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hyperrogue/shmup.cpp

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2016-01-02 10:09:13 +00:00
#include <map>
const char *lastprofile = "";
int lt = 0;
#ifndef MOBILE
void profile(const char *buf) {
int gt = SDL_GetTicks();
printf("%4d %s\n", gt - lt, lastprofile);
lt = gt;
lastprofile = buf;
}
#endif
bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, int col);
void drawPlayerEffects(const transmatrix& V, cell *c);
namespace shmup {
long double fabsl(long double x) { return x>0?x:-x; }
enum pcmds {
pcForward, pcBackward, pcTurnLeft, pcTurnRight,
pcMoveUp, pcMoveRight, pcMoveDown, pcMoveLeft,
pcFire, pcFace, pcFaceFire,
pcDrop, pcCenter, pcOrbPower
};
const char* playercmds[14] = {
"forward", "backward", "turn left", "turn right",
"move up", "move right", "move down", "move left",
"throw a knife", "face the pointer", "throw at the pointer",
"drop Dead Orb", "center the map on me", "activate Orb power"
};
const char* pancmds[7] = {
"pan up", "pan right", "pan down", "pan left",
"rotate left", "rotate right", "home"
};
#define SHMUPAXES 12
const char* axemodes[SHMUPAXES] = {
"do nothing",
"rotate view",
"panning X",
"panning Y",
"player 1 X",
"player 1 Y",
"player 1 go",
"player 1 spin",
"player 2 X",
"player 2 Y",
"player 2 go",
"player 2 spin"
};
int players;
int cpid; // player id -- an extra parameter for player-related functions
int centerplayer = -1;
bool on = false, safety = false;
bool lastdead = false;
struct monster;
multimap<cell*, monster*> monstersAt;
typedef multimap<cell*, monster*>::iterator mit;
vector<monster*> active;
map<cell*, transmatrix> gmatrix;
cell *findbaseAround(hyperpoint p, cell *around) {
cell *best = around;
double d0 = intval(p, gmatrix[around] * C0);
for(int i=0; i<around->type; i++) {
cell *c2 = around->mov[i];
if(c2 && gmatrix.count(c2)) {
double d1 = intval(p, gmatrix[c2] * C0);
if(d1 < d0) { best = c2; d0 = d1; }
}
}
return best;
}
/* double distance(hyperpoint h) {
h = spintox(h) * h;
return inverse_sinh(h[2]);
} */
struct monster {
eMonster type;
cell *base;
transmatrix at;
transmatrix pat;
eMonster stk;
bool dead;
bool inBoat;
monster *parent; // who shot this missile
eMonster parenttype; // type of the parent
int nextshot; // when will it be able to shot (players/flailers)
char pid; // player ID
char hitpoints;
int stunoff;
int blowoff;
double vel; // velocity, for flail balls
monster() {
dead = false; inBoat = false; parent = NULL; nextshot = 0;
stunoff = 0; blowoff = 0;
}
void store() {
monstersAt.insert(make_pair(base, this));
}
void findpat() {
pat = gmatrix[base] * at;
}
cell *findbase(hyperpoint p) {
return findbaseAround(p, base);
}
void rebasePat(transmatrix new_pat) {
pat = new_pat;
cell *c2 = findbase(pat*C0);
// if(c2 != base) printf("rebase %p -> %p\n", base, c2);
base = c2;
at = inverse(gmatrix[c2]) * pat;
fixmatrix(at);
}
void rebaseAt(transmatrix new_at) {
rebasePat(gmatrix[base] * new_at);
}
bool trackroute(transmatrix goal, double spd) {
cell *c = base;
// queuepoly(goal, shGrail, 0xFFFFFFC0);
transmatrix mat = inverse(pat) * goal;
transmatrix mat2 = spintox(mat*C0) * mat;
double d = 0, dist = inverse_sinh(mat2[0][2]);
while(d < dist) {
d += spd;
transmatrix nat = pat * rspintox(mat * C0) * xpush(d);
// queuepoly(nat, shKnife, 0xFFFFFFC0);
cell *c2 = findbaseAround(nat*C0, c);
if(c2 != c && !passable_for(type, c2, c, false)) {
return false;
}
c = c2;
}
return true;
}
bool trackrouteView(transmatrix goal, double spd) {
cell *c = base;
queuepoly(goal, shGrail, 0xFFFFFFC0);
transmatrix mat = inverse(pat) * goal;
transmatrix mat2 = spintox(mat*C0) * mat;
double d = 0, dist = inverse_sinh(mat2[0][2]);
while(d < dist) {
d += spd;
transmatrix nat = pat * rspintox(mat * C0) * xpush(d);
// queuepoly(nat, shKnife, 0xFFFFFFC0);
cell *c2 = findbaseAround(nat*C0, c);
if(c2 != c) {
if(0) printf("old dist: %lf\n", (double) intval(nat*C0, gmatrix[c]*C0));
if(0) printf("new dist: %lf\n", (double) intval(nat*C0, gmatrix[c2]*C0));
}
queuepoly(gmatrix[c2], shKnife, 0xFF0000FF);
if(c2 != c && !passable_for(type, c2, c, false))
return false;
c = c2;
}
if(0) printf("dist = %lf, d = %lf, spd = %lf, lint = %lf, lcd = %lf\n", dist, d, spd,
(double) intval(pat * rspintox(mat * C0) * xpush(d)*C0, goal*C0),
(double) intval(pat * rspintox(mat * C0) * xpush(d)*C0, gmatrix[c]*C0)
);
return true;
}
};
monster *pc[2], *mousetarget;
int curtime, nextmove, invisible_at;
bool isBullet(monster *m) {
return
m->type == moBullet || m->type == moFlailBullet ||
m->type == moFireball || m->type == moTongue || m->type == moAirball;
}
bool isPlayer(monster *m) { return m->type == moPlayer; }
bool isMonster(monster *m) { return m->type != moPlayer && m->type != moBullet; }
void killMonster(monster* m) {
if(m->dead) return;
m->dead = true;
if(isBullet(m) || isPlayer(m)) return;
m->stk = m->base->monst;
if(m->inBoat && isWatery(m->base) && !m->base->item) {
m->base->wall = waBoat;
m->base->mondir = 0;
m->inBoat = false;
}
else if(m->inBoat && m->base->wall == waNone && (
(m->base->land == laOcean || m->base->land == laLivefjord))) {
m->base->wall = waStrandedBoat;
m->base->mondir = 0;
m->inBoat = false;
}
m->base->monst = m->type;
killMonster(m->base);
m->base->monst = m->stk;
}
void pushmonsters() {
for(int i=0; i<size(active); i++) {
monster *m = active[i];
if(!isPlayer(m) && !m->dead) {
m->stk = m->base->monst;
m->base->monst = m->type;
}
}
}
void popmonsters() {
for(int i=size(active)-1; i>=0; i--) {
monster *m = active[i];
if(!isPlayer(m) && !m->dead) {
if(m->type == m->base->monst)
m->base->monst = m->stk;
else {
m->dead = true; // already killed
// also kill all the other monsters there
for(int j=0; j<i; j++) {
monster *m2 = active[j];
if(m2->base == m->base && !isPlayer(m2) && !m2->dead)
killMonster(m2);
}
}
}
}
}
void degradeDemons() {
for(int i=0; i<size(active); i++) {
monster *m = active[i];
if(m->type == moGreater) m->type = moLesser;
if(m->stk == moGreater) m->type = moLesser;
}
}
// we need these for the Mimics!
double playerturn[4], playergo[4];
bool playerfire[4];
void awakenMimics(monster *m, cell *c2) {
for(int i=0; i<size(dcal); i++) {
cell *c = dcal[i];
if(isMimic(c->monst)) {
// straight
int i = 0;
if(m->type == moMirror) i++;
if(c->monst == moMirror) i++;
transmatrix mirrortrans = Id;
if(i == 1) mirrortrans[0][0] = -1;
if(!gmatrix.count(c)) continue;
monster *m2 = new monster;
m2->type = c->monst;
c->monst = moNone;
m2->base = c;
hyperpoint H = inverse(gmatrix[c2]) * gmatrix[c] * C0;
transmatrix xfer = rgpushxto0(H);
if(i == 1) {
hyperpoint H2 = spintox(H) * H;
xfer = rspintox(H) * rpushxto0(H2) * mirrortrans * spintox(H);
}
m2->pat = gmatrix[c2] * xfer * inverse(gmatrix[c2]) * m->pat;
m2->at = inverse(gmatrix[c]) * m2->pat * mirrortrans;
m2->pid = cpid;
active.push_back(m2);
// if you don't understand it, don't worry,
// I don't understand it either
}
}
}
int visibleAt;
void visibleFor(int t) {
visibleAt = max(visibleAt, curtime + t);
}
void shootBullet(monster *m) {
monster* bullet = new monster;
bullet->base = m->base;
bullet->at = m->at;
bullet->type = moBullet;
bullet->parent = m;
bullet->pid = m->pid;
bullet->parenttype = m->type;
active.push_back(bullet);
if(markOrb(itOrbThorns)) {
monster* bullet = new monster;
bullet->base = m->base;
bullet->at = m->at * spin(M_PI/2);
bullet->type = moBullet;
bullet->parent = m;
bullet->pid = m->pid;
bullet->parenttype = m->type;
active.push_back(bullet);
}
if(markOrb(itOrbThorns)) {
monster* bullet = new monster;
bullet->base = m->base;
bullet->at = m->at * spin(-M_PI/2);
bullet->type = moBullet;
bullet->parent = m;
bullet->pid = m->pid;
bullet->parenttype = m->type;
active.push_back(bullet);
}
/* if(markOrb(itOrbTrickery)) {
monster* bullet = new monster;
bullet->base = m->base;
bullet->at = m->at * spin(M_PI);
bullet->type = moBullet;
bullet->parent = m;
bullet->parenttype = m->type;
active.push_back(bullet);
} */
}
void killThePlayer(eMonster m) {
pc[cpid]->dead = true;
}
#ifndef MOBILE
void oceanCurrents(transmatrix& nat, monster *m, int delta) {
cell *c = m->base;
if(c->land == laWhirlpool) {
for(int i=0; i<c->type; i++) {
cell *c2 = c->mov[i];
if(!c2 || !gmatrix.count(c2)) continue;
double spd = 0;
if(celldistAlt(c2) < celldistAlt(c))
spd = delta / 3000.;
else if(c2 == getWhirlpool(c, 1))
spd = delta / 900.;
if(spd) {
transmatrix goal = gmatrix[c2];
// transmatrix t = spintox(H) * xpush(delta/300.) * rspintox(H);
hyperpoint H = inverse(m->pat) * goal * C0;
nat = nat * rspintox(H);
nat = nat * xpush(spd);
nat = nat * spintox(H);
}
}
}
}
int actionspressed[64], axespressed[SHMUPAXES], lactionpressed[64];
void pressaction(int id) {
if(id >= 0 && id < 64)
actionspressed[id]++;
}
void handleInput(int delta) {
double d = delta / 500.;
Uint8 *keystate = SDL_GetKeyState(NULL);
for(int i=0; i<64; i++)
lactionpressed[i] = actionspressed[i],
actionspressed[i] = 0;
for(int i=0; i<SHMUPAXES; i++) axespressed[i] = 0;
for(int i=0; i<SDLK_LAST; i++) if(keystate[i])
pressaction(vid.scfg.keyaction[i]);
for(int j=0; j<numsticks; j++) {
for(int b=0; b<SDL_JoystickNumButtons(sticks[j]) && b<MAXBUTTON; b++)
if(SDL_JoystickGetButton(sticks[j], b))
pressaction(vid.scfg.joyaction[j][b]);
for(int b=0; b<SDL_JoystickNumHats(sticks[j]) && b<MAXHAT; b++) {
int stat = SDL_JoystickGetHat(sticks[j], b);
if(stat & SDL_HAT_UP) pressaction(vid.scfg.hataction[j][b][0]);
if(stat & SDL_HAT_RIGHT) pressaction(vid.scfg.hataction[j][b][1]);
if(stat & SDL_HAT_DOWN) pressaction(vid.scfg.hataction[j][b][2]);
if(stat & SDL_HAT_LEFT) pressaction(vid.scfg.hataction[j][b][3]);
}
for(int b=0; b<SDL_JoystickNumAxes(sticks[j]) && b<MAXAXE; b++) {
int value = SDL_JoystickGetAxis(sticks[j], b);
axespressed[vid.scfg.axeaction[j][b] % SHMUPAXES] += value;
}
}
if(keystate[SDLK_LCTRL] || keystate[SDLK_RCTRL]) d /= 5;
double panx =
actionspressed[49] - actionspressed[51] + axespressed[2] / 32000.0;
double pany =
actionspressed[48] - actionspressed[50] + axespressed[3] / 20000.0;
double panspin = actionspressed[52] - actionspressed[53] + axespressed[1] / 20000.0;
if(actionspressed[54]) { centerplayer = -1, playermoved = true; centerpc(100); }
if(panx || pany || panspin) {
View = xpush(-panx * d) * ypush(-pany * d) * spin(panspin * d) * View;
playermoved = false;
}
}
void movePlayer(monster *m, int delta) {
cpid = m->pid;
if(players > 1) vid.female = (cpid == 1);
double mturn = 0, mgo = 0, mdx = 0, mdy = 0;
bool shotkey = false, facemouse = false, dropgreen = false;
int b = 16*(cpid+1);
for(int i=0; i<8; i++) if(actionspressed[b+i]) playermoved = true;
int jb = 4*(cpid+1);
for(int i=0; i<4; i++) if(axespressed[jb+i]) playermoved = true;
mgo = actionspressed[b+pcForward] - actionspressed[b+pcBackward] + axespressed[jb+2]/30000.;
mturn = actionspressed[b+pcTurnLeft] - actionspressed[b+pcTurnRight] + axespressed[jb+3]/30000.;
mdx = actionspressed[b+pcMoveRight] - actionspressed[b+pcMoveLeft] + axespressed[jb]/30000.;
mdy = actionspressed[b+pcMoveDown] - actionspressed[b+pcMoveUp] + axespressed[jb+1]/30000.;
shotkey = actionspressed[b+pcFire] || actionspressed[b+pcFaceFire];
facemouse = actionspressed[b+pcFace] || actionspressed[b+pcFaceFire];
dropgreen = actionspressed[b+pcDrop];
if(actionspressed[b+pcOrbPower] && !lactionpressed[b+pcOrbPower]) {
cwt.c = m->base;
targetRangedOrb(mouseover, roKeyboard);
}
if(actionspressed[b+pcCenter]) {
centerplayer = cpid; centerpc(100); playermoved = true;
}
transmatrix nat = m->pat;
if(m->base->land == laWhirlpool && !markOrb(itOrbWater))
oceanCurrents(nat, m, delta);
// if(ka == b+pcOrbPower) dropgreen = true;
// if(mturn > 1) mturn = 1;
// if(mturn < -1) mturn = -1;
playerturn[cpid] = mturn * delta / 150.0;
double mdd = hypot(mdx, mdy);
if(mdd > 1e-6) {
hyperpoint jh = hpxy(mdx/100.0, mdy/100.0);
hyperpoint h = inverse(m->pat) * rgpushxto0(m->pat * C0) * jh;
playerturn[cpid] = -atan2(h[1], h[0]);
mgo += mdd;
}
Uint8 *keystate = SDL_GetKeyState(NULL);
bool forcetarget = (keystate[SDLK_RSHIFT] | keystate[SDLK_LSHIFT]);
if(((mousepressed && !forcetarget) || facemouse) && delta > 0 && !outofmap(mouseh)) {
// playermoved = true;
hyperpoint h = inverse(m->pat) * mouseh;
playerturn[cpid] = -atan2(h[1], h[0]);
// nat = nat * spin(alpha);
// mturn += alpha * 150. / delta;
}
bool blown = m->blowoff > curtime;
if(playerturn[cpid] && canmove && !blown) nat = nat * spin(playerturn[cpid]);
transmatrix nat0 = nat;
if(mgo > 1) mgo = 1;
if(mgo < -1) mgo = -1;
if(!canmove) mgo = 0;
playergo[cpid] = mgo * delta / 600;
bool go = false;
cell *c2 = m->base;
if(blown) {
playergo[cpid] = -delta / 1000.;
playerturn[cpid] = 0;
}
for(int igo=0; igo<9 && !go; igo++) {
go = true;
double span[9] = { 0,
M_PI/6, -M_PI/6,
M_PI/4, -M_PI/4,
M_PI/3, -M_PI/3,
M_PI/2.1, -M_PI/2.1
};
if(playergo[cpid]) nat = nat0 * spin(span[igo]) * xpush(playergo[cpid]) * spin(-span[igo]);
// spin(span[igo]) * xpush(playergo[cpid]) * spin(-span[igo]);
c2 = m->findbase(nat*C0);
// don't have several players in one spot
// also don't let them run too far from each other!
monster* crashintomon = NULL;
for(int j=0; j<players; j++) if(pc[j]!=m) {
double d = intval(pc[j]->pat*C0, nat*C0);
if(d < 0.1 || d > 100) crashintomon = pc[j];
}
if(crashintomon) go = false;
if(go && c2 != m->base) {
if(c2->wall == waLake && markOrb(itOrbWinter)) {
c2->wall = waFrozenLake;
if(HEAT(c2) > .5) HEAT(c2) = .5;
}
else if(c2->wall == waBigStatue && canPushStatueOn(m->base)) {
visibleFor(300);
c2->wall = m->base->wall;
if(cellUnstable(cwt.c))
m->base->wall = waChasm;
else
m->base->wall = waBigStatue;
}
else if(m->inBoat && !isWateryOrBoat(c2) && player_passable(c2, m->base, false)) {
if(boatGoesThrough(c2) && markOrb(itOrbWater)) {
c2->wall = isIcyLand(m->base) ? waLake : waSea;
}
else {
if(isWatery(m->base))
m->base->wall = waBoat, m->base->mondir = dirfromto(m->base, c2);
else if(boatStrandable(m->base))
m->base->wall = waStrandedBoat;
else if(boatStrandable(c2))
m->base->wall = waStrandedBoat;
m->inBoat = false;
}
}
else if(c2->wall == waThumperOn) {
int sd = dirfromto(c2, m->base);
int subdir = 1;
double bestd = 9999;
for(int di=-1; di<2; di+=2) {
cell *c = getMovR(c2, sd+di);
if(!c) continue;
if(!gmatrix.count(c)) continue;
double d = intval(gmatrix[c] * C0, m->pat * C0);
// printf("di=%d d=%lf\n", di, d);
if(d<bestd) bestd=d, subdir = di;
}
visibleFor(300);
cellwalker push(c2, dirfromto(c2, m->base));
cwspin(push, 3 * -subdir); cwstep(push);
if(!canPushThumperOn(push.c, c2, m->base) && c2->type == 7) {
cwstep(push);
cwspin(push, 1 * -subdir);
cwstep(push);
}
if(!canPushThumperOn(push.c, c2, m->base)) {
go = false;
}
else pushThumper(c2, push.c);
}
else if((blown ? !blowable(c2, m->base) : !player_passable(c2, m->base, false)) && !(isWatery(c2) && m->inBoat))
go = false;
}
}
if(go) {
if(c2 != m->base) {
if(cellUnstable(m->base)) m->base->wall = waChasm;
if(items[itOrbFire]) {
visibleFor(800);
if(makeflame(m->base, 10, false)) markOrb(itOrbFire);
}
if(isIcyLand(m->base) && m->base->wall == waNone && markOrb(itOrbWinter)) {
invismove = false;
m->base->wall = waIcewall;
}
if(items[itOrbDigging]) {
visibleFor(400);
int d = dirfromto(m->base, c2);
if(d >= 0 && earthMove(m->base, d)) markOrb(itOrbDigging);
}
setdist(c2, 0, NULL);
if(c2->item && c2->land == laAlchemist) c2->wall = m->base->wall;
if(m->base->wall == waRoundTable)
roundTableMessage(c2);
if(c2->wall == waCloud) {
visibleFor(500);
createMirages(c2, 0, moMirage);
awakenMimics(m, c2);
c2->wall = waNone;
items[itShard]++;
}
if(c2->wall == waMirror) {
visibleFor(500);
cwt.c = c2;
createMirrors(c2, 0, moMirage);
awakenMimics(m, c2);
c2->wall = waNone;
items[itShard]++;
}
if(c2->wall == waGlass && items[itOrbGhost]) {
items[itOrbGhost] = 0;
addMessage(XLAT("Your Aether powers are drained by %the1!", c2->wall));
}
movecost(m->base, c2);
bool nomine = (c2->wall == waMineMine || c2->wall == waMineUnknown) && markOrb(itOrbGhost);
if(!nomine) {
uncoverMines(c2,
items[itBombEgg] < 10 ? 0 :
items[itBombEgg] < 20 ? 1 :
items[itBombEgg] < 30 ? 2 :
3
);
if(c2->wall == waMineMine && !markOrb(itOrbWinter)) {
items[itOrbLife] = 0;
m->dead = true;
}
explodeMine(c2);
}
if(c2->wall == waClosePlate || c2->wall == waOpenPlate)
toggleGates(c2, c2->wall, 3);
if(c2->item == itOrbYendor && !checkYendor(c2, false))
;
else collectItem(c2);
}
}
if(go) m->rebasePat(nat);
else m->rebasePat(nat0);
if(m->base->wall == waBoat && !m->inBoat) {
m->inBoat = true; m->base->wall = waSea;
}
if(m->inBoat && boatStrandable(c2)) {
c2->wall = waStrandedBoat;
m->inBoat = false;
}
if(!markOrb(itOrbGhost)) {
if(m->base->wall == waChasm || m->base->wall == waClosedGate)
m->dead = true;
if(isWatery(m->base) && !m->inBoat && !markOrb(itOrbFish))
m->dead = true;
if(isFire(m->base) && !markOrb(itOrbWinter))
m->dead = true;
}
landvisited[m->base->land] = true;
playerfire[cpid] = false;
if(shotkey && canmove && curtime >= m->nextshot) {
visibleFor(500);
if(items[itOrbFlash]) {
pushmonsters();
killMonster(m->base);
cwt.c = m->base;
activateFlash();
popmonsters();
return;
}
if(items[itOrbLightning]) {
pushmonsters();
killMonster(m->base);
cwt.c = m->base;
activateLightning();
popmonsters();
return;
}
playerfire[cpid] = true;
m->nextshot = curtime + (250 + 250 * players);
turncount++;
shootBullet(m);
}
if(dropgreen && m->base->item == itNone)
dropGreenStone(m->base);
}
#endif
void moveMimic(monster *m) {
transmatrix nat = m->pat;
cpid = m->pid;
// no need to care about Mirror images, as they already have their 'at' matrix reversed :|
nat = nat * spin(playerturn[cpid]) * xpush(playergo[cpid]);
cell *c2 = m->findbase(nat*C0);
if(c2 != m->base && !player_passable(c2, m->base, false))
m->dead = true;
else {
m->rebasePat(nat);
if(playerfire[cpid]) shootBullet(m);
}
if(c2->wall == waCloud) {
createMirages(c2, 0, m->type);
awakenMimics(m, c2);
c2->wall = waNone;
}
if(c2->wall == waMirror) {
createMirrors(c2, 0, m->type);
awakenMimics(m, c2);
c2->wall = waNone;
}
if(c2->cpdist >= 6)
m->dead = true;
}
bool isPlayerOrImage(eMonster m) {
return isMimic(m) || m == moPlayer;
}
monster *parentOrSelf(monster *m) {
return m->parent ? m->parent : m;
}
bool bulletpassable(cell *c, cell *from) {
if(c != from && thruVine(c, from)) return false;
return eaglepassable(c, from) || c->wall == waRoundTable ||
isFire(c) || c->wall == waBonfireOff ||
cellHalfvine(c) || c->wall == waAncientGrave || c->wall == waFreshGrave;
}
void teleported() {
monster *m = pc[cpid];
m->base = cwt.c;
m->at = rgpushxto0(inverse(gmatrix[cwt.c]) * mouseh) * spin(rand() % 1000 * M_PI / 2000);
m->findpat();
for(int i=0; i<size(active); i++)
if(isMimic(active[i]->type))
active[i]->dead = true;
}
void shoot(eItem it, monster *m) {
monster* bullet = new monster;
bullet->base = m->base;
bullet->at = m->at * rspintox(inverse(m->pat) * mouseh);
bullet->type = it == itOrbDragon ? moFireball : it == itOrbAir ? moAirball : moBullet;
bullet->parent = m;
bullet->pid = m->pid;
bullet->parenttype = m->type;
items[it]--;
active.push_back(bullet);
}
eItem targetRangedOrb(orbAction a) {
if(!on) return itNone;
monster *wpc = pc[cpid];
if(a != roCheck && !wpc) return itNone;
if(items[itOrbPsi] && shmup::mousetarget && intval(mouseh, shmup::mousetarget->pat*C0) < .1) {
if(a == roCheck) return itOrbPsi;
addMessage(XLAT("You kill %the1 with a mental blast!", mousetarget->type));
killMonster(mousetarget);
items[itOrbPsi] -= 30;
if(items[itOrbPsi]<0) items[itOrbPsi] = 0;
return itOrbPsi;
}
if(on && items[itOrbDragon]) {
if(a == roCheck) return itOrbDragon;
shoot(itOrbDragon, wpc);
return itOrbDragon;
}
if(on && items[itOrbAir]) {
if(a == roCheck) return itOrbAir;
shoot(itOrbAir, wpc);
return itOrbAir;
}
if(on && items[itOrbIllusion]) {
if(a == roCheck) return itOrbIllusion;
shoot(itOrbIllusion, wpc);
return itOrbIllusion;
}
return itNone;
}
void moveBullet(monster *m, int delta) {
vid.female = (m->pid == 1);
m->findpat();
transmatrix nat0 = m->pat;
transmatrix nat = m->pat;
if(m->type == moFlailBullet) {
m->vel -= delta / 600000.0;
if(m->vel < 0 && m->parent) {
// return to the flailer!
nat = nat * rspintox(inverse(m->pat) * m->parent->pat * C0) * spin(M_PI);
}
}
else if(m->type == moBullet)
m->vel = 1/300.;
else if(m->type == moFireball)
m->vel = 1/500.;
else if(m->type == moAirball)
m->vel = 1/200.;
else if(m->type == moTongue) {
m->vel = 1/1500.;
if(!m->parent || intval(nat*C0, m->parent->pat*C0) > 0.4)
m->dead = true;
}
nat = nat * xpush(delta * m->vel);
cell *c2 = m->findbase(nat*C0);
if(isActivable(c2)) activateActiv(c2, true);
// knives break mirrors and clouds
if(c2->wall == waCloud || c2->wall == waMirror)
c2->wall = waNone;
if(m->type != moTongue && !bulletpassable(c2, m->base)) {
m->dead = true;
if(m->type != moAirball) killMonster(c2);
// cell *c = m->base;
if(m->parent && isPlayer(m->parent)) {
if(c2->wall == waDryTree) {
addMessage(XLAT("You start cutting down the tree."));
c2->wall = waWetTree;
}
else if(c2->wall == waWetTree) {
addMessage(XLAT("You cut down the tree."));
c2->wall = waNone;
}
else if(isActivable(c2))
activateActiv(c2, true);
}
if(m->type == moFireball) {
makeflame(c2, 20, false) || makeflame(m->base, 20, false);
}
}
m->rebasePat(nat);
// destroy stray bullets
for(int i=0; i<m->base->type; i++)
if(!m->base->mov[i] || !gmatrix.count(m->base->mov[i]))
m->dead = true;
// items[itOrbWinter] = 100; items[itOrbLife] = 100;
for(int j=0; j<size(active); j++) {
monster* m2 = active[j];
if(m2 == m || (m2 == m->parent && m->vel >= 0) || m2->parent == m->parent) continue;
// Flailers only killable by themselves
if(m2->type == moFlailer && m2 != m->parent) continue;
// be nice to your images! would be too hard otherwise...
if(isPlayerOrImage(parentOrSelf(m)->type) && isPlayerOrImage(parentOrSelf(m2)->type) &&
m2->pid == m->pid)
continue;
// fireballs/airballs don't collide
if(m->type == moFireball && m2->type == moFireball) continue;
if(m->type == moAirball && m2->type == moAirball) continue;
double d = intval(m2->pat*C0, m->pat*C0);
if(d < 0.1) {
if(m->type == moAirball && isBlowableMonster(m2->type)) {
if(m2->blowoff < curtime)
m2->rebasePat(m2->pat * rspintox(inverse(m2->pat) * nat0 * C0));
m2->blowoff = curtime + 1000;
continue;
}
// Hedgehog Warriors only killable outside of the 45 degree angle
if(m2->type == moHedge) {
hyperpoint h = inverse(m2->pat) * m->pat * C0;
if(h[0] > fabsl(h[1])) { m->dead = true; continue; }
}
//
if((m2->type == moPalace || m2->type == moFatGuard || m2->type == moSkeleton ||
m2->type == moVizier) && m2->hitpoints > 1) {
m2->rebasePat(m2->pat * rspintox(inverse(m2->pat) * nat0 * C0));
if(m2->type != moSkeleton) m2->hitpoints--;
m->dead = true;
if(m2->type == moVizier) ;
else if(m2->type == moFatGuard)
m2->stunoff = curtime + 600;
else if(m2->type == moSkeleton && m2->base->land != laPalace)
m2->stunoff = curtime + 2100;
else
m2->stunoff = curtime + 900;
continue;
}
// Greater Demons not killable
if(m2->type == moGreater) {
m->dead = true;
continue;
}
// Knights reflect bullets
if(m2->type == moKnight) {
if(m->parent) {
nat = nat * rspintox(inverse(m->pat) * m->parent->pat * C0);
m->rebasePat(nat);
}
m->parent = m2;
continue;
}
m->dead = true;
if(m->type == moFireball) makeflame(m->base, 20, false);
// Orb of Winter protects from fireballs
if(m->type == moFireball && ((isPlayer(m2) && markOrb(itOrbWinter)) || m2->type == moWitchWinter))
continue;
killMonster(m2);
}
}
}
hyperpoint closerTo;
bool closer(monster *m1, monster *m2) {
return intval(m1->pat*C0, closerTo) < intval(m2->pat*C0, closerTo);
}
void moveMonster(monster *m, int delta) {
bool stunned = (isStunnable(m->type) && m->stunoff > curtime) || m->blowoff > curtime;
if(stunned && cellUnstable(m->base))
m->base->wall = waChasm;
if(m->base->wall == waChasm && !survivesChasm(m->type))
killMonster(m);
if(isWatery(m->base) && !survivesWater(m->type) && !m->inBoat)
killMonster(m);
if(isFire(m->base) && !survivesFire(m->type))
killMonster(m);
if(m->base->wall == waClosedGate && !survivesWall(m->type))
killMonster(m);
if(m->dead) return;
cell *c = m->base;
transmatrix goal = gmatrix[c];
bool direct = false;
double step = delta/1000.0;
if(m->type == moWitchSpeed)
step *= 2;
else if(m->type == moEagle)
step *= 1.6;
else if(m->type == moLancer)
step *= 1.25;
else if(isDemon(m->type)) {
if(m->type == moLesserM) m->type = moLesser;
if(m->type == moGreaterM) m->type = moGreater;
step /= 2;
}
transmatrix nat = m->pat;
if(stunned) {
if(m->blowoff > curtime) {
step = -delta / 1000.;
}
else if(m->type == moFatGuard)
step = 0;
else step = -delta/2000.;
}
else {
if(m->type == moWitchFlash) for(int pid=0; pid<players; pid++) {
bool okay = intval(pc[pid]->pat*C0, m->pat*C0) < 2;
for(int i=0; i<size(active); i++) {
monster *m2 = active[i];
if(m2 != m && isWitch(m2->type) && intval(m2->pat*C0, m->pat*C0) < 2)
okay = false;
}
if(okay) {
addMessage(XLAT("%The1 activates her Flash spell!", m->type));
pushmonsters();
activateFlashFrom(m->base);
popmonsters();
m->type = moWitch;
pc[pid]->dead = true;
}
}
if(isBug(m->type)) {
vector<monster*> bugtargets;
for(int i=0; i<size(active); i++)
if(!isBullet(active[i]))
if(active[i]->type != m->type)
if(!isPlayer(active[i]) || !invismove)
if(!active[i]->dead)
bugtargets.push_back(active[i]);
closerTo = m->pat * C0;
sort(bugtargets.begin(), bugtargets.end(), closer);
for(int i=0; i<size(bugtargets); i++)
if(m->trackroute(bugtargets[i]->pat, step)) {
goal = bugtargets[i]->pat;
direct = true;
break;
}
}
else if(m->type == moWolf) {
cell *cnext = c;
for(int i=0; i<c->type; i++) {
cell *c2 = c->mov[i];
if(c2 && gmatrix.count(c2) && HEAT(c2) > HEAT(c) && isIcyLand(c2) &&
passable(c2, c, false, false, false))
cnext = c2;
}
goal = gmatrix[cnext];
direct = true;
}
else if(!direct && !invismove) {
for(int i=0; i<players; i++)
if(m->trackroute(pc[i]->pat, step) && (!direct || intval(pc[i]->pat*C0, m->pat*C0) < intval(goal*C0,m->pat*C0))) {
goal = pc[i]->pat;
direct = true;
// m->trackrouteView(pc->pat, step);
}
}
if(!direct) while(true) {
if(m->trackroute(gmatrix[c], step))
goal = gmatrix[c];
cell *cnext = c;
for(int i=0; i<c->type; i++) {
cell *c2 = c->mov[i];
if(c2 && gmatrix.count(c2) && c2->pathdist < c->pathdist &&
passable_for(m->type, c2, c, false))
cnext = c2;
}
if(cnext == c) break;
c = cnext;
}
if(m->type == moHedge) {
hyperpoint h = inverse(m->pat) * goal * C0;
if(h[1] < 0)
nat = nat * spin(M_PI * delta / 3000);
else
nat = nat * spin(M_PI * -delta / 3000);
m->rebasePat(nat);
// at most 45 degrees
if(h[0] < fabsl(h[1])) return;
}
else {
nat = nat * rspintox(inverse(m->pat) * goal * C0);
}
}
//if(c->land == laWhirlpool && (m->type == moShark || m->type == moCShark || m->type == moPirate))
// oceanCurrents(nat, m, delta);
if(items[itOrbSpeed])
step /= 2;
nat = nat * xpush(step); // * spintox(wherePC);
if(intval(nat*C0, goal*C0) >= intval(m->pat*C0, goal*C0) && !stunned)
return;
monster* crashintomon = NULL;
for(int j=0; j<size(active); j++) if(active[j]!=m && active[j]->type != moBullet) {
monster* m2 = active[j];
double d = intval(m2->pat*C0, nat*C0);
if(d < 0.1) crashintomon = active[j];
}
for(int i=0; i<players; i++) if(crashintomon == pc[i]) pc[i]->dead = true;
else if(crashintomon && isMimic(crashintomon->type)) {
crashintomon->dead = true;
crashintomon = NULL;
}
else if(crashintomon && (isBug(m->type) || isBug(crashintomon->type)) && m->type != crashintomon->type &&
!isBullet(crashintomon)) {
crashintomon->dead = true;
crashintomon = NULL;
}
if(crashintomon) return;
cell *c2 = m->findbase(nat*C0);
if(isPlayerOn(c2)) {
bool usetongue = false;
if(isSlimeMover(m->type) || m->type == moWaterElemental) usetongue = true;
if(isWatery(c2) && !survivesWater(m->type) && !m->inBoat) usetongue = true;
if(c2->wall == waChasm && !survivesChasm(m->type)) usetongue = true;
if(isFire(c2) && !survivesFire(m->type) && !m->inBoat) usetongue = true;
if(usetongue) {
if(curtime < m->nextshot) return;
// m->nextshot = curtime + 25;
monster* bullet = new monster;
bullet->base = m->base;
bullet->at = m->at;
bullet->type = moTongue;
bullet->parent = m;
bullet->parenttype = m->type;
active.push_back(bullet);
return;
}
}
if(c2 != m->base && (c2->wall == waClosePlate || c2->wall == waOpenPlate))
toggleGates(c2, c2->wall, 3);
if(c2 != m->base && c2->wall == waMineMine && !survivesMine(m->type)) {
explodeMine(c2);
m->dead = true;
}
if(c2 != m->base && cellUnstable(m->base) && m->type != moEagle && m->type != moGhost)
m->base->wall = waChasm;
if(c2 != m->base && m->type == moWitchFire) makeflame(m->base, 10, false);
if(c2 != m->base && m->type == moFireElemental) makeflame(m->base, 20, false);
if(c2 != m->base && m->type == moWaterElemental) placeWater(c2, m->base);
if(c2 != m->base && m->type == moEarthElemental) {
int d = dirfromto(m->base, c2);
if(d >= 0) earthMove(m->base, d);
}
// to do necro
if(c2 != m->base && m->type == moNecromancer && !c2->monst) {
for(int i=0; i<m->base->type; i++) {
cell *c3 = m->base->mov[i];
if(dirfromto(c3, c2) != -1 && c3->wall == waFreshGrave && gmatrix.count(c3)) {
bool monstersNear = false;
for(int i=0; i<size(active); i++) {
if(active[i] != m && intval(active[i]->pat*C0, gmatrix[c3]*C0) < .3)
monstersNear = true;
if(active[i] != m && intval(active[i]->pat*C0, gmatrix[c2]*C0) < .3)
monstersNear = true;
}
if(!monstersNear) {
monster* undead = new monster;
undead->base = c2;
undead->at = Id;
undead->type = moZombie;
undead->parent = m;
undead->parenttype = m->type;
undead->findpat();
active.push_back(undead);
undead = new monster;
undead->base = c3;
undead->at = Id;
undead->type = moGhost;
undead->parent = m;
undead->parenttype = m->type;
undead->findpat();
active.push_back(undead);
c3->wall = waAncientGrave;
addMessage(XLAT("%The1 raises some undead!", m->type));
}
}
}
}
if(m->type == moGreaterShark) {
if(c2->wall == waBoat)
c2->wall = waNone;
if(c2->wall == waFrozenLake)
c2->wall = waLake;
}
if(m->type == moDarkTroll && c2->wall == waCavefloor) {
m->type = moTroll;
}
if(isLeader(m->type)) {
if(c2 != m->base) {
if(c2->wall == waBigStatue && canPushStatueOn(m->base)) {
c2->wall = m->base->wall;
if(cellUnstable(m->base))
m->base->wall = waChasm;
else
m->base->wall = waBigStatue;
}
if(passable_for(m->type, c2, m->base, false) && !isWatery(c2) && m->inBoat) {
if(isWatery(m->base))
m->base->wall = waBoat, m->base->mondir = dirfromto(m->base, c2);
else if(boatStrandable(c2)) c2->wall = waStrandedBoat;
else if(boatStrandable(m->base)) m->base->wall = waStrandedBoat;
m->inBoat = false;
}
}
if(c2->wall == waBoat && !m->inBoat) {
m->inBoat = true; c2->wall = waSea;
m->base = c2;
}
}
if(stunned ? blowable(c2, m->base) : passable_for(m->type, c2, m->base, false))
m->rebasePat(nat);
if(direct) {
if((m->type == moPyroCultist || m->type == moCrystalSage) && curtime >= m->nextshot) {
monster* bullet = new monster;
bullet->base = m->base;
bullet->at = m->at;
bullet->type = moFireball;
bullet->parent = m;
active.push_back(bullet);
if(m->type == moPyroCultist)
m->type = moCultist;
else
m->nextshot = curtime + 100;
}
for(int i=0; i<players; i++)
if((m->type == moAirElemental) && curtime >= m->nextshot && intval(m->pat*C0, pc[i]->pat*C0) < 2) {
monster* bullet = new monster;
bullet->base = m->base;
bullet->at = m->at;
bullet->type = moAirball;
bullet->parent = m;
active.push_back(bullet);
m->nextshot = curtime + 1500;
}
for(int i=0; i<players; i++)
if(m->type == moFlailer && curtime >= m->nextshot &&
intval(m->pat*C0, pc[i]->pat*C0) < 2) {
m->nextshot = curtime + 3500;
monster* bullet = new monster;
bullet->base = m->base;
bullet->at = m->at;
bullet->type = moFlailBullet;
bullet->parent = m;
bullet->vel = 1/400.0;
active.push_back(bullet);
break;
}
}
}
#ifndef MOBILE
void turn(int delta) {
bool b = vid.female;
if(delta > 1000) delta = 1000;
if(delta > 200) { turn(200); delta -= 200; if(!delta) return; }
curtime += delta;
handleInput(delta);
invismove = (curtime >= visibleAt) && markOrb(itOrbInvis);
// detect active monsters
for(map<cell*, transmatrix>::iterator it = gmatrix.begin(); it != gmatrix.end(); it++) {
cell *c = it->first;
pair<mit, mit> p =
monstersAt.equal_range(c);
for(mit it = p.first; it != p.second;) {
mit itplus = it;
itplus++;
active.push_back(it->second);
monstersAt.erase(it);
it = itplus;
}
if(c->monst && !isIvy(c) && !isWorm(c)) {
monster *enemy = new monster;
enemy->at = Id;
enemy->base = c;
enemy->type = c->monst;
enemy->hitpoints = c->hitpoints;
if(c->wall == waBoat && isLeader(c->monst))
enemy->inBoat = true, c->wall = waNone;
c->monst = moNone;
active.push_back(enemy);
}
}
/* printf("size: gmatrix = %ld, active = %ld, monstersAt = %ld, delta = %d\n",
gmatrix.size(), active.size(), monstersAt.size(),
delta); */
bool exists[motypes];
for(int i=0; i<motypes; i++) exists[i] = false;
for(int i=0; i<size(active); i++) {
monster* m = active[i];
m->findpat();
exists[movegroup(m->type)] = true;
}
for(int i=0; i<size(active); i++) {
monster* m = active[i];
switch(m->type) {
case moPlayer:
movePlayer(m, delta);
break;
case moBullet: case moFlailBullet: case moFireball: case moTongue: case moAirball:
moveBullet(m, delta);
break;
default: ;
}
}
for(int i=0; i<size(active); i++) {
monster* m = active[i];
if(isMimic(m->type))
moveMimic(m);
}
for(int t=1; t<motypes; t++) if(exists[t]) {
// build the path data
int pqs = size(pathq);
for(int i=0; i<pqs; i++) {
pathq[i]->pathdist = INFD;
}
pathq.clear();
for(int i=0; i<size(targets); i++) {
targets[i]->pathdist = isPlayerOn(targets[i]) ? 0 : 1;
pathq.push_back(targets[i]);
}
int qb = 0;
for(qb=0; qb < size(pathq); qb++) {
cell *c = pathq[qb];
int d = c->pathdist;
for(int i=0; i<c->type; i++) {
cell *c2 = c->mov[i];
// printf("i=%d cd=%d\n", i, c->mov[i]->cpdist);
if(c2 && c2->pathdist == INFD && gmatrix.count(c2) &&
(passable_for(eMonster(t), c, c2, false) || c->wall == waThumperOn)) {
c2->pathdist = d+1;
pathq.push_back(c2);
}
}
}
// printf("time %d, t=%d, q=%d\n", curtime, t, qb);
// move monsters of this type
for(int i=0; i<size(active); i++)
if(movegroup(active[i]->type) == t)
moveMonster(active[i], delta);
}
bool tick = curtime >= nextmove;
keepLightning = ticks <= lightat + 1000;
cwt.c = pc[0]->base;
bfs(tick); moverefresh();
countLocalTreasure();
pushmonsters();
processheat(delta / 350.0, tick);
markOrb(itOrbSpeed);
if(tick) {
nextmove += 1000;
reduceOrbPowers();
if(!(items[itOrbSpeed] & 1)) {
moveworms();
moveivy();
if(havehex) movehex();
wandering();
livecaves();
dryforest();
if(havewhirlpool) movewhirlpool();
}
}
popmonsters();
gmatrix.clear();
canmove = true;
for(int i=0; i<players; i++) {
if(pc[i]->dead && items[itOrbLife] && !items[itOrbShield]) {
items[itOrbLife]--;
items[itOrbShield] += 3;
items[itOrbGhost] += 3;
orbused[itOrbShield] = true;
}
if(pc[i]->dead && items[itOrbShield]) {
pc[i]->dead = false;
orbused[itOrbShield] = true;
}
if(pc[i]->dead && items[itOrbFlash]) {
pc[i]->dead = false;
pushmonsters();
killMonster(pc[i]->base);
activateFlash();
popmonsters();
}
if(pc[i]->dead && items[itOrbLightning]) {
pc[i]->dead = false;
pushmonsters();
killMonster(pc[i]->base);
activateLightning();
popmonsters();
}
if(pc[i]->dead && !lastdead)
achievement_final(true);
lastdead = pc[i]->dead;
canmove = canmove && !pc[i]->dead;
}
// deactivate all monsters
for(int i=0; i<size(active); i++)
if(active[i]->dead && active[i] != pc[0] && active[i] != pc[1]) {
for(int j=0; j<size(active); j++) if(active[j]->parent == active[i])
active[j]->parent = active[i]->parent;
delete active[i];
}
else active[i]->store();
active.clear();
if(safety) {
safety = false;
activateSafety(pc[0]->base->land);
}
vid.female = b;
}
#endif
void init() {
players = vid.scfg.players;
pc[0] = new monster;
pc[0]->type = moPlayer;
pc[0]->pid = 0;
pc[0]->at = xpush(players == 2 ? -.3:0) * spin(players == 2 ? M_PI : 0) * Id;
pc[0]->base = cwt.c;
pc[0]->inBoat = (firstland == laCaribbean || firstland == laOcean || firstland == laLivefjord);
pc[0]->store();
if(players == 2) {
pc[1] = new monster;
pc[1]->type = moPlayer;
pc[1]->pid = 1;
pc[1]->at = xpush(.3) * Id;
pc[1]->base = cwt.c;
pc[1]->inBoat = (firstland == laCaribbean || firstland == laOcean || firstland == laLivefjord);
pc[1]->store();
}
else pc[1] = NULL;
if(!safety) {
items[itOrbLife] = 3;
addMessage(XLAT("Welcome to the Shoot'em Up mode!"));
// addMessage(XLAT("F/;/Space/Enter/KP5 = fire, WASD/IJKL/Numpad = move"));
}
}
monster *getPlayer() {
return pc[cpid];
}
bool drawMonster(const transmatrix& V, cell *c) {
gmatrix[c] = V;
pair<mit, mit> p =
monstersAt.equal_range(c);
bool b = vid.female;
for(mit it = p.first; it != p.second; it++) {
monster* m = it->second;
m->pat = V * m->at;
if(!outofmap(mouseh))
if(!mousetarget || intval(mouseh, mousetarget->pat*C0) > intval(mouseh, m->pat*C0))
mousetarget = m;
if(m->inBoat) {
if(m->type == moPlayer && items[itOrbWater]) {
queuepoly(m->pat, shBoatOuter, watercolor(0));
queuepoly(m->pat, shBoatInner, 0x0060C0FF);
}
else {
queuepoly(m->pat, shBoatOuter, 0xC06000FF);
queuepoly(m->pat, shBoatInner, 0x804000FF);
}
}
if(doHighlight())
poly_outline =
isBullet(m) ? 0x00FFFFFF :
(isFriendly(m->type) || m->type == moPlayer) ? 0x00FF00FF : 0xFF0000FF;
switch(m->type) {
case moPlayer:
drawPlayerEffects(m->pat, c);
cpid = m->pid; if(players == 2) vid.female = cpid;
if(mapeditor::drawplayer) drawMonsterType(moPlayer, c, m->pat, 0xFFFFFFC0);
vid.female = b;
break;
case moBullet: {
int col;
if(m->parenttype == moPlayer)
col = vid.swordcolor;
else
col = (minf[m->parenttype].color << 8) | 0xFF;
queuepoly(m->pat * spin(curtime / 50.0), shKnife, col);
break;
}
case moTongue:
queuepoly(m->pat, shTongue, (minf[m->parenttype].color << 8) | 0xFF);
break;
case moFireball: case moAirball:
queuepoly(m->pat, shPHead, (minf[m->type].color << 8) | 0xFF);
break;
case moFlailBullet:
queuepoly(m->pat * spin(curtime / 50.0), shFlailMissile, (minf[m->type].color << 8) | 0xFF);
break;
default:
int col = minf[m->type].color;
if(m->type == moSlime) {
col = winf[c->wall].color;
col |= (col >> 1);
}
bool b = vid.female; cpid = m->pid;
if(players == 2 && isMimic(m->type)) vid.female = cpid;
if(isStunnable(m->type) && m->stunoff > curtime)
c->stuntime = 1 + (m->stunoff - curtime-1)/300;
if(hasHitpoints(m->type))
c->hitpoints = m->hitpoints;
drawMonsterType(m->type, c, m->pat, col);
vid.female = b;
break;
}
}
return false;
}
void clearMemory() {
for(mit it = monstersAt.begin(); it != monstersAt.end(); it++)
delete(it->second);
for(int i=0; i<size(active); i++) delete active[i];
monstersAt.clear();
gmatrix.clear();
curtime = 0;
nextmove = 0;
invisible_at = 0;
}
void initConfig() {
#ifndef MOBILE
vid.scfg.players = 1;
char* t = vid.scfg.keyaction;
t['w'] = 16 + 0;
t['s'] = 16 + 1;
t['a'] = 16 + 2;
t['d'] = 16 + 3;
t[SDLK_KP8] = 16 + 4;
t[SDLK_KP6] = 16 + 5;
t[SDLK_KP2] = 16 + 6;
t[SDLK_KP4] = 16 + 7;
t['f'] = 16 + pcFire;
t['g'] = 16 + pcFace;
t['h'] = 16 + pcFaceFire;
t['r'] = 16 + pcDrop;
t['t'] = 16 + pcOrbPower;
t['y'] = 16 + pcCenter;
t['i'] = 32 + 0;
t['k'] = 32 + 1;
t['j'] = 32 + 2;
t['l'] = 32 + 3;
t[';'] = 32 + 8;
t['\''] = 32 + 9;
t['p'] = 32 + 10;
t['['] = 32 + pcCenter;
t[SDLK_UP] = 48 ;
t[SDLK_RIGHT] = 48 + 1;
t[SDLK_DOWN] = 48 + 2;
t[SDLK_LEFT] = 48 + 3;
t[SDLK_PAGEUP] = 48 + 4;
t[SDLK_PAGEDOWN] = 48 + 5;
t[SDLK_HOME] = 48 + 6;
vid.scfg.joyaction[0][0] = 16 + pcFire;
vid.scfg.joyaction[0][1] = 16 + pcOrbPower;
vid.scfg.joyaction[0][2] = 16 + pcDrop;
vid.scfg.joyaction[0][3] = 16 + pcCenter;
vid.scfg.joyaction[0][4] = 16 + pcFace;
vid.scfg.joyaction[0][5] = 16 + pcFaceFire;
vid.scfg.joyaction[1][0] = 32 + pcFire;
vid.scfg.joyaction[1][1] = 32 + pcOrbPower;
vid.scfg.joyaction[1][2] = 32 + pcDrop;
vid.scfg.joyaction[1][3] = 32 + pcCenter;
vid.scfg.joyaction[1][4] = 32 + pcFace;
vid.scfg.joyaction[1][5] = 32 + pcFaceFire;
vid.scfg.axeaction[0][0] = 4;
vid.scfg.axeaction[0][1] = 5;
vid.scfg.axeaction[0][3] = 2;
vid.scfg.axeaction[0][4] = 3;
vid.scfg.axeaction[1][0] = 8;
vid.scfg.axeaction[1][1] = 9;
// ULRD
vid.scfg.hataction[0][0][0] = 16 + 0;
vid.scfg.hataction[0][0][1] = 16 + 3;
vid.scfg.hataction[0][0][2] = 16 + 1;
vid.scfg.hataction[0][0][3] = 16 + 2;
vid.scfg.hataction[0][1][0] = 16 + 4;
vid.scfg.hataction[0][1][1] = 16 + 7;
vid.scfg.hataction[0][1][2] = 16 + 5;
vid.scfg.hataction[0][1][3] = 16 + 6;
vid.scfg.hataction[1][0][0] = 32 + 0;
vid.scfg.hataction[1][0][1] = 32 + 3;
vid.scfg.hataction[1][0][2] = 32 + 1;
vid.scfg.hataction[1][0][3] = 32 + 2;
vid.scfg.hataction[1][1][0] = 32 + 4;
vid.scfg.hataction[1][1][1] = 32 + 7;
vid.scfg.hataction[1][1][2] = 32 + 5;
vid.scfg.hataction[1][1][3] = 32 + 6;
#endif
}
cell *playerpos(int i) {
return pc[i]->base;
}
bool playerInBoat(int i) {
return pc[i]->inBoat;
}
void saveConfig(FILE *f) {
fprintf(f, "%d %d", VERNUM, vid.scfg.players);
for(int i=0; i<512; i++) fprintf(f, " %d", vid.scfg.keyaction[i]);
for(int i=0; i<8; i++) for(int j=0; j<MAXBUTTON; j++) fprintf(f, " %d", vid.scfg.joyaction[i][j]);
for(int i=0; i<8; i++) for(int j=0; j<MAXAXE; j++) fprintf(f, " %d", vid.scfg.axeaction[i][j]);
for(int i=0; i<8; i++) for(int j=0; j<MAXHAT; j++) for(int k=0; k<4; k++)
fprintf(f, " %d", vid.scfg.hataction[i][j][k]);
fprintf(f, "\n");
}
void scanchar(FILE *f, char& c) {
int i = c;
int err = fscanf(f, "%d", &i);
if(err == 1) c = i;
}
void loadConfig(FILE *f) {
int xvernum;
int err = fscanf(f, "%d %d", &xvernum, &vid.scfg.players);
if(err != 2) return;
for(int i=0; i<512; i++) scanchar(f, vid.scfg.keyaction[i]);
for(int i=0; i<8; i++) for(int j=0; j<MAXBUTTON; j++) scanchar(f, vid.scfg.joyaction[i][j]);
for(int i=0; i<8; i++) for(int j=0; j<MAXAXE; j++) scanchar(f, vid.scfg.axeaction[i][j]);
for(int i=0; i<8; i++) for(int j=0; j<MAXHAT; j++) for(int k=0; k<4; k++)
scanchar(f, vid.scfg.hataction[i][j][k]);
}
int shmupnumkeys;
const char** shmupcmdtable;
char* axeconfigs[24]; int numaxeconfigs;
string listkeys(int id) {
#ifndef MOBILE
string lk = "";
for(int i=0; i<512; i++)
if(vid.scfg.keyaction[i] == id)
lk = lk + " " + SDL_GetKeyName(SDLKey(i));
for(int i=0; i<numsticks; i++) for(int k=0; k<SDL_JoystickNumButtons(sticks[i]) && k<MAXBUTTON; k++)
if(vid.scfg.joyaction[i][k] == id) {
lk = lk + " " + cts('A'+i)+"-B"+its(k);
}
for(int i=0; i<numsticks; i++) for(int k=0; k<SDL_JoystickNumHats(sticks[i]) && k<MAXHAT; k++)
for(int d=0; d<4; d++)
if(vid.scfg.hataction[i][k][d] == id) {
lk = lk + " " + cts('A'+i)+"-"+"URDL"[d];
}
return lk;
#endif
}
void showShmupConfig() {
#ifndef MOBILE
int sc = vid.scfg.subconfig;
if(sc == 1 || sc == 2) {
shmupnumkeys = 14;
shmupcmdtable = shmup::playercmds;
}
else if(sc == 3) {
shmupnumkeys = 7;
shmupcmdtable = shmup::pancmds;
}
else if(sc == 4) {
getcstat = ' ';
numaxeconfigs = 0;
for(int j=0; j<numsticks; j++) {
for(int ax=0; ax<SDL_JoystickNumAxes(sticks[j]) && ax < MAXAXE; ax++) if(numaxeconfigs<24) {
int y = SDL_JoystickGetAxis(sticks[j], ax);
string buf = " ";
while(y > 10000) buf += "+", y -= 10000;
while(y < -10000) buf += "-", y += 10000;
if(y>0) buf += "+";
if(y<0) buf += "-";
axeconfigs[numaxeconfigs] = &(vid.scfg.axeaction[j][ax]);
char aa = *axeconfigs[numaxeconfigs];
string what = XLAT(shmup::axemodes[aa%SHMUPAXES]);
displayStat(numaxeconfigs, XLAT("Joystick %1, axis %2", cts('A'+j), its(ax)) + buf,
what, 'a'+numaxeconfigs);
numaxeconfigs++;
}
}
}
else if(sc == 0) {
int vy = vid.yres/2 - vid.fsize * 6;
displayButton(vid.xres/2, vy,
ifMousing("n", vid.scfg.players == 2 ? "two players" : "one player"), 'n', 8, 2);
displayButton(vid.xres/2, vy+vid.fsize*2,
ifMousing("1", "configure player 1"), '1', 8, 2);
if(vid.scfg.players > 1)
displayButton(vid.xres/2, vy+vid.fsize*3,
ifMousing("2", "configure player 2"), '2', 8, 2);
displayButton(vid.xres/2, vy+vid.fsize*5,
ifMousing("p", "configure panning"), 'p', 8, 2);
if(numsticks > 0)
displayButton(vid.xres/2, vy+vid.fsize*7,
ifMousing("j", "configure joystick axes"), 'j', 8, 2);
displayButton(vid.xres/2, vy+vid.fsize*9,
ifMousing("s",
shmup::on && shmup::players == vid.scfg.players ?
"continue playing"
: "start playing in the shmup mode"), 's', 8, 2);
displayButton(vid.xres/2, vy+vid.fsize*10,
ifMousing("t", "return to the turn-based mode"), 't', 8, 2);
displayButton(vid.xres/2, vy+vid.fsize*11,
ifMousing("c", "save the configuration"), 'c', 8, 2);
}
if(sc >= 1 && sc <= 3) {
getcstat = ' ';
for(int i=0; i<shmupnumkeys; i++)
displayStat(i, XLAT(shmupcmdtable[i]), listkeys(16*sc+i),
vid.scfg.setwhat ? (vid.scfg.setwhat>1 && i == (vid.scfg.setwhat&15) ? '?' : ' ') : 'a'+i);
displayStat(-2,
XLAT(sc == 1 ? "configure player 1" :
sc == 2 ? "configure player 2" :
"configure panning"), "", ' ');
if(vid.scfg.setwhat == 1)
displayStat(16, XLAT("press a key to unassign"), "", ' ');
else if(vid.scfg.setwhat)
displayStat(16, XLAT("press a key for '%1'", XLAT(shmupcmdtable[vid.scfg.setwhat&15])), "", ' ');
else
displayStat(16, XLAT("unassign a key"), "", 'z');
}
#endif
}
void handleConfig(int uni, int sym) {
#ifndef MOBILE
int sc = vid.scfg.subconfig;
if(sc == 0) {
if(uni == '1') vid.scfg.subconfig = 1;
else if(uni == '2') vid.scfg.subconfig = 2;
else if(uni == 'p') vid.scfg.subconfig = 3;
else if(uni == 'j') vid.scfg.subconfig = 4;
else if(uni == 's') {
cmode = emNormal;
if(!shmup::on) restartGame('s');
else if(vid.scfg.players != shmup::players) restartGame();
}
else if(uni == 't') {
cmode = emNormal;
if(shmup::on) restartGame('s');
}
else if(uni == 'c')
::saveConfig();
else if(uni == 'n')
vid.scfg.players = 1 + (vid.scfg.players&1);
}
else if(sc == 4) {
if(sym) {
if(uni >= 'a' && uni < 'a' + numaxeconfigs) {
(*axeconfigs[uni - 'a'])++;
(*axeconfigs[uni - 'a']) %= SHMUPAXES;
}
else
vid.scfg.subconfig = 0;
}
}
else {
if(sym) {
if(vid.scfg.setwhat) {
vid.scfg.keyaction[sym] = vid.scfg.setwhat;
vid.scfg.setwhat = 0;
}
else if(uni >= 'a' && uni < 'a' + shmupnumkeys)
vid.scfg.setwhat = 16*sc+uni - 'a';
else if(uni == 'z')
vid.scfg.setwhat = 1;
else
vid.scfg.subconfig = 0;
}
}
#endif
}
}