dice:: added Angry Dice

This commit is contained in:
Zeno Rogue 2021-05-29 15:45:37 +02:00
parent d7e2b491ac
commit 2973cada6d
8 changed files with 31 additions and 7 deletions

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@ -104,7 +104,7 @@ EX bool canAttack(cell *c1, eMonster m1, cell *c2, eMonster m2, flagtype flags)
if(m1 == moArrowTrap && arrow_stuns(m2)) return true;
if(m2 == moAnimatedDie && !(flags & (AF_MAGIC | AF_CRUSH))) return false;
if(among(m2, moAnimatedDie, moAngryDie) && !(flags & (AF_MAGIC | AF_CRUSH))) return false;
if(among(m2, moAltDemon, moHexDemon, moPair, moCrusher, moNorthPole, moSouthPole, moMonk) && !(flags & (AF_EAT | AF_MAGIC | AF_BULL | AF_CRUSH)))
return false;

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@ -1715,6 +1715,10 @@ MONSTER('d', 0x603010, "Animated Die", moAnimatedDie, ZERO, RESERVED, moHexDemon
"Other rolls and attacks are not allowed."
)
MONSTER('d', 0x901010, "Angry Die", moAngryDie, ZERO, RESERVED, moHexDemon,
"You have made a die unhappy, and it remembers that! This one won't forgive you, no matter what you do."
)
//shmupspecials
MONSTER( '@', 0xC0C0C0, "Rogue", moPlayer, CF_FACE_UP | CF_PLAYER, RESERVED, moNone, "In the Shoot'em Up mode, you are armed with thrown Knives.")
MONSTER( '*', 0xC0C0C0, "Knife", moBullet, ZERO | CF_BULLET, RESERVED, moNone, "A simple, but effective, missile, used by rogues.")

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@ -481,7 +481,7 @@ EX void bfs() {
else if(isMagneticPole(c2->monst)) havewhat |= HF_MAGNET;
else if(c2->monst == moAltDemon) havewhat |= HF_ALT;
else if(c2->monst == moHexDemon) havewhat |= HF_HEXD;
else if(c2->monst == moAnimatedDie) havewhat |= HF_HEXD;
else if(among(c2->monst, moAnimatedDie, moAngryDie)) havewhat |= HF_HEXD;
else if(c2->monst == moMonk) havewhat |= HF_MONK;
else if(c2->monst == moShark || c2->monst == moCShark || among(c2->monst, moRusalka, moPike)) havewhat |= HF_SHARK;
else if(c2->monst == moAirElemental)

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@ -394,6 +394,12 @@ EX void pushThumper(const movei& mi) {
addMessage(XLAT("The die is now happy, but won't reward you outside of the Land of Dice!"));
}
}
if(w == waHappyDie && dice::data[cto].happy() <= 0) {
cto->monst = moAngryDie;
cto->wall = waNone;
cto->stuntime = 5;
addMessage(XLAT("You have made a Happy Die angry!"));
}
}
else
cto->wall = w;

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@ -2252,7 +2252,7 @@ EX bool drawMonsterType(eMonster m, cell *where, const shiftmatrix& V1, color_t
return true;
}
case moAnimatedDie: {
case moAnimatedDie: case moAngryDie: {
if(where)
dice::draw_die(where, V, 1, darkena(col, 0, 0xFF));
else
@ -2886,7 +2886,7 @@ EX bool drawMonster(const shiftmatrix& Vparam, int ct, cell *c, color_t col, col
// golems, knights, and hyperbugs don't face the player (mondir-controlled)
// also whatever in the lineview mode, and whatever in the quotient geometry
else if(c->monst == moAnimatedDie) {
else if(among(c->monst, moAnimatedDie, moAngryDie)) {
transmatrix U = inverse_shift(Vparam, Vs);
U = rgpushxto0(tC0(U));
die_target = Vparam;

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@ -103,7 +103,7 @@ EX void moveEffect(const movei& mi, eMonster m) {
tortoise::move_baby(cf, ct);
}
if(m == moAnimatedDie && mi.proper())
if(among(m, moAnimatedDie, moAngryDie) && mi.proper())
dice::roll(mi);
}
@ -1152,9 +1152,10 @@ EX void groupmove2(const movei& mi, eMonster movtype, flagtype mf) {
}
moveMonster(mi);
onpath(from, 0);
if(mi.t->monst == moAnimatedDie) {
if(among(mi.t->monst, moAnimatedDie, moAngryDie)) {
/* other dice will not pathfind through the original cell */
/* this makes it easier for the player to roll dice correctly */
onpath(c, 0);

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@ -810,6 +810,8 @@ EX eMonster summonedAt(cell *dest) {
return moBomberbird;
if(dest->wall == waRichDie)
return moAnimatedDie;
if(dest->wall == waHappyDie)
return moAngryDie;
if(dest->wall == waTrapdoor)
return dest->land == laPalace ? moFatGuard : moOrangeDog;
if(dest->land == laFrog && dest->wall == waNone) {
@ -910,6 +912,8 @@ void summonAt(cell *dest) {
dest->wall = waBoat, dest->item = itNone;
if(dest->monst == moAnimatedDie)
dest->wall = waNone;
if(dest->monst == moAngryDie)
dest->wall = waNone;
if(dest->monst == moViking && dest->land == laKraken)
dest->item = itOrbFish;
if(dest->wall == waStrandedBoat)
@ -1113,6 +1117,12 @@ void blowoff(const movei& mi) {
cf->item = itDice;
items[itDice]--;
}
if(ct->wall == waHappyDie && dice::data[ct].happy() <= 0) {
ct->monst = moAngryDie;
ct->wall = waNone;
ct->stuntime = 5;
addMessage(XLAT("You have made a Happy Die angry!"));
}
items[itOrbAir]--;
createNoise(2);
bfs();
@ -1147,7 +1157,8 @@ EX movei blowoff_destination(cell *c, int& di) {
if(d<c->type) for(int e=d; e<d+c->type; e++) {
int di = e % c->type;
cell *c2 = c->move(di);
if((c->monst == moAnimatedDie || c->wall == waHappyDie || c->wall == waRichDie) && ctof(c2)) continue;
if((c->monst == moAnimatedDie || c->monst == moAngryDie || c->wall == waHappyDie || c->wall == waRichDie) && ctof(c2))
continue;
if(c2 && c2->cpdist > c->cpdist && passable(c2, c, P_BLOW)) return movei(c, c2, di);
}
return movei(c, c, NO_SPACE);

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@ -759,6 +759,8 @@ void pcmove::tell_why_cannot_attack() {
addMessage(XLAT("You cannot attack Jellies in their wall form!"));
else if(c2->monst == moAnimatedDie)
addMessage(XLAT("You can only push this die if the highest number would be on the top!"));
else if(c2->monst == moAngryDie)
addMessage(XLAT("This die is really angry at you!"));
else
addMessage(XLAT("For some reason... cannot attack!"));
}