// 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 { cellwalker prev, next; flagtype flags; bowpoint() {} }; struct bowscore { int total; cellwalker last; int turns; }; #endif #if HDR static constexpr flagtype bpFIRST = 1; static constexpr flagtype bpLAST = 2; static constexpr flagtype bpCOPIED = 4; #endif EX vector bowpath; EX map> bowpath_map; EX map target_at; EX int loading_time() { return style == cbBull ? 3 : 4; } EX bool blocks(cell *c) { if(items[itOrbAether]) return false; if(isWall(c) && !among(c->wall, waMirrorWall, waMirror, waCloud) && !isNonblock(c->wall)) return true; // if(c->monst && isMultitile(c->monst)) return true; return false; } EX int qadd(cellwalker a, cellwalker b) { hassert(a.at == b.at); for(int i=0; itype; i++) if(a+i == b) return i; return NODIR; } EX int create_path() { map scores; scores[cwt.at].total = 0; 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; } bowscore 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 ocw2 = cellwalker(c, i); auto cw2 = ocw2; if(inmirror(c)) cw2 = mirror::reflect(cw2); if(blocks(cw2.peek())) continue; if(thruVine(cw2.at, cw2.peek())) continue; if(cw2.at->monst) { flagtype attackflags = AF_BOW; if(items[itOrbSpeed]&1) attackflags |= AF_FAST; if(items[itOrbSlaying]) attackflags |= AF_CRUSH; if(items[itCurseWeakness]) attackflags |= AF_WEAK; if(canAttack(cw2.peek(), moPlayer, cw2.at, cw2.at->monst, attackflags)) { ntotal += 10000; ntotal += 1280 >> c->cpdist; } } for(int t=0; ttype; t++) { cell *c1 = cw2.at->move(t); if(!c) continue; if(!logical_adjacent(cw2.peek(), moPlayer, c1)) continue; if(canAttack(cw2.peek(),moPlayer,c1,c1->monst,AF_STAB)) { ntotal += 10000; ntotal += 1280 >> c->cpdist; } } ntotal += 2; int dir = 0; if(c->cpdist > 1) { dir = qadd(last.last, ocw2+wstep); int d = abs(szgmod(dir, c1->type)); if(d != c1->type / 2) { if(style == cbGeodesic) ntotal--; if(style == cbBull) continue; } } else { dir = qadd(cwt, ocw2+wstep); } if(ntotal > best.total) { best.total = ntotal; best.last = ocw2; best.turns = dir; } 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; } if(best_score == -1) return best_score; vector dirseq = { NODIR }; while(best_score_at != cwt.at) { auto& at = scores[best_score_at]; dirseq.push_back(at.turns); best_score_at = at.last.peek(); } reverse(dirseq.begin(), dirseq.end()); struct bolt { cellwalker at; flagtype flags; bolt(cellwalker cw, flagtype f) { at = cw; flags = f; } }; bowpath.clear(); vector bolts = { bolt(cwt, 0) }; for(auto m: mirror::mirrors) bolts.emplace_back(m.second, bpCOPIED); set broken_mirrors; for(auto d: dirseq) { bool first = bowpath.empty(); vector nbolts; set next_broken_mirrors = broken_mirrors; for(auto bolt: bolts) { bowpath.emplace_back(); auto& p = bowpath.back(); p.prev = bolt.at; p.flags = bolt.flags; if(first) p.flags |= bpFIRST; if(d == NODIR || blocks(bolt.at.at)) { p.next = bolt.at; p.flags |= bpLAST; } else { if(inmirror(bolt.at.at) || (bolt.at.at->wall == waMirrorWall && inmirror((bolt.at+d).cpeek()))) bolt.at = mirror::reflect(bolt.at); bolt.at += d; p.next = bolt.at; bolt.at += wstep; if(among(bolt.at.at->wall, waCloud, waMirror) && !broken_mirrors.count(bolt.at.at)) { auto &mir = mirror::mirrors; vector> bmir; swap(mir, bmir); mirror::createHere(bolt.at, 0); swap(mir, bmir); for(auto b: bmir) nbolts.emplace_back(b.second, bolt.flags); next_broken_mirrors.insert(bolt.at.at); } nbolts.push_back(bolt); } } bolts = nbolts; broken_mirrors = next_broken_mirrors; } return best_score; } EX void clear_bowpath() { bowpath_map.clear(); } EX void gen_bowpath_map() { bowpath_map = {}; for(auto& b: bowpath) bowpath_map[b.next.at].push_back(b); } 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(!fire_mode) { addMessage(items[itCrossbow] ? XLAT("Note: cannot fire again yet. Turns to reload: %1.", its(items[itCrossbow])) : XLAT("Fire crossbow! Click to aim, click again to confirm.")); fire_mode = true; clear_bowpath(); targets = {}; } else if(fire_mode) { addMessage(items[itCrossbow] ? XLAT("Fire mode disabled.") : XLAT("Firing cancelled.")); fire_mode = false; clear_bowpath(); } } EX void add_fire(cell *c) { bool emp = target_at.empty(); auto& t = target_at[c->cpdist]; if(t == c && !bow::bowpath.empty()) { if(items[itCrossbow]) { clear_bowpath(); addMessage(XLAT("Cannot fire again yet. Turns to reload: %1.", its(items[itCrossbow]))); fire_mode = false; return; } clear_bowpath(); checked_move_issue = miVALID; pcmove pcm; pcm.checkonly = false; changes.init(false); bool b = pcm.try_shooting(false); 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::bowpath = {}; } } gen_bowpath_map(); } } EX void shoot() { flagtype attackflags = AF_BOW; if(items[itOrbSpeed]&1) attackflags |= AF_FAST; if(items[itOrbSlaying]) attackflags |= AF_CRUSH; if(items[itCurseWeakness]) attackflags |= AF_WEAK; vector pushes; for(auto& mov: bowpath) { cell *c = mov.prev.at; cell *cf = mov.prev.cpeek(); if(!c) continue; eMonster who = (mov.flags & bpCOPIED) ? moMimic : moPlayer; if(c != cf) for(int t=0; ttype; t++) { cell *c1 = cf->move(t); if(!c) continue; bool stabthere = false; if(logical_adjacent(c, moPlayer, c1)) stabthere = true; if(stabthere && canAttack(cf,who,c1,c1->monst,AF_STAB)) { changes.ccell(c1); eMonster m = c->monst; if(attackMonster(c1, AF_STAB | AF_MSG, who)) { spread_plague(c1, cf, t, moPlayer); produceGhost(c, m, moPlayer); } } } mirror::breakMirror(mov.next, -1); eMonster m = c->monst; if(!m || isMimic(m)) continue; if(!canAttack(cf, who, c, m, attackflags)) { pcmove pcm; pcm.mi = movei(mov.prev).rev(); pcm.tell_why_cannot_attack(); continue; } changes.ccell(c); bool push = (items[itCurseWeakness] || (isStunnable(c->monst) && c->hitpoints > 1)); push = push && (!(mov.flags & bpLAST) && monsterPushable(c)); if(m) attackMonster(c, attackflags | AF_MSG, who); if(!c->monst || isAnyIvy(m)) { spread_plague(cf, c, movei(mov.prev).rev().d, moPlayer); produceGhost(c, m, moPlayer); } if(push) pushes.push_back(mov); } while(!pushes.empty()) { auto& mov = pushes.back(); cell *c = mov.prev.at; cell *ct = mov.next.cpeek(); bool can_push = passable(ct, c, P_BLOW); if(can_push) { changes.ccell(c); changes.ccell(ct); pushMonster(mov.next); } pushes.pop_back(); } reverse(bowpath.begin(), bowpath.end()); gen_bowpath_map(); } EX bool have_bow_target() { dynamicval bp(bowpath); dynamicval bpm(bowpath_map); for(int i=0; icpdist] = {c}; int res = create_path(); if(res == -1) continue; checked_move_issue = miVALID; pcmove pcm; pcm.checkonly = true; changes.init(true); bool b = pcm.try_shooting(false); changes.rollback(); if(b) return true; } return false; } 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 } }