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https://github.com/zenorogue/hyperrogue.git
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366 lines
11 KiB
C++
366 lines
11 KiB
C++
// Hyperbolic Rogue - checkmate rule
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// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
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/** \file checkmove.cpp
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* \brief Check the validity of move (checkmate rule)
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*/
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#include "hyper.h"
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namespace hr {
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#if HDR
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#define PUREHARDCORE_LEVEL 10
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#endif
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/** are we in the hardcore mode */
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EX bool hardcore = false;
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/** when did we switch to the hardcore mode */
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EX int hardcoreAt;
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EX bool pureHardcore() { return hardcore && hardcoreAt < PUREHARDCORE_LEVEL; }
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/** can we still move? */
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EX bool canmove = true;
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// how many monsters are near
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EX eMonster who_kills_me;
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EX int lastkills;
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EX vector<bool> legalmoves;
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EX bool hasSafeOrb(cell *c) {
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return
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c->item == itOrbSafety ||
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c->item == itOrbShield ||
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c->item == itOrbShell ||
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(c->item == itOrbYendor && yendor::state(c) == yendor::ysUnlocked);
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}
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#if HDR
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struct stalemate1 {
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eMonster who;
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cell *moveto;
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cell *pushto;
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cell *comefrom;
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cell *swordlast[2], *swordtransit[2], *swordnext[2];
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stalemate1(eMonster w, cell *mt, cell *pt, cell *cf) : who(w), moveto(mt), pushto(pt), comefrom(cf) {}
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};
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#endif
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EX bool krakensafe(cell *c) {
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return items[itOrbFish] || items[itOrbAether] ||
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(c->item == itOrbFish && c->wall == waBoat) ||
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(c->item == itOrbAether && c->wall == waBoat);
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}
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EX bool monstersnear(stalemate1& sm) {
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cell *c = sm.moveto;
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bool eaten = false;
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if(hardcore && sm.who == moPlayer) return false;
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int res = 0;
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bool fast = false;
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elec::builder b;
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if(elec::affected(c)) { who_kills_me = moLightningBolt; res++; }
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if(c->wall == waArrowTrap && c->wparam == 2) {
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who_kills_me = moArrowTrap; res++;
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}
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for(auto c1: crush_now) if(c == c1) {
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who_kills_me = moCrusher; res++;
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}
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if(sm.who == moPlayer || items[itOrbEmpathy]) {
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fast = (items[itOrbSpeed] && (items[itOrbSpeed] & 1));
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if(sm.who == moPlayer && sm.moveto->item == itOrbSpeed && !items[itOrbSpeed]) fast = true;
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}
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if(havewhat&HF_OUTLAW) {
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for(cell *c1: gun_targets(c))
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if(c1->monst == moOutlaw && !c1->stuntime) {
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res++; who_kills_me = moOutlaw;
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}
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}
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for(int t=0; t<c->type; t++) {
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cell *c2 = c->move(t);
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// consider monsters who attack from distance 2
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if(c2) forCellEx(c3, c2) if(c3 != c) {
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// only these monsters can attack from two spots...
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if(!among(c3->monst, moLancer, moWitchSpeed, moWitchFlash))
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continue;
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// take logical_adjacent into account
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if(c3->monst != moWitchFlash)
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if(!logical_adjacent(c3, c3->monst, c2) || !logical_adjacent(c2, c3->monst, c))
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continue;
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if(elec::affected(c3)) continue;
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if(c3->stuntime > (sm.who == moPlayer ? 0 : 1)) continue;
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// speedwitches can only attack not-fastened monsters,
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// others can only attack if the move is not fastened
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if(c3->monst == moWitchSpeed && items[itOrbSpeed]) continue;
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if(c3->monst != moWitchSpeed && fast) continue;
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// cannot attack if the immediate cell is impassable (except flashwitches)
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if(c3->monst != moWitchFlash) {
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if(!passable(c2, c3, 0)) continue;
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if(isPlayerOn(c2) && items[itOrbFire]) continue;
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}
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// flashwitches cannot attack if it would kill another enemy
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if(c3->monst == moWitchFlash && flashWouldKill(c3, 0)) continue;
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res++, who_kills_me = c3->monst;
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}
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// consider normal monsters
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if(c2 &&
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isArmedEnemy(c2, sm.who) &&
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(c2->monst != moLancer || isUnarmed(sm.who) || !logical_adjacent(c, sm.who, c2))) {
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eMonster m = c2->monst;
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if(elec::affected(c2)) continue;
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if(fast && c2->monst != moWitchSpeed) continue;
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// Krakens just destroy boats
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if(c2->monst == moKrakenT && onboat(sm)) {
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if(krakensafe(c)) continue;
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else if(warningprotection(XLAT("This move appears dangerous -- are you sure?")) && res == 0) m = moWarning;
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else continue;
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}
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// they cannot attack through vines
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if(!canAttack(c2, c2->monst, c, sm.who, AF_NEXTTURN)) continue;
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if(c2->monst == moWorm || c2->monst == moTentacle || c2->monst == moHexSnake) {
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if(passable_for(c2->monst, c, c2, 0))
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eaten = true;
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else if(c2->monst != moHexSnake) continue;
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}
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res++, who_kills_me = m;
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}
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}
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if(sm.who == moPlayer && res && (markOrb2(itOrbShield) || markOrb2(itOrbShell)) && !eaten)
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res = 0;
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if(sm.who == moPlayer && res && markOrb2(itOrbDomination) && c->monst)
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res = 0;
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return !!res;
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}
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EX bool monstersnear2();
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EX bool monstersnear2() {
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changes.value_set(passive_switch, (gold() & 1) ? moSwitch1 : moSwitch2);
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multi::cpid++;
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bool b = false;
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bool recorduse[ittypes];
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for(int i=0; i<ittypes; i++) recorduse[i] = orbused[i];
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if(multi::cpid == multi::players || multi::players == 1 || multi::checkonly) {
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dynamicval<eMonster> sw(passive_switch, passive_switch);
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for(int i=0; i<isize(stalemate::moves); i++)
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for(int j=0; j<isize(stalemate::moves); j++) if(i != j) {
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if(swordConflict(stalemate::moves[i], stalemate::moves[j])) {
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b = true;
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who_kills_me = moEnergySword;
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}
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if(multi::player[i].at == multi::player[j].at)
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{ b = true; who_kills_me = moFireball; }
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if(celldistance(multi::player[i].at, multi::player[j].at) > 8)
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{ b = true; who_kills_me = moAirball; }
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}
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for(int i=0; !b && i<isize(stalemate::moves); i++)
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b = monstersnear(stalemate::moves[i]);
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}
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else b = !multimove();
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multi::cpid--;
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for(int i=0; i<ittypes; i++) orbused[i] = recorduse[i];
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return b;
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}
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EX bool monstersnear(cell *c, eMonster who, cell *pushto, cell *comefrom) {
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if(peace::on) return 0; // you are safe
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stalemate1 sm(who, c, pushto, comefrom);
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if(who == moPlayer) for(int b=0; b<2; b++) sm.swordlast[b] = sword::pos(multi::cpid, b);
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cell *none = NULL;
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cell **wcw = &cwt.at;
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if(who != moPlayer) wcw = &none;
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else if(multi::players > 1) wcw = &multi::player[multi::cpid].at;
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dynamicval<cell*> x5(*wcw, c);
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dynamicval<bool> x6(stalemate::nextturn, true);
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dynamicval<sword::sworddir> x7(sword::dir[multi::cpid],
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who == moPlayer ? sword::shift(comefrom, c, sword::dir[multi::cpid]) :
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sword::dir[multi::cpid]);
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for(int b=0; b<2; b++) {
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if(who == moPlayer) {
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sm.swordnext[b] = sword::pos(multi::cpid, b);
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sm.swordtransit[b] = NULL;
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if(sm.swordnext[b] && sm.swordnext[b] != sm.swordlast[b] && !isNeighbor(sm.swordlast[b], sm.swordnext[b])) {
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forCellEx(c2, sm.swordnext[b])
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if(c2 != c && c2 != comefrom && isNeighbor(c2, S3==3 ? sm.swordlast[b] : *wcw))
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sm.swordtransit[b] = c2;
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if(S3 == 4)
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forCellEx(c2, c)
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if(c2 != comefrom && isNeighbor(c2, sm.swordlast[b]))
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sm.swordtransit[b] = c2;
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}
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}
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else {
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sm.swordnext[b] = sm.swordtransit[b] = NULL;
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}
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}
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stalemate::moves.push_back(sm);
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// dynamicval<eMonster> x7(stalemate::who, who);
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bool b;
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if(who == moPlayer && c->wall == waBigStatue) {
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eWall w = comefrom->wall;
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c->wall = waNone;
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if(doesnotFall(comefrom)) comefrom->wall = waBigStatue;
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b = monstersnear2();
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comefrom->wall = w;
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c->wall = waBigStatue;
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}
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else if(who == moPlayer && isPushable(c->wall)) {
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eWall w = c->wall;
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c->wall = waNone;
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b = monstersnear2();
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c->wall = w;
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}
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else {
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b = monstersnear2();
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}
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stalemate::moves.pop_back();
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return b;
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}
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EX namespace stalemate {
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EX vector<stalemate1> moves;
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EX bool nextturn;
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EX bool isMoveto(cell *c) {
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for(int i=0; i<isize(moves); i++) if(moves[i].moveto == c) return true;
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return false;
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}
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EX bool isPushto(cell *c) {
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for(int i=0; i<isize(moves); i++) if(moves[i].pushto == c) return true;
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return false;
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}
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EX }
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EX bool onboat(stalemate1& sm) {
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cell *c = sm.moveto;
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cell *cf = sm.comefrom;
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return (c->wall == waBoat) || (cf->wall == waBoat && c->wall == waSea);
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}
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EX bool multimove() {
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if(multi::cpid == 0) lastkills = tkills();
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if(!multi::playerActive(multi::cpid)) return !monstersnear2();
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cellwalker bcwt = cwt;
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cwt = multi::player[multi::cpid];
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bool b = movepcto(multi::whereto[multi::cpid]);
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if(b) {
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multi::aftermove = true;
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multi::player[multi::cpid] = cwt;
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multi::whereto[multi::cpid].d = MD_UNDECIDED;
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int curkills = tkills();
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multi::kills[multi::cpid] += (curkills - lastkills);
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lastkills = curkills;
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}
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cwt = bcwt;
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return b;
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}
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EX namespace multi {
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EX bool checkonly = false;
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EX bool aftermove;
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EX }
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EX bool swordConflict(const stalemate1& sm1, const stalemate1& sm2) {
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if(items[itOrbSword] || items[itOrbSword2])
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for(int b=0; b<2; b++)
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if(sm1.comefrom == sm2.swordlast[b] || sm1.comefrom == sm2.swordtransit[b] || sm1.comefrom == sm2.swordnext[b])
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if(sm1.moveto == sm2.swordlast[b] || sm1.moveto == sm2.swordtransit[b] || sm1.moveto == sm2.swordnext[b])
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return true;
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return false;
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}
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EX void checkmove() {
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if(dual::state == 2) return;
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if(shmup::on) return;
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dynamicval<eGravity> gs(gravity_state, gravity_state);
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#if CAP_INV
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if(inv::on) inv::compute();
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#endif
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if(multi::players > 1 && !multi::checkonly) return;
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if(hardcore) return;
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bool orbusedbak[ittypes];
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// do not activate orbs!
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for(int i=0; i<ittypes; i++) orbusedbak[i] = orbused[i];
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legalmoves.clear(); legalmoves.resize(cwt.at->type+1, false);
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canmove = haveRangedTarget();
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items[itWarning]+=2;
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if(movepcto(-1, 0, true)) canmove = legalmoves[cwt.at->type] = true;
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if(vid.mobilecompasssize || !canmove)
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for(int i=0; i<cwt.at->type; i++)
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if(movepcto(1, -1, true))
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canmove = legalmoves[cwt.spin] = true;
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if(vid.mobilecompasssize || !canmove)
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for(int i=0; i<cwt.at->type; i++)
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if(movepcto(1, 1, true))
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canmove = legalmoves[cwt.spin] = true;
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if(kills[moPlayer]) canmove = false;
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#if CAP_INV
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if(inv::on && !canmove && !inv::incheck) {
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if(inv::remaining[itOrbSafety] || inv::remaining[itOrbFreedom])
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canmove = true;
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else {
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inv::check(1);
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checkmove();
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inv::check(-1);
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}
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if(canmove)
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pushScreen(inv::show);
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}
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#endif
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if(!canmove) {
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achievement_final(true);
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if(cmode & sm::NORMAL) showMissionScreen();
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}
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if(canmove && timerstopped) {
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timerstart = time(NULL);
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timerstopped = false;
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}
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items[itWarning]-=2;
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for(int i=0; i<ittypes; i++) orbused[i] = orbusedbak[i];
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if(recallCell.at && !markOrb(itOrbRecall)) activateRecall();
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}
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} |