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301 lines
11 KiB
C++
301 lines
11 KiB
C++
// Hyperbolic Rogue
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// namespaces for new complex lands for HR11
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// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
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#ifdef CAP_COMPLEX2
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namespace hr {
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namespace brownian {
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map<cell*, vector<pair<cell*, bool >> > futures;
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int centersteps = 0;
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int totalsteps = 0;
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void rise(cell *c, int val) {
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if(c->wall == waSea) c->wall = waNone;
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if(c->land == laOcean || c->land == laNone) {
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c->land = laBrownian;
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c->landparam = 0;
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}
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c->bardir = NOBARRIERS;
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forCellCM(c1, c) {
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c1->bardir = NOBARRIERS;
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if(c1->mpdist > BARLEV) {
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setdist(c1, BARLEV, c);
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}
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if(c1->land == laOcean) {
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c1->land = laBrownian;
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c1->landparam = 0;
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c1->wall = waSea;
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}
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}
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c->landparam += val;
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}
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void recurse(cell *c, bool fat, cell *fatten_close = NULL) {
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int dl = getDistLimit();
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while(true) {
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totalsteps++;
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if(!fatten_close && celldist(c) >= dl * (fat ? 4 : ISMOBILE ? 2 : 3) + celldist(cwt.at)) {
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cell *c1 = c;
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while(true) {
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cell *c2 = ts::left_parent(c1, celldist);
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if(!c2 || c2->mpdist < BARLEV) break;
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setdist(c2, BARLEV, c1);
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c1 = c2;
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}
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futures[c1].emplace_back(c, fat);
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return;
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}
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if(c->mpdist <= 7 || !among(c->land, laNone, laOcean, laBrownian) || (c->land != laBrownian && c->bardir != NODIR)) {
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centersteps++; return;
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}
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cell *c2 = c->cmove(hrand(c->type));
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// while(hrand(1000) < 1000 * chance) recurse(c);
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if(fat) recurse(c, false);
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if(!fat && ((fatten_close && celldistance(c, fatten_close) >= dl * 2) || hrand(20000) == 0)) {
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recurse(c, true);
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fat = true;
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fatten_close = NULL;
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}
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rise(c, fat ? 256 : 1);
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c = c2;
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}
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}
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void dissolve_brownian(cell *c, int x) {
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if(c->land == laBrownian) {
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if(among(c->wall, waNone, waStrandedBoat, waMineOpen, waFire)) {
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if(c->landparam >= 4 * level) c->landparam = 4 * level - 1;
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c->landparam -= level * x;
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c->wall = waNone;
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if(c->landparam < 0) c->wall = waSea, c->landparam = 0;
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if(c->landparam == 0) c->landparam = 1;
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}
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}
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}
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void dissolve(cell *c, int x) {
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destroyTrapsAround(c);
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if(c->land == laBrownian)
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dissolve_brownian(c, x);
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else if(c->wall == waRed2) c->wall = waRed1;
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else if(c->wall == waRed3) c->wall = waRed2;
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else if(among(c->wall, waRed1, waDeadfloor2, waRubble, waBoat, waFire, waCIsland, waCIsland2, waBigBush, waSmallBush)) c->wall = waNone;
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else if(c->wall == waStrandedBoat) c->wall = waNone;
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else if(c->wall == waFrozenLake) c->wall = waLake;
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else if(among(c->wall, waReptile, waGargoyleFloor) || cellUnstable(c)) c->wall = waChasm;
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else if(among(c->wall, waNone, waDock, waBurningDock, waFloorA, waFloorB, waCavefloor, waDeadfloor, waMineMine, waMineUnknown, waMineOpen, waOpenGate, waClosePlate, waOpenPlate, waGargoyleBridge, waReptileBridge))
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c->wall = waSea;
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else if(cellHalfvine(c)) destroyHalfvine(c, waNone, 4);
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}
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void init(cell *c) {
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recurse(c, true);
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recurse(c, true);
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}
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void init_further(cell *c) {
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dynamicval<bool> be(generatingEquidistant, true);
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int gdir = -1;
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for(int i=0; i<c->type; i++) {
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if(c->move(i) && c->move(i)->mpdist < c->mpdist) gdir = i;
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}
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if(gdir < 0) return;
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cellwalker cw(c, gdir);
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for(int i=0; i<4; i++) {
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cw += revstep;
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setdist(cw.at, BARLEV, cw.peek());
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buildEquidistant(cw.at);
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println(hlog, "from ", cw.peek(), " to ", cw.at, ", land = ", dnameof(cw.at->land), " lp = ", cw.at->landparam);
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}
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if(c->land != laOcean || !no_barriers_in_radius(cw.at, 2)) return;
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println(hlog, "brownian::init ", cw.at, " in distance ", celldistance(cw.at, cwt.at));
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recurse(cw.at, false, cw.at);
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recurse(cw.at, false);
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cell *c2 = c;
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while(c2->mpdist > 7) {
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forCellEx(c3, c2) if(c3->mpdist < c2->mpdist) { c2 = c3; goto next; }
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break;
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next: ;
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}
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if(!c2->monst && c2->wall != waBoat) c2->monst = moAcidBird;
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}
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void apply_futures(cell *c) {
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if(futures.count(c)) {
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auto m = move(futures[c]);
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futures.erase(c);
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for(pair <cell*, bool> p: m)
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recurse(p.first, p.second);
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futures.erase(c);
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printf("centersteps = %d futures = %d totalsteps = %d\n", centersteps, isize(futures), totalsteps);
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}
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}
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void build(cell *c, int d) {
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ONEMPTY {
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if(hrand(10000) < min(250, 100 + 2 * PT(kills[moAcidBird] + kills[moBrownBug], 50)) * (25 + min(items[itBrownian], 100)) / 25 && c->landparam >= 4 && c->landparam < 24)
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c->item = itBrownian;
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if(hrand(8000) < 15 + items[itBrownian])
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c->monst = moAcidBird;
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else if(hrand(8000) < 15)
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c->monst = moAlbatross;
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else if(hrand(8000) < 15 + items[itBrownian]) {
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c->monst = moBrownBug;
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c->hitpoints = 3;
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}
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}
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}
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colortable colors = { 0x603000, 0x804000, 0xA05000, 0xC09050, 0xE0D0A0 };
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color_t get_color(int y) {
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return
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y < level ? gradient(colors[0], colors[1], 1, y, level-1) :
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y < 2 * level ? colors[2] :
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y < 3 * level ? colors[3] :
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colors[4];
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}
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color_t& get_color_edit(int y) {
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return
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y < level/2 ? colors[0] :
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y < level ? colors[1] :
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y < 2 * level ? colors[2] :
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y < 3 * level ? colors[3] :
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colors[4];
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}
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}
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namespace westwall {
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void switchTreasure(cell *c) {
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c->item = itNone;
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if(safety) return;
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if(hrand(5000) < PT(100 + 2 * (kills[moAirElemental] + kills[moWindCrow]), 200) && c->landparam >= 5 + items[itWest]
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&& getGhostcount() < 2)
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c->item = itWest;
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else if(hrand(5000) < 20*PRIZEMUL)
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placeLocalOrbs(c);
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}
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cell *where;
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int dfrom[2], dto[2], qdirs;
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int gdist(int d, int e) { return dirdiff(d-e, where->type); }
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int coastvalEdge1(cell *c) {
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if(c->land == laWestWall && !c->landparam) buildEquidistant(c);
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return coastvalEdge(c);
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}
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void build(vector<cell*>& whirlline, int d) {
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again:
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cell *at = whirlline[isize(whirlline)-1];
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cell *prev = whirlline[isize(whirlline)-2];
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for(int i=0; i<at->type; i++)
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if(at->move(i) && coastvalEdge1(at->move(i)) == d && at->move(i) != prev) {
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whirlline.push_back(at->move(i));
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goto again;
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}
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}
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void moveAt(cell *c, manual_celllister& cl) {
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if(cl.listed(c)) return;
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if(c->land != laWestWall) return;
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vector<cell*> whirlline;
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int d = coastvalEdge(c);
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whirlline.push_back(c);
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whirlline.push_back(gravity_state == gsAnti ? ts::right_of(c, coastvalEdge1) : ts::left_of(c, coastvalEdge1));
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build(whirlline, d);
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reverse(whirlline.begin(), whirlline.end());
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build(whirlline, d);
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int z = isize(whirlline);
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for(int i=0; i<z; i++) {
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cl.add(whirlline[i]);
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if(whirlline[i]->mpdist == BARLEV)
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switchTreasure(whirlline[i]);
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}
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for(int i=0; i<z-1; i++) {
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moveItem(whirlline[i], whirlline[i+1], true);
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if(whirlline[i]->item)
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animateMovement(whirlline[i+1], whirlline[i], LAYER_BOAT, NOHINT);
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}
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for(int i=0; i<z; i++)
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pickupMovedItems(whirlline[i]);
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}
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void move() {
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manual_celllister cl;
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if(gravity_state == gsLevitation) return;
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for(cell *c: dcal) moveAt(c, cl);
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// Keys and Orbs of Yendor always move
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using namespace yendor;
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for(int i=0; i<isize(yi); i++) {
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moveAt(yi[i].path[0], cl);
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// println(hlog, "coastval of actual key is ", coastvalEdge1(yi[i].actual_key()), " and item is ", dnameof(yi[i].actual_key()->item), "and mpdist is ", yi[i].actual_key()->mpdist);
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moveAt(yi[i].actual_key(), cl);
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if(yi[i].actualKey) {
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if(gravity_state == gsAnti) yi[i].age--;
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else yi[i].age++;
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setdist(yi[i].actual_key(), 8, NULL);
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}
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}
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}
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}
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struct variant_feature {
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color_t color_change;
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int rate_change;
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eMonster wanderer;
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void (*build)(cell*);
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};
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#define VF [] (cell *c)
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const array<variant_feature, 21> variant_features {{
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variant_feature{(color_t)(-0x202020), 5, moNecromancer, VF {
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if(c->wall == waNone && hrand(1500) < 20) c->wall = waFreshGrave;
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if(hrand(20000) < 10 + items[itVarTreasure])
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c->monst = moNecromancer;
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}},
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{0x000010, 5, moLancer, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moLancer; } },
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{0x100008,15, moMonk, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moMonk; } },
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{0x080010, 5, moCrusher, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moCrusher; } },
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{0x181418, 5, moSkeleton, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moSkeleton, c->hitpoints = 3; } },
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{0x180000, 5, moPyroCultist, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moPyroCultist; } },
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{0x00000C, 2, moFlailer, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure]) c->monst = moFlailer; } },
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{0x1C0700, 1, moHedge, VF { if(c->wall == waNone && !c->monst && hrand(80000) < 25 + items[itVarTreasure] && VALENCE == 3) c->monst = moHedge; } },
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{0x000c00,-1, moNone, VF { if(hrand(1500) < 30) createArrowTrapAt(c, laVariant); } },
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{0x001200,-1, moNone, VF { if(hrand(1500) < 50 && c->wall == waNone) c->wall = waTrapdoor; } },
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{0x000c18,-1, moNone, VF { if(hrand(1500) < 30) build_pool(c, true); } },
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{0x040A00,-1, moNone, VF { if(c->wall == waNone && !c->monst && !c->monst && hrand(1500) < 10) c->wall = waThumperOff; } },
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{0x080A00,-1, moNone, VF { if(hrand(1500) < 20 && !c->monst && !c->wall) c->wall = waFireTrap; } },
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{0x0C0A00, 0, moNone, VF { if(c->wall == waNone && !c->monst && hrand(5000) < 100) c->wall = waExplosiveBarrel; } },
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{0x060D04, 0, moNone, VF {
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if(c->wall == waNone && !c->monst && pseudohept(c) && hrand(30000) < 25 + items[itVarTreasure])
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if(buildIvy(c, 0, c->type) && !peace::on) c->item = itVarTreasure;
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}},
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{0x000A08, 0, moNone, VF { if(c->wall == waNone && !c->monst && hrand(5000) < 100) c->wall = waSmallTree; }},
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{0x100A10, 1, moRagingBull, VF { if(c->wall == waNone && hrand(10000) < 10 + items[itVarTreasure]) c->monst = moSleepBull, c->hitpoints = 3; }},
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{0x00110C, 0, moNone, VF { if(c->wall == waNone && !c->monst && hrand(5000) < 100) c->wall = waBigTree; }},
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{0x000A28, 1, moNone, VF { if(hrand(500) < 10) build_pool(c, false); } },
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{0x100A00, 2, moVariantWarrior, VF { if(c->wall == waNone && !c->monst && hrand(40000) < 25 + items[itVarTreasure]) c->monst = moVariantWarrior; }},
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{0x100708, 1, moRatling, VF { if(c->wall == waNone && !c->monst && hrand(50000) < 25 + items[itVarTreasure]) c->monst = moRatling; }}
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}};
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#undef VF
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}
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#endif
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