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mirror of https://github.com/zenorogue/hyperrogue.git synced 2024-11-17 18:54:48 +00:00

first version of crossbow

This commit is contained in:
Zeno Rogue 2023-10-26 12:26:13 +02:00
parent f8fb7d5950
commit e6a4d987bb
5 changed files with 251 additions and 1 deletions

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@ -1729,6 +1729,8 @@ MONSTER('d', 0x901020, "Angry Die", moAngryDie, ZERO, RESERVED, moAnimatedDie,
"You have made a die unhappy. Taste the revenge! This one won't forgive you, no matter what you do."
)
ITEM('}', 0xFFFF80, "Crossbow", itCrossbow, IC_NAI, ZERO, RESERVED, osNone, "Your crossbow.")
//shmupspecials
MONSTER( '@', 0xC0C0C0, "Rogue", moPlayer, CF_FACE_UP | CF_PLAYER, RESERVED, moNone, "In the Shoot'em Up mode, you are armed with thrown Knives.")
MONSTER( '*', 0xC0C0C0, "Knife", moBullet, ZERO | CF_BULLET, RESERVED, moNone, "A simple, but effective, missile, used by rogues.")

194
crossbow.cpp Normal file
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@ -0,0 +1,194 @@
// 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 };
enum eCrossbowStyle { cbBull, cbGeodesic };
#endif
EX eWeapon weapon;
EX eCrossbowStyle style;
EX bool bump_to_shoot = true;
EX bool crossbow_mode() { return weapon == wCrossbow; }
#if HDR
struct bowpoint {
int total;
movei last, next, lastun;
cell *con;
bowpoint() : last(nullptr), next(nullptr), lastun(nullptr) { total = 0; }
};
#endif
EX vector<bowpoint> bowpath;
EX vector<bowpoint> last_bowpath;
EX map<int, cell*> target_at;
EX int loading_time() {
return style == cbBull ? 3 : 4;
}
EX bool blocks(cell *c) {
if(isWall(c) && c->wall != waMirrorWall) return true;
return false;
}
EX int create_path() {
map<cell*, bowpoint> scores;
scores[cwt.at] = bowpoint();
scores[cwt.at].last = movei(cwt.at, STAY);
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; }
bowpoint best;
best.total = -1;
forCellIdEx(c1, i, c) if(c1->cpdist < c->cpdist && scores.count(c1)) {
auto last = scores[c1];
int ntotal = last.total;
auto cw2 = cellwalker(c, i);
if(inmirror(c)) cw2 = mirror::reflect(cw2);
if(blocks(cw2.peek())) continue;
if(cw2.at->monst) { ntotal += 10000; ntotal += 1280 >> c->cpdist; }
ntotal += 2;
if(c->cpdist > 1) {
int d = abs(szgmod(last.lastun.d - c->c.spin(i), c1->type));
if(d != c1->type / 2) {
if(style == cbGeodesic) ntotal--;
if(style == cbBull) continue;
}
}
if(ntotal > best.total) { best.total = ntotal; best.lastun = movei(c, i); best.last = movei(cw2.at, cw2.spin); best.con = c1; best.next = movei(cw2.at, STAY); }
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;
}
bowpath.clear();
if(best_score == -1) return best_score;
while(best_score_at != cwt.at) {
bowpath.push_back(scores[best_score_at]); best_score_at = bowpath.back().con; scores[best_score_at].next = bowpath.back().last.rev();
}
bowpath.push_back(scores[best_score_at]);
reverse(bowpath.begin(), bowpath.end());
return best_score;
}
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(items[itCrossbow]) { addMessage(XLAT("You need more time to reload your crossbow!")); return; }
if(!fire_mode) {
addMessage(XLAT("Double-click tile to fire."));
fire_mode = true;
last_bowpath = {};
targets = {};
}
else if(fire_mode) {
addMessage(XLAT("Firing cancelled."));
fire_mode = false;
last_bowpath = {};
}
}
EX void add_fire(cell *c) {
bool emp = target_at.empty();
auto& t = target_at[c->cpdist];
if(t == c) {
println(hlog, "done");
bow::last_bowpath.clear();
checked_move_issue = miVALID;
pcmove pcm;
pcm.checkonly = false;
changes.init(false);
bool b = pcm.try_shooting(false);
println(hlog, "b = ", b);
if(!b) changes.rollback();
fire_mode = false;
}
else {
t = c;
int res = create_path();
if(res == -1) {
if(!emp) {
target_at = {};
add_fire(c);
}
else addMessage(XLAT("No way to hit this place."));
}
bow::last_bowpath = bow::bowpath;
}
}
EX void shoot() {
flagtype attackflags = AF_NORMAL;
if(items[itOrbSpeed]&1) attackflags |= AF_FAST;
if(items[itOrbSlaying]) attackflags |= AF_CRUSH;
if(items[itCurseWeakness]) attackflags |= AF_WEAK;
for(auto& m: bowpath) {
cell *c = m.next.s;
if(!c) continue;
changes.ccell(c);
if(c->monst) attackMonster(c, attackflags | AF_MSG, moPlayer);
}
last_bowpath = bowpath;
}
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);
}
else dialog::addBreak(200);
dialog::addBack();
dialog::display();
}
EX }
}

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@ -126,6 +126,7 @@
#include "inforder.cpp"
#include "vr.cpp"
#include "intra.cpp"
#include "crossbow.cpp"
#if CAP_ROGUEVIZ
#include "rogueviz/rogueviz-all.cpp"

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@ -216,6 +216,7 @@ EX void reduceOrbPowers() {
whirlwind::calcdirs(cwt.at);
items[itStrongWind] = !items[itOrbAether] && whirlwind::qdirs == 1;
items[itWarning] = 0;
if(items[itCrossbow]) items[itCrossbow]--;
}
eWall orig_wall;

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@ -219,6 +219,7 @@ struct pcmove {
void tell_why_cannot_attack();
void tell_why_impassable();
void handle_friendly_ivy();
bool try_shooting(bool auto_target);
movei mi, mip;
pcmove() : mi(nullptr, nullptr, 0), mip(nullptr, nullptr, 0) {}
@ -241,6 +242,46 @@ EX bool movepcto(int d, int subdir IS(1), bool checkonly IS(false)) {
return b;
}
bool pcmove::try_shooting(bool auto_target) {
if(auto_target) {
auto b = bow::auto_path();
if(!b) {
if(!isWall(cwt.peek())) {
changes.rollback();
if(!checkonly) addMessage(XLAT("Cannot hit anything by shooting this direction!"));
}
return false;
}
}
items[itCrossbow] = bow::loading_time();
bow::shoot();
if(items[itOrbGravity]) {
gravity_state = get_static_gravity(cwt.at);
if(gravity_state) markOrb(itOrbGravity);
}
lastmovetype = lmAttack; lastmove = NULL;
if(checkNeedMove(checkonly, false))
return false;
swordAttackStatic();
nextmovetype = lmAttack;
mi = movei(cwt.at, STAY);
if(last_gravity_state && !gravity_state)
playerMoveEffects(mi);
if(monstersnear_add_pmi(mi)) {
if(vmsg(miTHREAT)) wouldkill("%The1 would catch you!");
return false;
}
if(checkonly) return true;
if(changes.on) changes.commit();
if(cellUnstable(cwt.at) && !markOrb(itOrbAether))
doesFallSound(cwt.at);
return after_move();
}
bool pcmove::movepcto() {
reset_spill();
if(dual::state == 1) return dual::movepc(d, subdir, checkonly);
@ -281,10 +322,19 @@ bool pcmove::movepcto() {
fmsActivate = forcedmovetype == fmSkip || forcedmovetype == fmActivate;
changes.init(checkonly);
changes.value_keep(bow::last_bowpath);
bow::last_bowpath.clear();
bool b = (d >= 0) ? actual_move() : stay();
if(checkonly || !b) {
changes.rollback();
if(!checkonly) flipplayer = false;
if(!b && items[itCrossbow] == 0 && bow::crossbow_mode() && !bow::fire_mode) {
changes.init(checkonly);
changes.value_keep(bow::last_bowpath);
b = try_shooting(true);
if(checkonly || !b) changes.rollback();
}
}
else if(changes.on) {
println(hlog, "error: not commited!");
@ -803,6 +853,8 @@ void pcmove::tell_why_cannot_attack() {
addMessage(XLAT("You cannot attack your own mount!"));
else if(checkOrb(c2->monst, itOrbShield))
addMessage(XLAT("A magical shield protects %the1!", c2->monst));
else if(bow::crossbow_mode() && items[itCrossbow])
addMessage(XLAT("Your crossbow is still reloading!"));
else
addMessage(XLAT("For some reason... cannot attack!"));
}
@ -999,7 +1051,7 @@ bool pcmove::attack() {
if(items[itOrbSlaying]) attackflags |= AF_CRUSH;
if(items[itCurseWeakness]) attackflags |= AF_WEAK;
bool ca =canAttack(cwt.at, moPlayer, c2, c2->monst, attackflags);
bool ca = bow::crossbow_mode() ? false : canAttack(cwt.at, moPlayer, c2, c2->monst, attackflags);
if(!ca) {
if(forcedmovetype == fmAttack) {