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hyperrogue/checkmove.cpp
2020-03-07 04:47:10 +01:00

366 lines
11 KiB
C++

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