// Hyperbolic Rogue - environment // Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details /** \file environment.cpp * \brief game environment: routines related to the game that affect all the map. Monsters to move are detected here, but their moves are implemented in monstermove.cpp */ #include "hyper.h" namespace hr { #if HDR #define HF_BUG Flag(0) #define HF_EARTH Flag(1) #define HF_BIRD Flag(2) #define HF_LEADER Flag(3) #define HF_HEX Flag(4) #define HF_WHIRLPOOL Flag(5) #define HF_WATER Flag(6) #define HF_AIR Flag(7) #define HF_MUTANT Flag(8) #define HF_OUTLAW Flag(9) #define HF_WHIRLWIND Flag(10) #define HF_ROSE Flag(11) #define HF_DRAGON Flag(12) #define HF_KRAKEN Flag(13) #define HF_SHARK Flag(14) #define HF_BATS Flag(15) #define HF_REPTILE Flag(16) #define HF_EAGLES Flag(17) #define HF_SLOW Flag(18) #define HF_FAST Flag(19) #define HF_WARP Flag(20) #define HF_MOUSE Flag(21) #define HF_RIVER Flag(22) #define HF_MIRROR Flag(23) #define HF_VOID Flag(24) #define HF_HUNTER Flag(25) #define HF_FAILED_AMBUSH Flag(26) #define HF_MAGNET Flag(27) #define HF_HEXD Flag(28) #define HF_ALT Flag(29) #define HF_MONK Flag(30) #define HF_WESTWALL Flag(31) #define HF_JUMP Flag(32) #define HF_DICE Flag(33) #endif EX flagtype havewhat, hadwhat; /** monsters of specific types to move */ EX vector worms, ivies, ghosts, golems, hexsnakes; /** temporary changes during bfs */ vector> tempmonsters; /** The position of the first cell in dcal in distance 7. New wandering monsters can be generated in dcal[first7..]. */ EX int first7; /** the list of all nearby cells, according to cpdist */ EX vector dcal; /** the list of all nearby cells, according to current pathdist */ EX vector pathq; /** the number of big statues -- they increase monster generation */ EX int statuecount; /** the number of slimes in Wetland -- they create ghosts */ EX int wetslime; /** list of monsters to move (pathq restriced to monsters) */ EX vector pathqm; /** which hex snakes are there */ EX set snaketypes; EX int gamerange_bonus = 0; EX int gamerange() { return getDistLimit() + gamerange_bonus; } // pathdist begin EX cell *pd_from; EX int pd_range; #if HDR /** The pathdata is used to keep a list of visited cells. It is used as follows: * 1) create pathdata object: pathdata pd(identifier) * 2) use one of the following methods to mark cells as visited: * 2a) onpath_with_dir or onpath_random_dir, to mark a cell together with its distance and the direction we came from (used by computePathdist to make pathfinding not sensitive to direction indexing) * 2b) onpath, to mark a cell at its distance (used when ordering is irrelevant: compute_graphical_distance and in shmup) * 2c) onpatk_mark, to just mark a cell (used in groupmove2) * 3) All the visited cells are listed in pathq, and they have 'pathdist' set to their recorded distance (0 in case of onpath_mark). * 4) When the pathdata object is deleted, all the pathdist values are cleared back to PINFD. * The variable 'pathlock' ensures that we do not use two pathdata objects at once. **/ struct pathdata { void checklock(); ~pathdata(); pathdata(eMonster m, bool include_allies IS(true)); pathdata(int i); }; #endif /** using pathdata, record a cell (together with direction) as visited */ EX void onpath_with_dir(cellwalker cw, int d) { if(!pathlock) { println(hlog, "onpath(", cw, ", ", d, ") without pathlock"); } cw.at->pathdist = d; pathq.push_back(cw); } /** using pathdata, record a cell as visited, with random direction */ EX void onpath_random_dir(cell *c, int d) { onpath_with_dir(cellwalker(c, hrand(c->type), hrand(2)), d); } EX void onpath(cell *c, int d) { onpath_with_dir(cellwalker(c, 0, 0), d); } EX void onpath_mark(cell *c) { onpath_with_dir(cellwalker(c, 0, 0), 0); } EX void clear_pathdata() { for(auto c: pathq) c.at->pathdist = PINFD; pathq.clear(); pathqm.clear(); } /** This ensures that we do not use two pathdata objects at once */ EX int pathlock = 0; /** compute_graphical_distance determines the distance of every cell * from the current FOV center. It uses the pathq structures but * does not lock them */ EX void compute_graphical_distance() { if(pathlock) { printf("path error: compute_graphical_distance\n"); } cell *c1 = centerover ? centerover : pd_from ? pd_from : cwt.at; int sr = get_sightrange_ambush(); if(pd_from == c1 && pd_range == sr) return; clear_pathdata(); pathlock++; pd_from = c1; pd_range = sr; onpath(c1, 0); for(int qb=0; qbpathdist == pd_range) break; if(qb == 0) forCellCM(c1, c) ; forCellEx(c1, c) if(c1->pathdist == PINFD) onpath(c1, c->pathdist + 1); } pathlock--; } const int max_radius = 16; struct visit_set { set visited; queue q; void visit(cell *c) { if(visited.count(c)) return; visited.insert(c); q.push(c); } }; struct princess_ai { array info; void visit_gate(cell *g) { info[0].visit(g); } void run(); }; void princess_ai::run() { int radius = toggle_radius(waOpenPlate); if(pathq.empty()) return; int d = pathq.back().at->pathdist; if(d == PINFD - 1) return; d++; if(d < 5) d = 5; /* the Princess AI avoids plates when too close to the player */ hassert(radius <= max_radius); for(int k=0; k<=radius; k++) while(!info[k].q.empty()) { cell *c = info[k].q.front(); info[k].q.pop(); if(k < radius) forCellEx(c1, c) { info[k+1].visit(c1); if(k == 0 && c1->wall == waClosedGate) info[0].visit(c1); } if(k == radius && c->wall == waOpenPlate && c->pathdist == PINFD) onpath_random_dir(c, d); } } EX void computePathdist(eMonster param, bool include_allies IS(true)) { for(cell *c: targets) if(include_allies || isPlayerOn(c)) onpath_random_dir(c, isPlayerOn(c) ? 0 : 1); int qtarg = isize(targets); int limit = gamerange(); int qb = 0; bool princess = isPrincess(param); princess_ai gd; princess_retry: for(; qb < isize(pathq); qb++) { cellwalker cw = pathq[qb]; /* The opposite cell will be added to the queue first, which helps the AI. */ cw += cw.at->type/2; cell*& c = cw.at; if(c->monst && !isBug(c) && !(isFriendly(c) && !c->stuntime)) { pathqm.push_back(c); continue; // no paths going through monsters } if(isMounted(c) && !isPlayerOn(c)) { // don't treat the Worm you are riding as passable pathqm.push_back(c); continue; } if(c->cpdist > limit && !(c->land == laTrollheim && turncount < c->landparam) && c->wall != waThumperOn) continue; int d = c->pathdist; if(d == PINFD - 1) continue; for(int j=0; jtype; j++) { cellwalker cw1 = cw + j; // printf("i=%d cd=%d\n", i, c->move(i)->cpdist); cell *c2 = cw1.peek(); flagtype f = P_MONSTER; if(param == moTameBomberbird) f |= P_FLYING | P_ISFRIEND; if(isPrincess(param)) f |= P_ISFRIEND | P_USEBOAT | P_CHAIN; if(param == moGolem) f |= P_ISFRIEND; bool pass = c2 && c2->pathdist == PINFD; if(pass && qb < qtarg && !nonAdjacent(c, c2) && !thruVine(c,c2)) pass = passable(c2, NULL, f); else pass = pass && passable(c, c2, f); if(pass) { if(qb >= qtarg) { if(param == moTortoise && nogoSlow(c, c2)) continue; if(param == moIvyRoot && strictlyAgainstGravity(c, c2, false, MF_IVY)) continue; if(param == moWorm && (cellUnstable(c) || cellEdgeUnstable(c) || prairie::no_worms(c))) continue; if(!isFriendly(param) && items[itOrbLava] && c2->cpdist <= 5 && pseudohept(c) && makeflame(c2, 1, true)) continue; } onpath_with_dir(cw1 + wstep, d+1); } else if(c2 && c2->wall == waClosedGate && princess) gd.visit_gate(c2); } } if(princess) { gd.run(); if(qb < isize(pathq)) goto princess_retry; } } pathdata::~pathdata() { pathlock--; clear_pathdata(); } void pathdata::checklock() { if(pd_from) pd_from = NULL, clear_pathdata(); if(pathlock) printf("path error\n"); pathlock++; } pathdata::pathdata(int i) { checklock(); } pathdata::pathdata(eMonster m, bool include_allies IS(true)) { checklock(); if(isize(pathq)) println(hlog, "! we got tiles on pathq: ", isize(pathq)); computePathdist(m, include_allies); } // pathdist end /** additional direction information for BFS algorithms. * It remembers from where we have got to this location * the opposite cell will be added to the queue first, * which helps the AI. Used in bfs(). **/ EX vector bfs_reachedfrom; /** calculate cpdist, 'have' flags, and do general fixings */ EX void bfs() { yendor::onpath(); int dcs = isize(dcal); for(int i=0; icpdist = INFD; worms.clear(); ivies.clear(); ghosts.clear(); golems.clear(); tempmonsters.clear(); targets.clear(); statuecount = 0; wetslime = 0; hexsnakes.clear(); hadwhat = havewhat; havewhat = 0; jiangshi_on_screen = 0; snaketypes.clear(); if(!(hadwhat & HF_WARP)) { avengers = 0; } if(!(hadwhat & HF_MIRROR)) { mirrorspirits = 0; } elec::havecharge = false; elec::afterOrb = false; elec::haveelec = false; airmap.clear(); if(!(hadwhat & HF_ROSE)) rosemap.clear(); dcal.clear(); bfs_reachedfrom.clear(); for(cell *c: player_positions()) { if(c->cpdist == 0) continue; c->cpdist = 0; dcal.push_back(c); bfs_reachedfrom.push_back(hrand(c->type)); if(!invismove) targets.push_back(c); } int distlimit = gamerange(); for(cell *c: player_positions()) { if(items[itOrbDomination]) if(c->monst == moTentacle || c->monst == moTentaclewait || c->monst == moTentacleEscaping) worms.push_back(c); } int qb = 0; first7 = 0; while(true) { if(qb == isize(dcal)) break; int i, fd = bfs_reachedfrom[qb] + dcal[qb]->type/2; cell *c = dcal[qb++]; int d = c->cpdist; if(WDIM == 2 && d == distlimit) { first7 = qb; break; } for(int j=0; jtype; j++) if(i = (fd+j) % c->type, c->move(i)) { // printf("i=%d cd=%d\n", i, c->move(i)->cpdist); cell *c2 = c->move(i); if(!c2) continue; if(isWarpedType(c2->land)) havewhat |= HF_WARP; if(c2->land == laMirror) havewhat |= HF_MIRROR; if((c->wall == waBoat || c->wall == waSea) && (c2->wall == waSulphur || c2->wall == waSulphurC)) c2->wall = waSea; if(c2 && signed(c2->cpdist) > d+1) { if(WDIM == 3 && !gmatrix.count(c2)) { if(!first7) first7 = qb; continue; } c2->cpdist = d+1; // remove treasures if(!peace::on && c2->item && c2->cpdist == distlimit && itemclass(c2->item) == IC_TREASURE && !among(c2->item, itBrownian, itBabyTortoise) && WDIM != 3 && (items[c2->item] >= (ls::any_chaos()?10:20) + currentLocalTreasure || getGhostcount() >= 2)) { c2->item = itNone; if(c2->land == laMinefield) { c2->landparam &= ~3; } } if(c2->item == itBombEgg && c2->cpdist == distlimit && items[itBombEgg] >= c2->landparam) { c2->item = itNone; c2->landparam |= 2; c2->landparam &= ~1; if(!c2->monst) c2->monst = moBomberbird, c2->stuntime = 0; } if(c2->item == itBarrow && c2->cpdist == distlimit && c2->wall != waBarrowDig) { c2->item = itNone; } if(c2->item == itLotus && c2->cpdist == distlimit && items[itLotus] >= getHauntedDepth(c2)) { c2->item = itNone; } if(c2->item == itMutant2 && timerghost) { bool rotten = true; for(int i=0; itype; i++) if(c2->move(i) && c2->move(i)->monst == moMutant) rotten = false; if(rotten) c2->item = itNone; } if(c2->item == itDragon && (shmup::on ? shmup::curtime-c2->landparam>300000 : turncount-c2->landparam > 500)) c2->item = itNone; if(c2->item == itTrollEgg && c2->cpdist == distlimit && !shmup::on && c2->landparam && turncount-c2->landparam > 650) c2->item = itNone; if(c2->item == itWest && c2->cpdist == distlimit && items[itWest] >= c2->landparam + 4) c2->item = itNone; if(c2->item == itMutant && c2->cpdist == distlimit && items[itMutant] >= c2->landparam) { c2->item = itNone; } if(c2->item == itIvory && c2->cpdist == distlimit && items[itIvory] >= c2->landparam) { c2->item = itNone; } if(c2->item == itAmethyst && c2->cpdist == distlimit && items[itAmethyst] >= -celldistAlt(c2)/5) { c2->item = itNone; } if(!keepLightning) c2->ligon = 0; dcal.push_back(c2); bfs_reachedfrom.push_back(c->c.spin(i)); if(c2->wall == waBigStatue && c2->land != laTemple) statuecount++; if(isAlch(c2->wall) && c2->land == laWet) wetslime++; if(cellHalfvine(c2) && isWarped(c2)) { addMessage(XLAT("%The1 is destroyed!", c2->wall)); destroyHalfvine(c2); } if(c2->wall == waCharged) elec::havecharge = true; if(isElectricLand(c2)) elec::haveelec = true; if(c2->land == laWhirlpool) havewhat |= HF_WHIRLPOOL; if(c2->land == laWhirlwind) havewhat |= HF_WHIRLWIND; if(c2->land == laWestWall) havewhat |= HF_WESTWALL; if(c2->land == laPrairie) havewhat |= HF_RIVER; if(c2->land == laClearing) havewhat |= HF_MUTANT; if(c2->wall == waRose) havewhat |= HF_ROSE; if((hadwhat & HF_ROSE) && (rosemap[c2] & 3)) havewhat |= HF_ROSE; if(c2->monst) { if(isHaunted(c2->land) && c2->monst != moGhost && c2->monst != moZombie && c2->monst != moNecromancer) fail_survivalist(); if(c2->monst == moHexSnake || c2->monst == moHexSnakeTail) { havewhat |= HF_HEX; if(c2->mondir != NODIR) snaketypes.insert(snake_pair(c2)); if(c2->monst == moHexSnake) hexsnakes.push_back(c2); else findWormIvy(c2); } else if(c2->monst == moKrakenT || c2->monst == moKrakenH) { havewhat |= HF_KRAKEN; } else if(c2->monst == moDragonHead || c2->monst == moDragonTail) { havewhat |= HF_DRAGON; } else if(c2->monst == moWitchSpeed) havewhat |= HF_FAST; else if(c2->monst == moMutant) havewhat |= HF_MUTANT; else if(c2->monst == moJiangshi) jiangshi_on_screen++; else if(c2->monst == moOutlaw) havewhat |= HF_OUTLAW; else if(isGhostMover(c2->monst)) ghosts.push_back(c2); else if(isWorm(c2) || isIvy(c2)) findWormIvy(c2); else if(isBug(c2)) { havewhat |= HF_BUG; targets.push_back(c2); } else if(isFriendly(c2)) { if(c2->monst != moMouse && !markEmpathy(itOrbInvis) && !(isWatery(c2) && markEmpathy(itOrbFish)) && !c2->stuntime) targets.push_back(c2); if(c2->monst == moGolem) golems.push_back(c2); if(c2->monst == moFriendlyGhost) golems.push_back(c2); if(c2->monst == moKnight) golems.push_back(c2); if(c2->monst == moTameBomberbird) golems.push_back(c2); if(c2->monst == moMouse) { golems.push_back(c2); havewhat |= HF_MOUSE; } if(c2->monst == moPrincess || c2->monst == moPrincessArmed) golems.push_back(c2); if(c2->monst == moIllusion) { if(items[itOrbIllusion]) items[itOrbIllusion]--; else c2->monst = moNone; } } else if(c2->monst == moButterfly) { addButterfly(c2); } else if(isAngryBird(c2->monst)) { havewhat |= HF_BIRD; if(c2->monst == moBat) havewhat |= HF_BATS | HF_EAGLES; if(c2->monst == moEagle) havewhat |= HF_EAGLES; } else if(among(c2->monst, moFrog, moVaulter, moPhaser)) havewhat |= HF_JUMP; else if(c2->monst == moReptile) havewhat |= HF_REPTILE; else if(isLeader(c2->monst)) havewhat |= HF_LEADER; else if(c2->monst == moEarthElemental) havewhat |= HF_EARTH; else if(c2->monst == moWaterElemental) havewhat |= HF_WATER; else if(c2->monst == moVoidBeast) havewhat |= HF_VOID; else if(c2->monst == moHunterDog) havewhat |= HF_HUNTER; else if(isMagneticPole(c2->monst)) havewhat |= HF_MAGNET; else if(c2->monst == moAltDemon) havewhat |= HF_ALT; else if(c2->monst == moHexDemon) havewhat |= HF_HEXD; else if(among(c2->monst, moAnimatedDie, moAngryDie)) havewhat |= HF_DICE; else if(c2->monst == moMonk) havewhat |= HF_MONK; else if(c2->monst == moShark || c2->monst == moCShark || among(c2->monst, moRusalka, moPike)) havewhat |= HF_SHARK; else if(c2->monst == moAirElemental) havewhat |= HF_AIR, airmap.push_back(make_pair(c2,0)); } // pheromones! if(c2->land == laHive && c2->landparam >= 50 && c2->wall != waWaxWall) havewhat |= HF_BUG; if(c2->wall == waThumperOn) targets.push_back(c2); } } } for(int i=first7; iwall == waThumperOn) { targets.push_back(c2); } for(auto& t: tempmonsters) t.first->monst = t.second; buildAirmap(); } EX void moverefresh(bool turn IS(true)) { int dcs = isize(dcal); for(int i=0; imonst == moWolfMoved) c->monst = moWolf; if(c->monst == moIvyNext) { c->monst = moIvyHead; ivynext(c); } if(c->monst == moIvyDead) removeIvy(c); refreshFriend(c); if(c->monst == moSlimeNextTurn) c->monst = moSlime; if(c->monst == moLesser && !cellEdgeUnstable(c)) c->monst = moLesserM; else if(c->monst == moLesserM) c->monst = moLesser; if(c->monst == moGreater && !cellEdgeUnstable(c)) c->monst = moGreaterM; else if(c->monst == moGreaterM) c->monst = moGreater; if(c->monst == moPair && !c->stuntime) { cell *c2 = c->move(c->mondir); if(c2->monst != moPair) continue; if(true) for(int i: {-1, 1}) { cell *c3 = c->modmove(c->mondir + i); if(among(c3->wall, waRuinWall, waColumn, waStone, waVinePlant, waPalace)) { drawParticles(c3, winf[c3->wall].color, 30); c3->wall = waNone; } } } if(c->stuntime && !isMutantIvy(c)) { if(turn) c->stuntime--; int breathrange = sphere ? 2 : 3; if(c->stuntime == 0 && c->monst == moDragonHead) { // if moDragonHead is renamed to "Dragon Head", we might need to change this eMonster subject = c->monst; if(!c->hitpoints) c->hitpoints = 1; else if(shmup::on && dragon::totalhp(c) > 2 && shmup::dragonbreath(c)) { c->hitpoints = 0; } else if(dragon::totalhp(c) <= 2) ; else if(isMounted(c)) { if(dragon::target && celldistance(c, dragon::target) <= breathrange && makeflame(dragon::target, 5, true)) { addMessage(XLAT("%The1 breathes fire!", subject)); makeflame(dragon::target, 5, false); playSound(dragon::target, "fire"); c->hitpoints = 0; } } else { for(int i=0; imonst) addMessage(XLAT("%The1 breathes fire at %the2!", subject, t->monst)); else addMessage(XLAT("%The1 breathes fire!", subject)); makeflame(t, 5, false); playSound(t, "fire"); c->hitpoints = 0; } } } } } // tortoises who have found their children no longer move if(saved_tortoise_on(c)) c->stuntime = 2; if(c->monst == moReptile) { if(c->wall == waChasm || cellUnstable(c)) { c->monst = moNone; c->wall = waReptile; c->wparam = reptilemax(); playSound(c, "click"); } else if(isChasmy(c) || isWatery(c)) { if(c->wall == waMercury) { fallMonster(c, AF_FALL); c->wall = waNone; } else { c->wall = waReptileBridge; c->wparam = reptilemax(); c->monst = moNone; } c->item = itNone; playSound(c, "click"); } } if(c->wall == waChasm) { if(c->land != laWhirlwind) c->item = itNone; if(c->monst && !survivesChasm(c->monst) && c->monst != moReptile && normal_gravity_at(c)) { if(c->monst != moRunDog && c->land == laMotion) achievement_gain_once("FALLDEATH1"); addMessage(XLAT("%The1 falls!", c->monst)); fallMonster(c, AF_FALL); } } else if(isReptile(c->wall) && turn) { if(c->monst || isPlayerOn(c)) c->wparam = -1; else if(c->cpdist <= 7) { c->wparam--; if(c->wparam == 0) { if(c->wall == waReptile) c->wall = waChasm; else placeWater(c, NULL); c->monst = moReptile; c->hitpoints = 3; c->stuntime = 0; vector gooddirs; // in the peace mode, a reptile will // prefer to walk on the ground, rather than the chasm for(int i=0; itype; i++) { int i0 = (i+3) % c->type; int i1 = (i+c->type-3) % c->type; if(c->move(i0) && passable(c->move(i0), c, 0)) if(c->move(i1) && passable(c->move(i1), c, 0)) gooddirs.push_back(i); } c->mondir = hrand_elt(gooddirs, c->mondir); playSound(c, "click"); } } } else if(isFire(c)) { if(c->monst == moSalamander) c->stuntime = max(c->stuntime, 1); else if(c->monst == moVaulter && c->mondir == JUMP) c->mondir = NODIR; else if(c->monst && !survivesFire(c->monst) && !isWorm(c->monst)) { addMessage(XLAT("%The1 burns!", c->monst)); if(isBull(c->monst)) { addMessage(XLAT("Fire is extinguished!")); c->wall = waNone; } fallMonster(c, AF_CRUSH); } if(c->item && itemBurns(c->item)) { addMessage(XLAT("%The1 burns!", c->item)); c->item = itNone; } } else if(isWatery(c)) { if(c->monst == moLesser || c->monst == moLesserM || c->monst == moGreater || c->monst == moGreaterM) c->monst = moGreaterShark; if(c->monst && !survivesWater(c->monst) && normal_gravity_at(c)) { playSound(c, "splash"+pick12()); if(isNonliving(c->monst)) addMessage(XLAT("%The1 sinks!", c->monst)); else addMessage(XLAT("%The1 drowns!", c->monst)); if(isBull(c->monst)) { addMessage(XLAT("%The1 is filled!", c->wall)); c->wall = waShallow; } fallMonster(c, AF_FALL); } } else if(c->wall == waSulphur || c->wall == waSulphurC || c->wall == waMercury) { if(c->monst && !survivesPoison(c->monst, c->wall) && normal_gravity_at(c)) { playSound(c, "splash"+pick12()); if(isNonliving(c->monst)) addMessage(XLAT("%The1 sinks!", c->monst)); else addMessage(XLAT("%The1 drowns!", c->monst)); if(isBull(c->monst)) { addMessage(XLAT("%The1 is filled!", c->wall)); c->wall = waNone; } fallMonster(c, AF_FALL); } } else if(c->wall == waMagma) { if(c->monst == moSalamander) c->stuntime = max(c->stuntime, 1); else if(c->monst && !survivesPoison(c->monst, c->wall) && normal_gravity_at(c)) { if(isNonliving(c->monst)) addMessage(XLAT("%The1 is destroyed by lava!", c->monst)); else addMessage(XLAT("%The1 is killed by lava!", c->monst)); playSound(c, "steamhiss", 70); fallMonster(c, AF_FALL); } } else if(!isWateryOrBoat(c) && c->wall != waShallow) { if(c->monst == moGreaterShark) c->monst = moGreaterM; else if(c->monst == moShark || c->monst == moCShark) { addMessage(XLAT("%The1 suffocates!", c->monst)); fallMonster(c, AF_CRUSH); } else if(c->monst == moKrakenH) { addMessage(XLAT("%The1 suffocates!", c->monst)); kraken::kill(c, moNone); } } if(c->monst == moVineSpirit && !cellHalfvine(c) && c->wall != waVinePlant) { addMessage(XLAT("%The1 is destroyed!", c->monst)); fallMonster(c, AF_CRUSH); } if(c->monst) mayExplodeMine(c, c->monst); if(c->monst && c->wall == waClosedGate && !survivesWall(c->monst)) { playSound(c, "hit-crush"+pick123()); addMessage(XLAT("%The1 is crushed!", c->monst)); fallMonster(c, AF_CRUSH); } if(c->monst && cellUnstable(c) && !ignoresPlates(c->monst) && !shmup::on) doesFallSound(c); } } // find worms and ivies EX void settemp(cell *c) { tempmonsters.emplace_back(c, (eMonster) c->monst); c->monst = moNone; } EX void findWormIvy(cell *c) { while(true) { if(c->monst == moWorm || c->monst == moTentacle || c->monst == moWormwait || c->monst == moTentaclewait || c->monst == moTentacleEscaping) { worms.push_back(c); settemp(c); break; } else if(c->monst == moHexSnake) { hexsnakes.push_back(c); settemp(c); } else if(c->monst == moWormtail || c->monst == moHexSnakeTail) { bool bug = true; for(int i=0; itype; i++) { cell* c2 = c->move(i); if(c2 && isWorm(c2) && c2->mondir != NODIR && c2->move(c2->mondir) == c) { settemp(c); c = c2; bug = false; } } if(bug) break; } else if(c->monst == moIvyWait) { cell* c2 = c->move(c->mondir); settemp(c); c=c2; } else if(c->monst == moIvyHead) { ivies.push_back(c); settemp(c); break; } else if(c->monst == moIvyBranch || c->monst == moIvyRoot) { bool bug = true; for(int i=0; itype; i++) { cell* c2 = c->move(i); if(c2 && (c2->monst == moIvyHead || c2->monst == moIvyBranch) && c2->move(c2->mondir) == c) { settemp(c); c = c2; bug = false; } } if(bug) break; } else break; } } EX void advance_tides() { calcTidalPhase(); recalcTide = true; while(recalcTide) { recalcTide = false; for(int i=0; iitem == itOrbSafety) { collectItem(pc, pc, true); return; } if(playerInPower() && (phase2 || !items[itOrbSpeed]) && (havewhat & HF_FAST)) moveNormals(moWitchSpeed); if(phase2 && markOrb(itOrbEmpathy)) { bfs(); movegolems(AF_FAST); for(int i=0; imonst == moFriendlyGhost && dcal[i]->stuntime) dcal[i]->stuntime--; refreshFriend(dcal[i]); } } DEBB(DF_TURN, ("rop")); if(!dual::state) reduceOrbPowers(); int phase1 = (1 & items[itOrbSpeed]); if(dual::state && items[itOrbSpeed]) phase1 = !phase1; DEBB(DF_TURN, ("lc")); if(!phase1) livecaves(); if(!phase1) ca::simulate(); if(!phase1) heat::processfires(); // this depends on turncount, so we do it always advance_tides(); for(cell *c: crush_now) { changes.ccell(c); playSound(NULL, "closegate"); if(canAttack(c, moCrusher, c, c->monst, AF_GETPLAYER | AF_CRUSH)) { attackMonster(c, AF_MSG | AF_GETPLAYER | AF_CRUSH, moCrusher); } moveEffect(movei(c, FALL), moDeadBird); destroyBoats(c, NULL, true); explodeBarrel(c); } changes.value_keep(crush_now); changes.value_keep(crush_next); crush_now = std::move(crush_next); crush_next.clear(); DEBB(DF_TURN, ("heat")); heat::processheat(); // if(elec::havecharge) elec::drawcharges(); orbbull::check(); #if CAP_COMPLEX2 if(!phase1) terracotta::check(); #endif if(items[itOrbFreedom]) for(cell *pc: player_positions()) checkFreedom(pc); DEBB(DF_TURN, ("check")); checkmove(); if(canmove) elec::checklightningfast(); #if CAP_HISTORY for(cell *pc: player_positions()) history::movehistory.push_back(pc); #endif } /** check if whirlline is looped, if yes, remove the repeat; may not detect loops immediately */ EX bool looped(vector& whirlline) { if(isize(whirlline) == 1) return false; if(whirlline.back() == whirlline.front()) { whirlline.pop_back(); return true; } int pos = isize(whirlline)/2; if(isize(whirlline) > 2 && whirlline.back() == whirlline[pos]) { while(pos && whirlline.back() == whirlline[pos]) whirlline.pop_back(); /* something weird must have happened... */ static bool once = true; if(once) addMessage("warning: a looped line"); once = false; return true; } return false; } }