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// Hyperbolic Rogue - Complex features part II
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// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
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/** \file complex2.cpp
* \ brief Continuation of complex . cpp
*
* Includes : Brownian , Irradiated , Free Fall
*/
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# include "hyper.h"
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namespace hr {
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# if CAP_COMPLEX2
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EX namespace brownian {
# if HDR
const int level = 5 ;
# endif
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map < cell * , vector < pair < cell * , int > > > futures ;
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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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static const int FAT = ( - 100 ) ; // less than 0
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void recurse ( cell * c , int fatten_from ) {
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int dl = getDistLimit ( ) ;
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while ( true ) {
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int cd = celldist ( c ) ;
bool fat = cd > fatten_from ;
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totalsteps + + ;
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if ( cd > = 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 ;
}
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futures [ c1 ] . emplace_back ( c , fatten_from ) ;
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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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int cd2 = celldist ( c2 ) ;
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// while(hrand(1000) < 1000 * chance) recurse(c);
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if ( ! fat & & ( cd2 > fatten_from | | hrand ( 100000 ) = = 0 ) ) {
recurse ( c , FAT ) ;
fatten_from = FAT ;
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}
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else if ( fat ) recurse ( c , cd + dl * 6 ) ;
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rise ( c , fat ? 256 : 1 ) ;
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c = c2 ;
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}
}
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EX void dissolve_brownian ( cell * c , int x ) {
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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 ;
}
}
}
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EX void dissolve ( cell * c , int x ) {
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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 ) ;
}
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EX void init ( cell * c ) {
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if ( ! hyperbolic ) return ;
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recurse ( c , FAT ) ;
recurse ( c , FAT ) ;
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}
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EX void init_further ( cell * c ) {
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if ( ! hyperbolic ) return ;
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int dl = getDistLimit ( ) ;
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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 , celldist ( c ) + dl * 3 ) ;
recurse ( cw . at , celldist ( c ) + dl * 3 ) ;
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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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EX void apply_futures ( cell * c ) {
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if ( futures . count ( c ) ) {
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auto m = std : : move ( futures [ c ] ) ;
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futures . erase ( c ) ;
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for ( auto 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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}
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EX void build ( cell * c , int d ) {
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if ( ! hyperbolic ) c - > wall = waNone , c - > landparam = 256 ;
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if ( c - > landparam = = 0 & & ls : : single ( ) ) c - > land = laOcean ;
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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_monster ( 8000 ) < 15 + items [ itBrownian ] )
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c - > monst = moAcidBird ;
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else if ( hrand_monster ( 8000 ) < 15 )
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c - > monst = moAlbatross ;
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else if ( hrand_monster ( 8000 ) < 15 + items [ itBrownian ] ) {
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c - > monst = moBrownBug ;
c - > hitpoints = 3 ;
}
}
}
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EX colortable colors = { 0x603000 , 0x804000 , 0xA05000 , 0xC09050 , 0xE0D0A0 } ;
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EX color_t get_color ( int y ) {
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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 ] ;
}
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EX color_t & get_color_edit ( int y ) {
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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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int hrc = addHook ( hooks_removecells , 0 , [ ] ( ) {
vector < cell * > to_remove ;
for ( auto p : futures ) if ( is_cell_removed ( p . first ) ) to_remove . push_back ( p . first ) ;
for ( auto r : to_remove ) futures . erase ( r ) ;
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} ) + addHook ( hooks_clearmemory , 0 , [ ] ( ) { futures . clear ( ) ; } )
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+ addHook ( hooks_gamedata , 0 , [ ] ( gamedata * gd ) { gd - > store ( futures ) ; } ) ;
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EX }
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EX namespace westwall {
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EX void switchTreasure ( cell * c ) {
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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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c - > item = itWest ;
else if ( hrand ( 5000 ) < 20 * PRIZEMUL )
placeLocalOrbs ( c ) ;
}
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EX int coastvalEdge1 ( cell * c ) {
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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 ] ;
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if ( looped ( whirlline ) ) return ;
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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 )
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animateMovement ( match ( whirlline [ i + 1 ] , whirlline [ i ] ) , LAYER_BOAT ) ;
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}
for ( int i = 0 ; i < z ; i + + )
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pickupMovedItems ( whirlline [ i ] , i < z - 1 ? whirlline [ i + 1 ] : whirlline [ 0 ] ) ;
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}
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EX void move ( ) {
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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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EX }
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EX namespace variant {
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# if HDR
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struct feature {
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color_t color_change ;
int rate_change ;
eMonster wanderer ;
void ( * build ) ( cell * ) ;
} ;
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extern array < feature , 21 > features ;
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# endif
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# define VF [] (cell *c)
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bool hrand_var ( int i ) { return hrand_monster ( i ) < 25 + items [ itVarTreasure ] + yendor : : hardness ( ) ; }
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array < feature , 21 > features { {
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 ;
} } ,
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{ 0x000010 , 5 , moLancer , VF { if ( c - > wall = = waNone & & ! c - > monst & & hrand_var ( 80000 ) ) c - > monst = moLancer ; } } ,
{ 0x100008 , 15 , moMonk , VF { if ( c - > wall = = waNone & & ! c - > monst & & hrand_var ( 80000 ) ) c - > monst = moMonk ; } } ,
{ 0x080010 , 5 , moCrusher , VF { if ( c - > wall = = waNone & & ! c - > monst & & hrand_var ( 80000 ) ) c - > monst = moCrusher ; } } ,
{ 0x181418 , 5 , moSkeleton , VF { if ( c - > wall = = waNone & & ! c - > monst & & hrand_var ( 80000 ) ) c - > monst = moSkeleton , c - > hitpoints = 3 ; } } ,
{ 0x180000 , 5 , moPyroCultist , VF { if ( c - > wall = = waNone & & ! c - > monst & & hrand_var ( 80000 ) ) c - > monst = moPyroCultist ; } } ,
{ 0x00000C , 2 , moFlailer , VF { if ( c - > wall = = waNone & & ! c - > monst & & hrand_var ( 80000 ) ) c - > monst = moFlailer ; } } ,
{ 0x1C0700 , 1 , moHedge , VF { if ( c - > wall = = waNone & & ! c - > monst & & hrand_var ( 80000 ) & & valence ( ) = = 3 ) c - > monst = moHedge ; } } ,
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{ 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 ; } } ,
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{ 0x0C0A00 , 0 , moNone , VF {
bool inyendor = yendor : : on & & specialland = = laVariant & & celldist ( c ) < 7 ;
int chance = inyendor ? 800 : 100 ;
if ( c - > wall = = waNone & & ! c - > monst & & hrand ( 5000 ) < chance ) c - > wall = waExplosiveBarrel ;
} } ,
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{ 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 ; } } ,
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{ 0x100A10 , 1 , moRagingBull , VF { if ( c - > wall = = waNone & & ! c - > monst & & hrand ( 10000 ) < 10 + items [ itVarTreasure ] ) c - > monst = moSleepBull , c - > hitpoints = 3 ; } } ,
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{ 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 ) ; } } ,
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{ 0x100A00 , 2 , moVariantWarrior , VF { if ( c - > wall = = waNone & & ! c - > monst & & hrand_var ( 40000 ) ) c - > monst = moVariantWarrior ; } } ,
{ 0x100708 , 1 , moRatling , VF { if ( c - > wall = = waNone & & ! c - > monst & & hrand_var ( 50000 ) ) c - > monst = moRatling ; } }
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} } ;
# undef VF
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EX }
EX namespace camelot {
/** number of Grails collected, to show you as a knight */
EX int knighted = 0 ;
/** this value is used when using Orb of Safety in the Camelot in Pure Tactics Mode */
EX int anthraxBonus = 0 ;
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vector < string > knight_names = {
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" DivisionByZero " , " Phoenyx " , " tricosahedron " , " BillSYZ0317 " , " rjdimo " , " Person " , " Strange Yeah " , " paradoxica " , " godamnsteemsux " , " Allalinor " , " Spuddnik " ,
" QETC Crimson " , " aca " , " cannobeens " , " Dylgear " , " Patashu " , " SirLight_XXVII " , " Lord Ignus " , " Lotho " , " hotdogPi " , " vincent " , " pofoss " , " Zekava " , " Chimera245 " ,
" BreedPineapple " , " TaeK " , " Aliased " , " Vipul " , " jkvw3 " , " english5040 " , " gregwar69 " , " marvincast " , " Panacea108 " , " FEDPOL1 " , " Jenkar " , " inakilbss " , " *****-mail " ,
" Wheat Wizard " , " xiqnyl " , " zelda0x181e " , " ad-jones " , " mtomato " , " Fififionek " , " J Pystynen " , " krstefan11 " , " green orange " , " ZombieGirl1616 " , " z.chlebicki " ,
" 9427 " , " Lokki " , " gabbalis " , " The Horrendous Space Kablooie " , " zeno " , " ETsc2 " , " Fulgur14 " , " Roger " , " uqblf " , " Grep " , " Abigail " , " Cyberfox VII " , " ballom " , " CtrlAltDestroy " ,
" RushSecond " , " ozir " , " Vee Nought " , " archmageomega " , " Wroclaw " , " lunaduskjr " , " LucLucLuc " , " loper " , " RedsToad " , " Sharklilly " , " Dasypus Daimon " , " Mateusz " , " joshua " , " guysige " ,
" MrSprucetree " , " Atia " , " nerdyjoe " , " florrat " , " bderoo121 " , " Sprite Guard " , " fischpferd " , " Fluffiest Princess " , " no stop " , " Kieroshark " , " elgan65536 " , " T-Jski " ,
" martinus de monte " , " Inthar " , " mj.titze " , " thelast19digitsofpi " , " abacussssss " , " ann_dec " , " juhdanad " , " lllllllllwith10ls " , " rsstein " , " The Emerald Derp Leader " ,
" NattieGilgamesh " , " chocokels " , " oren " , " y " , " Nathanbananas " , " juliuskwan " , " wojtekor9 " , " CoderBro " , " RidiculousPyro64 " , " pringle " , " Spicy " , " Cheetahs " , " ShiningKatana " ,
" xy2 " , " starchewer " , " 2jjy " , " Nibaw " , " Goon in Chief " , " the.goosh222 " , " Toras " , " ooshoo " , " TravelDemon " , " The Big Extent " , " droplet739 " , " AlliterativeAnchovies " ,
" fones4jenke13 " , " ekisacik " , " j0eymcgrath " , " EatChangmyeong " , " Strichcoder " , " jwhirpl " , " craus " , " akei_arkay " , " lilypad " , " Ichigo Jam " , " supernewton " , " Neapolitan Sixth " ,
" Nemo " , " Westville " , " Huja " , " lapinozz " , " Just A Witch " , " Borador " , " Particles " , " dewhi100 " , " nat.mayer " , " ddtizm " , " Tism Jones " , " amagikuser " , " vkozulya " , " gassa " ,
" Factitious " , " wonderfullizardofoz " , " woofmao " , " CandorVelexion " , " Toricon " , " Vectis99 " , " RobotNerd277 " , " jerrypoons " , " MagmaMcFry " , " unczane " , " glass " , " Wegener " ,
" JeLomun " , " kip " , " Warmonger " , " Fooruman " , " Zyalin " , " Prezombie " , " ashley89 " , " bjobae " , " MFErtre " , " Roaringdragon2 " , " howilovepi " , " Yulgash " , " Sir Endipitous " , " Roshlev " ,
" BTernaryTau " , " HiGuy " , " coper " , " Tirear " , " qoala _ " , " Tyzone " , " Tiegon " , " Airin " , " Metroid26 " , " Sklorg " , " Fumblestealth " , " Toph " , " Tzaphqiel " , " jruderman " , " ray " ,
" Deathroll " , " Sinquetica " , " mootmoot " , " Noobinator " , " freeofme " , " Helyea " , " Snakebird Priestess " , " brisingre " , " Khashishi " , " Shiny " , " kabado " , " Berenthas " , " Misery " , " Altripp " , " Aldrenean " ,
2020-03-06 14:17:25 +00:00
} ;
map < cell * , int > knight_id ;
EX string knight_name ( cell * c ) {
if ( ! knight_id . count ( c ) ) knight_id [ c ] = rand ( ) % isize ( knight_names ) ;
return knight_names [ knight_id [ c ] ] ;
}
EX void move_knight ( cell * c1 , cell * c2 ) {
LATE ( move_knight ( c1 , c2 ) ; )
if ( knight_id . count ( c1 ) ) {
knight_id [ c2 ] = knight_id [ c1 ] ;
knight_id . erase ( c1 ) ;
}
}
2019-12-08 18:17:28 +00:00
EX void roundTableMessage ( cell * c2 ) {
if ( ! euclid & & ! cwt . at - > master - > alt ) return ;
if ( ! euclid & & ! c2 - > master - > alt ) return ;
int dd = celldistAltRelative ( c2 ) - celldistAltRelative ( cwt . at ) ;
bool tooeasy = ( roundTableRadius ( c2 ) < newRoundTableRadius ( ) ) ;
if ( dd > 0 ) {
if ( grailWasFound ( cwt . at ) ) {
addMessage ( XLAT ( " The Knights congratulate you on your success! " ) ) ;
knighted = roundTableRadius ( cwt . at ) ;
}
else if ( ! tooeasy )
addMessage ( XLAT ( " The Knights laugh at your failure! " ) ) ;
}
else {
if ( grailWasFound ( cwt . at ) )
addMessage ( XLAT ( " The Knights stare at you! " ) ) ;
else if ( tooeasy ) {
if ( ! tactic : : on )
addMessage ( XLAT ( " Come on, this is too easy... find a bigger castle! " ) ) ;
}
else
addMessage ( XLAT ( " The Knights wish you luck! " ) ) ;
}
}
EX void knightFlavorMessage ( cell * c2 ) {
if ( ! eubinary & & ! c2 - > master - > alt ) {
addMessage ( XLAT ( " \" I am lost... \" " ) ) ;
return ;
}
if ( tactic : : on ) {
addMessage ( XLAT ( " \" The Knights of the Horocyclic Table salute you! \" " ) ) ;
return ;
}
bool grailfound = grailWasFound ( c2 ) ;
int rad = roundTableRadius ( c2 ) ;
bool tooeasy = ( rad < newRoundTableRadius ( ) ) ;
static int msgid = 0 ;
2020-02-29 16:58:59 +00:00
changes . value_keep ( msgid ) ;
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retry :
if ( msgid > = 32 ) msgid = 0 ;
if ( msgid = = 0 & & grailfound ) {
addMessage ( XLAT ( " \" I would like to congratulate you again! \" " ) ) ;
}
else if ( msgid = = 1 & & ! tooeasy ) {
addMessage ( XLAT ( " \" Find the Holy Grail to become one of us! \" " ) ) ;
}
else if ( msgid = = 2 & & ! tooeasy ) {
addMessage ( XLAT ( " \" The Holy Grail is in the center of the Round Table. \" " ) ) ;
}
# if CAP_CRYSTAL
else if ( msgid = = 3 & & cryst ) {
if ( crystal : : pure ( ) )
addMessage ( XLAT ( " \" Each piece of the Round Table is exactly %1 steps away from the Holy Grail. \" " , its ( roundTableRadius ( c2 ) ) ) ) ;
else
addMessage ( XLAT ( " \" According to Merlin, the Round Table is a perfect Euclidean sphere in %1 dimensions. \" " , its ( ginf [ gCrystal ] . sides / 2 ) ) ) ;
}
# endif
else if ( msgid = = 3 & & ! peace : : on & & in_full_game ( ) ) {
addMessage ( XLAT ( " \" I enjoy watching the hyperbug battles. \" " ) ) ;
}
else if ( msgid = = 4 & & in_full_game ( ) ) {
addMessage ( XLAT ( " \" Have you visited a temple in R'Lyeh? \" " ) ) ;
}
else if ( msgid = = 5 & & in_full_game ( ) ) {
addMessage ( XLAT ( " \" Nice castle, eh? \" " ) ) ;
}
else if ( msgid = = 6 & & items [ itSpice ] < 10 & & ! peace : : on & & in_full_game ( ) ) {
addMessage ( XLAT ( " \" The Red Rock Valley is dangerous, but beautiful. \" " ) ) ;
}
else if ( msgid = = 7 & & items [ itSpice ] < 10 & & ! peace : : on & & in_full_game ( ) ) {
addMessage ( XLAT ( " \" Train in the Desert first! \" " ) ) ;
}
else if ( msgid = = 8 & & sizes_known ( ) & & ! tactic : : on ) {
string s = " " ;
if ( 0 ) ;
# if CAP_CRYSTAL
else if ( cryst )
s = crystal : : get_table_boundary ( ) ;
# endif
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else if ( ! quotient & & rad )
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s = get_expansion ( ) . get_descendants ( rad ) . get_str ( 100 ) ;
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if ( s = = " " ) { msgid + + ; goto retry ; }
addMessage ( XLAT ( " \" Our Table seats %1 Knights! \" " , s ) ) ;
}
else if ( msgid = = 9 & & sizes_known ( ) & & ! tactic : : on ) {
string s = " " ;
if ( 0 ) ;
# if CAP_CRYSTAL
else if ( cryst )
s = crystal : : get_table_volume ( ) ;
# endif
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else if ( ! quotient & & rad )
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s = get_expansion ( ) . get_descendants ( rad - 1 , get_expansion ( ) . diskid ) . get_str ( 100 ) ;
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if ( s = = " " ) { msgid + + ; goto retry ; }
addMessage ( XLAT ( " \" There are %1 floor tiles inside our Table! \" " , s ) ) ;
}
else if ( msgid = = 10 & & ! items [ itPirate ] & & ! items [ itWhirlpool ] & & ! peace : : on & & in_full_game ( ) ) {
addMessage ( XLAT ( " \" Have you tried to take a boat and go into the Ocean? Try it! \" " ) ) ;
}
else if ( msgid = = 11 & & ! princess : : saved & & in_full_game ( ) ) {
addMessage ( XLAT ( " \" When I visited the Palace, a mouse wanted me to go somewhere. \" " ) ) ;
}
else if ( msgid = = 12 & & ! princess : : saved & & in_full_game ( ) ) {
addMessage ( XLAT ( " \" I wonder what was there... \" " ) ) ;
}
else if ( msgid = = 13 & & ! peace : : on & & in_full_game ( ) ) {
addMessage ( XLAT ( " \" Be careful in the Rose Garden! It is beautiful, but very dangerous! \" " ) ) ;
}
else if ( msgid = = 14 ) {
addMessage ( XLAT ( " \" There is no royal road to geometry. \" " ) ) ;
}
else if ( msgid = = 15 ) {
addMessage ( XLAT ( " \" There is no branch of mathematics, however abstract, " ) ) ;
addMessage ( XLAT ( " which may not some day be applied to phenomena of the real world. \" " ) ) ;
}
else if ( msgid = = 16 ) {
addMessage ( XLAT ( " \" It is not possession but the act of getting there, " ) ) ;
addMessage ( XLAT ( " which grants the greatest enjoyment. \" " ) ) ;
}
else if ( msgid = = 17 ) {
addMessage ( XLAT ( " \" We live in a beautiful and orderly world, " ) ) ;
addMessage ( XLAT ( " and not in a chaos without norms. \" " ) ) ;
}
else if ( msgid = = 25 ) {
addMessage ( XLAT ( " \" Thank you very much for talking, and have a great rest of your day! \" " ) ) ;
}
else {
msgid + + ; goto retry ;
}
msgid + + ;
}
EX }
EX namespace mine {
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EX int victory_time ;
EX void count_status ( ) {
bool last = kills [ moBomberbird ] ;
kills [ moBomberbird ] = 0 ;
kills [ moTameBomberbird ] = 0 ;
for ( cell * c : currentmap - > allcells ( ) ) if ( c - > wall = = waMineUnknown ) kills [ moBomberbird ] + + ;
for ( cell * c : currentmap - > allcells ( ) ) if ( among ( c - > wall , waMineMine , waMineUnknown ) & & mine : : marked_mine ( c ) ) kills [ moTameBomberbird ] + + ;
if ( last & & ! kills [ moBomberbird ] ) {
mine : : victory_time = getgametime ( ) ;
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showMissionScreen ( ) ;
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}
}
EX bool in_minesweeper ( ) {
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return closed_or_bounded & & specialland = = laMinefield ;
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}
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EX bool uncoverMines ( cell * c , int lev , int dist , bool just_checking ) {
bool b = false ;
if ( c - > wall = = waMineMine & & just_checking ) return true ;
if ( c - > wall = = waMineUnknown ) {
if ( just_checking )
return true ;
else {
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changes . ccell ( c ) ;
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c - > wall = waMineOpen ;
b = true ;
}
}
bool minesNearby = false ;
bool nominesNearby = false ;
bool mineopens = false ;
auto adj = adj_minefield_cells ( c ) ;
for ( cell * c2 : adj ) {
if ( c2 - > wall = = waMineMine ) minesNearby = true ;
if ( c2 - > wall = = waMineOpen ) mineopens = true ;
if ( c2 - > wall = = waMineUnknown & & ! c2 - > item ) nominesNearby = true ;
}
if ( lev & & ( nominesNearby | | mineopens ) & & ! minesNearby ) for ( cell * c2 : adj )
if ( c2 - > wall = = waMineUnknown | | c2 - > wall = = waMineOpen ) {
b | = uncoverMines ( c2 , lev - 1 , dist + 1 , just_checking ) ;
if ( b & & just_checking ) return true ;
}
if ( minesNearby & & ! nominesNearby & & dist = = 0 ) {
for ( cell * c2 : adj )
if ( c2 - > wall = = waMineMine & & c2 - > land = = laMinefield )
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changes . ccell ( c2 ) ,
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c2 - > landparam | = 1 ;
}
return b ;
}
EX bool mightBeMine ( cell * c ) {
return c - > wall = = waMineUnknown | | c - > wall = = waMineMine ;
}
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EX hookset < bool ( cell * ) > hooks_mark ;
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EX bool mark_always = true ;
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EX void performMarkCommand ( cell * c ) {
if ( ! c ) return ;
if ( callhandlers ( false , hooks_mark , c ) ) return ;
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if ( c - > land = = laCA & & c - > wall = = waNone ) {
c - > wall = ca : : wlive ;
ca : : list_adj ( c ) ;
}
else if ( c - > land = = laCA & & c - > wall = = ca : : wlive ) {
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c - > wall = waNone ;
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ca : : list_adj ( c ) ;
}
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if ( c - > land ! = laMinefield ) return ;
if ( c - > item ) return ;
if ( ! mightBeMine ( c ) ) return ;
bool adj = false ;
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if ( mark_always ) adj = true ;
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forCellEx ( c2 , c ) if ( c2 - > wall = = waMineOpen ) adj = true ;
if ( adj ) c - > landparam ^ = 1 ;
}
EX bool marked_mine ( cell * c ) {
if ( ! mightBeMine ( c ) ) return false ;
if ( c - > item ) return false ;
if ( c - > land ! = laMinefield ) return true ;
return c - > landparam & 1 ;
}
EX bool marked_safe ( cell * c ) {
if ( ! mightBeMine ( c ) ) return false ;
if ( c - > item ) return true ;
if ( c - > land ! = laMinefield ) return false ;
return c - > landparam & 2 ;
}
EX bool safe ( ) {
return items [ itOrbAether ] ;
}
EX void uncover_full ( cell * c2 ) {
int mineradius =
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closed_or_bounded ? 3 :
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( items [ itBombEgg ] < 1 & & ! tactic : : on ) ? 0 :
items [ itBombEgg ] < 20 ? 1 :
items [ itBombEgg ] < 30 ? 2 :
3 ;
bool nomine = ! normal_gravity_at ( c2 ) ;
if ( ! nomine & & uncoverMines ( c2 , mineradius , 0 , true ) & & markOrb ( itOrbAether ) )
nomine = true ;
if ( ! nomine ) {
uncoverMines ( c2 , mineradius , 0 , false ) ;
mayExplodeMine ( c2 , moPlayer ) ;
}
}
EX void auto_teleport_charges ( ) {
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if ( in_minesweeper ( ) ) {
mine : : count_status ( ) ;
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items [ itOrbTeleport ] = isFire ( cwt . at - > wall ) ? 0 : 1 ;
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}
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}
EX }
EX namespace terracotta {
# if HDR
// predictable or not
static constexpr bool randterra = false ;
# endif
EX void check ( cell * c ) {
if ( c - > wall = = waTerraWarrior & & ! c - > monst & & ! racing : : on ) {
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changes . ccell ( c ) ;
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bool live = false ;
if ( randterra ) {
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c - > wparam + + ;
if ( ( c - > wparam = = 3 & & hrand ( 3 ) = = 0 ) | |
( c - > wparam = = 4 & & hrand ( 2 ) = = 0 ) | |
c - > wparam = = 5 )
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live = true ;
}
else {
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c - > wparam - - ;
live = ! c - > wparam ;
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}
if ( live )
c - > monst = moTerraWarrior ,
c - > hitpoints = 7 ,
c - > wall = waNone ;
}
}
EX void check_around ( cell * c ) {
forCellEx ( c2 , c )
check ( c2 ) ;
}
EX void check ( ) {
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for ( cell * pc : player_positions ( ) )
forCellEx ( c , pc ) {
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if ( shmup : : on ) {
forCellEx ( c2 , c )
check ( c2 ) ;
}
else
check ( c ) ;
}
}
EX }
EX namespace ambush {
EX void mark ( cell * c , manual_celllister & cl ) {
if ( ! cl . add ( c ) ) return ;
forCellEx ( c2 , c )
if ( c2 - > cpdist < c - > cpdist )
mark ( c2 , cl ) ;
}
EX int distance ;
EX bool ambushed ;
EX void check_state ( ) {
if ( havewhat & HF_HUNTER ) {
manual_celllister cl ;
for ( cell * c : dcal ) {
if ( c - > monst = = moHunterDog ) {
if ( c - > cpdist > distance )
distance = c - > cpdist ;
mark ( c , cl ) ;
}
if ( c - > monst = = moHunterGuard & & c - > cpdist < = 4 )
mark ( c , cl ) ;
}
if ( items [ itHunting ] > 5 & & items [ itHunting ] < = 22 ) {
int q = 0 ;
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for ( cell * pc : player_positions ( ) )
forCellEx ( c2 , pc )
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if ( cl . listed ( c2 ) )
q + + ;
if ( q = = 1 ) havewhat | = HF_FAILED_AMBUSH ;
if ( q = = 2 ) {
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for ( cell * pc : player_positions ( ) )
forCellEx ( c2 , pc )
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if ( cl . listed ( c2 ) )
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forCellEx ( c3 , pc )
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if ( c3 ! = c2 & & isNeighbor ( c2 , c3 ) )
if ( cl . listed ( c3 ) )
havewhat | = HF_FAILED_AMBUSH ;
}
if ( havewhat & HF_FAILED_AMBUSH & & ambushed ) {
addMessage ( XLAT ( " The Hunting Dogs give up. " ) ) ;
ambushed = false ;
}
}
}
}
EX int fixed_size ;
EX int size ( cell * c , eItem what ) {
bool restricted = false ;
for ( cell * c2 : dcal ) {
if ( c2 - > cpdist > 3 ) break ;
if ( c2 - > monst & & ! isFriendly ( c2 ) & & ! slowMover ( c2 ) & & ! isMultitile ( c2 ) ) restricted = true ;
}
int qty = items [ itHunting ] ;
if ( fixed_size )
return fixed_size ;
switch ( what ) {
case itCompass :
return 0 ;
case itHunting :
return min ( min ( qty , max ( 33 - qty , 6 ) ) , 15 ) ;
case itOrbSide3 :
return restricted ? 10 : 20 ;
case itOrbFreedom :
return restricted ? 10 : 60 ;
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case itOrbImpact :
case itOrbPlague :
return 10 ;
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case itOrbThorns :
case itOrb37 :
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case itOrbChaos :
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return 20 ;
case itOrbLava :
return 20 ;
case itOrbBeauty :
return 35 ;
case itOrbShell :
return 35 ;
case itOrbPsi :
// return 40; -> no benefits
return 20 ;
case itOrbDash :
case itOrbFrog :
return 40 ;
case itOrbAir :
case itOrbDragon :
return 50 ;
case itOrbStunning :
// return restricted ? 50 : 60; -> no benefits
return 30 ;
case itOrbBull :
case itOrbSpeed :
case itOrbShield :
return 60 ;
case itOrbInvis :
return 80 ;
case itOrbTeleport :
return 300 ;
case itGreenStone :
case itOrbSafety :
case itOrbYendor :
return 0 ;
case itKey :
return 16 ;
case itWarning :
return qty ;
default :
return restricted ? 6 : 10 ;
break ;
// Flash can survive about 70, but this gives no benefits
}
}
2020-03-07 03:37:24 +00:00
EX void ambush ( cell * c , int dogs ) {
LATE ( ambush ( c , dogs ) ; )
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int maxdist = gamerange ( ) ;
celllister cl ( c , maxdist , 1000000 , NULL ) ;
cell * c0 = c ;
int d = 0 ;
int dogs0 = 0 ;
for ( cell * cx : cl . lst ) {
int dh = cl . getdist ( cx ) ;
if ( dh < = 2 & & cx - > monst = = moHunterGuard )
cx - > monst = moHunterDog , dogs0 + + ;
if ( dh > d ) c0 = cx , d = dh ;
}
if ( sphere ) {
for ( int i = cl . lst . size ( ) - 1 ; i > 0 & & dogs ; i - - )
if ( ! isPlayerOn ( cl . lst [ i ] ) & & ! cl . lst [ i ] - > monst )
cl . lst [ i ] - > monst = moHunterDog , dogs - - ;
}
vector < cell * > around ;
cell * clast = NULL ;
cell * ccur = c0 ;
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int v = valence ( ) ;
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if ( v > 4 ) {
for ( cell * c : cl . lst ) if ( cl . getdist ( c ) = = d ) around . push_back ( c ) ;
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hrandom_shuffle ( around ) ;
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}
else {
for ( int tries = 0 ; tries < 10000 ; tries + + ) {
cell * c2 = NULL ;
if ( v = = 3 ) {
forCellEx ( c1 , ccur )
if ( c1 ! = clast & & cl . listed ( c1 ) & & cl . getdist ( c1 ) = = d )
c2 = c1 ;
}
if ( v = = 4 ) {
for ( int i = 0 ; i < ccur - > type ; i + + ) {
cell * c1 = ( cellwalker ( ccur , i ) + wstep + 1 ) . peek ( ) ;
if ( ! c1 ) continue ;
if ( c1 ! = clast & & cl . listed ( c1 ) & & cl . getdist ( c1 ) = = d )
c2 = c1 ;
}
}
if ( ! c2 ) break ;
if ( c2 - > land = = laHunting & & c2 - > wall = = waNone & & c2 - > monst = = moNone )
around . push_back ( c2 ) ;
clast = ccur ; ccur = c2 ;
if ( c2 = = c0 ) break ;
}
}
int N = isize ( around ) ;
int gaps = dogs ;
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int result = dogs0 ;
if ( N ) {
ambushed = true ;
int shift = hrand ( N ) ;
dogs = min ( dogs , N ) ;
gaps = min ( gaps , N ) ;
for ( int i = 0 ; i < dogs ; i + + ) {
int pos = ( shift + ( N * i ) / gaps ) % N ;
cell * nextdog = around [ pos ] ;
nextdog - > monst = moHunterDog ;
nextdog - > stuntime = 1 ;
drawFlash ( nextdog ) ;
}
result + = dogs ;
}
if ( result )
addMessage ( XLAT ( " You are ambushed! " ) ) ;
2019-12-08 18:17:28 +00:00
}
2021-05-23 13:57:39 +00:00
EX }
EX namespace dice {
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struct die_structure {
vector < vector < int > > sides ;
vector < vector < int > > spins ;
vector < int > hardness ;
int faces ;
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int facesides ;
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int order ;
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int highest_hardness ;
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die_structure ( int ord , const vector < vector < int > > & v ) {
sides = v ;
spins = sides ;
faces = isize ( sides ) ;
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facesides = isize ( sides [ 0 ] ) ;
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order = ord ;
for ( int i = 0 ; i < faces ; i + + )
for ( int j = 0 ; j < isize ( sides [ i ] ) ; j + + ) {
int i1 = sides [ i ] [ j ] ;
spins [ i ] [ j ] = - 1 ;
for ( int k = 0 ; k < isize ( sides [ i1 ] ) ; k + + )
if ( sides [ i1 ] [ k ] = = i )
spins [ i ] [ j ] = k ;
if ( spins [ i ] [ j ] = = - 1 )
println ( hlog , " asymmetric " ) ;
}
hardness . resize ( faces , 99 ) ;
hardness . back ( ) = 0 ;
for ( int it = 0 ; it < faces ; it + + )
for ( int i = 0 ; i < faces ; i + + )
for ( int j : sides [ i ] )
hardness [ i ] = min ( hardness [ i ] , hardness [ j ] + 1 ) ;
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highest_hardness = 0 ;
for ( int i = 0 ; i < faces ; i + + )
highest_hardness = max ( highest_hardness , hardness [ i ] ) ;
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}
} ;
die_structure d20 ( 5 , {
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{ 13 - 1 , 7 - 1 , 19 - 1 } , { 20 - 1 , 12 - 1 , 18 - 1 } , { 19 - 1 , 17 - 1 , 16 - 1 } , { 14 - 1 , 18 - 1 , 11 - 1 } , { 13 - 1 , 18 - 1 , 15 - 1 } ,
{ 14 - 1 , 9 - 1 , 16 - 1 } , { 1 - 1 , 15 - 1 , 17 - 1 } , { 20 - 1 , 16 - 1 , 10 - 1 } , { 19 - 1 , 6 - 1 , 11 - 1 } , { 8 - 1 , 17 - 1 , 12 - 1 } ,
{ 13 - 1 , 9 - 1 , 4 - 1 } , { 2 - 1 , 10 - 1 , 15 - 1 } , { 1 - 1 , 11 - 1 , 5 - 1 } , { 20 - 1 , 4 - 1 , 6 - 1 } , { 7 - 1 , 5 - 1 , 12 - 1 } ,
{ 8 - 1 , 6 - 1 , 3 - 1 } , { 7 - 1 , 10 - 1 , 3 - 1 } , { 2 - 1 , 5 - 1 , 4 - 1 } , { 1 - 1 , 3 - 1 , 9 - 1 } , { 8 - 1 , 2 - 1 , 14 - 1 }
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} ) ;
die_structure d8 ( 4 , {
{ 1 , 3 , 5 } , { 0 , 4 , 2 } , { 3 , 1 , 7 } , { 2 , 6 , 0 } , { 5 , 7 , 1 } , { 4 , 0 , 6 } , { 7 , 5 , 3 } , { 6 , 2 , 4 }
} ) ;
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die_structure d4 ( 3 , { { 3 , 2 , 1 } , { 3 , 0 , 2 } , { 1 , 0 , 3 } , { 0 , 1 , 2 } } ) ;
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die_structure d6 ( 3 , { { 1 , 2 , 4 , 3 } , { 5 , 2 , 0 , 3 } , { 5 , 4 , 0 , 1 } , { 5 , 1 , 0 , 4 } , { 0 , 2 , 5 , 3 } , { 4 , 2 , 1 , 3 } } ) ;
die_structure d12 ( 3 , {
{ 3 , 5 , 4 , 9 , 1 } , { 0 , 9 , 6 , 7 , 3 } , { 11 , 10 , 5 , 3 , 7 } , { 0 , 1 , 7 , 2 , 5 } , { 0 , 5 , 10 , 8 , 9 } , { 0 , 3 , 2 , 10 , 4 } ,
{ 11 , 7 , 1 , 9 , 8 } , { 11 , 2 , 3 , 1 , 6 } , { 11 , 6 , 9 , 4 , 10 } , { 0 , 4 , 8 , 6 , 1 } , { 11 , 8 , 4 , 5 , 2 } , { 8 , 10 , 2 , 7 , 6 }
} ) ;
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vector < die_structure * > die_list = { & d4 , & d6 , & d8 , & d12 , & d20 } ;
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# if HDR
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extern vector < struct die_structure * > die_list ;
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struct die_data {
struct die_structure * which ;
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int val ; /* the current face value */
int dir ; /* which direction is the first side (which->sides[val][0]) of the current face */
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bool mirrored ;
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int happy ( ) ;
} ;
# endif
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EX int shape_faces ( die_structure * w ) { return w - > faces ; }
EX string die_name ( die_structure * w ) { return its ( w - > faces ) ; }
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int die_data : : happy ( ) {
if ( val = = which - > faces - 1 ) return 1 ;
if ( val = = 0 ) return - 1 ;
return 0 ;
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}
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EX die_structure * get_by_id ( unsigned i ) { return die_list [ i % isize ( die_list ) ] ; }
EX int get_die_id ( die_structure * ds ) {
for ( int i = 0 ; i < isize ( die_list ) ; i + + )
if ( die_list [ i ] = = ds )
return i ;
return - 1 ;
}
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EX map < cell * , die_data > data ;
EX void generate_specific ( cell * c , die_structure * ds , int min_hardness , int max_hardness ) {
auto & dd = data [ c ] ;
dd . which = ds ;
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vector < int > dirs ;
for ( int i = 0 ; i < c - > type ; i + + ) createMov ( c , i ) ;
for ( int i = 0 ; i < c - > type ; i + + )
for ( int j = 0 ; j < c - > type ; j + + ) if ( can_roll ( ds - > facesides , i , movei ( c , j ) ) )
dirs . push_back ( i ) ;
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if ( dirs . empty ( ) )
dd . dir = hrand ( c - > type ) ;
else
dd . dir = hrand_elt ( dirs ) ;
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vector < int > sides ;
for ( int i = 0 ; i < ds - > faces ; i + + )
if ( ds - > hardness [ i ] > = min_hardness & & ds - > hardness [ i ] < = max_hardness )
sides . push_back ( i ) ;
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dd . val = hrand_elt ( sides ) ;
}
EX int die_possible ( cell * c ) {
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vector < int > res ;
for ( int i : { 3 , 4 , 5 } )
if ( ( c - > type % i ) = = 0 )
res . push_back ( i ) ;
if ( res . empty ( ) ) return 0 ;
return hrand_elt ( res ) ;
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}
EX bool can_roll ( int sides , int cur , movei mi ) {
if ( mi . t - > type % sides ) return false ;
if ( ( cur - mi . d ) % ( mi . s - > type / sides ) ) return false ;
return true ;
}
EX bool can_roll ( movei mi ) {
auto & dd = data [ mi . s ] ;
auto & dw = dd . which ;
return can_roll ( dw - > facesides , dd . dir , mi ) ;
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}
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EX bool generate_random ( cell * c ) {
vector < die_structure * > ds ;
for ( die_structure * pds : { & d4 , & d6 , & d8 , & d12 , & d20 } )
if ( c - > type % pds - > facesides = = 0 )
ds . push_back ( pds ) ;
if ( ds . empty ( ) ) return false ;
generate_specific ( c , hrand_elt ( ds ) , 0 , 99 ) ;
return true ;
}
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EX void generate_full ( cell * c , int hard ) {
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int dp = die_possible ( c ) ;
if ( ! dp ) return ;
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if ( safety ) return ;
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int pct = hrand ( 100 ) ;
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int pct2 = hrand ( 6000 ) ;
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if ( dp = = 4 ) {
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if ( pct < 20 ) {
c - > wall = ( pct < ( items [ itOrbLuck ] ? 9 : 11 ) ) ? waRichDie : waHappyDie ;
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generate_specific ( c , & d6 , 1 , 2 ) ;
}
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else if ( pct2 < 40 + hard ) {
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c - > monst = moAnimatedDie ;
generate_specific ( c , & d6 , 0 , 99 ) ;
}
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return ;
}
if ( dp = = 5 ) {
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if ( pct < 20 ) {
c - > wall = ( pct < ( items [ itOrbLuck ] ? 9 : 11 ) ) ? waRichDie : waHappyDie ;
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generate_specific ( c , & d12 , 2 , 3 ) ;
}
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else if ( pct2 < 40 + hard ) {
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c - > monst = moAnimatedDie ;
generate_specific ( c , & d12 , 0 , 99 ) ;
}
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return ;
}
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if ( pct < 3 ) {
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c - > wall = waHappyDie ;
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generate_specific ( c , & d4 , 0 , 0 ) ;
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}
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else if ( pct < 6 ) {
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c - > wall = waHappyDie ;
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generate_specific ( c , & d8 , 0 , 1 ) ;
}
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else if ( pct < ( items [ itOrbLuck ] ? 8 : 9 ) ) {
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c - > wall = waHappyDie ;
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generate_specific ( c , & d20 , 0 , 1 ) ;
}
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else if ( pct < 14 ) {
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c - > wall = waRichDie ;
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if ( items [ itOrbLuck ] )
generate_specific ( c , & d20 , 2 , 3 ) ;
else
generate_specific ( c , & d20 , 4 , 5 ) ;
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}
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else if ( pct < 15 ) {
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c - > wall = waRichDie ;
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if ( items [ itOrbLuck ] )
generate_specific ( c , & d8 , 1 , 2 ) ;
else
generate_specific ( c , & d8 , 2 , 3 ) ;
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}
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else if ( pct2 < ( items [ itOrbLuck ] ? 5 : 1 ) ) {
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c - > monst = moAnimatedDie ;
generate_specific ( c , & d4 , 0 , 99 ) ;
}
else if ( pct2 < 40 ) {
c - > monst = moAnimatedDie ;
generate_specific ( c , & d8 , 0 , 99 ) ;
}
else if ( pct2 < 40 + hard ) {
c - > monst = moAnimatedDie ;
generate_specific ( c , & d20 , 0 , 99 ) ;
}
}
EX die_data roll_effect ( movei mi , die_data dd ) {
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auto & cto = mi . t ;
auto & th = mi . s ;
int rdir = mi . dir_force ( ) ;
int t = th - > type ;
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int val = dd . val ;
int dir = dd . dir ;
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auto & dw = dd . which ;
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int si = dw - > facesides ;
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if ( t % si ) { println ( hlog , " error: bad roll " ) ; return dd ; }
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int sideid = gmod ( ( rdir - dir ) * ( dd . mirrored ? - 1 : 1 ) * si / t , si ) ;
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int val1 = dw - > sides [ val ] [ sideid ] ;
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int si1 = isize ( dw - > sides [ val1 ] ) ;
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int sideid1 = dw - > spins [ val ] [ sideid ] ;
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int t1 = cto - > type ;
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if ( t1 % si1 ) { println ( hlog , " error: bad roll target " ) ; return dd ; }
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int rdir1 = mi . rev_dir_force ( ) ;
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bool mirror1 = dd . mirrored ^ mi . mirror ( ) ;
int dir1 = rdir1 - ( mirror1 ? - 1 : 1 ) * sideid1 * t1 / si1 ;
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dir1 = gmod ( dir1 , t1 ) ;
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dd . mirrored = mirror1 ;
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dd . val = val1 ;
dd . dir = dir1 ;
return dd ;
}
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EX bool on ( cell * c ) {
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return isDie ( c - > wall ) | | isDie ( c - > monst ) ;
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}
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EX string describe ( cell * c ) {
if ( ! data . count ( c ) ) return " BUG: die data missing " ;
else if ( ! data [ c ] . which ) return " BUG: die data default-initialized " ;
else return XLAT ( " d%1 rolled %2 " , its ( data [ c ] . which - > faces ) , its ( data [ c ] . val + 1 ) ) ;
}
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EX void roll ( movei mi ) {
auto & cto = mi . t ;
auto & th = mi . s ;
changes . map_value ( data , cto ) ;
changes . map_value ( data , th ) ;
data [ cto ] = roll_effect ( mi , data [ th ] ) ;
data . erase ( th ) ;
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}
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EX void draw_die ( cell * c , const shiftmatrix & V , ld scale , color_t color ) {
if ( ! data . count ( c ) ) {
queuepoly ( V , cgi . shAsymmetric , 0xFF0000FF ) ;
return ;
}
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/* priority used for dice */
const auto prio = PPR : : BIGSTATUE ;
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eGeometry orig = geometry ;
bool fpp = GDIM = = 3 ;
auto & dd = data [ c ] ;
int val = dd . val ;
int dir = dd . dir ;
auto & dw = dd . which ;
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int si = dw - > facesides ;
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if ( c = = lmouseover_distant ) {
set < cell * > visited ;
struct celldata_t {
cell * c ;
die_data dd ;
shiftmatrix V ;
} ;
vector < celldata_t > data ;
auto visit = [ & ] ( cell * c , die_data dd , shiftmatrix V ) {
if ( visited . count ( c ) ) return ;
visited . insert ( c ) ;
data . emplace_back ( celldata_t { c , dd , V } ) ;
} ;
visit ( c , dd , V ) ;
for ( int i = 0 ; i < isize ( data ) ; i + + ) {
auto dat = data [ i ] ;
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int wa = dw - > hardness [ dat . dd . val ] ;
int wb = dw - > highest_hardness ;
unsigned int red = ( ( wa * 0x00 ) + ( ( wb - wa ) * 0xff ) ) / wb ;
color_t col = 0xFF0000FF + ( red < < 16 ) ;
queuestr ( fpp ? dat . V * zpush ( cgi . FLOOR ) : dat . V , .5 , its ( dat . dd . val + 1 ) , col ) ;
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if ( i < = 22 )
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forCellIdEx ( c2 , id , dat . c ) if ( can_roll ( si , dat . dd . dir , movei ( dat . c , id ) ) & & ! visited . count ( c2 ) ) {
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auto re = roll_effect ( movei ( dat . c , id ) , dat . dd ) ;
shiftmatrix V2 = dat . V * currentmap - > adj ( dat . c , id ) ;
gridline ( dat . V , C0 , V2 , C0 , 0xFF800080 , 0 ) ;
visit ( c2 , re , V2 ) ;
}
}
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}
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else if ( ! lmouseover_distant | | ! on ( lmouseover_distant ) ) if ( CAP_EXTFONT | | vid . usingGL = = false ) {
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queuestr ( V , .5 , its ( val + 1 ) , 0xFFFFFFFF ) ;
auto & side = dw - > sides [ val ] ;
for ( int i = 0 ; i < si ; i + + ) {
int d = dir + c - > type * i / isize ( side ) ;
d = gmod ( d , c - > type ) ;
hyperpoint nxt = tC0 ( currentmap - > adj ( c , d ) ) ;
hyperpoint mid = normalize ( C0 * 1.3 + nxt * - .3 ) ;
queuestr ( V * rgpushxto0 ( mid ) , .25 , its ( side [ i ] + 1 ) , 0xFFFFFFFF ) ;
}
}
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shiftmatrix V1 = V * ddspin ( c , dir , M_PI ) ;
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if ( dd . mirrored ) V1 = V1 * MirrorY ;
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// loop:
vector < bool > face_drawn ( dd . which - > faces , false ) ;
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vector < pair < transmatrix , int > > facequeue ;
auto add_to_queue = [ & ] ( const transmatrix & T , int d ) {
if ( face_drawn [ d ] ) return ;
face_drawn [ d ] = true ;
facequeue . emplace_back ( T , d ) ;
} ;
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transmatrix S = Id ;
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ld outradius , inradius ;
if ( 1 ) {
dynamicval < eGeometry > g ( geometry , gSphere ) ;
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ld alpha = TAU / dw - > order ;
ld beta = M_PI / dw - > facesides ;
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inradius = edge_of_triangle_with_angles ( alpha , beta , beta ) ;
outradius = edge_of_triangle_with_angles ( beta , alpha , beta ) ;
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}
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hyperpoint shift = inverse_shift ( V1 , tC0 ( die_target ) ) ;
hyperpoint log_shift = inverse_exp ( shiftless ( shift ) ) * ( inradius / cgi . hexhexdist ) ;
if ( 1 ) {
dynamicval < eGeometry > g ( geometry , gSphere ) ;
hyperpoint de = direct_exp ( log_shift ) ;
S = rgpushxto0 ( de ) ;
if ( GDIM = = 3 ) {
for ( int i = 0 ; i < 4 ; i + + ) swap ( S [ i ] [ 2 ] , S [ i ] [ 3 ] ) ;
for ( int i = 0 ; i < 4 ; i + + ) swap ( S [ 2 ] [ i ] , S [ 3 ] [ i ] ) ;
}
for ( int i = 0 ; i < 4 ; i + + ) S [ i ] [ 1 ] * = - 1 ;
}
add_to_queue ( S , val ) ;
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ld dieradius = cgi . scalefactor * scale / 2 ;
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if ( dw - > faces = = 20 ) dieradius / = 1.3 ;
if ( dw - > faces = = 8 ) dieradius / = 1.15 ;
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if ( dw - > faces = = 12 ) dieradius / = 1.15 ;
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if ( hyperbolic ) dieradius / = 1.3 ;
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ld base_to_base ;
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bool osphere = sphere & & GDIM = = 2 ;
bool oeuclid = euclid & & GDIM = = 2 ;
eGeometry highdim =
( GDIM = = 3 ) ? geometry :
hyperbolic ? gSpace534 : gCubeTiling ;
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if ( 1 ) {
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dynamicval < eGeometry > g ( geometry , highdim ) ;
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hyperpoint h = cspin ( 2 , 0 , M_PI - outradius ) * zpush0 ( - dieradius ) ;
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if ( osphere | | oeuclid )
base_to_base = - h [ 2 ] ;
else {
ld lim = sphere ? 1 : 5 ;
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base_to_base = binsearch ( - lim , lim , [ h ] ( ld d ) {
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return ( zpush ( d ) * h ) [ 2 ] > = sin_auto ( vid . depth ) ;
} ) ;
}
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}
vector < pair < ld , int > > ordering ;
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for ( int i = 0 ; i < dw - > faces ; i + + ) {
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transmatrix T = facequeue [ i ] . first ;
int ws = facequeue [ i ] . second ;
for ( int d = 0 ; d < si ; d + + ) {
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dynamicval < eGeometry > g ( geometry , highdim ) ;
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add_to_queue ( T * cspin ( 0 , 1 , TAU * d / si ) * cspin ( 2 , 0 , inradius ) * cspin ( 0 , 1 , M_PI - TAU * dw - > spins [ ws ] [ d ] / si ) , dw - > sides [ ws ] [ d ] ) ;
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}
if ( 1 ) {
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dynamicval < eGeometry > g ( geometry , highdim ) ;
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hyperpoint h = zpush ( base_to_base ) * T * zpush0 ( dieradius ) ;
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ld z = fpp ? hdist0 ( h ) : asin_auto ( h [ 2 ] ) ;
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ordering . emplace_back ( - z , i ) ;
}
}
sort ( ordering . begin ( ) , ordering . end ( ) ) ;
for ( auto o : ordering ) {
int i = o . second ;
transmatrix T = facequeue [ i ] . first ;
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array < hyperpoint , 5 > face ;
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hyperpoint dctr ;
if ( 1 ) {
dynamicval < eGeometry > g ( geometry , highdim ) ;
dctr = zpush ( base_to_base ) * C0 ;
}
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auto sphere_to_space = [ & ] ( hyperpoint h ) {
if ( fpp ) return h ;
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if ( osphere ) {
h [ 2 ] = 1 - h [ 2 ] ; h [ 3 ] = 0 ;
return h ;
}
if ( oeuclid ) { h [ 2 ] = 1 - h [ 2 ] ; return h ; }
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ld z = asin_auto ( h [ 2 ] ) ;
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h = zpush ( - z ) * h ;
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h [ 2 ] = h [ 3 ] ; h [ 3 ] = 0 ;
dynamicval < eGeometry > g ( geometry , orig ) ;
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return orthogonal_move ( h , z ) ;
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} ;
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for ( int d = 0 ; d < = si ; d + + ) {
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hyperpoint h , hs ;
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if ( 1 ) {
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dynamicval < eGeometry > g ( geometry , highdim ) ;
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h = zpush ( base_to_base ) * T * cspin ( 0 , 1 , TAU * ( d + .5 ) / si ) * cspin ( 2 , 0 , outradius ) * zpush0 ( dieradius ) ;
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if ( d < si ) face [ d ] = h ;
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hs = sphere_to_space ( h ) ;
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}
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curvepoint ( hs ) ;
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}
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hyperpoint ctr , cx , cy ;
if ( dw - > facesides = = 3 ) {
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dynamicval < eGeometry > g ( geometry , highdim ) ;
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ctr = ( face [ 0 ] + face [ 1 ] + face [ 2 ] ) / 3 ;
ctr = ctr * 1.01 - dctr * 0.01 ;
cx = face [ 2 ] - face [ 0 ] ;
cy = face [ 1 ] - ( face [ 0 ] + face [ 2 ] ) / 2 ;
}
if ( dw - > facesides = = 4 ) {
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dynamicval < eGeometry > g ( geometry , highdim ) ;
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ctr = ( face [ 0 ] + face [ 1 ] + face [ 2 ] + face [ 3 ] ) / 4 ;
ctr = ctr * 1.01 - dctr * 0.01 ;
cx = face [ 1 ] - face [ 2 ] ;
cy = face [ 0 ] - face [ 1 ] ;
}
if ( dw - > facesides = = 5 ) {
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dynamicval < eGeometry > g ( geometry , highdim ) ;
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ctr = ( face [ 0 ] + face [ 1 ] + face [ 2 ] + face [ 3 ] + face [ 4 ] ) / 5 ;
ctr = ctr * 1.01 - dctr * 0.01 ;
cx = ( face [ 2 ] - face [ 0 ] ) * .75 ;
cy = face [ 1 ] - ( face [ 3 ] + face [ 4 ] ) * .4 ;
}
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queuecurve ( V1 , ( poly_outline = = OUTLINE_NONE ) ? 0xFFFFFFFF : poly_outline , color & 0xFFFFFF9F , prio ) ;
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# if !CAP_EXTFONT
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if ( ! vid . usingGL ) continue ;
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# if CAP_GL
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pointfunction pf = [ & ] ( ld x , ld y ) {
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dynamicval < eGeometry > g ( geometry , highdim ) ;
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return sphere_to_space ( normalize ( ctr + cx * x + cy * y ) ) ;
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} ;
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if ( dw = = & d4 ) {
int q = facequeue [ i ] . second ;
for ( int j = 0 ; j < 3 ; j + + ) {
int j1 = ( j + 1 ) % 3 ;
int j2 = ( j + 2 ) % 3 ;
if ( 1 ) {
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dynamicval < eGeometry > g ( geometry , highdim ) ;
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ctr = ( face [ 0 ] + face [ 1 ] + face [ 2 ] + face [ j1 ] * 3 ) / 6 ;
ctr = ctr * 1.01 - dctr * 0.01 ;
cx = ( face [ j2 ] - face [ j ] ) / 2 ;
cy = face [ j1 ] - ( face [ j ] + face [ j2 ] ) / 4 ;
}
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write_in_space ( V1 , max_glfont_size , - 1.2 , its ( 1 + dw - > sides [ q ] [ j ] ) , 0xFFFFFFFF , 0 , 8 , prio , pf ) ;
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}
}
else {
int fid = dw - > faces - facequeue [ i ] . second ;
string s ;
if ( fid = = 6 ) s = " 6. " ;
else if ( fid = = 9 ) s = " 9. " ;
else s = its ( fid ) ;
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write_in_space ( V1 , max_glfont_size , dw - > faces < 10 ? - 1.2 : - .75 , s , 0xFFFFFFFF , 0 , 8 , prio , pf ) ;
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}
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# endif
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# endif
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}
}
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EX bool swap_forbidden ( cell * ca , cell * cb ) {
if ( ! on ( ca ) ) return false ;
return cb - > type % data [ ca ] . which - > facesides ;
}
EX void chaos_swap ( cellwalker wa , cellwalker wb ) {
swap_data ( data , wa . at , wb . at ) ;
if ( on ( wa . at ) ) {
auto & d = data [ wa . at ] ;
d . dir = chaos_mirror_dir ( d . dir , wb , wa ) ;
d . mirrored = ! d . mirrored ;
}
if ( on ( wb . at ) ) {
auto & d = data [ wb . at ] ;
d . dir = chaos_mirror_dir ( d . dir , wa , wb ) ;
d . mirrored = ! d . mirrored ;
}
}
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int hook = addHook ( hooks_clearmemory , 0 , [ ] ( ) { data . clear ( ) ; } ) ;
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EX }
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# endif
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# if !CAP_COMPLEX2
EX namespace dice {
EX bool on ( cell * c ) { return false ; }
EX bool swap_forbidden ( cell * a , cell * b ) { return false ; }
EX void chaos_swap ( cellwalker wa , cellwalker wb ) { }
EX }
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EX namespace mine {
EX bool in_minesweeper ( ) { return false ; }
EX }
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# endif
}