File: landlock.cpp

package info (click to toggle)
hyperrogue 11.3o-1
  • links: PTS, VCS
  • area: main
  • in suites: bullseye
  • size: 73,184 kB
  • sloc: cpp: 137,726; makefile: 138; sh: 4
file content (1159 lines) | stat: -rw-r--r-- 42,279 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
// Hyperbolic Rogue -- land availability
// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details

/** \file landlock.cpp
 *  \brief unlocking lands, which lands could be found beyond the wall, validity of various lands depending on the settings
 */

#include "hyper.h"
namespace hr {

EX bool in_full_game() {
  if(tactic::on) return false;
  if(princess::challenge) return false;
  if(chaosmode) return true;
  if(euclid && isCrossroads(specialland)) return true;
  if(weirdhyperbolic && specialland == laCrossroads4) return true;
  if(cryst && isCrossroads(specialland)) return true;
  if((in_s2xe() || nonisotropic || (hybri && hybrid::under_class() != gcSphere)) && isCrossroads(specialland)) return true;
  if(geometry == gNormal && !NONSTDVAR) return true;
  return false;
  }

EX bool nodisplay(eMonster m) {
  return 
    m == moIvyDead ||
    m == moDragonTail ||
    m == moWolfMoved ||
    m == moIvyNext ||
    m == moIvyDead;
  }    

/** returns: 2 = treasure increaser, 1 = just appears, 0 = does not appear */
EX int isNative(eLand l, eMonster m) {
  switch(l) {
    #define LAND(a,b,c,d,e,f,g) case c:
    #define NATIVE(x) return x;
    #include "content.cpp"
    
    case landtypes: return 0;
    }
  return false;
  }

EX eItem treasureType(eLand l) { return linf[l].treasure; }

EX eItem treasureTypeUnlock(eLand l, eItem u) {
  if(u != itOrbLove && l == laPrincessQuest)
    return itPalace;
  return treasureType(l);
  }

EX eLand landof(eItem it) {
  for(int i=0; i<landtypes; i++) if(treasureType(eLand(i)) == it) return eLand(i);
  return laNone;
  }

EX int landMultiplier(eLand l) {
  if(l == laCamelot || l == laPrincessQuest) return 10;
  return 1;
  }

EX bool isCrossroads(eLand l) {
  return l == laCrossroads || l == laCrossroads2 || l == laCrossroads3 ||
    l == laCrossroads4 || l == laCrossroads5;
  }

EX bool bearsCamelot(eLand l) {
  return isCrossroads(l) && l != laCrossroads2 && l != laCrossroads5;
  }

EX bool inmirror(const cellwalker& cw) {
  return inmirror(cw.at->land);
  }

EX eLand oppositeElement(eLand l, eLand l2) {
  if(l == laEFire) return laEWater;
  if(l == laEWater) return laEFire;
  if(l == laEAir) return laEEarth;
  if(l == laEEarth) return laEAir;
  if(l == laMirror && l2 == laMirrored) return laMirrored2;
  if(l == laMirrored2 && l2 == laMirrored) return laMirror;
  return l;
  }

// land unlocking

EX eLand firstland = laIce;
EX eLand specialland = laIce;

EX int chaosmode = 0;

EX bool landUnlockedRPM(eLand n) {
  if(isRandland(n) == 2) return true;
  if(isRandland(n) == 1)
    return (autocheat || cheater || hiitemsMax(treasureType(n)) >= 10);
  return false;
  }

EX int variant_unlock_value() {
  return inv::on ? 75 : 30;
  }

EX bool landUnlocked(eLand l) {
  if(randomPatternsMode) {
    return landUnlockedRPM(l);
    }
  
  back:
  
  switch(l) {
    #define LAND(a,b,c,d,e,f,g) case c:
    #define REQ(x) x return true;
    #define REQAS(x,y) l = x; goto back;
    #define GOLD(x) if(gold() < x) return false;
    #define ITEMS(kind, number) if(items[kind] < number) return false;
    #define NEVER if(1) return false;
    #define ALWAYS ;
    #define KILLS(x) if(tkills() < x) return false;
    #define KILL(x, where) if(!kills[x]) return false;
    #define AKILL(x, where) if(kills[x]) return true;
    #define ORD(a, b) a b
    #define NUMBER(val, required, description) if(val < required) return false;
    #define COND(x,y) if(!(x)) return false;
    #define ITEMS_TOTAL(list, z) { int total = 0; for(eItem x: list) total += items[x]; if(total < z) return false; }
    #define ACCONLY(x)
    #define ACCONLY2(x,y)
    #define ACCONLYF(x)
    #include "content.cpp"

    case landtypes: return false;
    }
  return false;
  }

EX bool required_for_hyperstones(eItem ttype) {
  if(ttype == itHyperstone)
    return false;
  if(among(ttype, itHolyGrail, itSavedPrincess))
    return false;
  if(euclid && among(ttype, itBabyTortoise, itHunting))
    return false;
  return true;
  }

EX void countHyperstoneQuest(int& i1, int& i2) {
  i1 = 0; i2 = 0;
  generateLandList(isLandIngame);
  for(eLand l: landlist) {
    eItem ttype = treasureType(l);
    if(!required_for_hyperstones(ttype)) continue;
    i2++; if(items[ttype] >= R10) i1++;
    }
  }

EX bool hyperstonesUnlocked() {
  int i1, i2;
  if(tactic::on && isCrossroads(specialland)) return true;
  countHyperstoneQuest(i1, i2);
  return i1 == i2;
  }

// 2 = always available, 1 = highscore required, 0 = never available
EX int isRandland(eLand l) {
  if(l == laIce || l == laDesert || l == laCaves || l == laWildWest || l == laDocks)
    return 2;
  for(eLand ll: randlands) if(l == ll) return 1;
  return 0;
  }

EX bool incompatible1(eLand l1, eLand l2) {
  if(isCrossroads(l1) && isCrossroads(l2)) return true;
  if(l1 == laJungle && l2 == laMotion) return true;
  if(l1 == laMirrorOld && l2 == laMotion) return true;
  if(l1 == laPower && l2 == laWineyard) return true;
  if(l1 == laPower && l2 == laDryForest) return true;
  if(l1 == laVolcano && l2 == laDryForest) return true;
  if(l1 == laVolcano && l2 == laWineyard) return true;
  if(l1 == laDragon && l2 == laDryForest) return true;
  if(l1 == laEFire && l2 == laWineyard) return true;
  if(l1 == laEFire && l2 == laDryForest) return true;
  if(l1 == laGraveyard && l2 == laDryForest) return true;
  if(l1 == laGraveyard && l2 == laRuins) return true;
  if(l1 == laGraveyard && l2 == laRedRock) return true;
  if(l1 == laGraveyard && l2 == laEmerald) return true;
  if(l1 == laDeadCaves && l2 == laEmerald) return true;
  if(l1 == laDeadCaves && l2 == laCaves) return true;
  if(l1 == laWarpSea && l2 == laKraken) return true;
  if(l1 == laPrairie && l2 == laCrossroads3) return true;
  if(l1 == laWet && l2 == laDesert) return true;
  if(l1 == laFrog && l2 == laMotion) return true;
  if(isElemental(l1) && isElemental(l2)) return true;
  return false;
  }

EX eLand randomElementalLand() {
  int i = hrand(4);
  eLand t[4] = { laEFire, laEWater, laEAir, laEEarth };
  return t[i];
  }

EX int elementalKills() {
  return
    kills[moAirElemental] + kills[moWaterElemental] + kills[moEarthElemental] + kills[moFireElemental];
  }

EX eLand randomElementalLandWeighted() {
  int i = hrand(elementalKills());
  i -= kills[moAirElemental]; if(i<0) return laEAir;
  i -= kills[moWaterElemental]; if(i<0) return laEWater;
  i -= kills[moEarthElemental]; if(i<0) return laEEarth;
  i -= kills[moFireElemental]; if(i<0) return laEFire;
  printf("elemental bug\n");
  return laElementalWall;
  }

EX bool incompatible(eLand nw, eLand old) {
  return (nw == old) || incompatible1(nw, old) || incompatible1(old, nw);
  }

EX bool rlyehComplete() {
  if(chaosmode) return items[itStatue] >= 1;
  return items[itStatue] >= 10 || items[itGrimoire] >= 10;
  }

bool lchance(eLand l) { 
  if(tactic::on || yendor::on || racing::on || ((geometry || GOLDBERG) && specialland == laElementalWall)) return true;
  if(chaosmode) return hrand(100) < 25;
  return hrand(100) >= 40 * kills[elementalOf(l)] / (elementalKills()+1); 
  }

EX eLand pickLandRPM(eLand old) {
  while(true) {
    eLand n = randlands[hrand(isize(randlands))];
    if(incompatible(n, old)) continue;
    if(landUnlockedRPM(n)) return n;
    }
  }

EX eLand pickluck(eLand l1, eLand l2) {
  int t1 = items[treasureType(l1)];
  int t2 = items[treasureType(l2)];
  if(t1 < t2) return l1;
  if(t2 < t1) return l2;
  if(isCrossroads(l1)) return l1;
  return l2;
  }

#define LIKELY for(int u=0; u<5; u++)
#define LIKELY2 for(int u=0; u<2; u++)

/* bool noChaos(eLand l) {
  if(l == laOcean || l == laTemple) return false;
  return 
    isCrossroads(l) || isCyclic(l) || isHaunted(l) || 
    l == laCaribbean || isGravityLand(l) || l == laPrincessQuest ||
    l == laPrairie || l == laHalloween;
  } */

EX eLand getNewSealand(eLand old) {
  while(true) {
    eLand p = pick(laOcean, pick(laCaribbean, laLivefjord, laWarpSea, laKraken, laDocks));
    if(p == laKraken && !landUnlocked(p)) continue;
    if(p == laKraken && peace::on) continue;
    if(incompatible(old, p)) continue;
    if(p == old) continue;
    if(!isLandIngame(p)) continue;
    return p;
    }
  }

EX bool createOnSea(eLand old) {
  return
    old == laWarpSea || old == laCaribbean || old == laKraken ||
    (old == laLivefjord && hrand(2)) || 
    (old == laDocks && hrand(2)) ||
    (old == laOcean && (chaosmode ? hrand(2) : !generatingEquidistant));
  }

EX hookset<eLand(eLand)> hooks_nextland;

EX eLand getNewLand(eLand old) {

  if(old == laMirror && !chaosmode && hrand(10) >= ((tactic::on || racing::on) ? 0 : markOrb(itOrbLuck) ? 5 : 2)) return laMirrored;
  if(old == laTerracotta && !chaosmode && hrand(5) >= ((tactic::on || racing::on) ? 0 : markOrb(itOrbLuck) ? 2 : 1) && !weirdhyperbolic) return laTerracotta;
    
  eLand l = callhandlers(laNone, hooks_nextland, old);
  if(l) return l;
  
  if(cheatdest != old) if(!isCyclic(cheatdest) && !isTechnicalLand(cheatdest)) return cheatdest;
  
  if(old == laTortoise) return laDragon;

  if(yendor::on && chaosmode) {
    while(true) {
      eLand n = eLand(hrand(landtypes));
      if(n == old) continue;
      if(incompatible(n,old)) continue;
      if(!isLandIngame(n)) continue;
      if(n == laElementalWall || isTechnicalLand(n)) continue;
      if(n == laWildWest) continue;
      if(isElemental(n) && hrand(100) >= 25) continue;
      return n;
      }
    }

  if(markOrb(itOrbLuck)) {
    int i = items[itOrbLuck];
    items[itOrbLuck] = 0;
    eLand l1 = getNewLand(old);
    for(int i=1; i<3; i++)
      l1 = pickluck(l1, getNewLand(old));
    items[itOrbLuck] = i;
    return l1;
    }

  if(randomPatternsMode) return pickLandRPM(old);
  
  if(old == laEEarth && lchance(old)) return hrand(2) ? laEWater : laEFire;
  if(old == laEAir   && lchance(old)) return hrand(2) ? laEWater : laEFire;
  if(old == laEWater && lchance(old)) return hrand(2) ? laEEarth : laEAir;
  if(old == laEFire  && lchance(old)) return hrand(2) ? laEEarth : laEAir;

  #if CAP_RACING  
  if(racing::on && old != laElementalWall) {
    eLand l = old;
    using racing::race_lands;
    while(l == old) l = race_lands[hrand(16)]; // fixed at 16
    if(l == laElementalWall) l = randomElementalLand();
    if(l == laMirror) l = laCrossroads;
    return l;
    }
  #endif

  if(tactic::on) return specialland;
  if((weirdhyperbolic || cheater) && specialland != old && specialland != laCrossroads4 && specialland != laIce && !chaosmode && old != laBarrier && !isCyclic(specialland) && specialland != laBrownian)
    return specialland;

  if(yendor::on && (yendor::clev().flags & YF_WALLS)) {
    if(old != yendor::clev().l) return yendor::clev().l;
    else if(old == laOcean) return pick(laLivefjord, laCaribbean);
    }

  if(yendor::on && yendor::nexttostart) {
    eLand l = yendor::nexttostart;
    if(!(yendor::clev().flags & YF_REPEAT)) 
      yendor::nexttostart = laNone;
    return l;
    }
  
  if(old == laDragon && tortoise::seek() && hrand(100) < 50)
    return laTortoise;
  
  if(isWarpedType(old) && (hrand(100) < 25) && chaosmode) return eLand(old ^ laWarpCoast ^ laWarpSea);

  if(createOnSea(old)) 
      return getNewSealand(old);

  if(old == laGraveyard && generatingEquidistant)
    return laHaunted;
  
  if(old == laOcean && gold() >= R60 && hrand(100) < 75 && !rlyehComplete()) 
    return laRlyeh;
    
  if(old == laRlyeh && !rlyehComplete())
    return laOcean;
    
  eLand tab[16384];
  int cnt = 0;
  
  // return (hrand(2)) ? laMotion : laJungle;
  
  for(eLand l: {
    laCrossroads, laIce, laDesert, laJungle, laMotion, laHunting, laAlchemist, laCaves,
    laMinefield, laPalace, laReptile, laSwitch, laBurial, laDungeon, laRuins, laZebra,
    laStorms, laWhirlwind, laOvergrown, laBlizzard, laDryForest, laWineyard, laVolcano,
    laDeadCaves, laRedRock, laVariant, laHell, laCocytus, laPower,
    laBull, laTerracotta, laRose, laGraveyard, laHive, laDragon, laTrollheim,
    laWet, laFrog, laEclectic,
    laCrossroads5,
    })
    if(landUnlocked(l)) tab[cnt++] = l;    

  struct clos {
    eLand l1;
    eLand l2;
    int f1;
    int f2;
    };
  
  for(clos c: { 
    clos{laZebra, laMotion, 2, 2}, {laZebra, laHunting, 2, 2},
    {laDragon, laReptile, 5, 5},
    {laVariant, laRuins, 5, 5}, {laVariant, laEmerald, 5, 5}, {laVariant, laGraveyard, 5, 5},
    {laPalace, laDungeon, 5, 0},
    {laJungle, laOvergrown, 5, 5},
    {laIce, laBlizzard, 5, 5}, {laCocytus, laBlizzard, 5, 5}, {laHell, laCocytus, 5, 5}, {laIce, laCocytus, 5, 5},
    {laWhirlwind, laBlizzard, 5, 5},
    {laAlchemist, laVolcano, 5, 5},
    {laDesert, laRedRock, 5, 5},
    {laFrog, laReptile, 2, 2}, {laFrog, laSwitch, 2, 2}, {laFrog, laZebra, 2, 2},
    {laEclectic, laStorms, 3, 3}, {laEclectic, laIce, 3, 3}, {laEclectic, laPalace, 3, 3}, {laEclectic, laDeadCaves, 3, 3},
    
    {laEFire, laDragon, 5, 5}, {laEWater, laLivefjord, 5, 5}, {laEEarth, laDeadCaves, 5, 5}, {laEAir, laWhirlwind, 5, 5},
    }) {
    if(old == c.l1 && landUnlocked(c.l2)) for(int i=0; i<c.f1; i++) tab[cnt++] = c.l2;
    if(old == c.l2 && landUnlocked(c.l1)) for(int i=0; i<c.f2; i++) tab[cnt++] = c.l1;
    }
  
  // these lands tend to crash while generating equidistant
  for(eLand l: {laIvoryTower, laEndorian, laWestWall})
    if(landUnlocked(l) && !generatingEquidistant)
      tab[cnt++] = l;

  // the intermediate lands
  if(gold() >= R30) {
    tab[cnt++] = laCrossroads;
    tab[cnt++] = geometry ? laMirrorOld : laMirror;
    tab[cnt++] = laOcean;
    tab[cnt++] = laLivefjord;
    if(kills[moVizier]) tab[cnt++] = laEmerald;
    tab[cnt++] = laWarpCoast;
    if(euclid) tab[cnt++] = laWarpSea;
    tab[cnt++] = laDocks;
    }

  // the advanced lands
  if(gold() >= R60) {
    tab[cnt++] = laCrossroads;
    if(!generatingEquidistant) tab[cnt++] = laCrossroads2;
    if(rlyehComplete()) tab[cnt++] = laRlyeh;
    else if(chaosmode && (old == laWarpCoast || old == laLivefjord || old == laOcean)) 
      tab[cnt++] = laRlyeh;
    if(items[itStatue] >= U5 && chaosmode)
      tab[cnt++] = laTemple;
    if(old == laCrossroads || old == laCrossroads2) tab[cnt++] = laOcean;
    if(old == laOcean) tab[cnt++] = laCrossroads;
    if(items[itGold] >= U5 && items[itFernFlower] >= U5 && !kills[moVizier])
      tab[cnt++] = laEmerald;
    }

  if(gold() >= R90) {
    if(!chaosmode) tab[cnt++] = laPrairie;
    if(old == laPrairie) LIKELY tab[cnt++] = laBull;
    if(old == laBull && !chaosmode) LIKELY tab[cnt++] = laPrairie;
    if(chaosmode && geometry) tab[cnt++] = laDual;
    if(chaosmode && geosupport_threecolor()) tab[cnt++] = laSnakeNest;
    }
  
  if(landUnlocked(laTrollheim)) {
    if(isTrollLand(old)) LIKELY tab[cnt++] = laTrollheim;
    if(old == laTrollheim) for(int i=0; i<landtypes; i++) {
      eLand l2 = eLand(i);
      if(isTrollLand(l2)) LIKELY tab[cnt++] = l2;
      }
    }

  if(landUnlocked(laElementalWall)) {
    tab[cnt++] = randomElementalLandWeighted();    
    }
  
  if(landUnlocked(laHell)) {
    if(!generatingEquidistant && old != laPrairie) tab[cnt++] = laCrossroads3;
    }
  
  if(items[itHell] >= U10) {
    if(old == laCrossroads || old == laCrossroads2) tab[cnt++] = laOcean;
    if(old == laOcean) tab[cnt++] = laCrossroads2;
    }
  
  eLand n = old;
  while(incompatible(n, old) || !isLandIngame(n)) {
    n = tab[hrand(cnt)];
    if(weirdhyperbolic && specialland == laCrossroads4 && isCrossroads(n))
      n = laCrossroads4;
    }
  
  return n;  
  }

EX vector<eLand> land_over = {
  laIce, laCaves, laDesert, laHunting, laMotion, laJungle, laAlchemist, 
  laCrossroads, 
  laMirror, laMirrorOld, laMinefield, laPalace, laPrincessQuest, laZebra, laSwitch, laReptile, laWet,
  laOcean, laDocks, laWarpCoast, laLivefjord, laKraken, laCaribbean, laBrownian, laWhirlpool, laRlyeh, laTemple,
  laIvoryTower, laEndorian, laWestWall, laDungeon, laMountain, 
  laCrossroads2, 
  laDryForest, laWineyard, laDeadCaves, laGraveyard, laHaunted, laHive, 
  laRedRock, laVolcano,
  laDragon, laTortoise,
  laOvergrown, laClearing, laStorms, laBurial, laWhirlwind, 
  laBlizzard,
  laFrog, laEclectic,
  laRuins, laEmerald, laVariant, laCamelot, 
  laPrairie, laBull, laTerracotta, laRose,
  laElementalWall, laTrollheim,
  laHell, laCrossroads3, laCocytus, laPower, laCrossroads4,
  laCrossroads5,
  // EXTRA
  laWildWest, laHalloween, laDual, laSnakeNest, laMagnetic, laCA, laAsteroids
  };

EX vector<eLand> landlist;

#if HDR
template<class T> void generateLandList(T t) {
  landlist.clear();
  for(auto l: land_over) if(t(l)) landlist.push_back(l);    
  }
#endif

#if HDR
namespace lv {
  static const flagtype appears_in_geom_exp = 1;
  static const flagtype display_error_message = 2;
  static const flagtype appears_in_full = 4;
  static const flagtype appears_in_ptm = 8;
  static const flagtype display_in_help = 16;
  static const flagtype one_and_half = 32;
  }

struct land_validity_t {
  int quality_level; // 0 (dont show), 1 (1/2), 2 (ok), 3(1!)
  flagtype flags;
  string msg;
  };
#endif

EX eLand getLandForList(cell *c) {
  eLand l = c->land;
  if(isElemental(l)) return laElementalWall;
  if(l == laWarpSea) return laWarpCoast;
  if(l == laMercuryRiver) return laTerracotta;
  if(l == laBarrier) return laCrossroads;
  if(l == laOceanWall) return laOcean;
  if(l == laPalace && princess::dist(cwt.at) < OUT_OF_PRISON)
    l = laPrincessQuest;
  // princess?
  return l;
  }

EX bool isLandIngame(eLand l) {
  if(isElemental(l)) l = laElementalWall;
  if(dual::state == 2 && !dual::check_side(l)) return false;
  if((euclid || sol) && isCyclic(l) && l != specialland) return false;
  if(l == laCamelot && hyperbolic && WDIM == 3) return false;
  return land_validity(l).flags & lv::appears_in_full;
  }

namespace lv {

  flagtype q0 = lv::display_error_message | lv::display_in_help | lv::appears_in_geom_exp;
  flagtype q1 = lv::display_error_message | lv::appears_in_geom_exp | lv::appears_in_full | lv::display_in_help;
  flagtype q2 = lv::appears_in_geom_exp | lv::appears_in_full | lv::display_in_help | lv::appears_in_ptm;
  flagtype q3 = lv::appears_in_geom_exp | lv::appears_in_full | lv::display_in_help | lv::appears_in_ptm;
  flagtype qm2= q2 | lv::display_error_message;
  flagtype qm3= q3 | lv::display_error_message;
  
  land_validity_t hedgehogs = { 1, qm2 &~ lv::appears_in_full, "Cannot kill Hedgehog Warriors in this geometry."};

  land_validity_t no_randpattern_version = { 0, q0, "No random pattern version."};  
  land_validity_t no_great_walls = { 0, q0, "Great Walls not implemented."};  
  land_validity_t pattern_incompatibility = { 0, q0, "Pattern incompatible."};  
  land_validity_t pattern_not_implemented_random = { 1, q1 | one_and_half, "Pattern not implemented -- using random."};
  land_validity_t pattern_not_implemented_weird = { 1, q1, "Pattern not implemented."};
  land_validity_t pattern_not_implemented_exclude = { 1, q1 & ~ lv::appears_in_full, "Pattern not implemented."};
  land_validity_t not_enough_space = { 0, q0, "Not enough space."};  
  land_validity_t dont_work = { 0, q0, "Does not work in this geometry."};
  land_validity_t bounded_only = { 0, q0, "This land is designed for bounded worlds."};
  land_validity_t unbounded_only = { 0, q0, "This land is designed for infinite worlds."};                                   
  land_validity_t unbounded_only_except_bigsphere = { 0, q0, "This land is designed for infinite worlds or big spheres."};
  land_validity_t out_of_theme = { 3, qm2 &~ lv::appears_in_full, "Out of theme for the full game."};
  land_validity_t no_game = { 2, q2 &~ lv::appears_in_full, "No game here."};  
  land_validity_t not_in_chaos = { 0, q0, "Does not work in chaos mode."};  
  land_validity_t not_in_full_game = {2, qm2 &~ lv::appears_in_full, "Not in the full game."};
  land_validity_t not_in_full_game3 = {3, qm2 &~ lv::appears_in_full, "Not in the full game."};
  land_validity_t special_chaos = { 2, qm2, "Special construction in the Chaos mode." };
  land_validity_t special_euclidean = { 2, qm2, "Special construction in the Euclidean mode." };  
  land_validity_t special_geo = { 2, qm2, "Special construction in this geometry." };
  land_validity_t special_geo3 = { 3, qm2, "Special construction in this geometry." };
  land_validity_t not_implemented = {0, q0, "Not implemented."};  
  land_validity_t partially_implemented = {1, q1 | one_and_half, "Partially implemented."};  
  land_validity_t ok = {2, q2 &~ lv::display_in_help, "No comments."};  
  land_validity_t not_in_ptm = {0, q0, "Does not work in pure tactics mode."};  
  land_validity_t technical = {0, q0 &~ lv::appears_in_geom_exp, "Technical."};  
  land_validity_t full_game = {3, q3 &~ lv::display_in_help, "Full game."};
  land_validity_t inaccurate = {1, q1, "Somewhat inaccurate."};
  land_validity_t great_walls_missing = {1, q1 | one_and_half, "Mercury rivers not implemented (or could not work) in this geometry."};
  land_validity_t pattern_compatibility = {3, qm3, "Patterns compatible."}; 
  land_validity_t pattern_defined = {3, qm3, "Pattern defined."}; 
  land_validity_t pattern_compatibility_sole = {3, qm3 &~ lv::appears_in_full, "Patterns compatible."}; 
  land_validity_t pattern_compatibility_notrec = {2, qm2 &~ lv::appears_in_full, "Patterns compatible."}; 
  land_validity_t specially_designed = {3, qm3, "This land is specially designed for this geometry."};   
  land_validity_t needs_threecolor = {0, q0, "Three-colorability required."};  
  land_validity_t land_not_implemented = {0, q0 &~ lv::appears_in_geom_exp, "Land not implemented."};  
  land_validity_t interesting = {3, q3, "Special interest."};
  land_validity_t better_version_exists = {0, q0, "Better version exists."};
  land_validity_t dont_work_but_ingame = {1, q0 | lv::appears_in_full, "Does not work in this geometry."};
  land_validity_t ugly_version_infull = {1, q1 | lv::appears_in_full, "Grid does not work in this geometry."};
  land_validity_t ugly_version_nofull = {1, q1, "Grid does not work in this geometry."};
  land_validity_t bad_graphics = {1, q1, "Graphics not implemented in this geometry."};
  land_validity_t some0 = {0, q0, "This land does not work in the current settings. Reason not available."};
  land_validity_t some1 = {1, q1, "This land does not work well in the current settings. Reason not available."};
  land_validity_t known_buggy = {1, q1, "This combination is known to be buggy at the moment."};
  land_validity_t sloppy_pattern = {1, q1 | one_and_half, "Somewhat sloppy pattern."};
  land_validity_t no_fractal_landscapes = {1, q1 | one_and_half, "Fractal landscapes not implemented in this geometry."};
  land_validity_t simplified_walls = { 1, q1, "Only simplified walls implemented."};  
  land_validity_t no_walls = { 0, q0, "No walls implemented."};  
  land_validity_t disabled = {0, q0, "This land has been disabled with compilation flags."};
  land_validity_t pattern_special = {3, qm3, "Special pattern implemented for this geometry."}; 
  land_validity_t not_3d = {0, q0, "This land does not make much sense in 3D."}; 
  land_validity_t not_binary = {0, q0, "This land does not make much sense in binary tiling."}; 
  land_validity_t shmup_only = {0, q0, "This land works only in the shmup mode."}; 
  land_validity_t not_in_shmup = {0, q0, "This land is not available in the shmup mode."}; 
  land_validity_t not_in_multi = {0, q0, "This land is not available in multiplayer."}; 
  }

// old Daily Challenges should keep their validity forever
// set this number for historical values of land_validity

EX int old_daily_id = 1000000;

const int landscapes_when = 177;

EX const int frog_when = 205;

// check if the given land should appear in lists
EX land_validity_t& land_validity(eLand l) {

  bool stdeucx = stdeuc;
  if(euclid && quotient) stdeucx = false;

  using namespace lv;
  
  if(old_daily_id < frog_when && among(l, laFrog, laEclectic, laWet))
    return not_implemented;
  
  if(l == laEclectic && !(geometry == gNormal && BITRUNCATED))
    return pattern_not_implemented_weird;
  
  if(l == laFrog && shmup::on)
    return not_in_shmup;

  if(walls_not_implemented() && isCrossroads(l))
    return no_walls;
  
  if(hybri || hybrid::pmap) {
    if(among(l, laPrincessQuest, laPrairie, laMirrorOld, laMirror, laDual, laWarpCoast, laKraken, laBrownian, laWhirlpool, laWestWall, laHive, laClearing, laWhirlwind, laBlizzard, laBull, laTerracotta, laCrossroads5,
      laEndorian, laDungeon, laMountain))
      return lv::not_implemented;
    if(among(l, laReptile, laDragon, laTortoise))
      return lv::bad_graphics;
    if((hybrid::actual_geometry == gRotSpace || geometry == gRotSpace) && l == laDryForest)
      return lv::hedgehogs;
    if(hybri) return *PIU(&land_validity(l));
    }
  
  #if !CAP_FIELD
  if(among(l, laPrairie, laBlizzard, laVolcano))
    return disabled;
  #endif

  #if !CAP_COMPLEX2
  if(among(l, laBrownian, laWestWall, laVariant))
    return disabled;
  #endif

  if(l == laMinefield && bounded)
    return special_geo3;
  
  if(l == laAsteroids) {
    if(!shmup::on) return shmup_only;
    if(!bounded) return bounded_only;
    return specially_designed;
    }
  
  if(nil) {
    if(among(l, laCrossroads, laCrossroads2, laCrossroads3, laCrossroads4))
      return lv::full_game;
    if(among(l, laPalace, laGraveyard, laWineyard, laElementalWall))
      return lv::pattern_special;
    if(among(l, laEndorian, laCaribbean, laHaunted, laVolcano, laClearing, laStorms, laBlizzard))
      return lv::not_implemented;
    }

  if(WDIM == 3) {
    if(l == laWarpCoast) return ugly_version_nofull;
    if(l == laWineyard && hyperbolic && !bt::in() && S7 == 6) return lv::pattern_special;
    if(l == laEmerald && hyperbolic && !bt::in() && S7 == 12) return lv::pattern_special;
    if(l == laZebra) return pattern_not_implemented_random;
    if(among(l, laWhirlpool, laPrairie, laWestWall, laBull)) return lv::not_3d;
    if(l == laEndorian && geometry == gKiteDart3) return not_implemented;
    if(l == laEndorian && sol) return not_implemented;
    if(l == laEndorian && hyperbolic && !quotient) return lv::pattern_special;
    if(l == laIvoryTower && hyperbolic && bt::in()) return lv::pattern_special;
    if(l == laDungeon || l == laBrownian) return not_implemented;
    if(l == laKraken) return bt::in() ? not_binary : not_implemented;
    if(l == laBurial && !shmup::on) return not_implemented;
    if(l == laMirrorOld && !shmup::on) return not_implemented;
    }
  
  if(l == laBrownian) {
    if(quotient || !hyperbolic || cryst) return dont_work;
    }
  
  if(bt::in()) {
    if(among(l, laMountain, laTemple)) return lv::pattern_compatibility_sole;
    if(among(l, laDungeon, laIvoryTower, laOcean, laEndorian)) return lv::pattern_compatibility;
    if(among(l, laCaribbean, laCamelot)) return lv::pattern_compatibility_notrec;
    // Clearing -- does not generate
    /* laCamelot, laCaribbean -> they are OK but not recommended */
    }
  
  #if CAP_ARCM
  if(arcm::in()) {
    if(among(l, laPower, laZebra, laFrog, laWineyard) && arcm::current.have_line) return lv::pattern_defined;
    // horocycles not implemented
    if(isCyclic(l)) return not_implemented;
    }
  #endif

  #if CAP_CRYSTAL
  if(cryst) {
    if(l == laCamelot) return interesting;
    if(isCrossroads(l)) return full_game;
    }
  #endif

  // Random Pattern allowed only in some specific lands
  if(randomPatternsMode && !isRandland(l))
    return no_randpattern_version;

  if(isElemental(l)) {
    if(l != laElementalWall)
      return technical;
    // not good in Field quotient
    if(geometry == gZebraQuotient)
      return special_geo3;
    if(quotient || sol)
      return no_great_walls;
    if(weirdhyperbolic)
      return simplified_walls;
    // works nice on a big non-tetrahedron-based sphere
    if(sphere && S3 != 3 && GOLDBERG)
      return special_geo3;
    }
  
  // not enough space
  if(l == laStorms && (old_daily_id < 35 ? !BITRUNCATED : PURE) && elliptic) 
    return not_enough_space;
  
  if(l == laStorms && WDIM == 3)
    return not_in_full_game; /* uses too much memory */

  if(l == laStorms && S7 == 3) 
    return not_enough_space;
  
  // does not agree with the pattern
  if(l == laStorms && quotient && geometry != gZebraQuotient) 
    return pattern_not_implemented_random;
  
  // pattern not implemented
  if(l == laStorms && S7 == 8) 
    return pattern_not_implemented_random;
  
  // mirrors do not work in gp
  if(among(l, laMirror, laMirrorOld) && (GOLDBERG && old_daily_id < 33))
    return dont_work;

  // mirrors do not work in kite and sol
  if(among(l, laMirror, laMirrorOld) && (kite::in() || sol))
    return dont_work;
  
  if(isCrossroads(l) && geometry == gBinary4)
    return not_implemented;

  if(bt::in() && among(l, laMirror, laMirrorOld))
    return dont_work;

  if(l == laWhirlwind && hyperbolic_not37)
    return pattern_incompatibility;

  // available only in non-standard geometries
  if(l == laMirrorOld && !geometry && STDVAR)
    return better_version_exists;
  
  // available only in standard geometry
  if(l == laMirror && (geometry || NONSTDVAR))
    return not_implemented; 
  
  // Halloween needs bounded world (can be big bounded)
  if(l == laHalloween && !bounded)
    return bounded_only;
  
  // Crystal World is designed for nice_dual geometries
  if(l == laDual && (!has_nice_dual() || nonisotropic))
    return dont_work;
  
  if(l == laHaunted && chaosmode)
    return not_in_chaos;
  
  // standard, non-PTM specific
  if(l == laCrossroads5 && tactic::on)
    return not_in_ptm;
    
  // standard non-PTM non-chaos specific
  if((l == laCrossroads5 || l == laCrossroads2) && (geometry || chaosmode))
    return some0;
    
  // special construction in the Chaos mode
  if(chaosmode && (l == laTemple || l == laHive || l == laOcean || l == laHaunted))
    return special_chaos;
  
  if(l == laWhirlpool && a4)
    return dont_work;

  if(isWarpedType(l) && a4 && GOLDBERG)
    return dont_work;
  
  #if CAP_IRR
  if((isWarpedType(l) || l == laDual) && IRREGULAR && !irr::bitruncations_performed)
    return dont_work;
  
  if(IRREGULAR && among(l, laPrairie, laMirror, laMirrorOld))
    return dont_work;
  #endif
    
  if(arcm::in() && l == laPrairie) return dont_work;

  if((IRREGULAR || arcm::in()) && among(l, laBlizzard, laVolcano) && !sphere)
    return dont_work;

  if(arcm::in() && DUAL && l == laCrossroads4)
    return not_implemented;
  
  if(geometry == gKiteDart3 && l == laGraveyard)
    return lv::pattern_special;
  
  // equidistant-based lands
  if(isEquidLand(l)) {
    // no equidistants supported in chaos mode
    if(chaosmode) 
      return not_in_chaos;
    // the algorithm fails in Archimedean DUAL
    if(arcm::in() && DUAL)
      return not_implemented;
    // the algorithm fails in Binary4
    if(geometry == gBinary4)
      return not_implemented;
    // no equidistants supported in these geometries (big sphere is OK though)
    if(bounded && !bigsphere)
      return unbounded_only_except_bigsphere;
    // Yendorian only implemented in standard
    if(l == laEndorian && geometry)
      return not_implemented;
    // special Euclidean implementations
    if(euclid && (l == laIvoryTower || l == laMountain || l == laOcean || l == laMountain)) 
      return special_geo;
    // in other geometries, it works
    if(geometry)
      return ok;
    }
  
  if(l == laPrincessQuest && chaosmode)
    return not_in_chaos;
   
  if(l == laPrincessQuest && tactic::on)
    return not_in_ptm;
    
  if(l == laPrincessQuest && (!stdeucx || NONSTDVAR))
    return not_implemented;
  
  if(l == laPrincessQuest && shmup::on)
    return not_in_shmup;

  if(l == laPrincessQuest && multi::players > 1)
    return not_in_multi;

  if(l == laMountain && chaosmode)
    return not_in_chaos;
  
  if(l == laBrownian && chaosmode)
    return not_in_chaos;
  
  // works correctly only in some geometries
  if(l == laClearing && chaosmode)
    return not_in_chaos;
  
  if(l == laClearing)
    if(!(stdeucx || a38 || (a45 && BITRUNCATED) || (a47 && BITRUNCATED)) || NONSTDVAR)
    if(!bounded)
      return not_implemented;

  // does not work in non-bitrunc a4
  if(l == laOvergrown && a4 && !BITRUNCATED)
    return some0;

  // does not work in bounded either
  if(l == laOvergrown && bounded)
    return some0;
  
  // horocycle-based lands, not available in bounded geometries nor in Chaos mode
  if(l == laWhirlpool || l == laCamelot || l == laCaribbean || l == laTemple || l == laHive) {
    if(chaosmode) {
      if(l == laTemple || l == laHive) 
        return special_chaos;
      return not_in_chaos;
      }
    if(arcm::in() || kite::in()) return not_implemented;
    if(bounded) return unbounded_only;
    }
  
  if(chaosmode && isCrossroads(l))
    return not_in_chaos;
  
  // this pattern does not work on elliptic and small spheres
  if((l == laBlizzard || l == laVolcano) && elliptic && S7 < 5 && !arcm::in())
    return not_enough_space;
  
  // ... and it works in gp only partially
  if((l == laBlizzard || l == laVolcano) && GOLDBERG && (old_daily_id < 33 || !sphere))
    return partially_implemented;

  // Kraken does not really work on odd-sided cells;
  // a nice football pattern will solve the problem by forbidding the Kraken to go there
  // (but we do have to allow it in non-bitrunc standard)
  if(l == laKraken && (S7&1) && !has_nice_dual()) {
    return dont_work_but_ingame;
    }
  
  // works in most spheres, Zebra quotient, and stdeucx
  if(l == laWhirlwind) {
    if(geometry == gZebraQuotient)
      return pattern_compatibility;
    if(stdeucx) ;
    else if(S7 == 4 && BITRUNCATED) return special_geo;
    else if(bigsphere && !BITRUNCATED && !elliptic) return special_geo;
    else return dont_work;
    }
    
  // needs standard/Euclidean (needs fractal landscape)
  if(among(l, laTortoise, laVariant) && !(old_daily_id < landscapes_when ? stdeucx : geometry_supports_cdata()))
    return not_implemented;
  
  // technical lands do not count
  if(l != laCA && isTechnicalLand(l))
    return technical;
  
  // only in bounded geometry, and not in PTM
  if(l == laCA && !bounded)
    return bounded_only;

  if(l == laCA && tactic::on)
    return not_in_ptm;

  if(l == laCA)
    return no_game;
  
  // Dragon Chasm requires unbounded space [partial]
  if(l == laDragon && smallbounded)
    return unbounded_only;
  
  // Graveyard pattern does not work on non-bitrunc weird geometries
  if((l == laGraveyard && !randomPatternsMode) || l == laRuins || l == laRedRock) switch(geosupport_football()) {
    case 0:
      return dont_work;
    case 1:
      return sloppy_pattern;
    default: ;
    }
  
  // Warped Coast does not work on non-bitrunc S3s (except standard heptagonal where we have to keep it)
  if(l == laWarpCoast && (S3==3) && geosupport_football() != 2 && !(old_daily_id >= 33 && geosupport_chessboard())) {
    return ugly_version_infull;
    }

  if(l == laWarpCoast && quotient && geometry != gZebraQuotient && !randomPatternsMode) 
    return pattern_incompatibility;
  
  if(among(l, laEmerald, laCamelot, laDryForest) && valence() != 3 && old_daily_id >= 65)
    return hedgehogs;  

  // laPower and laEmerald and laPalace -> [partial] in quotients and hyperbolic_non37
  if((l == laPower || l == laEmerald || l == laPalace || l == laWildWest) && !randomPatternsMode) {
    if(euclid || bigsphere) ;
    else if(old_daily_id <= 65 && a45) ;
    else if(!hyperbolic_37) return l == laWildWest ? some0 : pattern_not_implemented_random;
    else if(quotient) return pattern_incompatibility;
    }

  if(among(l, laEmerald, laCamelot, laDryForest) && valence() != 3)
    return hedgehogs;  

  if(l == laWineyard && sol)
    return lv::pattern_special;
  
  // ... wineyard pattern is GOOD only in the standard geometry or Euclidean
  if(l == laWineyard && (NONSTDVAR || sphere) && !randomPatternsMode)
    return pattern_not_implemented_random;

  if(l == laTrollheim && quotient == qFIELD)
    return not_enough_space;
      
  if(l == laStorms && hyperbolic_not37)
    return pattern_not_implemented_random;
  
  if(l == laTrollheim && !stdeucx && !bounded)
    return some1;

  if(l == laReptile && sol) return ugly_version_nofull;

  if(l == laReptile) {
    if(old_daily_id <= 64) {
      if(l == laReptile && (a38 || a4 || sphere || !BITRUNCATED || (quotient && !euclid && geometry != gZebraQuotient)))
        return bad_graphics;
      }
    else {  
      bool reptile_good = false;
      if(hyperbolic_37 && BITRUNCATED) reptile_good = true;
      if(euc::in(2,6)) reptile_good = true;
      if(quotient && geometry != gZebraQuotient && !euclid)
        reptile_good = false;
      if(!reptile_good)
        return bad_graphics;
      }
    }

  if((l == laDragon || l == laReptile) && !stdeucx && !smallbounded && !randomPatternsMode)
    return no_fractal_landscapes;
  
  if(l == laCrossroads && smallsphere) 
    return not_enough_space;
  
  if(l == laCrossroads3 && !stdeucx && !bigsphere)
    return not_enough_space;

  if(among(l, laCrossroads, laCrossroads2, laCrossroads3, laCrossroads5) && weirdhyperbolic)
    return no_great_walls;

  // Crossroads IV is great in weird hyperbolic
  if(l == laCrossroads4 && weirdhyperbolic && !quotient)
    return full_game;

  // OK in small bounded worlds, and in Euclidean  
  if(l == laCrossroads4 && quotient)
    return some0;

  if(among(l, laZebra, laFrog) && quotient && geometry != gZebraQuotient && !randomPatternsMode)
    return pattern_incompatibility;
  
  if(among(l, laZebra, laFrog) && !(stdeucx || (a4 && !BITRUNCATED) || a46 || (geometry == gZebraQuotient && old_daily_id > 106)) && !randomPatternsMode)
    return pattern_not_implemented_weird;
  
  if(l == laCrossroads3 && euclid)
    return inaccurate; // because it is not accurate

  if(l == laPrairie) {
    if(GOLDBERG) return not_implemented;
    else if(stdeucx || (bigsphere && BITRUNCATED && !elliptic) || (geometry == gFieldQuotient)) ;
    else if(!bounded) return not_implemented;
    else return unbounded_only;
    }
  
  if(l == laTerracotta && !stdeucx && !(bigsphere))
    return great_walls_missing;

  // highlight Crossroads on Euclidean
  if(euclid && !quotient && (l == laCrossroads || l == laCrossroads4) && !kite::in())
    return full_game; 

  if(sol && among(l, laCrossroads, laCrossroads4))
    return full_game; 
  
  if(sol && l == laCamelot)
    return not_implemented;

  if(euclid && quotient && !bounded && l == laCrossroads && euc::sdxy().second == -2 * euc::sdxy().first)
    return full_game;
  
  if(euclid && quotient && !bounded && l == laCrossroads4 && euc::sdxy().second == 0)
    return full_game;
  
  // highlight Zebra-based lands on Zebra Quotient!
  if(among(l, laZebra, laWhirlwind, laStorms, laWarpCoast, laWarpSea, laFrog) && geometry == gZebraQuotient)
    return pattern_compatibility;
  
  // highlight FP-based lands on Field Quotient!
  if((l == laPrairie || l == laVolcano || l == laBlizzard) && geometry == gFieldQuotient)
    return pattern_compatibility; 

  // highlight Docks-based lands on Bolza and Bolza x2!
  if(l == laDocks && among(geometry, gBolza, gBolza2))
    return pattern_compatibility; 
  
  // these are highlighted whenever allowed
  if(l == laHalloween)
    return specially_designed;

  if(l == laDual && geosupport_threecolor() == 2)
    return specially_designed;
  
  if(l == laDual && !geometry && !GOLDBERG)
    return hyperbolic_37 ? not_in_full_game3 : not_in_full_game;
  
  if(l == laSnakeNest && WDIM == 2) {
    if(geosupport_threecolor() < 2)
      return needs_threecolor;
    else return specially_designed;
    }

  if(l == laDocks && !randomPatternsMode) {
    if(a38 && !GOLDBERG && !nonisotropic) return specially_designed;
    if(a38 && !nonisotropic) return pattern_not_implemented_weird;
    return pattern_not_implemented_exclude;
    }
  
  if(l == laStorms && euclid && bounded) 
    return interesting;
  
  if(l == laMagnetic)
    return land_not_implemented;

  if(shmup::on && among(l, laMirror, laMirrorOld) && among(geometry, gElliptic, gZebraQuotient, gKleinQuartic, gBolza, gBolza2, gMinimal))
    return known_buggy;

  // these don't appear in normal game, but do appear in special modes
  if(l == laWildWest && !randomPatternsMode)
    return out_of_theme;
  
  if(l == laIce && STDVAR && hyperbolic_37 && !quotient && !arcm::in() && !bt::in())
    return full_game;

  return ok;
  }

/*
int checkLands() {
  for(int i=0; i<landtypes; i++) {
    eLand l = eLand(i);
    char inover = 'N';
    for(int i=0; i<LAND_OVERX; i++) if(land_over[i] == l) inover = 'X';
    for(int i=0; i<LAND_OVER; i++) if(land_over[i] == l) inover = 'Y';
    char ineuc = 'N';
    for(int i=0; i<LAND_EUC; i++) if(land_euc[i] == l) ineuc = 'Y';
    char insph = 'N';
    for(int i=0; i<LAND_SPH; i++) if(land_sph[i] == l) insph = 'Y';
    char inoct = 'N';
    for(int i=0; i<LAND_OCT; i++) if(land_oct[i] == l) inoct = 'Y';
    char intac = 'N';
    for(auto ti: land_tac) if(l == ti.l) intac = 'Y';
    printf("%c %c %c %c %c %c %c :: %s\n", 
      isTechnicalLand(l) ? 'T' : 'R',
      inover, ineuc, insph, inoct, intac, noChaos(l) ? 'N' : 'Y', linf[i].name);
    }
  exit(0);
  }

auto hookcl = addHook(hooks_args, 100, checkLands); */

}