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-- ToME - Tales of Middle-Earth
-- 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.GameEnergyBased"
require "engine.interface.GameTargeting"
require "engine.KeyBind"
local Savefile = require "engine.Savefile"
local DamageType = require "engine.DamageType"
local Zone = require "engine.Zone"
local Map = require "engine.Map"
local Level = require "engine.Level"
local Birther = require "engine.Birther"
local Grid = require "mod.class.Grid"
local Actor = require "mod.class.Actor"
local Player = require "mod.class.Player"
local NPC = require "mod.class.NPC"
local HotkeysDisplay = require "engine.HotkeysDisplay"
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 "engine.Tooltip"
local QuitDialog = require "mod.dialogs.Quit"
module(..., package.seeall, class.inherit(engine.GameEnergyBased, engine.interface.GameTargeting))
function _M:init()
engine.GameEnergyBased.init(self, engine.KeyBind.new(), 1000, 100)
-- Pause at birth
self.paused = true
-- Same init as when loaded from a savefile
self:loaded()
end
function _M:run()
self.flash = LogFlasher.new(0, 0, self.w, 20, nil, nil, nil, {255,255,255}, {0,0,0})
self.logdisplay = LogDisplay.new(0, self.h * 0.8, self.w * 0.5, self.h * 0.2, nil, nil, nil, {255,255,255}, {30,30,30})
self.hotkeys_display = HotkeysDisplay.new(nil, self.w * 0.5, self.h * 0.8, self.w * 0.5, self.h * 0.2, {30,30,0})
self.npcs_display = ActorsSeenDisplay.new(nil, self.w * 0.5, self.h * 0.8, self.w * 0.5, self.h * 0.2, {30,30,0})
self.tooltip = Tooltip.new(nil, nil, {255,255,255}, {30,30,30})
self.flyers = FlyingText.new()
self:setFlyingText(self.flyers)
self.log = function(style, ...) if type(style) == "number" then self.logdisplay(...) self.flash(style, ...) else self.logdisplay(style, ...) self.flash(self.flash.NEUTRAL, style, ...) end end
self.logSeen = function(e, style, ...) if e and self.level.map.seens(e.x, e.y) then self.log(style, ...) end end
self.logPlayer = function(e, style, ...) if e == self.player then self.log(style, ...) end end
self.log(self.flash.GOOD, "Welcome to #00FF00#the template module!")
-- Setup inputs
self:setupCommands()
self:setupMouse()
-- Starting from here we create a new game
if not self.player then self:newGame() end
self.hotkeys_display.actor = self.player
self.npcs_display.actor = self.player
-- Setup the targetting system
engine.interface.GameTargeting.init(self)
-- Ok everything is good to go, activate the game in the engine!
self:setCurrent()
if self.level then self:setupDisplayMode() end
end
function _M:newGame()
self.player = Player.new{name=self.player_name, game_ender=true}
Map:setViewerActor(self.player)
self:setupDisplayMode()
local birth = Birther.new(self.player, {"base", "role" }, function()
self:changeLevel(1, "dungeon")
print("[PLAYER BIRTH] resolve...")
self.player:resolve()
self.player:resolve(nil, true)
self.player.energy.value = self.energy_to_act
self.paused = true
print("[PLAYER BIRTH] resolved!")
end)
self:registerDialog(birth)
end
function _M:loaded()
engine.GameEnergyBased.loaded(self)
Zone:setup{npc_class="mod.class.NPC", grid_class="mod.class.Grid", }
Map:setViewerActor(self.player)
Map:setViewPort(200, 20, self.w - 200, math.floor(self.h * 0.80) - 20, 32, 32, nil, 22, true, true)
self.key = engine.KeyBind.new()
end
function _M:onResolutionChange()
engine.Game.onResolutionChange(self)
print("[RESOLUTION] changed to ", self.w, self.h)
self:setupDisplayMode()
self.flash:resize(0, 0, self.w, 20)
self.hotkeys_display:resize(self.w * 0.5, self.h * 0.8, self.w * 0.5, self.h * 0.2)
self.npcs_display:resize(self.w * 0.5, self.h * 0.8, self.w * 0.5, self.h * 0.2)
self.logdisplay:resize(0, self.h * 0.8, self.w * 0.5, self.h * 0.2)
-- Reset mouse bindings to account for new size
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end
function _M:setupDisplayMode()
print("[DISPLAY MODE] 32x32 ASCII/background")
Map:setViewPort(200, 20, self.w - 200, math.floor(self.h * 0.80) - 20, 32, 32, nil, 22, true, true)
Map:resetTiles()
Map.tiles.use_images = false
end
function _M:save()
return class.save(self, self:defaultSavedFields{}, true)
end
function _M:getSaveDescription()
return {
name = self.player.name,
description = ([[Exploring level %d of %s.]]):format(self.level.level, self.zone.name),
}
end
function _M:leaveLevel(level, lev, old_lev)
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 = game.turn
level:removeEntity(self.player)
end
end
function _M:changeLevel(lev, zone)
local old_lev = (self.level and not zone) and self.level.level or -1000
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
end
self.zone:getLevel(self, lev, old_lev)
if lev > old_lev then
self.player:move(self.level.default_up.x, self.level.default_up.y, true)
else
self.player:move(self.level.default_down.x, self.level.default_down.y, true)
end
self.level:addEntity(self.player)
end
function _M:getPlayer()
return self.player
end
function _M:tick()
if self.level then
self:targetOnTick()
engine.GameEnergyBased.tick(self)
-- Fun stuff: this can make the game realtime, although callit 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)
end
return false
end
--- Called every game turns
-- Does nothing, you can override it
function _M:onTurn()
-- 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
-- Process overlay effects
self.level.map:processEffects()
end
function _M:display()
-- Now the map, if any
if self.level and self.level.map and self.level.map.finished then
-- Display the map and compute FOV for the player if needed
if self.level.map.changed then
self.player:playerFOV()
end
self.level.map:display()
-- Display the targetting system if active
self.target:display()
-- And the minimap
self.level.map:minimapDisplay(self.w - 200, 20, util.bound(self.player.x - 25, 0, self.level.map.w - 50), util.bound(self.player.y - 25, 0, self.level.map.h - 50), 50, 50, 0.6)
end
-- We display the player's interface
self.flash:toScreen()
self.logdisplay:toScreen()
if self.show_npc_list then
self.npcs_display:toScreen()
self.hotkeys_display:toScreen()
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end
if self.player then self.player.changed = false end
-- Tooltip is displayed over all else
self:targetDisplayTooltip()
engine.GameEnergyBased.display(self)
end
--- Setup the keybinds
function _M:setupCommands()
-- Make targeting work
self.normal_key = self.key
self:targetSetupKey()
-- One key handled for normal function
self.key:addBinds
{
-- Movements
MOVE_LEFT = function() self.player:moveDir(4) end,
MOVE_RIGHT = function() self.player:moveDir(6) end,
MOVE_UP = function() self.player:moveDir(8) end,
MOVE_DOWN = function() self.player:moveDir(2) end,
MOVE_LEFT_UP = function() self.player:moveDir(7) end,
MOVE_LEFT_DOWN = function() self.player:moveDir(1) end,
MOVE_RIGHT_UP = function() self.player:moveDir(9) end,
MOVE_RIGHT_DOWN = function() self.player:moveDir(3) end,
MOVE_STAY = function() self.player:useEnergy() 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,
-- Hotkeys
HOTKEY_1 = function() self.player:activateHotkey(1) end,
HOTKEY_2 = function() self.player:activateHotkey(2) end,
HOTKEY_3 = function() self.player:activateHotkey(3) end,
HOTKEY_4 = function() self.player:activateHotkey(4) end,
HOTKEY_5 = function() self.player:activateHotkey(5) end,
HOTKEY_6 = function() self.player:activateHotkey(6) end,
HOTKEY_7 = function() self.player:activateHotkey(7) end,
HOTKEY_8 = function() self.player:activateHotkey(8) end,
HOTKEY_9 = function() self.player:activateHotkey(9) end,
HOTKEY_10 = function() self.player:activateHotkey(10) end,
HOTKEY_11 = function() self.player:activateHotkey(11) end,
HOTKEY_12 = function() self.player:activateHotkey(12) end,
HOTKEY_SECOND_1 = function() self.player:activateHotkey(13) end,
HOTKEY_SECOND_2 = function() self.player:activateHotkey(14) end,
HOTKEY_SECOND_3 = function() self.player:activateHotkey(15) end,
HOTKEY_SECOND_4 = function() self.player:activateHotkey(16) end,
HOTKEY_SECOND_5 = function() self.player:activateHotkey(17) end,
HOTKEY_SECOND_6 = function() self.player:activateHotkey(18) end,
HOTKEY_SECOND_7 = function() self.player:activateHotkey(19) end,
HOTKEY_SECOND_8 = function() self.player:activateHotkey(20) end,
HOTKEY_SECOND_9 = function() self.player:activateHotkey(21) end,
HOTKEY_SECOND_10 = function() self.player:activateHotkey(22) end,
HOTKEY_SECOND_11 = function() self.player:activateHotkey(23) end,
HOTKEY_SECOND_12 = function() self.player:activateHotkey(24) end,
HOTKEY_THIRD_1 = function() self.player:activateHotkey(25) end,
HOTKEY_THIRD_2 = function() self.player:activateHotkey(26) end,
HOTKEY_THIRD_3 = function() self.player:activateHotkey(27) end,
HOTKEY_THIRD_4 = function() self.player:activateHotkey(28) end,
HOTKEY_THIRD_5 = function() self.player:activateHotkey(29) end,
HOTKEY_THIRD_6 = function() self.player:activateHotkey(30) end,
HOTKEY_THIRD_7 = function() self.player:activateHotkey(31) end,
HOTKEY_THIRD_8 = function() self.player:activateHotkey(31) end,
HOTKEY_THIRD_9 = function() self.player:activateHotkey(33) end,
HOTKEY_THIRD_10 = function() self.player:activateHotkey(34) end,
HOTKEY_THIRD_11 = function() self.player:activateHotkey(35) end,
HOTKEY_THIRD_12 = function() self.player:activateHotkey(36) end,
HOTKEY_PREV_PAGE = function() self.player:prevHotkeyPage() end,
HOTKEY_NEXT_PAGE = function() self.player:nextHotkeyPage() 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
self:changeLevel(e.change_zone and e.change_level or self.level.level + e.change_level, e.change_zone)
else
self.log("There is no way out of this level here.")
end
end,
REST = function()
self.player:restInit()
end,
USE_TALENTS = function()
self.player:useTalents()
end,
SAVE_GAME = function()
self:saveGame()
end,
SHOW_CHARACTER_SHEET = function()
self:registerDialog(require("mod.dialogs.CharacterSheet").new(self.player))
end,
-- Exit the game
QUIT_GAME = function()
self:onQuit()
end,
EXIT = function()
local menu menu = require("engine.dialogs.GameMenu").new{
"resume",
"keybinds",
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"save",
"quit"
}
self:registerDialog(menu)
end,
-- Lua console, you probably want to disable it for releases
LUA_CONSOLE = function()
self:registerDialog(DebugConsole.new())
end,
-- Toggle monster list
TOGGLE_NPC_LIST = function()
self.show_npc_list = not self.show_npc_list
self.player.changed = true
end,
TACTICAL_DISPLAY = function()
if Map.view_faction then
self.always_target = nil
Map:setViewerFaction(nil)
else
self.always_target = true
Map:setViewerFaction("players")
end
end,
LOOK_AROUND = function()
self.flash:empty(true)
self.flash(self.flash.GOOD, "Looking around... (direction keys to select interresting 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,
}
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)
-- Handle targeting
if self:targetMouse(button, mx, my, xrel, yrel, event) then return end
-- Handle the mouse movement/scrolling
self.player:mouseHandleDefault(self.key, self.key == self.normal_key, button, mx, my, xrel, yrel, event)
end)
-- Scroll message log
self.mouse:registerZone(self.logdisplay.display_x, self.logdisplay.display_y, self.w, self.h, function(button)
if button == "wheelup" then self.logdisplay:scrollUp(1) end
if button == "wheeldown" then self.logdisplay:scrollUp(-1) end
end, {button=true})
-- 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)
self.hotkeys_display:onMouse(button, mx, my, event == "button", function(text) self.tooltip:displayAtMap(nil, nil, self.w, self.h, text) end)
end)
self.mouse:setCurrent()
end
--- Ask if we realy want to close, if so, save the game first
function _M:onQuit()
self.player:restStop()
if not self.quit_dialog then
self.quit_dialog = QuitDialog.new()
self:registerDialog(self.quit_dialog)
end
end
--- Requests the game to save
function _M:saveGame()
-- savefile_pipe is created as a global by the engine
savefile_pipe:push(self.save_name, "game", self)
self.log("Saving game...")
end