hyperrogue/locations.cpp

440 lines
15 KiB
C++

// Hyperbolic Rogue -- Locations
// Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details
/** \file locations.cpp
* \brief definition of connection tables, walkers, cell and heptagon structures
*
* The standard geometry uses 'heptagons' for the underlying heptagonal tessellation,
* and 'cells' for the tessellation that the game is actually played on.
* Other geometries also use the class 'heptagon' even if they are not heptagon-based;
* there may be one 'heptagon' per each cell. Heptagons are not used in masterless
* geometries, though. This file implements the basic types and functions for navigating both graphs.
*/
#include "hyper.h"
namespace hr {
#if HDR
extern int cellcount, heptacount;
#define NODIR 126
#define NOBARRIERS 127
/** Cell information for the game. struct cell builds on this */
struct gcell {
#if CAP_BITFIELD
/** which land does this cell belong to */
eLand land : 8;
/** wall type (waNone for no walls) */
eWall wall : 8;
/** monster on this cell -- note that player characters are handled separately */
eMonster monst : 8;
/** item on this cell */
eItem item : 8;
/** if this is a barrier, what lands on are on the sides? */
eLand barleft : 8, barright : 8;
/** is it currently sparkling with lightning? */
unsigned ligon : 1;
signed
mpdist : 7, ///< minimum player distance, the smaller value, the more generated it is */
pathdist : 8, ///< distance from the target -- actual meaning may change
cpdist : 8; ///< current distance to the player
unsigned
mondir : 8, ///< which direction the monster is facing (if relevant), also used for boats
bardir : 8, ///< may equal NODIR (no barrier here), NOBARRIERS (barriers not allowed here), or the barrier direction
stuntime : 8, ///< for stunned monsters, stun time left; also used for Mutant Ivy timing
hitpoints : 7, ///< hitpoints left, for Palace monsters, Dragons, Krakens etc. Also reused as cpid for mirrors
monmirror : 1; ///< monster mirroring state for nonorientable geometries
unsigned landflags : 8; ///< some lands need additional flags
#else
eLand land;
eWall wall;
eMonster monst;
eItem item;
eLand barleft, barright;
bool ligon, monmirror;
signed char pathdist, cpdist, mpdist;
unsigned char mondir, bardir, stuntime, hitpoints;
unsigned char landflags;
#endif
/** 'landparam' is used for:
* heat in Icy/Cocytus;
* heat in Dry (0..10);
* CR2 structure;
* hive Weird Rock color / pheromones;
* Ocean/coast depth;
* Bomberbird Egg hatch time / mine marking;
* number of Ancient Jewelry;
* improved tracking in Trollheim
*/
union {
int32_t landpar;
unsigned int landpar_color;
float heat;
char bytes[4];
struct fieldinfo {
uint16_t fieldval;
unsigned rval : 4;
unsigned flowerdist : 4;
unsigned walldist : 4;
unsigned walldist2 : 4;
} fi;
} LHU;
/** wall parameter, used e.g. for remaining power of Bonfires and Thumpers */
char wparam;
#ifdef CELLID
int cellid;
#endif
gcell() { cellcount++;
#ifdef CELLID
cellid = cellcount;
#endif
}
~gcell() { cellcount--; }
};
#define landparam LHU.landpar
#define landparam_color LHU.landpar_color
#define fval LHU.fi.fieldval
#define MAX_EDGE 18
template<class T> struct walker;
/** Connection tables are used by heptagon and cell structures. They basically
* describe the structure of the graph on the given manifold. We assume that
* the class T has a field c of type connection_table<T>,
* as its last field. Edges are listed in the clockwise order (for 2D tilings,
* for 3D tilings the order is more arbitrary). For each edge we remember which other T
* we are connected to, as well as the index of this edge in the other T, and whether it is
* mirrored (for graphs on non-orientable manifolds).
* To conserve memory, these classes need to be allocated with tailored_alloc
* and freed with tailored_free.
*/
template<class T> struct connection_table {
/** Table of moves. This is the maximum size, but tailored_alloc allocates less. */
T* move_table[MAX_EDGE + (MAX_EDGE + sizeof(char*) - 1) / sizeof(char*)];
unsigned char *spintable() { return (unsigned char*) (&move_table[full()->degree()]); }
/** get the full T from the pointer to this connection table */
T* full() { T* x = (T*) this; return (T*)((char*)this - ((char*)(&(x->c)) - (char*)x)); }
/** for the edge d, set the `spin` and `mirror` attributes */
void setspin(int d, int spin, bool mirror) {
unsigned char& c = spintable() [d];
c = spin;
if(mirror) c |= 128;
}
/** we are spin(i)-th neighbor of move[i] */
int spin(int d) { return spintable() [d] & 127; }
/** on non-orientable surfaces, the d-th edge may be mirrored */
bool mirror(int d) { return spintable() [d] & 128; }
/** 'fix' the edge number d to get the actual index in [0, degree()) */
int fix(int d) { return (d + MODFIXER) % full()->degree(); }
/** T in the direction i */
T*& move(int i) { return move_table[i]; }
/** T in the direction i, modulo degree() */
T*& modmove(int i) { return move(fix(i)); }
unsigned char modspin(int i) { return spin(fix(i)); }
/** initialize the table */
void fullclear() {
for(int i=0; i<full()->degree(); i++) move_table[i] = NULL;
}
/** connect this in direction d0 to c1 in direction d1, possibly mirrored */
void connect(int d0, T* c1, int d1, bool m) {
move(d0) = c1;
c1->move(d1) = full();
setspin(d0, d1, m);
c1->c.setspin(d1, d0, m);
}
/* like the other connect, but take the parameters of the other cell from a walker */
void connect(int d0, walker<T> hs) {
connect(d0, hs.at, hs.spin, hs.mirrored);
}
};
/** Allocate a class T with a connection_table, but
* with only `degree` connections. Also set yet
* unknown connections to NULL.
* Generating the hyperbolic world consumes lots of
* RAM, so we really need to be careful on low memory devices.
*/
template<class T> T* tailored_alloc(int degree) {
const T* sample = (T*) &degree;
T* result;
#ifndef NO_TAILORED_ALLOC
int b = (char*)&sample->c.move_table[degree] + degree - (char*) sample;
result = (T*) new char[b];
new (result) T();
#else
result = new T;
#endif
result->type = degree;
for(int i=0; i<degree; i++) result->c.move_table[i] = NULL;
return result;
}
/** Counterpart to tailored_alloc(). */
template<class T> void tailored_delete(T* x) {
x->~T();
delete[] ((char*) (x));
}
static const struct wstep_t { wstep_t() {} } wstep;
static const struct wmirror_t { wmirror_t() {}} wmirror;
static const struct rev_t { rev_t() {} } rev;
static const struct revstep_t { revstep_t() {}} revstep;
extern int hrand(int);
/** the walker structure is used for walking on surfaces defined via \ref connection_table. */
template<class T> struct walker {
/** where we are at */
T *at;
/** in which direction (edge) we are facing */
int spin;
/** are we mirrored */
bool mirrored;
walker<T> (T *at = NULL, int s = 0, bool m = false) : at(at), spin(s), mirrored(m) { if(at) s = at->c.fix(s); }
/** spin by i to the left (or right, when mirrored */
walker<T>& operator += (int i) {
spin = at->c.fix(spin+(mirrored?-i:i));
return (*this);
}
/** spin by i to the right (or left, when mirrored */
walker<T>& operator -= (int i) {
spin = at->c.fix(spin-(mirrored?-i:i));
return (*this);
}
/** add wmirror to mirror this walker */
walker<T>& operator += (wmirror_t) {
mirrored = !mirrored;
return (*this);
}
/** add wstep to make a single step, after which we are facing the T we were originally on */
walker<T>& operator += (wstep_t) {
at->cmove(spin);
int nspin = at->c.spin(spin);
if(at->c.mirror(spin)) mirrored = !mirrored;
at = at->move(spin);
spin = nspin;
return (*this);
}
/** add wrev to face the other direction, may be non-deterministic and use hrand */
walker<T>& operator += (rev_t) {
auto rd = reverse_directions(at, spin);
if(rd.size() == 1) spin = rd[0];
else spin = rd[hrand(rd.size())];
return (*this);
}
/** adding revstep is equivalent to adding rev and step */
walker<T>& operator += (revstep_t) {
(*this) += rev; return (*this) += wstep;
}
bool operator != (const walker<T>& x) const {
return at != x.at || spin != x.spin || mirrored != x.mirrored;
}
bool operator == (const walker<T>& x) const {
return at == x.at && spin == x.spin && mirrored == x.mirrored;
}
bool operator < (const walker<T>& cw2) const {
return tie(at, spin, mirrored) < tie(cw2.at, cw2.spin, cw2.mirrored);
}
walker<T>& operator ++ (int) { return (*this) += 1; }
walker<T>& operator -- (int) { return (*this) -= 1; }
template<class U> walker operator + (U t) const { walker<T> w = *this; w += t; return w; }
template<class U> walker operator - (U t) const { walker<T> w = *this; w += (-t); return w; }
/** what T are we facing, without creating it */
T*& peek() { return at->move(spin); }
/** what T are we facing, with creating it */
T* cpeek() { return at->cmove(spin); }
/** would we create a new T if we stepped forwards? */
bool creates() { return !peek(); }
/** mirror this walker with respect to the d-th edge */
walker<T> mirrorat(int d) { return walker<T> (at, at->c.fix(d+d - spin), !mirrored); }
};
struct cell;
// automaton state
enum hstate { hsOrigin, hsA, hsB, hsError, hsA0, hsA1, hsB0, hsB1, hsC };
struct cell *createMov(struct cell *c, int d);
struct heptagon *createStep(struct heptagon *c, int d);
struct cdata {
int val[4];
int bits;
};
/** in bitruncated/irregular/Goldberg geometries, heptagons form the
* underlying regular tiling (not necessarily heptagonal); in pure
* geometries, they correspond 1-1 to tiles; in 'masterless' geometries
* heptagons are unused
*/
struct heptagon {
/** Automata are used to generate the standard maps. s is the state of this automaton */
hstate s : 6;
/** distance modulo 4, in heptagons */
unsigned int dm4: 2;
/** distance from the origin; based on the final geometry of cells, not heptagons themselves */
short distance;
/** Wmerald/wineyard generator. May have different meaning in other geometries. */
short emeraldval;
/** Palace pattern generator. May have different meaning in other geometries. */
short fiftyval;
/** Zebra pattern generator. May have different meaning in other geometries. */
short zebraval;
/** Field quotient pattern ID. May have different meaning in other geometries. */
int fieldval : 24;
/** the number of adjacent heptagons */
unsigned char type : 8;
/** data for fractal landscapes */
short rval0, rval1;
/** for the main map, it contains the fractal landscape data
*
* For alternate structures, cdata contains the pointer to the original.
*/
struct cdata *cdata;
/** which central cell does this heptagon correspond too
*
* For alternate geometries, c7 is NULL
*/
cell *c7;
/** associated generator of alternate structure, for Camelot and horocycles */
heptagon *alt;
/** connection table */
connection_table<heptagon> c;
// DO NOT add any fields after connection_table! (see tailored_alloc)
heptagon*& move(int d) { return c.move(d); }
heptagon*& modmove(int d) { return c.modmove(d); }
// functions
heptagon () { heptacount++; }
~heptagon () { heptacount--; }
heptagon *cmove(int d) { return createStep(this, d); }
heptagon *cmodmove(int d) { return createStep(this, c.fix(d)); }
inline int degree() { return type; }
// prevent accidental copying
heptagon(const heptagon&) = delete;
heptagon& operator=(const heptagon&) = delete;
};
struct cell : gcell {
char type; ///< our degree
int degree() { return type; }
int listindex; ///< used by celllister
heptagon *master; ///< heptagon who owns us; for 'masterless' tilings it contains coordinates instead
connection_table<cell> c;
// DO NOT add any fields after connection_table! (see tailored_alloc)
cell*& move(int d) { return c.move(d); }
cell*& modmove(int d) { return c.modmove(d); }
cell* cmove(int d) { return createMov(this, d); }
cell* cmodmove(int d) { return createMov(this, c.fix(d)); }
cell() {}
// prevent accidental copying
cell(const cell&) = delete;
heptagon& operator=(const cell&) = delete;
};
/** abbreviations */
typedef walker<heptagon> heptspin;
typedef walker<cell> cellwalker;
/** A structure useful when walking on the cell graph in arbitrary way,
* or listing cells in general.
* Only one celllister may be active at a time, using the stack semantics.
* Only the most recently created one works; the previous one will resume
* working when this one is destroyed.
*/
struct manual_celllister {
/** list of cells in this list */
vector<cell*> lst;
vector<int> tmps;
/** is the given cell on the list? */
bool listed(cell *c) {
return c->listindex >= 0 && c->listindex < isize(lst) && lst[c->listindex] == c;
}
/** add a cell to the list */
bool add(cell *c) {
if(listed(c)) return false;
tmps.push_back(c->listindex);
c->listindex = isize(lst);
lst.push_back(c);
return true;
}
~manual_celllister() {
for(int i=0; i<isize(lst); i++) lst[i]->listindex = tmps[i];
}
};
/** automatically generate a list of nearby cells */
struct celllister : manual_celllister {
vector<int> dists;
void add_at(cell *c, int d) {
if(add(c)) dists.push_back(d);
}
/** automatically generate a list of nearby cells
@param orig where to start
@param maxdist maximum distance to cover
@param maxcount maximum number of cells to cover
@param breakon we are actually looking for this cell, so stop when reaching it
*/
celllister(cell *orig, int maxdist, int maxcount, cell *breakon) {
add_at(orig, 0);
cell *last = orig;
for(int i=0; i<isize(lst); i++) {
cell *c = lst[i];
if(maxdist) forCellCM(c2, c) {
add_at(c2, dists[i]+1);
if(c2 == breakon) return;
}
if(c == last) {
if(isize(lst) >= maxcount || dists[i]+1 == maxdist) break;
last = lst[isize(lst)-1];
}
}
}
/** for a given cell c on the list, return its distance from orig */
int getdist(cell *c) { return dists[c->listindex]; }
};
/** translate heptspins to cellwalkers and vice versa */
static const struct cth_t { cth_t() {}} cth;
inline heptspin operator+ (cellwalker cw, cth_t) { return heptspin(cw.at->master, cw.spin * DUALMUL, cw.mirrored); }
inline cellwalker operator+ (heptspin hs, cth_t) { return cellwalker(hs.at->c7, hs.spin / DUALMUL, hs.mirrored); }
#endif
}