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hyperrogue/mapeffects.cpp

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// Hyperbolic Rogue - Map effects
// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
/** \file mapeffects.cpp
* \brief Routines handling the map effects
*/
#include "hyper.h"
namespace hr {
EX void initcell(cell *c) {
c->mpdist = INFD; // minimum distance from the player, ever
c->cpdist = INFD; // current distance from the player
c->pathdist = PINFD;// current distance from the player, along paths (used by yetis)
c->landparam = 0; c->landflags = 0; c->wparam = 0;
c->listindex = -1;
c->wall = waNone;
c->item = itNone;
c->monst = moNone;
c->bardir = NODIR;
c->mondir = NODIR;
c->barleft = c->barright = laNone;
c->land = laNone;
c->ligon = 0;
c->stuntime = 0;
c->monmirror = 0;
}
EX bool doesnotFall(cell *c) {
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changes.ccell(c);
if(c->wall == waChasm) return false;
else if(cellUnstable(c) && !in_gravity_zone(c)) {
fallingFloorAnimation(c);
c->wall = waChasm;
return false;
}
return true;
}
EX bool doesFall(cell *c) { return !doesnotFall(c); }
EX bool doesFallSound(cell *c) {
if(c->land != laMotion && c->land != laZebra)
playSound(c, "trapdoor");
return !doesnotFall(c);
}
EX void destroyBoats(cell *c, cell *c2, bool strandedToo) {
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changes.ccell(c);
if(c->wall == waBoat) placeWater(c, c2);
if(strandedToo && c->wall == waStrandedBoat) c->wall = waNone;
shmup::destroyBoats(c);
}
#if HDR
enum eGravity { gsNormal, gsLevitation, gsAnti };
#endif
EX eGravity gravity_state, last_gravity_state;
EX bool bird_disruption(cell *c) {
return c->cpdist <= 5 && items[itOrbGravity];
}
EX bool in_gravity_zone(cell *c) {
return gravity_state && c->cpdist <= 5;
}
EX int gravity_zone_diff(cell *c) {
if(in_gravity_zone(c)) {
if(gravity_state == gsLevitation) return 0;
if(gravity_state == gsAnti) return -1;
}
return 1;
}
EX bool isJWall(cell *c) {
return isWall(c) || c->monst == passive_switch;
}
EX eGravity get_static_gravity(cell *c) {
if(isGravityLand(c->land))
return gsLevitation;
if(among(c->wall, waArrowTrap, waFireTrap, waClosePlate, waOpenPlate, waTrapdoor))
return gsNormal;
forCellEx(c2, c) if(isJWall(c2))
return gsAnti;
if(isWatery(c) || isChasmy(c) || among(c->wall, waMagma, waMineUnknown, waMineMine, waMineOpen))
return gsLevitation;
return gsNormal;
}
EX eGravity get_move_gravity(cell *c, cell *c2) {
if(isGravityLand(c->land) && isGravityLand(c2->land)) {
int d = gravityLevelDiff(c, c2);
if(d > 0) return gsNormal;
if(d == 0) return gsLevitation;
if(d < 0) return gsAnti;
return gsNormal;
}
else {
if(snakelevel(c) != snakelevel(c2)) {
int d = snakelevel(c2) - snakelevel(c);
if(d > 0) return gsAnti;
if(d == -3) return gsLevitation;
return gsNormal;
}
forCellEx(c3, c) if(isJWall(c3))
return gsAnti;
forCellEx(c3, c2) if(isJWall(c3))
return gsAnti;
if(isWatery(c2) && c->wall == waBoat && !againstCurrent(c2, c))
return gsNormal;
if(isWatery(c2) || isChasmy(c2) || among(c2->wall, waMagma, waMineUnknown, waMineMine, waMineOpen) || anti_alchemy(c2, c))
return gsLevitation;
return gsNormal;
}
}
EX bool isWarped(cell *c) {
return isWarpedType(c->land) || (!inmirrororwall(c->land) && (items[itOrb37] && c->cpdist <= 4));
}
EX bool nonAdjacent(cell *c, cell *c2) {
if(isWarped(c) && isWarped(c2) && warptype(c) == warptype(c2)) {
/* int i = neighborId(c, c2);
cell *c3 = c->modmove(i+1), *c4 = c->modmove(i-1);
if(c3 && !isTrihepta(c3)) return false;
if(c4 && !isTrihepta(c4)) return false; */
return true;
}
return false;
}
EX bool nonAdjacentPlayer(cell *c, cell *c2) {
return nonAdjacent(c, c2) && !markOrb(itOrb37);
}
EX bool thruVine(cell *c, cell *c2) {
return (cellHalfvine(c) && c2->wall == c->wall && c2 != c);
// ((c->wall == waFloorC || c->wall == waFloorD) && c2->wall == c->wall && !c2->item && !c->item);
}
EX void useup(cell *c) {
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changes.ccell(c);
c->wparam--;
if(c->wparam == 0) {
drawParticles(c, c->wall == waFire ? 0xC00000 : winf[c->wall].color, 10, 50);
if(c->wall == waTempFloor)
c->wall = waChasm;
else if(c->wall == waTempBridge || c->wall == waTempBridgeBlocked || c->wall == waBurningDock || c->land == laBrownian)
placeWater(c, c);
else {
c->wall = c->land == laCaribbean ? waCIsland2 : waNone;
}
}
}
EX bool earthFloor(cell *c) {
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changes.ccell(c);
if(c->monst) return false;
if(c->wall == waDeadwall) { c->wall = waDeadfloor; return true; }
if(c->wall == waDune) { c->wall = waNone; return true; }
if(c->wall == waStone && c->land != laTerracotta) { c->wall = waNone; return true; }
if(c->wall == waAncientGrave || c->wall == waFreshGrave || c->wall == waRuinWall) {
c->wall = waNone;
return true;
}
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if(c->land == laWet && among(c->wall, waDeepWater, waShallow, waStone)) {
c->wall = waNone;
return true;
}
if((c->wall == waSea || c->wall == waNone) && c->land == laOcean) {
c->wall = waCIsland;
return true;
}
if(c->wall == waSea && c->land == laCaribbean) {
c->wall = waCIsland;
return true;
}
if(c->wall == waSea && c->land == laWarpSea)
c->wall = waNone;
if(c->wall == waBoat && c->land == laWarpSea)
c->wall = waStrandedBoat;
if(c->wall == waMercury) {
c->wall = waNone;
return true;
}
if((c->wall == waBarrowDig || c->wall == waBarrowWall) && c->land == laBurial) {
c->item = itNone;
c->wall = waNone;
return true;
}
if(c->wall == waPlatform && c->land == laMountain) {
c->wall = waNone;
return true;
}
if(c->wall == waChasm && c->land == laHunting) {
c->wall = waNone;
return true;
}
return false;
}
EX bool earthWall(cell *c) {
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changes.ccell(c);
if(c->wall == waDeadfloor || c->wall == waDeadfloor2 || c->wall == waEarthD) {
c->item = itNone;
c->wall = waDeadwall;
return true;
}
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if(c->land == laWet && among(c->wall, waDeepWater, waShallow, waNone)) {
c->wall = waStone;
return true;
}
if(c->wall == waNone && c->land == laFrog)
c->wall = waStone;
if(c->wall == waNone && c->land == laEclectic)
c->wall = waDeadwall;
if(c->wall == waNone && c->land == laMountain) {
c->wall = waPlatform;
return true;
}
if(c->wall == waNone && c->land == laDesert) {
c->item = itNone;
c->wall = waDune;
return true;
}
if(c->wall == waNone && c->land == laRuins) {
c->item = itNone;
c->wall = waRuinWall;
return true;
}
if(c->wall == waNone && isElemental(c->land)) {
c->item = itNone;
c->wall = waStone;
return true;
}
if(c->wall == waNone && c->land == laRedRock) {
c->item = itNone;
c->wall = waRed3;
return true;
}
if(c->wall == waNone && c->land == laSnakeNest) {
c->item = itNone;
c->wall = waRed3;
return true;
}
if(c->wall == waNone && c->land == laBurial) {
c->item = itNone;
c->wall = waBarrowDig;
return true;
}
if(c->wall == waNone && c->land == laHunting) {
c->item = itNone;
c->wall = waChasm;
return true;
}
if(c->wall == waNone && c->land == laTerracotta) {
c->wall = waMercury;
return true;
}
if(c->wall == waArrowTrap && c->land == laTerracotta) {
destroyTrapsOn(c);
c->wall = waMercury;
return true;
}
if(c->wall == waCIsland || c->wall == waCIsland2 || (c->wall == waNone && c->land == laOcean)) {
c->item = itNone;
c->wall = waSea;
if(c->land == laOcean) c->landparam = 40;
return true;
}
return false;
}
EX bool snakepile(cell *c, eMonster m) {
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changes.ccell(c);
if(c->wall == waSea && c->land == laOcean) {
c->land = laBrownian, c->landparam = 0;
}
if(c->land == laWestWall) return false;
if(c->land == laBrownian) {
if(c->wall == waNone) {
#if CAP_COMPLEX2
c->landparam += brownian::level;
#endif
return true;
}
if(c->wall == waSea || c->wall == waBoat) {
c->wall = waNone;
c->landparam++;
return true;
}
}
if(c->item && c->wall != waRed3) c->item = itNone;
if(c->wall == waRed1 || c->wall == waOpenGate) c->wall = waRed2;
else if(c->wall == waRed2) c->wall = waRed3;
else if(doesFall(c)) return false;
else if((c->wall == waSea && c->land == laLivefjord))
c->wall = waNone;
else if((c->wall == waSea && isWarpedType(c->land)))
c->wall = waShallow;
else if(isGravityLand(c->land)) {
if(m == moHexSnake)
c->wall = waPlatform;
else
c->wall = waDeadTroll2;
}
else if(c->wall == waNone || isAlchAny(c) ||
c->wall == waCIsland || c->wall == waCIsland2 ||
c->wall == waOpenPlate || c->wall == waClosePlate ||
c->wall == waMineUnknown || c->wall == waMineOpen || isReptile(c->wall)) {
if(isReptile(c->wall)) kills[moReptile]++;
c->wall = waRed1;
if(among(m, moDarkTroll, moBrownBug)) c->wall = waDeadfloor2;
}
else if(c->wall == waDeadfloor)
c->wall = waDeadfloor2;
else if(c->wall == waDeadfloor2) {
if(m == moDarkTroll && c->land == laDeadCaves) return false;
else
c->wall = waDeadwall;
}
else if(c->wall == waRubble || c->wall == waGargoyleFloor || c->wall == waGargoyleBridge ||
c->wall == waTempFloor || c->wall == waTempBridge || c->wall == waPetrifiedBridge) {
if(c->land == laWhirlpool) return false;
c->wall = waRed2;
if(m == moDarkTroll) c->wall = waDeadwall;
}
else if(c->wall == waCavefloor) c->wall = waCavewall;
else if(c->wall == waSea && c->land == laCaribbean) c->wall = waShallow;
else if(c->wall == waSea && c->land == laWhirlpool) return false;
else if(c->wall == waSea) c->wall = waShallow;
else if(c->wall == waDeepWater) c->wall = waShallow;
else if(c->wall == waShallow) c->wall = waNone;
else if(c->wall == waLake) c->wall = waShallow;
else if(isWateryOrBoat(c) || c->wall == waFrozenLake) c->wall = waNone;
else if(isWateryOrBoat(c) || c->wall == waFrozenLake) c->wall = waNone;
else if(cellHalfvine(c)) {
destroyHalfvine(c, waRed1);
if(c->wall == waRed1 && m == moDarkTroll) c->wall = waDeadfloor2;
}
else return false;
return true;
}
EX bool makeflame(cell *c, int timeout, bool checkonly) {
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changes.ccell(c);
if(!checkonly) destroyTrapsOn(c);
if(itemBurns(c->item)) {
if(checkonly) return true;
if(c->cpdist <= 7)
addMessage(XLAT("%The1 burns!", c->item));
c->item = itNone;
}
if(cellUnstable(c)) {
if(checkonly) return true;
doesFall(c);
}
else if(c->wall == waChasm || c->wall == waOpenGate || c->wall == waRed2 || c->wall == waRed3 ||
c->wall == waTower)
return false;
else if(c->wall == waBoat) {
if(isPlayerOn(c) && markOrb(itOrbWinter)) {
if(!checkonly) addMessage(XLAT("%the1 protects your boat!", itOrbWinter));
return true;
}
if(checkonly) return true;
if(c->cpdist <= 7)
addMessage(XLAT("%The1 burns!", winf[c->wall].name));
drawFireParticles(c, 24);
placeWater(c, c);
if(isIcyLand(c)) HEAT(c) += 1;
}
else if(c->wall == waNone && c->land == laCocytus) {
if(checkonly) return true;
c->wall = waLake, HEAT(c) += 1;
}
else if(c->wall == waFireTrap) {
if(checkonly) return true;
if(c->wparam == 0) c->wparam = 1;
}
else if(c->wall == waFrozenLake) {
if(checkonly) return true;
drawParticles(c, MELTCOLOR, 8, 8);
c->wall = waLake, HEAT(c) += 1;
}
else if(c->wall == waIcewall) {
if(checkonly) return true;
drawParticles(c, MELTCOLOR, 8, 8);
c->wall = waNone;
}
else if(c->wall == waMineMine) {
if(checkonly) return true;
explodeMine(c);
}
else if(c->wall != waCTree && c->wall != waBigTree && c->wall != waSmallTree &&
c->wall != waVinePlant && !passable(c, NULL, P_MONSTER | P_MIRROR) &&
c->wall != waSaloon && c->wall != waRose) return false;
// reptiles are able to use the water to put the fire off
else if(c->wall == waReptileBridge) return false;
else if(c->wall == waDock) {
if(checkonly) return true;
c->wall = waBurningDock;
c->wparam = 3;
return false;
}
else {
eWall w = eternalFire(c) ? waEternalFire : waFire;
if(!checkonly) drawFireParticles(c, 10);
if(w == c->wall) return false;
if(checkonly) return true;
if(isReptile(c->wall)) kills[moReptile]++;
destroyHalfvine(c);
if(!isFire(c)) c->wparam = 0;
c->wall = w;
c->wparam = max(c->wparam, (char) timeout);
if(c->land == laBrownian) c->landparam = 0;
}
return true;
}
EX void explosion(cell *c, int power, int central) {
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changes.ccell(c);
playSound(c, "explosion");
drawFireParticles(c, 30, 150);
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#if CAP_COMPLEX2
brownian::dissolve_brownian(c, 2);
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#endif
makeflame(c, central, false);
forCellEx(c2, c) {
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changes.ccell(c2);
destroyTrapsOn(c2);
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#if CAP_COMPLEX2
brownian::dissolve_brownian(c2, 1);
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#endif
if(c2->wall == waRed2 || c2->wall == waRed3)
c2->wall = waRed1;
else if(c2->wall == waDeadTroll || c2->wall == waDeadTroll2 || c2->wall == waPetrified || c2->wall == waGargoyle) {
c2->wall = waNone;
makeflame(c2, power/2, false);
}
else if(c2->wall == waPetrifiedBridge || c2->wall == waGargoyleBridge) {
placeWater(c, c);
}
else if(c2->wall == waPalace || c2->wall == waOpenGate || c2->wall == waClosedGate ||
c2->wall == waSandstone || c2->wall == waMetal || c2->wall == waSaloon || c2->wall == waRuinWall) {
c2->wall = waNone;
makeflame(c2, power/2, false);
}
else if(c2->wall == waTower)
c2->wall = waRubble;
else if(c2->wall == waBarrowWall)
c2->wall = waBarrowDig;
else if(c2->wall == waBarrowDig)
c2->wall = waNone;
else if(c2->wall == waFireTrap) {
if(c2->wparam == 0)
c2->wparam = 1;
}
else if(c2->wall == waExplosiveBarrel)
explodeBarrel(c2);
else makeflame(c2, power, false);
}
}
EX void explodeMine(cell *c) {
if(c->wall != waMineMine)
return;
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changes.ccell(c);
c->wall = waMineOpen;
explosion(c, 20, 20);
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#if CAP_COMPLEX2
mine::auto_teleport_charges();
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#endif
}
EX void explodeBarrel(cell *c) {
if(c->wall != waExplosiveBarrel)
return;
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changes.ccell(c);
c->wall = waNone;
explosion(c, 20, 20);
}
EX bool mayExplodeMine(cell *c, eMonster who) {
if(c->wall != waMineMine) return false;
if(ignoresPlates(who)) return false;
explodeMine(c);
return true;
}
EX void flameHalfvine(cell *c, int val) {
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changes.ccell(c);
if(itemBurns(c->item)) {
addMessage(XLAT("%The1 burns!", c->item));
c->item = itNone;
}
c->wall = waPartialFire;
c->wparam = val;
}
EX bool destroyHalfvine(cell *c, eWall newwall IS(waNone), int tval IS(6)) {
if(cellHalfvine(c)) {
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changes.ccell(c);
forCellEx(c1, c) if(c1->wall == c->wall) {
changes.ccell(c1);
if(newwall == waPartialFire) flameHalfvine(c1, tval);
else if(newwall == waRed1) c1->wall = waVinePlant;
else c1->wall = newwall;
}
if(newwall == waPartialFire) flameHalfvine(c, tval);
else c->wall = newwall;
return true;
}
return false;
}
EX int coastvalEdge(cell *c) { return coastval(c, laIvoryTower); }
EX int gravityLevel(cell *c) {
if(c->land == laIvoryTower || c->land == laEndorian)
return coastval(c, laIvoryTower);
if(c->land == laDungeon)
return -coastval(c, laIvoryTower);
if(c->land == laMountain)
return 1-celldistAlt(c);
return 0;
}
EX int gravityLevelDiff(cell *c, cell *d) {
if(c->land != laWestWall || d->land != laWestWall)
return gravityLevel(c) - gravityLevel(d);
if(shmup::on) return 0;
int nid = neighborId(c, d);
int id1 = parent_id(c, 1, coastvalEdge) + 1;
int di1 = angledist(c->type, id1, nid);
int id2 = parent_id(c, -1, coastvalEdge) - 1;
int di2 = angledist(c->type, id2, nid);
if(di1 < di2) return 1;
if(di1 > di2) return -1;
return 0;
}
EX bool canUnstable(eWall w, flagtype flags) {
return w == waNone || w == waCanopy || w == waOpenPlate || w == waClosePlate ||
w == waOpenGate || ((flags & MF_STUNNED) && (w == waLadder || w == waTrunk || w == waSolidBranch || w == waWeakBranch
|| w == waBigBush || w == waSmallBush));
}
EX bool cellEdgeUnstable(cell *c, flagtype flags IS(0)) {
if(!isGravityLand(c->land) || !canUnstable(c->wall, flags)) return false;
if(shmup::on && c->land == laWestWall) return false;
forCellEx(c2, c) {
if(isAnyIvy(c2->monst) &&
c->land == laMountain && !(flags & MF_IVY)) return false;
int d = gravityLevelDiff(c, c2);
if(d == gravity_zone_diff(c)) {
if(againstWind(c2, c)) return false;
if(!passable(c2, NULL, P_MONSTER | P_DEADLY))
return false;
if(isWorm(c2))
return false;
}
if(WDIM == 3) {
if(d == 0 && !passable(c2, NULL, P_MONSTER | P_DEADLY)) return false;
if(d == -1 && !passable(c2, NULL, P_MONSTER | P_DEADLY)) forCellEx(c3, c2) if(c3 != c && gravityLevelDiff(c3, c) == 0) return false;
}
}
return true;
}
int tidalphase;
EX int tidalsize, tide[200];
EX void calcTidalPhase() {
if(!tidalsize) {
for(int i=0; i<5; i++) tide[tidalsize++] = 1;
for(int i=1; i<4; i++) for(int j=0; j<3; j++)
tide[tidalsize++] = i;
for(int i=4; i<7; i++) for(int j=0; j<2; j++)
tide[tidalsize++] = i;
for(int i=7; i<20; i++)
tide[tidalsize++] = i;
for(int i=20; i<23; i++) for(int j=0; j<2; j++)
tide[tidalsize++] = i;
for(int i=23; i<26; i++) for(int j=0; j<3; j++)
tide[tidalsize++] = i;
for(int i=0; i+i<tidalsize; i++) tide[tidalsize++] = 27 - tide[i];
/* printf("tidalsize = %d\n", tidalsize);
for(int i=0; i<tidalsize; i++) printf("%d ", tide[i]);
printf("\n"); */
}
tidalphase = tide[
(shmup::on ? shmup::curtime/600 : turncount)
% tidalsize];
if(peace::on)
tidalphase = 5 + tidalphase / 6;
}
EX int tidespeed() {
return tide[(turncount+6) % tidalsize] - tidalphase;
}
EX bool recalcTide;
#if HDR
#define SEADIST LHU.bytes[0]
#define LANDDIST LHU.bytes[1]
#define CHAOSPARAM LHU.bytes[2]
#endif
#if CAP_FIELD
EX int lavatide(cell *c, int t) {
int tc = (shmup::on ? shmup::curtime/400 : turncount);
return (windmap::at(c) + (tc+t)*4) & 255;
}
#endif
EX void checkTide(cell *c) {
if(c->land == laOcean) {
int t = c->landparam;
if(chaosmode) {
char& csd(c->SEADIST); if(csd == 0) csd = 7;
char& cld(c->LANDDIST); if(cld == 0) cld = 7;
int seadist=csd, landdist=cld;
for(int i=0; i<c->type; i++) {
cell *c2 = c->move(i);
if(!c2) continue;
if(c2->land == laBarrier || c2->land == laOceanWall) ;
else if(c2->land == laOcean)
seadist = min(seadist, c2->SEADIST ? c2->SEADIST+1 : 7),
landdist = min(landdist, c2->LANDDIST ? c2->LANDDIST+1 : 7);
else if(isSealand(c2->land)) seadist = 1;
else landdist = 1;
}
if(seadist < csd) csd = seadist, recalcTide = true;
if(landdist < cld) cld = landdist, recalcTide = true;
if(seadist == 1 && landdist == 1) t = 15;
else t = c->CHAOSPARAM = 1 + (29 * (landdist-1)) / (seadist+landdist-2);
}
if(c->wall == waStrandedBoat || c->wall == waBoat)
c->wall = t >= tidalphase ? waBoat : waStrandedBoat;
if(c->wall == waSea || c->wall == waNone)
c->wall = t >= tidalphase ? waSea : waNone;
if(isFire(c) && t >= tidalphase)
c->wall = waSea;
}
#if CAP_FIELD
if(c->land == laVolcano) {
int id = lavatide(c, 0);
if(id < 96) {
if(c->wall == waNone || isWateryOrBoat(c) || c->wall == waVinePlant || isAlch(c)) {
if(isWateryOrBoat(c) || isAlch(c))
playSound(c, "steamhiss");
c->wall = waMagma;
if(itemBurns(c->item)) {
addMessage(XLAT("%The1 burns!", c->item)), c->item = itNone;
playSound(c, "steamhiss", 30);
}
}
}
else if(c->wall == waMagma) c->wall = waNone;
}
#endif
}
EX bool makeEmpty(cell *c) {
if(c->monst != moPrincess) {
if(isAnyIvy(c->monst)) killMonster(c, moPlayer, 0);
else if(c->monst == moPair) {
if(c->move(c->mondir)->monst == moPair)
c->move(c->mondir)->monst = moNone;
}
else if(isWorm(c->monst)) {
if(!items[itOrbDomination]) return false;
}
else c->monst = moNone;
}
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if(c->land == laCanvas) ;
else if(c->land == laCocytus)
c->wall = waFrozenLake;
else if(c->land == laAlchemist || c->land == laCanvas)
;
else if(c->land == laDual)
;
else if(c->land == laCaves || c->land == laEmerald)
c->wall = waCavefloor;
else if(c->land == laDeadCaves)
c->wall = waDeadfloor2;
else if(c->land == laCaribbean || c->land == laOcean || c->land == laWhirlpool || c->land == laLivefjord || c->land == laWarpSea || c->land == laKraken || c->wall == waBoat)
c->wall = waBoat; // , c->item = itOrbYendor;
else if(c->land == laMinefield)
c->wall = waMineOpen;
else if(c->wall == waFan && bounded)
;
else if(c->wall == waOpenPlate && bounded)
;
else if(c->wall == waTrunk || c->wall == waSolidBranch || c->wall == waWeakBranch)
;
else if(c->wall == waGiantRug)
;
else if(c->wall == waInvisibleFloor)
;
else if(c->wall == waDock)
;
else if(c->wall == waLadder)
;
else if(c->land == laDocks)
c->wall = waBoat;
else if(c->wall == waFreshGrave && bounded)
;
else if(c->wall == waBarrier && sphere && WDIM == 3)
;
else if(isReptile(c->wall))
c->wparam = reptilemax();
else if(c->wall == waAncientGrave && bounded)
;
else
c->wall = waNone;
if(c->land == laBrownian && c->wall == waNone && c->landparam == 0)
c->landparam = 1;
if(c->item != itCompass)
c->item = itNone;
if(c->land == laEclectic) {
c->wall = waNone;
forCellEx(c1, c)
c1->wall = waNone;
}
if(c->land == laWildWest) {
forCellEx(c2, c)
forCellEx(c3, c2)
if(c3->wall != waBarrier)
c3->wall = waNone;
}
return true;
}
int numgates = 0;
EX void toggleGates(cell *c, eWall type, int rad) {
if(!c) return;
celllister cl(c, rad, 1000000, NULL);
for(cell *ct: cl.lst) {
if(ct->wall == waOpenGate && type == waClosePlate) {
bool onWorm = false;
if(isWorm(ct)) onWorm = true;
for(int i=0; i<ct->type; i++)
if(ct->move(i) && ct->move(i)->wall == waOpenGate && isWorm(ct->move(i))) onWorm = true;
if(!onWorm) {
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changes.ccell(ct);
ct->wall = waClosedGate, numgates++;
if(ct->item) {
playSound(ct, "hit-crush"+pick123());
addMessage(XLAT("%The1 is crushed!", ct->item));
ct->item = itNone;
}
toggleGates(ct, type, 1);
}
}
if(ct->wall == waClosedGate && type == waOpenPlate) {
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changes.ccell(ct);
ct->wall = waOpenGate, numgates++;
toggleGates(ct, type, 1);
}
}
}
EX void toggleGates(cell *ct, eWall type) {
playSound(ct, "click");
numgates = 0;
if(type == waClosePlate && PURE)
toggleGates(ct, type, 2);
else
toggleGates(ct, type, (GOLDBERG && !sphere && !a4) ? gp::dist_3() : 3);
if(numgates && type == waClosePlate)
playSound(ct, "closegate");
if(numgates && type == waOpenPlate)
playSound(ct, "opengate");
}
EX void destroyTrapsOn(cell *c) {
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if(c->wall == waArrowTrap) {
changes.ccell(c);
c->wall = waNone;
destroyTrapsAround(c);
}
}
EX void destroyTrapsAround(cell *c) {
forCellEx(c2, c) destroyTrapsOn(c2);
}
EX void destroyWeakBranch(cell *cf, cell *ct, eMonster who) {
if(cf && ct && cf->wall == waWeakBranch && cellEdgeUnstable(ct) &&
gravityLevelDiff(ct, cf) >= 0 && !ignoresPlates(who)) {
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changes.ccell(cf);
cf->wall = waCanopy;
if(!cellEdgeUnstable(cf)) { cf->wall = waWeakBranch; return; }
playSound(cf, "trapdoor");
drawParticles(cf, winf[waWeakBranch].color, 4);
}
if(cf && ct && cf->wall == waSmallBush && cellEdgeUnstable(ct) &&
gravityLevelDiff(ct, cf) >= 0 && !ignoresPlates(who)) {
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changes.ccell(cf);
cf->wall = waNone;
if(!cellEdgeUnstable(cf)) { cf->wall = waSmallBush; return; }
playSound(cf, "trapdoor");
drawParticles(cf, winf[waWeakBranch].color, 4);
}
}
EX bool isCentralTrap(cell *c) {
if(c->wall != waArrowTrap) return false;
int i = 0;
forCellEx(c2, c) if(c2->wall == waArrowTrap) i++;
return i == 2;
}
EX array<cell*, 5> traplimits(cell *c) {
array<cell*, 5> res;
int q = 0;
res[2] = c;
for(int d=0; d<c->type; d++) {
cellwalker cw(c, d);
cw += wstep;
if(cw.at->wall != waArrowTrap) continue;
res[1+q*2] = cw.at;
cw += (cw.at->type/2);
if((cw.at->type&1) && (cw+wstep).at->wall != waStone) cw += 1;
cw += wstep;
res[(q++)*4] = cw.at;
}
while(q<2) { res[q*4] = res[1+q*2] = NULL; q++; }
return res;
}
EX void activateArrowTrap(cell *c) {
if(c->wall == waArrowTrap && c->wparam == 0) {
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changes.ccell(c);
playSound(c, "click");
c->wparam = shmup::on ? 2 : 1;
forCellEx(c2, c) activateArrowTrap(c2);
if(shmup::on) shmup::activateArrow(c);
}
}
#if HDR
template<class T>
movei determinePush(cellwalker who, int subdir, const T& valid) {
if(subdir != 1 && subdir != -1) {
subdir = 1;
static bool first = true;
if(first)
first = false,
addMessage("bad push: " + its(subdir));
}
cellwalker push = who;
push += wstep;
cell *c2 = push.at;
if(bt::in()) {
auto rd = reverse_directions(push.at, push.spin);
for(int i: rd) {
push.spin = i;
if(valid(push.cpeek())) return movei(push.at, push.spin);
}
return movei(c2, NO_SPACE);
}
int pd = push.at->type/2;
push += pd * -subdir;
push += wstep;
if(valid(push.at)) return movei(c2, (push+wstep).spin);
if(c2->type&1) {
push = push + wstep - subdir + wstep;
if(valid(push.at)) return movei(c2, (push+wstep).spin);
}
if(gravityLevelDiff(push.at, c2) < 0) {
push = push + wstep + 1 + wstep;
if(gravityLevelDiff(push.at, c2) < 0) {
push = push + wstep - 2 + wstep;
}
if(gravityLevelDiff(push.at, c2) < 0) {
push = push + wstep + 1 + wstep;
}
if(valid(push.at)) return movei(c2, (push+wstep).spin);
}
return movei(c2, NO_SPACE);
}
#endif
// for sandworms
EX void explodeAround(cell *c) {
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forCellEx(c2, c) {
if(isIcyLand(c2)) HEAT(c2) += 0.5;
eWall ow = c2->wall;
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changes.ccell(c2);
if((c2->wall == waDune || c2->wall == waIcewall ||
c2->wall == waAncientGrave || c2->wall == waFreshGrave ||
c2->wall == waColumn || c2->wall == waThumperOff || c2->wall == waThumperOn ||
(isFire(c2) && !eternalFire(c2)) ||
c2->wall == waBigTree || c2->wall == waSmallTree ||
c2->wall == waVinePlant || c2->wall == waVineHalfA || c2->wall == waVineHalfB)) {
destroyHalfvine(c2);
c2->wall = waNone;
}
if(c2->wall == waExplosiveBarrel) explodeBarrel(c2);
if(c2->wall == waCavewall || c2->wall == waDeadTroll) c2->wall = waCavefloor;
if(c2->wall == waDeadTroll2) c2->wall = waNone;
if(c2->wall == waPetrified) c2->wall = waNone;
if(c2->wall == waDeadfloor2) c2->wall = waDeadfloor;
if(c2->wall == waGargoyleFloor) c2->wall = waChasm;
if(c2->wall == waGargoyleBridge || c2->wall == waPetrifiedBridge) placeWater(c2, c2);
if(c2->wall == waRubble) c2->wall = waNone;
if(c2->wall == waPlatform) c2->wall = waNone;
if(c2->wall == waStone) c2->wall = waNone, destroyTrapsAround(c2);
if(c2->wall == waRose) c2->wall = waNone;
if(c2->wall == waRuinWall) c2->wall = waNone;
if(c2->wall == waLadder) c2->wall = waNone;
if(c2->wall == waGargoyle) c2->wall = waNone;
if(c2->wall == waSandstone) c2->wall = waNone;
if(c2->wall == waSaloon) c2->wall = waNone;
if(c2->wall == waDeadwall) c2->wall = waDeadfloor2;
if(c2->wall == waBigStatue) c2->wall = waNone;
if(c2->wall == waPalace || c2->wall == waOpenGate || c2->wall == waClosedGate)
c2->wall = waNone;
if(isAlch(c2) && isAlch(c))
c2->wall = c->wall;
if(c2->wall != ow && ow) drawParticles(c2, winf[ow].color, 16);
}
}
EX bool earthMove(const movei& mi) {
auto& from = mi.s;
bool b = false;
cell *c2 = mi.t;
b |= earthWall(from);
if(!mi.proper()) return b;
int d = mi.rev_dir_or(0);
if(c2) for(int u=2; u<=c2->type-2; u++) {
cell *c3 = c2->modmove(d + u);
if(c3) b |= earthFloor(c3);
}
return b;
}
EX bool cellDangerous(cell *c) {
return cellUnstableOrChasm(c) || isFire(c) || c->wall == waClosedGate;
}
}