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author | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2012-03-11 18:16:16 +0100 |
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committer | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2012-03-11 19:27:32 +0100 |
commit | 5ff34fd2458dff28d664c90fb93f455231f8633c (patch) | |
tree | 533151e5f3002c1e24ce4d44e5cd32c66c026b51 /example/scripts/maps/desert.lua | |
parent | b822dcee52d15d41c4186a250e73b85b16c9dc39 (diff) | |
download | manaserv-5ff34fd2458dff28d664c90fb93f455231f8633c.tar.gz manaserv-5ff34fd2458dff28d664c90fb93f455231f8633c.tar.bz2 manaserv-5ff34fd2458dff28d664c90fb93f455231f8633c.tar.xz manaserv-5ff34fd2458dff28d664c90fb93f455231f8633c.zip |
Register Lua script API functions into the global namespace
Scripts mostly execute the Mana script API, and it seems like just
unnecessary verbosity to refer to the 'mana' table all the time. This table
no longer exists now.
Reviewed-by: Erik Schilling
Diffstat (limited to 'example/scripts/maps/desert.lua')
-rw-r--r-- | example/scripts/maps/desert.lua | 80 |
1 files changed, 40 insertions, 40 deletions
diff --git a/example/scripts/maps/desert.lua b/example/scripts/maps/desert.lua index 5f61bd53..96518ac9 100644 --- a/example/scripts/maps/desert.lua +++ b/example/scripts/maps/desert.lua @@ -14,32 +14,32 @@ require "scripts/npcs/shaker" atinit(function() -- Barber examples - mana.npc_create("Barber Twin", 1, GENDER_MALE, 14 * TILESIZE + TILESIZE / 2, 9 * TILESIZE + TILESIZE / 2, Barber) - mana.npc_create("Barber Twin", 1, GENDER_MALE, 20 * TILESIZE + TILESIZE / 2, 11 * TILESIZE + TILESIZE / 2, npclib.talk(Barber, {14, 15, 16}, {})) + npc_create("Barber Twin", 1, GENDER_MALE, 14 * TILESIZE + TILESIZE / 2, 9 * TILESIZE + TILESIZE / 2, Barber) + npc_create("Barber Twin", 1, GENDER_MALE, 20 * TILESIZE + TILESIZE / 2, 11 * TILESIZE + TILESIZE / 2, npclib.talk(Barber, {14, 15, 16}, {})) -- A simple banker - mana.npc_create("Banker", 8, GENDER_MALE, 35 * TILESIZE + TILESIZE / 2, 24 * TILESIZE + TILESIZE / 2, Banker) + npc_create("Banker", 8, GENDER_MALE, 35 * TILESIZE + TILESIZE / 2, 24 * TILESIZE + TILESIZE / 2, Banker) -- A simple merchant. merchant_buy_table = { {"Candy", 10, 20}, {"Regenerative trinket", 10, 30}, {"Minor health potion", 10, 50}, {11, 10, 60}, {12, 10, 40} } merchant_sell_table = { {"Candy", 10, 19}, {"Sword", 10, 30}, {"Bow", 10, 200}, {"Leather shirt", 10, 300} } - mana.npc_create("Merchant", 3, GENDER_MALE, 4 * TILESIZE + TILESIZE / 2, 16 * TILESIZE + TILESIZE / 2, npclib.talk(Merchant, merchant_buy_table, merchant_sell_table)) + npc_create("Merchant", 3, GENDER_MALE, 4 * TILESIZE + TILESIZE / 2, 16 * TILESIZE + TILESIZE / 2, npclib.talk(Merchant, merchant_buy_table, merchant_sell_table)) -- Another Merchant, selling some equipment, and buying everything... smith_buy_table = { {"Sword", 10, 50}, {7, 10, 70}, {10, 10, 20} } - mana.npc_create("Smith", 5, GENDER_MALE, 15 * TILESIZE + TILESIZE / 2, 16 * TILESIZE + TILESIZE / 2, npclib.talk(Smith, smith_buy_table)) + npc_create("Smith", 5, GENDER_MALE, 15 * TILESIZE + TILESIZE / 2, 16 * TILESIZE + TILESIZE / 2, npclib.talk(Smith, smith_buy_table)) -- The most simple NPC - Welcoming new ones around. - mana.npc_create("Harmony", 11, GENDER_FEMALE, 4 * TILESIZE + TILESIZE / 2, 25 * TILESIZE + TILESIZE / 2, npclib.talk(Harmony, "Welcome in the template world!\nI hope you'll find here whatever you were searching for.", "Do look around to find some interesting things coming along!"), Harmony_update) + npc_create("Harmony", 11, GENDER_FEMALE, 4 * TILESIZE + TILESIZE / 2, 25 * TILESIZE + TILESIZE / 2, npclib.talk(Harmony, "Welcome in the template world!\nI hope you'll find here whatever you were searching for.", "Do look around to find some interesting things coming along!"), Harmony_update) -- Creates a Monster an let it talk for testing purpose. - mana.npc_create("Tamer", 9, GENDER_UNSPECIFIED, 28 * TILESIZE + TILESIZE / 2, 21 * TILESIZE + TILESIZE / 2, Tamer) + npc_create("Tamer", 9, GENDER_UNSPECIFIED, 28 * TILESIZE + TILESIZE / 2, 21 * TILESIZE + TILESIZE / 2, Tamer) end) function Smith(npc, ch, list) - local sword_count = mana.chr_inv_count(ch, true, true, "Sword") + local sword_count = chr_inv_count(ch, true, true, "Sword") if sword_count > 0 then - mana.npc_message(npc, ch, "Ah! I can see you already have a sword.") + npc_message(npc, ch, "Ah! I can see you already have a sword.") end Merchant(npc, ch, list) end @@ -48,23 +48,23 @@ function possessions_table(npc, ch) local item_message = "Inventory:".. "\nSlot id, item id, item name, amount:".. "\n----------------------" - local inventory_table = mana.chr_get_inventory(ch) + local inventory_table = chr_get_inventory(ch) for i = 1, #inventory_table do item_message = item_message.."\n"..inventory_table[i].slot..", " ..inventory_table[i].id..", "..inventory_table[i].name..", " ..inventory_table[i].amount end - mana.npc_message(npc, ch, item_message) + npc_message(npc, ch, item_message) item_message = "Equipment:".. "\nSlot id, item id, item name:".. "\n----------------------" - local equipment_table = mana.chr_get_equipment(ch) + local equipment_table = chr_get_equipment(ch) for i = 1, #equipment_table do item_message = item_message.."\n"..equipment_table[i].slot..", " ..equipment_table[i].id..", "..equipment_table[i].name end - mana.npc_message(npc, ch, item_message) + npc_message(npc, ch, item_message) end @@ -73,30 +73,30 @@ harmony_have_talked_to_someone = false function Harmony(npc, ch, list) -- Say all the messages in the messages list. for i = 1, #list do - mana.npc_message(npc, ch, list[i]) + npc_message(npc, ch, list[i]) end --- Give the player 100 units of money the first time. if harmony_have_talked_to_someone == false then - mana.npc_message(npc, ch, "Here is some money for you to find some toys to play with.\nEh Eh!") - mana.chr_money_change(ch, 100) - mana.npc_message(npc, ch, string.format("You now have %d shiny coins!", mana.chr_money(ch))) + npc_message(npc, ch, "Here is some money for you to find some toys to play with.\nEh Eh!") + chr_money_change(ch, 100) + npc_message(npc, ch, string.format("You now have %d shiny coins!", chr_money(ch))) harmony_have_talked_to_someone = true - mana.npc_message(npc, ch, string.format("Try to come back with a better level than %i.", mana.chr_get_level(ch))) + npc_message(npc, ch, string.format("Try to come back with a better level than %i.", chr_get_level(ch))) else - mana.npc_message(npc, ch, "Let me see what you've got so far... Don't be afraid!") - mana.effect_create(EMOTE_WINK, npc) + npc_message(npc, ch, "Let me see what you've got so far... Don't be afraid!") + effect_create(EMOTE_WINK, npc) possessions_table(npc, ch) end - mana.npc_message(npc, ch, "Have fun!") - mana.effect_create(EMOTE_HAPPY, npc) + npc_message(npc, ch, "Have fun!") + effect_create(EMOTE_HAPPY, npc) -- Make Harmony disappear for a while... with a small earthquake effect! - local shakeX = mana.posX(npc) - local shakeY = mana.posY(npc) - mana.npc_disable(npc) + local shakeX = posX(npc) + local shakeY = posY(npc) + npc_disable(npc) tremor(shakeX, shakeY, 300) -- 20 seconds later, Harmony comes back - schedule_in(20, function() mana.npc_enable(npc) end) + schedule_in(20, function() npc_enable(npc) end) schedule_in(20, function() tremor(shakeX, shakeY, 300) end) end @@ -108,35 +108,35 @@ function Harmony_update(npc) harmony_tick_count = harmony_tick_count + 1 if harmony_tick_count > 100 then harmony_tick_count = 0 - mana.being_say(npc, "Hey! You're new! Come here...") + being_say(npc, "Hey! You're new! Come here...") end end end function Tamer(npc, ch, list) - mana.being_say(npc, string.format("You have %s Sword(s).", - mana.chr_inv_count(ch, true, true, "Sword"))) - mana.being_say(npc, string.format("You are %s pixel away.", - mana.get_distance(npc, ch))) - mana.being_say(npc, "I will now spawn a monster for your training session.") + being_say(npc, string.format("You have %s Sword(s).", + chr_inv_count(ch, true, true, "Sword"))) + being_say(npc, string.format("You are %s pixel away.", + get_distance(npc, ch))) + being_say(npc, "I will now spawn a monster for your training session.") -- Remove monsters in the area - for i, b in ipairs(mana.get_beings_in_rectangle(mana.posX(npc) - 3 * TILESIZE, - mana.posY(npc) - 3 * TILESIZE, + for i, b in ipairs(get_beings_in_rectangle(posX(npc) - 3 * TILESIZE, + posY(npc) - 3 * TILESIZE, 6 * TILESIZE, 6 * TILESIZE)) do - if mana.being_type(b) == TYPE_MONSTER then - mana.monster_remove(b) + if being_type(b) == TYPE_MONSTER then + monster_remove(b) end end - local m1 = mana.monster_create("Maggot", mana.posX(ch), mana.posY(ch)) - mana.monster_change_anger(m1, ch, 100) + local m1 = monster_create("Maggot", posX(ch), posY(ch)) + monster_change_anger(m1, ch, 100) -- (The following is not safe, since the being might have been removed by -- the time this function gets executed (especially with the above code)) -- --schedule_in(0.5, function() - -- mana.being_say(m1, "Roaaarrrr!!!") - -- mana.monster_change_anger(m1, ch, 100) + -- being_say(m1, "Roaaarrrr!!!") + -- monster_change_anger(m1, ch, 100) -- end) end |