// Hyperbolic Rogue // namespaces for complex features (whirlwind, whirlpool, elec, princess, clearing, // mirror, hive, heat + livecaves, etc.) // Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details #ifdef CAP_COMPLEX2 namespace hr { namespace brownian { map> > futures; int centersteps = 0; int totalsteps = 0; void rise(cell *c, int val) { if(c->wall == waSea) c->wall = waNone; if(c->land == laOcean || c->land == laNone) { c->land = laBrownian; c->landparam = 0; } c->bardir = NOBARRIERS; forCellCM(c1, c) { c1->bardir = NOBARRIERS; if(c1->mpdist > BARLEV) { setdist(c1, BARLEV, c); } if(c1->land == laOcean) { c1->land = laBrownian; c1->landparam = 0; } } c->landparam += val; } void recurse(cell *c, bool fat) { while(true) { totalsteps++; if(celldist(c) >= (fat ? 30 : 20) + celldist(cwt.at)) { cell *c1 = c; while(true) { cell *c2 = ts::left_parent(c1, celldist); if(!c2 || c2->mpdist < BARLEV) break; setdist(c2, BARLEV, c1); if(c2->land == laOcean) { c2->land = laBrownian; c2->landparam = 0; } c1 = c2; } futures[c1].emplace_back(c, fat); return; } if(c->mpdist <= 7) { centersteps++; return; } // while(hrand(1000) < 1000 * chance) recurse(c); if(fat) recurse(c, false); if(!fat && hrand(100000) == 0) recurse(c, true); rise(c, fat ? 256 : 1); c = c->cmove(hrand(c->type)); } } void dissolve_brownian(cell *c, int x) { if(c->land == laBrownian) { if(among(c->wall, waNone, waStrandedBoat, waMineOpen, waFire)) { if(c->landparam >= 4 * level) c->landparam = 4 * level - 1; c->landparam -= level * x; c->wall = waNone; if(c->landparam < 0) c->wall = waSea, c->landparam = 0; if(c->landparam == 0) c->landparam = 1; } } } void dissolve(cell *c, int x) { destroyTrapsAround(c); if(c->land == laBrownian) dissolve_brownian(c, x); else if(c->wall == waRed2) c->wall = waRed1; else if(c->wall == waRed3) c->wall = waRed2; else if(among(c->wall, waRed1, waDeadfloor2, waRubble, waBoat, waFire, waCIsland, waCIsland2, waBigBush, waSmallBush)) c->wall = waNone; else if(c->wall == waStrandedBoat) c->wall = waNone; else if(c->wall == waFrozenLake) c->wall = waLake; else if(among(c->wall, waReptile, waGargoyleFloor) || cellUnstable(c)) c->wall = waChasm; else if(among(c->wall, waNone, waDock, waBurningDock, waFloorA, waFloorB, waCavefloor, waDeadfloor, waMineMine, waMineUnknown, waMineOpen, waOpenGate, waClosePlate, waOpenPlate, waGargoyleBridge, waReptileBridge)) c->wall = waSea; else if(cellHalfvine(c)) destroyHalfvine(c, waNone, 4); } void init(cell *c) { recurse(cwt.at, true); recurse(cwt.at, true); } void build(cell *c, int d) { if(futures.count(c)) { for(pair p: futures[c]) recurse(p.first, p.second); futures.erase(c); printf("centersteps = %d futures = %d totalsteps = %d\n", centersteps, isize(futures), totalsteps); } ONEMPTY { if(hrand(10000) < min(250, 100 + 2 * PT(kills[moAcidBird] + kills[moBrownBug], 50)) && c->landparam >= 4 && c->landparam < 24) c->item = itBrownian; if(hrand(8000) < 15 + items[itBrownian]) c->monst = moAcidBird; else if(hrand(8000) < 15) c->monst = moAlbatross; else if(hrand(8000) < 15 + items[itBrownian]) { c->monst = moBrownBug; c->hitpoints = 3; } } } color_t get_color(int y) { return y < level ? gradient(0x603000, 0x804000, 1, y, level-1) : y < 2 * level ? 0xA05000 : y < 3 * level ? 0xC09050 : 0xE0D0A0; } } namespace westwall { void switchTreasure(cell *c) { c->item = itNone; if(safety) return; if(hrand(5000) < PT(100 + 2 * (kills[moAirElemental] + kills[moWindCrow]), 200) && c->landparam >= 5 + items[itWest] && getGhostcount() < 2) c->item = itWest; else if(hrand(5000) < 20*PRIZEMUL) placeLocalOrbs(c); } cell *where; int dfrom[2], dto[2], qdirs; int gdist(int d, int e) { return dirdiff(d-e, where->type); } int coastvalEdge1(cell *c) { if(c->land == laWestWall && !c->landparam) buildEquidistant(c); return coastvalEdge(c); } void build(vector& whirlline, int d) { again: cell *at = whirlline[isize(whirlline)-1]; cell *prev = whirlline[isize(whirlline)-2]; for(int i=0; itype; i++) if(at->move(i) && coastvalEdge1(at->move(i)) == d && at->move(i) != prev) { whirlline.push_back(at->move(i)); goto again; } } void moveAt(cell *c, manual_celllister& cl) { if(cl.listed(c)) return; if(c->land != laWestWall) return; vector whirlline; int d = coastvalEdge(c); whirlline.push_back(c); whirlline.push_back(gravity_state == gsAnti ? ts::right_of(c, coastvalEdge1) : ts::left_of(c, coastvalEdge1)); build(whirlline, d); reverse(whirlline.begin(), whirlline.end()); build(whirlline, d); int z = isize(whirlline); for(int i=0; impdist == BARLEV) switchTreasure(whirlline[i]); } for(int i=0; iitem) animateMovement(whirlline[i+1], whirlline[i], LAYER_BOAT, NOHINT); } for(int i=0; iitem), "and mpdist is ", yi[i].actual_key()->mpdist); moveAt(yi[i].actual_key(), cl); if(yi[i].actualKey) { if(gravity_state == gsAnti) yi[i].age--; else yi[i].age++; setdist(yi[i].actual_key(), 8, NULL); } } } } struct variant_feature { color_t color_change; int rate_change; eMonster wanderer; void (*build)(cell*); }; #define VF [] (cell *c) const array variant_features {{ variant_feature{(color_t)(-0x202020), 5, moNecromancer, VF { if(c->wall == waNone && hrand(1500) < 20) c->wall = waFreshGrave; if(hrand(20000) < 10 + items[itVarTreasure]) c->monst = moNecromancer; }}, {0x000010, 5, moLancer, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moLancer; } }, {0x100008,15, moMonk, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moMonk; } }, {0x080010, 5, moCrusher, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moCrusher; } }, {0x181418, 5, moSkeleton, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moSkeleton, c->hitpoints = 3; } }, {0x180000, 5, moPyroCultist, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moPyroCultist; } }, {0x00000C, 2, moFlailer, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moFlailer; } }, {0x1C0700, 1, moHedge, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure] && VALENCE == 3) c->monst = moHedge; } }, {0x000c00,-1, moNone, VF { if(hrand(1500) < 30) createArrowTrapAt(c, laVariant); } }, {0x001200,-1, moNone, VF { if(hrand(1500) < 50 && c->wall == waNone) c->wall = waTrapdoor; } }, {0x000c18,-1, moNone, VF { if(hrand(1500) < 30) build_pool(c, true); } }, {0x040A00,-1, moNone, VF { if(c->wall == waNone && !c->monst && !c->monst && hrand(1500) < 10) c->wall = waThumperOff; } }, {0x080A00,-1, moNone, VF { if(hrand(1500) < 20 && !c->monst && !c->wall) c->wall = waFireTrap; } }, {0x0C0A00, 0, moNone, VF { if(c->wall == waNone && !c->monst && hrand(5000) < 100) c->wall = waExplosiveBarrel; } }, {0x060D04, 0, moNone, VF { if(c->wall == waNone && !c->monst && pseudohept(c) && hrand(30000) < 25 + items[itVarTreasure]) if(buildIvy(c, 0, c->type) && !peace::on) c->item = itVarTreasure; }}, {0x000A08, 0, moNone, VF { if(c->wall == waNone && !c->monst && hrand(5000) < 100) c->wall = waSmallTree; }}, {0x100A10, 1, moRagingBull, VF { if(c->wall == waNone && hrand(10000) < 10 + items[itVarTreasure]) c->monst = moSleepBull, c->hitpoints = 3; }}, {0x00110C, 0, moNone, VF { if(c->wall == waNone && !c->monst && hrand(5000) < 100) c->wall = waBigTree; }}, {0x000A28, 1, moNone, VF { if(hrand(500) < 10) build_pool(c, false); } }, {0x100A00, 2, moVariantWarrior, VF { if(c->wall == waNone && !c->monst && hrand(40000) < 25 + items[itVarTreasure]) c->monst = moVariantWarrior; }}, {0x100708, 1, moRatling, VF { if(c->wall == waNone && !c->monst && hrand(50000) < 25 + items[itVarTreasure]) c->monst = moRatling; }} }}; #undef VF } #endif