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renamed 'near' to 'isnear' ('near' is a non-standard keyword)
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@ -2496,7 +2496,7 @@ namespace sword {
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return false;
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}
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bool near(cell *where) {
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bool isnear(cell *where) {
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if(at(where, false)) return true;
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forCellEx(w2, where) if(at(w2, false)) return true;
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return false;
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6
game.cpp
6
game.cpp
@ -3758,7 +3758,7 @@ int moveval(cell *c1, cell *c2, int d, flagtype mf) {
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return 1500 + celldistance(c1, dragon::target) - celldistance(c2, dragon::target);
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// Goblins avoid getting near the Sword
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if(m == moGoblin && sword::near(c2)) return 790;
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if(m == moGoblin && sword::isnear(c2)) return 790;
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if(m == moBat && batsAfraid(c2)) return 790;
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if(m == moButterfly)
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@ -3778,7 +3778,7 @@ int moveval(cell *c1, cell *c2, int d, flagtype mf) {
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// goblins blocked by anglophobia prefer to move around than to stay
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if(m == moGoblin) {
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bool swn = false;
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forCellEx(c3, c1) if(sword::near(c3)) swn = true;
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forCellEx(c3, c1) if(sword::isnear(c3)) swn = true;
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if(swn) dd += 210;
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}
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@ -3797,7 +3797,7 @@ int stayval(cell *c, flagtype mf) {
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if(isRatling(c->monst) && lastmovetype != lmSkip)
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return 700;
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// Goblins avoid staying near the Sword (if there is no choice, movement is preferred)
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if(c->monst == moGoblin && sword::near(c)) return 780;
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if(c->monst == moGoblin && sword::isnear(c)) return 780;
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// Vikings move in a roughly straight line even if they cannot detect you
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if(c->monst == moViking && c->wall == waBoat)
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return 750;
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