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new Crossroads variant: thematic crossroads
This commit is contained in:
parent
0ec3e396d9
commit
0381dc8c84
@ -1566,6 +1566,7 @@ EX int wallchance(cell *c, bool deepOcean) {
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l == laCrossroads4 ? 5000 :
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l == laCrossroads6 ? 5000 :
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l == laMasterCrossroads ? 10000 :
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isThematic(l) ? 10000 :
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(l == laMirror && !yendor::generating) ? 2500 :
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tactic::on ? 0 :
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racing::on ? 0 :
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@ -1829,6 +1830,9 @@ EX void build_walls(cell *c, cell *from) {
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return;
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}
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else if(good_for_wall(c) && ls::any_wall() && isThematic(c->land) && hrand(10000) < 1000 && !c->master->alt && !racing::on &&
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buildBarrierNowall(c, getNewThematic(c->land))) ;
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else if(good_for_wall(c) && ls::any_wall() && c->land == laCrossroads4 && hrand(10000) < 7000 && c->land && !c->master->alt && !tactic::on && !racing::on &&
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buildBarrierNowall(c, getNewLand(laCrossroads4))) ;
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@ -190,6 +190,7 @@ void celldrawer::setcolors() {
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case laMotion: case laGraveyard: case laWineyard: case laLivefjord:
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case laRlyeh: case laHell: case laCrossroads: case laJungle:
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case laAlchemist: case laFrog: case laCursed: case laDice:
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case laThematic: case laThematicNature: case laThematicUrban: case laThematicDeath: case laThematicAbstract: case laThematicWater: case laThematicEarth:
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fcol = floorcolors[c->land]; break;
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case laCA:
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@ -443,7 +444,7 @@ void celldrawer::setcolors() {
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break;
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}
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case laIce: case laCocytus: case laBlizzard: case laEclectic:
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case laIce: case laCocytus: case laBlizzard: case laEclectic: case laThematicHeat:
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if(useHeatColoring(c)) {
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float h = HEAT(c);
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eLand l = c->land;
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@ -420,6 +420,9 @@ const char *ruindesc =
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const char *rock_description =
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"Shoot the Space Rocks for score. Large Rocks will split into two smaller rocks.";
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const char *thematic_crossroads =
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"The Thematic Crossroads has various sections that connect to lands with specific theme.";
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#if HDR
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enum eSlimegroup { sgNone, sgCave, sgWater, sgFloorA, sgFloorB, sgVine, sgTree };
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#endif
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@ -2064,6 +2064,7 @@ EX namespace heat {
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EX double absheat(cell *c) {
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if(c->land == laCocytus) return HEAT(c) -.6;
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if(c->land == laIce || c->land == laBlizzard || c->land == laEclectic) return HEAT(c) -.4;
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if(c->land == laThematicHeat) return HEAT(c) - 0.2;
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return 0;
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}
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@ -2167,6 +2168,8 @@ EX namespace heat {
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hmod += xrate*.1;
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if(ct->land == laVolcano)
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hmod += xrate * (ct->wall == waMagma ? .4 : .2);
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else if(c->land == laThematicHeat && !isThematic(ct->land) && !isIcyLand(ct->land) && ct->land != laBarrier)
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hmod += xrate * .3;
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}
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for(cell* ct: ls) {
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@ -2215,7 +2218,7 @@ EX namespace heat {
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addMessage(XLAT("%The1 melts away!", c->monst));
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fallMonster(c);
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}
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if(c->wall == waIcewall && HEAT(c) > .4)
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if(c->wall == waIcewall && HEAT(c) > (c->land == laThematicHeat ? .2 : .4))
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drawParticles(c, MELTCOLOR, 4, 60),
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c->wall = waNone, kills[0]++;
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if(c->wall == waFrozenLake && HEAT(c) > (c->land == laCocytus ? .6 : .4))
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24
content.cpp
24
content.cpp
@ -1754,6 +1754,30 @@ LAND( 0x7030A0, "Crossroads VI", laCrossroads6, ZERO, itHyperstone, RESERVED, "A
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NATIVE(0)
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REQ(ITEMS(itCursed, 5))
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LAND( 0xC0C0C0, "Thematic Crossroads", laThematic, ZERO, itHyperstone, RESERVED, thematic_crossroads)
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NATIVE(0) REQ(GOLD(R400))
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LAND( 0x60C060, "Thematic Crossroads (Nature)", laThematicNature, ZERO, itHyperstone, RESERVED, thematic_crossroads)
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NATIVE(0) REQ(GOLD(R400))
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LAND( 0x60C0C0, "Thematic Crossroads (Urban)", laThematicUrban, ZERO, itHyperstone, RESERVED, thematic_crossroads)
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NATIVE(0) REQ(GOLD(R400))
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LAND( 0x606060, "Thematic Crossroads (Death)", laThematicDeath, ZERO, itHyperstone, RESERVED, thematic_crossroads)
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NATIVE(0) REQ(GOLD(R400))
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LAND( 0xC060C0, "Thematic Crossroads (Abstract)", laThematicAbstract, ZERO, itHyperstone, RESERVED, thematic_crossroads)
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NATIVE(0) REQ(GOLD(R400))
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LAND( 0x6060C0, "Thematic Crossroads (Water)", laThematicWater, ZERO, itHyperstone, RESERVED, thematic_crossroads)
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NATIVE(0) REQ(GOLD(R400))
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LAND( 0x1030F0, "Thematic Crossroads (Fire/Ice)", laThematicHeat, LF_ICY, itHyperstone, RESERVED, thematic_crossroads)
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NATIVE(0) REQ(GOLD(R400))
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LAND( 0x505050, "Thematic Crossroads (Earth/Air)", laThematicEarth, ZERO, itHyperstone, RESERVED, thematic_crossroads)
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NATIVE(0) REQ(GOLD(R400))
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LAND( 0xC0B090, "Master Crossroads", laMasterCrossroads, ZERO, itHyperstone, RESERVED, "A crossroads that connects only to other crossroads.")
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NATIVE(0) REQ(GOLD(R500))
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7
help.cpp
7
help.cpp
@ -855,6 +855,13 @@ EX string generateHelpForLand(eLand l) {
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}
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#endif
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if(isThematic(l)) {
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s += XLAT("\n\nThe following lands connect to this part: ");
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int qty = 0;
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for(eLand l1: land_over) if(isLandIngame(l1) && which_thematic(l1) == l) { if(qty) s += ", "; qty++; s += XLATN(linf[l1].name); }
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}
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return s;
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}
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2
hyper.h
2
hyper.h
@ -469,6 +469,8 @@ extern videopar vid;
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#define R200 (big_unlock ? 800 : 200)
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// Crossroads V
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#define R300 (big_unlock ? 1200 : 300)
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// Thematic Crossroads
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#define R400 (big_unlock ? 1600 : 400)
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// Master Crossroads
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#define R500 (big_unlock ? 2000 : 500)
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// kill types for Dragon Chasms
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20
landgen.cpp
20
landgen.cpp
@ -2521,13 +2521,27 @@ EX void giantLandSwitch(cell *c, int d, cell *from) {
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case laCrossroads5:
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case laCrossroads6:
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case laMasterCrossroads:
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case laThematic: case laThematicNature: case laThematicUrban: case laThematicDeath: case laThematicAbstract: case laThematicWater: case laThematicEarth: case laThematicHeat:
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if(c->wall == waTower) c->land = laCamelot;
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ONEMPTY {
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if(isThematic(c->land) && hrand(100) < 10) switch(c->land) {
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case laThematicNature: c->wall = pick(waSmallTree, waBigTree); break;
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case laThematicUrban: c->wall = pick(waRuinWall, waPalace); break;
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case laThematicDeath: c->wall = pick(waAncientGrave, waFreshGrave); break;
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case laThematicAbstract: c->wall = pick(waFloorA, waFloorB, waTrapdoor); break;
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case laThematicWater: { c->wall = waShallow; forCellCM(c1, c) if(c1->land == c->land) c1->wall = waShallow; } break;
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case laThematicEarth: c->wall = waStone; break;
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case laThematicHeat: c->wall = pick(waBonfireOff, waIcewall); break;
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default: ;
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}
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int them_abstract = c->land == laThematicAbstract ? 3 : isThematic(c->land) ? 0 : 1;
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if(!BITRUNCATED && c->land == laCrossroads5 && hrand(100) < 60)
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c->wall = waBarrier;
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else if(!inv::on && items[itShard] >= 10 && hrand(8000) < 120*orbcrossfun(items[itShard]) && mirror::build(c)) ;
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else if(hyperstonesUnlocked() && !racing::on && hrand(8000) < 100 && mirror::build(c)) ;
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else if(tactic::on && isCrossroads(specialland) && hrand(8000) < 120 && mirror::build(c)) ;
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else if(hyperstonesUnlocked() && !racing::on && hrand(8000) < 100 * them_abstract && mirror::build(c)) ;
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else if(tactic::on && isCrossroads(specialland) && hrand(8000) < 120 * them_abstract && mirror::build(c)) ;
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else if(c->land == laCrossroads4 && hrand(24000) < 10 && tactic::on)
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c->wall = waRose;
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else {
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@ -2863,7 +2877,7 @@ EX void repairLandgen(cell *c) {
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if(c->land == laAlchemist && c->wall != waFloorA && c->wall != waFloorB)
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c->wall = waFloorA;
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if(c->wall == waIcewall && !among(c->land, laIce, laCocytus, laBlizzard, laEclectic))
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if(c->wall == waIcewall && !among(c->land, laIce, laCocytus, laBlizzard, laEclectic, laThematicHeat))
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c->wall = waNone;
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if(c->wall == waRed3 && c->land != laRedRock && c->land != laSnakeNest && c->land != laBrownian && c->land != laEclectic)
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142
landlock.cpp
142
landlock.cpp
@ -53,7 +53,7 @@ EX int landMultiplier(eLand l) {
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}
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EX bool isCrossroads(eLand l) {
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return among(l, laCrossroads, laCrossroads2, laCrossroads3, laCrossroads4, laCrossroads5, laCrossroads6, laMasterCrossroads);
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return among(l, laCrossroads, laCrossroads2, laCrossroads3, laCrossroads4, laCrossroads5, laCrossroads6, laMasterCrossroads) || isThematic(l);
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}
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EX bool isCrossroadsNM(eLand l) {
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@ -61,7 +61,7 @@ EX bool isCrossroadsNM(eLand l) {
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}
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EX bool bearsCamelot(eLand l) {
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return isCrossroads(l) && !among(l, laCrossroads2, laCrossroads5, laMasterCrossroads);
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return isCrossroads(l) && !among(l, laCrossroads2, laCrossroads5, laMasterCrossroads) && (l == laThematicUrban || !isThematic(l));
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}
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EX bool inmirror(const cellwalker& cw) {
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@ -338,6 +338,9 @@ EX bool voronoi_sea_incompatible(eLand l1, eLand l2) {
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EX bool incompatible1(eLand l1, eLand l2) {
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if(l1 == laMasterCrossroads && !isCrossroads(l2)) return true;
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if(isThematic(l1) && which_thematic(l2) != l1) return true;
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if(isCrossroadsNM(l1) && isCrossroadsNM(l2)) return true;
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if(l1 == laJungle && l2 == laMotion) return true;
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if(l1 == laMirrorOld && l2 == laMotion) return true;
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@ -358,6 +361,7 @@ EX bool incompatible1(eLand l1, eLand l2) {
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if(l1 == laWarpSea && l2 == laKraken) return true;
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if(l1 == laPrairie && l2 == laCrossroads3) return true;
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if(l1 == laPrairie && l2 == laCrossroads4) return true;
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if(l1 == laPrairie && l2 == laCrossroads6) return true;
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if(l1 == laWet && l2 == laDesert) return true;
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if(l1 == laFrog && l2 == laMotion) return true;
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if(l1 == laBull && l2 == laTerracotta) return true;
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@ -459,6 +463,14 @@ EX bool all_unlocked = false;
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EX vector<eLand> cheatdest_list;
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EX eLand getNewThematic(eLand l) {
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for(int it=0; it<100; it++) {
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eLand l1 = pick(laThematicNature, laThematicUrban, laThematicDeath, laThematicAbstract, laThematicHeat, laThematicWater, laThematicEarth);
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if(l1 != l) return l1;
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}
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return l;
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}
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EX eLand getNewLand(eLand old) {
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#if CAP_LEGACY
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@ -571,7 +583,8 @@ EX eLand getNewLand(eLand old) {
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laDeadCaves, laRedRock, laVariant, laHell, laCocytus, laPower,
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laBull, laTerracotta, laRose, laGraveyard, laHive, laDragon, laTrollheim,
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laWet, laFrog, laEclectic, laCursed, laDice,
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laCrossroads5, laCrossroads6, laMasterCrossroads
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laCrossroads5, laCrossroads6, laMasterCrossroads,
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laThematicNature, laThematicUrban, laThematicDeath, laThematicAbstract, laThematicHeat, laThematicWater, laThematicEarth
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})
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if(landUnlocked(l)) tab[cnt++] = l;
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@ -742,11 +755,132 @@ EX vector<eLand> land_over = {
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laPrairie, laBull, laTerracotta, laRose,
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laElementalWall, laTrollheim,
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laHell, laCrossroads3, laCocytus, laPower, laCrossroads4,
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laCrossroads5, laCrossroads6, laMasterCrossroads,
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laCrossroads5, laCrossroads6, laMasterCrossroads, laThematic,
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// EXTRA
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laWildWest, laHalloween, laDual, laSnakeNest, laMagnetic, laCA, laAsteroids
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};
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EX bool isThematic(eLand l) {
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return among(l, laThematic, laThematicNature, laThematicUrban, laThematicDeath, laThematicAbstract, laThematicHeat, laThematicWater, laThematicEarth);
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}
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EX eLand which_thematic(eLand l) {
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// note: even if some lands are not directly accessible from Thematic, they still affect orb generation in it
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switch(l) {
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case laJungle:
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case laEndorian:
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case laWineyard:
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case laOvergrown:
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case laFrog:
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case laRose:
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case laDryForest:
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case laPrairie:
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case laBull:
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case laMountain: // not via crossroads
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case laClearing: // not via crossroads
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case laTortoise: // not via crossroads
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return laThematicNature;
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case laAlchemist:
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case laMotion:
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case laMirror:
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case laMirrorOld:
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case laMinefield:
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case laSwitch:
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case laReptile:
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case laZebra:
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case laDice:
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case laWestWall:
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case laHalloween: // not standard
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case laDual: // not standard
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return laThematicAbstract;
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case laIvoryTower:
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case laPalace:
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case laDungeon:
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case laRuins:
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case laEclectic:
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case laRlyeh:
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case laVariant:
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case laCamelot: // in
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case laTemple: // not via crossroads
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case laPrincessQuest: // not via crossroads
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case laWildWest: // not standard
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return laThematicUrban;
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case laHunting:
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case laGraveyard:
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case laBurial:
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case laCursed:
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case laDeadCaves:
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case laTerracotta:
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case laHive:
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case laHaunted: case laHauntedWall: case laHauntedBorder: // not via crossroads
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return laThematicDeath;
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case laIce:
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case laVolcano:
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case laDragon:
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case laHell:
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case laCocytus:
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case laPower:
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case laBlizzard:
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case laEFire:
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return laThematicHeat;
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case laNone:
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case laBarrier:
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case laOceanWall:
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case laCA:
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case laCanvas:
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case laElementalWall:
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case laMercuryRiver:
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case laMirrorWall:
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case laMirrorWall2:
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case laMirrored:
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case laMirrored2:
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case laMemory:
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case landtypes:
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return laNone;
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case laCrossroads:
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case laCrossroads2:
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case laCrossroads3:
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case laCrossroads4:
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case laCrossroads5:
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case laCrossroads6:
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case laMasterCrossroads:
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case laThematic:
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case laThematicAbstract:
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case laThematicNature:
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case laThematicUrban:
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case laThematicDeath:
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case laThematicHeat:
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case laThematicWater:
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case laThematicEarth:
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case laMagnetic:
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case laAsteroids:
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return laThematic;
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case laOcean:
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case laDocks:
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case laWet:
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case laWarpCoast: case laWarpSea:
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case laLivefjord:
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case laKraken: // not direct
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case laCaribbean: // not direct
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case laBrownian: // not direct
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case laWhirlpool: // not direct
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case laEWater:
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return laThematicWater;
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case laRedRock:
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case laDesert:
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case laCaves:
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case laStorms:
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case laWhirlwind:
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case laEmerald:
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case laEEarth:
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case laEAir:
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case laTrollheim:
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case laSnakeNest: // not standard
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return laThematicEarth;
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}
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return laThematic;
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}
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EX vector<eLand> landlist;
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#if HDR
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@ -599,8 +599,16 @@ EX void placeCrossroadOrbs(cell *c) {
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int mul = c->land == laCrossroads5 ? 10 : 1;
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int gch = oi.gchance;
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if(!inv::on) gch /= orbcrossfun(treas); else gch /= 2;
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if(isThematic(c->land)) {
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bool local = which_thematic(oi.l) == c->land;
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if(!local) continue;
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mul *= 7;
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}
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if(hrand(gch) >= mul) continue;
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if(hrand(50+items[itHyperstone]) >= 50) continue;
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c->item = oi.orb;
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if(oi.orb == itOrbWater && c->land != laOcean) c->wall = waStrandedBoat;
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}
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@ -32,6 +32,7 @@ EX eLand getCurrentLandForMusic() {
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if(isHaunted(id)) id = laHaunted;
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if(id == laWarpSea) id = laWarpCoast;
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if(id == laMercuryRiver) id = laTerracotta;
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if(isThematic(id)) id = laThematic;
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return id;
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}
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@ -241,6 +241,7 @@ EX void initgame() {
|
||||
splitrocks = 0;
|
||||
|
||||
if(firstland == laElementalWall) cwt.at->land = randomElementalLand();
|
||||
if(firstland == laThematic) cwt.at->land = getNewThematic(firstland);
|
||||
|
||||
resetview();
|
||||
createMov(cwt.at, 0);
|
||||
|
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Reference in New Issue
Block a user