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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"
local Map = require "engine.Map"
local ShowInventory = require "engine.dialogs.ShowInventory"
local ShowEquipment = require "engine.dialogs.ShowEquipment"
local ShowEquipInven = require "engine.dialogs.ShowEquipInven"
local ShowPickupFloor = require "engine.dialogs.ShowPickupFloor"
--- Handles actors stats
module(..., package.seeall, class.make)
_M.inven_def = {}
--- Defines stats
-- Static!
function _M:defineInventory(short_name, name, is_worn, desc, show_equip)
assert(name, "no inventory slot name")
assert(short_name, "no inventory slot short_name")
assert(desc, "no inventory slot desc")
table.insert(self.inven_def, {
name = name,
short_name = short_name,
description = desc,
is_worn = is_worn,
is_shown_equip = show_equip,
})
self.inven_def[#self.inven_def].id = #self.inven_def
self.inven_def[short_name] = self.inven_def[#self.inven_def]
self["INVEN_"..short_name:upper()] = #self.inven_def
print("[INVENTORY] define slot", #self.inven_def, self.inven_def[#self.inven_def].name)
end
-- Auto define the inventory
_M:defineInventory("INVEN", "In inventory", false, "")
--- Initialises inventories with default values if needed
function _M:init(t)
self.inven = t.inven or {}
self:initBody()
end
function _M:initBody()
if self.body then
for inven, max in pairs(self.body) do
self.inven[self["INVEN_"..inven]] = {max=max, worn=self.inven_def[self["INVEN_"..inven]].is_worn, id=self["INVEN_"..inven]}
end
self.body = nil
end
end
--- Returns the content of an inventory as a table
function _M:getInven(id)
if type(id) == "number" then
return self.inven[id]
elseif type(id) == "string" then
return self.inven[self["INVEN_"..id]]
else
return id
end
end
--- Adds an object to an inventory
-- @return false if the object could not be added otherwise true and the inventory index where it is now
function _M:addObject(inven_id, o)
local inven
if type(inven_id) == "number" then
inven = self.inven[inven_id]
else
inven = inven_id
end
-- No room ?
if #inven >= inven.max then return false end
if o:check("on_preaddobject", self, inven) then return false end
-- Ok add it
table.insert(inven, o)
-- Do whatever is needed when wearing this object
if inven.worn then
self:onWear(o)
dg
committed
o:check("on_wear", self)
end
self:onAddObject(o)
return true, #inven
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end
--- Rerturns the position of an item in the given inventory, or nil
function _M:itemPosition(inven, o)
inven = self:getInven(inven)
for i, p in ipairs(inven) do
local found = nil
o:forAllStack(function(so)
if p.name == so.name then found = i return true end
end)
if found then return found end
end
return nil
end
--- Picks an object from the floor
function _M:pickupFloor(i, vocal, no_sort)
local o = game.level.map:getObject(self.x, self.y, i)
if o then
local prepickup = o:check("on_prepickup", self, i)
if not prepickup and self:addObject(self.INVEN_INVEN, o) then
game.level.map:removeObject(self.x, self.y, i)
if not no_sort then self:sortInven(self.INVEN_INVEN) end
o:check("on_pickup", self)
self:check("on_pickup_object", o)
local letter = ShowPickupFloor:makeKeyChar(self:itemPosition(self.INVEN_INVEN, o) or 1)
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if vocal then game.logSeen(self, "%s picks up (%s.): %s.", self.name:capitalize(), letter, o:getName{do_color=true}) end
elseif not prepickup then
if vocal then game.logSeen(self, "%s has no room for: %s.", self.name:capitalize(), o:getName{do_color=true}) end
end
else
if vocal then game.logSeen(self, "There is nothing to pickup there.") end
end
end
--- Removes an object from inventory
-- @param inven the inventory to drop from
-- @param item the item id to drop
-- @param no_unstack if the item was a stack takes off the whole stack if true
-- @return the object removed or nil if no item existed and a boolean saying if there is no more objects
function _M:removeObject(inven, item, no_unstack)
if type(inven) == "number" then inven = self.inven[inven] end
if not inven[item] then return false, true end
local o, finish = inven[item], true
if o:check("on_preremoveobject", self, inven) then return false, true end
if not no_unstack then
o, finish = o:unstack()
end
if finish then
table.remove(inven, item)
end
-- Do whatever is needed when takingoff this object
if inven.worn then
self:onTakeoff(o)
dg
committed
o:check("on_takeoff", self)
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end
self:onRemoveObject(o)
return o, finish
end
--- Called upon adding an object
function _M:onAddObject(o)
if self.__allow_carrier then
-- Apply carrier properties
o.carried = {}
if o.carrier then
for k, e in pairs(o.carrier) do
o.carried[k] = self:addTemporaryValue(k, e)
end
end
end
end
--- Called upon removing an object
function _M:onRemoveObject(o)
if o.carried then
for k, id in pairs(o.carried) do
self:removeTemporaryValue(k, id)
end
end
o.carried = nil
end
--- Drop an object on the floor
-- @param inven the inventory to drop from
-- @param item the item id to drop
-- @return the object removed or nil if no item existed
function _M:dropFloor(inven, item, vocal, all)
local o = self:getInven(inven)[item]
if not o then
if vocal then game.logSeen(self, "There is nothing to drop.") end
return
end
if o:check("on_drop", self) then return false end
o = self:removeObject(inven, item, all)
local ok, idx = game.level.map:addObject(self.x, self.y, o)
if vocal then game.logSeen(self, "%s drops on the floor: %s.", self.name:capitalize(), o:getName{do_color=true}) end
if ok and game.level.map.attrs(self.x, self.y, "on_drop") then
game.level.map.attrs(self.x, self.y, "on_drop")(self, self.x, self.y, idx, o)
end
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return true
end
--- Show combined equipment/inventory dialog
-- @param inven the inventory (from self:getInven())
-- @param filter nil or a function that filters the objects to list
-- @param action a function called when an object is selected
function _M:showEquipInven(title, filter, action, allow_keybind)
local d = ShowEquipInven.new(title, self, filter, action, allow_keybind and self)
game:registerDialog(d)
return d
end
--- Show inventory dialog
-- @param inven the inventory (from self:getInven())
-- @param filter nil or a function that filters the objects to list
-- @param action a function called when an object is selected
function _M:showInventory(title, inven, filter, action, allow_keybind)
local d = ShowInventory.new(title, inven, filter, action, allow_keybind and self)
game:registerDialog(d)
return d
end
--- Show equipment dialog
-- @param filter nil or a function that filters the objects to list
-- @param action a function called when an object is selected
function _M:showEquipment(title, filter, action, allow_keybind)
local d = ShowEquipment.new(title, self, filter, action, allow_keybind and self)
game:registerDialog(d)
return d
end
--- Show floor pickup dialog
-- @param filter nil or a function that filters the objects to list
-- @param action a function called when an object is selected
function _M:showPickupFloor(title, filter, action)
local d = ShowPickupFloor.new(title, self.x, self.y, filter, action)
game:registerDialog(d)
return d
end
--- Can we wear this item?
function _M:canWearObject(o, try_slot)
local req = rawget(o, "require")
-- Check prerequisites
if req then
-- Obviously this requires the ActorStats interface
if req.stat then
for s, v in pairs(req.stat) do
if self:getStat(s) < v then return nil, "not enough stat" end
end
end
if req.level and self.level < req.level then
return nil, "not enough levels"
end
if req.talent then
for _, tid in ipairs(req.talent) do
if not self:knowTalent(tid) then return nil, "missing dependency" end
end
end
end
-- Check forbidden slot
if o.slot_forbid then
local inven = self:getInven(o.slot_forbid)
-- If the object cant coexist with that inventory slot and it exists and is not empty, refuse wearing
if inven and #inven > 0 then
return nil, "cannot use currently due to an other worn object"
end
end
-- Check that we are not the forbidden slot of any other worn objects
for id, inven in pairs(self.inven) do
if self.inven_def[id].is_worn then
for i, wo in ipairs(inven) do
print("fight: ", o.name, wo.name, "::", wo.slot_forbid, try_slot or o.slot)
if wo.slot_forbid and wo.slot_forbid == (try_slot or o.slot) then
return nil, "cannot use currently due to an other worn object"
end
end
end
end
return true
end
--- Returns the possible offslot
function _M:getObjectOffslot(o)
return o.offslot
end
--- Wear/wield an item
function _M:wearObject(o, replace, vocal)
local inven = o:wornInven()
if not inven then
if vocal then game.logSeen(self, "%s is not wearable.", o:getName{do_color=true}) end
return false
end
if not self.inven[inven] then
if vocal then game.logSeen(self, "%s can not wear %s.", self.name, o:getName{do_color=true}) end
return false
end
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local ok, err = self:canWearObject(o)
if not ok then
if vocal then game.logSeen(self, "%s can not wear: %s (%s).", self.name:capitalize(), o:getName{do_color=true}, err) end
return false
end
if o:check("on_canwear", self, inven) then return false end
local offslot = self:getObjectOffslot(o)
if self:addObject(inven, o) then
if vocal then game.logSeen(self, "%s wears: %s.", self.name:capitalize(), o:getName{do_color=true}) end
return true
elseif offslot and self:getInven(offslot) and #(self:getInven(offslot)) < self:getInven(offslot).max and self:canWearObject(o, offslot) then
if vocal then game.logSeen(self, "%s wears(offslot): %s.", self.name:capitalize(), o:getName{do_color=true}) end
-- Warning: assume there is now space
self:addObject(self:getInven(offslot), o)
return true
elseif replace then
local ro = self:removeObject(inven, 1, true)
if vocal then game.logSeen(self, "%s wears: %s.", self.name:capitalize(), o:getName{do_color=true}) end
-- Can we stack the old and new one ?
if o:stack(ro) then ro = true end
-- Warning: assume there is now space
self:addObject(inven, o)
return ro
else
if vocal then game.logSeen(self, "%s can not wear: %s.", self.name:capitalize(), o:getName{do_color=true}) end
return false
end
end
--- Takeoff item
function _M:takeoffObject(inven, item)
local o = self:getInven(inven)[item]
if o:check("on_cantakeoff", self, inven) then return false end
o = self:removeObject(inven, item, true)
return o
end
--- Call when an object is worn
function _M:onWear(o)
-- Apply wielder properties
o.wielded = {}
if o.wielder then
for k, e in pairs(o.wielder) do
o.wielded[k] = self:addTemporaryValue(k, e)
end
end
end
--- Call when an object is taken off
function _M:onTakeoff(o)
if o.wielded then
for k, id in pairs(o.wielded) do
if type(id) == "table" then
self:removeTemporaryValue(id[1], id[2])
else
self:removeTemporaryValue(k, id)
end
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end
end
o.wielded = nil
end
--- Re-order inventory, sorting and stacking it
function _M:sortInven(inven)
if not inven then inven = self.inven[self.INVEN_INVEN] end
inven = self:getInven(inven)
-- Stack objects first, from bottom
for i = #inven, 1, -1 do
-- If it is stackable, look for obejcts before it that it could stack into
if inven[i]:stackable() then
for j = i - 1, 1, -1 do
if inven[j]:stack(inven[i]) then
table.remove(inven, i)
break
end
end
end
end
-- Sort them
table.sort(inven, function(a, b)
local ta, tb = a:getTypeOrder(), b:getTypeOrder()
local sa, sb = a:getSubtypeOrder(), b:getSubtypeOrder()
if ta == tb then
if sa == sb then
return a.name < b.name
else
return sa < sb
end
else
return ta < tb
end
end)
self.changed = true
end
--- Finds an object by name in an inventory
-- @param inven the inventory to look into
-- @param name the name to look for
-- @param getname the parameters to pass to getName(), if nil the default is {no_count=true, force_id=true}
function _M:findInInventory(inven, name, getname)
getname = getname or {no_count=true, force_id=true}
for item, o in ipairs(inven) do
if o:getName(getname) == name then return o, item end
end
end
--- Finds an object by name in all the actor's inventories
-- @param name the name to look for
-- @param getname the parameters to pass to getName(), if nil the default is {no_count=true, force_id=true}
function _M:findInAllInventories(name, getname)
for inven_id, inven in pairs(self.inven) do
local o, item = self:findInInventory(inven, name, getname)
if o and item then return o, item, inven_id end
end
end
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--- Finds an object by property in an inventory
-- @param inven the inventory to look into
-- @param prop the property to look for
-- @param value the value to look for, can be a function
function _M:findInInventoryBy(inven, prop, value)
if type(value) == "function" then
for item, o in ipairs(inven) do
if value(o[prop]) then return o, item end
end
else
for item, o in ipairs(inven) do
if o[prop] == value then return o, item end
end
end
end
--- Finds an object by property in all the actor's inventories
-- @param prop the property to look for
-- @param value the value to look for, can be a function
function _M:findInAllInventoriesBy(prop, value)
for inven_id, inven in pairs(self.inven) do
local o, item = self:findInInventoryBy(inven, prop, value)
if o and item then return o, item, inven_id end
end
end
--- Applies fct over all items
-- @param inven the inventory to look into
-- @param fct the function to be called. It will receive three parameters: inven, item, object
function _M:inventoryApply(inven, fct)
for item, o in ipairs(inven) do
fct(inven, item, o)
end
end
--- Applies fct over all items in all inventories
-- @param inven the inventory to look into
-- @param fct the function to be called. It will receive three parameters: inven, item, object
function _M:inventoryApplyAll(fct)
for inven_id, inven in pairs(self.inven) do
self:inventoryApply(inven, fct)
end
end