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added more lands to the Random Pattern Mode
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afd412f982
commit
f436a2bc53
@ -1649,7 +1649,7 @@ vector<landtacinfo> land_tac = {
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vector<eLand> randlands = {
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laIce, laDesert, laCaves, laAlchemist, laGraveyard, laPower, laLivefjord, laZebra,
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laRlyeh, laDryForest, laEmerald, laWineyard, laDeadCaves, laRedRock,
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laOvergrown, laWildWest, laWarpCoast, laRuins
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laOvergrown, laWildWest, laWarpCoast, laRuins, laBull, laDragon, laReptile, laDocks
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};
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geometryinfo ginf[gGUARD] = {
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38
landgen.cpp
38
landgen.cpp
@ -542,6 +542,13 @@ void giantLandSwitch(cell *c, int d, cell *from) {
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case laReptile:
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if(d == 9) {
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if(randomPatternsMode) {
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int ch = hrand(200);
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if(RANDPAT) c->wall = waChasm;
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else c->wall = ch < (50 + items[itDodeca] + yendor::hardness()) ? waReptile : waNone;
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c->wparam = 1 + hrand(reptilemax());
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}
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else {
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int i = zebra40(c);
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if(i < 40) {
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int cd = getCdata(c, 3);
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@ -558,6 +565,7 @@ void giantLandSwitch(cell *c, int d, cell *from) {
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c->wall = waReptile; c->wparam = 100;
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}
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}
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}
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if(d == 7 && c->wall != waChasm) {
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bool nonchasm = false;
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forCellEx(c2, c) if(c2->wall != waChasm) nonchasm = true;
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@ -685,11 +693,16 @@ void giantLandSwitch(cell *c, int d, cell *from) {
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case laDragon:
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if(d == 9) {
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if(randomPatternsMode) {
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if(RANDPAT) c->wall = waChasm;
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}
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else {
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int cd = getCdata(c, 3);
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cd &= 31;
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if(cd >= 6 && cd<12) c->wall = waChasm;
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else if(hrand(1000) == 0) c->wall = waEternalFire;
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}
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}
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ONEMPTY {
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// 40 is the usual rate of dragon generation
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int dchance = 40;
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@ -1588,7 +1601,13 @@ void giantLandSwitch(cell *c, int d, cell *from) {
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int ce = getCdata(c, 2);
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ce &= 15;
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if(cd >= 8 && ce >= 8) */
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if(hrand(100) < 25)
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if(randomPatternsMode) {
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int i = (RANDPAT ? 1 : 0) + (RANDPATV(laHell) ? 2 : 0);
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eWall w[4] = {waNone, waSmallTree, waBigTree, waStone};
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c->wall = w[i];
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}
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else if(hrand(100) < 25)
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c->wall = safety ? pick(waBigTree, waSmallTree) : pick(waStone, waBigTree, waSmallTree);
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}
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@ -1930,6 +1949,10 @@ void giantLandSwitch(cell *c, int d, cell *from) {
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case laRuins: {
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int kf = 10 + items[itRuins] + yendor::hardness();
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if(d == 8) {
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if(randomPatternsMode) {
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c->wall = RANDPAT ? waRuinWall : waNone;
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}
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else {
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if(out_ruin(c)) {
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if(hrand(100) < 3)
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c->wall = waRuinWall;
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@ -1938,6 +1961,7 @@ void giantLandSwitch(cell *c, int d, cell *from) {
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forCellEx(c2, c) if(out_ruin(c2))
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c->wall = waRuinWall;
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}
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}
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if(hrand(40000) < kf && !c->monst && !c->wall && !shmup::on) {
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cell *c1 = c;
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cell *c2 = createMov(c1, hrand(c1->type));
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@ -1964,6 +1988,12 @@ void giantLandSwitch(cell *c, int d, cell *from) {
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case laDocks: {
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if(d == 8) {
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if(randomPatternsMode) {
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c->wall = RANDPAT ? waDock : waSea;
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if(c->wall == waSea && RANDPATV(laEAir))
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c->wall = waBoat;
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}
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else {
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patterns::patterninfo si;
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if(a38)
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patterns::val38(c, si, patterns::SPF_DOCKS, patterns::PAT_COLORING);
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@ -1980,7 +2010,12 @@ void giantLandSwitch(cell *c, int d, cell *from) {
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}
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}
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}
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}
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if(d == 7 && !safety) {
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if(randomPatternsMode) {
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if(hrand(2000) < PT(30 + kills[moRatling] + kills[moCShark] + kills[moAlbatross] + kills[moPirate] + kills[moFireFairy], 100)) c->item = itDock;
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}
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else {
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patterns::patterninfo si;
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if(a38)
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patterns::val38(c, si, patterns::SPF_DOCKS, patterns::PAT_COLORING);
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@ -1988,6 +2023,7 @@ void giantLandSwitch(cell *c, int d, cell *from) {
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si.id = hrand(20);
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if(si.id == 16 && hrand(250) < PT(30 + kills[moRatling] + kills[moCShark] + kills[moAlbatross] + kills[moPirate] + kills[moFireFairy], 100))
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c->item = itDock;
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}
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if(c->wall == waDock && hrand(6000) < 25 + items[itDock] + yendor::hardness())
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c->monst = pick(moPirate, moRatling, moFireFairy);
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if(c->wall == waSea && hrand(6000) < 25 + items[itDock] + yendor::hardness())
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@ -585,7 +585,7 @@ bool hyperstonesUnlocked() {
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// 2 = always available, 1 = highscore required, 0 = never available
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int isRandland(eLand l) {
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if(l == laIce || l == laDesert || l == laCaves || l == laWildWest)
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if(l == laIce || l == laDesert || l == laCaves || l == laWildWest || l == laDocks)
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return 2;
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for(eLand ll: randlands) if(l == ll) return 1;
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return 0;
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@ -665,7 +665,7 @@ eLand pickLandRPM(eLand old) {
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eLand n = randlands[hrand(size(randlands))];
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if(incompatible(n, old)) continue;
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if(isRandland(n) == 2) return n;
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if(hiitemsMax(treasureType(n)) < 10)
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if(!autocheat && !cheater && hiitemsMax(treasureType(n)) < 10)
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continue;
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return n;
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}
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