forked from Mirrors/openclonk
247 lines
6.6 KiB
C
247 lines
6.6 KiB
C
/* Hot ice */
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func InitializeRound() // called by Goal_MultiRoundMelee
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{
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g_player_spawn_index = 0;
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if (GetType(g_player_spawn_positions) == C4V_Array)
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ShuffleArray(g_player_spawn_positions);
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// Materials: Chests
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var i,pos;
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var ls_wdt = LandscapeWidth(), ls_hgt = LandscapeHeight();
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var chest_area_y = ls_hgt*[0,30][SCENPAR_MapType]/100;
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var chest_area_hgt = ls_hgt/2;
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// Chests in regular mode. Boom packs in grenade launcher mode.
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var num_extras = [6,12][SCENPAR_Weapons];
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for (i=0; i<num_extras; ++i)
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{
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var pos = FindLocation(Loc_InRect(0,chest_area_y,ls_wdt,chest_area_hgt-100), Loc_Wall(CNAT_Bottom)); // Loc_Wall adds us 100 pixels...
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if (pos)
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{
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if (SCENPAR_Weapons == 0)
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{
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var chest = CreateObjectAbove(Chest,pos.x,pos.y);
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if (chest)
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{
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chest->CreateContents(Firestone,5);
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chest->CreateContents(Bread,1);
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chest->CreateContents(Bow,1);
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chest->CreateContents(FireArrow,1)->SetStackCount(5);
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chest->CreateContents(BombArrow,1)->SetStackCount(5);
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chest->CreateContents(Shield,1);
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chest->CreateContents(IronBomb,3);
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}
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}
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else
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{
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var boompack = CreateObjectAbove(Boompack,pos.x,pos.y);
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}
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}
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}
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// Materials: Firestones
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for (i=0; i<30; ++i)
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{
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var pos = FindLocation(Loc_InRect(0,chest_area_y,ls_wdt,chest_area_hgt), Loc_Solid());
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if (pos)
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if (IsFirestoneSpot(pos.x,pos.y))
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CreateObjectAbove(Firestone,pos.x,pos.y-1);
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}
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// Some firestones and bombs in lower half. For ap type 1, more firestones in lower than upper half.
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for (i=0; i<30; ++i)
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{
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var pos = FindLocation(Loc_InRect(0,ls_hgt/2,ls_wdt,ls_hgt/3), Loc_Solid());
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if (pos)
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if (IsFirestoneSpot(pos.x,pos.y))
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CreateObjectAbove([Firestone,IronBomb][Random(Random(3))],pos.x,pos.y-1);
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}
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SetSky(g_theme.Sky);
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g_theme->InitializeRound();
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g_theme->InitializeMusic();
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}
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static g_player_spawn_positions, g_map_width, g_player_spawn_index;
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func InitPlayerRound(int plr, object crew) // called by Goal_MultiRoundMelee
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{
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// everything visible
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SetFoW(false, plr);
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// Player positioning.
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var ls_wdt = LandscapeWidth(), ls_hgt = LandscapeHeight();
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var start_pos;
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// Position by map type?
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if (SCENPAR_SpawnType == 0)
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{
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if (g_player_spawn_positions && g_player_spawn_index < GetLength(g_player_spawn_positions))
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{
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start_pos = g_player_spawn_positions[g_player_spawn_index++];
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var map_zoom = ls_wdt / g_map_width;
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start_pos = {x=start_pos[0]*map_zoom+map_zoom/2, y=start_pos[1]*map_zoom};
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}
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else
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{
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// Start positions not defined or exhausted: Spawn in lower area for both maps becuase starting high is an an advantage.
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start_pos = FindLocation(Loc_InRect(ls_wdt/5,ls_hgt/2,ls_wdt*3/5,ls_hgt/3), Loc_Wall(CNAT_Bottom), Loc_Func(Scenario.IsStartSpot));
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if (!start_pos) start_pos = FindLocation(Loc_InRect(ls_wdt/10,0,ls_wdt*8/10,ls_hgt*4/5), Loc_Wall(CNAT_Bottom), Loc_Func(Scenario.IsStartSpot));
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if (!start_pos) start_pos = {x=Random(ls_wdt*6/10)+ls_wdt*2/10, y=ls_hgt*58/100};
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}
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crew->SetPosition(start_pos.x, start_pos.y-10);
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}
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else // Balloon spawn
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{
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var spawn_x = ls_wdt/3, spawn_y = 10;
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spawn_x += Random(spawn_x);
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var balloon = CreateObject(BalloonDeployed, spawn_x, spawn_y - 16, plr);
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crew->SetPosition(spawn_x, spawn_y);
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balloon->SetRider(crew);
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crew->SetAction("Ride", balloon);
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balloon->SetSpeed(0,0);
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crew->SetSpeed(0,0);
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balloon->CreateEffect(IntNoGravity, 1, 1);
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}
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// initial material
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if (SCENPAR_Weapons == 0)
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{
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crew->CreateContents(Shovel);
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crew->CreateContents(Club);
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crew->CreateContents(WindBag);
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crew->CreateContents(Firestone,2);
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}
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else
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{
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// Grenade launcher mode
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crew.MaxContentsCount = 2;
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crew->CreateContents(WindBag);
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var launcher = crew->CreateContents(GrenadeLauncher);
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if (launcher)
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{
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var ammo = launcher->CreateContents(IronBomb);
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launcher->AddTimer(Scenario.ReplenishLauncherAmmo, 10);
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// Start reloading the launcher during the countdown.
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if (!Goal_MultiRoundMelee->IsHandicapped(plr))
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{
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crew->SetHandItemPos(0, crew->GetItemPos(launcher));
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// This doesn't play the animation properly - simulate a click instead.
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/* crew->StartLoad(launcher); */
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crew->StartUseControl(CON_Use, 0, 0, launcher);
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crew->StopUseControl(0, 0, launcher);
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}
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}
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}
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crew.MaxEnergy = 100000;
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crew->DoEnergy(1000);
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}
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func StartRound() // called by Goal_MultiRoundMelee
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{
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for (var clonk in FindObjects(Find_OCF(OCF_CrewMember)))
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if (SCENPAR_SpawnType == 1 && clonk->GetActionTarget())
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RemoveEffect("IntNoGravity", clonk->GetActionTarget());
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}
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local IntNoGravity = new Effect {
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Timer = func() {
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Target->SetSpeed(0,0);
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}
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};
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/* Called periodically in grenade launcher */
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func ReplenishLauncherAmmo()
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{
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if (!ContentsCount()) CreateContents(IronBomb);
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return true;
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}
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// Horizontal Loc_Space doesn't work with Loc_Wall because it checks inside the ground.
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func IsStartSpot(int x, int y)
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{
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// Don't spawn just at the border of an island.
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if (!GBackSolid(x-3,y+2)) return false;
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if (!GBackSolid(x+3,y+2)) return false;
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// Spawn with some space.
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return PathFree(x-5, y, x+5, y) && PathFree(x, y-21, x, y-1);
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}
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func IsFirestoneSpot(int x, int y)
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{
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// Very thorough ice surrounding check so they don't explode right away or when the first layer of ice melts
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return GBackSolid(x,y-1) && GBackSolid(x,y+4) && GBackSolid(x-2,y) && GBackSolid(x+2,y);
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}
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// ============= Themes =============
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static const DefaultTheme = new Global
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{
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InitializeRound = func() { },
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LavaMat = "^DuroLava",
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IceMats = ["^Ice-ice", "^Ice-ice2"],
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AltMatRatio = 50,
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BackgroundMat = nil,
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Sky = "Default",
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PlayList = nil,
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InitializeMusic = func()
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{
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// No special play list => music by Ambience
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if (this.PlayList == nil)
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InitializeAmbience();
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else
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{
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// Remove Ambience to avoid interference.
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RemoveAll(Find_ID(Ambience));
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SetPlayList(this.PlayList, NO_OWNER, true);
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SetGlobalSoundModifier(nil);
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}
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}
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};
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static const HotIce = new DefaultTheme
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{
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InitializeRound = func()
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{
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Stalactite->Place(10 + Random(3));
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}
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};
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static const EciToh = new DefaultTheme
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{
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LavaMat = "DuroLava",
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IceMats = ["Coal", "Rock-rock"],
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AltMatRatio = 8,
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BackgroundMat = "Tunnel",
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InitializeRound = func()
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{
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Stalactite->Place(10 + Random(3));
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}
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};
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static const MiamiIce = new DefaultTheme
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{
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IceMats = ["^BlackIce-black", "^BlackIce-black"],
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Sky = "SkyMiami",
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PlayList =
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{
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PlayList = "beach",
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MusicBreakChance = 0,
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},
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InitializeRound = func()
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{
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// Colors
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Scenario->CreateEffect(MiamiObjects, 1, 1);
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Tree_Coconut->Place(RandomX(7, 13));
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},
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MiamiObjects = new Effect {
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Timer = func(int time)
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{
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for (var o in FindObjects(Find_NoContainer()))
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{
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if (o->GetID() == Tree_Coconut)
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continue;
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o->SetClrModulation(HSL(time, 255, 100));
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}
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},
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}
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};
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