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hyperrogue/rogueviz/bringris.cpp

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// non-Euclidean falling block game, implemented using the HyperRogue engine
// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
#ifdef BRINGRIS
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#define CUSTOM_CAPTION "Bringris 1.2"
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#define MAXMDIM 4
#define CAP_INV 0
#define CAP_COMPLEX2 0
#define CAP_EDIT 0
#define CAP_BT 0
#define CAP_SOLV 0
#define CAP_THREAD 0
// #define CAP_ZLIB 0
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#define CAP_FILES 1
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#define CAP_CONFIG 1
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// #define CAP_ANIMATIONS 0
#define CAP_RUG 0
#define CAP_SHOT 0
#define CAP_SVG 0
#define CAP_PNG 0
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#define CAP_WRL 0
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#define CAP_TOUR 0
#define CAP_IRR 0
#define CAP_CRYSTAL 0
#define CAP_ARCM 0
#define CAP_HISTORY 0
#define CAP_STARTANIM 0
#define CAP_SAVE 0
#define CAP_TRANS 0
#ifdef BWEB
#include "../hyperweb.cpp"
#else
#include "../hyper.cpp"
#endif
#endif
#include "../hyper.h"
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#define solnil (nil || sol)
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namespace hr {
namespace bringris {
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struct bgeometry {
string name;
string cap;
reaction_t create;
};
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enum eBringrisMove { bmDown, bmLeft, bmUp, bmRight, bmTurnLeft, bmTurnRight, bmDrop, bmFullDrop, bmPause, bmNothing, bmLast };
vector<string> move_names = { "move down", "move left", "move up", "move right", "turn left", "turn right", "drop by one", "full drop", "pause", "do nothing" };
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int camera_level;
ld ang = 0, cur_ang = 0;
int lti;
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int bgeom = 0;
int max_piece;
bool rotate_allowed = false;
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bool use_raycaster = true;
int last_adjust, when_t;
transmatrix tView, pView;
cell* ncenter;
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cell *well_center;
vector<cell*> level;
vector<cell*> out_level;
bool pro_game;
int well_size = 10;
int camera = 3;
int facing_mod = 0;
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int draw_per_level = 500;
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int shape_id, next_shape_id;
cellwalker at;
int move_started;
int move_at;
int completed;
int bricks, cubes;
ld score;
bool paused;
bool explore;
enum eState {
tsPreGame, tsFalling, tsBetween, tsCollect, tsGameover
};
eState state = tsPreGame;
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vector<bgeometry> bgeoms = {
{"Bring surface", "the original Bringris geometry", [] {
using namespace fieldpattern;
current_extra = 2;
auto& gxcur = fgeomextras[current_extra];
while(isize(gxcur.primes) < 1) nextPrime(gxcur);
fgeomextras[current_extra].current_prime_id = 0;
enableFieldChange();
set_geometry(gFieldQuotient);
gp::param = gp::loc(1, 1);
set_variation(eVariation::unrectified);
set_geometry(gProduct);
max_piece = 4;
rotate_allowed = false;
}},
{"torus", "Euclidean level geometry", [] {
auto& T0 = euc::eu_input.user_axes;
T0[0][0] = 5;
T0[0][1] = 0;
T0[1][0] = 0;
T0[1][1] = 5;
euc::eu_input.twisted = 0;
set_geometry(gEuclidSquare);
set_variation(eVariation::pure);
set_geometry(gProduct);
max_piece = 4;
rotate_allowed = true;
}},
{"Cube", "spherical level geometry", [] {
set_geometry(gSmallSphere);
set_variation(eVariation::pure);
set_geometry(gProduct);
max_piece = 3;
rotate_allowed = false;
}},
{"Klein bottle", "non-orientable manifold", [] {
auto& T0 = euc::eu_input.user_axes;
T0[0][0] = 5;
T0[0][1] = 0;
T0[1][0] = 0;
T0[1][1] = 5;
euc::eu_input.twisted = 8;
set_geometry(gEuclidSquare);
set_variation(eVariation::pure);
set_geometry(gProduct);
max_piece = 4;
rotate_allowed = true;
}},
{"pentagons", "different tiles on the Bring surface", [] {
using namespace fieldpattern;
current_extra = 2;
auto& gxcur = fgeomextras[current_extra];
while(isize(gxcur.primes) < 1) nextPrime(gxcur);
fgeomextras[current_extra].current_prime_id = 0;
enableFieldChange();
set_geometry(gFieldQuotient);
set_variation(eVariation::pure);
set_geometry(gProduct);
max_piece = 4;
rotate_allowed = false;
}},
{"double cube", "six squares around a vertex", [] {
using namespace fieldpattern;
current_extra = 3;
auto& gxcur = fgeomextras[current_extra];
while(isize(gxcur.primes) < 1) nextPrime(gxcur);
fgeomextras[current_extra].current_prime_id = 0;
enableFieldChange();
set_geometry(gFieldQuotient);
gp::param = gp::loc(1, 1);
set_variation(eVariation::unrectified);
set_geometry(gProduct);
max_piece = 3;
rotate_allowed = true;
}},
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{"30/6", "six squares around a vertex", [] {
using namespace fieldpattern;
current_extra = 3;
auto& gxcur = fgeomextras[current_extra];
while(isize(gxcur.primes) < 1) nextPrime(gxcur);
fgeomextras[current_extra].current_prime_id = 2;
enableFieldChange();
set_geometry(gFieldQuotient);
gp::param = gp::loc(1, 1);
set_variation(eVariation::unrectified);
set_geometry(gProduct);
max_piece = 4;
rotate_allowed = true;
}},
{"42", "seven squares around a vertex", [] {
using namespace fieldpattern;
current_extra = 4;
auto& gxcur = fgeomextras[current_extra];
while(isize(gxcur.primes) < 1) nextPrime(gxcur);
fgeomextras[current_extra].current_prime_id = 0;
enableFieldChange();
set_geometry(gFieldQuotient);
gp::param = gp::loc(1, 1);
set_variation(eVariation::unrectified);
set_geometry(gProduct);
max_piece = 4;
rotate_allowed = false;
}},
{"bounded well", "five squares around a vertex", [] {
set_geometry(g45);
gp::param = gp::loc(1, 1);
set_variation(eVariation::unrectified);
set_geometry(gProduct);
max_piece = 4;
rotate_allowed = false;
}},
{"giant", "like Bring's but much larger", [] {
using namespace fieldpattern;
current_extra = 2;
auto& gxcur = fgeomextras[current_extra];
while(isize(gxcur.primes) < 1) nextPrime(gxcur);
fgeomextras[current_extra].current_prime_id = 1;
enableFieldChange();
set_geometry(gFieldQuotient);
gp::param = gp::loc(1, 1);
set_variation(eVariation::unrectified);
set_geometry(gProduct);
max_piece = 5;
rotate_allowed = false;
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well_size = 5;
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}},
{"torus: shear", "Nil geometry: are you sure you want this?", [] {
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nilv::nilperiod = make_array(5, 0, 5);
// nilv::set_flags();
set_geometry(gNil);
max_piece = 4;
rotate_allowed = false;
}},
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{"torus: Arnold's Cat", "Solv geometry: flat shapes are crazy enough", [] {
asonov::period_xy = 5;
asonov::period_z = 0;
asonov::set_flags();
set_geometry(gArnoldCat);
max_piece = 2;
rotate_allowed = false;
}},
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};
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void create_game();
void enable_bgeom() {
stop_game_and_switch_mode(rg::nothing);
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well_size = 10;
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bgeoms[bgeom].create();
start_game();
create_game();
state = tsPreGame;
}
void enable_bgeom(int b) {
bgeom = b;
enable_bgeom();
}
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using code_t = vector<pair<int, int>>;
struct piecedata {
code_t code;
int multi;
int penalty;
int symmetries;
int count;
};
vector<piecedata> piecelist;
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map<set<cell*>, int> seen_blocks;
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bool listed(const vector<cellwalker>& v, cell* c) {
for(auto cw: v) if(cw.at == c) return true;
return false;
}
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int down_dir() { return nil ? 4 : sol ? 0 : cwt.at->type-1; }
int up_dir() { return nil ? 1 : sol ? 6 : cwt.at->type-2; }
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cell *get_at(cell *lev, int z) {
if(prod)
return hybrid::get_at(lev, z);
else {
// auto co = nilv::get_coord(lev->master);
// co[2] += z * co[0];
// co[1] = z;
// return nilv::get_heptagon_at(co)->c7;
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while(z<0) z++, lev=lev->cmove(up_dir());
while(z>0) z--, lev=lev->cmove(down_dir());
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return lev;
}
}
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int get_z(cell* c) {
if(prod)
return hybrid::get_where(c).second;
else if(nil)
return nilv::get_coord(c->master)[1];
else if(sol)
return asonov::get_coord(c->master)[2];
else
exit(1);
}
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pair<cell*, int> get_where(cell *what) {
if(prod)
return hybrid::get_where(what);
else {
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int z = get_z(what);
int zm = z;
while(zm>0) what = what->cmove(up_dir()), zm--;
while(zm<0) what = what->cmove(down_dir()), zm++;
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return {what, z};
// co[2] -= co[1] * co[0];
// co[1] = 0;
// cell *c = nilv::get_heptagon_at(co)->c7;
// return {c, z};
}
}
set<cell*> as_set(const vector<cellwalker>& shape) {
set<cell*> res;
for(auto sh: shape) res.insert(sh.at);
return res;
}
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bool same(const vector<cellwalker>& shape, const vector<cellwalker>& shape2) {
set<cell*> allcells;
if(isize(shape) != isize(shape2)) return false;
for(auto sh: shape) allcells.insert(sh.at);
for(auto sh: shape2) allcells.erase(sh.at);
return allcells.empty();
}
cellwalker flatspin(cellwalker cw, int i) {
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if(solnil)
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cw.spin = i;
else
cw.spin = gmod(cw.spin + (cw.mirrored ? -i : i), cw.at->type - (hybri ? 2 : 0));
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return cw;
}
cellwalker add(cellwalker orig, int i, int sym = 0) {
if(prod) {
if(i >= orig.at->type-2) {
if(sym&2) i ^= (orig.at->type-1) ^ (orig.at->type-2);
orig.at = orig.at->cmove(i);
return orig;
}
else {
if(sym&1) i = -i;
return flatspin(orig, i) + wstep;
}
}
return orig + i + wstep;
}
vector<cellwalker> build_from(const code_t& code, cellwalker start, int sym = 0) {
vector<cellwalker> all = {start};
for(auto c: code)
all.push_back(add(all[c.first], c.second, sym));
return all;
}
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vector<transmatrix> build_shape_matrices(const vector<cellwalker>& cells) {
vector<transmatrix> all = {Id};
all.reserve(isize(cells));
for(int i=1; i<isize(cells); i++) {
for(int j=0; j<i; j++) {
int nei = neighborId(cells[j].at, cells[i].at);
if(nei != -1) {
transmatrix T = all[j];
T = T * currentmap->adj(cells[j].at, nei);
all.push_back(T);
break;
}
}
}
return all;
}
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int penalty(const vector<cellwalker>& shape, const code_t& code) {
int p = 0;
if(prod) {
int bad = shape[0].at->type-1;
for(auto co: code) if(co.second == bad)
p += 1000;
}
map<cell*, int> dists;
for(auto cw: shape) dists[cw.at] = 99;
dists[shape[0].at] = 0;
for(int i=0; i<isize(shape); i++)
for(auto c1: shape)
for(auto c2: shape)
if(neighborId(c1.at, c2.at) != -1)
dists[c2.at] = min(dists[c2.at], dists[c1.at] + 1);
for(auto d: dists) p += d.second * 10;
for(auto c: code) if(c.second == 0 || c.second == 2) p++;
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if(solnil)
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for(auto s: shape)
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if(get_z(s.at) > get_z(shape[0].at))
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p += 10000;
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return p;
}
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bool builds(const vector<cellwalker>& shape, const code_t& code, int sym = 0, int eliminate = -1) {
if(isize(shape) != isize(code)+1) return false;
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int ori = (solnil) ? 1 : prod ? shape[0].at->type-2 : shape[0].at->type;
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for(auto sh: shape) for(int i=0; i<ori; i++) {
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vector<cellwalker> shape2 = build_from(code, cellwalker(sh.at, i), sym);
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if(eliminate != -1) seen_blocks.emplace(as_set(shape2), eliminate);
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if(same(shape, shape2))
return true;
}
return false;
}
void generate_shapes_rec(vector<cellwalker>& sofar, code_t& code, int cnt) {
if(isize(sofar) == cnt) {
int p = penalty(sofar, code);
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auto ass = as_set(sofar);
if(seen_blocks.count(ass)) {
auto& pc = piecelist[seen_blocks[ass]];
if(p < pc.penalty) pc.penalty = p, pc.code = code;
pc.multi++;
return;
}
int id = 0;
for(auto& pc: piecelist) {
if(builds(sofar, pc.code, 0, id)) {
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if(p < pc.penalty) pc.penalty = p, pc.code = code;
pc.multi++;
return;
}
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id++;
}
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int syms = 0;
for(int i: {0,1,2,3}) if(builds(sofar, code, i)) syms++;
bool vertical = true;
for(auto c: code) if(c.second < 4) vertical = false;
if(vertical) syms *= 2;
if(isize(code) == 0) syms = 1;
piecelist.push_back(piecedata{code, 1, p, syms, 0});
return;
}
for(int i=0; i<isize(sofar); i++)
for(int t=0; t<sofar[i].at->type; t++) {
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if(sol && !among(t, 4, 5, 10, 11)) continue;
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cellwalker ncw = add(sofar[i], t);
if(listed(sofar, ncw.at)) continue;
code.emplace_back(i, t);
sofar.push_back(ncw);
generate_shapes_rec(sofar, code, cnt);
sofar.pop_back();
code.pop_back();
}
}
void generate_shapes(int cnt) {
vector<cellwalker> cws = { cwt };
code_t co = {};
generate_shapes_rec(cws, co, cnt);
}
void list_all() {
println(hlog, "number of shapes = ", isize(piecelist));
// for(auto sh: piecelist) println(hlog, "multi=", sh.multi, " penalty=", sh.penalty, " syms=", sh.symmetries, " => ", sh.code);
}
void water_shape() {
auto shape = build_from(piecelist[shape_id].code, at);
for(auto c: shape)
c.at->wall = waSea;
}
set<cell*> to_disappear;
color_t hipso[] = {
0x3030C0,
0x6060FF,
0x9090FF,
0xFFFFFF,
0x008000,
0x40FF00,
0xFFFF00,
0xFF8000,
0xFF0000,
0x800000,
0x400040,
0x500050,
0x600060
};
color_t get_hipso(ld y) {
y += 12;
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if(well_size <= 5) y *= 2;
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return hipso[gmod(y, 13)];
}
void draw_shape() {
auto shape = build_from(piecelist[shape_id].code, at);
for(auto c: shape) {
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int y = -get_z(c.at);
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c.at->wall = waWaxWall, c.at->landparam = get_hipso(y);
}
}
void remove_shape() {
auto shape = build_from(piecelist[shape_id].code, at);
for(auto c: shape)
c.at->wall = waNone;
}
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bool shape_conflict(cellwalker cw) {
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auto shape = build_from(piecelist[shape_id].code, cw);
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for(auto c: shape)
if(c.at->wall)
return true;
return false;
}
ld current_move_time_limit() {
return 50000 * pow(.9, completed) + 10000. / (1 + completed);
}
int turn_animation = 500;
int collect_animation = 300;
int choose_piece() {
ld total = 0;
int sel = 0;
ld lowest = 100000;
for(auto &p: piecelist)
lowest = min(lowest, p.count * 1. / p.symmetries);
vector<tuple<int,int,ld>> probs;
for(int i=0; i<isize(piecelist); i++) {
auto& p = piecelist[i];
double cnt = p.symmetries * exp(log(.5) * (p.count * 1. / p.symmetries - lowest));
probs.emplace_back(p.symmetries, p.count, cnt);
total += cnt;
if(randd() < cnt / total)
sel = i;
}
// println(hlog, "probs = ", probs);
piecelist[sel].count++;
return sel;
}
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void reset_view();
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void new_piece() {
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at.at = get_at(well_center ? well_center : get_where(at.at).first, -well_size - 1);
if(well_center) {
at.spin = 0;
reset_view();
}
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shape_id = next_shape_id;
next_shape_id = choose_piece();
if(shape_conflict(at)) {
playSound(cwt.at, "die-bomberbird");
state = tsGameover;
}
else {
draw_shape();
state = tsFalling;
move_started = ticks;
move_at = ticks + current_move_time_limit();
}
}
vector<int> by_level;
bool expert = true;
void find_lines() {
by_level.clear();
// println(hlog, "Removing levels");
for(int z=1; z<=well_size; z++) {
int ct = 0;
for(auto lev: level) {
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cell *c = get_at(lev, -z);
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ct += (c->wall ? 1 : 0);
}
by_level.push_back(ct);
}
// println(hlog, by_level, " / ", isize(level));
int points = 0;
if(expert) {
for(int z=1; z<=well_size; z++) if(by_level[z-1] >= isize(level)) {
points++;
for(auto lev: level) {
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cell *c = get_at(lev, -z);
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to_disappear.insert(c);
}
}
}
else {
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// int lines_found = 0;
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for(int z=1; z<=well_size; z++) {
for(auto lev: level) for(int d=0; d<lev->type; d++) {
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cellwalker cw(get_at(lev, -z), d);
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cellwalker cw0 = cw;
bool filled = true;
do {
if(!cw.at->wall) filled = false;
cw += wstep;
cw = flatspin(cw, lev->type/2);
}
while(cw != cw0);
if(filled) {
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// lines_found = true;
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do {
to_disappear.insert(cw.at);
cw += wstep;
cw = flatspin(cw, lev->type/2);
}
while(cw != cw0);
}
}
}
// println(hlog, "lines found = ", lines_found);
}
if(!to_disappear.empty()) {
move_at = ticks + collect_animation;
state = tsCollect;
score += 10000000. * points * (points+1.) / current_move_time_limit();
completed += points;
playSound(cwt.at, points == 1 ? "pickup-gold" : "orb-mind");
}
}
void disappear_lines() {
for(auto lev: level) {
int nz = 1;
for(int z=1; z<=well_size; z++) {
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cell *c1 = get_at(lev, -z);
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if(!to_disappear.count(c1)) {
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cell *c0 = get_at(lev, -nz);
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c0->wall = c1->wall;
c0->landparam = get_hipso(nz);
nz++;
}
}
while(nz <= camera_level) {
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cell *c0 = get_at(lev, -nz);
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c0->wall = waNone;
nz++;
}
}
to_disappear.clear();
state = tsBetween;
}
void state_loop() {
find_lines();
if(to_disappear.empty()) new_piece();
}
void fallen() {
draw_shape();
bricks++;
cubes += isize(piecelist[shape_id].code)+1;
state = tsBetween;
playSound(cwt.at, "closegate");
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score += 20000000. / (current_move_time_limit() * 3 + ticks - move_started);
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}
void drop() {
remove_shape();
cellwalker fall = at;
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fall.at = fall.at->cmove(down_dir());
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if(shape_conflict(fall))
fallen();
else {
at = fall;
draw_shape();
}
move_at = ticks + current_move_time_limit();
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if(solnil) {
pView = pView * currentmap->adj(cwt.at, down_dir());
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when_t = ticks + turn_animation;
}
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}
void fulldrop() {
remove_shape();
cellwalker fall = at;
int no = 0;
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auto last = fall;
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while(true) {
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last = fall;
fall.at = fall.at->cmove(down_dir());
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if(shape_conflict(fall)) break;
no++;
}
playSound(cwt.at, "hit-crush2");
// println(hlog, "dropped by ", no);
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fall = last;
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at = fall;
draw_shape();
if(!no) fallen();
}
void verify_matrix(transmatrix T) {
vector<ld> ver;
for(int i=0; i<3; i++)
for(int j=0; j<3; j++) {
ld a = T[0][i] * T[0][j] + T[1][i]*T[1][j] - T[2][i] * T[2][j];
ver.push_back(kz(a));
}
println(hlog, ver);
}
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ld move_dist;
void set_view() {
move_dist = hdist0(currentmap->adj(cwt.at, 0) * C0);
if(in_h2xe() && PURE) {
ld dist = PIU(hdist0(get_corner_position(currentmap->gamestart(), 0)));
dist -= 1e-4;
move_dist = PIU(hdist(get_corner_position(currentmap->gamestart(), 0), get_corner_position(currentmap->gamestart(), 1)));
tView = xpush(-dist) * tView;
tView = spin(135*degree) * tView;
}
if(in_h2xe() && UNRECTIFIED)
tView = spin(135*degree) * tView;
if(in_s2xe())
tView = spin(90*degree) * tView;
if(in_e2xe())
tView = spin(90*degree) * tView;
}
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void set_tview(transmatrix T) {
View = T * tView;
transmatrix rel = pView * inverse(View);
fixmatrix(rel);
centerover = ncenter;
optimizeview();
ncenter = centerover;
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// tView = View;
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if(bgeom == 4)
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tView = spin(72*degree*at.spin);
else
tView = spin(90*degree*at.spin);
if(at.mirrored)
tView = MirrorY * tView;
// tView = spin(90*degree*at.spin);
set_view();
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pView = rel * tView;
when_t = ticks + turn_animation;
}
void rotate_block(int d) {
if(!rotate_allowed) {
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playSound(cwt.at, "hit-crush3");
return;
}
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remove_shape();
cellwalker at1 = flatspin(at, d);
if(!shape_conflict(at1)) {
at = at1;
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set_tview(spin(d*90*degree));
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}
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else playSound(cwt.at, "hit-crush3");
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draw_shape();
}
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int nilmap(int dir) {
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if(nil) {
int nm[4] = {3, 2, 0, 5};
return nm[dir];
}
if(sol) {
int nm[4] = {11, 10, 5, 4};
return nm[dir];
}
exit(1);
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}
void shift_block(int dir) {
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int t = currentmap->gamestart()->type;
if(prod) t -= 2;
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remove_shape();
cellwalker at1;
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if(solnil) {
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at1.at = at.at->cmove(nilmap(dir));
}
else if(t&1) {
if(dir == 3)
at1 = flatspin(flatspin(at, 4) + wstep, 3);
if(dir == 1)
at1 = flatspin(flatspin(at, 2) + wstep, 1);
if(dir == 2)
at1 = flatspin(flatspin(at, 3) + wstep, 4);
if(dir == 0)
at1 = flatspin(flatspin(at, 1) + wstep, 2);
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}
else {
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int kspin = (t/2) - dir;
at1 = flatspin(at, dir);
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at1 = flatspin(at1 + wstep, kspin);
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}
ld angle = dir * 90 * degree;
if(!shape_conflict(at1)) {
// playSound(cwt.at, "hit-crush1");
at = at1;
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if(solnil) {
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pView = pView * currentmap->adj(cwt.at, nilmap(dir));
when_t = ticks + turn_animation;
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}
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else
set_tview(spin(-angle) * ypush(-move_dist) * spin(angle));
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}
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else playSound(cwt.at, "hit-crush3");
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}
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void bringris_action(int k) {
if(k < 4) shift_block(k);
if(k == 4) rotate_block(1);
if(k == 5) rotate_block(-1);
if(k == 6) drop();
if(k == 7) fulldrop();
if(k == 8) paused = true;
}
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void create_matrices() {
dq::clear_all();
make_actual_view();
dq::enqueue_by_matrix_c(centerover, cview());
current_display->all_drawn_copies.clear();
int id = 0;
while(!dq::drawqueue_c.empty()) {
auto& p = dq::drawqueue_c.front();
cell*& c = p.first;
shiftmatrix& V = p.second;
current_display->all_drawn_copies[c].push_back(V);
gmatrix[p.first] = p.second;
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if(id < draw_per_level) {
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auto go = [&] (int i) {
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cell *c1 = c->cmove(i);
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dq::enqueue_by_matrix_c(c1, optimized_shift(V * currentmap->adj(c, i)));
};
if(prod) {
for(int i=0; i<c->type-2; i++) go(i);
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}
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else if(sol) {
go(4); go(5); go(10); go(11);
}
else if(nil) {
go(0); go(2); go(3); go(5);
}
}
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dq::drawqueue_c.pop();
id++;
}
}
transmatrix smooth;
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void change_depth(shiftmatrix& V, int newlevel, int zlev) {
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if(solnil) {
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while(newlevel > zlev) zlev++, V = V * currentmap->adj(cwt.at, down_dir());
while(newlevel < zlev) zlev--, V = V * currentmap->adj(cwt.at, up_dir());
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}
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else if(in_h2xe())
V = shiftless(V.T, cgi.plevel * (newlevel - zlev));
else
V = shiftless(V.T * zpush(cgi.plevel * (newlevel - zlev)));
}
void draw_wirecube_at(cell *c, const transmatrix& rel, int zlev, color_t col) {
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auto where_c = get_where(c);
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auto c_camera = get_at(where_c.first, zlev);
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for(shiftmatrix V: current_display->all_drawn_copies[c_camera]) {
change_depth(V, where_c.second, zlev);
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for(int i=0; i<c->type; i++)
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queuepolyat(V * rel, cgi.shWireframe3D[i], 0, PPR::SUPERLINE).outline = col;
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}
}
void draw_piece(int zlev, int id) {
sightranges[geometry] *= 100;
initquickqueue();
auto shape = build_from(piecelist[id].code, at);
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auto matrices = build_shape_matrices(shape);
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auto where_at = get_where(at.at);
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vid.linewidth *= 3;
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int mid = 0;
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for(auto c: shape) {
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auto where_c = get_where(c.at);
color_t levels[5] = {color_t(0xFFFFFFFFF), color_t(0xFFFF00FF), color_t(0xFF8000FF), color_t(0xFF0000FF), color_t(0xC000C0FF) };
draw_wirecube_at(at.at, smooth * matrices[mid++], zlev, levels[where_at.second-where_c.second]);
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}
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vid.linewidth /= 3;
quickqueue();
glflush();
sightranges[geometry] /= 100;
}
void draw_holes(int zlev) {
sightranges[geometry] *= 100;
initquickqueue();
if(state == tsFalling) remove_shape();
for(auto lev: level) {
bool covered = false;
for(int z=well_size; z>=1; z--) {
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cell *c1 = get_at(lev, -z);
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if(c1->wall) covered = true;
else if(covered) {
vid.linewidth *= 4;
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draw_wirecube_at(c1, Id, zlev, (get_hipso(z) << 8) | 0xFF);
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vid.linewidth /= 4;
}
}
}
if(state == tsFalling) draw_shape();
quickqueue();
sightranges[geometry] /= 100;
}
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void draw_all_noray(int zlev) {
sightranges[geometry] *= 100;
initquickqueue();
for(auto lev: level) {
for(int z=0; z<=camera_level+1; z++) {
cell *c1 = get_at(lev, -z);
if(c1->wall) {
if(solnil) {
for(const shiftmatrix& V: current_display->all_drawn_copies[c1])
forCellIdEx(c2, i, c1)
if(!c2->wall)
queuepolyat(V, cgi.shWall3D[i], (c1->landparam || 8) | 0xFF, PPR::WALL);
continue;
}
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auto c_camera = get_at(lev, zlev);
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for(shiftmatrix V: current_display->all_drawn_copies[c_camera]) {
change_depth(V, z, zlev);
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forCellIdCM(c2, i, c1)
if(!c2->wall) {
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auto &q = queuepolyat(V, cgi.shWall3D[i], (c1->landparam << 8) | 0xFF, PPR::WALL);
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if(c1->wall == waBarrier) q.color = (winf[waBarrier].color << 8) | 0xFF;
q.tinf = &floor_texture_vertices[cgi.shFloor.id];
ensure_vertex_number(*q.tinf, q.cnt);
}
}
}
}
}
quickqueue();
sightranges[geometry] /= 100;
}
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void start_new_game();
void draw_screen(int xstart, bool show_next) {
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int steps = camera_level - (-get_z(at.at));
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if(state != tsFalling) steps = camera_level - (well_size + 1);
dynamicval<display_data> ccd(*current_display);
current_display->xmax = xstart * 1. / vid.xres;
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ray::max_cells = (isize(level) + isize(out_level)) * (camera_level+2);
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if(explore) {
gamescreen(0);
mouseaim_sensitivity = 0.01;
camera_speed = 2;
smooth_scrolling = true;
}
else {
mouseaim_sensitivity = 0;
NLP = Id;
View = pView;
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if(nil) {
centerover = at.at;
rotate_view(cspin(1, 2, -90*degree));
shift_view(ztangent(3 * nilv::nilwidth));
rotate_view(cspin(0, 1, -90*degree));
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anims::moved();
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}
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else if(sol) {
centerover = at.at;
rotate_view(cspin(1, 2, 180*degree));
shift_view(ztangent(1));
rotate_view(cspin(0, 1, -90*degree));
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anims::moved();
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}
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else {
ld lv = -cgi.plevel * steps;
shift_view(ztangent(lv));
rotate_view(cspin(1, 2, cur_ang));
shift_view(ztangent(cgi.plevel * (2 + max_piece)));
centerover = ncenter;
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anims::moved();
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}
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int zlev = get_z(centerover);
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// make_actual_view();
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// anims::moved();
if(state == tsCollect) for(cell *c: to_disappear) c->landparam = rand() & 0xFFFFFF;
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if(state == tsFalling && !explore && !cur_ang && !lctrlclick) remove_shape();
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// just_gmatrix = true;
ray::want_use = use_raycaster ? 2 : 0;
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if(1) {
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gamescreen(0);
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create_matrices();
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}
if(!use_raycaster)
draw_all_noray(zlev);
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if(state == tsFalling && !explore && !cur_ang) draw_shape();
if(anyshiftclick) draw_holes(zlev);
if(state == tsFalling && !explore && !cur_ang) draw_piece(zlev, shape_id);
if(show_next) {
dynamicval<display_data> ccd(*current_display);
current_display->xmin = (xstart + vid.fsize) * 1. / vid.xres;
current_display->xmax = (vid.xres - vid.fsize) * 1. / vid.xres;
current_display->ymin = (vid.fsize * 18) * 1. / vid.yres;
current_display->ymax = (vid.fsize * (18+8)) * 1. / vid.yres;
calcparam();
draw_piece(zlev, next_shape_id);
}
if(state == tsBetween) state_loop();
if(state == tsCollect && ticks >= move_at)
disappear_lines();
if(ticks >= move_at && state == tsFalling && pro_game) {
drop();
}
View = pView;
centerover = ncenter;
NLP = Id;
}
}
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void create_game();
void geometry_menu() {
clearMessages();
dialog::init("Bringris geometries");
dialog::addBreak(100);
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for(int i=0; i<isize(bgeoms); i++) {
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dialog::addTitle(bgeoms[i].name, i == bgeom ? 0xFF00 : 0xFF0000, 150);
dialog::items.back().key = 'a' + i;
dialog::add_action([i] {
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enable_bgeom(i);
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});
dialog::addInfo(bgeoms[i].cap);
dialog::items.back().key = 'a' + i;
dialog::addBreak(50);
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if(i >= isize(bgeoms) && bgeom != i) {
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dialog::items.pop_back();
dialog::items.pop_back();
dialog::items.pop_back();
}
}
dialog::addBreak(100);
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dialog::addSelItem("max piece", its(max_piece), 'M');
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dialog::add_action([] {
max_piece++;
if(max_piece == 6) max_piece = 2;
create_game();
state = tsPreGame;
});
dialog::addBreak(100);
dialog::addBack();
dialog::display();
}
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void visual_menu() {
dialog::init("Bringris visuals");
dialog::addBoolItem_action("use raycasting", use_raycaster, 'r');
dialog::addSelItem(XLAT("iterations in raycasting"), its(ray::max_iter_current()), 's');
dialog::add_action([&] {
dialog::numberdark = dialog::DONT_SHOW;
dialog::editNumber(ray::max_iter_current(), 0, 600, 1, 60, XLAT("iterations in raycasting"), "");
dialog::reaction = ray::reset_raycaster;
});
dialog::addSelItem(XLAT("reflective walls in raycasting"), fts(ray::reflect_val), 'R');
dialog::add_action([&] {
dialog::editNumber(ray::reflect_val, 0, 1, 0.1, 0, XLAT("reflective walls"), "");
dialog::reaction = ray::reset_raycaster;
});
dialog::addSelItem(XLAT("cells to draw per level"), its(draw_per_level), 'R');
dialog::add_action([&] {
dialog::numberdark = dialog::DONT_SHOW;
dialog::editNumber(draw_per_level, 0, 1000, 500, 50, XLAT("cells to draw"),
"If the level size is 30, 600 cells to draw means that every cell is drawn 20 times on average. "
"Used when raycasting is off, and to draw the wireframes");
});
dialog::display();
}
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void settings_menu() {
dialog::init("Bringris settings");
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dialog::addItem("alternative geometry", 'g');
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dialog::add_action_push(geometry_menu);
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dialog::addItem("visuals", 's');
dialog::add_action_push(visual_menu);
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dialog::addItem("configure keys", 'k');
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dialog::add_action_push(multi::get_key_configurer(1, move_names, "Bringris keys"));
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#if CAP_AUDIO
dialog::addSelItem(XLAT("sound effects volume"), its(effvolume), 'e');
dialog::add_action([] {
dialog::editNumber(effvolume, 0, 128, 10, 60, XLAT("sound effects volume"), "");
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dialog::numberdark = dialog::DONT_SHOW;
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dialog::reaction = [] () {
#if ISANDROID
settingsChanged = true;
#endif
};
dialog::bound_low(0);
dialog::bound_up(MIX_MAX_VOLUME);
});
#endif
#if CAP_FILES
dialog::addItem("save the current config", 's');
dialog::add_action(saveConfig);
#endif
dialog::display();
}
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void run() {
clearMessages();
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dialog::init();
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if(ang < cur_ang) {
cur_ang -= (ticks - lti) / 1000.;
if(cur_ang < ang) cur_ang = ang;
}
if(ang > cur_ang) {
cur_ang += (ticks - lti) / 1000.;
if(cur_ang > ang) cur_ang = ang;
}
lti = ticks;
if(explore) ;
else if(ticks > when_t) {
pView = tView;
View = pView;
smooth = Id;
}
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else if(solnil) {
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ld part = (ticks - last_adjust) * 1. / (when_t - last_adjust);
hyperpoint sh = pView * C0;
sh = lerp(C0, sh, 1-part);
pView = eupush(sh);
smooth = inverse(pView);
}
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else {
ld part = (ticks - last_adjust) * 1. / (when_t - last_adjust);
transmatrix T = pView * inverse(tView);
hyperpoint vec = inverse_exp(shiftless(tC0(T)));
transmatrix Tspin = gpushxto0(tC0(T)) * T;
ld alpha = atan2(Tspin*xpush0(1));
pView = spin(alpha * part) * gpushxto0(direct_exp(vec*part)) * pView;
fixmatrix(pView);
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smooth = inverse(pView) * cview().T;
// println(hlog, "smooth = ", smooth);
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}
last_adjust = ticks;
ray::want_use = 2;
sightranges[geometry] = 50;
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if(!solnil) vid.cells_drawn_limit = 1;
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else vid.cells_drawn_limit = 2000;
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cmode = sm::NORMAL | sm::CENTER;
int xstart = vid.xres - vid.fsize * 10;
getcstat = '-';
bool show_next = state != tsGameover && state != tsPreGame && !paused;
draw_screen(xstart, show_next);
calcparam();
for(int i=0; i<isize(by_level); i++) {
displaystr(xstart + vid.fsize, vid.yres - vid.fsize * (i+2), 0, vid.fsize, its(by_level[i]), get_hipso(i+1), 0);
}
displaystr(xstart + vid.fsize, vid.yres - vid.fsize * 1, 0, vid.fsize, its(isize(level)), winf[waBarrier].color, 0);
if(state != tsPreGame) {
displaystr(xstart + vid.fsize, vid.yres - vid.fsize * 16, 0, vid.fsize, "LEVELS " + its(completed), winf[waBarrier].color, 0);
displaystr(xstart + vid.fsize, vid.yres - vid.fsize * 15, 0, vid.fsize, "BRICKS " + its(bricks), winf[waBarrier].color, 0);
displaystr(xstart + vid.fsize, vid.yres - vid.fsize * 14, 0, vid.fsize, "CUBES " + its(cubes), winf[waBarrier].color, 0);
if(pro_game)
displaystr(xstart + vid.fsize, vid.yres - vid.fsize * 13, 0, vid.fsize, "SCORE " + fts(int(score)), winf[waBarrier].color, 0);
}
if(show_next)
displaystr(xstart + vid.fsize, vid.yres - vid.fsize * 27, 0, vid.fsize, "NEXT:", winf[waBarrier].color, 0);
bool in_menu = !show_next && !explore;
if(explore) {
int xx = (xstart + vid.xres) / 2;
if(displayButtonS(xx, vid.fsize * 2, "backspace", 0xFFFFFFFF, 8, vid.fsize)) getcstat = SDLK_BACKSPACE;
if(displayButtonS(xx, vid.fsize * 3, "to stop", 0xFFFFFFFF, 8, vid.fsize)) getcstat = SDLK_BACKSPACE;
if(displayButtonS(xx, vid.fsize * 4, "exploring", 0xFFFFFFFF, 8, vid.fsize)) getcstat = SDLK_BACKSPACE;
}
if(in_menu) {
int xx = (xstart + vid.xres) / 2;
if(paused) {
if(displayButtonS(xx, vid.fsize * 2, "CONTINUE", 0xFFFFFFFF, 8, vid.fsize)) getcstat = 'p';
}
else if(state == tsGameover) {
displayButtonS(xx, vid.fsize * 2, "game over", 0xFFFFFFFF, 8, vid.fsize);
}
if(displayButtonS(xx, vid.fsize * 4, "NEW GAME", 0xFFFFFFFF, 8, vid.fsize)) getcstat = 'n';
if(displayButtonS(xx, vid.fsize * 6, "EXPERT GAME", 0xFFFFFFFF, 8, vid.fsize)) getcstat = 'x';
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if(displayButtonS(xx, vid.fsize * 8, "SETTINGS", 0xFFFFFFFF, 8, vid.fsize)) getcstat = 's';
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if(state != tsPreGame)
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if(displayButtonS(xx, vid.fsize * 10, "EXPLORE", 0xFFFFFFFF, 8, vid.fsize)) getcstat = 'e';
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if(!ISWEB) {
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if(displayButtonS(xx, vid.fsize * 12, "QUIT", 0xFFFFFFFF, 8, vid.fsize)) getcstat = 'q';
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}
else if(state == tsGameover)
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if(displayButtonS(xx, vid.fsize * 12, "TWEET", 0xFFFFFFFF, 8, vid.fsize)) getcstat = 't';
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}
keyhandler = [xstart, in_menu] (int sym, int uni) {
if(explore) handlePanning(sym, uni);
if(explore && sym == SDLK_BACKSPACE)
explore = false;
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if(state == tsFalling && !paused) {
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multi::handleInput(0);
bool consumed = false;
for(int i=0; i<bmLast; i++)
if(multi::actionspressed[16+i] && !multi::lactionpressed[16+i]) {
bringris_action(i);
consumed = true;
}
if(consumed) return;
}
dialog::handleNavigation(sym, uni);
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if(in_menu && sym == 'q' && !ISWEB) exit(0);
if(sym == '-') {
int ax = mousex * 3 / xstart;
if(ax > 3) ax = 3;
int ay = mousey * 3 / vid.yres;
if(ay > 2) ay = 2;
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int id = ay * 4 + ax;
eBringrisMove moves[12] = {
bmTurnLeft, bmUp, bmTurnRight, bmPause,
bmLeft, bmDrop, bmRight, bmFullDrop,
bmNothing, bmDown, bmNothing, bmFullDrop
};
eBringrisMove mov = moves[id];
if((state == tsFalling && !paused) || mov == bmPause)
bringris_action(mov);
return;
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}
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// if(sym == 'k') ang = 0;
// if(sym == 'l') ang = 45 * degree;
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if(sym == 'p' || sym == 'c' || (sym == SDLK_ESCAPE && !ISWEB)) {
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if(!paused) move_at = move_at - ticks;
paused = !paused;
if(!paused) move_at = move_at - ticks;
explore = false;
}
if(sym == 't' && state == tsGameover) {
const vector<const char*> emoji =
{"😀","😎","👽","🤖","😺","🎩","🎓","👑","💍","🐯","🦁","🐮","🐷","🐽","🐸","🐙","🐵","🐦","🐧","🐔","🐒","🙉","🙈","🐣","🐥","🐺","🐗","🐴","🦄","🐝","🐛","🐢","🦀","🦂","🕷","🐜","🐞","🐌","🐠","🐟","🐡","🐬","🐋","🐊","🐆","🐘","🐫","🐪","🐄","🐂","🐃","🐏","🐑","🐀","🐁","🐓","🦃","🐉","🐾","🐿","🐇","🐈","🐩","🐕","🐲","🌵","🍁","🌻","🌎","⭐️","⚡️","🔥","❄️","☔️","☂️","💧","🍏","🍎","🍐","🍋","🍌","🍉","🍇","🌶","🍅","🍍","🍑","🍈","🍓","🌽","🍠","🍯","🍞","🍗","🧀","🍖","🍤","🌯","🌮","🍝","🍕","🌭","🍟","🍔","⚽️","🎱","🏆","🎪","🎲","🎳","🚗","🚕","🚙","🏎","⛺️","","🕹","💾","☎️","","🔦","💡","💰","💎","🔨","💣","🔑","❤️","🔔"};
string out;
if(pro_game) {
out = "Got " + its(score) + " points for completing " + its(completed) + " levels in #Bringris!";
}
else if(completed) {
out = "Used " + its(bricks) + " blocks to complete " + its(completed) + " levels in #Bringris!";
}
else {
out = "Dropped " + its(bricks) + " blocks in #Bringris!";
}
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if(bgeom || max_piece != 4) out += " (" + bgeoms[bgeom].name + "/" + its(max_piece) + ")";
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unsigned hash = time(NULL) / 600;
for(char c: out) hash = 171 * hash + c;
std::mt19937 invr;
invr.seed(hash);
out += " ";
for(int i=0; i<4; i++)
out += emoji[invr() % isize(emoji)];
// println(hlog, out);
#if ISWEB
EM_ASM({
var tweetbegin = 'https://twitter.com/intent/tweet?text=';
var tweettxt = UTF8ToString($0, $1);
var finaltweet = tweetbegin +encodeURIComponent(tweettxt) + "&url=https://zenorogue.itch.io/bringris";
window.open(finaltweet,'_blank');
}, out.c_str(), isize(out));
#endif
}
if(in_menu && sym == 'e') {
explore = !explore;
}
if(in_menu && sym == 'n') {
start_new_game();
paused = false;
explore = false;
pro_game = false;
playSound(cwt.at, "elementalgem");
}
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if(in_menu && sym == 's') {
pushScreen(settings_menu);
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}
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if(in_menu && sym == 'x') {
start_new_game();
paused = false;
explore = false;
pro_game = true;
playSound(cwt.at, "elementalgem");
}
#if CAP_SHOT
if(sym == ']') {
static int id = 0;
perfect_linewidth = 0;
shot::shot_aa = 2;
vid.linewidth *= 2;
shot::take(format("bringris-%04d.png", id++), [] { draw_screen(vid.xres, false); });
vid.linewidth /= 2;
}
#endif
};
}
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cell *get_center() {
return well_center ? well_center : level[0];
}
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void reset_view() {
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centerover = get_at(get_center(), -camera_level);
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cwt.at = centerover;
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ncenter = get_at(get_center(), -camera_level);
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NLP = Id;
tView = Id;
set_view();
pView = tView;
}
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void start_new_game() {
for(auto& p: piecelist) p.count = 0;
for(auto lev: level) for(int z=0; z<=camera_level+1; z++) {
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cell *c = get_at(lev, -z);
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setdist(c, 7, nullptr);
c->item = itNone;
c->land = laCanvas;
if(z == 0)
c->wall = waBarrier, c->land = laBarrier;
else if(z <= camera_level)
c->wall = waNone;
else
c->wall = waWaxWall, c->land = laCanvas, c->landparam = 0xC000C0;
}
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for(auto lev: out_level) for(int z=1; z<=camera_level; z++) {
cell *c = get_at(lev, -z);
c->item = itNone;
c->land = laCanvas;
c->wall = waWaxWall;
c->landparam = (get_hipso(z) & 0xFCFCFC) >> 2;
}
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at = get_at(get_center(), -well_size - 1);
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next_shape_id = choose_piece();
state = tsBetween;
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reset_view();
// reset_view();
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completed = 0;
bricks = 0;
cubes = 0;
score = 0;
}
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void get_level() {
well_center = nullptr;
if(geometry == g45) {
set<cell*> all;
well_center = currentmap->gamestart();
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all.insert(well_center);
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for(int i=0; i<4; i++)
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for(int l: {-1, 0, 1})
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for(int j=0; j<4; j++)
for(int k: {-1, 1}) {
cellwalker cw(well_center, i);
cw += wstep;
all.insert(cw.at);
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if(l) {
cw += l;
cw += wstep;
all.insert(cw.at);
}
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cw += j;
cw += wstep;
all.insert(cw.at);
cw += k;
cw += wstep;
all.insert(cw.at);
}
set<cell*> all_ext;
for(cell *c: all)
forCellCM(d, c)
if(!all.count(d))
all_ext.insert(d);
level.clear();
for(auto c: all)
level.push_back(c);
for(auto c: all_ext)
out_level.push_back(c);
}
else
level = currentmap->allcells();
}
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void create_game() {
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if(!prod && !solnil) {
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println(hlog, "need product or Solnil geometry");
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exit(1);
}
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if(nil) {
level.clear();
for(int x=0; x<5; x++)
for(int y=0; y<5; y++)
level.push_back(nilv::get_heptagon_at(nilv::mvec(x, 0, y))->c7);
}
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else if(sol) {
level.clear();
for(int x=0; x<5; x++)
for(int y=0; y<5; y++)
level.push_back(asonov::get_at(asonov::coord(x, y, 0))->c7);
}
else
PIU(get_level());
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piecelist.clear();
piecelist.reserve(2000);
seen_blocks.clear();
for(int ps=1; ps<=max_piece; ps++)
generate_shapes(ps);
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list_all();
// println(hlog, "level size = ", isize(level));
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camera_level = well_size + max_piece + camera;
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playermoved = false;
ray::want_use = 2;
ray::exp_decay_poly = 200;
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ray::max_iter_current() = solnil ? 600 : 200;
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mapeditor::drawplayer = false;
// sightranges[geometry] = 1;
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vid.fov = 90;
vid.plevel_factor = 0.5;
// vid.grid = true;
mouseaim_sensitivity = 0;
start_new_game();
state = tsPreGame;
}
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void init_all() {
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enable_bgeom();
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vid.texture_step = 8;
showstartmenu = false;
pushScreen(run);
}
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int args() {
using namespace arg;
if(0) ;
else if(argis("-list")) {
PHASEFROM(3);
start_game();
shift(); int i = argi();
generate_shapes(i);
list_all();
}
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else if(argis("-bringris0")) {
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PHASEFROM(3);
start_game();
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create_game();
}
else if(argis("-bgeo")) {
PHASEFROM(2);
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shift();
enable_bgeom(argi());
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}
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else if(argis("-bringris"))
init_all();
else if(argis("-ray-off"))
use_raycaster = false;
else if(argis("-ray-on"))
use_raycaster = true;
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else return 1;
return 0;
}
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void change_default_key(int key, int val) {
char* t = multi::scfg.keyaction;
t[key] = val;
set_saver_default(t[key]);
}
void default_config() {
for(int i=0; i<512; i++)
if(multi::scfg.keyaction[i] >= 16 && multi::scfg.keyaction[i] < 32)
change_default_key(i, 0);
change_default_key('s', 16 + 0);
change_default_key('a', 16 + 1);
change_default_key('w', 16 + 2);
change_default_key('d', 16 + 3);
change_default_key('q', 16 + 4);
change_default_key('e', 16 + 5);
change_default_key(' ', 16 + 6);
change_default_key('\r',16 + 7);
change_default_key('p', 16 + 8);
addsaver(bgeom, "bringris-geometry");
addsaver(use_raycaster, "bringris-ray");
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addsaver(draw_per_level, "draw-per-level");
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}
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auto hooks =
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addHook(hooks_args, 100, args)
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+ addHook(hooks_configfile, 100, default_config)
+ addHook(dialog::hooks_display_dialog, 100, [] () {
if(dialog::items[0].body == "Bringris keys") {
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dialog::addBreak(200);
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if(!rotate_allowed)
dialog::addHelp("note: rotation keys only available when necessary");
dialog::addHelp("press SHIFT to highlight the holes");
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dialog::addHelp("mouse control by pressing parts of the game screen");
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}
});
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#ifdef BRINGRIS
auto hook1=
addHook(hooks_config, 100, [] {
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if(arg::curphase == 1)
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conffile = "bringris.ini";
if(arg::curphase == 2) init_all();
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});
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#endif
}
}