!", + "position(purple,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(purple)"); + "endcutscene()", + "untilbars()", + "createactivityzone(purple)", + }; + filllines(lines); } else if (t == "talkpurple_intermission1") { - add("cutscene()"); - add("untilbars()"); - add("face(player,purple)"); - add("face(purple,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,purple)", + "face(purple,player)", - add("squeak(player)"); - add("text(player,0,0,3)"); - add("Doctor, something strange"); - add("happened when we teleported"); - add("back to the ship..."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,3)", + "Doctor, something strange", + "happened when we teleported", + "back to the ship...", + "position(player,above)", + "speak_active", - add("squeak(cry)"); - add("changemood(player,1)"); - add("text(player,0,0,1)"); - add("We got lost in another dimension!"); - add("position(player,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(player,1)", + "text(player,0,0,1)", + "We got lost in another dimension!", + "position(player,above)", + "speak_active", - add("squeak(cry)"); - add("changemood(purple,1)"); - add("text(purple,0,0,1)"); - add("Oh no!"); - add("position(purple,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(purple,1)", + "text(purple,0,0,1)", + "Oh no!", + "position(purple,above)", + "speak_active", - add("squeak(purple)"); - add("changemood(purple,0)"); - add("changemood(player,0)"); - add("text(purple,0,0,3)"); - add("Maybe that dimension has something"); - add("to do with the interference that"); - add("caused us to crash here?"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "changemood(purple,0)", + "changemood(player,0)", + "text(purple,0,0,3)", + "Maybe that dimension has something", + "to do with the interference that", + "caused us to crash here?", + "position(purple,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,1)"); - add("I'll look into it..."); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,1)", + "I'll look into it...", + "position(purple,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(purple)"); + "endcutscene()", + "untilbars()", + "createactivityzone(purple)", + }; + filllines(lines); } else if (t == "talkpurple_intermission2") { - add("cutscene()"); - add("untilbars()"); - add("face(player,purple)"); - add("face(purple,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,purple)", + "face(purple,player)", - add("squeak(cry)"); - add("changemood(player,1)"); - add("text(player,0,0,1)"); - add("Doctor! Doctor! It happened again!"); - add("position(player,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(player,1)", + "text(player,0,0,1)", + "Doctor! Doctor! It happened again!", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,2)"); - add("The teleporter brought us"); - add("to that weird dimension..."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,2)", + "The teleporter brought us", + "to that weird dimension...", + "position(player,above)", + "speak_active", - add("squeak(purple)"); - add("changemood(player,0)"); - add("changemood(purple,0)"); - add("text(purple,0,0,2)"); - add("Hmm, there's definitely"); - add("something strange happening..."); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "changemood(player,0)", + "changemood(purple,0)", + "text(purple,0,0,2)", + "Hmm, there's definitely", + "something strange happening...", + "position(purple,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,2)"); - add("If only we could find the"); - add("source of that interference!"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,2)", + "If only we could find the", + "source of that interference!", + "position(purple,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(purple)"); + "endcutscene()", + "untilbars()", + "createactivityzone(purple)", + }; + filllines(lines); } else if (t == "talkpurple_intermission3") { - add("cutscene()"); - add("untilbars()"); - add("face(player,purple)"); - add("face(purple,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,purple)", + "face(purple,player)", - add("squeak(player)"); - add("text(player,0,0,3)"); - add("Doctor, something strange has"); - add("been happening when we teleport"); - add("back to the ship..."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,3)", + "Doctor, something strange has", + "been happening when we teleport", + "back to the ship...", + "position(player,above)", + "speak_active", - add("squeak(cry)"); - add("changemood(player,1)"); - add("text(player,0,0,2)"); - add("We keep getting brought to"); - add("another weird dimension!"); - add("position(player,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(player,1)", + "text(player,0,0,2)", + "We keep getting brought to", + "another weird dimension!", + "position(player,above)", + "speak_active", - add("squeak(cry)"); - add("changemood(purple,1)"); - add("text(purple,0,0,1)"); - add("Oh no!"); - add("position(purple,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(purple,1)", + "text(purple,0,0,1)", + "Oh no!", + "position(purple,above)", + "speak_active", - add("squeak(purple)"); - add("changemood(purple,0)"); - add("changemood(player,0)"); - add("text(purple,0,0,3)"); - add("Maybe that dimension has something"); - add("to do with the interference that"); - add("caused us to crash here?"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "changemood(purple,0)", + "changemood(player,0)", + "text(purple,0,0,3)", + "Maybe that dimension has something", + "to do with the interference that", + "caused us to crash here?", + "position(purple,above)", + "speak_active", - add("squeak(purple)"); - add("changemood(player,0)"); - add("changemood(purple,0)"); - add("text(purple,0,0,2)"); - add("Hmm, there's definitely"); - add("something strange happening..."); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "changemood(player,0)", + "changemood(purple,0)", + "text(purple,0,0,2)", + "Hmm, there's definitely", + "something strange happening...", + "position(purple,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,2)"); - add("If only we could find the"); - add("source of that interference!"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,2)", + "If only we could find the", + "source of that interference!", + "position(purple,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(purple)"); + "endcutscene()", + "untilbars()", + "createactivityzone(purple)", + }; + filllines(lines); } else if (t == "talkpurple_intro") { - add("cutscene()"); - add("untilbars()"); - add("face(player,purple)"); - add("face(purple,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,purple)", + "face(purple,player)", - add("squeak(cry)"); - add("changemood(player,1)"); - add("text(player,0,0,2)"); - add("I'm feeling a bit"); - add("overwhelmed, Doctor."); - add("position(player,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(player,1)", + "text(player,0,0,2)", + "I'm feeling a bit", + "overwhelmed, Doctor.", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Where do I begin?"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Where do I begin?", + "position(player,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,2)"); - add("Remember that you can press ENTER"); - add("to check where you are on the map!"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,2)", + "Remember that you can press ENTER", + "to check where you are on the map!", + "position(purple,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,2)"); - add("Look for areas where the rest"); - add("of the crew might be..."); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,2)", + "Look for areas where the rest", + "of the crew might be...", + "position(purple,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,2)"); - add("If you get lost, you can get back"); - add("to the ship from any teleporter."); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,2)", + "If you get lost, you can get back", + "to the ship from any teleporter.", + "position(purple,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,2)"); - add("And don't worry!"); - add("We'll find everyone!"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,2)", + "And don't worry!", + "We'll find everyone!", + "position(purple,above)", + "speak_active", - add("endtext"); + "endtext", - add("delay(30)"); + "delay(30)", - add("changemood(player,0)"); - add("squeak(purple)"); - add("text(purple,0,0,1)"); - add("Everything will be ok!"); - add("position(purple,above)"); - add("speak_active"); + "changemood(player,0)", + "squeak(purple)", + "text(purple,0,0,1)", + "Everything will be ok!", + "position(purple,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(purple)"); + "endcutscene()", + "untilbars()", + "createactivityzone(purple)", + }; + filllines(lines); } else if (t == "talkblue_1") { - add("cutscene()"); - add("untilbars()"); - add("face(player,blue)"); - add("face(blue,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,blue)", + "face(blue,player)", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,1)"); - add("Any signs of Professor Vitellary?"); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,1)", + "Any signs of Professor Vitellary?", + "position(blue,below)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Sorry, not yet..."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Sorry, not yet...", + "position(player,above)", + "speak_active", - add("squeak(cry)"); - add("changetile(blue,150)"); //upside down frown :( - add("text(blue,0,0,1)"); - add("I hope he's ok..."); - add("position(blue,below)"); - add("speak_active"); + "squeak(cry)", + "changetile(blue,150)", //upside down frown :( + "text(blue,0,0,1)", + "I hope he's ok...", + "position(blue,below)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(blue)"); + "endcutscene()", + "untilbars()", + "createactivityzone(blue)", + }; + filllines(lines); } else if (t == "talkblue_2") { - add("cutscene()"); - add("untilbars()"); - add("face(player,blue)"); - add("face(blue,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,blue)", + "face(blue,player)", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,2)"); - add("Thanks so much for"); - add("saving me, Captain!"); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,2)", + "Thanks so much for", + "saving me, Captain!", + "position(blue,below)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(blue)"); + "endcutscene()", + "untilbars()", + "createactivityzone(blue)", + }; + filllines(lines); } else if (t == "talkblue_3") { - add("cutscene()"); - add("untilbars()"); - add("face(player,blue)"); - add("face(blue,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,blue)", + "face(blue,player)", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,1)"); - add("I'm so glad to be back!"); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,1)", + "I'm so glad to be back!", + "position(blue,below)", + "speak_active", - add("squeak(cry)"); - add("changetile(blue,150)"); //upside down frown :( - add("text(blue,0,0,3)"); - add("That lab was so dark"); - add("and scary! I didn't"); - add("like it at all..."); - add("position(blue,below)"); - add("speak_active"); + "squeak(cry)", + "changetile(blue,150)", //upside down frown :( + "text(blue,0,0,3)", + "That lab was so dark", + "and scary! I didn't", + "like it at all...", + "position(blue,below)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(blue)"); + "endcutscene()", + "untilbars()", + "createactivityzone(blue)", + }; + filllines(lines); } else if (t == "talkblue_4") { - add("cutscene()"); - add("untilbars()"); - add("face(player,blue)"); - add("face(blue,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,blue)", + "face(blue,player)", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,2)"); - add("Vitellary's back? I"); - add("knew you'd find him!"); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,2)", + "Vitellary's back? I", + "knew you'd find him!", + "position(blue,below)", + "speak_active", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,2)"); - add("I mean, I admit I was very"); - add("worried that you wouldn't..."); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,2)", + "I mean, I admit I was very", + "worried that you wouldn't...", + "position(blue,below)", + "speak_active", - add("squeak(cry)"); - add("changetile(blue,150)"); //upside down frown :( - add("text(blue,0,0,2)"); - add("or that something might"); - add("have happened to him..."); - add("position(blue,below)"); - add("speak_active"); + "squeak(cry)", + "changetile(blue,150)", //upside down frown :( + "text(blue,0,0,2)", + "or that something might", + "have happened to him...", + "position(blue,below)", + "speak_active", - add("squeak(blue)"); - add("text(blue,0,0,1)"); - add("sniff..."); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "text(blue,0,0,1)", + "sniff...", + "position(blue,below)", + "speak_active", - add("endtext"); + "endtext", - add("delay(30)"); + "delay(30)", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Doctor Victoria? He's ok!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Doctor Victoria? He's ok!", + "position(player,above)", + "speak_active", - add("squeak(cry)"); - add("changetile(blue,150)"); //upside down frown :( - add("text(blue,0,0,3)"); - add("Oh! Sorry! I was just"); - add("thinking about what"); - add("if he wasn't?"); - add("position(blue,below)"); - add("speak_active"); + "squeak(cry)", + "changetile(blue,150)", //upside down frown :( + "text(blue,0,0,3)", + "Oh! Sorry! I was just", + "thinking about what", + "if he wasn't?", + "position(blue,below)", + "speak_active", - add("endtext"); + "endtext", - add("delay(30)"); + "delay(30)", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,1)"); - add("Thank you, Captain!"); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,1)", + "Thank you, Captain!", + "position(blue,below)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(blue)"); + "endcutscene()", + "untilbars()", + "createactivityzone(blue)", + }; + filllines(lines); } else if (t == "talkblue_5") { - add("cutscene()"); - add("untilbars()"); - add("face(player,blue)"); - add("face(blue,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,blue)", + "face(blue,player)", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,1)"); - add("You found Vermilion! Great!"); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,1)", + "You found Vermilion! Great!", + "position(blue,below)", + "speak_active", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,2)"); - add("I wish he wasn't"); - add("so reckless!"); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,2)", + "I wish he wasn't", + "so reckless!", + "position(blue,below)", + "speak_active", - add("squeak(cry)"); - add("changetile(blue,150)"); //upside down frown :( - add("text(blue,0,0,2)"); - add("He'll get himself"); - add("into trouble..."); - add("position(blue,below)"); - add("speak_active"); + "squeak(cry)", + "changetile(blue,150)", //upside down frown :( + "text(blue,0,0,2)", + "He'll get himself", + "into trouble...", + "position(blue,below)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(blue)"); + "endcutscene()", + "untilbars()", + "createactivityzone(blue)", + }; + filllines(lines); } else if (t == "talkblue_6") { - add("cutscene()"); - add("untilbars()"); - add("face(player,blue)"); - add("face(blue,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,blue)", + "face(blue,player)", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,2)"); - add("Verdigris is ok! Violet"); - add("will be so happy!"); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,2)", + "Verdigris is ok! Violet", + "will be so happy!", + "position(blue,below)", + "speak_active", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,1)"); - add("I'm happy!"); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,1)", + "I'm happy!", + "position(blue,below)", + "speak_active", - add("endtext"); + "endtext", - add("delay(30)"); + "delay(30)", - add("squeak(cry)"); - add("changetile(blue,150)"); //upside down frown :( - add("text(blue,0,0,1)"); - add("Though I was very worried..."); - add("position(blue,below)"); - add("speak_active"); + "squeak(cry)", + "changetile(blue,150)", //upside down frown :( + "text(blue,0,0,1)", + "Though I was very worried...", + "position(blue,below)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(blue)"); + "endcutscene()", + "untilbars()", + "createactivityzone(blue)", + }; + filllines(lines); } else if (t == "talkblue_7") { - add("cutscene()"); - add("untilbars()"); - add("face(player,blue)"); - add("face(blue,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,blue)", + "face(blue,player)", - add("squeak(cry)"); - add("changetile(blue,150)"); //upside down frown :( - add("text(blue,0,0,2)"); - add("Why did the teleporter send"); - add("us to that scary dimension?"); - add("position(blue,below)"); - add("speak_active"); + "squeak(cry)", + "changetile(blue,150)", //upside down frown :( + "text(blue,0,0,2)", + "Why did the teleporter send", + "us to that scary dimension?", + "position(blue,below)", + "speak_active", - add("squeak(blue)"); - add("changetile(blue,150)"); //upside down frown :( - add("text(blue,0,0,1)"); - add("What happened?"); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,150)", //upside down frown :( + "text(blue,0,0,1)", + "What happened?", + "position(blue,below)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("I don't know, Doctor..."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "I don't know, Doctor...", + "position(player,above)", + "speak_active", - add("squeak(cry)"); - add("changetile(blue,150)"); //upside down frown :( - add("text(blue,0,0,1)"); - add("Why?"); - add("position(blue,below)"); - add("speak_active"); + "squeak(cry)", + "changetile(blue,150)", //upside down frown :( + "text(blue,0,0,1)", + "Why?", + "position(blue,below)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(blue)"); + "endcutscene()", + "untilbars()", + "createactivityzone(blue)", + }; + filllines(lines); } else if (t == "talkblue_8") { - add("cutscene()"); - add("untilbars()"); - add("face(player,blue)"); - add("face(blue,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,blue)", + "face(blue,player)", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,1)"); - add("Heya Captain!"); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,1)", + "Heya Captain!", + "position(blue,below)", + "speak_active", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,3)"); - add("Are you going to try"); - add("and find the rest of"); - add("these shiny things?"); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,3)", + "Are you going to try", + "and find the rest of", + "these shiny things?", + "position(blue,below)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(blue)"); + "endcutscene()", + "untilbars()", + "createactivityzone(blue)", + }; + filllines(lines); } else if (t == "talkblue_9") { - add("cutscene()"); - add("untilbars()"); - add("face(player,blue)"); - add("face(blue,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,blue)", + "face(blue,player)", - add("squeak(blue)"); - add("text(blue,0,0,3)"); - add("This lab is amazing! The scientists"); - add("who worked here know a lot more"); - add("about warp technology than we do!"); - add("position(blue,below)"); - add("speak_active"); - add("endtext"); + "squeak(blue)", + "text(blue,0,0,3)", + "This lab is amazing! The scientists", + "who worked here know a lot more", + "about warp technology than we do!", + "position(blue,below)", + "speak_active", + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(blue)"); + "endcutscene()", + "untilbars()", + "createactivityzone(blue)", + }; + filllines(lines); } else if (t == "talkblue_trinket1") { - add("cutscene()"); - add("untilbars()"); - add("face(player,blue)"); - add("face(blue,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,blue)", + "face(blue,player)", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,2)"); - add("Hey Captain, I found"); - add("this in that lab..."); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,2)", + "Hey Captain, I found", + "this in that lab...", + "position(blue,below)", + "speak_active", - add("endtext"); - add("delay(30)"); + "endtext", + "delay(30)", //found a trinket! - add("foundtrinket(18)"); - add("endtext"); - //add("musicfadein"); - add("trinketscriptmusic"); + "foundtrinket(18)", + "endtext", + //"musicfadein", + "trinketscriptmusic", - add("delay(30)"); - add("createentity(136,80,22,18,0)"); + "delay(30)", + "createentity(136,80,22,18,0)", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,1)"); - add("Any idea what it does?"); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,1)", + "Any idea what it does?", + "position(blue,below)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Sorry, I don't know!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Sorry, I don't know!", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("They seem important, though..."); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "They seem important, though...", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,2)"); - add("Maybe something will happen"); - add("if we find them all?"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,2)", + "Maybe something will happen", + "if we find them all?", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(blue)"); + "endcutscene()", + "untilbars()", + "createactivityzone(blue)", + }; + filllines(lines); } else if (t == "talkblue_trinket2") { - add("cutscene()"); - add("untilbars()"); - add("face(player,blue)"); - add("face(blue,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,blue)", + "face(blue,player)", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,3)"); - add("Captain! Come have a"); - add("look at what I've"); - add("been working on!"); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,3)", + "Captain! Come have a", + "look at what I've", + "been working on!", + "position(blue,below)", + "speak_active", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,3)"); - add("It looks like these shiny"); - add("things are giving off a"); - add("strange energy reading!"); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,3)", + "It looks like these shiny", + "things are giving off a", + "strange energy reading!", + "position(blue,below)", + "speak_active", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,1)"); - add("So I analysed it..."); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,1)", + "So I analysed it...", + "position(blue,below)", + "speak_active", - add("trinketbluecontrol()"); + "trinketbluecontrol()", + }; + filllines(lines); } else if (t == "talkblue_trinket3") { //If you missed the first conversation - add("cutscene()"); - add("untilbars()"); - add("face(player,blue)"); - add("face(blue,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,blue)", + "face(blue,player)", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,3)"); - add("Captain! Come have a"); - add("look at what I've"); - add("been working on!"); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,3)", + "Captain! Come have a", + "look at what I've", + "been working on!", + "position(blue,below)", + "speak_active", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,1)"); - add("I found this in that lab..."); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,1)", + "I found this in that lab...", + "position(blue,below)", + "speak_active", - add("endtext"); - add("delay(30)"); + "endtext", + "delay(30)", //found a trinket! - add("foundtrinket(18)"); - add("endtext"); - //add("musicfadein"); - add("trinketscriptmusic"); + "foundtrinket(18)", + "endtext", + //"musicfadein", + "trinketscriptmusic", - add("delay(30)"); - add("createentity(136,80,22,18,0)"); + "delay(30)", + "createentity(136,80,22,18,0)", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,3)"); - add("It seemed to be"); - add("giving off a weird"); - add("energy reading..."); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,3)", + "It seemed to be", + "giving off a weird", + "energy reading...", + "position(blue,below)", + "speak_active", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,1)"); - add("So I analysed it..."); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,1)", + "So I analysed it...", + "position(blue,below)", + "speak_active", - add("trinketbluecontrol()"); + "trinketbluecontrol()", + }; + filllines(lines); } else if (t == "talkblue_trinket4") { - add("hidetrinkets()"); - add("endtextfast"); - add("delay(10)"); + const char* lines[] = { + "hidetrinkets()", + "endtextfast", + "delay(10)", //add map mode here and wrap up... - add("gamemode(teleporter)"); - add("delay(20)"); + "gamemode(teleporter)", + "delay(20)", - add("squeak(blue)"); - add("text(blue,50,15,2)"); - add("...and I was able to find more"); - add("of them with the ship's scanner!"); - add("speak_active"); + "squeak(blue)", + "text(blue,50,15,2)", + "...and I was able to find more", + "of them with the ship's scanner!", + "speak_active", - add("endtext"); + "endtext", - add("squeak(terminal)"); - add("showtrinkets()"); - add("delay(10)"); - add("hidetrinkets()"); - add("delay(10)"); - add("showtrinkets()"); - add("delay(10)"); - add("hidetrinkets()"); - add("delay(10)"); - add("showtrinkets()"); - add("delay(75)"); + "squeak(terminal)", + "showtrinkets()", + "delay(10)", + "hidetrinkets()", + "delay(10)", + "showtrinkets()", + "delay(10)", + "hidetrinkets()", + "delay(10)", + "showtrinkets()", + "delay(75)", - add("gamemode(game)"); - add("delay(20)"); + "gamemode(game)", + "delay(20)", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,3)"); - add("If you get a chance, it"); - add("might be worth finding"); - add("the rest of them!"); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,3)", + "If you get a chance, it", + "might be worth finding", + "the rest of them!", + "position(blue,below)", + "speak_active", - add("squeak(cry)"); - add("changetile(blue,150)"); //upside down frown :( - add("text(blue,0,0,2)"); - add("Don't put yourself in"); - add("any danger, though!"); - add("position(blue,below)"); - add("speak_active"); + "squeak(cry)", + "changetile(blue,150)", //upside down frown :( + "text(blue,0,0,2)", + "Don't put yourself in", + "any danger, though!", + "position(blue,below)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(blue)"); + "endcutscene()", + "untilbars()", + "createactivityzone(blue)", + }; + filllines(lines); } else if (t == "talkblue_trinket5") { - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,3)"); - add("...but it looks like you've"); - add("already found all of them"); - add("in this dimension!"); - add("position(blue,below)"); - add("speak_active"); + const char* lines[] = { + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,3)", + "...but it looks like you've", + "already found all of them", + "in this dimension!", + "position(blue,below)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Oh? Really?"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Oh? Really?", + "position(player,above)", + "speak_active", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,2)"); - add("Yeah, well done! That"); - add("can't have been easy!"); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,2)", + "Yeah, well done! That", + "can't have been easy!", + "position(blue,below)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(blue)"); + "endcutscene()", + "untilbars()", + "createactivityzone(blue)", + }; + filllines(lines); } else if (t == "talkblue_trinket6") { - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,3)"); - add("...and they're related."); - add("They're all a part of"); - add("something bigger!"); - add("position(blue,below)"); - add("speak_active"); + const char* lines[] = { + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,3)", + "...and they're related.", + "They're all a part of", + "something bigger!", + "position(blue,below)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Oh? Really?"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Oh? Really?", + "position(player,above)", + "speak_active", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,4)"); - add("Yeah! There seem to be"); - add("twenty variations of"); - add("the fundamental energy"); - add("signature..."); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,4)", + "Yeah! There seem to be", + "twenty variations of", + "the fundamental energy", + "signature...", + "position(blue,below)", + "speak_active", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,1)"); - add("Wait..."); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,1)", + "Wait...", + "position(blue,below)", + "speak_active", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,2)"); - add("Does that mean you've"); - add("found all of them?"); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,2)", + "Does that mean you've", + "found all of them?", + "position(blue,below)", + "speak_active", - add("endtext"); + "endtext", - add("loadscript(startepilogue)"); + "loadscript(startepilogue)", + }; + filllines(lines); } else if (t == "talkyellow_trinket1") { - add("cutscene()"); - add("untilbars()"); - add("face(player,yellow)"); - add("face(yellow,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,yellow)", + "face(yellow,player)", - add("squeak(yellow)"); - add("text(yellow,0,0,2)"); - add("Captain! I've been meaning"); - add("to give this to you..."); - add("position(yellow,above)"); - add("speak_active"); - add("endtext"); + "squeak(yellow)", + "text(yellow,0,0,2)", + "Captain! I've been meaning", + "to give this to you...", + "position(yellow,above)", + "speak_active", + "endtext", - add("delay(30)"); + "delay(30)", //found a trinket! - add("foundtrinket(18)"); - add("endtext"); - //add("musicfadein"); - add("trinketscriptmusic"); + "foundtrinket(18)", + "endtext", + //"musicfadein", + "trinketscriptmusic", - add("delay(30)"); + "delay(30)", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Professor! Where did you find this?"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Professor! Where did you find this?", + "position(player,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,2)"); - add("Oh, it was just lying"); - add("around that space station."); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,2)", + "Oh, it was just lying", + "around that space station.", + "position(yellow,above)", + "speak_active", - add("squeak(cry)"); - add("changemood(yellow,1)"); - add("text(yellow,0,0,3)"); - add("It's a pity Doctor Victoria"); - add("isn't here, she loves studying"); - add("that sort of thing..."); - add("position(yellow,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(yellow,1)", + "text(yellow,0,0,3)", + "It's a pity Doctor Victoria", + "isn't here, she loves studying", + "that sort of thing...", + "position(yellow,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Any idea what it does?"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Any idea what it does?", + "position(player,above)", + "speak_active", - add("squeak(yellow)"); - add("changemood(yellow,0)"); - add("text(yellow,0,0,2)"); - add("Nope! But it is giving off"); - add("a strange energy reading..."); - add("position(yellow,above)"); - add("speak_active"); - add("endtext"); + "squeak(yellow)", + "changemood(yellow,0)", + "text(yellow,0,0,2)", + "Nope! But it is giving off", + "a strange energy reading...", + "position(yellow,above)", + "speak_active", + "endtext", - add("trinketyellowcontrol()"); + "trinketyellowcontrol()", + }; + filllines(lines); } else if (t == "talkyellow_trinket2") { - add("hidetrinkets()"); - add("endtextfast"); - add("delay(10)"); + const char* lines[] = { + "hidetrinkets()", + "endtextfast", + "delay(10)", //add map mode here and wrap up... - add("gamemode(teleporter)"); - add("delay(20)"); + "gamemode(teleporter)", + "delay(20)", - add("squeak(yellow)"); - add("text(yellow,50,15,2)"); - add("...so I used the ship's scanner"); - add("to find more of them!"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,50,15,2)", + "...so I used the ship's scanner", + "to find more of them!", + "speak_active", - add("endtext"); + "endtext", - add("squeak(terminal)"); - add("showtrinkets()"); - add("delay(10)"); - add("hidetrinkets()"); - add("delay(10)"); - add("showtrinkets()"); - add("delay(10)"); - add("hidetrinkets()"); - add("delay(10)"); - add("showtrinkets()"); - add("delay(75)"); + "squeak(terminal)", + "showtrinkets()", + "delay(10)", + "hidetrinkets()", + "delay(10)", + "showtrinkets()", + "delay(10)", + "hidetrinkets()", + "delay(10)", + "showtrinkets()", + "delay(75)", - add("gamemode(game)"); - add("delay(20)"); + "gamemode(game)", + "delay(20)", - add("squeak(yellow)"); - add("changemood(yellow,0)"); - add("text(yellow,0,0,3)"); - add("...Please don't let them"); - add("distract you from finding"); - add("Victoria, though!"); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "changemood(yellow,0)", + "text(yellow,0,0,3)", + "...Please don't let them", + "distract you from finding", + "Victoria, though!", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,1)"); - add("I hope she's ok..."); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,1)", + "I hope she's ok...", + "position(yellow,above)", + "speak_active", - add("endtext"); + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(yellow)"); + "endcutscene()", + "untilbars()", + "createactivityzone(yellow)", + }; + filllines(lines); } else if (t == "talkyellow_trinket3") { - add("squeak(yellow)"); - add("changemood(yellow,0)"); - add("text(yellow,0,0,2)"); - add("Can't seem to detect any"); - add("more of them nearby, though."); - add("position(yellow,above)"); - add("speak_active"); + const char* lines[] = { + "squeak(yellow)", + "changemood(yellow,0)", + "text(yellow,0,0,2)", + "Can't seem to detect any", + "more of them nearby, though.", + "position(yellow,above)", + "speak_active", - add("squeak(yellow)"); - add("changemood(yellow,0)"); - add("text(yellow,0,0,1)"); - add("Maybe you've found them all?"); - add("position(yellow,above)"); - add("speak_active"); - add("endtext"); + "squeak(yellow)", + "changemood(yellow,0)", + "text(yellow,0,0,1)", + "Maybe you've found them all?", + "position(yellow,above)", + "speak_active", + "endtext", - add("endcutscene()"); - add("untilbars()"); - add("createactivityzone(yellow)"); + "endcutscene()", + "untilbars()", + "createactivityzone(yellow)", + }; + filllines(lines); } else if (t == "gamecomplete") { - add("gotoroom(2,11)"); - add("gotoposition(160,120,0)"); - add("nocontrol()"); - add("createcrewman(185,153,purple,0,faceleft)"); - add("createcrewman(205,153,yellow,0,faceleft)"); - add("createcrewman(225,153,red,0,faceleft)"); - add("createcrewman(245,153,green,0,faceleft)"); - add("createcrewman(265,153,blue,1,faceleft)"); + const char* lines[] = { + "gotoroom(2,11)", + "gotoposition(160,120,0)", + "nocontrol()", + "createcrewman(185,153,purple,0,faceleft)", + "createcrewman(205,153,yellow,0,faceleft)", + "createcrewman(225,153,red,0,faceleft)", + "createcrewman(245,153,green,0,faceleft)", + "createcrewman(265,153,blue,1,faceleft)", - add("cutscene()"); - add("untilbars()"); + "cutscene()", + "untilbars()", - add("delay(30)"); - add("rescued(player)"); + "delay(30)", + "rescued(player)", - add("squeak(yellow)"); - add("text(yellow,0,0,1)"); - add("Any moment now..."); - add("position(yellow,above)"); - add("speak_active"); - add("endtext"); - add("nocontrol()"); + "squeak(yellow)", + "text(yellow,0,0,1)", + "Any moment now...", + "position(yellow,above)", + "speak_active", + "endtext", + "nocontrol()", - add("delay(60)"); + "delay(60)", - add("gamestate(4080)"); + "gamestate(4080)", + }; + filllines(lines); } else if (t == "gamecomplete_ending") { - add("delay(15)"); - add("changemood(blue,0)"); - add("play(10)"); - add("delay(45)"); + const char* lines[] = { + "delay(15)", + "changemood(blue,0)", + "play(10)", + "delay(45)", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Hello!"); - add("position(player,above)"); - add("speak_active"); - add("endtext"); + "squeak(player)", + "text(player,0,0,1)", + "Hello!", + "position(player,above)", + "speak_active", + "endtext", - add("squeak(purple)"); - add("delay(1)"); - add("squeak(yellow)"); - add("delay(1)"); - add("squeak(red)"); - add("delay(1)"); - add("squeak(green)"); + "squeak(purple)", + "delay(1)", + "squeak(yellow)", + "delay(1)", + "squeak(red)", + "delay(1)", + "squeak(green)", - add("text(purple,0,0,1)"); - add("Captain! "); - add("position(purple,above)"); - add("backgroundtext"); - add("speak"); - add("text(yellow,0,0,1)"); - add("Captain! "); - add("position(yellow,above)"); - add("backgroundtext"); - add("speak"); - add("text(red,0,0,1)"); - add("Captain! "); - add("position(red,above)"); - add("backgroundtext"); - add("speak"); - add("text(green,0,0,1)"); - add("Captain! "); - add("position(green,above)"); - add("backgroundtext"); - add("speak"); - add("text(blue,0,0,1)"); - add("Captain!"); - add("position(blue,above)"); - add("speak"); + "text(purple,0,0,1)", + "Captain! ", + "position(purple,above)", + "backgroundtext", + "speak", + "text(yellow,0,0,1)", + "Captain! ", + "position(yellow,above)", + "backgroundtext", + "speak", + "text(red,0,0,1)", + "Captain! ", + "position(red,above)", + "backgroundtext", + "speak", + "text(green,0,0,1)", + "Captain! ", + "position(green,above)", + "backgroundtext", + "speak", + "text(blue,0,0,1)", + "Captain!", + "position(blue,above)", + "speak", - add("endtextfast"); + "endtextfast", - add("squeak(blue)"); - add("text(blue,0,0,1)"); - add("You're alright!"); - add("position(blue,above)"); - add("speak_active"); + "squeak(blue)", + "text(blue,0,0,1)", + "You're alright!", + "position(blue,above)", + "speak_active", - add("squeak(blue)"); - add("text(blue,0,0,1)"); - add("I knew you'd be ok!"); - add("position(blue,above)"); - add("speak_active"); + "squeak(blue)", + "text(blue,0,0,1)", + "I knew you'd be ok!", + "position(blue,above)", + "speak_active", - add("squeak(purple)"); - add("text(purple,0,0,2)"); - add("We were very worried when"); - add("you didn't come back..."); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,2)", + "We were very worried when", + "you didn't come back...", + "position(purple,above)", + "speak_active", - add("squeak(green)"); - add("text(green,0,0,3)"); - add("...but when you turned"); - add("off the source of"); - add("the interference..."); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,3)", + "...but when you turned", + "off the source of", + "the interference...", + "position(green,above)", + "speak_active", - add("squeak(yellow)"); - add("text(yellow,0,0,3)"); - add("...we were able to"); - add("find you with the"); - add("ship's scanners..."); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,3)", + "...we were able to", + "find you with the", + "ship's scanners...", + "position(yellow,above)", + "speak_active", - add("squeak(red)"); - add("text(red,0,0,2)"); - add("...and teleport you"); - add("back on board!"); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,2)", + "...and teleport you", + "back on board!", + "position(red,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("That was lucky!"); - add("Thanks guys!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "That was lucky!", + "Thanks guys!", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Thanks guys!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Thanks guys!", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", //Move to Vitellary's lab - add("fadeout()"); - add("untilfade()"); + "fadeout()", + "untilfade()", - add("missing(purple)"); - add("missing(red)"); - add("missing(green)"); - add("missing(blue)"); - add("missing(yellow)"); + "missing(purple)", + "missing(red)", + "missing(green)", + "missing(blue)", + "missing(yellow)", - add("gotoroom(3,11)"); - add("gotoposition(117,105,0)"); - add("changedir(player,0)"); - add("createcrewman(75,105,yellow,0,faceright)"); - add("createcrewman(190,105,red,0,faceleft)"); + "gotoroom(3,11)", + "gotoposition(117,105,0)", + "changedir(player,0)", + "createcrewman(75,105,yellow,0,faceright)", + "createcrewman(190,105,red,0,faceleft)", - add("fadein()"); - add("untilfade()"); + "fadein()", + "untilfade()", - add("squeak(yellow)"); - add("text(yellow,0,0,4)"); - add("...it looks like this"); - add("dimension is starting"); - add("to destabilise, just"); - add("like our own..."); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,4)", + "...it looks like this", + "dimension is starting", + "to destabilise, just", + "like our own...", + "position(yellow,above)", + "speak_active", - add("walk(right,3)"); + "walk(right,3)", - add("squeak(red)"); - add("text(red,0,0,3)"); - add("...we can stay and"); - add("explore for a little"); - add("longer, but..."); - add("position(red,above)"); - add("speak_active"); + "squeak(red)", + "text(red,0,0,3)", + "...we can stay and", + "explore for a little", + "longer, but...", + "position(red,above)", + "speak_active", - add("walk(left,3)"); + "walk(left,3)", - add("squeak(yellow)"); - add("text(yellow,0,0,2)"); - add("...eventually, it'll"); - add("collapse completely."); - add("position(yellow,above)"); - add("speak_active"); + "squeak(yellow)", + "text(yellow,0,0,2)", + "...eventually, it'll", + "collapse completely.", + "position(yellow,above)", + "speak_active", - add("endtext"); + "endtext", //Move to Vertigris' lab - add("fadeout()"); - add("untilfade()"); + "fadeout()", + "untilfade()", - add("gotoroom(3,10)"); - add("gotoposition(210,177,0)"); - add("changedir(player,1)"); - add("createcrewman(245,177,green,0,faceleft)"); - add("createcrewman(56,177,blue,0,faceright)"); + "gotoroom(3,10)", + "gotoposition(210,177,0)", + "changedir(player,1)", + "createcrewman(245,177,green,0,faceleft)", + "createcrewman(56,177,blue,0,faceright)", - add("fadein()"); - add("untilfade()"); + "fadein()", + "untilfade()", - add("squeak(green)"); - add("text(green,0,0,3)"); - add("There's no telling exactly"); - add("how long we have here. But"); - add("the ship's fixed, so..."); - add("position(green,above)"); - add("speak_active"); + "squeak(green)", + "text(green,0,0,3)", + "There's no telling exactly", + "how long we have here. But", + "the ship's fixed, so...", + "position(green,above)", + "speak_active", - add("walk(left,3)"); + "walk(left,3)", - add("squeak(blue)"); - add("text(blue,0,0,2)"); - add("...as soon as we're"); - add("ready, we can go home!"); - add("position(blue,above)"); - add("speak_active"); + "squeak(blue)", + "text(blue,0,0,2)", + "...as soon as we're", + "ready, we can go home!", + "position(blue,above)", + "speak_active", - add("endtext"); + "endtext", //Move to the bridge! - add("fadeout()"); - add("untilfade()"); + "fadeout()", + "untilfade()", - add("gotoroom(4,10)"); - add("gotoposition(227,113,0)"); - add("changedir(player,0)"); - add("createcrewman(140,177,purple,0,faceright)"); - add("createcrewman(115,177,yellow,0,faceright)"); - add("createcrewman(90,177,red,0,faceright)"); - add("createcrewman(65,177,green,0,faceright)"); - add("createcrewman(40,177,blue,0,faceright)"); + "gotoroom(4,10)", + "gotoposition(227,113,0)", + "changedir(player,0)", + "createcrewman(140,177,purple,0,faceright)", + "createcrewman(115,177,yellow,0,faceright)", + "createcrewman(90,177,red,0,faceright)", + "createcrewman(65,177,green,0,faceright)", + "createcrewman(40,177,blue,0,faceright)", - add("rescued(purple)"); - add("rescued(red)"); - add("rescued(green)"); - add("rescued(blue)"); - add("rescued(yellow)"); + "rescued(purple)", + "rescued(red)", + "rescued(green)", + "rescued(blue)", + "rescued(yellow)", - add("fadein()"); - add("untilfade()"); + "fadein()", + "untilfade()", - add("squeak(purple)"); - add("text(purple,0,0,1)"); - add("What now, Captain?"); - add("position(purple,above)"); - add("speak_active"); + "squeak(purple)", + "text(purple,0,0,1)", + "What now, Captain?", + "position(purple,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,2)"); - add("Let's find a way to save"); - add("this dimension!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,2)", + "Let's find a way to save", + "this dimension!", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,2)"); - add("And a way to save our"); - add("home dimension too!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,2)", + "And a way to save our", + "home dimension too!", + "position(player,above)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("The answer is out there, somewhere!"); - add("position(player,above)"); - add("speak_active"); - add("endtext"); + "squeak(player)", + "text(player,0,0,1)", + "The answer is out there, somewhere!", + "position(player,above)", + "speak_active", + "endtext", - add("delay(30)"); + "delay(30)", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Let's go!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Let's go!", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("fadeout()"); - add("untilfade()"); - add("rollcredits()"); + "fadeout()", + "untilfade()", + "rollcredits()", + }; + filllines(lines); } else if (t == "startepilogue") { - add("cutscene()"); - add("untilbars()"); - add("face(player,blue)"); - add("face(blue,player)"); + const char* lines[] = { + "cutscene()", + "untilbars()", + "face(player,blue)", + "face(blue,player)", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,1)"); - add("Wow! You found all of them!"); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,1)", + "Wow! You found all of them!", + "position(blue,below)", + "speak_active", - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Really? Great!"); - add("position(player,above)"); - add("speak_active"); + "squeak(player)", + "text(player,0,0,1)", + "Really? Great!", + "position(player,above)", + "speak_active", - add("squeak(blue)"); - add("changetile(blue,6)"); //smiling again! blue always needs to specify her mood - add("text(blue,0,0,3)"); - add("I'll run some tests and"); - add("see if I can work out"); - add("what they're for..."); - add("position(blue,below)"); - add("speak_active"); + "squeak(blue)", + "changetile(blue,6)", //smiling again! blue always needs to specify her mood + "text(blue,0,0,3)", + "I'll run some tests and", + "see if I can work out", + "what they're for...", + "position(blue,below)", + "speak_active", - add("endtext"); + "endtext", - add("flash(5)"); - add("shake(20)"); - add("playef(9)"); + "flash(5)", + "shake(20)", + "playef(9)", - add("musicfadeout()"); + "musicfadeout()", - add("delay(30)"); + "delay(30)", - add("squeak(cry)"); - add("changemood(player,1)"); - add("changetile(blue,150)"); //upside down frown :( - add("text(player,0,0,2)"); - add("That... that didn't"); - add("sound good..."); - add("position(player,above)"); - add("speak_active"); + "squeak(cry)", + "changemood(player,1)", + "changetile(blue,150)", //upside down frown :( + "text(player,0,0,2)", + "That... that didn't", + "sound good...", + "position(player,above)", + "speak_active", - add("endtext"); + "endtext", - add("delay(30)"); + "delay(30)", - add("flash(5)"); - add("shake(20)"); - add("playef(9)"); - add("alarmon"); + "flash(5)", + "shake(20)", + "playef(9)", + "alarmon", - add("delay(30)"); + "delay(30)", - add("squeak(cry)"); - add("text(blue,0,0,1)"); - add("Run!"); - add("position(blue,below)"); - add("speak_active"); - add("endtext"); + "squeak(cry)", + "text(blue,0,0,1)", + "Run!", + "position(blue,below)", + "speak_active", + "endtext", - add("delay(5)"); + "delay(5)", - add("missing(green)"); - add("missing(yellow)"); + "missing(green)", + "missing(yellow)", - add("flash(5)"); - add("shake(50)"); - add("playef(9)"); - add("gotoroom(3,10)"); - add("gotoposition(40,177,0)"); - add("createcrewman(208,177,green,1,followposition,120)"); - add("createcrewman(240,177,purple,1,followposition,120)"); - add("createcrewman(10,177,blue,1,followposition,180)"); + "flash(5)", + "shake(50)", + "playef(9)", + "gotoroom(3,10)", + "gotoposition(40,177,0)", + "createcrewman(208,177,green,1,followposition,120)", + "createcrewman(240,177,purple,1,followposition,120)", + "createcrewman(10,177,blue,1,followposition,180)", - add("squeak(player)"); - add("text(player,80,150,1)"); - add("Oh no!"); - add("backgroundtext"); - add("speak_active"); - add("walk(right,20)"); + "squeak(player)", + "text(player,80,150,1)", + "Oh no!", + "backgroundtext", + "speak_active", + "walk(right,20)", - add("endtextfast"); + "endtextfast", //and the next! - add("flash(5)"); - add("shake(50)"); - add("playef(9)"); - add("gotoroom(3,11)"); - add("gotoposition(140,0,0)"); + "flash(5)", + "shake(50)", + "playef(9)", + "gotoroom(3,11)", + "gotoposition(140,0,0)", - add("createcrewman(90,105,green,1,followblue)"); - add("createcrewman(125,105,purple,1,followgreen)"); - add("createcrewman(55,105,blue,1,followposition,-200)"); + "createcrewman(90,105,green,1,followblue)", + "createcrewman(125,105,purple,1,followgreen)", + "createcrewman(55,105,blue,1,followposition,-200)", - add("createcrewman(120,177,yellow,1,followposition,-200)"); - add("createcrewman(240,177,red,1,faceleft)"); + "createcrewman(120,177,yellow,1,followposition,-200)", + "createcrewman(240,177,red,1,faceleft)", - add("delay(5)"); - add("changeai(red,followposition,-200)"); + "delay(5)", + "changeai(red,followposition,-200)", - add("squeak(red)"); - add("text(red,100,150,1)"); - add("Not again!"); - add("backgroundtext"); - add("speak_active"); + "squeak(red)", + "text(red,100,150,1)", + "Not again!", + "backgroundtext", + "speak_active", - add("walk(left,25)"); + "walk(left,25)", - add("endtextfast"); + "endtextfast", //final room: - add("flash(5)"); - add("alarmoff"); - add("playef(9)"); - add("gotoroom(2,11)"); - add("gotoposition(265,153,0)"); - - add("createcrewman(130,153,blue,1,faceleft)"); - add("createcrewman(155,153,green,1,faceleft)"); - add("createcrewman(180,153,purple,1,faceleft)"); - add("createcrewman(205,153,yellow,1,faceleft)"); - add("createcrewman(230,153,red,1,faceleft)"); - - add("delay(75)"); - - add("squeak(player)"); - add("changemood(player,0)"); - add("text(player,0,0,1)"); - add("Wait! It's stopped!"); - add("position(player,above)"); - add("speak_active"); - add("endtext"); - - add("delay(30)"); - add("changemood(purple,0)"); - add("changedir(purple,1)"); - add("changemood(red,0)"); - add("changedir(red,1)"); - add("changemood(green,0)"); - add("changedir(green,1)"); - add("changemood(blue,0)"); - add("changedir(blue,1)"); - add("changemood(yellow,0)"); - add("changedir(yellow,1)"); - add("delay(30)"); - - add("rescued(green)"); - add("rescued(yellow)"); - add("missing(blue)"); - add("altstates(1)"); - - add("fadeout()"); - add("untilfade()"); - - add("gotoroom(2,10)"); - add("gotoposition(227,113,0)"); - add("changedir(player,0)"); - - add("rescued(blue)"); - - add("createcrewman(150,177,purple,0,faceleft)"); - add("createcrewman(90,177,yellow,0,faceright)"); - add("createcrewman(184,185,red,0,faceleft)"); - add("createcrewman(65,177,green,0,faceright)"); - add("createcrewman(35,177,blue,0,faceright)"); - - add("rescued(purple)"); - add("rescued(red)"); - add("rescued(green)"); - add("rescued(yellow)"); - - add("fadein()"); - add("untilfade()"); - - add("delay(30)"); - - add("squeak(purple)"); - add("text(purple,0,0,3)"); - add("This is where we were"); - add("storing those shiny"); - add("things? What happened?"); - add("position(purple,above)"); - add("speak_active"); - - add("squeak(player)"); - add("text(player,0,0,2)"); - add("We were just playing"); - add("with them, and..."); - add("position(player,above)"); - add("speak_active"); - add("endtext"); - - add("squeak(cry)"); - add("changemood(player,1)"); - add("text(player,0,0,1)"); - add("...they suddenly exploded!"); - add("position(player,above)"); - add("speak_active"); - add("endtext"); - - add("squeak(blue)"); - add("text(blue,0,0,2)"); - add("But look what they made!"); - add("Is that a teleporter?"); - add("position(blue,above)"); - add("speak_active"); - - add("squeak(yellow)"); - add("text(yellow,0,0,1)"); - add("I think so, but..."); - add("position(yellow,above)"); - add("speak_active"); - - add("squeak(yellow)"); - add("text(yellow,0,0,2)"); - add("I've never seen a teleporter"); - add("like that before..."); - add("position(yellow,above)"); - add("speak_active"); - add("endtext"); - - add("changemood(player,0)"); - - add("delay(30)"); - - add("squeak(red)"); - add("text(red,0,0,1)"); - add("We should investigate!"); - add("position(red,above)"); - add("speak_active"); - - add("squeak(purple)"); - add("text(purple,0,0,1)"); - add("What do you think, Captain?"); - add("position(purple,above)"); - add("speak_active"); - - add("squeak(purple)"); - add("text(purple,0,0,2)"); - add("Should we find out"); - add("where it leads?"); - add("position(purple,above)"); - add("speak_active"); - add("endtext"); - - add("delay(15)"); - - add("squeak(player)"); - add("text(player,0,0,1)"); - add("Let's go!"); - add("position(player,above)"); - add("speak_active"); - add("endtext"); - - add("walk(left,10)"); - add("flip"); - add("walk(left,5)"); - - add("flash(5)"); - add("shake(20)"); - add("playef(10)"); - add("blackout()"); - - add("delay(45)"); - - add("gotoroom(17,6)"); - add("gotoposition(80,109,1)"); - add("changedir(player,1)"); - add("flash(5)"); - add("shake(20)"); - add("playef(10)"); - add("blackon()"); - - add("delay(15)"); - add("flash(5)"); - add("shake(20)"); - add("playef(10)"); - add("createcrewman(28,65,purple,0,faceright)"); - - add("delay(15)"); - add("flash(5)"); - add("shake(20)"); - add("playef(10)"); - add("createcrewman(145,169,yellow,0,faceleft)"); - - add("delay(15)"); - add("flash(5)"); - add("shake(20)"); - add("playef(10)"); - add("createcrewman(32,169,red,0,faceright)"); - - add("delay(15)"); - add("flash(5)"); - add("shake(20)"); - add("playef(10)"); - add("createcrewman(96,149,green,0,faceleft)"); - - add("delay(15)"); - add("flash(5)"); - add("shake(20)"); - add("playef(10)"); - add("createcrewman(155,57,blue,0,faceleft)"); - - add("delay(45)"); - - - add("squeak(cry)"); - add("changemood(blue,1)"); - add("text(blue,0,0,1)"); - add("Oh no! We're trapped!"); - add("position(blue,above)"); - add("speak_active"); - - add("squeak(cry)"); - add("changemood(yellow,1)"); - add("text(yellow,0,0,1)"); - add("Oh dear..."); - add("position(yellow,above)"); - add("speak_active"); - - add("squeak(cry)"); - add("changemood(red,1)"); - add("changemood(green,1)"); - add("changemood(purple,1)"); - add("changemood(player,1)"); - add("text(player,0,0,2)"); - add("Hmm... how should we"); - add("get out of this?"); - add("position(player,below)"); - add("speak_active"); - - add("endtext"); - - add("delay(70)"); - - add("squeak(purple)"); - add("delay(1)"); - add("squeak(yellow)"); - add("delay(1)"); - add("squeak(red)"); - add("delay(1)"); - add("squeak(blue)"); - add("delay(1)"); - add("squeak(player)"); - add("delay(1)"); - add("squeak(green)"); - - add("changemood(yellow,0)"); - add("changemood(blue,0)"); - add("changemood(red,0)"); - add("changemood(player,0)"); - add("changemood(green,0)"); - add("changemood(purple,0)"); - add("text(player,0,0,1)"); - add("COMBINE!"); - add("position(player,above)"); - add("backgroundtext"); - add("speak"); - add("text(purple,0,0,1)"); - add("COMBINE!"); - add("position(purple,above)"); - add("backgroundtext"); - add("speak"); - add("text(yellow,0,0,1)"); - add("COMBINE!"); - add("position(yellow,above)"); - add("backgroundtext"); - add("speak"); - add("text(red,0,0,1)"); - add("COMBINE!"); - add("position(red,above)"); - add("backgroundtext"); - add("speak"); - add("text(green,0,0,1)"); - add("COMBINE!"); - add("position(green,above)"); - add("backgroundtext"); - add("speak"); - add("text(blue,0,0,1)"); - add("COMBINE!"); - add("position(blue,above)"); - add("speak"); - - add("endtextfast"); - - add("delay(15)"); - add("flip"); - add("changeai(purple,followplayer)"); - add("changeai(blue,followplayer)"); - add("changeai(red,followplayer)"); - add("changeai(yellow,followplayer)"); - add("changeai(green,followplayer)"); - add("walk(right,3)"); - - add("delay(5)"); - add("flash(10)"); - add("shake(20)"); - add("playef(24)"); - add("gotoroom(17,6)"); - add("vvvvvvman()"); - - - add("delay(90)"); - - - add("walk(right,6)"); - add("flash(10)"); - add("shake(20)"); - add("playef(23)"); - add("altstates(2)"); - add("gotoroom(17,6)"); - - add("delay(20)"); - - add("walk(right,12)"); - add("flash(10)"); - add("shake(20)"); - add("playef(23)"); - add("altstates(0)"); - add("gotoroom(17,6)"); - - add("delay(20)"); - - add("walk(right,15)"); - - add("gotoroom(18,6)"); - add("gotoposition(0,46,0)"); - add("walk(right,5)"); - - add("delay(20)"); - add("flash(10)"); - add("shake(20)"); - add("playef(24)"); - add("undovvvvvvman()"); - add("createcrewman(30,99,purple,0,faceright)"); - add("createcrewman(65,119,yellow,0,faceright)"); - add("createcrewman(135,149,red,0,faceleft)"); - add("createcrewman(170,159,green,0,faceleft)"); - add("createcrewman(205,159,blue,0,faceleft)"); - - - add("delay(60)"); - - - add("changedir(yellow,0)"); - add("changedir(player,0)"); - add("delay(20)"); - add("squeak(purple)"); - add("text(purple,0,0,3)"); - add("Or, you know... we could"); - add("have just warped back"); - add("to the ship..."); - add("position(purple,above)"); - add("speak_active"); - - add("endtext"); - - add("delay(30)"); - - add("changedir(purple,1)"); - add("changedir(yellow,1)"); - add("changedir(player,1)"); - add("changedir(red,1)"); - - add("changedir(green,1)"); - add("squeak(green)"); - add("text(green,0,0,1)"); - add("Wow! What is this?"); - add("position(green,above)"); - add("speak_active"); - - - add("changedir(purple,1)"); - add("changedir(yellow,1)"); - add("changedir(player,0)"); - add("changedir(red,0)"); - add("changedir(green,0)"); - add("squeak(yellow)"); - add("text(yellow,0,0,1)"); - add("It looks like another laboratory!"); - add("position(yellow,above)"); - add("speak_active"); - - add("changedir(purple,1)"); - add("changedir(yellow,1)"); - add("changedir(player,1)"); - add("squeak(red)"); - add("text(red,0,0,1)"); - add("Let's have a look around!"); - add("position(red,above)"); - add("speak_active"); - - add("endtext"); - - add("delay(20)"); - add("changeai(yellow,followposition,500)"); - add("changeai(purple,followposition,500)"); - add("changeai(blue,followposition,500)"); - add("changeai(red,followposition,500)"); - add("changeai(green,followposition,500)"); - - add("delay(21)"); - add("changeai(yellow,faceright)"); - add("flipgravity(yellow)"); - add("playef(0)"); - add("delay(2)"); - add("changeai(purple,faceright)"); - add("flipgravity(purple)"); - add("playef(0)"); - - add("delay(48)"); - - add("foundlab"); - add("endtext"); - add("foundlab2"); - add("endtext"); - - add("entersecretlab"); - add("play(11)"); - - add("endcutscene()"); - add("untilbars()"); + "flash(5)", + "alarmoff", + "playef(9)", + "gotoroom(2,11)", + "gotoposition(265,153,0)", + + "createcrewman(130,153,blue,1,faceleft)", + "createcrewman(155,153,green,1,faceleft)", + "createcrewman(180,153,purple,1,faceleft)", + "createcrewman(205,153,yellow,1,faceleft)", + "createcrewman(230,153,red,1,faceleft)", + + "delay(75)", + + "squeak(player)", + "changemood(player,0)", + "text(player,0,0,1)", + "Wait! It's stopped!", + "position(player,above)", + "speak_active", + "endtext", + + "delay(30)", + "changemood(purple,0)", + "changedir(purple,1)", + "changemood(red,0)", + "changedir(red,1)", + "changemood(green,0)", + "changedir(green,1)", + "changemood(blue,0)", + "changedir(blue,1)", + "changemood(yellow,0)", + "changedir(yellow,1)", + "delay(30)", + + "rescued(green)", + "rescued(yellow)", + "missing(blue)", + "altstates(1)", + + "fadeout()", + "untilfade()", + + "gotoroom(2,10)", + "gotoposition(227,113,0)", + "changedir(player,0)", + + "rescued(blue)", + + "createcrewman(150,177,purple,0,faceleft)", + "createcrewman(90,177,yellow,0,faceright)", + "createcrewman(184,185,red,0,faceleft)", + "createcrewman(65,177,green,0,faceright)", + "createcrewman(35,177,blue,0,faceright)", + + "rescued(purple)", + "rescued(red)", + "rescued(green)", + "rescued(yellow)", + + "fadein()", + "untilfade()", + + "delay(30)", + + "squeak(purple)", + "text(purple,0,0,3)", + "This is where we were", + "storing those shiny", + "things? What happened?", + "position(purple,above)", + "speak_active", + + "squeak(player)", + "text(player,0,0,2)", + "We were just playing", + "with them, and...", + "position(player,above)", + "speak_active", + "endtext", + + "squeak(cry)", + "changemood(player,1)", + "text(player,0,0,1)", + "...they suddenly exploded!", + "position(player,above)", + "speak_active", + "endtext", + + "squeak(blue)", + "text(blue,0,0,2)", + "But look what they made!", + "Is that a teleporter?", + "position(blue,above)", + "speak_active", + + "squeak(yellow)", + "text(yellow,0,0,1)", + "I think so, but...", + "position(yellow,above)", + "speak_active", + + "squeak(yellow)", + "text(yellow,0,0,2)", + "I've never seen a teleporter", + "like that before...", + "position(yellow,above)", + "speak_active", + "endtext", + + "changemood(player,0)", + + "delay(30)", + + "squeak(red)", + "text(red,0,0,1)", + "We should investigate!", + "position(red,above)", + "speak_active", + + "squeak(purple)", + "text(purple,0,0,1)", + "What do you think, Captain?", + "position(purple,above)", + "speak_active", + + "squeak(purple)", + "text(purple,0,0,2)", + "Should we find out", + "where it leads?", + "position(purple,above)", + "speak_active", + "endtext", + + "delay(15)", + + "squeak(player)", + "text(player,0,0,1)", + "Let's go!", + "position(player,above)", + "speak_active", + "endtext", + + "walk(left,10)", + "flip", + "walk(left,5)", + + "flash(5)", + "shake(20)", + "playef(10)", + "blackout()", + + "delay(45)", + + "gotoroom(17,6)", + "gotoposition(80,109,1)", + "changedir(player,1)", + "flash(5)", + "shake(20)", + "playef(10)", + "blackon()", + + "delay(15)", + "flash(5)", + "shake(20)", + "playef(10)", + "createcrewman(28,65,purple,0,faceright)", + + "delay(15)", + "flash(5)", + "shake(20)", + "playef(10)", + "createcrewman(145,169,yellow,0,faceleft)", + + "delay(15)", + "flash(5)", + "shake(20)", + "playef(10)", + "createcrewman(32,169,red,0,faceright)", + + "delay(15)", + "flash(5)", + "shake(20)", + "playef(10)", + "createcrewman(96,149,green,0,faceleft)", + + "delay(15)", + "flash(5)", + "shake(20)", + "playef(10)", + "createcrewman(155,57,blue,0,faceleft)", + + "delay(45)", + + + "squeak(cry)", + "changemood(blue,1)", + "text(blue,0,0,1)", + "Oh no! We're trapped!", + "position(blue,above)", + "speak_active", + + "squeak(cry)", + "changemood(yellow,1)", + "text(yellow,0,0,1)", + "Oh dear...", + "position(yellow,above)", + "speak_active", + + "squeak(cry)", + "changemood(red,1)", + "changemood(green,1)", + "changemood(purple,1)", + "changemood(player,1)", + "text(player,0,0,2)", + "Hmm... how should we", + "get out of this?", + "position(player,below)", + "speak_active", + + "endtext", + + "delay(70)", + + "squeak(purple)", + "delay(1)", + "squeak(yellow)", + "delay(1)", + "squeak(red)", + "delay(1)", + "squeak(blue)", + "delay(1)", + "squeak(player)", + "delay(1)", + "squeak(green)", + + "changemood(yellow,0)", + "changemood(blue,0)", + "changemood(red,0)", + "changemood(player,0)", + "changemood(green,0)", + "changemood(purple,0)", + "text(player,0,0,1)", + "COMBINE!", + "position(player,above)", + "backgroundtext", + "speak", + "text(purple,0,0,1)", + "COMBINE!", + "position(purple,above)", + "backgroundtext", + "speak", + "text(yellow,0,0,1)", + "COMBINE!", + "position(yellow,above)", + "backgroundtext", + "speak", + "text(red,0,0,1)", + "COMBINE!", + "position(red,above)", + "backgroundtext", + "speak", + "text(green,0,0,1)", + "COMBINE!", + "position(green,above)", + "backgroundtext", + "speak", + "text(blue,0,0,1)", + "COMBINE!", + "position(blue,above)", + "speak", + + "endtextfast", + + "delay(15)", + "flip", + "changeai(purple,followplayer)", + "changeai(blue,followplayer)", + "changeai(red,followplayer)", + "changeai(yellow,followplayer)", + "changeai(green,followplayer)", + "walk(right,3)", + + "delay(5)", + "flash(10)", + "shake(20)", + "playef(24)", + "gotoroom(17,6)", + "vvvvvvman()", + + + "delay(90)", + + + "walk(right,6)", + "flash(10)", + "shake(20)", + "playef(23)", + "altstates(2)", + "gotoroom(17,6)", + + "delay(20)", + + "walk(right,12)", + "flash(10)", + "shake(20)", + "playef(23)", + "altstates(0)", + "gotoroom(17,6)", + + "delay(20)", + + "walk(right,15)", + + "gotoroom(18,6)", + "gotoposition(0,46,0)", + "walk(right,5)", + + "delay(20)", + "flash(10)", + "shake(20)", + "playef(24)", + "undovvvvvvman()", + "createcrewman(30,99,purple,0,faceright)", + "createcrewman(65,119,yellow,0,faceright)", + "createcrewman(135,149,red,0,faceleft)", + "createcrewman(170,159,green,0,faceleft)", + "createcrewman(205,159,blue,0,faceleft)", + + + "delay(60)", + + + "changedir(yellow,0)", + "changedir(player,0)", + "delay(20)", + "squeak(purple)", + "text(purple,0,0,3)", + "Or, you know... we could", + "have just warped back", + "to the ship...", + "position(purple,above)", + "speak_active", + + "endtext", + + "delay(30)", + + "changedir(purple,1)", + "changedir(yellow,1)", + "changedir(player,1)", + "changedir(red,1)", + + "changedir(green,1)", + "squeak(green)", + "text(green,0,0,1)", + "Wow! What is this?", + "position(green,above)", + "speak_active", + + + "changedir(purple,1)", + "changedir(yellow,1)", + "changedir(player,0)", + "changedir(red,0)", + "changedir(green,0)", + "squeak(yellow)", + "text(yellow,0,0,1)", + "It looks like another laboratory!", + "position(yellow,above)", + "speak_active", + + "changedir(purple,1)", + "changedir(yellow,1)", + "changedir(player,1)", + "squeak(red)", + "text(red,0,0,1)", + "Let's have a look around!", + "position(red,above)", + "speak_active", + + "endtext", + + "delay(20)", + "changeai(yellow,followposition,500)", + "changeai(purple,followposition,500)", + "changeai(blue,followposition,500)", + "changeai(red,followposition,500)", + "changeai(green,followposition,500)", + + "delay(21)", + "changeai(yellow,faceright)", + "flipgravity(yellow)", + "playef(0)", + "delay(2)", + "changeai(purple,faceright)", + "flipgravity(purple)", + "playef(0)", + + "delay(48)", + + "foundlab", + "endtext", + "foundlab2", + "endtext", + + "entersecretlab", + "play(11)", + + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else if (t == "returntolab") { //To get back to the lab from the gravitron - add("gotoroom(19,7)"); - add("gotoposition(132,137,0)"); - add("fadein()"); + const char* lines[] = { + "gotoroom(19,7)", + "gotoposition(132,137,0)", + "fadein()", - add("setcheckpoint()"); + "setcheckpoint()", - add("play(11)"); - add("endcutscene()"); - add("untilbars()"); + "play(11)", + "endcutscene()", + "untilbars()", + }; + filllines(lines); } else {