// Hyperbolic Rogue - Flags // Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details /** \file flags.cpp * \brief Implementation of various simple flags for lands, items, monsters, and walls. */ #include "hyper.h" namespace hr { #if HDR const flagtype& classflag(eItem it) { return iinf[it].flags; } const flagtype& classflag(eWall w) { return winf[w].flags; } const flagtype& classflag(eMonster m) { return minf[m].flags; } const flagtype& classflag(eLand l) { return linf[l].flags; } #define ANYFLAGCHECK(name, cond, field, enum) inline bool name(enum w) { flagtype flag = classflag(w); return cond; } inline bool name(cell *c) { return name(c->field); } #define MONFLAGCHECK(name, cond) ANYFLAGCHECK(name, cond, monst, eMonster) #define WALLFLAGCHECK(name, cond) ANYFLAGCHECK(name, cond, wall, eWall) #define ITEMFLAGCHECK(name, cond) ANYFLAGCHECK(name, cond, item, eItem) #define LANDFLAGCHECK(name, cond) ANYFLAGCHECK(name, cond, land, eLand) WALLFLAGCHECK(isWatery, flag & WF_WATER) WALLFLAGCHECK(isBoat, flag & WF_BOAT) WALLFLAGCHECK(isChasmy, flag & WF_CHASM) WALLFLAGCHECK(isWateryOrBoat, (flag & WF_WATER) || w == waBoat) WALLFLAGCHECK(isNoFlight, flag & WF_NOFLIGHT) WALLFLAGCHECK(isFire, flag & WF_FIRE) WALLFLAGCHECK(isThumper, flag & WF_THUMPER) WALLFLAGCHECK(isActivable, flag & WF_ACTIVABLE) WALLFLAGCHECK(hasTimeout, flag & WF_TIMEOUT) WALLFLAGCHECK(isOnCIsland, flag & WF_CISLAND) WALLFLAGCHECK(cellHalfvine, flag & WF_HALFVINE) WALLFLAGCHECK(isAlch, flag & WF_ALCHEMY) WALLFLAGCHECK(isAlchAny, flag & WF_ALCHEMY) WALLFLAGCHECK(realred, flag & WF_RED) WALLFLAGCHECK(isWall, flag & WF_WALL) WALLFLAGCHECK(isPushable, flag & WF_PUSHABLE) WALLFLAGCHECK(conegraphtype, flag & WF_CONE) WALLFLAGCHECK(isStandardTree, flag & WF_STDTREE) WALLFLAGCHECK(isGrave, flag & WF_GRAVE) WALLFLAGCHECK(isReptile, flag & WF_REPTILE) WALLFLAGCHECK(useHeatColoring, flag & WF_HEATCOLOR) WALLFLAGCHECK(isThorny, flag & WF_THORNY) LANDFLAGCHECK(generateAll, flag & LF_GENERATE_ALL) LANDFLAGCHECK(isIcyLand, flag & LF_ICY) LANDFLAGCHECK(isGravityLand, flag & LF_GRAVITY) LANDFLAGCHECK(isEquidLand, flag & LF_EQUI) LANDFLAGCHECK(isWarpedType, flag & LF_WARPED) LANDFLAGCHECK(isCyclic, flag & LF_CYCLIC) LANDFLAGCHECK(isTechnicalLand, flag & LF_TECHNICAL) LANDFLAGCHECK(is_mirrorland, flag & LF_MIRROR) LANDFLAGCHECK(isSealand, flag & LF_SEA) LANDFLAGCHECK(isCoastal, flag & LF_COASTAL) LANDFLAGCHECK(isPureSealand, flag & LF_PURESEA) LANDFLAGCHECK(isElemental, flag & LF_ELEMENTAL) LANDFLAGCHECK(isHaunted, flag & LF_HAUNTED) LANDFLAGCHECK(isTrollLand, flag & LF_TROLL) LANDFLAGCHECK(inmirror, flag & LF_INMIRROR) LANDFLAGCHECK(inmirrororwall, flag & LF_INMIRRORORWALL) MONFLAGCHECK(isGhostable, !(flag & CF_NOGHOST)) MONFLAGCHECK(isRaider, flag & CF_RAIDER) MONFLAGCHECK(isMimic, flag & CF_MIMIC) MONFLAGCHECK(isPrincess, flag & CF_PRINCESS) MONFLAGCHECK(isGolemOrKnight, flag & CF_GOK) MONFLAGCHECK(isNonliving, flag & CF_NONLIVING) MONFLAGCHECK(isMetalBeast, flag & CF_METAL) MONFLAGCHECK(isStunnable, flag & CF_STUNNABLE) MONFLAGCHECK(hasHitpoints, flag & CF_HP) MONFLAGCHECK(isMountable, flag & CF_MOUNTABLE) MONFLAGCHECK(isFriendlyType, flag & CF_FRIENDLY) MONFLAGCHECK(isFriendlyOrPlayer, flag & (CF_FRIENDLY | CF_PLAYER)) MONFLAGCHECK(isBug, flag & CF_BUG) MONFLAGCHECK(isIvy, flag & CF_IVY) MONFLAGCHECK(isMonsterPart, flag & CF_PART) MONFLAGCHECK(isMutantIvy, flag & CF_MUTANTIVY) MONFLAGCHECK(isAnyIvy, flag & CF_ANYIVY) MONFLAGCHECK(isBulletType, flag & CF_BULLET) MONFLAGCHECK(isDemon, flag & CF_DEMON) MONFLAGCHECK(isWorm, flag & CF_WORM) MONFLAGCHECK(isWitch, flag & CF_WITCH) MONFLAGCHECK(isAngryBird, (flag & CF_BIRD) && !(flag & CF_FRIENDLY)) MONFLAGCHECK(isBird, flag & CF_BIRD) MONFLAGCHECK(slowMover, flag & CF_SLOWMOVER) MONFLAGCHECK(isMagneticPole, flag & CF_MAGNETIC) MONFLAGCHECK(isSwitch, flag & CF_SWITCH) MONFLAGCHECK(isGhost, flag & CF_GHOST) MONFLAGCHECK(isShark, flag & CF_SHARK) MONFLAGCHECK(isSlimeMover, flag & CF_SLIME) MONFLAGCHECK(isDragon, flag & CF_DRAGON) MONFLAGCHECK(isKraken, flag & CF_KRAKEN) MONFLAGCHECK(isBlowableMonster, !(flag & CF_NOBLOW)) MONFLAGCHECK(isMultitile, flag & CF_MULTITILE) MONFLAGCHECK(isLeader, flag & CF_LEADER) MONFLAGCHECK(isFlyingType, flag & CF_FLYING) MONFLAGCHECK(attackThruVine, flag & CF_ATTACK_THRU_VINE) MONFLAGCHECK(attackNonAdjacent, flag & CF_ATTACK_NONADJACENT) MONFLAGCHECK(noHighlight, flag & CF_NOHIGHLIGHT) MONFLAGCHECK(isInactiveEnemyType, flag & CF_INACTIVE) MONFLAGCHECK(isUnarmed, flag & CF_UNARMED) MONFLAGCHECK(ignoresPlatesType, flag & CF_IGNORE_PLATE) MONFLAGCHECK(isBull, flag & CF_BULL) MONFLAGCHECK(isTroll, flag & CF_TROLL) MONFLAGCHECK(ignoresSmellType, flag & CF_IGNORE_SMELL) MONFLAGCHECK(isRatling, flag & CF_RATLING) MONFLAGCHECK(isGhostMover, flag & CF_GHOSTMOVER) MONFLAGCHECK(isPowerMonster, flag & CF_POWER) MONFLAGCHECK(hasFacing, flag & CF_FACING) ITEMFLAGCHECK(isElementalShard, flag & IF_SHARD) ITEMFLAGCHECK(itemBurns, !(flag & IF_FIREPROOF)) ITEMFLAGCHECK(isProtectionOrb, flag & IF_PROTECTION) ITEMFLAGCHECK(isEmpathyOrb, flag & IF_EMPATHY) ITEMFLAGCHECK(isRangedOrb, flag & IF_RANGED) ITEMFLAGCHECK(isRevivalOrb, flag & IF_REVIVAL) #endif eMonster movegroup(eMonster m); // watery EX bool boatStrandable(cell *c) { return c->wall == waNone && (c->land == laLivefjord || c->land == laOcean); } // monster/wall types EX bool isFireOrMagma(cell *w) { return isFire(w) || w->wall == waMagma; } EX int mirrorcolor(bool mirrored) { return winf[mirrored ? waMirror : waCloud].color; } EX bool isMounted(cell *c) { if(c && c->monst && c->monst != moTentacleGhost && isMountable(c->monst)) { for(int i=0; imonst && sameMonster(c, playerpos(i))) return true; if(lastmountpos[i] && lastmountpos[i]->monst && sameMonster(c, lastmountpos[i])) return true; } } return false; } EX int itemclass(eItem it) { return iinf[it].itemclass; } EX bool isFriendly(eMonster m) { return isFriendlyType(m); } EX bool isFriendly(cell *c) { return isMounted(c) || isFriendly(c->monst); } EX bool isFriendlyOrBug(cell *c) { // or killable discord! // do not attack the stunned Princess if(isPrincess(c->monst) && c->stuntime) return false; return isFriendly(c) || isBug(c) || (c->monst && markOrb(itOrbDiscord) && !c->stuntime); } EX bool cellUnstable(cell *c) { return (c->land == laMotion && c->wall == waNone) || c->wall == waTrapdoor; } EX bool cellUnstableOrChasm(cell *c) { return (c->land == laMotion && c->wall == waNone) || c->wall == waChasm || c->wall == waTrapdoor; } EX eMonster elementalOf(eLand l) { if(l == laEFire) return moFireElemental; if(l == laEWater) return moWaterElemental; if(l == laEAir) return moAirElemental; if(l == laEEarth) return moEarthElemental; return moNone; } EX eItem localshardof(eLand l) { return eItem(itFireShard + (l - laEFire)); } EX int snakelevel(cell *c) { #if CAP_COMPLEX2 if(c->land == laBrownian && among(c->wall, waNone, waMineMine, waFire)) return min(c->landparam / brownian::level, 3); #endif return winf[c->wall].snakelevel; } // from-to EX eSlimegroup slimegroup(cell *c) { return winf[c->wall].sg; } EX bool isFlying(eMonster m) { return isFlyingType(m) || checkOrb(m, itOrbAether); } EX bool survivesChasm(eMonster m) { return isFlying(m); } EX bool ignoresPlates(eMonster m) { return ignoresPlatesType(m) || isFlying(m); } EX bool isInactiveEnemy(cell *w, eMonster forwho) { if(forwho != moPlayer) { if(w->monst == moGreaterM || w->monst == moLesserM) return true; if(w->monst == moGreater || w->monst == moLesser) return false; } if(isInactiveEnemyType(w->monst)) return true; if(w->monst && ((forwho == moPlayer) ? realstuntime(w) : realstuntime(w) > 1) && !isFriendly(w)) return true; return false; } // forpc = true (for PC), false (for golems) EX bool isActiveEnemy(cell *w, eMonster forwho) { if(((forwho == moPlayer) ? realstuntime(w) : realstuntime(w) > 1)) return false; if(w->monst == passive_switch) return false; if(w->monst == moNone) return false; if(isFriendly(w)) return false; if(isInactiveEnemy(w, forwho)) return false; return true; } EX bool isArmedEnemy(cell *w, eMonster forwho) { return w->monst != moCrystalSage && w->monst != moCrusher && isActiveEnemy(w, forwho); } EX bool eternalFire(cell *c) { return c->land == laDryForest || (c->land == laPower && !smallbounded) || c->land == laMinefield || c->land == laEFire || c->land == laElementalWall; } EX bool haveRangedOrb() { return items[itOrbPsi] || items[itOrbDragon] || items[itOrbTeleport] || items[itOrbIllusion] || items[itOrbSpace] || items[itOrbAir] || items[itOrbFrog] || items[itOrbSummon] || items[itOrbMatter] || items[itRevolver] || items[itOrbStunning] || items[itStrongWind] || items[itOrbDomination] || items[itOrbNature] || items[itOrbDash] || items[itOrbMorph] || items[itOrbPhasing]; } EX bool isFriendlyGhost(eMonster m) { return m == moFriendlyGhost || (markEmpathy(itOrbAether) && isFriendly(m)); } EX bool isGhostAether(eMonster m) { return isGhost(m) || checkOrb(m, itOrbAether); } EX bool survivesWater(eMonster m) { return m == moShark || m == moGreaterShark || m == moCShark || isGhostAether(m) || m == moWitchGhost || m == moShadow || isBird(m) || m == moWaterElemental || m == moAirElemental || isWorm(m) || isIvy(m) || isDragon(m) || isKraken(m) || m == moMutant || m == moFriendlyIvy || checkOrb(m, itOrbFish) || m == moTortoise; // Tortoises and Ivies survive, but don't go through water } // survives Mercury or Sulphur or Lava EX bool survivesPoison(eMonster m, eWall p) { return isGhostAether(m) || m == moWitchGhost || m == moShadow || isBird(m) || m == moAirElemental || isDragon(m) || isWorm(m); } // flying even if stunned EX bool isPermanentFlying(eMonster m) { return m == moAirElemental || isGhostAether(m); } EX bool survivesFire(eMonster m) { return isGhostAether(m) || m == moWitchWinter || m == moWitchGhost || m == moBomberbird || m == moTameBomberbird || m == moTameBomberbirdMoved || checkOrb(m, itOrbWinter) || m == moFireElemental || isDragon(m) || m == moShadow; } EX bool survivesWall(eMonster m) { return isGhostAether(m); } EX bool survivesThorns(eMonster m) { return isGhostAether(m) || m == moSkeleton || m == moDraugr; } EX bool survivesFall(eMonster m) { return isBird(m) || m == moAirElemental || m == moSkeleton || isDragon(m) || m == moShadow || isGhostAether(m); } EX bool checkOrb(eMonster m1, eItem orb) { if(m1 == moPlayer) return markOrb(orb); if(isFriendly(m1)) return markEmpathy(orb); return false; } EX bool checkOrb2(eMonster m1, eItem orb) { if(m1 == moPlayer) return markOrb2(orb); if(isFriendly(m1)) return markEmpathy2(orb); return false; } EX bool ignoresSmell(eMonster m) { return ignoresSmellType(m) || checkOrb(m, itOrbBeauty) || checkOrb(m, itOrbAether) || checkOrb(m, itOrbShield); } EX bool highwall(cell *c) { if(c->wall == waGlass) return false; if(wmescher && wmspatial && c->wall == waBarrier && c->land == laOceanWall) return false; // if(wmspatial && isTree(c)) return false; if(isGrave(c->wall)) return true; if(c->wall == waMirrorWall) return false; if(c->wall == waEditStatue) return false; return winf[c->wall].glyph == '#' || c->wall == waClosedGate; } EX int chasmgraph(cell *c) { if(c->wall == waChasm || c->wall == waInvisibleFloor) return 2; if(isChasmy(c)) return 1; if(isWateryOrBoat(c)) return 1; if(wmescher && c->wall == waBarrier && c->land == laOceanWall) return 1; if(c->wall == waReptileBridge) return 1; return 0; } EX bool conegraph(cell *c) { return wmescher && wmspatial && (conegraphtype(c) || (c->wall == waBarrier && c->land == laOceanWall)); } EX bool hornStuns(cell *c) { eMonster m = c->monst; return m == moRagingBull || m == moSleepBull || m == moHerdBull || m == moButterfly || m == moGreater || m == moGreaterM || m == moDraugr || m == moHedge || m == moFlailer || m == moVizier || m == moReptile || m == moSalamander || m == moPair || m == moAltDemon || m == moHexDemon || m == moMonk || m == moCrusher || attackJustStuns(c, AF_NORMAL, moNone); } }