1 /* Boomshire */
2
Initialize()3 private func Initialize()
4 {
5 // Create dynamite below the first lava basin
6 DrawMaterialQuad("Tunnel",1378,1327-5,1860,1327-5,1860,1330,1387,1330,1);
7
8 //Sound("Environment::BirdsLoop",true,100,nil,+1);
9 Cloud->Place(40);
10 PlaceObjects(Rock,50,"Earth");
11 PlaceObjects(Loam,25,"Earth");
12 PlaceObjects(Nugget,25,"Earth");
13
14 AddEffect("PlaneReset",CreateObjectAbove(Airplane,3030,315,0),100,10,nil,nil);
15 AddEffect("PlaneReset",CreateObjectAbove(Airplane,3160,315,1),100,10,nil,nil);
16
17 Doors();
18
19 var concierge = CreateObjectAbove(Clonk, 70, 1030, NO_OWNER);
20 concierge->SetDir(DIR_Left);
21 concierge->SetAlternativeSkin("Mime");
22 concierge->SetObjectLayer(concierge);
23 concierge->SetName("$NameConcierge$");
24 concierge->SetDialogue("Concierge");
25 concierge->Sound("Circus", false, nil, nil, +1, 100);
26 Dialogue->FindByTarget(concierge)->AddAttention();
27
28 var cannons = FindObjects(Find_ID(Cannon));
29 for (var cannon in cannons)
30 {
31 cannon->TurnCannon(0);
32 cannon->SetCannonAngle(45000);
33 cannon.Touchable = false;
34 }
35
36 // Various tunnels for dynamite to fall through
37 DrawMaterialQuad("Tunnel-brickback",339,687,350,687,350,761,339,761);
38 DrawMaterialQuad("Tunnel-brickback",1889,866,1955,866,1955,882,1889,882);
39 DrawMaterialQuad("Tunnel-brickback",1920,874,1955,874,1930,1000,1920,1000);
40 DrawMaterialQuad("Tunnel-brickback",1920,1000,1930,1000,1970,1100,1960,1100);
41 DrawMaterialQuad("Tunnel-brickback",1960,1100,1970,1100,1930,1201,1919,1201);
42
43 DrawMaterialQuad("Tunnel-brickback",2549,907,2590,907,2590,920,2549,920);
44 DrawMaterialQuad("Tunnel-brickback",2549,920,2560,920,2560,1000,2550,1000);
45 DrawMaterialQuad("Tunnel-brickback",2550,1000,2560,1000,2720,1160,2710,1160);
46 DrawMaterialQuad("Tunnel-brickback",2710,1160,2720,1160,2710,1190,2700,1190);
47 DrawMaterialQuad("Tunnel-brickback",2680,1185,2750,1185,2750,1195,2680,1195);
48 DrawMaterialQuad("Tunnel-brickback",2737,1195,2750,1190,2775,1255,2765,1255);
49
50 AddEffect("DynamiteEruption",nil,100,130);
51 }
52
InitializePlayer(int plr)53 private func InitializePlayer(int plr)
54 {
55 SetPlayerTeam(plr, 1);
56 }
57
58 // Gamecall from Race-goal, on respawning.
OnPlayerRespawn(int iPlr,object cp)59 public func OnPlayerRespawn(int iPlr, object cp)
60 {
61 var clonk = GetCrew(iPlr);
62 clonk->CreateContents(WindBag);
63 }
64
FxDynamiteEruptionTimer(object nobject,effect,int timer)65 global func FxDynamiteEruptionTimer(object nobject, effect, int timer)
66 {
67 if(Random(5))
68 {
69 var dyn=CreateObjectAbove(Firestone,2460+Random(20),670);
70 dyn->SetYDir(-80);
71 dyn->SetXDir(RandomX(-1,1));
72 dyn->SetRDir(RandomX(-30,30));
73 }
74 else
75 {
76 var dyn=CreateObjectAbove(Dynamite,2460+Random(20),670);
77 dyn->SetYDir(-80);
78 dyn->SetXDir(RandomX(-1,1));
79 dyn->SetRDir(RandomX(-30,30));
80 dyn->Fuse();
81 }
82 }
83
FxAutoOpenTimer(object pTarget,effect,int timer)84 global func FxAutoOpenTimer(object pTarget, effect, int timer)
85 {
86 if (!effect.fired)
87 {
88 if (FindObject(Find_ID(Airplane),Find_InRect(2710,310,130,40)))
89 {
90 effect.fired = true;
91 var cannons = FindObjects(Find_ID(Cannon));
92 for (var cannon in cannons)
93 {
94 cannon->CreateContents(Boompack);
95 cannon->DoFire(cannon->Contents(), nil, -45000);
96 }
97 }
98 }
99 if(FindObject(Find_ID(Airplane),Find_InRect(0,0,2000,500)))
100 {
101 pTarget->OpenDoor();
102 return FX_Execute_Kill;
103 }
104 else return FX_OK;
105 }
106
FxSparklingAttentionStart(object target,effect fx,temp)107 global func FxSparklingAttentionStart(object target, effect fx, temp)
108 {
109 if (temp) return;
110 fx.particles =
111 {
112 Size = PV_Linear(2, 0),
113 Alpha = PV_KeyFrames(0, 0, 0, 300, 255, 1000, 0),
114 Rotation = PV_Random(0, 360),
115 R = 255, G = 200, B = 50,
116 Stretch = PV_Random(10000, 15000),
117 BlitMode = GFX_BLIT_Additive
118 };
119 }
120
FxSparklingAttentionTimer(object target,effect fx,int timer)121 global func FxSparklingAttentionTimer(object target, effect fx, int timer)
122 {
123 // Sparkle quickly every now-and-then.
124 var sparkle_cycle = timer % 100;
125 if (sparkle_cycle < 30)
126 {
127 fx.Interval = 1;
128 if (Random(2)) return FX_OK;
129 }
130 else
131 {
132 fx.Interval = 100;
133 return FX_OK;
134 }
135 var x = RandomX(-10, 10);
136 var y = RandomX(-10, 10);
137 target->CreateParticle("StarSpark", x, y, 0, 0, PV_Random(1, 7), fx.particles, 10);
138 return FX_OK;
139 }
140
FxPlaneResetTimer(object target,effect,int time)141 global func FxPlaneResetTimer(object target, effect, int time)
142 {
143 if(target->GetX() > 3000 || target->Contents())
144 {
145 effect.count=0;
146 return FX_OK;
147 }
148 else
149 effect.count++;
150
151 if(effect.count<4) return FX_OK;
152
153 var particles =
154 {
155 Prototype = Particles_Air(),
156 Size = PV_Linear(4, 0)
157 };
158 DrawParticleLine("Air", target->GetX()+3, target->GetY(), 3030, 315, 1, PV_Random(-2, 2), PV_Random(-2, 2), PV_Random(10, 30), particles);
159
160 target->SetPosition(3030,315);
161 target->SetDir(0);
162 target->SetR(-90);
163 target->~RollPlane();
164 }
165
Doors()166 private func Doors()
167 {
168 var door=CreateObjectAbove(StoneDoor, 135, 60, NO_OWNER);
169 door->CloseDoor();
170 AddEffect("AutoOpen",door,1,15);
171
172 var gate = CreateObjectAbove(StoneDoor, 865, 1195, NO_OWNER);
173 var wheel = CreateObjectAbove(SpinWheel, 1045, 1165, NO_OWNER);
174 wheel->SetSwitchTarget(gate);
175 gate->CloseDoor();
176 AddEffect("SparklingAttention",wheel,100,100);
177
178 var gate = CreateObjectAbove(StoneDoor, 1155, 1026, NO_OWNER);
179 var wheel = CreateObjectAbove(SpinWheel, 1906, 778, NO_OWNER);
180 wheel->SetArrowWheel();
181 var straw = CreateObjectAbove(DoorTarget,1850,820,NO_OWNER);
182 straw->SetGate(gate);
183 straw->SetAction("Float");
184 gate->CloseDoor();
185 AddEffect("SparklingAttention",wheel,100,100);
186
187 var gate = CreateObjectAbove(StoneDoor, 1875, 761, NO_OWNER);
188 var wheel = CreateObjectAbove(SpinWheel, 1752, 1148, NO_OWNER);
189 wheel->SetSwitchTarget(gate);
190 gate->CloseDoor();
191 AddEffect("SparklingAttention",wheel,100,100);
192
193 var gate = CreateObjectAbove(StoneDoor, 1875, 864, NO_OWNER);
194 var wheel = CreateObjectAbove(SpinWheel, 1116, 1038, NO_OWNER);
195 wheel->SetSwitchTarget(gate);
196 gate->CloseDoor();
197 AddEffect("SparklingAttention",wheel,100,100);
198
199 var gate = CreateObjectAbove(StoneDoor, 3115, 685, NO_OWNER);
200 var wheel = CreateObjectAbove(SpinWheel, 3140, 588, NO_OWNER);
201 wheel->SetSwitchTarget(gate);
202 gate->CloseDoor();
203 AddEffect("SparklingAttention",wheel,100,100);
204
205 var gate = CreateObjectAbove(StoneDoor, 585, 915, NO_OWNER);
206 var wheel = CreateObjectAbove(SpinWheel, 853, 681, NO_OWNER);
207 wheel->SetSwitchTarget(gate);
208 gate->CloseDoor();
209 AddEffect("SparklingAttention",wheel,100,100);
210
211 var gate = CreateObjectAbove(StoneDoor, 345, 740, NO_OWNER);
212 var wheel = CreateObjectAbove(SpinWheel, 60, 644, NO_OWNER);
213 wheel->SetSwitchTarget(gate);
214 gate->CloseDoor();
215 AddEffect("SparklingAttention",wheel,100,100);
216
217 var gate = CreateObjectAbove(StoneDoor, 1935, 558, NO_OWNER);
218 var wheel = CreateObjectAbove(SpinWheel, 1900, 565, NO_OWNER);
219 wheel->SetSwitchTarget(gate);
220 gate->CloseDoor();
221 AddEffect("SparklingAttention",wheel,100,100);
222
223 var gate = CreateObjectAbove(StoneDoor, 2965, 316, NO_OWNER);
224 var wheel = CreateObjectAbove(SpinWheel, 3260, 328, NO_OWNER);
225 wheel->SetSwitchTarget(gate);
226 gate->CloseDoor();
227
228 var gate = CreateObjectAbove(StoneDoor, 3285, 1150, NO_OWNER);
229 var wheel = CreateObjectAbove(SpinWheel, 3220, 1200, NO_OWNER);
230 wheel->SetSwitchTarget(gate);
231 gate->CloseDoor();
232 }
233
234 static g_num_chests;
235 static const MAX_CHESTS = 14;
236
OnChestOpened(object collector)237 public func OnChestOpened(object collector)
238 {
239 ++g_num_chests;
240 var sAchievement = "";
241 if (g_num_chests == 4)
242 {
243 sAchievement = "|$Achieve4$";
244 GainScenarioAchievement("Chests", 1);
245 }
246 else if (g_num_chests==MAX_CHESTS/2)
247 {
248 sAchievement = "|$Achieve7$";
249 GainScenarioAchievement("Chests", 2);
250 }
251 else if (g_num_chests==MAX_CHESTS)
252 {
253 sAchievement = "|$Achieve14$";
254 GainScenarioAchievement("Chests", 3);
255 }
256 UpdateLeagueScores();
257 Dialogue->MessageBoxAll(Format("$MsgChestOpened$%s", g_num_chests, MAX_CHESTS, sAchievement), collector, true);
258 return true;
259 }
260
OnGoalsFulfilled()261 public func OnGoalsFulfilled()
262 {
263 GainScenarioAchievement("Done");
264 UpdateLeagueScores();
265 }
266
OnGameOver()267 public func OnGameOver()
268 {
269 UpdateLeagueScores();
270 }
271
UpdateLeagueScores()272 private func UpdateLeagueScores()
273 {
274 // +50 for finishing and +5 for every chest
275 var goal_finished = (g_goal && g_goal->IsFulfilled());
276 return SetLeagueProgressScore(g_num_chests, g_num_chests * 5 + goal_finished * 50);
277 }
278