mirror of
https://github.com/zenorogue/hyperrogue.git
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697 lines
29 KiB
C++
697 lines
29 KiB
C++
// --- help ---
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#define MC
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#define M
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const char *wormdes =
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MC"These huge monsters normally live below the sand, but your movements have "
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MC"disturbed them. They are too big to be slain with your "
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MC"weapons, but you can defeat them by making them unable to move. "
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M "This also produces some Spice. They move two times slower than you.";
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const char *cocytushelp =
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M "This frozen lake is a hellish version of the Icy Land. Now, your body heat melts the floor, not the walls.";
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const char *tentdes =
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MC"The tentacles of Cthulhu are like sandworms, but longer. "
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M "They also withdraw one cell at a time, instead of exploding instantly.";
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const char *gameboardhelp =
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MC"Ever wondered how some boardgame would look on the hyperbolic plane? "
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MC"I wondered about Go, so I have created this feature. Now you can try yourself!\n"
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MC"Enter = pick up an item (and score), space = clear an item\n"
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M "Other keys place orbs and terrain features of various kinds\n"
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"In the periodic editor, press 0-4 to switch walls in different ways\n"
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;
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const char *ivydes =
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MC"A huge plant growing in the Jungle. Each Ivy has many branches, "
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MC"and one branch grows per each of your moves. Branches grow in a clockwise "
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M "order. The root itself is vulnerable.";
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const char *slimehelp =
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MC"The Alchemists produce magical potions from pools of blue and red slime. You "
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MC"can go through these pools, but you cannot move from a blue pool to a red "
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MC"pool, or vice versa. Pools containing items count as colorless, and "
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MC"they change color to the PC's previous color when the item is picked up. "
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MC"Slime beasts also have to keep to their own color, "
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MC"but when they are killed, they explode, destroying items and changing "
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M "the color of the slime and slime beasts around them.";
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const char *gdemonhelp =
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MC "These creatures are slow, but very powerful... more powerful than you. "
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MC "You need some more experience in demon fighting before you will be able to defeat them. "
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MC "Even then, you will be able to slay this one, but more powerful demons will come...\n\n"
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MC "Each 10 lesser demons you kill, you become powerful enough to kill all the greater "
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M "demons on the screen, effectively turning them into lesser demons.";
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const char *ldemonhelp =
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M "These creatures are slow, but they often appear in large numbers.";
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const char *trollhelp =
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MC"A big monster from the Living Caves. A dead Troll will be reunited "
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M "with the rocks, causing some walls to grow around its body.";
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const char *camelothelp =
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"The Knights of the Round Table are the greatest warriors of these lands. "
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"They are not very inventive with names though, as they call each of their "
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"castles Camelot. "
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"You are probably worth of joining them, but they will surely give you "
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"some quest to prove yourself...\n\n"
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"Each castle contains a single treasure, the Holy Grail, in the center. "
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"The radius of the Round Table is usually 28, but after you find a Holy Grail "
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"successfully, each new castle (and each Round Table) you find will be bigger.";
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const char *templehelp =
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"The temple of Cthulhu consists of many concentric circles of columns. "
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"You will surely encounter many Cultists there, who believe that a pilgrimage "
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"to the inner circles will bring them closer to Cthulhu himself, and Grimoires "
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"which surely contain many interesting secrets.\n\n"
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"The circles in the temple of Cthulhu are actually horocycles. They are "
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"infinite, and there is an infinite number of them.";
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const char *barrierhelp =
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M "Huge, impassable walls which separate various lands.";
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const char *cavehelp =
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MC"This cave contains walls which are somehow living. After each turn, each cell "
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MC"counts the number of living wall and living floor cells around it, and if it is "
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MC"currently of a different type than the majority of cells around it, it switches. "
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MC"Items count as three floor cells, and dead Trolls count as five wall cells. "
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M "Some foreign monsters also count as floor or wall cells.\n";
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const char *vinehelp =
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"The Vineyard is filled with vines. A very dense pattern of straight lines here...\n\n"
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"Vine Beasts and Vine Spirits change vine cells to grass, and vice versa.";
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const char *hvinehelp =
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"A vine is growing here... but only on a half of the cell. How is that even possible?!"
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"Most monsters cannot move from this cell to the cell containing the other half. "
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"Vine spirits can move only to the adjacent cells which are also adjacent to the "
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"other half.";
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const char *deadcavehelp =
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"Somehow, this cave has not received the spark of Life yet.";
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const char *foresthelp =
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MC"This forest is quite dry. Beware the bushfires!\n"
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MC"Trees catch fire on the next turn. The temperature of the grass cells "
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MC"rises once per turn for each fire nearby, and becomes fire itself "
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MC"when its temperature has risen 10 times.\n"
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M "You can also cut down the trees. Big trees take two turns to cut down.";
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const char *hivehelp =
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"The Hive is filled with Hyperbugs. They are huge insects which look a bit like "
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"ants, a bit like bees, and a bit like roaches. "
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"They live in circular nests, and an army of Hyperbugs will attack any intruder, "
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"including you and enemy Hyperbugs. Will you manage to get to the "
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"heart of such a nest, and get the precious Royal Jelly?";
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// --- monsters ---
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const int motypes = 67;
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struct monstertype {
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char glyph;
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int color;
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const char *name;
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const char *help;
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};
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#define BUGCOLORS 3
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monstertype minf[motypes] = {
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{ 0, 0, "none" , NULL},
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{ 'Y', 0x4040FF, "Yeti" ,
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M "A big and quite intelligent monster living in the Icy Land."
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},
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{ 'W', 0xD08040, "Icewolf" ,
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MC "A nasty predator from the Icy Land. Contrary to other monsters, "
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M "it tracks its prey by their heat."
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},
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{ 'W', 0xD08040, "Icewolf" , ""},
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{ 'R', 0xFF8000, "Ranger" ,
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MC "Rangers take care of the magic mirrors in the Land of Mirrors. "
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MC "They know that rogues like to break these mirrors... so "
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M "they will attack you!"
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},
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{ 'T', 0xD0D0D0, "Rock Troll", trollhelp},
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{ 'G', 0x20D020, "Goblin",
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MC "A nasty creature native to the Living Caves. They don't like you "
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M "for some reason."
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},
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{ 'S', 0xE0E040, "Sand Worm", wormdes },
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{ 's', 0x808000, "Sand Worm Tail", wormdes },
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{ 'S', 0x808000, "Sand Worm W", wormdes },
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{ 'H', 0x80FF00, "Hedgehog Warrior",
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MC "These warriors of the Forest wield exotic weapons called hedgehog blades. "
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MC "These blades protect them from a frontal attack, but they still can be 'stabbed' "
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M "easily by moving from one place next to them to another."
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},
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{ 'M', 0x806050, "Desert Man",
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M "A tribe of men native to the Desert. They have even tamed the huge Sandworms, who won't attack them."},
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{ 'C', 0x00FFFF, "Ivy Root", ivydes},
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{ 'C', 0xFFFF00, "Active Ivy", ivydes},
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{ 'C', 0x40FF00, "Ivy Branch", ivydes},
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{ 'C', 0x006030, "Dormant Ivy", ivydes},
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{ 'C', 0x800000, "Ivy N", ivydes},
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{ 'C', 0x800000, "Ivy D", ivydes},
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{ 'M', 0x804000, "Giant Ape",
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M "This giant ape thinks that you are an enemy."},
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{ 'B', 0x909000, "Slime Beast", slimehelp},
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{ '@', 0x8080FF, "Mirror Image",
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M "A magical being which copies your movements."
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},
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{ '@', 0xFF8080, "Mirage",
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MC "A magical being which copies your movements. "
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M "You feel that it would be much more useful in an Euclidean space."
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},
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{ '@', 0x509050, "Golem",
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M "You can summon these friendly constructs with a magical process."
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},
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{ '@', 0x509050, "Golem",
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M "You can summon these friendly constructs with a magical process."
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},
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{ 'E', 0xD09050, "Eagle",
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M "A majestic bird, who is able to fly very fast."
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},
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{ 'S', 0xFF8080, "Seep",
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M "A monster who is able to live inside the living cave wall."
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},
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{ 'Z', 0x804000, "Zombie",
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M "A typical Graveyard monster."
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},
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{ 'G', 0xFFFFFF, "Ghost",
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M "A typical monster from the Graveyard, who moves through walls.\n\n"
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"There are also wandering Ghosts. They will appear "
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"if you do not explore any new places for a long time (about 100 turns). "
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"They can appear anywhere in the game."
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},
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{ 'N', 0x404040, "Necromancer",
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M "Necromancers can raise ghosts and zombies from fresh graves."
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},
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{ 'S', 0x404040, "Shadow",
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M "A creepy monster who follows you everywhere in the Graveyard."
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},
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{ 'T', 0x40E040, "Tentacle", tentdes },
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{ 't', 0x008000, "Tentacle Tail", tentdes },
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{ 'T', 0x008000, "Tentacle W", tentdes },
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{ 'z', 0xC00000, "Tentacle (withdrawing)", tentdes },
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{ 'P', 0xFF8000, "Cultist",
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M "People worshipping Cthulhu. They are very dangerous."
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},
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{ 'P', 0xFFFF00, "Fire Cultist",
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MC "People worshipping Cthulhu. This one is especially dangerous, "
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M "as he is armed with a weapon which launches fire from afar."
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},
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{ 'D', 0xFF0000, "Greater Demon", gdemonhelp},
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{ 'D', 0x800000, "Greater Demon", gdemonhelp},
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{ 'd', 0xFF2020, "Lesser Demon", ldemonhelp},
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{ 'd', 0x802020, "Lesser Demon", ldemonhelp},
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{ 'S', 0x2070C0, "Ice Shark",
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M "This dangerous predator has killed many people, and has been sent to Cocytus."
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},
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{ 'W', 0xFFFFFF, "Running Dog",
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MC "This white dog is able to run all the time. It is the only creature "
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M "able to survive and breed in the Land of Eternal Motion."
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},
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{ 'S', 0xC00040, "Demon Shark",
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MC "Demons of Hell do not drown when they fall into the lake in Cocytus. "
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M "They turn into demonic sharks, enveloped in a cloud of steam."
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},
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{ 'S', 0xC00040, "Fire Fairy",
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MC "These fairies would rather burn the forest, than let you get some Fern Flowers. "
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MC "The forest is infinite, after all...\n\n"
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M "Fire Fairies transform into fires when they die."
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},
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{ 'C', 0x4000C0, "Crystal Sage",
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MC "This being radiates an aura of wisdom. "
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MC "It is made of a beautiful crystal, you would love to take it home. "
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MC "But how is it going to defend itself? Better not to think of it, "
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MC "thinking causes your brain to go hot...\n\n"
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M "Crystal Sages melt at -30 °C, and they can rise the temperature around you from afar."
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},
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{ 'P', 0x4040C0, "Pikeman",
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"When Pikemen move, they attack all cells which are now adjacent to them. "
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"Luckily, they can be killed in the same way.\n\n"
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"They never move if this would attack their friends."
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},
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{ 'F', 0xC04040, "Flail Guard",
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"This guard of the Emerald Mine is wielding a huge flail. "
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"You cannot attack him directly, as the flail would still hit you then. "
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"Luckily, you have learned a trick: if you step away from him, "
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"he will hit himself with the flail!"
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},
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{ 'M', 0x404040, "Miner",
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"Miners have special tools for dealing with the Living Cave. "
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"When they die, these tools activate, destroying the living cave "
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"around them."
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},
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{ 'V', 0x421C52, "Vine Beast",
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"A beast made of vines!\n\n"
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"Vine Beasts turn into vines when they die."
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},
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{ 'V', 0x003000, "Vine Spirit",
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"A spirit living in the vines!\n\n"
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"Vine Spirits destroy the vines when they die."
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},
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{ 'T', 0x803030, "Dark Troll",
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"A Troll without the power of Life."
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},
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{ 'E', 0xFFFF40, "Earth Elemental",
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"A rare unliving construct from the Dead Caves. "
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"It instantly destroys cave walls next to its path, and also leaves "
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"an impassable wall behind it. You suppose that this impassable wall helps it to "
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"escape from some threats. You hope you won't meet these threats..."
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},
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{ 'B', 0xC04040, "Red Hyperbug", hivehelp},
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{ 'B', 0x40C040, "Green Hyperbug", hivehelp},
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{ 'B', 0x4040C0, "Blue Hyperbug", hivehelp},
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{ 'W', 0x404040, "Witch Apprentice",
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"A Witch without any special powers. But watch out! She will "
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"pick up any basic Orbs on her path, and use their powers."
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},
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{ 'W', 0xFF4040, "Speed Witch",
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"A Witch with a Speed spell. She moves twice as fast as you. Unless you "
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"have an Orb of Speed too, of course!"
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},
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{ 'W', 0xFFFFFF, "Flash Witch",
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"A Witch with a Flash spell. Very dangerous!\n\n"
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"Luckily, she never uses the spell if it would kill her friends. "
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"She could destroy an Evil Golem, though."
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},
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{ 'W', 0xFF8000, "Fire Witch",
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"A Witch with a Fire spell. She will leave a trail of fire behind her."
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},
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{ 'W', 0x8080FF, "Winter Witch",
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"A Witch with a Winter spell. She is able to move through fire."
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},
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{ 'W', 0x808080, "Aether Witch",
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"A Witch with an Aether spell. She is able to move through fire and walls."
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},
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{ '@', 0x905050, "Evil Golem",
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"Somebody has summoned these evil constructs with a magical process."
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},
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{ '@', 0x8080FF, "Knight", camelothelp },
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{ 'P', 0xD10000, "Cult Leader",
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"These Cultists can push the statues, just like you."
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},
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{ 'B', 0x909000, "Slime Beast", slimehelp},
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{ '@', 0x8080FF, "Knight", camelothelp }, // knight moved
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{ '@', 0x8B4513, "Illusion",
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"Illusions are targetted "
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"by most monsters, just like yourself, Thumpers, and your friends."
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},
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};
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enum eMonster {
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moNone,
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moYeti, moWolf, moWolfMoved,
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moRanger,
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moTroll, moGoblin,
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moWorm, moWormtail, moWormwait, moHedge,
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moDesertman,
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moIvyRoot, moIvyHead, moIvyBranch, moIvyWait, moIvyNext, moIvyDead,
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moMonkey,
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moSlime,
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moMirror, moMirage, moGolem, moGolemMoved,
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moEagle, moSeep,
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moZombie, moGhost, moNecromancer, moShadow,
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moTentacle, moTentacletail, moTentaclewait, moTentacleEscaping,
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moCultist, moPyroCultist,
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moGreater, moGreaterM, moLesser, moLesserM,
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moShark, moRunDog, moGreaterShark, moFireFairy,
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moCrystalSage, moLancer, moFlailer, moMiner,
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moVineBeast, moVineSpirit, moDarkTroll, moEarthElemental,
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moBug0, moBug1, moBug2,
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moWitch, moWitchSpeed, moWitchFlash, moWitchFire, moWitchWinter, moWitchGhost,
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moEvilGolem, moKnight, moCultistLeader, moSlimeNextTurn, moKnightMoved,
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moIllusion,
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// temporary
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moDeadBug, moLightningBolt
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};
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#define NUMWITCH 7
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// --- items ----
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const int ittypes = 40;
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struct itemtype {
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char glyph;
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int color;
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const char *name;
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const char *help;
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};
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itemtype iinf[ittypes] = {
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{ 0, 0, "none", NULL},
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{ '*', 0xFFFFFF, "Ice Diamond",
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M "Cold white gems, found in the Icy Land."
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},
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{ '$', 0xFFD700, "Gold",
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MC "An expensive metal from the Living Caves. For some reason "
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M "gold prevents the living walls from growing close to it."
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},
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{ ';', 0xFF4000, "Spice",
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MC "A rare and expensive substance found in the Desert. "
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M "It is believed to extend life and raise special psychic powers."
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},
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{ '*', 0xC00000, "Ruby",
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M "A beautiful gem from the Jungle."
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},
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{ '!', 0xFFFF00, "Elixir of Life",
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MC "A wonderful beverage, apparently obtained by mixing red and blue slime. You definitely feel more "
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M "healthy after drinking it, but you still fell that one hit of a monster is enough to kill you."},
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{ '%', 0xFF00FF, "Shard",
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MC "A piece of a magic mirror, or a mirage cloud, that can be used for magical purposes. Only mirrors and clouds "
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M "in the Land of Mirrors leave these."},
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{ '/', 0xFF8000, "Necromancer's Totem",
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M "These sinister totems contain valuable gems."},
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{ '%', 0x00D000, "Demon Daisy",
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M "These star-shaped flowers native to Hell are a valuable alchemical component."},
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{ '/', 0x00FF00, "Statue of Cthulhu",
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M "This statue is made of materials which cannot be found in your world."},
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{ '*', 0xFF8000, "Phoenix Feather",
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M "One of few things that does not cause the floor in the Land of Eternal Motion to collapse. Obviously they are quite valuable."
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},
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{ '*', 0x8080FF, "Ice Sapphire",
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M "Cold blue gems, found in the Cocytus."
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},
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{ '*', 0xEEFF20, "Hyperstone",
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M "These bright yellow gems can be found only by those who have mastered the Crossroads."
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},
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{ '[', 0x8080FF, "Key",
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MC "That's all you need to unlock the Orb of Yendor! Well... as long as you are able to return to the Orb that this key unlocks...\n\n"
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M "Each key unlocks only the Orb of Yendor which led you to it."
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},
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{ 'o', 0x306030, "Dead Orb",
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MC "These orbs can be found in the Graveyard. You think that they were once powerful magical orbs, but by now, their "
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M "power is long gone. No way to use them, you could as well simply drop them...\n\n"
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},
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{ 'o', 0xFF20FF, "Orb of Yendor",
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MC "This wonderful Orb can only be collected by those who have truly mastered this hyperbolic universe, "
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MC "as you need the right key to unlock it. Luckily, your psychic abilities will let you know "
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M "where the key is after you touch the Orb." },
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{ 'o', 0xFFFF00, "Orb of Storms",
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M "This orb can be used to invoke the lightning spell, which causes lightning bolts to shoot from you in all directions."},
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{ 'o', 0xFFFFFF, "Orb of Flash",
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M "This orb can be used to invoke a flash spell, which destroys almost everything in radius of 2."},
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{ 'o', 0x8080FF, "Orb of Winter",
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M "This orb can be used to invoke a wall of ice. It also protects you from fires."},
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{ 'o', 0xFF6060, "Orb of Speed",
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M "This orb can be used to move faster for some time."},
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{ 'o', 0x90B090, "Orb of Life",
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M "This orb can be used to summon friendly golems. It is used instantly when you pick it up."},
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{ 'o', 0x60D760, "Orb of Shielding",
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M "This orb can protect you from damage."},
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{ 'o', 0x606060, "Orb of Earth",
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M "This orb lets you go through living walls. It also has powers in some of the other lands."},
|
|
{ 'o', 0x20FFFF, "Orb of Teleport",
|
|
MC "This orb lets you instantly move to another location on the map. Just click a location which "
|
|
M "is not next to you to teleport there. "
|
|
},
|
|
{ 'o', 0xA0FF40, "Orb of Safety",
|
|
MC "This orb lets you instantly move to a safe faraway location. Knowing the nature of this strange world, you doubt "
|
|
MC "that you will ever find the way back...\n\n"
|
|
MC "Your game will be saved if you quit the game while the Orb of Safety is still powered.\n\n"
|
|
M "Technical note: as it is virtually impossible to return, this Orb recycles memory used for the world so far (even if you do not use it to save the game). "
|
|
},
|
|
{ 'o', 0x40C000, "Orb of Thorns",
|
|
M "This orb allows attacking Hedgehog Warriors directly, as well as stabbing other monsters.\n"
|
|
},
|
|
{ '%', 0x0000FF, "Fern Flower",
|
|
M "This flower brings fortune to the person who finds it.\n"
|
|
},
|
|
{ '!', 0x900000, "Wine",
|
|
M "Wine grown under hyperbolic sun would be extremely prized in your home location."
|
|
},
|
|
{ 'o', 0x706070, "Orb of Aether",
|
|
M "This orb allows one to pass through all kinds of walls and chasms."
|
|
},
|
|
{ '$', 0xFFFFC0, "Silver",
|
|
"A precious metal from the Dead Caves."
|
|
},
|
|
{ 'o', 0x005050, "Orb of the Mind",
|
|
"This orb allows you to instantly kill a non-adjacent enemy by clicking it. "
|
|
"Each use drains 30 charges."
|
|
},
|
|
{ '!', 0xE2B227, "Royal Jelly",
|
|
"This is what Hyperbug Queens eat. Very tasty and healthy."
|
|
},
|
|
{ '*', 0x60C060, "Emerald",
|
|
"A precious green gem from the Emerald Mines."
|
|
},
|
|
{ 'o', 0x421C52, "Orb of Invisibility",
|
|
"When you have this Orb, most monsters won't see you, unless "
|
|
"you are standing still, attacking, or picking up items."
|
|
},
|
|
{ '*', 0xFFFF00, "Powerstone",
|
|
"A Stone from the Land of Power. You are not sure what it is exactly, but "
|
|
"as the Powerstones are kept in crystal cabinets, they are surely valuable."
|
|
},
|
|
{ 'o', 0xFF4000, "Orb of Fire",
|
|
"When you have this Orb, you will leave a trail of fire behind you."
|
|
},
|
|
{ '!', 0xFFFF00, "Holy Grail", camelothelp },
|
|
{ '?', 0x00FF00, "Grimoire",
|
|
"The Grimoires contain many secrets of the Great Old Ones. "
|
|
"Each new inner circle in the Temple of Cthulhu contains new Grimoires, with new secrets. "
|
|
"You hope to read them when you return home, and to learn many things. "
|
|
"The knowledge is valuable to you, but it is rather pointless to try to get "
|
|
"several copies of the same Grimoire..."
|
|
},
|
|
{ 'o', 0xFF8000, "Orb of the Dragon",
|
|
"This Orb allows you to throw fire, just like the Fire Cultists.\n\n"
|
|
"Each fire drains 5 charges. You are not allowed to throw fire into adjacent cells."
|
|
},
|
|
{ 'o', 0x8B4513, "Orb of Trickery",
|
|
"This Orb allows you to create illusions of yourself. Illusions are targetted "
|
|
"by most monsters, just like yourself, Thumpers, and your friends.\n\n"
|
|
"Each illusion takes 5 charges to create, and one extra charge "
|
|
"per turn. You can also click your illusion to take it away, restoring 4 charges.\n\n"
|
|
"If you have both Orb of Teleport and Orb of Trickery, Illusion is cast "
|
|
"first -- you can then teleport on your Illusion to switch places with it."
|
|
},
|
|
};
|
|
|
|
enum eItem { itNone, itDiamond, itGold, itSpice, itRuby, itElixir, itShard, itBone, itHell, itStatue,
|
|
itFeather, itSapphire, itHyperstone, itKey,
|
|
itGreenStone, itOrbYendor,
|
|
itOrbLightning, itOrbFlash, itOrbWinter, itOrbSpeed, itOrbLife, itOrbShield, itOrbDigging,
|
|
itOrbTeleport, itOrbSafety,
|
|
itOrbThorns, itFernFlower,
|
|
itWine, itOrbGhost, itSilver, itOrbPsi,
|
|
itRoyalJelly, itEmerald, itOrbInvis, itPower, itOrbFire,
|
|
itHolyGrail, itGrimoire,
|
|
itOrbDragon, itOrbIllusion
|
|
};
|
|
|
|
// --- wall types ---
|
|
|
|
const int walltypes = 37;
|
|
|
|
struct walltype {
|
|
char glyph;
|
|
int color;
|
|
const char *name;
|
|
const char *help;
|
|
};
|
|
|
|
const char *lakeDesc = "Hell has these lakes everywhere... They are shaped like evil stars, and filled with burning sulphur.";
|
|
|
|
walltype winf[walltypes] = {
|
|
{ '.', 0xFF00FF, "none", NULL},
|
|
{ '#', 0x8080FF, "ice wall",
|
|
M "Ice Walls melt after some time has passed."
|
|
},
|
|
{ '#', 0xC06000, "great wall", barrierhelp},
|
|
{ '+', 0x900030, "red slime", slimehelp },
|
|
{ '+', 0x300090, "blue slime", slimehelp },
|
|
{ '#', 0xA0D0A0, "living wall", cavehelp},
|
|
{ '.', 0x306060, "living floor",cavehelp},
|
|
{ '#', 0xD03030, "dead troll", trollhelp},
|
|
{ '#', 0xCDA98F, "sand dune",
|
|
M "A natural terrain feature of the Desert."
|
|
},
|
|
{ '%', 0xC0C0FF, "Magic Mirror",
|
|
M "You can go inside the Magic Mirror, and produce some mirror images to help you."
|
|
},
|
|
{ '%', 0xFFC0C0, "Cloud of Mirage",
|
|
MC "Tiny droplets of magical water. You see images of yourself inside them. "
|
|
M "Go inside the cloud, to make these images help you."},
|
|
{ '^', 0x8D694F, "Thumper",
|
|
M "A device that attracts sandworms and other enemies. You need to activate it."},
|
|
{ '^', 0x804000, "Bonfire",
|
|
M "A heap of wood that can be used to start a fire. Everything is already here, you just need to touch it to fire it."
|
|
},
|
|
{ '+', 0xC0C0C0, "ancient grave",
|
|
M "An ancient grave."
|
|
},
|
|
{ '+', 0xD0D080, "fresh grave",
|
|
M "A fresh grave. Necromancers like those."
|
|
},
|
|
{ '#', 0x00FFFF, "column",
|
|
M "A piece of architecture typical to R'Lyeh."
|
|
},
|
|
{ '=', 0xFFFF00, "lake of sulphur", lakeDesc },
|
|
{ '=', 0xFFFF00, "lake of sulphur", lakeDesc },
|
|
{ '=', 0x000080, "lake",
|
|
M "An impassable lake in Cocytus."
|
|
},
|
|
{ '_', 0x000080, "frozen lake", cocytushelp },
|
|
{ '>', 0x101010, "chasm",
|
|
M "It was a floor... until something walked on it."
|
|
},
|
|
{ '>', 0x101010, "chasmD",
|
|
M "It was a floor... until something walked on it."
|
|
},
|
|
{ '#', 0x60C000, "big tree", foresthelp},
|
|
{ '#', 0x006000, "tree", foresthelp},
|
|
{ '#', 0x421C52*2, "vine", vinehelp},
|
|
{ ':', 0x006000, "vine", hvinehelp},
|
|
{ ';', 0x006000, "vine", hvinehelp},
|
|
{ '^', 0x804000, "partial fire", "This cell is partially on fire."},
|
|
{ '#', 0xA07070, "dead wall", deadcavehelp},
|
|
{ '.', 0x401010, "dead floor",deadcavehelp},
|
|
{ '.', 0x905050, "rubble", "Dead floor, with some rubble."},
|
|
{ '#', 0xD0D010, "weird rock",
|
|
"A weirdly colored rock. Hyperentomologists claim that the "
|
|
"Hyperbug armies use these rocks to navigate back home after a victorious battle."
|
|
},
|
|
{ '#', 0x8080C0, "crystal cabinet",
|
|
"Witches use these crystal cabinets to protect Powerstones, as well as the more "
|
|
"expensive Orbs. They are partially protected from thieves: they are too strong "
|
|
"to be smashed by conventional attacks, and if you try to steal the item "
|
|
"using an Orb of Aether, your Aether power will be completely drained."
|
|
},
|
|
{ '#', 0xC0C0C0, "wall of Camelot", camelothelp },
|
|
{ '#', 0xA06000, "Round Table", camelothelp },
|
|
{ '=', 0x0000A0, "moat of Camelot", camelothelp},
|
|
{ '+', 0x606060, "big statue of Cthulhu",
|
|
"These statues of Cthulhu are too large to carry, and they don't look too "
|
|
"valuable anyway. Most monsters will never go through them... they probably have "
|
|
"their reasons. But you can go! When you move into the cell containing "
|
|
"a statue, you push the statue to the cell you left.\n"
|
|
}
|
|
};
|
|
|
|
enum eWall { waNone, waIcewall, waBarrier, waFloorA, waFloorB, waCavewall, waCavefloor, waDeadTroll, waDune,
|
|
waMirror, waCloud, waThumper, waBonfire, waAncientGrave, waFreshGrave, waColumn, waSulphurC, waSulphur,
|
|
waLake, waFrozenLake, waChasm, waChasmD, waDryTree, waWetTree,
|
|
waVinePlant, waVineHalfA, waVineHalfB, waPartialFire,
|
|
waDeadwall, waDeadfloor, waDeadfloor2, waWaxWall, waGlass, waCamelot, waRoundTable,
|
|
waCamelotMoat,
|
|
waBigStatue,
|
|
// temporary walls for various purposes
|
|
waTemporary, waEarthD
|
|
};
|
|
|
|
// --- land types ---
|
|
|
|
const int numLands = 20;
|
|
const int landtypes = numLands + 3;
|
|
|
|
struct landtype {
|
|
int color;
|
|
const char *name;
|
|
const char *help;
|
|
};
|
|
|
|
landtype linf[landtypes] = {
|
|
{ 0xFF00FF, "???" , ""},
|
|
{ 0xC06000, "Great Wall" , ""},
|
|
{ 0xFF0000, "Crossroads" ,
|
|
MC "This land is a quick gateway to other lands. It is very easy to find other lands "
|
|
MC "from the Crossroads. Which means that you find monsters from most other lands here!\n\n"
|
|
MC "As long as you have found enough treasure in their native lands, you can "
|
|
MC "find magical items in the Crossroads. Mirror Land brings mirrors and clouds, "
|
|
MC "and other land types bring magical orbs.\n\n"
|
|
MC "A special treasure, Hyperstone, can be found on the Crossroads, but only "
|
|
MC "after you have found 10 of every other treasure."
|
|
},
|
|
{ 0xCDA98F, "Desert",
|
|
M "A hot land, full of sand dunes, mysterious Spice, and huge and dangerous sand worms."
|
|
},
|
|
{ 0x8080FF, "Icy Land",
|
|
MC "A very cold land, full of ice walls. Your mere presence will cause these ice walls to "
|
|
M "melt, even if you don't want it."
|
|
},
|
|
{ 0x306060, "Living Cave", cavehelp},
|
|
{ 0x00C000, "Jungle",
|
|
M "A land filled with huge ivy plants and dangerous animals."
|
|
},
|
|
{ 0x900090, "Alchemist Lab", slimehelp},
|
|
{ 0x704070, "Mirror Land",
|
|
M "A strange land which contains mirrors and mirages, protected by Mirror Rangers."},
|
|
{ 0x404070, "Graveyard",
|
|
MC "All the monsters you kill are carried to this strange land, and buried. "
|
|
M "Careless Rogues are also carried here..."
|
|
},
|
|
{ 0x00FF00, "R'Lyeh",
|
|
M "An ancient sunken city which can be reached only when the stars are right.\n\n"
|
|
"You can find Temples of Cthulhu in R'Lyeh once you collect five Statues of Cthulhu."
|
|
},
|
|
{ 0xC00000, "Hell",
|
|
M "A land filled with demons and molten sulphur. Abandon all hope ye who enter here!"
|
|
},
|
|
{ 0x00FF00, "Cocytus",
|
|
cocytushelp
|
|
},
|
|
{ 0xFFFF00, "Land of Eternal Motion",
|
|
MC "A land where you cannot stop, because every piece of floor is extremely unstable. Only monsters who "
|
|
MC "can run forever are able to survive there, and only phoenix feathers are so light that they do not disturb "
|
|
M "the floor.\n"
|
|
},
|
|
{ 0x008000, "Dry Forest", foresthelp},
|
|
{ 0x0000C0, "Emerald Mine",
|
|
"Evil people are mining for emeralds in this living cave. "
|
|
"It does not grow naturally, but it is dug out in a regular "
|
|
"pattern, which is optimal according to the evil engineers."
|
|
},
|
|
{ 0x421C52, "Vineyard", foresthelp},
|
|
{ 0x104040, "Dead Cave", deadcavehelp},
|
|
{ 0x705020, "Hive", hivehelp},
|
|
{ 0xFFFF00, "Land of Power",
|
|
"The Land of Power is filled with everburning fire, magical Orbs, and guarded by "
|
|
"witches and golems. There are basic orbs lying everywhere, and more prized ones "
|
|
"are kept in crystal cabinets.\n\n"
|
|
"Witches are allowed to use all the powers of the "
|
|
"basic orbs against intruders. These powers never expire, but a Witch "
|
|
"can use only one power at a time (not counting Orbs of Life).\n\n"
|
|
"Witches and Golems don't pursue you into other Lands. Also, most Orb powers"
|
|
"are drained when you leave the Land of Power."
|
|
},
|
|
{ 0xD0D0D0, "Camelot", camelothelp },
|
|
{ 0xD000D0, "Temple of Cthulhu", templehelp },
|
|
{ 0xE08020, "Game Board", gameboardhelp}
|
|
};
|
|
|
|
enum eLand { laNone, laBarrier, laCrossroads, laDesert, laIce, laCaves, laJungle, laAlchemist, laMirror, laGraveyard,
|
|
laRlyeh, laHell, laCocytus, laMotion, laDryForest, laFjord, laWineyard, laDeadCaves,
|
|
laHive, laPower, laCamelot, laTemple, laGameBoard };
|
|
|
|
// cell information for the game
|
|
|
|
struct gcell {
|
|
// 8 bits
|
|
eLand land : 5;
|
|
unsigned mondir : 3;
|
|
// 8 bits
|
|
eMonster monst : 7;
|
|
unsigned ligon : 1;
|
|
// 16 bits
|
|
eWall wall : 6;
|
|
eLand barleft : 5, barright : 5;
|
|
// 16 bits
|
|
eItem item : 6;
|
|
unsigned cpdist : 5, mpdist : 5;
|
|
// 14 bits
|
|
unsigned pathdist : 10, bardir : 4;
|
|
short tmp;
|
|
float heat;
|
|
};
|
|
|
|
#define NODIR 7
|
|
#define NOBARRIERS 8
|