openclonk/planet/Missions.ocf/TreasureHunt.ocs/Script.c

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/**
Treasure Hunt
Find the treasure and sell it
@authors Sven2
*/
static g_is_initialized; // set after first player join
static g_max_player_num; // max number of players that were ever joined
static g_plr_inventory; // array indexed by players: Array containing inventory of Clonk jsut before it died
func DoInit(int first_player)
{
CreateObject(Flagpole, 210,1185, first_player);
ClearFreeRect(530,1135, 50,2);
// Intro. Show message twice for longer duration.
Schedule(nil, Format("GameCall(%v, %d)", "DoIntroMessage", first_player), 50, 1);
Schedule(nil, Format("GameCall(%v, %d)", "DoIntroMessage", first_player), 100, 1);
return true;
}
func DoIntroMessage(int first_player)
{
var talker = GetCursor(first_player);
if (talker) DialogueSimple->MessageBoxAll("$MsgIntro1$", talker, false);
return true;
}
func InitializePlayer(int plr)
{
// Players only
if (GetPlayerType(plr)!=C4PT_User) return;
// Scenario init
if (!g_is_initialized) g_is_initialized = DoInit(plr);
// Harsh zoom range
for (var flag in [PLRZOOM_LimitMax, PLRZOOM_Direct])
SetPlayerZoomByViewRange(plr,400,250,flag);
SetPlayerViewLock(plr, true);
// Create per-player-counted tools
if (g_max_player_num < GetPlayerCount(C4PT_User))
{
++g_max_player_num;
for (var obj in FindObjects(Find_ID(Chest)))
if (obj.tool_spawn)
obj->CreateContents(obj.tool_spawn);
}
// Initial join
JoinPlayer(plr);
GetCrew(plr)->CreateContents(Shovel);
return true;
}
func RelaunchPlayer(int plr)
{
var clonk = CreateObject(Clonk, 200, 1175, plr);
clonk->MakeCrewMember(plr);
SetCursor(plr, clonk);
JoinPlayer(plr);
// Recover carried objects
// Do not recover pipes, because that would draw ugly lines across the landscape
if (g_plr_inventory && g_plr_inventory[plr])
{
for (var obj in g_plr_inventory[plr])
if (obj && obj->GetID() != Pipe) obj->Enter(clonk);
g_plr_inventory[plr] = nil;
}
return true;
}
func JoinPlayer(int plr)
{
// Place in village
var crew;
for(var index = 0; crew = GetCrew(plr, index); ++index)
{
var x = 190 + Random(20);
var y = 1175;
crew->SetPosition(x , y);
crew->SetDir(DIR_Right);
crew->DoEnergy(1000);
AddEffect("IntRememberInventory", crew, 1, 0);
}
return true;
}
global func FxIntRememberInventoryStop(object clonk, fx, int reason, bool temp)
{
if (!temp && reason == FX_Call_RemoveDeath)
{
var plr = clonk->GetOwner();
if (plr != NO_OWNER)
{
if (!g_plr_inventory) g_plr_inventory = [];
g_plr_inventory[plr] = [];
var i=0,obj;
while (obj=clonk->Contents(i)) g_plr_inventory[plr][i++] = obj;
}
}
return FX_OK;
}
/* Enemy encounter messages */
func EncounterCastle(object enemy, object player)
{
DialogueSimple->MessageBoxAll("$MsgEncounterCastle$", enemy);
return true;
}
func EncounterFinal(object enemy, object player)
{
DialogueSimple->MessageBoxAll("$MsgEncounterFinal$", enemy);
return true;
}
/* Events */
func OnTreasureCollected(object treasure)
{
DialogueSimple->MessageBoxAll("$MsgTreasureCollected$", treasure->Contained());
return true;
}
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static g_num_goldbars;
static const MAX_GOLD_BARS = 20;
func OnGoldBarCollected(object collecter)
{
++g_num_goldbars;
UpdateLeagueScores();
DialogueSimple->MessageBoxAll(Format("$MsgGoldBarCollected$", g_num_goldbars, MAX_GOLD_BARS), collecter);
return true;
}
func OnGameOver()
{
// Treasure was collected!
UpdateLeagueScores();
return true;
}
func UpdateLeagueScores()
{
// +50 for finishing and +5 for every gold bar
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var goal = FindObject(Find_ID(Goal_TreasureHunt));
var goal_finished = (goal && goal->IsFulfilled());
return SetLeagueProgressScore(g_num_goldbars, g_num_goldbars * 5 + goal_finished * 50);
}
func OnInvincibleDamage(object damaged_target)
{
// Closest Clonk remarks that the door is invincible
if (damaged_target && damaged_target->GetID() == StoneDoor)
{
var observer = damaged_target->FindObject(Find_ID(Clonk), Find_OCF(OCF_Alive), damaged_target->Sort_Distance());
if (observer)
{
DialogueSimple->MessageBoxAll("$MsgStoneDoorNoDamage$", observer);
}
}
return true;
}