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hyperrogue/hyper.h

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// Hyperbolic Rogue -- main header file
// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
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/** \file hyper.h
* \brief The main header file of HyperRogue
*
* Contains general utility macros, various value macros, using clauses for standard library functions,
* implementation of the basic connection_table, walker, cell and heptagon classes,
* and general routines which did not fit elsewhere
*/
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#ifndef _HYPER_H_
#define _HYPER_H_
// version numbers
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#define VER "11.2g"
#define VERNUM_HEX 0xA807
#include "sysconfig.h"
#include "classes.h"
#include <stdarg.h>
#include "hyper_function.h"
namespace hr {
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struct always_false {
operator bool() const { return false; };
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bool operator = (bool b) const { return b; };
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};
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template<class T>
void ignore(T&&) {
// placate GCC's overzealous -Wunused-result
}
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template<class T, class V, class... U> bool among(T x, V y) { return x == y; }
template<class T, class V, class... U> bool among(T x, V y, U... u) { return x==y || among(x,u...); }
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// functions and types used from the standard library
using std::vector;
using std::map;
using std::array;
using std::unordered_map;
using std::sort;
using std::multimap;
using std::set;
using std::string;
using std::pair;
using std::tuple;
using std::shared_ptr;
using std::make_shared;
using std::min;
using std::max;
using std::make_pair;
using std::tie;
using std::queue;
using std::swap;
using std::complex;
using std::reverse;
using std::real;
using std::imag;
using std::stable_sort;
using std::out_of_range;
using std::get;
using std::move;
using std::make_tuple;
using std::unique_ptr;
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using std::abs;
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using std::isfinite;
using std::isnan;
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using std::isinf;
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using std::log;
using std::exp;
using std::sin;
using std::cos;
using std::sinh;
using std::asin;
using std::acos;
using std::tan;
using std::atan;
using std::atan2;
using std::tanh;
using std::sqrt;
using std::pow;
using std::floor;
using std::ceil;
#ifndef NO_STD_HYPOT
using std::hypot;
using std::asinh;
using std::acosh;
#endif
struct hr_exception: std::exception { hr_exception() {} };
struct hr_shortest_path_exception: hr_exception { };
// genus (in grammar)
#define GEN_M 0
#define GEN_F 1
#define GEN_N 2
#define GEN_O 3
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// Add a message to the GUI.
// If multiple messages appear with the same spamtype != 0, the older ones disappear quickly
void addMessage(string s, char spamtype = 0);
// geometry-dependent constants
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#define cginf ginf[geometry]
#define ALPHA (M_PI*2/S7)
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#define S7 cginf.sides
#define S3 cginf.vertex
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#define hyperbolic_37 (S7 == 7 && S3 == 3 && !binarytiling && !archimedean)
#define hyperbolic_not37 ((S7 > 7 || S3 > 3 || binarytiling || archimedean) && hyperbolic)
#define weirdhyperbolic ((S7 > 7 || S3 > 3 || !STDVAR || binarytiling || archimedean) && hyperbolic)
#define stdhyperbolic (S7 == 7 && S3 == 3 && STDVAR && !binarytiling && !archimedean)
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#define cgflags cginf.flags
#define binarytiling (cgflags & qBINARY)
#define archimedean (cgflags & qARCHI)
#define cryst (cgflags & qCRYSTAL)
#define penrose (cgflags & qPENROSE)
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/** convenience flag for geometries with major aspects missing */
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#define experimental (cgflags & qEXPERIMENTAL)
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// these geometries do not feature alternate structures for horocycles
#define eubinary (euclid || binarytiling || cryst || nil)
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#define cgclass (cginf.cclass)
#define euclid (cgclass == gcEuclid)
#define sphere (cgclass == gcSphere)
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#define solnih (cgclass == gcSolNIH)
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#define sol (cgflags & qSOL)
#define nih (cgflags & qNIH)
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#define nil (cgclass == gcNil)
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#define sl2 (cgclass == gcSL2)
#define prod (cgclass == gcProduct)
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#define hybri (cgflags & qHYBRID)
#define hyperbolic (cgclass == gcHyperbolic)
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#define nonisotropic (sol || nil || sl2 || nih)
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#define translatable (euclid || nonisotropic)
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#define nonorientable (cgflags & qNONORIENTABLE)
#define elliptic (cgflags & qELLIPTIC)
#define quotient (cgflags & qANYQ)
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#define euwrap (quotient && euclid)
#define fulltorus (bounded && euclid)
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#define smallbounded (cgflags & qSMALL)
#define bounded (cgflags & qBOUNDED)
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// Dry Forest burning, heat transfer, etc. are performed on the whole universe
#define doall (bounded)
// These geometries are generated without the heptagon structure.
// 'master' holds the coordinates
#define masterless among(geometry, gEuclid, gEuclidSquare, gTorus)
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#define sphere_narcm (sphere && !archimedean)
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#define a4 (S3 == 4)
#define a45 (S3 == 4 && S7 == 5)
#define a46 (S3 == 4 && S7 == 6)
#define a47 (S3 == 4 && S7 == 7)
#define a457 (S3 == 4 && S7 != 6)
#define a467 (S3 == 4 && S7 >= 6)
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#define a38 (S3 == 3 && S7 == 8)
#define sphere4 (sphere && S7 == 4)
#define stdeuc (geometry == gNormal || geometry == gEuclid || geometry == gEuclidSquare)
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#define smallsphere (sphere_narcm && S7 < 5)
#define bigsphere (sphere_narcm && S7 == 5)
#define euclid4 (masterless && a4)
#define euclid6 (masterless && !a4)
#define S6 (S3*2)
#define MAX_S3 4
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#define SG6 (S3==3?6:4)
#define SG3 (S3==3?3:2)
#define SG2 (S3==3?2:1)
#define GOLDBERG (variation == eVariation::goldberg)
#define IRREGULAR (variation == eVariation::irregular)
#define PURE (variation == eVariation::pure)
#define BITRUNCATED (variation == eVariation::bitruncated)
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#define DUAL (variation == eVariation::dual)
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#define DUALMUL (DUAL ? 2 : 1)
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#define CHANGED_VARIATION (variation != cginf.default_variation)
#define STDVAR (PURE || BITRUNCATED)
#define NONSTDVAR (!STDVAR)
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#if CAP_ARCM
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#define VALENCE (BITRUNCATED ? 3 : archimedean ? arcm::valence() : S3)
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#else
#define VALENCE (BITRUNCATED ? 3 : S3)
#endif
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#define NUMWITCH 7
// achievements
#define LB_YENDOR_CHALLENGE 40
#define LB_PURE_TACTICS 41
#define NUMLEADER 82
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#define LB_PURE_TACTICS_SHMUP 49
#define LB_PURE_TACTICS_COOP 50
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#define LB_RACING 81
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#if ISMOBILE || ISWEB || ISPANDORA || 1
typedef double ld;
#define LDF "%lf"
#define PLDF "lf"
#else
typedef long double ld;
#define LDF "%Lf"
#define PLDF "Lf"
#endif
typedef complex<ld> cld;
struct charstyle {
int charid;
color_t skincolor, haircolor, dresscolor, swordcolor, dresscolor2, uicolor, eyecolor;
bool lefthanded;
};
enum eStereo { sOFF, sAnaglyph, sLR, sODS };
struct videopar {
ld scale, alpha, sspeed, mspeed, yshift, camera_angle;
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ld ballangle, ballproj, euclid_to_sphere, twopoint_param, fisheye_param, stretch, binary_width, fixed_facing_dir;
int mobilecompasssize;
int radarsize; // radar for 3D geometries
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ld radarrange;
int aurastr, aurasmoothen;
bool fixed_facing;
bool fixed_yz;
bool use_wall_radar;
int linequality;
bool full;
int graphglyph; // graphical glyphs
bool darkhepta;
int shifttarget;
int xres, yres, framelimit;
int xscr, yscr;
ld xposition, yposition;
bool grid;
int particles;
int fsize;
int flashtime;
int wallmode, monmode, axes;
bool axes3;
bool revcontrol;
int msgleft, msglimit;
bool usingGL;
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
#define AA_MULTI 64
#define AA_MULTI16 128 // not configurable
ld linewidth;
ld multiplier_grid, multiplier_ring;
int joyvalue, joyvalue2, joypanthreshold;
ld joypanspeed;
charstyle cs;
bool samegender; // same gender for the Princess?
int language;
bool backeffects; // background particle effects
int killreduction, itemreduction, portreduction;
int steamscore;
bool drawmousecircle; // draw the circle around the mouse
bool skipstart; // skip the start menu
bool quickmouse; // quick mouse on the map
bool sloppy_3d; // make 3D faster but ugly
int timeformat; // time format used in the message log
int use_smart_range; // 0 = distance-based, 1 = model-based, 2 = model-based and generate
ld smart_range_detail;// minimum visible cell for modes 1 and 2
ld smart_range_detail_3;// minimum visible cell in 3D (for mode 2, there is no mode 1)
int cells_drawn_limit;
int cells_generated_limit; // limit on cells generated per frame
ld skiprope;
eStereo stereo_mode;
ld ipd;
ld lr_eyewidth, anaglyph_eyewidth;
ld fov;
bool consider_shader_projection;
int desaturate;
int texture_step;
bool always3; // always use the 3D engine
ld depth; // world level below the plane
ld camera; // camera level above the plane
ld wall_height, creature_scale, height_width;
eModel vpmodel;
ld lake_top, lake_bottom;
ld rock_wall_ratio;
ld human_wall_ratio;
int tc_alpha, tc_depth, tc_camera;
ld highdetail, middetail;
bool gp_autoscale_heights;
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ld eye;
bool auto_eye;
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ld collignon_parameter; bool collignon_reflected;
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ld plevel_factor;
};
extern videopar vid;
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#define WDIM cginf.g.gameplay_dimension
#define GDIM cginf.g.graphical_dimension
#define MDIM cginf.g.homogeneous_dimension
#define LDIM (MDIM-1)
#define cclass g.kind
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#define self (*this)
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#define MODFIXER (2*10090080*17)
#define BUGCOLORS 3
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#define big_unlock (inv::on && !chaosmode)
// land completion for shared unlocking
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#define U5 (big_unlock ? 10 : 5)
// land completion for advanced unlocking
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#define U10 (big_unlock ? 25 : 10)
// land completion
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#define R10 (big_unlock ? 50 : 10)
// intermediate lands
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#define R30 (big_unlock ? 100 : 30)
// advanced lands
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#define R60 (big_unlock ? 200 : 60)
// advanced lands II
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#define R90 (big_unlock ? 300 : 90)
// Crossroads IV
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#define R200 (big_unlock ? 800 : 200)
// Crossroads V
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#define R300 (big_unlock ? 1200 : 300)
// kill types for Dragon Chasms
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#define R20 (big_unlock ? 30 : 20)
// kill count for Graveyard/Hive
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#define R100 (big_unlock ? 500 : 100)
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// size casted to int, to prevent warnings and actual errors caused by the unsignedness of x.size()
template<class T> int isize(const T& x) {return x.size(); }
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// game forward declarations
namespace anticheat { extern bool tampered; }
#define HRANDMAX 0x7FFFFFFF
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struct movedir {
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int d;
// non-negative numbers denote 'rotate +d steps and act in this direction
// negative numbers have the following meanings (warning: not used consistently):
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#define MD_WAIT (-1)
#define MD_DROP (-2)
#define MD_UNDECIDED (-3)
#define MD_USE_ORB (-4)
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int subdir; // for normal movement (0+): turn left or right
struct cell *tgt; // for MD_USE_ORB: target cell
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};
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// shmup
template<class T> class hookset : public map<int, function<T>> {};
typedef hookset<void()> *purehookset;
static const int NOHINT = -1;
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typedef function<void()> reaction_t;
typedef function<bool()> bool_reaction_t;
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#define HELPFUN(x) (help_delegate = x, "HELPFUN")
typedef function<int(struct cell*)> cellfunction;
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// passable flags
#define SAGEMELT .1
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#define TEMPLE_EACH (among(geometry, gHoroRec, gHoroHex, gKiteDart3) ? 3 : sol ? 6 : (WDIM == 3 && binarytiling) ? 2 : geometry == gSpace435 ? 4 : (WDIM == 3 && hyperbolic) ? 3 : (S3 == OINF) ? 4 : 6)
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#define PT(x, y) ((tactic::on || quotient == 2 || daily::on) ? (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 60
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#define PINFD 125
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#ifndef BARLEV
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#define BARLEV ((ISANDROID||ISIOS||ISFAKEMOBILE||getDistLimit()<7)?(getDistLimit()<4?8:9):10)
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#endif
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#define BUGLEV 15
// #define BARLEV 9
#define YDIST 101
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#define MODECODES (1ll<<61)
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#define GUNRANGE 3
// 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)->move(i),true); i++)
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#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
#define AF_NORMAL 0 // nothing special about this attack
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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_MUSTKILL Flag(23) // when TRUE, stunning attacks are not accepted by canAttack
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#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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#define AF_CRUSH Flag(31) // Crusher's delayed attack
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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
// 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
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; }
};
static const int MAXPLAYER = 7;
#define DEFAULTCONTROL (multi::players == 1 && !shmup::on && !multi::alwaysuse && !(rug::rugged && rug::renderonce))
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#define DEFAULTNOR(sym) (DEFAULTCONTROL || multi::notremapped(sym))
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#define CAP_MENUSCALING (ISPANDORA || ISMOBILE)
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#if CAP_MENUSCALING
#define displayfrZ dialog::zoom::displayfr
#define displayfrZH dialog::zoom::displayfr_highlight
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#else
#define displayfrZ displayfr
#define displayfrZH dialog::zoom::displayfr_highlight
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#endif
// just in case if I change my mind about when Orbs lose their power
#define ORBBASE 0
#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
// ranks:
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enum class PPR {
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ZERO, EUCLIDEAN_SKY, OUTCIRCLE, MOVESTAR,
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MINUSINF,
BELOWBOTTOMm,
BELOWBOTTOM,
BELOWBOTTOMp,
BELOWBOTTOM_FALLANIM,
LAKEBOTTOM, HELLSPIKE,
INLAKEWALLm, INLAKEWALL, INLAKEWALLp,
INLAKEWALL_FALLANIM,
SUBLAKELEV, LAKELEV, BOATLEV, BOATLEV2, BOATLEV3,
LAKEWALLm, LAKEWALL, LAKEWALLp,
LAKEWALL_FALLANIM,
FLOOR_TOWER,
FLOOR,
FLOOR_DRAGON,
FLOORa, FLOORb, FLOORc, FLOORd,
LIZEYE,
BFLOOR,
GFLOORa, GFLOORb, GFLOORc,
WALLSHADOW,
STRUCT0, STRUCT1, STRUCT2, STRUCT3,
THORNS, WALL,
REDWALLm, REDWALLs, REDWALLp, REDWALL,
REDWALLm2, REDWALLs2, REDWALLp2, REDWALLt2,
REDWALLm3, REDWALLs3, REDWALLp3, REDWALLt3,
HEPTAMARK,
ITEM_BELOW,
ITEM, ITEMa, ITEMb,
BIGSTATUE,
WALL3m, WALL3s, WALL3p, WALL3, WALL3A,
// WALL3m, WALL3s, WALL3p, WALL3, WALL3A,
HIDDEN, GIANTSHADOW,
TENTACLE0, TENTACLE1,
ONTENTACLE, ONTENTACLE_EYES, ONTENTACLE_EYES2,
MONSTER_SHADOW,
MONSTER_FOOT, MONSTER_LEG, MONSTER_GROIN,
MONSTER_SUBWPN, MONSTER_WPN,
MONSTER_BODY, MONSTER_ARMOR0, MONSTER_ARMOR1,
MONSTER_CLOAK, MONSTER_NECK,
MONSTER_HEAD, MONSTER_FACE, MONSTER_EYE0, MONSTER_EYE1,
MONSTER_HAIR, MONSTER_HAT0, MONSTER_HAT1,
MONSTER_HOODCLOAK1, MONSTER_HOODCLOAK2,
STUNSTARS,
CARRIED, CARRIEDa, CARRIEDb,
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PARTICLE, SWORDMARK, MAGICSWORD, MISSILE, SKY,
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MINEMARK, ARROW,
MOBILE_ARROW,
LINE,
// in depth tested models transparent surfaces need to be depth sorted by HyperRogue
// and set to PPR::TRANSPARENT_* to draw them after all the opaque ones
TRANSPARENT_LAKE, TRANSPARENT_SHADOW, TRANSPARENT_WALL,
// no depth testing for SUPERLINE and above
SUPERLINE, TEXT, CIRCLE,
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MAX,
DEFAULT = -1
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};
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inline PPR operator + (PPR x, int y) { return PPR(int(x) + y); }
inline PPR operator - (PPR x, int y) { return PPR(int(x) - y); }
inline int operator - (PPR x, PPR y) { return int(x) - int(y); }
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#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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enum orbAction { roMouse, roKeyboard, roCheck, roMouseForce, roMultiCheck, roMultiGo };
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#define MODELCOUNT ((int) mdGUARD)
#define pmodel (vid.vpmodel)
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color_t darkena(color_t c, int lev, int a);
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static const int DISTANCE_UNKNOWN = 127;
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#include <functional>
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;
}
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) {
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if(h) for(auto& p: *h) {
auto z = p.second(args...);
if(z != zero) return z;
}
return zero;
}
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string XLAT(string);
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#define GLERR(call) glError(call, __FILE__, __LINE__)
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struct colortable: vector<color_t> {
color_t& operator [] (int i) { i %= size(); if(i<0) i += size(); return ((vector<color_t>&)(*this)) [i]; }
const color_t& operator [] (int i) const { i %= size(); if(i<0) i += size(); return ((vector<color_t>&)(*this)) [i]; }
colortable(std::initializer_list<color_t> v) : vector(v) {}
colortable() : vector({0}) {}
};
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#define SHMUPTITLE "shoot'em up mode"
// check for a plain number key
#define NUMBERKEY (interpret_as_direction(sym, uni) ? 0 : uni)
#define DKEY (get_direction_key(sym, uni))
#define DIRECTIONKEY (interpret_as_direction(sym, uni) ? uni : 0)
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namespace scores { void load(); }
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#if ISMOBILE==1
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namespace leader { void showMenu(); void handleKey(int sym, int uni); }
#endif
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struct hint {
time_t last;
function<bool()> usable;
function<void()> display;
function<void()> action;
};
extern hint hints[];
int counthints();
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int textwidth(int siz, const string &str);
#if CAP_GL
int gl_width(int size, const char *s);
#endif
#ifdef ISMOBILE
extern int andmode;
extern bool longclick;
extern bool useRangedOrb;
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#endif
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static inline bool orbProtection(eItem it) { return false; } // not implemented
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#ifndef GL
typedef float GLfloat;
#endif
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typedef array<GLfloat, 2> glvec2;
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typedef array<GLfloat, 3> glvec3;
typedef array<GLfloat, 4> glvec4;
#if MAXMDIM == 4
#define SHDIM 4
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typedef glvec4 glvertex;
#else
#define SHDIM 3
typedef glvec3 glvertex;
#endif
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extern int emeraldtable[100][7];
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// extern cell *cwpeek(cellwalker cw, int dir);
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const eLand NOWALLSEP = laNone;
const eLand NOWALLSEP_USED = laWhirlpool;
#define HAUNTED_RADIUS getDistLimit()
#define UNKNOWN 65535
#define GRAIL_FOUND 0x4000
#define GRAIL_RADIUS_MASK 0x3FFF
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extern vector<cell*> dcal;
// z to close to this limit => do not draw
#define BEHIND_LIMIT 1e-6
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template<class T, class U> void eliminate_if(vector<T>& data, U pred) {
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for(int i=0; i<isize(data); i++)
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if(pred(data[i]))
data[i] = data.back(), data.pop_back(), i--;
}
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template<class T> array<T, 4> make_array(T a, T b, T c, T d) { array<T,4> x; x[0] = a; x[1] = b; x[2] = c; x[3] = d; return x; }
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template<class T> array<T, 3> make_array(T a, T b, T c) { array<T,3> x; x[0] = a; x[1] = b; x[2] = c; return x; }
template<class T> array<T, 2> make_array(T a, T b) { array<T,2> x; x[0] = a; x[1] = b; return x; }
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namespace daily {
extern bool on;
extern int daily_id;
void setup();
void split();
void gifts();
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void turnoff();
void showMenu();
int find_daily_lbid(int id);
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bool prevent_spawn_treasure_on(cell *c);
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void handleQuit(int sev);
void uploadscore(bool really_final);
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}
#define RING(i) for(double i=0; i<=cgi.S84+1e-6; i+=SD3 * pow(.5, vid.linequality))
#define REVRING(i) for(double i=cgi.S84; i>=-1e-6; i-=SD3 * pow(.5, vid.linequality))
#define PRING(i) for(double i=0; i<=cgi.S84+1e-6; i+= pow(.5, vid.linequality))
#define REVPRING(i) for(double i=cgi.S84; i>=-1e-6; i-=pow(.5, vid.linequality))
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#define ONEMPTY if(d == 7 && passable(c, NULL, 0) && !safety && !reptilecheat)
template <class T> void texture_order(const T& f) {
const int STEP = vid.texture_step;
const ld STEP2 = STEP;
for(int y=0; y<STEP; y++)
for(int x=0; x<STEP; x++) {
ld x0 = x / STEP2;
ld y0 = y / STEP2;
ld b = 1 / STEP2;
if(x+y < STEP) {
f(x0, y0); f(x0+b, y0); f(x0, y0+b);
}
if(x+y <= STEP && x && y) {
f(x0, y0); f(x0-b, y0); f(x0, y0-b);
}
}
}
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static const color_t NOCOLOR = 0;
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typedef pair<cell**, bool> euc_pointer;
static const int max_vec = (1<<14);
extern bool needConfirmationEvenIfSaved();
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}
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#define IS(z) = z
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#include "autohdr.h"
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#undef IS
#define IS(z)
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#define EX
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#endif