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Location: games/Awakening/battlefield.lua - annotation
8b56d8cad117
20.7 KiB
text/x-lua
0.9.1
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c1561bd81710 c1561bd81710 c1561bd81710 9da66dccab69 b01351c0d220 b01351c0d220 b01351c0d220 b01351c0d220 b01351c0d220 b01351c0d220 b01351c0d220 9da66dccab69 c1561bd81710 c1561bd81710 c1561bd81710 | _kh.bf_calcWalkDistance = function(s, x1, y1, x2, y2)
local closed = {};
local open = {
{p = {{x1, y1}}, l = 0}
};
while #open > 0 do
local item = table.remove (open, 1);
local node = item.p[#item.p];
local inClosed = false;
for i = 1, #closed do
if (closed[i][1] == node[1] and closed[i][2] == node[2]) then
inClosed = true;
break;
end;
end;
if (not inClosed) then
if (node[1] == x2 and node[2] == y2) then
return item;
end;
table.insert(closed, node);
local pos = 1;
while (#open >= pos and open[pos].l <= item.l) do
pos = pos + 1;
end;
if s:isPassable(node[1], node[2] - 1) or
(node[1] == x2 and node[2] - 1 == y2) then
local p = {};
for i = 1, #item.p do
table.insert(p, item.p[i]);
end;
table.insert(p, {node[1], node[2] - 1});
table.insert(open, pos, {
p = p,
l = item.l + 1
});
end;
if s:isPassable(node[1], node[2] + 1) or
(node[1] == x2 and node[2] + 1 == y2) then
local p = {};
for i = 1, #item.p do
table.insert(p, item.p[i]);
end;
table.insert(p, {node[1], node[2] + 1});
table.insert(open, pos, {
p = p,
l = item.l + 1
});
end;
if s:isPassable(node[1] - 1, node[2]) or
(node[1] - 1 == x2 and node[2] == y2) then
local p = {};
for i = 1, #item.p do
table.insert(p, item.p[i]);
end;
table.insert(p, {node[1] - 1, node[2]});
table.insert(open, pos, {
p = p,
l = item.l + 1
});
end;
if s:isPassable(node[1] + 1, node[2]) or
(node[1] + 1 == x2 and node[2] == y2) then
local p = {};
for i = 1, #item.p do
table.insert(p, item.p[i]);
end;
table.insert(p, {node[1] + 1, node[2]});
table.insert(open, pos, {
p = p,
l = item.l + 1
});
end;
end;
end;
return nil;
end;
_kh.bf_calcShootDistance = function(x1, y1, x2, y2)
--return math.max(math.abs(x2 - x1), math.abs(y2 - y1));
return math.floor(math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)));
end;
_kh.bf_calcDirection = function(x1, y1, x2, y2)
-- 0 - close by, 1-8 - north to north-west clockwise, 9 - too far
local dist = _kh.bf_calcDistance(x1,y1,x2,y2);
if (dist == 0) then
return 0;
elseif (dist == 1) then
if (x1 == x2 and y1 > y2) then
return 1;
elseif (x1 < x2 and y1 > y2) then
return 2;
elseif (x1 < x2 and y1 == y2) then
return 3;
elseif (x1 < x2 and y1 < y2) then
return 4;
elseif (x1 == x2 and y1 < y2) then
return 5;
elseif (x1 > x2 and y1 < y2) then
return 6;
elseif (x1 > x2 and y1 == y2) then
return 7;
elseif (x1 > x2 and y1 > y2) then
return 8;
end;
else
return 9;
end;
end;
hp_indicator = obj {
nam = "hp_indicator";
disp = function(s)
return "Здоровье:" .. pl.hp .. "/10";
end;
};
hp_indicator:disable();
battlefield = function(tab)
local make_turn = tab.make_turn;
tab.showhp = true;
tab.nosave = true;
tab.noautosave = true;
tab.not_follow = true;
tab.battlefield = true;
tab.ui_state = nil;
tab.click = function(s, x, y)
local tx = math.floor(x / 32) + 1;
local ty = math.floor(y / 32) + 1;
if s.ui_state == nil then
-- No tile selected
if s.plX == tx and s.plY == ty then
pr [[Это вы. ]];
if pl.hp > 9 then
pr [[Вы не ранены. ]];
elseif pl.hp > 7 then
pr [[Вы легко ранены. ]];
elseif pl.hp > 3 then
pr [[Вы ранены. ]];
else
pr [[Вы тяжело ранены. ]];
end;
pr [[Нажмите еще раз, чтобы ждать. ]];
s.ui_state = 1;
return;
end;
for i = 1, #s.obj do
if not disabled(s.obj[i]) and (s.obj[i].hp == nil or s.obj[i].hp > 0) then
if (s.obj[i].x == tx and s.obj[i].y == ty) then
pr('Это ' .. s.obj[i].disp);
if s.obj[i].enemy then
pr(', ваш противник. ');
elseif s.obj[i].ally then
pr(', ваш союзник. ');
else
pr('. ');
end;
pr(EngineUtils.getValue(s.obj[i].state, s.obj[i]));
if s.obj[i].enemy and EngineUtils.getValue(s.obj[i].canshoot, s.obj[i]) then
if s.obj[i]:canhit() or (s.obj[i]:canthrust() and have(item_harpoon)) then
s.ui_state = {tx, ty, 'hit', s.obj[i]};
if have(item_harpoon) then
pr('Нажмите еще раз, чтобы ударить гарпуном. ');
else
pr('Нажмите еще раз, чтобы ударить. ');
end;
elseif s:canShoot(s.plX, s.plY, tx, ty) and (have(item_colt) and not s.underwater) or (have(item_harpoon)) then
if have(item_colt) and not s.underwater and item_colt.bullets == 0 then
pr [[Ваш револьвер не заряжен. ]];
elseif have(item_harpoon) and item_harpoon.charge == 0 and s.underwater or not have(item_colt) then
pr [[Ваше ружье не заряжено. ]];
else
s.ui_state = {tx, ty, 'shoot', s.obj[i]};
pr('Нажмите еще раз, чтобы выстрелить. ');
end;
end;
end;
return;
end;
end;
end;
if math.abs(s.plX - tx) + math.abs(s.plY - ty) < 2 then
if not s:isPassable(tx, ty) then
return
end;
s.ui_state = {tx, ty, 'walk'};
pr('Нажмите еще раз, чтобы идти. ');
end;
elseif s.ui_state == 1 then
-- tile selected. Click same tile to confirm action, or elsewhere to cancel
s.ui_state = nil;
if s.plX == tx and s.plY == ty then
p("Вы ждете. ");
here():make_turn();
else
pr [[Действие отменено. ]];
end;
else
if tx == s.ui_state[1] and ty == s.ui_state[2] then
if s.ui_state[3] == 'shoot' then
if have(item_colt) and not s.underwater and item_colt.bullets > 0 then
pr(item_colt:use(s.ui_state[4]));
elseif have(item_harpoon) and item_harpoon.charge > 0 then
pr(item_harpoon:use(s.ui_state[4]));
else
pr [[Если вы видите это сообщение -- это баг. ]];
end;
elseif s.ui_state[3] == 'hit' then
if have(item_harpoon) then
pr(item_harpoon:use(s.ui_state[4]));
else
pr(s.ui_state[4]:act());
end;
elseif s.ui_state[3] == 'walk' then
here().plX = s.ui_state[1];
here().plY = s.ui_state[2];
here():make_turn();
end;
else
pr [[Действие отменено. ]];
end;
s.ui_state = nil;
end;
end;
tab.isPassable = function(s, x, y)
if (x < 1 or x > 7 or y < 1 or y > 7 or tab.map[y][x] > 0) then
return false;
end;
for i = 1, #s.obj do
local obst = EngineUtils.getValue(s.obj[i].obst, s.obj[i]);
if (obst and obst > 0) then
if (s.obj[i].x == x and s.obj[i].y == y) then
return false;
end;
end;
end;
return true;
end;
tab.isShootable = function(s, x, y)
if (x < 1 or x > 7 or y < 1 or y > 7 or tab.map[y][x] > 1) then
return false;
end;
for i = 1, #s.obj do
local obst = EngineUtils.getValue(s.obj[i].obst, s.obj[i]);
if (obst and obst > 1) then
if (s.obj[i].x == x and s.obj[i].y == y) then
return false;
end;
end;
end;
return true;
end;
tab.canShoot = function(s, x1, y1, x2, y2)
local dx = math.abs(x1 - x2);
local dy = math.abs(y1 - y2);
local invx = x1 > x2;
local invy = y1 > y2;
local xc = 0;
local yc = 0;
local error = 0;
if (dx > dy) then
--horizontal line
local y = 0;
for x = 0, dx do
if invx then
xc = x1 - x;
else
xc = x1 + x;
end;
if invy then
yc = y1 - y;
else
yc = y1 + y;
end;
if ((xc ~= x1 or yc ~= y1) and not s:isShootable(xc, yc) and (xc ~= x2 or yc ~= y2)) then
return false;
end;
error = error + dy;
if (2 * error > dx) then
y = y + 1
error = error - dx;
end;
end;
else
--vertical line
local x = 0;
for y = 0, dy do
if invx then
xc = x1 - x;
else
xc = x1 + x;
end;
if invy then
yc = y1 - y;
else
yc = y1 + y;
end;
if ((xc ~= x1 or yc ~= y1) and not s:isShootable(xc, yc) and (xc ~= x2 or yc ~= y2)) then
return false;
end;
error = error + dx;
if (2 * error > dy) then
x = x + 1;
error = error - dy;
end;
end;
end;
return true;
end;
tab.check_walk = function(s)
bf_north:enable();
bf_east:enable();
bf_south:enable();
bf_west:enable();
if (not s:isPassable(s.plX, s.plY - 1)) then
bf_north:disable();
end;
if (not s:isPassable(s.plX, s.plY + 1)) then
bf_south:disable();
end;
if (not s:isPassable(s.plX - 1, s.plY)) then
bf_west:disable();
end;
if (not s:isPassable(s.plX + 1, s.plY)) then
bf_east:disable();
end;
end;
local entered = tab.entered;
tab.entered = function(s)
s:check_walk();
if (type(entered) == 'function') then
return entered(s);
else
return entered;
end;
end;
tab.onreload = function(s)
here():make_turn();
end;
if not tab.check_win then
tab.check_win = function(s)
for i = 1, #s.obj do
if (s.obj[i].enemy and s.obj[i].hp > 0) then
return;
end;
end;
walk(s.win);
end;
end;
tab.make_turn = function(s)
-- A bit peggish but works
pl.x = s.plX;
pl.y = s.plY;
for i = 1, #s.obj do
if (type(s.obj[i].make_turn) == 'function' and s.obj[i].hp > 0) then
s.obj[i]:make_turn();
end;
end;
if (make_turn) then
make_turn(s);
end;
if (pl.hp <= 0) then
walk(s.lose);
end;
s:check_walk();
s:check_win();
end;
tab.getWalkDistance = _kh.bf_calcWalkDistance;
tab.getShootDistance = _kh.bf_calcShootDistance;
tab.getDirection = _kh.bf_calcDirection;
if not tab.wall then
tab.wall = "images/battle_wall.png";
end;
if not tab.obstacle then
tab.obstacle = "images/battle_obstacle.png";
end;
if (not tab.obj) then
tab.obj = {};
end;
if not tab.bcg_pic then
tab.bcg_pic = 'images/battle_bg.png';
end;
if not tab.player_pic then
tab.player_pic = 'images/player.png';
end;
if (not tab.pic) then
tab.pic = function(s)
local v = s.bcg_pic .. ";" .. s.player_pic .. "@" .. tostring(s.plX * 32 - 32) .. "," .. tostring(s.plY * 32 - 32);
for i = 1, #s.obj do
if ((s.obj[i].hp) and (s.obj[i].hp > 0) and not(s.obj[i]:disabled()) and s.obj[i].x and s.obj[i].y) then
if s.obj[i].pic then
local pic = EngineUtils.getValue(s.obj[i].pic, s.obj[i]);
if type(pic) ~= 'table' then
pic = {pic};
end;
for x = 1, #pic do
v = v .. ";" .. pic[x] .. "@" .. tostring(s.obj[i].x * 32 - 32) .. "," .. tostring(s.obj[i].y * 32 - 32);
end;
end;
end;
end;
for i = 1, 7 do
for j = 1, 7 do
if (tab.map[i][j] == 2) then
v = v.. ";" .. tab.wall .. "@" .. tostring(j * 32 - 32) .. "," .. tostring(i * 32 - 32);
elseif (tab.map[i][j] == 1) then
v = v.. ";" .. tab.obstacle .. "@" .. tostring(j * 32 - 32) .. "," .. tostring(i * 32 - 32);
end;
end;
end;
if s.ui_state == nil then
elseif s.ui_state == 1 then
v = v .. ';images/' .. 'wait_cursor.png' .. '@' .. tostring(s.plX * 32 - 32) .. "," .. tostring(s.plY * 32 - 32);
else
v = v .. ';images/' .. s.ui_state[3] .. '_cursor.png' .. '@' .. tostring(s.ui_state[1] * 32 - 32) .. "," .. tostring(s.ui_state[2] * 32 - 32);
end;
return v;
end;
end;
table.insert(tab.obj, 'bf_north');
--table.insert(tab.obj, 'bf_northeast');
table.insert(tab.obj, 'bf_east');
--table.insert(tab.obj, 'bf_southeast');
table.insert(tab.obj, 'bf_south');
--table.insert(tab.obj, 'bf_southwest');
table.insert(tab.obj, 'bf_west');
--table.insert(tab.obj, 'bf_northwest');
table.insert(tab.obj, 'bf_wait');
return room(tab);
end;
bf_north = obj {
nam = "north",
dsc = "{На север}",
act = function(s)
here().plY = here().plY - 1;
p("Вы идете на север");
here():make_turn();
end;
};
bf_east = obj {
nam = "east",
dsc = "{На восток}",
act = function(s)
here().plX = here().plX + 1;
p("Вы идете на восток.");
here():make_turn();
end;
};
bf_south = obj {
nam = "south",
dsc = "{На юг}",
act = function(s)
here().plY = here().plY + 1;
p("Вы идете на юг.");
here():make_turn();
end;
};
bf_west = obj {
nam = "west",
dsc = "{На запад}",
act = function(s)
here().plX = here().plX - 1;
p("Вы идете на запад.");
here():make_turn();
end;
};
bf_wait = obj {
nam = "wait",
dsc = "{Ждать}",
act = function(s)
p("Вы ждете. ");
here():make_turn();
end;
};
combatant = function(tab)
if (tab.canshoot == nil) then
tab.canshoot = function(s)
if not here():canShoot(here().plX, here().plY, s.x, s.y) then
return false, 'Вы не попадете в цель отсюда!';
end;
local dist = math.sqrt((s.x - here().plX) * (s.x - here().plX) + (s.y - here().plY) * (s.y - here().plY));
if tab.ally then
return false, nil;
elseif dist >= 6 then
return false, 'Цель слишком далеко!';
end;
return true;
end;
end;
if (tab.onthrust == nil) then
tab.onthrust = function(s)
local dist = math.sqrt((s.x - here().plX) * (s.x - here().plX) + (s.y - here().plY) * (s.y - here().plY));
if (rnd(4) > dist - 2) then
tab.hp = tab.hp - 2;
if (tab.hp > 0) then
p(tab.thrustHit);
else
if (tab.onkill) then
tab:onkill();
end;
p(tab.thrustKill);
end;
else
p(tab.thrustMiss);
end;
here():make_turn();
end;
end;
if (tab.onshoot == nil) then
tab.onshoot = function(s)
local dist = math.sqrt((s.x - here().plX) * (s.x - here().plX) + (s.y - here().plY) * (s.y - here().plY));
if (rnd(4) > dist - 2) then
if (dist == 0) then
tab.hp = tab.hp - 2;
end;
tab.hp = tab.hp - 1;
if (tab.hp > 0) then
p(tab.shootHit);
else
if (tab.onkill) then
tab:onkill();
end;
p(tab.shootKill);
end;
else
p(tab.shootMiss);
end;
here():make_turn();
end;
end;
if (tab.canthrust == nil) then
tab.canthrust = function(s)
return math.abs(s.x - here().plX) + math.abs(s.y - here().plY) <= 2 and not s.ally;
end;
end;
if (tab.canhit == nil) then
tab.canhit = function(s)
return (math.abs(s.x - here().plX) == 1 and s.y == here().plY or
s.x == here().plX and math.abs(s.y - here().plY) == 1) and not tab.ally;
end;
end;
if (tab.onhit == nil) then
tab.onhit = function(s)
if (math.abs(s.x - here().plX) == 1 and s.y == here().plY or
s.x == here().plX and math.abs(s.y - here().plY) == 1) then
tab.hp = tab.hp - 2;
if (tab.hp > 0) then
p(tab.wpnHit);
else
if (tab.onkill) then
tab:onkill();
end;
p(tab.wpnKill);
end;
here():make_turn();
else
p(tab.wpnFar);
end;
end;
end;
if (not tab.act) then
tab.act = function(s)
if tab.ally then
return tab.nohit;
end;
if (math.abs(s.x - here().plX) == 1 and s.y == here().plY or
s.x == here().plX and math.abs(s.y - here().plY) == 1) then
tab.hp = tab.hp - 1;
if (tab.hp > 0) then
p(tab.handHit);
else
if (tab.onkill) then
tab:onkill();
end;
p(tab.handKill);
end;
here():make_turn();
else
p(tab.handFar);
end;
end;
end;
if (not tab.make_turn) then
tab.make_turn = function(s)
end;
end;
if (not tab.obst) then
tab.obst = function(s)
if (s.hp > 0) then
return 2;
else
return 0;
end;
end;
end;
return obj(tab);
end;
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