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mirror of https://github.com/zenorogue/hyperrogue.git synced 2024-11-05 05:36:17 +00:00
hyperrogue/monstergen.cpp
2018-04-14 10:24:02 +02:00

705 lines
22 KiB
C++

// Hyperbolic Rogue
// Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details
// Routines concentrating on monster generation.
bool timerghost = true;
int buildIvy(cell *c, int children, int minleaf) {
if(c->monst) return 0;
c->mondir = NODIR;
c->monst = moIvyRoot;
cell *child = NULL;
int leaf = 0;
int leafchild = 0;
for(int i=0; i<c->type; i++) {
createMov(c, i);
if(passable(c->mov[i], c, 0) && c->mov[i]->land == c->land) {
if(children && !child)
child = c->mov[i], leafchild = buildIvy(c->mov[i], children-1, 5);
else
c->mov[i]->monst = (leaf++ || peace::on) ? moIvyWait : moIvyHead,
c->mov[i]->mondir = c->spn(i);
}
}
leaf += leafchild;
if(leaf < minleaf) {
if(child) killIvy(child, moNone);
killIvy(c, moNone);
return 0;
}
else return leaf;
}
// the 'chasmify' functions create a simulation of the path the monster came by
void chasmify(cell *c) {
c->wall = waChasm; c->item = itNone;
int q = 0;
cell *c2[10];
for(int i=0; i<c->type; i++) if(c->mov[i] && c->mov[i]->mpdist > c->mpdist && cellUnstable(c->mov[i]))
c2[q++] = c->mov[i];
if(q) {
cell *c3 = c2[hrand(q)];
c3->wall = waChasmD;
}
}
void chasmifyEarth(cell *c) {
int q = 0;
int d2[10];
for(int i=2; i<=c->type-2; i++) {
int j = (i+c->mondir)%c->type;
cell *c2 = c->mov[j];
if(c2 && c2->mpdist > c->mpdist && (
c2->wall == waDeadfloor || c2->wall == waDeadwall ||
c2->wall == waDeadfloor2))
d2[q++] = j;
}
if(!q) printf("no further move!\n");
if(q) {
int d = d2[hrand(q)];
cell *c3 = c->mov[d];
c3->wall = waEarthD;
for(int i=0; i<c3->type; i++) {
cell *c4 = createMov(c3, i);
earthFloor(c4);
}
c3->mondir = c->spn(d);
}
earthWall(c); c->item = itNone;
}
void chasmifyElemental(cell *c) {
int q = 0;
int d2[10];
for(int i=2; i<=c->type-2; i++) {
int j = (i+c->mondir)%c->type;
cell *c2 = c->mov[j];
if(c2 && c2->mpdist > c->mpdist && c2->land == c->land)
d2[q++] = j;
}
if(q) {
int d = d2[hrand(q)];
cell *c3 = c->mov[d];
if(!c3->monst) {
c3->wall = waElementalD;
for(int i=0; i<c3->type; i++) {
cell *c4 = createMov(c3, i);
if(c4->wall != waBarrier) c4->wall = waNone;
}
c3->mondir = c->spn(d);
}
}
c->wall = getElementalWall(c->land);
c->wparam = 100; c->item = itNone;
}
// an appropriate monster for the Crossroads
eMonster crossroadsMonster() {
static eMonster weak[9] = {
moYeti, moGoblin, moRanger, moOrangeDog, moRunDog, moMonkey, moZombie,
moDesertman, moCultist
};
if(hrand(10) == 0) return weak[hrand(9)];
static eMonster m[24] = {
moWorm, moTentacle,
moTroll, moEagle,
moLesser, moGreater, moPyroCultist, moGhost,
moFireFairy, moIvyRoot, moHedge,
moLancer, moFlailer, moVineBeast,
moBomberbird, moAlbatross, moRedTroll,
moWaterElemental, moAirElemental, moFireElemental,
moFatGuard, moMiner, moPalace, moVizier
};
eMonster mo = m[hrand(24)];
if(peace::on && mo == moWaterElemental) return crossroadsMonster();
if(peace::on && mo == moFireFairy) return crossroadsMonster();
if(peace::on && isMultitile(mo)) return crossroadsMonster();
return mo;
}
eMonster wanderingCrossroadsMonster() {
while(true) {
eMonster m = crossroadsMonster();
if(!isIvy(m) && m != moTentacle) return m;
}
}
int palaceHP() {
if(tactic::on && isCrossroads(firstland))
return 4;
if(items[itPalace] < 3) // 1+2
return 2;
else if(items[itPalace] < 10) // 1+2+3+4
return 3;
else if(items[itPalace] < 21) // 1+2+3+4+5+6
return 4;
else if(items[itPalace] < 35)
return 5;
else if(items[itPalace] < 50)
return 6;
else return 7;
}
int hardness_empty() {
return yendor::hardness() * (yendor::hardness() * 3/5 - 2);
}
bool redtrolls(cell *c) {
return false; /*
int cd = getCdata(c, 2);
cd &= 63;
return cd < 32; */
}
eMonster pickTroll(cell *c) {
if(redtrolls(c))
return pick(moTroll,moDarkTroll,moRedTroll);
else
return pick(moForestTroll, moStormTroll, moFjordTroll);
}
void dieTroll(cell *c, eMonster m) {
if(m == moTroll) c->wall = waDeadTroll;
else if(m == moDarkTroll) c->wall = waDeadfloor2;
else if(m == moRedTroll) c->wall = waRed1;
else c->wall = waDeadTroll2, c->wparam = m;
}
int reptilemax() {
int i = items[itDodeca] + yendor::hardness();
if(i >= 245) return 5;
int r = (250 - i);
if(shmup::on) r = (r+2) / 3;
return r;
}
bool wchance(int a, int of, int reduction = 0) {
of *= 10;
a += yendor::hardness() + 1;
if(isCrossroads(cwt.c->land))
a+= items[itHyperstone] * 10;
//if(cwt.c->land == laWhirlwind && !nowhirl) a += items[itWindstone] * 3;
for(int i=0; i<ittypes; i++) if(itemclass(eItem(i)) == IC_TREASURE)
a = max(a, (items[i]-R10) / 10);
a -= reduction;
if(a < 0) return false;
return hrand(a+of) < a;
}
void wanderingZebra(cell *start) {
cell *c = start, *c2 = start;
for(int it=0; it<100; it++) {
if(c->cpdist == getDistLimit()) {
c->monst = moOrangeDog;
c->stuntime = 0;
return;
}
int q = 0;
cell *ctab[8];
for(int i=0; i<c->type; i++) {
cell *c3 = c->mov[i];
if(c3 && c3 != c2 && c3->land == laZebra && c3->wall == waNone)
ctab[q++] = c3;
}
if(!q) break;
c2 = c; c = ctab[hrand(q)];
}
}
int getGhostTimer() {
return shmup::on ? (shmup::curtime - lastexplore) / 350 : turncount - lastexplore;
}
int getGhostcount() {
if(peace::on) return 0;
int t = getGhostTimer();
int ghostcount = 0;
if(t > 80) ghostcount = (t-80 + hrand(20)) / 20;
return ghostcount;
}
int getSeepcount() {
int t = getGhostTimer();
int seepcount = 0;
if(t > 40) seepcount = (t-40 + hrand(20)) / 20;
return seepcount;
}
bool canReachPlayer(cell *cf, eMonster m) {
vector<cell*> v;
sval++;
v.push_back(cf); cf->aitmp = sval;
for(int i=0; i<size(v); i++) {
cell *c = v[i];
for(int j=0; j<c->type; j++) {
cell *c2 = c->mov[j];
if(!c2) continue;
if(eq(c2->aitmp, sval)) continue;
if(!passable_for(m, c2, c, P_MONSTER | P_ONPLAYER | P_CHAIN)) continue;
if(isPlayerOn(c2)) return true;
c2->aitmp = sval; v.push_back(c2);
}
}
return false;
}
bool haveOrbPower() {
for(int i=0; i<ittypes; i++) if(itemclass(eItem(i)) == IC_ORB && items[i]) return true;
if(quotient) for(int i=0; i<size(dcal); i++) {
cell *c = dcal[i];
if(itemclass(c->item) == IC_ORB) return true;
}
else if(sphere) for(int i=0; i<spherecells(); i++) {
cell *c = getDodecahedron(i)->c7;
if(itemclass(c->item) == IC_ORB) return true;
forCellEx(c2, c) if(itemclass(c2->item) == IC_ORB) return true;
}
return false;
}
bool haveKraken() {
for(int i=0; i<spherecells(); i++) {
cell *c = getDodecahedron(i)->c7;
if(c->monst == moKrakenH || c->monst == moKrakenT) return true;
}
return false;
}
eItem wanderingTreasure(cell *c) {
eLand l = c->land;
if(l == laEFire) return itFireShard;
if(l == laEWater) return itWaterShard;
if(l == laEAir) return itAirShard;
if(l == laEEarth) return itEarthShard;
if(l == laElementalWall) return itNone;
if(l == laMirror && c->type != 6) return itNone;
if(l == laMirrorOld && c->type != 6) return itNone;
if(l == laEmerald) {
forCellEx(c2, c) if(c2->wall == waCavewall) return itNone;
}
if(l == laMinefield && c->wall == waMineMine) return itNone;
if(l == laBurial && hrand(2)) return itOrbSword;
if(l == laKraken) return itOrbFish;
return treasureType(l);
}
void wandering() {
if(!canmove) return;
int seepcount = getSeepcount();
int ghostcount = getGhostcount();
if(cwt.c->land == laCA) ghostcount = 0;
bool genturn = hrand(100) < 30;
if(bounded && specialland == laClearing)
clearing::new_root();
if(cwt.c->land == laZebra && cwt.c->wall == waNone && wchance(items[itZebra], 20))
wanderingZebra(cwt.c);
bool smallbounded_generation = smallbounded || (bounded && specialland == laClearing);
if(smallbounded_generation) {
int maxdist = 0;
for(int i=0; i<size(dcal); i++) if(dcal[i]->cpdist > maxdist) maxdist = dcal[i]->cpdist;
for(int i=0; i<size(dcal); i++) if(dcal[i]->cpdist >= maxdist-1) { first7 = i; break; }
if(hrand(5) == 0) {
// spawn treasure
}
if(smallbounded && hrand(100) < 2) {
auto& ac = currentmap->allcells();
cell *c1 = ac[hrand(size(ac))];
if(c1->wall == waVinePlant && !c1->monst) {
c1->monst = moVineSpirit;
c1->stuntime = 3;
}
}
}
while(first7 < size(dcal)) {
int i = first7 + hrand(size(dcal) - first7);
cell *c = dcal[i];
if(inmirror(c)) continue;
if(specialland == laStorms) {
// place the sandstone wall completely randomly (but not on the player)
vector<cell*>& ac = currentmap->allcells();
c = ac[hrand(size(ac))];
if(isPlayerOn(c)) continue;
}
if(smallbounded_generation && !c->item && hrand(5) == 0 && c->land != laHalloween) {
if(passable(c, NULL, 0) || specialland == laKraken) {
if(c->land != laGraveyard && !haveOrbPower() && specialland != laHell) for(int it=0; it<1000 && !c->item; it++)
placeLocalOrbs(c);
if(!c->item) c->item = wanderingTreasure(c);
if(c->item == itShard) {
c->item = itNone, c->wall = hrand(2) ? waMirror : waCloud;
}
if(c->item == itFulgurite) {
c->item = itNone, c->wall = waSandstone;
}
if(c->item == itBarrow)
c->landparam = 2 + hrand(2),
c->wall = waBarrowDig;
}
}
if(!c->monst) c->stuntime = 0;
if(timerghost && !smallbounded) {
// wandering seeps & ghosts
if(seepcount && c->wall == waCavewall && !c->monst && canReachPlayer(c, moSlime)) {
c->monst = moSeep;
playSeenSound(c);
seepcount--;
continue;
}
if(ghostcount && !c->monst && !inmirror(c)) {
c->monst = moGhost;
playSeenSound(c);
ghostcount--;
continue;
}
}
if((c->wall == waCavewall || c->wall == waDeadwall) && !c->monst &&
wchance(items[treasureType(c->land)], 10) && canReachPlayer(c, moSlime)) {
c->monst = moSeep;
playSeenSound(c);
continue;
}
else if(smallbounded && c->wall == waVinePlant && !c->monst && wchance(items[treasureType(c->land)], 10) && canReachPlayer(c, moSlime)) {
c->monst = moVineSpirit;
playSeenSound(c);
continue;
}
else if(c->wall == waCTree && !c->monst && wchance(items[itPirate], 15) && canReachPlayer(c, moSlime)) {
c->monst = moParrot;
playSeenSound(c);
continue;
}
else if(c->land == laEndorian && c->wall == waNone && wchance(items[itApple], 50)) {
c->monst = moSparrowhawk;
playSeenSound(c);
continue;
}
else if(c->wall == waSea && !c->monst) {
if(c->land == laCaribbean && wchance(items[itPirate], 15) && canReachPlayer(c, moPirate)) {
c->monst = moCShark;
playSeenSound(c);
continue;
}
if(c->land == laWarpSea && avengers && canReachPlayer(c, moPirate)) {
c->monst = moRatlingAvenger;
c->wall = waBoat;
avengers--;
if(cheater) printf("avenger comes\n");
playSeenSound(c);
continue;
}
if(c->land == laWarpSea && wchance(items[itCoral], 25) && canReachPlayer(c, moPirate)) {
c->monst = moRatling;
c->wall = waBoat;
playSeenSound(c);
continue;
}
if(c->land == laOcean && (items[itCoast] > 50 || (cwt.c->landparam < 25 && c->landparam < 25)) && wchance(items[itCoast], 25) && canReachPlayer(c, moEagle)) {
c->monst = moAlbatross;
playSeenSound(c);
continue;
}
if(c->land == laDocks && wchance(items[itDock], 25) && canReachPlayer(c, moEagle)) {
c->monst = moAlbatross;
playSeenSound(c);
continue;
}
if(!peace::on && c->land == laLivefjord && wchance(items[itFjord], 80) && items[itFjord] >= 10 && canReachPlayer(c, moWaterElemental)) {
c->monst = moWaterElemental;
playSeenSound(c);
continue;
}
if(!peace::on && c->land == laKraken && ((sphere && !hrand(15)) || wchance(items[itKraken], 240)) && !pseudohept(c)) {
bool b = canReachPlayer(c, moKrakenH);
if(sphere && (haveKraken() || !items[itOrbFish])) {
c->monst = moViking; c->wall = waBoat; c->item = itOrbFish;
playSeenSound(c);
continue;
}
if(b) forCellEx(c2, c) if((sphere || c2->cpdist > gamerange()) && !pseudohept(c2)) {
forCellCM(c3, c2) if(c3->monst || c3->wall != waSea)
goto notfound;
c2->monst = moKrakenH;
playSeenSound(c2);
for(int i=0; i<c2->type; i++) {
c2->mov[i]->monst = moKrakenT;
c2->mov[i]->hitpoints = 1;
c2->mov[i]->mondir = c2->spn(i);
}
goto found;
}
goto notfound;
found:
continue;
}
notfound:
break;
}
else if(smallbounded && c->land == laPower && !c->monst) {
if(wchance(items[itPower], 10))
c->monst = eMonster(moWitch + hrand(NUMWITCH));
}
else if(c->monst || c->pathdist == PINFD) break;
else if(c->land == laClearing && wchance(items[itMutant2], 150) && items[itMutant2] >= 15 && !c->monst && c->type == 7)
c->monst = moRedFox;
else if(c->land == laDual && wchance(items[itGlowCrystal], 40)) {
c->monst = moRatling;
playSeenSound(c);
}
else if(hrand(50) < statuecount * statuecount)
c->monst = moCultistLeader;
else if(c->land == laIce && wchance(items[itDiamond], 10))
c->monst = hrand(2) ? moWolf : moYeti;
else if(c->land == laHunting && wchance(items[itHunting], 50, 26))
c->monst = moHunterDog;
else if(c->land == laDesert && wchance(items[itSpice], 10))
c->monst = (hrand(10) || peace::on) ? moDesertman : moWorm;
else if(c->land == laDragon && (items[itDragon] >= 8 || items[itOrbYendor]) && wchance(items[itDragon], 20))
c->monst = moFireElemental;
else if(c->land == laRedRock && wchance(items[itRedGem], 10))
c->monst = (hrand(10) || peace::on) ? moRedTroll : moHexSnake;
else if(c->land == laCaves && wchance(items[itGold], 5))
c->monst = hrand(3) ? moTroll : moGoblin;
else if(c->land == laBull && wchance(items[itBull], 40))
c->monst = moGadfly;
else if(items[itBull] >= 50 && size(butterflies) && wchance(items[itBull]-49, 25))
c->monst = moGadfly;
else if(c->land == laPrairie && cwt.c->LHU.fi.flowerdist > 3 && wchance(items[itGreenGrass], prairie::isriver(cwt.c) ? 150 : 40))
c->monst = moGadfly;
else if(c->land == laHive && wchance(hive::hivehard(), 25))
c->monst = hive::randomHyperbug();
else if(c->land == laDeadCaves && wchance(items[itSilver], 5))
c->monst = hrand(20) ? (hrand(3) ? moDarkTroll : moGoblin) : moEarthElemental;
else if(c->land == laJungle && wchance(items[itRuby], 40))
c->monst = hrand(10) ? moMonkey : moEagle;
else if(c->land == laMirrorOld && wchance(items[itShard], 15))
c->monst = hrand(10) ? moRanger : moEagle;
else if(c->land == laMirror && mirrorspirits) {
mirrorspirits--;
c->monst = moMirrorSpirit;
}
else if(c->land == laMirror && wchance(items[itShard], 120))
c->monst = moNarciss;
else if(c->land == laWarpCoast && wchance(items[itCoral], 40))
c->monst = moRatling;
else if(c->land == laBurial && wchance(items[itBarrow], 250))
c->monst = moDraugr;
else if(c->land == laBlizzard && wchance(items[itBlizzard], 120))
c->monst = hrand(5) ? moVoidBeast : moIceGolem;
else if(c->land == laVolcano && wchance(items[itLavaLily], 120)) {
c->monst = hrand(5) ? moLavaWolf : moSalamander;
c->hitpoints = 3;
}
else if(c->land == laTrollheim && wchance(items[itTrollEgg], 150))
c->monst = pickTroll(c);
else if(c->land == laRose && wchance(items[itRose], 25))
c->monst = moFalsePrincess;
else if(c->land == laHell && wchance(items[itHell], 20))
c->monst = hrand(3) ? moLesser : moGreater;
else if(c->land == laStorms && wchance(items[itFulgurite], 30)) {
c->monst = hrand(3) ? moMetalBeast : moStormTroll;
c->hitpoints = 3;
}
else if(c->land == laWhirlwind && wchance(items[itWindstone], 30))
c->monst = hrand(5) ? moWindCrow : moAirElemental;
else if(c->land == laWildWest && wchance(items[itBounty], 30))
c->monst = moOutlaw;
else if(c->land == laEndorian && c->wall == waTrunk && wchance(items[itApple], 30))
c->monst = moResearcher;
else if(c->land == laOvergrown && wchance(items[itMutant], 50))
c->monst = moForestTroll;
else if(c->land == laTerracotta && wchance(items[itTerra], 40))
c->monst = moJiangshi;
else if(c->land == laTerracotta && wandering_jiangshi && genturn)
wandering_jiangshi--, c->monst = moJiangshi;
else if(c->land == laSwitch && wchance(items[itSwitch], 80))
c->monst = active_switch();
else if(c->land == laRuins && wchance(items[itRuins], 80)) {
c->monst = genRuinMonster(c);
c->hitpoints = 3;
}
else if(c->land == laCaribbean && wchance(items[itPirate], 30))
c->monst = moPirate;
else if(c->land == laRlyeh && wchance(items[itStatue], 15))
c->monst = hrand(3) ? moPyroCultist :
(hrand(40) < items[itStatue]-25) ? moCultistLeader : moCultist;
else if(c->land == laGraveyard && wchance(items[itBone], 15))
c->monst = hrand(5) ? moGhost : moNecromancer;
else if(isHaunted(c->land) && wchance(items[itLotus], 15))
c->monst = moGhost;
else if(c->land == laDryForest && wchance(items[itFernFlower], 5))
c->monst = hrand(5) ? moHedge : moFireFairy;
else if(c->land == laCocytus && wchance(items[itSapphire], 45))
c->monst = moCrystalSage;
else if(c->land == laAlchemist && wchance(items[itElixir], 3) && canReachPlayer(c, moSlime) && c->item == itNone)
c->monst = moSlime; // ?
else if(isElemental(c->land) && wchance(items[itElemental], 20) && !peace::on)
c->monst = elementalOf(c->land);
else if(c->land == laIvoryTower && wchance(items[itIvory], 20))
c->monst = cellEdgeUnstable(c) ? moGargoyle : moFamiliar;
else if(c->land == laMinefield && wchance(items[itBombEgg]-20, 400))
c->monst = moBomberbird;
else if(c->land == laEmerald && wchance(items[itEmerald], 5)) {
static eMonster m[4] = {moHedge, moLancer, moMiner, moFlailer};
c->monst = m[hrand(4)];
}
else if(c->land == laWineyard && wchance(items[itWine], 10)) {
c->monst = moVineBeast;
}
else if(c->land == laPalace && wchance(items[itPalace], 50)) {
if(princess::dist(c) < OUT_OF_PRISON && !princess::challenge) break;
if(items[itPalace] >= 15 && hrand(100) < 10)
c->monst = moVizier;
else if(items[itPalace] >= 5 && hrand(100) < 50)
c->monst = hrand(2) ? moFatGuard : moSkeleton;
else c->monst = moPalace;
c->hitpoints = palaceHP();
}
else if(c->land == laLivefjord && wchance(items[itFjord], 10)) {
c->monst = sphere ? pick(moViking, moWaterElemental, moFjordTroll) : moViking;
}
else if(c->land == laOcean && wchance(items[itCoast], 100)) {
c->monst = moAlbatross;
}
else if(c->land == laPower && wchance(items[itPower], 10)) {
c->monst = eMonster(moWitch + hrand(NUMWITCH));
}
else if(c->land == laCamelot && hrand(30) == 0 && (euclid || c->master->alt) && celldistAltRelative(c) < 0) {
eMonster m[3] = { moHedge, moLancer, moFlailer };
c->monst = m[hrand(3)];
}
else if(isCrossroads(c->land) && items[itHyperstone] && wchance(items[itHyperstone], 20)) {
c->monst = wanderingCrossroadsMonster();
c->hitpoints = palaceHP();
}
else break;
playSeenSound(c);
if(c->monst == moWorm || c->monst == moHexSnake) c->mondir = NODIR;
// laMotion -> no respawn!
}
}
void generateSnake(cell *c, int i) {
c->monst = moHexSnake;
int cpair = (1<<pattern_threecolor(c)) | (1<<pattern_threecolor(c->mov[i]));
preventbarriers(c);
int len = nonbitrunc ? 2 : ROCKSNAKELENGTH;
cell *c2 = c;
vector<cell*> rocksnake;
while(--len) {
rocksnake.push_back(c2);
preventbarriers(c2);
c2->mondir = i;
createMov(c2, i);
int j = c2->spn(i);
cell *c3 = c2->mov[i];
if(c3->monst || c3->bardir != NODIR || c3->wall) break;
c2 = c3;
c2->monst = moHexSnakeTail;
i = (j + (c2->type%4 == 0 ? c2->type/2 : (len%2 ? 2 : c2->type - 2))) % c2->type;
createMov(c2, i);
if(!inpair(c2->mov[i], cpair)) {
vector<int> goodsteps;
{for(int i=0; i<c2->type; i++)
if(inpair(c2->mov[i], cpair))
goodsteps.push_back(i);}
if(!size(goodsteps)) break;
i = goodsteps[hrand(size(goodsteps))];
}
}
if(size(rocksnake) < ROCKSNAKELENGTH/2 && !nonbitrunc) {
for(int i=0; i<size(rocksnake); i++)
rocksnake[i]->monst = moNone;
}
else c2->mondir = NODIR;
}