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landgen.cpp
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landgen.cpp
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// Hyperbolic Rogue
// Copyright (C) 2011-2016 Zeno Rogue, see 'hyper.cpp' for details
// land generation routines
int steplimit = 0;
int cstep;
template<class... T>
void limitgen(T... args) {
if(steplimit) {
cstep++;
printf("%6d ", cstep);
printf(args...);
if(cstep == steplimit) buggyGeneration = true;
}
}
vector<cell*> buggycells;
cell *pathTowards(cell *pf, cell *pt) {
while(celldist(pt) > celldist(pf)) {
if(isNeighbor(pf, pt)) return pt;
cell *pn = NULL;
forCellEx(pn2, pt) if(celldist(pn2) < celldist(pt)) pn = pn2;
pt = pn;
}
if(isNeighbor(pf, pt)) return pt;
forCellEx(pn2, pt) if(celldist(pn2) < celldist(pt)) return pn2;
return NULL;
}
bool buildBarrierNowall(cell *c, eLand l2, bool force = false);
bool safety = false;
eLand firstland = laIce, specialland = laIce;
bool timerghost = true;
eLand lastland;
int lastexplore;
bool randomPatternsMode = false;
int randompattern[landtypes];
bool chaosmode = false;
bool chaosUnlocked = false;
bool chaosAchieved = false;
// returns: 2 = treasure increaser, 1 = just appears, 0 = does not appear
int isNative(eLand l, eMonster m) {
switch(l) {
case laIce:
return (m == moWolf || m == moWolfMoved || m == moYeti) ? 2 : 0;
case laJungle:
return (m == moIvyRoot || m == moMonkey) ? 2 :
(isIvy(m) || m == moEagle || m == moMonkey) ? 1 : 0;
case laCaves:
return (m == moGoblin || m == moTroll) ? 2 : m == moSeep ? 1 : 0;
case laDesert:
return (m == moDesertman || m == moWorm) ? 2 : 0;
case laAlchemist:
return (m == moSlime) ? 2 : 0;
case laMirror: case laMirrored: case laMirrorWall: case laMirrorWall2: case laMirrored2:
return (m == moMirrorSpirit || m == moNarciss || m == moMimic) ? 1 : 0;
case laMirrorOld:
return (m == moEagle || m == moRanger || m == moMimic) ? 1 : 0;
case laMotion:
return (m == moRunDog) ? 2 : 0;
case laGraveyard:
return (m == moZombie || m == moNecromancer) ? 2 :
m == moGhost ? 1 : 0;
case laRlyeh:
return
(m == moCultist || m == moTentacle || m == moPyroCultist) ? 2 :
(m == moCultistLeader || isIvy(m)) ? 1 : 0;
case laDryForest:
return (m == moHedge || m == moFireFairy) ? 2 : 0;
case laHell:
return (m == moLesser) ? 2 : 0;
case laCocytus:
return (m == moShark || m == moGreaterShark || m == moCrystalSage) ? 2 :
m == moYeti ? 1 : 0;
case laCrossroads: case laCrossroads2: case laCrossroads3: case laCrossroads4:
case laCrossroads5:
case laNone: case laBarrier: case laOceanWall: case laCanvas: return 0;
case laEmerald:
return (m == moFlailer || m == moLancer || m == moMiner) ? 2 :
m == moHedge ? 1 : 0;
case laWineyard:
return (m == moVineSpirit || m == moVineBeast) ? 2 : 0;
case laHive:
return isBug(m) ? 1 : 0;
case laDeadCaves:
return (m == moEarthElemental || m == moDarkTroll) ? 2 :
(m == moGoblin || m == moSeep) ? 1 : 0;
case laPower:
return (isWitch(m) || m == moEvilGolem) ? 1 : 0;
case laCamelot:
return (m == moKnight || m == moHedge || m == moFlailer || m == moLancer) ? 1 : 0;
case laTemple:
return (m == moTentacle || m == moCultist || m == moPyroCultist || m == moCultistLeader) ? 1 : 0;
case laCaribbean:
return (m == moPirate || m == moParrot || m == moCShark) ? 1 : 0;
case laRedRock: return (m == moRedTroll || m == moHexSnake) ? 2 : 0;
case laMinefield:
return (m == moBomberbird || m == moTameBomberbird) ? 1 : 0;
case laOcean:
return (m == moAlbatross) ? 2 : (m == moPirate || m == moCShark) ? 1 : 0;
case laWhirlpool:
return (m == moPirate || m == moCShark) ? 1 : 0;
case laPalace: case laPrincessQuest:
return (m == moPalace || m == moFatGuard || m == moSkeleton || m == moVizier) ? 2 :
m == moSkeleton ? 1 : 0;
case laLivefjord:
return m == moViking ? 2 : (m == moFjordTroll || m == moWaterElemental) ? 1 : 0;
case laIvoryTower:
return (m == moFamiliar || m == moGargoyle) ? 2 : 0;
case laZebra: return (m == moOrangeDog) ? 2 : 0;
case laEAir: case laEEarth: case laEWater: case laEFire:
case laElementalWall:
if(m == elementalOf(l)) return 2;
return (m == moAirElemental || m == moEarthElemental || m == moWaterElemental || m == moFireElemental) ? 1 : 0;
case laStorms:
return (m == moMetalBeast || m == moMetalBeast2 || m == moStormTroll) ? 1 : 0;
case laOvergrown:
return (m == moMutant || m == moForestTroll) ? 1 : 0;
case laWildWest:
return (m == moOutlaw) ? 2 : 0;
case laHalloween:
return 1;
case laClearing:
return (m == moMutant || m == moRedFox) ? 1 : 0;
case laHaunted: case laHauntedWall: case laHauntedBorder:
return (m == moGhost || m == moFriendlyGhost) ? 1 : 0;
case laWhirlwind:
return (m == moAirElemental || m == moWindCrow) ? 2 : 0;
case laRose:
return (m == moFalsePrincess || m == moRoseBeauty || m == moRoseLady) ? 2 : 0;
case laWarpCoast: case laWarpSea:
return m == moRatling ? 2 : m == moRatlingAvenger ? 1 : 0;
case laDragon:
return (isDragon(m) || m == moFireElemental) ? 1 : 0;
case laEndorian:
return (m == moResearcher || m == moSparrowhawk) ? 2 : 0;
case laTortoise:
return m == moTortoise ? 1 : 0;
case laTrollheim:
return isTroll(m) ? 1 : 0;
case laKraken:
return m == moKrakenH ? 2 : (m == moViking || m == moKrakenT) ? 1 : 0;
case laBurial:
return m == moDraugr ? 1 : 0;
case laDungeon:
return
m == moBat ? 2 :
m == moSkeleton || m == moGhost ? 1 :
0;
case laMountain:
return
m == moEagle || m == moMonkey || isIvy(m) || m == moFriendlyIvy ? 1 : 0;
case laReptile:
return m == moReptile ? 1 : 0;
case laBull:
return (m == moSleepBull || m == moRagingBull || m == moButterfly || m == moGadfly) ? 1 : 0;
case laPrairie:
return (m == moRagingBull || m == moHerdBull || m == moGadfly) ? 1 : 0;
case laAlchemy2:
return false;
case laCA: return false;
}
return false;
}
eItem treasureType(eLand l) {
switch(l) {
case laIce: return itDiamond;
case laJungle: return itRuby;
case laCaves: return itGold;
case laDesert: return itSpice;
case laAlchemist: return itElixir;
case laMirror: case laMirrored: case laMirrorWall: case laMirrorWall2: case laMirrored2:
case laMirrorOld:
return itShard;
case laMotion: return itFeather;
case laGraveyard: return itBone;
case laRlyeh: return itStatue;
case laDryForest: return itFernFlower;
case laHell: return itHell;
case laCocytus: return itSapphire;
case laCrossroads: return itHyperstone;
case laCrossroads2: return itHyperstone;
case laCrossroads3: return itHyperstone;
case laCrossroads4: return itHyperstone;
case laCrossroads5: return itHyperstone;
case laNone: return itNone;
case laBarrier: return itNone;
case laOceanWall: return itNone;
case laCanvas: return itNone;
case laEmerald: return itEmerald;
case laWineyard: return itWine;
case laHive: return itRoyalJelly;
case laDeadCaves: return itSilver;
case laPower: return itPower;
case laCamelot: return itHolyGrail;
case laTemple: return itGrimoire;
case laCaribbean: return itPirate;
case laRedRock: return itRedGem;
case laMinefield: return itBombEgg;
case laOcean: return itCoast;
case laWhirlpool: return itWhirlpool;
case laPalace: return itPalace;
case laLivefjord: return itFjord;
case laIvoryTower: return itIvory;
case laZebra: return itZebra;
case laEAir: case laEEarth: case laEWater: case laEFire:
case laElementalWall: return itElemental;
case laPrincessQuest: return itSavedPrincess;
case laStorms: return itFulgurite;
case laOvergrown: return itMutant;
case laWildWest: return itBounty;
case laHalloween: return itTreat;
case laClearing: return itMutant2;
case laHaunted: case laHauntedWall: case laHauntedBorder: return itLotus;
case laWhirlwind: return itWindstone;
case laRose: return itRose;
case laWarpCoast: case laWarpSea: return itCoral;
case laDragon: return itDragon;
case laEndorian: return itApple;
case laTortoise: return itBabyTortoise;
case laTrollheim: return itTrollEgg;
case laKraken: return itKraken;
case laBurial: return itBarrow;
case laDungeon: return itSlime;
case laMountain: return itAmethyst;
case laReptile: return itDodeca;
case laBull: return itBull;
case laPrairie: return itGreenGrass;
case laAlchemy2: return itElixir;
case laCA: return itNone;
}
return itNone;
}
eItem wanderingTreasure(cell *c) {
eLand l = c->land;
if(l == laEFire) return itFireShard;
if(l == laEWater) return itWaterShard;
if(l == laEAir) return itAirShard;
if(l == laEEarth) return itEarthShard;
if(l == laElementalWall) return itNone;
if(l == laMirror && c->type != 6) return itNone;
if(l == laMirrorOld && c->type != 6) return itNone;
if(l == laEmerald) {
forCellEx(c2, c) if(c2->wall == waCavewall) return itNone;
}
if(l == laMinefield && c->wall == waMineMine) return itNone;
if(l == laBurial && hrand(2)) return itOrbSword;
if(l == laKraken) return itOrbFish;
return treasureType(l);
}
#define ORBLINES 56
struct orbinfo {
eLand l;
int lchance;
int gchance;
eItem orb;
};
const orbinfo orbinfos[ORBLINES] = {
{laGraveyard, 200, 200,itGreenStone}, // must be first so that it does not reduce
// chance of other orbs
{laJungle, 1200, 1500,itOrbLightning},
{laIce, 2000, 1500,itOrbFlash},
{laCaves, 1800, 2000,itOrbLife},
{laAlchemist, 800, 800,itOrbSpeed},
{laDesert, 2500, 1500,itOrbShield},
{laHell, 2000, 1000,itOrbYendor},
{laRlyeh, 1500, 1500,itOrbTeleport},
{laMotion, 2000, 700, itOrbSafety},
{laIce, 1500, 0, itOrbWinter},
{laDragon, 2500, 0, itOrbWinter},
{laDryForest, 2500, 0, itOrbWinter},
{laCocytus, 1500, 1500, itOrbWinter},
{laCaves, 1200, 0, itOrbDigging},
{laDryForest, 500, 4500, itOrbThorns},
{laDeadCaves, 1800, 0, itGreenStone},
{laDeadCaves, 1800, 1500, itOrbDigging},
{laEmerald, 1500, 3500, itOrbPsi},
{laWineyard, 900, 1200, itOrbAether},
{laHive, 800, 1200, itOrbInvis},
{laPower, 0, 3000, itOrbFire},
{laMinefield, 0, 3500, itOrbFriend},
{laTemple, 0, 3000, itOrbDragon},
{laCaribbean, 0, 3500, itOrbTime},
{laRedRock, 0, 2500, itOrbSpace},
{laCamelot, 1000, 1500, itOrbIllusion},
{laOcean, 0, 3000, itOrbEmpathy},
{laOcean, 0, 0, itOrbAir},
{laPalace, 0, 4000, itOrbDiscord},
{laPalace, 0, 0, itOrbFrog},
{laZebra, 500, 2100, itOrbFrog},
{laLivefjord, 0, 1800, itOrbFish},
{laPrincessQuest, 0, 200, itOrbLove},
{laIvoryTower, 500, 4000, itOrbMatter},
{laElementalWall, 1500, 4000, itOrbSummon},
{laStorms, 1000, 2500, itOrbStunning},
{laOvergrown, 1000, 800, itOrbLuck},
{laWhirlwind, 1250, 3000, itOrbAir},
{laHaunted, 1000, 5000, itOrbUndeath},
{laClearing, 5000, 5000, itOrbFreedom},
{laRose, 2000, 8000, itOrbBeauty},
{laWarpCoast, 2000, 8000, itOrb37},
{laDragon, 500, 5000, itOrbDomination},
{laTortoise, 2500, 1500, itOrbShell},
{laEndorian, 150, 2500, itOrbEnergy},
{laEndorian, 450, 0, itOrbTeleport},
{laKraken, 500, 2500, itOrbSword},
{laBurial, 500, 2500, itOrbSword2},
{laTrollheim, 750, 1800, itOrbStone},
{laMountain, 400, 3500, itOrbNature},
{laDungeon, 120, 2500, itOrbRecall},
{laReptile, 500, 2100, itOrbDash},
{laBull, 720, 3000, itOrbHorns},
{laPrairie, 0, 3500, itOrbBull},
{laWhirlpool, 0, 0, itOrbSafety},
{laWhirlpool, 0, 2000, itOrbWater}, // must be last because it generates a boat
};
bool isElemental(eLand l);
eItem orbType(eLand l) {
if(isElemental(l)) l = laElementalWall;
if(inv::on && (l == laMirror || l == laMirrorOld || isCrossroads(l)))
return itOrbMirror;
if(l == laMirror || l == laMirrorOld) return itShard;
for(int i=0; i<ORBLINES; i++)
if(orbinfos[i].l == l && orbinfos[i].gchance)
return orbinfos[i].orb;
return itNone;
}
const orbinfo& getOrbInfo(eItem orb) {
for(int i=0; i<ORBLINES; i++)
if(orbinfos[i].orb == orb && orbinfos[i].gchance)
return orbinfos[i];
static orbinfo oi;
oi.l = laMirror;
return oi;
}
enum eOrbLandRelation {
olrForbidden, // never appears: forbidden
olrDangerous, // never appears: would be dangerous
olrUseless, // never appears: useless here
olrNoPrizes, // no prizes in this land
olrNoPrizeOrb,// orb not allowed as a prize
olrPrize25, // prize for collecting 25
olrPrize3, // prize for collecting 3
olrNative, // native orb in this land
olrNative1, // native orb in this land (1)
olrGuest, // extra orb in this land
olrPNative, // Land of Power: native
olrPBasic, // Land of Power: basic orbs
olrPPrized, // Land of Power: prized orbs
olrPNever, // Land of Power: foreign orbs
olrHub, // hub lands
olrMonster, // available from a monster
olrAlways // always available
};
string olrDescriptions[] = {
"forbidden to find in %the1",
"too dangerous to use in %the1",
"useless in %the1",
"only native Orbs allowed in %the1",
"this Orb is never unlocked globally (only hubs)",
"collect 25 %2 to unlock it in %the1",
"collect 3 %2 to unlock it in %the1",
"native to %the1 (collect 10 %2)",
"native to %the1 (collect 1 %2)",
"secondary in %the1 (collect 10 %3, or 25 %2)",
"the native Orb of %the1",
"this Orb appears on floors and is used by witches",
"a prized Orb, it appears only in cabinets",
"this Orb never appears in %the1",
"Hub Land: orbs appear here if unlocked in their native land",
"kill a monster, or collect 25 %2",
"always available"
};
eOrbLandRelation getOLR(eItem it, eLand l) {
if(l == laPower) {
if(it == itOrbFire) return olrPNative;
if(
it == itOrbFlash || it == itOrbSpeed || it == itOrbWinter || it == itOrbAether ||
it == itOrbLife) return olrPBasic;
if(
it == itOrbLightning || it == itOrbThorns || it == itOrbInvis ||
it == itOrbShield || it == itOrbTeleport || it == itOrbPsi ||
it == itOrbDragon || it == itOrbIllusion || it == itOrbTime)
return olrPPrized;
return olrPNever;
}
if(it == itOrbSafety && l == laCrossroads5) return olrDangerous;
if(it == itOrbFire && l == laKraken) return olrUseless;
if(it == itOrbDragon && l == laKraken) return olrUseless;
if(it == itOrbDigging && l == laKraken) return olrUseless;
if(it == itOrbIllusion && l == laKraken) return olrUseless;
// if(it == itOrbYendor && l == laWhirlpool) return olrUseless;
if(it == itOrbYendor && l == laWhirlwind) return olrUseless;
if(it == itOrbLife && (l == laKraken)) return olrUseless;
if(it == itOrbAir && l == laAlchemist) return olrUseless;
// if(it == itOrbShield && l == laMotion) return olrUseless;
if(it == itOrbIllusion && l == laCamelot) return olrNative1;
if(it == itOrbLove) return olrNoPrizeOrb;
if(orbType(l) == it) return olrNative;
if(it == itOrbWinter && (l == laIce || l == laDryForest || l == laDragon))
return olrGuest;
if(it == itOrbLuck && l == laIvoryTower)
return olrUseless;
if(it == itOrbLuck && l == laEndorian)
return olrUseless;
if(it == itOrbLuck && l == laDungeon)
return olrUseless;
if(it == itOrbWater && l == laRedRock)
return olrUseless;
if(it == itOrbLuck && l == laTortoise)
return olrUseless;
if(it == itOrbLuck && l == laMountain)
return olrUseless;
if(it == itOrbLuck && l == laCamelot)
return olrUseless;
if(it == itOrbLuck && l == laHaunted)
return olrUseless;
if(it == itOrbNature && l == laWineyard)
return olrDangerous;
if(it == itOrbDigging && l == laCaves)
return olrGuest;
if(it == itOrbFrog && (l == laPalace || l == laPrincessQuest))
return olrGuest;
if(it == itOrbDragon && l == laRlyeh)
return olrMonster;
if(it == itOrbSafety && l == laWhirlpool)
return olrAlways;
if(it == itOrbSafety && l == laPrairie)
return olrAlways;
if(it == itGreenStone && isHaunted(l))
return olrAlways;
if(it == itOrbWater && l == laLivefjord)
return olrMonster;
if(isCrossroads(l) || l == laOcean)
return olrHub;
if(l == laCocytus)
if(it == itOrbDragon || it == itOrbFire || it == itOrbFlash || it == itOrbLightning)
return olrDangerous;
if(it == itOrbSafety)
if(l == laCaves || l == laLivefjord || l == laRedRock || l == laCocytus || l == laHell ||
l == laDesert || l == laAlchemist || l == laDeadCaves || l == laMinefield || isHaunted(l) ||
l == laDragon)
return olrDangerous;
if(it == itOrbMatter)
if(l == laCaves || l == laEmerald || l == laAlchemist || l == laCaribbean ||
l == laMinefield || l == laCocytus) return olrUseless;
if(l == laPrincessQuest)
if(it == itOrbAether || it == itOrbFlash || it == itOrbTeleport || it == itOrbSummon || it == itOrbFreedom)
return olrForbidden;
if(l == laTemple)
return olrNoPrizes;
if(it == itOrbDigging) {
if(l == laCaves || l == laOcean || l == laLivefjord || l == laEmerald ||
l == laDesert || l == laDeadCaves || l == laRedRock || l == laCaribbean || l == laGraveyard ||
l == laMountain)
return olrPrize25;
return olrUseless;
}
if(it == itShard) {
if(l == laDesert || l == laIce || l == laJungle || l == laGraveyard ||
l == laRlyeh || l == laHell || l == laDryForest || l == laWineyard ||
l == laHive || l == laCamelot || l == laRedRock || l == laPalace ||
l == laLivefjord || l == laZebra || isElemental(l) || l == laPrincessQuest ||
l == laDragon || l == laTortoise || l == laBurial || l == laTrollheim ||
l == laOcean || l == laHaunted || l == laWarpCoast || l == laRose)
return olrPrize25;
return olrForbidden;
}
if(it == itOrbWater)
if(l == laMotion || l == laZebra || l == laIvoryTower || l == laEndorian ||
l == laMountain || l == laReptile || l == laDungeon)
return olrUseless;
if(it == itOrbWinter && l == laMinefield)
return olrForbidden;
if(it == itOrbWinter && l != laRlyeh && l != laTemple)
return olrUseless;
if(it == itOrbLife && l == laMotion)
return olrUseless;
if(it == itOrbFish && l == laKraken)
return olrAlways;
if(it == itOrbSword && l == laBurial)
return olrAlways;
if(it == itOrbFish && l != laOcean && l != laLivefjord && l != laWhirlpool && l != laCamelot &&
l != laTortoise)
return olrUseless;
if(it == itOrbDomination && l != laOcean && l != laRedRock && l != laDesert &&
l != laRlyeh && l != laDragon)
return olrUseless;
if(it == itOrbIllusion) return olrPrize3;
if(l == laTortoise)
if(it == itOrbFlash || it == itOrbLightning || it == itOrbFreedom ||
it == itOrbPsi || it == itOrbFriend || it == itOrbDragon)
return olrForbidden;
if(l == laEndorian)
if(it == itOrbDragon || it == itOrbFire || it == itOrbLightning)
return olrDangerous;
if(l == laDungeon) {
if(it == itOrbSafety || it == itOrbFrog ||
it == itOrbTeleport || it == itOrbMatter || it == itOrbNature ||
it == itOrbAether || it == itOrbSummon || it == itOrbStone)
return olrForbidden;
}
return olrPrize25;
}
int landMultiplier(eLand l) {
if(l == laCamelot || l == laPrincessQuest) return 10;
return 1;
}
// 2 = always available, 1 = highscore required, 0 = never available
int isRandland(eLand l) {
if(l == laIce || l == laDesert || l == laCaves || l == laWildWest)
return 2;
for(int i=0; i<RANDLANDS; i++) if(randlands[i] == l) return 1;
return 0;
}
bool landUnlocked(eLand l) {
if(randomPatternsMode) {
int i = isRandland(l);
if(i == 2) return true;
if(i == 1) return hiitemsMax(treasureType(l)) >= 10;
return false;
}
switch(l) {
case laOvergrown:
return gold() >= R60 && items[itRuby] >= U10;
case laStorms: case laWhirlwind:
return gold() >= R60;
case laWildWest: case laHalloween:
return false;
case laIce: case laJungle: case laCaves: case laDesert:
case laMotion: case laCrossroads: case laAlchemist:
return true;
case laMirror: case laMinefield: case laPalace:
case laOcean: case laLivefjord: case laMirrored: case laMirrorWall: case laMirrorWall2:
case laMirrored2:
return gold() >= R30;
case laCaribbean: case laWhirlpool:
return exploreland[0][laOcean] || items[itCoast] || items[itStatue];
case laRlyeh: case laDryForest: case laWineyard: case laCrossroads2:
return gold() >= R60;
case laDeadCaves:
return gold() >= R60 && items[itGold] >= U10;
case laGraveyard:
return tkills() >= R100;
case laHive:
return tkills() >= R100 && gold() >= R60;
case laRedRock:
return gold() >= R60 && items[itSpice] >= U10;
case laEmerald:
return (items[itFernFlower] >= U5 && items[itGold] >= U5) || kills[moVizier];
case laCamelot:
return items[itEmerald] >= U5;
case laHell: case laCrossroads3:
return hellUnlocked();
case laPower:
return items[itHell] >= U10;
case laCocytus:
return items[itHell] >= U10 && items[itDiamond] >= U10;
case laTemple:
return items[itStatue] >= U5;
case laClearing:
return items[itMutant] >= U5;
case laIvoryTower: return gold() >= R30;
case laZebra: return gold() >= R30 && items[itFeather] >= U10;
case laEAir: case laEEarth: case laEWater: case laEFire: case laElementalWall:
return elementalUnlocked();
case laBarrier: case laNone: case laOceanWall: case laCanvas: case laCA:
return false;
case laMirrorOld:
return false;
case laHaunted: case laHauntedWall: case laHauntedBorder:
return items[itBone] >= U10;
case laPrincessQuest: return kills[moVizier] && !shmup::on && multi::players == 1;
case laRose:
return gold() >= R60;
case laWarpCoast: case laWarpSea:
return gold() >= R30;
case laCrossroads4:
return gold() >= R200;
case laEndorian:
return items[itIvory] >= U10;
case laTortoise:
return tortoise::seek();
case laDragon:
return killtypes() >= R20;
case laKraken:
return items[itFjord] >= U10;
case laBurial:
return items[itKraken] >= U10;
case laTrollheim:
return trollUnlocked();
case laDungeon:
return items[itPalace] >= U5 && items[itIvory] >= U5;
case laMountain:
return items[itRuby] >= U5 && items[itIvory] >= U5;
case laReptile:
return gold() >= R30 && items[itElixir] >= U10;
case laPrairie:
case laBull:
return gold() >= R90;
case laAlchemy2:
return gold() >= R30 && items[itElixir] >= U10;
case laCrossroads5:
return gold() >= R300;
}
return false;
}
int orbsUnlocked() {
int i = 0;
for(int t=0; t<ittypes; t++)
if(itemclass(eItem(t)) == IC_TREASURE && items[t] >= R10)
i++;
return i;
}
bool hellUnlocked() {
return orbsUnlocked() >= 9;
}
void countHyperstoneQuest(int& i1, int& i2) {
i1 = 0; i2 = 0;
for(int t=1; t<ittypes; t++)
if(t != itHyperstone && t != itBounty && t != itTreat &&
itemclass(eItem(t)) == IC_TREASURE) {
i2++; if(items[t] >= R10) i1++;
}
}
bool hyperstonesUnlocked() {
int i1, i2;
if(tactic::on && isCrossroads(tactic::lasttactic) && !tactic::trailer) return true;
countHyperstoneQuest(i1, i2);
return i1 == i2;
}
// reduce c->mpdist to d; also generate the landscape
bool buggyGeneration = false;
bool checkBarriersBack(cellwalker bb, int q=5, bool cross = false);
bool checkBarriersFront(cellwalker bb, int q=5, bool cross = false) {
if(bb.c->type == 6)
return false;
if(bb.c->mpdist < BARLEV) return false;
if(bb.c->mpdist == BUGLEV) return false;
if(bb.c->bardir != NODIR) return false;
if(bb.spin == (purehepta ? 3 : 0)) {q--; if(!q) return true; }
if(!cross) for(int i=0; i<7; i++) {
cellwalker bb2 = bb;
cwspin(bb2, i); cwstep(bb2);
if(bb2.c->bardir != NODIR) return false;
if(!purehepta) {
cwspin(bb2, 4); cwstep(bb2);
if(bb2.c->bardir != NODIR) return false;
}
}
cwstep(bb);
if(!purehepta) { cwspin(bb, 3); cwstep(bb); cwspin(bb, 3); cwstep(bb); }
return checkBarriersBack(bb, q);
}
bool hasbardir(cell *c) {
return c->bardir != NODIR && c->bardir != NOBARRIERS;
}
void preventbarriers(cell *c) {
if(c && c->bardir == NODIR) c->bardir = NOBARRIERS;
}
bool checkBarriersBack(cellwalker bb, int q, bool cross) {
// printf("back, %p, s%d\n", bb.c, bb.spin);
// if(mark) { printf("mpdist = %d [%d] bardir = %d spin=%d q=%d cross=%d\n", bb.c->mpdist, BARLEV, bb.c->bardir, bb.spin, q, cross); }
if(bb.c->mpdist < BARLEV) return false;
if(bb.c->mpdist == BUGLEV) return false;
if(bb.c->bardir != NODIR) return false;
// if(bb.spin == 0 && bb.c->mpdist == INFD) return true;
if(!cross) for(int i=0; i<7; i++) {
cellwalker bb2 = bb;
cwspin(bb2, i); cwstep(bb2);
if(bb2.c->bardir != NODIR) return false;
if(!purehepta) {
cwspin(bb2, 4); cwstep(bb2);
if(bb2.c->bardir != NODIR) return false;
}
}
cwspin(bb, 3); cwstep(bb); cwspin(bb, purehepta ? 5 : 4);
// bool create = cwstepcreates(bb);
cwstep(bb); cwspin(bb, 3);
// if(create && bb.spin == 0) return true;
return checkBarriersFront(bb, q);
}
const eLand NOWALLSEP = laNone;
const eLand NOWALLSEP_USED = laWhirlpool;
void setland(cell *c, eLand l);
bool checkBarriersNowall(cellwalker bb, int q, int dir, eLand l1=laNone, eLand l2=laNone) {
if(bb.c->mpdist < BARLEV && l1 == laNone) return false;
if(bb.c->bardir != NODIR && l1 == laNone) return false;
if(l1 != laNone) {
bb.c->bardir = bb.spin; bb.c->barright = l2; bb.c->barleft = NOWALLSEP;
setland(bb.c, l1);
}
if(q > 10) return true;
if(l1 == laNone) for(int i=0; i<bb.c->type; i++) {
cell *c1 = bb.c->mov[i];
if(!c1) continue;
for(int j=0; j<c1->type; j++) {
cell *c2 = c1->mov[j];
if(!c2) continue;
if(c2 && c2->bardir == NOBARRIERS)
return false;
if(c2 && c2->bardir != NODIR && c2->barleft != NOWALLSEP)
return false;
// note: "far crashes" between NOWALL lines are allowed
}
}
if(purehepta) {
cwspin(bb, 3*dir);
cwstep(bb);
cwspin(bb, -3*dir);
}
else {
cwstep(bb);
cwspin(bb, 2*dir);
cwstep(bb);
cwspin(bb, dir);
}
return checkBarriersNowall(bb, q+1, -dir, l2, l1);
}
bool isSealand(eLand l) {
return l == laOcean || l == laCaribbean || l == laWhirlpool || l == laLivefjord ||
l == laOceanWall || l == laWarpSea || l == laKraken;
}
bool isCoastal(eLand l) {
return l == laWarpSea || l == laWarpCoast || l == laLivefjord || l == laOcean;
}
bool isPureSealand(eLand l) {
return l == laCaribbean || l == laKraken;
}
bool isElemental(eLand l) {
return l == laEAir || l == laEWater || l == laEEarth || l == laEFire ||
l == laElementalWall;
}
bool isHaunted(eLand l) {
return l == laHaunted || l == laHauntedBorder || l == laHauntedWall;
}
eWall getElementalWall(eLand l) {
if(l == laEAir) return waChasm;
if(l == laEEarth) return waStone;
if(l == laEFire) return waEternalFire;
if(l == laEWater) return waSea;
return waNone;
}
bool isTrollLand(eLand l) {
return l == laCaves || l == laStorms || l == laOvergrown ||
l == laDeadCaves || l == laLivefjord || l == laRedRock;
}
void setbarrier(cell *c) {
if(isSealand(c->barleft) && isSealand(c->barright)) {
bool setbar = c->type == 7;
if(c->barleft == laKraken || c->barright == laKraken)
if(c->barleft != laWarpSea && c->barright != laWarpSea)
setbar = !setbar;
c->wall = setbar ? waBarrier : waSea;
c->land = laOceanWall;
}
else if(isElemental(c->barleft) && isElemental(c->barright)) {
c->land = laElementalWall;
c->wall = getElementalWall(c->barleft);
}
else if(c->barleft == laHaunted || c->barright == laHaunted) {
c->land = laHauntedWall;
}
else if(c->barleft == laMirrored2 || c->barright == laMirrored2)
c->land = laMirrorWall2;
else if(c->barleft == laMirrored || c->barright == laMirrored)
c->land = laMirrorWall;
else {
c->wall = waBarrier;
c->land = laBarrier;
}
/*if(isHive(c->barleft) && isHive(c->barright))
c->wall = waWaxWall, c->land = c->barleft; */
}
int buildIvy(cell *c, int children, int minleaf) {
if(c->monst) return 0;
c->mondir = NODIR;
c->monst = moIvyRoot;
cell *child = NULL;
int leaf = 0;
int leafchild = 0;
for(int i=0; i<c->type; i++) {
createMov(c, i);
if(passable(c->mov[i], c, 0) && c->mov[i]->land == c->land) {
if(children && !child)
child = c->mov[i], leafchild = buildIvy(c->mov[i], children-1, 5);
else
c->mov[i]->monst = (leaf++ || peace::on) ? moIvyWait : moIvyHead,
c->mov[i]->mondir = c->spn(i);
}
}
leaf += leafchild;
if(leaf < minleaf) {
if(child) killIvy(child, moNone);
killIvy(c, moNone);