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hyperrogue/monstermove.cpp

2220 lines
68 KiB
C++

// Hyperbolic Rogue - monster movement
// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
/** \file monstermove.cpp
* \brief monster movement
*/
#include "hyper.h"
namespace hr {
EX int turncount;
EX int mutantphase;
EX int sagephase = 0;
/** list of cells that the monsters are targetting (PCs, allies, Thumpers, etc.) */
EX vector<cell*> targets;
/** monsters to move, ordered by the number of possible good moves */
grow_vector<vector<cell*>> movesofgood;
EX vector<pair<cell*, int> > butterflies;
EX void addButterfly(cell *c) {
for(int i=0; i<isize(butterflies); i++)
if(butterflies[i].first == c) {
butterflies[i].second = 0;
return;
}
butterflies.push_back(make_pair(c, 0));
}
EX void makeTrollFootprints(cell *c) {
if(c->land != laTrollheim) return;
if(c->item == itTrollEgg && c->landparam) return;
c->landparam = turncount + 100;
}
EX bool hasPrincessWeapon(eMonster m) {
return m == moPalace || m == moFatGuard;
}
EX void sageheat(cell *c, double v) {
HEAT(c) += v;
if(c->wall == waFrozenLake && HEAT(c) > .6) c->wall = waLake;
}
bool sagefresh = true;
/** effect of moving monster m from cf to ct
* this is called from moveMonster, or separately from moveIvy/moveWorm,
* or when a dead bird falls (then m == moDeadBird)
*/
EX void moveEffect(const movei& mi, eMonster m) {
auto& cf = mi.s;
auto& ct = mi.t;
if(cf) destroyWeakBranch(cf, ct, m);
mayExplodeMine(ct, m);
#if CAP_COMPLEX2
if(!isNonliving(m)) terracotta::check_around(ct);
#endif
if(ct->wall == waMineUnknown && !ct->item && !ignoresPlates(m) && normal_gravity_at(ct))
ct->landparam |= 2; // mark as safe
if((ct->wall == waClosePlate || ct->wall == waOpenPlate) && !ignoresPlates(m) && normal_gravity_at(ct))
toggleGates(ct, ct->wall);
if(m == moDeadBird && cf == ct && cellUnstable(cf) && normal_gravity_at(ct)) {
fallingFloorAnimation(cf);
cf->wall = waChasm;
}
if(ct->wall == waReptile) ct->wparam = -1;
if(ct->wall == waArrowTrap && !ignoresPlates(m) && normal_gravity_at(ct))
activateArrowTrap(ct);
if(ct->wall == waFireTrap && !ignoresPlates(m) && ct->wparam == 0 && normal_gravity_at(ct)) {
playSound(ct, "click");
ct->wparam = 1;
}
if(cf && isPrincess(m)) princess::move(mi);
#if CAP_COMPLEX2
if(cf && m == moKnight) camelot::move_knight(cf, ct);
#endif
if(cf && m == moTortoise) {
tortoise::move_adult(cf, ct);
}
if(cf && ct->item == itBabyTortoise && !cf->item) {
cf->item = itBabyTortoise;
ct->item = itNone;
animateMovement(mi.rev(), LAYER_BOAT);
tortoise::move_baby(cf, ct);
}
#if CAP_COMPLEX2
if(isDie(m) && mi.proper())
dice::roll(mi);
#endif
}
EX void moveMonster(const movei& mi) {
auto& cf = mi.s;
auto& ct = mi.t;
eMonster m = cf->monst;
changes.ccell(cf);
changes.ccell(ct);
bool fri = isFriendly(cf);
if(isDragon(m)) {
printf("called for Dragon\n");
return;
}
if(m != moMimic) animateMovement(mi, LAYER_SMALL);
// the following line is necessary because otherwise plates disappear only inside the sight range
if(cellUnstable(cf) && !ignoresPlates(m)) {
fallingFloorAnimation(cf);
changes.ccell(cf);
cf->wall = waChasm;
}
moveEffect(mi, m);
if(ct->wall == waCamelotMoat &&
(m == moShark || m == moCShark || m == moGreaterShark))
achievement_gain_once("MOATSHARK");
if(m == moTentacleGhost) {
changes.ccell(cf);
cf->monst = moTentacletail;
m = moGhost;
}
else cf->monst = moNone;
if(ct->monst == moTentacletail && m == moGhost) {
ct->monst = moTentacleGhost;
}
else {
ct->monst = m;
if(m == moWolf) ct->monst = moWolfMoved;
if(m == moHunterChanging) ct->stuntime = 1;
int d =neighborId(ct, cf);
if(ct->monst != moTentacleGhost)
ct->mondir = d;
if(d >= 0)
ct->monmirror = cf->monmirror ^ ct->c.mirror(d);
}
ct->hitpoints = cf->hitpoints;
ct->stuntime = cf->stuntime;
if(isMagneticPole(m) || m == moPair) {
if(cf->mondir == 15) {
ct->monst = moPirate;
return;
}
cell *other_pole = cf->move(cf->mondir);
if(other_pole) {
ct->mondir = neighborId(ct, other_pole),
other_pole->mondir = neighborId(other_pole, ct);
}
}
if(fri || isBug(m) || items[itOrbDiscord]) stabbingAttack(mi, m);
if(mi.d == JUMP && m == moVaulter) {
cell *cm = common_neighbor(cf, ct);
changes.ccell(cm);
if(cm->wall == waShrub) cm->wall = waNone;
if(cm->wall == waSmallTree) cm->wall = waNone;
if(cm->wall == waBigTree) cm->wall = waSmallTree;
if(cm->wall == waExplosiveBarrel) explodeBarrel(cm);
if(cm->monst)
attackMonster(cm, AF_NORMAL | AF_MSG | AF_GETPLAYER, m);
ct->mondir = JUMP;
}
if(isLeader(m)) {
if(ct->wall == waBigStatue) {
ct->wall = cf->wall;
ct->wparam = cf->wparam;
cf->wall = waBigStatue;
animateMovement(mi.rev(), LAYER_BOAT);
}
moveBoatIfUsingOne(mi);
}
if(isTroll(m)) { makeTrollFootprints(ct); makeTrollFootprints(cf); }
int inc = incline(cf, ct);
if(m == moEarthElemental) {
if(!passable(ct, cf, 0)) earthFloor(ct);
earthMove(mi);
}
if(m == moWaterElemental) {
placeWater(ct, cf);
for(int i=0; i<ct->type; i++) {
cell *c2 = ct->move(i);
if(!c2) continue;
if(c2->wall == waBoat && !(isPlayerOn(c2) && markOrb(itOrbWater))) {
addMessage(XLAT("%The1 is washed away!", c2->wall, moWaterElemental));
placeWater(c2, ct);
}
else if(c2->wall == waStrandedBoat) {
addMessage(XLAT("%The1 is washed away!", c2->wall, moWaterElemental));
c2->wall = waNone;
}
else if(c2->wall == waDeadTroll) {
addMessage(XLAT("%The1 is washed away!", c2->wall, moWaterElemental));
c2->wall = waCavefloor;
}
else if(c2->wall == waDeadTroll2) {
addMessage(XLAT("%The1 is washed away!", c2->wall, moWaterElemental));
c2->wall = waNone;
}
else if(isFire(c2) && c2->wall != waEternalFire) {
addMessage(XLAT("%The1 is extinguished!", c2->wall, moWaterElemental));
if(c2->wall == waBurningDock)
c2->wall = waDock;
else
c2->wall = waNone;
}
if(shmup::on && isWatery(c2)) shmup::destroyBoats(c2);
}
}
if(m == moGreaterShark) for(int i=0; i<ct->type; i++) {
cell *c3 = ct->move(i);
if(c3 && c3->wall == waBoat)
makeflame(c3, 5, false);
}
// lancers pierce our friends :(
if(m == moLancer) {
// printf("lancer stab?\n");
forCellEx(c3, ct) if(!logical_adjacent(cf, m, c3)) {
if(canAttack(ct, moLancer, c3, c3->monst, AF_LANCE | AF_GETPLAYER)) {
attackMonster(c3, AF_LANCE | AF_MSG | AF_GETPLAYER, m);
}
// this looks the same as effect graphically as exploding right away,
// except that it does not kill the lancer
if(c3->wall == waExplosiveBarrel)
c3->wall = waFireTrap, c3->wparam = 2;
}
}
if(m == moWitchFire) makeflame(cf, 10, false);
if(m == moFireElemental) { makeflame(cf, 20, false); if(cf->wparam < 20) cf->wparam = 20; }
bool adj = false;
if(ct->cpdist == 1 && (items[itOrb37] || !nonAdjacent(cf,ct)) && markOrb(itOrbBeauty) && !isFriendly(ct))
adj = true;
if(!adj && items[itOrbEmpathy] && items[itOrbBeauty] && !isFriendly(ct)) {
for(int i=0; i<ct->type; i++) if(ct->move(i) && isFriendly(ct->move(i)))
adj = true, markOrb(itOrbEmpathy), markOrb(itOrbBeauty);
}
if(adj && ct->stuntime == 0 && !isMimic(m)) {
ct->stuntime = 2;
checkStunKill(ct);
}
if(!cellEdgeUnstable(ct)) {
if(isMetalBeast(m)) ct->stuntime += 2;
if(m == moTortoise) ct->stuntime += 3;
if(m == moWorldTurtle) ct->stuntime += 3;
if(m == moDraugr && ct->land != laBurial && ct->land != laHalloween) ct->stuntime += 2;
if(m == moBrownBug && snakelevel(ct) < snakelevel(cf)) ct->stuntime += 2;
if(m == moBrownBug && snakelevel(ct) < snakelevel(cf) - 1) ct->stuntime += 2;
if(m == moBrownBug && isWatery(ct) && !isWatery(cf)) ct->stuntime += 2;
}
if(isWitch(m) && ct->item == itOrbLife && passable(cf, NULL, P_MIRROR)) {
// note that Fire Witches don't pick up Orbs of Life,
addMessage(XLAT("%The1 picks up %the2!", moWitch, ct->item));
cf->monst = moEvilGolem; ct->item = itNone;
}
else if(m == moWitch) {
bool pickup = false;
if(ct->item == itOrbFlash)
pickup = true, m = moWitchFlash;
if(ct->item == itOrbWinter)
pickup = true, m = moWitchWinter;
if(ct->item == itOrbAether)
pickup = true, m = moWitchGhost;
if(ct->item == itOrbFire)
pickup = true, m = moWitchFire;
if(ct->item == itOrbSpeed)
pickup = true, m = moWitchSpeed;
if(ct->item == itOrbLife)
pickup = true, cf->monst = moEvilGolem;
if(pickup) {
addMessage(XLAT("%The1 picks up %the2!", moWitch, ct->item));
ct->monst = m; ct->item = itNone;
// speedwitches are stunned to prevent them from making a move
// immediately
if(m == moWitchSpeed) ct->stuntime = 1;
}
}
if(m == moAirElemental) airmap.push_back(make_pair(ct, 0));
if(m == moWolf && ct->land == laVolcano) ct->monst = moLavaWolf;
if(m == moLavaWolf && isIcyLand(ct)) ct->monst = moWolfMoved;
if(m == moPair) ct->stuntime++;
if(inc == -3 && ct->monst == moReptile)
ct->stuntime =3;
else if(inc == 2 && ct->monst == moReptile)
ct->stuntime = 2;
else if(inc == 3 && ct->monst == moReptile)
ct->stuntime = 3;
else if(inc == -3 && !survivesFall(ct->monst) && !passable(cf, ct, P_MONSTER)) {
addMessage(XLAT("%The1 falls!", ct->monst));
fallMonster(ct, AF_FALL);
if(isBull(m) && cf->wall == waRed3)
ct->wall = waRed1;
}
if(isThorny(ct->wall) && !survivesThorns(ct->monst)) {
addMessage(XLAT("%The1 is killed by thorns!", ct->monst));
playSound(ct, "hit-rose");
if(isBull(ct->monst)) ct->wall = waNone;
fallMonster(ct, AF_CRUSH);
}
if(sword::at(ct) && canAttack(NULL, moPlayer, ct, m, AF_SWORD_INTO)) {
attackMonster(ct, AF_SWORD_INTO | AF_MSG, moPlayer);
achievement_gain_once("GOSWORD");
}
if(ct->mpdist == 7 && cf->mpdist > 7) {
playSeenSound(ct);
}
}
EX bool cannotGo(eMonster m, cell *c) {
if(m == moCrystalSage && (c->land != laCocytus || HEAT(c) > SAGEMELT || allPlayersInBoats()))
return true;
return false;
}
EX bool wantsToStay(eMonster m) {
return m == moCrystalSage && allPlayersInBoats();
}
EX bool batsAfraid(cell *c) {
// bats
for(int i=0; i<isize(targets); i++)
if(c == targets[i] || isNeighbor(c, targets[i])) {
if(!targets[i]->monst && invismove) continue;
bool enear = false;
forCellEx(c, targets[i])
forCellEx(c2, c)
forCellEx(c3, c2)
if(isActiveEnemy(c3, targets[i]->monst) && c3->monst != moBat &&
passable_for(c3->monst, c2, c3, 0) &&
passable_for(c3->monst, c, c2, 0)
)
enear = true;
if(!enear) return true;
}
return false;
}
EX int angledist(int t, int d1, int d2) {
int dd = d1 - d2;
while(dd<0) dd += t;
while(dd>t/2) dd -= t;
if(dd<0) dd = -dd;
return dd;
}
EX int angledistButterfly(int t, int d1, int d2, bool mirrored) {
int dd = d1 - d2;
if(mirrored) dd = -dd;
while(dd<0) dd += t;
return dd;
}
EX int angledist(cell *c, int d1, int d2) {
return angledist(c->type, d1, d2);
}
EX bool anglestraight(cell *c, int d1, int d2) {
return angledist(c->type, d1, d2) >= c->type / 2;
}
EX int bulldist(cell *c) {
int low = 0;
forCellEx(c2, c) if(c2->cpdist < c->cpdist) low++;
return 8 * c->cpdist - low;
}
EX int bulldistance(cell *c, cell *d) {
int low = 0;
int cd = celldistance(c, d);
forCellEx(c2, c) if(celldistance(c2, d) < cd) low++;
return 8 * cd - low;
}
EX int landheattype(cell *c) {
if(isIcyLand(c)) return 0;
if(c->land == laVolcano) return 2;
return 1;
}
/** for the monster at c1, evaluation of the move to c2
* @param mf what moves are allowed
*/
EX int moveval(cell *c1, cell *c2, int d, flagtype mf) {
if(!c2) return -5000;
eMonster m = c1->monst;
// Angry Beasts can only go forward
if(m == moRagingBull && c1->mondir != NODIR && !anglestraight(c1, c1->mondir, d)) return -1700;
// never move against a rose
if(againstRose(c1, c2) && !ignoresSmell(m)) return -1600;
// worms cannot attack if they cannot move
if(isWorm(m) && !passable_for(c1->monst, c2, c1, P_MONSTER)) return -1700;
if(canAttack(c1, m, c2, c2->monst, AF_GETPLAYER | mf) && !(mf & MF_NOATTACKS)) {
if(m == moRagingBull && c1->mondir != NODIR) return -1700;
if(mf & MF_MOUNT) {
if(c2 == dragon::target) return 3000;
else if(isFriendlyOrBug(c2)) return 500;
else return 2000;
}
if(isPlayerOn(c2)) return peace::on ? -1700 : 2500;
else if(isFriendlyOrBug(c2)) return peace::on ? -1600 : 2000;
else return 500;
}
if(!passable_for(c1->monst, c2, c1, 0))
return
// never move into a wall
(passable_for(c1->monst, c2, c1, P_DEADLY)) ? -1300 :
-1700; // move impossible
if(slowMover(m) && nogoSlow(c2, c1)) return -1300;
if(isPlayerOn(c2)) return -1700; // probably shielded
if((mf & MF_MOUNT) && c2 == dragon::target) return 3000;
// crystal sages would die out of Cocytus
if(cannotGo(m, c2)) return -600;
// Rose Beauties keep to the Rose Garden
if(m == moRoseBeauty && c2->land != laRose) return -600;
if(wantsToStay(m)) return 750;
if((m == moRatling || m == moRatlingAvenger) && lastmovetype == lmSkip && !items[itFatigue]) return 650;
if(m == moLancer) {
bool lancerok = true;
forCellEx(c3, c2) if(c1 != c3 && !logical_adjacent(c1, m, c3))
if(canAttack(c2, moLancer, c3, c3->monst, AF_LANCE | AF_ONLY_ENEMY))
lancerok = false;
if(!lancerok) return 750;
}
bool hunt = true;
if(m == moLavaWolf) {
// prefers to keep to volcano
int clht = landheattype(c1);
int dlht = landheattype(c2);
if(dlht > clht) return 1510;
if(dlht < clht) return 700;
// will not hunt the player if these rules do not allow it
bool onlava = false;
for(cell *c: targets) {
if(landheattype(c) >= clht) onlava = true;
forCellEx(cc, c) if(landheattype(cc) >= clht) onlava = true;
}
if(!onlava) hunt = false;
}
if(m == moWolf) {
int val = 1500;
if(c2->land == laVolcano) return 1510;
if(heat::absheat(c2) <= heat::absheat(c1))
return 900;
for(int i=0; i<c1->type; i++) {
cell *c3 = c1->move(i);
if(heat::absheat(c3) > heat::absheat(c2))
val--;
}
return val;
}
if((mf & MF_MOUNT) && dragon::target)
return 1500 + celldistance(c1, dragon::target) - celldistance(c2, dragon::target);
// Goblins avoid getting near the Sword
if(m == moGoblin && sword::isnear(c2)) return 790;
if(m == moBat && batsAfraid(c2)) return 790;
if(m == moButterfly)
return 1500 + angledistButterfly(c1->type, c1->mondir, d, c1->monmirror);
if(m == moRagingBull && c1->mondir != NODIR)
return 1500 - bulldist(c2);
// actually they just run away
if(m == moHunterChanging && c2->pathdist > c1->pathdist) return 1600;
if((mf & MF_PATHDIST) && !pathlock) printf("using MF_PATHDIST without path\n");
int bonus = 0;
if(m == moBrownBug && snakelevel(c2) < snakelevel(c1)) bonus = -10;
if(hunt && (mf & MF_PATHDIST) && c2->pathdist < c1->pathdist && !peace::on) return 1500 + bonus; // good move
// prefer straight direction when wandering
int dd = angledist(c1, c1->mondir, d);
// goblins blocked by anglophobia prefer to move around than to stay
if(m == moGoblin) {
bool swn = false;
forCellEx(c3, c1) if(sword::isnear(c3)) swn = true;
if(swn) dd += 210;
}
return 800 + dd;
}
// stay value
EX int stayval(cell *c, flagtype mf) {
if(isShark(c->monst) && !isWatery(c))
return 525;
if(againstRose(c, NULL) && !ignoresSmell(c->monst)) return -1500;
if(!passable_for(c->monst, c, NULL, P_MONSTER | P_MIRROR))
return 525;
if(cellEdgeUnstable(c))
return -1500;
if(isRatling(c->monst) && lastmovetype != lmSkip)
return 700;
// Goblins avoid staying near the Sword (if there is no choice, movement is preferred)
if(c->monst == moGoblin && sword::isnear(c)) return 780;
// Vikings move in a roughly straight line even if they cannot detect you
if(c->monst == moViking && c->wall == waBoat)
return 750;
// in peaceful, all monsters are wandering
if(peace::on && c->monst != moTortoise) return 750;
if(isWorm(c->monst)) return 550;
if(c->monst == moRagingBull) return -1690; // worse than to stay in place
if(c->monst == moBat && batsAfraid(c)) return 575;
if(c->monst == moHunterGuard) return 1600; // prefers to stay in place
// Lava Wolves will wander if not hunting
if(c->monst == moLavaWolf) return 750;
return 1000;
}
EX int totalbulldistance(cell *c, int k) {
shpos.resize(SHSIZE);
int tbd = 0;
for(int p: player_indices()) {
cell *c2 = shpos[(cshpos+SHSIZE-k-1)%SHSIZE][p];
if(c2) tbd += bulldistance(c, c2);
}
return tbd;
}
EX void determinizeBull(cell *c, vector<int>& posdir) {
// determinize the Angry Beast movement:
// use the previous PC's positions as the tiebreaker
int nc = isize(posdir);
for(int k=0; k<SHSIZE && nc>1; k++) {
vector<int> pts(nc);
for(int d=0; d<nc; d++) pts[d] = totalbulldistance(c->cmove(posdir[d]), k);
int bestpts = 1000;
for(int d=0; d<nc; d++) if(pts[d] < bestpts) bestpts = pts[d];
int nc0 = 0;
for(int d=0; d<nc; d++) if(pts[d] == bestpts) posdir[nc0++] = posdir[d];
nc = nc0;
}
posdir.resize(nc);
}
EX int determinizeBullPush(cellwalker bull) {
vector<int> dirs(2);
int positive;
bull += wstep;
cell *c2 = bull.at;
if(!(c2->type & 1)) return 1; // irrelevant
int d = c2->type / 2;
bull += d; dirs[0] = positive = bull.spin;
bull -= 2*d; dirs[1] = bull.spin;
determinizeBull(c2, dirs);
if(dirs[0] == positive) return -1;
return 1;
}
vector<int> global_posdir;
EX int pickMoveDirection(cell *c, flagtype mf) {
int bestval = stayval(c, mf);
global_posdir = {-1};
// printf("stayval [%p, %s]: %d\n", c, dnameof(c->monst), bestval);
for(int d=0; d<c->type; d++) {
cell *c2 = c->move(d);
int val = moveval(c, c2, d, mf);
// printf("[%d] %p: val=%5d pass=%d\n", d, c2, val, passable(c2,c,0));
if(val > bestval) global_posdir.clear(), bestval = val;
if(val == bestval) global_posdir.push_back(d);
}
if(c->monst == moRagingBull)
determinizeBull(c, global_posdir);
return hrand_elt(global_posdir, -1);
}
EX int pickDownDirection(cell *c, flagtype mf) {
vector<int> downs;
int bestdif = -100;
forCellIdEx(c2, i, c) {
if(gravityLevelDiff(c2, c) < 0 && passable_for(c->monst, c2, c, P_MIRROR) &&
!isPlayerOn(c2)) {
int cdif = i-c->mondir;
if(cdif < 0) cdif += c->type;
if(cdif > c->type/2) cdif = cdif - c->type;
if(cdif < 0) cdif = -2*cdif+1; else cdif = 2*cdif;
// printf("i=%d md=%d dif=%d\n", i, c->mondir, cdif);
if(c2->wall == waClosePlate || c->wall == waClosePlate)
cdif += 20;
if(cdif > bestdif) bestdif = cdif, downs.clear();
if(cdif == bestdif) downs.push_back(i);
}
}
return hrand_elt(downs, -1);
}
// Angry Beast attack
// note: this is done both before and after movement
EX void beastAttack(cell *c, bool player, bool targetdir) {
if(c->mondir == NODIR) return;
forCellIdEx(c2, d, c) {
bool opposite = targetdir ? (d==c->mondir) : anglestraight(c, d, c->mondir);
int flags = AF_BULL;
if(player) flags |= AF_GETPLAYER;
if(!opposite) flags |= AF_ONLY_FBUG;
if(canAttack(c, moRagingBull, c2, c2->monst, flags)) {
attackMonster(c2, flags | AF_MSG, moRagingBull);
if(c2->monst && c2->stuntime) {
cellwalker bull (c, d);
int subdir = determinizeBullPush(bull);
auto mi = determinePush(bull, subdir, [c2] (movei mi) { return passable(mi.t, c2, P_BLOW) && !isPlayerOn(mi.t); });
if(mi.proper())
pushMonster(mi);
}
}
if(c2->wall == waThumperOff) {
playSound(c2, "click");
c2->wall = waThumperOn;
c2->wparam = 100;
}
if(c2->wall == waExplosiveBarrel) {
playSound(c2, "click");
explodeBarrel(c2);
}
if(c2->wall == waThumperOn) {
cellwalker bull (c, d);
int subdir = determinizeBullPush(bull);
auto mi = determinePush(bull, subdir, [c] (movei mi) { return canPushThumperOn(mi, c); });
if(mi.proper())
pushThumper(mi);
}
}
}
EX bool quantum;
EX cell *moveNormal(cell *c, flagtype mf) {
eMonster m = c->monst;
if(isPowerMonster(m) && !playerInPower()) return NULL;
int d;
if(c->stuntime) {
if(cellEdgeUnstable(c, MF_STUNNED)) d = pickDownDirection(c, mf), global_posdir = {d};
else return NULL;
}
else {
// Angry Beasts attack all neighbors first
if(m == moRagingBull) beastAttack(c, true, false);
d = pickMoveDirection(c, mf);
}
if(d == -1) {
stayEffect(c);
return c;
}
if(!quantum) {
movei mi(c, d);
auto& c2 = mi.t;
if(isPlayerOn(c2)) {
if(m == moCrusher) {
addMessage(XLAT("%The1 raises his weapon...", m));
crush_next.push_back(c2);
c->stuntime = 7;
return c2;
}
killThePlayerAt(m, c2, 0);
return c2;
}
eMonster m2 = c2->monst;
if(m2 && m == moCrusher) {
addMessage(XLAT("%The1 raises his weapon...", m));
crush_next.push_back(c2);
c->stuntime = 7;
return c2;
}
else if(m2) {
attackMonster(c2, AF_NORMAL | AF_MSG, m);
animateAttack(mi, LAYER_SMALL);
if(m == moFlailer && m2 == moIllusion)
attackMonster(c, 0, m2);
return c2;
}
moveMonster(mi);
if(m == moRagingBull) beastAttack(c2, false, false);
return c2;
}
else {
bool attacking = false;
for(int dir: global_posdir) {
cell *c2 = c->move(dir);
if(isPlayerOn(c2)) {
killThePlayerAt(m, c2, 0);
attacking = true;
}
else {
eMonster m2 = c2->monst;
if(m2) {
attackMonster(c2, AF_NORMAL | AF_MSG, m);
if(m == moFlailer && m2 == moIllusion)
attackMonster(c, 0, m2);
attacking = true;
}
}
}
if(!attacking) for(int dir: global_posdir) {
movei mi(c, dir);
if(!c->monst) c->monst = m;
moveMonster(mi);
if(m == moRagingBull) beastAttack(mi.t, false, false);
}
return c->move(d);
}
}
EX void mountmove(const movei& mi, bool fp) {
for(int i=0; i<numplayers(); i++) {
if(playerpos(i) == mi.s) {
animateMovement(mi, LAYER_SMALL);
if(multi::players > 1) {
multi::player[i].at = mi.t;
multi::player[i].spin = mi.rev_dir_force();
multi::flipped[i] = fp;
}
else {
cwt.at = mi.t;
cwt.spin = mi.rev_dir_force();
flipplayer = fp;
}
afterplayermoved();
}
if(lastmountpos[i] == mi.s && mi.s) {
lastmountpos[i] = mi.t;
}
else if(lastmountpos[i] == mi.t) {
lastmountpos[i] = NULL;
}
}
}
EX void moveWorm(cell *c) {
bool mounted = isMounted(c);
if(c->monst == moWormwait) { c->monst = moWorm; return; }
else if(c->monst == moTentaclewait) { c->monst = moTentacle; return; }
else if(c->monst == moTentacleEscaping) {
// explodeAround(c);
forCellEx(c2, c)
if(canAttack(c, c->monst, c2, c2->monst, mounted ? AF_ONLY_ENEMY : (AF_GETPLAYER | AF_ONLY_FBUG))) {
attackMonster(c2, AF_NORMAL | AF_MSG | AF_GETPLAYER, c->monst);
}
cell *c2 = c;
vector<cell*> allcells;
while(c2->mondir != NODIR) {
allcells.push_back(c2);
c2 = c2->move(c2->mondir);
}
allcells.push_back(c2);
for(int i=isize(allcells)-2; i>=0; i--) {
cell *cmt = allcells[i+1];
cell *cft = allcells[i];
auto mi = moveimon(cft);
if(cft->monst != moTentacleGhost && cmt->monst != moTentacleGhost)
mountmove(mi, false);
animateMovement(mi, LAYER_BIG);
}
c->monst = moNone;
if(c->mondir != NODIR) c->move(c->mondir)->monst = moTentacleEscaping;
return;
}
else if(c->monst != moWorm && c->monst != moTentacle) return;
eMonster m = c->monst;
int id = m - moWorm;
int mf = MF_PATHDIST | AF_EAT;
if(mounted) mf ^= (MF_MOUNT | MF_PATHDIST);
// without this, in 3D geometries, Sandworms explode because no land around them is generated yet
forCellCM(c2, c) setdist(c2, 8, c);
int dir = pickMoveDirection(c, mf);
if(c->wall == waRose) {
addMessage(XLAT("%The1 eats %the2!", c->monst, c->wall));
c->wall = waNone;
dir = -1;
}
if(dir == -1) {
int spices = 0;
if(id) {
addMessage(XLAT("Cthulhu withdraws his tentacle!"));
kills[moTentacle]++;
c->monst = moTentacleEscaping;
moveWorm(c);
}
else {
kills[moWorm]++;
spices = 3;
}
eItem loc = treasureType(c->land);
bool spiceSeen = false;
while(c->monst == moWorm || c->monst == moWormtail || c->monst == moTentacle || c->monst == moTentacletail) {
// if(!id)
explodeAround(c);
drawParticles(c, minf[c->monst].color, 16);
if(spices > 0 && c->land == laDesert) {
if(notDippingForExtra(itSpice, loc)) {
c->item = itSpice;
if(c->cpdist <= 6) spiceSeen = true;
}
spices--;
}
c->monst = moNone;
if(c->mondir != NODIR) c = c->move(c->mondir);
}
if(!id) {
if(spiceSeen)
addMessage(XLAT("The sandworm explodes in a cloud of Spice!"));
else
addMessage(XLAT("The sandworm explodes!"));
playSound(NULL, "explosion");
if(geometry == gZebraQuotient)
achievement_gain_once("ZEBRAWORM", rg::special_geometry);
}
return;
}
movei mi(c, dir);
auto& goal = mi.t;
if(isPlayerOn(goal) || goal->monst)
attackMonster(goal, AF_EAT | AF_MSG | AF_GETPLAYER, c->monst);
if(1) {
goal->monst = eMonster(moWormwait + id);
moveEffect(mi, eMonster(moWormwait + id));
animateMovement(mi, LAYER_BIG);
c->monst = eMonster(moWormtail + id);
goal->mondir = mi.rev_dir_or(NODIR);
goal->monmirror = c->monmirror ^ c->c.mirror(dir);
setdist(goal, 6, nullptr);
mountmove(mi, true);
if(id) {
cell *c2 = c, *c3 = c2;
while(c2->monst == moTentacletail || c2->monst == moTentacleGhost) {
auto mim = moveimon(c2).rev();
if(!mim.proper()) return;
c3 = c2, c2 = mim.s;
if(c3->monst != moTentacleGhost && c2->monst != moTentacleGhost)
mountmove(mim, true);
animateMovement(mim, LAYER_BIG);
}
}
cell *c2 = c, *c3 = c2;
for(int a=0; a<WORMLENGTH; a++) {
if(c2->monst == moWormtail) {
movei mim = moveimon(c2).rev();
if(!mim.proper()) {
drawParticles(c2, (linf[c2->land].color & 0xF0F0F0), 16);
return;
}
c3 = c2, c2 = mim.s;
mountmove(mim, true);
animateMovement(mim, LAYER_BIG);
}
}
if(c2->monst == moWormtail) c2->monst = moNone, c3->mondir = NODIR;
}
}
EX void ivynext(cell *c) {
cellwalker cw(c, c->mondir, c->monmirror);
// check the mirroring status
cell *c2 = c;
while(true) {
if(c2->monst == moIvyRoot) break;
if(!proper(c2, c2->mondir))
return; /* incorrect data */
if(!isIvy(c2->monst)) break;
if(c2->c.mirror(c2->mondir)) cw.mirrored = !cw.mirrored;
c2 = c2->move(c2->mondir);
}
cw.at->monst = moIvyWait;
bool findleaf = false;
while(true) {
cw += 1;
if(cw.spin == signed(cw.at->mondir)) {
if(findleaf) {
cw.at->monst = moIvyHead; break;
}
cw.at->monst = moIvyWait;
cw += wstep;
continue;
}
cw += wstep;
if(cw.at->monst == moIvyWait && signed(cw.at->mondir) == cw.spin) {
cw.at->monst = moIvyBranch;
findleaf = true; continue;
}
cw += wstep;
}
}
// this removes Ivy, but also potentially causes Vines to grow
EX void removeIvy(cell *c) {
eMonster m = c->monst;
c->monst = moNone; // NEWYEARFIX
for(int i=0; i<c->type; i++)
// note that semi-vines don't count
if(c->move(i)->wall == waVinePlant) {
destroyHalfvine(c);
if (!do_not_touch_this_wall(c))
c->wall = waVinePlant;
}
if(c->wall != waVinePlant) {
if(m == moIvyDead)
m = moIvyWait;
drawParticles(c, minf[m].color, 2);
}
}
EX void moveivy() {
if(isize(ivies) == 0) return;
if(racing::on) return;
pathdata pd(moIvyRoot);
for(int i=0; i<isize(ivies); i++) {
cell *c = ivies[i];
cell *co = c;
if(c->monst != moIvyHead) continue;
ivynext(c);
int pd = c->pathdist;
movei mi(nullptr, nullptr, NODIR);
while(c->monst != moIvyRoot) {
if(!isIvy(c->monst)) {
raiseBuggyGeneration(c, "that's not an Ivy!");
break;
}
if(c->mondir == NODIR) {
raiseBuggyGeneration(c, "wrong mondir!");
break;
}
forCellIdEx(c2, j, c) {
if(canAttack(c, c->monst, c2, c2->monst, AF_ONLY_FRIEND | AF_GETPLAYER)) {
if(isPlayerOn(c2))
killThePlayerAt(c->monst, c2, 0);
else {
if(attackJustStuns(c2, 0, c->monst))
addMessage(XLAT("The ivy attacks %the1!", c2->monst));
else if(isNonliving(c2->monst))
addMessage(XLAT("The ivy destroys %the1!", c2->monst));
else
addMessage(XLAT("The ivy kills %the1!", c2->monst));
attackMonster(c2, AF_NORMAL, c->monst);
}
continue;
}
if(c2 && c2->pathdist < pd && passable(c2, c, 0) && !strictlyAgainstGravity(c2, c, false, MF_IVY))
mi = movei(c, j), pd = c2->pathdist;
}
c = c->move(c->mondir);
}
auto& mto = mi.t;
if(mto && mto->cpdist) {
animateMovement(mi, LAYER_BIG);
mto->monst = moIvyWait, mto->mondir = mi.rev_dir_or(NODIR);
mto->monmirror = mi.s->monmirror ^ mi.mirror();
moveEffect(mi, moIvyWait);
// if this is the only branch, we want to move the head immediately to mto instead
if(mi.s->monst == moIvyHead) {
mto->monst = moIvyHead; co->monst = moIvyBranch;
}
}
else if(!proper(co, co->mondir) || !co->move(co->mondir)) ; /* should not happen */
else if(co->move(co->mondir)->monst != moIvyRoot) {
// shrink useless branches, but do not remove them completely (at the root)
if(co->monst == moIvyHead) co->move(co->mondir)->monst = moIvyHead;
removeIvy(co);
}
}
}
vector<cell*> gendfs;
int targetcount;
EX bool isTargetOrAdjacent(cell *c) {
for(int i=0; i<targetcount; i++)
if(gendfs[i] == c || isNeighbor(gendfs[i], c))
return true;
return false;
}
EX void groupmove2(const movei& mi, eMonster movtype, flagtype mf) {
auto& c = mi.s;
auto& from = mi.t; // note: we are moving from 'c' to 'from'!'
if(!c) return;
if(c->pathdist == 0) return;
if(movtype == moKrakenH && isTargetOrAdjacent(from)) ;
/* else if(passable_for(movtype, from, c, P_ONPLAYER | P_CHAIN | P_MONSTER)) ;
else if(canAttack(c, movtype, from, from->monst, AF_GETPLAYER)) ; */
else if(from->wall == waThumperOn) ;
else if(passable_for(movtype, from, c, P_CHAIN | P_MONSTER)) ;
else if(canAttack(c, movtype, from, from->monst, AF_GETPLAYER | AF_NOSHIELD)) ;
else if(isMagneticPole(movtype)) {
// a special case here -- we have to ignore the illegality of
// the 'second' move due to an adjacent opposite pole
forCellIdEx(c2, d, c)
if(c2->monst == movtype) {
cell *c3 = c2->move(c2->mondir);
eMonster m2 = c3->monst;
c3->monst = moNone;
bool ok =
passable_for(movtype, from, c, P_CHAIN | P_MONSTER)
&& passable_for(movtype, c, c2, P_CHAIN | P_MONSTER);
c3->monst = m2;
if(ok) groupmove2(movei(c, d).rev(), movtype, mf);
}
}
else return;
if(from->monst) {
if(mf & MF_MOUNT) {
// don't go through friends
if(isFriendlyOrBug(from)) return;
}
else {
// go through the player (even mounted)
if(isPlayerOn(from)) ;
// go through the mounted dragon
else if(isDragon(from->monst) && isFriendlyOrBug(from)) ;
// but not through other worms
else if(isWorm(from)) return;
// go through other friends
else if(isFriendlyOrBug(from)) ;
else return;
}
}
// Kraken movement
if(movtype == moKrakenH && c->monst == moKrakenT && c->stuntime == 0)
kraken::trymove(c);
if(movegroup(c->monst) == movtype) {
int af = AF_ONLY_FBUG | AF_GETPLAYER;
if(mf & MF_MOUNT) af = 0;
if(!passable_for(movtype, from, c, P_ONPLAYER | P_MONSTER)) return;
if(!ignoresSmell(c->monst) && againstRose(c, from)) return;
if((mf & MF_ONLYEAGLE) && c->monst != moEagle && c->monst != moBat)
return;
if((mf & MF_ONLYEAGLE) && bird_disruption(c) && markOrb(itOrbGravity)) return;
// in the gravity lands, eagles cannot ascend in their second move
if((mf & MF_ONLYEAGLE) && gravityLevelDiff(c, from) < 0) {
onpath(c, 0);
return;
}
if((mf & MF_NOFRIEND) && isFriendly(c)) return;
if((mf & MF_MOUNT) && !isMounted(c)) return;
if(isRatling(c->monst) && lastmovetype == lmSkip) return;
if(c->stuntime) return;
if(c->monst == moBat && batsAfraid(from)) return;
// note: move from 'c' to 'from'!
if(!(mf & MF_NOATTACKS)) for(int j=0; j<c->type; j++)
if(c->move(j) && canAttack(c, c->monst, c->move(j), c->move(j)->monst, af)) {
attackMonster(c->move(j), AF_NORMAL | AF_GETPLAYER | AF_MSG, c->monst);
animateAttack(movei(c, j), LAYER_SMALL);
onpath(c, 0);
// XLATC eagle
return;
}
if(from->cpdist == 0 || from->monst) { onpath(c, 0); return; }
if(movtype == moDragonHead) {
dragon::move(mi);
return;
}
moveMonster(mi);
onpath(from, 0);
if(isDie(mi.t->monst)) {
/* other dice will not pathfind through the original cell */
/* this makes it easier for the player to roll dice correctly */
onpath(c, 0);
return;
}
}
onpath(c, 0);
// MAXGCELL
if(isize(gendfs) < 1000 || c->cpdist <= 6) gendfs.push_back(c);
}
EX void groupmove(eMonster movtype, flagtype mf) {
pathdata pd(0);
gendfs.clear();
if(mf & MF_MOUNT) {
if(dragon::target) gendfs.push_back(dragon::target);
if(movtype == moDragonHead) {
for(int i=0; i<isize(dcal); i++) {
cell *c = (i == 0 && dragon::target) ? dragon::target : dcal[i];
if(!c->monst) continue;
if(isFriendlyOrBug(c)) continue;
forCellIdEx(c2, d, c) if(c2->monst && isMounted(c2)) {
groupmove2(movei(c,d).rev(),movtype,mf);
}
}
}
}
else {
if(!peace::on) for(int i=0; i<isize(targets); i++) gendfs.push_back(targets[i]);
if(invisfish && (movtype == moSlime || movtype == moShark || movtype == moKrakenH))
for(cell *pc: player_positions())
gendfs.push_back(pc);
}
targetcount = isize(gendfs);
for(int i=0; i<isize(gendfs); i++) {
cell *c = gendfs[i];
vector<int> dirtable;
forCellIdAll(c2,t,c) dirtable.push_back(t);
hrandom_shuffle(dirtable);
for(auto& t: dirtable) {
groupmove2(movei(c, t).rev(),movtype,mf);
}
if(movtype == moEagle && c->monst == moNone && !isPlayerOn(c) && !bird_disruption(c)) {
cell *c2 = whirlwind::jumpFromWhereTo(c, false);
groupmove2(movei(c2, c, STRONGWIND), movtype, mf);
}
if(frog_power(movtype) && c->monst == moNone && !isPlayerOn(c)) {
forCellEx(c2, c) forCellEx(c3, c2)
groupmove2(movei(c3, c, JUMP), movtype, mf);
}
}
if(movtype != moDragonHead) for(int i=0; i<isize(dcal); i++) {
cell *c = dcal[i];
if((mf & MF_ONLYEAGLE) && c->monst != moEagle && c->monst != moBat) return;
if(movegroup(c->monst) == movtype && c->pathdist != 0) {
cell *c2 = moveNormal(c, mf);
if(c2) onpath(c2, 0);
}
}
}
// Hex monsters
vector<cell*> hexdfs;
EX void moveHexSnake(const movei& mi, bool mounted) {
// note: move from 'c' to 'from'!
auto& from = mi.t;
auto& c = mi.s;
setdist(from, 6, nullptr);
if(from->wall == waBoat) from->wall = waSea;
moveEffect(mi, c->monst);
from->monst = c->monst; from->mondir = mi.rev_dir_or(NODIR); from->hitpoints = c->hitpoints;
c->monst = moHexSnakeTail;
preventbarriers(from);
animateMovement(mi, LAYER_BIG);
mountmove(mi, true);
cell *c2 = c, *c3=c2;
for(int a=0;; a++) if(c2->monst == moHexSnakeTail) {
if(a == ROCKSNAKELENGTH) { c2->monst = moNone, c3->mondir = NODIR; break; }
auto mim = moveimon(c2).rev();
if(!mim.proper()) break;
mountmove(mim, true);
animateMovement(mim, LAYER_BIG);
c3 = c2, c2 = mim.s;
}
else break;
}
EX void snakeAttack(cell *c, bool mounted) {
for(int j=0; j<c->type; j++)
if(c->move(j) && canAttack(c, moHexSnake, c->move(j), c->move(j)->monst,
mounted ? AF_ONLY_ENEMY : (AF_ONLY_FBUG | AF_GETPLAYER))) {
eMonster m2 = c->move(j)->monst;
attackMonster(c->move(j), AF_NORMAL | AF_GETPLAYER | AF_MSG, moHexSnake);
spread_plague(c, c->move(j), j, moHexSnake);
produceGhost(c->move(j), moHexSnake, m2);
}
}
EX bool goodmount(cell *c, bool mounted) {
if(mounted) return isMounted(c);
else return !isMounted(c);
}
EX int inpair(cell *c, int colorpair) {
return (colorpair >> pattern_threecolor(c)) & 1;
}
EX int snake_pair(cell *c) {
if(c->mondir == NODIR)
return (1 << pattern_threecolor(c));
else
return (1 << pattern_threecolor(c)) | (1 << pattern_threecolor(c->move(c->mondir)));
}
// note: move from 'c' to 'from'!
EX void hexvisit(cell *c, cell *from, int d, bool mounted, int colorpair) {
if(!c) return;
if(cellUnstable(c) || cellEdgeUnstable(c)) return;
if(c->pathdist == 0) return;
if(cellUnstableOrChasm(c) || cellUnstableOrChasm(from)) return;
/* if(c->monst == moHexSnake)
printf("%p:%p %s %d\n", from, c, dnameof(from->monst), passable(from, c, true, false, false)); */
if(from->cpdist && (!passable(from, c, P_MONSTER|P_WIND|P_FISH))) return;
if(c->monst == moHexSnake && snake_pair(c) == colorpair) {
// printf("got snake\n");
if(!inpair(from, colorpair)) return;
if(!goodmount(c, mounted)) return;
if(canAttack(c, moHexSnake, from, from->monst, AF_EAT | (mounted ? AF_ONLY_ENEMY : AF_ONLY_FBUG | AF_GETPLAYER))) {
attackMonster(from, AF_MSG | AF_EAT | AF_GETPLAYER, c->monst);
}
if(from->cpdist == 0 || from->monst) return;
snakeAttack(c, mounted);
moveHexSnake(movei(from, d).rev(), mounted);
}
onpath(c, 0);
// MAXGCELL
if(isize(hexdfs) < 2000 || c->cpdist <= 6)
hexdfs.push_back(c);
}
EX void movehex(bool mounted, int colorpair) {
pathdata pd(3);
hexdfs.clear();
if(mounted) {
if(dragon::target && dragon::target->monst != moHexSnake) {
hexdfs.push_back(dragon::target);
onpath(dragon::target, 0);
}
}
else for(cell *c: targets) {
hexdfs.push_back(c);
onpath(c, 0);
}
//hexdfs.push_back(cwt.at);
for(int i=0; i<isize(hexdfs); i++) {
cell *c = hexdfs[i];
vector<int> dirtable;
for(int t=0; t<c->type; t++) if(c->move(t) && inpair(c->move(t), colorpair))
dirtable.push_back(t);
hrandom_shuffle(dirtable);
for(auto& t: dirtable) {
hexvisit(c->move(t), c, t, mounted, colorpair);
}
}
}
EX void movehex_rest(bool mounted) {
for(int i=0; i<isize(hexsnakes); i++) {
cell *c = hexsnakes[i];
int colorpair;
if(c->monst == moHexSnake) {
colorpair = snake_pair(c);
if(!goodmount(c, mounted)) continue;
vector<int> dirtable = hrandom_permutation(c->type);
for(int u=0; u<c->type; u++) {
createMov(c, dirtable[u]);
if(inpair(c->move(dirtable[u]), colorpair))
hexvisit(c, c->move(dirtable[u]), c->c.spin(dirtable[u]), mounted, colorpair);
}
}
if(c->monst == moHexSnake) {
snakeAttack(c, mounted);
kills[moHexSnake]++;
playSound(c, "die-troll");
cell *c2 = c;
while(c2->monst == moHexSnakeTail || c2->monst == moHexSnake) {
if(c2->monst != moHexSnake && c2->mondir != NODIR)
snakepile(c2, moHexSnake);
snakepile(c2, moHexSnake);
c2->monst = moNone;
if(c2->mondir == NODIR) break;
c2 = c2->move(c2->mondir);
}
}
}
}
EX void movemutant() {
manual_celllister mcells;
for(cell *c: currentmap->allcells()) mcells.add(c);
if(!bounded)
for(int i=0; i<isize(mcells.lst); i++) {
cell *c = mcells.lst[i];
if(c->land == laClearing && c->monst != moMutant && !pseudohept(c))
forCellEx(c2, c) forCellEx(c3, c2) if(celldistAlt(c3) < celldistAlt(c))
mcells.add(c3);
}
vector<cell*> young;
for(cell *c: mcells.lst)
if(c->monst == moMutant && c->stuntime == mutantphase)
young.push_back(c);
for(int j=1; j<isize(young); j++)
swap(young[j], young[hrand(j+1)]);
mutantphase++;
mutantphase &= 15;
for(int i=0; i<isize(young); i++) {
cell *c = young[i];
for(int j=0; j<c->type; j++) {
movei mi(c, j);
auto& c2 = mi.t;
if(!c2) continue;
if(c2->monst != moMutant && canAttack(c, moMutant, c2, c2->monst, AF_ONLY_FBUG | AF_GETPLAYER)) {
attackMonster(c2, AF_NORMAL | AF_MSG | AF_GETPLAYER, moMutant);
continue;
}
if(isPlayerOn(c2)) continue;
if((c2->land == laOvergrown || !pseudohept(c2)) && passable(c2, c, 0)) {
if(c2->land == laClearing && !bounded && c2->mpdist > 7) continue;
c2->monst = moMutant;
c2->mondir = c->c.spin(j);
c2->stuntime = mutantphase;
animateMovement(mi, LAYER_BIG);
}
}
}
}
#if HDR
#define SHSIZE 16
#endif
EX vector<array<cell*, MAXPLAYER>> shpos;
EX int cshpos = 0;
EX cell *lastmountpos[MAXPLAYER];
EX void clearshadow() {
shpos.resize(SHSIZE);
for(int i=0; i<SHSIZE; i++) for(int p=0; p<MAXPLAYER; p++)
shpos[i][p] = NULL;
}
/** \brief kill the shadow by clearing its history -- c is provided for multiplayer */
EX void kill_shadow_at(cell *c) {
for(int p=0; p<MAXPLAYER; p++)
if(shpos[cshpos][p] == c)
for(int i=0; i<SHSIZE; i++)
changes.value_set(shpos[i][p], (cell*) nullptr);
}
EX void moveshadow() {
cell *shfrom = NULL;
shpos.resize(SHSIZE);
for(int p: player_indices()) {
cell *c = shpos[cshpos][p];
if(c && c->monst == moShadow) {
for(int j=0; j<c->type; j++)
if(c->move(j) && canAttack(c, moShadow, c->move(j), c->move(j)->monst, AF_ONLY_FBUG | AF_GETPLAYER))
attackMonster(c->move(j), AF_NORMAL | AF_MSG | AF_GETPLAYER, c->monst);
c->monst = moNone;
shfrom = c;
}
shpos[cshpos][p] = playerpos(p);
}
cshpos = (cshpos+1) % SHSIZE;
for(int p: player_indices()) {
cell* where = shpos[cshpos][p];
if(where && where->monst == moNone && where->cpdist && among(where->land, laGraveyard, laCursed)) {
if(sword::at(where)) {
kill_shadow_at(where);
fightmessage(moShadow, moPlayer, false, AF_SWORD_INTO);
continue;
}
if(shfrom) animateMovement(match(shfrom, where), LAYER_SMALL);
where->monst = moShadow;
where->hitpoints = p;
where->stuntime = 0;
// the Shadow sets off the mines and stuff
moveEffect(movei(where, where, NODIR), moShadow);
}
}
}
EX void moveghosts() {
if(invismove) return;
movesofgood.clear();
for(int i=0; i<isize(ghosts); i++) {
cell *c = ghosts[i];
if(c->stuntime) continue;
if(isPowerMonster(c) && !playerInPower()) continue;
if(isGhostMover(c->monst)) {
int goodmoves = 0;
for(int k=0; k<c->type; k++) if(c->move(k) && c->move(k)->cpdist < c->cpdist)
if(ghostmove(c->monst, c->move(k), c, 0) && !isPlayerOn(c->move(k)))
goodmoves++;
movesofgood.grow(goodmoves).push_back(c);
}
}
for(auto& v: movesofgood) for(cell *c: v) {
if(c->stuntime) continue;
if(isPowerMonster(c) && !playerInPower()) continue;
if(isGhostMover(c->monst) && c->cpdist >= 1) {
vector<int> mdir;
for(int j=0; j<c->type; j++)
if(c->move(j) && canAttack(c, c->monst, c->move(j), c->move(j)->monst, AF_GETPLAYER | AF_ONLY_FBUG)) {
// XLATC ghost/greater shark
attackMonster(c->move(j), AF_NORMAL | AF_MSG | AF_GETPLAYER, c->monst);
goto nextghost;
}
for(int k=0; k<c->type; k++) if(c->move(k) && c->move(k)->cpdist < c->cpdist)
if(ghostmove(c->monst, c->move(k), c, 0))
mdir.push_back(k);
if(mdir.empty()) continue;
int d = hrand_elt(mdir);
cell *c2 = c->move(d);
if(c2->monst == moTortoise && c2->stuntime > 1) {
addMessage(XLAT("%The1 scares %the2 a bit!", c->monst, c2->monst));
c2->stuntime = 1;
}
else moveMonster(movei(c, d));
}
nextghost: ;
}
}
/** for an ally m at c, evaluate staying in place */
EX int stayvalue(eMonster m, cell *c) {
if(!passable_for(c->monst, c, NULL, P_MONSTER | P_MIRROR))
return -1501;
if(cellEdgeUnstable(c))
return -1501;
if(againstRose(c, NULL) && !ignoresSmell(c->monst)) return -1500;
return 100;
}
/** for an ally m at c, evaluate moving to c2 */
EX int movevalue(eMonster m, cell *c, int dir, flagtype flags) {
auto mi = movei(c, dir);
auto& c2 = mi.t;
int val = 0;
if(isPlayerOn(c2)) val = -3000;
else if(againstRose(c, c2) && !ignoresSmell(m)) return -1200;
else if(m == moPrincess && c2->stuntime && hasPrincessWeapon(c2->monst) &&
!cellDangerous(c) && !cellDangerous(c2) && canAttack(c, m, c2, c2->monst, AF_IGNORE_UNARMED | flags)) {
val = 15000;
}
else if(canAttack(c,m,c2,c2->monst,flags))
val =
(!passable_for(c->monst, c, NULL, P_MONSTER | P_MIRROR)) ? 100 :
(m == moPrincessArmed && isPrincess(c2->monst)) ? 14000 : // jealousy!
isActiveEnemy(c2,m) ? 12000 :
among(c2->monst, moSkeleton, moMetalBeast, moReptile, moTortoise, moSalamander, moTerraWarrior, moBrownBug) ? -400 :
isIvy(c2) ? 8000 :
isInactiveEnemy(c2,m) ? 1000 :
-500;
else if(passable_for(m, c2, c, 0)) {
#if CAP_COMPLEX2
if(mine::marked_mine(c2) && !ignoresPlates(m))
val = 50;
else
#endif
val = 4000;
int tk = tkills();
changes.init(true);
moveMonster(mi);
int tk2 = tkills();
bool b = monstersnear(mi.t, m);
changes.rollback();
if(b) val = 50;
else if(tk2 > tk) val += 1000 + 200 * (tk2 - tk);
}
else if(passable_for(m, c2, c, P_DEADLY)) return -1100;
else return -1750;
if(c->monst == moGolem ) {
val -= c2->pathdist;
}
else if(c->monst == moFriendlyGhost )
val += c2->cpdist - 40;
else if(c->monst == moMouse) {
int d;
if(!euclid && (c2->land != laPalace || !c2->master->alt)) d = 200;
else d = celldistAlt(c2);
// first rule: suicide if the Princess is killed,
// by monstersnear or jumping into a chasm
princess::info *i = princess::getPrisonInfo(c);
if(i && !i->princess) {
if(val == 50 || c2->wall == waChasm) val = 20000;
}
// second rule: move randomly if the Princess is saved
if(i && i->bestdist > 6)
;
// third rule: do not get too far from the Princess
else if(d > 150)
val -= (700+d);
// fourth rule: do not get too far from the Rogue
// NOTE: since Mouse is not a target, we can use
// the full pathfinding here instead of cpdist!
else if(c2->pathdist > 3 && c2->pathdist <= 19)
val -= (500+c2->pathdist * 10);
else if(c2->pathdist > 19)
val -= (700);
// fifth rule: get close to the Princess, to point the way
else
val -= (250+d);
/*
// avoid stepping on trapdoors and plates
// (REMOVED BECAUSE MICE NO LONGER ACTIVATE TRAPDOORS AND PLATES)
// note that the Mouse will still step on the trapdoor
// if it wants to get close to you and there is no other way
if(c2->wall == waTrapdoor)
val -= 5;
*/
}
if(isPrincess(c->monst)) {
int d = c2->pathdist;
if(d <= 3) val -= d;
else val -= 10 * d;
// the Princess also avoids stepping on pressure plates
if(c2->wall == waClosePlate || c2->wall == waOpenPlate || c2->wall == waTrapdoor)
val -= 5;
}
if(c->monst == moTameBomberbird) {
int d = c2->pathdist;
if(d == 1 && c->pathdist > 1) d = 5;
if(d == 2 && c->pathdist > 2) d = 4;
val -= d;
}
if(c->monst == moKnight && (eubinary || c2->master->alt)) {
val -= celldistAlt(c2);
// don't go to external towers
if(c2->wall == waTower && c2->wparam == 1 && !c2->monst)
return 60;
}
return val;
}
EX void movegolems(flagtype flags) {
if(items[itOrbEmpathy] && items[itOrbSlaying])
flags |= AF_CRUSH;
int qg = 0;
for(int i=0; i<isize(golems); i++) {
cell *c = golems[i];
eMonster m = c->monst;
pathdata pd(m, false);
if(c->stuntime) continue;
if(m == moGolem || m == moKnight || m == moTameBomberbird || m == moPrincess ||
m == moPrincessArmed || m == moMouse || m == moFriendlyGhost) {
if(m == moGolem) qg++;
if(m == moFriendlyGhost) markOrb(itOrbUndeath);
bool recorduse[ittypes];
for(int i=0; i<ittypes; i++) recorduse[i] = orbused[i];
DEBB(DF_TURN, ("stayval"));
int bestv = stayvalue(m, c);
vector<int> bdirs;
DEBB(DF_TURN, ("moveval"));
for(int k=0; k<c->type; k++) if(c->move(k)) {
int val = movevalue(m, c, k, flags);
if(val > bestv) bestv = val, bdirs.clear();
if(val == bestv) bdirs.push_back(k);
}
if(m == moTameBomberbird) {
cell *c2 = whirlwind::jumpDestination(c);
if(c2 && !c2->monst) {
int val = movevalue(m, c, STRONGWIND, flags);
// printf("val = %d bestv = %d\n",
if(val > bestv) bestv = val, bdirs.clear();
if(val == bestv) bdirs.push_back(STRONGWIND);
}
}
for(int i=0; i<ittypes; i++) orbused[i] = recorduse[i];
// printf("stayvalue = %d, result = %d, bq = %d\n", stayvalue(m,c), bestv, bq);
if(bdirs.empty()) continue;
int dir = hrand_elt(bdirs);
auto mi = movei(c, dir);
auto& c2 = mi.t;
if(c2->monst) {
bool revenge = (m == moPrincess);
bool jealous = (isPrincess(c->monst) && isPrincess(c2->monst));
eMonster m2 = c2->monst;
if(revenge) {
playSound(c2, princessgender() ? "dzia-princess" : "dzia-prince");
addMessage(XLAT("%The1 takes %his1 revenge on %the2!", m, c2->monst));
}
if(revenge || jealous) flags |= AF_CRUSH;
else if((flags & AF_CRUSH) && !canAttack(c, m, c2, c2->monst, flags ^ AF_CRUSH ^ AF_MUSTKILL))
markOrb(itOrbEmpathy), markOrb(itOrbSlaying);
attackMonster(c2, flags | AF_MSG, m);
animateAttack(movei(c, dir), LAYER_SMALL);
spread_plague(c, c2, dir, m);
produceGhost(c2, m2, m);
sideAttack(c, dir, m, 0);
if(revenge) c->monst = m = moPrincessArmed;
if(jealous) {
playSound(c2, princessgender() ? "dzia-princess" : "dzia-prince");
addMessage("\"That should teach you to take me seriously!\"");
}
}
else {
passable_for(m, c2, c, P_DEADLY);
DEBB(DF_TURN, ("move"));
moveMonster(mi);
if(m != moTameBomberbird && m != moFriendlyGhost)
moveBoatIfUsingOne(mi);
if(c2->monst == m) {
if(m == moGolem) c2->monst = moGolemMoved;
if(m == moMouse) c2->monst = moMouseMoved;
if(m == moPrincess) c2->monst = moPrincessMoved;
if(m == moPrincessArmed) c2->monst = moPrincessArmedMoved;
if(m == moTameBomberbird) c2->monst = moTameBomberbirdMoved;
if(m == moKnight) c2->monst = moKnightMoved;
if(m == moFriendlyGhost) c2->stuntime = 1;
}
empathyMove(mi);
}
DEBB(DF_TURN, ("other"));
}
}
achievement_count("GOLEM", qg, 0);
}
/** note: butterflies don't use moveNormal for two reasons:
* 1) to make sure that they move AFTER bulls
* 2) to make sure that they move offscreen
*/
EX void moveButterflies() {
int j = 0;
for(int i=0; i<isize(butterflies); i++) {
cell* c = butterflies[i].first;
if(c->monst == moButterfly) {
/* // don't move if under attack of a bull
bool underattack = false;
forCellEx(c3, c)
if(c3->monst == moRagingBull && c3->mondir != NODIR &&
angledist(c3->type, c3->mondir, neighborId(c3, c)) == 3 &&
canAttack(c3, moRagingBull, c, c->monst, AF_BULL)
)
underattack = true;
if(underattack) continue; */
cell *c2 = moveNormal(c, 0);
if(butterflies[i].second < 50 && c2)
butterflies[j++] = make_pair(c2, butterflies[i].second+1);
}
}
butterflies.resize(j);
}
// assume pathdist
EX void specialMoves() {
for(int i=0; i<isize(dcal); i++) {
cell *c = dcal[i];
if(c->stuntime) continue;
eMonster m = c->monst;
if(m == moHunterGuard && items[itHunting] >= 10)
c->monst = moHunterChanging;
if ((havewhat & HF_FAILED_AMBUSH) && hyperbolic && !quotient) {
if(m == moHunterDog)
c->monst = moHunterChanging;
forCellEx(c2, c)
if(c2->monst == moHunterDog)
c2->monst = moHunterChanging;
}
if(m == moSleepBull && !peace::on) {
bool wakeup = false;
forCellEx(c2, c) if(c2->monst == moGadfly) {
addMessage(XLAT("%The1 wakes up %the2.", c2->monst, m));
wakeup = true;
}
for(int i=0; i<isize(targets); i++) {
cell *t = targets[i];
if(celldistance(c, t) <= 2) wakeup = true;
}
if(wakeup) {
playSound(NULL, "bull");
c->monst = m = moRagingBull;
c->mondir = NODIR;
}
}
if(m == moNecromancer) {
pathdata pd(moNecromancer);
int gravenum = 0, zombienum = 0;
cell *gtab[8], *ztab[8];
for(int j=0; j<c->type; j++) if(c->move(j)) {
if(c->move(j)->wall == waFreshGrave) gtab[gravenum++] = c->move(j);
if(passable(c->move(j), c, 0) && c->move(j)->pathdist < c->pathdist)
ztab[zombienum++] = c->move(j);
}
if(gravenum && zombienum) {
cell *gr = gtab[hrand(gravenum)];
gr->wall = waAncientGrave;
gr->monst = moGhost;
gr->stuntime = 1;
ztab[hrand(zombienum)]->monst = moZombie;
ztab[hrand(zombienum)]->stuntime = 1;
addMessage(XLAT("%The1 raises some undead!", m));
playSound(c, "necromancy");
}
}
else if(m == moOutlaw) {
for(cell *c1: gun_targets(c))
if(canAttack(c, moOutlaw, c1, c1->monst, AF_GETPLAYER | AF_ONLY_FBUG | AF_GUN)) {
attackMonster(c1, AF_GETPLAYER | AF_ONLY_FBUG | AF_GUN, moOutlaw);
c->stuntime = 1;
break;
}
}
else if(m == moWitchFlash && flashWouldKill(c, AF_GETPLAYER | AF_ONLY_FBUG) && !flashWouldKill(c, false)) {
addMessage(XLAT("%The1 activates her Flash spell!", m));
m = moWitch;
activateFlashFrom(c, moWitchFlash, AF_MAGIC | AF_GETPLAYER | AF_MSG);
c->stuntime = 1;
}
else if(m == moCrystalSage && c->cpdist <= 4 && isIcyLand(cwt.at) && cwt.at->wall != waBoat) {
// only one sage attacks
if(sagefresh) {
sagefresh = false;
if(sagephase == 0) {
addMessage(XLAT("%The1 shows you two fingers.", m));
addMessage(XLAT("You wonder what does it mean?"));
}
else if(sagephase == 1) {
addMessage(XLAT("%The1 shows you a finger.", m));
addMessage(XLAT("You think about possible meanings."));
}
else {
addMessage(XLAT("%The1 moves his finger downwards.", m));
addMessage(XLAT("Your brain is steaming."));
}
sagephase++;
for(int i=0; i<isize(targets); i++) {
cell *t = targets[i];
if(celldistance(c, t) > 4) continue;
sageheat(t, .0);
for(int i=0; i<t->type; i++)
sageheat(t->move(i), .3);
}
}
c->stuntime = 1;
}
else if(m == moPyroCultist && !peace::on) {
bool shot = false;
bool dont_approach = false;
// smaller range on the sphere
int firerange = (sphere || getDistLimit() < 5) ? 2 : 4;
for(int i=0; i<isize(targets); i++) {
cell *t = targets[i];
if(celldistance(c,t) <= firerange && makeflame(t, 20, true)) {
if(isPlayerOn(t))
addMessage(XLAT("%The1 throws fire at you!", m));
else
addMessage(XLAT("%The1 throws fire at %the2!", m, t->monst));
makeflame(t, 20, false);
playSound(t, "fire");
c->monst = moCultist;
shot = true;
}
if(celldistance(c,t) <= 3 && !sphere) dont_approach = true;
}
if(shot || dont_approach) c->stuntime = 1;
}
else if(m == moHexer && c->item && (classflag(c->item) & IF_CURSE) && !peace::on) {
// bool dont_approach = false;
// smaller range on the sphere
int firerange = (sphere || getDistLimit() < 5) ? 2 : 4;
bool dont_approach = false;
for(int i=0; i<isize(targets); i++) {
cell *t = targets[i];
if(isPlayerOn(t)) {
int d = celldistance(c,t);
if(d <= firerange) {
addMessage(XLAT("%The1 curses you with %the2!", m, c->item));
playSound(t, "fire");
animate_item_throw(c, t, c->item);
items[c->item] += orbcharges(c->item);
c->item = itNone;
c->stuntime = 1;
}
if(d == firerange+1) dont_approach = true;
}
}
if(dont_approach) c->stuntime = 1;
}
else if(m == moVampire) {
for(int i=0; i<isize(targets); i++) {
cell *t = targets[i];
if(celldistance(c,t) <= 2) {
bool msg = false;
for(int i=0; i<ittypes; i++)
if(itemclass(eItem(i)) == IC_ORB && items[i] && items[itOrbTime] && !orbused[i]) {
orbused[i] = true;
msg = true;
}
if(msg) addMessage(XLAT("%The1 drains your powers!", m));
c->stuntime = 1;
}
}
}
}
}
EX void moveworms() {
if(!isize(worms)) return;
pathdata pd(moWorm);
int wrm = isize(worms);
for(int i=0; i<wrm; i++) {
moveWorm(worms[i]);
}
}
EX void refreshFriend(cell *c) {
if(c->monst == moGolemMoved) c->monst = moGolem;
if(c->monst == moMouseMoved) c->monst = moMouse;
if(c->monst == moPrincessMoved) c->monst = moPrincess;
if(c->monst == moPrincessArmedMoved) c->monst = moPrincessArmed;
if(c->monst == moKnightMoved) c->monst = moKnight;
if(c->monst == moTameBomberbirdMoved) c->monst = moTameBomberbird;
}
EX void consMove(cell *c, eMonster param) {
eMonster m = c->monst;
if(movegroup(m) != moYeti) return;
if(m == moWitchSpeed) havewhat |= HF_FAST;
bool slow = slowMover(m);
if(slow) havewhat |= HF_SLOW;
if(param == moYeti && slow) return;
if(param == moTortoise && !slow) return;
if(param == moWitchSpeed && m != moWitchSpeed) return;
if(isActiveEnemy(c, moPlayer)) {
int goodmoves = 0;
for(int t=0; t<c->type; t++) {
cell *c2 = c->move(t);
if(c2 && c2->pathdist < c->pathdist)
goodmoves++;
}
movesofgood.grow(goodmoves).push_back(c);
}
else
movesofgood.grow(0).push_back(c);
}
EX void moveNormals(eMonster param) {
pathdata pd(param);
movesofgood.clear();
for(int i=0; i<isize(pathqm); i++)
consMove(pathqm[i], param);
int dcs = isize(dcal);
for(int i=0; i<dcs; i++) {
cell *c = dcal[i];
if(c->pathdist == PINFD) consMove(c, param);
}
for(auto& v: movesofgood) for(cell *c: v) {
if(minf[c->monst].mgroup == moYeti) {
moveNormal(c, MF_PATHDIST);
}
}
}
EX void movehex_all() {
for(int i: snaketypes) {
movehex(false, i);
if(!shmup::on && haveMount()) movehex(true, i);
}
movehex_rest(false);
movehex_rest(true);
}
EX void movemonsters() {
#if CAP_COMPLEX2
ambush::distance = 0;
#endif
DEBB(DF_TURN, ("lava1"));
orboflava(1);
#if CAP_COMPLEX2
ambush::check_state();
#endif
sagefresh = true;
turncount++;
specialMoves();
DEBB(DF_TURN, ("ghosts"));
moveghosts();
DEBB(DF_TURN, ("butterflies"));
moveButterflies();
DEBB(DF_TURN, ("normal"));
moveNormals(moYeti);
DEBB(DF_TURN, ("slow"));
if(havewhat & HF_SLOW) moveNormals(moTortoise);
if(sagefresh) sagephase = 0;
DEBB(DF_TURN, ("ivy"));
moveivy();
DEBB(DF_TURN, ("slimes"));
groupmove(moSlime, 0);
DEBB(DF_TURN, ("sharks"));
if(havewhat & HF_SHARK) groupmove(moShark, 0);
DEBB(DF_TURN, ("eagles"));
if(havewhat & HF_BIRD) groupmove(moEagle, 0);
if(havewhat & HF_EAGLES) groupmove(moEagle, MF_NOATTACKS | MF_ONLYEAGLE);
DEBB(DF_TURN, ("eagles"));
if(havewhat & HF_REPTILE) groupmove(moReptile, 0);
DEBB(DF_TURN, ("jumpers"));
if(havewhat & HF_JUMP) {
groupmove(moFrog, 0);
groupmove(moVaulter, 0);
groupmove(moPhaser, 0);
}
DEBB(DF_TURN, ("air"));
if(havewhat & HF_AIR) {
airmap.clear();
groupmove(moAirElemental, 0);
buildAirmap();
}
DEBB(DF_TURN, ("earth"));
if(havewhat & HF_EARTH) groupmove(moEarthElemental, 0);
DEBB(DF_TURN, ("water"));
if(havewhat & HF_WATER) groupmove(moWaterElemental, 0);
DEBB(DF_TURN, ("void"));
if(havewhat & HF_VOID) groupmove(moVoidBeast, 0);
DEBB(DF_TURN, ("leader"));
if(havewhat & HF_LEADER) groupmove(moPirate, 0);
DEBB(DF_TURN, ("mutant"));
if((havewhat & HF_MUTANT) || (bounded && among(specialland, laOvergrown, laClearing))) movemutant();
DEBB(DF_TURN, ("bugs"));
if(havewhat & HF_BUG) hive::movebugs();
DEBB(DF_TURN, ("whirlpool"));
if(havewhat & HF_WHIRLPOOL) whirlpool::move();
DEBB(DF_TURN, ("whirlwind"));
if(havewhat & HF_WHIRLWIND) whirlwind::move();
#if CAP_COMPLEX2
DEBB(DF_TURN, ("westwall"));
if(havewhat & HF_WESTWALL) westwall::move();
#endif
for(cell *pc: player_positions())
if(pc->item == itOrbSafety)
return;
DEBB(DF_TURN, ("river"));
if(havewhat & HF_RIVER) prairie::move();
/* DEBB(DF_TURN, ("magnet"));
if(havewhat & HF_MAGNET)
groupmove(moSouthPole, 0),
groupmove(moNorthPole, 0); */
DEBB(DF_TURN, ("bugs"));
if(havewhat & HF_HEXD) groupmove(moHexDemon, 0);
if(havewhat & HF_DICE) groupmove(moAnimatedDie, 0);
if(havewhat & HF_ALT) groupmove(moAltDemon, 0);
if(havewhat & HF_MONK) groupmove(moMonk, 0);
DEBB(DF_TURN, ("worm"));
cell *savepos[MAXPLAYER];
for(int i=0; i<numplayers(); i++)
savepos[i] = playerpos(i);
moveworms();
if(havewhat & HF_HEX)
movehex_all();
if(havewhat & HF_KRAKEN) kraken::attacks(), groupmove(moKrakenH, 0);
if(havewhat & HF_DRAGON) groupmove(moDragonHead, MF_NOFRIEND);
if(haveMount()) groupmove(moDragonHead, MF_MOUNT);
DEBB(DF_TURN, ("golems"));
movegolems(0);
DEBB(DF_TURN, ("fresh"));
moverefresh();
DEBB(DF_TURN, ("lava2"));
orboflava(2);
DEBB(DF_TURN, ("shadow"));
moveshadow();
DEBB(DF_TURN, ("wandering"));
wandering();
DEBB(DF_TURN, ("rosemap"));
if(havewhat & HF_ROSE) buildRosemap();
for(int i=0; i<numplayers(); i++)
if(savepos[i] != playerpos(i)) {
bfs(); break;
}
}
EX bool nogoSlow(cell *to, cell *from) {
if(cellEdgeUnstable(to) && gravityLevelDiff(to, from) >= 0) return true;
if(cellUnstable(to)) return true;
return false;
}
EX void beastcrash(cell *c, cell *beast) {
if(c->wall == waPetrified || c->wall == waDeadTroll || c->wall == waDeadTroll2 ||
c->wall == waGargoyle) {
addMessage(XLAT("%The1 crashes into %the2!", beast->monst, c->wall));
c->wall = waNone;
}
else if(c->wall == waDeadwall || c->wall == waCavewall || c->wall == waSandstone ||
c->wall == waVinePlant || c->wall == waIcewall ||
c->wall == waMirror || c->wall == waCloud || c->wall == waBigTree || c->wall ==
waSmallTree || c->wall == waGlass || c->wall == waClosedGate || c->wall == waStone || c->wall == waRuinWall) {
addMessage(XLAT("%The1 crashes into %the2!", beast->monst, c->wall));
c->wall = waNone;
}
else if(cellHalfvine(c)) {
addMessage(XLAT("%The1 crashes into %the2!", beast->monst, c->wall));
destroyHalfvine(c);
}
else if(c->wall == waThumperOff) {
addMessage(XLAT("%The1 crashes into %the2!", beast->monst, c->wall));
c->wall = waThumperOn;
c->wparam = 100;
}
else if(c->wall == waExplosiveBarrel) {
addMessage(XLAT("%The1 crashes into %the2!", beast->monst, c->wall));
explodeBarrel(c);
}
else if(realred(c)) {
addMessage(XLAT("%The1 crashes into %the2!", beast->monst, c->wall));
if(c->wall == waRed1) c->wall = waNone;
else if(c->wall == waRed2) c->wall = waRed1;
else if(c->wall == waRed3) c->wall = waRed2;
}
else if(isBull(c->monst) || isSwitch(c->monst)) {
addMessage(XLAT("%The1 crashes into %the2!", beast->monst, c->monst));
if(c->monst == moSleepBull) c->monst = moRagingBull, c->stuntime = 3;
}
}
EX void stayEffect(cell *c) {
eMonster m = c->monst;
if(m == moAirElemental) airmap.push_back(make_pair(c, 0));
if(m == moRagingBull && c->mondir != NODIR) {
playSound(NULL, "hit-axe"+pick123());
forCellIdEx(c2, d, c) {
bool opposite = anglestraight(c, d, c->mondir);
if(opposite) beastcrash(c2, c);
}
c->mondir = NODIR; c->stuntime = 3;
}
}
EX int realstuntime(cell *c) {
if(isMutantIvy(c)) return (c->stuntime - mutantphase) & 15;
return c->stuntime;
}
}