mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-11-18 11:14:49 +00:00
475 lines
12 KiB
C++
475 lines
12 KiB
C++
// Hyperbolic Rogue -- multi-game features
|
|
// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
|
|
|
|
/** \file multi.cpp
|
|
* \brief running several games at once -- used in the Tutorial and Dual Geometry mode
|
|
*/
|
|
|
|
#include "hyper.h"
|
|
namespace hr {
|
|
|
|
#if HDR
|
|
/** gamedata structure, for recording the game data in memory temporarily */
|
|
struct gamedata {
|
|
/** important parameters should be visible */
|
|
eGeometry geo;
|
|
eVariation var;
|
|
eLand specland;
|
|
bool active;
|
|
/** other properties are recorded here */
|
|
vector<char> record;
|
|
int index, mode;
|
|
void storegame();
|
|
void restoregame();
|
|
template<class T> void store(T& x) {
|
|
int ssize = sizeof(x);
|
|
if(ssize & 7) ssize = (ssize | 7) + 1;
|
|
if(mode == 0) {
|
|
record.resize(index+ssize);
|
|
::new (&record[index]) T(std::move(x));
|
|
}
|
|
else {
|
|
T& at = (T&) record[index];
|
|
x = std::move(at);
|
|
at.~T();
|
|
}
|
|
index += ssize;
|
|
}
|
|
template<class T> void store_ptr(T& x) {
|
|
if(mode == 0) {
|
|
T* copy = new T(std::move(x));
|
|
store(copy);
|
|
}
|
|
else {
|
|
T* copy = nullptr;
|
|
store(copy);
|
|
x = std::move(*copy);
|
|
delete copy;
|
|
}
|
|
}
|
|
};
|
|
#endif
|
|
|
|
void gamedata_all(gamedata& gd) {
|
|
gd.index = 0;
|
|
gd.store(firstland);
|
|
gd.store(currentmap);
|
|
gd.store(cwt);
|
|
gd.store(allmaps);
|
|
gd.store(shmup::on);
|
|
gd.store(land_structure);
|
|
gd.store(*current_display);
|
|
gd.store(cgip);
|
|
if(gd.mode == 0) cgip->use_count++;
|
|
if(gd.mode != 0) cgip->use_count--;
|
|
gd.store(hybrid::underlying);
|
|
gd.store(hybrid::csteps);
|
|
if(hybri && hybrid::underlying_cgip) {
|
|
if(gd.mode == 0) hybrid::underlying_cgip->use_count++;
|
|
if(gd.mode != 0) hybrid::underlying_cgip->use_count--;
|
|
}
|
|
gd.store(hybrid::underlying_cgip);
|
|
gd.store_ptr(vid.projection_config);
|
|
gd.store_ptr(vid.rug_config);
|
|
gd.store(vid.yshift);
|
|
gd.store(vid.plevel_factor);
|
|
gd.store(vid.binary_width);
|
|
gd.store(sightrange_bonus);
|
|
gd.store(genrange_bonus);
|
|
gd.store(gamerange_bonus);
|
|
gd.store(targets);
|
|
gd.store(patterns::rwalls);
|
|
if(GOLDBERG) gd.store(gp::param);
|
|
callhooks(hooks_gamedata, &gd);
|
|
}
|
|
|
|
void gamedata::storegame() {
|
|
geo = geometry;
|
|
var = variation;
|
|
specland = specialland;
|
|
active = game_active;
|
|
record.clear();
|
|
mode = 0;
|
|
gamedata_all(*this);
|
|
game_active = false;
|
|
}
|
|
|
|
void gamedata::restoregame() {
|
|
geometry = geo;
|
|
variation = var;
|
|
specialland = specland;
|
|
game_active = active;
|
|
mode = 1;
|
|
gamedata_all(*this);
|
|
}
|
|
|
|
EX hookset<void(gamedata*)> hooks_gamedata;
|
|
|
|
EX namespace gamestack {
|
|
|
|
vector<gamedata> gd;
|
|
|
|
EX bool pushed() { return isize(gd); }
|
|
|
|
EX void push() {
|
|
gd.emplace_back();
|
|
gd.back().storegame();
|
|
}
|
|
|
|
EX void pop() {
|
|
if(!pushed()) return;
|
|
if(game_active) stop_game();
|
|
gd.back().restoregame();
|
|
gd.pop_back();
|
|
}
|
|
|
|
EX }
|
|
|
|
EX namespace dual {
|
|
/** 0 = dualmode off, 1 = in dualmode (no game chosen), 2 = in dualmode (working on one of subgames) */
|
|
EX int state;
|
|
|
|
/** exactly one side is Euclidean -- it should not be synchronized with the other side */
|
|
EX bool one_euclidean;
|
|
|
|
EX int currently_loaded;
|
|
EX int main_side;
|
|
EX bool affect_both;
|
|
|
|
gamedata dgd[2];
|
|
EX transmatrix player_orientation[2];
|
|
|
|
hyperpoint which_dir;
|
|
|
|
EX purehookset hooks_after_move;
|
|
|
|
int remap_direction(int d, int cg) {
|
|
if(WDIM == 2 || cg == currently_loaded) return d;
|
|
|
|
hyperpoint h = sword::dir[0].T * which_dir;
|
|
|
|
h = hpxy3(h[0]/10, h[1]/10, h[2]/10);
|
|
ld b = HUGE_VAL;
|
|
for(int i=0; i<S7; i++) {
|
|
hyperpoint checked = tC0(currentmap->relative_matrix(cwt.at->cmove(i)->master, cwt.at->master, C0));
|
|
ld dist = hdist(checked, h);
|
|
if(dist < b) { b = dist; d = i; }
|
|
}
|
|
d = gmod(d - cwt.spin, S7);
|
|
|
|
return d;
|
|
}
|
|
|
|
EX transmatrix get_orientation() {
|
|
if(WDIM == 2)
|
|
return gpushxto0(tC0(cwtV.T)) * cwtV.T;
|
|
else if(cwt.at) {
|
|
transmatrix T = unshift(ggmatrix(cwt.at));
|
|
return gpushxto0(tC0(T)) * T * sword::dir[0].T;
|
|
}
|
|
else
|
|
return Id;
|
|
}
|
|
|
|
EX void switch_to(int k) {
|
|
if(k != currently_loaded) {
|
|
// gamedata has shmup::on because tutorial needs changing it, but dual should keep it fixed
|
|
dynamicval<bool> smon(shmup::on);
|
|
player_orientation[currently_loaded] = get_orientation();
|
|
dgd[currently_loaded].storegame();
|
|
currently_loaded = k;
|
|
dgd[currently_loaded].restoregame();
|
|
}
|
|
}
|
|
|
|
EX bool movepc(int d, int subdir, bool checkonly) {
|
|
dynamicval<int> dm(dual::state, 2);
|
|
int cg = currently_loaded;
|
|
|
|
auto orbusedbak = orbused;
|
|
|
|
if(d < 0) {
|
|
if(d == -2 && items[itGreenStone] < 2) {
|
|
switch_to(cg);
|
|
glance_message();
|
|
return false;
|
|
}
|
|
bool ok = true;
|
|
|
|
for(int k=0; k<2; k++) {
|
|
switch_to(k);
|
|
ok = ok && movepcto(d, subdir, true);
|
|
orbused = orbusedbak;
|
|
}
|
|
if(ok && checkonly) {
|
|
switch_to(cg);
|
|
return true;
|
|
}
|
|
if(ok) for(int k=0; k<2; k++) {
|
|
switch_to(k);
|
|
movepcto(d, subdir, false);
|
|
if(k == 0) turncount--;
|
|
}
|
|
if(!ok) {
|
|
addMessage(XLAT("Impossible."));
|
|
}
|
|
switch_to(cg);
|
|
return ok;
|
|
}
|
|
|
|
which_dir = inverse(sword::dir[0].T) * tC0(currentmap->relative_matrix((cwt+d).cpeek()->master, cwt.at->master, C0));
|
|
|
|
bool lms[2][5];
|
|
eLastmovetype lmt[2][5];
|
|
for(int k=0; k<2; k++) {
|
|
switch_to(k);
|
|
for(eForcemovetype fm: { fmMove, fmAttack, fmInstant, fmActivate }) {
|
|
forcedmovetype = fm;
|
|
lms[k][fm] = movepcto(fm == fmMove ? remap_direction(d, cg) : 0, subdir, true);
|
|
lmt[k][fm] = nextmovetype;
|
|
forcedmovetype = fmSkip;
|
|
for(int i=0; i<ittypes; i++) orbused[i] = orbusedbak[i];
|
|
}
|
|
}
|
|
|
|
if(lms[0][fmActivate]) {
|
|
if(checkonly) { switch_to(cg); return true; }
|
|
switch_to(0); forcedmovetype = fmActivate; movepcto(0, subdir, false); forcedmovetype = fmSkip;
|
|
if(!lms[1][fmActivate]) return true;
|
|
}
|
|
if(lms[1][fmActivate]) {
|
|
if(checkonly) { switch_to(cg); return true; }
|
|
switch_to(1); forcedmovetype = fmActivate; movepcto(0, subdir, false); forcedmovetype = fmSkip;
|
|
switch_to(cg);
|
|
return true;
|
|
}
|
|
for(auto fm: {fmMove, fmInstant, fmAttack}) if(lms[0][fm] && lms[1][fm]) {
|
|
if(lmt[0][fm] == lmSkip && lmt[1][fm] == lmSkip)
|
|
continue;
|
|
if(checkonly) { switch_to(cg); return true; }
|
|
int flash = items[itOrbFlash], lgt = items[itOrbLightning];
|
|
switch_to(0); forcedmovetype = fm; movepcto(0, subdir, false); forcedmovetype = fmSkip;
|
|
if(fm == fmInstant) { items[itOrbFlash] = flash, items[itOrbLightning] = lgt; }
|
|
turncount--;
|
|
switch_to(1); forcedmovetype = fm; movepcto(0, subdir, false); forcedmovetype = fmSkip;
|
|
switch_to(cg);
|
|
reduceOrbPowers();
|
|
callhooks(hooks_after_move);
|
|
return true;
|
|
}
|
|
addMessage(XLAT("Impossible."));
|
|
flipplayer = false;
|
|
switch_to(cg);
|
|
return false;
|
|
}
|
|
|
|
EX void in_subscreen(reaction_t what) {
|
|
dynamicval<ld> xmax(current_display->xmax, 0.5 * (currently_loaded+1));
|
|
dynamicval<ld> xmin(current_display->xmin, 0.5 * (currently_loaded));
|
|
what();
|
|
}
|
|
|
|
EX bool split(reaction_t what) {
|
|
if(state != 1) return false;
|
|
state = 2;
|
|
|
|
for(int a=0; a<2; a++) {
|
|
switch_to(currently_loaded ^ 1);
|
|
what();
|
|
}
|
|
|
|
state = 1;
|
|
return true;
|
|
}
|
|
|
|
EX void enable() {
|
|
if(dual::state) return;
|
|
stop_game();
|
|
eGeometry b = geometry;
|
|
eVariation v = variation;
|
|
for(int s=0; s<2; s++) {
|
|
// dynamicval<display_data*> pds(current_display, &subscreens::player_displays[s]);
|
|
if(WDIM == 3) {
|
|
variation = eVariation::pure;
|
|
geometry = s == 0 ? gCubeTiling : gSpace435;
|
|
}
|
|
else if(shmup::on) {
|
|
geometry = b;
|
|
variation = v;
|
|
// 'do what I mean'
|
|
if(euclid)
|
|
geometry = s == 0 ? b : (ginf[geometry].vertex == 3 ? gNormal : g45);
|
|
else
|
|
geometry = s == 0 ? (ginf[geometry].vertex == 3 ? gEuclid : gEuclidSquare) : b;
|
|
if(geometry == gEuclid) variation = eVariation::bitruncated;
|
|
}
|
|
else {
|
|
variation = eVariation::pure;
|
|
#if CAP_ARCM
|
|
geometry = s == 0 ? gEuclidSquare : gArchimedean;
|
|
#else
|
|
geometry = gEuclidSquare;
|
|
#endif
|
|
}
|
|
firstland = specialland = laCrossroads4;
|
|
#if CAP_ARCM
|
|
if(geometry == gArchimedean)
|
|
arcm::current.parse("4,4,4,4,4");
|
|
#endif
|
|
check_cgi();
|
|
cgi.require_basics();
|
|
dgd[s].storegame();
|
|
}
|
|
|
|
currently_loaded = 0;
|
|
dgd[0].restoregame();
|
|
state = 1;
|
|
}
|
|
|
|
EX void disable() {
|
|
if(!dual::state) return;
|
|
stop_game();
|
|
state = 0;
|
|
}
|
|
|
|
#if CAP_COMMANDLINE
|
|
int args() {
|
|
using namespace arg;
|
|
|
|
if(0) ;
|
|
else if(argis("-dual0")) {
|
|
PHASEFROM(2);
|
|
enable();
|
|
switch_to(0);
|
|
}
|
|
else if(argis("-dual1")) {
|
|
PHASEFROM(2);
|
|
enable();
|
|
switch_to(1);
|
|
}
|
|
else if(argis("-dualoff")) {
|
|
PHASEFROM(2);
|
|
disable();
|
|
}
|
|
else return 1;
|
|
return 0;
|
|
}
|
|
|
|
auto hook = addHook(hooks_args, 100, args);
|
|
#endif
|
|
|
|
vector<int> landsides;
|
|
|
|
EX bool check_side(eLand l) {
|
|
return landsides[l] == currently_loaded || landsides[l] == 2;
|
|
}
|
|
|
|
EX void assign_landsides() {
|
|
switch_to(!currently_loaded);
|
|
one_euclidean = euclid;
|
|
switch_to(!currently_loaded);
|
|
one_euclidean ^= euclid;
|
|
|
|
landsides.resize(landtypes);
|
|
int which_hyperbolic = -1;
|
|
if(ginf[dgd[0].geo].cclass == gcHyperbolic && ginf[dgd[1].geo].cclass != gcHyperbolic)
|
|
which_hyperbolic = 0;
|
|
else if(ginf[dgd[1].geo].cclass == gcHyperbolic && ginf[dgd[0].geo].cclass != gcHyperbolic)
|
|
which_hyperbolic = 1;
|
|
int nxt = 0;
|
|
for(int i=0; i<landtypes; i++) {
|
|
eLand l = eLand(i);
|
|
auto& v = landsides[i];
|
|
land_validity_t lv[2];
|
|
for(int s=0; s<2; s++) {
|
|
switch_to(s);
|
|
lv[s] = land_validity(l);
|
|
}
|
|
if(!(lv[0].flags & lv::appears_in_full) && !(lv[1].flags & lv::appears_in_full)) {
|
|
v = -1;
|
|
continue;
|
|
}
|
|
else if(isCrossroads(l))
|
|
v = -1; /* simply boring */
|
|
else if(isGravityLand(l))
|
|
v = -1; /* too confusing */
|
|
else if(among(l, laTortoise))
|
|
v = -1; /* does not work in hyperbolic geos available, and better not do it in Euclidean ones either */
|
|
else if(among(l, laHaunted))
|
|
v = -1; /* graveyard prefers Euclidean, while Haunted prefers hyperbolic */
|
|
else if(l == laPower)
|
|
v = which_hyperbolic;
|
|
else if(l == dgd[0].specland && l == dgd[1].specland)
|
|
v = 2;
|
|
else if(l == dgd[0].specland)
|
|
v = 0;
|
|
else if(l == dgd[1].specland)
|
|
v = 1;
|
|
else if(isElemental(l))
|
|
v = 1;
|
|
else if(!(lv[0].flags & lv::appears_in_full))
|
|
v = 1;
|
|
else if(!(lv[1].flags & lv::appears_in_full))
|
|
v = 0;
|
|
else if(lv[0].quality_level > lv[1].quality_level)
|
|
v = 0;
|
|
else if(lv[1].quality_level > lv[0].quality_level)
|
|
v = 1;
|
|
else if(isEquidLand(l) && which_hyperbolic >= 0)
|
|
v = which_hyperbolic;
|
|
else if(among(l, laHunting, laMotion, laCaves, laAlchemist) && which_hyperbolic >= 0)
|
|
v = which_hyperbolic;
|
|
else if(among(l, laMirrorOld, laIce, laJungle, laDesert, laDryForest, laStorms) && which_hyperbolic >= 0)
|
|
v = 1 - which_hyperbolic;
|
|
else if(which_hyperbolic >= 0)
|
|
v = which_hyperbolic;
|
|
else {
|
|
println(hlog, "equivalent");
|
|
v = nxt, nxt = 1 - nxt;
|
|
}
|
|
// println(hlog, dnameof(l), ": ", lv[0].msg, " vs ", lv[1].msg, " verdict = ", v);
|
|
}
|
|
}
|
|
|
|
|
|
EX void add_choice() {
|
|
if(!state) return;
|
|
dialog::addSelItem(XLAT("subgame affected"),
|
|
affect_both ? XLAT("both") : main_side == 0 ? XLAT("left") : XLAT("right"), '`');
|
|
dialog::add_action([] () {
|
|
affect_both = !affect_both;
|
|
if(!affect_both) {
|
|
main_side = !main_side;
|
|
switch_to(main_side);
|
|
}
|
|
});
|
|
}
|
|
|
|
EX void split_or_do(reaction_t what) {
|
|
if(split(what)) return;
|
|
else what();
|
|
}
|
|
|
|
EX bool may_split(reaction_t what) {
|
|
if(state == 1 && affect_both) {
|
|
split(what);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
EX void may_split_or_do(reaction_t what) {
|
|
if(state == 1 && affect_both) {
|
|
split(what);
|
|
}
|
|
else what();
|
|
}
|
|
}
|
|
|
|
#if HDR
|
|
inline reaction_t mayboth(reaction_t what) { return [=] { may_split_or_do(what); }; }
|
|
#endif
|
|
|
|
|
|
}
|