// -- mission screen -- bool quitsaves() { return (items[itOrbSafety] && havesave); } bool needConfirmation() { return canmove && (gold() >= 30 || tkills() >= 50) && !cheater && !quitsaves(); } int getgametime() { return (int) (savetime + (timerstopped ? 0 : (time(NULL) - timerstart))); } string getgametime_s(int timespent) { char buf[20]; sprintf(buf, "%d:%02d", timespent/60, timespent % 60); return buf; } string timeline() { return shmup::on ? XLAT("%1 knives (%2)", its(turncount), getgametime_s()) : XLAT("%1 turns (%2)", its(turncount), getgametime_s()); } void noaction() {} function cancel = noaction; string circlesizestr(int r) { computeSizes(); string s; int last = lastsize; if(r <= last) return llts(circlesize[r]); else { double d = log(circlesize[last]) + (log(circlesize[last]) - log(circlesize[last-1]))*(r-last); int dlost = 0; while(d > 10 * log(10)) d -= log(10), dlost++; char buf[300]; sprintf(buf, "%.0f", exp(d)); string ss = XLAT("about ") + buf; while(dlost % 9) dlost--, ss += '0'; for(int r = 0; r < 50 && dlost; r++) dlost -= 9, ss += " 000000000"; if(dlost) ss += XLAT(" (%1 more digits)", its(dlost)); return ss; } } hint hints[] = { { 0, []() { return !inv::on && geometry == gNormal && items[localTreasureType()] >= 18; }, []() { dialog::addHelp(XLAT( "If you collect too many treasures in a given land, it will become " "extremely dangerous. Try other lands once you have enough!")); }, noaction}, { 0, []() { return !ISMOBILE; }, []() { dialog::addHelp(XLAT( "Remember that you can right click almost anything for more information.")); #if ISMAC dialog::addHelp(XLAT( "(You can also use right Shift)\n\n")); #endif }, noaction}, { 0, []() { return !canmove; }, []() { dialog::addHelp(XLAT( "Want to understand the geometry in HyperRogue? Try the Tutorial!" )); dialog::addBreak(50); dialog::addItem(XLAT("Tutorial"), 'z'); }, []() { #if CAP_TOUR tour::start(); #else addMessage("Not in this version"); #endif }}, { 0, []() { return !inv::on; }, []() { dialog::addHelp(XLAT( "Collecting 25 treasures in a given land may be dangerous, " "but allows magical Orbs of this land to appear in other places!" )); }, noaction}, { 0, []() { return !canmove; }, []() { dialog::addInfo(XLAT( "Press ESC to view this screen during the game." )); }, noaction }, { 0, []() { return true; }, []() { dialog::addInfo(XLAT( #if ISMOBILE==1 "The 'world overview' shows all the lands in HyperRogue." #else "Press 'o' to see all the lands in HyperRogue." #endif )); dialog::addBreak(50); dialog::addItem(XLAT("world overview"), 'z'); }, []() { setAppropriateOverview(); }}, { 0, []() { return !canmove; }, []() { dialog::addHelp(XLAT( "Want another type of game? Want more challenge?\n" "HyperRogue has many special modes and challenges that " "significantly change the gameplay. Try them!" )); dialog::addBreak(50); dialog::addItem(XLAT("special game modes"), 'z'); }, []() { pushScreen(showChangeMode); }}, { 0, []() { return true; }, []() { dialog::addInfo(XLAT( "Hyperbolic geometry can be shown in many ways." )); dialog::addBreak(50); dialog::addItem(XLAT("special display modes"), 'z'); }, []() { pushScreen(showDisplayMode); }}, { 0, []() { return !canmove && !inv::on; }, []() { dialog::addHelp(XLAT( "You do not want to lose the game from a single mistake?\n" "Do you want to use the Orbs strategically?\n" "Try the Orb Strategy mode!") ); dialog::addBreak(50); #ifdef INF dialog::addItem(XLAT("Orb Strategy mode"), 'z'); #endif }, []() { #if CAP_INV restartGame('i'); #endif } }, { 0, []() { return CAP_RUG && geometry == gNormal; }, []() { dialog::addHelp(XLAT( "Do you think you are playing on a ball? " "This is far from the truth!\n" )); dialog::addBreak(50); dialog::addItem(XLAT("hypersian rug mode"), 'z'); }, [] () { #if CAP_RUG popScreen(); int wm, mm; rug::init(); wm = vid.wallmode; mm = vid.monmode; vid.wallmode = 3; vid.monmode = 2; cancel = [wm, mm] () { rug::close(); vid.wallmode = wm; vid.monmode = mm; }; #endif } }, { 0, []() { return !canmove && geometry == gNormal && celldist(cwt.c) >= 50; }, []() { dialog::addHelp(XLAT( "Did you know that the path you take during the game " "is usually very close to a straight line?\n" )); dialog::addBreak(50); dialog::addItem(XLAT("Show me!"), 'z'); }, [] () { popScreen(); auto m = pmodel; pmodel = mdBand; int r = conformal::rotation; bool h = conformal::includeHistory; conformal::rotation = 0; conformal::includeHistory = true; conformal::create(); cancel = [m,r,h] () { conformal::clear(); pmodel = m; conformal::rotation = r; conformal::includeHistory = h; fullcenter(); }; } }, { 0, []() { return !canmove && geometry == gNormal && celldist(cwt.c) >= 50; }, []() { int c = celldist(cwt.c); string s = circlesizestr(c); dialog::addHelp(XLAT( "You are %1 cells away from the starting point, or " "the place where you used an Orb of Safety last time. " "There are %2 such cells.\n", its(c), s )); dialog::addBreak(50); dialog::addItem(XLAT("expansion"), 'z'); }, [] () { viewdists = !viewdists; popScreen(); cancel = [] () { viewdists = false; }; } }, { 0, []() { return !canmove && showHalloween(); }, []() { dialog::addItem(XLAT("Halloween mini-game"), 'z'); }, [] () { if(!sphere) { resetModes(); specialland = laHalloween; targetgeometry = gSphere; restartGame('g'); vid.alpha = 999; vid.scale = 998; } else { resetModes(); vid.alpha = 1; vid.scale = 1; } } }, {-1, []() { return false; }, noaction, noaction} }; int hinttoshow; string contstr() { return XLAT(canmove ? "continue" : "see how it ended"); } void showMission() { cmode = sm::DOTOUR | sm::MISSION | sm::CENTER; gamescreen(1); drawStats(); keyhandler = handleKeyQuit; dialog::init( #if CAP_TOUR tour::on ? (canmove ? XLAT("Tutorial") : XLAT("GAME OVER")) : #endif (cheater && !autocheat)? XLAT("It is a shame to cheat!") : showoff ? XLAT("Showoff mode") : (canmove && princess::challenge) ? XLAT("%1 Challenge", moPrincess) : canmove ? XLAT("Quest status") : XLAT("GAME OVER"), 0xC00000, 200, 100 ); if(!peace::on) dialog::addInfo(XLAT("Your score: %1", its(gold()))); if(!peace::on) dialog::addInfo(XLAT("Enemies killed: %1", its(tkills()))); #if CAP_TOUR if(tour::on) ; else #endif if(items[itOrbYendor]) { dialog::addInfo(XLAT("Orbs of Yendor found: %1", its(items[itOrbYendor])), iinf[itOrbYendor].color); dialog::addInfo(XLAT("CONGRATULATIONS!"), iinf[itOrbYendor].color); } else { if(tour::on) ; else if(princess::challenge) dialog::addInfo(XLAT("Follow the Mouse and escape with %the1!", moPrincess)); else if(gold() < R30) dialog::addInfo(XLAT("Collect %1 $$$ to access more worlds", its(R30))); else if(gold() < R60) dialog::addInfo(XLAT("Collect %1 $$$ to access even more lands", its(R60))); else if(!hellUnlocked()) dialog::addInfo(XLAT("Collect at least %1 treasures in each of 9 types to access Hell", its(R10))); else if(items[itHell] < R10) dialog::addInfo(XLAT("Collect at least %1 Demon Daisies to find the Orbs of Yendor", its(R10))); else if(size(yendor::yi) == 0) dialog::addInfo(XLAT("Look for the Orbs of Yendor in Hell or in the Crossroads!")); else dialog::addInfo(XLAT("Unlock the Orb of Yendor!")); } if(!timerstopped && !canmove) { savetime += time(NULL) - timerstart; timerstopped = true; } if(canmove && !timerstart) timerstart = time(NULL); if(princess::challenge) ; #if CAP_TOUR else if(tour::on) ; #endif else if(peace::on) ; else if(tkills() < R100) dialog::addInfo(XLAT("Defeat %1 enemies to access the Graveyard", its(R100))); else if(kills[moVizier] == 0 && (items[itFernFlower] < U5 || items[itGold] < U5)) dialog::addInfo(XLAT("Kill a Vizier in the Palace to access Emerald Mine")); else if(items[itEmerald] < U5) dialog::addInfo(XLAT("Collect 5 Emeralds to access Camelot")); else if(hellUnlocked() && !chaosmode) { bool b = true; for(int i=0; i