item/monster/wall/land types done with X-macros; flags given too

This commit is contained in:
Zeno Rogue 2019-03-23 16:26:53 +01:00
parent f3e0ae4904
commit 02a174b3ca
7 changed files with 299 additions and 2131 deletions

File diff suppressed because it is too large Load Diff

277
classes.h
View File

@ -10,72 +10,68 @@ static inline void set_flag(flagtype& f, flagtype which, bool b) {
else f &= ~which;
}
static const int motypes = 167;
static const flagtype MF_NOGHOST = Flag(0);
static const flagtype MF_RAIDER = Flag(1);
static const flagtype MF_PRINCESS = Flag(2);
static const flagtype MF_MIMIC = Flag(3);
static const flagtype MF_GOK = Flag(4);
static const flagtype MF_NONLIVING = Flag(5);
static const flagtype MF_METAL = Flag(6);
static const flagtype MF_STUNNABLE = Flag(7);
static const flagtype MF_HP = Flag(8);
static const flagtype MF_MOUNTABLE = Flag(9);
static const flagtype MF_FRIENDLY = Flag(10);
static const flagtype MF_PLAYER = Flag(11);
static const flagtype MF_BUG = Flag(12);
static const flagtype MF_IVY = Flag(13);
static const flagtype MF_PART = Flag(14);
static const flagtype MF_MUTANTIVY = Flag(15);
static const flagtype MF_ANYIVY = Flag(16);
static const flagtype MF_BULLET = Flag(17);
static const flagtype MF_DEMON = Flag(18);
static const flagtype MF_WORM = Flag(19);
static const flagtype MF_WITCH = Flag(20);
static const flagtype MF_BIRD = Flag(21);
static const flagtype MF_SLOWMOVER = Flag(22);
static const flagtype MF_MAGNETIC = Flag(23);
static const flagtype MF_SWITCH = Flag(24);
static const flagtype MF_GHOST = Flag(25);
static const flagtype MF_SHARK = Flag(26);
static const flagtype MF_SLIME = Flag(27);
static const flagtype MF_DRAGON = Flag(28);
static const flagtype MF_KRAKEN = Flag(29);
static const flagtype MF_NOBLOW = Flag(30);
static const flagtype MF_MULTITILE = Flag(31);
static const flagtype MF_LEADER = Flag(32);
static const flagtype MF_FLYING = Flag(33);
static const flagtype MF_ATTACK_THRU_VINE = Flag(34);
static const flagtype MF_ATTACK_NONADJACENT = Flag(35);
static const flagtype MF_NOHIGHLIGHT = Flag(36);
static const flagtype MF_INACTIVE = Flag(37);
static const flagtype MF_UNARMED = Flag(38);
static const flagtype MF_IGNORE_PLATE = Flag(39);
static const flagtype MF_BULL = Flag(40);
static const flagtype MF_TROLL = Flag(41);
static const flagtype MF_IGNORE_SMELL = Flag(42);
static const flagtype MF_RATLING = Flag(43);
static const flagtype MF_POWER = Flag(44);
static const flagtype MF_GHOSTMOVER = Flag(45);
enum eMonster {
#define MONSTER(a,b,c,d,e,f,g,h) d,
#include "content.cpp"
motypes
};
struct monstertype {
char glyph;
color_t color;
const char *name;
flagtype flags;
enum eMonster mgroup;
const char *help;
};
enum eMonster {
moNone,
moYeti, moWolf, moWolfMoved,
moRanger,
moTroll, moGoblin,
moWorm, moWormtail, moWormwait, moHedge,
moDesertman,
moIvyRoot, moIvyHead, moIvyBranch, moIvyWait, moIvyNext, moIvyDead,
moMonkey,
moSlime,
moMimic, moREMOVED, moGolem, moGolemMoved,
moEagle, moSeep,
moZombie, moGhost, moNecromancer, moShadow,
moTentacle, moTentacletail, moTentaclewait, moTentacleEscaping,
moCultist, moPyroCultist,
moGreater, moGreaterM, moLesser, moLesserM,
moShark, moRunDog, moGreaterShark, moFireFairy,
moCrystalSage, moLancer, moFlailer, moMiner,
moVineBeast, moVineSpirit, moDarkTroll, moEarthElemental,
moBug0, moBug1, moBug2,
moWitch, moWitchSpeed, moWitchFlash, moWitchFire, moWitchWinter, moWitchGhost,
moEvilGolem, moKnight, moCultistLeader, moSlimeNextTurn, moKnightMoved,
moIllusion,
moPirate, moCShark, moParrot,
moHexSnake, moHexSnakeTail, moRedTroll, moBomberbird, moAlbatross,
moTameBomberbird, moTameBomberbirdMoved,
moPalace, moFatGuard, moSkeleton, moVizier,
moViking, moFjordTroll, moWaterElemental,
moMouse, moMouseMoved,
moPrincess, moPrincessMoved,
moPrincessArmed, moPrincessArmedMoved,
moFamiliar, moGargoyle, moFireElemental, moAirElemental,
moOrangeDog, moTentacleGhost,
moMetalBeast, moMetalBeast2, moOutlaw, moMutant,
moStormTroll, moForestTroll,
moRedFox, moWindCrow, moFriendlyGhost, moRatling, moFalsePrincess, moRoseLady,
moRoseBeauty, moRatlingAvenger,
moTortoise, moDragonHead, moDragonTail,
moGadfly, moResearcher, moSparrowhawk,
moKrakenH, moKrakenT, moDraugr, moFriendlyIvy,
moVampire, moBat, moReptile,
moHerdBull, moRagingBull, moSleepBull,
moButterfly, moNarciss, moMirrorSpirit,
moHunterDog, moTerraWarrior, moJiangshi, moVoidBeast, moLavaWolf, moHunterGuard,
moIceGolem, moSandBird, moSalamander, moHunterChanging,
moNorthPole, moSouthPole,
moPair, moHexDemon, moAltDemon, moMonk, moCrusher,
moSwitch1, moSwitch2,
moBrownBug, moAcidBird, moVariantWarrior,
moFallingDog, moWestHawk,
// shmup specials
moPlayer, moBullet, moFlailBullet, moFireball, moTongue, moAirball, moCrushball,
// temporary
moDeadBug, moLightningBolt, moDeadBird, moEnergySword, moWarning, moArrowTrap,
moRogueviz
};
struct genderswitch_t {
int gender;
eMonster m;
@ -85,130 +81,103 @@ struct genderswitch_t {
#define NUM_GS 6
static const int ittypes = 136;
enum eOrbshape { osNone, osLove, osRanged, osOffensive, osFriend, osUtility, osDirectional, osWarping };
static const flagtype ZERO = 0;
static const flagtype IF_SHARD = Flag(0);
static const flagtype IF_FIREPROOF = Flag(1);
static const flagtype IF_PROTECTION = Flag(2);
static const flagtype IF_EMPATHY = Flag(3);
static const flagtype IF_RANGED = Flag(4);
static const flagtype IF_SHMUPLIFE = Flag(5);
struct itemtype {
char glyph;
color_t color;
const char *name;
int itemclass;
flagtype flags;
eOrbshape orbshape;
const char *help;
};
enum eItem {
itNone, itDiamond, itGold, itSpice, itRuby, itElixir, itShard, itBone, itHell, itStatue,
itFeather, itSapphire, itHyperstone, itKey,
itGreenStone, itOrbYendor,
itOrbLightning, itOrbFlash, itOrbWinter, itOrbSpeed, itOrbLife, itOrbShield, itOrbDigging,
itOrbTeleport, itOrbSafety,
itOrbThorns, itFernFlower,
itWine, itOrbAether, itSilver, itOrbPsi,
itRoyalJelly, itEmerald, itOrbInvis, itPower, itOrbFire,
itHolyGrail, itGrimoire,
itOrbDragon, itOrbIllusion,
itPirate, itCompass,
itRedGem, itOrbTime, itOrbSpace,
itBombEgg, itCoast, itWhirlpool,
itOrbFriend, itOrbWater, itOrbAir,
itPalace, itOrbFrog,
itFjord, itOrbFish,
itOrbDiscord,
itSavedPrincess, itOrbLove,
itIvory, itZebra,
itFireShard, itAirShard, itEarthShard, itWaterShard,
itElemental, itOrbSummon, itOrbMatter,
itBounty, itRevolver, itFulgurite, itMutant,
itOrbStunning, itOrbLuck,
itMutant2, itOrbFreedom, itLotus, itOrbUndeath,
itWindstone, itOrbEmpathy, itStrongWind, itBuggy, itBuggy2,
itRose, itCoral, itOrbBeauty, itOrb37, itOrbEnergy,
itBabyTortoise, itOrbShell, itApple, itDragon, itOrbDomination,
itOrbSword, itKraken, itOrbSword2, itBarrow,
itTrollEgg, itWarning, itOrbStone, itOrbNature, itTreat,
itSlime, itAmethyst, itOrbRecall, itDodeca, itOrbDash, itGreenGrass, itOrbHorns,
itOrbBull, itBull, itOrbMirror,
itInventory,
itLavaLily, itHunting, itBlizzard, itTerra,
itOrbSide1, itOrbSide2, itOrbSide3,
itOrbLava, itOrbMorph, itGlowCrystal, itSnake,
itDock, itRuins, itMagnet, itSwitch,
itOrbPhasing, itOrbMagnetism, itOrbSlaying,
itBrownian, itWest, itVarTreasure,
itOrbIntensity, itOrbGravity, itOrbChoice
#define ITEM(a,b,c,d,e,f,g,h,i) d,
#include "content.cpp"
ittypes
};
static const int walltypes = 112;
enum eSlimegroup { sgNone, sgCave, sgWater, sgFloorA, sgFloorB, sgVine, sgTree };
static const flagtype WF_WATER = Flag(0);
static const flagtype WF_BOAT = Flag(1);
static const flagtype WF_CHASM = Flag(2);
static const flagtype WF_NOFLIGHT = Flag(3);
static const flagtype WF_FIRE = Flag(4);
static const flagtype WF_THUMPER = Flag(5);
static const flagtype WF_ACTIVABLE = Flag(6);
static const flagtype WF_ALCHEMY = Flag(7);
static const flagtype WF_RED = Flag(8);
static const flagtype WF_WALL = Flag(9);
static const flagtype WF_PUSHABLE = Flag(10);
static const flagtype WF_CONE = Flag(11);
static const flagtype WF_STDTREE = Flag(12);
static const flagtype WF_GRAVE = Flag(13);
static const flagtype WF_REPTILE = Flag(14);
static const flagtype WF_HEATCOLOR = Flag(15);
static const flagtype WF_HIGHWALL = Flag(16);
static const flagtype WF_THORNY = Flag(17);
static const flagtype WF_TIMEOUT = Flag(18);
static const flagtype WF_CISLAND = Flag(19);
static const flagtype WF_SULPHURIC = Flag(20);
static const flagtype WF_HALFVINE = Flag(21);
struct walltype {
char glyph;
color_t color;
const char *name;
flagtype flags;
int snakelevel;
eSlimegroup sg;
const char *help;
};
enum eWall { waNone, waIcewall, waBarrier, waFloorA, waFloorB, waCavewall, waCavefloor, waDeadTroll, waDune,
waMirror, waCloud, waThumperOff, waFire, waAncientGrave, waFreshGrave, waColumn, waSulphurC, waSulphur,
waLake, waFrozenLake, waChasm, waChasmD, waBigTree, waSmallTree,
waVinePlant, waVineHalfA, waVineHalfB, waPartialFire,
waDeadwall, waDeadfloor, waDeadfloor2, waWaxWall, waGlass, waCamelot, waRoundTable,
waCamelotMoat,
waBigStatue,
waSea, waBoat, waCIsland, waCIsland2, waCTree,
waRed1, waRed2, waRed3,
waMineUnknown, waMineMine, waMineOpen,
waStrandedBoat,
waPalace, waClosedGate, waOpenGate, waClosePlate, waOpenPlate, waTrapdoor,
waGiantRug,
waPlatform, waGargoyle, waGargoyleFloor, waRubble, waLadder, waStone,
waBonfireOff, waThumperOn, waEternalFire,
waGargoyleBridge,
waTempWall, waTempFloor, waTempBridge,
waCharged, waGrounded, waSandstone, waSaloon, waMetal,
waDeadTroll2, waFan,
waTemporary, waEarthD, waElementalTmp, waElementalD,
waSlime1, waSlime2, waRose, waWarpGate,
waTrunk, waSolidBranch, waWeakBranch, waCanopy,
waBarrowWall, waBarrowDig,
waPetrified, waTower,
waBigBush, waSmallBush,
waReptile, waReptileBridge,
waInvisibleFloor,
waMirrorWall,
waPetrifiedBridge,
waTempBridgeBlocked,
waTerraWarrior, waBubble,
waArrowTrap, waMercury, waMagma,
waDock, waBurningDock, waRuinWall, waBrownian,
waFireTrap, waExplosiveBarrel, waEditStatue
enum eWall {
#define WALL(a,b,c,d,e,f,g,h,i) d,
#include "content.cpp"
walltypes
};
static const int landtypes = 87;
static const flagtype LF_GENERATE_ALL = Flag(0);
static const flagtype LF_ICY = Flag(1);
static const flagtype LF_GRAVITY = Flag(2);
static const flagtype LF_EQUI = Flag(3);
static const flagtype LF_WARPED = Flag(4);
static const flagtype LF_CYCLIC = Flag(5);
static const flagtype LF_TECHNICAL = Flag(6);
static const flagtype LF_MIRROR = Flag(7);
static const flagtype LF_SEA = Flag(8);
static const flagtype LF_COASTAL = Flag(9);
static const flagtype LF_PURESEA = Flag(10);
static const flagtype LF_ELEMENTAL = Flag(11);
static const flagtype LF_HAUNTED = Flag(12);
static const flagtype LF_TROLL = Flag(13);
static const flagtype LF_INMIRROR = Flag(14);
static const flagtype LF_INMIRRORORWALL = Flag(15);
struct landtype {
color_t color;
const char *name;
flagtype flags;
eItem treasure;
const char *help;
};
enum eLand { laNone, laBarrier, laCrossroads, laDesert, laIce, laCaves, laJungle, laAlchemist, laMirror, laGraveyard,
laRlyeh, laHell, laCocytus, laMotion, laDryForest, laEmerald, laWineyard, laDeadCaves,
laHive, laPower, laCamelot, laTemple,
laCrossroads2, laCaribbean, laRedRock, laMinefield, laOcean, laWhirlpool,
laPalace, laLivefjord,
laIvoryTower, laZebra, laEFire, laEAir, laEEarth, laEWater, laCrossroads3,
laOceanWall, laElementalWall,
laCanvas, laPrincessQuest,
laWildWest, laStorms, laOvergrown, laClearing,
laHaunted, laHauntedWall, laHauntedBorder,
laWhirlwind, laRose, laWarpCoast, laWarpSea, laCrossroads4,
laEndorian, laTortoise, laDragon,
laKraken, laBurial, laTrollheim,
laHalloween, laDungeon, laMountain, laReptile,
laPrairie, laBull, laCrossroads5, laCA,
laMirrorWall, laMirrored, laMirrorWall2, laMirrored2,
laMirrorOld,
laVolcano, laBlizzard, laHunting, laTerracotta, laMercuryRiver,
laDual, laSnakeNest, laDocks, laRuins, laMagnetic,
laSwitch, laMemory, laBrownian, laWestWall, laVariant
enum eLand {
#define LAND(a,b,c,d,e,f,g) c,
#include "content.cpp"
landtypes
};
enum eGeometry {

669
flags.cpp
View File

@ -3,147 +3,150 @@
// Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details
/*
rewritten
*/
// itemclass
// slimegroup (wall)
/*
it == itOrbLove ? shLoveRing :
isRangedOrb(it) ? shTargetRing :
isOffensiveOrb(it) ? shSawRing :
isFriendOrb(it) ? shPeaceRing :
isUtilityOrb(it) ? shGearRing :
isDirectionalOrb(it) ? shSpearRing :
among(it, itOrb37, itOrbGravity) ? shHeptaRing :
shRing;
*/
namespace hr {
bool isIcyLand(eLand l) {
return l == laIce || l == laCocytus || l == laBlizzard;
}
const flagtype& classflag(eItem it) { return iinf[it].flags; }
const flagtype& classflag(eWall w) { return winf[w].flags; }
const flagtype& classflag(eMonster m) { return minf[m].flags; }
const flagtype& classflag(eLand l) { return linf[l].flags; }
bool isIcyLand(cell *c) {
return isIcyLand(c->land);
}
#define ANYFLAGCHECK(name, cond, field, enum) bool name(enum w) { flagtype flag = classflag(w); return cond; } bool name(cell *c) { return name(c->field); }
bool isGravityLand(eLand l) {
return among(l, laIvoryTower, laEndorian, laMountain, laDungeon, laWestWall);
}
#define MONFLAGCHECK(name, cond) ANYFLAGCHECK(name, cond, monst, eMonster)
#define WALLFLAGCHECK(name, cond) ANYFLAGCHECK(name, cond, wall, eWall)
#define ITEMFLAGCHECK(name, cond) ANYFLAGCHECK(name, cond, item, eItem)
#define LANDFLAGCHECK(name, cond) ANYFLAGCHECK(name, cond, land, eLand)
bool isEquidLand(eLand l) {
return isHaunted(l) || among(l, laIvoryTower, laEndorian, laDungeon, laOcean, laWestWall);
}
WALLFLAGCHECK(isWatery, flag & WF_WATER)
WALLFLAGCHECK(isBoat, flag & WF_BOAT)
WALLFLAGCHECK(isChasmy, flag & WF_CHASM)
WALLFLAGCHECK(isWateryOrBoat, flag & (WF_WATER | WF_BOAT))
WALLFLAGCHECK(isNoFlight, flag & WF_NOFLIGHT)
WALLFLAGCHECK(isFire, flag & WF_FIRE)
WALLFLAGCHECK(isThumper, flag & WF_THUMPER)
WALLFLAGCHECK(isActivable, flag & WF_ACTIVABLE)
WALLFLAGCHECK(hasTimeout, flag & WF_TIMEOUT)
WALLFLAGCHECK(isOnCIsland, flag & WF_CISLAND)
WALLFLAGCHECK(cellHalfvine, flag & WF_HALFVINE)
WALLFLAGCHECK(isAlch, flag & WF_ALCHEMY)
WALLFLAGCHECK(isAlchAny, flag & WF_ALCHEMY)
WALLFLAGCHECK(realred, flag & WF_RED)
WALLFLAGCHECK(isWall, flag & WF_WALL)
WALLFLAGCHECK(isPushable, flag & WF_PUSHABLE)
WALLFLAGCHECK(conegraphtype, flag & WF_CONE)
WALLFLAGCHECK(isStandardTree, flag & WF_STDTREE)
WALLFLAGCHECK(isGrave, flag & WF_GRAVE)
WALLFLAGCHECK(isReptile, flag & WF_REPTILE)
WALLFLAGCHECK(useHeatColoring, flag & WF_HEATCOLOR)
LANDFLAGCHECK(generateAll, flag & LF_GENERATE_ALL)
LANDFLAGCHECK(isIcyLand, flag & LF_ICY)
LANDFLAGCHECK(isGravityLand, flag & LF_GRAVITY)
LANDFLAGCHECK(isEquidLand, flag & LF_EQUI)
LANDFLAGCHECK(isWarped, flag & LF_WARPED)
LANDFLAGCHECK(isCyclic, flag & LF_CYCLIC)
LANDFLAGCHECK(isTechnicalLand, flag & LF_TECHNICAL)
LANDFLAGCHECK(is_mirrorland, flag & LF_MIRROR)
LANDFLAGCHECK(isSealand, flag & LF_SEA)
LANDFLAGCHECK(isCoastal, flag & LF_COASTAL)
LANDFLAGCHECK(isPureSealand, flag & LF_PURESEA)
LANDFLAGCHECK(isElemental, flag & LF_ELEMENTAL)
LANDFLAGCHECK(isHaunted, flag & LF_HAUNTED)
LANDFLAGCHECK(isTrollLand, flag & LF_TROLL)
LANDFLAGCHECK(inmirror, flag & LF_INMIRROR)
LANDFLAGCHECK(inmirrororwall, flag & LF_INMIRRORORWALL)
MONFLAGCHECK(isGhostable, !(flag & MF_NOGHOST))
MONFLAGCHECK(isRaider, flag & MF_RAIDER)
MONFLAGCHECK(isMimic, flag & MF_MIMIC)
MONFLAGCHECK(isPrincess, flag & MF_PRINCESS)
MONFLAGCHECK(isGolemOrKnight, flag & MF_GOK)
MONFLAGCHECK(isNonliving, flag & MF_NONLIVING)
MONFLAGCHECK(isMetalBeast, flag & MF_METAL)
MONFLAGCHECK(isStunnable, flag & MF_STUNNABLE)
MONFLAGCHECK(hasHitpoints, flag & MF_HP)
MONFLAGCHECK(isMountable, flag & MF_MOUNTABLE)
MONFLAGCHECK(isFriendlyType, flag & MF_FRIENDLY)
MONFLAGCHECK(isFriendlyOrPlayer, flag & (MF_FRIENDLY | MF_PLAYER))
MONFLAGCHECK(isBug, flag & MF_BUG)
MONFLAGCHECK(isIvy, flag & MF_IVY)
MONFLAGCHECK(isMonsterPart, flag & MF_PART)
MONFLAGCHECK(isMutantIvy, flag & MF_MUTANTIVY)
MONFLAGCHECK(isAnyIvy, flag & MF_ANYIVY)
MONFLAGCHECK(isBulletType, flag & MF_BULLET)
MONFLAGCHECK(isDemon, flag & MF_DEMON)
MONFLAGCHECK(isWorm, flag & MF_WORM)
MONFLAGCHECK(isWitch, flag & MF_WITCH)
MONFLAGCHECK(isAngryBird, (flag & MF_BIRD) && !(flag & MF_FRIENDLY))
MONFLAGCHECK(isBird, flag & MF_BIRD)
MONFLAGCHECK(slowMover, flag & MF_SLOWMOVER)
MONFLAGCHECK(isMagneticPole, flag & MF_MAGNETIC)
MONFLAGCHECK(isSwitch, flag & MF_SWITCH)
MONFLAGCHECK(isGhost, flag & MF_GHOST)
MONFLAGCHECK(isShark, flag & MF_SHARK)
MONFLAGCHECK(isSlimeMover, flag & MF_SLIME)
MONFLAGCHECK(isDragon, flag & MF_DRAGON)
MONFLAGCHECK(isKraken, flag & MF_KRAKEN)
MONFLAGCHECK(isBlowableMonster, !(flag & MF_NOBLOW))
MONFLAGCHECK(isMultitile, flag & MF_MULTITILE)
MONFLAGCHECK(isLeader, flag & MF_LEADER)
MONFLAGCHECK(isFlyingType, flag & MF_FLYING)
MONFLAGCHECK(attackThruVine, flag & MF_ATTACK_THRU_VINE)
MONFLAGCHECK(attackNonAdjacent, flag & MF_ATTACK_NONADJACENT)
MONFLAGCHECK(noHighlight, flag & MF_NOHIGHLIGHT)
MONFLAGCHECK(isInactiveEnemyType, flag & MF_INACTIVE)
MONFLAGCHECK(isUnarmed, flag & MF_UNARMED)
MONFLAGCHECK(ignoresPlatesType, flag & MF_IGNORE_PLATE)
MONFLAGCHECK(isBull, flag & MF_BULL)
MONFLAGCHECK(isTroll, flag & MF_TROLL)
MONFLAGCHECK(ignoresSmellType, flag & MF_IGNORE_SMELL)
MONFLAGCHECK(isRatling, flag & MF_RATLING)
MONFLAGCHECK(isGhostMover, flag & MF_GHOSTMOVER)
MONFLAGCHECK(isPowerMonster, flag & MF_POWER)
ITEMFLAGCHECK(isElementalShard, flag & IF_SHARD)
ITEMFLAGCHECK(itemBurns, !(flag & IF_FIREPROOF))
ITEMFLAGCHECK(isProtectionOrb, flag & IF_PROTECTION)
ITEMFLAGCHECK(isEmpathyOrb, flag & IF_EMPATHY)
ITEMFLAGCHECK(isRangedOrb, flag & IF_RANGED)
eMonster movegroup(eMonster m);
// watery
bool isWatery(cell *c) {
return c->wall == waCamelotMoat || c->wall == waSea || c->wall == waLake;
}
bool isBoat(cell *c) {
return among(c->wall, waBoat, waStrandedBoat);
}
bool isChasmy(cell *c) {
return c->wall == waChasm || c->wall == waSulphur || c->wall == waSulphurC || c->wall == waBubble ||
c->wall == waMercury;
}
bool isWateryOrBoat(cell *c) {
return isWatery(c) || c->wall == waBoat;
}
bool isNoFlight(cell *c) {
return
c->wall == waBoat || c->wall == waVineHalfA || c->wall == waVineHalfB ||
c->wall == waStrandedBoat || c->wall == waTrunk ||
c->wall == waBigBush || c->wall == waSmallBush;
}
bool boatStrandable(cell *c) {
return c->wall == waNone && (c->land == laLivefjord || c->land == laOcean);
}
// monster/wall types
bool isFire(cell *w) {
return w->wall == waFire || w->wall == waPartialFire || w->wall == waEternalFire || w->wall == waBurningDock;
}
bool isFireOrMagma(cell *w) {
return isFire(w) || w->wall == waMagma;
}
bool isThumper(eWall w) {
return w == waThumperOff || w == waThumperOn;
}
bool isThumper(cell *c) {
return isThumper(c->wall);
}
bool isActivable(cell *c) {
return c->wall == waThumperOff || c->wall == waBonfireOff;
}
bool hasTimeout(cell *c) {
return c->wall == waThumperOn || c->wall == waFire || c->wall == waPartialFire ||
c->wall == waTempWall || c->wall == waTempFloor || c->wall == waTempBridge ||
c->wall == waTempBridgeBlocked || c->wall == waBurningDock;
}
bool isMimic(eMonster m) {
return m == moMimic;
}
int mirrorcolor(bool mirrored) {
return winf[mirrored ? waMirror : waCloud].color;
}
bool isMimic(cell *c) {
return isMimic(c->monst);
}
bool isPrincess(eMonster m) {
return
m == moPrincess || m == moPrincessMoved ||
m == moPrincessArmed || m == moPrincessArmedMoved;
}
bool isGolemOrKnight(eMonster m) {
return
m == moGolem || m == moGolemMoved ||
m == moKnight || m == moKnightMoved ||
m == moTameBomberbird || m == moTameBomberbirdMoved ||
m == moMouse || m == moMouseMoved ||
m == moFriendlyGhost ||
isPrincess(m);
}
bool isGolemOrKnight(cell *c) { return isGolemOrKnight(c->monst); }
bool isNonliving(eMonster m) {
return
m == moMimic || m == moGolem || m == moGolemMoved ||
m == moZombie || m == moGhost || m == moShadow || m == moSkeleton ||
m == moEvilGolem || m == moIllusion || m == moEarthElemental ||
m == moWaterElemental || m == moDraugr || m == moTerraWarrior ||
m == moIceGolem || m == moVoidBeast || m == moJiangshi;
}
bool isMetalBeast(eMonster m) {
return m == moMetalBeast || m == moMetalBeast2;
}
bool isStunnable(eMonster m) {
return
isMetalBeast(m) || isDragon(m) || isPrincess(m) ||
among(m, moPalace, moFatGuard, moSkeleton, moTortoise, moReptile, moTerraWarrior, moSalamander, moVizier, moBrownBug);
}
bool hasHitpoints(eMonster m) {
return m == moPalace || m == moFatGuard || m == moVizier || isPrincess(m) || m == moTerraWarrior;
}
bool isMountable(eMonster m) {
return isWorm(m) && m != moTentacleGhost;
}
bool isFriendly(eMonster m) {
return isMimic(m) || isGolemOrKnight(m) || m == moIllusion || m == moFriendlyIvy;
}
bool isFriendlyOrPlayer(eMonster m) {
return isFriendly(m) || m == moPlayer;
}
bool isMounted(cell *c) {
if(c && c->monst && c->monst != moTentacleGhost && isMountable(c->monst)) {
for(int i=0; i<numplayers(); i++) {
@ -156,87 +159,20 @@ bool isMounted(cell *c) {
return false;
}
int itemclass(eItem it) { return iinf[it].itemclass; }
bool isFriendly(eMonster m) { return isFriendlyType(m); }
bool isFriendly(cell *c) {
return isMounted(c) || isFriendly(c->monst);
}
bool isBug(eMonster m) {
return m >= moBug0 && m < moBug0+BUGCOLORS;
}
bool isBug(cell *c) {
return isBug(c->monst);
}
bool isFriendlyOrBug(cell *c) { // or killable discord!
// do not attack the stunned Princess
if(isPrincess(c->monst) && c->stuntime) return false;
return isFriendly(c) || isBug(c) || (c->monst && markOrb(itOrbDiscord) && !c->stuntime);
}
bool isIvy(eMonster m) {
return m == moIvyRoot || m == moIvyHead || m == moIvyBranch || m == moIvyWait ||
m == moIvyNext || m == moIvyDead;
}
bool isIvy(cell *c) {
return isIvy(c->monst);
}
bool isMonsterPart(eMonster m) {
return m == moMutant || (isIvy(m) && m != moIvyRoot) ||
m == moDragonTail || m == moKrakenT;
}
bool isMutantIvy(eMonster m) {
return m == moMutant;
}
bool isAnyIvy(eMonster m) {
return isIvy(m) || isMutantIvy(m) || m == moFriendlyIvy;
}
bool isBulletType(eMonster m) {
return
m == moBullet || m == moFlailBullet || m == moFireball ||
m == moTongue || m == moAirball || m == moArrowTrap;
}
bool isMutantIvy(cell *c) { return isMutantIvy(c->monst); }
bool isDemon(eMonster m) {
return m == moLesser || m == moLesserM || m == moGreater || m == moGreaterM;
}
bool isDemon(cell *c) {
return isDemon(c->monst);
}
bool isWorm(eMonster m) {
return m == moWorm || m == moWormtail || m == moWormwait ||
m == moTentacle || m == moTentacletail || m == moTentaclewait ||
m == moTentacleEscaping || m == moTentacleGhost ||
m == moHexSnake || m == moHexSnakeTail ||
m == moDragonHead || m == moDragonTail;
}
bool isWorm(cell *c) {
return isWorm(c->monst);
}
bool isWitch(eMonster m) {
// evil golems don't count
return m >= moWitch && m < moWitch+NUMWITCH-1;
}
bool isOnCIsland(cell *c) {
return (c->wall == waCIsland || c->wall == waCTree || c->wall == waCIsland2);
}
bool isGhostable(eMonster m) {
return m && !isFriendly(m) && !isIvy(m) && !isMultitile(m) && !isMutantIvy(m);
}
bool cellUnstable(cell *c) {
return (c->land == laMotion && c->wall == waNone) || c->wall == waTrapdoor;
}
@ -247,19 +183,6 @@ bool cellUnstableOrChasm(cell *c) {
c->wall == waChasm || c->wall == waTrapdoor;
}
bool cellHalfvine(cell *c) {
return c->wall == waVineHalfA || c->wall == waVineHalfB;
}
bool isWarped(eLand l) {
return l == laWarpCoast || l == laWarpSea;
}
bool isElementalShard(eItem i) {
return
i == itFireShard || i == itAirShard || i == itEarthShard || i == itWaterShard;
}
eMonster elementalOf(eLand l) {
if(l == laEFire) return moFireElemental;
if(l == laEWater) return moWaterElemental;
@ -272,219 +195,21 @@ eItem localshardof(eLand l) {
return eItem(itFireShard + (l - laEFire));
}
int itemclass(eItem i) {
if(i == 0) return -1;
if(i < itKey || i == itFernFlower ||
i == itWine || i == itSilver || i == itEmerald || i == itRoyalJelly || i == itPower ||
i == itGrimoire || i == itPirate || i == itRedGem || i == itBombEgg ||
i == itCoast || i == itWhirlpool || i == itPalace || i == itFjord ||
i == itElemental || i == itZebra || i == itIvory ||
i == itBounty || i == itFulgurite || i == itMutant || i == itLotus || i == itMutant2 ||
i == itWindstone || i == itCoral || i == itRose ||
i == itBabyTortoise || i == itDragon || i == itApple ||
i == itKraken || i == itBarrow || i == itTrollEgg || i == itTreat ||
i == itSlime || i == itAmethyst || i == itDodeca ||
i == itGreenGrass || i == itBull ||
i == itLavaLily || i == itHunting ||
i == itBlizzard || i == itTerra || i == itGlowCrystal || i == itSnake ||
i == itDock || i == itRuins || i == itSwitch || i == itMagnet ||
among(i, itWest, itVarTreasure, itBrownian)
)
return IC_TREASURE;
if(i == itSavedPrincess || i == itStrongWind || i == itWarning || i == itBuggy || i == itBuggy2)
return IC_NAI;
if(i == itKey || i == itOrbYendor || i == itGreenStone || i == itHolyGrail || i == itCompass ||
isElementalShard(i) || i == itRevolver || i == itInventory)
return IC_OTHER;
return IC_ORB;
}
bool isAlch(eWall w) {
return w == waFloorA || w == waFloorB;
}
/* bool isAlch2(eWall w, bool bubbletoo) {
return w == waSlime1 || w == waSlime2 || (bubbletoo && w == waBubble);
} */
/* bool isAlch2(cell *c, bool bubbletoo) {
return isAlch2(c->wall, bubbletoo);
} */
bool isAlch(cell *c) { return isAlch(c->wall); }
bool isAlchAny(eWall w) {
return w == waFloorA || w == waFloorB;
}
bool isAlchAny(cell *c) { return isAlchAny(c->wall); }
bool realred(eWall w) {
return w == waRed1 || w == waRed2 || w == waRed3;
}
int snakelevel(eWall w) {
if(w == waRed1 || w == waDeadfloor2 || w == waRubble || w == waGargoyleFloor ||
w == waGargoyleBridge || w == waTempFloor || w == waTempBridge || w == waRoundTable ||
w == waPetrifiedBridge || w == waMagma)
return 1;
if(w == waRed2) return 2;
if(w == waRed3) return 3;
if(w == waTower) return 3;
return 0;
}
int snakelevel(cell *c) {
#if CAP_COMPLEX2
if(c->land == laBrownian && among(c->wall, waNone, waMineMine, waFire)) return min(c->landparam / brownian::level, 3);
#endif
return snakelevel(c->wall);
}
bool isWall(cell *w) {
if(w->wall == waNone || isAlchAny(w) ||
w->wall == waCavefloor || w->wall == waFrozenLake || w->wall == waVineHalfA ||
w->wall == waVineHalfB || w->wall == waDeadfloor || w->wall == waDeadfloor2 ||
w->wall == waRubble || w->wall == waGargoyleFloor || w->wall == waGargoyleBridge ||
w->wall == waTempFloor || w->wall == waTempBridge || w->wall == waPetrifiedBridge ||
w->wall == waBoat || w->wall == waCIsland || w->wall == waCIsland2 ||
w->wall == waRed1 || w->wall == waRed2 || w->wall == waRed3 ||
w->wall == waMineUnknown || w->wall == waMineMine || w->wall == waMineOpen ||
w->wall == waStrandedBoat || w->wall == waOpenGate || w->wall == waClosePlate ||
w->wall == waOpenPlate || w->wall == waTrapdoor || w->wall == waGiantRug ||
w->wall == waLadder || w->wall == waTrunk || w->wall == waSolidBranch ||
w->wall == waWeakBranch || w->wall == waCanopy || w->wall == waTower ||
w->wall == waSmallBush || w->wall == waBigBush ||
w->wall == waReptile || w->wall == waReptileBridge || w->wall == waInvisibleFloor ||
w->wall == waSlime1 || w->wall == waSlime2 || w->wall == waArrowTrap || w->wall == waMagma ||
w->wall == waDock || w->wall == waFireTrap)
return false;
if(isWatery(w) || isChasmy(w) || isFire(w)) return false;
return true;
}
bool isPushable(eWall w) {
return w == waThumperOn || w == waExplosiveBarrel;
}
bool isAngryBird(eMonster m) {
return m == moEagle || m == moAlbatross || m == moBomberbird || m == moGargoyle ||
m == moWindCrow || m == moSparrowhawk ||
m == moVampire || m == moBat || m == moButterfly || m == moGadfly ||
m == moAcidBird || m == moWestHawk;
}
bool isBird(eMonster m) {
return isAngryBird(m) || m == moTameBomberbird || m == moTameBomberbirdMoved;
}
bool slowMover(eMonster m) {
return
m == moLesser || m == moGreater || isMetalBeast(m) ||
m == moTortoise || m == moDraugr;
}
bool isMagneticPole(eMonster m) {
return m == moNorthPole || m == moSouthPole;
}
bool normalMover(eMonster m) {
return
m == moYeti || m == moRanger || m == moGoblin || m == moTroll || m == moDesertman ||
m == moMonkey || m == moZombie || m == moNecromancer || m == moCultist ||
m == moRunDog || m == moPyroCultist ||
m == moFireFairy || m == moCrystalSage || m == moHedge ||
m == moVineBeast || m == moLancer || m == moFlailer ||
m == moMiner || m == moDarkTroll ||
(playerInPower() && (
(isWitch(m) && m != moWitchGhost && m != moWitchWinter) || m == moEvilGolem
)) ||
m == moRedTroll ||
m == moPalace || m == moFatGuard || m == moSkeleton || m == moVizier ||
m == moFjordTroll || m == moStormTroll || m == moForestTroll ||
m == moFamiliar ||
m == moFireElemental || m == moOrangeDog ||
m == moOutlaw || m == moRedFox || m == moFalsePrincess || m == moRoseLady ||
m == moRoseBeauty || m == moWolf ||
m == moResearcher || m == moRagingBull ||
m == moNarciss || m == moMirrorSpirit ||
m == moHunterDog || m == moTerraWarrior || m == moJiangshi ||
m == moLavaWolf || m == moSalamander ||
m == moHunterGuard || m == moHunterChanging ||
m == moIceGolem ||
m == moSwitch1 || m == moSwitch2 || m == moCrusher || m == moPair ||
m == moBrownBug || m == moVariantWarrior || m == moFallingDog ||
isMagneticPole(m) ||
slowMover(m);
}
bool isSwitch(eMonster m) {
return m == moSwitch1 || m == moSwitch2;
return winf[c->wall].snakelevel;
}
// from-to
bool isGhost(eMonster m) {
return m == moGhost || m == moTentacleGhost || m == moFriendlyGhost;
}
bool isGhostMover(eMonster m) {
return m == moGhost || m == moGreaterShark || m == moTentacleGhost ||
(playerInPower() && (m == moWitchGhost || m == moWitchWinter));
}
bool isShark(eMonster m) {
return m == moShark || m == moCShark || m == moGreaterShark;
}
bool isSlimeMover(eMonster m) {
return
m == moSlime || m == moSeep || m == moVineSpirit || m == moParrot;
}
bool isDragon(eMonster m) { return m == moDragonHead || m == moDragonTail; }
bool isKraken(eMonster m) { return m == moKrakenH || m == moKrakenT; }
bool isBlowableMonster(eMonster m) {
return m && !(
isWorm(m) || isIvy(m) || isMutantIvy(m) || isSlimeMover(m) ||
m == moGhost || m == moGreaterShark ||
m == moWaterElemental || m == moWitchGhost || isMimic(m) ||
isKraken(m)
);
}
bool isMultitile(eMonster m) {
return isWorm(m) || isIvy(m) || isMutantIvy(m) || isKraken(m);
}
bool isSlimeMover(cell *c) {
return isSlimeMover(c->monst);
}
int slimegroup(cell *c) {
if(c->wall == waCavewall || c->wall == waDeadwall)
return 1;
if(isWatery(c))
return 2;
if(c->wall == waFloorA)
return 3;
if(c->wall == waFloorB)
return 4;
if(c->wall == waVinePlant || cellHalfvine(c))
return 5;
if(c->wall == waCTree)
return 6;
return 0;
}
bool isLeader(eMonster m) {
return m == moPirate || m == moCultistLeader || m == moViking || m == moRatling || m == moRatlingAvenger;
eSlimegroup slimegroup(cell *c) {
return winf[c->wall].sg;
}
bool isFlying(eMonster m) {
return isBird(m) || isGhost(m) || m == moAirElemental || isDragon(m) || checkOrb(m, itOrbAether);
return isFlyingType(m) || checkOrb(m, itOrbAether);
}
bool survivesChasm(eMonster m) {
@ -492,33 +217,11 @@ bool survivesChasm(eMonster m) {
}
bool ignoresPlates(eMonster m) {
return m == moMouse || isFlying(m) || m == moIllusion;
}
bool itemBurns(eItem it) {
return it && it != itOrbDragon && it != itOrbFire && it != itDragon && it != itOrbWinter && it != itOrbLava && it != itTreat && it != itLavaLily;
}
bool attackThruVine(eMonster m) {
return m == moGhost || m == moVineSpirit || m == moFriendlyGhost || m == moTentacleGhost;
}
bool attackNonAdjacent(eMonster m) {
return m == moGhost || m == moFriendlyGhost || m == moTentacleGhost;
}
bool noHighlight(eMonster m) {
return
(m == moIvyWait || m == moIvyNext || m == moIvyDead);
return ignoresPlatesType(m) || isFlying(m);
}
bool isInactiveEnemy(cell *w, eMonster forwho) {
if(w->monst == moWormtail || w->monst == moWormwait || w->monst == moTentacletail || w->monst == moTentaclewait || w->monst == moHexSnakeTail)
return true;
if(w->monst == moLesserM || w->monst == moGreaterM)
return true;
if(w->monst == moIvyRoot || w->monst == moIvyWait || w->monst == moIvyNext || w->monst == moIvyDead)
return true;
if(isInactiveEnemyType(w->monst)) return true;
if(w->monst && ((forwho == moPlayer) ? realstuntime(w) : realstuntime(w) > 1) && !isFriendly(w))
return true;
return false;
@ -535,12 +238,6 @@ bool isActiveEnemy(cell *w, eMonster forwho) {
return true;
}
bool isUnarmed(eMonster m) {
return
m == moMouse || m == moMouseMoved || m == moPrincess || m == moPrincessMoved ||
m == moCrystalSage || m == moVampire || m == moBat;
}
bool isArmedEnemy(cell *w, eMonster forwho) {
return w->monst != moCrystalSage && w->monst != moCrusher && isActiveEnemy(w, forwho);
}
@ -549,21 +246,11 @@ bool isHive(eLand l) {
return l == laHive;
}
bool isIcyWall(cell *c) {
return c->wall == waNone || c->wall == waIcewall || c->wall == waFrozenLake || c->wall == waLake;
}
bool eternalFire(cell *c) {
return c->land == laDryForest || (c->land == laPower && !smallbounded) || c->land == laMinefield ||
c->land == laEFire || c->land == laElementalWall;
}
bool isCyclic(eLand l) {
return
l == laWhirlpool || l == laTemple || l == laCamelot || l == laClearing ||
l == laMountain;
}
bool haveRangedOrb() {
return
items[itOrbPsi] || items[itOrbDragon] || items[itOrbTeleport] ||
@ -574,56 +261,10 @@ bool haveRangedOrb() {
items[itOrbMorph] || items[itOrbPhasing];
}
bool isOffensiveOrb(eItem it) {
return it == itOrbLightning || it == itOrbFlash || it == itOrbThorns ||
it == itOrbDragon || it == itOrbStunning ||
it == itOrbFreedom || it == itOrbPsi ||
it == itOrbSide1 || it == itOrbSide2 || it == itOrbSide3 ||
it == itOrbSlaying;
}
bool isRangedOrb(eItem i) {
return i == itOrbPsi || i == itOrbDragon || i == itOrbTeleport || i == itOrbIllusion ||
i == itOrbSpace || i == itOrbAir || i == itOrbFrog ||
i == itOrbSummon || i == itOrbMatter || i == itRevolver || i == itOrbStunning ||
i == itOrbDomination || i == itOrbNature || i == itOrbDash || i == itOrbMorph;
}
bool isProtectionOrb(eItem i) {
return i == itOrbWinter || i == itOrbShield || i == itOrbInvis || i == itOrbShell;
}
bool isEmpathyOrb(eItem i) {
return
i == itOrbFire || i == itOrbDigging || i == itOrbWinter ||
i == itOrbUndeath || i == itOrbSpeed || i == itOrbShield ||
i == itOrbAether || i == itOrbInvis || i == itOrbThorns ||
i == itOrbWater || i == itOrbStone ||
i == itOrbSide1 || i == itOrbSide2 || i == itOrbSide3 ||
i == itOrbSlaying || i == itOrbFish;
}
bool isUtilityOrb(eItem i) {
return i == itOrbSpeed || i == itOrbDigging ||
i == itOrbSafety || i == itOrbTeleport || i == itOrbAether ||
i == itOrbTime || i == itOrbSpace ||
i == itOrbSummon || i == itOrbLuck || i == itOrbEnergy ||
i == itOrbLava;
}
bool isDirectionalOrb(eItem i) {
return i == itOrbHorns || i == itOrbBull || i == itOrbSword || i == itOrbSword2;
}
bool isRevivalOrb(eItem i) {
return i == itOrbLife || i == itOrbFriend || i == itOrbUndeath;
}
bool isFriendOrb(eItem i) {
return i == itOrbLife || i == itOrbFriend || i == itOrbDiscord || i == itOrbLove ||
i == itOrbEmpathy || i == itOrbUndeath;
}
bool isFriendlyGhost(eMonster m) {
return m == moFriendlyGhost || (markEmpathy(itOrbAether) && isFriendly(m));
}
@ -691,20 +332,6 @@ bool ignoresSmell(eMonster m) {
m == moRoseLady || checkOrb(m, itOrbBeauty) || checkOrb(m, itOrbAether) || checkOrb(m, itOrbShield);
}
bool isTroll(eMonster m) {
return
m == moTroll || m == moRedTroll || m == moDarkTroll ||
m == moForestTroll || m == moStormTroll || m == moFjordTroll;
}
bool isGrave(eWall w) {
return w == waFreshGrave || w == waAncientGrave;
}
bool isStandardTree(cell *c) {
return c->wall == waBigTree || c->wall == waSmallTree;
}
bool highwall(cell *c) {
if(c->wall == waGlass) return false;
if(wmescher && wmspatial && c->wall == waBarrier && c->land == laOceanWall)
@ -726,15 +353,8 @@ int chasmgraph(cell *c) {
}
bool conegraph(cell *c) {
return wmescher && wmspatial && (c->wall == waDune || c->wall == waBigTree || c->wall == waSmallTree || c->wall == waCTree || (c->wall == waBarrier && c->land == laOceanWall));
}
bool isReptile(eWall w) {
return w == waReptile || w == waReptileBridge;
}
bool isBull(eMonster m) {
return m == moRagingBull || m == moHerdBull || m == moSleepBull;
return wmescher && wmspatial && conegraphtype(c);
(c->wall == waDune || c->wall == waBigTree || c->wall == waSmallTree || c->wall == waCTree || (c->wall == waBarrier && c->land == laOceanWall));
}
bool hornStuns(cell *c) {
@ -747,26 +367,5 @@ bool hornStuns(cell *c) {
attackJustStuns(c, AF_NORMAL, moNone);
}
// generate all the world first in the quotient geometry
bool generateAll(eLand l) {
return
l == laIce || l == laDryForest || l == laCocytus || l == laLivefjord ||
l == laCaves || l == laCA;
}
bool isRaider(eMonster m) {
return m == moPair || m == moMonk || m == moCrusher || m == moAltDemon || m == moHexDemon;
}
bool isTechnicalLand(eLand l) {
return l == laNone || l == laOceanWall || l == laBarrier || l == laCanvas ||
l == laHauntedWall || l == laHauntedBorder || l == laCA ||
l == laMirrorWall || l == laMirrored || l == laMirrored2 ||
l == laMirrorWall2 || l == laMercuryRiver || l == laMemory;
}
bool is_mirrorland(cell *c) {
return among(c->land, laMirror, laMirrorOld);
}
}

View File

@ -456,10 +456,6 @@ eGravity get_move_gravity(cell *c, cell *c2) {
}
bool isWarped(cell *c) {
return isWarped(c->land) || (!inmirrororwall(c->land) && (items[itOrb37] && c->cpdist <= 4));
}
bool nonAdjacent(cell *c, cell *c2) {
if(isWarped(c) && isWarped(c2) && warptype(c) == warptype(c2)) {
/* int i = neighborId(c, c2);
@ -892,7 +888,7 @@ bool passable_for(eMonster m, cell *w, cell *from, flagtype extra) {
if(m == moPair)
return !(w && from && againstPair(from, w, m)) && passable(w, from, extra);
if(m == passive_switch) return false;
if(normalMover(m) || isBug(m) || isDemon(m) || m == moHerdBull || m == moMimic) {
if(minf[m].mgroup == moYeti || isBug(m) || isDemon(m) || m == moHerdBull || m == moMimic) {
if((isWitch(m) || m == moEvilGolem) && w->land != laPower && w->land != laHalloween)
return false;
return passable(w, from, extra);
@ -972,37 +968,7 @@ bool passable_for(eMonster m, cell *w, cell *from, flagtype extra) {
return false;
}
eMonster movegroup(eMonster m) {
if(isWitch(m) || m == moEvilGolem) {
if(m == moWitchGhost) return moWitchGhost;
if(m == moWitchWinter) return moWitchWinter;
return moWitch;
}
// if(isMagneticPole(m)) return m;
if(normalMover(m)) return moYeti;
if(m == moShark || m == moCShark) return moShark;
if(isSlimeMover(m)) return moSlime;
if(m == moEarthElemental) return moEarthElemental;
if(isLeader(m)) return moPirate;
if(m == moButterfly) return moButterfly;
if(isAngryBird(m)) return moEagle;
if(isBird(m)) return moTameBomberbird;
if(m == moReptile) return moReptile;
if(m == moGhost) return moGhost;
if(m == moFriendlyGhost) return moFriendlyGhost;
if(m == moGreaterShark) return moGreaterShark;
if(m == moWolf) return moWolf;
if(isDemon(m)) return moLesser;
if(isDragon(m)) return moDragonHead;
if(isBug(m)) return m;
if(m == moWaterElemental) return moWaterElemental;
if(m == moAirElemental) return moAirElemental;
if(isBull(m)) return moRagingBull;
if(m == moVoidBeast) return moVoidBeast;
if(m == moAltDemon || m == moHexDemon || m == moMonk)
return m;
return moNone;
}
eMonster movegroup(eMonster m) { return minf[m].mgroup; }
void useup(cell *c) {
c->wparam--;
@ -2078,10 +2044,6 @@ void minerEffect(cell *c) {
if(c->wall != ow && ow) drawParticles(c, winf[ow].color, 16);
}
bool isRatling(eMonster m) {
return m == moRatling || m == moRatlingAvenger;
}
void killMutantIvy(cell *c, eMonster who) {
if(checkOrb(who, itOrbStone)) petrify(c, waPetrified, moMutant);
removeIvy(c);
@ -4248,6 +4210,7 @@ bool quantum;
cell *moveNormal(cell *c, flagtype mf) {
eMonster m = c->monst;
if(isPowerMonster(m) && !playerInPower()) return NULL;
int d;
@ -6034,7 +5997,7 @@ void moverefresh(bool turn = true) {
void consMove(cell *c, eMonster param) {
eMonster m = c->monst;
if(!normalMover(m)) return;
if(movegroup(m) != moYeti) return;
if(m == moWitchSpeed) havewhat |= HF_FAST;
bool slow = slowMover(m);
@ -6073,7 +6036,7 @@ void moveNormals(eMonster param) {
for(int d=0; d<=MAX_EDGE; d++) for(int i=0; i<isize(movesofgood[d]); i++) {
cell *c = movesofgood[d][i];
if(normalMover(c->monst)) {
if(minf[c->monst].mgroup == moYeti) {
moveNormal(c, MF_PATHDIST);
}
}

View File

@ -665,6 +665,24 @@ color_t kind_outline(eItem it) {
return OUTLINE_OTHER;
}
transmatrix face_the_player(transmatrix V) {
if(DIM == 2) return V;
return rgpushxto0(tC0(V));
}
hpcshape& orbshape(eOrbshape s) {
switch(s) {
case osLove: return shLoveRing;
case osRanged: return shTargetRing;
case osOffensive: return shSawRing;
case osFriend: return shPeaceRing;
case osUtility: return shGearRing;
case osDirectional: return shSpearRing;
case osWarping: return shHeptaRing;
default: return shRing;
}
}
bool drawItemType(eItem it, cell *c, const transmatrix& V, color_t icol, int pticks, bool hidden) {
#if !CAP_SHAPES
return it;
@ -847,16 +865,8 @@ bool drawItemType(eItem it, cell *c, const transmatrix& V, color_t icol, int pti
queuepolyat(Vit * spinptick(1500), shFishTail, col, PPR::ITEM_BELOW);
queuepolyat(Vit, shDisk, darkena(icol1, 0, inice ? 0x80 : hidden ? 0x20 : 0xC0), prio);
hpcshape& sh =
it == itOrbLove ? shLoveRing :
isRangedOrb(it) ? shTargetRing :
isOffensiveOrb(it) ? shSawRing :
isFriendOrb(it) ? shPeaceRing :
isUtilityOrb(it) ? shGearRing :
isDirectionalOrb(it) ? shSpearRing :
among(it, itOrb37, itOrbGravity) ? shHeptaRing :
shRing;
queuepolyat(Vit * spinptick(1500), sh, col, prio);
queuepolyat(Vit * spinptick(1500), orbshape(iinf[it].orbshape), col, prio);
}
else if(it) return true;
@ -3213,7 +3223,7 @@ void setcolors(cell *c, color_t& wcol, color_t& fcol) {
}
case laIce: case laCocytus: case laBlizzard:
if(isIcyWall(c)) {
if(useHeatColoring(c)) {
float h = HEAT(c);
eLand l = c->land;

View File

@ -2376,6 +2376,8 @@ void giantLandSwitch(cell *c, int d, cell *from) {
#endif
c->monst = moGhost;
break;
case landtypes: break;
}
}

View File

@ -236,114 +236,13 @@ int isNative(eLand l, eMonster m) {
case laMagnetic:
return isMagneticPole(m) ? 2 : 0;
case landtypes: return 0;
}
return false;
}
eItem treasureType(eLand l) {
switch(l) {
case laBrownian:
return itBrownian;
case laIce: return itDiamond;
case laJungle: return itRuby;
case laCaves: return itGold;
case laDesert: return itSpice;
case laAlchemist: return itElixir;
case laMirror: case laMirrored: case laMirrorWall: case laMirrorWall2: case laMirrored2:
case laMirrorOld:
return itShard;
case laMotion: return itFeather;
case laGraveyard: return itBone;
case laRlyeh: return itStatue;
case laDryForest: return itFernFlower;
case laHell: return itHell;
case laCocytus: return itSapphire;
case laCrossroads: return itHyperstone;
case laCrossroads2: return itHyperstone;
case laCrossroads3: return itHyperstone;
case laCrossroads4: return itHyperstone;
case laCrossroads5: return itHyperstone;
case laNone: return itNone;
case laBarrier: return itNone;
case laOceanWall: return itNone;
case laCanvas: return itNone;
case laMemory: return itNone;
case laEmerald: return itEmerald;
case laWineyard: return itWine;
case laHive: return itRoyalJelly;
case laDeadCaves: return itSilver;
case laPower: return itPower;
case laCamelot: return itHolyGrail;
case laTemple: return itGrimoire;
case laCaribbean: return itPirate;
case laRedRock: return itRedGem;
case laMinefield: return itBombEgg;
case laOcean: return itCoast;
case laWhirlpool: return itWhirlpool;
case laPalace: return itPalace;
case laLivefjord: return itFjord;
case laIvoryTower: return itIvory;
case laZebra: return itZebra;
case laEAir: case laEEarth: case laEWater: case laEFire:
case laElementalWall: return itElemental;
case laPrincessQuest: return itSavedPrincess;
case laStorms: return itFulgurite;
case laOvergrown: return itMutant;
case laWildWest: return itBounty;
case laHalloween: return itTreat;
case laClearing: return itMutant2;
case laHaunted: case laHauntedWall: case laHauntedBorder: return itLotus;
case laWhirlwind: return itWindstone;
case laRose: return itRose;
case laWarpCoast: case laWarpSea: return itCoral;
case laDragon: return itDragon;
case laEndorian: return itApple;
case laTortoise: return itBabyTortoise;
case laTrollheim: return itTrollEgg;
case laKraken: return itKraken;
case laBurial: return itBarrow;
case laDungeon: return itSlime;
case laMountain: return itAmethyst;
case laReptile: return itDodeca;
case laBull: return itBull;
case laPrairie: return itGreenGrass;
case laVolcano: return itLavaLily;
case laTerracotta: case laMercuryRiver: return itTerra;
case laBlizzard: return itBlizzard;
case laHunting: return itHunting;
case laDual: return itGlowCrystal;
case laSnakeNest: return itSnake;
case laDocks: return itDock;
case laRuins: return itRuins;
case laSwitch: return itSwitch;
case laMagnetic: return itMagnet;
case laVariant: return itVarTreasure;
case laWestWall: return itWest;
case laCA: return itNone;
}
return itNone;
}
eItem treasureType(eLand l) { return linf[l].treasure; }
eItem treasureTypeUnlock(eLand l, eItem u) {
if(u != itOrbLove && l == laPrincessQuest)
@ -356,38 +255,11 @@ eLand landof(eItem it) {
return laNone;
}
bool isSealand(eLand l) {
return l == laOcean || l == laCaribbean || l == laWhirlpool || l == laLivefjord ||
l == laOceanWall || l == laWarpSea || l == laKraken || l == laDocks;
}
bool isCoastal(eLand l) {
return l == laWarpSea || l == laWarpCoast || l == laLivefjord || l == laOcean;
}
bool isPureSealand(eLand l) {
return l == laCaribbean || l == laKraken || l == laBrownian;
}
bool isElemental(eLand l) {
return l == laEAir || l == laEWater || l == laEEarth || l == laEFire ||
l == laElementalWall;
}
bool isHaunted(eLand l) {
return l == laHaunted || l == laHauntedBorder || l == laHauntedWall;
}
int landMultiplier(eLand l) {
if(l == laCamelot || l == laPrincessQuest) return 10;
return 1;
}
bool isTrollLand(eLand l) {
return l == laCaves || l == laStorms || l == laOvergrown ||
l == laDeadCaves || l == laLivefjord || l == laRedRock;
}
bool isCrossroads(eLand l) {
return l == laCrossroads || l == laCrossroads2 || l == laCrossroads3 ||
l == laCrossroads4 || l == laCrossroads5;
@ -397,18 +269,6 @@ bool bearsCamelot(eLand l) {
return isCrossroads(l) && l != laCrossroads2 && l != laCrossroads5;
}
bool inmirror(eLand l) {
return l == laMirrored || l == laMirrorWall2 || l == laMirrored2;
}
bool inmirrororwall(eLand l) {
return l == laMirrored || l == laMirrorWall2 || l == laMirrored2 || l == laMirrorWall;
}
bool inmirror(cell *c) {
return inmirror(c->land);
}
bool inmirror(const cellwalker& cw) {
return inmirror(cw.at->land);
}
@ -601,6 +461,9 @@ bool landUnlocked(eLand l) {
case laMagnetic:
return false; // not implemented
case landtypes:
return false;
}
return false;
}