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-- | Definitions of items embedded in map tiles.
module Content.ItemKindEmbed
( -- * Group name patterns
pattern SCRATCH_ON_WALL, pattern OBSCENE_PICTOGRAM, pattern SUBTLE_FRESCO, pattern TREASURE_CACHE, pattern TREASURE_CACHE_TRAP, pattern SIGNAGE, pattern SMALL_FIRE, pattern BIG_FIRE, pattern FROST, pattern RUBBLE, pattern DOORWAY_TRAP_UNKNOWN, pattern DOORWAY_TRAP, pattern STAIRS_UP, pattern STAIRS_DOWN, pattern ESCAPE, pattern STAIRS_TRAP_UP, pattern STAIRS_TRAP_DOWN, pattern LECTERN, pattern SHALLOW_WATER, pattern STRAIGHT_PATH, pattern FROZEN_GROUND
, embedsGN
, -- * Content
embeds
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import Game.LambdaHack.Content.ItemKind
import Game.LambdaHack.Core.Dice
import Game.LambdaHack.Definition.Ability
import Game.LambdaHack.Definition.Color
import Game.LambdaHack.Definition.Defs
import Game.LambdaHack.Definition.DefsInternal
import Game.LambdaHack.Definition.Flavour
import Content.ItemKindActor
import Content.ItemKindBlast
import Content.ItemKindTemporary
-- * Group name patterns
embedsGN :: [GroupName ItemKind]
embedsGN =
[SCRATCH_ON_WALL, OBSCENE_PICTOGRAM, SUBTLE_FRESCO, TREASURE_CACHE, TREASURE_CACHE_TRAP, SIGNAGE, SMALL_FIRE, BIG_FIRE, FROST, RUBBLE, DOORWAY_TRAP_UNKNOWN, DOORWAY_TRAP, STAIRS_UP, STAIRS_DOWN, ESCAPE, STAIRS_TRAP_UP, STAIRS_TRAP_DOWN, LECTERN, SHALLOW_WATER, STRAIGHT_PATH, FROZEN_GROUND]
pattern SCRATCH_ON_WALL, OBSCENE_PICTOGRAM, SUBTLE_FRESCO, TREASURE_CACHE, TREASURE_CACHE_TRAP, SIGNAGE, SMALL_FIRE, BIG_FIRE, FROST, RUBBLE, DOORWAY_TRAP_UNKNOWN, DOORWAY_TRAP, STAIRS_UP, STAIRS_DOWN, ESCAPE, STAIRS_TRAP_UP, STAIRS_TRAP_DOWN, LECTERN, SHALLOW_WATER, STRAIGHT_PATH, FROZEN_GROUND :: GroupName ItemKind
pattern SCRATCH_ON_WALL = GroupName "scratch on wall"
pattern OBSCENE_PICTOGRAM = GroupName "obscene pictogram"
pattern SUBTLE_FRESCO = GroupName "subtle fresco"
pattern TREASURE_CACHE = GroupName "treasure cache"
pattern TREASURE_CACHE_TRAP = GroupName "treasure cache trap"
pattern SIGNAGE = GroupName "signage"
pattern SMALL_FIRE = GroupName "small fire"
pattern BIG_FIRE = GroupName "big fire"
pattern FROST = GroupName "frozen mass"
pattern RUBBLE = GroupName "rubble"
pattern DOORWAY_TRAP_UNKNOWN = GroupName "doorway trap unknown"
pattern DOORWAY_TRAP = GroupName "doorway trap"
pattern STAIRS_UP = GroupName "stairs up"
pattern STAIRS_DOWN = GroupName "stairs down"
pattern ESCAPE = GroupName "escape"
pattern STAIRS_TRAP_UP = GroupName "stairs trap up"
pattern STAIRS_TRAP_DOWN = GroupName "stairs trap down"
pattern LECTERN = GroupName "lectern"
pattern SHALLOW_WATER = GroupName "shallow water"
pattern STRAIGHT_PATH = GroupName "straight path"
pattern FROZEN_GROUND = GroupName "frozen ground"
-- * Content
embeds :: [ItemKind]
embeds =
[scratchOnWall, obscenePictogram, subtleFresco, treasureCache, treasureCacheTrap, signageExit, signageEmbed, signageMerchandise, fireSmall, fireBig, frost, rubble, doorwayTrapTemplate, doorwayTrap1, doorwayTrap2, doorwayTrap3, stairsUp, stairsDown, escape, stairsTrapUp, stairsTrapDown, lectern, shallowWater, straightPath, frozenGround]
scratchOnWall, obscenePictogram, subtleFresco, treasureCache, treasureCacheTrap, signageExit, signageEmbed, signageMerchandise, fireSmall, fireBig, frost, rubble, doorwayTrapTemplate, doorwayTrap1, doorwayTrap2, doorwayTrap3, stairsUp, stairsDown, escape, stairsTrapUp, stairsTrapDown, lectern, shallowWater, straightPath, frozenGround :: ItemKind
-- Make sure very few walls are substantially useful, e.g., caches,
-- and none that are secret. Otherwise the player will spend a lot of time
-- bumping walls, which is boring compared to fights or dialogues
-- and ever worse, the player will bump all secret walls, wasting time
-- and foregoing the fun of guessing how to find entrance to a disjoint part
-- of the level by bumping the least number of secret walls.
scratchOnWall = ItemKind
{ isymbol = toContentSymbol '?'
, iname = "claw mark"
, ifreq = [(SCRATCH_ON_WALL, 1)]
, iflavour = zipPlain [BrBlack]
, icount = 1
, irarity = [(1, 1)]
, iverbHit = "scratch"
, iweight = 1000
, idamage = 0
, iaspects = [SetFlag Durable]
, ieffects = [ VerbMsg "start making sense of the scratches" "."
, Detect DetectHidden 4 ]
, idesc = "A seemingly random series of scratches, carved deep into the wall."
, ikit = []
}
obscenePictogram = ItemKind
{ isymbol = toContentSymbol '*'
, iname = "obscene pictogram"
, ifreq = [(OBSCENE_PICTOGRAM, 1)]
, iflavour = zipPlain [BrMagenta]
, icount = 1
, irarity = [(1, 1)]
, iverbHit = "infuriate"
, iweight = 1000
, idamage = 0
, iaspects = [Timeout 7, SetFlag Durable]
, ieffects = [ VerbMsg "enter destructive rage at the sight of an obscene pictogram" "."
, RefillCalm (-20)
, OneOf [ toOrganGood S_STRENGTHENED (3 + 1 `d` 2)
, CreateItem Nothing CGround S_SANDSTONE_ROCK timerNone ]
]
, idesc = "It's not even anatomically possible."
, ikit = []
}
subtleFresco = ItemKind
{ isymbol = toContentSymbol '*'
, iname = "subtle fresco"
, ifreq = [(SUBTLE_FRESCO, 1)]
, iflavour = zipPlain [BrGreen]
, icount = 1
, irarity = [(1, 1)]
, iverbHit = "sooth"
, iweight = 1000
, idamage = 0
, iaspects = [Timeout 7, SetFlag Durable]
, ieffects = [ VerbMsg "feel refreshed by the subtle fresco" "."
, toOrganGood S_FAR_SIGHTED (3 + 1 `d` 2)
, toOrganGood S_KEEN_SMELLING (3 + 1 `d` 2) ]
-- hearing gets a boost through bracing, so no need here
, idesc = "Expensive yet tasteful."
, ikit = []
}
treasureCache = ItemKind
{ isymbol = toContentSymbol 'o'
, iname = "treasure cache"
, ifreq = [(TREASURE_CACHE, 1)]
, iflavour = zipPlain [BrBlue]
, icount = 1
, irarity = [(1, 1)]
, iverbHit = "crash"
, iweight = 10000
, idamage = 0
, iaspects = [SetFlag Durable]
, ieffects = [CreateItem Nothing CGround COMMON_ITEM timerNone]
, idesc = "Glittering treasure, just waiting to be taken."
, ikit = []
}
reliefMsg :: Effect
reliefMsg = VerbMsg "sigh with relief when nothing explodes in your face!" ""
treasureCacheTrap = ItemKind
{ isymbol = toContentSymbol '^'
, iname = "cache trap"
, ifreq = [(TREASURE_CACHE_TRAP, 1)]
, iflavour = zipPlain [Red]
, icount = 1
, irarity = [(1, 1)]
, iverbHit = "taint"
, iweight = 1000
, idamage = 0
, iaspects = [] -- not Durable, springs at most once
, ieffects = [OneOf [ toOrganBad S_BLIND (10 + 1 `d` 10)
, RefillCalm (-99)
, Explode S_FOCUSED_CONCUSSION
, reliefMsg, reliefMsg ]]
, idesc = "It's a trap!"
, ikit = []
}
signageExit = ItemKind
{ isymbol = toContentSymbol '?'
, iname = "inscription"
, ifreq = [(SIGNAGE, 100)]
, iflavour = zipPlain [BrGreen]
, icount = 1
, irarity = [(1, 1)]
, iverbHit = "whack"
, iweight = 10000
, idamage = 0
, iaspects = [SetFlag Durable]
, ieffects = [Detect DetectExit 100]
, idesc = "Crude big arrows hastily carved by unknown hands."
, ikit = []
}
signageEmbed = signageExit
{ iname = "notice"
, ifreq = [(SIGNAGE, 100)]
, iflavour = zipPlain [Cyan]
, ieffects = [Detect DetectEmbed 12]
, idesc = "The battered poster is untitled and unsigned."
}
signageMerchandise = signageExit
{ iname = "treasure map"
, ifreq = [(SIGNAGE, 100)]
, iflavour = zipPlain [BrCyan]
, ieffects = [Detect DetectLoot 20]
, idesc = "In equal parts cryptic and promising."
}
fireSmall = ItemKind
{ isymbol = toContentSymbol 'o'
, iname = "small fire"
, ifreq = [(SMALL_FIRE, 1)]
, iflavour = zipPlain [BrRed]
, icount = 1
, irarity = [(1, 1)]
, iverbHit = "burn"
, iweight = 10000
, idamage = 0
, iaspects = [SetFlag Durable]
, ieffects = [Burn 1, Explode S_SINGLE_SPARK]
, idesc = "A few small logs, burning brightly."
, ikit = []
}
fireBig = fireSmall
{ isymbol = toContentSymbol '0'
, iname = "big fire"
, ifreq = [(BIG_FIRE, 1)]
, iflavour = zipPlain [Red]
, ieffects = [ Burn 2
, CreateItem Nothing CGround S_WOODEN_TORCH timerNone
, Explode S_SPARK ]
, idesc = "Glowing with light and warmth."
, ikit = []
}
frost = ItemKind
{ isymbol = toContentSymbol '^'
, iname = "frost"
, ifreq = [(FROST, 1)]
, iflavour = zipPlain [BrBlue]
, icount = 1
, irarity = [(1, 1)]
, iverbHit = "burn"
, iweight = 10000
, idamage = 0
, iaspects = [SetFlag Durable]
, ieffects = [ Burn 1 -- sensory ambiguity between hot and cold
, RefillCalm 20 -- cold reason
, PushActor (ThrowMod 400 10 1) ] -- slippery ice
, idesc = "Intricate patterns of shining ice."
, ikit = []
}
rubble = ItemKind
{ isymbol = toContentSymbol '&'
, iname = "rubble"
, ifreq = [(RUBBLE, 1)]
, iflavour = zipPlain [BrYellow]
, icount = 1
, irarity = [(1, 1)]
, iverbHit = "bury"
, iweight = 100000
, idamage = 0
, iaspects = [SetFlag Durable]
, ieffects = [OneOf [ Explode S_FOCUSED_GLASS_HAIL
, Summon MOBILE_ANIMAL $ 1 `dL` 2
, toOrganNoTimer S_POISONED
, CreateItem Nothing CGround ANY_ARROW timerNone
, CreateItem Nothing CGround STARTING_WEAPON timerNone
, reliefMsg, reliefMsg, reliefMsg
, reliefMsg, reliefMsg, reliefMsg ]]
, idesc = "Broken chunks of rock and glass."
, ikit = []
}
doorwayTrapTemplate = ItemKind
{ isymbol = toContentSymbol '+'
, iname = "doorway trap"
, ifreq = [(DOORWAY_TRAP_UNKNOWN, 1), (DOORWAY_TRAP, 0)]
-- the void group needed to pick the item for tile triggering
-- even when not yet identified
, iflavour = zipPlain brightCol
, icount = 1
, irarity = [(1, 1)]
, iverbHit = "cripple"
, iweight = 10000
, idamage = 0
, iaspects = [PresentAs DOORWAY_TRAP_UNKNOWN]
-- not Durable, springs at most once
, ieffects = []
, idesc = "Just turn the handle..."
, ikit = []
}
doorwayTrap1 = doorwayTrapTemplate
{ ifreq = [(DOORWAY_TRAP, 50)]
, ieffects = [toOrganBad S_BLIND $ (1 `dL` 4) * 5]
-- , idesc = ""
}
doorwayTrap2 = doorwayTrapTemplate
{ ifreq = [(DOORWAY_TRAP, 25)]
, ieffects = [toOrganBad S_SLOWED $ (1 `dL` 4) * 10]
-- , idesc = ""
}
doorwayTrap3 = doorwayTrapTemplate
{ ifreq = [(DOORWAY_TRAP, 25)]
, ieffects = [toOrganBad S_WEAKENED $ (1 `dL` 4) * 10 ]
-- , idesc = ""
}
stairsUp = ItemKind
{ isymbol = toContentSymbol '<'
, iname = "flight"
, ifreq = [(STAIRS_UP, 1)]
, iflavour = zipPlain [BrWhite]
, icount = 1
, irarity = [(1, 1)]
, iverbHit = "crash" -- the verb is only used when the item hits,
-- not when it's applied otherwise, e.g., from tile
, iweight = 100000
, idamage = 0
, iaspects = [ELabel "of steps", SetFlag Durable]
, ieffects = [Ascend True]
, idesc = "Stairs that rise towards escape."
, ikit = []
}
stairsDown = stairsUp
{ isymbol = toContentSymbol '>'
, ifreq = [(STAIRS_DOWN, 1)]
, ieffects = [Ascend False]
, idesc = ""
}
escape = stairsUp
{ isymbol = toContentSymbol '>'
, iname = "way"
, ifreq = [(ESCAPE, 1)]
, iflavour = zipPlain [BrGreen]
, iaspects = [SetFlag Durable]
, ieffects = [Escape]
, idesc = "May this nightmare have an end?"
-- generic escape, so the text should be too;
-- for moon outdoors, spaceship, everywhere
}
stairsTrapUp = ItemKind
{ isymbol = toContentSymbol '^'
, iname = "staircase trap"
, ifreq = [(STAIRS_TRAP_UP, 1)]
, iflavour = zipPlain [BrRed]
, icount = 1
, irarity = [(1, 1)]
, iverbHit = "buffet"
, iweight = 10000
, idamage = 0
, iaspects = [] -- not Durable, springs at most once
, ieffects = [ VerbMsgFail "be caught in an updraft" "."
, Teleport $ 3 + 1 `dL` 10 ]
, idesc = "A hidden spring, to help the unwary soar."
, ikit = []
}
-- Needs to be separate from stairsTrapUp, to make sure the item is
-- registered after up stairs (not only after down stairs)
-- so that effects are invoked in the proper order and, e.g., teleport works.
stairsTrapDown = stairsTrapUp
{ ifreq = [(STAIRS_TRAP_DOWN, 1)]
, iflavour = zipPlain [Red]
, iverbHit = "open up under"
, ieffects = [ VerbMsgFail "tumble down the stairwell" "."
, toOrganGood S_DRUNK (20 + 1 `d` 5) ]
, idesc = "A treacherous slab, to teach those who are too proud."
}
lectern = ItemKind
{ isymbol = toContentSymbol '?'
, iname = "lectern"
, ifreq = [(LECTERN, 1)]
, iflavour = zipFancy [BrYellow]
, icount = 1
, irarity = [(1, 1)]
, iverbHit = "ask"
, iweight = 10000
, idamage = 0
, iaspects = [] -- not Durable, springs at most once
, ieffects = [ OneOf [ CreateItem Nothing CGround ANY_SCROLL timerNone
, Detect DetectAll 20
, toOrganBad S_DEFENSELESS $ (1 `dL` 6) * 10
, toOrganGood S_DRUNK (20 + 1 `d` 5) ]
, Explode S_DEFENSELESSNESS_RUNOUT ]
, idesc = "A dark wood stand, where strange priests once preached."
, ikit = []
}
shallowWater = ItemKind
{ isymbol = toContentSymbol '~'
, iname = "shallow water"
, ifreq = [(SHALLOW_WATER, 1)]
, iflavour = zipFancy [BrCyan]
, icount = 1
, irarity = [(1, 1)]
, iverbHit = "impede"
, iweight = 10000
, idamage = 0
, iaspects = [SetFlag Durable]
, ieffects = [ParalyzeInWater 2]
, idesc = ""
, ikit = []
}
straightPath = ItemKind
{ isymbol = toContentSymbol '.'
, iname = "straight path"
, ifreq = [(STRAIGHT_PATH, 1)]
, iflavour = zipFancy [BrRed]
, icount = 1
, irarity = [(1, 1)]
, iverbHit = "propel"
, iweight = 10000
, idamage = 0
, iaspects = [SetFlag Durable]
, ieffects = [InsertMove 2]
, idesc = ""
, ikit = []
}
frozenGround = ItemKind
{ isymbol = toContentSymbol '.'
, iname = "shade"
, ifreq = [(FROZEN_GROUND, 1)]
, iflavour = zipFancy [BrBlue]
, icount = 10 -- very thick ice and refreezes, but not too large and boring
, irarity = [(1, 1)]
, iverbHit = "betray"
, iweight = 10000
, idamage = 0
, iaspects = [ELabel "of ice"]
-- no Durable or some items would be impossible to pick up
, ieffects = [PushActor (ThrowMod 400 10 1)]
-- the high speed represents gliding rather than flying
-- and so no need to lift actor's weight off the ground;
-- low linger comes from abrupt halt over normal surface
, idesc = ""
, ikit = []
}
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