mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-11-05 02:39:41 +01:00
605b8a427c
Instead of copying to a temporary string, just use SDL_strncmp(). Also, I checked the blame, and apparently I committed the line that used strcmp() instead of SDL_strcmp(), for whatever reason. But that's fixed now.
6735 lines
156 KiB
C++
6735 lines
156 KiB
C++
#include "Script.h"
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#include <SDL.h>
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void scriptclass::load(const std::string& name)
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{
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//loads script name t into the array
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position = 0;
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commands.clear();
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running = true;
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const char* t = name.c_str();
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if (SDL_strncmp(t, "custom_", 7) == 0)
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{
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loadcustom(name);
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}
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else if (SDL_strcmp(t, "intro") == 0)
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{
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static const char* lines[] = {
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"ifskip(quickstart)",
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//"createcrewman(232,113,cyan,0,faceright)",
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"createcrewman(96,177,green,0,faceright)",
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"createcrewman(122,177,purple,0,faceleft)",
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"fadein()",
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"untilfade()",
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"delay(90)",
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"flash(5)",
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"shake(20)",
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"playef(9)",
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"musicfadeout()",
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"changemood(player,1)",
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"delay(15)",
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"squeak(player)",
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"text(cyan,0,0,1)",
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"Uh oh...",
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"position(player,above)",
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//"backgroundtext",
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"speak_active",
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"squeak(purple)",
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"changeai(purple,followposition,175)",
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"text(purple,145,150,1)",
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"Is everything ok?",
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//"position(purple,above)",
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//"backgroundtext",
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"speak_active",
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"squeak(player)",
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"walk(left,2)",
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"text(cyan,0,0,2)",
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"No! We've hit some",
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"kind of interference...",
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"position(player,above)",
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//"backgroundtext",
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"speak_active",
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//"delay(30)",
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"endtext",
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"flash(5)",
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"shake(50)",
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"playef(9)",
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"changemood(green,1)",
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"changemood(purple,1)",
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"alarmon",
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"changedir(player,1)",
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"delay(30)",
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"endtext",
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"squeak(player)",
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"text(cyan,0,0,2)",
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"Something's wrong! We're",
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"going to crash!",
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"position(player,above)",
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//"backgroundtext",
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"speak_active",
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//"delay(100)",
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"endtext",
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"flash(5)",
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"shake(50)",
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"playef(9)",
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"changeai(green,followposition,-60)",
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"changeai(purple,followposition,-60)",
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"squeak(player)",
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"text(cyan,70,140,1)",
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"Evacuate!",
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"backgroundtext",
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"speak_active",
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"walk(left,35)",
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"endtextfast",
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//Ok, next room!
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"flash(5)",
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"shake(50)",
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"playef(9)",
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"gotoroom(3,10)",
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"gotoposition(310,177,0)",
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"createcrewman(208,177,green,1,followposition,120)",
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"createcrewman(240,177,purple,1,followposition,120)",
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"createcrewman(10,177,blue,1,followposition,180)",
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"squeak(blue)",
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"text(blue,80,150,1)",
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"Oh no!",
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"backgroundtext",
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"speak_active",
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"walk(left,20)",
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"endtextfast",
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//and the next!
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"flash(5)",
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"shake(50)",
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"playef(9)",
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"gotoroom(3,11)",
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"gotoposition(140,0,0)",
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"createcrewman(90,105,green,1,followblue)",
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"createcrewman(125,105,purple,1,followgreen)",
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"createcrewman(55,105,blue,1,followposition,-200)",
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"createcrewman(120,177,yellow,1,followposition,-200)",
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"createcrewman(240,177,red,1,faceleft)",
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"delay(5)",
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"changeai(red,followposition,-200)",
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"squeak(red)",
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"text(red,100,150,1)",
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"Everyone off the ship!",
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"backgroundtext",
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"speak_active",
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"walk(left,25)",
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"endtextfast",
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//final room:
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"flash(5)",
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"shake(80)",
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"playef(9)",
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"gotoroom(2,11)",
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"gotoposition(265,153,0)",
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"createcrewman(130,153,blue,1,faceleft)",
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"createcrewman(155,153,green,1,faceleft)",
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"createcrewman(180,153,purple,1,faceleft)",
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"createcrewman(205,153,yellow,1,faceleft)",
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"createcrewman(230,153,red,1,faceleft)",
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"squeak(yellow)",
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"text(yellow,0,0,1)",
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"This shouldn't be happening!",
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"position(yellow,below)",
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"backgroundtext",
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"speak_active",
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"activateteleporter()",
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"delay(10)",
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"changecolour(blue,teleporter)",
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"delay(10)",
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"changecolour(green,teleporter)",
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"delay(10)",
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"changecolour(purple,teleporter)",
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"delay(10)",
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"changecolour(yellow,teleporter)",
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"delay(10)",
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"changecolour(red,teleporter)",
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"delay(10)",
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//and teleport!
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"endtext",
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"alarmoff",
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"flash(5)",
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"shake(20)",
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"playef(10)",
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"blackout()",
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"changemood(player,0)",
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"changedir(player,1)",
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"delay(100)",
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"blackon()",
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"shake(20)",
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"playef(10)",
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//Finally, appear at the start of the game:
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"gotoroom(13,5)",
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"gotoposition(80,96,0)",
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"walk(right,20)",
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//"delay(45)",
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"squeak(player)",
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"text(cyan,0,0,1)",
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"Phew! That was scary!",
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"position(player,above)",
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"speak_active",
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"squeak(player)",
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"text(cyan,0,0,2)",
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"At least we all",
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"escaped, right guys?",
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"position(player,above)",
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"speak_active",
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"endtext",
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"delay(45)",
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"walk(left,3)",
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"delay(45)",
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"setcheckpoint()",
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"squeak(player)",
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"text(cyan,0,0,1)",
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"...guys?",
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"position(player,above)",
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"speak_active",
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"endtext",
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"delay(25)",
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"changemood(player,1)",
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"squeak(cry)",
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"delay(25)",
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"play(1)",
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"endcutscene()",
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"untilbars()",
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"hideship()",
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"gamestate(4)",
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};
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filllines(lines);
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}
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else if (SDL_strcmp(t, "quickstart") == 0)
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{
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//Finally, appear at the start of the game:
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static const char* lines[] = {
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"gotoroom(13,5)",
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"gotoposition(80,96,0)",
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"walk(right,17)",
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"fadein()",
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"setcheckpoint()",
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"play(1)",
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"endcutscene()",
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"untilbars()",
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"hideship()",
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};
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filllines(lines);
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}
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else if (SDL_strcmp(t, "firststeps") == 0)
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{
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static const char* lines[] = {
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"cutscene()",
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"untilbars()",
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"squeak(player)",
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"text(cyan,0,0,2)",
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"I wonder why the ship",
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"teleported me here alone?",
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"position(player,above)",
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"speak_active",
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"squeak(cry)",
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"text(cyan,0,0,2)",
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"I hope everyone else",
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"got out ok...",
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"position(player,above)",
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"speak_active",
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"endtext",
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"endcutscene()",
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"untilbars()",
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};
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filllines(lines);
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}
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else if (SDL_strcmp(t, "trenchwarfare") == 0)
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{
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static const char* lines[] = {
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"cutscene()",
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"untilbars()",
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"iftrinkets(1,newtrenchwarfare)",
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"squeak(player)",
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"text(cyan,0,0,1)",
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"Ohh! I wonder what that is?",
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"position(player,above)",
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"speak_active",
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"squeak(player)",
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"text(cyan,0,0,3)",
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"I probably don't really need it,",
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"but it might be nice to take it",
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"back to the ship to study...",
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"position(player,above)",
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"speak_active",
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"endtext",
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"endcutscene()",
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"untilbars()",
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};
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filllines(lines);
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}
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else if (SDL_strcmp(t, "newtrenchwarfare") == 0)
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{
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static const char* lines[] = {
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"squeak(player)",
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"text(cyan,0,0,2)",
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"Oh! It's another one of",
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"those shiny things!",
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"position(player,above)",
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"speak_active",
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"squeak(player)",
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"text(cyan,0,0,3)",
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"I probably don't really need it,",
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"but it might be nice to take it",
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"back to the ship to study...",
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"position(player,above)",
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"speak_active",
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"endtext",
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"endcutscene()",
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"untilbars()",
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};
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filllines(lines);
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}
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else if (SDL_strcmp(t, "trinketcollector") == 0)
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{
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static const char* lines[] = {
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"cutscene()",
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"untilbars()",
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"iftrinkets(1,newtrinketcollector)",
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"squeak(player)",
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"text(cyan,0,0,3)",
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"This seems like a good",
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"place to store anything",
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"I find out there...",
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"position(player,above)",
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"speak_active",
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"squeak(player)",
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"text(cyan,0,0,3)",
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"Victoria loves to study the",
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"interesting things we find",
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"on our adventures!",
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"position(player,above)",
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"speak_active",
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"ifcrewlost(5,new2trinketcollector)",
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"endtext",
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"endcutscene()",
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"untilbars()",
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};
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filllines(lines);
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}
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else if (SDL_strcmp(t, "newtrinketcollector") == 0)
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{
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static const char* lines[] = {
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"squeak(player)",
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"text(cyan,0,0,3)",
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"This seems like a good",
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"place to store those",
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"shiny things.",
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"position(player,above)",
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"speak_active",
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"squeak(player)",
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"text(cyan,0,0,3)",
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"Victoria loves to study the",
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"interesting things we find",
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"on our adventures!",
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"position(player,above)",
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"speak_active",
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"ifcrewlost(5,new2trinketcollector)",
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"endtext",
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"endcutscene()",
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"untilbars()",
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};
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filllines(lines);
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}
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else if (SDL_strcmp(t, "new2trinketcollector") == 0)
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{
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static const char* lines[] = {
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"squeak(cry)",
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"changemood(player,1)",
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"text(cyan,0,0,1)",
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"I hope she's ok...",
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"position(player,above)",
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"speak_active",
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"endtext",
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"changemood(player,0)",
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"endcutscene()",
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"untilbars()",
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};
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filllines(lines);
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return;
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}
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if (SDL_strcmp(t, "communicationstation") == 0)
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{
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static const char* lines[] = {
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"ifskip(communicationstationskip)",
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"cutscene()",
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"untilbars()",
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"changemood(player,0)",
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"tofloor",
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"play(5)",
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"delay(10)",
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"squeak(player)",
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"text(cyan,0,0,1)",
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"Violet! Is that you?",
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"position(player,above)",
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"speak_active",
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"endtext",
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"squeak(purple)",
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"text(purple,45,18,1)",
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"Captain! You're ok!",
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"speak_active",
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"squeak(cry)",
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"text(purple,20,16,3)",
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"Something has gone",
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"horribly wrong with the",
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"ship's teleporter!",
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"speak_active",
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"squeak(purple)",
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"text(purple,8,14,3)",
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"I think everyone has been",
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"teleported away randomly!",
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"They could be anywhere!",
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"speak_active",
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"squeak(cry)",
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"changemood(player,1)",
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"text(cyan,0,0,1)",
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"Oh no!",
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"position(player,above)",
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"speak_active",
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"squeak(purple)",
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"text(purple,10,19,2)",
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"I'm on the ship - it's damaged",
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"badly, but it's still intact!",
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"speak_active",
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"squeak(purple)",
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"text(purple,10,15,1)",
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"Where are you, Captain?",
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"speak_active",
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"squeak(player)",
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"changemood(player,0)",
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"text(cyan,0,0,3)",
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"I'm on some sort of",
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"space station... It",
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"seems pretty modern...",
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"position(player,above)",
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"speak_active",
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"squeak(purple)",
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"text(purple,15,16,2)",
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"There seems to be some sort of",
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"interference in this dimension...",
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"speak_active",
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"hideteleporters()",
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"endtextfast",
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"delay(10)",
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//add map mode here and wrap up...
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"gamemode(teleporter)",
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"delay(20)",
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"squeak(purple)",
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"text(purple,25,205,2)",
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"I'm broadcasting the coordinates",
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"of the ship to you now.",
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"speak_active",
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"endtext",
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"squeak(terminal)",
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"showship()",
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"delay(10)",
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"hideship()",
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"delay(10)",
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"showship()",
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"delay(10)",
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"hideship()",
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"delay(10)",
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"showship()",
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"delay(20)",
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"squeak(purple)",
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"text(purple,10,200,1)",
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"I can't teleport you back, but...",
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"speak_active",
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"squeak(purple)",
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"text(purple,25,195,3)",
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"If YOU can find a teleporter",
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"anywhere nearby, you should be",
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"able to teleport back to me!",
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"speak_active",
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"endtext",
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"squeak(terminal)",
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"delay(20)",
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"showteleporters()",
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"delay(10)",
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"hideteleporters()",
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"delay(10)",
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"showteleporters()",
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"delay(10)",
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"hideteleporters()",
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"delay(10)",
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"showteleporters()",
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"delay(20)",
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"squeak(player)",
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"text(cyan,20,190,1)",
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"Ok! I'll try to find one!",
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"speak_active",
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"endtext",
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"delay(20)",
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"gamemode(game)",
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"delay(20)",
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"squeak(purple)",
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"text(purple,40,22,1)",
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"Good luck, Captain!",
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"speak_active",
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"endtext",
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"squeak(purple)",
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"text(purple,10,19,2)",
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"I'll keep trying to find",
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"the rest of the crew...",
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"speak_active",
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"endtext",
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|
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"endcutscene()",
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"untilbars()",
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"play(1)",
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};
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filllines(lines);
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}
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else if (SDL_strcmp(t, "communicationstationskip") == 0)
|
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{
|
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static const char* lines[] = {
|
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"changemood(player,0)",
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|
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"delay(10)",
|
|
"endtext",
|
|
//add map mode here and wrap up...
|
|
"gamemode(teleporter)",
|
|
"delay(5)",
|
|
|
|
"squeak(terminal)",
|
|
"showship()",
|
|
"showteleporters()",
|
|
"delay(10)",
|
|
"hideship()",
|
|
"hideteleporters()",
|
|
"delay(10)",
|
|
"showship()",
|
|
"showteleporters()",
|
|
"delay(10)",
|
|
"hideship()",
|
|
"hideteleporters()",
|
|
"delay(10)",
|
|
"showship()",
|
|
"showteleporters()",
|
|
"delay(20)",
|
|
|
|
"gamemode(game)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "teleporterback") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
|
|
"squeak(player)",
|
|
"text(cyan,0,0,1)",
|
|
"A teleporter!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(cyan,0,0,2)",
|
|
"I can get back to the",
|
|
"ship with this!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"teleportscript(levelonecomplete)",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "levelonecomplete") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"nocontrol()",
|
|
"createcrewman(230,153,purple,0,faceleft)",
|
|
|
|
"cutscene()",
|
|
"untilbars()",
|
|
|
|
"delay(30)",
|
|
"rescued(purple)",
|
|
|
|
"delay(10)",
|
|
"gamestate(4090)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "levelonecomplete_ending") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"squeak(purple)",
|
|
"text(purple,0,0,1)",
|
|
"Captain!",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
"nocontrol()",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
|
|
"gamestate(3050)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "levelonecompleteskip") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"nocontrol()",
|
|
"gamestate(3050)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "bigopenworld") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"play(5)",
|
|
"cutscene()",
|
|
"untilbars()",
|
|
|
|
"missing(purple)", //Set violet's rescue script to 0 to make the next bit easier
|
|
|
|
"gotoroom(4,10)",
|
|
"gotoposition(100,177,0)",
|
|
"createcrewman(150,177,purple,0,faceleft)",
|
|
|
|
//set all the crew as rescued to avoid companion issues!
|
|
"flag(8,on)",
|
|
"flag(9,on)",
|
|
"flag(10,on)",
|
|
"flag(11,on)",
|
|
|
|
"fadein()",
|
|
"untilfade()",
|
|
|
|
"delay(15)",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,2)",
|
|
"So, Doctor - have you any",
|
|
"idea what caused the crash?",
|
|
"position(player,above)",
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"squeak(cry)",
|
|
"changemood(player,1)",
|
|
"text(player,0,0,1)",
|
|
"Oh no!",
|
|
"position(player,above)",
|
|
"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",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,2)",
|
|
"... as long as we can",
|
|
"find the rest of the crew.",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
//Cut to Red
|
|
"fadeout()",
|
|
"untilfade()",
|
|
|
|
"changeplayercolour(red)",
|
|
"gotoroom(10,4)",
|
|
"gotoposition(200,185,0)",
|
|
"hideplayer()",
|
|
"createcrewman(200,185,red,1,panic)",
|
|
|
|
"fadein()",
|
|
"untilfade()",
|
|
|
|
//"walk(right,10)",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,60,40,2)",
|
|
"We really don't know anything",
|
|
"about this place...",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"delay(15)",
|
|
|
|
//Cut to Green
|
|
"fadeout()",
|
|
"untilfade()",
|
|
|
|
"showplayer()",
|
|
|
|
"changeplayercolour(green)",
|
|
"gotoroom(13,0)",
|
|
"gotoposition(143,20,0)",
|
|
|
|
"fadein()",
|
|
"untilfade()",
|
|
|
|
|
|
"squeak(purple)",
|
|
"text(purple,40,30,2)",
|
|
"Our friends could be anywhere - they",
|
|
"could be lost, or in danger!",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"delay(15)",
|
|
|
|
//Cut to Blue
|
|
"fadeout()",
|
|
"untilfade()",
|
|
|
|
"changeplayercolour(blue)",
|
|
"gotoroom(3,4)",
|
|
"gotoposition(190,177,0)",
|
|
|
|
"fadein()",
|
|
"untilfade()",
|
|
|
|
|
|
"squeak(player)",
|
|
"text(player,10,60,1)",
|
|
"Can they teleport back here?",
|
|
"speak_active",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,50,80,2)",
|
|
"Not unless they find some way",
|
|
"to communicate with us!",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"delay(15)",
|
|
|
|
|
|
//Cut to Yellow
|
|
"fadeout()",
|
|
"untilfade()",
|
|
|
|
"changeplayercolour(yellow)",
|
|
"gotoroom(15,9)",
|
|
//(6*8)-21
|
|
"gotoposition(300,27,0)",
|
|
|
|
"hideplayer()",
|
|
"createcrewman(280,25,yellow,1,panic)",
|
|
|
|
//"hascontrol()",
|
|
//"walk(left,4)",
|
|
|
|
"fadein()",
|
|
"untilfade()",
|
|
|
|
"squeak(player)",
|
|
"text(player,25,60,1)",
|
|
"So what do we do?",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"delay(15)",
|
|
|
|
//Back to ship
|
|
"fadeout()",
|
|
"untilfade()",
|
|
"showplayer()",
|
|
|
|
"flag(8,off)",
|
|
"flag(9,off)",
|
|
"flag(10,off)",
|
|
"flag(11,off)",
|
|
|
|
"changeplayercolour(cyan)",
|
|
"changemood(player,0)",
|
|
"gotoroom(4,10)",
|
|
"gotoposition(90,177,0)",
|
|
"walk(right,2)",
|
|
"createcrewman(150,177,purple,0,faceleft)",
|
|
|
|
|
|
|
|
"fadein()",
|
|
"untilfade()",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Ok! Where do we start?",
|
|
"position(player,above)",
|
|
"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",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,2)",
|
|
"It's not working, but I did",
|
|
"find something...",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"delay(15)",
|
|
|
|
"hidecoordinates(10,4)",
|
|
"hidecoordinates(13,0)",
|
|
"hidecoordinates(3,4)",
|
|
"hidecoordinates(15,9)",
|
|
"showteleporters()",
|
|
|
|
//Cut to map
|
|
//add map mode here and wrap up...
|
|
"gamemode(teleporter)",
|
|
"delay(20)",
|
|
|
|
"squeak(terminal)",
|
|
"showtargets()",
|
|
"delay(10)",
|
|
"hidetargets()",
|
|
"delay(10)",
|
|
"showtargets()",
|
|
"delay(10)",
|
|
"hidetargets()",
|
|
"delay(10)",
|
|
"showtargets()",
|
|
"delay(20)",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,25,205,2)",
|
|
"These points show up on our scans",
|
|
"as having high energy patterns!",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"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",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,25,205,2)",
|
|
"They could be a very good",
|
|
"place to start looking.",
|
|
"speak_active",
|
|
"endtext",
|
|
"delay(20)",
|
|
|
|
"gamemode(game)",
|
|
"delay(20)",
|
|
//And finally, back to the ship!
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,2)",
|
|
"Ok! I'll head out and see",
|
|
"what I can find!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,2)",
|
|
"I'll be right here if",
|
|
"you need any help!",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"rescued(purple)",
|
|
"play(4)",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"hascontrol()",
|
|
|
|
"createactivityzone(purple)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "bigopenworldskip") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"missing(purple)",
|
|
"gotoroom(4,10)",
|
|
"gotoposition(100,177,0)",
|
|
"createcrewman(150,177,purple,0,faceleft)",
|
|
|
|
"fadein()",
|
|
"untilfade()",
|
|
|
|
"hidecoordinates(10,4)",
|
|
"hidecoordinates(13,0)",
|
|
"hidecoordinates(3,4)",
|
|
"hidecoordinates(15,9)",
|
|
"showteleporters()",
|
|
|
|
//Cut to map
|
|
//add map mode here and wrap up...
|
|
"gamemode(teleporter)",
|
|
"delay(20)",
|
|
|
|
"squeak(terminal)",
|
|
"showtargets()",
|
|
"delay(10)",
|
|
"hidetargets()",
|
|
"delay(10)",
|
|
"showtargets()",
|
|
"delay(10)",
|
|
"hidetargets()",
|
|
"delay(10)",
|
|
"showtargets()",
|
|
"delay(20)",
|
|
|
|
"gamemode(game)",
|
|
"delay(20)",
|
|
//And finally, back to the ship!
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,2)",
|
|
"I'll be right here if",
|
|
"you need any help!",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"rescued(purple)",
|
|
"play(4)",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"hascontrol()",
|
|
|
|
"createactivityzone(purple)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "rescueblue") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"ifskip(skipblue)",
|
|
"cutscene()",
|
|
|
|
"tofloor()",
|
|
"changeai(blue,followplayer)",
|
|
"untilbars()",
|
|
|
|
"rescued(blue)",
|
|
|
|
"squeak(blue)",
|
|
"text(blue,0,0,2)",
|
|
"Oh no! Captain! Are you",
|
|
"stuck here too?",
|
|
"position(blue,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"It's ok - I'm here to rescue you!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Let me explain everything...",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"fadeout()",
|
|
"untilfade()",
|
|
"delay(30)",
|
|
"fadein()",
|
|
"untilfade()",
|
|
|
|
"squeak(cry)",
|
|
"text(blue,0,0,2)",
|
|
"What? I didn't understand",
|
|
"any of that!",
|
|
"position(blue,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Oh... well, don't worry.",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,2)",
|
|
"Follow me! Everything",
|
|
"will be alright!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(blue)",
|
|
"changemood(blue,0)",
|
|
"text(blue,0,0,1)",
|
|
"Sniff... Really?",
|
|
"position(blue,above)",
|
|
"speak_active",
|
|
|
|
"squeak(blue)",
|
|
"text(blue,0,0,1)",
|
|
"Ok then!",
|
|
"position(blue,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"companion(8)",
|
|
"setcheckpoint()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "skipblue") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"changeai(blue,followplayer)",
|
|
"squeak(blue)",
|
|
"changemood(blue,0)",
|
|
"companion(8)",
|
|
"rescued(blue)",
|
|
"setcheckpoint()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "rescueyellow") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"ifskip(skipyellow)",
|
|
"cutscene()",
|
|
|
|
"changeai(yellow,followplayer)",
|
|
"changetile(yellow,6)",
|
|
"untilbars()",
|
|
|
|
"rescued(yellow)",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,2)",
|
|
"Ah, Viridian! You got off",
|
|
"the ship alright too? ",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,2)",
|
|
"It's good to see you're",
|
|
"alright, Professor!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,1)",
|
|
"Is the ship ok?",
|
|
"position(yellow,above)",
|
|
"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",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"We could really use your help...",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"fadeout()",
|
|
"untilfade()",
|
|
"delay(30)",
|
|
"fadein()",
|
|
"untilfade()",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,1)",
|
|
"Ah, of course!",
|
|
"position(yellow,above)",
|
|
"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",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,2)",
|
|
"We've all been teleported",
|
|
"to different locations!",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Er, that sounds about right!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,2)",
|
|
"Let's get back to",
|
|
"the ship, then!",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,1)",
|
|
"After you, Captain!",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"companion(7)",
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "skipyellow") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"changeai(yellow,followplayer)",
|
|
"changetile(yellow,6)",
|
|
"squeak(yellow)",
|
|
"rescued(yellow)",
|
|
"companion(7)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "rescuegreen") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"ifskip(skipgreen)",
|
|
"cutscene()",
|
|
|
|
"tofloor()",
|
|
"changemood(green,0)",
|
|
"untilbars()",
|
|
|
|
"rescued(green)",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,1)",
|
|
"Captain! I've been so worried!",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Chief Verdigris! You're ok!",
|
|
"position(player,above)",
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,2)",
|
|
"Is everyone else",
|
|
"alright? Is Violet...",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"She's fine - she's back on the ship!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(green)",
|
|
"changemood(green,0)",
|
|
"text(green,0,0,2)",
|
|
"Oh! Great - Let's",
|
|
"get going, then!",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"companion(6)",
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"changeai(green,followplayer)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "skipgreen") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"changeai(green,followplayer)",
|
|
"squeak(green)",
|
|
"rescued(green)",
|
|
"changemood(green,0)",
|
|
"companion(6)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "rescuered") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"ifskip(skipred)",
|
|
"cutscene()",
|
|
|
|
"tofloor()",
|
|
"changemood(red,0)",
|
|
"untilbars()",
|
|
|
|
"rescued(red)",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,1)",
|
|
"Captain!",
|
|
"position(red,above)",
|
|
"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",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Vermilion! I knew you'd be ok!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,1)",
|
|
"So, what's the situation?",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"fadeout()",
|
|
"untilfade()",
|
|
"delay(30)",
|
|
"fadein()",
|
|
"untilfade()",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,2)",
|
|
"I see! Well, we'd better",
|
|
"get back then.",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,2)",
|
|
"There's a teleporter",
|
|
"in the next room.",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"companion(9)",
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"changeai(red,followplayer)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "skipred") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"changeai(red,followplayer)",
|
|
"squeak(red)",
|
|
"rescued(red)",
|
|
"changemood(red,0)",
|
|
"companion(9)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "startexpolevel_station1") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
//For the Eurogamer EXPO! Scrap later.
|
|
"fadeout()",
|
|
"musicfadeout()",
|
|
"untilfade()",
|
|
|
|
"cutscene()",
|
|
"untilbars()",
|
|
|
|
"resetgame",
|
|
|
|
"gotoroom(4,10)",
|
|
"gotoposition(232,113,0)",
|
|
"setcheckpoint()",
|
|
"changedir(player,1)",
|
|
"fadein()",
|
|
|
|
"play(5)",
|
|
"loadscript(intro)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "startexpolevel_lab") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
//For the Eurogamer EXPO! Scrap later.
|
|
"fadeout()",
|
|
"musicfadeout()",
|
|
"untilfade()",
|
|
"delay(30)",
|
|
|
|
"resetgame",
|
|
|
|
"gotoroom(2,16)",
|
|
"gotoposition(58,193,0)",
|
|
"setcheckpoint()",
|
|
"changedir(player,1)",
|
|
"fadein()",
|
|
|
|
"stopmusic()",
|
|
"play(3)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "startexpolevel_warp") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
//For the Eurogamer EXPO! Scrap later.
|
|
"fadeout()",
|
|
"musicfadeout()",
|
|
"untilfade()",
|
|
"delay(30)",
|
|
|
|
"resetgame",
|
|
|
|
"gotoroom(14,1)",
|
|
"gotoposition(45,73,0)",
|
|
"setcheckpoint()",
|
|
"changedir(player,1)",
|
|
"fadein()",
|
|
|
|
"stopmusic()",
|
|
"play(3)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "startexpolevel_tower") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
//For the Eurogamer EXPO! Scrap later.
|
|
"fadeout()",
|
|
"musicfadeout()",
|
|
"untilfade()",
|
|
"delay(30)",
|
|
|
|
"resetgame",
|
|
|
|
"gotoroom(8,9)",
|
|
"gotoposition(95,193,0)",
|
|
"setcheckpoint()",
|
|
"changedir(player,1)",
|
|
"fadein()",
|
|
|
|
"stopmusic()",
|
|
"play(2)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "skipint1") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"finalmode(41,56)",
|
|
"gotoposition(52,89,0)",
|
|
"changedir(player,1)",
|
|
"setcheckpoint()",
|
|
"delay(15)",
|
|
|
|
"flash(5)",
|
|
"shake(20)",
|
|
"playef(9)",
|
|
"showplayer()",
|
|
"play(8)",
|
|
|
|
"hascontrol()",
|
|
"befadein()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "intermission_1") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"ifskip(skipint1)",
|
|
"finalmode(41,56)",
|
|
"gotoposition(52,89,0)",
|
|
"changedir(player,1)",
|
|
"setcheckpoint()",
|
|
|
|
"cutscene()",
|
|
|
|
"delay(15)",
|
|
|
|
"flash(5)",
|
|
"shake(20)",
|
|
"playef(9)",
|
|
|
|
"delay(35)",
|
|
|
|
"flash(5)",
|
|
"shake(20)",
|
|
"playef(9)",
|
|
|
|
"delay(25)",
|
|
|
|
"flash(5)",
|
|
"shake(20)",
|
|
"playef(10)",
|
|
|
|
"showplayer()",
|
|
"play(8)",
|
|
|
|
"befadein()",
|
|
|
|
"iflast(2,int1yellow_1)",
|
|
"iflast(3,int1red_1)",
|
|
"iflast(4,int1green_1)",
|
|
"iflast(5,int1blue_1)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1blue_1") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"delay(45)",
|
|
|
|
"squeak(cry)",
|
|
"text(blue,0,0,1)",
|
|
"Waaaa!",
|
|
"position(blue,above)",
|
|
"speak_active",
|
|
"face(player,blue)",
|
|
"face(blue,player)",
|
|
|
|
"squeak(blue)",
|
|
"text(blue,0,0,1)",
|
|
"Captain! Are you ok?",
|
|
"position(blue,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,2)",
|
|
"I'm ok... this...",
|
|
"this isn't the ship...",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Where are we?",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(cry)",
|
|
"text(blue,0,0,1)",
|
|
"Waaaa!",
|
|
"position(blue,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,2)",
|
|
"Something's gone wrong... We",
|
|
"should look for a way back!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"telesave()",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"gamestate(14)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1blue_2") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Follow me! I'll help you!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(cry)",
|
|
"text(blue,0,0,1)",
|
|
"Promise you won't leave without me!",
|
|
"position(blue,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"I promise! Don't worry!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"gamestate(11)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1blue_3") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,blue)",
|
|
"face(blue,player)",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Are you ok down there, Doctor?",
|
|
"position(player,below)",
|
|
"speak_active",
|
|
|
|
"squeak(cry)",
|
|
"text(blue,0,0,1)",
|
|
"I wanna go home!",
|
|
"position(blue,above)",
|
|
"speak_active",
|
|
|
|
"squeak(blue)",
|
|
"text(blue,0,0,2)",
|
|
"Where are we? How did",
|
|
"we even get here?",
|
|
"position(blue,above)",
|
|
"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",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"I guess something went wrong...",
|
|
"position(player,below)",
|
|
"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",
|
|
|
|
"squeak(blue)",
|
|
"text(blue,0,0,1)",
|
|
"Sniff...",
|
|
"position(blue,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1blue_4") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,blue)",
|
|
"face(blue,player)",
|
|
|
|
"squeak(cry)",
|
|
"text(blue,0,0,1)",
|
|
"Captain! Captain! Wait for me!",
|
|
"position(blue,above)",
|
|
"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",
|
|
|
|
"squeak(cry)",
|
|
"text(blue,0,0,1)",
|
|
"I'm scared!",
|
|
"position(blue,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,2)",
|
|
"Oh... don't worry Victoria,",
|
|
"I'll look after you!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1blue_5") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,blue)",
|
|
"face(blue,player)",
|
|
|
|
"squeak(cry)",
|
|
"text(blue,0,0,2)",
|
|
"We're never going to get",
|
|
"out of here, are we?",
|
|
"position(blue,above)",
|
|
"speak_active",
|
|
|
|
"squeak(cry)",
|
|
"changemood(player,1)",
|
|
"text(player,0,0,1)",
|
|
"I.. I don't know...",
|
|
"position(player,above)",
|
|
"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",
|
|
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1blue_6") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,blue)",
|
|
"face(blue,player)",
|
|
|
|
"squeak(cry)",
|
|
"text(blue,0,0,1)",
|
|
"We're going to be lost forever!",
|
|
"position(blue,above)",
|
|
"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",
|
|
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,2)",
|
|
"I have a feeling that",
|
|
"we're nearly home!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,2)",
|
|
"We can't be too far",
|
|
"from another teleporter!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(cry)",
|
|
"text(blue,0,0,1)",
|
|
"I hope you're right, captain...",
|
|
"position(blue,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1blue_7") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,blue)",
|
|
"face(blue,player)",
|
|
|
|
"squeak(blue)",
|
|
"text(blue,0,0,2",
|
|
"Captain! You were right!",
|
|
"It's a teleporter!",
|
|
"position(blue,above)",
|
|
"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",
|
|
|
|
|
|
"squeak(cry)",
|
|
"changemood(blue,1)",
|
|
"text(blue,0,0,1",
|
|
"What? Really?",
|
|
"position(blue,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,2)",
|
|
"Anyway, let's go",
|
|
"back to the ship.",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"changemood(blue,0)",
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1green_1") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"delay(45)",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,1)",
|
|
"Huh? This isn't the ship...",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
"face(player,green)",
|
|
"face(green,player)",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,1)",
|
|
"Captain! What's going on?",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
|
|
"squeak(cry)",
|
|
"changemood(player,1",
|
|
"text(player,0,0,1)",
|
|
"I... I don't know!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Where are we?",
|
|
"position(player,above)",
|
|
"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",
|
|
|
|
"squeak(player)",
|
|
"changemood(player,0",
|
|
"text(player,0,0,1)",
|
|
"Ok... no need to panic!",
|
|
"position(player,above)",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"telesave()",
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"gamestate(14)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1green_2") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Let's go this way!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,1)",
|
|
"After you, Captain!",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"gamestate(11)",
|
|
};
|
|
filllines(lines);
|
|
|
|
}
|
|
else if (SDL_strcmp(t, "int1green_3") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,green)",
|
|
"face(green,player)",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,2)",
|
|
"So Violet's back on the",
|
|
"ship? She's really ok?",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,2)",
|
|
"She's fine! She helped",
|
|
"me find my way back!",
|
|
"position(player,below)",
|
|
"speak_active",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,1)",
|
|
"Oh, phew! I was worried about her.",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"delay(45)",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,1)",
|
|
"Captain, I have a secret...",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
|
|
"squeak(cry)",
|
|
"changemood(green,1)",
|
|
"text(green,0,0,1)",
|
|
"I really like Violet!",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Is that so?",
|
|
"position(player,below)",
|
|
"speak_active",
|
|
|
|
"squeak(green)",
|
|
"changemood(green,0)",
|
|
"text(green,0,0,2)",
|
|
"Please promise you",
|
|
"won't tell her!",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1green_4") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,green)",
|
|
"face(green,player)",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,1)",
|
|
"Hey again!",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Hey!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Are you doing ok?",
|
|
"position(player,above)",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1green_5") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,green)",
|
|
"face(green,player)",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,1)",
|
|
"So, about Violet...",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Um, yeah?",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,1)",
|
|
"Do you have any advice?",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Oh!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"delay(45)",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Hmm...",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Um... you should... be yourself!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"delay(15)",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,1)",
|
|
"Oh.",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"delay(75)",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,1)",
|
|
"Thanks Captain!",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1green_6") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,green)",
|
|
"face(green,player)",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,2)",
|
|
"So, do you think you'll",
|
|
"be able to fix the ship?",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,2)",
|
|
"Depends on how bad it ",
|
|
"is... I think so, though!",
|
|
"position(green,above)",
|
|
"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",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Oh! Good!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1green_7") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,green)",
|
|
"face(green,player)",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,1)",
|
|
"Finally! A teleporter!",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,2)",
|
|
"I was getting worried",
|
|
"we wouldn't find one...",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Let's head back to the ship!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1red_1") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,1)",
|
|
"Wow! Where are we?",
|
|
"position(red,above)",
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,1)",
|
|
"Let's go exploring!",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"changemood(player,0)",
|
|
"text(player,0,0,1)",
|
|
"Ok then!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"telesave()",
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"gamestate(14)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1red_2") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,red)",
|
|
"face(red,player)",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Follow me!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,1)",
|
|
"Aye aye, Captain!",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"gamestate(11)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1red_3") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,red)",
|
|
"face(red,player)",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,2)",
|
|
"Hey Viridian... how did",
|
|
"the crash happen, exactly?",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,2)",
|
|
"Oh, I don't really know -",
|
|
"some sort of interference...",
|
|
"position(player,below)",
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Of course! Everything will be ok!",
|
|
"position(player,below)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1red_4") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,red)",
|
|
"face(red,player)",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,1)",
|
|
"Hi again! You doing ok?",
|
|
"position(red,above)",
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1red_5") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,red)",
|
|
"face(red,player)",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,1)",
|
|
"Are we there yet?",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"We're getting closer, I think...",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"I hope...",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1red_6") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,red)",
|
|
"face(red,player)",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"I wonder where we are, anyway?",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,3)",
|
|
"This seems different from",
|
|
"that dimension we crashed",
|
|
"in, somehow...",
|
|
"position(player,above)",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1red_7") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,red)",
|
|
"face(red,player)",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"We're there!",
|
|
"position(player,above)",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1yellow_1") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,1)",
|
|
"Oooh! This is interesting...",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,2)",
|
|
"Captain! Have you",
|
|
"been here before?",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"squeak(cry)",
|
|
"changemood(player,1)",
|
|
"text(player,0,0,1)",
|
|
"What? Where are we?",
|
|
"position(player,above)",
|
|
"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",
|
|
|
|
"squeak(cry)",
|
|
"changemood(player,1)",
|
|
"text(player,0,0,1)",
|
|
"Oh no!",
|
|
"position(player,above)",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"telesave()",
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"gamestate(14)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1yellow_2") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,yellow)",
|
|
"face(yellow,player)",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Follow me!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,1)",
|
|
"Right behind you, Captain!",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"gamestate(11)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1yellow_3") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,yellow)",
|
|
"face(yellow,player)",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,2)",
|
|
"What do you make of",
|
|
"all this, Professor?",
|
|
"position(player,below)",
|
|
"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",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,2)",
|
|
"Maybe we'll find the",
|
|
"cause of it here?",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Oh wow! Really?",
|
|
"position(player,below)",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1yellow_4") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,yellow)",
|
|
"face(yellow,player)",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,1)",
|
|
"Ohh! What was that?",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"What was what?",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(yellow)",
|
|
"changeai(yellow,faceleft)", // changedir(yellow,0) doesn't work
|
|
"text(yellow,0,0,2)",
|
|
"That big... C thing!",
|
|
"I wonder what it does?",
|
|
"position(yellow,above)",
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"squeak(yellow)",
|
|
"changeai(yellow,0)", // Make him face right again
|
|
"text(yellow,0,0,2)",
|
|
"Maybe we should take it back",
|
|
"to the ship to study it?",
|
|
"position(yellow,above)",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1yellow_5") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,yellow)",
|
|
"face(yellow,player)",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,3)",
|
|
"You know, there's",
|
|
"something really odd",
|
|
"about this dimension...",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Yeah?",
|
|
"position(player,above)",
|
|
"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",
|
|
|
|
"squeak(yellow)",
|
|
"changedir(yellow,0)",
|
|
"text(yellow,0,0,2)",
|
|
"Maybe this isn't a proper",
|
|
"dimension at all?",
|
|
"position(yellow,above)",
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1yellow_6") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,yellow)",
|
|
"face(yellow,player)",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,3)",
|
|
"I wonder if there's anything",
|
|
"else in this dimension",
|
|
"worth exploring?",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"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",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int1yellow_7") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,yellow)",
|
|
"face(yellow,player)",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,1)",
|
|
"At last!",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,1)",
|
|
"Let's go back to the ship!",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "skipint2") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"finalmode(53,49)",
|
|
"gotoposition(228,129,0)",
|
|
"changedir(player,1)",
|
|
"setcheckpoint()",
|
|
"flash(5)",
|
|
"shake(20)",
|
|
"playef(10)",
|
|
|
|
"showplayer()",
|
|
"play(8)",
|
|
|
|
"hascontrol()",
|
|
"befadein()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "intermission_2") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"ifskip(skipint2)",
|
|
"finalmode(53,49)",
|
|
"gotoposition(228,129,0)",
|
|
"changedir(player,1)",
|
|
"setcheckpoint()",
|
|
|
|
"cutscene()",
|
|
|
|
"delay(15)",
|
|
|
|
"flash(5)",
|
|
"shake(20)",
|
|
"playef(9)",
|
|
|
|
"delay(35)",
|
|
|
|
"flash(5)",
|
|
"shake(20)",
|
|
"playef(9)",
|
|
|
|
"delay(25)",
|
|
|
|
"flash(5)",
|
|
"shake(20)",
|
|
"playef(10)",
|
|
|
|
"showplayer()",
|
|
"play(8)",
|
|
|
|
"befadein()",
|
|
|
|
"changemood(player,1)",
|
|
"text(player,0,0,1)",
|
|
"Uh oh...",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"changemood(player,1)",
|
|
"text(player,0,0,1)",
|
|
"Not again!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"iflast(2,int2intro_yellow)",
|
|
"iflast(3,int2intro_red)",
|
|
"iflast(4,int2intro_green)",
|
|
"iflast(5,int2intro_blue)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int2intro_yellow") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"squeak(cry)",
|
|
"text(player,0,0,1)",
|
|
"Vitellary? Where are you?",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
"delay(15)",
|
|
|
|
"flash(5)",
|
|
"shake(20)",
|
|
"playef(10)",
|
|
"delay(15)",
|
|
|
|
"changedir(player,0)",
|
|
|
|
"createcrewman(150,-20,yellow,1,17,1)",
|
|
|
|
"squeak(cry)",
|
|
"text(yellow,170,50,1)",
|
|
"Captain!",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"delay(15)",
|
|
|
|
"squeak(player)",
|
|
"changemood(player,0)",
|
|
"text(player,0,0,1)",
|
|
"Hang on! I'll save you!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
"telesave()",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int2intro_red") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"squeak(cry)",
|
|
"text(player,0,0,1)",
|
|
"Vermilion? Where are you?",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
"delay(15)",
|
|
|
|
"flash(5)",
|
|
"shake(20)",
|
|
"playef(10)",
|
|
"delay(15)",
|
|
|
|
"changedir(player,0)",
|
|
|
|
"createcrewman(150,-20,red,0,17,1)",
|
|
|
|
"squeak(red)",
|
|
"text(red,170,50,1)",
|
|
"Wheeeee!",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"delay(15)",
|
|
|
|
"squeak(player)",
|
|
"changemood(player,0)",
|
|
"text(player,0,0,1)",
|
|
"Hang on! I'll save you!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
"telesave()",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int2intro_green") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"squeak(cry)",
|
|
"text(player,0,0,1)",
|
|
"Verdigris? Where are you?",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
"delay(15)",
|
|
|
|
"flash(5)",
|
|
"shake(20)",
|
|
"playef(10)",
|
|
"delay(15)",
|
|
|
|
"changedir(player,0)",
|
|
|
|
"createcrewman(150,-20,green,1,17,1)",
|
|
|
|
"squeak(cry)",
|
|
"text(green,170,50,1)",
|
|
"Aaagghh!",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"delay(15)",
|
|
|
|
"squeak(player)",
|
|
"changemood(player,0)",
|
|
"text(player,0,0,1)",
|
|
"Hang on! I'll save you!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
"telesave()",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int2intro_blue") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"squeak(cry)",
|
|
"text(player,0,0,1)",
|
|
"Victoria? Where are you?",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
"delay(15)",
|
|
|
|
"flash(5)",
|
|
"shake(20)",
|
|
"playef(10)",
|
|
"delay(15)",
|
|
|
|
"changedir(player,0)",
|
|
|
|
"createcrewman(150,-20,blue,1,17,1)",
|
|
|
|
"squeak(cry)",
|
|
"text(blue,170,50,1)",
|
|
"Help!",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"delay(15)",
|
|
|
|
"squeak(player)",
|
|
"changemood(player,0)",
|
|
"text(player,0,0,1)",
|
|
"Hang on! I'll save you!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
"telesave()",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int2_yellow") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"ifskip(skipint2yellow)",
|
|
"cutscene()",
|
|
|
|
"tofloor()",
|
|
"changeai(yellow,followplayer)",
|
|
"untilbars()",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,1)",
|
|
"That was interesting, wasn't it?",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"squeak(cry)",
|
|
"changemood(player,1)",
|
|
"text(player,0,0,1)",
|
|
"I feel dizzy...",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"changemood(player,0)",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"companion(10)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "skipint2yellow") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"squeak(yellow)",
|
|
"companion(10)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int2_red") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"ifskip(skipint2red)",
|
|
"cutscene()",
|
|
|
|
"tofloor()",
|
|
"changeai(red,followplayer)",
|
|
"untilbars()",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,1)",
|
|
"Again! Let's go again!",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"squeak(cry)",
|
|
"changemood(player,1)",
|
|
"text(player,0,0,1)",
|
|
"I feel dizzy...",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"changemood(player,0)",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"companion(10)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "skipint2red") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"squeak(red)",
|
|
"companion(10)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int2_green") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"ifskip(skipint2green)",
|
|
"cutscene()",
|
|
|
|
"tofloor()",
|
|
"changeai(green,followplayer)",
|
|
"untilbars()",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,1)",
|
|
"Phew! You're ok!",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
|
|
"squeak(cry)",
|
|
"changemood(player,1)",
|
|
"text(player,0,0,1)",
|
|
"I feel dizzy...",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"changemood(player,0)",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"companion(10)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "skipint2green") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"squeak(green)",
|
|
"companion(10)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "int2_blue") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"ifskip(skipint2blue)",
|
|
"cutscene()",
|
|
|
|
"tofloor()",
|
|
"changeai(blue,followplayer)",
|
|
"untilbars()",
|
|
|
|
"squeak(cry)",
|
|
"text(blue,0,0,1)",
|
|
"I think I'm going to be sick...",
|
|
"position(blue,above)",
|
|
"speak_active",
|
|
|
|
"squeak(cry)",
|
|
"changemood(player,1)",
|
|
"text(player,0,0,1)",
|
|
"I feel dizzy...",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"changemood(player,0)",
|
|
"changemood(blue,0)",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"companion(10)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "skipint2blue") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"squeak(blue)",
|
|
"companion(10)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "startexpolevel_station2") == 0)
|
|
{
|
|
//For the Eurogamer EXPO! Scrap later.
|
|
static const char* lines[] = {
|
|
"fadeout()",
|
|
"musicfadeout()",
|
|
"untilfade()",
|
|
"delay(30)",
|
|
|
|
"resetgame",
|
|
|
|
"gotoroom(12,14)",
|
|
"gotoposition(126,38,1)",
|
|
"setcheckpoint()",
|
|
"changedir(player,0)",
|
|
"fadein()",
|
|
|
|
"stopmusic()",
|
|
"play(1)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "finallevel_teleporter") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"delay(10)",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,1)",
|
|
"Welcome back!",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"delay(30)",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,1)",
|
|
"...",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,1)",
|
|
"Um, where's Captain Viridian?",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"delay(30)",
|
|
|
|
"walk(left,3)",
|
|
"delay(60)",
|
|
|
|
"everybodysad()",
|
|
"squeak(cry)",
|
|
"delay(30)",
|
|
|
|
"fadeout()",
|
|
"untilfade()",
|
|
"changemood(player,0)",
|
|
"musicfadeout()",
|
|
|
|
"finalmode(46,54)",
|
|
"gotoposition(101,113,0)",
|
|
"setcheckpoint()",
|
|
"changedir(player,1)",
|
|
"restoreplayercolour",
|
|
"fadein()",
|
|
"untilfade()",
|
|
|
|
"delay(15)",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"... Hello?",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Is anyone there?",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"missing(player)",
|
|
|
|
//"squeak(cry)",
|
|
//"changemood(player,1)",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
|
|
"play(15)",
|
|
"telesave()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "skipfinal") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"finalmode(46,54)",
|
|
"gotoposition(101,113,0)",
|
|
"setcheckpoint()",
|
|
"changedir(player,1)",
|
|
"restoreplayercolour",
|
|
|
|
"showplayer()",
|
|
"hascontrol()",
|
|
"missing(player)",
|
|
"play(15)",
|
|
"fadein()",
|
|
"untilfade()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "startlevel_final") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"ifskip(skipfinal)",
|
|
"hideplayer()",
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"activeteleporter()",
|
|
|
|
"stopmusic()",
|
|
"play(5)",
|
|
|
|
"gotoroom(2,11)",
|
|
"gotoposition(160,120,0)",
|
|
|
|
"createcrewman(190,153,purple,0,faceleft)",
|
|
"createrescuedcrew()",
|
|
|
|
"fadein()",
|
|
"untilfade()",
|
|
"gamestate(4070)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "regularreturn") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"activeteleporter()",
|
|
|
|
"stopmusic()",
|
|
"play(4)",
|
|
|
|
"gotoroom(2,11)",
|
|
"gotoposition(160,120,0)",
|
|
|
|
"createlastrescued()",
|
|
|
|
"fadein()",
|
|
"untilfade()",
|
|
"endcutscene()",
|
|
"setcheckpoint()",
|
|
"gamestate(4010)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "returntohub") == 0)
|
|
{
|
|
//For the Eurogamer EXPO! Scrap later.
|
|
static const char* lines[] = {
|
|
"fadeout()",
|
|
"musicfadeout()",
|
|
"untilfade()",
|
|
"delay(30)",
|
|
|
|
"resetgame",
|
|
|
|
"gotoroom(7,8)",
|
|
"gotoposition(145,145,0)",
|
|
"setcheckpoint()",
|
|
"changedir(player,0)",
|
|
"fadein()",
|
|
|
|
"stopmusic()",
|
|
"play(4)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "resetgame") == 0)
|
|
{
|
|
//For the Eurogamer EXPO! Scrap later.
|
|
static const char* lines[] = {
|
|
"resetgame",
|
|
"gotoroom(4,6)",
|
|
"fadein()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkred") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"redcontrol",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkyellow") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"yellowcontrol",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkgreen") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"greencontrol",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkblue") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"bluecontrol",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkpurple") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"purplecontrol",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkred_1") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,red)",
|
|
"face(red,player)",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,1)",
|
|
"Don't worry, Sir!",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,2)",
|
|
"We'll find a way",
|
|
"out of here!",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(red)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkred_2") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,red)",
|
|
"face(red,player)",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,1)",
|
|
"I hope Victoria is ok...",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,2)",
|
|
"She doesn't handle",
|
|
"surprises very well...",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(red)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkred_3") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,red)",
|
|
"face(red,player)",
|
|
|
|
"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",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,2)",
|
|
"Chief Verdigris would",
|
|
"know what to do...",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(red)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkred_4") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,red)",
|
|
"face(red,player)",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,2)",
|
|
"I wonder what caused",
|
|
"the ship to crash here?",
|
|
"position(red,above)",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(red)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkred_5") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,red)",
|
|
"face(red,player)",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,1)",
|
|
"It's great to be back!",
|
|
"position(red,above)",
|
|
"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",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,2)",
|
|
"It'll be like old",
|
|
"times, huh, Captain?",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(red)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkred_6") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,red)",
|
|
"face(red,player)",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,2)",
|
|
"It's good to have",
|
|
"Victoria back with us.",
|
|
"position(red,above)",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(red)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkred_7") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,red)",
|
|
"face(red,player)",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,3)",
|
|
"I think I saw Verdigris",
|
|
"working on the outside",
|
|
"of the ship!",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(red)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkred_8") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,red)",
|
|
"face(red,player)",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,2)",
|
|
"You found Professor",
|
|
"Vitellary! All right!",
|
|
"position(red,above)",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(red)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkred_9") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,red)",
|
|
"face(red,player)",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,2)",
|
|
"That other dimension was",
|
|
"really strange, wasn't it?",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,2)",
|
|
"I wonder what caused the",
|
|
"teleporter to send us there?",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(red)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkred_10") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,red)",
|
|
"face(red,player)",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,1)",
|
|
"Heya Captain!",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,2)",
|
|
"This way looks a little",
|
|
"dangerous...",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(red)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkred_11") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,red)",
|
|
"face(red,player)",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,1)",
|
|
"I'm helping!",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(red)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkred_12") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,red)",
|
|
"face(red,player)",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,1)",
|
|
"Hey Captain!",
|
|
"position(red,above)",
|
|
"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",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,2)",
|
|
"Someone from the ship",
|
|
"must be nearby...",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(red)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkred_13") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,red)",
|
|
"face(red,player)",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,2)",
|
|
"This dimension is pretty",
|
|
"exciting, isn't it?",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,1)",
|
|
"I wonder what we'll find?",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(red)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkred_14") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,red)",
|
|
"face(red,player)",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,1)",
|
|
"Look what I found!",
|
|
"position(red,above)",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(red)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkyellow_1") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,yellow)",
|
|
"face(yellow,player)",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,2)",
|
|
"I'm making some fascinating",
|
|
"discoveries, captain!",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(yellow)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkyellow_2") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,yellow)",
|
|
"face(yellow,player)",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,3)",
|
|
"This isn't like any",
|
|
"other dimension we've",
|
|
"been to, Captain.",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,2)",
|
|
"There's something strange",
|
|
"about this place...",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(yellow)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkyellow_3") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,yellow)",
|
|
"face(yellow,player)",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,3)",
|
|
"Captain, have you noticed",
|
|
"that this dimension seems",
|
|
"to wrap around?",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Yeah, it's strange...",
|
|
"position(player,above)",
|
|
"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",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,2)",
|
|
"I hope we're not the",
|
|
"ones causing it...",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"squeak(cry)",
|
|
"changemood(player,1)",
|
|
"text(player,0,0,1)",
|
|
"What? Do you think we might be?",
|
|
"position(player,above)",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(yellow)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkyellow_4") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,yellow)",
|
|
"face(yellow,player)",
|
|
|
|
"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",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,2)",
|
|
"It would explain why they've",
|
|
"wrapped the edges...",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,2)",
|
|
"Hey, maybe that's what's",
|
|
"causing the interference?",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(yellow)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkyellow_5") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,yellow)",
|
|
"face(yellow,player)",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,2)",
|
|
"I wonder where the people who",
|
|
"used to live here have gone?",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(yellow)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkyellow_6") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,yellow)",
|
|
"face(yellow,player)",
|
|
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(yellow)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkyellow_7") == 0)
|
|
{
|
|
//Vertigris is back
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,yellow)",
|
|
"face(yellow,player)",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,1)",
|
|
"I'm glad Verdigris is alright.",
|
|
"position(yellow,above)",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(yellow)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkyellow_8") == 0)
|
|
{
|
|
//Victoria is back
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,yellow)",
|
|
"face(yellow,player)",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,2)",
|
|
"Ah, you've found Doctor",
|
|
"Victoria? Excellent!",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,1)",
|
|
"I have lots of questions for her!",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(yellow)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkyellow_9") == 0)
|
|
{
|
|
//Vermilion is back
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,yellow)",
|
|
"face(yellow,player)",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,3)",
|
|
"Vermilion says that he",
|
|
"was trapped in some",
|
|
"sort of tunnel?",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,2)",
|
|
"Yeah, it just seemed to",
|
|
"keep going and going...",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,2)",
|
|
"Interesting... I wonder",
|
|
"why it was built?",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(yellow)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkyellow_10") == 0)
|
|
{
|
|
//Back on the ship!
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,yellow)",
|
|
"face(yellow,player)",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,1)",
|
|
"It's good to be back!",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,2)",
|
|
"I've got so much work",
|
|
"to catch up on...",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(yellow)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkyellow_11") == 0)
|
|
{
|
|
//Game Complete
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,yellow)",
|
|
"face(yellow,player)",
|
|
|
|
"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",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,2)",
|
|
"...but it's so rare to find",
|
|
"somewhere this interesting!",
|
|
"position(yellow,above)",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(yellow)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkyellow_12") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,yellow)",
|
|
"face(yellow,player)",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,1)",
|
|
"Captain! Have you seen this?",
|
|
"position(yellow,above)",
|
|
"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",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,1)",
|
|
"We're saved!",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(yellow)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkgreen_1") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,green)",
|
|
"face(green,player)",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,1)",
|
|
"I'm an engineer!",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(green)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkgreen_2") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,green)",
|
|
"face(green,player)",
|
|
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(green)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkgreen_3") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,green)",
|
|
"face(green,player)",
|
|
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(green)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkgreen_4") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,green)",
|
|
"face(green,player)",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,1)",
|
|
"Vermilion's back! Yey!",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(green)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkgreen_5") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,green)",
|
|
"face(green,player)",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,3)",
|
|
"The Professor had lots of",
|
|
"questions about this",
|
|
"dimension for me...",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,2)",
|
|
"We still don't really know",
|
|
"that much, though.",
|
|
"position(green,above)",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(green)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkgreen_6") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,green)",
|
|
"face(green,player)",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,2)",
|
|
"I'm so glad that",
|
|
"Violet's alright!",
|
|
"position(green,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(green)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkgreen_7") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,green)",
|
|
"face(green,player)",
|
|
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(green)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkgreen_8") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,green)",
|
|
"face(green,player)",
|
|
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(green)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkgreen_9") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,green)",
|
|
"face(green,player)",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,2)",
|
|
"It looks like we were warped",
|
|
"into solid rock when we crashed!",
|
|
"position(green,above)",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(green)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkgreen_10") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,green)",
|
|
"face(green,player)",
|
|
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(green)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkgreen_11") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,green)",
|
|
"face(green,player)",
|
|
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(green)",
|
|
};
|
|
filllines(lines);
|
|
|
|
}
|
|
|
|
|
|
if (SDL_strcmp(t, "talkpurple_1") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,purple)",
|
|
"face(purple,player)",
|
|
|
|
"squeak(cry)",
|
|
"changemood(purple,1)",
|
|
"text(purple,0,0,1)",
|
|
"... I hope Verdigris is alright.",
|
|
"position(purple,above)",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(purple)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkpurple_2") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,purple)",
|
|
"face(purple,player)",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,2)",
|
|
"Chief Verdigris is so brave",
|
|
"and ever so smart!",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(purple)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkpurple_3") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,purple)",
|
|
"face(purple,player)",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,1)",
|
|
"Are you doing ok, Captain?",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
|
|
"squeak(cry)",
|
|
"changemood(player,1)",
|
|
"text(player,0,0,0)",
|
|
"specialline(1)",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,2)",
|
|
"Oh - well, don't worry,",
|
|
"they'll show up!",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
|
|
"changemood(player,0)",
|
|
"squeak(purple)",
|
|
"text(purple,0,0,1)",
|
|
"Here! Have a lollipop!",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(purple)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkpurple_4") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,purple)",
|
|
"face(purple,player)",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,1)",
|
|
"Welcome back, Captain!",
|
|
"position(purple,above)",
|
|
"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",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,2)",
|
|
"She really doesn't like adventuring.",
|
|
"She gets very homesick!",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(purple)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkpurple_5") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,purple)",
|
|
"face(purple,player)",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,2)",
|
|
"Vermilion called in",
|
|
"to say hello!",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,1)",
|
|
"He's really looking forward",
|
|
"specialline(2)",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(purple)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkpurple_6") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,purple)",
|
|
"face(purple,player)",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,1)",
|
|
"Captain! You found Verdigris!",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,1)",
|
|
"Thank you so much!",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(purple)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkpurple_7") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,purple)",
|
|
"face(purple,player)",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,2)",
|
|
"I'm glad Professor",
|
|
"Vitellary is ok!",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,2)",
|
|
"He had lots of questions",
|
|
"for me about this dimension.",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,2)",
|
|
"He's already gotten to",
|
|
"work with his research!",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(purple)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkpurple_8") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,purple)",
|
|
"face(purple,player)",
|
|
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(purple)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkpurple_9") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,purple)",
|
|
"face(purple,player)",
|
|
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(purple)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkpurple_intermission1") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,purple)",
|
|
"face(purple,player)",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,3)",
|
|
"Doctor, something strange",
|
|
"happened when we teleported",
|
|
"back to the ship...",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(cry)",
|
|
"changemood(player,1)",
|
|
"text(player,0,0,1)",
|
|
"We got lost in another dimension!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(cry)",
|
|
"changemood(purple,1)",
|
|
"text(purple,0,0,1)",
|
|
"Oh no!",
|
|
"position(purple,above)",
|
|
"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",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,1)",
|
|
"I'll look into it...",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(purple)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkpurple_intermission2") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,purple)",
|
|
"face(purple,player)",
|
|
|
|
"squeak(cry)",
|
|
"changemood(player,1)",
|
|
"text(player,0,0,1)",
|
|
"Doctor! Doctor! It happened again!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,2)",
|
|
"The teleporter brought us",
|
|
"to that weird dimension...",
|
|
"position(player,above)",
|
|
"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",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,2)",
|
|
"If only we could find the",
|
|
"source of that interference!",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(purple)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkpurple_intermission3") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,purple)",
|
|
"face(purple,player)",
|
|
|
|
"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",
|
|
|
|
"squeak(cry)",
|
|
"changemood(player,1)",
|
|
"text(player,0,0,2)",
|
|
"We keep getting brought to",
|
|
"another weird dimension!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(cry)",
|
|
"changemood(purple,1)",
|
|
"text(purple,0,0,1)",
|
|
"Oh no!",
|
|
"position(purple,above)",
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,2)",
|
|
"If only we could find the",
|
|
"source of that interference!",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(purple)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkpurple_intro") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,purple)",
|
|
"face(purple,player)",
|
|
|
|
"squeak(cry)",
|
|
"changemood(player,1)",
|
|
"text(player,0,0,2)",
|
|
"I'm feeling a bit",
|
|
"overwhelmed, Doctor.",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Where do I begin?",
|
|
"position(player,above)",
|
|
"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",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,2)",
|
|
"Look for areas where the rest",
|
|
"of the crew might be...",
|
|
"position(purple,above)",
|
|
"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",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,2)",
|
|
"And don't worry!",
|
|
"We'll find everyone!",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"delay(30)",
|
|
|
|
"changemood(player,0)",
|
|
"squeak(purple)",
|
|
"text(purple,0,0,1)",
|
|
"Everything will be ok!",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(purple)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkblue_1") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,blue)",
|
|
"face(blue,player)",
|
|
|
|
"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",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Sorry, not yet...",
|
|
"position(player,above)",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(blue)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkblue_2") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,blue)",
|
|
"face(blue,player)",
|
|
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(blue)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkblue_3") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,blue)",
|
|
"face(blue,player)",
|
|
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(blue)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkblue_4") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,blue)",
|
|
"face(blue,player)",
|
|
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"squeak(blue)",
|
|
"text(blue,0,0,1)",
|
|
"sniff...",
|
|
"position(blue,below)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"delay(30)",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Doctor Victoria? He's ok!",
|
|
"position(player,above)",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"delay(30)",
|
|
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(blue)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkblue_5") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,blue)",
|
|
"face(blue,player)",
|
|
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"squeak(cry)",
|
|
"changetile(blue,150)", //upside down frown :(
|
|
"text(blue,0,0,2)",
|
|
"He'll get himself",
|
|
"into trouble...",
|
|
"position(blue,below)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(blue)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkblue_6") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,blue)",
|
|
"face(blue,player)",
|
|
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"delay(30)",
|
|
|
|
"squeak(cry)",
|
|
"changetile(blue,150)", //upside down frown :(
|
|
"text(blue,0,0,1)",
|
|
"Though I was very worried...",
|
|
"position(blue,below)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(blue)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkblue_7") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,blue)",
|
|
"face(blue,player)",
|
|
|
|
"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",
|
|
|
|
"squeak(blue)",
|
|
"changetile(blue,150)", //upside down frown :(
|
|
"text(blue,0,0,1)",
|
|
"What happened?",
|
|
"position(blue,below)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"I don't know, Doctor...",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(cry)",
|
|
"changetile(blue,150)", //upside down frown :(
|
|
"text(blue,0,0,1)",
|
|
"Why?",
|
|
"position(blue,below)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(blue)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkblue_8") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,blue)",
|
|
"face(blue,player)",
|
|
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(blue)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkblue_9") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,blue)",
|
|
"face(blue,player)",
|
|
|
|
"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",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(blue)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkblue_trinket1") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,blue)",
|
|
"face(blue,player)",
|
|
|
|
"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",
|
|
|
|
"endtext",
|
|
"delay(30)",
|
|
|
|
//found a trinket!
|
|
"foundtrinket(18)",
|
|
"endtext",
|
|
//"musicfadein",
|
|
"trinketscriptmusic",
|
|
|
|
"delay(30)",
|
|
"createentity(136,80,22,18,0)",
|
|
|
|
"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",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Sorry, I don't know!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"They seem important, though...",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,2)",
|
|
"Maybe something will happen",
|
|
"if we find them all?",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(blue)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkblue_trinket2") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,blue)",
|
|
"face(blue,player)",
|
|
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"trinketbluecontrol()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkblue_trinket3") == 0)
|
|
{
|
|
//If you missed the first conversation
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,blue)",
|
|
"face(blue,player)",
|
|
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"endtext",
|
|
"delay(30)",
|
|
|
|
//found a trinket!
|
|
"foundtrinket(18)",
|
|
"endtext",
|
|
//"musicfadein",
|
|
"trinketscriptmusic",
|
|
|
|
"delay(30)",
|
|
"createentity(136,80,22,18,0)",
|
|
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"trinketbluecontrol()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkblue_trinket4") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"hidetrinkets()",
|
|
"endtextfast",
|
|
"delay(10)",
|
|
|
|
//add map mode here and wrap up...
|
|
"gamemode(teleporter)",
|
|
"delay(20)",
|
|
|
|
"squeak(blue)",
|
|
"text(blue,50,15,2)",
|
|
"...and I was able to find more",
|
|
"of them with the ship's scanner!",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"squeak(terminal)",
|
|
"showtrinkets()",
|
|
"delay(10)",
|
|
"hidetrinkets()",
|
|
"delay(10)",
|
|
"showtrinkets()",
|
|
"delay(10)",
|
|
"hidetrinkets()",
|
|
"delay(10)",
|
|
"showtrinkets()",
|
|
"delay(75)",
|
|
|
|
"gamemode(game)",
|
|
"delay(20)",
|
|
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(blue)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkblue_trinket5") == 0)
|
|
{
|
|
static 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",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Oh? Really?",
|
|
"position(player,above)",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(blue)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkblue_trinket6") == 0)
|
|
{
|
|
static 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",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Oh? Really?",
|
|
"position(player,above)",
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"loadscript(startepilogue)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkyellow_trinket1") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,yellow)",
|
|
"face(yellow,player)",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,2)",
|
|
"Captain! I've been meaning",
|
|
"to give this to you...",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"delay(30)",
|
|
|
|
//found a trinket!
|
|
"foundtrinket(18)",
|
|
"endtext",
|
|
//"musicfadein",
|
|
"trinketscriptmusic",
|
|
|
|
"delay(30)",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Professor! Where did you find this?",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,2)",
|
|
"Oh, it was just lying",
|
|
"around that space station.",
|
|
"position(yellow,above)",
|
|
"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",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Any idea what it does?",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"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",
|
|
|
|
"trinketyellowcontrol()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkyellow_trinket2") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"hidetrinkets()",
|
|
"endtextfast",
|
|
"delay(10)",
|
|
|
|
//add map mode here and wrap up...
|
|
"gamemode(teleporter)",
|
|
"delay(20)",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,50,15,2)",
|
|
"...so I used the ship's scanner",
|
|
"to find more of them!",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"squeak(terminal)",
|
|
"showtrinkets()",
|
|
"delay(10)",
|
|
"hidetrinkets()",
|
|
"delay(10)",
|
|
"showtrinkets()",
|
|
"delay(10)",
|
|
"hidetrinkets()",
|
|
"delay(10)",
|
|
"showtrinkets()",
|
|
"delay(75)",
|
|
|
|
"gamemode(game)",
|
|
"delay(20)",
|
|
|
|
"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",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,1)",
|
|
"I hope she's ok...",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(yellow)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "talkyellow_trinket3") == 0)
|
|
{
|
|
static 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",
|
|
|
|
"squeak(yellow)",
|
|
"changemood(yellow,0)",
|
|
"text(yellow,0,0,1)",
|
|
"Maybe you've found them all?",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
"createactivityzone(yellow)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "gamecomplete") == 0)
|
|
{
|
|
static 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)",
|
|
|
|
"cutscene()",
|
|
"untilbars()",
|
|
|
|
"delay(30)",
|
|
"rescued(player)",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,1)",
|
|
"Any moment now...",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
"nocontrol()",
|
|
|
|
"delay(60)",
|
|
|
|
"gamestate(4080)",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "gamecomplete_ending") == 0)
|
|
{
|
|
const char* lines[] = {
|
|
"delay(15)",
|
|
"changemood(blue,0)",
|
|
"play(10)",
|
|
"delay(45)",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Hello!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"squeak(purple)",
|
|
"delay(1)",
|
|
"squeak(yellow)",
|
|
"delay(1)",
|
|
"squeak(red)",
|
|
"delay(1)",
|
|
"squeak(green)",
|
|
|
|
"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",
|
|
|
|
"endtextfast",
|
|
|
|
"squeak(blue)",
|
|
"text(blue,0,0,1)",
|
|
"You're alright!",
|
|
"position(blue,above)",
|
|
"speak_active",
|
|
|
|
"squeak(blue)",
|
|
"text(blue,0,0,1)",
|
|
"I knew you'd be ok!",
|
|
"position(blue,above)",
|
|
"speak_active",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,2)",
|
|
"We were very worried when",
|
|
"you didn't come back...",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
|
|
"squeak(green)",
|
|
"text(green,0,0,3)",
|
|
"...but when you turned",
|
|
"off the source of",
|
|
"the interference...",
|
|
"position(green,above)",
|
|
"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",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,2)",
|
|
"...and teleport you",
|
|
"back on board!",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"That was lucky!",
|
|
"Thanks guys!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Thanks guys!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
//Move to Vitellary's lab
|
|
"fadeout()",
|
|
"untilfade()",
|
|
|
|
"missing(purple)",
|
|
"missing(red)",
|
|
"missing(green)",
|
|
"missing(blue)",
|
|
"missing(yellow)",
|
|
|
|
"gotoroom(3,11)",
|
|
"gotoposition(117,105,0)",
|
|
"changedir(player,0)",
|
|
"createcrewman(75,105,yellow,0,faceright)",
|
|
"createcrewman(190,105,red,0,faceleft)",
|
|
|
|
"fadein()",
|
|
"untilfade()",
|
|
|
|
"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",
|
|
|
|
"walk(right,3)",
|
|
|
|
"squeak(red)",
|
|
"text(red,0,0,3)",
|
|
"...we can stay and",
|
|
"explore for a little",
|
|
"longer, but...",
|
|
"position(red,above)",
|
|
"speak_active",
|
|
|
|
"walk(left,3)",
|
|
|
|
"squeak(yellow)",
|
|
"text(yellow,0,0,2)",
|
|
"...eventually, it'll",
|
|
"collapse completely.",
|
|
"position(yellow,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
//Move to Vertigris' lab
|
|
"fadeout()",
|
|
"untilfade()",
|
|
|
|
"gotoroom(3,10)",
|
|
"gotoposition(210,177,0)",
|
|
"changedir(player,1)",
|
|
"createcrewman(245,177,green,0,faceleft)",
|
|
"createcrewman(56,177,blue,0,faceright)",
|
|
|
|
"fadein()",
|
|
"untilfade()",
|
|
|
|
"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",
|
|
|
|
"walk(left,3)",
|
|
|
|
"squeak(blue)",
|
|
"text(blue,0,0,2)",
|
|
"...as soon as we're",
|
|
"ready, we can go home!",
|
|
"position(blue,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
//Move to the bridge!
|
|
"fadeout()",
|
|
"untilfade()",
|
|
|
|
"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)",
|
|
|
|
"rescued(purple)",
|
|
"rescued(red)",
|
|
"rescued(green)",
|
|
"rescued(blue)",
|
|
"rescued(yellow)",
|
|
|
|
"fadein()",
|
|
"untilfade()",
|
|
|
|
"squeak(purple)",
|
|
"text(purple,0,0,1)",
|
|
"What now, Captain?",
|
|
"position(purple,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,2)",
|
|
"Let's find a way to save",
|
|
"this dimension!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,2)",
|
|
"And a way to save our",
|
|
"home dimension too!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"The answer is out there, somewhere!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"delay(30)",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Let's go!",
|
|
"position(player,above)",
|
|
"speak_active",
|
|
|
|
"endtext",
|
|
|
|
"fadeout()",
|
|
"untilfade()",
|
|
"rollcredits()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else if (SDL_strcmp(t, "startepilogue") == 0)
|
|
{
|
|
static const char* lines[] = {
|
|
"cutscene()",
|
|
"untilbars()",
|
|
"face(player,blue)",
|
|
"face(blue,player)",
|
|
|
|
"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",
|
|
|
|
"squeak(player)",
|
|
"text(player,0,0,1)",
|
|
"Really? Great!",
|
|
"position(player,above)",
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"flash(5)",
|
|
"shake(20)",
|
|
"playef(9)",
|
|
|
|
"musicfadeout()",
|
|
|
|
"delay(30)",
|
|
|
|
"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",
|
|
|
|
"endtext",
|
|
|
|
"delay(30)",
|
|
|
|
"flash(5)",
|
|
"shake(20)",
|
|
"playef(9)",
|
|
"alarmon",
|
|
|
|
"delay(30)",
|
|
|
|
"squeak(cry)",
|
|
"text(blue,0,0,1)",
|
|
"Run!",
|
|
"position(blue,below)",
|
|
"speak_active",
|
|
"endtext",
|
|
|
|
"delay(5)",
|
|
|
|
"missing(green)",
|
|
"missing(yellow)",
|
|
|
|
"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)",
|
|
|
|
"squeak(player)",
|
|
"text(player,80,150,1)",
|
|
"Oh no!",
|
|
"backgroundtext",
|
|
"speak_active",
|
|
"walk(right,20)",
|
|
|
|
"endtextfast",
|
|
|
|
//and the next!
|
|
"flash(5)",
|
|
"shake(50)",
|
|
"playef(9)",
|
|
"gotoroom(3,11)",
|
|
"gotoposition(140,0,0)",
|
|
|
|
"createcrewman(90,105,green,1,followblue)",
|
|
"createcrewman(125,105,purple,1,followgreen)",
|
|
"createcrewman(55,105,blue,1,followposition,-200)",
|
|
|
|
"createcrewman(120,177,yellow,1,followposition,-200)",
|
|
"createcrewman(240,177,red,1,faceleft)",
|
|
|
|
"delay(5)",
|
|
"changeai(red,followposition,-200)",
|
|
|
|
"squeak(red)",
|
|
"text(red,100,150,1)",
|
|
"Not again!",
|
|
"backgroundtext",
|
|
"speak_active",
|
|
|
|
"walk(left,25)",
|
|
|
|
"endtextfast",
|
|
|
|
//final room:
|
|
"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 (SDL_strcmp(t, "returntolab") == 0)
|
|
{
|
|
//To get back to the lab from the gravitron
|
|
static const char* lines[] = {
|
|
"gotoroom(19,7)",
|
|
"gotoposition(132,137,0)",
|
|
"fadein()",
|
|
|
|
"setcheckpoint()",
|
|
|
|
"play(11)",
|
|
"endcutscene()",
|
|
"untilbars()",
|
|
};
|
|
filllines(lines);
|
|
}
|
|
else
|
|
{
|
|
loadother(t);
|
|
}
|
|
|
|
}
|