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// Hyperbolic Rogue -- items, monsters, walls, lands, descriptions, etc.
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// Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details
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/** \file classes.cpp
* \ brief items , monsters , walls , lands , descriptions , etc .
*
* See content . cpp for actual items , monsters , walls and lands .
*/
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# include "hyper.h"
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namespace hr {
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// --- help ---
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const char * wormdes =
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" These huge monsters normally live below the sand, but your movements have "
" disturbed them. They are too big to be slain with your "
" weapons, but you can defeat them by making them unable to move. "
" This also produces some Spice. They move two times slower than you. " ;
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const char * cocytushelp =
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" This frozen lake is a hellish version of the Icy Land. Now, your body heat melts the floor, not the walls. " ;
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const char * tentdes =
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" The tentacles of Cthulhu are like sandworms, but longer. "
" They also withdraw one cell at a time, instead of exploding instantly. " ;
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const char * gameboardhelp =
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" Ever wondered how some boardgame would look on the hyperbolic plane? "
" I wondered about Go, so I have created this feature. Now you can try yourself! \n "
" Enter = pick up an item (and score), space = clear an item \n "
" Other keys place orbs and terrain features of various kinds \n "
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" In the periodic editor, press 0-4 to switch walls in different ways \n "
;
const char * ivydes =
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" A huge plant growing in the Jungle. Each Ivy has many branches, "
" and one branch grows per each of your moves. Branches grow in a clockwise "
" order. The root itself is vulnerable. " ;
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const char * slimehelp =
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" The Alchemists produce magical potions from pools of blue and red slime. You "
" can go through these pools, but you cannot move from a blue pool to a red "
" pool, or vice versa. Pools containing items count as colorless, and "
" they change color to the PC's previous color when the item is picked up. "
" Slime beasts also have to keep to their own color, "
" but when they are killed, they explode, destroying items and changing "
" the color of the slime and slime beasts around them. " ;
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const char * gdemonhelp =
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" These creatures are slow, but very powerful... more powerful than you. "
" You need some more experience in demon fighting before you will be able to defeat them. "
" Even then, you will be able to slay this one, but more powerful demons will come... \n \n "
" Each 10 lesser demons you kill, you become powerful enough to kill all the greater "
" demons on the screen, effectively turning them into lesser demons. " ;
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const char * ldemonhelp =
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" These creatures are slow, but they often appear in large numbers. " ;
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const char * trollhelp =
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" A big monster from the Living Caves. A dead Troll will be reunited "
" with the rocks, causing some walls to grow around its body. " ;
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EX const char * trollhelp2 =
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" Additionally, all items around the killed Troll will be destroyed. " ;
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const char * trollhelpX =
" There are several species of trolls living in the hyperbolic world. "
" Some of them leave this wall behind them when they die. " ;
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const char * camelothelp =
" The Knights of the Round Table are the greatest warriors of these lands. "
" They are not very inventive with names though, as they call each of their "
" castles Camelot. "
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" You are probably worthy of joining them, but they will surely give you "
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" some quest to prove yourself... \n \n "
" Each castle contains a single treasure, the Holy Grail, in the center. "
" The radius of the Round Table is usually 28, but after you find a Holy Grail "
" successfully, each new castle (and each Round Table) you find will be bigger. " ;
const char * templehelp =
" The temple of Cthulhu consists of many concentric circles of columns. "
" You will surely encounter many Cultists there, who believe that a pilgrimage "
" to the inner circles will bring them closer to Cthulhu himself, and Grimoires "
" which surely contain many interesting secrets. \n \n "
" The circles in the temple of Cthulhu are actually horocycles. They are "
" infinite, and there is an infinite number of them. " ;
const char * barrierhelp =
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" Huge, impassable walls which separate various lands. " ;
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const char * cavehelp =
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" This cave contains walls which are somehow living. After each turn, each cell "
" counts the number of living wall and living floor cells around it, and if it is "
" currently of a different type than the majority of cells around it, it switches. "
" Items count as three floor cells, and dead Trolls count as five wall cells. "
" Some foreign monsters also count as floor or wall cells. \n " ;
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const char * vinehelp =
" The Vineyard is filled with vines. A very dense pattern of straight lines here... \n \n "
" Vine Beasts and Vine Spirits change vine cells to grass, and vice versa. " ;
const char * hvinehelp =
" A vine is growing here... but only on a half of the cell. How is that even possible?! "
" Most monsters cannot move from this cell to the cell containing the other half. "
" Vine spirits can move only to the adjacent cells which are also adjacent to the "
" other half. " ;
const char * deadcavehelp =
" Somehow, this cave has not received the spark of Life yet. " ;
const char * foresthelp =
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" This forest is quite dry. Beware the bushfires! \n "
" Trees catch fire on the next turn. The temperature of the grass cells "
" rises once per turn for each fire nearby, and becomes fire itself "
" when its temperature has risen 10 times. \n "
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" You can also chop down the trees. Big trees take two turns to chop down. " ;
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const char * hivehelp =
" The Hive is filled with Hyperbugs. They are huge insects which look a bit like "
" ants, a bit like bees, and a bit like roaches. "
" They live in circular nests, and an army of Hyperbugs will attack any intruder, "
" including you and enemy Hyperbugs. Will you manage to get to the "
" heart of such a nest, and get the precious Royal Jelly? " ;
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const char * redrockhelp =
" This land contains high rock formations. Most of the valley is at level 0, "
" while items are found at level 3. It is impossible to gain two or more levels, "
" or to lose three levels, in a single move, (attacks are possible at any "
" difference, though). Kill Red Trolls and Rock Snakes to make a cell higher. " ;
const char * caribbeanhelp =
" This dangerous sea contains nasty sharks and pirates. " ;
const char * cislandhelp =
" The islands of Caribbean are infinite and circular, and "
" the pirates probably have hidden their treasures somewhere far from the coast. " ;
const char * redsnakedes =
" Rock snakes are similar to Sandworms, but they move each turn. However, they "
" only move on the hexagonal cells. They are also somewhat longer than the Sandworms. " ;
const char * minedesc =
" This minefield has been created by the Bomberbirds to protect their valuable eggs. "
" Mines explode when they are stepped on, creating fire all around them "
" (this fire never expires in the Minefield). If you don't step on a mine, you "
" know the number of mines in cells around you. These numbers are marked with "
" color codes on the cells you have visited. " ;
const char * palacedesc =
" So better just to concentrate on collecting treasure. "
" Beware the traps, and the guards, who are hard to kill! " ;
const char * gatedesc =
" Green pressure plates open all gates in radius 3 around them. "
" Similarly, red pressure plates close all gates in this radius. " ;
const char * princessdesc =
" A mouse squeaks at you. It seems that it wants you to go somewhere. "
" That's interesting, what could you find here? \n \n "
" Note: in the part of the Palace that you are exploring during this "
" quest, the distribution of monsters, pressure plates, and items has been "
" changed somewhat, to make it a bit more suitable for less "
" experienced players. The number of monsters does not depend on the "
" number of Hypersian Rugs you have collected, and there are more "
" opening plates. \n \n "
" However, even with the normal distribution, it appears that it should be "
" always possible to reach your goal. If you want this challenge, "
" select it from the special game modes menu. " ;
const char * elemdesc =
" The Elemental Planes are divided into four subzones: Planes of Fire, Water, Air, and Earth. "
" You need to collect a Shard from each Plane to construct an Elemental Gem. "
" It is dangerous to collect too many Shards of the same type without constructing a Gem. " ;
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const char * wildwestdesc =
" Take a revolver, kill outlaws, collect bounties. \n \n "
" Note: since this land is anachronistic, it is not available in normal game. "
" It is only available in special modes. " ;
const char * elecdesc =
" Whenever after your move there is a connection between a charged and a "
" grounded cell, there is a short circuit. All cells on any "
" path connecting a charged and a grounded cell (without repeated cells, "
" or two consecutive grounded/charged cells) become damaged. \n \n "
" Sandstone walls and most creatures are conductive. Great Walls are "
" isolators, but lands beyond them count as grounded. \n \n "
" Fulgurite, the treasure, is created when you manage to short circuit "
" a sandstone wall, or a Rich Metal Beast. \n \n "
" Trolls leave conductive rocks when killed, and Metal Beasts can only "
" be killed by electricity -- your attacks only stun them, or push "
" them away if already stunned. " ;
const char * overdesc =
" The Overgrown Woods are filled with mutant ivies! These plants "
" grow very fast. Each leaf, after being grown, can grow itself "
" on the next turn. However, each part is only able to grow "
" once in 16 turns. Outside of the Overgrown Woods, the Mutant Ivy "
" may grow only on hexagonal cells. \n \n "
" Maybe such fast growing plants could help you solve the problem "
" of hunger in your world? Kill the Mutant Ivies to collect Mutant Saplings. " ;
const char * cleardesc =
" A clearing in the Overgrown Woods. Obviously, this gives "
" the Mutant Ivies an infinite space to grow... \n \n "
" Mutant Fruits rot if they are not adjacent to a Mutant Ivy. " ;
const char * winddesc =
" Someone has put air fans in these plains, causing strong winds everywhere. "
" You think that the purpose is to harness the magical power of Air Elementals, but "
" you are not sure. \n \n "
" All cells except fans are grouped into three colors according to a pattern. "
" Wind blows counterclockwise around each group of cells of a single color. "
" Cells which are blocked by walls, or at distance at most 2 from an Air Elemental, "
" do not count for this. \n \n "
" It is illegal to move in a direction which is closer to incoming wind than to "
" outcoming wind. However, you can move two cells with the wind in a single turn, "
" and so can the birds. " ;
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const char * warningdesc =
" Warnings are issued when you try to do something that appears dangerous, "
" like stepping on a known mine, or getting your boat destroyed by "
" a Kraken without having Orb of the Fish. In some cases the action "
" might actually be safe -- so you can ignore the warning and do it anyway, "
" simply by repeating the action. " ;
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const char * hauntdesc =
" A dark forest filled with ghosts and graves. But there is also treasure hidden "
" deep within... But don't let greed make you stray from your path, as "
" you can get lost! \n \n "
" The Haunted Woods are bounded by a single equidistant curve. It is not a circle or horocycle. \n \n " ;
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const char * bulldashdesc =
" Butterflies don't pursue you -- unless you get next to them, they just spin around the obstacles. "
" They cannot be killed conventionally, but you get treasure when a Raging Bull crashes into a Butterfly. " ;
const char * prairiedesc =
" You can find safety in some places in the Prairie, but if you want treasures, "
" they can be found only on the other side of a giant herd of bulls. " ;
const char * cadesc =
" A land for people wanting to experiment with cellular automata in the HyperRogue grid. "
" Rules can be given on the command line; the default rules are: \n "
" -c07 00100000 -c06 0010000 -c17 00011000 -c16 0001100 -caprob 0.3 \n "
" (-c0 or -c1 can be given if the same rule is to be used for hexagonal "
" and heptagonal cells). " ;
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const char * huntingdesc =
" The Happy Hunting Ground is the place where hunting is easy; "
" the spirits of hunters go here after their death, if their life was deemed worthy. "
" You did not qualify though, so you will not ever be able to find your way to the places "
" where the hunter spirits and game are... "
" and their hunting dogs will hunt you instead! \n \n "
" You hope to use this to learn some "
" skills in fighting in open hyperbolic space, though. " ;
const char * terradesc =
" Spending 3-5 turns next to the Terracotta Warriors will cause them to awaken. "
" They have 7 HP, and get stunned for longer and longer time with each attack. " ;
const char * terraldesc =
" The Emperor's mausoleum. The army "
" of Terracotta Warriors is supposed to protect him in his "
" afterlife, while the traps are to protect the treasures "
" in the mausoleum from thieves. " ;
const char * arrowtrapdesc =
" The arrow traps will automatically launch a deadly arrow when stepped on. They are quite old though, so the arrow will "
" actually fly at the end of the next turn. " ;
const char * lavadesc =
" The volcanic activity in this land is extremely unstable. "
" Lava is too hot to walk on. It cools quickly, but another "
" flow will come soon... " ;
const char * blizzarddesc =
" Once in the past there lived a tribe whose prophets warned about the great blizzard that was to come and freeze the world. "
" They thought it was the wrath of the gods, so they put some altars, so that the gods could hear their pleas. "
" The mighty golems guarded those altars, making sure nobody steals the jewels, because a robbed god is a angry god. "
" Unfortunately winter has come (maybe because only the monks knew how to stop the golems, and they were said to had escaped earlier with some of the jewels). "
" The tribe has frozen to death, altars got covered with snow and ice. Only ice golems still guard them waiting for the spring. " ;
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const char * crystaldesc =
" Yes, this is definitely a crystal. A very regular crystalline structure. \n \n "
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" This land has been designed as a tool to play with various geometries, and it does not appear during a normal gameplay. " ;
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const char * NODESC = " No description yet. " ;
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const char * NODESCYET = " No description yet. " ;
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const char * GENDERSWITCH = NODESC ;
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// --- monsters ---
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EX const char * rosedesc =
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" Each eight turns, each rosebush at distance at most 5 from you will "
" release a wave of alluring scent. Creatures on the frontwave "
" will move towards where the scent came from. Even if it causes them "
" to attack their friends or beautiful creatures, or move into water, fire, chasm, or thorns of the rosebush. "
" Ivies, Ghosts, Rock Snakes, Rose Ladies and Lords, and monsters restricted to a specific "
" terrain are immune to scents. " ;
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EX const char * warpdesc =
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" This part of the world is warped, restricting the movement somewhat. "
" \" Diagonal \" movement and attacking between triangular cells is not allowed. "
" Flash, Storms, and Freedom spells ignore this, and Ghosts can move, attack, and "
" be attacked diagonally. " ;
const char * warplanddesc =
" This land is warped. Ironically, the coast is completely straight... " ;
const char * roselanddesc =
" This land is filled with beautiful, but dangerous, creatures and plants. " ;
const char * dragondesc =
" Dragons are powerful monsters. They are slow, but evil, "
" and love to pick on creatures who are even slower than "
" them. They must be stopped! \n \n "
" A Dragon moves each two turns. It may attack with all its segments, "
" or move its whole body forwards or "
" backwards, it may also move a frontal part backwards. To kill a Dragon, "
" you need to hit each of its segments. "
" The head will regenerate on the "
" turns the Dragon is not moving, so you will usually have to hit it with "
" your last attack; otherwise, if the head is healthy, it may breathe "
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" fire (at range 3), losing the hitpoint. Killing the Dragon "
" while still in the Dragon Chasms gives you treasure. " ;
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const char * tortoisedesc =
" Galápagos is the land of Tortoises. "
" They are very slow, which allows the Dragons to pick on them by "
" stealing and eating their young. Bring the Baby Tortoises back, "
" but, there is a catch: the Tortoises come in many varieties, depending "
" on the part of Galápagos they live in -- there are 21 binary environmental "
" factors, and thus "
" 2097152 varieties. You'll have to find a "
" Tortoise which matches the baby exactly! \n \n "
" Tortoises move each 3 turns, and attacks only stun them. \n \n "
" Bringing back a Baby Tortoise counts as 5 $$$. The more factors agree in "
" the given location of Galápagos, the brighter it is shown on your screen. " ;
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const char * krakendesc =
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" There are Krakens in your homeland, too... huge sea monsters which "
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" could easily destroy ships. The geometry of this strange world "
" prevents quick movement of huge objects, "
" so there are no large ships, only small boats, and "
" hyperbolic Krakens are relatively small too. Still, you suppose they might be "
" the widest creatures which could still move at considerable speed... \n \n "
" Kraken heads can move only on hexagons. You need to attack all the tentacles to "
" kill the Kraken. A tentacle cannot attack if it has been attacked on the "
" same turn. When a Kraken attacks you while you are in a boat, it "
" destroys the boat, but does not kill you. " ;
const char * halloweendesc =
" Halloween is a special land, that is available only in the spherical "
" or elliptic geometry (press 'o' to switch). You play on the surface of "
" a jack-o'-lantern, "
" and have to collect as many Treats as possible. Each Treat you collect "
" brings new monsters to fight, and new magical powers for you. You "
" have to fight the monsters while effectively managing your limited "
" resources. " ;
const char * reptiledesc =
" These reptiles are quite strange creatures. They "
" spend most of their lives sleeping as floors "
" that other creatures can walk on. "
" Sometimes they wake up to hunt their prey, "
" but they will happily go back to sleep if they "
" happen to move into a hole on their way. "
" Your attacks do not kill the Reptiles, but "
" you can push and stun them. " ;
const char * naturedesc =
" This Orb allows you to grow like an Ivy. "
" The Ivy is always rooted in your current location; "
" moving among the Ivy cells will move the root. "
" Moving to a new location will cause the Ivy to grow "
" , if an Ivy could make that movement "
" (otherwise it breaks). "
" You can also target one of the cells adjacent to your ivy "
" (not to you) to grow or attack there. " ;
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const char * mirroreddesc =
" A perfect mirror wall. It is unbreakable "
" and impassable "
" even for aethereal beings, and everything "
" you see inside is just an image of "
" the real world; you can swing your sword "
" at them, but that will not destroy them "
" in the real world. "
" Mirror walls reflect Mimics, lightning bolts, and "
" missiles perfectly. " ;
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const char * tamebomberdesc =
" This bomberbird will follow you at some distance, and attack your enemies. "
" You can kill it to place a mine. " ;
const char * gargdesc =
" A being made of stone, who likes high buildings. It becomes normal stone when "
" killed, but only if next to something stable -- otherwise it falls. " ;
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const char * lakeDesc = " Hell has these lakes everywhere... They are shaped like evil stars, and filled with burning sulphur. " ;
const char * thumpdesc = " A device that attracts sandworms and other enemies. You need to activate it. " ;
const char * twdesc = " This structure will disappear after some time. " ;
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const char * jellydesc =
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" Some of the Slime Beasts have decided to revolt against the color rules in the "
" Alchemist Lab. They have changed their shape and consistency, declared independence, and established their own Kingdom. \n \n "
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" Jellies switch between being a wall and being a monster after every treasure you pick. " ;
const char * ruindesc =
" Once a beautiful city... but now overrun by the mighty Raiders of unknown origin. \n \n "
" Raiders cannot be harmed with mundane weapons, but each color has its movement restrictions. " ;
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const char * rock_description =
" Shoot the Space Rocks for score. Large Rocks will split into two smaller rocks. " ;
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monstertype minf [ motypes ] = {
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# define MONSTER(a,b,c,d,e,f,g,h) {a,b,c,e,g,h},
# include "content.cpp"
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} ;
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EX genderswitch_t genderswitch [ NUM_GS ] = {
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{ GEN_F , moFalsePrincess , " False Princess " ,
" Don't be fooled by this red-haired girl, or you will be stabbed if you come too close! " } ,
{ GEN_M , moFalsePrincess , " False Prince " ,
" Don't be fooled by this red-haired boy, or you will be stabbed if you come too close! " } ,
{ GEN_F , moRoseLady , " Rose Lady " ,
" This false princess is immune to the alluring scent of roses. " } ,
{ GEN_M , moRoseLady , " Rose Lord " ,
" This false prince is immune to the alluring scent of roses. " } ,
{ GEN_F , moRoseBeauty , " Rose Beauty " ,
" She has flowers in her long fair hair. You could not bring yourself to attack such a beautiful woman. " } ,
{ GEN_M , moRoseBeauty , " Handsome Gardener " ,
" Tall, strong, and holding a flower in his hand. You could "
" not bring yourself to attack such a handsome man. " }
} ;
// --- items ---
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itemtype iinf [ ittypes ] = {
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# define ITEM(a,b,c,d,e,f,g,h,i) {a,b,c,e,f,h,i},
# include "content.cpp"
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} ;
// --- wall types ---
walltype winf [ walltypes ] = {
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# define WALL(a,b,c,d,e,f,g,h,i) {a,b,c,e,g,h,i},
# include "content.cpp"
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} ;
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const landtype linf [ landtypes ] = {
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# define LAND(a,b,c,d,e,f,g) {a,b,d,e,g},
# include "content.cpp"
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} ;
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EX vector < landtacinfo > land_tac = {
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{ laIce , 10 , 1 } , { laDesert , 10 , 1 } ,
{ laHunting , 5 , 2 } ,
{ laMotion , 10 , 1 } , { laCaves , 10 , 1 } , { laAlchemist , 10 , 1 } ,
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{ laJungle , 10 , 1 } , { laMirror , 10 , 1 } , { laZebra , 10 , 1 } , { laPalace , 10 , 1 } ,
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{ laOcean , 10 , 1 } , { laLivefjord , 10 , 1 } , { laWarpCoast , 10 , 1 } , { laRlyeh , 10 , 1 } , { laHell , 10 , 1 } ,
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{ laDryForest , 10 , 1 } , { laWineyard , 10 , 1 } , { laSwitch , 10 , 1 } , { laReptile , 10 , 1 } ,
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{ laDeadCaves , 10 , 1 } , { laGraveyard , 10 , 1 } ,
{ laHaunted , 10 , 1 } ,
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{ laIvoryTower , 10 , 1 } , { laEndorian , 10 , 1 } , { laMountain , 5 , 2 } , { laDungeon , 5 , 2 } ,
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{ laRuins , 10 , 1 } , { laEmerald , 10 , 1 } ,
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{ laCocytus , 10 , 1 } ,
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{ laCaribbean , 5 , 2 } , { laWhirlpool , 5 , 2 } , { laKraken , 5 , 2 } ,
{ laTemple , 5 , 2 } , { laMinefield , 5 , 2 } ,
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{ laPower , 5 , 2 } , { laHive , 5 , 2 } , { laRedRock , 5 , 2 } , { laStorms , 5 , 2 } , { laOvergrown , 5 , 2 } ,
{ laClearing , 5 , 2 } ,
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{ laWhirlwind , 5 , 2 } ,
{ laBlizzard , 10 , 1 } ,
{ laRose , 5 , 2 } , { laVolcano , 10 , 1 } , { laDragon , 2 , 5 } , { laTortoise , 1 , 10 } ,
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{ laBurial , 5 , 2 } ,
{ laElementalWall , 10 , 1 } , { laTrollheim , 5 , 2 } ,
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{ laPrairie , 5 , 2 } , { laBull , 5 , 2 } , { laTerracotta , 10 , 1 } ,
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{ laCrossroads , 10 , 1 } , { laCrossroads2 , 10 , 1 } , { laCrossroads3 , 10 , 1 } , { laCrossroads4 , 10 , 1 } ,
{ laCamelot , 1 , 100 } ,
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{ laWildWest , 10 , 1 } ,
{ laDual , 10 , 1 } ,
{ laSnakeNest , 10 , 1 } ,
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{ laDocks , 10 , 1 } ,
{ laBrownian , 10 , 1 } ,
{ laVariant , 10 , 1 } ,
{ laWestWall , 10 , 1 } ,
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} ;
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EX vector < eLand > randlands = {
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laIce , laDesert , laCaves , laAlchemist , laGraveyard , laPower , laLivefjord , laZebra ,
laRlyeh , laDryForest , laEmerald , laWineyard , laDeadCaves , laRedRock ,
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laOvergrown , laWildWest , laWarpCoast , laRuins , laBull , laDragon , laReptile , laDocks
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} ;
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static const flagtype qsNONOR = qANYQ | qSMALL | qBOUNDED | qNONORIENTABLE ;
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static const flagtype qsNONORE = qsNONOR | qELLIPTIC ;
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static const flagtype qsBQ = qANYQ | qSMALL | qBOUNDED ;
static const flagtype qsSMALL = qANYQ | qSMALL | qBOUNDED ;
static const flagtype qsSMALLN = qANYQ | qSMALL | qBOUNDED | qNONORIENTABLE ;
static const flagtype qsZEBRA = qANYQ | qSMALL | qBOUNDED | qZEBRA ;
static const flagtype qsFIELD = qANYQ | qFIELD | qBOUNDED ;
static const flagtype qsDOCKS = qANYQ | qSMALL | qBOUNDED | qDOCKS ;
static const flagtype qsSMALLB = qSMALL | qBOUNDED ;
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static const flagtype qsSMALLBF = qsSMALLB | qsFIELD | qANYQ ;
static const flagtype qsSMALLBE = qsSMALLB | qELLIPTIC | qANYQ ;
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static const flagtype qsBP = qBINARY | qPENROSE ;
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EX geometryinfo1 giEuclid2 = { gcEuclid , 2 , 2 , 3 , { 1 , 1 , 0 , 0 } } ;
EX geometryinfo1 giHyperb2 = { gcHyperbolic , 2 , 2 , 3 , { 1 , 1 , - 1 , 0 } } ;
EX geometryinfo1 giSphere2 = { gcSphere , 2 , 2 , 3 , { 1 , 1 , + 1 , 0 } } ;
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EX geometryinfo1 giEuclid3 = { gcEuclid , 3 , 3 , 4 , { 1 , 1 , 1 , 0 } } ;
EX geometryinfo1 giHyperb3 = { gcHyperbolic , 3 , 3 , 4 , { 1 , 1 , 1 , - 1 } } ;
EX geometryinfo1 giSphere3 = { gcSphere , 3 , 3 , 4 , { 1 , 1 , 1 , + 1 } } ;
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EX geometryinfo1 giSolNIH = { gcSolNIH , 3 , 3 , 4 , { 1 , 1 , 1 , 0 } } ;
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EX geometryinfo1 giNil = { gcNil , 3 , 3 , 4 , { 1 , 1 , 1 , 0 } } ;
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EX geometryinfo1 giProduct = { gcSL2 , 3 , 3 , 4 , { 1 , 1 , 1 , 0 } /* will be filled in product::configure() */ } ;
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EX geometryinfo1 giSL2 = { gcSL2 , 3 , 3 , 4 , { 1 , 1 , - 1 , - 1 } } ;
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/** list of available geometries */
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vector < geometryinfo > ginf = {
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{ " {7,3} " , " none " , " {7,3} (standard HyperRogue map) " , " HR " , 7 , 3 , 0 , giHyperb2 , 0 , { { 7 , 5 } } , eVariation : : bitruncated } ,
{ " {6,3} " , " none " , " {6,3} (euclidean Hex grid) " , " euclid " , 6 , 3 , 0 , giEuclid2 , 0 , { { 7 , FORBIDDEN } } , eVariation : : bitruncated } ,
{ " {5,3} " , " none " , " {5,3} (dodecahedron) " , " sphere " , 5 , 3 , qsSMALLB , giSphere2 , 0 , { { SEE_ALL , SEE_ALL } } , eVariation : : bitruncated } ,
{ " {5,3} " , " elliptic " , " elliptic geometry in {5,3} " , " elliptic " , 5 , 3 , qsNONORE , giSphere2 , 0 , { { SEE_ALL , SEE_ALL } } , eVariation : : bitruncated } ,
{ " {7,3} " , " Zebra " , " Zebra quotient " , " Zebra " , 7 , 3 , qsZEBRA , giHyperb2 , 0x00400 , { { 7 , 5 } } , eVariation : : bitruncated } ,
{ " {7,3} " , " field " , " field quotient " , " field " , 7 , 3 , qsFIELD , giHyperb2 , 0x00200 , { { 7 , 5 } } , eVariation : : bitruncated } ,
{ " {6,3} " , " torus " , " torus/Klein bottle/... " , " torus " , 6 , 3 , qsBQ , giEuclid2 , 0x00600 , { { 7 , 7 } } , eVariation : : bitruncated } ,
{ " {8,3} " , " none " , " {8,3} (like standard but with octagons) " , " oct " , 8 , 3 , 0 , giHyperb2 , 0x08000 , { { 6 , 4 } } , eVariation : : bitruncated } ,
{ " {5,4} " , " none " , " {5,4} (four pentagons) " , " 4x5 " , 5 , 4 , 0 , giHyperb2 , 0x08200 , { { 6 , 4 } } , eVariation : : bitruncated } ,
{ " {6,4} " , " none " , " {6,4} (four hexagons) " , " 4x6 " , 6 , 4 , 0 , giHyperb2 , 0x08400 , { { 5 , 3 } } , eVariation : : bitruncated } ,
{ " {7,4} " , " none " , " {7,4} (four heptagons) " , " 4x7 " , 7 , 4 , 0 , giHyperb2 , 0x08600 , { { 4 , 3 } } , eVariation : : bitruncated } ,
{ " {4,3} " , " none " , " {4,3} (cube) " , " 3x4 " , 4 , 3 , qsSMALLB , giSphere2 , 0x10000 , { { SEE_ALL , SEE_ALL } } , eVariation : : bitruncated } ,
{ " {3,3} " , " none " , " {3,3} (tetrahedron) " , " 3x3 " , 3 , 3 , qsSMALLB , giSphere2 , 0x10200 , { { SEE_ALL , SEE_ALL } } , eVariation : : bitruncated } ,
{ " {4,4} " , " none " , " {4,4} (Euclidean square grid) " , " 4x4 " , 4 , 4 , 0 , giEuclid2 , 0x10400 , { { 7 , 7 } } , eVariation : : bitruncated } ,
{ " {4,3} " , " elliptic " , " elliptic geometry in {4,3} " , " e3x4 " , 4 , 3 , qsNONORE , giSphere2 , 0x10600 , { { SEE_ALL , SEE_ALL } } , eVariation : : bitruncated } ,
{ " {7,3} " , " Klein " , " Klein Quartic " , " Klein " , 7 , 3 , qsSMALL , giHyperb2 , 0x18000 , { { 7 , 5 } } , eVariation : : bitruncated } ,
{ " {8,3} " , " Bolza " , " Bolza Surface " , " Bolza " , 8 , 3 , qsDOCKS , giHyperb2 , 0x18200 , { { 6 , 4 } } , eVariation : : bitruncated } ,
{ " {8,3} " , " Bolza2 " , " Bolza Surface x2 " , " Bolza2 " , 8 , 3 , qsDOCKS , giHyperb2 , 0x18400 , { { 6 , 4 } } , eVariation : : bitruncated } ,
{ " {7,3} " , " minimal " , " minimal quotient " , " minimal " , 7 , 3 , qsSMALLN , giHyperb2 , 0x18600 , { { 7 , 5 } } , eVariation : : bitruncated } ,
{ " binary " , " none " , " variant of the binary tiling " , " binary " , 7 , 3 , qBINARY , giHyperb2 , 0x48400 , { { 7 , 5 } } , eVariation : : pure } ,
2019-08-26 14:21:05 +00:00
{ " Arch " , " none " , " Archimedean " , " A " , 7 , 3 , qARCHI , giHyperb2 , 0 , { { 7 , 5 } } , eVariation : : pure } ,
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{ " {7,3} " , " Macbeath " , " Macbeath Surface " , " Macbeath " , 7 , 3 , qsSMALL , giHyperb2 , 0x20000 , { { 7 , 5 } } , eVariation : : bitruncated } ,
{ " {5,4} " , " Bring " , " Bring's Surface " , " Bring " , 5 , 4 , qsSMALL , giHyperb2 , 0x20200 , { { 6 , 4 } } , eVariation : : bitruncated } ,
{ " {12,3} " , " M3 " , " Schmutz's M(3) " , " M3 " , 12 , 3 , qsSMALL , giHyperb2 , 0x20400 , { { 4 , 2 } } , eVariation : : bitruncated } ,
{ " {12,3} " , " M4 " , " Schmutz's M(4) " , " M4 " , 12 , 3 , qsSMALL , giHyperb2 , 0x20600 , { { 4 , 2 } } , eVariation : : bitruncated } ,
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{ " {6,4} " , " Crystal " , " dimensional crystal " , " Crystal " , 6 , 4 , qANYQ | qCRYSTAL , giHyperb2 , 0x28000 , { { 5 , 3 } } , eVariation : : pure } ,
2019-08-22 09:24:25 +00:00
{ " {3,4} " , " none " , " {3,4} (octahedron) " , " 4x3 " , 3 , 4 , qsSMALLB , giSphere2 , 0x28200 , { { SEE_ALL , SEE_ALL } } , eVariation : : bitruncated } ,
{ " bin{4,4} " , " none " , " {4,4} on horospheres " , " bin44 " , 9 , 3 , qBINARY , giHyperb3 , 0x30000 , { { 7 , 3 } } , eVariation : : pure } ,
{ " {4,3,4} " , " none " , " {4,3,4} cube tiling " , " 434 " , 6 , 4 , 0 , giEuclid3 , 0x30200 , { { 7 , 5 } } , eVariation : : pure } ,
{ " {5,3,3} " , " none " , " {5,3,3} 120-cell " , " 533 " , 12 , 3 , qsSMALLB , giSphere3 , 0x30400 , { { SEE_ALL , SEE_ALL } } , eVariation : : pure } ,
{ " {5,3,3} " , " elliptic " , " {5,3,3} 120-cell (elliptic space) " , " e533 " , 12 , 3 , qsSMALLBE , giSphere3 , 0x30600 , { { SEE_ALL , SEE_ALL } } , eVariation : : pure } ,
{ " rh{4,3,4} " , " none " , " rhombic dodecahedral honeycomb " , " rh434 " , 12 , 3 , 0 , giEuclid3 , 0x31000 , { { 7 , 5 } } , eVariation : : pure } ,
{ " 2t{4,3,4} " , " none " , " bitruncated cubic honeycomb " , " 2t434 " , 14 , 3 , 0 , giEuclid3 , 0x31200 , { { 7 , 5 } } , eVariation : : pure } ,
{ " {5,3,4} " , " none " , " {5,3,4} hyperbolic honeycomb " , " 534 " , 12 , 4 , 0 , giHyperb3 , 0x31400 , { { 7 , 2 } } , eVariation : : pure } ,
{ " {4,3,5} " , " none " , " {4,3,5} hyperbolic honeycomb " , " 435 " , 6 , 5 , 0 , giHyperb3 , 0x31600 , { { 7 , 2 } } , eVariation : : pure } ,
{ " {3,3,3} " , " none " , " {3,3,3} 5-cell " , " 333 " , 4 , 3 , qsSMALLB , giSphere3 , 0x38000 , { { SEE_ALL , SEE_ALL } } , eVariation : : pure } ,
{ " {3,3,4} " , " none " , " {3,3,4} 16-cell " , " 334 " , 4 , 4 , qsSMALLB , giSphere3 , 0x38200 , { { SEE_ALL , SEE_ALL } } , eVariation : : pure } ,
{ " {3,3,4} " , " elliptic " , " {3,3,4} 16-cell (elliptic) " , " e334 " , 4 , 4 , qsSMALLBE , giSphere3 , 0x39200 , { { SEE_ALL , SEE_ALL } } , eVariation : : pure } ,
{ " {4,3,3} " , " none " , " {4,3,3} 8-cell " , " 433 " , 6 , 4 , qsSMALLB , giSphere3 , 0x38400 , { { SEE_ALL , SEE_ALL } } , eVariation : : pure } ,
{ " {4,3,3} " , " elliptic " , " {4,3,3} 8-cell (elliptic) " , " e433 " , 6 , 4 , qsSMALLBE , giSphere3 , 0x39400 , { { SEE_ALL , SEE_ALL } } , eVariation : : pure } ,
{ " {3,4,3} " , " none " , " {3,4,3} 24-cell " , " 343 " , 8 , 3 , qsSMALLB , giSphere3 , 0x38600 , { { SEE_ALL , SEE_ALL } } , eVariation : : pure } ,
{ " {3,4,3} " , " elliptic " , " {3,4,3} 24-cell (elliptic) " , " e343 " , 8 , 3 , qsSMALLBE , giSphere3 , 0x39600 , { { SEE_ALL , SEE_ALL } } , eVariation : : pure } ,
{ " {3,3,5} " , " none " , " {3,3,5} 600-cell " , " 335 " , 4 , 3 , qsSMALLB , giSphere3 , 0x41000 , { { SEE_ALL , SEE_ALL } } , eVariation : : pure } ,
{ " {3,3,5} " , " elliptic " , " {3,3,5} 600-cell (elliptic) " , " e335 " , 4 , 3 , qsSMALLBE , giSphere3 , 0x41200 , { { SEE_ALL , SEE_ALL } } , eVariation : : pure } ,
{ " bin{3,6} " , " none " , " {3,6} on horospheres " , " bin36 " , 8 , 3 , qBINARY , giHyperb3 , 0x40000 , { { 7 , 3 } } , eVariation : : pure } ,
{ " bin-rect " , " none " , " rectangles on horospheres " , " bin44/2 " , 7 , 3 , qBINARY , giHyperb3 , 0x40200 , { { 7 , 3 } } , eVariation : : pure } ,
{ " bin{6,3} " , " none " , " {6,3} on horospheres " , " bin63 " , 14 , 3 , qBINARY , giHyperb3 , 0x40400 , { { 7 , 3 } } , eVariation : : pure } ,
{ " {4,3,5} " , " field " , " {4,3,5} field quotient space " , " f435 " , 6 , 5 , qsSMALLBF , giHyperb3 , 0x40600 , { { SEE_ALL , SEE_ALL } } , eVariation : : pure } ,
{ " {5,3,4} " , " field " , " {5,3,4} field quotient space " , " f435 " , 12 , 4 , qsSMALLBF , giHyperb3 , 0x40800 , { { SEE_ALL , SEE_ALL } } , eVariation : : pure } ,
2019-09-27 14:34:24 +00:00
{ " binary4 " , " none " , " standard binary tiling " , " binary4 " , 5 , 3 , qBINARY , giHyperb2 , 0x41400 , { { 7 , 5 } } , eVariation : : pure } ,
2019-10-03 18:10:48 +00:00
{ " sol " , " none " , " Solv geometry " , " sol " , 8 , 3 , qBINARY | qSOL , giSolNIH , 0x41600 , { { 7 , 5 } } , eVariation : : pure } ,
2019-08-22 09:24:25 +00:00
{ " kd2 " , " none " , " kite-and-dart " , " kd2 " , 4 , 3 , qPENROSE , giEuclid2 , 0x48000 , { { 7 , 7 } } , eVariation : : pure } ,
{ " kd3 " , " none " , " kite-and-dart on horospheres " , " kd3 " , 12 , 3 , qsBP , giHyperb3 , 0x48200 , { { 7 , 3 } } , eVariation : : pure } ,
2019-08-24 19:52:55 +00:00
{ " nil " , " none " , " Nil geometry " , " nil " , 6 , 3 , 0 , giNil , 0x48600 , { { 7 , 5 } } , eVariation : : pure } ,
2019-09-30 21:36:15 +00:00
{ " product " , " none " , " product space " , " product " , 7 , 3 , qHYBRID , giProduct , 0x00000 , { { 7 , 3 } } , eVariation : : pure } ,
{ " twisted " , " none " , " rotation space " , " twisted " , 7 , 3 , qHYBRID , giSL2 , 0x00000 , { { 6 , 4 } } , eVariation : : pure } ,
{ " ternary " , " none " , " standard ternary tiling " , " ternary " , 6 , 3 , qBINARY , giHyperb2 , 0x48400 , { { 6 , 4 } } , eVariation : : pure } ,
2019-10-04 11:05:20 +00:00
{ " 3x2 " , " none " , " stretched hyperbolic " , " 3:2 " , 11 , 3 , qBINARY | qNIH , giSolNIH , 0x49000 , { { 6 , 3 } } , eVariation : : pure } ,
{ " 3x1/2 " , " none " , " stretched Solv " , " 3:1/2 " , 9 , 3 , ( qBINARY | qSOL | qNIH ) , giSolNIH , 0x49200 , { { 7 , 3 } } , eVariation : : pure } ,
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} ;
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2019-02-27 11:28:47 +00:00
// bits: 9, 10, 15, 16, (reserved for later) 17, 18
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// remember to match the following mask when specifying codes for extra geometries: 0x78600
// (other bits are used for other information)
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# define X3(x) x, x, x
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/** list of available models (i.e., projections) */
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const modelinfo mdinf [ int ( mdPolynomial ) + 1 ] = {
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{ " disk/Gans " , " general perspective " , " general perspective " , mf : : azimuthal | mf : : conformal } ,
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{ " half-plane " , " inversion " , " half-plane " , mf : : conformal } ,
{ " band " , " band " , " Mercator " , mf : : band | mf : : conformal } ,
{ X3 ( " polygonal " ) , mf : : conformal } ,
{ X3 ( " formula " ) , 0 } ,
{ X3 ( " azimuthal equidistant " ) , mf : : azimuthal | mf : : equidistant | mf : : euc_boring } ,
{ X3 ( " azimuthal equi-area " ) , mf : : azimuthal | mf : : equiarea | mf : : euc_boring } ,
{ X3 ( " ball model " ) , mf : : conformal | mf : : azimuthal | mf : : space } ,
{ " Minkowski hyperboloid " , " plane " , " sphere " , mf : : conformal | mf : : space | mf : : euc_boring } ,
{ " hemisphere " , " sphere " , " sphere " , mf : : conformal | mf : : space } ,
{ X3 ( " band equidistant " ) , mf : : band | mf : : equidistant | mf : : euc_boring } ,
{ X3 ( " band equi-area " ) , mf : : band | mf : : equiarea | mf : : euc_boring } ,
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{ X3 ( " sinusoidal " ) , mf : : pseudoband | mf : : equiarea | mf : : euc_boring } ,
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{ X3 ( " two-point equidistant " ) , mf : : equidistant | mf : : euc_boring | mf : : twopoint } ,
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{ X3 ( " fisheye " ) , 0 } ,
{ X3 ( " Joukowsky transform " ) , mf : : hyper_only | mf : : conformal } ,
{ X3 ( " Joukowsky+inversion " ) , mf : : hyper_only | mf : : conformal } ,
{ X3 ( " rotated hyperboles " ) , mf : : hyper_only } ,
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{ X3 ( " spiral/ring " ) , mf : : hyper_or_torus | mf : : uses_bandshift } ,
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{ X3 ( " native perspective " ) , 0 } ,
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{ X3 ( " azimuthal equi-volume " ) , mf : : azimuthal | mf : : equivolume | mf : : euc_boring } ,
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{ X3 ( " central inversion " ) , mf : : azimuthal | mf : : conformal } ,
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{ X3 ( " two-point azimuthal " ) , mf : : euc_boring | mf : : twopoint } ,
{ X3 ( " two-point hybrid " ) , mf : : euc_boring | mf : : twopoint } ,
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{ X3 ( " geodesic " ) , 0 } ,
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{ X3 ( " Mollweide " ) , mf : : euc_boring | mf : : pseudoband | mf : : equiarea } ,
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{ X3 ( " central cylindrical " ) , mf : : euc_boring | mf : : band } ,
{ X3 ( " Collignon " ) , mf : : pseudoband | mf : : equiarea } ,
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{ X3 ( " " ) , 0 } ,
{ X3 ( " polynomial " ) , mf : : conformal }
} ;
# undef X3
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}