hyperrogue/bigstuff.cpp

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2017-10-08 10:10:40 +00:00
// This file implements:
// * routines related to (horo)cycles
// * routines related to equidistants
// * 'setland' routines for other geometries
// * the buildBigStuff function which calls equidistant/(horo)cycle/barrier generators.
#define UNKNOWN 65535
// horocycles
int newRoundTableRadius() {
return 28 + 2 * items[itHolyGrail];
}
int getAnthraxData(cell *c, bool b) {
int d = celldistAlt(c);
int rad = 28 + 3 * anthraxBonus;
while(d < -rad) {
d += rad + 12;
rad += 3;
}
while(d >= 12) {
if(rad > 5) rad -= 3;
else if(rad) rad--;
d -= rad + 12;
}
if(b) return rad;
return d;
}
int roundTableRadius(cell *c) {
if(euclid) return 28;
if(tactic::on) return getAnthraxData(c, true);
return c->master->alt->alt->emeraldval & GRAIL_RADIUS_MASK;
}
int celldistAltRelative(cell *c) {
if(tactic::on) return getAnthraxData(c, false);
return celldistAlt(c) - roundTableRadius(c);
}
int euclidAlt(short x, short y) {
if(specialland == laTemple || specialland == laClearing) {
return max(int(x), x+y);
}
else if(specialland == laCaribbean || specialland == laWhirlpool || specialland == laMountain) {
return
min(
min(max(int(-x), -x-y) + 3,
max(int(x+y), int(y)) + 3),
max(int(x), int(-y)) + 3
);
}
else if(specialland == laPrincessQuest)
return eudist(x-EPX, y-EPY);
else return eudist(x-20, y-10);
}
const int NOCOMPASS = 1000000;
int compassDist(cell *c) {
if(c->master->alt) return celldistAlt(c);
if(isHaunted(c->land) || c->land == laGraveyard) return getHauntedDepth(c);
return NOCOMPASS;
}
cell *findcompass(cell *c) {
int d = compassDist(c);
if(d == NOCOMPASS) return NULL;
while(inscreenrange(c)) {
generateAlts(c->master);
forCellEx(c2, c) if(compassDist(c2) < d) {
c = c2;
d = compassDist(c2);
goto nextk;
}
break;
nextk: ;
}
return c;
}
bool grailWasFound(cell *c) {
if(euclid) return items[itHolyGrail];
return c->master->alt->alt->emeraldval & GRAIL_FOUND;
}
void generateAlts(heptagon *h) {
if(!h->alt) return;
preventbarriers(h->c7);
for(int i=0; i<7; i++) preventbarriers(h->c7->mov[i]);
for(int i=0; i<7; i++)
createStep(h->alt, i)->alt = h->alt->alt;
int relspin = -4; // for horocycles it must go the other way
if(quotient) relspin = 0;
else {
for(int j=0; j<7; j++) for(int i=0; i<7; i++) {
createStep(h, i);
if(h->move[i]->alt == h->alt->move[j]) {
relspin = (i-j+7) % 7;
break;
}
}
if(relspin == -4 && quotient != 2) {
if(h->alt != h->alt->alt) {
printf("relspin {%p:%p}\n", h->alt, h->alt->alt);
{for(int i=0; i<7; i++) printf("%p ", h->alt->move[i]);} printf(" ALT\n");
{for(int i=0; i<7; i++) printf("%p ", h->move[i]);} printf(" REAL\n");
{for(int i=0; i<7; i++) printf("%p ", h->move[i]->alt);} printf(" REAL ALT\n");
}
relspin = 3;
} }
// h[relspin] matches alt[0]
//printf("{%d~%d}\n", h->distance, h->alt->distance);
for(int i=0; i<7; i++) {
int ir = (7+i-relspin)%7;
heptagon *hm = h->alt->move[ir];
heptagon *ho = createStep(h, i);
// printf("[%p:%d ~ %p:%d] %p ~ %p\n",
// h, i, h->alt, ir,
// ho, hm);
if(ho->alt && ho->alt != hm) {
if(ho->alt->alt == hm->alt && !quotient) {
printf("ERROR: alt cross! [%d -> %d]\n", ho->alt->distance, hm->distance);
// exit(1);
}
continue;
}
ho->alt = hm;
}
}
heptagon *createAlternateMap(cell *c, int rad, hstate firststate, int special) {
// check for direction
int gdir = -1;
for(int i=0; i<c->type; i++) {
if(c->mov[i] && c->mov[i]->mpdist < c->mpdist) gdir = i;
}
if(gdir < 0) return NULL;
// check for non-crossing
int bd = 2;
cellwalker bb(c, bd);
if(!(checkBarriersFront(bb) && checkBarriersBack(bb))) {
return NULL;
}
// okay, let's go then!
cellwalker bf(c, gdir);
cell *cx[rad+1];
for(int i=0; i<rad; i++) {
cx[i] = bf.c;
if(bf.c->type == 6)
cwspin(bf, 3);
else
cwspin(bf, 3 + hrand(2));
cwstep(bf);
}
cx[rad] = bf.c;
heptagon *h = bf.c->master;
if(special == waPalace) {
// type 7 is ensured
cell *c = bf.c;
if(cdist50(c) != 0) return NULL;
if(polarb50(c) != 1) return NULL;
}
heptagon *alt = new heptagon;
allmaps.push_back(new hrmap_alternate(alt));
//printf("new alt {%p}\n", alt);
alt->s = firststate;
alt->emeraldval = 0;
alt->zebraval = 0;
for(int i=0; i<7; i++) alt->move[i] = NULL;
alt->distance = 0;
alt->c7 = NULL;
alt->alt = alt;
h->alt = alt;
for(int d=rad; d>=0; d--) {
generateAlts(cx[d]->master);
preventbarriers(cx[d]);
}
if(special == waPalace) {
cell *c = bf.c;
princess::generating = true;
c->land = laPalace;
for(int j=BARLEV; j>=0; j--)
setdist(c, j, NULL);
princess::generating = false;
princess::newInfo(c);
princess::forceMouse = false;
if(princess::gotoPrincess && cheater) princess::gotoPrincess=false, cwt.c = c;
}
return alt;
//for(int d=rad; d>=0; d--) printf("%3d. %p {%d}\n", d, cx[d]->master, cx[d]->master->alt->distance);
}
void beCIsland(cell *c) {
int i = hrand(3);
if(i == 0) c->wall = waCIsland;
if(i == 1) c->wall = waCIsland2;
if(i == 2) c->wall = waCTree;
return;
}
void generateTreasureIsland(cell *c) {
if(!euclid) generateAlts(c->master);
if(isOnCIsland(c)) return;
bool src = hrand(100) < 10;
if(src) {
beCIsland(c);
if(c->wall == waCTree) return;
}
cell* ctab[7];
int qc = 0, qlo, qhi;
for(int i=0; i<c->type; i++) {
cell *c2 = createMov(c, i);
if(!euclid) generateAlts(c2->master);
if((euclid || (c->master->alt && c2->master->alt)) && celldistAlt(c2) < celldistAlt(c)) {
ctab[qc++] = c2;
qlo = i; qhi = i;
while(true) {
qlo--;
c2 = createMovR(c, qlo);
if(!euclid && !c2->master->alt) break;
if(celldistAlt(c2) >= celldistAlt(c)) break;
ctab[qc++] = c2;
}
while(true) {
qhi++;
c2 = createMovR(c, qhi);
if(!euclid && !c2->master->alt) break;
if(celldistAlt(c2) >= celldistAlt(c)) break;
ctab[qc++] = c2;
}
break;
}
}
if(!qc) {
printf("NO QC\n"); c->wall = waSea;
for(int i=0; i<c->type; i++) printf("%d ", celldistAlt(c->mov[i]));
printf("vs %d\n", celldistAlt(c));
return;
}
cell* c2 = createMovR(c, (qlo+qhi)/2);
generateTreasureIsland(c2);
if(!src) {
c->wall = c2->wall;
if(c->wall != waCTree && hrand(100) < 15)
c->wall = (c->wall == waCIsland ? waCIsland2 : waCIsland);
}
if(src && c2->wall == waCTree && (euclid||c->master->alt) && celldistAlt(c) <= -10) {
bool end = true;
for(int i=0; i<qc; i++) {
generateTreasureIsland(ctab[i]);
if(ctab[i]->wall != waCTree)
end = false;
}
// printf("%p: end=%d, qc=%d, dist=%d\n", c, end, qc, celldistAlt(c));
if(end) c->item = itPirate;
else c->item = itCompass;
}
}
// equidistants
#define HAUNTED_RADIUS (purehepta?5:7)
extern bool generatingEquidistant;
bool generatingEquidistant = false;
cell *buildAnotherEquidistant(cell *c, int radius) {
int gdir = -1;
for(int i=0; i<c->type; i++) {
if(c->mov[i] && c->mov[i]->mpdist < c->mpdist) gdir = i;
}
if(gdir == -1) return NULL;
cellwalker cw(c, (gdir+3) % c->type);
vector<cell*> coastpath;
while(size(coastpath) < radius || cw.c->type != 7) {
// this leads to bugs for some reason!
if(cw.c->land == laCrossroads2) {
#ifdef AUTOPLAY
if(doAutoplay) printf("avoiding the Crossroads II\n"); // todo
#endif
return NULL;
}
if(cw.c->bardir != NODIR) return NULL;
/* forCellEx(c2, cw.c) if(c2->bardir != NODIR) {
generatingEquidistant = false;
return;
} */
coastpath.push_back(cw.c);
if(cw.c->land == laNone && cw.c->mpdist <= 7) {
raiseBuggyGeneration(cw.c, "landNone 1");
for(int i=0; i<size(coastpath); i++) coastpath[i]->item = itPirate;
return NULL;
}
cwstep(cw); cwspin(cw, 3);
if(cw.c->type == 7 && hrand(2) == 0) cwspin(cw, 1);
}
coastpath.push_back(cw.c);
// printf("setdists\n");
for(int i=1; i<size(coastpath) - 1; i++) {
if(coastpath[i-1]->land == laNone) {
raiseBuggyGeneration(cwt.c, "landNone 3");
int mpd[10];
for(int i=0; i<10; i++) mpd[i] = coastpath[i]->mpdist;
{for(int i=0; i<10; i++) printf("%d ", mpd[i]);} printf("\n");
for(int i=0; i<size(coastpath); i++) coastpath[i]->item = itPirate;
return NULL;
}
setdist(coastpath[i], BARLEV, coastpath[i-1]);
setdist(coastpath[i], BARLEV-1, coastpath[i-1]);
if(i < size(coastpath) - 5) {
coastpath[i]->bardir = NOBARRIERS;
// coastpath[i]->item = itSapphire;
// forCellEx(c2, coastpath[i]) c2->bardir = NOBARRIERS;
}
}
//printf("building barrier\n");
cell *c2 = coastpath[coastpath.size() - 1];
int bd = 2 + (hrand(2)) * 3;
bool nowall = false;
if(c2->land == laNone) {
raiseBuggyGeneration(c2, "landNone 2");
for(int i=0; i<size(coastpath); i++) coastpath[i]->item = itPirate;
return NULL;
}
// prevent gravity anomalies
if(c2->land != c->land) return NULL;
// else if(c->type == 7 && hrand(10000) < 20 && !isCrossroads(c->land) && gold() >= 200)
if(c2->type == 7 && gold() >= R200 && hrand(10) < 2 && buildBarrierNowall(c2, laCrossroads4, true)) {
nowall = true;
// raiseBuggyGeneration(c2, "check");
// return;
}
else buildBarrier(c2, bd);
//printf("building barrier II\n");
if(hasbardir(c2)) extendBarrier(c2);
for(int i=size(coastpath)-(nowall?1:2); i>=0; i--) {
for(int j=BARLEV; j>=6; j--)
setdist(coastpath[i], j, NULL);
}
return c2;
}
void buildAnotherEquidistant(cell *c) {
//printf("building another coast\n");
if(yendor::on) return;
generatingEquidistant = true;
int radius = c->land == laOcean ? 30 : HAUNTED_RADIUS + 5;
buildAnotherEquidistant(c, radius);
generatingEquidistant = false;
}
int coastval(cell *c, eLand base) {
if(!c) return UNKNOWN;
if(c->land == laNone) return UNKNOWN;
if(base == laGraveyard) {
if(c->land == laHaunted || c->land == laHauntedWall)
return 0;
if(c->land != laGraveyard && c->land != laHauntedBorder) return 30;
}
else if(base == laMirrored) {
if(!inmirror(c)) return 0;
if(!c->landparam) return UNKNOWN;
return c->landparam & 255;
}
else {
if(c->land == laOceanWall || c->land == laCaribbean || c->land == laWhirlpool ||
c->land == laLivefjord || c->land == laWarpSea || c->land == laKraken)
return 30;
if(c->land != laOcean && !isGravityLand(c->land) && c->land != laHaunted) {
return 0;
}
}
if(!c->landparam) return UNKNOWN;
return c->landparam;
}
bool checkInTree(cell *c, int maxv) {
if(c->landparam <= 3) return false;
if(!maxv) return false;
if(c->landflags) return true;
for(int t=0; t<c->type; t++)
if(c->mov[t] && c->mov[t]->landparam < c->landparam && checkInTree(c->mov[t], maxv-1))
return true;
return false;
}
void buildEquidistant(cell *c) {
if(!c) return;
if(c->landparam) return;
eLand b = c->land;
if(chaosmode && !inmirror(b)) return;
if(!b) {
printf("land missing at %p\n", c);
describeCell(c);
for(int i=0; i<c->type; i++) if(c->mov[i])
describeCell(c->mov[i]);
// buggycells.push_back(c);
}
if(b == laHauntedBorder) b = laGraveyard;
if(inmirror(b)) b = laMirrored;
int mcv = UNKNOWN;
// find the lowest coastval
for(int i=0; i<c->type; i++) {
int cv = coastval(createMov(c,i), b);
if(cv < mcv) mcv = cv;
}
int mcv2 = 0;
if(mcv == 0) {
// if(generatingEquidistant) printf("mcv=0\n");
c->landparam = 1;
}
else {
// if it appears twice, increase it
int qcv = 0;
int sid = 0;
for(int i=0; i<c->type; i++)
if(coastval(c->mov[i], b) == mcv)
qcv++, sid = i;
// if(generatingEquidistant) printf("qcv=%d mcv=%d\n", qcv, mcv);
if(qcv >= 2) c->landparam = mcv+1; // (mcv == UNKNOWN ? UNKNOWN : mcv+1);
else {
// if(qcv != 1) { printf("qcv = %d\n", qcv); exit(1); }
cell *c2 = c->mov[sid];
int bsid = c->spn(sid);
for(int j=0; j<7; j++) {
int q = (bsid+j+42) % c2->type;
cell *c3 = c2->mov[q];
if(coastval(c3, b) < mcv) {
cell *c4 = createMovR(c2, bsid+1);
if(c4->land == laNone && c2->mpdist <= BARLEV) setdist(c4, BARLEV, c2);
buildEquidistant(c4);
mcv2 = coastval(c4, b);
break;
}
q = (bsid-j+42) % c2->type;
c3 = c2->mov[q];
if(coastval(c3, b) < mcv) {
cell *c4 = createMovR(c2, bsid-1);
if(c4->land == laNone && c2->mpdist <= BARLEV) setdist(c4, BARLEV, c2);
buildEquidistant(c4);
mcv2 = coastval(c4, b);
break;
}
}
if(mcv2 > mcv) mcv2 = mcv;
if(mcv2 == 0) mcv2 = mcv;
c->landparam = mcv2+1;
/* if(c->heat < 3)
raiseBuggyGeneration(c, "low heat"); */
}
}
if(!c->landparam) {
// int z = int(c->heat);
if(c->item || c->monst)
printf("building coast over %s/%s, mpdist = %d\n", iinf[c->item].name, minf[c->monst].name,
c->mpdist);
if(c->land == laOcean) c->wall = waSea;
}
if(c->land == laEndorian) {
if(c->landparam == 1 && c->type == 7) {
for(int i=0; i<7; i++) {
int i1 = (i+1) % 7;
if(c->mov[i] && c->mov[i]->land != laEndorian && c->mov[i]->land != laNone)
if(c->mov[i1] && c->mov[i1]->land != laEndorian && c->mov[i1]->land != laNone) {
c->landflags = 2;
c->wall = waTrunk;
}
}
}
else if(c->landparam == 1 && c->type == 6) {
for(int i=0; i<6; i++) {
int i1 = (i+1) % 6;
int i2 = (i+2) % 6;
int i4 = (i+4) % 6;
int i5 = (i+5) % 6;
if(c->mov[i] && c->mov[i]->land == laBarrier && c->mov[i]->type == 7)
if(c->mov[i1] && c->mov[i1]->land != laBarrier)
if(c->mov[i2] && c->mov[i2]->land != laBarrier)
if(c->mov[i4] && c->mov[i4]->land != laBarrier)
if(c->mov[i5] && c->mov[i5]->land != laBarrier) {
c->landflags = 2;
c->wall = waTrunk;
}
if(c->mov[i] && c->mov[i]->land != laEndorian && c->mov[i]->land != laNone && c->mov[i]->type == 7)
if(c->mov[i1] && c->mov[i1]->land != laEndorian && c->mov[i1]->land != laNone)
if(c->mov[i5] && c->mov[i5]->land != laEndorian && c->mov[i5]->land != laNone) {
c->landflags = 3;
c->wall = waTrunk;
}
}
}
else if(c->landparam > 1) {
for(int i=0; i<c->type; i++) {
cell *c2 = c->mov[i];
if(c2 && c2->landparam < c->landparam && c2->landflags) {
bool ok = false;
if(c2->landflags == 3)
ok = true;
else if(c2->landflags == 2) {
ok = c->mov[(i+1)%c->type]->landparam != c->landparam-1
&& c->mov[(i+c->type-1)%c->type]->landparam != c->landparam-1;
}
else for(int j=0; j<c2->type; j++) {
cell *c3 = c2->mov[j];
if(c3 && c3->landparam < c2->landparam && c3->landflags)
if(c->spn(i) == (j+3)%c2->type || c->spn(i) == (j+c2->type-3)%c2->type)
ok = true;
}
if(ok) {
c->wall = waTrunk;
c->landflags = 1;
}
}
if(c2 && c2->landparam < c->landparam && c2->landflags == 1 && c->type == 7) {
cell *c3 = c->mov[(i+1)%7];
if(c3 && c3->landparam < c->landparam && c3->landflags == 1) {
c->wall = waTrunk;
c->landflags = 2;
}
}
}
if(!c->landflags && checkInTree(c, 5)) {
int lev = hrand(100);
if(lev < 10) c->wall = waSolidBranch;
else if(lev < 20) c->wall = waWeakBranch;
else c->wall = waCanopy;
}
}
}
if(c->landparam > 30 && b == laOcean && !generatingEquidistant && hrand(10) < 5)
buildAnotherEquidistant(c);
if(c->landparam > HAUNTED_RADIUS+5 && b == laGraveyard && !generatingEquidistant && hrand(100) < (purehepta?25:5) && items[itBone] >= 10)
buildAnotherEquidistant(c);
}
cell *randomDown(cell *c) {
cell *tab[7];
int q=0;
for(int i=0; i<c->type; i++)
if(c->mov[i] && coastval(c->mov[i], laIvoryTower) < coastval(c, laIvoryTower))
tab[q++] = c->mov[i];
if(!q) return NULL;
if(q==1) return tab[0];
return tab[hrand(q)];
}
// which=1 => right, which=-1 => left
// set which=1,bonus=1 to get right neighbor on level
typedef int cellfunction(cell*);
cell *chosenDown(cell *c, int which, int bonus, cellfunction* cf) {
int d = (*cf)(c)-1;
for(int i=0; i<c->type; i++) {
if(!c->mov[i]) createMov(c, i);
if(c->mov[i]->mpdist > BARLEV && cf == coastvalEdge) setdist(c->mov[i], BARLEV, c);
if((*cf)(c->mov[i]) == d) {
int i2 = (i+which+42)%c->type;
createMov(c, i2);
if((*cf)(c->mov[i2]) == d)
return createMovR(c, i2+bonus);
else return createMovR(c, i+bonus);
}
}
// printf("nothing down here\n");
return NULL;
}
int edgeDepth(cell *c) {
if(c->land == laIvoryTower || c->land == laEndorian || c->land == laDungeon)
return coastvalEdge(c);
else if(c->land != laBarrier) {
for(int i=0; i<c->type; i++) if(c->mov[i] && c->mov[i]->land == laBarrier)
return -20+c->cpdist;
}
return 0;
}
int getHauntedDepth(cell *c) {
if((tactic::on || euclid) && c->land == laHaunted) return celldist(c);
if(c->land == laHaunted) return c->landparam;
if(c->land == laHauntedWall) return 0;
if(c->land == laHauntedBorder || c->land == laGraveyard) return -c->landparam;
return -100;
}
int towerval(cell *c, cellfunction* cf) {
// if(c->land != laEdge) return 0;
cell *cp1 = chosenDown(c, 1, 1, cf);
if(!cp1) return 0;
/* cell *cp2 = chosenDown(cp1, 1, 1);
if(!cp2) return 0;
cell *cm1 = chosenDown(c, -1, -1);
if(!cm1) return 0;
cell *cm2 = chosenDown(cm1, -1, -1);
if(!cm2) return 0; */
/* return
(c->type-6)
+ 2*(cp1->type-6) + 4*(cp2->type-6)
+ 8*(cm1->type-6) +16*(cm2->type-6); */
int under = 0;
int cfc = (*cf)(c);
for(int i=0; i<c->type; i++) {
if(c->mov[i] && (*cf)(c->mov[i]) < cfc)
under++;
}
return (c->type-6) + 2*(cp1->type-6) + 4*under;
}
/* other geometries */
void setLandQuotient(cell *c) {
int fv = zebra40(c);
if(fv/4 == 4 || fv/4 == 6 || fv/4 == 5 || fv/4 == 10) fv ^= 2;
if(specialland == laWarpCoast)
if(fv%4==0 || fv%4 == 2) setland(c, laWarpSea);
if(specialland == laElementalWall)
setland(c, eLand(laEFire + (fv%4)));
}
void setLandSphere(cell *c) {
if(specialland == laWarpCoast)
setland(c, getHemisphere(c, 0) > 0 ? laWarpCoast : laWarpSea);
if(specialland == laElementalWall) {
int x = getHemisphere(c, 1);
int y = getHemisphere(c, 2);
if(x > 0 && y > 0) setland(c, laEFire);
else if(x > 0 && y < 0) setland(c, laEAir);
else if(x < 0 && y < 0) setland(c, laEWater);
else if(x < 0 && y > 0) setland(c, laEEarth);
else if(x > 0)
c->land = laElementalWall, c->barleft = laEAir, c->barright = laEFire;
else if(x < 0)
c->land = laElementalWall, c->barleft = laEEarth, c->barright = laEWater;
else if(y > 0)
c->land = laElementalWall, c->barleft = laEEarth, c->barright = laEFire;
else if(y < 0)
c->land = laElementalWall, c->barleft = laEAir, c->barright = laEWater;
if(c->land == laElementalWall && c->type != 6)
c->wall = getElementalWall(hrand(2) ? c->barleft : c->barright);
}
if(specialland == laCrossroads || specialland == laCrossroads2 || specialland == laCrossroads3) {
int x = getHemisphere(c, 1);
if(x == 0 || (specialland == laCrossroads3 && getHemisphere(c, 2) == 0))
setland(c, laBarrier), c->wall = waBarrier;
else setland(c, specialland);
if(specialland == laCrossroads3 && c->type != 6 && c->master->fiftyval == 1)
c->wall = waBigTree;
}
}
eLand euland[65536];
eLand switchable(eLand nearland, eLand farland, eucoord c) {
if(specialland == laCrossroads4) {
if(hrand(15) == 0)
return getNewLand(nearland);
return nearland;
}
else if(nearland == laCrossroads) {
if(hrand(4) == 0 && (short(c)%3==0))
return laBarrier;
return laCrossroads;
}
else if(nearland == laBarrier) {
return getNewLand(farland);
}
else {
if(hrand(20) == 0 && (short(c)%3==0))
return laBarrier;
return nearland;
}
}
eLand getEuclidLand(eucoord c) {
if(euland[c]) return euland[c];
if(c == 0 || c == eucoord(-1) || c == 1)
return euland[c] = specialland;
if(euland[eucoord(c-2)] && ! euland[eucoord(c-1)]) getEuclidLand(c-1);
if(euland[eucoord(c+2)] && ! euland[eucoord(c+1)]) getEuclidLand(c+1);
if(euland[eucoord(c-1)]) return
euland[c] = switchable(euland[c-1], euland[eucoord(c-2)], c);
if(euland[eucoord(c+1)]) return
euland[c] = switchable(euland[c+1], euland[eucoord(c+2)], c);
return euland[c] = laCrossroads;
}
void setLandEuclid(cell *c) {
setland(c, specialland);
if(specialland == laCrossroads) {
eucoord x, y;
decodeMaster(c->master, x, y);
setland(c, getEuclidLand(y+2*x));
}
if(specialland == laCrossroads4) {
eucoord x, y;
decodeMaster(c->master, x, y);
c->land = getEuclidLand(y);
}
if(specialland == laWhirlpool) {
c->land = laOcean;
c->landparam = 99;
}
if(specialland == laPrincessQuest) setland(c, laPalace);
if(specialland == laOcean) {
eucoord x, y;
decodeMaster(c->master, x, y);
int y0 = y; if(y>50000) y0 -= 65536; y0 += 10;
if(y0 == 0)
{ setland(c, laBarrier); if(ishept(c)) c->land = laRlyeh; }
else if(y0<0) setland(c, laRlyeh);
else c->landparam = y0;
}
if(specialland == laIvoryTower || specialland == laDungeon) {
eucoord x, y;
decodeMaster(c->master, x, y);
int y0 = y; if(y>50000) y0 -= 65536; y0 = -y0; y0 -= 5;
if(y0 == 0)
{setland(c, laBarrier); if(ishept(c)) setland(c, laAlchemist); }
else if(y0<0) setland(c, laAlchemist);
else {
c->landparam = y0;
}
}
if(specialland == laElementalWall) {
eucoord x, y;
decodeMaster(c->master, x, y);
int y0 = y; if(y>32768) y0 -= 65536;
int x0 = x +y/2;
int id = 0;
if(y0&16) id += 2;
if(x0&16) id += 1;
x0 += 8; y0 += 8;
y0--; x0++;
int id2 = 0;
if(y0&16) id2 += 2;
if(x0&16) id2 += 1;
setland(c, eLand(laEFire + id));
if(((y0&15) == 15 && (x0&1)) || ((x0&15) == 0 && ((y0+1)&1))) {
if(c->land == laEFire) c->wall = waEternalFire;
if(c->land == laEWater) c->wall = waSea;
if(c->land == laEAir) c->wall = waChasm;
if(c->land == laEEarth) c->wall = waStone;
c->barright = c->land;
c->barleft = eLand(laEFire+id2);
setland(c, laElementalWall);
}
}
if(specialland == laCrossroads3) {
eucoord x, y;
decodeMaster(c->master, x, y);
int y0 = y; if(y>32768) y0 -= 65536;
int x0 = x +y/2;
x0 += 24; y0 += 8;
int id = 0;
if(y0&16) id ^= 1;
if(x0&16) id ^= 1;
setland(c, id ? laCrossroads3 : laDesert);
if(((y0&15) == 15 && (x0&1)) || ((x0&15) == 0 && ((y0+1)&1))) {
setland(c, laBarrier);
c->wall = waBarrier;
}
}
if(specialland == laWarpCoast) {
eucoord x, y;
decodeMaster(c->master, x, y);
int zz = 2*short(x)+short(y) + 10;
zz %= 30; if(zz<0) zz += 30;
if(zz >= 15)
setland(c, laWarpSea);
else
setland(c, laWarpCoast);
}
}
// the main big stuff function
bool quickfind(eLand l) {
if(l == cheatdest) return true;
#if CAP_TOUR
if(tour::on && tour::quickfind(l)) return true;
#endif
return false;
}
#define INVLUCK (items[itOrbLuck] && inv::on)
#define I2000 (INVLUCK?600:2000)
#define I10000 (INVLUCK?3000:10000)
void buildBigStuff(cell *c, cell *from) {
if(sphere || quotient) return;
bool deepOcean = false;
if(c->land == laOcean) {
if(!from) deepOcean = true;
else for(int i=0; i<from->type; i++) {
cell *c2 = from->mov[i];
if(c2 && c2->land == laOcean && c2->landparam > 30) {
deepOcean = true;
}
if(c2) forCellEx(c3, c2) if(c3 && c3->land == laOcean && c3->landparam > 30)
deepOcean = true;
}
}
if(c->land == laGraveyard) {
if(!from) deepOcean = true;
else for(int i=0; i<from->type; i++) {
cell *c2 = from->mov[i];
if(c2 && c2->landparam > HAUNTED_RADIUS+5)
deepOcean = true;
}
}
if(generatingEquidistant) deepOcean = false;
// buildgreatwalls
if(chaosmode) {
if(c->type == 7 && hrand(10000) < 9000 && c->land && !inmirror(c) && buildBarrierNowall(c, getNewLand(c->land)))
{}
else if(c->type == 7 && c->land == laMirror && hrand(10000) < 2000) {
int bd = 2 + hrand(2) * 3;
buildBarrier(c, bd, laMirrored);
}
}
else if(c->type == 7 && isWarped(c->land) && hrand(10000) < 3000 && c->land &&
buildBarrierNowall(c, eLand(c->land ^ laWarpSea ^ laWarpCoast))) ;
else if(c->type == 7 && c->land == laCrossroads4 && hrand(10000) < 7000 && c->land &&
buildBarrierNowall(c, getNewLand(laCrossroads4))) ;
else if(c->type == 7 && hrand(I10000) < 20 && !generatingEquidistant && !yendor::on && !tactic::on && !isCrossroads(c->land) && gold() >= R200 &&
!isSealand(c->land) && !isHaunted(c->land) && !isGravityLand(c->land) &&
(c->land != laRlyeh || rlyehComplete()) &&
c->land != laTortoise && c->land != laPrairie && c->land &&
!(c->land == laGraveyard && !deepOcean)
&& c->land != laCanvas
) {
buildBarrierNowall(c, laCrossroads4) ;
}
else if(c->land == laCrossroads2 && !purehepta)
buildCrossroads2(c);
else if(c->land == laPrairie && c->LHU.fi.walldist == 0) {
for(int bd=0; bd<7; bd++) {
int fval2 = createStep(c->master, bd)->fieldval;
int wd = fp43.gmul(fval2, fp43.inverses[c->fval-1]);
if(fp43.distwall[wd] == 0) {
buildBarrier(c, bd);
break;
}
}
}
else if(c->type == 7 && c->land && hrand(I10000) < (
showoff ? (cwt.c->mpdist > 7 ? 0 : 10000) :
inmirror(c) ? 0 :
isGravityLand(c->land) ? 0 :
generatingEquidistant ? 0 :
c->land == laPrairie ? 0 :
(yendor::on && yendor::nexttostart) ? 10000 :
princess::challenge ? 0 :
isElemental(c->land) ? 4000 :
(yendor::on && (yendor::generating || !(yendor::clev().flags & YF_WALLS))) ? 0 :
c->land == laCrossroads3 ? 10000 :
c->land == laCrossroads ? 5000 :
c->land == laCrossroads2 ? 10000 :
c->land == laCrossroads5 ? 10000 :
c->land == laCrossroads4 ? 0 :
(c->land == laMirror && !yendor::generating) ? 6000 :
c->land == laTerracotta ? 250 :
(tactic::on && !tactic::trailer) ? 0 :
c->land == laCaribbean ? 500 :
(c->land == laWarpSea || c->land == laWarpCoast) ? 500 :
c->land == laStorms ? 250 :
c->land == laCanvas ? 0 :
c->land == laHaunted ? 0 :
(c->land == laGraveyard && !deepOcean) ? 0 :
(c->land == laGraveyard && items[itBone] >= 10) ? 120 :
c->land == laOcean ? (deepOcean ? (purehepta ? 250 : 2000) : 0) :
c->land == laDragon ? 120 :
50))
{
int bd = 2 + hrand(2) * 3;
buildBarrier(c, bd);
/* int bd = 2;
buildBarrier4(c, bd, 0, getNewLand(c->land), c->land); */
}
if((!chaosmode) && bearsCamelot(c->land) && c->type == 7 &&
(quickfind(laCamelot) || peace::on || (hrand(I2000) < 200 &&
items[itEmerald] >= U5 && !tactic::on))) {
int rtr = newRoundTableRadius();
heptagon *alt = createAlternateMap(c, rtr+14, hsOrigin);
if(alt) {
alt->emeraldval = rtr;
alt->fiftyval = c->land;
}
}
if(!chaosmode) {
// buildbigstuff
if(c->land == laRlyeh && c->type == 7 &&
(quickfind(laTemple) || peace::on || (hrand(I2000) < 100 &&
items[itStatue] >= U5 && !randomPatternsMode &&
!tactic::on && !yendor::on)))
createAlternateMap(c, 2, hsA);
if(c->land == laJungle && c->type == 7 &&
(quickfind(laMountain) || (hrand(I2000) < 100 &&
!randomPatternsMode && !tactic::on && !yendor::on && landUnlocked(laMountain))))
createAlternateMap(c, 2, hsA);
if(c->land == laOvergrown && c->type == 7 &&
(quickfind(laClearing) || (hrand(I2000) < 25 &&
!randomPatternsMode && items[itMutant] >= U5 &&
!tactic::on && !yendor::on))) {
heptagon *h = createAlternateMap(c, 2, hsA);
if(h) clearing::bpdata[h].root = NULL;
}
if(c->land == laStorms && c->type == 7 && hrand(2000) < 1000 && !randomPatternsMode) {
heptagon *h = createAlternateMap(c, 2, hsA);
if(h) h->alt->emeraldval = hrand(2);
}
if(c->land == laOcean && c->type == 7 && deepOcean && !generatingEquidistant && !peace::on &&
(quickfind(laWhirlpool) || (
hrand(2000) < (purehepta ? 500 : 1000) && !tactic::on && !yendor::on)))
createAlternateMap(c, 2, hsA);
if(c->land == laCaribbean && c->type == 7)
createAlternateMap(c, 2, hsA);
if(c->land == laPalace && c->type == 7 && !princess::generating && !shmup::on && multi::players == 1 &&
(princess::forceMouse ? (from && from->pathdist != INF) :
(hrand(2000) < (peace::on ? 100 : 20))) &&
!c->master->alt &&
(princess::challenge || kills[moVizier] || peace::on) && !tactic::on && !yendor::on) {
createAlternateMap(c, PRADIUS0, hsOrigin, waPalace);
celllister cl(c, 5, 1000000, NULL);
for(cell *c: cl.lst) if(c->master->alt) generateAlts(c->master);
}
}
if(hasbardir(c)) extendBarrier(c);
}
bool openplains(cell *c) {
celllister cl(c, purehepta ? 5 : 7, 1000000, NULL);
for(cell *c: cl.lst) {
while(c->mpdist > 8) setdist(c, c->mpdist-1, NULL);
if(c->land != laDogPlains) return false;
}
return true;
}
void doOvergenerate() {
int dcs = size(dcal);
for(int i=0; i<dcs; i++) {
cell *c = dcal[i];
if(c->cpdist <= sightrange-6) setdist(c, 1, NULL);
}
}