openclonk/planet/Missions.ocf/DeadlyGrotto.ocs/Script.c

90 lines
2.8 KiB
C

/* Deadly grotto */
func Initialize()
{
// Goal
var goal = FindObject(Find_ID(Goal_RepairStatue));
if (!goal) goal = CreateObject(Goal_RepairStatue);
var statue = CreateObject(MinersStatue, 600,736);
statue->SetBroken();
var statue_head = CreateObject(MinersStatue_Head, 2200,560);
goal->SetStatue(statue);
// Rules
if (!ObjectCount(Find_ID(Rule_TeamAccount))) CreateObject(Rule_TeamAccount);
if (!ObjectCount(Find_ID(Rule_BuyAtFlagpole))) CreateObject(Rule_BuyAtFlagpole);
// Mushrooms before any earth materials, because they create their own caves
LargeCaveMushroom->Place(15, Rectangle(100,0,600,300));
// Create earth materials
// Create them in big clusters so the whole object arrangement looks a bit less uniform and more interesting
PlaceBatches([Firestone], 5, 100, 10);
PlaceBatches([Rock, Loam, Loam], 10, 200, 10);
// Misc vegetation
SproutBerryBush->Place(5, Rectangle(100,0,600,300));
Mushroom->Place(5, Rectangle(100,0,600,300));
// Sky
SetSkyParallax(1, 20,20, 0,0, nil, nil);
return true;
}
static g_was_player_init;
func InitializePlayer(int plr)
{
// Harsh zoom range
for (var flag in [PLRZOOM_LimitMax, PLRZOOM_Direct])
SetPlayerZoomByViewRange(plr,500,350,flag);
SetPlayerViewLock(plr, true);
// First player init base
if (!g_was_player_init)
{
InitBase(plr);
g_was_player_init = true;
}
// Position and materials
var i, crew;
for (i=0; crew=GetCrew(plr,i); ++i)
{
crew->SetPosition(600+Random(40), 736-10);
crew->CreateContents(Shovel);
}
return true;
}
private func InitBase(int owner)
{
// Create standard base owned by player
var y=736;
var flag = CreateObject(Flagpole, 670,y, owner);
var lorry = CreateObject(Lorry, 650,y-2, owner);
if (lorry)
{
lorry->CreateContents(Loam, 6);
lorry->CreateContents(Wood, 15);
lorry->CreateContents(Metal, 4);
lorry->CreateContents(WallKit, 2);
lorry->CreateContents(Axe, 1);
lorry->CreateContents(Pickaxe, 1);
lorry->CreateContents(Hammer, 1);
lorry->CreateContents(DynamiteBox, 2);
lorry->CreateContents(Dynamite, 5);
}
return true;
}
private func PlaceBatches(array item_ids, int n_per_batch, int batch_radius, int n_batches)
{
// place a number (n_batches) of batches of objects of types item_ids. Each batch has n_per_batch objects.
// fewer batches and/or objects may be placed if no space is found
var loc,loc2,n_item_ids=GetLength(item_ids), n_created=0, obj;
for (var i=0; i<n_batches; ++i)
if (loc = FindLocation(Loc_Material("Earth")))
for (var j=0; j<n_per_batch; ++j)
if (loc2 = FindLocation(Loc_InRect(loc.x-batch_radius,loc.y-batch_radius,batch_radius*2,batch_radius*2), Loc_Material("Earth")))
if (obj=CreateObject(item_ids[Random(n_item_ids)],loc2.x,loc2.y))
{
obj->SetPosition(loc2.x,loc2.y);
++n_created;
}
return n_created;
}