openclonk/planet/Arena.ocf/ThunderousSkies.ocs/Script.c

297 lines
9.0 KiB
C

/*--
Thunderous Skies
Author: Mimmo_O
King of the hill high in the skies.
--*/
static ThunderousSkies_air_particles, ThunderousSkies_air_particles_red;
protected func Initialize()
{
// Goal.
CreateObject(Rule_ObjectFade)->DoFadeTime(8 * 36);
var goal = CreateObject(Goal_KingOfTheHill, 450, 380, NO_OWNER);
goal->SetRadius(90);
goal->SetPointLimit(5);
AddEffect("BlessTheKing",goal,100,1,nil);
CreateObject(Rule_KillLogs);
CreateObject(Rule_Gravestones);
//Enviroment.
//SetSkyAdjust(RGBa(250,250,255,128),RGB(200,200,220));
SetSkyParallax(1, 20,20, 0,0, nil, nil);
Sound("BirdsLoop",true,100,nil,+1);
CreateObject(Column,650,379);
CreateObject(Column,350,409);
CreateObject(Column,160,229);
CreateObject(Column,448,269);
CreateObject(Column,810,179);
// Chests with weapons.
CreateObject(Chest, 175, 200, NO_OWNER)->MakeInvincible();
CreateObject(Chest, 800, 150, NO_OWNER)->MakeInvincible();
CreateObject(Chest, 430, 240, NO_OWNER)->MakeInvincible();
CreateObject(Chest, 610, 340, NO_OWNER)->MakeInvincible();
CreateObject(Chest, 355, 390, NO_OWNER)->MakeInvincible();
AddEffect("IntFillChests", nil, 100, 2 * 36, nil);
// Smooth brick edges.
AddEffect("ChanneledWind", nil, 100, 1, nil);
AddEffect("Balloons", nil, 100, 100, nil);
// Moving bricks.
var brick;
brick = CreateObject(MovingBrick,370,424);
brick->MoveHorizontal(344, 544);
brick = CreateObject(MovingBrick,550,250);
brick->MoveVertical(240, 296);
CreateObject(BrickEdge, 380, 416)->PermaEdge();
PlaceGras();
ThunderousSkies_air_particles =
{
Prototype = Particles_Air(),
Size = PV_KeyFrames(0, 0, 0, 100, PV_Random(2, 5), 1000, 0),
Stretch = PV_Speed(2000, 0),
OnCollision = PC_Stop(),
ForceY = -20,
Attach = ATTACH_Back | ATTACH_MoveRelative
};
ThunderousSkies_air_particles_red =
{
Prototype = ThunderousSkies_air_particles,
R = 255,
G = PV_KeyFrames(0, 0, 255, 250, 255, 500, 0),
B = PV_KeyFrames(0, 0, 255, 250, 255, 500, 0)
};
return;
}
global func FxLifestealDamage(object target, effect, int damage, int cause, int from)
{
var goal = FindObject(Find_ID(KingOfTheHill_Location));
if (!goal) return damage;
var king = goal->GetKing();
if (!king) return damage;
if (from == -1) return damage;
if (damage > 0) return damage;
if (target->GetOwner() == from) return damage;
if (king->GetOwner() == from)
AddEffect("Lifedrain",king,100,1,nil,nil,damage/3);
return damage;
}
global func FxLifedrainStart(object target, effect, int temporary,damage)
{
if(temporary) return 1;
effect.drain=damage/10;
}
global func FxLifedrainAdd(object target, effect, string new_name, int new_timer, damage)
{
effect.drain+=damage/10;
}
global func FxLifedrainTimer(object target, effect, int timer)
{
if(effect.drain>0) return -1;
target->DoEnergy(+100,1,0,-1);
effect.drain+=10;
}
global func FxBlessTheKingTimer(object target, effect, 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();
var particles = ThunderousSkies_air_particles;
var duration = 10;
if (GetEffect("Lifedrain", king))
{
particles = ThunderousSkies_air_particles_red;
duration *= 2;
}
king->CreateParticle("Air", 0, 8, PV_Random(-10, 10),PV_Random(0, 10), PV_Random(duration, 2 * duration), particles, 4);
return 1;
}
global func FxChanneledWindTimer()
{
for(var obj in FindObjects(Find_InRect(230,300,40,90)))
{
obj->SetYDir(Max(obj->GetYDir()-5,-50));
obj->SetXDir(obj->GetXDir()+RandomX(-1,1));
}
for(var obj in FindObjects(Find_InRect(700,250,60,100)))
{
obj->SetYDir(Max(obj->GetYDir()-5,-50));
obj->SetXDir(obj->GetXDir()+RandomX(-1,1));
}
CreateParticle("Air", 230+Random(40),398,RandomX(-1,1),-30, PV_Random(10, 30), ThunderousSkies_air_particles);
CreateParticle("Air", 700+Random(60),348,RandomX(-1,1),-30, PV_Random(10, 30), ThunderousSkies_air_particles);
}
global func FxBalloonsTimer()
{
if(ObjectCount(Find_ID(TargetBalloon)) > 2 )
{
return 1;
}
if(ObjectCount(Find_ID(TargetBalloon)) )
{
if(Random(6)) return 1;
}
if(Random(2)) return 1;
var x = Random(300)+50;
if(Random(2)) x = LandscapeWidth() - x;
var y = Random(50) + 100;
var target;
var r = Random(3);
if(r == 0) target = CreateObject(Boompack, x, y, NO_OWNER);
if(r == 1){target = CreateObject(DynamiteBox, x, y, NO_OWNER); target->SetR(180); }
if(r == 2){target = CreateObject(Arrow, x, y, NO_OWNER); target->SetObjDrawTransform(1000,0,0,0,1000,-7500);}
var balloon = CreateObject(TargetBalloon, x, y-30, NO_OWNER);
balloon->SetProperty("load",target);
target->SetAction("Attach", balloon);
CreateParticle("Flash", x, y, 0, 0, 8, Particles_Flash());
AddEffect("HorizontalMoving", balloon, 1, 1, balloon);
balloon->SetXDir(((Random(2)*2)-1) * (Random(4)+3));
}
global func PlaceEdges()
{
var x=[213, 780, 285, 285, 220, 220, 235, 414, 404, 668, 676, 684, 781, 694, 781, 229, 772, 364, 534, 380];
var y=[276, 212, 325, 404, 404, 421, 495, 285, 276, 372, 364, 356, 356, 277, 413, 309, 252, 445, 446, 412];
var d=[nil, 1, 2, 0, 1, 3, 3, 2, 1, 1, 1, 1, 0, 3, 2, 0, 1, 3, 2, 0];
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;
}
global func PlaceGras()
{
var x=[747, 475, 474, 359, 244, 216, 324, 705, 754, 758, 828, 828, 235, 266, 266, 269, 177, 194, 204, 223, 348, 273, 284, 365, 369, 375, 379, 285, 281, 274, 233, 390, 229, 401, 388, 414, 476, 468, 463, 457, 422, 482, 493, 615, 609, 625, 631, 700, 704, 687, 761, 763, 771, 777, 619, 615, 621, 696, 789, 766, 356, 228, 188];
var y=[280, 376, 384, 299, 279, 224, 290, 244, 226, 215, 175, 169, 328, 319, 310, 327, 205, 212, 213, 227, 292, 306, 294, 409, 407, 413, 414, 399, 396, 390, 388, 264, 392, 249, 256, 247, 252, 249, 241, 246, 246, 245, 363, 347, 376, 349, 348, 348, 335, 350, 337, 346, 349, 351, 249, 255, 254, 237, 178, 212, 291, 305, 227];
var r=[-91, -93, -93, 89, 93, 93, 88, 89, -92, -92, 88, 93, 93, -88, -87, -93, 0, 0, 0, 0, 0, 0, 0, 0, 0, 43, 43, 46, 44, 48, -43, -48, -48, -45, -43, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -48, -44, -45, 48, 46, 48, 45, 0, 0, 0, 0, 0, 0, 0, 44, 0];
for (var i = 0; i < GetLength(x); i++)
{
var edge=CreateObject(Grass, x[i], y[i] + 5, NO_OWNER);
edge->SetR(r[i]);
edge->Initialize();
}
return 1;
}
private func MakeTarget(int x, int y)
{
var target = CreateObject(DynamiteBox, x, y, NO_OWNER);
var balloon = CreateObject(TargetBalloon, x, y-30, NO_OWNER);
balloon->SetProperty("load",target);
target->SetAction("Attach", balloon);
CreateParticle("Flash", x, y, 0, 0, 8, Particles_Flash());
}
// Refill/fill chests.
global func FxIntFillChestsStart(object target, effect, int temporary)
{
if(temporary) return 1;
var chests = FindObjects(Find_ID(Chest),Find_InRect(0,0,LandscapeWidth(),610));
var w_list = [Shield, Javelin, FireballScroll, Bow, Musket, WindScroll, ThunderScroll];
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 chest = FindObjects(Find_ID(Chest), Sort_Random())[0];
var w_list = [Javelin, Bow, Musket, Boompack, IronBomb, Shield, WindScroll, FireballScroll, ThunderScroll, Club, Sword];
var maxcount = [1,1,1,1,2,1,1,2,2,1,1];
var contents;
for(var i=0; i<chest->GetLength(w_list); i++)
contents+=chest->ContentsCount(w_list[i]);
if(contents > 5) return 1;
if(!FindObject(Find_ID(Clonk),Find_Distance(20,chest->GetX(),chest->GetY())) && chest->ContentsCount()>2)
{
var r=chest->Random(chest->ContentsCount());
var remove=true;
for(var i=0; i<GetLength(w_list); i++)
if(chest->Contents(r)->GetID() == w_list[i]) remove=false;
if(remove) chest->Contents(r)->RemoveObject();
}
for(var i=0; i<2 ; i++)
{
var r = Random(GetLength(w_list));
if (chest->ContentsCount(w_list[r]) < maxcount[r])
{
chest->CreateChestContents(w_list[r]);
i=3;
}
}
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 = [[180,150],[310,320],[600,290],[650,180],[790,110],[440,190]];
var r=Random(GetLength(position));
var x = position[r][0], y = position[r][1];
var relaunch = CreateObject(RelaunchContainer, x, y + 49, clonk->GetOwner());
relaunch->StartRelaunch(clonk);
return;
}
func KillsToRelaunch() { return 0; }
func RelaunchWeaponList() { return [Bow, Javelin, Musket, FireballScroll, WindScroll, ThunderScroll]; }