Tutorial: spellcasting
Add some basic spellcasting stuff to the tutorial: read a spellbook, cast a spell. If the hero doesn't have enough energy, just adds a note saying so. Remove/restore the known spells when entering/leaving the tutorial.
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@@ -32,10 +32,10 @@ des.level_flags("mazelevel", "noflip",
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des.map([[
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---------------------------------------------------------------------------
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|-.--|.......|......|..S....|.F.......|.............|.....................|
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|-.--|.......|......|..S....|.F.......|.............|.......|.............|
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|.-..........|......|--|....|.F.....|.|S-------.....|.....................|
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||.--|.......|..T......|....|.F.....|.|.......|.....|.....................|
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||.|.|.......|......|-.|....|.F.....|.|.......|.....|.....................|
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||.--|.......|..T......|....|.F.....|.|.......|.....|.......|.............|
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||.|.|.......|......|-.|....|.F.....|.|.......|.....|--------.............|
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||.|.|.......|......||.|-.-----------.-.......|-S----.....................|
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|-+-S---------..---.||........................|...|.......................|
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|......| |.-------------------.......|...|....--S----............|
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@@ -302,6 +302,21 @@ des.object({ id = "boulder", coord = {72,16} });
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des.object({ id = "boulder", coord = {73,16} });
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des.trap({ type = "trap door", coord = { 73,15 } });
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--
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des.engraving({ coord = { 60,2 }, type = "engrave", text = "Spellcasting", degrade = false });
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if (u.uenmax < 5) then
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-- TODO: make sure hero has enough Pw to cast the spell (5 pw) instead?
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-- TODO: ensure the first cast of this spell succeeds?
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des.engraving({ coord = { 59,2 }, type = "engrave", text = "Unfortunately you don't have enough energy to cast spells.", degrade = false });
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end
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des.engraving({ coord = { 57,2 }, type = "engrave", text = "Pick up the spellbook with '" .. tut_key("pickup") .. "'", degrade = false });
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des.object({ coord = { 57,2 }, id = "spellbook of light", buc = "blessed" });
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des.engraving({ coord = { 55,2 }, type = "engrave", text = "Read the spellbook with '" .. tut_key("read") .. "'", degrade = false });
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des.engraving({ coord = { 53,2 }, type = "engrave", text = "Use '" .. tut_key("cast") .. "' to cast a spell", degrade = false });
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des.region(selection.area(53,01, 59, 3), "unlit");
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----------------
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-- entering and leaving tutorial _branch_ now handled by core
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@@ -423,6 +423,7 @@ struct instance_globals_g {
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long gmst_moves;
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struct obj *gmst_invent;
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genericptr_t *gmst_ubak, *gmst_disco, *gmst_mvitals;
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struct spell gmst_spl_book[MAXSPELL + 1];
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/* pline.c */
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struct gamelog_line *gamelog;
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@@ -372,6 +372,7 @@ static const struct instance_globals_g g_init_g = {
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0L, /* gmst_moves */
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NULL, /* gmst_invent */
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NULL, NULL, NULL, /* gmst_ubak, gmst_disco, gmst_mvitals */
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{ DUMMY }, /* gmst_spl_book */
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/* pline.c */
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UNDEFINED_PTR, /* gamelog */
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/* region.c */
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@@ -1695,6 +1695,7 @@ nhl_gamestate(lua_State *L)
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init_uhunger();
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free_tutorial(); /* release gg.gmst_XYZ */
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gg.gmst_stored = FALSE;
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(void) memcpy(svs.spl_book, gg.gmst_spl_book, sizeof svs.spl_book);
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} else if (!reststate && !gg.gmst_stored) {
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/* store game state */
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gg.gmst_moves = svm.moves;
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@@ -1715,6 +1716,8 @@ nhl_gamestate(lua_State *L)
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gg.gmst_mvitals = (genericptr_t) alloc(sizeof svm.mvitals);
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(void) memcpy(gg.gmst_mvitals, (genericptr_t) &svm.mvitals,
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sizeof svm.mvitals);
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(void) memcpy(gg.gmst_spl_book, svs.spl_book, sizeof svs.spl_book);
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(void) memset(svs.spl_book, 0, sizeof(svs.spl_book));
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gg.gmst_stored = TRUE;
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} else {
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impossible("nhl_gamestate: inconsistent state (%s vs %s)",
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