// Hyperbolic Rogue // Copyright (C) 2011-2016 Zeno Rogue, see 'hyper.cpp' for details // land generation routines vector buggycells; cell *pathTowards(cell *pf, cell *pt) { while(celldist(pt) > celldist(pf)) { if(isNeighbor(pf, pt)) return pt; cell *pn = NULL; forCellEx(pn2, pt) if(celldist(pn2) < celldist(pt)) pn = pn2; pt = pn; } if(isNeighbor(pf, pt)) return pt; forCellEx(pn2, pt) if(celldist(pn2) < celldist(pt)) return pn2; return NULL; } bool buildBarrierNowall(cell *c, eLand l2, bool force = false); bool safety = false; eLand firstland = laIce, euclidland = laIce; bool timerghost; eLand lastland; int lastexplore; bool randomPatternsMode = false; int randompattern[landtypes]; bool chaosmode = false; bool chaosUnlocked = false; bool chaosAchieved = false; eItem treasureType(eLand l) { switch(l) { case laIce: return itDiamond; case laJungle: return itRuby; case laCaves: return itGold; case laDesert: return itSpice; case laAlchemist: return itElixir; case laMirror: return itShard; case laMotion: return itFeather; case laGraveyard: return itBone; case laRlyeh: return itStatue; case laDryForest: return itFernFlower; case laHell: return itHell; case laCocytus: return itSapphire; case laCrossroads: return itHyperstone; case laCrossroads2: return itHyperstone; case laCrossroads3: return itHyperstone; case laCrossroads4: return itHyperstone; case laNone: return itNone; case laBarrier: return itNone; case laOceanWall: return itNone; case laCanvas: return itNone; case laEmerald: return itEmerald; case laWineyard: return itWine; case laHive: return itRoyalJelly; case laDeadCaves: return itSilver; case laPower: return itPower; case laCamelot: return itHolyGrail; case laTemple: return itGrimoire; case laCaribbean: return itPirate; case laRedRock: return itRedGem; case laMinefield: return itBombEgg; case laOcean: return itCoast; case laWhirlpool: return itWhirlpool; case laPalace: return itPalace; case laLivefjord: return itFjord; case laIvoryTower: return itEdge; case laZebra: return itZebra; case laEAir: case laEEarth: case laEWater: case laEFire: case laElementalWall: return itElemental; case laPrincessQuest: return itSavedPrincess; case laStorms: return itFulgurite; case laOvergrown: return itMutant; case laWildWest: return itBounty; case laClearing: return itMutant2; case laHaunted: case laHauntedWall: case laHauntedBorder: return itLotus; case laWhirlwind: return itWindstone; case laRose: return itRose; case laGridCoast: case laGridSea: return itCoral; case laDragon: return itDragon; case laEndorian: return itApple; case laTortoise: return itBabyTortoise; } return itNone; } #define ORBLINES 46 struct orbinfo { eLand l; int lchance; int gchance; eItem orb; }; orbinfo orbinfos[ORBLINES] = { {laGraveyard, 200, 200,itGreenStone}, // must be first so that it does not reduce // chance of other orbs {laJungle, 1200, 1500,itOrbLightning}, {laIce, 2000, 1500,itOrbFlash}, {laCaves, 1800, 2000,itOrbLife}, {laAlchemist, 800, 800,itOrbSpeed}, {laDesert, 2500, 1500,itOrbShield}, {laHell, 2000, 1000,itOrbYendor}, {laRlyeh, 1500, 1500,itOrbTeleport}, {laMotion, 2000, 700, itOrbSafety}, {laIce, 1500, 0, itOrbWinter}, {laDragon, 2500, 0, itOrbWinter}, {laDryForest, 2500, 0, itOrbWinter}, {laCocytus, 1500, 1500, itOrbWinter}, {laCaves, 1200, 0, itOrbDigging}, {laDryForest, 500, 2500, itOrbThorns}, {laDeadCaves, 1800, 0, itGreenStone}, {laDeadCaves, 1800, 1500, itOrbDigging}, {laEmerald, 1500, 3500, itOrbPsi}, {laWineyard, 900, 1200, itOrbGhost}, {laHive, 800, 1200, itOrbInvis}, {laPower, 0, 3000, itOrbFire}, {laMinefield, 0, 3500, itOrbFriend}, {laTemple, 0, 3000, itOrbDragon}, {laCaribbean, 0, 3500, itOrbPreserve}, {laRedRock, 0, 2500, itOrbTelekinesis}, {laCamelot, 1000, 1500, itOrbIllusion}, {laOcean, 0, 3000, itOrbEmpathy}, {laOcean, 0, 0, itOrbAir}, {laPalace, 0, 4000, itOrbDiscord}, {laZebra, 500, 1500, itOrbFrog}, {laLivefjord, 0, 1800, itOrbFish}, {laPrincessQuest, 0, 200, itOrbLove}, {laIvoryTower, 500, 4000, itOrbMatter}, {laElementalWall, 1500, 4000, itOrbSummon}, {laStorms, 1000, 2500, itOrbStunning}, {laOvergrown, 1000, 800, itOrbLuck}, {laWhirlwind, 1250, 3000, itOrbAir}, {laHaunted, 1000, 5000, itOrbUndeath}, {laClearing, 5000, 5000, itOrbFreedom}, {laRose, 2000, 8000, itOrbSkunk}, {laGridCoast, 2000, 8000, itOrb37}, {laDragon, 500, 5000, itOrbDomination}, {laTortoise, 2500, 1500, itOrbShell}, {laEndorian, 150, 2500, itOrbEnergy}, {laEndorian, 450, 0, itOrbTeleport}, {laWhirlpool, 0, 2000, itOrbWater}, // must be last because it generates a boat }; bool isElemental(eLand l); eItem orbType(eLand l) { if(isElemental(l)) l = laElementalWall; if(l == laMirror) return itShard; for(int i=0; i= 10; return false; } switch(l) { case laOvergrown: return gold() >= 60 && items[itRuby] >= 10; case laStorms: case laWhirlwind: return gold() >= 60; case laWildWest: return false; case laIce: case laJungle: case laCaves: case laDesert: case laMotion: case laCrossroads: case laAlchemist: return true; case laMirror: case laMinefield: case laPalace: case laOcean: case laLivefjord: return gold() >= 30; case laCaribbean: case laWhirlpool: return exploreland[0][laOcean] || items[itCoast] || items[itStatue]; case laRlyeh: case laDryForest: case laWineyard: case laCrossroads2: return gold() >= 60; case laDeadCaves: return gold() >= 60 && items[itGold] >= 10; case laGraveyard: return tkills() >= 100; case laHive: return tkills() >= 100 && gold() >= 60; case laRedRock: return gold() >= 60 && items[itSpice] >= 10; case laEmerald: return (items[itFernFlower] >= 5 && items[itGold] >= 5) || kills[moVizier]; case laCamelot: return items[itEmerald] >= 5; case laHell: case laCrossroads3: return hellUnlocked(); case laPower: return items[itHell] >= 10; case laCocytus: return items[itHell] >= 10 && items[itDiamond] >= 10; case laTemple: return items[itStatue] >= 5; case laClearing: return items[itMutant] >= 5; case laIvoryTower: return gold() >= 30 && items[itElixir] >= 10; case laZebra: return gold() >= 30 && items[itFeather] >= 10; case laEAir: case laEEarth: case laEWater: case laEFire: case laElementalWall: return elementalUnlocked(); case laBarrier: case laNone: case laOceanWall: case laCanvas: return false; case laHaunted: case laHauntedWall: case laHauntedBorder: return items[itBone] >= 10; case laPrincessQuest: return kills[moVizier]; case laRose: return gold() >= 60; case laGridCoast: case laGridSea: return gold() >= 30; case laCrossroads4: return gold() >= 200; case laEndorian: return items[itEdge] >= 10; case laTortoise: return tortoise::seek(); case laDragon: return killtypes() >= 20; } return false; } int orbsUnlocked() { int i = 0; for(int t=0; t= 10) i++; return i; } bool hellUnlocked() { return orbsUnlocked() >= 9; } void countHyperstoneQuest(int& i1, int& i2) { i1 = 0; i2 = 0; for(int t=1; t= 10) i1++; } } bool hyperstonesUnlocked() { int i1, i2; if(tactic::on && isCrossroads(tactic::lasttactic) && !tactic::trailer) return true; countHyperstoneQuest(i1, i2); return i1 == i2; } // reduce c->mpdist to d; also generate the landscape bool buggyGeneration = false; bool checkBarriersBack(cellwalker bb, int q=5, bool cross = false); bool checkBarriersFront(cellwalker bb, int q=5, bool cross = false) { if(bb.c->type == 6) return false; if(bb.c->mpdist < BARLEV) return false; if(bb.c->mpdist == BUGLEV) return false; if(bb.c->bardir != NODIR) return false; if(bb.spin == (purehepta ? 3 : 0)) {q--; if(!q) return true; } if(!cross) for(int i=0; i<7; i++) { cellwalker bb2 = bb; cwspin(bb2, i); cwstep(bb2); if(bb2.c->bardir != NODIR) return false; if(!purehepta) { cwspin(bb2, 4); cwstep(bb2); if(bb2.c->bardir != NODIR) return false; } } cwstep(bb); if(!purehepta) { cwspin(bb, 3); cwstep(bb); cwspin(bb, 3); cwstep(bb); } return checkBarriersBack(bb, q); } bool checkBarriersBack(cellwalker bb, int q, bool cross) { // printf("back, %p, s%d\n", bb.c, bb.spin); // if(mark) { printf("mpdist = %d [%d] bardir = %d spin=%d q=%d cross=%d\n", bb.c->mpdist, BARLEV, bb.c->bardir, bb.spin, q, cross); } if(bb.c->mpdist < BARLEV) return false; if(bb.c->mpdist == BUGLEV) return false; if(bb.c->bardir != NODIR) return false; // if(bb.spin == 0 && bb.c->mpdist == INFD) return true; if(!cross) for(int i=0; i<7; i++) { cellwalker bb2 = bb; cwspin(bb2, i); cwstep(bb2); if(bb2.c->bardir != NODIR) return false; if(!purehepta) { cwspin(bb2, 4); cwstep(bb2); if(bb2.c->bardir != NODIR) return false; } } cwspin(bb, 3); cwstep(bb); cwspin(bb, purehepta ? 5 : 4); // bool create = cwstepcreates(bb); cwstep(bb); cwspin(bb, 3); // if(create && bb.spin == 0) return true; return checkBarriersFront(bb, q); } const eLand NOWALLSEP = laNone; const eLand NOWALLSEP_USED = laWhirlpool; void setland(cell *c, eLand l); bool checkBarriersNowall(cellwalker bb, int q, int dir, eLand l1=laNone, eLand l2=laNone) { if(bb.c->mpdist < BARLEV && l1 == laNone) return false; if(bb.c->bardir != NODIR && l1 == laNone) return false; if(l1 != laNone) { bb.c->bardir = bb.spin; bb.c->barright = l2; bb.c->barleft = NOWALLSEP; setland(bb.c, l1); } if(q > 10) return true; if(l1 == laNone) for(int i=0; itype; i++) { cell *c1 = bb.c->mov[i]; if(!c1) continue; for(int j=0; jtype; j++) { cell *c2 = c1->mov[j]; if(!c2) continue; if(c2 && c2->bardir == NOBARRIERS) return false; if(c2 && c2->bardir != NODIR && c2->barleft != NOWALLSEP) return false; // note: "far crashes" between NOWALL lines are allowed } } if(purehepta) { cwspin(bb, 3*dir); cwstep(bb); cwspin(bb, -3*dir); } else { cwstep(bb); cwspin(bb, 2*dir); cwstep(bb); cwspin(bb, dir); } return checkBarriersNowall(bb, q+1, -dir, l2, l1); } bool isSealand(eLand l) { return l == laOcean || l == laCaribbean || l == laWhirlpool || l == laLivefjord || l == laOceanWall || l == laGridSea; } bool isElemental(eLand l) { return l == laEAir || l == laEWater || l == laEEarth || l == laEFire || l == laElementalWall; } bool isHaunted(eLand l) { return l == laHaunted || l == laHauntedBorder || l == laHauntedWall; } eWall getElementalWall(eLand l) { if(l == laEAir) return waChasm; if(l == laEEarth) return waStone; if(l == laEFire) return waEternalFire; if(l == laEWater) return waSea; return waNone; } void setbarrier(cell *c) { if(isSealand(c->barleft) && isSealand(c->barright)) { c->wall = c->type == 7 ? waBarrier : waSea; c->land = laOceanWall; } else if(isElemental(c->barleft) && isElemental(c->barright)) { c->land = laElementalWall; c->wall = getElementalWall(c->barleft); } else if(c->barleft == laHaunted || c->barright == laHaunted) { c->land = laHauntedWall; } else { c->wall = waBarrier; c->land = laBarrier; } /*if(isHive(c->barleft) && isHive(c->barright)) c->wall = waWaxWall, c->land = c->barleft; */ } int buildIvy(cell *c, int children, int minleaf) { if(c->monst) return 0; c->mondir = NODIR; c->monst = moIvyRoot; cell *child = NULL; int leaf = 0; int leafchild = 0; for(int i=0; itype; i++) { createMov(c, i); if(passable(c->mov[i], c, 0) && c->mov[i]->land == c->land) { if(children && !child) child = c->mov[i], leafchild = buildIvy(c->mov[i], children-1, 5); else c->mov[i]->monst = (leaf++) ? moIvyWait : moIvyHead, c->mov[i]->mondir = c->spn[i]; } } leaf += leafchild; if(leaf < minleaf) { if(child) killIvy(child); killIvy(c); return 0; } else return leaf; } bool grailWasFound(cell *c) { if(euclid) return items[itHolyGrail]; return c->master->alt->alt->emeraldval & GRAIL_FOUND; } int euclidAlt(short x, short y) { if(euclidland == laTemple || euclidland == laClearing) { return max(int(x), x+y); } else if(euclidland == laCaribbean || euclidland == laWhirlpool) { return min( min(max(int(-x), -x-y) + 3, max(int(x+y), int(y)) + 3), max(int(x), int(-y)) + 3 ); } else if(euclidland == laPrincessQuest) return eudist(x-EPX, y-EPY); else return eudist(x-20, y-10); } bool isCrossroads(eLand l) { return l == laCrossroads || l == laCrossroads2 || l == laCrossroads3 || l == laCrossroads4; } bool bearsCamelot(eLand l) { return isCrossroads(l) && l != laCrossroads2; } void buildPrizeMirror(cell *c) { if(c->type == 7 && !purehepta) return; if(items[itShard] < 25) return; c->wall = hrand(2) ? waCloud : waMirror; } void placePrizeOrb(cell *c) { eLand l = c->land; if(isElemental(l)) l = laElementalWall; // these two lands would have too much orbs according to normal rules if(l == laPalace && hrand(100) >= 20) return; if(l == laGraveyard && hrand(100) >= 15) return; if(l == laLivefjord && hrand(100) >= 35) return; if(l == laMinefield && hrand(100) >= 25) return; if(l == laElementalWall && hrand(100) >= 25) return; if(l == laPalace && princess::dist(c) < OUT_OF_PRISON) l = laPrincessQuest; for(int i=0; i= 60) continue; if(oi.orb == itOrbWater && c->land != laOcean) { if(cellHalfvine(c)) continue; c->item = oi.orb; c->wall = waStrandedBoat; return; } c->item = oi.orb; } // printf("land: %s orb: %s\n", dnameof(l), dnameof(c->item)); } void placeLocalOrbs(cell *c) { eLand l = c->land; if(l == laZebra && c->wall == waTrapdoor) return; if(isGravityLand(l) && cellEdgeUnstable(c)) return; if(isElemental(l)) l = laElementalWall; for(int i=0; i= 10) { // printf("local orb\n"); c->item = oi.orb; if(oi.orb == itOrbWater && c->land != laOcean) c->wall = waStrandedBoat; return; } else if(oi.gchance && ch == 1 && getOLR(itShard, l) == olrPrize25 && l != laRedRock && l != laWhirlwind) buildPrizeMirror(c); else if(oi.gchance && (ch >= 2 && ch < 2+PRIZEMUL)) placePrizeOrb(c); } } void placeCrossroadOrbs(cell *c) { for(int i=0; i= 50) continue; c->item = oi.orb; if(oi.orb == itOrbWater && c->land != laOcean) c->wall = waStrandedBoat; } } void placeOceanOrbs(cell *c) { for(int i=0; i= 20) continue; c->item = oi.orb; } } bool errorReported = false; void describeCell(cell *c) { if(!c) { printf("NULL\n"); return; } printf("describe %p: ", c); printf("%-15s", linf[c->land].name); printf("%-15s", winf[c->wall].name); printf("%-15s", iinf[c->item].name); printf("%-15s", minf[c->monst].name); printf("%3d", c->landparam); printf("%3d", c->mpdist); printf("%3d", c->mondir); printf("\n"); } void raiseBuggyGeneration(cell *c, const char *s) { printf("procgen error in: %s\n", s); if(!errorReported) { addMessage(string("something strange happened in: ") + s); errorReported = true; } // return; #ifdef LOCAL describeCell(c); for(int i=0; itype; i++) describeCell(c->mov[i]); buggyGeneration = true; buggycells.push_back(c); #else c->item = itBuggy; #endif } void setland(cell *c, eLand l) { if(c->land != l) c->landparam = 0; if(l == laNone) { printf("setland\n"); // NONEDEBUG } c->land = l; } void extendBarrierFront(cell *c) { int ht = c->landparam; cellwalker bb(c, c->bardir); setbarrier(bb.c); cwstep(bb); if(!purehepta) { bb.c->barleft = c->barleft; bb.c->barright = c->barright; bb.c->landparam = (ht-4); //printf("[A heat %d]\n", ht-4); setbarrier(bb.c); cwspin(bb, 2); cwstep(bb); setland(bb.c, c->barleft); cwstep(bb); cwspin(bb, 2); cwstep(bb); setland(bb.c, c->barright); cwstep(bb); cwspin(bb, 2); cwspin(bb, 3); cwstep(bb); bb.c->landparam = (ht-4)^2; //printf("[B heat %d]\n", (ht-4)^2); bb.c->barleft = c->barright; bb.c->barright = c->barleft; setbarrier(bb.c); cwspin(bb, 3); cwstep(bb); bb.c->landparam = ht ^ 2; } //printf("[C heat %d]\n", (ht)^2); bb.c->bardir = bb.spin; bb.c->barleft = c->barright; bb.c->barright = c->barleft; // printf("#1\n"); extendBarrier(bb.c); for(int a=-3; a<=3; a++) if(a) { bb.c = c; bb.spin = c->bardir; cwspin(bb, purehepta?-a:a); cwstep(bb); setland(bb.c, a > 0 ? c->barright : c->barleft); } } void extendBarrierBack(cell *c) { int ht = c->landparam; cellwalker bb(c, c->bardir); setbarrier(bb.c); cwspin(bb, 3); cwstep(bb); cwspin(bb, purehepta?5:4); setland(bb.c, purehepta ? c->barleft : c->barright); cwstep(bb); cwspin(bb, 3); bb.c->bardir = bb.spin; bb.c->barleft = c->barright; bb.c->barright = c->barleft; bb.c->landparam = ht ^ 11; //printf("[D heat %d]\n", (ht^11)); // needed for CR2 to work if(!purehepta) { cwstep(bb); bb.c->barleft = c->barright; bb.c->barright = c->barleft; bb.c->landparam = (ht^11)-4; cwstep(bb); } //printf("[E heat %d]\n", (ht^11)); // printf("#2\n"); extendBarrier(bb.c); } eLand oppositeElement(eLand l) { if(l == laEFire) return laEWater; if(l == laEWater) return laEFire; if(l == laEAir) return laEEarth; if(l == laEEarth) return laEAir; return l; } void extendNowall(cell *c) { c->barleft = NOWALLSEP_USED; cellwalker cw(c, c->bardir); if(!purehepta) { cwstep(cw); setland(cw.c, c->barright); } for(int i=-1; i<2; i+=2) { if(purehepta) { cwspin(cw, 3*i); cwstep(cw); cwspin(cw, -3*i); } else { cwspin(cw, 2*i); cwstep(cw); } setland(cw.c, c->barright); if(cw.c->barleft != NOWALLSEP_USED) { cw.c->barleft = NOWALLSEP; cw.c->barright = c->land; if(c->barright == laNone) { printf("barright\n"); }// NONEDEBUG cw.c->land = c->barright; if(!purehepta) cwspin(cw, i); cw.c->bardir = cw.spin; if(!purehepta) cwspin(cw, -i); extendBarrier(cw.c); } if(purehepta) { cwspin(cw, 3*i); cwstep(cw); cwspin(cw, -3*i); } else { cwstep(cw); cwspin(cw, -2*i); } } } void extendBarrier(cell *c) { if(buggyGeneration) return; if(c->barleft == NOWALLSEP_USED) return; // printf("build barrier at %p", c); if(c->wall == waBarrier || c->land == laElementalWall || c->land == laHauntedWall) { // printf("-> ready\n"); return; } // if(c->wall == waWaxWall) return; if(c->mpdist > BARLEV) { // printf("-> too far\n"); return; // == INFD) return; } if(c->barleft == NOWALLSEP) { extendNowall(c); return; } if(((c->barleft == laCrossroads3 || c->barright == laCrossroads3) && hrand(100) < 66) || (isElemental(c->barleft) && isElemental(c->barright) && hrand(100) < 25)) { cellwalker cw(c, c->bardir); if(purehepta) { cwstep(cw); if(cw.c->wall == waBarrier || cw.c->land == laElementalWall) { cwstep(cw); cwspin(cw, 3); cwstep(cw); cwspin(cw, -1); cwstep(cw); bool b = buildBarrier4(cw.c, cw.spin, 2, oppositeElement(c->barleft), c->barright); if(b) return; } else { bool b = buildBarrier4(c, c->bardir, 1, c->barleft, c->barright); if(b) return; } } else { cwspin(cw, 3); cwstep(cw); cell *cp = cwpeek(cw, 4); if(cp->wall != waBarrier && cp->land != laElementalWall) { cwspin(cw, 2); cwstep(cw); bool b = buildBarrier4(cw.c, cw.spin, 2, oppositeElement(c->barleft), c->barright); if(b) return; } else { bool b = buildBarrier4(c, c->bardir, 1, c->barleft, c->barright); if(b) return; } } } extendBarrierFront(c); extendBarrierBack(c); } void chasmify(cell *c) { c->wall = waChasm; c->item = itNone; int q = 0; cell *c2[10]; for(int i=0; itype; i++) if(c->mov[i] && c->mov[i]->mpdist > c->mpdist && cellUnstable(c->mov[i])) c2[q++] = c->mov[i]; if(q) { cell *c3 = c2[hrand(q)]; c3->wall = waChasmD; } } 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->mov[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->mov[d]; c3->wall = waEarthD; for(int i=0; itype; i++) { cell *c4 = createMov(c3, i); earthFloor(c4); } c3->mondir = c->spn[d]; } earthWall(c); c->item = itNone; } 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->mov[j]; if(c2 && c2->mpdist > c->mpdist && c2->land == c->land) d2[q++] = j; } if(q) { int d = d2[hrand(q)]; cell *c3 = c->mov[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->spn[d]; } } c->wall = getElementalWall(c->land); c->wparam = 100; c->item = itNone; } bool incompatible1(eLand l1, eLand l2) { if(isCrossroads(l1) && isCrossroads(l2)) return true; if(l1 == laJungle && l2 == laMotion) return true; if(l1 == laMirror && l2 == laMotion) return true; if(l1 == laPower && l2 == laWineyard) return true; if(l1 == laPower && l2 == laDryForest) return true; if(l1 == laDragon && l2 == laDryForest) return true; if(l1 == laEFire && l2 == laWineyard) return true; if(l1 == laEFire && l2 == laDryForest) return true; if(l1 == laGraveyard && l2 == laDryForest) return true; if(l1 == laGraveyard && l2 == laRedRock) return true; if(l1 == laGraveyard && l2 == laEmerald) return true; if(l1 == laDeadCaves && l2 == laEmerald) return true; if(l1 == laDeadCaves && l2 == laCaves) return true; if(isElemental(l1) && isElemental(l2)) return true; return false; } eLand randomElementalLand() { int i = hrand(4); eLand t[4] = { laEFire, laEWater, laEAir, laEEarth }; return t[i]; } int elementalKills() { return kills[moAirElemental] + kills[moWaterElemental] + kills[moEarthElemental] + kills[moFireElemental]; } bool elementalUnlocked() { return kills[moAirElemental] && kills[moWaterElemental] && kills[moEarthElemental] && kills[moFireElemental]; } eLand randomElementalLandWeighted() { int i = hrand(elementalKills()); i -= kills[moAirElemental]; if(i<0) return laEAir; i -= kills[moWaterElemental]; if(i<0) return laEWater; i -= kills[moEarthElemental]; if(i<0) return laEEarth; i -= kills[moFireElemental]; if(i<0) return laEFire; printf("elemental bug\n"); return laElementalWall; } bool incompatible(eLand nw, eLand old) { return (nw == old) || incompatible1(nw, old) || incompatible1(old, nw); } #define HAUNTED_RADIUS (purehepta?5:7) extern bool generatingEquidistant; bool rlyehComplete() { if(chaosmode) return items[itStatue] >= 1; return items[itStatue] >= 10 || items[itGrimoire] >= 10; } bool lchance(eLand l) { if(tactic::on || yendor::on) return true; if(chaosmode) return hrand(100) < 25; return hrand(100) >= 40 * kills[elementalOf(l)] / (elementalKills()+1); } eLand pickLandRPM(eLand old) { while(true) { eLand n = randlands[hrand(RANDLANDS)]; if(incompatible(n, old)) continue; if(isRandland(n) == 2) return n; if(hiitemsMax(treasureType(n)) < 10) continue; return n; } } eLand pickluck(eLand l1, eLand l2) { int t1 = items[treasureType(l1)]; int t2 = items[treasureType(l2)]; if(t1 < t2) return l1; if(t2 < t1) return l2; if(isCrossroads(l1)) return l1; return l2; } #define LIKELY for(int u=0; u<5; u++) template T pick(T x, T y) { return hrand(2) ? x : y; } template T pick(T x, T y, T z) { switch(hrand(3)) { case 0: return x; case 1: return y; case 2: return z; } return x; } template T pick(T x, T y, T z, T v) { switch(hrand(4)) { case 0: return x; case 1: return y; case 2: return z; case 3: return v; } return x; } bool noChaos(eLand l) { if(l == laOcean || l == laTemple) return false; return isCrossroads(l) || isCyclic(l) || isHaunted(l) || l == laCaribbean || isGravityLand(l) || l == laPrincessQuest; } eLand getNewSealand(eLand old) { while(true) { eLand p = pick(laOcean, pick(laCaribbean, laLivefjord, laGridSea)); if(p == old) continue; if(chaosmode && noChaos(p)) continue; return p; } } bool doEndorian = false; eLand getNewLand(eLand old) { #ifdef LOCAL extern bool doAutoplay; if(doAutoplay) return pick(laOcean, laLivefjord, laGridSea, laGridCoast); #endif if(items[itEdge] == 12345) return laEndorian; if(old == laTortoise) return laDragon; if(yendor::on && chaosmode) { while(true) { eLand n = eLand(hrand(landtypes)); if(n == old) continue; if(incompatible(n,old)) continue; if(noChaos(n)) continue; if(n == laElementalWall || isTechnicalLand(n)) continue; if(n == laWildWest) continue; if(isElemental(n) && hrand(100) >= 25) continue; return n; } } if(markOrb(itOrbLuck)) { int i = items[itOrbLuck]; items[itOrbLuck] = 0; eLand l1 = getNewLand(old); for(int i=1; i<3; i++) l1 = pickluck(l1, getNewLand(old)); items[itOrbLuck] = i; return l1; } if(randomPatternsMode) return pickLandRPM(old); if(old == laEEarth && lchance(old)) return hrand(2) ? laEWater : laEFire; if(old == laEAir && lchance(old)) return hrand(2) ? laEWater : laEFire; if(old == laEWater && lchance(old)) return hrand(2) ? laEEarth : laEAir; if(old == laEFire && lchance(old)) return hrand(2) ? laEEarth : laEAir; if(tactic::on && !(tactic::trailer && old == firstland)) return firstland; if(yendor::on && (yendor::clev().flags & YF_WALLS)) { if(old != yendor::clev().l) return yendor::clev().l; } if(yendor::on && yendor::nexttostart) { eLand l = yendor::nexttostart; if(!(yendor::clev().flags & YF_REPEAT)) yendor::nexttostart = laNone; return l; } if(old == laDragon && tortoise::seek() && hrand(100) < 50) return laTortoise; if(isWarped(old) && (hrand(100) < 25) && chaosmode) return eLand(old ^ laGridCoast ^ laGridSea); if(old == laGridSea || old == laCaribbean || (old == laLivefjord && hrand(2)) || (old == laOcean && (chaosmode ? hrand(2) : !generatingEquidistant))) return getNewSealand(old); if(old == laGraveyard && generatingEquidistant) return laHaunted; if(old == laOcean && gold() >= 60 && hrand(100) < 75 && !rlyehComplete()) return laRlyeh; if(old == laRlyeh && !rlyehComplete()) return laOcean; eLand tab[256]; int cnt = 0; /* if(isHive(old) && hrand(100) < 90) { eLand n = old; while(n == old) n = eLand(laHive0 + hrand(3)); return n; } */ // return (hrand(2)) ? laMotion : laJungle; // the basic lands, always available tab[cnt++] = laCrossroads; tab[cnt++] = laIce; tab[cnt++] = laDesert; tab[cnt++] = laJungle; tab[cnt++] = laMotion; tab[cnt++] = laAlchemist; if(old != laDeadCaves) tab[cnt++] = laCaves; // the intermediate lands if(gold() >= 30) { tab[cnt++] = laCrossroads; tab[cnt++] = laMirror; tab[cnt++] = laOcean; tab[cnt++] = laLivefjord; tab[cnt++] = laMinefield; tab[cnt++] = laPalace; if(kills[moVizier]) tab[cnt++] = laEmerald; if(items[itFeather] >= 10) tab[cnt++] = laZebra; tab[cnt++] = laGridCoast; if(euclid) tab[cnt++] = laGridSea; // Ivory Tower tends to crash while generating equidistant if(items[itElixir] >= 10 && !generatingEquidistant) tab[cnt++] = laIvoryTower; if(items[itEdge] >= 10 && !generatingEquidistant) tab[cnt++] = laEndorian; } // the advanced lands if(gold() >= 60) { tab[cnt++] = laStorms; tab[cnt++] = laWhirlwind; tab[cnt++] = laCrossroads; if(!generatingEquidistant) tab[cnt++] = laCrossroads2; if(items[itRuby] >= 10) { tab[cnt++] = laOvergrown; if(old == laJungle) LIKELY tab[cnt++] = laOvergrown; } if(rlyehComplete()) tab[cnt++] = laRlyeh; else if(chaosmode && (old == laGridCoast || old == laLivefjord || old == laOcean)) tab[cnt++] = laRlyeh; if(items[itStatue] >= 5 && chaosmode) tab[cnt++] = laTemple; if(old == laCrossroads || old == laCrossroads2) tab[cnt++] = laOcean; if(old == laOcean) tab[cnt++] = laCrossroads; if(items[itGold] >= 5 && items[itFernFlower] >= 5 && !kills[moVizier]) tab[cnt++] = laEmerald; tab[cnt++] = laDryForest; tab[cnt++] = laWineyard; if(items[itGold] >= 10) tab[cnt++] = laDeadCaves; // tab[cnt++] = laCaribbean; if(items[itSpice] >= 10) { tab[cnt++] = laRedRock; if(old == laDesert) LIKELY tab[cnt++] = laRedRock; } if(old == laRedRock) LIKELY tab[cnt++] = laDesert; if(old == laOvergrown) LIKELY tab[cnt++] = laJungle; tab[cnt++] = laRose; } if(tkills() >= 100) { tab[cnt++] = laGraveyard; if(gold() >= 60) tab[cnt++] = laHive; } if(killtypes() >= 20) tab[cnt++] = laDragon; if(elementalUnlocked()) tab[cnt++] = randomElementalLandWeighted(); if(hellUnlocked()) { if(!generatingEquidistant) tab[cnt++] = laCrossroads3; tab[cnt++] = laHell; } if(items[itHell] >= 10) { if(items[itDiamond] >= 10) { tab[cnt++] = laCocytus; if(old == laHell || old == laIce) LIKELY tab[cnt++] = laCocytus; } if(old == laCocytus) LIKELY { tab[cnt++] = laIce; tab[cnt++] = laHell; } tab[cnt++] = laPower; if(old == laCrossroads || old == laCrossroads2) tab[cnt++] = laOcean; if(old == laOcean) tab[cnt++] = laCrossroads2; } // for(int i=0; i<20; i++) tab[cnt++] = laRedRock; // for(int i=0; i<20; i++) tab[cnt++] = laCaribbean; // for(int i=0; i<20; i++) tab[cnt++] = laCocytus; // for(int i=0; i<20; i++) tab[cnt++] = laCrossroads; eLand n = old; while(incompatible(n, old) || (chaosmode && noChaos(n))) n = tab[hrand(cnt)]; return n; } bool notDippingFor(eItem i) { int v = items[i] - currentLocalTreasure; if(v <= 10) return true; if(v >= 20) return false; return v >= hrand(10) + 10; } bool notDippingForExtra(eItem i, eItem x) { int v = items[i] - min(items[x], currentLocalTreasure); if(v <= 10) return true; if(v >= 20) return false; return v >= hrand(10) + 10; } eLand euland[65536]; eLand switchable(eLand nearland, eLand farland, eucoord c) { if(euclidland == laCrossroads4) { if(hrand(15) == 0) return getNewLand(nearland); return nearland; } else if(nearland == laCrossroads) { if(hrand(4) == 0 && (short(c)%3==0)) return laBarrier; return laCrossroads; } else if(nearland == laBarrier) { return getNewLand(farland); } else { if(hrand(20) == 0 && (short(c)%3==0)) return laBarrier; return nearland; } } eLand getEuclidLand(eucoord c) { if(euland[c]) return euland[c]; if(c == 0 || c == eucoord(-1) || c == 1) return euland[c] = euclidland; if(euland[eucoord(c-2)] && ! euland[eucoord(c-1)]) getEuclidLand(c-1); if(euland[eucoord(c+2)] && ! euland[eucoord(c+1)]) getEuclidLand(c+1); if(euland[eucoord(c-1)]) return euland[c] = switchable(euland[c-1], euland[eucoord(c-2)], c); if(euland[eucoord(c+1)]) return euland[c] = switchable(euland[c+1], euland[eucoord(c+2)], c); return euland[c] = laCrossroads; } int newRoundTableRadius() { return 28 + 2 * items[itHolyGrail]; } int getAnthraxData(cell *c, bool b) { int d = celldistAlt(c); int rad = 28 + 3 * anthraxBonus; while(d < -rad) { d += rad + 12; rad += 3; } while(d >= 12) { if(rad > 5) rad -= 3; else if(rad) rad--; d -= rad + 12; } if(b) return rad; return d; } int roundTableRadius(cell *c) { if(euclid) return 28; if(tactic::on) return getAnthraxData(c, true); return c->master->alt->alt->emeraldval & GRAIL_RADIUS_MASK; } int celldistAltRelative(cell *c) { if(tactic::on) return getAnthraxData(c, false); return celldistAlt(c) - roundTableRadius(c); } void buildCamelotWall(cell *c) { c->wall = waCamelot; for(int i=0; itype; i++) { cell *c2 = createMov(c, i); if(c2->wall == waNone && (euclid || (c2->master->alt && c->master->alt)) && celldistAlt(c2) > celldistAlt(c) && c2->monst == moNone) c2->wall = waCamelotMoat; } } eLand showlist[10] = { laHell, laRlyeh, laAlchemist, laGraveyard, laCaves, laDesert, laIce, laJungle, laMotion, laMirror }; void buildBarrier(cell *c, int d, eLand l) { d %= 7; cellwalker bb(c, d); if(checkBarriersFront(bb) && checkBarriersBack(bb)) { c->bardir = d; eLand oldland = c->land; eLand newland = l ? l : getNewLand(oldland); if(showoff) newland = showlist[(showid++) % 10]; landcount[newland]++; if(d == 5) c->barleft = oldland, c->barright = newland; else c->barleft = newland, c->barright = oldland; c->landparam = 40; } } bool buildBarrier4(cell *c, int d, int mode, eLand ll, eLand lr) { d %= 7; cellwalker b1(c, d); cellwalker b2(c, d); if(purehepta) cwstep(b2); else { cwstep(b2); cwspin(b2, 3); cwstep(b2); cwspin(b2, 3); cwstep(b2); } cellwalker b3(c, d); if(purehepta) { cwspin(b3, -1); cwstep(b3); cwspin(b3, 3); } else { cwstep(b3); cwspin(b3, 4); cwstep(b3); cwspin(b3, 4); } cellwalker b4(c, d); if(purehepta) { cwspin(b4, 1); cwstep(b4); cwspin(b4, -3); } else { cwstep(b4); cwspin(b4, -4); cwstep(b4); cwspin(b4, -4); } if(mode == 0) { if(!((checkBarriersBack(b1) && checkBarriersBack(b2)))) return false; if(!((checkBarriersFront(b3) && checkBarriersFront(b4)))) return false; } if(mode == 1) { if(!(checkBarriersFront(b3, 5, true) && checkBarriersFront(b4, 5, true))) return false; } if(mode == 2) { if(!((checkBarriersBack(b1, 5, true) && checkBarriersBack(b2, 5, true)))) return false; } eLand xl = oppositeElement(ll); eLand xr = oppositeElement(lr); c->bardir = d, c->barleft = ll, c->barright = lr; extendBarrierBack(c); c= b2.c; d=b2.spin; c->bardir = d, c->barleft = xl, c->barright = xr; extendBarrierBack(c); c= b3.c; d=b3.spin; c->bardir = d, c->barleft = xl, c->barright = lr; extendBarrierFront(c); c= b4.c; d=b4.spin; c->bardir = d, c->barleft = ll, c->barright = xr; extendBarrierFront(c); if(!purehepta) for(int a=-3; a<=3; a++) if(a) { setland(cwpeek(b1, a), a > 0 ? lr : ll); setland(cwpeek(b2, a), a > 0 ? xr : xl); setland(cwpeek(b3, a), a > 0 ? lr : xl); setland(cwpeek(b4, a), a > 0 ? xr : ll); } if(purehepta) setbarrier(b1.c), setbarrier(b2.c), setbarrier(b3.c), setbarrier(b4.c); if(!purehepta) { cell *cp; cp = cwpeek(b1, 0); cp->barleft = ll; cp->barright = lr; setbarrier(cp); cp = cwpeek(b2, 0); cp->barleft = xl; cp->barright = xr; setbarrier(cp); } return true; } void buildBarrierStrong(cell *c, int d, bool oldleft) { d %= 7; cellwalker bb(c, d); c->bardir = d; eLand oldland = c->land; eLand newland = getNewLand(oldland); if(showoff) newland = showlist[(showid++) % 10]; landcount[newland]++; if(oldleft) c->barleft = oldland, c->barright = newland; else c->barleft = newland, c->barright = oldland; } void buildCrossroads2(cell *c) { if(buggyGeneration) return; if(!c) return; for(int i=0; itype; i++) if(c->mov[i] && !c->mov[i]->landparam && c->mov[i]->mpdist < c->mpdist) buildCrossroads2(c->mov[i]); if(c->bardir != NODIR && c->bardir != NOBARRIERS) extendBarrier(c); if(c->land != laCrossroads2) return; if(!c->landparam) { for(int i=0; itype; i++) { cell *c2 = createMov(c, i); if(c2 && c2->landparam && (c2->land == laCrossroads2 || c2->land == laBarrier)) { for(int j=0; jtype; j++) { createMov(c2, j); cell *c3 = c2->mov[j]; if(c3 && c3->landparam && (c3->land == laCrossroads2 || c3->land == laBarrier)) { int h2 = c2->landparam; int h3 = c3->landparam; // ambiguous if(h2/4 == 1 && h3/4 == 3) continue; if(h2/4 == 3 && h3/4 == 1) continue; for(int d=0; dtype; d++) if(emeraldtable[h2][d] == h3) { int nh = emeraldtable[h2][(42+d + c->spn[i] - j) % c2->type]; if(c->landparam>0 && c->landparam != nh) { printf("CONFLICT\n"); raiseBuggyGeneration(c, "CONFLICT"); } c->landparam = nh; } if(c->landparam == 0) printf("H2 = %d H3=%d\n", c2->landparam, c3->landparam); } } if(c->landparam == 0) { printf("H2 = %d\n", c2->landparam); describeCell(c2); for(int i=0; itype; i++) describeCell(c2->mov[i]); // halted = true; // c->heat = -1; raiseBuggyGeneration(c, "buildCrossroads2x"); return; } } } if(c->landparam) { // for(int i=0; itype; i++) { // cell *c2 = c->mov[i]; // buildCrossroads2(c2); // } } else { raiseBuggyGeneration(c, "buildCrossroads2"); return; } } int h = c->landparam; if(h/4 >= 8 && h/4 <= 11) { for(int i=0; itype; i++) { createMov(c, i)->land = laCrossroads2; if(!c->mov[i]->landparam) buildCrossroads2(c->mov[i]); } if(h/4 == 8 || h/4 == 10) for(int i=0; itype; i++) { if(c->mov[i] && c->mov[i]->landparam == h-4) { bool oldleft = true; for(int j=1; j<=3; j++) if(c->mov[(i+j)%7] && c->mov[(i+j)%7]->mpdist < c->mpdist) oldleft = false; buildBarrierStrong(c, i, oldleft); c->landparam = h; extendBarrier(c); } } } } extern bool bugtrack; bool generatingEquidistant = false; void buildAnotherEquidistant(cell *c) { //printf("building another coast\n"); if(yendor::on) return; int gdir = -1; for(int i=0; itype; i++) { if(c->mov[i] && c->mov[i]->mpdist < c->mpdist) gdir = i; } if(gdir == -1) return; generatingEquidistant = true; int radius = c->land == laOcean ? 30 : HAUNTED_RADIUS + 5; cellwalker cw(c, (gdir+3) % c->type); vector coastpath; while(size(coastpath) < radius || cw.c->type != 7) { // this leads to bugs for some reason! if(cw.c->land == laCrossroads2) { #ifdef AUTOPLAY if(doAutoplay) printf("avoiding the Crossroads II\n"); // todo #endif generatingEquidistant = false; return; } coastpath.push_back(cw.c); if(cw.c->land == laNone && cw.c->mpdist <= 7) { raiseBuggyGeneration(cw.c, "landNone 1"); for(int i=0; iitem = itPirate; return; } cwstep(cw); cwspin(cw, 3); if(cw.c->type == 7 && hrand(2) == 0) cwspin(cw, 1); } int mpd[10]; for(int i=0; i<10; i++) mpd[i] = coastpath[i]->mpdist; coastpath.push_back(cw.c); // printf("setdists\n"); for(int i=1; iland == laNone) { raiseBuggyGeneration(cwt.c, "landNone 3"); for(int i=0; i<10; i++) printf("%d ", mpd[i]); printf("\n"); for(int i=0; iitem = itPirate; return; } setdist(coastpath[i], BARLEV, coastpath[i-1]); setdist(coastpath[i], BARLEV-1, coastpath[i-1]); } //printf("building barrier\n"); cell *c2 = coastpath[coastpath.size() - 1]; int bd = 2 + (hrand(2)) * 3; bool nowall = false; if(c2->land == laNone) { raiseBuggyGeneration(c2, "landNone 2"); for(int i=0; iitem = itPirate; return; } // else if(c->type == 7 && hrand(10000) < 20 && !isCrossroads(c->land) && gold() >= 200) if(c2->type == 7 && gold() >= 200 && hrand(10) < 2 && buildBarrierNowall(c2, laCrossroads4, true)) { nowall = true; // raiseBuggyGeneration(c2, "check"); // return; } else buildBarrier(c2, bd); //printf("building barrier II\n"); if(c2->bardir != NODIR && c2->bardir != NOBARRIERS) extendBarrier(c2); for(int i=size(coastpath)-(nowall?1:2); i>=0; i--) { for(int j=BARLEV; j>=6; j--) setdist(coastpath[i], j, NULL); } generatingEquidistant = false; } bool bugtrack = false, bugfound = false; #define UNKNOWN 65535 int coastval(cell *c, eLand base) { if(!c) return UNKNOWN; if(c->land == laNone) return UNKNOWN; if(base == laGraveyard) { if(c->land == laHaunted || c->land == laHauntedWall) return 0; if(c->land != laGraveyard && c->land != laHauntedBorder) return 30; } else { if(c->land == laOceanWall || c->land == laCaribbean || c->land == laWhirlpool || c->land == laLivefjord || c->land == laGridSea) return 30; if(c->land != laOcean && !isGravityLand(c->land) && c->land != laHaunted) { return 0; } } if(!c->landparam) return UNKNOWN; return c->landparam; } 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 }; return m[hrand(24)]; } eMonster wanderingCrossroadsMonster() { while(true) { eMonster m = crossroadsMonster(); if(!isIvy(m) && m != moTentacle) return m; } } bool checkInTree(cell *c, int maxv) { if(c->landparam <= 3) return false; if(!maxv) return false; if(c->landflags) return true; for(int t=0; ttype; t++) if(c->mov[t] && c->mov[t]->landparam < c->landparam && checkInTree(c->mov[t], maxv-1)) return true; return false; } void buildEquidistant(cell *c) { if(!c) return; if(c->landparam) return; if(chaosmode) return; eLand b = c->land; if(!b) { printf("land missing at %p\n", c); describeCell(c); for(int i=0; itype; i++) if(c->mov[i]) describeCell(c->mov[i]); // buggycells.push_back(c); } if(b == laHauntedBorder) b = laGraveyard; int mcv = UNKNOWN; // find the lowest coastval for(int i=0; itype; i++) { int cv = coastval(createMov(c,i), b); if(cv < mcv) mcv = cv; } int mcv2 = 0; if(bugfound) { mcv = 1; c->landparam = 10; } else if(mcv == 0) { // if(generatingEquidistant) printf("mcv=0\n"); c->landparam = 1; } else { // if it appears twice, increase it int qcv = 0; int sid = 0; for(int i=0; itype; i++) if(coastval(c->mov[i], b) == mcv) qcv++, sid = i; // if(generatingEquidistant) printf("qcv=%d mcv=%d\n", qcv, mcv); if(qcv >= 2) c->landparam = mcv+1; else { // if(qcv != 1) { printf("qcv = %d\n", qcv); exit(1); } cell *c2 = c->mov[sid]; int bsid = c->spn[sid]; for(int j=0; j<7; j++) { int q = (bsid+j+42) % c2->type; cell *c3 = c2->mov[q]; if(coastval(c3, b) < mcv) { cell *c4 = createMovR(c2, bsid+1); if(c4->land == laNone && c2->mpdist <= BARLEV) setdist(c4, BARLEV, c2); buildEquidistant(c4); mcv2 = coastval(c4, b); break; } q = (bsid-j+42) % c2->type; c3 = c2->mov[q]; if(coastval(c3, b) < mcv) { cell *c4 = createMovR(c2, bsid-1); if(c4->land == laNone && c2->mpdist <= BARLEV) setdist(c4, BARLEV, c2); buildEquidistant(c4); mcv2 = coastval(c4, b); break; } } if(bugfound) c->item = itSapphire; if(mcv2 > mcv) mcv2 = mcv; if(mcv2 == 0) mcv2 = mcv; c->landparam = mcv2+1; /* if(c->heat < 3) raiseBuggyGeneration(c, "low heat"); */ } } if(!c->landparam) { // int z = int(c->heat); if(c->item || c->monst) printf("building coast over %s/%s, mpdist = %d\n", iinf[c->item].name, minf[c->monst].name, c->mpdist); if(c->land == laOcean) c->wall = waSea; } if(c->land == laEndorian) { if(c->landparam == 1 && c->type == 7) { for(int i=0; i<7; i++) { int i1 = (i+1) % 7; if(c->mov[i] && c->mov[i]->land != laEndorian && c->mov[i]->land != laNone) if(c->mov[i1] && c->mov[i1]->land != laEndorian && c->mov[i1]->land != laNone) { c->landflags = 2; c->wall = waTrunk; } } } else if(c->landparam == 1 && c->type == 6) { for(int i=0; i<6; i++) { int i1 = (i+1) % 6; int i2 = (i+2) % 6; int i4 = (i+4) % 6; int i5 = (i+5) % 6; if(c->mov[i] && c->mov[i]->land == laBarrier && c->mov[i]->type == 7) if(c->mov[i1] && c->mov[i1]->land != laBarrier) if(c->mov[i2] && c->mov[i2]->land != laBarrier) if(c->mov[i4] && c->mov[i4]->land != laBarrier) if(c->mov[i5] && c->mov[i5]->land != laBarrier) { c->landflags = 2; c->wall = waTrunk; } if(c->mov[i] && c->mov[i]->land != laEndorian && c->mov[i]->land != laNone && c->mov[i]->type == 7) if(c->mov[i1] && c->mov[i1]->land != laEndorian && c->mov[i1]->land != laNone) if(c->mov[i5] && c->mov[i5]->land != laEndorian && c->mov[i5]->land != laNone) { c->landflags = 3; c->wall = waTrunk; } } } else if(c->landparam > 1) { for(int i=0; itype; i++) { cell *c2 = c->mov[i]; if(c2 && c2->landparam < c->landparam && c2->landflags) { bool ok = false; if(c2->landflags == 3) ok = true; else if(c2->landflags == 2) { ok = c->mov[(i+1)%c->type]->landparam != c->landparam-1 && c->mov[(i+c->type-1)%c->type]->landparam != c->landparam-1; } else for(int j=0; jtype; j++) { cell *c3 = c2->mov[j]; if(c3 && c3->landparam < c2->landparam && c3->landflags) if(c->spn[i] == (j+3)%c2->type || c->spn[i] == (j+c2->type-3)%c2->type) ok = true; } if(ok) { c->wall = waTrunk; c->landflags = 1; } } if(c2 && c2->landparam < c->landparam && c2->landflags == 1 && c->type == 7) { cell *c3 = c->mov[(i+1)%7]; if(c3 && c3->landparam < c->landparam && c3->landflags == 1) { c->wall = waTrunk; c->landflags = 2; } } } if(!c->landflags && checkInTree(c, 5)) { int lev = hrand(100); if(lev < 10) c->wall = waSolidBranch; else if(lev < 20) c->wall = waWeakBranch; else c->wall = waCanopy; } } } if(c->landparam > 30 && b == laOcean && !generatingEquidistant && hrand(10) < 5) buildAnotherEquidistant(c); if(c->landparam > HAUNTED_RADIUS+5 && b == laGraveyard && !generatingEquidistant && hrand(100) < (purehepta?25:5) && items[itBone] >= 10) buildAnotherEquidistant(c); } void beCIsland(cell *c) { int i = hrand(3); if(i == 0) c->wall = waCIsland; if(i == 1) c->wall = waCIsland2; if(i == 2) c->wall = waCTree; return; } void generateTreasureIsland(cell *c) { if(!euclid) generateAlts(c->master); if(isOnCIsland(c)) return; bool src = hrand(100) < 10; if(src) { beCIsland(c); if(c->wall == waCTree) return; } cell* ctab[7]; int qc = 0, qlo, qhi; for(int i=0; itype; i++) { cell *c2 = createMov(c, i); if(!euclid) generateAlts(c2->master); if((euclid || (c->master->alt && c2->master->alt)) && celldistAlt(c2) < celldistAlt(c)) { ctab[qc++] = c2; qlo = i; qhi = i; while(true) { qlo--; c2 = createMovR(c, qlo); if(!euclid && !c2->master->alt) break; if(celldistAlt(c2) >= celldistAlt(c)) break; ctab[qc++] = c2; } while(true) { qhi++; c2 = createMovR(c, qhi); if(!euclid && !c2->master->alt) break; if(celldistAlt(c2) >= celldistAlt(c)) break; ctab[qc++] = c2; } break; } } if(!qc) { printf("NO QC\n"); c->wall = waSea; for(int i=0; itype; i++) printf("%d ", celldistAlt(c->mov[i])); printf("vs %d\n", celldistAlt(c)); return; } cell* c2 = createMovR(c, (qlo+qhi)/2); generateTreasureIsland(c2); if(!src) { c->wall = c2->wall; if(c->wall != waCTree && hrand(100) < 15) c->wall = (c->wall == waCIsland ? waCIsland2 : waCIsland); } if(src && c2->wall == waCTree && (euclid||c->master->alt) && celldistAlt(c) <= -10) { bool end = true; for(int i=0; iwall != waCTree) end = false; } // printf("%p: end=%d, qc=%d, dist=%d\n", c, end, qc, celldistAlt(c)); if(end) c->item = itPirate; else c->item = itCompass; } } void buildRedWall(cell *c, int gemchance) { if(c->monst) return; int ki = PT(kills[moHexSnake] + kills[moRedTroll], 50); c->wall = waRed3; if(hrand(100+ki) < gemchance + ki) c->item = itRedGem; if(items[itRedGem] >= 10 && hrand(18000) < gemchance) c->item = itOrbTelekinesis; } 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; } cell *randomDown(cell *c) { cell *tab[7]; int q=0; for(int i=0; itype; i++) if(c->mov[i] && coastval(c->mov[i], laIvoryTower) < coastval(c, laIvoryTower)) tab[q++] = c->mov[i]; if(!q) return NULL; if(q==1) return tab[0]; return tab[hrand(q)]; } // which=1 => right, which=-1 => left // set which=1,bonus=1 to get right neighbor on level typedef int cellfunction(cell*); cell *chosenDown(cell *c, int which, int bonus, cellfunction* cf) { int d = (*cf)(c)-1; for(int i=0; itype; i++) { if(!c->mov[i]) createMov(c, i); if(c->mov[i]->mpdist > BARLEV && cf == coastvalEdge) setdist(c->mov[i], BARLEV, c); if((*cf)(c->mov[i]) == d) { int i2 = (i+which+42)%c->type; createMov(c, i2); if((*cf)(c->mov[i2]) == d) return createMovR(c, i2+bonus); else return createMovR(c, i+bonus); } } // printf("nothing down here\n"); return NULL; } int edgeDepth(cell *c) { if(c->land == laIvoryTower || c->land == laEndorian) return coastvalEdge(c); else if(c->land != laBarrier) { for(int i=0; itype; i++) if(c->mov[i] && c->mov[i]->land == laBarrier) return -20+c->cpdist; } return 0; } int getHauntedDepth(cell *c) { if((tactic::on || euclid) && c->land == laHaunted) return celldist(c); if(c->land == laHaunted) return c->landparam; if(c->land == laHauntedWall) return 0; if(c->land == laHauntedBorder || c->land == laGraveyard) return -c->landparam; return -100; } int compassDist(cell *c) { if(c->master->alt) return celldistAlt(c); if(isHaunted(c->land) || c->land == laGraveyard) return getHauntedDepth(c); return 500; } int towerval(cell *c, cellfunction* cf) { // if(c->land != laEdge) return 0; cell *cp1 = chosenDown(c, 1, 1, cf); if(!cp1) return 0; /* cell *cp2 = chosenDown(cp1, 1, 1); if(!cp2) return 0; cell *cm1 = chosenDown(c, -1, -1); if(!cm1) return 0; cell *cm2 = chosenDown(cm1, -1, -1); if(!cm2) return 0; */ /* return (c->type-6) + 2*(cp1->type-6) + 4*(cp2->type-6) + 8*(cm1->type-6) +16*(cm2->type-6); */ int under = 0; int cfc = (*cf)(c); for(int i=0; itype; i++) { if(c->mov[i] && (*cf)(c->mov[i]) < cfc) under++; } return (c->type-6) + 2*(cp1->type-6) + 4*under; } int hivehard() { return items[itRoyalJelly] + yendor::hardness() * (yendor::hardness() * 3/5 - 2); // 0, 5, 40, 135 } eMonster randomHyperbug() { int h = hivehard(); if(hrand(200) < h) return moBug2; return eMonster(moBug0 + hrand(BUGCOLORS)); // 50: 25/25/50 // 100: } #define RANDPATC(c) (randpattern(c,randompattern[c->land])) #define RANDPAT (randpattern(c,randompattern[c->land])) #define RANDPAT3(i) (randpatternMajority(c,i,RANDITER)) #define RANDPATV(x) (randpattern(c,randompattern[x])) bool buildBarrierNowall(cell *c, eLand l2, bool force) { int dtab[3] = {0,1,6}; if(c->land == laNone) { raiseBuggyGeneration(c, "barrier nowall!"); return false; } for(int i=0; i<3; i++) { int d = dtab[i]; if(force) d=1; cellwalker cw(c, d); if(force || (checkBarriersNowall(cw, 0, -1) && checkBarriersNowall(cw, 0, 1))) { eLand l1 = c->land; checkBarriersNowall(cw, 0, -1, l1, l2); checkBarriersNowall(cw, 0, 1, l1, l2); extendBarrier(c); return true; } } return false; } void setLandEuclid(cell *c) { c->land = euclidland; if(euclidland == laCrossroads) { eucoord x, y; decodeMaster(c->master, x, y); c->land = getEuclidLand(y+2*x); } if(euclidland == laCrossroads4) { eucoord x, y; decodeMaster(c->master, x, y); c->land = getEuclidLand(y); } if(euclidland == laWhirlpool) { c->land = laOcean; c->landparam = 99; } if(euclidland == laPrincessQuest) c->land = laPalace; if(euclidland == laOcean) { eucoord x, y; decodeMaster(c->master, x, y); int y0 = y; if(y>50000) y0 -= 65536; y0 += 10; if(y0 == 0) {c->land = laBarrier; if(ishept(c)) c->land = laRlyeh; } else if(y0<0) c->land = laRlyeh; else c->landparam = y0; } if(euclidland == laIvoryTower) { eucoord x, y; decodeMaster(c->master, x, y); int y0 = y; if(y>50000) y0 -= 65536; y0 = -y0; y0 -= 5; if(y0 == 0) {c->land = laBarrier; if(ishept(c)) c->land = laAlchemist; } else if(y0<0) c->land = laAlchemist; else { c->landparam = y0; } } if(euclidland == laElementalWall) { eucoord x, y; decodeMaster(c->master, x, y); int y0 = y; if(y>32768) y0 -= 65536; int x0 = x +y/2; int id = 0; if(y0&16) id += 2; if(x0&16) id += 1; x0 += 8; y0 += 8; y0--; x0++; int id2 = 0; if(y0&16) id2 += 2; if(x0&16) id2 += 1; c->land = eLand(laEFire + id); if(((y0&15) == 15 && (x0&1)) || ((x0&15) == 0 && ((y0+1)&1))) { if(c->land == laEFire) c->wall = waEternalFire; if(c->land == laEWater) c->wall = waSea; if(c->land == laEAir) c->wall = waChasm; if(c->land == laEEarth) c->wall = waStone; c->barright = c->land; c->barleft = eLand(laEFire+id2); c->land = laElementalWall; } } if(euclidland == laCrossroads3) { eucoord x, y; decodeMaster(c->master, x, y); int y0 = y; if(y>32768) y0 -= 65536; int x0 = x +y/2; x0 += 24; y0 += 8; int id = 0; if(y0&16) id ^= 1; if(x0&16) id ^= 1; c->land = id ? laCrossroads3 : laDesert; if(((y0&15) == 15 && (x0&1)) || ((x0&15) == 0 && ((y0+1)&1))) { c->wall = waBarrier; c->land = laBarrier; } } if(euclidland == laGridCoast) { eucoord x, y; decodeMaster(c->master, x, y); int zz = 2*short(x)+short(y) + 10; zz %= 30; if(zz<0) zz += 30; if(zz >= 15) c->land = laGridSea; else c->land = laGridCoast; } } void buildBigStuff(cell *c, cell *from) { bool deepOcean = false; if(c->land == laOcean) { if(!from) deepOcean = true; else for(int i=0; itype; i++) { cell *c2 = from->mov[i]; if(c2 && c2->landparam > 30) deepOcean = true; } } if(c->land == laGraveyard) { if(!from) deepOcean = true; else for(int i=0; itype; i++) { cell *c2 = from->mov[i]; if(c2 && c2->landparam > HAUNTED_RADIUS+5) deepOcean = true; } } if(generatingEquidistant) deepOcean = false; // buildgreatwalls if(chaosmode) { if(c->type == 7 && hrand(10000) < 9000 && buildBarrierNowall(c, getNewLand(c->land))) ; } else if(c->type == 7 && isWarped(c->land) && hrand(10000) < 3000 && buildBarrierNowall(c, eLand(c->land ^ laGridSea ^ laGridCoast))) ; else if(c->type == 7 && c->land == laCrossroads4 && hrand(10000) < 7000 && buildBarrierNowall(c, getNewLand(laCrossroads4))) ; else if(c->type == 7 && hrand(10000) < 20 && !generatingEquidistant && !yendor::on && !tactic::on && !isCrossroads(c->land) && gold() >= 200 && !isSealand(c->land) && !isHaunted(c->land) && !isGravityLand(c->land) && c->land != laTortoise && !(c->land == laGraveyard && !deepOcean) ) buildBarrierNowall(c, laCrossroads4) ; else if(c->land == laCrossroads2 && !purehepta) buildCrossroads2(c); else if(c->type == 7 && hrand(10000) < ( showoff ? (cwt.c->mpdist > 7 ? 0 : 10000) : isGravityLand(c->land) ? 0 : generatingEquidistant ? 0 : (yendor::on && yendor::nexttostart) ? 10000 : princess::challenge ? 0 : isElemental(c->land) ? 4000 : (yendor::on && (yendor::generating || !(yendor::clev().flags & YF_WALLS))) ? 0 : c->land == laCrossroads3 ? 10000 : c->land == laCrossroads ? 5000 : c->land == laCrossroads2 ? 10000 : c->land == laCrossroads4 ? 0 : (tactic::on && !tactic::trailer) ? 0 : c->land == laCaribbean ? 500 : (c->land == laGridSea || c->land == laGridCoast) ? 500 : c->land == laStorms ? 250 : c->land == laCanvas ? 0 : c->land == laHaunted ? 0 : (c->land == laGraveyard && !deepOcean) ? 0 : (c->land == laGraveyard && items[itBone] >= 10) ? 120 : c->land == laOcean ? (deepOcean ? (purehepta ? 250 : 2000) : 0) : c->land == laDragon ? 120 : 50)) { int bd = 2 + hrand(2) * 3; buildBarrier(c, bd); /* int bd = 2; buildBarrier4(c, bd, 0, getNewLand(c->land), c->land); */ } if((!chaosmode) && bearsCamelot(c->land) && c->type == 7 && hrand(2000) < 200 && items[itEmerald] >= 5 && !tactic::on) { int rtr = newRoundTableRadius(); heptagon *alt = createAlternateMap(c, rtr+14, hsOrigin); if(alt) { alt->emeraldval = rtr; alt->fiftyval = c->land; } } if(!chaosmode) { // buildbigstuff if(c->land == laRlyeh && c->type == 7 && hrand(2000) < 100 && items[itStatue] >= 5 && !randomPatternsMode && !tactic::on && !yendor::on) createAlternateMap(c, 2, hsA); if(c->land == laOvergrown && c->type == 7 && hrand(2000) < 25 && !randomPatternsMode && items[itMutant] >= 5 && !tactic::on && !yendor::on) { heptagon *h = createAlternateMap(c, 2, hsA); if(h) clearing::bpdata[h].root = NULL; } if(c->land == laStorms && c->type == 7 && hrand(2000) < 1000 && !randomPatternsMode) { heptagon *h = createAlternateMap(c, 2, hsA); if(h) h->alt->emeraldval = hrand(2); } if(c->land == laOcean && c->type == 7 && hrand(2000) < (purehepta ? 500 : 1000) && deepOcean && !tactic::on && !yendor::on && !generatingEquidistant) createAlternateMap(c, 2, hsA); if(c->land == laCaribbean && c->type == 7) createAlternateMap(c, 2, hsA); if(c->land == laPalace && c->type == 7 && !princess::generating && !shmup::on && (princess::forceMouse ? (from && from->pathdist != INF) : (hrand(2000) < 20)) && !c->master->alt && (princess::challenge || kills[moVizier]) && !tactic::on && !yendor::on) createAlternateMap(c, 141, hsOrigin, waPalace); } if(c->bardir != NODIR && c->bardir != NOBARRIERS) extendBarrier(c); } void buildIvoryTower(cell *c) { /* if(int(c->landparam) % 5 == 0) c->wall = waCamelot; */ if(euclid) { eucoord x, y; decodeMaster(c->master, x, y); string tab[] = { ".####...", "L...L...", ".L..L...", "L...L...", "........", "........" }; int y0 = y; if(y>32768) y0 -= 65536; y0 += 5; y0 %= 12; if(y0<0) y0+=12; if(y0 >= 6) { y0 -= 6; x += 4; } char ch = tab[y0][(x+(y+1)/2)&7]; if(ch == '#') c->wall = waPlatform; else if(ch == 'L') c->wall = waLadder; } else if(true) { cell *c2 = c; cell *c3 = c; bool rdepths[5]; for(int i=0; i<5; i++) { if(coastvalEdge(c2) == 0) { rdepths[i] = false; } else { cell *c4 = c2; if(c2 != c3 && !isNeighbor(c2, c3)) { for(int i=0; itype; i++) if(c2->mov[i] && isNeighbor(c2->mov[i], c3)) c4 = c2->mov[i]; } rdepths[i] = c2 && c3 && c4 && (c2->landflags == 3 || c3->landflags == 3 || c4->landflags == 3); c2 = chosenDown(c2, 1, 0); // if(!c2) break; c3 = chosenDown(c3, -1, 0); if(!c2) { raiseBuggyGeneration(c, "ivory c2"); return; } if(!c3) { raiseBuggyGeneration(c, "ivory c3"); return; } } } if(rdepths[3]) { c->wall = waPlatform; // if(!c4->item) c4->item = itPalace; } else if(!rdepths[2] && !rdepths[4] && !rdepths[1]) { c2 = c; c3 = c; cell *c4 = chosenDown(c, 1, 1); cell *c5 = chosenDown(c, -1, -1); for(int i=0; i<3; i++) { if(coastvalEdge(c2) == 0) break; if(c2 && c4 && c4->landflags == 3 && c2->landflags != 3 && c4 == chosenDown(c2, 1, 1)) c->wall = waLadder; if(c3 && c5 && c5->landflags == 3 && c3->landflags != 3 && c5 == chosenDown(c3, -1, -1)) c->wall = waLadder; buildEquidistant(c4); buildEquidistant(c5); if(c2) c2 = chosenDown(c2, 1, 0); if(c3) c3 = chosenDown(c3, -1, 0); if(c4) c4 = chosenDown(c4, 1, 0); if(c5) c5 = chosenDown(c5, -1, 0); } } } else c->wall = waCIsland; } // This function generates all lands. Warning: it's very long! void setdist(cell *c, int d, cell *from) { if(signed(c->mpdist) <= d) return; if(c->mpdist > d+1 && d != BARLEV) setdist(c, d+1, from); c->mpdist = d; if(d <= 3) lastexplore = shmup::on ? shmup::curtime : turncount; if(buggyGeneration) { if(d < BARLEV) for(int i=0; itype; i++) { setdist(createMov(c, i), d+(purehepta?2:1), c); } if(d >= BARLEV) c->item = itBuggy2; return; } if(d >= BARLEV) { if(!c->land && from->land != laElementalWall && from->land != laHauntedWall) c->land = from->land; if(c->land == laTemple && !tactic::on && !chaosmode) c->land = laRlyeh; if(c->land == laClearing && !tactic::on) c->land = laOvergrown; if(c->land == laWhirlpool && !tactic::on && !yendor::on) c->land = laOcean; if(c->land == laCamelot && !tactic::on) c->land = laCrossroads; if(euclid) setLandEuclid(c); // if(chaosmode) c->land = getCLand(c); } #ifndef MOBILE if(d == BARLEV && c->land == laCanvas) { c->landparam = mapeditor::generateCanvas(c); } #endif int hard = yendor::hardness(); if(d == BARLEV && !euclid && c != cwt.c) buildBigStuff(c, from); if(d < 10) { explore[d]++; exploreland[d][c->land]++; if(d < BARLEV) for(int i=0; itype; i++) { setdist(createMov(c, i), d+(purehepta && d>=3 && d<7?2:1), c); if(buggyGeneration) return; } if(d == BARLEV-2 && c->land == laOcean) buildEquidistant(c); if(d == BARLEV-2 && (c->land == laGraveyard || c->land == laHauntedBorder || c->land == laHaunted)) buildEquidistant(c); if(d <= 7 && (c->land == laGraveyard || c->land == laHauntedBorder)) { c->land = (c->landparam >= 1 && c->landparam <= HAUNTED_RADIUS) ? laHauntedBorder : laGraveyard; } if(d == 8 && isGravityLand(c->land)) { buildEquidistant(c); } if(d == 8 && c->land == laIvoryTower && !euclid) { if(hrand(1000) < 75 && // chosenDown(c, 1, 0)->landflags != 3 && chosenDown(c,-1,0)->landflags != 3 && (c->landparam&1) ) { c->landflags = 3; } else c->landflags = 0; } if(d == 7 && c->land == laIvoryTower) buildIvoryTower(c); if(d == 9 && c->land == laPalace) { if(cdist50(c) == 3 && polarb50(c) == 1) c->wall = waPalace; } if(d == 8 && c->land == laPalace) { // note: Princess Challenge brings back the normal Palace generation bool lookingForPrincess = !euclid && c->master->alt && !princess::challenge; bool pgate = false; if(purehepta) { int i = fiftyval049(c); if(i >= 8 && i <= 14 && !polarb50(c)) pgate = true; } if(pgate) { switch(princess::generating ? 0 : hrand(2)) { case 0: c->wall = waClosedGate; break; case 1: c->wall = waOpenGate; break; } for(int s=0; s<7; s++) if(c->mov[s] && (c->mov[s]->wall == waClosedGate || c->mov[s]->wall == waOpenGate)) c->wall = c->mov[s]->wall; } else if(cdist50(c) == 3 && polarb50(c) == 1) { int q = 0, s = 0; if(!ishept(c)) for(int i=0; i<6; i++) if(cdist50(c->mov[i]) == 3 && polarb50(c->mov[i]) == 1 && !ishept(c->mov[i])) q++, s += i; if(q == 1 && c->mov[s]->land == laPalace) { switch(princess::generating ? 0 : hrand(2)) { case 0: c->wall = waClosedGate; c->mov[s]->wall = waClosedGate; break; case 1: c->wall = waOpenGate; c->mov[s]->wall = waOpenGate; break; } } } else if((hrand(100) < (lookingForPrincess ? (purehepta ? 11 : 7) : 5) && cdist50(c)) || (cdist50(c) == 0 && polarb50(c) && hrand(100) < 60)) { c->wall = hrand(100) < (lookingForPrincess ? (purehepta ? 25 : 30):50) ? waClosePlate : waOpenPlate; } else if(hrand(100) < (lookingForPrincess ? 3 : 5)) c->wall = waTrapdoor; if(cdist50(c) == 0 && yendor::path) { cell *c2 = c->mov[hrand(c->type)]; if(c2->wall == waNone) c2->wall = waTrapdoor; } } if(d==8 && c->land == laEmerald) { if(randomPatternsMode) c->wall = RANDPAT3(0) ? waCavewall : waCavefloor; else if(euclid) { eucoord x, y; decodeMaster(c->master, x, y); if(((y-2)&7) < 4) c->wall = waCavewall; else c->wall = waCavefloor; } else if(purehepta) { if(polarb50(c)) c->wall = waCavewall; else c->wall = waCavefloor; } else { int v = emeraldval(c); if((v&3) >= 2) c->wall = waCavewall; else c->wall = waCavefloor; } } if(d == 8 && isIcyLand(c)) c->landparam = 0; if(d == 8 && c->land == laDryForest) c->landparam = 0; if(d==8 && c->land == laPower) { int v; if(randomPatternsMode) v = RANDPAT ? 24 : 0; else if(euclid) { eucoord x, y; decodeMaster(c->master, x, y); int y0 = ((short)y) % 6; if(y0<0) y0+=6; if(y0 == 3 || y0 == 4) v=24; else v=0; } else v = emeraldval(c); v &= ~3; if((v == 24 || v == 32 || v == 56)) c->wall = waEternalFire; else if(hrand(100) < 10) { c->wall = waGlass; eItem protectedItems[18] = { itPower, itPower, itPower, itPower, itPower, itPower, itOrbLightning, itOrbLightning, itOrbThorns, itOrbThorns, itOrbInvis, itOrbInvis, itOrbShield, itOrbTeleport, itOrbPsi, itOrbDragon, itOrbIllusion, itOrbPreserve }; c->item = protectedItems[hrand(18)]; } } if(d==8 && c->land == laZebra) { if(euclid) { eucoord x, y; decodeMaster(c->master, x, y); if(y&1) c->wall = waTrapdoor; else c->wall = waNone; } else c->wall = (randomPatternsMode ? RANDPAT : (zebra40(c)&2)) ? waTrapdoor : waNone; } if(d==8 && isElemental(c->land)) { if(hrand(c->land == laEAir ? 6 : 25) == 0) { if(c->land == laEFire) c->wall = waEternalFire; else if(c->land == laEWater) c->wall = waSea; else if(c->land == laEAir) c->wall = waChasm; else if(c->land == laEEarth) c->wall = waStone; } } if(d==8 && c->land == laWineyard) { if(euclid) { eucoord x, y; decodeMaster(c->master, x, y); int dy = ((short)y)%3; if(dy<0) dy += 3; if(dy == 1) c->wall = waVinePlant; } else { int v = emeraldval(c); int w = v / 4; if(randomPatternsMode) c->wall = RANDPAT ? waVinePlant : waNone; else if(w == 9 || w == 10 || w == 7 || w == 8) { c->wall = waVinePlant; } else if(v == 24 || v == 58 || v == 26 || v == 56) c->wall = waVineHalfA; else if(v == 25 || v == 59 || v == 27 || v == 57) c->wall = waVineHalfB; else c->wall = waNone; } } if(d == 7 && cellHalfvine(c)) { int i = -1; for(int k=0; ktype; k++) if(c->mov[k] && c->mov[k]->wall == c->wall) i = 0; if(i == -1) c->wall = waNone; } // 24-58 // 26-56 if(d == 9) { // mapgen9 if(isWarped(c->land) && randomPatternsMode) c->land = RANDPAT ? laGridCoast : laGridSea; // if(c->land == laIce && ((celldist(c) % 10) + 10) % 10 == 5) // c->wall = waColumn; if(c->land == laIce) { if(randomPatternsMode) c->wall = RANDPAT ? waIcewall : waNone; else if(hrand(100) < 5 && c->wall != waBarrier) { c->wall = waIcewall; for(int i=0; itype; i++) if(hrand(100) < 50) { cell *c2 = createMov(c, i); setdist(c2, d+1, c); if(c2->wall == waBarrier || c2->land != laIce) continue; c2->wall = waIcewall; for(int j=0; jtype; j++) if(hrand(100) < 20) { cell *c3 = createMov(c2, j); setdist(c->mov[i], d+2, c); if(c3->wall == waBarrier || c3->land != laIce) continue; c3->wall = waIcewall; } } } } if(c->land == laIce || c->land == laCocytus) if(c->wall == waIcewall && items[itDiamond] >= 5 && hrand(200) == 1) c->wall = waBonfireOff; if(c->land == laDragon) { int cd = getCdata(c, 3); cd &= 31; if(cd >= 6 && cd<12) c->wall = waChasm; else if(hrand(1000) == 0) c->wall = waEternalFire; } if(c->land == laCaves) c->wall = (randomPatternsMode ? RANDPAT3(1) : hrand(100) < 55) ? waCavewall : waCavefloor; if(c->land == laLivefjord) { int die = (randomPatternsMode ? (RANDPAT3(2)?100:0) : hrand(100)); if(die < 50) c->wall = waSea; else c->wall = waNone; } if(c->land == laDeadCaves) { int die = (randomPatternsMode ? (RANDPAT?100:0) : hrand(100)); if(die<50) c->wall = waDeadwall; else if(die<55) c->wall = waDeadfloor2; else c->wall = waDeadfloor; } if(c->land == laAlchemist) c->wall = (randomPatternsMode ? RANDPAT : hrand(2)) ? waFloorA : waFloorB; if(c->land == laDryForest) { if(randomPatternsMode) c->wall = RANDPAT ? waNone : RANDPATV(laHell) ? waBigTree : waSmallTree; else c->wall = (hrand(100) < 50) ? (hrand(100) < 50 ? waBigTree : waSmallTree) : waNone; } if(c->land == laOvergrown) { // 0: 60% // 10: 50% if(randomPatternsMode) c->wall = RANDPAT ? waNone : RANDPATV(laWineyard) ? waBigTree : waSmallTree; else c->wall = (hrand(50+items[itMutant]/2+hard) < 30) ? (hrand(100) < 50 ? waBigTree : waSmallTree) : waNone; } if(c->land == laWildWest) { if(randomPatternsMode) c->wall = RANDPAT ? waNone : waSaloon; else if(cdist50(c) <= 2) c->wall = waSaloon; /*if(i == 3 && polarb50(c) == 1) { for(int j=0; jtype; j++) if(c->mov[j] && polarb50(c->mov[j]) == 0) c->wall = waFloorA; } */ } if(c->land == laWhirlwind) { if(!euclid && zebra3(c) == 0) c->wall = waFan; else if(pseudohept(c) && hrand(2000) < 150) c->wall = waChasm; else if(d == 7 && hrand(1000) == 0) buildPrizeMirror(c); else whirlwind::switchTreasure(c); /* bool edge = false; for(int i=0; itype; i++) if(zebra3(c->mov[i]) != z) edge = true; */ // if(edge && hrand(100) < 5) // c->wall = waSaloon; } if(c->land == laStorms) { if(euclid) { eucoord x, y; decodeMaster(c->master, x, y); if(short(x+1)%3 == 0 && short(y)%3 == 0) { if(hrand(100) < 50) c->wall = hrand(2) ? waCharged : waGrounded; } else if(ishept(c)) { bool sand = false; for(int i=0; itype; i++) { createMov(c, i); decodeMaster(c->mov[i]->master, x, y); if(short(x+1)%3 == 0 && short(y)%3 == 0) sand = true; } if(sand && hrand(100) < 20) c->wall = waSandstone; } } else if(purehepta) { int i = zebra40(c); if((i == 5 || i == 8) && hrand(100) < 20) c->wall = hrand(2) ? waCharged : waGrounded; else if(i == 15) c->wall = waSandstone; } else { int i = zebra40(c); if(i >= 40 && hrand(100) < 50) c->wall = hrand(2) ? waCharged : waGrounded; else if(ishept(c) && hrand(100) < 20) c->wall = waSandstone; } for(int i=0; itype; i++) if(c->mov[i] && c->mov[i]->land != laStorms && c->mov[i]->land != laNone) c->wall = waNone; } if(c->land == laGraveyard) { if(randomPatternsMode) c->wall = RANDPAT ? ((RANDPATV(laCrossroads) || RANDPATV(laCrossroads2)) ? waAncientGrave : waFreshGrave) : waNone; else if(pseudohept(c)) c->wall = hrand(5) ? waAncientGrave : waFreshGrave; } if(c->land == laRlyeh) { if(randomPatternsMode) { c->wall = RANDPAT ? waColumn : waNone; } else { if(hrand(500) < 5) { for(int i=0; itype; i++) { cell *c2 = createMov(c, i); setdist(c2, d+1, c); if(c2 && c2->land == laRlyeh) c2->wall = waColumn; } for(int j=0; j<2; j++) { int i = hrand(c->type); if(c->mov[i] && c->mov[i]->land == laRlyeh) c->mov[i]->wall = waNone; } } if(pseudohept(c) && hrand(2)) c->wall = waColumn; } } if(c->land == laHell) { if(hrand(1000) < 36 && celldist(c) >= 3) { for(int i=0; itype; i++) { cell *c2 = createMov(c, i); setdist(c2, d+1, c); if(c2 && c2->land == laHell) if(c2->wall != waSulphurC) c2->wall = waSulphur; } c->wall = waSulphurC; } } if(c->land == laCocytus) { if(c->wall == waNone) c->wall = waFrozenLake; if(hrand(100) < 5 && !safety && celldist(c) >= 3) { for(int i=0; itype; i++) { cell *c2 = createMov(c, i); setdist(c2, d+1, c); if(c2 && c2->land == laCocytus) c2->wall = waLake; } c->wall = waLake; if(hrand(500) < 100 + 2 * (items[itSapphire] + hard)) c->monst = moShark; } } if(isHive(c->land) && hrand(2000) < (chaosmode ? 1000 : purehepta?200:2) && !safety) hive::createBugArmy(c); // landbigstuff if(c->land == laPalace && !euclid && c->master->alt) { int d = celldistAlt(c); if(d <= 150) generateAlts(c->master); } if((bearsCamelot(c->land) && !euclid) || c->land == laCamelot) if(euclid || c->master->alt) { int d = celldistAltRelative(c); if(tactic::on || (d <= 14 && roundTableRadius(c) > 20)) { if(!euclid) generateAlts(c->master); c->bardir = NOBARRIERS; if(d == 10) { if(pseudohept(c)) buildCamelotWall(c); else { if(!euclid) for(int i=0; i<7; i++) generateAlts(c->master->move[i]); int q = 0; for(int t=0; t<6; t++) { createMov(c, t); if(celldistAltRelative(c->mov[t]) == 10 && !pseudohept(c->mov[t])) q++; } if(q == 1) buildCamelotWall(c); // towers of Camelot if(q == 0 && !purehepta) { c->monst = moKnight; for(int i=0; i<6; i++) buildCamelotWall(c->mov[i]); for(int i=0; itype; i++) if(celldistAltRelative(c->mov[i]) < d) c->mondir = i; } } } if(d == 0) c->wall = waRoundTable; if(celldistAlt(c) == 0 && !tactic::on) c->item = itHolyGrail; if(d < 0 && hrand(7000) <= 10 + items[itHolyGrail] * 5) { eMonster m[3] = { moHedge, moLancer, moFlailer }; c->monst = m[hrand(3)]; } if(d == 1) { // roughly as many knights as table cells if(hrand(purehepta ? 2618 : 1720) < 1000) c->monst = moKnight; if(!euclid) for(int i=0; i<7; i++) generateAlts(c->master->move[i]); for(int i=0; itype; i++) if(c->mov[i] && celldistAltRelative(c->mov[i]) < d) c->mondir = (i+3) % 6; } if(tactic::on && d >= 2 && d <= 8 && hrand(1000) < 10) c->item = itOrbSafety; if(d == 5 && tactic::on) c->item = itGreenStone; if(d <= 10) c->land = laCamelot; if(d > 10 && !euclid && !tactic::on) { c->land = eLand(c->master->alt->alt->fiftyval); if(c->land == laNone) printf("Camelot\n"); // NONEDEBUG } } } if((c->land == laStorms && !euclid)) { if(c->master->alt && c->master->alt->distance <= 2) { generateAlts(c->master); c->bardir = NOBARRIERS; int d = celldistAlt(c); if(d <= -2) { c->wall = (c->master->alt->alt->emeraldval & 1) ? waCharged : waGrounded; c->item = itNone; c->monst = moNone; } else if(d <= -1) c->wall = (hrand(100) < 20) ? waSandstone : waNone; else if(d <= 0) c->wall = waNone; } } if(chaosmode && c->land == laTemple) { for(int i=0; itype; i++) if(pseudohept(c) && c->mov[i] && c->mov[i]->land != laTemple) c->wall = waColumn; } else if((c->land == laRlyeh && !euclid) || c->land == laTemple) { if(euclid || (c->master->alt && (tactic::on || c->master->alt->distance <= 2))) { if(!euclid && !chaosmode) generateAlts(c->master); c->bardir = NOBARRIERS; int d = celldistAlt(c); if(d <= 0) { c->land = laTemple, c->wall = waNone, c->monst = moNone, c->item = itNone; } if(d % TEMPLE_EACH==0) { if(pseudohept(c)) c->wall = waColumn; else { if(!euclid) for(int i=0; i<7; i++) generateAlts(c->master->move[i]); int q = 0; for(int t=0; t<6; t++) { createMov(c, t); if(celldistAlt(c->mov[t]) % TEMPLE_EACH == 0 && !ishept(c->mov[t])) q++; } if(q == 2) c->wall = waColumn; } } } } if((c->land == laOvergrown && !euclid) || c->land == laClearing) { if(euclid || (c->master->alt && (tactic::on || c->master->alt->distance <= 2))) { if(!euclid) generateAlts(c->master); c->bardir = NOBARRIERS; int d = celldistAlt(c); if(d <= 0) { c->land = laClearing, c->wall = waNone; // , c->monst = moNone, c->item = itNone; } else if(d == 1 && !tactic::on) c->wall = waSmallTree, c->monst = moNone, c->item = itNone; } } if(c->land == laOcean || c->land == laWhirlpool) { bool fullwhirlpool = false; if(tactic::on && tactic::lasttactic == laWhirlpool) fullwhirlpool = true; if(yendor::on && yendor::clev().l == laWhirlpool) fullwhirlpool = true; if(euclid || (c->master->alt && (fullwhirlpool || c->master->alt->distance <= 2))) { if(!euclid) generateAlts(c->master); c->bardir = NOBARRIERS; int dd = celldistAlt(c); if(dd <= 0 || fullwhirlpool) { c->land = laWhirlpool, c->wall = waSea, c->monst = moNone, c->item = itNone; } } } if(c->land == laCaribbean) { if(!euclid) { if(c->master->alt && c->master->alt->distance <= 2) { if(!euclid) generateAlts(c->master); c->bardir = NOBARRIERS; int d = celldistAlt(c); if(d <= 0) // c->wall = waChasm; generateTreasureIsland(c); else c->wall = waSea; } else c->wall = waSea; } else { int d = celldistAlt(c); if(d <= 0) generateTreasureIsland(c); else c->wall = waSea; } } if(c->land == laTortoise) { using namespace tortoise; int f = hrand(30); if(f < 21 && ((getBits(c)>>f) & 1)) { tflag tf = tflag(f); // long neck and saddleback shell help with big trees #define PSH(x,y) if(tf == x || tf == y) tf = pseudohept(c) ? x : y; PSH(tfLongNeck, tfShell) if(tf == tfLongNeck) c->wall = waBigTree; if(tf == tfShell) c->wall = waBigTree; // brown body elements help with (small) trees PSH(tfShellHue, tfScuteHue) if(tf == tfShellHue) c->wall = waSmallTree; if(tf == tfScuteHue) c->wall = waSmallTree; if(tf == tfSkinHue) c->wall = waSmallTree; // long legs help with rocks PSH(tfFront, tfRear) if(tf == tfFront) c->wall = waStone; if(tf == tfRear) c->wall = waStone; // broad tail and desaturated shell helps with water PSH(tfTail, tfShellSat) if(tf == tfTail) c->wall = waSea; if(tf == tfShellSat) c->wall = waSea; #undef PSH } } if(isHive(c->land) && hrand(2000) < 100 && !c->wall && !c->item && !c->monst) { int nww = 0; for(int i=0; itype; i++) if(c->mov[i] && c->mov[i]->wall == waWaxWall) nww++; if(nww == 0) { c->wall = waWaxWall; c->monst = moNone; c->landparam = hrand(0xFFFFFF + 1); } /* for(int i=0; itype; i++) { if(hrand(6) < 5) { createMov(c,i); cell *c2 = c->mov[i]; c2->wall = waWaxWall; c2->monst = moNone; } } */ } if(c->land == laDesert) { if(randomPatternsMode) c->wall = RANDPAT ? waDune : waNone; else { if(hrand(100) < 5) { for(int i=0; itype; i++) { cell *c2 = createMov(c, i); setdist(c2, d+1, c); if(c2 && c2->land == laDesert) c2->wall = waDune; } for(int j=0; j<2; j++) { int i = hrand(c->type); if(c->mov[i] && c->mov[i]->land == laDesert) c->mov[i]->wall = waNone; } } } if(hrand(300) == 1 && items[itSpice] >= 5) c->wall = waThumperOff; } if(c->land == laRedRock) { if(randomPatternsMode) { c->wall = waNone; if(!ishept(c)) { if(RANDPAT) buildRedWall(c, 20); } else { int k = 0; for(int i=0; i<20; i++) if(RANDPATC(c->mov[i%7]) && !RANDPATC(c->mov[(i+1)%7])) k++; if(k>=4) buildRedWall(c, 20); } } else if(ishept(c) && hrand(100) < 8 && !c->monst) { buildRedWall(c, 80); int i = hrand(7); buildRedWall(createMovR(c, i), 33); if(hrand(2) == 0) buildRedWall(createMovR(createMovR(c, i), c->spn[i]+(hrand(2)?2:4)), 20); i += 3 + hrand(2); if(hrand(6) < 4) buildRedWall(createMovR(c, i), 33); if(hrand(2) == 0) buildRedWall(createMovR(createMovR(c, i), c->spn[i]+(hrand(2)?2:4)), 20); } } } if(d == 8) { if(c->land == laGridCoast) { if(hrand(1000) < 150 && celldist(c) >= 3 && !pseudohept(c)) c->wall = waSmallTree; int q = 0; if(!purehepta && !chaosmode) for(int i=0; itype; i++) if(c->mov[i] && !isWarped(c->mov[i]->land) && c->mov[i]->land != laCrossroads4) q++; if(q == 1) c->wall = waWarpGate; } if(c->land == laGridSea) { c->wall = waSea; int q = 0; if(!purehepta && !chaosmode) for(int i=0; itype; i++) if(c->mov[i] && !isWarped(c->mov[i]->land)) q++; if(q == 1) c->wall = waWarpGate; } } if(d == 8 && c->land == laOvergrown) { if(hrand(15000) < 20 + (2 * items[itMutant] + hard) && !safety) { c->item = itMutant; c->landparam = items[itMutant] + 5 + hrand(11); c->wall = waNone; for(int i=0; itype; i++) if(c->mov[i] && (c->mov[i]->wall == waBigTree || c->mov[i]->wall == waSmallTree)) c->mov[i]->wall = waNone; } else if(hrand(15000) < 20 + (2 * items[itMutant] + hard) && !safety) { // for the Yendor Challenge, use only Mutants if(!(yendor::on && yendor::clev().l == laMirror)) { c->monst = moForestTroll; c->wall = waNone; } } } if(d == 7 && c->item == itMutant) { if(c->monst != moMutant && isMultitile(c->monst)) c->item = itNone; else { c->stuntime = mutantphase; c->monst = moMutant; c->mondir = NODIR; } } if(d == 8 && c->land == laCaribbean && !euclid) { int mindist = 9; for(int i=0; itype; i++) { cell *c2 = c->mov[i]; if((euclid || c2->master->alt) && celldistAlt(c2) < mindist) mindist = celldistAlt(c2); } if(mindist == 0) beCIsland(c); } if(d == 7 && isHaunted(c->land)) { c->wall = waNone; c->item = itNone; c->monst = moNone; if(hrand(100) < 25) c->wall = hrand(2) ? waBigTree : waSmallTree; else if(hrand(500) < 2 && ishept(c)) c->wall = hrand(10) < 3 ? waFreshGrave : waAncientGrave; else { if(hrand(5000) < 30) c->item = itGreenStone; if(hrand(4000) < 10 + items[itLotus] && !safety) c->monst = moGhost; int depth = getHauntedDepth(c); if(hrand(500 + depth) < depth - items[itLotus] && !safety) c->item = itLotus; } } if(d == 7 && c->land == laRedRock && c->wall == waNone && hrand(1000) == 0) buildPrizeMirror(c); if(d == 8 && c->land == laRose && hrand(2000) < 100 && !c->wall && !c->item && !c->monst) { int nww = 0; for(int i=0; itype; i++) { cell *c2 = c->mov[i]; if(c2 && c2->wall == waRose) nww++; for(int j=0; jtype; j++) { cell *c3 = c2->mov[j]; // note: c3->land is required for Android -- // not strictly equivalent since another land there might be not yet generated if(c3 && c3->land != laRose && c3->land) nww++; } }; if(nww == 0) { c->wall = waRose; c->monst = moNone; } } if(d == 7 && c->land == laCaribbean && c->wall == waSea) { bool coast = false; for(int i=0; itype; i++) { cell *c2 = c->mov[i]; if(passable(c2, c, 0) && c2->wall != waBoat) coast = true; } if(coast && hrand(10) < 5) { c->wall = waBoat; if(items[itPirate] >= 10 && hrand(100) < 2 && !safety) c->item = itOrbPreserve; else if(hrand(100) < 2*PRIZEMUL && !safety) placePrizeOrb(c); } } if(d == 7 && c->land == laCaves && c->wall == waCavewall && hrand(5000) < items[itGold] + hard && !safety) c->monst = moSeep; if(d == 7 && c->land == laLivefjord && c->wall == waSea && hrand(5000) < 15 + items[itFjord] + hard && !safety) { if(items[itFjord] >= 5 && hrand(100) < 20) c->monst = moWaterElemental; else { c->monst = moViking; c->wall = waBoat; } } else if(d == 7 && c->land == laLivefjord && yendor::path && c->wall == waSea && hrand(5000) < 20) { c->monst = moViking; c->wall = waBoat; } if(d == 7 && c->land == laLivefjord && hrand(2000) < PT(50 + kills[moViking], 100) && notDippingFor(itFjord) && !safety) { c->item = itFjord; } if(d == 7 && c->land == laLivefjord && items[itFjord] >= 10 && hrand(2000) < 2) c->item = itOrbFish; if(d == 7 && c->land == laLivefjord && hrand(2000) < 2*PRIZEMUL) placePrizeOrb(c); if(d == 7 && c->land == laLivefjord && hrand(2000) < 2) buildPrizeMirror(c); if(d == 7 && c->land == laEmerald && c->wall == waCavewall && hrand(5000) < items[itEmerald] + hard && !safety) c->monst = moSeep; if(d == 7 && c->land == laDeadCaves && c->wall == waDeadwall && hrand(1000) < items[itSilver] + hard && !safety) c->monst = moSeep; if(d == 7 && c->wall == waVinePlant && hrand(100) < (randomPatternsMode ? 2 : 10)) c->monst = moVineSpirit; if(d == 7 && c->land == laOcean && !safety) { if((c->landparam >= 1 && c->landparam <= 25) || chaosmode) { if(hrand(1000) < 5) c->wall = waBoat; if(hrand(1000) < PT(50 + kills[moAlbatross]/2, 150)) c->item = itCoast; if(hrand(15000) < 10 + 2 * items[itCoast] + 2 * hard) c->monst = moAlbatross; if(items[itCoast] >= 10 && hrand(10000) < 5) c->item = itOrbAir; else if(items[itCoast] >= 10 && hrand(10000) < 6) c->item = itOrbEmpathy; if(hrand(10000) < 5*PRIZEMUL) placePrizeOrb(c); if(hrand(10000) < 5) buildPrizeMirror(c); } else if(c->landparam > 25) { int amberbonus = items[itCoast] - 50; // 50 => 10 if(hrand(15000) < 10 + amberbonus + 2 * hard) c->monst = moAlbatross; if(hrand(30000) < 20 + 2 * hard) { c->wall = waBoat; c->monst = moPirate; // orbs are possible! placeOceanOrbs(c); } else if(hrand(30000) < 10 + 2 * hard) c->monst = moCShark; } } if(d == 7 && c->land == laGridSea && c->wall == waSea && !safety) { if(hrand(12000) < 30 + 2 * items[itCoral] + hard) { c->wall = waBoat; c->monst = moRatling; } else if(hrand(6000) < PT(120 + min(kills[moRatling], 250), 240) && notDippingFor(itCoral)) { c->wall = waBoat; c->item = itCoral; } } if(d == 7 && c->land == laCaribbean && c->wall == waSea && hrand(10000) < 20 + items[itPirate] + 2 * hard && !safety) c->monst = moCShark; if(d == 7 && c->wall == waCTree && hrand(5000) < 100 + items[itPirate] + hard) c->monst = moParrot; // repair the buggy walls flowing in from another land, like ice walls flowing into the Caves if(d == 7 && c->land == laCaves && c->wall != waCavewall && c->wall != waCavefloor) c->wall = waCavefloor; if(d == 7 && c->land == laDeadCaves && c->wall != waDeadwall && c->wall != waDeadfloor && c->wall != waDeadfloor2 && c->wall != waEarthD) c->wall = waDeadfloor2; if(d == 7 && c->land == laCocytus && c->wall != waFrozenLake && c->wall != waLake && c->wall != waIcewall) c->wall = waFrozenLake; if(d == 7 && c->land == laAlchemist && c->wall != waFloorA && c->wall != waFloorB) c->wall = waFloorA; if(d == 3 && c->land == laMinefield && safety && (c->wall == waMineMine || c->wall == waMineUnknown)) c->wall = waMineOpen; if(c->land == laCamelot && tactic::on && d == 0) { int r = roundTableRadius(c); if(r > 28 + 3 * items[itHolyGrail]) items[itHolyGrail]++; } if(d == 7 && c->land == laMinefield) { c->wall = waMineUnknown; // 250: rare mines // 1250: at 25 int minefreq = 0; int treas = items[itBombEgg]; if(treas <= 10) minefreq = 250 + 30 * treas; if(treas <= 110) minefreq = 550 + 10 * (treas-10); else minefreq = 1550 + (treas - 110); // experimentation says that 600 is slightly too hard to find the Orb of Yendor if(yendor::generating || yendor::path) if(minefreq < 550) minefreq = 550; int tfreq = treas < 10 ? 50 + 5 * treas : treas < 25 ? 100 + (treas-10) * 2: treas < 50 ? 150 + (treas-25) : 175; if(hrand(5000) < minefreq) c->wall = waMineMine; else if(hrand(5000) < tfreq && !safety) { c->item = itBombEgg; c->landparam = items[itBombEgg] + 5 + hrand(11); } else if(hrand(5000) < treas - 20 + yendor::hardness() && !safety) c->monst = moBomberbird; else if(treas >= 10 && hrand(5000) < 10 && !safety) c->item = itOrbFriend; else if(hrand(5000) < 10*PRIZEMUL && !safety) placePrizeOrb(c); } if(d == 7 && c->wall == waIcewall && c->land != laIce && c->land != laCocytus) c->wall = waNone; if(d == 7 && c->wall == waRed3 && c->land != laRedRock) c->wall = waNone; if(d == 7 && c->item == itRedGem && c->land != laRedRock) c->item = itNone; if(d == 7 && c->item == itRose && c->land != laRose) c->item = itNone; if(d == 7 && c->wall == waChasmD) { chasmify(c); } if(d == 7 && c->wall == waEarthD) { chasmifyEarth(c); } if(d == 7 && c->wall == waElementalD) { chasmifyElemental(c); } // seal entrances to the Land of Power. if(d == 7 && c->land == laPower && c->type == 7) { bool onwall = false; for(int i=0; i<7; i++) if(c->mov[i] && c->mov[i]->land == laBarrier) onwall = true; if(!onwall) for(int i=0; i<7; i++) { cell *c2 = c->mov[i]; if(!c2) continue; cell *c3 = c2->mov[(c->spn[i] + 3) % 6]; if(c3->land != laPower && c3->land != laBarrier) if(c2->wall != waFire && c2->wall != waGlass) { if(isFire(c)) c->monst = moWitchWinter; else if(c->wall == waGlass) c->monst = moWitchGhost; else c->monst = moEvilGolem; } } } if(d == 7 && passable(c, NULL, 0)) { if(c->land == laBarrier) c->wall = waBarrier; if(c->land == laOceanWall) c->wall = c->type == 7 ? waBarrier : waSea; } if(d == 7 && c->land == laWhirlpool) whirlpool::generate(c); if(c->land == laPalace && princess::generating) { // no Opening Plates nearby if(d <= 7 && c->wall == waOpenPlate && !purehepta) c->wall = waNone; if(d <= 7 && c->wall == waClosePlate && purehepta) c->wall = waOpenPlate; // no monsters nearby if(d>0) c->monst = moNone; // no Plates or Trapdoors in the Princess cell if(d < 3 && (c->wall == waClosePlate || c->wall == waOpenPlate || c->wall == waTrapdoor)) c->wall = waNone; if(d > 1) c->item = itNone; // the Princess herself if(d == 0) { c->monst = moPrincess; c->hitpoints = palaceHP(); c->wall = waGiantRug; cell *c2 = NULL; for(int i=0; itype; i++) { cellwalker cw(c, i); cwstep(cw); cwspin(cw, 4); cwstep(cw); cwspin(cw, 2); cwstep(cw); cwspin(cw, 4); cwstep(cw); cwspin(cw, 2 + hrand(3)); cwstep(cw); if(!c2) c2 = cw.c; else if(celldist(cw.c) > celldist(c2)) c2 = cw.c; cw.c->monst = moMouse; } c2->wall = waOpenPlate; } } if(d == 7 && passable(c, NULL, 0) && !safety) { if(c->land == laIvoryTower) { if(hrand(20000) < 20 + items[itEdge] + hard) { if(cellEdgeUnstable(c)) c->monst = moGargoyle; else c->monst = moEdgeMonkey; } else if(c->landparam >= 14 && hrand(2000) < PT(50+kills[moGargoyle]+kills[moEdgeMonkey], 150) && !cellEdgeUnstable(c) ) { c->item = itEdge; } } if(c->land == laEndorian) { if(c->wall == waNone && coastval(c, laEndorian) >= 10 && hrand(5000) < 10 + 2 * (items[itApple] + hard)) c->monst = moKestrel; else if(c->wall != waNone && hrand(5000) < 10 + 2 * (items[itApple] + hard)) c->monst = moLemur; else if(c->wall == waCanopy && !checkInTree(c, 3) && hrand(5000) < PT(300 + 5 * (kills[moKestrel] + kills[moLemur]), 750)) c->item = itApple; } if(c->land == laIce) { if(hrand(5000) < PT(100 + 2 * (kills[moYeti] + kills[moWolf]), 200) && notDippingFor(itDiamond)) c->item = itDiamond; if(hrand(8000) < 2 * (items[itDiamond] + hard)) c->monst = hrand(2) ? moYeti : moWolf; } if(c->land == laTortoise) { if(hrand(4000) < 50 + items[itBabyTortoise]*2 && !safety) { c->monst = moTortoise; c->hitpoints = 3; } if((tactic::on || euclid) && hrand(4000) < 50 + items[itBabyTortoise]*2 && !safety) { c->item = itBabyTortoise; tortoise::babymap[c] = getBits(c) ^ tortoise::getRandomBits(); } } if(c->land == laPalace) { bool lookingForPrincess0 = !euclid && c->master->alt; bool lookingForPrincess = lookingForPrincess0 && !princess::challenge; int hardness = lookingForPrincess ? 5 : items[itPalace] + hard; if(hrand(5000) < PT(100 + 2 * (kills[moPalace] + kills[moFatGuard] + kills[moVizier] + kills[moSkeleton]), 200) && notDippingFor(itPalace) && c->wall != waOpenGate && !lookingForPrincess0) c->item = itPalace; if(items[itPalace] >= 10 && hrand(5000) < 16 && c->wall != waOpenGate) c->item = hrand(100) < 80 ? itOrbFrog : itOrbDiscord; if(hrand(5000) < 20*PRIZEMUL && c->wall != waOpenGate) placePrizeOrb(c); if(hrand(5000) < 20 && c->wall == waNone) buildPrizeMirror(c); if(c->land == laPalace && (euclid || c->master->alt) && celldistAlt(c) <= 150 && !havemouse && !princess::generating && princess::getPrisonInfo(c) && (euclid || (princess::getPrisonInfo(c)->bestdist < 6 && princess::getPrisonInfo(c)->princess))) { c->monst = moMouse; addMessage(XLAT("You hear a distant squeak!")); drawBigFlash(c); /* { cell *c2= c; z: c2->item = itPirate; printf("AT %p\n", c2); for(int i=0; itype; i++) if(c2->mov[i] && c2->mov[i]->mpdist < c2->mpdist) { c2 = c2->mov[i]; goto z; } } */ havemouse = true; } else if(hrand(15000) < 10 + hardness) { c->monst = moPalace; c->hitpoints = palaceHP(); if(hrand(10 + items[itPalace] + yendor::hardness()) >= 14 && !lookingForPrincess) c->monst = moSkeleton; } else if(hrand(20000) < hardness) { c->monst = moFatGuard; c->hitpoints = palaceHP(); } else if(hrand(20000) < hardness - 7) { c->monst = moVizier; c->hitpoints = palaceHP(); } else if(princess::forceVizier && from->pathdist != INF) { c->monst = moVizier; c->hitpoints = palaceHP(); princess::forceVizier = false; } } if(c->land == laCaves) { if(hrand(5000) < PT(100 + 2 * min(kills[moTroll] + kills[moGoblin], 150), 200) && notDippingFor(itGold)) c->item = itGold; if(hrand(8000) < 10 + 2 * (items[itGold] + hard)) c->monst = hrand(2) ? moTroll : moGoblin; } if(c->land == laLivefjord) { if(hrand(16000) < 10 + 2 * (items[itFjord] + hard) + (yendor::path ? 90:0)) c->monst = moFjordTroll; } if(c->land == laDeadCaves) { if(hrand(5000) < PT(100 + 2 * (kills[moDarkTroll] + kills[moEarthElemental]), 200) && notDippingFor(itSilver)) c->item = itSilver; if(hrand(16000) < (items[itSilver] + hard)) { c->monst = moEarthElemental; for(int i=0; itype; i++) { cell *c2 = c->mov[i]; earthFloor(c2); } for(int i=0; itype; i++) if(c->mov[i]->mpdist < c->mpdist) c->mondir = i; chasmifyEarth(c); c->wall = waDeadfloor2; } else if(hrand(8000) < 60 + 8 * (items[itSilver] + hard)) { if(hrand(100) < 25) { } else c->monst = hrand(2) ? moDarkTroll : moGoblin; } } if(c->land == laDesert) { if(hrand(5000) < PT(100 + 2 * (kills[moWorm] + kills[moDesertman]), 200) && notDippingFor(itSpice)) c->item = itSpice; if(hrand(8000) < 10 + 2 * (items[itSpice] + hard) && !c->monst) c->monst = hrand(2) ? moWorm : moDesertman, c->mondir = NODIR; } if(c->land == laRedRock) { if(hrand(16000) < 30+items[itRedGem]+hard && !pseudohept(c) && !c->monst && !c->wall) { int i = -1; for(int t=0; t<6; t++) if(c->mov[t]->mpdist > c->mpdist && !pseudohept(c->mov[t])) i = t; if(i != -1) { c->monst = moHexSnake; c->bardir = NOBARRIERS; int len = purehepta ? 2 : ROCKSNAKELENGTH; cell *c2 = c; vector rocksnake; while(--len) { rocksnake.push_back(c2); c2->bardir = NOBARRIERS; c2->mondir = i; createMov(c2, i); int j = c2->spn[i]; cell *c3 = c2->mov[i]; if(c3->monst || c3->bardir != NODIR || c3->wall) break; c2 = c3; c2->monst = moHexSnakeTail; i = (j + (len%2 ? 2 : 4)) % 6; } if(size(rocksnake) < ROCKSNAKELENGTH/2 && !purehepta) { for(int i=0; imonst = moNone; } else c2->mondir = NODIR; } } else if(hrand(16000) < 50+items[itRedGem]+hard && (purehepta?hrand(10)<3:!ishept(c)) && !c->monst) c->monst = moRedTroll, c->mondir = NODIR; } if(c->land == laDragon) { // 40 is the usual rate of dragon generation int dchance = 40; // but it grows to 400 if no Dragons in sight, to make it faster if(cwt.c->land == laDragon && !havedragon) dchance = 400; // also, don't generate additional Dragons for newbies else if(havedragon && items[itDragon] < 10) dchance = 5; if(hrand(150000) < dchance && !c->monst && (!c->wall || c->wall == waChasm)) { havedragon = true; // printf("dragon generated with dchance = %d\n", dchance); vector possi; for(int t=0; t<6; t++) if(c->mov[t]->mpdist > c->mpdist) possi.push_back(t); if(size(possi)) { int i = possi[hrand(size(possi))]; int dragonlength = 6 + items[itDragon] / 2; c->monst = moDragonHead; c->hitpoints = 1; c->bardir = NOBARRIERS; cell *c2 = c; int len = dragonlength; vector dragon; while(--len) { dragon.push_back(c2); c2->bardir = NOBARRIERS; c2->mondir = i; createMov(c2, i); int j = c2->spn[i]; cell *c3 = c2->mov[i]; if(c3->monst || c3->bardir != NODIR || c3->wall || c3->mpdist <= 7) break; c2 = c3; c2->monst = moDragonTail; c2->hitpoints = 1; i = j + 2 + hrand(c2->type-3); i %= c2->type; } if(size(dragon) < 5 || size(dragon) < dragonlength / 2) { for(int i=0; imonst = moNone; } else c2->mondir = NODIR; } } if(!c->monst && !tactic::on && !yendor::on && !euclid && hrand(4000) < 10 && !safety) { c->item = itBabyTortoise; tortoise::babymap[c] = getBits(c) ^ tortoise::getRandomBits(); } } if(c->land == laWineyard) { if(hrand(5000) < PT(100 + 2 * (kills[moVineBeast] + kills[moVineSpirit]), 200) && notDippingFor(itWine)) c->item = itWine; if(hrand(8000) < 12 * (items[itWine] + hard)) c->monst = moVineBeast; } if(c->land == laZebra) { if(c->wall == waNone && hrand(2500) < PT(100 + 2 * (kills[moOrangeDog]), 300) && notDippingFor(itZebra)) c->item = itZebra; if(hrand(10000) < 40 + 2*(items[itZebra] + hard)) c->monst = moOrangeDog; } if(isElemental(c->land) && c->land != laElementalWall) { eItem localshard = eItem(itFireShard + (c->land - laEFire)); int danger = 5 * items[localshard] * items[localshard]; eMonster elof = elementalOf(c->land); int elkills = PT(kills[elof], 25); if(hrand(8000) < 12 + (items[itElemental] + danger + hard)) { c->monst = elof; if(c->land != laEAir) chasmifyElemental(c); c->wall = waNone; if(c->land == laEWater) c->wall = waSea; } else if(hrand(5000) < 100 + elkills*3 && notDippingFor(itElemental)) c->item = localshard; else if(hrand(5000) < 10 && items[itElemental] >= 10) c->item = itOrbSummon; else if(hrand(5000) < 10*PRIZEMUL) placePrizeOrb(c); } if(c->land == laEmerald) { if(hrand(purehepta?400:1000) < PT(100 + 2 * (kills[moMiner] + kills[moLancer] + kills[moFlailer]), 200) && notDippingFor(itEmerald)) { // do not destroy walls! bool ok = true; for(int i=0; itype; i++) if(c->mov[i]->wall == waCavewall) ok = false; if(ok) c->item = itEmerald; } if(hrand(8000) < 50 + 10 * (items[itEmerald] + hard)) { static eMonster emeraldmonsters[4] = { moHedge, moLancer, moFlailer, moMiner }; c->monst = emeraldmonsters[hrand(4)]; } } if(c->land == laJungle) { if(hrand(5000) < PT(25 + 2 * (kills[moIvyRoot] + kills[moMonkey]), 40) && notDippingFor(itRuby)) c->item = itRuby; if(hrand(15000) < 5 + 1 * (items[itRuby] + hard)) c->monst = moMonkey; else if(hrand(80000) < 5 + items[itRuby] + hard) c->monst = moEagle; else if(ishept(c) && c != origin.c7 && hrand(4000) < 300 + items[itRuby] && !c->monst) { int hardchance = items[itRuby] + hard; if(hardchance > 25) hardchance = 25; bool hardivy = hrand(100) < hardchance; if(hardivy ? buildIvy(c, 1, 9) : buildIvy(c, 0, c->type)) c->item = itRuby; } } if(c->land == laWhirlwind) { if(hrand(4500) < items[itWindstone] + hard) c->monst = moWindCrow; if(hrand(30000) < items[itWindstone] + hard - 5) c->monst = moAirElemental; } if(c->land == laStorms) { if(hrand(7500) < 25 + (items[itFulgurite] + hard)) c->monst = (hrand(5) ? moMetalBeast : moMetalBeast2), c->hitpoints = 3; if(hrand(10000) < 20 + (items[itFulgurite] + hard) && !ishept(c)) { c->monst = moStormTroll; } } if(c->land == laWildWest) { if(hrand(25000) < 2 + (2 * items[itBounty] + hard) + (items[itRevolver] ? 150:0)) c->monst = moOutlaw; if(hrand(1000) < PT(20 + kills[moOutlaw], 40)) c->item = itRevolver; } if(c->land == laAlchemist) { if(hrand(5000) < PT(25 + min(kills[moSlime], 200), 100) && notDippingFor(itElixir)) c->item = itElixir; else if(hrand(3500) < 10 + items[itElixir] + hard) c->monst = moSlime; } if(c->land == laRose) { if(hrand(2000) < PT(25 + min(kills[moFalsePrincess] + kills[moRoseBeauty] + kills[moRoseLady], 200), 100) && notDippingFor(itRose)) { for(int t=0; ttype; t++) if(c->mov[t] && c->mov[t]->wall == waRose) c->item = itRose; } else { int p = hrand(10000); if(p >= 10 + items[itRose] + hard) ; else if(p < 10) c->monst = moFalsePrincess; else if(p < 13) c->monst = moRoseBeauty; else if(p < 18) c->monst = moRoseLady; else if(p < 20) c->monst = moRoseBeauty; else if(p < 30) c->monst = moFalsePrincess; else if(p < 35) c->monst = moRoseLady; else if(p < 60) c->monst = moFalsePrincess; else if(p < 65) c->monst = moRoseBeauty; else c->monst = moFalsePrincess; } } if(c->land == laPower) { if(hrand(5000+50*items[itPower]) < 1200) { eItem powerorbs[6] = { itOrbFlash, itOrbSpeed, itOrbFire, itOrbWinter, itOrbGhost, itOrbLife}; c->item = powerorbs[hrand(6)]; } else if(c->type == 6 && hrand(5000) < 10) c->wall = hrand(2) ? waMirror : waCloud; else if(hrand(1000) < 10 + (items[itPower] ? 10:0) + (items[itPower] + hard)) c->monst = eMonster(moWitch + hrand(NUMWITCH)); } if(isCrossroads(c->land)) { if(c->type == 6 && hrand(8000) < 120 && (tactic::on && (isCrossroads(tactic::lasttactic) || items[itShard] >= 10))) c->wall = hrand(2) ? waMirror : waCloud; else if(c->land == laCrossroads4 && hrand(24000) < 10 && tactic::on) c->wall = waRose; else { if(hyperstonesUnlocked() && hrand(25000) < PT(tkills(), 2000) && notDippingFor(itHyperstone)) c->item = itHyperstone; if(hrand(4000) < items[itHyperstone] + 2 * items[itHolyGrail] && !c->monst) { // only interesting monsters here! eMonster cm = crossroadsMonster(); if(cm == moIvyRoot) buildIvy(c, 0, c->type); else c->monst = cm; if(cm == moWorm || cm == moTentacle) c->mondir = NODIR; c->hitpoints = palaceHP(); } } } if(c->land == laMirror) { if((purehepta?pseudohept(c):!ishept(c)) && hrand(5000) < 120 && notDippingFor(itShard)) c->wall = hrand(2) ? waMirror : waCloud; else if(ishept(c) && hrand(5000) < 10 * PRIZEMUL) placePrizeOrb(c); else if(hrand(12000) < 8 + items[itShard] + hard) c->monst = moRanger; else if(hrand(60000) < 8 + items[itShard] + hard) c->monst = moEagle; } if(c->land == laGraveyard) { if(hrand(5000) < PT(30 + 2 * (kills[moZombie] + kills[moGhost] + kills[moNecromancer]), 120) && notDippingFor(itBone)) c->item = itBone; if(hrand(20000) < 10 + items[itBone] + hard) { eMonster grm[6] = { moZombie, moZombie, moZombie, moGhost, moGhost, moNecromancer}; c->monst = grm[hrand(6)]; } } if(c->land == laRlyeh) { if(hrand(5000) < PT(30 + 2 * (kills[moCultist] + kills[moTentacle] + kills[moPyroCultist]), 100) && notDippingFor(itStatue)) c->item = itStatue; if(hrand(8000) < 5 + items[itStatue] + hard && !c->monst) c->monst = moTentacle, c->item = itStatue, c->mondir = NODIR; else if(hrand(12000) < 5 + items[itStatue] + hard) c->monst = hrand(3) ? ((hrand(40) < items[itStatue]-25) ? moCultistLeader : moCultist) : moPyroCultist; else if(hrand(8000) < 5 + items[itStatue] + hard && c->type == 6 && !(yendor::on && (yendor::clev().flags & YF_NEAR_TENT)) && celldist(c)>=3) { for(int t=0; ttype; t++) { if(c->mov[t] && c->mov[t]->monst == moNone && (c->wall == waNone || c->wall == waColumn)) c->mov[t]->wall = ishept(c->mov[t]) ? waColumn : waNone; if(c->mov[t]->wall == waColumn) c->mov[t]->item = itNone; } if(buildIvy(c, 0, 3)) c->item = itStatue; } } if(c->land == laTemple) { // depth! int d = chaosmode ? -15 * items[itGrimoire]: (euclid || c->master->alt) ? celldistAlt(c) : 10; // remember: d is negative if(chaosmode ? hrand(100) < 25 : d % TEMPLE_EACH == 0) { if(hrand(5000) < 20 - 2*d && !c->monst) c->monst = moTentacle, c->mondir = NODIR; } else { // int d0 = d % TEMPLE_EACH; // if(d0<0) d0=-d0; if(hrand(100) < 30) // && d0 != 1 && d0 != TEMPLE_EACH-1) c->wall = waBigStatue; else if(hrand(20000) < -d) c->monst = hrand(3) ? moCultist : moPyroCultist; else if(hrand(100000) < -d) c->monst = moCultistLeader; else if(hrand(5000) < 250) c->item = itGrimoire; else if(hrand(5000) < 10 && -d > TEMPLE_EACH * 10) c->item = itOrbDragon; } } if(c->land == laClearing) { clearing::generate(c); if(pseudohept(c)) { int d = -celldistAlt(c); if(hrand(2500) < items[itMutant2] + hard - 10) c->monst = moRedFox; else if(hrand(100 + d) < d) c->item = itMutant2; } } if(c->land == laDryForest) { if(hrand(5000) < PT(100 + 2 * (kills[moFireFairy]*2 + kills[moHedge]), 160) && notDippingFor(itFernFlower)) c->item = itFernFlower; if(hrand(4000) < 40 + items[itFernFlower] + hard) c->monst = moHedge; else if(hrand(8000) < 2 * items[itFernFlower] + hard) c->monst = moFireFairy; } if(c->land == laHell) { if(hrand(6000) < PT(120 + (kills[moLesser]), 240) && notDippingFor(itHell)) c->item = itHell; if(hrand(8000) < 40 + items[itHell] * (chaosmode?4:1) + hard) c->monst = moLesser; else if(hrand(24000) < 40 + items[itHell] * (chaosmode?4:1) + hard) c->monst = moGreater; } if(c->land == laGridCoast) { if(hrand(12000) < 20 + 2 * items[itCoral] + hard) { c->monst = moRatling; c->stuntime = hrand(2); } } if(c->land == laCocytus) { if(hrand(5000) < PT(100 + 2 * (kills[moShark] + kills[moGreaterShark] + kills[moCrystalSage]), 200) && notDippingFor(itSapphire)) c->item = itSapphire; if(hrand(5000) < 2 * (items[itSapphire] + hard)) { eMonster ms[3] = { moYeti, moGreaterShark, moCrystalSage }; c->monst = ms[hrand(3)]; if(c->monst == moGreaterShark) c->wall = waLake; } } if(c->land == laMotion) { if(hrand(1500) < PT(30 + kills[moRunDog], 100) && notDippingFor(itFeather)) c->item = itFeather; if(hrand(20000) < 25 + items[itFeather] + hard) { c->monst = moRunDog; // preset the movement direction // this will make the dog go in the direction of the center, // if the player is unreachable/invisible for(int d=0; dtype; d++) if(c->mov[d] == from) { c->mondir = (d+3) % c->type; } chasmify(c); c->wall = shmup::on ? waNone : waChasm; } } if(c->land == laHive) { if(isHive(c->land) && hrand(6000) < (hivehard() - 15)) c->monst = randomHyperbug(); /* if(hrand(1500) < 30 + (kills[moBug0] + kills[moBug1] + kills[moBug2]) && notDippingFor(itRoyalJelly)) c->item = itRoyalJelly; */ /* if(hrand(2000) < 2) c->monst = eMonster(moBug0 + hrand(3)); */ } if(c->land == laCaribbean) { // if(hrand(1500) < 60 && celldistAlt(c) <= -5) // c->item = itCompass; if(hrand(16000) < 40 + (items[itPirate] + hard)) c->monst = moPirate; } if(!c->item && c->wall != waCloud && c->wall != waMirror) { if(isCrossroads(c->land)) placeCrossroadOrbs(c); else placeLocalOrbs(c); } } } #ifndef MOBILE if(d >= 7 && mapeditor::whichPattern) mapeditor::applyModelcell(c); #endif } bool wchance(int a, int of) { of *= 10; a += yendor::hardness() + items[itHolyGrail] + 1; if(isCrossroads(cwt.c->land)) a+= items[itHyperstone] * 10; //if(cwt.c->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[8]; for(int i=0; itype; i++) { cell *c3 = c->mov[i]; if(c3 && c3 != c2 && c3->land == laZebra && c3->wall == waNone) ctab[q++] = c3; } if(!q) break; c2 = c; c = ctab[hrand(q)]; } } int getGhostTimer() { return shmup::on ? (shmup::curtime - lastexplore) / 350 : turncount - lastexplore; } int getGhostcount() { 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; } bool canReachPlayer(cell *cf, eMonster m) { vector v; sval++; v.push_back(cf); cf->aitmp = sval; for(int i=0; itype; j++) { cell *c2 = c->mov[j]; if(!c2) continue; if(eq(c2->aitmp, sval)) continue; if(!passable_for(m, c2, c, P_MONSTER | P_ONPLAYER | P_CHAIN)) continue; if(isPlayerOn(c2)) return true; c2->aitmp = sval; v.push_back(c2); } } return false; } void wandering() { if(!canmove) return; int seepcount = getSeepcount(); int ghostcount = getGhostcount(); if(cwt.c->land == laZebra && cwt.c->wall == waNone && wchance(items[itZebra], 20)) wanderingZebra(cwt.c); while(first7 < size(dcal)) { int i = first7 + hrand(size(dcal) - first7); cell *c = dcal[i]; if(!c->monst) c->stuntime = 0; if(timerghost) { // wandering seeps & ghosts if(seepcount && c->wall == waCavewall && !c->monst && canReachPlayer(c, moSlime)) { c->monst = moSeep; seepcount--; continue; } if(ghostcount && !c->monst) { c->monst = moGhost; ghostcount--; continue; } } if((c->wall == waCavewall || c->wall == waDeadwall) && !c->monst && wchance(items[treasureType(c->land)], 10) && canReachPlayer(c, moSlime)) { c->monst = moSeep; continue; } else if(c->wall == waCTree && !c->monst && wchance(items[itPirate], 15) && canReachPlayer(c, moSlime)) { c->monst = moParrot; continue; } else if(c->land == laEndorian && c->wall == waNone && wchance(items[itApple], 50)) { c->monst = moKestrel; continue; } else if(c->wall == waSea && !c->monst) { if(c->land == laCaribbean && wchance(items[itPirate], 15) && canReachPlayer(c, moPirate)) { c->monst = moCShark; continue; } if(c->land == laGridSea && avengers && canReachPlayer(c, moPirate)) { c->monst = moRatlingAvenger; c->wall = waBoat; avengers--; if(cheater) printf("avenger comes\n"); continue; } if(c->land == laGridSea && wchance(items[itCoral], 25) && canReachPlayer(c, moPirate)) { c->monst = moRatling; c->wall = waBoat; continue; } if(c->land == laOcean && (items[itCoast] > 50 || (cwt.c->landparam < 25 && c->landparam < 25)) && wchance(items[itCoast], 25) && canReachPlayer(c, moEagle)) { c->monst = moAlbatross; continue; } if(c->land == laLivefjord && wchance(items[itFjord], 80) && items[itFjord] >= 10 && canReachPlayer(c, moWaterElemental)) { c->monst = moWaterElemental; continue; } break; } else if(c->monst || c->pathdist == INFD) break; else if(c->land == laClearing && wchance(items[itMutant2], 150) && items[itMutant2] >= 15 && !c->monst && c->type == 7) c->monst = moRedFox; 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 == laDesert && wchance(items[itSpice], 10)) c->monst = hrand(10) ? 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)) c->monst = hrand(10) ? moRedTroll : moHexSnake; else if(c->land == laCaves && wchance(items[itGold], 5)) c->monst = hrand(3) ? moTroll : moGoblin; else if(c->land == laHive && wchance(hivehard(), 25)) c->monst = 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 == laMirror && wchance(items[itShard], 15)) c->monst = hrand(10) ? moRanger : moEagle; else if(c->land == laGridCoast && wchance(items[itCoral], 40)) c->monst = moRatling; 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 = moLemur; else if(c->land == laOvergrown && wchance(items[itMutant], 50)) c->monst = moForestTroll; 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)) c->monst = elementalOf(c->land); else if(c->land == laIvoryTower && wchance(items[itEdge], 20)) c->monst = moGargoyle; else if(c->land == laIvoryTower && wchance(items[itApple], 20)) c->monst = c->wall == waTrunk ? moLemur : moGargoyle; else if(c->land == laMinefield && wchance(items[itBombEgg]-20, 400)) c->monst = moBomberbird; else if(c->land == laEmerald && wchance(items[itEmerald], 5)) { static eMonster m[4] = {moHedge, moLancer, moMiner, moFlailer}; c->monst = m[hrand(4)]; } 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 = 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) { eMonster m[3] = { moHedge, moLancer, moFlailer }; c->monst = m[hrand(3)]; } else if(isCrossroads(c->land) && items[itHyperstone] && wchance(items[itHyperstone], 20)) { c->monst = wanderingCrossroadsMonster(); c->hitpoints = palaceHP(); } else break; if(c->monst == moWorm || c->monst == moHexSnake) c->mondir = NODIR; // laMotion -> no respawn! } } void generateAlts(heptagon *h) { if(!h->alt) return; h->c7->bardir = NOBARRIERS; for(int i=0; i<7; i++) if(h->c7->mov[i]) h->c7->mov[i]->bardir = NOBARRIERS; for(int i=0; i<7; i++) createStep(h->alt, i)->alt = h->alt->alt; int relspin = -4; // for horocycles it must go the other way for(int i=0; i<7; i++) for(int j=0; j<7; j++) { createStep(h, i); if(h->move[i]->alt == h->alt->move[j]) relspin = (i-j+7) % 7; } if(relspin == -4) { if(h->alt != h->alt->alt) { printf("relspin {%p:%p}\n", h->alt, h->alt->alt); for(int i=0; i<7; i++) printf("%p ", h->alt->move[i]); printf(" ALT\n"); for(int i=0; i<7; i++) printf("%p ", h->move[i]); printf(" REAL\n"); for(int i=0; i<7; i++) printf("%p ", h->move[i]->alt); printf(" REAL ALT\n"); } relspin = 3; } // h[relspin] matches alt[0] //printf("{%d~%d}\n", h->distance, h->alt->distance); for(int i=0; i<7; i++) { int ir = (7+i-relspin)%7; heptagon *hm = h->alt->move[ir]; heptagon *ho = createStep(h, i); // printf("[%p:%d ~ %p:%d] %p ~ %p\n", // h, i, h->alt, ir, // ho, hm); if(ho->alt && ho->alt != hm) { if(ho->alt->alt == hm->alt) { printf("ERROR: alt cross! [%d -> %d]\n", ho->alt->distance, hm->distance); // exit(1); } continue; } ho->alt = hm; } } heptagon *createAlternateMap(cell *c, int rad, hstate firststate, int special) { // check for direction int gdir = -1; for(int i=0; itype; i++) { if(c->mov[i] && c->mov[i]->mpdist < c->mpdist) gdir = i; } if(gdir < 0) return NULL; // check for non-crossing int bd = 2; cellwalker bb(c, bd); if(!(checkBarriersFront(bb) && checkBarriersBack(bb))) { return NULL; } // okay, let's go then! cellwalker bf(c, gdir); cell *cx[rad+1]; for(int i=0; itype == 6) cwspin(bf, 3); else cwspin(bf, 3 + hrand(2)); cwstep(bf); } cx[rad] = bf.c; heptagon *h = bf.c->master; if(special == waPalace) { // type 7 is ensured cell *c = bf.c; if(cdist50(c) != 0) return NULL; if(polarb50(c) != 1) return NULL; } heptagon *alt = new heptagon; allAlts.push_back(alt); //printf("new alt {%p}\n", alt); alt->s = firststate; alt->emeraldval = 0; alt->zebraval = 0; for(int i=0; i<7; i++) alt->move[i] = NULL; alt->distance = 0; alt->c7 = NULL; alt->alt = alt; h->alt = alt; for(int d=rad; d>=0; d--) { generateAlts(cx[d]->master); cx[d]->bardir = NOBARRIERS; } if(special == waPalace) { cell *c = bf.c; princess::generating = true; c->land = laPalace; for(int j=BARLEV; j>=0; j--) setdist(c, j, NULL); princess::generating = false; princess::newInfo(c); princess::forceMouse = false; if(princess::gotoPrincess && cheater) princess::gotoPrincess=false, cwt.c = c; } return alt; //for(int d=rad; d>=0; d--) printf("%3d. %p {%d}\n", d, cx[d]->master, cx[d]->master->alt->distance); }