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Magnetic and Switch V1
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parent
9948b09b69
commit
d3e789bc93
12
classes.cpp
12
classes.cpp
@ -757,6 +757,10 @@ monstertype minf[motypes] = {
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"are stunned for a longer time if you push them into lava, fire, or a solid obstacle."},
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{ 'W', 0x202020, "Hunting Dog (regrouping)",
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"When your plan has clearly failed, it is better to abandon it and go to a safe place, to have a chance of succeeding next time. This dog clearly knows this."},
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{ 'B', 0xC00000, "North Pole", NODESCYET},
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{ 'B', 0x0000C0, "South Pole", NODESCYET},
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{ '@', 0xC00000, "Switcher A", NODESCYET},
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{ '@', 0x0000C0, "Switcher B", NODESCYET},
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// shmup specials
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{ '@', 0xC0C0C0, "Rogue", "In the Shoot'em Up mode, you are armed with thrown Knives."},
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@ -1203,8 +1207,10 @@ itemtype iinf[ittypes] = {
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"Does not affect multi-tile monsters."},
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{ '!', 0x80FF00, "Glowing Crystal", crystaldesc},
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{ '!', 0x80FF80, "Snake Oil", NODESCYET},
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{ '*', 0x80FF80, "Dock Treasure", NODESCYET},
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{ '*', 0x80FF80, "Sea Glass", NODESCYET},
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{ '*', 0x80FF80, "Invix Treasure", NODESCYET},
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{ '*', 0x80FF80, "Monopole", NODESCYET},
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{ '*', 0xFFFF80, "Junk", NODESCYET},
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};
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// --- wall types ---
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@ -1571,7 +1577,9 @@ const landtype linf[landtypes] = {
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{ 0x80FF00, "Crystal World", crystaldesc},
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{ 0x306030, "Snake Nest", NODESCYET},
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{ 0x80FF00, "Docks", NODESCYET},
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{ 0x306030, "Invisible", NODESCYET},
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{ 0x306030, "Invincible", NODESCYET},
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{ 0x306030, "Magnetosphere", NODESCYET},
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{ 0x306030, "Switch", NODESCYET},
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};
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struct landtacinfo { eLand l; int tries, multiplier; };
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13
classes.h
13
classes.h
@ -1,4 +1,4 @@
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static const int motypes = 152;
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static const int motypes = 156;
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struct monstertype {
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char glyph;
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@ -52,6 +52,8 @@ enum eMonster {
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moButterfly, moNarciss, moMirrorSpirit,
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moHunterDog, moTerraWarrior, moJiangshi, moVoidBeast, moLavaWolf, moHunterGuard,
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moIceGolem, moSandBird, moSalamander, moHunterChanging,
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moNorthPole, moSouthPole,
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moSwitch1, moSwitch2,
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// shmup specials
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moPlayer, moBullet, moFlailBullet, moFireball, moTongue, moAirball,
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// temporary
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@ -68,7 +70,7 @@ struct genderswitch_t {
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#define NUM_GS 6
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static const int ittypes = 125;
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static const int ittypes = 127;
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struct itemtype {
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char glyph;
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@ -113,7 +115,7 @@ enum eItem {
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itLavaLily, itHunting, itBlizzard, itTerra,
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itOrbSide1, itOrbSide2, itOrbSide3,
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itOrbLava, itOrbMorph, itGlowCrystal, itSnake,
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itDock, itInvix
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itDock, itInvix, itMagnet, itSwitch
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};
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static const int walltypes = 107;
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@ -160,7 +162,7 @@ enum eWall { waNone, waIcewall, waBarrier, waFloorA, waFloorB, waCavewall, waCav
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waDock, waBurningDock
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};
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static const int landtypes = 81;
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static const int landtypes = 83;
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struct landtype {
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int color;
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@ -186,7 +188,8 @@ enum eLand { laNone, laBarrier, laCrossroads, laDesert, laIce, laCaves, laJungle
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laMirrorWall, laMirrored, laMirrorWall2, laMirrored2,
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laMirrorOld,
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laVolcano, laBlizzard, laHunting, laTerracotta, laMercuryRiver,
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laDual, laSnakeNest, laDocks, laInvincible
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laDual, laSnakeNest, laDocks, laInvincible, laMagnetic,
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laSwitch
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};
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enum eGeometry {gNormal, gEuclid, gSphere, gElliptic, gQuotient, gQuotient2, gTorus, gOctagon, g45, g46, g47, gSmallSphere, gTinySphere, gEuclidSquare, gGUARD};
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16
flags.cpp
16
flags.cpp
@ -276,7 +276,7 @@ int itemclass(eItem i) {
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i == itGreenGrass || i == itBull ||
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i == itLavaLily || i == itHunting ||
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i == itBlizzard || i == itTerra || i == itGlowCrystal || i == itSnake ||
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i == itDock || i == itInvix
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i == itDock || i == itInvix || i == itSwitch
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)
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return IC_TREASURE;
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if(i == itSavedPrincess || i == itStrongWind || i == itWarning)
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@ -385,7 +385,18 @@ bool normalMover(eMonster m) {
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m == moHunterDog || m == moTerraWarrior || m == moJiangshi ||
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m == moLavaWolf || m == moSalamander ||
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m == moHunterGuard || m == moHunterChanging ||
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m == moIceGolem || slowMover(m);
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m == moIceGolem ||
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m == moNorthPole || m == moSouthPole ||
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m == moSwitch1 || m == moSwitch2 ||
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slowMover(m);
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}
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bool isMagneticPole(eMonster m) {
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return m == moNorthPole || m == moSouthPole;
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}
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bool isSwitch(eMonster m) {
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return m == moSwitch1 || m == moSwitch2;
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}
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// from-to
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@ -494,6 +505,7 @@ bool isInactiveEnemy(cell *w, eMonster forwho) {
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bool isActiveEnemy(cell *w, eMonster forwho) {
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if(((forwho == moPlayer) ? realstuntime(w) : realstuntime(w) > 1))
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return false;
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if(w->monst == passive_switch) return false;
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if(w->monst == moNone) return false;
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if(isFriendly(w)) return false;
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if(isInactiveEnemy(w, forwho)) return false;
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37
game.cpp
37
game.cpp
@ -728,12 +728,28 @@ void moveBoatIfUsingOne(cell *to, cell *from) {
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}
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}
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bool againstMagnet(cell *c1, cell *c2) { // (from, to)
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if(!isMagneticPole(c1->monst))
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return false;
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forCellEx(c3, c2)
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if(c3 != c1 && c3->monst == c1->monst)
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return true;
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forCellEx(c3, c1)
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if(c3->monst != c1->monst && isMagneticPole(c3->monst))
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if(!isNeighbor(c3, c2))
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return true;
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return false;
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}
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bool passable_for(eMonster m, cell *w, cell *from, flagtype extra) {
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if(w->monst && !(extra & P_MONSTER) && !isPlayerOn(w))
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return false;
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if(m == moWolf) {
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return (isIcyLand(w) || w->land == laVolcano) && (isPlayerOn(w) || passable(w, from, extra));
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}
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if(isMagneticPole(m) && w && from && againstMagnet(from, w))
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return false;
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if(m == passive_switch) return false;
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if(normalMover(m) || isBug(m) || isDemon(m) || m == moHerdBull) {
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if((isWitch(m) || m == moEvilGolem) && w->land != laPower && w->land != laHalloween)
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return false;
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@ -866,6 +882,8 @@ bool canAttack(cell *c1, eMonster m1, cell *c2, eMonster m2, flagtype flags) {
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// cannot eat worms
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if((flags & AF_EAT) && isWorm(m2)) return false;
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if(m1 == passive_switch || m2 == passive_switch) return false;
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if((flags & AF_GETPLAYER) && isPlayerOn(c2)) m2 = moPlayer;
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if(!m2) return false;
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@ -1096,12 +1114,20 @@ bool krakensafe(cell *c) {
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(c->item == itOrbAether && c->wall == waBoat);
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}
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eMonster active_switch() {
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return eMonster(passive_switch ^ moSwitch1 ^ moSwitch2);
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}
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int monstersnear(stalemate1& sm) {
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cell *c = sm.moveto;
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bool eaten = false;
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if(hardcore && sm.who == moPlayer) return 0;
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dynamicval<eMonster> sw(passive_switch, passive_switch);
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if(sm.moveto->item && itemclass(sm.moveto->item) == IC_TREASURE)
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passive_switch = active_switch();
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int res = 0;
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bool fast = false;
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@ -3232,6 +3258,14 @@ void moveMonster(cell *ct, cell *cf) {
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ct->hitpoints = cf->hitpoints;
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ct->stuntime = cf->stuntime;
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if(isMagneticPole(m)) {
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cell *other_pole = cf->mov[cf->mondir];
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if(other_pole) {
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ct->mondir = neighborId(ct, other_pole),
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other_pole->mondir = neighborId(other_pole, ct);
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}
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}
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if(fri || isBug(m) || items[itOrbDiscord]) stabbingAttack(cf, ct, m);
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if(isLeader(m)) {
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@ -6787,7 +6821,10 @@ void terracotta() {
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}
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}
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eMonster passive_switch;
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void monstersTurn() {
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passive_switch = (gold() & 1) ? moSwitch1 : moSwitch2;
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mirror::breakAll();
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DEBT("bfs");
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bfs();
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18
graph.cpp
18
graph.cpp
@ -1212,6 +1212,13 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, int col, dou
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if(!peace::on) queuepoly(VBODY, shPSword, 0xFFFF00FF);
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queuepoly(VHEAD, shHood, 0xD0D000C0);
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}
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else if(isSwitch(m)) {
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otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase);
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ShadowV(V, shPBody);
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queuepoly(VBODY, shPBody, darkena(col, 0, 0xC0));
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if(!peace::on) queuepoly(VBODY, shPSword, 0xFFFF00FF);
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queuepoly(VHEAD, shHood, darkena(col, 0, 0xFF));
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}
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else if(m == moPalace || m == moFatGuard || m == moVizier || m == moSkeleton) {
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queuepoly(VBODY, shSabre, 0xFFFFFFFF);
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if(m == moSkeleton) {
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@ -1537,6 +1544,11 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, int col, dou
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if(xch == 'D') acol = 0xD0D0D0;
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queuepoly(VHEAD, shDemon, darkena(acol, 0, 0xFF));
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}
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else if(isMagneticPole(m)) {
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if(m == moNorthPole)
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queuepolyat(VBODY * spin(M_PI), shTentacle, 0x000000C0, PPR_TENTACLE1);
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queuepolyat(VBODY, shDisk, darkena(col, 0, 0xFF), PPR_MONSTER_BODY);
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}
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else if(isMetalBeast(m)) {
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ShadowV(V, shTrylobite);
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if(!mmspatial)
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@ -1916,7 +1928,8 @@ bool drawMonster(const transmatrix& Vparam, int ct, cell *c, int col) {
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// golems, knights, and hyperbugs don't face the player (mondir-controlled)
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// also whatever in the lineview mode
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else if(isFriendly(c) || isBug(c) || (c->monst && conformal::on) || c->monst == moKrakenH || (isBull(c->monst) && c->mondir != NODIR) || c->monst == moButterfly) {
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else if(isFriendly(c) || isBug(c) || (c->monst && conformal::on) || c->monst == moKrakenH || (isBull(c->monst) && c->mondir != NODIR) || c->monst == moButterfly || isMagneticPole(c->monst) ||
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isSwitch(c->monst)) {
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if(c->monst == moKrakenH) Vs = Vb, nospins = nospinb;
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if(!nospins) Vs = Vs * ddspin(c, c->mondir, S42);
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if(isFriendly(c)) drawPlayerEffects(Vs, c, false);
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@ -2573,6 +2586,9 @@ void setcolors(cell *c, int& wcol, int &fcol) {
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if(c->bardir == NOBARRIERS && c->barleft)
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fcol = minf[moBug0+c->barright].color;
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break;
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case laSwitch:
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fcol = minf[passive_switch].color;
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break;
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case laTortoise:
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fcol = tortoise::getMatchColor(getBits(c));
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if(c->wall == waBigTree) wcol = 0x709000;
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3
hyper.h
3
hyper.h
@ -2425,3 +2425,6 @@ extern bool need_mouseh;
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extern int whateveri, whateveri2;
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void clear_euland(eLand first);
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extern eMonster passive_switch;
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26
landgen.cpp
26
landgen.cpp
@ -651,6 +651,15 @@ void giantLandSwitch(cell *c, int d, cell *from) {
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}
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break;
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case laSwitch:
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ONEMPTY {
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if(hrand(5000) < PT(100 + 2 * (kills[moSwitch1] + kills[moSwitch2]), 200) && notDippingFor(itSwitch))
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c->item = itSwitch;
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if(hrand(8000) < 40 + 5 * (items[itSwitch] + yendor::hardness()))
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c->monst = hrand(2) ? moSwitch1 : moSwitch2;
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}
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break;
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case laDragon:
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if(d == 9) {
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int cd = getCdata(c, 3);
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@ -1876,6 +1885,23 @@ void giantLandSwitch(cell *c, int d, cell *from) {
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}
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break;
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case laMagnetic:
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if(d == 8) {
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if(hrand(10000) < 30 && !c->monst && !c->wall) {
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cell *c1 = c;
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cell *c2 = createMov(c1, hrand(c1->type));
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if(c2->monst || c2->wall) return;
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if(hrand(2)) swap(c1, c2);
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forCellEx(c3, c1) if(c3->monst == moNorthPole) return;
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forCellEx(c3, c2) if(c3->monst == moSouthPole) return;
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c1->monst = moNorthPole;
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c2->monst = moSouthPole;
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c1->mondir = neighborId(c1, c2);
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c2->mondir = neighborId(c2, c1);
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}
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}
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break;
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case laDocks: {
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if(d == 8) {
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patterns::patterninfo si;
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@ -208,6 +208,9 @@ int isNative(eLand l, eMonster m) {
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case laDocks:
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return among(m, moRatling, moPirate, moCShark, moAlbatross, moFireFairy) ? 2 : 0;
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case laSwitch:
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return m == moSwitch1 || m == moSwitch2 ? 2 : 0;
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}
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return false;
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}
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@ -303,6 +306,7 @@ eItem treasureType(eLand l) {
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case laSnakeNest: return itSnake;
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case laDocks: return itDock;
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case laInvincible: return itInvix;
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case laSwitch: return itSwitch;
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case laCA: return itNone;
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}
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@ -535,6 +539,9 @@ bool landUnlocked(eLand l) {
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case laDual:
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case laSnakeNest:
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return gold() >= R90;
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case laSwitch:
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return gold() >= R90;
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}
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return false;
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}
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@ -951,7 +958,7 @@ vector<eLand> land_over = {
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laHell, laCrossroads3, laCocytus, laPower, laCrossroads4,
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laCrossroads5,
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// EXTRA
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laWildWest, laHalloween, laDual, laSnakeNest, laDocks, laInvincible, laCA
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laWildWest, laHalloween, laDual, laSnakeNest, laDocks, laInvincible, laSwitch, laMagnetic, laCA
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};
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vector<eLand> landlist;
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