hyperrogue/complex2.cpp

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2018-10-25 00:43:14 +00:00
// Hyperbolic Rogue
// namespaces for complex features (whirlwind, whirlpool, elec, princess, clearing,
// mirror, hive, heat + livecaves, etc.)
// Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details
#ifdef CAP_COMPLEX2
namespace hr {
namespace brownian {
map<cell*, vector<pair<cell*, bool >> > futures;
int centersteps = 0;
int totalsteps = 0;
void rise(cell *c, int val) {
if(c->wall == waSea) c->wall = waNone;
if(c->land == laOcean || c->land == laNone) {
c->land = laBrownian;
c->landparam = 0;
}
c->bardir = NOBARRIERS;
forCellCM(c1, c) {
c1->bardir = NOBARRIERS;
if(c1->mpdist > BARLEV) {
setdist(c1, BARLEV, c);
}
if(c1->land == laOcean) {
c1->land = laBrownian;
c1->landparam = 0;
}
}
c->landparam += val;
}
void recurse(cell *c, bool fat) {
while(true) {
totalsteps++;
if(celldist(c) >= (fat ? 30 : 20) + celldist(cwt.at)) {
cell *c1 = c;
while(true) {
cell *c2 = ts::left_parent(c1, celldist);
if(!c2 || c2->mpdist < BARLEV) break;
setdist(c2, BARLEV, c1);
if(c2->land == laOcean) {
c2->land = laBrownian;
c2->landparam = 0;
}
c1 = c2;
}
futures[c1].emplace_back(c, fat);
return;
}
if(c->mpdist <= 7) { centersteps++; return; }
// while(hrand(1000) < 1000 * chance) recurse(c);
if(fat) recurse(c, false);
if(!fat && hrand(100000) == 0) recurse(c, true);
rise(c, fat ? 256 : 1);
c = c->cmove(hrand(c->type));
}
}
void dissolve_brownian(cell *c, int x) {
if(c->land == laBrownian) {
if(among(c->wall, waNone, waStrandedBoat, waMineOpen, waFire)) {
if(c->landparam >= 4 * level) c->landparam = 4 * level - 1;
c->landparam -= level * x;
c->wall = waNone;
if(c->landparam < 0) c->wall = waSea, c->landparam = 0;
if(c->landparam == 0) c->landparam = 1;
}
}
}
void dissolve(cell *c, int x) {
destroyTrapsAround(c);
if(c->land == laBrownian)
dissolve_brownian(c, x);
else if(c->wall == waRed2) c->wall = waRed1;
else if(c->wall == waRed3) c->wall = waRed2;
else if(among(c->wall, waRed1, waDeadfloor2, waRubble, waBoat, waFire, waCIsland, waCIsland2, waBigBush, waSmallBush)) c->wall = waNone;
else if(c->wall == waStrandedBoat) c->wall = waNone;
else if(c->wall == waFrozenLake) c->wall = waLake;
else if(among(c->wall, waReptile, waGargoyleFloor) || cellUnstable(c)) c->wall = waChasm;
else if(among(c->wall, waNone, waDock, waBurningDock, waFloorA, waFloorB, waCavefloor, waDeadfloor, waMineMine, waMineUnknown, waMineOpen, waOpenGate, waClosePlate, waOpenPlate, waGargoyleBridge, waReptileBridge))
c->wall = waSea;
else if(cellHalfvine(c)) destroyHalfvine(c, waNone, 4);
}
void init(cell *c) {
recurse(cwt.at, true);
recurse(cwt.at, true);
}
void build(cell *c, int d) {
if(futures.count(c)) {
for(pair <cell*, bool> p: futures[c])
recurse(p.first, p.second);
futures.erase(c);
printf("centersteps = %d futures = %d totalsteps = %d\n", centersteps, isize(futures), totalsteps);
}
ONEMPTY {
if(hrand(8000) < 50 && c->landparam >= 4 && c->landparam < 24)
c->item = itBrownian;
if(hrand(8000) < 30)
c->monst = moAcidBird;
else if(hrand(8000) < 30)
c->monst = moAlbatross;
else if(hrand(8000) < 30) {
c->monst = moBrownBug;
c->hitpoints = 3;
}
}
}
}
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namespace westwall {
void switchTreasure(cell *c) {
c->item = itNone;
if(safety) return;
if(hrand(5000) < PT(100 + 2 * (kills[moAirElemental] + kills[moWindCrow]), 200) && notDippingFor(itWindstone)
&& getGhostcount() < 2)
c->item = itWest;
else if(hrand(5000) < 20*PRIZEMUL)
placeLocalOrbs(c);
}
cell *where;
int dfrom[2], dto[2], qdirs;
int gdist(int d, int e) { return dirdiff(d-e, where->type); }
void build(vector<cell*>& whirlline, int d) {
again:
cell *at = whirlline[isize(whirlline)-1];
cell *prev = whirlline[isize(whirlline)-2];
for(int i=0; i<at->type; i++)
if(at->move(i) && coastvalEdge(at->move(i)) == d && at->move(i) != prev) {
whirlline.push_back(at->move(i));
goto again;
}
}
void moveAt(cell *c, manual_celllister& cl) {
if(cl.listed(c)) return;
if(c->land != laWestWall) return;
vector<cell*> whirlline;
int d = coastvalEdge(c);
whirlline.push_back(c);
whirlline.push_back(ts::left_of(c, coastvalEdge));
build(whirlline, d);
reverse(whirlline.begin(), whirlline.end());
build(whirlline, d);
int z = isize(whirlline);
for(int i=0; i<z; i++) {
cl.add(whirlline[i]);
if(whirlline[i]->mpdist == BARLEV)
switchTreasure(whirlline[i]);
}
for(int i=0; i<z-1; i++) {
moveItem(whirlline[i], whirlline[i+1], true);
if(whirlline[i]->item)
animateMovement(whirlline[i+1], whirlline[i], LAYER_BOAT, NOHINT);
}
for(int i=0; i<z; i++)
pickupMovedItems(whirlline[i]);
}
void move() {
manual_celllister cl;
for(cell *c: dcal) moveAt(c, cl);
// Keys and Orbs of Yendor always move
using namespace yendor;
for(int i=0; i<isize(yi); i++) {
moveAt(yi[i].path[0], cl);
moveAt(yi[i].path[YDIST-1], cl);
}
}
}
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}
#endif