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Location: games/Awakening/battlefield.lua - annotation

silverwing
0.9.1
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_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;