summary refs log tree commit diff stats
path: root/res/scripts/common.lua
blob: dbc021c7641feda1003b985634cd8d19dc595e77 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
SpeakerType = {
  NONE = 0,
  MAN = 1,
  WOMAN = 2,
  BOY = 3,
  GIRL = 4,
  NONHUMAN = 5
}

Direction = {
  UP = 0,
  UP_RIGHT = 1,
  RIGHT = 2,
  DOWN_RIGHT = 3,
  DOWN = 4,
  DOWN_LEFT = 5,
  LEFT = 6,
  UP_LEFT = 7
}

CharacterState = {
  STILL = 0,
  WALKING = 1,
  CROUCHING = 2,
  RUNNING = 3
}

SpriteLayer = {
  MASK = 0,
  NORMAL = 1,
  ABOVE = 2
}

BehaviourType = {
  NONE = 0,
  WANDER = 1,
  PATH = 2,
  FOLLOW = 3
}

CutsceneOptions = {
  DO_NOT_CHANGE_ANIMATION = 1 -- Prevents player party animation being set to "frozen" at the start of a cutscene or "still" at the end
}

ChangeMapOptions = {
  DO_NOT_FADE         = 1, -- Prevents fading to and from black
  DO_NOT_CHANGE_MUSIC = 2  -- Prevents stopping or starting music as part of the map change
}

PathfindingOptions = {
  CARDINAL_DIRECTIONS_ONLY = 1
}

gamestate = {}

--- Yields until the specified amount of time has passed.
-- @param time in milliseconds
function Delay(time)
  while time > 0 do
    time = time - coroutine.yield()
  end
end

--- Starts a cutscene.
-- This takes care of showing the cutscene bars, as well as halting character
-- movement. It does not block. See CutsceneOptions for modifiers.
function StartCutscene(options)
  options = options or 0

  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.controllable = false
  character():halt(playerId)

  if (options & CutsceneOptions.DO_NOT_CHANGE_ANIMATION == 0) then
    SetPartyAnimation(playerId, "frozen")
  end

  message():displayCutsceneBars()

  local allSprites = getAllSprites()
  for k,v in pairs(allSprites) do
    getSprite(v).paused = true
  end
end

--- Queues a message for display.
-- Non-blocking! If you want to block until the message has been fully
-- revealed, use WaitForEndOfMessage().
-- @param msg the text of the message
-- @param name the name of the character speaking (leave blank to not show a character name)
-- @param type the SpeakerType for the character, which determines which beep sound is played, if any
function DisplayMessage(msg, name, type)
  message():displayMessage(msg, name, type)
end

--- Queues a choice prompt for the player.
-- This should be called after DisplayMessage(), as it is not valid for a choice
-- prompt to be the first line of the text box. This also does not block. You
-- should use WaitForEndOfMessage() after this.
-- @param one the text of the first option
-- @param two the text of the second option
function ShowChoice(one, two)
  message():showChoice(one, two)
end

--- Gets the result of the last choice prompt.
-- @return 0 for the left choice, 1 for the right choice
function GetChoiceSelection()
  return message():getChoiceSelection()
end

--- Yields until all queued messages / choice prompts have been dismissed.
-- This does not hide the cutscene bars, nor does it wait for them to hide.
function WaitForEndOfMessage()
  while (message().isMessageActive) do
    coroutine.yield()
  end
end

--- Hides the cutscene bars.
-- This also re-enables player movement. See CutsceneOptions for modifiers.
function HideCutsceneBars(options)
  options = options or 0

  WaitForEndOfMessage()
  message():hideCutsceneBars()

  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.controllable = true

  if (options & CutsceneOptions.DO_NOT_CHANGE_ANIMATION == 0) then
    SetPartyAnimation(playerId, "still")
  end

  local allSprites = getAllSprites()
  for k,v in pairs(allSprites) do
    getSprite(v).paused = false
  end
end

--- Unpauses a sprite's movement.
-- Use this during cutscenes to allow the sprite's movement to be controlled
-- either by the InputSystem or the BehaviourSystem.
function UnpauseSprite(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.paused = false
end

--- Re-pauses a sprite's movement.
-- Use this after UnpauseSprite() when you are done moving the sprite.
function PauseSprite(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.paused = true
end

function GetPosition(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  return sprite.loc
end

function SetPosition(spriteName, x, y)
  local spriteId = getSpriteByAlias(spriteName)
  transform():moveSprite(spriteId, vec2i.new(x, y))
end

--- Moves a sprite to the specified warp point.
function MoveSpriteToWarp(spriteName, warp)
  local spriteId = getSpriteByAlias(spriteName)
  local warpPos = getMap():getWarpPoint(warp)
  transform():moveSprite(spriteId, warpPos)
end

function SetDirection(spriteName, dir)
  local spriteId = getSpriteByAlias(spriteName)
  animation():setSpriteDirection(spriteId, dir)
end

function SetAnimation(spriteName, animName)
  local spriteId = getSpriteByAlias(spriteName)
  animation():setSpriteAnimation(spriteId, animName)
end

function WaitForAnimation(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  repeat
    coroutine.yield()
  until sprite.animFinished
end

function Halt(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  character():halt(spriteId)
end

function PlaySound(filename)
  mixer():playSound("../res/sfx/" .. filename)
end

function LoopSound(filename)
  return mixer():loopSound("../res/sfx/" .. filename)
end

function StopSound(soundId)
  mixer():stopChannel(soundId)
end

function FadeToBlack(length)
  effect():fadeScreen(length, 1.0)
  repeat
    coroutine.yield()
  until effect():isScreenFadeComplete()
end

function RemoveFadeout(length)
  effect():fadeScreen(length, 0.0)
  repeat
    coroutine.yield()
  until effect():isScreenFadeComplete()
end

function FadeMap(length, amount)
  effect():fadeMap(length, amount)
end

function WaitForMapFade()
  while not effect():isMapFadeComplete() do
    coroutine.yield()
  end
end

function ShakeCamera(period)
  effect():shakeCamera(period)
end

function StopShakingCamera()
  effect():stopShakingCamera()
end

function PanToSprite(spriteName, length)
  local spriteId = getSpriteByAlias(spriteName)
  camera():panToSprite(spriteId, length)
end

function WaitForPan()
  while camera():isPanning() do
    coroutine.yield()
  end
end

function CameraFollowSprite(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  camera():setFollowingSprite(spriteId)
  camera():unlockCamera()
end

function ReturnCamera(length)
  local playerId = getPlayerSprite()
  camera():panToSprite(playerId, length)

  while camera():isPanning() do
    coroutine.yield()
  end

  camera():setFollowingSprite(playerId)
  camera():unlockCamera()
end

function SetPartyDirection(spriteId, direction)
  animation():setSpriteDirection(spriteId, direction)

  local sprite = getSprite(spriteId)

  for i=1,#sprite.followers do
    animation():setSpriteDirection(sprite.followers[i], direction)
  end
end

function SetPartyAnimation(spriteId, animName)
  animation():setSpriteAnimation(spriteId, animName)

  local sprite = getSprite(spriteId)

  for i=1,#sprite.followers do
    animation():setSpriteAnimation(sprite.followers[i], animName)
  end
end

function ChangeMap(map, warp, options)
  options = options or 0

  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  local direction = playerSprite.dir

  DisablePlayerControl()
  if (options & ChangeMapOptions.DO_NOT_FADE == 0) then
    FadeToBlack(150)
  end
  loadMap(map)
  character():transplantParty(playerId, getMap():getWarpPoint(warp), direction)

  if (options & ChangeMapOptions.DO_NOT_CHANGE_MUSIC == 0) then
    if (mixer():isPlayingMusic() and not getMap():hasMusic()) then
      mixer():fadeoutMusic(150)
    elseif (getMap():hasMusic() and (not mixer():isPlayingMusic() or not (mixer():getPlayingTrack() == getMap():getMusic()))) then
      mixer():playMusic(getMap():getMusic(), 150)
    end
  end

  coroutine.yield()
  if (options & ChangeMapOptions.DO_NOT_FADE == 0) then
    RemoveFadeout(150)
  end
  EnablePlayerControl()
end

function CreateAnimatedSpriteAtPosition(alias, character, x, y, animName, direction, layer)
  local spriteId = emplaceSprite(alias)
  transform():initSprite(spriteId, x, y, layer)
  animation():initSprite(spriteId, "../res/sprites/" .. character .. "_anim.txt")
  animation():setSpriteDirection(spriteId, direction)
  animation():setSpriteAnimation(spriteId, animName)
end

function CreateAnimatedSpriteAtWarpPoint(alias, character, warp, animName, direction, layer)
  local spriteId = emplaceSprite(alias)
  local loc = getMap():getWarpPoint(warp)
  transform():initSprite(spriteId, loc:x(), loc:y(), layer)
  animation():initSprite(spriteId, "../res/sprites/" .. character .. "_anim.txt")
  animation():setSpriteDirection(spriteId, direction)
  animation():setSpriteAnimation(spriteId, animName)
end

function DestroyNamedSprite(alias)
  local spriteId = getSpriteByAlias(alias)
  destroySprite(spriteId)
end

function AliasForSpriteExpression(spriteName)
  return "expression (" .. spriteName .. ")"
end

function ShowExpression(spriteName, expression)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  local animFrame = sprite:getCurrentFrame()
  local x = sprite.loc:x()
  local y = sprite.loc:y() - animFrame.center:y()

  CreateAnimatedSpriteAtPosition(AliasForSpriteExpression(spriteName), "expression", x, y, expression, Direction.DOWN, SpriteLayer.ABOVE)
end

function RemoveExpression(spriteName)
  DestroyNamedSprite(AliasForSpriteExpression(spriteName))
end

--- Turns on clipping for the player.
-- This allows walking through solid objects. For debug only!
function StartClipping()
  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.clipping = true
end

--- Turns off clipping for the player.
-- For debug only!
function StopClipping()
  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.clipping = false
end

--- Turns off crouching (and thus running) for the player.
function PreventCrouching()
  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.cantCrouch = true
end

--- Undoes the effect of PreventCrouching().
function AllowCrouching()
  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.cantCrouch = false
end

--- Makes a sprite start bobbing up and down (for underwater).
-- This only applies when the sprite is on a normal medium (so, not on ladders).
function StartBobbing(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.bobsWhenNormal = true
end

--- Makes a sprite stop bobbing up and down.
function StopBobbing(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.bobsWhenNormal = false
end

--- Sets the animation slowdown for a sprite.
-- @param spriteName the alias of the sprite to modify
-- @param amount the number of animation frames needed to advance the sprite's animation (1 means the effect is disabled)
function SetAnimationSlowdown(spriteName, amount)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.animSlowdown = amount
end

--- Removes the enclosure zone for the specified sprite.
-- This allows the sprite to move outside of the confines of the zone.
function RemoveEnclosureZone(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.enclosureZone = ""
end

--- Set a sprite on a path to the specified location.
function DirectSpriteToLocation(spriteName, warpPoint, options)
  options = options or 0

  local spriteId = getSpriteByAlias(spriteName)
  local dest = getMap():getWarpPoint(warpPoint)

  behaviour():directSpriteToLocation(spriteId, dest, options)
end

--- Blocks until the specified sprite has completed their path.
function WaitForSpritePath(spriteName)
  local spriteId = getSpriteByAlias(spriteName)

  while (behaviour():isFollowingPath(spriteId)) do
    coroutine.yield()
  end
end

--- Sets a sprite to wander.
function StartWandering(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.behaviourType = BehaviourType.WANDER
end

--- Turns off the sprite's behaviour.
function DisableBehaviour(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.behaviourType = BehaviourType.NONE
end

--- Directs a sprite to start following a target sprite.
function FollowSprite(spriteName, targetName)
  local spriteId = getSpriteByAlias(spriteName)
  local targetId = getSpriteByAlias(targetName)
  local sprite = getSprite(spriteId)
  sprite.followSpriteId = targetId
  sprite.behaviourType = BehaviourType.FOLLOW
end

--- Makes a sprite stop following whatever sprite it was following.
function StopFollowingSprite(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.followSpriteId = -1
  sprite.behaviourType = BehaviourType.NONE
end

--- Fades out the currently playing music.
-- This does not block. If you want it to block, call Delay for the same amount
-- of time.
-- @param length the fadeout time in milliseconds
function FadeoutMusic(length)
  mixer():fadeoutMusic(length)
end

--- Plays the specified track.
-- @param song the name of the song to play
-- @param length the time in milliseconds to fade in. if left blank, the track starts immediately
function PlayMusic(song, length)
  length = length or 0

  mixer():playMusic(song, length)
end

--- Makes the player sprite non-controllable.
function DisablePlayerControl()
  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.controllable = false
end

--- Makes the player sprite controllable again.
function EnablePlayerControl()
  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.controllable = true
end

--- Makes the specified sprite face toward the †arget sprite.
-- This version of the function uses any of the eight directions.
-- @param spriteName the name of the sprite to change the direction of
-- @param targetName the name of the sprite to face toward
function FaceTowardSprite(spriteName, targetName)
  local spriteId = getSpriteByAlias(spriteName)
  local targetId = getSpriteByAlias(targetName)
  local sprite = getSprite(spriteId)
  local target = getSprite(targetId)
  local diff = vec2i.new(target.loc:x() - sprite.loc:x(), target.loc:y() - sprite.loc:y())
  local dir = directionFacingPoint(diff)

  SetDirection(spriteName, dir)
end

--- Makes the specified sprite's entire party face toward the †arget sprite.
-- This version of the function uses any of the eight directions.
-- @param spriteName the name of the sprite to change the direction of
-- @param targetName the name of the sprite to face toward
function FacePartyTowardSprite(spriteName, targetName)
  FaceTowardSprite(spriteName, targetName)

  local sprite = getSprite(getSpriteByAlias(spriteName))

  for i=1,#sprite.followers do
    local follower = getSprite(sprite.followers[i])
    FaceTowardSprite(follower.alias, targetName)
  end
end

--- Makes the specified sprite face toward the †arget sprite.
-- This version of the function uses the closest cardinal direction.
-- @param spriteName the name of the sprite to change the direction of
-- @param targetName the name of the sprite to face toward
function FaceTowardSpriteCardinally(spriteName, targetName)
  local spriteId = getSpriteByAlias(spriteName)
  local targetId = getSpriteByAlias(targetName)
  local sprite = getSprite(spriteId)
  local target = getSprite(targetId)
  local diff = vec2i.new(target.loc:x() - sprite.loc:x(), target.loc:y() - sprite.loc:y())
  local dir = cardinalDirectionFacingPoint(diff)

  SetDirection(spriteName, dir)
end

--- Detaches the sprite's followers and erases their following trails.
function BreakUpParty(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  character():breakUpParty(spriteId)
end

--- Makes the specified sprite solid.
-- This means that other sprites will be blocked if they collide with this one.
function MakeSpriteSolid(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.solid = true
end

--- Makes the specified sprite not solid.
-- This means that other sprites will not be blocked if they collide with this
-- one.
function MakeSpriteNotSolid(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.solid = false
end

--- Sets the sprite's movement speed.
-- As a reference: 1 is slow (good for NPCs), 2 is Lucas's default walking speed
function SetMovementSpeed(spriteName, speed)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.movementSpeed = speed
end

--- Performs the beginning of the exit area transition.
-- This does the circle effect and plays the sound effect. The circle effect
-- then gets removed and replaced with a screen fade.
function ExitAreaTransition()
  DisablePlayerControl()
  --character():halt(getPlayerSprite())
  coroutine.yield()
  PlaySound("exit_area.wav")
  FadeoutMusic(679)
  effect():circleTransition(679, 1.0)
  while not effect():isCircleTransitionComplete() do
    coroutine.yield()
  end
  character():halt(getPlayerSprite())
  FadeToBlack(1)
  effect():circleTransition(1, 0.0)
  Delay(1000)
end

--- Checks whether a sprite is in a zone.
-- @param spriteName the name of the sprite to locate
-- @param zoneName the name of the zone on the current map to use as a boundary
function IsSpriteInZone(spriteName, zoneName)
  local pos = GetPosition(spriteName)
  local zone = getMap():getZone(zoneName)

  return (pos:x() >= zone.ul:x()) and (pos:x() <= zone.dr:x()) and (pos:y() >= zone.ul:y()) and (pos:y() <= zone.dr:y())
end