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hyperrogue/multigame.cpp

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// Hyperbolic Rogue -- multi-game features
// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
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/** \file multi.cpp
* \brief running several games at once -- used in the Tutorial and Dual Geometry mode
*/
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#include "hyper.h"
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namespace hr {
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#if HDR
/** gamedata structure, for recording the game data in memory temporarily */
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struct gamedata {
/** important parameters should be visible */
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eGeometry geo;
eVariation var;
eLand specland;
bool active;
/** other properties are recorded here */
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vector<char> record;
int index, mode;
void storegame();
void restoregame();
template<class T> void store(T& x) {
int ssize = sizeof(x);
if(ssize & 7) ssize = (ssize | 7) + 1;
if(mode == 0) {
record.resize(index+ssize);
T& at = *(new (&record[index]) T());
at = move(x);
}
else {
T& at = (T&) record[index];
x = move(at);
at.~T();
}
index += ssize;
}
};
#endif
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void gamedata_all(gamedata& gd) {
gd.index = 0;
gd.store(firstland);
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gd.store(currentmap);
gd.store(cwt);
gd.store(allmaps);
gd.store(shmup::on);
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gd.store(chaosmode);
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gd.store(*current_display);
gd.store(cgip);
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gd.store(vid);
gd.store(sightrange_bonus);
gd.store(genrange_bonus);
gd.store(gamerange_bonus);
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gd.store(targets);
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if(GDIM == 3) {
gd.store(radarlines);
gd.store(radarpoints);
}
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if(GOLDBERG) gd.store(gp::param);
callhooks(hooks_gamedata, &gd);
}
void gamedata::storegame() {
geo = geometry;
var = variation;
specland = specialland;
active = game_active;
record.clear();
mode = 0;
gamedata_all(*this);
game_active = false;
}
void gamedata::restoregame() {
geometry = geo;
variation = var;
specialland = specland;
game_active = active;
mode = 1;
gamedata_all(*this);
}
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EX hookset<void(gamedata*)> *hooks_gamedata;
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EX namespace gamestack {
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vector<gamedata> gd;
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EX bool pushed() { return isize(gd); }
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EX void push() {
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gd.emplace_back();
gd.back().storegame();
}
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EX void pop() {
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if(!pushed()) return;
if(game_active) stop_game();
gd.back().restoregame();
gd.pop_back();
}
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EX }
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EX namespace dual {
/** 0 = dualmode off, 1 = in dualmode (no game chosen), 2 = in dualmode (working on one of subgames) */
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EX int state;
/** exactly one side is Euclidean -- it should not be synchronized with the other side */
EX bool one_euclidean;
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EX int currently_loaded;
EX int main_side;
EX bool affect_both;
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gamedata dgd[2];
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EX transmatrix player_orientation[2];
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hyperpoint which_dir;
int remap_direction(int d, int cg) {
if(WDIM == 2 || cg == currently_loaded) return d;
hyperpoint h = sword::dir[0].T * which_dir;
h = hpxy3(h[0]/10, h[1]/10, h[2]/10);
ld b = HUGE_VAL;
for(int i=0; i<S7; i++) {
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hyperpoint checked = tC0(currentmap->relative_matrix(cwt.at->cmove(i)->master, cwt.at->master, C0));
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ld dist = hdist(checked, h);
if(dist < b) { b = dist; d = i; }
}
d = gmod(d - cwt.spin, S7);
return d;
}
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EX transmatrix get_orientation() {
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if(WDIM == 2)
return gpushxto0(tC0(cwtV)) * cwtV;
else if(cwt.at)
return gpushxto0(tC0(ggmatrix(cwt.at))) * ggmatrix(cwt.at) * sword::dir[0].T;
else
return Id;
}
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EX void switch_to(int k) {
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if(k != currently_loaded) {
// gamedata has shmup::on because tutorial needs changing it, but dual should keep it fixed
dynamicval<bool> smon(shmup::on);
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player_orientation[currently_loaded] = get_orientation();
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dgd[currently_loaded].storegame();
currently_loaded = k;
dgd[currently_loaded].restoregame();
}
}
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EX bool movepc(int d, int subdir, bool checkonly) {
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dynamicval<int> dm(dual::state, 2);
int cg = currently_loaded;
bool orbusedbak[ittypes];
for(int i=0; i<ittypes; i++) orbusedbak[i] = orbused[i];
if(d < 0) {
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if(d == -2 && items[itGreenStone] < 2) {
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switch_to(cg);
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glance_message();
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return false;
}
bool ok = true;
for(int k=0; k<2; k++) {
switch_to(k);
ok = ok && movepcto(d, subdir, true);
for(int i=0; i<ittypes; i++) orbused[i] = orbusedbak[i];
}
if(ok && checkonly) {
switch_to(cg);
return true;
}
if(ok) for(int k=0; k<2; k++) {
switch_to(k);
movepcto(d, subdir, false);
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if(k == 0) turncount--;
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}
if(!ok) {
addMessage(XLAT("Impossible."));
}
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switch_to(cg);
return ok;
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}
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which_dir = inverse(sword::dir[0].T) * tC0(currentmap->relative_matrix((cwt+d).cpeek()->master, cwt.at->master, C0));
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bool lms[2][5];
eLastmovetype lmt[2][5];
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for(int k=0; k<2; k++) {
switch_to(k);
for(eForcemovetype fm: { fmMove, fmAttack, fmInstant, fmActivate }) {
forcedmovetype = fm;
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lms[k][fm] = movepcto(fm == fmMove ? remap_direction(d, cg) : 0, subdir, true);
lmt[k][fm] = nextmovetype;
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forcedmovetype = fmSkip;
for(int i=0; i<ittypes; i++) orbused[i] = orbusedbak[i];
}
}
if(lms[0][fmActivate]) {
if(checkonly) { switch_to(cg); return true; }
switch_to(0); forcedmovetype = fmActivate; movepcto(0, subdir, false); forcedmovetype = fmSkip;
if(!lms[1][fmActivate]) return true;
}
if(lms[1][fmActivate]) {
if(checkonly) { switch_to(cg); return true; }
switch_to(1); forcedmovetype = fmActivate; movepcto(0, subdir, false); forcedmovetype = fmSkip;
switch_to(cg);
return true;
}
for(auto fm: {fmMove, fmInstant, fmAttack}) if(lms[0][fm] && lms[1][fm]) {
if(lmt[0][fm] == lmSkip && lmt[1][fm] == lmSkip)
continue;
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if(checkonly) { switch_to(cg); return true; }
int flash = items[itOrbFlash], lgt = items[itOrbLightning];
switch_to(0); forcedmovetype = fm; movepcto(0, subdir, false); forcedmovetype = fmSkip;
if(fm == fmInstant) { items[itOrbFlash] = flash, items[itOrbLightning] = lgt; }
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turncount--;
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switch_to(1); forcedmovetype = fm; movepcto(0, subdir, false); forcedmovetype = fmSkip;
switch_to(cg);
reduceOrbPowers();
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dpgen::check();
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return true;
}
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addMessage(XLAT("Impossible."));
flipplayer = false;
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switch_to(cg);
return false;
}
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EX void in_subscreen(reaction_t what) {
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dynamicval<ld> xmax(current_display->xmax, 0.5 * (currently_loaded+1));
dynamicval<ld> xmin(current_display->xmin, 0.5 * (currently_loaded));
what();
}
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EX bool split(reaction_t what) {
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if(state != 1) return false;
state = 2;
for(int a=0; a<2; a++) {
switch_to(currently_loaded ^ 1);
what();
}
state = 1;
return true;
}
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EX void enable() {
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if(dual::state) return;
stop_game();
eGeometry b = geometry;
eVariation v = variation;
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for(int s=0; s<2; s++) {
// dynamicval<display_data*> pds(current_display, &subscreens::player_displays[s]);
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if(WDIM == 3) {
variation = eVariation::pure;
geometry = s == 0 ? gCubeTiling : gSpace435;
}
else if(shmup::on) {
geometry = b;
variation = v;
// 'do what I mean'
if(euclid)
geometry = s == 0 ? b : (ginf[geometry].vertex == 3 ? gNormal : g45);
else
geometry = s == 0 ? (ginf[geometry].vertex == 3 ? gEuclid : gEuclidSquare) : b;
if(geometry == gEuclid) variation = eVariation::bitruncated;
}
else {
variation = eVariation::pure;
geometry = s == 0 ? gEuclidSquare : gArchimedean;
}
firstland = specialland = laCrossroads4;
if(geometry == gArchimedean)
arcm::current.parse("4,4,4,4,4");
check_cgi();
cgi.require_basics();
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dgd[s].storegame();
}
currently_loaded = 0;
dgd[0].restoregame();
state = 1;
}
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EX void disable() {
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if(!dual::state) return;
stop_game();
state = 0;
}
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#if CAP_COMMANDLINE
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int args() {
using namespace arg;
if(0) ;
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else if(argis("-dual0")) {
PHASEFROM(2);
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enable();
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switch_to(0);
}
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else if(argis("-dual1")) {
PHASEFROM(2);
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enable();
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switch_to(1);
}
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else if(argis("-dualoff")) {
PHASEFROM(2);
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disable();
}
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else return 1;
return 0;
}
auto hook = addHook(hooks_args, 100, args);
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#endif
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vector<int> landsides;
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EX bool check_side(eLand l) {
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return landsides[l] == currently_loaded || landsides[l] == 2;
}
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EX void assign_landsides() {
switch_to(!currently_loaded);
one_euclidean = euclid;
switch_to(!currently_loaded);
one_euclidean ^= euclid;
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landsides.resize(landtypes);
int which_hyperbolic = -1;
if(ginf[dgd[0].geo].cclass == gcHyperbolic && ginf[dgd[1].geo].cclass != gcHyperbolic)
which_hyperbolic = 0;
else if(ginf[dgd[1].geo].cclass == gcHyperbolic && ginf[dgd[0].geo].cclass != gcHyperbolic)
which_hyperbolic = 1;
int nxt = 0;
for(int i=0; i<landtypes; i++) {
eLand l = eLand(i);
auto& v = landsides[i];
land_validity_t lv[2];
for(int s=0; s<2; s++) {
switch_to(s);
lv[s] = land_validity(l);
}
if(!(lv[0].flags & lv::appears_in_full) && !(lv[1].flags & lv::appears_in_full)) {
v = -1;
continue;
}
else if(isCrossroads(l))
v = -1; /* simply boring */
else if(isGravityLand(l))
v = -1; /* too confusing */
else if(among(l, laTortoise))
v = -1; /* does not work in hyperbolic geos available, and better not do it in Euclidean ones either */
else if(among(l, laHaunted))
v = -1; /* graveyard prefers Euclidean, while Haunted prefers hyperbolic */
else if(l == laPower)
v = which_hyperbolic;
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else if(l == dgd[0].specland && l == dgd[1].specland)
v = 2;
else if(l == dgd[0].specland)
v = 0;
else if(l == dgd[1].specland)
v = 1;
else if(isElemental(l))
v = 1;
else if(!(lv[0].flags & lv::appears_in_full))
v = 1;
else if(!(lv[1].flags & lv::appears_in_full))
v = 0;
else if(lv[0].quality_level > lv[1].quality_level)
v = 0;
else if(lv[1].quality_level > lv[0].quality_level)
v = 1;
else if(isEquidLand(l) && which_hyperbolic >= 0)
v = which_hyperbolic;
else if(among(l, laHunting, laMotion, laCaves, laAlchemist) && which_hyperbolic >= 0)
v = which_hyperbolic;
else if(among(l, laMirrorOld, laIce, laJungle, laDesert, laDryForest, laStorms) && which_hyperbolic >= 0)
v = 1 - which_hyperbolic;
else if(which_hyperbolic >= 0)
v = which_hyperbolic;
else {
println(hlog, "equivalent");
v = nxt, nxt = 1 - nxt;
}
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// println(hlog, dnameof(l), ": ", lv[0].msg, " vs ", lv[1].msg, " verdict = ", v);
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}
}
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EX void add_choice() {
if(!state) return;
dialog::addSelItem(XLAT("subgame affected"),
XLAT(affect_both ? "both" : main_side == 0 ? "left" : "right"), '`');
dialog::add_action([] () {
affect_both = !affect_both;
if(!affect_both) {
main_side = !main_side;
switch_to(main_side);
}
});
}
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EX void split_or_do(reaction_t what) {
if(split(what)) return;
else what();
}
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EX bool may_split(reaction_t what) {
if(state == 1 && affect_both) {
split(what);
return true;
}
return false;
}
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EX void may_split_or_do(reaction_t what) {
if(state == 1 && affect_both) {
split(what);
}
else what();
}
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}
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#if HDR
inline reaction_t mayboth(reaction_t what) { return [=] { may_split_or_do(what); }; }
#endif
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}