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Indiana Jones
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PREVIEW.GOB
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cog_pru_adjoinsettingsoff.cog
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Text File
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1999-11-15
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7KB
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235 lines
# Jones 3D Cog Script
#
# PRU_adjoinSettings.cog Permanently turns on and off adjoins as Indy passes by.
#
# [GGJ]
#
# (C) 1998 LucasArts Entertainment Company LLC. All Rights Reserved
#
# ========================================================================================
symbols
message crossed
message entered
message startup
message user0 #from PRU_rollingboulder.cog
#These sectors are turned off at level start:
sector sector0 #chunk of river around 1st corner
sector sector1 #chunk of river around 1st corner
sector sector2 #chunk of river around 1st corner
sector sector3 #chunk of river around 1st corner
sector sector4 #lagoon
sector sector5 #tunnel revealed by torch lighting
sector sector6 #top of stairpit
sector sector7 #connection from new idol to new boulder roll
sector sector8 #river to lagoon
sector sector9 #river to lagoon
sector sector10 #river to lagoon
sector sector11 #cavern
sector sector12 #tomb tunnel maze
sector sector13 #jungle Indy came through in movie
sector sector14 #jungle Indy came through in movie
sector sector15 #jungle Indy came through in movie
sector sector16 #jungle Indy came through in movie
sector sector17 #jungle Indy came through in movie
sector sector18 #whipclimb area at very end of level
sector sector19 #valley at level start
sector sector20 #water at level start
sector sector21 #lower leg of river, replaces surface "leftRiverSecret"
#They get turned on when Indy passes these adjoins:
surface inraft0 linkID=0 #starting down the river
surface riverEnd linkID=1 #near end of river
surface hiddentunnel linkID=2 #tunnel under lagoon
surface stairpitbottom linkID=3 #entering the stairpit
surface stairpittop linkID=4 #leaving the stairpit
surface leftriversecret linkID=10 #just past river secret
surface whipRubbleLedge linkID=12 #standing where you can whip the rubble
surface cavernPath linkID=13 #tunnel to snake cavern, under 3rd trapdoor
surface tombTopBack linkID=14 #back into tomb from column
surface TombTunnelMazeF linkID=14 #Forward into the maze
surface boulderSlide0 linkID=16 #sliding down with boulder chasing
surface levelEnd linkID=17 #end of level (turned OFF first)
surface fallsClimbUp linkID=19 #climbing back towards the river secret
#And turned off again permanently when Indy passes these adjoins:
surface lastSharpLeft linkID=5 #last left turn in river
surface underwaterfall linkID=6 #waterfall into underwater maze
surface bottomlesspit linkID=7 #entrance to bottomless pit area
surface newidol linkID=8 #into the new idol room
surface boulderslide linkID=9 #down the slide
surface hiddentunnel2 linkID=11 #tunnel under lagoon, again
surface tombTopForward linkID=15 #foward from tomb to column
surface TombTunnelMazeB linkID=15 #back out of the tomb tunnel maze
surface riverSecretEnter linkID=18 #entering slow water @ river secret (turned back ON later)
surface fallsClimbDown linkID=20 #dropping back towards the lagoon
surface sec21Surf
cog waterSounds
end
# ========================================================================================
code
startup:
SectorAdjoins(sector0, 0);
SectorAdjoins(sector1, 0);
SectorAdjoins(sector2, 0);
SectorAdjoins(sector3, 0);
SectorAdjoins(sector4, 0);
SectorAdjoins(sector5, 0);
SectorAdjoins(sector6, 0);
SectorAdjoins(sector7, 0);
SectorAdjoins(sector8, 0);
SectorAdjoins(sector9, 0);
SectorAdjoins(sector10, 0);
SectorAdjoins(sector11, 0);
SectorAdjoins(sector12, 0);
SectorAdjoins(sector13, 0);
SectorAdjoins(sector14, 0);
SectorAdjoins(sector15, 0);
SectorAdjoins(sector16, 0);
SectorAdjoins(sector17, 0);
SectorAdjoins(sector18, 0);
return;
crossed:
if (GetSourceRef() != GetLocalPlayerThing()) return;
#turning on
if ((GetSenderID() == 0) || (GetSenderID() == 19))
{
SectorAdjoins(sector0, 1);
SectorAdjoins(sector1, 1);
SectorAdjoins(sector2, 1);
SectorAdjoins(sector3, 1);
}
if (GetSenderID() == 1)
{
SectorAdjoins(sector13, 1);
SectorAdjoins(sector14, 1);
SectorAdjoins(sector15, 1);
SectorAdjoins(sector16, 1);
SectorAdjoins(sector17, 1);
}
if (GetSenderID() == 5)
{
SectorAdjoins(sector4, 1);
}
if (GetSenderID() == 2)
{
SectorAdjoins(sector5, 1);
}
if (GetSenderID() == 3)
{
SectorAdjoins(sector6, 1);
}
if (GetSenderID() == 4)
{
SectorAdjoins(sector7, 1);
}
if (GetSenderID() == 10)
{
PRINT("turning on troublesome adjoin");
SectorAdjoins(sector8, 1);
SectorAdjoins(sector9, 1);
SectorAdjoins(sector10, 1);
}
if (GetSenderID() == 12)
{
SectorAdjoins(sector11, 1);
}
if (GetSenderID() == 13)
{
SectorAdjoins(sector11, 1);
}
if (GetSenderID() == 14)
{
SectorAdjoins(sector12, 1);
}
if (GetSenderID() == 16)
{
SectorAdjoins(sector18, 1);
}
if (GetSenderID() == 17)
{
SectorAdjoins(sector19, 1);
SectorAdjoins(sector20, 1);
}
#turning back off again
if ((GetSenderID() == 5) || (GetSenderID() == 20))
{
SectorAdjoins(sector0, 0);
SectorAdjoins(sector1, 0);
SectorAdjoins(sector2, 0);
SectorAdjoins(sector3, 0);
}
if (GetSenderID() == 6)
{
SectorAdjoins(sector4, 0);
}
if (GetSenderID() == 7)
{
SectorAdjoins(sector5, 0);
SendMessage(waterSounds, user4);
}
if (GetSenderID() == 8)
{
SectorAdjoins(sector6, 0);
}
if (GetSenderID() == 9)
{
SectorAdjoins(sector7, 0);
}
if (GetSenderID() == 11)
{
PRINT("turning OFF troublesome adjoin");
SectorAdjoins(sector8, 0);
SectorAdjoins(sector9, 0);
SectorAdjoins(sector10, 0);
SendMessage(waterSounds, user0);
SendMessage(waterSounds, user1);
SendMessage(waterSounds, user2);
SendMessage(waterSounds, user3);
}
if (GetSenderID() == 15)
{
SectorAdjoins(sector12, 0);
}
if (GetSenderID() == 18)
{
SectorAdjoins(sector19, 0);
SectorAdjoins(sector20, 0);
}
return;
user0:
SectorAdjoins(sector19, 1);
SectorAdjoins(sector20, 1);
return;
entered:
if (GetSenderRef() == sector21)
{
PRINT("turning on troublesome adjoin");
SectorAdjoins(sector8, 1);
SectorAdjoins(sector9, 1);
SectorAdjoins(sector10, 1);
}
if (GetSenderRef() == sec21Surf)
{
PRINT("turning on troublesome adjoin");
SectorAdjoins(sector8, 1);
SectorAdjoins(sector9, 1);
SectorAdjoins(sector10, 1);
}
return;
end