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no-escape Blizzard cells now generate OoSafety

This commit is contained in:
Zeno Rogue 2017-12-02 01:13:31 +01:00
parent eb12309487
commit 7340ca190a

View File

@ -51,6 +51,31 @@ bool reptilecheat = false;
#define ONEMPTY if(d == 7 && passable(c, NULL, 0) && !safety)
vector<cell*> noescape_list;
bool blizzard_no_escape1(cell *c) {
if(c->aitmp >= 0 && c->aitmp < size(noescape_list) && noescape_list[c->aitmp] == c)
return true;
c->aitmp = size(noescape_list); noescape_list.push_back(c);
if(c->item == itOrbSafety)
return false;
forCellEx(c2, c) {
if(c2->land == laBarrier)
continue;
if(c2->land != laBlizzard && passable(c2, NULL, 0))
return false;
if(!againstWind(c2, c) && !blizzard_no_escape1(c2))
return false;
}
return true;
}
bool blizzard_no_escape(cell *c) {
sval++;
noescape_list.resize(0);
return blizzard_no_escape1(c);
}
// the giant switch generating most of the lands...
void giantLandSwitch(cell *c, int d, cell *from) {
@ -823,6 +848,8 @@ void giantLandSwitch(cell *c, int d, cell *from) {
if(hrand(8000) < 10 + (items[itBlizzard] + yendor::hardness()))
c->monst = pick(moVoidBeast, moIceGolem);
}
if((d == 7 || d == 6) && blizzard_no_escape(c))
c->item = itOrbSafety, c->monst = moNone;
break;