// Hyperbolic Rogue -- monster generation // Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details /** \file monstergen.cpp * \brief monster generation */ #include "hyper.h" namespace hr { EX int avengers, mirrorspirits, wandering_jiangshi, jiangshi_on_screen, splitrocks; EX bool timerghost = true; EX bool gen_wandering = true; EX int buildIvy(cell *c, int children, int minleaf) { if(c->monst) return 0; c->mondir = NODIR; c->monst = moIvyRoot; c->monmirror = nonorientable && hrand(2); cell *child = NULL; int leaf = 0; int leafchild = 0; for(int i=0; itype; i++) { createMov(c, i); if(passable(c->move(i), c, 0) && c->move(i)->land == c->land) { if(children && !child) child = c->move(i), leafchild = buildIvy(c->move(i), children-1, 5); else c->move(i)->monst = (leaf++ || peace::on) ? moIvyWait : moIvyHead, c->move(i)->mondir = c->c.spin(i), c->move(i)->monmirror = c->monmirror; } } leaf += leafchild; if(leaf < minleaf) { if(child) killIvy(child, moNone); dynamicval k(kills[moIvyDead]); killIvy(c, moNone); return 0; } else return leaf; } /** the 'chasmify' functions create a simulation of the path the monster came by */ EX void chasmify(cell *c) { c->wall = waChasm; c->item = itNone; int q = 0; cell *c2[10]; for(int i=0; itype; i++) if(c->move(i) && c->move(i)->mpdist > c->mpdist && cellUnstable(c->move(i))) c2[q++] = c->move(i); if(q) { cell *c3 = c2[hrand(q)]; c3->wall = waChasmD; } } EX void chasmifyEarth(cell *c) { int q = 0; int d2[10]; for(int i=2; i<=c->type-2; i++) { int j = (i+c->mondir)%c->type; cell *c2 = c->move(j); if(c2 && c2->mpdist > c->mpdist && ( c2->wall == waDeadfloor || c2->wall == waDeadwall || c2->wall == waDeadfloor2)) d2[q++] = j; } if(!q) printf("no further move!\n"); if(q) { int d = d2[hrand(q)]; cell *c3 = c->move(d); c3->wall = waEarthD; for(int i=0; itype; i++) { cell *c4 = createMov(c3, i); earthFloor(c4); } c3->mondir = c->c.spin(d); } earthWall(c); c->item = itNone; } EX void chasmifyElemental(cell *c) { int q = 0; int d2[10]; for(int i=2; i<=c->type-2; i++) { int j = (i+c->mondir)%c->type; cell *c2 = c->move(j); if(c2 && c2->mpdist > c->mpdist && c2->land == c->land) d2[q++] = j; } if(q) { int d = d2[hrand(q)]; cell *c3 = c->move(d); if(!c3->monst) { c3->wall = waElementalD; for(int i=0; itype; i++) { cell *c4 = createMov(c3, i); if(c4->wall != waBarrier) c4->wall = waNone; } c3->mondir = c->c.spin(d); } } c->wall = getElementalWall(c->land); c->wparam = 100; c->item = itNone; } /** generate a monster appropriate for the Crossroads */ EX eMonster crossroadsMonster() { static eMonster weak[9] = { moYeti, moGoblin, moRanger, moOrangeDog, moRunDog, moMonkey, moZombie, moDesertman, moCultist }; if(hrand(10) == 0) return weak[hrand(9)]; static eMonster m[24] = { moWorm, moTentacle, moTroll, moEagle, moLesser, moGreater, moPyroCultist, moGhost, moFireFairy, moIvyRoot, moHedge, moLancer, moFlailer, moVineBeast, moBomberbird, moAlbatross, moRedTroll, moWaterElemental, moAirElemental, moFireElemental, moFatGuard, moMiner, moPalace, moVizier }; eMonster mo = m[hrand(24)]; if(peace::on && mo == moWaterElemental) return crossroadsMonster(); if(peace::on && mo == moFireFairy) return crossroadsMonster(); if(peace::on && isMultitile(mo)) return crossroadsMonster(); return mo; } EX eMonster wanderingCrossroadsMonster() { while(true) { eMonster m = crossroadsMonster(); if(!isIvy(m) && m != moTentacle) return m; } } EX int palaceHP() { if(tactic::on && isCrossroads(firstland)) return 4; if(items[itPalace] < 3) // 1+2 return 2; else if(items[itPalace] < 10) // 1+2+3+4 return 3; else if(items[itPalace] < 21) // 1+2+3+4+5+6 return 4; else if(items[itPalace] < 35) return 5; else if(items[itPalace] < 50) return 6; else return 7; } EX int hardness_empty() { return yendor::hardness() * (yendor::hardness() * 3/5 - 2); } EX bool redtrolls(cell *c) { return false; /* int cd = getCdata(c, 2); cd &= 63; return cd < 32; */ } EX eMonster pickTroll(cell *c) { if(redtrolls(c)) return pick(moTroll,moDarkTroll,moRedTroll); else return pick(moForestTroll, moStormTroll, moFjordTroll); } EX void dieTroll(cell *c, eMonster m) { if(m == moTroll) c->wall = waDeadTroll; else if(m == moDarkTroll) c->wall = waDeadfloor2; else if(m == moRedTroll) c->wall = waRed1; else c->wall = waDeadTroll2, c->wparam = m; } EX int reptilemax() { int i = items[itDodeca] + yendor::hardness(); if(i >= 245) return 5; int r = (250 - i); if(shmup::on) r = (r+2) / 3; return r; } bool wchance_in(eLand l, int a, int of, int reduction = 0) { of *= 10; a += yendor::hardness() + 1; if(isCrossroads(cwt.at->land)) a+= items[itHyperstone] * 10; //if(cwt.at->land == laWhirlwind && !nowhirl) a += items[itWindstone] * 3; for(int i=0; icpdist == getDistLimit()) { c->monst = moOrangeDog; c->stuntime = 0; return; } int q = 0; cell *ctab[FULL_EDGE]; for(int i=0; itype; i++) { cell *c3 = c->move(i); if(c3 && c3 != c2 && c3->land == laZebra && c3->wall == waNone) ctab[q++] = c3; } if(!q) break; c2 = c; c = ctab[hrand(q)]; } } EX int getGhostTimer() { return shmup::on ? (shmup::curtime - lastexplore) / 350 : turncount - lastexplore; } EX int getGhostcount() { if(peace::on) return 0; int t = getGhostTimer(); int ghostcount = 0; if(t > 80) ghostcount = (t-80 + hrand(20)) / 20; return ghostcount; } int getSeepcount() { int t = getGhostTimer(); int seepcount = 0; if(t > 40) seepcount = (t-40 + hrand(20)) / 20; return seepcount; } EX bool canReachPlayer(cell *cf, eMonster m) { manual_celllister cl; cl.add(cf); for(int i=0; iitem) == IC_ORB) return true; } else if(sphere_narcm && WDIM == 2 && !INVERSE) for(int i=0; ic7; if(itemclass(c->item) == IC_ORB) return true; forCellEx(c2, c) if(itemclass(c2->item) == IC_ORB) return true; } return false; } EX bool haveKraken() { for(int i=0; ic7; if(c->monst == moKrakenH || c->monst == moKrakenT) return true; } return false; } EX eItem wanderingTreasure(cell *c) { eLand l = c->land; #if CAP_DAILY if(daily::on && daily::prevent_spawn_treasure_on(c)) return itNone; #endif if(l == laEFire) return itFireShard; if(l == laEWater) return itWaterShard; if(l == laEAir) return itAirShard; if(l == laEEarth) return itEarthShard; if(l == laElementalWall) return itNone; if(l == laAsteroids) return itNone; if(l == laMirror && c->type != 6) return itNone; if(l == laMirrorOld && c->type != 6) return itNone; if(l == laEmerald) { forCellEx(c2, c) if(c2->wall == waCavewall) return itNone; } if(l == laMinefield && c->wall == waMineMine) return itNone; if(l == laBurial && hrand(2)) return itOrbSword; if(l == laKraken) return itOrbFish; return treasureType(l); } /** generate the wandering monsters */ EX void wandering() { #if CAP_COMPLEX2 if(mine::in_minesweeper()) { mine::count_status(); return; } #endif if(!canmove) return; if(!gen_wandering) return; if(racing::on) return; if(items[itOrbSafety]) return; pathdata pd(moYeti); int seepcount = getSeepcount(); int ghostcount = getGhostcount(); if(cwt.at->land == laCA) ghostcount = 0; bool genturn = hrand(100) < 30; if(closed_or_bounded && specialland == laClearing) clearing::new_root(); if(cwt.at->land == laZebra && cwt.at->wall == waNone && wchance_in(laZebra, items[itZebra], 20)) wanderingZebra(cwt.at); bool smallbounded_generation = smallbounded || (closed_manifold && specialland == laClearing); auto valid = [] (cell *c) { if(disksize && !is_in_disk(c)) return false; if(inmirror(c)) return false; return true; }; if(smallbounded_generation) { int maxdist = 0; for(int i=0; icpdist > maxdist) maxdist = dcal[i]->cpdist; for(int i=0; icpdist >= maxdist-1) { first7 = i; break; } if(hrand(5) == 0) { // spawn treasure } if(smallbounded && hrand(100) < 2) { auto& ac = currentmap->allcells(); cell *c1 = ac[hrand(isize(ac))]; if(c1->wall == waVinePlant && !c1->monst) { c1->monst = moVineSpirit; c1->stuntime = 3; } } } int iter = 0; while(first7 < isize(dcal)) { iter++; if(iter > 1000) break; int i = first7 + hrand(isize(dcal) - first7); cell *c = dcal[i]; if(!valid(c)) continue; if(isPlayerOn(c)) break; auto wchance = [c] (int a, int of, int reduction = 0) { return wchance_in(c->land, a, of, reduction); }; if(specialland == laStorms) { // place the sandstone wall completely randomly (but not on the player) vector& ac = currentmap->allcells(); c = ac[hrand(isize(ac))]; if(isPlayerOn(c)) continue; } if(smallbounded_generation && !c->item && hrand(5) == 0 && c->land != laHalloween) { if(passable(c, NULL, 0) || specialland == laKraken) { if(c->land != laGraveyard && !in_lovasz() && !haveOrbPower() && specialland != laHell) for(int it=0; it<1000 && !c->item; it++) placeLocalOrbs(c); if(!c->item) c->item = wanderingTreasure(c); if(c->item == itShard) { c->item = itNone; mirror::build(c); } if(c->item == itFulgurite) { c->item = itNone, c->wall = waSandstone; } if(c->item == itBarrow) c->landparam = 2 + hrand(2), c->wall = waBarrowDig; } } if(!c->monst) c->stuntime = 0; if(timerghost && !smallbounded) { // wandering seeps & ghosts if(seepcount && c->wall == waCavewall && !c->monst && canReachPlayer(c, moSlime)) { c->monst = moSeep; playSeenSound(c); seepcount--; continue; } if(ghostcount && !c->monst && !inmirror(c)) { c->monst = moGhost; playSeenSound(c); ghostcount--; continue; } } if(c->land == laWet && !smallbounded && wetslime >= 25 && !c->monst && hrand(100) <= wetslime-25) { static bool angry = false; if(!angry) { angry = true; addMessage("You seem to have really pissed off the water spirits!"); } c->monst = moGhost; playSeenSound(c); continue; } else if((c->wall == waCavewall || c->wall == waDeadwall) && !c->monst && wchance(items[treasureType(c->land)], 10) && canReachPlayer(c, moSlime)) { c->monst = moSeep; playSeenSound(c); continue; } else if(smallbounded && c->wall == waVinePlant && !c->monst && wchance(items[treasureType(c->land)], 10) && canReachPlayer(c, moSlime)) { c->monst = moVineSpirit; playSeenSound(c); continue; } else if(c->land == laOcean && cwt.at->land == laOcean && cwt.at->landparam > 25 && c->landparam > 25 && !tactic::on && !yendor::on && hrand(100) < 2) { c->monst = moPirate; c->wall = waBoat; c->item = itOrbSafety; continue; } else if(c->wall == waCTree && !c->monst && wchance(items[itPirate], 15) && canReachPlayer(c, moSlime)) { c->monst = moParrot; playSeenSound(c); continue; } else if(c->land == laEndorian && c->wall == waNone && wchance(items[itApple], 50)) { c->monst = moSparrowhawk; playSeenSound(c); continue; } #if CAP_COMPLEX2 else if(c->land == laBrownian && wchance(items[itBrownian], 75)) { c->monst = moAcidBird; continue; } else if(c->land == laVariant && wchance(items[itVarTreasure], 50)) { int i = hrand(21); if(getBits(c) & (1>>i)) { eMonster m = variant::features[i].wanderer; if(m) c->monst = m, c->hitpoints = 3; } continue; } #endif else if(c->land == laFrog && !c->monst && wchance(items[itFrog], 25)) { eMonster m = pick(moFrog, moPhaser, moVaulter); if(canReachPlayer(c, m)) { c->monst = m; playSeenSound(c); continue; } } else if(c->land == laWet && among(c->wall, waDeepWater, waShallow) && !c->monst && wchance(items[itWet], 15) && canReachPlayer(c, moShark)) { c->monst = hrand(100) < 10 ? moRusalka : moPike; playSeenSound(c); continue; } else if(c->wall == waSea && !c->monst) { if(c->land == laCaribbean && wchance(items[itPirate], 15) && canReachPlayer(c, moPirate)) { c->monst = moCShark; playSeenSound(c); continue; } if(c->land == laWarpSea && avengers && canReachPlayer(c, moPirate)) { c->monst = moRatlingAvenger; c->wall = waBoat; avengers--; if(cheater) printf("avenger comes\n"); playSeenSound(c); continue; } if(c->land == laWarpSea && wchance(items[itCoral], 25) && canReachPlayer(c, moPirate)) { c->monst = moRatling; c->wall = waBoat; playSeenSound(c); continue; } if(c->land == laOcean && (items[itCoast] > 50 || ((cwt.at->land != laOcean || cwt.at->landparam < 25) && c->landparam < 25)) && wchance(items[itCoast], 25) && canReachPlayer(c, moEagle)) { c->monst = moAlbatross; playSeenSound(c); continue; } if(c->land == laDocks && wchance(items[itDock], 25) && canReachPlayer(c, moEagle)) { c->monst = moAlbatross; playSeenSound(c); continue; } if(!peace::on && c->land == laLivefjord && wchance(items[itFjord], 80) && items[itFjord] >= 10 && canReachPlayer(c, moWaterElemental)) { c->monst = moWaterElemental; playSeenSound(c); continue; } if(!peace::on && c->land == laKraken && ((sphere && !hrand(15)) || wchance(items[itKraken], 240)) && !kraken_pseudohept(c)) { bool b = sphere || canReachPlayer(c, moKrakenH); if(sphere_narcm && WDIM == 2 && (haveKraken() || !items[itOrbFish])) { c->monst = moViking; c->wall = waBoat; c->item = itOrbFish; playSeenSound(c); continue; } if(b) forCellEx(c2, c) if((sphere || c2->cpdist > gamerange()) && !kraken_pseudohept(c2)) { forCellCM(c3, c2) if(c3->monst || c3->wall != waSea) goto notfound; c2->monst = moKrakenH; c2->stuntime = 0; playSeenSound(c2); for(int i=0; itype; i++) { c2->move(i)->monst = moKrakenT; c2->move(i)->hitpoints = 1; c2->move(i)->stuntime = 0; c2->move(i)->mondir = c2->c.spin(i); } goto found; } goto notfound; found: continue; } notfound: break; } else if(smallbounded && c->land == laPower && !c->monst) { if(wchance(items[itPower], 10)) c->monst = eMonster(moWitch + hrand(NUMWITCH)); } else if(c->monst || c->pathdist == PINFD) break; else if(c->land == laAsteroids && splitrocks && canReachPlayer(c, moYeti)) { c->monst = moAsteroid; splitrocks--; continue; } else if(c->land == laAsteroids) { int gen = 0; if(asteroids_generated * 12 <= items[itAsteroid]) gen = 2; if(gen == 0) { int qty = 0; for(cell *c: currentmap->allcells()) if(c->monst == moAsteroid) qty++; if(!qty) gen = 1; } if(gen) c->monst = moAsteroid, c->hitpoints = 4; if(gen == 2) asteroids_generated++; if(items[itAsteroid] > (asteroid_orbs_generated+2) * (asteroid_orbs_generated+3) && !c->item) { c->item = pick(itOrbThorns, itOrbSide1, itOrbSide2, itOrbSide3, itOrbShield, itOrbLife); asteroid_orbs_generated++; } break; } else if(c->land == laClearing && wchance(items[itMutant2], 150) && items[itMutant2] >= 15 && !c->monst && c->type == 7) c->monst = moRedFox; else if(c->land == laDual && wchance(items[itGlowCrystal], 40)) { c->monst = moRatling; playSeenSound(c); } else if(hrand(50) < statuecount * statuecount) c->monst = moCultistLeader; else if(c->land == laIce && wchance(items[itDiamond], 10)) c->monst = hrand(2) ? moWolf : moYeti; else if(c->land == laHunting && wchance(items[itHunting], 50, 26)) c->monst = moHunterDog; else if(c->land == laDesert && wchance(items[itSpice], 10)) c->monst = (hrand(10) || peace::on) ? moDesertman : moWorm; else if(c->land == laDragon && (items[itDragon] >= 8 || items[itOrbYendor]) && wchance(items[itDragon], 20)) c->monst = moFireElemental; else if(c->land == laRedRock && wchance(items[itRedGem], 10)) { if (hrand(10) || peace::on) c->monst = moRedTroll; else if (!pseudohept(c)) c->monst = moHexSnake, c->hitpoints = 1; } else if(c->land == laCaves && wchance(items[itGold], 5)) c->monst = hrand(3) ? moTroll : moGoblin; else if(c->land == laBull && wchance(items[itBull], 40)) c->monst = moGadfly; else if(items[itBull] >= 50 && isize(butterflies) && wchance(items[itBull]-49, 25)) c->monst = moGadfly; else if(c->land == laPrairie && cwt.at->LHU.fi.flowerdist > 3 && wchance(items[itGreenGrass], prairie::isriver(cwt.at) ? 150 : 40)) c->monst = moGadfly; else if(c->land == laHive && wchance(hive::hivehard(), 25)) c->monst = hive::randomHyperbug(); else if(c->land == laDeadCaves && wchance(items[itSilver], 5)) c->monst = hrand(20) ? (hrand(3) ? moDarkTroll : moGoblin) : moEarthElemental; else if(c->land == laJungle && wchance(items[itRuby], 40)) c->monst = hrand(10) ? moMonkey : moEagle; else if(c->land == laCursed && wchance(items[itCursed], 40)) c->monst = moHexer; else if(c->land == laMirrorOld && wchance(items[itShard], 15)) c->monst = hrand(10) ? moRanger : moEagle; else if(c->land == laMirror && mirrorspirits) { mirrorspirits--; c->monst = moMirrorSpirit; } else if(c->land == laMirror && wchance(items[itShard], 120)) c->monst = moNarciss; else if(c->land == laWarpCoast && wchance(items[itCoral], 40)) c->monst = moRatling; else if(c->land == laBurial && wchance(items[itBarrow], 250)) c->monst = moDraugr; else if(c->land == laBlizzard && wchance(items[itBlizzard], 120)) c->monst = hrand(5) ? moVoidBeast : moIceGolem; else if(c->land == laVolcano && wchance(items[itLavaLily], 120)) { c->monst = hrand(5) ? moLavaWolf : moSalamander; c->hitpoints = 3; } else if(c->land == laTrollheim && wchance(items[itTrollEgg], 150)) c->monst = pickTroll(c); else if(c->land == laRose && wchance(items[itRose], 25)) c->monst = moFalsePrincess; else if(c->land == laHell && wchance(items[itHell], 20)) c->monst = hrand(3) ? moLesser : moGreater; else if(c->land == laStorms && wchance(items[itFulgurite], 30)) { c->monst = hrand(3) ? moMetalBeast : moStormTroll; c->hitpoints = 3; } else if(c->land == laWhirlwind && wchance(items[itWindstone], 30)) c->monst = hrand(5) ? moWindCrow : moAirElemental; else if(c->land == laWildWest && wchance(items[itBounty], 30)) c->monst = moOutlaw; else if(c->land == laEndorian && c->wall == waTrunk && wchance(items[itApple], 30)) c->monst = moResearcher; else if(c->land == laOvergrown && wchance(items[itMutant], 50)) c->monst = moForestTroll; else if(c->land == laTerracotta && wchance(items[itTerra], 40)) c->monst = moJiangshi; else if(c->land == laTerracotta && wandering_jiangshi && genturn) wandering_jiangshi--, c->monst = moJiangshi; else if(c->land == laSwitch && wchance(items[itSwitch], 80)) c->monst = active_switch(); else if(c->land == laRuins && wchance(items[itRuins], 80)) { c->monst = genRuinMonster(c); c->hitpoints = 3; } else if(c->land == laEclectic && wchance(items[itEclectic], 20)) { gen_eclectic_monster(c); } else if(c->land == laCaribbean && wchance(items[itPirate], 30)) c->monst = moPirate; else if(c->land == laRlyeh && wchance(items[itStatue], 15)) c->monst = hrand(3) ? moPyroCultist : (hrand(40) < items[itStatue]-25) ? moCultistLeader : moCultist; else if(c->land == laGraveyard && wchance(items[itBone], 15)) c->monst = hrand(5) ? moGhost : moNecromancer; else if(isHaunted(c->land) && wchance(items[itLotus], 15)) c->monst = moGhost; else if(c->land == laDryForest && wchance(items[itFernFlower], 5)) c->monst = hrand(5) ? moHedge : moFireFairy; else if(c->land == laCocytus && wchance(items[itSapphire], 45)) c->monst = moCrystalSage; else if(c->land == laAlchemist && wchance(items[itElixir], 3) && canReachPlayer(c, moSlime) && c->item == itNone) c->monst = moSlime; // ? else if(isElemental(c->land) && wchance(items[itElemental], 20) && !peace::on) c->monst = elementalOf(c->land); else if(c->land == laIvoryTower && wchance(items[itIvory], 20)) c->monst = cellEdgeUnstable(c) ? moGargoyle : moFamiliar; else if(c->land == laMinefield && wchance(items[itBombEgg]-20, 400)) c->monst = moBomberbird; else if(c->land == laEmerald && wchance(items[itEmerald], 5)) c->monst = emerald_monster(); else if(c->land == laWineyard && wchance(items[itWine], 10)) { c->monst = moVineBeast; } else if(c->land == laPalace && wchance(items[itPalace], 50)) { if(princess::dist(c) < OUT_OF_PRISON && !princess::challenge) break; if(items[itPalace] >= 15 && hrand(100) < 10) c->monst = moVizier; else if(items[itPalace] >= 5 && hrand(100) < 50) c->monst = hrand(2) ? moFatGuard : moSkeleton; else c->monst = moPalace; c->hitpoints = palaceHP(); } else if(c->land == laLivefjord && wchance(items[itFjord], 10)) { c->monst = sphere ? pick(moViking, moWaterElemental, moFjordTroll) : moViking; } else if(c->land == laOcean && wchance(items[itCoast], 100)) { c->monst = moAlbatross; } else if(c->land == laPower && wchance(items[itPower], 10)) { c->monst = eMonster(moWitch + hrand(NUMWITCH)); } else if(c->land == laCamelot && hrand(30) == 0 && (euclid || c->master->alt) && celldistAltRelative(c) < 0) c->monst = camelot_monster(); else if(isCrossroads(c->land) && items[itHyperstone] && wchance(items[itHyperstone], 20)) { c->monst = wanderingCrossroadsMonster(); c->hitpoints = palaceHP(); } else break; playSeenSound(c); if(c->monst == moWorm || c->monst == moHexSnake) c->mondir = NODIR; // laMotion -> no respawn! } } EX void generateSnake(cell *c, int i, int snakecolor) { c->monst = moHexSnake; c->hitpoints = snakecolor; int cpair = (1<move(i))); preventbarriers(c); int len = BITRUNCATED ? ROCKSNAKELENGTH : 2; cell *c2 = c; vector rocksnake; while(--len) { rocksnake.push_back(c2); preventbarriers(c2); c2->mondir = i; createMov(c2, i); int j = c2->c.spin(i); cell *c3 = c2->move(i); if(c3->monst || c3->bardir != NODIR || c3->wall) break; c2 = c3; c2->monst = moHexSnakeTail; c2->hitpoints = snakecolor; int t = c2->type; if(mhybrid) t -= 2; i = (j + (t%4 == 0 ? t/2 : (len%2 ? 2 : t - 2))) % t; createMov(c2, i); if(!inpair(c2->move(i), cpair)) { vector goodsteps; {for(int i=0; icmove(i), cpair)) goodsteps.push_back(i);} if(!isize(goodsteps)) break; i = goodsteps[hrand(isize(goodsteps))]; } } if(isize(rocksnake) < ROCKSNAKELENGTH/2 && BITRUNCATED) { for(int i=0; imonst = moNone; } else c2->mondir = NODIR; } }