openclonk/planet/Arena.ocf/MoltenMonarch.ocs/Script.c

157 lines
4.3 KiB
C

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