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mirror of https://github.com/zenorogue/hyperrogue.git synced 2024-12-24 17:10:36 +00:00
hyperrogue/shmup.cpp
2017-05-27 21:40:40 +02:00

3248 lines
92 KiB
C++

// Hyperbolic Rogue
// Copyright (C) 2011-2016 Zeno Rogue, see 'hyper.cpp' for details
// implementation of the shoot'em up mode
#ifdef MOBILE
#define SHMUPTITLE "shoot'em up mode"
#else
#define SHMUPTITLE "shoot'em up and multiplayer"
#endif
extern int mousex, mousey;
extern bool clicked;
// joysticks for controlling the mobile shmup mode
namespace shmupballs {
int xmove, xfire, yb, rad;
void calc() {
rad = vid.radius * (vid.mobilecompasssize ? vid.mobilecompasssize : 14) / 100;
xmove = max(vid.xcenter - vid.radius - rad, rad);
xfire = min(vid.xcenter + vid.radius + rad, vid.xres - rad);
yb = vid.ycenter + vid.radius - rad;
}
}
namespace multi {
int players = 1;
cellwalker player[MAXPLAYER];
vector<int> revive_queue; // queue for revival
cell *origpos[MAXPLAYER], *origtarget[MAXPLAYER];
bool flipped[MAXPLAYER];
int treasures[MAXPLAYER], kills[MAXPLAYER], deaths[MAXPLAYER];
bool alwaysuse = false;
void recall() {
for(int i=0; i<numplayers(); i++) {
int idir = (3 * i) % cwt.c->type;
cell *c2 = cwt.c->mov[idir];
makeEmpty(c2);
if(!passable(c2, NULL, P_ISPLAYER)) c2 = cwt.c;
multi::player[i].c = c2;
multi::player[i].spin = 0;
multi::flipped[i] = true;
multi::whereto[i].d = MD_UNDECIDED;
}
}
transmatrix whereis[MAXPLAYER];
transmatrix crosscenter[MAXPLAYER];
double ccdist[MAXPLAYER];
cell *ccat[MAXPLAYER];
bool combo[MAXPLAYER];
int cpid; // player id -- an extra parameter for player-related functions
int cpid_edit; // cpid currently being edited
movedir whereto[MAXPLAYER]; // player's target cell
double mdx[MAXPLAYER], mdy[MAXPLAYER]; // movement vector for the next move
const char* playercmds_shmup[15] = {
"forward", "backward", "turn left", "turn right",
"move up", "move right", "move down", "move left",
"throw a knife", "face the pointer", "throw at the pointer",
"drop Dead Orb", "center the map on me", "Orb power (target: mouse)",
"Orb power (target: facing)"
};
const char* playercmds_turn[15] = {
"move up-right", "move up-left", "move down-right", "move down-left",
"move up", "move right", "move down", "move left",
"stay in place (left + right)", "cancel move", "leave the game",
"drop Dead Orb (up + down)", "center the map on me", "",
""
};
const char* pancmds[7] = {
"pan up", "pan right", "pan down", "pan left",
"rotate left", "rotate right", "home"
};
#define SHMUPAXES_BASE 4
#define SHMUPAXES ((SHMUPAXES_BASE) + 4 * (MAXPLAYER))
const char* axemodes[SHMUPAXES] = {
"do nothing",
"rotate view",
"panning X",
"panning Y",
"player 1 X",
"player 1 Y",
"player 1 go",
"player 1 spin",
"player 2 X",
"player 2 Y",
"player 2 go",
"player 2 spin",
"player 3 X",
"player 3 Y",
"player 3 go",
"player 3 spin",
"player 4 X",
"player 4 Y",
"player 4 go",
"player 4 spin",
"player 5 X",
"player 5 Y",
"player 5 go",
"player 5 spin",
"player 6 X",
"player 6 Y",
"player 6 go",
"player 6 spin",
"player 7 X",
"player 7 Y",
"player 7 go",
"player 7 spin"
};
int centerplayer = -1;
#ifndef NOCONFIG
void saveConfig(FILE *f) {
fprintf(f, "%d %d %d", VERNUM, vid.scfg.players, alwaysuse);
for(int i=0; i<512; i++) fprintf(f, " %d", vid.scfg.keyaction[i]);
for(int i=0; i<MAXJOY; i++) for(int j=0; j<MAXBUTTON; j++) fprintf(f, " %d", vid.scfg.joyaction[i][j]);
for(int i=0; i<MAXJOY; i++) for(int j=0; j<MAXAXE; j++) fprintf(f, " %d", vid.scfg.axeaction[i][j]);
for(int i=0; i<MAXJOY; i++) for(int j=0; j<MAXAXE; j++) fprintf(f, " %d", vid.scfg.deadzoneval[i][j]);
for(int i=0; i<MAXJOY; i++) for(int j=0; j<MAXHAT; j++) for(int k=0; k<4; k++)
fprintf(f, " %d", vid.scfg.hataction[i][j][k]);
fprintf(f, "\n");
for(int i=0; i<MAXPLAYER; i++) savecs(f, scs[i], VERNUM);
}
void scanchar(FILE *f, char& c) {
int i = c;
int err = fscanf(f, "%d", &i);
if(err == 1) c = i;
}
void loadConfig(FILE *f) {
int xvernum;
int err = fscanf(f, "%d %d", &xvernum, &vid.scfg.players);
if(vid.scfg.players < 1 || vid.scfg.players > MAXPLAYER)
vid.scfg.players = 1;
if(err != 2) return;
if(xvernum >= 8990) { int b=alwaysuse; err=fscanf(f, " %d", &b); alwaysuse = b; }
for(int i=0; i<512; i++) scanchar(f, vid.scfg.keyaction[i]);
for(int i=0; i<MAXJOY; i++) for(int j=0; j<MAXBUTTON; j++) scanchar(f, vid.scfg.joyaction[i][j]);
for(int i=0; i<MAXJOY; i++) for(int j=0; j<MAXAXE; j++) scanchar(f, vid.scfg.axeaction[i][j]);
if(xvernum >= 9007)
for(int i=0; i<MAXJOY; i++) for(int j=0; j<MAXAXE; j++) err = fscanf(f, " %d", &vid.scfg.deadzoneval[i][j]);
for(int i=0; i<MAXJOY; i++) for(int j=0; j<MAXHAT; j++) for(int k=0; k<4; k++)
scanchar(f, vid.scfg.hataction[i][j][k]);
for(int i=0; i<(xvernum < 8990 ? 4 : 7); i++) loadcs(f, scs[i], xvernum);
}
#endif
int shmupnumkeys;
const char** shmupcmdtable;
char* axeconfigs[24]; int numaxeconfigs;
int* dzconfigs[24];
string listkeys(int id) {
#ifndef NOSDL
string lk = "";
for(int i=0; i<512; i++)
if(vid.scfg.keyaction[i] == id)
lk = lk + " " + SDL_GetKeyName(SDLKey(i));
for(int i=0; i<numsticks; i++) for(int k=0; k<SDL_JoystickNumButtons(sticks[i]) && k<MAXBUTTON; k++)
if(vid.scfg.joyaction[i][k] == id) {
lk = lk + " " + cts('A'+i)+"-B"+its(k);
}
for(int i=0; i<numsticks; i++) for(int k=0; k<SDL_JoystickNumHats(sticks[i]) && k<MAXHAT; k++)
for(int d=0; d<4; d++)
if(vid.scfg.hataction[i][k][d] == id) {
lk = lk + " " + cts('A'+i)+"-"+"URDL"[d];
}
return lk;
#endif
#ifdef NOSDL
return "";
#endif
}
#define SCJOY 16
string dsc(int id) {
char buf[64];
sprintf(buf, " (%d $$$, %d kills, %d deaths)",
multi::treasures[id],
multi::kills[id],
multi::deaths[id]
);
return buf;
}
void resetScores() {
for(int i=0; i<MAXPLAYER; i++)
multi::treasures[i] = multi::kills[i] = multi::deaths[i] = 0;
}
bool shmupcfg;
bool configdead;
void showShmupConfig() {
#ifndef NOSDL
int sc = vid.scfg.subconfig;
if(sc == 1 || sc == 2 || sc == 4 || sc == 5 || sc == 6 || sc == 7 || sc == 8) {
shmupnumkeys = 15;
shmupcmdtable = shmup::on ? playercmds_shmup : playercmds_turn;
}
else if(sc == 3) {
shmupnumkeys = 7;
shmupcmdtable = pancmds;
}
else if(sc == SCJOY) {
dialog::init();
getcstat = ' ';
numaxeconfigs = 0;
for(int j=0; j<numsticks; j++) {
for(int ax=0; ax<SDL_JoystickNumAxes(sticks[j]) && ax < MAXAXE; ax++) if(numaxeconfigs<24) {
int y = SDL_JoystickGetAxis(sticks[j], ax);
string buf = " ";
if(configdead)
buf += its(y);
else {
while(y > 10000) buf += "+", y -= 10000;
while(y < -10000) buf += "-", y += 10000;
if(y>0) buf += "+";
if(y<0) buf += "-";
}
axeconfigs[numaxeconfigs] = &(vid.scfg.axeaction[j][ax]);
dzconfigs[numaxeconfigs] = &(vid.scfg.deadzoneval[j][ax]);
char aa = *axeconfigs[numaxeconfigs];
string what = configdead ? its(vid.scfg.deadzoneval[j][ax]) : XLAT(axemodes[aa%SHMUPAXES]);
dialog::addSelItem(XLAT("Joystick %1, axis %2", cts('A'+j), its(ax)) + buf,
what, 'a'+numaxeconfigs);
numaxeconfigs++;
}
}
dialog::addBoolItem(XLAT("Configure dead zones"), (configdead), 'z');
dialog::display();
}
else if(sc == 0) {
dialog::init(SHMUPTITLE);
dialog::addItem(XLAT(
vid.scfg.players == 2 ? "two players" :
vid.scfg.players == 3 ? "three players" :
vid.scfg.players == 4 ? "four players" :
vid.scfg.players == 5 ? "five players" :
vid.scfg.players == 6 ? "six players" :
vid.scfg.players == 7 ? "seven players" :
"one player"), 'n');
dialog::addItem(XLAT(shmupcfg ? "shoot'em up mode" : "turn-based mode"), 's');
dialog::addItem(XLAT(shmup::on == shmupcfg && players == vid.scfg.players ?
"continue playing"
: "start a new game"), '0');
if(shmupcfg || multi::alwaysuse || vid.scfg.players > 1)
dialog::addItem(XLAT("configure player 1") + dsc(0), '1');
else
dialog::addBreak(100);
if(vid.scfg.players > 1)
dialog::addItem(XLAT("configure player 2") + dsc(1), '2');
else if(vid.scfg.players == 1 && !shmupcfg)
dialog::addSelItem(XLAT("input"), XLAT(multi::alwaysuse ? "config" : "default"), 'a');
else
dialog::addBreak(100);
if(vid.scfg.players > 2)
dialog::addItem(XLAT("configure player 3") + dsc(2), '3');
else if(vid.scfg.players == 1 && !shmupcfg && !shmupcfg && !multi::alwaysuse)
dialog::addItem(XLAT("old style joystick configuration"), 'b');
else dialog::addBreak(100);
if(vid.scfg.players > 3)
dialog::addItem(XLAT("configure player 4") + dsc(3), '4');
else dialog::addBreak(100);
if(vid.scfg.players > 4)
dialog::addItem(XLAT("configure player 5") + dsc(4), '5');
else dialog::addBreak(100);
if(vid.scfg.players > 5)
dialog::addItem(XLAT("configure player 6") + dsc(5), '6');
else dialog::addBreak(100);
if(vid.scfg.players > 6)
dialog::addItem(XLAT("configure player 7") + dsc(6), '7');
else dialog::addBreak(100);
if(shmupcfg || multi::alwaysuse || vid.scfg.players > 1)
dialog::addItem(XLAT("configure panning"), 'p');
else dialog::addBreak(100);
if(numsticks > 0) {
if(shmupcfg || multi::alwaysuse || vid.scfg.players > 1)
dialog::addItem(XLAT("configure joystick axes"), 'j');
else dialog::addBreak(100);
}
if(multi::players > 1)
dialog::addItem(XLAT("reset per-player statistics"), 'r');
else dialog::addBreak(100);
dialog::addBreak(50);
#ifndef NOCONFIG
dialog::addItem(XLAT("save the configuration"), 'c');
#endif
dialog::addItem(XLAT("help"), 'h');
dialog::addItem(XLAT("exit configuration"), 'v');
dialog::display();
}
if(sc >= 1 && sc <= MAXPLAYER + 1) {
dialog::init(
XLAT(sc == 1 ? "configure player 1" :
sc == 2 ? "configure player 2" :
sc == 3 ? "configure panning" :
sc == 4 ? "configure player 3" :
sc == 5 ? "configure player 4" :
sc == 6 ? "configure player 5" :
sc == 7 ? "configure player 6" :
sc == 8 ? "configure player 7" : ""
));
getcstat = ' ';
for(int i=0; i<shmupnumkeys; i++) if(shmupcmdtable[i][0])
dialog::addSelItem(XLAT(shmupcmdtable[i]), listkeys(16*sc+i),
vid.scfg.setwhat ? (vid.scfg.setwhat>1 && i == (vid.scfg.setwhat&15) ? '?' : 0) : 'a'+i);
else dialog::addBreak(100);
if(vid.scfg.setwhat == 1)
dialog::addItem(XLAT("press a key to unassign"), 0);
else if(vid.scfg.setwhat)
dialog::addItem(XLAT("press a key for '%1'", XLAT(shmupcmdtable[vid.scfg.setwhat&15])), 0);
else
dialog::addItem(XLAT("unassign a key"), 'z');
dialog::display();
}
#endif
}
void handleConfig(int sym, int uni) {
#ifndef NOSDL
if(!vid.scfg.setwhat) dialog::handleNavigation(sym, uni);
int sc = vid.scfg.subconfig;
if(sc == 0) {
if(uni == '1') vid.scfg.subconfig = 1;
else if(uni == '2') vid.scfg.subconfig = 2;
else if(uni == 'p') vid.scfg.subconfig = 3;
else if(uni == '3') vid.scfg.subconfig = 4;
else if(uni == '4') vid.scfg.subconfig = 5;
else if(uni == '5') vid.scfg.subconfig = 6;
else if(uni == '6') vid.scfg.subconfig = 7;
else if(uni == '7') vid.scfg.subconfig = 8;
else if(uni == 'j') vid.scfg.subconfig = SCJOY;
else if(uni == 'a') multi::alwaysuse = !multi::alwaysuse;
else if(uni == 'b') cmode = emJoyConfig;
else if(uni == 'r')
for(int i=0; i<MAXPLAYER; i++)
kills[i] = deaths[i] = treasures[i] = 0;
else if(uni == 's' || uni == 't')
shmupcfg = !shmupcfg;
#ifndef NOCONFIG
else if(uni == 'c')
::saveConfig();
#endif
else if(uni == 'n' || uni == 'N') {
vid.scfg.players += shiftmul > 0 ? 1 : -1;
vid.scfg.players %= MAXPLAYER;
if(vid.scfg.players <= 0) vid.scfg.players += MAXPLAYER;
}
else if(sym == SDLK_F1 || uni == '?' || uni == 'h') {
lastmode = cmode;
cmode = emHelp;
/* help =
"In the shmup (shoot'em up) mode, you can play a hyperbolic shoot'em up "
"game. The game is based on the usual turn-based grid-based HyperRogue, "
"but there are some changes. You fight by throwing knives, and you "
"have three extra lives. There are no friendly monsters, so Orbs of "
"Life and Friendship give you extra lives instead. Some other rules have been "
"adapted too.\n\n"
"It is possible for two players to play the shmup mode cooperatively "
"(locally). When playing together, lives, orbs, and treasures are shared, "
"knives recharge slower, orbs drain faster, and player characters are not "
"allowed to separate."; */
help =
XLAT(
"Shmup (shoot'em up) mode: You can play a hyperbolic shoot'em up game. The game is based "
"on the usual turn-based grid-based HyperRogue, but there are some changes. You fight by "
"throwing knives, and you have three extra lives. There are no allies, so all Orbs "
"related to allies give you extra lives instead (up to 5). Some other rules have been "
"adapted too.\n\n");
help += XLAT(
"Multiplayer: Play cooperatively (locally); treasures, kills, and deaths are calculated "
"for each player too, for more competitive play. Orbs and treasures are shared, orbs drain "
"faster, knives recharge slower, and player characters are not allowed to separate.\n\n");
help += XLAT(
"Turn-based multiplayer: Turns are executed in parallel. A player can leave the game "
"by pressing a designated key (useful when about to get killed or lost). The following "
"Orbs work to bring such players back: ");
help += XLATN(iinf[itOrbLife].name); help += ", ";
help += XLATN(iinf[itOrbFriend].name); help += ", ";
help += XLATN(iinf[itOrbUndeath].name); help += ", ";
help += XLATN(iinf[itOrbTeleport].name); help += ", ";
help += XLATN(iinf[itOrbSafety].name); help += "\n\n";
help += XLAT("This menu can be also used to configure keys.\n\n");
}
else if(uni || sym == SDLK_F10) {
cmode = emNormal;
if(shmup::on != shmupcfg) { restartGame('s'); resetScores(); }
else if(vid.scfg.players != players) { restartGame(); resetScores(); }
}
}
else if(sc == SCJOY) {
if(sym) {
char xuni = uni | 96;
if(xuni >= 'a' && xuni < 'a' + numaxeconfigs) {
if(configdead) {
int& dz = (*dzconfigs[xuni - 'a']);
dz += int(shiftmul * 100);
if(dz < 0) dz = 0;
if(dz > 65000) dz = 65000;
}
else {
int v = (*axeconfigs[xuni - 'a']);
v += (shiftmul>0?1:-1);
v += SHMUPAXES;
v %= SHMUPAXES;
(*axeconfigs[xuni - 'a']) = v;
}
}
else if(xuni == 'z')
configdead = !configdead;
else if(doexiton(sym, uni))
vid.scfg.subconfig = 0;
}
}
else {
if(sym) {
if(vid.scfg.setwhat) {
vid.scfg.keyaction[sym] = vid.scfg.setwhat;
vid.scfg.setwhat = 0;
}
else if(uni >= 'a' && uni < 'a' + shmupnumkeys && shmupcmdtable[uni-'a'][0])
vid.scfg.setwhat = 16*sc+uni - 'a';
else if(uni == 'z')
vid.scfg.setwhat = 1;
else if(uni || sym == SDLK_F10)
vid.scfg.subconfig = 0;
}
}
#endif
}
#define NUMACT 128
enum pcmds {
pcForward, pcBackward, pcTurnLeft, pcTurnRight,
pcMoveUp, pcMoveRight, pcMoveDown, pcMoveLeft,
pcFire, pcFace, pcFaceFire,
pcDrop, pcCenter, pcOrbPower, pcOrbKey
};
int actionspressed[NUMACT], axespressed[SHMUPAXES], lactionpressed[NUMACT];
void pressaction(int id) {
if(id >= 0 && id < NUMACT)
actionspressed[id]++;
}
void handleInput(int delta) {
#ifndef NOSDL
double d = delta / 500.;
Uint8 *keystate = SDL_GetKeyState(NULL);
for(int i=0; i<NUMACT; i++)
lactionpressed[i] = actionspressed[i],
actionspressed[i] = 0;
for(int i=0; i<SHMUPAXES; i++) axespressed[i] = 0;
for(int i=0; i<SDLK_LAST; i++) if(keystate[i])
pressaction(vid.scfg.keyaction[i]);
for(int j=0; j<numsticks; j++) {
for(int b=0; b<SDL_JoystickNumButtons(sticks[j]) && b<MAXBUTTON; b++)
if(SDL_JoystickGetButton(sticks[j], b))
pressaction(vid.scfg.joyaction[j][b]);
for(int b=0; b<SDL_JoystickNumHats(sticks[j]) && b<MAXHAT; b++) {
int stat = SDL_JoystickGetHat(sticks[j], b);
if(stat & SDL_HAT_UP) pressaction(vid.scfg.hataction[j][b][0]);
if(stat & SDL_HAT_RIGHT) pressaction(vid.scfg.hataction[j][b][1]);
if(stat & SDL_HAT_DOWN) pressaction(vid.scfg.hataction[j][b][2]);
if(stat & SDL_HAT_LEFT) pressaction(vid.scfg.hataction[j][b][3]);
}
for(int b=0; b<SDL_JoystickNumAxes(sticks[j]) && b<MAXAXE; b++) {
int value = SDL_JoystickGetAxis(sticks[j], b);
int dz = vid.scfg.deadzoneval[j][b];
if(value > dz) value -= dz; else if(value < -dz) value += dz;
else value = 0;
axespressed[vid.scfg.axeaction[j][b] % SHMUPAXES] += value;
}
}
if(keystate[SDLK_LCTRL] || keystate[SDLK_RCTRL]) d /= 5;
double panx =
actionspressed[49] - actionspressed[51] + axespressed[2] / 32000.0;
double pany =
actionspressed[50] - actionspressed[48] + axespressed[3] / 20000.0;
double panspin = actionspressed[52] - actionspressed[53] + axespressed[1] / 20000.0;
if(actionspressed[54]) { centerplayer = -1, playermoved = true; centerpc(100); }
if(panx || pany || panspin) {
View = xpush(-panx * d) * ypush(-pany * d) * spin(panspin * d) * View;
playermoved = false;
}
#endif
}
int tableid[7] = {1, 2, 4, 5, 6, 7, 8};
void initConfig() {
vid.scfg.players = 1;
char* t = vid.scfg.keyaction;
t['w'] = 16 + 4;
t['s'] = 16 + 5;
t['a'] = 16 + 6;
t['d'] = 16 + 7;
#ifndef MOBILE
t[SDLK_KP8] = 16 + 4;
t[SDLK_KP6] = 16 + 5;
t[SDLK_KP2] = 16 + 6;
t[SDLK_KP4] = 16 + 7;
#endif
t['f'] = 16 + pcFire;
t['g'] = 16 + pcFace;
t['h'] = 16 + pcFaceFire;
t['r'] = 16 + pcDrop;
t['t'] = 16 + pcOrbPower;
t['y'] = 16 + pcCenter;
t['i'] = 32 + 4;
t['k'] = 32 + 5;
t['j'] = 32 + 6;
t['l'] = 32 + 7;
t[';'] = 32 + 8;
t['\''] = 32 + 9;
t['p'] = 32 + 10;
t['['] = 32 + pcCenter;
#ifndef MOBILE
t[SDLK_UP] = 48 ;
t[SDLK_RIGHT] = 48 + 1;
t[SDLK_DOWN] = 48 + 2;
t[SDLK_LEFT] = 48 + 3;
t[SDLK_PAGEUP] = 48 + 4;
t[SDLK_PAGEDOWN] = 48 + 5;
t[SDLK_HOME] = 48 + 6;
#endif
vid.scfg.joyaction[0][0] = 16 + pcFire;
vid.scfg.joyaction[0][1] = 16 + pcOrbPower;
vid.scfg.joyaction[0][2] = 16 + pcDrop;
vid.scfg.joyaction[0][3] = 16 + pcCenter;
vid.scfg.joyaction[0][4] = 16 + pcFace;
vid.scfg.joyaction[0][5] = 16 + pcFaceFire;
vid.scfg.joyaction[1][0] = 32 + pcFire;
vid.scfg.joyaction[1][1] = 32 + pcOrbPower;
vid.scfg.joyaction[1][2] = 32 + pcDrop;
vid.scfg.joyaction[1][3] = 32 + pcCenter;
vid.scfg.joyaction[1][4] = 32 + pcFace;
vid.scfg.joyaction[1][5] = 32 + pcFaceFire;
vid.scfg.axeaction[0][0] = 4;
vid.scfg.axeaction[0][1] = 5;
vid.scfg.axeaction[0][3] = 2;
vid.scfg.axeaction[0][4] = 3;
vid.scfg.axeaction[1][0] = 8;
vid.scfg.axeaction[1][1] = 9;
// ULRD
vid.scfg.hataction[0][0][0] = 16 + 0;
vid.scfg.hataction[0][0][1] = 16 + 3;
vid.scfg.hataction[0][0][2] = 16 + 1;
vid.scfg.hataction[0][0][3] = 16 + 2;
vid.scfg.hataction[0][1][0] = 16 + 4;
vid.scfg.hataction[0][1][1] = 16 + 7;
vid.scfg.hataction[0][1][2] = 16 + 5;
vid.scfg.hataction[0][1][3] = 16 + 6;
vid.scfg.hataction[1][0][0] = 32 + 0;
vid.scfg.hataction[1][0][1] = 32 + 3;
vid.scfg.hataction[1][0][2] = 32 + 1;
vid.scfg.hataction[1][0][3] = 32 + 2;
vid.scfg.hataction[1][1][0] = 32 + 4;
vid.scfg.hataction[1][1][1] = 32 + 7;
vid.scfg.hataction[1][1][2] = 32 + 5;
vid.scfg.hataction[1][1][3] = 32 + 6;
int charidtable[MAXPLAYER] = {0, 1, 4, 6, 2, 3, 0};
for(int i=0; i<MAXPLAYER; i++) {
initcs(multi::scs[i]);
multi::scs[i].charid = charidtable[i];
}
multi::scs[0].uicolor = 0xC00000FF;
multi::scs[1].uicolor = 0x00C000FF;
multi::scs[2].uicolor = 0x0000C0FF;
multi::scs[3].uicolor = 0xC0C000FF;
multi::scs[4].uicolor = 0xC000C0FF;
multi::scs[5].uicolor = 0x00C0C0FF;
multi::scs[6].uicolor = 0xC0C0C0FF;
}
void leaveGame(int i) {
multi::player[i].c = NULL;
multi::deaths[i]++;
revive_queue.push_back(i);
checklastmove();
}
bool playerActive(int p) {
if(multi::players == 1 || shmup::on) return true;
return player[p].c;
}
int activePlayers() {
int q = 0;
for(int i=0; i<players; i++) if(playerActive(i)) q++;
return q;
}
cell *multiPlayerTarget(int i) {
cellwalker cwti = multi::player[i];
if(!cwti.c) return NULL;
int dir = multi::whereto[i].d;
if(dir == MD_UNDECIDED) return NULL;
if(dir == MD_USE_ORB) return multi::whereto[i].tgt;
if(dir >= 0) { cwspin(cwti, dir); cwstep(cwti); }
return cwti.c;
}
void checklastmove() {
for(int i=0; i<numplayers(); i++) if(playerActive(i)) {
multi::cpid = i;
cwt = multi::player[i]; break;
}
if(multi::activePlayers() == 1) {
multi::checkonly = true;
checkmove();
multi::checkonly = false;
}
}
bool needinput = true;
void handleMulti(int delta) {
multi::handleInput(delta);
transmatrix bcwtV = cwtV;
cellwalker bcwt = cwt;
bool alldecided = !needinput;
if(multi::players == 1) {
multi::cpid = 0;
multi::whereis[0] = cwtV;
multi::player[0] = cwt;
}
for(int i=0; i<numplayers(); i++) if(playerActive(i)) {
using namespace multi;
// todo refactor
cpid = i;
int b = 16*tableid[cpid];
for(int ik=0; ik<8; ik++) if(actionspressed[b+ik]) playermoved = true;
for(int ik=0; ik<16; ik++) if(actionspressed[b+ik] && !lactionpressed[b+ik])
multi::combo[i] = false;
bool anypressed = false;
int jb = 4*tableid[cpid];
for(int ik=0; ik<4; ik++)
if(axespressed[jb+ik])
anypressed = true, playermoved = true, multi::combo[i] = false;
double mdx =
(actionspressed[b+0] + actionspressed[b+2] - actionspressed[b+1] - actionspressed[b+3]) * .7 +
actionspressed[b+pcMoveRight] - actionspressed[b+pcMoveLeft] + axespressed[jb]/30000.;
double mdy =
(actionspressed[b+3] + actionspressed[b+2] - actionspressed[b+1] - actionspressed[b+0]) * .7 +
actionspressed[b+pcMoveDown] - actionspressed[b+pcMoveUp] + axespressed[jb+1]/30000.;
if((actionspressed[b+pcMoveRight] && actionspressed[b+pcMoveLeft]) ||
(actionspressed[b+pcMoveUp] && actionspressed[b+pcMoveDown]))
multi::mdx[i] = multi::mdy[i] = 0;
multi::mdx[i] = multi::mdx[i] * (1 - delta / 1000.) + mdx * delta / 2000.;
multi::mdy[i] = multi::mdy[i] * (1 - delta / 1000.) + mdy * delta / 2000.;
if(mdx != 0 || mdy != 0) if(!multi::combo[i]) {
cwtV = multi::whereis[i]; cwt = multi::player[i];
flipplayer = multi::flipped[i];
multi::whereto[i] = vectodir(hpxy(multi::mdx[i], multi::mdy[i]));
}
if(multi::actionspressed[b+pcFire] ||
(multi::actionspressed[b+pcMoveLeft] && multi::actionspressed[b+pcMoveRight]))
multi::combo[i] = true, multi::whereto[i].d = MD_WAIT;
if(multi::actionspressed[b+pcFace])
multi::whereto[i].d = MD_UNDECIDED;
cwt.c = multi::player[i].c;
if(multi::ccat[i] && !multi::combo[i] && targetRangedOrb(multi::ccat[i], roMultiCheck)) {
multi::whereto[i].d = MD_USE_ORB;
multi::whereto[i].tgt = multi::ccat[i];
}
if(multi::actionspressed[b+pcFaceFire] && activePlayers() > 1) {
addMessage(XLAT("Left the game."));
multi::leaveGame(i);
}
if(actionspressed[b+pcDrop] ||
(multi::actionspressed[b+pcMoveUp] && multi::actionspressed[b+pcMoveDown]))
multi::combo[i] = true, multi::whereto[i].d = MD_DROP;
if(actionspressed[b+pcCenter]) {
centerplayer = cpid; centerpc(100); playermoved = true;
}
if(multi::whereto[i].d == MD_UNDECIDED) alldecided = false;
for(int ik=0; ik<16; ik++) if(actionspressed[b+ik]) anypressed = true;
if(anypressed) alldecided = false, needinput = false;
else multi::mdx[i] = multi::mdy[i] = 0;
}
cwtV = bcwtV;
cwt = bcwt;
if(alldecided) {
flashMessages();
// check for crashes
needinput = true;
for(int i=0; i<numplayers(); i++) if(playerActive(i)) {
origpos[i] = player[i].c;
origtarget[i] = multiPlayerTarget(i);
}
for(int i=0; i<numplayers(); i++) if(playerActive(i))
for(int j=0; j<numplayers(); j++) if(playerActive(j)) if(i != j) {
if(origtarget[i] == origtarget[j]) {
addMessage("Two players cannot move/attack the same location!");
return;
}
/* if(multiPlayerTarget(i) == multi::player[j].c) {
addMessage("Cannot move into the current location of another player!");
return;
}
if(celldistance(multiPlayerTarget(i), multiPlayerTarget(j)) > 8) {
addMessage("Players cannot get that far away!");
return;
} */
}
if(multi::players == 1) {
if(movepcto(multi::whereto[0]))
multi::whereto[0].d = MD_UNDECIDED;
return;
}
multi::cpid = 0;
if(multimove()) {
multi::aftermove = false;
monstersTurn();
checklastmove();
}
}
}
void mousemovement(cell *c) {
if(!c) return;
int countplayers = 0;
int countplayers_undecided = 0;
for(int i=0; i<multi::players; i++)
if(multi::playerActive(i) && (playerpos(i) == c || isNeighbor(c, playerpos(i)))) {
countplayers++;
if(multi::whereto[i].d == MD_UNDECIDED) countplayers_undecided++;
}
for(int i=0; i<multi::players; i++)
if(multi::playerActive(i) && (playerpos(i) == c || isNeighbor(c, playerpos(i)))) {
int& cdir = multi::whereto[i].d;
int scdir = cdir;
bool isUndecided = cdir == MD_UNDECIDED;
if(countplayers_undecided > 0 && ! isUndecided) continue;
if(playerpos(i) == c)
multi::whereto[i].d = MD_WAIT;
else {
for(int d=0; d<playerpos(i)->type; d++) {
cdir = d;
if(multi::multiPlayerTarget(i) == c) break;
cdir = scdir;
}
}
}
needinput =
((countplayers == 2 && !countplayers_undecided) || countplayers_undecided >= 2);
}
}
/*
const char *lastprofile = "";
int lt = 0;
void profile(const char *buf) {
int gt = SDL_GetTicks();
printf("%4d %s\n", gt - lt, lastprofile);
lt = gt;
lastprofile = buf;
}
*/
#define SCALE (crossf/hcrossf)
#define SCALE2 (SCALE*SCALE)
namespace shmup {
transmatrix &ggmatrix(cell *c);
using namespace multi;
eItem targetRangedOrbKey(orbAction a);
eItem keyresult[MAXPLAYER];
ld fabsl(ld x) { return x>0?x:-x; }
bool on = false, safety = false;
bool lastdead = false;
struct monster;
multimap<cell*, monster*> monstersAt;
typedef multimap<cell*, monster*>::iterator mit;
vector<monster*> active;
cell *findbaseAround(hyperpoint p, cell *around) {
cell *best = around;
double d0 = intval(p, gmatrix[around] * C0);
for(int i=0; i<around->type; i++) {
cell *c2 = around->mov[i];
if(c2 && gmatrix.count(c2)) {
double d1 = intval(p, gmatrix[c2] * C0);
if(d1 < d0) { best = c2; d0 = d1; }
}
}
return best;
}
cell *findbaseAroundRepeat(hyperpoint p, cell *around) {
while(true) {
cell *c = findbaseAround(p, around);
if(c == around) return c;
around = c;
}
}
/* double distance(hyperpoint h) {
h = spintox(h) * h;
return asinh(h[2]);
} */
struct monster {
eMonster type;
cell *base;
cell *torigin;
// tortoises: origin
// butterflies: last position
transmatrix at;
transmatrix pat;
eMonster stk;
bool dead;
bool notpushed;
bool inBoat;
monster *parent; // who shot this missile
eMonster parenttype; // type of the parent
int nextshot; // when will it be able to shot (players/flailers)
int pid; // player ID
char hitpoints;
int stunoff;
int blowoff;
double swordangle; // sword angle wrt at
double vel; // velocity, for flail balls
double footphase;
monster() {
dead = false; inBoat = false; parent = NULL; nextshot = 0;
stunoff = 0; blowoff = 0; footphase = 0;
}
void store() {
monstersAt.insert(make_pair(base, this));
}
void findpat() {
pat = gmatrix[base] * at;
}
cell *findbase(hyperpoint p) {
return findbaseAround(p, base);
}
void rebasePat(transmatrix new_pat) {
pat = new_pat;
cell *c2 = findbase(pat*C0);
// if(c2 != base) printf("rebase %p -> %p\n", base, c2);
base = c2;
at = inverse(gmatrix[c2]) * pat;
fixmatrix(at);
}
void rebaseAt(transmatrix new_at) {
rebasePat(gmatrix[base] * new_at);
}
bool trackroute(transmatrix goal, double spd) {
cell *c = base;
// queuepoly(goal, shGrail, 0xFFFFFFC0);
transmatrix mat = inverse(pat) * goal;
transmatrix mat2 = spintox(mat*C0) * mat;
double d = 0, dist = asinh(mat2[0][2]);
while(d < dist) {
d += spd;
transmatrix nat = pat * rspintox(mat * C0) * xpush(d);
// queuepoly(nat, shKnife, 0xFFFFFFC0);
cell *c2 = findbaseAround(nat*C0, c);
if(c2 != c && !passable_for(type, c2, c, P_CHAIN | P_ONPLAYER)) {
return false;
}
c = c2;
}
return true;
}
bool trackrouteView(transmatrix goal, double spd) {
cell *c = base;
queuepoly(goal, shGrail, 0xFFFFFFC0);
transmatrix mat = inverse(pat) * goal;
transmatrix mat2 = spintox(mat*C0) * mat;
double d = 0, dist = asinh(mat2[0][2]);
while(d < dist) {
d += spd;
transmatrix nat = pat * rspintox(mat * C0) * xpush(d);
// queuepoly(nat, shKnife, 0xFFFFFFC0);
cell *c2 = findbaseAround(nat*C0, c);
if(c2 != c) {
if(0) printf("old dist: %lf\n", (double) intval(nat*C0, gmatrix[c]*C0));
if(0) printf("new dist: %lf\n", (double) intval(nat*C0, gmatrix[c2]*C0));
}
queuepoly(gmatrix[c2], shKnife, 0xFF0000FF);
if(c2 != c && !passable_for(type, c2, c, P_CHAIN))
return false;
c = c2;
}
if(0) printf("dist = %lf, d = %lf, spd = %lf, lint = %lf, lcd = %lf\n", dist, d, spd,
(double) intval(pat * rspintox(mat * C0) * xpush(d)*C0, goal*C0),
(double) intval(pat * rspintox(mat * C0) * xpush(d)*C0, gmatrix[c]*C0)
);
return true;
}
};
monster *pc[MAXPLAYER], *mousetarget, *lmousetarget;
int curtime, nextmove, nextdragon;
bool isBullet(monster *m) {
return isBulletType(m->type);
}
bool isPlayer(monster *m) { return m->type == moPlayer; }
bool isMonster(monster *m) { return m->type != moPlayer && m->type != moBullet; }
void killMonster(monster* m, eMonster who_kills, int flags = 0) {
int tk = tkills();
#ifdef ROGUEVIZ
if(m->type == moRogueviz) {
rogueviz::activate(m);
return;
}
#endif
if(m->dead) return;
m->dead = true;
if(isBullet(m) || isPlayer(m)) return;
m->stk = m->base->monst;
if(m->inBoat && isWatery(m->base)) {
m->base->wall = waBoat;
m->base->mondir = 0;
m->inBoat = false;
}
else if(m->inBoat && m->base->wall == waNone && (
(m->base->land == laOcean || m->base->land == laLivefjord))) {
m->base->wall = waStrandedBoat;
m->base->mondir = 0;
m->inBoat = false;
}
m->base->monst = m->type;
killMonster(m->base, who_kills, flags);
m->base->monst = m->stk;
if(multi::cpid >= 0)
multi::kills[multi::cpid] += tkills() - tk;
}
void pushmonsters() {
for(int i=0; i<size(active); i++) {
monster *m = active[i];
m->notpushed = isPlayer(m) || m->dead || (m->base->monst && m->base->monst != m->type);
if(!m->notpushed) {
m->stk = m->base->monst;
m->base->monst = m->type;
}
}
}
void popmonsters() {
for(int i=size(active)-1; i>=0; i--) {
monster *m = active[i];
if(!m->notpushed) {
if(m->type == m->base->monst)
m->base->monst = m->stk;
else {
m->dead = true; // already killed
// also kill all the other monsters pushed there
for(int j=0; j<i; j++) {
monster *m2 = active[j];
if(m2->base == m->base && !m2->notpushed)
killMonster(m2, moNone);
}
}
}
}
}
void degradeDemons() {
for(int i=0; i<size(active); i++) {
monster *m = active[i];
if(m->type == moGreater) m->type = moLesser;
if(m->stk == moGreater) m->type = moLesser;
}
}
// we need these for the Mimics!
double playerturn[MAXPLAYER], playergo[MAXPLAYER];
bool playerfire[MAXPLAYER];
void awakenMimics(monster *m, cell *c2) {
for(int i=0; i<size(dcal); i++) {
cell *c = dcal[i];
if(isMimic(c->monst)) {
// straight
int i = 0;
// if(m->type == moMirror) i++;
if(c->monst == moMirror) i++;
transmatrix mirrortrans = Id;
if(i == 1) mirrortrans[0][0] = -1;
if(!gmatrix.count(c)) continue;
monster *m2 = new monster;
m2->type = c->monst;
c->monst = moNone;
m2->base = c;
if(isBullet(m)) {
m2->parenttype = m2->type;
m2->type = m->type;
m2->vel = m->vel;
m2->parent = m->parent;
m2->pid = m->pid;
}
if(m->type == moMirror) {
if(m2->type == moMirror) m2->type = moMirage;
else if(m2->type == moMirage) m2->type = moMirror;
}
hyperpoint H = inverse(gmatrix[c2]) * gmatrix[c] * C0;
transmatrix xfer = rgpushxto0(H);
if(i == 1) {
hyperpoint H2 = spintox(H) * H;
xfer = rspintox(H) * rpushxto0(H2) * mirrortrans * spintox(H);
}
m2->pat = gmatrix[c2] * xfer * inverse(gmatrix[c2]) * m->pat;
m2->at = inverse(gmatrix[c]) * m2->pat * mirrortrans;
m2->pid = cpid;
if(isBullet(m) && i == 1) m2->at = m2->at * spin(M_PI); // no idea why this
active.push_back(m2);
// if you don't understand it, don't worry,
// I don't understand it either
}
}
}
int visibleAt;
void visibleFor(int t) {
visibleAt = max(visibleAt, curtime + t);
}
void shootBullet(monster *m) {
monster* bullet = new monster;
bullet->base = m->base;
bullet->at = m->at;
bullet->type = moBullet;
bullet->parent = m;
bullet->pid = m->pid;
bullet->parenttype = m->type;
active.push_back(bullet);
if(markOrb(itOrbThorns)) {
monster* bullet = new monster;
bullet->base = m->base;
bullet->at = m->at * spin(M_PI/2);
bullet->type = moBullet;
bullet->parent = m;
bullet->pid = m->pid;
bullet->parenttype = m->type;
active.push_back(bullet);
}
if(markOrb(itOrbThorns)) {
monster* bullet = new monster;
bullet->base = m->base;
bullet->at = m->at * spin(-M_PI/2);
bullet->type = moBullet;
bullet->parent = m;
bullet->pid = m->pid;
bullet->parenttype = m->type;
active.push_back(bullet);
}
if(markOrb(itOrbDash)) {
monster* bullet = new monster;
bullet->base = m->base;
bullet->at = m->at * spin(M_PI);
bullet->type = moBullet;
bullet->parent = m;
bullet->parenttype = m->type;
active.push_back(bullet);
}
}
void killThePlayer(eMonster m) {
pc[cpid]->dead = true;
}
monster *playerCrash(monster *who, hyperpoint where) {
for(int j=0; j<players; j++) if(pc[j]!=who) {
double d = intval(pc[j]->pat*C0, where);
if(d < 0.1 * SCALE2 || d > 100) return pc[j];
}
return NULL;
}
void oceanCurrents(transmatrix& nat, monster *m, int delta) {
cell *c = m->base;
if(c->land == laWhirlpool) {
for(int i=0; i<c->type; i++) {
cell *c2 = c->mov[i];
if(!c2 || !gmatrix.count(c2)) continue;
double spd = 0;
if(celldistAlt(c2) < celldistAlt(c))
spd = SCALE * delta / 3000.;
else if(c2 == whirlpool::get(c, 1))
spd = SCALE * delta / 900.;
if(spd) {
transmatrix goal = gmatrix[c2];
// transmatrix t = spintox(H) * xpush(delta/300.) * rspintox(H);
hyperpoint H = inverse(m->pat) * goal * C0;
nat = nat * rspintox(H);
nat = nat * xpush(spd);
nat = nat * spintox(H);
}
}
}
}
void airCurrents(transmatrix& nat, monster *m, int delta) {
cell *c = m->base;
if(c->land == laWhirlwind) {
whirlwind::calcdirs(c);
for(int i=0; i<whirlwind::qdirs; i++) {
cell *c2 = c->mov[whirlwind::dto[i]];
if(!c2 || !gmatrix.count(c2)) continue;
double spd = SCALE * delta / 900.;
if(spd) {
transmatrix goal = gmatrix[c2];
// transmatrix t = spintox(H) * xpush(delta/300.) * rspintox(H);
hyperpoint H = inverse(m->pat) * goal * C0;
nat = nat * rspintox(H);
nat = nat * xpush(spd);
nat = nat * spintox(H);
}
}
}
}
void roseCurrents(transmatrix& nat, monster *m, int delta) {
if(ignoresSmell(m->type)) return;
cell *c = m->base;
int qty = 0;
for(int i=0; i<c->type; i++) {
cell *c2 = c->mov[i];
if(c2 && rosedist(c2) == 2) qty++;
}
for(int i=0; i<c->type; i++) {
cell *c2 = c->mov[i];
if(!c2 || !gmatrix.count(c2)) continue;
if(rosedist(c2) != 2) continue;
double spd = SCALE * delta / 300. / qty;
if(spd) {
transmatrix goal = gmatrix[c2];
// transmatrix t = spintox(H) * xpush(delta/300.) * rspintox(H);
hyperpoint H = inverse(m->pat) * goal * C0;
nat = nat * rspintox(H);
nat = nat * xpush(spd);
nat = nat * spintox(H);
}
}
}
hyperpoint keytarget(int i) {
double d = 2 + sin(curtime / 350.);
return pc[i]->pat * xpush(d) * C0;
}
/* int charidof(int pid) {
if(players == 1) return bak_charid;
if(players == 2 || players == 4) return pid;
if(players == 3) return pid < 2 ? pid : 2+(bak_charid&1);
return 0;
} */
double getSwordSize() { return 0.7255; }
double getHornsSize() { return 0.33; }
hyperpoint swordpos(int id, bool rev, double frac) {
return pc[id]->pat * spin(pc[id]->swordangle) * xpush((rev?-frac:frac) * getSwordSize()) * C0;
}
hyperpoint hornpos(int id) {
return pc[id]->pat * tC0(xpush(getHornsSize()));
}
#define IGO 9
double igospan[IGO] = { 0,
M_PI/6, -M_PI/6,
M_PI/4, -M_PI/4,
M_PI/3, -M_PI/3,
M_PI/2.1, -M_PI/2.1
};
bool swordKills(eMonster m) {
return
m != moHedge && m != moMetalBeast && m != moMetalBeast2
&& m != moTortoise && m != moGreater && m != moRoseBeauty
&& m != moReptile && !isBull(m) && m != moButterfly;
}
bool hornKills(eMonster m) {
return
m != moHedge && m != moMetalBeast && m != moMetalBeast2
&& m != moTortoise && m != moGreater && m != moSkeleton
&& m != moDraugr && m != moRoseBeauty
&& m != moReptile && !isBull(m) && m != moButterfly && !isBulletType(m)
&& m != moPalace && m != moFatGuard && m != moVizier;
}
bool hornStuns(eMonster m) {
return !isBulletType(m) && m != moRoseBeauty;
}
bool noncrashable(monster *m, monster *by) {
eMonster mt = m->type;
if(mt == moGreater) return true;
if(mt == moDraugr && by->type != moDraugr) return true;
if(isBull(mt)) return true;
if(mt == moReptile) return true;
if(mt == moRoseBeauty && by->type != moRoseLady) return true;
if(mt == moTortoise) return true;
if(mt == moSkeleton) return true;
return false;
}
int bulltime[MAXPLAYER];
void movePlayer(monster *m, int delta) {
cpid = m->pid;
double mturn = 0, mgo = 0, mdx = 0, mdy = 0;
bool shotkey = false, dropgreen = false, facemouse = false;
if(facemouse) ;
int b = 16*tableid[cpid];
for(int i=0; i<8; i++) if(actionspressed[b+i]) playermoved = true;
int jb = 4*tableid[cpid];
for(int i=0; i<4; i++) if(axespressed[jb+i]) playermoved = true;
#ifndef MOBILE
mgo = actionspressed[b+pcForward] - actionspressed[b+pcBackward] + axespressed[jb+2]/30000.;
mturn = actionspressed[b+pcTurnLeft] - actionspressed[b+pcTurnRight] + axespressed[jb+3]/30000.;
mdx = actionspressed[b+pcMoveRight] - actionspressed[b+pcMoveLeft] + axespressed[jb]/30000.;
mdy = actionspressed[b+pcMoveDown] - actionspressed[b+pcMoveUp] + axespressed[jb+1]/30000.;
shotkey = actionspressed[b+pcFire] || actionspressed[b+pcFaceFire];
facemouse = actionspressed[b+pcFace] || actionspressed[b+pcFaceFire];
dropgreen = actionspressed[b+pcDrop];
#endif
#ifdef MOBILE
mdx = mdy = mgo = mturn = 0;
facemouse = shotkey = false;
dropgreen = getcstat == 'g';
using namespace shmupballs;
if(clicked && hypot(mousex - xfire, mousey - yb) < rad) {
shotkey = true;
mdx = (mousex - xfire) / (rad/2.);
mdy = (mousey - yb) / (rad/2.);
}
if(clicked && hypot(mousex - xmove, mousey - yb) < rad) {
mdx = (mousex - xmove) / (rad/2.);
mdy = (mousey - yb) / (rad/2.);
}
#endif
if(actionspressed[b+pcOrbPower] && !lactionpressed[b+pcOrbPower] && mouseover) {
cwt.c = m->base;
targetRangedOrb(mouseover, roKeyboard);
}
#ifndef MOBILE
if(haveRangedOrb()) {
cwt.c = m->base;
if(actionspressed[b+pcOrbKey] && !lactionpressed[b+pcOrbKey])
keyresult[cpid] = targetRangedOrbKey(roKeyboard);
else
keyresult[cpid] = targetRangedOrbKey(roCheck);
}
else
#endif
keyresult[cpid] = itNone;
if(actionspressed[b+pcCenter]) {
centerplayer = cpid; centerpc(100); playermoved = true;
}
transmatrix nat = m->pat;
// if(ka == b+pcOrbPower) dropgreen = true;
// if(mturn > 1) mturn = 1;
// if(mturn < -1) mturn = -1;
playerturn[cpid] = mturn * delta / 150.0;
double mdd = hypot(mdx, mdy);
if(mdd > 1e-6) {
hyperpoint jh = hpxy(mdx/100.0, mdy/100.0);
hyperpoint h = inverse(m->pat) * rgpushxto0(m->pat * C0) * jh;
playerturn[cpid] = -atan2(h[1], h[0]);
mgo += mdd;
}
#ifndef NOSDL
Uint8 *keystate = SDL_GetKeyState(NULL);
bool forcetarget = (keystate[SDLK_RSHIFT] | keystate[SDLK_LSHIFT]);
if(((mousepressed && !forcetarget) || facemouse) && delta > 0 && !outofmap(mouseh)) {
// playermoved = true;
hyperpoint h = inverse(m->pat) * mouseh;
playerturn[cpid] = -atan2(h[1], h[0]);
// nat = nat * spin(alpha);
// mturn += alpha * 150. / delta;
}
#endif
bool blown = m->blowoff > curtime;
if(playerturn[cpid] && canmove && !blown) {
m->swordangle -= playerturn[cpid];
nat = nat * spin(playerturn[cpid]);
}
transmatrix nat0 = nat;
if(m->base->land == laWhirlpool && !markOrb(itOrbWater))
oceanCurrents(nat, m, delta);
if(m->base->land == laWhirlwind)
airCurrents(nat, m, delta);
if(rosedist(m->base) == 1)
roseCurrents(nat, m, delta);
if(mgo > 1) mgo = 1;
if(mgo < -1) mgo = -1;
if(!canmove) mgo = 0;
playergo[cpid] = mgo * SCALE * delta / 600;
bool go = false;
cell *c2 = m->base;
if(blown) {
playergo[cpid] = -SCALE * delta / 1000.;
playerturn[cpid] = 0;
}
m->footphase += playergo[cpid];
if(isReptile(m->base->wall)) m->base->wparam = reptilemax();
for(int igo=0; igo<IGO && !go; igo++) {
go = true;
if(playergo[cpid])
nat = nat * spin(igospan[igo]) * xpush(playergo[cpid]) * spin(-igospan[igo]);
// spin(span[igo]) * xpush(playergo[cpid]) * spin(-span[igo]);
c2 = m->findbase(nat*C0);
// don't have several players in one spot
// also don't let them run too far from each other!
monster* crashintomon = playerCrash(m, nat*C0);
if(crashintomon) go = false;
if(go && c2 != m->base) {
if(c2->wall == waLake && markOrb(itOrbWinter) && !nonAdjacent(c2, m->base)) {
c2->wall = waFrozenLake;
if(HEAT(c2) > .5) HEAT(c2) = .5;
}
else if(c2->wall == waBigStatue && canPushStatueOn(m->base) && !nonAdjacent(c2, m->base)) {
visibleFor(300);
c2->wall = m->base->wall;
if(cellUnstable(cwt.c))
m->base->wall = waChasm;
else {
m->base->wall = waBigStatue;
animateMovement(c2, m->base, LAYER_BOAT);
}
}
else if(m->inBoat && !isWateryOrBoat(c2) && passable(c2, m->base, P_ISPLAYER | P_MIRROR)) {
if(boatGoesThrough(c2) && markOrb(itOrbWater)) {
c2->wall = isIcyLand(m->base) ? waLake : waSea;
}
else {
if(isWatery(m->base))
m->base->wall = waBoat, m->base->mondir = dirfromto(m->base, c2);
else if(boatStrandable(m->base))
m->base->wall = waStrandedBoat;
else if(boatStrandable(c2))
m->base->wall = waStrandedBoat;
m->inBoat = false;
}
}
else if(c2->wall == waThumperOn && !nonAdjacent(c2, m->base)) {
int sd = dirfromto(c2, m->base);
int subdir = 1;
double bestd = 9999;
pushmonsters();
for(int di=-1; di<2; di+=2) {
cell *c = getMovR(c2, sd+di);
if(!c) continue;
if(!gmatrix.count(c)) continue;
double d = intval(gmatrix[c] * C0, m->pat * C0);
// printf("di=%d d=%lf\n", di, d);
if(d<bestd) bestd=d, subdir = di;
}
visibleFor(300);
cellwalker push(c2, dirfromto(c2, m->base));
cwspin(push, 3 * -subdir); cwstep(push);
if(!canPushThumperOn(push.c, c2, m->base) && c2->type == 7) {
cwstep(push);
cwspin(push, 1 * -subdir);
cwstep(push);
}
if(!canPushThumperOn(push.c, c2, m->base)) {
go = false;
}
else pushThumper(c2, push.c);
popmonsters();
}
else if(c2->wall == waRose && !nonAdjacent(m->base, c2)) {
m->dead = true;
go = false;
}
else if(
(blown ? !passable(c2, m->base, P_ISPLAYER | P_BLOW) : !passable(c2, m->base, P_ISPLAYER | P_MIRROR)) &&
!(isWatery(c2) && m->inBoat && !nonAdjacent(m->base,c2)))
go = false;
}
}
if(!go || abs(playergo[cpid]) < 1e-3 || abs(playerturn[cpid]) > 1e-3) bulltime[cpid] = curtime;
if(go) {
if(c2 != m->base) {
if(cellUnstable(m->base) && !markOrb(itOrbAether))
doesFallSound(m->base);
if(items[itOrbFire]) {
visibleFor(800);
if(makeflame(m->base, 10, false)) markOrb(itOrbFire);
}
if(isIcyLand(m->base) && m->base->wall == waNone && markOrb(itOrbWinter)) {
invismove = false;
m->base->wall = waIcewall;
}
if(items[itOrbDigging]) {
visibleFor(400);
int d = dirfromto(m->base, c2);
if(d >= 0 && earthMove(m->base, d)) markOrb(itOrbDigging);
}
cwt.c = c2; afterplayermoved();
if(c2->item && c2->land == laAlchemist) c2->wall = m->base->wall;
if(m->base->wall == waRoundTable)
roundTableMessage(c2);
if(c2->wall == waCloud) {
visibleFor(500);
mirror::createMirages(c2, 0, moMirage);
awakenMimics(m, c2);
c2->wall = waNone;
if(c2->land == laMirror) items[itShard]++;
}
if(c2->wall == waMirror) {
visibleFor(500);
cwt.c = c2;
mirror::createMirrors(c2, 0, moMirage);
awakenMimics(m, c2);
c2->wall = waNone;
if(c2->land == laMirror) items[itShard]++;
}
if(c2->wall == waGlass && items[itOrbAether]) {
items[itOrbAether] = 0;
addMessage(XLAT("Your Aether powers are drained by %the1!", c2->wall));
}
movecost(m->base, c2);
bool nomine = (c2->wall == waMineMine || c2->wall == waMineUnknown) && markOrb(itOrbAether);
if(!nomine) {
uncoverMines(c2,
items[itBombEgg] < 20 ? 1 :
items[itBombEgg] < 30 ? 2 :
3, 0
);
if(c2->wall == waMineMine && !markOrb(itOrbWinter)) {
items[itOrbLife] = 0;
m->dead = true;
}
mayExplodeMine(c2, moPlayer);
}
if(isWatery(c2) && isWatery(m->base) && m->inBoat)
moveItem(m->base, c2, true);
destroyWeakBranch(m->base, c2, moPlayer);
if(c2->wall == waClosePlate || c2->wall == waOpenPlate)
toggleGates(c2, c2->wall);
if(c2->item == itOrbYendor) yendor::check(c2);
collectItem(c2);
}
}
if(go) m->rebasePat(nat);
else m->rebasePat(nat0);
if(m->base->wall == waBoat && !m->inBoat) {
m->inBoat = true; m->base->wall = waSea;
}
if(m->base->wall == waStrandedBoat && !m->inBoat && markOrb(itOrbWater)) {
m->inBoat = true; m->base->wall = waSea;
}
if(m->inBoat && boatStrandable(c2)) {
c2->wall = waStrandedBoat;
m->inBoat = false;
}
if(!markOrb(itOrbAether)) {
if(m->base->wall == waChasm || m->base->wall == waClosedGate)
m->dead = true;
if(isWatery(m->base) && !m->inBoat && !markOrb(itOrbFish))
m->dead = true;
if(isFire(m->base) && !markOrb(itOrbWinter))
m->dead = true;
}
landvisited[m->base->land] = true;
playerfire[cpid] = false;
if(items[itOrbHorns]) {
hyperpoint H = hornpos(cpid);
for(int j=0; j<size(active); j++) {
monster* m2 = active[j];
if(m2 == m) continue;
double d = intval(m2->pat*C0, H);
if(d < SCALE2 * 0.1) {
if(hornKills(m2->type))
killMonster(m2, moPlayer);
else if(hornStuns(m2->type))
m2->stunoff = max(m2->stunoff, curtime + 150);
}
}
}
for(int b=0; b<2; b++) if(sword::orbcount(b)) {
for(double d=0; d<=1.001; d += .1) {
hyperpoint H = swordpos(cpid, b, d);
for(int j=0; j<size(active); j++) {
monster* m2 = active[j];
if(m2 == m) continue;
double d = intval(m2->pat*C0, H);
if(d < SCALE2 * 0.1) {
if(swordKills(m2->type) && !(isBullet(m2) && m2->pid == cpid))
killMonster(m2, moPlayer);
}
}
cell *c3 = findbaseAroundRepeat(H, m->base);
if(c3->wall == waSmallTree || c3->wall == waBigTree || c3->wall == waBarrowDig || c3->wall == waCavewall ||
(c3->wall == waBarrowWall && items[itBarrow] >= 25))
c3->wall = waNone;
else if(isWall(c3)) break;
}
}
if(shotkey && canmove && curtime >= m->nextshot) {
visibleFor(500);
if(items[itOrbFlash]) {
pushmonsters();
killMonster(m->base, moNone);
cwt.c = m->base;
activateFlash();
popmonsters();
return;
}
if(items[itOrbLightning]) {
pushmonsters();
killMonster(m->base, moLightningBolt);
cwt.c = m->base;
activateLightning();
popmonsters();
return;
}
playerfire[cpid] = true;
m->nextshot = curtime + (250 + 250 * players);
turncount++;
shootBullet(m);
}
if(dropgreen && m->base->item == itNone)
dropGreenStone(m->base);
}
monster *getPlayer() {
return pc[cpid];
}
void moveMimic(monster *m) {
transmatrix nat = m->pat;
cpid = m->pid;
m->footphase = getPlayer()->footphase;
// no need to care about Mirror images, as they already have their 'at' matrix reversed :|
nat = nat * spin(playerturn[cpid]) * xpush(playergo[cpid]);
cell *c2 = m->findbase(nat*C0);
if(c2 != m->base && !passable(c2, m->base, P_ISPLAYER | P_MIRROR))
killMonster(m, moNone);
else {
m->rebasePat(nat);
if(playerfire[cpid]) shootBullet(m);
}
if(c2->wall == waCloud) {
mirror::createMirages(c2, 0, moMirage);
awakenMimics(m, c2);
c2->wall = waNone;
}
if(c2->wall == waMirror) {
mirror::createMirrors(c2, 0, moMirage);
awakenMimics(m, c2);
c2->wall = waNone;
}
if(c2->cpdist >= 6)
m->dead = true;
}
bool isPlayerOrImage(eMonster m) {
return isMimic(m) || m == moPlayer;
}
monster *parentOrSelf(monster *m) {
return m->parent ? m->parent : m;
}
bool verifyTeleport() {
if(!on) return true;
if(playerCrash(pc[cpid], mouseh)) return false;
return true;
}
void destroyMimics() {
for(int i=0; i<size(active); i++)
if(isMimic(active[i]->type))
active[i]->dead = true;
}
void teleported() {
monster *m = pc[cpid];
m->base = cwt.c;
m->at = rgpushxto0(inverse(gmatrix[cwt.c]) * mouseh) * spin(rand() % 1000 * M_PI / 2000);
m->findpat();
destroyMimics();
}
void shoot(eItem it, monster *m) {
monster* bullet = new monster;
bullet->base = m->base;
bullet->at = m->at * rspintox(inverse(m->pat) * mouseh);
bullet->type = it == itOrbDragon ? moFireball : it == itOrbAir ? moAirball : moBullet;
bullet->parent = m;
bullet->pid = m->pid;
bullet->parenttype = m->type;
items[it]--;
active.push_back(bullet);
}
eItem targetRangedOrbKey(orbAction a) {
hyperpoint h = mouseh;
cell *b = mouseover;
monster *mt = mousetarget;
mouseh = keytarget(cpid);
mouseover = pc[cpid]->base;
while(true) {
cell *c2 = findbaseAround(mouseh, mouseover);
if(c2 == mouseover) break;
mouseover = c2;
}
mousetarget = NULL;
for(int j=0; j<size(active); j++) {
monster* m2 = active[j];
if(m2->dead) continue;
#ifdef ROGUEVIZ
if(rogueviz::virt(m2)) continue;
#endif
if(!mousetarget || intval(mouseh, mousetarget->pat*C0) > intval(mouseh, m2->pat*C0))
mousetarget = m2;
}
eItem r = targetRangedOrb(mouseover, a);
// printf("A%d i %d h %p t %p ov %s => %s\n", a, cpid, mouseover, mousetarget, display(mouseh), dnameof(r));
mouseh = h;
mousetarget = mt;
mouseover = b;
return r;
}
eItem targetRangedOrb(orbAction a) {
if(!on) return itNone;
monster *wpc = pc[cpid];
if(a != roCheck && !wpc) return itNone;
if(items[itOrbPsi] && shmup::mousetarget && intval(mouseh, shmup::mousetarget->pat*C0) < SCALE2 * .1) {
if(a == roCheck) return itOrbPsi;
addMessage(XLAT("You kill %the1 with a mental blast!", mousetarget->type));
killMonster(mousetarget, moNone);
items[itOrbPsi] -= 30;
if(items[itOrbPsi]<0) items[itOrbPsi] = 0;
return itOrbPsi;
}
if(items[itOrbStunning] && shmup::mousetarget && intval(mouseh, shmup::mousetarget->pat*C0) < SCALE2 * .1) {
if(a == roCheck) return itOrbStunning;
mousetarget->stunoff = curtime + 1000;
items[itOrbStunning] -= 10;
if(items[itOrbStunning]<0) items[itOrbStunning] = 0;
return itOrbStunning;
}
if(on && items[itOrbDragon]) {
if(a == roCheck) return itOrbDragon;
shoot(itOrbDragon, wpc);
return itOrbDragon;
}
if(on && items[itOrbAir]) {
if(a == roCheck) return itOrbAir;
shoot(itOrbAir, wpc);
return itOrbAir;
}
if(on && items[itOrbIllusion]) {
if(a == roCheck) return itOrbIllusion;
shoot(itOrbIllusion, wpc);
return itOrbIllusion;
}
return itNone;
}
int speedfactor() {
return items[itOrbSpeed]?2:1;
}
void moveBullet(monster *m, int delta) {
cpid = m->pid;
m->findpat();
transmatrix nat0 = m->pat;
transmatrix nat = m->pat;
if(isReptile(m->base->wall)) m->base->wparam = reptilemax();
if(m->type == moFlailBullet) {
m->vel -= delta / speedfactor() / 600000.0;
if(m->vel < 0 && m->parent) {
// return to the flailer!
nat = nat * rspintox(inverse(m->pat) * m->parent->pat * C0) * spin(M_PI);
}
}
else if(m->type == moBullet)
m->vel = 1/300.;
else if(m->type == moFireball)
m->vel = 1/500.;
else if(m->type == moAirball)
m->vel = 1/200.;
else if(m->type == moTongue) {
m->vel = 1/1500.;
if(!m->parent || intval(nat*C0, m->parent->pat*C0) > SCALE2 * 0.4)
m->dead = true;
}
nat = nat * xpush(delta * SCALE * m->vel / speedfactor());
cell *c2 = m->findbase(nat*C0);
if(isActivable(c2)) activateActiv(c2, true);
// knives break mirrors and clouds
if(c2->wall == waCloud) {
mirror::createMirages(c2, 0, moMirage);
awakenMimics(m, c2);
c2->wall = waNone;
}
if(c2->wall == waMirror) {
cwt.c = c2;
mirror::createMirrors(c2, 0, moMirage);
awakenMimics(m, c2);
c2->wall = waNone;
}
bool godragon = m->type == moFireball && isDragon(c2->monst);
if(m->type != moTongue && !(godragon || passable(c2, m->base, P_BULLET))) {
m->dead = true;
if(m->type != moAirball) killMonster(c2, m->parent ? m->parent->type : moNone);
// cell *c = m->base;
if(m->parent && isPlayer(m->parent)) {
if(c2->wall == waBigTree) {
addMessage(XLAT("You start chopping down the tree."));
c2->wall = waSmallTree;
}
else if(c2->wall == waSmallTree) {
addMessage(XLAT("You chop down the tree."));
c2->wall = waNone;
}
else if(isActivable(c2))
activateActiv(c2, true);
}
if(m->type == moFireball) {
makeflame(c2, 20, false) || makeflame(m->base, 20, false);
}
}
m->rebasePat(nat);
// destroy stray bullets
for(int i=0; i<m->base->type; i++)
if(!m->base->mov[i] || !gmatrix.count(m->base->mov[i]))
m->dead = true;
// items[itOrbWinter] = 100; items[itOrbLife] = 100;
for(int j=0; j<size(active); j++) {
monster* m2 = active[j];
if(m2 == m || (m2 == m->parent && m->vel >= 0) || m2->parent == m->parent) continue;
// Flailers only killable by themselves
if(m2->type == moFlailer && m2 != m->parent) continue;
// be nice to your images! would be too hard otherwise...
if(isPlayerOrImage(parentOrSelf(m)->type) && isPlayerOrImage(parentOrSelf(m2)->type) &&
m2->pid == m->pid)
continue;
// fireballs/airballs don't collide
if(m->type == moFireball && m2->type == moFireball) continue;
if(m->type == moAirball && m2->type == moAirball) continue;
double d = intval(m2->pat*C0, m->pat*C0);
if(d < SCALE2 * 0.1) {
if(m->type == moAirball && isBlowableMonster(m2->type)) {
if(m2->blowoff < curtime) {
hyperpoint h = inverse(m2->pat) * nat0 * C0;
m2->swordangle += atan2(h[1], h[0]);
m2->rebasePat(m2->pat * rspintox(h));
}
m2->blowoff = curtime + 1000;
continue;
}
// Hedgehog Warriors only killable outside of the 45 degree angle
if(m2->type == moHedge) {
hyperpoint h = inverse(m2->pat) * m->pat * C0;
if(h[0] > fabsl(h[1])) { m->dead = true; continue; }
}
//
if((m2->type == moPalace || m2->type == moFatGuard || m2->type == moSkeleton ||
m2->type == moVizier || isMetalBeast(m2->type) || m2->type == moTortoise ||
m2->type == moReptile) && m2->hitpoints > 1) {
m2->rebasePat(m2->pat * rspintox(inverse(m2->pat) * nat0 * C0));
if(m2->type != moSkeleton && !isMetalBeast(m2->type) && m2->type != moReptile)
m2->hitpoints--;
m->dead = true;
if(m2->type == moVizier) ;
else if(m2->type == moFatGuard)
m2->stunoff = curtime + 600;
else if(m2->type == moMetalBeast || m2->type == moMetalBeast2)
m2->stunoff = curtime + 3000;
else if(m2->type == moReptile)
m2->stunoff = curtime + 3000;
else if(m2->type == moTortoise)
m2->stunoff = curtime + 3000;
else if(m2->type == moSkeleton && m2->base->land != laPalace)
m2->stunoff = curtime + 2100;
else
m2->stunoff = curtime + 900;
continue;
}
// conventional missiles cannot hurt some monsters
bool conv = (m->type == moBullet || m->type == moFlailBullet || m->type == moTongue);
if(m2->type == moGreater && conv) {
m->dead = true;
continue;
}
if(m2->type == moRoseBeauty && conv && !markOrb(itOrbBeauty)) {
m->dead = true;
continue;
}
if(m2->type == moDraugr && conv) {
m->dead = true;
continue;
}
if(isBull(m2->type) && conv) {
m->dead = true;
// enrage herd bulls, awaken sleeping bulls
m2->type = moRagingBull;
continue;
}
// Knights reflect bullets
if(m2->type == moKnight) {
if(m->parent) {
nat = nat * rspintox(inverse(m->pat) * m->parent->pat * C0);
m->rebasePat(nat);
}
m->parent = m2;
continue;
}
m->dead = true;
if(m->type == moFireball) makeflame(m->base, 20, false);
// Orb of Winter protects from fireballs
if(m->type == moFireball && ((isPlayer(m2) && markOrb(itOrbWinter)) || m2->type == moWitchWinter))
continue;
killMonster(m2, m->parent ? m->parent->type : moNone);
}
}
}
hyperpoint closerTo;
bool closer(monster *m1, monster *m2) {
return intval(m1->pat*C0, closerTo) < intval(m2->pat*C0, closerTo);
}
bool dragonbreath(cell *dragon) {
int randplayer = hrand(numplayers());
monster* bullet = new monster;
bullet->base = dragon;
bullet->at = rspintox(inverse(gmatrix[dragon]) * pc[randplayer]->pat * C0);
bullet->type = moFireball;
bullet->parent = bullet;
bullet->pid = randplayer;
active.push_back(bullet);
return true;
}
#define CHARGING (-777)
#define BULLSTUN (1500)
void moveMonster(monster *m, int delta) {
bool stunned = m->stunoff > curtime || m->blowoff > curtime;
if(stunned && cellUnstable(m->base))
doesFallSound(m->base);
if(isReptile(m->base->wall)) m->base->wparam = reptilemax();
if(m->base->wall == waChasm && !survivesChasm(m->type) && m->type != moReptile)
killMonster(m, moNone, AF_FALL);
if(m->base->wall == waRose && !survivesThorns(m->type))
killMonster(m, moNone);
if(isWatery(m->base) && !survivesWater(m->type) && !m->inBoat && m->type != moReptile)
killMonster(m, moNone);
if(isFire(m->base) && !survivesFire(m->type))
killMonster(m, moNone);
if(m->base->wall == waClosedGate && !survivesWall(m->type))
killMonster(m, moNone);
if(m->dead) return;
cell *c = m->base;
transmatrix goal = gmatrix[c];
bool direct = false; // is there a direct path to the target?
int directi = 0; // which player has direct path (to set as pid in missiles)
double step = SCALE * delta/1000.0;
if(m->type == moWitchSpeed)
step *= 2;
else if(m->type == moEagle)
step *= 1.6;
else if(m->type == moLancer)
step *= 1.25;
else if(isDemon(m->type)) {
if(m->type == moLesserM) m->type = moLesser;
if(m->type == moGreaterM) m->type = moGreater;
step /= 2;
}
else if(m->type == moMetalBeast || m->type == moMetalBeast2)
step /= 2;
else if(m->type == moTortoise)
step /= 3;
else if(isBull(m->type))
step *= 1.5;
if(items[itOrbBeauty]) {
bool nearplayer = false;
for(int pid=0; pid<players; pid++) {
double dist = intval(pc[pid]->pat*C0, m->pat*C0);
if(dist < SCALE2) nearplayer = true;
}
if(nearplayer) markOrb(itOrbBeauty), step /= 2;
}
transmatrix nat = m->pat;
if(stunned) {
if(m->blowoff > curtime) {
step = SCALE * -delta / 1000.;
}
else if(m->type == moFatGuard || m->type == moTortoise || m->type == moRagingBull)
step = 0;
else if(m->type == moReptile)
step = SCALE * -delta / 1000. * (m->stunoff - curtime) / 3000.;
else step = SCALE * -delta/2000.;
}
else if(m->type == moRagingBull && m->stunoff == CHARGING) ;
else {
if(m->type == moSleepBull) {
for(int j=0; j<size(active); j++) if(active[j]!=m && active[j]->type != moBullet) {
monster* m2 = active[j];
double d = intval(m2->pat*C0, nat*C0);
if(d < SCALE2*3 && m2->type == moPlayer) m->type = moRagingBull;
}
}
if(m->type == moWitchFlash) for(int pid=0; pid<players; pid++) {
bool okay = intval(pc[pid]->pat*C0, m->pat*C0) < 2 * SCALE2;
for(int i=0; i<size(active); i++) {
monster *m2 = active[i];
if(m2 != m && isWitch(m2->type) && intval(m2->pat*C0, m->pat*C0) < 2 * SCALE2)
okay = false;
}
if(okay) {
addMessage(XLAT("%The1 activates her Flash spell!", m->type));
pushmonsters();
activateFlashFrom(m->base, moWitchFlash, AF_MAGIC | AF_GETPLAYER | AF_MSG);
popmonsters();
m->type = moWitch;
pc[pid]->dead = true;
}
}
if(isBug(m->type)) {
vector<monster*> bugtargets;
for(int i=0; i<size(active); i++)
if(!isBullet(active[i]))
if(active[i]->type != m->type)
if(!isPlayer(active[i]) || !invismove)
if(!active[i]->dead)
bugtargets.push_back(active[i]);
closerTo = m->pat * C0;
sort(bugtargets.begin(), bugtargets.end(), closer);
for(int i=0; i<size(bugtargets); i++)
if(m->trackroute(bugtargets[i]->pat, step)) {
goal = bugtargets[i]->pat;
direct = true;
break;
}
}
else if(m->type == moWolf) {
cell *cnext = c;
for(int i=0; i<c->type; i++) {
cell *c2 = c->mov[i];
if(c2 && gmatrix.count(c2) && HEAT(c2) > HEAT(c) && isIcyLand(c2) && passable(c2, c, 0))
cnext = c2;
}
goal = gmatrix[cnext];
direct = true;
directi = 0;
}
else if(m->type == moHerdBull) {
cell *cnext = prairie::next(c);
if(cnext && gmatrix.count(cnext)) {
goal = gmatrix[cnext];
direct = true;
directi = 0;
}
else m->dead = true;
}
else if(m->type == moButterfly) {
int d = neighborId(m->base, m->torigin);
cell *cnext = NULL;
for(int u=2; u<m->base->type; u++) {
cell *c2 = createMov(m->base, (d+u) % m->base->type);
if(passable_for(m->type, c2, m->base, P_ONPLAYER)) {
cnext = c2;
break;
}
}
if(cnext && gmatrix.count(cnext)) {
goal = gmatrix[cnext];
direct = true;
directi = 0;
}
}
else if(!direct && !invismove) {
for(int i=0; i<players; i++)
if(m->trackroute(pc[i]->pat, step) && (!direct || intval(pc[i]->pat*C0, m->pat*C0) < intval(goal*C0,m->pat*C0))) {
goal = pc[i]->pat;
direct = true;
directi = i;
// m->trackrouteView(pc->pat, step);
}
}
if(!direct) while(true) {
if(m->trackroute(gmatrix[c], step))
goal = gmatrix[c];
cell *cnext = c;
for(int i=0; i<c->type; i++) {
cell *c2 = c->mov[i];
if(c2 && gmatrix.count(c2) && c2->pathdist < c->pathdist &&
passable_for(m->type, c2, c, P_CHAIN | P_ONPLAYER))
cnext = c2;
}
if(cnext == c) break;
c = cnext;
}
if(m->type == moHedge) {
hyperpoint h = inverse(m->pat) * goal * C0;
if(h[1] < 0)
nat = nat * spin(M_PI * delta / 3000 / speedfactor());
else
nat = nat * spin(M_PI * -delta / 3000 / speedfactor());
m->rebasePat(nat);
// at most 45 degrees
if(h[0] < fabsl(h[1])) return;
}
else {
nat = nat * rspintox(inverse(m->pat) * goal * C0);
}
}
if(m->type == moVampire) for(int i=0; i<players; i++)
if(intval(m->pat*C0, pc[i]->pat*C0) < SCALE2 * 2) {
for(int i=0; i<ittypes; i++)
if(itemclass(eItem(i)) == IC_ORB && items[i] && items[itOrbTime] && !orbused[i])
orbused[i] = true;
step = 0;
}
bool carried = false;
if(c->land == laWhirlpool && (m->type == moShark || m->type == moCShark || m->type == moPirate))
oceanCurrents(nat, m, delta), carried = true;
if(m->base->land == laWhirlwind)
airCurrents(nat, m, delta), carried = true;
if(rosedist(m->base) == 1)
roseCurrents(nat, m, delta), carried = true;
step /= speedfactor();
int igo = 0;
transmatrix nat0 = nat;
igo_retry:
if(igo == IGO) {
if(m->type == moHerdBull) m->type = moRagingBull;
return;
}
if(igo == 1 && m->type == moRagingBull && m->stunoff == CHARGING) {
m->stunoff = curtime + BULLSTUN;
return;
}
nat = nat0 * spin(igospan[igo]) * xpush(step) * spin(-igospan[igo]);; // * spintox(wherePC);
if(m->type != moRagingBull)
if(intval(nat*C0, goal*C0) >= intval(m->pat*C0, goal*C0) && !stunned && !carried) {
igo++; goto igo_retry; }
for(int i=0; i<multi::players; i++) for(int b=0; b<2; b++) if(sword::orbcount(b)) {
hyperpoint H = swordpos(i, b, 1);
double d = intval(H, nat*C0);
if(d < SCALE2 * 0.12) { igo++; goto igo_retry; }
}
m->footphase += step;
monster* crashintomon = NULL;
for(int j=0; j<size(active); j++) if(active[j]!=m && active[j]->type != moBullet) {
monster* m2 = active[j];
double d = intval(m2->pat*C0, nat*C0);
if(d < SCALE2 * 0.1) crashintomon = active[j];
}
for(int i=0; i<players; i++)
if(crashintomon == pc[i])
pc[i]->dead = true;
else if(crashintomon && isMimic(crashintomon->type)) {
killMonster(crashintomon, m->type);
crashintomon = NULL;
}
else if(crashintomon && (
items[itOrbDiscord] || isBull(m->type) ||
((isBug(m->type) || isBug(crashintomon->type)) && m->type != crashintomon->type))
&& !isBullet(crashintomon)) {
if(noncrashable(crashintomon, m)) {
if(isBull(crashintomon->type)) crashintomon->type = moRagingBull;
}
else {
killMonster(crashintomon, m->type, isBull(m->type) ? AF_BULL : 0);
crashintomon = NULL;
}
}
if(crashintomon) { igo++; goto igo_retry; }
cell *c2 = m->findbase(nat*C0);
if(m->type == moButterfly && !passable_for(m->type, c2, m->base, P_CHAIN)) {
igo++; goto igo_retry;
}
if(isPlayerOn(c2)) {
bool usetongue = false;
if(isSlimeMover(m->type) || m->type == moWaterElemental) usetongue = true;
if(isWatery(c2) && !survivesWater(m->type) && !m->inBoat) usetongue = true;
if(c2->wall == waChasm && !survivesChasm(m->type)) usetongue = true;
if(isFire(c2) && !survivesFire(m->type) && !m->inBoat) usetongue = true;
if(isBird(m->type) && !passable_for(moEagle, c2, c, 0)) usetongue = true;
if(usetongue) {
if(curtime < m->nextshot) return;
// m->nextshot = curtime + 25;
monster* bullet = new monster;
bullet->base = m->base;
bullet->at = m->at;
bullet->type = moTongue;
bullet->parent = m;
bullet->parenttype = m->type;
bullet->pid = whichPlayerOn(c2);
active.push_back(bullet);
return;
}
}
if(!ignoresPlates(m->type)) destroyWeakBranch(m->base, c2, m->type);
if(c2 != m->base && (c2->wall == waClosePlate || c2->wall == waOpenPlate) && !ignoresPlates(m->type))
toggleGates(c2, c2->wall, 3);
if(c2 != m->base && mayExplodeMine(c2, m->type))
killMonster(m, moNone);
if(c2 != m->base && c2->wall == waRose && !nonAdjacent(m->base, c2) && !survivesThorns(m->type))
killMonster(m, moNone);
if(c2 != m->base && cellUnstable(m->base) && !ignoresPlates(m->type))
doesFallSound(m->base);
if(c2 != m->base && m->type == moWitchFire) makeflame(m->base, 10, false);
if(c2 != m->base && m->type == moFireElemental) makeflame(m->base, 20, false);
if(c2 != m->base && m->type == moWaterElemental) placeWater(c2, m->base);
if(c2 != m->base && m->type == moEarthElemental) {
int d = dirfromto(m->base, c2);
if(d >= 0) earthMove(m->base, d);
}
if(m->type == moReptile && c2 != m->base) {
if(c2->wall == waChasm) {
c2->wall = waReptile;
c2->wparam = reptilemax();
playSound(c, "click");
m->dead = true;
}
else if(isChasmy(c2) || isWatery(c2)) {
c2->wall = waReptileBridge;
c2->item = itNone;
c2->wparam = reptilemax();
playSound(c, "click");
m->dead = true;
}
}
if(c2 != m->base && m->type == moNecromancer && !c2->monst) {
for(int i=0; i<m->base->type; i++) {
cell *c3 = m->base->mov[i];
if(dirfromto(c3, c2) != -1 && c3->wall == waFreshGrave && gmatrix.count(c3)) {
bool monstersNear = false;
for(int i=0; i<size(active); i++) {
if(active[i] != m && intval(active[i]->pat*C0, gmatrix[c3]*C0) < SCALE2 * .3)
monstersNear = true;
if(active[i] != m && intval(active[i]->pat*C0, gmatrix[c2]*C0) < SCALE2 * .3)
monstersNear = true;
}
if(!monstersNear) {
monster* undead = new monster;
undead->base = c2;
undead->at = Id;
undead->type = moZombie;
undead->parent = m;
undead->parenttype = m->type;
undead->pid = 0;
undead->findpat();
active.push_back(undead);
undead = new monster;
undead->base = c3;
undead->at = Id;
undead->type = moGhost;
undead->parent = m;
undead->parenttype = m->type;
undead->findpat();
undead->pid = 0;
active.push_back(undead);
c3->wall = waAncientGrave;
addMessage(XLAT("%The1 raises some undead!", m->type));
}
}
}
}
if(m->type == moGreaterShark) {
if(c2->wall == waBoat)
c2->wall = waNone;
if(c2->wall == waFrozenLake)
c2->wall = waLake;
}
if(m->type == moDarkTroll && c2->wall == waCavefloor) {
m->type = moTroll;
}
if(isLeader(m->type)) {
if(c2 != m->base) {
if(c2->wall == waBigStatue && canPushStatueOn(m->base)) {
c2->wall = m->base->wall;
if(cellUnstable(m->base))
m->base->wall = waChasm;
else
m->base->wall = waBigStatue;
animateMovement(c2, m->base, LAYER_BOAT);
}
if(passable_for(m->type, c2, m->base, P_CHAIN | P_ONPLAYER) && !isWatery(c2) && m->inBoat) {
if(isWatery(m->base))
m->base->wall = waBoat, m->base->mondir = dirfromto(m->base, c2);
else if(boatStrandable(c2)) c2->wall = waStrandedBoat;
else if(boatStrandable(m->base)) m->base->wall = waStrandedBoat;
m->inBoat = false;
}
if(isWatery(c2) && isWatery(m->base) && m->inBoat)
moveItem(m->base, c2, true);
}
if(c2->wall == waBoat && !m->inBoat) {
m->inBoat = true; c2->wall = waSea;
m->base = c2;
}
}
if(!(m->type == moRoseBeauty && c2->land != laRose)) {
if(stunned ? passable(c2, m->base, P_BLOW) : passable_for(m->type, c2, m->base, P_CHAIN)) {
if(c2 != m->base && m->type == moButterfly)
m->torigin = m->base;
m->rebasePat(nat);
if(m->type == moRagingBull && step > 1e-6) m->stunoff = CHARGING;
}
else if(m->type == moRagingBull && m->stunoff == CHARGING)
m->stunoff = curtime + BULLSTUN;
}
if(direct) {
if((m->type == moPyroCultist || m->type == moCrystalSage) && curtime >= m->nextshot) {
monster* bullet = new monster;
bullet->base = m->base;
bullet->at = m->at;
bullet->type = moFireball;
bullet->parent = m;
active.push_back(bullet);
bullet->pid = directi;
if(m->type == moPyroCultist)
m->type = moCultist;
else
m->nextshot = curtime + 100;
}
if(m->type == moOutlaw && curtime >= m->nextshot) {
monster* bullet = new monster;
bullet->base = m->base;
bullet->at = m->at;
bullet->type = moBullet;
bullet->parent = m;
bullet->parenttype = moOutlaw;
bullet->pid = directi;
active.push_back(bullet);
m->nextshot = curtime + 1500;
}
for(int i=0; i<players; i++)
if((m->type == moAirElemental) && curtime >= m->nextshot && intval(m->pat*C0, pc[i]->pat*C0) < SCALE2 * 2) {
monster* bullet = new monster;
bullet->base = m->base;
bullet->at = m->at;
bullet->type = moAirball;
bullet->parent = m;
bullet->pid = i;
active.push_back(bullet);
m->nextshot = curtime + 1500;
}
for(int i=0; i<players; i++)
if(m->type == moTortoise && tortoise::seek() && !tortoise::diff(getBits(m->torigin)) && intval(m->pat*C0, pc[i]->pat*C0) < SCALE2) {
items[itBabyTortoise] += 4;
m->dead = true;
addMessage(XLAT(playergender() == GEN_F ? "You are now a tortoise heroine!" : "You are now a tortoise hero!"));
}
for(int i=0; i<players; i++)
if(m->type == moFlailer && curtime >= m->nextshot &&
intval(m->pat*C0, pc[i]->pat*C0) < SCALE2 * 2) {
m->nextshot = curtime + 3500;
monster* bullet = new monster;
bullet->base = m->base;
bullet->at = m->at;
bullet->type = moFlailBullet;
bullet->parent = m;
bullet->vel = 1/400.0;
bullet->pid = i;
active.push_back(bullet);
break;
}
}
}
void turn(int delta) {
lmousetarget = NULL;
if(mousetarget && intval(mouseh, mousetarget->pat*C0) < 0.1)
lmousetarget = mousetarget;
if(delta > 1000) delta = 1000;
if(delta > 200) { turn(200); delta -= 200; if(!delta) return; }
curtime += delta;
handleInput(delta);
invismove = (curtime >= visibleAt) && markOrb(itOrbInvis);
// detect active monsters
for(unordered_map<cell*, transmatrix>::iterator it = gmatrix.begin(); it != gmatrix.end(); it++) {
cell *c = it->first;
pair<mit, mit> p =
monstersAt.equal_range(c);
for(mit it = p.first; it != p.second;) {
mit itplus = it;
itplus++;
active.push_back(it->second);
monstersAt.erase(it);
it = itplus;
}
if(c->monst && isMimic(c->monst)) c->monst = moNone;
// mimics are awakened by awakenMimics
if(c->monst && !isIvy(c) && !isWorm(c) && !isMutantIvy(c) && !isKraken(c->monst) && c->monst != moPrincess) {
// awaken as a monster
monster *enemy = new monster;
enemy->at = Id;
enemy->base = c;
if(enemy->type == moButterfly)
enemy->torigin = createMov(c, (c->mondir + 419) % c->type);
enemy->torigin = c;
enemy->type = c->monst;
enemy->hitpoints = c->hitpoints;
if(c->wall == waBoat && isLeader(c->monst))
enemy->inBoat = true, c->wall = waSea;
c->monst = moNone;
active.push_back(enemy);
}
}
/* printf("size: gmatrix = %ld, active = %ld, monstersAt = %ld, delta = %d\n",
gmatrix.size(), active.size(), monstersAt.size(),
delta); */
bool exists[motypes];
for(int i=0; i<motypes; i++) exists[i] = false;
for(int i=0; i<size(active); i++) {
monster* m = active[i];
m->findpat();
exists[movegroup(m->type)] = true;
}
for(int i=0; i<size(active); i++) {
monster* m = active[i];
switch(m->type) {
case moPlayer:
movePlayer(m, delta);
break;
case moBullet: case moFlailBullet: case moFireball: case moTongue: case moAirball:
moveBullet(m, delta);
break;
default: ;
}
}
for(int i=0; i<size(active); i++) {
monster* m = active[i];
if(isMimic(m->type))
moveMimic(m);
}
for(int t=1; t<motypes; t++) if(exists[t]) {
// build the path data
int pqs = size(pathq);
for(int i=0; i<pqs; i++) {
pathq[i]->pathdist = PINFD;
}
pathq.clear();
for(int i=0; i<size(targets); i++) {
targets[i]->pathdist = isPlayerOn(targets[i]) ? 0 : 1;
pathq.push_back(targets[i]);
}
int qb = 0;
for(qb=0; qb < size(pathq); qb++) {
cell *c = pathq[qb];
int d = c->pathdist;
if(d == PINFD-1) continue;
for(int i=0; i<c->type; i++) {
cell *c2 = c->mov[i];
// printf("i=%d cd=%d\n", i, c->mov[i]->cpdist);
if(c2 && c2->pathdist == PINFD && gmatrix.count(c2) &&
(passable_for(eMonster(t), c, c2, P_CHAIN | P_ONPLAYER) || c->wall == waThumperOn)) {
c2->pathdist = d+1;
pathq.push_back(c2);
}
}
}
// printf("time %d, t=%d, q=%d\n", curtime, t, qb);
// move monsters of this type
for(int i=0; i<size(active); i++)
if(movegroup(active[i]->type) == t)
moveMonster(active[i], delta);
}
if(shmup::on) {
bool tick = curtime >= nextmove;
keepLightning = ticks <= lightat + 1000;
cwt.c = pc[0]->base;
bfs(); moverefresh(tick);
countLocalTreasure();
pushmonsters();
if(items[itOrbFreedom])
for(int i=0; i<players; i++)
checkFreedom(pc[i]->base);
heat::processheat(delta / 350.0, tick);
markOrb(itOrbSpeed);
if((havewhat&HF_DRAGON) && curtime >= nextdragon) {
groupmove(moDragonHead, 0);
nextdragon = curtime + 1500;
}
if(tick) {
nextmove += 1000;
flashMessages();
reduceOrbPowers();
if(items[itOrbBull]) for(int p=0; p<players; p++)
if(bulltime[p] < curtime - 600) orbbull::gainBullPowers();
if(!((items[itOrbSpeed]/players) & 1)) {
if(havewhat&HF_KRAKEN) kraken::attacks(), groupmove(moKrakenH, 0);
moveworms();
moveivy();
movemutant();
if(havewhat&HF_HEX) movehex(false);
wandering();
livecaves();
heat::dryforest();
if(havewhat&HF_WHIRLPOOL) whirlpool::move();
if(havewhat&HF_WHIRLWIND) whirlwind::move();
buildRosemap();
if(havewhat&HF_RIVER) prairie::move();
}
if(recallCell && !markOrb(itOrbRecall)) activateRecall();
}
if(elec::havecharge) elec::act();
popmonsters();
canmove = true;
for(int i=0; i<players; i++) {
if(pc[i]->dead && items[itOrbShield]) {
pc[i]->dead = false;
orbused[itOrbShield] = true;
}
if(pc[i]->dead && items[itOrbFlash]) {
pc[i]->dead = false;
pushmonsters();
killMonster(pc[i]->base, moNone);
activateFlash();
popmonsters();
}
if(pc[i]->dead && items[itOrbLightning]) {
pc[i]->dead = false;
pushmonsters();
killMonster(pc[i]->base, moLightningBolt);
activateLightning();
popmonsters();
}
if(pc[i]->dead && items[itOrbShell]) {
pc[i]->dead = false;
useupOrb(itOrbShell, 10);
items[itOrbShield] = 1;
orbused[itOrbShield] = true;
}
if(pc[i]->dead && items[itOrbLife]) {
multi::deaths[i]++;
items[itOrbLife]--;
items[itOrbShield] += 3;
items[itOrbAether] += 3;
pc[i]->dead = false;
orbused[itOrbShield] = true;
}
if(pc[i]->dead && !lastdead) {
multi::deaths[i]++;
achievement_final(true);
}
lastdead = pc[i]->dead;
canmove = canmove && !pc[i]->dead;
}
}
// deactivate all monsters
for(int i=0; i<size(active); i++)
if(active[i]->dead && active[i]->type != moPlayer) {
for(int j=0; j<size(active); j++) if(active[j]->parent == active[i])
active[j]->parent = active[i]->parent;
delete active[i];
}
else active[i]->store();
active.clear();
if(safety) {
activateSafety(pc[0]->base->land);
safety = false;
}
#ifdef ROGUEVIZ
rogueviz::turn(delta);
#endif
}
void recall() {
for(int i=0; i<players; i++) {
pc[i]->base = cwt.c;
if(players == 1)
pc[i]->at = Id;
else
pc[i]->at = spin(2*M_PI*i/players) * xpush(firstland == laMotion ? .5 : .3) * Id;
/* ggmatrix(cwt.c);
display(gmatrix[cwt.c]);
pc[i]->findpat(); */
}
destroyMimics();
}
void init() {
for(int i=0; i<players; i++) pc[i] = NULL;
for(int i=0; i<players; i++) {
pc[i] = new monster;
pc[i]->type = moPlayer;
pc[i]->pid = i;
if(players == 1)
pc[i]->at = Id;
else
pc[i]->at = spin(2*M_PI*i/players) * xpush(firstland == laMotion ? .5 : .3) * Id;
pc[i]->base = cwt.c;
pc[i]->inBoat = (firstland == laCaribbean || firstland == laOcean || firstland == laLivefjord ||
firstland == laWhirlpool);
pc[i]->store();
}
if(!safety) {
items[itOrbLife] = 3;
addMessage(XLAT("Welcome to the Shoot'em Up mode!"));
// addMessage(XLAT("F/;/Space/Enter/KP5 = fire, WASD/IJKL/Numpad = move"));
}
else safety = false;
}
bool boatAt(cell *c) {
pair<mit, mit> p =
monstersAt.equal_range(c);
for(mit it = p.first; it != p.second; it++) {
monster* m = it->second;
if(m->inBoat) return true;
}
return false;
}
bool drawMonster(const transmatrix& V, cell *c, const transmatrix*& Vboat, transmatrix& Vboat0, ld zlev) {
pair<mit, mit> p =
monstersAt.equal_range(c);
vector<monster*> monsters;
for(mit it = p.first; it != p.second; it++) {
monster* m = it->second;
if(c != m->base) continue; // may happen in RogueViz Collatz
m->pat = ggmatrix(m->base) * m->at;
transmatrix view = V * m->at;
if(!outofmap(mouseh)) {
#ifdef ROGUEVIZ
if(rogueviz::virt(m)) ; else
#endif
if(mapeditor::drawplayer || m->type != moPlayer)
if(!mousetarget || intval(mouseh, mousetarget->pat*C0) > intval(mouseh, m->pat*C0))
mousetarget = m;
}
if(m->inBoat) {
view = m->pat;
Vboat = &(Vboat0 = view);
if(m->type == moPlayer && items[itOrbWater]) {
queuepoly(m->pat, shBoatOuter, watercolor(0));
queuepoly(m->pat, shBoatInner, 0x0060C0FF);
}
else {
queuepoly(m->pat, shBoatOuter, 0xC06000FF);
queuepoly(m->pat, shBoatInner, 0x804000FF);
}
}
if(doHighlight())
poly_outline =
isBullet(m) ? 0x00FFFFFF :
(isFriendly(m->type) || m->type == moPlayer) ? 0x00FF00FF : 0xFF0000FF;
int q = ptds.size();
if(q != size(ptds) && !m->inBoat) pushdown(c, q, view, zlev, true, false);
switch(m->type) {
case moPlayer:
cpid = m->pid;
drawPlayerEffects(view, c, true);
if(m->inBoat) m->footphase = 0;
if(mapeditor::drawplayer) drawMonsterType(moPlayer, c, view, 0xFFFFFFC0, m->footphase);
if(keyresult[cpid]) {
hyperpoint h = keytarget(cpid);
queuechr(h, vid.fsize, '+', iinf[keyresult[cpid]].color);
}
break;
case moBullet: {
int col;
cpid = m->pid;
if(m->parenttype == moPlayer)
col = getcs().swordcolor;
else
col = (minf[m->parenttype].color << 8) | 0xFF;
if(getcs().charid >= 4) {
queuepoly(mmscale(view, 1.15), shPHead, col);
ShadowV(view, shPHead);
}
else {
transmatrix t = view * spin(curtime / 50.0);
queuepoly(mmscale(t, 1.15), shKnife, col);
ShadowV(t, shKnife);
}
break;
}
case moTongue: {
queuepoly(mmscale(view, 1.15), shTongue, (minf[m->parenttype].color << 8) | 0xFF);
ShadowV(view, shTongue);
break;
}
case moFireball: case moAirball: { // case moLightningBolt:
queuepoly(mmscale(view, 1.15), shPHead, (minf[m->type].color << 8) | 0xFF);
ShadowV(view, shPHead);
break;
}
case moFlailBullet: {
transmatrix t = view * spin(curtime / 50.0);
queuepoly(mmscale(t, 1.15), shFlailMissile, (minf[m->type].color << 8) | 0xFF);
ShadowV(view, shFlailMissile);
break;
}
#ifdef ROGUEVIZ
case moRogueviz:
rogueviz::drawVertex(V, c, m);
break;
#endif
default:
if(m->inBoat) m->footphase = 0;
int col = minf[m->type].color;
if(m->type == moSlime) {
col = winf[c->wall].color;
col |= (col >> 1);
}
cpid = m->pid;
if(m->stunoff > curtime)
c->stuntime = 1 + (m->stunoff - curtime-1)/300;
if(hasHitpoints(m->type))
c->hitpoints = m->hitpoints;
if(m->type == moTortoise) tortoise::emap[c] = m->torigin;
drawMonsterType(m->type, c, view, col, m->footphase);
if(m->type == moTortoise) tortoise::emap.erase(c);
break;
}
}
return false;
}
void clearMonsters() {
for(mit it = monstersAt.begin(); it != monstersAt.end(); it++)
delete(it->second);
for(int i=0; i<size(active); i++) delete active[i];
monstersAt.clear();
active.clear();
}
void clearMemory() {
clearMonsters();
gmatrix.clear();
curtime = 0;
nextmove = 0;
nextdragon = 0;
visibleAt = 0;
}
cell *playerpos(int i) {
return pc[i]->base;
}
bool playerInBoat(int i) {
return pc[i]->inBoat;
}
void destroyBoats(cell *c) {
for(int i=0; i<size(active); i++)
if(active[i]->base == c && active[i]->inBoat)
active[i]->inBoat = false;
}
transmatrix calc_relative_matrix(cell *c, heptagon *h1) {
transmatrix gm = Id;
heptagon *h2 = c->master;
transmatrix where = Id;
for(int d=0; d<7; d++) if(h2->c7->mov[d] == c)
where = hexmove[d];
// always add to last!
//bool hsol = false;
//transmatrix sol;
while(h1 != h2) {
for(int d=0; d<7; d++) if(h2->move[d] == h1) {
int sp = h2->spin(d);
return gm * heptmove[sp] * spin(2*M_PI*d/7) * where;
}
if(h1->distance < h2->distance) {
int sp = h2->spin(0);
h2 = h2->move[0];
where = heptmove[sp] * where;
}
else {
int sp = h1->spin(0);
h1 = h1->move[0];
gm = gm * invheptmove[sp];
}
}
/*if(hsol) {
transmatrix sol2 = gm * where;
for(int i=0; i<3; i++) for(int j=0; j<3; j++)
if(fabs(sol2[i][j]-sol[i][j] > 1e-3)) {
printf("ERROR\n");
display(sol);
display(sol2);
exit(1);
}
} */
return gm * where;
}
transmatrix ztmp;
transmatrix &ggmatrix(cell *c) {
transmatrix& t = gmatrix[c];
if(t[2][2] == 0) {
if(sphere && gmatrix0.count(c))
t = gmatrix[cwt.c] * inverse(gmatrix0[cwt.c]) * gmatrix0[c];
else if(sphere) {
printf("error: gmatrix0 not known\n");
exit(1);
}
else if(euclid) {
eucoord xh, yh, xc, yc;
decodeMaster(c->master, xh, yh);
decodeMaster(centerover->master, xc, yc);
short xd(xh-xc), yd(yh-yc);
t = gmatrix[centerover] * eumove(xd, yd);
/* printf("H[%d,%d] C[%d,%d] ", int(xh),int(yh), int(xc),int(yc));
printf("%d,%d t = \n", xd, yd); display(t);
printf("gmatrix0 = \n");
display(gmatrix0[c]); */
}
else {
t =
View * spin(viewctr.spin * 2 * M_PI / S7) * calc_relative_matrix(c, viewctr.h);
if(purehepta) t = t * pispin;
}
}
return t;
}
transmatrix calc_relative_matrix_help(cell *c, heptagon *h1) {
transmatrix gm = Id;
heptagon *h2 = c->master;
transmatrix where = Id;
if(!purehepta) for(int d=0; d<7; d++) if(h2->c7->mov[d] == c)
where = hexmove[d];
// always add to last!
while(h1 != h2) {
for(int d=0; d<7; d++) if(h1->move[d] == h2) printf("(adj) ");
if(h1->distance < h2->distance) {
int sp = h2->spin(0);
printf("A%d ", sp);
h2 = h2->move[0];
where = heptmove[sp] * where;
}
else {
int sp = h1->spin(0);
printf("B%d ", sp);
h1 = h1->move[0];
gm = gm * invheptmove[sp];
}
}
printf("OK\n");
display(gm * where);
return gm * where;
}
void virtualRebase(shmup::monster *m, bool tohex) {
if(euclid || sphere) {
again:
forCellCM(c2, m->base) {
transmatrix newat = inverse(ggmatrix(c2)) * ggmatrix(m->base) * m->at;
if(hypot(tC0(newat)[0], tC0(newat)[1])
< hypot(tC0(m->at)[0], tC0(m->at)[1])) {
m->at = newat;
m->base = c2;
goto again;
}
}
return;
}
while(true) {
if(m->base->type == 6) {
cell *c7 = m->base->master->c7;
for(int d=0; d<7; d++) if(c7->mov[d] == m->base)
m->at = hexmove[d] * m->at;
m->base = c7;
}
double currz = (m->at * C0)[2];
heptagon *h = m->base->master;
cell *newbase = NULL;
transmatrix bestV;
for(int d=0; d<7; d++) {
heptspin hs;
hs.h = h;
hs.spin = d;
heptspin hs2 = hsstep(hs, 0);
transmatrix V2 = spin((purehepta?M_PI:0)-hs2.spin*2*M_PI/7) * invheptmove[d];
if(purehepta) V2 = V2 * spin(M_PI);
double newz = (V2 * m->at * C0) [2];
if(newz < currz) {
currz = newz;
bestV = V2;
newbase = hs2.h->c7;
}
}
if(!newbase) {
if(tohex && !purehepta) for(int d=0; d<7; d++) {
cell *c = createMov(m->base, d);
transmatrix V2 = spin(-m->base->spn(d)*2*M_PI/6) * invhexmove[d];
double newz = (V2 *m->at * C0) [2];
if(newz < currz) {
currz = newz;
bestV = V2;
newbase = c;
}
}
if(newbase) {
m->base = newbase;
m->at = bestV * m->at;
}
break;
}
// printf("%p: rebase %p -> %p\n", m, m->base, newbase);
m->base = newbase;
m->at = bestV * m->at;
}
}
}
#ifdef ROGUEVIZ
#include "rogueviz.cpp"
#endif