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697 lines
24 KiB
C++
697 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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/** \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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#include "hyper.h"
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namespace hr {
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// === MOVEMENT FUNCTIONS ===
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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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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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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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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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EX int incline(cell *cfrom, cell *cto) {
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return snakelevel(cto) - snakelevel(cfrom);
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}
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#define F(x) checkflags(flags,x)
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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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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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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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#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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EX bool passable(cell *w, cell *from, flagtype flags) {
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bool vrevdir = bool(flags&P_VOID);
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if(from && from != w && nonAdjacent(from, w) && !F(P_IGNORE37 | P_BULLET)) return false;
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if((isWateryOrBoat(w) || w->wall == waShallow) && F(P_WATERCURSE))
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return false;
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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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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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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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}
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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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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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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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bool alch1 = anti_alchemy(w, from);
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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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if(from && thruVine(from, w) && !F(P_AETHER)) return false;
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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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if(w->wall == waMirror || w->wall == waCloud)
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return F(P_MIRROR | P_AETHER);
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if(w->wall == waMirrorWall)
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return F(P_MIRRORWALL);
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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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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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if(from && from->wall == waBoat && isWateryOrBoat(w) && !againstCurrent(w, from))
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return true;
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if(from && isWatery(from) && w->wall == waBoat && F(P_CHAIN))
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return true;
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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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if(w->wall == waBigStatue && from && canPushStatueOn(from, flags)) return true;
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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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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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if(isThorny(w->wall) && F(P_BLOW | P_DEADLY)) return true;
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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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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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if(isWatery(w)) {
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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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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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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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EX vector<pair<cell*, int> > airmap;
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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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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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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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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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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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if(sword::at(w, 0)) return false;
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if(w->item) return false;
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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;
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int z = i-c->c.spin(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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if(!hv) return false;
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return true;
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}
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bool sharkpassable(cell *w, cell *c) {
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if(w == c || !c) return true;
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if(nonAdjacent(w,c)) return false;
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|
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) {
|
|
eWall x = mi.t->wall; mi.t->wall = mi.s->wall; mi.s->wall = x;
|
|
mi.t->mondir = mi.rev_dir_or(NODIR);
|
|
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) {
|
|
cell *dummy;
|
|
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, dummy) == 3;
|
|
}
|
|
if(m == moPhaser)
|
|
return isNeighbor1(from, w) ? passable(w, from, extra) : check_phase(from, w, extra, dummy) == 3;
|
|
if(m == moVaulter)
|
|
return isNeighbor1(from, w) ? passable(w, from, extra) : check_vault(from, w, extra, dummy) == 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);
|
|
}
|
|
|
|
|
|
}
|