const int CT_ALARM_CAMERA_SHUTTER = 142;//Combo type to change to next, when alarm triggers.
const int SFX_ALARM_CAMERA_TRIGGER = 0;//Sound to play, when alarm triggers.
const int CSET_ALARM_CAMERA_TRIGGER = 8;//CSet to change FFC, when alarm triggers.
const int SFX_ALARM_CAMERA_DESTROYED = 3;//Sound to play, when alarm trigger is destroyed.
const int SPR_ALARM_CAMERA_DESTROYED = 12;//Sprite to display, when alarm is destroyed.
const int I_ALARM_CAMERA_INFRA_RED_GOOGLES = 0;//This passive item renders all invisible camera sight ranges, ala infra-red googles in Metal Gear.
//Stealth-like focused alarm camera.
//An alarm camera, which, if stepped in it`s unobstructed field of view, plays alaem sound, changes all CT_ALARM_CAMERA_SHUTTER combos to next in table and drops enemies from ceiling.
//If spawned enemies are defeated, secrets open. Can be Killed with specific lweapon - hit center spot of FFC to destroy it
//
//Requires ghost.zh
//Place FFC the camera should start. Move it with FFC settings and changers.
//D0 - camera direction
//D1 - ID of spawned enemies
//D2 - number of spawned enemies
//D3 - add together: +1 - secrets unlocked, when spawned enemies are killed, or alarm trigger is destroyed., +2 - render laser-like camera sight hitbox without need to use Lens of Truth or I_ALARM_CAMERA_INFRA_RED_GOOGLES.
//D4 - Killer Lweapon ID
//D5 - Minimum damage of killer lweapon
//D6 - >0 - remove killer weapon on destruction
ffc script AlarmCamera{
void run(int dir, int enemy, int count, int flags, int lwID, int minLWDamage, int remove){
if (Screen->State[ST_SECRET]){
this->Vx=0;
this->Vy=0;
this->Ax=0;
this->Ay=0;
this->Data=0;
Quit();
}
bool spotted=false;
int spotx1 = CenterX(this)-1;
int spoty1 = CenterY(this)-1;
int spotx2 = CenterX(this)+1;
int spoty2 = CenterY(this)+1;
lweapon l;
while(!RectCollision(Link->X+7, Link->Y+7, Link->X+12, Link->Y+12, spotx1, spoty1, spotx2, spoty2)){
spotx1 = CenterX(this)-1;
spoty1 = CenterY(this)-1;
spotx2 = CenterX(this)+1;
spoty2 = CenterY(this)+1;
if (dir==DIR_UP){
while(!Screen->isSolid(CenterX(this),spoty1)) spoty1--;
}
if (dir==DIR_DOWN){
while(!Screen->isSolid(CenterX(this),spoty2)) spoty2++;
}
if (dir==DIR_LEFT){
while(!Screen->isSolid(spotx1,CenterY(this))) spotx1--;
}
if (dir==DIR_RIGHT){
while(!Screen->isSolid(spotx2,CenterY(this))) spotx2++;
}
if ((flags&2)>0 || UsingItem(I_LENS)|| Link->Item[I_ALARM_CAMERA_INFRA_RED_GOOGLES])Screen->Rectangle(1, spotx1, spoty1, spotx2, spoty2,1, 1, 0, 0, 0,true, OP_OPAQUE);
if (this->InitD[7]>0){
this->Data = FFCS_INVISIBLE_COMBO;
Quit();
}
if (lwID>0){
for (int i=1;i<=Screen->NumLWeapons();i++){
l = Screen->LoadLWeapon(i);
if (l->ID!=lwID)continue;
if (l->Damage<minLWDamage)continue;
if (!RectCollision(l->X+l->HitXOffset, l->Y+l->HitYOffset,l->X+l->HitXOffset+l->HitWidth-1, l->Y+l->HitYOffset+l->HitHeight-1,CenterX(this)-8,CenterY(this)-8,CenterX(this)+8,CenterY(this)+8)) continue;
Game->PlaySound(SFX_ALARM_CAMERA_DESTROYED);
if (remove>0)Remove(l);
l=Screen->CreateLWeapon(LW_SPARKLE);
l->X=CenterX(this)-8;
l->Y=CenterY(this)-8;
l->UseSprite(SPR_ALARM_CAMERA_DESTROYED);
l->CollDetection=false;
if ((flags&1)>0){
Game->PlaySound(SFX_SECRET);
Screen->TriggerSecrets();
Screen->State[ST_SECRET]=true;
}
this->Vx=0;
this->Vy=0;
this->Ax=0;
this->Ay=0;
this->Data=0;
Quit();
}
}
Waitframe();
}
for (int i=1;i<=32;i++){
ffc f = Screen->LoadFFC(i);
if (f->Script!=this->Script)continue;
if (f==this) continue;
f->InitD[7]=1;
}
Game->PlaySound(SFX_ALARM_CAMERA_TRIGGER);
this->Vx=0;
this->Vy=0;
this->CSet = CSET_ALARM_CAMERA_TRIGGER;
Waitframes(30);
for (int i=0;i<176;i++){
if (Screen->ComboT[i]==CT_ALARM_CAMERA_SHUTTER)Screen->ComboD[i]++;
}
for (int i=1;i<=count*16;i++){
if ((i%16)==0){
Game->PlaySound(SFX_FALL);
npc n= SpawnNPC(enemy);
n->Z=128;
}
Waitframe();
}
this->Data = FFCS_INVISIBLE_COMBO;
if ((flags&1)==0)Quit();
while(EnemiesAlive())Waitframe();
Game->PlaySound(SFX_SECRET);
Screen->TriggerSecrets();
Screen->State[ST_SECRET]=true;
}
}