// Hyperbolic Rogue - monster movement // Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details /** \file monstermove.cpp * \brief monster movement */ #include "hyper.h" namespace hr { EX int turncount; EX int mutantphase; EX int sagephase = 0; /** list of cells that the monsters are targetting (PCs, allies, Thumpers, etc.) */ EX vector targets; /** monsters to move, ordered by the number of possible good moves */ grow_vector> movesofgood; EX vector > butterflies; EX void addButterfly(cell *c) { if(shmup::on) return; for(int i=0; iland != laTrollheim) return; if(c->item == itTrollEgg && c->landparam) return; c->landparam = turncount + 100; } EX bool hasPrincessWeapon(eMonster m) { return m == moPalace || m == moFatGuard; } EX void sageheat(cell *c, double v) { HEAT(c) += v; if(c->wall == waFrozenLake && HEAT(c) > .6) c->wall = waLake; } bool sagefresh = true; /** effect of moving monster m from cf to ct * this is called from moveMonster, or separately from moveIvy/moveWorm, * or when a dead bird falls (then m == moDeadBird) */ EX void moveEffect(const movei& mi, eMonster m) { auto& cf = mi.s; auto& ct = mi.t; if(cf) destroyWeakBranch(cf, ct, m); mayExplodeMine(ct, m); #if CAP_COMPLEX2 if(!isNonliving(m)) terracotta::check_around(ct); #endif if(ct->wall == waMineUnknown && !ct->item && !ignoresPlates(m) && normal_gravity_at(ct)) ct->landparam |= 2; // mark as safe if((ct->wall == waClosePlate || ct->wall == waOpenPlate) && !ignoresPlates(m) && normal_gravity_at(ct)) toggleGates(ct, ct->wall); if(m == moDeadBird && cf == ct && cellUnstable(cf) && normal_gravity_at(ct)) { fallingFloorAnimation(cf); cf->wall = waChasm; } if(ct->wall == waReptile) ct->wparam = -1; if(ct->wall == waArrowTrap && !ignoresPlates(m) && normal_gravity_at(ct)) activateArrowTrap(ct); if(ct->wall == waFireTrap && !ignoresPlates(m) && ct->wparam == 0 && normal_gravity_at(ct)) { playSound(ct, "click"); ct->wparam = 1; } if(cf && isPrincess(m)) princess::move(mi); #if CAP_COMPLEX2 if(cf && m == moKnight) camelot::move_knight(cf, ct); #endif if(cf && m == moTortoise) { tortoise::move_adult(cf, ct); } if(cf && ct->item == itBabyTortoise && !cf->item) { cf->item = itBabyTortoise; ct->item = itNone; animateMovement(mi.rev(), LAYER_BOAT); tortoise::move_baby(cf, ct); } #if CAP_COMPLEX2 if(isDie(m) && mi.proper()) dice::roll(mi); #endif } EX void check_beauty(cell *ct, cell *cf, eMonster m) { bool adj = false; if(ct->cpdist == 1 && (items[itOrb37] || !nonAdjacent(cf,ct)) && markOrb(itOrbBeauty) && !isFriendly(ct)) adj = true; if(!adj && items[itOrbEmpathy] && items[itOrbBeauty] && !isFriendly(ct)) { for(int i=0; itype; i++) if(ct->move(i) && isFriendly(ct->move(i))) adj = true, markOrb(itOrbEmpathy), markOrb(itOrbBeauty); } if(adj && ct->stuntime == 0 && !isMimic(m)) { ct->stuntime = 2; checkStunKill(ct); } } EX void moveMonster(const movei& mi) { auto& cf = mi.s; auto& ct = mi.t; eMonster m = cf->monst; changes.ccell(cf); changes.ccell(ct); bool fri = isFriendly(cf); if(isDragon(m)) { printf("called for Dragon\n"); return; } if(m != moMimic) animateMovement(mi, LAYER_SMALL); // the following line is necessary because otherwise plates disappear only inside the sight range if(cellUnstable(cf) && !ignoresPlates(m)) { fallingFloorAnimation(cf); changes.ccell(cf); cf->wall = waChasm; } moveEffect(mi, m); if(ct->wall == waCamelotMoat && (m == moShark || m == moCShark || m == moGreaterShark)) achievement_gain_once("MOATSHARK"); if(m == moTentacleGhost) { changes.ccell(cf); cf->monst = moTentacletail; m = moGhost; } else cf->monst = moNone; if(ct->monst == moTentacletail && m == moGhost) { ct->monst = moTentacleGhost; } else { ct->monst = m; if(m == moWolf) ct->monst = moWolfMoved; if(m == moHunterChanging) ct->stuntime = 1; int d =neighborId(ct, cf); if(ct->monst != moTentacleGhost) ct->mondir = d; if(d >= 0) ct->monmirror = cf->monmirror ^ ct->c.mirror(d); } ct->hitpoints = cf->hitpoints; ct->stuntime = cf->stuntime; if(isMagneticPole(m) || m == moPair) { if(cf->mondir == 15) { ct->monst = moPirate; return; } cell *other_pole = cf->move(cf->mondir); if(other_pole) { ct->mondir = neighborId(ct, other_pole), other_pole->mondir = neighborId(other_pole, ct); } } if(fri || isBug(m) || items[itOrbDiscord]) stabbingAttack(mi, m); if(mi.d == JUMP && m == moVaulter) { cell *cm = common_neighbor(cf, ct); changes.ccell(cm); if(cm->wall == waShrub) cm->wall = waNone; if(cm->wall == waSmallTree) cm->wall = waNone; if(cm->wall == waBigTree) cm->wall = waSmallTree; if(cm->wall == waExplosiveBarrel) explodeBarrel(cm); if(cm->monst) attackMonster(cm, AF_NORMAL | AF_MSG | AF_GETPLAYER, m); ct->mondir = JUMP; } if(isLeader(m)) { if(ct->wall == waBigStatue) { ct->wall = cf->wall; ct->wparam = cf->wparam; cf->wall = waBigStatue; animateMovement(mi.rev(), LAYER_BOAT); } moveBoatIfUsingOne(mi); } if(isTroll(m)) { makeTrollFootprints(ct); makeTrollFootprints(cf); } int inc = incline(cf, ct); if(m == moEarthElemental) { if(!passable(ct, cf, 0)) earthFloor(ct); earthMove(mi); } if(m == moWaterElemental) { placeWater(ct, cf); for(int i=0; itype; i++) { cell *c2 = ct->move(i); if(!c2) continue; if(c2->wall == waBoat && !(isPlayerOn(c2) && markOrb(itOrbWater))) { addMessage(XLAT("%The1 is washed away!", c2->wall, moWaterElemental)); placeWater(c2, ct); } else if(c2->wall == waStrandedBoat) { addMessage(XLAT("%The1 is washed away!", c2->wall, moWaterElemental)); c2->wall = waNone; } else if(c2->wall == waDeadTroll) { addMessage(XLAT("%The1 is washed away!", c2->wall, moWaterElemental)); c2->wall = waCavefloor; } else if(c2->wall == waDeadTroll2) { addMessage(XLAT("%The1 is washed away!", c2->wall, moWaterElemental)); c2->wall = waNone; } else if(isFire(c2) && c2->wall != waEternalFire) { addMessage(XLAT("%The1 is extinguished!", c2->wall, moWaterElemental)); if(c2->wall == waBurningDock) c2->wall = waDock; else c2->wall = waNone; } if(shmup::on && isWatery(c2)) shmup::destroyBoats(c2); } } if(m == moGreaterShark) for(int i=0; itype; i++) { cell *c3 = ct->move(i); if(c3 && c3->wall == waBoat) makeflame(c3, 5, false); } // lancers pierce our friends :( if(m == moLancer) { // printf("lancer stab?\n"); forCellEx(c3, ct) if(!logical_adjacent(cf, m, c3)) { if(canAttack(ct, moLancer, c3, c3->monst, AF_LANCE | AF_GETPLAYER)) { attackMonster(c3, AF_LANCE | AF_MSG | AF_GETPLAYER, m); } // this looks the same as effect graphically as exploding right away, // except that it does not kill the lancer if(c3->wall == waExplosiveBarrel) c3->wall = waFireTrap, c3->wparam = 2; } } if(m == moWitchFire) makeflame(cf, 10, false); if(m == moFireElemental) { makeflame(cf, 20, false); if(cf->wparam < 20) cf->wparam = 20; } check_beauty(ct, cf, m); if(!cellEdgeUnstable(ct)) { if(isMetalBeast(m)) ct->stuntime += 2; if(m == moTortoise) ct->stuntime += 3; if(m == moWorldTurtle) ct->stuntime += 3; if(m == moDraugr && ct->land != laBurial && ct->land != laHalloween) ct->stuntime += 2; if(m == moBrownBug && snakelevel(ct) < snakelevel(cf)) ct->stuntime += 2; if(m == moBrownBug && snakelevel(ct) < snakelevel(cf) - 1) ct->stuntime += 2; if(m == moBrownBug && isWatery(ct) && !isWatery(cf)) ct->stuntime += 2; } if(isWitch(m) && ct->item == itOrbLife && passable(cf, NULL, P_MIRROR)) { // note that Fire Witches don't pick up Orbs of Life, addMessage(XLAT("%The1 picks up %the2!", moWitch, ct->item)); cf->monst = moEvilGolem; ct->item = itNone; } else if(m == moWitch) { bool pickup = false; if(ct->item == itOrbFlash) pickup = true, m = moWitchFlash; if(ct->item == itOrbWinter) pickup = true, m = moWitchWinter; if(ct->item == itOrbAether) pickup = true, m = moWitchGhost; if(ct->item == itOrbFire) pickup = true, m = moWitchFire; if(ct->item == itOrbSpeed) pickup = true, m = moWitchSpeed; if(ct->item == itOrbLife) pickup = true, cf->monst = moEvilGolem; if(pickup) { addMessage(XLAT("%The1 picks up %the2!", moWitch, ct->item)); ct->monst = m; ct->item = itNone; // speedwitches are stunned to prevent them from making a move // immediately if(m == moWitchSpeed) ct->stuntime = 1; } } if(m == moAirElemental) airmap.push_back(make_pair(ct, 0)); if(m == moWolf && ct->land == laVolcano) ct->monst = moLavaWolf; if(m == moLavaWolf && isIcyLand(ct)) ct->monst = moWolfMoved; if(m == moPair) ct->stuntime++; if(inc == -3 && ct->monst == moReptile) ct->stuntime =3; else if(inc == 2 && ct->monst == moReptile) ct->stuntime = 2; else if(inc == 3 && ct->monst == moReptile) ct->stuntime = 3; else if(inc == -3 && !survivesFall(ct->monst) && !passable(cf, ct, P_MONSTER)) { addMessage(XLAT("%The1 falls!", ct->monst)); fallMonster(ct, AF_FALL); if(isBull(m) && cf->wall == waRed3) ct->wall = waRed1; } if(isThorny(ct->wall) && !survivesThorns(ct->monst)) { addMessage(XLAT("%The1 is killed by thorns!", ct->monst)); playSound(ct, "hit-rose"); if(isBull(ct->monst)) ct->wall = waNone; fallMonster(ct, AF_CRUSH); } if(sword::at(ct) && canAttack(NULL, moPlayer, ct, m, AF_SWORD_INTO)) { attackMonster(ct, AF_SWORD_INTO | AF_MSG, moPlayer); achievement_gain_once("GOSWORD"); } if(ct->mpdist == 7 && cf->mpdist > 7) { playSeenSound(ct); } } EX bool cannotGo(eMonster m, cell *c) { if(m == moCrystalSage && (c->land != laCocytus || HEAT(c) > SAGEMELT || allPlayersInBoats())) return true; return false; } EX bool wantsToStay(eMonster m) { return m == moCrystalSage && allPlayersInBoats(); } EX bool batsAfraid(cell *c) { // bats for(int i=0; imonst && invismove) continue; bool enear = false; forCellEx(c, targets[i]) forCellEx(c2, c) forCellEx(c3, c2) if(isActiveEnemy(c3, targets[i]->monst) && c3->monst != moBat && passable_for(c3->monst, c2, c3, 0) && passable_for(c3->monst, c, c2, 0) ) enear = true; if(!enear) return true; } return false; } EX int angledist(int t, int d1, int d2) { int dd = d1 - d2; while(dd<0) dd += t; while(dd>t/2) dd -= t; if(dd<0) dd = -dd; return dd; } EX int angledistButterfly(int t, int d1, int d2, bool mirrored) { int dd = d1 - d2; if(mirrored) dd = -dd; while(dd<0) dd += t; return dd; } EX int angledist(cell *c, int d1, int d2) { return angledist(c->type, d1, d2); } EX bool anglestraight(cell *c, int d1, int d2) { return angledist(c->type, d1, d2) >= c->type / 2; } EX int bulldist(cell *c) { int low = 0; forCellEx(c2, c) if(c2->cpdist < c->cpdist) low++; return 8 * c->cpdist - low; } EX int bulldistance(cell *c, cell *d) { int low = 0; int cd = celldistance(c, d); forCellEx(c2, c) if(celldistance(c2, d) < cd) low++; return 8 * cd - low; } EX int landheattype(cell *c) { if(isIcyLand(c)) return 0; if(c->land == laVolcano) return 2; return 1; } /** for the monster at c1, evaluation of the move to c2 * @param mf what moves are allowed */ EX int moveval(cell *c1, cell *c2, int d, flagtype mf) { if(!c2) return -5000; eMonster m = c1->monst; // Angry Beasts can only go forward if(m == moRagingBull && c1->mondir != NODIR && !anglestraight(c1, c1->mondir, d)) return -1700; // never move against a rose if(againstRose(c1, c2) && !ignoresSmell(m)) return -1600; // worms cannot attack if they cannot move if(isWorm(m) && !passable_for(c1->monst, c2, c1, P_MONSTER)) return -1700; if(canAttack(c1, m, c2, c2->monst, AF_GETPLAYER | mf) && !(mf & MF_NOATTACKS)) { if(m == moRagingBull && c1->mondir != NODIR) return -1700; if(mf & MF_MOUNT) { if(c2 == dragon::target) return 3000; else if(isFriendlyOrBug(c2)) return 500; else return 2000; } if(isPlayerOn(c2)) return peace::on ? -1700 : 2500; else if(isFriendlyOrBug(c2)) return peace::on ? -1600 : 2000; else return 500; } if(!passable_for(c1->monst, c2, c1, 0)) return // never move into a wall (passable_for(c1->monst, c2, c1, P_DEADLY)) ? -1300 : -1700; // move impossible if(slowMover(m) && nogoSlow(c2, c1)) return -1300; if(isPlayerOn(c2)) return -1700; // probably shielded if((mf & MF_MOUNT) && c2 == dragon::target) return 3000; // crystal sages would die out of Cocytus if(cannotGo(m, c2)) return -600; // Rose Beauties keep to the Rose Garden if(m == moRoseBeauty && c2->land != laRose) return -600; if(wantsToStay(m)) return 750; if((m == moRatling || m == moRatlingAvenger) && lastmovetype == lmSkip && !items[itFatigue]) return 650; if(m == moLancer) { bool lancerok = true; forCellEx(c3, c2) if(c1 != c3 && !logical_adjacent(c1, m, c3)) if(canAttack(c2, moLancer, c3, c3->monst, AF_LANCE | AF_ONLY_ENEMY)) lancerok = false; if(!lancerok) return 750; } bool hunt = true; if(m == moLavaWolf) { // prefers to keep to volcano int clht = landheattype(c1); int dlht = landheattype(c2); if(dlht > clht) return 1510; if(dlht < clht) return 700; // will not hunt the player if these rules do not allow it bool onlava = false; for(cell *c: targets) { if(landheattype(c) >= clht) onlava = true; forCellEx(cc, c) if(landheattype(cc) >= clht) onlava = true; } if(!onlava) hunt = false; } if(m == moWolf) { int val = 1500; if(c2->land == laVolcano) return 1510; if(heat::absheat(c2) <= heat::absheat(c1)) return 900; for(int i=0; itype; i++) { cell *c3 = c1->move(i); if(heat::absheat(c3) > heat::absheat(c2)) val--; } return val; } if((mf & MF_MOUNT) && dragon::target) return 1500 + celldistance(c1, dragon::target) - celldistance(c2, dragon::target); // Goblins avoid getting near the Sword if(m == moGoblin && sword::isnear(c2)) return 790; if(m == moBat && batsAfraid(c2)) return 790; if(m == moButterfly) return 1500 + angledistButterfly(c1->type, c1->mondir, d, c1->monmirror); if(m == moRagingBull && c1->mondir != NODIR) return 1500 - bulldist(c2); // actually they just run away if(m == moHunterChanging && c2->pathdist > c1->pathdist) return 1600; if((mf & MF_PATHDIST) && !pathlock) printf("using MF_PATHDIST without path\n"); int bonus = 0; if(m == moBrownBug && snakelevel(c2) < snakelevel(c1)) bonus = -10; if(hunt && (mf & MF_PATHDIST) && c2->pathdist < c1->pathdist && !peace::on) return 1500 + bonus; // good move // prefer straight direction when wandering int dd = angledist(c1, c1->mondir, d); // goblins blocked by anglophobia prefer to move around than to stay if(m == moGoblin) { bool swn = false; forCellEx(c3, c1) if(sword::isnear(c3)) swn = true; if(swn) dd += 210; } return 800 + dd; } // stay value EX int stayval(cell *c, flagtype mf) { if(isShark(c->monst) && !isWatery(c)) return 525; if(againstRose(c, NULL) && !ignoresSmell(c->monst)) return -1500; if(!passable_for(c->monst, c, NULL, P_MONSTER | P_MIRROR)) return 525; if(cellEdgeUnstable(c)) return -1500; if(isRatling(c->monst) && lastmovetype != lmSkip) return 700; // Goblins avoid staying near the Sword (if there is no choice, movement is preferred) if(c->monst == moGoblin && sword::isnear(c)) return 780; // Vikings move in a roughly straight line even if they cannot detect you if(c->monst == moViking && c->wall == waBoat) return 750; // in peaceful, all monsters are wandering if(peace::on && c->monst != moTortoise) return 750; if(isWorm(c->monst)) return 550; if(c->monst == moRagingBull) return -1690; // worse than to stay in place if(c->monst == moBat && batsAfraid(c)) return 575; if(c->monst == moHunterGuard) return 1600; // prefers to stay in place // Lava Wolves will wander if not hunting if(c->monst == moLavaWolf) return 750; return 1000; } EX int totalbulldistance(cell *c, int k) { shpos.resize(SHSIZE); int tbd = 0; for(int p: player_indices()) { cell *c2 = shpos[(cshpos+SHSIZE-k-1)%SHSIZE][p]; if(c2) tbd += bulldistance(c, c2); } return tbd; } EX void determinizeBull(cell *c, vector& posdir) { // determinize the Angry Beast movement: // use the previous PC's positions as the tiebreaker int nc = isize(posdir); for(int k=0; k1; k++) { vector pts(nc); for(int d=0; dcmove(posdir[d]), k); int bestpts = 1000; for(int d=0; d dirs(2); int positive; bull += wstep; cell *c2 = bull.at; if(!(c2->type & 1)) return 1; // irrelevant int d = c2->type / 2; bull += d; dirs[0] = positive = bull.spin; bull -= 2*d; dirs[1] = bull.spin; determinizeBull(c2, dirs); if(dirs[0] == positive) return -1; return 1; } vector global_posdir; EX int pickMoveDirection(cell *c, flagtype mf) { int bestval = stayval(c, mf); global_posdir = {-1}; // printf("stayval [%p, %s]: %d\n", c, dnameof(c->monst), bestval); for(int d=0; dtype; d++) { cell *c2 = c->move(d); int val = moveval(c, c2, d, mf); // printf("[%d] %p: val=%5d pass=%d\n", d, c2, val, passable(c2,c,0)); if(val > bestval) global_posdir.clear(), bestval = val; if(val == bestval) global_posdir.push_back(d); } if(c->monst == moRagingBull) determinizeBull(c, global_posdir); return hrand_elt(global_posdir, -1); } EX int pickDownDirection(cell *c, flagtype mf) { vector downs; int bestdif = -100; forCellIdEx(c2, i, c) { if(gravityLevelDiff(c2, c) < 0 && passable_for(c->monst, c2, c, P_MIRROR) && !isPlayerOn(c2)) { int cdif = i-c->mondir; if(cdif < 0) cdif += c->type; if(cdif > c->type/2) cdif = cdif - c->type; if(cdif < 0) cdif = -2*cdif+1; else cdif = 2*cdif; // printf("i=%d md=%d dif=%d\n", i, c->mondir, cdif); if(c2->wall == waClosePlate || c->wall == waClosePlate) cdif += 20; if(cdif > bestdif) bestdif = cdif, downs.clear(); if(cdif == bestdif) downs.push_back(i); } } return hrand_elt(downs, -1); } // Angry Beast attack // note: this is done both before and after movement EX void beastAttack(cell *c, bool player, bool targetdir) { if(c->mondir == NODIR) return; forCellIdEx(c2, d, c) { bool opposite = targetdir ? (d==c->mondir) : anglestraight(c, d, c->mondir); int flags = AF_BULL; if(player) flags |= AF_GETPLAYER; if(!opposite) flags |= AF_ONLY_FBUG; if(canAttack(c, moRagingBull, c2, c2->monst, flags)) { attackMonster(c2, flags | AF_MSG, moRagingBull); if(c2->monst && c2->stuntime) { cellwalker bull (c, d); int subdir = determinizeBullPush(bull); auto mi = determinePush(bull, subdir, [c2] (movei mi) { return passable(mi.t, c2, P_BLOW) && !isPlayerOn(mi.t); }); if(mi.proper()) pushMonster(mi); } } if(c2->wall == waThumperOff) { playSound(c2, "click"); c2->wall = waThumperOn; c2->wparam = 100; } if(c2->wall == waExplosiveBarrel) { playSound(c2, "click"); explodeBarrel(c2); } if(c2->wall == waThumperOn) { cellwalker bull (c, d); int subdir = determinizeBullPush(bull); auto mi = determinePush(bull, subdir, [c] (movei mi) { return canPushThumperOn(mi, c); }); if(mi.proper()) pushThumper(mi); } } } EX bool quantum; EX cell *moveNormal(cell *c, flagtype mf) { eMonster m = c->monst; if(isPowerMonster(m) && !playerInPower()) return NULL; int d; if(c->stuntime) { if(cellEdgeUnstable(c, MF_STUNNED)) d = pickDownDirection(c, mf), global_posdir = {d}; else return NULL; } else { // Angry Beasts attack all neighbors first if(m == moRagingBull) beastAttack(c, true, false); d = pickMoveDirection(c, mf); } if(d == -1) { stayEffect(c); return c; } if(!quantum) { movei mi(c, d); auto& c2 = mi.t; if(isPlayerOn(c2)) { if(m == moCrusher) { addMessage(XLAT("%The1 raises his weapon...", m)); crush_next.push_back(c2); c->stuntime = 7; return c2; } killThePlayerAt(m, c2, 0); return c2; } eMonster m2 = c2->monst; if(m2 && m == moCrusher) { addMessage(XLAT("%The1 raises his weapon...", m)); crush_next.push_back(c2); c->stuntime = 7; return c2; } else if(m2) { attackMonster(c2, AF_NORMAL | AF_MSG, m); animateAttack(mi, LAYER_SMALL); if(m == moFlailer && m2 == moIllusion) attackMonster(c, 0, m2); return c2; } moveMonster(mi); if(m == moRagingBull) beastAttack(c2, false, false); return c2; } else { bool attacking = false; for(int dir: global_posdir) { cell *c2 = c->move(dir); if(isPlayerOn(c2)) { killThePlayerAt(m, c2, 0); attacking = true; } else { eMonster m2 = c2->monst; if(m2) { attackMonster(c2, AF_NORMAL | AF_MSG, m); if(m == moFlailer && m2 == moIllusion) attackMonster(c, 0, m2); attacking = true; } } } if(!attacking) for(int dir: global_posdir) { movei mi(c, dir); if(!c->monst) c->monst = m; moveMonster(mi); if(m == moRagingBull) beastAttack(mi.t, false, false); } return c->move(d); } } EX void mountmove(const movei& mi, bool fp) { for(int i=0; i 1) { multi::player[i].at = mi.t; multi::player[i].spin = mi.rev_dir_force(); multi::flipped[i] = fp; } else { cwt.at = mi.t; cwt.spin = mi.rev_dir_force(); flipplayer = fp; } afterplayermoved(); } if(lastmountpos[i] == mi.s && mi.s) { lastmountpos[i] = mi.t; } else if(lastmountpos[i] == mi.t) { lastmountpos[i] = NULL; } } } EX void moveWorm(cell *c) { bool mounted = isMounted(c); if(c->monst == moWormwait) { c->monst = moWorm; return; } else if(c->monst == moTentaclewait) { c->monst = moTentacle; return; } else if(c->monst == moTentacleEscaping) { // explodeAround(c); forCellEx(c2, c) if(canAttack(c, c->monst, c2, c2->monst, mounted ? AF_ONLY_ENEMY : (AF_GETPLAYER | AF_ONLY_FBUG))) { attackMonster(c2, AF_NORMAL | AF_MSG | AF_GETPLAYER, c->monst); } cell *c2 = c; vector allcells; while(c2->mondir != NODIR) { allcells.push_back(c2); c2 = c2->move(c2->mondir); if(!c2) { allcells.pop_back(); break; } } allcells.push_back(c2); for(int i=isize(allcells)-2; i>=0; i--) { cell *cmt = allcells[i+1]; cell *cft = allcells[i]; auto mi = moveimon(cft); if(cft->monst != moTentacleGhost && cmt->monst != moTentacleGhost) mountmove(mi, false); animateMovement(mi, LAYER_BIG); } c->monst = moNone; if(c->mondir != NODIR) c->move(c->mondir)->monst = moTentacleEscaping; return; } else if(c->monst != moWorm && c->monst != moTentacle) return; eMonster m = c->monst; int id = m - moWorm; int mf = MF_PATHDIST | AF_EAT; if(mounted) mf ^= (MF_MOUNT | MF_PATHDIST); // without this, in 3D geometries, Sandworms explode because no land around them is generated yet forCellCM(c2, c) setdist(c2, 8, c); int dir = pickMoveDirection(c, mf); if(c->wall == waRose) { addMessage(XLAT("%The1 eats %the2!", c->monst, c->wall)); c->wall = waNone; dir = -1; } if(dir == -1) { int spices = 0; if(id) { addMessage(XLAT("Cthulhu withdraws his tentacle!")); kills[moTentacle]++; c->monst = moTentacleEscaping; moveWorm(c); } else { kills[moWorm]++; spices = 3; } eItem loc = treasureType(c->land); bool spiceSeen = false; while(c && (c->monst == moWorm || c->monst == moWormtail || c->monst == moTentacle || c->monst == moTentacletail)) { // if(!id) explodeAround(c); drawParticles(c, minf[c->monst].color, 16); if(spices > 0 && c->land == laDesert) { if(notDippingForExtra(itSpice, loc)) { c->item = itSpice; if(c->cpdist <= 6) spiceSeen = true; } spices--; } c->monst = moNone; if(c->mondir != NODIR) c = c->move(c->mondir); } if(!id) { if(spiceSeen) addMessage(XLAT("The sandworm explodes in a cloud of Spice!")); else addMessage(XLAT("The sandworm explodes!")); playSound(NULL, "explosion"); achievement_gain_once("ZEBRAWORM", specgeom_zebra()); } return; } movei mi(c, dir); auto& goal = mi.t; if(isPlayerOn(goal) || goal->monst) attackMonster(goal, AF_EAT | AF_MSG | AF_GETPLAYER, c->monst); if(1) { goal->monst = eMonster(moWormwait + id); moveEffect(mi, eMonster(moWormwait + id)); animateMovement(mi, LAYER_BIG); c->monst = eMonster(moWormtail + id); goal->mondir = mi.rev_dir_or(NODIR); goal->monmirror = c->monmirror ^ c->c.mirror(dir); setdist(goal, 6, nullptr); mountmove(mi, true); if(id) { cell *c2 = c, *c3 = c2; while(c2->monst == moTentacletail || c2->monst == moTentacleGhost) { auto mim = moveimon(c2).rev(); if(!mim.proper()) return; c3 = c2, c2 = mim.s; if(c3->monst != moTentacleGhost && c2->monst != moTentacleGhost) mountmove(mim, true); animateMovement(mim, LAYER_BIG); } } cell *c2 = c, *c3 = c2; for(int a=0; amonst == moWormtail) { movei mim = moveimon(c2).rev(); if(!mim.proper()) { drawParticles(c2, (linf[c2->land].color & 0xF0F0F0), 16); return; } c3 = c2, c2 = mim.s; mountmove(mim, true); animateMovement(mim, LAYER_BIG); } } if(c2->monst == moWormtail) c2->monst = moNone, c3->mondir = NODIR; } } EX void ivynext(cell *c) { cellwalker cw(c, c->mondir, c->monmirror); // check the mirroring status cell *c2 = c; while(true) { if(c2->monst == moIvyRoot) break; if(!proper(c2, c2->mondir)) return; /* incorrect data */ if(!isIvy(c2->monst)) break; if(c2->c.mirror(c2->mondir)) cw.mirrored = !cw.mirrored; c2 = c2->move(c2->mondir); } cw.at->monst = moIvyWait; bool findleaf = false; while(true) { cw += 1; if(cw.spin == signed(cw.at->mondir)) { if(findleaf) { cw.at->monst = moIvyHead; break; } cw.at->monst = moIvyWait; cw += wstep; continue; } cw += wstep; if(cw.at->monst == moIvyWait && signed(cw.at->mondir) == cw.spin) { cw.at->monst = moIvyBranch; findleaf = true; continue; } cw += wstep; } } // this removes Ivy, but also potentially causes Vines to grow EX void removeIvy(cell *c) { eMonster m = c->monst; c->monst = moNone; // NEWYEARFIX for(int i=0; itype; i++) // note that semi-vines don't count if(c->move(i) && c->move(i)->wall == waVinePlant) { destroyHalfvine(c); if (!do_not_touch_this_wall(c)) c->wall = waVinePlant; } if(c->wall != waVinePlant) { if(m == moIvyDead) m = moIvyWait; drawParticles(c, minf[m].color, 2); } } EX void moveivy() { if(isize(ivies) == 0) return; if(racing::on) return; pathdata pd(moIvyRoot); for(int i=0; imonst != moIvyHead) continue; ivynext(c); int pd = c->pathdist; movei mi(nullptr, nullptr, NODIR); while(c->monst != moIvyRoot) { if(!isIvy(c->monst)) { raiseBuggyGeneration(c, "that's not an Ivy!"); break; } if(c->mondir == NODIR) { raiseBuggyGeneration(c, "wrong mondir!"); break; } forCellIdEx(c2, j, c) { if(canAttack(c, c->monst, c2, c2->monst, AF_ONLY_FRIEND | AF_GETPLAYER)) { if(isPlayerOn(c2)) killThePlayerAt(c->monst, c2, 0); else { if(attackJustStuns(c2, 0, c->monst)) addMessage(XLAT("The ivy attacks %the1!", c2->monst)); else if(isNonliving(c2->monst)) addMessage(XLAT("The ivy destroys %the1!", c2->monst)); else addMessage(XLAT("The ivy kills %the1!", c2->monst)); attackMonster(c2, AF_NORMAL, c->monst); } continue; } if(c2 && c2->pathdist < pd && passable(c2, c, 0) && !strictlyAgainstGravity(c2, c, false, MF_IVY)) mi = movei(c, j), pd = c2->pathdist; } c = c->move(c->mondir); } auto& mto = mi.t; if(mto && mto->cpdist) { animateMovement(mi, LAYER_BIG); mto->monst = moIvyWait, mto->mondir = mi.rev_dir_or(NODIR); mto->monmirror = mi.s->monmirror ^ mi.mirror(); moveEffect(mi, moIvyWait); // if this is the only branch, we want to move the head immediately to mto instead if(mi.s->monst == moIvyHead) { mto->monst = moIvyHead; co->monst = moIvyBranch; } } else if(!proper(co, co->mondir) || !co->move(co->mondir)) ; /* should not happen */ else if(co->move(co->mondir)->monst != moIvyRoot) { // shrink useless branches, but do not remove them completely (at the root) if(co->monst == moIvyHead) co->move(co->mondir)->monst = moIvyHead; removeIvy(co); } } } vector gendfs; int targetcount; EX bool isTargetOrAdjacent(cell *c) { for(int i=0; ipathdist == 0) return; if(movtype == moKrakenH && isTargetOrAdjacent(from)) ; /* else if(passable_for(movtype, from, c, P_ONPLAYER | P_CHAIN | P_MONSTER)) ; else if(canAttack(c, movtype, from, from->monst, AF_GETPLAYER)) ; */ else if(from->wall == waThumperOn) ; else if(passable_for(movtype, from, c, P_CHAIN | P_MONSTER)) ; else if(canAttack(c, movtype, from, from->monst, AF_GETPLAYER | AF_NOSHIELD)) ; else if(isMagneticPole(movtype)) { // a special case here -- we have to ignore the illegality of // the 'second' move due to an adjacent opposite pole forCellIdEx(c2, d, c) if(c2->monst == movtype) { cell *c3 = c2->move(c2->mondir); eMonster m2 = c3->monst; c3->monst = moNone; bool ok = passable_for(movtype, from, c, P_CHAIN | P_MONSTER) && passable_for(movtype, c, c2, P_CHAIN | P_MONSTER); c3->monst = m2; if(ok) groupmove2(movei(c, d).rev(), movtype, mf); } } else return; if(from->monst) { if(mf & MF_MOUNT) { // don't go through friends if(isFriendlyOrBug(from)) return; } else { // go through the player (even mounted) if(isPlayerOn(from)) ; // go through the mounted dragon else if(isDragon(from->monst) && isFriendlyOrBug(from)) ; // but not through other worms else if(isWorm(from)) return; // go through other friends else if(isFriendlyOrBug(from)) ; else return; } } // Kraken movement if(movtype == moKrakenH && c->monst == moKrakenT && c->stuntime == 0) kraken::trymove(c); if(movegroup(c->monst) == movtype) { int af = AF_ONLY_FBUG | AF_GETPLAYER; if(mf & MF_MOUNT) af = 0; if(!passable_for(movtype, from, c, P_ONPLAYER | P_MONSTER)) return; if(!ignoresSmell(c->monst) && againstRose(c, from)) return; if((mf & MF_ONLYEAGLE) && c->monst != moEagle && c->monst != moBat) return; if((mf & MF_ONLYEAGLE) && bird_disruption(c) && markOrb(itOrbGravity)) return; // in the gravity lands, eagles cannot ascend in their second move if((mf & MF_ONLYEAGLE) && gravityLevelDiff(c, from) < 0) { onpath_mark(c); return; } if((mf & MF_NOFRIEND) && isFriendly(c)) return; if((mf & MF_MOUNT) && !isMounted(c)) return; if(isRatling(c->monst) && lastmovetype == lmSkip) return; if(c->stuntime) return; if(c->monst == moBat && batsAfraid(from)) return; // note: move from 'c' to 'from'! if(!(mf & MF_NOATTACKS)) for(int j=0; jtype; j++) if(c->move(j) && canAttack(c, c->monst, c->move(j), c->move(j)->monst, af)) { attackMonster(c->move(j), AF_NORMAL | AF_GETPLAYER | AF_MSG, c->monst); animateAttack(movei(c, j), LAYER_SMALL); onpath_mark(c); // XLATC eagle return; } if(from->cpdist == 0 || from->monst) { onpath_mark(c); return; } if(movtype == moDragonHead) { dragon::move(mi); return; } moveMonster(mi); onpath_mark(from); if(isDie(mi.t->monst)) { /* other dice will not pathfind through the original cell */ /* this makes it easier for the player to roll dice correctly */ onpath_mark(c); return; } } onpath_mark(c); // MAXGCELL if(isize(gendfs) < 1000 || c->cpdist <= 6) gendfs.push_back(c); } EX void groupmove(eMonster movtype, flagtype mf) { pathdata pd(0); gendfs.clear(); if(mf & MF_MOUNT) { if(dragon::target) gendfs.push_back(dragon::target); if(movtype == moDragonHead) { for(int i=0; imonst) continue; if(isFriendlyOrBug(c)) continue; forCellIdEx(c2, d, c) if(c2->monst && isMounted(c2)) { groupmove2(movei(c,d).rev(),movtype,mf); } } } } else { if(!peace::on) for(int i=0; i dirtable; forCellIdAll(c2,t,c) dirtable.push_back(t); hrandom_shuffle(dirtable); for(auto& t: dirtable) { groupmove2(movei(c, t).rev(),movtype,mf); } if(movtype == moEagle && c->monst == moNone && !isPlayerOn(c) && !bird_disruption(c)) { cell *c2 = whirlwind::jumpFromWhereTo(c, false); groupmove2(movei(c2, c, STRONGWIND), movtype, mf); } if(frog_power(movtype) && c->monst == moNone && !isPlayerOn(c)) { forCellEx(c2, c) forCellEx(c3, c2) groupmove2(movei(c3, c, JUMP), movtype, mf); } } if(movtype != moDragonHead) for(int i=0; imonst != moEagle && c->monst != moBat) return; if(movegroup(c->monst) == movtype && c->pathdist != 0) { cell *c2 = moveNormal(c, mf); if(c2) onpath_mark(c2); } } } // Hex monsters vector hexdfs; EX void moveHexSnake(const movei& mi, bool mounted) { // note: move from 'c' to 'from'! auto& from = mi.t; auto& c = mi.s; setdist(from, 6, nullptr); if(from->wall == waBoat) from->wall = waSea; moveEffect(mi, c->monst); from->monst = c->monst; from->mondir = mi.rev_dir_or(NODIR); from->hitpoints = c->hitpoints; c->monst = moHexSnakeTail; preventbarriers(from); animateMovement(mi, LAYER_BIG); mountmove(mi, true); cell *c2 = c, *c3=c2; for(int a=0;; a++) if(c2->monst == moHexSnakeTail) { if(a == ROCKSNAKELENGTH) { c2->monst = moNone, c3->mondir = NODIR; break; } auto mim = moveimon(c2).rev(); if(!mim.proper()) break; mountmove(mim, true); animateMovement(mim, LAYER_BIG); c3 = c2, c2 = mim.s; } else break; } EX void snakeAttack(cell *c, bool mounted) { for(int j=0; jtype; j++) if(c->move(j) && canAttack(c, moHexSnake, c->move(j), c->move(j)->monst, mounted ? AF_ONLY_ENEMY : (AF_ONLY_FBUG | AF_GETPLAYER))) { eMonster m2 = c->move(j)->monst; attackMonster(c->move(j), AF_NORMAL | AF_GETPLAYER | AF_MSG, moHexSnake); spread_plague(c, c->move(j), j, moHexSnake); produceGhost(c->move(j), moHexSnake, m2); } } EX bool goodmount(cell *c, bool mounted) { if(mounted) return isMounted(c); else return !isMounted(c); } EX int inpair(cell *c, int colorpair) { return (colorpair >> pattern_threecolor(c)) & 1; } EX int snake_pair(cell *c) { if(c->mondir == NODIR) return (1 << pattern_threecolor(c)); else return (1 << pattern_threecolor(c)) | (1 << pattern_threecolor(c->move(c->mondir))); } // note: move from 'c' to 'from'! EX void hexvisit(cell *c, cell *from, int d, bool mounted, int colorpair) { if(!c) return; if(cellUnstable(c) || cellEdgeUnstable(c)) return; if(c->pathdist == 0) return; if(cellUnstableOrChasm(c) || cellUnstableOrChasm(from)) return; /* if(c->monst == moHexSnake) printf("%p:%p %s %d\n", from, c, dnameof(from->monst), passable(from, c, true, false, false)); */ if(from->cpdist && (!passable(from, c, P_MONSTER|P_WIND|P_FISH))) return; if(c->monst == moHexSnake && snake_pair(c) == colorpair) { // printf("got snake\n"); if(!inpair(from, colorpair)) return; if(!goodmount(c, mounted)) return; if(canAttack(c, moHexSnake, from, from->monst, AF_EAT | (mounted ? AF_ONLY_ENEMY : AF_ONLY_FBUG | AF_GETPLAYER))) { attackMonster(from, AF_MSG | AF_EAT | AF_GETPLAYER, c->monst); } if(from->cpdist == 0 || from->monst) return; snakeAttack(c, mounted); moveHexSnake(movei(from, d).rev(), mounted); } onpath_mark(c); // MAXGCELL if(isize(hexdfs) < 2000 || c->cpdist <= 6) hexdfs.push_back(c); } EX void movehex(bool mounted, int colorpair) { pathdata pd(3); hexdfs.clear(); if(mounted) { if(dragon::target && dragon::target->monst != moHexSnake) { hexdfs.push_back(dragon::target); onpath_mark(dragon::target); } } else for(cell *c: targets) { hexdfs.push_back(c); onpath_mark(c); } //hexdfs.push_back(cwt.at); for(int i=0; i dirtable; for(int t=0; ttype; t++) if(c->move(t) && inpair(c->move(t), colorpair)) dirtable.push_back(t); hrandom_shuffle(dirtable); for(auto& t: dirtable) { hexvisit(c->move(t), c, t, mounted, colorpair); } } } EX void movehex_rest(bool mounted) { pathdata pd(4); for(int i=0; imonst == moHexSnake) { colorpair = snake_pair(c); if(!goodmount(c, mounted)) continue; vector dirtable = hrandom_permutation(c->type); for(int u=0; utype; u++) { createMov(c, dirtable[u]); if(inpair(c->move(dirtable[u]), colorpair)) hexvisit(c, c->move(dirtable[u]), c->c.spin(dirtable[u]), mounted, colorpair); } } if(c->monst == moHexSnake) { snakeAttack(c, mounted); kills[moHexSnake]++; playSound(c, "die-troll"); cell *c2 = c; while(c2->monst == moHexSnakeTail || c2->monst == moHexSnake) { if(c2->monst != moHexSnake && c2->mondir != NODIR) snakepile(c2, moHexSnake); snakepile(c2, moHexSnake); c2->monst = moNone; if(c2->mondir == NODIR) break; c2 = c2->move(c2->mondir); } } } } EX void movemutant() { manual_celllister mcells; for(cell *c: currentmap->allcells()) mcells.add(c); if(!closed_or_bounded) for(int i=0; iland == laClearing && c->monst != moMutant && !pseudohept(c)) forCellEx(c2, c) forCellEx(c3, c2) if(celldistAlt(c3) < celldistAlt(c)) mcells.add(c3); } vector young; for(cell *c: mcells.lst) if(c->monst == moMutant && c->stuntime == mutantphase) young.push_back(c); for(int j=1; jtype; j++) { movei mi(c, j); auto& c2 = mi.t; if(!c2) continue; if(c2->monst != moMutant && canAttack(c, moMutant, c2, c2->monst, AF_ONLY_FBUG | AF_GETPLAYER)) { attackMonster(c2, AF_NORMAL | AF_MSG | AF_GETPLAYER, moMutant); continue; } if(isPlayerOn(c2)) continue; if((c2->land == laOvergrown || !pseudohept(c2)) && passable(c2, c, 0)) { if(c2->land == laClearing && !closed_or_bounded && c2->mpdist > 7) continue; c2->monst = moMutant; c2->mondir = c->c.spin(j); c2->stuntime = mutantphase; animateMovement(mi, LAYER_BIG); } } } } #if HDR #define SHSIZE 16 #endif EX vector> shpos; EX int cshpos = 0; EX cell *lastmountpos[MAXPLAYER]; EX void clearshadow() { shpos.resize(SHSIZE); for(int i=0; imonst == moShadow) { for(int j=0; jtype; j++) if(c->move(j) && canAttack(c, moShadow, c->move(j), c->move(j)->monst, AF_ONLY_FBUG | AF_GETPLAYER)) attackMonster(c->move(j), AF_NORMAL | AF_MSG | AF_GETPLAYER, c->monst); c->monst = moNone; shfrom = c; } shpos[cshpos][p] = playerpos(p); } cshpos = (cshpos+1) % SHSIZE; for(int p: player_indices()) { cell* where = shpos[cshpos][p]; if(where && where->monst == moNone && where->cpdist && among(where->land, laGraveyard, laCursed)) { if(sword::at(where)) { kill_shadow_at(where); fightmessage(moShadow, moPlayer, false, AF_SWORD_INTO); continue; } if(shfrom) animateMovement(match(shfrom, where), LAYER_SMALL); where->monst = moShadow; where->hitpoints = p; where->stuntime = 0; // the Shadow sets off the mines and stuff moveEffect(movei(where, where, NODIR), moShadow); // Beauty kills the Shadow check_beauty(where, where, moShadow); } } } EX void moveghosts() { if(invismove) return; movesofgood.clear(); for(int i=0; istuntime) continue; if(isPowerMonster(c) && !playerInPower()) continue; if(isGhostMover(c->monst)) { int goodmoves = 0; for(int k=0; ktype; k++) if(c->move(k) && c->move(k)->cpdist < c->cpdist) if(ghostmove(c->monst, c->move(k), c, 0) && !isPlayerOn(c->move(k))) goodmoves++; movesofgood.grow(goodmoves).push_back(c); } } for(auto& v: movesofgood) for(cell *c: v) { if(c->stuntime) continue; if(isPowerMonster(c) && !playerInPower()) continue; if(isGhostMover(c->monst) && c->cpdist >= 1) { vector mdir; for(int p: {0, 1}) for(int j=0; jtype; j++) if(p == 1 || (c->move(j) && isPlayerOn(c->move(j)))) if(c->move(j) && canAttack(c, c->monst, c->move(j), c->move(j)->monst, AF_GETPLAYER | AF_ONLY_FBUG)) { // XLATC ghost/greater shark attackMonster(c->move(j), AF_NORMAL | AF_MSG | AF_GETPLAYER, c->monst); goto nextghost; } for(int k=0; ktype; k++) if(c->move(k) && c->move(k)->cpdist < c->cpdist) if(ghostmove(c->monst, c->move(k), c, 0)) mdir.push_back(k); if(mdir.empty()) continue; int d = hrand_elt(mdir); cell *c2 = c->move(d); if(c2->monst == moTortoise && c2->stuntime > 1) { addMessage(XLAT("%The1 scares %the2 a bit!", c->monst, c2->monst)); c2->stuntime = 1; } else moveMonster(movei(c, d)); } nextghost: ; } } /** for an ally m at c, evaluate staying in place */ EX int stayvalue(eMonster m, cell *c) { if(!passable_for(c->monst, c, NULL, P_MONSTER | P_MIRROR)) return -1501; if(cellEdgeUnstable(c)) return -1501; if(againstRose(c, NULL) && !ignoresSmell(c->monst)) return -1500; return 100; } /** for an ally m at c, evaluate moving to c2 */ EX int movevalue(eMonster m, cell *c, int dir, flagtype flags) { auto mi = movei(c, dir); auto& c2 = mi.t; int val = 0; if(isPlayerOn(c2)) val = -3000; else if(againstRose(c, c2) && !ignoresSmell(m)) return -1200; else if(m == moPrincess && c2->stuntime && hasPrincessWeapon(c2->monst) && !cellDangerous(c) && !cellDangerous(c2) && canAttack(c, m, c2, c2->monst, AF_IGNORE_UNARMED | flags)) { val = 15000; } else if(canAttack(c,m,c2,c2->monst,flags)) val = (!passable_for(c->monst, c, NULL, P_MONSTER | P_MIRROR)) ? 100 : (m == moPrincessArmed && isPrincess(c2->monst)) ? 14000 : // jealousy! isActiveEnemy(c2,m) ? 12000 : among(c2->monst, moSkeleton, moMetalBeast, moReptile, moTortoise, moSalamander, moTerraWarrior, moBrownBug) ? -400 : isIvy(c2) ? 8000 : isInactiveEnemy(c2,m) ? 1000 : -500; else if(passable_for(m, c2, c, 0)) { #if CAP_COMPLEX2 if(mine::marked_mine(c2) && !ignoresPlates(m)) val = 50; else #endif val = 4000; int tk = tkills(); changes.init(true); moveMonster(mi); int tk2 = tkills(); bool b = monstersnear(mi.t, m); changes.rollback(); if(b) val = 50; else if(tk2 > tk) val += 1000 + 200 * (tk2 - tk); } else if(passable_for(m, c2, c, P_DEADLY)) return -1100; else return -1750; if(c->monst == moGolem ) { val -= c2->pathdist; } else if(c->monst == moFriendlyGhost ) val += c2->cpdist - 40; else if(c->monst == moMouse) { int d; if(!euclid && (c2->land != laPalace || !c2->master->alt)) d = 200; else d = celldistAlt(c2); // first rule: suicide if the Princess is killed, // by monstersnear or jumping into a chasm princess::info *i = princess::getPrisonInfo(c); if(i && !i->princess) { if(val == 50 || c2->wall == waChasm) val = 20000; } // second rule: move randomly if the Princess is saved if(i && i->bestdist > 6) ; // third rule: do not get too far from the Princess else if(d > 150) val -= (700+d); // fourth rule: do not get too far from the Rogue // NOTE: since Mouse is not a target, we can use // the full pathfinding here instead of cpdist! else if(c2->pathdist > 3 && c2->pathdist <= 19) val -= (500+c2->pathdist * 10); else if(c2->pathdist > 19) val -= (700); // fifth rule: get close to the Princess, to point the way else val -= (250+d); /* // avoid stepping on trapdoors and plates // (REMOVED BECAUSE MICE NO LONGER ACTIVATE TRAPDOORS AND PLATES) // note that the Mouse will still step on the trapdoor // if it wants to get close to you and there is no other way if(c2->wall == waTrapdoor) val -= 5; */ } if(isPrincess(c->monst)) { int d = c2->pathdist; if(d <= 3) val -= d; else val -= 10 * d; // the Princess also avoids stepping on pressure plates if(c2->wall == waClosePlate || c2->wall == waOpenPlate || c2->wall == waTrapdoor) val -= 5; } if(c->monst == moTameBomberbird) { int d = c2->pathdist; if(d == 1 && c->pathdist > 1) d = 5; if(d == 2 && c->pathdist > 2) d = 4; val -= d; } if(c->monst == moKnight && (eubinary || c2->master->alt)) { val -= celldistAlt(c2); // don't go to external towers if(c2->wall == waTower && c2->wparam == 1 && !c2->monst) return 60; } return val; } EX void movegolems(flagtype flags) { if(items[itOrbEmpathy] && items[itOrbSlaying]) flags |= AF_CRUSH; int qg = 0; for(int i=0; imonst; pathdata pd(m, false); if(c->stuntime) continue; if(m == moGolem || m == moKnight || m == moTameBomberbird || m == moPrincess || m == moPrincessArmed || m == moMouse || m == moFriendlyGhost) { if(m == moGolem) qg++; if(m == moFriendlyGhost) markOrb(itOrbUndeath); auto recorduse = orbused; DEBB(DF_TURN, ("stayval")); int bestv = stayvalue(m, c); vector bdirs; DEBB(DF_TURN, ("moveval")); for(int k=0; ktype; k++) if(c->move(k)) { int val = movevalue(m, c, k, flags); if(val > bestv) bestv = val, bdirs.clear(); if(val == bestv) bdirs.push_back(k); } if(m == moTameBomberbird) { cell *c2 = whirlwind::jumpDestination(c); if(c2 && !c2->monst) { int val = movevalue(m, c, STRONGWIND, flags); // printf("val = %d bestv = %d\n", if(val > bestv) bestv = val, bdirs.clear(); if(val == bestv) bdirs.push_back(STRONGWIND); } } orbused = recorduse; // printf("stayvalue = %d, result = %d, bq = %d\n", stayvalue(m,c), bestv, bq); if(bdirs.empty()) continue; int dir = hrand_elt(bdirs); auto mi = movei(c, dir); auto& c2 = mi.t; if(c2->monst) { bool revenge = (m == moPrincess); bool jealous = (isPrincess(c->monst) && isPrincess(c2->monst)); eMonster m2 = c2->monst; if(revenge) { playSound(c2, princessgender() ? "dzia-princess" : "dzia-prince"); addMessage(XLAT("%The1 takes %his1 revenge on %the2!", m, c2->monst)); } if(revenge || jealous) flags |= AF_CRUSH; else if((flags & AF_CRUSH) && !canAttack(c, m, c2, c2->monst, flags ^ AF_CRUSH ^ AF_MUSTKILL)) markOrb(itOrbEmpathy), markOrb(itOrbSlaying); attackMonster(c2, flags | AF_MSG, m); animateAttack(movei(c, dir), LAYER_SMALL); spread_plague(c, c2, dir, m); produceGhost(c2, m2, m); sideAttack(c, dir, m, 0); if(revenge) c->monst = m = moPrincessArmed; if(jealous) { playSound(c2, princessgender() ? "dzia-princess" : "dzia-prince"); addMessage("\"That should teach you to take me seriously!\""); } } else { passable_for(m, c2, c, P_DEADLY); DEBB(DF_TURN, ("move")); moveMonster(mi); if(m != moTameBomberbird && m != moFriendlyGhost) moveBoatIfUsingOne(mi); if(c2->monst == m) { if(m == moGolem) c2->monst = moGolemMoved; if(m == moMouse) c2->monst = moMouseMoved; if(m == moPrincess) c2->monst = moPrincessMoved; if(m == moPrincessArmed) c2->monst = moPrincessArmedMoved; if(m == moTameBomberbird) c2->monst = moTameBomberbirdMoved; if(m == moKnight) c2->monst = moKnightMoved; if(m == moFriendlyGhost) c2->stuntime = 1; } empathyMove(mi); } DEBB(DF_TURN, ("other")); } } achievement_count("GOLEM", qg, 0); } /** note: butterflies don't use moveNormal for two reasons: * 1) to make sure that they move AFTER bulls * 2) to make sure that they move offscreen */ EX void moveButterflies() { int j = 0; for(int i=0; imonst == moButterfly) { /* // don't move if under attack of a bull bool underattack = false; forCellEx(c3, c) if(c3->monst == moRagingBull && c3->mondir != NODIR && angledist(c3->type, c3->mondir, neighborId(c3, c)) == 3 && canAttack(c3, moRagingBull, c, c->monst, AF_BULL) ) underattack = true; if(underattack) continue; */ cell *c2 = moveNormal(c, 0); if(butterflies[i].second < 50 && c2) butterflies[j++] = make_pair(c2, butterflies[i].second+1); } } butterflies.resize(j); } // assume pathdist EX void specialMoves() { for(int i=0; istuntime) continue; eMonster m = c->monst; if(m == moHunterGuard && items[itHunting] >= 10) c->monst = moHunterChanging; if ((havewhat & HF_FAILED_AMBUSH) && hyperbolic && !quotient) { if(m == moHunterDog) c->monst = moHunterChanging; forCellEx(c2, c) if(c2->monst == moHunterDog) c2->monst = moHunterChanging; } if(m == moSleepBull && !peace::on) { bool wakeup = false; forCellEx(c2, c) if(c2->monst == moGadfly) { addMessage(XLAT("%The1 wakes up %the2.", c2->monst, m)); wakeup = true; } for(int i=0; imonst = m = moRagingBull; c->mondir = NODIR; } } if(m == moNecromancer) { pathdata pd(moNecromancer); int gravenum = 0, zombienum = 0; cell *gtab[8], *ztab[8]; for(int j=0; jtype; j++) if(c->move(j)) { if(c->move(j)->wall == waFreshGrave) gtab[gravenum++] = c->move(j); if(passable(c->move(j), c, 0) && c->move(j)->pathdist < c->pathdist) ztab[zombienum++] = c->move(j); } if(gravenum && zombienum) { cell *gr = gtab[hrand(gravenum)]; gr->wall = waAncientGrave; gr->monst = moGhost; gr->stuntime = 1; ztab[hrand(zombienum)]->monst = moZombie; ztab[hrand(zombienum)]->stuntime = 1; addMessage(XLAT("%The1 raises some undead!", m)); playSound(c, "necromancy"); } } else if(m == moOutlaw) { for(cell *c1: gun_targets(c)) if(canAttack(c, moOutlaw, c1, c1->monst, AF_GETPLAYER | AF_ONLY_FBUG | AF_GUN)) { attackMonster(c1, AF_GETPLAYER | AF_ONLY_FBUG | AF_GUN, moOutlaw); c->stuntime = 1; break; } } else if(m == moWitchFlash && flashWouldKill(c, AF_GETPLAYER | AF_ONLY_FBUG) && !flashWouldKill(c, false)) { addMessage(XLAT("%The1 activates her Flash spell!", m)); m = moWitch; activateFlashFrom(c, moWitchFlash, AF_MAGIC | AF_GETPLAYER | AF_MSG); c->stuntime = 1; } else if(m == moCrystalSage && c->cpdist <= 4 && isIcyLand(cwt.at) && cwt.at->wall != waBoat) { // only one sage attacks if(sagefresh) { sagefresh = false; if(sagephase == 0) { addMessage(XLAT("%The1 shows you two fingers.", m)); addMessage(XLAT("You wonder what does it mean?")); } else if(sagephase == 1) { addMessage(XLAT("%The1 shows you a finger.", m)); addMessage(XLAT("You think about possible meanings.")); } else { addMessage(XLAT("%The1 moves his finger downwards.", m)); addMessage(XLAT("Your brain is steaming.")); } sagephase++; for(int i=0; i 4) continue; sageheat(t, .0); for(int i=0; itype; i++) sageheat(t->move(i), .3); } } c->stuntime = 1; } else if(m == moPyroCultist && !peace::on) { bool shot = false; bool dont_approach = false; // smaller range on the sphere int firerange = (sphere || getDistLimit() < 5) ? 2 : 4; for(int i=0; imonst)); makeflame(t, 20, false); playSound(t, "fire"); c->monst = moCultist; shot = true; } if(celldistance(c,t) <= 3 && !sphere) dont_approach = true; } if(shot || dont_approach) c->stuntime = 1; } else if(m == moHexer && c->item && (classflag(c->item) & IF_CURSE) && !peace::on) { // bool dont_approach = false; // smaller range on the sphere int firerange = (sphere || getDistLimit() < 5) ? 2 : 4; bool dont_approach = false; for(int i=0; iitem)); playSound(t, "fire"); animate_item_throw(c, t, c->item); items[c->item] += orbcharges(c->item); c->item = itNone; c->stuntime = 1; } if(d == firerange+1) dont_approach = true; } } if(dont_approach) c->stuntime = 1; } else if(m == moVampire) { for(int i=0; istuntime = 1; } } } } } EX void moveworms() { if(!isize(worms)) return; pathdata pd(moWorm); int wrm = isize(worms); for(int i=0; imonst == moGolemMoved) c->monst = moGolem; if(c->monst == moMouseMoved) c->monst = moMouse; if(c->monst == moPrincessMoved) c->monst = moPrincess; if(c->monst == moPrincessArmedMoved) c->monst = moPrincessArmed; if(c->monst == moKnightMoved) c->monst = moKnight; if(c->monst == moTameBomberbirdMoved) c->monst = moTameBomberbird; } EX void consMove(cell *c, eMonster param) { eMonster m = c->monst; if(movegroup(m) != moYeti) return; if(m == moWitchSpeed) havewhat |= HF_FAST; bool slow = slowMover(m); if(slow) havewhat |= HF_SLOW; if(param == moYeti && slow) return; if(param == moTortoise && !slow) return; if(param == moWitchSpeed && m != moWitchSpeed) return; if(isActiveEnemy(c, moPlayer)) { int goodmoves = 0; for(int t=0; ttype; t++) { cell *c2 = c->move(t); if(c2 && c2->pathdist < c->pathdist) goodmoves++; } movesofgood.grow(goodmoves).push_back(c); } else movesofgood.grow(0).push_back(c); } EX void moveNormals(eMonster param) { pathdata pd(param); movesofgood.clear(); for(int i=0; ipathdist == PINFD) consMove(c, param); } for(auto& v: movesofgood) for(cell *c: v) { if(minf[c->monst].mgroup == moYeti) { moveNormal(c, MF_PATHDIST); } } } EX void movehex_all() { for(int i: snaketypes) { movehex(false, i); if(!shmup::on && haveMount()) movehex(true, i); } movehex_rest(false); movehex_rest(true); } EX void movemonsters() { #if CAP_COMPLEX2 ambush::distance = 0; #endif DEBB(DF_TURN, ("lava1")); orboflava(1); #if CAP_COMPLEX2 ambush::check_state(); #endif sagefresh = true; turncount++; specialMoves(); DEBB(DF_TURN, ("ghosts")); moveghosts(); DEBB(DF_TURN, ("butterflies")); moveButterflies(); DEBB(DF_TURN, ("normal")); moveNormals(moYeti); DEBB(DF_TURN, ("slow")); if(havewhat & HF_SLOW) moveNormals(moTortoise); if(sagefresh) sagephase = 0; DEBB(DF_TURN, ("ivy")); moveivy(); DEBB(DF_TURN, ("slimes")); groupmove(moSlime, 0); DEBB(DF_TURN, ("sharks")); if(havewhat & HF_SHARK) groupmove(moShark, 0); DEBB(DF_TURN, ("eagles")); if(havewhat & HF_BIRD) groupmove(moEagle, 0); if(havewhat & HF_EAGLES) groupmove(moEagle, MF_NOATTACKS | MF_ONLYEAGLE); DEBB(DF_TURN, ("eagles")); if(havewhat & HF_REPTILE) groupmove(moReptile, 0); DEBB(DF_TURN, ("jumpers")); if(havewhat & HF_JUMP) { groupmove(moFrog, 0); groupmove(moVaulter, 0); groupmove(moPhaser, 0); } DEBB(DF_TURN, ("air")); if(havewhat & HF_AIR) { airmap.clear(); groupmove(moAirElemental, 0); buildAirmap(); } DEBB(DF_TURN, ("earth")); if(havewhat & HF_EARTH) groupmove(moEarthElemental, 0); DEBB(DF_TURN, ("water")); if(havewhat & HF_WATER) groupmove(moWaterElemental, 0); DEBB(DF_TURN, ("void")); if(havewhat & HF_VOID) groupmove(moVoidBeast, 0); DEBB(DF_TURN, ("leader")); if(havewhat & HF_LEADER) groupmove(moPirate, 0); DEBB(DF_TURN, ("mutant")); if((havewhat & HF_MUTANT) || (closed_or_bounded && among(specialland, laOvergrown, laClearing))) movemutant(); DEBB(DF_TURN, ("bugs")); if(havewhat & HF_BUG) hive::movebugs(); DEBB(DF_TURN, ("whirlpool")); if(havewhat & HF_WHIRLPOOL) whirlpool::move(); DEBB(DF_TURN, ("whirlwind")); if(havewhat & HF_WHIRLWIND) whirlwind::move(); #if CAP_COMPLEX2 DEBB(DF_TURN, ("westwall")); if(havewhat & HF_WESTWALL) westwall::move(); #endif for(cell *pc: player_positions()) if(pc->item == itOrbSafety) return; DEBB(DF_TURN, ("river")); if(havewhat & HF_RIVER) prairie::move(); /* DEBB(DF_TURN, ("magnet")); if(havewhat & HF_MAGNET) groupmove(moSouthPole, 0), groupmove(moNorthPole, 0); */ DEBB(DF_TURN, ("bugs")); if(havewhat & HF_HEXD) groupmove(moHexDemon, 0); if(havewhat & HF_DICE) groupmove(moAnimatedDie, 0); if(havewhat & HF_ALT) groupmove(moAltDemon, 0); if(havewhat & HF_MONK) groupmove(moMonk, 0); DEBB(DF_TURN, ("worm")); cell *savepos[MAXPLAYER]; for(int i=0; i= 0) return true; if(cellUnstable(to)) return true; return false; } EX void beastcrash(cell *c, cell *beast) { if(c->wall == waPetrified || c->wall == waDeadTroll || c->wall == waDeadTroll2 || c->wall == waGargoyle) { addMessage(XLAT("%The1 crashes into %the2!", beast->monst, c->wall)); c->wall = waNone; } else if(c->wall == waDeadwall || c->wall == waCavewall || c->wall == waSandstone || c->wall == waVinePlant || c->wall == waIcewall || c->wall == waMirror || c->wall == waCloud || c->wall == waBigTree || c->wall == waSmallTree || c->wall == waGlass || c->wall == waClosedGate || c->wall == waStone || c->wall == waRuinWall) { addMessage(XLAT("%The1 crashes into %the2!", beast->monst, c->wall)); c->wall = waNone; } else if(cellHalfvine(c)) { addMessage(XLAT("%The1 crashes into %the2!", beast->monst, c->wall)); destroyHalfvine(c); } else if(c->wall == waThumperOff) { addMessage(XLAT("%The1 crashes into %the2!", beast->monst, c->wall)); c->wall = waThumperOn; c->wparam = 100; } else if(c->wall == waExplosiveBarrel) { addMessage(XLAT("%The1 crashes into %the2!", beast->monst, c->wall)); explodeBarrel(c); } else if(realred(c)) { addMessage(XLAT("%The1 crashes into %the2!", beast->monst, c->wall)); if(c->wall == waRed1) c->wall = waNone; else if(c->wall == waRed2) c->wall = waRed1; else if(c->wall == waRed3) c->wall = waRed2; } else if(isBull(c->monst) || isSwitch(c->monst)) { addMessage(XLAT("%The1 crashes into %the2!", beast->monst, c->monst)); if(c->monst == moSleepBull) c->monst = moRagingBull, c->stuntime = 3; } } EX void stayEffect(cell *c) { eMonster m = c->monst; if(m == moAirElemental) airmap.push_back(make_pair(c, 0)); if(m == moRagingBull && c->mondir != NODIR) { playSound(NULL, "hit-axe"+pick123()); forCellIdEx(c2, d, c) { bool opposite = anglestraight(c, d, c->mondir); if(opposite) beastcrash(c2, c); } c->mondir = NODIR; c->stuntime = 3; } } EX int realstuntime(cell *c) { if(isMutantIvy(c)) return (c->stuntime - mutantphase) & 15; return c->stuntime; } }