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

142 lines
4.5 KiB
C

/**
Rock Bottom
An arena like chaotic last man standing round in a well.
@author Mimmo_O, Maikel
*/
protected func Initialize()
{
// Goal and rules.
CreateObject(Goal_LastManStanding, 0, 0, NO_OWNER);
CreateObject(Rule_KillLogs);
CreateObject(Rule_Gravestones);
GetRelaunchRule()->SetLastWeaponUse(false);
// Chests with weapons.
var chest = CreateObjectAbove(Chest, 108, 248);
chest->MakeInvincible();
AddEffect("IntFillChests", nil, 100, 36, nil, nil, chest);
// Objects fade after 7 seconds.
CreateObject(Rule_ObjectFade)->DoFadeTime(7 * 36);
// Some decoration trunks ranks and a waterfall.
var trunk = CreateObjectAbove(Trunk, 76, 324);
trunk->SetR(60); trunk.Plane = 510;
trunk.MeshTransformation = [-731, 0, 682, 0, 0, 1000, 0, 0, -682, 0, -731, 0];
trunk = CreateObjectAbove(Trunk, 123, 68);
trunk->SetR(115); trunk.Plane = 510;
trunk.MeshTransformation = [469, 0, 883, 0, 0, 1000, 0, 0, -883, 0, 469, 0];
trunk = CreateObjectAbove(Trunk, 172, 134);
trunk->SetR(-110); trunk.Plane = 510;
trunk.MeshTransformation = [-545, 0, -839, 0, 0, 1000, 0, 0, 839, 0, -545, 0];
var waterfall;
waterfall = CreateWaterfall(130, 53, 2, "Water");
waterfall->SetDirection(6, 3, 2, 3);
waterfall = CreateWaterfall(144, 50, 8, "Water");
waterfall->SetDirection(9, 3, 3, 3);
CreateLiquidDrain(100, 315, 10);
CreateLiquidDrain(130, 315, 10);
CreateLiquidDrain(160, 315, 10);
CreateObjectAbove(Fern, 48, 114);
CreateObjectAbove(Fern, 284, 128);
CreateObjectAbove(Lorry, 294, 128)->SetR(20);
CreateObjectAbove(Pickaxe, 260, 128)->SetR(-45);
CreateObjectAbove(Mushroom, 271, 136);
CreateObjectAbove(Branch, 146, 316)->SetR(180);
CreateObjectAbove(Branch, 192, 198)->SetR(225);
CreateObjectAbove(Branch, 54, 76)->SetR(180);
CreateObjectAbove(Branch, 50, 232)->SetR(120);
CreateObjectAbove(Branch, 264, 238)->SetR(-120);
for (var i = 0; i < 2 + Random(6); i++)
CreateObjectAbove(Branch, 121, 10 + Random(140))->SetR(RandomX(60, 120));
for (var i = 0; i < 2 + Random(6); i++)
CreateObjectAbove(Branch, 183, 10 + Random(140))->SetR(-RandomX(60, 120));
// Some lights to have the well visible at all times.
CreateLight(152, 40, 80, Fx_Light.LGT_Constant);
CreateLight(152, 120, 80, Fx_Light.LGT_Constant);
CreateLight(152, 200, 80, Fx_Light.LGT_Constant);
CreateLight(152, 340, 80, Fx_Light.LGT_Constant);
var torch1 = CreateObjectAbove(Torch, 60, 256);
torch1->AttachToWall(true);
var torch2 = CreateObjectAbove(Torch, 224, 256);
torch2->AttachToWall(true);
return;
}
protected func InitializePlayer(int plr)
{
// Set player zoom to maximally the landscape height.
SetPlayerZoomByViewRange(plr, nil, LandscapeHeight(), PLRZOOM_LimitMax);
// Set player zoom to minimally the half the landscape width.
SetPlayerZoomByViewRange(plr, LandscapeWidth() / 2, nil, PLRZOOM_LimitMin);
// Set player zoom to be standard the landscape width.
SetPlayerZoomByViewRange(plr, LandscapeWidth(), nil, PLRZOOM_Direct);
SetPlayerViewLock(plr, true);
return;
}
// Refill/fill chests.
global func FxIntFillChestsStart(object target, proplist effect, int temporary, object chest)
{
if (temporary)
return 1;
// Store weapon list and chest.
effect.w_list = [Dynamite, Dynamite, Firestone, Firestone, Bow, Blunderbuss, Club, Sword, Javelin, IronBomb, PowderKeg];
effect.chest = chest;
// Fill the chest with ten items.
for (var i = 0; i < 10; i++)
effect.chest->CreateChestContents(effect.w_list[Random(GetLength(effect.w_list))]);
return 1;
}
global func FxIntFillChestsTimer(object target, proplist effect, int time)
{
// Refill the chest with up to ten items.
if (effect.chest->ContentsCount() < 10 || !Random(effect.chest->ContentsCount()))
effect.chest->CreateChestContents(effect.w_list[Random(GetLength(effect.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, BombArrow][Random(2)]);
if (obj_id == Blunderbuss)
obj->CreateContents(LeadBullet);
obj->Enter(this);
return;
}
// GameCall from RelaunchContainer.
public func OnClonkEnteredRelaunch(object clonk)
{
clonk->CreateContents(Sword);
}
// GameCall from RelaunchContainer.
public func OnClonkLeftRelaunch(object clonk)
{
clonk->SetPosition(RandomX(120, 160), -20);
clonk->Fling(0,5);
return;
}
public func RelaunchPosition()
{
return [LandscapeWidth() / 2, LandscapeHeight() / 2];
}
public func KillsToRelaunch() { return 0; }
public func RelaunchWeaponList() { return [Bow, Shield, Firestone, Dynamite, Javelin, Blunderbuss]; }