mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-12-23 16:50:27 +00:00
1307 lines
40 KiB
C++
1307 lines
40 KiB
C++
// This file implements:
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// * routines related to (horo)cycles
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// * routines related to equidistants
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// * 'setland' routines for other geometries
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// * the buildBigStuff function which calls equidistant/(horo)cycle/barrier generators.
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// horocycles
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int newRoundTableRadius() {
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return 28 + 2 * items[itHolyGrail];
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}
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int getAnthraxData(cell *c, bool b) {
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int d = celldistAlt(c);
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int rad = 28 + 3 * anthraxBonus;
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while(d < -rad) {
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d += rad + 12;
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rad += 3;
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}
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while(d >= 12) {
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if(rad > 5) rad -= 3;
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else if(rad) rad--;
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d -= rad + 12;
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}
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if(b) return rad;
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return d;
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}
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int roundTableRadius(cell *c) {
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if(euclid) return 28;
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if(tactic::on) return getAnthraxData(c, true);
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return c->master->alt->alt->emeraldval & GRAIL_RADIUS_MASK;
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}
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int celldistAltRelative(cell *c) {
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if(sphere || quotient) {
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return celldist(c) - 3;
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}
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if(tactic::on) return getAnthraxData(c, false);
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return celldistAlt(c) - roundTableRadius(c);
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}
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int euclidAlt(short x, short y) {
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if(specialland == laTemple || specialland == laClearing) {
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if(euclid6)
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return max(int(x), x+y);
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else if(nonbitrunc)
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return x + abs(y);
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else
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return max(x, y);
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}
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else if(specialland == laCaribbean || specialland == laWhirlpool || specialland == laMountain) {
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if(euclid6)
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return
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min(
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min(max(int(-x), -x-y) + 3,
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max(int(x+y), int(y)) + 3),
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max(int(x), int(-y)) + 3
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);
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else if(nonbitrunc)
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return 3 - min(abs(x-y), abs(x+y));
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else
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return 3 - min(abs(x), abs(y));
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}
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else if(specialland == laPrincessQuest)
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return eudist(x-EPX, y-EPY);
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else return eudist(x-(a4 ? 21 : 20), y-10);
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}
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const int NOCOMPASS = 1000000;
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int compassDist(cell *c) {
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if(sphere || quotient) return 0;
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if(euclid || c->master->alt) return celldistAlt(c);
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if(isHaunted(c->land) || c->land == laGraveyard) return getHauntedDepth(c);
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return NOCOMPASS;
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}
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cell *findcompass(cell *c) {
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int d = compassDist(c);
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if(d == NOCOMPASS) return NULL;
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while(inscreenrange(c)) {
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if(!euclid && !sphere && !quotient)
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generateAlts(c->master);
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forCellEx(c2, c) if(compassDist(c2) < d) {
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c = c2;
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d = compassDist(c2);
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goto nextk;
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}
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break;
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nextk: ;
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}
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return c;
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}
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bool grailWasFound(cell *c) {
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if(euclid || quotient || sphere) return items[itHolyGrail];
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return c->master->alt->alt->emeraldval & GRAIL_FOUND;
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}
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void generateAlts(heptagon *h, int levs) {
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if(!h->alt) return;
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preventbarriers(h->c7);
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for(int i=0; i<S7; i++) preventbarriers(h->c7->mov[i]);
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for(int i=0; i<S7; i++)
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createStep(h->alt, i)->alt = h->alt->alt;
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int relspin = -4; // for horocycles it must go the other way
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if(quotient) relspin = 0;
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else {
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for(int j=0; j<S7; j++) for(int i=0; i<S7; i++) {
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createStep(h, i);
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if(h->move[i]->alt == h->alt->move[j]) {
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relspin = (i-j+S7) % S7;
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break;
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}
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}
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if(relspin == -4 && quotient != 2) {
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if(h->alt != h->alt->alt) {
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printf("relspin {%p:%p}\n", h->alt, h->alt->alt);
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{for(int i=0; i<S7; i++) printf("%p ", h->alt->move[i]);} printf(" ALT\n");
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{for(int i=0; i<S7; i++) printf("%p ", h->move[i]);} printf(" REAL\n");
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{for(int i=0; i<S7; i++) printf("%p ", h->move[i]->alt);} printf(" REAL ALT\n");
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}
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relspin = 3;
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} }
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// h[relspin] matches alt[0]
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//printf("{%d~%d}\n", h->distance, h->alt->distance);
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for(int i=0; i<S7; i++) {
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int ir = (S7+i-relspin)%S7;
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heptagon *hm = h->alt->move[ir];
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heptagon *ho = createStep(h, i);
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// printf("[%p:%d ~ %p:%d] %p ~ %p\n",
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// h, i, h->alt, ir,
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// ho, hm);
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if(ho->alt && ho->alt != hm) {
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if(ho->alt->alt == hm->alt && !quotient) {
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printf("ERROR: alt cross! [%d -> %d]\n", ho->alt->distance, hm->distance);
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// exit(1);
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}
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continue;
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}
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ho->alt = hm;
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hm->cdata = (cdata*) ho;
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if(levs) generateAlts(ho, levs-1);
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}
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}
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heptagon *createAlternateMap(cell *c, int rad, hstate firststate, int special) {
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// check for direction
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int gdir = -1;
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for(int i=0; i<c->type; i++) {
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if(c->mov[i] && c->mov[i]->mpdist < c->mpdist) gdir = i;
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}
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if(gdir < 0) return NULL;
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// non-crossing in weird hyperbolic
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if(weirdhyperbolic) {
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if(c->bardir == NOBARRIERS) return NULL;
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forCellEx(c1, c) if(c1->bardir == NOBARRIERS) return NULL;
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}
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// check for non-crossing
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int bd = 2;
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cellwalker bb(c, bd);
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if(!weirdhyperbolic && !(checkBarriersFront(bb) && checkBarriersBack(bb))) {
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return NULL;
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}
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// okay, let's go then!
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cellwalker bf(c, gdir);
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cell *cx[rad+1];
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for(int i=0; i<rad; i++) {
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cx[i] = bf.c;
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cwrev(bf);
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cwstep(bf);
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}
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cx[rad] = bf.c;
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heptagon *h = bf.c->master;
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if(special == waPalace) {
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// type 7 is ensured
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cell *c = bf.c;
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if(cdist50(c) != 0) return NULL;
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if(polarb50(c) != 1) return NULL;
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}
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heptagon *alt = new heptagon;
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allmaps.push_back(newAltMap(alt));
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//printf("new alt {%p}\n", alt);
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alt->s = firststate;
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alt->emeraldval = 0;
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alt->zebraval = 0;
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for(int i=0; i<MAX_EDGE; i++) alt->move[i] = NULL;
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alt->distance = 0;
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alt->c7 = NULL;
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alt->alt = alt;
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h->alt = alt;
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alt->cdata = (cdata*) h;
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for(int d=rad; d>=0; d--) {
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generateAlts(cx[d]->master);
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preventbarriers(cx[d]);
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}
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if(special == waPalace) {
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cell *c = bf.c;
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princess::generating = true;
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c->land = laPalace;
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for(int j=BARLEV; j>=0; j--)
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setdist(c, j, NULL);
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princess::generating = false;
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princess::newInfo(c);
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princess::forceMouse = false;
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if(princess::gotoPrincess && cheater) princess::gotoPrincess=false, cwt.c = c;
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}
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return alt;
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//for(int d=rad; d>=0; d--) printf("%3d. %p {%d}\n", d, cx[d]->master, cx[d]->master->alt->distance);
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}
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void beCIsland(cell *c) {
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int i = hrand(3);
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if(i == 0) c->wall = waCIsland;
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if(i == 1) c->wall = waCIsland2;
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if(i == 2) c->wall = waCTree;
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return;
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}
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void generateTreasureIsland(cell *c) {
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if(!euclid) generateAlts(c->master);
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if(isOnCIsland(c)) return;
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bool src = hrand(100) < 10;
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if(src) {
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beCIsland(c);
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if(c->wall == waCTree) return;
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}
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cell* ctab[MAX_EDGE];
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int qc = 0, qlo, qhi;
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for(int i=0; i<c->type; i++) {
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cell *c2 = createMov(c, i);
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if(!euclid) generateAlts(c2->master);
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if((euclid || (c->master->alt && c2->master->alt)) && celldistAlt(c2) < celldistAlt(c)) {
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ctab[qc++] = c2;
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qlo = i; qhi = i;
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while(true && qc < MAX_EDGE) {
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qlo--;
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c2 = createMovR(c, qlo);
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if(!euclid && !c2->master->alt) break;
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if(celldistAlt(c2) >= celldistAlt(c)) break;
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ctab[qc++] = c2;
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}
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while(true && qc < MAX_EDGE) {
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qhi++;
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c2 = createMovR(c, qhi);
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if(!euclid && !c2->master->alt) break;
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if(celldistAlt(c2) >= celldistAlt(c)) break;
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ctab[qc++] = c2;
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}
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break;
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}
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}
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if(!qc) {
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printf("NO QC\n"); c->wall = waSea;
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for(int i=0; i<c->type; i++) printf("%d ", celldistAlt(c->mov[i]));
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printf("vs %d\n", celldistAlt(c));
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return;
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}
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cell* c2 = createMovR(c, (qlo+qhi)/2);
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generateTreasureIsland(c2);
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if(!src) {
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c->wall = c2->wall;
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if(c->wall != waCTree && hrand(100) < 15)
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c->wall = (c->wall == waCIsland ? waCIsland2 : waCIsland);
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}
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if(src && c2->wall == waCTree && (euclid||c->master->alt) && celldistAlt(c) <= -10) {
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bool end = true;
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for(int i=0; i<qc; i++) {
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generateTreasureIsland(ctab[i]);
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if(ctab[i]->wall != waCTree)
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end = false;
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}
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// printf("%p: end=%d, qc=%d, dist=%d\n", c, end, qc, celldistAlt(c));
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if(end) c->item = itPirate;
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else c->item = itCompass;
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}
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}
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// equidistants
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extern bool generatingEquidistant;
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bool generatingEquidistant = false;
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cell *buildAnotherEquidistant(cell *c, int radius) {
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int gdir = -1;
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for(int i=0; i<c->type; i++) {
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if(c->mov[i] && c->mov[i]->mpdist < c->mpdist) gdir = i;
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}
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if(gdir == -1) return NULL;
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cellwalker cw(c, (gdir+3) % c->type);
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vector<cell*> coastpath;
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while(size(coastpath) < radius || cw.c->type != 7) {
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// this leads to bugs for some reason!
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if(cw.c->land == laCrossroads2) {
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#ifdef AUTOPLAY
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if(doAutoplay) printf("avoiding the Crossroads II\n"); // todo
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#endif
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return NULL;
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}
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if(cw.c->bardir != NODIR) return NULL;
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/* forCellEx(c2, cw.c) if(c2->bardir != NODIR) {
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generatingEquidistant = false;
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return;
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} */
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coastpath.push_back(cw.c);
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if(cw.c->land == laNone && cw.c->mpdist <= 7) {
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raiseBuggyGeneration(cw.c, "landNone 1");
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for(int i=0; i<size(coastpath); i++) coastpath[i]->item = itPirate;
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return NULL;
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}
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cwstep(cw); cwspin(cw, 3);
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if(ctof(cw.c) && hrand(2) == 0) cwspin(cw, 1);
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}
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coastpath.push_back(cw.c);
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// printf("setdists\n");
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for(int i=1; i<size(coastpath) - 1; i++) {
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if(coastpath[i-1]->land == laNone) {
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raiseBuggyGeneration(cwt.c, "landNone 3");
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int mpd[10];
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for(int i=0; i<10; i++) mpd[i] = coastpath[i]->mpdist;
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{for(int i=0; i<10; i++) printf("%d ", mpd[i]);} printf("\n");
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for(int i=0; i<size(coastpath); i++) coastpath[i]->item = itPirate;
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return NULL;
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}
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setdist(coastpath[i], BARLEV, coastpath[i-1]);
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setdist(coastpath[i], BARLEV-1, coastpath[i-1]);
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if(i < size(coastpath) - 5) {
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coastpath[i]->bardir = NOBARRIERS;
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// coastpath[i]->item = itSapphire;
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// forCellEx(c2, coastpath[i]) c2->bardir = NOBARRIERS;
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}
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}
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//printf("building barrier\n");
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cell *c2 = coastpath[coastpath.size() - 1];
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int bd = 2 + (hrand(2)) * 3;
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bool nowall = false;
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if(c2->land == laNone) {
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raiseBuggyGeneration(c2, "landNone 2");
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for(int i=0; i<size(coastpath); i++) coastpath[i]->item = itPirate;
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return NULL;
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}
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// prevent gravity anomalies
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if(c2->land != c->land) return NULL;
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// else if(ctof(c) && hrand(10000) < 20 && !isCrossroads(c->land) && gold() >= 200)
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if(ctof(c2) && gold() >= R200 && hrand(10) < 2 && buildBarrierNowall(c2, laCrossroads4, true)) {
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nowall = true;
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// raiseBuggyGeneration(c2, "check");
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// return;
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}
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else buildBarrier(c2, bd);
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//printf("building barrier II\n");
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if(hasbardir(c2)) extendBarrier(c2);
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for(int i=size(coastpath)-(nowall?1:2); i>=0; i--) {
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for(int j=BARLEV; j>=6; j--)
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setdist(coastpath[i], j, NULL);
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}
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return c2;
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}
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void buildAnotherEquidistant(cell *c) {
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//printf("building another coast\n");
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if(yendor::on) return;
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generatingEquidistant = true;
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int radius = c->land == laOcean ? 30 : HAUNTED_RADIUS + 5;
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buildAnotherEquidistant(c, radius);
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generatingEquidistant = false;
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}
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int coastval(cell *c, eLand base) {
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if(!c) return UNKNOWN;
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if(c->land == laNone) return UNKNOWN;
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if(base == laGraveyard) {
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if(c->land == laHaunted || c->land == laHauntedWall)
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return 0;
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if(c->land != laGraveyard && c->land != laHauntedBorder) return 30;
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}
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else if(base == laMirrored) {
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if(!inmirror(c)) return 0;
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if(!c->landparam) return UNKNOWN;
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return c->landparam & 255;
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}
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else {
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if(c->land == laOceanWall || c->land == laCaribbean || c->land == laWhirlpool ||
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c->land == laLivefjord || c->land == laWarpSea || c->land == laKraken)
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return 30;
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if(c->land != laOcean && !isGravityLand(c->land) && c->land != laHaunted) {
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return 0;
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}
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}
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if(!c->landparam) return UNKNOWN;
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return c->landparam;
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}
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bool checkInTree(cell *c, int maxv) {
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if(c->landparam <= 3) return false;
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if(!maxv) return false;
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if(c->landflags) return true;
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for(int t=0; t<c->type; t++)
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if(c->mov[t] && c->mov[t]->landparam < c->landparam && checkInTree(c->mov[t], maxv-1))
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return true;
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return false;
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}
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void buildEquidistant(cell *c) {
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if(!c) return;
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if(c->landparam) return;
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if(weirdhyperbolic) {
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c->landparam = 50;
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return;
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}
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if(geometry) return;
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eLand b = c->land;
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if(chaosmode && !inmirror(b)) return;
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if(!b) {
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printf("land missing at %p\n", c);
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describeCell(c);
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for(int i=0; i<c->type; i++) if(c->mov[i])
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describeCell(c->mov[i]);
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// buggycells.push_back(c);
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}
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if(b == laHauntedBorder) b = laGraveyard;
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if(inmirror(b)) b = laMirrored;
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int mcv = UNKNOWN;
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|
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// find the lowest coastval
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for(int i=0; i<c->type; i++) {
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int cv = coastval(createMov(c,i), b);
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if(cv < mcv) mcv = cv;
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}
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int mcv2 = 0;
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if(mcv == 0) {
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// if(generatingEquidistant) printf("mcv=0\n");
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c->landparam = 1;
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}
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else {
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// if it appears twice, increase it
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int qcv = 0;
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int sid = 0;
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for(int i=0; i<c->type; 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; i<S7; i++) {
|
|
int i1 = (i+1) % S7;
|
|
if(c->mov[i] && c->mov[i]->land != laEndorian && c->mov[i]->land != laNone)
|
|
if(c->mov[i1] && c->mov[i1]->land != laEndorian && c->mov[i1]->land != laNone) {
|
|
c->landflags = 2;
|
|
c->wall = waTrunk;
|
|
}
|
|
}
|
|
}
|
|
else if(c->landparam == 1 && !ctof(c)) {
|
|
for(int i=0; i<S6; i++) {
|
|
int i1 = (i+1) % S6;
|
|
int i2 = (i+2) % S6;
|
|
int i4 = (i+4) % S6;
|
|
int i5 = (i+5) % S6;
|
|
if(c->mov[i] && c->mov[i]->land == laBarrier && c->mov[i]->type == 7)
|
|
if(c->mov[i1] && c->mov[i1]->land != laBarrier)
|
|
if(c->mov[i2] && c->mov[i2]->land != laBarrier)
|
|
if(c->mov[i4] && c->mov[i4]->land != laBarrier)
|
|
if(c->mov[i5] && c->mov[i5]->land != laBarrier) {
|
|
c->landflags = 2;
|
|
c->wall = waTrunk;
|
|
}
|
|
|
|
if(c->mov[i] && c->mov[i]->land != laEndorian && c->mov[i]->land != laNone && c->mov[i]->type == 7)
|
|
if(c->mov[i1] && c->mov[i1]->land != laEndorian && c->mov[i1]->land != laNone)
|
|
if(c->mov[i5] && c->mov[i5]->land != laEndorian && c->mov[i5]->land != laNone) {
|
|
c->landflags = 3;
|
|
c->wall = waTrunk;
|
|
}
|
|
}
|
|
}
|
|
else if(c->landparam > 1) {
|
|
for(int i=0; i<c->type; 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; j<c2->type; 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 && ctof(c)) {
|
|
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) < (nonbitrunc?25:5) && items[itBone] >= 10)
|
|
buildAnotherEquidistant(c);
|
|
}
|
|
|
|
cell *randomDown(cell *c) {
|
|
cell *tab[MAX_EDGE];
|
|
int q=0;
|
|
for(int i=0; i<c->type; 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; i<c->type; 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; i<c->type; 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; i<c->type; i++) {
|
|
if(c->mov[i] && (*cf)(c->mov[i]) < cfc)
|
|
under++;
|
|
}
|
|
return (c->type-6) + 2*(cp1->type-6) + 4*under;
|
|
}
|
|
|
|
/* other geometries */
|
|
|
|
void setLandWeird(cell *c) {
|
|
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;
|
|
}
|
|
}
|
|
|
|
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)));
|
|
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;
|
|
}
|
|
}
|
|
|
|
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(!torus)
|
|
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)
|
|
c->wall = waBigTree;
|
|
}
|
|
if(specialland == laIvoryTower || specialland == laEndorian || specialland == laDungeon || specialland == laOcean) {
|
|
int d = celldist(c);
|
|
if(d <= 0)
|
|
c->land = laCrossroads4;
|
|
else
|
|
c->land = specialland, c->landparam = d;
|
|
}
|
|
}
|
|
|
|
eLand euland[max_vec];
|
|
|
|
eLand& get_euland(int c) {
|
|
return euland[c & (max_vec-1)];
|
|
}
|
|
|
|
void clear_euland(eLand first) {
|
|
for(int i=0; i<max_vec; i++) euland[i] = laNone;
|
|
euland[0] = euland[1] = euland[max_vec-1] = first;
|
|
}
|
|
|
|
eLand switchable(eLand nearland, eLand farland, int 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(int c) {
|
|
auto& la = get_euland(c);
|
|
if(la) return la;
|
|
if(get_euland(c-2) && !get_euland(c-1)) getEuclidLand(c-1);
|
|
if(get_euland(c-1)) return
|
|
la = switchable(get_euland(c-1), get_euland(c-2), c);
|
|
if(get_euland(c+2) && !get_euland(c+1)) getEuclidLand(c+1);
|
|
if(get_euland(c+1)) return
|
|
la = switchable(get_euland(c+1), get_euland(c+2), c);
|
|
return la = laCrossroads;
|
|
}
|
|
|
|
void setLandEuclid(cell *c) {
|
|
setland(c, specialland);
|
|
if(specialland == laCrossroads) {
|
|
int x, y;
|
|
tie(x,y) = cell_to_pair(c);
|
|
setland(c, getEuclidLand(y+2*x));
|
|
}
|
|
if(specialland == laTerracotta) {
|
|
int x, y;
|
|
tie(x,y) = cell_to_pair(c);
|
|
if(((y+2*x) & 15) == 1) {
|
|
setland(c, laMercuryRiver);
|
|
c->wall = waMercury;
|
|
}
|
|
}
|
|
if(specialland == laCrossroads4) {
|
|
int x, y;
|
|
tie(x,y) = cell_to_pair(c);
|
|
c->land = getEuclidLand(y);
|
|
}
|
|
if(specialland == laWhirlpool) {
|
|
c->land = laOcean;
|
|
c->landparam = 99;
|
|
}
|
|
if(specialland == laPrincessQuest) setland(c, laPalace);
|
|
if(specialland == laOcean) {
|
|
int x, y;
|
|
tie(x,y) = cell_to_pair(c);
|
|
y += 10;
|
|
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 == laIvoryTower || specialland == laDungeon) {
|
|
int x, y;
|
|
tie(x,y) = cell_to_pair(c); y = -5 - y;
|
|
if(specialland == laDungeon) y = -10 - y;
|
|
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) {
|
|
int x, y;
|
|
tie(x,y) = cell_to_pair(c);
|
|
int x0 = euclid4 ? 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(specialland == laCrossroads3) {
|
|
int x, y;
|
|
tie(x,y) = cell_to_pair(c);
|
|
int y0 = euclid4 ? 2 * y - x : y;
|
|
int x0 = euclid4 ? 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(euclid4 ? (!(y0&15) || !(x0&15)) : ((y0&15) == 15 && (x0&1)) || ((x0&15) == 0 && ((y0+1)&1))) {
|
|
setland(c, laBarrier);
|
|
c->wall = waBarrier;
|
|
}
|
|
}
|
|
if(specialland == laWarpCoast) {
|
|
int x, y;
|
|
tie(x,y) = cell_to_pair(c);
|
|
|
|
int zz = a4 ? x : 2*x+y + 10;
|
|
zz = gmod(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)
|
|
|
|
int wallchance(cell *c, bool deepOcean) {
|
|
eLand l = c->land;
|
|
return
|
|
showoff ? (cwt.c->mpdist > 7 ? 0 : 10000) :
|
|
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 :
|
|
l == laCrossroads3 ? 10000 :
|
|
l == laCrossroads ? 5000 :
|
|
l == laCrossroads2 ? 10000 :
|
|
l == laCrossroads5 ? 10000 :
|
|
l == laCrossroads4 ? (weirdhyperbolic ? 5000 : 0) :
|
|
(l == laMirror && !yendor::generating) ? 6000 :
|
|
l == laTerracotta ? 250 :
|
|
(tactic::on && !tactic::trailer) ? 0 :
|
|
l == laCaribbean ? 500 :
|
|
(l == laWarpSea || l == laWarpCoast) ? 500 :
|
|
l == laStorms ? 250 :
|
|
l == laCanvas ? 0 :
|
|
l == laHaunted ? 0 :
|
|
(l == laGraveyard && !deepOcean) ? 0 :
|
|
(l == laGraveyard && items[itBone] >= 10) ? 120 :
|
|
l == laOcean ? (deepOcean ? (nonbitrunc ? 250 : 2000) : 0) :
|
|
l == laDragon ? 120 :
|
|
50;
|
|
}
|
|
|
|
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; i<from->type; 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; i<from->type; i++) {
|
|
cell *c2 = from->mov[i];
|
|
if(c2 && c2->landparam > HAUNTED_RADIUS+5)
|
|
deepOcean = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(generatingEquidistant) deepOcean = false;
|
|
if(weirdhyperbolic && c->land == laOcean) deepOcean = c->landparam >= 30;
|
|
|
|
// buildgreatwalls
|
|
|
|
if(celldist(c) < 3) ;
|
|
|
|
else if(chaosmode) {
|
|
if(ctof(c) && hrand(10000) < 9000 && c->land && !inmirror(c) && buildBarrierNowall(c, getNewLand(c->land)))
|
|
{}
|
|
else if(ctof(c) && c->land == laMirror && hrand(10000) < 2000 && !weirdhyperbolic) {
|
|
int bd = 2 + hrand(2) * 3;
|
|
buildBarrier(c, bd, laMirrored);
|
|
}
|
|
}
|
|
|
|
else if(ctof(c) && isWarped(c->land) && hrand(10000) < 3000 && c->land &&
|
|
buildBarrierNowall(c, eLand(c->land ^ laWarpSea ^ laWarpCoast))) ;
|
|
|
|
else if(ctof(c) && c->land == laCrossroads4 && hrand(10000) < 7000 && c->land &&
|
|
buildBarrierNowall(c, getNewLand(laCrossroads4))) ;
|
|
|
|
else if(ctof(c) && hrand(I10000) < 20 && !generatingEquidistant && !yendor::on && !tactic::on && !isCrossroads(c->land) &&
|
|
gold() >= R200 && !weirdhyperbolic &&
|
|
!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(weirdhyperbolic && specialland == laCrossroads4 && ctof(c) && hrand(I10000/4) < wallchance(c, deepOcean)) {
|
|
buildBarrierNowall(c, getNewLand(c->land));
|
|
}
|
|
|
|
else if(weirdhyperbolic) ; // non-Nowall barriers not implemented yet in weird hyperbolic
|
|
|
|
else if(c->land == laCrossroads2 && !nonbitrunc)
|
|
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(ctof(c) && c->land && hrand(I10000) < wallchance(c, deepOcean))
|
|
{
|
|
|
|
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 &&
|
|
isLandIngame(laClearing) &&
|
|
!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) < (nonbitrunc ? 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; i<dcs; i++) {
|
|
cell *c = dcal[i];
|
|
if(weirdhyperbolic && (c->land == laCaribbean)) continue;
|
|
if(weirdhyperbolic && (c->land == laStorms || c->land == laCamelot || c->land == laTemple || c->land == laOcean)) continue;
|
|
if(c->cpdist <= sightrange-6) setdist(c, 1, NULL);
|
|
}
|
|
}
|
|
|
|
void buildCamelotWall(cell *c) {
|
|
c->wall = waCamelot;
|
|
for(int i=0; i<c->type; 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 && !quotient && !sphere) {
|
|
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(weirdhyperbolic ? hrand(100) < 50 : pseudohept(c)) buildCamelotWall(c);
|
|
else {
|
|
if(!euclid) for(int i=0; i<S7; i++) generateAlts(c->master->move[i]);
|
|
int q = 0;
|
|
if(weirdhyperbolic) {
|
|
for(int t=0; t<c->type; t++) createMov(c, t);
|
|
q = hrand(100);
|
|
if(q < 10) q = 0;
|
|
else if(q < 50) q = 1;
|
|
}
|
|
else {
|
|
for(int t=0; t<c->type; t++) {
|
|
createMov(c, t);
|
|
if(celldistAltRelative(c->mov[t]) == 10 && !pseudohept(c->mov[t])) q++;
|
|
}
|
|
}
|
|
if(q == 1) buildCamelotWall(c);
|
|
// towers of Camelot
|
|
if(q == 0 && !nonbitrunc) {
|
|
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; i<c->type; 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(nonbitrunc ? 2618 : 1720) < 1000)
|
|
c->monst = moKnight;
|
|
if(!euclid) for(int i=0; i<S7; i++) generateAlts(c->master->move[i]);
|
|
for(int i=0; i<c->type; 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; i<c->type; 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((weirdhyperbolic && nonbitrunc) ? hrand(100) < 50 : pseudohept(c))
|
|
c->wall = waColumn;
|
|
else {
|
|
if(!euclid) for(int i=0; i<S7; i++) generateAlts(c->master->move[i]);
|
|
int q = 0;
|
|
for(int t=0; t<c->type; 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;
|
|
}
|
|
}
|
|
}
|
|
}
|