/PROGRAM/Locations/init/IslaDeMuerte.c

https://gitlab.com/piratesahoy/new-horizons · C · 454 lines · 315 code · 73 blank · 66 comment · 13 complexity · ee5c0afdb37a93ab724aeae272fbb56c MD5 · raw file

  1. void LocationInitIslaDeMuerte(ref n)
  2. {
  3. // -------------------------------------------------
  4. Locations[n].id = "IslaDeMuerte_shore_01";
  5. locations[n].id.label = "Deserted shore";
  6. locations[n].worldmap = "IslaDeMuerte";
  7. Locations[n].name = "Deserted shore";
  8. Locations[n].image = "Outside_Shore_7.tga";
  9. locations[n].filespath.models = "locations\Outside\Shore_7";
  10. //Sound
  11. locations[n].type = "treasure_cave";
  12. //Models
  13. //Always
  14. Locations[n].models.always.locators = "Shore07_l";
  15. Locations[n].models.always.shore = "Shore07";
  16. Locations[n].models.always.shore.foam = "1";
  17. Locations[n].models.always.seabed = "Shore07_sb";
  18. Locations[n].models.always.grassPatch = "Shore07_g";
  19. //Day
  20. locations[n].models.day.charactersPatch = "Shore07_p";
  21. //Night
  22. locations[n].models.night.charactersPatch = "Shore07_p";
  23. //Environment
  24. locations[n].environment.weather = "true";
  25. locations[n].environment.sea = "true";
  26. Locations[n].lockWeather = "IslaDeMuerte";
  27. //Reload map
  28. locations[n].reload.l1.name = "reload1";
  29. Locations[n].reload.l1.go = "IslaDeMuerte";
  30. Locations[n].reload.l1.emerge = "reload_1";
  31. // KK -->
  32. if (VISIT_DECK == 1)
  33. Locations[n].reload.l1.label = "Ship.";
  34. else
  35. Locations[n].reload.l1.label = "Sea.";
  36. // <-- KK
  37. locations[n].reload.l1.autoreload = "0";
  38. locations[n].locators_radius.reload.reload1 = 2.0;
  39. locations[n].reload.l2.name = "reload2_back";
  40. Locations[n].reload.l2.go = "Grotto";
  41. Locations[n].reload.l2.emerge = "reload2_back";
  42. Locations[n].reload.l2.label = "Treasure Cave Entrance";
  43. if(sti(GetStorylineVar(FindCurrentStoryline(), "JACK_SPARROW")) > 0 || sti(GetStorylineVar(FindCurrentStoryline(), "BART_PUZZLES")) > 0)
  44. {
  45. Locations[n].reload.l2.disable = "1";
  46. }
  47. locations[n].reload.l2.autoreload = "1";
  48. locations[n].locators_radius.reload.reload2_back = 0.8;
  49. Locations[n].island = "IslaDeMuerte";
  50. n = n + 1;
  51. // -------------------------------------------------
  52. Locations[n].id = "Grotto";
  53. locations[n].id.label = "Cave";
  54. Locations[n].image = "Outside_Grotto.tga";
  55. locations[n].filespath.models = "locations\Outside\Grotto";
  56. //Sound
  57. locations[n].type = "treasure_cave";
  58. if(sti(GetStorylineVar(FindCurrentStoryline(), "ISLA_DE_MUERTE")) > 0 && iRealismMode == 0)
  59. locations[n].box1.items.cursedcoin = 881; // PB: You can get yourself cursed, but need to find another to uncurse yourself
  60. else
  61. locations[n].box1.items.cursedcoin = 882; // PB: Curse is not applied until you take coins out of the chest
  62. //Models
  63. //Always
  64. Locations[n].models.always.town = "Grotto";
  65. Locations[n].models.always.seabed = "Grotto_sb";
  66. Locations[n].models.always.grassPatch = "Grotto_grass";
  67. Locations[n].models.always.locators = "Grotto_locators";
  68. Locations[n].models.always.l2 = "Gold";
  69. Locations[n].models.always.l2.tech = "EnvironmentShader";
  70. Locations[n].models.always.l2.reflection = 1;
  71. Locations[n].models.always.Water1 = "water";
  72. Locations[n].models.always.Water1.uvslide.v0 = 0.0;
  73. Locations[n].models.always.Water1.uvslide.v1 = 0.0;
  74. Locations[n].models.always.Water1.tech = "LocationWaterFall";
  75. Locations[n].models.always.Water1.level = 50;
  76. Locations[n].models.always.Water2 = "cfall";
  77. Locations[n].models.always.Water2.uvslide.v0 = 0.3;
  78. Locations[n].models.always.Water2.uvslide.v1 = 0.0;
  79. Locations[n].models.always.Water2.tech = "LocationWaterFall";
  80. Locations[n].models.always.Water2.level = 50;
  81. //Day
  82. locations[n].models.day.charactersPatch = "Grotto_patch_day";
  83. //Night
  84. locations[n].models.night.charactersPatch = "Grotto_patch_day";
  85. //Environment
  86. locations[n].environment.weather = "true";
  87. locations[n].environment.sea = "true";
  88. Locations[n].lockWeather = "IslaDeMuerte";
  89. //Reload map
  90. locations[n].reload.l1.name = "reload1_back";
  91. Locations[n].reload.l1.go = "IslaDeMuerte";
  92. Locations[n].reload.l1.emerge = "reload_1";
  93. // KK -->
  94. if (VISIT_DECK == 1)
  95. Locations[n].reload.l1.label = "Ship.";
  96. else
  97. Locations[n].reload.l1.label = "Sea.";
  98. // <-- KK
  99. Locations[n].reload.l1.desable = 1;
  100. locations[n].reload.l1.autoreload = "0";
  101. locations[n].locators_radius.reload.reload1_back = 3.0;
  102. locations[n].reload.l2.name = "reload2_back";
  103. Locations[n].reload.l2.go = "IslaDeMuerte_shore_01";
  104. Locations[n].reload.l2.emerge = "reload2_back";
  105. Locations[n].reload.l2.label = "Deserted shore";
  106. locations[n].reload.l2.autoreload = "1";
  107. locations[n].locators_radius.reload.reload2_back = 0.8;
  108. Locations[n].island = "IslaDeMuerte";
  109. n = n + 1;
  110. // -------------------------------------------------
  111. Locations[n].filespath.models = "locations\Outside\Shore_ship";
  112. Locations[n].id = "IslaDeMuerte_shore_02";
  113. locations[n].id.label = "Dead Man's Bay";
  114. Locations[n].image = "Outside_Shore_Ship.tga";
  115. //Sound
  116. locations[n].type = "treasure_cave";
  117. //Models
  118. //Always
  119. Locations[n].models.always.jungle = "ShoreShip";
  120. Locations[n].models.always.jungle.foam = "1";
  121. Locations[n].models.always.locators = "ShoreShip_l";
  122. Locations[n].models.always.grassPatch = "ShoreShip_g";
  123. Locations[n].models.always.seabed = "ShoreShip_sb";
  124. Locations[n].models.always.seabed.foam = "1";
  125. Locations[n].models.always.l1 = "plan_1";
  126. Locations[n].models.always.l1.level = 9;
  127. Locations[n].models.always.l1.tech = "LocationModelBlend";
  128. Locations[n].models.always.l2 = "plan_2";
  129. Locations[n].models.always.l2.level = 8;
  130. Locations[n].models.always.l2.tech = "LocationModelBlend";
  131. Locations[n].models.always.l3 = "plan_3";
  132. Locations[n].models.always.l3.level = 7;
  133. Locations[n].models.always.l3.tech = "LocationModelBlend";
  134. //Day
  135. Locations[n].models.day.charactersPatch = "ShoreShip_p";
  136. //Night
  137. Locations[n].models.night.charactersPatch = "ShoreShip_p";
  138. //Environment
  139. Locations[n].environment.weather = "true";
  140. Locations[n].environment.sea = "true";
  141. Locations[n].lockWeather = "IslaDeMuerte";
  142. //Reload map
  143. Locations[n].reload.l1.name = "reload1";
  144. Locations[n].reload.l1.go = "IslaDeMuerte_cavern_1";
  145. Locations[n].reload.l1.emerge = "reload2";
  146. Locations[n].reload.l1.autoreload = "1";
  147. Locations[n].reload.l1.label = "The cavern";
  148. Locations[n].reload.l1.disable = "0";
  149. Locations[n].locators_radius.reload.reload1 = 0.8;
  150. Locations[n].reload.l2.name = "reload1_back";
  151. Locations[n].reload.l2.go = "IslaDeMuerte_cavern_1";
  152. Locations[n].reload.l2.emerge = "reload2";
  153. Locations[n].reload.l2.autoreload = "1";
  154. Locations[n].reload.l2.label = "The cavern";
  155. Locations[n].reload.l2.disable = "0";
  156. Locations[n].locators_radius.reload.reload1_back = 0.8;
  157. Locations[n].reload.l3.name = "reload1_cabin";
  158. Locations[n].reload.l3.go = "IslaDeMuerte_Cabin";
  159. Locations[n].reload.l3.emerge = "reload1_back";
  160. Locations[n].reload.l3.autoreload = "0";
  161. Locations[n].reload.l3.label = "Captain's Cabin";
  162. Locations[n].reload.l3.disable = "0";
  163. Locations[n].locators_radius.reload.reload1_cabin = 1.1;
  164. Locations[n].reload.l4.name = "reload2_cabin";
  165. Locations[n].reload.l4.go = "IslaDeMuerte_Cabin";
  166. Locations[n].reload.l4.emerge = "reload2_back";
  167. Locations[n].reload.l4.autoreload = "0";
  168. Locations[n].reload.l4.label = "Captain's Cabin";
  169. Locations[n].reload.l4.disable = "0";
  170. Locations[n].locators_radius.reload.reload2_cabin = 1.1;
  171. Locations[n].reload.l5.name = "sea_back";
  172. Locations[n].reload.l5.go = "IslaDeMuerte";
  173. Locations[n].reload.l5.emerge = "reload_2";
  174. Locations[n].reload.l5.autoreload = "0";
  175. // KK -->
  176. if (VISIT_DECK == 1)
  177. Locations[n].reload.l5.label = "Ship.";
  178. else
  179. Locations[n].reload.l5.label = "Sea.";
  180. // <-- KK
  181. Locations[n].locators_radius.reload.sea_back = 3.0;
  182. Locations[n].island = "IslaDeMuerte";
  183. n = n + 1;
  184. // -------------------------------------------------
  185. locations[n].id = "IslaDeMuerte_Cabin";
  186. locations[n].id.label = "Captain's Cabin";
  187. locations[n].filespath.models = "locations\Inside\ShipyardPirates";
  188. locations[n].image = "Inside_ShipyardPirates.tga";
  189. //Town sack
  190. Locations[n].townsack = "Redmond"; // PB: Otherwise Vanderdecken doesn't sell ships
  191. //Sound
  192. locations[n].type = "music_pirate_governor";
  193. //Models
  194. //Always
  195. locations[n].models.always.locators = "ShipyardPirates_locators";
  196. locations[n].models.always.shipyard = "ShipyardPirates";
  197. locations[n].models.always.window = "ShipyardPirates_fn";
  198. Locations[n].models.always.window.tech = "LocationWindows";
  199. Locations[n].models.always.window.level = 65532;
  200. //Day
  201. locations[n].models.day.charactersPatch = "ShipyardPirates_patch";
  202. //Night
  203. locations[n].models.night.charactersPatch = "ShipyardPirates_patch";
  204. //Environment
  205. locations[n].environment.weather = "true";
  206. locations[n].environment.sea = "true";
  207. Locations[n].lockWeather = "IslaDeMuerte";
  208. //Reload map
  209. locations[n].reload.l1.name = "reload1_back";
  210. locations[n].reload.l1.go = "IslaDeMuerte_shore_02";
  211. locations[n].reload.l1.emerge = "reload1_cabin";
  212. locations[n].reload.l1.autoreload = "0";
  213. locations[n].reload.l1.label = "Dead Man's Bay";
  214. locations[n].reload.l2.name = "reload2_back";
  215. locations[n].reload.l2.go = "IslaDeMuerte_shore_02";
  216. locations[n].reload.l2.emerge = "reload2_cabin";
  217. locations[n].reload.l2.autoreload = "0";
  218. locations[n].reload.l2.label = "Dead Man's Bay";
  219. Locations[n].island = "IslaDeMuerte";
  220. n = n + 1;
  221. // -------------------------------------------------
  222. Locations[n].filespath.models = "locations\Inside\Cavern";
  223. Locations[n].id = "IslaDeMuerte_Cavern_1";
  224. locations[n].id.label = "Cavern";
  225. Locations[n].image = "Inside_Cavern.tga";
  226. //Sound
  227. locations[n].type = "treasure_cave";
  228. //Models
  229. //Always
  230. Locations[n].models.always.locators = "cavern_l";
  231. Locations[n].models.always.l1 = "cavern";
  232. Locations[n].models.always.l2 = "Crystals";
  233. Locations[n].models.always.l2.tech = "EnvironmentShader";
  234. Locations[n].models.always.l2.reflection = 0.25;
  235. Locations[n].models.always.Waterfall1 = "water";
  236. Locations[n].models.always.Waterfall1.uvslide.v0 = 0.0;
  237. Locations[n].models.always.Waterfall1.uvslide.v1 = 0.0;
  238. Locations[n].models.always.Waterfall1.tech = "LocationWaterFall";
  239. Locations[n].models.always.Waterfall1.level = 50;
  240. Locations[n].models.always.Waterfall2 = "cfall";
  241. Locations[n].models.always.Waterfall2.uvslide.v0 = 0.3;
  242. Locations[n].models.always.Waterfall2.uvslide.v1 = 0.0;
  243. Locations[n].models.always.Waterfall2.tech = "LocationWaterFall";
  244. Locations[n].models.always.Waterfall2.level = 50;
  245. //Day
  246. Locations[n].models.day.charactersPatch = "cavern_p";
  247. //Night
  248. Locations[n].models.night.charactersPatch = "cavern_p";
  249. //Environment
  250. Locations[n].environment.weather = "true";
  251. Locations[n].environment.sea = "false";
  252. Locations[n].lockWeather = "IslaDeMuerte";
  253. //Reload map
  254. //Reload map
  255. Locations[n].reload.l1.name = "reload2";
  256. Locations[n].reload.l1.go = "IslaDeMuerte_shore_02";
  257. Locations[n].reload.l1.emerge = "reload1";
  258. Locations[n].reload.l1.autoreload = "1";
  259. Locations[n].reload.l1.disable = "0";
  260. Locations[n].reload.l1.label = "Dead Man's Bay";
  261. Locations[n].locators_radius.reload.reload2 = 0.8;
  262. Locations[n].reload.l2.name = "reload2_back";
  263. Locations[n].reload.l2.go = "IslaDeMuerte_shore_02";
  264. Locations[n].reload.l2.emerge = "reload1";
  265. Locations[n].reload.l2.autoreload = "1";
  266. Locations[n].reload.l2.disable = "0";
  267. Locations[n].reload.l2.label = "Dead Man's Bay";
  268. Locations[n].locators_radius.reload.reload2_back = 0.8;
  269. Locations[n].reload.l3.name = "reload1";
  270. Locations[n].reload.l3.go = "IslaDeMuerte_Cavern_2";
  271. Locations[n].reload.l3.emerge = "reload1";
  272. Locations[n].reload.l3.autoreload = "1";
  273. Locations[n].reload.l3.label = "Dead Man's Bay";
  274. Locations[n].reload.l3.disable = "0";
  275. Locations[n].locators_radius.reload.reload1 = 0.8;
  276. Locations[n].reload.l4.name = "reload1_back";
  277. Locations[n].reload.l4.go = "IslaDeMuerte_Cavern_2";
  278. Locations[n].reload.l4.emerge = "reload1";
  279. Locations[n].reload.l4.autoreload = "1";
  280. Locations[n].reload.l4.label = "Dead Man's Bay";
  281. Locations[n].reload.l4.disable = "0";
  282. Locations[n].locators_radius.reload.reload1_back = 0.8;
  283. Locations[n].island = "IslaDeMuerte";
  284. n = n + 1;
  285. // -------------------------------------------------
  286. Locations[n].filespath.models = "locations\Inside\Grot";
  287. Locations[n].id = "IslaDeMuerte_Cavern_2";
  288. locations[n].id.label = "Cavern";
  289. Locations[n].image = "Inside_Grot.tga";
  290. //Sound
  291. locations[n].type = "treasure_cave";
  292. //Models
  293. Locations[n].models.back = "back\grotenv_";
  294. //Always
  295. Locations[n].models.always.cave = "Grot";
  296. Locations[n].models.always.locators = "Grot_l";
  297. //Day
  298. Locations[n].models.day.charactersPatch = "Grot_p";
  299. //Night
  300. Locations[n].models.night.charactersPatch = "Grot_p";
  301. //Environment
  302. Locations[n].environment.weather = "true";
  303. Locations[n].environment.sea = "false";
  304. Locations[n].lockWeather = "IslaDeMuerte";
  305. //Reload map
  306. Locations[n].reload.l1.name = "reload1";
  307. Locations[n].reload.l1.go = "IslaDeMuerte_Cavern_1";
  308. Locations[n].reload.l1.emerge = "reload1";
  309. Locations[n].reload.l1.autoreload = "1";
  310. Locations[n].reload.l1.disable = "0";
  311. Locations[n].reload.l1.label = "Cavern";
  312. Locations[n].locators_radius.reload.reload1 = 0.8;
  313. Locations[n].reload.l2.name = "reload1_back";
  314. Locations[n].reload.l2.go = "IslaDeMuerte_Cavern_1";
  315. Locations[n].reload.l2.emerge = "reload1";
  316. Locations[n].reload.l2.autoreload = "1";
  317. Locations[n].reload.l2.disable = "0";
  318. Locations[n].reload.l2.label = "Cavern";
  319. Locations[n].locators_radius.reload.reload1_back = 0.8;
  320. Locations[n].island = "IslaDeMuerte";
  321. n = n + 1;
  322. // -------------------------------------------------
  323. Locations[n].id = "IslaDeMuerte_shore_03";
  324. locations[n].id.label = "Witch's Rock";
  325. Locations[n].filespath.models = "locations\Outside\Shore_3";
  326. Locations[n].image = "Outside_Shore_3.tga";
  327. Locations[n].name = "Witch's Rock";
  328. //Sound
  329. locations[n].type = "treasure_cave";
  330. //Models
  331. //Always
  332. Locations[n].models.always.jungle = "shore03";
  333. Locations[n].models.always.jungle.foam = "1";
  334. Locations[n].models.always.locators = "shore03_l";
  335. Locations[n].models.always.seabed = "shore03_sb";
  336. Locations[n].models.always.seabed.foam = "1";
  337. Locations[n].models.always.grassPatch = "Shore03_g";
  338. Locations[n].models.always.l1 = "plan_1";
  339. Locations[n].models.always.l1.level = 9;
  340. Locations[n].models.always.l1.tech = "LocationModelBlend";
  341. Locations[n].models.always.l2 = "plan_2";
  342. Locations[n].models.always.l2.level = 8;
  343. Locations[n].models.always.l2.tech = "LocationModelBlend";
  344. Locations[n].models.always.l3 = "plan_3";
  345. Locations[n].models.always.l3.level = 7;
  346. Locations[n].models.always.l3.tech = "LocationModelBlend";
  347. //Day
  348. Locations[n].models.day.charactersPatch = "shore03_p";
  349. //Night
  350. Locations[n].models.night.charactersPatch = "shore03_p";
  351. //Environment
  352. Locations[n].environment.weather = "true";
  353. Locations[n].environment.sea = "true";
  354. Locations[n].lockWeather = "IslaDeMuerte";
  355. //Reload map
  356. Locations[n].reload.l1.name = "reload2";
  357. Locations[n].reload.l1.go = "";
  358. Locations[n].reload.l1.emerge = "";
  359. Locations[n].reload.l1.autoreload = "1";
  360. Locations[n].reload.l1.label = "";
  361. Locations[n].locators_radius.reload.reload2 = 0.8;
  362. Locations[n].reload.l3.name = "reload2_back";
  363. Locations[n].reload.l3.go = "";
  364. Locations[n].reload.l3.emerge = "";
  365. Locations[n].reload.l3.autoreload = "1";
  366. Locations[n].reload.l3.label = "";
  367. Locations[n].locators_radius.reload.reload2_back = 0.8;
  368. Locations[n].reload.l2.name = "reload1";
  369. Locations[n].reload.l2.go = "IslaDeMuerte";
  370. Locations[n].reload.l2.emerge = "reload_3";
  371. Locations[n].reload.l2.autoreload = "0";
  372. // KK -->
  373. if (VISIT_DECK == 1)
  374. Locations[n].reload.l2.label = "Ship.";
  375. else
  376. Locations[n].reload.l2.label = "Sea.";
  377. // <-- KK
  378. Locations[n].locators_radius.reload.reload1 = 9.0;
  379. Locations[n].island = "IslaDeMuerte";
  380. n = n + 1;
  381. }