// TMW2 scripts.
// Authors:
// Jesusalva
// Description:
// Controls world seasons. RESPECT MASK_* VARS ON CONSTANTS DB
// is_night()
function script is_night {
// For convenience, night time is from 00:15 to 00:45, every hour.
// 2 = GETTIME_MINUTE
if (gettime(2) >= 15 && gettime(2) < 45)
return 1;
return 0;
}
000-0,0,0,0 script #WeatherCore NPC_HIDDEN,{
end;
/*
* removemapflag("<map name>", <flag>)
* setmapflag("<map name>", <flag>{, <val>})
* getmapflag("<map name>", <flag>)
mf_snow: 16
mf_jexp: 39
mf_bexp: 40
*/
OnInit:
// Bind commands
bindatcmd "wsnow", "#WeatherCore::OnSnow", 80, 80, 1;
bindatcmd "wrain", "#WeatherCore::OnRain", 80, 80, 1;
bindatcmd "wsand", "#WeatherCore::OnSand", 80, 80, 1;
bindatcmd "wevil", "#WeatherCore::OnEvil", 80, 80, 1;
bindatcmd "wnight", "#WeatherCore::OnNight", 80, 80, 1;
bindatcmd "wclear", "#WeatherCore::OnClear", 80, 80, 1;
// Determine which maps are subject to weather, and how weather works:
// eg. it will never snow on a desert, or a sandstorm on icelands.
.wcore = htnew;
// Deserts
htput(.wcore, "003-1", "desert");
htput(.wcore, "004-1", "desert");
htput(.wcore, "004-2", "desert");
htput(.wcore, "009-1", "desert");
htput(.wcore, "010-1", "desert");
htput(.wcore, "010-2", "desert");
// Woodlands
htput(.wcore, "005-1", "woodland");
htput(.wcore, "012-1", "woodland");
htput(.wcore, "014-1", "woodland");
htput(.wcore, "014-2", "woodland");
htput(.wcore, "014-3", "woodland");
htput(.wcore, "014-4", "woodland");
htput(.wcore, "017-1", "woodland");
htput(.wcore, "018-1", "woodland");
htput(.wcore, "018-2", "woodland");
htput(.wcore, "018-4", "woodland");
// Icelands
htput(.wcore, "001-7", "iceland");
debugmes "[Weather.sys] Total Maps = " + htsize(.wcore);
// No "end" here, so server starts with weather
OnMinute00:
OnMinute15:
OnMinute30:
OnMinute45:
.@hti = htiterator(.wcore);
for(.@key$ = htinextkey(.@hti); hticheck(.@hti); .@key$ = htinextkey(.@hti)) {
// Local variables: .@key$ .@type .@r
.@type$=htget(.wcore, .@key$);
.@r=rand(0,10000);
// Clear weather map masks
.@mk=getmapmask(.@key$);
if (.@mk & MASK_RAIN)
.@mk=.@mk^MASK_RAIN;
if (.@mk & MASK_SANDSTORM)
.@mk=.@mk^MASK_SANDSTORM;
if (.@mk & MASK_SNOW)
.@mk=.@mk^MASK_SNOW;
if (.@mk & MASK_NIGHT)
.@mk=.@mk^MASK_NIGHT;
// Remove all current masks, and add rain/snow/sand
if (.@type$ == "desert") {
if (.@r < 10)
.@mk=MASK_RAIN;
else if (.@r < 300)
.@mk=MASK_SANDSTORM;
} else if (.@type$ == "woodland") {
if (.@r < 300)
.@mk=MASK_RAIN;
if (season() == WINTER)
.@mk=.@mk|MASK_SNOW;
} else if (.@type$ == "iceland") {
if (.@r < 30)
.@mk=MASK_RAIN;
else if (.@r < 300)
.@mk=MASK_SNOW;
} else {
debugmes "Warning warning, blame Saulc! Weather system error on map "+.@key$;
announce("ERROR BLAME SAULC! WEATHER SYSTEM CORRUPTED.", bc_all);
}
// Bugfix
if (!(.@mk & MASK_NONE))
.@mk=.@mk|MASK_NONE;
setmapmask .@key$, .@mk;
// Is it night time?
if (is_night()) {
setmapflag(.@key$, mf_nightenabled);
addmapmask .@key$, MASK_NIGHT;
} else if (getmapmask(.@key$) & MASK_NIGHT) {
removemapflag(.@key$, mf_nightenabled);
removemapmask .@key$, MASK_NIGHT;
}
}
htidelete(.@hti);
// During night, normal monsters respawn 30% faster. (Bifs and Bosses are immune)
if (is_night())
setbattleflag("mob_spawn_delay", 70);
else
setbattleflag("mob_spawn_delay", 100);
debugmes "[Weather.sys] Weather reloaded";
end;
// Function to check stuff
// WeatherSwitch ( MASK, MAP )
function WeatherSwitch {
// Get map
getmapxy(.@key$,.@a,.@b,0);
// Sanitize
.@m$ = htget(.wcore, .@key$, "Not found");
// Change Weather or abort
if (.@m$ == "Not found")
dispbottom l("Command not permitted on this map! Check npc/functions/weather.conf");
else
addmapmask(.@key$, getarg(0));
return;
}
// Some commands, for GMs manually override weather
OnRain:
WeatherSwitch(MASK_RAIN);
end;
OnSand:
WeatherSwitch(MASK_SANDSTORM);
end;
OnSnow:
WeatherSwitch(MASK_SNOW);
end;
OnNight:
WeatherSwitch(MASK_NIGHT);
end;
OnEvil:
WeatherSwitch(MASK_EVILSANCTUM);
end;
// Clear works on any map
OnClear:
getmapxy(.@key$,.@a,.@b,0);
setmapmask(.@key$, MASK_NONE);
end;
}