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hyperrogue/crossbow.cpp

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// Hyperbolic Rogue
// Copyright (C) 2011-2019 Zeno Rogue
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
/** \file crossbow.cpp
* \brief implementation of the crossbow mode
*/
#include "hyper.h"
namespace hr {
EX namespace bow {
#if HDR
enum eWeapon { wBlade, wCrossbow };
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enum eCrossbowStyle { cbBull, cbGeodesic, cbGeometric };
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#endif
EX eWeapon weapon;
EX eCrossbowStyle style;
EX bool bump_to_shoot = true;
EX bool crossbow_mode() { return weapon == wCrossbow; }
#if HDR
struct bowpoint {
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cellwalker prev, next;
flagtype flags;
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bowpoint() {}
};
struct bowscore {
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int total;
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cellwalker last;
int turns;
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};
#endif
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#if HDR
static constexpr flagtype bpFIRST = 1;
static constexpr flagtype bpLAST = 2;
static constexpr flagtype bpCOPIED = 4;
#endif
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EX vector<bowpoint> bowpath;
EX map<cell*, vector<bowpoint>> bowpath_map;
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EX map<int, cell*> target_at;
EX int loading_time() {
return style == cbBull ? 3 : 4;
}
EX bool blocks(cell *c) {
if(items[itOrbAether]) return false;
if(isWall(c) && !among(c->wall, waMirrorWall, waMirror, waCloud) && !isNonblock(c->wall)) return true;
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// if(c->monst && isMultitile(c->monst)) return true;
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return false;
}
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EX int qadd(cellwalker a, cellwalker b) {
hassert(a.at == b.at);
for(int i=0; i<a.at->type; i++) if(a+i == b) return i;
return NODIR;
}
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int best_score_res;
EX int bolt_score(cellwalker cw2) {
int d = cw2.at->cpdist;
int ntotal = 2;
if(inmirror(cw2.at)) cw2 = mirror::reflect(cw2);
if(blocks(cw2.cpeek())) return -1;
if(thruVine(cw2.at, cw2.cpeek())) return -1;
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if(nonAdjacent(cw2.at, cw2.cpeek())) return -1;
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if(cw2.at->monst) {
flagtype attackflags = AF_BOW;
if(items[itOrbSpeed]&1) attackflags |= AF_FAST;
if(items[itOrbSlaying]) attackflags |= AF_CRUSH;
if(items[itCurseWeakness]) attackflags |= AF_WEAK;
if(canAttack(cw2.cpeek(), moPlayer, cw2.at, cw2.at->monst, attackflags)) {
ntotal += 10000; ntotal += 1280 >> d;
}
}
for(int t=0; t<cw2.at->type; t++) {
cell *c1 = cw2.at->cmove(t);
if(!logical_adjacent(cw2.cpeek(), moPlayer, c1)) continue;
if(canAttack(cw2.cpeek(),moPlayer,c1,c1->monst,AF_STAB)) {
ntotal += 10000; ntotal += 1280 >> d;
}
}
return ntotal;
}
EX vector<int> create_dirseq() {
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map<cell*, bowscore> scores;
scores[cwt.at].total = 0;
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int best_score = -1; cell* best_score_at = cwt.at;
for(cell *c: dcal) {
cell *c1 = target_at[c->cpdist];
if(c1 && c != c1) continue;
if(c == c1) { best_score = -1; }
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bowscore best;
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best.total = -1;
forCellIdEx(c1, i, c) if(c1->cpdist < c->cpdist && scores.count(c1)) {
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auto& last = scores[c1];
auto ocw2 = cellwalker(c, i);
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int bonus = bolt_score(ocw2);
if(bonus < 0) continue;
int ntotal = last.total + bonus;
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int dir = 0;
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if(c->cpdist > 1) {
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dir = qadd(last.last, ocw2+wstep);
int d = abs(szgmod(dir, c1->type));
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if(d != c1->type / 2) {
if(style == cbGeodesic) ntotal--;
if(style == cbBull) continue;
}
}
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else {
dir = qadd(cwt, ocw2+wstep);
}
if(ntotal > best.total) {
best.total = ntotal;
best.last = ocw2;
best.turns = dir;
}
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best.total = max(best.total, ntotal);
}
if(best.total > best_score) { best_score = best.total; best_score_at = c; }
if(best.total > -1) scores[c] = best;
}
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if(best_score == -1) return {};
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vector<int> dirseq = { NODIR };
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while(best_score_at != cwt.at) {
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auto& at = scores[best_score_at];
dirseq.push_back(at.turns);
best_score_at = at.last.cpeek();
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}
reverse(dirseq.begin(), dirseq.end());
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best_score_res = best_score;
return dirseq;
}
EX vector<int> create_dirseq_geometric() {
cell *tgt = nullptr;
for(auto t: target_at) tgt = t.second;
if(!tgt) return {};
hyperpoint h = tC0(currentmap->relative_matrix(tgt, cwt.at, C0));
transmatrix T = spintox(h);
best_score_res = 0;
cellwalker at = cwt;
vector<int> dirseq;
while(true) {
int best_i = -1;
ld best_y = HUGE_VAL;
for(int i=0; i<at.at->type; i++) {
cellwalker at1 = at + i;
if(at1.cpeek()->cpdist != at.at->cpdist + 1) continue;
transmatrix U = T * currentmap->adj(at.at, at1.spin);
hyperpoint U0 = tC0(U);
hyperpoint T0 = tC0(T);
if(U0[0] < T0[0] + 1e-6) continue;
ld y;
if(GDIM == 3) y = hypot(U0[1], U0[2]); else y = abs(U0[1]) + (U0[1] > 0 ? 1e-6 : 0);
if(y < best_y) { best_y = y; best_i = i; }
}
if(best_i < 0) break;
at = at + best_i;
int bonus = bolt_score(at + wstep);
if(bonus < 0) break;
best_score_res += bonus;
dirseq.push_back(best_i);
T = T * currentmap->adj(at.at, at.spin);
at = at + wstep;
}
return dirseq;
}
EX int create_path() {
auto dirseq = style == cbGeometric ? create_dirseq_geometric() : create_dirseq();
if(dirseq.empty()) return -1;
struct bolt {
cellwalker at;
flagtype flags;
bolt(cellwalker cw, flagtype f) { at = cw; flags = f; }
};
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bowpath.clear();
vector<bolt> bolts = { bolt(cwt, 0) };
for(auto m: mirror::mirrors) bolts.emplace_back(m.second, bpCOPIED);
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set<cell*> broken_mirrors;
for(auto d: dirseq) {
bool first = bowpath.empty();
vector<bolt> nbolts;
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set<cell*> next_broken_mirrors = broken_mirrors;
for(auto bolt: bolts) {
bowpath.emplace_back();
auto& p = bowpath.back();
p.prev = bolt.at;
p.flags = bolt.flags;
if(first) p.flags |= bpFIRST;
if(d == NODIR || blocks(bolt.at.at)) { p.next = bolt.at; p.flags |= bpLAST; }
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else {
if(inmirror(bolt.at.at) || (bolt.at.at->wall == waMirrorWall && inmirror((bolt.at+d).cpeek())))
bolt.at = mirror::reflect(bolt.at);
bolt.at += d;
p.next = bolt.at;
bolt.at += wstep;
if(among(bolt.at.at->wall, waCloud, waMirror) && !broken_mirrors.count(bolt.at.at)) {
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auto &mir = mirror::mirrors;
vector<pair<int, cellwalker>> bmir;
swap(mir, bmir);
mirror::createHere(bolt.at, 0);
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swap(mir, bmir);
for(auto b: bmir) nbolts.emplace_back(b.second, bolt.flags);
next_broken_mirrors.insert(bolt.at.at);
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}
nbolts.push_back(bolt);
}
}
bolts = nbolts;
broken_mirrors = next_broken_mirrors;
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}
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return best_score_res;
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}
EX void clear_bowpath() {
bowpath_map.clear();
}
EX void gen_bowpath_map() {
bowpath_map = {};
for(auto& b: bowpath) bowpath_map[b.next.at].push_back(b);
}
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EX bool auto_path() {
target_at = {};
target_at[1] = cwt.cpeek();
return create_path() >= 10000;
}
EX bool fire_mode;
EX void switch_fire_mode() {
if(!crossbow_mode()) { addMessage(XLAT("You fire an angry glance at your enemies.")); return; }
if(!fire_mode) {
addMessage(items[itCrossbow] ? XLAT("Note: cannot fire again yet. Turns to reload: %1.", its(items[itCrossbow])) : XLAT("Fire crossbow! Click to aim, click again to confirm."));
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fire_mode = true;
clear_bowpath();
target_at = {};
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}
else if(fire_mode) {
addMessage(items[itCrossbow] ? XLAT("Fire mode disabled.") : XLAT("Firing cancelled."));
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fire_mode = false;
clear_bowpath();
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}
}
EX void add_fire(cell *c) {
bool emp = target_at.empty();
auto& t = target_at[c->cpdist];
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if(t == c && !bow::bowpath.empty()) {
if(items[itCrossbow]) {
clear_bowpath();
addMessage(XLAT("Cannot fire again yet. Turns to reload: %1.", its(items[itCrossbow])));
fire_mode = false;
return;
}
clear_bowpath();
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checked_move_issue = miVALID;
pcmove pcm;
pcm.checkonly = false;
changes.init(false);
addMessage(XLAT("Fire!"));
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bool b = pcm.try_shooting(false);
if(!b) changes.rollback();
fire_mode = false;
}
else {
t = c;
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if(style == cbGeometric) { target_at = {}; target_at[c->cpdist] = c; }
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int res = create_path();
if(res == -1) {
if(!emp) {
target_at = {};
add_fire(c);
}
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else {
addMessage(XLAT("No way to hit this place."));
bow::bowpath = {};
}
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}
gen_bowpath_map();
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}
}
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#if HDR
enum eMouseFireMode { mfmNone, mfmPriority, mfmAlways };
#endif
EX eMouseFireMode mouse_fire_mode = mfmPriority;
EX bool fire_on_mouse(cell *c) {
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if(!crossbow_mode()) return false;
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if(mouse_fire_mode == mfmNone) return false;
if(!mouseover) return false;
if(!mouseover->monst) return false;
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if(shmup::on) return false;
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if(items[itCrossbow]) {
if(mouse_fire_mode == mfmAlways) {
addMessage(XLAT("Cannot fire again yet. Turns to reload: %1.", its(items[itCrossbow])));
return true;
}
return false;
}
target_at = {};
target_at[mouseover->cpdist] = mouseover;
int res = create_path();
if(res <= 0) {
if(mouse_fire_mode == mfmAlways) {
addMessage(XLAT("Shooting impossible."));
return true;
}
return false;
}
gen_bowpath_map();
checked_move_issue = miVALID;
pcmove pcm;
pcm.checkonly = false;
changes.init(false);
addMessage(XLAT("Fire!"));
bool b = pcm.try_shooting(false);
if(!b) changes.rollback();
if(mouse_fire_mode == mfmAlways) return true;
return b;
}
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EX void shoot() {
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flagtype attackflags = AF_BOW;
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if(items[itOrbSpeed]&1) attackflags |= AF_FAST;
if(items[itOrbSlaying]) attackflags |= AF_CRUSH;
if(items[itCurseWeakness]) attackflags |= AF_WEAK;
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vector<bowpoint> pushes;
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for(auto& mov: bowpath) {
cell *c = mov.prev.at;
cell *cf = mov.prev.cpeek();
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if(!c) continue;
eMonster who = (mov.flags & bpCOPIED) ? moMimic : moPlayer;
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if(c != cf) for(int t=0; t<cf->type; t++) {
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cell *c1 = cf->cmove(t);
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if(!c) continue;
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bool stabthere = false;
if(logical_adjacent(c, moPlayer, c1)) stabthere = true;
if(stabthere && canAttack(cf,who,c1,c1->monst,AF_STAB)) {
hit_anything = true;
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changes.ccell(c1);
eMonster m = c->monst;
if(attackMonster(c1, AF_STAB | AF_MSG, who)) {
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spread_plague(c1, cf, t, moPlayer);
produceGhost(c, m, moPlayer);
}
}
}
mirror::breakMirror(mov.next, -1);
eMonster m = c->monst;
if(!m || isMimic(m)) continue;
if(!canAttack(cf, who, c, m, attackflags)) {
if(among(m, moSleepBull, moHerdBull)) {
addMessage(XLAT("%The1 is enraged!", m));
c->monst = moRagingBull;
hit_anything = true;
continue;
}
else {
pcmove pcm; pcm.mi = movei(mov.prev).rev();
pcm.tell_why_cannot_attack();
continue;
}
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}
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changes.ccell(c);
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bool push = (items[itCurseWeakness] || (isStunnable(c->monst) && c->hitpoints > 1));
push = push && (!(mov.flags & bpLAST) && monsterPushable(c));
if(m && attackMonster(c, attackflags | AF_MSG, who)) hit_anything = true;
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if(!c->monst || isAnyIvy(m)) {
spread_plague(cf, c, movei(mov.prev).rev().d, moPlayer);
produceGhost(c, m, moPlayer);
}
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if(push) pushes.push_back(mov);
}
while(!pushes.empty()) {
auto& mov = pushes.back();
cell *c = mov.prev.at;
cell *ct = mov.next.cpeek();
bool can_push = passable(ct, c, P_BLOW);
if(can_push) {
hit_anything = true;
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changes.ccell(c);
changes.ccell(ct);
pushMonster(mov.next);
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}
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pushes.pop_back();
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}
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reverse(bowpath.begin(), bowpath.end());
gen_bowpath_map();
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}
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EX bool have_bow_target() {
dynamicval<decltype(bowpath)> bp(bowpath);
dynamicval<decltype(bowpath_map)> bpm(bowpath_map);
for(int i=0; i<isize(dcal); i++) {
cell *c = dcal[i];
target_at = {};
target_at[c->cpdist] = {c};
int res = create_path();
if(res == -1) continue;
checked_move_issue = miVALID;
pcmove pcm;
pcm.checkonly = true;
changes.init(true);
bool b = pcm.try_shooting(false);
changes.rollback();
if(b) return true;
}
return false;
}
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EX void showMenu() {
cmode = sm::SIDE | sm::MAYDARK;
gamescreen();
dialog::init(XLAT("weapon selection"));
add_edit(weapon);
if(crossbow_mode()) {
add_edit(style);
add_edit(bump_to_shoot);
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add_edit(bow::mouse_fire_mode);
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}
else dialog::addBreak(200);
dialog::addBack();
dialog::display();
}
EX }
}