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Diffstat (limited to 'npc/functions/weather.txt')
-rw-r--r-- | npc/functions/weather.txt | 138 |
1 files changed, 138 insertions, 0 deletions
diff --git a/npc/functions/weather.txt b/npc/functions/weather.txt new file mode 100644 index 000000000..ea10a3c0d --- /dev/null +++ b/npc/functions/weather.txt @@ -0,0 +1,138 @@ +// TMW2 scripts. +// Authors: +// Jesusalva +// Description: +// Controls world seasons. RESPECT MASK_* VARS ON CONSTANTS DB + +000-0,0,0,0 script #WeatherCore NPC_HIDDEN,{ + end; + +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"); + + // Icelands + htput(.wcore, "001-7", "iceland"); + + // No "end" here, so server starts with weather +OnMinute00: +OnMinute15: +OnMinute30: +OnMinute45: + + debugmes "[Weather.sys] Total Maps = " + htsize(.wcore); + .@hti = htiterator(.wcore); + for(.@key$ = htinextkey(.@hti); hticheck(.@hti); .@key$ = htinextkey(.@hti)) { + + // PvP Maps are immune to weather changes (eg. during sieges) + // I could use getmapmask, but this is simpler. + if (getmapflag(.@key$, mf_pvp)) + continue; + + // Local variables: .@key$ .@type .@r + .@type$=htget(.wcore, .@key$); + .@r=rand(0,10000); + + // Remove all current masks, and add rain/snow/sand + if (.@type$ == "desert") { + if (.@r < 10) + setmapmask .@key$, MASK_RAIN; + else if (.@r < 100) + setmapmask .@key$, MASK_SANDSTORM; + else + setmapmask .@key$, MASK_NONE; + + } else if (.@type$ == "woodland") { + if (.@r < 100) + setmapmask .@key$, MASK_RAIN; + else if (.@r < 120) + setmapmask .@key$, MASK_SANDSTORM; + else if (.@r < 140) + setmapmask .@key$, MASK_SNOW; + else + setmapmask .@key$, MASK_NONE; + + } else if (.@type$ == "iceland") { + if (.@r < 10) + setmapmask .@key$, MASK_RAIN; + else if (.@r < 100) + setmapmask .@key$, MASK_SNOW; + else + setmapmask .@key$, MASK_NONE; + + } else { + debugmes "Warning warning, blame Saulc! Weather system error on map "+.@key$; + announce("ERROR BLAME SAULC! WEATHER SYSTEM CORRUPTED. KILLING MAP SERVERS.", bc_all); + atcommand "@mapexit"; + } + + // Is it night time? + // For convenience, night time is from 00:15 to 00:45, every hour. + // 2 = GETTIME_MINUTE + if (gettime(2) >= 15 && gettime(2) < 45) + addmapmask .@key$, MASK_NIGHT; + else if (getmapmask(.@key$) & MASK_NIGHT) + removemapmask .@key$, MASK_NIGHT; + + } + htidelete(.@hti); + debugmes "[Weather.sys] Weather reloaded"; + end; + +// Some commands, for GMs manually override weather +OnRain: + getmapxy(.@key$,.@a,.@b,0); + addmapmask .@key$, MASK_RAIN; + end; + +OnSand: + getmapxy(.@key$,.@a,.@b,0); + addmapmask .@key$, MASK_SANDSTORM; + end; + +OnSnow: + getmapxy(.@key$,.@a,.@b,0); + addmapmask .@key$, MASK_SNOW; + end; + +OnNight: + getmapxy(.@key$,.@a,.@b,0); + addmapmask .@key$, MASK_NIGHT; + end; + +OnEvil: + getmapxy(.@key$,.@a,.@b,0); + addmapmask .@key$, MASK_EVILSANCTUM; + end; + +OnClear: + getmapxy(.@key$,.@a,.@b,0); + setmapmask .@key$, MASK_NONE; + end; + +} |