forked from zenorogue/hyperrogue
-
Notifications
You must be signed in to change notification settings - Fork 0
/
flags.cpp
396 lines (336 loc) · 13.3 KB
/
flags.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
// Hyperbolic Rogue - Flags
// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
/** \file flags.cpp
* \brief Implementation of various simple flags for lands, items, monsters, and walls.
*/
#include "hyper.h"
namespace hr {
#if HDR
const inline flagtype& classflag(eItem it) { return iinf[it].flags; }
const inline flagtype& classflag(eWall w) { return winf[w].flags; }
const inline flagtype& classflag(eMonster m) { return minf[m].flags; }
const inline flagtype& classflag(eLand l) { return linf[l].flags; }
#define ANYFLAGCHECK(name, cond, field, enum) inline bool name(enum w) { flagtype flag = classflag(w); return cond; } inline bool name(cell *c) { return name(c->field); }
#define MONFLAGCHECK(name, cond) ANYFLAGCHECK(name, cond, monst, eMonster)
#define WALLFLAGCHECK(name, cond) ANYFLAGCHECK(name, cond, wall, eWall)
#define ITEMFLAGCHECK(name, cond) ANYFLAGCHECK(name, cond, item, eItem)
#define LANDFLAGCHECK(name, cond) ANYFLAGCHECK(name, cond, land, eLand)
WALLFLAGCHECK(isWatery, flag & WF_WATER)
WALLFLAGCHECK(isBoat, flag & WF_BOAT)
WALLFLAGCHECK(isChasmy, flag & WF_CHASM)
WALLFLAGCHECK(isWateryOrBoat, (flag & WF_WATER) || w == waBoat)
WALLFLAGCHECK(isNoFlight, flag & WF_NOFLIGHT)
WALLFLAGCHECK(isFire, flag & WF_FIRE)
WALLFLAGCHECK(isThumper, flag & WF_THUMPER)
WALLFLAGCHECK(isActivable, flag & WF_ACTIVABLE)
WALLFLAGCHECK(hasTimeout, flag & WF_TIMEOUT)
WALLFLAGCHECK(isOnCIsland, flag & WF_CISLAND)
WALLFLAGCHECK(cellHalfvine, flag & WF_HALFVINE)
WALLFLAGCHECK(isAlch, flag & WF_ALCHEMY)
WALLFLAGCHECK(isAlchAny, flag & WF_ALCHEMY)
WALLFLAGCHECK(realred, flag & WF_RED)
WALLFLAGCHECK(isWall, flag & WF_WALL)
WALLFLAGCHECK(isNonblock, flag & WF_NONBLOCK)
WALLFLAGCHECK(isPushable, flag & WF_PUSHABLE)
WALLFLAGCHECK(conegraphtype, flag & WF_CONE)
WALLFLAGCHECK(isStandardTree, flag & WF_STDTREE)
WALLFLAGCHECK(isGrave, flag & WF_GRAVE)
WALLFLAGCHECK(isReptile, flag & WF_REPTILE)
WALLFLAGCHECK(useHeatColoring, flag & WF_HEATCOLOR)
WALLFLAGCHECK(isThorny, flag & WF_THORNY)
LANDFLAGCHECK(generateAll, flag & LF_GENERATE_ALL)
LANDFLAGCHECK(isIcyLand, flag & LF_ICY)
LANDFLAGCHECK(isGravityLand, flag & LF_GRAVITY)
LANDFLAGCHECK(isEquidLand, flag & LF_EQUI)
LANDFLAGCHECK(isWarpedType, flag & LF_WARPED)
LANDFLAGCHECK(isCyclic, flag & LF_CYCLIC)
LANDFLAGCHECK(isTechnicalLand, flag & LF_TECHNICAL)
LANDFLAGCHECK(is_mirrorland, flag & LF_MIRROR)
LANDFLAGCHECK(isSealand, flag & LF_SEA)
LANDFLAGCHECK(isCoastal, flag & LF_COASTAL)
LANDFLAGCHECK(isPureSealand, flag & LF_PURESEA)
LANDFLAGCHECK(isElemental, flag & LF_ELEMENTAL)
LANDFLAGCHECK(isHaunted, flag & LF_HAUNTED)
LANDFLAGCHECK(isTrollLand, flag & LF_TROLL)
LANDFLAGCHECK(inmirror, flag & LF_INMIRROR)
LANDFLAGCHECK(inmirrororwall, flag & LF_INMIRRORORWALL)
LANDFLAGCHECK(isElectricLand, flag & LF_ELECTRIC)
MONFLAGCHECK(isGhostable, !(flag & CF_NOGHOST))
MONFLAGCHECK(isRaider, flag & CF_RAIDER)
MONFLAGCHECK(isMimic, flag & CF_MIMIC)
MONFLAGCHECK(isPrincess, flag & CF_PRINCESS)
MONFLAGCHECK(isGolemOrKnight, flag & CF_GOK)
MONFLAGCHECK(isNonliving, flag & CF_NONLIVING)
MONFLAGCHECK(isMetalBeast, flag & CF_METAL)
MONFLAGCHECK(isStunnable, flag & CF_STUNNABLE)
MONFLAGCHECK(hasHitpoints, flag & CF_HP)
MONFLAGCHECK(isMountable, flag & CF_MOUNTABLE)
MONFLAGCHECK(isFriendlyType, flag & CF_FRIENDLY)
MONFLAGCHECK(isFriendlyOrPlayer, flag & (CF_FRIENDLY | CF_PLAYER))
MONFLAGCHECK(isBug, flag & CF_BUG)
MONFLAGCHECK(isIvy, flag & CF_IVY)
MONFLAGCHECK(isMonsterPart, flag & CF_PART)
MONFLAGCHECK(isMutantIvy, flag & CF_MUTANTIVY)
MONFLAGCHECK(isAnyIvy, flag & CF_ANYIVY)
MONFLAGCHECK(isBulletType, flag & CF_BULLET)
MONFLAGCHECK(isDemon, flag & CF_DEMON)
MONFLAGCHECK(isWorm, flag & CF_WORM)
MONFLAGCHECK(isWitch, flag & CF_WITCH)
MONFLAGCHECK(isAngryBird, (flag & CF_BIRD) && !(flag & CF_FRIENDLY))
MONFLAGCHECK(isBird, flag & CF_BIRD)
MONFLAGCHECK(slowMover, flag & CF_SLOWMOVER)
MONFLAGCHECK(isMagneticPole, flag & CF_MAGNETIC)
MONFLAGCHECK(isSwitch, flag & CF_SWITCH)
MONFLAGCHECK(isGhost, flag & CF_GHOST)
MONFLAGCHECK(isShark, flag & CF_SHARK)
MONFLAGCHECK(isSlimeMover, flag & CF_SLIME)
MONFLAGCHECK(isDragon, flag & CF_DRAGON)
MONFLAGCHECK(isKraken, flag & CF_KRAKEN)
MONFLAGCHECK(isBlowableMonster, !(flag & CF_NOBLOW))
MONFLAGCHECK(isMultitile, flag & CF_MULTITILE)
MONFLAGCHECK(isLeader, flag & CF_LEADER)
MONFLAGCHECK(isFlyingType, flag & CF_FLYING)
MONFLAGCHECK(attackThruVine, flag & CF_ATTACK_THRU_VINE)
MONFLAGCHECK(attackNonAdjacent, flag & CF_ATTACK_NONADJACENT)
MONFLAGCHECK(noHighlight, flag & CF_NOHIGHLIGHT)
MONFLAGCHECK(isInactiveEnemyType, flag & CF_INACTIVE)
MONFLAGCHECK(isUnarmed, flag & CF_UNARMED)
MONFLAGCHECK(ignoresPlatesType, flag & CF_IGNORE_PLATE)
MONFLAGCHECK(isBull, flag & CF_BULL)
MONFLAGCHECK(isTroll, flag & CF_TROLL)
MONFLAGCHECK(ignoresSmellType, flag & CF_IGNORE_SMELL)
MONFLAGCHECK(isRatling, flag & CF_RATLING)
MONFLAGCHECK(isGhostMover, flag & CF_GHOSTMOVER)
MONFLAGCHECK(isPowerMonster, flag & CF_POWER)
MONFLAGCHECK(hasFacing, flag & CF_FACING)
ITEMFLAGCHECK(isElementalShard, flag & IF_SHARD)
ITEMFLAGCHECK(itemBurns, !(flag & IF_FIREPROOF))
ITEMFLAGCHECK(isProtectionOrb, flag & IF_PROTECTION)
ITEMFLAGCHECK(isEmpathyOrb, flag & IF_EMPATHY)
ITEMFLAGCHECK(isRangedOrb, flag & IF_RANGED)
ITEMFLAGCHECK(isRevivalOrb, flag & IF_REVIVAL)
#endif
eMonster movegroup(eMonster m);
// watery
EX bool boatStrandable(cell *c) {
return c->wall == waNone && (c->land == laLivefjord || c->land == laOcean);
}
// monster/wall types
EX bool isFireOrMagma(cell *w) {
return isFire(w) || w->wall == waMagma;
}
EX int mirrorcolor(bool mirrored) {
return winf[mirrored ? waMirror : waCloud].color;
}
EX bool isMounted(cell *c) {
if(c && c->monst && c->monst != moTentacleGhost && isMountable(c->monst)) {
for(int i: player_indices()) {
if(playerpos(i)->monst && sameMonster(c, playerpos(i)))
return true;
if(lastmountpos[i] && lastmountpos[i]->monst && sameMonster(c, lastmountpos[i]))
return true;
}
}
return false;
}
EX int itemclass(eItem it) { return iinf[it].itemclass; }
EX bool isFriendly(eMonster m) { return isFriendlyType(m); }
EX bool isFriendly(cell *c) {
return isMounted(c) || isFriendly(c->monst);
}
EX eThreatLevel get_threat_level(cell *c) {
if(!c->monst) return tlNoThreat;
if(isFriendly(c)) return tlNoThreat;
if(classflag(c->monst) & CF_HIGH_THREAT) return tlHighThreat;
if(classflag(c->monst) & CF_SPAM) return tlSpam;
return tlNormal;
}
EX bool isFriendlyOrBug(cell *c) { // or killable discord!
// do not attack the stunned Princess
if(isPrincess(c->monst) && c->stuntime) return false;
return isFriendly(c) || isBug(c) || (c->monst && markOrb(itOrbDiscord) && !c->stuntime);
}
EX bool cellUnstable(cell *c) {
return (c->land == laMotion && c->wall == waNone) || c->wall == waTrapdoor;
}
EX bool cellUnstableOrChasm(cell *c) {
return
(c->land == laMotion && c->wall == waNone) ||
c->wall == waChasm || c->wall == waTrapdoor;
}
EX eMonster elementalOf(eLand l) {
if(l == laEFire) return moFireElemental;
if(l == laEWater) return moWaterElemental;
if(l == laEAir) return moAirElemental;
if(l == laEEarth) return moEarthElemental;
return moNone;
}
EX eItem localshardof(eLand l) {
return eItem(itFireShard + (l - laEFire));
}
EX int snakelevel(cell *c) {
#if CAP_COMPLEX2
if(c->land == laBrownian && among(c->wall, waNone, waMineMine, waFire)) return min(c->landparam / brownian::level, 3);
#endif
return winf[c->wall].snakelevel;
}
// from-to
EX eSlimegroup slimegroup(cell *c) {
return winf[c->wall].sg;
}
EX bool isFlying(eMonster m) {
return isFlyingType(m) || checkOrb(m, itOrbAether);
}
EX bool survivesChasm(eMonster m) {
return isFlying(m);
}
EX bool ignoresPlates(eMonster m) {
return ignoresPlatesType(m) || isFlying(m);
}
EX bool isInactiveEnemy(cell *w, eMonster forwho) {
if(forwho != moPlayer) {
if(w->monst == moGreaterM || w->monst == moLesserM) return false;
if(w->monst == moGreater || w->monst == moLesser) return true;
}
if(isInactiveEnemyType(w->monst)) return true;
if(w->monst && ((forwho == moPlayer) ? realstuntime(w) : realstuntime(w) > 1) && !isFriendly(w))
return true;
return false;
}
// forpc = true (for PC), false (for golems)
EX bool isActiveEnemy(cell *w, eMonster forwho) {
if(((forwho == moPlayer) ? realstuntime(w) : realstuntime(w) > 1))
return false;
if(w->monst == passive_switch) return false;
if(w->monst == moNone) return false;
if(isFriendly(w)) return false;
if(isInactiveEnemy(w, forwho)) return false;
return true;
}
EX bool isArmedEnemy(cell *w, eMonster forwho) {
return w->monst != moCrystalSage && w->monst != moCrusher && isActiveEnemy(w, forwho);
}
EX bool eternalFire(cell *c) {
return c->land == laDryForest || (c->land == laPower && !smallbounded) || c->land == laMinefield ||
c->land == laEFire || c->land == laElementalWall;
}
EX bool haveRangedOrb() {
return
items[itOrbPsi] || items[itOrbDragon] || items[itOrbTeleport] ||
items[itOrbIllusion] || items[itOrbSpace] || items[itOrbAir] ||
items[itOrbFrog] || items[itOrbSummon] || items[itOrbMatter] ||
items[itRevolver] || items[itOrbStunning] || items[itStrongWind] ||
items[itOrbDomination] || items[itOrbNature] || items[itOrbDash] ||
items[itOrbMorph] || items[itOrbPhasing];
}
EX bool isFriendlyGhost(eMonster m) {
return m == moFriendlyGhost || (markEmpathy(itOrbAether) && isFriendly(m));
}
EX bool isGhostAether(eMonster m) {
return isGhost(m) || checkOrb(m, itOrbAether);
}
EX bool survivesWater(eMonster m) {
return
m == moShark || m == moGreaterShark || m == moCShark ||
isGhostAether(m) || m == moWitchGhost || m == moShadow ||
isBird(m) || m == moWaterElemental || m == moAirElemental ||
isWorm(m) || isIvy(m) || isDragon(m) || isKraken(m) ||
m == moMutant || m == moFriendlyIvy ||
checkOrb(m, itOrbFish) ||
among(m, moPike, moRusalka) ||
m == moTortoise; // Tortoises and Ivies survive, but don't go through water
}
// survives Mercury or Sulphur or Lava
EX bool survivesPoison(eMonster m, eWall p) {
return
isGhostAether(m) || m == moWitchGhost || m == moShadow ||
isBird(m) || m == moAirElemental || isDragon(m) || isWorm(m);
}
// flying even if stunned
EX bool isPermanentFlying(eMonster m) {
return m == moAirElemental || isGhostAether(m);
}
EX bool isLuckyLand(eLand l) {
return among(l, laIce, laDesert, laDeadCaves, laOvergrown, laDice);
}
EX bool survivesFire(eMonster m) {
return
isGhostAether(m) || m == moWitchWinter || m == moWitchGhost ||
m == moBomberbird || m == moTameBomberbird || m == moTameBomberbirdMoved ||
checkOrb(m, itOrbWinter) || m == moFireElemental ||
isDragon(m) || m == moShadow;
}
EX bool survivesWall(eMonster m) {
return isGhostAether(m);
}
EX bool survivesThorns(eMonster m) {
return isGhostAether(m) || m == moSkeleton || m == moDraugr;
}
EX bool survivesFall(eMonster m) {
return isBird(m) || m == moAirElemental || m == moSkeleton || isDragon(m) || m == moShadow || isGhostAether(m);
}
EX bool checkOrb(eMonster m1, eItem orb) {
if(m1 == moPlayer) return markOrb(orb);
if(isFriendly(m1)) return markEmpathy(orb);
return false;
}
EX bool checkOrb2(eMonster m1, eItem orb) {
if(m1 == moPlayer) return markOrb2(orb);
if(isFriendly(m1)) return markEmpathy2(orb);
return false;
}
EX bool ignoresSmell(eMonster m) {
return ignoresSmellType(m) || checkOrb(m, itOrbBeauty) || checkOrb(m, itOrbAether) || checkOrb(m, itOrbShield);
}
EX bool highwall(cell *c) {
if(c->wall == waGlass) return false;
if(wmescher && wmspatial && c->wall == waBarrier && c->land == laOceanWall)
return false;
// if(wmspatial && isTree(c)) return false;
if(isGrave(c->wall)) return true;
if(c->wall == waMirrorWall) return false;
if(c->wall == waEditStatue) return false;
return winf[c->wall].glyph == '#' || c->wall == waClosedGate;
}
EX int chasmgraph(cell *c) {
if(c->wall == waChasm || c->wall == waInvisibleFloor) return 2;
if(isChasmy(c)) return 1;
if(isWateryOrBoat(c)) return 1;
if(c->wall == waShallow) return 1;
if(wmescher && c->wall == waBarrier && c->land == laOceanWall) return 1;
if(c->wall == waReptileBridge) return 1;
return 0;
}
EX bool conegraph(cell *c) {
return ((wmescher && wmspatial) || wmascii3) && (conegraphtype(c) || (c->wall == waBarrier && c->land == laOceanWall));
}
/** Determine the power of a frog monster. Also used to determine whether monster is a frog. */
EX eItem frog_power(eMonster m) {
if(m == moFrog) return itOrbFrog;
if(m == moPhaser) return itOrbPhasing;
if(m == moVaulter) return itOrbDash;
return itNone;
}
EX bool hornStuns(cell *c) {
eMonster m = c->monst;
return
m == moRagingBull || m == moSleepBull || m == moHerdBull ||
m == moButterfly || m == moGreater || m == moGreaterM || m == moDraugr ||
m == moHedge || m == moFlailer || m == moVizier || m == moReptile || m == moSalamander ||
m == moPair || m == moAltDemon || m == moHexDemon || m == moMonk || m == moCrusher ||
attackJustStuns(c, AF_NORMAL, moNone);
}
/** changing this wall for whatever reason may cause the game to crash */
EX bool do_not_touch_this_wall(cell *c) {
return among(c->wall, waMirrorWall, waBarrier, waRoundTable, waWarpGate);
}
EX bool is_paired(eMonster m) {
return among(m, moPair, moNorthPole, moSouthPole);
}
EX bool isDie(eMonster m) {
return among(m, moAnimatedDie, moAngryDie);
}
EX bool isDie(eWall w) {
return among(w, waRichDie, waHappyDie);
}
}