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hyperrogue/landgen.cpp

2972 lines
101 KiB
C++

// Hyperbolic Rogue -- land generation
// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
/** \file landgen.cpp
* \brief generating various lands
*
* See also bigstuff.cpp (for larger structures) and complex.cpp (for more complex land generation)
*/
#include "hyper.h"
namespace hr {
// land generation routines
EX int explore[10], exploreland[10][landtypes], landcount[landtypes];
EX bool safety = false;
EX eLand lastland;
EX int lastexplore;
EX bool randomPatternsMode = false;
EX int randompattern[landtypes];
EX int genrange_bonus = 0;
EX bool chaosUnlocked = false;
EX bool chaosAchieved = false;
EX void doOvergenerate() {
for(int i=0; i<numplayers(); i++)
setdist(playerpos(i), 7 - getDistLimit() - genrange_bonus, NULL);
}
EX bool notDippingFor(eItem i) {
if(peace::on) return false;
if(chaosmode > 1) return true;
int v = items[i] - currentLocalTreasure;
if(v <= 10) return true;
if(v >= 20) return false;
return v >= hrand(10) + 10;
}
EX bool notDippingForExtra(eItem i, eItem x) {
if(peace::on) return false;
if(chaosmode > 1) return true;
int v = items[i] - min(items[x], currentLocalTreasure);
if(v <= 10) return true;
if(v >= 20) return false;
return v >= hrand(10) + 10;
}
void buildRedWall(cell *c, int gemchance) {
if(c->monst) return;
int ki = PT(kills[moHexSnake] + kills[moRedTroll], 50);
c->wall = waRed3;
if(hrand(100+ki) < gemchance + ki)
c->item = itRedGem;
else if(gemchance) placeLocalSpecial(c, 8000, gemchance, gemchance);
}
#define RANDPATC(c) (randpattern(c,randompattern[c->land]))
#define RANDPATCL(c, l) (randpattern(c,l))
#define RANDPAT (randpattern(c,randompattern[c->land]))
#define RANDPAT3(i) (randpatternMajority(c,i,RANDITER))
#define RANDPATV(x) (randpattern(c,randompattern[x]))
EX bool reptilecheat = false;
bool blizzard_no_escape1(cell *c, manual_celllister &cl) {
if(!cl.add(c)) return true;
if(c->item == itOrbSafety)
return false;
forCellEx(c2, c) {
if(c2->land == laBarrier)
continue;
if(c2->land != laBlizzard && passable(c2, NULL, 0))
return false;
if(!againstWind(c2, c) && !blizzard_no_escape1(c2, cl))
return false;
}
return true;
}
bool blizzard_no_escape(cell *c) {
manual_celllister cl;
return blizzard_no_escape1(c, cl);
}
bool out_ruin(cell *c) {
if(sphere)
return getHemisphere(c, 0) > 0;
else if(geometry_supports_cdata()) {
int cd = getCdata(c, 3);
cd &= 31;
return cd >= 16;
}
#if CAP_FIELD
else
return windmap::at(c) >= 128;
#else
else return false;
#endif
}
EX eMonster genRuinMonster(cell *c) {
eMonster m = pick(moHexDemon, moHexDemon, moHexDemon, moAltDemon, moAltDemon, moMonk, moMonk, moSkeleton, moSkeleton, moCrusher);
if(m == moHexDemon && pseudohept(c))
return genRuinMonster(c);
if(m == moMonk) {
if(c->item) return genRuinMonster(c);
forCellCM(c2, c) if(c2->item) return genRuinMonster(c);
}
return m;
}
// the giant switch generating most of the lands...
void gen_brownian(cell *c);
EX void createArrowTrapAt(cell *c, eLand land) {
cellwalker cw(c, hrand(c->type));
cell* cc[5];
cc[2] = c;
cellwalker cw2 = cw;
cw += wstep; cc[3] = cw.at; cw += revstep; cc[4] = cw.at;
cw2 += revstep; cc[1] = cw2.at; cw2 += revstep; cc[0] = cw2.at;
bool ok = true;
for(int i=0; i<5; i++) {
if(cc[i]->land != laNone && cc[i]->land != land) ok = false;
if(cc[i]->bardir != NODIR) ok = false;
}
for(int i=1; i<4; i++) {
forCellEx(c2, cc[i]) if(!among(c2->wall, waNone, waStone)) ok = false;
}
if(ok) {
if(!racing::on) for(int i=1; i<4; i++)
cc[i]->wall = waArrowTrap,
cc[i]->wparam = 0;
for(int i=0; i<5; i++)
cc[i]->bardir = NOBARRIERS;
cc[0]->wall = waStone;
cc[4]->wall = waStone;
}
}
EX eMonster emerald_monster() {
static eMonster emeraldmonsters[4] = { moHedge, moLancer, moFlailer, moMiner };
eMonster m = emeraldmonsters[hrand(4)];
if(m == moHedge && (S3 != 3 || (hybri && !prod)))
m = moFlailer;
return m;
}
EX void build_pool(cell *c, bool with_boat) {
bool vacant = true;
if(c->monst || !among(c->wall, waNone, waDeepWater, waBoat)) vacant = false;
forCellCM(c1, c) if(!among(c1->land, laNone, laVariant) || c1->monst || !among(c1->wall, waNone, waDeepWater, waBoat)) vacant = false;
if(vacant) {
c->wall = waDeepWater;
forCellEx(c1, c) if(c1->wall != waBoat) c1->wall = waDeepWater;
if(with_boat) c->move(hrand(c->type))->wall = waBoat;
}
}
EX void place_elemental_wall(cell *c) {
if(c->land == laEFire) c->wall = waEternalFire;
else if(c->land == laEWater) c->wall = waDeepWater;
else if(c->land == laEAir) c->wall = waChasm;
else if(c->land == laEEarth) c->wall = waStone;
}
// automatically adjust monster generation for 3D geometries
EX int hrand_monster(int x) {
// dual geometry mode is much harder, so generate less monsters to balance it
if(dual::state) x *= 3;
// in 3D monster generation depends on the sight range
if(WDIM == 3 && !sphere) {
int t = isize(gmatrix);
if(t > 500) x = int(((long long)(x)) * t / 500);
}
return hrand(x);
}
EX bool is_zebra_trapdoor(cell *c) {
if(euclid && bounded) return false;
#if CAP_ARCM
else if(arcm::in() && arcm::current.have_line)
return arcm::linespattern(c);
#endif
else if(arb::in() && arb::current.have_line)
return arb::linespattern(c);
#if MAXMDIM >= 4
else if(reg3::in_rule()) switch(geometry) {
case gSpace534: {
if(c->master->fieldval == 0) return true;
forCellCM(c1, c) if(c1->master->fieldval == 0) return true;
return false;
}
case gSpace435: {
for(int i=0; i<S7; i++) {
cellwalker cw(c, i);
for(int a=0; a<3; a++) {
if(cw.at->master->fieldval == 0) return true;
cw += wstep;
cw += rev;
}
}
return false;
}
case gSpace535: {
return (c->master->fieldval % 5) % 2 == 1;
}
default:
return false;
}
#endif
else if(euclid && !arcm::in()) {
auto co = euc2_coordinates(c);
int y = co.second;
return (y&1);
}
#if CAP_ARCM
else
if(arcm::in()) return hrand(2);
#endif
else
return (randomPatternsMode ? RANDPAT : (zebra40(c)&2));
}
EX void gen_eclectic_monster(cell *c) {
cell *c2 = c->move(hrand(c->type));
if(c2->wall == waRed1 || c2->wall == waRed2 || c2->wall == waRed3)
c->monst = moRedTroll;
else if(c2->wall == waDeadwall)
c->monst = pick(moMiner, moTroll);
else if(c2->wall == waSmallTree || c2->wall == waBigTree)
c->monst = moFireFairy;
else if(c2->wall == waSandstone || c2->wall == waCharged)
c->monst = moMetalBeast, c->hitpoints = 2;
else if(c2->wall == waPalace)
c->monst = moPalace, c->hitpoints = 2;
else if(c2->wall == waIcewall)
c->monst = pick(moWolf, moIceGolem);
else if(c2->wall == waNone && !c2->monst && hrand(100) < 5) {
cell *c1 = c;
c1->monst = moPair;
c2->monst = moPair;
c1->mondir = neighborId(c1, c2);
c2->mondir = neighborId(c2, c1);
}
else {
/* more wolves! */
forCellEx(c3, c) if(c3->wall == waIcewall) {
c->monst = moWolf;
return;
}
}
}
EX void giantLandSwitch(cell *c, int d, cell *from) {
bool fargen = d == min(BARLEV, 9);
switch(c->land) {
case laPrairie: // -------------------------------------------------------------
if(d == 7 && chaosmode) {
if(hrand_monster(9000) < items[itGreenGrass] - (prairie::isriver(cwt.at) ? 40 : 0) && !safety)
c->monst = moGadfly;
if(hrand_monster(100) < 5) c->monst = moSleepBull;
if(hrand(800) < 10) {
c->item = itGreenGrass;
}
return;
}
#if CAP_FIELD
if(d == 7) {
if(prairie::isriver(c)) {
if(shmup::on) prairie::beaststogen.push_back(c);
else prairie::generateBeast(c);
}
else if(!prairie::nearriver(c) && c->LHU.fi.flowerdist > 7 && !safety) {
if(hrand_monster(9000) < items[itGreenGrass] - (prairie::isriver(cwt.at) ? 40 : 0))
c->monst = moGadfly;
else buildPrizeMirror(c, 1000);
}
prairie::generateTreasure(c);
}
#endif
break;
case laDungeon: // -------------------------------------------------------------
case laIvoryTower:
dungeon::all(c, d);
ONEMPTY {
if(c->land == laIvoryTower) {
if(hrand_monster(20000) < 20 + items[itIvory] + yendor::hardness()) {
if(cellEdgeUnstable(c))
c->monst = moGargoyle;
else
c->monst = moFamiliar;
}
else if(c->landparam >= 14 && hrand(2000) < PT(50+kills[moGargoyle]+kills[moFamiliar], 150) && !cellEdgeUnstable(c) && !peace::on) {
c->item = itIvory;
}
}
if(c->land == laDungeon) {
int lp = c->landparam * c->landparam;
if(lp > 100) lp = 100;
if(c->landparam >= 10 && hrand_monster(20000) < 5*lp + items[itSlime] + yendor::hardness() && !cellEdgeUnstable(c) && !peace::on) {
c->monst = moSkeleton, c->hitpoints = 3;
}
else if(c->landparam >= 10 && hrand_monster(50000) < lp/2 + items[itSlime] + yendor::hardness()) {
c->monst = moGhost;
}
else if(c->landparam >= 10 && hrand_monster(50000) < 3*(100-lp) + 80 + items[itSlime]/3 + yendor::hardness()) {
c->monst = moBat;
}
else if(c->landparam >= 15 && hrand(800) < min(PT(150 + 2 * kills[moBat], 250), 250) && !cellEdgeUnstable(c) && c->wall != waOpenGate) {
c->item = itSlime;
}
}
}
break;
case laPalace: // -------------------------------------------------------------
if(nil) {
if(fargen) {
int i = hrand(100);
if(c->master->zebraval % 4 == 2 || c->master->emeraldval % 4 == 2) {
if(i < 85)
c->wall = waPalace;
else if(i < 95)
c->wall = waClosedGate;
else
c->wall = waOpenGate;
}
else {
if(i < 10)
c->wall = waTrapdoor;
else if(i < 15)
c->wall = waClosePlate;
else if(i < 20)
c->wall = waOpenPlate;
}
}
}
else if(PIU(hyperbolic_not37 || (euclid&&bounded) || S7 < 5 || arcm::in() || WDIM == 3)) {
if(fargen) {
int i = hrand(100);
if(i < 10)
c->wall = waPalace;
else if(i < 15)
c->wall = waClosePlate;
else if(i < 20)
c->wall = waOpenPlate;
else if(i < 25)
c->wall = waTrapdoor;
else if(i < 30)
c->wall = waClosedGate;
else if(i < 35)
c->wall = waOpenGate;
}
}
else {
if(d == 9) {
cell *c2 = NONSTDVAR ? c->master->c7 : c;
if(cdist50(c2) == 3 && polarb50(c2))
c->wall = waPalace;
}
if(d == 8 && (sphere || in_s2xe())) {
int gs = getHemisphere(c,0);
if(NONSTDVAR) {
int v = 1;
forCellEx(c2, c) if(getHemisphere(c2, 0) != gs)
v = 2;
if(v == 2)
c->wall = pick(waClosedGate, waOpenGate, waPalace);
else if(hrand(100) < 10)
c->wall = pick(waClosePlate, waOpenPlate, waTrapdoor);
}
else
if(gs == 1)
c->wall = waPalace;
if(gs == 3) {
if(hybri) {
c->wall = pick(waClosedGate, waOpenGate);
if(c->wall == waClosedGate) toggleGates(c, waClosePlate, 1);
else toggleGates(c, waOpenPlate, 1);
}
else
c->wall = PURE ? waOpenGate : waClosedGate;
}
if(gs == 4 && hrand(100) < 40 && !reptilecheat)
c->wall = waClosePlate;
if(gs == 6 && !reptilecheat)
c->wall = waOpenPlate;
if(gs == -3 && !reptilecheat)
c->wall = pick(waClosePlate, waOpenPlate);
if(gs == -6 && !reptilecheat)
c->wall = waTrapdoor;
if(hybri) {
int l = hybrid::get_where(c).second;
if(gs >= 3 && (l % 4) == 0) c->wall = waPalace;
if(gs < 3 && (l % 4) == 2) c->wall = waPalace;
}
}
else if(d == 8 && !sphere) {
if(prod && polarb50(c) && (hybrid::get_where(c).second & 3) == 2) {
c->wall = waPalace;
break;
}
// note: Princess Challenge brings back the normal Palace generation
bool lookingForPrincess = !euclid && c->master->alt && !princess::challenge;
bool pgate = false;
if(PURE || GOLDBERG) {
int i = fiftyval049(c->master->c7);
if(i >= 8 && i <= 14 && !polarb50(c->master->c7)) pgate = true;
if(GOLDBERG) {
bool good = false;
forCellEx(c2, c) {
int i2 = fiftyval049(c2->master->c7);
if((i2 < 8) && polarb50(c2->master->c7)) good = true;
}
pgate = pgate && good;
}
}
if(pgate) {
switch(princess::generating ? 0 : hrand(2)) {
case 0:
c->wall = waClosedGate;
toggleGates(c, waClosePlate, 1);
break;
case 1:
c->wall = waOpenGate;
toggleGates(c, waOpenPlate, 1);
break;
}
}
else if(cdist50(c) == 3 && polarb50(c) && !ishept(c)) {
if(GOLDBERG) ;
else {
int q = 0, s = 0;
if(!ishept(c)) for(int i=0; i<c->type - (hybri ? 2 : 0); i++)
if(cdist50(c->move(i)) == 3 && polarb50(c->move(i)) && !ishept(c->move(i)))
q++, s += i;
if(q == 1 && c->move(s)->land == laPalace) {
switch(princess::generating ? 0 : hrand(2)) {
case 0:
c->wall = waClosedGate;
if(hybri) toggleGates(c, waClosePlate, 1);
c->move(s)->wall = waClosedGate;
break;
case 1:
c->wall = waOpenGate;
if(hybri) toggleGates(c, waOpenPlate, 1);
c->move(s)->wall = waOpenGate;
break;
}
}
}
}
else if(c->wall == waPalace) ;
else if((hrand(100) < (lookingForPrincess ? (PURE ? 11 : 7) : 5) && cdist50(c)) ||
(cdist50(c) == 0 && polarb50(c) && hrand(100) < 60)) {
c->wall = hrand(100) < (lookingForPrincess ? (PURE ? 25 : 30):50) ? waClosePlate : waOpenPlate;
}
else if(hrand(100) < (lookingForPrincess ? 3 : 5))
c->wall = waTrapdoor;
if(cdist50(c) == 0 && yendor::path) {
cell *c2 = c->move(hrand(c->type));
if(c2->wall == waNone) c2->wall = waTrapdoor;
}
if((c->wall == waClosePlate || c->wall == waTrapdoor) && peace::on) c->wall = waNone;
}
if(princess::generating) {
// no Opening Plates nearby
if(d <= 7 && c->wall == waOpenPlate && BITRUNCATED)
c->wall = waNone;
if(d <= 7 && c->wall == waClosePlate && PURE)
c->wall = waOpenPlate;
// no monsters nearby
if(d>0) c->monst = moNone;
// no Plates or Trapdoors in the Princess cell
if(d < 3 && (c->wall == waClosePlate || c->wall == waOpenPlate || c->wall == waTrapdoor))
c->wall = waNone;
if(d > 1) c->item = itNone;
// the Princess herself
if(d == 0) {
c->monst = moPrincess;
c->hitpoints = palaceHP();
c->wall = waGiantRug;
cell *c2 = NULL;
for(int i=0; i<c->type; i++) {
cellwalker cw(c, i);
cw = cw + wstep + 4 + wstep + 2 + wstep + 4 + wstep + (2 + hrand(3)) + wstep;
if(!c2) c2 = cw.at;
else if(celldist(cw.at) > celldist(c2)) c2 = cw.at;
cw.at->monst = moMouse;
}
c2->wall = waOpenPlate;
}
}
}
ONEMPTY {
bool lookingForPrincess0 = !euclid && c->master->alt;
bool lookingForPrincess = lookingForPrincess0 && !princess::challenge;
int hardness = lookingForPrincess ? 5 : items[itPalace] + yendor::hardness();
if(hrand(5000) < PT(100 + 2 * (kills[moPalace] + kills[moFatGuard] + kills[moVizier] + kills[moSkeleton]), 200) && notDippingFor(itPalace) &&
c->wall != waOpenGate && !lookingForPrincess0)
c->item = itPalace;
if(items[itPalace] >= treasureForLocal() && hrand(5000) < 16 && c->wall != waOpenGate && !inv::on && !peace::on)
c->item = hrand(100) < 80 ? itOrbFrog : itOrbDiscord;
if(hrand(5000) < 20*PRIZEMUL && c->wall != waOpenGate)
placePrizeOrb(c);
if(c->wall == waNone) buildPrizeMirror(c, 250);
if(c->land == laPalace && (eubinary || c->master->alt) && celldistAlt(c) <= 150 && !(havewhat&HF_MOUSE) && !princess::generating &&
princess::getPrisonInfo(c) &&
(eubinary || (princess::getPrisonInfo(c)->bestdist < 6 && princess::getPrisonInfo(c)->princess))) {
c->monst = moMouse;
if(!princess::squeaked) {
addMessage(XLAT("You hear a distant squeak!"));
playSound(c, "mousesqueak");
drawBigFlash(c);
princess::squeaked = true;
}
havewhat |= HF_MOUSE;
}
else if(hrand_monster(15000) < 10 + hardness) {
c->monst = moPalace;
c->hitpoints = palaceHP();
if(hrand(10 + items[itPalace] + yendor::hardness()) >= 14 && !lookingForPrincess)
c->monst = moSkeleton;
}
else if(hrand_monster(20000) < hardness) {
c->monst = moFatGuard;
c->hitpoints = palaceHP();
}
else if(hrand_monster(20000) < hardness - 7) {
c->monst = moVizier;
c->hitpoints = palaceHP();
}
else if(princess::forceVizier && hrand(100) < 10 && canReachPlayer(c, moVizier)) {
c->monst = moVizier;
c->hitpoints = palaceHP();
princess::forceVizier = false;
}
}
break;
case laEmerald: // -------------------------------------------------------------
if(d==8) {
if(randomPatternsMode)
c->wall = RANDPAT3(0) ? waCavewall : waCavefloor;
else if(euclid && bounded) {
c->wall = waCavefloor;
}
else if(nil) {
int a = c->master->zebraval % 7;
int b = c->master->emeraldval % 7;
c->wall = (a-3.5) * (a-3.5) + (b-3.5) * (b-3.5) <= 12 ? waCavewall : waCavefloor;
}
else if(sol)
c->wall = (c->master->zebraval % 7 >= 5 || c->master->emeraldval % 7 >= 5) ? waCavewall : waCavefloor;
else if(WDIM == 3 && hyperbolic && !bt::in())
c->wall = (c->master->zebraval & 1) ? waCavewall : waCavefloor;
#if MAXMDIM >= 4
else if(euc::in(3))
c->wall = euc::get_emerald(c) ? waCavewall : waCavefloor;
#endif
else if(euclid) {
auto co = euc2_coordinates(c);
int y = co.second;
if(((y-2)&7) < 4) c->wall = waCavewall;
else c->wall = waCavefloor;
}
else if(sphere) {
if(getHemisphere(c, 0) < 0)
c->wall = waCavewall;
else c->wall = waCavefloor;
}
else if(a4 || arcm::in() || cryst)
c->wall = hrand(100) < 50 ? waCavefloor : waCavewall;
else if(!BITRUNCATED) {
if(polarb50(c))
c->wall = waCavewall;
else c->wall = waCavefloor;
}
else {
int v = emeraldval(c);
if(v == 0)
c->wall = waStone;
else if((v&3) >= 2)
c->wall = waCavewall;
else c->wall = waCavefloor;
}
}
if(d == 7 && c->wall == waCavewall && hrand_monster(GDIM == 2 ? 5000 : 40000) < items[itEmerald] + yendor::hardness() && !safety && !reptilecheat)
c->monst = moSeep;
ONEMPTY {
if(hrand(PURE?400:1000) < PT(100 + 2 * (kills[moMiner] + kills[moLancer] + kills[moFlailer]), 200) && notDippingFor(itEmerald)) {
// do not destroy walls!
bool ok = true;
for(int i=0; i<c->type; i++) if(c->move(i)->wall == waCavewall) ok = false;
if(ok) c->item = itEmerald;
}
if(hrand_monster(8000) < 50 + 10 * (items[itEmerald] + yendor::hardness()))
c->monst = emerald_monster();
if(sphere && c->type != 6 && c->master->fiftyval == 5) {
c->monst = moMiner;
c->stuntime = 7;
}
}
break;
case laDryForest:
if(fargen) {
if(randomPatternsMode)
c->wall = RANDPAT ? waNone : RANDPATV(laHell) ? waBigTree : waSmallTree;
else
c->wall =
(hrand(100) < 50) ? (hrand(100) < 50 ? waBigTree : waSmallTree) : waNone;
}
if(d == 8) c->landparam = 0;
ONEMPTY {
if(hrand(5000) < PT(100 + 2 * (kills[moFireFairy]*2 + kills[moHedge]), 160) && notDippingFor(itFernFlower))
c->item = itFernFlower;
if(hrand_monster(4000) < 40 + items[itFernFlower] + yendor::hardness())
c->monst = moHedge;
else if(hrand_monster(8000) < 2 * items[itFernFlower] + yendor::hardness() && !peace::on)
c->monst = moFireFairy;
}
break;
case laPower:
if(d==8) {
int v;
if(randomPatternsMode)
v = RANDPAT ? 24 : 1;
else if(sphere) {
int gs = getHemisphere(c, 0);
if(GOLDBERG) {
v = 6;
if(gs == 0) v = 24;
forCellEx(c2, c) if(getHemisphere(c2, 0) * gs < 0)
v = 24;
}
else if(gs == -3 || gs == -1 || gs == 1 || gs == 3)
v = 24;
else
v = 6;
}
#if CAP_ARCM
else if(arcm::in() && arcm::current.have_line)
v = arcm::linespattern(c) ? 24 : 16;
#endif
else if(arb::in() && arb::current.have_line)
v = arb::linespattern(c) ? 24 : 16;
else if((euclid&&bounded) || hyperbolic_not37 || quotient || arcm::in()) {
v = hrand(100) < 25 ? 24 : 16;
}
else if(euclid) {
auto co = euc2_coordinates(c);
int y = co.second;
int y0 = gmod(y, 6);
if(y0 == 3 || y0 == 4) v=24; else v=0;
}
else v = emeraldval(c);
if(v == 0 && !euclid) c->wall = waStone;
else {
v &= ~3;
c->landparam = (v == 24 || v == 32 || v == 56);
if(c->landparam)
c->wall = waEternalFire;
else if(hrand(100) < 10) {
c->wall = waGlass;
eItem protectedItems[18] = {
itPower, itPower, itPower, itPower, itPower, itPower,
itOrbLightning, itOrbLightning, itOrbThorns, itOrbThorns,
itOrbInvis, itOrbInvis,
itOrbShield, itOrbTeleport, itOrbPsi,
itOrbDragon, itOrbIllusion, itOrbTime
};
c->item = protectedItems[hrand(18)];
}
}
}
// seal entrances to the Land of Power.
if(d == 7 && ctof(c)) {
bool onwall = false;
for(int i=0; i<c->type; i++) if(c->move(i) && c->move(i)->land == laBarrier)
onwall = true;
if(!onwall) for(int i=0; i<c->type; i++) {
cell *c2 = c->move(i);
if(!c2) continue;
cell *c3 = c2->modmove(c->c.spin(i) + 3);
if(!c3) continue;
if(c3->land != laPower && c3->land != laBarrier)
if(c2->wall != waFire && c2->wall != waGlass) {
if(isFire(c)) c->monst = moWitchWinter;
else if(c->wall == waGlass) c->monst = moWitchGhost;
else c->monst = moEvilGolem;
}
}
}
ONEMPTY {
if(hrand(5000+50*items[itPower]) < 1200) {
eItem powerorbs[6] = {
itOrbFlash, itOrbSpeed, itOrbFire, itOrbWinter, itOrbAether, itOrbLife};
c->item = powerorbs[hrand(6)];
}
else if(hrand(5000) < 10 && mirror::build(c)) ;
else if(hrand_monster(1000) < 10 + (items[itPower] ? 10:0) + (items[itPower] + yendor::hardness()))
c->monst = eMonster(moWitch + hrand(NUMWITCH));
}
break;
case laZebra:
if(d==8)
c->wall = (randomPatternsMode ? RANDPAT : is_zebra_trapdoor(c)) ? waTrapdoor : waNone;
ONEMPTY {
if(c->wall == waNone && hrand(2500) < PT(100 + 2 * (kills[moOrangeDog]), 300) && notDippingFor(itZebra))
c->item = itZebra;
if(hrand_monster(10000) < 40 + 2*(items[itZebra] + yendor::hardness()))
c->monst = moOrangeDog;
}
break;
case laWineyard:
if(d==8) {
if(randomPatternsMode)
c->wall = RANDPAT ? waVinePlant : waNone;
else if(euclid && bounded) ;
#if CAP_ARCM
else if(arcm::in() && arcm::current.have_line)
c->wall = arcm::linespattern(c) ? waVinePlant : waNone;
#endif
else if(arb::in() && arb::current.have_line)
c->wall = arb::linespattern(c) ? waVinePlant : waNone;
else if(nil) {
if((c->master->emeraldval & 1) == 1)
c->wall = waVinePlant;
}
else if(sol) {
if((c->master->distance & 1) == 1 && (c->master->emeraldval % 3))
c->wall = waVinePlant;
}
else if(euclid && !arcm::in()) {
auto co = euc2_coordinates(c);
int y = co.second;
int dy = gmod(y, 3);
if(dy == 1) c->wall = waVinePlant;
}
else if(WDIM == 3 && hyperbolic && !bt::in())
c->wall = (c->master->zebraval & 2) ? waVinePlant : waNone;
else if(a4 || sphere || arcm::in())
c->wall = hrand(100) < 50 ? waNone : waVinePlant;
else {
int v = emeraldval(c);
if(v == 0) c->wall = waStone;
else {
int w = v / 4;
if(w == 9 || w == 10 || w == 7 || w == 8) {
c->wall = waVinePlant;
}
else if(v == 24 || v == 58 || v == 26 || v == 56)
c->wall = waVineHalfA;
else if(v == 25 || v == 59 || v == 27 || v == 57)
c->wall = waVineHalfB;
else c->wall = waNone;
if(hybri && cellHalfvine(c)) c->wall = waNone;
if(NONSTDVAR && cellHalfvine(c)) {
c->wall = waNone;
forCellCM(c2, c) if(emeraldval(c2) == (v^1))
c->wall = waVinePlant;
}
}
}
}
if(d == 7 && c->wall == waVinePlant && hrand(GDIM == 2 ? 100 : 5000) < (randomPatternsMode ? 2 : 10) && !peace::on && !reptilecheat)
c->monst = moVineSpirit;
ONEMPTY {
if(hrand(5000) < PT(100 + 2 * (kills[moVineBeast] + kills[moVineSpirit]), 200) && notDippingFor(itWine) && !reptilecheat)
c->item = itWine;
if(hrand_monster(8000) < 12 * (items[itWine] + yendor::hardness()) && !reptilecheat && !safety)
c->monst = moVineBeast;
}
break;
case laReptile:
if(fargen) {
if(randomPatternsMode) {
int ch = hrand(200);
if(RANDPAT) c->wall = waChasm;
else c->wall = ch < (50 + items[itDodeca] + yendor::hardness()) ? waReptile : waNone;
c->wparam = 1 + hrand(reptilemax());
if(c->wall == waNone && hrand(5000) < 25)
c->item = itDodeca;
}
else {
int i = arcm::in() ? hrand(50) : zebra40(c);
if(i < 40) {
int cd = geometry_supports_cdata() ? getCdata(c, 3) : hrand(16);
cd &= 15;
if(cd >= 4 && cd < 12) c->wall = waChasm;
else {
int ch = hrand(200);
c->wall = ch < (50 + items[itDodeca] + yendor::hardness()) ? waReptile :
waNone;
}
c->wparam = 1 + hrand(reptilemax());
}
if(reptilecheat) {
c->wall = waReptile; c->wparam = 100;
}
}
}
if(d == 7 && c->wall != waChasm) {
bool nonchasm = false;
forCellEx(c2, c) if(c2->wall != waChasm) nonchasm = true;
if(!nonchasm) c->item = itDodeca;
}
break;
case laBurial:
if(fargen) {
if(hrand(5000) < 25 && celldist(c) >= 5 && !safety) {
bool goodland = true;
cell *c2 = createMov(c, hrand(c->type));
for(auto cx: {c, c2})
forCellCM(c3,cx) {
if(c3->land != laNone && c3->land != laBurial)
goodland = false;
if(c3->bardir != NODIR && c3->bardir != NOBARRIERS)
goodland = false;
}
if(goodland) {
c->item = itBarrow;
c->landparam = 2 + hrand(2);
c->wall = waBarrowDig;
forCellCM(c3, c)
c3->wall = waBarrowWall, c3->item = itNone,
c3->bardir = NOBARRIERS;
c2->wall = waBarrowDig;
forCellCM(c3, c2) {
if(c3 == c || isNeighbor(c3, c)) continue;
c3->bardir = NOBARRIERS;
bool adj = false;
forCellEx(c4, c)
if(c4 != c2 && isNeighborCM(c3, c4)) adj = true;
if(adj)
c3->wall = waBarrowDig;
else
c3->wall = waBarrowWall, c3->item = itNone;
}
}
}
}
ONEMPTY if(!peace::on) {
if(hrand_monster(15000) < 5 + 3 * items[itBarrow] + 4 * yendor::hardness())
c->monst = moDraugr;
else if(hrand(5000) < 20 + (quickfind(laBurial) ? 40 : 0))
c->item = itOrbSword;
}
break;
case laTrollheim:
if(fargen) {
if(hrand(50000) < (chaosmode==1?1000:chaosmode?50:5) && c->wall != waBarrier && celldist(c) >= 7 && !safety && !peace::on) {
bool okay = true;
forCellCM(c2, c) forCellCM(c3, c2) forCellCM(c4, c3) forCellCM(c5, c4) {
cell *cx = chaosmode ? c3 : c5;
if(cx->land != laTrollheim && cx->land != laNone)
okay = false;
if(cx->bardir != NODIR) okay = false;
}
if(okay) {
forCellCM(c2, c) forCellCM(c3, c2) forCellCM(c4, c3) forCellCM(c5, c4) {
cell *cx = chaosmode ? c3 : c5;
cx->bardir = NOBARRIERS;
setland(cx, laTrollheim);
}
c->item = itTrollEgg;
forCellCM(c2, c) forCellCM(c3, c2) {
c3->monst = pickTroll(c);
c2->item = itTrollEgg;
}
}
}
}
if(d == 7 && !c->monst && !c->item && celldist(c) >= 3) {
int cd = getCdata(c, 3);
cd %= 16;
if(cd<0) cd += 16;
if(cd >= 4 && cd < 10 && hrand(100) < 40)
dieTroll(c, pickTroll(c));
}
ONEMPTY {
if(hrand_monster(8000) < items[itTrollEgg] + hardness_empty())
c->monst = pickTroll(c);
}
break;
case laIce:
if(d == 9) {
if(randomPatternsMode) c->wall = RANDPAT ? waIcewall : waNone;
else if(hrand(100) < 5 && c->wall != waBarrier && (WDIM == 3 || !reptilecheat)) {
c->wall = waIcewall;
for(int i=0; i<c->type; i++) if(hrand(100) < 50) {
cell *c2 = createMov(c, i);
setdist(c2, d+1, c);
if(c2->wall == waBarrier || c2->land != laIce) continue;
c2->wall = waIcewall;
for(int j=0; j<c2->type; j++) if(hrand(100) < 20) {
cell *c3 = createMov(c2, j);
setdist(c->move(i), d+2, c);
if(c3->wall == waBarrier || c3->land != laIce) continue;
c3->wall = waIcewall;
}
}
}
if(c->wall == waIcewall && items[itDiamond] >= 5 && hrand(200) == 1)
c->wall = waBonfireOff;
}
if(d == 8 && BARLEV == 8) {
if(hrand(100) < 10 && c->wall != waBarrier) {
c->wall = waIcewall;
for(int i=0; i<c->type; i++) if(hrand(100) < 50) {
cell *c2 = createMov(c, i);
if(c2->wall == waBarrier || c2->land != laIce) continue;
c2->wall = waIcewall;
}
}
}
if(d == 8) c->landparam = 0;
ONEMPTY {
if(hrand(5000) < PT(100 + 2 * (kills[moYeti] + kills[moWolf]), 200) && notDippingFor(itDiamond))
c->item = itDiamond;
if(hrand_monster(8000) < 2 * (items[itDiamond] + yendor::hardness()))
c->monst = hrand(2) ? moYeti : moWolf;
}
break;
case laSwitch:
ONEMPTY {
if(hrand(5000) < PT(100 + 2 * (kills[moSwitch1] + kills[moSwitch2]), 200) && notDippingFor(itSwitch))
c->item = itSwitch;
if(hrand_monster(8000) < 40 + 5 * (items[itSwitch] + yendor::hardness()))
c->monst = hrand(2) ? moSwitch1 : moSwitch2;
}
break;
case laDragon:
if(fargen) {
if(randomPatternsMode) {
if(RANDPAT) c->wall = waChasm;
}
else {
int cd = getCdata(c, 3);
cd &= 31;
if(cd >= 6 && cd<12) c->wall = waChasm;
else if(hrand(1000) == 0) c->wall = waEternalFire;
}
}
ONEMPTY {
// 40 is the usual rate of dragon generation
int dchance = 40;
// but it grows to 400 if no Dragons in sight, to make it faster
if(cwt.at->land == laDragon && !(havewhat&HF_DRAGON))
dchance = 400;
// also, don't generate additional Dragons for newbies
else if((havewhat&HF_DRAGON) && items[itDragon] < 10)
dchance = 5;
if(hrand_monster(150000) < dchance && !c->monst && (!c->wall || c->wall == waChasm) && !peace::on) {
havewhat |= HF_DRAGON;
// printf("dragon generated with dchance = %d\n", dchance);
vector<int> possi;
for(int t=0; t<c->type; t++) if(c->move(t)->mpdist > c->mpdist) possi.push_back(t);
if(isize(possi)) {
int i = possi[hrand(isize(possi))];
int dragonlength = 6 + items[itDragon] / 2;
c->monst = moDragonHead; c->hitpoints = 1;
preventbarriers(c);
cell *c2 = c;
int len = dragonlength;
vector<cell*> dragon;
while(--len) {
dragon.push_back(c2);
preventbarriers(c2);
c2->mondir = i;
createMov(c2, i);
int j = c2->c.spin(i);
cell *c3 = c2->move(i);
if(c3->monst || c3->bardir != NODIR || c3->wall || c3->mpdist <= 7) break;
c2 = c3;
c2->monst = moDragonTail;
c2->hitpoints = 1;
i = j + (c2->type <= 3 ? 1 : 2 + hrand(c2->type-3));
i %= c2->type;
}
if(isize(dragon) < 5 || isize(dragon) < dragonlength / 2) {
for(int i=0; i<isize(dragon); i++)
dragon[i]->monst = moNone;
}
else c2->mondir = NODIR;
}
}
if(!c->monst && !tactic::on && !racing::on && !yendor::on && !randomPatternsMode && !peace::on && !euclid && hrand(4000) < 10 && !safety) {
c->item = itBabyTortoise;
tortoise::babymap[c] = tortoise::getb(c) ^ tortoise::getRandomBits();
}
}
break;
case laCaves:
if(fargen)
c->wall = (randomPatternsMode ? RANDPAT3(1) : hrand(100) < 55) ? waCavewall : waCavefloor;
if(d == 7 && c->wall == waCavewall && hrand(GDIM == 2 ? 5000 : 40000) < items[itGold] + yendor::hardness() && !safety && !reptilecheat)
c->monst = moSeep;
ONEMPTY {
if(hrand(5000) < PT(100 + 2 * min(kills[moTroll] + kills[moGoblin], 150), 200) && notDippingFor(itGold))
c->item = itGold;
if(hrand_monster(8000) < 10 + 2 * (items[itGold] + yendor::hardness()))
c->monst = hrand(2) ? moTroll : moGoblin;
}
break;
case laCA:
if(fargen) {
c->wall = (hrand(1000000) < ca::prob * 1000000) ? ca::wlive : waNone;
if(c->wall == ca::wlive)
ca::list_adj(c);
}
break;
case laLivefjord:
if(fargen) {
int die = (randomPatternsMode ? (RANDPAT3(2)?100:0) : hrand(100));
if(die < 50)
c->wall = waSea;
else
c->wall = waNone;
}
if(d == 7) {
if(c->wall == waSea && hrand_monster(5000) < 15 + items[itFjord] + yendor::hardness() && !safety) {
if(items[itFjord] >= 5 && hrand(100) < 20 && !peace::on)
c->monst = moWaterElemental;
else {
c->monst = moViking;
c->wall = waBoat;
}
}
else if(yendor::path && c->wall == waSea && hrand_monster(5000) < 20) {
c->monst = moViking;
c->wall = waBoat;
}
if(hrand(2000) < PT(50 + kills[moViking], 100) && notDippingFor(itFjord) && !safety) {
c->item = itFjord;
}
placeLocalSpecial(c, 1000);
buildPrizeMirror(c, 1000);
}
ONEMPTY {
if(hrand_monster(16000) < 10 + 2 * (items[itFjord] + yendor::hardness()) + (yendor::path ? 90:0))
c->monst = moFjordTroll;
}
break;
case laDeadCaves:
if(fargen) {
int die = (randomPatternsMode ? (RANDPAT?100:0) : hrand(100));
if(die<50) c->wall = waDeadwall;
else if(die<55) c->wall = waDeadfloor2;
else c->wall = waDeadfloor;
}
if(d == 7 && c->wall == waDeadwall && hrand_monster(GDIM == 2 ? 1000 : 10000) < items[itSilver] + yendor::hardness() && !safety && !reptilecheat)
c->monst = moSeep;
ONEMPTY {
if(hrand(5000) < PT(100 + 2 * (kills[moDarkTroll] + kills[moEarthElemental]), 200) && notDippingFor(itSilver))
c->item = itSilver;
if(hrand_monster(16000) < (items[itSilver] + yendor::hardness())) {
c->monst = moEarthElemental;
for(int i=0; i<c->type; i++) {
cell *c2 = c->move(i);
earthFloor(c2);
}
for(int i=0; i<c->type; i++) if(c->move(i)->mpdist < c->mpdist) c->mondir = i;
chasmifyEarth(c); c->wall = waDeadfloor2;
}
else if(hrand_monster(8000) < 60 + 8 * (items[itSilver] + yendor::hardness())) {
if(hrand(100) < 25) {
}
else c->monst = hrand(2) ? moDarkTroll : moGoblin;
}
}
break;
case laAlchemist:
if(fargen)
c->wall = (randomPatternsMode ? RANDPAT : hrand(2)) ? waFloorA : waFloorB;
ONEMPTY {
if(hrand(5000) < PT(25 + min(kills[moSlime], 200), 100) && notDippingFor(itElixir))
c->item = itElixir;
else if(hrand_monster(3500) < 10 + items[itElixir] + yendor::hardness())
c->monst = moSlime;
}
break;
case laVolcano:
#if CAP_FIELD
if(fargen) {
c->wall = waNone;
if(hrand_monster(20000) < (items[itLavaLily] + yendor::hardness()))
c->monst = moSalamander,
c->hitpoints = 3;
if(hrand(8000) < PT(100 + 2 * kills[moLavaWolf], 200) && notDippingFor(itLavaLily))
c->item = itLavaLily;
else placeLocalSpecial(c, 1000, 2, 10);
// prize orbs get a bonus, because most of them are not allowed anyway
}
ONEMPTY {
if(hrand_monster(8000) < (items[itLavaLily] + yendor::hardness()))
c->monst = moLavaWolf;
}
#endif
break;
case laBlizzard:
#if CAP_FIELD
if(fargen) {
bool windless = true;
int w = windmap::at(c);
forCellCM(c2, c) {
int w2 = windmap::at(c2);
if(((w2-w) & 255) >= windmap::NOWINDBELOW)
if(((w-w2) & 255) >= windmap::NOWINDBELOW)
windless = false;
}
if(windless) {
c->wall = waIcewall;
if(hrand(500) < PT(100 + 2 * kills[moVoidBeast] + 2 * kills[moIceGolem], 200) && notDippingFor(itBlizzard))
c->item = itBlizzard;
else placeLocalSpecial(c, 100);
}
}
if(d == 8) c->landparam = 0;
ONEMPTY {
if(hrand_monster(8000) < 10 + (items[itBlizzard] + yendor::hardness()))
c->monst = pick(moVoidBeast, moIceGolem);
}
if((d == 7 || d == 6) && blizzard_no_escape(c))
c->item = itOrbSafety, c->monst = moNone;
#endif
break;
case laTerracotta:
#if CAP_COMPLEX2
if(fargen) {
if(hrand(500) < 15)
createArrowTrapAt(c, laTerracotta);
if(pseudohept(c) && hrand(100) < 40 && c->wall == waNone && !racing::on) {
c->wall = waTerraWarrior;
c->landparam = terracotta::randterra ? 0 : 3 + hrand(3);
if(hrand(100) < items[itTerra]-10)
c->landparam--;
if(hrand(100) < items[itTerra]-10)
c->landparam--;
}
}
if(d == 7) {
int nearriver = 0;
forCellEx(c2, c)
if(c2->wall == waMercury && pseudohept(c2))
nearriver++;
if(nearriver == 2) c->land = laMercuryRiver;
}
ONEMPTY {
bool nearwarrior = false;
forCellEx(c2, c) if(c2->wall == waTerraWarrior) nearwarrior = true;
if(nearwarrior && hrand(5000) < PT(130 + 2 * kills[moJiangshi], 260) && notDippingFor(itTerra))
c->item = itTerra;
int t = 2 * (items[itTerra] + yendor::hardness());
if(t < 60) t += (60-t) * (60 - t) / 120;
if(hrand_monster(20000) < t)
c->monst = moJiangshi;
}
#endif
break;
case laOvergrown:
if(fargen) {
// 0: 60%
// 10: 50%
if(randomPatternsMode)
c->wall = RANDPAT ? waNone : RANDPATV(laWineyard) ? waBigTree : waSmallTree;
else
c->wall =
(hrand(50+items[itMutant]/2+yendor::hardness()) < 30) ? (hrand(100) < 50 ? waBigTree : waSmallTree) : waNone;
}
if(d == 8) {
bool ok = c->landparam == 0;
forCellEx(c2, c) if(c2->landparam) ok = false;
if(ok && hrand(doCross ?450:15000) < 20 + (2 * items[itMutant] + yendor::hardness()) && !safety) {
if(!peace::on) c->item = itMutant;
c->landparam = items[itMutant] + 5 + hrand(11);
c->wall = waNone;
for(int i=0; i<c->type; i++)
if(c->move(i) && (c->move(i)->wall == waBigTree || c->move(i)->wall == waSmallTree))
c->move(i)->wall = waNone;
}
else if(hrand_monster(15000) < 20 + (2 * items[itMutant] + yendor::hardness()) && ok && !safety) {
// for the Yendor Challenge, use only Mutants
if(!(yendor::on && yendor::clev().l == laMirror)) {
c->monst = moForestTroll;
c->wall = waNone;
}
}
}
if(d == 7 && c->item == itMutant) {
if(c->monst != moMutant && isMultitile(c->monst))
c->item = itNone;
else {
c->stuntime = mutantphase;
c->monst = moMutant;
c->mondir = NODIR;
}
}
break;
case laHalloween:
if(fargen) {
if(GOLDBERG) {
int fv = c->master->fiftyval;
if(fv == 1 || fv == 4 || fv == 10)
c->wall = waChasm;
if(c == c->master->c7 && fv == 3)
c->item = itTreat;
}
else if(!BITRUNCATED && !euclid) {
int fv = c->master->fiftyval;
if(fv == 1 || fv == 4 || fv == 2)
c->wall = waChasm;
if(fv == 3) c->item = itTreat;
}
else {
if(c->type == 5) {
int fv = c->master->fiftyval;
if(fv == 3 || fv == 4 || fv == 2 || fv == 5)
c->wall = waChasm;
if(fv == 2) halloween::dragoncells[0] = c;
if(fv == 5) halloween::dragoncells[3] = c;
if(fv == 1) c->item = itTreat;
}
if(c->type == 6 && !euclid) {
int fvset = 0;
for(int i=0; i<6; i+=2) fvset |= 1 << createMov(c, i)->master->fiftyval;
if(fvset == 35 || fvset == 7) c->wall = waChasm;
if(fvset == 7) halloween::dragoncells[1] = c;
if(fvset == 35) halloween::dragoncells[2] = c;
}
}
if(quotient && zebra40(c) == 7) {
c->item = itTreat;
halloween::dragoncells[0] = NULL;
}
if(quotient && zebra40(c) == 5) {
c->wall = waChasm;
}
if(euclid && bounded) {
int i = hrand(100);
if(i == 0) c->item = itTreat;
else if(i < 5) c->wall = waChasm;
}
}
break;
case laWildWest:
if(fargen) {
if(randomPatternsMode)
c->wall = RANDPAT ? waNone : waSaloon;
else if(hyperbolic_37 ? cdist50(c) <= 2 : hrand(100) < 20) c->wall = waSaloon;
}
ONEMPTY {
if(hrand_monster(25000) < 2 + (2 * items[itBounty] + yendor::hardness()) + (items[itRevolver] ? 150:0))
c->monst = moOutlaw;
if(hrand(1000) < PT(20 + kills[moOutlaw], 40))
c->item = itRevolver;
}
break;
case laWestWall:
#if CAP_COMPLEX2
if(fargen)
westwall::switchTreasure(c);
ONEMPTY {
if(hrand_monster(6000) < 5 + items[itWest] + yendor::hardness())
c->monst = hrand(100) < 20 ? moWestHawk : moFallingDog;
}
#endif
break;
case laWhirlwind:
if(fargen) {
if(S7 == 5)
c->wall = (pseudohept(c) && (c->master->fiftyval == 0 || c->master->fiftyval == 6)) ?
waFan : waNone;
else if(sphere) {
if(whirlwind::fzebra3(c) == 0) c->wall = waFan;
if(S7 == 4 && celldistance(c, currentmap->gamestart()) == 2 && ctof(c))
c->wall = waChasm;
}
else if(arcm::in()) ;
else if(!euclid && zebra3(c) == 0) c->wall = waFan;
else if(pseudohept(c) && hrand(2000) < 150 && !reptilecheat)
c->wall = waChasm;
else if(c->type == 6 && buildPrizeMirror(c, 1000))
{}
else if(!reptilecheat)
whirlwind::switchTreasure(c);
}
ONEMPTY {
if(hrand_monster(4500) < items[itWindstone] + yendor::hardness())
c->monst = moWindCrow;
if(hrand_monster(doCross?3000:30000) < items[itWindstone] + yendor::hardness() - 5)
c->monst = moAirElemental;
}
break;
case laStorms: {
bool randstorm = PIU(hyperbolic_not37 || NONSTDVAR || (quotient && geometry != gZebraQuotient && !euc::in(2)));
if(fargen) {
if(euc::in(2) && smallbounded) {
auto s = euc::sdxy();
gp::loc st {s.first/3, s.second/3};
if(c == euc::at(st)) c->wall = waCharged;
if(c == euc::at(s-st)) c->wall = waGrounded;
}
else if(euc::in(2)) {
auto co = euc2_coordinates(c);
int x = co.first, y = co.second;
if((x+1)%3 == 0 && y%3 == 0) {
if(hrand(100) < 50)
c->wall = hrand(2) ? waCharged : waGrounded;
}
else if(ishept(c)) {
bool sand = false;
for(int i=0; i<c->type; i++) {
createMov(c, i);
auto co = euc2_coordinates(c->move(i));
int x = co.first, y = co.second;
if((x+1)%3 == 0 && (y)%3 == 0) sand = true;
}
if(sand && hrand(100) < 20)
c->wall = waSandstone;
}
}
else if(sphere) {
if(S7 == 5) {
if(ctof(c)) {
int id = c->master->fiftyval;
if(id == 1) c->wall = waCharged;
if(id == (elliptic && BITRUNCATED ? 3 : 9)) c->wall = waGrounded;
}
}
else if(S7 == 4) {
if(ctof(c)) {
int id = c->master->fiftyval;
if(id == 1) c->wall = waCharged;
if(id == 3) c->wall = waGrounded;
}
}
else if(S7 == 3) {
if(ctof(c)) {
int id = c->master->fiftyval;
if(id == 1) c->wall = waCharged;
}
else {
c->wall = waGrounded;
forCellEx(c2, c) if(ctof(c2) && c2->master->fiftyval == 1)
c->wall = waNone;
}
}
}
else if(randstorm) ;
else if(PURE) {
int i = zebra40(c);
if((i == 5 || i == 8) && hrand(100) < 20) c->wall = hrand(2) ? waCharged : waGrounded;
else if(i == 15) c->wall = waSandstone;
}
else if(S3 > 3) {
int z = zebra40(c);
int i = z;
int b = 0;
while(i) { if(i&1) b++; i>>=1; }
if(ctof(c) && (b&1) && hrand(100) < 20) c->wall = (z&2) ? waCharged : waGrounded;
}
else if(hybri) {
cell *c1 = hybrid::get_where(c).first;
if(among(c1->wall, waCharged, waGrounded))
c->wall = c1->wall;
else if(hrand(100) < 15)
c->wall = waSandstone;
}
else {
int i = zebra40(c);
if(c->wall);
else if(i >= 40 && hrand(100) < 50)
c->wall = hrand(2) ? waCharged : waGrounded;
else if(ishept(c) && hrand(100) < 20)
c->wall = waSandstone;
}
for(int i=0; i<c->type; i++)
if(c->move(i) && c->move(i)->land != laStorms && c->move(i)->land != laNone)
c->wall = waNone;
}
if(d == BARLEV && randstorm) {
c->landparam = hrand(1000000);
}
if(d == BARLEV-1 && randstorm) {
/* static int stormlevel, stormgroup;
if(!stormlevel) stormgroup = 0;
stormlevel++; stormgroup++; */
forCellEx(c2, c) if(c2->land == laStorms && c2->mpdist >= BARLEV && c2->landparam > c->landparam) {
setdist(c2, BARLEV-1, c);
}
/*
stormlevel--;
if(stormlevel == 0) printf("stormgroup = %4d (cellcount = %6d hcount = %6d)\n", stormgroup, cellcount, heptacount); */
bool bad = false;
forCellEx(c2, c) if(c2->land != laStorms) bad = true;
if(!bad) {
int wallsnow = 0;
int slp = 0;
forCellEx(c2, c) {
if(c2->wall) wallsnow++;
if(c2->landparam == 1) slp++;
}
if(wallsnow == 0) {
if(hrand(100) < 10)
c->wall = pick(waCharged, waGrounded, waSandstone, waSandstone);
else c->landparam = 1;
}
else if(wallsnow == 1 && slp == 0) {
c->wall = waSandstone;
}
else if(wallsnow)
c->landparam = 1;
}
}
ONEMPTY {
if(hrand_monster(7500) < 25 + (items[itFulgurite] + yendor::hardness()))
c->monst = (hrand(5) ? moMetalBeast : moMetalBeast2),
c->hitpoints = 3;
if(hrand_monster(10000) < 20 + (items[itFulgurite] + yendor::hardness()) && !ishept(c)) {
c->monst = moStormTroll;
}
}
break;
}
case laGraveyard:
if(fargen) {
if(randomPatternsMode)
c->wall = RANDPAT ? ((RANDPATV(laCrossroads) || RANDPATV(laCrossroads2)) ? waAncientGrave : waFreshGrave) : waNone;
else if(pseudohept(c))
c->wall = hrand(5) ? waAncientGrave : waFreshGrave;
}
ONEMPTY {
if(hrand(5000) < PT(30 + 4*kills[moZombie] + 6*kills[moNecromancer], 120) && notDippingFor(itBone))
c->item = itBone;
if(hrand_monster(20000) < 10 + items[itBone] + yendor::hardness()) {
eMonster grm[6] = { moZombie, moZombie, moZombie, moGhost, moGhost, moNecromancer};
c->monst = grm[hrand(6)];
}
}
break;
case laRlyeh:
if(fargen) {
if(randomPatternsMode) {
c->wall = RANDPAT ? waColumn : waNone;
}
else {
if(hrand(500) < 5) {
for(int i=0; i<c->type; i++) {
cell *c2 = createMov(c, i);
setdist(c2, d+1, c);
if(c2 && c2->land == laRlyeh)
c2->wall = waColumn;
}
for(int j=0; j<2; j++) {
int i = hrand(c->type);
if(c->move(i) && c->move(i)->land == laRlyeh)
c->move(i)->wall = waNone;
}
}
if(pseudohept(c) && hrand(2)) c->wall = waColumn;
}
}
ONEMPTY {
if(hrand(5000) < PT(30 + 2 * (kills[moCultist] + kills[moTentacle] + kills[moPyroCultist]), 100) && notDippingFor(itStatue))
c->item = itStatue;
if(hrand_monster(8000) < 5 + items[itStatue] + yendor::hardness() && !c->monst && !peace::on)
c->monst = moTentacle, c->item = itStatue, c->mondir = NODIR;
else if(hrand_monster(12000) < 5 + items[itStatue] + yendor::hardness())
c->monst = hrand(3) ? ((hrand(40) < items[itStatue]-25) ? moCultistLeader : moCultist) : moPyroCultist;
else if(hrand(8000) < 5 + items[itStatue] + yendor::hardness() && c->type == 6 && !(yendor::on && (yendor::clev().flags & YF_NEAR_TENT)) && celldist(c)>=3) {
for(int t=0; t<c->type; t++) {
if(c->move(t) && c->move(t)->monst == moNone && (c->wall == waNone || c->wall == waColumn))
c->move(t)->wall = ishept(c->move(t)) ? waColumn : waNone;
if(c->move(t)->wall == waColumn)
c->move(t)->item = itNone;
}
if(buildIvy(c, 0, 3) && !peace::on) c->item = itStatue;
}
}
if(c->mpdist >= 7) {
if(c->wall == waColumn) c->landparam = 1;
else {
int i = 0, j = 0;
for(int k=0; k<c->type; k++)
if(c->move(k) && c->move(k)->wall == waColumn) {
i++;
if(c->modmove(k+1) && c->modmove(k+1)->wall == waColumn) j++;
if(c->modmove(k+2) && c->modmove(k+2)->wall == waColumn) j++;
}
if(i > 2 || (i == 2 && !j)) c->landparam = 1;
else c->landparam = 2;
}
}
break;
case laTemple:
ONEMPTY {
// depth!
int d =
chaosmode ? -15 * items[itGrimoire]:
(eubinary || c->master->alt) ? celldistAlt(c) : 10;
// remember: d is negative
if(chaosmode ? hrand(100) < 25 : d % temple_layer_size() == 0) {
if(hrand_monster(5000) < 20 - 2*d && !c->monst && !peace::on)
c->monst = moTentacle, c->mondir = NODIR;
}
else {
// int d0 = d % temple_layer_size();
// if(d0<0) d0=-d0;
if(hrand(100) < (peace::on ? 15 : 30) && WDIM == 2)
c->wall = waBigStatue;
else if(hrand_monster(20000) < -d)
c->monst = hrand(3) ? moCultist : moPyroCultist;
else if(hrand_monster(100000) < -d)
c->monst = moCultistLeader;
else if(hrand(5000) < 250 && !peace::on)
c->item = itGrimoire;
else if(hrand(5000) < 10 && (chaosmode ? items[itGrimoire] >= treasureForLocal() : -d > temple_layer_size() * 10) && !peace::on && !inv::on)
c->item = itOrbDragon;
}
}
break;
case laHell:
if(fargen) {
if(hrand(1000) < (PURE ? 16 : 36) && celldist(c) >= 3) {
for(int i=0; i<c->type; i++) {
cell *c2 = createMov(c, i);
setdist(c2, d+1, c);
if(c2 && c2->land == laHell)
if(c2->wall != waSulphurC)
c2->wall = waSulphur;
}
c->wall = waSulphurC;
}
}
ONEMPTY {
if(hrand(6000) < PT(120 + (kills[moLesser]), 240) && notDippingFor(itHell))
c->item = itHell;
if(hrand_monster(8000) < 40 + items[itHell] * (chaosmode?4:1) + yendor::hardness())
c->monst = moLesser;
else if(hrand_monster(24000) < 40 + items[itHell] * (chaosmode?4:1) + yendor::hardness())
c->monst = moGreater;
}
break;
case laCocytus:
if(fargen) {
if(c->wall == waNone) c->wall = waFrozenLake;
if(hrand(100) < 5 && !safety && celldist(c) >= 3) {
for(int i=0; i<c->type; i++) {
cell *c2 = createMov(c, i);
setdist(c2, d+1, c);
if(c2 && c2->land == laCocytus)
c2->wall = waLake;
}
c->wall = waLake;
if(hrand_monster(500) < 100 + 2 * (items[itSapphire] + yendor::hardness()))
c->monst = moShark;
}
}
if(d == 8) c->landparam = 0;
ONEMPTY {
if(hrand(5000) < PT(100 + 2 * (kills[moShark] + kills[moGreaterShark] + kills[moCrystalSage]), 200) && notDippingFor(itSapphire))
c->item = itSapphire;
if(hrand_monster(5000) < 2 * (items[itSapphire] + yendor::hardness())) {
eMonster ms[3] = { moYeti, moGreaterShark, moCrystalSage };
c->monst = ms[hrand(3)];
if(c->monst == moGreaterShark) c->wall = waLake;
}
}
break;
case laHive:
if(fargen) {
if(hrand(2000) < (chaosmode==1 ? 1000 : (PURE && !chaosmode) ?200: chaosmode ? 10 : 2) && !safety)
hive::createBugArmy(c);
if(hrand(2000) < 100 && !c->wall && !c->item && !c->monst) {
int nww = 0;
for(int i=0; i<c->type; i++) if(c->move(i) && c->move(i)->wall == waWaxWall)
nww++;
if(nww == 0) {
c->wall = waWaxWall;
c->monst = moNone;
c->landparam = hrand(0xFFFFFF + 1);
}
}
}
ONEMPTY {
if(hrand_monster(6000) < (hive::hivehard() - 15))
c->monst = hive::randomHyperbug();
/* if(hrand(1500) < 30 + (kills[moBug0] + kills[moBug1] + kills[moBug2]) && notDippingFor(itRoyalJelly))
c->item = itRoyalJelly; */
/* if(hrand(2000) < 2)
c->monst = eMonster(moBug0 + hrand(3)); */
}
break;
case laKraken:
if(fargen) c->wall = waSea;
if(d == 8 && c->land == laKraken && kraken_pseudohept(c) && hrand(1000) <= 2) {
c->wall = waNone;
forCellEx(c2, c) c2->wall = waNone;
}
if(d == 8 && !kraken_pseudohept(c) && hrand_monster(20000) < 10 + 3 * items[itKraken] + 2 * yendor::hardness() && c->wall == waSea && !c->item && !c->monst && !safety) {
bool ok = true;
forCellEx(c2, c)
if(c2->wall != waSea || c2->item || c2->monst)
ok = false;
if(ok) {
c->monst = moKrakenH;
forCellIdEx(c2, i, c) {
c2->monst = moKrakenT;
c2->hitpoints = 1;
c2->mondir = c->c.spin(i);
}
if(!peace::on) playSound(c, "seen-kraken");
}
}
if(d == 7 && c->wall == waSea && !c->item && !c->monst && !safety) {
if(hrand_monster(2000) < 3) {
c->wall = waBoat;
c->item = itOrbFish;
c->monst = moViking;
}
else if(hrand(2000) < 16) c->item = itOrbFish;
else if(hrand(500) < kills[moKrakenH]) c->item = itKraken;
else placeLocalOrbs(c);
}
break;
case laCaribbean:
if(fargen) {
if(!eubinary) {
if(c->master->alt && masterAlt(c) <= 2) {
if(!eubinary) currentmap->generateAlts(c->master);
preventbarriers(c);
int d = celldistAlt(c);
if(d <= 0)
// c->wall = waChasm;
generateTreasureIsland(c);
else
c->wall = waSea;
}
else c->wall = waSea;
}
else {
int d = celldistAlt(c);
if(d <= 0)
generateTreasureIsland(c);
else
c->wall = waSea;
}
}
if(d == 8 && !eubinary) {
int mindist = 9;
for(int i=0; i<c->type; i++) {
cell *c2 = c->move(i);
if(c2 && (eubinary || c2->master->alt) && celldistAlt(c2) < mindist)
mindist = celldistAlt(c2);
}
if(mindist == 0) beCIsland(c);
}
if(d == 7 && c->wall == waSea) {
bool coast = false;
for(int i=0; i<c->type; i++) {
cell *c2 = c->move(i);
if(passable(c2, c, 0) && c2->wall != waBoat) coast = true;
}
if(coast && hrand(10) < 5) {
c->wall = waBoat;
placeLocalSpecial(c, 50);
}
}
if(d == 7 && c->wall == waSea && hrand_monster(10000) < 20 + items[itPirate] + 2 * yendor::hardness() && !safety)
c->monst = moCShark;
if(d == 7 && c->wall == waCTree && hrand_monster(GDIM == 2 ? 5000 : 50000) < 100 + items[itPirate] + yendor::hardness())
c->monst = moParrot;
ONEMPTY {
if(hrand(1500) < 4 && celldistAlt(c) <= -5 && peace::on && !cryst)
c->item = itCompass;
if(hrand_monster(16000) < 40 + (items[itPirate] + yendor::hardness()))
c->monst = moPirate;
}
break;
case laTortoise:
if(fargen) {
using namespace tortoise;
int f = hrand(30);
if(f < 21 && ((getBits(c)>>f) & 1)) {
tflag tf = tflag(f);
// long neck and saddleback shell help with big trees
#define PSH(x,y) if(tf == x || tf == y) tf = pseudohept(c) ? x : y;
PSH(tfLongNeck, tfShell)
if(tf == tfLongNeck) c->wall = waBigTree;
if(tf == tfShell) c->wall = waBigTree;
// brown body elements help with (small) trees
PSH(tfShellHue, tfScuteHue)
if(tf == tfShellHue) c->wall = waSmallTree;
if(tf == tfScuteHue) c->wall = waSmallTree;
if(tf == tfSkinHue) c->wall = waSmallTree;
// long legs help with rocks
PSH(tfFront, tfRear)
if(tf == tfFront) c->wall = waStone;
if(tf == tfRear) c->wall = waStone;
// broad tail and desaturated shell helps with water
PSH(tfTail, tfShellSat)
if(tf == tfTail) c->wall = waDeepWater;
if(tf == tfShellSat) c->wall = waDeepWater;
#undef PSH
}
}
ONEMPTY {
if(hrand_monster(4000) < (peace::on ? 750 : 50 + items[itBabyTortoise]*2 + yendor::hardness() * 6) && !safety) {
c->monst = moTortoise;
c->hitpoints = 3;
auto val = tortoise::getb(c);
tortoise::emap[c] = val;
}
int chance = 50 + items[itBabyTortoise]*2;
if(quickfind(laTortoise)) chance += 150;
if((tactic::on || euclid || peace::on) && hrand(4000) < chance && !safety) {
c->item = itBabyTortoise;
tortoise::babymap[c] = tortoise::getb(c) ^ tortoise::getRandomBits();
}
}
break;
case laDesert:
if(fargen) {
if(randomPatternsMode)
c->wall = RANDPAT ? waDune : waNone;
else {
if(hrand(100) < 5) {
for(int i=0; i<c->type; i++) {
cell *c2 = createMov(c, i);
setdist(c2, d+1, c);
if(c2 && c2->land == laDesert)
c2->wall = waDune;
}
for(int j=0; j<2; j++) {
int i = hrand(c->type);
if(c->move(i) && c->move(i)->land == laDesert)
c->move(i)->wall = waNone;
}
}
}
if(hrand(300) == 1 && items[itSpice] >= 5) c->wall = waThumperOff;
}
ONEMPTY {
if(hrand(5000) < PT(100 + 2 * (kills[moWorm] + kills[moDesertman]), 200) && notDippingFor(itSpice))
c->item = itSpice;
if(hrand_monster(8000) < 10 + 2 * (items[itSpice] + yendor::hardness()) && !c->monst)
c->monst = (hrand(2) && !peace::on) ? moWorm : moDesertman,
c->mondir = NODIR;
}
break;
case laRedRock:
if(fargen) {
if(randomPatternsMode) {
c->wall = waNone;
if(!ishept(c)) { if(RANDPAT) buildRedWall(c, 20); }
else {
int k = 0;
for(int i=0; i<20; i++)
if(RANDPATCL(createMov(c, i%7), laRedRock) && !RANDPATCL(createMov(c, (i+1)%7), laRedRock))
k++;
if(k>=4) buildRedWall(c, 20);
}
}
else if(ishept(c) && hrand(100) < (doCross?20:8) && !c->monst) {
buildRedWall(c, 80);
cellwalker cw(c, hrand(S7));
buildRedWall(cw.cpeek(), 33);
if(hrand(2) == 0)
buildRedWall((cw + wstep + (hrand(2)?2:4)).cpeek(), 20);
cw += rev;
if(hrand(6) < 4)
buildRedWall(cw.cpeek(), 33);
if(hrand(2) == 0)
buildRedWall((cw + wstep + (hrand(2)?2:4)).cpeek(), 20);
}
}
if(d == 7 && c->wall == waNone)
buildPrizeMirror(c, 1000);
ONEMPTY {
if(hrand_monster((doCross && celldist(c) <= 5) ?450:16000) < 30+items[itRedGem]+yendor::hardness() && !pseudohept(c) && !c->monst && !c->wall && !(!BITRUNCATED && S3==4)) {
int i = -1;
for(int t=0; t<c->type; t++) if(c->move(t)->mpdist > c->mpdist && !pseudohept(c->move(t)))
i = t;
if(i != -1 && !peace::on)
generateSnake(c, i, 1);
}
else if(hrand_monster(16000) < 50+items[itRedGem]+yendor::hardness() && (PURE?hrand(10)<3:!ishept(c)) && !c->monst)
c->monst = moRedTroll,
c->mondir = NODIR;
}
break;
case laSnakeNest:
ONEMPTY {
if(hrand_monster(30000) < 30+items[itSnake]+yendor::hardness() && !c->monst && !c->wall && !peace::on) {
vector<int> gooddir;
for(int t=0; t<c->type; t++) if(c->move(t)->mpdist > c->mpdist)
gooddir.push_back(t);
if(isize(gooddir))
generateSnake(c, gooddir[hrand(isize(gooddir))], 2);
}
else if(hrand_monster(10000) < items[itSnake] - 10 + yendor::hardness() && !c->monst && !c->wall && !peace::on) {
c->monst = pick(moRedTroll, moMiner, moSkeleton, moBomberbird);
c->hitpoints = 3;
}
else if(hrand(16000) < sqrt(kills[moHexSnake] * 10000) && c->wall == waNone) {
c->item = itSnake;
if(hrand(30) >= items[itSnake] - 10) c->wall = waRed3;
}
}
break;
case laWarpSea:
case laWarpCoast:
if(fargen && randomPatternsMode)
setland(c, RANDPAT ? laWarpCoast : laWarpSea);
if(d == 8) {
if(c->land == laWarpCoast) {
if(hrand(1000) < 150 && celldist(c) >= 3 && !pseudohept(c))
c->wall = waSmallTree;
int q = 0;
if(BITRUNCATED && !chaosmode && !weirdhyperbolic) for(int i=0; i<c->type; i++)
if(c->move(i) && !isWarpedType(c->move(i)->land) && c->move(i)->land != laCrossroads4)
q++;
if(q == 1) c->wall = waWarpGate;
}
if(c->land == laWarpSea) {
c->wall = waSea;
int q = 0;
if(BITRUNCATED && !chaosmode) for(int i=0; i<c->type; i++)
if(c->move(i) && !isWarpedType(c->move(i)->land)) q++;
if(q == 1) c->wall = waWarpGate;
}
}
if(d == 7 && c->land == laWarpSea && c->wall == waSea && !safety) {
if(sphere && c->type != 6 && c->master->fiftyval == 6) {
c->wall = waBoat;
c->monst = moRatling;
}
if(hrand_monster(12000) < 30 + 2 * items[itCoral] + yendor::hardness()) {
c->wall = waBoat;
c->monst = moRatling;
}
else if(hrand(6000) < PT(120 + min(kills[moRatling], 250), 240) && notDippingFor(itCoral)) {
c->wall = waBoat;
c->item = itCoral;
}
}
ONEMPTY if(c->land == laWarpCoast) {
if(hrand_monster(12000) < 20 + 2 * items[itCoral] + yendor::hardness()) {
c->monst = moRatling;
c->stuntime = hrand(2);
}
}
break;
case laBull:
if(d == 8 && !c->monst && !c->item && celldist(c) >= 3) {
/* int cd = getCdata(c, 3);
cd &= 15;
int ce = getCdata(c, 2);
ce &= 15;
if(cd >= 8 && ce >= 8) */
if(randomPatternsMode) {
int i = (RANDPAT ? 1 : 0) + (RANDPATV(laHell) ? 2 : 0);
eWall w[4] = {waNone, waSmallTree, waBigTree, waStone};
c->wall = w[i];
}
else if(hrand(100) < 25)
c->wall = safety ? pick(waBigTree, waSmallTree) : pick(waStone, waBigTree, waSmallTree);
}
if(d == 7 && c->wall == waNone && !safety) {
if(hrand(1000) < 20) c->monst = moSleepBull;
else if(hrand_monster(2500) < items[itBull] + yendor::hardness() - 10) c->monst = moGadfly;
else if(hrand(1000) < 50) {
int nearwall = 0;
int walls[8];
forCellIdEx(c2, i, c) if(c2->wall) walls[nearwall++] = i;
if(nearwall && nearwall < c->type) {
c->monst = moButterfly;
c->mondir = walls[hrand(nearwall)];
}
}
}
break;
case laRose:
if(d == 8 && c->land == laRose && hrand(2000) < 100 && !c->wall && !c->item && !c->monst) {
int nww = 0;
for(int i=0; i<c->type; i++) {
cell *c2 = c->move(i);
if(c2 && c2->wall == waRose) nww++;
if(c2 && !chaosmode) for(int j=0; j<c2->type; j++) {
cell *c3 = c2->move(j);
// note: c3->land is required for Android --
// not strictly equivalent since another land there might be not yet generated
if(c3 && c3->land != laRose && c3->land) nww++;
}
};
if(nww == 0) {
c->wall = waRose;
c->monst = moNone;
}
}
ONEMPTY {
if(hrand(2000) < PT(25 + min(kills[moFalsePrincess] + kills[moRoseBeauty] + kills[moRoseLady], 200), 100) && notDippingFor(itRose)) {
if(chaosmode == 3)
c->item = itRose;
else for(int t=0; t<c->type; t++) if(c->move(t) && c->move(t)->wall == waRose)
c->item = itRose;
}
else {
int p = hrand_monster(10000);
if(p >= 10 + items[itRose] + yendor::hardness()) ;
else if(p < 10) c->monst = moFalsePrincess;
else if(p < 13) c->monst = moRoseBeauty;
else if(p < 18) c->monst = moRoseLady;
else if(p < 20) c->monst = moRoseBeauty;
else if(p < 30) c->monst = moFalsePrincess;
else if(p < 35) c->monst = moRoseLady;
else if(p < 60) c->monst = moFalsePrincess;
else if(p < 65) c->monst = moRoseBeauty;
else c->monst = moFalsePrincess;
}
}
break;
case laHunting:
if(d == 7 && c->land == laHunting && !racing::on && !safety) {
if(hrand(1000) < 20) {
if(openplains(c)) {
if(hrand(2) == 0) {
if(!items[itHunting]) {
vector<pair<cell*, cell*>> next;
int bonus = c->type - 4;
for(int i=0; i<c->type; i++) {
cellwalker ci(c, i);
cellwalker cw0 = ci + wstep + revstep;
cellwalker cw1 = ci + bonus + wstep + revstep;
if(cw0.at->mpdist > 7)
if(cw1.at->mpdist > 7)
next.emplace_back(cw0.at, cw1.at);
}
if(isize(next)) {
c->item = itHunting;
auto& p = next[hrand(isize(next))];
p.first->monst = moHunterGuard;
p.second->monst = moHunterGuard;
}
}
else if(items[itHunting] < 10) {
vector<cell*> next;
forCellEx(c2, c) if(c2->mpdist > 7 && (!BITRUNCATED || !ctof(c2))) next.push_back(c2);
if(isize(next)) {
c->item = itHunting;
cell *c3 = next[hrand(isize(next))];
vector<cell*> dogcells;
forCellEx(c4, c3) if(c4->mpdist > 7 && !isNeighbor(c4, c))
dogcells.push_back(c4);
if(items[itHunting] < 10 && isize(dogcells) >= 2) {
for(int t=0;; t++) {
if(t == 50) { c->item = itNone; break; }
cell *dog1 = dogcells[hrand(isize(dogcells))];
cell *dog2 = dogcells[hrand(isize(dogcells))];
if(valence() != 3 || isNeighbor(dog1, dog2)) {
dog1->monst = moHunterGuard;
dog1->landparam = 0;
dog2->monst = moHunterGuard;
dog2->landparam = 1;
break;
}
}
}
else if(isize(dogcells)) {
c->item = itHunting;
dogcells[hrand(isize(dogcells))]->monst = moHunterGuard;
}
}
}
else c->item = itHunting;
}
else placeLocalSpecial(c, 10);
}
}
if(hrand_monster(5000) < items[itHunting]- 17 + yendor::hardness())
c->monst = moHunterDog;
}
break;
case laOcean:
if(d >= 8) c->wall = waSea;
if(d == 7 && !safety) {
bool placecolumn = false;
if(c->landparam % temple_layer_size() == 0 && c->landparam <= 24) {
int q = 0;
forCellEx(c2, c)
if(c2->landparam % temple_layer_size() == 0 && !pseudohept(c2)) q++;
placecolumn = q == 2;
if(placecolumn && weirdhyperbolic && !BITRUNCATED && hrand(100) >= 50)
placecolumn = false;
if(placecolumn) {
placecolumn = false;
cell *c2 = c;
seek:
forCellEx(c3, c2) if(c3->landparam < c2->landparam) {
c2 = c3; goto seek;
}
forCellEx(c3, c2) forCellEx(c4, c3)
if(c4->barleft == laRlyeh || c4->barright == laRlyeh || c4->land == laRlyeh)
placecolumn = true;
}
}
if(placecolumn)
c->wall = waColumn;
else if((c->landparam >= 1 && c->landparam <= 25) || chaosmode) {
if(hrand(1000) < 5)
c->wall = waBoat;
if(hrand(1000) < PT(50 + kills[moAlbatross]/2, 150) && !peace::on)
c->item = itCoast;
if(hrand_monster(15000) < 10 + 2 * items[itCoast] + 2 * yendor::hardness())
c->monst = moAlbatross;
if(items[itCoast] >= treasureForLocal() && hrand(10000) < 5 && !peace::on && !inv::on)
c->item = itOrbAir;
else placeLocalSpecial(c, 10000, 6, 5);
buildPrizeMirror(c, 2000);
}
else if(c->landparam > 25) {
int amberbonus = items[itCoast] - 50;
// 50 => 10
if(hrand_monster(15000) < 10 + amberbonus + 2 * yendor::hardness())
c->monst = moAlbatross;
if(hrand_monster(30000) < 20 + 2 * yendor::hardness()) {
c->wall = waBoat;
c->monst = moPirate;
// orbs are possible!
placeOceanOrbs(c);
}
else if(hrand_monster(30000) < 10 + 2 * yendor::hardness())
c->monst = moCShark;
}
}
break;
case laMinefield:
if(d == 7 && bounded) c->wall = waMineUnknown;
else if(d == 7) {
c->wall = waMineUnknown;
// 250: rare mines
// 1250: at 25
int minefreq = 0;
int treas = items[itBombEgg];
// if(treas <= 10) minefreq = 250 + 30 * treas;
if(treas <= 110) minefreq = 550 + 10 * (treas-10);
else minefreq = 1550 + (treas - 110);
// experimentation says that 600 is slightly too hard to find the Orb of Yendor
if(yendor::generating || yendor::path)
if(minefreq < 550)
minefreq = 550;
int tfreq =
reptilecheat ? 0 :
treas < 10 ? 50 + 5 * treas :
treas < 25 ? 100 + (treas-10) * 2:
treas < 50 ? 150 + (treas-25) :
175;
if(hrand(5000) < minefreq)
c->wall = waMineMine;
else if(hrand(5000) < tfreq && !safety && !peace::on) {
c->item = itBombEgg;
c->landparam = items[itBombEgg] + 5 + hrand(11);
}
else if(hrand_monster(5000) < treas - 20 + yendor::hardness() && !safety && !reptilecheat)
c->monst = moBomberbird;
else placeLocalSpecial(c, 500);
}
if(d == 3 && safety && (c->wall == waMineMine || c->wall == waMineUnknown) && !bounded)
c->wall = waMineOpen;
break;
case laWhirlpool:
if(d == 7)
whirlpool::generate(c);
break;
case laMountain:
if(d == 7) {
if(hrand_monster(50000) < 100)
buildIvy(c, 0, 3);
else if(hrand_monster(125000) < 100 - celldistAlt(c))
c->monst = moMonkey;
else if(hrand_monster(200000) < min(100, -10*celldistAlt(c)) - celldistAlt(c))
c->monst = moEagle;
else if(hrand(100) < 5)
c->wall = waPlatform;
else if(hrand(100) < 20)
c->wall = waBigBush;
else if(hrand(100) < 12)
c->wall = waSmallBush;
else if(hrand(500) < -celldistAlt(c) / 5 - items[itAmethyst])
c->item = itAmethyst;
}
break;
case laEndorian:
ONEMPTY {
if(c->wall == waNone && coastval(c, laEndorian) >= 10 && hrand_monster(5000) < 10 + 2 * (items[itApple] + yendor::hardness()) && (WDIM == 2 || hrand(100) < 25))
c->monst = moSparrowhawk;
else if(c->wall != waNone && hrand_monster(WDIM == 3 ? 25000 : 5000) < 10 + 2 * (items[itApple] + yendor::hardness()))
c->monst = moResearcher;
else if(c->wall == waCanopy && !checkInTree(c, 3) && hrand(5000) < PT(300 + 5 * (kills[moSparrowhawk] + kills[moResearcher]), 750))
c->item = itApple;
}
break;
case laJungle:
ONEMPTY {
if(hrand(5000) < PT(25 + 2 * (kills[moIvyRoot] + kills[moMonkey]), 40) && notDippingFor(itRuby))
c->item = itRuby;
if(hrand_monster(15000) < 5 + 1 * (items[itRuby] + yendor::hardness()))
c->monst = moMonkey;
else if(hrand_monster(80000) < 5 + items[itRuby] + yendor::hardness())
c->monst = moEagle;
else if(pseudohept(c) && c != currentmap->gamestart() && hrand_monster(4000) < 300 + items[itRuby] && !c->monst) {
int hardchance = items[itRuby] + yendor::hardness();
if(hardchance > 25) hardchance = 25;
bool hardivy = hrand(100) < hardchance;
if((hardivy ? buildIvy(c, 1, 9) : buildIvy(c, 0, c->type)) && !peace::on)
c->item = itRuby;
}
}
break;
case laMirrorOld:
ONEMPTY {
if(hrand(5000) < 120 && (peace::on || notDippingFor(itShard)) && mirror::build(c));
else if(ishept(c) && hrand(5000) < 10 * PRIZEMUL)
placePrizeOrb(c);
else if(hrand_monster(12000) < 8 + items[itShard] + yendor::hardness())
c->monst = moRanger;
else if(hrand_monster(60000) < 8 + items[itShard] + yendor::hardness())
c->monst = moEagle;
}
break;
case laMirror:
ONEMPTY {
if(hrand(1250) < 120 && (peace::on || notDippingFor(itShard)) && mirror::build(c)) ;
else if(ishept(c) && hrand(5000) < 10 * PRIZEMUL)
placePrizeOrb(c);
else if(hrand_monster(cwt.at->land == laMirror ? 600 : 2400) < 8 + items[itShard] + yendor::hardness()) {
if(items[itShard] >= 5 && hrand(120) <= 20)
c->monst = moMirrorSpirit;
else
c->monst = moNarciss;
}
}
break;
case laClearing:
if(d == 7) {
clearing::generate(c);
if(pseudohept(c)) {
int d = -celldistAlt(c);
if(hrand_monster(2500) < items[itMutant2] + yendor::hardness() - 10 && !reptilecheat)
c->monst = moRedFox;
else if(hrand(100 + d) < d && !reptilecheat)
c->item = itMutant2;
}
}
break;
case laMotion:
ONEMPTY {
if(hrand(1500) < PT(30 + kills[moRunDog], 100) && notDippingFor(itFeather))
c->item = itFeather;
if(hrand_monster(20000) < 25 + items[itFeather] + yendor::hardness()) {
c->monst = moRunDog;
// preset the movement direction
// this will make the dog go in the direction of the center,
// if the player is unreachable/invisible
for(int d=0; d<c->type; d++) if(c->move(d) == from) {
c->mondir = (d+3) % c->type;
}
chasmify(c);
c->wall = shmup::on ? waNone : waChasm;
}
int cmf[5] = {0, 1, 3, 5, 10};
if(inv::on && chaosmode && items[itFeather] && hrand(1000) < cmf[chaosmode] && !c->item && !c->monst)
c->item = itOrbSafety;
}
break;
case laMagnetic:
if(d == 8) {
if(hrand(10000) < 30 && !c->monst && !c->wall) {
cell *c1 = c;
cell *c2 = createMov(c1, hrand(c1->type));
if(c2->monst || c2->wall) return;
if(hrand(2)) swap(c1, c2);
forCellEx(c3, c1) if(c3->monst == moNorthPole) return;
forCellEx(c3, c2) if(c3->monst == moSouthPole) return;
c1->monst = moNorthPole;
c2->monst = moSouthPole;
c1->mondir = neighborId(c1, c2);
c2->mondir = neighborId(c2, c1);
}
}
break;
case laRuins: {
int kf = 10 + items[itRuins] + yendor::hardness();
if(d == 8) {
if(randomPatternsMode) {
c->wall = RANDPAT ? waRuinWall : waNone;
}
else {
c->landparam = 2;
if(out_ruin(c)) {
c->landparam = 0;
if(hrand(100) < 3)
c->wall = waRuinWall;
}
else if(hrand(100) < 75) {
forCellEx(c2, c) if(out_ruin(c2))
c->wall = waRuinWall, c->landparam = 1;
}
}
if(hrand_monster(40000) < kf && !c->monst && !c->wall && !shmup::on) {
cell *c1 = c;
cell *c2 = createMov(c1, hrand(c1->type));
if(c2->monst || c2->wall) return;
c1->monst = moPair;
c2->monst = moPair;
c1->mondir = neighborId(c1, c2);
c2->mondir = neighborId(c2, c1);
}
}
if(d == 7 && c->landparam == 2) forCellEx(c2, c) if(c2->land == laRuins && out_ruin(c2)) c->landparam = 1;
ONEMPTY {
if(hrand(1500) < PT(30 + kills[moHexDemon] + kills[moSkeleton] + kills[moMonk] + kills[moPair], 100) && notDippingFor(itRuins)) {
c->item = itRuins;
forCellEx(c2, c) if(c2->monst == moMonk)
c->item = itNone;
}
if(hrand_monster(7000) < kf && !c->monst) {
c->monst = genRuinMonster(c);
c->hitpoints = 3;
}
}
break;
}
case laDocks: {
if(d == 8) {
if(randomPatternsMode) {
c->wall = RANDPAT ? waDock : waSea;
if(c->wall == waSea && RANDPATV(laEAir))
c->wall = waBoat;
}
else {
patterns::patterninfo si;
if(a38)
patterns::val38(c, si, patterns::SPF_DOCKS, patterns::PAT_COLORING);
else
si.id = arcm::in() ? (hrand(6)*4) : (zebra40(c)&2) ? 0 : zebra40(c) == 4 ? 8 : 1;
c->wall = waSea;
if(among(si.id, 0, 4, 16, PURE ? -1 : 24))
c->wall = waDock;
if(si.id == 8 && hrand(100) < 75) {
c->wall = waBoat;
if(a38) for(int i=0; i<c->type; i++) {
patterns::val38(createMov(c, i), si, patterns::SPF_DOCKS, patterns::PAT_COLORING);
if(si.id == 0) c->mondir = i;
}
}
}
}
if(d == 7 && !safety) {
if(randomPatternsMode) {
if(hrand(2000) < PT(30 + kills[moRatling] + kills[moCShark] + kills[moAlbatross] + kills[moPirate] + kills[moFireFairy], 100)) c->item = itDock;
}
else {
patterns::patterninfo si;
if(a38)
patterns::val38(c, si, patterns::SPF_DOCKS, patterns::PAT_COLORING);
else
si.id = hrand(20);
if(si.id == 16 && hrand(250) < PT(30 + kills[moRatling] + kills[moCShark] + kills[moAlbatross] + kills[moPirate] + kills[moFireFairy], 100))
c->item = itDock;
}
if(c->wall == waDock && hrand_monster(6000) < 25 + items[itDock] + yendor::hardness())
c->monst = pick(moPirate, moRatling, moFireFairy);
if(c->wall == waSea && hrand_monster(6000) < 25 + items[itDock] + yendor::hardness())
c->monst = pick(moCShark, moAlbatross);
}
break;
}
case laEAir:
case laEWater:
case laEEarth:
case laEFire:
// but not case laElementalWall:
if(d==8) {
if(hrand(c->land == laEAir ? 6 : 25) == 0)
place_elemental_wall(c);
}
ONEMPTY {
eItem localshard = localshardof(c->land);
int danger = 5 * items[localshard] * items[localshard];
eMonster elof = elementalOf(c->land);
int elkills = PT(kills[elof], 25);
if(hrand_monster(8000) < 12 + (items[itElemental] + danger + yendor::hardness())) {
c->monst = elof;
if(c->land != laEAir) chasmifyElemental(c);
c->wall = waNone;
if(c->land == laEWater) c->wall = waDeepWater;
}
else if(hrand(5000) < 100 + elkills*3 && notDippingFor(itElemental))
c->item = localshard;
else placeLocalSpecial(c, 500);
}
break;
case laBrownian:
brownian::build(c, d);
break;
case laMirrored:
case laMirrorWall:
case laMirrorWall2:
case laMirrored2:
c->wall = waMirrorWall;
break;
case laCrossroads:
case laCrossroads2:
case laCrossroads3:
case laCrossroads4:
case laCrossroads5:
if(c->wall == waTower) c->land = laCamelot;
ONEMPTY {
if(!BITRUNCATED && c->land == laCrossroads5 && hrand(100) < 60)
c->wall = waBarrier;
else if(!inv::on && items[itShard] >= 10 && hrand(8000) < 120*orbcrossfun(items[itShard]) && mirror::build(c)) ;
else if(hyperstonesUnlocked() && hrand(8000) < 100 && mirror::build(c)) ;
else if(tactic::on && isCrossroads(specialland) && hrand(8000) < 120 && mirror::build(c)) ;
else if(c->land == laCrossroads4 && hrand(24000) < 10 && tactic::on)
c->wall = waRose;
else {
if(hyperstonesUnlocked() && hrand(25000) < min(PT(tkills(), 2000), 5000) && notDippingFor(itHyperstone))
c->item = itHyperstone;
if(hrand_monster(4000) < items[itHyperstone] && !c->monst) {
// only interesting monsters here!
eMonster cm = crossroadsMonster();
if(cm == moIvyRoot) buildIvy(c, 0, c->type);
else c->monst = cm;
if(cm == moWorm || cm == moTentacle)
c->mondir = NODIR;
c->hitpoints = palaceHP();
}
}
}
break;
case laHaunted:
case laHauntedBorder:
case laHauntedWall:
if(d == 7) {
c->wall = waNone;
c->item = itNone; c->monst = moNone;
if(hrand(100) < 25)
c->wall = hrand(2) ? waBigTree : waSmallTree;
else if(hrand(500) < 2 && ishept(c))
c->wall = hrand(10) < 3 ? waFreshGrave : waAncientGrave;
else {
if(hrand(5000) < 30)
c->item = itGreenStone;
if(hrand_monster(4000) < 10 + items[itLotus] + yendor::hardness() && !safety)
c->monst = moGhost;
int depth = getHauntedDepth(c);
if(hrand(500 + depth) < depth - items[itLotus] && !safety && !peace::on)
c->item = itLotus;
}
}
break;
case laCamelot:
// generated mostly in moreBigStuff
if(tactic::on && d == 0) {
int r = roundTableRadius(c);
if(r > 28 + 3 * items[itHolyGrail])
items[itHolyGrail]++;
}
break;
case laVariant: {
#if CAP_COMPLEX2
int b = getBits(c);
if(fargen) {
int treasure_rate = 2;
for(int i=0; i<21; i++) if((b>>i) & 1) {
treasure_rate += variant::features[i].rate_change;
variant::features[i].build(c);
}
if(hrand(2000 - PT(kills[moVariantWarrior] * 5, 250)) < treasure_rate && !c->wall && !c->monst)
c->item = itVarTreasure;
}
if(d == 7 && c->wall == waTrapdoor) {
forCellEx(c1, c) if(among(c1->wall, waDeepWater, waBoat))
c->wall = waNone;
}
break;
#endif
}
case laEclectic: {
if(d >= 9) c->wall = waChasm;
if(d == 8) wfc::schedule(c);
if(d == 7) {
// auto ce = wfc::centers;
wfc::invoke();
if(c->wall == waRose) c->wall = waNone;
if(among(c->wall, waCharged, waSandstone)) {
forCellEx(c1, c) if(c1->land != laEclectic)
c->wall = waNone;
}
/*
experiment: replace Roses with Ivy
for(cell *cx: ce)
forCellEx(c1, cx)
for(cell *c2: {c1, cx}) {
if(c2->wall == waRose) {
c2->wall = waNone;
println(hlog, "building");
c2->item = itRuby;
forCellEx(c1, c2) c1->wall = waNone;
println(hlog, "res = ", buildIvy(c2, 0, c2->type));
}
}
*/
if(c->wall == waPalace && hrand(100) < 50) {
bool ok = true;
forCellEx(c2, c) if(among(c2->wall, waClosedGate, waOpenGate))
ok = false;
if(ok) c->wall = waNone;
}
bool locked = true;
forCellEx(c1, c) if(!c1->wall) locked = false;
if(locked) c->item = itEclectic;
if(c->wall == waNone && hrand_monster(2500) < 30 + items[itEclectic] + yendor::hardness() && !safety)
gen_eclectic_monster(c);
}
break;
}
case laNone:
case laBarrier:
case laOceanWall:
case laElementalWall:
case laCanvas:
case laPrincessQuest:
case laMercuryRiver:
// do nothing!
break;
case laDual:
if(d == 7) {
if(pseudohept(c))
c->wall = waChasm;
else {
c->landparam = 1;
if(S7%2 == 0) {
c->landparam = 2;
forCellCM(c2, c) {
if(c2->landparam == 2) c->landparam = 3;
if(!pseudohept(c2)) forCellCM(c3, c2) if(c3->landparam == 3) c->landparam = 3;
}
}
int hr = hrand(100) / 5;
if(hr == 0)
c->wall = waTrapdoor;
else if(hr == 1)
c->wall = waSmallTree;
else if(hr == 2)
c->wall = waStone;
}
}
ONEMPTY {
if(hrand(5000) < PT(100 + 2 * kills[moRatling], 200) && notDippingFor(itGlowCrystal))
c->item = itGlowCrystal;
if(hrand_monster(2000) < 2 * (items[itGlowCrystal] + yendor::hardness()))
c->monst = moRatling;
}
break;
case laMemory:
if(d >= 7) c->wall = waChasm;
if(d == 7 && !c->monst && hrand(2000) < 4)
#if CAP_RACING
if(!racing::on)
#endif
c->monst = moGhost;
break;
case laAsteroids:
if(d >= 7) c->wall = waInvisibleFloor;
break;
case laWet:
if(d == 7) {
// if(wet::wetdata.empty()) wet::build_data();
eWall wetwalls[10] = {waNone, waNone, waDeepWater, waDeepWater, waDeepWater, waShallow, waShallow, waShallow, waStone, waStone};
c->wall = wetwalls[hrand(10)]; // wet::wetdata[windmap::getId(c)]];
if(randomPatternsMode) {
int a = 0;
if(RANDPAT) a++;
if(RANDPATV(laAsteroids)) a += 2;
eWall wetwalls[4] = { waNone, waShallow, waStone, waDeepWater };
c->wall = wetwalls[a];
}
if(among(c->wall, waDeepWater, waShallow) && hrand_monster(4000) < 2 * (items[itWet] + yendor::hardness() + 5))
c->monst = hrand(100) >= 90 ? moRusalka : moPike;
if(c->wall == waShallow && hrand(2000) < min(PT(100 + kills[moPike] + kills[moRusalka], 150), 150) && notDippingFor(itWet))
c->item = itWet;
}
break;
case laFrog:
if(d == 9) {
if(randomPatternsMode ? RANDPAT : !is_zebra_trapdoor(c)) {
if(hrand(2000) < PT(100 + 2 * kills[moFrog] + 2 * kills[moPhaser] + 2 * kills[moVaulter], 100) && notDippingFor(itFrog)) {
bool ok = true;
forCellCM(c1, c) if(c1->item) ok = false;
if(ok) {
c->item = itFrog;
}
}
}
else if(!c->wall) {
int i = hrand(10);
if(i < 4) c->wall = waShrub;
else if(i < 7) c->wall = waStone;
else c->wall = waDeepWater;
}
}
if(d == 7) {
if(c->wall == waNone) {
if(hrand_monster(2000) < ((cwt.at->land == laFrog || items[itFrog]) ? 20 : 0) + (items[itFrog] + yendor::hardness()))
c->monst = pick(moFrog, moPhaser, moVaulter);
}
}
break;
case landtypes: break;
}
}
// repair the buggy walls flowing in from another land, like ice walls flowing into the Caves
EX void repairLandgen(cell *c) {
if(c->land == laCaves && c->wall != waCavewall && c->wall != waCavefloor)
c->wall = waCavefloor;
if(c->land == laDeadCaves && c->wall != waDeadwall &&
c->wall != waDeadfloor && c->wall != waDeadfloor2 && c->wall != waEarthD)
c->wall = waDeadfloor2;
if(c->land == laCocytus && c->wall != waFrozenLake && c->wall != waLake && c->wall != waIcewall)
c->wall = waFrozenLake;
if(c->land == laAlchemist && c->wall != waFloorA && c->wall != waFloorB)
c->wall = waFloorA;
if(c->wall == waIcewall && !among(c->land, laIce, laCocytus, laBlizzard, laEclectic))
c->wall = waNone;
if(c->wall == waRed3 && c->land != laRedRock && c->land != laSnakeNest && c->land != laBrownian && c->land != laEclectic)
c->wall = waNone;
if(c->item == itRedGem && c->land != laRedRock)
c->item = itNone;
if(c->item == itRose && c->land != laRose)
c->item = itNone;
if(c->wall == waChasmD) {
chasmify(c);
}
if(c->wall == waEarthD) {
chasmifyEarth(c);
}
if(c->wall == waElementalD) {
chasmifyElemental(c);
}
if(passable(c, NULL, 0)) {
if(c->land == laBarrier && WDIM != 3) c->wall = waBarrier;
if(c->land == laOceanWall)
c->wall = c->type == 7 ? waBarrier : waSea;
}
if(cellHalfvine(c)) {
int i = -1;
for(int k=0; k<c->type; k++) if(c->move(k) && c->move(k)->wall == c->wall)
i = 0;
if(i == -1) c->wall = waNone;
}
}
EX void setland_randomwalk(cell *c) {
if(c->land) return;
if(hrand(10) == 0) setland(c, currentlands[hrand(isize(currentlands))]);
else {
cell *c2 = c->cmove(hrand(c->type));
setland_randomwalk(c2);
c->land = c2->land;
}
}
EX void set_land_for_geometry(cell *c) {
if(0);
else if(chaosmode > 1) ;
#if CAP_CRYSTAL
else if(cryst) crystal::set_land(c);
#endif
#if MAXMDIM == 4
else if(euc::in(3)) euc::set_land(c);
#endif
else if(hybri) setLandHybrid(c);
else if(sphere || (euclid && bounded)) setLandSphere(c);
else if(euclid) setLandEuclid(c);
else if(quotient) { setland(c, specialland); setLandQuotient(c); }
else if(sol) setLandSol(c);
else if(nil) setLandNil(c);
else if(weirdhyperbolic) setLandWeird(c);
}
EX void setdist(cell *c, int d, cell *from) {
if(fake::in()) return FPIU(setdist(c, d, from));
if(c->mpdist <= d) return;
if(c->mpdist > d+1 && d < BARLEV) setdist(c, d+1, from);
c->mpdist = d;
// printf("setdist %p %d [%p]\n", c, d, from);
// this fixes the following problem:
// http://steamcommunity.com/app/342610/discussions/0/1470840994970724215/
if(!generatingEquidistant && from && d >= 7 && c->land && !bt::in() && !arcm::in() && !cryst && WDIM == 2 && hyperbolic) {
int cdi = celldist(c);
if(celldist(from) > cdi) {
forCellCM(c2, c) if(celldist(c2) < cdi) {
setdist(c2, d, c);
from = c2;
break;
}
}
}
if(d <= 10 - getDistLimit()) lastexplore = shmup::on ? shmup::curtime : turncount;
if(hybri) {
auto wc = hybrid::get_where(c).first;
auto wf = from ? hybrid::get_where(from).first : NULL;
if(c->land && !wc->land) wc->land = c->land;
PIU ( setdist(wc, d, wf) );
}
if(buggyGeneration) {
if(d < BARLEV) for(int i=0; i<c->type; i++) {
setdist(createMov(c, i), d+1, c);
}
if(d >= BARLEV) c->item = itBuggy2;
return;
}
if(d >= BARLEV) {
if(bt::in() && WDIM == 3 && !c->land && !sn::in()) {
ld z = vid.binary_width;
cell *cseek = c;
int step = 0;
if(geometry == gHoroHex) z *= 2;
ld scale = bt::expansion();
while(z < 3.999 && step < 10) cseek = cseek->cmove(bt::updir()), z *= scale;
if(cseek->master->emeraldval) setland(c, eLand(cseek->master->emeraldval));
}
if(!c->land && from && (WDIM == 3 || !among(from->land, laBarrier, laElementalWall, laHauntedWall, laOceanWall)) && !quotient && !(chaosmode > 1)) {
if(!hasbardir(c)) setland(c, from->land);
}
if(c->land == laTemple && !tactic::on && !chaosmode) setland(c, laRlyeh);
if(c->land == laMountain && !tactic::on && !chaosmode) setland(c, laJungle);
if(c->land == laClearing && !tactic::on) setland(c, laOvergrown);
if(c->land == laWhirlpool && !tactic::on && !yendor::on) setland(c, laOcean);
if(c->land == laCamelot && !tactic::on) setland(c, laCrossroads);
if(c->land == laBrownian && !chaosmode) setland(c, laOcean);
if(chaosmode && !c->land && isize(currentlands)) {
if(chaosmode == 3) setland(c, currentlands[hrand(isize(currentlands))]);
if(chaosmode == 2) {
if(stdeuc) {
cell *c2 = c;
while(true) {
forCellCM(c3, c2) if(cdist50(c3) < cdist50(c2)) { c2 = c3; goto again; }
break;
again: ;
}
if(!c2->land) setland(c2, currentlands[hrand(isize(currentlands))]);
c->land = c2->land;
}
else chaosmode = 4;
}
if(chaosmode == 4)
setland_randomwalk(c);
}
#if CAP_DAILY
if(!daily::on) {
#else
if(true) {
#endif
set_land_for_geometry(c);
}
// if(chaosmode) setland(c, getCLand(c));
}
if(d == BARLEV && c->land == laCanvas) {
color_t col = patterns::generateCanvas(c);
c->landparam = col;
c->wall = canvas_default_wall;
if(GDIM == 3 && (col & 0x1000000)) c->wall = waWaxWall;
}
#if CAP_FIELD
if(d >= BARLEV-1 && c->land == laPrairie && !chaosmode)
prairie::spread(c, from);
#endif
if(d < BARLEV && c->land == laPrairie && !c->landparam && !chaosmode) {
printf("d=%d/%d\n", d, BARLEV);
raiseBuggyGeneration(c, "No landparam set");
return;
}
int reduced_barlev = BARLEV;
if(BARLEV == 8 && cwt.at->master->alt)
reduced_barlev = 7;
if(d == reduced_barlev && !euclid && c != cwt.at)
buildBigStuff(c, from);
if(buggyGeneration) return;
if(d < 10) {
if(d >= 0) {
explore[d]++;
exploreland[d][c->land]++;
}
if(d < BARLEV) for(int i=0; i<c->type; i++) {
setdist(createMov(c, i), d+1, c);
if(buggyGeneration) return;
}
int eqlevel = max(BARLEV-2, 7);
if(d == eqlevel && c->land == laOcean)
buildEquidistant(c);
if(d == eqlevel && inmirror(c))
buildEquidistant(c);
if(d == eqlevel && (c->land == laGraveyard || c->land == laHauntedBorder || c->land == laHaunted) && !tactic::on)
buildEquidistant(c);
}
if(d <= 7 && (c->land == laGraveyard || c->land == laHauntedBorder) && !in_s2xe()) {
c->land = (c->landparam >= 1 && c->landparam <= HAUNTED_RADIUS) ? laHauntedBorder : laGraveyard;
}
if(d == 8 && isGravityLand(c->land)) {
buildEquidistant(c);
}
#if CAP_COMPLEX2
if(d < BARLEV) brownian::apply_futures(c);
#endif
giantLandSwitch(c, d, from);
if(d == min(reduced_barlev, 9)) moreBigStuff(c);
if(d == 7) repairLandgen(c);
// the number of tiles in the standard geometry has about 7553 digits!
int gdist = abs(c->master->distance);
if(gdist > global_distance_limit && hyperbolic && !quotient) {
gdist -= global_distance_limit;
if(d == 8 && hrand(100) < gdist) {
if(!isMultitile(c)) c->monst = moNone;
if(!do_not_touch_this_wall(c)) {
setland(c, laMemory);
c->wall = waChasm;
c->item = itNone;
}
}
if(d == 7 && c->land == laMemory) {
if(hrand(100) < 5) {
c->wall = waTrapdoor, c->item = itOrbSafety;
}
else if(hrand(100) < 2) {
c->monst = moWorldTurtle, c->wall = waNone, c->hitpoints = 5;
}
}
}
ONEMPTY if(!c->item) {
if(isCrossroads(c->land))
placeCrossroadOrbs(c);
else
placeLocalOrbs(c);
#if CAP_CRYSTAL
if(cryst && c->land != laMinefield)
crystal::may_place_compass(c);
#endif
}
if(PURE && c->wall == waMirrorWall && c->land == laMirror)
c->land = laMirrorWall; // , c->item = itPirate; // not really a proper bugfix
if(d == 7) playSeenSound(c);
#if CAP_EDIT
if(d >= 7 && patterns::whichPattern)
mapeditor::applyModelcell(c);
#endif
}
}