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511 lines
18 KiB
C++
511 lines
18 KiB
C++
// Hyperbolic Rogue -- Locations
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// Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details
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/** \file locations.cpp
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* \brief definition of connection tables, walkers, cell and heptagon structures
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*
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* The standard geometry uses 'heptagons' for the underlying heptagonal tessellation,
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* and 'cells' for the tessellation that the game is actually played on.
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* Other geometries also use the class 'heptagon' even if they are not heptagon-based;
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* there may be one 'heptagon' per each cell. Heptagons are not used in masterless
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* geometries, though. This file implements the basic types and functions for navigating both graphs.
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*/
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#include "hyper.h"
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namespace hr {
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#if HDR
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extern int cellcount, heptacount;
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#define NODIR 126
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#define NOBARRIERS 127
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/** \brief Cell information for the game. struct cell builds on this */
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struct gcell {
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#if CAP_BITFIELD
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/** \brief which land does this cell belong to */
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eLand land : 8;
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/** \brief wall type (waNone for no walls) */
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eWall wall : 8;
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/** \brief monster on this cell -- note that player characters are handled separately */
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eMonster monst : 8;
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/** \brief item on this cell */
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eItem item : 8;
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/** \brief if this is a barrier, what lands on are on the sides? */
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eLand barleft : 8, barright : 8;
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/** \brief is it currently sparkling with lightning? */
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unsigned ligon : 1;
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signed
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mpdist : 7, ///< minimum player distance, the smaller value, the more generated it is */
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pathdist : 8, ///< distance from the target -- actual meaning may change
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cpdist : 8; ///< current distance to the player
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unsigned
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mondir : 8, ///< which direction the monster is facing (if relevant), also used for boats
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bardir : 8, ///< may equal NODIR (no barrier here), NOBARRIERS (barriers not allowed here), or the barrier direction
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stuntime : 8, ///< for stunned monsters, stun time left; also used for Mutant Ivy timing
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hitpoints : 7, ///< hitpoints left, for Palace monsters, Dragons, Krakens etc. Also reused as cpid for mirrors
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monmirror : 1; ///< monster mirroring state for nonorientable geometries
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unsigned landflags : 8; ///< some lands need additional flags
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#else
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eLand land;
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eWall wall;
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eMonster monst;
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eItem item;
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eLand barleft, barright;
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bool ligon, monmirror;
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signed char pathdist, cpdist, mpdist;
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unsigned char mondir, bardir, stuntime, hitpoints;
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unsigned char landflags;
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#endif
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/** 'landparam' is used for:
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* heat in Icy/Cocytus;
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* heat in Dry (0..10);
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* CR2 structure;
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* hive Weird Rock color / pheromones;
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* Ocean/coast depth;
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* Bomberbird Egg hatch time / mine marking;
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* number of Ancient Jewelry;
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* improved tracking in Trollheim
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*/
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union {
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int32_t landpar;
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unsigned int landpar_color;
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float heat;
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char bytes[4];
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struct fieldinfo {
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uint16_t fieldval;
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unsigned rval : 4;
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unsigned flowerdist : 4;
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unsigned walldist : 4;
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unsigned walldist2 : 4;
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} fi;
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} LHU;
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/** \brief wall parameter, used e.g. for remaining power of Bonfires and Thumpers */
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char wparam;
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#ifdef CELLID
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int cellid;
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#endif
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gcell() {
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#ifdef CELLID
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cellid = cellcount;
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#endif
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}
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};
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#define landparam LHU.landpar
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#define landparam_color LHU.landpar_color
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#define fval LHU.fi.fieldval
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#define FULL_EDGE 120
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template<class T> struct walker;
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/** Connection tables are used by heptagon and cell structures. They basically
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* describe the structure of the graph on the given manifold. We assume that
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* the class T has a field c of type connection_table<T>,
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* as its last field. Edges are listed in the clockwise order (for 2D tilings,
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* for 3D tilings the order is more arbitrary). For each edge we remember which other T
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* we are connected to, as well as the index of this edge in the other T, and whether it is
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* mirrored (for graphs on non-orientable manifolds).
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* To conserve memory, these classes need to be allocated with tailored_alloc
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* and freed with tailored_free.
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*/
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int gmod(int i, int j);
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template<class T> struct connection_table {
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/** \brief Table of moves. This is the maximum size, but tailored_alloc allocates less. */
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T* move_table[FULL_EDGE + (FULL_EDGE + sizeof(char*) - 1) / sizeof(char*)];
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unsigned char *spintable() { return (unsigned char*) (&move_table[full()->degree()]); }
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/** \brief get the full T from the pointer to this connection table */
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T* full() { return (T*)((char*)this - offsetof(T, c)); }
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/** \brief for the edge d, set the `spin` and `mirror` attributes */
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void setspin(int d, int spin, bool mirror) {
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unsigned char& c = spintable() [d];
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c = spin;
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if(mirror) c |= 128;
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}
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/** \brief we are spin(i)-th neighbor of move[i] */
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int spin(int d) { return spintable() [d] & 127; }
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/** \brief on non-orientable surfaces, the d-th edge may be mirrored */
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bool mirror(int d) { return spintable() [d] & 128; }
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/** \brief 'fix' the edge number d to get the actual index in [0, degree()) */
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int fix(int d) { return gmod(d, full()->degree()); }
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/** \brief T in the direction i */
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T*& move(int i) { return move_table[i]; }
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/** \brief T in the direction i, modulo degree() */
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T*& modmove(int i) { return move(fix(i)); }
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unsigned char modspin(int i) { return spin(fix(i)); }
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/** \brief initialize the table */
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void fullclear() {
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for(int i=0; i<full()->degree(); i++) move_table[i] = NULL;
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}
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/** \brief connect this in direction d0 to c1 in direction d1, possibly mirrored */
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void connect(int d0, T* c1, int d1, bool m) {
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move(d0) = c1;
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c1->move(d1) = full();
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setspin(d0, d1, m);
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c1->c.setspin(d1, d0, m);
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}
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/* like the other connect, but take the parameters of the other cell from a walker */
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void connect(int d0, walker<T> hs) {
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connect(d0, hs.at, hs.spin, hs.mirrored);
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}
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};
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/** \brief Allocate a class T with a connection_table, but with only `degree` connections.
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*
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* Also set yet unknown connections to NULL.
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*
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* Generating the hyperbolic world consumes lots of
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* RAM, so we really need to be careful on low memory devices.
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*/
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template<class T> T* tailored_alloc(int degree) {
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T* result;
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#ifndef NO_TAILORED_ALLOC
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int b = offsetof(T, c) + offsetof(connection_table<T>, move_table) + sizeof(T*) * degree + degree;
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result = (T*) new char[b];
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new (result) T();
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#else
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result = new T;
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#endif
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result->type = degree;
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for(int i=0; i<degree; i++) result->c.move_table[i] = NULL;
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return result;
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}
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/** \brief Counterpart to hr::tailored_alloc(). */
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template<class T> void tailored_delete(T* x) {
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x->~T();
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delete[] ((char*) (x));
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}
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static const struct wstep_t { wstep_t() {} } wstep;
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static const struct wmirror_t { wmirror_t() {}} wmirror;
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static const struct rev_t { rev_t() {} } rev;
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static const struct revstep_t { revstep_t() {}} revstep;
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extern int hrand(int);
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/** \brief the walker structure is used for walking on surfaces defined via \ref connection_table. */
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template<class T> struct walker {
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/** \brief where we are at */
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T *at;
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/** \brief in which direction (edge) we are facing */
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int spin;
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/** \brief are we mirrored */
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bool mirrored;
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walker<T> (T *at = NULL, int s = 0, bool m = false) : at(at), spin(s), mirrored(m) { if(at) s = at->c.fix(s); }
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/** \brief spin by i to the left (or right, when mirrored */
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walker<T>& operator += (int i) {
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spin = at->c.fix(spin+(mirrored?-i:i));
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return (*this);
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}
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/** \brief spin by i to the right (or left, when mirrored */
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walker<T>& operator -= (int i) {
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spin = at->c.fix(spin-(mirrored?-i:i));
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return (*this);
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}
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/** \brief add wmirror to mirror this walker */
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walker<T>& operator += (wmirror_t) {
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mirrored = !mirrored;
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return (*this);
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}
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/** \brief add wstep to make a single step, after which we are facing the T we were originally on */
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walker<T>& operator += (wstep_t) {
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at->cmove(spin);
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int nspin = at->c.spin(spin);
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if(at->c.mirror(spin)) mirrored = !mirrored;
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at = at->move(spin);
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spin = nspin;
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return (*this);
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}
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/** \brief add wrev to face the other direction, may be non-deterministic and use hrand */
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walker<T>& operator += (rev_t) {
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auto rd = reverse_directions(at, spin);
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if(rd.size() == 1) spin = rd[0];
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else spin = rd[hrand(rd.size())];
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return (*this);
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}
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/** \brief adding revstep is equivalent to adding rev and step */
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walker<T>& operator += (revstep_t) {
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(*this) += rev; return (*this) += wstep;
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}
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bool operator != (const walker<T>& x) const {
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return at != x.at || spin != x.spin || mirrored != x.mirrored;
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}
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bool operator == (const walker<T>& x) const {
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return at == x.at && spin == x.spin && mirrored == x.mirrored;
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}
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bool operator < (const walker<T>& cw2) const {
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return tie(at, spin, mirrored) < tie(cw2.at, cw2.spin, cw2.mirrored);
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}
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/** how much should we spin to face direction dir */
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int to_spin(int dir) {
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return gmod(dir - spin, at->type) * (mirrored ? -1 : 1);
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}
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walker<T>& operator ++ (int) { return (*this) += 1; }
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walker<T>& operator -- (int) { return (*this) -= 1; }
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template<class U> walker operator + (U t) const { walker<T> w = *this; w += t; return w; }
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template<class U> walker operator - (U t) const { walker<T> w = *this; w += (-t); return w; }
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/** \brief what T are we facing, without creating it */
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T*& peek() const { return at->move(spin); }
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/** \brief what T are we facing, with creating it */
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T* cpeek() { return at->cmove(spin); }
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/** \brief would we create a new T if we stepped forwards? */
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bool creates() { return !peek(); }
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/** \brief mirror this walker with respect to the d-th edge */
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walker<T> mirrorat(int d) { return walker<T> (at, at->c.fix(d+d - spin), !mirrored); }
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};
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struct cell;
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// automaton state
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enum hstate { hsOrigin, hsA, hsB, hsError, hsA0, hsA1, hsB0, hsB1, hsC };
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struct cell *createMov(struct cell *c, int d);
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struct heptagon *createStep(struct heptagon *c, int d);
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struct cdata_or_heptagon { virtual ~cdata_or_heptagon() {} };
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struct cdata : cdata_or_heptagon {
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int val[4];
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int bits;
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};
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/** \brief Limit on the 'distance' value in heptagon.
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*
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* This value is signed (negative distances are used
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* in horocycle implementation. Distance is currently a short, and we need a bit of breathing room.
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* It would not be a technical problem to use a larger type, but 32000 is close to what fits in
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* the memory of a normal computer. Farlands appear close to this limit.
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**/
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constexpr int global_distance_limit = 32000;
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/** This value is used in iterative algorithms to prevent infinite loops created by incorrect
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data (e.g., circular dragon). It should be larger than global_distance_limit */
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constexpr int iteration_limit = 10000000;
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/** \brief underlying tiling
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* in bitruncated/irregular/Goldberg geometries, heptagons form the
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* underlying regular tiling (not necessarily heptagonal); in pure
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* geometries, they correspond 1-1 to tiles; in 'masterless' geometries
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* heptagons are unused
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*/
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struct heptagon : cdata_or_heptagon {
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/** \brief Automata are used to generate the standard maps. s is the state of this automaton */
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hstate s : 6;
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/** \brief distance modulo 4, in heptagons */
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unsigned int dm4: 2;
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/** \brief distance from the origin; based on the final geometry of cells, not heptagons themselves */
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short distance;
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/** \brief Emerald/wineyard generator. May have different meaning in other geometries. */
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short emeraldval;
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/** \brief Palace pattern generator. May have different meaning in other geometries. */
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short fiftyval;
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/** \brief Zebra pattern generator. May have different meaning in other geometries. */
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short zebraval;
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/** \brief Field quotient pattern ID. May have different meaning in other geometries. */
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int fieldval : 24;
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/** \brief the number of adjacent heptagons */
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unsigned char type : 8;
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/** \brief data for fractal landscapes */
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short rval0, rval1;
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/** for the main map, it contains the fractal landscape data
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*
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* For alternate structures, cdata contains the pointer to the original.
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*/
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struct cdata *cdata;
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/** \brief which central cell does this heptagon correspond too
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*
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* For alternate geometries, c7 is NULL
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*/
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cell *c7;
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/** \brief associated generator of alternate structure, for Camelot and horocycles */
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heptagon *alt;
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/** \brief connection table */
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connection_table<heptagon> c;
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// DO NOT add any fields after connection_table! (see tailored_alloc)
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heptagon*& move(int d) { return c.move(d); }
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heptagon*& modmove(int d) { return c.modmove(d); }
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// functions
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heptagon () { heptacount++; }
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~heptagon () { heptacount--; }
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heptagon *cmove(int d) { return createStep(this, d); }
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heptagon *cmodmove(int d) { return createStep(this, c.fix(d)); }
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inline int degree() { return type; }
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// prevent accidental copying
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heptagon(const heptagon&) = delete;
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heptagon& operator=(const heptagon&) = delete;
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};
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struct cell : gcell {
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char type; ///< our degree
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int degree() { return type; }
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int listindex; ///< used by celllister
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heptagon *master; ///< heptagon who owns us; for 'masterless' tilings it contains coordinates instead
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connection_table<cell> c;
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// DO NOT add any fields after connection_table! (see tailored_alloc)
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cell*& move(int d) { return c.move(d); }
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cell*& modmove(int d) { return c.modmove(d); }
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cell* cmove(int d) { return createMov(this, d); }
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cell* cmodmove(int d) { return createMov(this, c.fix(d)); }
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cell() {}
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// prevent accidental copying
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cell(const cell&) = delete;
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heptagon& operator=(const cell&) = delete;
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};
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/** abbreviations */
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typedef walker<heptagon> heptspin;
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typedef walker<cell> cellwalker;
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/** \brief A structure useful when walking on the cell graph in arbitrary way, or listing cells in general.
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*
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* Only one celllister may be active at a time, using the stack semantics.
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* Only the most recently created one works; the previous one will resume
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* working when this one is destroyed.
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*/
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struct manual_celllister {
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/** \brief list of cells in this list */
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vector<cell*> lst;
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vector<int> tmps;
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/** \brief is the given cell on the list? */
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bool listed(cell *c) {
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return c->listindex >= 0 && c->listindex < isize(lst) && lst[c->listindex] == c;
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}
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/** \brief add a cell to the list */
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bool add(cell *c) {
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if(listed(c)) return false;
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tmps.push_back(c->listindex);
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c->listindex = isize(lst);
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lst.push_back(c);
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return true;
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}
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~manual_celllister() {
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for(int i=0; i<isize(lst); i++) lst[i]->listindex = tmps[i];
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}
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};
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/** \brief automatically generate a list of nearby cells */
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struct celllister : manual_celllister {
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vector<int> dists;
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void add_at(cell *c, int d) {
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if(add(c)) dists.push_back(d);
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}
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/** \brief automatically generate a list of nearby cells
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@param orig where to start
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@param maxdist maximum distance to cover
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@param maxcount maximum number of cells to cover
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@param breakon we are actually looking for this cell, so stop when reaching it
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*/
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celllister(cell *orig, int maxdist, int maxcount, cell *breakon) {
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add_at(orig, 0);
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cell *last = orig;
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for(int i=0; i<isize(lst); i++) {
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cell *c = lst[i];
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if(maxdist) forCellCM(c2, c) {
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add_at(c2, dists[i]+1);
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if(c2 == breakon) return;
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}
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if(c == last) {
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if(isize(lst) >= maxcount || dists[i]+1 == maxdist) break;
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last = lst[isize(lst)-1];
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}
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}
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}
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/** \brief for a given cell c on the list, return its distance from orig */
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int getdist(cell *c) { return dists[c->listindex]; }
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};
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/** \brief translate heptspins to cellwalkers and vice versa */
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static const struct cth_t { cth_t() {}} cth;
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inline heptspin operator+ (cellwalker cw, cth_t) { return heptspin(cw.at->master, cw.spin * DUALMUL, cw.mirrored); }
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inline cellwalker operator+ (heptspin hs, cth_t) { return cellwalker(hs.at->c7, hs.spin / DUALMUL, hs.mirrored); }
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#endif
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EX bool proper(cell *c, int d) { return d >= 0 && d < c->type; }
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#if HDR
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constexpr int STRONGWIND = 199;
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constexpr int FALL = 198;
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constexpr int NO_SPACE = 197;
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constexpr int TELEPORT = 196;
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constexpr int JUMP = 195;
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constexpr int STAY = 194;
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namespace whirlwind { cell *jumpDestination(cell*); }
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/** \brief a structure for representing movements
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*
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* mostly for 'proper' moves where s->move(d) == t,
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* but also sometimes for other moves
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*/
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struct movei {
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cell *s;
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cell *t;
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int d;
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bool op() { return s != t; }
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bool proper() const { return d >= 0 && d < s->type && s->move(d) == t; }
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movei(cell *_s, int _d) : s(_s), d(_d) {
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if(d == STRONGWIND) t = whirlwind::jumpDestination(s);
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else if(d < 0 || d >= s->type) t = s;
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else t = s->cmove(d);
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}
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movei(cell *_s, cell *_t, int _d) : s(_s), t(_t), d(_d) {}
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movei(cellwalker cw) : s(cw.at), t(cw.cpeek()), d(cw.spin) {}
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movei rev() const { return movei(t, s, rev_dir_or(d)); }
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int dir_or(int x) const { return proper() ? d : x; }
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int rev_dir_or(int x) const { return proper() ? s->c.spin(d) : x; }
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int rev_dir_mirror() const { return proper() ? s->c.spin(d) : d; }
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int rev_dir_force() const { hassert(proper()); return s->c.spin(d); }
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int dir_force() const { hassert(proper()); return d; }
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bool mirror() { return s->c.mirror(d); }
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};
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#endif
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EX movei moveimon(cell *c) { return movei(c, c->mondir); }
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EX movei match(cell *f, cell *t) {
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for(int i=0; i<f->type; i++) if(f->move(i) == t) return movei(f, t, i);
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return movei(f, t, -1);
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}
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}
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