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game.cpp
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game.cpp
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/*
** Daedalus (Version 3.5) File: game.cpp
** By Walter D. Pullen, [email protected], http://www.astrolog.org/labyrnth.htm
**
** IMPORTANT NOTICE: Daedalus and all Maze generation and general
** graphics routines used in this program are Copyright (C) 1998-2024 by
** Walter D. Pullen. Permission is granted to freely use, modify, and
** distribute these routines provided these credits and notices remain
** unmodified with any altered or distributed versions of the program.
** The user does have all rights to Mazes and other graphic output
** they make in Daedalus, like a novel created in a word processor.
**
** More formally: This program is free software; you can redistribute it
** and/or modify it under the terms of the GNU General Public License as
** published by the Free Software Foundation; either version 2 of the
** License, or (at your option) any later version. This program is
** distributed in the hope that it will be useful and inspiring, but
** WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
** General Public License for more details, a copy of which is in the
** LICENSE.HTM included with Daedalus, and at http://www.gnu.org
**
** This file contains implementations of operations used by games that
** come with Daedalus.
**
** Created: 11/6/2018.
** Last code change: 10/30/2024.
*/
#include <stdio.h>
#include <stdlib.h>
#include <memory.h>
#include <time.h>
#include <math.h>
#include "resource.h"
#include "util.h"
#include "graphics.h"
#include "color.h"
#include "threed.h"
#include "maze.h"
#include "draw.h"
#include "daedalus.h"
/*
******************************************************************************
** Game Routines
******************************************************************************
*/
#define zVis 16 // Visibility distance
#define dobj 17 // Ammo to launcher offset
#define zClimb 64 // Vertical step units
enum _bitmapcustom {
bmpWall = 0, // Block side texture bitmap
bmpVar = 1, // Wall height bitmap
bmpElev = 2, // Floor elevation bitmap
bmpFloor = 3, // Floor texture bitmap
bmpBlock = 4, // Block top texture bitmap
bmpSide = 5, // Floor side texture bitmap
bmpLit = 6, // Fog lit location bitmap
bmpInv = 7, // Inventory bitmap
bmpAlly = 8, // Faction bitmap
bmpH2O = 9, // Water location bitmap
bmpWasp = 10, // Wasp nest bitmap
bmpTrap = 11, // Net trap bitmap
bmpFire = 12, // Firewall side texture
bmpFire2 = 13, // Firewall top texture
};
enum _variablecustom {
numTurn = 16, // @p: Turn count
numLeft = 19, // @s: Tribues left
numStart = 37, // @SK: Start turn
numEarly = 63, // @Sk: Early death chance
numRng = 70, // @Sr: Throwable weapon range distance
numFinal = 78, // @Sz: Firewall finale start turn
numPeace = 80, // @SPeace: If tributes keep no enemies
numAlly = 83, // Alliance proposal probability
numTrap = 84, // Stepping into trap probability
numMuttS = 91, // Whether mutts can swim
numMuttC = 92, // Whether mutts can climb
numTube = 118, // Launch tube color
numCorn = 119, // Cornucopia color
numMaze = 120, // Maze color
numDists = 152, // Max Districts possible
numDist = 153, // Districts in play
numPer = 154, // Tributes per District
numLaun = 164, // Launch tube radius
numFMax = 165, // Maximum food allowed
numHPMax = 166, // Maximum health allowed
numInv = 167, // Inventory size
numDmg = 200, // Weapon damage
numUsage = 250, // Weapon usage
numFave = 300, // Weapon favored district
numMater = 350, // Item material
numCoor = 900, // Tribute X & Y coordinates
numElev = 1200, // Tribute Z coordinate
numHP = 1500, // Tribute hitpoints
numFood = 1800, // Tribute food
numKill = 2100, // Tribute kills
numWield = 2400, // Tribute wielded weapon index
numWear = 2700, // Tribute worn item index
numNet = 3000, // Tribute netting
numDest = 3300, // Tribute destination coordinates
numWasp = 3600, // Tribute hallucination
numLead = 3900, // Tribute leadership
};
enum _stringcustom {
strX = 3, // X increments
strY = 4, // Y increments
};
enum _action {
actWait = 0, // Do nothing and wait
actUse = 1, // Use item
actGet = 2, // Pick up whatever standing over
actMove = 3, // Move or melee attack in direction
actThrow = 4, // Throw item in direction
actDrop = 5, // Drop item
actDown = 6, // Climb down
actUp = 7, // Climb up
actGive = 8, // Give item in direction
actDig = 9, // Dig
actFire = 10, // Fire weapon in direction
actFree = 11, // Free tribute from net
actAlly = 12, // Propose alliance
actLead = 13, // Claim leadership
};
enum _object {
objFist = 0, // Fist weapon (empty slot)
objRock = 1, // Rock ammo
objDart = 2, // Dart ammo
objArrow = 3, // Arrow ammo
objBull = 4, // Gun ammo
objGren = 5, // Grenade explosive
objNet = 6, // Net weapon
objClub = 7, // Club weapon
objTorch = 8, // Blowtorch weapon
objBrick = 9, // Brick weapon
objPick = 10, // Pick weapon
objTeeth = 11, // Mutt teeth
objKnife = 12, // Knife weapon
objMace = 13, // Mace weapon
objSpear = 14, // Spear weapon
objAxe = 15, // Axe weapon
objSword = 16, // Sword weapon
objTrid = 17, // Trident weapon
objSling = 18, // Slingshot launcher
objBlow = 19, // Blowgun launcher
objBow = 20, // Bow launcher
objGun = 21, // Gun launcher
objBerry = 22, // Berries
objNight = 23, // Nightlock berries
objBread = 24, // Loaf of bread
objFish = 25, // Fish
objHeal = 26, // First-aid kit
objGogg = 27, // Nightvision goggles
objHelm = 28, // Helmet
objArmor = 29, // Body armor
objPara = 30, // Parachute
objMine0 = 31, // Landmine (inactive)
objMine1 = 32, // Landmine (active)
objMax = 33, // Number of objects
};
enum _desire {
desPunch = 0,
desUp = 1,
desDown = 9999,
desStart = 10000,
desChase = 10000,
desBetray = 30000 + 0,
desLead = 30000 + 80,
desAlly = 30000 + 90,
desGive = 30000 + 100,
desDrop = 30000 + 110,
desDig = 30000 + 120,
desMine = 30000 + 130,
desWear = 30000 + 140,
desEat = 30000 + 150,
desHeal = 30000 + 160,
desWield = 30000 + 170,
desGet = 30000 + 180,
desFree = 30000 + 190,
desMelee = 30000 + 500,
desThrow = 30000 + 500,
desFlee = 40000,
desGiveHi = 60000 + 940,
desGetHi = 60000 + 950,
desWieldHi = 60000 + 960,
desFleeHi = 60000 + 970,
desHealHi = 60000 + 980,
desEatHi = 60000 + 990,
};
#define Xoff(d) (ws.rgszVar[strX][d] - '1')
#define Yoff(d) (ws.rgszVar[strY][d] - '1')
#define ZElev(n) ws.rglVar[numElev + (n)]
#define NWater(x, y) \
(ws.rgbMask[bmpH2O].Get(x, y) ? RgbB(bm.k2.Get(x, y)) : 0)
#define FFirewall(x, y) (ws.rgcTexture[bmpBlock].Get(x, y) == bmpFire2)
#define NDist(i) (((i) >= nTribMax ? nDistMax : (i) / nPer) + 1)
#define NTrib(k) (255 - (k))
#define NObj(k) (RgbG(k) & 127)
#define NWield(i) ws.rglVar[numWield + (i)]
#define FObjInInv(o) ((grfObjInv & (1 << (o))) != 0)
#define FObjsInInv(o1, o2) ((grfObjInv & ((1 << (o1)) | (1 << (o2)))) != 0)
#define ObjInvN(i, n) ((i) < 0 ? 0 : ws.rgcTexture[bmpInv].Get(n, i))
#define ObjInv(i) ObjInvN(i, nSelf)
#define WepDmgN(o, n) \
(ws.rglVar[numDmg + (o)] + (ws.rglVar[numFave + (o)] == NDist(n))*2)
#define WepDmg(o) WepDmgN(o, nSelf)
#define DmgN(n) (ws.rglVar[numNet + (n)] > 0 ? 1 : \
WepDmgN(ObjInvN(NWield(n), n), n))
#define FactionN(i, n) ws.rgcTexture[bmpAlly].Get(n, i)
#define Faction(i) FactionN(i, nSelf)
#define FAlly(n) ((n) <= 100)
#define FEnemy(n) ((n) > 150)
#define FWep(o) ((o) != objFist && (ws.rglVar[numUsage + (o)] > 0))
#define FWepMelee(o) ((o) != objFist && (ws.rglVar[numUsage + (o)] & 9) == 1)
#define FWepThrow(o) ((o) != objFist && (ws.rglVar[numUsage + (o)] & 2) > 0)
#define FWepAmmo(o) ((o) != objFist && (ws.rglVar[numUsage + (o)] & 4) > 0)
#define FWepLaunch(o) ((o) != objFist && (ws.rglVar[numUsage + (o)] & 8) > 0)
#define FWepAuto(o) ((ws.rglVar[numUsage + (o)] & 24) == 24)
#define FConsum(o) \
((o) == objBerry || (o) == objBread || (o) == objFish || (o) == objHeal)
#define FFisher(o) ((o) == objNet || (o) == objSpear || (o) == objTrid)
#define PowerN(n) (ws.rglVar[numHP + (n)] * DmgN(n))
#define NCompare(n) (nPower * 100 / PowerN(n))
#define CheckWrap(x, y) if (dr.nEdge == nEdgeTorus) bm.b.Legalize2(x, y)
#define Desire(a, i, d, p) if ((p) > nPriority) \
{ nAction = (a); nItem = (i); nDir = (d); nPriority = (p); }
#define CheckBad(f, n) if (f) { ws.rglVar[iLetterZ] = -(n); return fFalse; }
// Determine the best move for a computer controlled Hunger Games tribute.
// Contains AI specialized to the Hunger Games script, and implements the
// Hunger operation. Loop over all possible actions, assigning a value to
// each, then select whichever potential action has the highest value.
flag FHungerGame(int nInput)
{
CMaz b;
int nAction = actWait, nItem = 0, nDir = 0, nPriority = -1,
rgnMove[DIRS2], rgnDesObj[objMax], rgnConObj[objMax], rgnValObj[objMax],
rgnDesDir[DIRS2], nSelf, zLit, nDistMax, nDist, nPer, nTribMax, nTribLeft,
nTurn, nTurnMin, iDist, xSelf, ySelf, zSelf, zElev, xDest, yDest, zRng,
grfObjInv = 0, iWield, objWield, iWear, objWear, objHere, nHealth,
nHealthMax, nFood, nFoodMax, nInv, nPropose, nTrap, iItem, nEarly, nMove,
nDes, nDmg, nDmgMax, nDmgWield, nHealthEnemy = 0, nDamageEnemy = 0,
nPower, nPowerEnemy, iItemMax, cInvFree = 0, cConsum = 0, cAlly = 0,
dGive = -1, nGive = 255, nLead = -1, obj, x, y, d, x2, y2, d2, i, j, l;
flag fMutt, fNet, fWater, fCanClimb = fFalse, fCanFish, fCanSwim, fCanSee,
fAllDeep = fTrue, fNearFire, fMelee = fFalse, fRanged = fFalse, fSafe;
// Ensure valid game space
Assert(objSling - objRock == dobj && objBlow - objDart == dobj &&
objBow - objArrow == dobj && objGun - objBull == dobj);
if (bm.k.FNull() || bm.k2.FNull() || bm.k3.FNull() ||
ws.cbMask <= bmpH2O || ws.ccTexture <= bmpH2O ||
ws.rgcTexture[bmpInv].FNull() || ws.rgcTexture[bmpAlly].FNull())
return fFalse;
if (!FEnsureLVar(numWasp) || !FEnsureSzVar(strY) ||
ws.rgszVar[strX] == NULL || ws.rgszVar[strY] == NULL ||
CchSz(ws.rgszVar[strX]) != 8 || CchSz(ws.rgszVar[strY]) != 8)
return fFalse;
i = (zVis << 1) + 1;
if (!b.FAllocate(i, i, NULL))
return fFalse;
// Special case for firewall generation
if (nInput == -1) {
for (y = 0; y < bm.k.m_x; y++)
for (x = 0; x < bm.k.m_x; x++) {
if (!bm.b.Get(x, y))
continue;
bm.b3.Set1(x, y);
bm.k.Set(x, y, Rgb(Rnd(255, 255-32), Rnd(127+32, 127-32), 0));
ws.rgcTexture[bmpWall].Set(x, y, UD(bmpFire, bmpFire));
ws.rgcTexture[bmpBlock].Set(x, y, bmpFire2);
i = j = ws.rgcTexture[bmpElev].Get(x, y);
if (bm.b2.Get(x, y))
j = UdU(ws.rgcTexture[bmpVar].Get(x, y));
ws.rgcTexture[bmpVar].Set(x, y,
UD(Min(j + Rnd(zClimb, zClimb << 1), 4095), i));
bm.b.Set0(x, y);
bm.b2.Set0(x, y);
ws.rgbMask[bmpLit].Set1(x, y);
}
return fTrue;
}
// Setup initial variables
nSelf = UdU(nInput);
nDistMax = ws.rglVar[numDists];
nDist = ws.rglVar[numDist];
nPer = ws.rglVar[numPer];
nTribMax = nDist * nPer;
nTribLeft = ws.rglVar[numLeft];
nTurn = ws.rglVar[numTurn];
nTurnMin = ws.rglVar[numStart];
nHealthMax = ws.rglVar[numHPMax];
nFoodMax = ws.rglVar[numFMax];
nInv = ws.rglVar[numInv];
zRng = ws.rglVar[numRng];
nPropose = ws.rglVar[numAlly];
nTrap = ws.rglVar[numTrap];
iDist = NDist(nSelf);
fMutt = iDist > nDist;
l = ws.rglVar[numCoor + nSelf];
xSelf = UdU(l); ySelf = UdD(l);
zSelf = ZElev(nSelf);
zElev = ws.rgcTexture[bmpElev].Get(xSelf, ySelf);
nEarly = ws.rglVar[numLaun];
nHealth = ws.rglVar[numHP + nSelf];
nFood = ws.rglVar[numFood + nSelf];
fNet = ws.rglVar[numNet + nSelf] > 0;
fWater = NWater(xSelf, ySelf) > 0;
iWield = NWield(nSelf);
objWield = ObjInv(iWield);
nDmgWield = WepDmg(objWield);
fCanFish = iDist == 4 || FFisher(objWield);
fCanSwim = iDist == 4 || objWield == objClub ||
(fMutt && ws.rglVar[numMuttS]);
fCanSee = fMutt || iDist == 13;
iWear = ws.rglVar[numWear + nSelf];
objWear = ObjInv(iWear);
l = bm.k3.Get(xSelf, ySelf);
objHere = NObj(l);
for (iItem = 0; iItem < nInv; iItem++) {
obj = ObjInv(iItem);
grfObjInv |= (1 << obj);
cInvFree += (obj == objFist);
cConsum += FConsum(obj);
}
zLit = ws.rglVar[numWasp + nSelf] ? 1 : (nInput < 4096 || fCanSee ||
objWear == objGogg ? zVis : NMin(zVis, UdD(nInput)));
if (FWepLaunch(objWield) &&
(!(FObjInInv(objWield-dobj) || FWepAuto(objWield)) || fNet))
nDmgWield = 1;
nPower = nHealth * nDmgWield;
l = ws.rglVar[numDest + nSelf];
xDest = UdU(l); yDest = UdD(l);
for (i = 0; i < nTribMax; i++)
cAlly += ws.rglVar[numHP + i] > 0 && FAlly(Faction(i));
fNearFire = nTurn == ws.rglVar[numFinal] &&
(!FBetween(xSelf, 2, bm.b.m_x-3) || !FBetween(ySelf, 2, bm.b.m_y-3));
// Corruption checks
j = 0;
for (i = 0; i < nTribMax; i++) {
if (ws.rglVar[numHP + i] <= 0)
continue;
j++;
l = ws.rglVar[numCoor + i];
x = UdU(l); y = UdD(l);
l = bm.k3.Get(x, y);
l = RgbR(l);
CheckBad(l == 0, 2000 + i);
l = NTrib(l);
CheckBad(l != i, 3000 + i);
}
CheckBad(j != nTribLeft, 4000 + j);
// Setup what's next to us
for (d = 0; d < DIRS2; d++) {
x = xSelf + xoff[d];
y = ySelf + yoff[d];
CheckWrap(&x, &y);
if (d < DIRS && !fCanClimb && (!fMutt || ws.rglVar[numMuttC]) &&
((bm.b.Get(x, y) && !RgbR(bm.b3.Get(x, y)) &&
UdU(ws.rgcTexture[bmpVar].Get(x, y)) >= zSelf + zClimb*3/2) ||
ws.rgcTexture[bmpElev].Get(x, y) >= zSelf + zClimb*3/2))
fCanClimb = fTrue;
i = NWater(x, y);
if (!(i > 0 && i <= 170))
fAllDeep = fFalse;
}
for (d = 0; d < DIRS2; d++) {
rgnMove[d] = -2;
x = xSelf + Xoff(d);
y = ySelf + Yoff(d);
CheckWrap(&x, &y);
if (!bm.k.FLegal(x, y))
continue;
l = bm.k3.Get(x, y);
obj = NObj(l);
l = RgbR(l);
// Can't step into solid objects (unless can chop, dig, melt, or burn it)
if (bm.b.Get(x, y) && l == 0) {
j = bm.k.Get(x, y);
if (!((iDist == 7 && objWield == objAxe && RgbG(j) > RgbR(j) &&
(ws.rgcTexture[bmpBlock].Get(x, y) != bmpWasp ||
zSelf >= ws.rgcTexture[bmpElev].Get(x, y) + zClimb*2)) ||
(iDist == 2 && objWield == objPick &&
(RgbG(j) == RgbB(j) || j == ws.rglVar[numMaze])) ||
(iDist == 13 && objWield == objTorch &&
(j == ws.rglVar[numCorn] || RgbG(j) > RgbR(j)))))
continue;
} else
fNearFire |= FFirewall(x, y);
// Shouldn't step onto activated landmine
if (obj == objMine1 && zSelf <= zElev && !fMutt &&
(nTrap == 0 || Rnd(0, 99) >= nTrap))
continue;
// Shouldn't step onto wasp nest or Net trap
i = ws.rgcTexture[bmpFloor].Get(x, y);
if ((i == bmpWasp || (!fMutt && i == bmpTrap)) && zSelf <= zElev &&
(nTrap == 0 || Rnd(0, 99) >= nTrap))
continue;
// Never step into deep water if can't swim
i = NWater(x, y);
if (i > 0 && i <= 170 && !fCanSwim && l == 0)
continue;
// Never step into space so fall and take damage
if (iDist != 11 && objWear != objPara &&
zSelf >= ws.rgcTexture[bmpElev].Get(x, y) + zClimb*2) {
for (d2 = 0; d2 < DIRS; d2++) {
x2 = x + xoff[d2];
y2 = y + yoff[d2];
CheckWrap(&x2, &y2);
if ((bm.b.Get(x2, y2) && !RgbR(bm.k3.Get(x2, y2)) &&
UdU(ws.rgcTexture[bmpVar].Get(x2, y2)) >= zSelf + zClimb/2) ||
ws.rgcTexture[bmpElev].Get(x2, y2) >= zSelf)
break;
}
if (d2 >= DIRS)
continue;
}
// Never step next to firewall because it may expand over you
for (d2 = 0; d2 < DIRS; d2++) {
x2 = x + xoff[d2];
y2 = y + yoff[d2];
CheckWrap(&x2, &y2);
if (FFirewall(x2, y2))
break;
}
if (d2 < DIRS)
continue;
if (l == 0) {
// Shouldn't move next to launch platforms before the opening gong
if (nTurn < 0) {
if (fMutt)
continue;
for (d2 = 0; d2 < DIRS2; d2++) {
x2 = x + xoff[d2];
y2 = y + yoff[d2];
CheckWrap(&x2, &y2);
if (bm.k2.Get(x2, y2) == ws.rglVar[numTube])
break;
}
if (d2 < DIRS2) {
l = bm.k2.Get(x, y);
if ((l | 0x000f1f) != kvBrown &&
Rnd(1, ws.rglVar[numEarly] * DIRS2 * nTurnMin) > 1)
continue;
}
}
rgnMove[d] = -1;
} else {
l = NTrib(l);
i = Faction(l);
rgnMove[d] = i;
if (!FAlly(i)) {
fMelee = fTrue;
nHealthEnemy += ws.rglVar[numHP + l];
nDamageEnemy += DmgN(l);
}
}
}
nPowerEnemy = nHealthEnemy * nDamageEnemy;
// Setup how interested in objects
for (obj = 0; obj < objMax; obj++) {
nDes = 0;
nDmg = WepDmg(obj);
if (FWep(obj)) {
// Don't want non-throwable ammo unless already have launcher
// Don't want melee only weapon worse than melee weapon wielded
if (FWepLaunch(obj))
nDes = FObjInInv(obj-dobj) || FWepAuto(obj) ? nDmg : 1;
else if (FWepAmmo(obj))
nDes = FObjInInv(obj+dobj) ? WepDmg(obj+dobj) : nDmg * FWepThrow(obj);
else if (FWepThrow(obj) || WepDmg(obj) >= nDmgWield)
nDes = nDmg;
} else {
// Never want Nightlock or active Landmine
switch (obj) {
case objFist: nDes = 0; break;
case objBerry: nDes = nFood < nFoodMax ? 6 : nDmg; break;
case objNight: nDes = 0; break;
case objBread: nDes = nFood < nFoodMax ? 7 : 4; break;
case objFish: nDes = nFood < nFoodMax ? 6 : nDmg; break;
case objHeal: nDes = nHealth < nHealthMax ? 9 : nDmg; break;
case objGogg: nDes = ds.fStar ? 8 : nDmg; break;
case objHelm: nDes = !ds.fStar ? 8 : nDmg; break;
case objArmor: nDes = !ds.fStar ? 9 : nDmg; break;
case objPara: nDes = nDmg; break;
case objMine0: nDes = (iDist == 3) ? 5 : nDmg; break;
case objMine1: nDes = 0; break;
default: nDes = nDmg; break;
}
// Special: Ignore food if very full, and First-Aid if limit low
if ((nFood >= 2000 && (obj == objBerry || obj == objBread ||
obj == objFish)) || (nHealthMax < 2 && obj == objHeal))
nDes = 0;
}
if (fMutt)
nDes = 0;
rgnValObj[obj] = nDes;
// No duplicate launcher or duplicate melee only weapon
if ((FWepLaunch(obj) || (FWepMelee(obj) && !FWepThrow(obj))) &&
FObjInInv(obj))
nDes = 0;
// No melee only weapon equal to melee only weapon already wielded
if (FWepMelee(obj) && !FWepThrow(obj) && FWepMelee(objWield) &&
!FWepThrow(objWield) && WepDmg(obj) <= nDmgWield)
nDes = 0;
// No duplicate or extraneous nightvision goggles, armor, or parachute
if ((obj == objGogg && (fCanSee || FObjInInv(objGogg))) ||
(obj == objHelm && FObjsInInv(objHelm, objArmor)) ||
(obj == objArmor && FObjInInv(objArmor)) || (obj == objPara &&
(FObjsInInv(objPara, objGogg) || FObjsInInv(objHelm, objArmor))))
nDes = 0;
rgnConObj[obj] = nDes;
/* Save last inventory slot for consumables, and don't want anything at
all if inventory full (unless need First-Aid). */
if ((cInvFree <= 0 && !(obj == objHeal && nHealth < nHealthMax)) ||
(cInvFree <= 1 && cConsum <= 0 && !FConsum(obj)))
nDes = 0;
rgnDesObj[obj] = nDes;
}
// Look around and setup how interested in directions
b.BitmapOff();
for (y = -zVis; y <= zVis; y++)
for (x = -zVis; x <= zVis; x++) {
x2 = xSelf + x; y2 = ySelf + y;
CheckWrap(&x2, &y2);
if (bm.b.Get(x2, y2) && !RgbR(bm.k3.Get(x2, y2)))
b.Set(x+zVis, y+zVis, fOn);
else {
i = NWater(x2, y2);
if (i > 0 && i <= 170 && !fCanSwim)
b.Set(x+zVis, y+zVis, fOn);
}
}
b.BitmapSeen(zVis, zVis, zVis);
ClearPb(rgnDesDir, DIRS2 * sizeof(int));
for (y = -zLit; y <= zLit; y++)
for (x = -zLit; x <= zLit; x++) {
if (b.Get(x+zVis, y+zVis))
continue;
x2 = xSelf + x; y2 = ySelf + y;
CheckWrap(&x2, &y2);
nDes = 0;
l = bm.k3.Get(x2, y2);
obj = NObj(l);
if (obj > 0) {
// Ignore objects others are standing on top of
if (RgbR(bm.k3.Get(x2, y2)))
obj = 0;
// Ignore objects in deep water if can't swim
i = NWater(x2, y2);
if (i > 0 && i <= 170 && !fCanSwim)
obj = 0;
// Ignore Fish if can't catch them
if (obj == objFish && i > 0 && !fCanFish)
obj = 0;
}
if (obj > 0) {
i = rgnDesObj[obj];
if (i > 0)
nDes = i + (zVis - NMax(NAbs(x), NAbs(y))) * 10;
} else {
l = RgbR(l);
if (l != 0) {
l = NTrib(l);
if (fMutt)
nDes = (l < nTribMax)*3; // Mutts seek out all non-Mutts
else if (FAlly(Faction(l))) {
x2 = ws.rglVar[numLead + nSelf]; y2 = ws.rglVar[numLead + l];
nDes = 1 + (y2 > x2 || (y2 == x2 && l < nSelf))*2; // Seek allies
} else {
CheckBad(ws.rglVar[numHP + l] <= 0, 1000 + l);
i = NCompare(l);
if (i > 100)
nDes = (i-1) / 100 + 3; // Seek out weaker enemies
}
}
}
if (nDes > 0)
for (d = 0; d < DIRS2; d++) {
x2 = Xoff(d);
y2 = Yoff(d);
if (NMax(NAbs(x - x2), NAbs(y - y2)) < NMax(NAbs(x), NAbs(y)))
rgnDesDir[d] = NMax(rgnDesDir[d], nDes);
}
}
// Seek out waypoint coordinates
if (nTurn > nEarly) {
// Don't if follower in alliance, i.e. if higher leadership tribute nearby
nLead = nSelf;
x2 = ws.rglVar[numLead + nLead];
for (i = 0; i < nTribMax; i++) {
if (i == nSelf)
continue;
if (ws.rglVar[numHP + i] > 0 && FAlly(Faction(i))) {
l = ws.rglVar[numCoor + i];
x = UdU(l); y = UdD(l);
if (NMax(NDistance(xSelf, x, bm.b.m_x),
NDistance(ySelf, y, bm.b.m_y)) <= zRng) {
y2 = ws.rglVar[numLead + i];
if (y2 > x2 || (y2 == x2 && i < nLead)) {
nLead = i;
x2 = y2;
}
}
}
}
// Move directions toward waypoint coordinates are given extra desire.
if (nLead == nSelf || fMutt) {
i = 0;
for (d = 0; d < DIRS2; d++) {
if (rgnMove[d] <= -2)
continue;
x = xSelf + Xoff(d);
y = ySelf + Yoff(d);
if (NMax(NDistance(xDest, x, bm.b.m_x), NDistance(yDest, y,
bm.b.m_y)) < NMax(NDistance(xDest, xSelf, bm.b.m_x),
NDistance(yDest, ySelf, bm.b.m_y))) {
rgnDesDir[d] += Rnd(1, 2);
i++;
}
}
// If can't make progress, indicate want new destination
if (i < 1)
ws.rglVar[numDest + nSelf] = UD(xSelf, ySelf);
}
}
// Move or melee attack
for (d = 0; d < DIRS2; d++) {
nMove = rgnMove[d];
if (nMove <= -2)
continue;
x = xSelf + Xoff(d);
y = ySelf + Yoff(d);
// Consider move to an adjacent space
if (nMove == -1) {
nDes = rgnDesDir[d]*10 + Rnd(1, 9);
// Approach or flee cornucopia at start of game
if (nTurn <= nEarly &&
NMax(NAbs(xDest - x), NAbs(yDest - y)) <
NMax(NAbs(xDest - xSelf), NAbs(yDest - ySelf)))
nDes += desStart;
// Flee firewall
if (fNearFire) {
for (d2 = 0; d2 < DIRS; d2++) {
x2 = x + xoff[d2];
y2 = y + yoff[d2];
CheckWrap(&x2, &y2);
if (FFirewall(x2, y2) ||
!FBetween(x2, 1, bm.b.m_x-2) || !FBetween(y2, 1, bm.b.m_y-2))
break;
}
if (d2 >= DIRS)
nDes += desFleeHi;
// Flee stronger non-allies
} else if (fMelee && !fMutt && nPower * 100 / nPowerEnemy <= 50) {
nHealthEnemy = nDamageEnemy = 0;
for (d2 = 0; d2 < DIRS2; d2++) {
x2 = x + Xoff(d2);
y2 = y + Yoff(d2);
CheckWrap(&x2, &y2);
l = RgbR(bm.k3.Get(x2, y2));
if (l != 0) {
l = NTrib(l);
if (!FAlly(Faction(l))) {
nHealthEnemy += ws.rglVar[numHP + l];
nDamageEnemy += DmgN(l);
}
}
}
if (nHealthEnemy * nDamageEnemy <= 0 ||
nPower * 100 / (nHealthEnemy * nDamageEnemy) >= 200)
nDes += desFlee;
// Chase weaker non-allies if armed
} else if (!fMelee && nDmgWield > 1 && objWield > 0) {
i = 0;
for (d2 = 0; d2 < DIRS2; d2++) {
x2 = x + Xoff(d2);
y2 = y + Yoff(d2);
CheckWrap(&x2, &y2);
l = RgbR(bm.k3.Get(x2, y2));
if (l != 0) {
l = NTrib(l);
if (!FAlly(Faction(l)) && (fMutt || NCompare(l) >= 200))
i = desChase;
}
}
nDes += i;
}
// Consider attacking an adjacent tribute
} else {
CheckWrap(&x, &y);
l = RgbR(bm.k3.Get(x, y));
// Consider giving item to allied or neutral tribute
if (l != 0) {
j = NTrib(l);
if (nMove < nGive && NAbs(zSelf - ZElev(j)) <= zClimb) {
i = 0;
for (iItem = 0; iItem < nInv; iItem++) {
obj = ObjInvN(iItem, j);
i += (obj == objFist);
}
if (i >= 2 &&
(FAlly(nMove) || (nTribLeft - cAlly > 1 && FAlly(nMove - 50)))) {
nGive = nMove;
dGive = d;
}
}
}
// Interact with allies (shouldn't attack them)
if (FAlly(nMove)) {
if (l != 0) {
j = NTrib(l);
// Free ally trapped in Net
if (ws.rglVar[numNet + j])
Desire(actFree, 0, d, desFree);
// Declare leadership with respect to ally
if ((nLead == nSelf || nLead == j) && !fMutt && Rnd(0, 99) <= 0)
Desire(actLead, j, d, desLead);
// Backstab non-close ally if can one-shot them
if (ws.rglVar[numPeace] == 0 && nMove > 50 &&
ws.rglVar[numHP + j] == 1 && nDmgWield > 1 &&
!FWepLaunch(objWield) && ws.rglVar[numFave + objWield] == iDist)
Desire(actMove, 0, d, desBetray + nMove);
}
continue;
}
// Can't attack more than one square above or below
if (l != 0) {
j = NTrib(l);
if (NAbs(zSelf - ZElev(j)) > zClimb) {
if (NCompare(j) > 100) {
if (zSelf > ZElev(j)) {
Desire(actDown, 0, 0, desUp + desChase);
} else if (fCanClimb)
Desire(actUp, 0, 0, desDown + desChase);
}
continue;
}
}
nDes = desMelee + nMove;
// Don't attack with fist unless no other option
if (nDmgWield <= 1 || FWepLaunch(objWield))
nDes = desPunch;
}
Desire(actMove, 0, d, nDes);
}
// Throw attack
iItemMax = nDmgMax = -1;
for (iItem = nInv-1; iItem >= 0; iItem--) {
obj = ObjInv(iItem);
// Look for ammoless launcher to fire (1st priority)
nDmg = FWepAuto(obj) && objWield == obj ? WepDmg(obj) : -1;
if (nDmg > nDmgMax) {
iItemMax = iItem;
nDmgMax = nDmg;
}
// Look for ammo to launch with wielded launcher (2nd priority)
nDmg = FWepAmmo(obj) && objWield == obj+dobj ? WepDmg(obj+dobj) : -1;
if (nDmg > nDmgMax) {
iItemMax = iItem;
nDmgMax = nDmg;
}
// Look for unwielded throwable weapon (3rd priority)
nDmg = FWepThrow(obj) && (!FWepMelee(obj) || iItem != iWield) ?
WepDmg(obj) : -1;
if (nDmg > nDmgMax) {
iItemMax = iItem;
nDmgMax = nDmg;
}
}
for (d = 0; d < DIRS2; d++) {
// If best item thrown in each direction, what would be hit?
x = xSelf; y = ySelf;
for (j = 0; j < zRng; j++) {
x += Xoff(d);
y += Yoff(d);
CheckWrap(&x, &y);
if (!bm.k.FLegal(x, y))
break;
l = RgbR(bm.k3.Get(x, y));
if (bm.b.Get(x, y) && l == 0)
break;
if (l == 0)
continue;
l = NTrib(l);
i = Faction(l);
if (FAlly(i)) // Don't ever attack allies
break;
if (!FEnemy(i) && j >= zVis) // Don't attack non-enemies in darkness
break;
fRanged = fTrue;
if (iItemMax >= 0 && !fNet) {
obj = ObjInv(iItemMax);
if (!FWepAuto(obj)) {
Desire(actThrow, iItemMax, d, desThrow + i);
} else
Desire(actFire, iItemMax, d, desThrow + i);
}
if (!FEnemy(i) && !fMutt && NDist(l) <= nDist && !fMelee && !fNet &&
nTribLeft - cAlly > 1 && (nPropose > 0 && Rnd(1, 100) <= nPropose)) {
i = NCompare(l);
if (i >= 50 && i <= 200)
Desire(actAlly, l, d, desAlly);
}
}
}
fSafe = !fMelee && !fRanged;
// Climb
if (zSelf > zElev && fSafe &&
(zSelf - zClimb > zElev || objHere != objMine1))
Desire(actDown, 0, 0, desDown);
if (fCanClimb && nTurn >= 0)
Desire(actUp, 0, 0, desUp);
// Dig
if (zSelf <= zElev && !fWater && objHere == 0 && objWield == objPick &&
fSafe && cInvFree > 1) {
if (iDist != 12)
for (d = 0; d < DIRS2; d++) {
x = xSelf + xoff[d];
y = ySelf + yoff[d];
CheckWrap(&x, &y);
if (bm.k2.Get(x, y) == ws.rglVar[numTube])
break;
}
if (iDist == 12 || d < DIRS2) {
l = bm.k2.Get(xSelf, ySelf);
if (l != ws.rglVar[numTube] && (l | 0x000f1f) != kvBrown)
Desire(actDig, 0, 0, desDig);
}
}
if (zSelf <= zElev && fSafe) {
// Destroy item
if (objHere != 0 && cAlly <= 1 && zSelf - zElev <= zClimb/2 && !fNet &&
(objWield == objPick || objWield == objTorch) &&
((objWield == objPick) == (ws.rglVar[numMater + objHere] == 1)))
Desire(actDig, 0, 0, desDig);
// Set Net trap
if (objWield == objNet && objHere == 0 && FObjsInInv(objSword, objTrid))
Desire(actDig, 0, 0, desDig);
}
// Pick up item
if (cInvFree > 0 && zSelf - zElev <= zClimb/2 && !fNet &&
rgnDesObj[objHere] > 0 && !(objHere == objFish && fWater && !fCanFish))
Desire(actGet, 0, 0, (FWep(objHere) && rgnDesObj[objHere] - nDmgWield >=
3) || (FWepMelee(objHere) && nDmgWield <= 1) ? desGetHi : desGet);
// Wield weapon
for (iItem = 0; iItem < nInv; iItem++) {
obj = ObjInv(iItem);
if (!FWep(obj) || iItem == iWield)
continue;
nDmg = WepDmg(obj);
if (FWepLaunch(obj) && (!(FObjInInv(obj-dobj) || FWepAuto(obj)) || fNet))
nDmg = 1;
// Wield club if needed to move out of deep water
if (fAllDeep) {
if (!fCanSwim && obj == objClub)
Desire(actUse, iItem, 0, desWieldHi + nDmg);
if (fSafe)
continue;
}
if (FWepLaunch(obj)) {
/* Wield launcher if have ammo for it and better than what currently
have, or if equal to wielded melee weapon and not in melee. */
if ((FObjInInv(obj-dobj) || FWepAuto(obj)) && (nDmg > nDmgWield ||
(nDmg >= nDmgWield && FWepMelee(objWield) && !fMelee)))
Desire(actUse, iItem, 0, (fSafe ? desWield : desWieldHi) + nDmg);
// Wield launcher if not wielding anything and not threatened.
if (objWield < 1 && fSafe)
Desire(actUse, iItem, 0, desWield + nDmg);
}
if (FWepMelee(obj)) {
// Wield if strictly better than what currently have.
if (nDmg > nDmgWield)
Desire(actUse, iItem, 0, (fSafe ? desWield : desWieldHi) + nDmg);
/* Wield if equal to what currently have, and can switch from throwable
to melee only, e.g. Trident to Sword. */
if (nDmg == nDmgWield &&
!FWepThrow(obj) && FWepThrow(objWield) && fSafe)
Desire(actUse, iItem, 0, desWield + nDmg);
}
// Wield lesser weapon if it can be used to catch fish here
if (FFisher(obj) && objHere == objFish && zSelf - zElev <= zClimb/2 &&
!fCanFish && nFood < nFoodMax && cInvFree > 0 && fSafe)
Desire(actUse, iItem, 0, desWield + nDmg);
}
// Use, drop, or give item
for (iItem = nInv-1; iItem >= 0; iItem--) {
obj = ObjInv(iItem);
if (obj == objFist)
continue;
// Heal self
if (obj == objHeal &&
(nHealth < nHealthMax || ws.rglVar[numWasp + nSelf] > 0)) {
if (nFood <= 1 && nHealth <= 1)
Desire(actUse, iItem, 0, desHealHi);
if (fSafe)
Desire(actUse, iItem, 0, desHeal);
}
// Eat food
if (obj == objBerry || obj == objBread || obj == objFish) {
if (nFood <= 1 && nHealth <= 1)
Desire(actUse, iItem, 0, desEatHi + (obj == objBread));
if (nFood < nFoodMax && nTurn > (nEarly * 3 >> 1) + nSelf && fSafe)
Desire(actUse, iItem, 0, desEat + (obj == objBread));
}
if (obj == objNight && nTribLeft == 2)
for (i = 0; i < nTribMax; i++)
if (i != nSelf && ws.rglVar[numHP + i] > 0 && Faction(i) <= 0) {
Desire(actUse, iItem, 0, desEatHi + 2);
break;
}
// Wear item
if ((objWear != objPara || zSelf - zElev <= zClimb) && fSafe) {
if (obj == objGogg && (iWear < 0 ||
(objWear != objGogg && ds.fStar)) && !fCanSee)
Desire(actUse, iItem, 0, desWear + rgnValObj[obj])
if (obj == objHelm && (iWear < 0 ||
(objWear != objHelm && objWear != objArmor && !ds.fStar)))
Desire(actUse, iItem, 0, desWear + rgnValObj[obj])
if (obj == objArmor && (iWear < 0 ||
(objWear != objArmor && !ds.fStar)))
Desire(actUse, iItem, 0, desWear + rgnValObj[obj])
}
if (obj == objPara && iWear < 0 && fSafe)
Desire(actUse, iItem, 0, desWear + rgnValObj[obj])
// Place landmine
if (fNet)
continue;
if (obj == objMine0 && zSelf <= zElev && objHere == 0 && fSafe)
Desire(actUse, iItem, 0, desMine);
// Drop item
if (iItem == iWield || iItem == iWear || nTurn <= (nEarly << 1) ||
(!fSafe && dGive < 0) || (fMutt && obj == objTeeth) ||
(objHere == objMine1 && zSelf <= zElev))
continue;
// Always drop Nightlock or active Landmine as soon as possible
if (obj == objNight || obj == objMine1)
Desire(actDrop, iItem, 0, desDrop);
// Drop duplicate or extraneous tool
if (((obj == objGogg || obj == objHelm || obj == objArmor) &&
objWear == obj) || (obj == objHelm && objWear == objArmor) ||
(obj == objPara && iWear >= 0) || (obj == objGogg && fCanSee))
Desire(actDrop, iItem, 0, desDrop);
/* Drop melee only weapon worse than melee weapon being wielded, or
equal to melee only weapon already wielded. */
if (FWepMelee(obj) && !FWepThrow(obj) && FWepMelee(objWield) &&
objWield != objNet && (WepDmg(obj) < nDmgWield ||
(WepDmg(obj) == nDmgWield && !FWepThrow(objWield)))) {
if (dGive < 0 || !FAlly(nGive - ws.rglVar[numDmg + obj]*10) ||
(FAlly(nGive) && Rnd(0, 1))) {
Desire(actDrop, iItem, 0, desDrop);
} else
Desire(actGive, iItem, dGive, FAlly(nGive) ? desGive : desGiveHi);
}
// Improve full inventory if on top of better weapon or better food
if (cInvFree <= 1) {
// Don't drop launcher to pick up unthrowable ammo for that launcher
// Don't drop anything for a Fish if can't catch fish
// Don't drop last consumable item in inventory
if (obj > 0 && objHere > 0 && rgnValObj[obj] < rgnConObj[objHere] &&
!(FWepAmmo(objHere) && !FWepThrow(objHere) && obj == objHere+dobj) &&
!(objHere == objFish && fWater && !fCanFish) &&
!(cConsum <= 1 && FConsum(obj))) {
if (dGive < 0 || !FAlly(nGive - ws.rglVar[numDmg + obj]*10) ||
(FAlly(nGive) && Rnd(0, 1))) {
Desire(actDrop, iItem, 0, desDrop - rgnValObj[obj]);
} else