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newlands:: wandering monsters in Brownian and Variant
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1ef8b8c5e8
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dda147c173
41
complex2.cpp
41
complex2.cpp
@ -203,5 +203,46 @@ namespace westwall {
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}
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}
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struct variant_feature {
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color_t color_change;
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int rate_change;
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eMonster wanderer;
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void (*build)(cell*);
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};
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#define VF [] (cell *c)
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const array<variant_feature, 21> variant_features {{
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variant_feature{(color_t)(-0x202020), 5, moNecromancer, VF {
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if(hrand(1500) < 20) c->wall = waFreshGrave;
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if(hrand(20000) < 10 + items[itVarTreasure])
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c->monst = moNecromancer;
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}},
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{0x000010, 5, moLancer, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moLancer; } },
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{0x100008,15, moMonk, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moMonk; } },
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{0x080010, 5, moCrusher, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moCrusher; } },
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{0x181418, 5, moSkeleton, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moSkeleton, c->hitpoints = 3; } },
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{0x180000, 5, moPyroCultist, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moPyroCultist; } },
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{0x00000C, 2, moFlailer, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moFlailer; } },
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{0x1C0800, 1, moHedge, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure] && VALENCE == 3) c->monst = moHedge; } },
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{0x001000,-1, moNone, VF { if(hrand(1500) < 30) createArrowTrapAt(c, laVariant); } },
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{0x001400,-1, moNone, VF { if(hrand(1500) < 50 && c->wall == waNone) c->wall = waTrapdoor; } },
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{0x001018,-1, moNone, VF { if(hrand(1500) < 30) build_pool(c, true); } },
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{0x040C00,-1, moNone, VF { if(c->wall == waNone && !c->monst && !c->monst && hrand(1500) < 10) c->wall = waThumperOff; } },
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{0x080C00,-1, moNone, VF { if(hrand(1500) < 20 && !c->monst && !c->wall) c->wall = waFireTrap; } },
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{0x0C0C00, 0, moNone, VF { if(c->wall == waNone && !c->monst && hrand(5000) < 100) c->wall = waExplosiveBarrel; } },
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{0x061004, 0, moNone, VF {
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if(c->wall == waNone && !c->monst && pseudohept(c) && hrand(30000) < 25 + items[itVarTreasure])
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if(buildIvy(c, 0, c->type) && !peace::on) c->item = itVarTreasure;
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}},
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{0x000C08, 0, moNone, VF { if(c->wall == waNone && !c->monst && hrand(5000) < 100) c->wall = waSmallTree; }},
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{0x100C10, 1, moRagingBull, VF { if(c->wall == waNone && hrand(10000) < 10 + items[itVarTreasure]) c->monst = moSleepBull, c->hitpoints = 3; }},
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{0x00140C, 0, moNone, VF { if(c->wall == waNone && !c->monst && hrand(5000) < 100) c->wall = waBigTree; }},
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{0x000C28, 1, moNone, VF { if(hrand(500) < 10) build_pool(c, false); } },
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{0x100C00, 2, moVariantWarrior, VF { if(c->wall == waNone && !c->monst && hrand(40000) < 25 + items[itVarTreasure]) c->monst = moVariantWarrior; }},
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{0x100808, 1, moRatling, VF { if(c->wall == waNone && !c->monst && hrand(50000) < 25 + items[itVarTreasure]) c->monst = moRatling; }}
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}};
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#undef VF
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}
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#endif
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2
hyper.h
2
hyper.h
@ -4723,5 +4723,7 @@ inline bool subscreen_split(reaction_t for_each_subscreen) { return false; }
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bool in_gravity_zone(cell *c);
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bool normal_gravity_at(cell *c);
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void build_pool(cell *c, bool with_boat);
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void createArrowTrapAt(cell *c, eLand land);
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}
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40
landgen.cpp
40
landgen.cpp
@ -142,46 +142,6 @@ void build_pool(cell *c, bool with_boat) {
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}
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}
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struct variant_feature {
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color_t color_change;
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int rate_change;
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void (*build)(cell*);
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};
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#define VF [] (cell *c)
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const array<variant_feature, 21> variant_features {{
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variant_feature{(color_t)(-0x202020), 5, VF {
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if(hrand(1500) < 20) c->wall = waFreshGrave;
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if(hrand(20000) < 10 + items[itVarTreasure])
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c->monst = moNecromancer;
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}},
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{0x000010, 5, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moLancer; } },
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{0x100008,15, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moMonk; } },
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{0x080010, 5, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moCrusher; } },
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{0x181418, 5, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moSkeleton, c->hitpoints = 3; } },
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{0x180000, 5, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moPyroCultist; } },
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{0x00000C, 2, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moFlailer; } },
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{0x1C0800, 1, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure] && VALENCE == 3) c->monst = moHedge; } },
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{0x001000,-1, VF { if(hrand(1500) < 30) createArrowTrapAt(c, laVariant); } },
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{0x001400,-1, VF { if(hrand(1500) < 50 && c->wall == waNone) c->wall = waTrapdoor; } },
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{0x001018,-1, VF { if(hrand(1500) < 30) build_pool(c, true); } },
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{0x040C00,-1, VF { if(c->wall == waNone && !c->monst && !c->monst && hrand(1500) < 10) c->wall = waThumperOff; } },
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{0x080C00,-1, VF { if(hrand(1500) < 20 && !c->monst && !c->wall) c->wall = waFireTrap; } },
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{0x0C0C00, 0, VF { if(c->wall == waNone && !c->monst && hrand(5000) < 100) c->wall = waExplosiveBarrel; } },
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{0x061004, 0, VF {
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if(c->wall == waNone && !c->monst && pseudohept(c) && hrand(30000) < 25 + items[itVarTreasure])
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if(buildIvy(c, 0, c->type) && !peace::on) c->item = itVarTreasure;
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}},
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{0x000C08, 0, VF { if(c->wall == waNone && !c->monst && hrand(5000) < 100) c->wall = waSmallTree; }},
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{0x100C10, 1, VF { if(c->wall == waNone && hrand(10000) < 10 + items[itVarTreasure]) c->monst = moSleepBull, c->hitpoints = 3; }},
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{0x00140C, 0, VF { if(c->wall == waNone && !c->monst && hrand(5000) < 100) c->wall = waBigTree; }},
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{0x000C28, 1, VF { if(hrand(500) < 10) build_pool(c, false); } },
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{0x100C00, 2, VF { if(c->wall == waNone && !c->monst && hrand(40000) < 25 + items[itVarTreasure]) c->monst = moVariantWarrior; }},
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{0x100808, 1, VF { if(c->wall == waNone && !c->monst && hrand(50000) < 25 + items[itVarTreasure]) c->monst = moRatling; }}
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}};
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#undef VF
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void place_elemental_wall(cell *c) {
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if(c->land == laEFire) c->wall = waEternalFire;
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else if(c->land == laEWater) c->wall = waSea;
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@ -413,6 +413,20 @@ void wandering() {
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continue;
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}
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else if(c->land == laBrownian && wchance(items[itBrownian], 75)) {
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c->monst = moAcidBird;
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continue;
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}
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else if(c->land == laVariant && wchance(items[itVarTreasure], 50)) {
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int i = hrand(21);
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if(getBits(c) & (1>>i)) {
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eMonster m = variant_features[i].wanderer;
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if(m) c->monst = m, c->hitpoints = 3;
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}
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continue;
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}
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else if(c->wall == waSea && !c->monst) {
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if(c->land == laCaribbean && wchance(items[itPirate], 15) && canReachPlayer(c, moPirate)) {
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c->monst = moCShark;
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