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symmetric pathdist
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@ -54,20 +54,14 @@ EX vector<cell*> worms, ivies, ghosts, golems, hexsnakes;
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/** temporary changes during bfs */
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vector<pair<cell*, eMonster>> tempmonsters;
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/** additional direction information for BFS algorithms.
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* It remembers from where we have got to this location
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* the opposite cell will be added to the queue first,
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* which helps the AI. Used by computePathdist and its callees.
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**/
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EX vector<int> path_reachedfrom;
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/** The position of the first cell in dcal in distance 7. New wandering monsters can be generated in dcal[first7..]. */
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EX int first7;
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/** the list of all nearby cells, according to cpdist */
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EX vector<cell*> dcal;
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/** the list of all nearby cells, according to current pathdist */
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EX vector<cell*> pathq;
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EX vector<cellwalker> pathq;
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/** the number of big statues -- they increase monster generation */
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EX int statuecount;
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@ -88,25 +82,61 @@ EX int gamerange() { return getDistLimit() + gamerange_bonus; }
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EX cell *pd_from;
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EX int pd_range;
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EX void onpath(cell *c, int d) {
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if(!pathlock) { println(hlog, "onpath without pathlock"); }
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c->pathdist = d;
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pathq.push_back(c);
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#if HDR
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/** The pathdata is used to keep a list of visited cells. It is used as follows:
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* 1) create pathdata object: pathdata pd(identifier)
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* 2) use one of the following methods to mark cells as visited:
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* 2a) onpath_with_dir or onpath_random_dir, to mark a cell together with its distance and the direction we came from (used by computePathdist to make pathfinding not sensitive to direction indexing)
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* 2b) onpath, to mark a cell at its distance (used when ordering is irrelevant: compute_graphical_distance and in shmup)
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* 2c) onpatk_mark, to just mark a cell (used in groupmove2)
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* 3) All the visited cells are listed in pathq, and they have 'pathdist' set to their recorded distance (0 in case of onpath_mark).
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* 4) When the pathdata object is deleted, all the pathdist values are cleared back to PINFD.
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* The variable 'pathlock' ensures that we do not use two pathdata objects at once.
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**/
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struct pathdata {
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void checklock();
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~pathdata();
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pathdata(eMonster m, bool include_allies IS(true));
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pathdata(int i);
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};
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#endif
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/** using pathdata, record a cell (together with direction) as visited */
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EX void onpath_with_dir(cellwalker cw, int d) {
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if(!pathlock) {
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println(hlog, "onpath(", cw, ", ", d, ") without pathlock");
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}
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cw.at->pathdist = d;
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pathq.push_back(cw);
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}
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void onpath_rf(cell *c, int d, int sp) {
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onpath(c, d);
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path_reachedfrom.push_back(sp);
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/** using pathdata, record a cell as visited, with random direction */
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EX void onpath_random_dir(cell *c, int d) {
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onpath_with_dir(cellwalker(c, hrand(c->type), hrand(2)), d);
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}
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EX void onpath(cell *c, int d) {
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onpath_with_dir(cellwalker(c, 0, 0), d);
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}
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EX void onpath_mark(cell *c) {
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onpath_with_dir(cellwalker(c, 0, 0), 0);
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}
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EX void clear_pathdata() {
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for(auto c: pathq) c->pathdist = PINFD;
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for(auto c: pathq) c.at->pathdist = PINFD;
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pathq.clear();
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pathqm.clear();
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}
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/** This ensures that we do not use two pathdata objects at once */
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EX int pathlock = 0;
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/** compute_graphical_distance determines the distance of every cell
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* from the current FOV center. It uses the pathq structures but
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* does not lock them */
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EX void compute_graphical_distance() {
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if(pathlock) { printf("path error: compute_graphical_distance\n"); }
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cell *c1 = centerover ? centerover : pd_from ? pd_from : cwt.at;
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@ -114,14 +144,13 @@ EX void compute_graphical_distance() {
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if(pd_from == c1 && pd_range == sr) return;
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clear_pathdata();
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pathlock++;
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pd_from = c1;
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pd_range = sr;
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c1->pathdist = 0;
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pathq.push_back(pd_from);
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pathlock++;
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onpath(c1, 0);
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for(int qb=0; qb<isize(pathq); qb++) {
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cell *c = pathq[qb];
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cell *c = pathq[qb].at;
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if(c->pathdist == pd_range) break;
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if(qb == 0) forCellCM(c1, c) ;
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forCellEx(c1, c)
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@ -153,7 +182,7 @@ struct princess_ai {
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void princess_ai::run() {
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int radius = toggle_radius(waOpenPlate);
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if(pathq.empty()) return;
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int d = pathq.back()->pathdist;
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int d = pathq.back().at->pathdist;
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if(d == PINFD - 1) return;
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d++;
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if(d < 5) d = 5; /* the Princess AI avoids plates when too close to the player */
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@ -168,17 +197,15 @@ void princess_ai::run() {
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info[0].visit(c1);
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}
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if(k == radius && c->wall == waOpenPlate && c->pathdist == PINFD)
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onpath_rf(c, d, hrand(c->type));
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onpath_random_dir(c, d);
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}
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}
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EX void computePathdist(eMonster param, bool include_allies IS(true)) {
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path_reachedfrom.clear();
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for(cell *c: targets)
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if(include_allies || isPlayerOn(c))
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onpath_rf(c, isPlayerOn(c) ? 0 : 1, hrand(c->type));
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onpath_random_dir(c, isPlayerOn(c) ? 0 : 1);
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int qtarg = isize(targets);
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@ -191,8 +218,10 @@ EX void computePathdist(eMonster param, bool include_allies IS(true)) {
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princess_retry:
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for(; qb < isize(pathq); qb++) {
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cell *c = pathq[qb];
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int fd = path_reachedfrom[qb] + c->type/2;
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cellwalker cw = pathq[qb];
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/* The opposite cell will be added to the queue first, which helps the AI. */
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cw += cw.at->type/2;
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cell*& c = cw.at;
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if(c->monst && !isBug(c) && !(isFriendly(c) && !c->stuntime)) {
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pathqm.push_back(c);
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continue; // no paths going through monsters
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@ -206,9 +235,9 @@ EX void computePathdist(eMonster param, bool include_allies IS(true)) {
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int d = c->pathdist;
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if(d == PINFD - 1) continue;
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for(int j=0; j<c->type; j++) {
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int i = (fd+j) % c->type;
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cellwalker cw1 = cw + j;
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// printf("i=%d cd=%d\n", i, c->move(i)->cpdist);
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cell *c2 = c->move(i);
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cell *c2 = cw1.peek();
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flagtype f = P_MONSTER | P_REVDIR;
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if(param == moTameBomberbird) f |= P_FLYING;
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@ -224,7 +253,7 @@ EX void computePathdist(eMonster param, bool include_allies IS(true)) {
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continue;
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}
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onpath_rf(c2, d+1, c->c.spin(i));
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onpath_with_dir(cw1 + wstep, d+1);
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}
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else if(c2 && c2->wall == waClosedGate && princess)
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@ -238,15 +267,6 @@ EX void computePathdist(eMonster param, bool include_allies IS(true)) {
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}
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}
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#if HDR
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struct pathdata {
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void checklock();
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~pathdata();
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pathdata(eMonster m, bool include_allies IS(true));
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pathdata(int i);
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};
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#endif
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pathdata::~pathdata() {
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pathlock--;
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clear_pathdata();
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@ -1135,7 +1135,7 @@ EX void groupmove2(const movei& mi, eMonster movtype, flagtype mf) {
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if((mf & MF_ONLYEAGLE) && bird_disruption(c) && markOrb(itOrbGravity)) return;
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// in the gravity lands, eagles cannot ascend in their second move
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if((mf & MF_ONLYEAGLE) && gravityLevelDiff(c, from) < 0) {
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onpath(c, 0);
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onpath_mark(c);
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return;
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}
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if((mf & MF_NOFRIEND) && isFriendly(c)) return;
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@ -1150,12 +1150,12 @@ EX void groupmove2(const movei& mi, eMonster movtype, flagtype mf) {
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if(c->move(j) && canAttack(c, c->monst, c->move(j), c->move(j)->monst, af)) {
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attackMonster(c->move(j), AF_NORMAL | AF_GETPLAYER | AF_MSG, c->monst);
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animateAttack(movei(c, j), LAYER_SMALL);
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onpath(c, 0);
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onpath_mark(c);
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// XLATC eagle
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return;
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}
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if(from->cpdist == 0 || from->monst) { onpath(c, 0); return; }
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if(from->cpdist == 0 || from->monst) { onpath_mark(c); return; }
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if(movtype == moDragonHead) {
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dragon::move(mi);
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@ -1164,16 +1164,16 @@ EX void groupmove2(const movei& mi, eMonster movtype, flagtype mf) {
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moveMonster(mi);
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onpath(from, 0);
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onpath_mark(from);
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if(isDie(mi.t->monst)) {
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/* other dice will not pathfind through the original cell */
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/* this makes it easier for the player to roll dice correctly */
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onpath(c, 0);
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onpath_mark(c);
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return;
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}
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}
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onpath(c, 0);
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onpath_mark(c);
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// MAXGCELL
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if(isize(gendfs) < 1000 || c->cpdist <= 6) gendfs.push_back(c);
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}
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@ -1232,7 +1232,7 @@ EX void groupmove(eMonster movtype, flagtype mf) {
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if((mf & MF_ONLYEAGLE) && c->monst != moEagle && c->monst != moBat) return;
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if(movegroup(c->monst) == movtype && c->pathdist != 0) {
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cell *c2 = moveNormal(c, mf);
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if(c2) onpath(c2, 0);
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if(c2) onpath_mark(c2);
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}
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}
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}
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@ -1323,7 +1323,7 @@ EX void hexvisit(cell *c, cell *from, int d, bool mounted, int colorpair) {
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moveHexSnake(movei(from, d).rev(), mounted);
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}
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onpath(c, 0);
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onpath_mark(c);
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// MAXGCELL
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if(isize(hexdfs) < 2000 || c->cpdist <= 6)
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@ -1337,12 +1337,12 @@ EX void movehex(bool mounted, int colorpair) {
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if(mounted) {
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if(dragon::target && dragon::target->monst != moHexSnake) {
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hexdfs.push_back(dragon::target);
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onpath(dragon::target, 0);
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onpath_mark(dragon::target);
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}
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}
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else for(cell *c: targets) {
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hexdfs.push_back(c);
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onpath(c, 0);
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onpath_mark(c);
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}
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//hexdfs.push_back(cwt.at);
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