#include <acknex.h>
#include <default.c>
ENTITY* plane_player;
#define TEXT_HANDLE skill73
#define ALIVE skill90
PANEL* main_menu_pan =
{
pos_x = 520;
pos_y = 500;
layer = 2;
alpha = 100;
}
TEXT* comm_speech_txt =
{
pos_x = 100;
pos_y = 150;
string("");
layer = 10;
alpha = 100;
}
function set_text(TEXT *text, int ncol, STRING* s)
{
str_cpy((text.pstring)[0], s);
}
action player_action()
{
me.ALIVE = 1;
player = me;
wait(1);
while(me.ALIVE)
{
wait(1);
}
}
action enemy_action()
{
me.ALIVE = 1;
TEXT* comm_speech_npc_txt = txt_create(1,10);
me.TEXT_HANDLE = handle(comm_speech_npc_txt);
comm_speech_npc_txt.red = 135;
comm_speech_npc_txt.green = 155;
comm_speech_npc_txt.blue = 253;
comm_speech_npc_txt.alpha = 70;
comm_speech_npc_txt.flags = VISIBLE | TRANSLUCENT | SHADOW;
wait(1);
while (me.ALIVE)
{
wait(1);
}
}
function conversation_01(ENTITY* air1, ENTITY* air2, ENTITY* air3)
{
TEXT* text1 = ptr_for_handle(air1.TEXT_HANDLE);
TEXT* text2 = ptr_for_handle(air2.TEXT_HANDLE);
TEXT* text3 = ptr_for_handle(air3.TEXT_HANDLE);
comm_speech_txt.red = 255; comm_speech_txt.green = 255; comm_speech_txt.blue = 255;
comm_speech_txt.flags = VISIBLE | TRANSLUCENT | SHADOW;
set_text(comm_speech_txt, 35, "blah1");
wait(-5);
comm_speech_txt.red = 255; comm_speech_txt.green = 0; comm_speech_txt.blue = 0;
set_text(comm_speech_txt, 35, "...");
wait(-5);
comm_speech_txt.red = 255; comm_speech_txt.green = 255; comm_speech_txt.blue = 255;
set_text(comm_speech_txt, 35, "blah2");
wait(-5);
comm_speech_txt.red = 255; comm_speech_txt.green = 0; comm_speech_txt.blue = 0;
set_text(comm_speech_txt, 35, "...");
wait(-5);
comm_speech_txt.red = 255; comm_speech_txt.green = 255; comm_speech_txt.blue = 255;
set_text(comm_speech_txt, 35, "blah3");
wait(-1);
text2.red = 150; text2.green = 150; text2.blue = 150;
set_text(text2, 35, "blah4");
wait(-5);
set_text(comm_speech_txt, 35, "blah5");
wait(-1);
text3.red = 150; text3.green = 150; text3.blue = 150;
set_text(text2, 35, "");
set_text(text3, 35, "blah6");
wait(-5);
comm_speech_txt.red = 255; comm_speech_txt.green = 0; comm_speech_txt.blue = 0; // Osavolk
set_text(comm_speech_txt, 35, "blah7");
wait(-1);
text1.red = 150; text1.green = 150; text1.blue = 150;
set_text(text3, 35, "");
set_text(text1, 35, "...");
wait(-5);
comm_speech_txt.flags = 0;
set_text(text1, 35, "blah8");
wait(-5);
set_text(text1, 35, "blah9");
wait(-5);
set_text(text1, 35, "");
set_text(text2, 35, "blah10");
wait(-5);
comm_speech_txt.red = 255; comm_speech_txt.green = 0; comm_speech_txt.blue = 0;
comm_speech_txt.flags = VISIBLE | TRANSLUCENT | SHADOW;
set_text(text2, 35, "");
set_text(comm_speech_txt, 35, "blah11");
wait(-5);
comm_speech_txt.red = 255; comm_speech_txt.green = 255; comm_speech_txt.blue = 255;
set_text(comm_speech_txt, 35, "blah12");
wait(-5);
set_text(comm_speech_txt, 35, "blah13");
wait(-5);
comm_speech_txt.red = 255; comm_speech_txt.green = 0; comm_speech_txt.blue = 0;
set_text(comm_speech_txt, 35, "blah14");
wait(-3);
set_text(comm_speech_txt, 35, "blah15");
wait(-5);
comm_speech_txt.flags = 0;
}
function level_01()
{
level_load ("");
ENTITY* air1; ENTITY* air2; ENTITY* air3;
air1 = ent_create(CUBE_MDL, vector(camera.x + 200, camera.y + 1400, camera.z + 200), enemy_action);
air2 = ent_create(CUBE_MDL, vector(camera.x + 250, camera.y + 2200, camera.z - 100), enemy_action);
air3 = ent_create(CUBE_MDL, vector(camera.x + 200, camera.y + 600, camera.z - 100), enemy_action);
plane_player = ent_create(CUBE_MDL, vector(0, 0, 9800), player_action);
plane_player.skin = 2;
plane_player.pan = 180;
wait(-4);
conversation_01(air1, air2, air3);
wait_for(conversation_01);
}
function main()
{
video_mode = 9;
video_screen = 1;
wait(1);
level_01();
}