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Game.lua 92.34 KiB
-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009 - 2015 Nicolas Casalini
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <http://www.gnu.org/licenses/>.
--
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org
require "engine.class"
require "engine.GameTurnBased"
require "engine.interface.GameMusic"
require "engine.interface.GameSound"
require "engine.interface.GameTargeting"
local KeyBind = require "engine.KeyBind"
local Savefile = require "engine.Savefile"
local DamageType = require "engine.DamageType"
local Zone = require "mod.class.Zone"
local Tiles = require "engine.Tiles"
local Map = require "engine.Map"
local Level = require "engine.Level"
local Birther = require "mod.dialogs.Birther"
local Astar = require "engine.Astar"
local DirectPath = require "engine.DirectPath"
local Shader = require "engine.Shader"
local HighScores = require "engine.HighScores"
local FontPackage = require "engine.FontPackage"
local NicerTiles = require "mod.class.NicerTiles"
local GameState = require "mod.class.GameState"
local Store = require "mod.class.Store"
local Trap = require "mod.class.Trap"
local Grid = require "mod.class.Grid"
local Actor = require "mod.class.Actor"
local Party = require "mod.class.Party"
local Player = require "mod.class.Player"
local NPC = require "mod.class.NPC"
local DebugConsole = require "engine.DebugConsole"
local FlyingText = require "engine.FlyingText"
local Tooltip = require "mod.class.Tooltip"
local BigNews = require "mod.class.BigNews"
local Calendar = require "engine.Calendar"
local Gestures = require "engine.ui.Gestures"
local Dialog = require "engine.ui.Dialog"
local MapMenu = require "mod.dialogs.MapMenu"
module(..., package.seeall, class.inherit(engine.GameTurnBased, engine.interface.GameMusic, engine.interface.GameSound, engine.interface.GameTargeting))
-- Difficulty settings
DIFFICULTY_EASY = 1
DIFFICULTY_NORMAL = 2
DIFFICULTY_NIGHTMARE = 3
DIFFICULTY_INSANE = 4
DIFFICULTY_MADNESS = 5
PERMADEATH_INFINITE = 1
PERMADEATH_MANY = 2
PERMADEATH_ONE = 3
-- Tell the engine that we have a fullscreen shader that supports gamma correction
support_shader_gamma = true
function _M:init()
engine.GameTurnBased.init(self, engine.KeyBind.new(), 1000, 100)
engine.interface.GameMusic.init(self)
engine.interface.GameSound.init(self)
-- Pause at birth
self.paused = true
-- Same init as when loaded from a savefile
self:loaded()
self.visited_zones = {}
self.tiles_attachements = {}
self.tiles_facing = {}
end
function _M:run()
class:triggerHook{"ToME:run"}
local ret = self:runReal()
class:triggerHook{"ToME:runDone"}
return ret
end
function _M:runReal()
self.delayed_log_damage = {}
self.delayed_log_messages = {}
self.calendar = Calendar.new("/data/calendar_allied.lua", "Today is the %s %s of the %s year of the Age of Ascendancy of Maj'Eyal.\nThe time is %02d:%02d.", 122, 167, 11)
self.uiset:activate()
local flyfont, flysize = FontPackage:getFont("flyer")
self.tooltip = Tooltip.new(self.uiset.init_font_mono, self.uiset.init_size_mono, {255,255,255}, {30,30,30,230})
self.tooltip2 = Tooltip.new(self.uiset.init_font_mono, self.uiset.init_size_mono, {255,255,255}, {30,30,30,230})
self.flyers = FlyingText.new(flyfont, flysize, flyfont, flysize + 3)
self.flyers:enableShadow(0.6)
game:setFlyingText(self.flyers)
self.bignews = BigNews.new(FontPackage:getFont("bignews"))
self.nicer_tiles = NicerTiles.new()
-- Ok everything is good to go, activate the game in the engine!
self:setCurrent()
-- Start time
self.real_starttime = os.time()
self:setupDisplayMode(false, "postinit")
if self.level and self.level.data.day_night then self.state:dayNightCycle() end
if self.level and self.player then self.calendar = Calendar.new("/data/calendar_"..(self.player.calendar or "allied")..".lua", "Today is the %s %s of the %s year of the Age of Ascendancy of Maj'Eyal.\nThe time is %02d:%02d.", 122, 167, 11) end
-- Setup inputs
self:setupCommands()
self:setupMouse()
-- Starting from here we create a new game
if self.player and self.player.dead then
print("Player is dead, rebooting")
util.showMainMenu()
return
end
if not self.player then self:newGame() end
engine.interface.GameTargeting.init(self)
if self.target then self.target:enableFBORenderer("ui/targetshader.png", "target_fbo") end
self.uiset.hotkeys_display.actor = self.player
self.uiset.npcs_display.actor = self.player
-- Run the current music if any
self:onTickEnd(function()
self:playMusic()
if self.level then
self.level.map:moveViewSurround(self.player.x, self.player.y, config.settings.tome.scroll_dist, config.settings.tome.scroll_dist)
end
end)
-- Create the map scroll text overlay
local lfont = FontPackage:get("bignews", true)
lfont:setStyle("bold")
local s = core.display.drawStringBlendedNewSurface(lfont, "<Scroll mode, press keys to scroll, caps lock to exit>", unpack(colors.simple(colors.GOLD)))
lfont:setStyle("normal")
self.caps_scroll = {s:glTexture()}
self.caps_scroll.w, self.caps_scroll.h = s:getSize()
self.zone_font = FontPackage:get("zone")
self.inited = true
if self.level and self.level.map then
self.nicer_tiles:postProcessLevelTilesOnLoad(self.level)
end
end
--- Resize the hotkeys
function _M:resizeIconsHotkeysToolbar()
self.uiset:resizeIconsHotkeysToolbar()
end
--- Checks if the current character is "tainted" by cheating
function _M:isTainted()
if config.settings.cheat then return true end
return (game.player and game.player.__cheated) and true or false
end
--- Sets the player name
function _M:setPlayerName(name)
name = name:removeColorCodes():gsub("#", " "):sub(1, 25)
self.save_name = name
self.player_name = name
if self.party and self.party:findMember{main=true} then
self.party:findMember{main=true}.name = name
end
end
function _M:newGame()
self.party = Party.new{}
local player = Player.new{name=self.player_name, game_ender=true}
self.party:addMember(player, {
control="full",
type="player",
title="Main character",
main=true,
orders = {target=true, anchor=true, behavior=true, leash=true, talents=true},
})
self.party:setPlayer(player)
-- Create the entity to store various game state things
self.state = GameState.new{}
local birth_done = function()
if self.state.birth.__allow_rod_recall then game.state:allowRodRecall(true) self.state.birth.__allow_rod_recall = nil end
if self.state.birth.__allow_transmo_chest and profile.mod.allow_build.birth_transmo_chest then
self.state.birth.__allow_transmo_chest = nil
local chest = game.zone:makeEntityByName(game.level, "object", "TRANSMO_CHEST")
if chest then
game.zone:addEntity(game.level, chest, "object")
self.player:addObject(self.player:getInven("INVEN"), chest)
end
end
for i = 1, 50 do
local o = self.state:generateRandart{add_pool=true}
self.zone.object_list[#self.zone.object_list+1] = o
end
if config.settings.cheat then self.player.__cheated = true end
self.player:recomputeGlobalSpeed()
-- Force the hotkeys to be sorted.
self.player:sortHotkeys()
-- Register the character online if possible
self.player:getUUID()
self:updateCurrentChar()
end
if not config.settings.tome.tactical_mode_set then
self.always_target = true
else
self.always_target = config.settings.tome.tactical_mode
end
local nb_unlocks, max_unlocks = self:countBirthUnlocks()
self.creating_player = true
local birth; birth = Birther.new("Character Creation ("..nb_unlocks.."/"..max_unlocks.." unlocked birth options)", self.player, {"base", "world", "difficulty", "permadeath", "race", "subrace", "sex", "class", "subclass" }, function(loaded)
if not loaded then
self.calendar = Calendar.new("/data/calendar_"..(self.player.calendar or "allied")..".lua", "Today is the %s %s of the %s year of the Age of Ascendancy of Maj'Eyal.\nThe time is %02d:%02d.", 122, 167, 11)
self.player:check("make_tile")
self.player.make_tile = nil
self.player:check("before_starting_zone")
self.player:check("class_start_check")
-- Configure & create the worldmap
self.player.last_wilderness = self.player.default_wilderness[3] or "wilderness"
game:onLevelLoad(self.player.last_wilderness.."-1", function(zone, level)
game.player.wild_x, game.player.wild_y = game.player.default_wilderness[1], game.player.default_wilderness[2]
if type(game.player.wild_x) == "string" and type(game.player.wild_y) == "string" then
local spot = level:pickSpot{type=game.player.wild_x, subtype=game.player.wild_y} or {x=1,y=1}
game.player.wild_x, game.player.wild_y = spot.x, spot.y
end
end)
-- Generate
if self.player.__game_difficulty then self:setupDifficulty(self.player.__game_difficulty) end
self:setupPermadeath(self.player)
--self:changeLevel(1, "test")
self:changeLevel(self.player.starting_level or 1, self.player.starting_zone, {force_down=self.player.starting_level_force_down})
print("[PLAYER BIRTH] resolve...")
self.player:resolve()
self.player:resolve(nil, true)
self.player.energy.value = self.energy_to_act
Map:setViewerFaction(self.player.faction)
self.player:updateModdableTile()
self.paused = true
print("[PLAYER BIRTH] resolved!")
local birthend = function()
local d = require("engine.dialogs.ShowText").new("Welcome to #LIGHT_BLUE#Tales of Maj'Eyal", "intro-"..self.player.starting_intro, {name=self.player.name}, nil, nil, function()
self.player:resetToFull()
self.player:registerCharacterPlayed()
self.player:onBirth(birth)
-- For quickbirth
savefile_pipe:push(self.player.name, "entity", self.party, "engine.CharacterVaultSave")
self.creating_player = false
self.player:grantQuest(self.player.starting_quest)
birth_done()
self.player:check("on_birth_done")
self:setTacticalMode(self.always_target)
if __module_extra_info.birth_done_script then loadstring(__module_extra_info.birth_done_script)() end
end, true)
self:registerDialog(d)
if __module_extra_info.no_birth_popup then d.key:triggerVirtual("EXIT") end
end
if self.player.no_birth_levelup or __module_extra_info.no_birth_popup then birthend()
else self.player:playerLevelup(birthend, true) end
-- Player was loaded from a premade
else
self.calendar = Calendar.new("/data/calendar_"..(self.player.calendar or "allied")..".lua", "Today is the %s %s of the %s year of the Age of Ascendancy of Maj'Eyal.\nThe time is %02d:%02d.", 122, 167, 11)
Map:setViewerFaction(self.player.faction)
if self.player.__game_difficulty then self:setupDifficulty(self.player.__game_difficulty) end
self:setupPermadeath(self.player)
-- Configure & create the worldmap
self.player.last_wilderness = self.player.default_wilderness[3] or "wilderness"
game:onLevelLoad(self.player.last_wilderness.."-1", function(zone, level)
game.player.wild_x, game.player.wild_y = game.player.default_wilderness[1], game.player.default_wilderness[2]
if type(game.player.wild_x) == "string" and type(game.player.wild_y) == "string" then
local spot = level:pickSpot{type=game.player.wild_x, subtype=game.player.wild_y} or {x=1,y=1}
game.player.wild_x, game.player.wild_y = spot.x, spot.y
end
end)
-- Tell the level gen code to add all the party
self.to_re_add_actors = {}
for act, _ in pairs(self.party.members) do if self.player ~= act then self.to_re_add_actors[act] = true end end
self:changeLevel(self.player.starting_level or 1, self.player.starting_zone, {force_down=self.player.starting_level_force_down})
self.player:grantQuest(self.player.starting_quest)
self.creating_player = false
-- Add all items so they regen correctly
self.player:inventoryApplyAll(function(inven, item, o) game:addEntity(o) end)
birth_done()
self.player:check("on_birth_done")
self:setTacticalMode(self.always_target)
end
end, quickbirth, 800, 600)
self:registerDialog(birth)
end
function _M:setupDifficulty(d)
self.difficulty = d
end
function _M:setupPermadeath(p)
if p:attr("infinite_lifes") then self.permadeath = PERMADEATH_INFINITE
elseif p:attr("easy_mode_lifes") then self.permadeath = PERMADEATH_MANY
else self.permadeath = PERMADEATH_ONE
end
end
function _M:loaded()
engine.GameTurnBased.loaded(self)
engine.interface.GameMusic.loaded(self)
engine.interface.GameSound.loaded(self)
Zone:setup{
npc_class="mod.class.NPC", grid_class="mod.class.Grid", object_class="mod.class.Object", trap_class="mod.class.Trap",
on_setup = function(zone)
-- Increases zone level for higher difficulties
if not zone.__applied_difficulty then
zone.__applied_difficulty = true
if self.difficulty == self.DIFFICULTY_NIGHTMARE then
zone.base_level_range = table.clone(zone.level_range, true)
zone.specific_base_level.object = -10 -zone.level_range[1]
zone.level_range[1] = zone.level_range[1] * 1.5 + 3
zone.level_range[2] = zone.level_range[2] * 1.5 + 3
elseif self.difficulty == self.DIFFICULTY_INSANE then
zone.base_level_range = table.clone(zone.level_range, true)
zone.specific_base_level.object = -10 -zone.level_range[1]
zone.level_range[1] = zone.level_range[1] * 1.5 + 5
zone.level_range[2] = zone.level_range[2] * 1.5 + 5
elseif self.difficulty == self.DIFFICULTY_MADNESS then
zone.base_level_range = table.clone(zone.level_range, true)
zone.specific_base_level.object = -10 -zone.level_range[1]
zone.level_range[1] = zone.level_range[1] * 2.5 + 10
zone.level_range[2] = zone.level_range[2] * 2.5 + 10
end
end
end,
}
Zone.check_filter = function(...) return self.state:entityFilter(...) end
Zone.default_prob_filter = true
Zone.default_filter = function(...) return self.state:defaultEntityFilter(...) end
Zone.alter_filter = function(...) return self.state:entityFilterAlter(...) end
Zone.post_filter = function(...) return self.state:entityFilterPost(...) end
Zone.ego_filter = function(...) return self.state:egoFilter(...) end
self.uiset = (require("mod.class.uiset."..(config.settings.tome.uiset_mode or "Minimalist"))).new()
Map:setViewerActor(self.player)
self:setupDisplayMode(false, "init")
self:setupDisplayMode(false, "postinit")
if self.player then self.player.changed = true end
self.key = engine.KeyBind.new()
if self.always_target == true or self.always_target == "old" then Map:setViewerFaction(self.player.faction) end
if self.player and config.settings.cheat then self.player.__cheated = true end
self:updateCurrentChar()
if self.zone and self.zone.on_loaded then self.zone.on_loaded(self.level.level) end
end
function _M:computeAttachementSpotsFromTable(ta)
local base = ta.default_base or 64
local res = { }
for tile, data in pairs(ta.tiles or {}) do
local base = data.base or base
local yoff = data.yoff or 0
local t = {}
res[tile] = t
for kind, d in pairs(data) do if kind ~= "base" and kind ~= "yoff" then
t[kind] = { x=d.x / base, y=(d.y + yoff) / base }
end end
end
for race, data in pairs(ta.dolls or {}) do
local base = data.base or base
for sex, d in pairs(data) do if sex ~= "base" then
local t = {}
res["dolls_"..race.."_"..sex] = t
local yoff = d.yoff or 0
local base = d.base or base
for kind, d in pairs(d) do if kind ~= "yoff" and kind ~= "base" then
t[kind] = { x=d.x / base, y=(d.y + yoff) / base }
end end
end end
end
self.tiles_attachements = res
end
function _M:computeAttachementSpots()
local t = {}
if fs.exists(Tiles.prefix.."attachements.lua") then
print("Loading tileset attachements from ", Tiles.prefix.."attachements.lua")
local f, err = loadfile(Tiles.prefix.."attachements.lua")
if not f then print("Loading tileset attachements error", err)
else
setfenv(f, t)
local ok, err = pcall(f)
if not ok then print("Loading tileset attachements error", err) end
end
end
for _, file in ipairs(fs.list(Tiles.prefix)) do if file:find("^attachements%-.+.lua$") then
print("Loading tileset attachements from ", Tiles.prefix..file)
local f, err = loadfile(Tiles.prefix..file)
if not f then print("Loading tileset attachements error", err)
else
setfenv(f, t)
local ok, err = pcall(f)
if not ok then print("Loading tileset attachements error", err) end
end
end end
self:computeAttachementSpotsFromTable(t)
end
function _M:computeFacingsFromTable(ta)
local base = ta.default_base or 64
local res = { }
for tile, data in pairs(ta.tiles or {}) do
res[tile] = data
end
for race, data in pairs(ta.dolls or {}) do
local base = data.base or base
for sex, d in pairs(data) do if sex ~= "base" then
local t = {}
res["dolls_"..race.."_"..sex] = d
end end
end
self.tiles_facing = res
end
function _M:computeFacings()
local t = {}
if fs.exists(Tiles.prefix.."facings.lua") then
print("Loading tileset facings from ", Tiles.prefix.."facings.lua")
local f, err = loadfile(Tiles.prefix.."facings.lua")
if not f then print("Loading tileset facings error", err)
else
setfenv(f, t)
local ok, err = pcall(f)
if not ok then print("Loading tileset facings error", err) end
end
end
for _, file in ipairs(fs.list(Tiles.prefix)) do if file:find("^facings%-.+.lua$") then
print("Loading tileset facings from ", Tiles.prefix..file)
local f, err = loadfile(Tiles.prefix..file)
if not f then print("Loading tileset facings error", err)
else
setfenv(f, t)
local ok, err = pcall(f)
if not ok then print("Loading tileset facings error", err) end
end
end end
self:computeFacingsFromTable(t)
end
function _M:setupDisplayMode(reboot, mode)
if not mode or mode == "init" then
local gfx = config.settings.tome.gfx
self:saveSettings("tome.gfx", ('tome.gfx = {tiles=%q, size=%q, tiles_custom_dir=%q, tiles_custom_moddable=%s, tiles_custom_adv=%s}\n'):format(gfx.tiles, gfx.size, gfx.tiles_custom_dir or "", gfx.tiles_custom_moddable and "true" or "false", gfx.tiles_custom_adv and "true" or "false"))
if reboot then
self.change_res_dialog = true
self:saveGame()
util.showMainMenu(false, nil, nil, self.__mod_info.short_name, self.save_name, false)
end
Map:resetTiles()
end
if not mode or mode == "postinit" then
local gfx = config.settings.tome.gfx
-- Select tiles
Tiles.prefix = "/data/gfx/"..gfx.tiles.."/"
if config.settings.tome.gfx.tiles == "customtiles" then
Tiles.prefix = "/data/gfx/"..config.settings.tome.gfx.tiles_custom_dir.."/"
end
print("[DISPLAY MODE] Tileset: "..gfx.tiles)
print("[DISPLAY MODE] Size: "..gfx.size)
-- Load attachement spots for this tileset
self:computeAttachementSpots()
self:computeFacings()
local do_bg = gfx.tiles == "ascii_full"
local _, _, tw, th = gfx.size:find("^([0-9]+)x([0-9]+)$")
tw, th = tonumber(tw), tonumber(th)
if not tw then tw, th = 64, 64 end
local pot_th = math.pow(2, math.ceil(math.log(th-0.1) / math.log(2.0)))
local fsize = math.floor( pot_th/th*(0.7 * th + 5) )
local map_x, map_y, map_w, map_h = self.uiset:getMapSize()
if th <= 20 then
Map:setViewPort(map_x, map_y, map_w, map_h, tw, th, "/data/font/FSEX300.ttf", pot_th, do_bg)
else
Map:setViewPort(map_x, map_y, map_w, map_h, tw, th, nil, fsize, do_bg)
end
-- Show a count for stacked objects
Map.object_stack_count = true
Map.tiles.use_images = true
if gfx.tiles == "ascii" then
Map.tiles.use_images = false
Map.tiles.force_back_color = {r=0, g=0, b=0, a=255}
Map.tiles.no_moddable_tiles = true
elseif gfx.tiles == "ascii_full" then
Map.tiles.use_images = false
Map.tiles.no_moddable_tiles = true
elseif gfx.tiles == "shockbolt" then
Map.tiles.nicer_tiles = true
if tw > 64 then Map.tiles.sharp_scaling = true end
elseif gfx.tiles == "oldrpg" then
Map.tiles.nicer_tiles = true
Map.tiles.sharp_scaling = true
elseif gfx.tiles == "customtiles" then
Map.tiles.no_moddable_tiles = not config.settings.tome.gfx.tiles_custom_moddable
Map.tiles.nicer_tiles = config.settings.tome.gfx.tiles_custom_adv
end
if self.level then
if self.level.map.finished then
self.level.map:recreate()
self.level.map:moveViewSurround(self.player.x, self.player.y, 8, 8)
end
engine.interface.GameTargeting.init(self)
end
self:setupMiniMap()
self:createFBOs()
self:createMapGridLines()
end
end
function _M:createMapGridLines()
if not config.settings.tome.show_grid_lines then
Map:setupGridLines(0, 0, 0, 0, 0)
elseif self.posteffects and self.posteffects.line_grids and self.posteffects.line_grids.shad then
Map:setupGridLines(6, unpack(colors.hex1alpha"d5990880"))
else
Map:setupGridLines(2, unpack(colors.hex1alpha"d5990880"))
end
if self.level and self.level.map then self.level.map:regenGridLines() end
end
function _M:createFBOs()
print("[GAME] Creating FBOs")
-- Create the framebuffer
self.fbo = core.display.newFBO(Map.viewport.width, Map.viewport.height)
if self.fbo then
self.fbo_shader = Shader.new("main_fbo")
self.posteffects = {
wobbling = Shader.new("main_fbo/wobbling"),
underwater = Shader.new("main_fbo/underwater"),
motionblur = Shader.new("main_fbo/motionblur"),
blur = Shader.new("main_fbo/blur"),
timestop = Shader.new("main_fbo/timestop"),
line_grids = Shader.new("main_fbo/line_grids"),
gestures = Shader.new("main_fbo/gestures"),
}
self.posteffects_use = { self.fbo_shader.shad }
if not self.fbo_shader.shad then self.fbo = nil self.fbo_shader = nil end
self.fbo2 = core.display.newFBO(Map.viewport.width, Map.viewport.height)
if self.gestures and self.posteffects and self.posteffects.gestures and self.posteffects.gestures.shad then self.gestures.shader = self.posteffects.gestures.shad end
end
if self.player then self.player:updateMainShader() end
self.full_fbo = core.display.newFBO(self.w, self.h)
if self.full_fbo then self.full_fbo_shader = Shader.new("full_fbo") if not self.full_fbo_shader.shad then self.full_fbo = nil self.full_fbo_shader = nil end end
if self.fbo and self.fbo2 then core.particles.defineFramebuffer(self.fbo)
else core.particles.defineFramebuffer(nil) end
if self.target then self.target:enableFBORenderer("ui/targetshader.png", "target_fbo") end
Map:enableFBORenderer("target_fbo")
-- self.mm_fbo = core.display.newFBO(200, 200)
-- if self.mm_fbo then self.mm_fbo_shader = Shader.new("mm_fbo") if not self.mm_fbo_shader.shad then self.mm_fbo = nil self.mm_fbo_shader = nil end end
end
function _M:resizeMapViewport(w, h, x, y)
x = x and math.floor(x) or Map.display_x
y = y and math.floor(y) or Map.display_y
w = math.floor(w)
h = math.floor(h)
-- convert from older faulty versionsPg
if game.level.map and rawget(game.level.map, "display_x") == Map.display.x and rawget(game.level.map, "display_y") == Map.display_y then
game.level.map.display_x, game.level.map.display_y = nil, nil
end
Map.display_x = x
Map.display_y = y
Map.viewport.width = w
Map.viewport.height = h
Map.viewport.mwidth = math.floor(w / Map.tile_w)
Map.viewport.mheight = math.floor(h / Map.tile_h)
self:createFBOs()
if self.level then
self.level.map:makeCMap()
self.level.map:redisplay()
if self.player then
self.player:updateMainShader()
self.level.map:moveViewSurround(self.player.x, self.player.y, config.settings.tome.scroll_dist, config.settings.tome.scroll_dist)
end
end
end
function _M:setupMiniMap()
if self.level and self.level.map and self.level.map.finished then self.uiset:setupMinimap(self.level) end
end
--- Sets up a text flyers
function _M:setFlyingText(fl)
self.flyers = fl
function self.flyers:add(x, y, duration, xvel, yvel, str, color, bigfont)
local slowness = (config.settings.tome.flyers_fade_time or 10)/10
return FlyingText.add(fl, x, y, duration*slowness, xvel/slowness, yvel/slowness, str, color, bigfont)
end
end
function _M:save()
self.total_playtime = (self.total_playtime or 0) + (os.time() - (self.last_update or self.real_starttime))
self.last_update = os.time()
return class.save(self, self:defaultSavedFields{difficulty=true, permadeath=true, to_re_add_actors=true, party=true, _chronoworlds=true, total_playtime=true, on_level_load_fcts=true, visited_zones=true, bump_attack_disabled=true, show_npc_list=true, always_target=true}, true)
end
function _M:updateCurrentChar()
if not self.party then return end
local player = self.party:findMember{main=true}
profile:currentCharacter(self.__mod_info.full_version_string, ("%s the level %d %s %s"):format(player.name, player.level, player.descriptor.subrace, player.descriptor.subclass), player.__te4_uuid)
end
function _M:getSaveDescription()
local player = self.party:findMember{main=true}
return {
name = player.name,
description = ([[%s the level %d %s %s.
Difficulty: %s / %s
Campaign: %s
Exploring level %d of %s.]]):format(
player.name, player.level, player.descriptor.subrace, player.descriptor.subclass,
player.descriptor.difficulty, player.descriptor.permadeath,
player.descriptor.world,
self.level and self.level.level or "--", self.zone and self.zone.name or "--"
),
}
end
function _M:getVaultDescription(e)
e = e:findMember{main=true} -- Because vault "chars" are actualy parties for tome
return {
name = ([[%s the %s %s]]):format(e.name, e.descriptor.subrace, e.descriptor.subclass),
descriptors = e.descriptor,
description = ([[%s the %s %s.
Difficulty: %s / %s
Campaign: %s]]):format(
e.name, e.descriptor.subrace, e.descriptor.subclass,
e.descriptor.difficulty, e.descriptor.permadeath,
e.descriptor.world
),
}
end
function _M:getStore(def)
print("[STORE] Grabbing", def)
return Store.stores_def[def]:clone()
end
function _M:leaveLevel(level, lev, old_lev)
self.to_re_add_actors = self.to_re_add_actors or {}
if level:hasEntity(self.player) then
level.exited = level.exited or {}
if lev > old_lev then
level.exited.down = {x=self.player.x, y=self.player.y}
else
level.exited.up = {x=self.player.x, y=self.player.y}
end
end
if level.no_remove_entities then return end
level.last_turn = self.turn
for act, _ in pairs(self.party.members) do
if self.player ~= act and level:hasEntity(act) then
level:removeEntity(act)
self.to_re_add_actors[act] = true
end
end
if level:hasEntity(self.player) then level:removeEntity(self.player) end
end
function _M:onLevelLoad(id, fct, data)
if self.zone and self.level and id == self.zone.short_name.."-"..self.level.level then
print("Direct execute of on level load", id, fct, data)
fct(self.zone, self.level, data)
return
end
self.on_level_load_fcts = self.on_level_load_fcts or {}
self.on_level_load_fcts[id] = self.on_level_load_fcts[id] or {}
local l = self.on_level_load_fcts[id]
l[#l+1] = {fct=fct, data=data}
print("Registering on level load", id, fct, data)
end
function _M:onLevelLoadRun()
self.on_level_load_fcts = self.on_level_load_fcts or {}
print("Running on level loads", self.zone.short_name.."-"..self.level.level)
for i, fct in ipairs(self.on_level_load_fcts[self.zone.short_name.."-"..self.level.level] or {}) do
fct.fct(self.zone, self.level, fct.data)
end
self.on_level_load_fcts[self.zone.short_name.."-"..self.level.level] = nil
end
function _M:changeLevel(lev, zone, params)
params = params or {}
if not self.player.can_change_level then
self.logPlayer(self.player, "#LIGHT_RED#You may not change level without your own body!")
return
end
if zone and not self.player.can_change_zone then
self.logPlayer(self.player, "#LIGHT_RED#You may not leave the zone with this character!")
return
end
if self.player:hasEffect(self.player.EFF_PARADOX_CLONE) or self.player:hasEffect(self.player.EFF_IMMINENT_PARADOX_CLONE) then
self.logPlayer(self.player, "#LIGHT_RED#You cannot escape your fate by leaving the level!")
return
end
-- Transmo!
local p = self:getPlayer(true)
local oldzone, oldlevel = game.zone, game.level
if not params.direct_switch and p:attr("has_transmo") and p:transmoGetNumberItems() > 0 and not game.player.no_inventory_access then
local d
local titleupdator = self.player:getEncumberTitleUpdator(p:transmoGetName())
d = self.player:showEquipInven(titleupdator(), nil, function(o, inven, item, button, event)
if not o then return end
local ud = require("mod.dialogs.UseItemDialog").new(event == "button", self.player, o, item, inven, function(_, _, _, stop)
d:generate()
d:generateList()
d:updateTitle(titleupdator())
if stop then self:unregisterDialog(d) end
end, true)
self:registerDialog(ud)
end)
d.unload = function()
local inven = p:getInven("INVEN")
for i = #inven, 1, -1 do
local o = inven[i]
if o.__transmo then
p:transmoInven(inven, i, o)
end
end
if game.zone == oldzone and game.level == oldlevel then
self:changeLevelReal(lev, zone, params)
end
end
-- Select the chest tab
d.c_inven.dont_update_last_tabs = true
d.c_inven:switchTab{kind="transmo"}
p:transmoHelpPopup()
else
self:changeLevelReal(lev, zone, params)
end
end
function _M:changeLevelReal(lev, zone, params)
-- Unlock first!
if not params.temporary_zone_shift_back and self.level and self.level.temp_shift_zone then
self:changeLevelReal(1, "useless", {temporary_zone_shift_back=true})
end
local st = core.game.getTime()
local sti = 1
-- Flush particles remaining to draw
core.particles.flushLast()
-- Finish stuff registered for the previous level
self:onTickEndExecute()
if self.zone and self.level then self.party:leftLevel() end
if self.player:isTalentActive(self.player.T_JUMPGATE) then
self.player:forceUseTalent(self.player.T_JUMPGATE, {ignore_energy=true})
end
if self.player:isTalentActive(self.player.T_JUMPGATE_TWO) then
self.player:forceUseTalent(self.player.T_JUMPGATE_TWO, {ignore_energy=true})
end
-- clear chrono worlds and their various effects
if self._chronoworlds then self._chronoworlds = nil end
local left_zone = self.zone
local old_lev = (self.level and not zone) and self.level.level or -1000
if params.keep_old_lev then old_lev = self.level.level end
local force_recreate = false
local recreate_nothing = false
local popup = nil
local afternicer = nil
-- We only switch temporarily, keep the old one around
if params.temporary_zone_shift then
self:leaveLevel(self.level, lev, old_lev)
local oz, ol = self.zone, self.level
if type(zone) == "string" then
self.zone = Zone.new(zone)
else
self.zone = zone
end
if type(self.zone.save_per_level) == "nil" then self.zone.save_per_level = config.settings.tome.save_zone_levels and true or false end
self.zone:getLevel(self, lev, old_lev, true)
self.visited_zones[self.zone.short_name] = true
world:seenZone(self.zone.short_name)
self.level.temp_shift_zone = oz
self.level.temp_shift_level = ol
-- We switch back
elseif params.temporary_zone_shift_back then
popup = Dialog:simpleWaiter("Loading level", "Please wait while loading the level...", nil, 10000)
core.display.forceRedraw()
local old = self.level
if self.zone and self.zone.on_leave then
local nl, nz, stop = self.zone.on_leave(lev, old_lev, zone)
if stop then return end
if nl then lev = nl end
if nz then zone = nz end
end
if self.zone and self.level then self.player:onLeaveLevel(self.zone, self.level) end
if self.zone then
self.zone:leaveLevel(false, lev, old_lev)
self.zone:leave()
end
self.zone = old.temp_shift_zone
self.level = old.temp_shift_level
self.visited_zones[self.zone.short_name] = true
world:seenZone(self.zone.short_name)
-- if self.level.map.closed then
force_recreate = true
-- else
-- print("Reloading back map without having it closed")
-- recreate_nothing = true
-- end
-- We move to a new zone as normal
elseif not params.temporary_zone_shift then
if self.zone and self.zone.on_leave then
local nl, nz, stop = self.zone.on_leave(lev, old_lev, zone)
if stop then return end
if nl then lev = nl end
if nz then zone = nz end
end
if self.zone and self.level then self.player:onLeaveLevel(self.zone, self.level) end
if zone then
if self.zone then
self.zone:leaveLevel(false, lev, old_lev)
self.zone:leave()
end
if type(zone) == "string" then
self.zone = Zone.new(zone)
else
self.zone = zone
end
if self.zone.tier1 then
if lev == 1 and game.state:tier1Killed(game.state.birth.start_tier1_skip or 3) then
self.zone.tier1 = nil
Dialog:yesnoPopup("Easy!", "This zone is so easy for you that you stroll to the last area with ease.", function(ret) if ret then
game:changeLevel(self.zone.max_level)
end end, "Stroll", "Stay there")
end
end
if type(self.zone.save_per_level) == "nil" then self.zone.save_per_level = config.settings.tome.save_zone_levels and true or false end
end
local _, new_level = self.zone:getLevel(self, lev, old_lev)
self.visited_zones[self.zone.short_name] = true
world:seenZone(self.zone.short_name)
if new_level then
afternicer = self.state:startEvents()
end
end
-- Post process walls
self.nicer_tiles:postProcessLevelTiles(self.level)
-- Post process if needed once the nicer tiles are done
if self.level.data and self.level.data.post_nicer_tiles then self.level.data.post_nicer_tiles(self.level) end
-- After ? events ?
if afternicer then afternicer() end
-- Check if we need to switch the current guardian
self.state:zoneCheckBackupGuardian()
-- Check if we must do some special things on load of this level
self:onLevelLoadRun()
-- Decay level ?
if self.level.last_turn and self.level.data.decay and self.level.last_turn + self.level.data.decay[1] * 10 < self.turn then
local only = self.level.data.decay.only or nil
if not only or only.actor then
-- local nb_actor, remain_actor = self.level:decay(Map.ACTOR, function(e) return not e.unique and not e.lore and not e.quest and self.level.last_turn + rng.range(self.level.data.decay[1], self.level.data.decay[2]) < self.turn * 10 end)
-- if not self.level.data.decay.no_respawn then
-- local gen = self.zone:getGenerator("actor", self.level)
-- if gen.regenFrom then gen:regenFrom(remain_actor) end
-- end
end
if not only or only.object then
local nb_object, remain_object = self.level:decay(Map.OBJECT, function(e) return not e.unique and not e.lore and not e.quest and self.level.last_turn + rng.range(self.level.data.decay[1], self.level.data.decay[2]) < self.turn * 10 end)
-- if not self.level.data.decay.no_respawn then
-- local gen = self.zone:getGenerator("object", self.level)
-- if gen.regenFrom then gen:regenFrom(remain_object) end
-- end
end
end
-- Move back to old wilderness position
if self.zone.wilderness then
self.player:move(self.player.wild_x, self.player.wild_y, true)
self.player.last_wilderness = self.zone.short_name
else
local x, y = nil, nil
if params.auto_zone_stair and left_zone then
-- Dirty but quick
local list = {}
for i = 0, self.level.map.w - 1 do for j = 0, self.level.map.h - 1 do
local idx = i + j * self.level.map.w
if self.level.map.map[idx][Map.TERRAIN] and self.level.map.map[idx][Map.TERRAIN].change_zone == left_zone.short_name then
list[#list+1] = {i, j}
end
end end
if #list > 0 then x, y = unpack(rng.table(list)) end
elseif params.auto_level_stair then
-- Dirty but quick
local list = {}
for i = 0, self.level.map.w - 1 do for j = 0, self.level.map.h - 1 do
local idx = i + j * self.level.map.w
if self.level.map.map[idx][Map.TERRAIN] and not self.level.map.map[idx][Map.TERRAIN].change_zone and self.level.map.map[idx][Map.TERRAIN].change_level == old_lev - self.level.level then
list[#list+1] = {i, j}
end
end end
if #list > 0 then x, y = unpack(rng.table(list)) end
end
-- Default to stairs
if not x then
if lev > old_lev and not params.force_down then x, y = self.level.default_up.x, self.level.default_up.y
else x, y = self.level.default_down.x, self.level.default_down.y
end
if not x then x, y = self.level.default_up.x, self.level.default_up.y end
end
-- Check if there is already an actor at that location, if so move it
x = x or 1 y = y or 1
local blocking_actor = self.level.map(x, y, engine.Map.ACTOR)
if blocking_actor then
local newx, newy = util.findFreeGrid(x, y, 20, true, {[Map.ACTOR]=true})
if newx and newy then blocking_actor:move(newx, newy, true)
else blocking_actor:teleportRandom(x, y, 200) end
end
if self.player:canMove(x, y) then
self.player:move(x, y, true)
else
self.player:move(x, y, true)
self.player:teleportRandom(x, y, 200)
end
end
self.player.changed = true
if self.to_re_add_actors and not self.zone.wilderness and not self.zone.stellar_map then for act, _ in pairs(self.to_re_add_actors) do
local x, y = util.findFreeGrid(self.player.x, self.player.y, 20, true, {[Map.ACTOR]=true})
if x then act:move(x, y, true) end
end end
-- Re add entities
self.level:addEntity(self.player)
if self.to_re_add_actors and not self.zone.wilderness and not self.zone.stellar_map then
for act, _ in pairs(self.to_re_add_actors) do
self.level:addEntity(act)
act:setTarget(nil)
if act.ai_state and act.ai_state.tactic_leash_anchor then
act.ai_state.tactic_leash_anchor = self.player
end
end
self.to_re_add_actors = nil
end
if self.zone.on_enter then
self.zone.on_enter(lev, old_lev, zone)
end
self.player:onEnterLevel(self.zone, self.level)
self.player:resetMoveAnim()
local musics = {}
local keep_musics = false
if self.level.data.ambient_music then
if self.level.data.ambient_music ~= "last" then
if type(self.level.data.ambient_music) == "string" then musics[#musics+1] = self.level.data.ambient_music
elseif type(self.level.data.ambient_music) == "table" then for i, name in ipairs(self.level.data.ambient_music) do musics[#musics+1] = name end
elseif type(self.level.data.ambient_music) == "function" then for i, name in ipairs{self.level.data.ambient_music()} do musics[#musics+1] = name end
end
elseif self.level.data.ambient_music == "last" then
keep_musics = true
end
end
if not keep_musics then self:playAndStopMusic(unpack(musics)) end
-- Update the minimap
self:setupMiniMap()
-- Tell the map to use path strings to speed up path calculations
for uid, e in pairs(self.level.entities) do
if e.getPathString then
self.level.map:addPathString(e:getPathString())
end
end
self.zone_name_s = nil
-- Special stuff
for uid, act in pairs(self.level.entities) do if act.removeEffectsFilter then act:removeEffectsFilter(function(e) return e.zone_wide_effect end, nil, nil, true) end end
for uid, act in pairs(self.level.entities) do
if act.setEffect then
if self.level.data.zero_gravity then act:setEffect(act.EFF_ZERO_GRAVITY, 1, {})
else act:removeEffect(act.EFF_ZERO_GRAVITY, nil, true) end
end
end
if self.level.data.effects then
for uid, act in pairs(self.level.entities) do
if act.setEffect then for _, effid in ipairs(self.level.data.effects) do
act:setEffect(effid, 1, {})
end end
end
end
self.level.data.effects_allow = true
-- Level feeling
local feeling
if self.level.special_feeling then
feeling = self.level.special_feeling
else
local lev = self.zone.base_level + self.level.level - 1
if self.zone.level_adjust_level then lev = self.zone:level_adjust_level(self.level) end
local diff = lev - self.player.level
if diff >= 5 then feeling = "You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area."
elseif diff >= 2 then feeling = "You feel mildly anxious, and walk with caution."
elseif diff >= -2 then feeling = nil
elseif diff >= -5 then feeling = "You feel very confident walking into this place."
else feeling = "You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere."
end
end
if feeling then self.log("#TEAL#%s", feeling) end
-- Autosave
-- if config.settings.tome.autosave and not config.settings.cheat and ((left_zone and left_zone.short_name ~= "wilderness") or self.zone.save_per_level) and (left_zone and left_zone.short_name ~= self.zone.short_name) then self:saveGame() end
self.player:onEnterLevelEnd(self.zone, self.level)
-- Day/Night cycle
if self.level.data.day_night then self.state:dayNightCycle() end
if not recreate_nothing then
--self.level.map:redisplay() -- not needed, reopen doest it
self.level.map:reopen(true)
if force_recreate then self.level.map:recreate() end
end
-- Anti stairscum
if self.level.last_turn and self.level.last_turn < self.turn then
local perc = util.bound(math.floor((self.turn - self.level.last_turn) / 10), 0, 10)
for uid, target in pairs(self.level.entities) do
if target.life and target.max_life and self.player:reactionToward(target) < 0 then
target.life = util.bound(target.life + target.max_life * perc / 10, 0, target.max_life)
target.changed = true
target.talents_cd = {}
local todel = {}
for eff_id, p in pairs(target.tmp) do
local e = target.tempeffect_def[eff_id]
if e.status == "detrimental" then todel[#todel+1] = eff_id end
end
while #todel > 0 do
target:removeEffect(table.remove(todel))
end
end
end
end
if popup then popup:done() end
self:dieClonesDie()
end
function _M:dieClonesDie()
if not self.level then return end
local p = self:getPlayer(true)
if not p.puuid then return end
for uid, e in pairs(self.level.entities) do
if p.puuid == e.puuid and e ~= p then self.level:removeEntity(e) end
end
end
function _M:getPlayer(main)
if main then
return self.party:findMember{main=true}
else
return self.player
end
end
function _M:getCampaign()
return self:getPlayer(true).descriptor.world
end
--- Says if this savefile is usable or not
function _M:isLoadable()
if not self:getPlayer(true).dead or not self.player.dead then return true end
return false
end
--- Clones the game world for chronomancy spells
function _M:chronoClone(name)
self:getPlayer(true):attr("time_travel_times", 1)
local d = Dialog:simpleWaiter("Chronomancy", "Folding the space time structure...")
local to_reload = {}
for uid, e in pairs(self.level.entities) do
if type(e.project) == "table" and e.project.def and e.project.def.typ and e.project.def.typ.line_function then
e.project.def.typ.line_function.line = { game.level.map.w, game.level.map.h, e.project.def.typ.line_function:export() }
to_reload[#to_reload + 1] = e
end
end
local ret = self:cloneFull()
for uid, e in pairs(to_reload) do e:loaded() end
if name then
self._chronoworlds = self._chronoworlds or {}
self._chronoworlds[name] = ret
ret = nil
end
d:done()
return ret
end
--- Restores a chronomancy clone
function _M:chronoRestore(name, remove)
local ngame
if type(name) == "string" then
ngame = self._chronoworlds[name]
if remove then self._chronoworlds[name] = nil end
else ngame = name end
if not ngame then return false end
local d = Dialog:simpleWaiter("Chronomancy", "Unfolding the space time structure...")
ngame:cloneReloaded()
_G.game = ngame
game.inited = nil
game:runReal()
game.key:setupRebootKeys() -- engine does it for us but not on chronoworld reload
game.key:setCurrent()
game.mouse:setCurrent()
profile.chat:setupOnGame()
core.wait.disable() -- "game" changed, we cant just unload the dialog, it doesnt exist anymore
if game.player.resetMainShader then game.player:resetMainShader() end
return true
end
--- Update the zone name, if needed
function _M:updateZoneName()
local name
if self.zone.display_name then
name = self.zone.display_name()
else
local lev = self.level.level
if self.level.data.reverse_level_display then lev = 1 + self.level.data.max_level - lev end
if self.zone.max_level == 1 then
name = self.zone.name
else
name = ("%s (%d)"):format(self.zone.name, lev)
end
end
if self.zone_name_s and self.old_zone_name == name then return end
local s = core.display.drawStringBlendedNewSurface(self.zone_font, name, unpack(colors.simple(colors.GOLD)))
self.zone_name_w, self.zone_name_h = s:getSize()
self.zone_name_s, self.zone_name_tw, self.zone_name_th = s:glTexture()
self.old_zone_name = name
print("Updating zone name", name)
end
function _M:tick()
if self.level then
self:targetOnTick()
engine.GameTurnBased.tick(self)
-- Fun stuff: this can make the game realtime, although calling it in display() will make it work better
-- (since display is on a set FPS while tick() ticks as much as possible
-- engine.GameEnergyBased.tick(self)
else
engine.Game.tick(self)
end
-- Check damages to log
self:displayDelayedLogMessages()
self:displayDelayedLogDamage()
if self.tick_loopback then
self.tick_loopback = nil
return self:tick()
end
if savefile_pipe.saving then self.player.changed = true end
if self.on_tick_end and #self.on_tick_end > 0 then return false end -- Force a new tick
if self.creating_player then return true end
if self.paused and not savefile_pipe.saving then return true end
end
-- Game Log management functions:
-- logVisible to determine if a message should be visible to the player
-- logMessage to add a message to the display
-- delayedLogMessage to queue an actor-specific message for display at the end of the current game tick
-- displayDelayedLogMessages() to display the queued messages (before combat damage messages)
-- delayedLogDamage to queue a combat (damage) message for display at the end of the current game tick
-- displayDelayedLogDamage to display the queued combat messages
-- output a message to the log based on the visibility of an actor to the player
function _M.logSeen(e, style, ...)
if e and e.player or (not e.dead and e.x and e.y and game.level and game.level.map.seens(e.x, e.y) and game.player:canSee(e)) then game.log(style, ...) end
end
-- determine whether an action between 2 actors should produce a message in the log and if the player
-- can identify them
-- output: src, srcSeen: source display?, identify?
-- tgt, tgtSeen: target display?, identify?
-- output: Visible? and srcSeen (source is identified by the player), tgtSeen(target is identified by the player)
function _M:logVisible(source, target)
-- target should display if it's the player, an actor in a seen tile, or a non-actor without coordinates
local tgt = target and (target.player or (target.__is_actor and game.level.map.seens(target.x, target.y)) or (not target.__is_actor and not target.x))
local tgtSeen = tgt and (target.player or game.player:canSee(target)) or false
local src, srcSeen = false, false
-- local srcSeen = src and (not source.x or (game.player:canSee(source) and game.player:canSee(target)))
-- Special cases
if not source.x then -- special case: unpositioned source uses target parameters (for timed effects on target)
if tgtSeen then
src, srcSeen = tgt, tgtSeen
else
src, tgt = nil, nil
end
else -- source should display if it's the player or an actor in a seen tile, or same as target for non-actors
src = source.player or (source.__is_actor and game.level.map.seens(source.x, source.y)) or (not source.__is_actor and tgt)
srcSeen = src and game.player:canSee(source) or false
end
return src or tgt or false, srcSeen, tgtSeen
end
-- Generate a message (string) for the log with possible source and target,
-- highlighting the player and taking visibility into account
-- srcSeen, tgtSeen = can player see(identify) the source, target?
-- style text message to display, may contain:
-- #source#|#Source# -> <displayString>..self.name|self.name:capitalize()
-- #target#|#Target# -> target.name|target.name:capitalize()
function _M:logMessage(source, srcSeen, target, tgtSeen, style, ...)
style = style:format(...)
local srcname = "something"
local Dstring
if source.player then
srcname = "#fbd578#"..source.name.."#LAST#"
elseif srcSeen then
srcname = engine.Entity.check(source, "getName") or source.name or "unknown"
end
if srcname ~= "something" then Dstring = source.__is_actor and source.getDisplayString and source:getDisplayString() end
style = style:gsub("#source#", srcname)
style = style:gsub("#Source#", (Dstring or "")..srcname:capitalize())
if target then
local tgtname = "something"
if target.player then
tgtname = "#fbd578#"..target.name.."#LAST#"
elseif tgtSeen then
tgtname = engine.Entity.check(target, "getName") or target.name or "unknown"
end
style = style:gsub("#target#", tgtname)
style = style:gsub("#Target#", tgtname:capitalize())
end
return style
end
-- log an entity-specific message for display later with displayDelayedLogDamage
-- only one message (processed with logMessage) will be logged for each source and label
-- useful to avoid spamming repeated messages
-- target is optional and is used only to resolve the msg
function _M:delayedLogMessage(source, target, label, msg, ...)
local visible, srcSeen, tgtSeen = self:logVisible(source, target)
if visible then
self.delayed_log_messages[source] = self.delayed_log_messages[source] or {}
local src = self.delayed_log_messages[source]
src[label] = self:logMessage(source, srcSeen, target, tgtSeen, msg, ...)
end
end
-- display the delayed log messages
function _M:displayDelayedLogMessages()
if not self.uiset or not self.uiset.logdisplay then return end
for src, msgs in pairs(self.delayed_log_messages) do
for label, msg in pairs(msgs) do
game.uiset.logdisplay(self:logMessage(src, true, nil, nil, msg))
end
end
self.delayed_log_messages = {}
end
-- Note: There can be up to a 1 tick delay in displaying log information
function _M:displayDelayedLogDamage()
if not self.uiset or not self.uiset.logdisplay then return end
for src, tgts in pairs(self.delayed_log_damage) do
for target, dams in pairs(tgts) do
if #dams.descs > 1 then
game.uiset.logdisplay(self:logMessage(src, dams.srcSeen, target, dams.tgtSeen, "#Source# hits #Target# for %s (%0.0f total damage)%s.", table.concat(dams.descs, ", "), dams.total, dams.healing<0 and (" #LIGHT_GREEN#[%0.0f healing]#LAST#"):format(-dams.healing) or ""))
else
if dams.healing >= 0 then
game.uiset.logdisplay(self:logMessage(src, dams.srcSeen, target, dams.tgtSeen, "#Source# hits #Target# for %s damage.", table.concat(dams.descs, ", ")))
elseif src == target then
game.uiset.logdisplay(self:logMessage(src, dams.srcSeen, target, dams.tgtSeen, "#Source# receives %s.", table.concat(dams.descs, ", ")))
else
game.uiset.logdisplay(self:logMessage(src, dams.srcSeen, target, dams.tgtSeen, "#Target# receives %s from #Source#.", table.concat(dams.descs, ", ")))
end
end
local rsrc = src.resolveSource and src:resolveSource() or src
local rtarget = target.resolveSource and target:resolveSource() or target
local x, y = target.x or -1, target.y or -1
local sx, sy = self.level.map:getTileToScreen(x, y)
if target.dead then
if dams.tgtSeen and (rsrc == self.player or rtarget == self.player or self.party:hasMember(rsrc) or self.party:hasMember(rtarget)) then
self.flyers:add(sx, sy, 30, (rng.range(0,2)-1) * 0.5, rng.float(-2.5, -1.5), ("Kill (%d)!"):format(dams.total), {255,0,255}, true)
self:delayedLogMessage(target, nil, "death", self:logMessage(src, dams.srcSeen, target, dams.tgtSeen, "#{bold}##Source# killed #Target#!#{normal}#"))
end
elseif dams.total > 0 or dams.healing == 0 then
if dams.tgtSeen and (rsrc == self.player or self.party:hasMember(rsrc)) then
self.flyers:add(sx, sy, 30, (rng.range(0,2)-1) * 0.5, rng.float(-3, -2), tostring(-math.ceil(dams.total)), {0,255,dams.is_crit and 200 or 0}, dams.is_crit)
elseif dams.tgtSeen and (rtarget == self.player or self.party:hasMember(rtarget)) then
self.flyers:add(sx, sy, 30, (rng.range(0,2)-1) * 0.5, -rng.float(-3, -2), tostring(-math.ceil(dams.total)), {255,dams.is_crit and 200 or 0,0}, dams.is_crit)
end
end
end
end
if self.delayed_death_message then game.log(self.delayed_death_message) end
self.delayed_death_message = nil
self.delayed_log_damage = {}
end
-- log and collate combat damage for later display with displayDelayedLogDamage
function _M:delayedLogDamage(src, target, dam, desc, crit)
if not target or not src then return end
src = src.__project_source or src -- assign message to indirect damage source if available
local visible, srcSeen, tgtSeen = self:logVisible(src, target)
if visible then -- only log damage the player is aware of
self.delayed_log_damage[src] = self.delayed_log_damage[src] or {}
self.delayed_log_damage[src][target] = self.delayed_log_damage[src][target] or {total=0, healing=0, descs={}}
local t = self.delayed_log_damage[src][target]
t.descs[#t.descs+1] = desc
if dam>=0 then
t.total = t.total + dam
else
t.healing = t.healing + dam
end
t.is_crit = t.is_crit or crit
t.srcSeen = srcSeen
t.tgtSeen = tgtSeen
end
end
--- Called every game turns
function _M:onTurn()
if self.zone then
if self.zone.on_turn then self.zone:on_turn() end
end
-- Process overlay effects
self.level.map:processEffects(self.turn % 10 ~= 0)
-- The following happens only every 10 game turns (once for every turn of 1 mod speed actors)
if self.turn % 10 ~= 0 then return end
-- Day/Night cycle
if self.level.data.day_night then self.state:dayNightCycle() end
if not self.day_of_year or self.day_of_year ~= self.calendar:getDayOfYear(self.turn) then
self.log(self.calendar:getTimeDate(self.turn))
self.day_of_year = self.calendar:getDayOfYear(self.turn)
end
if self.turn % 500 ~= 0 then return end
self:dieClonesDie()
end
function _M:updateFOV()
self.player:playerFOV()
end
function _M:displayMap(nb_keyframes)
-- Now the map, if any
if self.level and self.level.map and self.level.map.finished then
local map = self.level.map
-- Display the map and compute FOV for the player if needed
local changed = map.changed
if changed then self:updateFOV() end
-- Ugh I dont like that but .. special case for timestop, for now it'll do!
if self.player and self.player:attr("timestopping") and self.player.x and self.posteffects and self.posteffects.timestop and self.posteffects.timestop.shad then
self.posteffects.timestop.shad:paramNumber2("texSize", map.viewport.width, map.viewport.height)
local sx, sy = map:getTileToScreen(self.player.x, self.player.y)
self.posteffects.timestop.shad:paramNumber2("playerPos", sx + map.tile_w / 2, sy + map.tile_h / 2)
self.posteffects.timestop.shad:paramNumber("tick_real", core.game.getTime())
end
-- Display using Framebuffer, so that we can use shaders and all
if self.fbo then
self.fbo:use(true)
if self.level.data.background then self.level.data.background(self.level, 0, 0, nb_keyframes) end
map:display(0, 0, nb_keyframes, config.settings.tome.smooth_fov, self.fbo)
if self.level.data.foreground then self.level.data.foreground(self.level, 0, 0, nb_keyframes) end
if self.level.data.weather_particle then self.state:displayWeather(self.level, self.level.data.weather_particle, nb_keyframes) end
if self.level.data.weather_shader then self.state:displayWeatherShader(self.level, self.level.data.weather_shader, map.display_x, map.display_y, nb_keyframes) end
self.fbo:use(false, self.full_fbo)
-- 2nd pass to apply distorting particles
self.fbo2:use(true)
self.fbo:toScreen(0, 0, map.viewport.width, map.viewport.height)
core.particles.drawAlterings()
if self.posteffects and self.posteffects.line_grids and self.posteffects.line_grids.shad then self.posteffects.line_grids.shad:use(true) end
map._map:toScreenLineGrids(map.display_x, map.display_y)
if self.posteffects and self.posteffects.line_grids and self.posteffects.line_grids.shad then self.posteffects.line_grids.shad:use(false) end
if config.settings.tome.smooth_fov then map._map:drawSeensTexture(0, 0, nb_keyframes) end
self.fbo2:use(false, self.full_fbo)
_2DNoise:bind(1, false)
self.fbo2:postEffects(self.fbo, self.full_fbo, map.display_x, map.display_y, map.viewport.width, map.viewport.height, unpack(self.posteffects_use))
if self.target then self.target:display(nil, nil, self.full_fbo, nb_keyframes) end
-- Basic display; no FBOs
else
if self.level.data.background then self.level.data.background(self.level, map.display_x, map.display_y, nb_keyframes) end
map:display(nil, nil, nb_keyframes, config.settings.tome.smooth_fov, nil)
if self.target then self.target:display(nil, nil, self.full_fbo, nb_keyframes) end
if self.level.data.foreground then self.level.data.foreground(self.level, map.display_x, map.display_y, nb_keyframes) end
if self.level.data.weather_particle then self.state:displayWeather(self.level, self.level.data.weather_particle, nb_keyframes) end
if self.level.data.weather_shader then self.state:displayWeatherShader(self.level, self.level.data.weather_shader, map.display_x, map.display_y, nb_keyframes) end
core.particles.drawAlterings()
if self.posteffects and self.posteffects.line_grids and self.posteffects.line_grids.shad then self.posteffects.line_grids.shad:use(true) end
map._map:toScreenLineGrids(map.display_x, map.display_y)
if self.posteffects and self.posteffects.line_grids and self.posteffects.line_grids.shad then self.posteffects.line_grids.shad:use(false) end
if config.settings.tome.smooth_fov then map._map:drawSeensTexture(map.display_x, map.display_y, nb_keyframes) end
end
-- Handle ambient sounds
if self.level.data.ambient_bg_sounds then self.state:playAmbientSounds(self.level, self.level.data.ambient_bg_sounds, nb_keyframes) end
if not self.zone_name_s then self:updateZoneName() end
-- emotes display
map:displayEmotes(nb_keyframe or 1)
-- Mouse gestures
self.gestures:update()
-- self.gestures:display(map.display_x, map.display_y + map.viewport.height - self.gestures.font_h - 5)
self.gestures:display(map.display_x, map.display_y, nb_keyframes)
-- Inform the player that map is in scroll mode
if core.key.modState("caps") then
local w = map.viewport.width * 0.5
local h = w * self.caps_scroll.h / self.caps_scroll.w
self.caps_scroll[1]:toScreenFull(
map.display_x + (map.viewport.width - w) / 2,
map.display_y + (map.viewport.height - h) / 2,
w, h,
self.caps_scroll[2] * w / self.caps_scroll.w, self.caps_scroll[3] * h / self.caps_scroll.h,
1, 1, 1, 0.5
)
end
end
end
--- Called when screen resolution changes
function _M:checkResolutionChange(w, h, ow, oh)
self:createFBOs()
return self.uiset:handleResolutionChange(w, h, ow, oh)
end
function _M:display(nb_keyframes)
-- If switching resolution, blank everything but the dialog
if self.change_res_dialog then engine.GameTurnBased.display(self, nb_keyframes) return end
-- Reset gamma setting, something somewhere is disrupting it, this is a stop gap solution
if self.support_shader_gamma and self.full_fbo_shader and self.full_fbo_shader.shad then self.full_fbo_shader.shad:uniGamma(config.settings.gamma_correction / 100) end
if self.full_fbo then self.full_fbo:use(true) end
-- Now the ui
self.uiset:display(nb_keyframes)
-- "Big News"
self.bignews:display(nb_keyframes)
if self.player then self.player.changed = false end
engine.GameTurnBased.display(self, nb_keyframes)
-- Tooltip is displayed over all else, even dialogs but before FBO
local mx, my, button = core.mouse.get()
self.old_ctrl_state = self.ctrl_state
self.ctrl_state = core.key.modState("ctrl")
-- if tooltip is in way of mouse and its not locked then move it
if self.tooltip.w and mx > self.w - self.tooltip.w and my > Tooltip:tooltip_bound_y2() - self.tooltip.h and not self.tooltip.locked then
self:targetDisplayTooltip(Map.display_x, self.h, self.old_ctrl_state~=self.ctrl_state, nb_keyframes )
else
self:targetDisplayTooltip(self.w, self.h, self.old_ctrl_state~=self.ctrl_state, nb_keyframes )
end
if self.full_fbo then
self.full_fbo:use(false)
self.full_fbo:toScreen(0, 0, self.w, self.h, self.full_fbo_shader.shad)
end
end
--- Called when a dialog is registered to appear on screen
function _M:onRegisterDialog(d)
-- Clean up tooltip
self.tooltip_x, self.tooltip_y = nil, nil
self.tooltip2_x, self.tooltip2_y = nil, nil
if self.player then self.player:updateMainShader() end
-- if self.player and self.player.runStop then self.player:runStop("dialog poping up") end
-- if self.player and self.player.restStop then self.player:restStop("dialog poping up") end
end
function _M:onUnregisterDialog(d)
-- Clean up tooltip
self.tooltip_x, self.tooltip_y = nil, nil
self.tooltip2_x, self.tooltip2_y = nil, nil
if self.player then self.player:updateMainShader() self.player.changed = true end
end
function _M:setTacticalMode(mode, silent)
local vs = "true"
if mode == "old" then
self.always_target = "old"
vs = "'old'"
Map:setViewerFaction(self.player.faction)
if not silent then self.log("Showing big healthbars and tactical borders.") end
elseif mode == "health" then
self.always_target = "health"
vs = "'health'"
Map:setViewerFaction(nil)
if not silent then self.log("Showing healthbars only.") end
elseif mode == nil then
self.always_target = nil
vs = "nil"
Map:setViewerFaction(nil)
if not silent then self.log("Showing no tactical information.") end
elseif mode == true then
self.always_target = true
vs = "true"
Map:setViewerFaction(self.player.faction)
if not silent then self.log("Showing small healthbars and tactical borders.") end
end
config.settings.tome.tactical_mode = self.always_target
config.settings.tome.tactical_mode_set = true
game:saveSettings("tome.tactical_mode", ([[
tome.tactical_mode = %s
tome.tactical_mode_set = true
]]):format(vs))
end
function _M:setupCommands()
-- Make targeting work
self.normal_key = self.key
self:targetSetupKey()
-- Activate profiler keybinds
self.key:setupProfiler()
-- Activate mouse gestures
self.gestures = Gestures.new("Gesture: ", self.key, true)
if self.posteffects and self.posteffects.gestures and self.posteffects.gestures.shad then self.gestures.shader = self.posteffects.gestures.shad end
-- Helper function to not allow some actions on the wilderness map
local not_wild = function(f, bypass) return function(...) if self.zone and (not self.zone.wilderness or (bypass and bypass())) then f(...) else self.logPlayer(self.player, "You cannot do that on the world map.") end end end
-- Debug mode
self.key:addCommands{
[{"_d","ctrl"}] = function() if config.settings.cheat then
local g = self.level.map(self.player.x, self.player.y, Map.TERRAIN)
print(g.define_as, g.image, g.z)
for i, a in ipairs(g.add_mos or {}) do print(" => ", a.image) end
local add = g.add_displays
if add then for i, e in ipairs(add) do
print(" -", e.image, e.z or "+"..i)
for i, a in ipairs(e.add_mos or {}) do print(" => ", a.image, (a.display_x or 0).."x"..(a.display_y or 0)) end
end end
print("---")
local mos = {}
g:getMapObjects(game.level.map.tiles, mos, 1)
table.print(mos)
print("===============")
end end,
[{"_g","ctrl"}] = function() if config.settings.cheat then
local o = game.zone:makeEntityByName(game.level, "object", "RIFT_SWORD", true)
if o then
o:identify(true)
game.zone:addEntity(game.level, o, "object", game.player.x, game.player.y-1)
end
do return end
local f, err = loadfile("/data/general/events/fearscape-portal.lua")
print(f, err)
setfenv(f, setmetatable({level=self.level, zone=self.zone}, {__index=_G}))
print(pcall(f))
do return end
self:registerDialog(require("mod.dialogs.DownloadCharball").new())
end end,
[{"_f","ctrl"}] = function() if config.settings.cheat then
self.player.quests["love-melinda"] = nil
self.player:grantQuest("love-melinda")
self.player:hasQuest("love-melinda"):melindaCompanion(self.player, "Defiler", "Corruptor")
end end,
[{"_UP","ctrl"}] = function()
game.tooltip.container.scrollbar.pos = util.minBound(game.tooltip.container.scrollbar.pos - 1, 0, game.tooltip.container.scrollbar.max)
end,
[{"_DOWN","ctrl"}] = function()
game.tooltip.container.scrollbar.pos = util.minBound(game.tooltip.container.scrollbar.pos + 1, 0, game.tooltip.container.scrollbar.max)
end,
[{"_HOME","ctrl"}] = function()
game.tooltip.container.scrollbar.pos = 0
end,
[{"_END","ctrl"}] = function()
game.tooltip.container.scrollbar.pos = game.tooltip.container.scrollbar.max
end,
}
self.key.any_key = function(sym)
-- Control resets the tooltip
if sym == self.key._LCTRL or sym == self.key._RCTRL then
self.player.changed = true
self.tooltip.old_tmx = nil
elseif sym == self.key._LSHIFT or sym == self.key._RSHIFT then
self.player.changed = true
end
end
self.key:unicodeInput(true)
self.key:addBinds
{
-- Movements
MOVE_LEFT = function() if core.key.modState("caps") and self.level then self.level.map:scrollDir(4) else self.player:moveDir(4) end end,
MOVE_RIGHT = function() if core.key.modState("caps") and self.level then self.level.map:scrollDir(6) else self.player:moveDir(6) end end,
MOVE_UP = function() if core.key.modState("caps") and self.level then self.level.map:scrollDir(8) else self.player:moveDir(8) end end,
MOVE_DOWN = function() if core.key.modState("caps") and self.level then self.level.map:scrollDir(2) else self.player:moveDir(2) end end,
MOVE_LEFT_UP = function() if core.key.modState("caps") and self.level then self.level.map:scrollDir(7) else self.player:moveDir(7) end end,
MOVE_LEFT_DOWN = function() if core.key.modState("caps") and self.level then self.level.map:scrollDir(1) else self.player:moveDir(1) end end,
MOVE_RIGHT_UP = function() if core.key.modState("caps") and self.level then self.level.map:scrollDir(9) else self.player:moveDir(9) end end,
MOVE_RIGHT_DOWN = function() if core.key.modState("caps") and self.level then self.level.map:scrollDir(3) else self.player:moveDir(3) end end,
MOVE_STAY = function() if core.key.modState("caps") and self.level then self.level.map:centerViewAround(self.player.x, self.player.y) else if self.player:enoughEnergy() then self.player:describeFloor(self.player.x, self.player.y) self.player:waitTurn() end end end,
RUN = function()
self.log("Run in which direction?")
local co = coroutine.create(function()
local x, y = self.player:getTarget{type="hit", no_restrict=true, range=1, immediate_keys=true, default_target=self.player}
if x and y then self.player:runInit(util.getDir(x, y, self.player.x, self.player.y)) end
end)
local ok, err = coroutine.resume(co)
if not ok and err then print(debug.traceback(co)) error(err) end
end,
RUN_AUTO = function()
local ae = function() if self.level and self.zone then
local seen = {}
-- Check for visible monsters. Only see LOS actors, so telepathy wont prevent it
core.fov.calc_circle(self.player.x, self.player.y, self.level.map.w, self.level.map.h, self.player.sight or 10,
function(_, x, y) return self.level.map:opaque(x, y) end,
function(_, x, y)
local actor = self.level.map(x, y, self.level.map.ACTOR)
if actor and actor ~= self.player and self.player:reactionToward(actor) < 0 and
self.player:canSee(actor) and self.level.map.seens(x, y) then seen[#seen + 1] = {x=x, y=y, actor=actor} end
end, nil)
if self.zone.no_autoexplore or self.level.no_autoexplore then
self.log("You may not auto-explore this level.")
elseif #seen > 0 then
local dir = game.level.map:compassDirection(seen[1].x - self.player.x, seen[1].y - self.player.y)
self.log("You may not auto-explore with enemies in sight (%s to the %s%s)!", seen[1].actor.name, dir, self.level.map:isOnScreen(seen[1].x, seen[1].y) and "" or " - offscreen")
for _, node in ipairs(seen) do
node.actor:addParticles(engine.Particles.new("notice_enemy", 1))
end
elseif not self.player:autoExplore() then
self.log("There is nowhere left to explore.")
end
end end
if config.settings.tome.rest_before_explore then
local ok = false
self.player:restInit(nil, nil, nil, function() ok = self.player.resting.rested_fully end, function() if ok then self:onTickEnd(ae) self.tick_loopback = true end end)
else
ae()
end
end,
RUN_LEFT = function() self.player:runInit(4) end,
RUN_RIGHT = function() self.player:runInit(6) end,
RUN_UP = function() self.player:runInit(8) end,
RUN_DOWN = function() self.player:runInit(2) end,
RUN_LEFT_UP = function() self.player:runInit(7) end,
RUN_LEFT_DOWN = function() self.player:runInit(1) end,
RUN_RIGHT_UP = function() self.player:runInit(9) end,
RUN_RIGHT_DOWN = function() self.player:runInit(3) end,
ATTACK_OR_MOVE_LEFT = function() self.player:attackOrMoveDir(4) end,
ATTACK_OR_MOVE_RIGHT = function() self.player:attackOrMoveDir(6) end,
ATTACK_OR_MOVE_UP = function() self.player:attackOrMoveDir(8) end,
ATTACK_OR_MOVE_DOWN = function() self.player:attackOrMoveDir(2) end,
ATTACK_OR_MOVE_LEFT_UP = function() self.player:attackOrMoveDir(7) end,
ATTACK_OR_MOVE_LEFT_DOWN = function() self.player:attackOrMoveDir(1) end,
ATTACK_OR_MOVE_RIGHT_UP = function() self.player:attackOrMoveDir(9) end,
ATTACK_OR_MOVE_RIGHT_DOWN = function() self.player:attackOrMoveDir(3) end,
-- Hotkeys
-- bindings done after
HOTKEY_PREV_PAGE = not_wild(function() self.player:prevHotkeyPage() self.log("Hotkey page %d is now displayed.", self.player.hotkey_page) end),
HOTKEY_NEXT_PAGE = not_wild(function() self.player:nextHotkeyPage() self.log("Hotkey page %d is now displayed.", self.player.hotkey_page) end),
-- Party commands
SWITCH_PARTY_1 = not_wild(function() self.party:select(1) end),
SWITCH_PARTY_2 = not_wild(function() self.party:select(2) end),
SWITCH_PARTY_3 = not_wild(function() self.party:select(3) end),
SWITCH_PARTY_4 = not_wild(function() self.party:select(4) end),
SWITCH_PARTY_5 = not_wild(function() self.party:select(5) end),
SWITCH_PARTY_6 = not_wild(function() self.party:select(6) end),
SWITCH_PARTY_7 = not_wild(function() self.party:select(7) end),
SWITCH_PARTY_8 = not_wild(function() self.party:select(8) end),
SWITCH_PARTY = not_wild(function() self:registerDialog(require("mod.dialogs.PartySelect").new()) end),
ORDER_PARTY_1 = not_wild(function() self.party:giveOrders(1) end),
ORDER_PARTY_2 = not_wild(function() self.party:giveOrders(2) end),
ORDER_PARTY_3 = not_wild(function() self.party:giveOrders(3) end),
ORDER_PARTY_4 = not_wild(function() self.party:giveOrders(4) end),
ORDER_PARTY_5 = not_wild(function() self.party:giveOrders(5) end),
ORDER_PARTY_6 = not_wild(function() self.party:giveOrders(6) end),
ORDER_PARTY_7 = not_wild(function() self.party:giveOrders(7) end),
ORDER_PARTY_8 = not_wild(function() self.party:giveOrders(8) end),
-- Actions
CHANGE_LEVEL = function()
local e = self.level.map(self.player.x, self.player.y, Map.TERRAIN)
if self.player:enoughEnergy() and e.change_level then
if self.player:attr("never_move") then self.log("You cannot currently leave the level.") return end
local stop = {}
for eff_id, p in pairs(self.player.tmp) do
local e = self.player.tempeffect_def[eff_id]
if e.status == "detrimental" and not e.no_stop_enter_worlmap then stop[#stop+1] = e.desc end
end
if e.change_zone and #stop > 0 and e.change_zone:find("^wilderness") then
self.log("You cannot go into the wilds with the following effects: %s", table.concat(stop, ", "))
else
-- Do not unpause, the player is allowed first move on next level
if e.change_level_check and e:change_level_check(self.player) then return end
self:changeLevel(e.change_zone and e.change_level or self.level.level + e.change_level, e.change_zone, {keep_old_lev=e.keep_old_lev, force_down=e.force_down, auto_zone_stair=e.change_zone_auto_stairs, auto_level_stair=e.change_level_auto_stairs, temporary_zone_shift_back=e.change_level_shift_back})
end
else
self.log("There is no way out of this level here.")
end
end,
REST = function()
self.player:restInit()
end,
PICKUP_FLOOR = not_wild(function()
if self.player.no_inventory_access then return end
self.player:playerPickup()
end),
DROP_FLOOR = function()
if self.player.no_inventory_access then return end
self.player:playerDrop()
end,
SHOW_INVENTORY = function()
if self.player.no_inventory_access then return end
local d
local titleupdator = self.player:getEncumberTitleUpdator("Inventory")
d = self.player:showEquipInven(titleupdator(), nil, function(o, inven, item, button, event)
if not o then return end
local ud = require("mod.dialogs.UseItemDialog").new(event == "button", self.player, o, item, inven, function(_, _, _, stop)
d:generate()
d:generateList()
d:updateTitle(titleupdator())
if stop then self:unregisterDialog(d) end
end)
self:registerDialog(ud)
end)
end,
SHOW_EQUIPMENT = "SHOW_INVENTORY",
WEAR_ITEM = function()
if self.player.no_inventory_access then return end
self.player:playerWear()
end,
TAKEOFF_ITEM = function()
if self.player.no_inventory_access then return end
self.player:playerTakeoff()
end,
USE_ITEM = not_wild(function()
if self.player.no_inventory_access then return end
self.player:playerUseItem()
end),
QUICK_SWITCH_WEAPON = function()
if self.player.no_inventory_access then return end
self.player:quickSwitchWeapons()
end,
USE_TALENTS = not_wild(function()
self:registerDialog(require("mod.dialogs.UseTalents").new(self.player))
end),
LEVELUP = function()
if self.player.no_levelup_access then return end
self.player:playerLevelup(nil, false)
end,
TOGGLE_AUTOTALENT = function()
self.player.no_automatic_talents = not self.player.no_automatic_talents
game.log("#GOLD#Automatic talent usage: %s", not self.player.no_automatic_talents and "#LIGHT_GREEN#enabled" or "#LIGHT_RED#disabled")
end,
SAVE_GAME = function()
self:saveGame()
end,
SHOW_QUESTS = function()
self:registerDialog(require("engine.dialogs.ShowQuests").new(self.party:findMember{main=true}))
end,
SHOW_CHARACTER_SHEET = function()
self:registerDialog(require("mod.dialogs.CharacterSheet").new(self.player))
end,
SHOW_MESSAGE_LOG = function()
self:registerDialog(require("mod.dialogs.ShowChatLog").new("Message Log", 0.6, self.uiset.logdisplay, profile.chat))
end,
-- Show time
SHOW_TIME = function()
self.log(self.calendar:getTimeDate(self.turn))
end,
-- Exit the game
QUIT_GAME = function()
self:onQuit()
end,
-- Lua console
LUA_CONSOLE = function()
if config.settings.cheat then
self:registerDialog(DebugConsole.new())
end
end,
-- Debug dialog
DEBUG_MODE = function()
if config.settings.cheat then
self:registerDialog(require("mod.dialogs.debug.DebugMain").new())
end
end,
-- Toggle monster list
TOGGLE_NPC_LIST = function()
self.show_npc_list = not self.show_npc_list
self.player.changed = true
if (self.show_npc_list) then
self.log("Displaying creatures.")
else
self.log("Displaying talents.")
end
end,
SCREENSHOT = function() self:saveScreenshot() end,
HELP = "EXIT",
EXIT = function()
if self.tooltip.locked then
self.tooltip.locked = false
self.tooltip.container.focused = self.tooltip.locked
game.log("Tooltip %s", self.tooltip.locked and "locked" or "unlocked")
end
local menu
local l = {
"resume",
{ "Show Achievements", function() self:unregisterDialog(menu) self:registerDialog(require("mod.dialogs.ShowAchievements").new("Tales of Maj'Eyal Achievements", self.player)) end },
{ "Show known Lore", function() self:unregisterDialog(menu) self:registerDialog(require("mod.dialogs.ShowLore").new("Tales of Maj'Eyal Lore", self.party)) end },
{ "Show ingredients", function() self:unregisterDialog(menu) self:registerDialog(require("mod.dialogs.ShowIngredients").new(self.party)) end },
"highscores",
{ "Inventory", function() self:unregisterDialog(menu) self.key:triggerVirtual("SHOW_INVENTORY") end },
{ "Character Sheet", function() self:unregisterDialog(menu) self.key:triggerVirtual("SHOW_CHARACTER_SHEET") end },
"keybinds",
{"Game Options", function() self:unregisterDialog(menu) self:registerDialog(require("mod.dialogs.GameOptions").new()) end},
"video",
"sound",
"save",
"quit",
"exit",
}
local adds = self.uiset:getMainMenuItems()
for i = #adds, 1, -1 do table.insert(l, 10, adds[i]) end
self:triggerHook{"Game:alterGameMenu", menu=l, unregister=function() self:unregisterDialog(menu) end}
menu = require("engine.dialogs.GameMenu").new(l)
self:registerDialog(menu)
end,
TACTICAL_DISPLAY = function()
if self.always_target == true then
self:setTacticalMode("old")
elseif self.always_target == "old" then
self:setTacticalMode("health")
elseif self.always_target == "health" then
self:setTacticalMode(nil)
elseif self.always_target == nil then
self:setTacticalMode(true)
end
end,
LOOK_AROUND = function()
self.log("Looking around... (direction keys to select interesting things, shift+direction keys to move freely)")
local co = coroutine.create(function()
local x, y = self.player:getTarget{type="hit", no_restrict=true, range=2000}
if x and y then
local tmx, tmy = self.level.map:getTileToScreen(x, y)
self:registerDialog(MapMenu.new(tmx, tmy, x, y))
end
end)
local ok, err = coroutine.resume(co)
if not ok and err then print(debug.traceback(co)) error(err) end
end,
LOCK_TOOLTIP = function()
if not self.tooltip.empty then
self.tooltip.locked = not self.tooltip.locked
self.tooltip.container.focused = self.tooltip.locked
game.log("Tooltip %s", self.tooltip.locked and "locked" or "unlocked")
end
end,
LOCK_TOOLTIP_COMPARE = function()
if not self.tooltip.empty then
self.tooltip.locked = not self.tooltip.locked
self.tooltip.container.focused = self.tooltip.locked
game.log("Tooltip %s", self.tooltip.locked and "locked" or "unlocked")
end
end,
SHOW_MAP = function()
if config.settings.tome.uiset_mode == "Minimalist" then
self.uiset.mm_mode = util.boundWrap((self.uiset.mm_mode or 2) + 1, 1, 3)
if self.uiset.mm_mode == 1 then
self.uiset.no_minimap = true
elseif self.uiset.mm_mode == 2 then
self.uiset.no_minimap = false
elseif self.uiset.mm_mode == 3 then
game:registerDialog(require("mod.dialogs.ShowMap").new(function() self.uiset.mm_mode = 1 self.uiset.no_minimap = true end))
end
else
game:registerDialog(require("mod.dialogs.ShowMap").new())
end
end,
USERCHAT_SHOW_TALK = function()
self.show_userchat = not self.show_userchat
end,
TOGGLE_UI = function()
self.uiset:toggleUI()
end,
TOGGLE_BUMP_ATTACK = function()
local game_or_player = not config.settings.tome.actor_based_movement_mode and self or game.player
if game_or_player.bump_attack_disabled then
self.log("Movement Mode: #LIGHT_GREEN#Default#LAST#.")
game_or_player.bump_attack_disabled = false
else
self.log("Movement Mode: #LIGHT_RED#Passive#LAST#.")
game_or_player.bump_attack_disabled = true
end
end
}
engine.interface.PlayerHotkeys:bindAllHotkeys(self.key, not_wild(function(i)
self:targetTriggerHotkey(i)
self.player:activateHotkey(i)
end, function() return self.player.allow_talents_worldmap end))
self.key:setCurrent()
end
function _M:setupMouse(reset)
if reset == nil or reset then self.mouse:reset() end
local cur_obj = nil
local outline = Shader.new("objectsoutline").shad
self.mouse:registerZone(Map.display_x, Map.display_y, Map.viewport.width, Map.viewport.height, function(button, mx, my, xrel, yrel, bx, by, event, extra)
if not self.uiset:isLocked() or not game.level then return end
local tmx, tmy = game.level.map:getMouseTile(mx, my)
if core.shader.allow("adv") and outline then
local o = self.level.map(tmx, tmy, Map.OBJECT)
if cur_obj and cur_obj._mo then cur_obj._mo:shader(nil) end
if o and o._mo and not o.shader then
outline:uniTextSize(Map.tile_w, Map.tile_h)
o._mo:shader(outline)
cur_obj = o
end
end
self.tooltip.add_map_str = extra and extra.log_str
if game.tooltip.locked then
if button == "wheelup" and event == "button" then
game.tooltip.container.scrollbar.pos = util.minBound(game.tooltip.container.scrollbar.pos - 1, 0, game.tooltip.container.scrollbar.max)
elseif button == "wheeldown" and event == "button" then
game.tooltip.container.scrollbar.pos = util.minBound(game.tooltip.container.scrollbar.pos + 1, 0, game.tooltip.container.scrollbar.max)
end
if button == "middle" then
if not game.tooltip.container.draging then
game.tooltip.container.draging = true
game.tooltip.container.drag_x_start = mx
game.tooltip.container.drag_y_start = my
else
game.tooltip.container.scrollbar.pos = util.minBound(game.tooltip.container.scrollbar.pos + my - game.tooltip.container.drag_y_start, 0, game.tooltip.container.scrollbar.max)
game.tooltip.container.drag_x_start = mx
game.tooltip.container.drag_y_start = my
end
else
game.tooltip.container.draging = false
end
end
-- Handle targeting
if not config.settings.tome.disable_mouse_targeting and self:targetMouse(button, mx, my, xrel, yrel, event) then return end
-- Cheat kill
if config.settings.cheat and button == "right" and core.key.modState("ctrl") and core.key.modState("shift") and not xrel and not yrel and event == "button" and self.zone and not self.zone.wilderness then
local target = game.level.map(tmx, tmy, Map.ACTOR)
if target then
target:die(game.player)
end
return
end
-- Handle Use menu
if button == "right" then
if event == "motion" then
self.gestures:changeMouseButton(true)
self.gestures:mouseMove(mx, my)
elseif event == "button" then
if not self.gestures:isGesturing() then
if not xrel and not yrel then
-- Handle Use menu
self:mouseRightClick(mx, my, extra)
return
end
else
self.gestures:changeMouseButton(false)
self.gestures:useGesture()
self.gestures:reset()
end
end
end
-- Default left button action
if button == "left" and not xrel and not yrel and event == "button" and self.zone and not self.zone.wilderness then if self:mouseLeftClick(mx, my) then return end end
-- Default middle button action
if button == "middle" and not xrel and not yrel and event == "button" and self.zone and not self.zone.wilderness then if self:mouseMiddleClick(mx, my) then return end end
-- Handle the mouse movement/scrolling
self.player:mouseHandleDefault(self.key, self.key == self.normal_key, button, mx, my, xrel, yrel, event)
end, nil, "playmap")
self.uiset:setupMouse(self.mouse)
if not reset then self.mouse:setCurrent() end
end
--- Left mouse click on the map
function _M:mouseLeftClick(mx, my)
if not self.level then return end
local tmx, tmy = self.level.map:getMouseTile(mx, my)
local p = self.player
local a = self.level.map(tmx, tmy, Map.ACTOR)
if not p:canSee(a) then return end
if not p.auto_shoot_talent then return end
local t = p:getTalentFromId(p.auto_shoot_talent)
if not t then return end
local target_dist = core.fov.distance(p.x, p.y, a.x, a.y)
if p:enoughEnergy() and p:reactionToward(a) < 0 and p:knowTalent(t) and not p:isTalentCoolingDown(t) and p:preUseTalent(t, true, true) and target_dist <= p:getTalentRange(t) and p:canProject({type="hit"}, a.x, a.y) then
p:useTalent(t.id, nil, nil, nil, a)
return true
end
end
--- Middle mouse click on the map
function _M:mouseMiddleClick(mx, my)
if not self.level then return end
local tmx, tmy = self.level.map:getMouseTile(mx, my)
local p = self.player
local a = self.level.map(tmx, tmy, Map.ACTOR)
if not p:canSee(a) then return end
if not p.auto_shoot_midclick_talent then return end
local t = p:getTalentFromId(p.auto_shoot_midclick_talent)
if not t then return end
local target_dist = core.fov.distance(p.x, p.y, a.x, a.y)
if p:enoughEnergy() and p:reactionToward(a) < 0 and p:knowTalent(t) and not p:isTalentCoolingDown(t) and p:preUseTalent(t, true, true) and target_dist <= p:getTalentRange(t) and p:canProject({type="hit"}, a.x, a.y) then
p:useTalent(t.id, nil, nil, nil, a)
return true
end
end
--- Right mouse click on the map
function _M:mouseRightClick(mx, my, extra)
if not self.level then return end
local tmx, tmy = self.level.map:getMouseTile(mx, my)
self:registerDialog(MapMenu.new(mx, my, tmx, tmy, extra and extra.add_map_action))
end
--- Ask if we really want to close, if so, save the game first
function _M:onQuit()
self.player:runStop("quitting")
self.player:restStop("quitting")
if not self.quit_dialog and not self.player.dead and not self:hasDialogUp() then
self.quit_dialog = Dialog:yesnoPopup("Save and go back to main menu?", "Save and go back to main menu?", function(ok)
if ok then
-- savefile_pipe is created as a global by the engine
self:saveGame()
util.showMainMenu()
end
self.quit_dialog = nil
end)
end
end
function _M:onExit()
self.player:runStop("quitting")
self.player:restStop("quitting")
if not self.quit_dialog and not self.player.dead and not self:hasDialogUp() then
self.quit_dialog = Dialog:yesnoPopup("Save and exit game?", "Save and exit game?", function(ok)
if ok then
-- savefile_pipe is created as a global by the engine
self:saveGame()
savefile_pipe:forceWait()
engine.GameTurnBased.onExit(self)
end
self.quit_dialog = nil
end)
end
end
--- Called when we leave the module
function _M:onDealloc()
local time = os.time() - self.real_starttime
print("Played ToME for "..time.." seconds")
end
function _M:saveVersion(token)
if token == "new" then
token = util.uuid()
self.__savefile_version_tokens[token] = true
return token
end
-- return true
return self.__savefile_version_tokens[token]
end
--- When a save is being made, stop running/resting
function _M:onSavefilePush()
self.player:runStop("saving")
self.player:restStop("saving")
end
--- When a save has been done, if it's a zone or level, also save the main game
function _M:onSavefilePushed(savename, type, object, class)
if config.settings.cheat then return end -- Dont annoy debug
if type == "zone" or type == "level" then self:onTickEnd(function() self:saveGame() end) end
end
--- Saves the highscore of the current char
function _M:registerHighscore()
local player = self:getPlayer(true)
local campaign = player.descriptor.world
local details = {
world = player.descriptor.world,
subrace = player.descriptor.subrace,
subclass = player.descriptor.subclass,
difficulty = player.descriptor.difficulty,
level = player.level,
name = player.name,
where = self.zone and self.zone.name or "???",
dlvl = self.level and self.level.level or 1
}
if campaign == 'Arena' then
details.score = self.level.arena.score
else
-- fallback score based on xp, this is a placeholder
details.score = math.floor(10 * (player.level + (player.exp / player:getExpChart(player.level)))) + math.floor(player.money / 100)
end
if player.dead then
details.killedby = player.killedBy and player.killedBy.name or "???"
HighScores.registerScore(campaign, details)
else
HighScores.noteLivingScore(campaign, player.name, details)
end
end
--- Requests the game to save
function _M:saveGame()
self:registerHighscore()
if self.party then for actor, _ in pairs(self.party.members) do engine.interface.PlayerHotkeys:updateQuickHotkeys(actor) end end
-- savefile_pipe is created as a global by the engine
local clone = savefile_pipe:push(self.save_name, "game", self)
world:saveWorld()
if not self.creating_player then
local oldplayer = self.player
self.party:setPlayer(self:getPlayer(true), true)
_G.game = clone
print("Saving JSON", pcall(function() if not game.player.__no_save_json then
local party = game.party:cloneFull()
party.__te4_uuid = game:getPlayer(true).__te4_uuid
for m, _ in pairs(party.members) do
m:stripForExport()
end
party:stripForExport()
game.player:saveUUID(party)
end end))
_G.game = self
self.party:setPlayer(oldplayer, true)
end
self.log("Saving game...")
end
--- Take a screenshot of the game
-- @param for_savefile The screenshot will be used for savefile display
function _M:takeScreenshot(for_savefile)
if for_savefile then
self.suppressDialogs = true
core.display.forceRedraw()
local x, y = self.w / 4, self.h / 4
if self.level then
x, y = self.level.map:getTileToScreen(self.player.x, self.player.y)
x, y = x - self.w / 4, y - self.h / 4
x, y = util.bound(x, 0, self.w / 2), util.bound(y, 0, self.h / 2)
end
local sc = core.display.getScreenshot(x, y, self.w / 2, self.h / 2)
self.suppressDialogs = nil
core.display.forceRedraw()
return sc
else
return core.display.getScreenshot(0, 0, self.w, self.h)
end
end
function _M:setAllowedBuild(what, notify)
-- Do not unlock things in easy mode
--if self.difficulty == self.DIFFICULTY_EASY then return end
local old = profile.mod.allow_build[what]
profile:saveModuleProfile("allow_build", {name=what})
if old then return end
if notify then
self.state:checkDonation() -- They gained someting nice, they could be more receptive
self:registerDialog(require("mod.dialogs.UnlockDialog").new(what))
if type(unlocks_list[what]) == "string" then self.party.on_death_show_achieved[#self.party.on_death_show_achieved+1] = "Unlocked: "..unlocks_list[what] end
end
return true
end
function _M:unlockBackground(kind, name)
if not config.settings['unlock_background_'..kind] then
game.log("#ANTIQUE_WHITE#Splash screen unlocked: #GOLD#"..name)
end
config.settings['unlock_background_'..kind] = true
local save = {}
for k, v in pairs(config.settings) do if k:find("^unlock_background_") then
save[#save+1] = k.."=true"
end end
game:saveSettings("unlock_background", table.concat(save, "\n"))
end
function _M:playSoundNear(who, name)
if who and (not who.attr or not who:attr("_forbid_sounds")) and self.level and self.level.map.seens(who.x, who.y) then
local pos = {x=0,y=0,z=0}
if self.player and self.player.x then pos.x, pos.y = who.x - self.player.x, who.y - self.player.y end
self:playSound(name, pos)
end
end
--- Create a random lore object and place it
function _M:placeRandomLoreObjectScale(base, nb, level)
local dist = ({
[5] = { {1}, {2,3}, {4,5} }, -- 5 => 3
korpul = { {1,2}, {3,4} }, -- 5 => 3
maze = { {1,2,3,4},{5,6,7} }, -- 5 => 3
daikara = { {1}, {2}, {3}, {4,5} },
[7] = { {1,2}, {3,4}, {5,6}, {7} }, -- 7 => 4
})[nb][level]
if not dist then return end
for _, i in ipairs(dist) do self:placeRandomLoreObject(base..i) end
end
--- Create a random lore object and place it
function _M:placeRandomLoreObject(define)
if type(define) == "table" then define = rng.table(define) end
local o = self.zone:makeEntityByName(self.level, "object", define)
if not o then return end
if o.checkFilter and not o:checkFilter({}) then return end
local x, y = rng.range(0, self.level.map.w-1), rng.range(0, self.level.map.h-1)
local tries = 0
while (self.level.map:checkEntity(x, y, Map.TERRAIN, "block_move") or self.level.map(x, y, Map.OBJECT) or self.level.map.room_map[x][y].special) and tries < 100 do
x, y = rng.range(0, self.level.map.w-1), rng.range(0, self.level.map.h-1)
tries = tries + 1
end
if tries < 100 then
self.zone:addEntity(self.level, o, "object", x, y)
print("Placed lore", o.name, x, y)
o:identify(true)
end
end
unlocks_list = {
birth_transmo_chest = "Birth option: Transmogrification Chest",
birth_zigur_sacrifice = "Birth option: Zigur sacrifice",
cosmetic_race_human_redhead = "Cosmetic: Redheads",
cosmetic_race_dwarf_female_beard = "Cosmetic: Female dwarves facial pilosity",
difficulty_insane = "Difficulty: Insane",
difficulty_madness = "Difficulty: Madness",
campaign_infinite_dungeon = "Campaign: Infinite Dungeon",
campaign_arena = "Campaign: The Arena",
undead_ghoul = "Race: Ghoul",
undead_skeleton = "Race: Skeleton",
yeek = "Race: Yeek",
mage = "Class: Archmage",
mage_tempest = "Class tree: Storm",
mage_geomancer = "Class tree: Stone",
mage_pyromancer = "Class tree: Wildfire",
mage_cryomancer = "Class tree: Uttercold",
mage_necromancer = "Class: Necromancer",
cosmetic_class_alchemist_drolem = "Class feature: Alchemist's Drolem",
rogue_marauder = "Class: Marauder",
rogue_skirmisher = "Class: Skirmisher",
rogue_poisons = "Class tree: Poisons",
divine_anorithil = "Class: Anorithil",
divine_sun_paladin = "Class: Sun Paladin",
wilder_wyrmic = "Class: Wyrmic",
wilder_summoner = "Class: Summoner",
wilder_oozemancer = "Class: Oozemancer",
corrupter_reaver = "Class: Reaver",
corrupter_corruptor = "Class: Corruptor",
afflicted_cursed = "Class: Cursed",
afflicted_doomed = "Class: Doomed",
chronomancer_temporal_warden = "Class: Temporal Warden",
chronomancer_paradox_mage = "Class: Paradox Mage",
psionic_mindslayer = "Class: Mindslayer",
psionic_solipsist = "Class: Solipsist",
warrior_brawler = "Class: Brawler",
adventurer = "Class: Adventurer",
}
--- Returns the current number of birth unlocks and the max
function _M:countBirthUnlocks()
local nb = 0
local max = 0
for name, _ in pairs(self.unlocks_list) do
max = max + 1
if profile.mod.allow_build[name] then nb = nb + 1 end
end
return nb, max
end
-- get a text-compatible texture (icon) for an entity
function _M:getGenericTextTiles(en)
local disp = en
if not disp then return "" end
if not en.getDisplayString then
if en.display_entity and en.display_entity.getDisplayString then
disp = en.display_entity
else
return ""
end
end
disp:getMapObjects(game.uiset.hotkeys_display_icons.tiles, {}, 1)
return tostring((disp:getDisplayString() or ""):toTString())
end