mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2026-01-28 21:41:19 +00:00
subdivided game.cpp; split movepcto into separate functions
This commit is contained in:
512
complex2.cpp
512
complex2.cpp
@@ -274,21 +274,22 @@ EX namespace westwall {
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}
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EX }
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EX namespace variant {
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#if HDR
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struct variant_feature {
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struct feature {
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color_t color_change;
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int rate_change;
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eMonster wanderer;
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void (*build)(cell*);
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};
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extern array<variant_feature, 21> variant_features;
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extern array<feature, 21> features;
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#endif
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#define VF [] (cell *c)
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array<variant_feature, 21> variant_features {{
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variant_feature{(color_t)(-0x202020), 5, moNecromancer, VF {
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array<feature, 21> features {{
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feature{(color_t)(-0x202020), 5, moNecromancer, VF {
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if(c->wall == waNone && hrand(1500) < 20) c->wall = waFreshGrave;
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if(hrand(20000) < 10 + items[itVarTreasure])
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c->monst = moNecromancer;
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@@ -322,6 +323,509 @@ array<variant_feature, 21> variant_features {{
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{0x100708, 1, moRatling, VF { if(c->wall == waNone && !c->monst && hrand(50000) < 25 + items[itVarTreasure]) c->monst = moRatling; }}
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}};
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#undef VF
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EX }
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EX namespace camelot {
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/** number of Grails collected, to show you as a knight */
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EX int knighted = 0;
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/** this value is used when using Orb of Safety in the Camelot in Pure Tactics Mode */
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EX int anthraxBonus = 0;
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EX void roundTableMessage(cell *c2) {
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if(!euclid && !cwt.at->master->alt) return;
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if(!euclid && !c2->master->alt) return;
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int dd = celldistAltRelative(c2) - celldistAltRelative(cwt.at);
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bool tooeasy = (roundTableRadius(c2) < newRoundTableRadius());
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if(dd>0) {
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if(grailWasFound(cwt.at)) {
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addMessage(XLAT("The Knights congratulate you on your success!"));
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knighted = roundTableRadius(cwt.at);
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}
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else if(!tooeasy)
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addMessage(XLAT("The Knights laugh at your failure!"));
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}
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else {
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if(grailWasFound(cwt.at))
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addMessage(XLAT("The Knights stare at you!"));
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else if(tooeasy) {
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if(!tactic::on)
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addMessage(XLAT("Come on, this is too easy... find a bigger castle!"));
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}
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else
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addMessage(XLAT("The Knights wish you luck!"));
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}
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}
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EX void knightFlavorMessage(cell *c2) {
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if(!eubinary && !c2->master->alt) {
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addMessage(XLAT("\"I am lost...\""));
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return;
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}
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if(tactic::on) {
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addMessage(XLAT("\"The Knights of the Horocyclic Table salute you!\""));
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return;
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}
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bool grailfound = grailWasFound(c2);
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int rad = roundTableRadius(c2);
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bool tooeasy = (rad < newRoundTableRadius());
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static int msgid = 0;
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retry:
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if(msgid >= 32) msgid = 0;
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if(msgid == 0 && grailfound) {
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addMessage(XLAT("\"I would like to congratulate you again!\""));
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}
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else if(msgid == 1 && !tooeasy) {
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addMessage(XLAT("\"Find the Holy Grail to become one of us!\""));
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}
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else if(msgid == 2 && !tooeasy) {
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addMessage(XLAT("\"The Holy Grail is in the center of the Round Table.\""));
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}
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#if CAP_CRYSTAL
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else if(msgid == 3 && cryst) {
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if(crystal::pure())
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addMessage(XLAT("\"Each piece of the Round Table is exactly %1 steps away from the Holy Grail.\"", its(roundTableRadius(c2))));
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else
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addMessage(XLAT("\"According to Merlin, the Round Table is a perfect Euclidean sphere in %1 dimensions.\"", its(ginf[gCrystal].sides/2)));
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}
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#endif
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else if(msgid == 3 && !peace::on && in_full_game()) {
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addMessage(XLAT("\"I enjoy watching the hyperbug battles.\""));
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}
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else if(msgid == 4 && in_full_game()) {
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addMessage(XLAT("\"Have you visited a temple in R'Lyeh?\""));
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}
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else if(msgid == 5 && in_full_game()) {
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addMessage(XLAT("\"Nice castle, eh?\""));
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}
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else if(msgid == 6 && items[itSpice] < 10 && !peace::on && in_full_game()) {
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addMessage(XLAT("\"The Red Rock Valley is dangerous, but beautiful.\""));
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}
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else if(msgid == 7 && items[itSpice] < 10 && !peace::on && in_full_game()) {
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addMessage(XLAT("\"Train in the Desert first!\""));
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}
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else if(msgid == 8 && sizes_known() && !tactic::on) {
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string s = "";
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if(0) ;
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#if CAP_CRYSTAL
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else if(cryst)
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s = crystal::get_table_boundary();
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#endif
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else if(!quotient)
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s = expansion.get_descendants(rad).get_str(100);
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if(s == "") { msgid++; goto retry; }
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addMessage(XLAT("\"Our Table seats %1 Knights!\"", s));
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}
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else if(msgid == 9 && sizes_known() && !tactic::on) {
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string s = "";
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if(0);
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#if CAP_CRYSTAL
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else if(cryst)
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s = crystal::get_table_volume();
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#endif
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else if(!quotient)
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s = expansion.get_descendants(rad-1, expansion.diskid).get_str(100);
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if(s == "") { msgid++; goto retry; }
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addMessage(XLAT("\"There are %1 floor tiles inside our Table!\"", s));
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}
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else if(msgid == 10 && !items[itPirate] && !items[itWhirlpool] && !peace::on && in_full_game()) {
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addMessage(XLAT("\"Have you tried to take a boat and go into the Ocean? Try it!\""));
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}
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else if(msgid == 11 && !princess::saved && in_full_game()) {
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addMessage(XLAT("\"When I visited the Palace, a mouse wanted me to go somewhere.\""));
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}
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else if(msgid == 12 && !princess::saved && in_full_game()) {
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addMessage(XLAT("\"I wonder what was there...\""));
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}
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else if(msgid == 13 && !peace::on && in_full_game()) {
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addMessage(XLAT("\"Be careful in the Rose Garden! It is beautiful, but very dangerous!\""));
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}
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else if(msgid == 14) {
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addMessage(XLAT("\"There is no royal road to geometry.\""));
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}
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else if(msgid == 15) {
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addMessage(XLAT("\"There is no branch of mathematics, however abstract, "));
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addMessage(XLAT("which may not some day be applied to phenomena of the real world.\""));
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}
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else if(msgid == 16) {
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addMessage(XLAT("\"It is not possession but the act of getting there, "));
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addMessage(XLAT("which grants the greatest enjoyment.\""));
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}
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else if(msgid == 17) {
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addMessage(XLAT("\"We live in a beautiful and orderly world, "));
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addMessage(XLAT("and not in a chaos without norms.\""));
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}
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else if(msgid == 25) {
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addMessage(XLAT("\"Thank you very much for talking, and have a great rest of your day!\""));
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}
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else {
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msgid++; goto retry;
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}
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msgid++;
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}
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EX }
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EX namespace mine {
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EX bool uncoverMines(cell *c, int lev, int dist, bool just_checking) {
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bool b = false;
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if(c->wall == waMineMine && just_checking) return true;
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if(c->wall == waMineUnknown) {
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if(just_checking)
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return true;
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else {
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c->wall = waMineOpen;
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b = true;
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}
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}
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bool minesNearby = false;
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bool nominesNearby = false;
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bool mineopens = false;
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auto adj = adj_minefield_cells(c);
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for(cell *c2: adj) {
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if(c2->wall == waMineMine) minesNearby = true;
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if(c2->wall == waMineOpen) mineopens = true;
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if(c2->wall == waMineUnknown && !c2->item) nominesNearby = true;
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}
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if(lev && (nominesNearby || mineopens) && !minesNearby) for(cell *c2: adj)
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if(c2->wall == waMineUnknown || c2->wall == waMineOpen) {
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b |= uncoverMines(c2, lev-1, dist+1, just_checking);
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if(b && just_checking) return true;
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}
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if(minesNearby && !nominesNearby && dist == 0) {
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for(cell *c2: adj)
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if(c2->wall == waMineMine && c2->land == laMinefield)
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c2->landparam |= 1;
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}
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return b;
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}
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EX bool mightBeMine(cell *c) {
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return c->wall == waMineUnknown || c->wall == waMineMine;
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}
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EX hookset<bool(cell*)> *hooks_mark;
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EX void performMarkCommand(cell *c) {
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if(!c) return;
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if(callhandlers(false, hooks_mark, c)) return;
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if(c->land == laCA && c->wall == waNone)
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c->wall = waFloorA;
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else if(c->land == laCA && c->wall == waFloorA)
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c->wall = waNone;
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if(c->land != laMinefield) return;
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if(c->item) return;
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if(!mightBeMine(c)) return;
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bool adj = false;
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forCellEx(c2, c) if(c2->wall == waMineOpen) adj = true;
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if(adj) c->landparam ^= 1;
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}
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EX bool marked_mine(cell *c) {
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if(!mightBeMine(c)) return false;
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if(c->item) return false;
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if(c->land != laMinefield) return true;
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return c->landparam & 1;
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}
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EX bool marked_safe(cell *c) {
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if(!mightBeMine(c)) return false;
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if(c->item) return true;
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if(c->land != laMinefield) return false;
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return c->landparam & 2;
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}
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EX bool safe() {
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return items[itOrbAether];
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}
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EX void uncover_full(cell *c2) {
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int mineradius =
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bounded ? 3 :
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(items[itBombEgg] < 1 && !tactic::on) ? 0 :
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items[itBombEgg] < 20 ? 1 :
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items[itBombEgg] < 30 ? 2 :
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3;
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bool nomine = !normal_gravity_at(c2);
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if(!nomine && uncoverMines(c2, mineradius, 0, true) && markOrb(itOrbAether))
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nomine = true;
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if(!nomine) {
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uncoverMines(c2, mineradius, 0, false);
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mayExplodeMine(c2, moPlayer);
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}
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}
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EX void auto_teleport_charges() {
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if(specialland == laMinefield && firstland == laMinefield && bounded)
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items[itOrbTeleport] = isFire(cwt.at->wall) ? 0 : 1;
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}
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EX }
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EX namespace terracotta {
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#if HDR
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// predictable or not
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static constexpr bool randterra = false;
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#endif
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EX void check(cell *c) {
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if(c->wall == waTerraWarrior && !c->monst && !racing::on) {
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bool live = false;
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if(randterra) {
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c->landparam++;
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if((c->landparam == 3 && hrand(3) == 0) ||
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(c->landparam == 4 && hrand(2) == 0) ||
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c->landparam == 5)
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live = true;
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}
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else {
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c->landparam--;
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live = !c->landparam;
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}
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if(live)
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c->monst = moTerraWarrior,
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c->hitpoints = 7,
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c->wall = waNone;
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}
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}
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EX void check_around(cell *c) {
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forCellEx(c2, c)
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check(c2);
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}
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EX void check() {
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for(int i=0; i<numplayers(); i++)
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forCellEx(c, playerpos(i)) {
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if(shmup::on) {
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forCellEx(c2, c)
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check(c2);
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}
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else
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check(c);
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}
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}
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EX }
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EX namespace ambush {
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EX void mark(cell *c, manual_celllister& cl) {
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if(!cl.add(c)) return;
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forCellEx(c2, c)
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if(c2->cpdist < c->cpdist)
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mark(c2, cl);
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}
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EX int distance;
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EX bool ambushed;
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EX void check_state() {
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if(havewhat & HF_HUNTER) {
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manual_celllister cl;
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for(cell *c: dcal) {
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if(c->monst == moHunterDog) {
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if(c->cpdist > distance)
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distance = c->cpdist;
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mark(c, cl);
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}
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if(c->monst == moHunterGuard && c->cpdist <= 4)
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mark(c, cl);
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}
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if(items[itHunting] > 5 && items[itHunting] <= 22) {
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int q = 0;
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for(int i=0; i<numplayers(); i++)
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forCellEx(c2, playerpos(i))
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if(cl.listed(c2))
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q++;
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if(q == 1) havewhat |= HF_FAILED_AMBUSH;
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if(q == 2) {
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for(int i=0; i<numplayers(); i++)
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forCellEx(c2, playerpos(i))
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if(cl.listed(c2))
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forCellEx(c3, playerpos(i))
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if(c3 != c2 && isNeighbor(c2,c3))
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if(cl.listed(c3))
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havewhat |= HF_FAILED_AMBUSH;
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}
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if(havewhat & HF_FAILED_AMBUSH && ambushed) {
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addMessage(XLAT("The Hunting Dogs give up."));
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ambushed = false;
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}
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}
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}
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}
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EX int fixed_size;
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EX int size(cell *c, eItem what) {
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bool restricted = false;
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for(cell *c2: dcal) {
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if(c2->cpdist > 3) break;
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if(c2->monst && !isFriendly(c2) && !slowMover(c2) && !isMultitile(c2)) restricted = true;
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}
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int qty = items[itHunting];
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if(fixed_size)
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return fixed_size;
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switch(what) {
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case itCompass:
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return 0;
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case itHunting:
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return min(min(qty, max(33-qty, 6)), 15);
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case itOrbSide3:
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return restricted ? 10 : 20;
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case itOrbFreedom:
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return restricted ? 10 : 60;
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case itOrbThorns:
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case itOrb37:
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return 20;
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case itOrbLava:
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return 20;
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case itOrbBeauty:
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return 35;
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case itOrbShell:
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return 35;
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case itOrbPsi:
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// return 40; -> no benefits
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return 20;
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case itOrbDash:
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case itOrbFrog:
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return 40;
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case itOrbAir:
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case itOrbDragon:
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return 50;
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case itOrbStunning:
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// return restricted ? 50 : 60; -> no benefits
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return 30;
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case itOrbBull:
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case itOrbSpeed:
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case itOrbShield:
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return 60;
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case itOrbInvis:
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return 80;
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case itOrbTeleport:
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return 300;
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case itGreenStone:
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case itOrbSafety:
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case itOrbYendor:
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return 0;
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case itKey:
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return 16;
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case itWarning:
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return qty;
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default:
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return restricted ? 6 : 10;
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break;
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// Flash can survive about 70, but this gives no benefits
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}
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||||
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}
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EX int ambush(cell *c, eItem what) {
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int maxdist = gamerange();
|
||||
celllister cl(c, maxdist, 1000000, NULL);
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cell *c0 = c;
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||||
int d = 0;
|
||||
int dogs0 = 0;
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||||
for(cell *cx: cl.lst) {
|
||||
int dh = cl.getdist(cx);
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if(dh <= 2 && cx->monst == moHunterGuard)
|
||||
cx->monst = moHunterDog, dogs0++;
|
||||
if(dh > d) c0 = cx, d = dh;
|
||||
}
|
||||
if(sphere) {
|
||||
int dogs = size(c, what);
|
||||
for(int i = cl.lst.size()-1; i>0 && dogs; i--)
|
||||
if(!isPlayerOn(cl.lst[i]) && !cl.lst[i]->monst)
|
||||
cl.lst[i]->monst = moHunterDog, dogs--;
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||||
}
|
||||
vector<cell*> around;
|
||||
cell *clast = NULL;
|
||||
cell *ccur = c0;
|
||||
int v = VALENCE;
|
||||
if(v > 4) {
|
||||
for(cell *c: cl.lst) if(cl.getdist(c) == d) around.push_back(c);
|
||||
hrandom_shuffle(&around[0], isize(around));
|
||||
}
|
||||
else {
|
||||
for(int tries=0; tries<10000; tries++) {
|
||||
cell *c2 = NULL;
|
||||
if(v == 3) {
|
||||
forCellEx(c1, ccur)
|
||||
if(c1 != clast && cl.listed(c1) && cl.getdist(c1) == d)
|
||||
c2 = c1;
|
||||
}
|
||||
if(v == 4) {
|
||||
for(int i=0; i<ccur->type; i++) {
|
||||
cell *c1 = (cellwalker(ccur, i) + wstep + 1).peek();
|
||||
if(!c1) continue;
|
||||
if(c1 != clast && cl.listed(c1) && cl.getdist(c1) == d)
|
||||
c2 = c1;
|
||||
}
|
||||
}
|
||||
if(!c2) break;
|
||||
if(c2->land == laHunting && c2->wall == waNone && c2->monst == moNone)
|
||||
around.push_back(c2);
|
||||
clast = ccur; ccur = c2;
|
||||
if(c2 == c0) break;
|
||||
}
|
||||
}
|
||||
int N = isize(around);
|
||||
int dogs = size(c, what);
|
||||
|
||||
int gaps = dogs;
|
||||
if(!N) return dogs0;
|
||||
ambushed = true;
|
||||
int shift = hrand(N);
|
||||
dogs = min(dogs, N);
|
||||
gaps = min(gaps, N);
|
||||
for(int i=0; i<dogs; i++) {
|
||||
int pos = (shift + (N * i) / gaps) % N;
|
||||
cell *nextdog = around[pos];
|
||||
nextdog->monst = moHunterDog;
|
||||
nextdog->stuntime = 1;
|
||||
drawFlash(nextdog);
|
||||
}
|
||||
return dogs + dogs0;
|
||||
}
|
||||
EX }
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user