// 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. #define UNKNOWN 65535 // horocycles 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); } int euclidAlt(short x, short y) { if(specialland == laTemple || specialland == laClearing) { return max(int(x), x+y); } else if(specialland == laCaribbean || specialland == laWhirlpool || specialland == laMountain) { return min( min(max(int(-x), -x-y) + 3, max(int(x+y), int(y)) + 3), max(int(x), int(-y)) + 3 ); } else if(specialland == laPrincessQuest) return eudist(x-EPX, y-EPY); else return eudist(x-20, y-10); } const int NOCOMPASS = 1000000; int compassDist(cell *c) { if(c->master->alt) return celldistAlt(c); if(isHaunted(c->land) || c->land == laGraveyard) return getHauntedDepth(c); return NOCOMPASS; } cell *findcompass(cell *c) { int d = compassDist(c); if(d == NOCOMPASS) return NULL; while(inscreenrange(c)) { generateAlts(c->master); forCellEx(c2, c) if(compassDist(c2) < d) { c = c2; d = compassDist(c2); goto nextk; } break; nextk: ; } return c; } bool grailWasFound(cell *c) { if(euclid) return items[itHolyGrail]; return c->master->alt->alt->emeraldval & GRAIL_FOUND; } void generateAlts(heptagon *h, int levs) { if(!h->alt) return; preventbarriers(h->c7); for(int i=0; ic7->mov[i]); for(int i=0; ialt, i)->alt = h->alt->alt; int relspin = -4; // for horocycles it must go the other way if(quotient) relspin = 0; else { for(int j=0; jmove[i]->alt == h->alt->move[j]) { relspin = (i-j+S7) % S7; break; } } if(relspin == -4 && quotient != 2) { if(h->alt != h->alt->alt) { printf("relspin {%p:%p}\n", h->alt, h->alt->alt); {for(int i=0; ialt->move[i]);} printf(" ALT\n"); {for(int i=0; imove[i]);} printf(" REAL\n"); {for(int i=0; imove[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; ialt->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 && !quotient) { printf("ERROR: alt cross! [%d -> %d]\n", ho->alt->distance, hm->distance); // exit(1); } continue; } ho->alt = hm; if(levs) generateAlts(ho, levs-1); } } 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; // non-crossing in weird hyperbolic if(weirdhyperbolic) { if(c->bardir == NOBARRIERS) return NULL; forCellEx(c1, c) if(c1->bardir == NOBARRIERS) return NULL; } // check for non-crossing int bd = 2; cellwalker bb(c, bd); if(!weirdhyperbolic && !(checkBarriersFront(bb) && checkBarriersBack(bb))) { return NULL; } // okay, let's go then! cellwalker bf(c, gdir); cell *cx[rad+1]; for(int i=0; imaster; 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; allmaps.push_back(new hrmap_alternate(alt)); //printf("new alt {%p}\n", alt); alt->s = firststate; alt->emeraldval = 0; alt->zebraval = 0; for(int i=0; imove[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); preventbarriers(cx[d]); } 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); } 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[MAX_EDGE]; 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; } } // equidistants #define HAUNTED_RADIUS (purehepta?5:7) extern bool generatingEquidistant; bool generatingEquidistant = false; cell *buildAnotherEquidistant(cell *c, int radius) { 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 NULL; 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 return NULL; } if(cw.c->bardir != NODIR) return NULL; /* forCellEx(c2, cw.c) if(c2->bardir != NODIR) { 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 NULL; } cwstep(cw); cwspin(cw, 3); if(cw.c->type == 7 && hrand(2) == 0) cwspin(cw, 1); } coastpath.push_back(cw.c); // printf("setdists\n"); for(int i=1; iland == laNone) { raiseBuggyGeneration(cwt.c, "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 < size(coastpath) - 5) { coastpath[i]->bardir = NOBARRIERS; // coastpath[i]->item = itSapphire; // forCellEx(c2, coastpath[i]) c2->bardir = NOBARRIERS; } } //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 NULL; } // prevent gravity anomalies if(c2->land != c->land) return NULL; // else if(c->type == 7 && hrand(10000) < 20 && !isCrossroads(c->land) && gold() >= 200) if(c2->type == 7 && gold() >= R200 && hrand(10) < 2 && buildBarrierNowall(c2, laCrossroads4, true)) { nowall = true; // raiseBuggyGeneration(c2, "check"); // return; } else buildBarrier(c2, bd); //printf("building barrier II\n"); if(hasbardir(c2)) 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); } return c2; } 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; } 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) return 30; if(c->land != laOcean && !isGravityLand(c->land) && c->land != laHaunted) { return 0; } } if(!c->landparam) return UNKNOWN; return c->landparam; } 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(geometry) return; eLand b = c->land; if(chaosmode && !inmirror(b)) return; 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; 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; } int mcv2 = 0; 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; // (mcv == UNKNOWN ? UNKNOWN : 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(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 && ctof(c)) { for(int i=0; imov[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 && !ctof(c)) { for(int i=0; imov[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); } cell *randomDown(cell *c) { cell *tab[MAX_EDGE]; 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+S42)%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 || c->land == laDungeon) 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 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; } /* other geometries */ void setLandQuotient(cell *c) { 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))); } void setLandSphere(cell *c) { if(specialland == laWarpCoast) setland(c, getHemisphere(c, 0) > 0 ? laWarpCoast : laWarpSea); if(specialland == laElementalWall) { int x = getHemisphere(c, 1); int y = getHemisphere(c, 2); 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(c->land == laElementalWall && c->type != 6) c->wall = getElementalWall(hrand(2) ? c->barleft : c->barright); } if(specialland == laCrossroads || specialland == laCrossroads2 || specialland == laCrossroads3) { int x = getHemisphere(c, 1); 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) c->wall = waBigTree; } } eLand euland[65536]; eLand switchable(eLand nearland, eLand farland, eucoord c) { if(specialland == 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] = specialland; 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; } void setLandEuclid(cell *c) { setland(c, specialland); if(specialland == laCrossroads) { eucoord x, y; decodeMaster(c->master, x, y); setland(c, getEuclidLand(y+2*x)); } if(specialland == laCrossroads4) { eucoord x, y; decodeMaster(c->master, x, y); c->land = getEuclidLand(y); } if(specialland == laWhirlpool) { c->land = laOcean; c->landparam = 99; } if(specialland == laPrincessQuest) setland(c, laPalace); if(specialland == laOcean) { eucoord x, y; decodeMaster(c->master, x, y); int y0 = y; if(y>50000) y0 -= 65536; y0 += 10; if(y0 == 0) { setland(c, laBarrier); if(ishept(c)) c->land = laRlyeh; } else if(y0<0) setland(c, laRlyeh); else c->landparam = y0; } if(specialland == laIvoryTower || specialland == laDungeon) { eucoord x, y; decodeMaster(c->master, x, y); int y0 = y; if(y>50000) y0 -= 65536; y0 = -y0; y0 -= 5; if(y0 == 0) {setland(c, laBarrier); if(ishept(c)) setland(c, laAlchemist); } else if(y0<0) setland(c, laAlchemist); else { c->landparam = y0; } } if(specialland == 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; 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(specialland == 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; setland(c, id ? laCrossroads3 : laDesert); if(((y0&15) == 15 && (x0&1)) || ((x0&15) == 0 && ((y0+1)&1))) { setland(c, laBarrier); c->wall = waBarrier; } } if(specialland == laWarpCoast) { 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) setland(c, laWarpSea); else setland(c, laWarpCoast); } } // the main big stuff function bool quickfind(eLand l) { if(l == cheatdest) return true; if(l == specialland && weirdhyperbolic) 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) void buildBigStuff(cell *c, cell *from) { if(sphere || quotient) return; bool deepOcean = false; if(!weirdhyperbolic) { if(c->land == laOcean) { if(!from) deepOcean = true; else for(int i=0; itype; i++) { cell *c2 = from->mov[i]; if(c2 && c2->land == laOcean && c2->landparam > 30) { deepOcean = true; } if(c2) forCellEx(c3, c2) if(c3 && c3->land == laOcean && c3->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(weirdhyperbolic) ; // barriers not implemented yet in weird hyperbolic else if(chaosmode) { if(c->type == 7 && hrand(10000) < 9000 && c->land && !inmirror(c) && buildBarrierNowall(c, getNewLand(c->land))) {} else if(c->type == 7 && c->land == laMirror && hrand(10000) < 2000) { int bd = 2 + hrand(2) * 3; buildBarrier(c, bd, laMirrored); } } else if(c->type == 7 && isWarped(c->land) && hrand(10000) < 3000 && c->land && buildBarrierNowall(c, eLand(c->land ^ laWarpSea ^ laWarpCoast))) ; else if(c->type == 7 && c->land == laCrossroads4 && hrand(10000) < 7000 && c->land && buildBarrierNowall(c, getNewLand(laCrossroads4))) ; else if(c->type == 7 && hrand(I10000) < 20 && !generatingEquidistant && !yendor::on && !tactic::on && !isCrossroads(c->land) && gold() >= R200 && !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(c->land == laCrossroads2 && !purehepta) buildCrossroads2(c); else if(c->land == laPrairie && c->LHU.fi.walldist == 0) { for(int bd=0; bd<7; 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; } } } else if(c->type == 7 && c->land && hrand(I10000) < ( showoff ? (cwt.c->mpdist > 7 ? 0 : 10000) : inmirror(c) ? 0 : isGravityLand(c->land) ? 0 : generatingEquidistant ? 0 : c->land == laPrairie ? 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 == laCrossroads5 ? 10000 : c->land == laCrossroads4 ? 0 : (c->land == laMirror && !yendor::generating) ? 6000 : c->land == laTerracotta ? 250 : (tactic::on && !tactic::trailer) ? 0 : c->land == laCaribbean ? 500 : (c->land == laWarpSea || c->land == laWarpCoast) ? 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) && ctof(c) && (quickfind(laCamelot) || peace::on || (hrand(I2000) < 200 && items[itEmerald] >= U5 && !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 && ctof(c) && (quickfind(laTemple) || peace::on || (hrand(I2000) < 100 && items[itStatue] >= U5 && !randomPatternsMode && !tactic::on && !yendor::on))) createAlternateMap(c, 2, hsA); if(c->land == laJungle && ctof(c) && (quickfind(laMountain) || (hrand(I2000) < 100 && !randomPatternsMode && !tactic::on && !yendor::on && landUnlocked(laMountain)))) createAlternateMap(c, 2, hsA); if(c->land == laOvergrown && ctof(c) && (quickfind(laClearing) || (hrand(I2000) < 25 && !randomPatternsMode && items[itMutant] >= U5 && !tactic::on && !yendor::on))) { heptagon *h = createAlternateMap(c, 2, hsA); if(h) clearing::bpdata[h].root = NULL; } if(c->land == laStorms && ctof(c) && hrand(2000) < 1000 && !randomPatternsMode) { heptagon *h = createAlternateMap(c, 2, hsA); if(h) h->alt->emeraldval = hrand(2); } if(c->land == laOcean && ctof(c) && deepOcean && !generatingEquidistant && !peace::on && (quickfind(laWhirlpool) || ( hrand(2000) < (purehepta ? 500 : 1000) && !tactic::on && !yendor::on))) createAlternateMap(c, 2, hsA); if(c->land == laCaribbean && ctof(c)) createAlternateMap(c, 2, hsA); if(c->land == laPalace && ctof(c) && !princess::generating && !shmup::on && multi::players == 1 && (princess::forceMouse ? (from && from->pathdist != INF) : (hrand(2000) < (peace::on ? 100 : 20))) && !c->master->alt && (princess::challenge || kills[moVizier] || peace::on) && !tactic::on && !yendor::on) { createAlternateMap(c, PRADIUS0, hsOrigin, waPalace); celllister cl(c, 5, 1000000, NULL); for(cell *c: cl.lst) if(c->master->alt) generateAlts(c->master); } } if(hasbardir(c)) extendBarrier(c); } bool openplains(cell *c) { if(chaosmode) { forCellEx(c2, c) if(c2->land != laHunting) return false; return true; } int dlimit = getDistLimit(); 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; } } void doOvergenerate() { int dcs = size(dcal); for(int i=0; icpdist <= sightrange-6) setdist(c, 1, NULL); } } 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; } } void moreBigStuff(cell *c) { if(c->land == laPalace && !euclid && c->master->alt) { int d = celldistAlt(c); if(d <= PRADIUS1) generateAlts(c->master); } if(c->land == laStorms) if(!euclid) { if(c->master->alt && c->master->alt->distance <= 2) { generateAlts(c->master); preventbarriers(c); 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((bearsCamelot(c->land) && !euclid && !quotient) || 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); preventbarriers(c); if(d == 10) { if(pseudohept(c)) buildCamelotWall(c); else { if(!euclid) for(int i=0; imaster->move[i]); int q = 0; for(int t=0; tmov[t]) == 10 && !pseudohept(c->mov[t])) q++; } if(q == 1) buildCamelotWall(c); // towers of Camelot if(q == 0 && !purehepta) { 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->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; imaster->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) { setland(c, eLand(c->master->alt->alt->fiftyval)); if(c->land == laNone) printf("Camelot\n"); // NONEDEBUG } } } 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); preventbarriers(c); 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; imaster->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); preventbarriers(c); 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 && !euclid) c->wall = waSmallTree, c->monst = moNone, c->item = itNone; } } if((c->land == laJungle && !euclid) || c->land == laMountain) { if(euclid || (c->master->alt && (tactic::on || c->master->alt->distance <= 2))) { if(!euclid) generateAlts(c->master); preventbarriers(c); int d = celldistAlt(c); if(d <= 0 || (firstland == laMountain && tactic::on)) { c->land = laMountain, c->wall = waNone; // , 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); preventbarriers(c); int dd = celldistAlt(c); if(dd <= 0 || fullwhirlpool) { c->land = laWhirlpool, c->wall = waSea, c->monst = moNone, c->item = itNone; } } } }