openclonk/planet/Missions.ocf/DarkCastle.ocs/System.ocg/SeqIntro.c

187 lines
4.9 KiB
C

/* Intro sequence */
#appendto Sequence
static npc_pyrit, g_cannon, g_cannoneer;
func Intro_Init()
{
this.plane = CreateObjectAbove(Airplane, 0, 800);
this.plane->SetColor(0xa04000);
this.plane.health = 9999999;
this.plane.intro_seq = this;
this.pilot = npc_pyrit = CreateObjectAbove(Clonk, 100, 100, NO_OWNER);
this.pilot->MakeInvincible();
this.pilot->SetSkin(2);
this.pilot->Enter(this.plane);
this.pilot->SetAction("Walk");
this.pilot->SetName("Pyrit");
this.pilot->SetColor(0xff0000);
this.pilot->SetDir(DIR_Left);
this.pilot->SetObjectLayer(this.pilot);
this.pilot->AttachMesh(Hat, "skeleton_head", "main", Trans_Translate(5500, 0, 0));
this.dialogue = this.pilot->SetDialogue("Pyrit");
this.dialogue->SetInteraction(false);
this.plane->FaceRight();
}
func Intro_Start(object hero)
{
this.hero = hero;
this.plane->StartInstantFlight(90, 40);
SetViewTarget(this.pilot);
SetPlayerZoomByViewRange(NO_OWNER, 200,100, PLRZOOM_Set); // zoom out from plane
return ScheduleNext(50);
}
func Intro_JoinPlayer(int plr)
{
if (this.intro_closed) return false; // too late for join - just join in village
var crew;
for(var index = 0; crew = GetCrew(plr, index); ++index)
{
crew->Enter(this.dialogue);
}
return true;
}
func Intro_1()
{
SetPlayerZoomByViewRange(NO_OWNER, 800,600, PLRZOOM_Set); // zoom out from plane
MessageBoxAll("$MsgIntro1$", this.pilot, true); // we've reached the castle
return ScheduleNext(10);
}
func Intro_2()
{
if (this.plane->GetX() < 400) return ScheduleSame(3);
this.plane_r = 90;
return ScheduleNext(1);
}
func Intro_3()
{
this.plane->StartInstantFlight(--this.plane_r, 40);
if (this.plane_r>45) return ScheduleSame(2);
return ScheduleNext(10);
}
func Intro_4()
{
MessageBoxAll("$MsgIntro2$", g_cannoneer, true); // alert! intruders!
g_cannoneer->SetCommand("Grab", g_cannon);
return ScheduleNext(5);
}
func Intro_5()
{
// Wait until placed diagonally above cannon
var dx = this.plane->GetX() - g_cannon->GetX();
var dy = this.plane->GetY() - g_cannon->GetY();
var r = Angle(0,0,dx+30,dy,g_cannon.angPrec); // aim a bit ahead
if (dx < dy)
{
r = g_cannon->ConvertAngle(r);
g_cannon->SetCannonAngle(r);
return ScheduleSame(3);
}
// Boooom!
this.projectile = g_cannon->CreateContents(IronBomb);
g_cannon->DoFire(this.projectile, g_cannoneer, r);
return ScheduleNext(5);
}
func Intro_6()
{
// Wait for hit
if (this.projectile->GetX() > this.plane->GetX()) return ScheduleSame(1);
// Booom!
this.intro_closed = true;
this.projectile->DoExplode();
this.plane->SetMeshMaterial("CrashedAirplane");
this.plane->CancelFlight();
RemoveEffect("IntPlane", this.plane);
this.plane->SetRDir(-10);
// Calc fling direction to land near flagpole
var tx = 135 - this.plane->GetX();
var ty = 1200 - this.plane->GetY();
var xdir = -50;
var t = tx * 10 / xdir;
var g = GetGravity();
var ydir = 10*ty/t - g*t/20;
this.plane->SetXDir(xdir);
this.plane->SetYDir(ydir);
return ScheduleNext(30);
}
func Intro_7()
{
MessageBoxAll("$MsgIntro3$", npc_pyrit, true); // aargh
this.plane_Hit = this.plane.Hit;
this.plane.Hit = this.Intro_PlaneHit;
g_cannoneer->SetCommand("Ungrab");
return true; // next schedule on plane hit
}
func Intro_8()
{
MessageBoxAll("$MsgIntro4$", GetHero(), true); // seems like we need to find another way in
ScheduleNext(40);
}
func Intro_9()
{
npc_pyrit->SetDir(DIR_Right);
return Stop();
}
func Intro_Stop()
{
//this.dialogue->SetInteraction(true); - no dialogue yet
//this.dialogue->AddAttention();
AI->AddAI(g_cannoneer);
AI->SetHome(g_cannoneer);
AI->SetGuardRange(g_cannoneer, g_cannoneer->GetX()-100, g_cannoneer->GetY()-100, 300, 110);
g_cannoneer->CreateContents(Sword);
AI->BindInventory(g_cannoneer);
g_cannoneer->DoEnergy(10000);
g_cannoneer->AddEnergyBar();
g_cannoneer.SpecialDeathMessage = "$DeathOfBrutus$";
SetPlayerZoomByViewRange(NO_OWNER, 400,300, PLRZOOM_Set);
return true;
}
func Intro_PlaneHit()
{
// Plane hit ground! Continue sequence.
Sound("Objects::Plane::PlaneCrash", true);
var particles = Particles_Smoke(true);
particles.Size = PV_Linear(PV_Random(20, 60), PV_Random(50, 100));
CreateParticle("Smoke", PV_Random(-30,30), PV_Random(-30,30), PV_Random(-60, 60), PV_Random(-20,0), PV_Random(200, 500), particles, 20);
particles.Size = PV_Linear(PV_Random(50, 80), PV_Random(100, 200));
CreateParticle("Smoke", PV_Random(-30,30), PV_Random(-30,30), PV_Random(-20, 20), PV_Random(-20,0), PV_Random(100, 200), particles, 20);
for (var iplr=0,plr; iplr<GetPlayerCount(C4PT_User); ++iplr)
{
plr = GetPlayerByIndex(iplr, C4PT_User);
var icrew=0,crew;
while (crew=GetCrew(plr, icrew++))
{
crew->Exit(0,-5, 0, Random(3)-1, Random(5)-6);
crew->SetAction("Tumble");
}
}
npc_pyrit->Exit(0,-5, 0, -1, -2);
npc_pyrit->SetAction("Tumble");
this.Hit = this.intro_seq.plane_Hit;
this.MeshTransformation=Trans_Mul(Trans_Rotate(10,0,2,1), Airplane.MeshTransformation);
this.intro_seq->ScheduleNext(50);
SetObjectLayer(this); // plane is broken
return true;
}