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/**
Tutorial 03: Carry & Construct
Author: Maikel
Construct sawmill and flagpole: explains contents menu, dynamite, chopping, foundry and construction site.
Following controls and concepts are explained:
* Contents menu: foundry and chest
* Production menu: foundry
* Using items: dynamite, hammer, axe
*/
static guide; // guide object.
protected func Initialize()
{
// Tutorial goal.
var goal = CreateObject(Goal_Tutorial);
goal.Name = "$MsgGoalName$";
goal.Description = "$MsgGoalDescription$";
// Place objects in different sections.
InitVillageEntrance();
InitVillageMain();
InitOreMine();
InitVillageUnderground();
InitVegetation();
InitAnimals();
InitAI();
// Dialogue options -> repeat round.
SetNextMission("Tutorials.ocf\\Tutorial03.ocs", "$MsgRepeatRound$", "$MsgRepeatRoundDesc$");
return;
}
// Gamecall from goals, set next mission.
protected func OnGoalsFulfilled()
{
// Achievement: Tutorial completed.
GainScenarioAchievement("TutorialCompleted", 3);
// Dialogue options -> next round.
SetNextMission("Tutorials.ocf\\Tutorial04.ocs", "$MsgNextTutorial$", "$MsgNextTutorialDesc$");
// Normal scenario ending by goal library.
return false;
}
private func InitVillageEntrance()
{
// Create a signpost.
var post = CreateObjectAbove(EnvPack_Guidepost2, 56, 384);
post->SetInscription("$MsgWelcomeWipfville$");
// Create a small forest.
CreateObjectAbove(Tree_Coniferous, 128, 384);
CreateObjectAbove(Tree_Coniferous, 148, 384);
CreateObjectAbove(Tree_Coniferous2, 156, 390);
CreateObjectAbove(Tree_Coniferous3, 176, 390);
CreateObjectAbove(Tree_Coniferous, 188, 384);
// Wind generator and sawmill construction site for wood production.
CreateObjectAbove(WindGenerator, 224, 384)->MakeInvincible();
var site = CreateObjectAbove(ConstructionSite, 264, 386);
site.MeshTransformation = Trans_Mul(Trans_Rotate(RandomX(-30, 30), 0, 1, 0), Trans_Rotate(RandomX(-10, 10), 1, 0, 0));
site->Set(Sawmill);
site->MakeUncancellable();
site->CreateContents(Wood, 1);
site->CreateContents(Rock, 1);
// A hole where the axe is hidden.
CreateObjectAbove(Axe, 159, 474);
// A wooden cabin ruin on fire.
var cabin = CreateObjectAbove(Ruin_WoodenCabin, 370, 352);
cabin.Plane = -400;
for (var x = -20; x <= 20; x += 10)
CreateObjectAbove(Flame, cabin->GetX() + x, cabin->GetY());
cabin->AddScorch(-30, 15, 45, 32, 1200);
cabin->AddScorch(15, 0, -45, 50, 1500);
var chest = CreateObjectAbove(Chest, 410, 352);
chest->CreateContents(Hammer);
chest->MakeInvincible();
return;
}
private func InitOreMine()
{
// A foundry halfway down.
var foundry = CreateObjectAbove(Foundry, 456, 488);
foundry->MakeInvincible();
var lantern = foundry->CreateContents(Lantern);
lantern->TurnOn();
// A lorry with mining equipment.
var lorry = CreateObjectAbove(Lorry, 212, 640);
lorry->CreateContents(Dynamite, 3);
return;
}
private func InitVillageMain()
{
// Elevator, and grain production on the right.
var elevator = CreateObjectAbove(Elevator, 601, 392);
elevator->CreateShaft(264);
elevator->MakeInvincible();
var mill = CreateObjectAbove(Ruin_Windmill, 816, 392);
mill->AddScorch(-15, 42, 90, 50, 1200);
CreateObjectAbove(Kitchen, 904, 376);
CreateObjectAbove(Loom, 560, 392);
Wheat->Place(40 + Random(10), Rectangle(704, 352, 80, 64));
Cotton->Place(3, Rectangle(654, 352, 40, 64));
CreateObjectAbove(StrawMan, 714, 391);
CreateObjectAbove(StrawMan, 762, 391);
// Stone door to protect the village.
var door = CreateObjectAbove(StoneDoor, 1004, 376);
var wheel = CreateObjectAbove(SpinWheel, 972, 376);
wheel->SetSwitchTarget(door);
// A tree is blocking the path down in this round.
CreateObject(MovingBrick, 870, 396).Plane = 200;
var tree = CreateObjectAbove(Tree_Coniferous, 890, 422);
tree->SetR(90);
tree.Plane = 450;
// Tools and armory down below.
CreateObjectAbove(ToolsWorkshop, 698, 504)->MakeInvincible();
CreateObjectAbove(Armory, 772, 504)->MakeInvincible();
CreateObjectAbove(Flagpole, 828, 496)->MakeInvincible();
return;
}
private func InitVillageUnderground()
{
// A wooden cabin ruin.
var cabin = CreateObjectAbove(Ruin_WoodenCabin, 562, 568);
cabin->AddScorch(-20, 12, 45, 50, 1500);
cabin->AddScorch(15, 10, -45, 50, 1500);
// Chemical lab ruin and flagpole on the left of the elevator.
var lab = CreateObjectAbove(Ruin_ChemicalLab, 484, 664);
lab->AddScorch(-12, 18, 130, 80, 1300);
CreateObjectAbove(Flagpole, 528, 664);
// Steam engine for power supply below.
var engine = CreateObjectAbove(SteamEngine, 780, 752);
engine->CreateContents(Coal, 5);
engine->MakeInvincible();
// Lorry with materials down below, the materials are only added in tutorial 4.
CreateObjectAbove(Lorry, 954, 670);
return;
}
private func InitVegetation()
{
Grass->Place(85);
PlaceObjects(Firestone, 10 + Random(5), "Earth");
PlaceObjects(Rock, 25 + Random(5), "Earth");
Branch->Place(20, nil, {underground = true});
Flower->Place(10);
return;
}
private func InitAnimals()
{
// The wipf as your friend, controlled by AI.
var wipf = CreateObjectAbove(Wipf, 64, 384);
wipf->SetMeshMaterial("WipfSkin");
wipf->SetObjectLayer(wipf);
wipf->EnableTutorialControl(true);
wipf.Name = "$WipfName$";
wipf.Description = "$WipfDescription$";
// Some wipfs near the grain field.
var wipfs = Wipf->Place(4, Rectangle(640, 352, 180, 40));
for (wipf in wipfs)
{
wipf->SetObjectLayer(wipf);
wipf->EnableTutorialControl(false);
}
// Some butterflies as atmosphere.
Butterfly->Place(25);
return;
}
// Initializes the AI: which is all defined in System.ocg
private func InitAI()
{
// A lumberjack npc for explaining how to cut trees.
var npc_lumberjack = CreateObjectAbove(Clonk, 192, 384);
npc_lumberjack->SetColor(0xffff00);
npc_lumberjack->SetName("Sato");
npc_lumberjack->SetObjectLayer(npc_lumberjack);
npc_lumberjack->SetSkin(3);
npc_lumberjack->SetDir(DIR_Left);
npc_lumberjack->SetDialogue("Lumberjack", true);
// A fireman NPC who extinguishes a burning cabin.
var npc_fireman = CreateObjectAbove(Clonk, 200, 384);
npc_fireman->SetName("Hubert");
var barrel = npc_fireman->CreateContents(Barrel);
barrel->PutLiquid("Water", 300);
npc_fireman->SetObjectLayer(npc_fireman);
npc_fireman->SetDir(DIR_Left);
npc_fireman->SetDialogue("Fireman", false);
npc_fireman->SetAlternativeSkin("MaleDarkHair");
// A builder which tells you where to place the flagpole.
var npc_builder = CreateObjectAbove(Clonk, 504, 376);
npc_builder->SetName("Kummerog");
npc_builder->CreateContents(Hammer);
npc_builder->SetObjectLayer(npc_builder);
npc_builder->SetDir(DIR_Left);
npc_builder->SetDialogue("Builder", false);
npc_builder->SetAlternativeSkin("Carpenter");
// A farmer near the grain field.
var npc_farmer = CreateObjectAbove(Clonk, 720, 392);
npc_farmer->SetColor(0x00ffff);
npc_farmer->SetName("Genhered");
npc_farmer->SetObjectLayer(npc_farmer);
npc_farmer->SetSkin(1);
npc_farmer->SetDir(DIR_Left);
npc_farmer->SetDialogue("Farmer", false);
// Lookout.
var npc_lookout = CreateObjectAbove(Clonk, 992, 296);
npc_lookout->SetName("Larry");
npc_lookout->SetObjectLayer(npc_lookout);
npc_lookout->SetDir(DIR_Left);
npc_lookout->SetDialogue("Lookout", false);
npc_lookout->SetAlternativeSkin("Guard");
// Village head.
var npc_head = CreateObjectAbove(Clonk, 840, 736);
npc_head->SetName("Archibald");
npc_head->SetObjectLayer(npc_head);
npc_head->SetDir(DIR_Right);
npc_head->SetDialogue("VillageHead", false);
var lantern = npc_head->CreateContents(Lantern);
lantern->TurnOn();
npc_head->SetAlternativeSkin("Sage");
return;
}
/*-- Player Handling --*/
protected func InitializePlayer(int plr)
{
// Position player's clonk.
var clonk = GetCrew(plr);
clonk->SetPosition(48, 374);
clonk->CreateContents(Shovel);
var effect = AddEffect("ClonkRestore", clonk, 100, 10);
effect.to_x = 48;
effect.to_y = 374;
// Claim ownership of structures.
for (var structure in FindObjects(Find_Or(Find_Category(C4D_Structure), Find_Func("IsFlagpole"))))
structure->SetOwner(plr);
// Add an effect to the clonk to track the goal.
AddEffect("TrackGoal", nil, 100, 2);
// Standard player zoom for tutorials.
SetPlayerViewLock(plr, true);
SetPlayerZoomByViewRange(plr, 400, nil, PLRZOOM_Direct | PLRZOOM_Set);
// Take ownership of the sawmill construction site.
var site = FindObject(Find_ID(ConstructionSite));
site->SetOwner(plr);
// Knowledge for the flagpole construction.
SetPlrKnowledge(plr, Flagpole);
// Create tutorial guide, add messages, show first.
guide = CreateObject(TutorialGuide, 0, 0, plr);
var interact = GetPlayerControlAssignment(plr, CON_Interact, true, true);
guide->AddGuideMessage(Format("$MsgTutorialWipfville$", interact));
guide->ShowGuideMessage();
var effect = AddEffect("TutorialTalkedToLumberjack", nil, 100, 5);
effect.plr = plr;
return;
}
/*-- Intro, Tutorial Goal & Outro --*/
global func FxTrackGoalTimer(object target, proplist effect, int time)
{
if (FindObject(Find_ID(Sawmill)) && ObjectCount(Find_ID(Flagpole)) >= 3)
{
AddEffect("GoalOutro", target, 100, 5);
return FX_Execute_Kill;
}
return FX_OK;
}
global func FxGoalOutroStart(object target, proplist effect, int temp)
{
if (temp)
return FX_OK;
// Show guide message congratulating.
guide->AddGuideMessage("$MsgTutorialCompleted$");
guide->ShowGuideMessage();
return FX_OK;
}
global func FxGoalOutroTimer(object target, proplist effect, int time)
{
if (time >= 54)
{
var goal = FindObject(Find_ID(Goal_Tutorial));
goal->Fulfill();
return FX_Execute_Kill;
}
return FX_OK;
}
global func FxGoalOutroStop(object target, proplist effect, int reason, bool temp)
{
if (temp)
return FX_OK;
}
/*-- Guide Messages --*/
public func OnHasTalkedToLumberjack()
{
RemoveEffect("TutorialTalkedToLumberjack");
RemoveEffect("TutorialTalkedToLumberjack2");
return;
}
global func FxTutorialTalkedToLumberjackTimer()
{
return FX_OK;
}
global func FxTutorialTalkedToLumberjackStop(object target, proplist effect, int reason, bool temp)
{
if (temp)
return FX_OK;
guide->AddGuideMessage("$MsgTutorialFindRock$");
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialFoundLorry", nil, 100, 5);
new_effect.plr = effect.plr;
return FX_OK;
}
global func FxTutorialFoundLorryTimer(object target, proplist effect)
{
if (FindObject(Find_OCF(OCF_CrewMember), Find_Owner(effect.plr), Find_InRect(168, 576, 104, 72)))
{
var interaction_menu = GetPlayerControlAssignment(effect.plr, CON_Contents, true, true);
guide->AddGuideMessage(Format("$MsgTutorialDynamiteLorry$", interaction_menu));
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialObtainedDynamite", nil, 100, 5);
new_effect.plr = effect.plr;
return FX_Execute_Kill;
}
return FX_OK;
}
global func FxTutorialObtainedDynamiteTimer(object target, proplist effect)
{
var clonk = FindObject(Find_OCF(OCF_CrewMember), Find_Owner(effect.plr));
if (clonk && FindObject(Find_ID(Dynamite), Find_Container(clonk)))
{
var use = GetPlayerControlAssignment(effect.plr, CON_Use, true, true);
guide->AddGuideMessage(Format("$MsgTutorialBlastRock$", use));
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialBlastedRock", nil, 100, 5);
new_effect.plr = effect.plr;
return FX_Execute_Kill;
}
return FX_OK;
}
global func FxTutorialBlastedRockTimer(object target, proplist effect)
{
if (FindObject(Find_ID(Rock), Find_InRect(180, 592, 100, 64)))
{
guide->AddGuideMessage("$MsgTutorialPickUpRock$");
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialObtainedRock", nil, 100, 5);
new_effect.plr = effect.plr;
return FX_Execute_Kill;
}
return FX_OK;
}
global func FxTutorialObtainedRockTimer(object target, proplist effect)
{
var clonk = FindObject(Find_OCF(OCF_CrewMember), Find_Owner(effect.plr));
var has_three_rocks = clonk && ObjectCount(Find_ID(Rock), Find_Container(clonk)) >= 3;
var finished_sawmill = FindObject(Find_ID(Sawmill));
// Also progress if the sawmill has been finished without the three rocks at the same time.
if (has_three_rocks || finished_sawmill)
{
var interaction_menu = GetPlayerControlAssignment(effect.plr, CON_Contents, true, true);
guide->AddGuideMessage(Format("$MsgTutorialSawmill$", interaction_menu));
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialSawmillFinished", nil, 100, 5);
new_effect.plr = effect.plr;
return FX_Execute_Kill;
}
return FX_OK;
}
global func FxTutorialSawmillFinishedTimer(object target, proplist effect)
{
if (FindObject(Find_ID(Sawmill)))
return FX_Execute_Kill;
return FX_OK;
}
global func FxTutorialSawmillFinishedStop(object target, proplist effect, int reason, bool temp)
{
if (temp)
return FX_OK;
guide->AddGuideMessage("$MsgTutorialTalkToFireman$");
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialTalkedForFlagpole", nil, 100, 5);
new_effect.plr = effect.plr;
// Notify lumberjack the sawmill is done.
var dialogue_lumberjack = Dialogue->FindByName("Lumberjack");
if (dialogue_lumberjack)
dialogue_lumberjack->SetDialogueProgress(5, nil, false);
Dialogue->FindByName("Fireman")->AddAttention();
Dialogue->FindByName("Builder")->AddAttention();
return FX_OK;
}
public func OnHasTalkedToFireman()
{
var effect = GetEffect("TutorialTalkedForFlagpole");
if (effect)
effect.talked_to_fireman = true;
return;
}
public func OnHasTalkedToBuilder()
{
var effect = GetEffect("TutorialTalkedForFlagpole");
if (effect)
effect.talked_to_builder = true;
return;
}
global func FxTutorialTalkedForFlagpoleTimer(object target, proplist effect)
{
if (effect.talked_to_fireman && effect.talked_to_builder)
{
var use = GetPlayerControlAssignment(effect.plr, CON_Use, true, true);
guide->AddGuideMessage(Format("$MsgTutorialConstructFlagpole$", use));
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialPlacedFlagpole", nil, 100, 5);
new_effect.plr = effect.plr;
return FX_Execute_Kill;
}
return FX_OK;
}
global func FxTutorialPlacedFlagpoleTimer(object target, proplist effect)
{
if (FindObject(Find_ID(ConstructionSite), Find_AtRect(480, 356, 32, 20)))
{
guide->AddGuideMessage("$MsgTutorialFlagpoleMaterials$");
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialTalkedToLumberjack2", nil, 100, 5);
new_effect.plr = effect.plr;
// Notify lumberjack that player talked to other npc's.
var dialogue_lumberjack = Dialogue->FindByName("Lumberjack");
if (dialogue_lumberjack)
dialogue_lumberjack->SetDialogueProgress(6, nil, true);
return FX_Execute_Kill;
}
return FX_OK;
}
global func FxTutorialTalkedToLumberjack2Timer()
{
return FX_OK;
}
global func FxTutorialTalkedToLumberjack2Stop(object target, proplist effect, int reason, bool temp)
{
if (temp)
return FX_OK;
guide->AddGuideMessage("$MsgTutorialAxeChopping$");
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialWoodInSite", nil, 100, 5);
new_effect.plr = effect.plr;
return FX_OK;
}
global func FxTutorialWoodInSiteTimer(object target, proplist effect)
{
var site = FindObject(Find_ID(ConstructionSite), Find_AtRect(480, 356, 32, 20));
if (site && ObjectCount(Find_ID(Wood), Find_Container(site)) >= 3)
{
guide->AddGuideMessage("$MsgTutorialOreMining$");
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialHasOreCoal", nil, 100, 5);
new_effect.plr = effect.plr;
return FX_Execute_Kill;
}
return FX_OK;
}
global func FxTutorialHasOreCoalTimer(object target, proplist effect)
{
var clonk = FindObject(Find_OCF(OCF_CrewMember), Find_Owner(effect.plr));
if (FindObject(Find_ID(Ore), Find_Container(clonk)) && FindObject(Find_ID(Coal), Find_Container(clonk)))
{
var interaction_menu = GetPlayerControlAssignment(effect.plr, CON_Contents, true, true);
guide->AddGuideMessage(Format("$MsgTutorialProduceMetal$", interaction_menu));
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialMetalFinished", nil, 100, 5);
new_effect.plr = effect.plr;
return FX_Execute_Kill;
}
return FX_OK;
}
global func FxTutorialMetalFinishedTimer(object target, proplist effect)
{
if (FindObject(Find_ID(Metal)))
{
guide->AddGuideMessage("$MsgTutorialMetalToSite$");
guide->ShowGuideMessage();
return FX_Execute_Kill;
}
return FX_OK;
}
protected func OnGuideMessageShown(int plr, int index)
{
// Show the lumberjack.
if (index == 0)
TutArrowShowTarget(FindObject(Find_ID(Clonk), Find_Not(Find_Owner(plr)), Sort_Distance(192, 384)));
// Show the statue and the mine entrance.
if (index == 1)
{
TutArrowShowTarget(FindObject(Find_ID(ConstructionSite)));
TutArrowShowPos(428, 392, 225);
TutArrowShowPos(368, 516, 225);
}
// Show the lorry with dynamite.
if (index == 2)
TutArrowShowTarget(FindObject(Find_ID(Lorry), Sort_Distance(212, 632)));
// Show the rock to blast.
if (index == 3)
TutArrowShowPos(192, 596, 315);
// Show the closest chunks of rock.
if (index == 4)
{
var clonk = FindObject(Find_OCF(OCF_CrewMember), Find_Owner(plr));
var rock = FindObject(Find_ID(Rock), Find_NoContainer(), Find_OCF(OCF_InFree), Find_Distance(60, clonk->GetX(), clonk->GetY()), Sort_Distance(clonk->GetX(), clonk->GetY()));
TutArrowShowTarget(rock);
}
// Show the sawmill construction site.
if (index == 5)
TutArrowShowTarget(FindObject(Find_ID(ConstructionSite)));
// Show the fireman and builder.
if (index == 6)
{
TutArrowShowTarget(FindObject(Find_ID(Clonk), Find_Not(Find_Owner(plr)), Sort_Distance(304, 366)));
TutArrowShowTarget(FindObject(Find_ID(Clonk), Find_Not(Find_Owner(plr)), Sort_Distance(504, 376)));
}
// Show the chest for the hammer and the construction location.
if (index == 7)
{
TutArrowShowTarget(FindObject(Find_ID(Chest)));
TutArrowShowPos(496, 376, 135);
}
// Show the lumberjack.
if (index == 8)
TutArrowShowTarget(FindObject(Find_ID(Clonk), Find_Not(Find_Owner(plr)), Sort_Distance(192, 384)));
// Show way to the axe and show the axe and a tree.
if (index == 9)
{
TutArrowShowPos(292, 512, 315);
TutArrowShowPos(184, 320, 225);
TutArrowShowTarget(FindObject(Find_ID(Axe)));
}
// Show the ore and coal.
if (index == 10)
{
TutArrowShowPos(136, 636, 270);
TutArrowShowPos(306, 628, 90);
}
// Show the foundry.
if (index == 11)
{
TutArrowShowTarget(FindObject(Find_ID(Foundry)));
}
// Show the metal and the flagpole site.
if (index == 12)
{
TutArrowShowTarget(FindObject(Find_ID(Metal)));
TutArrowShowTarget(FindObject(Find_ID(ConstructionSite), Find_AtRect(480, 356, 32, 20)));
}
return;
}
protected func OnGuideMessageRemoved(int plr, int index)
{
TutArrowClear();
return;
}
/*-- Clonk restoring --*/
global func FxClonkRestoreTimer(object target, proplist effect, int time)
{
// Respawn clonk to new location if reached certain position.
return FX_OK;
}
// Relaunches the clonk, from death or removal.
global func FxClonkRestoreStop(object target, effect, int reason, bool temporary)
{
if (reason == 3 || reason == 4)
{
var restorer = CreateObject(ObjectRestorer, 0, 0, NO_OWNER);
var x = BoundBy(target->GetX(), 0, LandscapeWidth());
var y = BoundBy(target->GetY(), 0, LandscapeHeight());
restorer->SetPosition(x, y);
var to_x = effect.to_x;
var to_y = effect.to_y;
// Respawn new clonk.
var plr = target->GetOwner();
var clonk = CreateObject(Clonk, 0, 0, plr);
clonk->GrabObjectInfo(target);
Rule_Relaunch->TransferInventory(target, clonk);
SetCursor(plr, clonk);
clonk->DoEnergy(100000);
restorer->SetRestoreObject(clonk, nil, to_x, to_y, 0, "ClonkRestore");
}
return FX_OK;
}
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