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hyperrogue/bigstuff.cpp

1765 lines
56 KiB
C++

// 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.
*/
// horocycles
namespace hr {
EX int newRoundTableRadius() {
return 28 + 2 * items[itHolyGrail];
}
EX 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;
}
EX int roundTableRadius(cell *c) {
if(eubinary) return 28;
if(tactic::on) return getAnthraxData(c, true);
if(!c->master->alt) return 28;
return c->master->alt->alt->emeraldval & GRAIL_RADIUS_MASK;
}
EX int celldistAltRelative(cell *c) {
#if CAP_CRYSTAL
if(cryst) return crystal::dist_relative(c);
#endif
#if MAXMDIM >= 4
if(euclid && WDIM == 3) return euclid3::dist_relative(c);
#endif
if(euwrap) return celldistAlt(c) - roundTableRadius(c);
if(sphere || quotient) {
return celldist(c) - 3;
}
if(tactic::on) return getAnthraxData(c, false);
return celldistAlt(c) - roundTableRadius(c);
}
EX int euclidAlt(short x, short y) {
if(among(specialland, laTemple, laClearing, laCanvas)) {
if(euclid6)
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(euclid6)
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 eudist(x-EPX, y-EPY);
else return eudist(x-(a4 ? 21 : 20), y-10);
}
EX int cylinder_alt(cell *c) {
if(specialland == laPrincessQuest)
return celldistance(c, vec_to_cellwalker(pair_to_vec(EPX, EPY)).at);
if(specialland == laCamelot)
return celldistance(c, vec_to_cellwalker(pair_to_vec(21, 10)).at);
using namespace torusconfig;
int maxmul = 0;
for(int d = 0; d < SG6; d++)
maxmul = max(maxmul, dcross(sdxy(), gp::eudir(d)));
return 5-abs(gdiv(dcross(sdxy(), cell_to_pair(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->generateAlts(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 c->master->alt->alt->emeraldval & GRAIL_FOUND;
}
void hrmap::generateAlts(heptagon *h, int levs, bool link_cdata) {
if(hybri) { hybrid::in_underlying_map([&] { generateAlts(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; i<S7; i++) preventbarriers(createStep(h, i)->c7);
for(int i=0; i<S7; i++)
createStep(h->alt, 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; j<S7; j++) for(int i=0; i<S7; i++) {
createStep(h, i);
if(h->move(i)->alt == h->alt->move(j)) {
relspin = (i-j+S7) % S7;
break;
}
}
if(relspin == -4 && geometry != gFieldQuotient) {
if(h->alt != h->alt->alt) {
printf("relspin {%p:%p}\n", h->alt, h->alt->alt);
{for(int i=0; i<S7; i++) printf("%p ", h->alt->move(i));} printf(" ALT\n");
{for(int i=0; i<S7; i++) printf("%p ", h->move(i));} printf(" REAL\n");
{for(int i=0; i<S7; i++) printf("%p ", h->move(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; i<S7; i++) {
int ir = (S7+i-relspin)%S7;
heptagon *hm = h->alt->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(link_cdata) hm->cdata = (cdata*) ho;
if(levs) currentmap->generateAlts(ho, levs-1, link_cdata);
}
}
EX heptagon *createAlternateMap(cell *c, int rad, hstate firststate, int special IS(0)) {
if(hybri) {
c = hybrid::get_where(c).first;
heptagon *res;
hybrid::in_underlying_map([&] { res = createAlternateMap(c, rad, firststate, special); });
return res;
}
// check for direction
int gdir = -1;
for(int i=0; i<c->type; i++) {
if(c->move(i) && c->move(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;
if(IRREGULAR)
for(int i=0; i<S7; i++)
if(createStep(c->master, 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;
}
// okay, let's go then!
cellwalker bf(c, gdir);
if(PURE) bf += rev;
std::vector<cell *> cx(rad+1);
for(int i=0; i<rad; i++) {
cx[i] = bf.at;
bf += revstep;
}
cx[rad] = bf.at;
heptagon *h = bf.at->master;
if(h->alt) {
printf("Error: creatingAlternateMap while one already exists\n");
return NULL;
}
if(special == waPalace) {
// type 7 is ensured
cell *c = bf.at;
if(cdist50(c) != 0) return NULL;
if(!polarb50(c)) return NULL;
}
heptagon *alt = tailored_alloc<heptagon> (S7);
allmaps.push_back(newAltMap(alt));
//printf("new alt {%p}\n", alt);
alt->s = firststate;
alt->emeraldval = 0;
alt->zebraval = 0;
alt->distance = 0;
alt->fieldval = hybrid::current_view_level;
alt->c7 = NULL;
alt->alt = alt;
h->alt = alt;
alt->cdata = (cdata*) h;
currentmap->link_alt(bf);
for(int d=rad; d>=0; d--) {
currentmap->generateAlts(cx[d]->master);
preventbarriers(cx[d]);
}
if(special == waPalace) {
cell *c = bf.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, 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) {
if(!eubinary) currentmap->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; i<c->type; i++) {
cell *c2 = createMov(c, i);
if(!eubinary) currentmap->generateAlts(c2->master);
if((eubinary || (c->master->alt && c2->master->alt)) && celldistAlt(c2) < celldistAlt(c)) {
ctab[qc++] = c2;
qlo = i; qhi = i;
while(true && qc < MAX_EDGE) {
qlo--;
c2 = c->cmodmove(qlo);
if(!eubinary && !c2->master->alt) break;
if(celldistAlt(c2) >= celldistAlt(c)) break;
ctab[qc++] = c2;
}
while(true && qc < MAX_EDGE) {
qhi++;
c2 = c->cmodmove(qhi);
if(!eubinary && !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; i<c->type; 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 && (eubinary||c->master->alt) && celldistAlt(c) <= -10 && geometry != gRhombic3) {
bool end = true;
for(int i=0; i<qc; i++) {
generateTreasureIsland(ctab[i]);
if(ctab[i]->wall != 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
EX bool generatingEquidistant = false;
EX cell *buildAnotherEquidistant(cell *c, int radius) {
int gdir = -1;
for(int i=0; i<c->type; 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<cell*> 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; i<isize(coastpath); i++) coastpath[i]->item = 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; i<isize(coastpath) - 1; i++) {
if(coastpath[i-1]->land == 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; i<isize(coastpath); i++) coastpath[i]->item = 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];
int bd = 2 + (hrand(2)) * 3;
bool nowall = false;
if(c2->land == laNone) {
raiseBuggyGeneration(c2, "landNone 2");
for(int i=0; i<isize(coastpath); i++) coastpath[i]->item = 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 && weirdhyperbolic && specialland == laCrossroads4 && 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(!weirdhyperbolic) buildBarrier(c2, bd);
//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 && binarytiling) {
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(chaosmode && !inmirror(b)) return;
if(!b) {
printf("land missing at %p\n", c);
describeCell(c);
for(int i=0; i<c->type; 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; i<c->type; 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(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; i<c->type; 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; j<7; j++) {
int q = (bsid+j+42) % 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 = (bsid-j+MODFIXER) % 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(binarytiling) {
int skip = geometry == gHoroRec ? 3 : 2;
int up = binary::updir();
if(c->landparam == 1)
c->landflags = (hrand(100) < 20);
else if(WDIM == 2 && c->type == 6 && (c->landparam % 2) && c->move(binary::bd_down) && c->move(binary::bd_down)->landflags)
c->landflags = 1;
else if(WDIM == 2 && c->type == 7 && (c->landparam % 2 == 0)) {
for(int d: {binary::bd_down_left, binary::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; i<S7; 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 for(int j=0; j<S7; j++) if(cw.at->move(j) && cw.at->move(j)->landparam == c->landparam - 2 && !reg3::dirs_adjacent[j][cw.spin])
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; i<S7; 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; i<S7; 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 for(int j=0; j<S7; j++) if(cw.at->move(j) && cw.at->move(j)->landparam == c->landparam - 2 && !reg3::dirs_adjacent[j][cw.spin] && cw.at->move(j)->landflags)
c->landflags = 1;
}
}
else {
for(int i=0; i<S7; 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; i<ct; i++) {
int i1 = (i+1) % c->type;
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; i<ct; i++) {
int i1 = (i+1) % ct;
int i2 = (i+2) % ct;
int i4 = (i+4) % ct;
int i5 = (i+5) % ct;
if(c->move(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; i<c->type; 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; j<c2->type; 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 = true;
if(weirdhyperbolic) {
chance = false;
if(specialland == laCrossroads4)
chance = hrand(100) < 10;
}
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] >= 10 && chance)
buildAnotherEquidistant(c);
}
EX cell *randomDown(cell *c) {
cell *tab[MAX_EDGE];
int q=0;
for(int i=0; i<c->type; i++)
if(c->move(i) && coastval(c->move(i), laIvoryTower) < coastval(c, laIvoryTower))
tab[q++] = c->move(i);
if(!q) return NULL;
if(q==1) return tab[0];
return tab[hrand(q)];
}
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; i<c->type; i++) if(c->move(i) && c->move(i)->land == laBarrier)
return -20+c->cpdist;
}
return 0;
}
EX 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;
}
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(!euwrap)
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<eLand> euland;
map<int, eLand> euland3;
map<int, eLand> 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; i<max_vec; i++) euland[i] = laNone;
if(!nonisotropic) euland[0] = euland[1] = euland[max_vec-1] = first;
euland3.clear();
euland3[0] = laCrossroads;
}
bool valid_wall_at(int c) {
if(nonisotropic) return true;
return short(c) % 3 == 0;
}
EX eLand switchable(eLand nearland, eLand farland, int c) {
if(chaosmode) {
if(hrand(6) == 0)
return getNewLand(nearland);
return nearland;
}
else if(specialland == laCrossroads4) {
if((dual::state && nearland == laCrossroads4) || hrand(15) == 0)
return getNewLand(nearland);
if(nearland == laCrossroads4 && nonisotropic)
return getNewLand(nearland);
return nearland;
}
else if(nearland == laCrossroads && nonisotropic) {
return laBarrier;
}
else if(nearland == laCrossroads) {
if(hrand(4) == 0 && valid_wall_at(c))
return laBarrier;
return laCrossroads;
}
else if(nearland == laBarrier) {
return getNewLand(farland);
}
else {
if(hrand(20) == 0 && valid_wall_at(c))
return laBarrier;
return nearland;
}
}
EX eLand getEuclidLand(int c) {
if(nonorientable && c < 0) c = -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;
}
EX void setLandSol(cell *c) {
setland(c, specialland);
if(chaosmode) {
setland(c, getEuclidLand(c->master->distance));
return;
}
switch(specialland) {
case laCrossroads4: case laCrossroads: case laCrossroads2:
setland(c, getEuclidLand(c->master->distance));
if(c->land == laBarrier && c->master->emeraldval % 3) c->wall = waBarrier;
break;
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) {
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(chaosmode) {
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;
}
switch(specialland) {
case laCrossroads: case laCrossroads4:
setland(c, getEuclidLand(c->master->zebraval));
if(c->land == laBarrier && c->master->emeraldval % 3) c->wall = waBarrier;
break;
case laCrossroads2:
setland(c, getEuclidLand(c->master->emeraldval));
if(c->land == laBarrier && c->master->zebraval % 3) c->wall = waBarrier;
break;
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(specialland == laCrossroads4 || chaosmode) {
int x, y;
tie(x,y) = cell_to_pair(c);
c->land = getEuclidLand(y);
}
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 == 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(euwrap) 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) {
int x, y;
tie(x,y) = cell_to_pair(c);
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) {
int x, y;
tie(x,y) = cell_to_pair(c); y = -5 - y;
if(specialland == laDungeon) y = -10 - y;
if(euwrap) 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) {
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);
}
}
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(chaosmode) {
setland(c, get_euland3(gdiv(co10, 60)));
}
else if(specialland == laCrossroads) {
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(specialland == laCrossroads2) {
setland(c, get_euland3(alt/4));
}
else if(specialland == laCrossroads3) {
auto& l = euland3_hash[hash];
if(l == laNone) l = getNewLand(laBarrier);
setland(c, l);
}
else if(specialland == laCrossroads4) {
setland(c, get_euland3(gdiv(co10, 360)));
}
else if(specialland == laElementalWall) {
setland(c, eLand(laEFire + ((co10 / 240)&1?0:2) + ((co11 / 240)&1?0:1)));
}
if(specialland == laCamelot) {
setland(c, laCrossroads);
buildCamelot(c);
}
if(specialland == laTerracotta) {
if(((alt&15) == 8) && hrand(100) < 90)
c->wall = waMercury;
}
if(among(specialland, laOcean, laIvoryTower, laDungeon, laEndorian)) {
if(alt == 0)
c->land = laCrossroads4;
else if(alt > 0)
c->landparam = alt;
else
c->landparam = -alt;
}
if(specialland == laWarpCoast) {
if(gmod(co10, 240) >= 120)
c->land = laWarpSea;
}
}
// the main big stuff function
EX bool quickfind(eLand l) {
if(l == cheatdest) return true;
if(l == specialland && (weirdhyperbolic || specialland != laIce || cheater)) 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 int wallchance(cell *c, bool deepOcean) {
eLand l = c->land;
return
showoff ? (cwt.at->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 :
racing::on ? 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 ? (PURE ? 250 : 2000) : 0) :
l == laDragon ? 120 :
50;
}
/** should we generate the horocycles in the current geometry? */
EX bool horo_ok() {
return hyperbolic && !binarytiling && !archimedean && !penrose && !experimental && !hybri;
}
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; i<from->type; 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; i<from->type; 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(archimedean) return true;
if(WDIM == 3) return true;
return pseudohept(c);
}
EX void buildBigStuff(cell *c, cell *from) {
if(sphere || quotient || nonisotropic || (penrose && !binarytiling) || experimental) return;
if(chaosmode > 1) return;
bool deepOcean = deep_ocean_at(c, from);
// if(weirdhyperbolic && c->land == laOcean) deepOcean = c->landparam >= 30;
// buildgreatwalls
if(hybri) ; /* Great Walls generated via the underlying geometry */
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(chaosmode) {
if(good_for_wall(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(good_for_wall(c) && isWarpedType(c->land) && hrand(10000) < 3000 && c->land &&
buildBarrierNowall(c, eLand(c->land ^ laWarpSea ^ laWarpCoast))) ;
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 &&
!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 && /*pseudohept(c) &&*/ hrand(I10000 /4) < wallchance(c, deepOcean) && gp_wall_test()) {
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(weirdhyperbolic) ; // non-Nowall barriers not implemented yet in weird hyperbolic
else if(c->land == laCrossroads2 && BITRUNCATED)
buildCrossroads2(c);
#if CAP_FIELD
else if(c->land == laPrairie && c->LHU.fi.walldist == 0 && !euclid) {
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;
}
}
}
#endif
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) && is_master(c) && !binarytiling && !(hyperbolic && WDIM == 3) &&
(quickfind(laCamelot) || peace::on || (hrand(I2000) < (c->land == laCrossroads4 ? 800 : 200) && horo_ok() &&
items[itEmerald] >= U5 && !tactic::on && !racing::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) && horo_ok() &&
(quickfind(laTemple) || peace::on || (hrand(I2000) < 100 &&
items[itStatue] >= U5 && !randomPatternsMode &&
!tactic::on && !yendor::on && !racing::on)))
createAlternateMap(c, 2, hsA);
if(c->land == laJungle && ctof(c) &&
(quickfind(laMountain) || (hrand(I2000) < 100 && horo_ok() &&
!randomPatternsMode && !tactic::on && !yendor::on && !racing::on && landUnlocked(laMountain))))
createAlternateMap(c, 2, hsA);
if(c->land == laOvergrown && ctof(c) && horo_ok() &&
(quickfind(laClearing) || (hrand(I2000) < 25 &&
!randomPatternsMode && items[itMutant] >= U5 &&
isLandIngame(laClearing) &&
!tactic::on && !yendor::on && !racing::on))) {
heptagon *h = createAlternateMap(c, 2, hsA);
if(h) clearing::bpdata[h].root = NULL;
}
if(stdhyperbolic && c->land == laStorms && ctof(c) && hrand(2000) < 1000 && horo_ok() && !randomPatternsMode) {
heptagon *h = createAlternateMap(c, 2, hsA);
if(h) h->alt->emeraldval = hrand(2);
}
if(c->land == laOcean && ctof(c) && deepOcean && !generatingEquidistant && !peace::on && horo_ok() &&
(quickfind(laWhirlpool) || (
hrand(2000) < (PURE ? 500 : 1000) && !tactic::on && !racing::on && !yendor::on)))
createAlternateMap(c, 2, hsA);
#if CAP_COMPLEX2
if(c->land == laOcean && deepOcean && !generatingEquidistant && hrand(10000) < 20 && no_barriers_in_radius(c, 2) && hyperbolic && !quotient && !tactic::on)
brownian::init_further(c);
#endif
if(c->land == laCaribbean && horo_ok() && ctof(c) && !c->master->alt)
createAlternateMap(c, 2, hsA);
if(c->land == laCanvas && horo_ok() && ctof(c) && !c->master->alt)
createAlternateMap(c, 2, hsA);
if(c->land == laPalace && ctof(c) && !princess::generating && !shmup::on && multi::players == 1 && horo_ok() && !weirdhyperbolic &&
(princess::forceMouse ? canReachPlayer(from, moMouse) :
(hrand(2000) < (peace::on ? 100 : 20))) &&
!c->master->alt &&
(princess::challenge || kills[moVizier] || peace::on) && !tactic::on && !yendor::on && !racing::on) {
createAlternateMap(c, PRADIUS0, hsOrigin, waPalace);
celllister cl(c, 5, 1000000, NULL);
for(cell *c: cl.lst) if(c->master->alt) currentmap->generateAlts(c->master);
}
}
if(hasbardir(c)) extendBarrier(c);
}
EX bool openplains(cell *c) {
if(chaosmode) {
forCellEx(c2, c) if(c2->land != laHunting) return false;
return true;
}
int dlimit = getDistLimit();
if(archimedean) 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) {
c->wall = waCamelot;
for(int i=0; i<c->type; i++) {
cell *c2 = createMov(c, i);
if(c2->wall == waNone && (eubinary || (c2->master->alt && c->master->alt)) && celldistAlt(c2) > celldistAlt(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 void buildCamelot(cell *c) {
int d = celldistAltRelative(c);
if(tactic::on || (d <= 14 && roundTableRadius(c) > 20)) {
if(!eubinary) currentmap->generateAlts(c->master);
preventbarriers(c);
if(d == 10) {
if(weirdhyperbolic ? hrand(100) < 50 : pseudohept(c)) buildCamelotWall(c);
else {
if(!eubinary) for(int i=0; i<S7; i++) currentmap->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->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; i<c->type; i++) if(celldistAltRelative(c->move(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(c->monst == moHedge && VALENCE > 3)
c->monst = moPyroCultist;
if(getDistLimit() <= 2 && c->monst == moLancer) c->monst = moGoblin;
if(getDistLimit() <= 3 && c->monst == moPyroCultist) c->monst = moCultist;
}
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; i<S7; i++) currentmap->generateAlts(c->master->move(i));
for(int i=0; i<c->type; i++)
if(c->move(i) && celldistAltRelative(c->move(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 && !eubinary && !tactic::on) {
setland(c, eLand(c->master->alt->alt->fiftyval));
if(c->land == laNone) printf("Camelot\n"); // NONEDEBUG
}
}
}
EX int masterAlt(cell *c) {
#if MAXMDIM >= 4
if(WDIM == 3 && hyperbolic) return reg3::altdist(c->master);
#endif
return c->master->alt->distance;
}
EX void moreBigStuff(cell *c) {
if((bearsCamelot(c->land) && !euclid && !quotient && !nil) || c->land == laCamelot)
if(eubinary || binarytiling || c->master->alt) if(!(binarytiling && specialland != laCamelot))
buildCamelot(c);
if(quotient) return;
if(c->land == laPalace && !eubinary && c->master->alt) {
int d = celldistAlt(c);
if(d <= PRADIUS1) currentmap->generateAlts(c->master);
}
if(c->land == laCanvas && !eubinary && c->master->alt && !quotient)
currentmap->generateAlts(c->master);
if(c->land == laStorms)
if(!eubinary && !quotient && !sphere) {
if(c->master->alt && masterAlt(c) <= 2) {
currentmap->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(chaosmode && c->land == laTemple) {
for(int i=0; i<c->type; i++)
if(pseudohept(c) && c->move(i) && c->move(i)->land != laTemple)
c->wall = waColumn;
}
else if((c->land == laRlyeh && !euclid) || c->land == laTemple) if(!(binarytiling && specialland != laTemple && c->land == laRlyeh)) {
if(eubinary || (c->master->alt && (tactic::on || masterAlt(c) <= 2))) {
if(!eubinary && !chaosmode) currentmap->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) {
c->landparam = 0;
if(geometry == gSpace534) {
int i = 0;
forCellCM(c2, c) if(celldistAlt(c2) < celldistAlt(c)) i++;
if(i > 1) c->wall = waColumn;
}
else if(sol) {
if(c->master->emeraldval % 3 || c->master->zebraval % 3)
c->wall = waColumn;
}
else if(geometry == gHoroTris || geometry == gHoroRec) {
if(c->c.spin(binary::updir()) != 0) c->wall = waColumn;
}
else if(geometry == gKiteDart3) {
if(kite::getshape(c->master) == kite::pKite) 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) {
if(c->master->zebraval != 1) c->wall = waColumn;
}
else if(weirdhyperbolic && !BITRUNCATED) {
if(hrand(100) < 50) c->wall = waColumn;
}
else if(pseudohept(c))
c->wall = waColumn;
else {
if(!eubinary) for(int i=0; i<S7; i++) currentmap->generateAlts(c->master->move(i));
int q = 0;
for(int t=0; t<c->type; t++) {
createMov(c, t);
if(celldistAlt(c->move(t)) % TEMPLE_EACH == 0 && !ishept(c->move(t))) q++;
}
if(q == 2) c->wall = waColumn;
}
c->landparam = 1;
}
else c->landparam = 2;
}
}
if((c->land == laOvergrown && !euclid) || c->land == laClearing) if(!(binarytiling && specialland != laClearing)) {
if(eubinary || (c->master->alt && (tactic::on || masterAlt(c) <= 2))) {
if(!eubinary) currentmap->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 && !eubinary)
c->wall = waSmallTree, c->monst = moNone, c->item = itNone;
}
}
if((c->land == laJungle && !euclid) || c->land == laMountain) if(!(binarytiling && specialland != laMountain)) {
if(eubinary || (c->master->alt && (tactic::on || masterAlt(c) <= 2))) {
if(!eubinary) currentmap->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(among(c->land, laOcean, laWhirlpool, laBrownian)) if(!(binarytiling && specialland != laWhirlpool)) {
bool fullwhirlpool = false;
if(tactic::on && specialland == laWhirlpool)
fullwhirlpool = true;
if(yendor::on && yendor::clev().l == laWhirlpool)
fullwhirlpool = true;
if(eubinary || (c->master->alt && (fullwhirlpool || masterAlt(c) <= 2))) {
if(!eubinary) currentmap->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;
}
}
}
}
EX void generate_mines() {
vector<cell*> candidates;
for(cell *c: currentmap->allcells())
if(c->wall == waMineUnknown)
candidates.push_back(c);
bounded_mine_max = isize(candidates);
hrandom_shuffle(&candidates[0], bounded_mine_max);
bounded_mine_quantity = int(bounded_mine_max * bounded_mine_percentage + 0.5);
for(int i=0; i<bounded_mine_quantity; i++) candidates[i]->wall = waMineMine;
}
EX vector<eLand> currentlands;
EX void pregen() {
currentlands.clear();
if(chaosmode > 1)
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);
});
}