openclonk/planet/BackToTheRocks.c4f/Hideout.c4s/Script.c

268 lines
7.9 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, 500);
goal->SetFlagBase(2, LandscapeWidth() - 120, 500);
// Rules
CreateObject(Rule_Restart);
CreateObject(Rule_ObjectFade)->DoFadeTime(5 * 36);
CreateObject(Rule_KillLogs);
// Doors and spinwheels.
var gate, wheel;
gate = CreateObject(StoneDoor, 366, 420, NO_OWNER);
gate->DoDamage(50); //Upper doors are easier to destroy
AddEffect("AutoControl", gate, 100, 3, gate, nil, 1);
//wheel = CreateObject(SpinWheel, 320, 460, NO_OWNER);
//wheel->SetStoneDoor(gate);
gate = CreateObject(StoneDoor, 346, 550, NO_OWNER);
AddEffect("AutoControl", gate, 100, 3, gate, nil, 1);
//wheel = CreateObject(SpinWheel, 280, 580, NO_OWNER);
//wheel->SetStoneDoor(gate);
gate = CreateObject(StoneDoor, 695, 539, NO_OWNER);
gate->DoDamage(80); //Middle dors even easier
wheel = CreateObject(SpinWheel, 660, 500, NO_OWNER);
wheel->SetStoneDoor(gate);
gate = CreateObject(StoneDoor, LandscapeWidth() - 364, 420, NO_OWNER);
gate->DoDamage(50); //Upper doors are easier to destroy
AddEffect("AutoControl", gate, 100, 3, gate, nil, 2);
//wheel = CreateObject(SpinWheel, LandscapeWidth() - 320, 460, NO_OWNER);
//wheel->SetStoneDoor(gate);
gate = CreateObject(StoneDoor, LandscapeWidth() - 344, 550, NO_OWNER);
AddEffect("AutoControl", gate, 100, 3, gate, nil, 2);
//wheel = CreateObject(SpinWheel, LandscapeWidth() - 280, 580, NO_OWNER);
//wheel->SetStoneDoor(gate);
gate = CreateObject(StoneDoor, LandscapeWidth() - 695, 539, NO_OWNER);
gate->DoDamage(80); //Middle dors even easier
wheel = CreateObject(SpinWheel, LandscapeWidth() - 660, 500, NO_OWNER);
wheel->SetStoneDoor(gate);
// Chests with weapons.
var chest;
chest = CreateObject(Chest, 110, 590, NO_OWNER);
AddEffect("FillBaseChest", chest, 100, 6 * 36,nil,nil,true);
chest = CreateObject(Chest, 25, 460, NO_OWNER);
AddEffect("FillBaseChest", chest, 100, 6 * 36,nil,nil,false);
chest = CreateObject(Chest, 730, 400, NO_OWNER);
AddEffect("FillOtherChest", chest, 100, 6 * 36);
chest = CreateObject(Chest, LandscapeWidth() - 110, 590, NO_OWNER);
AddEffect("FillBaseChest", chest, 100, 6 * 36,nil,nil,true);
chest = CreateObject(Chest, LandscapeWidth() - 25, 460, NO_OWNER);
AddEffect("FillBaseChest", chest, 100, 6 * 36,nil,nil,false);
chest = CreateObject(Chest, LandscapeWidth() - 730, 400, NO_OWNER);
AddEffect("FillOtherChest", chest, 100, 6 * 36);
chest = CreateObject(Chest, LandscapeWidth()/2, 0, NO_OWNER);
AddEffect("FillSpecialChest", chest, 100, 4 * 36);
/*
// No Cannons
// Cannons loaded with 12 shots.
var cannon;
cannon = CreateObject(Cannon, 429, 444, NO_OWNER);
cannon->SetDir(DIR_Right);
cannon->SetR(15);
cannon->CreateContents(PowderKeg);
cannon = CreateObject(Cannon, LandscapeWidth() - 429, 444, NO_OWNER);
cannon->SetDir(DIR_Left);
cannon->SetR(-15);
cannon->CreateContents(PowderKeg);
*/
// Brick edges, notice the symmetric landscape.
PlaceEdges();
return;
}
global func PlaceEdges()
{
var x=[565, 595, 675, 635, 385, 255, 275, 295, 105, 95, 45, 185, 155, 145, 395, 335, 265, 245, 225, 215, 105, 95, 75, 315, 625, 615, 605, 655, 665, 675, 555, 515, 685, 575, 555, 605];
var y=[415, 415, 495, 495, 385, 485, 475, 465, 365, 375, 465, 545, 575, 585, 445, 455, 575, 565, 555, 545, 495, 485, 475, 545, 485, 475, 465, 435, 425, 415, 555, 565, 545, 285, 425, 425];
for (var i = 0; i < GetLength(x); i++)
{
var edge=CreateObject(BrickEdge, x[i], y[i] + 5, NO_OWNER);
edge->Initialize();
edge->PermaEdge();
var edge=CreateObject(BrickEdge, LandscapeWidth()-x[i]+5, y[i] + 5, NO_OWNER);
edge->Initialize();
edge->PermaEdge();
}
return 1;
}
protected func InitializePlayer(int plr)
{
SetPlayerZoomByViewRange(plr, 600, nil, PLRZOOM_Direct);
return;
}
// Gamecall from CTF goal, on respawning.
protected func OnPlayerRelaunch(int plr)
{
var clonk = GetCrew(plr);
var relaunch = CreateObject(RelaunchContainer, clonk->GetX(), clonk->GetY(), clonk->GetOwner());
relaunch->StartRelaunch(clonk);
relaunch->SetRelaunchTime(8, true);
return;
}
func RelaunchWeaponList() { return [Bow, Shield, Sword, Javelin, Shovel, Firestone, Dynamite, Loam]; }
/*-- Chest filler effects --*/
global func FxFillBaseChestStart(object target, int num, int temporary, bool supply)
{
if (temporary)
return 1;
EffectVar(0, target, num)=supply;
if(EffectVar(0, target, num))
var w_list = [Firestone, Dynamite, Ropeladder, ShieldGem];
else
var 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, int num)
{
if(EffectVar(0, target, num))
{
var w_list = [Firestone, Dynamite, Shovel, Loam, Ropeladder, SlowGem, ShieldGem];
var maxcount = [2,2,1,2,1,2,1];
}
else
{
var w_list = [Sword, Javelin, Musket, ShieldGem, PyreGem];
var 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, int num, 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]);
var clr = RGB(0,255,0);
if (r == 1) clr = RGB(255,0,0);
if (r == 2) clr = RGB(255,128,0);
CastParticles("AnouncingFire",75,60,target->GetX(),target->GetY(),100,150,clr);
return 1;
}
global func CreateChestContents(id obj_id)
{
if (!this)
return;
var obj = CreateObject(obj_id);
if (obj_id == Bow)
obj->CreateContents(Arrow);
if (obj_id == Musket)
obj->CreateContents(LeadShot);
if (obj_id == GrappleBow)
AddEffect("NotTooLong",obj,100,36);
obj->Enter(this);
return;
}
protected func CaptureFlagCount() { return (4 + GetPlayerCount()) / 2; }
global func FxNotTooLongTimer(object target, int num)
{ if (!(target->Contained())) return 1;
if (target->Contained()->GetID() == Clonk) EffectVar(0, target, num)++;
if (EffectVar(0, target, num) > 40) return target->RemoveObject();
else if (EffectVar(0, target, num) > 35) target->Message("@<c ff%x%x>%d",(41-EffectVar(0, target, num))*50,(41-EffectVar(0, target, num))*50,41-EffectVar(0, target, num));
}
func OnClonkDeath(object clonk, int killed_by)
{
// create a magic healing gem on Clonk death
if(Hostile(clonk->GetOwner(), killed_by))
{
var gem=clonk->CreateObject(LifeGem, 0, 0, killed_by);
if(GetPlayerTeam(killed_by) == 1)
gem->SetGraphics("E");
}
return _inherited(clonk, killed_by);
}