1 /*--
2 	Escape the volcano EXTREME
3 	Author: Sven2
4 
5 	Difficult upwards parkour. Now with extra volcano coming from bottom!
6 --*/
7 
8 static g_volcano;
9 
Initialize()10 protected func Initialize()
11 {
12 	var w = LandscapeWidth(), h = LandscapeHeight();
13 	// Create the parkour goal.
14 	var goal = FindObject(Find_ID(Goal_Parkour));
15 	if (!goal) goal = CreateObject(Goal_Parkour, 0, 0, NO_OWNER);
16 	goal->DisableRespawnHandling();
17 	// Set start and finish point.
18 	goal->SetStartpoint(w*2/5, h*93/100);
19 	goal->SetFinishpoint(w/2, h*5/100);
20 	// Create earth materials
21 	// Create them in big clusters so the whole object arrangement looks a bit less uniform and more interesting
22 	PlaceBatches([Firestone], 5, 100, 15);
23 	PlaceBatches([Dynamite, Dynamite, Dynamite, DynamiteBox], 3, 50, 6);
24 	PlaceBatches([Rock, Loam, Loam], 10, 200, 10);
25 	// Some dead trees.
26 	Tree_Coniferous_Burned->Place(4);
27 	Tree_Coniferous2_Burned->Place(2);
28 	Tree_Coniferous3_Burned->Place(2);
29 	Tree_Coniferous4_Burned->Place(2);
30 	// At night with stars.
31 	Time->Init();
32 	Time->SetTime(24 * 60);
33 	Time->SetCycleSpeed(0);
34 	// Starting chest
35 	var start_chest = CreateObjectAbove(Chest, w*2/5, h*94/100);
36 	if (start_chest)
37 	{
38 		start_chest->CreateContents(Loam,4);
39 		start_chest->CreateContents(Bread,3);
40 		start_chest->CreateContents(Firestone,3);
41 		start_chest->CreateContents(DynamiteBox,2);
42 	}
43 	// Create big volcano
44 	g_volcano=CreateObjectAbove(BigVolcano,0,0,NO_OWNER);
45 	var h0 = h-10;
46 	g_volcano->Activate(h0, h*10/100);
47 	// Schedule script to update volcano speed multiplier
48 
49 	var fx_volcano = new Effect {
50 		Name = "FxVolcano",
51 		Timer = Scenario.VolcanoTimer
52 	};
53 
54 	CreateEffect(fx_volcano, 1, 40);
55 	// Bottom is open, so put some stable lava here to prevent remaining lava from just flowing out of the map
56 	DrawMaterialQuad("StableLava",0,h0,w,h0,w,h,0,h);
57 	return;
58 }
59 
60 // Timer callback: Update volcano speed (rubberband effect)
VolcanoTimer()61 func VolcanoTimer()
62 {
63 	// Safety
64 	if (!g_volcano) return;
65 	// Get volcano height
66 	var y_volcano = g_volcano->GetLavaPeak();
67 	// Get player progress
68 	var y_plr, crew, n_crew;
69 	for (var i=0; i<GetPlayerCount(C4PT_User); ++i)
70 		if (crew = GetCursor(GetPlayerByIndex(i, C4PT_User)))
71 		{
72 			y_plr += crew->GetY();
73 			++n_crew;
74 		}
75 	if (n_crew) y_plr = y_plr / n_crew;
76 	// Calc rubber band
77 	var rubber_length = 85 * y_plr / LandscapeHeight() + 65;
78 	var new_multiplier;
79 	if (n_crew)
80 		new_multiplier = Max(1, (y_volcano - y_plr) / rubber_length);
81 	else
82 		new_multiplier = 1;
83 	g_volcano->SetSpeedMultiplier(new_multiplier);
84 	//Log("speed %v", new_multiplier);
85 	return true;
86 }
87 
InitializePlayer(int plr)88 func InitializePlayer(int plr)
89 {
90 	// Players only
91 	if (GetPlayerType(plr)!=C4PT_User) return;
92 	// Harsh zoom range
93 	for (var flag in [PLRZOOM_LimitMax, PLRZOOM_Direct])
94 		SetPlayerZoomByViewRange(plr,400,250,flag);
95 	SetPlayerViewLock(plr, false); // no view lock so you can see the volcano!
96 	return true;
97 }
98 
PlaceBatches(array item_ids,int n_per_batch,int batch_radius,int n_batches)99 private func PlaceBatches(array item_ids, int n_per_batch, int batch_radius, int n_batches)
100 {
101 	// place a number (n_batches) of batches of objects of types item_ids. Each batch has n_per_batch objects.
102 	// fewer batches and/or objects may be placed if no space is found
103 	var loc,loc2,n_item_ids=GetLength(item_ids), n_created=0, obj;
104 	for (var i=0; i<n_batches; ++i)
105 		if (loc = FindLocation(Loc_Material("Earth")))
106 			for (var j=0; j<n_per_batch; ++j)
107 				if (loc2 = FindLocation(Loc_InRect(loc.x-batch_radius,loc.y-batch_radius,batch_radius*2,batch_radius*2), Loc_Material("Earth")))
108 					if (obj=CreateObjectAbove(item_ids[Random(n_item_ids)],loc2.x,loc2.y))
109 					{
110 						obj->SetPosition(loc2.x,loc2.y);
111 						++n_created;
112 					}
113 	return n_created;
114 }
115 
116 // Gamecall from parkour goal, on respawning.
OnPlayerRespawn(int plr,object cp)117 protected func OnPlayerRespawn(int plr, object cp)
118 {
119 	var clonk = GetCrew(plr);
120 	RecoverItem(clonk, Shovel);
121 	RecoverItem(clonk, Pickaxe);
122 	RecoverItem(clonk, Loam);
123 	return;
124 }
125 
RecoverItem(object clonk,id item_id)126 private func RecoverItem(object clonk, id item_id)
127 {
128 	// Try to recover the player's item. if it can't be found, recreate one
129 	// Don't fetch item from allied Clonks though
130 	var item = FindObject(Find_ID(item_id), Find_Owner(clonk->GetOwner()));
131 	if (!item || item->Contained() && item->Contained()->GetAlive())
132 		item = clonk->CreateContents(item_id);
133 	else
134 		item->Enter(clonk);
135 	return item;
136 }
137