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refactored frog_power and a minor fix
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c390b63e0a
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@ -667,10 +667,9 @@ EX void killMonster(cell *c, eMonster who, flagtype deathflags IS(0)) {
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c->item = itNone;
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}
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if(who == moPlayer || (isFriendly(who) && items[itOrbEmpathy])) {
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if(who != moPlayer) markOrb2(itOrbEmpathy);
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if(m == moFrog) items[itOrbFrog] += 5;
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if(m == moVaulter) items[itOrbDash] += 5;
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if(m == moPhaser) items[itOrbPhasing] += 5;
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eItem o = frog_power(m);
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if(o && who != moPlayer) markOrb2(itOrbEmpathy);
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items[o] += 5;
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}
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if(checkOrb(who, itOrbStone))
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petrify(c, waPetrified, m), pcount = 0;
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@ -345,6 +345,14 @@ EX bool conegraph(cell *c) {
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return ((wmescher && wmspatial) || wmascii3) && (conegraphtype(c) || (c->wall == waBarrier && c->land == laOceanWall));
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}
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/** Determine the power of a frog monster. Also used to determine whether monster is a frog. */
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EX eItem frog_power(eMonster m) {
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if(m == moFrog) return itOrbFrog;
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if(m == moPhaser) return itOrbPhasing;
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if(m == moVaulter) return itOrbDash;
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return itNone;
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}
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EX bool hornStuns(cell *c) {
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eMonster m = c->monst;
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return
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@ -263,7 +263,7 @@ EX bool canReachPlayer(cell *cf, eMonster m) {
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};
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forCellEx(c2, c) {
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if(among(m, moFrog, moVaulter, moPhaser)) forCellEx(c3, c2) test(c3);
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if(frog_power(m)) forCellEx(c3, c2) test(c3);
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test(c2);
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}
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@ -1177,7 +1177,7 @@ EX void groupmove(eMonster movtype, flagtype mf) {
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groupmove2(movei(c2, c, STRONGWIND), movtype, mf);
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}
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if(among(movtype, moFrog, moVaulter, moPhaser) && c->monst == moNone && !isPlayerOn(c)) {
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if(frog_power(movtype) && c->monst == moNone && !isPlayerOn(c)) {
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forCellEx(c2, c) forCellEx(c3, c2)
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groupmove2(movei(c3, c, JUMP), movtype, mf);
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}
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2
orbs.cpp
2
orbs.cpp
@ -1129,7 +1129,7 @@ EX int check_vault(cell *cf, cell *ct, flagtype flags, cell*& jumpthru) {
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if(!c2) return 0;
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if(!c2->monst && c2->wall != waShrub) return 1;
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bool for_monster = !(flags & P_ISPLAYER);
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if(for_monster && c2->monst && among(c2->monst, moFrog, moVaulter, moPhaser) && !items[itOrbDiscord]) return 1;
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if(for_monster && c2->monst && frog_power(c2->monst) && !items[itOrbDiscord]) return 1;
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if(c3) return 2;
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if(c2->wall != waShrub && !passable(c2, cwt.at, flags | P_JUMP1 | P_MONSTER)) return 3;
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if(!passable(ct, c2, flags | P_JUMP2)) return 4;
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