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397 lines
13 KiB
C++
397 lines
13 KiB
C++
// Hyperbolic Rogue - Flags
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// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
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/** \file flags.cpp
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* \brief Implementation of various simple flags for lands, items, monsters, and walls.
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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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const inline flagtype& classflag(eItem it) { return iinf[it].flags; }
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const inline flagtype& classflag(eWall w) { return winf[w].flags; }
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const inline flagtype& classflag(eMonster m) { return minf[m].flags; }
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const inline flagtype& classflag(eLand l) { return linf[l].flags; }
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#define ANYFLAGCHECK(name, cond, field, enum) inline bool name(enum w) { flagtype flag = classflag(w); return cond; } inline bool name(cell *c) { return name(c->field); }
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#define MONFLAGCHECK(name, cond) ANYFLAGCHECK(name, cond, monst, eMonster)
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#define WALLFLAGCHECK(name, cond) ANYFLAGCHECK(name, cond, wall, eWall)
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#define ITEMFLAGCHECK(name, cond) ANYFLAGCHECK(name, cond, item, eItem)
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#define LANDFLAGCHECK(name, cond) ANYFLAGCHECK(name, cond, land, eLand)
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WALLFLAGCHECK(isWatery, flag & WF_WATER)
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WALLFLAGCHECK(isBoat, flag & WF_BOAT)
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WALLFLAGCHECK(isChasmy, flag & WF_CHASM)
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WALLFLAGCHECK(isWateryOrBoat, (flag & WF_WATER) || w == waBoat)
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WALLFLAGCHECK(isNoFlight, flag & WF_NOFLIGHT)
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WALLFLAGCHECK(isFire, flag & WF_FIRE)
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WALLFLAGCHECK(isThumper, flag & WF_THUMPER)
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WALLFLAGCHECK(isActivable, flag & WF_ACTIVABLE)
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WALLFLAGCHECK(hasTimeout, flag & WF_TIMEOUT)
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WALLFLAGCHECK(isOnCIsland, flag & WF_CISLAND)
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WALLFLAGCHECK(cellHalfvine, flag & WF_HALFVINE)
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WALLFLAGCHECK(isAlch, flag & WF_ALCHEMY)
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WALLFLAGCHECK(isAlchAny, flag & WF_ALCHEMY)
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WALLFLAGCHECK(realred, flag & WF_RED)
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WALLFLAGCHECK(isWall, flag & WF_WALL)
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WALLFLAGCHECK(isNonblock, flag & WF_NONBLOCK)
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WALLFLAGCHECK(isPushable, flag & WF_PUSHABLE)
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WALLFLAGCHECK(conegraphtype, flag & WF_CONE)
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WALLFLAGCHECK(isStandardTree, flag & WF_STDTREE)
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WALLFLAGCHECK(isGrave, flag & WF_GRAVE)
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WALLFLAGCHECK(isReptile, flag & WF_REPTILE)
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WALLFLAGCHECK(useHeatColoring, flag & WF_HEATCOLOR)
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WALLFLAGCHECK(isThorny, flag & WF_THORNY)
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LANDFLAGCHECK(generateAll, flag & LF_GENERATE_ALL)
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LANDFLAGCHECK(isIcyLand, flag & LF_ICY)
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LANDFLAGCHECK(isGravityLand, flag & LF_GRAVITY)
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LANDFLAGCHECK(isEquidLand, flag & LF_EQUI)
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LANDFLAGCHECK(isWarpedType, flag & LF_WARPED)
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LANDFLAGCHECK(isCyclic, flag & LF_CYCLIC)
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LANDFLAGCHECK(isTechnicalLand, flag & LF_TECHNICAL)
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LANDFLAGCHECK(is_mirrorland, flag & LF_MIRROR)
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LANDFLAGCHECK(isSealand, flag & LF_SEA)
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LANDFLAGCHECK(isCoastal, flag & LF_COASTAL)
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LANDFLAGCHECK(isPureSealand, flag & LF_PURESEA)
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LANDFLAGCHECK(isElemental, flag & LF_ELEMENTAL)
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LANDFLAGCHECK(isHaunted, flag & LF_HAUNTED)
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LANDFLAGCHECK(isTrollLand, flag & LF_TROLL)
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LANDFLAGCHECK(inmirror, flag & LF_INMIRROR)
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LANDFLAGCHECK(inmirrororwall, flag & LF_INMIRRORORWALL)
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LANDFLAGCHECK(isElectricLand, flag & LF_ELECTRIC)
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MONFLAGCHECK(isGhostable, !(flag & CF_NOGHOST))
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MONFLAGCHECK(isRaider, flag & CF_RAIDER)
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MONFLAGCHECK(isMimic, flag & CF_MIMIC)
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MONFLAGCHECK(isPrincess, flag & CF_PRINCESS)
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MONFLAGCHECK(isGolemOrKnight, flag & CF_GOK)
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MONFLAGCHECK(isNonliving, flag & CF_NONLIVING)
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MONFLAGCHECK(isMetalBeast, flag & CF_METAL)
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MONFLAGCHECK(isStunnable, flag & CF_STUNNABLE)
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MONFLAGCHECK(hasHitpoints, flag & CF_HP)
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MONFLAGCHECK(isMountable, flag & CF_MOUNTABLE)
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MONFLAGCHECK(isFriendlyType, flag & CF_FRIENDLY)
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MONFLAGCHECK(isFriendlyOrPlayer, flag & (CF_FRIENDLY | CF_PLAYER))
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MONFLAGCHECK(isBug, flag & CF_BUG)
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MONFLAGCHECK(isIvy, flag & CF_IVY)
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MONFLAGCHECK(isMonsterPart, flag & CF_PART)
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MONFLAGCHECK(isMutantIvy, flag & CF_MUTANTIVY)
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MONFLAGCHECK(isAnyIvy, flag & CF_ANYIVY)
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MONFLAGCHECK(isBulletType, flag & CF_BULLET)
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MONFLAGCHECK(isDemon, flag & CF_DEMON)
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MONFLAGCHECK(isWorm, flag & CF_WORM)
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MONFLAGCHECK(isWitch, flag & CF_WITCH)
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MONFLAGCHECK(isAngryBird, (flag & CF_BIRD) && !(flag & CF_FRIENDLY))
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MONFLAGCHECK(isBird, flag & CF_BIRD)
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MONFLAGCHECK(slowMover, flag & CF_SLOWMOVER)
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MONFLAGCHECK(isMagneticPole, flag & CF_MAGNETIC)
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MONFLAGCHECK(isSwitch, flag & CF_SWITCH)
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MONFLAGCHECK(isGhost, flag & CF_GHOST)
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MONFLAGCHECK(isShark, flag & CF_SHARK)
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MONFLAGCHECK(isSlimeMover, flag & CF_SLIME)
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MONFLAGCHECK(isDragon, flag & CF_DRAGON)
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MONFLAGCHECK(isKraken, flag & CF_KRAKEN)
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MONFLAGCHECK(isBlowableMonster, !(flag & CF_NOBLOW))
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MONFLAGCHECK(isMultitile, flag & CF_MULTITILE)
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MONFLAGCHECK(isLeader, flag & CF_LEADER)
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MONFLAGCHECK(isFlyingType, flag & CF_FLYING)
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MONFLAGCHECK(attackThruVine, flag & CF_ATTACK_THRU_VINE)
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MONFLAGCHECK(attackNonAdjacent, flag & CF_ATTACK_NONADJACENT)
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MONFLAGCHECK(noHighlight, flag & CF_NOHIGHLIGHT)
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MONFLAGCHECK(isInactiveEnemyType, flag & CF_INACTIVE)
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MONFLAGCHECK(isUnarmed, flag & CF_UNARMED)
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MONFLAGCHECK(ignoresPlatesType, flag & CF_IGNORE_PLATE)
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MONFLAGCHECK(isBull, flag & CF_BULL)
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MONFLAGCHECK(isTroll, flag & CF_TROLL)
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MONFLAGCHECK(ignoresSmellType, flag & CF_IGNORE_SMELL)
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MONFLAGCHECK(isRatling, flag & CF_RATLING)
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MONFLAGCHECK(isGhostMover, flag & CF_GHOSTMOVER)
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MONFLAGCHECK(isPowerMonster, flag & CF_POWER)
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MONFLAGCHECK(hasFacing, flag & CF_FACING)
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ITEMFLAGCHECK(isElementalShard, flag & IF_SHARD)
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ITEMFLAGCHECK(itemBurns, !(flag & IF_FIREPROOF))
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ITEMFLAGCHECK(isProtectionOrb, flag & IF_PROTECTION)
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ITEMFLAGCHECK(isEmpathyOrb, flag & IF_EMPATHY)
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ITEMFLAGCHECK(isRangedOrb, flag & IF_RANGED)
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ITEMFLAGCHECK(isRevivalOrb, flag & IF_REVIVAL)
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#endif
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eMonster movegroup(eMonster m);
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// watery
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EX bool boatStrandable(cell *c) {
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return c->wall == waNone && (c->land == laLivefjord || c->land == laOcean);
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}
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// monster/wall types
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EX bool isFireOrMagma(cell *w) {
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return isFire(w) || w->wall == waMagma;
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}
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EX int mirrorcolor(bool mirrored) {
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return winf[mirrored ? waMirror : waCloud].color;
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}
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EX bool isMounted(cell *c) {
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if(c && c->monst && c->monst != moTentacleGhost && isMountable(c->monst)) {
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for(int i: player_indices()) {
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if(playerpos(i)->monst && sameMonster(c, playerpos(i)))
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return true;
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if(lastmountpos[i] && lastmountpos[i]->monst && sameMonster(c, lastmountpos[i]))
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return true;
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}
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}
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return false;
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}
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EX int itemclass(eItem it) { return iinf[it].itemclass; }
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EX bool isFriendly(eMonster m) { return isFriendlyType(m); }
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EX bool isFriendly(cell *c) {
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return isMounted(c) || isFriendly(c->monst);
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}
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EX eThreatLevel get_threat_level(cell *c) {
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if(!c->monst) return tlNoThreat;
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if(isFriendly(c)) return tlNoThreat;
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if(classflag(c->monst) & CF_HIGH_THREAT) return tlHighThreat;
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if(classflag(c->monst) & CF_SPAM) return tlSpam;
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return tlNormal;
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}
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EX bool isFriendlyOrBug(cell *c) { // or killable discord!
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// do not attack the stunned Princess
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if(isPrincess(c->monst) && c->stuntime) return false;
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return isFriendly(c) || isBug(c) || (c->monst && markOrb(itOrbDiscord) && !c->stuntime);
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}
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EX bool cellUnstable(cell *c) {
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return (c->land == laMotion && c->wall == waNone) || c->wall == waTrapdoor;
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}
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EX bool cellUnstableOrChasm(cell *c) {
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return
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(c->land == laMotion && c->wall == waNone) ||
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c->wall == waChasm || c->wall == waTrapdoor;
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}
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EX eMonster elementalOf(eLand l) {
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if(l == laEFire) return moFireElemental;
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if(l == laEWater) return moWaterElemental;
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if(l == laEAir) return moAirElemental;
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if(l == laEEarth) return moEarthElemental;
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return moNone;
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}
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EX eItem localshardof(eLand l) {
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return eItem(itFireShard + (l - laEFire));
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}
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EX int snakelevel(cell *c) {
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#if CAP_COMPLEX2
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if(c->land == laBrownian && among(c->wall, waNone, waMineMine, waFire)) return min(c->landparam / brownian::level, 3);
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#endif
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return winf[c->wall].snakelevel;
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}
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// from-to
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EX eSlimegroup slimegroup(cell *c) {
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return winf[c->wall].sg;
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}
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EX bool isFlying(eMonster m) {
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return isFlyingType(m) || checkOrb(m, itOrbAether);
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}
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EX bool survivesChasm(eMonster m) {
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return isFlying(m);
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}
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EX bool ignoresPlates(eMonster m) {
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return ignoresPlatesType(m) || isFlying(m);
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}
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EX bool isInactiveEnemy(cell *w, eMonster forwho) {
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if(forwho != moPlayer) {
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if(w->monst == moGreaterM || w->monst == moLesserM) return false;
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if(w->monst == moGreater || w->monst == moLesser) return true;
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}
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if(isInactiveEnemyType(w->monst)) return true;
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if(w->monst && ((forwho == moPlayer) ? realstuntime(w) : realstuntime(w) > 1) && !isFriendly(w))
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return true;
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return false;
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}
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// forpc = true (for PC), false (for golems)
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EX bool isActiveEnemy(cell *w, eMonster forwho) {
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if(((forwho == moPlayer) ? realstuntime(w) : realstuntime(w) > 1))
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return false;
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if(w->monst == passive_switch) return false;
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if(w->monst == moNone) return false;
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if(isFriendly(w)) return false;
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if(isInactiveEnemy(w, forwho)) return false;
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return true;
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}
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EX bool isArmedEnemy(cell *w, eMonster forwho) {
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return w->monst != moCrystalSage && w->monst != moCrusher && isActiveEnemy(w, forwho);
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}
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EX bool eternalFire(cell *c) {
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return c->land == laDryForest || (c->land == laPower && !smallbounded) || c->land == laMinefield ||
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c->land == laEFire || c->land == laElementalWall;
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}
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EX bool haveRangedOrb() {
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return
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items[itOrbPsi] || items[itOrbDragon] || items[itOrbTeleport] ||
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items[itOrbIllusion] || items[itOrbSpace] || items[itOrbAir] ||
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items[itOrbFrog] || items[itOrbSummon] || items[itOrbMatter] ||
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items[itRevolver] || items[itOrbStunning] || items[itStrongWind] ||
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items[itOrbDomination] || items[itOrbNature] || items[itOrbDash] ||
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items[itOrbMorph] || items[itOrbPhasing];
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}
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EX bool isFriendlyGhost(eMonster m) {
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return m == moFriendlyGhost || (markEmpathy(itOrbAether) && isFriendly(m));
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}
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EX bool isGhostAether(eMonster m) {
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return isGhost(m) || checkOrb(m, itOrbAether);
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}
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EX bool survivesWater(eMonster m) {
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return
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m == moShark || m == moGreaterShark || m == moCShark ||
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isGhostAether(m) || m == moWitchGhost || m == moShadow ||
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isBird(m) || m == moWaterElemental || m == moAirElemental ||
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isWorm(m) || isIvy(m) || isDragon(m) || isKraken(m) ||
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m == moMutant || m == moFriendlyIvy ||
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checkOrb(m, itOrbFish) ||
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among(m, moPike, moRusalka) ||
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m == moTortoise; // Tortoises and Ivies survive, but don't go through water
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}
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// survives Mercury or Sulphur or Lava
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EX bool survivesPoison(eMonster m, eWall p) {
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return
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isGhostAether(m) || m == moWitchGhost || m == moShadow ||
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isBird(m) || m == moAirElemental || isDragon(m) || isWorm(m);
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}
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// flying even if stunned
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EX bool isPermanentFlying(eMonster m) {
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return m == moAirElemental || isGhostAether(m);
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}
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EX bool isLuckyLand(eLand l) {
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return among(l, laIce, laDesert, laDeadCaves, laOvergrown, laDice);
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}
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EX bool survivesFire(eMonster m) {
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return
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isGhostAether(m) || m == moWitchWinter || m == moWitchGhost ||
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m == moBomberbird || m == moTameBomberbird || m == moTameBomberbirdMoved ||
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checkOrb(m, itOrbWinter) || m == moFireElemental ||
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isDragon(m) || m == moShadow;
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}
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EX bool survivesWall(eMonster m) {
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return isGhostAether(m);
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}
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EX bool survivesThorns(eMonster m) {
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return isGhostAether(m) || m == moSkeleton || m == moDraugr;
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}
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EX bool survivesFall(eMonster m) {
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return isBird(m) || m == moAirElemental || m == moSkeleton || isDragon(m) || m == moShadow || isGhostAether(m);
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}
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EX bool checkOrb(eMonster m1, eItem orb) {
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if(m1 == moPlayer) return markOrb(orb);
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if(isFriendly(m1)) return markEmpathy(orb);
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return false;
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}
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EX bool checkOrb2(eMonster m1, eItem orb) {
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if(m1 == moPlayer) return markOrb2(orb);
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if(isFriendly(m1)) return markEmpathy2(orb);
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return false;
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}
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EX bool ignoresSmell(eMonster m) {
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return ignoresSmellType(m) || checkOrb(m, itOrbBeauty) || checkOrb(m, itOrbAether) || checkOrb(m, itOrbShield);
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}
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EX bool highwall(cell *c) {
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if(c->wall == waGlass) return false;
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if(wmescher && wmspatial && c->wall == waBarrier && c->land == laOceanWall)
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return false;
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// if(wmspatial && isTree(c)) return false;
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if(isGrave(c->wall)) return true;
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if(c->wall == waMirrorWall) return false;
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if(c->wall == waEditStatue) return false;
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return winf[c->wall].glyph == '#' || c->wall == waClosedGate;
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}
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EX int chasmgraph(cell *c) {
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if(c->wall == waChasm || c->wall == waInvisibleFloor) return 2;
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if(isChasmy(c)) return 1;
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if(isWateryOrBoat(c)) return 1;
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if(c->wall == waShallow) return 1;
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if(wmescher && c->wall == waBarrier && c->land == laOceanWall) return 1;
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if(c->wall == waReptileBridge) return 1;
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return 0;
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}
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EX bool conegraph(cell *c) {
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return ((wmescher && wmspatial) || wmascii3) && (conegraphtype(c) || (c->wall == waBarrier && c->land == laOceanWall));
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}
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/** Determine the power of a frog monster. Also used to determine whether monster is a frog. */
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EX eItem frog_power(eMonster m) {
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if(m == moFrog) return itOrbFrog;
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if(m == moPhaser) return itOrbPhasing;
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if(m == moVaulter) return itOrbDash;
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return itNone;
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}
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EX bool hornStuns(cell *c) {
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eMonster m = c->monst;
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return
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m == moRagingBull || m == moSleepBull || m == moHerdBull ||
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m == moButterfly || m == moGreater || m == moGreaterM || m == moDraugr ||
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m == moHedge || m == moFlailer || m == moVizier || m == moReptile || m == moSalamander ||
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m == moPair || m == moAltDemon || m == moHexDemon || m == moMonk || m == moCrusher ||
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attackJustStuns(c, AF_NORMAL, moNone);
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}
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/** changing this wall for whatever reason may cause the game to crash */
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EX bool do_not_touch_this_wall(cell *c) {
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return among(c->wall, waMirrorWall, waBarrier, waRoundTable, waWarpGate);
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}
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EX bool is_paired(eMonster m) {
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return among(m, moPair, moNorthPole, moSouthPole);
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}
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EX bool isDie(eMonster m) {
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return among(m, moAnimatedDie, moAngryDie);
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}
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EX bool isDie(eWall w) {
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return among(w, waRichDie, waHappyDie);
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}
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}
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