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New talent category "Field Control" as dexterity based techniques. Available to archers/slingers and unlockable by fighter/berserker and rogues. git-svn-id: http://svn.net-core.org/repos/t-engine4@1186 51575b47-30f0-44d4-a5cc-537603b46e54
dg authoredNew talent category "Field Control" as dexterity based techniques. Available to archers/slingers and unlockable by fighter/berserker and rogues. git-svn-id: http://svn.net-core.org/repos/t-engine4@1186 51575b47-30f0-44d4-a5cc-537603b46e54
Projectile.lua 5.86 KiB
-- 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 Entity = require "engine.Entity"
local Particles = require "engine.Particles"
local Map = require "engine.Map"
module(..., package.seeall, class.inherit(Entity))
_M.display_on_seen = true
_M.display_on_remember = false
_M.display_on_unknown = false
function _M:init(t, no_default)
t = t or {}
self.name = t.name or "projectile"
self.energy = t.energy or { value=game.energy_to_act, mod=2 }
self.energy.value = self.energy.value or game.energy_to_act
self.energy.mod = self.energy.mod or 10
Entity.init(self, t, no_default)
end
--- Adds a particles emitter following the actor
function _M:addParticles(ps)
self.__particles[ps] = true
if self.x and self.y and game.level and game.level.map then
ps.x = self.x
ps.y = self.y
game.level.map:addParticleEmitter(ps)
end
return ps
end
--- Removes a particles emitter following the actor
function _M:removeParticles(ps)
self.__particles[ps] = nil
if self.x and self.y and game.level and game.level.map then
ps.x = nil
ps.y = nil
game.level.map:removeParticleEmitter(ps)
end
end
--- Moves an actor on the map
-- *WARNING*: changing x and y properties manualy is *WRONG* and will blow up in your face. Use this method. Always.
-- @param map the map to move onto
-- @param x coord of the destination
-- @param y coord of the destination
-- @param force if true do not check for the presence of an other entity. *Use wisely*
-- @return true if a move was *ATTEMPTED*. This means the actor will proably want to use energy
function _M:move(x, y, force)
if self.dead then return true end
local map = game.level.map
if x < 0 then x = 0 end
if x >= map.w then x = map.w - 1 end
if y < 0 then y = 0 end
if y >= map.h then y = map.h - 1 end
if self.x and self.y then
map:remove(self.x, self.y, Map.PROJECTILE)
else
-- print("[MOVE] projectile moved without a starting position", self.name, x, y)
end
self.old_x, self.old_y = self.x or x, self.y or y
self.x, self.y = x, y
map(x, y, Map.PROJECTILE, self)
if self.travel_particle then
self:addParticles(Particles.new(self.travel_particle, 1, nil))
self.travel_particle = nil
end
if self.trail_particle then
local ps = Particles.new(self.trail_particle, 1, nil)
ps.x = x
ps.y = y
game.level.map:addParticleEmitter(ps)
end
-- Update particle emitters attached to that actor
local del = {}
for e, _ in pairs(self.__particles) do
if e.dead then del[#del+1] = e
else
e.x = x
e.y = y
map.particles[e] = true
end
end
for i = 1, #del do self.__particles[del[i] ] = nil end
self:useEnergy()
return true
end
function _M:deleteFromMap(map)
if self.x and self.y and map then
map:remove(self.x, self.y, engine.Map.PROJECTILE)
for e, _ in pairs(self.__particles) do
e.x = nil
e.y = nil
map:removeParticleEmitter(e)
end
end
end
--- Do we have enough energy
function _M:enoughEnergy(val)
val = val or game.energy_to_act
return self.energy.value >= val
end
--- Use some energy
function _M:useEnergy(val)
val = val or game.energy_to_act
self.energy.value = self.energy.value - val
self.energy.used = true
end
function _M:tooltip()
return "Projectile: "..self.name
end
--- Called by the engine when the projectile can move
function _M:act()
if self.dead then return false end
while self:enoughEnergy() and not self.dead do
if self.project then
local x, y, act, stop = self.src:projectDoMove(self.project.def.typ, self.project.def.x, self.project.def.y, self.x, self.y, self.project.def.start_x, self.project.def.start_y)
if x and y then self:move(x, y) end
if act then self.src:projectDoAct(self.project.def.typ, self.project.def.tg, self.project.def.damtype, self.project.def.dam, self.project.def.particles, self.x, self.y, self.tmp_proj) end
if stop then
self.src:projectDoStop(self.project.def.typ, self.project.def.tg, self.project.def.damtype, self.project.def.dam, self.project.def.particles, self.x, self.y, self.tmp_proj)
game.level:removeEntity(self)
self.dead = true
end
end
end
return true
end
--- Something moved in the same spot as us, hit ?
function _M:on_move(x, y, target)
if self.project and self.project.def.typ.stop_block then
self.src:projectDoStop(self.project.def.typ, self.project.def.tg, self.project.def.damtype, self.project.def.dam, self.project.def.particles, self.x, self.y, self.tmp_proj)
game.level:removeEntity(self)
self.dead = true
end
end
--- Generate a projectile for a project() call
function _M:makeProject(src, display, def, do_move, do_act, do_stop)
display = display or {display='*'}
local speed = def.tg.speed
local name = def.tg.name
if def.tg.talent then
speed = src:getTalentProjectileSpeed(def.tg.talent)
name = def.tg.talent.name
def.tg.talent_id = def.tg.talent.id
def.tg.talent = nil
end
speed = speed or 10
local p =_M.new{
name = name,
display = display.display or ' ', color = display.color or colors.WHITE, image = display.image or nil,
travel_particle = display.particle,
trail_particle = display.trail,
src = src,
src_x = src.x, src_y = src.y,
project = {def=def},
energy = {mod=speed},
tmp_proj = {},
}
game.level.map:checkAllEntities(def.x, def.y, "on_projectile_target", p)
return p
end