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bringris:: moved game-related values to gamedata struct
This commit is contained in:
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d2166aef08
commit
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@ -95,7 +95,6 @@ int lti;
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int bgeom = 0;
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int max_piece;
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int default_max_piece;
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bool rotate_allowed = false;
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@ -118,9 +117,6 @@ vector<cell*> out_level;
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map<cell*, int> center_distance;
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bool pro_game;
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int well_size = 10;
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int camera = 3;
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int facing_mod = 0;
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@ -134,14 +130,21 @@ cellwalker at;
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int move_started;
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int move_at;
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int completed;
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int bricks, cubes;
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ld score;
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bool paused;
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bool explore;
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struct gamedata {
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string bgeom_name;
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string timerstart, timerend;
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int max_piece;
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bool pro_game;
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ld score;
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int bricks, completed, cubes, well_size, levelsize, seconds;
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vector<string> lmap;
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};
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gamedata cur;
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enum eState {
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tsPreGame, tsFalling, tsBetween, tsCollect, tsGameover
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};
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@ -325,7 +328,7 @@ vector<bgeometry> bgeoms = {
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set_geometry(gProduct);
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default_max_piece = 5;
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rotate_allowed = false;
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well_size = 6;
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cur.well_size = 6;
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}},
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{"orbifold", "one fifth of the giant", HYPERBOLIC | NONORIENTABLE | ORBIFOLD, [] {
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@ -370,9 +373,9 @@ void create_game();
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void enable_bgeom() {
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stop_game_and_switch_mode(rg::nothing);
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well_size = 10;
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cur.well_size = 10;
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bgeoms[bgeom].create();
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max_piece = default_max_piece;
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cur.max_piece = default_max_piece;
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start_game();
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create_game();
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state = tsPreGame;
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@ -612,7 +615,7 @@ void generate_shapes_rec(vector<cellwalker>& sofar, code_t& code, int cnt) {
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}
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void generate_shapes(int cnt) {
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vector<cellwalker> cws = { get_at(get_center(), -well_size - 1) };
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vector<cellwalker> cws = { get_at(get_center(), -cur.well_size - 1) };
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code_t co = {};
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generate_shapes_rec(cws, co, cnt);
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}
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@ -648,7 +651,7 @@ color_t hipso[] = {
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color_t get_hipso(ld y) {
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y += 12;
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if(well_size <= 5) y *= 2;
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if(cur.well_size <= 5) y *= 2;
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return hipso[gmod(y, 13)];
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}
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@ -711,8 +714,8 @@ bool check_bshift(cellwalker c0, cellwalker c1) {
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}
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ld current_move_time_limit() {
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// return 50000 * pow(.9, completed) + 10000. / (1 + completed);
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return 3500 * pow(.995, completed * isize(level));
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// return 50000 * pow(.9, cur.completed) + 10000. / (1 + cur.completed);
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return 3500 * pow(.995, cur.completed * isize(level));
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}
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int turn_animation = 500;
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@ -748,7 +751,7 @@ void new_piece() {
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if(well_center && true) {
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again:
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if(get_where(at.at).first != well_center) {
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at.at = get_at(get_where(at.at).first, -well_size - 1);
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at.at = get_at(get_where(at.at).first, -cur.well_size - 1);
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int d = center_distance[get_where(at.at).first];
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for(int i=0; i<4; i++) {
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auto mov = get_where(shift_block_target(i)).first;
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@ -761,14 +764,14 @@ void new_piece() {
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}
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while(at.spin) rotate_block(1, true);
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}
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at.at = get_at(get_where(at.at).first, -well_size - 1);
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at.at = get_at(get_where(at.at).first, -cur.well_size - 1);
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shape_id = next_shape_id;
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next_shape_id = choose_piece();
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if(shape_conflict(at)) {
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playSound(cwt.at, "die-bomberbird");
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state = tsGameover;
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if(pro_game && max_piece == default_max_piece)
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rv_leaderboard(bgeoms[bgeom].name, score);
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if(cur.pro_game && cur.max_piece == default_max_piece)
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rv_leaderboard(bgeoms[bgeom].name, cur.score);
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save();
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}
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else {
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@ -785,7 +788,7 @@ void find_lines() {
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by_level.clear();
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// println(hlog, "Removing levels");
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for(int z=1; z<=well_size; z++) {
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for(int z=1; z<=cur.well_size; z++) {
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int ct = 0;
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for(auto lev: level) {
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cell *c = get_at(lev, -z);
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@ -798,7 +801,7 @@ void find_lines() {
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int points = 0;
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if(true) {
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for(int z=1; z<=well_size; z++) if(by_level[z-1] >= isize(level)) {
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for(int z=1; z<=cur.well_size; z++) if(by_level[z-1] >= isize(level)) {
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points++;
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for(auto lev: level) {
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cell *c = get_at(lev, -z);
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@ -808,7 +811,7 @@ void find_lines() {
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}
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else {
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// int lines_found = 0;
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for(int z=1; z<=well_size; z++) {
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for(int z=1; z<=cur.well_size; z++) {
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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;
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@ -835,17 +838,17 @@ void find_lines() {
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if(!to_disappear.empty()) {
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move_at = ticks + collect_animation;
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state = tsCollect;
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score += 100000. * points * (points+1.) / current_move_time_limit();
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completed += points;
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cur.score += 100000. * points * (points+1.) / current_move_time_limit();
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cur.completed += points;
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playSound(cwt.at, points == 1 ? "pickup-gold" : "orb-mind");
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if(points == 4 && pro_game && max_piece == 4 && default_max_piece == 4) rv_achievement("BRINGRISFOUR");
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if(points == 4 && cur.pro_game && cur.max_piece == 4 && default_max_piece == 4) rv_achievement("BRINGRISFOUR");
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}
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}
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void disappear_lines() {
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for(auto lev: level) {
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int nz = 1;
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for(int z=1; z<=well_size; z++) {
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for(int z=1; z<=cur.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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@ -872,11 +875,11 @@ void state_loop() {
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void fallen() {
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draw_shape();
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bricks++;
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cubes += isize(piecelist[shape_id].code)+1;
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cur.bricks++;
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cur.cubes += isize(piecelist[shape_id].code)+1;
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state = tsBetween;
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playSound(cwt.at, "closegate");
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score += 200000. / (current_move_time_limit() * 3 + ticks - move_started);
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cur.score += 200000. / (current_move_time_limit() * 3 + ticks - move_started);
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}
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void drop() {
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@ -1141,7 +1144,7 @@ void draw_holes(int zlev) {
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if(d) remove_shape();
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for(auto lev: level) {
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bool covered = false;
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for(int z=well_size; z>=1; z--) {
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for(int z=cur.well_size; z>=1; z--) {
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cell *c1 = get_at(lev, -z);
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if(c1->wall) covered = true;
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else if(covered) {
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@ -1214,7 +1217,7 @@ renderbuffer *next_buffer;
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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);
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if(state != tsFalling) steps = camera_level - (cur.well_size + 1);
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#if CAP_VR
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if(!explore) {
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@ -1254,7 +1257,7 @@ void draw_screen(int xstart, bool show_next) {
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ld lv = -cgi.plevel * steps;
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shift_view(ztangent(lv));
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rotate_view(cspin(1, 2, cur_ang));
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shift_view(ztangent(cgi.plevel * (2 + max_piece)));
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shift_view(ztangent(cgi.plevel * (2 + cur.max_piece)));
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centerover = ncenter;
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anims::moved();
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}
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@ -1277,7 +1280,7 @@ void draw_screen(int xstart, bool show_next) {
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if(state == tsCollect && ticks >= move_at)
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disappear_lines();
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if(ticks >= move_at && state == tsFalling && pro_game) {
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if(ticks >= move_at && state == tsFalling && cur.pro_game) {
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auto_drop();
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}
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@ -1310,10 +1313,10 @@ void geometry_menu() {
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}
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}
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dialog::addBreak(100);
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dialog::addSelItem("max piece", its(max_piece), 'M');
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dialog::addSelItem("max piece", its(cur.max_piece), 'M');
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dialog::add_action([] {
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max_piece++;
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if(max_piece == 6) max_piece = 2;
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cur.max_piece++;
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if(cur.max_piece == 6) cur.max_piece = 2;
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create_game();
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state = tsPreGame;
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});
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@ -1604,11 +1607,11 @@ void run() {
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displaystr(xstart + vid.fsize, vid.yres - vid.fsize * 1, 0, vid.fsize, its(isize(level)), winf[waBarrier].color, 0);
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if(state != tsPreGame) {
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displaystr(xstart + vid.fsize, vid.yres - vid.fsize * 16, 0, vid.fsize, "LEVELS " + its(completed), winf[waBarrier].color, 0);
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displaystr(xstart + vid.fsize, vid.yres - vid.fsize * 15, 0, vid.fsize, "BRICKS " + its(bricks), winf[waBarrier].color, 0);
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displaystr(xstart + vid.fsize, vid.yres - vid.fsize * 14, 0, vid.fsize, "CUBES " + its(cubes), winf[waBarrier].color, 0);
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if(pro_game)
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displaystr(xstart + vid.fsize, vid.yres - vid.fsize * 13, 0, vid.fsize, "SCORE " + fts(int(score)), winf[waBarrier].color, 0);
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displaystr(xstart + vid.fsize, vid.yres - vid.fsize * 16, 0, vid.fsize, "LEVELS " + its(cur.completed), winf[waBarrier].color, 0);
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displaystr(xstart + vid.fsize, vid.yres - vid.fsize * 15, 0, vid.fsize, "BRICKS " + its(cur.bricks), winf[waBarrier].color, 0);
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displaystr(xstart + vid.fsize, vid.yres - vid.fsize * 14, 0, vid.fsize, "CUBES " + its(cur.cubes), winf[waBarrier].color, 0);
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if(cur.pro_game)
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displaystr(xstart + vid.fsize, vid.yres - vid.fsize * 13, 0, vid.fsize, "SCORE " + fts(int(cur.score)), winf[waBarrier].color, 0);
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}
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if(show_next) {
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@ -1743,16 +1746,16 @@ void run() {
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{"😀","😎","👽","🤖","😺","🎩","🎓","👑","💍","🐯","🦁","🐮","🐷","🐽","🐸","🐙","🐵","🐦","🐧","🐔","🐒","🙉","🙈","🐣","🐥","🐺","🐗","🐴","🦄","🐝","🐛","🐢","🦀","🦂","🕷","🐜","🐞","🐌","🐠","🐟","🐡","🐬","🐋","🐊","🐆","🐘","🐫","🐪","🐄","🐂","🐃","🐏","🐑","🐀","🐁","🐓","🦃","🐉","🐾","🐿","🐇","🐈","🐩","🐕","🐲","🌵","🍁","🌻","🌎","⭐️","⚡️","🔥","❄️","☔️","☂️","💧","🍏","🍎","🍐","🍋","🍌","🍉","🍇","🌶","🍅","🍍","🍑","🍈","🍓","🌽","🍠","🍯","🍞","🍗","🧀","🍖","🍤","🌯","🌮","🍝","🍕","🌭","🍟","🍔","⚽️","🎱","🏆","🎪","🎲","🎳","🚗","🚕","🚙","🏎","⛺️","⛩","🕹","💾","☎️","⏱","🔦","💡","💰","💎","🔨","💣","🔑","❤️","🔔"};
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string out;
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if(pro_game) {
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out = "Got " + its(score) + " points for completing " + its(completed) + " levels in #Bringris!";
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if(cur.pro_game) {
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out = "Got " + its(cur.score) + " points for completing " + its(cur.completed) + " levels in #Bringris!";
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}
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else if(completed) {
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out = "Used " + its(bricks) + " blocks to complete " + its(completed) + " levels in #Bringris!";
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else if(cur.completed) {
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out = "Used " + its(cur.bricks) + " blocks to complete " + its(cur.completed) + " levels in #Bringris!";
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}
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else {
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out = "Dropped " + its(bricks) + " blocks in #Bringris!";
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out = "Dropped " + its(cur.bricks) + " blocks in #Bringris!";
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}
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if(bgeom || max_piece != 4) out += " (" + bgeoms[bgeom].name + "/" + its(max_piece) + ")";
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if(bgeom || cur.max_piece != 4) out += " (" + bgeoms[bgeom].name + "/" + its(cur.max_piece) + ")";
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unsigned hash = time(NULL) / 600;
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for(char c: out) hash = 171 * hash + c;
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std::mt19937 invr;
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@ -1780,7 +1783,7 @@ void run() {
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start_new_game();
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paused = false;
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explore = false;
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pro_game = false;
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cur.pro_game = false;
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playSound(cwt.at, "elementalgem");
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}
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if(in_menu && sym == 's') {
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@ -1790,7 +1793,7 @@ void run() {
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start_new_game();
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paused = false;
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explore = false;
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pro_game = true;
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cur.pro_game = true;
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playSound(cwt.at, "elementalgem");
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}
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#if CAP_SHOT
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@ -1900,7 +1903,7 @@ void start_new_game() {
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c->landparam = (get_hipso(z) & 0xFCFCFC) >> 2;
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}
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at = get_at(get_center(), -well_size - 1);
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at = get_at(get_center(), -cur.well_size - 1);
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next_shape_id = choose_piece();
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state = tsBetween;
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@ -1910,10 +1913,10 @@ void start_new_game() {
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// reset_view();
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completed = 0;
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bricks = 0;
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cubes = 0;
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score = 0;
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cur.completed = 0;
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cur.bricks = 0;
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cur.cubes = 0;
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cur.score = 0;
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}
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void get_level() {
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@ -2010,12 +2013,12 @@ void create_game() {
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piecelist.clear();
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piecelist.reserve(2000);
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seen_blocks.clear();
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for(int ps=1; ps<=max_piece; ps++)
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for(int ps=1; ps<=cur.max_piece; ps++)
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generate_shapes(ps);
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list_all();
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// println(hlog, "level size = ", isize(level));
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camera_level = well_size + max_piece + camera;
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camera_level = cur.well_size + cur.max_piece + camera;
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playermoved = false;
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ray::max_iter_current() = solnil ? 600 : 200;
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@ -2145,29 +2148,45 @@ auto hook1=
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});
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#endif
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void save() {
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#if CAP_SAVE
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fhstream f("bringris.save", "at");
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println(f, "Bringris ", BRINGRIS_VER);
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println(f, bgeoms[bgeom].name);
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vector<gamedata> allsaves;
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void fill_gamedata() {
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cur.bgeom_name = bgeoms[bgeom].name;
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time_t timer;
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timer = time(NULL);
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char sbuf[128]; strftime(sbuf, 128, "%c", localtime(&timerstart));
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char buf[128]; strftime(buf, 128, "%c", localtime(&timer));
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println(f, sbuf);
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println(f, buf);
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println(f, max_piece, " ", pro_game ? score : -1, " ", bricks, " ", completed, " ", cubes, " ", well_size, " ", isize(level), " ", int(timer - timerstart));
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for(int z=0; z<=well_size; z++) {
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char buf[128];
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strftime(buf, 128, "%c", localtime(&timerstart)); cur.timerstart = buf;
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strftime(buf, 128, "%c", localtime(&timer)); cur.timerend = buf;
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cur.levelsize = isize(level);
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cur.seconds = int(timer - timerstart);
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cur.lmap.clear();
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for(int z=0; z<=cur.well_size; z++) {
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string s;
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for(auto lev: level) {
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cell *c = get_at(lev, -z);
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s += (c->wall ? '#' : '.');
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}
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println(f, s);
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cur.lmap.push_back(s);
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}
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}
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void save(const gamedata& sd) {
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#if CAP_SAVE
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fhstream f("bringris.save", "at");
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println(f, "Bringris ", BRINGRIS_VER);
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println(f, sd.bgeom_name);
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println(f, sd.timerstart);
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println(f, sd.timerend);
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println(f, sd.max_piece, " ", sd.pro_game ? sd.score : -1, " ", sd.bricks, " ", sd.completed, " ", sd.cubes, " ", sd.well_size, " ", sd.levelsize, " ", sd.seconds);
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||||
for(auto& s: sd.lmap) println(f, s.c_str());
|
||||
#endif
|
||||
}
|
||||
|
||||
void save() {
|
||||
fill_gamedata();
|
||||
save(cur);
|
||||
}
|
||||
|
||||
void load() {
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user