openclonk/planet/Parkour.ocf/Boomshire.ocs/Script.c

278 lines
7.6 KiB
C

/* Boomshire */
private func Initialize()
{
// Create dynamite below the first lava basin
DrawMaterialQuad("Tunnel",1378,1327-5,1860,1327-5,1860,1330,1387,1330,1);
//Sound("Environment::BirdsLoop",true,100,nil,+1);
Cloud->Place(40);
PlaceObjects(Rock,50,"Earth");
PlaceObjects(Loam,25,"Earth");
PlaceObjects(Nugget,25,"Earth");
AddEffect("PlaneReset",CreateObjectAbove(Airplane,3030,315,0),100,10,nil,nil);
AddEffect("PlaneReset",CreateObjectAbove(Airplane,3160,315,1),100,10,nil,nil);
Doors();
var concierge = CreateObjectAbove(Clonk, 70, 1030, NO_OWNER);
concierge->SetDir(DIR_Left);
concierge->SetAlternativeSkin("Mime");
concierge->SetObjectLayer(concierge);
concierge->SetName("$NameConcierge$");
concierge->SetDialogue("Concierge");
concierge->Sound("Circus", false, nil, nil, +1, 100);
Dialogue->FindByTarget(concierge)->AddAttention();
var cannons = FindObjects(Find_ID(Cannon));
for (var cannon in cannons)
{
cannon->TurnCannon(0);
cannon->SetCannonAngle(45000);
cannon.Touchable = false;
}
// Various tunnels for dynamite to fall through
DrawMaterialQuad("Tunnel-brickback",339,687,350,687,350,761,339,761);
DrawMaterialQuad("Tunnel-brickback",1889,866,1955,866,1955,882,1889,882);
DrawMaterialQuad("Tunnel-brickback",1920,874,1955,874,1930,1000,1920,1000);
DrawMaterialQuad("Tunnel-brickback",1920,1000,1930,1000,1970,1100,1960,1100);
DrawMaterialQuad("Tunnel-brickback",1960,1100,1970,1100,1930,1201,1919,1201);
DrawMaterialQuad("Tunnel-brickback",2549,907,2590,907,2590,920,2549,920);
DrawMaterialQuad("Tunnel-brickback",2549,920,2560,920,2560,1000,2550,1000);
DrawMaterialQuad("Tunnel-brickback",2550,1000,2560,1000,2720,1160,2710,1160);
DrawMaterialQuad("Tunnel-brickback",2710,1160,2720,1160,2710,1190,2700,1190);
DrawMaterialQuad("Tunnel-brickback",2680,1185,2750,1185,2750,1195,2680,1195);
DrawMaterialQuad("Tunnel-brickback",2737,1195,2750,1190,2775,1255,2765,1255);
AddEffect("DynamiteEruption",nil,100,130);
}
private func InitializePlayer(int plr)
{
SetPlayerTeam(plr, 1);
}
// Gamecall from Race-goal, on respawning.
public func OnPlayerRespawn(int iPlr, object cp)
{
var clonk = GetCrew(iPlr);
clonk->CreateContents(WindBag);
}
global func FxDynamiteEruptionTimer(object nobject, effect, int timer)
{
if(Random(5))
{
var dyn=CreateObjectAbove(Firestone,2460+Random(20),670);
dyn->SetYDir(-80);
dyn->SetXDir(RandomX(-1,1));
dyn->SetRDir(RandomX(-30,30));
}
else
{
var dyn=CreateObjectAbove(Dynamite,2460+Random(20),670);
dyn->SetYDir(-80);
dyn->SetXDir(RandomX(-1,1));
dyn->SetRDir(RandomX(-30,30));
dyn->Fuse();
}
}
global func FxAutoOpenTimer(object pTarget, effect, int timer)
{
if (!effect.fired)
{
if (FindObject(Find_ID(Airplane),Find_InRect(2710,310,130,40)))
{
effect.fired = true;
var cannons = FindObjects(Find_ID(Cannon));
for (var cannon in cannons)
{
cannon->CreateContents(Boompack);
cannon->DoFire(cannon->Contents(), nil, -45000);
}
}
}
if(FindObject(Find_ID(Airplane),Find_InRect(0,0,2000,500)))
{
pTarget->OpenDoor();
return FX_Execute_Kill;
}
else return FX_OK;
}
global func FxSparklingAttentionStart(object target, effect fx, temp)
{
if (temp) return;
fx.particles =
{
Size = PV_Linear(2, 0),
Alpha = PV_KeyFrames(0, 0, 0, 300, 255, 1000, 0),
Rotation = PV_Random(0, 360),
R = 255, G = 200, B = 50,
Stretch = PV_Random(10000, 15000),
BlitMode = GFX_BLIT_Additive
};
}
global func FxSparklingAttentionTimer(object target, effect fx, int timer)
{
// Sparkle quickly every now-and-then.
var sparkle_cycle = timer % 100;
if (sparkle_cycle < 30)
{
fx.Interval = 1;
if (Random(2)) return FX_OK;
}
else
{
fx.Interval = 100;
return FX_OK;
}
var x = RandomX(-10, 10);
var y = RandomX(-10, 10);
target->CreateParticle("StarSpark", x, y, 0, 0, PV_Random(1, 7), fx.particles, 10);
return FX_OK;
}
global func FxPlaneResetTimer(object target, effect, int time)
{
if(target->GetX() > 3000 || target->Contents())
{
effect.count=0;
return FX_OK;
}
else
effect.count++;
if(effect.count<4) return FX_OK;
var particles =
{
Prototype = Particles_Air(),
Size = PV_Linear(4, 0)
};
DrawParticleLine("Air", target->GetX()+3, target->GetY(), 3030, 315, 1, PV_Random(-2, 2), PV_Random(-2, 2), PV_Random(10, 30), particles);
target->SetPosition(3030,315);
target->SetR(-90);
target->SetDir(0);
}
private func Doors()
{
var door=CreateObjectAbove(StoneDoor, 135, 60, NO_OWNER);
door->CloseDoor();
AddEffect("AutoOpen",door,1,15);
var gate = CreateObjectAbove(StoneDoor, 865, 1195, NO_OWNER);
var wheel = CreateObjectAbove(SpinWheel, 1045, 1165, NO_OWNER);
wheel->SetStoneDoor(gate);
gate->CloseDoor();
AddEffect("SparklingAttention",wheel,100,100);
var gate = CreateObjectAbove(StoneDoor, 1155, 1026, NO_OWNER);
var wheel = CreateObjectAbove(SpinWheel, 1906, 778, NO_OWNER);
wheel->SetArrowWheel();
var straw = CreateObjectAbove(DoorTarget,1850,820,NO_OWNER);
straw->SetGate(gate);
straw->SetAction("Float");
gate->CloseDoor();
AddEffect("SparklingAttention",wheel,100,100);
var gate = CreateObjectAbove(StoneDoor, 1875, 761, NO_OWNER);
var wheel = CreateObjectAbove(SpinWheel, 1752, 1148, NO_OWNER);
wheel->SetStoneDoor(gate);
gate->CloseDoor();
AddEffect("SparklingAttention",wheel,100,100);
var gate = CreateObjectAbove(StoneDoor, 1875, 864, NO_OWNER);
var wheel = CreateObjectAbove(SpinWheel, 1116, 1038, NO_OWNER);
wheel->SetStoneDoor(gate);
gate->CloseDoor();
AddEffect("SparklingAttention",wheel,100,100);
var gate = CreateObjectAbove(StoneDoor, 3115, 685, NO_OWNER);
var wheel = CreateObjectAbove(SpinWheel, 3140, 588, NO_OWNER);
wheel->SetStoneDoor(gate);
gate->CloseDoor();
AddEffect("SparklingAttention",wheel,100,100);
var gate = CreateObjectAbove(StoneDoor, 585, 915, NO_OWNER);
var wheel = CreateObjectAbove(SpinWheel, 853, 681, NO_OWNER);
wheel->SetStoneDoor(gate);
gate->CloseDoor();
AddEffect("SparklingAttention",wheel,100,100);
var gate = CreateObjectAbove(StoneDoor, 345, 740, NO_OWNER);
var wheel = CreateObjectAbove(SpinWheel, 60, 644, NO_OWNER);
wheel->SetStoneDoor(gate);
gate->CloseDoor();
AddEffect("SparklingAttention",wheel,100,100);
var gate = CreateObjectAbove(StoneDoor, 1935, 558, NO_OWNER);
var wheel = CreateObjectAbove(SpinWheel, 1900, 565, NO_OWNER);
wheel->SetStoneDoor(gate);
gate->CloseDoor();
AddEffect("SparklingAttention",wheel,100,100);
var gate = CreateObjectAbove(StoneDoor, 2965, 316, NO_OWNER);
var wheel = CreateObjectAbove(SpinWheel, 3260, 328, NO_OWNER);
wheel->SetStoneDoor(gate);
gate->CloseDoor();
var gate = CreateObjectAbove(StoneDoor, 3285, 1150, NO_OWNER);
var wheel = CreateObjectAbove(SpinWheel, 3220, 1200, NO_OWNER);
wheel->SetStoneDoor(gate);
gate->CloseDoor();
}
static g_num_chests;
static const MAX_CHESTS = 14;
public func OnChestOpened(object collector)
{
++g_num_chests;
var sAchievement = "";
if (g_num_chests == 4)
{
sAchievement = "|$Achieve4$";
GainScenarioAchievement("Chests", 1);
}
else if (g_num_chests==MAX_CHESTS/2)
{
sAchievement = "|$Achieve7$";
GainScenarioAchievement("Chests", 2);
}
else if (g_num_chests==MAX_CHESTS)
{
sAchievement = "|$Achieve14$";
GainScenarioAchievement("Chests", 3);
}
UpdateLeagueScores();
Dialogue->MessageBoxAll(Format("$MsgChestOpened$%s", g_num_chests, MAX_CHESTS, sAchievement), collector, true);
return true;
}
public func OnGoalsFulfilled()
{
GainScenarioAchievement("Done");
UpdateLeagueScores();
}
public func OnGameOver()
{
UpdateLeagueScores();
}
private func UpdateLeagueScores()
{
// +50 for finishing and +5 for every chest
var goal_finished = (g_goal && g_goal->IsFulfilled());
return SetLeagueProgressScore(g_num_chests, g_num_chests * 5 + goal_finished * 50);
}