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hyperrogue/passable.cpp

648 lines
22 KiB
C++

// Hyperbolic Rogue - passability
// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
/** \file checkmove.cpp
* \brief check whether monster/PC can move in the given direction
*/
#include "hyper.h"
namespace hr {
// === MOVEMENT FUNCTIONS ===
// w = from->move(d)
EX bool againstCurrent(cell *w, cell *from) {
if(from->land != laWhirlpool) return false;
if(againstWind(from, w)) return false; // wind is stronger than current
if(!eubinary && (!from->master->alt || !w->master->alt)) return false;
int dfrom = celldistAlt(from);
int dw = celldistAlt(w);
if(dw < dfrom) return false;
if(dfrom < dw) return true;
for(int d=0; d<from->type; d++)
if(from->move(d) == w) {
cell *c3 = from->modmove(d-1);
if(!c3) return false;
return celldistAlt(c3) < dfrom;
}
return false;
}
EX bool boatGoesThrough(cell *c) {
if(isGravityLand(c->land)) return false;
return
(c->wall == waNone && c->land != laMotion && c->land != laZebra && c->land != laReptile) ||
isAlchAny(c) ||
c->wall == waCavefloor || c->wall == waFrozenLake || isReptile(c->wall) ||
c->wall == waDeadfloor || c->wall == waCIsland || c->wall == waCIsland2 ||
c->wall == waMineUnknown || c->wall == waMineMine || c->wall == waMineOpen ||
c->wall == waBonfireOff || c->wall == waFire || c->wall == waPartialFire ||
c->wall == waArrowTrap;
}
EX void placeWater(cell *c, cell *c2) {
destroyTrapsOn(c);
if(isWatery(c)) ;
else if(c2 && isAlchAny(c2))
c->wall = c2->wall;
else if(isIcyLand(c))
c->wall = waLake;
else
c->wall = waSea;
// destroy the ancient treasure!
if(c->item == itBarrow) c->item = itNone;
}
EX int incline(cell *cfrom, cell *cto) {
return snakelevel(cto) - snakelevel(cfrom);
}
#define F(x) checkflags(flags,x)
EX bool checkflags(flagtype flags, flagtype x) {
if(flags & x) return true;
if(flags & P_ISPLAYER) {
if((x & P_WINTER) && markOrb(itOrbWinter)) return true;
if((x & P_IGNORE37) && markOrb(itOrb37)) return true;
if((x & P_FISH) && markOrb(itOrbFish)) return true;
if((x & P_MARKWATER) && markOrb(itOrbWater)) return true;
if((x & P_AETHER) && markOrb2(itOrbAether) && !(flags&P_NOAETHER)) return true;
}
if(flags & P_ISFRIEND) if(items[itOrbEmpathy])
if(checkflags(flags ^ P_ISPLAYER ^ P_ISFRIEND, x) && markOrb(itOrbEmpathy))
return true;
return false;
}
EX bool strictlyAgainstGravity(cell *w, cell *from, bool revdir, flagtype flags) {
return
cellEdgeUnstable(w, flags) && cellEdgeUnstable(from, flags) &&
!(shmup::on && from == w) && gravityLevelDiff(from, w) != (revdir?-1:1) * gravity_zone_diff(from);
}
EX bool anti_alchemy(cell *w, cell *from) {
bool alch1 = w->wall == waFloorA && from && from->wall == waFloorB && !w->item && !from->item;
alch1 |= w->wall == waFloorB && from && from->wall == waFloorA && !w->item && !from->item;
return alch1;
}
#if HDR
#define P_MONSTER Flag(0) // can move through monsters
#define P_MIRROR Flag(1) // can move through mirrors
#define P_REVDIR Flag(2) // reverse direction movement
#define P_WIND Flag(3) // can move against the wind
#define P_GRAVITY Flag(4) // can move against the gravity
#define P_ISPLAYER Flag(5) // player-only moves (like the Round Table jump)
#define P_ONPLAYER Flag(6) // always can step on the player
#define P_FLYING Flag(7) // is flying
#define P_BULLET Flag(8) // bullet can fly through more things
#define P_MIRRORWALL Flag(9) // mirror images go through mirror walls
#define P_JUMP1 Flag(10) // first part of a jump
#define P_JUMP2 Flag(11) // second part of a jump
#define P_TELE Flag(12) // teleport onto
#define P_BLOW Flag(13) // Orb of Air -- blow, or push
#define P_AETHER Flag(14) // aethereal
#define P_FISH Flag(15) // swimming
#define P_WINTER Flag(16) // fire resistant
#define P_USEBOAT Flag(17) // can use boat
#define P_NOAETHER Flag(18) // disable AETHER
#define P_FRIENDSWAP Flag(19) // can move on friends (to swap with tem)
#define P_ISFRIEND Flag(20) // is a friend (can use Empathy + Winter/Aether/Fish combo)
#define P_LEADER Flag(21) // can push statues and use boats
#define P_MARKWATER Flag(22) // mark Orb of Water as used
#define P_EARTHELEM Flag(23) // Earth Elemental
#define P_WATERELEM Flag(24) // Water Elemental
#define P_IGNORE37 Flag(25) // ignore the triheptagonal board
#define P_CHAIN Flag(26) // for chaining moves with boats
#define P_DEADLY Flag(27) // suicide moves allowed
#define P_ROSE Flag(28) // rose smell
#define P_CLIMBUP Flag(29) // allow climbing up
#define P_CLIMBDOWN Flag(30) // allow climbing down
#define P_REPTILE Flag(31) // is reptile
#define P_VOID Flag(32) // void beast
#define P_PHASE Flag(33) // phasing movement
#define P_PULLMAGNET Flag(34) // pull the other part of the magnet
#endif
EX bool passable(cell *w, cell *from, flagtype flags) {
bool revdir = (flags&P_REVDIR);
bool vrevdir = revdir ^ bool(flags&P_VOID);
if(from && from != w && nonAdjacent(from, w) && !F(P_IGNORE37 | P_BULLET)) return false;
for(int i=0; i<numplayers(); i++) {
cell *pp = playerpos(i);
if(!pp) continue;
if(w == pp && F(P_ONPLAYER)) return true;
if(from == pp && F(P_ONPLAYER) && F(P_REVDIR)) return true;
if(from && !((flags & P_ISPLAYER) && pp->monst)) {
int i = vrevdir ? incline(w, from) : incline(from, w);
if(in_gravity_zone(w)) {
if(gravity_state == gsLevitation) i = 0;
if(gravity_state == gsAnti && i > 1) i = 1;
}
if(i < -1 && F(P_ROSE)) return false;
if((i > 1) && !F(P_JUMP1 | P_JUMP2 | P_BULLET | P_FLYING | P_BLOW | P_CLIMBUP | P_AETHER | P_REPTILE))
return false;
if((i < -2) && !F(P_DEADLY | P_JUMP1 | P_JUMP2 | P_BULLET | P_FLYING | P_BLOW | P_CLIMBDOWN | P_AETHER | P_REPTILE))
return false;
}
}
if(F(P_ROSE)) {
if(airdist(w) < 3) return false;
if(againstWind(w,from)) return false;
}
if(from && strictlyAgainstGravity(w, from, vrevdir, flags)
&& !((flags & P_ISPLAYER) && shmup::on)
&& !F(P_GRAVITY | P_BLOW | P_JUMP1 | P_JUMP2 | P_FLYING | P_BULLET | P_AETHER)
) return false;
if(from && (vrevdir ? againstWind(from,w) : againstWind(w, from)) && !F(P_WIND | P_BLOW | P_JUMP1 | P_JUMP2 | P_BULLET | P_AETHER)) return false;
if(revdir && from && w->monst && passable(from, w, flags &~ (P_REVDIR|P_MONSTER)))
return true;
if(!shmup::on && sword::at(w, flags & P_ISPLAYER) && !F(P_DEADLY | P_BULLET | P_ROSE))
return false;
bool alch1 = anti_alchemy(w, from);
if(alch1) {
bool alchok = (in_gravity_zone(w) || in_gravity_zone(from));
alchok = alchok || (F(P_JUMP1 | P_JUMP2 | P_FLYING | P_TELE | P_BLOW | P_AETHER | P_BULLET)
&& !F(P_ROSE));
if(!alchok) return false;
}
if(from && thruVine(from, w) && !F(P_AETHER)) return false;
if(w->monst == moMouse && F(P_JUMP1)) ;
else if(w->monst && isFriendly(w) && F(P_FRIENDSWAP)) ;
else if(w->monst && !F(P_MONSTER)) return false;
if(w->wall == waMirror || w->wall == waCloud)
return F(P_MIRROR | P_AETHER);
if(w->wall == waMirrorWall)
return F(P_MIRRORWALL);
if(F(P_BULLET)) {
if(isFire(w) || w->wall == waBonfireOff || cellHalfvine(w) ||
w->wall == waMagma ||
w->wall == waAncientGrave || w->wall == waFreshGrave || w->wall == waRoundTable)
return true;
}
if(F(P_LEADER)) {
if(from && from->wall == waBoat && isWatery(w) && from->item == itOrbYendor)
return false;
if(from && from->wall == waBoat && isWateryOrBoat(w) && !againstCurrent(w, from))
return true;
if(from && isWatery(from) && w->wall == waBoat && F(P_CHAIN))
return true;
if(from && isWatery(from) && isWatery(w) && F(P_CHAIN) && !againstCurrent(w, from))
return true;
if(w->wall == waBigStatue && from && canPushStatueOn(from)) return true;
}
if(F(P_EARTHELEM)) {
// cannot go through Living Caves...
if(w->wall == waCavefloor) return false;
// but can dig through...
if(w->wall == waDeadwall || w->wall == waDune || w->wall == waStone)
return true;
// and can swim through...
if(w->wall == waSea && w->land == laLivefjord)
return true;
}
if(F(P_WATERELEM)) {
if(isWatery(w) || boatGoesThrough(w) ||
w->wall == waBoat ||
w->wall == waDeadTroll || w->wall == waDeadTroll2) return true;
return false;
}
if(isThorny(w->wall) && F(P_BLOW | P_DEADLY)) return true;
if(isFire(w) || w->wall == waMagma) {
if(w->wall == waMagma && in_gravity_zone(w)) ;
else if(!F(P_AETHER | P_WINTER | P_BLOW | P_JUMP1 | P_BULLET | P_DEADLY)) return false;
}
if(in_gravity_zone(w) && gravity_state == gsAnti && !isGravityLand(w->land) && (!from || !isGravityLand(from->land)))
if(!F(P_AETHER | P_BLOW | P_JUMP1 | P_BULLET | P_FLYING)) {
bool next_to_wall = false;
forCellEx(c2, w) if(isJWall(c2)) next_to_wall = true;
if(from) forCellEx(c2, from) if(isJWall(c2)) next_to_wall = true;
if(!next_to_wall && (!from || incline(from, w) * (vrevdir?-1:1) <= 0)) return false;
}
if(isWatery(w)) {
if(in_gravity_zone(w)) ;
else if(from && from->wall == waBoat && F(P_USEBOAT) &&
(!againstCurrent(w, from) || F(P_MARKWATER)) && !(from->item == itOrbYendor)) ;
else if(!F(P_AETHER | P_FISH | P_FLYING | P_BLOW | P_JUMP1 | P_BULLET | P_DEADLY | P_REPTILE)) return false;
}
if(isChasmy(w)) {
if(in_gravity_zone(w)) ;
else if(!F(P_AETHER | P_FLYING | P_BLOW | P_JUMP1 | P_BULLET | P_DEADLY | P_REPTILE)) return false;
}
if(w->wall == waRoundTable && from && from->wall != waRoundTable && (flags & P_ISPLAYER)) return true;
if(isNoFlight(w) && F(P_FLYING | P_BLOW | P_JUMP1)) return false;
if(isWall(w)) {
// a special case: empathic aethereal beings cannot go through Round Table
// (but truly aetheral beings can)
if(w->wall == waRoundTable) {
if(!(flags & P_AETHER)) return false;
}
else if(!F(P_AETHER)) return false;
}
return true;
}
EX vector<pair<cell*, int> > airmap;
EX int airdist(cell *c) {
if(!(havewhat & HF_AIR)) return 3;
vector<pair<cell*, int> >::iterator it =
lower_bound(airmap.begin(), airmap.end(), make_pair(c,0));
if(it != airmap.end() && it->first == c) return it->second;
return 3;
}
EX ld calcAirdir(cell *c) {
if(!c || c->monst == moAirElemental || !passable(c, NULL, P_BLOW))
return 0;
for(int i=0; i<c->type; i++) {
cell *c2 = c->move(i);
if(c2 && c2->monst == moAirElemental) {
return c->c.spin(i) * 2 * M_PI / c2->type;
}
}
for(int i=0; i<c->type; i++) {
cell *c2 = c->move(i);
if(!c2) continue;
if(!passable(c2, c, P_BLOW | P_MONSTER)) continue;
if(!passable(c, c2, P_BLOW | P_MONSTER)) continue;
for(int i=0; i<c2->type; i++) {
cell *c3 = c2->move(i);
if(c3 && c3->monst == moAirElemental) {
return c2->c.spin(i) * 2 * M_PI / c3->type;
}
}
}
return 0;
}
EX bool againstWind(cell *cto, cell *cfrom) {
if(!cfrom || !cto) return false;
int dcto = airdist(cto), dcfrom = airdist(cfrom);
if(dcto < dcfrom) return true;
#if CAP_FIELD
if(cfrom->land == laBlizzard && !shmup::on && cto->land == laBlizzard && dcto == 3 && dcfrom == 3) {
char vfrom = windmap::at(cfrom);
char vto = windmap::at(cto);
int z = (vfrom-vto) & 255;
if(z >= windmap::NOWINDBELOW && z < windmap::NOWINDFROM)
return true;
}
#endif
whirlwind::calcdirs(cfrom);
int d = neighborId(cfrom, cto);
if(whirlwind::winddir(d) == -1) return true;
return false;
}
EX bool ghostmove(eMonster m, cell* to, cell* from) {
if(!isGhost(m) && nonAdjacent(to, from)) return false;
if(sword::at(to, 0)) return false;
if(!shmup::on && isPlayerOn(to)) return false;
if(to->monst && !(to->monst == moTentacletail && isGhost(m) && m != moFriendlyGhost)
&& !(to->monst == moTortoise && isGhost(m) && m != moFriendlyGhost))
return false;
if((m == moWitchGhost || m == moWitchWinter) && to->land != laPower)
return false;
if(isGhost(m))
for(int i=0; i<to->type; i++) if(to->move(i)) {
if(inmirror(to->move(i))) return false;
if(to->move(i) && to->move(i) != from && isGhost(to->move(i)->monst) &&
(to->move(i)->monst == moFriendlyGhost) == (m== moFriendlyGhost))
return false;
}
if(isGhost(m) || m == moWitchGhost) return true;
if(m == moGreaterShark) return isWatery(to);
if(m == moWitchWinter)
return passable(to, from, P_WINTER | P_ONPLAYER);
return false;
}
bool slimepassable(cell *w, cell *c) {
if(w == c || !c) return true;
int u = neighborId(c, w);
if(nonAdjacent(w,c)) return false;
if(isPlayerOn(w)) return true;
int group = slimegroup(c);
if(!group) return false;
int ogroup = slimegroup(w);
if(!ogroup) return false;
bool hv = (group == ogroup);
if(sword::at(w, 0)) return false;
if(w->item) return false;
// only travel to halfvines correctly
if(cellHalfvine(c)) {
int i=0;
for(int t=0; t<c->type; t++) if(c->move(t) && c->move(t)->wall == c->wall) i=t;
int z = i-u; if(z<0) z=-z; z%=6;
if(z>1) return false;
hv=(group == ogroup);
}
// only travel from halfvines correctly
if(cellHalfvine(w)) {
int i=0;
for(int t=0; t<w->type; t++) if(w->move(t) && w->move(t)->wall == w->wall) i=t;
int z = i-c->c.spin(u); if(z<0) z=-z; z%=6;
if(z>1) return false;
hv=(group == ogroup);
}
if(!hv) return false;
return true;
}
bool sharkpassable(cell *w, cell *c) {
if(w == c || !c) return true;
if(nonAdjacent(w,c)) return false;
if(isPlayerOn(w)) return true;
if(!isWatery(w)) return false;
if(sword::at(w, 0)) return false;
// don't go against the current
if(isWateryOrBoat(w) && isWateryOrBoat(c))
return !againstCurrent(w, c);
return true;
}
EX bool canPushStatueOn(cell *c) {
return passable(c, NULL, P_MONSTER) && !snakelevel(c) &&
!isWorm(c->monst) && !isReptile(c->wall) && !peace::on &&
!among(c->wall, waBoat, waFireTrap, waArrowTrap);
}
EX void moveBoat(const movei& mi) {
eWall x = mi.t->wall; mi.t->wall = mi.s->wall; mi.s->wall = x;
mi.t->mondir = mi.rev_dir_or(NODIR);
moveItem(mi.s, mi.t, false);
animateMovement(mi, LAYER_BOAT);
}
EX void moveBoatIfUsingOne(const movei& mi) {
if(mi.s->wall == waBoat && isWatery(mi.t)) moveBoat(mi);
else if(mi.s->wall == waBoat && boatGoesThrough(mi.t) && isFriendly(mi.t) && markEmpathy(itOrbWater)) {
placeWater(mi.t, mi.s);
moveBoat(mi);
}
}
bool againstMagnet(cell *c1, cell *c2, eMonster m) { // (from, to)
if(false) forCellEx(c3, c2) {
if(c3 == c1) continue;
if(c3->monst == m)
return true;
/* if(c3->monst == otherpole(m) && c3->move(c3->mondir) != c1) {
int i = 0;
forCellEx(c4, c3) if(c4->monst == m) i++;
if(i == 2) return true;
} */
}
if(c1->monst == m && !isNeighbor(c2, c1->move(c1->mondir)))
return true;
forCellEx(c3, c1)
if(c3->monst != m && isMagneticPole(c3->monst))
if(!isNeighbor(c3, c2))
return true;
return false;
}
EX bool againstPair(cell *c1, cell *c2, eMonster m) { // (from, to)
if(c1->monst == m && !isNeighbor(c2, c1->move(c1->mondir)))
return true;
return false;
}
EX bool notNearItem(cell *c) {
forCellCM(c2, c) if(c2->item) return false;
return true;
}
EX bool passable_for(eMonster m, cell *w, cell *from, flagtype extra) {
if(w->monst && !(extra & P_MONSTER) && !isPlayerOn(w))
return false;
if(m == moWolf) {
return (isIcyLand(w) || w->land == laVolcano) && (isPlayerOn(w) || passable(w, from, extra));
}
if(isMagneticPole(m))
return !(w && from && againstMagnet(from, w, m)) && passable(w, from, extra);
if(m == moPair)
return !(w && from && againstPair(from, w, m)) && passable(w, from, extra);
if(m == passive_switch) return false;
if(minf[m].mgroup == moYeti || isBug(m) || isDemon(m) || m == moHerdBull || m == moMimic || m == moAsteroid) {
if((isWitch(m) || m == moEvilGolem) && w->land != laPower && w->land != laHalloween)
return false;
return passable(w, from, extra);
}
if(m == moDragonHead && prairie::isriver(w))
return false;
if(isShark(m))
return sharkpassable(w, from);
if(isSlimeMover(m))
return slimepassable(w, from);
if(m == moKrakenH) {
if(extra & P_ONPLAYER) {
if(isPlayerOn(w)) return true;
}
if((extra & P_ONPLAYER) && isPlayerOn(w))
return true;
if(kraken_pseudohept(w) || kraken_pseudohept(from)) return false;
if(w->wall != waBoat && !slimepassable(w, from)) return false;
forCellEx(w2, w) if(w2->wall != waBoat && !passable(w2, w, P_FISH | P_MONSTER)) return false;
return true;
}
if(m == moEarthElemental)
return passable(w, from, extra | P_EARTHELEM);
if(m == moWaterElemental)
return passable(w, from, extra | P_WATERELEM);
if(m == moGreaterShark)
return isWatery(w) || w->wall == waBoat || w->wall == waFrozenLake;
if(isGhostMover(m) || m == moFriendlyGhost)
return ghostmove(m, w, from);
// for the purpose of Shmup this is correct
if(m == moTameBomberbird)
return passable(w, from, extra | P_FLYING | P_ISFRIEND);
if(m == moHexSnake)
return !pseudohept(w) && passable(w, from, extra|P_WIND|P_FISH);
if(isBird(m)) {
if(bird_disruption(w) && (!from || bird_disruption(from)) && markOrb(itOrbGravity))
return passable(w, from, extra);
else
return passable(w, from, extra | P_FLYING);
}
if(m == moReptile)
return passable(w, from, extra | P_REPTILE);
if(isDragon(m))
return passable(w, from, extra | P_FLYING | P_WINTER);
if(m == moAirElemental)
return passable(w, from, extra | P_FLYING | P_WIND);
if(isLeader(m)) {
if(from && from->wall == waBoat && from->item == itCoral && !from->monst) return false; // don't move Corals!
return passable(w, from, extra | P_LEADER);
}
if(isPrincess(m))
return passable(w, from, extra | P_ISFRIEND | P_USEBOAT);
if(isGolemOrKnight(m))
return passable(w, from, extra | P_ISFRIEND);
if(isWorm(m))
return passable(w, from, extra) && !cellUnstable(w) && ((m != moWorm && m != moTentacle) || !cellEdgeUnstable(w));
if(m == moVoidBeast)
return passable(w, from, extra | P_VOID);
if(m == moHexDemon) {
if(extra & P_ONPLAYER) {
if(isPlayerOn(w)) return true;
}
return !pseudohept(w) && passable(w, from, extra);
}
if(m == moAltDemon) {
if(extra & P_ONPLAYER) {
if(isPlayerOn(w)) return true;
}
return (!w || !from || w==from || pseudohept(w) || pseudohept(from)) && passable(w, from, extra);
}
if(m == moMonk) {
if(extra & P_ONPLAYER) {
if(isPlayerOn(w)) return true;
}
return notNearItem(w) && passable(w, from, extra);
}
return false;
}
EX eMonster movegroup(eMonster m) { return minf[m].mgroup; }
EX bool logical_adjacent(cell *c1, eMonster m1, cell *c2) {
if(!c1 || !c2) return true; // cannot really check
eMonster m2 = c2->monst;
if(!isNeighbor(c1, c2))
return false;
if(thruVine(c1, c2) && !attackThruVine(m1) && !attackThruVine(m2) &&
!checkOrb(m1, itOrbAether) && !checkOrb(m2, itOrbAether))
return false;
if(nonAdjacent(c1, c2) && !attackNonAdjacent(m1) && !attackNonAdjacent(m2) &&
!checkOrb(m1, itOrb37) && !checkOrb(m1, itOrbAether) && !checkOrb(m2, itOrbAether))
return false;
return true;
}
EX void buildAirmap() {
for(int k=0; k<isize(airmap); k++) {
int d = airmap[k].second;
if(d == 2) break;
cell *c = airmap[k].first;
for(int i=0; i<c->type; i++) {
cell *c2 = c->move(i);
if(!c2) continue;
if(!passable(c2, c, P_BLOW | P_MONSTER)) continue;
if(!passable(c, c2, P_BLOW | P_MONSTER)) continue;
airmap.push_back(make_pair(c2, d+1));
}
}
sort(airmap.begin(), airmap.end());
}
EX int rosewave, rosephase;
/** current state of the rose scent
* rosemap[c] &3 can be:
* 0 - wave not reached
* 1 - wave expanding
* 2 - wave phase 1
* 3 - wave phase 2
*/
EX map<cell*, int> rosemap;
EX int rosedist(cell *c) {
if(!(havewhat&HF_ROSE)) return 0;
int&r (rosemap[c]);
if((r&7) == 7) return 0;
if(r&3) return (r&3)-1;
return 0;
}
EX bool againstRose(cell *cfrom, cell *cto) {
if(rosedist(cfrom) != 1) return false;
if(cto && rosedist(cto) == 2) return false;
return true;
}
EX bool withRose(cell *cfrom, cell *cto) {
if(rosedist(cfrom) != 1) return false;
if(rosedist(cto) != 2) return false;
return true;
}
EX void buildRosemap() {
rosephase++; rosephase &= 7;
if((havewhat&HF_ROSE) && !rosephase) {
rosewave++;
for(int k=0; k<isize(dcal); k++) {
cell *c = dcal[k];
if(c->wall == waRose && c->cpdist <= gamerange() - 2)
rosemap[c] = rosewave * 8 + 2;
}
}
for(map<cell*, int>::iterator it = rosemap.begin(); it != rosemap.end(); it++) {
cell *c = it->first;
int r = it->second;
if(r < (rosewave) * 8) continue;
if((r&7) == 2) if(c->wall == waRose || !isWall(c)) for(int i=0; i<c->type; i++) {
cell *c2 = c->move(i);
if(!c2) continue;
// if(snakelevel(c2) <= snakelevel(c) - 2) continue;
if(!passable(c2, c, P_BLOW | P_MONSTER | P_ROSE)) continue;
int& r2 = rosemap[c2];
if(r2 < r) r2 = r-1;
}
}
for(map<cell*, int>::iterator it = rosemap.begin(); it != rosemap.end(); it++) {
int& r = it->second;
if((r&7) == 1 || (r&7) == 2 || (r&7) == 3) r++;
if(airdist(it->first) < 3 || whirlwind::cat(it->first)) r |= 7;
if(it->first->land == laBlizzard) r |= 7;
forCellEx(c2, it->first) if(airdist(c2) < 3) r |= 7;
}
}
EX bool scentResistant() {
return markOrb(itOrbBeauty) || markOrb(itOrbAether) || markOrb(itOrbShield);
}
}