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--
-- This file takes care of providing the Shiny-Test class
-- with .. erm .. powerful spells
--
------------------------------ MAGICTYPE -- M KEY ---------------------------------
zog_magic = add_magic
{
["fail"] = function(chance)
msg_print("So bad, we had "..chance.." chances to succeed.")
msg_print("Hooo bad luck the spell backfires !.")
take_hit("stupidity", 5)
end,
["stat"] = A_CON,
-- Must return a number between 0 and 50 representing a level
["get_level"] = function()
return get_skill_scale(SKILL_MAGIC, 25) + get_skill_scale(SKILL_SPIRITUALITY, 25)
end,
["spell_list"] =
{
{
["name"] = "Zog1",
["desc"] = "dessssc zog1",
["mana"] = 1,
["level"] = 1,
["fail"] = 10,
["spell"] = function()
local ret, dir
-- Get a direction
ret, dir = get_aim_dir();
if (ret == FALSE) then return end
fire_ball(GF_MANA, dir, 2000, 10)
end,
["info"] = function()
return " dam 2000"
end,
},
{
["name"] = "Zog2",
["desc"] = "dessssc zog2",
["mana"] = 3,
["level"] = 3,
["fail"] = 30,
["spell"] = function()
local ret, item, obj, o_name
-- Ask for an item
ret, item = get_item("What to uber-ize?",
"You have nothing you can uber-ize",
bor(USE_INVEN, USE_EQUIP),
function (obj)
if (obj.tval == TV_HAFTED) or (obj.tval == TV_SWORD) or (obj.tval == TV_POLEARM) or (obj.tval == TV_AXE) then
return TRUE
end
return FALSE
end
)
if ret == TRUE then
-- get the item
obj = get_object(item)
-- modify it
obj.dd = 255
obj.ds = 255
obj.to_d = 1000
obj.to_h = 1000
-- get the name
o_name = object_desc(obj, FALSE, 0);
msg_print("Your "..o_name.." is hit by a pure wave of uber-ification!")
end
end,
["info"] = function()
return " cooool"
end,
},
{
["name"] = "Zog3",
["desc"] = "dessssc zog3",
["mana"] = 4,
["level"] = 5,
["fail"] = 50,
["spell"] = function()
local list = {[1] = "Novice Warrior", [2] = "Novice Mage"}
local x, y, num, max
num = rand_range(1, 2)
max = damroll(1, 2)
while (max > 0) do
y, x = find_position(player.py, player.px)
place_monster_one(y, x, test_monster_name(list[num]), 0, FALSE, MSTATUS_FRIEND)
max = max - 1
end
end,
["info"] = function()
return " summons 1d2 monsters"
end,
},
},
}
-- Register a new magic type
MKEY_SHINY_TEST = 1000
add_mkey
{
["mkey"] = MKEY_SHINY_TEST,
["fct"] = function()
execute_magic(zog_magic)
-- use up some energy
energy_use = energy_use + 100;
end
}
------------------------------ EXTRA POWERS ---------------------------------
-- Register a new power (the 'U' menu)
POWER_TEST = add_power
{
["name"] = "Test power",
["desc"] = "You are a shinny test",
["desc_get"] = "You become a shinny test",
["desc_lose"] = "You are no more a shinny test",
["level"] = 1,
["cost"] = 5,
["stat"] = A_CON,
["fail"] = 6,
["power"] = function()
msg_print("Zogzog !")
end,
}
---- tests
function test_write()
local conn = zsock:new_connection()
zsock:setup(conn, "192.168.0.200", 2262, ZSOCK_TYPE_TCP, FALSE)
zsock:open(conn)
local res, len = zsock:write(conn, "footest", FALSE)
msg_print("res "..res.." :: len "..len)
zsock:close(conn)
zsock:unsetup(conn)
zsock:free_connection(conn);
end
function test_read()
local conn = zsock:new_connection()
zsock:setup(conn, "192.168.0.200", 2262, ZSOCK_TYPE_TCP, FALSE)
zsock:open(conn)
zsock:wait(conn, 50)
local res, str, len = zsock:read(conn, 9, TRUE)
msg_print("res "..res.." :: len "..len.." '"..str.."'")
zsock:close(conn)
zsock:unsetup(conn)
zsock:free_connection(conn);
end
-- A level generator being tested
CORRIDOR = 1
ROOM = 2
possible_walls = {}
function level_generator_dungeon2_room(feat, y, x, h, w)
if feat == CORRIDOR then
-- Add the possible walls
for i = x, x + w - 1 do
tinsert(possible_walls, {y, i})
tinsert(possible_walls, {y + h - 1, i})
end
for i = x, x + w - 1 do
tinsert(possible_walls, {x, i})
tinsert(possible_walls, {x, i + h - 1})
end
for i = x + 1, x + w - 2 do
for j = y + 1, y + h - 2 do
place_floor(j, i)
end
end
else
-- Add the possible walls
for i = x, x + w - 1 do
tinsert(possible_walls, {y, i})
tinsert(possible_walls, {y + h - 1, i})
end
for i = x, x + w - 1 do
tinsert(possible_walls, {x, i})
tinsert(possible_walls, {x, i + h - 1})
end
for i = x, x + w - 1 do
for j = y, y + h - 1 do
cave(j, i).feat = 56
end
end
for i = x + 1, x + w - 2 do
for j = y + 1, y + h - 2 do
place_floor(j, i)
end
end
end
end
function select_feature(dir)
if magik(30) == TRUE then
return ROOM, rand_range(5, 12), rand_range(7, 17)
-- Corridor selection
elseif dir == "up" or dir == "down" then
return CORRIDOR, rand_range(5, 17), 3
else
return CORRIDOR, 3, rand_range(3, 15)
end
end
function put_feature(feat, y, x, h, w)
level_generator_dungeon2_room(feat, y, x, h, w)
end
function can_feature(y, x, h, w)
for i = x, x + w - 1 do
for j = y, y + h - 1 do
if j <= 0 or i <= 0 or i >= cur_wid - 1 or j >= cur_hgt - 1 then return nil end
if cave_is(cave(j, i), FF1_WALL) == FALSE then return nil end
end
end
return not nil
end
function is_near_wall(y, x)
if y <= 0 or x <= 0 or x >= cur_wid - 1 or y >= cur_hgt - 1 then return nil end
if cave_is(cave(y, x), FF1_WALL) == FALSE then return nil end
if cave_is(cave(y - 1, x), FF1_FLOOR) == TRUE then return "down" end
if cave_is(cave(y + 1, x), FF1_FLOOR) == TRUE then return "up" end
if cave_is(cave(y, x - 1), FF1_FLOOR) == TRUE then return "right" end
if cave_is(cave(y, x + 1), FF1_FLOOR) == TRUE then return "left" end
return nil
end
function find_spot()
--[[ local y, x = 1, 1
while not is_near_wall(y, x) do
y, x = rand_range(1, cur_hgt - 2), rand_range(1, cur_wid - 2)
end]]
local i = rand_range(1, getn(possible_walls))
local y, x = possible_walls[i][1], possible_walls[i][2]
while not is_near_wall(y, x) do
i = rand_range(1, getn(possible_walls))
y, x = possible_walls[i][1], possible_walls[i][2]
end
tremove(possible_walls, i)
return is_near_wall(y, x), y, x
end
function adjust_dir(dir, y, x, h, w)
if dir == "up" then
y = y - (h - 1)
x = x - (w / 2)
elseif dir == "down" then
x = x - (w / 2)
elseif dir == "left" then
y = y - (h / 2)
x = x - (w - 1)
elseif dir == "up" then
y = y - (h / 2)
end
return y, x
end
level_generator
{
["name"] = "dungeon2",
["stairs"] = FALSE,
["monsters"] = FALSE,
["objects"] = FALSE,
["miscs"] = FALSE,
["gen"] = function()
for i = 1, cur_wid - 1 do
for j = 1, cur_hgt - 1 do
place_filler(j, i)
end
end
-- the first room
level_generator_dungeon2_room(ROOM, cur_hgt / 2, cur_wid / 2, rand_range(3, 10), rand_range(5, 15))
-- Place 10 features
for nb = 1, 0 do
-- Find a spot near an empty space
local dir, y, x = find_spot()
local feat, h, w = select_feature(dir)
local sy, sx = adjust_dir(dir, y, x, h, w)
if can_feature(sy, sx, h, w) then
put_feature(feat, sy, sx, h, w)
cave(y, x).feat = 32
end
end
player.py = cur_hgt / 2
player.px = cur_wid / 2
return TRUE
end,
}
-- exmaple of display_list
function input_list_example()
local list = { "a", "b", "c", "d", "e", "f", "h", "g" }
local sel = 1
local begin = 1
local res = nil
screen_save()
while not nil do
display_list(1, 0, 5, 9, "select", list, begin, sel, TERM_L_BLUE)
local key = inkey()
if key == ESCAPE then break
elseif key == strbyte("8") then
sel = sel - 1
if sel < 1 then sel = 1 end
if sel < begin then
begin = begin - 1
end
elseif key == strbyte("2") then
sel = sel + 1
if sel > getn(list) then sel = getn(list) end
if sel >= begin + 4 then
begin = begin + 1
end
elseif key == strbyte("\r") then
res = list[sel]
break
end
end
screen_load()
if res then msg_print("Selected: " .. res) end
end
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