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--note nuvie direction values aren't the same as the original it uses the following scheme
--701
--6 2
--543
DIR_NORTH = 0
DIR_EAST = 1
DIR_SOUTH = 2
DIR_WEST = 3
DIR_NORTHEAST = 4
DIR_SOUTHEAST = 5
DIR_SOUTHWEST = 6
DIR_NORTHWEST = 7
DIR_NONE = 8
UI_STYLE_ORIG = 0
UI_STYLE_NEW = 1
UI_STYLE_ORIG_PLUS_CUTOFF_MAP = 2
UI_STYLE_ORIG_PLUS_FULL_MAP = 3
STACK_OBJECT_QTY = true
movement_offset_x_tbl = {0, 1, 1, 1, 0, -1, -1, -1}
movement_offset_y_tbl = {-1, -1, 0, 1, 1, 1, 0, -1 }
if not setfenv then -- Lua 5.2
-- based on http://lua-users.org/lists/lua-l/2010-06/msg00314.html
-- this assumes f is a function
local function findenv(f)
local level = 1
repeat
local name, value = debug.getupvalue(f, level)
if name == '_ENV' then return level, value end
level = level + 1
until name == nil
return nil
end
getfenv = function (f) return(select(2, findenv(f)) or _G) end
setfenv = function (f, t)
local level = findenv(f)
if level then debug.setupvalue(f, level, t) end
return f
end
end
function get_target()
local loc = coroutine.yield("target")
return loc
end
function get_direction(prompt)
if prompt ~= nil then
print(prompt)
end
local dir = coroutine.yield("dir")
return dir
end
function really_get_direction(prompt)
if prompt ~= nil then
print(prompt)
end
local dir = coroutine.yield("need_dir")
return dir
end
function direction_string(dir)
if dir ~= nil then
if dir == DIR_NORTH then return "north" end
if dir == DIR_NORTHEAST then return "northeast" end
if dir == DIR_EAST then return "east" end
if dir == DIR_SOUTHEAST then return "southeast" end
if dir == DIR_SOUTH then return "south" end
if dir == DIR_SOUTHWEST then return "southwest" end
if dir == DIR_WEST then return "west" end
if dir == DIR_NORTHWEST then return "northwest" end
end
return "unknown"
end
local dir_rev_tbl =
{
[DIR_NORTH] = DIR_SOUTH,
[DIR_NORTHEAST] = DIR_SOUTHWEST,
[DIR_EAST] = DIR_WEST,
[DIR_SOUTHEAST] = DIR_NORTHWEST,
[DIR_SOUTH] = DIR_NORTH,
[DIR_SOUTHWEST] = DIR_NORTHEAST,
[DIR_WEST] = DIR_EAST,
[DIR_NORTHWEST] = DIR_SOUTHEAST
}
function direction_reverse(dir) return dir_rev_tbl[dir] end
local g_dir_offset_tbl =
{
[DIR_NORTH] = {["x"]=0, ["y"]=-1},
[DIR_NORTHEAST] = {["x"]=1, ["y"]=-1},
[DIR_EAST] = {["x"]=1, ["y"]=0},
[DIR_SOUTHEAST] = {["x"]=1, ["y"]=1},
[DIR_SOUTH] = {["x"]=0, ["y"]=1},
[DIR_SOUTHWEST] = {["x"]=-1, ["y"]=1},
[DIR_WEST] = {["x"]=-1, ["y"]=0},
[DIR_NORTHWEST] = {["x"]=-1, ["y"]=-1},
[DIR_NONE] = {["x"]=0, ["y"]=0}
}
function direction_get_loc(dir, from_x, from_y)
return g_dir_offset_tbl[dir].x + from_x, g_dir_offset_tbl[dir].y + from_y
end
function abs(val)
if val < 0 then
return -val
end
return val
end
--collect Yes/No input from user and return true if Yes selected. false otherwise.
function input_should_proceed()
local input = input_select("yn", true)
print("\n")
if input == nil or input == "N" or input == "n" then
return false
end
return true
end
function play_midgame_sequence(seq_num)
local ui_style = game_get_ui_style()
canvas_show()
canvas_hide_all_sprites()
canvas_set_opacity(0xff);
canvas_set_update_interval(25)
canvas_rotate_game_palette(true)
local bg = sprite_new(nil, 8, 16, true)
local avatar = sprite_new(nil, 8, 16, false)
local text_sprite
--local text_sprite_bg
if ui_style == UI_STYLE_ORIG then
canvas_set_solid_bg(false)
else
--[[
text_sprite_bg = sprite_new(nil, 8, 160, true)
text_sprite_bg.text_align = 2
text_sprite_bg.text_color = 14
--]]
text_sprite = sprite_new(nil, 8, 160, true)
text_sprite.text_align = 2
text_sprite.text_color = 15
bg.x = 80
bg.y = 12
avatar.x = 80
avatar.y = 12
end
local midgame_data = midgame_load("midgame"..string.format("%x", seq_num)..".lzc")
local i = 0
local data = midgame_data[i]
while data ~= nil do
bg.image = data.images[0]
if data.images[1] ~= nil then
local gender = player_get_gender()
avatar.image = data.images[1+gender]
avatar.visible = true
else
avatar.visible = false
end
local j = 0
local text = data.text[j]
while text ~= nil do
if text ~= "*END*" then
if ui_style == UI_STYLE_ORIG then
clear_scroll()
print(text)
else
text_sprite.text = text
--text_sprite_bg.text = text
end
local input = nil
while input == nil do
canvas_update()
input = input_poll()
if input ~= nil then
break
end
end
end
j = j + 1
text = data.text[j]
end
i = i + 1
data = midgame_data[i]
end
if ui_style == UI_STYLE_ORIG then
clear_scroll()
end
canvas_set_solid_bg(true)
canvas_rotate_game_palette(false)
canvas_hide()
end
function get_wrapped_dist(pt1, pt2)
local diff
if pt2 >= pt1 then
diff = pt2 - pt1
else
diff = pt1 - pt2
end
if diff > 512 then
diff = 1024 - diff
end
return diff
end
function get_anim_index_for_tile(tile_number)
local total_anims = anim_get_number_of_entries()
for i=0,total_anims-1 do
if anim_get_tile(i) == tile_number then
return i
end
end
return nil
end
function altcode_242_set_actor_talk_flag()
print("NPC: ")
local input = input_select(nil, true)
local actor_num = tonumber(input, 16)
local actor = Actor.get(actor_num)
print("\n"..actor.name.."\n")
print("flags: \n") --FIXME print talk flags
print("\nBit: ")
local bit = input_select_integer(nil, true)
local value = Actor.get_talk_flag(actor, bit)
local value_str = "off"
if value == true then
value_str = "on"
end
print(" is "..value_str..".\n")
print("New value? ")
value = input_select_integer(nil, true)
value_str = "off"
if value == 1 or value == "o" then
value_str = "on"
Actor.set_talk_flag(actor, bit)
else
Actor.clear_talk_flag(actor, bit)
end
print("\n"..value_str.."\n")
end
function altcode_250_create_object()
print("Create Item:\nType:0x")
local input = input_select(nil, true)
local obj_n = tonumber(input, 16)
local obj = Obj.new(obj_n)
local tmp_obj = Obj.new(obj_n+1)
if tmp_obj ~= nil and tmp_obj.tile_num - obj.tile_num > 1 then
print("\nFrame:0x")
input = input_select(nil, true)
obj.frame_n = tonumber(input, 16)
end
print("\nQual:0x")
input = input_select(nil, true)
obj.quality = tonumber(input, 16)
if obj.stackable or create_object_needs_quan(obj_n) then
print("\nQuan:0x")
input = input_select(nil, true)
obj.qty = tonumber(input, 16)
end
Obj.moveToInv(obj, Actor.get(1).actor_num)
print("\n")
end
function altcode_913_export_tmx_map_files()
print("\nExport maps to savedir? ")
if not input_should_proceed() then
return
end
print("saving.\n")
script_wait(1)
if map_export_tmx_files() == true then
print("done.\n\n")
else
print("error!!\n\n")
end
end
function altcode_914_export_tileset()
print("Exporting tileset to \"data/images/tiles/"..config_get_game_type().."/custom_tiles.bmp\" in the savegame directory.\n")
if not tileset_export() then
print("file already exists. Overwrite? ")
if not input_should_proceed() then
return
end
tileset_export(true)
end
print("done.\n\n")
end
function altcode_999_find_objs_on_map()
print("Find Object\nObj_n: ")
local input = input_select(nil, true)
local obj_n = tonumber(input, 10)
if obj_n == nil then
print("Nothing.\n")
return
end
print("\nFrame: ")
input = input_select(nil, true)
local frame_n = tonumber(input, 10)
print("\nQuality: ")
input = input_select(nil, true)
local quality = tonumber(input, 10)
print("\nz: ")
input = input_select(nil, true)
local z = tonumber(input, 10)
if z == nil then
z = 0
end
print("\n")
for obj in find_obj(z, obj_n, frame_n, quality) do
print(string.format("OBJ: (%x,%x,%x)\n", obj.x, obj.y, obj.z))
party_move(obj.x, obj.y, obj.z)
print("continue? ")
input = input_select("yn", false)
print("\n")
if input == "N" or input == "n" then
return
end
end
end
local altcode_tbl = {
[242]=altcode_242_set_actor_talk_flag,
[250]=altcode_250_create_object,
[913]=altcode_913_export_tmx_map_files,
[914]=altcode_914_export_tileset,
[999]=altcode_999_find_objs_on_map,
}
function handle_alt_code(altcode)
local func = altcode_tbl[altcode]
if func ~= nil then
func()
end
end
function get_actor_or_obj_from_loc(location)
local target = map_get_actor(location)
if target == nil then
target = map_get_obj(location)
end
return target
end
--load other common functions
local lua_file = nil
lua_file = nuvie_load("common/lang.lua");
lua_file();
lang_init("game")
lua_file = nuvie_load("common/actor.lua"); lua_file();
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