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  • -- TE4 - T-Engine 4
    -- Copyright (C) 2009, 2010 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.Dialog"
    
    module(..., package.seeall, class.inherit(engine.Dialog))
    
    function _M:init(actor)
    	self.actor = actor
    	actor.hotkey = actor.hotkey or {}
    	engine.Dialog.init(self, "Use Talents: "..actor.name, game.w / 2, game.h / 2)
    
    	self:generateList()
    
    	self.scroll = 1
    	self.max = math.floor((self.ih - 5) / self.font_h) - 1
    
    	self:keyCommands({
    		__TEXTINPUT = function(c)
    			if c:find("^[a-zA-Z]$") then
    				local sel = self.keybind[c]
    				if sel then
    					self.sel = sel
    					self:use()
    				end
    			end
    		end,
    	},{
    		HOTKEY_1 = function() self:defineHotkey(1) end,
    		HOTKEY_2 = function() self:defineHotkey(2) end,
    		HOTKEY_3 = function() self:defineHotkey(3) end,
    		HOTKEY_4 = function() self:defineHotkey(4) end,
    		HOTKEY_5 = function() self:defineHotkey(5) end,
    		HOTKEY_6 = function() self:defineHotkey(6) end,
    		HOTKEY_7 = function() self:defineHotkey(7) end,
    		HOTKEY_8 = function() self:defineHotkey(8) end,
    		HOTKEY_9 = function() self:defineHotkey(9) end,
    		HOTKEY_10 = function() self:defineHotkey(10) end,
    		HOTKEY_11 = function() self:defineHotkey(11) end,
    		HOTKEY_12 = function() self:defineHotkey(12) end,
    		HOTKEY_SECOND_1 = function() self:defineHotkey(13) end,
    		HOTKEY_SECOND_2 = function() self:defineHotkey(14) end,
    		HOTKEY_SECOND_3 = function() self:defineHotkey(15) end,
    		HOTKEY_SECOND_4 = function() self:defineHotkey(16) end,
    		HOTKEY_SECOND_5 = function() self:defineHotkey(17) end,
    		HOTKEY_SECOND_6 = function() self:defineHotkey(18) end,
    		HOTKEY_SECOND_7 = function() self:defineHotkey(19) end,
    		HOTKEY_SECOND_8 = function() self:defineHotkey(20) end,
    		HOTKEY_SECOND_9 = function() self:defineHotkey(21) end,
    		HOTKEY_SECOND_10 = function() self:defineHotkey(22) end,
    		HOTKEY_SECOND_11 = function() self:defineHotkey(23) end,
    		HOTKEY_SECOND_12 = function() self:defineHotkey(24) end,
    		HOTKEY_THIRD_1 = function() self:defineHotkey(25) end,
    		HOTKEY_THIRD_2 = function() self:defineHotkey(26) end,
    		HOTKEY_THIRD_3 = function() self:defineHotkey(27) end,
    		HOTKEY_THIRD_4 = function() self:defineHotkey(28) end,
    		HOTKEY_THIRD_5 = function() self:defineHotkey(29) end,
    		HOTKEY_THIRD_6 = function() self:defineHotkey(30) end,
    		HOTKEY_THIRD_7 = function() self:defineHotkey(31) end,
    		HOTKEY_THIRD_8 = function() self:defineHotkey(31) end,
    		HOTKEY_THIRD_9 = function() self:defineHotkey(33) end,
    		HOTKEY_THIRD_10 = function() self:defineHotkey(34) end,
    		HOTKEY_THIRD_11 = function() self:defineHotkey(35) end,
    		HOTKEY_THIRD_12 = function() self:defineHotkey(36) end,
    
    		MOVE_UP = function() self.sel = util.boundWrap(self.sel - 1, 1, #self.list) self.scroll = util.scroll(self.sel, self.scroll, self.max) self.changed = true end,
    		MOVE_DOWN = function() self.sel = util.boundWrap(self.sel + 1, 1, #self.list) self.scroll = util.scroll(self.sel, self.scroll, self.max) self.changed = true end,
    		ACCEPT = function() self:use() end,
    		EXIT = function() game:unregisterDialog(self) end,
    	})
    	self:mouseZones{
    
    		{ x=0, y=0, w=game.w, h=game.h, mode={button=true}, norestrict=true, fct=function(button) if button == "left" then game:unregisterDialog(self) end end},
    
    		{ x=2, y=5, w=350, h=self.font_h*self.max, fct=function(button, x, y, xrel, yrel, tx, ty, event)
    
    			if button ~= "wheelup" and button ~= "wheeldown" then
    				self.sel = util.bound(self.scroll + math.floor(ty / self.font_h), 1, #self.list)
    			end
    			self.changed = true
    
    
    			if button == "left" and event == "button" then self:use()
    			elseif button == "right" and event == "button" then
    
    			elseif button == "wheelup" and event == "button" then self.key:triggerVirtual("MOVE_UP")
    			elseif button == "wheeldown" and event == "button" then self.key:triggerVirtual("MOVE_DOWN")
    
    			end
    		end },
    	}
    end
    
    function _M:defineHotkey(id)
    	if not self.actor.hotkey then return end
    
    	self.actor.hotkey[id] = {"talent", self.list[self.sel].talent}
    	self:simplePopup("Hotkey "..id.." assigned", self.actor:getTalentFromId(self.list[self.sel].talent).name:capitalize().." assigned to hotkey "..id)
    	self.actor.changed = true
    end
    
    function _M:use()
    	game:unregisterDialog(self)
    	self.actor:useTalent(self.list[self.sel].talent)
    end
    
    function _M:makeKey(letter)
    	if letter >= 26 then
    		return string.char(string.byte('A') + letter - 26)
    	else
    		return string.char(string.byte('a') + letter)
    	end
    end
    
    function _M:generateList()
    	-- Makes up the list
    	local list = {}
    	local keybind = {}
    	local letter = 0
    	for i, tt in ipairs(self.actor.talents_types_def) do
    		local cat = tt.type:gsub("/.*", "")
    		local where = #list
    		local added = false
    
    		-- Find all talents of this school
    		for j, t in ipairs(tt.talents) do
    			if self.actor:knowTalent(t.id) and t.mode ~= "passive" then
    				local typename = "talent"
    				if t.type[1]:find("^spell/") then typename = "spell" end
    				list[#list+1] = { name=self:makeKey(letter)..")    "..t.name.." ("..typename..")"..(self.actor:isTalentActive(t.id) and " <sustaining>" or ""), talent=t.id }
    				keybind[self:makeKey(letter)] = #list + 1
    				if not self.sel then self.sel = #list + 1 end
    				letter = letter + 1
    				added = true
    			end
    		end
    
    		if added then
    			table.insert(list, where+1, { name=cat:capitalize().." / "..tt.name:capitalize(), type=tt.type, color={0x80, 0x80, 0x80} })
    		end
    	end
    	self.list = list
    	self.keybind = keybind
    end
    
    function _M:drawDialog(s)
    	-- Description part
    	self:drawHBorder(s, self.iw / 2, 2, self.ih - 4)
    
    	local help
    	if not self.actor.hotkey then
    		help = [[Keyboard: #00FF00#up key/down key#FFFFFF# to select a stat; #00FF00#enter#FFFFFF# to use.
    Mouse: #00FF00#Left click#FFFFFF# to use.
    ]]
    	else
    		help = [[Keyboard: #00FF00#up key/down key#FFFFFF# to select a stat; #00FF00#enter#FFFFFF# to use.
    #00FF00#1-0#FFFFFF# to assign a hotkey.
    Mouse: #00FF00#Left click#FFFFFF# to use.
    ]]
    	end
    	local talentshelp = help:splitLines(self.iw / 2 - 10, self.font)
    
    	local lines = {}
    	if self.list[self.sel].type then
    		lines = self.actor:getTalentTypeFrom(self.list[self.sel].type).description:splitLines(self.iw / 2 - 10, self.font)
    	else
    		local t = self.actor:getTalentFromId(self.list[self.sel].talent)
    		lines = self.actor:getTalentFullDescription(t):splitLines(self.iw / 2 - 10, self.font)
    	end
    
    	local h = 2
    	for i = 1, #talentshelp do
    		s:drawColorStringBlended(self.font, talentshelp[i], self.iw / 2 + 5, h)
    		h = h + self.font:lineSkip()
    	end
    
    	h = h + self.font:lineSkip()
    	self:drawWBorder(s, self.iw / 2 + self.iw / 6, h - 0.5 * self.font:lineSkip(), self.iw / 6)
    	for i = 1, #lines do
    		s:drawColorStringBlended(self.font, lines[i], self.iw / 2 + 5, 2 + h)
    		h = h + self.font:lineSkip()
    	end
    
    	-- Talents
    
    	self:drawSelectionList(s, 2, 5, self.font_h, self.list, self.sel, "name", self.scroll, self.max, nil, nil, nil, self.iw / 2 - 5, true)