fix github issue #1046 - tutorial anomalies
Reported by Noisytoot: going from level tut-1 to tut-2 returned the hero's starting equipment too soon, and exiting the tutorial from tut-2 let the hero keep any equipment acquired within the tutorial. Entering and leaving the tutorial was being handled by lua code in the level description of tut-1 and adding a second level messed that up. I didn't see any way of handing that with level-specific lua code so I made it become the core's responsibility. gotolevel() knows when the hero is moving from one dungeon branch to another so it can recognize entry to or exit from the tutorial easily. While fixing this, prevent #invoke of the Eye of the Aethiopica from offering the tutorial as a candidate destination (was feasible if it had been entered at start of game). Not fixed: levels visited in the tutorial become part of #overview. Show location as "Tutorial:1" instead of "Dlvl:1" on status lines. Only tested with tty; some interfaces handle location themselves and may need their own fixup for this. Fixes #1046
This commit is contained in:
70
src/nhlua.c
70
src/nhlua.c
@@ -1575,46 +1575,57 @@ nhl_callback(lua_State *L)
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static int
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nhl_gamestate(lua_State *L)
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{
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static struct obj *gmst_invent = NULL;
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static long gmst_moves = 0;
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static boolean gmst_stored = FALSE;
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static struct you gmst_ubak;
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long wornmask;
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struct obj *otmp;
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int argc = lua_gettop(L);
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boolean reststate = argc > 0 ? lua_toboolean(L, -1) : FALSE;
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static struct obj *invent = NULL;
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static long moves = 0;
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static boolean stored = FALSE;
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static struct you ubak;
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boolean reststate = (argc > 0) ? lua_toboolean(L, -1) : FALSE;
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debugpline4("gamestate: %d:%d (%c vs %c)", u.uz.dnum, u.uz.dlevel,
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reststate ? 'T' : 'F', gmst_stored ? 't' : 'f');
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if (reststate && gmst_stored) {
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d_level cur_uz = u.uz, cur_uz0 = u.uz0;
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if (reststate && stored) {
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/* restore game state */
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gm.moves = moves;
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gm.moves = gmst_moves;
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gl.lastinvnr = 51;
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while (gi.invent)
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useupall(gi.invent);
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while (invent) {
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struct obj *otmp = invent;
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long wornmask = otmp->owornmask;
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while ((otmp = gmst_invent) != NULL) {
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wornmask = otmp->owornmask;
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otmp->owornmask = 0L;
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extract_nobj(otmp, &invent);
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extract_nobj(otmp, &gmst_invent);
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addinv(otmp);
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if (wornmask)
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setworn(otmp, wornmask);
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}
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u = ubak;
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u = gmst_ubak;
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/* some restored state would confuse the level change in progress */
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u.uz = cur_uz, u.uz0 = cur_uz0;
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init_uhunger();
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stored = FALSE;
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} else {
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gmst_stored = FALSE;
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} else if (!reststate && !gmst_stored) {
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/* store game state */
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while (gi.invent) {
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struct obj *otmp = gi.invent;
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long wornmask = otmp->owornmask;
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while ((otmp = gi.invent) != NULL) {
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wornmask = otmp->owornmask;
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setnotworn(otmp);
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freeinv(otmp);
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otmp->nobj = invent;
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otmp->nobj = gmst_invent;
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otmp->owornmask = wornmask;
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invent = otmp;
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gmst_invent = otmp;
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}
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gl.lastinvnr = 51;
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moves = gm.moves;
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ubak = u;
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stored = TRUE;
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gl.lastinvnr = 51; /* next inv letter to try to use will be 'a' */
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gmst_moves = gm.moves;
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gmst_ubak = u;
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gmst_stored = TRUE;
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} else {
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impossible("nhl_gamestate: inconsistent state (%s vs %s)",
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reststate ? "restore" : "save",
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gmst_stored ? "already stored" : "not stored");
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}
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update_inventory();
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return 0;
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@@ -1622,6 +1633,19 @@ nhl_gamestate(lua_State *L)
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RESTORE_WARNING_UNREACHABLE_CODE
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/* called from gotolevel(do.c) */
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void
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tutorial(boolean entering)
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{
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lua_State *L = gl.luacore;
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/* pass FALSE when entering, to save state; pass TRUE when leaving,
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to restore state */
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lua_pushboolean(L, !entering);
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(void) nhl_gamestate(L);
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lua_pop(L, 1);
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}
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static const struct luaL_Reg nhl_functions[] = {
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{"test", nhl_test},
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