mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-11-23 21:07:17 +00:00
686 lines
20 KiB
C++
686 lines
20 KiB
C++
// Hyperbolic Rogue
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// implementation of various simple flags for lands, items, monsters, and walls
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// Copyright (C) 2011-2016 Zeno Rogue, see 'hyper.cpp' for details
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bool isIcyLand(eLand l) {
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return l == laIce || l == laCocytus;
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}
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bool isIcyLand(cell *c) {
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return isIcyLand(c->land);
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}
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bool isGravityLand(eLand l) {
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return
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l == laIvoryTower || l == laEndorian ||
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l == laMountain || l == laDungeon;
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}
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// watery
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bool isWatery(cell *c) {
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return c->wall == waCamelotMoat || c->wall == waSea || c->wall == waLake;
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}
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bool isChasmy(cell *c) {
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return c->wall == waChasm || c->wall == waSulphur || c->wall == waSulphurC;
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}
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bool isWateryOrBoat(cell *c) {
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return isWatery(c) || c->wall == waBoat;
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}
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bool isNoFlight(cell *c) {
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return
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c->wall == waBoat || c->wall == waVineHalfA || c->wall == waVineHalfB ||
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c->wall == waStrandedBoat || c->wall == waTrunk ||
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c->wall == waBigBush || c->wall == waSmallBush;
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}
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bool boatStrandable(cell *c) {
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return c->wall == waNone && (c->land == laLivefjord || c->land == laOcean);
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}
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// monster/wall types
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bool isFire(cell *w) {
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return w->wall == waFire || w->wall == waPartialFire || w->wall == waEternalFire;
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}
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bool isThumper(eWall w) {
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return w == waThumperOff || w == waThumperOn;
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}
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bool isThumper(cell *c) {
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return isThumper(c->wall);
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}
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bool isActivable(cell *c) {
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return c->wall == waThumperOff || c->wall == waBonfireOff;
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}
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bool hasTimeout(cell *c) {
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return c->wall == waThumperOn || c->wall == waFire || c->wall == waPartialFire ||
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c->wall == waTempWall || c->wall == waTempFloor || c->wall == waTempBridge;
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}
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bool isMimic(eMonster m) {
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return m == moMimic;
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}
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int mirrorcolor(bool mirrored) {
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return mirrored ? 0x8080FF : 0xFF80C0;
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}
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bool isMimic(cell *c) {
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return isMimic(c->monst);
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}
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bool isPrincess(eMonster m) {
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return
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m == moPrincess || m == moPrincessMoved ||
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m == moPrincessArmed || m == moPrincessArmedMoved;
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}
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bool isGolemOrKnight(eMonster m) {
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return
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m == moGolem || m == moGolemMoved ||
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m == moKnight || m == moKnightMoved ||
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m == moTameBomberbird || m == moTameBomberbirdMoved ||
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m == moMouse || m == moMouseMoved ||
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m == moFriendlyGhost ||
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isPrincess(m);
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}
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bool isGolemOrKnight(cell *c) { return isGolemOrKnight(c->monst); }
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bool isNonliving(eMonster m) {
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return
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m == moMimic || m == moGolem || m == moGolemMoved ||
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m == moZombie || m == moGhost || m == moShadow || m == moSkeleton ||
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m == moEvilGolem || m == moIllusion || m == moEarthElemental ||
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m == moWaterElemental || m == moDraugr;
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}
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bool isMetalBeast(eMonster m) {
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return m == moMetalBeast || m == moMetalBeast2;
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}
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bool isStunnable(eMonster m) {
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return m == moPalace || m == moFatGuard || m == moSkeleton || isPrincess(m) ||
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isMetalBeast(m) || m == moTortoise || isDragon(m) ||
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m == moReptile;
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}
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bool hasHitpoints(eMonster m) {
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return m == moPalace || m == moFatGuard || m == moVizier || isPrincess(m);
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}
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bool isMountable(eMonster m) {
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return isWorm(m) && m != moTentacleGhost;
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}
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bool isFriendly(eMonster m) {
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return isMimic(m) || isGolemOrKnight(m) || m == moIllusion || m == moFriendlyIvy;
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}
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bool isFriendlyOrPlayer(eMonster m) {
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return isFriendly(m) || m == moPlayer;
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}
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bool isFriendly(cell *c) {
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if(items[itOrbDomination] && c->monst && c->monst != moTentacleGhost) {
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for(int i=0; i<numplayers(); i++)
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if(sameMonster(c, playerpos(i)))
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return true;
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}
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return isFriendly(c->monst);
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}
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bool isBug(eMonster m) {
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return m >= moBug0 && m < moBug0+BUGCOLORS;
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}
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bool isBug(cell *c) {
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return isBug(c->monst);
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}
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bool isFriendlyOrBug(cell *c) { // or killable discord!
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// do not attack the stunned Princess
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if(isPrincess(c->monst) && c->stuntime) return false;
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return isFriendly(c) || isBug(c) || (c->monst && markOrb(itOrbDiscord) && !c->stuntime);
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}
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bool isIvy(eMonster m) {
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return m == moIvyRoot || m == moIvyHead || m == moIvyBranch || m == moIvyWait ||
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m == moIvyNext || m == moIvyDead;
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}
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bool isIvy(cell *c) {
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return isIvy(c->monst);
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}
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bool isMonsterPart(eMonster m) {
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return m == moMutant || (isIvy(m) && m != moIvyRoot) ||
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m == moDragonTail || m == moKrakenT;
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}
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bool isMutantIvy(eMonster m) {
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return m == moMutant;
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}
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bool isAnyIvy(eMonster m) {
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return isIvy(m) || isMutantIvy(m) || m == moFriendlyIvy;
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}
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bool isBulletType(eMonster m) {
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return
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m == moBullet || m == moFlailBullet ||
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m == moFireball || m == moTongue || m == moAirball;
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}
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bool isMutantIvy(cell *c) { return isMutantIvy(c->monst); }
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bool isDemon(eMonster m) {
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return m == moLesser || m == moLesserM || m == moGreater || m == moGreaterM;
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}
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bool isDemon(cell *c) {
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return isDemon(c->monst);
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}
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bool isWormHead(eMonster m) {
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return m == moWorm || m == moTentacle || m == moHexSnake || m == moDragonHead;
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}
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bool isWorm(eMonster m) {
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return m == moWorm || m == moWormtail || m == moWormwait ||
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m == moTentacle || m == moTentacletail || m == moTentaclewait ||
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m == moTentacleEscaping || m == moTentacleGhost ||
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m == moHexSnake || m == moHexSnakeTail ||
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m == moDragonHead || m == moDragonTail;
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}
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bool isWorm(cell *c) {
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return isWorm(c->monst);
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}
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bool isWitch(eMonster m) {
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// evil golems don't count
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return m >= moWitch && m < moWitch+NUMWITCH-1;
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}
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bool isOnCIsland(cell *c) {
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return (c->wall == waCIsland || c->wall == waCTree || c->wall == waCIsland2);
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}
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bool isGhostable(eMonster m) {
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return m && !isFriendly(m) && !isIvy(m) && !isMultitile(m) && !isMutantIvy(m);
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}
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bool cellUnstable(cell *c) {
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return (c->land == laMotion && c->wall == waNone) || c->wall == waTrapdoor;
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}
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bool cellUnstableOrChasm(cell *c) {
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return
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(c->land == laMotion && c->wall == waNone) ||
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c->wall == waChasm || c->wall == waTrapdoor;
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}
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bool cellHalfvine(cell *c) {
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return c->wall == waVineHalfA || c->wall == waVineHalfB;
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}
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bool isWarped(eLand l) {
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return l == laWarpCoast || l == laWarpSea;
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}
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bool isElementalShard(eItem i) {
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return
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i == itFireShard || i == itAirShard || i == itEarthShard || i == itWaterShard;
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}
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eMonster elementalOf(eLand l) {
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if(l == laEFire) return moFireElemental;
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if(l == laEWater) return moWaterElemental;
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if(l == laEAir) return moAirElemental;
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if(l == laEEarth) return moEarthElemental;
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return moNone;
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}
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eItem localshardof(eLand l) {
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return eItem(itFireShard + (l - laEFire));
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}
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int itemclass(eItem i) {
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if(i == 0) return -1;
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if(i < itKey || i == itFernFlower ||
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i == itWine || i == itSilver || i == itEmerald || i == itRoyalJelly || i == itPower ||
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i == itGrimoire || i == itPirate || i == itRedGem || i == itBombEgg ||
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i == itCoast || i == itWhirlpool || i == itPalace || i == itFjord ||
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i == itElemental || i == itZebra || i == itIvory ||
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i == itBounty || i == itFulgurite || i == itMutant || i == itLotus || i == itMutant2 ||
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i == itWindstone || i == itCoral || i == itRose ||
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i == itBabyTortoise || i == itDragon || i == itApple ||
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i == itKraken || i == itBarrow || i == itTrollEgg || i == itTreat ||
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i == itSlime || i == itAmethyst || i == itDodeca ||
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i == itGreenGrass || i == itBull)
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return IC_TREASURE;
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if(i == itSavedPrincess || i == itStrongWind || i == itWarning)
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return IC_NAI;
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if(i == itKey || i == itOrbYendor || i == itGreenStone || i == itHolyGrail || i == itCompass ||
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isElementalShard(i) || i == itRevolver || i == itInventory)
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return IC_OTHER;
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return IC_ORB;
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}
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bool isAlch(eWall w) {
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return w == waFloorA || w == waFloorB;
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}
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bool isAlch(cell *c) { return isAlch(c->wall); }
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bool isAlchAny(eWall w) {
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return w == waFloorA || w == waFloorB || w == waFloorC || w == waFloorD;
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}
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bool isAlchAny(cell *c) { return isAlchAny(c->wall); }
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bool realred(eWall w) {
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return w == waRed1 || w == waRed2 || w == waRed3;
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}
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int snakelevel(eWall w) {
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if(w == waRed1 || w == waDeadfloor2 || w == waRubble || w == waGargoyleFloor ||
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w == waGargoyleBridge || w == waTempFloor || w == waTempBridge || w == waRoundTable)
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return 1;
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if(w == waRed2) return 2;
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if(w == waRed3) return 3;
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if(w == waTower) return 3;
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return 0;
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}
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int snakelevel(cell *c) { return snakelevel(c->wall); }
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bool isWall(cell *w) {
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if(w->wall == waNone || isAlchAny(w) ||
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w->wall == waCavefloor || w->wall == waFrozenLake || w->wall == waVineHalfA ||
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w->wall == waVineHalfB || w->wall == waDeadfloor || w->wall == waDeadfloor2 ||
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w->wall == waRubble || w->wall == waGargoyleFloor || w->wall == waGargoyleBridge ||
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w->wall == waTempFloor || w->wall == waTempBridge ||
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w->wall == waBoat || w->wall == waCIsland || w->wall == waCIsland2 ||
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w->wall == waRed1 || w->wall == waRed2 || w->wall == waRed3 ||
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w->wall == waMineUnknown || w->wall == waMineMine || w->wall == waMineOpen ||
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w->wall == waStrandedBoat || w->wall == waOpenGate || w->wall == waClosePlate ||
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w->wall == waOpenPlate || w->wall == waTrapdoor || w->wall == waGiantRug ||
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w->wall == waLadder || w->wall == waTrunk || w->wall == waSolidBranch ||
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w->wall == waWeakBranch || w->wall == waCanopy || w->wall == waTower ||
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w->wall == waSmallBush || w->wall == waBigBush ||
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w->wall == waReptile || w->wall == waReptileBridge || w->wall == waInvisibleFloor)
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return false;
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if(isWatery(w) || isChasmy(w) || isFire(w)) return false;
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return true;
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}
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bool isAngryBird(eMonster m) {
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return m == moEagle || m == moAlbatross || m == moBomberbird || m == moGargoyle ||
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m == moWindCrow || m == moSparrowhawk ||
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m == moVampire || m == moBat || m == moButterfly || m == moGadfly;
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}
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bool isBird(eMonster m) {
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return isAngryBird(m) || m == moTameBomberbird || m == moTameBomberbirdMoved;
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}
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bool slowMover(eMonster m) {
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return
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m == moLesser || m == moGreater || isMetalBeast(m) ||
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m == moTortoise || m == moDraugr;
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}
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bool normalMover(eMonster m) {
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return
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m == moYeti || m == moRanger || m == moGoblin || m == moTroll || m == moDesertman ||
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m == moMonkey || m == moZombie || m == moNecromancer || m == moCultist ||
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m == moRunDog || m == moPyroCultist ||
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m == moFireFairy || m == moCrystalSage || m == moHedge ||
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m == moVineBeast || m == moLancer || m == moFlailer ||
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m == moMiner || m == moDarkTroll ||
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(playerInPower() && (
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(isWitch(m) && m != moWitchGhost && m != moWitchWinter) || m == moEvilGolem
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)) ||
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m == moRedTroll ||
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m == moPalace || m == moFatGuard || m == moSkeleton || m == moVizier ||
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m == moFjordTroll || m == moStormTroll || m == moForestTroll ||
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m == moFamiliar ||
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m == moFireElemental || m == moOrangeDog ||
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m == moOutlaw || m == moRedFox || m == moFalsePrincess || m == moRoseLady ||
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m == moRoseBeauty || m == moWolf ||
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m == moResearcher || m == moRagingBull ||
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m == moNarciss || m == moMirrorSpirit ||
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slowMover(m);
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}
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// from-to
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bool isGhost(eMonster m) {
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return m == moGhost || m == moTentacleGhost || m == moFriendlyGhost;
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}
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bool isGhostMover(eMonster m) {
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return m == moGhost || m == moGreaterShark || m == moTentacleGhost ||
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(playerInPower() && (m == moWitchGhost || m == moWitchWinter));
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}
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bool isShark(eMonster m) {
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return m == moShark || m == moCShark || m == moGreaterShark;
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}
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bool isSlimeMover(eMonster m) {
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return
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m == moSlime || m == moSeep || m == moVineSpirit || m == moParrot;
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}
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bool isDragon(eMonster m) { return m == moDragonHead || m == moDragonTail; }
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bool isKraken(eMonster m) { return m == moKrakenH || m == moKrakenT; }
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bool isBlowableMonster(eMonster m) {
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return m && !(
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isWorm(m) || isIvy(m) || isMutantIvy(m) || isSlimeMover(m) ||
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m == moGhost || m == moGreaterShark ||
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m == moWaterElemental || m == moWitchGhost || isMimic(m) ||
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isKraken(m)
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);
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}
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bool isMultitile(eMonster m) {
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return isWorm(m) || isIvy(m) || isMutantIvy(m) || isKraken(m);
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}
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bool isSlimeMover(cell *c) {
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return isSlimeMover(c->monst);
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}
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int slimegroup(cell *c) {
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if(c->wall == waCavewall || c->wall == waDeadwall)
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return 1;
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if(isWatery(c))
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return 2;
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if(c->wall == waFloorA)
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return 3;
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if(c->wall == waFloorB)
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return 4;
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if(c->wall == waVinePlant || cellHalfvine(c))
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return 5;
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if(c->wall == waCTree)
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return 6;
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return 0;
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}
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bool isLeader(eMonster m) {
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return m == moPirate || m == moCultistLeader || m == moViking || m == moRatling || m == moRatlingAvenger;
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}
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bool isFlying(eMonster m) {
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return isBird(m) || isGhost(m) || m == moAirElemental || isDragon(m) || checkOrb(m, itOrbAether);
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}
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bool survivesChasm(eMonster m) {
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return isFlying(m);
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}
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bool ignoresPlates(eMonster m) {
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return m == moMouse || isFlying(m);
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}
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bool itemBurns(eItem it) {
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return it && it != itOrbDragon && it != itOrbFire && it != itDragon && it != itTreat;
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}
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bool attackThruVine(eMonster m) {
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return m == moGhost || m == moVineSpirit || m == moFriendlyGhost || m == moTentacleGhost;
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}
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bool attackNonAdjacent(eMonster m) {
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return m == moGhost || m == moFriendlyGhost || m == moTentacleGhost;
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}
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bool noHighlight(eMonster m) {
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return
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(m == moIvyWait || m == moIvyNext || m == moIvyDead);
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}
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bool isInactiveEnemy(cell *w, eMonster forwho) {
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if(w->monst == moWormtail || w->monst == moWormwait || w->monst == moTentacletail || w->monst == moTentaclewait || w->monst == moHexSnakeTail)
|
|
return true;
|
|
if(w->monst == moLesserM || w->monst == moGreaterM)
|
|
return true;
|
|
if(w->monst == moIvyRoot || w->monst == moIvyWait || w->monst == moIvyNext || w->monst == moIvyDead)
|
|
return true;
|
|
if(w->monst && ((forwho == moPlayer) ? realstuntime(w) : realstuntime(w) > 1) && !isFriendly(w))
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
// forpc = true (for PC), false (for golems)
|
|
bool isActiveEnemy(cell *w, eMonster forwho) {
|
|
if(((forwho == moPlayer) ? realstuntime(w) : realstuntime(w) > 1))
|
|
return false;
|
|
if(w->monst == moNone) return false;
|
|
if(isFriendly(w)) return false;
|
|
if(isInactiveEnemy(w, forwho)) return false;
|
|
return true;
|
|
}
|
|
|
|
bool isUnarmed(eMonster m) {
|
|
return
|
|
m == moMouse || m == moMouseMoved || m == moPrincess || m == moPrincessMoved ||
|
|
m == moCrystalSage || m == moVampire || m == moBat;
|
|
}
|
|
|
|
bool isArmedEnemy(cell *w, eMonster forwho) {
|
|
return w->monst != moCrystalSage && isActiveEnemy(w, forwho);
|
|
}
|
|
|
|
bool isHive(eLand l) {
|
|
return l == laHive;
|
|
}
|
|
|
|
bool isIcyWall(cell *c) {
|
|
return c->wall == waNone || c->wall == waIcewall || c->wall == waFrozenLake || c->wall == waLake;
|
|
}
|
|
|
|
bool eternalFire(cell *c) {
|
|
return c->land == laDryForest || c->land == laPower || c->land == laMinefield ||
|
|
c->land == laEFire || c->land == laElementalWall;
|
|
}
|
|
|
|
bool isCyclic(eLand l) {
|
|
return
|
|
l == laWhirlpool || l == laTemple || l == laCamelot || l == laClearing ||
|
|
l == laMountain;
|
|
}
|
|
|
|
bool haveRangedOrb() {
|
|
return
|
|
items[itOrbPsi] || items[itOrbDragon] || items[itOrbTeleport] ||
|
|
items[itOrbIllusion] || items[itOrbSpace] || items[itOrbAir] ||
|
|
items[itOrbFrog] || items[itOrbSummon] || items[itOrbMatter] ||
|
|
items[itRevolver] || items[itOrbStunning] || items[itStrongWind] ||
|
|
items[itOrbDomination] || items[itOrbNature] || items[itOrbDash];
|
|
}
|
|
|
|
bool isOffensiveOrb(eItem it) {
|
|
return it == itOrbLightning || it == itOrbFlash || it == itOrbThorns ||
|
|
it == itOrbDragon || it == itOrbStunning ||
|
|
it == itOrbFreedom || it == itOrbPsi;
|
|
}
|
|
|
|
bool isRangedOrb(eItem i) {
|
|
return i == itOrbPsi || i == itOrbDragon || i == itOrbTeleport || i == itOrbIllusion ||
|
|
i == itOrbSpace || i == itOrbAir || i == itOrbFrog ||
|
|
i == itOrbSummon || i == itOrbMatter || i == itRevolver || i == itOrbStunning ||
|
|
i == itOrbDomination || i == itOrbNature || i == itOrbDash;
|
|
}
|
|
|
|
bool isProtectionOrb(eItem i) {
|
|
return i == itOrbWinter || i == itOrbShield || i == itOrbInvis || i == itOrbShell;
|
|
}
|
|
|
|
bool isEmpathyOrb(eItem i) {
|
|
return
|
|
i == itOrbFire || i == itOrbDigging || i == itOrbWinter ||
|
|
i == itOrbUndeath || i == itOrbSpeed || i == itOrbShield ||
|
|
i == itOrbAether || i == itOrbInvis || i == itOrbThorns ||
|
|
i == itOrbWater || i == itOrbStone;
|
|
}
|
|
|
|
bool isUtilityOrb(eItem i) {
|
|
return i == itOrbSpeed || i == itOrbDigging ||
|
|
i == itOrbSafety || i == itOrbTeleport || i == itOrbAether ||
|
|
i == itOrbTime || i == itOrbSpace ||
|
|
i == itOrbSummon || i == itOrbLuck || i == itOrbEnergy;
|
|
}
|
|
|
|
bool isDirectionalOrb(eItem i) {
|
|
return i == itOrbHorns || i == itOrbBull;
|
|
}
|
|
|
|
bool isRevivalOrb(eItem i) {
|
|
return i == itOrbLife || i == itOrbFriend || i == itOrbUndeath;
|
|
}
|
|
|
|
bool isFriendOrb(eItem i) {
|
|
return i == itOrbLife || i == itOrbFriend || i == itOrbDiscord || i == itOrbLove ||
|
|
i == itOrbEmpathy || i == itOrbUndeath;
|
|
}
|
|
|
|
bool isFriendlyGhost(eMonster m) {
|
|
return m == moFriendlyGhost || (markEmpathy(itOrbAether) && isFriendly(m));
|
|
}
|
|
|
|
bool survivesWater(eMonster m) {
|
|
return
|
|
m == moShark || m == moGreaterShark || m == moCShark ||
|
|
isGhost(m) || m == moWitchGhost || m == moShadow ||
|
|
isBird(m) || m == moWaterElemental || m == moAirElemental ||
|
|
isWorm(m) || isIvy(m) || isDragon(m) || isKraken(m) ||
|
|
m == moMutant || m == moFriendlyIvy ||
|
|
m == moTortoise; // Tortoises and Ivies survive, but don't go through water
|
|
}
|
|
|
|
// flying even if stunned
|
|
bool isPermanentFlying(eMonster m) {
|
|
return m == moAirElemental || isGhost(m);
|
|
}
|
|
|
|
bool survivesFire(eMonster m) {
|
|
return
|
|
isGhost(m) || m == moWitchWinter || m == moWitchGhost ||
|
|
m == moBomberbird || m == moTameBomberbird || m == moTameBomberbirdMoved ||
|
|
(isFriendly(m) && markOrb(itOrbWinter)) || isWorm(m) || m == moFireElemental ||
|
|
isDragon(m) || m == moShadow;
|
|
}
|
|
|
|
/* bool survivesMine(eMonster m) {
|
|
return ignoresPlates(m) || isFlying(m);
|
|
} */
|
|
|
|
bool survivesWall(eMonster m) {
|
|
return isGhost(m);
|
|
}
|
|
|
|
bool survivesThorns(eMonster m) {
|
|
return isGhost(m) || m == moSkeleton || m == moDraugr;
|
|
}
|
|
|
|
bool survivesFall(eMonster m) {
|
|
return isBird(m) || m == moAirElemental || m == moSkeleton || isDragon(m) || m == moShadow ||
|
|
isGhost(m);
|
|
}
|
|
|
|
bool isThorny(eWall w) { return w == waRose; }
|
|
|
|
bool checkOrb(eMonster m1, eItem orb) {
|
|
if(m1 == moPlayer) return markOrb(orb);
|
|
if(isFriendly(m1)) return markEmpathy(orb);
|
|
return false;
|
|
}
|
|
|
|
bool checkOrb2(eMonster m1, eItem orb) {
|
|
if(m1 == moPlayer) return markOrb2(orb);
|
|
if(isFriendly(m1)) return markEmpathy2(orb);
|
|
return false;
|
|
}
|
|
|
|
bool ignoresSmell(eMonster m) {
|
|
return
|
|
m == moHexSnake || isIvy(m) || isMutantIvy(m) || isGhostMover(m) || isSlimeMover(m) ||
|
|
m == moRoseLady || checkOrb(m, itOrbBeauty) || checkOrb(m, itOrbAether) || checkOrb(m, itOrbShield);
|
|
}
|
|
|
|
bool isTroll(eMonster m) {
|
|
return
|
|
m == moTroll || m == moRedTroll || m == moDarkTroll ||
|
|
m == moForestTroll || m == moStormTroll || m == moFjordTroll;
|
|
}
|
|
|
|
bool isGrave(eWall w) {
|
|
return w == waFreshGrave || w == waAncientGrave;
|
|
}
|
|
|
|
bool isTree(cell *c) {
|
|
return false; // c->wall == waBigTree || c->wall == waSmallTree;
|
|
}
|
|
|
|
bool highwall(cell *c) {
|
|
if(c->wall == waGlass) return false;
|
|
if(wmescher && wmspatial && c->wall == waBarrier && c->land == laOceanWall)
|
|
return false;
|
|
// if(wmspatial && isTree(c)) return false;
|
|
if(isGrave(c->wall)) return true;
|
|
if(c->wall == waMirrorWall) return false;
|
|
return winf[c->wall].glyph == '#' || c->wall == waClosedGate;
|
|
}
|
|
|
|
int chasmgraph(cell *c) {
|
|
if(c->wall == waChasm || c->wall == waInvisibleFloor) return 2;
|
|
if(isChasmy(c)) return 1;
|
|
if(isWateryOrBoat(c)) return 1;
|
|
if(wmescher && c->wall == waBarrier && c->land == laOceanWall) return 1;
|
|
if(c->wall == waReptileBridge) return 1;
|
|
return 0;
|
|
}
|
|
|
|
bool conegraph(cell *c) {
|
|
return wmescher && wmspatial && (c->wall == waDune || c->wall == waBigTree || c->wall == waSmallTree || c->wall == waCTree || (c->wall == waBarrier && c->land == laOceanWall));
|
|
}
|
|
|
|
bool isReptile(eWall w) {
|
|
return w == waReptile || w == waReptileBridge;
|
|
}
|
|
|
|
bool isBull(eMonster m) {
|
|
return m == moRagingBull || m == moHerdBull || m == moSleepBull;
|
|
}
|
|
|
|
bool hornStuns(cell *c) {
|
|
eMonster m = c->monst;
|
|
return
|
|
m == moRagingBull || m == moSleepBull || m == moHerdBull ||
|
|
m == moButterfly || m == moGreater || m == moGreaterM || m == moDraugr ||
|
|
m == moHedge || m == moFlailer || m == moVizier ||
|
|
attackJustStuns(c);
|
|
}
|
|
|
|
// generate all the world first in the quotient geometry
|
|
bool generateAll(eLand l) {
|
|
return
|
|
l == laIce || l == laDryForest || l == laCocytus || l == laLivefjord ||
|
|
l == laCaves || l == laCA;
|
|
}
|
|
|