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			703 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			703 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Hyperbolic Rogue - passability
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| // Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
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| 
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| /** \file checkmove.cpp
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|  *  \brief check whether monster/PC can move in the given direction
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|  */
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| 
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| #include "hyper.h"
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| 
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| namespace hr {
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| 
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| // === MOVEMENT FUNCTIONS ===
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| 
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| // w = from->move(d)
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| EX bool againstCurrent(cell *w, cell *from) {
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|   if(from->land != laWhirlpool) return false;
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|   if(againstWind(from, w)) return false; // wind is stronger than current
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|   if(!eubinary && (!from->master->alt || !w->master->alt)) return false;
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|   int dfrom = celldistAlt(from);
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|   int dw = celldistAlt(w);
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|   if(dw < dfrom) return false;
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|   if(dfrom < dw) return true;
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|   for(int d=0; d<from->type; d++) 
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|     if(from->move(d) == w) {
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|        cell *c3 = from->modmove(d-1);
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|        if(!c3) return false;
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|        return celldistAlt(c3) < dfrom;
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|        }
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|   return false;
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|   }
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| 
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| EX bool boatGoesThrough(cell *c) {
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|   if(isGravityLand(c->land)) return false;
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|   return
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|     (c->wall == waNone && c->land != laMotion && c->land != laZebra && c->land != laReptile) || 
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|     isAlchAny(c) || 
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|     c->wall == waCavefloor || c->wall == waFrozenLake || isReptile(c->wall) ||
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|     c->wall == waDeadfloor || c->wall == waCIsland || c->wall == waCIsland2 ||
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|     c->wall == waMineUnknown || c->wall == waMineMine || c->wall == waMineOpen ||
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|     c->wall == waBonfireOff || c->wall == waFire || c->wall == waPartialFire ||
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|     c->wall == waArrowTrap || c->wall == waShallow;
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|   }
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| 
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| EX void become_water(cell *c) {
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|   if(isIcyLand(c))
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|     c->wall = waLake;
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|   else if(isCoastal(c) || isSealand(c))
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|     c->wall = waSea;
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|   else
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|     c->wall = waDeepWater;
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|   }
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| 
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| EX void placeWater(cell *c, cell *c2) {
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|   destroyTrapsOn(c);
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|   if(isWatery(c)) ;
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|   else if(c2 && isAlchAny(c2))
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|     c->wall = c2->wall;
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|   else become_water(c);
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|   // destroy the ancient treasure!
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|   if(c->item == itBarrow) c->item = itNone;
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|   }
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| 
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| EX int incline(cell *cfrom, cell *cto) {
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|   return snakelevel(cto) - snakelevel(cfrom);
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|   }
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| 
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| #define F(x) checkflags(flags,x)
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| 
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| EX bool checkflags(flagtype flags, flagtype x) {
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|   if(flags & x) return true;
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|   if(flags & P_ISPLAYER) {
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|     if((x & P_WINTER)    && (markOrb(itOrbWinter) || markOrb(itCurseWater))) return true;
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|     if((x & P_IGNORE37)  && markOrb(itOrb37)) return true;
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|     if((x & P_FISH)      && markOrb(itOrbFish)) return true;
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|     if((x & P_MARKWATER) && markOrb(itOrbWater)) return true;
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|     if((x & P_AETHER)    && markOrb2(itOrbAether) && !(flags&P_NOAETHER)) return true;
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|     if((x & P_WATERCURSE)&& markOrb2(itCurseWater)) return true;
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|     }
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|   if(flags & P_ISFRIEND) if(items[itOrbEmpathy]) 
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|     if(checkflags(flags ^ P_ISPLAYER ^ P_ISFRIEND, x) && markOrb(itOrbEmpathy))
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|       return true;
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|   return false;
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|   }
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| 
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| EX bool strictlyAgainstGravity(cell *w, cell *from, bool revdir, flagtype flags) {
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|   return
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|     cellEdgeUnstable(w, flags) && cellEdgeUnstable(from, flags) && 
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|     !(shmup::on && from == w) && gravityLevelDiff(from, w) != (revdir?-1:1) * gravity_zone_diff(from);
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|   }
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| 
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| EX bool anti_alchemy(cell *w, cell *from) {
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|   if(!from) return false;
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|   if(!isAlchAny(w)) return false;
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|   if(!isAlchAny(from)) return false;
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|   if(w->item) return false;
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|   if(from->item) return false;
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|   if(!nonorientable) return w->wall != from->wall;
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|   forCellIdEx(c1, i, w)
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|     if(c1 == from && (w->c.mirror(i) ? w->wall != from->wall : w->wall == from->wall))
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|       return false;
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|   return true;
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|   }
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| 
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| #if HDR
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| #define P_MONSTER    Flag(0)  // can move through monsters
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| #define P_MIRROR     Flag(1)  // can move through mirrors
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| // unused
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| #define P_WIND       Flag(3)  // can move against the wind
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| #define P_GRAVITY    Flag(4)  // can move against the gravity
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| #define P_ISPLAYER   Flag(5)  // player-only moves (like the Round Table jump)
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| #define P_ONPLAYER   Flag(6)  // always can step on the player
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| #define P_FLYING     Flag(7)  // is flying
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| #define P_BULLET     Flag(8)  // bullet can fly through more things
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| #define P_MIRRORWALL Flag(9)  // mirror images go through mirror walls
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| #define P_JUMP1      Flag(10) // first part of a jump
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| #define P_JUMP2      Flag(11) // second part of a jump
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| #define P_TELE       Flag(12) // teleport onto
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| #define P_BLOW       Flag(13) // Orb of Air -- blow, or push
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| #define P_AETHER     Flag(14) // aethereal
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| #define P_FISH       Flag(15) // swimming
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| #define P_WINTER     Flag(16) // fire resistant
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| #define P_USEBOAT    Flag(17) // can use boat
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| #define P_NOAETHER   Flag(18) // disable AETHER
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| #define P_FRIENDSWAP Flag(19) // can move on friends (to swap with tem)
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| #define P_ISFRIEND   Flag(20) // is a friend (can use Empathy + Winter/Aether/Fish combo)
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| #define P_LEADER     Flag(21) // can push statues and use boats
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| #define P_MARKWATER  Flag(22) // mark Orb of Water as used
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| #define P_EARTHELEM  Flag(23) // Earth Elemental
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| #define P_WATERELEM  Flag(24) // Water Elemental
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| #define P_IGNORE37   Flag(25) // ignore the triheptagonal board
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| #define P_CHAIN      Flag(26) // for chaining moves with boats
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| #define P_DEADLY     Flag(27) // suicide moves allowed
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| #define P_ROSE       Flag(28) // rose smell
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| #define P_CLIMBUP    Flag(29) // allow climbing up
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| #define P_CLIMBDOWN  Flag(30) // allow climbing down
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| #define P_REPTILE    Flag(31) // is reptile
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| #define P_VOID       Flag(32) // void beast
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| #define P_PHASE      Flag(33) // phasing movement
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| #define P_PULLMAGNET Flag(34) // pull the other part of the magnet
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| #define P_WATERCURSE Flag(35) // Curse of Water
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| #endif
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| 
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| EX bool passable(cell *w, cell *from, flagtype flags) {
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|   bool vrevdir = bool(flags&P_VOID);
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| 
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|   if(from && from != w && nonAdjacent(from, w) && !F(P_IGNORE37 | P_BULLET)) return false;
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|   
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|   if((isWateryOrBoat(w) || w->wall == waShallow) && F(P_WATERCURSE))
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|     return false;
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|   
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|   for(cell *pp: player_positions()) {
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|     if(w == pp && F(P_ONPLAYER)) return true;
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| 
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|     if(from && !((flags & P_ISPLAYER) && pp->monst)) {
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|       int i = vrevdir ? incline(w, from) : incline(from, w);
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|       if(in_gravity_zone(w)) {
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|         if(gravity_state == gsLevitation) i = 0;
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|         if(gravity_state == gsAnti && i > 1) i = 1;
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|         }
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|       if(i < -1 && F(P_ROSE)) return false;
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|       if((i > 1) && !F(P_JUMP1 | P_JUMP2 | P_BULLET | P_FLYING | P_BLOW | P_CLIMBUP | P_AETHER | P_REPTILE))
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|         return false;
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|       if((i < -2) && !F(P_DEADLY | P_JUMP1 | P_JUMP2 | P_BULLET | P_FLYING | P_BLOW | P_CLIMBDOWN | P_AETHER | P_REPTILE))
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|         return false;
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|       }
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|     }
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| 
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|   if(F(P_ROSE)) {
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|     if(airdist(w) < 3) return false;
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|     if(againstWind(w,from)) return false;
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|     if(isGravityLand(w)) return false;
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|     if(w->wall == waChasm && w->land == laDual) return false;
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|     }
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| 
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|   if(from && strictlyAgainstGravity(w, from, vrevdir, flags)
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|     && !((flags & P_ISPLAYER) && shmup::on)
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|     && !F(P_GRAVITY | P_BLOW | P_JUMP1 | P_JUMP2 | P_FLYING | P_BULLET | P_AETHER)
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|     ) return false;
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|   
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|   if(from && (vrevdir ? againstWind(from,w) : againstWind(w, from)) && !F(P_WIND | P_BLOW | P_JUMP1 | P_JUMP2 | P_BULLET | P_AETHER)) return false;
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|   
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|   if(!shmup::on && sword::at(w, flags & P_ISPLAYER) && !F(P_DEADLY | P_BULLET | P_ROSE))
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|     return false;
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| 
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|   bool alch1 = anti_alchemy(w, from);
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|   
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|   if(alch1) {
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|     bool alchok = (in_gravity_zone(w) || in_gravity_zone(from));
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|     alchok = alchok || (F(P_JUMP1 | P_JUMP2 | P_FLYING | P_TELE | P_BLOW | P_AETHER | P_BULLET) 
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|       && !F(P_ROSE));
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|     if(!alchok) return false;
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|     }
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| 
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|   if(from && thruVine(from, w) && !F(P_AETHER)) return false;
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| 
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|   if(w->monst == moMouse && F(P_JUMP1)) ;
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|   else if(w->monst && isFriendly(w) && F(P_FRIENDSWAP)) ;
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|   else if(w->monst && !F(P_MONSTER)) return false;
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| 
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|   if(w->wall == waMirror || w->wall == waCloud) 
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|     return F(P_MIRROR | P_AETHER);
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|   
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|   if(w->wall == waMirrorWall)
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|     return F(P_MIRRORWALL);
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|   
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|   if(F(P_BULLET)) {
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|     if(isFire(w) || w->wall == waBonfireOff || cellHalfvine(w) ||  
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|       w->wall == waMagma || isNonblock(w->wall))
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|       return true;
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|     }
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| 
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|   if(F(P_LEADER)) {
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|     if(from && from->wall == waBoat && isWatery(w) && from->item == itOrbYendor)
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|       return false;
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| 
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|     if(from && from->wall == waBoat && isWateryOrBoat(w) && !againstCurrent(w, from))
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|       return true;
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|     
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|     if(from && isWatery(from) && w->wall == waBoat && F(P_CHAIN))
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|       return true;
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| 
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|     if(from && isWatery(from) && isWatery(w) && F(P_CHAIN) && !againstCurrent(w, from))
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|       return true;
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| 
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|     if(w->wall == waBigStatue && from && canPushStatueOn(from, flags)) return true;
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|     }
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|   
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|   if(F(P_EARTHELEM)) {
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|     // cannot go through Living Caves...
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|     if(w->wall == waCavefloor) return false;
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|     // but can dig through...
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|     if(w->wall == waDeadwall || w->wall == waDune || w->wall == waStone)
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|       return true;
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|     // and can swim through...
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|     if(w->wall == waSea && w->land == laLivefjord)
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|       return true;
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|     }
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|   
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|   if(F(P_WATERELEM)) {
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|     if(isWatery(w) || boatGoesThrough(w) || 
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|       w->wall == waBoat ||
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|       w->wall == waDeadTroll || w->wall == waDeadTroll2) return true;
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|     return false;
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|     }
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|   
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|   if(isThorny(w->wall) && F(P_BLOW | P_DEADLY)) return true;
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| 
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|   if(isFire(w) || w->wall == waMagma) {
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|     if(w->wall == waMagma && in_gravity_zone(w)) ;
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|     else if(!F(P_AETHER | P_WINTER | P_BLOW | P_JUMP1 | P_BULLET | P_DEADLY)) return false;
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|     }
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|   
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|   if(in_gravity_zone(w) && gravity_state == gsAnti && !isGravityLand(w->land) && (!from || !isGravityLand(from->land))) 
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|   if(!F(P_AETHER | P_BLOW | P_JUMP1 | P_BULLET | P_FLYING)) {
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|     bool next_to_wall = false;
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|     forCellEx(c2, w) if(isJWall(c2)) next_to_wall = true;
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|     if(from) forCellEx(c2, from) if(isJWall(c2)) next_to_wall = true;
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|     if(!next_to_wall && (!from || incline(from, w) * (vrevdir?-1:1) <= 0)) return false;
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|     }
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|     
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|   if(isWatery(w)) {
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|     if((flags & P_ISPLAYER) && from && isWatery(from) && pickable_from_water(w->item)) ;
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|     else if(in_gravity_zone(w)) ;
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|     else if(from && from->wall == waBoat && F(P_USEBOAT) && 
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|       (!againstCurrent(w, from) || F(P_MARKWATER)) && !(from->item == itOrbYendor)) ;
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|     else if(from && isWatery(from) && F(P_CHAIN) && F(P_USEBOAT) && !againstCurrent(w, from)) ;
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|     else if(!from && F(P_CHAIN) && F(P_USEBOAT)) ;
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|     else if(!F(P_AETHER | P_FISH | P_FLYING | P_BLOW | P_JUMP1 | P_BULLET | P_DEADLY | P_REPTILE)) return false;
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|     }
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|   if(isChasmy(w)) {
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|     if(in_gravity_zone(w)) ;
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|     else if(!F(P_AETHER | P_FLYING | P_BLOW | P_JUMP1 | P_BULLET | P_DEADLY | P_REPTILE)) return false;  
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|     }
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| 
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|   if(w->wall == waRoundTable && from && from->wall != waRoundTable && (flags & P_ISPLAYER)) return true;
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|   if(isNoFlight(w) && F(P_FLYING | P_BLOW | P_JUMP1)) return false;
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| 
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|   if(isWall(w)) {
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|     // a special case: empathic aethereal beings cannot go through Round Table
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|     // (but truly aetheral beings can)
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|     if(w->wall == waRoundTable) {
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|       if(!(flags & P_AETHER)) return false;
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|       }
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|     else if(!F(P_AETHER)) return false;
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|     }
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|   return true;
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|   }
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| 
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| EX vector<pair<cell*, int> > airmap;
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| 
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| EX int airdist(cell *c) {
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|   if(!(havewhat & HF_AIR)) return 3;
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|   vector<pair<cell*, int> >::iterator it = 
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|     lower_bound(airmap.begin(), airmap.end(), make_pair(c,0));
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|   if(it != airmap.end() && it->first == c) return it->second;
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|   return 3;
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|   }
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| 
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| EX ld calcAirdir(cell *c) {
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|   if(!c || c->monst == moAirElemental || !passable(c, NULL, P_BLOW))
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|     return 0;
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|   for(int i=0; i<c->type; i++) {
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|     cell *c2 = c->move(i);
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|     if(c2 && c2->monst == moAirElemental) {
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|       return c->c.spin(i) * TAU / c2->type;
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|       }
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|     }
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|   for(int i=0; i<c->type; i++) {
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|     cell *c2 = c->move(i);
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|     if(!c2) continue;
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|     if(!passable(c2, c, P_BLOW | P_MONSTER)) continue;
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|     if(!passable(c, c2, P_BLOW | P_MONSTER)) continue;
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|     for(int i=0; i<c2->type; i++) {
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|       cell *c3 = c2->move(i);
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|       if(c3 && c3->monst == moAirElemental) {
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|         return c2->c.spin(i) * TAU / c3->type;
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|         }
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|       }
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|     }
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|   return 0;
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|   }
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| 
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| EX bool againstWind(cell *cto, cell *cfrom) {
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|   if(!cfrom || !cto) return false;
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|   int dcto = airdist(cto), dcfrom = airdist(cfrom);
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|   if(dcto < dcfrom) return true;
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|   #if CAP_FIELD
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|   if(cfrom->land == laBlizzard && !shmup::on && cto->land == laBlizzard && dcto == 3 && dcfrom == 3) {
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|     char vfrom = windmap::at(cfrom);
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|     char vto = windmap::at(cto);
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|     int z = (vfrom-vto) & 255;
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|     if(z >= windmap::NOWINDBELOW && z < windmap::NOWINDFROM)
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|       return true;
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|     }
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|   #endif
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|   whirlwind::calcdirs(cfrom);
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|   int d = neighborId(cfrom, cto);
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|   if(whirlwind::winddir(d) == -1) return true;
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|   return false;
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|   }
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| 
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| EX bool ghostmove(eMonster m, cell* to, cell* from, flagtype extra) {
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|   if(!isGhost(m) && nonAdjacent(to, from)) return false;
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|   if(sword::at(to, 0)) return false;
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|   if(!shmup::on && isPlayerOn(to)) return false;
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|   if(to->monst && !(to->monst == moTentacletail && isGhost(m) && m != moFriendlyGhost)
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|     && !(to->monst == moTortoise && isGhost(m) && m != moFriendlyGhost) && !(extra & P_MONSTER))
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|     return false;
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|   if((m == moWitchGhost || m == moWitchWinter) && to->land != laPower)
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|     return false;
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|   if(isGhost(m))
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|     for(int i=0; i<to->type; i++) if(to->move(i)) {
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|       if(inmirror(to->move(i))) return false;
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|       if(to->move(i) && to->move(i) != from && isGhost(to->move(i)->monst) &&
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|         (to->move(i)->monst == moFriendlyGhost) == (m== moFriendlyGhost))
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|         return false;
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|       }
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|   if(isGhost(m) || m == moWitchGhost) return true;
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|   if(m == moGreaterShark) return isWatery(to);
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|   if(m == moWitchWinter) 
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|     return passable(to, from, P_WINTER | P_ONPLAYER);
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|   return false;
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|   }
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| 
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| bool slimepassable(cell *w, cell *c) {
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|   if(w == c || !c) return true;
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|   int u = neighborId(c, w);
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|   if(nonAdjacent(w,c)) return false;
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|   if(isPlayerOn(w)) return true;
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|   int group = slimegroup(c);
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|   if(!group) return false;
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|   int ogroup = slimegroup(w);
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|   if(!ogroup) return false;
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|   bool hv = (group == ogroup);
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|   if(nonorientable && isAlchAny(c) && isAlchAny(w))
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|     hv = !anti_alchemy(c, w);
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| 
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|   if(sword::at(w, 0)) return false;
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|   
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|   if(w->item) return false;
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| 
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|   // only travel to halfvines correctly
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|   if(cellHalfvine(c)) {
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|     int i=0;
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|     for(int t=0; t<c->type; t++) if(c->move(t) && c->move(t)->wall == c->wall) i=t;
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|     int z = i-u; if(z<0) z=-z; z%=6;
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|     if(z>1) return false;
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|     hv=(group == ogroup);
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|     }
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|   // only travel from halfvines correctly
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|   if(cellHalfvine(w)) {
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|     int i=0;
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|     for(int t=0; t<w->type; t++) if(w->move(t) && w->move(t)->wall == w->wall) i=t;
 | |
|     int z = i-c->c.spin(u); if(z<0) z=-z; z%=6;
 | |
|     if(z>1) return false;
 | |
|     hv=(group == ogroup);
 | |
|     }
 | |
|   if(!hv) return false;
 | |
|   return true;
 | |
|   }
 | |
| 
 | |
| bool sharkpassable(cell *w, cell *c) {
 | |
|   if(w == c || !c) return true;
 | |
|   if(nonAdjacent(w,c)) return false;
 | |
|   if(isPlayerOn(w)) return true;
 | |
|   if(!isWatery(w) && w->wall != waShallow) return false;
 | |
|   if(sword::at(w, 0)) return false;
 | |
|   
 | |
|   // don't go against the current
 | |
|   if(isWateryOrBoat(w) && isWateryOrBoat(c)) 
 | |
|     return !againstCurrent(w, c);
 | |
| 
 | |
|   return true;
 | |
|   }
 | |
| 
 | |
| EX bool canPushStatueOn(cell *c, flagtype flags) {
 | |
|   return passable(c, NULL, P_MONSTER | flags) && !snakelevel(c) &&
 | |
|     !isWorm(c->monst) && !isReptile(c->wall) && !peace::on && 
 | |
|     !cellHalfvine(c) && !isDie(c->wall) &&
 | |
|     !among(c->wall, waBoat, waFireTrap, waArrowTrap);
 | |
|   }
 | |
| 
 | |
| EX void moveBoat(const movei& mi) {
 | |
|   changes.ccell(mi.t);
 | |
|   changes.ccell(mi.s);
 | |
|   eWall x = mi.t->wall; mi.t->wall = mi.s->wall; mi.s->wall = x;
 | |
|   mi.t->mondir = mi.rev_dir_or(NODIR);
 | |
|   changes.map_value(rosemap, mi.t);
 | |
|   rosemap.erase(mi.t);
 | |
|   moveItem(mi.s, mi.t, false);
 | |
|   animateMovement(mi, LAYER_BOAT);
 | |
|   }
 | |
| 
 | |
| EX void moveBoatIfUsingOne(const movei& mi) {
 | |
|   if(mi.s->wall == waBoat && isWatery(mi.t)) moveBoat(mi);
 | |
|   else if(mi.s->wall == waBoat && boatGoesThrough(mi.t) && isFriendly(mi.t) && markEmpathy(itOrbWater)) {
 | |
|     placeWater(mi.t, mi.s);
 | |
|     moveBoat(mi);
 | |
|     }
 | |
|   }
 | |
| 
 | |
| bool againstMagnet(cell *c1, cell *c2, eMonster m) { // (from, to)
 | |
|   if(false) forCellEx(c3, c2) { 
 | |
|     if(c3 == c1) continue;
 | |
|     if(c3->monst == m)
 | |
|       return true;
 | |
|     /* if(c3->monst == otherpole(m) && c3->move(c3->mondir) != c1) {
 | |
|       int i = 0;
 | |
|       forCellEx(c4, c3) if(c4->monst == m) i++;
 | |
|       if(i == 2) return true;
 | |
|       } */
 | |
|     }
 | |
|   if(c1->monst == m && !isNeighbor(c2, c1->move(c1->mondir)))
 | |
|     return true;
 | |
|   forCellEx(c3, c1) 
 | |
|     if(c3->monst != m && isMagneticPole(c3->monst))
 | |
|       if(!isNeighbor(c3, c2))
 | |
|         return true;
 | |
|   return false;
 | |
|   }
 | |
| 
 | |
| EX bool againstPair(cell *c1, cell *c2, eMonster m) { // (from, to)
 | |
|   if(c1->monst == m && !isNeighbor(c2, c1->move(c1->mondir)))
 | |
|     return true;
 | |
|   return false;
 | |
|   }
 | |
| 
 | |
| EX bool notNearItem(cell *c) {
 | |
|   forCellCM(c2, c) if(c2->item) return false;
 | |
|   return true;
 | |
|   }
 | |
| 
 | |
| EX bool isNeighbor1(cell *f, cell *w) {
 | |
|   return !f || f == w || isNeighbor(f, w);
 | |
|   }
 | |
| 
 | |
| EX bool passable_for(eMonster m, cell *w, cell *from, flagtype extra) {
 | |
|   jumpdata jdummy;
 | |
|   if(w->monst && !(extra & P_MONSTER) && !isPlayerOn(w)) 
 | |
|     return false;
 | |
|   if(m == moWolf) {
 | |
|     return (isIcyLand(w) || w->land == laVolcano) && (isPlayerOn(w) || passable(w, from, extra));
 | |
|     }
 | |
|   if(isMagneticPole(m))
 | |
|     return !(w && from && againstMagnet(from, w, m)) && passable(w, from, extra);
 | |
|   if(m == moPair)
 | |
|     return !(w && from && againstPair(from, w, m)) && passable(w, from, extra);
 | |
|   if(m == passive_switch) return false;
 | |
|   if(minf[m].mgroup == moYeti || isBug(m) || isDemon(m) || m == moHerdBull || m == moMimic || m == moAsteroid) {
 | |
|     if((isWitch(m) || m == moEvilGolem) && w->land != laPower && w->land != laHalloween)
 | |
|       return false;
 | |
|     return passable(w, from, extra);
 | |
|     }
 | |
|   if(m == moDragonHead && prairie::isriver(w))
 | |
|     return false;
 | |
|   if(isShark(m))
 | |
|     return sharkpassable(w, from);
 | |
|   if(isSlimeMover(m))
 | |
|     return slimepassable(w, from);
 | |
|   if(m == moKrakenH) {
 | |
|     if(extra & P_ONPLAYER) {
 | |
|       if(isPlayerOn(w)) return true;
 | |
|       }
 | |
|     if((extra & P_ONPLAYER) && isPlayerOn(w))
 | |
|       return true;
 | |
|     if(kraken_pseudohept(w) || kraken_pseudohept(from)) return false;
 | |
|     if(w->wall != waBoat && !slimepassable(w, from)) return false;
 | |
|     forCellEx(w2, w) if(w2->wall != waBoat && !passable(w2, w, P_FISH | P_MONSTER)) return false;
 | |
|     return true;
 | |
|     }
 | |
|   if(m == moEarthElemental)
 | |
|     return passable(w, from, extra | P_EARTHELEM);
 | |
|   if(m == moWaterElemental) 
 | |
|     return passable(w, from, extra | P_WATERELEM);
 | |
|   if(m == moGreaterShark)
 | |
|     return isWatery(w) || w->wall == waBoat || w->wall == waFrozenLake;
 | |
|   if(isGhostMover(m) || m == moFriendlyGhost)
 | |
|     return ghostmove(m, w, from, extra);
 | |
|     // for the purpose of Shmup this is correct
 | |
|   if(m == moTameBomberbird)
 | |
|     return passable(w, from, extra | P_FLYING | P_ISFRIEND);
 | |
|   if(m == moHexSnake)
 | |
|     return !pseudohept(w) && passable(w, from, extra|P_WIND|P_FISH);
 | |
|   if(isBird(m)) {
 | |
|     if(bird_disruption(w) && (!from || bird_disruption(from)) && markOrb(itOrbGravity))
 | |
|       return passable(w, from, extra);
 | |
|     else 
 | |
|       return passable(w, from, extra | P_FLYING);
 | |
|     }
 | |
|   if(m == moReptile)
 | |
|     return passable(w, from, extra | P_REPTILE);
 | |
|   if(isDragon(m))
 | |
|     return passable(w, from, extra | P_FLYING | P_WINTER);
 | |
|   if(m == moAirElemental)
 | |
|     return passable(w, from, extra | P_FLYING | P_WIND);
 | |
|   if(isLeader(m)) {
 | |
|     if(from && from->wall == waBoat && from->item == itCoral && !from->monst) return false; // don't move Corals!
 | |
|     return passable(w, from, extra | P_LEADER);
 | |
|     }
 | |
|   if(isPrincess(m))
 | |
|     return passable(w, from, extra | P_ISFRIEND | P_USEBOAT);
 | |
|   if(isGolemOrKnight(m))
 | |
|     return passable(w, from, extra | P_ISFRIEND);
 | |
|   if(isWorm(m))
 | |
|     return passable(w, from, extra) && !cellUnstable(w) && ((m != moWorm && m != moTentacle) || !cellEdgeUnstable(w));
 | |
|   if(m == moVoidBeast)
 | |
|     return passable(w, from, extra | P_VOID);
 | |
|   if(m == moHexDemon) {
 | |
|     if(extra & P_ONPLAYER) {
 | |
|       if(isPlayerOn(w)) return true;
 | |
|       }
 | |
|     return !pseudohept(w) && passable(w, from, extra);
 | |
|     }
 | |
|   #if CAP_COMPLEX2
 | |
|   if(m == moAnimatedDie) {
 | |
|     if(extra & P_ONPLAYER) {
 | |
|       if(isPlayerOn(w)) return true;
 | |
|       }
 | |
|     if(from && isDie(from->monst)) {
 | |
|       bool ok = false;
 | |
|       for(int i=0; i<from->type; i++) {
 | |
|         if(from->move(i) != w) continue;
 | |
|         if(dice::can_roll(movei(from, i))) ok = true;
 | |
|         }
 | |
|       if(!ok) return false;
 | |
|       }
 | |
|     if(from && !dice::die_possible(from)) 
 | |
|       return false;
 | |
|     else if(!dice::die_possible(w))
 | |
|       return false;
 | |
|     else
 | |
|       return passable(w, from, extra);
 | |
|     }
 | |
|   #endif
 | |
|   if(m == moFrog) {
 | |
|     return isNeighbor1(from, w) ? passable(w, from, extra) : check_jump(from, w, extra, jdummy) == 3;
 | |
|     }
 | |
|   if(m == moPhaser)
 | |
|     return isNeighbor1(from, w) ? passable(w, from, extra) : check_phase(from, w, extra, jdummy) == 3;
 | |
|   if(m == moVaulter)
 | |
|     return isNeighbor1(from, w) ? passable(w, from, extra) : check_vault(from, w, extra, jdummy) == 6;
 | |
|   if(m == moAltDemon) {
 | |
|     if(extra & P_ONPLAYER) {
 | |
|       if(isPlayerOn(w)) return true;
 | |
|       }
 | |
|     return (!w || !from || w==from || pseudohept(w) || pseudohept(from)) && passable(w, from, extra);
 | |
|     }
 | |
|   if(m == moMonk) {
 | |
|     if(extra & P_ONPLAYER) {
 | |
|       if(isPlayerOn(w)) return true;
 | |
|       }
 | |
|     return notNearItem(w) && passable(w, from, extra);
 | |
|     }
 | |
|   return false;
 | |
|   }
 | |
| 
 | |
| EX eMonster movegroup(eMonster m) { return minf[m].mgroup; }
 | |
| 
 | |
| EX bool logical_adjacent(cell *c1, eMonster m1, cell *c2) {
 | |
|   if(!c1 || !c2) return true; // cannot really check
 | |
|   eMonster m2 = c2->monst;
 | |
|   if(!isNeighbor(c1, c2))
 | |
|     return false;
 | |
|   if(thruVine(c1, c2) && !attackThruVine(m1) && !attackThruVine(m2) &&
 | |
|     !checkOrb(m1, itOrbAether) && !checkOrb(m2, itOrbAether))
 | |
|     return false;
 | |
|   if(nonAdjacent(c1, c2) && !attackNonAdjacent(m1) && !attackNonAdjacent(m2) && 
 | |
|     !checkOrb(m1, itOrb37) && !checkOrb(m1, itOrbAether) && !checkOrb(m2, itOrbAether))
 | |
|     return false;
 | |
|   return true;
 | |
|   }
 | |
| 
 | |
| EX void buildAirmap() {
 | |
|   for(int k=0; k<isize(airmap); k++) {
 | |
|     int d = airmap[k].second;
 | |
|     if(d == 2) break;
 | |
|     cell *c = airmap[k].first;
 | |
|     for(int i=0; i<c->type; i++) {
 | |
|       cell *c2 = c->move(i);
 | |
|       if(!c2) continue;
 | |
|       if(!passable(c2, c, P_BLOW | P_MONSTER)) continue;
 | |
|       if(!passable(c, c2, P_BLOW | P_MONSTER)) continue;
 | |
|       airmap.push_back(make_pair(c2, d+1));
 | |
|       }
 | |
|     }
 | |
|   sort(airmap.begin(), airmap.end());  
 | |
|   }
 | |
| 
 | |
| EX int rosewave, rosephase;
 | |
| 
 | |
| /** current state of the rose scent
 | |
|  *  rosemap[c] &3 can be:
 | |
|  *  0 - wave not reached
 | |
|  *  1 - wave expanding
 | |
|  *  2 - wave phase 1
 | |
|  *  3 - wave phase 2
 | |
|  */
 | |
| EX map<cell*, int> rosemap;
 | |
| 
 | |
| EX int rosedist(cell *c) {
 | |
|   if(!(havewhat&HF_ROSE)) return 0;
 | |
|   int&r (rosemap[c]);
 | |
|   if((r&7) == 7) return 0;
 | |
|   if(r&3) return (r&3)-1;
 | |
|   return 0;
 | |
|   }
 | |
| 
 | |
| EX bool againstRose(cell *cfrom, cell *cto) {
 | |
|   if(rosedist(cfrom) != 1) return false;
 | |
|   if(cto && rosedist(cto) == 2) return false;
 | |
|   return true;
 | |
|   }
 | |
| 
 | |
| EX bool withRose(cell *cfrom, cell *cto) {
 | |
|   if(rosedist(cfrom) != 1) return false;
 | |
|   if(rosedist(cto) != 2) return false;
 | |
|   return true;
 | |
|   }
 | |
| 
 | |
| EX void buildRosemap() {
 | |
| 
 | |
|   rosephase++; rosephase &= 7;
 | |
|   
 | |
|   if((havewhat&HF_ROSE) && !rosephase) {
 | |
|     rosewave++;
 | |
|     for(int k=0; k<isize(dcal); k++) {
 | |
|       cell *c = dcal[k];
 | |
|       if(c->wall == waRose && c->cpdist <= gamerange() - 2) 
 | |
|         rosemap[c] = rosewave * 8 + 2;
 | |
|       }
 | |
|     }
 | |
|   
 | |
|   for(map<cell*, int>::iterator it = rosemap.begin(); it != rosemap.end(); it++) {
 | |
|     cell *c = it->first;
 | |
|     int r = it->second;
 | |
|     if(r < (rosewave) * 8) continue;
 | |
|     if((r&7) == 2) if(c->wall == waRose || !isWall(c)) for(int i=0; i<c->type; i++) {
 | |
|       cell *c2 = c->move(i);
 | |
|       if(!c2) continue;
 | |
|       // if(snakelevel(c2) <= snakelevel(c) - 2) continue;
 | |
|       if(!passable(c2, c, P_BLOW | P_MONSTER | P_ROSE)) continue;
 | |
|       int& r2 = rosemap[c2];
 | |
|       if(r2 < r) r2 = r-1;
 | |
|       }
 | |
|     }
 | |
| 
 | |
|   for(map<cell*, int>::iterator it = rosemap.begin(); it != rosemap.end(); it++) {
 | |
|     int& r = it->second;
 | |
|     if((r&7) == 1 || (r&7) == 2 || (r&7) == 3) r++;
 | |
|     if(airdist(it->first) < 3 || whirlwind::cat(it->first)) r |= 7;
 | |
|     if(it->first->land == laBlizzard) r |= 7;
 | |
|     forCellEx(c2, it->first) if(airdist(c2) < 3) r |= 7;
 | |
|     }
 | |
| 
 | |
|   }
 | |
| 
 | |
| EX bool scentResistant() {
 | |
|   return markOrb(itOrbBeauty) || markOrb(itOrbAether) || markOrb(itOrbShield);
 | |
|   }
 | |
| 
 | |
| 
 | |
| }
 | 
