// Hyperbolic Rogue -- Big Stuff // Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details /** \file bigstuff.cpp * \brief Large map structures, such as (horo)cycles and equidistants. * * This file implements: * * routines related to (horo)cycles * * routines related to equidistants * * 'setland' routines for other geometries * * the buildBigStuff function which calls equidistant/(horo)cycle/barrier generators. * This routines are general, i.e., not necessarily Steam-specific. */ #include "hyper.h" namespace hr { // horocycles EX int newRoundTableRadius() { return 28 + 2 * items[itHolyGrail]; } #if CAP_COMPLEX2 EX int getAnthraxData(cell *c, bool b) { int d = celldistAlt(c); int rad = 28 + 3 * camelot::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; } #endif EX int roundTableRadius(cell *c) { if(eubinary) return 28; #if CAP_COMPLEX2 if(ls::single()) return getAnthraxData(c, true); #endif if(!c->master->alt) return 28; return altmap::radius(c->master->alt->alt) & GRAIL_RADIUS_MASK; } EX int celldistAltRelative(cell *c) { #if CAP_CRYSTAL if(cryst) return crystal::dist_relative(c); #endif #if MAXMDIM >= 4 if(euc::in(3)) return euc::dist_relative(c); #endif if(euclid && quotient) return celldistAlt(c) - roundTableRadius(c); if(sphere || quotient) { return celldist(c) - 3; } #if CAP_COMPLEX2 if(ls::single()) return getAnthraxData(c, false); #endif return celldistAlt(c) - roundTableRadius(c); } EX gp::loc camelot_coords() { return gp::loc(a4 ? 21 : 20, 10); } EX int euclidAlt(short x, short y) { if(among(specialland, laTemple, laClearing, laCanvas)) { if(euc::in(2,6)) return max(int(x), x+y); else if(PURE) return x + abs(y); else return max(x, y); } else if(specialland == laCaribbean || specialland == laWhirlpool || specialland == laMountain) { if(euc::in(2,6)) return min( min(max(int(-x), -x-y) + 3, max(int(x+y), int(y)) + 3), max(int(x), int(-y)) + 3 ); else if(PURE) return 3 - min(abs(x-y), abs(x+y)); else return 3 - min(abs(x), abs(y)); } else if(specialland == laPrincessQuest) return euc::dist(gp::loc(x,y), princess::coords()); else return euc::dist(gp::loc(x,y), camelot_coords()); } EX int cylinder_alt(cell *c) { if(specialland == laPrincessQuest) return celldistance(c, euc::at(princess::coords())); if(specialland == laCamelot) return celldistance(c, euc::at(camelot_coords())); int maxmul = 0; for(int d = 0; d < SG6; d++) maxmul = max(maxmul, euc::dcross(euc::sdxy(), gp::eudir(d))); return 5-abs(gdiv(euc::dcross(euc::sdxy(), euc2_coordinates(c)), maxmul)); } const int NOCOMPASS = 1000000; EX int compassDist(cell *c) { if(sphere || quotient) return 0; if(eubinary || c->master->alt) return celldistAlt(c); if(isHaunted(c->land) || c->land == laGraveyard) return getHauntedDepth(c); return NOCOMPASS; } EX cell *findcompass(cell *c) { int d = compassDist(c); if(d == NOCOMPASS) return NULL; while(inscreenrange(c)) { if(!eubinary && !sphere && !quotient) currentmap->extend_altmap(c->master); forCellEx(c2, c) if(compassDist(c2) < d) { c = c2; d = compassDist(c2); goto nextk; } break; nextk: ; } return c; } EX bool grailWasFound(cell *c) { if(eubinary || quotient || sphere) return items[itHolyGrail]; return altmap::radius(c->master->alt->alt) & GRAIL_FOUND; } EX int default_levs() { if(arb::in()) return 2; if(IRREGULAR) return 1; if(S3 >= OINF) return 1; #if MAXMDIM >= 4 if(reg3::in_rule()) return 0; #endif return S3-3; } #if HDR namespace altmap { /** h->move(relspin(h->alt)) corresponds to h->alt->move(0) */ inline short& relspin(heptagon *alt) { return alt->zebraval; } /** for Camelot, the radius */ inline short& radius(heptagon *alt) { return alt->emeraldval; } /** type of the horocycle -- currently used in Land of Storms which has two types */ inline short& which(heptagon *alt) { return alt->emeraldval; } /** the original land, for altmaps which may appear in multiple lands (Camelot) */ inline short& orig_land(heptagon *alt) { return alt->fiftyval; } /** NOTE: do not use fieldval, because it would conflict with the map generation for hrmap_h3_rule and hrmap_rulegen */ } #endif void hrmap::extend_altmap(heptagon *h, int levs, bool link_cdata) { if(hybri) { PIU ( extend_altmap(h, levs, link_cdata) ); } if(!h->alt) return; preventbarriers(h->c7); if(h->c7) forCellEx(c2, h->c7) preventbarriers(c2); if(GOLDBERG) for(int i=0; ic7); for(int i=0; itype; i++) createStep(h->alt, i)->alt = h->alt->alt; auto relspin = altmap::relspin(h->alt); // h[relspin] matches alt[0] // int relspin = h->alt->fieldval; if(h->type != h->alt->type) return; for(int i=0; itype; i++) { int ir = gmod(i-relspin, h->type); heptagon *hm = h->alt->move(ir); heptagon *ho = createStep(h, i); if(ho->alt && ho->alt != hm) { if(ho->alt->alt == hm->alt && !quotient) { printf("ERROR: alt cross! [%d -> %d]\n", ho->alt->distance, hm->distance); // exit(1); } continue; } ho->alt = hm; altmap::relspin(hm) = gmod(h->c.spin(i) - h->alt->c.spin(ir), hm->type); if(link_cdata) hm->cdata = (cdata*) ho; if(levs) currentmap->extend_altmap(ho, levs-1, link_cdata); if(S3 >= OINF) preventbarriers(ho->c7); } } #if MAXMDIM >= 4 EX int hrandom_adjacent(cellwalker cw) { auto& da = currentmap->dirdist(cw); vector choices = {cw.spin}; for(int a=0; atype; a++) if(da[a] == 1) choices.push_back(a); return hrand_elt(choices, cw.spin); } #endif EX heptagon *create_altmap(cell *c, int rad, hstate firststate, int special IS(0)) { if(hybri) { if(hybrid::under_class() == gcSphere) return NULL; c = hybrid::get_where(c).first; return PIU ( create_altmap(c, rad, firststate, special) ); } // check for direction int gdir = -1; for(int i=0; itype; i++) { #if MAXMDIM >= 4 if(!reg3::in_rule()) { #else if(true) { #endif if(c->move(i) && c->move(i)->mpdist < c->mpdist) gdir = i; } else { /* mpdist may be incorrect */ if(c->move(i) && c->move(i)->master->distance < c->master->distance) gdir = i; } } #if MAXMDIM >= 4 if(reg3::in_rule() && c->master->distance == 0) gdir = 0; #endif if(gdir < 0) return NULL; // non-crossing in weird hyperbolic if(weirdhyperbolic) { if(c->bardir == NOBARRIERS) return NULL; forCellCM(c1, c) if(c1->bardir == NOBARRIERS) return NULL; if(IRREGULAR) for(int i=0; imaster, i)->c7->bardir != NODIR) return NULL; } // check for non-crossing int bd = 2; cellwalker bb(c, bd); if(!weirdhyperbolic && !(checkBarriersFront(bb) && checkBarriersBack(bb))) { return NULL; } cellwalker bf(c, gdir); bf += rev; auto p = generate_random_path(bf, rad, false, false); heptagon *h = p.last.at->master; if(h->alt) { printf("Error: creatingAlternateMap while one already exists\n"); return NULL; } if(special == waPalace) { cell *c = p.last.at; if(!ctof(c) || cdist50(c) != 0 || !polarb50(c)) return nullptr; } heptagon *alt = init_heptagon(h->type); allmaps.push_back(newAltMap(alt)); alt->s = firststate; if(!currentmap->link_alt(h, alt, firststate, p.last.spin)) { return nullptr; } if(hybri) hybrid::altmap_heights[alt] = hybrid::get_where(centerover).second; alt->alt = alt; h->alt = alt; alt->cdata = (cdata*) h; for(int d=rad; d>=0; d--) { currentmap->extend_altmap(p.path[d]->master); preventbarriers(p.path[d]); } if(special == waPalace) { cell *c = p.last.at; 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.at = c; } return alt; //for(int d=rad; d>=0; d--) printf("%3d. %p {%d}\n", d, hr::voidp(cx[d]->master), cx[d]->master->alt->distance); } EX 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; } EX void generateTreasureIsland(cell *c) { gen_alt(c); if(isOnCIsland(c)) return; bool src = hrand(100) < 10; if(src) { beCIsland(c); if(c->wall == waCTree) return; } vector ctab; int qlo, qhi; for(int i=0; itype; i++) { cell *c2 = createMov(c, i); if(!eubinary) currentmap->extend_altmap(c2->master); if(greater_alt(c, c2)) { ctab.push_back(c2); qlo = i; qhi = i; while(true && isize(ctab) < c->type) { qlo--; c2 = c->cmodmove(qlo); if(!have_alt(c2)) break; if(celldistAlt(c2) >= celldistAlt(c)) break; ctab.push_back(c2); } while(true && isize(ctab) < c->type) { qhi++; c2 = c->cmodmove(qhi); if(!have_alt(c2)) break; if(celldistAlt(c2) >= celldistAlt(c)) break; ctab.push_back(c2); } break; } } if(ctab.empty()) { printf("NO QC\n"); c->wall = waSea; for(int i=0; itype; i++) printf("%d ", celldistAlt(c->move(i))); printf("vs %d\n", celldistAlt(c)); return; } cell* c2 = c->cmodmove((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 && have_alt(c) && celldistAlt(c) <= -10 && geometry != gRhombic3) { bool end = true; for(cell *cc: ctab) { generateTreasureIsland(cc); if(cc->wall != waCTree) end = false; } // printf("%p: end=%d, qc=%d, dist=%d\n", hr::voidp(c), end, qc, celldistAlt(c)); if(end) c->item = itPirate; else c->item = itCompass; } } // equidistants EX bool generatingEquidistant = false; EX cell *buildAnotherEquidistant(cell *c, int radius) { int gdir = -1; for(int i=0; itype; i++) { if(c->move(i) && c->move(i)->mpdist < c->mpdist) gdir = i; } if(gdir == -1) return NULL; cellwalker cw(c, (gdir+3) % c->type); vector coastpath; while(isize(coastpath) < radius || (cw.at->type != 7 && !weirdhyperbolic)) { // this leads to bugs for some reason! if(cw.at->land == laCrossroads2) { #ifdef AUTOPLAY if(doAutoplay) printf("avoiding the Crossroads II\n"); // todo #endif return NULL; } if(cw.at->bardir != NODIR) return NULL; if(cw.at->landparam && cw.at->landparam < radius) return NULL; /* forCellEx(c2, cw.at) if(c2->bardir != NODIR) { generatingEquidistant = false; return; } */ coastpath.push_back(cw.at); if(cw.at->land == laNone && cw.at->mpdist <= 7) { raiseBuggyGeneration(cw.at, "landNone 1"); for(int i=0; iitem = itPirate; return NULL; } cw = cw + wstep + 3; if(ctof(cw.at) && hrand(2) == 0) cw++; } coastpath.push_back(cw.at); // printf("setdists\n"); for(int i=1; iland == laNone) { raiseBuggyGeneration(cwt.at, "landNone 3"); int mpd[10]; for(int i=0; i<10; i++) mpd[i] = coastpath[i]->mpdist; {for(int i=0; i<10; i++) printf("%d ", mpd[i]);} printf("\n"); for(int i=0; iitem = itPirate; return NULL; } setdist(coastpath[i], BARLEV, coastpath[i-1]); setdist(coastpath[i], BARLEV-1, coastpath[i-1]); if(i < isize(coastpath) - 5) { coastpath[i]->bardir = NOBARRIERS; // forCellEx(c2, coastpath[i]) c2->bardir = NOBARRIERS; } } //printf("building barrier\n"); cell *c2 = coastpath[coastpath.size() - 1]; bool nowall = false; if(c2->land == laNone) { raiseBuggyGeneration(c2, "landNone 2"); for(int i=0; iitem = itPirate; return NULL; } // prevent gravity anomalies if(c2->land != c->land) return NULL; bool oc = c->land == laOcean; // else if(ctof(c) && hrand(10000) < 20 && !isCrossroads(c->land) && gold() >= 200) if(oc && ls::no_walls() && buildBarrierNowall(c2, getNewLand(laOcean))) { nowall = true; } else if(oc && pseudohept(c2) && gold() >= R200 && hrand(10) < 2 && buildBarrierNowall(c2, laCrossroads4)) { nowall = true; // raiseBuggyGeneration(c2, "check"); // return; } else if(ls::nice_walls()) build_barrier_good(c2); //printf("building barrier II\n"); if(hasbardir(c2)) extendBarrier(c2); for(int i=isize(coastpath)-(nowall?1:2); i>=0; i--) { for(int j=BARLEV; j>=6; j--) setdist(coastpath[i], j, NULL); } return c2; } EX void buildAnotherEquidistant(cell *c) { //printf("building another coast\n"); if(yendor::on) return; generatingEquidistant = true; int radius = c->land == laOcean ? 30 : HAUNTED_RADIUS + 5; buildAnotherEquidistant(c, radius); generatingEquidistant = false; } EX 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(base == laMirrored) { if(!inmirror(c)) return 0; if(!c->landparam) return UNKNOWN; return c->landparam & 255; } else { if(c->land == laOceanWall || c->land == laCaribbean || c->land == laWhirlpool || c->land == laLivefjord || c->land == laWarpSea || c->land == laKraken || c->land == laDocks || c->land == laBrownian) return 30; if(c->land != laOcean && !isGravityLand(c->land) && c->land != laHaunted) { return 0; } } if(!c->landparam) return UNKNOWN; return c->landparam; } EX bool checkInTree(cell *c, int maxv) { if(c->landparam <= 3) return false; if(!maxv && WDIM == 3 && bt::in()) { forCellEx(c2, c) if(c2->landflags) return true; } if(!maxv) return false; if(c->landflags) return true; forCellEx(c2, c) if(c2->landparam < c->landparam && checkInTree(c2, maxv-1)) return true; return false; } int loopval = 0; struct loopchecker { loopchecker() { loopval++; } ~loopchecker() { loopval--; } }; EX void buildEquidistant(cell *c) { loopchecker lc; // sometimes crashes in Archimedean if(loopval > 100) { c->landparam = 0; return; } if(!c) return; if(c->landparam) return; /* if(weirdhyperbolic) { c->landparam = 50; return; } */ if(sphere || euclid) return; eLand b = c->land; if(ls::any_chaos() && !inmirror(b)) return; if(!b) { printf("land missing at %p\n", hr::voidp(c)); describeCell(c); for(int i=0; itype; i++) if(c->move(i)) describeCell(c->move(i)); // buggycells.push_back(c); } if(b == laHauntedBorder) b = laGraveyard; if(inmirror(b)) b = laMirrored; 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; } if(S3 == OINF) { c->landparam = mcv + 1; return; } int mcv2 = 0; if(mcv == 0) { // if(generatingEquidistant) printf("mcv=0\n"); c->landparam = 1; } else if(WDIM == 3) { forCellCM(c2, c) if(coastval(c2, b) == mcv) forCellEx(c3, c2) if(coastval(c3, b) < mcv) forCellCM(c4, c3) { if(c4->land == laNone && c2->mpdist <= BARLEV) setdist(c4, BARLEV, c2); buildEquidistant(c4); } forCellCM(c2, c) { int cv = coastval(c2, b); if(cv < mcv) mcv = cv; } c->landparam = mcv + 1; } else { // if it appears twice, increase it int qcv = 0; int sid = 0; for(int i=0; itype; i++) if(coastval(c->move(i), b) == mcv) qcv++, sid = i; // if(generatingEquidistant) printf("qcv=%d mcv=%d\n", qcv, mcv); if(qcv >= 2) c->landparam = mcv+1; // (mcv == UNKNOWN ? UNKNOWN : mcv+1); else { // if(qcv != 1) { printf("qcv = %d\n", qcv); exit(1); } cell *c2 = c->move(sid); int bsid = c->c.spin(sid); for(int j=0; jtype; j++) { int q = gmod(bsid+j, c2->type); cell *c3 = c2->move(q); if(coastval(c3, b) < mcv) { cell *c4 = c2->cmodmove(bsid+1); if(c4->land == laNone && c2->mpdist <= BARLEV) setdist(c4, BARLEV, c2); buildEquidistant(c4); mcv2 = coastval(c4, b); break; } q = gmod(bsid-j, c2->type); c3 = c2->move(q); if(coastval(c3, b) < mcv) { cell *c4 = c2->cmodmove(bsid-1); if(c4->land == laNone && c2->mpdist <= BARLEV) setdist(c4, BARLEV, c2); buildEquidistant(c4); mcv2 = coastval(c4, b); break; } } 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) { int ct = c->type; #if CAP_BT if(bt::in()) { int skip = geometry == gHoroRec ? 3 : 2; int up = bt::updir(); if(c->landparam == 1) c->landflags = (hrand(100) < 20); else if(WDIM == 2 && c->type == 6 && (c->landparam % 2) && c->move(bt::bd_down) && c->move(bt::bd_down)->landflags) c->landflags = 1; else if(WDIM == 2 && c->type == 7 && (c->landparam % 2 == 0)) { for(int d: {bt::bd_down_left, bt::bd_down_right}) if(c->move(d) && c->move(d)->landflags) c->landflags = 1; } else if(WDIM == 3 && c->landparam % skip != 1 && c->move(up) && c->move(up)->landflags) c->landflags = 1; else if(WDIM == 3 && c->landparam % skip == 1 && c->move(up) && c->move(up)->c.spin(up) == (c->c.spin(up)) && c->move(up)->move(up)->landflags) c->landflags = 1; if(c->landflags) c->wall = (WDIM == 3 ? waTrunk3 : waTrunk); } else #endif #if MAXMDIM >= 4 if(WDIM == 3 && hyperbolic) { if(c->landparam == 1) c->landflags = (hrand(100) < 20); else if(S7 == 12) { for(int i=0; ilandparam != c->landparam-1) continue; if(!cw.at->landflags) continue; if(S7 == 6) c->landflags = 1; else { auto& da = currentmap->dirdist(cw); for(int j=0; jmove(j) && cw.at->move(j)->landparam == c->landparam - 2 && da[j] != 1) if(c->landparam == 2 ? cw.at->move(j)->land != laEndorian : cw.at->move(j)->landparam) c->landflags = 1; } } } else if(c->landparam == 2) { for(int i=0; itype; i++) { cellwalker cw(c, i); if(!cw.peek()) continue; cw += wstep; if(cw.at->landparam != 1) continue; if(!cw.at->landflags) continue; cw += rev; if(cw.peek() && cw.peek()->land != laEndorian) c->landflags = 1; } } else if(c->landparam % 2 == 1) { for(int i=0; itype; i++) { cellwalker cw(c, i); if(!cw.peek()) continue; cw += wstep; if(cw.at->landparam != c->landparam-1) continue; if(!cw.at->landflags) continue; if(S7 == 6) c->landflags = 1; else { auto& da = currentmap->dirdist(cw); for(int j=0; jmove(j) && cw.at->move(j)->landparam == c->landparam - 2 && da[j] != 1 && cw.at->move(j)->landflags) c->landflags = 1; } } } else { for(int i=0; itype; i++) { cellwalker cw(c, i); if(!cw.peek()) continue; cw += wstep; if(cw.at->landparam != c->landparam-1) continue; if(!cw.at->landflags) continue; cw += rev; if(cw.peek() && cw.peek()->landflags) c->landflags = 1; } } if(c->landflags) c->wall = waTrunk3; } else #endif if(c->landparam == 1 && ctof(c)) { for(int i=0; itype; if(c->move(i) && c->move(i)->land != laEndorian && c->move(i)->land != laNone) if(c->move(i1) && c->move(i1)->land != laEndorian && c->move(i1)->land != laNone) { c->landflags = 2; c->wall = waTrunk; } } } else if(c->landparam == 1 && !ctof(c)) { int ct = c->type; for(int i=0; imove(i) && c->move(i)->land == laBarrier && c->move(i)->type == 7) if(c->move(i1) && c->move(i1)->land != laBarrier) if(c->move(i2) && c->move(i2)->land != laBarrier) if(c->move(i4) && c->move(i4)->land != laBarrier) if(c->move(i5) && c->move(i5)->land != laBarrier) { c->landflags = 2; c->wall = waTrunk; } if(c->move(i) && c->move(i)->land != laEndorian && c->move(i)->land != laNone && c->move(i)->type == 7) if(c->move(i1) && c->move(i1)->land != laEndorian && c->move(i1)->land != laNone) if(c->move(i5) && c->move(i5)->land != laEndorian && c->move(i5)->land != laNone) { c->landflags = 3; c->wall = waTrunk; } } } else if(c->landparam > 1) { for(int i=0; itype; i++) { cell *c2 = c->move(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->modmove(i+1)->landparam != c->landparam-1 && c->modmove(i-1)->landparam != c->landparam-1; } else for(int j=0; jtype; j++) { cell *c3 = c2->move(j); if(c3 && c3->landparam < c2->landparam && c3->landflags) if(c->c.spin(i) == (j+3)%c2->type || c->c.spin(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 && ctof(c)) { cell *c3 = c->modmove(i+1); 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; } } bool chance = ls::no_walls() ? (hrand(100) < 10) : ls::nice_walls() ? true : false; if(c->landparam > 30 && b == laOcean && !generatingEquidistant && !hybri && hrand(10) < 5 && chance) buildAnotherEquidistant(c); if(c->landparam > HAUNTED_RADIUS+5 && b == laGraveyard && !generatingEquidistant && !hybri && hrand(100) < (PURE?25:5) && items[itBone] >= U10 && chance) buildAnotherEquidistant(c); } EX cell *randomDown(cell *c) { vector tab; for(int i=0; itype; i++) if(c->move(i) && coastval(c->move(i), laIvoryTower) < coastval(c, laIvoryTower)) tab.push_back(c->move(i)); if(isize(tab)==1) return tab[0]; return hrand_elt(tab, (cell*)nullptr); } EX int edgeDepth(cell *c) { if(c->land == laIvoryTower || c->land == laEndorian || c->land == laDungeon || c->land == laWestWall) return coastvalEdge(c); else if(c->land != laBarrier) { for(int i=0; itype; i++) if(c->move(i) && c->move(i)->land == laBarrier) return -20+c->cpdist; } return 0; } EX int getHauntedDepth(cell *c) { if((ls::single() || 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; } EX int towerval(cell *c, const cellfunction& cf) { cell *cp1 = ts::left_of(c, cf); if(!cp1) return 0; int under = 0; int cfc = cf(c); forCellEx(c2, c) if(cf(c2) < cfc) under++; return (c->type-6) + 2*(cp1->type-6) + 4*under; } /* other geometries */ EX void setLandWeird(cell *c) { // replaced with standard CR4 /* if(specialland == laIvoryTower || specialland == laEndorian || specialland == laDungeon || specialland == laOcean) { int d = celldist(c) - (getDistLimit() - 2); if(d <= 0) c->land = laCrossroads4; else c->land = specialland, c->landparam = d; } */ } EX void setLandQuotient(cell *c) { setland(c, specialland); int fv = zebra40(c); if(fv/4 == 4 || fv/4 == 6 || fv/4 == 5 || fv/4 == 10) fv ^= 2; if(specialland == laWarpCoast) if(fv%4==0 || fv%4 == 2) setland(c, laWarpSea); if(specialland == laElementalWall) setland(c, eLand(laEFire + (fv%4))); if(specialland == laClearing) c->land = laClearing; if(specialland == laIvoryTower || specialland == laEndorian || specialland == laDungeon || specialland == laOcean) { int d = celldist(c) - 1; if(d <= 0) c->land = laCrossroads4; else c->land = specialland, c->landparam = d; } if(specialland == laWestWall) c->land = laCrossroads4; } EX void elementalXY(cell *c, int x, int y, bool make_wall) { if(x > 0 && y > 0) setland(c, laEFire); else if(x > 0 && y < 0) setland(c, laEAir); else if(x < 0 && y < 0) setland(c, laEWater); else if(x < 0 && y > 0) setland(c, laEEarth); else if(x > 0) c->land = laElementalWall, c->barleft = laEAir, c->barright = laEFire; else if(x < 0) c->land = laElementalWall, c->barleft = laEEarth, c->barright = laEWater; else if(y > 0) c->land = laElementalWall, c->barleft = laEEarth, c->barright = laEFire; else if(y < 0) c->land = laElementalWall, c->barleft = laEAir, c->barright = laEWater; if(x == 0 && y == 0) c->land = laElementalWall, c->wall = waBarrier; else if(c->land == laElementalWall && make_wall) c->wall = getElementalWall(hrand(2) ? c->barleft : c->barright); } EX void setLandSphere(cell *c) { setland(c, specialland); if(specialland == laWarpCoast) setland(c, getHemisphere(c, 0) > 0 ? laWarpCoast : laWarpSea); if(specialland == laWestWall) c->land = laCrossroads4; if(specialland == laClearing) c->land = laClearing; if(specialland == laElementalWall) { int x = getHemisphere(c, 1); int y = getHemisphere(c, 2); elementalXY(c, x, y, (c->type != 6 || GOLDBERG)); } if(!(euclid && quotient)) if(specialland == laCrossroads || specialland == laCrossroads2 || specialland == laCrossroads3 || specialland == laTerracotta) { int x = getHemisphere(c, 1); if(x == 0 && specialland == laTerracotta) setland(c, laMercuryRiver), c->wall = waMercury; else if(x == 0 || (specialland == laCrossroads3 && getHemisphere(c, 2) == 0)) setland(c, laBarrier), c->wall = waBarrier; else setland(c, specialland); if(specialland == laCrossroads3 && c->type != 6 && c->master->fiftyval == 1 && !GOLDBERG) c->wall = waBigTree; } if(specialland == laIvoryTower || specialland == laEndorian || specialland == laDungeon || specialland == laOcean || specialland == laMountain) { int d = celldist(c); if(d <= 0) c->land = laCrossroads4; else c->land = specialland, c->landparam = d; } } vector euland; map euland3; map euland3_hash; EX eLand& get_euland(int c) { euland.resize(max_vec); return euland[c & (max_vec-1)]; } EX void clear_euland(eLand first) { euland.resize(max_vec); for(int i=0; imaster->distance)); return; } else if(ls::nice_walls()) { setland(c, getEuclidLand(c->master->distance)); if(c->land == laBarrier && c->master->emeraldval % 3) c->wall = waBarrier; } switch(c->land) { case laTerracotta: if((c->master->distance & 15) == 1) { setland(c, laMercuryRiver); if(c->master->emeraldval % 3) c->wall = waMercury; } break; case laOcean: case laIvoryTower: case laEndorian: case laDungeon: if(c->master->distance <= 0) setland(c, laRlyeh); else c->landparam = c->master->distance; break; default: ; } } EX void setLandHybrid(cell *c) { if(in_s2xe() && !among(specialland, laElementalWall)) { auto w = hybrid::get_where(c); auto d = w.second; bool ps = PIU(pseudohept(w.first)); setland(c, specialland); if(ls::any_nowall()) { setland(c, getEuclidLand(d)); return; } else if(ls::any_wall()) { setland(c, getEuclidLand(d)); if(c->land == laBarrier) c->wall = ps ? waNone : waBarrier; } switch(c->land) { case laTerracotta: if((d & 15) == 1) { setland(c, laMercuryRiver); c->wall = ps ? waNone : waMercury; } break; case laOcean: case laIvoryTower: case laEndorian: case laDungeon: if(d < 0) setland(c, laCrossroads); else if(d == 0) { setland(c, laBarrier); c->wall = ps ? waNone : waBarrier; } else c->landparam = d; break; default: ; } return; } auto wc = hybrid::get_where(c).first; c->barleft = wc->barleft; c->barright = wc->barright; c->bardir = wc->bardir; if(wc->land) setland(c, wc->land); if(among(wc->wall, waBarrier, waMercury) || wc->land == laElementalWall) c->wall = wc->wall; } EX void setLandNil(cell *c) { setland(c, specialland); if(ls::patched_chaos()) { int hash = (((c->master->zebraval + 4) >> 3) << 16) + ((c->master->emeraldval + 4) >> 3); auto& l = euland3_hash[hash]; if(l == laNone) l = getNewLand(laNone); setland(c, l); return; } else if(ls::nice_walls()) { setland(c, getEuclidLand(c->master->zebraval)); if(c->land == laBarrier && c->master->emeraldval % 3) c->wall = waBarrier; } else if(ls::no_walls()) { setland(c, getEuclidLand(c->master->emeraldval)); if(c->land == laBarrier && c->master->zebraval % 3) c->wall = waBarrier; } switch(c->land) { case laCrossroads3: { int ox = c->master->zebraval - 8; int oy = c->master->emeraldval - 8; int hash = (((ox + 16) >> 5) << 16) + ((oy + 16) >> 5); auto& l = euland3_hash[hash]; if(l == laNone) l = getNewLand(laCrossroads3); if(ox % 16 == 0) setland(c, laBarrier); else if(oy % 16 == 0) setland(c, laBarrier); else setland(c, l); if(c->land == laBarrier && ((c->master->zebraval & 3) || (c->master->emeraldval & 3))) c->wall = waBarrier; break; } case laElementalWall: { int ox = c->master->zebraval - 4; int oy = c->master->emeraldval - 4; int x = (ox & 7) ? ((ox & 8) ? 1 : -1) : 0; int y = (oy & 7) ? ((oy & 8) ? 1 : -1) : 0; elementalXY(c, x, y, (ox & 3) || (oy & 3)); break; } case laTerracotta: if((c->master->zebraval & 7) == 4 && (c->master->emeraldval & 7) == 4) { setland(c, laMercuryRiver); c->wall = waMercury; } break; case laOcean: case laIvoryTower: case laEndorian: case laDungeon: if(c->master->zebraval <= 0) setland(c, laRlyeh); else c->landparam = c->master->zebraval; break; default: ; } } EX void setLandEuclid(cell *c) { #if CAP_RACING if(racing::track_ready) { setland(c, laMemory); return; } #endif setland(c, specialland); if(ls::any_nowall()) { auto co = euc2_coordinates(c); int y = co.second; c->land = getEuclidLand(y); } if(ls::any_wall()) { auto co = euc2_coordinates(c); int x = co.first, y = co.second; setland(c, getEuclidLand(y+2*x)); } if(c->land == laTerracotta) { auto co = euc2_coordinates(c); int x = co.first, y = co.second; if(((y+2*x) & 15) == 1) { setland(c, laMercuryRiver); c->wall = waMercury; } } if(specialland == laWhirlpool) { c->land = laOcean; c->landparam = 99; } if(specialland == laPrincessQuest) setland(c, laPalace); if(specialland == laOcean) { auto co = euc2_coordinates(c); int y = co.second; y += 10; if(euclid && quotient) y = -celldistAlt(c); if(y == 0) { setland(c, laBarrier); if(ishept(c)) c->land = laRlyeh; } else if(y<0) setland(c, laRlyeh); else c->landparam = y; } if(specialland == laWestWall) { auto co = euc2_coordinates(c); int x = co.first; x = -5 - x; if(x == 0) {setland(c, laBarrier); if(ishept(c)) setland(c, laMotion); } else if(x<0) setland(c, laMotion); else c->landparam = x; } if(specialland == laIvoryTower || specialland == laDungeon) { auto co = euc2_coordinates(c); int y = co.second; y = -5 - y; if(specialland == laDungeon) y = -10 - y; if(euclid && quotient) y = -celldistAlt(c); if(y == 0) {setland(c, laBarrier); if(ishept(c)) setland(c, laAlchemist); } else if(y<0) setland(c, laAlchemist); else { c->landparam = y; } } if(specialland == laElementalWall) { auto co = euc2_coordinates(c); int x = co.first, y = co.second; int x0 = euc::in(2,4) ? x : x + (y>>1); int y0 = y; 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; setland(c, 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); setland(c, laElementalWall); } } if(c->land == laCrossroads3) { auto co = euc2_coordinates(c); int x = co.first, y = co.second; int y0 = euc::in(2,4) ? 2 * y - x : y; int x0 = euc::in(2,4) ? 2 * x + y : x + y/2; x0 += 24; y0 += 8; int id = 0; if(y0&16) id ^= 1; if(x0&16) id ^= 1; setland(c, id ? laCrossroads3 : laDesert); if(euc::in(2,4) ? (!(y0&15) || !(x0&15)) : ((y0&15) == 15 && (x0&1)) || ((x0&15) == 0 && ((y0+1)&1))) { setland(c, laBarrier); c->wall = waBarrier; } } if(specialland == laWarpCoast) { auto co = euc2_coordinates(c); int x = co.first, y = co.second; int zz = a4 ? x : 2*x+y + 10; zz = gmod(zz, 30); if(zz >= 15) setland(c, laWarpSea); else setland(c, laWarpCoast); } } EX eLand get_euland3(int x) { if(euland3.count(x)) return euland3[x]; if(x > 0) return euland3[x] = getNewLand(euland3[x-1]); if(x < 0) return euland3[x] = getNewLand(euland3[x+1]); return euland3[x] = laCrossroads; } EX void set_euland3(cell *c, int co10, int co11, int alt, int hash) { if(ls::std_chaos()) { setland(c, get_euland3(gdiv(co10, 60))); } else if(ls::nice_walls()) { eLand l1 = get_euland3(gdiv(co10, 360)); eLand l2 = get_euland3(gdiv(co10+59, 360)); if(l1 != l2 && hrand(100) < 75) setland(c, laBarrier); else setland(c, l1); } else if(ls::no_walls()) { setland(c, get_euland3(alt/4)); } else if(ls::patched_chaos()) { auto& l = euland3_hash[hash]; if(l == laNone) l = getNewLand(laBarrier); setland(c, l); } if(c->land == laElementalWall) { setland(c, eLand(laEFire + ((co10 / 240)&1?0:2) + ((co11 / 240)&1?0:1))); } if(c->land == laCamelot) { setland(c, laCrossroads); buildCamelot(c); } if(c->land == laTerracotta) { if(((alt&15) == 8) && hrand(100) < 90) c->wall = waMercury; } if(among(c->land, laOcean, laIvoryTower, laDungeon, laEndorian)) { if(alt == 0) c->land = laCrossroads4; else if(alt > 0) c->landparam = alt; else c->landparam = -alt; } if(c->land == laWarpCoast) { if(gmod(co10, 240) >= 120) c->land = laWarpSea; } } // the main big stuff function EX bool easy_to_find_specialland = false; EX bool quickfind(eLand l) { if(l == cheatdest) return true; if(l == specialland && easy_to_find_specialland) return true; #if CAP_TOUR if(tour::on && tour::quickfind(l)) return true; #endif return false; } #define INVLUCK (items[itOrbLuck] && inv::on) #define I2000 (INVLUCK?600:2000) #define I10000 (INVLUCK?3000:10000) EX hookset hooks_wallchance; EX int wallchance(cell *c, bool deepOcean) { int i = callhandlers(-1, hooks_wallchance, c, deepOcean); if(i != -1) return i; eLand l = c->land; return inmirror(c) ? 0 : isGravityLand(l) ? 0 : generatingEquidistant ? 0 : l == laPrairie ? 0 : (yendor::on && yendor::nexttostart) ? 10000 : princess::challenge ? 0 : isElemental(l) ? 4000 : (yendor::on && (yendor::generating || !(yendor::clev().flags & YF_WALLS))) ? 0 : (S3 >= OINF && l == laCrossroads) ? 2000 : (S3 >= OINF && l == laCrossroads2) ? 2500 : (S3 >= OINF && l == laCrossroads3) ? 3333 : (S3 >= OINF && l == laCrossroads4) ? 5000 : (S3 >= OINF && l == laCrossroads5) ? 10000 : l == laCrossroads3 ? 10000 : l == laCrossroads ? 5000 : l == laCrossroads2 ? 10000 : l == laCrossroads5 ? 10000 : l == laCrossroads4 ? 5000 : (l == laMirror && !yendor::generating) ? 2500 : tactic::on ? 0 : racing::on ? 0 : l == laCaribbean ? 500 : (l == laWarpSea || l == laWarpCoast) ? 500 : l == laStorms ? 250 : l == laHaunted ? 0 : (l == laGraveyard && !deepOcean) ? 0 : // (l == laGraveyard && items[itBone] >= 10) ? 120 : l == laOcean ? (deepOcean ? (PURE ? 250 : 2000) : 0) : l == laDragon ? 120 : 50; } /** \brief should we generate the horocycles in the current geometry? */ EX bool horo_ok() { if(INVERSE) return false; if(currentmap->strict_tree_rules()) return true; return hyperbolic && !bt::in() && !arcm::in() && !kite::in() && !experimental && !hybri && !arb::in() && !quotient; } /** \brief should we either generate the horocycles in the current geometry, or have them exist via eubinary? */ EX bool horo_or_eubinary() { return horo_ok() || eubinary; } /** \brief is celldistAlt defined for c? */ EX bool have_alt(cell *c) { return eubinary || c->master->alt; } /** \brief generate alts around c if necessary */ EX void gen_alt(cell *c) { if(!eubinary) currentmap->extend_altmap(c->master); } /** \brief generate alts around c and further if necessary */ EX void gen_alt_around(cell *c) { if(!eubinary) { currentmap->extend_altmap(c->master); for(int i=0; imaster->type; i++) currentmap->extend_altmap(c->master->move(i)); } } /** \brief is celldistAlt defined for c and c2, and greater for c? */ EX bool greater_alt(cell *c, cell *c2) { return have_alt(c) && have_alt(c2) && celldistAlt(c) > celldistAlt(c2); } EX int horo_gen_distance() { return (WDIM == 3 && hyperbolic) ? 1 : 2; } EX bool single_horo(eLand horoland) { return specialland == horoland && ls::single(); } EX bool in_single_horo(cell *c, eLand horoland) { return single_horo(horoland) || celldistAlt(c) <= 0; } EX bool inside_starting_horo(cell *c, eLand horoland) { return specialland == horoland && celldistAlt(c) <= 0; } EX bool extend_alt(cell *c, eLand horoland, eLand overland, bool extend_in_single IS(true), int dist IS(horo_gen_distance())) { if(c->land != horoland && c->land != overland && !(c->land == laBrownian && overland == laOcean)) return false; if(bt::in() && !single_horo(horoland) && !inside_starting_horo(c, horoland)) return false; if(have_alt(c) && ((ls::single() && extend_in_single) || masterAlt(c) <= dist) && !(euclid && !ls::single())) { gen_alt(c); preventbarriers(c); return true; } return false; } EX bool can_start_horo(cell *c) { if(yendor::on && !among(c->land, laCaribbean, laStorms)) return false; return ctof(c) && !have_alt(c) && horo_ok() && !randomPatternsMode && !racing::on; } EX bool gp_wall_test() { #if CAP_GP if(GOLDBERG) return hrand(gp::dist_3()) == 0; #endif #if CAP_IRR if(IRREGULAR) return hrand(irr::cellcount * 3) < isize(irr::cells_of_heptagon); #endif return true; } EX bool deep_ocean_at(cell *c, cell *from) { if(generatingEquidistant) return false; if(c->land == laOcean) { if(!from) return true; else for(int i=0; itype; i++) { cell *c2 = from->move(i); if(c2 && c2->land == laOcean && c2->landparam > 30) { return true; } if(c2) forCellEx(c3, c2) if(c3 && c3->land == laOcean && c3->landparam > 30) return true; } } if(c->land == laGraveyard) { if(!from) return true; else for(int i=0; itype; i++) { cell *c2 = from->move(i); if(c2 && c2->landparam > HAUNTED_RADIUS+5) return true; if(c2) forCellEx(c3, c2) if(c3 && c3->land == laGraveyard && c3->landparam > HAUNTED_RADIUS+5) return true; } } return false; } EX bool good_for_wall(cell *c) { if(arcm::in()) return true; if(WDIM == 3) return true; if(INVERSE) return true; if(!old_nice_walls()) return true; return pseudohept(c); } EX bool walls_not_implemented() { // if(WDIM == 3 && !PURE) return true; if(sphere || quotient || nonisotropic || (kite::in() && !bt::in()) || experimental) return true; return WDIM == 3 && (cgflags & qIDEAL); } EX bool old_nice_walls() { return (geometry == gNormal && (PURE || BITRUNCATED)) || (geometry == gEuclid && !(INVERSE | IRREGULAR)); } EX bool nice_walls_available() { if(hybri) return PIU(nice_walls_available()); if(fake::in()) return FPIU(nice_walls_available()); return WDIM == 2; } EX void build_barrier_good(cell *c, eLand l IS(laNone)) { if(!old_nice_walls()) { general_barrier_build(NOWALLSEP_WALL, c, l ? l : getNewLand(c->land), NODIR); } else { int bd = 2 + hrand(2) * 3; buildBarrier(c, bd, l); } } EX void build_walls(cell *c, cell *from) { bool deepOcean = deep_ocean_at(c, from); // if(weirdhyperbolic && c->land == laOcean) deepOcean = c->landparam >= 30; // buildgreatwalls if(hybri) return; /* Great Walls generated via the underlying geometry */ if(walls_not_implemented()) return; // walls not implemented here if(ls::chaoticity() >= 60) return; if(nice_walls_available()) { if(ctof(c) && c->land == laMirror && !yendor::generating && hrand(I10000) < 6000) { build_barrier_good(c, laMirrored); return; } if(ctof(c) && c->land == laTerracotta && hrand(I10000) < 200) { build_barrier_good(c, laTerracotta); return; } if(ctof(c) && ls::single()) { if(specialland == laCrossroads && hrand(I10000) < 5000) { build_barrier_good(c, laCrossroads); return; } if(specialland == laCrossroads3) { build_barrier_good(c, laCrossroads3); return; } if(specialland == laCrossroads5) { build_barrier_good(c, laCrossroads5); return; } if(c->land == laCrossroads && isEquidLand(specialland)) { build_barrier_good(c, specialland); return; } if(specialland == laElementalWall && hrand(I10000) < 4000) { build_barrier_good(c); return; } } } else if(good_for_wall(c) && ls::single() && specialland == laElementalWall && hrand(I10000) < 4000) { buildBarrierNowall(c, getNewLand(c->land)); } if(c->land == laCrossroads2 && BITRUNCATED) { buildCrossroads2(c); return; } else if(good_for_wall(c) && isWarpedType(c->land) && hrand(10000) < 3000 && c->land && buildBarrierNowall(c, eLand(c->land ^ laWarpSea ^ laWarpCoast))) { } else if(ls::single()) return; else if(geometry == gNormal && celldist(c) < 3 && !GOLDBERG) { if(top_land && c == cwt.at->master->move(3)->c7) { buildBarrierStrong(c, 6, true, top_land); } } else if(ls::wall_chaos()) { if(good_for_wall(c) && hrand(10000) < 9000 && c->land && !inmirror(c) && c->bardir != NOBARRIERS && !c->master->alt) { build_barrier_good(c); return; } } else if(ls::std_chaos()) { if(good_for_wall(c) && hrand(10000) < 9000 && c->land && !inmirror(c) && c->bardir != NOBARRIERS && !c->master->alt && buildBarrierNowall(c, getNewLand(c->land))) return; } else if(good_for_wall(c) && c->land == laCrossroads4 && hrand(10000) < 7000 && c->land && !c->master->alt && !tactic::on && !racing::on && buildBarrierNowall(c, getNewLand(laCrossroads4))) ; else if(good_for_wall(c) && hrand(I10000) < 20 && !generatingEquidistant && !yendor::on && !tactic::on && !racing::on && !isCrossroads(c->land) && gold() >= R200 && !weirdhyperbolic && !c->master->alt && c->bardir != NOBARRIERS && !inmirror(c) && !isSealand(c->land) && !isHaunted(c->land) && !isGravityLand(c->land) && (c->land != laRlyeh || rlyehComplete()) && c->land != laTortoise && c->land != laPrairie && c->land && !(c->land == laGraveyard && !deepOcean) && c->land != laCanvas ) { buildBarrierNowall(c, laCrossroads4) ; } else if(ls::no_walls() && hrand(I10000 /4) < wallchance(c, deepOcean) && gp_wall_test() && c->bardir != NOBARRIERS && !c->master->alt) { buildBarrierNowall(c, getNewLand(c->land)); } else if(weirdhyperbolic && yendor::on && yendor::nexttostart) { if(buildBarrierNowall(c, yendor::nexttostart)) yendor::nexttostart = laNone; } else if(weirdhyperbolic && specialland == laElementalWall && hrand(I10000) < 1000 && gp_wall_test()) buildBarrierNowall(c, getNewLand(c->land)); else if(S3 >= OINF && c->land && hrand(I10000) < wallchance(c, deepOcean) && c->bardir != NOBARRIERS) buildBarrierNowall(c, getNewLand(c->land)); else if(!nice_walls_available()) ; // non-Nowall barriers not implemented yet in weird hyperbolic #if CAP_FIELD else if(c->land == laPrairie && c->LHU.fi.walldist == 0 && !euclid) { if(ls::nice_walls()) for(int bd=0; bdmaster->type; bd++) { int fval2 = createStep(c->master, bd)->fieldval; int wd = currfp_gmul(fval2, currfp_inverses(c->fval-1)); if(currfp_distwall(wd) == 0) { buildBarrier(c, bd); break; } } if(ls::no_walls()) { buildBarrierNowall(c, getNewLand(c->land)); } } #endif else if(good_for_wall(c) && c->land && ls::nice_walls() && c->land != laCrossroads4 && hrand(I10000) < wallchance(c, deepOcean)) build_barrier_good(c); } EX void start_camelot(cell *c) { int rtr = newRoundTableRadius(); heptagon *alt = create_altmap(c, ls::single() ? 2 : rtr+(hyperbolic && WDIM == 3 ? 11 : 14), ls::single() ? hsA : hsOrigin); if(alt) { altmap::radius(alt) = rtr; altmap::orig_land(alt) = c->land; } } EX void build_horocycles(cell *c, cell *from) { bool deepOcean = deep_ocean_at(c, from); if(!ls::any_order() && !ls::single()) return; if(ls::single() && !among(specialland, laTemple, laMountain, laClearing, laStorms, laWhirlpool, laCaribbean, laCanvas, laPalace, laPrincessQuest, laCamelot)) return; // buildbigstuff if(ls::any_order() && bearsCamelot(c->land) && can_start_horo(c) && !bt::in() && #if MAXMDIM >= 4 !(hyperbolic && WDIM == 3 && !reg3::in_rule()) && #endif (quickfind(laCamelot) || peace::on || (hrand(I2000) < (c->land == laCrossroads4 || ls::no_walls() ? 800 : 200) && horo_ok() && items[itEmerald] >= U5))) start_camelot(c); if(c->land == laRlyeh && can_start_horo(c) && (quickfind(laTemple) || peace::on || (hrand(I2000) < 100 && items[itStatue] >= U5))) create_altmap(c, horo_gen_distance(), hsA); if(c->land == laJungle && can_start_horo(c) && (quickfind(laMountain) || (hrand(I2000) < 100 && landUnlocked(laMountain)))) create_altmap(c, horo_gen_distance(), hsA); if(c->land == laOvergrown && can_start_horo(c) && (quickfind(laClearing) || (hrand(I2000) < 25 && items[itMutant] >= U5 && isLandIngame(laClearing)))) { heptagon *h = create_altmap(c, horo_gen_distance(), hsA); if(h) clearing::bpdata[h].root = NULL; } if(stdhyperbolic && c->land == laStorms && can_start_horo(c) && hrand(2000) < 1000) { heptagon *h = create_altmap(c, horo_gen_distance(), hsA); if(h) altmap::which(h->alt) = hrand(2); } if(c->land == laOcean && deepOcean && !generatingEquidistant && !peace::on && can_start_horo(c) && (quickfind(laWhirlpool) || ( hrand(2000) < (PURE ? 500 : 1000)))) create_altmap(c, horo_gen_distance(), hsA); #if CAP_COMPLEX2 if(c->land == laOcean && deepOcean && !generatingEquidistant && hrand(10000) < 20 && no_barriers_in_radius(c, 2) && hyperbolic && !quotient && !tactic::on && !safety) brownian::init_further(c); #endif if(c->land == laCaribbean && can_start_horo(c)) create_altmap(c, horo_gen_distance(), hsA); if(c->land == laCanvas && can_start_horo(c) && ls::any_order()) create_altmap(c, horo_gen_distance(), hsA); if(c->land == laPalace && can_start_horo(c) && !princess::generating && !shmup::on && multi::players == 1 && !weirdhyperbolic && (princess::forceMouse ? canReachPlayer(from, moMouse) : (hrand(2000) < (peace::on ? 100 : 20))) && (princess::challenge || kills[moVizier] || peace::on)) { create_altmap(c, PRADIUS0, hsOrigin, waPalace); celllister cl(c, 5, 1000000, NULL); for(cell *c: cl.lst) if(c->master->alt) currentmap->extend_altmap(c->master); } } EX void buildBigStuff(cell *c, cell *from) { build_walls(c, from); build_horocycles(c, from); if(hasbardir(c)) extendBarrier(c); } EX bool openplains(cell *c) { if(ls::any_chaos()) { forCellEx(c2, c) if(c2->land != laHunting) return false; return true; } int dlimit = getDistLimit(); if(arcm::in()) dlimit--; if(dlimit < 7) { celllister cl(c, dlimit, 1000000, NULL); int bad = 0; for(cell *c: cl.lst) { while(c->mpdist > 8) setdist(c, c->mpdist-1, NULL); if(c->land != laHunting) {bad++; if(bad>5) return false;} } return true; } else { celllister cl(c, dlimit, 1000000, NULL); for(cell *c: cl.lst) { while(c->mpdist > 8) setdist(c, c->mpdist-1, NULL); if(c->land != laHunting) return false; } return true; } } EX void buildCamelotWall(cell *c) { if(S3 >= OINF) { c->wall = waRubble; return; } if(WDIM == 3 && hyperbolic && c->master->fieldval == 0) return; c->wall = waCamelot; if(WDIM == 3 && hyperbolic) return; for(int i=0; itype; i++) { cell *c2 = createMov(c, i); if(c2->wall == waNone && greater_alt(c2, c) && c2->monst == moNone) c2->wall = waCamelotMoat; } } EX bool no_barriers_in_radius(cell *c, int rad) { celllister cl(c, 2, 1000000, NULL); for(cell *c: cl.lst) if(c->bardir != NODIR) return false; return true; } EX eMonster camelot_monster() { eMonster ms[3] = { moHedge, moLancer, moFlailer }; eMonster m = ms[hrand(3)]; if(m == moHedge && valence() > 3) m = moPyroCultist; if(getDistLimit() <= 2 && m == moLancer) m = moGoblin; if(getDistLimit() <= 3 && m == moPyroCultist) m = moCultist; return m; } EX void buildCamelot(cell *c) { int d = celldistAltRelative(c); if(ls::single() || (d <= 14 && roundTableRadius(c) > 20)) { gen_alt(c); preventbarriers(c); if(d == 10) { if(weirdhyperbolic ? hrand(100) < 50 : pseudohept(c)) buildCamelotWall(c); else { if(!eubinary) for(int i=0; imaster->type; i++) currentmap->extend_altmap(c->master->move(i)); int q = 0; if(weirdhyperbolic) { for(int t=0; ttype; t++) createMov(c, t); q = hrand(100); if(q < 10) q = 0; else if(q < 50) q = 1; } else { for(int t=0; ttype; t++) { createMov(c, t); if(celldistAltRelative(c->move(t)) == 10 && !pseudohept(c->move(t))) q++; } } if(q == 1) buildCamelotWall(c); // towers of Camelot if(q == 0 && BITRUNCATED) { c->monst = moKnight; c->wall = waTower; forCellEx(c2, c) { int cr = celldistAltRelative(c2); if(cr == 9) ; else { buildCamelotWall(c2); if(!ctof(c2)) c2->wall = waTower, c2->wparam = 1; } } for(int i=0; itype; i++) if(celldistAltRelative(c->move(i)) < d) c->mondir = i; } } } if(d == 0) c->wall = waRoundTable; if(celldistAlt(c) == 0 && !ls::single()) c->item = itHolyGrail; if(d < 0 && hrand(7000) <= 10 + items[itHolyGrail] * 5) c->monst = camelot_monster(); if(d == 1) { // roughly as many knights as table cells if(hrand(1000000) < 1000000 / expansion.get_growth() && !reptilecheat) c->monst = moKnight; if(!eubinary) for(int i=0; imaster->type; i++) currentmap->extend_altmap(c->master->move(i)); for(int i=0; itype; i++) if(c->move(i) && celldistAltRelative(c->move(i)) < d) c->mondir = (i+3) % 6; } if(ls::single() && d >= 2 && d <= 8 && hrand(1000) < 10) c->item = itOrbSafety; if(d == 5 && ls::single()) c->item = itGreenStone; if(d <= 10) c->land = laCamelot; if(d > 10 && !eubinary && !ls::single()) { setland(c, eLand(altmap::orig_land(c->master->alt->alt))); if(c->land == laNone) printf("Camelot\n"); // NONEDEBUG } } } EX int masterAlt(cell *c) { if(eubinary) return celldistAlt(c); #if MAXMDIM >= 4 if(WDIM == 3 && hyperbolic && !reg3::in_rule()) return reg3::altdist(c->master); #endif return c->master->alt->distance; } /** the distance between two layers of Temple of Cthulhu */ EX int temple_layer_size() { if(among(geometry, gHoroRec, gHoroHex, gKiteDart3)) return 3; if(sol) return 6; if(WDIM == 3 && bt::in()) return 2; if(among(geometry, gSpace435, gSpace535)) return 5; if(WDIM == 3 && hyperbolic) return 3; if(S3 == OINF) return 4; return 6; } /** generate the (non-chaotic) Temple of Cthulhu */ EX void gen_temple(cell *c) { int d = celldistAlt(c); if(d <= 0) { c->land = laTemple, c->wall = waNone, c->monst = moNone, c->item = itNone; } if(d % temple_layer_size()==0) { c->landparam = 0; if(geometry == gSpace534) { int i = 0; forCellCM(c2, c) if(greater_alt(c, c2)) i++; if(i > 1) c->wall = waColumn; } else if(geometry == gSpace535) { c->wall = (c->master->fieldval % 5) ? waRubble : waColumn; } else if(geometry == gSpace435) { c->wall = waRubble; if(c->master->fieldval == 0) c->wall = waColumn; forCellCM(c1, c) if(c1->master->fieldval == 0) c->wall = waColumn; } else if(sol) { if(c->master->emeraldval % 3 || c->master->zebraval % 3) c->wall = waColumn; } else if(nih) { if(c->master->emeraldval % 2) c->wall = waColumn; } #if CAP_BT else if(geometry == gBinary3) { if(c->master->zebraval % 5 != 1) c->wall = waColumn; } else if(geometry == gHoroTris || geometry == gHoroRec) { if(c->c.spin(bt::updir()) != 0) c->wall = waColumn; } else if(geometry == gKiteDart3) { if(kite::getshape(c->master) == kite::pKite) c->wall = waColumn; } #endif else if(in_s2xe()) { auto d = hybrid::get_where(c); if(!PIU(pseudohept(d.first))) c->wall = waColumn; } else if(hybri) { auto d = hybrid::get_where(c); if(d.first->wall == waColumn || (d.second&1)) c->wall = waColumn; } else if(WDIM == 3) { c->wall = hrand(100) < 10 ? waColumn : waRubble; } else if(S3 >= OINF) { } else if(weirdhyperbolic && !BITRUNCATED) { if(hrand(100) < 50) c->wall = waColumn; } else if(pseudohept(c)) c->wall = waColumn; else { gen_alt_around(c); int q = 0; for(int t=0; ttype; t++) { createMov(c, t); if(have_alt(c->move(t)) && celldistAlt(c->move(t)) % temple_layer_size() == 0 && !ishept(c->move(t))) q++; } if(q == 2) c->wall = waColumn; } c->landparam = 1; } else c->landparam = 2; } EX void moreBigStuff(cell *c) { if((bearsCamelot(c->land) && !euclid && !quotient && !nil) || c->land == laCamelot) if(have_alt(c)) if(!(bt::in() && specialland != laCamelot)) buildCamelot(c); if(quotient) return; extend_alt(c, laCaribbean, laCaribbean, false); if(c->land == laCaribbean) { if(have_alt(c) && celldistAlt(c) <= 0) generateTreasureIsland(c); else c->wall = waSea; } extend_alt(c, laPalace, laPalace, false, PRADIUS1); extend_alt(c, laCanvas, laCanvas); if(extend_alt(c, laStorms, laStorms, false)) { int d = celldistAlt(c); if(d <= -2) { c->wall = eubinary ? waCharged : (altmap::which(c->master->alt->alt) & 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(ls::any_chaos() && c->land == laTemple) { for(int i=0; itype; i++) if(pseudohept(c) && c->move(i) && c->move(i)->land != laTemple) c->wall = waColumn; } else if(extend_alt(c, laTemple, laRlyeh)) gen_temple(c); if(extend_alt(c, laClearing, laOvergrown)) { if(in_single_horo(c, laClearing)) { c->land = laClearing, c->wall = waNone; } else if(celldistAlt(c) == 1) c->wall = waSmallTree, c->monst = moNone, c->item = itNone, c->landparam = 1; } if(extend_alt(c, laMountain, laJungle) && in_single_horo(c, laMountain)) { c->land = laMountain, c->wall = waNone; } if(extend_alt(c, laWhirlpool, laOcean) && in_single_horo(c, laWhirlpool)) c->land = laWhirlpool, c->wall = waSea, c->monst = moNone, c->item = itNone; } EX void generate_mines() { vector candidates; if(bounded) for(cell *c: currentmap->allcells()) setdist(c, 7, nullptr); for(cell *c: currentmap->allcells()) if(c->wall == waMineUnknown) candidates.push_back(c); hrandom_shuffle(candidates); bounded_mine_max = isize(candidates); bounded_mine_quantity = int(bounded_mine_max * bounded_mine_percentage + 0.5); for(int i=0; iwall = waMineMine; } EX vector currentlands; EX void pregen() { currentlands.clear(); if(ls::any_chaos() && !ls::std_chaos()) for(eLand l: land_over) if(landUnlocked(l) && isLandIngame(l)) currentlands.push_back(l); } auto ccm_bigstuff = addHook(hooks_gamedata, 0, [] (gamedata* gd) { gd->store(euland); gd->store(euland3); gd->store(euland3_hash); }); }