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customize land mode
This commit is contained in:
parent
e840e39ba0
commit
4421143ae5
@ -166,11 +166,11 @@ EX namespace brownian {
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ONEMPTY {
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ONEMPTY {
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if(hrand(10000) < min(250, 100 + 2 * PT(kills[moAcidBird] + kills[moBrownBug], 50)) * (25 + min(items[itBrownian], 100)) / 25 && c->landparam >= 4 && c->landparam < 24)
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if(hrand(10000) < min(250, 100 + 2 * PT(kills[moAcidBird] + kills[moBrownBug], 50)) * (25 + min(items[itBrownian], 100)) / 25 && c->landparam >= 4 && c->landparam < 24)
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c->item = itBrownian;
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c->item = itBrownian;
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if(hrand_monster(8000) < 15 + items[itBrownian])
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if(hrand_monster_in(laBrownian, 8000) < 15 + items[itBrownian])
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c->monst = moAcidBird;
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c->monst = moAcidBird;
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else if(hrand_monster(8000) < 15)
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else if(hrand_monster_in(laBrownian, 8000) < 15)
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c->monst = moAlbatross;
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c->monst = moAlbatross;
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else if(hrand_monster(8000) < 15 + items[itBrownian]) {
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else if(hrand_monster_in(laBrownian, 8000) < 15 + items[itBrownian]) {
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c->monst = moBrownBug;
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c->monst = moBrownBug;
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c->hitpoints = 3;
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c->hitpoints = 3;
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}
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}
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@ -291,7 +291,7 @@ extern array<feature, 21> features;
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#define VF [] (cell *c)
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#define VF [] (cell *c)
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bool hrand_var(int i) { return hrand_monster(i) < 25 + items[itVarTreasure] + yendor::hardness(); }
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bool hrand_var(int i) { return hrand_monster_in(laVariant, i) < 25 + items[itVarTreasure] + yendor::hardness(); }
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array<feature, 21> features {{
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array<feature, 21> features {{
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feature{(color_t)(-0x202020), 5, moNecromancer, VF {
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feature{(color_t)(-0x202020), 5, moNecromancer, VF {
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12
config.cpp
12
config.cpp
@ -1663,6 +1663,18 @@ EX void initConfig() {
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param_i(stamplen, "stamplen");
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param_i(stamplen, "stamplen");
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param_f(anims::period, "animperiod");
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param_f(anims::period, "animperiod");
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addsaver(use_custom_land_list, "customland_use");
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for(int i=0; i<landtypes; i++) {
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custom_land_list[i] = true;
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custom_land_treasure[i] = 100;
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custom_land_difficulty[i] = 100;
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custom_land_wandering[i] = 100;
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addsaver(custom_land_list[i], "customland" + its(i) + "i", true);
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addsaver(custom_land_treasure[i], "customland" + its(i) + "t", 100);
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addsaver(custom_land_difficulty[i], "customland" + its(i) + "d", 100);
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addsaver(custom_land_wandering[i], "customland" + its(i) + "w", 100);
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}
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}
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}
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EX bool inSpecialMode() {
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EX bool inSpecialMode() {
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24
help.cpp
24
help.cpp
@ -1089,16 +1089,7 @@ EX void describeMouseover() {
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#endif
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#endif
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}
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}
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EX void showHelp() {
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EX void addHelpWithTitle() {
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cmode = sm::HELP | sm::DOTOUR | sm::DARKEN;
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getcstat = SDLK_ESCAPE;
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if(help == "HELPFUN") {
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help_delegate();
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return;
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}
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gamescreen();
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string help2;
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if(help[0] == '@') {
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if(help[0] == '@') {
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int iv = help.find("\t");
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int iv = help.find("\t");
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int id = help.find("\n");
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int id = help.find("\n");
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@ -1109,6 +1100,19 @@ EX void showHelp() {
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dialog::init("help", forecolor, 120, 100);
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dialog::init("help", forecolor, 120, 100);
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dialog::addHelp(help);
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dialog::addHelp(help);
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}
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}
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}
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EX void showHelp() {
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cmode = sm::HELP | sm::DOTOUR | sm::DARKEN;
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getcstat = SDLK_ESCAPE;
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if(help == "HELPFUN") {
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help_delegate();
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return;
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}
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gamescreen();
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string help2;
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addHelpWithTitle();
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bool in_list = false;
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bool in_list = false;
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2
hyper.h
2
hyper.h
@ -566,7 +566,7 @@ typedef function<int(struct cell*)> cellfunction;
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// passable flags
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// passable flags
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#define SAGEMELT .1
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#define SAGEMELT .1
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#define PT(x, y) ((tactic::on || quotient == 2 || daily::on) ? (y) : inv::on ? min(2*(y),x) : (x))
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#define PT(x, y) rebalance_treasure(x, y, c->land)
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#define ROCKSNAKELENGTH 50
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#define ROCKSNAKELENGTH 50
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#define WORMLENGTH 15
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#define WORMLENGTH 15
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#define PRIZEMUL 7
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#define PRIZEMUL 7
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18
landgen.cpp
18
landgen.cpp
@ -171,8 +171,8 @@ EX void place_elemental_wall(cell *c) {
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else if(c->land == laEEarth) c->wall = waStone;
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else if(c->land == laEEarth) c->wall = waStone;
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}
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}
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// automatically adjust monster generation for 3D geometries
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// automatically adjust monster generation for 3D geometries and custom difficulty
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EX int hrand_monster(int x) {
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EX int hrand_monster_in(eLand l, int x) {
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// dual geometry mode is much harder, so generate less monsters to balance it
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// dual geometry mode is much harder, so generate less monsters to balance it
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if(dual::state) x *= 3;
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if(dual::state) x *= 3;
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// in 3D monster generation depends on the sight range
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// in 3D monster generation depends on the sight range
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@ -180,9 +180,15 @@ EX int hrand_monster(int x) {
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int t = isize(gmatrix);
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int t = isize(gmatrix);
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if(t > 500) x = int(((long long)(x)) * t / 500);
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if(t > 500) x = int(((long long)(x)) * t / 500);
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}
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}
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if(use_custom_land_list) {
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x = x * 100 / custom_land_difficulty[l];
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if(x == 0) x = 1;
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}
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return hrand(x);
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return hrand(x);
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}
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}
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#define hrand_monster(x) hrand_monster_in(c->land, x)
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EX bool is_zebra_trapdoor(cell *c) {
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EX bool is_zebra_trapdoor(cell *c) {
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if(euclid && closed_or_bounded) return false;
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if(euclid && closed_or_bounded) return false;
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#if CAP_ARCM
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#if CAP_ARCM
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@ -280,6 +286,12 @@ EX void gen_baby_tortoise(cell *c) {
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tortoise::babymap[c] = tortoise::getb(c) ^ tortoise::getRandomBits();
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tortoise::babymap[c] = tortoise::getb(c) ^ tortoise::getRandomBits();
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}
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}
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EX int rebalance_treasure(int x, int y, eLand l) {
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int res = ((tactic::on || quotient == 2 || daily::on) ? (y) : inv::on ? min(2*(y),x) : (x));
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if(use_custom_land_list) res = (res * custom_land_treasure[l] + 50) / 100;
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return res;
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}
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EX void giantLandSwitch(cell *c, int d, cell *from) {
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EX void giantLandSwitch(cell *c, int d, cell *from) {
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bool fargen = d == 9;
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bool fargen = d == 9;
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switch(c->land) {
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switch(c->land) {
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@ -3139,4 +3151,6 @@ EX void setdist(cell *c, int d, cell *from) {
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#endif
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#endif
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}
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}
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#undef hrand_monster
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}
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}
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113
landlock.cpp
113
landlock.cpp
@ -712,8 +712,15 @@ EX eLand getLandForList(cell *c) {
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return l;
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return l;
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}
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}
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EX bool use_custom_land_list;
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EX array<bool, landtypes> custom_land_list;
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EX array<int, landtypes> custom_land_treasure;
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EX array<int, landtypes> custom_land_difficulty;
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EX array<int, landtypes> custom_land_wandering;
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EX bool isLandIngame(eLand l) {
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EX bool isLandIngame(eLand l) {
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if(isElemental(l)) l = laElementalWall;
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if(isElemental(l)) l = laElementalWall;
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if(use_custom_land_list) return custom_land_list[l];
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if(dual::state == 2 && !dual::check_side(l)) return false;
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if(dual::state == 2 && !dual::check_side(l)) return false;
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if((eubinary || sol) && isCyclic(l) && l != specialland) return false;
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if((eubinary || sol) && isCyclic(l) && l != specialland) return false;
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if(l == laCamelot && hyperbolic && WDIM == 3) return false;
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if(l == laCamelot && hyperbolic && WDIM == 3) return false;
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@ -802,6 +809,112 @@ EX const int cursed_when = 386;
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EX const int walls_when = 388;
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EX const int walls_when = 388;
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EX void mark_tamper() { cheater++; }
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EX void customize_land_in_list(eLand l) {
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cmode = sm::DARKEN; gamescreen();
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dialog::init(XLATN(linf[l].name), linf[l].color);
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help = generateHelpForLand(l);
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addHelpWithTitle();
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dialog::addBreak(100);
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dialog::addBoolItem(XLAT("land in game"), custom_land_list[l], 'a');
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dialog::add_action([l] {
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custom_land_list[l] = !custom_land_list[l];
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cheater++;
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});
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dialog::addSelItem(XLAT("treasure rate"), its(custom_land_treasure[l]), 't');
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dialog::add_action([l] {
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dialog::editNumber(custom_land_treasure[l], 0, 1000, 10, 100, XLAT("treasure rate in %the1", linf[l].name), "");
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dialog::get_ne().reaction = mark_tamper;
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});
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dialog::addSelItem(XLAT("difficulty"), its(custom_land_difficulty[l]), 'd');
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dialog::add_action([l] {
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dialog::editNumber(custom_land_difficulty[l], 0, 1000, 10, 100, XLAT("difficulty of %the1", linf[l].name), "");
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dialog::get_ne().reaction = mark_tamper;
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});
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dialog::addSelItem(XLAT("wandering"), its(custom_land_wandering[l]), 'w');
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dialog::add_action([l] {
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dialog::editNumber(custom_land_wandering[l], 0, 1000, 10, 100, XLAT("difficulty of %the1", linf[l].name), "");
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dialog::get_ne().reaction = mark_tamper;
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});
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dialog::addBack();
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dialog::display();
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}
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EX void customize_land_list() {
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cmode = sm::DARKEN; gamescreen();
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dialog::init(XLAT("custom land list"));
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if(dialog::infix != "") mouseovers = dialog::infix;
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generateLandList([] (eLand l) {
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if(!use_custom_land_list) {
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custom_land_list[l] = isLandIngame(l);
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custom_land_treasure[l] = 100;
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custom_land_difficulty[l] = 100;
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custom_land_wandering[l] = 100;
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}
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if(dialog::infix != "" && !dialog::hasInfix(linf[l].name)) return false;
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if(l == laCanvas) return true;
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return !!(land_validity(l).flags & lv::appears_in_geom_exp);
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});
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stable_sort(landlist.begin(), landlist.end(), [] (eLand l1, eLand l2) { return land_validity(l1).quality_level > land_validity(l2).quality_level; });
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dialog::start_list(900, 900, '1');
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for(eLand l: landlist) {
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dialog::addBoolItem(XLAT1(linf[l].name), custom_land_list[l], dialog::list_fake_key++);
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string s;
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if(custom_land_treasure[l] != 100) s += "$" + its(custom_land_treasure[l]) + " ";
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if(custom_land_difficulty[l] != 100) s += "!" + its(custom_land_difficulty[l]) + " ";
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if(custom_land_wandering[l] != 100) s += "^" + its(custom_land_wandering[l]) + " ";
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if(s != "") dialog::lastItem().value = s;
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dialog::add_action_confirmed([l] {
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stop_game();
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use_custom_land_list = true;
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start_game();
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pushScreen([l] { customize_land_in_list(l); });
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});
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}
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dialog::end_list();
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dialog::addInfo(XLAT("press letters to search"));
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dialog::addBoolItem("custom land list mode", use_custom_land_list, 'U');
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dialog::add_action_confirmed([] {
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stop_game();
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use_custom_land_list = !use_custom_land_list;
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start_game();
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});
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dialog::addHelp();
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dialog::add_action([] {
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gotoHelp(XLAT(
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"In this mode, you can choose the lands you want to be in game. You can also customize their treasure rate and difficulty.\n\n"
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"While the game automatically selects a list of lands by default, "
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"based on whether it thinks they work well in the currently selected tiling, "
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"you might not agree with this selection.\n\n"
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"Note that, often, lands are enabled or disabled for a GOOD reason! Use at your own risk.\n\n"
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"Just click on a land to configure it. If you are not in the custom land list mode, "
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"this will restart the game. You can change the settings during a custom game, but it counts as a cheat."
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));
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});
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dialog::addBack();
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dialog::display();
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keyhandler = [] (int sym, int uni) {
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dialog::handleNavigation(sym, uni);
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if(dialog::editInfix(uni)) dialog::list_skip = 0;
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else if(doexiton(sym, uni)) popScreen();
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};
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}
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// check if the given land should appear in lists
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// check if the given land should appear in lists
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EX land_validity_t& land_validity(eLand l) {
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EX land_validity_t& land_validity(eLand l) {
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@ -206,6 +206,7 @@ EX modecode_t legacy_modecode() {
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if(int(geometry) > 3 || int(variation) > 1) return UNKNOWN;
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if(int(geometry) > 3 || int(variation) > 1) return UNKNOWN;
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if(casual) return UNKNOWN;
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if(casual) return UNKNOWN;
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if(bow::weapon) return UNKNOWN;
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if(bow::weapon) return UNKNOWN;
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if(use_custom_land_list) return UNKNOWN;
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bool is_default_land_structure =
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bool is_default_land_structure =
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(princess::challenge || tactic::on) ? ls::single() :
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(princess::challenge || tactic::on) ? ls::single() :
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@ -685,6 +685,9 @@ EX void showChangeMode() {
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multi::cpid = 0;
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multi::cpid = 0;
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menuitem_land_structure('l');
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menuitem_land_structure('l');
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dialog::addBoolItem(XLAT("custom land list"), use_custom_land_list, 'L');
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dialog::add_action_push(customize_land_list);
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dialog::addBoolItem(XLAT("weapon selection"), bow::weapon, 'b');
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dialog::addBoolItem(XLAT("weapon selection"), bow::weapon, 'b');
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dialog::add_action_push(bow::showMenu);
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dialog::add_action_push(bow::showMenu);
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@ -192,7 +192,7 @@ EX int reptilemax() {
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return r;
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return r;
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}
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}
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bool wchance(int a, int of, int reduction = 0) {
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bool wchance_in(eLand l, int a, int of, int reduction = 0) {
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of *= 10;
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of *= 10;
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a += yendor::hardness() + 1;
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a += yendor::hardness() + 1;
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if(isCrossroads(cwt.at->land))
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if(isCrossroads(cwt.at->land))
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@ -206,6 +206,11 @@ bool wchance(int a, int of, int reduction = 0) {
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a -= reduction;
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a -= reduction;
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if(a < 0) return false;
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if(a < 0) return false;
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if(use_custom_land_list) {
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of *= 100;
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a *= custom_land_wandering[l];
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}
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return hrand(a+of) < a;
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return hrand(a+of) < a;
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}
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}
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||||||
@ -337,7 +342,7 @@ EX void wandering() {
|
|||||||
if(closed_or_bounded && specialland == laClearing)
|
if(closed_or_bounded && specialland == laClearing)
|
||||||
clearing::new_root();
|
clearing::new_root();
|
||||||
|
|
||||||
if(cwt.at->land == laZebra && cwt.at->wall == waNone && wchance(items[itZebra], 20))
|
if(cwt.at->land == laZebra && cwt.at->wall == waNone && wchance_in(laZebra, items[itZebra], 20))
|
||||||
wanderingZebra(cwt.at);
|
wanderingZebra(cwt.at);
|
||||||
|
|
||||||
bool smallbounded_generation = smallbounded || (closed_manifold && specialland == laClearing);
|
bool smallbounded_generation = smallbounded || (closed_manifold && specialland == laClearing);
|
||||||
@ -371,6 +376,8 @@ EX void wandering() {
|
|||||||
if(!valid(c)) continue;
|
if(!valid(c)) continue;
|
||||||
if(isPlayerOn(c)) break;
|
if(isPlayerOn(c)) break;
|
||||||
|
|
||||||
|
auto wchance = [c] (int a, int of, int reduction = 0) { return wchance_in(c->land, a, of, reduction); };
|
||||||
|
|
||||||
if(specialland == laStorms) {
|
if(specialland == laStorms) {
|
||||||
// place the sandstone wall completely randomly (but not on the player)
|
// place the sandstone wall completely randomly (but not on the player)
|
||||||
vector<cell*>& ac = currentmap->allcells();
|
vector<cell*>& ac = currentmap->allcells();
|
||||||
|
10
yendor.cpp
10
yendor.cpp
@ -986,6 +986,16 @@ void save_mode_data(hstream& f) {
|
|||||||
f.write<char>(bow::weapon);
|
f.write<char>(bow::weapon);
|
||||||
f.write<char>(bow::style);
|
f.write<char>(bow::style);
|
||||||
}
|
}
|
||||||
|
if(use_custom_land_list) {
|
||||||
|
f.write<char>(3);
|
||||||
|
f.write<int>(landtypes);
|
||||||
|
for(int i=0; i<landtypes; i++) {
|
||||||
|
f.write<char>(custom_land_list[i]);
|
||||||
|
f.write<int>(custom_land_treasure[i]);
|
||||||
|
f.write<int>(custom_land_difficulty[i]);
|
||||||
|
f.write<int>(custom_land_wandering[i]);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
EX modecode_t modecode(int mode) {
|
EX modecode_t modecode(int mode) {
|
||||||
|
Loading…
Reference in New Issue
Block a user