// Hyperbolic Rogue - Complex features part II // Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details /** \file complex2.cpp * \brief Continuation of complex.cpp * * Includes: Brownian, Irradiated, Free Fall */ #include "hyper.h" #ifdef CAP_COMPLEX2 namespace hr { EX namespace brownian { #if HDR const int level = 5; #endif map> > futures; int centersteps = 0; int totalsteps = 0; void rise(cell *c, int val) { if(c->wall == waSea) c->wall = waNone; if(c->land == laOcean || c->land == laNone) { c->land = laBrownian; c->landparam = 0; } c->bardir = NOBARRIERS; forCellCM(c1, c) { c1->bardir = NOBARRIERS; if(c1->mpdist > BARLEV) { setdist(c1, BARLEV, c); } if(c1->land == laOcean) { c1->land = laBrownian; c1->landparam = 0; c1->wall = waSea; } } c->landparam += val; } static const int FAT = (-100); // less than 0 void recurse(cell *c, int fatten_from) { int dl = getDistLimit(); while(true) { int cd = celldist(c); bool fat = cd > fatten_from; totalsteps++; if(cd >= dl * (fat ? 4 : ISMOBILE ? 2 : 3) + celldist(cwt.at)) { cell *c1 = c; while(true) { cell *c2 = ts::left_parent(c1, celldist); if(!c2 || c2->mpdist < BARLEV) break; setdist(c2, BARLEV, c1); c1 = c2; } futures[c1].emplace_back(c, fatten_from); return; } if(c->mpdist <= 7 || !among(c->land, laNone, laOcean, laBrownian) || (c->land != laBrownian && c->bardir != NODIR)) { centersteps++; return; } cell *c2 = c->cmove(hrand(c->type)); int cd2 = celldist(c2); // while(hrand(1000) < 1000 * chance) recurse(c); if(!fat && (cd2 > fatten_from || hrand(100000) == 0)) { recurse(c, FAT); fatten_from = FAT; } else if(fat) recurse(c, cd + dl * 6); rise(c, fat ? 256 : 1); c = c2; } } EX void dissolve_brownian(cell *c, int x) { if(c->land == laBrownian) { if(among(c->wall, waNone, waStrandedBoat, waMineOpen, waFire)) { if(c->landparam >= 4 * level) c->landparam = 4 * level - 1; c->landparam -= level * x; c->wall = waNone; if(c->landparam < 0) c->wall = waSea, c->landparam = 0; if(c->landparam == 0) c->landparam = 1; } } } EX void dissolve(cell *c, int x) { destroyTrapsAround(c); if(c->land == laBrownian) dissolve_brownian(c, x); else if(c->wall == waRed2) c->wall = waRed1; else if(c->wall == waRed3) c->wall = waRed2; else if(among(c->wall, waRed1, waDeadfloor2, waRubble, waBoat, waFire, waCIsland, waCIsland2, waBigBush, waSmallBush)) c->wall = waNone; else if(c->wall == waStrandedBoat) c->wall = waNone; else if(c->wall == waFrozenLake) c->wall = waLake; else if(among(c->wall, waReptile, waGargoyleFloor) || cellUnstable(c)) c->wall = waChasm; else if(among(c->wall, waNone, waDock, waBurningDock, waFloorA, waFloorB, waCavefloor, waDeadfloor, waMineMine, waMineUnknown, waMineOpen, waOpenGate, waClosePlate, waOpenPlate, waGargoyleBridge, waReptileBridge)) c->wall = waSea; else if(cellHalfvine(c)) destroyHalfvine(c, waNone, 4); } EX void init(cell *c) { if(!hyperbolic) return; recurse(c, FAT); recurse(c, FAT); } EX void init_further(cell *c) { if(!hyperbolic) return; int dl = getDistLimit(); dynamicval be(generatingEquidistant, true); int gdir = -1; for(int i=0; itype; i++) { if(c->move(i) && c->move(i)->mpdist < c->mpdist) gdir = i; } if(gdir < 0) return; cellwalker cw(c, gdir); for(int i=0; i<4; i++) { cw += revstep; setdist(cw.at, BARLEV, cw.peek()); buildEquidistant(cw.at); println(hlog, "from ", cw.peek(), " to ", cw.at, ", land = ", dnameof(cw.at->land), " lp = ", cw.at->landparam); } if(c->land != laOcean || !no_barriers_in_radius(cw.at, 2)) return; println(hlog, "brownian::init ", cw.at, " in distance ", celldistance(cw.at, cwt.at)); recurse(cw.at, celldist(c) + dl * 3); recurse(cw.at, celldist(c) + dl * 3); cell *c2 = c; while(c2->mpdist > 7) { forCellEx(c3, c2) if(c3->mpdist < c2->mpdist) { c2 = c3; goto next; } break; next: ; } if(!c2->monst && c2->wall != waBoat) c2->monst = moAcidBird; } EX void apply_futures(cell *c) { if(futures.count(c)) { auto m = move(futures[c]); futures.erase(c); for(auto p: m) recurse(p.first, p.second); futures.erase(c); printf("centersteps = %d futures = %d totalsteps = %d\n", centersteps, isize(futures), totalsteps); } } EX void build(cell *c, int d) { if(!hyperbolic) c->wall = waNone, c->landparam = 256; ONEMPTY { if(hrand(10000) < min(250, 100 + 2 * PT(kills[moAcidBird] + kills[moBrownBug], 50)) * (25 + min(items[itBrownian], 100)) / 25 && c->landparam >= 4 && c->landparam < 24) c->item = itBrownian; if(hrand_monster(8000) < 15 + items[itBrownian]) c->monst = moAcidBird; else if(hrand_monster(8000) < 15) c->monst = moAlbatross; else if(hrand_monster(8000) < 15 + items[itBrownian]) { c->monst = moBrownBug; c->hitpoints = 3; } } } EX colortable colors = { 0x603000, 0x804000, 0xA05000, 0xC09050, 0xE0D0A0 }; EX color_t get_color(int y) { return y < level ? gradient(colors[0], colors[1], 1, y, level-1) : y < 2 * level ? colors[2] : y < 3 * level ? colors[3] : colors[4]; } EX color_t& get_color_edit(int y) { return y < level/2 ? colors[0] : y < level ? colors[1] : y < 2 * level ? colors[2] : y < 3 * level ? colors[3] : colors[4]; } int hrc = addHook(hooks_removecells, 0, [] () { vector to_remove; for(auto p: futures) if(is_cell_removed(p.first)) to_remove.push_back(p.first); for(auto r: to_remove) futures.erase(r); }) + addHook(clearmemory, 0, [] () { futures.clear(); }) + addHook(hooks_gamedata, 0, [] (gamedata* gd) { gd->store(futures); }); EX } EX namespace westwall { EX void switchTreasure(cell *c) { c->item = itNone; if(safety) return; if(hrand(5000) < PT(100 + 2 * (kills[moAirElemental] + kills[moWindCrow]), 200) && c->landparam >= 5 + items[itWest]) c->item = itWest; else if(hrand(5000) < 20*PRIZEMUL) placeLocalOrbs(c); } EX int coastvalEdge1(cell *c) { if(c->land == laWestWall && !c->landparam) buildEquidistant(c); return coastvalEdge(c); } void build(vector& whirlline, int d) { again: cell *at = whirlline[isize(whirlline)-1]; cell *prev = whirlline[isize(whirlline)-2]; for(int i=0; itype; i++) if(at->move(i) && coastvalEdge1(at->move(i)) == d && at->move(i) != prev) { whirlline.push_back(at->move(i)); goto again; } } void moveAt(cell *c, manual_celllister& cl) { if(cl.listed(c)) return; if(c->land != laWestWall) return; vector whirlline; int d = coastvalEdge(c); whirlline.push_back(c); whirlline.push_back(gravity_state == gsAnti ? ts::right_of(c, coastvalEdge1) : ts::left_of(c, coastvalEdge1)); build(whirlline, d); reverse(whirlline.begin(), whirlline.end()); build(whirlline, d); int z = isize(whirlline); for(int i=0; impdist == BARLEV) switchTreasure(whirlline[i]); } for(int i=0; iitem) animateMovement(match(whirlline[i+1], whirlline[i]), LAYER_BOAT); } for(int i=0; iitem), "and mpdist is ", yi[i].actual_key()->mpdist); moveAt(yi[i].actual_key(), cl); if(yi[i].actualKey) { if(gravity_state == gsAnti) yi[i].age--; else yi[i].age++; setdist(yi[i].actual_key(), 8, NULL); } } } EX } EX namespace variant { #if HDR struct feature { color_t color_change; int rate_change; eMonster wanderer; void (*build)(cell*); }; extern array features; #endif #define VF [] (cell *c) bool hrand_var(int i) { return hrand_monster(i) < 25 + items[itVarTreasure] + yendor::hardness(); } array features {{ feature{(color_t)(-0x202020), 5, moNecromancer, VF { if(c->wall == waNone && hrand(1500) < 20) c->wall = waFreshGrave; if(hrand(20000) < 10 + items[itVarTreasure]) c->monst = moNecromancer; }}, {0x000010, 5, moLancer, VF { if(c->wall == waNone && !c->monst && hrand_var(80000)) c->monst = moLancer; } }, {0x100008,15, moMonk, VF { if(c->wall == waNone && !c->monst && hrand_var(80000)) c->monst = moMonk; } }, {0x080010, 5, moCrusher, VF { if(c->wall == waNone && !c->monst && hrand_var(80000)) c->monst = moCrusher; } }, {0x181418, 5, moSkeleton, VF { if(c->wall == waNone && !c->monst && hrand_var(80000)) c->monst = moSkeleton, c->hitpoints = 3; } }, {0x180000, 5, moPyroCultist, VF { if(c->wall == waNone && !c->monst && hrand_var(80000)) c->monst = moPyroCultist; } }, {0x00000C, 2, moFlailer, VF { if(c->wall == waNone && !c->monst && hrand_var(80000)) c->monst = moFlailer; } }, {0x1C0700, 1, moHedge, VF { if(c->wall == waNone && !c->monst && hrand_var(80000) && valence() == 3) c->monst = moHedge; } }, {0x000c00,-1, moNone, VF { if(hrand(1500) < 30) createArrowTrapAt(c, laVariant); } }, {0x001200,-1, moNone, VF { if(hrand(1500) < 50 && c->wall == waNone) c->wall = waTrapdoor; } }, {0x000c18,-1, moNone, VF { if(hrand(1500) < 30) build_pool(c, true); } }, {0x040A00,-1, moNone, VF { if(c->wall == waNone && !c->monst && !c->monst && hrand(1500) < 10) c->wall = waThumperOff; } }, {0x080A00,-1, moNone, VF { if(hrand(1500) < 20 && !c->monst && !c->wall) c->wall = waFireTrap; } }, {0x0C0A00, 0, moNone, VF { bool inyendor = yendor::on && specialland == laVariant && celldist(c) < 7; int chance = inyendor ? 800 : 100; if(c->wall == waNone && !c->monst && hrand(5000) < chance) c->wall = waExplosiveBarrel; } }, {0x060D04, 0, moNone, VF { if(c->wall == waNone && !c->monst && pseudohept(c) && hrand(30000) < 25 + items[itVarTreasure]) if(buildIvy(c, 0, c->type) && !peace::on) c->item = itVarTreasure; }}, {0x000A08, 0, moNone, VF { if(c->wall == waNone && !c->monst && hrand(5000) < 100) c->wall = waSmallTree; }}, {0x100A10, 1, moRagingBull, VF { if(c->wall == waNone && hrand(10000) < 10 + items[itVarTreasure]) c->monst = moSleepBull, c->hitpoints = 3; }}, {0x00110C, 0, moNone, VF { if(c->wall == waNone && !c->monst && hrand(5000) < 100) c->wall = waBigTree; }}, {0x000A28, 1, moNone, VF { if(hrand(500) < 10) build_pool(c, false); } }, {0x100A00, 2, moVariantWarrior, VF { if(c->wall == waNone && !c->monst && hrand_var(40000)) c->monst = moVariantWarrior; }}, {0x100708, 1, moRatling, VF { if(c->wall == waNone && !c->monst && hrand_var(50000)) c->monst = moRatling; }} }}; #undef VF EX } EX namespace camelot { /** number of Grails collected, to show you as a knight */ EX int knighted = 0; /** this value is used when using Orb of Safety in the Camelot in Pure Tactics Mode */ EX int anthraxBonus = 0; EX void roundTableMessage(cell *c2) { if(!euclid && !cwt.at->master->alt) return; if(!euclid && !c2->master->alt) return; int dd = celldistAltRelative(c2) - celldistAltRelative(cwt.at); bool tooeasy = (roundTableRadius(c2) < newRoundTableRadius()); if(dd>0) { if(grailWasFound(cwt.at)) { addMessage(XLAT("The Knights congratulate you on your success!")); knighted = roundTableRadius(cwt.at); } else if(!tooeasy) addMessage(XLAT("The Knights laugh at your failure!")); } else { if(grailWasFound(cwt.at)) addMessage(XLAT("The Knights stare at you!")); else if(tooeasy) { if(!tactic::on) addMessage(XLAT("Come on, this is too easy... find a bigger castle!")); } else addMessage(XLAT("The Knights wish you luck!")); } } EX void knightFlavorMessage(cell *c2) { if(!eubinary && !c2->master->alt) { addMessage(XLAT("\"I am lost...\"")); return; } if(tactic::on) { addMessage(XLAT("\"The Knights of the Horocyclic Table salute you!\"")); return; } bool grailfound = grailWasFound(c2); int rad = roundTableRadius(c2); bool tooeasy = (rad < newRoundTableRadius()); static int msgid = 0; changes.value_keep(msgid); retry: if(msgid >= 32) msgid = 0; if(msgid == 0 && grailfound) { addMessage(XLAT("\"I would like to congratulate you again!\"")); } else if(msgid == 1 && !tooeasy) { addMessage(XLAT("\"Find the Holy Grail to become one of us!\"")); } else if(msgid == 2 && !tooeasy) { addMessage(XLAT("\"The Holy Grail is in the center of the Round Table.\"")); } #if CAP_CRYSTAL else if(msgid == 3 && cryst) { if(crystal::pure()) addMessage(XLAT("\"Each piece of the Round Table is exactly %1 steps away from the Holy Grail.\"", its(roundTableRadius(c2)))); else addMessage(XLAT("\"According to Merlin, the Round Table is a perfect Euclidean sphere in %1 dimensions.\"", its(ginf[gCrystal].sides/2))); } #endif else if(msgid == 3 && !peace::on && in_full_game()) { addMessage(XLAT("\"I enjoy watching the hyperbug battles.\"")); } else if(msgid == 4 && in_full_game()) { addMessage(XLAT("\"Have you visited a temple in R'Lyeh?\"")); } else if(msgid == 5 && in_full_game()) { addMessage(XLAT("\"Nice castle, eh?\"")); } else if(msgid == 6 && items[itSpice] < 10 && !peace::on && in_full_game()) { addMessage(XLAT("\"The Red Rock Valley is dangerous, but beautiful.\"")); } else if(msgid == 7 && items[itSpice] < 10 && !peace::on && in_full_game()) { addMessage(XLAT("\"Train in the Desert first!\"")); } else if(msgid == 8 && sizes_known() && !tactic::on) { string s = ""; if(0) ; #if CAP_CRYSTAL else if(cryst) s = crystal::get_table_boundary(); #endif else if(!quotient) s = expansion.get_descendants(rad).get_str(100); if(s == "") { msgid++; goto retry; } addMessage(XLAT("\"Our Table seats %1 Knights!\"", s)); } else if(msgid == 9 && sizes_known() && !tactic::on) { string s = ""; if(0); #if CAP_CRYSTAL else if(cryst) s = crystal::get_table_volume(); #endif else if(!quotient) s = expansion.get_descendants(rad-1, expansion.diskid).get_str(100); if(s == "") { msgid++; goto retry; } addMessage(XLAT("\"There are %1 floor tiles inside our Table!\"", s)); } else if(msgid == 10 && !items[itPirate] && !items[itWhirlpool] && !peace::on && in_full_game()) { addMessage(XLAT("\"Have you tried to take a boat and go into the Ocean? Try it!\"")); } else if(msgid == 11 && !princess::saved && in_full_game()) { addMessage(XLAT("\"When I visited the Palace, a mouse wanted me to go somewhere.\"")); } else if(msgid == 12 && !princess::saved && in_full_game()) { addMessage(XLAT("\"I wonder what was there...\"")); } else if(msgid == 13 && !peace::on && in_full_game()) { addMessage(XLAT("\"Be careful in the Rose Garden! It is beautiful, but very dangerous!\"")); } else if(msgid == 14) { addMessage(XLAT("\"There is no royal road to geometry.\"")); } else if(msgid == 15) { addMessage(XLAT("\"There is no branch of mathematics, however abstract, ")); addMessage(XLAT("which may not some day be applied to phenomena of the real world.\"")); } else if(msgid == 16) { addMessage(XLAT("\"It is not possession but the act of getting there, ")); addMessage(XLAT("which grants the greatest enjoyment.\"")); } else if(msgid == 17) { addMessage(XLAT("\"We live in a beautiful and orderly world, ")); addMessage(XLAT("and not in a chaos without norms.\"")); } else if(msgid == 25) { addMessage(XLAT("\"Thank you very much for talking, and have a great rest of your day!\"")); } else { msgid++; goto retry; } msgid++; } EX } EX namespace mine { EX bool uncoverMines(cell *c, int lev, int dist, bool just_checking) { bool b = false; if(c->wall == waMineMine && just_checking) return true; if(c->wall == waMineUnknown) { if(just_checking) return true; else { c->wall = waMineOpen; b = true; } } bool minesNearby = false; bool nominesNearby = false; bool mineopens = false; auto adj = adj_minefield_cells(c); for(cell *c2: adj) { if(c2->wall == waMineMine) minesNearby = true; if(c2->wall == waMineOpen) mineopens = true; if(c2->wall == waMineUnknown && !c2->item) nominesNearby = true; } if(lev && (nominesNearby || mineopens) && !minesNearby) for(cell *c2: adj) if(c2->wall == waMineUnknown || c2->wall == waMineOpen) { b |= uncoverMines(c2, lev-1, dist+1, just_checking); if(b && just_checking) return true; } if(minesNearby && !nominesNearby && dist == 0) { for(cell *c2: adj) if(c2->wall == waMineMine && c2->land == laMinefield) c2->landparam |= 1; } return b; } EX bool mightBeMine(cell *c) { return c->wall == waMineUnknown || c->wall == waMineMine; } EX hookset *hooks_mark; EX void performMarkCommand(cell *c) { if(!c) return; if(callhandlers(false, hooks_mark, c)) return; if(c->land == laCA && c->wall == waNone) c->wall = waFloorA; else if(c->land == laCA && c->wall == waFloorA) c->wall = waNone; if(c->land != laMinefield) return; if(c->item) return; if(!mightBeMine(c)) return; bool adj = false; forCellEx(c2, c) if(c2->wall == waMineOpen) adj = true; if(adj) c->landparam ^= 1; } EX bool marked_mine(cell *c) { if(!mightBeMine(c)) return false; if(c->item) return false; if(c->land != laMinefield) return true; return c->landparam & 1; } EX bool marked_safe(cell *c) { if(!mightBeMine(c)) return false; if(c->item) return true; if(c->land != laMinefield) return false; return c->landparam & 2; } EX bool safe() { return items[itOrbAether]; } EX void uncover_full(cell *c2) { int mineradius = bounded ? 3 : (items[itBombEgg] < 1 && !tactic::on) ? 0 : items[itBombEgg] < 20 ? 1 : items[itBombEgg] < 30 ? 2 : 3; bool nomine = !normal_gravity_at(c2); if(!nomine && uncoverMines(c2, mineradius, 0, true) && markOrb(itOrbAether)) nomine = true; if(!nomine) { uncoverMines(c2, mineradius, 0, false); mayExplodeMine(c2, moPlayer); } } EX void auto_teleport_charges() { if(specialland == laMinefield && firstland == laMinefield && bounded) items[itOrbTeleport] = isFire(cwt.at->wall) ? 0 : 1; } EX } EX namespace terracotta { #if HDR // predictable or not static constexpr bool randterra = false; #endif EX void check(cell *c) { if(c->wall == waTerraWarrior && !c->monst && !racing::on) { bool live = false; if(randterra) { c->landparam++; if((c->landparam == 3 && hrand(3) == 0) || (c->landparam == 4 && hrand(2) == 0) || c->landparam == 5) live = true; } else { c->landparam--; live = !c->landparam; } if(live) c->monst = moTerraWarrior, c->hitpoints = 7, c->wall = waNone; } } EX void check_around(cell *c) { forCellEx(c2, c) check(c2); } EX void check() { for(int i=0; icpdist < c->cpdist) mark(c2, cl); } EX int distance; EX bool ambushed; EX void check_state() { if(havewhat & HF_HUNTER) { manual_celllister cl; for(cell *c: dcal) { if(c->monst == moHunterDog) { if(c->cpdist > distance) distance = c->cpdist; mark(c, cl); } if(c->monst == moHunterGuard && c->cpdist <= 4) mark(c, cl); } if(items[itHunting] > 5 && items[itHunting] <= 22) { int q = 0; for(int i=0; icpdist > 3) break; if(c2->monst && !isFriendly(c2) && !slowMover(c2) && !isMultitile(c2)) restricted = true; } int qty = items[itHunting]; if(fixed_size) return fixed_size; switch(what) { case itCompass: return 0; case itHunting: return min(min(qty, max(33-qty, 6)), 15); case itOrbSide3: return restricted ? 10 : 20; case itOrbFreedom: return restricted ? 10 : 60; case itOrbThorns: case itOrb37: return 20; case itOrbLava: return 20; case itOrbBeauty: return 35; case itOrbShell: return 35; case itOrbPsi: // return 40; -> no benefits return 20; case itOrbDash: case itOrbFrog: return 40; case itOrbAir: case itOrbDragon: return 50; case itOrbStunning: // return restricted ? 50 : 60; -> no benefits return 30; case itOrbBull: case itOrbSpeed: case itOrbShield: return 60; case itOrbInvis: return 80; case itOrbTeleport: return 300; case itGreenStone: case itOrbSafety: case itOrbYendor: return 0; case itKey: return 16; case itWarning: return qty; default: return restricted ? 6 : 10; break; // Flash can survive about 70, but this gives no benefits } } EX int ambush(cell *c, eItem what) { int maxdist = gamerange(); celllister cl(c, maxdist, 1000000, NULL); cell *c0 = c; int d = 0; int dogs0 = 0; for(cell *cx: cl.lst) { int dh = cl.getdist(cx); if(dh <= 2 && cx->monst == moHunterGuard) cx->monst = moHunterDog, dogs0++; if(dh > d) c0 = cx, d = dh; } if(sphere) { int dogs = size(c, what); for(int i = cl.lst.size()-1; i>0 && dogs; i--) if(!isPlayerOn(cl.lst[i]) && !cl.lst[i]->monst) cl.lst[i]->monst = moHunterDog, dogs--; } vector around; cell *clast = NULL; cell *ccur = c0; int v = valence(); if(v > 4) { for(cell *c: cl.lst) if(cl.getdist(c) == d) around.push_back(c); hrandom_shuffle(&around[0], isize(around)); } else { for(int tries=0; tries<10000; tries++) { cell *c2 = NULL; if(v == 3) { forCellEx(c1, ccur) if(c1 != clast && cl.listed(c1) && cl.getdist(c1) == d) c2 = c1; } if(v == 4) { for(int i=0; itype; i++) { cell *c1 = (cellwalker(ccur, i) + wstep + 1).peek(); if(!c1) continue; if(c1 != clast && cl.listed(c1) && cl.getdist(c1) == d) c2 = c1; } } if(!c2) break; if(c2->land == laHunting && c2->wall == waNone && c2->monst == moNone) around.push_back(c2); clast = ccur; ccur = c2; if(c2 == c0) break; } } int N = isize(around); int dogs = size(c, what); int gaps = dogs; if(!N) return dogs0; ambushed = true; int shift = hrand(N); dogs = min(dogs, N); gaps = min(gaps, N); for(int i=0; imonst = moHunterDog; nextdog->stuntime = 1; drawFlash(nextdog); } return dogs + dogs0; } EX } } #endif