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hyperrogue/rogueviz/ru/stats.cpp
2025-12-08 17:43:22 +01:00

325 lines
10 KiB
C++

namespace rogue_unlike {
struct backstory_element {
string text;
reaction_t effect;
};
struct backstory_choice {
string part;
vector<backstory_element> elts;
};
stat mainstat;
extern vector<backstory_choice> backstories;
int statseed;
vector<int> story_choices;
// -1 to downgrade
int stat_upgrade_cost(stat s, int bonus = 0) {
return 10 * (m.base_stats[s] + bonus);
}
void randomize_stories() {
story_choices = {};
for(auto& v: backstories)
story_choices.push_back(hrand(isize(v.elts)));
}
void upgrade(stat s) {
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;
}
}
void randomize_stats() {
for(auto s: allstats) while(m.base_stats[s] > 1) {
m.base_stats[s]--; m.experience += stat_upgrade_cost(s);
}
std::mt19937 statgen;
statgen.seed(statseed);
swap(statgen, hrngen);
mainstat = stat::str;
m.backstory = "";
for(int i=0; i<isize(backstories); i++) {
auto& ch = backstories[i].elts[story_choices[i]];
m.backstory += ch.text;
ch.effect();
}
for(int i=0; i<500; i++) {
auto s = hrand_elt(allstats);
upgrade(s);
}
m.profession = mainstat;
for(auto s: allstats)
m.current.stats[s] = m.base_stats[s];
swap(statgen, hrngen);
}
void generate_character() {
statseed = time(NULL);
randomize_stories();
randomize_stats();
}
statarray<statinfo> statinfos;
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 init_stats() {
statinfos[stat::str] = {'s', "Strength", "Affects the strength of your physical attacks."};
statinfos[stat::con] = {'t', "Toughness", "Affects the amount of hitpoints you have."};
statinfos[stat::wis] = {'w', "Wisdom", "Affects the power of your alchemy."};
statinfos[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."};
}
void stat_screen(bool editable) {
render_the_map();
draw_inventory_frame();
dialog::init("the Alchemist", 0xC000C0);
dialog::addHelp(m.backstory);
if(editable) {
dialog::addItem("customize the character", 'e');
dialog::add_action_push([] {
dialog::init("the Alchemist backstory", 0xC000C0);
dialog::addItem("randomize all", 'r');
dialog::add_action([] { randomize_stories(); randomize_stats(); popScreen(); });
char key = 'a';
for(int i=0; i<isize(backstories); i++) if(backstories[i].part != "") {
dialog::addItem(backstories[i].part, key++);
dialog::add_action([i] {
story_choices[i] = gmod(story_choices[i] + 1, isize(backstories[i].elts));
randomize_stats(); popScreen();
});
}
dialog::addBreak(100);
dialog::addBack();
dialog::display();
});
}
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(statinfos[st].name, s, statinfos[st].key);
dialog::add_action_push([st, editable] {
render_the_map();
draw_inventory_frame();
dialog::init(statinfos[st].name, 0xC000C0);
dialog::addHelp(statinfos[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;
m.current.reset(); m.next.reset();
m.hp = m.max_hp();
switch(m.profession) {
case stat::str:
find_power("axe").gain(1, 1);
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([] { statseed++; randomize_stats(); });
}
dialog::display();
}
void initial_stats() { stat_screen(true); }
void draw_stats() { stat_screen(false); }
// -- backstories follow --
vector<backstory_choice> backstories = {
backstory_choice{ "family",
{
{"You are the only child from a family of workers. ", [] { upgrade(stat::str); upgrade(stat::str); }},
{"You come from a family with long traditions in alchemy. ", [] { upgrade(stat::wis); upgrade(stat::wis); }}
}
},
backstory_choice{ "hair",
{
{"You have blonde hair ", [] { m.hair = hc_blonde; }},
{"You have red hair ", [] { m.hair = hc_red; }},
{"You have dark hair ", [] { m.hair = hc_brownhair; }},
}
},
backstory_choice{ "eyes",
{
{"and green eyes. ", [] { m.eye = ec_green; }},
{"and blue eyes. ", [] { m.eye = ec_blue; }},
{"and brown eyes. ", [] { m.eye = ec_browneye; }},
}
},
backstory_choice{ "childhood stories",
{
{"As a child, you loved to listen to your grandfather's stories about how he battled demons to find a cure for your mother's illness when she was a child.\n\n",
[] { upgrade(stat::wis); upgrade(stat::wis); }},
{"As a child, you loved to listen to your grandfather's stories about how he found your grandmother, a princess from another world.\n\n",
[] { upgrade(stat::str); upgrade(stat::str); }},
{"As a child, you loved to listen to your grandmother's stories. The coolest one was about how she almost died from a mad magician's scythe attack.\n\n",
[] { upgrade(stat::con); upgrade(stat::con); }}
}
},
backstory_choice{ "motivation for studying alchemy",
{
{"You chose to study alchemy, believing it may help to cure the sick. ",
[] { upgrade(stat::con); upgrade(stat::con); }},
{"You chose to study alchemy, believing that the more people know, the better for them. ",
[] { upgrade(stat::wis); upgrade(stat::wis); }},
{"You chose to study alchemy. Good alchemists earn lots of money, after all. ",
[] { upgrade(stat::dex); upgrade(stat::dex); }},
{"You chose to study alchemy. Some potions can make you stronger. ",
[] { upgrade(stat::str); upgrade(stat::str); }},
}
},
backstory_choice{ "motivation for Second Life",
{
{"During your studies, you started to question the inevitability of death. You started to work on a potion of second life.\n\n",
[] { upgrade(stat::con); upgrade(stat::con); }},
{"But you were bored by your fellow alchemists creating mundane stuff, such as potions of love and dyes. You realized that it should be possible to create a potion of second life.\n\n",
[] { upgrade(stat::wis); upgrade(stat::wis); }},
{"You realized that your potions are easier to sell when more people want them, and started researching something that everyone would want: a potion of second life.\n\n",
[] { upgrade(stat::dex); upgrade(stat::dex); }}
}
},
backstory_choice{ "motivation for adventuring",
{
{"But some ingredients could be found only in the magic fountains in Dungeons of Rogorama. The dungeons are full of dangerous creatures that you are eager to fight. ",
[] { upgrade(stat::str); }},
{"But some ingredients could be found only in the magic fountains in the Dungeons of Rogorama. The dungeons are full of legendary artifacts that you are eager to study. ",
[] { upgrade(stat::wis); }}
}
},
backstory_choice{ "",
{
{"While almost nobody has ever returned from these dungeons, the fountains are rumored to be easy to find, so you should be able to create a potion of second life quite easily. "
"And then, nothing would be able to stop you!\n\nYou wake up in the last inn before entering the dungeons...",
[] { }}
}
}
};
}