mirror of
https://github.com/zenorogue/hyperrogue.git
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444 lines
12 KiB
C++
444 lines
12 KiB
C++
// Hyperbolic Rogue
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// Copyright (C) 2011-2019 Zeno Rogue
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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/** \file crossbow.cpp
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* \brief implementation of the crossbow mode
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*/
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#include "hyper.h"
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namespace hr {
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EX namespace bow {
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#if HDR
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enum eWeapon { wBlade, wCrossbow };
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enum eCrossbowStyle { cbBull, cbGeodesic, cbGeometric };
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#endif
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EX eWeapon weapon;
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EX eCrossbowStyle style;
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EX bool bump_to_shoot = true;
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EX bool crossbow_mode() { return weapon == wCrossbow; }
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#if HDR
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struct bowpoint {
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cellwalker prev, next;
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flagtype flags;
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bowpoint() {}
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};
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struct bowscore {
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int total;
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cellwalker last;
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int turns;
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};
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#endif
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#if HDR
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static constexpr flagtype bpFIRST = 1;
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static constexpr flagtype bpLAST = 2;
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static constexpr flagtype bpCOPIED = 4;
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#endif
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EX vector<bowpoint> bowpath;
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EX map<cell*, vector<bowpoint>> bowpath_map;
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EX map<int, cell*> target_at;
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EX int loading_time() {
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return style == cbBull ? 3 : 4;
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}
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EX bool blocks(cell *c) {
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if(items[itOrbAether]) return false;
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if(isWall(c) && !among(c->wall, waMirrorWall, waMirror, waCloud) && !isNonblock(c->wall)) return true;
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// if(c->monst && isMultitile(c->monst)) return true;
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return false;
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}
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EX int qadd(cellwalker a, cellwalker b) {
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hassert(a.at == b.at);
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for(int i=0; i<a.at->type; i++) if(a+i == b) return i;
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return NODIR;
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}
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int best_score_res;
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EX int bolt_score(cellwalker cw2) {
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int d = cw2.at->cpdist;
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int ntotal = 2;
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if(inmirror(cw2.at)) cw2 = mirror::reflect(cw2);
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if(blocks(cw2.cpeek())) return -1;
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if(thruVine(cw2.at, cw2.cpeek())) return -1;
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if(nonAdjacent(cw2.at, cw2.cpeek())) return -1;
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if(cw2.at->monst) {
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flagtype attackflags = AF_BOW;
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if(items[itOrbSpeed]&1) attackflags |= AF_FAST;
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if(items[itOrbSlaying]) attackflags |= AF_CRUSH;
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if(items[itCurseWeakness]) attackflags |= AF_WEAK;
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if(canAttack(cw2.cpeek(), moPlayer, cw2.at, cw2.at->monst, attackflags)) {
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ntotal += 10000; ntotal += 1280 >> d;
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}
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}
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for(int t=0; t<cw2.at->type; t++) {
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cell *c1 = cw2.at->cmove(t);
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if(!logical_adjacent(cw2.cpeek(), moPlayer, c1)) continue;
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if(canAttack(cw2.cpeek(),moPlayer,c1,c1->monst,AF_STAB)) {
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ntotal += 10000; ntotal += 1280 >> d;
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}
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}
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return ntotal;
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}
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EX vector<int> create_dirseq() {
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map<cell*, bowscore> scores;
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scores[cwt.at].total = 0;
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int best_score = -1; cell* best_score_at = cwt.at;
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for(cell *c: dcal) {
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cell *c1 = target_at[c->cpdist];
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if(c1 && c != c1) continue;
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if(c == c1) { best_score = -1; }
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bowscore best;
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best.total = -1;
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forCellIdEx(c1, i, c) if(c1->cpdist < c->cpdist && scores.count(c1)) {
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auto& last = scores[c1];
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auto ocw2 = cellwalker(c, i);
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int bonus = bolt_score(ocw2);
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if(bonus < 0) continue;
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int ntotal = last.total + bonus;
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int dir = 0;
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if(c->cpdist > 1) {
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dir = qadd(last.last, ocw2+wstep);
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int d = abs(szgmod(dir, c1->type));
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if(d != c1->type / 2) {
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if(style == cbGeodesic) ntotal--;
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if(style == cbBull) continue;
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}
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}
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else {
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dir = qadd(cwt, ocw2+wstep);
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}
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if(ntotal > best.total) {
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best.total = ntotal;
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best.last = ocw2;
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best.turns = dir;
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}
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best.total = max(best.total, ntotal);
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}
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if(best.total > best_score) { best_score = best.total; best_score_at = c; }
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if(best.total > -1) scores[c] = best;
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}
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if(best_score == -1) return {};
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vector<int> dirseq = { NODIR };
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while(best_score_at != cwt.at) {
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auto& at = scores[best_score_at];
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dirseq.push_back(at.turns);
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best_score_at = at.last.cpeek();
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}
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reverse(dirseq.begin(), dirseq.end());
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best_score_res = best_score;
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return dirseq;
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}
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EX vector<int> create_dirseq_geometric() {
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cell *tgt = nullptr;
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for(auto t: target_at) tgt = t.second;
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if(!tgt) return {};
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hyperpoint h = tC0(currentmap->relative_matrix(tgt, cwt.at, C0));
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transmatrix T = spintox(h);
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best_score_res = 0;
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cellwalker at = cwt;
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vector<int> dirseq;
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while(true) {
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int best_i = -1;
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ld best_y = HUGE_VAL;
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for(int i=0; i<at.at->type; i++) {
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cellwalker at1 = at + i;
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if(at1.cpeek()->cpdist != at.at->cpdist + 1) continue;
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transmatrix U = T * currentmap->adj(at.at, at1.spin);
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hyperpoint U0 = tC0(U);
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hyperpoint T0 = tC0(T);
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if(U0[0] < T0[0] + 1e-6) continue;
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ld y;
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if(GDIM == 3) y = hypot(U0[1], U0[2]); else y = abs(U0[1]) + (U0[1] > 0 ? 1e-6 : 0);
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if(y < best_y) { best_y = y; best_i = i; }
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}
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if(best_i < 0) break;
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at = at + best_i;
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int bonus = bolt_score(at + wstep);
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if(bonus < 0) break;
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best_score_res += bonus;
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dirseq.push_back(best_i);
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T = T * currentmap->adj(at.at, at.spin);
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at = at + wstep;
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}
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return dirseq;
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}
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EX int create_path() {
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auto dirseq = style == cbGeometric ? create_dirseq_geometric() : create_dirseq();
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if(dirseq.empty()) return -1;
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struct bolt {
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cellwalker at;
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flagtype flags;
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bolt(cellwalker cw, flagtype f) { at = cw; flags = f; }
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};
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bowpath.clear();
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vector<bolt> bolts = { bolt(cwt, 0) };
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for(auto m: mirror::mirrors) bolts.emplace_back(m.second, bpCOPIED);
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set<cell*> broken_mirrors;
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for(auto d: dirseq) {
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bool first = bowpath.empty();
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vector<bolt> nbolts;
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set<cell*> next_broken_mirrors = broken_mirrors;
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for(auto bolt: bolts) {
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bowpath.emplace_back();
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auto& p = bowpath.back();
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p.prev = bolt.at;
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p.flags = bolt.flags;
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if(first) p.flags |= bpFIRST;
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if(d == NODIR || blocks(bolt.at.at)) { p.next = bolt.at; p.flags |= bpLAST; }
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else {
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if(inmirror(bolt.at.at) || (bolt.at.at->wall == waMirrorWall && inmirror((bolt.at+d).cpeek())))
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bolt.at = mirror::reflect(bolt.at);
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bolt.at += d;
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p.next = bolt.at;
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bolt.at += wstep;
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if(among(bolt.at.at->wall, waCloud, waMirror) && !broken_mirrors.count(bolt.at.at)) {
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auto &mir = mirror::mirrors;
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vector<pair<int, cellwalker>> bmir;
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swap(mir, bmir);
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mirror::createHere(bolt.at, 0);
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swap(mir, bmir);
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for(auto b: bmir) nbolts.emplace_back(b.second, bolt.flags);
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next_broken_mirrors.insert(bolt.at.at);
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}
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nbolts.push_back(bolt);
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}
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}
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bolts = nbolts;
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broken_mirrors = next_broken_mirrors;
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}
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return best_score_res;
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}
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EX void clear_bowpath() {
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bowpath_map.clear();
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}
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EX void gen_bowpath_map() {
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bowpath_map = {};
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for(auto& b: bowpath) bowpath_map[b.next.at].push_back(b);
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}
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EX bool auto_path() {
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target_at = {};
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target_at[1] = cwt.cpeek();
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return create_path() >= 10000;
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}
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EX bool fire_mode;
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EX void switch_fire_mode() {
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if(!crossbow_mode()) { addMessage(XLAT("You fire an angry glance at your enemies.")); return; }
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if(!fire_mode) {
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addMessage(items[itCrossbow] ? XLAT("Note: cannot fire again yet. Turns to reload: %1.", its(items[itCrossbow])) : XLAT("Fire crossbow! Click to aim, click again to confirm."));
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fire_mode = true;
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clear_bowpath();
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target_at = {};
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}
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else if(fire_mode) {
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addMessage(items[itCrossbow] ? XLAT("Fire mode disabled.") : XLAT("Firing cancelled."));
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fire_mode = false;
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clear_bowpath();
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}
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}
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EX void add_fire(cell *c) {
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bool emp = target_at.empty();
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auto& t = target_at[c->cpdist];
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if(t == c && !bow::bowpath.empty()) {
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if(items[itCrossbow]) {
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clear_bowpath();
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addMessage(XLAT("Cannot fire again yet. Turns to reload: %1.", its(items[itCrossbow])));
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fire_mode = false;
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return;
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}
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clear_bowpath();
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checked_move_issue = miVALID;
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pcmove pcm;
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pcm.checkonly = false;
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changes.init(false);
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addMessage(XLAT("Fire!"));
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bool b = pcm.try_shooting(false);
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if(!b) changes.rollback();
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fire_mode = false;
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}
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else {
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t = c;
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if(style == cbGeometric) { target_at = {}; target_at[c->cpdist] = c; }
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int res = create_path();
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if(res == -1) {
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if(!emp) {
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target_at = {};
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add_fire(c);
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}
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else {
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addMessage(XLAT("No way to hit this place."));
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bow::bowpath = {};
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}
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}
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gen_bowpath_map();
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}
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}
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EX void shoot() {
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flagtype attackflags = AF_BOW;
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if(items[itOrbSpeed]&1) attackflags |= AF_FAST;
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if(items[itOrbSlaying]) attackflags |= AF_CRUSH;
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if(items[itCurseWeakness]) attackflags |= AF_WEAK;
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vector<bowpoint> pushes;
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for(auto& mov: bowpath) {
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cell *c = mov.prev.at;
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cell *cf = mov.prev.cpeek();
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if(!c) continue;
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eMonster who = (mov.flags & bpCOPIED) ? moMimic : moPlayer;
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if(c != cf) for(int t=0; t<cf->type; t++) {
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cell *c1 = cf->cmove(t);
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if(!c) continue;
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bool stabthere = false;
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if(logical_adjacent(c, moPlayer, c1)) stabthere = true;
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if(stabthere && canAttack(cf,who,c1,c1->monst,AF_STAB)) {
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hit_anything = true;
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changes.ccell(c1);
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eMonster m = c->monst;
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if(attackMonster(c1, AF_STAB | AF_MSG, who)) {
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spread_plague(c1, cf, t, moPlayer);
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produceGhost(c, m, moPlayer);
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}
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}
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}
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mirror::breakMirror(mov.next, -1);
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eMonster m = c->monst;
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if(!m || isMimic(m)) continue;
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if(!canAttack(cf, who, c, m, attackflags)) {
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pcmove pcm; pcm.mi = movei(mov.prev).rev();
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pcm.tell_why_cannot_attack();
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continue;
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}
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changes.ccell(c);
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bool push = (items[itCurseWeakness] || (isStunnable(c->monst) && c->hitpoints > 1));
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push = push && (!(mov.flags & bpLAST) && monsterPushable(c));
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if(m && attackMonster(c, attackflags | AF_MSG, who)) hit_anything = true;
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if(!c->monst || isAnyIvy(m)) {
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spread_plague(cf, c, movei(mov.prev).rev().d, moPlayer);
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produceGhost(c, m, moPlayer);
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}
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if(push) pushes.push_back(mov);
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}
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while(!pushes.empty()) {
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auto& mov = pushes.back();
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cell *c = mov.prev.at;
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cell *ct = mov.next.cpeek();
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bool can_push = passable(ct, c, P_BLOW);
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if(can_push) {
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hit_anything = true;
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changes.ccell(c);
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changes.ccell(ct);
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pushMonster(mov.next);
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}
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pushes.pop_back();
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}
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reverse(bowpath.begin(), bowpath.end());
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gen_bowpath_map();
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}
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EX bool have_bow_target() {
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dynamicval<decltype(bowpath)> bp(bowpath);
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dynamicval<decltype(bowpath_map)> bpm(bowpath_map);
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for(int i=0; i<isize(dcal); i++) {
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cell *c = dcal[i];
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target_at = {};
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target_at[c->cpdist] = {c};
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int res = create_path();
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if(res == -1) continue;
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checked_move_issue = miVALID;
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pcmove pcm;
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pcm.checkonly = true;
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changes.init(true);
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bool b = pcm.try_shooting(false);
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changes.rollback();
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if(b) return true;
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}
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return false;
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}
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EX void showMenu() {
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cmode = sm::SIDE | sm::MAYDARK;
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gamescreen();
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dialog::init(XLAT("weapon selection"));
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add_edit(weapon);
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if(crossbow_mode()) {
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add_edit(style);
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add_edit(bump_to_shoot);
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}
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else dialog::addBreak(200);
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dialog::addBack();
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dialog::display();
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}
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EX }
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}
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