wesnoth/data/lua/wml/items.lua
Anonymissimus 6f7e76cbac introduce [item]redraw=yes|no (def yes) parameter
This allows WML/lua authors to optionally skip [item]'s implicit redraw
call. shadowmaster was experiencing some negative
visual effects due to this.
2012-04-09 19:48:51 +00:00

110 lines
2.8 KiB
Lua

local helper = wesnoth.require "lua/helper.lua"
local wml_actions = wesnoth.wml_actions
local game_events = wesnoth.game_events
local scenario_items = {}
local function add_overlay(x, y, cfg)
wesnoth.add_tile_overlay(x, y, cfg)
local items = scenario_items[x * 10000 + y]
if not items then
items = {}
scenario_items[x * 10000 + y] = items
end
table.insert(items, { x = x, y = y, image = cfg.image, halo = cfg.halo, team_name = cfg.team_name, visible_in_fog = cfg.visible_in_fog, redraw = cfg.redraw })
end
local function remove_overlay(x, y, name)
local items = scenario_items[x * 10000 + y]
if not items then return end
wesnoth.remove_tile_overlay(x, y, name)
if name then
for i = #items,1,-1 do
local item = items[i]
if item.image == name or item.halo == name then
table.remove(items, i)
end
end
end
if not name or #items == 0 then
scenario_items[x * 10000 + y] = nil
end
end
local old_on_save = game_events.on_save
function game_events.on_save()
local custom_cfg = old_on_save()
for i,v in pairs(scenario_items) do
for j,w in ipairs(v) do
table.insert(custom_cfg, { "item", w })
end
end
return custom_cfg
end
local old_on_load = game_events.on_load
function game_events.on_load(cfg)
local i = 1
while i <= #cfg do
local v = cfg[i]
if v[1] == "item" then
local v2 = v[2]
add_overlay(v2.x, v2.y, v2)
table.remove(cfg, i)
else
i = i + 1
end
end
old_on_load(cfg)
end
function wml_actions.item(cfg)
local locs = wesnoth.get_locations(cfg)
cfg = helper.parsed(cfg)
if not cfg.image and not cfg.halo then
helper.wml_error "[item] missing required image= and halo= attributes."
end
for i, loc in ipairs(locs) do
add_overlay(loc[1], loc[2], cfg)
end
local redraw = cfg.redraw
if redraw == nil then redraw = true end
if redraw then wml_actions.redraw {} end
end
function wml_actions.remove_item(cfg)
local locs = wesnoth.get_locations(cfg)
for i, loc in ipairs(locs) do
remove_overlay(loc[1], loc[2], cfg.image)
end
end
function wml_actions.store_items(cfg)
local variable = cfg.variable or "items"
variable = tostring(variable) or helper.wml_error("invalid variable= in [store_items]")
wesnoth.set_variable(variable)
local index = 0
for i, loc in ipairs(wesnoth.get_locations(cfg)) do
--ugly workaround for the lack of the "continue" statement in lua
repeat
local items = scenario_items[loc[1] * 10000 + loc[2]]
if not items then break end
for j, item in ipairs(items) do
wesnoth.set_variable(string.format("%s[%u]", variable, index), item)
index = index + 1
end
until true
end
end
local methods = { remove = remove_overlay }
function methods.place_image(x, y, name)
add_overlay(x, y, { x = x, y = y, image = name })
end
function methods.place_halo(x, y, name)
add_overlay(x, y, { x = x, y = y, halo = name })
end
return methods