Tips and option to disable them

Adds a more general way to handle gameplay tips, and adds
a boolean option "tips", which can be used to disable all
tips.  Adds a helpful longer message when the game goes
into the "farlook" mode.

Also adds a lua binding to easily show multi-line text
in a menu window.

Breaks save compat.
This commit is contained in:
Pasi Kallinen
2023-02-19 15:44:29 +02:00
parent 80842979aa
commit 5d659cf1f6
16 changed files with 131 additions and 16 deletions

View File

@@ -806,6 +806,8 @@ getpos(coord *ccp, boolean force, const char *goal)
mMoOdDxX[i] = gc.Cmd.spkeys[mMoOdDxX_def[i]];
mMoOdDxX[SIZE(mMoOdDxX_def)] = '\0';
handle_tip(TIP_GETPOS);
if (!goal)
goal = "desired location";
if (Verbose(0, getpos1)) {

View File

@@ -1641,6 +1641,32 @@ u_simple_floortyp(coordxy x, coordxy y)
return ROOM;
}
/* maybe show a helpful gameplay tip? */
void
handle_tip(int tip)
{
if (!flags.tips)
return;
if (tip >= 0 && tip < NUM_TIPS && !gc.context.tips[tip]) {
gc.context.tips[tip] = TRUE;
switch (tip) {
case TIP_ENHANCE:
pline("(Use the #enhance command to advance them.)");
break;
case TIP_SWIM:
pline("(Use '%s' prefix to step in if you really want to.)",
visctrl(cmd_from_func(do_reqmenu)));
break;
case TIP_GETPOS:
l_nhcore_call(NHCORE_GETPOS_TIP);
break;
default:
impossible("Unknown tip in handle_tip(%i)", tip);
}
}
}
/* Is it dangerous for hero to move to x,y due to water or lava? */
static boolean
swim_move_danger(coordxy x, coordxy y)
@@ -1665,18 +1691,13 @@ swim_move_danger(coordxy x, coordxy y)
|| liquid_wall) {
if (gc.context.nopick) {
/* moving with m-prefix */
gc.context.swim_tip = TRUE;
gc.context.tips[TIP_SWIM] = TRUE;
return FALSE;
} else if (ParanoidSwim || liquid_wall) {
You("avoid %s into the %s.",
ing_suffix(u_locomotion("step")),
waterbody_name(x, y));
if (!gc.context.swim_tip) {
pline(
"(Use '%s' prefix to step in if you really want to.)",
visctrl(cmd_from_func(do_reqmenu)));
gc.context.swim_tip = TRUE;
}
handle_tip(TIP_SWIM);
return TRUE;
}
}

View File

@@ -49,6 +49,7 @@ static int nhl_pline(lua_State *);
static int nhl_verbalize(lua_State *);
static int nhl_parse_config(lua_State *);
static int nhl_menu(lua_State *);
static int nhl_text(lua_State *);
static int nhl_getlin(lua_State *);
static int nhl_makeplural(lua_State *);
static int nhl_makesingular(lua_State *);
@@ -80,6 +81,7 @@ static const char *const nhcore_call_names[NUM_NHCORE_CALLS] = {
"restore_old_game",
"moveloop_turn",
"game_exit",
"getpos_tip",
};
static boolean nhcore_call_available[NUM_NHCORE_CALLS];
@@ -769,6 +771,53 @@ nhl_menu(lua_State *L)
return 1;
}
/* text("foo\nbar\nbaz") */
static int
nhl_text(lua_State *L)
{
int argc = lua_gettop(L);
if (argc > 0) {
menu_item *picks = (menu_item *) 0;
winid tmpwin;
anything any = cg.zeroany;
tmpwin = create_nhwindow(NHW_MENU);
start_menu(tmpwin, MENU_BEHAVE_STANDARD);
while (lua_gettop(L) > 0) {
char *ostr = dupstr(luaL_checkstring(L, 1));
char *ptr, *str = ostr;
char *lstr = str + strlen(str) - 1;
do {
char *nlp = strchr(str, '\n');
if (nlp && (nlp - str) <= 76) {
ptr = nlp;
} else {
ptr = str + 76;
if (ptr > lstr)
ptr = lstr;
}
while ((ptr > str) && !(*ptr == ' ' || *ptr == '\n'))
ptr--;
*ptr = '\0';
add_menu(tmpwin, &nul_glyphinfo, &any, 0, 0, ATR_NONE, 0,
str, MENU_ITEMFLAGS_NONE);
str = ptr + 1;
} while (*str && str <= lstr);
lua_pop(L, 1);
free(ostr);
}
end_menu(tmpwin, (char *) 0);
(void) select_menu(tmpwin, PICK_NONE, &picks);
destroy_nhwindow(tmpwin);
}
return 0;
}
/* makeplural("zorkmid") */
static int
nhl_makeplural(lua_State *L)
@@ -1448,6 +1497,7 @@ static const struct luaL_Reg nhl_functions[] = {
{"pline", nhl_pline},
{"verbalize", nhl_verbalize},
{"menu", nhl_menu},
{"text", nhl_text},
{"getlin", nhl_getlin},
{"makeplural", nhl_makeplural},

View File

@@ -77,11 +77,7 @@ give_may_advance_msg(int skill)
: (skill <= P_LAST_WEAPON) ? "weapon "
: (skill <= P_LAST_SPELL) ? "spell casting "
: "fighting ");
if (!gc.context.enhance_tip) {
gc.context.enhance_tip = TRUE;
pline("(Use the #enhance command to advance them.)");
}
handle_tip(TIP_ENHANCE);
}
/* weapon's skill category name for use as generalized description of weapon;
@@ -1170,7 +1166,7 @@ enhance_weapon_skill(void)
int clr = 0;
/* player knows about #enhance, don't show tip anymore */
gc.context.enhance_tip = TRUE;
gc.context.tips[TIP_ENHANCE] = TRUE;
if (wizard && y_n("Advance skills without practice?") == 'y')
speedy = TRUE;