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mirror of https://github.com/zenorogue/hyperrogue.git synced 2025-10-23 09:57:41 +00:00
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hyperrogue/rogueviz/ru/stats.cpp
2025-07-31 17:51:37 +02:00

162 lines
5.3 KiB
C++

namespace rogue_unlike {
// -1 to downgrade
int stat_upgrade_cost(stat s, int bonus = 0) {
return 10 * (m.base_stats[s] + bonus);
}
void randomize_stats() {
for(auto s: allstats) while(m.base_stats[s] > 1) {
m.base_stats[s]--; m.experience += stat_upgrade_cost(s);
}
auto mainstat = stat::str;
for(int i=0; i<500; i++) {
auto s = hrand_elt(allstats);
auto uc = stat_upgrade_cost(s);
if(uc <= m.experience) {
m.experience -= uc;
m.base_stats[s]++;
if(m.base_stats[s] > m.base_stats[mainstat]) mainstat = s;
}
}
m.profession = mainstat;
for(auto s: allstats)
m.current.stats[s] = m.base_stats[s];
}
struct statinfo {
char key;
string name;
string desc;
};
statarray<statinfo> statdata;
string prettystat(ld cur) {
int curi = cur + 0.01;
if(abs(cur-curi) < 1e-6) return its(curi);
if(abs(cur-curi-.5) < 1e-6) return its(curi) + "½";
return format("%.lf", cur);
}
struct profinfo {
char key;
string name;
string desc;
};
statarray<statinfo> profdata;
vector<string> professions = { "Warrior", "Morpher", "Sorcerer", "Rogue" };
void stat_screen(bool editable) {
statdata[stat::str] = {'s', "Strength", "Affects the strength of your physical attacks."};
statdata[stat::con] = {'t', "Toughness", "Affects the amount of hitpoints you have."};
statdata[stat::wis] = {'w', "Wisdom", "Affects the power of your alchemy."};
statdata[stat::dex] = {'d', "Dexterity", "Improves your 'chill time' power."};
profdata[stat::str] = {'w', "Warrior", "Warriors start with a powerful axe."};
profdata[stat::con] = {'m', "Morpher", "Morpher start with an ability to transform into small animals."};
profdata[stat::wis] = {'s', "Sorcerer", "Sorcerers start with an ability to cast fire spells."};
profdata[stat::dex] = {'r', "Rogue", "Rogues start with an ability to detect hidden passages and traps."};
render_the_map();
draw_inventory_frame();
dialog::init("the Alchemist", 0xC000C0);
dialog::addSelItem("class", profdata[m.profession].name, 'c');
dialog::add_action_push([editable] {
dialog::init("the Alchemist: class", 0xC000C0);
dialog::addHelp(
"During their apprenticeship, Alchemists focus on one of multiple specializations.\n\n"
"Game-wise, this affects the abilities you start with, which also affects what things you can do close to the start of the game. "
"You should be able to find the basic abilities of other classes early. However, you will also find the basic ability of your "
"own class, making it more powerful, so it will always be the strongest."
);
dialog::addBreak(100);
for(auto st: allstats) {
if(!editable && st != m.profession) continue;
dialog::addBoolItem(profdata[st].name, st == m.profession, profdata[st].key);
dialog::add_action([st] { m.profession = st; });
dialog::addBreak(50);
dialog::addHelp(profdata[st].desc);
}
dialog::addBack();
dialog::display();
});
dialog::addSelItem("free experience", its(m.experience), 'x');
for(auto st: allstats) {
auto bas = m.base_stats[st];
auto cur = m.current.stats[st];
string s = its(bas);
if(cur != bas) s += " (" + prettystat(cur) + ")";
dialog::addSelItem(statdata[st].name, s, statdata[st].key);
dialog::add_action_push([st, editable] {
render_the_map();
draw_inventory_frame();
dialog::init(statdata[st].name, 0xC000C0);
dialog::addHelp(statdata[st].desc);
dialog::addBreak(100);
dialog::addSelItem("base value", its(m.base_stats[st]), 0);
dialog::addSelItem("current value", prettystat(m.current.stats[st]), 0);
dialog::addBreak(100);
int uc = stat_upgrade_cost(st);
dialog::addSelItem("upgrade", its(uc) + " XP", 'u');
dialog::add_action([uc, st] {
if(m.experience < uc) { addMessage("Not enough XP!"); return; }
m.base_stats[st]++; m.current.stats[st]++; m.experience -= uc;
});
if(editable) {
uc = stat_upgrade_cost(st, -1);
dialog::addSelItem("downgrade", its(uc) + " XP", 'd');
dialog::add_action([uc, st] {
if(m.base_stats[st] <= 1) { addMessage("Impossible to go lower!"); return; }
m.base_stats[st]--; m.current.stats[st]--; m.experience += uc;
});
}
dialog::addBreak(100);
dialog::addBack();
dialog::display();
});
}
if(!editable) dialog::addBack();
if(editable) {
// need to delete the handler so that we cannot exit this dialog
keyhandler = [] (int sym, int uni) { dialog::handleNavigation(sym, uni); };
dialog::addItem("start the game!", 'z');
dialog::add_action([] {
popScreen();
cmode = mode::playing;
switch(m.profession) {
case stat::str:
find_power("dagger").gain(1, 1); // no axe yet
break;
case stat::con:
find_power("polymorph").gain(1, 1).flags |= IDENTIFIED | PARTIAL;
break;
case stat::dex:
find_power("the thief").gain(1, 1).flags |= IDENTIFIED | PARTIAL;
break;
case stat::wis:
find_power("fire").gain(1, 1).flags |= IDENTIFIED | PARTIAL;
break;
}
});
dialog::addItem("reroll", 'r');
dialog::add_action(randomize_stats);
}
dialog::display();
}
void initial_stats() { stat_screen(true); }
void draw_stats() { stat_screen(false); }
}