hyperrogue/crossbow.cpp

374 lines
10 KiB
C++

// Hyperbolic Rogue
// Copyright (C) 2011-2019 Zeno Rogue
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
/** \file crossbow.cpp
* \brief implementation of the crossbow mode
*/
#include "hyper.h"
namespace hr {
EX namespace bow {
#if HDR
enum eWeapon { wBlade, wCrossbow };
enum eCrossbowStyle { cbBull, cbGeodesic };
#endif
EX eWeapon weapon;
EX eCrossbowStyle style;
EX bool bump_to_shoot = true;
EX bool crossbow_mode() { return weapon == wCrossbow; }
#if HDR
struct bowpoint {
cellwalker prev, next;
flagtype flags;
bowpoint() {}
};
struct bowscore {
int total;
cellwalker last;
int turns;
};
#endif
#if HDR
static constexpr flagtype bpFIRST = 1;
static constexpr flagtype bpLAST = 2;
static constexpr flagtype bpCOPIED = 4;
#endif
EX vector<bowpoint> bowpath;
EX map<cell*, vector<bowpoint>> bowpath_map;
EX map<int, cell*> target_at;
EX int loading_time() {
return style == cbBull ? 3 : 4;
}
EX bool blocks(cell *c) {
if(items[itOrbAether]) return false;
if(isWall(c) && !among(c->wall, waMirrorWall, waMirror, waCloud) && !isNonblock(c->wall)) return true;
// if(c->monst && isMultitile(c->monst)) return true;
return false;
}
EX int qadd(cellwalker a, cellwalker b) {
hassert(a.at == b.at);
for(int i=0; i<a.at->type; i++) if(a+i == b) return i;
return NODIR;
}
EX int create_path() {
map<cell*, bowscore> scores;
scores[cwt.at].total = 0;
int best_score = -1; cell* best_score_at = cwt.at;
for(cell *c: dcal) {
cell *c1 = target_at[c->cpdist];
if(c1 && c != c1) continue;
if(c == c1) { best_score = -1; }
bowscore best;
best.total = -1;
forCellIdEx(c1, i, c) if(c1->cpdist < c->cpdist && scores.count(c1)) {
auto& last = scores[c1];
int ntotal = last.total;
auto ocw2 = cellwalker(c, i);
auto cw2 = ocw2;
if(inmirror(c)) cw2 = mirror::reflect(cw2);
if(blocks(cw2.peek())) continue;
if(thruVine(cw2.at, cw2.peek())) continue;
if(cw2.at->monst) {
flagtype attackflags = AF_NORMAL;
if(items[itOrbSpeed]&1) attackflags |= AF_FAST;
if(items[itOrbSlaying]) attackflags |= AF_CRUSH;
if(items[itCurseWeakness]) attackflags |= AF_WEAK;
if(canAttack(cw2.peek(), moPlayer, cw2.at, cw2.at->monst, attackflags)) {
ntotal += 10000; ntotal += 1280 >> c->cpdist;
}
}
for(int t=0; t<cw2.at->type; t++) {
cell *c1 = cw2.at->move(t);
if(!c) continue;
if(!logical_adjacent(cw2.peek(), moPlayer, c1)) continue;
if(canAttack(cw2.peek(),moPlayer,c1,c1->monst,AF_STAB)) {
ntotal += 10000; ntotal += 1280 >> c->cpdist;
}
}
ntotal += 2;
int dir = 0;
if(c->cpdist > 1) {
dir = qadd(last.last, ocw2+wstep);
int d = abs(szgmod(dir, c1->type));
if(d != c1->type / 2) {
if(style == cbGeodesic) ntotal--;
if(style == cbBull) continue;
}
}
else {
dir = qadd(cwt, ocw2+wstep);
}
if(ntotal > best.total) {
best.total = ntotal;
best.last = ocw2;
best.turns = dir;
}
best.total = max(best.total, ntotal);
}
if(best.total > best_score) { best_score = best.total; best_score_at = c; }
if(best.total > -1) scores[c] = best;
}
if(best_score == -1) return best_score;
vector<int> dirseq = { NODIR };
while(best_score_at != cwt.at) {
auto& at = scores[best_score_at];
dirseq.push_back(at.turns);
best_score_at = at.last.peek();
}
reverse(dirseq.begin(), dirseq.end());
struct bolt {
cellwalker at;
flagtype flags;
bolt(cellwalker cw, flagtype f) { at = cw; flags = f; }
};
bowpath.clear();
vector<bolt> bolts = { bolt(cwt, 0) };
for(auto m: mirror::mirrors) bolts.emplace_back(m.second, bpCOPIED);
set<cell*> broken_mirrors;
for(auto d: dirseq) {
bool first = bowpath.empty();
vector<bolt> nbolts;
set<cell*> next_broken_mirrors = broken_mirrors;
for(auto bolt: bolts) {
bowpath.emplace_back();
auto& p = bowpath.back();
p.prev = bolt.at;
p.flags = bolt.flags;
if(first) p.flags |= bpFIRST;
if(d == NODIR || blocks(bolt.at.at)) { p.next = bolt.at; p.flags |= bpLAST; }
else {
if(inmirror(bolt.at.at) || (bolt.at.at->wall == waMirrorWall && inmirror((bolt.at+d).cpeek())))
bolt.at = mirror::reflect(bolt.at);
bolt.at += d;
p.next = bolt.at;
bolt.at += wstep;
if(among(bolt.at.at->wall, waCloud, waMirror) && !broken_mirrors.count(bolt.at.at)) {
auto &mir = mirror::mirrors;
vector<pair<int, cellwalker>> bmir;
swap(mir, bmir);
mirror::createHere(bolt.at, 0);
swap(mir, bmir);
for(auto b: bmir) nbolts.emplace_back(b.second, bolt.flags);
next_broken_mirrors.insert(bolt.at.at);
}
nbolts.push_back(bolt);
}
}
bolts = nbolts;
broken_mirrors = next_broken_mirrors;
}
return best_score;
}
EX void clear_bowpath() {
bowpath_map.clear();
}
EX void gen_bowpath_map() {
bowpath_map = {};
for(auto& b: bowpath) bowpath_map[b.next.at].push_back(b);
}
EX bool auto_path() {
target_at = {};
target_at[1] = cwt.cpeek();
return create_path() >= 10000;
}
EX bool fire_mode;
EX void switch_fire_mode() {
if(!crossbow_mode()) { addMessage(XLAT("You fire an angry glance at your enemies.")); return; }
if(items[itCrossbow]) { addMessage(XLAT("You need more time to reload your crossbow!")); return; }
if(!fire_mode) {
addMessage(XLAT("Double-click tile to fire."));
fire_mode = true;
clear_bowpath();
targets = {};
}
else if(fire_mode) {
addMessage(XLAT("Firing cancelled."));
fire_mode = false;
clear_bowpath();
}
}
EX void add_fire(cell *c) {
bool emp = target_at.empty();
auto& t = target_at[c->cpdist];
if(t == c && !bow::bowpath.empty()) {
clear_bowpath();
checked_move_issue = miVALID;
pcmove pcm;
pcm.checkonly = false;
changes.init(false);
bool b = pcm.try_shooting(false);
if(!b) changes.rollback();
fire_mode = false;
}
else {
t = c;
int res = create_path();
if(res == -1) {
if(!emp) {
target_at = {};
add_fire(c);
}
else {
addMessage(XLAT("No way to hit this place."));
bow::bowpath = {};
}
}
gen_bowpath_map();
}
}
EX void shoot() {
flagtype attackflags = AF_NORMAL;
if(items[itOrbSpeed]&1) attackflags |= AF_FAST;
if(items[itOrbSlaying]) attackflags |= AF_CRUSH;
if(items[itCurseWeakness]) attackflags |= AF_WEAK;
reverse(bowpath.begin(), bowpath.end());
for(auto& mov: bowpath) {
cell *c = mov.prev.at;
cell *cf = mov.prev.cpeek();
if(!c) continue;
eMonster who = (mov.flags & bpCOPIED) ? moMimic : moPlayer;
if(c != cf) for(int t=0; t<cf->type; t++) {
cell *c1 = cf->move(t);
if(!c) continue;
bool stabthere = false;
if(logical_adjacent(c, moPlayer, c1)) stabthere = true;
if(stabthere && canAttack(cf,who,c1,c1->monst,AF_STAB)) {
changes.ccell(c1);
eMonster m = c->monst;
if(attackMonster(c1, AF_STAB | AF_MSG, who)) {
spread_plague(c1, cf, t, moPlayer);
produceGhost(c, m, moPlayer);
}
}
}
mirror::breakMirror(mov.next, -1);
eMonster m = c->monst;
if(!m || isMimic(m)) continue;
if(!canAttack(cf, who, c, m, attackflags)) {
pcmove pcm; pcm.mi = movei(mov.prev).rev();
pcm.tell_why_cannot_attack();
continue;
}
changes.ccell(c);
if(m) attackMonster(c, attackflags | AF_MSG, who);
if(!c->monst || isAnyIvy(m)) {
spread_plague(cf, c, movei(mov.prev).rev().d, moPlayer);
produceGhost(c, m, moPlayer);
}
if(items[itCurseWeakness] || (isStunnable(c->monst) && c->hitpoints > 1)) {
if(!(mov.flags & bpLAST) && monsterPushable(c)) {
cell *ct = mov.next.cpeek();
bool can_push = passable(ct, c, P_BLOW);
if(can_push) {
changes.ccell(c);
changes.ccell(ct);
pushMonster(mov.next);
}
}
}
}
reverse(bowpath.begin(), bowpath.end());
gen_bowpath_map();
}
EX bool have_bow_target() {
dynamicval<decltype(bowpath)> bp(bowpath);
dynamicval<decltype(bowpath_map)> bpm(bowpath_map);
for(int i=0; i<isize(dcal); i++) {
cell *c = dcal[i];
target_at = {};
target_at[c->cpdist] = {c};
int res = create_path();
if(res == -1) continue;
checked_move_issue = miVALID;
pcmove pcm;
pcm.checkonly = true;
changes.init(true);
bool b = pcm.try_shooting(false);
changes.rollback();
if(b) return true;
}
return false;
}
EX void showMenu() {
cmode = sm::SIDE | sm::MAYDARK;
gamescreen();
dialog::init(XLAT("weapon selection"));
add_edit(weapon);
if(crossbow_mode()) {
add_edit(style);
add_edit(bump_to_shoot);
}
else dialog::addBreak(200);
dialog::addBack();
dialog::display();
}
EX }
}