openclonk/planet/Objects.ocd/Rules.ocd/Killlogs.ocd/Script.c

100 lines
3.3 KiB
C

/*-- Kill logs --*/
func Initialize()
{
// Only one at a time.
if (ObjectCount(Find_ID(GetID())) > 1)
return RemoveObject();
}
public func Activate(int plr)
{
MessageWindow(GetProperty("Description"), plr);
return true;
}
func OnClonkDeath(object clonk, int killed_by)
{
var plr = clonk->GetOwner();
// Only log for existing players and clonks.
if (plr == NO_OWNER || !GetPlayerName(plr) || !clonk)
return;
ScheduleCall(this, "OnClonkDeathEx", 1, 0, clonk, plr, killed_by);
return _inherited(clonk, killed_by, ...);
}
// parameters: clonk, owner, killed_by
global func GetAdditionalPlayerRelaunchString(){return _inherited(...);} // dummy
func OnClonkDeathEx(object clonk, int plr, int killed_by)
{
if(!GetPlayerName(plr)) return;
var name="Clonk";
if(clonk) name=clonk.Prototype->GetName();
// Assert there are three StringTbl entries for each.
var which_one = Random(3) + 1;
var log="";
if (!GetPlayerName(killed_by))
log=Format(Translate(Format("KilledByGaia%d", which_one)), GetTaggedPlayerName(plr), name);
else if (plr == killed_by)
log=Format(Translate(Format("Selfkill%d", which_one)), GetTaggedPlayerName(plr), name);
else if (!Hostile(plr,killed_by))
log=Format(Translate(Format("Teamkill%d", which_one)), GetTaggedPlayerName(plr), name, GetTaggedPlayerName(killed_by));
else log=Format(Translate(Format("KilledByPlayer%d", which_one)), GetTaggedPlayerName(plr), name, GetTaggedPlayerName(killed_by));
// okay, why is GetRelaunchCount not a global function..?
// and why are the relaunches not stored in a static variable or a singleton that can be accessed somehow..
var relaunches=nil;
for(var goal in FindObjects(Find_Or(Find_Category(C4D_Goal), Find_Category(C4D_Rule))))
{
relaunches = goal->~GetRelaunchCount(plr);
if(relaunches != nil) break;
}
if(relaunches == nil) relaunches=GameCall("GetRelaunchCount", plr);
if(relaunches != nil)
{
var msg="";
if (relaunches < 0) // Player eliminated.
msg = Format("$MsgFail$", GetTaggedPlayerName(plr));
else if (relaunches == 0) // Last relaunch.
msg = Format("$MsgRelaunch0$", GetTaggedPlayerName(plr));
else if (relaunches == 1) // One relaunch remaining.
msg = Format("$MsgRelaunch1$", GetTaggedPlayerName(plr));
else // Multiple relaunches remaining.
msg = Format("$MsgRelaunchX$", GetTaggedPlayerName(plr), relaunches);
log=Format("%s %s", log, msg);
}
// this is also not a global function, but that is okay. So..
// get additional strings from goals/rules ("%s is now king!!")
for(var goal in FindObjects(Find_Or(Find_Category(C4D_Goal), Find_Category(C4D_Rule))))
{
var other=goal->~GetAdditionalPlayerRelaunchString(clonk, plr, killed_by);GameCallEx("GetAdditionalPlayerRelaunchString", clonk, plr, killed_by);
if(other)
{
log=Format("%s %s", log, other);
}
}
// get additional stuff from scenario
var other=GameCall("GetAdditionalPlayerRelaunchString", clonk, plr, killed_by);
if(other)
{
log=Format("%s %s", log, other);
}
// also allow global callback function to add to death messages
other = GetAdditionalPlayerRelaunchString(clonk, plr, killed_by);
if(other)
log = Format("%s, %s", log, other);
Log(log);
}
local Name = "$Name$";
local Description = "$Description$";
local Visibility = VIS_Editor;
local EditorPlacementLimit = 1; // Rules are to be placed only once