forked from Mirrors/openclonk
144 lines
3.6 KiB
C
144 lines
3.6 KiB
C
/*--
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Ruins
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Author: Mimmo_O
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An arena like last man standing round for up to 12 players.
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--*/
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static const RUINS_RAIN_PERIOD_TIME=3200;
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protected func Initialize()
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{
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// Goal.
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CreateObject(Goal_LastManStanding, 0, 0, NO_OWNER);
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CreateObject(Rule_KillLogs);
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CreateObject(Rule_Gravestones);
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// Mood.
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SetSkyAdjust(RGBa(255, 255, 255, 127), RGB(255, 200, 150));
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SetGamma(RGB(40, 35, 30), RGB(140, 135, 130), RGB(255, 250, 245));
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// Chests with weapons.
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CreateObject(Chest, 230, 224, NO_OWNER)->MakeInvincible();
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CreateObject(Chest, 500, 64, NO_OWNER)->MakeInvincible();
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CreateObject(Chest, 124, 128, NO_OWNER)->MakeInvincible();
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CreateObject(Chest, 340, 440, NO_OWNER)->MakeInvincible();
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AddEffect("IntFillChests", nil, 100, 2 * 36);
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// Ropeladders to get to the upper part.
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CreateObject(Ropeladder, 380, 112, NO_OWNER)->Unroll(-1,0,19);
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CreateObject(Ropeladder, 135, 135, NO_OWNER)->Unroll(1,0,16);
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// Objects fade after 5 seconds.
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CreateObject(Rule_ObjectFade)->DoFadeTime(5 * 36);
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// Smooth brick edges.
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var x=[188, 205, 261, 244, 308, 325];
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var y=[124, 124, 132, 132, 108, 108];
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var d=[3, 2, 2, 3, 3, 2];
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for (var i = 0; i < GetLength(x); i++)
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{
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var edge=CreateObject(BrickEdge, x[i], y[i], NO_OWNER);
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edge->Initialize();
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edge->SetP(d[i]);
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edge->SetPosition(x[i],y[i]);
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edge->PermaEdge();
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}
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AddEffect("DryTime",nil,100,2);
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return;
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}
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// Gamecall from LastManStanding goal, on respawning.
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protected func OnPlayerRelaunch(int plr)
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{
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var clonk = GetCrew(plr);
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var relaunch = CreateObject(RelaunchContainer, LandscapeWidth() / 2, LandscapeHeight() / 2, clonk->GetOwner());
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relaunch->StartRelaunch(clonk);
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return;
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}
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global func FxRainTimer(object pTarget, effect, int timer)
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{
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if(timer<400)
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{
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InsertMaterial(Material("Water"),Random(LandscapeWidth()-60)+30,1,Random(7)-3,100+Random(100));
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return 1;
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}
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for(var i=0; i<(6+Random(3)); i++)
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{
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InsertMaterial(Material("Water"),Random(LandscapeWidth()-60)+30,1,Random(7)-3,100+Random(100));
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}
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if(timer>(RUINS_RAIN_PERIOD_TIME+Random(800)))
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{
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AddEffect("DryTime",nil,100,2);
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return -1;
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}
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return 1;
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}
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global func FxDryTimeTimer(object pTarget, effect, int timer)
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{
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if(timer<(380+Random(300))){
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InsertMaterial(Material("Water"),Random(LandscapeWidth()-60)+30,1,Random(7)-3,100+Random(100));
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return 1;
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}
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ExtractLiquidAmount(310+Random(50),430+Random(10),6+Random(4));
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if(!GBackLiquid(335,430))
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{
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AddEffect("Rain",nil,100,2);
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return -1;
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}
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}
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// Refill/fill chests.
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global func FxIntFillChestsStart(object target, effect, int temporary)
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{
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if(temporary) return 1;
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var chests = FindObjects(Find_ID(Chest));
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var w_list = [Bow, Musket, Shield, Sword, Club, GrenadeLauncher, Bow, Musket, Shield, Sword, Club, GrenadeLauncher, DynamiteBox];
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for(var chest in chests)
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for(var i=0; i<4; ++i)
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chest->CreateChestContents(w_list[Random(GetLength(w_list))]);
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return 1;
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}
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global func FxIntFillChestsTimer()
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{
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SetTemperature(100);
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var chest = FindObjects(Find_ID(Chest), Sort_Random())[0];
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var w_list = [Boompack, IronBomb, IronBomb, Firestone, Bow, Musket, Sword, Javelin];
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if (chest->ContentsCount() < 5)
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chest->CreateChestContents(w_list[Random(GetLength(w_list))]);
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return 1;
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}
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global func CreateChestContents(id obj_id)
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{
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if (!this)
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return;
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var obj = CreateObject(obj_id);
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if (obj_id == Bow)
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obj->CreateContents(Arrow);
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if (obj_id == Musket)
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obj->CreateContents(LeadShot);
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obj->Enter(this);
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return;
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}
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// GameCall from RelaunchContainer.
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func OnClonkLeftRelaunch(object clonk)
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{
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clonk->SetPosition(RandomX(200, LandscapeWidth() - 200), -20);
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}
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func KillsToRelaunch() { return 0; }
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func RelaunchWeaponList() { return [Bow, Shield, Sword, Club, Javelin, Musket]; }
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