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