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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:
Zeno Rogue 2019-09-05 09:15:40 +02:00
parent 19a54cfa9d
commit 9647cbd47e
82 changed files with 85 additions and 6 deletions

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* \brief This file contains the routines to convert HyperRogue's old vector graphics into 3D models
*/
#include "hyper.h"
#include "earcut.hpp"
namespace hr {

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* This routines are general, i.e., not necessarily Steam-specific.
*/
#include "hyper.h"
namespace hr {
#define NUMLEADER 82

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* These are tilings available in the 'Archimedean' option in Geometry Experiments; simpler Archimedean tilings are defined in other files.
*/
#include "hyper.h"
namespace hr {
EX namespace arcm {

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* \brief This file implements routines related to barriers (Great Walls and similar).
*/
#include "hyper.h"
namespace hr {
EX bool checkBarriersFront(cellwalker bb, int q IS(5), bool cross IS(false)) {

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* \brief This file implements the basic graphical routines
*/
#include "hyper.h"
namespace hr {
EX int fontscale = 100;

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* This routines are general, i.e., not necessarily Steam-specific.
*/
// horocycles
#include "hyper.h"
namespace hr {
// horocycles
EX int newRoundTableRadius() {
return 28 + 2 * items[itHolyGrail];
}

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* \brief Binary tilings in 2D and 3D
*/
#include "hyper.h"
namespace hr {
EX namespace binary {

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* \brief special graphical effects, such as the Blizzard and arrow traps
*/
#include "hyper.h"
namespace hr {
struct snowball {

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* Start with locations.cpp
*/
#include "hyper.h"
namespace hr {
#if HDR

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* See content.cpp for actual items, monsters, walls and lands.
*/
#include "hyper.h"
namespace hr {
// --- help ---

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* \brief Commandline options support
*/
#include "hyper.h"
namespace hr {
#if CAP_COMMANDLINE

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* Includes: whirlwind, whirlpool, elec, princess, clearing, mirror, hive, heat + livecaves, etc.
*/
#include "hyper.h"
namespace hr {
EX namespace whirlwind {

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* Includes: Brownian, Irradiated, Free Fall
*/
#include "hyper.h"
#ifdef CAP_COMPLEX2
namespace hr {

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* \brief Configuration -- initial settings, saving/loading ini files, menus, etc.
*/
#include "hyper.h"
namespace hr {
#if HDR

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* Old things are sorted according to type, but this is not necessary for new content.
*/
#ifndef MONSTER
#define MONSTER(a,b,c,d,e,f,g,h)
#endif

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* \brief Routines related to controlling the game
*/
#include "hyper.h"
namespace hr {
int frames;

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* \brief Multi-dimensional (aka crystal) geometries.
*/
#include "hyper.h"
namespace hr {
EX namespace crystal {

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* \brief Debugging and cheating
*/
#include "hyper.h"
namespace hr {
EX int steplimit = 0;

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* \brief Implementation of various generic dialogs and elements of dialog windows
*/
#include "hyper.h"
namespace hr {
EX const char* COLORBAR = "###";

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* \brief Rendering shapes (dqi_draw), queue of shapes to render (ptds), etc.
*/
#include "hyper.h"
namespace hr {
#if HDR

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* \brief Euclidean geometry, including 2D, 3D, and quotient spaces
*/
#include "hyper.h"
namespace hr {
// 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.
*/
#include "hyper.h"
namespace hr {
int subtype(cell *c) {

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* \brief Field Quotient geometry
*/
#include "hyper.h"
#if CAP_FIELD
namespace hr {

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* \brief Implementation of various simple flags for lands, items, monsters, and walls.
*/
#include "hyper.h"
namespace hr {
const flagtype& classflag(eItem it) { return iinf[it].flags; }

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* \brief Adjusting the floor shapes to various geometries.
*/
#include "hyper.h"
namespace hr {
#if CAP_SHAPES

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* \brief Routines for game itself: movement of PC and monsters, basic mechanics, etc.
*/
#include "hyper.h"
namespace hr {
#if HDR

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* Implementation of this menu, and computation of the statistics shown there
*/
#include "hyper.h"
namespace hr {
int eupage = 0;

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* \brief Calculation of basic, and less basic, constants in each geometry
*/
#include "hyper.h"
namespace hr {
#if HDR

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* \brief Matrices to transform between coordinates of various cells, coordinates of cell corners, etc.
*/
#include "hyper.h"
namespace hr {
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.
*/
#include "hyper.h"
namespace hr {
EX namespace gp {

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* \brief Drawing cells, monsters, items, etc.
*/
#include "hyper.h"
namespace hr {
int last_firelimit, firelimit;

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* \brief Building and displaying help text
*/
#include "hyper.h"
namespace hr {
EX string help;

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* Start with locations.cpp
*/
#include "hyper.h"
namespace hr {
#define MIRR(x) x.mirrored

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* \brief Implementation of the history mode, including the long band and long spiral.
*/
#include "hyper.h"
namespace hr {
#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.
*/
#include "hyper.h"
namespace hr {
EX FILE *debugfile;

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* \brief Heads-Up display: items collected, monsters killed, radar, etc.
*/
#include "hyper.h"
namespace hr {
#if HDR

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* \brief the hyper_main function
*/
#include "hyper.h"
#if CU_HYPER
#if ISLINUX

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* For nonisotropic geometries, it rather refers to nonisotropic.cpp.
*/
#include "hyper.h"
namespace hr {
#if HDR

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* \brief mapping hyperpoints to the screen, and related functions
*/
#include "hyper.h"
namespace hr {
ld ghx, ghy, ghgx, ghgy;

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* \brief Orb Strategy Mode
*/
#include "hyper.h"
namespace hr {
EX namespace inv {

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* \brief Irregular (Voronoi) tilings
*/
#include "hyper.h"
namespace hr {
EX namespace irr {

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* See also bigstuff.cpp (for larger structures) and complex.cpp (for more complex land generation)
*/
#include "hyper.h"
namespace hr {
// 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
*/
#include "hyper.h"
namespace hr {
EX bool nodisplay(eMonster m) {

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// #define CHECKTRANS
#define NUMLAN 7
#include "hyper.h"
namespace hr {
EX const char *dnameof(eMonster m) { return minf[m].name; }
@ -17,6 +16,8 @@ EX const char *dnameof(eWall w) { return winf[w].name; }
EX const char *dnameof(eItem i) { return iinf[i].name; }
#if HDR
#define NUMLAN 7
struct stringpar {
string v;
stringpar(string s) : v(s) { }

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// Hyperbolic Rogue -- old config file format (disabled by default)
// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
#include "hyper.h"
#if CAP_LEGACY
namespace hr {

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* geometries, though. This file implements the basic types and functions for navigating both graphs.
*/
#include "hyper.h"
namespace hr {
#if HDR

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* \brief HyperRogue editors (map and vector graphics)
*/
#include "hyper.h"
namespace hr {
EX namespace mapeditor {

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// -- overview --
#include "hyper.h"
#define BLACKISH 0x404040
#define REDDISH 0x400000

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* \brief initialization, and stuff related to mobiles
*/
#include "hyper.h"
namespace hr {
#if CU_INIT

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* drawing.cpp, and basegraph.cpp are important.
*/
#include "hyper.h"
namespace hr {
EX namespace polygonal {

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* \brief monster generation
*/
#include "hyper.h"
namespace hr {
EX bool timerghost = true;

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* \brief multiplayer features, also input configuration
*/
#include "hyper.h"
namespace hr {
EX namespace multi {

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* \brief running several games at once -- used in the Tutorial and Dual Geometry mode
*/
#include "hyper.h"
namespace hr {
#if HDR

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* \brief paper model generator
*/
#include "hyper.h"
#if CAP_MODEL
namespace hr { namespace netgen {

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* \brief built-in font (used e.g. in the web version)
*/
#include "hyper.h"
namespace hr {
#if CAP_TABFONT

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* \brief nonisotropic spaces (Solv and Nil)
*/
#include "hyper.h"
namespace hr {
EX namespace nisot {

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* \brief Orb generation: which orbs in which lands, functions generating prize/local orbs, etc.
*/
#include "hyper.h"
namespace hr {
// orbgen flags

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* \brief Implementation of various Orb effects, and their properties such as default and maximum charges
*/
#include "hyper.h"
namespace hr {
EX bool markOrb(eItem it) {

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* as well as more complex ones (Emerald, Palace, Field Pattern)
*/
#include "hyper.h"
namespace hr {
EX int ctof(cell *c) {

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* \brief tables that the complex patterns (Emerald, Palace, Field Pattern) are based on
*/
#include "hyper.h"
namespace hr {
// === EMERALD PATTERN ===

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* \brief Kite-and-dart tiling, both in R^2 and H^3
*/
#include "hyper.h"
namespace hr {
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
*/
#include "hyper.h"
#if CAP_SHAPES
namespace hr {

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* \brief the mission screen, and routines related to it
*/
#include "hyper.h"
namespace hr {
EX bool quitsaves() { return (items[itOrbSafety] && CAP_SAVE && !archimedean); }

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* \brief quotient spaces
*/
#include "hyper.h"
namespace hr {
// --- quotient geometry ---

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* \brief racing mode
*/
#include "hyper.h"
namespace hr {
EX namespace racing {

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* hyperbolic honeycombs rely on binary:: to deal with floating point errors (just like archimedean)
*/
#include "hyper.h"
namespace hr {
#if MAXMDIM >= 4

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* and then either used as a OpenGL texture (e.g. in the Hypersian Rug mode), or saved.
*/
#include "hyper.h"
namespace hr {
#if CAP_GL

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* See also surface.cpp for constant curvature surfaces.
*/
#include "hyper.h"
namespace hr {
#if CAP_RUG

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* \brief memory saving: memory saving mode, memory warnings, etc.
*/
#include "hyper.h"
namespace hr {
#if HDR

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* \brief local highscore lists
*/
#include "hyper.h"
#if CAP_SAVE
namespace hr { namespace scores {

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* \brief screenshots, SVG format, animations, start animations
*/
#include "hyper.h"
namespace hr {
bool hide_hud = true;

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* If CAP_SHADER is 1, we are using GLSL shaders.
*/
#include "hyper.h"
namespace hr {
#ifndef DEBUG_GL

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* \brief shoot'em up mode
*/
#include "hyper.h"
namespace hr {
// joysticks for controlling the mobile shmup mode

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* \brief sound effects and music
*/
#include "hyper.h"
namespace hr {
EX const char *musicfile = "";

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* \brief spherical spaces
*/
#include "hyper.h"
namespace hr {
// --- spherical geometry ---

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* See http://webmath2.unito.it/paginepersonali/sergio.console/CurveSuperfici/AG15.pdf for a nice reference
*/
#include "hyper.h"
#if CAP_SURFACE
namespace hr {

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* \brief changing game modes, starting, closing, loading and saving games
*/
#include "hyper.h"
namespace hr {
#if HDR

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* \brief texture mode, also the basic definitions of textures, used in 3D mode
*/
#include "hyper.h"
#if CAP_TEXTURE
namespace hr {

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* \brief the Tutorial and presentation system
*/
#include "hyper.h"
namespace hr {
EX namespace tour {

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* \brief user-defined shapes
*/
#include "hyper.h"
#if CAP_SHAPES
namespace hr {

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* \brief basic utility functions: maths, parsing expressions
*/
#include "hyper.h"
namespace hr {
#if CAP_TIMEOFDAY

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* \brief Yendor Quest/Challenge, Pure Tactics Mode, Peace Mode
*/
#include "hyper.h"
namespace hr {
namespace peace { extern bool on; }