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{ This file is a part of Rising Force Roguelike, the roguelike game.
Copyright (C) 2010 Konovod Andrey (kipar@front.ru).
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see http://www.gnu.org/licenses/
}
unit uTerritories;
{$mode objfpc}{$H+}
interface
uses
Classes, SysUtils, IniFiles, Math, uClass, uData, MyToken, uTerrains;
type
{ TTerritory }
TTerritory = class(TMap)
PortalClose, PortalFlicker, PortalX, PortalY: integer;
Portal, DeadPortal: TTerrain;
NMonsters, NGuards: integer;
Monsters, Guards: array[1..20] of TMonster;
Boss: TMonster;
procedure BlinkPortal;
procedure RW; override;
procedure ProcessTime(DeltaTime: integer); override;
procedure LoadMap(aMapName: string); override;
end;
{ TKey }
TKey = class(TItem)
TerrName: string;
NMonsters, NGuards: integer;
Monsters, Guards: array[1..20] of TMonster;
Boss: TMonster;
MinLevel, MaxLevel: integer;
StartX, StartY: integer;
procedure AssignTemplate(aTemplate: TDataObject); override;
procedure ReadFromFile(INIF: TCustomIniFile; Section: string); override;
procedure RW; override;
function MyHero: THero;
function DoUse: boolean; override;
function MaxStack: integer; override;
end;
{ TReturnTeleport }
TReturnTeleport = class(TTeleport)
function GetTarget: string; override;
function GetTargetLocation: string; override;
end;
{ TTerrMonster }
TTerrMonster = class(TMonster)
procedure DropLoot; override;
class function NeedOwnList: boolean; override;
end;
implementation
uses uRWFile, uText, unilog, uMain, uChoice, uGenerators;
{ TTerritory }
procedure TTerritory.BlinkPortal;
begin
PortalFlicker := Game.TickCounter + 5 * 60 * 1000;
if PortalX > 0 then
Surface[PortalX, PortalY] := DeadPortal;
repeat
PortalX := Random(MapSize) + 1;
PortalY := Random(MapSize) + 1;
until not (tfStopPlayer in Surface[PortalX, PortalY].Flags);
Portal.Pic.Bg := Surface[PortalX, PortalY].Pic.Bg;
Surface[PortalX, PortalY] := Portal;
end;
procedure TTerritory.RW;
var
TL: TTemplateList;
begin
inherited RW;
{Выделить в процедуру}
if IsWrite then
TL := GetTemplates(TDataClass(Portal.ClassType));
RWIndex(TL, AllTemplates);
RWIndexStr(Portal, TL.Templates);
if IsWrite then
TL := GetTemplates(TDataClass(DeadPortal.ClassType));
RWIndex(TL, AllTemplates);
RWIndexStr(DeadPortal, TL.Templates);
end;
procedure TTerritory.ProcessTime(DeltaTime: integer);
var
aX, aY: integer;
M: TMonster;
begin
inherited ProcessTime(DeltaTime);
{Проверка таймаута}
if PortalClose < Game.TickCounter then
begin
fmText.ShowText(Game.MainPlayer,
'Портал исчез! Остаться здесь навсегда... Это хуже смерти.',
True);
Game.MainPlayer.Die;
exit;
end
else if PortalClose < Game.TickCounter + 60 * 1000 then
Log(1, Format(
'{clRed:До закрытия портала осталось %d секунд!}',
[(PortalClose - Game.TickCounter) div 1000]));
{Телепорт портала}
if PortalFlicker < Game.TickCounter then
begin
Log(1, '{clYellow:Портала изменил свое положение!}');
BlinkPortal;
end
else if PortalFlicker < Game.TickCounter + 30 * 1000 then
begin
if LightMap[PortalX, PortalY] >= lsLight then
Log(1, '{clYellow:Расположение портала нестабильно!}');
end;
{Свой спаун монстров}
if NMonsters > 0 then
begin
aX := Random(MAPSIZE - 1) + 1;
aY := Random(MAPSIZE - 1) + 1;
M := Monsters[Random(NMonsters) + 1];
if (M <> nil) and (FindUnit(aX, aY) = nil) and
Surface[aX, aY].CanPass(M, aX, aY, False) then
TUnitClass(M.ClassType).Create(Self, aX, aY, M);
end;
end;
procedure TTerritory.LoadMap(aMapName: string);
begin
inherited LoadMap(aMapName);
{хранить бы в файле...}
DeadPortal := TTerrain(FindAnyTemplate(TTerrain, 'wdDeadPortal'));
Portal := TTerrain(FindAnyTemplate(TTerrain, 'wdPortal'));
Persistant := False;
SpawnLevel := 0;
MaxSpawn := 0;
PortalClose := Game.TickCounter + 20 * 60 * 1000;
PortalX := -1;
PortalY := -1;
BlinkPortal;
end;
{ TReturnTeleport }
function TReturnTeleport.GetTarget: string;
begin
Result := Game.MainPlayer.SafeLevel;
end;
function TReturnTeleport.GetTargetLocation: string;
begin
Result := Game.MapByString(Game.MainPlayer.SafeLevel).InSlots[Portal];
end;
{ TKey }
procedure TKey.AssignTemplate(aTemplate: TDataObject);
var
I: integer;
begin
inherited AssignTemplate(aTemplate);
with TKey(aTemplate) do
begin
Self.TerrName := TerrName;
Self.NMonsters := NMonsters;
for I := 1 to NMonsters do
Self.Monsters[I] := Monsters[I];
Self.NGuards := NGuards;
for I := 1 to NGuards do
Self.Guards[I] := Guards[I];
Self.Boss := Boss;
Self.MinLevel := MinLevel;
Self.MaxLevel := MaxLevel;
Self.StartX := StartX;
Self.StartY := StartY;
end;
end;
procedure TKey.ReadFromFile(INIF: TCustomIniFile; Section: string);
var
s: string;
begin
inherited ReadFromFile(INIF, Section);
TerrName := INIF.ReadString(Section, 'Map', '');
Boss := TMonster(FindAnyTemplate(TMonster, INIF.ReadString(Section,
'Boss', ''), False));
s := Trim(INIF.ReadString(Section, 'Monsters', ''));
NMonsters := 0;
while s <> '' do
begin
Inc(NMonsters);
Monsters[NMonsters] := TMonster(FindAnyTemplate(TMonster, TokenStrS(s, ',')));
end;
s := Trim(INIF.ReadString(Section, 'Guards', ''));
NGuards := 0;
while s <> '' do
begin
Inc(NGuards);
Guards[NGuards] := TMonster(FindAnyTemplate(TMonster, TokenStrS(s, ',')));
end;
MinLevel := INIF.ReadInteger(Section, 'MinLevel', 0);
MaxLevel := INIF.ReadInteger(Section, 'MaxLevel', 50);
StartX := INIF.ReadInteger(Section, 'StartX', 1);
StartY := INIF.ReadInteger(Section, 'StartY', 1);
end;
procedure TKey.RW;
var
I: integer;
begin
inherited RW;
RWString(TerrName);
RWInteger(NMonsters);
for I := 1 to NMonsters do
RWIndexStr(Monsters[I], GetTemplates(TMonster).Templates);
RWInteger(NGuards);
for I := 1 to NGuards do
RWIndexStr(Guards[I], GetTemplates(TMonster).Templates);
RWIndexStr(Boss, GetTemplates(TMonster).Templates);
RWInteger(MinLevel);
RWInteger(MaxLevel);
RWInteger(StartX);
RWInteger(StartY);
end;
function TKey.MyHero: THero;
begin
Result := THero(Owner);
end;
function TKey.DoUse: boolean;
var
M: TTerritory;
i: integer;
begin
if MyHero.InBattleMode then
begin
Log(1, '{clYellow:Этот предмет нельзя использовать в боевом режиме}');
exit;
end;
if not InRange(MyHero.XP.Level, MinLevel, MaxLevel) then
begin
Log(1,
'{clYellow:Этот предмет не может быть использован на вашем уровне}');
exit;
end;
if (MyHero.Party <> nil) and (MyHero.Party.Leader <> MyHero) then
begin
Log(1,
'{clYellow:Этот предмет должен быть использован лидером группы}');
exit;
end;
M := TTerritory.Create(Game);
{Неочевидно! в процедуру...}
Game.Maps.Add(M);
M.LoadMap(TerrName);
M.NMonsters := NMonsters;
for I := 1 to NMonsters do
M.Monsters[I] := Monsters[I];
M.NGuards := NGuards;
for I := 1 to NGuards do
M.Guards[I] := Guards[I];
M.Boss := Boss;
if MyHero.Party <> nil then
MyHero.Party.WarpToMap(M, StartX, StartY)
else
MyHero.PlaceToMap(M, StartX, StartY, True);
fmText.ShowText(Game.MainPlayer,
'Ключ перенес вас в другое измерение! ' +
CRLF + 'Чтобы выбраться отсюда нужно срочно найти портал возврата. ' + 'Если портал закроется, вернутся на Новус будет невозможно.',
True);
Result := Consume;
end;
function TKey.MaxStack: integer;
begin
Result := 99;
end;
{ TTerrMonster }
procedure TTerrMonster.DropLoot;
var
aX, aY, I, NTries: integer;
It: TItem;
begin
for I := 1 to DropRate div 2 + random(DropRate + 1) do
begin
if I > 1 then
begin
NTries := 0;
if not Map.RandomPassableTerrain(Self, X, Y, 1, aX, aY) then
begin
aX := X;
aY := Y;
end;
end
else
begin
aX := X;
aY := Y;
end;
It := TItem(JustGenItem('GenWDLoot', DropLevel, True, @LootOK));
if It = nil then
continue;
if random < 0.999 then
It.Illusion := True;
It.Place(Map, aX, aY);
end;
end;
class function TTerrMonster.NeedOwnList: boolean;
begin
Result := False;
end;
initialization
TKey.RegisterSelf;
TReturnTeleport.RegisterSelf;
TTerrMonster.RegisterSelf;
end.