// TMW2 Scripts
// Author:
// Jesusalva
// Description:
// Controls map domain 030 and provide helpers. See constants;
// Player Variables:
// MAZE_ID → ID of the maze being used
// MAZE_MAP$ → Map being used for the maze
// MAZE_INST → Instance ID of the Maze
/////////////////////////////////////////////////////////////////////////////////
// CreateMaze(scope=IOT_CHAR{, size=MAZE_SIZE_S})
// Creates the maze instances so they can be configured
// But does not initializes anything.
function script CreateMaze {
.@scope = getarg(0, IOT_CHAR);
.@size = getarg(1, MAZE_SIZE_S);
// Small mazes (30x30 average) (24 total)
if (.@size & MAZE_SIZE_S) {
.@p = getarraysize(.@ids);
setarray .@ids[.@p], 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
16, 17, 18, 19, 20, 21, 22, 23, 24;
}
// Medium mazes (45x45 average) (15 total)
if (.@size & MAZE_SIZE_M) {
.@p = getarraysize(.@ids);
setarray .@ids[.@p], 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39;
}
// Great mazes (60x60 average) (20 total)
if (.@size & MAZE_SIZE_G) {
.@p = getarraysize(.@ids);
setarray .@ids[.@p], 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52,
53, 54, 55, 56, 57, 58, 59;
}
// Xtra mazes (75x75 average) (10 total)
if (.@size & MAZE_SIZE_X) {
.@p = getarraysize(.@ids);
setarray .@ids[.@p], 60, 61, 62, 63, 64, 65, 66, 67, 68, 69;
}
// Abs. mazes (90x90 average) (6 total)
if (.@size & MAZE_SIZE_A) {
.@p = getarraysize(.@ids);
setarray .@ids[.@p], 70, 71, 72, 73, 74, 75;
}
// Get a random maze, but it must not be repeated
do
{
.@r = any_of(.@ids);
if (MAZE_ID == .@r)
continue;
MAZE_ID = .@r;
.@MAZEMP$=sprintf("030-%02d", MAZE_ID);
MAZE_MAP$=sprintf("mz%02d@"+getcharid(0), MAZE_ID);
// Maze is not yet started
if (.@scope == IOT_CHAR) {
MAZE_INST = instance_create("Maze "+MAZE_ID+" "+getcharid(0), getcharid(3), IOT_CHAR);
// Failed
if (MAZE_INST < 0) {
consolebug("Instance \"%s\" already exists! (Error %d)", "Maze "+MAZE_ID+" "+getcharid(0), MAZE_INST);
continue; // Get a new maze
}
// Attach map
instance_attachmap(.@MAZEMP$, MAZE_INST, false, MAZE_MAP$);
} else {
consolebug("Scope %d not yet supported by maze system", .@scope);
return 0; // Exit early
}
} while (MAZE_INST < 0);
return MAZE_ID;
}
/////////////////////////////////////////////////////////////////////////////////
// InitMaze(duration=2 hours, random=yes)
// Puts maze to work and send player there.
// Exit must have been configured prior to the maze.
function script InitMaze {
.@t = getarg(0, 7200);
instance_set_timeout(.@t, .@t, MAZE_INST);
instance_init(MAZE_INST);
// Find random, warpable coordinates
.@e=0; .@x=0; .@y=0;
if (getarg(1, true)) {
.@mx=getmapinfo(MAPINFO_SIZE_X, MAZE_MAP$)-20;
.@my=getmapinfo(MAPINFO_SIZE_Y, MAZE_MAP$)-20;
} else {
.@mx=40; // Wouldn't (30,30) be safer?
.@my=40;
}
do {
.@x = rand2(20, .@mx);
.@y = rand2(20, .@my);
.@e += 1;
if (.@e > 30) {
consolebug("Too many failures at Maze \"%s\"! Trying anyway!", MAZE_MAP$);
break;
}
} while (!checknpccell(MAZE_MAP$, .@x, .@y, cell_chkpass));
warp MAZE_MAP$, .@x, .@y;
return true;
}
/////////////////////////////////////////////////////////////////////////////////
// RenewMaze(duration=2 hours)
// Renews the map expiration time
function script RenewMaze {
.@t = getarg(0, 7200);
instance_set_timeout(.@t, .@t, MAZE_INST);
return true;
}
/////////////////////////////////////////////////////////////////////////////////
// Configure maze maps as MMO zones
030-01 mapflag zone MMO
030-02 mapflag zone MMO
030-03 mapflag zone MMO
030-04 mapflag zone MMO
030-05 mapflag zone MMO
030-06 mapflag zone MMO
030-07 mapflag zone MMO
030-08 mapflag zone MMO
030-09 mapflag zone MMO
030-10 mapflag zone MMO
030-11 mapflag zone MMO
030-12 mapflag zone MMO
030-13 mapflag zone MMO
030-14 mapflag zone MMO
030-15 mapflag zone MMO
030-16 mapflag zone MMO
030-17 mapflag zone MMO
030-18 mapflag zone MMO
030-19 mapflag zone MMO
030-20 mapflag zone MMO
030-21 mapflag zone MMO
030-22 mapflag zone MMO
030-23 mapflag zone MMO
030-24 mapflag zone MMO
030-25 mapflag zone MMO
030-26 mapflag zone MMO
030-27 mapflag zone MMO
030-28 mapflag zone MMO
030-29 mapflag zone MMO
030-30 mapflag zone MMO
030-31 mapflag zone MMO
030-32 mapflag zone MMO
030-33 mapflag zone MMO
030-34 mapflag zone MMO
030-35 mapflag zone MMO
030-36 mapflag zone MMO
030-37 mapflag zone MMO
030-38 mapflag zone MMO
030-39 mapflag zone MMO
030-40 mapflag zone MMO
030-41 mapflag zone MMO
030-42 mapflag zone MMO
030-43 mapflag zone MMO
030-44 mapflag zone MMO
030-45 mapflag zone MMO
030-46 mapflag zone MMO
030-47 mapflag zone MMO
030-48 mapflag zone MMO
030-49 mapflag zone MMO
030-50 mapflag zone MMO
030-51 mapflag zone MMO
030-52 mapflag zone MMO
030-53 mapflag zone MMO
030-54 mapflag zone MMO
030-55 mapflag zone MMO
030-56 mapflag zone MMO
030-57 mapflag zone MMO
030-58 mapflag zone MMO
030-59 mapflag zone MMO
030-60 mapflag zone MMO
030-61 mapflag zone MMO
030-62 mapflag zone MMO
030-63 mapflag zone MMO
030-64 mapflag zone MMO
030-65 mapflag zone MMO
030-66 mapflag zone MMO
030-67 mapflag zone MMO
030-68 mapflag zone MMO
030-69 mapflag zone MMO
030-70 mapflag zone MMO
030-71 mapflag zone MMO
030-72 mapflag zone MMO
030-73 mapflag zone MMO
030-74 mapflag zone MMO
030-75 mapflag zone MMO
/////////////////////////////////////////////////////////////////////////////////
// Add Treasure chests
030-01,0,0,0 script #T_030-01 NPC_CHEST,{
if (!reachable(.x, .y, 3)) end;
callfunc "TreasureBox", 150; // 1.5% extra chance
specialeffect(.dir == 0 ? 24 : 25, AREA, getnpcid()); // closed ? opening : closing
close;
OnInit:
.distance=3;
end;
}
030-02,0,0,0 duplicate(#T_030-01) #T_030-02 NPC_CHEST
030-03,0,0,0 duplicate(#T_030-01) #T_030-03 NPC_CHEST
030-04,0,0,0 duplicate(#T_030-01) #T_030-04 NPC_CHEST
030-05,0,0,0 duplicate(#T_030-01) #T_030-05 NPC_CHEST
030-06,0,0,0 duplicate(#T_030-01) #T_030-06 NPC_CHEST
030-07,0,0,0 duplicate(#T_030-01) #T_030-07 NPC_CHEST
030-08,0,0,0 duplicate(#T_030-01) #T_030-08 NPC_CHEST
030-09,0,0,0 duplicate(#T_030-01) #T_030-09 NPC_CHEST
030-10,0,0,0 duplicate(#T_030-01) #T_030-10 NPC_CHEST
030-11,0,0,0 duplicate(#T_030-01) #T_030-11 NPC_CHEST
030-12,0,0,0 duplicate(#T_030-01) #T_030-12 NPC_CHEST
030-13,0,0,0 duplicate(#T_030-01) #T_030-13 NPC_CHEST
030-14,0,0,0 duplicate(#T_030-01) #T_030-14 NPC_CHEST
030-15,0,0,0 duplicate(#T_030-01) #T_030-15 NPC_CHEST
030-16,0,0,0 duplicate(#T_030-01) #T_030-16 NPC_CHEST
030-17,0,0,0 duplicate(#T_030-01) #T_030-17 NPC_CHEST
030-18,0,0,0 duplicate(#T_030-01) #T_030-18 NPC_CHEST
030-19,0,0,0 duplicate(#T_030-01) #T_030-19 NPC_CHEST
030-20,0,0,0 duplicate(#T_030-01) #T_030-20 NPC_CHEST
030-21,0,0,0 duplicate(#T_030-01) #T_030-21 NPC_CHEST
030-22,0,0,0 duplicate(#T_030-01) #T_030-22 NPC_CHEST
030-23,0,0,0 duplicate(#T_030-01) #T_030-23 NPC_CHEST
030-24,0,0,0 duplicate(#T_030-01) #T_030-24 NPC_CHEST
030-25,0,0,0 duplicate(#T_030-01) #T_030-25 NPC_CHEST
030-26,0,0,0 duplicate(#T_030-01) #T_030-26 NPC_CHEST
030-27,0,0,0 duplicate(#T_030-01) #T_030-27 NPC_CHEST
030-28,0,0,0 duplicate(#T_030-01) #T_030-28 NPC_CHEST
030-29,0,0,0 duplicate(#T_030-01) #T_030-29 NPC_CHEST
030-30,0,0,0 duplicate(#T_030-01) #T_030-30 NPC_CHEST
030-31,0,0,0 duplicate(#T_030-01) #T_030-31 NPC_CHEST
030-32,0,0,0 duplicate(#T_030-01) #T_030-32 NPC_CHEST
030-33,0,0,0 duplicate(#T_030-01) #T_030-33 NPC_CHEST
030-34,0,0,0 duplicate(#T_030-01) #T_030-34 NPC_CHEST
030-35,0,0,0 duplicate(#T_030-01) #T_030-35 NPC_CHEST
030-36,0,0,0 duplicate(#T_030-01) #T_030-36 NPC_CHEST
030-37,0,0,0 duplicate(#T_030-01) #T_030-37 NPC_CHEST
030-38,0,0,0 duplicate(#T_030-01) #T_030-38 NPC_CHEST
030-39,0,0,0 duplicate(#T_030-01) #T_030-39 NPC_CHEST
030-40,0,0,0 duplicate(#T_030-01) #T_030-40 NPC_CHEST
030-41,0,0,0 duplicate(#T_030-01) #T_030-41 NPC_CHEST
030-42,0,0,0 duplicate(#T_030-01) #T_030-42 NPC_CHEST
030-43,0,0,0 duplicate(#T_030-01) #T_030-43 NPC_CHEST
030-44,0,0,0 duplicate(#T_030-01) #T_030-44 NPC_CHEST
030-45,0,0,0 duplicate(#T_030-01) #T_030-45 NPC_CHEST
030-46,0,0,0 duplicate(#T_030-01) #T_030-46 NPC_CHEST
030-47,0,0,0 duplicate(#T_030-01) #T_030-47 NPC_CHEST
030-48,0,0,0 duplicate(#T_030-01) #T_030-48 NPC_CHEST
030-49,0,0,0 duplicate(#T_030-01) #T_030-49 NPC_CHEST
030-50,0,0,0 duplicate(#T_030-01) #T_030-50 NPC_CHEST
030-51,0,0,0 duplicate(#T_030-01) #T_030-51 NPC_CHEST
030-52,0,0,0 duplicate(#T_030-01) #T_030-52 NPC_CHEST
030-53,0,0,0 duplicate(#T_030-01) #T_030-53 NPC_CHEST
030-54,0,0,0 duplicate(#T_030-01) #T_030-54 NPC_CHEST
030-55,0,0,0 duplicate(#T_030-01) #T_030-55 NPC_CHEST
030-56,0,0,0 duplicate(#T_030-01) #T_030-56 NPC_CHEST
030-57,0,0,0 duplicate(#T_030-01) #T_030-57 NPC_CHEST
030-58,0,0,0 duplicate(#T_030-01) #T_030-58 NPC_CHEST
030-59,0,0,0 duplicate(#T_030-01) #T_030-59 NPC_CHEST
030-60,0,0,0 duplicate(#T_030-01) #T_030-60 NPC_CHEST
030-61,0,0,0 duplicate(#T_030-01) #T_030-61 NPC_CHEST
030-62,0,0,0 duplicate(#T_030-01) #T_030-62 NPC_CHEST
030-63,0,0,0 duplicate(#T_030-01) #T_030-63 NPC_CHEST
030-64,0,0,0 duplicate(#T_030-01) #T_030-64 NPC_CHEST
030-65,0,0,0 duplicate(#T_030-01) #T_030-65 NPC_CHEST
030-66,0,0,0 duplicate(#T_030-01) #T_030-66 NPC_CHEST
030-67,0,0,0 duplicate(#T_030-01) #T_030-67 NPC_CHEST
030-68,0,0,0 duplicate(#T_030-01) #T_030-68 NPC_CHEST
030-69,0,0,0 duplicate(#T_030-01) #T_030-69 NPC_CHEST
030-70,0,0,0 duplicate(#T_030-01) #T_030-70 NPC_CHEST
030-71,0,0,0 duplicate(#T_030-01) #T_030-71 NPC_CHEST
030-72,0,0,0 duplicate(#T_030-01) #T_030-72 NPC_CHEST
030-73,0,0,0 duplicate(#T_030-01) #T_030-73 NPC_CHEST
030-74,0,0,0 duplicate(#T_030-01) #T_030-74 NPC_CHEST
030-75,0,0,0 duplicate(#T_030-01) #T_030-75 NPC_CHEST