-- | Organ definitions. module Content.ItemKindOrgan ( organs ) where import Game.LambdaHack.Common.Color import Game.LambdaHack.Common.Dice import Game.LambdaHack.Common.Flavour import Game.LambdaHack.Common.Misc import Game.LambdaHack.Common.Msg import Game.LambdaHack.Content.ItemKind organs :: [ItemKind] organs = [fist, foot, claw, smallClaw, snout, jaw, largeJaw, tooth, tentacle, lash, noseTip, lip, thorn, fissure, sting, venomTooth, venomFang, largeTail, pupil, armoredSkin, eye2, eye3, eye4, eye5, nostril, speedGland2, speedGland4, speedGland6, speedGland8, speedGland10, vent, bonusHP] fist, foot, claw, smallClaw, snout, jaw, largeJaw, tooth, tentacle, lash, noseTip, lip, thorn, fissure, sting, venomTooth, venomFang, largeTail, pupil, armoredSkin, eye2, eye3, eye4, eye5, nostril, speedGland2, speedGland4, speedGland6, speedGland8, speedGland10, vent, bonusHP :: ItemKind -- Weapons -- * Human weapon organs fist = ItemKind { isymbol = '%' , iname = "fist" , ifreq = [("fist", 100)] , iflavour = zipPlain [Red] , icount = 2 , irarity = [(1, 1)] , iverbHit = "punch" , iweight = 2000 , iaspects = [] , ieffects = [Hurt (4 * d 1)] , ifeature = [Durable, EqpSlot EqpSlotWeapon "", Identified] , idesc = "" , ikit = [] } foot = fist { iname = "foot" , ifreq = [("foot", 50)] , icount = 2 , iverbHit = "kick" , ieffects = [Hurt (4 * d 1)] , idesc = "" } -- * Universal weapon organs claw = fist { iname = "claw" , ifreq = [("claw", 50)] , icount = 2 -- even if more, only the fore claws used for fighting , iverbHit = "slash" , ieffects = [Hurt (6 * d 1)] , idesc = "" } smallClaw = fist { iname = "small claw" , ifreq = [("small claw", 50)] , icount = 2 , iverbHit = "slash" , ieffects = [Hurt (3 * d 1)] , idesc = "" } snout = fist { iname = "snout" , ifreq = [("snout", 10)] , iverbHit = "bite" , ieffects = [Hurt (2 * d 1)] , idesc = "" } jaw = fist { iname = "jaw" , ifreq = [("jaw", 20)] , icount = 1 , iverbHit = "rip" , ieffects = [Hurt (4 * d 1)] , idesc = "" } largeJaw = fist { iname = "large jaw" , ifreq = [("large jaw", 100)] , icount = 1 , iverbHit = "crush" , ieffects = [Hurt (12 * d 1)] , idesc = "" } tooth = fist { iname = "tooth" , ifreq = [("tooth", 20)] , icount = 3 , iverbHit = "nail" , ieffects = [Hurt (2 * d 1)] , idesc = "" } -- * Monster weapon organs tentacle = fist { iname = "tentacle" , ifreq = [("tentacle", 50)] , icount = 4 , iverbHit = "slap" , ieffects = [Hurt (4 * d 1)] , idesc = "" } lash = fist { iname = "lash" , ifreq = [("lash", 100)] , icount = 1 , iverbHit = "lash" , ieffects = [Hurt (3 * d 1), DropItem COrgan "far-sighted" True] , idesc = "" } noseTip = fist { iname = "tip" , ifreq = [("nose tip", 50)] , icount = 1 , iverbHit = "poke" , ieffects = [Hurt (2 * d 1)] , idesc = "" } lip = fist { iname = "lip" , ifreq = [("lip", 10)] , icount = 2 , iverbHit = "lap" , ieffects = [Hurt (2 * d 1), DropItem COrgan "keen-smelling" True] -- TODO: decrease Hurt, but use , idesc = "" } -- * Special weapon organs thorn = fist { iname = "thorn" , ifreq = [("thorn", 100)] , icount = 7 , iverbHit = "impale" , ieffects = [Hurt (2 * d 1)] , ifeature = [EqpSlot EqpSlotWeapon "", Identified] -- not Durable , idesc = "" } fissure = fist { iname = "fissure" , ifreq = [("fissure", 100)] , icount = 2 , iverbHit = "hiss at" , ieffects = [Burn 1] , idesc = "" } sting = fist { iname = "sting" , ifreq = [("sting", 100)] , icount = 1 , iverbHit = "sting" , iaspects = [Timeout $ 1 + d 5] , ieffects = [Burn 1, Recharging (Paralyze 3)] , idesc = "" } venomTooth = fist { iname = "venom tooth" , ifreq = [("venom tooth", 100)] , icount = 2 , iverbHit = "bite" , iaspects = [Timeout $ 5 + d 3] , ieffects = [ Hurt (3 * d 1) , Recharging (toOrganGameTurn "slow 10" (3 + d 3)) ] , idesc = "" } -- TODO: should also confer poison resistance, but current implementation -- is too costly (poison removal each turn) venomFang = fist { iname = "venom fang" , ifreq = [("venom fang", 100)] , icount = 2 , iverbHit = "bite" , iaspects = [Timeout $ 7 + d 5] , ieffects = [ Hurt (3 * d 1) , Recharging (toOrganNone "poisoned") ] , idesc = "" } largeTail = fist { iname = "large tail" , ifreq = [("large tail", 50)] , icount = 1 , iverbHit = "knock" , iaspects = [Timeout $ 1 + d 3] , ieffects = [Hurt (8 * d 1), Recharging (PushActor (ThrowMod 400 25))] , idesc = "" } pupil = fist { iname = "pupil" , ifreq = [("pupil", 100)] , icount = 1 , iverbHit = "gaze at" , iaspects = [AddSight 7, Timeout $ 5 + d 5] , ieffects = [Hurt (3 * d 1), Recharging (DropItem COrgan "temporary conditions" True)] -- TODO: decrease Hurt, but use , idesc = "" } -- Non-weapons -- * Armor organs armoredSkin = ItemKind { isymbol = '%' , iname = "armored skin" , ifreq = [("armored skin", 100)] , iflavour = zipPlain [Red] , icount = 1 , irarity = [(1, 1)] , iverbHit = "bash" , iweight = 2000 , iaspects = [AddArmorMelee 30, AddArmorRanged 30] , ieffects = [] , ifeature = [Durable, Identified] , idesc = "" , ikit = [] } -- * Sense organs eye :: Int -> ItemKind eye n = armoredSkin { iname = "eye" , ifreq = [(toGroupName $ "eye" <+> tshow n, 100)] , icount = 2 , iverbHit = "glare at" , iaspects = [AddSight (intToDice n)] , idesc = "" } eye2 = eye 2 eye3 = eye 3 eye4 = eye 4 eye5 = eye 5 nostril = armoredSkin { iname = "nostril" , ifreq = [("nostril", 100)] , icount = 2 , iverbHit = "snuff" , iaspects = [AddSmell 1] , idesc = "" } -- * Assorted speedGland :: Int -> ItemKind speedGland n = armoredSkin { iname = "speed gland" , ifreq = [(toGroupName $ "speed gland" <+> tshow n, 100)] , icount = 1 , iverbHit = "spit at" , iaspects = [ AddSpeed $ intToDice n , Periodic , Timeout $ intToDice $ 100 `div` n ] , ieffects = [Recharging (RefillHP 1)] , idesc = "" } speedGland2 = speedGland 2 speedGland4 = speedGland 4 speedGland6 = speedGland 6 speedGland8 = speedGland 8 speedGland10 = speedGland 10 vent = armoredSkin { iname = "vent" , ifreq = [("vent", 100)] , icount = 1 , iverbHit = "menace" , iaspects = [Periodic, Timeout $ (2 + d 4) |*| 5] , ieffects = [Recharging (Explode "boiling water")] , idesc = "" } bonusHP = armoredSkin { iname = "bonus HP" , ifreq = [("bonus HP", 100)] , icount = 1 , iverbHit = "intimidate" , iweight = 0 , iaspects = [AddMaxHP 1] , idesc = "" }