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mirror of https://github.com/zenorogue/hyperrogue.git synced 2024-11-27 14:37:16 +00:00
hyperrogue/yendor.cpp
Eryk Kopczyński 3237ff455e Updated to 8.3j
2016-08-26 11:58:03 +02:00

700 lines
20 KiB
C++

// Hyperbolic Rogue
// Copyright (C) 2011-2016 Zeno Rogue, see 'hyper.cpp' for details
// Yendor Quest, together with the Yendor Challenge
// also, the Pure Tactics Mode
#define MODECODES 38
int hiitemsMax(eItem it) {
int mx = 0;
for(int i=0; i<MODECODES; i++) if(hiitems[i][it] > mx) mx = hiitems[i][it];
return mx;
}
int modecode();
typedef vector<pair<int, string> > subscoreboard;
void displayScore(subscoreboard& s, int x) {
int vf = min((vid.yres-64) / 70, vid.xres/80);
if(syncstate == 1) {
displayfr(x, 56, 1, vf, "(syncing)", 0xC0C0C0, 0);
}
else {
sort(s.begin(), s.end());
for(int i=0; i<size(s); i++) {
int i0 = 56 + i * vf;
displayfr(x, i0, 1, vf, its(-s[i].first), 0xC0C0C0, 16);
displayfr(x+8, i0, 1, vf, s[i].second, 0xC0C0C0, 0);
}
}
}
namespace yendor {
bool on = false;
bool generating = false;
bool path = false;
bool everwon = false;
bool won = false;
bool easy = false;
struct yendorlevel {
eLand l;
int flags;
};
int challenge; // id of the challenge
int lastchallenge;
#define YENDORLEVELS 27
int bestscore[MODECODES][YENDORLEVELS];
#define YF_DEAD 1
#define YF_WALLS 2
#define YF_END 4
#define YF_DEAD5 8
#define YF_NEAR_IVY 16
#define YF_NEAR_ELEM 32
#define YF_NEAR_OVER 64
#define YF_NEAR_RED 128
#define YF_REPEAT 512
#define YF_NEAR_TENT 1024
#define YF_START_AL 2048
#define YF_START_CR 4096
#define YF_CHAOS 8192
#define YF_START_ANY (YF_START_AL|YF_START_CR)
eLand nexttostart;
#define LAND_YENDOR_CHAOS 41
yendorlevel levels[YENDORLEVELS] = {
{laNone, 0},
{laHell, YF_DEAD}, // FORCE BARRIERS?
{laGraveyard, YF_DEAD5},
{laDesert, YF_NEAR_IVY}, // IVY OR TENTACLE?
{laMinefield, YF_END}, // NOT WON, SEEMS OKAY
{laEmerald, 0}, // WON FINE
{laOvergrown, 0}, // WON, TOO EASY?
{laMotion, YF_START_AL | YF_END}, // NOT WON, SEEMS OKAY
{laAlchemist, 0}, // ALMOST WON
{laIvoryTower,YF_START_CR | YF_NEAR_ELEM | YF_REPEAT}, // won cool
{laMirror, YF_NEAR_OVER}, // OK
{laWhirlpool, 0}, // cool
{laIce, YF_NEAR_ELEM}, // OK
{laHive, YF_NEAR_RED}, // OK
{laCaribbean, 0}, // seems OK
{laOcean, YF_WALLS}, // well... stupid, add Caribbean/Fjord
{laPalace, 0}, // more trapdoors!
{laZebra, 0}, // TOO HARD?
{laWineyard, 0}, // hard-ish
{laStorms, 0}, // ?
{laLivefjord, 0},
{laJungle, 0},
{laPower, YF_START_CR},
{laWildWest, 0},
{laWhirlwind, YF_NEAR_TENT},
{laHell, YF_CHAOS | YF_DEAD},
{laDragon, YF_DEAD}
};
void uploadScore() {
int tscore = 0;
for(int i=1; i<YENDORLEVELS; i++)
if(bestscore[0][i]) tscore += 999 + bestscore[0][i];
// printf("Yendor score = %d\n", tscore);
achievement_score(LB_YENDOR_CHALLENGE, tscore);
}
yendorlevel& clev() { return levels[challenge]; }
eLand changeland(int i, eLand l) {
if((clev().flags & YF_START_ANY) && i < 20 && l != clev().l) return clev().l;
if((clev().flags & YF_END) && i > 80 && l == clev().l) return laIce;
return laNone;
}
string name;
eLand first, second, last;
struct yendorinfo {
cell *path[YDIST];
bool found;
bool foundOrb;
int howfar;
};
vector<yendorinfo> yi;
int yii = 0;
int hardness() {
int thf = 0;
for(int i=0; i<size(yi); i++) {
yendorinfo& ye ( yi[i] );
if(!ye.foundOrb && ye.howfar > 25)
thf += (ye.howfar - 25);
}
thf -= 2 * (YDIST - 25);
if(thf<0) thf = 0;
return items[itOrbYendor] * 5 + (thf * 5) / (YDIST-25);
}
enum eState { ysUntouched, ysLocked, ysUnlocked };
eState state(cell *yendor) {
for(int i=0; i<size(yi); i++) if(yi[i].path[0] == yendor)
return yi[i].found ? ysUnlocked : ysLocked;
return ysUntouched;
}
bool check(cell *yendor, bool checkonly) {
int byi = size(yi);
for(int i=0; i<size(yi); i++) if(yi[i].path[0] == yendor) byi = i;
if(byi < size(yi) && yi[byi].found) return true;
if(checkonly) return false;
if(byi == size(yi)) {
yendorinfo nyi;
nyi.path[0] = yendor;
nyi.howfar = 0;
if(euclid) {
int di = hrand(6);
int dj = (di+1) % 6;
int qty = hrand(YDIST-1);
int tot = 0;
for(int i=0; i<YDIST-1; i++) {
tot += qty;
if(tot >= YDIST-1) {
tot -= YDIST-1;
nyi.path[i+1] = createMov(nyi.path[i], di);
}
else
nyi.path[i+1] = createMov(nyi.path[i], dj);
}
}
else {
bool endorian_change = true;
bool in_endorian = false;
cellwalker lig(yendor, hrand(yendor->type));
for(int i=0; i<YDIST-1; i++) {
if(lig.c->land == laEndorian)
in_endorian = true;
else if(!isTechnicalLand(lig.c->land))
in_endorian = false;
nyi.path[i] = lig.c;
cwstep(lig);
cwspin(lig, 3);
if(lig.c->type == 7) {
if(in_endorian && endorian_change && i >= YDIST - 20) {
// make the last leg a bit more difficult
cwspin(lig, hrand(2)*3-1);
endorian_change = false;
}
else
cwspin(lig, hrand(2));
}
}
nyi.path[YDIST-1] = lig.c;
}
generating = true;
for(int i=1; i<YDIST-1; i++) {
cell *c = nyi.path[i];
cell *prev = nyi.path[i-1];
setdist(c, 10, prev);
setdist(c, 9, prev);
setdist(c, 8, prev);
setdist(c, 7, prev);
if(challenge && i+BARLEV-7 < YDIST-5 && !euclid) {
cell *c2 = nyi.path[i+BARLEV-7];
if(c2->land == laIvoryTower) continue;
eLand ycl = changeland(i, c2->land);
if(ishept(c2) && ycl) {
int bd = 2 + hrand(2) * 3;
// printf("barrier at %d\n", i);
buildBarrier(c2, bd, ycl);
if(c2->bardir != NODIR && c2->bardir != NOBARRIERS)
extendBarrier(c2);
}
}
}
nyi.found = false;
nyi.foundOrb = false;
cell *key = nyi.path[YDIST-1];
generating = false;
for(int b=10; b>=5; b--) setdist(key, b, nyi.path[YDIST-2]);
for(int i=-1; i<key->type; i++) {
cell *c2 = i >= 0 ? key->mov[i] : key;
checkTide(c2);
c2->monst = moNone; c2->item = itNone;
if(!passable(c2, NULL, P_MIRROR | P_MONSTER)) {
if(c2->wall == waCavewall) c2->wall = waCavefloor;
else if(c2->wall == waDeadwall) c2->wall = waDeadfloor2;
else if(c2->wall == waLake) c2->wall = waFrozenLake;
else if(c2->land == laCaribbean) c2->wall = waCIsland;
else if(c2->land == laOcean) c2->wall = waCIsland;
else if(c2->land == laRedRock) c2->wall = waRed3;
else if(c2->land == laWhirlpool)
c2->wall = waBoat, c2->monst = moPirate, c2->item = itOrbWater;
else c2->wall = waNone;
}
if(c2->wall == waMineMine || c2->wall == waMineUnknown)
c2->wall = waMineOpen;
if(c2->wall == waTrapdoor && i == -1)
c2->wall = waGargoyleFloor;
if(c2->land == laLivefjord) {
c2->wall = waSea;
for(int i=0; i<c2->type; i++)
c2->mov[i]->wall = waSea;
}
if(isGravityLand(c2->land) && key->land == c2->land &&
c2->landparam < key->landparam && c2->wall != waTrunk)
c2->wall = waPlatform;
}
key->item = itKey;
yi.push_back(nyi);
}
yii = byi;
addMessage(XLAT("You need to find the right Key to unlock this Orb of Yendor!"));
achievement_gain("YENDOR1");
return false;
}
void onpath() {
path = false;
if(yii < size(yi)) {
for(int i=0; i<YDIST; i++) if(yi[yii].path[i]->cpdist <= 7) {
if(i > yi[yii].howfar) yi[yii].howfar = i;
path = true;
}
}
}
void init(int phase) {
if(!on) return;
if(phase == 1) {
won = false;
if(!easy) items[itOrbYendor] = bestscore[modecode()][challenge];
chaosmode = (clev().flags & YF_CHAOS);
euclidland = firstland = clev().l;
if(clev().flags & YF_START_AL) {
firstland = laAlchemist;
items[itElixir] = 50;
items[itFeather] = 50;
}
if(firstland == laPower)
items[itOrbSpeed] = 60, items[itOrbWinter] = 60;
if(clev().flags & YF_START_CR) {
firstland = laCrossroads;
}
if(firstland == laGraveyard) items[itBone] = 10;
if(firstland == laEmerald) items[itEmerald] = 10;
if(!euclid) {
if(clev().flags & YF_DEAD) items[itGreenStone] = 100;
if(clev().flags & YF_DEAD5) items[itGreenStone] = 5;
}
nexttostart = laNone;
}
if(phase == 2) {
cell *c2 = cwt.c->mov[0];
c2->land = firstland;
if(firstland == laRlyeh) c2->wall = waNone;
yendor::check(c2, false);
if(clev().flags & YF_NEAR_IVY)
nexttostart = laJungle;
if(clev().flags & YF_NEAR_TENT)
nexttostart = laRlyeh;
if(clev().flags & YF_NEAR_ELEM) {
if(firstland == laIce) {
nexttostart = laEWater;
items[itWaterShard] = 10;
}
else nexttostart = laEAir;
}
if(clev().flags & YF_NEAR_OVER)
nexttostart = laOvergrown;
if(clev().flags & YF_NEAR_RED) {
nexttostart = laRedRock;
items[itRedGem] = 25;
}
if(clev().flags & YF_WALLS) {
items[itPirate] += 25;
items[itFjord] += 25;
}
if(clev().l == laWhirlpool) {
items[itWhirlpool] += 10;
items[itOrbWater] += 150;
}
}
if(phase == 3) {
cell *c2 = cwt.c->mov[0];
makeEmpty(c2);
c2->item = itOrbYendor;
nexttostart = laNone;
}
}
bool levelUnlocked(int i) {
yendorlevel& ylev(levels[i]);
eItem t = treasureType(ylev.l);
if(ylev.l != laWildWest && hiitemsMax(t) < 10) return false;
if((ylev.flags & YF_NEAR_ELEM) && hiitemsMax(itElemental) < 10) return false;
if((ylev.flags & YF_NEAR_RED) && hiitemsMax(itRedGem) < 10) return false;
if((ylev.flags & YF_NEAR_OVER) && hiitemsMax(itMutant) < 10) return false;
if((ylev.flags & YF_NEAR_TENT) && hiitemsMax(itStatue) < 10) return false;
if((ylev.flags & YF_CHAOS) && !chaosUnlocked) return false;
if((ylev.flags & (YF_DEAD|YF_DEAD5)) && hiitemsMax(itBone) < 10) return false;
return true;
}
struct scoredata {
string username;
int scores[landtypes];
};
vector<scoredata> scoreboard;
void showMenu() {
int s = vid.fsize;
vid.fsize = vid.fsize * 4/5;
displayStatHelp(-8, XLAT("Yendor Challenge"));
for(int i=1; i<YENDORLEVELS; i++) {
string s;
yendorlevel& ylev(levels[i]);
if(levelUnlocked(i)) {
s = XLATT1(ylev.l);
if(!euclid) {
if(ylev.flags & YF_CHAOS) { s = "Chaos mode"; }
if(ylev.flags & YF_NEAR_IVY) { s += "+"; s += XLATT1(laJungle); }
if(ylev.flags & YF_NEAR_TENT) { s += "+"; s += XLATT1(laRlyeh); }
if(ylev.flags & YF_NEAR_ELEM) { s += "+"; s += XLATT1(laElementalWall); }
if(ylev.flags & YF_NEAR_OVER) { s += "+"; s += XLATT1(laOvergrown); }
if(ylev.flags & YF_NEAR_RED) { s += "+"; s += XLATT1(laRedRock); }
if(ylev.flags & YF_START_AL) { s += "+"; s += XLATT1(laAlchemist); }
if(ylev.flags & YF_DEAD) { s += "+"; s += XLATT1(itGreenStone); }
}
}
else {
s = "(locked)";
}
string v;
if(bestscore[modecode()][i] == 1)
v = XLAT(" (won!)");
else if(bestscore[modecode()][i])
v = XLAT(" (won at level %1!)", its(bestscore[modecode()][i]));
displayStat(i-6, s, v, 'a' + i-1);
}
displayStat(YENDORLEVELS+1-6, XLAT("Return to the normal game"), "", '0');
displayStat(YENDORLEVELS+1-5, XLAT(
easy ? "Challenges do not get harder" : "Each challenge gets harder after each victory"),
" " + XLAT(easy ? "easy" : "challenge"), '1');
int yc = getcstat - 'a' + 1;
if(yc > 0 && yc < YENDORLEVELS) {
subscoreboard scorehere;
for(int i=0; i<size(scoreboard); i++) {
int sc = scoreboard[i].scores[yc];
if(sc > 0)
scorehere.push_back(
make_pair(-sc, scoreboard[i].username));
}
displayScore(scorehere, vid.xres / 4);
}
yendor::uploadScore();
vid.fsize = s;
}
const char *chelp =
"There are many possible solutions to the Yendor Quest. In the Yendor "
"Challenge, you will try many of them!\n\n"
"Each challenge takes part in a specific land, and you have to use what "
"you have available.\n\n"
"You need to obtain an Orb of Yendor in the normal game to activate "
"this challenge, and (ever) collect 10 treasures in one or two lands "
"to activate a specific level.\n\n"
"After you complete each challenge, you can try it again, on a harder "
"difficulty level.\n\n"
"All the solutions showcased in the Yendor Challenge work in the normal "
"play too. However, passages to other lands, and (sometimes) some land features "
"are disabled in the Yendor "
"Challenge, so that you have to use the expected method. Also, "
"the generation rules are changed slightly for the Palace "
"and Minefield while you are looking for the Orb of Yendor, "
"to make the challenge more balanced "
"(but these changes are also active during the normal Yendor Quest).\n\n"
"You get 1000 points for each challenge won, and 1 extra point for "
"each extra difficulty level.";
void handleKey(int uni, int sym) {
if(uni >= 'a' && uni < 'a'+YENDORLEVELS-1) {
challenge = uni-'a' + 1;
if(levelUnlocked(challenge)) {
restartGame(yendor::on ? 0 : 'y');
cmode = emNormal;
}
else
addMessage("Collect 10 treasures in various lands to unlock the challenges there");
}
else if(uni == '0') {
if(yendor::on) restartGame('y');
cmode = emNormal;
}
else if(uni == '1') easy = !easy;
else if(uni == '2' || sym == SDLK_F1) {
lastmode = cmode;
cmode = emHelp;
help = chelp;
}
else if(uni) cmode = emNormal;
}
};
#define MAXTAC 20
namespace tactic {
bool trailer = false;
bool on = false;
int id;
int recordsum[MODECODES][landtypes];
int lsc[MODECODES][landtypes][MAXTAC];
eLand lasttactic;
struct scoredata {
string username;
int scores[landtypes];
};
vector<scoredata> scoreboard[MODECODES];
int chances(eLand l) {
if(modecode() != 0 && l != laCamelot) return 3;
for(int i=0; i<LAND_TAC; i++)
if(land_tac[i].l == l) {
return land_tac[i].tries;
}
return 0;
}
int tacmultiplier(eLand l) {
if(modecode() != 0 && l != laCamelot) return 1;
if(modecode() != 0 && l == laCamelot) return 3;
for(int i=0; i<LAND_TAC; i++)
if(land_tac[i].l == l) return land_tac[i].multiplier;
return 0;
}
bool tacticUnlocked(int i) {
eLand l = land_tac[i].l;
if(l == laWildWest) return true;
return hiitemsMax(treasureType(l)) * landMultiplier(l) >= 20;
}
void record(eLand land, int score, int xc = modecode()) {
if(land >=0 && land < landtypes) {
for(int i=MAXTAC-1; i; i--) lsc[xc][land][i] = lsc[xc][land][i-1];
tactic::lsc[xc][land][0] = score;
}
int t = chances(land);
int csum = 0;
for(int i=0; i<t; i++) if(lsc[xc][land][i] > 0) csum += lsc[xc][land][i];
if(csum > recordsum[xc][land]) recordsum[xc][land] = csum;
}
void record() {
record(lasttactic, items[treasureType(lasttactic)]);
}
void unrecord(eLand land, int xc = modecode()) {
if(land >=0 && land < landtypes) {
for(int i=0; i<MAXTAC-1; i++) lsc[xc][land][i] = lsc[xc][land][i+1];
lsc[xc][land][MAXTAC-1] = -1;
}
}
void unrecord() {
unrecord(lasttactic);
}
void uploadScoreCode(int code, int lb) {
int tscore = 0;
for(int i=0; i<landtypes; i++)
tscore += recordsum[code][i] * tacmultiplier(eLand(i));
// printf("PTM score = %d\n", tscore);
achievement_score(lb, tscore);
}
void uploadScore() {
uploadScoreCode(0, LB_PURE_TACTICS);
uploadScoreCode(2, LB_PURE_TACTICS_SHMUP);
uploadScoreCode(4, LB_PURE_TACTICS_COOP);
}
void showMenu() {
mouseovers = XLAT("pure tactics mode") + " - " + mouseovers;
int nl = LAND_TAC;
int vf = min((vid.yres-64) / nl, vid.xres/40);
int xr = vid.xres / 64;
if(on) record(firstland, items[treasureType(firstland)]);
int xc = modecode();
for(int i=0; i<nl; i++) {
eLand l = land_tac[i].l;
int i0 = 56 + i * vf;
int col;
int ch = chances(l);
if(!ch) continue;
bool unlocked = tacticUnlocked(i);
if(unlocked) col = linf[l].color; else col = 0x202020;
if(displayfr(xr*1, i0, 1, vf-4, XLAT1(linf[l].name), col, 0) && unlocked) {
getcstat = 1000 + i;
}
if(unlocked) {
for(int ii=0; ii<ch; ii++)
if(displayfr(xr*(24+2*ii), i0, 1, (vf-4)*4/5, lsc[xc][l][ii] >= 0 ? its(lsc[xc][l][ii]) : "-", col, 16))
getcstat = 1000 + i;
if(displayfr(xr*(24+2*10), i0, 1, (vf-4)*4/5,
its(recordsum[xc][l]) + " x" + its(tacmultiplier(l)), col, 0))
getcstat = 1000 + i;
}
else {
int m = landMultiplier(l);
displayfr(xr*26, i0, 1, (vf-4)*4/5,
XLAT("Collect %1x %2 to unlock", its((20+m-1)/m), treasureType(l)),
col, 0);
}
}
if(on || ISIOS) {
int i0 = 56 + nl * vf;
if(displayfr(xr*24, i0, 1, vf-4, "press 0 to leave this mode", 0xFFD500, 8))
getcstat = '0';
}
uploadScore();
if(on) unrecord(firstland);
if(getcstat >= 1000) {
int ld = land_tac[getcstat-1000].l;
subscoreboard scorehere;
for(int i=0; i<size(scoreboard[xc]); i++) {
int sc = scoreboard[xc][i].scores[ld];
if(sc > 0)
scorehere.push_back(
make_pair(-sc, scoreboard[xc][i].username));
}
displayScore(scorehere, xr * 50);
}
}
void handleKey(int uni, int sym) {
if(uni >= 1000 && uni < 1000 + LAND_TAC) {
firstland = land_tac[uni - 1000].l;
restartGame(tactic::on ? 0 : 't');
cmode = emNormal;
}
else if(uni == '0') {
cmode = emNormal;
firstland = laIce;
if(tactic::on) restartGame('t');
}
else if(uni == '2' || sym == SDLK_F1) {
lastmode = cmode;
cmode = emHelp;
help =
"In the pure tactics mode, you concentrate on a specific land. "
"Your goal to obtain as high score as possible, without using "
"features of the other lands. You can then compare your score "
"with your friends!\n\n"
"You need to be somewhat proficient in the normal game to "
"unlock the given land in this challenge "
"(collect 20 treasure in the given land, or 2 in case of Camelot).\n\n"
"Since getting high scores in some lands is somewhat luck dependent, "
"you play each land N times, and your score is based on N consecutive "
"plays. The value of N depends on how 'fast' the land is to play, and "
"how random it is.\n\n"
"In the Caribbean, you can access Orbs of Thorns, Aether, and "
"Space if you have ever collected 25 treasure in their native lands.\n\n"
"The rate of treasure spawn is static in this mode. It is not "
"increased by killing monsters.\n\n"
"Good luck, and have fun!";
}
else if(uni) cmode = emNormal;
}
};
int modecode() {
int xcode = 0;
if(euclid) xcode += 1;
if(shmup::on) {
if(numplayers() == 1) xcode += 2;
if(numplayers() == 2) xcode += 4;
if(numplayers() == 3) xcode += 9;
if(numplayers() == 4) xcode += 11;
}
if(pureHardcore() && !shmup::on) xcode += 7;
if(anticheat::tampered || cheater) return 6;
if(purehepta) {
if(xcode > 6) xcode--;
xcode /= 2;
xcode += 13;
}
if(chaosmode && !yendor::on && cmode != emYendor) xcode += 19;
return xcode;
}