forked from Mirrors/openclonk
157 lines
4.3 KiB
C
157 lines
4.3 KiB
C
/*--
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Molten Monarch
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Author: Mimmo_O
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A king of the hill in a lava cave.
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--*/
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protected func Initialize()
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{
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// Goal.
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var goal = CreateObject(Goal_KingOfTheHill, 555, 250, NO_OWNER);
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goal->SetRadius(80);
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goal->SetPointLimit(6);
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AddEffect("BlessTheKing",goal,100,1,nil);
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// Objects fade after 7 seconds.
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CreateObject(Rule_ObjectFade)->DoFadeTime(7 * 36);
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CreateObject(Rule_KillLogs);
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CreateObject(Rule_Gravestones)->SetFadeOut(3 * 36);
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GetRelaunchRule()->SetLastWeaponUse(false);
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//make lava collapse
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CreateObjectAbove(Firestone,625,480);
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// Chests with weapons.
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CreateObjectAbove(Chest, 320, 80, NO_OWNER)->MakeInvincible();
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CreateObjectAbove(Chest, 720, 192, NO_OWNER)->MakeInvincible();
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CreateObjectAbove(Chest, 668, 336, NO_OWNER)->MakeInvincible();
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CreateObjectAbove(Chest, 320, 440, NO_OWNER)->MakeInvincible();
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CreateObjectAbove(Chest, 48, 256, NO_OWNER)->MakeInvincible();
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AddEffect("IntFillChests", nil, 100, 5 * 36);
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// Moving bricks.
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var brick;
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brick = CreateObjectAbove(MovingBrick, 542, 176);
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brick->SetSize(3);
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brick->MoveVertical(168, 472, 8);
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brick = CreateObjectAbove(MovingBrick, 588, 192);
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brick->SetSize(3);
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brick->MoveVertical(160, 464, 8);
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brick = CreateObjectAbove(MovingBrick, 77, 0);
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brick->MoveVertical(0, LandscapeHeight(), 6);
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AddEffect("LavaBrickReset", brick, 100, 10);
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brick = CreateObjectAbove(MovingBrick, 77, LandscapeHeight() / 3);
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brick->MoveVertical(0, LandscapeHeight(), 6);
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AddEffect("LavaBrickReset", brick, 100, 10);
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brick = CreateObjectAbove(MovingBrick, 77, 2 * LandscapeHeight() / 3);
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brick->MoveVertical(0, LandscapeHeight(), 6);
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AddEffect("LavaBrickReset", brick, 100, 10);
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AddEffect("DeathByFire",nil,100,2,nil);
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return;
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}
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global func FxBlessTheKingStart(target, effect fx, temp)
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{
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if (temp) return;
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fx.particles =
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{
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Prototype = Particles_Fire(),
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Attach = ATTACH_Back
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};
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fx.koth_location = nil;
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}
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global func FxBlessTheKingTimer(object target, effect fx, int timer)
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{
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if (!fx.koth_location)
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{
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fx.koth_location = FindObject(Find_ID(KingOfTheHill_Location));
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if (!fx.koth_location) return FX_OK;
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}
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var king = fx.koth_location->GetKing();
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if(king == nil) return 1;
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var item = king->GetHandItem(0);
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if (item) item->~MakeKingSize();
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king->CreateParticle("Fire", PV_Random(-4, 4), PV_Random(-11, 8), PV_Random(-10, 10), PV_Random(-10, 10), PV_Random(10, 30), fx.particles, 10);
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return 1;
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}
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global func FxDeathByFireStart(object target, effect fx, bool temp)
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{
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if (temp) return;
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fx.particles = Particles_Fire();
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}
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global func FxDeathByFireTimer(object target, effect fx, int timer)
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{
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for(var obj in FindObjects(Find_InRect(55,0,50,70), Find_Category(C4D_Object | C4D_Living)))
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{
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if (obj->GetAlive())
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obj->Kill();
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if (obj && obj->GetY() <= 30 && obj->GetID() != MovingBrick)
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{
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obj->RemoveObject();
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}
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}
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CreateParticle("Fire", PV_Random(55, 95), PV_Random(0, 40), PV_Random(-1, 1), PV_Random(0, 20), PV_Random(10, 40), fx.particles, 20);
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}
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global func FxLavaBrickResetTimer(object target, effect, int timer)
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{
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if(target->GetY() < 10)
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target->SetPosition(target->GetX(),LandscapeHeight()-10);
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return 1;
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}
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// Refill/fill chests.
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global func FxIntFillChestsStart(object target, effect, int temporary)
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{
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if(temporary) return 1;
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var chests = FindObjects(Find_ID(Chest));
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var w_list = [Bow, Blunderbuss, Shield, Sword, Club, Javelin, Bow, Blunderbuss, Shield, Sword, Club, Javelin, DynamiteBox];
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for(var chest in chests)
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for(var i=0; i<4; ++i)
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chest->CreateChestContents(w_list[Random(GetLength(w_list))]);
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return 1;
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}
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global func FxIntFillChestsTimer()
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{
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SetTemperature(100);
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var chests = FindObjects(Find_ID(Chest));
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var w_list = [IronBomb, Rock, IronBomb, Firestone, Firestone, Bow, Blunderbuss, Sword, Javelin];
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for(var chest in chests)
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if (chest->ContentsCount() < 5 )
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chest->CreateChestContents(w_list[Random(GetLength(w_list))]);
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return 1;
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}
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global func CreateChestContents(id obj_id)
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{
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if (!this)
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return;
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var obj = CreateObjectAbove(obj_id);
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if (obj_id == Bow)
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obj->CreateContents(Arrow);
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if (obj_id == Blunderbuss)
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obj->CreateContents(LeadBullet);
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obj->Enter(this);
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return;
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}
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public func RelaunchPosition()
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{
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return [[420,200],[300,440],[130,176],[140,368],[700,192],[670,336],[750,440],[440,392],[45,256]];
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}
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func RelaunchWeaponList() { return [Bow, Shield, Sword, Javelin, Blunderbuss, Club]; }
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