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hyperrogue/hyper.h

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// This is the main header file of HyperRogue. Mostly everything is dumped here.
// It is quite chaotic.
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// scale the Euclidean
#define EUCSCALE 2.3
#define NUMWITCH 7
// achievements
#define LB_YENDOR_CHALLENGE 40
#define LB_PURE_TACTICS 41
#define NUMLEADER 76
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#define LB_PURE_TACTICS_SHMUP 49
#define LB_PURE_TACTICS_COOP 50
#if ISMOBILE || ISWEB || ISPANDORA || 1
typedef double ld;
#define LDF "%lf"
#define PLDF "lf"
#define ASINH asinh
#else
typedef long double ld;
#define LDF "%Lf"
#define PLDF "Lf"
#define ASINH asinhl
#endif
struct hyperpoint {
ld tab[3];
ld& operator [] (int i) { return tab[i]; }
const ld& operator [] (int i) const { return tab[i]; }
};
struct transmatrix {
ld tab[3][3];
ld * operator [] (int i) { return tab[i]; }
const ld * operator [] (int i) const { return tab[i]; }
};
// cell information for the game
struct gcell {
// main fields
eLand land : 8;
eWall wall : 8;
eMonster monst : 8;
eItem item : 8;
// if this is a barrier, what lands on are on the sides?
eLand barleft : 8, barright : 8;
unsigned ligon : 1; // is it sparkling with lightning?
unsigned
pathdist : 7, // player distance wrt usual movement
cpdist : 8, mpdist : 8; // current/minimum player distance
unsigned
mondir : 4, // monster direction, for multi-tile monsters and graphics
bardir : 4, // barrier direction
stuntime : 4, // stun time left (for Palace Guards and Skeletons)
hitpoints : 4; // hitpoints left (for Palace Guards, also reused as cpid for mirrors)
unsigned landflags : 8; // extra flags for land
// 'landparam' is used for:
// heat in Icy/Cocytus;
// heat in Dry (0..10);
// CR2 structure;
// hive Weird Rock color / pheromones;
// Ocean/coast depth;
// Bomberbird Egg hatch time / mine marking;
// number of Ancient Jewelry;
// improved tracking in Trollheim
union {
int32_t landpar;
float heat;
char bytes[4];
struct fieldinfo {
uint16_t fieldval;
unsigned rval : 4;
unsigned flowerdist : 4;
unsigned walldist : 4;
unsigned walldist2 : 4;
} fi;
} LHU;
};
#define landparam LHU.landpar
#define fval LHU.fi.fieldval
#define NODIR 8
#define NOBARRIERS 9
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#define MODFIXER 23520
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inline void tsetspin(uint32_t& t, int d, int spin) { t &= ~(15 << (d<<2)); t |= spin << (d<<2); }
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inline int tspin(uint32_t& t, int d) { return (t >> (d<<2)) & 7; }
inline int tmirror(uint32_t& t, int d) { return (t >> ((d<<2)+3)) & 1; }
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inline int fixrot(int a) { return (a+MODFIXER)% S7; }
inline int fix42(int a) { return (a+MODFIXER)% S42; }
struct cell;
// automaton state
enum hstate { hsOrigin, hsA, hsB, hsError, hsA0, hsA1, hsB0, hsB1, hsC };
struct heptagon {
// automaton state
hstate s : 6;
int dm4: 2;
// we are spin[i]-th neighbor of move[i]
uint32_t spintable;
int spin(int d) { return tspin(spintable, d); }
int mirror(int d) { return tmirror(spintable, d); }
void setspin(int d, int sp) { tsetspin(spintable, d, sp); }
// neighbors; move[0] always goes towards origin,
// and then we go clockwise
heptagon* move[MAX_EDGE];
// distance from the origin
short distance;
// emerald/wineyard generator
short emeraldval;
// fifty generator
short fiftyval;
// zebra generator (1B actually)
short zebraval;
// field id
int fieldval;
// evolution data
short rval0, rval1;
struct cdata *cdata;
// central cell
cell *c7;
// associated generator of alternate structure, for Camelot and horocycles
heptagon *alt;
// functions
heptagon*& modmove(int i) { return move[fixrot(i)]; }
unsigned char gspin(int i) { return spin(fixrot(i)); }
};
struct heptspin;
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struct cell : gcell {
char type; // 6 for hexagons, 7 for heptagons
// wall parameter, used for remaining power of Bonfires and Thumpers
char wparam;
// 'tmp' is used for:
// pathfinding algorithm used by monsters with atypical movement (which do not use pathdist)
// bugs' pathfinding algorithm
short aitmp;
uint32_t spintable;
int spin(int d) { return tspin(spintable, d); }
int spn(int d) { return tspin(spintable, d); }
int mirror(int d) { return tmirror(spintable, d); }
heptagon *master;
cell *mov[MAX_EDGE]; // meaning very similar to heptagon::move
};
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// similar to heptspin from heptagon.cpp
struct cellwalker {
cell *c;
int spin;
bool mirrored;
cellwalker(cell *c, int spin, bool m=false) : c(c), spin(spin), mirrored(m) { }
cellwalker() { mirrored = false; }
};
#define BUGCOLORS 3
// land completion for shared unlocking
#define U5 (inv::on ? 10 : 5)
// land completion for advanced unlocking
#define U10 (inv::on ? 25 : 10)
// land completion
#define R10 (inv::on ? 50 : 10)
// intermediate lands
#define R30 (inv::on ? 100 : 30)
// advanced lands
#define R60 (inv::on ? 200 : 60)
// advanced lands II
#define R90 (inv::on ? 300 : 90)
// Crossroads IV
#define R200 (inv::on ? 800 : 200)
// Crossroads V
#define R300 (inv::on ? 1200 : 300)
// kill types for Dragon Chasms
#define R20 (inv::on ? 30 : 20)
// kill count for Graveyard/Hive
#define R100 (inv::on ? 500 : 100)
string XLAT(string x);
string cts(char c);
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string its(int i);
int hrand(int i);
template<class T> int size(const T& x) {return int(x.size()); }
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extern int currentscore[NUMLEADER];
extern int syncstate;
// initialize the achievement system.
void achievement_init();
// close the achievement system.
void achievement_close();
// gain the achievement with the given name.
// flags: 'e' - for Euclidean, 's' - for Shmup, '7' - for heptagonal
// Only awarded if special modes are matched exactly.
void achievement_gain(const char*, char flags = 0);
// gain the achievement for collecting a number of 'it'.
void achievement_collection(eItem it, int prevgold, int newgold);
// this is used for 'counting' achievements, such as kill 10
// monsters at the same time.
void achievement_count(const string& s, int current, int prev);
// scores for special challenges
void achievement_score(int cat, int score);
// gain the victory achievements. Set 'hyper' to true for
// the Hyperstone victory, and false for the Orb of Yendor victory.
void achievement_victory(bool hyper);
// gain the final achievements. Called with really=false whenever the user
// looks at their score, and really=true when the game really ends.
void achievement_final(bool really);
// display the last achievement gained.
void achievement_display();
// call the achievement callbacks
void achievement_pump();
// achievements received this game
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extern vector<string> achievementsReceived;
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// game forward declarations
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typedef unsigned long long flagtype;
#define Flag(i) (flagtype(1ull<<i))
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bool mirrorkill(cell *c);
bool isNeighbor(cell *c1, cell *c2);
void checkTide(cell *c);
namespace anticheat { extern bool tampered; }
int numplayers();
void removeIvy(cell *c);
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bool cellEdgeUnstable(cell *c, flagtype flags = 0);
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int coastvalEdge(cell *c);
typedef int cellfunction(cell*);
int towerval(cell *c, cellfunction* cf = &coastvalEdge);
#define HRANDMAX 0x7FFFFFFF
int hrandpos(); // 0 to HRANDMAX
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void restartGame(char switchWhat = 0, bool push = false);
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int landMultiplier(eLand l);
eItem treasureType(eLand l);
void buildBarrier(cell *c, int d, eLand l = laNone);
void extendBarrier(cell *c);
bool buildBarrier4(cell *c, int d, int mode, eLand ll, eLand lr);
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bool buildBarrier6(struct cellwalker cw, int type);
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bool makeEmpty(cell *c);
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bool isCrossroads(eLand l);
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enum orbAction { roMouse, roKeyboard, roCheck, roMouseForce, roMultiCheck, roMultiGo };
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void moveItem (cell *from, cell *to, bool activateYendor);
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void uncoverMines(cell *c, int lev, int dist);
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bool survivesMine(eMonster m);
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void killMonster(cell *c, eMonster who_killed, flagtype flags = 0);
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void toggleGates(cell *ct, eWall type, int rad);
bool destroyHalfvine(cell *c, eWall newwall = waNone, int tval = 6);
void buildCrossroads2(cell *c);
bool isHaunted(eLand l);
heptagon *createAlternateMap(cell *c, int rad, hstate firststate, int special=0);
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void generateAlts(heptagon *h, int levs = S3-3);
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void setdist(cell *c, int d, cell *from);
void checkOnYendorPath();
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void killThePlayerAt(eMonster m, cell *c, flagtype flags);
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bool notDippingFor(eItem i);
bool collectItem(cell *c2, bool telekinesis = false);
void castLightningBolt(struct cellwalker lig);
bool movepcto(int d, int subdir = 1, bool checkonly = false);
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void stabbingAttack(cell *mf, cell *mt, eMonster who, int bonuskill = 0);
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bool earthMove(cell *from, int dir);
void messageKill(eMonster killer, eMonster victim);
void moveMonster(cell *ct, cell *cf);
int palaceHP();
void placeLocalOrbs(cell *c);
int elementalKills();
bool elementalUnlocked();
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bool trollUnlocked();
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bool isMultitile(eMonster m);
void checkFreedom(cell *cf);
int rosedist(cell *c);
bool canPushStatueOn(cell *c);
namespace hive { void createBugArmy(cell *c); }
namespace whirlpool { void generate(cell *wto); }
namespace whirlwind { void generate(cell *wto); }
namespace mirror {
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static const int SPINSINGLE = 1;
static const int SPINMULTI = 2;
static const int GO = 4;
static const int ATTACK = 8;
void act(int dir, int flags);
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}
int neighborId(cell *c1, cell *c2);
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struct movedir {
int d; // 0 to 6, or one of the following -- warning: not used consistently
#define MD_WAIT (-1)
#define MD_DROP (-2)
#define MD_UNDECIDED (-3)
#define MD_USE_ORB (-4)
int subdir; // for normal movement (0-6): turn left or right
cell *tgt; // for MD_USE_ORB: target cell
};
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inline bool movepcto(const movedir& md) { return movepcto(md.d, md.subdir); }
void activateActiv(cell *c, bool msg);
// shmup
struct charstyle {
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int charid;
unsigned skincolor, haircolor, dresscolor, swordcolor, dresscolor2, uicolor;
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};
string csname(charstyle& cs);
void initcs(charstyle& cs);
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void savecs(FILE *f, charstyle& cs, int vernum);
void loadcs(FILE *f, charstyle& cs, int vernum);
#define MAXPLAYER 7
#define MAXJOY 8
#define MAXBUTTON 64
#define MAXAXE 16
#define MAXHAT 4
namespace multi {
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extern bool shmupcfg;
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extern bool alwaysuse;
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void recall();
extern cell *origpos[MAXPLAYER], *origtarget[MAXPLAYER];
extern int players;
extern cellwalker player[MAXPLAYER];
extern bool flipped[MAXPLAYER];
cell *mplayerpos(int i);
extern vector<int> revive_queue; // queue for revival
extern movedir whereto[MAXPLAYER]; // player's target cell
extern int cpid; // player id -- an extra parameter for player-related functions
extern int cpid_edit; // cpid currently being edited
// treasure collection, kill, and death statistics
extern int treasures[MAXPLAYER], kills[MAXPLAYER], deaths[MAXPLAYER];
struct config {
int players;
int subconfig;
int setwhat;
char keyaction[512];
char joyaction[MAXJOY][MAXBUTTON];
char axeaction[MAXJOY][MAXAXE];
char hataction[MAXJOY][MAXHAT][4];
int deadzoneval[MAXJOY][MAXAXE];
};
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void saveConfig(FILE *f);
void loadConfig(FILE *f);
void initConfig();
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extern charstyle scs[MAXPLAYER];
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bool playerActive(int p);
int activePlayers();
cell *multiPlayerTarget(int i);
void checklastmove();
void leaveGame(int i);
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void showShmupConfig();
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}
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namespace shmup {
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using namespace multi;
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void recall();
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extern bool on;
extern bool safety;
extern int curtime;
void clearMonsters();
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void clearMemory();
void init();
void teleported();
extern struct monster* mousetarget;
extern eItem targetRangedOrb(orbAction a);
void degradeDemons();
void killThePlayer(eMonster m);
void killThePlayer(eMonster m, int i);
void visibleFor(int t);
bool verifyTeleport();
bool dragonbreath(cell *dragon);
void shmupDrownPlayers(cell *c);
cell *playerpos(int i);
bool playerInBoat(int i);
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void destroyBoats(cell *c);
bool boatAt(cell *c);
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void virtualRebase(cell*& base, transmatrix& at, bool tohex);
void virtualRebase(shmup::monster *m, bool tohex);
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void fixStorage();
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void addShmupHelp(string& out);
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void activateArrow(cell *c);
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}
// graph
void showMissionScreen();
void restartGraph();
void resetmusic();
void drawFlash(cell* c);
void drawBigFlash(cell* c);
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void drawParticle(cell *c, int col, int maxspeed = 100);
void drawParticles(cell *c, int col, int qty, int maxspeed = 100);
void drawFireParticles(cell *c, int qty, int maxspeed = 100);
int firecolor(int phase);
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void drawLightning();
void drawSafety();
void restartGraph();
void movepckeydir(int);
void centerpc(ld aspd);
void displayButton(int x, int y, const string& name, int key, int align, int rad = 0);
void displayColorButton(int x, int y, const string& name, int key, int align, int rad, int color, int color2 = 0);
inline string ONOFF(bool b) { return XLAT(b ? "ON" : "OFF"); }
int darkened(int c);
extern int getcstat;
bool displaychr(int x, int y, int shift, int size, char chr, int col);
bool displayfr(int x, int y, int b, int size, const string &s, int color, int align);
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bool displayfrSP(int x, int y, int sh, int b, int size, const string &s, int color, int align, int p);
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bool outofmap(hyperpoint h);
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void applymodel(hyperpoint H, hyperpoint& Hscr);
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void drawCircle(int x, int y, int size, int color);
void fixcolor(int& col);
int displaydir(cell *c, int d);
hyperpoint gethyper(ld x, ld y);
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void resetview(); extern heptspin viewctr; extern cell *centerover;
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void drawthemap();
void drawfullmap();
bool displaystr(int x, int y, int shift, int size, const char *str, int color, int align);
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bool displaystr(int x, int y, int shift, int size, const string& str, int color, int align);
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extern int darken, inmirrorcount;
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void calcparam();
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#if CAP_SDL
int& qpixel(SDL_Surface *surf, int x, int y);
void setvideomode();
void saveHighQualityShot(const char *fname = NULL, const char *caption = NULL, int fade = 255);
#endif
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#if CAP_CONFIG
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void saveConfig();
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#endif
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extern hyperpoint mouseh;
extern hyperpoint ccenter;
extern ld crad;
extern bool mousepressed, anyshiftclick;
extern string help;
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typedef function<void()> reaction_t;
extern reaction_t help_delegate;
#define HELPFUN(x) (help_delegate = x, "HELPFUN")
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struct videopar {
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ld scale, eye, alpha, sspeed, mspeed, yshift, camera_angle;
ld ballangle, ballproj;
int mobilecompasssize;
int aurastr, aurasmoothen;
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bool full;
bool goteyes; // for rendering
bool goteyes2; // for choosing colors
int graphglyph; // graphical glyphs
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bool darkhepta;
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int shifttarget;
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int xres, yres, framelimit;
int xscr, yscr;
// paramaters calculated from the above
int xcenter, ycenter;
int radius;
ld alphax, beta;
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bool grid;
int particles;
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int fsize;
int flashtime;
int wallmode, monmode, axes;
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bool revcontrol;
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int msgleft, msglimit;
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// for OpenGL
float scrdist;
bool usingGL;
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int antialias;
#define AA_NOGL 1
#define AA_VERSION 2
#define AA_LINES 4
#define AA_POLY 8
#define AA_LINEWIDTH 16
#define AA_FONT 32
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#define AA_MULTI 64
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#define AA_MULTI16 128 // not configurable
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ld linewidth;
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int joyvalue, joyvalue2, joypanthreshold;
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ld joypanspeed;
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charstyle cs;
bool samegender; // same gender for the Princess?
int language;
bool backeffects; // background particle effects
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int killreduction, itemreduction, portreduction;
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multi::config scfg;
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int steamscore;
bool drawmousecircle; // draw the circle around the mouse
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bool skipstart; // skip the start menu
int quickmouse; // quick mouse on the map
int timeformat; // time format used in the message log
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};
extern videopar vid;
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extern vector< function<void()> > screens;
template<class T> void pushScreen(T& x) { screens.push_back(x); }
inline void popScreen() { screens.pop_back(); }
inline void popScreenAll() { while(size(screens)>1) popScreen(); }
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extern transmatrix View; // current rotation, relative to viewctr
extern transmatrix cwtV; // player-relative view
extern cell *mouseover, *mouseover2;
extern string mouseovers;
extern struct SDL_Surface *s;
namespace mapeditor {
extern bool drawplayer;
extern char whichPattern, whichShape;
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extern char whichCanvas;
extern int displaycodes;
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int generateCanvas(cell *c);
void applyModelcell(cell *c);
int realpattern(cell *c);
int patterndir(cell *c, char w = whichPattern);
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int subpattern(cell *c);
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extern cell *drawcell;
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void initdraw(cell *c);
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void showMapEditor();
void showDrawEditor();
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}
namespace rug {
extern bool rugged;
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extern bool renderonce;
extern bool rendernogl;
extern int texturesize;
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extern ld scale;
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#if CAP_RUG
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void show();
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void init();
void close();
void actDraw();
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void select();
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void buildVertexInfo(cell *c, transmatrix V);
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#endif
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}
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#define HASLINEVIEW
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namespace conformal {
extern bool on;
extern vector<pair<cell*, eMonster> > killhistory;
extern vector<pair<cell*, eItem> > findhistory;
extern vector<cell*> movehistory;
extern bool includeHistory;
extern int rotation;
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extern bool autoband;
extern bool autobandhistory;
extern bool dospiral;
extern ld lvspeed;
extern int bandsegment;
extern int bandhalf;
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void create();
void clear();
void show();
void apply();
void movetophase();
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void renderAutoband();
extern vector<shmup::monster*> v;
extern double phase;
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void applyIB();
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}
namespace polygonal {
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static const int MSI = 120;
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extern int SI;
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extern ld STAR;
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extern int deg;
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extern ld coefr[MSI], coefi[MSI];
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extern int maxcoef, coefid;
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void solve();
pair<ld, ld> compute(ld x, ld y);
}
void selectEyeGL(int ed);
void selectEyeMask(int ed);
extern int ticks;
void setGLProjection();
// passable flags
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#define P_MONSTER Flag(0) // can move through monsters
#define P_MIRROR Flag(1) // can move through mirrors
#define P_REVDIR Flag(2) // reverse direction movement
#define P_WIND Flag(3) // can move against the wind
#define P_GRAVITY Flag(4) // can move against the gravity
#define P_ISPLAYER Flag(5) // player-only moves (like the Round Table jump)
#define P_ONPLAYER Flag(6) // always can step on the player
#define P_FLYING Flag(7) // is flying
#define P_BULLET Flag(8) // bullet can fly through more things
#define P_MIRRORWALL Flag(9) // mirror images go through mirror walls
#define P_JUMP1 Flag(10) // first part of a jump
#define P_JUMP2 Flag(11) // second part of a jump
#define P_TELE Flag(12) // teleport onto
#define P_BLOW Flag(13) // Orb of Air -- blow, or push
#define P_AETHER Flag(14) // aethereal
#define P_FISH Flag(15) // swimming
#define P_WINTER Flag(16) // fire resistant
#define P_USEBOAT Flag(17) // can use boat
#define P_NOAETHER Flag(18) // disable AETHER
#define P_FRIENDSWAP Flag(19) // can move on friends (to swap with tem)
#define P_ISFRIEND Flag(20) // is a friend (can use Empathy + Winter/Aether/Fish combo)
#define P_LEADER Flag(21) // can push statues and use boats
#define P_MARKWATER Flag(22) // mark Orb of Water as used
#define P_EARTHELEM Flag(23) // Earth Elemental
#define P_WATERELEM Flag(24) // Water Elemental
#define P_IGNORE37 Flag(25) // ignore the triheptagonal board
#define P_CHAIN Flag(26) // for chaining moves with boats
#define P_DEADLY Flag(27) // suicide moves allowed
#define P_ROSE Flag(28) // rose smell
#define P_CLIMBUP Flag(29) // allow climbing up
#define P_CLIMBDOWN Flag(30) // allow climbing down
#define P_REPTILE Flag(31) // is reptile
#define P_VOID Flag(32) // void beast
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bool passable(cell *w, cell *from, flagtype flags);
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bool isElemental(eLand l);
int coastval(cell *c, eLand base);
int getHauntedDepth(cell *c);
eLand randomElementalLand();
extern eLand euland[65536];
bool notDippingForExtra(eItem i, eItem x);
void placePrizeOrb(cell *c);
void wandering();
bool isSealand(eLand l);
int newRoundTableRadius();
bool grailWasFound(cell *c);
extern bool buggyGeneration;
int buildIvy(cell *c, int children, int minleaf);
int celldistAltRelative(cell *c);
int roundTableRadius(cell *c);
cell *chosenDown(cell *c, int which, int bonus, cellfunction* cf = &coastvalEdge);
eLand pickLandRPM(eLand old);
bool bearsCamelot(eLand l);
extern bool safety;
#define SAGEMELT .1
#define TEMPLE_EACH 6
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#define PT(x, y) ((tactic::on || quotient == 2) ? (y) : inv::on ? min(2*(y),x) : (x))
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#define ROCKSNAKELENGTH 50
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#define WORMLENGTH 15
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#define PUREHARDCORE_LEVEL 10
#define PRIZEMUL 7
#define INF 9999
#define INFD 20
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#define PINFD 125
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#define BARLEV ((ISANDROID||ISIOS||ISFAKEMOBILE||getDistLimit()<7)?9:10)
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#define BUGLEV 15
// #define BARLEV 9
bool isKillable(cell *c);
bool isKillableSomehow(cell *c);
bool isAlchAny(eWall w);
bool isAlchAny(cell *c);
#define YDIST 101
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#define MODECODES 255
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extern cellwalker cwt; // player character position
extern int sval;
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extern int items[ittypes], kills[motypes], explore[10], exploreland[10][landtypes], landcount[landtypes];
typedef int modecode_t;
extern map<modecode_t, array<int, ittypes> > hiitems;
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extern eLand firstland, specialland;
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bool pseudohept(cell *c);
bool pureHardcore();
extern int cheater;
int airdist(cell *c);
bool eq(short a, short b);
extern vector<cell*> dcal; // queue for cpdist
bool isPlayerOn(cell *c);
bool isFriendly(eMonster m);
bool isFriendly(cell *c);
bool isChild(cell *w, cell *killed); // is w killed if killed is killed?
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static const int NO_TREASURE = 1;
static const int NO_YENDOR = 2;
static const int NO_GRAIL = 4;
static const int NO_LOVE = 8;
int gold(int no = 0);
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int tkills();
bool hellUnlocked();
bool markOrb(eItem it); // mark the orb as 'used', return true if exists
bool markEmpathy(eItem it); // mark both the given orb and Empathy as 'used', return true if exists
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bool markEmpathy2(eItem it); // as above, but next turn
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bool isMimic(eMonster m);
bool isMimic(cell *c);
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void fallMonster(cell *c, flagtype flags = 0); // kill monster due to terrain
bool attackMonster(cell *c, flagtype flags, eMonster killer);
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bool isWorm(eMonster m);
bool isWorm(cell *c);
void empathyMove(cell *c, cell *cto, int dir);
bool isIvy(eMonster m);
bool isIvy(cell *c);
#define GUNRANGE 3
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// 0 = basic treasure, 1 = other item, 2 = power orb, 3 = not an item
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#define IC_TREASURE 0
#define IC_OTHER 1
#define IC_ORB 2
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#define IC_NAI 3
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bool playerInPower();
void activateFlash();
void activateLightning();
bool markOrb(eItem it);
bool markOrb2(eItem it);
void drainOrb(eItem it, int target = 0);
void useupOrb(eItem it, int qty);
void initgame();
bool haveRangedTarget();
eItem targetRangedOrb(cell *c, orbAction a);
void reduceOrbPowers();
int realstuntime(cell *c);
extern bool invismove, invisfish;
bool attackingForbidden(cell *c, cell *c2);
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void killOrStunMonster(cell *c2, eMonster who_killed);
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void useup(cell *c); // useup thumpers/bonfires
cell *playerpos(int i);
bool makeflame(cell *c, int timeout, bool checkonly);
void bfs();
bool isPlayerInBoatOn(cell *c);
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bool isPlayerInBoatOn(cell *c, int i);
void destroyBoats(cell *c, cell *cf, bool strandedToo);
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extern bool showoff;
extern int lastexplore;
extern int truelotus;
extern eLand lastland;
extern time_t timerstart;
extern bool timerstopped;
bool againstRose(cell *cfrom, cell *cto);
bool withRose(cell *cfrom, cell *cto);
// loops
#define fakecellloop(ct) for(cell *ct = (cell*)1; ct; ct=NULL)
#define forCellIdAll(ct, i, cf) fakecellloop(ct) for(int i=0; i<(cf)->type && (ct=(cf)->mov[i],true); i++)
#define forCellIdCM(ct, i, cf) fakecellloop(ct) for(int i=0; i<(cf)->type && (ct=createMov((cf),i),true); i++)
#define forCellIdEx(ct, i, cf) forCellIdAll(ct,i,cf) if(ct)
#define forCellEx(ct, cf) forCellIdEx(ct,forCellEx ## __LINE__,cf)
#define forCellCM(ct, cf) forCellIdCM(ct,forCellCM ## __LINE__,cf)
#define forCellAll(ct, cf) forCellIdCM(ct,forCellAll ## __LINE__,cf)
// canAttack/moveval flags
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#define AF_TOUGH Flag(0) // tough attacks: Hyperbugs
#define AF_MAGIC Flag(1) // magical attacks: Flash
#define AF_STAB Flag(2) // stabbing attacks (usually ignored except Hedgehogs)
#define AF_LANCE Flag(3) // lance attacks (used by Lancers)
#define AF_ONLY_ENEMY Flag(4) // only say YES if it is an enemy
#define AF_ONLY_FRIEND Flag(5) // only say YES if it is a friend
#define AF_ONLY_FBUG Flag(6) // only say YES if it is a bug_or friend
#define AF_BACK Flag(7) // backward attacks (ignored except Viziers and Flailers)
#define AF_APPROACH Flag(8) // approach attacks (ignored except Lancers)
#define AF_IGNORE_UNARMED Flag(9) // ignore the UNARMED flag
#define AF_NOSHIELD Flag(10) // ignore the shielded status
#define AF_GETPLAYER Flag(11) // check for player (replace m2 with moPlayer for player position)
#define AF_GUN Flag(12) // revolver attack
#define AF_FAST Flag(13) // fast attack
#define AF_EAT Flag(17) // eating attacks from Worm-likes
#define MF_NOATTACKS Flag(14) // don't do any attacks
#define MF_PATHDIST Flag(15) // consider pathdist for moveval
#define MF_ONLYEAGLE Flag(16) // do this only for Eagles
#define MF_MOUNT Flag(18) // don't do
#define MF_NOFRIEND Flag(19) // don't do it for friends
#define AF_SWORD Flag(20) // big sword
#define AF_SWORD_INTO Flag(21) // moving into big sword
#define AF_MSG Flag(22) // produce a message
#define AF_ORSTUN Flag(23) // attackMonster: allow stunning
#define AF_NEXTTURN Flag(24) // next turn -- don't count shield at power 1
#define AF_FALL Flag(25) // death by falling
#define MF_STUNNED Flag(26) // edgeunstable: ignore ladders (as stunned monsters do)
#define MF_IVY Flag(27) // edgeunstable: ignore ivy (ivy cannot climb ivy)
#define AF_HORNS Flag(28) // spear attack (always has APPROACH too)
#define AF_BULL Flag(29) // bull attack
#define AF_SIDE Flag(30) // side attack
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bool canAttack(cell *c1, eMonster m1, cell *c2, eMonster m2, flagtype flags);
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extern bool chaosmode;
extern bool chaosUnlocked;
extern bool chaosAchieved;
bool isTechnicalLand(eLand l);
int getGhostcount();
void raiseBuggyGeneration(cell *c, const char *s);
void verifyMutantAround(cell *c);
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#if CAP_SDL
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#if CAP_PNG
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#include "savepng.h"
#define IMAGEEXT ".png"
void IMAGESAVE(SDL_Surface *s, const char *fname);
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#else
#define IMAGEEXT ".bmp"
#define IMAGESAVE SDL_SaveBMP
#endif
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#endif
void drawscreen();
void buildAirmap();
// currently works for worms only
bool sameMonster(cell *c1, cell *c2);
cell *wormhead(cell *c);
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eMonster getMount(int player_id);
eMonster haveMount();
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bool isDragon(eMonster m);
// for some reason I need this to compile under OSX
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#if ISMAC
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extern "C" { void *_Unwind_Resume = 0; }
#endif
extern bool autocheat;
extern bool inHighQual;
void mountmove(cell *c, int spin, bool fp);
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void mountmove(cell *c, int spin, bool fp, cell *ppos);
void mountswap(cell *c1, int spin1, bool fp1, cell *c2, int spin2, bool fp2);
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template<class T> struct dynamicval {
T& where;
T backup;
dynamicval(T& wh, T val) : where(wh) { backup = wh; wh = val; }
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dynamicval(T& wh) : where(wh) { backup = wh; }
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~dynamicval() { where = backup; }
};
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struct stalemate1 {
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eMonster who;
cell *moveto;
cell *killed;
cell *pushto;
cell *comefrom;
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cell *swordlast[2], *swordtransit[2], *swordnext[2];
bool isKilled(cell *c);
stalemate1(eMonster w, cell *mt, cell *ki, cell *pt, cell *cf) : who(w), moveto(mt), killed(ki), pushto(pt), comefrom(cf) {}
};
namespace stalemate {
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extern vector<stalemate1> moves;
extern bool nextturn;
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bool isKilled(cell *c);
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bool anyKilled();
bool isMoveto(cell *c);
bool isKilledDirectlyAt(cell *c);
bool isPushto(cell *c);
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};
extern int turncount;
bool reduceOrbPower(eItem it, int cap);
bool checkOrb(eMonster m1, eItem orb);
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movedir vectodir(const hyperpoint& P);
namespace sword {
extern int angle[MAXPLAYER];
cell *pos(cell *c, int s);
cell *pos(int id);
bool at(cell *where, bool noplayer = false);
int shift(cell *c1, cell *c2);
}
void killThePlayer(eMonster m, int id, flagtype flags);
bool attackJustStuns(cell *c2);
bool isTargetOrAdjacent(cell *c);
bool warningprotection();
bool mineMarked(cell *c);
bool minesafe();
bool hasSafeOrb(cell *c);
void placeWater(cell *c, cell *c2);
bool againstCurrent(cell *w, cell *from);
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#define DEFAULTCONTROL (multi::players == 1 && !shmup::on && !multi::alwaysuse)
#define DEFAULTNOR(sym) (DEFAULTCONTROL || multi::notremapped(sym))
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extern bool timerghost;
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#define CAP_MENUSCALING (ISPANDORA || ISMOBILE)
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#if CAP_MENUSCALING
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#define displayfrZ dialog::displayzoom
#else
#define displayfrZ displayfr
#endif
namespace dialog {
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enum tDialogItem {diTitle, diItem, diBreak, diHelp, diInfo, diSlider, diBigItem};
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struct item {
tDialogItem type;
string body;
string value;
string keycaption;
int key;
int color, colorv, colork, colors, colorc;
int scale;
double param;
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int position;
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};
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extern vector<item> items;
extern reaction_t reaction;
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item& lastItem();
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extern unsigned int *palette;
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void addSelItem(string body, string value, int key);
void addBoolItem(string body, bool value, int key);
void addColorItem(string body, int value, int key);
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void openColorDialog(unsigned int& col, unsigned int *pal = palette);
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void addHelp(string body);
void addInfo(string body, int color = 0xC0C0C0);
void addItem(string body, int key);
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int addBreak(int val);
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void addTitle(string body, int color, int scale);
void init();
void init(string title, int color = 0xE8E8E8, int scale = 150, int brk = 60);
void display();
void editNumber(ld& x, ld vmin, ld vmax, ld step, ld dft, string title, string help);
void editNumber(int& x, int vmin, int vmax, int step, int dft, string title, string help);
void scaleLog();
void scaleSinh();
void handleNavigation(int &sym, int &uni);
bool displayzoom(int x, int y, int b, int size, const string &s, int color, int align);
bool editingDetail();
int handlePage(int& nl, int& nlm, int perpage);
void displayPageButtons(int i, bool pages);
bool handlePageButtons(int uni);
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extern bool sidedialog;
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}
void checkStunKill(cell *dest);
void clearMessages();
void resetGeometry();
namespace svg {
void circle(int x, int y, int size, int col);
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void polygon(int *polyx, int *polyy, int polyi, int col, int outline, double minwidth);
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void text(int x, int y, int size, const string& str, bool frame, int col, int align);
extern bool in;
extern string *info;
void render(const char *fname = NULL);
}
extern int sightrange;
namespace halloween {
void getTreat(cell *where);
}
// just in case if I change my mind about when Orbs lose their power
#define ORBBASE 0
transmatrix mscale(const transmatrix& t, double fac);
transmatrix mzscale(const transmatrix& t, double fac);
extern bool ivoryz;
#define mmscale(V, x) (mmspatial ? (ivoryz ? mzscale(V,x) : mscale(V, x)) : (V))
#define SHADOW_WALL 0x60
#define SHADOW_SL 0x18
#define SHADOW_MON 0x30
bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, int col, double footphase);
void drawPlayerEffects(const transmatrix& V, cell *c, bool onPlayer);
// monster movement animations
struct animation {
int ltick;
double footphase;
transmatrix wherenow;
};
// we need separate animation layers for Orb of Domination and Tentacle+Ghost,
// and also to mark Boats
#define ANIMLAYERS 3
#define LAYER_BIG 0 // for worms and krakens
#define LAYER_SMALL 1 // for others
#define LAYER_BOAT 2 // mark that a boat has moved
extern map<cell*, animation> animations[ANIMLAYERS];
extern unordered_map<cell*, transmatrix> gmatrix, gmatrix0;
void animateMovement(cell *src, cell *tgt, int layer);
// for animations which might use the same locations,
// such as replacements or multi-tile monsters
void indAnimateMovement(cell *src, cell *tgt, int layer);
void commitAnimations(int layer);
void animateReplacement(cell *a, cell *b, int layer);
void fallingFloorAnimation(cell *c, eWall w = waNone, eMonster m = moNone);
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void fallingMonsterAnimation(cell *c, eMonster m, int id = multi::cpid);
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// ranks:
enum PPR {
PPR_ZERO, PPR_OUTCIRCLE, PPR_MOVESTAR,
PPR_MINUSINF,
PPR_BELOWBOTTOMm,
PPR_BELOWBOTTOM,
PPR_BELOWBOTTOMp,
PPR_LAKEBOTTOM, PPR_HELLSPIKE,
PPR_INLAKEWALLm, PPR_INLAKEWALL, PPR_INLAKEWALLp,
PPR_SUBLAKELEV, PPR_LAKELEV, PPR_BOATLEV, PPR_BOATLEV2, PPR_BOATLEV3,
PPR_LAKEWALLm, PPR_LAKEWALL, PPR_LAKEWALLp,
PPR_FLOOR_TOWER,
PPR_FLOOR,
PPR_FLOOR_DRAGON,
PPR_FLOORa, PPR_FLOORb, PPR_FLOORc, PPR_FLOORd,
PPR_LIZEYE,
PPR_BFLOOR,
PPR_GFLOORa, PPR_GFLOORb, PPR_GFLOORc,
PPR_WALLSHADOW,
PPR_STRUCT0, PPR_STRUCT1, PPR_STRUCT2, PPR_STRUCT3,
PPR_THORNS, PPR_WALL,
PPR_REDWALLm, PPR_REDWALLs, PPR_REDWALLp, PPR_REDWALL,
PPR_REDWALLm2, PPR_REDWALLs2, PPR_REDWALLp2, PPR_REDWALLt2,
PPR_REDWALLm3, PPR_REDWALLs3, PPR_REDWALLp3, PPR_REDWALLt3,
PPR_HEPTAMARK,
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PPR_ITEM_BELOW,
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PPR_ITEM, PPR_ITEMa, PPR_ITEMb,
PPR_BIGSTATUE,
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PPR_WALL3m, PPR_WALL3s, PPR_WALL3p, PPR_WALL3, PPR_WALL3A,
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// PPR_WALL3m, PPR_WALL3s, PPR_WALL3p, PPR_WALL3, PPR_WALL3A,
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PPR_HIDDEN, PPR_GIANTSHADOW,
PPR_TENTACLE0, PPR_TENTACLE1,
PPR_ONTENTACLE, PPR_ONTENTACLE_EYES, PPR_ONTENTACLE_EYES2,
PPR_MONSTER_SHADOW,
PPR_MONSTER_FOOT, PPR_MONSTER_LEG, PPR_MONSTER_GROIN,
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PPR_MONSTER_SUBWPN, PPR_MONSTER_WPN,
PPR_MONSTER_BODY, PPR_MONSTER_ARMOR0, PPR_MONSTER_ARMOR1,
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PPR_MONSTER_CLOAK, PPR_MONSTER_NECK,
PPR_MONSTER_HEAD, PPR_MONSTER_FACE, PPR_MONSTER_EYE0, PPR_MONSTER_EYE1,
PPR_MONSTER_HAIR, PPR_MONSTER_HAT0, PPR_MONSTER_HAT1,
PPR_MONSTER_HOODCLOAK1, PPR_MONSTER_HOODCLOAK2,
PPR_STUNSTARS,
PPR_CARRIED, PPR_CARRIEDa, PPR_CARRIEDb,
PPR_PARTICLE, PPR_SWORDMARK, PPR_MAGICSWORD, PPR_MISSILE,
PPR_MINEMARK, PPR_ARROW,
PPR_LINE, PPR_TEXT, PPR_CIRCLE,
PPR_MAX
};
void ShadowV(const transmatrix& V, const struct hpcshape& bp, int prio = PPR_MONSTER_SHADOW);
#define OUTLINE_NONE 0x000000FF
#define OUTLINE_FRIEND 0x00FF00FF
#define OUTLINE_ENEMY 0xFF0000FF
#define OUTLINE_TREASURE 0xFFFF00FF
#define OUTLINE_ORB 0xFF8000FF
#define OUTLINE_OTHER 0xFFFFFFFF
#define OUTLINE_DEAD 0x800000FF
#define OUTLINE_TRANS 0
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#define OUTLINE_DEFAULT ((bordcolor << 8) + 0xFF)
#define OUTLINE_FORE ((forecolor << 8) + 0xFF)
#define OUTLINE_BACK ((backcolor << 8) + 0xFF)
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extern bool audio;
extern string musiclicense;
extern string musfname[landtypes];
extern int musicvolume, effvolume;
void initAudio();
bool loadMusicInfo();
void handlemusic();
void playSeenSound(cell *c);
void playSound(cell *c, const string& fname, int vol = 100);
inline string pick123() { return cts('1' + rand() % 3); }
inline string pick12() { return cts('1' + rand() % 2); }
bool playerInBoat(int i);
extern int lowfar;
extern bool wmspatial, wmescher, wmplain, wmblack, wmascii;
extern bool mmspatial, mmhigh, mmmon, mmitem;
extern int maxreclevel, reclevel;
string explain3D(ld *param);
extern int detaillevel;
extern bool quitmainloop;
enum eGlyphsortorder {
gsoFirstTop, gsoFirstBottom,
gsoLastTop, gsoLastBottom,
gsoLand, gsoValue,
gsoMAX
};
extern eGlyphsortorder glyphsortorder;
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#if CAP_ROGUEVIZ
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namespace rogueviz {
extern bool on;
string describe(shmup::monster *m);
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void describe(cell *c);
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void activate(shmup::monster *m);
void drawVertex(const transmatrix &V, cell *c, shmup::monster *m);
bool virt(shmup::monster *m);
void turn(int delta);
void drawExtra();
void fixparam();
int readArgs();
void close();
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void mark(cell *c);
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void showMenu();
string makehelp();
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}
#endif
void explodeMine(cell *c);
bool mayExplodeMine(cell *c, eMonster who);
int gravityLevel(cell *c);
void fullcenter();
void movecost(cell* from, cell *to);
void checkmove();
transmatrix eumove(int x, int y);
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transmatrix eumovedir(int d);
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int reptilemax();
extern bool mousing;
#define IFM(x) (mousing?"":x)
extern cell *recallCell;
extern eLand cheatdest;
void cheatMoveTo(eLand l);
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extern unsigned backcolor, bordcolor, forecolor;
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extern bool overgenerate;
void doOvergenerate();
void collectMessage(cell *c2, eItem which);
namespace quotientspace {
void build();
void clear();
extern vector<int> connections;
}
void killFriendlyIvy();
void pushdown(cell *c, int& q, const transmatrix &V, double down, bool rezoom, bool repriority);
extern bool viewdists;
void preventbarriers(cell *c);
bool passable_for(eMonster m, cell *w, cell *from, flagtype extra);
void beastcrash(cell *c, cell *beast);
int angledist(int t, int d1, int d2);
int angledist(cell *c, int d1, int d2);
void setcameraangle(bool b);
enum eModel {
mdDisk, mdHalfplane, mdBand, mdPolygonal, mdPolynomial,
mdEquidistant, mdEquiarea, mdBall, mdHyperboloid, mdGUARD, mdUnchanged };
#define MODELCOUNT ((int) mdGUARD)
void drawShape(pair<ld,ld>* coords, int qty, int color);
extern eModel pmodel;
int darkena(int c, int lev, int a);
#define SHSIZE 16
extern cell *shpos[MAXPLAYER][SHSIZE];
extern int cshpos;
namespace arg {
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#if CAP_COMMANDLINE
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extern int argc; extern char **argv;
inline void lshift() {
argc--; argv++;
}
inline void shift() {
lshift(); if(!argc) { printf("Missing parameter\n"); exit(1); }
}
inline char* args() { return *argv; }
inline int argi() { return atoi(*argv); }
inline ld argf() { return atof(*argv); }
inline bool argis(const char *s) { return strcmp(*argv, s) == 0; }
inline void init(int _argc, char **_argv) { argc=_argc-1; argv=_argv+1; }
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extern int curphase;
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inline void phaseerror(int x) {
printf("Command line error: cannot read command '%s' from phase %d in phase %d\n", args(), x, curphase);
exit(1);
}
// returned values: 0 = ok, 1 = not recognized, 2 = shift phase
int readCommon();
int readLocal();
// an useful macro
#define PHASE(x) { if(arg::curphase > x) phaseerror(x); else if(arg::curphase < x) return 2; }
#define PHASEFROM(x) { if(arg::curphase < x) return 2; }
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void read(int phase);
#else
inline void read(int phase) { }
#endif
}
extern bool generatingEquidistant;
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void clearfrom(heptagon *at);
void clearHexes(heptagon *at);
void verifycells(heptagon *at);
int zebra40(cell *c);
cell *createMov(cell *c, int d);
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#if CAP_TOUR
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namespace tour {
extern bool on;
extern string tourhelp;
extern string slidecommand;
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extern int currentslide;
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enum presmode {
pmStartAll = 0,
pmStart = 1, pmFrame = 2, pmStop = 3, pmKey = 4, pmRestart = 5,
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pmAfterFrame = 6,
pmGeometry = 11, pmGeometryReset = 13, pmGeometryStart = 15
};
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void setCanvas(presmode mode, char canv);
void presentation(presmode mode);
void checkGoodLand(eLand l);
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int getid();
extern function<eLand(eLand)> getNext;
extern function<bool(eLand)> quickfind;
extern function<bool(eLand)> showland;
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void start();
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struct slide {
const char *name; int unused_id; int flags; const char *help;
function<void(presmode mode)> action;
} ;
extern slide *slides;
extern slide default_slides[];
static const int LEGAL_NONE=0;
static const int LEGAL_UNLIMITED=1;
static const int LEGAL_HYPERBOLIC=2;
static const int LEGAL_ANY=3;
static const int LEGAL_NONEUC=4;
static const int QUICKSKIP=8;
static const int FINALSLIDE=16;
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static const int QUICKGEO=32;
static const int SIDESCREEN = 64;
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extern slide slideHypersian;
extern slide slideExpansion;
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namespace ss {
void showMenu();
void list(slide*);
}
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};
#endif
namespace rogueviz {
extern bool rog3;
extern bool rvwarp;
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#if CAP_TOUR
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namespace rvtour {
extern tour::slide rvslides[];
}
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#endif
};
extern bool doCross;
void optimizeview();
extern int pngres;
extern int pngformat;
extern bool noGUI;
extern bool dronemode;
extern ld whatever;
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namespace sm {
static const int NORMAL = 1;
static const int MISSION = 2;
static const int HELP = 4;
static const int MAP = 8;
static const int DRAW = 16;
static const int NUMBER = 32;
static const int SHMUPCONFIG = 64;
static const int OVERVIEW = 128;
static const int SIDE = 256;
static const int DOTOUR = 512;
static const int CENTER = 1024;
static const int A3 = 2048; // affects poly
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static const int ZOOMABLE = 4096;
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};
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namespace linepatterns {
enum ePattern {
patPalacelike,
patPalace,
patZebraTriangles,
patZebraLines,
patTriNet,
patTriRings,
patHepta,
patRhomb,
patTree,
patAltTree,
patVine,
patPower,
patNormal,
patTrihepta,
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patBigTriangles,
patBigRings
};
void clearAll();
void setColor(ePattern id, int col);
void drawAll();
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void showMenu();
};
transmatrix ddspin(cell *c, int d, int bonus = 0);
bool doexiton(int sym, int uni);
void switchFullscreen();
string turnstring(int i);
int celldistance(cell *c1, cell *c2);
bool behindsphere(const transmatrix& V);
extern hyperpoint pirateCoords;
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bool mouseout();
bool againstWind(cell *c2, cell *c1); // to, from
transmatrix atscreenpos(ld x, ld y, ld size);
hyperpoint mirrorif(const hyperpoint& V, bool b);
#define SETMOUSEKEY 5000
extern char mousekey;
extern char newmousekey;
void displaymm(char c, int x, int y, int rad, int size, const string& title, int align);
bool canPushThumperOn(cell *tgt, cell *thumper, cell *player);
void pushThumper(cell *th, cell *cto);
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template<class T> T pick(T x, T y) { return hrand(2) ? x : y; }
template<class T> T pick(T x, T y, T z) { switch(hrand(3)) { case 0: return x; case 1: return y; case 2: return z; } return x; }
template<class T> T pick(T x, T y, T z, T v) { switch(hrand(4)) { case 0: return x; case 1: return y; case 2: return z; case 3: return v; } return x; }
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template<class T, class... U> bool among(T x, T y) { return x == y; }
template<class T, class... U> bool among(T x, T y, U... u) { return x==y || among(x,u...); }
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eLand getNewSealand(eLand old);
bool createOnSea(eLand old);
namespace inv {
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extern bool on;
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extern bool usedForbidden;
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extern int remaining[ittypes];
void compute();
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void applyBox(eItem it);
extern int incheck;
void check(int delta);
void show();
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}
bool drawItemType(eItem it, cell *c, const transmatrix& V, int icol, int ticks, bool hidden);
void initquickqueue();
void quickqueue();
int darkenedby(int c, int lev);
extern int mousex, mousey;
string generateHelpForItem(eItem it);
bool graphglyph();
extern bool hiliteclick;
extern int antialiaslines;
extern int ringcolor;
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#include <functional>
template<class T> class hookset : public map<int, function<T>> {};
typedef hookset<void()> *purehookset;
template<class T, class U> int addHook(hookset<T>*& m, int prio, const U& hook) {
if(!m) m = new hookset<T> ();
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while(m->count(prio)) {
prio++;
}
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(*m)[prio] = hook;
return 0;
}
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extern purehookset hooks_frame, hooks_stats, clearmemory, hooks_config;
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template<class T, class... U> void callhooks(hookset<T> *h, U... args) {
if(h) for(auto& p: *h) p.second(args...);
}
template<class T, class V, class... U> V callhandlers(V zero, hookset<T> *h, U... args) {
if(h) for(auto& p: *h) {
auto z = p.second(args...);
if(z != zero) return z;
}
return zero;
}
extern hookset<bool(int sym, int uni)> *hooks_handleKey;
extern hookset<void(cell *c, const transmatrix& V)> *hooks_drawcell;
extern hookset<bool(int argc, char** argv)> *hooks_main;
extern hookset<int()> *hooks_args;
extern hookset<eLand(eLand)> *hooks_nextland;
// hooks to extend HyperRogue with an external program
// start compilation from another file which defines EXTRA_..., includes
// hyper.cpp, then defines the necessary functions
extern ld shiftmul;
void initcs(charstyle &cs);
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charstyle& getcs(int id = multi::cpid);
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struct msginfo {
int stamp;
time_t rtstamp;
int gtstamp;
int turnstamp;
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char flashout;
char spamtype;
int quantity;
string msg;
};
extern vector<msginfo> msgs;
void flashMessages();
extern int lightat, safetyat;
int watercolor(int phase);
bool doHighlight();
string buildHelpText();
string buildCredits();
void setAppropriateOverview();
bool quitsaves();
extern bool sidescreen;
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extern const char* COLORBAR;
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int textwidth(int siz, const string &str);
#define GLERR(call) glError(call, __FILE__, __LINE__)
extern bool gtouched, mousepressed, mousemoved, actonrelease;
extern bool inslider;
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#if CAP_ROGUEVIZ
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#define DOSHMUP (shmup::on || rogueviz::on)
#else
#define DOSHMUP shmup::on
#endif
extern bool outoffocus;
extern int frames;
extern transmatrix playerV;
extern bool didsomething;
extern void drawStats();
extern int calcfps();
extern int distcolors[8];
extern eItem orbToTarget;
extern eMonster monsterToSummon;
void panning(hyperpoint hf, hyperpoint ht);
extern transmatrix sphereflip;
void initConfig();
void loadConfig();
extern bool auraNOGL;
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#if CAP_SDLJOY
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extern void initJoysticks();
extern bool autojoy;
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extern int joyx, joyy, panjoyx, panjoyy;
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extern movedir joydir;
extern SDL_Joystick* sticks[8];
extern int numsticks;
void closeJoysticks();
#endif
void preparesort();
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#if ISMOBILE==1
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#define SHMUPTITLE "shoot'em up mode"
#else
#define SHMUPTITLE "shoot'em up and multiplayer"
#endif
bool dodrawcell(cell *c);
void drawcell(cell *c, transmatrix V, int spinv, bool mirrored);
extern double downspin;
extern int frameid;
extern bool leftclick;
void clearMemory();
extern function <void(int sym, int uni)> keyhandler;
void gmodekeys(int sym, int uni);
void switchGL();
void switchFullscreen();
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extern int cmode;
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namespace scores { void load(); }
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void gotoHelp(const string& h);
void showCustomizeChar();
void showCheatMenu();
void showDisplayMode();
void showChangeMode();
void showEuclideanMenu();
void show3D();
void gameoverscreen();
void showJoyConfig();
void gamescreen(int darken);
void showMission();
void handleKeyQuit(int sym, int uni);
void handlePanning(int sym, int uni);
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#if ISMOBILE==1
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namespace leader { void showMenu(); void handleKey(int sym, int uni); }
#endif
bool needConfirmation();
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namespace mirror {
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cellwalker reflect(const cellwalker& cw);
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}
bool inmirror(eLand l);
bool inmirror(cell *c);
bool inmirror(const cellwalker& cw);
void queuemarkerat(const transmatrix& V, int col);
void check_total_victory();
void applyBoxNum(int& i, string name = "");
extern int hinttoshow;
bool isShmupLifeOrb(eItem it);
int orbcharges(eItem it);
int gradient(int c0, int c1, ld v0, ld v, ld v1);
struct hint {
time_t last;
function<bool()> usable;
function<void()> display;
function<void()> action;
};
extern hint hints[];
int counthints();
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void gainShard(cell *c2, const char *msg);
int textwidth(int siz, const string &str);
#if CAP_GL
int gl_width(int size, const char *s);
#endif
#ifdef ISMOBILE
extern int andmode;
#endif
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void addaura(const hyperpoint& h, int col, int fd);
void addauraspecial(const hyperpoint& h, int col, int dir);
void drawBug(const cellwalker& cw, int col);
void mainloop();
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void mainloopiter();
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extern bool showstartmenu;
void selectLanguageScreen();
bool inscreenrange(cell *c);
bool allowIncreasedSight();
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static inline bool orbProtection(eItem it) { return false; } // not implemented
namespace windmap {
void create();
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static const int NOWINDBELOW = 8;
static const int NOWINDFROM = 120;
int at(cell *c);
}
extern int wavephase;
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void buildEquidistant(cell *c);
void produceGhost(cell *c, eMonster victim, eMonster who);
void sideAttack(cell *mf, int dir, eMonster who, int bonus, eItem orb);
void sideAttack(cell *mf, int dir, eMonster who, int bonuskill);
void warpfloor(cell *c, const transmatrix& V, int col, int prio, bool warp);
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void orboflava(int i);
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void setland(cell *c, eLand l);
eLand getNewLand(eLand old);
extern bool randomPatternsMode;
extern int isRandland(eLand l);
extern vector<cell*> buggycells;
extern bool landUnlocked(eLand l);
extern void describeCell(cell*);
extern bool rlyehComplete();
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extern int steplimit, cstep;
template<class... T>
void limitgen(T... args) {
if(steplimit) {
cstep++;
printf("%6d ", cstep);
printf(args...);
if(cstep == steplimit) buggyGeneration = true;
}
}
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eLand oppositeElement(eLand l, eLand l2);
extern int hardness_empty();
extern eWall getElementalWall(eLand l);
void gainItem(eItem it);
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void destroyTrapsOn(cell *c);
void destroyTrapsAround(cell *c);
extern int messagelogpos;
void showMessageLog();
int getgametime();
string getgametime_s(int timespent = getgametime());
extern int stampbase;
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transmatrix cellrelmatrix(cell *c, int i);
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void terracottaAround(cell *c);
double cellgfxdist(cell *c, int i);
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int ctof(cell *c);
void modalDebug(cell *c);
int getDistLimit();
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void drawqueue();
#ifndef GL
typedef float GLfloat;
#endif
struct qpoly {
transmatrix V;
GLfloat *tab;
int curveindex;
int cnt;
int outline;
double minwidth;
int flags;
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};
struct qline {
hyperpoint H1, H2;
int prf;
double width;
};
#define MAXQCHR 40
struct qchr {
char str[MAXQCHR];
int x, y, shift, size, frame;
int align;
};
struct qcir {
int x, y, size;
};
enum eKind { pkPoly, pkLine, pkString, pkCircle, pkShape, pkResetModel };
struct polytodraw {
eKind kind;
int prio, col;
union {
qpoly poly;
qline line;
qchr chr;
qcir cir;
double dvalue;
} u;
#if CAP_ROGUEVIZ
string* info;
polytodraw() { info = NULL; }
#endif
};
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extern int emeraldtable[100][7];
extern void cwspin(cellwalker& cw, int d);
extern cell *cwpeek(cellwalker cw, int dir);
extern void cwstep(cellwalker& cw);
extern void cwrevstep(cellwalker& cw);
extern void cwrev(cellwalker& cw);
const eLand NOWALLSEP = laNone;
const eLand NOWALLSEP_USED = laWhirlpool;
bool hasbardir(cell *c);
bool buildBarrierNowall(cell *c, eLand l2, bool force = false);
bool checkBarriersBack(cellwalker bb, int q=5, bool cross = false);
bool checkBarriersFront(cellwalker bb, int q=5, bool cross = false);
bool quickfind(eLand l);
void beCIsland(cell *c);
bool isOnCIsland(cell *c);
void generateTreasureIsland(cell *c);
bool openplains(cell *c);
void buildBigStuff(cell *c, cell *from);
void setLandQuotient(cell *c);
void setLandSphere(cell *c);
void setLandWeird(cell *c);
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void moreBigStuff(cell *c);
void setLandEuclid(cell *c);
bool checkInTree(cell *c, int maxv);
cell *findcompass(cell *c);
int edgeDepth(cell *c);
int compassDist(cell *c);
#define HAUNTED_RADIUS getDistLimit()
#define UNKNOWN 65535
#if CAP_COMMANDLINE
extern const char *scorefile;
extern string levelfile;
extern string picfile;
extern const char *conffile;
extern const char *musicfile;
#endif
extern string s0;
extern int anthraxBonus;
int celldistAlt(cell *c);
int celldist(cell *c);
int getHemisphere(cell *c, int which);
#define euclid (ginf[geometry].cclass == 1)
#define sphere (ginf[geometry].cclass == 2)
#define elliptic (ginf[geometry].quotientstyle & 4)
#define quotient (ginf[geometry].quotientstyle & 3)
#define torus (ginf[geometry].quotientstyle & 8)
#define doall (ginf[geometry].quotientstyle)
#define smallbounded (sphere || quotient == 1 || torus)
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#define bounded (sphere || quotient || torus)
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namespace tactic {
extern bool on;
extern bool trailer;
extern eLand lasttactic;
}
namespace yendor {
extern bool on;
extern bool generating;
extern eLand nexttostart;
#define YF_DEAD 1
#define YF_WALLS 2
#define YF_END 4
#define YF_DEAD5 8
#define YF_NEAR_IVY 16
#define YF_NEAR_ELEM 32
#define YF_NEAR_OVER 64
#define YF_NEAR_RED 128
#define YF_REPEAT 512
#define YF_NEAR_TENT 1024
#define YF_START_AL 2048
#define YF_START_CR 4096
#define YF_CHAOS 8192
#define YF_RECALL 16384
#define YF_NEAR_FJORD 32768
#define YF_START_ANY (YF_START_AL|YF_START_CR)
struct yendorlevel {
eLand l;
int flags;
};
yendorlevel& clev();
}
namespace clearing {
struct clearingdata {
cell *root;
int dist;
};
extern bool buggyplant;
extern std::map<heptagon*, clearingdata> bpdata;
}
namespace peace {
extern bool on;
}
namespace princess {
#define EPX 39
#define EPY 21
#define OUT_OF_PRISON 200
#define OUT_OF_PALACE 250
#define PRADIUS0 (141)
#define PRADIUS1 (150)
extern bool generating;
extern bool gotoPrincess;
extern bool forceMouse;
extern bool challenge;
struct info {
int id; // id of this info
cell *prison; // where was the Princess locked
heptagon *alt; // alt of the prison
int bestdist; // best dist achieved
int bestnear; // best dist achieved, by the player
int value; // number of Rugs at 120
cell *princess; // where is the Princess currently
};
int newInfo(cell *c);
}
#define GRAIL_FOUND 0x4000
#define GRAIL_RADIUS_MASK 0x3FFF
int eudist(short sx, short sy);
heptagon *createStep(heptagon *h, int d);
cell *createMovR(cell *c, int d);
bool ishept(cell *c);
int cdist50(cell *c);
int polarb50(cell *c);
bool isGravityLand(eLand l);
bool isWarped(eLand l);
struct hrmap;
extern hrmap *currentmap;
extern vector<hrmap*> allmaps;
// list all cells in distance at most maxdist, or until when maxcount cells are reached
struct celllister {
vector<cell*> lst;
vector<int> tmps;
vector<int> dists;
void add(cell *c, int d) {
if(eq(c->aitmp, sval)) return;
c->aitmp = sval;
tmps.push_back(c->aitmp);
lst.push_back(c);
dists.push_back(d);
}
~celllister() {
for(int i=0; i<size(lst); i++) lst[i]->aitmp = tmps[i];
}
celllister(cell *orig, int maxdist, int maxcount, cell *breakon) {
lst.clear();
tmps.clear();
dists.clear();
sval++;
add(orig, 0);
cell *last = orig;
for(int i=0; i<size(lst); i++) {
cell *c = lst[i];
if(maxdist) forCellCM(c2, c) {
add(c2, dists[i]+1);
if(c2 == breakon) return;
}
if(c == last) {
if(size(lst) >= maxcount || dists[i]+1 == maxdist) break;
last = lst[size(lst)-1];
}
}
}
void prepare() {
for(int i=0; i<size(lst); i++) lst[i]->aitmp = i;
}
int getdist(cell *c) { return dists[c->aitmp]; }
bool listed(cell *c) {
return c->aitmp >= 0 && c->aitmp < size(lst) && lst[c->aitmp] == c;
}
};
typedef unsigned short eucoord;
void decodeMaster(heptagon *h, eucoord& x, eucoord& y);
hrmap *newAltMap(heptagon *o);
#define currfp fieldpattern::getcurrfp()
namespace fieldpattern {
struct fpattern& getcurrfp();
}
int currfp_gmul(int a, int b);
int currfp_inverses(int i);
int currfp_distwall(int i);
const char *dnameof(eMonster m);
const char *dnameof(eLand l);
const char *dnameof(eWall w);
const char *dnameof(eItem i);
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void runGeometryExperiments();
// z to close to this limit => do not draw
#define BEHIND_LIMIT 1e-6
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extern vector<eLand> landlist;
template<class T> void generateLandList(T t);
int isLandValid(eLand l);