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https://github.com/zenorogue/hyperrogue.git
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Merge branch 'master' of https://github.com/zenorogue/hyperrogue
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commit
65065c7e69
@ -361,7 +361,7 @@ EX void stunMonster(cell *c2, eMonster killer, flagtype flags) {
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((flags & AF_WEAK) && !attackJustStuns(c2, flags &~ AF_WEAK, killer)) ? min(5+c2->stuntime, 15) :
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3);
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if(killer == moArrowTrap) newtime = min(newtime + 3, 7);
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if(!isMetalBeast(c2->monst) && !among(c2->monst, moSkeleton, moReptile, moSalamander, moTortoise, moWorldTurtle, moBrownBug)) {
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if(!(flags & AF_WEAK) && !isMetalBeast(c2->monst) && !among(c2->monst, moSkeleton, moReptile, moSalamander, moTortoise, moWorldTurtle, moBrownBug)) {
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c2->hitpoints--;
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if(c2->monst == moPrincess)
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playSound(c2, princessgender() ? "hit-princess" : "hit-prince");
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@ -916,6 +916,8 @@ int read_cheat_args() {
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PHASEFROM(2);
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shift();
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firstland0 = firstland = specialland = readland(args());
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if (!landUnlocked(firstland))
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cheat();
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stop_game_and_switch_mode(rg::nothing);
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showstartmenu = false;
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}
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@ -7,6 +7,7 @@
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namespace hr {
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bool doAutoplay;
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eLand autoplayLand;
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namespace prairie { extern long long enter; }
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@ -144,7 +145,7 @@ void autoplay(int num_moves = 1000000000) {
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} else if (croll == 29) {
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printf("Place fun walls\n");
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forCellEx(cz, cwt.at)
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if (!cz->wall)
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if (!cz->wall && !cz->monst)
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cz->wall = pick(waExplosiveBarrel, waBigStatue, waThumperOff, waBonfireOff, waCloud, waMirror);
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} else if (croll == 30) {
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cell *ct = dcal[hrand(isize(dcal))];
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@ -164,9 +165,58 @@ void autoplay(int num_moves = 1000000000) {
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printf("Spam some slime\n");
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ct->item = itNone;
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ct->wall = hrand(2) ? waFloorA : waFloorB;
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ct->monst = hrand(2) ? moSlime : moNone;
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switch(hrand(4)) {
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case 0: ct->monst = moSlime; break;
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case 1: ct->item = itGreenStone; break;
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default: ;
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}
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}
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} else if (croll == 37) {
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cell *ct = dcal[hrand(isize(dcal))];
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if (!isPlayerOn(ct) && !ct->monst && !ct->wall) {
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ct->monst = pick(moRagingBull, moTroll, moAcidBird, moMiner, moReptile, moVineBeast, moBug0, moBug1);
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printf("Spam a monster: %s\n", minf[ct->monst].name);
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}
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// todo: dice
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} else if (croll == 38) {
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forCellEx(cz, cwt.at) {
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if (cz->monst == moPrincessArmed) {
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printf("Disarming a princess\n");
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cz->monst = moPrincess;
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}
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}
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} else if (croll == 39) {
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//forCellEx(cz, cwt.at) {
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// if (!cz->monst) {
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// printf("Summoning an unarmed princess incorrectly\n");
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// cz->monst = moPrincess;
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// break;
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// }
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//}
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} else if (croll == 40) {
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//forCellEx(cz, cwt.at) {
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// if (!cz->monst) {
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// printf("Summoning an armed princess incorrectly\n");
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// cz->monst = moPrincessArmed;
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// break;
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// }
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//}
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} else if (croll == 41) {
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cell *ct = dcal[hrand(isize(dcal))];
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if (among(ct->wall, waNone, waVinePlant, waFloorA, waFloorB, waTrapdoor, waChasm, waBigStatue)) {
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// Set wparam on a cell where it shouldn't matter, so that if this wall is later converted
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// to a walltype that does care by some code that assumes wparam was 0,
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// we can find out if that causes bugs.
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printf("Randomizing wparam on %s at %p\n", winf[ct->wall].name, (void *)ct);
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ct->wparam = (unsigned char) hrand(256);
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}
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} else if (croll == 42) {
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vid.wallmode = hrand(7);
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printf("Set vid.wallmode to %d: %s\n", vid.wallmode, wdmodes[vid.wallmode]);
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} else if (croll == 43) {
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vid.monmode = hrand(4);
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printf("Set vid.monmode to %d: %s\n", vid.monmode, mdmodes[vid.monmode]);
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}
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// don't show warning dialogs
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items[itWarning] = 1;
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@ -228,8 +278,7 @@ void autoplay(int num_moves = 1000000000) {
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printf("RESET\n");
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gcount = 0;
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cellcount = 0;
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activateSafety(laCrossroads);
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// landlist[hrand(isize(landlist))]);
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activateSafety(autoplayLand ? autoplayLand : landlist[hrand(isize(landlist))]);
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if (cellcount < 0) {
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//printf("How did cellcount become negative?\n");
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cellcount = 1;
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@ -255,7 +304,7 @@ void autoplay(int num_moves = 1000000000) {
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for(int i=0; i<isize(dcal); i++) {
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cell *c = dcal[i];
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if(c->land == laCamelot && celldistAltRelative(c) == 0 && c->wall != waRoundTable) {
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printf("The round table of camelot has been breached!\n");
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printf("The round table of camelot is interrupted by a cell of %s\n", winf[c->wall].name);
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kills[moPlayer] = 0;
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canmove = true;
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doAutoplay = false;
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@ -266,6 +315,9 @@ void autoplay(int num_moves = 1000000000) {
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if(cwt.at->monst && !isMultitile(cwt.at->monst)) {
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printf("on a non-multitile monster: %s\n", minf[cwt.at->monst].name);
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}
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else if(isDie(cwt.at->wall)) {
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printf("on a wall-type die: %s\n", winf[cwt.at->wall].name);
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}
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for(int i=0; i<isize(dcal); i++) {
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cell *c = dcal[i];
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@ -284,6 +336,29 @@ void autoplay(int num_moves = 1000000000) {
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canmove = true;
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doAutoplay = false;
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}
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if(isPrincess(c->monst) && princess::getPrincessInfo(c) == nullptr) {
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printf("missing princess info\n");
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kills[moPlayer] = 0;
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canmove = true;
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doAutoplay = false;
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}
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if(dice::on(c)) {
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if(dice::data.count(c) == 0) {
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c->item = itBuggy;
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printf("missing dice::data[%p]\n", (void *)c);
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kills[moPlayer] = 0;
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canmove = true;
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doAutoplay = false;
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}
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else if(!dice::data[c].which) {
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// we might get here instead if someone already tried to do data[c], which creates a new element out of nothing
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c->item = itBuggy;
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printf("missing dice::data[%p].which\n", (void *)c);
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kills[moPlayer] = 0;
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canmove = true;
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doAutoplay = false;
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}
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}
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}
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if(buggyGeneration || isize(buggycells)) {
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@ -303,6 +378,13 @@ int readArgs() {
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using namespace arg;
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if(0) ;
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else if(argis("-autoplayW")) {
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// Start in this land and reset to this land
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PHASE(3);
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shift();
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autoplayLand = readland(args());
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activateSafety(autoplayLand);
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}
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else if(argis("-autoplay")) {
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PHASE(3);
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autoplay();
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@ -1345,7 +1345,7 @@ EX bool drawMonsterType(eMonster m, cell *where, const shiftmatrix& V1, color_t
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#if CAP_SHAPES
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if(among(m, moTortoise, moWorldTurtle) && where && where->stuntime >= 3)
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drawStunStars(V, where->stuntime-2);
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else if (among(m, moTortoise, moWorldTurtle) || m == moPlayer || (where && !where->stuntime)) ;
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else if (among(m, moTortoise, moWorldTurtle, moMutant) || m == moPlayer || (where && !where->stuntime)) ;
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else if(where && !(isMetalBeast(m) && where->stuntime == 1))
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drawStunStars(V, where->stuntime);
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@ -7312,6 +7312,64 @@ S("multiplayer", "режим нескольких игроков")
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// [PL:7811]
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S("Hint: these keys usually work during the game", "Подсказка: можно использовать эти клавиши во время игры")
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// [PL:8443]
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N("Frog Park", GEN_O, "Жабный парк", "Жабные парки", "Жабный парк", "в Жабном парке")
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S("This park is a perfect place for frogs to hide from predators. "
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"So perfect that the frogs have grown in size, gained magical abilities, "
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"and become very dangerous themselves.",
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"Этот парк - идеальное место, где жабы могут прятаться от хищников. "
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"Такое идеальное, что они увеличились по размеру, приобрели магические способности, "
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"и сами стали очень опасными."
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)
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N("Gold Ball", GEN_O, "Золотой мячик", "Золотые мячики", "Золотые мячик", "Золотом мячиком")
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S("A toy lost in the Frog Park by a spoiled child.", "Игрушка, потерянная в Жабном парке баловным ребёнком.")
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Orb("Impact", "Сотрясения")
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S("Whenever you use a ranged Orb to achieve an effect, all the single-tile monsters adjacent to the target "
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"location are stunned.",
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"Каждый раз, когда Вы используете силу какую-либо Сферу на расстоянии, "
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"все стоящие рядом с целью монстры из 1 клетка оглушаются.")
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N("shrub", GEN_O, "куст", "кусты", "куст", "кустом")
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S("A strange small tree that cannot be attacked with mundane weapons nor phased though. "
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"It can be vaulted over, though.",
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"Странное маленькое растение, которое нельзя атаковать обычными орудиями и сквозь которого нельзя фазировать. "
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"Но можно прыгать через него рывком.")
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N("Giant Frog", GEN_F, "Гигантская жаба", "Гигантские жабы", "Гигантскую жабу", "Гигантской жабой")
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S(
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"At first, you are shocked by the agility of this frog. Such a large creature "
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"should not be able to jump that quickly!\n\n"
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"Then, you notice the green glow around its legs. This frog must be magical... "
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"it has sacrificed its swimming abilities for superfrog jumping powers.",
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"В начале Вы были удивлены ловкостью этой жабы. Не может быть, что такой большой зверь "
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"прыгает с такой скоростью!\n\n"
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"Потом Вы заметили зелёное свечениe вокруг её задних ног. Должно быть, она волшебная... "
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"она поменяла свой способность плавать на суперсилу прыгать.")
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N("Yellow Frog", GEN_F, "Жёлтая жаба", "Жёлтые жабы", "Жёлтую жабу", "Жёлтой жабой")
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S("A slightly transparent yellow frog. It has mastered the magical power of phasing through solid "
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"obstacles such as rock.",
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"Слегка прозрачная жаба. Она усвоила магическую силу фазировать сквозь твёрдые "
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"препятствия, как например скалу.")
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N("Blue Frog", GEN_F, "Синяя жаба", "Синие жабы", "Синюю жабу", "Синей жабой")
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S(
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"This frog is able to vault over the shrubs in the Frog Park, destroying the shrub in the process. "
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"While it can also vault over monsters, it will never hurt the other frogs!",
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"Эта жаба способна совершать рывок через кусты в Жабном парке, уничтожая их. "
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"Хотя она может делать это и через монстров, она никогда не причиняет вред другим жабам!")
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S("\n\nThis Frog uses the power of %the1. You get 5 charges yourself for killing it.", "\n\nЭта жаба использует силу %P1. Вы получите 5 зарядов этой сферы, когда её убьёте. ")
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// [PL:8980]
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S("recently changed settings", "недавно изменённые настройки")
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@ -1596,8 +1596,8 @@ EX int movevalue(eMonster m, cell *c, int dir, flagtype flags) {
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if(b) val = 50;
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else if(tk2 > tk) val += 1000 + 200 * (tk2 - tk);
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}
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else if(passable_for(m, c2, c, P_DEADLY)) val = -1100;
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else val = -1750;
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else if(passable_for(m, c2, c, P_DEADLY)) return -1100;
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else return -1750;
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if(c->monst == moGolem ) {
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val -= c2->pathdist;
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@ -333,7 +333,7 @@ EX eOrbLandRelation getOLR(eItem it, eLand l) {
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if(it == itOrbWoods && !among(l,
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laDryForest, laWineyard, laCaribbean, laOvergrown, laHaunted, laHauntedWall, laHauntedBorder, laTortoise, laFrog, laEclectic,
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laVariant))
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laVariant, laBull))
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return olrUseless;
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if(it == itShard) {
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