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// Hyperbolic Rogue -- items, monsters, walls, lands, descriptions, etc.
// Copyright (C) 2011-2016 Zeno Rogue, see 'hyper.cpp' for details
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// --- help ---
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const char * wormdes =
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" These huge monsters normally live below the sand, but your movements have "
" disturbed them. They are too big to be slain with your "
" weapons, but you can defeat them by making them unable to move. "
" This also produces some Spice. They move two times slower than you. " ;
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const char * cocytushelp =
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" This frozen lake is a hellish version of the Icy Land. Now, your body heat melts the floor, not the walls. " ;
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const char * tentdes =
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" The tentacles of Cthulhu are like sandworms, but longer. "
" They also withdraw one cell at a time, instead of exploding instantly. " ;
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const char * gameboardhelp =
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" Ever wondered how some boardgame would look on the hyperbolic plane? "
" I wondered about Go, so I have created this feature. Now you can try yourself! \n "
" Enter = pick up an item (and score), space = clear an item \n "
" Other keys place orbs and terrain features of various kinds \n "
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" In the periodic editor, press 0-4 to switch walls in different ways \n "
;
const char * ivydes =
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" A huge plant growing in the Jungle. Each Ivy has many branches, "
" and one branch grows per each of your moves. Branches grow in a clockwise "
" order. The root itself is vulnerable. " ;
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const char * slimehelp =
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" The Alchemists produce magical potions from pools of blue and red slime. You "
" can go through these pools, but you cannot move from a blue pool to a red "
" pool, or vice versa. Pools containing items count as colorless, and "
" they change color to the PC's previous color when the item is picked up. "
" Slime beasts also have to keep to their own color, "
" but when they are killed, they explode, destroying items and changing "
" the color of the slime and slime beasts around them. " ;
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const char * gdemonhelp =
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" These creatures are slow, but very powerful... more powerful than you. "
" You need some more experience in demon fighting before you will be able to defeat them. "
" Even then, you will be able to slay this one, but more powerful demons will come... \n \n "
" Each 10 lesser demons you kill, you become powerful enough to kill all the greater "
" demons on the screen, effectively turning them into lesser demons. " ;
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const char * ldemonhelp =
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" These creatures are slow, but they often appear in large numbers. " ;
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const char * trollhelp =
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" A big monster from the Living Caves. A dead Troll will be reunited "
" with the rocks, causing some walls to grow around its body. " ;
const char * trollhelp2 =
" Additionally, all items around the killed Troll will be destroyed. " ;
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const char * trollhelpX =
" There are several species of trolls living in the hyperbolic world. "
" Some of them leave this wall behind them when they die. " ;
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const char * camelothelp =
" The Knights of the Round Table are the greatest warriors of these lands. "
" They are not very inventive with names though, as they call each of their "
" castles Camelot. "
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" You are probably worthy of joining them, but they will surely give you "
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" some quest to prove yourself... \n \n "
" Each castle contains a single treasure, the Holy Grail, in the center. "
" The radius of the Round Table is usually 28, but after you find a Holy Grail "
" successfully, each new castle (and each Round Table) you find will be bigger. " ;
const char * templehelp =
" The temple of Cthulhu consists of many concentric circles of columns. "
" You will surely encounter many Cultists there, who believe that a pilgrimage "
" to the inner circles will bring them closer to Cthulhu himself, and Grimoires "
" which surely contain many interesting secrets. \n \n "
" The circles in the temple of Cthulhu are actually horocycles. They are "
" infinite, and there is an infinite number of them. " ;
const char * barrierhelp =
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" Huge, impassable walls which separate various lands. " ;
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const char * cavehelp =
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" This cave contains walls which are somehow living. After each turn, each cell "
" counts the number of living wall and living floor cells around it, and if it is "
" currently of a different type than the majority of cells around it, it switches. "
" Items count as three floor cells, and dead Trolls count as five wall cells. "
" Some foreign monsters also count as floor or wall cells. \n " ;
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const char * vinehelp =
" The Vineyard is filled with vines. A very dense pattern of straight lines here... \n \n "
" Vine Beasts and Vine Spirits change vine cells to grass, and vice versa. " ;
const char * hvinehelp =
" A vine is growing here... but only on a half of the cell. How is that even possible?! "
" Most monsters cannot move from this cell to the cell containing the other half. "
" Vine spirits can move only to the adjacent cells which are also adjacent to the "
" other half. " ;
const char * deadcavehelp =
" Somehow, this cave has not received the spark of Life yet. " ;
const char * foresthelp =
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" This forest is quite dry. Beware the bushfires! \n "
" Trees catch fire on the next turn. The temperature of the grass cells "
" rises once per turn for each fire nearby, and becomes fire itself "
" when its temperature has risen 10 times. \n "
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" You can also chop down the trees. Big trees take two turns to chop down. " ;
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const char * hivehelp =
" The Hive is filled with Hyperbugs. They are huge insects which look a bit like "
" ants, a bit like bees, and a bit like roaches. "
" They live in circular nests, and an army of Hyperbugs will attack any intruder, "
" including you and enemy Hyperbugs. Will you manage to get to the "
" heart of such a nest, and get the precious Royal Jelly? " ;
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const char * redrockhelp =
" This land contains high rock formations. Most of the valley is at level 0, "
" while items are found at level 3. It is impossible to gain two or more levels, "
" or to lose three levels, in a single move, (attacks are possible at any "
" difference, though). Kill Red Trolls and Rock Snakes to make a cell higher. " ;
const char * caribbeanhelp =
" This dangerous sea contains nasty sharks and pirates. " ;
const char * cislandhelp =
" The islands of Caribbean are infinite and circular, and "
" the pirates probably have hidden their treasures somewhere far from the coast. " ;
const char * redsnakedes =
" Rock snakes are similar to Sandworms, but they move each turn. However, they "
" only move on the hexagonal cells. They are also somewhat longer than the Sandworms. " ;
const char * minedesc =
" This minefield has been created by the Bomberbirds to protect their valuable eggs. "
" Mines explode when they are stepped on, creating fire all around them "
" (this fire never expires in the Minefield). If you don't step on a mine, you "
" know the number of mines in cells around you. These numbers are marked with "
" color codes on the cells you have visited. " ;
const char * palacedesc =
" So better just to concentrate on collecting treasure. "
" Beware the traps, and the guards, who are hard to kill! " ;
const char * gatedesc =
" Green pressure plates open all gates in radius 3 around them. "
" Similarly, red pressure plates close all gates in this radius. " ;
const char * princessdesc =
" A mouse squeaks at you. It seems that it wants you to go somewhere. "
" That's interesting, what could you find here? \n \n "
" Note: in the part of the Palace that you are exploring during this "
" quest, the distribution of monsters, pressure plates, and items has been "
" changed somewhat, to make it a bit more suitable for less "
" experienced players. The number of monsters does not depend on the "
" number of Hypersian Rugs you have collected, and there are more "
" opening plates. \n \n "
" However, even with the normal distribution, it appears that it should be "
" always possible to reach your goal. If you want this challenge, "
" select it from the special game modes menu. " ;
const char * elemdesc =
" The Elemental Planes are divided into four subzones: Planes of Fire, Water, Air, and Earth. "
" You need to collect a Shard from each Plane to construct an Elemental Gem. "
" It is dangerous to collect too many Shards of the same type without constructing a Gem. " ;
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const char * wildwestdesc =
" Take a revolver, kill outlaws, collect bounties. \n \n "
" Note: since this land is anachronistic, it is not available in normal game. "
" It is only available in special modes. " ;
const char * elecdesc =
" Whenever after your move there is a connection between a charged and a "
" grounded cell, there is a short circuit. All cells on any "
" path connecting a charged and a grounded cell (without repeated cells, "
" or two consecutive grounded/charged cells) become damaged. \n \n "
" Sandstone walls and most creatures are conductive. Great Walls are "
" isolators, but lands beyond them count as grounded. \n \n "
" Fulgurite, the treasure, is created when you manage to short circuit "
" a sandstone wall, or a Rich Metal Beast. \n \n "
" Trolls leave conductive rocks when killed, and Metal Beasts can only "
" be killed by electricity -- your attacks only stun them, or push "
" them away if already stunned. " ;
const char * overdesc =
" The Overgrown Woods are filled with mutant ivies! These plants "
" grow very fast. Each leaf, after being grown, can grow itself "
" on the next turn. However, each part is only able to grow "
" once in 16 turns. Outside of the Overgrown Woods, the Mutant Ivy "
" may grow only on hexagonal cells. \n \n "
" Maybe such fast growing plants could help you solve the problem "
" of hunger in your world? Kill the Mutant Ivies to collect Mutant Saplings. " ;
const char * cleardesc =
" A clearing in the Overgrown Woods. Obviously, this gives "
" the Mutant Ivies an infinite space to grow... \n \n "
" Mutant Fruits rot if they are not adjacent to a Mutant Ivy. " ;
const char * winddesc =
" Someone has put air fans in these plains, causing strong winds everywhere. "
" You think that the purpose is to harness the magical power of Air Elementals, but "
" you are not sure. \n \n "
" All cells except fans are grouped into three colors according to a pattern. "
" Wind blows counterclockwise around each group of cells of a single color. "
" Cells which are blocked by walls, or at distance at most 2 from an Air Elemental, "
" do not count for this. \n \n "
" It is illegal to move in a direction which is closer to incoming wind than to "
" outcoming wind. However, you can move two cells with the wind in a single turn, "
" and so can the birds. " ;
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const char * warningdesc =
" Warnings are issued when you try to do something that appears dangerous, "
" like stepping on a known mine, or getting your boat destroyed by "
" a Kraken without having Orb of the Fish. In some cases the action "
" might actually be safe -- so you can ignore the warning and do it anyway, "
" simply by repeating the action. " ;
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const char * hauntdesc =
" A dark forest filled with ghosts and graves. But there is also treasure hidden "
" deep within... But don't let greed make you stray from your path, as "
" you can get lost! \n \n "
" The Haunted Woods are bounded by a single equidistant curve. It is not a circle or horocycle. \n \n " ;
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const char * bulldashdesc =
" Butterflies don't pursue you -- unless you get next to them, they just spin around the obstacles. "
" They cannot be killed conventionally, but you get treasure when a Raging Bull crashes into a Butterfly. " ;
const char * prairiedesc =
" You can find safety in some places in the Prairie, but if you want treasures, "
" they can be found only on the other side of a giant herd of bulls. " ;
const char * cadesc =
" A land for people wanting to experiment with cellular automata in the HyperRogue grid. "
" Rules can be given on the command line; the default rules are: \n "
" -c07 00100000 -c06 0010000 -c17 00011000 -c16 0001100 -caprob 0.3 \n "
" (-c0 or -c1 can be given if the same rule is to be used for hexagonal "
" and heptagonal cells). " ;
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const char * NODESC = " No description yet. " ;
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const char * NODESCYET = " No description yet. " ;
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const char * GENDERSWITCH = NODESC ;
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// --- monsters ---
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const char * rosedesc =
" Each eight turns, each rosebush at distance at most 5 from you will "
" release a wave of alluring scent. Creatures on the frontwave "
" will move towards where the scent came from. Even if it causes them "
" to attack their friends or beautiful creatures, or move into water, fire, chasm, or thorns of the rosebush. "
" Ivies, Ghosts, Rock Snakes, Rose Ladies and Lords, and monsters restricted to a specific "
" terrain are immune to scents. " ;
const char * warpdesc =
" This part of the world is warped, restricting the movement somewhat. "
" \" Diagonal \" movement and attacking between triangular cells is not allowed. "
" Flash, Storms, and Freedom spells ignore this, and Ghosts can move, attack, and "
" be attacked diagonally. " ;
const char * warplanddesc =
" This land is warped. Ironically, the coast is completely straight... " ;
const char * roselanddesc =
" This land is filled with beautiful, but dangerous, creatures and plants. " ;
const char * dragondesc =
" Dragons are powerful monsters. They are slow, but evil, "
" and love to pick on creatures who are even slower than "
" them. They must be stopped! \n \n "
" A Dragon moves each two turns. It may attack with all its segments, "
" or move its whole body forwards or "
" backwards, it may also move a frontal part backwards. To kill a Dragon, "
" you need to hit each of its segments. "
" The head will regenerate on the "
" turns the Dragon is not moving, so you will usually have to hit it with "
" your last attack; otherwise, if the head is healthy, it may breathe "
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" fire (at range 3), losing the hitpoint. Killing the Dragon "
" while still in the Dragon Chasms gives you treasure. " ;
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const char * tortoisedesc =
" Galápagos is the land of Tortoises. "
" They are very slow, which allows the Dragons to pick on them by "
" stealing and eating their young. Bring the Baby Tortoises back, "
" but, there is a catch: the Tortoises come in many varieties, depending "
" on the part of Galápagos they live in -- there are 21 binary environmental "
" factors, and thus "
" 2097152 varieties. You'll have to find a "
" Tortoise which matches the baby exactly! \n \n "
" Tortoises move each 3 turns, and attacks only stun them. \n \n "
" Bringing back a Baby Tortoise counts as 5 $$$. The more factors agree in "
" the given location of Galápagos, the brighter it is shown on your screen. " ;
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const char * krakendesc =
" There are Krakens in your homeland too... huge sea monsters which "
" could easily destroy ships. The geometry of this strange world "
" prevents quick movement of huge objects, "
" so there are no large ships, only small boats, and "
" hyperbolic Krakens are relatively small too. Still, you suppose they might be "
" the widest creatures which could still move at considerable speed... \n \n "
" Kraken heads can move only on hexagons. You need to attack all the tentacles to "
" kill the Kraken. A tentacle cannot attack if it has been attacked on the "
" same turn. When a Kraken attacks you while you are in a boat, it "
" destroys the boat, but does not kill you. " ;
const char * halloweendesc =
" Halloween is a special land, that is available only in the spherical "
" or elliptic geometry (press 'o' to switch). You play on the surface of "
" a jack-o'-lantern, "
" and have to collect as many Treats as possible. Each Treat you collect "
" brings new monsters to fight, and new magical powers for you. You "
" have to fight the monsters while effectively managing your limited "
" resources. " ;
const char * reptiledesc =
" These reptiles are quite strange creatures. They "
" spend most of their lives sleeping as floors "
" that other creatures can walk on. "
" Sometimes they wake up to hunt their prey, "
" but they will happily go back to sleep if they "
" happen to move into a hole on their way. "
" Your attacks do not kill the Reptiles, but "
" you can push and stun them. " ;
const char * naturedesc =
" This Orb allows you to grow like an Ivy. "
" The Ivy is always rooted in your current location; "
" moving among the Ivy cells will move the root. "
" Moving to a new location will cause the Ivy to grow "
" , if an Ivy could make that movement "
" (otherwise it breaks). "
" You can also target one of the cells adjacent to your ivy "
" (not to you) to grow or attack there. " ;
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const char * mirroreddesc =
" A perfect mirror wall. It is unbreakable "
" and impassable "
" even for aethereal beings, and everything "
" you see inside is just an image of "
" the real world; you can swing your sword "
" at them, but that will not destroy them "
" in the real world. "
" Mirror walls reflect Mimics, lightning bolts, and "
" missiles perfectly. " ;
const int motypes = 141 ;
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struct monstertype {
char glyph ;
int color ;
const char * name ;
const char * help ;
} ;
# define BUGCOLORS 3
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const char * tamebomberdesc =
" This bomberbird will follow you at some distance, and attack your enemies. "
" You can kill it to place a mine. " ;
const char * gargdesc =
" A being made of stone, who likes high buildings. It becomes normal stone when "
" killed, but only if next to something stable -- otherwise it falls. " ;
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monstertype minf [ motypes ] = {
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{ 0 , 0 , " no monster " , NULL } ,
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{ ' Y ' , 0x4040FF , " Yeti " ,
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" A big and quite intelligent monster living in the Icy Land. "
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} ,
{ ' W ' , 0xD08040 , " Icewolf " ,
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" A nasty predator from the Icy Land. Contrary to other monsters, "
" it tracks its prey by their heat. "
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} ,
{ ' W ' , 0xD08040 , " Icewolf " , " " } ,
{ ' R ' , 0xFF8000 , " Ranger " ,
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" Rangers take care of the magic mirrors in the Land of Mirrors. "
" They know that rogues like to break these mirrors... so "
" they will attack you! "
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} ,
{ ' T ' , 0xD0D0D0 , " Rock Troll " , trollhelp } ,
{ ' G ' , 0x20D020 , " Goblin " ,
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" A nasty creature native to the Living Caves. They don't like you "
" for some reason. "
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} ,
{ ' S ' , 0xE0E040 , " Sand Worm " , wormdes } ,
{ ' s ' , 0x808000 , " Sand Worm Tail " , wormdes } ,
{ ' S ' , 0x808000 , " Sand Worm W " , wormdes } ,
{ ' H ' , 0x80FF00 , " Hedgehog Warrior " ,
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" These warriors of the Forest wield exotic weapons called hedgehog blades. "
" These blades protect them from a frontal attack, but they still can be 'stabbed' "
" easily by moving from one place next to them to another. "
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} ,
{ ' M ' , 0x806050 , " Desert Man " ,
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" A tribe of men native to the Desert. They have even tamed the huge Sandworms, who won't attack them. " } ,
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{ ' C ' , 0x00FFFF , " Ivy Root " , ivydes } ,
{ ' C ' , 0xFFFF00 , " Active Ivy " , ivydes } ,
{ ' C ' , 0x40FF00 , " Ivy Branch " , ivydes } ,
{ ' C ' , 0x006030 , " Dormant Ivy " , ivydes } ,
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{ ' C ' , 0x804000 , " Dead Ivy " , ivydes } ,
{ ' C ' , 0x800000 , " Dead Ivy " , ivydes } ,
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{ ' M ' , 0x804000 , " Giant Ape " ,
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" This giant ape thinks that you are an enemy. " } ,
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{ ' B ' , 0x909000 , " Slime Beast " , slimehelp } ,
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{ ' @ ' , 0xFF80FF , " Mimic " ,
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" A magical being which copies your movements. "
" You feel that it would be much more useful in an Euclidean space. "
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} ,
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{ ' @ ' , 0xFF8080 , " Mirage (REMOVED) " ,
" A magical being which copies your movements. "
} ,
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{ ' @ ' , 0x509050 , " Golem " ,
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" You can summon these friendly constructs with a magical process. "
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} ,
{ ' @ ' , 0x509050 , " Golem " ,
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" You can summon these friendly constructs with a magical process. "
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} ,
{ ' E ' , 0xD09050 , " Eagle " ,
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" A majestic bird, who is able to fly very fast. "
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} ,
{ ' S ' , 0xFF8080 , " Seep " ,
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" A monster who is able to live inside the living cave wall. "
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} ,
{ ' Z ' , 0x804000 , " Zombie " ,
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" A typical Graveyard monster. "
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} ,
{ ' G ' , 0xFFFFFF , " Ghost " ,
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" A typical monster from the Graveyard, who moves through walls. \n \n "
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" There are also wandering Ghosts. They will appear "
" if you do not explore any new places for a long time (about 100 turns). "
" They can appear anywhere in the game. "
} ,
{ ' N ' , 0x404040 , " Necromancer " ,
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" Necromancers can raise ghosts and zombies from fresh graves. "
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} ,
{ ' S ' , 0x404040 , " Shadow " ,
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" A creepy monster who follows you everywhere in the Graveyard. "
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} ,
{ ' T ' , 0x40E040 , " Tentacle " , tentdes } ,
{ ' t ' , 0x008000 , " Tentacle Tail " , tentdes } ,
{ ' T ' , 0x008000 , " Tentacle W " , tentdes } ,
{ ' z ' , 0xC00000 , " Tentacle (withdrawing) " , tentdes } ,
{ ' P ' , 0xFF8000 , " Cultist " ,
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" People worshipping Cthulhu. They are very dangerous. "
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} ,
{ ' P ' , 0xFFFF00 , " Fire Cultist " ,
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" People worshipping Cthulhu. This one is especially dangerous, "
" as he is armed with a weapon which launches fire from afar. "
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} ,
{ ' D ' , 0xFF0000 , " Greater Demon " , gdemonhelp } ,
{ ' D ' , 0x800000 , " Greater Demon " , gdemonhelp } ,
{ ' d ' , 0xFF2020 , " Lesser Demon " , ldemonhelp } ,
{ ' d ' , 0x802020 , " Lesser Demon " , ldemonhelp } ,
{ ' S ' , 0x2070C0 , " Ice Shark " ,
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" This dangerous predator has killed many people, and has been sent to Cocytus. "
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} ,
{ ' W ' , 0xFFFFFF , " Running Dog " ,
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" This white dog is able to run all the time. It is the only creature "
" able to survive and breed in the Land of Eternal Motion. "
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} ,
{ ' S ' , 0xC00040 , " Demon Shark " ,
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" Demons of Hell do not drown when they fall into the lake in Cocytus. "
" They turn into demonic sharks, enveloped in a cloud of steam. "
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} ,
{ ' S ' , 0xC00040 , " Fire Fairy " ,
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" These fairies would rather burn the forest, than let you get some Fern Flowers. "
" The forest is infinite, after all... \n \n "
" Fire Fairies transform into fires when they die. "
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} ,
{ ' C ' , 0x4000C0 , " Crystal Sage " ,
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" This being radiates an aura of wisdom. "
" It is made of a beautiful crystal, you would love to take it home. "
" But how is it going to defend itself? Better not to think of it, "
" thinking causes your brain to go hot... \n \n "
" Crystal Sages melt at -30 °C, and they can rise the temperature around you from afar. "
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} ,
{ ' P ' , 0x4040C0 , " Pikeman " ,
" When Pikemen move, they attack all cells which are now adjacent to them. "
" Luckily, they can be killed in the same way. \n \n "
" They never move if this would attack their friends. "
} ,
{ ' F ' , 0xC04040 , " Flail Guard " ,
" This guard of the Emerald Mine is wielding a huge flail. "
" You cannot attack him directly, as the flail would still hit you then. "
" Luckily, you have learned a trick: if you step away from him, "
" he will hit himself with the flail! "
} ,
{ ' M ' , 0x404040 , " Miner " ,
" Miners have special tools for dealing with the Living Cave. "
" When they die, these tools activate, destroying the living cave "
" around them. "
} ,
{ ' V ' , 0x421C52 , " Vine Beast " ,
" A beast made of vines! \n \n "
" Vine Beasts turn into vines when they die. "
} ,
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{ ' V ' , 0xFFC0C0 , " Vine Spirit " ,
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" A spirit living in the vines! \n \n "
" Vine Spirits destroy the vines when they die. "
} ,
{ ' T ' , 0x803030 , " Dark Troll " ,
" A Troll without the power of Life. "
} ,
{ ' E ' , 0xFFFF40 , " Earth Elemental " ,
" A rare unliving construct from the Dead Caves. "
" It instantly destroys cave walls next to its path, and also leaves "
" an impassable wall behind it. You suppose that this impassable wall helps it to "
" escape from some threats. You hope you won't meet these threats... "
} ,
{ ' B ' , 0xC04040 , " Red Hyperbug " , hivehelp } ,
{ ' B ' , 0x40C040 , " Green Hyperbug " , hivehelp } ,
{ ' B ' , 0x4040C0 , " Blue Hyperbug " , hivehelp } ,
{ ' W ' , 0x404040 , " Witch Apprentice " ,
" A Witch without any special powers. But watch out! She will "
" pick up any basic Orbs on her path, and use their powers. "
} ,
{ ' W ' , 0xFF4040 , " Speed Witch " ,
" A Witch with a Speed spell. She moves twice as fast as you. Unless you "
" have an Orb of Speed too, of course! "
} ,
{ ' W ' , 0xFFFFFF , " Flash Witch " ,
" A Witch with a Flash spell. Very dangerous! \n \n "
" Luckily, she never uses the spell if it would kill her friends. "
" She could destroy an Evil Golem, though. "
} ,
{ ' W ' , 0xFF8000 , " Fire Witch " ,
" A Witch with a Fire spell. She will leave a trail of fire behind her. "
} ,
{ ' W ' , 0x8080FF , " Winter Witch " ,
" A Witch with a Winter spell. She is able to move through fire. "
} ,
{ ' W ' , 0x808080 , " Aether Witch " ,
" A Witch with an Aether spell. She is able to move through fire and walls. "
} ,
{ ' @ ' , 0x905050 , " Evil Golem " ,
" Somebody has summoned these evil constructs with a magical process. "
} ,
{ ' @ ' , 0x8080FF , " Knight " , camelothelp } ,
{ ' P ' , 0xD10000 , " Cult Leader " ,
" These Cultists can push the statues, just like you. "
} ,
{ ' B ' , 0x909000 , " Slime Beast " , slimehelp } ,
{ ' @ ' , 0x8080FF , " Knight " , camelothelp } , // knight moved
{ ' @ ' , 0x8B4513 , " Illusion " ,
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" Illusions are targeted "
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" by most monsters, just like yourself, Thumpers, and your friends. "
} ,
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{ ' P ' , 0xD00000 , " Pirate " ,
" Just a typical hyperbolic pirate. " } ,
{ ' S ' , 0x8080C0 , " Shark " , " Just a nasty shark. " } ,
{ ' P ' , 0x0000FF , " Parrot " , " Parrots feel safe in the forests of Caribbean, so they "
" never leave them. But they will help the Pirates by attacking the intruders. " } ,
{ ' S ' , 0xE09000 , " Rock Snake " , redsnakedes } ,
{ ' s ' , 0xE09000 , " Rock Snake Tail " , redsnakedes } ,
{ ' T ' , 0xC02020 , " Red Troll " , " A kind of Troll native to the Red Rock Valley. " } ,
{ ' B ' , 0xA00000 , " Bomberbird " ,
" Dark red birds who have created the minefield. \n \n "
" They create a mine on the spot where they are killed, provided "
" that the terrain is suitable. Also note that mines are triggered "
" by dead birds falling on them. "
} ,
{ ' A ' , 0xFFFFFF , " Albatross " ,
" Those large seabirds attack you for some reason. At least they are not "
" as fast as Eagles... "
} ,
{ ' B ' , 0x40C000 , " Tame Bomberbird " , tamebomberdesc } ,
{ ' B ' , 0x40C000 , " Tame Bomberbird " , tamebomberdesc } , // bomberbird moved
{ ' G ' , 0xFF0000 , " Palace Guard " ,
" You have to hit Palace Guards several times to kill them. After each hit, they "
" are pushed away and stunned for some time. "
} ,
{ ' G ' , 0xC06000 , " Fat Guard " , " Fat guards are too heavy to be pushed away by your hits. " } ,
{ ' G ' , 0xFFFFFF , " Skeleton " ,
" Skeletons work similar to Palace Guards, but they won't die no matter how many "
" times you hit them. Well, you have to be more creative... \n \n "
" Skeletons attacked outside of their native land, Palace, are stunned for a longer time. "
} ,
{ ' G ' , 0xC000C0 , " Vizier " ,
" Viziers are neither pushed away nor stunned. However, you attack them automatically when "
" escaping from them. " } ,
{ ' V ' , 0xC0C0C0 , " Viking " , " Mighty warriors from the Fjord, who can use boats. " } ,
{ ' T ' , 0x00FFFF , " Fjord Troll " ,
" Fjord Trolls leave a wall when they die, causing the living fjord to rise around it. "
" Contrary to Rock Trolls, items around are not destroyed. "
} ,
{ ' E ' , 0x0000FF , " Water Elemental " ,
" Wherever this powerful being goes, the living fjord "
" sinks below water, non-magical boats are destroyed, and fires are extinguished. \n \n "
" As a special case, you can attack the Water Elemental from the water, without drowning immediately. "
} ,
{ ' M ' , 0xD0D0D0 , " Mouse " , princessdesc } ,
{ ' M ' , 0xD0D0D0 , " Mouse " , princessdesc } ,
{ ' P ' , 0xFF80FF , " Prince " , princessdesc } ,
{ ' P ' , 0xFF80FF , " Princess " , princessdesc } ,
{ ' P ' , 0xFF80FF , " Prince " , princessdesc } ,
{ ' P ' , 0xFF80FF , " Princess " , princessdesc } ,
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{ ' F ' , 0xD03000 , " Familiar " , " A simple servant of the master of the Ivory Tower. " } ,
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{ ' B ' , 0x707070 , " Gargoyle " , gargdesc } ,
{ ' E ' , 0xFF0000 , " Fire Elemental " ,
" This monster leaves a trail of fire behind. " } ,
{ ' E ' , 0xC0C0FF , " Air Elemental " , " An Air Elemental looks like a live tornado. Once you are three (or less) cells from it, "
" it is impossible to move closer, due to strong winds. You can stand and wait, though. "
" This also affects most monsters. " } ,
{ ' D ' , 0xC06000 , " Striped Dog " , " A predator native to the Zebra. " } ,
{ ' G ' , 0xFFFFFF , " Tentacle+Ghost " , tentdes } ,
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{ ' B ' , 0x8080C0 , " Metal Beast " , elecdesc } ,
{ ' B ' , 0xC060C0 , " Rich Metal Beast " , elecdesc } ,
{ ' O ' , 0xA06020 , " Outlaw " , wildwestdesc } ,
{ ' C ' , 0xC0C060 , " Mutant Ivy " , overdesc } ,
{ ' T ' , 0x0080FF , " Storm Troll " , elecdesc } ,
{ ' T ' , 0x00C080 , " Forest Troll " ,
" Forest Trolls create an impassable wall when they die. "
} ,
{ ' F ' , 0xC35817 , " Giant Fox " ,
" What is freedom for you? A situation when you can walk wherever you want? "
" Or a situation when you do not have to work, since you have as much tasty food "
" as you want? \n \n "
" Well, this creature has chosen the second option. It won't be happy "
" if you destroy its prison. \n "
} ,
{ ' C ' , 0x8080FF , " Wind Crow " ,
" A large bird who likes strong winds. Just as you, it can fly quickly in the wind. "
} ,
{ ' G ' , 0xC0FFC0 , " Friendly Ghost " ,
" Friendly ghosts are friendly beings who can go through any obstacles. However, "
" unlike most friends, they tend to fly away from you. "
} ,
{ ' R ' , 0x906030 , " Ratling " ,
" These warped humanoids are skilled warriors and sailors, and they "
" feel at home at the Warped Coast. Their battle experience has taught them "
" that enemies who wait without moving or attacking anything are the most deadly. "
" If they see such an enemy, they become extremely suspicious, and they also wait. "
} ,
{ ' F ' , 0xC00000 , " False Princess " , GENDERSWITCH } ,
{ ' R ' , 0x500050 , " Rose Lady " , GENDERSWITCH } ,
{ ' R ' , 0xF0A0D0 , " Rose Beauty " , GENDERSWITCH } ,
{ ' R ' , 0x806040 , " Ratling Avenger " ,
" So, you have killed a Ratling on the unwarped sea? You will be punished for this! "
" Luckily, if you run away from the Warped Sea quickly, the Ratling Avengers will lose track of you. "
} ,
{ ' T ' , 0x487830 , " Tortoise " , tortoisedesc } ,
{ ' D ' , 0xC03000 , " Dragon " , dragondesc } ,
{ ' d ' , 0xC03000 , " Dragon " , dragondesc } ,
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{ ' F ' , 0x909090 , " Gadfly " , " Annoying insects. They can awaken Sleeping Bulls. " } ,
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{ ' Y ' , 0xFF8000 , " Yendorian Researcher " ,
" These people study gravity and infinite trees. "
" They have no special features, other than wearing a strange hat. "
} ,
{ ' K ' , 0xA8A8A8 , " Sparrowhawk " ,
" A bird who hunts in the treetops of Yendorian Forest. "
} ,
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{ ' K ' , 0xD0A0A0 , " Kraken " , krakendesc } ,
{ ' K ' , 0xC07070 , " Kraken Tentacle " , krakendesc } ,
{ ' D ' , 0xF09090 , " Draugr " ,
" Animated corpses of ancient Viking warriors. They are immune to mundane weapons, "
" but they can be destroyed by your Orb of the Sword. "
} ,
{ ' C ' , 0xC08000 , " Friendly Ivy " , naturedesc } ,
{ ' V ' , 0xC000C0 , " Vampire Bat " ,
" Vampire Bats don't attack normally, but they drain your magical powers if "
" they are at distance at most 2 from you. "
} ,
{ ' B ' , 0x404040 , " Bat " ,
" Someone has told you that one can get battle experience safely by "
" killing tons of essentially harmless creatures, such as Bats. But "
" does this make any sense?... \n \n "
" It does not. Bats cannot hurt you, but may block your movement, or "
" toggle switches if they fall on them. " } ,
{ ' R ' , 0x8080C0 , " Reptile " , reptiledesc } ,
{ ' B ' , 0x606020 , " Herd Bull " ,
" Herds of these Bulls are running long distances for some reason. They become Raging Bulls if something stops them. " } ,
{ ' B ' , 0xA03000 , " Raging Bull " ,
" Raging Bulls charge in a straight line: on heptagons, when they can choose one of two possible directions, "
" they choose one closer to your current location. In the case of a tie, the cell where more neighbors is "
" closer to your current location is chosen; if still a tie, past locations are considered. "
" They can attack you in any direction, and monsters on their way are attacked even if friendly. "
" When they crash into something, the obstacle is usually destroyed, and they are stunned for three turns, after "
" which they charge at you again (in any direction). "
" Raging Bulls cannot be killed or stunned conventionally. "
} ,
{ ' B ' , 0xB07000 , " Sleeping Bull " ,
" Sleeping bulls wake up when you get into distance of two cells from them. "
} ,
{ ' S ' , 0xFFD500 , " Butterfly " , bulldashdesc } ,
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{ ' N ' , 0xFFFF80 , " Narcissist " ,
" This person loves to look at their own reflection in the mirror. "
" He believes himself to be one of the most important creatures in this world, "
" and hates those who do not admire him. "
} ,
{ ' M ' , 0xFFC0FF , " Mirror Spirit " ,
" A long time ago a mighty warrior was guarding the mirrors from being broken. "
" While this warrior is no longer alive, his reflections have gained life of "
" their own, and will punish the intruders. \n \n "
" If you attack a Mirror Spirit physically, it is delayed, but not destroyed -- "
" more reflections will come out of the mirror. Use Mimics to destroy them. "
} ,
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// shmup specials
{ ' @ ' , 0xC0C0C0 , " Rogue " , " In the Shoot'em Up mode, you are armed with thrown Knives. " } ,
{ ' * ' , 0xC0C0C0 , " Knife " , " A simple, but effective, missile, used by rogues. " } ,
{ ' * ' , 0xFF0000 , " Flail " , " This attack is likely to hit the attacker. " } ,
{ ' * ' , 0xFFFF00 , " Fireball " , " This magical missile burns whatever it hits. " } ,
{ ' * ' , 0xFFFF00 , " Tongue " , " Some monsters have long tongues, which allow them to attack enemies in nearby cells. " } ,
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{ ' * ' , 0xFFFFFF , " Airball " , " This magical missile pushes back whatever it hits. " } ,
// technical
{ ' ? ' , 0x00C000 , " dead bug " , NODESC } ,
{ ' ? ' , 0xFFFF00 , " electric discharge " , NODESC } , // appears as 'killed by electrocution'
{ ' ? ' , 0xE06000 , " dead bird " , NODESC } ,
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{ ' ? ' , 0xE06000 , " Energy Sword " , NODESC } ,
{ ' ! ' , 0xFF0000 , " Warning " , warningdesc } ,
{ ' * ' , 0 , " vertex " , " A vertex from rogueviz. " }
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} ;
enum eMonster {
moNone ,
moYeti , moWolf , moWolfMoved ,
moRanger ,
moTroll , moGoblin ,
moWorm , moWormtail , moWormwait , moHedge ,
moDesertman ,
moIvyRoot , moIvyHead , moIvyBranch , moIvyWait , moIvyNext , moIvyDead ,
moMonkey ,
moSlime ,
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moMimic , moREMOVED , moGolem , moGolemMoved ,
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moEagle , moSeep ,
moZombie , moGhost , moNecromancer , moShadow ,
moTentacle , moTentacletail , moTentaclewait , moTentacleEscaping ,
moCultist , moPyroCultist ,
moGreater , moGreaterM , moLesser , moLesserM ,
moShark , moRunDog , moGreaterShark , moFireFairy ,
moCrystalSage , moLancer , moFlailer , moMiner ,
moVineBeast , moVineSpirit , moDarkTroll , moEarthElemental ,
moBug0 , moBug1 , moBug2 ,
moWitch , moWitchSpeed , moWitchFlash , moWitchFire , moWitchWinter , moWitchGhost ,
moEvilGolem , moKnight , moCultistLeader , moSlimeNextTurn , moKnightMoved ,
moIllusion ,
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moPirate , moCShark , moParrot ,
moHexSnake , moHexSnakeTail , moRedTroll , moBomberbird , moAlbatross ,
moTameBomberbird , moTameBomberbirdMoved ,
moPalace , moFatGuard , moSkeleton , moVizier ,
moViking , moFjordTroll , moWaterElemental ,
moMouse , moMouseMoved ,
moPrincess , moPrincessMoved ,
moPrincessArmed , moPrincessArmedMoved ,
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moFamiliar , moGargoyle , moFireElemental , moAirElemental ,
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moOrangeDog , moTentacleGhost ,
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moMetalBeast , moMetalBeast2 , moOutlaw , moMutant ,
moStormTroll , moForestTroll ,
moRedFox , moWindCrow , moFriendlyGhost , moRatling , moFalsePrincess , moRoseLady ,
moRoseBeauty , moRatlingAvenger ,
moTortoise , moDragonHead , moDragonTail ,
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moGadfly , moResearcher , moSparrowhawk ,
moKrakenH , moKrakenT , moDraugr , moFriendlyIvy ,
moVampire , moBat , moReptile ,
moHerdBull , moRagingBull , moSleepBull ,
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moButterfly , moNarciss , moMirrorSpirit ,
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// shmup specials
moPlayer , moBullet , moFlailBullet , moFireball , moTongue , moAirball ,
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// temporary
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moDeadBug , moLightningBolt , moDeadBird , moEnergySword , moWarning ,
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moRogueviz
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} ;
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struct genderswitch_t {
int gender ;
eMonster m ;
const char * name ;
const char * desc ;
} ;
# define NUM_GS 6
genderswitch_t genderswitch [ NUM_GS ] = {
{ GEN_F , moFalsePrincess , " False Princess " ,
" Don't be fooled by this red-haired girl, or you will be stabbed if you come too close! " } ,
{ GEN_M , moFalsePrincess , " False Prince " ,
" Don't be fooled by this red-haired boy, or you will be stabbed if you come too close! " } ,
{ GEN_F , moRoseLady , " Rose Lady " ,
" This false princess is immune to the alluring scent of roses. " } ,
{ GEN_M , moRoseLady , " Rose Lord " ,
" This false prince is immune to the alluring scent of roses. " } ,
{ GEN_F , moRoseBeauty , " Rose Beauty " ,
" She has flowers in her long fair hair. You could not bring yourself to attack such a beautiful woman. " } ,
{ GEN_M , moRoseBeauty , " Handsome Gardener " ,
" Tall, strong, and holding a flower in his hand. You could "
" not bring yourself to attack such a handsome man. " }
} ;
// --- items ---
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const int ittypes = 112 ;
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struct itemtype {
char glyph ;
int color ;
const char * name ;
const char * help ;
} ;
itemtype iinf [ ittypes ] = {
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{ 0 , 0 , " no item " , NULL } ,
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{ ' * ' , 0xFFFFFF , " Ice Diamond " ,
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" Cold white gems, found in the Icy Land. "
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} ,
{ ' $ ' , 0xFFD700 , " Gold " ,
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" An expensive metal from the Living Caves. For some reason "
" gold prevents the living walls from growing close to it. "
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} ,
{ ' ; ' , 0xFF4000 , " Spice " ,
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" A rare and expensive substance found in the Desert. "
" It is believed to extend life and raise special psychic powers. "
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} ,
{ ' * ' , 0xC00000 , " Ruby " ,
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" A beautiful gem from the Jungle. "
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} ,
{ ' ! ' , 0xFFFF00 , " Elixir of Life " ,
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" A wonderful beverage, apparently obtained by mixing red and blue slime. You definitely feel more "
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" healthy after drinking it, but you still feel that one hit of a monster is enough to kill you. " } ,
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{ ' % ' , 0xFF00FF , " Shard " ,
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" A piece of a magic mirror, or a mirage cloud, that can be used for magical purposes. Only mirrors and clouds "
" in the Land of Mirrors leave these. " } ,
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{ ' / ' , 0xFF8000 , " Necromancer's Totem " ,
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" These sinister totems contain valuable gems. " } ,
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{ ' % ' , 0x00D000 , " Demon Daisy " ,
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" These star-shaped flowers native to Hell are a valuable alchemical component. " } ,
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{ ' / ' , 0x00FF00 , " Statue of Cthulhu " ,
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" This statue is made of materials which cannot be found in your world. " } ,
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{ ' * ' , 0xFF8000 , " Phoenix Feather " ,
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" One of few things that does not cause the floor in the Land of Eternal Motion to collapse. Obviously they are quite valuable. "
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} ,
{ ' * ' , 0x8080FF , " Ice Sapphire " ,
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" Cold blue gems, found in the Cocytus. "
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} ,
{ ' * ' , 0xEEFF20 , " Hyperstone " ,
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" These bright yellow gems can be found only by those who have mastered the Crossroads. "
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} ,
{ ' [ ' , 0x8080FF , " Key " ,
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" That's all you need to unlock the Orb of Yendor! Well... as long as you are able to return to the Orb that this key unlocks... \n \n "
" Each key unlocks only the Orb of Yendor which led you to it. "
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} ,
{ ' o ' , 0x306030 , " Dead Orb " ,
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" These orbs can be found in the Graveyard. You think that they were once powerful magical orbs, but by now, their "
" power is long gone. No way to use them, you could as well simply drop them... \n \n "
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} ,
{ ' o ' , 0xFF20FF , " Orb of Yendor " ,
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" This wonderful Orb can only be collected by those who have truly mastered this hyperbolic universe, "
" as you need the right key to unlock it. Luckily, your psychic abilities will let you know "
" where the key is after you touch the Orb. " } ,
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{ ' o ' , 0xFFFF00 , " Orb of Storms " ,
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" This orb can be used to invoke the lightning spell, which causes lightning bolts to shoot from you in all directions. " } ,
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{ ' o ' , 0xFFFFFF , " Orb of Flash " ,
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" This orb can be used to invoke a flash spell, which destroys almost everything in radius of 2. " } ,
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{ ' o ' , 0x8080FF , " Orb of Winter " ,
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" This orb can be used to invoke a wall of ice. It also protects you from fires. " } ,
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{ ' o ' , 0xFF6060 , " Orb of Speed " ,
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" This orb can be used to move faster for some time. " } ,
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{ ' o ' , 0x90B090 , " Orb of Life " ,
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" This orb can be used to summon friendly golems. It is used instantly when you pick it up. " } ,
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{ ' o ' , 0x60D760 , " Orb of Shielding " ,
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" This orb can protect you from damage. " } ,
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{ ' o ' , 0x606060 , " Orb of Earth " ,
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" This orb lets you go through living walls. It also has powers in some of the other lands. " } ,
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{ ' o ' , 0x20FFFF , " Orb of Teleport " ,
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" This orb lets you instantly move to another location on the map. Just click a location which "
" is not next to you to teleport there. "
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} ,
{ ' o ' , 0xA0FF40 , " Orb of Safety " ,
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" This orb lets you instantly move to a safe faraway location. Knowing the nature of this strange world, you doubt "
" that you will ever find the way back... \n \n "
" Your game will be saved if you quit the game while the Orb of Safety is still powered. \n \n "
" Technical note: as it is virtually impossible to return, this Orb recycles memory used for the world so far (even if you do not use it to save the game). "
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} ,
{ ' o ' , 0x40C000 , " Orb of Thorns " ,
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" This orb allows attacking Hedgehog Warriors directly, as well as stabbing other monsters. \n "
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} ,
{ ' % ' , 0x0000FF , " Fern Flower " ,
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" This flower brings fortune to the person who finds it. \n "
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} ,
{ ' ! ' , 0x900000 , " Wine " ,
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" Wine grown under hyperbolic sun would be extremely prized in your home location. "
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} ,
{ ' o ' , 0x706070 , " Orb of Aether " ,
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" This orb allows one to pass through all kinds of walls and chasms. "
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} ,
{ ' $ ' , 0xFFFFC0 , " Silver " ,
" A precious metal from the Dead Caves. "
} ,
{ ' o ' , 0x005050 , " Orb of the Mind " ,
" This orb allows you to instantly kill a non-adjacent enemy by clicking it. "
" Each use drains 30 charges. "
} ,
{ ' ! ' , 0xE2B227 , " Royal Jelly " ,
" This is what Hyperbug Queens eat. Very tasty and healthy. "
} ,
{ ' * ' , 0x60C060 , " Emerald " ,
" A precious green gem from the Emerald Mines. "
} ,
{ ' o ' , 0x421C52 , " Orb of Invisibility " ,
" When you have this Orb, most monsters won't see you, unless "
" you are standing still, attacking, or picking up items. "
} ,
{ ' * ' , 0xFFFF00 , " Powerstone " ,
" A Stone from the Land of Power. You are not sure what it is exactly, but "
" as the Powerstones are kept in crystal cabinets, they are surely valuable. "
} ,
{ ' o ' , 0xFF4000 , " Orb of Fire " ,
" When you have this Orb, you will leave a trail of fire behind you. "
} ,
{ ' ! ' , 0xFFFF00 , " Holy Grail " , camelothelp } ,
{ ' ? ' , 0x00FF00 , " Grimoire " ,
" The Grimoires contain many secrets of the Great Old Ones. "
" Each new inner circle in the Temple of Cthulhu contains new Grimoires, with new secrets. "
" You hope to read them when you return home, and to learn many things. "
" The knowledge is valuable to you, but it is rather pointless to try to get "
" several copies of the same Grimoire... "
} ,
{ ' o ' , 0xFF8000 , " Orb of the Dragon " ,
" This Orb allows you to throw fire, just like the Fire Cultists. \n \n "
" Each fire drains 5 charges. You are not allowed to throw fire into adjacent cells. "
} ,
{ ' o ' , 0x8B4513 , " Orb of Trickery " ,
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" This Orb allows you to create illusions of yourself. Illusions are targeted "
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" by most monsters, just like yourself, Thumpers, and your friends. \n \n "
" Each illusion takes 5 charges to create, and one extra charge "
" per turn. You can also click your illusion to take it away, restoring 4 charges. \n \n "
" If you have both Orb of Teleport and Orb of Trickery, Illusion is cast "
" first -- you can then teleport on your Illusion to switch places with it. "
} ,
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{ ' x ' , 0xFF0000 , " Pirate Treasure " , " Ye wonder where did th' Pirates find all these riches... " } ,
{ ' ? ' , 0xFFFFFF , " Compass " ,
" The hyperbolic pirates have no use for treasure maps. However, they have found "
" out that a compass points to the center of the island. So they just go as "
" far towards the center as they can, and hide their treasure there. "
} ,
{ ' * ' , 0xFF8080 , " Red Gem " , " A gem from the Red Rock Valley. " } ,
{ ' o ' , 0x6060FF , " Orb of Time " ,
" Normally, the power of most Orbs slowly fades away, even when "
" you are not actively using them. This Orb prevents this. \n \n "
" When you have the Orb of Time, Orbs which are not active won't lose their power. "
" Orbs are considered active if they have a continuous power which has actually "
" affected something in the last turn. \n \n "
" Orbs of Shielding remain active after being activated (even if you are no longer "
" attacked), and Orbs of Time have a bigger cap inside their native Caribbean than "
" outside. "
} ,
{ ' o ' , 0x40C0C0 , " Orb of Space " ,
" This Orb is able to bring faraway items to your location, even if there are "
" monsters or barriers on the way. The cost of "
" bringing an item (in charges) equals the square of its distance to you. Contrary "
" to some other Orbs, usage is not allowed if you have not enough power left. " ,
} ,
{ ' ! ' , 0xFF8080 , " Bomberbird Egg " ,
" Bomberbird eggs are big and tasty, and thus valuable. "
" They can hatch when left alone for some time (but this will never happen "
" if you are watching). "
} ,
{ ' * ' , 0xFFBF00 , " Amber " ,
" When the tide is away, beautiful ambers can be found on the hyperbolic beaches. "
" Perhaps there used to be a forest here? "
} ,
{ ' $ ' , 0xFFFFFF , " Pearl " ,
" You do not know exactly why, but there are valuable pearls on many boats "
" in the whirlpool. "
} ,
{ ' o ' , 0x306000 , " Orb of Friendship " ,
" This Orb summons a friendly Bomberbird. "
} ,
{ ' o ' , 0x000060 , " Orb of Water " ,
" This Orb allows your boat to go against the current, "
" and also to go into the land, creating water on the way. "
} ,
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{ ' o ' , 0xC0C0FF , " Orb of Air " ,
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" This Orb allows you to blow your enemies away. \n \n "
" Click a monster to blow it one cell away. It cannot be used against mimics, ghosts, sharks and other monsters restricted to a specific terrain, and multi-tile monsters. "
} ,
{ ' ? ' , 0x802000 , " Hypersian Rug " ,
" Nice, a hyperbolic rug! It will not fit very well on your flat Euclidean floor, but who cares? " } ,
{ ' o ' , 0x60A060 , " Orb of the Frog " ,
" This Orb lets you jump to a place which is two cell away from you, in a single turn. "
" You can jump over water, chasms and fire, but not over walls. " } ,
{ ' * ' , 0x800000 , " Garnet " , " Vikings believe that garnets improve their strength. " } ,
{ ' o ' , 0x0070C0 , " Orb of the Fish " ,
" This Orb lets you dive into the water. While diving, you are able to see and collect underwater treasures, "
" while being invisible to monsters yourself. You are afraid of jumping into the water straight from a boat, so usually you won't do it. "
} ,
{ ' o ' , 0xC00000 , " Orb of Discord " ,
" Causes most monsters to attack other monsters, not only you and your friends. " } ,
{ ' P ' , 0x00FF00 , " SAVE " , princessdesc } ,
{ ' o ' , 0xFF208F , " Orb of Love " ,
" Love takes time, but it heals all wounds, and transcends time and space. \n \n "
" The Orb of Love is worth 30$$$, if you end the game with it. \n "
} ,
{ ' / ' , 0xFFFFE0 , " Ivory Figurine " ,
" A beautiful figurine, made of ivory. Figurines close to the base of the Tower "
" tend do disappear after you have collected many of them. "
} ,
{ ' * ' , 0x606060 , " Onyx " , " A black gem with white stripes. It is beautiful. " } ,
{ ' % ' , 0xFF8000 , " Fire Shard " , elemdesc } ,
{ ' % ' , 0x8080C0 , " Air Shard " , elemdesc } ,
{ ' % ' , 0x80C080 , " Earth Shard " , elemdesc } ,
{ ' % ' , 0x0000C0 , " Water Shard " , elemdesc } ,
{ ' * ' , 0xF0F0F0 , " Elemental Gem " , elemdesc } ,
{ ' o ' , 0x309060 , " Orb of Summoning " ,
" This orb allows you to summon monsters. Usually, they are either Elementals or "
" native creatures. While the monsters do not like being summoned, and will "
" attack you once they recover from summoning sickness, such summoning "
" often has its uses. "
} ,
{ ' o ' , 0x306090 , " Orb of Matter " ,
" This Orb allows to temporarily create impassable matter, either to block paths or "
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" to build bridges across chasms and waters. " } ,
{ ' * ' , 0xF0F000 , " Bounty " , wildwestdesc } ,
{ ' [ ' , 0xC0C0C0 , " Revolver " , wildwestdesc } ,
{ ' * ' , 0xF0F080 , " Fulgurite " , elecdesc } ,
{ ' % ' , 0xFFFFFF , " Mutant Sapling " , overdesc } ,
{ ' o ' , 0xA08000 , " Orb of Stunning " ,
" This Orb allows you to target monsters to stun them. "
" 10 charges are used to stun for 5 turns. Does not "
" work against multi-tile monsters. " } ,
{ ' o ' , 0xC00000 , " Orb of Luck " ,
" This Orb allows you to find new lands more easily. "
" Lands where you have already collected less treasure, "
" and especially the Crossroads, are more likely to "
" spawn while you have this. Additionally, Orbs of Safety "
" are more likely to spawn in the Whirlpool. "
} ,
{ ' % ' , 0xD03030 , " Mutant Fruit " , cleardesc } ,
{ ' o ' , 0xC00000 , " Orb of Freedom " ,
" This orb is activated if you are unable to escape (radius 4) "
" without making illegal moves or "
" going through cells which are currently adjacent to enemy monsters. "
" Most game over situations are covered by this, but generally, "
" this orb is oversensitive... \n \n "
" When activated, it creates a Flash effect of radius 5. "
} ,
{ ' % ' , 0x606060 , " Black Lotus " ,
" This beautiful flower is greatly prized by wizards, as it allows them to cast powerful magical spells "
" without preparation. \n "
} ,
{ ' o ' , 0x505050 , " Orb of Undeath " ,
" Monsters slain by you in melee are turned into friendly ghosts, "
" Does not affect plants and friends. "
} ,
{ ' * ' , 0x8080FF , " White Dove Feather " ,
" This feather is truly beautiful and strong. "
} ,
{ ' o ' , 0xC00060 , " Orb of Empathy " ,
" This Orb lets your allies to share your Orb powers. \n \n "
" The following Orbs are affected: "
} ,
{ ' > ' , 0x0000FF , " strong wind " ,
" In the Windy Plains, you can let the wind carry you, "
" causing you to move two cells with the wind in a single turn. "
" This cannot be done if you are standing at distance at most 2 "
" from the Air Elemental, or if any of the three cells on the way "
" has two wind directions. \n \n "
" Press 't' or click the destination to activate. "
} ,
{ ' x ' , 0xFF00FF , " buggy item " ,
" Please report this as a bug. "
} ,
{ ' x ' , 0xFFFF00 , " buggy item " ,
" Please report this as a bug. "
} ,
{ ' % ' , 0x744c7c / 4 + 0x800000 , " Thornless Rose " ,
" A big, beautiful, magical flower. "
} ,
{ ' * ' , 0xFF40A0 , " Coral " ,
" Corals have a somewhat hyperbolic structure even in your home world, "
" but natural corals from the Warped Sea have truly beautiful shapes. "
" Ratlings know the value of corals, and thus keep them in boats for safety. "
} ,
{ ' o ' , 0x764e7c * 2 , " Orb of Beauty " ,
" This Orb makes you stunningly beautiful. "
" Monsters which come next to you will be stunned for one turn. "
" Multi-tile monsters are not affected. Additionally, it makes you immune to "
" beauty. "
} ,
{ ' o ' , 0xFFFF80 , " Orb of the Warp " ,
" This Orb creates a warped zone of radius 5 around you, "
" and also allows you to move diagonally in warped zones. "
} ,
{ ' o ' , 0xFFFF80 , " Orb of Energy " ,
" This Orb halves the power usage of orbs which cost some "
" charges with each activation. It even affects the "
" one-shot orbs such as Flash or Teleport. If such an activation "
" normally costs x charges, it costs only x/2 (rounded up) "
" if you have an Orb of Energy. "
} ,
{ ' t ' , 0x487830 , " Baby Tortoise " , tortoisedesc } ,
{ ' o ' , 0x487830 , " Orb of the Shell " ,
" This Orb protects you from physical attacks. "
" It lasts for more turns than the Orb of Shielding, but "
" 10 charges are lost whenever you are attacked. "
" It also does not protect you from fires, scents, and being eaten. "
} ,
{ ' ! ' , 0xc00000 , " Apple " , " A fruit from the Yendorian Forest. " } ,
{ ' ! ' , 0xFF6000 , " Dragon Scale " ,
" Dragon Scales are a prized material for armors. "
" They are also prized by collectors, who would like to boast "
" about how they have killed a Dragon. \n \n "
" Dragon Scales disappear after 500 turns. "
} ,
{ ' o ' , 0x900000 , " Orb of Domination " ,
" This Orb lets you ride Dragons and other worm-like creatures. "
" Simply move onto such a creature to ride them; while riding, you are protected from dangerous terrains "
" and partially from attacks (they cause you to lose half of your Domination power), "
" but you cannot collect items. When only one charge is left, "
" you have to dismount this turn -- be very careful to make this possible, "
" as your mount could attack you immediately! \n \n " " While riding, "
" click on a location to order your mount to move or attack there. " ,
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} ,
{ ' o ' , 0xFFFF80 , " Orb of the Sword " ,
" This Orb gives you a weapon made of pure magical energy. You do not hold "
" it, it simply floats in the air next to you. When you go, the energy sword moves "
" with you, pointing at the same relative angle it pointed before -- you cannot "
" move or rotate it otherwise. Most monsters can be killed by moving the sword into them, "
" and won't move into the spot with the sword. "
} ,
{ ' x ' , 0x4040FF , " Sunken Treasure " ,
" Cargo of a ship which was once destroyed by a Kraken. " } ,
{ ' o ' , 0xFF8040 , " Orb of the Sword II " ,
" An alternative version of Orb of the Sword. If you have both of them, "
" you have two energy swords, facing in opposite directions. "
} ,
{ ' * ' , 0xFFFF80 , " Ancient Jewelry " ,
" Precious belongings of ancient Viking heroes. Your Orb of the Sword can be "
" used to dig these treasures out of the barrows. "
} ,
{ ' ! ' , 0xFFD700 , " Golden Egg " ,
" Trolls of Trollheim are descendants of a bridge Troll, who collected "
" payments from people crossing the bridge. One of them paid with "
" golden eggs. The bridge Troll found the eggs beautiful, but he quickly lost them. "
" Golden eggs are still revered by Trolls, and you can find them in their "
" caves. "
} ,
{ ' ! ' , 0xFF0000 , " Warning " , warningdesc
} ,
{ ' o ' , 0x808080 , " Orb of the Stone " ,
" Trolls turn into stone walls when they die. When you have this Orb, "
" this happens to every monster you defeat. Statues created from this Orb "
" have slightly different properties than Trolls who petrify naturally. "
} ,
{ ' o ' , 0xC08000 , " Orb of Nature " , naturedesc } ,
{ ' % ' , 0x800080 , " Treat " , halloweendesc } ,
{ ' % ' , 0x30A030 , " Slime Mold " ,
" A very interesting species of slime mold. "
} ,
{ ' * ' , 0xFF00FF , " Amethyst " , " A beatiful purple gem from the Lost Mountain. " } ,
{ ' o ' , 0xC00040 , " Orb of Recall " ,
" When the charges on this Orb expire, "
" you will be automatically returned to the place where you have found it. "
" Extra Orbs of Recall delay this without changing the recall location. "
" Pick up an Orb of Safety causes an immediate recall. " } ,
{ ' ] ' , 0x8080FF , " Dodecahedron " ,
" These dodecahedra made of a mysterious material are the Reptiles' favorite toy. "
} ,
{ ' o ' , 0x8080FF , " Orb of Vaulting " ,
" This Orb allows you to jump over an adjacent monster, killing or stunning it. "
" You can only vault in a roughly straight line. "
" Target a cell on the other side to use it. "
} ,
{ ' $ ' , 0x80FF80 , " Green Grass " , prairiedesc } ,
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{ ' o ' , 0xC09090 , " Orb of Horns " ,
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" After you move while having this Orb, you immediately attack the next cell in the straight line "
" (or two cells, when moving on a heptagon). This attack is slightly stronger than your normal "
" attack: it can stun some of the monsters which cannot be killed or stunned normally. "
} ,
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{ ' o ' , 0xA05020 , " Orb of the Bull " ,
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" You get the powers of Shield, Horns, and Thorns after you move two moves in a straight line "
" with this Orb. " } ,
{ ' $ ' , 0xC060C0 , " Spinel " , bulldashdesc } ,
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{ ' o ' , 0xC0C0FF , " Orb of the Mirror " ,
" Use Orb of the Mirror to gain copies of one of your Orbs; "
" mirroring weaker Orbs usually yields more copies. "
" It can only be used once per Orb type, "
" and only when you are next to a mirror. " ,
} ,
{ ' O ' , 0xF0F0F0 , " your orbs " ,
" Click this to see your orbs. " } ,
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} ;
enum eItem { itNone , itDiamond , itGold , itSpice , itRuby , itElixir , itShard , itBone , itHell , itStatue ,
itFeather , itSapphire , itHyperstone , itKey ,
itGreenStone , itOrbYendor ,
itOrbLightning , itOrbFlash , itOrbWinter , itOrbSpeed , itOrbLife , itOrbShield , itOrbDigging ,
itOrbTeleport , itOrbSafety ,
itOrbThorns , itFernFlower ,
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itWine , itOrbAether , itSilver , itOrbPsi ,
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itRoyalJelly , itEmerald , itOrbInvis , itPower , itOrbFire ,
itHolyGrail , itGrimoire ,
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itOrbDragon , itOrbIllusion ,
itPirate , itCompass ,
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itRedGem , itOrbTime , itOrbSpace ,
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itBombEgg , itCoast , itWhirlpool ,
itOrbFriend , itOrbWater , itOrbAir ,
itPalace , itOrbFrog ,
itFjord , itOrbFish ,
itOrbDiscord ,
itSavedPrincess , itOrbLove ,
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itIvory , itZebra ,
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itFireShard , itAirShard , itEarthShard , itWaterShard ,
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itElemental , itOrbSummon , itOrbMatter ,
itBounty , itRevolver , itFulgurite , itMutant ,
itOrbStunning , itOrbLuck ,
itMutant2 , itOrbFreedom , itLotus , itOrbUndeath ,
itWindstone , itOrbEmpathy , itStrongWind , itBuggy , itBuggy2 ,
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itRose , itCoral , itOrbBeauty , itOrb37 , itOrbEnergy ,
itBabyTortoise , itOrbShell , itApple , itDragon , itOrbDomination ,
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itOrbSword , itKraken , itOrbSword2 , itBarrow ,
itTrollEgg , itWarning , itOrbStone , itOrbNature , itTreat ,
itSlime , itAmethyst , itOrbRecall , itDodeca , itOrbDash , itGreenGrass , itOrbHorns ,
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itOrbBull , itBull , itOrbMirror ,
itInventory
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} ;
// --- wall types ---
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const int walltypes = 100 ;
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struct walltype {
char glyph ;
int color ;
const char * name ;
const char * help ;
} ;
const char * lakeDesc = " Hell has these lakes everywhere... They are shaped like evil stars, and filled with burning sulphur. " ;
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const char * thumpdesc = " A device that attracts sandworms and other enemies. You need to activate it. " ;
const char * twdesc = " This structure will disappear after some time. " ;
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walltype winf [ walltypes ] = {
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{ ' . ' , 0xFF00FF , " no wall " , NULL } ,
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{ ' # ' , 0x8080FF , " ice wall " ,
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" Ice Walls melt after some time has passed. "
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} ,
{ ' # ' , 0xC06000 , " great wall " , barrierhelp } ,
{ ' + ' , 0x900030 , " red slime " , slimehelp } ,
{ ' + ' , 0x300090 , " blue slime " , slimehelp } ,
{ ' # ' , 0xA0D0A0 , " living wall " , cavehelp } ,
{ ' . ' , 0x306060 , " living floor " , cavehelp } ,
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{ ' # ' , 0xD03030 , " dead rock troll " , trollhelp } ,
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{ ' # ' , 0xCDA98F , " sand dune " ,
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" A natural terrain feature of the Desert. "
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} ,
{ ' % ' , 0xC0C0FF , " Magic Mirror " ,
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" You can go inside the Magic Mirror, and produce some mirror images to help you. "
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} ,
{ ' % ' , 0xFFC0C0 , " Cloud of Mirage " ,
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" Tiny droplets of magical water. You see images of yourself inside them. "
" Go inside the cloud, to make these images help you. " } ,
{ ' ^ ' , 0x8D694F , " Thumper " , thumpdesc } ,
{ ' ^ ' , 0x804000 , " Fire " ,
" This cell is on fire. Most beings and items cannot survive. "
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} ,
{ ' + ' , 0xC0C0C0 , " ancient grave " ,
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" An ancient grave. "
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} ,
{ ' + ' , 0xD0D080 , " fresh grave " ,
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" A fresh grave. Necromancers like those. "
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} ,
{ ' # ' , 0x00FFFF , " column " ,
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" A piece of architecture typical to R'Lyeh. "
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} ,
{ ' = ' , 0xFFFF00 , " lake of sulphur " , lakeDesc } ,
{ ' = ' , 0xFFFF00 , " lake of sulphur " , lakeDesc } ,
{ ' = ' , 0x000080 , " lake " ,
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" An impassable lake in Cocytus. "
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} ,
{ ' _ ' , 0x000080 , " frozen lake " , cocytushelp } ,
{ ' > ' , 0x101010 , " chasm " ,
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" It was a floor... until something walked on it. "
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} ,
{ ' > ' , 0x101010 , " chasmD " ,
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" It was a floor... until something walked on it. "
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} ,
{ ' # ' , 0x60C000 , " big tree " , foresthelp } ,
{ ' # ' , 0x006000 , " tree " , foresthelp } ,
{ ' # ' , 0x421C52 * 2 , " vine " , vinehelp } ,
{ ' : ' , 0x006000 , " vine " , hvinehelp } ,
{ ' ; ' , 0x006000 , " vine " , hvinehelp } ,
{ ' ^ ' , 0x804000 , " partial fire " , " This cell is partially on fire. " } ,
{ ' # ' , 0xA07070 , " dead wall " , deadcavehelp } ,
{ ' . ' , 0x401010 , " dead floor " , deadcavehelp } ,
{ ' . ' , 0x905050 , " rubble " , " Dead floor, with some rubble. " } ,
{ ' # ' , 0xD0D010 , " weird rock " ,
" A weirdly colored rock. Hyperentomologists claim that the "
" Hyperbug armies use these rocks to navigate back home after a victorious battle. "
} ,
{ ' # ' , 0x8080C0 , " crystal cabinet " ,
" Witches use these crystal cabinets to protect Powerstones, as well as the more "
" expensive Orbs. They are partially protected from thieves: they are too strong "
" to be smashed by conventional attacks, and if you try to steal the item "
" using an Orb of Aether, your Aether power will be completely drained. "
} ,
{ ' # ' , 0xC0C0C0 , " wall of Camelot " , camelothelp } ,
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{ ' + ' , 0xA06000 , " Round Table " , camelothelp } ,
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{ ' = ' , 0x0000A0 , " moat of Camelot " , camelothelp } ,
{ ' + ' , 0x606060 , " big statue of Cthulhu " ,
" These statues of Cthulhu are too large to carry, and they don't look too "
" valuable anyway. Most monsters will never go through them... they probably have "
" their reasons. But you can go! When you move into the cell containing "
" a statue, you push the statue to the cell you left. \n "
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} ,
{ ' = ' , 0x0000A0 , " sea " , caribbeanhelp } ,
{ ' + ' , 0x0000A0 , " boat " ,
" Hyperbolic pirates do not need huge ships, since so many lands to conquest "
" are so close. These small boats are enough for them. \n \n "
" Boats allow you to go through water. If you are in a boat, you can move into "
" a water cell (and the boat will come with you). "
} ,
{ ' . ' , 0x00FF00 , " island " , cislandhelp } ,
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{ ' . ' , 0x80C060 , " island " , cislandhelp } ,
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{ ' # ' , 0x006000 , " tree " ,
" The forests of Caribbean are too dense to be traversed by humans, "
" and they are hard to burn. Many colorful parrots can be found there. "
} ,
{ ' , ' , 0x800000 , " rock I " , redrockhelp } ,
{ ' : ' , 0xC00000 , " rock II " , redrockhelp } ,
{ ' ; ' , 0xFF0000 , " rock III " , redrockhelp } ,
{ ' . ' , 0xD0D0D0 , " minefield " , minedesc } ,
{ ' . ' , 0xD0D0D0 , " minefield " , minedesc } ,
{ ' . ' , 0x909090 , " cell without mine " , minedesc } ,
{ ' + ' , 0x808000 , " stranded boat " ,
" This boat cannot go through the sand. But if you sit inside and "
" wait for the tide, you will be able to use it to travel through the Ocean. "
} ,
{ ' # ' , 0xFFD500 , " palace wall " , palacedesc } ,
{ ' + ' , 0xFFFFFF , " closed gate " , gatedesc } ,
{ ' - ' , 0x404040 , " open gate " , gatedesc } ,
{ ' _ ' , 0xC00000 , " closing plate " , gatedesc } ,
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{ ' _ ' , 0x00C050 , " opening plate " , gatedesc } ,
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{ ' _ ' , 0x202020 , " trapdoor " , " This floor will fall after someone goes there. Go quickly! " } ,
{ ' + ' , 0xFF0000 , " giant rug " ,
" This is the biggest Hypersian Rug you have ever seen! "
" Unfortunately, it is too large to take it as a trophy. " } ,
{ ' # ' , 0xfffff0 , " platform " , " You can stand here. " } ,
{ ' # ' , 0x909090 , " stone gargoyle " , gargdesc } ,
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{ ' . ' , 0xB0B0B0 , " stone gargoyle floor " , gargdesc } ,
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{ ' . ' , 0x909090 , " rubble " , " Some rubble. " } ,
{ ' + ' , 0x804000 , " ladder " ,
" You can use this ladder to climb the Tower. "
} ,
{ ' # ' , 0xC0C0C0 , " limestone wall " , " Simply a wall. Mostly. " } ,
{ ' ^ ' , 0x804000 , " Bonfire " ,
" A heap of wood that can be used to start a fire. Everything is already here, you just need to touch it to fire it. "
} ,
{ ' ^ ' , 0x8D694F , " Thumper " ,
" A device that attracts sandworms and other enemies. You need to activate it. " } ,
{ ' ^ ' , 0x804000 , " Eternal Fire " ,
" This fire never burns out. "
} ,
{ ' . ' , 0x909090 , " stone gargoyle bridge " , gargdesc } ,
{ ' # ' , 0x309060 , " temporary wall " , twdesc } ,
{ ' . ' , 0x309060 , " temporary floor " , twdesc } ,
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{ ' . ' , 0x309060 , " temporary bridge " , twdesc } ,
{ ' # ' , 0x3030FF , " charged wall " , elecdesc } ,
{ ' # ' , 0xFF3030 , " grounded wall " , elecdesc } ,
{ ' # ' , 0xA0A060 , " sandstone wall " , elecdesc } ,
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{ ' # ' , 0x704000 , " saloon wall " , wildwestdesc } ,
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{ ' # ' , 0x90C0C0 , " metal wall " , elecdesc } ,
{ ' # ' , 0x607030 , " dead troll " , trollhelpX } ,
{ ' + ' , 0xC0C0FF , " fan " , winddesc } ,
{ ' ? ' , 0xFF00FF , " <temporary> " , NODESC } ,
{ ' ? ' , 0xFF00FF , " <earth d " , NODESC } ,
{ ' ? ' , 0xFF00FF , " <elemental tmp> " , NODESC } ,
{ ' ? ' , 0xFF00FF , " <elemental d> " , NODESC } ,
{ ' + ' , 0x607030 , " unnamed floor C " , NODESC } ,
{ ' + ' , 0xC0C0FF , " unnamed floor D " , NODESC } ,
{ ' # ' , 0x764e7c , " rosebush " , roselanddesc } ,
{ ' # ' , 0xC0C000 , " warp gate " ,
" This gate separates the warped area from the normal land. " } ,
{ ' + ' , 0x804000 , " trunk " , " The skeleton of a tree. " } ,
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{ ' - ' , 0x402000 , " solid branch " , " Branches here could bear your weight easily. " } ,
{ ' : ' , 0x804000 , " weak branch " ,
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" Branches here will bear you weight, but if you use them to move (not fall) to an unstable place, they will break. " } ,
{ ' + ' , 0x60C060 , " canopy " ,
" Only thin twigs and leaves here. They may bear fruits, but for you, these cells count "
" as unstable. "
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} ,
{ ' # ' , 0xD0C060 , " barrow wall " , " This wall is quite strong. You will need another way in. " } ,
{ ' # ' , 0x90A060 , " barrow " , " Your Orb of the Sword can be used to dig here. " } ,
{ ' # ' , 0xE0E0E0 , " stone statue " , " A petrified creature. " } ,
{ ' . ' , 0xE8E8E8 , " tower of Camelot " , camelothelp } ,
{ ' - ' , 0x402000 , " big bush " ,
" You can hold this bush to climb the Lost Mountain. "
" Bushes block the movement of birds. "
} ,
{ ' : ' , 0x804000 , " small bush " ,
" You can hold this bush to climb the Lost Mountain, "
" but it is not very strong -- it will get destroyed "
" if you climb from it into an unstable location. "
" Bushes block the movement of birds. " } ,
{ ' . ' , 0xFFFF00 , " Reptile floor " , reptiledesc } ,
{ ' . ' , 0xFFFF00 , " Reptile bridge " , reptiledesc } ,
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{ ' . ' , 0xFFFF00 , " invisible floor " , NODESCYET } ,
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{ ' # ' , 0xC0C0FF , " mirror wall " , mirroreddesc } ,
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{ ' . ' , 0xE0E0E0 , " stepping stones " , " A petrified creature. " } ,
{ ' # ' , 0x309060 , " temporary wall " , twdesc } ,
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} ;
enum eWall { waNone , waIcewall , waBarrier , waFloorA , waFloorB , waCavewall , waCavefloor , waDeadTroll , waDune ,
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waMirror , waCloud , waThumperOff , waFire , waAncientGrave , waFreshGrave , waColumn , waSulphurC , waSulphur ,
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waLake , waFrozenLake , waChasm , waChasmD , waBigTree , waSmallTree ,
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waVinePlant , waVineHalfA , waVineHalfB , waPartialFire ,
waDeadwall , waDeadfloor , waDeadfloor2 , waWaxWall , waGlass , waCamelot , waRoundTable ,
waCamelotMoat ,
waBigStatue ,
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waSea , waBoat , waCIsland , waCIsland2 , waCTree ,
waRed1 , waRed2 , waRed3 ,
waMineUnknown , waMineMine , waMineOpen ,
waStrandedBoat ,
waPalace , waClosedGate , waOpenGate , waClosePlate , waOpenPlate , waTrapdoor ,
waGiantRug ,
waPlatform , waGargoyle , waGargoyleFloor , waRubble , waLadder , waStone ,
waBonfireOff , waThumperOn , waEternalFire ,
waGargoyleBridge ,
waTempWall , waTempFloor , waTempBridge ,
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waCharged , waGrounded , waSandstone , waSaloon , waMetal ,
waDeadTroll2 , waFan ,
waTemporary , waEarthD , waElementalTmp , waElementalD ,
waFloorC , waFloorD , waRose , waWarpGate ,
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waTrunk , waSolidBranch , waWeakBranch , waCanopy ,
waBarrowWall , waBarrowDig ,
waPetrified , waTower ,
waBigBush , waSmallBush ,
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waReptile , waReptileBridge ,
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waInvisibleFloor ,
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waMirrorWall ,
waPetrifiedBridge ,
waTempBridgeBlocked
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} ;
// --- land types ---
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const int landtypes = 73 ;
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struct landtype {
int color ;
const char * name ;
const char * help ;
} ;
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const landtype linf [ landtypes ] = {
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{ 0xFF00FF , " ??? " , " " } ,
{ 0xC06000 , " Great Wall " , " " } ,
{ 0xFF0000 , " Crossroads " ,
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" This land is a quick gateway to other lands. It is very easy to find other lands "
" from the Crossroads. Which means that you find monsters from most other lands here! \n \n "
" As long as you have found enough treasure in their native lands, you can "
" find magical items in the Crossroads. Mirror Land brings mirrors and clouds, "
" and other land types bring magical orbs. \n \n "
" A special treasure, Hyperstone, can be found on the Crossroads, but only "
" after you have found 10 of every other treasure. "
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} ,
{ 0xCDA98F , " Desert " ,
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" A hot land, full of sand dunes, mysterious Spice, and huge and dangerous sand worms. "
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} ,
{ 0x8080FF , " Icy Land " ,
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" A very cold land, full of ice walls. Your mere presence will cause these ice walls to "
" melt, even if you don't want it. "
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} ,
{ 0x306060 , " Living Cave " , cavehelp } ,
{ 0x00C000 , " Jungle " ,
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" A land filled with huge ivy plants and dangerous animals. "
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} ,
{ 0x900090 , " Alchemist Lab " , slimehelp } ,
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{ 0x704070 , " Hall of Mirrors " ,
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" A strange land filled with mirrors. "
" Break magic mirrors and mirage clouds to "
" gain treasures and helpful Mimics. "
} ,
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{ 0x404070 , " Graveyard " ,
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" All the monsters you kill are carried to this strange land, and buried. "
" Careless Rogues are also carried here... "
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} ,
{ 0x00FF00 , " R'Lyeh " ,
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" An ancient sunken city which can be reached only when the stars are right. \n \n "
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" You can find Temples of Cthulhu in R'Lyeh once you collect five Statues of Cthulhu. "
} ,
{ 0xC00000 , " Hell " ,
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" A land filled with demons and molten sulphur. Abandon all hope ye who enter here! "
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} ,
{ 0x00FF00 , " Cocytus " ,
cocytushelp
} ,
{ 0xFFFF00 , " Land of Eternal Motion " ,
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" A land where you cannot stop, because every piece of floor is extremely unstable. Only monsters who "
" can run forever are able to survive there, and only phoenix feathers are so light that they do not disturb "
" the floor. \n "
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} ,
{ 0x008000 , " Dry Forest " , foresthelp } ,
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{ 0x60C060 , " Emerald Mine " ,
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" Evil people are mining for emeralds in this living cave. "
" It does not grow naturally, but it is dug out in a regular "
" pattern, which is optimal according to the evil engineers. "
} ,
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{ 0x421C52 , " Vineyard " , vinehelp } ,
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{ 0x104040 , " Dead Cave " , deadcavehelp } ,
{ 0x705020 , " Hive " , hivehelp } ,
{ 0xFFFF00 , " Land of Power " ,
" The Land of Power is filled with everburning fire, magical Orbs, and guarded by "
" witches and golems. There are basic orbs lying everywhere, and more prized ones "
" are kept in crystal cabinets. \n \n "
" Witches are allowed to use all the powers of the "
" basic orbs against intruders. These powers never expire, but a Witch "
" can use only one power at a time (not counting Orbs of Life). \n \n "
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" Witches and Golems don't pursue you into other Lands. Also, most Orb powers "
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" are drained when you leave the Land of Power. "
} ,
{ 0xD0D0D0 , " Camelot " , camelothelp } ,
{ 0xD000D0 , " Temple of Cthulhu " , templehelp } ,
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{ 0xFF8000 , " Crossroads II " ,
" An alternate layout of the Crossroads. It is more dense and more regular, "
" although you won't find the castle of Camelot here. "
} ,
{ 0x0000FF , " Caribbean " , caribbeanhelp } ,
{ 0x400000 , " Red Rock Valley " , redrockhelp } ,
{ 0xD0D0D0 , " Minefield " , minedesc } ,
{ 0x2020FF , " Ocean " ,
" You can collect some valuable Ambers on the coast, but beware the tides! \n \n "
" You can also take one of the boats and venture into the Ocean, "
" to find other coasts, dangerous whirlpools, and islands inhabited by Pirates. "
} ,
{ 0x0000C0 , " Whirlpool " ,
" Many lost boats are spinning in this whirlpool. Some of them contain treasures "
" and Pirates. \n \n "
" Unmanned boats will go one cell clockwise in each turn. Sharks and manned boats "
" are only allowed to go with the current, that is, towards the center, or clockwise. "
} ,
{ 0xFFD500 , " Palace " , palacedesc } ,
{ 0xC0C000 , " Living Fjord " ,
" A coastal area, from where you can get both to the inland worlds and to the Ocean. "
" Each turn, each cell will become water or earth, based on the majority of cells around it. "
" Contrary to the Living Caves, this process is not affected by most items and monsters, "
" but elementals, dead Trolls, and cells outside of the Living Fjord have "
" a very powerful effect. "
} ,
{ 0xFFFFE0 , " Ivory Tower " , " Powerful wizards claimed this part of the world, to perform their magical "
" experiments in peace and solitude. They have changed the direction of gravity, "
" to make it even harder for intruders to reach them. \n \n "
" Gravity works as follows: cells are unstable if they are empty, and there is "
" no cell immediately below them which contains a wall. It is impossible to move "
" from one unstable cell to another, except if moving down. " } ,
{ 0x606060 , " Zebra " , " Everything in this Land has black and white stripes. " } ,
{ 0xC08080 , " Plane of Fire " , elemdesc } ,
{ 0x808080 , " Plane of Air " , elemdesc } ,
{ 0x80C080 , " Plane of Earth " , elemdesc } ,
{ 0x8080C0 , " Plane of Water " , elemdesc } ,
{ 0x4040FF , " Crossroads III " ,
" An alternate layout of the Crossroads. Great Walls cross here at right angles. "
} ,
{ 0x4040C0 , " Sea Border " , " Border between seas. " } ,
{ 0x4040C0 , " Elemental Planes " , elemdesc } ,
{ 0xE08020 , " Canvas " , " A fake Land with colored floors. " } ,
{ 0x00C000 , " Palace Quest " , princessdesc } , // this is fake
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{ 0xD0D060 , " Wild West " , wildwestdesc } ,
{ 0x80A080 , " Land of Storms " , elecdesc } ,
{ 0x20A050 , " Overgrown Woods " , overdesc } ,
{ 0x20D050 , " Clearing " , cleardesc } ,
{ 0x303030 , " Haunted Woods " , hauntdesc } ,
{ 0x303030 , " Haunted Woods " , hauntdesc } ,
{ 0x303030 , " Haunted Woods " , hauntdesc } ,
{ 0xC0C0FF , " Windy Plains " , winddesc } ,
{ 0x764e7c * 2 , " Rose Garden " , roselanddesc } ,
{ 0xFFD580 , " Warped Coast " , warplanddesc } ,
{ 0xFFD580 , " Warped Sea " , warplanddesc } ,
{ 0xC08080 , " Crossroads IV " ,
" An alternate layout of the Crossroads, without walls. "
} ,
{ 0xFFD580 , " Yendorian Forest " ,
" This forest was planted by one of the wizards from the Ivory Tower "
" to conduct experiments with gravity. "
} ,
{ 0x487830 , " Galápagos " , tortoisedesc } ,
{ 0xD04000 , " Dragon Chasms " , dragondesc } ,
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{ 0xD04000 , " Kraken Depths " ,
" A long time ago, this was a trade route. But then, Krakens have risen out of the "
" depths. Many trading ships sank here. Legend says that you can uncover the secret "
" of a magical weapon spell somewhere in the depths... \n \n "
" You can find Sunken Treasures here, but they won't appear until you have killed "
" a Kraken. You will also need Orb of the Fish to get the treasures, luckily you can "
" steal one from the Viking treasure hunters. "
} ,
{ 0x804020 , " Burial Grounds " ,
" Ancient Viking heroes were buried here. Their graves have barrows raised over "
" them, and are guarded by Draugar, animated corpses who are immune to mundane weapons. "
" You will need to use a magical weapon spell to defeat them, and to rob the "
" ancient jewelry buried in the graves. "
} ,
{ 0x90A548 , " Trollheim " ,
" Many clans of Trolls spend their lives in this kingdom. You can find many "
" statues of Trolls here. You suppose that they are not actually statues, but simply "
" elderly Trolls, who have petrified upon death. Or maybe you have killed "
" these Trolls yourself? "
} ,
{ 0xFF7518 , " Halloween " , halloweendesc } ,
{ 0x605040 , " Dungeon " ,
" The result of a collaboration of the Great Vizier and the Wizard of the Ivory Tower. "
} ,
{ 0x603000 , " Lost Mountain " ,
" Gravitational anomalies in the Jungle create mountains "
" overgrown with ivies and bushes. "
" Will you dare to climb the ivies to get the amethysts hidden above? \n \n "
" Cells adjacent to Ivies count as stable (but Ivies "
" cannot climb themselves or other Ivies). " } ,
{ 0xFFFF00 , " Reptiles " , reptiledesc } ,
{ 0x0000D0 , " Prairie " , prairiedesc } ,
{ 0x800080 , " Bull Dash " , bulldashdesc } ,
{ 0xC000C0 , " Crossroads V " , " Extremely narrow Crossroads layout. \n " } ,
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{ 0xC0C0C0 , " Cellular Automaton " , cadesc } ,
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{ 0xC0C0FF , " Mirror Wall " , mirroreddesc } ,
{ 0xC8C8FF , " Reflection " , mirroreddesc } ,
{ 0xC0C0FF , " Reflection " , mirroreddesc } ,
{ 0xC8C8FF , " Reflection " , mirroreddesc } ,
{ 0xC8C8FF , " Mirror Land " ,
" A strange land which contains mirrors and mirages, protected by Mirror Rangers. " } ,
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{ 0xFFFFFF , " Alchemy II " , NODESCYET }
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} ;
enum eLand { laNone , laBarrier , laCrossroads , laDesert , laIce , laCaves , laJungle , laAlchemist , laMirror , laGraveyard ,
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laRlyeh , laHell , laCocytus , laMotion , laDryForest , laEmerald , laWineyard , laDeadCaves ,
laHive , laPower , laCamelot , laTemple ,
laCrossroads2 , laCaribbean , laRedRock , laMinefield , laOcean , laWhirlpool ,
laPalace , laLivefjord ,
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laIvoryTower , laZebra , laEFire , laEAir , laEEarth , laEWater , laCrossroads3 ,
laOceanWall , laElementalWall ,
laCanvas , laPrincessQuest ,
laWildWest , laStorms , laOvergrown , laClearing ,
laHaunted , laHauntedWall , laHauntedBorder ,
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laWhirlwind , laRose , laWarpCoast , laWarpSea , laCrossroads4 ,
laEndorian , laTortoise , laDragon ,
laKraken , laBurial , laTrollheim ,
laHalloween , laDungeon , laMountain , laReptile ,
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laPrairie , laBull , laCrossroads5 , laCA ,
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laMirrorWall , laMirrored , laMirrorWall2 , laMirrored2 ,
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laMirrorOld ,
laAlchemy2
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} ;
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// cell information for the game
struct gcell {
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// main fields
eLand land : 8 ;
eWall wall : 8 ;
eMonster monst : 8 ;
eItem item : 8 ;
// if this is a barrier, what lands on are on the sides?
eLand barleft : 8 , barright : 8 ;
unsigned ligon : 1 ; // is it sparkling with lightning?
unsigned
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pathdist : 7 , // player distance wrt usual movement
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cpdist : 5 , mpdist : 5 ; // current/minimum player distance
unsigned mondir : 3 , // monster direction, for multi-tile monsters and graphics
bardir : 4 , // barrier direction
stuntime : 4 , // stun time left (for Palace Guards and Skeletons)
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hitpoints : 3 ; // hitpoints left (for Palace Guards, also reused as cpid for mirrors)
unsigned landflags : 8 ; // extra flags for land
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// 'landparam' is used for:
// heat in Icy/Cocytus;
// heat in Dry (0..10);
// CR2 structure;
// hive Weird Rock color / pheromones;
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// Ocean/coast depth;
// Bomberbird Egg hatch time / mine marking;
// number of Ancient Jewelry;
// improved tracking in Trollheim
union {
int32_t landpar ;
float heat ;
char bytes [ 4 ] ;
struct fieldinfo {
uint16_t fieldval ;
unsigned rval : 4 ;
unsigned flowerdist : 4 ;
unsigned walldist : 4 ;
unsigned walldist2 : 4 ;
} fi ;
} LHU ;
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} ;
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# define landparam LHU.landpar
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# define fval LHU.fi.fieldval
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# define NODIR 7
# define NOBARRIERS 8
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# define LAND_OVER 53
# define LAND_OVERX 55
eLand land_over [ LAND_OVERX ] = {
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laIce , laCaves , laDesert , laMotion , laJungle , laAlchemist ,
laCrossroads ,
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laMirror , laMinefield , laPalace , laPrincessQuest , laZebra , laReptile ,
laOcean , laWarpCoast , laLivefjord , laKraken , laCaribbean , laWhirlpool , laRlyeh , laTemple ,
laIvoryTower , laEndorian , laDungeon , laMountain ,
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laCrossroads2 ,
laDryForest , laWineyard , laDeadCaves , laGraveyard , laHaunted , laHive ,
laRedRock ,
laDragon , laTortoise ,
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laOvergrown , laClearing , laStorms , laWhirlwind , laRose , laBurial ,
laEmerald , laCamelot ,
laPrairie , laBull ,
laElementalWall , laTrollheim ,
laHell , laCrossroads3 , laCocytus , laPower , laCrossroads4 ,
laCrossroads5 ,
// EXTRA
laWildWest , laHalloween
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} ;
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# define LAND_EUC 49
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eLand land_euc [ LAND_EUC ] = {
laIce , laCaves , laDesert , laMotion , laJungle ,
laCrossroads ,
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laMirrorOld , laMinefield , laAlchemist , laZebra , laPalace , laPrincessQuest ,
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laOcean , laLivefjord , laWarpCoast , laCaribbean , laKraken , laWhirlpool , laRlyeh , laTemple ,
laElementalWall , laTrollheim ,
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laDryForest , laWineyard , laDeadCaves , laGraveyard , laHive , laRedRock , laIvoryTower ,
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laOvergrown , laClearing , laStorms , laWhirlwind , laRose , laBurial ,
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laEmerald , laCamelot , laDragon , laTortoise ,
laHell , laCrossroads3 , laCocytus , laPower ,
laCrossroads4 ,
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laWildWest ,
laReptile , laMountain , laBull , laPrairie
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} ;
// MISSING: laCrossroads2
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# define LAND_SPH 39
eLand land_sph [ LAND_SPH ] = {
laHalloween ,
laIce , laCaves , laDesert , laMotion , laJungle ,
laCrossroads ,
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laMirrorOld , laMinefield , laAlchemist ,
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laLivefjord , laWarpCoast , laKraken , laRlyeh ,
laTrollheim ,
laDryForest , laDeadCaves , laGraveyard , laHive , laRedRock ,
laOvergrown , laStorms , laWhirlwind , laRose , laBurial ,
laEmerald , laDragon , laTortoise ,
laHell , laCrossroads3 , laCocytus , laPower , laElementalWall ,
laCrossroads4 ,
laWildWest , laPalace , laBull , laPrairie , laCA
} ;
# define LAND_HYP 47
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eLand land_hyp [ LAND_HYP ] = {
laHell , laCocytus , laGraveyard ,
laWineyard , laDryForest , laCaves ,
laPalace , laEmerald , laHive , laDeadCaves , laPower ,
laOcean , laLivefjord , laRlyeh , laTemple , laIce ,
laDesert , laRedRock ,
laWhirlpool , laOvergrown , laClearing , laStorms ,
laCaribbean , laJungle , laAlchemist , laMotion , laMirror , laMinefield ,
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laZebra , laElementalWall , laIvoryTower , laHaunted , laWhirlwind ,
laWarpCoast , laRose , laDragon , laEndorian ,
laReptile , laDungeon , laMountain ,
laTortoise ,
laKraken , laBurial , laTrollheim ,
laPrairie , laBull ,
// always must be last
laCrossroads
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} ;
# define LAND_SCAPE 32
eLand land_scape [ LAND_SCAPE ] = {
laHell , laCocytus , laGraveyard ,
laWineyard , laDryForest , laCaves ,
laPalace , laEmerald , laDeadCaves , laPower ,
laOcean , laLivefjord , laRlyeh , laTemple , laIce ,
laDesert , laRedRock ,
laOvergrown , laStorms ,
laJungle , laAlchemist , laMotion , laMirror , laMinefield ,
laZebra , laWhirlwind , laCrossroads ,
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laWarpCoast , laRose ,
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laCrossroads , laCrossroads2 , laCrossroads3
} ;
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# define LAND_TAC 50
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struct landtacinfo { eLand l ; int tries , multiplier ; } ;
landtacinfo land_tac [ LAND_TAC ] = {
{ laIce , 10 , 1 } , { laDesert , 10 , 1 } , { laMotion , 10 , 1 } , { laCaves , 10 , 1 } , { laAlchemist , 10 , 1 } ,
{ laJungle , 10 , 1 } , { laMirror , 10 , 1 } , { laZebra , 10 , 1 } , { laPalace , 10 , 1 } ,
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{ laOcean , 10 , 1 } , { laLivefjord , 10 , 1 } , { laWarpCoast , 10 , 1 } , { laRlyeh , 10 , 1 } , { laHell , 10 , 1 } ,
{ laDryForest , 10 , 1 } , { laWineyard , 10 , 1 } , { laReptile , 10 , 1 } ,
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{ laDeadCaves , 10 , 1 } , { laGraveyard , 10 , 1 } ,
{ laHaunted , 10 , 1 } ,
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{ laIvoryTower , 10 , 1 } , { laEndorian , 10 , 1 } , { laMountain , 5 , 2 } , { laDungeon , 5 , 2 } ,
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{ laEmerald , 10 , 1 } ,
{ laCocytus , 10 , 1 } ,
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{ laCaribbean , 5 , 2 } , { laWhirlpool , 5 , 2 } , { laKraken , 5 , 2 } ,
{ laTemple , 5 , 2 } , { laMinefield , 5 , 2 } ,
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{ laPower , 5 , 2 } , { laHive , 5 , 2 } , { laRedRock , 5 , 2 } , { laStorms , 5 , 2 } , { laOvergrown , 5 , 2 } ,
{ laClearing , 5 , 2 } ,
{ laWhirlwind , 5 , 2 } , { laRose , 5 , 2 } , { laDragon , 2 , 5 } , { laTortoise , 1 , 10 } ,
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{ laBurial , 5 , 2 } ,
{ laElementalWall , 10 , 1 } , { laTrollheim , 5 , 2 } ,
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{ laCrossroads , 10 , 1 } , { laCrossroads2 , 10 , 1 } , { laCrossroads3 , 10 , 1 } , { laCrossroads4 , 10 , 1 } ,
{ laCamelot , 1 , 100 } ,
{ laWildWest , 10 , 1 }
} ;
# define RANDLANDS 17
eLand randlands [ RANDLANDS ] = {
laIce , laDesert , laCaves , laAlchemist , laGraveyard , laPower , laLivefjord , laZebra ,
laRlyeh , laDryForest , laEmerald , laWineyard , laDeadCaves , laRedRock ,
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laOvergrown , laWildWest , laWarpCoast
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} ;
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// land completion for shared unlocking
# define U5 (inv::on ? 10 : 5)
// land completion for advanced unlocking
# define U10 (inv::on ? 25 : 10)
// land completion
# define R10 (inv::on ? 50 : 10)
// intermediate lands
# define R30 (inv::on ? 100 : 30)
// advanced lands
# define R60 (inv::on ? 200 : 60)
// advanced lands II
# define R90 (inv::on ? 300 : 90)
// Crossroads IV
# define R200 (inv::on ? 800 : 200)
// Crossroads V
# define R300 (inv::on ? 1200 : 300)
// kill types for Dragon Chasms
# define R20 (inv::on ? 30 : 20)
// kill count for Graveyard/Hive
# define R100 (inv::on ? 500 : 100)