forked from Mirrors/openclonk
137 lines
4.1 KiB
C
137 lines
4.1 KiB
C
/*--
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Escape the volcano EXTREME
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Author: Sven2
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Difficult upwards parkour. Now with extra volcano coming from bottom!
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--*/
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static g_volcano;
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protected func Initialize()
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{
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var w = LandscapeWidth(), h = LandscapeHeight();
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// Create the parkour goal.
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var goal = FindObject(Find_ID(Goal_Parkour));
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if (!goal) goal = CreateObject(Goal_Parkour, 0, 0, NO_OWNER);
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goal->DisableRespawnHandling();
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// Set start and finish point.
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goal->SetStartpoint(w*2/5, h*93/100);
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goal->SetFinishpoint(w/2, h*5/100);
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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, 15);
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PlaceBatches([Dynamite, Dynamite, Dynamite, DynamiteBox], 3, 50, 6);
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PlaceBatches([Rock, Loam, Loam], 10, 200, 10);
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// Some dead trees.
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Tree_Coniferous_Burned->Place(4);
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Tree_Coniferous2_Burned->Place(2);
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Tree_Coniferous3_Burned->Place(2);
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Tree_Coniferous4_Burned->Place(2);
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// At night with stars.
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Time->Init();
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Time->SetTime(24 * 60);
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Time->SetCycleSpeed(0);
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// Starting chest
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var start_chest = CreateObjectAbove(Chest, w*2/5, h*94/100);
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if (start_chest)
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{
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start_chest->CreateContents(Loam,4);
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start_chest->CreateContents(Bread,3);
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start_chest->CreateContents(Firestone,3);
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start_chest->CreateContents(DynamiteBox,2);
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}
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// Create big volcano
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g_volcano=CreateObjectAbove(BigVolcano,0,0,NO_OWNER);
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var h0 = h-10;
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g_volcano->Activate(h0, h*10/100);
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// Schedule script to update volcano speed multiplier
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var fx_volcano = new Effect {
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Name = "FxVolcano",
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Timer = Scenario.VolcanoTimer
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};
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CreateEffect(fx_volcano, 1, 40);
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// Bottom is open, so put some stable lava here to prevent remaining lava from just flowing out of the map
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DrawMaterialQuad("StableLava",0,h0,w,h0,w,h,0,h);
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return;
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}
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// Timer callback: Update volcano speed (rubberband effect)
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func VolcanoTimer()
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{
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// Safety
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if (!g_volcano) return;
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// Get volcano height
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var y_volcano = g_volcano->GetLavaPeak();
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// Get player progress
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var y_plr, crew, n_crew;
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for (var i=0; i<GetPlayerCount(C4PT_User); ++i)
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if (crew = GetCursor(GetPlayerByIndex(i, C4PT_User)))
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{
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y_plr += crew->GetY();
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++n_crew;
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}
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if (n_crew) y_plr = y_plr / n_crew;
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// Calc rubber band
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var rubber_length = 85 * y_plr / LandscapeHeight() + 65;
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var new_multiplier;
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if (n_crew)
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new_multiplier = Max(1, (y_volcano - y_plr) / rubber_length);
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else
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new_multiplier = 1;
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g_volcano->SetSpeedMultiplier(new_multiplier);
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//Log("speed %v", new_multiplier);
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return true;
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}
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func InitializePlayer(int plr)
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{
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// Players only
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if (GetPlayerType(plr)!=C4PT_User) return;
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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,400,250,flag);
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SetPlayerViewLock(plr, false); // no view lock so you can see the volcano!
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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=CreateObjectAbove(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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// Gamecall from parkour goal, on respawning.
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protected func OnPlayerRespawn(int plr, object cp)
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{
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var clonk = GetCrew(plr);
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RecoverItem(clonk, Shovel);
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RecoverItem(clonk, Pickaxe);
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RecoverItem(clonk, Loam);
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return;
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}
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private func RecoverItem(object clonk, id item_id)
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{
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// Try to recover the player's item. if it can't be found, recreate one
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// Don't fetch item from allied Clonks though
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var item = FindObject(Find_ID(item_id), Find_Owner(clonk->GetOwner()));
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if (!item || item->Contained() && item->Contained()->GetAlive())
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item = clonk->CreateContents(item_id);
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else
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item->Enter(clonk);
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return item;
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}
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