// land statistics and flags bool nodisplay(eMonster m) { return m == moIvyDead || m == moDragonTail || m == moWolfMoved || m == moIvyNext || m == moIvyDead; } // returns: 2 = treasure increaser, 1 = just appears, 0 = does not appear int isNative(eLand l, eMonster m) { switch(l) { case laIce: return (m == moWolf || m == moWolfMoved || m == moYeti) ? 2 : 0; case laJungle: return (m == moIvyRoot || m == moMonkey) ? 2 : (isIvy(m) || m == moEagle || m == moMonkey) ? 1 : 0; case laCaves: return (m == moGoblin || m == moTroll) ? 2 : m == moSeep ? 1 : 0; case laDesert: return (m == moDesertman || m == moWorm) ? 2 : 0; case laAlchemist: return (m == moSlime) ? 2 : 0; case laMirror: case laMirrored: case laMirrorWall: case laMirrorWall2: case laMirrored2: return (m == moMirrorSpirit || m == moNarciss || m == moMimic) ? 1 : 0; case laMirrorOld: return (m == moEagle || m == moRanger || m == moMimic) ? 1 : 0; case laMotion: return (m == moRunDog) ? 2 : 0; case laGraveyard: return (m == moZombie || m == moNecromancer) ? 2 : m == moGhost ? 1 : 0; case laRlyeh: return (m == moCultist || m == moTentacle || m == moPyroCultist) ? 2 : (m == moCultistLeader || isIvy(m)) ? 1 : 0; case laDryForest: return (m == moHedge || m == moFireFairy) ? 2 : 0; case laHell: return (m == moLesser || m == moGreater) ? 2 : 0; case laCocytus: return (m == moShark || m == moGreaterShark || m == moCrystalSage) ? 2 : m == moYeti ? 1 : 0; case laCrossroads: case laCrossroads2: case laCrossroads3: case laCrossroads4: case laCrossroads5: case laNone: case laBarrier: case laOceanWall: case laCanvas: return 0; case laEmerald: return (m == moFlailer || m == moLancer || m == moMiner) ? 2 : m == moHedge ? 1 : 0; case laWineyard: return (m == moVineSpirit || m == moVineBeast) ? 2 : 0; case laHive: return isBug(m) ? 1 : 0; case laDeadCaves: return (m == moEarthElemental || m == moDarkTroll) ? 2 : (m == moGoblin || m == moSeep) ? 1 : 0; case laPower: return (isWitch(m) || m == moEvilGolem) ? 1 : 0; case laCamelot: return (m == moKnight || m == moHedge || m == moFlailer || m == moLancer) ? 1 : 0; case laTemple: return (m == moTentacle || m == moCultist || m == moPyroCultist || m == moCultistLeader) ? 1 : 0; case laCaribbean: return (m == moPirate || m == moParrot || m == moCShark) ? 1 : 0; case laRedRock: return (m == moRedTroll || m == moHexSnake) ? 2 : 0; case laMinefield: return (m == moBomberbird || m == moTameBomberbird) ? 1 : 0; case laOcean: return (m == moAlbatross) ? 2 : (m == moPirate || m == moCShark) ? 1 : 0; case laWhirlpool: return (m == moPirate || m == moCShark) ? 1 : 0; case laPalace: case laPrincessQuest: return (m == moPalace || m == moFatGuard || m == moSkeleton || m == moVizier) ? 2 : m == moSkeleton ? 1 : 0; case laLivefjord: return m == moViking ? 2 : (m == moFjordTroll || m == moWaterElemental) ? 1 : 0; case laIvoryTower: return (m == moFamiliar || m == moGargoyle) ? 2 : 0; case laZebra: return (m == moOrangeDog) ? 2 : 0; case laEAir: case laEEarth: case laEWater: case laEFire: case laElementalWall: if(m == elementalOf(l) && m) return 2; return (m == moAirElemental || m == moEarthElemental || m == moWaterElemental || m == moFireElemental) ? 1 : 0; case laStorms: return (m == moMetalBeast || m == moMetalBeast2 || m == moStormTroll) ? 1 : 0; case laOvergrown: return (m == moMutant || m == moForestTroll) ? 1 : 0; case laWildWest: return (m == moOutlaw) ? 2 : 0; case laHalloween: return (m == moGhost || m == moZombie || m == moWitch || m == moLesser || m == moGreater || m == moVampire || m == moDraugr || m == moSkeleton || m == moWitchFire || m == moFlailer || m == moPyroCultist || m == moFatGuard || m == moHedge || m == moLancer || m == moFireFairy || m == moBomberbird || m == moRatlingAvenger || m == moVineBeast || m == moDragonHead || m == moDragonTail) ? 1 : 0; case laClearing: return (m == moMutant || m == moRedFox) ? 1 : 0; case laHaunted: case laHauntedWall: case laHauntedBorder: return (m == moGhost || m == moFriendlyGhost) ? 1 : 0; case laWhirlwind: return (m == moAirElemental || m == moWindCrow) ? 2 : 0; case laRose: return (m == moFalsePrincess || m == moRoseBeauty || m == moRoseLady) ? 2 : 0; case laWarpCoast: case laWarpSea: return m == moRatling ? 2 : m == moRatlingAvenger ? 1 : 0; case laDragon: return (isDragon(m) || m == moFireElemental) ? 1 : 0; case laEndorian: return (m == moResearcher || m == moSparrowhawk) ? 2 : 0; case laTortoise: return m == moTortoise ? 1 : 0; case laTrollheim: return isTroll(m) ? 1 : 0; case laKraken: return m == moKrakenH ? 2 : (m == moViking || m == moKrakenT) ? 1 : 0; case laBurial: return m == moDraugr ? 1 : 0; case laDungeon: return m == moBat ? 2 : m == moSkeleton || m == moGhost ? 1 : 0; case laMountain: return m == moEagle || m == moMonkey || isIvy(m) || m == moFriendlyIvy ? 1 : 0; case laReptile: return m == moReptile ? 1 : 0; case laBull: return (m == moSleepBull || m == moRagingBull || m == moButterfly || m == moGadfly) ? 1 : 0; case laPrairie: return (m == moRagingBull || m == moHerdBull || m == moGadfly) ? 1 : 0; case laVolcano: return (m == moLavaWolf || m == moSalamander) ? 2 : 0; case laTerracotta: case laMercuryRiver: return m == moJiangshi ? 2 : m == moTerraWarrior ? 1 : 0; case laBlizzard: return (m == moVoidBeast || m == moIceGolem) ? 2 : 0; case laHunting: return m == moHunterDog ? 1 : 0; case laDual: return m == moRatling ? 2 : 0; case laCA: return 0; } return 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: case laMirrored: case laMirrorWall: case laMirrorWall2: case laMirrored2: case laMirrorOld: 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 laCrossroads5: 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 itIvory; 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 laHalloween: return itTreat; case laClearing: return itMutant2; case laHaunted: case laHauntedWall: case laHauntedBorder: return itLotus; case laWhirlwind: return itWindstone; case laRose: return itRose; case laWarpCoast: case laWarpSea: return itCoral; case laDragon: return itDragon; case laEndorian: return itApple; case laTortoise: return itBabyTortoise; case laTrollheim: return itTrollEgg; case laKraken: return itKraken; case laBurial: return itBarrow; case laDungeon: return itSlime; case laMountain: return itAmethyst; case laReptile: return itDodeca; case laBull: return itBull; case laPrairie: return itGreenGrass; case laVolcano: return itLavaLily; case laTerracotta: case laMercuryRiver: return itTerra; case laBlizzard: return itBlizzard; case laHunting: return itHunting; case laDual: return itGlowCrystal; case laCA: return itNone; } return itNone; } eLand landof(eItem it) { for(int i=0; iland); } bool inmirror(const cellwalker& cw) { return inmirror(cw.c->land); } eLand oppositeElement(eLand l, eLand l2) { if(l == laEFire) return laEWater; if(l == laEWater) return laEFire; if(l == laEAir) return laEEarth; if(l == laEEarth) return laEAir; if(l == laMirror && l2 == laMirrored) return laMirrored2; if(l == laMirrored2 && l2 == laMirrored) return laMirror; return l; } // land unlocking eLand firstland = laIce, specialland = laIce; bool chaosmode = false; bool landUnlocked(eLand l) { if(randomPatternsMode) { int i = isRandland(l); if(i == 2) return true; if(i == 1) return hiitemsMax(treasureType(l)) >= 10; return false; } switch(l) { case laOvergrown: return gold() >= R60 && items[itRuby] >= U10; case laStorms: case laWhirlwind: return gold() >= R60; case laWildWest: case laHalloween: case laDual: 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: case laMirrored: case laMirrorWall: case laMirrorWall2: case laMirrored2: return gold() >= R30; case laCaribbean: case laWhirlpool: return exploreland[0][laOcean] || items[itCoast] || items[itStatue]; case laRlyeh: case laDryForest: case laWineyard: case laCrossroads2: return gold() >= R60; case laDeadCaves: return gold() >= R60 && items[itGold] >= U10; case laGraveyard: return tkills() >= R100; case laHive: return tkills() >= R100 && gold() >= R60; case laRedRock: return gold() >= R60 && items[itSpice] >= U10; case laEmerald: return (items[itFernFlower] >= U5 && items[itGold] >= U5) || kills[moVizier]; case laCamelot: return items[itEmerald] >= U5; case laHell: case laCrossroads3: return hellUnlocked(); case laPower: return items[itHell] >= U10; case laCocytus: return items[itHell] >= U10 && items[itDiamond] >= U10; case laTemple: return items[itStatue] >= U5; case laClearing: return items[itMutant] >= U5; case laIvoryTower: return gold() >= R30; case laZebra: return gold() >= R30 && items[itFeather] >= U10; case laEAir: case laEEarth: case laEWater: case laEFire: case laElementalWall: return elementalUnlocked(); case laBarrier: case laNone: case laOceanWall: case laCanvas: case laCA: return false; case laMirrorOld: return false; case laHaunted: case laHauntedWall: case laHauntedBorder: return items[itBone] >= U10; case laPrincessQuest: return kills[moVizier] && !shmup::on && multi::players == 1; case laRose: return gold() >= R60; case laWarpCoast: case laWarpSea: return gold() >= R30; case laCrossroads4: return gold() >= R200; case laEndorian: return items[itIvory] >= U10; case laTortoise: return tortoise::seek(); case laDragon: return killtypes() >= R20; case laKraken: return items[itFjord] >= U10; case laBurial: return items[itKraken] >= U10; case laTrollheim: return trollUnlocked(); case laDungeon: return items[itPalace] >= U5 && items[itIvory] >= U5; case laMountain: return items[itRuby] >= U5 && items[itIvory] >= U5; case laReptile: return gold() >= R30 && items[itElixir] >= U10; case laPrairie: case laBull: return gold() >= R90; case laVolcano: return gold() >= R60 && items[itElixir] >= U10; case laHunting: return true; case laTerracotta: case laMercuryRiver: return gold() >= R90; case laBlizzard: return items[itDiamond] >= U5 && items[itWindstone] >= U5; case laCrossroads5: return gold() >= R300; } return false; } void countHyperstoneQuest(int& i1, int& i2) { i1 = 0; i2 = 0; generateLandList(isLandValid); for(eLand l: landlist) { eItem ttype = treasureType(l); if(ttype != itHyperstone) { i2++; if(items[ttype] >= R10) i1++; } } } bool hyperstonesUnlocked() { int i1, i2; if(tactic::on && isCrossroads(tactic::lasttactic) && !tactic::trailer) return true; countHyperstoneQuest(i1, i2); return i1 == i2; } // 2 = always available, 1 = highscore required, 0 = never available int isRandland(eLand l) { if(l == laIce || l == laDesert || l == laCaves || l == laWildWest) return 2; for(eLand ll: randlands) if(l == ll) return 1; return 0; } bool incompatible1(eLand l1, eLand l2) { if(isCrossroads(l1) && isCrossroads(l2)) return true; if(l1 == laJungle && l2 == laMotion) return true; if(l1 == laMirrorOld && 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(l1 == laWarpSea && l2 == laKraken) 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]; } bool trollUnlocked() { return kills[moTroll] && kills[moDarkTroll] && kills[moRedTroll] && kills[moStormTroll] && kills[moForestTroll] && kills[moFjordTroll]; } 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); } 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(size(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++) #define LIKELY2 for(int u=0; u<2; u++) bool noChaos(eLand l) { if(l == laOcean || l == laTemple) return false; return isCrossroads(l) || isCyclic(l) || isHaunted(l) || l == laCaribbean || isGravityLand(l) || l == laPrincessQuest || l == laPrairie || l == laHalloween; } eLand getNewSealand(eLand old) { while(true) { eLand p = pick(laOcean, pick(laCaribbean, laLivefjord, laWarpSea, laKraken)); if(p == laKraken && !landUnlocked(p)) continue; if(p == laKraken && peace::on) continue; if(incompatible(old, p)) continue; if(p == old) continue; if(chaosmode && noChaos(p)) continue; return p; } } bool createOnSea(eLand old) { return old == laWarpSea || old == laCaribbean || old == laKraken || (old == laLivefjord && hrand(2)) || (old == laOcean && (chaosmode ? hrand(2) : !generatingEquidistant)); } hookset *hooks_nextland; eLand getNewLand(eLand old) { if(old == laMirror && !chaosmode && hrand(10) >= (tactic::on ? 0 : markOrb(itOrbLuck) ? 5 : 2)) return laMirrored; if(old == laTerracotta && !chaosmode && hrand(5) >= (tactic::on ? 0 : markOrb(itOrbLuck) ? 2 : 1)) return laTerracotta; eLand l = callhandlers(laNone, hooks_nextland, old); if(l) return l; if(cheatdest != old) if(!isCyclic(cheatdest) && !isTechnicalLand(cheatdest)) return cheatdest; 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; else if(old == laOcean) return pick(laLivefjord, laCaribbean); } 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 ^ laWarpCoast ^ laWarpSea); if(createOnSea(old)) return getNewSealand(old); if(old == laGraveyard && generatingEquidistant) return laHaunted; if(old == laOcean && gold() >= R60 && hrand(100) < 75 && !rlyehComplete()) return laRlyeh; if(old == laRlyeh && !rlyehComplete()) return laOcean; eLand tab[1024]; 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; if(old == laZebra) LIKELY2 { tab[cnt++] = laMotion; tab[cnt++] = laHunting; } tab[cnt++] = laHunting; tab[cnt++] = laAlchemist; if(old != laDeadCaves) tab[cnt++] = laCaves; // the intermediate lands if(gold() >= R30) { tab[cnt++] = laCrossroads; tab[cnt++] = geometry ? laMirrorOld : laMirror; tab[cnt++] = laOcean; tab[cnt++] = laLivefjord; tab[cnt++] = laMinefield; tab[cnt++] = laPalace; if(old == laDragon && items[itElixir] >= U10) LIKELY tab[cnt++] = laReptile; if(kills[moVizier]) tab[cnt++] = laEmerald; if(items[itFeather] >= U10) { tab[cnt++] = laZebra; if(old == laMotion || old == laHunting) LIKELY2 tab[cnt++] = laZebra; } tab[cnt++] = laWarpCoast; if(euclid) tab[cnt++] = laWarpSea; // Ivory Tower tends to crash while generating equidistant if(!generatingEquidistant) tab[cnt++] = laIvoryTower; if(items[itElixir] >= U10) tab[cnt++] = laReptile; if(items[itIvory] >= U10 && !generatingEquidistant) tab[cnt++] = laEndorian; if(items[itKraken] >= U10) tab[cnt++] = laBurial; } if(landUnlocked(laDungeon)) { tab[cnt++] = laDungeon; if(old == laPalace) LIKELY tab[cnt++] = laDungeon; } // the advanced lands if(gold() >= R60) { tab[cnt++] = laStorms; if(!weirdhyperbolic) tab[cnt++] = laWhirlwind; tab[cnt++] = laCrossroads; if(!generatingEquidistant) tab[cnt++] = laCrossroads2; if(items[itRuby] >= U10) { tab[cnt++] = laOvergrown; if(old == laJungle) LIKELY tab[cnt++] = laOvergrown; } if(rlyehComplete()) tab[cnt++] = laRlyeh; else if(chaosmode && (old == laWarpCoast || old == laLivefjord || old == laOcean)) tab[cnt++] = laRlyeh; if(items[itStatue] >= U5 && chaosmode) tab[cnt++] = laTemple; if(old == laCrossroads || old == laCrossroads2) tab[cnt++] = laOcean; if(old == laOcean) tab[cnt++] = laCrossroads; if(items[itGold] >= U5 && items[itFernFlower] >= U5 && !kills[moVizier]) tab[cnt++] = laEmerald; if(items[itWindstone] >= U5 && items[itDiamond] >= U5) { tab[cnt++] = laBlizzard; if(old == laIce || old == laCocytus || old == laWhirlwind) LIKELY tab[cnt++] = laBlizzard; if(old == laBlizzard) LIKELY tab[cnt++] = laIce; if(old == laBlizzard) LIKELY tab[cnt++] = laWhirlwind; } tab[cnt++] = laDryForest; tab[cnt++] = laWineyard; if(items[itElixir] >= U10) { tab[cnt++] = laVolcano; if(old == laAlchemist) LIKELY2 tab[cnt++] = laVolcano; if(old == laVolcano) LIKELY2 tab[cnt++] = laAlchemist; } if(items[itGold] >= U10) tab[cnt++] = laDeadCaves; // tab[cnt++] = laCaribbean; if(items[itSpice] >= U10) { 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(gold() >= R90) { if(!chaosmode) tab[cnt++] = laPrairie; if(old == laPrairie) LIKELY tab[cnt++] = laBull; tab[cnt++] = laBull; if(old == laBull && !chaosmode) LIKELY tab[cnt++] = laPrairie; tab[cnt++] = laTerracotta; } if(gold() >= R300) tab[cnt++] = laCrossroads5; if(tkills() >= R100) { tab[cnt++] = laGraveyard; if(gold() >= R60) tab[cnt++] = laHive; } if(killtypes() >= R20) { tab[cnt++] = laDragon; if(old == laReptile) LIKELY tab[cnt++] = laDragon; } if(trollUnlocked()) { tab[cnt++] = laTrollheim; if(isTrollLand(old)) LIKELY tab[cnt++] = laTrollheim; if(old == laTrollheim) for(int i=0; i= U10) { if(items[itDiamond] >= U10) { tab[cnt++] = laCocytus; if(old == laHell || old == laIce || old == laBlizzard) 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; } vector land_over = { laIce, laCaves, laDesert, laHunting, laMotion, laJungle, laAlchemist, laCrossroads, laMirror, laMinefield, laPalace, laPrincessQuest, laZebra, laReptile, laOcean, laWarpCoast, laLivefjord, laKraken, laCaribbean, laWhirlpool, laRlyeh, laTemple, laIvoryTower, laEndorian, laDungeon, laMountain, laCrossroads2, laDryForest, laWineyard, laDeadCaves, laGraveyard, laHaunted, laHive, laRedRock, laVolcano, laDragon, laTortoise, laOvergrown, laClearing, laStorms, laRose, laBurial, laWhirlwind, laBlizzard, laEmerald, laCamelot, laPrairie, laBull, laTerracotta, laElementalWall, laTrollheim, laHell, laCrossroads3, laCocytus, laPower, laCrossroads4, laCrossroads5, // EXTRA laWildWest, laHalloween, laDual, laCA }; vector landlist; template void generateLandList(T t) { landlist.clear(); for(auto l: land_over) if(t(l)) landlist.push_back(l); } eLand getLandForList(cell *c) { eLand l = c->land; if(isElemental(l)) return laElementalWall; if(l == laWarpSea) return laWarpCoast; if(l == laMercuryRiver) return laTerracotta; if(l == laBarrier) return laCrossroads; if(l == laOceanWall) return laOcean; if(l == laPalace && princess::dist(cwt.c) < OUT_OF_PRISON) l = laPrincessQuest; // princess? return l; } // check if the given land should appear in lists int isLandValid(eLand l) { // Random Pattern allowed only in some specific lands if(randomPatternsMode && !isRandland(l)) return 0; bool stdeuc = geometry == gNormal || geometry == gEuclid; bool a38 = geometry == gOctagon; bool a4 = S3 == 4; bool a45 = geometry == g45; bool a46 = geometry == g46; bool a47 = geometry == g47; bool smallsphere = S7 < 5; bool bigsphere = S7 == 5; if(isElemental(l)) { if(l != laElementalWall) return 0; // not good in Field quotient if(quotient == 2) return 0; } // does not agree with the pattern if(l == laStorms && quotient == 2) return 0; // available only in weird geometries if(l == laMirrorOld && !geometry) return 0; // available only in standard geometry if(l == laMirror && geometry) return 0; // Halloween needs bounded world (can be big bounded) if(l == laHalloween && !bounded) return 0; // these don't appear in normal game, but do appear in special modes bool normalgame = !geometry && !tactic::on; if((l == laWildWest || l == laDual) && normalgame) return 0; // Crystal World is designed for truncated geometries if(l == laDual && nontruncated) return 0; // standard, non-PTM specific if(l == laCrossroads5 && tactic::on) return 0; // standard non-PTM non-chaos specific if((l == laCrossroads5 || l == laCrossroads2) && (geometry || chaosmode)) return 0; // equidistant-based lands -- only in standard geometry if((l == laDungeon || l == laEndorian) && (geometry || chaosmode)) return 0; //CHECKMORE // has a special construction in Chaos mode if(l == laOcean && (!stdeuc && !chaosmode)) return 0; // equidistant-based lands, but also implemented in Euclidean if((l == laIvoryTower || l == laMountain) && (!stdeuc || chaosmode)) return 0; if(l == laPrincessQuest && (!stdeuc || chaosmode || tactic::on)) return 0; // works correctly only in some geometries if(l == laClearing) if(chaosmode || !(stdeuc || a38 || (a45 && !nontruncated) || (a47 && !nontruncated))) return 0; // does not work in non-truncated a4 if(l == laOvergrown && a4 && nontruncated) return 0; // does not work in bounded either if(l == laOvergrown && bounded) return 0; // horocycle-based lands, not available in bounded geometries nor in Chaos mode if((l == laWhirlpool || l == laCamelot || l == laCaribbean || l == laTemple) && (bounded || chaosmode)) return 0; // Temple and Hive has a special Chaos Mode variant, but they are still essentially unbounded if((l == laTemple || l == laHive) && bounded) return 0; // this pattern does not work on elliptic and small spheres if((l == laBlizzard || l == laVolcano) || elliptic || S7 < 5) return 0; // Kraken does not really work in odd non-truncated geometries // (but we do have to allow it in Standard) if(l == laKraken && nontruncated && (S7&1) && !geometry) return 0; // needs standard/Euclidean (needs vineyard pattern) if(l == laWineyard && !stdeuc) return 0; // works in most spheres, Zebra quotient, and stdeuc if(l == laWhirlwind) if(!(stdeuc || quotient == 1 || (sphere && !nontruncated) || (bigsphere && nontruncated && !elliptic))) return 0; // needs standard/Euclidean (needs fractal landscape) if(l == laTortoise && !stdeuc) return 0; // technical lands do not count if(l != laCA && isTechnicalLand(l)) return 0; // only in bounded geometry, and not in PTM if(l == laCA && !bounded) return 0; if(l == laCA && tactic::on) return 0; // Dragon Chasm requires unbounded space [partial] if(l == laDragon && bounded) return 0; // Graveyard pattern does not work on non-truncated weird geometries if(l == laGraveyard && weirdhyperbolic && nontruncated) return 0; // Warped Coast does not work on non-truncated S3s (except standard heptagonal where we have to keep it) if(l == laWarpCoast && geometry && (S3==3) && nontruncated) return 0; // laPower and laEmerald and laPalace -> [partial] in quotients and weirdhyperbolic if((l == laPower || l == laEmerald || l == laPalace) && !stdeuc && !(bigsphere && !elliptic)) return 1; if(l == laDragon && !stdeuc) return 1; if(l == laTrollheim && quotient == 2) return 0; if(l == laTrollheim && !stdeuc) return 1; if(l == laReptile && (!stdeuc || nontruncated)) return 1; if(l == laCrossroads && weirdhyperbolic) return 0; if(l == laCrossroads && smallsphere) return 0; if(l == laCrossroads3 && !stdeuc && !bigsphere) return 0; // OK in small bounded worlds, and in Euclidean if(l == laCrossroads4 && !(euclid || smallbounded)) return 0; if(l == laZebra && !(stdeuc || (a4 && nontruncated) || a46 || quotient == 1)) return 0; if(l == laCrossroads3 && euclid) return 1; // because it is not accurate if(l == laPrairie) { if(stdeuc || (bigsphere && !nontruncated && !elliptic) || (quotient == 2)) ; else if(!bounded) return 1; else return 0; } if(l == laTerracotta && !stdeuc && !(bigsphere)) return 1; // highlight Crossroads on Euclidean if(euclid && !torus && (l == laCrossroads || l == laCrossroads4)) return 3; // highlight Zebra-based lands on Zebra Quotient! if((l == laZebra || l == laWhirlwind || l == laStorms) && quotient == 1) return 3; // highlight FP-based lands on Field Quotient! if((l == laPrairie || l == laVolcano || l == laBlizzard) && quotient == 2) return 3; // these are highlighted whenever allowed if(l == laHalloween || l == laDual) return 3; return 2; } /* int checkLands() { for(int i=0; i