hyperrogue/pcmove.cpp

1842 lines
58 KiB
C++

// Hyperbolic Rogue - PC movement
// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
/** \file pcmove.cpp
* \brief PC movements
*/
#include "hyper.h"
namespace hr {
EX bool keepLightning = false;
EX bool seenSevenMines = false;
/** \brief have we been warned about the Haunted Woods? */
EX bool hauntedWarning;
/** \brief is the Survivalist achievement still valid? have we received it? */
EX bool survivalist;
EX void fail_survivalist() {
changes.value_set(survivalist, false);
}
/** \brief last move was invisible */
EX bool invismove = false;
/** \brief last move was invisible due to Orb of Fish (thus Fish still see you)*/
EX bool invisfish = false;
/** \brief if false, make the PC look in direction cwt.spin (after attack); otherwise, make them look the other direction (after move) */
EX bool flipplayer = true;
/** \brief Cellwalker describing the single player. Also used temporarily in shmup and multiplayer modes. */
EX cellwalker cwt;
EX cell*& singlepos() { return cwt.at; }
EX inline bool singleused() { return !(shmup::on || multi::players > 1); }
/** \brief should we center the screen on the PC? */
EX bool playermoved = true;
/** \brief did the player cheat? how many times? */
EX int cheater = 0;
/** \brief lands visited -- unblock some modes */
EX bool landvisited[landtypes];
EX int noiseuntil; // noise until the given turn
EX void createNoise(int t) {
noiseuntil = max(noiseuntil, turncount+t);
invismove = false;
if(shmup::on) shmup::visibleFor(100 * t);
}
#if HDR
enum eLastmovetype { lmSkip, lmMove, lmAttack, lmPush, lmTree, lmInstant };
extern eLastmovetype lastmovetype, nextmovetype;
enum eForcemovetype { fmSkip, fmMove, fmAttack, fmInstant, fmActivate };
extern eForcemovetype forcedmovetype;
#endif
EX bool hit_anything;
EX namespace orbbull {
cell *prev[MAXPLAYER];
eLastmovetype prevtype[MAXPLAYER];
int count;
bool is(cell *c1, cell *c2, cell *c3) {
int lp = neighborId(c2, c1);
int ln = neighborId(c2, c3);
return lp >= 0 && ln >= 0 && anglestraight(c2, lp, ln);
}
EX void gainBullPowers() {
items[itOrbShield]++; orbused[itOrbShield] = true;
items[itOrbThorns]++; orbused[itOrbThorns] = true;
items[itOrbHorns]++; orbused[itOrbHorns] = true;
}
EX void check() {
int cp = multi::cpid;
if(cp < 0 || cp >= MAXPLAYER) cp = 0;
if(!items[itOrbBull]) {
prev[cp] = NULL;
return;
}
bool seq = false;
if(prev[cp] && prevtype[cp] == lmMove && lastmovetype == lmMove)
seq = is(prev[cp], lastmove, cwt.at);
if(prev[cp] && prevtype[cp] == lmMove && lastmovetype == lmAttack)
seq = is(prev[cp], cwt.at, lastmove);
if(prev[cp] && prevtype[cp] == lmAttack && lastmovetype == lmAttack && count)
seq = lastmove == prev[cp];
if(prev[cp] && prevtype[cp] == lmAttack && lastmovetype == lmMove && count)
seq = cwt.at == prev[cp];
prev[cp] = lastmove; prevtype[cp] = lastmovetype;
if(seq) {
if(lastmovetype == lmMove) count++;
gainBullPowers();
}
else count = 0;
}
EX }
bool pcmove::checkNeedMove(bool checkonly, bool attacking) {
if(items[itOrbDomination] > ORBBASE && cwt.at->monst)
return false;
int flags = 0;
bool drown = false;
if(cwt.at->monst) {
if(vmsg(miRESTRICTED, siMONSTER, cwt.at, cwt.at->monst)) {
if(isMountable(cwt.at->monst))
addMessage(XLAT("You need to dismount %the1!", cwt.at->monst));
else
addMessage(XLAT("You need to move to give space to %the1!", cwt.at->monst));
}
}
else if(cwt.at->wall == waRoundTable) {
if(markOrb2(itOrbAether)) return false;
if(vmsg(miRESTRICTED, siWALL, cwt.at, moNone))
addMessage(XLAT("It would be impolite to land on the table!"));
}
else if(cwt.at->wall == waLake) {
drown = true;
if(markOrb2(itOrbAether)) return false;
if(markOrb2(itOrbFish)) return false;
if(in_gravity_zone(cwt.at) && passable(cwt.at, NULL, P_ISPLAYER)) return false;
flags |= AF_FALL;
if(vmsg(miWALL, siWALL, cwt.at, moNone)) addMessage(XLAT("Ice below you is melting! RUN!"));
}
else if(!attacking && cellEdgeUnstable(cwt.at)) {
if(markOrb2(itOrbAether)) return false;
if(in_gravity_zone(cwt.at) && passable(cwt.at, NULL, P_ISPLAYER)) return false;
if(vmsg(miRESTRICTED, siGRAVITY, cwt.at, moNone)) addMessage(XLAT("Nothing to stand on here!"));
return true;
}
else if(among(cwt.at->wall, waSea, waCamelotMoat, waLake, waDeepWater)) {
drown = true;
if(markOrb(itOrbFish)) return false;
if(markOrb2(itOrbAether)) return false;
if(in_gravity_zone(cwt.at) && passable(cwt.at, NULL, P_ISPLAYER)) return false;
if(vmsg(miWALL, siWALL, cwt.at, moNone)) addMessage(XLAT("You have to run away from the water!"));
}
else if(cwt.at->wall == waClosedGate) {
if(markOrb2(itOrbAether)) return false;
if(vmsg(miWALL, siWALL, cwt.at, moNone)) addMessage(XLAT("The gate is closing right on you! RUN!"));
}
else if(isFire(cwt.at) && !markOrb(itOrbWinter) && !markOrb(itCurseWater) && !markOrb2(itOrbShield)) {
if(markOrb2(itOrbAether)) return false;
if(vmsg(miWALL, siWALL, cwt.at, moNone)) addMessage(XLAT("This spot will be burning soon! RUN!"));
}
else if(cwt.at->wall == waMagma && !markOrb(itOrbWinter) && !markOrb(itCurseWater) && !markOrb2(itOrbShield)) {
if(markOrb2(itOrbAether)) return false;
if(in_gravity_zone(cwt.at) && passable(cwt.at, cwt.at, P_ISPLAYER)) return false;
if(vmsg(miWALL, siWALL, cwt.at, moNone)) addMessage(XLAT("Run away from the lava!"));
}
else if(cwt.at->wall == waChasm) {
if(markOrb2(itOrbAether)) return false;
if(in_gravity_zone(cwt.at) && passable(cwt.at, cwt.at, P_ISPLAYER)) return false;
flags |= AF_FALL;
if(vmsg(miWALL, siWALL, cwt.at, moNone)) addMessage(XLAT("The floor has collapsed! RUN!"));
}
else if(items[itOrbAether] > ORBBASE && !passable(cwt.at, NULL, P_ISPLAYER | P_NOAETHER)) {
if(markOrb2(itOrbAether)) return false;
vmsg(miWALL, siWALL, cwt.at, moNone);
return true;
}
else if(!passable(cwt.at, NULL, P_ISPLAYER)) {
if(isFire(cwt.at)) return false; // already checked: have Shield
if(markOrb2(itOrbAether)) return false;
if(vmsg(miWALL, siWALL, cwt.at, moNone)) addMessage(XLAT("Your Aether power has expired! RUN!"));
}
else return false;
if(hardcore && !checkonly) {
if(cwt.at->monst)
yasc_message = XLAT("did not leave %the1", cwt.at->monst);
else if(cwt.at->wall == waChasm)
yasc_message = XLAT("fell into a chasm");
else if(cwt.at->wall == waRoundTable)
yasc_message = XLAT("died by politeness");
else if(cwt.at->wall == waClosedGate)
yasc_message = XLAT("crushed by a gate");
else if(drown)
yasc_message = XLAT("drowned in %the1", cwt.at->wall);
else
yasc_message = XLAT("did not leave %the1", cwt.at->wall);
killHardcorePlayer(multi::cpid, flags);
}
return true;
}
EX cell *lastmove;
eLastmovetype lastmovetype, nextmovetype;
eForcemovetype forcedmovetype;
#if HDR
struct pcmove {
bool switchplaces;
bool checkonly;
bool errormsgs;
int origd;
bool fmsMove, fmsAttack, fmsActivate;
int d;
int subdir;
/** used to tell perform_actual_move() that this is a boat move and thus we should not pick up items */
bool boatmove;
bool good_tortoise;
flagtype attackflags;
bool movepcto();
bool actual_move();
bool stay();
bool after_instant(bool kl);
bool perform_actual_move();
bool after_move();
bool perform_move_or_jump();
bool swing();
bool boat_move();
bool after_escape();
bool move_if_okay();
bool attack();
bool checkNeedMove(bool checkonly, bool attacking);
void tell_why_cannot_attack();
void tell_why_impassable();
void handle_friendly_ivy();
bool try_shooting(bool auto_target);
movei mi, mip;
pcmove() : mi(nullptr, nullptr, 0), mip(nullptr, nullptr, 0) {}
bool vmsg(moveissue mi);
bool vmsg(int code, int subissue_code, cell *where, eMonster m) {
moveissue mi;
mi.type = code;
mi.subtype = subissue_code;
mi.monster = m;
mi.where = where;
return vmsg(mi);
}
bool vmsg_threat() {
return vmsg(miTHREAT, siMONSTER, who_kills_me_cell, who_kills_me);
}
};
#endif
EX cell *global_pushto;
bool pcmove::vmsg(moveissue mi) {
checked_move_issue = mi;
changes.rollback();
return errormsgs && !checkonly;
}
EX bool movepcto(int d, int subdir IS(1), bool checkonly IS(false)) {
checked_move_issue.type = miVALID;
pcmove pcm;
pcm.checkonly = checkonly;
pcm.d = d; pcm.subdir = subdir;
auto b = pcm.movepcto();
global_pushto = pcm.mip.t;
return b;
}
bool pcmove::try_shooting(bool auto_target) {
hit_anything = false;
if(auto_target) {
auto b = bow::auto_path();
if(!b) {
if(!isWall(cwt.peek())) {
changes.rollback();
if(!checkonly) addMessage(XLAT("Cannot hit anything by shooting this direction!"));
}
return false;
}
addMessage(XLAT("Fire!"));
}
items[itCrossbow] = bow::loading_time();
cell *fst = cwt.peek();
if(bow::bowpath.size() >= 1) fst = bow::bowpath[1].prev.at;
eMonster blocked = fst->monst;
bow::shoot();
int v = -1; for(auto p: bow::bowpath) if(p.next.at == cwt.at && (p.flags & bow::bpFIRST)) v = p.next.spin;
if(v >= 0) sideAttack(cwt.at, v, moPlayer, 0);
if(items[itOrbGravity]) {
gravity_state = get_static_gravity(cwt.at);
if(gravity_state) markOrb(itOrbGravity);
}
if(againstRose(cwt.at, nullptr) && !scentResistant() && (againstRose(cwt.at, fst) || blocked == fst->monst)) {
if(vmsg(miRESTRICTED, siROSE, nullptr, moNone)) {
addMessage(XLAT("You cannot stay in place and shoot, those roses smell too nicely.") + its(celldistance(cwt.at, fst)));
}
return false;
}
if(cellEdgeUnstable(cwt.at) || cwt.at->land == laWhirlpool) {
if(checkonly) return true;
if(changes.on) changes.commit();
addMessage(XLAT("(shooting while unstable -- no turn passes)"));
checkmove();
return true;
}
if(checkNeedMove(checkonly, false))
return false;
swordAttackStatic();
nextmovetype = hit_anything ? lmAttack : lmSkip;
lastmovetype = hit_anything ? lmAttack : lmSkip; lastmove = NULL;
while(bow::rusalka_curses--) rusalka_curse();
mi = movei(cwt.at, STAY);
if(last_gravity_state && !gravity_state)
playerMoveEffects(mi);
if(monstersnear_add_pmi(mi)) {
if(vmsg_threat()) wouldkill("%The1 would catch you!");
return false;
}
if(checkonly) return true;
if(changes.on) changes.commit();
if(cellUnstable(cwt.at) && !markOrb(itOrbAether))
doesFallSound(cwt.at);
return after_move();
}
bool pcmove::movepcto() {
reset_spill();
if(dual::state == 1) return dual::movepc(d, subdir, checkonly);
if(d >= 0 && !checkonly && subdir != 1 && subdir != -1) printf("subdir = %d\n", subdir);
mip.t = NULL;
switchplaces = false;
warning_shown = false;
suicidal = false;
if(d == MD_USE_ORB)
return targetRangedOrb(multi::whereto[multi::cpid].tgt, roMultiGo);
errormsgs = multi::players == 1 || multi::cpid == multi::players-1;
if(hardcore && !canmove) return false;
if(!checkonly && d >= 0) {
flipplayer = false;
if(multi::players > 1) multi::flipped[multi::cpid] = false;
}
DEBBI(checkonly ? 0 : DF_TURN, ("movepc"));
if(!checkonly) invismove = false;
boatmove = false;
if(multi::players > 1)
lastmountpos[multi::cpid] = cwt.at;
else
lastmountpos[0] = cwt.at;
bool fatigued = false;
if(againstRose(cwt.at, NULL) && d<0 && !scentResistant()) {
fatigued = items[itFatigue] >= 8;
if(!fatigued) {
if(vmsg(miRESTRICTED, siROSE, nullptr, moNone))
addMessage(XLAT("You just cannot stand in place, those roses smell too nicely."));
return false;
}
}
gravity_state = gsNormal;
fmsMove = forcedmovetype == fmSkip || forcedmovetype == fmMove;
fmsAttack = forcedmovetype == fmSkip || forcedmovetype == fmAttack;
fmsActivate = forcedmovetype == fmSkip || forcedmovetype == fmActivate;
changes.init(checkonly);
changes.value_keep(bow::bowpath_map);
bow::bowpath_map.clear();
if(fatigued) addMessage(XLAT("The roses smell nicely, but you are just too tired to care."));
bool b = (d >= 0 && bow::fire_mode) ? false : (d >= 0) ? actual_move() : stay();
if(checkonly || !b) {
changes.rollback();
if(!checkonly) flipplayer = false;
if(!b && items[itCrossbow] == 0 && bow::crossbow_mode() && bow::bump_to_shoot && d >= 0 && !checkonly) {
changes.init(checkonly);
if(bow::fire_mode) {
origd = d;
cwt += d;
mirror::act(d, mirror::SPINSINGLE);
}
changes.value_keep(bow::bowpath_map);
b = try_shooting(true);
if(checkonly || !b) changes.rollback();
}
}
else if(changes.on) {
println(hlog, "error: not commited!");
changes.commit();
}
if(b && !checkonly) bow::fire_mode = false;
if(!b) {
// bool try_instant = (forcedmovetype == fmInstant) || (forcedmovetype == fmSkip && !passable(c2, cwt.at, P_ISPLAYER | P_MIRROR | P_USEBOAT | P_FRIENDSWAP));
if(items[itOrbFlash]) {
if(checkonly) { nextmovetype = lmInstant; return true; }
if(warning_shown || orbProtection(itOrbFlash)) return true;
activateFlash();
checkmove();
return true;
}
if(items[itOrbLightning]) {
if(checkonly) { nextmovetype = lmInstant; return true; }
if(warning_shown || orbProtection(itOrbLightning)) return true;
activateLightning();
checkmove();
return true;
}
if(who_kills_me == moOutlaw && items[itRevolver] && !checkonly) {
cell *c2 = cwt.cpeek();
forCellEx(c3, c2) forCellEx(c4, c3) if(c4->monst == moOutlaw) {
eItem i = targetRangedOrb(c4, roCheck);
if(i == itRevolver) {
targetRangedOrb(c4, roKeyboard);
return true;
}
}
}
}
return b;
}
bool pcmove::after_move() {
if(checkonly) return true;
invisfish = false;
if(items[itOrbFish]) {
invisfish = true;
for(cell *pc: player_positions())
if(!isWatery(pc))
invisfish = false;
if(d < 0) invisfish = false; // no invisibility if staying still
if(invisfish) invismove = true, markOrb(itOrbFish);
}
last_gravity_state = gravity_state;
if(multi::players == 1) monstersTurn();
save_memory();
check_total_victory();
if(items[itWhirlpool] && cwt.at->land != laWhirlpool)
achievement_gain_once("WHIRL1");
if(items[itLotus] >= 25 && !isHaunted(cwt.at->land) && survivalist)
achievement_gain_once("SURVIVAL");
if(seenSevenMines && cwt.at->land != laMinefield) {
changes.value_set(seenSevenMines, false);
achievement_gain("SEVENMINE");
}
DEBB(DF_TURN, ("done"));
return true;
}
bool pcmove::swing() {
sideAttack(cwt.at, d, moPlayer, 0);
mirror::act(origd, mirror::SPINMULTI | mirror::ATTACK);
if(monstersnear_add_pmi(movei(cwt.at, STAY))) {
if(nextmovetype == lmAttack ? vmsg(miWALL, siWALL, mi.t, who_kills_me) : vmsg_threat())
wouldkill("You would be killed by %the1!");
return false;
}
if(checkonly) return true;
if(changes.on) changes.commit();
animateAttack(mi, LAYER_SMALL);
if(survivalist && isHaunted(mi.t->land))
survivalist = false;
lastmovetype = lmTree; lastmove = mi.t;
swordAttackStatic();
return after_move();
}
bool pcmove::after_instant(bool kl) {
changes.commit();
keepLightning = kl;
bfs();
keepLightning = false;
if(multi::players > 1) { multi::whereto[multi::cpid].d = MD_UNDECIDED; return false; }
checkmove();
return true;
}
EX void copy_metadata(cell *x, const gcell *y) {
x->wall = y->wall;
x->monst = y->monst;
x->item = y->item;
x->mondir = y->mondir;
x->stuntime = y->stuntime;
x->hitpoints = y->hitpoints;
x->monmirror = y->monmirror;
x->LHU = y->LHU;
if(isIcyLand(x)) {
x->landparam = y->landparam;
}
x->wparam = y->wparam;
}
#if HDR
extern void playSound(cell *c, const string& fname, int vol);
/** \brief A structure to keep track of changes made during the player movement.
*
* This is a singleton object, \link hr::changes \endlink.
*/
struct changes_t {
vector<reaction_t> rollbacks;
vector<reaction_t> commits;
bool on;
bool checking;
/**
* \brief Start keeping track of changes, perform changes.
*
* init(false) if you intend to commit the changes (if successful), or
* init(true) if you just want to check whether the move would be successful,
* without performing it if it is.
*/
void init(bool ch) {
on = true;
ccell(cwt.at);
forCellEx(c1, cwt.at) ccell(c1);
value_keep(kills);
value_keep(items);
value_keep(orbused);
value_keep(hrngen);
checking = ch;
}
/** \brief Commit the changes. Should only be called after init(false). */
void commit() {
on = false;
for(auto& p: commits) p();
rollbacks.clear();
commits.clear();
}
/** \brief Rollback the changes. */
void rollback(int pos = 0) {
on = false;
while(!rollbacks.empty()) {
rollbacks.back()();
rollbacks.pop_back();
}
rollbacks.clear();
commits.clear();
}
/** \brief The changes to cell c will be rolled back when rollback() is called. */
void ccell(cell *c) {
if(!on) return;
gcell a = *c;
rollbacks.push_back([c, a] { copy_metadata(c, &a); });
}
/** \brief Set the value of what to value. This change will be rolled back if necessary. */
template<class T> void value_set(T& what, T value) {
if(!on) { what = value; return; }
if(what == value) return;
T old = what;
rollbacks.push_back([&what, old] { what = old; });
what = value;
}
/** \brief Add step to the value of what. This change will be rolled back if necessary. */
template<class T> void value_add(T& what, T step) {
value_keep(what); what += step;
}
template<class T> void value_inc(T& what) { value_add(what, 1); }
/** \brief Any change to the value of what will be rolled back if necessary. */
template<class T> void value_keep(T& what) {
if(!on) return;
T old = what;
rollbacks.push_back([&what, old] { what = old; });
}
/** \brief Like value_keep but for maps. */
template<class T, class U, class V> void map_value(map<T, U>& vmap, V& key) {
if(vmap.count(key)) {
auto val = vmap[key];
at_rollback([&vmap, key, val] { vmap[key] = val; });
}
else {
at_rollback([&vmap, key] { vmap.erase(key); });
}
}
/** \brief Perform the given action on commit. @see LATE */
void at_commit(reaction_t act) {
if(!on) act();
else commits.emplace_back(act);
}
/** \brief Perform the given action on rollback. */
void at_rollback(reaction_t act) {
if(on) rollbacks.emplace_back(act);
}
void push_push(cell *tgt) {
pushes.push_back(tgt);
auto v = [] { pushes.pop_back(); };
rollbacks.push_back(v);
commits.push_back(v);
}
};
#endif
/** \brief The only instance of hr::changes_t */
EX changes_t changes;
/**
* Auxiliary function for hr::apply_chaos(). Returns whether the cell attribute LHU
* should be switched.
*/
bool switch_lhu_in(eLand l) {
return among(l, laBrownian, laMinefield, laTerracotta, laHive);
}
/** \brief how should be the direction from 'src' be mirrored to 'dst' */
EX int chaos_mirror_dir(int dir, cellwalker src, cellwalker dst) {
if(dir >= dst.at->type) return dir;
return (dst-src.to_spin(dir)).spin;
}
#if HDR
template<class T> void swap_data(T& data, cell *c1, cell *c2) {
changes.map_value(data, c1);
changes.map_value(data, c2);
if(data.count(c1) && data.count(c2))
swap(data[c1], data[c2]);
else if(data.count(c1))
data[c2] = data[c1], data.erase(c1);
else if(data.count(c2))
data[c1] = data[c2], data.erase(c2);
}
#endif
/** \brief Apply the Orb of Chaos.
*
* We assume that the player moves from cwt.peek, in
* in the direction given by cwt.spin.
*/
void apply_chaos() {
auto wa = cwt+1+wstep;
auto wb = cwt-1+wstep;
cell *ca = wa.at;
cell *cb = wb.at;
if(dice::swap_forbidden(ca, cb)) return;
if(dice::swap_forbidden(cb, ca)) return;
if(!items[itOrbChaos] || chaos_forbidden(ca) || chaos_forbidden(cb)) return;
if(ca && is_paired(ca->monst)) killMonster(ca, moPlayer);
if(cb && is_paired(cb->monst)) killMonster(cb, moPlayer);
destroyTrapsOn(ca);
destroyTrapsOn(cb);
if (ca->wall == waStone) destroyTrapsAround(ca);
if (cb->wall == waStone) destroyTrapsAround(cb);
changes.ccell(ca);
changes.ccell(cb);
/* needs to be called separately for Shadows */
if(ca->monst == moShadow) checkStunKill(ca);
if(cb->monst == moShadow) checkStunKill(cb);
gcell coa = *ca;
gcell cob = *cb;
if(ca->monst != cb->monst)
markOrb(itOrbChaos);
if(ca->wall != cb->wall)
markOrb(itOrbChaos);
if(ca->item != cb->item)
markOrb(itOrbChaos);
copy_metadata(ca, &cob);
copy_metadata(cb, &coa);
ca->item = coa.item;
cb->item = cob.item;
moveItem(ca, cb, false);
if(!switch_lhu_in(ca->land)) ca->LHU = coa.LHU;
if(!switch_lhu_in(cb->land)) cb->LHU = cob.LHU;
if(ca->monst && !(isFriendly(ca) && markOrb(itOrbEmpathy))) {
ca->stuntime = min(ca->stuntime + 3, 15), markOrb(itOrbChaos);
checkStunKill(ca);
}
if(cb->monst && !(isFriendly(cb) && markOrb(itOrbEmpathy))) {
cb->stuntime = min(cb->stuntime + 3, 15), markOrb(itOrbChaos);
checkStunKill(cb);
}
ca->monmirror = !ca->monmirror;
cb->monmirror = !cb->monmirror;
ca->mondir = chaos_mirror_dir(ca->mondir, wb, wa);
cb->mondir = chaos_mirror_dir(cb->mondir, wa, wb);
if(isPrincess(ca) && !isPrincess(cb))
princess::move(movei{cb, ca, JUMP});
if(isPrincess(cb) && !isPrincess(ca))
princess::move(movei{ca, cb, JUMP});
if(ca->monst == moTortoise || cb->monst == moTortoise) {
tortoise::move_adult(ca, cb);
}
if(dice::on(ca) || dice::on(cb)) {
dice::chaos_swap(wa, wb);
}
}
bool pcmove::actual_move() {
origd = d;
if(d >= 0) {
cwt += d;
dynamicval<bool> b(changes.on, false);
mirror::act(d, mirror::SPINSINGLE);
d = cwt.spin;
}
if(d != -1 && !checkonly) playermoved = true;
mi = movei(cwt.at, d);
cell *& c2 = mi.t;
if(c2 == &out_of_bounds) return false;
good_tortoise = c2->monst == moTortoise && tortoise::seek() && !tortoise::diff(tortoise::getb(c2)) && !c2->item;
if(items[itOrbGravity]) {
if(c2->monst && !should_switchplace(cwt.at, c2))
gravity_state = get_static_gravity(cwt.at);
else
gravity_state = get_move_gravity(cwt.at, c2);
if(gravity_state) markOrb(itOrbGravity);
}
if(againstRose(cwt.at, c2) && !scentResistant()) {
if(vmsg(miRESTRICTED, siROSE, nullptr, moNone)) addMessage("Those roses smell too nicely. You have to come towards them.");
return false;
}
if(items[itOrbDomination] > ORBBASE && isMountable(c2->monst) && fmsMove) {
if(checkonly) { nextmovetype = lmMove; return true; }
if(!isMountable(cwt.at->monst)) dragon::target = NULL;
movecost(cwt.at, c2, 3);
flipplayer = true; if(multi::players > 1) multi::flipped[multi::cpid] = true;
invismove = (turncount >= noiseuntil) && items[itOrbInvis] > 0;
killFriendlyIvy();
return perform_move_or_jump();
}
if(isActivable(c2) && fmsActivate) {
if(checkonly) { nextmovetype = lmInstant; return true; }
activateActiv(c2, true);
return after_instant(false);
}
#if CAP_COMPLEX2
if(c2->monst == moAnimatedDie) {
mip = determinePush(cwt, subdir, [] (movei mi) { return canPushThumperOn(mi, cwt.at); });
if(mip.proper()) {
auto tgt = roll_effect(mip, dice::data[c2]);
if(tgt.happy() > 0) {
changes.ccell(c2);
c2->monst = moNone;
c2->wall = waRichDie;
}
else {
if(vmsg(miWALL, siWALL, c2, c2->monst))
addMessage(XLAT("You can only push this die if the highest number would be on the top!"));
return false;
}
}
else if(mip.d == NO_SPACE) {
if(vmsg(miWALL, siWALL, c2, c2->monst))
addMessage(XLAT("No room to push %the1.", c2->monst));
return false;
}
}
#endif
if(isPushable(c2->wall) && !c2->monst && !nonAdjacentPlayer(c2, cwt.at) && fmsMove) {
mip = determinePush(cwt, subdir, [] (movei mi) { return canPushThumperOn(mi, cwt.at); });
if(mip.t) changes.ccell(mip.t);
if(mip.d == NO_SPACE) {
if(vmsg(miWALL, siWALL, c2, moNone)) addMessage(XLAT("No room to push %the1.", c2->wall));
return false;
}
nextmovetype = lmMove;
addMessage(XLAT("You push %the1.", c2->wall));
lastmovetype = lmPush; lastmove = cwt.at;
pushThumper(mip);
changes.push_push(mip.t);
return perform_actual_move();
}
if(c2->item == itHolyGrail && roundTableRadius(c2) < newRoundTableRadius()) {
if(vmsg(miRESTRICTED, siITEM, c2, moNone)) addMessage(XLAT("That was not a challenge. Find a larger castle!"));
return false;
}
if(c2->item == itOrbYendor && !checkonly && !peace::on && !itemHiddenFromSight(c2) && yendor::check(c2)) {
return false;
}
if(isWatery(c2) && !nonAdjacentPlayer(cwt.at,c2) && !c2->monst && cwt.at->wall == waBoat && fmsMove)
return boat_move();
if(!c2->monst && cwt.at->wall == waBoat && cwt.at->item != itOrbYendor && boatGoesThrough(c2) && markOrb(itOrbWater) && !nonAdjacentPlayer(c2, cwt.at) && fmsMove) {
if(c2->item && collectItem(c2, cwt.at)) return true;
changes.ccell(c2);
placeWater(c2, cwt.at);
moveBoat(mi); boatmove = true;
return perform_actual_move();
}
return after_escape();
}
void blowaway_message(cell *c2) {
addMessage(airdist(c2) < 3 ? XLAT("The Air Elemental blows you away!") : XLAT("You cannot go against the wind!"));
}
EX void tortoise_hero_message(cell *c2) {
bool fem = playergender() == GEN_F;
playSound(c2, fem ? "heal-princess" : "heal-prince");
addMessage(fem ? XLAT("You are now a tortoise heroine!") : XLAT("You are now a tortoise hero!"));
}
bool pcmove::boat_move() {
cell *& c2 = mi.t;
if(againstWind(c2, cwt.at)) {
if(vmsg(miRESTRICTED, siWIND, c2, moNone)) blowaway_message(c2);
return false;
}
if(againstCurrent(c2, cwt.at) && !markOrb(itOrbWater)) {
if(markOrb(itOrbFish) || markOrb(itOrbAether) || gravity_state)
return after_escape();
if(vmsg(miRESTRICTED, siCURRENT, c2, moNone)) addMessage(XLAT("You cannot go against the current!"));
return false;
}
if(cwt.at->item == itOrbYendor) {
if(markOrb(itOrbFish) || markOrb(itOrbAether) || gravity_state)
return after_escape();
if(vmsg(miRESTRICTED, siITEM, c2, moNone)) addMessage(XLAT("The Orb of Yendor is locked in with powerful magic."));
return false;
}
nextmovetype = lmMove;
moveBoat(mi);
boatmove = true;
return perform_actual_move();
}
void pcmove::tell_why_cannot_attack() {
cell *& c2 = mi.t;
if(c2->monst == moWorm || c2->monst == moWormtail || c2->monst == moWormwait)
addMessage(XLAT("You cannot attack Sandworms directly!"));
else if(c2->monst == moHexSnake || c2->monst == moHexSnakeTail)
addMessage(XLAT("You cannot attack Rock Snakes directly!"));
else if(nonAdjacentPlayer(c2, cwt.at))
addMessage(XLAT("You cannot attack diagonally!"));
else if(thruVine(c2, cwt.at))
addMessage(XLAT("You cannot attack through the Vine!"));
else if(c2->monst == moTentacle || c2->monst == moTentacletail || c2->monst == moTentaclewait || c2->monst == moTentacleEscaping)
addMessage(XLAT("You cannot attack Tentacles directly!"));
else if(c2->monst == moHedge && !markOrb(itOrbThorns)) {
addMessage(XLAT("You cannot attack %the1 directly!", c2->monst));
if(bow::crossbow_mode())
addMessage(XLAT("Stab them by shooting around them."));
else
addMessage(XLAT("Stab them by walking around them."));
}
else if(c2->monst == moRoseBeauty || isBull(c2->monst) || c2->monst == moButterfly)
addMessage(XLAT("You cannot attack %the1!", c2->monst));
else if(c2->monst == moFlailer && !c2->stuntime) {
addMessage(XLAT("You cannot attack %the1 directly!", c2->monst));
addMessage(XLAT("Make him hit himself by walking away from him."));
}
else if(c2->monst == moShadow)
addMessage(XLAT("You cannot defeat the Shadow!"));
else if(c2->monst == moGreater || c2->monst == moGreaterM)
addMessage(XLAT("You cannot defeat the Greater Demon yet!"));
else if(c2->monst == moDraugr)
addMessage(XLAT("Your mundane weapon cannot hurt %the1!", c2->monst));
else if(isRaider(c2->monst))
addMessage(XLAT("You cannot attack Raiders directly!"));
else if(isSwitch(c2->monst))
addMessage(XLAT("You cannot attack Jellies in their wall form!"));
else if(c2->monst == moAngryDie)
addMessage(XLAT("This die is really angry at you!"));
else if((attackflags & AF_WEAK) && isIvy(c2))
addMessage(XLAT("You are too weakened to attack %the1!", c2->monst));
else if(isWorm(cwt.at->monst) && isWorm(c2->monst) && wormhead(cwt.at) == wormhead(c2) && cwt.at->monst != moTentacleGhost && c2->monst != moTentacleGhost)
addMessage(XLAT("You cannot attack your own mount!"));
else if(checkOrb(c2->monst, itOrbShield))
addMessage(XLAT("A magical shield protects %the1!", c2->monst));
else if(bow::crossbow_mode() && !bow::bump_to_shoot)
addMessage(XLAT("You have no melee weapon!"));
else if(bow::crossbow_mode() && items[itCrossbow])
addMessage(XLAT("Your crossbow is still reloading!"));
else if(bow::crossbow_mode())
addMessage(XLAT("Trying to fire."));
else
addMessage(XLAT("For some reason... cannot attack!"));
}
bool pcmove::after_escape() {
cell*& c2 = mi.t;
bool push_behind = c2->wall == waBigStatue || (among(c2->wall, waCTree, waSmallTree, waBigTree, waShrub, waVinePlant) && !c2->monst && markOrb(itOrbWoods));
if(thruVine(c2, cwt.at) && markOrb(itOrbWoods)) push_behind = true;
if(push_behind && !c2->monst && !nonAdjacentPlayer(c2, cwt.at) && fmsMove) {
eWall what = c2->wall;
if(!thruVine(c2, cwt.at) && !canPushStatueOn(cwt.at, P_ISPLAYER)) {
if(vmsg(miRESTRICTED, siWALL, c2, moNone)) {
if(isFire(cwt.at))
addMessage(XLAT("You have to escape first!"));
else
addMessage(XLAT("There is not enough space!"));
}
return false;
}
changes.ccell(c2);
changes.ccell(cwt.at);
c2->wall = cwt.at->wall;
c2->wparam = cwt.at->wparam;
if(doesnotFall(cwt.at)) {
cwt.at->wall = what;
if(cellHalfvine(what))
c2->wall = waNone, cwt.at->wall = waVinePlant;
}
nextmovetype = lmMove;
addMessage(XLAT("You push %the1 behind you!", what));
animateMovement(mi.rev(), LAYER_BOAT);
changes.push_push(cwt.at);
return perform_actual_move();
}
bool attackable;
attackable =
c2->wall == waBigTree ||
c2->wall == waSmallTree ||
(c2->wall == waShrub && items[itOrbSlaying]) ||
(c2->wall == waMirrorWall && !bow::crossbow_mode());
if(attackable && markOrb(itOrbAether) && c2->wall != waMirrorWall)
attackable = false;
bool nm; nm = attackable;
if(forcedmovetype == fmAttack) attackable = true;
attackable = attackable && (!c2->monst || isFriendly(c2));
attackable = attackable && !nonAdjacentPlayer(cwt.at,c2);
bool dont_attack = items[itOrbFlash] || items[itOrbLightning];
if(attackable && fmsAttack && !dont_attack && !items[itCurseWeakness]) {
if(checkNeedMove(checkonly, true)) return false;
nextmovetype = nm ? lmAttack : lmSkip;
if(c2->wall == waSmallTree || (c2->wall == waBigTree && markOrb(itOrbSlaying))) {
drawParticles(c2, winf[c2->wall].color, 4);
addMessage(XLAT("You chop down the tree."));
playSound(c2, "hit-axe" + pick123());
changes.ccell(c2);
c2->wall = waNone;
spread_plague(cwt.at, c2, mi.d, moPlayer);
return swing();
}
else if(c2->wall == waShrub && markOrb(itOrbSlaying)) {
drawParticles(c2, winf[c2->wall].color, 4);
addMessage(XLAT("You chop down the shrub."));
playSound(c2, "hit-axe" + pick123());
changes.ccell(c2);
c2->wall = waNone;
spread_plague(cwt.at, c2, mi.d, moPlayer);
return swing();
}
else if(c2->wall == waBigTree) {
drawParticles(c2, winf[c2->wall].color, 8);
addMessage(XLAT("You start chopping down the tree."));
playSound(c2, "hit-axe" + pick123());
changes.ccell(c2);
c2->wall = waSmallTree;
return swing();
}
if(!peace::on && !bow::crossbow_mode()) {
if(c2->wall == waMirrorWall)
addMessage(XLAT("You swing your sword at the mirror."));
else if(c2->wall)
addMessage(XLAT("You swing your sword at %the1.", c2->wall));
else
addMessage(XLAT("You swing your sword."));
return swing();
}
return false;
}
else if(c2->monst == moKnight) {
#if CAP_COMPLEX2
if(vmsg(miWALL, siMONSTER, c2, c2->monst)) camelot::knightFlavorMessage(c2);
#endif
return false;
}
else if(c2->monst && (!isFriendly(c2) || c2->monst == moTameBomberbird || isMountable(c2->monst)) && !(peace::on && !good_tortoise))
return attack();
else if(!passable(c2, cwt.at, P_USEBOAT | P_ISPLAYER | P_MIRROR | P_MONSTER)) {
tell_why_impassable();
return false;
}
else if(markOrb(itCurseFatigue) && items[itFatigue] + fatigue_cost(mi) > 10) {
if(vmsg(miRESTRICTED, siFATIGUE, nullptr, moNone))
addMessage(XLAT("You are too fatigued!"));
return false;
}
else if(fmsMove)
return move_if_okay();
else return false;
}
bool pcmove::move_if_okay() {
cell*& c2 = mi.t;
#if CAP_COMPLEX2
if(mine::marked_mine(c2) && !mine::safe() && !checkonly && warningprotection(XLAT("Are you sure you want to step there?")))
return false;
#endif
if(snakelevel(c2) <= snakelevel(cwt.at)-2) {
bool can_leave = false;
forCellEx(c3, c2) if(passable(c3, c2, P_ISPLAYER | P_MONSTER)) can_leave = true;
if(!can_leave && !checkonly && warningprotection(XLAT("Are you sure you want to step there?")))
return false;
}
if(switchplace_prevent(cwt.at, c2, *this))
return false;
if(!checkonly && warningprotection_hit(do_we_stab_a_friend(mi, moPlayer)))
return false;
nextmovetype = lmMove;
return perform_actual_move();
}
void pcmove::tell_why_impassable() {
cell*& c2 = mi.t;
if(nonAdjacentPlayer(cwt.at,c2)) {
if(vmsg(miRESTRICTED, siWARP, c2, moNone)) addMessage(geosupport_football() < 2 ?
XLAT("You cannot move between the cells without dots here!") :
XLAT("You cannot move between the triangular cells here!")
);
}
else if(againstWind(c2, cwt.at)) {
if(vmsg(miRESTRICTED, siWIND, c2, moNone))
blowaway_message(c2);
}
else if(anti_alchemy(c2, cwt.at)) {
if(vmsg(miRESTRICTED, siWALL, c2, moNone))
addMessage(XLAT("Wrong color!"));
}
else if(c2->wall == waRoundTable) {
if(vmsg(miRESTRICTED, siWALL, c2, moNone))
addMessage(XLAT("It would be impolite to land on the table!"));
}
else if(snakelevel(cwt.at) >= 3 && snakelevel(c2) == 0 && !isWall(c2)) {
if(vmsg(miRESTRICTED, siWALL, cwt.at, moNone))
addMessage(XLAT("You would get hurt!", c2->wall));
}
else if(cellEdgeUnstable(cwt.at) && cellEdgeUnstable(c2)) {
if(vmsg(miRESTRICTED, siGRAVITY, c2, moNone))
addMessage(XLAT("Gravity does not allow this!"));
}
else if(c2->wall == waChasm && c2->land == laDual) {
if(vmsg(miRESTRICTED, siWALL, c2, moNone))
addMessage(XLAT("You cannot move there!"));
}
else if(!c2->wall) {
if(vmsg(miRESTRICTED, siUNKNOWN, c2, moNone))
addMessage(XLAT("You cannot move there!"));
}
else {
if(vmsg(miWALL, siWALL, c2, moNone))
addMessage(XLAT("You cannot move through %the1!", c2->wall));
}
}
EX void rusalka_curse() {
changes.ccell(cwt.at);
if(cwt.at->wall == waNone) cwt.at->wall = waShallow;
else if(cwt.at->wall == waShallow || isAlch(cwt.at->wall)) cwt.at->wall = waDeepWater;
}
bool pcmove::attack() {
auto& c2 = mi.t;
if(!fmsAttack) return false;
if(items[itOrbFlash] || items[itOrbLightning])
return false;
attackflags = AF_NORMAL;
if(items[itOrbSpeed]&1) attackflags |= AF_FAST;
if(items[itOrbSlaying]) attackflags |= AF_CRUSH;
if(items[itCurseWeakness]) attackflags |= AF_WEAK;
bool ca = bow::crossbow_mode() ? good_tortoise : canAttack(cwt.at, moPlayer, c2, c2->monst, attackflags);
if(!ca) {
if(forcedmovetype == fmAttack) {
if(monstersnear_add_pmi(movei(cwt.at, STAY))) {
if(vmsg_threat()) wouldkill("%The1 would get you!");
return false;
}
nextmovetype = lmSkip;
addMessage(XLAT("You swing your sword at %the1.", c2->monst));
return swing();
}
if(vmsg(miENTITY, siMONSTER, c2, c2->monst)) tell_why_cannot_attack();
return false;
}
// mip.t=c2 means that the monster is not destroyed and thus
// still counts for lightning in monstersnear
mip = movei(c2, nullptr, NO_SPACE);
if(items[itCurseWeakness] || (isStunnable(c2->monst) && c2->hitpoints > 1)) {
if(monsterPushable(c2))
mip = determinePush(cwt, subdir, [] (movei mi) { return passable(mi.t, mi.s, P_BLOW); });
else
mip.t = c2;
if(mip.t) changes.ccell(mip.t);
changes.push_push(mip.t);
}
if(!(isWatery(cwt.at) && c2->monst == moWaterElemental) && checkNeedMove(checkonly, true))
return false;
if(c2->monst == moTameBomberbird && warningprotection_hit(moTameBomberbird)) return false;
nextmovetype = lmAttack;
mirror::act(origd, mirror::SPINMULTI | mirror::ATTACK);
int tk = tkills();
plague_kills = 0;
if(good_tortoise) {
changes.ccell(c2);
c2->stuntime = 2;
changes.at_commit([c2] {
items[itBabyTortoise] += (ls::hv_structure() ? 9 : 4);
updateHi(itBabyTortoise, items[itBabyTortoise]);
c2->item = itBabyTortoise;
tortoise::babymap[c2] = tortoise::seekbits;
tortoise_hero_message(c2);
achievement_collection(itBabyTortoise);
});
}
else {
eMonster m = c2->monst;
if(m) {
if((attackflags & AF_CRUSH) && !canAttack(cwt.at, moPlayer, c2, c2->monst, attackflags ^ AF_CRUSH ^ AF_MUSTKILL))
markOrb(itOrbSlaying);
if(c2->monst == moTerraWarrior && hrand(100) > 2 * items[itTerra]) {
if(hrand(2 + jiangshi_on_screen) < 2)
changes.value_add(wandering_jiangshi, 1);
}
attackMonster(c2, attackflags | AF_MSG, moPlayer);
if(m == moRusalka) rusalka_curse();
changes.ccell(c2);
// salamanders are stunned for longer time when pushed into a wall
if(c2->monst == moSalamander && (mip.t == c2 || !mip.t)) c2->stuntime = 10;
if(!c2->monst || isAnyIvy(m)) {
spread_plague(cwt.at, c2, mi.d, moPlayer);
produceGhost(c2, m, moPlayer);
}
if(mip.proper()) pushMonster(mip);
animateAttack(mi, LAYER_SMALL);
}
}
sideAttack(cwt.at, d, moPlayer, tkills() - tk - plague_kills);
lastmovetype = lmAttack; lastmove = c2;
swordAttackStatic();
if(monstersnear_add_pmi(movei(cwt.at, STAY))) {
if(vmsg_threat()) wouldkill("You would be killed by %the1!");
return false;
}
if(checkonly) return true;
if(changes.on) changes.commit();
return after_move();
}
EX bool chaos_forbidden(cell *c) {
return do_not_touch_this_wall(c) || isMultitile(c->monst);
}
EX int fatigue_cost(const movei& mi) {
return
gravityLevelDiff(mi.t, mi.s) +
(snakelevel(mi.t) - snakelevel(mi.s)) +
(againstWind(mi.s, mi.t) ? 0 : 1);
}
bool alchMayDuplicate(eWall w) {
return !isDie(w) && w != waBoat && w != waArrowTrap;
}
bool pcmove::perform_actual_move() {
cell*& c2 = mi.t;
changes.at_commit([&] {
flipplayer = true; if(multi::players > 1) multi::flipped[multi::cpid] = true;
});
if(c2->item && isAlch(c2)) {
if(alchMayDuplicate(cwt.at->wall)) {
c2->wall = conditional_flip_slime(mi.mirror(), cwt.at->wall);
c2->wparam = cwt.at->wparam;
}
else
c2->wall = waNone;
}
#if CAP_COMPLEX2
if(c2->wall == waRoundTable) {
addMessage(XLAT("You jump over the table!"));
}
if(cwt.at->wall == waRoundTable)
camelot::roundTableMessage(c2);
#endif
invismove = (turncount >= noiseuntil) && items[itOrbInvis] > 0;
if(items[itOrbFire]) {
invismove = false;
if(makeflame(cwt.at, 10, false)) markOrb(itOrbFire);
}
if(items[itCurseWater]) {
invismove = false;
if(makeshallow(mi.s, 10, false)) markOrb(itCurseWater);
}
if(markOrb(itCurseFatigue) && !markOrb(itOrbAether))
items[itFatigue] += fatigue_cost(mi);
handle_friendly_ivy();
if(items[itOrbDigging]) {
invismove = false;
if(earthMove(mi)) markOrb(itOrbDigging);
}
movecost(cwt.at, c2, 1);
if(!boatmove && collectItem(c2, cwt.at)) return true;
if(doPickupItemsWithMagnetism(c2)) return true;
if(isIcyLand(cwt.at) && cwt.at->wall == waNone && markOrb(itOrbWinter)) {
invismove = false;
cwt.at->wall = waIcewall;
}
if(items[itOrbWinter])
forCellEx(c3, c2) if(c3->wall == waIcewall && c3->item) {
changes.ccell(c3);
markOrb(itOrbWinter);
eItem it = c3->item;
if(collectItem(c3, cwt.at))
return true;
if(!c3->item)
animate_item_throw(c3, c2, it);
}
movecost(cwt.at, c2, 2);
handle_switchplaces(cwt.at, c2, switchplaces);
return perform_move_or_jump();
}
void pcmove::handle_friendly_ivy() {
cell*& c2 = mi.t;
bool haveIvy = false;
forCellEx(c3, cwt.at) if(c3->monst == moFriendlyIvy) haveIvy = true;
bool killIvy = haveIvy;
if(items[itOrbNature]) {
if(c2->monst != moFriendlyIvy && strictlyAgainstGravity(c2, cwt.at, false, MF_IVY)) {
invismove = false;
}
else if(cwt.at->monst) invismove = false;
else if(haveIvy || !cellEdgeUnstable(cwt.at, MF_IVY)) {
cwt.at->monst = moFriendlyIvy;
cwt.at->mondir = neighborId(cwt.at, c2);
invismove = false;
markOrb(itOrbNature);
killIvy = false;
}
}
if(killIvy) killFriendlyIvy();
}
bool pcmove::perform_move_or_jump() {
lastmovetype = lmMove; lastmove = cwt.at;
apply_chaos();
stabbingAttack(mi, moPlayer);
changes.value_keep(cwt);
cwt += wstep;
mirror::act(origd, mirror::SPINMULTI | mirror::ATTACK | mirror::GO);
auto pmi = player_move_info(mi);
playerMoveEffects(mi);
if(mi.t->monst == moFriendlyIvy) changes.ccell(mi.t), mi.t->monst = moNone;
if(monstersnear_add_pmi(pmi)) {
if(vmsg_threat()) wouldkill("%The1 would kill you there!");
return false;
}
if(checkonly) return true;
if(changes.on) changes.commit();
if(switchplaces) {
indAnimateMovement(mi, LAYER_SMALL);
indAnimateMovement(mi.rev(), LAYER_SMALL);
commitAnimations(LAYER_SMALL);
}
else
animateMovement(mi, LAYER_SMALL);
current_display->which_copy = current_display->which_copy * adj(mi);
countLocalTreasure();
landvisited[cwt.at->land] = true;
afterplayermoved();
return after_move();
}
bool pcmove::stay() {
if(items[itOrbGravity]) {
gravity_state = get_static_gravity(cwt.at);
if(gravity_state) markOrb(itOrbGravity);
}
lastmovetype = lmSkip; lastmove = NULL;
if(checkNeedMove(checkonly, false))
return false;
swordAttackStatic();
nextmovetype = lmSkip;
mi = movei(cwt.at, STAY);
if(last_gravity_state && !gravity_state)
playerMoveEffects(mi);
if(d == -2)
dropGreenStone(cwt.at);
items[itFatigue] -= 5;
if(items[itFatigue] < 0)
items[itFatigue] = 0;
if(monstersnear_add_pmi(mi)) {
if(vmsg_threat()) wouldkill("%The1 would get you!");
return false;
}
if(checkonly) return true;
if(changes.on) changes.commit();
if(cellUnstable(cwt.at) && !markOrb(itOrbAether))
doesFallSound(cwt.at);
return after_move();
}
#if HDR
inline bool movepcto(const movedir& md) { return movepcto(md.d, md.subdir); }
#endif
EX bool warning_shown;
EX bool warningprotection(const string& s) {
if(hardcore) return false;
if(multi::activePlayers() > 1) return false;
if(items[itWarning]) return false;
warning_shown = true;
pushScreen([s] () {
cmode = sm::DARKEN;
gamescreen();
dialog::addBreak(250);
dialog::init(XLAT("WARNING"), 0xFF0000, 150, 100);
dialog::addBreak(500);
dialog::addInfo(s);
dialog::addBreak(500);
dialog::addItem(XLAT("YES"), 'y');
dialog::lastItem().scale = 200;
auto yes = [] () { items[itWarning] = 1; popScreen(); };
dialog::add_action(yes);
dialog::add_key_action(SDLK_RETURN, yes);
dialog::addItem(XLAT("NO"), 'n');
dialog::lastItem().scale = 200;
dialog::add_action([] () { items[itWarning] = 0; popScreen(); });
dialog::display();
});
return true;
}
EX bool warningprotection_hit(eMonster m) {
if(m && warningprotection(XLAT("Are you sure you want to hit %the1?", m)))
return true;
return false;
}
EX bool playerInWater() {
for(int i: player_indices())
if(isWatery(playerpos(i)) && !playerInBoat(i))
return true;
return false;
}
EX int numplayers() {
return multi::players;
}
EX vector<cell*> player_positions() {
vector<cell*> res;
for(int i=0; i<numplayers(); i++)
if(multi::playerActive(i))
res.push_back(playerpos(i));
return res;
}
EX vector<int> player_indices() {
vector<int> res;
for(int i=0; i<numplayers(); i++)
if(multi::playerActive(i))
res.push_back(i);
return res;
}
EX cell *playerpos(int i) {
if(shmup::on) return shmup::playerpos(i);
if(multi::players > 1) return multi::player[i].at;
return singlepos();
}
EX bool allPlayersInBoats() {
for(cell *pc: player_positions())
if(pc->wall != waBoat) return true;
return false;
}
EX int whichPlayerOn(cell *c) {
if(singleused()) return c == singlepos() ? 0 : -1;
for(int i: player_indices())
if(playerpos(i) == c) return i;
return -1;
}
EX bool isPlayerOn(cell *c) {
return whichPlayerOn(c) >= 0;
}
EX bool isPlayerInBoatOn(cell *c, int i) {
return
(playerpos(i) == c && (
c->wall == waBoat || c->wall == waStrandedBoat || (shmup::on && shmup::playerInBoat(i))
));
}
EX bool playerInBoat(int i) {
return isPlayerInBoatOn(playerpos(i), i);
}
EX bool isPlayerInBoatOn(cell *c) {
for(int i=0; i<numplayers(); i++) if(isPlayerInBoatOn(c, i)) return true;
return false;
}
EX bool playerInPower() {
if(singleused())
return singlepos()->land == laPower || singlepos()->land == laHalloween;
for(cell *pc: player_positions())
if(pc->land == laPower || pc->land == laHalloween)
return true;
return false;
}
EX void playerMoveEffects(movei mi) {
cell *c1 = mi.s;
cell *c2 = mi.t;
if(peace::on) items[itOrbSword] = c2->land == laBurial ? 100 : 0;
changes.value_keep(sword::dir[multi::cpid]);
sword::dir[multi::cpid] = sword::shift(mi, sword::dir[multi::cpid]);
destroyWeakBranch(c1, c2, moPlayer);
#if CAP_COMPLEX2
mine::uncover_full(c2);
#endif
if((c2->wall == waClosePlate || c2->wall == waOpenPlate) && normal_gravity_at(c2) && !markOrb(itOrbAether))
toggleGates(c2, c2->wall);
if(c2->wall == waArrowTrap && c2->wparam == 0 && normal_gravity_at(c2) && !markOrb(itOrbAether))
activateArrowTrap(c2);
if(c2->wall == waFireTrap && c2->wparam == 0 && normal_gravity_at(c2) &&!markOrb(itOrbAether)) {
playSound(c2, "click");
changes.ccell(c2);
c2->wparam = 1;
}
if(c2->wall == waReptile)
c2->wparam = -1;
princess::playernear(c2);
if(c2->wall == waGlass && items[itOrbAether] > ORBBASE+1) {
addMessage(XLAT("Your Aether powers are drained by %the1!", c2->wall));
drainOrb(itOrbAether, 2);
}
if(cellUnstable(c2) && !markOrb(itOrbAether)) {
doesFallSound(c2);
if(c2->land == laMotion && c2->wall == waChasm) c2->mondir = mi.rev_dir_or(NODIR);
}
if(c2->wall == waStrandedBoat && markOrb(itOrbWater))
c2->wall = waBoat;
if(c2->land == laOcean && c2->wall == waBoat && c2->landparam < 30 && markOrb(itOrbWater))
c2->landparam = 40;
if((c2->land == laHauntedWall || c2->land == laHaunted) && !hauntedWarning) {
changes.value_set(hauntedWarning, true);
addMessage(XLAT("You become a bit nervous..."));
addMessage(XLAT("Better not to let your greed make you stray from your path."));
playSound(c2, "nervous");
}
}
EX void afterplayermoved() {
pregen();
if(!racing::on)
setdist(cwt.at, 7 - getDistLimit() - genrange_bonus, NULL);
prairie::treasures();
if(generatingEquidistant) {
printf("Warning: generatingEquidistant set to true\n");
generatingEquidistant = false;
}
}
EX void produceGhost(cell *c, eMonster victim, eMonster who) {
if(who != moPlayer && !items[itOrbEmpathy]) return;
if(markOrb(itOrbUndeath) && !c->monst && isGhostable(victim)) {
changes.ccell(c);
c->monst = moFriendlyGhost, c->stuntime = 0;
if(who != moPlayer) markOrb(itOrbEmpathy);
}
}
EX bool swordAttack(cell *mt, eMonster who, cell *c, int bb) {
eMonster m = c->monst;
if(c->wall == waCavewall) markOrb(bb ? itOrbSword2: itOrbSword);
if(among(c->wall, waSmallTree, waBigTree, waRose, waCTree, waVinePlant, waBigBush, waSmallBush, waSolidBranch, waWeakBranch, waShrub)
|| thruVine(mt, c)) {
changes.ccell(c);
playSound(NULL, "hit-axe"+pick123());
markOrb(bb ? itOrbSword2: itOrbSword);
drawParticles(c, winf[c->wall].color, 16);
addMessage(XLAT("You chop down %the1.", c->wall));
destroyHalfvine(c);
c->wall = waNone;
}
if(c->wall == waBarrowDig) {
changes.ccell(c);
playSound(NULL, "hit-axe"+pick123());
markOrb(bb ? itOrbSword2: itOrbSword);
drawParticles(c, winf[c->wall].color, 16);
c->wall = waNone;
}
if(c->wall == waBarrowWall && items[itBarrow] >= 25) {
changes.ccell(c);
playSound(NULL, "hit-axe"+pick123());
markOrb(bb ? itOrbSword2: itOrbSword);
drawParticles(c, winf[c->wall].color, 16);
c->wall = waNone;
}
if(c->wall == waExplosiveBarrel)
explodeBarrel(c);
if(!peace::on && isPlayerOn(c) && whichPlayerOn(c) != multi::cpid && !markOrb(itOrbEmpathy)) killThePlayer(moPlayer, whichPlayerOn(mt), 0);
if(!peace::on && mt == c && !markOrb(itOrbEmpathy)) killThePlayer(moPlayer, multi::cpid, 0);
if(!peace::on && canAttack(mt, who, c, m, AF_SWORD)) {
changes.ccell(c);
markOrb(bb ? itOrbSword2: itOrbSword);
int k = tkills();
attackMonster(c, AF_NORMAL | AF_MSG | AF_SWORD, who);
if(c->monst == moShadow) c->monst = moNone;
produceGhost(c, m, who);
if(tkills() > k) return true;
}
return false;
}
EX void swordAttackStatic(int bb) {
swordAttack(cwt.at, moPlayer, sword::pos(multi::cpid, bb), bb);
}
EX void swordAttackStatic() {
for(int bb = 0; bb < 2; bb++)
if(sword::orbcount(bb))
swordAttackStatic(bb);
}
EX int plague_kills;
EX void spread_plague(cell *mf, cell *mt, int dir, eMonster who) {
if(!items[itOrbPlague]) return;
if(who != moPlayer && !items[itOrbEmpathy]) return;
forCellEx(mx, mt) if(celldistance(mx, mf) > celldistance(mx, mf->modmove(dir)) && celldistance(mx, mf) <= 4) {
sideAttackAt(mf, dir, mx, who, itOrbPlague, mt);
}
}
EX void sideAttackAt(cell *mf, int dir, cell *mt, eMonster who, eItem orb, cell *pf) {
eMonster m = mt->monst;
flagtype f = AF_SIDE;
if(orb == itOrbPlague) f |= AF_PLAGUE;
if(items[itOrbSlaying]) f|= AF_CRUSH;
if(!items[orb]) return;
auto plague_particles = [&] {
if(orb == itOrbPlague) {
for(int i=0; i<16; i++)
drawDirectionalParticle(pf, neighborId(pf, mt), (i&1) ? orb_auxiliary_color(orb) : iinf[orb].color);
}
};
if(canAttack(mf, who, mt, m, f)) {
if((f & AF_CRUSH) && !canAttack(mf, who, mt, m, AF_SIDE | AF_MUSTKILL))
markOrb(itOrbSlaying);
markOrb(orb);
changes.ccell(mt);
plague_particles();
if(who != moPlayer) markOrb(itOrbEmpathy);
int kk = 0;
if(orb == itOrbPlague) kk = tkills();
if(attackMonster(mt, AF_NORMAL | f | AF_MSG, who) || isAnyIvy(m)) {
hit_anything = true;
if(orb == itOrbPlague && kk < tkills())
plague_kills++;
if(mt->monst != m) spread_plague(mf, mt, dir, who);
produceGhost(mt, m, who);
}
}
else if(mt->wall == waSmallTree) {
changes.ccell(mt);
plague_particles();
markOrb(orb);
mt->wall = waNone;
spread_plague(mf, mt, dir, who);
hit_anything = true;
}
else if(mt->wall == waShrub && markEmpathy(itOrbSlaying)) {
changes.ccell(mt);
plague_particles();
markOrb(orb);
mt->wall = waNone;
spread_plague(mf, mt, dir, who);
hit_anything = true;
}
else if(mt->wall == waBigTree) {
changes.ccell(mt);
plague_particles();
markOrb(orb);
mt->wall = waSmallTree;
hit_anything = true;
}
else if(mt->wall == waExplosiveBarrel && orb != itOrbPlague) {
changes.ccell(mt);
explodeBarrel(mt);
hit_anything = true;
}
}
EX void sideAttack(cell *mf, int dir, eMonster who, int bonus, eItem orb) {
if(!items[orb]) return;
if(who != moPlayer && !items[itOrbEmpathy]) return;
for(int k: {-1, 1}) {
int dir1 = dir + k*bonus;
dir1 = mf->c.fix(dir1);
cell *mt = mf->move(dir1);
sideAttackAt(mf, dir1, mt, who, orb, mf);
}
}
EX void sideAttack(cell *mf, int dir, eMonster who, int bonuskill) {
int k = tkills();
plague_kills = 0;
sideAttack(mf, dir, who, 1, itOrbSide1);
sideAttack(mf, dir, who, 2, itOrbSide2);
sideAttack(mf, dir, who, 3, itOrbSide3);
k += plague_kills;
if(who == moPlayer) {
int kills = tkills() - k + bonuskill;
if(kills >= 5) achievement_gain_once("MELEE5");
}
}
EX eMonster do_we_stab_a_friend(movei mi, eMonster who) {
eMonster m = moNone;
do_swords(mi, who, [&] (cell *c, int bb) {
if(!peace::on && canAttack(mi.t, who, c, c->monst, AF_SWORD) && c->monst && isFriendly(c)) m = c->monst;
});
for(int t=0; t<mi.s->type; t++) {
cell *c = mi.s->move(t);
if(!c) continue;
bool stabthere = false;
if(logical_adjacent(mi.t, who, c)) stabthere = true;
if(stabthere && canAttack(mi.t,who,c,c->monst,AF_STAB) && isFriendly(c))
return c->monst;
}
return m;
}
EX void wouldkill(const char *msg) {
if(who_kills_me == moWarning)
addMessage(XLAT("This move appears dangerous -- are you sure?"));
else if(who_kills_me == moFireball)
addMessage(XLAT("Cannot move into the current location of another player!"));
else if(who_kills_me == moAirball)
addMessage(XLAT("Players cannot get that far away!"));
else if(who_kills_me == moTongue)
addMessage(XLAT("Cannot push into another player!"));
else if(who_kills_me == moCrushball)
addMessage(XLAT("Cannot push into the same location!"));
else
addMessage(XLAT(msg, who_kills_me));
}
EX void movecost(cell* from, cell *to, int phase) {
if(from->land == laPower && to->land != laPower && (phase & 1)) {
int n=0;
for(int i=0; i<ittypes; i++)
if(itemclass(eItem(i)) == IC_ORB && items[i] >= 2 && i != itOrbFire)
items[i] = 2, n++;
if(n)
addMessage(XLAT("As you leave, your powers are drained!"));
}
#if CAP_TOUR
if(from->land != to->land && tour::on && (phase & 2)) {
changes.at_commit([to] { tour::checkGoodLand(to->land); });
}
#endif
if(to->land == laCrossroads4 && !geometry && (phase & 2) && !cheater) {
achievement_gain_once("CR4");
changes.value_set(chaosUnlocked, true);
}
if(isHaunted(from->land) && !isHaunted(to->land) && (phase & 2)) {
updateHi(itLotus, truelotus = items[itLotus]);
if(items[itLotus] >= 1) achievement_gain_once("LOTUS1");
if(items[itLotus] >= (big_unlock ? 25 : 10)) achievement_gain_once("LOTUS2");
if(items[itLotus] >= (big_unlock ? 50 : 25)) achievement_gain_once("LOTUS3");
if(items[itLotus] >= 50 && !big_unlock) achievement_gain_once("LOTUS4");
achievement_final(false);
}
if(geometry == gNormal && celldist(to) == 0 && !usedSafety && gold() >= 100 && (phase & 2))
achievement_gain_once("COMEBACK");
bool tortoiseOK =
to->land == from->land || to->land == laTortoise ||
(to->land == laDragon && from->land != laTortoise) ||
ls::any_chaos();
if(tortoise::seek() && !from->item && !tortoiseOK && passable(from, NULL, 0) && (phase & 2)) {
changes.ccell(from);
changes.map_value(tortoise::babymap, from);
from->item = itBabyTortoise;
tortoise::babymap[from] = tortoise::seekbits;
addMessage(XLAT("You leave %the1.", itBabyTortoise));
items[itBabyTortoise]--;
}
}
}