-- 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 "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 "engine.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 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 PlayerDisplay = require "mod.class.PlayerDisplay" local HotkeysDisplay = require "engine.HotkeysDisplay" local HotkeysIconsDisplay = require "engine.HotkeysIconsDisplay" local ActorsSeenDisplay = require "engine.ActorsSeenDisplay" local LogDisplay = require "engine.LogDisplay" local LogFlasher = require "engine.LogFlasher" local DebugConsole = require "engine.DebugConsole" local FlyingText = require "engine.FlyingText" local Tooltip = require "mod.class.Tooltip" 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 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 = {} end function _M:run() local size, size_mono, font, font_mono, font_mono_h, font_h local flysize = ({normal=14, small=12, big=16})[config.settings.tome.fonts.size] if config.settings.tome.fonts.type == "fantasy" then size = ({normal=16, small=14, big=18})[config.settings.tome.fonts.size] size_mono = ({normal=14, small=10, big=16})[config.settings.tome.fonts.size] font = "/data/font/USENET_.ttf" font_mono = "/data/font/SVBasicManual.ttf" else size = ({normal=12, small=10, big=14})[config.settings.tome.fonts.size] size_mono = ({normal=12, small=10, big=14})[config.settings.tome.fonts.size] font = "/data/font/Vera.ttf" font_mono = "/data/font/VeraMono.ttf" end local f = core.display.newFont(font, size) font_h = f:lineSkip() f = core.display.newFont(font_mono, size_mono) font_mono_h = f:lineSkip() self.init_font = font self.init_size_font = size self.init_font_h = font_h self.init_font_mono = font_mono self.init_size_mono = size_mono self.init_font_mono_h = font_mono_h self.delayed_log_damage = {} 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.hotkeys_display_text = HotkeysDisplay.new(nil, 216, self.h - 52, self.w - 216, 52, "/data/gfx/ui/talents-list.png", font_mono, size_mono) self.hotkeys_display_text:enableShadow(0.6) self.hotkeys_display_text:setColumns(3) self:resizeIconsHotkeysToolbar() self.player_display = PlayerDisplay.new(0, 200, 200, self.h - 200, {30,30,0}, font_mono, size_mono) self.logdisplay = LogDisplay.new(216, self.map_h_stop - font_h * config.settings.tome.log_lines -16, (self.w - 216) / 2, font_h * config.settings.tome.log_lines, nil, font, size, nil, nil) self.logdisplay.resizeToLines = function() self.logdisplay:resize(216, self.map_h_stop - font_h * config.settings.tome.log_lines -16, (self.w - 216) / 2, font_h * config.settings.tome.log_lines) end self.logdisplay:enableShadow(1) self.logdisplay:enableFading(config.settings.tome.log_fade or 3) profile.chat:resize(216 + (self.w - 216) / 2, self.map_h_stop - font_h * config.settings.tome.log_lines -16, (self.w - 216) / 2, font_h * config.settings.tome.log_lines, font, size, nil, nil) profile.chat.resizeToLines = function() profile.chat:resize(216 + (self.w - 216) / 2, self.map_h_stop - font_h * config.settings.tome.log_lines -16, (self.w - 216) / 2, font_h * config.settings.tome.log_lines) end profile.chat:enableShadow(1) profile.chat:enableFading(config.settings.tome.log_fade or 3) profile.chat:enableDisplayChans(false) self.npcs_display = ActorsSeenDisplay.new(nil, 216, self.h - font_mono_h * 4.2, self.w - 216, font_mono_h * 4.2, "/data/gfx/ui/talents-list.png", font_mono, size_mono) self.npcs_display:setColumns(3) self.tooltip = Tooltip.new(font_mono, size, {255,255,255}, {30,30,30,230}) self.tooltip2 = Tooltip.new(font_mono, size, {255,255,255}, {30,30,30,230}) self.flyers = FlyingText.new("/data/font/INSULA__.ttf", flysize, "/data/font/INSULA__.ttf", flysize + 3) self.flyers:enableShadow(0.6) self:setFlyingText(self.flyers) self.minimap_bg, self.minimap_bg_w, self.minimap_bg_h = core.display.loadImage("/data/gfx/ui/minimap.png"):glTexture() self.nicer_tiles = NicerTiles.new() self:createSeparators() self.log = function(style, ...) if type(style) == "number" then self.logdisplay(...) else self.logdisplay(style, ...) end end self.logChat = function(style, ...) if true or not config.settings.tome.chat_log then return end if type(style) == "number" then local old = self.logdisplay.changed self.logdisplay(...) else self.logdisplay(style, ...) end if self.show_userchat then self.logdisplay.changed = old end end self.logSeen = function(e, style, ...) if e and e.x and e.y and self.level.map.seens(e.x, e.y) then self.log(style, ...) end end self.logPlayer = function(e, style, ...) if e == self.player or e == self.party then self.log(style, ...) end end -- 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) self.hotkeys_display.actor = self.player self.npcs_display.actor = self.player -- Run the current music if any self:onTickEnd(function() self:playMusic() end) -- Create the map scroll text overlay self.player_display.font:setStyle("bold") local s = core.display.drawStringBlendedNewSurface(self.player_display.font, "<Scroll mode, press keys to scroll, caps lock to exit>", unpack(colors.simple(colors.GOLD))) self.player_display.font:setStyle("normal") self.caps_scroll = {s:glTexture()} self.caps_scroll.w, self.caps_scroll.h = s:getSize() self.inited = true end --- Resize the hotkeys function _M:resizeIconsHotkeysToolbar() local h = 52 if config.settings.tome.hotkey_icons then h = (4 + config.settings.tome.hotkey_icons_size) * config.settings.tome.hotkey_icons_rows end local oldstop = self.map_h_stop or (self.h - h) self.map_h_stop = self.h - h self.hotkeys_display_icons = HotkeysIconsDisplay.new(nil, 216, self.h - h, self.w - 216, h, "/data/gfx/ui/talents-list.png", self.init_font_mono, self.init_size_mono, config.settings.tome.hotkey_icons_size, config.settings.tome.hotkey_icons_size) self.hotkeys_display_icons:enableShadow(0.6) if self.inited then self:resizeMapViewport(self.w - 216, self.map_h_stop - 16) self.logdisplay.display_y = self.logdisplay.display_y + self.map_h_stop - oldstop profile.chat.display_y = profile.chat.display_y + self.map_h_stop - oldstop self:setupMouse() end self.hotkeys_display = config.settings.tome.hotkey_icons and self.hotkeys_display_icons or self.hotkeys_display_text self.hotkeys_display.actor = self.player 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) 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.player.__allow_rod_recall then game.state:allowRodRecall(true) self.player.__allow_rod_recall = nil end for i = 1, 50 do local o = self.state:generateRandart(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 self.always_target = true 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(self.player.starting_level or 1, self.player.starting_zone, nil, 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 ToME", "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") 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, nil, 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") 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) Actor.projectile_class = "mod.class.Projectile" 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_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] * 2 + 10 zone.level_range[2] = zone.level_range[2] * 2 + 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 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 then Map:setViewerFaction(self.player.faction) end if self.player and config.settings.cheat then self.player.__cheated = true end self:updateCurrentChar() 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) 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) ) if th <= 20 then Map:setViewPort(216, 0, self.w - 216, (self.map_h_stop or 80) - 16, tw, th, "/data/font/FSEX300.ttf", pot_th, do_bg) else Map:setViewPort(216, 0, self.w - 216, (self.map_h_stop or 80) - 16, 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 elseif gfx.tiles == "oldrpg" then Map.tiles.nicer_tiles = 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() end end function _M:createFBOs() -- 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") if not self.fbo_shader.shad then self.fbo = nil self.fbo_shader = nil 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 -- 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) w = math.floor(w) h = math.floor(h) 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.level.map._map:setupMiniMapGridSize(4) 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}, true) end function _M:updateCurrentChar() if not self.party then return end local player = self.party:findMember{main=true} profile:currentCharacter(self.__mod_info.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.level, self.zone.name ), } 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) 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 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 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:changeLevel(lev, zone, keep_old_lev, force_down, auto_zone_stair) 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) if p:attr("has_transmo") and p:transmoGetNumberItems() > 0 then local d local titleupdator = self.player:getEncumberTitleUpdator("Transmogrification Chest") 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) 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 end -- Select the chest tab d.c_inven:switchTab{kind="transmo"} d:simplePopup("Transmogrification Chest", "When you close the inventory window, all items in the chest will be transmogrified.") end -- 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 if self.player:isTalentActive(self.player.T_DOOR_TO_THE_PAST) then self.player:forceUseTalent(self.player.T_DOOR_TO_THE_PAST, {ignore_energy=true}) end local left_zone = self.zone 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 local old_lev = (self.level and not zone) and self.level.level or -1000 if keep_old_lev then old_lev = self.level.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 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 self.zone:getLevel(self, lev, old_lev) self.visited_zones[self.zone.short_name] = true -- 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 -- 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.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 -- 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 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 end -- Default to stairs if not x then if lev > old_lev and not 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 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 self.player:move(x, y, true) end self.player.changed = true if self.to_re_add_actors and not self.zone.wilderness 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 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) 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.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 -- 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 self.level.map:redisplay() self.level.map:reopen() end function _M:getPlayer(main) if main then return self.party:findMember{main=true} else return self.player end end --- Says if this savefile is usable or not function _M:isLoadable() return not self:getPlayer(true).dead end --- Clones the game world for chronomancy spells function _M:chronoClone(name) local d = Dialog:simpleWaiter("Chronomancy", "Folding the space time structure...") local ret = nil if name then self._chronoworlds = self._chronoworlds or {} self._chronoworlds[name] = self:cloneFull() else ret = self:cloneFull() 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:run() game.key:setCurrent() game.mouse:setCurrent() profile.chat:setupOnGame() core.wait.disable() -- "game" changed, we cant just unload the dialog, it doesnt exist anymore 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 name = ("%s (%d)"):format(self.zone.name, lev) end if self.zone_name_s and self.old_zone_name == name then return end self.player_display.font:setStyle("bold") local s = core.display.drawStringBlendedNewSurface(self.player_display.font, name, unpack(colors.simple(colors.GOLD))) self.player_display.font:setStyle("normal") 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:displayDelayedLogDamage() if savefile_pipe.saving then self.player.changed = true end if self.paused and not savefile_pipe.saving then return true end end function _M:displayDelayedLogDamage() for src, tgts in pairs(self.delayed_log_damage) do for target, dams in pairs(tgts) do if #dams.descs > 1 then self.logSeen(target, "%s hits %s for %s damage (total %0.2f).", src.name:capitalize(), target.name, table.concat(dams.descs, ", "), dams.total) else self.logSeen(target, "%s hits %s for %s damage.", src.name:capitalize(), target.name, table.concat(dams.descs, ", ")) 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 self.level.map.seens(x, y) 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) end else if self.level.map.seens(x, y) 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)), {0,255,0}) elseif self.level.map.seens(x, y) 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)), {255,0,0}) end end end end self.delayed_log_damage = {} end function _M:delayedLogDamage(src, target, dam, desc) 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, descs={}} local t = self.delayed_log_damage[src][target] t.descs[#t.descs+1] = desc t.total = t.total + dam end --- Called every game turns -- Does nothing, you can override it function _M:onTurn() if self.zone then if self.zone.on_turn then self.zone:on_turn() end end -- 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 -- Process overlay effects self.level.map:processEffects() 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 end function _M:updateFOV() self.player:playerFOV() 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 if self.full_fbo then self.full_fbo:use(true) end -- 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 -- 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) 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 config.settings.tome.smooth_fov then map._map:drawSeensTexture(0, 0, nb_keyframes) end self.fbo:use(false, self.full_fbo) _2DNoise:bind(1, false) self.fbo:toScreen(map.display_x, map.display_y, map.viewport.width, map.viewport.height, self.fbo_shader.shad) if self.target then self.target:display() 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) if self.target then self.target:display() 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 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 self.zone_name_s:toScreenFull( map.display_x + map.viewport.width - self.zone_name_w - 15, -- map.display_y + map.viewport.height - self.zone_name_h - 5, map.display_y + 5, self.zone_name_w, self.zone_name_h, self.zone_name_tw, self.zone_name_th ) -- emotes display map:displayEmotes(nb_keyframe or 1) -- Minimap display -- if self.mm_fbo then -- self.mm_fbo:use(true) -- self.minimap_scroll_x, self.minimap_scroll_y = util.bound(self.player.x - 25, 0, map.w - 50), util.bound(self.player.y - 25, 0, map.h - 50) -- map:minimapDisplay(0, 0, self.minimap_scroll_x, self.minimap_scroll_y, 50, 50, 1) -- self.mm_fbo:use(false, self.full_fbo) -- self.minimap_bg:toScreen(0, 0, 200, 200) -- self.mm_fbo:toScreen(0, 0, 200, 200, self.mm_fbo_shader.shad) -- else self.minimap_bg:toScreen(0, 0, 200, 200) self.minimap_scroll_x, self.minimap_scroll_y = util.bound(self.player.x - 25, 0, map.w - 50), util.bound(self.player.y - 25, 0, map.h - 50) map:minimapDisplay(0, 0, self.minimap_scroll_x, self.minimap_scroll_y, 50, 50, 1) -- end -- Mouse gestures self.gestures:update() self.gestures:display(map.display_x, map.display_y + map.viewport.height - self.gestures.font_h - 5) -- 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 -- We display the player's interface profile.chat:toScreen() self.logdisplay:toScreen() self.player_display:toScreen(nb_keyframes) if self.show_npc_list then self.npcs_display:toScreen() else self.hotkeys_display:toScreen() end if self.player then self.player.changed = false end -- UI self:displayUI() engine.GameTurnBased.display(self, nb_keyframes) -- Tooltip is displayed over all else, even dialogs local mx, my, button = core.mouse.get() if self.tooltip.w and mx > self.w - self.tooltip.w and my > self.h - self.tooltip.h then self:targetDisplayTooltip(Map.display_x, self.h) else self:targetDisplayTooltip(self.w, self.h) 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 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: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) -- Helper function to not allow some actions on the wilderness map local not_wild = function(f) return function(...) if self.zone and not self.zone.wilderness 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) for i, a in ipairs(e.add_mos or {}) do print(" => ", a.image) end end end end end, [{"_g","ctrl"}] = function() if config.settings.cheat then self:resizeMapViewport(640, 640) 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"):melindaWarrior(self.player) end 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:useEnergy() 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() 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 self.log("You may not auto-explore with enemies in sight!") 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, 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, e.keep_old_lev, e.force_down, e.change_zone_auto_stairs) 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() self.player:playerLevelup(nil, false) 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.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 -- Update tooltip display if we're hovering over the icon. local mx, my = core.mouse.get() if (mx < self.icons.w and my > self.icons.display_y) then self:mouseIcon(mx, my - self.icons.display_y) end end, SCREENSHOT = function() self:saveScreenshot() end, HELP = "EXIT", EXIT = function() local menu menu = require("engine.dialogs.GameMenu").new{ "resume", "achievements", { "Show known Lore", function() self:unregisterDialog(menu) self:registerDialog(require("mod.dialogs.ShowLore").new("Tales of Maj'Eyal Lore", self.player)) 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", {"Graphic Mode", function() self:unregisterDialog(menu) self:registerDialog(require("mod.dialogs.GraphicMode").new()) end}, {"Game Options", function() self:unregisterDialog(menu) self:registerDialog(require("mod.dialogs.GameOptions").new()) end}, "video", "sound", "save", "quit" } self:registerDialog(menu) end, TACTICAL_DISPLAY = function() if self.always_target == true then self.always_target = "health" Map:setViewerFaction(nil) self.log("Showing healthbars only.") elseif self.always_target == nil then self.always_target = true Map:setViewerFaction(self.player.faction) self.log("Showing healthbars and tactical borders.") elseif self.always_target == "health" then self.always_target = nil Map:setViewerFaction(nil) self.log("Showing no tactical information.") 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() self.player:getTarget{type="hit", no_restrict=true, range=2000} end) local ok, err = coroutine.resume(co) if not ok and err then print(debug.traceback(co)) error(err) end end, USERCHAT_SHOW_TALK = function() self.show_userchat = not self.show_userchat 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 -- Update tooltip display if we're hovering over the icon. local mx, my = core.mouse.get() if (mx < self.icons.w and my > self.icons.display_y) then self:mouseIcon(mx, my - self.icons.display_y) end end } engine.interface.PlayerHotkeys:bindAllHotkeys(self.key, not_wild(function(i) self.player:activateHotkey(i) end)) self.key:setCurrent() end function _M:setupMouse(reset) if reset then self.mouse:reset() end 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) self.tooltip.add_map_str = extra and extra.log_str -- Handle targeting if self:targetMouse(button, mx, my, xrel, yrel, event) then 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") -- Scroll message log self.mouse:registerZone(profile.chat.display_x, profile.chat.display_y, profile.chat.w, profile.chat.h, function(button, mx, my, xrel, yrel, bx, by, event) profile.chat.mouse:delegate(button, mx, my, xrel, yrel, bx, by, event) end) -- Use hotkeys with mouse self.mouse:registerZone(self.hotkeys_display.display_x, self.hotkeys_display.display_y, self.w, self.h, function(button, mx, my, xrel, yrel, bx, by, event) if self.show_npc_list then return end if event == "out" then self.hotkeys_display.cur_sel = nil return end if event == "button" and button == "left" and ((self.zone and self.zone.wilderness) or (self.key ~= self.normal_key)) then return end self.hotkeys_display:onMouse(button, mx, my, event == "button", function(text) text = text:toTString() text:add(true, "---", true, {"font","italic"}, {"color","GOLD"}, "Left click to use", true, "Right click to configure", true, "Press 'm' to setup", {"color","LAST"}, {"font","normal"}) self:tooltipDisplayAtMap(self.w, self.h, text) end, function(i, hk) if button == "right" and hk[1] == "talent" then local d = require("mod.dialogs.UseTalents").new(self.player) d:use({talent=hk[2], name=self.player:getTalentFromId(hk[2]).name}, "right") return true end end ) end, nil, "hotkeys", true) -- Use icons self.mouse:registerZone(self.icons.display_x, self.icons.display_y, self.icons.w, self.icons.h, function(button, mx, my, xrel, yrel, bx, by, event) self:mouseIcon(bx, by) if button == "left" and event == "button" then self:clickIcon(bx, by) end end) -- Tooltip over the player pane self.mouse:registerZone(self.player_display.display_x, self.player_display.display_y, self.player_display.w, self.player_display.h - self.icons.h, function(button, mx, my, xrel, yrel, bx, by, event) self.player_display.mouse:delegate(button, mx, my, xrel, yrel, bx, by, event) end) -- Move using the minimap self.mouse:registerZone(0, 0, 200, 200, function(button, mx, my, xrel, yrel, bx, by, event) if button == "left" and not xrel and not yrel and event == "button" then local tmx, tmy = math.floor(bx / 4), math.floor(by / 4) self.player:mouseMove(tmx + self.minimap_scroll_x, tmy + self.minimap_scroll_y) elseif button == "right" then local tmx, tmy = math.floor(bx / 4), math.floor(by / 4) self.level.map:moveViewSurround(tmx + self.minimap_scroll_x, tmy + self.minimap_scroll_y, 1000, 1000) end end) -- Chat tooltips profile.chat:onMouse(function(user, item, button, event, x, y, xrel, yrel, bx, by) local mx, my = core.mouse.get() if not item or not user or item.faded == 0 then self.mouse:delegate(button, mx, my, xrel, yrel, nil, nil, event, "playmap") return end local str = tstring{{"color","GOLD"}, {"font","bold"}, user.name, {"color","LAST"}, {"font","normal"}, true} if user.donator and user.donator ~= "none" then local text, color = "Donator", colors.WHITE if user.donator == "oneshot" then text, color = "Donator", colors.LIGHT_GREEN elseif user.donator == "recurring" then text, color = "Recurring Donator", colors.LIGHT_BLUE end str:add({"color",unpack(colors.simple(color))}, text, {"color", "LAST"}, true) end str:add({"color","ANTIQUE_WHITE"}, "Playing: ", {"color", "LAST"}, user.current_char, true) str:add({"color","ANTIQUE_WHITE"}, "Game: ", {"color", "LAST"}, user.module, "(", user.valid, ")",true) local extra = {} if item.extra_data and item.extra_data.mode == "tooltip" then local rstr = tstring{item.extra_data.tooltip, true, "---", true, "Linked by: "} rstr:merge(str) extra.log_str = rstr else extra.log_str = str if button == "right" and event == "button" then extra.add_map_action = { name="Show chat user", fct=function() profile.chat:showUserInfo(user.login) end } end end self.mouse:delegate(button, mx, my, xrel, yrel, nil, nil, event, "playmap", extra) end) if not reset then self.mouse:setCurrent() end end --- Left mouse click on the map function _M:mouseLeftClick(mx, my) 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 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) 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 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) 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 exit?", "Save and exit?", 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 --- Called when we leave the module function _M:onDealloc() local time = os.time() - self.real_starttime print("Played ToME for "..time.." seconds") end --- When a save is being made, stop running/resting function _M:onSavefilePush() self.player:runStop("saving") self.player:restStop("saving") 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 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) self.player:saveUUID() 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)) end return true end function _M:playSoundNear(who, name) if who 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 [7] = { {1}, {2,3}, {4}, {5, 6}, {7} }, -- 7 => 5 })[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, zone) 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 --- Returns the current number of birth unlocks and the max function _M:countBirthUnlocks() local nb = 0 local max = 0 local list = { campaign_infinite_dungeon = true, campaign_arena = true, undead_ghoul = true, undead_skeleton = true, yeek = true, mage = true, mage_tempest = true, mage_geomancer = true, mage_pyromancer = true, mage_cryomancer = true, mage_necromancer = true, rogue_marauder = true, rogue_poisons = true, divine_anorithil = true, divine_sun_paladin = true, wilder_wyrmic = true, wilder_summoner = true, corrupter_reaver = true, corrupter_corruptor = true, afflicted_cursed = true, afflicted_doomed = true, chronomancer_temporal_warden = true, chronomancer_paradox_mage = true, psionic_mindslayer = true, warrior_brawler = true, } for name, _ in pairs(list) do max = max + 1 if profile.mod.allow_build[name] then nb = nb + 1 end end return nb, max end -------------------------------------------------------------- -- UI stuff -------------------------------------------------------------- local _sep_horiz = {core.display.loadImage("/data/gfx/ui/separator-hori.png")} _sep_horiz.tex = {_sep_horiz[1]:glTexture()} local _sep_vert = {core.display.loadImage("/data/gfx/ui/separator-vert.png")} _sep_vert.tex = {_sep_vert[1]:glTexture()} local _sep_top = {core.display.loadImage("/data/gfx/ui/separator-top.png")} _sep_top.tex = {_sep_top[1]:glTexture()} local _sep_bottom = {core.display.loadImage("/data/gfx/ui/separator-bottom.png")} _sep_bottom.tex = {_sep_bottom[1]:glTexture()} local _sep_bottoml = {core.display.loadImage("/data/gfx/ui/separator-bottom_line_end.png")} _sep_bottoml.tex = {_sep_bottoml[1]:glTexture()} local _sep_left = {core.display.loadImage("/data/gfx/ui/separator-left.png")} _sep_left.tex = {_sep_left[1]:glTexture()} local _sep_leftl = {core.display.loadImage("/data/gfx/ui/separator-left_line_end.png")} _sep_leftl.tex = {_sep_leftl[1]:glTexture()} local _sep_rightl = {core.display.loadImage("/data/gfx/ui/separator-right_line_end.png")} _sep_rightl.tex = {_sep_rightl[1]:glTexture()} local _log_icon, _log_icon_w, _log_icon_h = core.display.loadImage("/data/gfx/ui/log-icon.png"):glTexture() local _chat_icon, _chat_icon_w, _chat_icon_h = core.display.loadImage("/data/gfx/ui/chat-icon.png"):glTexture() local _talents_icon, _talents_icon_w, _talents_icon_h = core.display.loadImage("/data/gfx/ui/talents-icon.png"):glTexture() local _actors_icon, _actors_icon_w, _actors_icon_h = core.display.loadImage("/data/gfx/ui/actors-icon.png"):glTexture() local _main_menu_icon, _main_menu_icon_w, _main_menu_icon_h = core.display.loadImage("/data/gfx/ui/main-menu-icon.png"):glTexture() local _inventory_icon, _inventory_icon_w, _inventory_icon_h = core.display.loadImage("/data/gfx/ui/inventory-icon.png"):glTexture() local _charsheet_icon, _charsheet_icon_w, _charsheet_icon_h = core.display.loadImage("/data/gfx/ui/charsheet-icon.png"):glTexture() local _mm_aggressive_icon, _mm_aggressive_icon_w, _mm_aggressive_icon_h = core.display.loadImage("/data/gfx/ui/aggressive-icon.png"):glTexture() local _mm_passive_icon, _mm_passive_icon_w, _mm_passive_icon_h = core.display.loadImage("/data/gfx/ui/passive-icon.png"):glTexture() --local _sel_icon, _sel_icon_w, _sel_icon_h = core.display.loadImage("/data/gfx/ui/icon-select.png"):glTexture() function _M:displayUI() local middle = self.w * 0.5 local bottom = self.h * 0.8 local bottom_h = self.h * 0.2 local icon_x = 0 local icon_y = self.h - (_talents_icon_h * 1) local glow = (1+math.sin(core.game.getTime() / 500)) / 2 * 100 + 77 -- Icons local x, y = icon_x, icon_y if (not self.show_npc_list) then _talents_icon:toScreenFull(x, y, _talents_icon_w, _talents_icon_h, _talents_icon_w, _talents_icon_h) else _actors_icon:toScreenFull(x, y, _actors_icon_w, _actors_icon_h, _actors_icon_w, _actors_icon_h) end x = x + _talents_icon_w -- This is the old version of what's above. Probably should be deleted? -- _talents_icon:toScreenFull(x, y, _talents_icon_w, _talents_icon_h, _talents_icon_w, _talents_icon_h) -- if not self.show_npc_list then _sel_icon:toScreenFull(x, y, _sel_icon_w, _sel_icon_h, _sel_icon_w, _sel_icon_h) end -- x = x + _talents_icon_w -- _actors_icon:toScreenFull(x, y, _actors_icon_w, _actors_icon_h, _actors_icon_w, _actors_icon_h) -- if self.show_npc_list then _sel_icon:toScreenFull(x, y, _sel_icon_w, _sel_icon_h, _sel_icon_w, _sel_icon_h) end -- x = x + _talents_icon_w -- if self.logdisplay.changed then core.display.drawQuad(x, y, _sel_icon_w, _sel_icon_h, 139, 210, 77, glow) end -- _log_icon:toScreenFull(x, y, _log_icon_w, _log_icon_h, _log_icon_w, _log_icon_h) -- if not self.show_userchat then _sel_icon:toScreenFull(x, y, _sel_icon_w, _sel_icon_h, _sel_icon_w, _sel_icon_h) end -- x = x + _talents_icon_w -- if profile.chat.changed then core.display.drawQuad(x, y, _sel_icon_w, _sel_icon_h, 139, 210, 77, glow) end -- _chat_icon:toScreenFull(x, y, _chat_icon_w, _chat_icon_h, _chat_icon_w, _chat_icon_h) -- if self.show_userchat then _sel_icon:toScreenFull(x, y, _sel_icon_w, _sel_icon_h, _sel_icon_w, _sel_icon_h) end -- x = 0 -- y = y + _chat_icon_h -- x = x + _talents_icon_w _inventory_icon:toScreenFull(x, y, _inventory_icon_w, _inventory_icon_h, _inventory_icon_w, _inventory_icon_h) x = x + _talents_icon_w _charsheet_icon:toScreenFull(x, y, _charsheet_icon_w, _charsheet_icon_h, _charsheet_icon_w, _charsheet_icon_h) x = x + _talents_icon_w _main_menu_icon:toScreenFull(x, y, _main_menu_icon_w, _main_menu_icon_h, _main_menu_icon_w, _main_menu_icon_h) x = x + _talents_icon_w _log_icon:toScreenFull(x, y, _log_icon_w, _log_icon_h, _log_icon_w, _log_icon_h) x = x + _talents_icon_w if (not config.settings.tome.actor_based_movement_mode and not self.bump_attack_disabled) or (config.settings.tome.actor_based_movement_mode and not self.player.bump_attack_disabled) then _mm_aggressive_icon:toScreenFull(x, y, _mm_aggressive_icon_w, _mm_aggressive_icon_h, _mm_aggressive_icon_w, _mm_aggressive_icon_h) else _mm_passive_icon:toScreenFull(x, y, _mm_passive_icon_w, _mm_passive_icon_h, _mm_passive_icon_w, _mm_passive_icon_h) end -- Separators -- _sep_horiz.tex[1]:toScreenFull(0, 20, self.w, _sep_horiz[3], _sep_horiz.tex[2], _sep_horiz.tex[3]) _sep_horiz.tex[1]:toScreenFull(216, self.map_h_stop - _sep_horiz[3], self.w - 216, _sep_horiz[3], _sep_horiz.tex[2], _sep_horiz.tex[3]) -- _sep_vert.tex[1]:toScreenFull(mid_min, bottom, _sep_vert[2], bottom_h, _sep_vert.tex[2], _sep_vert.tex[3]) -- _sep_vert.tex[1]:toScreenFull(mid_max, bottom, _sep_vert[2], bottom_h, _sep_vert.tex[2], _sep_vert.tex[3]) _sep_vert.tex[1]:toScreenFull(200, 0, _sep_vert[2], self.h, _sep_vert.tex[2], _sep_vert.tex[3]) -- Ornaments -- _sep_top.tex[1]:toScreenFull(mid_min - (-_sep_vert[2] + _sep_top[2]) / 2, bottom - 14, _sep_top[2], _sep_top[3], _sep_top.tex[2], _sep_top.tex[3]) -- _sep_top.tex[1]:toScreenFull(mid_max - (-_sep_vert[2] + _sep_top[2]) / 2, bottom - 14, _sep_top[2], _sep_top[3], _sep_top.tex[2], _sep_top.tex[3]) -- _sep_bottoml.tex[1]:toScreenFull(mid_min - (-_sep_vert[2] + _sep_bottoml[2]) / 2, self.h - _sep_bottoml[3], _sep_bottoml[2], _sep_bottoml[3], _sep_bottoml.tex[2], _sep_bottoml.tex[3]) -- _sep_bottoml.tex[1]:toScreenFull(mid_max - (-_sep_vert[2] + _sep_bottoml[2]) / 2, self.h - _sep_bottoml[3], _sep_bottoml[2], _sep_bottoml[3], _sep_bottoml.tex[2], _sep_bottoml.tex[3]) -- _sep_leftl.tex[1]:toScreenFull(0, 20 - _sep_leftl[3] / 2 + 7, _sep_leftl[2], _sep_leftl[3], _sep_leftl.tex[2], _sep_leftl.tex[3]) _sep_left.tex[1]:toScreenFull(200 - 7, self.map_h_stop - 7 - _sep_left[3] / 2, _sep_left[2], _sep_left[3], _sep_left.tex[2], _sep_left.tex[3]) -- _sep_rightl.tex[1]:toScreenFull(self.w - _sep_rightl[2], 20 - _sep_rightl[3] / 2 + 7, _sep_rightl[2], _sep_rightl[3], _sep_rightl.tex[2], _sep_rightl.tex[3]) _sep_rightl.tex[1]:toScreenFull(self.w - _sep_rightl[2], self.map_h_stop - _sep_left[3] / 2, _sep_rightl[2], _sep_rightl[3], _sep_rightl.tex[2], _sep_rightl.tex[3]) _sep_top.tex[1]:toScreenFull(200 - (_sep_top[2] - _sep_vert[2]) / 2, - 7, _sep_top[2], _sep_top[3], _sep_top.tex[2], _sep_top.tex[3]) -- _sep_bottom.tex[1]:toScreenFull(200 - (_sep_bottom[2] - _sep_vert[2]) / 2, bottom - 25, _sep_bottom[2], _sep_bottom[3], _sep_bottom.tex[2], _sep_bottom.tex[3]) end function _M:createSeparators() local icon_x = 0 local icon_y = self.h - (_talents_icon_h * 1) self.icons = { display_x = icon_x, display_y = icon_y, w = 200, h = self.h - icon_y, } end function _M:clickIcon(bx, by) if bx < _talents_icon_w then self.key:triggerVirtual("TOGGLE_NPC_LIST") elseif bx < 2*_talents_icon_w then self.key:triggerVirtual("SHOW_INVENTORY") elseif bx < 3*_talents_icon_w then self.key:triggerVirtual("SHOW_CHARACTER_SHEET") elseif bx < 4*_talents_icon_w then self.key:triggerVirtual("EXIT") elseif bx < 5*_talents_icon_w then self.key:triggerVirtual("SHOW_MESSAGE_LOG") elseif bx < 6*_talents_icon_w then self.key:triggerVirtual("TOGGLE_BUMP_ATTACK") end end function _M:mouseIcon(bx, by) local virtual local key if bx < _talents_icon_w then virtual = "TOGGLE_NPC_LIST" key = self.key.binds_remap[virtual] ~= nil and self.key.binds_remap[virtual][1] or self.key:findBoundKeys(virtual) key = (key ~= nil and self.key:formatKeyString(key) or "unbound"):capitalize() if (not self.show_npc_list) then self:tooltipDisplayAtMap(self.w, self.h, "Displaying talents (#{bold}##GOLD#"..key.."#LAST##{normal}#)\nToggle for creature display") else self:tooltipDisplayAtMap(self.w, self.h, "Displaying creatures (#{bold}##GOLD#"..key.."#LAST##{normal}#)\nToggle for talent display#") end elseif bx < 2*_talents_icon_w then virtual = "SHOW_INVENTORY" key = self.key.binds_remap[virtual] ~= nil and self.key.binds_remap[virtual][1] or self.key:findBoundKeys(virtual) key = (key ~= nil and self.key:formatKeyString(key) or "unbound"):capitalize() if (key == "I") then self:tooltipDisplayAtMap(self.w, self.h, "#{bold}##GOLD#I#LAST##{normal}#nventory") else self:tooltipDisplayAtMap(self.w, self.h, "Inventory (#{bold}##GOLD#"..key.."#LAST##{normal}#)") end elseif bx < 3*_talents_icon_w then virtual = "SHOW_CHARACTER_SHEET" key = self.key.binds_remap[virtual] ~= nil and self.key.binds_remap[virtual][1] or self.key:findBoundKeys(virtual) key = (key ~= nil and self.key:formatKeyString(key) or "unbound"):capitalize() if (key == "C") then self:tooltipDisplayAtMap(self.w, self.h, "#{bold}##GOLD#C#LAST##{normal}#haracter Sheet") else self:tooltipDisplayAtMap(self.w, self.h, "Character Sheet (#{bold}##GOLD#"..key.."#LAST##{normal}#)") end elseif bx < 4*_talents_icon_w then virtual = "EXIT" key = self.key.binds_remap[virtual] ~= nil and self.key.binds_remap[virtual][1] or self.key:findBoundKeys(virtual) key = (key ~= nil and self.key:formatKeyString(key) or "unbound"):capitalize() self:tooltipDisplayAtMap(self.w, self.h, "Main menu (#{bold}##GOLD#"..key.."#LAST##{normal}#)") elseif bx < 5*_talents_icon_w then virtual = "SHOW_MESSAGE_LOG" key = self.key.binds_remap[virtual] ~= nil and self.key.binds_remap[virtual][1] or self.key:findBoundKeys(virtual) key = (key ~= nil and self.key:formatKeyString(key) or "unbound"):capitalize() self:tooltipDisplayAtMap(self.w, self.h, "Show message/chat log (#{bold}##GOLD#"..key.."#LAST##{normal}#)") elseif bx < 6*_talents_icon_w then virtual = "TOGGLE_BUMP_ATTACK" key = self.key.binds_remap[virtual] ~= nil and self.key.binds_remap[virtual][1] or self.key:findBoundKeys(virtual) key = (key ~= nil and self.key:formatKeyString(key) or "unbound"):capitalize() if (not config.settings.tome.actor_based_movement_mode and not self.bump_attack_disabled) or (config.settings.tome.actor_based_movement_mode and not self.player.bump_attack_disabled) then self:tooltipDisplayAtMap(self.w, self.h, "Movement: #LIGHT_GREEN#Default#LAST# (#{bold}##GOLD#"..key.."#LAST##{normal}#)\nToggle for passive mode") else self:tooltipDisplayAtMap(self.w, self.h, "Movement: #LIGHT_RED#Passive#LAST# (#{bold}##GOLD#"..key.."#LAST##{normal}#)\nToggle for default mode") end end end