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

202 lines
6.3 KiB
C

/*--
Molten Monarch
Author: Mimmo_O
A king of the hill in a lava cave.
--*/
protected func Initialize()
{
// Goal.
var goal = CreateObject(Goal_KingOfTheHill, 555, 250, NO_OWNER);
goal->SetRadius(80);
goal->SetPointLimit(12);
AddEffect("BlessTheKing",goal,100,1,nil);
// Objects fade after 7 seconds.
CreateObject(Rule_ObjectFade)->DoFadeTime(7 * 36);
CreateObject(Rule_KillLogs);
//make lava collapse
CreateObject(Firestone,625,480);
// Chests with weapons.
CreateObject(Chest, 320, 60, NO_OWNER);
CreateObject(Chest, 730, 100, NO_OWNER);
CreateObject(Chest, 665, 300, NO_OWNER);
CreateObject(Chest, 310, 400, NO_OWNER);
CreateObject(Chest, 48, 250, NO_OWNER);
AddEffect("IntFillChests", nil, 100, 5 * 36, this);
CreateObject(MovingBrick,590,170)->Room(0,300,0,0,8);
var brck=CreateObject(MovingBrick,540,180);
brck->Room(0,300,3,0,8);
brck->SetPosition(540,215);
var brck=CreateObject(MovingBrick,80,0);
brck->Room(0,LandscapeHeight()+60,4,0,6);
AddEffect("LavaBrickReset",brck,100,10,nil);
var brck=CreateObject(MovingBrick,80,0);
brck->Room(0,LandscapeHeight()+60,4,0,6);
AddEffect("LavaBrickReset",brck,100,10,nil);
brck->SetPosition(80,LandscapeHeight()/3 *2);
brck->SetYDir(-15);
var brck=CreateObject(MovingBrick,80,0);
brck->Room(0,LandscapeHeight()+60,4,0,6);
AddEffect("LavaBrickReset",brck,100,10,nil);
brck->SetPosition(80,LandscapeHeight()/3);
brck->SetYDir(-15);
PlaceEdges();
AddEffect("DeathByFire",nil,100,2,nil);
AddEffect("RemoveCorpses",nil,100,2,nil);
return;
}
global func FxRemoveCorpsesTimer()
{
//uber effect abuse
for(var dead in FindObjects(Find_ID(Clonk),Find_Not(Find_OCF(OCF_Alive))))
{
CastParticles("MagicFire",100,50,dead->GetX(),dead->GetY(),50+Random(30));
CastParticles("MagicFire",50,30,dead->GetX(),dead->GetY(),70+Random(60));
dead->RemoveObject();
}
for(var burning in FindObjects(Find_ID(Clonk),Find_OCF(OCF_OnFire)))
{
burning->DoEnergy(-3); //lava hurts a lot
}
}
global func FxBlessTheKingTimer(object target, int num, int timer)
{
if(!FindObject(Find_ID(KingOfTheHill_Location))) return 1;
if(FindObject(Find_ID(KingOfTheHill_Location))->GetKing() == nil) return 1;
var king=FindObject(Find_ID(KingOfTheHill_Location))->GetKing();
//if(king->GetOCF() & OCF_OnFire) king->Extinguish();
if(king->Contents(0)) king->Contents(0)->~MakeKingSize();
if(king->Contents(1)) king->Contents(1)->~MakeKingSize();
for(var i=0; i<25; i++)
CreateParticle("MagicFire",king->GetX()+RandomX(-3,3),king->GetY()+RandomX(-11,8),RandomX(-6,6),RandomX(-10,3),Random(30),RGBa(255,255-Random(50),255-Random(160),20+Random(160)));
for(; i<45; i++)
CreateParticle("MagicFire2",king->GetX()+RandomX(-4,4),king->GetY()+RandomX(-7,8),RandomX(-6,6),RandomX(-10,3),30+Random(30),RGBa(255,255-Random(100),255-Random(100),10+Random(20)));
return 1;
}
global func FxDeathByFireTimer(object target, int noum, int timer)
{
for(var obj in FindObjects(Find_InRect(55,0,50,50,70),Find_OCF(OCF_Alive)))
obj->~Kill();
for(var obj in FindObjects(Find_InRect(55,0,50,50,30),Find_OCF(OCF_Alive),Find_Not(Find_ID(MovingBrick))))
obj->RemoveObject();
for(var i=0; i<20; i++)
{
CreateParticle("MagicFire",50+Random(60),Random(60),RandomX(-3,3),RandomX(-1,10)+ Random(3)*10,150+Random(50),HSLa(-30+Random(60),200+Random(50),255,128+Random(100)));
CreateParticle("MagicFire",50+Random(60),Random(30),RandomX(-3,3),Random(60),150+Random(50),HSLa(-30+Random(60),200+Random(50),255,128+Random(100)));
}
}
global func FxLavaBrickResetTimer(object target, int noum, int timer)
{
if(target->GetY() < 10)
{
target->SetPosition(target->GetX(),LandscapeHeight()-10);
target->SetYDir(-15);
}
}
global func PlaceEdges()
{
var x=[675, 635, 375, 365, 305, 265, 265, 695, 375, 695, 485, 695, 645, 725, 715, 705, 645, 465, 345, 365, 395, 395, 375, 375, 385, 385, 365, 365, 355, 355, 415, 415, 105, 105, 105, 105, 195, 195, 185, 205, 195, 235, 245, 225, 215, 265, 255, 175, 185, 265, 275, 225, 235, 255, 245, 205, 215, 195];
var y=[195, 185, 415, 415, 255, 315, 385, 465, 455, 185, 205, 345, 345, 445, 455, 425, 425, 395, 445, 405, 215, 205, 235, 225, 215, 225, 245, 235, 245, 255, 405, 395, 375, 325, 135, 185, 325, 375, 125, 105, 115, 75, 65, 85, 95, 45, 55, 135, 175, 95, 85, 135, 125, 105, 115, 155, 145, 165];
var d=[3, 3, 2, 3, 3, 2, 0, 1, 0, 0, 2, 2, 3, 1, 1, 2, 3, 2, 0, 1, 2, 1, 2, 1, 1, 2, 2, 1, 1, 2, 2, 1, 1, 3, 3, 1, 2, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1];
for (var i = 0; i < GetLength(x); i++)
{
var edge=CreateObject(BrickEdge, x[i], y[i] + 5, NO_OWNER);
edge->Initialize();
edge->SetP(d[i]);
edge->SetPosition(x[i],y[i]);
edge->PermaEdge();
}
return 1;
}
// Refill/fill chests.
global func FxIntFillChestsStart(object target, int num, int temporary)
{
if(temporary) return 1;
var chests = FindObjects(Find_ID(Chest));
var w_list = [Bow, Musket, Shield, Sword, Club, Javelin, Bow, Musket, Shield, Sword, Club, Javelin, DynamiteBox];
for(var chest in chests)
for(var i=0; i<4; ++i)
chest->CreateChestContents(w_list[Random(GetLength(w_list))]);
return 1;
}
global func FxIntFillChestsTimer()
{
SetTemperature(100);
var chests = FindObjects(Find_ID(Chest));
var w_list = [Dynamite, Rock, Dynamite, Firestone, Firestone, Bow, Musket, Sword, Javelin];
for(var chest in chests)
if (chest->ContentsCount() < 5 )
chest->CreateChestContents(w_list[Random(GetLength(w_list))]);
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);
obj->Enter(this);
return;
}
protected func InitializePlayer(int plr)
{
return JoinPlayer(plr);
}
// GameCall from RelaunchContainer.
protected func RelaunchPlayer(int plr)
{
var clonk = CreateObject(Clonk, 0, 0, plr);
clonk->MakeCrewMember(plr);
SetCursor(plr, clonk);
JoinPlayer(plr);
return;
}
protected func JoinPlayer(int plr)
{
var clonk = GetCrew(plr);
clonk->DoEnergy(100000);
var position = [[420,150],[300,370],[130,160],[140,350],[700,150],[670,300],[750,410],[440,350],[40,240]];
var r=Random(GetLength(position));
var x = position[r][0], y = position[r][1];
var relaunch = CreateObject(RelaunchContainer, x, y, clonk->GetOwner());
relaunch->StartRelaunch(clonk);
return;
}
func RelaunchWeaponList() { return [Bow, Shield, Sword, Javelin, Musket, Club]; }