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Asteroids now has some gameplay in non-shmup
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@ -757,6 +757,11 @@ EX void killMonster(cell *c, eMonster who, flagtype deathflags IS(0)) {
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// a reward for killing him before he shoots!
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// a reward for killing him before he shoots!
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c->item = itOrbDragon;
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c->item = itOrbDragon;
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}
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}
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if(m == moAsteroid && !shmup::on && c->item == itNone && c->wall != waChasm) {
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c->item = itAsteroid;
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changes.value_add(splitrocks, 2);
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}
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if(m == moOutlaw && (c->item == itNone || c->item == itRevolver) && c->wall != waChasm)
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if(m == moOutlaw && (c->item == itNone || c->item == itRevolver) && c->wall != waChasm)
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c->item = itBounty;
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c->item = itBounty;
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// note: an Orb appears underwater!
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// note: an Orb appears underwater!
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@ -1569,9 +1569,9 @@ LAND( 0x30FF30, "Irradiated Field", laVariant, ZERO, itVarTreasure, RESERVED,
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LAND( 0x202020, "Space Rocks", laAsteroids, ZERO, itAsteroid, RESERVED, rock_description)
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LAND( 0x202020, "Space Rocks", laAsteroids, ZERO, itAsteroid, RESERVED, rock_description)
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ITEM( '!', 0xFFD0D0, "Fuel", itAsteroid, IC_TREASURE, ZERO, RESERVED, osNone, rock_description)
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ITEM( '!', 0xFFD0D0, "Fuel", itAsteroid, IC_TREASURE, ZERO, RESERVED, osNone, rock_description)
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MONSTER('A', 0x606040, "Space Rock", moAsteroid, ZERO, RESERVED, moAsteroid, rock_description)
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MONSTER('A', 0x606040, "Space Rock", moAsteroid, ZERO, RESERVED, moYeti, rock_description)
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NATIVE(m == moAsteroid ? 2 : 0)
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NATIVE(m == moAsteroid ? 2 : 0)
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REQ( NEVER )
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REQ( ALWAYS )
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LAND( 0x00C0C0, "Wetland", laWet, ZERO, itWet, RESERVED,
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LAND( 0x00C0C0, "Wetland", laWet, ZERO, itWet, RESERVED,
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"Some people have definitely drowned in this treacherous area. Better be careful!"
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"Some people have definitely drowned in this treacherous area. Better be careful!"
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@ -564,6 +564,7 @@ EX eLand getNewLand(eLand old) {
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tab[cnt++] = laHalloween;
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tab[cnt++] = laHalloween;
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tab[cnt++] = laWildWest;
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tab[cnt++] = laWildWest;
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tab[cnt++] = laAsteroids;
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// the advanced lands
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// the advanced lands
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if(all_unlocked || gold() >= R60) {
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if(all_unlocked || gold() >= R60) {
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@ -8,7 +8,7 @@
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#include "hyper.h"
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#include "hyper.h"
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namespace hr {
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namespace hr {
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EX int avengers, mirrorspirits, wandering_jiangshi, jiangshi_on_screen;
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EX int avengers, mirrorspirits, wandering_jiangshi, jiangshi_on_screen, splitrocks;
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EX bool timerghost = true;
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EX bool timerghost = true;
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EX bool gen_wandering = true;
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EX bool gen_wandering = true;
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@ -562,6 +562,12 @@ EX void wandering() {
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else if(c->monst || c->pathdist == PINFD) break;
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else if(c->monst || c->pathdist == PINFD) break;
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else if(c->land == laAsteroids && splitrocks && canReachPlayer(c, moYeti)) {
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c->monst = moAsteroid;
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splitrocks--;
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continue;
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}
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else if(c->land == laAsteroids) {
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else if(c->land == laAsteroids) {
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int gen = 0;
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int gen = 0;
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if(asteroids_generated * 12 <= items[itAsteroid]) gen = 2;
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if(asteroids_generated * 12 <= items[itAsteroid]) gen = 2;
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@ -224,6 +224,8 @@ EX void initgame() {
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rosephase = 0;
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rosephase = 0;
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shmup::count_pauses = 0;
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shmup::count_pauses = 0;
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splitrocks = 0;
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if(firstland == laElementalWall) cwt.at->land = randomElementalLand();
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if(firstland == laElementalWall) cwt.at->land = randomElementalLand();
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resetview();
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resetview();
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