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This commit is contained in:
2026-02-02 04:50:13 +01:00
commit 5b11698731
22592 changed files with 7677434 additions and 0 deletions

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ALIGNMENT_DEFAULT = 0
ALIGNMENT_NEUTRAL = 1
ALIGNMENT_EVIL = 2
ALIGNMENT_GOOD = 3
ALIGNMENT_CHAOTIC = 4
HEAD = 0
NECK = 1
BODY = 2
ARM = 3
ARM_2 = 4
HAND = 5
HAND_2 = 6
FOOT = 7
g_combat_range_tbl = {
0, 1, 2, 3, 4, 5, 6, 7,
1, 1, 2, 3, 4, 5, 6, 7,
2, 2, 2, 3, 4, 5, 6, 7,
3, 3, 3, 4, 5, 6, 7, 7,
4, 4, 4, 5, 6, 7, 7, 8,
5, 5, 5, 6, 7, 7, 8, 8,
6, 6, 6, 7, 7, 8, 8, 8,
7, 7, 7, 7, 8, 8, 8, 8}
function get_combat_range(absx, absy)
if absx < 8 and absy < 8 then
return g_combat_range_tbl[absx * 8 + absy + 1]
end
return 9
end
function get_weapon_range(obj_n)
local range = g_range_weapon_tbl[obj_n]
if range == nil then
return 1
end
return range
end
function actor_randomise_stat(base_stat)
local tmp = math.floor(base_stat/2)
if tmp == 0 then
return base_stat
end
return math.random(0, tmp) + math.random(0, tmp) + base_stat - tmp
end
function actor_is_holding_obj(actor, obj_n)
local hand
hand = Actor.inv_get_readied_obj_n(actor, HAND)
if hand == obj_n then
return true
end
hand = Actor.inv_get_readied_obj_n(actor, HAND_2)
if hand == obj_n then
return true
end
return false
end
function actor_has_free_arm(actor)
if Actor.inv_get_readied_obj_n(actor, ARM) == -1
or Actor.inv_get_readied_obj_n(actor, ARM_2) == -1 then
return true
end
return false
end
function actor_find_max_xy_distance(actor, x, y)
x, y = abs(actor.x - x), abs(actor.y - y)
return (x > y) and x or y
end
function actor_find_max_wrapped_xy_distance(actor, x, y)
x, y = get_wrapped_dist(actor.x, x), get_wrapped_dist(actor.y, y)
return (x > y) and x or y
end
function actor_get_combat_range(actor, target_x, target_y)
--FIXME might need to adjust the src position for multi-tile actors.
x, y = get_wrapped_dist(actor.x, target_x), get_wrapped_dist(actor.y, target_y)
return get_combat_range(x, y)
end
function subtract_map_movement_pts(actor)
local points = map_get_impedence(actor.x, actor.y, actor.z, false) + 5
subtract_movement_pts(actor, points)
end
function actor_move_towards_loc(actor, map_x, map_y)
--dgb("move actor "..actor.name.." from ("..actor.x..","..actor.y..") towards ("..map_x..","..map_y..") ")
local var_2 = (word_30A6B == 1) and 0 or 1
local var_6 = 1
local diff_x = map_x - actor.x
local diff_y = map_y - actor.y
if (diff_x == 0 and diff_y == 0) or actor.wt == WT_STATIONARY then subtract_movement_pts(actor, 5) return 0 end
local x_direction, y_direction
if diff_x ~= 0 then
x_direction = (diff_x >= 0) and DIR_EAST or DIR_WEST
else
x_direction = (math.random(0, 1) == 0) and DIR_WEST or DIR_EAST
end
if diff_y ~= 0 then
y_direction = (diff_y >= 0) and DIR_SOUTH or DIR_NORTH
else
y_direction = (math.random(0, 1) == 0) and DIR_SOUTH or DIR_NORTH
end
unk_30A72 = 0
local var_4
if abs(diff_x) >= 4 or abs(diff_y) >= 4 then
var_4 = (math.random(1, abs(diff_x) + abs(diff_y)) <= abs(diff_x)) and 1 or 0
else
if abs(diff_x) > abs(diff_y) then
var_4 = 0
else
if abs(diff_x) < abs(diff_y) then
var_4 = 1
else
var_4 = math.random(0, 1)
end
end
--var_4 = (abs(diff_x) >= abs(diff_y) or abs(diff_x) ~= abs(diff_y) or math.random(0, 1) == 0) and 0 or 1
end
----dgb("var_4 = "..var_4.."\n")
if var_4 == 0 then
if actor_move(actor, x_direction, var_2) == 0 then
if actor_move_diagonal(actor, x_direction, y_direction) == 0 then
if actor_move(actor, y_direction, var_2) == 0 then
if math.random(0, 1) ~= 0 or actor_move(actor, (y_direction == DIR_NORTH) and DIR_SOUTH or DIR_NORTH, 1) == 0 then
subtract_map_movement_pts(actor)
var_6 = 0 --didn't move anywhere
end
end
end
end
else
if actor_move(actor, y_direction, var_2) == 0 then
if actor_move_diagonal(actor, x_direction, y_direction) == 0 then
if actor_move(actor, x_direction, var_2) == 0 then
if math.random(0, 1) ~= 0 or actor_move(actor, (x_direction == DIR_EAST) and DIR_WEST or DIR_EAST, 1) == 0 then
subtract_map_movement_pts(actor)
var_6 = 0 --didn't move anywhere
end
end
end
end
end
unk_30A72 = 1
----dgb("var_6 = "..var_6)
--dgb(" now at ("..actor.x..","..actor.y..") dir="..actor.direction.."\n")
return var_6
end
function toss_actor(actor, from_x, from_y, from_z, arg_0)
local random = math.random
local player_loc = player_get_location()
for i=1,8 do
local new_x = random(1, 4) + random(1, 4) + from_x - 5
local new_y = random(1, 4) + random(1, 4) + from_y - 5
if arg_0 == 0
or player_loc.x - 5 > new_x or player_loc.x + 5 < new_x or player_loc.y - 5 > new_y or player_loc.y + 5 < new_y then
if Actor.move(actor, new_x, new_y, from_z) == true then return true end
end
end
return false
end
function actor_has_bad_alignment(actor)
return actor.wt == ALIGNMENT_EVIL or actor.wt == ALIGNMENT_CHAOTIC
end

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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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-- input value constants
MOUSE_CLICK = 0
MOUSE_MOTION = 1
SDLK_BACKSPACE = 8
SDLK_RETURN = 13
SDLK_ESCAPE = 27
SDLK_SPACE = 32
SDLK_a = 97
SDLK_b = 98
SDLK_c = 99
SDLK_g = 103
SDLK_i = 105
SDLK_j = 106
SDLK_q = 113
SDLK_r = 114
SDLK_s = 115
SDLK_t = 116
SDLK_KP2 = 258
SDLK_KP4 = 260
SDLK_KP6 = 262
SDLK_KP8 = 264
SDLK_KP_ENTER = 271
SDLK_UP = 82 + 1073741824
SDLK_DOWN = 81 + 1073741824
SDLK_RIGHT = 79 + 1073741824
SDLK_LEFT = 80 + 1073741824
function trim_string(s)
return s:match'^%s*(.*%S)' or ''
end
function wait_for_input()
local input = nil
while input == nil do
canvas_update()
input = input_poll()
if input ~= nil then
break
end
end
return input
end
local g_should_exit = false
function clear_should_exit_flag()
g_should_exit = false
end
function should_exit()
return g_should_exit
end
function poll_for_input()
input = input_poll()
if input ~= nil then
if input == SDLK_ESCAPE then
g_should_exit = true
end
end
if engine_should_quit() == 1 then
g_should_exit = true
end
return input
end
function poll_for_key_or_button(cycles)
local input
if engine_should_quit() == 1 then
g_should_exit = true
return true
end
if cycles == nil then
input = input_poll()
if input ~= nil then
if input == SDLK_ESCAPE then
g_should_exit = true
end
return true
end
else
local i
for i=0,cycles,1 do
local input = input_poll()
if input ~= nil then
if input == SDLK_ESCAPE then
g_should_exit = true
end
return true
end
if engine_should_quit() == 1 then
g_should_exit = true
return true
end
canvas_update()
end
end
return false
end
function poll_for_esc(cycles)
local input
if cycles == nil then
input = input_poll()
if input ~= nil and input == SDLK_ESCAPE then
return true
end
if engine_should_quit() == 1 then
return true
end
else
local i
for i=0,cycles,1 do
local input = input_poll()
if input ~= nil and input == SDLK_ESCAPE then
return true
end
if engine_should_quit() == 1 then
return true
end
canvas_update()
end
end
return false
end
function fade_in(speed)
if speed == nil then
speed = 3
end
local i
for i=0x0,0xff,speed do
canvas_set_opacity(i)
canvas_update()
if engine_should_quit() == 1 then
return false
end
end
return false
end
function fade_out(speed)
if speed == nil then
speed = 3
end
local i
for i=0xff,0,-speed do
canvas_set_opacity(i)
canvas_update()
if engine_should_quit() == 1 then
return false
end
end
return false
end
function update_players(players, img_tbl)
local rand = math.random
players[1].image = img_tbl[1][rand(0,12)]
players[2].image = img_tbl[2][rand(0,8)]
players[3].image = img_tbl[3][rand(0,2)]
players[4].image = img_tbl[4][rand(0,6)]
players[5].image = img_tbl[5][rand(0,4)]
players[6].image = img_tbl[6][rand(0,2)]
players[7].image = img_tbl[7][rand(0,4)]
players[8].image = img_tbl[8][rand(0,4)]
players[9].image = img_tbl[9][rand(0,3)]
end
function create_player_sprite(image, x, y)
local sprite = sprite_new(image, x, y, true)
sprite.clip_x = 0
sprite.clip_y = 0
sprite.clip_w = 320
sprite.clip_h = 152
return sprite
end
function create_sprite(image, x, y)
local sprite = sprite_new(image, x, y, true)
sprite.clip_x = 0
sprite.clip_y = 24
sprite.clip_w = 320
sprite.clip_h = 128
return sprite
end
function create_firework(img_tbl)
local rand = math.random
local colour = rand(0,2)
local exp = {create_sprite(img_tbl[11][8*colour], rand(0,319), rand(0,127)), colour, 0}
return exp
end
function fireworks_update(exp_tbl, img_tbl)
local exp_finished = 0
local k,v
for k,v in pairs(exp_tbl) do
if v[3] == 7 then
v[1].visible = false
table.remove(exp_tbl, k)
exp_finished = exp_finished + 1
else
v[3] = v[3] + 1
v[1].image = img_tbl[11][8*v[2]+v[3]]
end
end
return exp_finished
end
function fireworks(img_tbl, logo)
local rand = math.random
local exp_tbl = {}
local exp_count = 0
local i
for i=0,125 do
if exp_count < 5 then
if rand(0,5) == 0 then
local exp = create_firework(img_tbl)
table.insert(exp_tbl, exp)
exp_count = exp_count + 1
sprite_move_to_front(logo)
play_sfx(12, false)
end
end
local num_finished = fireworks_update(exp_tbl, img_tbl)
exp_count = exp_count - num_finished
poll_for_esc(1)
end
--wait for remaining explosions to finish
while exp_count > 0 do
local num_finished = fireworks_update(exp_tbl, img_tbl)
exp_count = exp_count - num_finished
poll_for_esc(1)
end
poll_for_esc(10)
-- create final 30 explosions.
for i=1,30 do
local exp = create_firework(img_tbl)
table.insert(exp_tbl, exp)
exp_count = exp_count + 1
end
while exp_count > 0 do
local num_finished = fireworks_update(exp_tbl, img_tbl)
exp_count = exp_count - num_finished
poll_for_esc(1)
end
end
function display_image_table(img_tbl, x, y)
if x == nil then
x = 160
end
if y == nil then
y = 100
end
local sprite = sprite_new(nil, x, y, true)
local text_sprite = sprite_new(nil, 100, 180, true)
local i = 0
for k,v in pairs(img_tbl) do
if type(v) == "table" then
local j = 0
for l,m in pairs(v) do
local img = image_new(50,20)
text_sprite.image = img
image_print(img, "("..k..","..l..")", 0, 50, 0, 8, 0x6)
sprite.image = m
wait_for_input()
j = j + 1
end
else
local img = image_new(50,20)
text_sprite.image = img
image_print(img, "("..k..",x)", 0, 50, 0, 8, 0x6)
sprite.image = v
wait_for_input()
end
i = i + 1
end
end
function about_martian_dreams()
canvas_hide_all_sprites()
local bg = sprite_new(image_load("mars.lzc", 0), 0, 24, true)
local text_tbl = text_load("scenetxt.lzc", 4)
music_play("mdd_mus.lzc", 8)
local sprites = {}
local i
for i=0,81 do
local s = sprite_new(nil, 11, 153 + i * 14, true)
s.text_color = 6
s.text = text_tbl[i]
table.insert(sprites, s)
s = sprite_new(nil, 12, 152 + i * 14, true)
s.text_color = 14
s.text = text_tbl[i]
table.insert(sprites, s)
end
--black bars for the top and bottom of the screen.
--These hide the text as it is scrolling in and out.
sprite_new(image_new(220, 24, 0), 0, 0, true)
sprite_new(image_new(220, 48, 0), 0, 152, true)
--scroll the text up the screen
for i=0,90*14 do
local j
for j=1,82*2 do
sprites[j].y = sprites[j].y - 1
end
poll_for_key_or_button(2)
if should_exit() then
fade_out()
return
end
end
music_stop()
fade_out()
end

View File

@@ -0,0 +1,58 @@
local lang
local lang_en
local game_type = config_get_game_type()
local lang_selected = config_get_language()
function lang_init(lang_type)
if lang_type ~= "intro" then
lang_type = "game"
end
lang_en = nuvie_load(string.lower(game_type).."/lang/en/"..lang_type..".lua")
if lang_en == nil then
lang_en = {}
else
lang_en = lang_en()
end
if lang_selected ~= "en" then
lang = nuvie_load(string.lower(game_type).."/lang/"..lang_selected.."/"..lang_type..".lua")
if lang == nil then
lang = lang_en
else
lang = lang()
end
else
lang = lang_en
end
end
function i18n(code)
local str = lang[code]
if str == nil then
str = lang_en[code]
end
if str == nil then
str = code
end
return str;
end
function i18nf(code, ...)
return string.format(i18n(code), ...)
end
function printnl(code)
print("\n"..i18n(code))
end
function printl(code)
print(i18n(code))
end
function printfl(code, ...)
print(i18nf(code, ...))
end