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/**
Deep Sea Mining
Mine gems buried deeply below the ocean.
@authors Sven2
*/
// set in Map.c
// main_island_x, main_island_y;
// goal_platform_x, goal_platform_y;
static const SCEN_TEST = false;
static g_is_initialized, g_is_in_intro, g_intro_done, npc_tuesday, g_tuesday_pos;
protected func PostIntroInitialize()
{
// Construction site on goal platform
var goal_site = CreateObjectAbove(ConstructionSite, goal_platform_x+10, goal_platform_y+3);
goal_site->Set(CrystalCommunicator);
goal_site->MakeUncancellable();
if (SCEN_TEST)
{
for (var i=0; i<6; ++i)
{
goal_site->CreateObjectAbove(Metal,-20);
goal_site->CreateObjectAbove(Ruby,0);
goal_site->CreateObjectAbove(Amethyst,20);
}
goal_site->CreateContents(Metal,6);
goal_site->CreateContents(Ruby,6);
goal_site->CreateContents(Amethyst,5);
}
// Rules
var relaunch_rule = GetRelaunchRule();
relaunch_rule->SetInventoryTransfer(true);
relaunch_rule->SetFreeCrew(true);
relaunch_rule->SetRespawnDelay(1);
relaunch_rule->SetBaseRespawn(true);
relaunch_rule->SetDefaultRelaunchCount(nil);
relaunch_rule->SetAllowPlayerRestart(true);
relaunch_rule->SetLastClonkRespawn(true);
relaunch_rule->SetInitialRelaunch(false);
// Initialize different parts of the scenario.
InitializeAmbience();
InitEnvironment();
InitVegetation();
InitAnimals();
InitMainIsland();
// NPC
g_tuesday_pos = FindMainIslandPosition(0, 100, true);
npc_tuesday = CreateObjectAbove(Clonk, g_tuesday_pos[0]+20, g_tuesday_pos[1]-20);
npc_tuesday->SetDir(DIR_Left);
npc_tuesday->SetColor(0x804000);
npc_tuesday->SetAlternativeSkin("Sage"); // DarkSkinned
npc_tuesday->SetName("$Tuesday$");
return true;
}
func DoInit(int first_player)
{
if (!SCEN_TEST)
StartSequence("Intro", 0, GetCrew(first_player));
else
{
PostIntroInitialize();
g_intro_done = true;
}
return true;
}
protected func InitializePlayer(int plr)
{
// intro has its own initialization
if (g_is_in_intro) return true;
// Harsh zoom range
SetPlayerZoomByViewRange(plr, 500, 350, PLRZOOM_LimitMax);
SetPlayerZoomByViewRange(plr, 500, 350, PLRZOOM_Direct);
SetPlayerViewLock(plr, true);
// Intro
if (!g_is_initialized) g_is_initialized = DoInit(plr);
if (!g_intro_done) return true;
// Position and materials
var i, crew;
for (i = 0; crew = GetCrew(plr, i); ++i)
{
var pos = FindMainIslandPosition();
crew->SetPosition(pos[0], pos[1] - 11);
crew->CreateContents(Shovel);
if (SCEN_TEST)
{
var cs = FindObject(Find_ID(ConstructionSite));
crew->SetPosition(cs->GetX(), cs->GetY()-20);
}
}
// Claim ownership of unowned structures
for (var structure in FindObjects(Find_Or(Find_Category(C4D_Structure), Find_Func("IsFlagpole")), Find_Owner(NO_OWNER)))
structure->SetOwner(plr);
return;
}
// Initializes environment and disasters.
private func InitEnvironment()
{
// Set infinite wate rreflow from sides
var water = Material("Water");
for (var x in [0, LandscapeWidth()-1])
for (var y=1,y0=0; y<=LandscapeHeight(); ++y)
{
if (GetMaterial(x, y) == water)
{
// Water section begins here
if (!y0) y0 = y;
}
else if (y0)
{
// Water section ends 1px above - apply auto-refill texture
DrawMaterialQuad("Water", x, y0, x+1, y0, x+1, y, x, y, "Water");
y0 = 0;
}
}
// Set a certain parallax.
SetSkyParallax(0, 20, 20);
// No disasters for now
//Meteor->SetChance(5); Cloud->SetLightning(16);
return;
}
private func InitVegetation()
{
// Grass on starting island.
PlaceGrass(85);
// Place some cocont trees all around the main island
for (var i = 0; i < 10 + Random(8); i++)
PlaceVegetation(Tree_Coconut, 0, 0, LandscapeWidth(), LandscapeHeight(), 1000 * (61 + Random(40)));
// Create an effect to make sure there will always grow some new trees.
ScheduleCall(nil, this.EnsureTrees, 100, 999999999);
// Some objects in the earth.
PlaceObjects(Rock, 10 + Random(10),"Earth");
PlaceObjects(Firestone, 35 + Random(5), "Earth");
PlaceObjects(Loam, 25 + Random(5), "Earth");
// Underwater vegetation
Seaweed->Place(20);
Coral->Place(30);
return;
}
// Ensures that there will always grow some trees on the main island.
func EnsureTrees()
{
var wdt = LandscapeWidth();
var hgt = LandscapeHeight();
// Place a tree if there are less than eight trees, with increasing likelihood for lower amounts of trees.
var nr_trees = ObjectCount(Find_Func("IsTree"), Find_Func("IsStanding"));
if (Random(9) >= nr_trees)
if (!Random(20))
PlaceVegetation(Tree_Coconut, main_island_x - 300, main_island_y - 200, 600, 400, 3);
return true;
}
private func InitAnimals()
{
// Place fish in upper ocean area (there tend to be small basins below, where lots of fish could get stuck)
var fish_area = GetFishArea();
Fish->Place(50, fish_area);
Piranha->Place(25, fish_area);
ScheduleCall(nil, this.EnsureAnimals, 237, 999999999);
return true;
}
private func GetFishArea() { return Shape->Rectangle(50, main_island_y, LandscapeWidth() - 100, LandscapeHeight() / 2 - main_island_y); }
private func EnsureAnimals()
{
if (ObjectCount(Find_ID(Fish), Find_Not(Find_Action("Dead"))) < 50) DoFishSpawn(Fish);
if (ObjectCount(Find_ID(Piranha), Find_Not(Find_Action("Dead"))) < 25) DoFishSpawn(Piranha);
return true;
}
private func DoFishSpawn(fish_type)
{
// Try placement away from Clonks. If a Clonk was nearby, just remove it immediately.
var fish = fish_type->Place(1, GetFishArea());
if (fish)
if (fish->FindObject(fish->Find_Distance(300), Find_ID(Clonk), Find_OCF(OCF_Alive)))
fish->RemoveObject();
return fish;
}
// Initializes the main island according to the material specification.
private func InitMainIsland()
{
var amount = 3;
var pos;
// Always start with a lorry filled with: hammer(x2), axe(x2), wood(x6) and metal(x4).
var lorry_pos = FindMainIslandPosition(0, 80);
var lorry = CreateObjectAbove(Lorry, lorry_pos[0], lorry_pos[1] - 8);
lorry->CreateContents(Hammer, 2);
lorry->CreateContents(Axe, 2);
lorry->CreateContents(Wood, 6);
lorry->CreateContents(Metal, 4);
// If more material is specified, create a small settlement: flag(x2) and windmill.
// Also fill lorry a bit more with: pickaxe(x1), dynamite(x4), wood(x4), metal(x2).
if (amount >= 2)
{
pos = FindMainIslandPosition(-120, 20);
CreateObjectAbove(Flagpole, pos[0]-7, pos[1]);
var rfp = CreateObjectAbove(Flagpole, pos[0]+7, pos[1]);
rfp->SetNeutral(true);
pos = FindMainIslandPosition(120, 20);
CreateObjectAbove(Flagpole, pos[0], pos[1]);
pos = FindMainIslandPosition(nil, nil, true);
CreateObjectAbove(WindGenerator, pos[0], pos[1]);
lorry->CreateContents(Wood, 4);
lorry->CreateContents(Metal, 2);
lorry->CreateContents(Pickaxe, 1);
lorry->CreateContents(Dynamite, 4);
}
// If still more material is specified, create a larger settlement: sawmill, chemical lab, tools workshop.
// Also fill lorry a bit more with: Barrel (x1), Bucket(x1), Loam(x4), DynamiteBox(x2), DivingHelmet (x1).
if (amount >= 3)
{
pos = FindMainIslandPosition(nil, nil, true);
CreateObjectAbove(Sawmill, pos[0], pos[1]);
pos = FindMainIslandPosition(nil, nil, true);
var lab = CreateObjectAbove(ChemicalLab, pos[0], pos[1]);
pos = FindMainIslandPosition(nil, nil, true);
var workshop = CreateObjectAbove(ToolsWorkshop, pos[0], pos[1]);
lorry->CreateContents(Barrel, 1);
lorry->CreateContents(Bucket, 1);
lorry->CreateContents(Loam, 4);
lorry->CreateContents(DynamiteBox, 1);
lorry->CreateContents(WallKit, 4);
//lorry->CreateContents(Boompack, 1);
lorry->CreateContents(DivingHelmet, 1);
lab->CreateContents(Dynamite, 5);
lab->CreateContents(DynamiteBox, 1);
workshop->CreateContents(Metal, 5);
}
return;
}
// Tries to find a position on the main island.
private func FindMainIslandPosition(int xpos, int sep, bool no_struct)
{
if (xpos == nil)
xpos = 0;
if (sep == nil)
sep = 250;
for (var i = 0; i < 100; i++)
{
var x = main_island_x + xpos + Random(sep*2+1)-sep;
var y = main_island_y / 2 - 220;
while (!GBackSolid(x, y) && y < LandscapeHeight()*3/4)
y++;
if (GetMaterial(x,y) == Material("Brick")) continue; // not on goal platform
if (!no_struct || !FindObject(Find_Or(Find_Category(C4D_Structure), Find_Func("IsFlagpole"), Find_ID(WindGenerator)), Find_Distance(60, x, y)))
break;
}
return [x, y];
}
/* Outro */
// Goal fulfilled
public func OnGoalsFulfilled()
{
SetNextMission("Missions.ocf/TreasureHunt.ocs");
GainScenarioAchievement("Done");
GainMissionAccess("S2Sea");
StartSequence("Outro", 0);
// Return true to force goal rule to not call GameOver() yet
return true;
}
// Intro helper
global func Particles_Smoke(...)
{
var p = inherited(...);
if (g_intro_sky_moving)
{
p.ForceX = -300;
p.DampingX = 800;
}
return p;
}
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