422 lines
15 KiB
Lua
422 lines
15 KiB
Lua
local SAVE_GAME_BANK = 6
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local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
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local SAVE_GAME_MAGIC_VALUE = 0xCA
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local SAVE_GAME_PLAYER_X_ADDRESS = 1
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local SAVE_GAME_PLAYER_Y_ADDRESS = 2
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local SAVE_GAME_PLAYER_VX_ADDRESS = 3
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local SAVE_GAME_PLAYER_VY_ADDRESS = 4
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local SAVE_GAME_selectS_ADDRESS = 5
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local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
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local VX_VY_OFFSET = 128 -- Offset for negative velocities
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-- Helper for deep copying tables
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local function clone_table(t)
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local copy = {}
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for k, v in pairs(t) do
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if type(v) == "table" then
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copy[k] = clone_table(v)
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else
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copy[k] = v
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end
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end
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return copy
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end
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-- This function returns a table containing only the initial *data* for Context
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local function get_initial_data()
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return {
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active_window = WINDOW_SPLASH,
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intro = {
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y = Config.screen.height,
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speed = 0.5,
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text = "Norman Reds’ everyday life\nseems ordinary: work,\nmeetings, coffee, and\nendless notifications.\nBut beneath the surface\n— within him, or around\nhim — something is\nconstantly building, and\nit soon becomes clear\nthat there is more going\non than meets the eye."
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},
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current_screen = 1,
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splash_timer = Config.timing.splash_duration,
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dialog = {
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text = "",
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menu_items = {},
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selected_menu_item = 1,
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active_entity = nil,
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showing_description = false,
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current_node_key = nil
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},
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player = {
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sprite_id = Config.player.sprite_id
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},
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ground = {
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x = 0,
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y = Config.screen.height,
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w = Config.screen.width,
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h = 8
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},
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menu_items = {},
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selected_menu_item = 1,
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game_in_progress = false, -- New flag
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screens = clone_table({
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{
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-- Screen 1
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name = "Screen 1",
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npcs = {
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{
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name = "Trinity",
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sprite_id = 2,
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dialog = {
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start = {
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text = "Hello, Neo.",
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options = {
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{label = "Who are you?", next_node = "who_are_you"},
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{label = "My name is not Neo.", next_node = "not_neo"},
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{label = "...", next_node = "silent"}
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}
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},
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who_are_you = {
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text = "I am Trinity. I've been looking for you.",
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options = {
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{label = "The famous hacker?", next_node = "famous_hacker"},
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{label = "Why me?", next_node = "why_me"}
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}
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},
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not_neo = {
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text = "I know. But you will be.",
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options = {
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{label = "What are you talking about?", next_node = "who_are_you"}
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}
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},
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silent = {
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text = "You're not much of a talker, are you?",
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options = {
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{label = "I guess not.", next_node = "dialog_end"}
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}
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},
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famous_hacker = {
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text = "The one and only.",
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options = {
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{label = "Wow.", next_node = "dialog_end"}
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}
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},
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why_me = {
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text = "Morpheus believes you are The One.",
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options = {
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{label = "The One?", next_node = "the_one"}
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}
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},
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the_one = {
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text = "The one who will save us all.",
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options = {
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{label = "I'm just a programmer.", next_node = "dialog_end"}
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}
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},
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dialog_end = {
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text = "We'll talk later.",
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options = {} -- No options, ends conversation
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}
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}
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},
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{
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name = "Oracle",
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sprite_id = 3,
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dialog = {
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start = {
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text = "I know what you're thinking. 'Am I in the right place?'",
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options = {
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{label = "Who are you?", next_node = "who_are_you"},
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{label = "I guess I am.", next_node = "you_are"}
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}
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},
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who_are_are = {
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text = "I'm the Oracle. And you're right on time. Want a cookie?",
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options = {
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{label = "Sure.", next_node = "cookie"},
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{label = "No, thank you.", next_node = "no_cookie"}
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}
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},
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you_are = {
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text = "Of course you are. Sooner or later, everyone comes to see me. Want a cookie?",
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options = {
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{label = "Yes, please.", next_node = "cookie"},
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{label = "I'm good.", next_node = "no_cookie"}
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}
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},
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cookie = {
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text = "Here you go. Now, what's really on your mind?",
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options = {
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{label = "Am I The One?", next_node = "the_one"},
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{label = "What is the Matrix?", next_node = "the_matrix"}
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}
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},
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no_cookie = {
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text = "Suit yourself. Now, what's troubling you?",
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options = {
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{label = "Am I The One?", next_node = "the_one"},
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{label = "What is the Matrix?", next_node = "the_matrix"}
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}
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},
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the_one = {
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text = "Being The One is just like being in love. No one can tell you you're in love, you just know it. Through and through. Balls to bones.",
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options = {
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{label = "So I'm not?", next_node = "dialog_end"}
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}
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},
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the_matrix = {
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text = "The Matrix is a system, Neo. That system is our enemy. But when you're inside, you look around, what do you see? The very minds of the people we are trying to save.",
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options = {
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{label = "I see.", next_node = "dialog_end"}
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}
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},
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dialog_end = {
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text = "You have to understand, most of these people are not ready to be unplugged.",
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options = {}
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}
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}
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}
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},
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items = {
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{
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name = "Key",
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sprite_id = 4,
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desc = "A rusty old key. It might open something."
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}
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}
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},
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{
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-- Screen 2
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name = "Screen 2",
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npcs = {
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{
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name = "Morpheus",
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sprite_id = 5,
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dialog = {
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start = {
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text = "At last. Welcome, Neo. As you no doubt have guessed, I am Morpheus.",
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options = {
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{label = "It's an honor to meet you.", next_node = "honor"},
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{label = "You've been looking for me.", next_node = "looking_for_me"}
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}
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},
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honor = {
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text = "No, the honor is mine.",
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options = {
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{label = "What is this place?", next_node = "what_is_this_place"}
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}
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},
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looking_for_me = {
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text = "I have. For some time.",
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options = {
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{label = "What is this place?", next_node = "what_is_this_place"}
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}
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},
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what_is_this_place = {
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text = "This is the construct. It's our loading program. We can load anything from clothing, to equipment, weapons, training simulations. Anything we need.",
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options = {
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{label = "Right.", next_node = "dialog_end"}
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}
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},
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dialog_end = {
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text = "I've been waiting for you, Neo. We have much to discuss.",
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options = {} -- Ends conversation
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}
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}
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},
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{
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name = "Tank",
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sprite_id = 6,
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dialog = {
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start = {
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text = "Hey, Neo! Welcome to the construct. I'm Tank.",
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options = {
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{label = "Good to meet you.", next_node = "good_to_meet_you"},
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{label = "This place is incredible.", next_node = "incredible"}
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}
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},
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good_to_meet_you = {
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text = "You too! We've been waiting for you. Need anything? Training? Weapons?",
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options = {
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{label = "Training?", next_node = "training"},
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{label = "I'm good for now.", next_node = "dialog_end"}
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}
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},
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incredible = {
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text = "Isn't it? The boss's design. We can load anything we need. What do you want to learn?",
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options = {
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{label = "Show me.", next_node = "training"}
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}
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},
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training = {
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text = "Jujitsu? Kung Fu? How about... all of them?",
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options = {
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{label = "All of them.", next_node = "all_of_them"}
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}
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},
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all_of_them = {
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text = "Operator, load the combat training program.",
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options = {
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{label = "...", next_node = "dialog_end"}
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}
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},
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dialog_end = {
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text = "Just holler if you need anything. Anything at all.",
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options = {}
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}
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}
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}
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},
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items = {
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{
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name = "Potion",
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sprite_id = 7,
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desc = "A glowing red potion. It looks potent."
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}
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}
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},
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{
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-- Screen 3
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name = "Screen 3",
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npcs = {
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{
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name = "Agent Smith",
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sprite_id = 8,
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dialog = {
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start = {
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text = "Mr. Anderson. We've been expecting you.",
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options = {
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{label = "My name is Neo.", next_node = "name_is_neo"},
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{label = "...", next_node = "silent"}
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}
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},
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name_is_neo = {
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text = "Whatever you say. You're here for a reason.",
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options = {
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{label = "What reason?", next_node = "what_reason"}
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}
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},
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silent = {
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text = "The silent type. It doesn't matter. You are an anomaly.",
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options = {
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{label = "What do you want?", next_node = "what_reason"}
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}
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},
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what_reason = {
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text = "To be deleted. The system has no place for your kind.",
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options = {
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{label = "I won't let you.", next_node = "wont_let_you"}
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}
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},
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wont_let_you = {
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text = "You hear that, Mr. Anderson? That is the sound of inevitability.",
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options = {
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{label = "...", next_node = "dialog_end"}
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}
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},
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dialog_end = {
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text = "It is purpose that created us. Purpose that connects us. Purpose that pulls us. That guides us. That drives us. It is purpose that defines. Purpose that binds us.",
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options = {}
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}
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}
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},
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{
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name = "Cypher",
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sprite_id = 9,
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dialog = {
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start = {
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text = "Well, well. The new messiah. Welcome to the real world.",
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options = {
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{label = "You don't seem happy.", next_node = "not_happy"},
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{label = "...", next_node = "silent"}
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}
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},
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not_happy = {
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text = "Happy? Ignorance is bliss, Neo. We've been fighting this war for years. For what?",
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options = {
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{label = "For freedom.", next_node = "freedom"}
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}
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},
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silent = {
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text = "Not a talker, huh? Smart. Less to regret later. Want a drink?",
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options = {
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{label = "Sure.", next_node = "drink"},
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{label = "No thanks.", next_node = "no_drink"}
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}
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},
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drink = {
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text = "Good stuff. The little things you miss, you know? Like a good steak.",
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options = {
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{label = "I guess.", next_node = "dialog_end"}
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}
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},
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no_drink = {
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text = "Your loss. More for me.",
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options = {
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{label = "...", next_node = "dialog_end"}
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}
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},
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freedom = {
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text = "Freedom... right. If Morpheus told you you could fly, would you believe him?",
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options = {
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{label = "He's our leader.", next_node = "dialog_end"}
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}
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},
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dialog_end = {
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text = "Just be careful who you trust.",
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options = {}
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}
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}
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}
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},
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items = {}
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}
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})
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}
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end
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Context = {}
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local function reset_context_to_initial_state()
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local initial_data = get_initial_data()
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-- Clear existing data properties from Context (but not methods)
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for k in pairs(Context) do
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if type(Context[k]) ~= "function" then -- Only clear data, leave functions
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Context[k] = nil
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end
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end
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-- Copy all initial data properties into Context
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for k, v in pairs(initial_data) do
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Context[k] = v
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end
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end
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-- Initially populate Context with data
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reset_context_to_initial_state()
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-- Now define the methods for Context
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function Context.new_game()
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reset_context_to_initial_state()
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Context.game_in_progress = true
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MenuWindow.refresh_menu_items()
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end
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function Context.save_game()
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if not Context.game_in_progress then return end
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mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK)
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mset(Context.current_screen, SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
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end
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function Context.load_game()
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if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
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-- No saved game found, start a new one
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Context.new_game()
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return
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end
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reset_context_to_initial_state() -- Reset data, preserve methods
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Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
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Context.game_in_progress = true
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MenuWindow.refresh_menu_items()
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end |