mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-12-24 01:00:25 +00:00
added #include hyper.h to all cpp files
This commit is contained in:
parent
19a54cfa9d
commit
9647cbd47e
@ -5,6 +5,7 @@
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* \brief This file contains the routines to convert HyperRogue's old vector graphics into 3D models
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*/
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#include "hyper.h"
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#include "earcut.hpp"
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namespace hr {
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@ -7,6 +7,7 @@
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* This routines are general, i.e., not necessarily Steam-specific.
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*/
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#include "hyper.h"
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namespace hr {
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#define NUMLEADER 82
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@ -7,6 +7,7 @@
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* These are tilings available in the 'Archimedean' option in Geometry Experiments; simpler Archimedean tilings are defined in other files.
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*/
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#include "hyper.h"
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namespace hr {
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EX namespace arcm {
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@ -5,6 +5,7 @@
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* \brief This file implements routines related to barriers (Great Walls and similar).
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*/
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#include "hyper.h"
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namespace hr {
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EX bool checkBarriersFront(cellwalker bb, int q IS(5), bool cross IS(false)) {
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@ -5,6 +5,7 @@
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* \brief This file implements the basic graphical routines
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*/
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#include "hyper.h"
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namespace hr {
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EX int fontscale = 100;
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@ -12,10 +12,11 @@
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* This routines are general, i.e., not necessarily Steam-specific.
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*/
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// horocycles
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#include "hyper.h"
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namespace hr {
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// horocycles
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EX int newRoundTableRadius() {
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return 28 + 2 * items[itHolyGrail];
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}
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@ -5,6 +5,7 @@
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* \brief Binary tilings in 2D and 3D
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*/
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#include "hyper.h"
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namespace hr {
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EX namespace binary {
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@ -5,6 +5,7 @@
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* \brief special graphical effects, such as the Blizzard and arrow traps
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*/
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#include "hyper.h"
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namespace hr {
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struct snowball {
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1
cell.cpp
1
cell.cpp
@ -7,6 +7,7 @@
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* Start with locations.cpp
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*/
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#include "hyper.h"
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namespace hr {
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#if HDR
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@ -7,6 +7,7 @@
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* See content.cpp for actual items, monsters, walls and lands.
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*/
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#include "hyper.h"
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namespace hr {
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// --- help ---
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@ -5,6 +5,7 @@
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* \brief Commandline options support
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*/
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#include "hyper.h"
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namespace hr {
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#if CAP_COMMANDLINE
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@ -7,6 +7,7 @@
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* Includes: whirlwind, whirlpool, elec, princess, clearing, mirror, hive, heat + livecaves, etc.
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*/
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#include "hyper.h"
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namespace hr {
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EX namespace whirlwind {
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* Includes: Brownian, Irradiated, Free Fall
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*/
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#include "hyper.h"
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#ifdef CAP_COMPLEX2
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namespace hr {
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* \brief Configuration -- initial settings, saving/loading ini files, menus, etc.
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*/
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#include "hyper.h"
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namespace hr {
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#if HDR
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@ -8,7 +8,6 @@
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* Old things are sorted according to type, but this is not necessary for new content.
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*/
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#ifndef MONSTER
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#define MONSTER(a,b,c,d,e,f,g,h)
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#endif
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* \brief Routines related to controlling the game
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*/
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#include "hyper.h"
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namespace hr {
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int frames;
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* \brief Multi-dimensional (aka crystal) geometries.
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*/
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#include "hyper.h"
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namespace hr {
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EX namespace crystal {
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* \brief Debugging and cheating
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*/
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#include "hyper.h"
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namespace hr {
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EX int steplimit = 0;
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* \brief Implementation of various generic dialogs and elements of dialog windows
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*/
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#include "hyper.h"
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namespace hr {
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EX const char* COLORBAR = "###";
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* \brief Rendering shapes (dqi_draw), queue of shapes to render (ptds), etc.
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*/
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#include "hyper.h"
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namespace hr {
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#if HDR
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@ -5,6 +5,7 @@
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* \brief Euclidean geometry, including 2D, 3D, and quotient spaces
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*/
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#include "hyper.h"
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namespace hr {
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// 2D Euclidean space
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* Screens which display this exponential growth (e.g. 'size of the world' in geometry experiments) are also implemented here.
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*/
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#include "hyper.h"
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namespace hr {
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int subtype(cell *c) {
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* \brief Field Quotient geometry
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*/
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#include "hyper.h"
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#if CAP_FIELD
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namespace hr {
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* \brief Implementation of various simple flags for lands, items, monsters, and walls.
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*/
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#include "hyper.h"
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namespace hr {
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const flagtype& classflag(eItem it) { return iinf[it].flags; }
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* \brief Adjusting the floor shapes to various geometries.
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*/
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#include "hyper.h"
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namespace hr {
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#if CAP_SHAPES
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game.cpp
1
game.cpp
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* \brief Routines for game itself: movement of PC and monsters, basic mechanics, etc.
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*/
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#include "hyper.h"
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namespace hr {
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#if HDR
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* Implementation of this menu, and computation of the statistics shown there
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*/
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#include "hyper.h"
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namespace hr {
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int eupage = 0;
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* \brief Calculation of basic, and less basic, constants in each geometry
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*/
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#include "hyper.h"
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namespace hr {
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#if HDR
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* \brief Matrices to transform between coordinates of various cells, coordinates of cell corners, etc.
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*/
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#include "hyper.h"
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namespace hr {
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transmatrix &ggmatrix(cell *c);
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* This is generally not used for standard pure and bitruncated tilings, even though they are technically Goldberg too.
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*/
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#include "hyper.h"
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namespace hr {
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EX namespace gp {
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* \brief Drawing cells, monsters, items, etc.
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*/
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#include "hyper.h"
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namespace hr {
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int last_firelimit, firelimit;
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help.cpp
1
help.cpp
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* \brief Building and displaying help text
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*/
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#include "hyper.h"
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namespace hr {
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EX string help;
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* Start with locations.cpp
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*/
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#include "hyper.h"
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namespace hr {
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#define MIRR(x) x.mirrored
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* \brief Implementation of the history mode, including the long band and long spiral.
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*/
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#include "hyper.h"
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namespace hr {
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#if CAP_SDL
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* \brief Routines related to displaying various things, and writing them to console and files. Nicer than the standard C++ streams.
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*/
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#include "hyper.h"
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namespace hr {
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EX FILE *debugfile;
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hud.cpp
1
hud.cpp
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* \brief Heads-Up display: items collected, monsters killed, radar, etc.
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*/
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#include "hyper.h"
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namespace hr {
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#if HDR
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* \brief the hyper_main function
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*/
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#include "hyper.h"
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#if CU_HYPER
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#if ISLINUX
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* For nonisotropic geometries, it rather refers to nonisotropic.cpp.
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*/
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#include "hyper.h"
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namespace hr {
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#if HDR
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* \brief mapping hyperpoints to the screen, and related functions
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*/
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#include "hyper.h"
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namespace hr {
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ld ghx, ghy, ghgx, ghgy;
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* \brief Orb Strategy Mode
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*/
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#include "hyper.h"
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namespace hr {
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EX namespace inv {
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* \brief Irregular (Voronoi) tilings
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*/
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#include "hyper.h"
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namespace hr {
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EX namespace irr {
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* See also bigstuff.cpp (for larger structures) and complex.cpp (for more complex land generation)
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*/
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#include "hyper.h"
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namespace hr {
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// land generation routines
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* \brief unlocking lands, which lands could be found beyond the wall, validity of various lands depending on the settings
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*/
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#include "hyper.h"
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namespace hr {
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EX bool nodisplay(eMonster m) {
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// #define CHECKTRANS
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#define NUMLAN 7
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#include "hyper.h"
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namespace hr {
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EX const char *dnameof(eMonster m) { return minf[m].name; }
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@ -17,6 +16,8 @@ EX const char *dnameof(eWall w) { return winf[w].name; }
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EX const char *dnameof(eItem i) { return iinf[i].name; }
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#if HDR
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#define NUMLAN 7
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struct stringpar {
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string v;
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stringpar(string s) : v(s) { }
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// Hyperbolic Rogue -- old config file format (disabled by default)
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// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
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#include "hyper.h"
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#if CAP_LEGACY
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namespace hr {
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* geometries, though. This file implements the basic types and functions for navigating both graphs.
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*/
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#include "hyper.h"
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namespace hr {
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#if HDR
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* \brief HyperRogue editors (map and vector graphics)
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*/
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#include "hyper.h"
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namespace hr {
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EX namespace mapeditor {
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// -- overview --
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#include "hyper.h"
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#define BLACKISH 0x404040
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#define REDDISH 0x400000
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* \brief initialization, and stuff related to mobiles
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*/
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#include "hyper.h"
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namespace hr {
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#if CU_INIT
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* drawing.cpp, and basegraph.cpp are important.
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*/
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#include "hyper.h"
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namespace hr {
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EX namespace polygonal {
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* \brief monster generation
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*/
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#include "hyper.h"
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namespace hr {
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EX bool timerghost = true;
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* \brief multiplayer features, also input configuration
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*/
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#include "hyper.h"
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namespace hr {
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EX namespace multi {
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* \brief running several games at once -- used in the Tutorial and Dual Geometry mode
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*/
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#include "hyper.h"
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namespace hr {
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#if HDR
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* \brief paper model generator
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*/
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#include "hyper.h"
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#if CAP_MODEL
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namespace hr { namespace netgen {
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* \brief built-in font (used e.g. in the web version)
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*/
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#include "hyper.h"
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namespace hr {
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#if CAP_TABFONT
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* \brief nonisotropic spaces (Solv and Nil)
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*/
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#include "hyper.h"
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namespace hr {
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EX namespace nisot {
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* \brief Orb generation: which orbs in which lands, functions generating prize/local orbs, etc.
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*/
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#include "hyper.h"
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namespace hr {
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// orbgen flags
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1
orbs.cpp
1
orbs.cpp
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* \brief Implementation of various Orb effects, and their properties such as default and maximum charges
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*/
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#include "hyper.h"
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namespace hr {
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EX bool markOrb(eItem it) {
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* as well as more complex ones (Emerald, Palace, Field Pattern)
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*/
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#include "hyper.h"
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namespace hr {
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EX int ctof(cell *c) {
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* \brief tables that the complex patterns (Emerald, Palace, Field Pattern) are based on
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*/
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#include "hyper.h"
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namespace hr {
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// === EMERALD PATTERN ===
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* \brief Kite-and-dart tiling, both in R^2 and H^3
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*/
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#include "hyper.h"
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namespace hr {
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EX namespace kite {
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* \brief shapes used for the vector graphics, mostly hand-drawn (the vector data is here), some procedurally generated
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*/
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#include "hyper.h"
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#if CAP_SHAPES
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namespace hr {
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1
quit.cpp
1
quit.cpp
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* \brief the mission screen, and routines related to it
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*/
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#include "hyper.h"
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namespace hr {
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EX bool quitsaves() { return (items[itOrbSafety] && CAP_SAVE && !archimedean); }
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* \brief quotient spaces
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*/
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#include "hyper.h"
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namespace hr {
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// --- quotient geometry ---
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* \brief racing mode
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*/
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#include "hyper.h"
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namespace hr {
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EX namespace racing {
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1
reg3.cpp
1
reg3.cpp
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* hyperbolic honeycombs rely on binary:: to deal with floating point errors (just like archimedean)
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*/
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#include "hyper.h"
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namespace hr {
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#if MAXMDIM >= 4
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* and then either used as a OpenGL texture (e.g. in the Hypersian Rug mode), or saved.
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*/
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#include "hyper.h"
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namespace hr {
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#if CAP_GL
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1
rug.cpp
1
rug.cpp
@ -7,6 +7,7 @@
|
||||
* See also surface.cpp for constant curvature surfaces.
|
||||
*/
|
||||
|
||||
#include "hyper.h"
|
||||
namespace hr {
|
||||
|
||||
#if CAP_RUG
|
||||
|
@ -5,7 +5,7 @@
|
||||
* \brief memory saving: memory saving mode, memory warnings, etc.
|
||||
*/
|
||||
|
||||
|
||||
#include "hyper.h"
|
||||
namespace hr {
|
||||
|
||||
#if HDR
|
||||
|
@ -5,6 +5,7 @@
|
||||
* \brief local highscore lists
|
||||
*/
|
||||
|
||||
#include "hyper.h"
|
||||
#if CAP_SAVE
|
||||
|
||||
namespace hr { namespace scores {
|
||||
|
@ -5,6 +5,7 @@
|
||||
* \brief screenshots, SVG format, animations, start animations
|
||||
*/
|
||||
|
||||
#include "hyper.h"
|
||||
namespace hr {
|
||||
|
||||
bool hide_hud = true;
|
||||
|
@ -8,6 +8,7 @@
|
||||
* If CAP_SHADER is 1, we are using GLSL shaders.
|
||||
*/
|
||||
|
||||
#include "hyper.h"
|
||||
namespace hr {
|
||||
|
||||
#ifndef DEBUG_GL
|
||||
|
@ -5,6 +5,7 @@
|
||||
* \brief shoot'em up mode
|
||||
*/
|
||||
|
||||
#include "hyper.h"
|
||||
namespace hr {
|
||||
|
||||
// joysticks for controlling the mobile shmup mode
|
||||
|
@ -5,6 +5,7 @@
|
||||
* \brief sound effects and music
|
||||
*/
|
||||
|
||||
#include "hyper.h"
|
||||
namespace hr {
|
||||
|
||||
EX const char *musicfile = "";
|
||||
|
@ -5,6 +5,7 @@
|
||||
* \brief spherical spaces
|
||||
*/
|
||||
|
||||
#include "hyper.h"
|
||||
namespace hr {
|
||||
|
||||
// --- spherical geometry ---
|
||||
|
@ -7,6 +7,7 @@
|
||||
* See http://webmath2.unito.it/paginepersonali/sergio.console/CurveSuperfici/AG15.pdf for a nice reference
|
||||
*/
|
||||
|
||||
#include "hyper.h"
|
||||
#if CAP_SURFACE
|
||||
namespace hr {
|
||||
|
||||
|
@ -5,6 +5,7 @@
|
||||
* \brief changing game modes, starting, closing, loading and saving games
|
||||
*/
|
||||
|
||||
#include "hyper.h"
|
||||
namespace hr {
|
||||
|
||||
#if HDR
|
||||
|
@ -5,6 +5,7 @@
|
||||
* \brief texture mode, also the basic definitions of textures, used in 3D mode
|
||||
*/
|
||||
|
||||
#include "hyper.h"
|
||||
#if CAP_TEXTURE
|
||||
namespace hr {
|
||||
|
||||
|
1
tour.cpp
1
tour.cpp
@ -5,6 +5,7 @@
|
||||
* \brief the Tutorial and presentation system
|
||||
*/
|
||||
|
||||
#include "hyper.h"
|
||||
namespace hr {
|
||||
|
||||
EX namespace tour {
|
||||
|
@ -5,6 +5,7 @@
|
||||
* \brief user-defined shapes
|
||||
*/
|
||||
|
||||
#include "hyper.h"
|
||||
#if CAP_SHAPES
|
||||
|
||||
namespace hr {
|
||||
|
1
util.cpp
1
util.cpp
@ -5,6 +5,7 @@
|
||||
* \brief basic utility functions: maths, parsing expressions
|
||||
*/
|
||||
|
||||
#include "hyper.h"
|
||||
namespace hr {
|
||||
|
||||
#if CAP_TIMEOFDAY
|
||||
|
@ -5,6 +5,7 @@
|
||||
* \brief Yendor Quest/Challenge, Pure Tactics Mode, Peace Mode
|
||||
*/
|
||||
|
||||
#include "hyper.h"
|
||||
namespace hr {
|
||||
|
||||
namespace peace { extern bool on; }
|
||||
|
Loading…
Reference in New Issue
Block a user