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some more special cases for Magnetism
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daba860085
57
game.cpp
57
game.cpp
@ -1124,12 +1124,6 @@ int monstersnear(stalemate1& sm) {
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bool eaten = false;
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if(hardcore && sm.who == moPlayer) return 0;
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dynamicval<eMonster> sw(passive_switch, passive_switch);
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if(sm.moveto->item && itemclass(sm.moveto->item) == IC_TREASURE)
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passive_switch = active_switch();
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if(items[itOrbMagnetism]) forCellEx(c2, sm.moveto)
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if(canPickupItemWithMagnetism(c2, sm.comefrom) && itemclass(c2->item) == IC_TREASURE)
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passive_switch = active_switch();
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int res = 0;
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bool fast = false;
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@ -1256,12 +1250,24 @@ int monstersnear2() {
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for(int i=0; i<ittypes; i++) recorduse[i] = orbused[i];
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if(multi::cpid == multi::players || multi::players == 1 || multi::checkonly) {
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// check for safe orbs first
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for(int i=0; i<size(stalemate::moves); i++)
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if(hasSafeOrb(stalemate::moves[i].moveto)) {
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dynamicval<eMonster> sw(passive_switch, passive_switch);
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// check for safe orbs and switching first
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for(auto &sm: stalemate::moves) {
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if(hasSafeOrb(sm.moveto)) {
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multi::cpid--; return 0;
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}
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if(sm.moveto->item && itemclass(sm.moveto->item) == IC_TREASURE)
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passive_switch = active_switch();
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if(items[itOrbMagnetism]) forCellEx(c2, sm.moveto)
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if(canPickupItemWithMagnetism(c2, sm.comefrom)) {
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if(itemclass(c2->item) == IC_TREASURE)
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passive_switch = active_switch();
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if(hasSafeOrb(c2))
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return 0;
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}
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}
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for(int i=0; i<size(stalemate::moves); i++)
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for(int j=0; j<size(stalemate::moves); j++) if(i != j) {
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if(swordConflict(stalemate::moves[i], stalemate::moves[j])) {
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@ -3179,17 +3185,7 @@ void playerMoveEffects(cell *c1, cell *c2) {
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addMessage(XLAT("You become a bit nervous..."));
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addMessage(XLAT("Better not to let your greed make you stray from your path."));
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playSound(c2, "nervous");
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}
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if(items[itOrbMagnetism])
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forCellEx(c3, c2) if(canPickupItemWithMagnetism(c3, c2)) {
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if(c3->item == itCompass) {
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if(!c2->item)
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moveItem(c3, c2, false);
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}
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else if(markOrb(itOrbMagnetism))
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collectItem(c3, false);
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}
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}
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}
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void beastcrash(cell *c, cell *beast) {
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@ -6317,6 +6313,24 @@ bool canPickupItemWithMagnetism(cell *c, cell *from) {
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return true;
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}
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bool doPickupItemsWithMagnetism(cell *c) {
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cell *csaf = NULL;
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if(items[itOrbMagnetism])
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forCellEx(c3, c) if(canPickupItemWithMagnetism(c3, c)) {
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if(c3->item == itCompass) {
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if(!c->item)
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moveItem(c3, c, false);
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}
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else if(c3->item == itOrbSafety || c3->item == itBuggy || c3->item == itBuggy2)
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csaf = c3;
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else if(markOrb(itOrbMagnetism))
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collectItem(c3, false);
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}
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if(csaf)
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return collectItem(csaf, false);
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return false;
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}
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void pickupMovedItems(cell *c) {
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if(!c->item) return;
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if(isPlayerOn(c)) collectItem(c, true);
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@ -7491,6 +7505,7 @@ bool movepcto(int d, int subdir, bool checkonly) {
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}
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if(!boatmove && collectItem(c2)) return true;
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if(doPickupItemsWithMagnetism(c2)) return true;
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if(isIcyLand(cwt.c) && cwt.c->wall == waNone && markOrb(itOrbWinter)) {
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invismove = false;
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4
orbs.cpp
4
orbs.cpp
@ -108,12 +108,14 @@ void reduceOrbPowers() {
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reduceOrbPower(itOrbDigging, 100);
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reduceOrbPower(itOrbTeleport, 200);
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reduceOrbPower(itOrbSpace, 150);
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reduceOrbPower(itOrbMagnetism, 150);
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reduceOrbPowerAlways(itOrbSafety);
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reduceOrbPower(itOrbThorns, 150);
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reduceOrbPower(itOrbWater, 150);
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reduceOrbPower(itOrbAir, 150);
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reduceOrbPower(itOrbFrog, 77);
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reduceOrbPower(itOrbDash, 77);
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reduceOrbPower(itOrbPhasing, 77);
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reduceOrbPower(itOrbDiscord, 67);
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reduceOrbPower(itOrbSummon, 333);
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reduceOrbPower(itOrbMatter, 333);
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@ -1298,6 +1300,7 @@ int orbcharges(eItem it) {
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return 40;
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case itOrbFrog:
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case itOrbDash:
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case itOrbPhasing:
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return 45;
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case itOrb37:
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case itOrbEnergy:
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@ -1324,6 +1327,7 @@ int orbcharges(eItem it) {
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case itOrbPsi:
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case itOrbDigging:
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case itOrbTeleport:
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case itOrbMagnetism:
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return 77;
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case itOrbDomination:
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return 90;
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