mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-12-24 17:10:36 +00:00
700 lines
20 KiB
C++
700 lines
20 KiB
C++
// Hyperbolic Rogue
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// Copyright (C) 2011-2016 Zeno Rogue, see 'hyper.cpp' for details
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// Yendor Quest, together with the Yendor Challenge
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// also, the Pure Tactics Mode
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#define MODECODES 38
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int hiitemsMax(eItem it) {
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int mx = 0;
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for(int i=0; i<MODECODES; i++) if(hiitems[i][it] > mx) mx = hiitems[i][it];
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return mx;
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}
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int modecode();
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typedef vector<pair<int, string> > subscoreboard;
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void displayScore(subscoreboard& s, int x) {
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int vf = min((vid.yres-64) / 70, vid.xres/80);
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if(syncstate == 1) {
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displayfr(x, 56, 1, vf, "(syncing)", 0xC0C0C0, 0);
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}
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else {
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sort(s.begin(), s.end());
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for(int i=0; i<size(s); i++) {
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int i0 = 56 + i * vf;
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displayfr(x, i0, 1, vf, its(-s[i].first), 0xC0C0C0, 16);
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displayfr(x+8, i0, 1, vf, s[i].second, 0xC0C0C0, 0);
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}
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}
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}
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namespace yendor {
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bool on = false;
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bool generating = false;
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bool path = false;
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bool everwon = false;
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bool won = false;
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bool easy = false;
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struct yendorlevel {
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eLand l;
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int flags;
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};
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int challenge; // id of the challenge
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int lastchallenge;
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#define YENDORLEVELS 27
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int bestscore[MODECODES][YENDORLEVELS];
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#define YF_DEAD 1
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#define YF_WALLS 2
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#define YF_END 4
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#define YF_DEAD5 8
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#define YF_NEAR_IVY 16
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#define YF_NEAR_ELEM 32
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#define YF_NEAR_OVER 64
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#define YF_NEAR_RED 128
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#define YF_REPEAT 512
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#define YF_NEAR_TENT 1024
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#define YF_START_AL 2048
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#define YF_START_CR 4096
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#define YF_CHAOS 8192
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#define YF_START_ANY (YF_START_AL|YF_START_CR)
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eLand nexttostart;
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#define LAND_YENDOR_CHAOS 41
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yendorlevel levels[YENDORLEVELS] = {
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{laNone, 0},
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{laHell, YF_DEAD}, // FORCE BARRIERS?
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{laGraveyard, YF_DEAD5},
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{laDesert, YF_NEAR_IVY}, // IVY OR TENTACLE?
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{laMinefield, YF_END}, // NOT WON, SEEMS OKAY
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{laEmerald, 0}, // WON FINE
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{laOvergrown, 0}, // WON, TOO EASY?
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{laMotion, YF_START_AL | YF_END}, // NOT WON, SEEMS OKAY
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{laAlchemist, 0}, // ALMOST WON
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{laIvoryTower,YF_START_CR | YF_NEAR_ELEM | YF_REPEAT}, // won cool
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{laMirror, YF_NEAR_OVER}, // OK
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{laWhirlpool, 0}, // cool
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{laIce, YF_NEAR_ELEM}, // OK
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{laHive, YF_NEAR_RED}, // OK
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{laCaribbean, 0}, // seems OK
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{laOcean, YF_WALLS}, // well... stupid, add Caribbean/Fjord
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{laPalace, 0}, // more trapdoors!
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{laZebra, 0}, // TOO HARD?
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{laWineyard, 0}, // hard-ish
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{laStorms, 0}, // ?
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{laLivefjord, 0},
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{laJungle, 0},
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{laPower, YF_START_CR},
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{laWildWest, 0},
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{laWhirlwind, YF_NEAR_TENT},
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{laHell, YF_CHAOS | YF_DEAD},
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{laDragon, YF_DEAD}
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};
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void uploadScore() {
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int tscore = 0;
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for(int i=1; i<YENDORLEVELS; i++)
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if(bestscore[0][i]) tscore += 999 + bestscore[0][i];
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// printf("Yendor score = %d\n", tscore);
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achievement_score(LB_YENDOR_CHALLENGE, tscore);
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}
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yendorlevel& clev() { return levels[challenge]; }
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eLand changeland(int i, eLand l) {
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if((clev().flags & YF_START_ANY) && i < 20 && l != clev().l) return clev().l;
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if((clev().flags & YF_END) && i > 80 && l == clev().l) return laIce;
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return laNone;
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}
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string name;
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eLand first, second, last;
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struct yendorinfo {
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cell *path[YDIST];
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bool found;
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bool foundOrb;
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int howfar;
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};
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vector<yendorinfo> yi;
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int yii = 0;
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int hardness() {
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int thf = 0;
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for(int i=0; i<size(yi); i++) {
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yendorinfo& ye ( yi[i] );
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if(!ye.foundOrb && ye.howfar > 25)
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thf += (ye.howfar - 25);
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}
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thf -= 2 * (YDIST - 25);
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if(thf<0) thf = 0;
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return items[itOrbYendor] * 5 + (thf * 5) / (YDIST-25);
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}
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enum eState { ysUntouched, ysLocked, ysUnlocked };
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eState state(cell *yendor) {
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for(int i=0; i<size(yi); i++) if(yi[i].path[0] == yendor)
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return yi[i].found ? ysUnlocked : ysLocked;
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return ysUntouched;
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}
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bool check(cell *yendor, bool checkonly) {
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int byi = size(yi);
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for(int i=0; i<size(yi); i++) if(yi[i].path[0] == yendor) byi = i;
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if(byi < size(yi) && yi[byi].found) return true;
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if(checkonly) return false;
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if(byi == size(yi)) {
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yendorinfo nyi;
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nyi.path[0] = yendor;
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nyi.howfar = 0;
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if(euclid) {
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int di = hrand(6);
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int dj = (di+1) % 6;
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int qty = hrand(YDIST-1);
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int tot = 0;
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for(int i=0; i<YDIST-1; i++) {
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tot += qty;
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if(tot >= YDIST-1) {
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tot -= YDIST-1;
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nyi.path[i+1] = createMov(nyi.path[i], di);
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}
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else
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nyi.path[i+1] = createMov(nyi.path[i], dj);
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}
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}
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else {
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bool endorian_change = true;
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bool in_endorian = false;
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cellwalker lig(yendor, hrand(yendor->type));
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for(int i=0; i<YDIST-1; i++) {
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if(lig.c->land == laEndorian)
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in_endorian = true;
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else if(!isTechnicalLand(lig.c->land))
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in_endorian = false;
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nyi.path[i] = lig.c;
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cwstep(lig);
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cwspin(lig, 3);
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if(lig.c->type == 7) {
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if(in_endorian && endorian_change && i >= YDIST - 20) {
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// make the last leg a bit more difficult
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cwspin(lig, hrand(2)*3-1);
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endorian_change = false;
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}
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else
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cwspin(lig, hrand(2));
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}
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}
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nyi.path[YDIST-1] = lig.c;
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}
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generating = true;
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for(int i=1; i<YDIST-1; i++) {
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cell *c = nyi.path[i];
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cell *prev = nyi.path[i-1];
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setdist(c, 10, prev);
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setdist(c, 9, prev);
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setdist(c, 8, prev);
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setdist(c, 7, prev);
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if(challenge && i+BARLEV-7 < YDIST-5 && !euclid) {
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cell *c2 = nyi.path[i+BARLEV-7];
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if(c2->land == laIvoryTower) continue;
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eLand ycl = changeland(i, c2->land);
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if(ishept(c2) && ycl) {
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int bd = 2 + hrand(2) * 3;
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// printf("barrier at %d\n", i);
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buildBarrier(c2, bd, ycl);
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if(c2->bardir != NODIR && c2->bardir != NOBARRIERS)
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extendBarrier(c2);
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}
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}
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}
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nyi.found = false;
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nyi.foundOrb = false;
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cell *key = nyi.path[YDIST-1];
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generating = false;
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for(int b=10; b>=5; b--) setdist(key, b, nyi.path[YDIST-2]);
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for(int i=-1; i<key->type; i++) {
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cell *c2 = i >= 0 ? key->mov[i] : key;
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checkTide(c2);
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c2->monst = moNone; c2->item = itNone;
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if(!passable(c2, NULL, P_MIRROR | P_MONSTER)) {
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if(c2->wall == waCavewall) c2->wall = waCavefloor;
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else if(c2->wall == waDeadwall) c2->wall = waDeadfloor2;
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else if(c2->wall == waLake) c2->wall = waFrozenLake;
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else if(c2->land == laCaribbean) c2->wall = waCIsland;
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else if(c2->land == laOcean) c2->wall = waCIsland;
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else if(c2->land == laRedRock) c2->wall = waRed3;
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else if(c2->land == laWhirlpool)
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c2->wall = waBoat, c2->monst = moPirate, c2->item = itOrbWater;
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else c2->wall = waNone;
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}
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if(c2->wall == waMineMine || c2->wall == waMineUnknown)
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c2->wall = waMineOpen;
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if(c2->wall == waTrapdoor && i == -1)
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c2->wall = waGargoyleFloor;
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if(c2->land == laLivefjord) {
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c2->wall = waSea;
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for(int i=0; i<c2->type; i++)
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c2->mov[i]->wall = waSea;
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}
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if(isGravityLand(c2->land) && key->land == c2->land &&
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c2->landparam < key->landparam && c2->wall != waTrunk)
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c2->wall = waPlatform;
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}
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key->item = itKey;
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yi.push_back(nyi);
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}
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yii = byi;
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addMessage(XLAT("You need to find the right Key to unlock this Orb of Yendor!"));
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achievement_gain("YENDOR1");
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return false;
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}
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void onpath() {
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path = false;
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if(yii < size(yi)) {
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for(int i=0; i<YDIST; i++) if(yi[yii].path[i]->cpdist <= 7) {
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if(i > yi[yii].howfar) yi[yii].howfar = i;
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path = true;
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}
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}
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}
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void init(int phase) {
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if(!on) return;
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if(phase == 1) {
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won = false;
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if(!easy) items[itOrbYendor] = bestscore[modecode()][challenge];
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chaosmode = (clev().flags & YF_CHAOS);
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euclidland = firstland = clev().l;
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if(clev().flags & YF_START_AL) {
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firstland = laAlchemist;
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items[itElixir] = 50;
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items[itFeather] = 50;
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}
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if(firstland == laPower)
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items[itOrbSpeed] = 60, items[itOrbWinter] = 60;
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if(clev().flags & YF_START_CR) {
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firstland = laCrossroads;
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}
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if(firstland == laGraveyard) items[itBone] = 10;
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if(firstland == laEmerald) items[itEmerald] = 10;
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if(!euclid) {
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if(clev().flags & YF_DEAD) items[itGreenStone] = 100;
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if(clev().flags & YF_DEAD5) items[itGreenStone] = 5;
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}
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nexttostart = laNone;
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}
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if(phase == 2) {
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cell *c2 = cwt.c->mov[0];
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c2->land = firstland;
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if(firstland == laRlyeh) c2->wall = waNone;
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yendor::check(c2, false);
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if(clev().flags & YF_NEAR_IVY)
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nexttostart = laJungle;
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if(clev().flags & YF_NEAR_TENT)
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nexttostart = laRlyeh;
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if(clev().flags & YF_NEAR_ELEM) {
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if(firstland == laIce) {
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nexttostart = laEWater;
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items[itWaterShard] = 10;
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}
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else nexttostart = laEAir;
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}
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if(clev().flags & YF_NEAR_OVER)
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nexttostart = laOvergrown;
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if(clev().flags & YF_NEAR_RED) {
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nexttostart = laRedRock;
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items[itRedGem] = 25;
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}
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if(clev().flags & YF_WALLS) {
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items[itPirate] += 25;
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items[itFjord] += 25;
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}
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if(clev().l == laWhirlpool) {
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items[itWhirlpool] += 10;
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items[itOrbWater] += 150;
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}
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}
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if(phase == 3) {
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cell *c2 = cwt.c->mov[0];
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makeEmpty(c2);
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c2->item = itOrbYendor;
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nexttostart = laNone;
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}
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}
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bool levelUnlocked(int i) {
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yendorlevel& ylev(levels[i]);
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eItem t = treasureType(ylev.l);
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if(ylev.l != laWildWest && hiitemsMax(t) < 10) return false;
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if((ylev.flags & YF_NEAR_ELEM) && hiitemsMax(itElemental) < 10) return false;
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if((ylev.flags & YF_NEAR_RED) && hiitemsMax(itRedGem) < 10) return false;
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if((ylev.flags & YF_NEAR_OVER) && hiitemsMax(itMutant) < 10) return false;
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if((ylev.flags & YF_NEAR_TENT) && hiitemsMax(itStatue) < 10) return false;
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if((ylev.flags & YF_CHAOS) && !chaosUnlocked) return false;
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if((ylev.flags & (YF_DEAD|YF_DEAD5)) && hiitemsMax(itBone) < 10) return false;
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return true;
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}
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struct scoredata {
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string username;
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int scores[landtypes];
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};
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vector<scoredata> scoreboard;
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void showMenu() {
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int s = vid.fsize;
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vid.fsize = vid.fsize * 4/5;
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displayStatHelp(-8, XLAT("Yendor Challenge"));
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for(int i=1; i<YENDORLEVELS; i++) {
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string s;
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yendorlevel& ylev(levels[i]);
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if(levelUnlocked(i)) {
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s = XLATT1(ylev.l);
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if(!euclid) {
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if(ylev.flags & YF_CHAOS) { s = "Chaos mode"; }
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if(ylev.flags & YF_NEAR_IVY) { s += "+"; s += XLATT1(laJungle); }
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if(ylev.flags & YF_NEAR_TENT) { s += "+"; s += XLATT1(laRlyeh); }
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if(ylev.flags & YF_NEAR_ELEM) { s += "+"; s += XLATT1(laElementalWall); }
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if(ylev.flags & YF_NEAR_OVER) { s += "+"; s += XLATT1(laOvergrown); }
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if(ylev.flags & YF_NEAR_RED) { s += "+"; s += XLATT1(laRedRock); }
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if(ylev.flags & YF_START_AL) { s += "+"; s += XLATT1(laAlchemist); }
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if(ylev.flags & YF_DEAD) { s += "+"; s += XLATT1(itGreenStone); }
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}
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}
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else {
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s = "(locked)";
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}
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string v;
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if(bestscore[modecode()][i] == 1)
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v = XLAT(" (won!)");
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else if(bestscore[modecode()][i])
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v = XLAT(" (won at level %1!)", its(bestscore[modecode()][i]));
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displayStat(i-6, s, v, 'a' + i-1);
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}
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displayStat(YENDORLEVELS+1-6, XLAT("Return to the normal game"), "", '0');
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displayStat(YENDORLEVELS+1-5, XLAT(
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easy ? "Challenges do not get harder" : "Each challenge gets harder after each victory"),
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" " + XLAT(easy ? "easy" : "challenge"), '1');
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int yc = getcstat - 'a' + 1;
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if(yc > 0 && yc < YENDORLEVELS) {
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subscoreboard scorehere;
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for(int i=0; i<size(scoreboard); i++) {
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int sc = scoreboard[i].scores[yc];
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if(sc > 0)
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scorehere.push_back(
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make_pair(-sc, scoreboard[i].username));
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}
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displayScore(scorehere, vid.xres / 4);
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}
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yendor::uploadScore();
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vid.fsize = s;
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}
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const char *chelp =
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"There are many possible solutions to the Yendor Quest. In the Yendor "
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"Challenge, you will try many of them!\n\n"
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"Each challenge takes part in a specific land, and you have to use what "
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"you have available.\n\n"
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"You need to obtain an Orb of Yendor in the normal game to activate "
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"this challenge, and (ever) collect 10 treasures in one or two lands "
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"to activate a specific level.\n\n"
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"After you complete each challenge, you can try it again, on a harder "
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"difficulty level.\n\n"
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"All the solutions showcased in the Yendor Challenge work in the normal "
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"play too. However, passages to other lands, and (sometimes) some land features "
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"are disabled in the Yendor "
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"Challenge, so that you have to use the expected method. Also, "
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"the generation rules are changed slightly for the Palace "
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"and Minefield while you are looking for the Orb of Yendor, "
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"to make the challenge more balanced "
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"(but these changes are also active during the normal Yendor Quest).\n\n"
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"You get 1000 points for each challenge won, and 1 extra point for "
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"each extra difficulty level.";
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void handleKey(int uni, int sym) {
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if(uni >= 'a' && uni < 'a'+YENDORLEVELS-1) {
|
|
challenge = uni-'a' + 1;
|
|
if(levelUnlocked(challenge)) {
|
|
restartGame(yendor::on ? 0 : 'y');
|
|
cmode = emNormal;
|
|
}
|
|
else
|
|
addMessage("Collect 10 treasures in various lands to unlock the challenges there");
|
|
}
|
|
else if(uni == '0') {
|
|
if(yendor::on) restartGame('y');
|
|
cmode = emNormal;
|
|
}
|
|
else if(uni == '1') easy = !easy;
|
|
else if(uni == '2' || sym == SDLK_F1) {
|
|
lastmode = cmode;
|
|
cmode = emHelp;
|
|
help = chelp;
|
|
}
|
|
else if(uni) cmode = emNormal;
|
|
}
|
|
};
|
|
|
|
#define MAXTAC 20
|
|
namespace tactic {
|
|
|
|
bool trailer = false;
|
|
bool on = false;
|
|
int id;
|
|
int recordsum[MODECODES][landtypes];
|
|
int lsc[MODECODES][landtypes][MAXTAC];
|
|
eLand lasttactic;
|
|
|
|
struct scoredata {
|
|
string username;
|
|
int scores[landtypes];
|
|
};
|
|
vector<scoredata> scoreboard[MODECODES];
|
|
|
|
int chances(eLand l) {
|
|
if(modecode() != 0 && l != laCamelot) return 3;
|
|
for(int i=0; i<LAND_TAC; i++)
|
|
if(land_tac[i].l == l) {
|
|
return land_tac[i].tries;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int tacmultiplier(eLand l) {
|
|
if(modecode() != 0 && l != laCamelot) return 1;
|
|
if(modecode() != 0 && l == laCamelot) return 3;
|
|
for(int i=0; i<LAND_TAC; i++)
|
|
if(land_tac[i].l == l) return land_tac[i].multiplier;
|
|
return 0;
|
|
}
|
|
|
|
bool tacticUnlocked(int i) {
|
|
eLand l = land_tac[i].l;
|
|
if(l == laWildWest) return true;
|
|
return hiitemsMax(treasureType(l)) * landMultiplier(l) >= 20;
|
|
}
|
|
|
|
void record(eLand land, int score, int xc = modecode()) {
|
|
if(land >=0 && land < landtypes) {
|
|
for(int i=MAXTAC-1; i; i--) lsc[xc][land][i] = lsc[xc][land][i-1];
|
|
tactic::lsc[xc][land][0] = score;
|
|
}
|
|
int t = chances(land);
|
|
int csum = 0;
|
|
for(int i=0; i<t; i++) if(lsc[xc][land][i] > 0) csum += lsc[xc][land][i];
|
|
if(csum > recordsum[xc][land]) recordsum[xc][land] = csum;
|
|
}
|
|
|
|
void record() {
|
|
record(lasttactic, items[treasureType(lasttactic)]);
|
|
}
|
|
|
|
void unrecord(eLand land, int xc = modecode()) {
|
|
if(land >=0 && land < landtypes) {
|
|
for(int i=0; i<MAXTAC-1; i++) lsc[xc][land][i] = lsc[xc][land][i+1];
|
|
lsc[xc][land][MAXTAC-1] = -1;
|
|
}
|
|
}
|
|
|
|
void unrecord() {
|
|
unrecord(lasttactic);
|
|
}
|
|
|
|
void uploadScoreCode(int code, int lb) {
|
|
int tscore = 0;
|
|
for(int i=0; i<landtypes; i++)
|
|
tscore += recordsum[code][i] * tacmultiplier(eLand(i));
|
|
// printf("PTM score = %d\n", tscore);
|
|
achievement_score(lb, tscore);
|
|
}
|
|
|
|
void uploadScore() {
|
|
uploadScoreCode(0, LB_PURE_TACTICS);
|
|
uploadScoreCode(2, LB_PURE_TACTICS_SHMUP);
|
|
uploadScoreCode(4, LB_PURE_TACTICS_COOP);
|
|
}
|
|
|
|
void showMenu() {
|
|
mouseovers = XLAT("pure tactics mode") + " - " + mouseovers;
|
|
|
|
int nl = LAND_TAC;
|
|
|
|
int vf = min((vid.yres-64) / nl, vid.xres/40);
|
|
|
|
int xr = vid.xres / 64;
|
|
|
|
if(on) record(firstland, items[treasureType(firstland)]);
|
|
|
|
int xc = modecode();
|
|
|
|
for(int i=0; i<nl; i++) {
|
|
eLand l = land_tac[i].l;
|
|
int i0 = 56 + i * vf;
|
|
int col;
|
|
|
|
int ch = chances(l);
|
|
|
|
if(!ch) continue;
|
|
|
|
bool unlocked = tacticUnlocked(i);
|
|
|
|
if(unlocked) col = linf[l].color; else col = 0x202020;
|
|
|
|
if(displayfr(xr*1, i0, 1, vf-4, XLAT1(linf[l].name), col, 0) && unlocked) {
|
|
getcstat = 1000 + i;
|
|
}
|
|
|
|
if(unlocked) {
|
|
for(int ii=0; ii<ch; ii++)
|
|
if(displayfr(xr*(24+2*ii), i0, 1, (vf-4)*4/5, lsc[xc][l][ii] >= 0 ? its(lsc[xc][l][ii]) : "-", col, 16))
|
|
getcstat = 1000 + i;
|
|
|
|
if(displayfr(xr*(24+2*10), i0, 1, (vf-4)*4/5,
|
|
its(recordsum[xc][l]) + " x" + its(tacmultiplier(l)), col, 0))
|
|
getcstat = 1000 + i;
|
|
}
|
|
else {
|
|
int m = landMultiplier(l);
|
|
displayfr(xr*26, i0, 1, (vf-4)*4/5,
|
|
XLAT("Collect %1x %2 to unlock", its((20+m-1)/m), treasureType(l)),
|
|
col, 0);
|
|
}
|
|
}
|
|
|
|
if(on || ISIOS) {
|
|
int i0 = 56 + nl * vf;
|
|
if(displayfr(xr*24, i0, 1, vf-4, "press 0 to leave this mode", 0xFFD500, 8))
|
|
getcstat = '0';
|
|
}
|
|
|
|
uploadScore();
|
|
if(on) unrecord(firstland);
|
|
|
|
if(getcstat >= 1000) {
|
|
int ld = land_tac[getcstat-1000].l;
|
|
subscoreboard scorehere;
|
|
for(int i=0; i<size(scoreboard[xc]); i++) {
|
|
int sc = scoreboard[xc][i].scores[ld];
|
|
if(sc > 0)
|
|
scorehere.push_back(
|
|
make_pair(-sc, scoreboard[xc][i].username));
|
|
}
|
|
displayScore(scorehere, xr * 50);
|
|
}
|
|
}
|
|
|
|
void handleKey(int uni, int sym) {
|
|
if(uni >= 1000 && uni < 1000 + LAND_TAC) {
|
|
firstland = land_tac[uni - 1000].l;
|
|
restartGame(tactic::on ? 0 : 't');
|
|
cmode = emNormal;
|
|
}
|
|
else if(uni == '0') {
|
|
cmode = emNormal;
|
|
firstland = laIce;
|
|
if(tactic::on) restartGame('t');
|
|
}
|
|
else if(uni == '2' || sym == SDLK_F1) {
|
|
lastmode = cmode;
|
|
cmode = emHelp;
|
|
help =
|
|
"In the pure tactics mode, you concentrate on a specific land. "
|
|
"Your goal to obtain as high score as possible, without using "
|
|
"features of the other lands. You can then compare your score "
|
|
"with your friends!\n\n"
|
|
|
|
"You need to be somewhat proficient in the normal game to "
|
|
"unlock the given land in this challenge "
|
|
"(collect 20 treasure in the given land, or 2 in case of Camelot).\n\n"
|
|
|
|
"Since getting high scores in some lands is somewhat luck dependent, "
|
|
"you play each land N times, and your score is based on N consecutive "
|
|
"plays. The value of N depends on how 'fast' the land is to play, and "
|
|
"how random it is.\n\n"
|
|
|
|
"In the Caribbean, you can access Orbs of Thorns, Aether, and "
|
|
"Space if you have ever collected 25 treasure in their native lands.\n\n"
|
|
|
|
"The rate of treasure spawn is static in this mode. It is not "
|
|
"increased by killing monsters.\n\n"
|
|
|
|
"Good luck, and have fun!";
|
|
|
|
}
|
|
else if(uni) cmode = emNormal;
|
|
}
|
|
};
|
|
|
|
int modecode() {
|
|
int xcode = 0;
|
|
if(euclid) xcode += 1;
|
|
if(shmup::on) {
|
|
if(numplayers() == 1) xcode += 2;
|
|
if(numplayers() == 2) xcode += 4;
|
|
if(numplayers() == 3) xcode += 9;
|
|
if(numplayers() == 4) xcode += 11;
|
|
}
|
|
if(pureHardcore() && !shmup::on) xcode += 7;
|
|
if(anticheat::tampered || cheater) return 6;
|
|
if(purehepta) {
|
|
if(xcode > 6) xcode--;
|
|
xcode /= 2;
|
|
xcode += 13;
|
|
}
|
|
if(chaosmode && !yendor::on && cmode != emYendor) xcode += 19;
|
|
return xcode;
|
|
}
|
|
|