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// Hyperbolic Rogue
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// namespaces for new complex lands for HR11
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// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
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# ifdef CAP_COMPLEX2
namespace hr {
namespace brownian {
map < cell * , vector < pair < cell * , bool > > > futures ;
int centersteps = 0 ;
int totalsteps = 0 ;
void rise ( cell * c , int val ) {
if ( c - > wall = = waSea ) c - > wall = waNone ;
if ( c - > land = = laOcean | | c - > land = = laNone ) {
c - > land = laBrownian ;
c - > landparam = 0 ;
}
c - > bardir = NOBARRIERS ;
forCellCM ( c1 , c ) {
c1 - > bardir = NOBARRIERS ;
if ( c1 - > mpdist > BARLEV ) {
setdist ( c1 , BARLEV , c ) ;
}
if ( c1 - > land = = laOcean ) {
c1 - > land = laBrownian ;
c1 - > landparam = 0 ;
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c1 - > wall = waSea ;
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}
}
c - > landparam + = val ;
}
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void recurse ( cell * c , bool fat , cell * fatten_close = NULL ) {
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int dl = getDistLimit ( ) ;
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while ( true ) {
totalsteps + + ;
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if ( ! fatten_close & & celldist ( c ) > = dl * ( fat ? 4 : ISMOBILE ? 2 : 3 ) + celldist ( cwt . at ) ) {
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cell * c1 = c ;
while ( true ) {
cell * c2 = ts : : left_parent ( c1 , celldist ) ;
if ( ! c2 | | c2 - > mpdist < BARLEV ) break ;
setdist ( c2 , BARLEV , c1 ) ;
c1 = c2 ;
}
futures [ c1 ] . emplace_back ( c , fat ) ;
return ;
}
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if ( c - > mpdist < = 7 | | ! among ( c - > land , laNone , laOcean , laBrownian ) | | ( c - > land ! = laBrownian & & c - > bardir ! = NODIR ) ) {
centersteps + + ; return ;
}
cell * c2 = c - > cmove ( hrand ( c - > type ) ) ;
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// while(hrand(1000) < 1000 * chance) recurse(c);
if ( fat ) recurse ( c , false ) ;
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if ( ! fat & & ( ( fatten_close & & celldistance ( c , fatten_close ) > = dl * 2 ) | | hrand ( 20000 ) = = 0 ) ) {
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recurse ( c , true ) ;
fat = true ;
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fatten_close = NULL ;
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}
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rise ( c , fat ? 256 : 1 ) ;
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c = c2 ;
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}
}
void dissolve_brownian ( cell * c , int x ) {
if ( c - > land = = laBrownian ) {
if ( among ( c - > wall , waNone , waStrandedBoat , waMineOpen , waFire ) ) {
if ( c - > landparam > = 4 * level ) c - > landparam = 4 * level - 1 ;
c - > landparam - = level * x ;
c - > wall = waNone ;
if ( c - > landparam < 0 ) c - > wall = waSea , c - > landparam = 0 ;
if ( c - > landparam = = 0 ) c - > landparam = 1 ;
}
}
}
void dissolve ( cell * c , int x ) {
destroyTrapsAround ( c ) ;
if ( c - > land = = laBrownian )
dissolve_brownian ( c , x ) ;
else if ( c - > wall = = waRed2 ) c - > wall = waRed1 ;
else if ( c - > wall = = waRed3 ) c - > wall = waRed2 ;
else if ( among ( c - > wall , waRed1 , waDeadfloor2 , waRubble , waBoat , waFire , waCIsland , waCIsland2 , waBigBush , waSmallBush ) ) c - > wall = waNone ;
else if ( c - > wall = = waStrandedBoat ) c - > wall = waNone ;
else if ( c - > wall = = waFrozenLake ) c - > wall = waLake ;
else if ( among ( c - > wall , waReptile , waGargoyleFloor ) | | cellUnstable ( c ) ) c - > wall = waChasm ;
else if ( among ( c - > wall , waNone , waDock , waBurningDock , waFloorA , waFloorB , waCavefloor , waDeadfloor , waMineMine , waMineUnknown , waMineOpen , waOpenGate , waClosePlate , waOpenPlate , waGargoyleBridge , waReptileBridge ) )
c - > wall = waSea ;
else if ( cellHalfvine ( c ) ) destroyHalfvine ( c , waNone , 4 ) ;
}
void init ( cell * c ) {
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recurse ( c , true ) ;
recurse ( c , true ) ;
}
void init_further ( cell * c ) {
dynamicval < bool > be ( generatingEquidistant , true ) ;
int gdir = - 1 ;
for ( int i = 0 ; i < c - > type ; i + + ) {
if ( c - > move ( i ) & & c - > move ( i ) - > mpdist < c - > mpdist ) gdir = i ;
}
if ( gdir < 0 ) return ;
cellwalker cw ( c , gdir ) ;
for ( int i = 0 ; i < 4 ; i + + ) {
cw + = revstep ;
setdist ( cw . at , BARLEV , cw . peek ( ) ) ;
buildEquidistant ( cw . at ) ;
println ( hlog , " from " , cw . peek ( ) , " to " , cw . at , " , land = " , dnameof ( cw . at - > land ) , " lp = " , cw . at - > landparam ) ;
}
if ( c - > land ! = laOcean | | ! no_barriers_in_radius ( cw . at , 2 ) ) return ;
println ( hlog , " brownian::init " , cw . at , " in distance " , celldistance ( cw . at , cwt . at ) ) ;
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recurse ( cw . at , false , cw . at ) ;
recurse ( cw . at , false ) ;
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cell * c2 = c ;
while ( c2 - > mpdist > 7 ) {
forCellEx ( c3 , c2 ) if ( c3 - > mpdist < c2 - > mpdist ) { c2 = c3 ; goto next ; }
break ;
next : ;
}
if ( ! c2 - > monst & & c2 - > wall ! = waBoat ) c2 - > monst = moAcidBird ;
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}
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void apply_futures ( cell * c ) {
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if ( futures . count ( c ) ) {
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auto m = move ( futures [ c ] ) ;
futures . erase ( c ) ;
for ( pair < cell * , bool > p : m )
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recurse ( p . first , p . second ) ;
futures . erase ( c ) ;
printf ( " centersteps = %d futures = %d totalsteps = %d \n " , centersteps , isize ( futures ) , totalsteps ) ;
}
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}
void build ( cell * c , int d ) {
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ONEMPTY {
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if ( hrand ( 10000 ) < min ( 250 , 100 + 2 * PT ( kills [ moAcidBird ] + kills [ moBrownBug ] , 50 ) ) * ( 25 + min ( items [ itBrownian ] , 100 ) ) / 25 & & c - > landparam > = 4 & & c - > landparam < 24 )
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c - > item = itBrownian ;
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if ( hrand ( 8000 ) < 15 + items [ itBrownian ] )
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c - > monst = moAcidBird ;
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else if ( hrand ( 8000 ) < 15 )
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c - > monst = moAlbatross ;
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else if ( hrand ( 8000 ) < 15 + items [ itBrownian ] ) {
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c - > monst = moBrownBug ;
c - > hitpoints = 3 ;
}
}
}
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colortable colors = { 0x603000 , 0x804000 , 0xA05000 , 0xC09050 , 0xE0D0A0 } ;
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color_t get_color ( int y ) {
return
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y < level ? gradient ( colors [ 0 ] , colors [ 1 ] , 1 , y , level - 1 ) :
y < 2 * level ? colors [ 2 ] :
y < 3 * level ? colors [ 3 ] :
colors [ 4 ] ;
}
color_t & get_color_edit ( int y ) {
return
y < level / 2 ? colors [ 0 ] :
y < level ? colors [ 1 ] :
y < 2 * level ? colors [ 2 ] :
y < 3 * level ? colors [ 3 ] :
colors [ 4 ] ;
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}
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}
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namespace westwall {
void switchTreasure ( cell * c ) {
c - > item = itNone ;
if ( safety ) return ;
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if ( hrand ( 5000 ) < PT ( 100 + 2 * ( kills [ moAirElemental ] + kills [ moWindCrow ] ) , 200 ) & & c - > landparam > = 5 + items [ itWest ]
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& & getGhostcount ( ) < 2 )
c - > item = itWest ;
else if ( hrand ( 5000 ) < 20 * PRIZEMUL )
placeLocalOrbs ( c ) ;
}
cell * where ;
int dfrom [ 2 ] , dto [ 2 ] , qdirs ;
int gdist ( int d , int e ) { return dirdiff ( d - e , where - > type ) ; }
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int coastvalEdge1 ( cell * c ) {
if ( c - > land = = laWestWall & & ! c - > landparam ) buildEquidistant ( c ) ;
return coastvalEdge ( c ) ;
}
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void build ( vector < cell * > & whirlline , int d ) {
again :
cell * at = whirlline [ isize ( whirlline ) - 1 ] ;
cell * prev = whirlline [ isize ( whirlline ) - 2 ] ;
for ( int i = 0 ; i < at - > type ; i + + )
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if ( at - > move ( i ) & & coastvalEdge1 ( at - > move ( i ) ) = = d & & at - > move ( i ) ! = prev ) {
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whirlline . push_back ( at - > move ( i ) ) ;
goto again ;
}
}
void moveAt ( cell * c , manual_celllister & cl ) {
if ( cl . listed ( c ) ) return ;
if ( c - > land ! = laWestWall ) return ;
vector < cell * > whirlline ;
int d = coastvalEdge ( c ) ;
whirlline . push_back ( c ) ;
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whirlline . push_back ( gravity_state = = gsAnti ? ts : : right_of ( c , coastvalEdge1 ) : ts : : left_of ( c , coastvalEdge1 ) ) ;
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build ( whirlline , d ) ;
reverse ( whirlline . begin ( ) , whirlline . end ( ) ) ;
build ( whirlline , d ) ;
int z = isize ( whirlline ) ;
for ( int i = 0 ; i < z ; i + + ) {
cl . add ( whirlline [ i ] ) ;
if ( whirlline [ i ] - > mpdist = = BARLEV )
switchTreasure ( whirlline [ i ] ) ;
}
for ( int i = 0 ; i < z - 1 ; i + + ) {
moveItem ( whirlline [ i ] , whirlline [ i + 1 ] , true ) ;
if ( whirlline [ i ] - > item )
animateMovement ( whirlline [ i + 1 ] , whirlline [ i ] , LAYER_BOAT , NOHINT ) ;
}
for ( int i = 0 ; i < z ; i + + )
pickupMovedItems ( whirlline [ i ] ) ;
}
void move ( ) {
manual_celllister cl ;
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if ( gravity_state = = gsLevitation ) return ;
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for ( cell * c : dcal ) moveAt ( c , cl ) ;
// Keys and Orbs of Yendor always move
using namespace yendor ;
for ( int i = 0 ; i < isize ( yi ) ; i + + ) {
moveAt ( yi [ i ] . path [ 0 ] , cl ) ;
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// println(hlog, "coastval of actual key is ", coastvalEdge1(yi[i].actual_key()), " and item is ", dnameof(yi[i].actual_key()->item), "and mpdist is ", yi[i].actual_key()->mpdist);
moveAt ( yi [ i ] . actual_key ( ) , cl ) ;
if ( yi [ i ] . actualKey ) {
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if ( gravity_state = = gsAnti ) yi [ i ] . age - - ;
else yi [ i ] . age + + ;
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setdist ( yi [ i ] . actual_key ( ) , 8 , NULL ) ;
}
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}
}
}
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struct variant_feature {
color_t color_change ;
int rate_change ;
eMonster wanderer ;
void ( * build ) ( cell * ) ;
} ;
# define VF [] (cell *c)
const array < variant_feature , 21 > variant_features { {
variant_feature { ( color_t ) ( - 0x202020 ) , 5 , moNecromancer , VF {
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if ( c - > wall = = waNone & & hrand ( 1500 ) < 20 ) c - > wall = waFreshGrave ;
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if ( hrand ( 20000 ) < 10 + items [ itVarTreasure ] )
c - > monst = moNecromancer ;
} } ,
{ 0x000010 , 5 , moLancer , VF { if ( c - > wall = = waNone & & ! c - > monst & & hrand ( 80000 ) < 25 + items [ itVarTreasure ] ) c - > monst = moLancer ; } } ,
{ 0x100008 , 15 , moMonk , VF { if ( c - > wall = = waNone & & ! c - > monst & & hrand ( 80000 ) < 25 + items [ itVarTreasure ] ) c - > monst = moMonk ; } } ,
{ 0x080010 , 5 , moCrusher , VF { if ( c - > wall = = waNone & & ! c - > monst & & hrand ( 80000 ) < 25 + items [ itVarTreasure ] ) c - > monst = moCrusher ; } } ,
{ 0x181418 , 5 , moSkeleton , VF { if ( c - > wall = = waNone & & ! c - > monst & & hrand ( 80000 ) < 25 + items [ itVarTreasure ] ) c - > monst = moSkeleton , c - > hitpoints = 3 ; } } ,
{ 0x180000 , 5 , moPyroCultist , VF { if ( c - > wall = = waNone & & ! c - > monst & & hrand ( 80000 ) < 25 + items [ itVarTreasure ] ) c - > monst = moPyroCultist ; } } ,
{ 0x00000C , 2 , moFlailer , VF { if ( c - > wall = = waNone & & ! c - > monst & & hrand ( 80000 ) < 25 + items [ itVarTreasure ] ) c - > monst = moFlailer ; } } ,
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{ 0x1C0700 , 1 , moHedge , VF { if ( c - > wall = = waNone & & ! c - > monst & & hrand ( 80000 ) < 25 + items [ itVarTreasure ] & & VALENCE = = 3 ) c - > monst = moHedge ; } } ,
{ 0x000c00 , - 1 , moNone , VF { if ( hrand ( 1500 ) < 30 ) createArrowTrapAt ( c , laVariant ) ; } } ,
{ 0x001200 , - 1 , moNone , VF { if ( hrand ( 1500 ) < 50 & & c - > wall = = waNone ) c - > wall = waTrapdoor ; } } ,
{ 0x000c18 , - 1 , moNone , VF { if ( hrand ( 1500 ) < 30 ) build_pool ( c , true ) ; } } ,
{ 0x040A00 , - 1 , moNone , VF { if ( c - > wall = = waNone & & ! c - > monst & & ! c - > monst & & hrand ( 1500 ) < 10 ) c - > wall = waThumperOff ; } } ,
{ 0x080A00 , - 1 , moNone , VF { if ( hrand ( 1500 ) < 20 & & ! c - > monst & & ! c - > wall ) c - > wall = waFireTrap ; } } ,
{ 0x0C0A00 , 0 , moNone , VF { if ( c - > wall = = waNone & & ! c - > monst & & hrand ( 5000 ) < 100 ) c - > wall = waExplosiveBarrel ; } } ,
{ 0x060D04 , 0 , moNone , VF {
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if ( c - > wall = = waNone & & ! c - > monst & & pseudohept ( c ) & & hrand ( 30000 ) < 25 + items [ itVarTreasure ] )
if ( buildIvy ( c , 0 , c - > type ) & & ! peace : : on ) c - > item = itVarTreasure ;
} } ,
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{ 0x000A08 , 0 , moNone , VF { if ( c - > wall = = waNone & & ! c - > monst & & hrand ( 5000 ) < 100 ) c - > wall = waSmallTree ; } } ,
{ 0x100A10 , 1 , moRagingBull , VF { if ( c - > wall = = waNone & & hrand ( 10000 ) < 10 + items [ itVarTreasure ] ) c - > monst = moSleepBull , c - > hitpoints = 3 ; } } ,
{ 0x00110C , 0 , moNone , VF { if ( c - > wall = = waNone & & ! c - > monst & & hrand ( 5000 ) < 100 ) c - > wall = waBigTree ; } } ,
{ 0x000A28 , 1 , moNone , VF { if ( hrand ( 500 ) < 10 ) build_pool ( c , false ) ; } } ,
{ 0x100A00 , 2 , moVariantWarrior , VF { if ( c - > wall = = waNone & & ! c - > monst & & hrand ( 40000 ) < 25 + items [ itVarTreasure ] ) c - > monst = moVariantWarrior ; } } ,
{ 0x100708 , 1 , moRatling , VF { if ( c - > wall = = waNone & & ! c - > monst & & hrand ( 50000 ) < 25 + items [ itVarTreasure ] ) c - > monst = moRatling ; } }
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} } ;
# undef VF
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}
# endif