
This allows WML/lua authors to optionally skip [item]'s implicit redraw call. shadowmaster was experiencing some negative visual effects due to this.
110 lines
2.8 KiB
Lua
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
|