mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-11-10 15:59:53 +00:00
367 lines
11 KiB
C++
367 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) {
|
|
|
|
if(shmup::delayed_safety) return false;
|
|
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();
|
|
}
|
|
|
|
|
|
} |