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-- TE4 - T-Engine 4
--
-- 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"
--- Define a level
module(..., package.seeall, class.make)
-- Keep a list of currently existing maps
-- this is a weak table so it doesn't prevents GC
__level_store = {}
setmetatable(__level_store, {__mode="k"})
--- Initializes the level with a "level" and a map
function _M:init(level, map)
self.level = level
self.map = map
self.e_array = {}
self.entities = {}
self.entities_list = {}
self.perm_entities_list = {}
self.sublevels = {}
self.sublevel_id = "__main__"
self.data = {}
end
function _M:onSaving()
self.last_iteration = nil
end
--- Adds a sublevel
function _M:addSublevel(name, level)
if self.sublevels[name] then error("Sublevel already exists: "..name) end
self.sublevels[name] = level
level.sublevel_id = name
print("[LEVEL] new sublevel", name)
end
--- Removes a sublevel
function _M:removeSublevel(name)
self.sublevels[name] = nil
print("[LEVEL] del sublevel", name)
end
--- Activate the given sublevel to become the new main one
function _M:selectSublevel(name)
if not self.sublevels[name] then error("Sublevel does not exist, cant switch: "..name) end
if game.level ~= self then error("Switching sublevel on a level that is not active") end
local level = self.sublevels[name]
game.level = level
level.sublevels = self.sublevels
self.sublevels = {}
level.sublevels[level.sublevel_id] = nil
level.sublevels[self.sublevel_id] = self
print("[LEVEL] switch to sublevel", level.sublevel_id, "from", self.sublevel_id)
end
--- Adds an entity to the level
-- Only entities that need to act need to be added. Terrain features do not need this usually
if e._fake_level_entity then
e._fake_level_entity(self, "add", after)
return
end
if self.remove_old_entity_on_duplicate then
self:removeEntity(self.entities[e.uid], true)
else
if no_error then return else error("Entity "..e.uid.."("..(e.name or "???")..") already present on the level") end
end
self.entities[e.uid] = e
if e.addEntityOrder then after = e:addEntityOrder(level) end
if not after or not self:hasEntity(after) then
table.insert(self.e_array, e)
else
print("Adding entity", e.uid, "after", after.uid)
local pos = nil
for i = 1, #self.e_array do
if self.e_array[i] == after then
pos = i
break
end
end
if pos then
table.insert(self.e_array, pos+1, e)
if self.last_iteration and self.last_iteration.i >= pos then
self.last_iteration.i = self.last_iteration.i + 1
end
else
table.insert(self.e_array, e)
end
end
game:addEntity(e)
end
--- Removes an entity from the level
dg
committed
function _M:removeEntity(e, force)
if e._fake_level_entity then
-- Tells it to delete itself if needed
if e.deleteFromMap then e:deleteFromMap(self.map) end
e._fake_level_entity(self, "remove")
return
end
if not self.entities[e.uid] and not force then error("Entity "..e.uid.."("..(e.name or "???")..") not present on the level") end
self.entities[e.uid] = nil
for i = 1, #self.e_array do
if self.e_array[i] == e then
break
end
end
if pos then
if self.last_iteration and self.last_iteration.i >= pos then
self.last_iteration.i = self.last_iteration.i - 1
end
table.remove(self.e_array, pos)
end
game:removeEntity(e)
-- Tells it to delete itself if needed
if e.deleteFromMap then e:deleteFromMap(self.map) end
end
--- Is the entity on the level?
function _M:hasEntity(e)
if e._fake_level_entity then return e._fake_level_entity(self, "has") end
return self.entities[e.uid]
end
--- Find an entity
function _M:findEntity(filter)
for uid, e in pairs(self.entities) do
if filter.define_as and e.define_as == filter.define_as then return e end
end
end
--- Serialization
function _M:save()
return class.save(self, {entities_list=true})
end
function _M:loaded()
-- Loading the game has defined new uids for entities, yet we hard referenced the old ones
-- So we fix it
local nes = {}
for uid, e in pairs(self.entities) do
nes[e.uid] = e
end
self.entities = nes
self.entities_list = {}
end
--- Setup an entity list for the level, this allows the Zone to pick objects/actors/...
function _M:setEntitiesList(type, list, permanent)
if permanent then
self.perm_entities_list[type] = list
else
self.entities_list[type] = list
end
-- print("Stored entities list", type, list)
end
--- Gets an entity list for the level, this allows the Zone to pick objects/actors/...
function _M:getEntitiesList(type)
return self.entities_list[type] or self.perm_entities_list[type]
end
--- Removed, so we remove all entities
function _M:removed()
for i = 0, self.map.w - 1 do for j = 0, self.map.h - 1 do
local z = i + j * self.map.w
if self.map.map[z] then
for _, e in pairs(self.map.map[z]) do
e:removed()
end
end
end end
end
--- Decay the level
-- Decaying means we look on the map for the given type of entities and if we are allowed to we delete them
-- @param what what Map feature to decay (ACTOR, OBJECT, ...)
-- @param check either a boolean or a function, if true the given entity will be decayed
-- @return the number of decayed entities and the total number of such entities remaining
function _M:decay(what, check)
local total, nb = 0, 0
for i = 0, self.map.w - 1 do for j = 0, self.map.h - 1 do
if not self.map.attrs(i, j, "no_decay") then
if what == self.map.OBJECT then
for z = self.map:getObjectTotal(i, j), 1, -1 do
local e = self.map:getObject(i, j, z)
if e and not e.no_decay and util.getval(check, e, i, j) then
print("[DECAY] decaying", e.uid, e.name)
self.map:removeObject(i, j, z)
e:removed()
nb = nb + 1
elseif e then
total = total + 1
end
end
else
local e = self.map(i, j, what)
if e and not e.no_decay and util.getval(check, e, i, j) then
print("[DECAY] decaying", e.uid, e.name)
if self:hasEntity(e) then
self:removeEntity(e)
else
self.map:remove(i, j, what)
end
e:removed()
nb = nb + 1
elseif e then
total = total + 1
end
end
end
end end
return nb, total
end
--- Pick a random spot matching the given filter
function _M:pickSpot(filter)
local list = {}
for i, spot in ipairs(self.spots) do
if not filter or game.zone:checkFilter(spot, filter) then list[#list+1] = spot end
--- Pick a random spot matching the given filter and remove it
function _M:pickSpotRemove(filter)
local list = {}
for i, spot in ipairs(self.spots) do
if not filter or game.zone:checkFilter(spot, filter) then list[#list+1] = {spot=spot, idx=i} end
end
local s = rng.table(list)
if not s then return end
table.remove(self.spots, s.idx)
return s.spot
end