openclonk/planet/Arena.ocf/Hideout.ocs/Script.c

281 lines
8.2 KiB
C

/*--
Hideout
Author: Maikel
A capture the flag scenario for two teams, both teams occupy a hideout and must steal the flag from
the opposing team. The hideout is protected by doors and various weapons are there to fight with.
--*/
protected func Initialize()
{
// Environment
PlaceGrass(185);
// Goal: Capture the flag, with bases in both hideouts.
var goal = CreateObject(Goal_CaptureTheFlag, 0, 0, NO_OWNER);
goal->SetFlagBase(1, 120, 506);
goal->SetFlagBase(2, LandscapeWidth() - 120, 506);
// Rules
var relaunch_rule = GetRelaunchRule();
relaunch_rule->SetAllowPlayerRestart(true);
relaunch_rule->SetRespawnDelay(8);
relaunch_rule->SetLastWeaponUse(false);
CreateObject(Rule_ObjectFade)->DoFadeTime(5 * 36);
CreateObject(Rule_KillLogs);
CreateObject(Rule_Gravestones);
var lwidth = LandscapeWidth();
// Doors and spinwheels.
var gate, wheel;
gate = CreateObjectAbove(StoneDoor, 364, 448, NO_OWNER);
DrawMaterialQuad("Tunnel-brickback", 360, 446, 360, 448, 368, 448, 368, 446);
gate->DoDamage(50); // Upper doors are easier to destroy
gate->SetAutoControl(1);
gate = CreateObjectAbove(StoneDoor, 340, 584, NO_OWNER);
DrawMaterialQuad("Tunnel-brickback", 336, 582, 336, 584, 344, 584, 344, 582);
gate->SetAutoControl(1);
gate = CreateObjectAbove(StoneDoor, 692, 544, NO_OWNER);
DrawMaterialQuad("Tunnel-brickback", 688, 542, 688, 544, 696, 544, 696, 542);
gate->DoDamage(80); // Middle doors even easier
wheel = CreateObjectAbove(SpinWheel, 660, 552, NO_OWNER);
wheel->SetSwitchTarget(gate);
gate = CreateObjectAbove(StoneDoor, lwidth - 364, 448, NO_OWNER);
DrawMaterialQuad("Tunnel-brickback", lwidth - 361, 446, lwidth - 361, 448, lwidth - 365, 448, lwidth - 365, 446);
gate->DoDamage(50); // Upper doors are easier to destroy
gate->SetAutoControl(2);
gate = CreateObjectAbove(StoneDoor, lwidth - 340, 584, NO_OWNER);
DrawMaterialQuad("Tunnel-brickback", lwidth - 337, 582, lwidth - 337, 584, lwidth - 345, 584, lwidth - 345, 582);
gate->SetAutoControl(2);
gate = CreateObjectAbove(StoneDoor, lwidth - 692, 544, NO_OWNER);
DrawMaterialQuad("Tunnel-brickback", lwidth - 689, 542, lwidth - 689, 544, lwidth - 697, 544, lwidth - 697, 542);
gate->DoDamage(80); // Middle doors even easier
wheel = CreateObjectAbove(SpinWheel, lwidth - 660, 552, NO_OWNER);
wheel->SetSwitchTarget(gate);
// Chests with weapons.
var chest;
chest = CreateObjectAbove(Chest, 110, 592, NO_OWNER);
chest->MakeInvincible();
AddEffect("FillBaseChest", chest, 100, 6 * 36,nil,nil,true);
chest = CreateObjectAbove(Chest, 25, 464, NO_OWNER);
chest->MakeInvincible();
AddEffect("FillBaseChest", chest, 100, 6 * 36,nil,nil,false);
chest = CreateObjectAbove(Chest, 730, 408, NO_OWNER);
chest->MakeInvincible();
AddEffect("FillOtherChest", chest, 100, 6 * 36);
chest = CreateObjectAbove(Chest, lwidth - 110, 592, NO_OWNER);
chest->MakeInvincible();
AddEffect("FillBaseChest", chest, 100, 6 * 36,nil,nil,true);
chest = CreateObjectAbove(Chest, lwidth - 25, 464, NO_OWNER);
chest->MakeInvincible();
AddEffect("FillBaseChest", chest, 100, 6 * 36,nil,nil,false);
chest = CreateObjectAbove(Chest, lwidth - 730, 408, NO_OWNER);
chest->MakeInvincible();
AddEffect("FillOtherChest", chest, 100, 6 * 36);
chest = CreateObjectAbove(Chest, lwidth/2, 512, NO_OWNER);
chest->MakeInvincible();
AddEffect("FillSpecialChest", chest, 100, 4 * 36);
/*
// No Cannons
// Cannons loaded with 12 shots.
var cannon;
cannon = CreateObjectAbove(Cannon, 429, 444, NO_OWNER);
cannon->SetDir(DIR_Right);
cannon->SetR(15);
cannon->CreateContents(PowderKeg);
cannon = CreateObjectAbove(Cannon, lwidth - 429, 444, NO_OWNER);
cannon->SetDir(DIR_Left);
cannon->SetR(-15);
cannon->CreateContents(PowderKeg);
*/
return;
}
protected func InitializePlayer(int plr)
{
SetPlayerZoomByViewRange(plr, 600, nil, PLRZOOM_Direct);
return;
}
// Game call from RelaunchContainer when a Clonk has left the respawn.
public func OnClonkLeftRelaunch(object clonk)
{
// Randomize the Clonk's position a bit.
var x = clonk->GetX();
var y = clonk->GetY();
clonk->SetPosition(x + RandomX(-20, 20), y + RandomX(-20, 10));
if (clonk->Stuck()) clonk->SetPosition(x, y);
// Some small spark-like particles that just fly around.
var sparks =
{
Prototype = Particles_Glimmer(),
Size = PV_Random(0, 1),
R = 200, G = 0, B = 200,
ForceX = PV_Random(-5, 5, 10),
ForceY = PV_Random(-5, 5, 10),
Attach = ATTACH_Front
};
if (GetPlayerTeam(clonk->GetOwner()) == 1)
{
sparks.R = 255;
sparks.B = 0;
}
clonk->CreateParticle("Flash", 0, 0, PV_Random(-20, 20), PV_Random(-20, 20), PV_Random(10, 400), sparks, 100);
// And a larger flash as if the Clonk had just been teleported there.
var flash =
{
Prototype = Particles_Flash(),
Size = 10,
Stretch = PV_Linear(40000, 0),
R = sparks.R, G = sparks.G, B = sparks.B
};
clonk->CreateParticle("StarSpark", 0, 0, 0, 0, 10, flash, 1);
}
func RelaunchWeaponList() { return [Bow, Shield, Sword, Javelin, Shovel, Firestone, Dynamite, Loam]; }
/*-- Chest filler effects --*/
global func FxFillBaseChestStart(object target, effect, int temporary, bool supply)
{
if (temporary)
return 1;
effect.supply_type=supply;
var w_list;
if(effect.supply_type)
w_list = [Firestone, Dynamite, Ropeladder, ShieldGem];
else
w_list = [Bow, Sword, Javelin, PyreGem];
for(var i=0; i<4; i++)
target->CreateChestContents(w_list[i]);
return 1;
}
global func FxFillBaseChestTimer(object target, effect)
{
var w_list, maxcount;
if(effect.supply_type)
{
w_list = [Firestone, Dynamite, Shovel, Loam, Ropeladder, SlowGem, ShieldGem];
maxcount = [2,2,1,2,1,2,1];
}
else
{
w_list = [Sword, Javelin, Blunderbuss, ShieldGem, PyreGem];
maxcount = [1,2,1,1,1];
}
var contents;
for(var i=0; i<target->GetLength(w_list); i++)
contents+=target->ContentsCount(w_list[i]);
if(contents > 5) return 1;
for(var i=0; i<2 ; i++)
{
var r = Random(GetLength(w_list));
if (target->ContentsCount(w_list[r]) < maxcount[r])
{
target->CreateChestContents(w_list[r]);
i=3;
}
}
return 1;
}
global func FxFillOtherChestStart(object target, effect, int temporary)
{
if (temporary)
return 1;
var w_list = [Shield, Sword, Javelin, Club, Firestone, Dynamite];
if (target->ContentsCount() < 5)
target->CreateChestContents(w_list[Random(GetLength(w_list))]);
return 1;
}
global func FxFillOtherChestTimer(object target)
{
var w_list = [Shield ,Sword, Club, Bow, Dynamite, Firestone, SlowGem, ShieldGem, PyreGem];
var maxcount = [2,1,1,1,2,2,1,2,2];
var contents;
for(var i=0; i<target->GetLength(w_list); i++)
contents+=target->ContentsCount(w_list[i]);
if(contents > 6) return 1;
for(var i=0; i<2 ; i++)
{
var r = Random(GetLength(w_list));
if (target->ContentsCount(w_list[r]) < maxcount[r])
{
target->CreateChestContents(w_list[r]);
i=3;
}
}
return 1;
}
global func FxFillSpecialChestTimer(object target)
{
if (Random(2)) return 1;
var w_list = [PyreGem, ShieldGem, SlowGem];
var r=Random(3);
if (target->ContentsCount() < 4)
target->CreateChestContents(w_list[r]);
var w_list = [GrappleBow, DynamiteBox, Boompack];
var r=Random(3);
for(var i=0; i < GetLength(w_list); i++)
if (FindObject(Find_ID(w_list[i]))) return 1;
target->CreateChestContents(w_list[r]);
return 1;
}
global func CreateChestContents(id obj_id)
{
if (!this)
return;
var obj = CreateObjectAbove(obj_id);
if (obj_id == Bow)
obj->CreateContents(Arrow);
if (obj_id == Blunderbuss)
obj->CreateContents(LeadBullet);
if (obj_id == GrappleBow)
AddEffect("NotTooLong",obj,100,36);
obj->Enter(this);
return;
}
protected func CaptureFlagCount() { return 2;} //4 + GetPlayerCount()) / 2; }
global func FxNotTooLongTimer(object target, effect)
{ if (!(target->Contained())) return 1;
if (target->Contained()->GetID() == Clonk) effect.inClonk_time++;
if (effect.inClonk_time > 40) return target->RemoveObject();
else if (effect.inClonk_time > 35) target->Message("@<c ff%x%x>%d",(41-effect.inClonk_time)*50,(41-effect.inClonk_time)*50,41-effect.inClonk_time);
}
func OnClonkDeath(object clonk, int killed_by)
{
// create a magic healing gem on Clonk death
if(Hostile(clonk->GetOwner(), killed_by))
{
var gem=clonk->CreateObjectAbove(LifeGem, 0, 0, killed_by);
if(GetPlayerTeam(killed_by) == 1)
gem->SetGraphics("E");
}
return _inherited(clonk, killed_by);
}