// Hyperbolic Rogue - items // Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details /** \file item.cpp * \brief routines related to items */ #include "hyper.h" namespace hr { EX int currentLocalTreasure; /** for treasures, the number collected; for orbs, the number of charges */ EX array items; EX map > hiitems; EX bool cannotPickupItem(cell *c, bool telekinesis) { return itemHidden(c) && !telekinesis && !(isWatery(c) && markOrb(itOrbFish)); } EX bool canPickupItemWithMagnetism(cell *c, cell *from) { if(!c->item || c->item == itOrbYendor || isWall(c) || cannotPickupItem(c, false)) return false; if(c->item == itCompass && from->item) return false; return true; } EX bool doPickupItemsWithMagnetism(cell *c) { cell *csaf = NULL; if(items[itOrbMagnetism]) forCellEx(c3, c) if(canPickupItemWithMagnetism(c3, c)) { if(c3->item == itCompass) { if(!c->item) moveItem(c3, c, false); } else if(c3->item == itOrbSafety || c3->item == itBuggy || c3->item == itBuggy2) csaf = c3; else if(markOrb(itOrbMagnetism)) collectItem(c3, false); } if(csaf) return collectItem(csaf, false); return false; } EX void pickupMovedItems(cell *c) { if(!c->item) return; if(c->item == itOrbSafety) return; if(isPlayerOn(c)) collectItem(c, true); if(items[itOrbMagnetism]) forCellEx(c2, c) if(isPlayerOn(c2) && canPickupItemWithMagnetism(c, c2)) collectItem(c, true); } EX bool collectItem(cell *c2, bool telekinesis IS(false)) { bool dopickup = true; bool had_choice = false; if(cannotPickupItem(c2, telekinesis)) return false; /* if(c2->item == itHolyGrail && telekinesis) return false; */ if(c2->item) { invismove = false; if(shmup::on) shmup::visibleFor(2000); string s0 = ""; if(c2->item == itPalace && items[c2->item] == 12) princess::forceVizier = true; if(!cantGetGrimoire(c2, false)) collectMessage(c2, c2->item); if(c2->item == itDodeca && peace::on) peace::simon::extend(); } if(c2->land == laHunting && c2->item && !inv::activating) { int dogs = ambush::ambush(c2, c2->item); if(dogs) addMessage(XLAT("You are ambushed!")); } if(isRevivalOrb(c2->item) && multi::revive_queue.size()) { multiRevival(cwt.at, c2); } else if(isShmupLifeOrb(c2->item) && shmup::on) { playSound(c2, "pickup-orb"); // TODO summon gainLife(); } else if(orbcharges(c2->item)) { eItem it = c2->item; if(it == itOrbRecall && !dual::state) { cellwalker cw2 = cwt; cw2++; cw2.at = c2; saveRecall(cw2); } if(it == itOrbFire) playSound(c2, "fire"); else if(it == itOrbFire) playSound(c2, "fire"); else if(it == itOrbWinter) playSound(c2, "pickup-winter"); else if(it == itOrbSpeed) playSound(c2, "pickup-speed"); else if(it == itRevolver) playSound(c2, "pickup-key"); else playSound(c2, "pickup-orb"); if(items[itOrbChoice]) items[itOrbChoice] = 0, had_choice = true; int oc = orbcharges(it); if(dual::state && among(it, itOrbTeleport, itOrbFrog, itOrbPhasing, itOrbDash, itOrbRecall)) { oc = 10; it = itOrbSpeed; } if(c2->land == laAsteroids) oc = 10; if(markOrb(itOrbIntensity)) oc = intensify(oc); if(!items[it]) items[it]++; items[it] += oc; } else if(c2->item == itOrbLife) { playSound(c2, "pickup-orb"); // TODO summon placeGolem(cwt.at, c2, moGolem); } else if(c2->item == itOrbFriend) { playSound(c2, "pickup-orb"); // TODO summon placeGolem(cwt.at, c2, moTameBomberbird); } #if CAP_TOUR else if(tour::on && (c2->item == itOrbSafety || c2->item == itOrbRecall)) { addMessage(XLAT("This Orb is not compatible with the Tutorial.")); return true; } #endif else if(c2->item == itOrbSafety) { playSound(c2, "pickup-orb"); // TODO safety if(!dual::state) items[c2->item] = 7; if(shmup::on) shmup::delayed_safety = true; else activateSafety(c2->land); return true; } else if(c2->item == itBabyTortoise) { using namespace tortoise; int bnew = babymap[c2]; babymap.erase(c2); int bold = seekbits; seekbits = bnew; changes.value_set(tortoise::last, seekbits); if(seek()) { cell *c = passable(cwt.at, NULL, 0) ? cwt.at : c2; c->item = itBabyTortoise; if(c == c2) dopickup = false; changes.map_value(babymap, c); babymap[c] = bold; } else items[itBabyTortoise]++; } else if(c2->item == itOrbYendor && peace::on) { if(!items[itDodeca]) { addMessage(XLAT("Collect as many Dodecahedra as you can, then return here!")); } else { addMessage(XLAT("Your score: %1", its(items[itDodeca]))); peace::simon::restore(); } dopickup = false; } else if(c2->item == itOrbYendor && yendor::state(c2) != yendor::ysUnlocked) { dopickup = false; } else if(c2->item == itOrbYendor) yendor::collected(c2); else if(c2->item == itHolyGrail) { playSound(c2, "tada"); int v = newRoundTableRadius() + 12; items[itOrbTeleport] += v; items[itOrbSpeed] += v; items[itHolyGrail]++; addMessage(XLAT("Congratulations! You have found the Holy Grail!")); if(!eubinary) c2->master->alt->emeraldval |= GRAIL_FOUND; achievement_collection(c2->item); } else if(c2->item == itKey) { playSound(c2, "pickup-key"); for(int i=0; iitem == itCompass) { dopickup = false; } else if(c2->item == itBuggy || c2->item == itBuggy2) { items[itOrbSafety] += 7; if(shmup::on) shmup::delayed_safety = true; else { buggyGeneration = false; activateSafety(laCrossroads); } return true; } else if(c2->item == itTreat) { playSound(c2, "pickup-scroll"); halloween::getTreat(c2); } else { if(c2->item == itBarrow) for(int i=0; ilandparam; i++) gainItem(c2->item); else if(c2->item) gainItem(c2->item); if(vid.bubbles_all || (among(items[c2->item], 5, 10, 25, 50, 100, 250, 500) && vid.bubbles_threshold)) drawBubble(c2, iinf[c2->item].color, its(items[c2->item]), 0.5); if(c2->item) { char ch = iinf[c2->item].glyph; if(ch == '*') playSound(c2, "pickup-gem"); else if(ch == '$' || ch == 'x') playSound(c2, "pickup-gold"); else if(ch == '%' || ch == ';') playSound(c2, "pickup-potion"); else playSound(c2, "pickup-scroll"); } } if(dopickup && c2->item) { #if CAP_HISTORY // temporary variable to avoid the "cannot bind bitfield" problem in C++11 eItem dummy = c2->item; history::findhistory.emplace_back(c2, dummy); #endif if(c2->item == itBombEgg && c2->land == laMinefield) { c2->landparam |= 2; c2->landparam &= ~1; } if(!had_choice) c2->item = itNone; } // if(c2->land == laHive) // c2->heat = 1; int numOrb = 0; for(int i=0; i= princess::reviveAt && !inv::on) { princess::reviveAt = 0, items[itSavedPrincess] = 1; addMessage("You have enough treasure now to revive the Princess!"); } return false; } EX void glance_message() { if(gold() >= 300) addMessage(XLAT("You feel great, like a true treasure hunter.")); else if(gold() >= 200) addMessage(XLAT("Your eyes shine like gems.")); else if(gold() >= 100) addMessage(XLAT("Your eyes shine as you glance at your precious treasures.")); else if(gold() >= 50) addMessage(XLAT("You glance at your great treasures.")); else if(gold() >= 10) addMessage(XLAT("You glance at your precious treasures.")); else if(gold() > 0) addMessage(XLAT("You glance at your precious treasure.")); else addMessage(XLAT("Your inventory is empty.")); } EX void dropGreenStone(cell *c) { if(items[itGreenStone] && !passable(c, NULL, P_MONSTER)) { // NOTE: PL/CZ translations assume that itGreenStone is dropped to avoid extra forms! addMessage(XLAT("Cannot drop %the1 here!", itGreenStone)); return; } if(items[itGreenStone] && c->item == itNone) { items[itGreenStone]--; if(false) { c->item = itNone; spill(c, eWall(c->wall ^ waFloorA ^ waFloorB), 3); addMessage(XLAT("The slime reacts with %the1!", itGreenStone)); } else { c->item = itGreenStone; addMessage(XLAT("You drop %the1.", itGreenStone)); if(isHaunted(cwt.at->land)) fail_survivalist(); } } else { if(items[itGreenStone] && c->item == itGreenStone) addMessage(XLAT("You juggle the Dead Orbs.")); else if(items[itGreenStone] && c->item) addMessage(XLAT("You give %the1 a grim look.", c->item)); else if(items[itGreenStone]) { addMessage(XLAT("Cannot drop %the1 here!", itGreenStone)); return; } else glance_message(); } } EX void moveItem1(cell *from, cell *to, bool activateYendor) { if(from->item == itOrbYendor) { bool xnew = true; for(int i=0; iitem == itKey) { for(int i=0; iitem == itBabyTortoise) { tortoise::babymap[to] = tortoise::babymap[from]; tortoise::babymap.erase(from); } eItem i = to->item; to->item = from->item; from->item = i; } EX void moveItem (cell *from, cell *to, bool activateYendor) { static cell dummy; dummy.item = itNone; moveItem1(from, &dummy, activateYendor); moveItem1(to, from, activateYendor); moveItem1(&dummy, to, activateYendor); } EX bool itemHidden(cell *c) { return isWatery(c) && !(shmup::on && shmup::boatAt(c)); } EX eItem localTreasureType() { lastland = singlepos()->land; return treasureType(lastland); } EX void countLocalTreasure() { eItem i = localTreasureType(); currentLocalTreasure = i ? items[i] : 0; if(i != itHyperstone) for(int i=0; icpdist > 3) break; eItem i2 = treasureType(c2->land); if(i2 && items[i2] < currentLocalTreasure) currentLocalTreasure = items[i2]; } } #if HDR static const int NO_TREASURE = 1; static const int NO_YENDOR = 2; static const int NO_GRAIL = 4; static const int NO_LOVE = 8; #endif EX int gold(int no IS(0)) { int i = 0; if(!(no & NO_YENDOR)) i += items[itOrbYendor] * 50; if(!(no & NO_GRAIL)) i += items[itHolyGrail] * 10; if(!(no & NO_LOVE)) { bool love = items[itOrbLove]; #if CAP_INV if(inv::on && inv::remaining[itOrbLove]) love = true; #endif #if CAP_DAILY if(daily::on) love = false; #endif if(love) i += 30; } if(!(no & NO_TREASURE)) for(int t=0; t mg) mg = items[i]; return mg; } EX void updateHi(eItem it, int v) { if(!yendor::on) if(v > hiitems[modecode()][it]) changes.value_set(hiitems[modecode()][it], v); } EX void gainItem(eItem it) { int g = gold(); bool lhu = landUnlocked(laHell); items[it]++; if(it != itLotus) updateHi(it, items[it]); if(it == itRevolver && items[it] > 6) items[it] = 6; achievement_collection(it); multi::treasures[multi::cpid]++; #if CAP_DAILY if(daily::on) achievement_final(false); #endif int g2 = gold(); if(items[itFireShard] && items[itAirShard] && items[itWaterShard] && items[itEarthShard]) { items[itFireShard]--; items[itAirShard]--; items[itWaterShard]--; items[itEarthShard]--; gainItem(itElemental); gainItem(itElemental); gainItem(itElemental); gainItem(itElemental); addMessage(XLAT("You construct some Elemental Gems!", it) + itemcounter(items[itElemental])); } if(it == itBounty) items[itRevolver] = 6; if(it == itHyperstone && items[itHyperstone] == 10) achievement_victory(true); if(chaosmode && gold() >= 300 && !chaosAchieved) { achievement_gain("CHAOS", rg::chaos); chaosAchieved = true; } #if ISMOBILE==1 if(g < lastsafety + R30*3/2 && g2 >= lastsafety + R30*3/2) addMessage(XLAT("The Orb of Safety from the Land of Eternal Motion might save you.")); #endif #define IF(x) if(g < (x) && g2 >= x && !peace::on) IF(R60/4) addMessage(XLAT("Collect treasure to access more different lands...")); IF(R30) addMessage(XLAT("You feel that you have enough treasure to access new lands!")); IF(R30*3/2) addMessage(XLAT("Collect more treasures, there are still more lands waiting...")); IF(R60) addMessage(XLAT("You feel that the stars are right, and you can access R'Lyeh!")); IF(R30*5/2) addMessage(XLAT("Kill monsters and collect treasures, and you may get access to Hell...")); IF(R10 * 9) addMessage(XLAT("To access Hell, collect %1 treasures each of 9 kinds...", its(R10))); if(landUnlocked(laHell) && !lhu) { addMessage(XLAT("Abandon all hope, the gates of Hell are opened!")); addMessage(XLAT("And the Orbs of Yendor await!")); } } EX string itemcounter(int qty) { string s = ""; s += " ("; s += its(qty); s += ")"; return s; } EX void gainShard(cell *c2, const char *msg) { invismove = false; string s = XLAT(msg); if(is_mirrorland(c2) && !peace::on) { collectMessage(c2, itShard); gainItem(itShard); s += itemcounter(items[itShard]); } addMessage(s); c2->wall = waNone; invismove = false; } EX void placeItems(int qty, eItem it) { int dcs = isize(dcal); for(int i=1; qty && imonst && !c->item && passable(c, NULL, 0)) c->item = it, qty--; } } EX bool cantGetGrimoire(cell *c2, bool verbose IS(true)) { if(chaosmode) return false; if(!eubinary && !c2->master->alt) return false; if(c2->item == itGrimoire && items[itGrimoire] > celldistAlt(c2)/-temple_layer_size()) { if(verbose) addMessage(XLAT("You already have this Grimoire! Seek new tomes in the inner circles.")); return true; } return false; } EX void gainLife() { items[itOrbLife] ++; if(items[itOrbLife] > 5 && !inv::on) items[itOrbLife] = 5; } EX void collectMessage(cell *c2, eItem which) { bool specialmode = yendor::on || princess::challenge || cheater || !in_full_game(); if(which == itDodeca && peace::on) return; if(which == itTreat) ; else if(isElementalShard(which)) { int tsh = items[itFireShard] + items[itAirShard] + items[itWaterShard] + items[itEarthShard] + items[itElemental]; if(tsh == 0) { addMessage(XLAT("Collect four different Elemental Shards!")); addMessage(XLAT("Unbalanced shards in your inventory are dangerous.")); } else { string t = XLAT("You collect %the1. (%2)", which, its(items[which]+1)); addMessage(t); } } else if(which == itKey) { addMessage(XLAT("You have found the Key! Now unlock this Orb of Yendor!")); } else if(which == itGreenStone && !items[itGreenStone]) addMessage(XLAT("This orb is dead...")); else if(which == itGreenStone) addMessage(XLAT("Another Dead Orb.")); else if(itemclass(which) != IC_TREASURE) { if(!inv::activating) addMessage(XLAT("You have found %the1!", which)); } else if(which == itBabyTortoise) { playSound(c2, playergender() ? "speak-princess" : "speak-prince"); addMessage(XLAT("Aww, poor %1... where is your family?", which)); } else if(gold() == 0 && !specialmode) addMessage(XLAT("Wow! %1! This trip should be worth it!", which)); else if(gold() == 1 && !specialmode) addMessage(XLAT("For now, collect as much treasure as possible...")); else if(gold() == 2 && !specialmode) addMessage(XLAT("Prove yourself here, then find new lands, with new quests...")); else if(!items[which] && itemclass(which) == IC_TREASURE) addMessage(XLAT("You collect your first %1!", which)); else if(items[which] == 4 && maxgold() == U5-1 && !specialmode) { addMessage(XLAT("You feel that %the2 become%s2 more dangerous.", which, c2->land)); addMessage(XLAT("With each %1 you collect...", which, c2->land)); } else if(items[which] == 9 && maxgold() == 9 && !specialmode) { if(inv::on) { addMessage(XLAT("The treasure gives your magical powers!", c2->land)); if(!ISMOBILE) addMessage(XLAT("Press 'i' to access your magical powers.", c2->land)); } else addMessage(XLAT("Are there any magical orbs in %the1?...", c2->land)); } else if(items[which] == R10 && maxgold() == R10 && !specialmode && !inv::on) { addMessage(XLAT("You feel that %the1 slowly become%s1 dangerous...", c2->land)); addMessage(XLAT("Better find some other place.")); } else if(which == itHunting && items[itHunting] == 4 && !specialmode && !ISMOBWEB) addMessage(XLAT("Hint: hold Alt to highlights enemies and other important features.")); else if(which == itSpice && items[itSpice] == U10*7/10 && !specialmode && isLandIngame(laHell)) addMessage(XLAT("You have a vision of the future, fighting demons in Hell...")); else if(which == itSpice && items[itSpice] == U10-1 && !specialmode && isLandIngame(laRedRock)) addMessage(XLAT("You will be fighting red rock snakes, too...")); else if(which == itKraken && items[itKraken] == U10-1 && !specialmode) addMessage(XLAT("You feel that a magical weapon is waiting for you...")); // else if(which == itFeather && items[itFeather] == 10) // addMessage(XLAT("There should be a Palace somewhere nearby...")); else if(which == itElixir && items[itElixir] == U5-1 && !specialmode) addMessage(XLAT("With this Elixir, your life should be long and prosperous...")); else if(which == itRuby && items[itRuby] == U5-1 && !specialmode && isLandIngame(laMountain)) { addMessage(XLAT("You feel something strange about gravity here...")); } else if(which == itPalace && items[itPalace] == U5-1 && !specialmode && isLandIngame(laDungeon)) { addMessage(XLAT("The rug depicts a man in a deep dungeon, unable to leave.")); } else if(which == itFeather && items[itFeather] == 25-1 && !specialmode && inv::on && !chaosmode) addMessage(XLAT("You feel the presence of free saves on the Crossroads.")); else if(which == itHell && items[itHell] == 25-1 && !specialmode && inv::on && !chaosmode) addMessage(XLAT("You feel the Orbs of Yendor nearby...")); else if(which == itHell && items[itHell] == 50-1 && !specialmode && inv::on && !chaosmode) addMessage(XLAT("You feel the Orbs of Yendor in the Crossroads...")); else if(which == itHell && items[itHell] == 100-1 && !specialmode && inv::on && !chaosmode) addMessage(XLAT("You feel the Orbs of Yendor everywhere...")); else if(which == itBone && items[itBone] % 25 == 24 && !specialmode && inv::on) addMessage(XLAT("You have gained an offensive power!")); else if(which == itHell && items[itHell] >= 100 && items[itHell] % 25 == 24 && !specialmode && inv::on) addMessage(XLAT("A small reward for braving the Hell.")); else if(which == itIvory && items[itIvory] == U5-1 && !specialmode && (isLandIngame(laMountain) || isLandIngame(laDungeon))) { addMessage(XLAT("You feel attuned to gravity, ready to face mountains and dungeons.")); } else if(which == itBone && items[itBone] == U5+1 && !specialmode && isLandIngame(laHell)) addMessage(XLAT("The Necromancer's Totem contains hellish incantations...")); else if(which == itStatue && items[itStatue] == U5+1 && !specialmode) addMessage(XLAT("The inscriptions on the Statue of Cthulhu point you toward your destiny...")); else if(which == itStatue && items[itStatue] == U5-1 && isLandIngame(laTemple)) addMessage(XLAT("There must be some temples of Cthulhu in R'Lyeh...")); else if(which == itDiamond && items[itDiamond] == U10-2 && !specialmode) addMessage(XLAT("Still, even greater treasures lie ahead...")); else if(which == itFernFlower && items[itFernFlower] == U5-1 && isLandIngame(laEmerald)) addMessage(XLAT("You overheard Hedgehog Warriors talking about emeralds...")); else if(which == itEmerald && items[itEmerald] == U5-1 && !specialmode && isLandIngame(laCamelot)) addMessage(XLAT("You overhear miners talking about a castle...")); else if(which == itEmerald && items[itEmerald] == U5 && !specialmode && isLandIngame(laCamelot)) addMessage(XLAT("A castle in the Crossroads...")); else if(which == itShard) ; else { int qty = (which == itBarrow) ? c2->landparam : 1; string t; if(which == itBarrow && items[which] < 25 && items[which] + qty >= 25) t = XLAT("Your energy swords get stronger!"); else if(maxgold() < 25 && items[which] + qty >= 25) t = XLAT("You feel even more attuned to the magic of this land!"); else t = XLAT("You collect %the1. (%2)", which, its(items[which]+qty)); addMessage(t); } } EX bool itemHiddenFromSight(cell *c) { return isWatery(c) && !items[itOrbInvis] && !(items[itOrbFish] && playerInWater()) && !(shmup::on && shmup::boatAt(c)); } }