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hyperrogue/yendor.cpp

1273 lines
38 KiB
C++

// Hyperbolic Rogue -- minor modes
// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
/** \file yendor.cpp
* \brief Yendor Quest/Challenge, Pure Tactics Mode, Peace Mode
*/
#include "hyper.h"
namespace hr {
namespace peace { extern bool on; }
EX int hiitemsMax(eItem it) {
int mx = 0;
for(auto& a: hiitems) if(a.second[it] > mx) mx = a.second[it];
return mx;
}
/** 1 - just return UNKNOWN if id not assigned; 2 - assign without writing to file; 3 - assign with writing to file */
EX modecode_t modecode(int mode IS(3));
typedef vector<pair<int, string> > subscoreboard;
void displayScore(subscoreboard& s, int x) {
int vf = min((vid.yres-64) / 70, vid.xres/80);
if(get_sync_status() == 1) {
displayfr(x, 56, 1, vf, "(syncing)", 0xC0C0C0, 0);
}
else {
sort(s.begin(), s.end());
for(int i=0; i<isize(s); i++) {
int i0 = 56 + i * vf;
displayfr(x, i0, 1, vf, its(-s[i].first), 0xC0C0C0, 16);
displayfr(x+8, i0, 1, vf, s[i].second, 0xC0C0C0, 0);
}
}
}
EX namespace yendor {
EX bool on = false;
EX bool generating = false;
EX bool path = false;
EX bool everwon = false;
EX bool won = false;
bool easy = false;
EX int challenge; // id of the challenge
EX int lastchallenge;
#if HDR
#define YF_DEAD 1
#define YF_WALLS 2
#define YF_END 4
#define YF_DEAD5 8
#define YF_NEAR_IVY 16
#define YF_NEAR_ELEM 32
#define YF_NEAR_OVER 64
#define YF_NEAR_RED 128
#define YF_REPEAT 512
#define YF_NEAR_TENT 1024
#define YF_START_AL 2048
#define YF_START_CR 4096
#define YF_CHAOS 8192
#define YF_RECALL 16384
#define YF_NEAR_FJORD 32768
#define YF_START_ANY (YF_START_AL|YF_START_CR)
struct yendorlevel {
eLand l;
int flags;
};
#define YENDORLEVELS 34
#endif
EX map<modecode_t, array<int, YENDORLEVELS>> bestscore;
EX eLand nexttostart;
yendorlevel levels[YENDORLEVELS] = {
{laNone, 0},
{laHell, YF_DEAD}, // FORCE BARRIERS?
{laGraveyard, YF_DEAD5},
{laDesert, YF_NEAR_IVY}, // IVY OR TENTACLE?
{laMinefield, YF_END}, // NOT WON, SEEMS OKAY
{laEmerald, 0}, // WON FINE
{laOvergrown, 0}, // WON, TOO EASY?
{laMotion, YF_START_AL | YF_END}, // NOT WON, SEEMS OKAY
{laAlchemist, 0}, // ALMOST WON
{laIvoryTower,YF_START_CR | YF_NEAR_ELEM | YF_REPEAT}, // won cool
{laMirrorOld, YF_NEAR_OVER}, // OK
{laWhirlpool, 0}, // cool
{laIce, YF_NEAR_ELEM}, // OK
{laHive, YF_NEAR_RED}, // OK
{laCaribbean, 0}, // seems OK
{laOcean, YF_WALLS}, // well... stupid, add Caribbean/Fjord
{laPalace, 0}, // more trapdoors!
{laZebra, 0}, // TOO HARD?
{laWineyard, 0}, // hard-ish
{laStorms, 0}, // ?
{laLivefjord, 0},
{laJungle, 0},
{laPower, YF_START_CR},
{laWildWest, 0},
{laWhirlwind, YF_NEAR_TENT},
{laHell, YF_CHAOS | YF_DEAD},
{laDragon, YF_DEAD},
{laReptile, 0},
{laTortoise, YF_RECALL},
{laCocytus, YF_NEAR_FJORD},
{laRuins, YF_DEAD},
{laCaves, YF_DEAD5},
{laWestWall, YF_START_CR},
{laEclectic, 0},
// {laVariant, YF_DEAD5}, (I do not think this works)
};
int tscorelast;
void uploadScore() {
int tscore = 0;
for(int i=1; i<YENDORLEVELS; i++)
if(bestscore[0][i]) tscore += 999 + bestscore[0][i];
// printf("Yendor score = %d\n", tscore);
if(tscore > tscorelast) {
tscorelast = tscore;
if(tscore >= 1000) achievement_gain("YENDC1", rg::global);
if(tscore >= 5000) achievement_gain("YENDC2", rg::global);
if(tscore >= 15000) achievement_gain("YENDC3", rg::global);
}
achievement_score(LB_YENDOR_CHALLENGE, tscore);
}
EX yendorlevel& clev() { return levels[challenge]; }
EX eLand changeland(int i, eLand l) {
if(l == laIvoryTower) return laNone;
if((clev().flags & YF_START_ANY) && i < 20 && l != clev().l) return clev().l;
if((clev().flags & YF_END) && i > 80 && l == clev().l) return laIce;
return laNone;
}
eLand first, second, last;
#if HDR
struct yendorinfo {
cell *path[YDIST];
cell *actualKey;
bool found;
bool foundOrb;
int howfar;
bignum age;
yendorinfo() { actualKey = NULL; }
cell* key() { return path[YDIST-1]; }
cell *actual_key() { return actualKey ? actualKey : key(); }
cell* orb() { return path[0]; }
};
#endif
EX vector<yendorinfo> yi;
#if HDR
#define NOYENDOR 999999
#endif
EX int yii = NOYENDOR;
EX int hardness() {
if(peace::on) return 15; // just to generate monsters
if(!yendor::generating && !yendor::path && !yendor::on) return 0;
int thf = 0;
for(int i=0; i<isize(yi); i++) {
yendorinfo& ye ( yi[i] );
if(!ye.foundOrb && ye.howfar > 25)
thf += (ye.howfar - 25);
}
thf -= 2 * (YDIST - 25);
if(thf<0) thf = 0;
return items[itOrbYendor] * 5 + (thf * 5) / (YDIST-25);
}
#if HDR
enum eState { ysUntouched, ysLocked, ysUnlocked };
#endif
EX eState state(cell *yendor) {
for(int i=0; i<isize(yi); i++) if(yi[i].path[0] == yendor)
return yi[i].found ? ysUnlocked : ysLocked;
return ysUntouched;
}
EX bool control(pathgen& p, int i, cellwalker& ycw) {
// change lands in the Challenge
if(i > BARLEV-6) {
p.last_id = i+7-BARLEV;
setdist(p.path[p.last_id], 7, p.path[i+6-BARLEV]);
if(yendor::challenge && !euclid && ycw.at->land != laIvoryTower) {
eLand ycl = yendor::changeland(i, ycw.at->land);
if(ycl) {
if(weirdhyperbolic) {
buildBarrierNowall(ycw.at, ycl);
}
else if(hyperbolic && ishept(ycw.at)) {
int bd = 2 + hrand(2) * 3;
buildBarrier(ycw.at, bd, ycl);
if(ycw.at->bardir != NODIR && ycw.at->bardir != NOBARRIERS)
extendBarrier(ycw.at);
}
}
}
}
// follow the branch in Yendorian
if(ycw.at->land == laEndorian) {
int bestval = -2000;
int best = 0, qbest = 0;
for(int d=0; d<ycw.at->type; d++) {
setdist(ycw.at, 7, ycw.peek());
cell *c1 = (ycw+d).cpeek();
int val = d * (ycw.at->type - d);
if(c1->wall == waTrunk) val += (i < YDIST-20 ? 1000 : -1000);
if(val > bestval) qbest = 0, bestval = val;
if(val == bestval) if(hrand(++qbest) == 0) best = d;
}
ycw += best;
return true;
}
return false;
}
EX bool check(cell *yendor) {
int byi = isize(yi);
for(int i=0; i<isize(yi); i++) if(yi[i].path[0] == yendor) byi = i;
if(byi < isize(yi) && yi[byi].found) return false;
if(byi == isize(yi)) {
retry:
int creation_attempt = 0;
yendorinfo nyi;
nyi.howfar = 0;
generating = true;
auto p = generate_random_path_randomdir(yendor, YDIST-1, true);
for(int i=0; i<YDIST; i++) nyi.path[i] = p.path[i];
nyi.found = false;
nyi.foundOrb = false;
for(int i=1; i<YDIST; i++) {
setdist(nyi.path[i], 7, nyi.path[i-1]);
if(isEquidLand(nyi.path[i]->land)) {
// println(hlog, i, ": ", coastvalEdge(nyi.path[i]));
buildEquidistant(nyi.path[i]);
}
}
setdist(nyi.path[YDIST-1], 7, nyi.path[YDIST-2]);
cell *key = nyi.path[YDIST-1];
yendor::generating = false;
for(int b=10; b>=5; b--) setdist(key, b, nyi.path[YDIST-2]);
if(inmirror(key) || (geometry == gNormal && celldistance(key, yendor) < YDIST/2)) {
creation_attempt++;
if(creation_attempt > 100) {
yendor->item = itNone;
addMessage(XLAT("%The1 turned out to be an illusion!", itOrbYendor));
return false;
}
goto retry;
}
for(int i=-1; i<key->type; i++) {
cell *c2 = i >= 0 ? key->move(i) : key;
checkTide(c2);
c2->monst = moNone; c2->item = itNone;
if(!passable(c2, NULL, P_MIRROR | P_MONSTER)) {
if(c2->wall == waCavewall) c2->wall = waCavefloor;
else if(c2->wall == waDeadwall) c2->wall = waDeadfloor2;
else if(c2->wall == waLake) c2->wall = waFrozenLake;
else if(c2->land == laCaribbean) c2->wall = waCIsland;
else if(c2->land == laOcean) c2->wall = waCIsland;
else if(c2->land == laRedRock) c2->wall = waRed3;
else if(c2->land == laWhirlpool)
c2->wall = waBoat, c2->monst = moPirate, c2->item = itOrbWater;
else c2->wall = waNone;
}
if(c2->wall == waReptile) c2->wall = waNone;
if(c2->wall == waMineMine || c2->wall == waMineUnknown)
c2->wall = waMineOpen;
if(c2->wall == waTrapdoor && i == -1)
c2->wall = waGargoyleFloor;
if(c2->land == laLivefjord) {
c2->wall = waSea;
for(int i=0; i<c2->type; i++)
c2->move(i)->wall = waSea;
}
if(isGravityLand(c2->land) && key->land == c2->land && c2->land != laWestWall &&
c2->landparam < key->landparam && c2->wall != waTrunk)
c2->wall = waPlatform;
if(c2->land == laReptile && i >= 0)
c2->wall = waChasm;
if(c2->land == laMirrorWall && i == -1)
c2->wall = waNone;
}
key->item = itKey;
bool split_found = false;
if(key->land == laWestWall && trees_known()) {
auto& expansion = get_expansion();
int t = type_in(expansion, yendor, [yendor] (cell *c) { return celldistance(yendor, c); });
int maxage = 10;
for(int i=0; i<min(items[itOrbYendor], 8); i++)
maxage *= 10;
nyi.age = maxage - hrand(maxage/2);
bignum full_id = p.full_id_0 - nyi.age;
bool onlychild = true;
cellwalker ycw = p.start;
ycw--; if(S3 == 3) ycw--;
for(int i=0; i<YDIST-1; i++) {
if(i == 1) onlychild = true;
if(!onlychild) ycw++;
if(valence() == 3) ycw++;
onlychild = false;
for(int tch: expansion.children[t]) {
ycw++;
if(i == 1)
tch = type_in(expansion, ycw.cpeek(), [yendor] (cell *c) { return celldistance(yendor, c); });
auto& sub_id = expansion.get_descendants(YDIST-i-2, tch);
if(full_id < sub_id) {
if(!split_found && !(p.full_id_0 < sub_id)) {
// ycw.at->item = itRuby;
split_found = true;
setdist(ycw.at, 6, NULL);
auto tt = type_in(expansion, ycw.at, coastvalEdge);
// println(hlog, "at split, ydist-type: ", t, " coast-type: ", tt);
if(t != tt) {
// try again!
key->item = itNone;
return check(yendor);
}
}
t = tch;
break;
}
full_id.addmul(sub_id, -1);
if(!split_found) p.full_id_0.addmul(sub_id, -1);
onlychild = true;
}
if(inmirror(ycw)) ycw = mirror::reflect(ycw);
ycw += wstep;
setdist(ycw.at, 8, ycw.peek());
buildEquidistant(ycw.at);
// println(hlog, "actual key #", i, ": ", ycw.at->landparam);
}
nyi.actualKey = ycw.at;
ycw.at->item = itKey;
key->item = itNone;
}
yi.push_back(nyi);
}
dynamicval<bool> b(changes.on, false);
addMessage(XLAT("You need to find the right Key to unlock this Orb of Yendor!"));
if(yi[byi].actualKey)
addMessage(XLAT("You feel that these directions are %1 turns old.", yi[byi].age.get_str(100)));
if(yii != byi) {
yii = byi;
achievement_gain_once("YENDOR1");
playSound(yendor, "pickup-yendor");
return true;
}
return false;
}
EX void onpath() {
path = false;
if(yii < isize(yi)) {
for(int i=0; i<YDIST; i++) if(yi[yii].path[i]->cpdist <= 7) {
if(i > yi[yii].howfar) yi[yii].howfar = i;
path = true;
}
}
}
EX eLandStructure get_land_structure() {
if(clev().flags & YF_CHAOS)
return lsChaos;
if(clev().l == laWhirlpool)
return lsSingle;
return lsNiceWalls;
}
EX void init(int phase) {
if(!on) return;
if(phase == 1) {
won = false;
if(!easy) items[itOrbYendor] = bestscore[modecode()][challenge];
land_structure = get_land_structure();
specialland = clev().l;
if(clev().flags & YF_START_AL) {
specialland = laAlchemist;
items[itElixir] = 50;
items[itFeather] = 50;
}
if(specialland == laPower)
items[itOrbSpeed] = 60, items[itOrbWinter] = 60;
if(clev().flags & YF_START_CR) {
specialland = laCrossroads;
}
if(specialland == laGraveyard) items[itBone] = 10;
if(specialland == laEmerald) items[itEmerald] = 10;
if(specialland == laCocytus) items[itFjord] = 10;
if(!euclid) {
if(clev().flags & YF_DEAD) items[itGreenStone] = 100;
if(clev().flags & YF_DEAD5) items[itGreenStone] = 5;
}
if(clev().flags & YF_RECALL) {
int yq = items[itOrbYendor];
items[itOrbRecall] = 60 - yq;
items[itOrbTime] = 60 - yq;
items[itOrbEnergy] = 60 - yq;
items[itOrbTeleport] = 60 - yq;
items[itOrbSpace] = 60 - yq;
items[itOrbDash] = 60 - yq;
items[itOrbFrog] = 60 - yq;
}
nexttostart = laNone;
}
if(phase == 2) {
cell *c2 = cwt.at->move(0);
c2->land = firstland;
if(firstland == laRlyeh) c2->wall = waNone;
yendor::check(c2);
if(clev().flags & YF_NEAR_IVY)
nexttostart = laJungle;
if(clev().flags & YF_NEAR_FJORD)
nexttostart = laLivefjord;
if(clev().flags & YF_NEAR_TENT)
nexttostart = laRlyeh;
if(clev().flags & YF_NEAR_ELEM) {
if(firstland == laIce) {
nexttostart = laEWater;
items[itWaterShard] = 10;
}
else nexttostart = laEAir;
}
if(clev().flags & YF_NEAR_OVER)
nexttostart = laOvergrown;
if(clev().flags & YF_NEAR_RED) {
nexttostart = laRedRock;
items[itRedGem] = 25;
}
if(clev().flags & YF_WALLS) {
items[itPirate] += 25;
items[itFjord] += 25;
}
if(clev().l == laWhirlpool) {
items[itWhirlpool] += 10;
items[itOrbWater] += 150;
}
}
if(phase == 3) {
cell *c2 = cwt.at->move(0);
makeEmpty(c2);
c2->item = itOrbYendor;
nexttostart = laNone;
if(clev().flags & YF_RECALL)
saveRecall(cwt);
}
}
bool levelUnlocked(int i) {
yendorlevel& ylev(levels[i]);
eItem t = treasureType(ylev.l);
if(ylev.l != laWildWest && hiitemsMax(t) < 10) return false;
if((ylev.flags & YF_NEAR_ELEM) && hiitemsMax(itElemental) < 10) return false;
if((ylev.flags & YF_NEAR_RED) && hiitemsMax(itRedGem) < 10) return false;
if((ylev.flags & YF_NEAR_OVER) && hiitemsMax(itMutant) < 10) return false;
if((ylev.flags & YF_NEAR_TENT) && hiitemsMax(itStatue) < 10) return false;
if((ylev.flags & YF_NEAR_FJORD) && hiitemsMax(itFjord) < 10) return false;
if((ylev.flags & YF_CHAOS) && !chaosUnlocked) return false;
if((ylev.flags & (YF_DEAD|YF_DEAD5)) && hiitemsMax(itBone) < 10) return false;
if((ylev.flags & YF_RECALL) && hiitemsMax(itSlime) < 10) return false;
return true;
}
struct scoredata {
string username;
int scores[landtypes];
};
vector<scoredata> scoreboard;
EX const char *chelp =
"There are many possible solutions to the Yendor Quest. In the Yendor "
"Challenge, you will try many of them!\n\n"
"Each challenge takes part in a specific land, and you have to use what "
"you have available.\n\n"
"You need to obtain an Orb of Yendor in the normal game to activate "
"this challenge, and (ever) collect 10 treasures in one or two lands "
"to activate a specific level.\n\n"
"After you complete each challenge, you can try it again, on a harder "
"difficulty level.\n\n"
"All the solutions showcased in the Yendor Challenge work in the normal "
"play too. However, passages to other lands, and (sometimes) some land features "
"are disabled in the Yendor "
"Challenge, so that you have to use the expected method. Also, "
"the generation rules are changed slightly for the Palace "
"and Minefield while you are looking for the Orb of Yendor, "
"to make the challenge more balanced "
"(but these changes are also active during the normal Yendor Quest).\n\n"
"You get 1000 points for each challenge won, and 1 extra point for "
"each extra difficulty level.";
int char_to_yendor(char c) {
if(c >= 'a' && c <= 'z')
return c - 'a' + 1;
if(c >= 'A' && c <= 'Z')
return c - 'A' + 1 + 26;
return 0;
}
EX string name(int i) {
yendorlevel& ylev(levels[i]);
string s = XLATT1(ylev.l);
if(!euclid) {
if(ylev.flags & YF_CHAOS) { s = "Chaos mode"; }
if(ylev.flags & YF_NEAR_IVY) { s += "+"; s += XLATT1(laJungle); }
if(ylev.flags & YF_NEAR_FJORD) { s += "+"; s += XLATT1(laLivefjord); }
if(ylev.flags & YF_NEAR_TENT) { s += "+"; s += XLATT1(laRlyeh); }
if(ylev.flags & YF_NEAR_ELEM) { s += "+"; s += XLATT1(laElementalWall); }
if(ylev.flags & YF_NEAR_OVER) { s += "+"; s += XLATT1(laOvergrown); }
if(ylev.flags & YF_NEAR_RED) { s += "+"; s += XLATT1(laRedRock); }
if(ylev.flags & YF_START_AL) { s += "+"; s += XLATT1(laAlchemist); }
if(ylev.flags & YF_DEAD) { s += "+"; s += XLATT1(itGreenStone); }
if(ylev.flags & YF_RECALL) { s += "+"; s += XLATT1(itOrbRecall); }
}
return s;
}
EX void showMenu() {
set_priority_board(LB_YENDOR_CHALLENGE);
int s = vid.fsize;
vid.fsize = vid.fsize * 4/5;
dialog::init(XLAT("Yendor Challenge"), iinf[itOrbYendor].color, 150, 100);
dialog::start_list(2000, 2000);
for(int i=1; i<YENDORLEVELS; i++) {
string s;
if(autocheat || levelUnlocked(i)) {
s = name(i);
}
else {
s = "(locked)";
}
string v;
if(bestscore[modecode()][i] == 1)
v = XLAT(" (won!)");
else if(bestscore[modecode()][i])
v = XLAT(" (won at level %1!)", its(bestscore[modecode()][i]));
dialog::addSelItem(s, v, i > 26 ? 'A' + i - 27 : 'a' + i-1);
}
dialog::end_list();
dialog::addBreak(60);
if (yendor::on)
dialog::addItem(XLAT("Return to the normal game"), '0');
dialog::addSelItem(
easy ? XLAT("Challenges do not get harder") : XLAT("Each challenge gets harder after each victory"),
" " + (easy ? XLAT("easy") : XLAT("challenge")), '1');
dialog::addBack();
dialog::addHelp();
dialog::display();
int yc = char_to_yendor(getcstat);
if(yc > 0 && yc < YENDORLEVELS) {
subscoreboard scorehere;
for(int i=0; i<isize(scoreboard); i++) {
int sc = scoreboard[i].scores[yc];
if(sc > 0)
scorehere.push_back(
make_pair(-sc, scoreboard[i].username));
}
displayScore(scorehere, vid.fsize);
}
yendor::uploadScore();
vid.fsize = s;
keyhandler = [] (int sym, int uni) {
dialog::handleNavigation(sym, uni);
int new_challenge = char_to_yendor(uni);
if(new_challenge && new_challenge < YENDORLEVELS) {
if(levelUnlocked(new_challenge) || autocheat) dialog::do_if_confirmed([new_challenge] {
challenge = new_challenge;
restart_game(yendor::on ? rg::nothing : rg::yendor);
});
else
addMessage("Collect 10 treasures in various lands to unlock the challenges there");
}
else if(uni == '0') {
if(yendor::on) restart_game(rg::yendor);
}
else if(uni == '1') easy = !easy;
else if(uni == '2' || sym == SDLK_F1) gotoHelp(chelp);
else if(doexiton(sym, uni)) popScreen();
};
}
EX void collected(cell* c2) {
LATE( collected(c2); )
playSound(c2, "tada");
items[itOrbShield] += 31;
for(int i=0; i<isize(yendor::yi); i++)
if(yendor::yi[i].path[0] == c2)
changes.value_set(yendor::yi[i].foundOrb, true);
// Shielding always, so that we know that it protects!
int powers = 0;
for(int i=0; i<1000 && powers < 4; i++) {
vector< pair<eItem, int> > choices = {
{itOrbSpeed, 31},
{itOrbLightning, 78},
{itOrbFlash, 78},
{itOrbTime, 78},
{itOrbWinter, 151},
{itOrbDigging, 151},
{itOrbTeleport, 151},
{itOrbThorns, 151},
{itOrbInvis, 151},
{itOrbPsi, 151},
{itOrbAether, 151},
{itOrbFire, 151},
{itOrbSpace, 78}
};
auto p = hrand_elt(choices);
auto orb = p.first;
if(items[orb] && i < 500) continue;
if(among(getOLR(orb, getPrizeLand()), olrDangerous, olrUseless, olrForbidden)) continue;
items[orb] += p.second;
powers++;
}
items[itOrbYendor]++;
items[itKey]--;
changes.value_set(yendor::everwon, true);
if(yendor::on) {
changes.value_set(yendor::won, true);
if(!cheater) {
yendor::bestscore[modecode()][yendor::challenge] =
max(yendor::bestscore[modecode()][yendor::challenge], items[itOrbYendor]);
yendor::uploadScore();
}
}
addMessage(XLAT("CONGRATULATIONS!"));
achievement_collection(itOrbYendor);
achievement_victory(false);
}
auto hooks = addHook(hooks_clearmemory, 0, [] () {
yendor::yii = NOYENDOR; yendor::yi.clear();
}) + addHook(hooks_removecells, 0, [] () {
eliminate_if(yendor::yi, [] (yendorinfo& i) {
for(int j=0; j<YDIST; j++) if(is_cell_removed(i.path[j])) {
DEBB(DF_MEMORY, ("removing a Yendor"));
if(&yi[yii] == &i) yii = NOYENDOR;
return true;
}
return false;
});
});
EX }
#define MAXTAC 20
EX namespace tactic {
EX bool on = false;
EX int id;
map<modecode_t, array<int, landtypes>> recordsum;
map<modecode_t, array<array<int, MAXTAC>, landtypes> > lsc;
eLand lasttactic;
struct scoredata {
string username;
int scores[landtypes];
};
map<modecode_t, vector<scoredata>> scoreboard;
EX int chances(eLand l, modecode_t xc IS(modecode())) {
if(xc != 0 && l != laCamelot) return 3;
for(auto& ti: land_tac)
if(ti.l == l)
return ti.tries;
return 0;
}
int tacmultiplier(eLand l) {
if(modecode() != 0 && l != laCamelot) return 1;
if(modecode() != 0 && l == laCamelot) return 3;
for(auto& ti: land_tac)
if(ti.l == l)
return ti.multiplier;
return 0;
}
bool tacticUnlocked(eLand l) {
if(autocheat) return true;
if(l == laWildWest || l == laDual) return true;
return hiitemsMax(treasureType(l)) * landMultiplier(l) >= 20;
}
EX void record(eLand land, int score, modecode_t xc IS(modecode())) {
if(land >=0 && land < landtypes) {
for(int i=MAXTAC-1; i; i--) lsc[xc][land][i] = lsc[xc][land][i-1];
tactic::lsc[xc][land][0] = score;
}
int t = chances(land, xc);
int csum = 0;
for(int i=0; i<t; i++) if(lsc[xc][land][i] > 0) csum += lsc[xc][land][i];
if(csum > recordsum[xc][land]) recordsum[xc][land] = csum;
}
void record() {
record(lasttactic, items[treasureType(lasttactic)]);
}
void unrecord(eLand land, flagtype xc = modecode()) {
if(land >=0 && land < landtypes) {
for(int i=0; i<MAXTAC-1; i++) lsc[xc][land][i] = lsc[xc][land][i+1];
lsc[xc][land][MAXTAC-1] = -1;
}
}
void unrecord() {
unrecord(lasttactic);
}
int tscorelast;
void uploadScoreCode(int code, int lb) {
int tscore = 0;
for(int i=0; i<landtypes; i++)
tscore += recordsum[code][i] * tacmultiplier(eLand(i));
// printf("PTM score = %d\n", tscore);
if(code == 0 && tscore > tscorelast) {
tscorelast = tscore;
if(tscore >= 1000) achievement_gain("PTM1", 'x');
if(tscore >= 5000) achievement_gain("PTM2", 'x');
if(tscore >= 15000) achievement_gain("PTM3", 'x');
}
achievement_score(lb, tscore);
}
void uploadScore() {
uploadScoreCode(0, LB_PURE_TACTICS);
uploadScoreCode(2, LB_PURE_TACTICS_SHMUP);
uploadScoreCode(4, LB_PURE_TACTICS_COOP);
}
EX void showMenu() {
flagtype xc = modecode();
if(xc == 0) set_priority_board(LB_PURE_TACTICS);
if(xc == 2) set_priority_board(LB_PURE_TACTICS_SHMUP);
if(xc == 4) set_priority_board(LB_PURE_TACTICS_COOP);
cmode = sm::ZOOMABLE;
if(mouseovers == "" || mouseovers == " ")
mouseovers = XLAT("pure tactics mode");
else
mouseovers = XLAT("pure tactics mode") + " - " + mouseovers;
if(dialog::infix != "") mouseovers = mouseovers + " - " + dialog::infix;
else mouseovers = mouseovers + " - " + XLAT("press letters to search");
{
dynamicval<bool> t(tactic::on, true);
generateLandList([] (eLand l) {
if(dialog::infix != "" && !dialog::hasInfix(linf[l].name)) return false;
return !!(land_validity(l).flags & lv::appears_in_ptm);
});
}
int nl = isize(landlist);
int nlm = nl;
int ofs = dialog::infix != "" ? 0 : dialog::handlePage(nl, nlm, (nl+1)/2);
int vf = nlm ? min((vid.yres-64-vid.fsize) / nlm, vid.xres/40) : vid.xres/40;
int xr = vid.xres / 64;
if(on) record(specialland, items[treasureType(specialland)]);
getcstat = SDLK_ESCAPE;
map<int, int> land_for;
for(int i=0; i<nl; i++) {
int i1 = i + ofs;
eLand l = landlist[i1];
int i0 = 56 + i * vf;
color_t col;
int ch = chances(l);
if(!ch) continue;
bool unlocked = tacticUnlocked(l);
if(unlocked) col = linf[l].color; else col = 0x202020;
int keyhere;
if(nlm <= 9) {
keyhere = '1' + i;
if(displayfrZH(xr*1, i0, 1, vf-4, s0+char(keyhere), 0xFFFFFF, 0))
getcstat = keyhere;
}
else
keyhere = 1000 + i1;
land_for[keyhere] = i1;
if(displayfrZH(xr*(nlm <= 9 ? 2.5 : 1), i0, 1, vf-4, XLAT1(linf[l].name), col, 0) && unlocked)
getcstat = keyhere;
if(unlocked || autocheat) {
for(int ii=0; ii<ch; ii++)
if(displayfrZH(xr*(24+2*ii), i0, 1, (vf-4)*4/5, lsc[xc][l][ii] > 0 ? its(lsc[xc][l][ii]) : "-", col, 16))
getcstat = keyhere;
if(displayfrZH(xr*(24+2*10), i0, 1, (vf-4)*4/5,
its(recordsum[xc][l]) + " x" + its(tacmultiplier(l)), col, 0))
getcstat = keyhere;
}
else {
int m = landMultiplier(l);
displayfrZ(xr*26, i0, 1, (vf-4)*4/5,
XLAT("Collect %1x %2 to unlock", its((20+m-1)/m), treasureType(l)),
col, 0);
}
}
dialog::displayPageButtons(3, dialog::infix == "");
uploadScore();
if(on) unrecord(specialland);
if(land_for.count(getcstat)) {
int ld = landlist[land_for.at(getcstat)];
subscoreboard scorehere;
for(int i=0; i<isize(scoreboard[xc]); i++) {
int sc = scoreboard[xc][i].scores[ld];
if(sc > 0)
scorehere.push_back(
make_pair(-sc, scoreboard[xc][i].username));
}
displayScore(scorehere, xr * 50);
}
keyhandler = [land_for] (int sym, int uni) {
if(land_for.count(uni)) {
eLand ll = landlist[land_for.at(uni)];
dialog::do_if_confirmed([ll] {
stop_game();
specialland = ll;
restart_game(tactic::on ? rg::nothing : rg::tactic);
});
}
else if(uni == '0') {
if(tactic::on) {
stop_game();
firstland = laIce;
restart_game(rg::tactic);
}
else popScreen();
}
else if(sym == SDLK_F1) gotoHelp(
"In the pure tactics mode, you concentrate on a specific land. "
"Your goal to obtain as high score as possible, without using "
"features of the other lands. You can then compare your score "
"with your friends!\n\n"
"You need to be somewhat proficient in the normal game to "
"unlock the given land in this challenge "
"(collect 20 treasure in the given land, or 2 in case of Camelot).\n\n"
"Since getting high scores in some lands is somewhat luck dependent, "
"you play each land N times, and your score is based on N consecutive "
"plays. The value of N depends on how 'fast' the land is to play, and "
"how random it is.\n\n"
"In the Caribbean, you can access Orbs of Thorns, Aether, and "
"Space if you have ever collected 25 treasure in their native lands.\n\n"
"The rate of treasure spawn is static in this mode. It is not "
"increased by killing monsters.\n\n"
"Good luck, and have fun!"
);
else if(dialog::infix == "" && dialog::handlePageButtons(uni)) ;
else if(dialog::editInfix(uni)) dialog::list_skip = 0;
else if(doexiton(sym, uni)) popScreen();
};
}
EX void start() {
dialog::infix = "";
popScreenAll();
pushScreen(tactic::showMenu);
}
EX }
map<string, modecode_t> code_for;
EX map<modecode_t, string> meaning;
char xcheat;
void save_mode_data(hstream& f) {
mapstream::save_geometry(f);
if(yendor::on || tactic::on)
f.write<char>(0);
else
f.write<char>(land_structure);
f.write<char>(shmup::on);
f.write<char>(inv::on);
#if CAP_TOUR
f.write<char>(tour::on);
#else
f.write<char>(false);
#endif
f.write<char>(peace::on);
f.write<char>(peace::otherpuzzles);
f.write<char>(peace::explore_other);
f.write<char>(multi::players);
f.write<char>(xcheat);
if(casual) {
f.write<char>(1);
}
if(bow::weapon) {
f.write<char>(2);
f.write<char>(bow::weapon);
f.write<char>(bow::style);
}
}
EX modecode_t modecode(int mode) {
modecode_t x = legacy_modecode();
if(x != UNKNOWN) return x;
xcheat = (cheater ? 1 : 0);
shstream ss;
ss.write(ss.vernum);
save_mode_data(ss);
if(code_for.count(ss.s)) return code_for[ss.s];
if(mode == 1) return UNKNOWN;
modecode_t next = 100000;
while(meaning.count(next)) next++;
meaning[next] = ss.s;
code_for[ss.s] = next;
if(mode == 2) return next;
if(scorefile == "") return next;
FILE *f = fopen(scorefile.c_str(), "at");
if(!f) return next;
string s = as_hexstring(ss.s);
fprintf(f, "MODE %d %s\n", next, s.c_str());
fclose(f);
return next;
}
EX void load_modecode_line(string s) {
int code = atoi(&s[5]);
int pos = 5;
while(s[pos] != ' ' && s[pos]) pos++;
if(!s[pos]) return;
pos++;
string t = from_hexstring(s.substr(pos));
code_for[t] = code;
meaning[code] = t;
}
EX namespace peace {
EX bool on = false;
EX bool hint = false;
EX bool otherpuzzles = true;
EX bool explore_other = false;
vector<eLand> simonlevels = {
laCrossroads, laCrossroads2, laRlyeh,
laDesert, laCaves, laAlchemist, laEmerald,
laWineyard, laDeadCaves, laRedRock, laPalace,
laLivefjord, laDragon
};
vector<eLand> puzzlelevels = {
laBurial, laTortoise, laCamelot, laPalace
};
vector<eLand> explorelevels = {
laIce, laJungle, laMirror, laDryForest, laCaribbean, laOcean, laZebra,
laOvergrown, laWhirlwind, laWarpCoast, laReptile,
laElementalWall, laAlchemist
};
vector<eLand> levellist;
eLand getNext(eLand last) {
if(!peace::on) return laNone;
if(levellist.empty()) showMenu();
if(isElemental(last) && hrand(100) < 90)
return laNone;
else if(createOnSea(last))
return getNewSealand(last);
else if(isCrossroads(last)) {
while(isCrossroads(last) || last == laCaribbean || last == laCamelot)
last = hrand_elt(levellist);
if(last == laElementalWall) last = laEFire;
return last;
}
else return pick(laCrossroads, laCrossroads2);
}
bool isAvailable(eLand l) {
for(int i=0; explorelevels[i]; i++) if(explorelevels[i] == l) return true;
return false;
}
EX namespace simon {
vector<cell*> path;
int tobuild;
void build() {
if(otherpuzzles || !on) return;
while(isize(path) < tobuild) {
cell *cp = path[isize(path)-1];
cell *cp2 = path[isize(path)-2];
vector<pair<cell*, cell*>> clister;
clister.emplace_back(cp, cp);
int id = 0;
manual_celllister cl;
while(id < isize(clister)) {
cell *c = clister[id].first;
cell *fr = clister[id].second;
setdist(c, 5, NULL);
forCellEx(c2,c)
if(!cl.listed(c2) && passable(c2, c, 0) && (c2->land == specialland || c2->land == laTemple) && !c2->item) {
if(!id) fr = c2;
bool next;
if(specialland == laRlyeh)
next = c2->land == laTemple && (cp2->land == laRlyeh || celldistAlt(c2) < celldistAlt(cp2) - 8);
else
next = celldistance(c2, cp2) == 8;
if(next) {
path.push_back(fr);
fr->item = itDodeca;
goto again;
}
clister.emplace_back(c2, fr);
cl.add(c2);
}
id++;
}
printf("Path broken, searched = %d\n", id);
for(auto t: clister) t.first->item = itPirate;
return;
again: ;
}
}
EX void extend() {
int i = 0;
while(i<isize(path) && path[i]->item != itDodeca) i++;
if(tobuild == i+9)
addMessage("You must collect all the dodecahedra on the path!");
tobuild = i + 9;
build();
}
EX void init() {
tobuild = 0;
if(!on) return;
if(otherpuzzles) { items[itGreenStone] = 500; return; }
cell *c2 = cwt.at->move(0);
makeEmpty(c2);
c2->item = itOrbYendor;
path.clear();
path.push_back(cwt.at);
path.push_back(c2);
extend();
}
EX void restore() {
for(int i=1; i<isize(path); i++)
if(path[i]->item == itNone && items[itDodeca])
path[i]->item = itDodeca, items[itDodeca]--;
}
EX }
EX void showMenu() {
dialog::init();
int kind = 0;
if(true) {
dialog::addBreak(100);
dialog::addBoolItem(XLAT("puzzles"), otherpuzzles, '1');
dialog::add_action([] { otherpuzzles = true; explore_other = false; });
dialog::addBoolItem(XLAT("exploration"), explore_other, '2');
dialog::add_action([] { otherpuzzles = true; explore_other = true; });
dialog::addBoolItem(XLAT("memory game"), !otherpuzzles && !explore_other, '2');
dialog::add_action([] { otherpuzzles = false; explore_other = false; });
dialog::addBreak(50);
}
string title =
!otherpuzzles ? XLAT("memory game") :
explore_other ? XLAT("exploration") :
XLAT("puzzles");
dialog::addBreak(100);
dialog::addTitle(title, 0x40A040, 150);
dialog::addBreak(100);
if(!otherpuzzles) {
levellist = simonlevels, kind = 1;
dialog::addInfo("Collect as many dodecahedra as you can!");
dialog::addInfo("You have to return to the starting location!");
dialog::addBreak(50);
}
else {
dialog::addInfo("This mode removes roguelike elements,");
dialog::addInfo("focusing on puzzles and exploration");
dialog::addBreak(50);
if(explore_other)
levellist = explorelevels, kind = 2;
else
levellist = puzzlelevels, kind = 0;
}
char key = 'a';
for(auto lev: levellist) {
dialog::addItem(XLAT1(linf[lev].name), key++);
dialog::add_action([lev] {
dialog::do_if_confirmed([lev] {
stop_game();
firstland = specialland = lev;
if(!peace::on)
stop_game_and_switch_mode(rg::peace);
start_game();
popScreenAll();
});
});
if(kind == 0) {
switch(lev) {
case laBurial:
dialog::addInfo("excavate the treasures using your magical shovel");
break;
case laTortoise:
dialog::addInfo("find an adult tortoise matching the baby");
break;
case laCamelot:
dialog::addInfo("find the center of the Round Table in Camelot");
break;
case laPalace:
dialog::addInfo("follow the mouse");
break;
default: ;
}
dialog::addBreak(100);
}
}
dialog::addBreak(1400 - 100 * isize(levellist) * (kind == 0 ? 3 : 1));
dialog::addBoolItem(XLAT("display hints"), hint, '4');
dialog::add_action([] {
hint = !hint; popScreen();
});
dialog::addItem(XLAT("Return to the normal game"), '0');
dialog::add_action([] {
stop_game();
if(peace::on) stop_game_and_switch_mode(rg::peace);
});
dialog::addBack();
dialog::display();
}
auto aNext = addHook(hooks_nextland, 100, getNext);
}
#if CAP_COMMANDLINE
int read_mode_args() {
using namespace arg;
if(argis("-Y")) {
yendor::on = true;
shift(); yendor::challenge = argi();
}
else if(argis("-peace")) {
peace::otherpuzzles = true;
stop_game_and_switch_mode(peace::on ? 0 : rg::peace);
}
else if(argis("-pmem")) {
peace::otherpuzzles = false;
stop_game_and_switch_mode(peace::on ? 0 : rg::peace);
}
TOGGLE('T', tactic::on, stop_game_and_switch_mode(rg::tactic))
else return 1;
return 0;
}
auto ah = addHook(hooks_args, 0, read_mode_args);
#endif
}