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dg authored
Mouse running will try very hard to avoid traps but if there is no way out but a trap it will walk through it git-svn-id: http://svn.net-core.org/repos/t-engine4@3518 51575b47-30f0-44d4-a5cc-537603b46e54
dg authoredMouse running will try very hard to avoid traps but if there is no way out but a trap it will walk through it git-svn-id: http://svn.net-core.org/repos/t-engine4@3518 51575b47-30f0-44d4-a5cc-537603b46e54
Player.lua 32.47 KiB
-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009, 2010, 2011 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 "mod.class.Actor"
require "engine.interface.PlayerRest"
require "engine.interface.PlayerRun"
require "engine.interface.PlayerHotkeys"
require "engine.interface.PlayerSlide"
require "engine.interface.PlayerMouse"
require "mod.class.interface.PlayerStats"
require "mod.class.interface.PlayerLore"
require "mod.class.interface.PlayerDumpJSON"
require "mod.class.interface.PartyDeath"
local Map = require "engine.Map"
local Dialog = require "engine.ui.Dialog"
local ActorTalents = require "engine.interface.ActorTalents"
local LevelupDialog = require "mod.dialogs.LevelupDialog"
--- Defines the player for ToME
-- It is a normal actor, with some redefined methods to handle user interaction.<br/>
-- It is also able to run and rest and use hotkeys
module(..., package.seeall, class.inherit(
mod.class.Actor,
engine.interface.PlayerRest,
engine.interface.PlayerRun,
engine.interface.PlayerHotkeys,
engine.interface.PlayerMouse,
engine.interface.PlayerSlide,
mod.class.interface.PlayerStats,
mod.class.interface.PlayerLore,
mod.class.interface.PlayerDumpJSON,
mod.class.interface.PartyDeath
))
-- Allow character registration even after birth
allow_late_uuid = true
function _M:init(t, no_default)
t.display=t.display or '@'
t.color_r=t.color_r or 230
t.color_g=t.color_g or 230
t.color_b=t.color_b or 230
t.unique = t.unique or "player"
t.player = true
if type(t.open_door) == "nil" then t.open_door = true end
t.type = t.type or "humanoid"
t.subtype = t.subtype or "player"
t.faction = t.faction or "players"
t.ai = t.ai or "tactical"
t.ai_state = t.ai_state or {talent_in=1, ai_move="move_astar"}
if t.fixed_rating == nil then t.fixed_rating = true end
-- Dont give free resists & higher stat max to players
t.resists_cap = t.resists_cap or {}
t.lite = t.lite or 0
t.rank = t.rank or 3
t.old_life = 0
mod.class.Actor.init(self, t, no_default)
engine.interface.PlayerHotkeys.init(self, t)
mod.class.interface.PlayerLore.init(self, t)
self.descriptor = self.descriptor or {}
self.died_times = self.died_times or {}
end
function _M:onBirth(birther)
-- Make a list of random escort levels
local race_def = birther.birth_descriptor_def.race[self.descriptor.race]
local subrace_def = birther.birth_descriptor_def.subrace[self.descriptor.subrace]
local def = subrace_def.random_escort_possibilities or race_def.random_escort_possibilities
if def then
local zones = {}
for i, zd in ipairs(def) do for j = zd[2], zd[3] do zones[#zones+1] = {zd[1], j} end end
self.random_escort_levels = {}
for i = 1, 9 do
local z = rng.tableRemove(zones)
print("Random escort on", z[1], z[2])
self.random_escort_levels[z[1]] = self.random_escort_levels[z[1]] or {}
self.random_escort_levels[z[1]][z[2]] = true
end
end
end
function _M:onEnterLevel(zone, level)
-- Save where we entered
self.entered_level = {x=self.x, y=self.y}
-- Fire random escort quest
if self.random_escort_levels and self.random_escort_levels[zone.short_name] and self.random_escort_levels[zone.short_name][level.level] then
self:grantQuest("escort-duty")
end
-- Cancel effects
local effs = {}
for eff_id, p in pairs(self.tmp) do
if self.tempeffect_def[eff_id].cancel_on_level_change then effs[#effs+1] = eff_id end
end
for i, eff_id in ipairs(effs) do self:removeEffect(eff_id) end
end
function _M:onEnterLevelEnd(zone, level)
end
function _M:onLeaveLevel(zone, level)
-- clean up things that need to be removed before re-entering the level
if self:isTalentActive(self.T_CALL_SHADOWS) then
local t = self:getTalentFromId(self.T_CALL_SHADOWS)
t.removeAllShadows(self, t)
end
if self:hasEffect(self.EFF_FEED) then
self:removeEffect(self.EFF_FEED, true)
end
-- Fail past escort quests
local eid = "escort-duty-"..zone.short_name.."-"..level.level
if self:hasQuest(eid) and not self:hasQuest(eid):isEnded() then
local q = self:hasQuest(eid)
q.abandoned = true
self:setQuestStatus(eid, q.FAILED)
end
end
-- Wilderness encounter
function _M:onWorldEncounter(target)
if target.on_encounter then
game.state:handleWorldEncounter(target)
end
end
function _M:describeFloor(x, y)
-- Autopickup money
if self:getInven(self.INVEN_INVEN) then
local i, nb = 1, 0
local obj = game.level.map:getObject(x, y, i)
while obj do
if obj.auto_pickup then
self:pickupFloor(i, true)
else
if self:attr("auto_id") and obj:getPowerRank() <= self.auto_id then obj:identify(true) end
nb = nb + 1
i = i + 1
game.logSeen(self, "There is an item here: %s", obj:getName{do_color=true})
end
obj = game.level.map:getObject(x, y, i)
end
end
local g = game.level.map(x, y, game.level.map.TERRAIN)
if g and g.change_level then game.logPlayer(self, "#YELLOW_GREEN#There is "..g.name:a_an().." here (press '<', '>' or right click to use).") end
end
function _M:move(x, y, force)
local moved = mod.class.Actor.move(self, x, y, force)
if moved then
game.level.map:moveViewSurround(self.x, self.y, 8, 8)
game.level.map.attrs(self.x, self.y, "walked", true)
if self.describeFloor then self:describeFloor(self.x, self.y) end
end
-- Update wilderness coords
if game.zone.wilderness and not force then
-- Cheat with time
game.turn = game.turn + 1000
self.wild_x, self.wild_y = self.x, self.y
game.state:worldDirectorAI()
end
-- Update zone name
if game.zone.variable_zone_name then game:updateZoneName() end
return moved
end
function _M:act()
if not mod.class.Actor.act(self) then return end
-- Run out of time ?
if self.summon_time then
self.summon_time = self.summon_time - 1
if self.summon_time <= 0 then
game.logPlayer(self, "#PINK#Your summoned %s disappears.", self.name)
self:die()
return true
end
end
-- Funky shader things !
self:updateMainShader()
self.old_life = self.life
-- Clean log flasher
game.flash:empty()
-- Resting ? Running ? Otherwise pause
if not self:restStep() and not self:runStep() and self.player then
game.paused = true
elseif not self.player then
self:useEnergy()
end
end
--- Funky shader stuff
function _M:updateMainShader()
if game.fbo_shader then
-- Set shader HP warning
if self.life ~= self.old_life then
if self.life < self.max_life / 2 then game.fbo_shader:setUniform("hp_warning", 1 - (self.life / self.max_life))
else game.fbo_shader:setUniform("hp_warning", 0) end
end
-- Colorize shader
if self:attr("stealth") then game.fbo_shader:setUniform("colorize", {0.9,0.9,0.9,0.6})
elseif self:attr("invisible") then game.fbo_shader:setUniform("colorize", {0.2,0.3,0.6,1})
elseif self:attr("unstoppable") then game.fbo_shader:setUniform("colorize", {1,0.2,0,1})
elseif self:attr("lightning_speed") then game.fbo_shader:setUniform("colorize", {0.2,0.3,1,1})
elseif game.level and game.level.data.is_eidolon_plane then game.fbo_shader:setUniform("colorize", {1,1,1,1})
-- elseif game:hasDialogUp() then game.fbo_shader:setUniform("colorize", {0.9,0.9,0.9})
else game.fbo_shader:setUniform("colorize", {0,0,0,0}) -- Disable
end
-- Blur shader
if self:attr("confused") then game.fbo_shader:setUniform("blur", 2)
-- elseif game:hasDialogUp() then game.fbo_shader:setUniform("blur", 3)
else game.fbo_shader:setUniform("blur", 0) -- Disable
end
-- Moving Blur shader
if self:attr("invisible") then game.fbo_shader:setUniform("motionblur", 3)
elseif self:attr("lightning_speed") then game.fbo_shader:setUniform("motionblur", 2)
else game.fbo_shader:setUniform("motionblur", 0) -- Disable
end
end
end
-- Precompute FOV form, for speed
local fovdist = {}
for i = 0, 30 * 30 do
fovdist[i] = math.max((20 - math.sqrt(i)) / 17, 0.6)
end
local wild_fovdist = {}
for i = 0, 10 * 10 do
wild_fovdist[i] = math.max((5 - math.sqrt(i)) / 1.4, 0.6)
end
local arcane_eye_true_seeing = function() return true, 100 end
function _M:playerFOV()
-- Clean FOV before computing it
game.level.map:cleanFOV()
-- Do wilderness stuff, nothing else
if game.zone.wilderness then
self:computeFOV(game.zone.wilderness_see_radius, "block_sight", function(x, y, dx, dy, sqdist) game.level.map:applyLite(x, y, wild_fovdist[sqdist]) end, true, true, true)
return
end
-- Compute ESP FOV, using cache
if (self.esp_all and self.esp_all > 0) or next(self.esp) then
self:computeFOV(self.esp_range or 10, "block_esp", function(x, y) game.level.map:applyESP(x, y, 0.6) end, true, true, true)
end
-- Handle Sense spell, a simple FOV, using cache. Note that this means some terrain features can be made to block sensing
if self:attr("detect_range") then
self:computeFOV(self:attr("detect_range"), "block_sense", function(x, y)
local ok = false
if self:attr("detect_actor") and game.level.map(x, y, game.level.map.ACTOR) then ok = true end
if self:attr("detect_object") and game.level.map(x, y, game.level.map.OBJECT) then ok = true end
if self:attr("detect_trap") and game.level.map(x, y, game.level.map.TRAP) then
game.level.map(x, y, game.level.map.TRAP):setKnown(self, true)
game.level.map:updateMap(x, y)
ok = true
end
if ok then
if self.detect_function then self.detect_function(self, x, y) end
game.level.map.seens(x, y, 0.6)
end
end, true, true, true)
end
-- Handle arcane eye
if self:hasEffect(self.EFF_ARCANE_EYE) then
local eff = self:hasEffect(self.EFF_ARCANE_EYE)
local map = game.level.map
core.fov.calc_circle(
eff.x, eff.y, game.level.map.w, game.level.map.h, eff.radius, function(_, x, y) if map:checkAllEntities(x, y, "block_sight", self) then return true end end,
function(_, x, y)
local t = map(x, y, map.ACTOR)
if t and (eff.true_seeing or self:canSee(t)) then
map.seens(x, y, 1)
if self.can_see_cache[t] then self.can_see_cache[t]["nil/nil"] = {true, 100} end
end
end,
cache and map._fovcache["block_sight"]
)
end
-- Handle Preternatural Senses talent, a simple FOV, using cache.
if self:knowTalent(self.T_PRETERNATURAL_SENSES) then
local t = self:getTalentFromId(self.T_PRETERNATURAL_SENSES)
local range = self:getTalentRange(t)
self:computeFOV(range, "block_sense", function(x, y)
if game.level.map(x, y, game.level.map.ACTOR) then
game.level.map.seens(x, y, 0.6)
end
end, true, true, true)
end
if not self:attr("blind") then
-- Handle dark vision; same as infravision, but also sees past creeping dark
-- this is treated as a sense, but is filtered by custom LOS code
if self:knowTalent(self.T_DARK_VISION) then
local t = self:getTalentFromId(self.T_DARK_VISION)
local range = self:getTalentRange(t)
self:computeFOV(range, "block_sense", function(x, y)
local actor = game.level.map(x, y, game.level.map.ACTOR)
if actor then
-- modified actor:hasLOS()
local l = line.new(self.x, self.y, x, y)
local lx, ly = l()
while lx and ly do
if game.level.map:checkAllEntities(lx, ly, "block_sight") then
if not game.level.map:checkAllEntities(lx, ly, "creepingDark") then break end
print("see creepingDark")
end
lx, ly = l()
end
-- Ok if we are at the end reset lx and ly for the next code
if not lx and not ly then lx, ly = x, y end
if lx == x and ly == y then
game.level.map.seens(x, y, 0.6)
end
end
end, true, true, true)
end
-- Handle infravision/heightened_senses which allow to see outside of lite radius but with LOS
if self:attr("infravision") or self:attr("heightened_senses") then
local rad = (self.heightened_senses or 0) + (self.infravision or 0)
local rad2 = math.max(1, math.floor(rad / 4))
self:computeFOV(rad, "block_sight", function(x, y, dx, dy, sqdist) if game.level.map(x, y, game.level.map.ACTOR) then game.level.map.seens(x, y, fovdist[sqdist]) end end, true, true, true)
self:computeFOV(rad2, "block_sight", function(x, y, dx, dy, sqdist) game.level.map:applyLite(x, y, fovdist[sqdist]) end, true, true, true)
end
-- Compute both the normal and the lite FOV, using cache
-- Do it last so it overrides others
self:computeFOV(self.sight or 10, "block_sight", function(x, y, dx, dy, sqdist)
game.level.map:apply(x, y, fovdist[sqdist])
end, true, false, true)
if self.lite <= 0 then game.level.map:applyLite(self.x, self.y)
else self:computeFOV(self.lite, "block_sight", function(x, y, dx, dy, sqdist) game.level.map:applyLite(x, y) end, true, true, true) end
-- For each entity, generate lite
local uid, e = next(game.level.entities)
while uid do
if e ~= self and e.lite and e.lite > 0 and e.computeFOV then
e:computeFOV(e.lite, "block_sight", function(x, y, dx, dy, sqdist) game.level.map:applyExtraLite(x, y, fovdist[sqdist]) end, true, true)
end
uid, e = next(game.level.entities, uid)
end
end
end
function _M:doFOV()
self:playerFOV()
end
--- Called before taking a hit, overload mod.class.Actor:onTakeHit() to stop resting and running
function _M:onTakeHit(value, src)
self:runStop("taken damage")
self:restStop("taken damage")
local ret = mod.class.Actor.onTakeHit(self, value, src)
if self.life < self.max_life * 0.3 then
local sx, sy = game.level.map:getTileToScreen(self.x, self.y)
game.flyers:add(sx, sy, 30, (rng.range(0,2)-1) * 0.5, 2, "LOW HEALTH!", {255,0,0}, true)
end
-- Hit direction warning
if src.x and src.y and (self.x ~= src.x or self.y ~= src.y) then
local range = math.floor(core.fov.distance(src.x, src.y, self.x, self.y))
if range > 1 then
local angle = math.atan2(src.y - self.y, src.x - self.x)
game.level.map:particleEmitter(self.x, self.y, 1, "hit_warning", {angle=math.deg(angle)})
end
end
return ret
end
function _M:heal(value, src)
-- Difficulty settings
if game.difficulty == game.DIFFICULTY_EASY then
value = value * 1.3
end
mod.class.Actor.heal(self, value, src)
end
function _M:die(src)
self:runStop("died")
self:restStop("died")
return self:onPartyDeath(src)
end
--- Suffocate a bit, lose air
function _M:suffocate(value, src)
local dead, affected = mod.class.Actor.suffocate(self, value, src)
if affected and value > 0 then
self:runStop("suffocating")
self:restStop("suffocating")
end
return dead, affected
end
function _M:onChat()
self:runStop("chat started")
self:restStop("chat started")
end
function _M:setName(name)
self.name = name
game.save_name = name
end
--- Notify the player of available cooldowns
function _M:onTalentCooledDown(tid)
local t = self:getTalentFromId(tid)
local x, y = game.level.map:getTileToScreen(self.x, self.y)
game.flyers:add(x, y, 30, -0.3, -3.5, ("%s available"):format(t.name:capitalize()), {0,255,00})
game.log("#00ff00#Talent %s is ready to use.", t.name)
end
--- Tries to get a target from the user
function _M:getTarget(typ)
if self:attr("encased_in_ice") then
return self.x, self.y, self
else
return game:targetGetForPlayer(typ)
end
end
--- Sets the current target
function _M:setTarget(target)
return game:targetSetForPlayer(target)
end
local function spotHostiles(self)
local seen = false
-- Check for visible monsters, only see LOS actors, so telepathy wont prevent resting
core.fov.calc_circle(self.x, self.y, game.level.map.w, game.level.map.h, 20, function(_, x, y) return game.level.map:opaque(x, y) end, function(_, x, y)
local actor = game.level.map(x, y, game.level.map.ACTOR)
if actor and self:reactionToward(actor) < 0 and self:canSee(actor) and game.level.map.seens(x, y) then
seen = {x=x,y=y,actor=actor}
end
end, nil)
return seen
end
--- Can we continue resting ?
-- We can rest if no hostiles are in sight, and if we need life/mana/stamina (and their regen rates allows them to fully regen)
function _M:restCheck()
local spotted = spotHostiles(self)
if spotted then return false, ("hostile spotted (%s%s)"):format(spotted.actor.name, game.level.map:isOnScreen(spotted.x, spotted.y) and "" or " - offscreen") end
-- Resting improves regen
local perc = math.min(self.resting.cnt / 10, 4)
local old_shield = self.arcane_shield
self.arcane_shield = nil
self:heal(self.life_regen * perc)
self.arcane_shield = old_shield
self:incStamina(self.stamina_regen * perc)
self:incMana(self.mana_regen * perc)
-- Check resources, make sure they CAN go up, otherwise we will never stop
if not self.resting.rest_turns then
if self.air_regen < 0 then return false, "loosing breath!" end
if self:getMana() < self:getMaxMana() and self.mana_regen > 0 then return true end
if self:getStamina() < self:getMaxStamina() and self.stamina_regen > 0 then return true end
if self.life < self.max_life and self.life_regen> 0 then return true end
if self.alchemy_golem and game.level:hasEntity(self.alchemy_golem) and self.alchemy_golem.life_regen > 0 and not self.alchemy_golem.dead and self.alchemy_golem.life < self.alchemy_golem.max_life then return true end
else
return true
end
-- Enter cooldown waiting rest if we are at max already
if self.resting.cnt == 1 then
self.resting.wait_cooldowns = true
end
if self.resting.wait_cooldowns then
for tid, cd in pairs(self.talents_cd) do
if not self:isTalentActive(self.T_CONDUIT) or (tid ~= self.T_KINETIC_AURA and tid ~= self.T_CHARGED_AURA and tid ~= self.T_THERMAL_AURA) then
if cd > 0 then return true end
end
end
end
self.resting.wait_cooldowns = nil
return false, "all resources and life at maximum"
end
--- Can we continue running?
-- We can run if no hostiles are in sight, and if no interesting terrain or characters are next to us.
-- Known traps aren't interesting. We let the engine run around traps, or stop if it can't.
-- 'ignore_memory' is only used when checking for paths around traps. This ensures we don't remember items "obj_seen" that we aren't supposed to
function _M:runCheck(ignore_memory)
local spotted = spotHostiles(self)
if spotted then return false, ("hostile spotted (%s%s)"):format(spotted.actor.name, game.level.map:isOnScreen(spotted.x, spotted.y) and "" or " - offscreen") end
if self.air_regen < 0 then return false, "losing breath!" end
-- Notice any noticeable terrain
local noticed = false
self:runScan(function(x, y, what)
-- Objects are always interesting, only on curent spot
if what == "self" and not game.level.map.attrs(x, y, "obj_seen") then
local obj = game.level.map:getObject(x, y, 1)
if obj then
noticed = "object seen"
if not ignore_memory then game.level.map.attrs(x, y, "obj_seen", true) end
return
end
end
-- Only notice interesting terrains
local grid = game.level.map(x, y, Map.TERRAIN)
if grid and grid.notice then noticed = "interesting terrain"; return end
if grid and grid.type and grid.type == "store" then noticed = "store entrance spotted"; return end
-- Only notice interesting characters
local actor = game.level.map(x, y, Map.ACTOR)
if actor and actor.can_talk then noticed = "interesting character"; return end
-- We let the engine take care of traps, but we should still notice "trap" stores.
if game.level.map:checkAllEntities(x, y, "store") then noticed = "store entrance spotted"; return end
end)
if noticed then return false, noticed end
return engine.interface.PlayerRun.runCheck(self)
end
--- Move with the mouse
-- We just feed our spotHostile to the interface mouseMove
function _M:mouseMove(tmx, tmy, force_move)
local astar_check = function(x, y)
-- Dont do traps
local trap = game.level.map(x, y, Map.TRAP)
if trap and trap:knownBy(self) and trap:canTrigger(x, y, self, true) then return false end
return true
end
return engine.interface.PlayerMouse.mouseMove(self, tmx, tmy, spotHostiles, {recheck=true, astar_check=astar_check}, force_move)
end
--- Called after running a step
function _M:runMoved()
self:playerFOV()
end
--- Called after stopping running
function _M:runStopped()
self:playerFOV()
end
--- Activates a hotkey with a type "inventory"
function _M:hotkeyInventory(name)
local find = function(name)
local os = {}
-- Sort invens, use worn first
local invens = {}
for inven_id, inven in pairs(self.inven) do
invens[#invens+1] = {inven_id, inven}
end
table.sort(invens, function(a,b) return (a[2].worn and 1 or 0) > (b[2].worn and 1 or 0) end)
for i = 1, #invens do
local inven_id, inven = unpack(invens[i])
local o, item = self:findInInventory(inven, name, {no_count=true, force_id=true, no_add_name=true})
if o and item then os[#os+1] = {o, item, inven_id, inven} end
end
if #os == 0 then return end
table.sort(os, function(a, b) return (a[4].use_speed or 1) < (b[4].use_speed or 1) end)
return os[1][1], os[1][2], os[1][3]
end
local o, item, inven = find(name)
if not o then
Dialog:simplePopup("Item not found", "You do not have any "..name..".")
else
self:playerUseItem(o, item, inven)
end
end
--- Show combined equipment/inventory dialog
-- Overload to make it use the tooltip
function _M:showEquipInven(title, filter, action)
local last = nil
return mod.class.Actor.showEquipInven(self, title, filter, action, function(item)
if item.last_display_x then
game.tooltip_x, game.tooltip_y = {}, 1
game.tooltip:displayAtMap(nil, nil, item.last_display_x, item.last_display_y, item.desc)
if not item.object or item.object.wielded then game.tooltip2_x = nil return end
local winven = item.object:wornInven()
winven = winven and self:getInven(winven)
if not winven then game.tooltip2_x = nil return end
local str = tstring{{"font", "bold"}, {"color", "GREY"}, "Currently equiped:", {"font", "normal"}, {"color", "LAST"}, true}
local ok = false
for i = 1, #winven do
str:merge(winven[i]:getDesc())
if i < #winven then str:add{true, "---", true} end
ok = true
end
if ok then
game.tooltip2_x, game.tooltip2_y = {}, 1
game.tooltip2:displayAtMap(nil, nil, 1, item.last_display_y, str)
game.tooltip2.last_display_x = game.tooltip.last_display_x - game.tooltip2.w
last = item
else
game.tooltip2_x = nil
end
end
end)
end
function _M:doDrop(inven, item, on_done)
if game.zone.wilderness then
Dialog:yesnoLongPopup("Warning", "You cannot drop items on the world map.\nIf you drop it, it will be lost forever.", 300, function(ret)
-- The test is reversed because the buttons are reversed, to prevent mistakes
if not ret then
local o = self:removeObject(inven, item, true)
game.logPlayer(self, "You destroy %s.", o:getName{do_colour=true, do_count=true})
self:sortInven()
self:useEnergy()
if on_done then on_done() end
end
end, "Cancel", "Destroy")
return
end
self:dropFloor(inven, item, true, true)
self:sortInven(inven)
self:useEnergy()
self.changed = true
if on_done then on_done() end
end
function _M:doWear(inven, item, o)
self:removeObject(inven, item, true)
local ro = self:wearObject(o, true, true)
if ro then
if type(ro) == "table" then self:addObject(inven, ro) end
elseif not ro then
self:addObject(inven, o)
end
self:sortInven()
self:useEnergy()
self.changed = true
end
function _M:doTakeoff(inven, item, o)
if self:takeoffObject(inven, item) then
self:addObject(self.INVEN_INVEN, o)
end
self:sortInven()
self:useEnergy()
self.changed = true
end
function _M:getEncumberTitleUpdator(title)
return function()
local enc, max = self:getEncumbrance(), self:getMaxEncumbrance()
local color = "#00ff00#"
if enc > max then color = "#ff0000#" end
return ("%s - %sEncumbered %d/%d"):format(title, color, enc, max)
end
end
function _M:playerPickup()
-- If 2 or more objects, display a pickup dialog, otherwise just picks up
if game.level.map:getObject(self.x, self.y, 2) then
local titleupdator = self:getEncumberTitleUpdator("Pickup")
local d d = self:showPickupFloor(titleupdator(), nil, function(o, item)
self:pickupFloor(item, true)
self.changed = true
d:updateTitle(titleupdator())
d:used()
end)
else
self:pickupFloor(1, true)
self:sortInven()
self:useEnergy()
self.changed = true
end
end
function _M:playerDrop()
local inven = self:getInven(self.INVEN_INVEN)
local titleupdator = self:getEncumberTitleUpdator("Drop object")
local d d = self:showInventory(titleupdator(), inven, nil, function(o, item)
self:doDrop(inven, item)
d:updateTitle(titleupdator())
return true
end)
end
function _M:playerWear()
local inven = self:getInven(self.INVEN_INVEN)
local titleupdator = self:getEncumberTitleUpdator("Wield/wear object")
local d d = self:showInventory(titleupdator(), inven, function(o)
return o:wornInven() and self:getInven(o:wornInven()) and true or false
end, function(o, item)
self:doWear(inven, item, o)
d:updateTitle(titleupdator())
return true
end)
end
function _M:playerTakeoff()
local titleupdator = self:getEncumberTitleUpdator("Take off object")
local d d = self:showEquipment(titleupdator(), nil, function(o, inven, item)
self:doTakeoff(inven, item, o)
d:updateTitle(titleupdator())
return true
end)
end
function _M:playerUseItem(object, item, inven)
if game.zone.wilderness then game.logPlayer(self, "You cannot use items on the world map.") return end
local use_fct = function(o, inven, item)
if not o then return end
local co = coroutine.create(function()
self.changed = true
-- Count magic devices
if (o.power_source and o.power_source.arcane) and self:attr("forbid_arcane") then
game.logPlayer(self, "Your antimagic disrupts %s.", o:getName{no_count=true, do_color=true})
return true
end
local used, ret, id = o:use(self, nil, inven, item)
if not used then return end
if id then
o:identify(true)
end
if ret and ret == "destroy" then
if o.multicharge and o.multicharge > 1 then
o.multicharge = o.multicharge - 1
else
local _, del = self:removeObject(self:getInven(inven), item)
if del then
game.log("You have no more %s.", o:getName{no_count=true, do_color=true})
else
game.log("You have %s.", o:getName{do_color=true})
end
self:sortInven(self:getInven(inven))
end
self:breakStepUp()
self:breakStealth()
self:breakLightningSpeed()
self:breakGatherTheThreads()
return true
end
self:breakStepUp()
self:breakStealth()
self:breakLightningSpeed()
self:breakGatherTheThreads()
self.changed = true
end)
local ok, ret = coroutine.resume(co)
if not ok and ret then print(debug.traceback(co)) error(ret) end
return true
end
if object and item then return use_fct(object, inven, item) end
local titleupdator = self:getEncumberTitleUpdator("Use object")
self:showEquipInven(titleupdator(),
function(o)
return o:canUseObject()
end,
use_fct,
true
)
end
function _M:quickSwitchWeapons()
local mh1, mh2 = self.inven[self.INVEN_MAINHAND], self.inven[self.INVEN_QS_MAINHAND]
local oh1, oh2 = self.inven[self.INVEN_OFFHAND], self.inven[self.INVEN_QS_OFFHAND]
local pf1, pf2 = self.inven[self.INVEN_PSIONIC_FOCUS], self.inven[self.INVEN_QS_PSIONIC_FOCUS]
if not mh1 or not mh2 or not oh1 or not oh2 then return end
local mhset1, mhset2 = {}, {}
local ohset1, ohset2 = {}, {}
local pfset1, pfset2 = {}, {}
-- Remove them all
for i = #mh1, 1, -1 do mhset1[#mhset1+1] = self:removeObject(mh1, i, true) end
for i = #mh2, 1, -1 do mhset2[#mhset2+1] = self:removeObject(mh2, i, true) end
for i = #oh1, 1, -1 do ohset1[#ohset1+1] = self:removeObject(oh1, i, true) end
for i = #oh2, 1, -1 do ohset2[#ohset2+1] = self:removeObject(oh2, i, true) end
if pf1 and pf2 then
for i = #pf1, 1, -1 do pfset1[#pfset1+1] = self:removeObject(pf1, i, true) end
for i = #pf2, 1, -1 do pfset2[#pfset2+1] = self:removeObject(pf2, i, true) end
end
-- Put them all back
for i = 1, #mhset1 do self:addObject(mh2, mhset1[i]) end
for i = 1, #mhset2 do self:addObject(mh1, mhset2[i]) end
for i = 1, #ohset1 do self:addObject(oh2, ohset1[i]) end
for i = 1, #ohset2 do self:addObject(oh1, ohset2[i]) end
if pf1 and pf2 then
for i = 1, #pfset1 do self:addObject(pf2, pfset1[i]) end
for i = 1, #pfset2 do self:addObject(pf1, pfset2[i]) end
end
if not self:isTalentActive(T_CELERITY) then self:useEnergy() end
local names = ""
if pf1 and pf2 then
if not pf1[1] then
if mh1[1] and oh1[1] then names = mh1[1]:getName{do_color=true}.." and "..oh1[1]:getName{do_color=true}
elseif mh1[1] and not oh1[1] then names = mh1[1]:getName{do_color=true}
elseif not mh1[1] and oh1[1] then names = oh1[1]:getName{do_color=true}
end
else
if mh1[1] and oh1[1] then names = mh1[1]:getName{do_color=true}.." and "..oh1[1]:getName{do_color=true}.." and "..pf1[1]:getName{do_color=true}
elseif mh1[1] and not oh1[1] then names = mh1[1]:getName{do_color=true}.." and "..pf1[1]:getName{do_color=true}
elseif not mh1[1] and oh1[1] then names = oh1[1]:getName{do_color=true}.." and "..pf1[1]:getName{do_color=true}
end
end
else
if mh1[1] and oh1[1] then names = mh1[1]:getName{do_color=true}.." and "..oh1[1]:getName{do_color=true}
elseif mh1[1] and not oh1[1] then names = mh1[1]:getName{do_color=true}
elseif not mh1[1] and oh1[1] then names = oh1[1]:getName{do_color=true}
end
end
game.logPlayer(self, "You switch your weapons to: %s.", names)
self.changed = true
end
function _M:playerLevelup(on_finish)
local ds = LevelupDialog.new(self, on_finish)
game:registerDialog(ds)
end
--- Use a portal with the orb of many ways
function _M:useOrbPortal(portal)
if portal.special then portal:special(self) return end
if spotHostiles(self) then game.logPlayer(self, "You can not use the Orb with foes in sight.") return end
if portal.on_preuse then portal:on_preuse(self) end
if portal.nothing then -- nothing
elseif portal.teleport_level then
local x, y = util.findFreeGrid(portal.teleport_level.x, portal.teleport_level.y, 2, true, {[Map.ACTOR]=true})
if x and y then self:move(x, y, true) end
else
if portal.change_wilderness then
if portal.change_wilderness.spot then
local spot = game.memory_levels[portal.change_wilderness.level_name or (portal.change_zone.."-"..portal.change_level)]:pickSpot(portal.change_wilderness.spot)
self.wild_x = spot and spot.x or 0
self.wild_y = spot and spot.y or 0
else
self.wild_x = portal.change_wilderness.x or 0
self.wild_y = portal.change_wilderness.y or 0
end
end
game:changeLevel(portal.change_level, portal.change_zone)
if portal.after_zone_teleport then self:move(portal.after_zone_teleport.x, portal.after_zone_teleport.y, true) end
end
if portal.message then game.logPlayer(self, portal.message) end
if portal.on_use then portal:on_use(self) end
self.energy.value = self.energy.value + game.energy_to_act
end
--- Use the orbs of command
function _M:useCommandOrb(o)
local g = game.level.map(self.x, self.y, Map.TERRAIN)
if not g then return end
if not g.define_as or not o.define_as or o.define_as ~= g.define_as then
game.logPlayer(self, "This does not seem to have any effect.")
return
end
if g.orb_command then
g.orb_command:special(self)
return
end
game.logPlayer(self, "You use the %s on the pedestal. There is a distant 'clonk' sound.", o:getName{do_colour=true})
self:grantQuest("orb-command")
self:setQuestStatus("orb-command", engine.Quest.COMPLETED, o.define_as)
end
--- Notify of object pickup
function _M:on_pickup_object(o)
if self:attr("auto_id") and o:getPowerRank() <= self.auto_id then
o:identify(true)
end
end
--- Tell us when we are targeted
function _M:on_targeted(act)
if self:attr("invisible") or self:attr("stealth") then
if self:canSee(act) and game.level.map.seens(act.x, act.y) then
game.logPlayer(self, "#LIGHT_RED#%s has seen you!", act.name:capitalize())
else
game.logPlayer(self, "#LIGHT_RED#Something has seen you!")
end
end
end
------ Quest Events
function _M:on_quest_grant(quest)
game.logPlayer(game.player, "#LIGHT_GREEN#Accepted quest '%s'! #WHITE#(Press 'j' to see the quest log)", quest.name)
end
function _M:on_quest_status(quest, status, sub)
if sub then
game.logPlayer(game.player, "#LIGHT_GREEN#Quest '%s' status updated! #WHITE#(Press 'j' to see the quest log)", quest.name)
elseif status == engine.Quest.COMPLETED then
game.logPlayer(game.player, "#LIGHT_GREEN#Quest '%s' completed! #WHITE#(Press 'j' to see the quest log)", quest.name)
elseif status == engine.Quest.DONE then
game.logPlayer(game.player, "#LIGHT_GREEN#Quest '%s' is done! #WHITE#(Press 'j' to see the quest log)", quest.name)
elseif status == engine.Quest.FAILED then
game.logPlayer(game.player, "#LIGHT_RED#Quest '%s' is failed! #WHITE#(Press 'j' to see the quest log)", quest.name)
end
end