mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-12-24 17:10:36 +00:00
more header cleanup
This commit is contained in:
parent
b0f2e7b6b9
commit
a0fcdb0c54
93
complex.cpp
93
complex.cpp
@ -468,19 +468,40 @@ namespace elec {
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}
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}
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EX namespace princess {
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#if HDR
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#define EPX 39
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#define EPY 21
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#define OUT_OF_PRISON 200
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#define OUT_OF_PALACE 250
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#define PRADIUS0 (141)
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#define PRADIUS1 (150)
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struct info {
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int id; // id of this info
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cell *prison; // where was the Princess locked
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heptagon *alt; // alt of the prison
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int bestdist; // best dist achieved
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int bestnear; // best dist achieved, by the player
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int value; // number of Rugs at 120
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cell *princess; // where is the Princess currently
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};
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#endif
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namespace princess {
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bool generating = false;
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bool challenge = false;
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bool saved = false;
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bool everSaved = false;
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EX bool generating = false;
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EX bool challenge = false;
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EX bool saved = false;
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EX bool everSaved = false;
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bool forceVizier = false;
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bool forceMouse = false;
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bool gotoPrincess = false;
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bool nodungeon = false;
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EX bool forceVizier = false;
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EX bool forceMouse = false;
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EX bool gotoPrincess = false;
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EX bool nodungeon = false;
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bool squeaked = false;
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int saveHP = 0, saveArmedHP = 0;
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@ -493,7 +514,7 @@ namespace princess {
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if(i->alt) i->alt->emeraldval = i->id;
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}
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int newInfo(cell *c) {
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EX int newInfo(cell *c) {
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info *i = new info;
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i->prison = c;
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i->princess = c;
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@ -739,13 +760,20 @@ namespace princess {
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}
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}
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}
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EX }
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namespace clearing {
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EX namespace clearing {
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bool buggyplant = false;
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#if HDR
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struct clearingdata {
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cell *root;
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int dist;
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};
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#endif
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EX bool buggyplant = false;
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std::map<heptagon*, clearingdata> bpdata;
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EX std::map<heptagon*, clearingdata> bpdata;
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cell *current_root;
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@ -920,7 +948,7 @@ namespace clearing {
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steps--; ds++;
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}
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}
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}
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EX }
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namespace whirlpool {
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@ -2359,7 +2387,7 @@ void livecaves() {
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/* evolver */
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namespace tortoise {
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EX namespace tortoise {
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map<cell*, int> emap;
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map<cell*, int> babymap;
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int last;
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@ -2390,10 +2418,10 @@ namespace tortoise {
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int getBit(int bits, int id) { return (bits >> id) & 1; }
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int getRandomBits() { return hrand(1 << numbits); }
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EX int getRandomBits() { return hrand(1 << numbits); }
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bool seek() { return items[itBabyTortoise] % 5; }
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int seekbits;
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EX int seekbits;
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double seekval[numbits];
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double currval[numbits];
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@ -2438,7 +2466,7 @@ namespace tortoise {
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string measure(int bits) {
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return "(" + its(progress(bits)) + "/" + its(tortoise::numbits) + ")";
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}
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}
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EX }
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namespace dragon {
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@ -2622,11 +2650,18 @@ namespace dragon {
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}
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namespace sword {
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EX namespace sword {
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#if HDR
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struct sworddir {
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int angle;
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transmatrix T;
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};
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#endif
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int sword_angles;
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array<sworddir, MAXPLAYER> dir;
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EX array<sworddir, MAXPLAYER> dir;
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void possible_divisor(int s) { sword_angles *= s / gcd(sword_angles, s); }
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@ -2656,7 +2691,7 @@ namespace sword {
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return c->move(s);
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}
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cell *pos(cell *c, const sworddir& sd, bool rev) {
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EX cell *pos(cell *c, const sworddir& sd, bool rev) {
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if(WDIM == 2)
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return pos2(c, sd.angle + (rev ? sword_angles/2 : 0));
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else {
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@ -2678,7 +2713,7 @@ namespace sword {
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return pos(playerpos(id), dir[id], rev);
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}
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bool at(cell *where, bool noplayer) {
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EX bool at(cell *where, bool noplayer IS(false)) {
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if(noplayer) return false;
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if(!orbcount(0) && !orbcount(1)) return false;
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for(int i=0; i<numplayers(); i++) if(multi::playerActive(i)) for(int b=0; b<2; b++)
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@ -2693,7 +2728,7 @@ namespace sword {
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}
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// from c1 to c2
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sworddir shift(cell *c1, cell *c2, sworddir d) {
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EX sworddir shift(cell *c1, cell *c2, sworddir d) {
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if(!c1 || !c2) return d;
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int s1 = neighborId(c1, c2);
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int s2 = neighborId(c2, c1);
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@ -2738,7 +2773,7 @@ namespace sword {
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void shuffle() {
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for(int i=0; i<MAXPLAYER; i++) shuffle(i);
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}
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};
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EX }
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namespace kraken {
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@ -3427,7 +3462,7 @@ namespace windmap {
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// Halloween namespace
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namespace halloween {
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EX namespace halloween {
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cell *dragoncells[4];
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vector<cell*> srch;
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@ -3505,7 +3540,7 @@ namespace halloween {
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c->stuntime = 2;
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}
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void getTreat(cell *where) {
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EX void getTreat(cell *where) {
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if(!items[itTreat]) reset();
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gainItem(itTreat);
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farempty()->item = itTreat;
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@ -3668,7 +3703,7 @@ namespace halloween {
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items[itOrbShell] += 5;
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}
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}
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}
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EX }
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// ... also includes the Ivory Tower
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41
game.cpp
41
game.cpp
@ -1185,6 +1185,19 @@ EX bool canAttack(cell *c1, eMonster m1, cell *c2, eMonster m2, flagtype flags)
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return true;
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}
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#if HDR
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struct stalemate1 {
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eMonster who;
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cell *moveto;
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cell *killed;
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cell *pushto;
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cell *comefrom;
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cell *swordlast[2], *swordtransit[2], *swordnext[2];
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bool isKilled(cell *c);
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stalemate1(eMonster w, cell *mt, cell *ki, cell *pt, cell *cf) : who(w), moveto(mt), killed(ki), pushto(pt), comefrom(cf) {}
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};
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#endif
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bool stalemate1::isKilled(cell *w) {
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if(w->monst == moNone || w == killed) return true;
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if(!moveto) return false;
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@ -1235,12 +1248,14 @@ bool stalemate1::isKilled(cell *w) {
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return false;
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}
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bool stalemate::isKilled(cell *w) {
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for(int f=0; f<isize(moves); f++)
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if(moves[f].isKilled(w)) return true;
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return false;
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};
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EX namespace stalemate {
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EX bool isKilled(cell *w) {
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for(int f=0; f<isize(moves); f++)
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if(moves[f].isKilled(w)) return true;
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return false;
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};
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EX }
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EX bool isNeighbor(cell *c1, cell *c2) {
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for(int i=0; i<c1->type; i++) if(c1->move(i) == c2) return true;
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@ -1290,25 +1305,25 @@ EX vector<cell*> gun_targets(cell *c) {
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return cl.lst;
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}
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namespace stalemate {
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vector<stalemate1> moves;
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bool nextturn;
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EX namespace stalemate {
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EX vector<stalemate1> moves;
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EX bool nextturn;
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bool isMoveto(cell *c) {
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EX bool isMoveto(cell *c) {
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for(int i=0; i<isize(moves); i++) if(moves[i].moveto == c) return true;
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return false;
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}
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bool isKilledDirectlyAt(cell *c) {
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EX bool isKilledDirectlyAt(cell *c) {
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for(int i=0; i<isize(moves); i++) if(moves[i].killed == c) return true;
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return false;
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}
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bool isPushto(cell *c) {
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EX bool isPushto(cell *c) {
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for(int i=0; i<isize(moves); i++) if(moves[i].pushto == c) return true;
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return false;
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}
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}
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EX }
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bool onboat(stalemate1& sm) {
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cell *c = sm.moveto;
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128
hyper.h
128
hyper.h
@ -1033,50 +1033,8 @@ template<class T> struct dynamicval {
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~dynamicval() { where = backup; }
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};
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struct stalemate1 {
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eMonster who;
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cell *moveto;
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cell *killed;
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cell *pushto;
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cell *comefrom;
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cell *swordlast[2], *swordtransit[2], *swordnext[2];
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bool isKilled(cell *c);
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stalemate1(eMonster w, cell *mt, cell *ki, cell *pt, cell *cf) : who(w), moveto(mt), killed(ki), pushto(pt), comefrom(cf) {}
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};
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namespace stalemate {
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extern vector<stalemate1> moves;
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extern bool nextturn;
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bool isKilled(cell *c);
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bool isMoveto(cell *c);
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bool isKilledDirectlyAt(cell *c);
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bool isPushto(cell *c);
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};
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namespace tortoise {
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extern int seekbits;
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int getRandomBits();
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}
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static const int MAXPLAYER = 7;
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namespace sword {
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struct sworddir {
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int angle;
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transmatrix T;
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};
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extern array<sworddir, MAXPLAYER> dir;
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cell *pos(cell *c, const sworddir& sd, bool rev);
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cell *pos(int id);
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bool at(cell *where, bool noplayer = false);
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sworddir shift(cell *c1, cell *c2, sworddir);
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}
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#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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@ -1090,40 +1048,6 @@ namespace sword {
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#define displayfrZH dialog::zoom::displayfr_highlight
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#endif
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namespace shot {
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#if CAP_SHOT
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extern int shotx, shoty, shotformat;
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extern bool make_svg;
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extern ld gamma, fade;
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extern string caption;
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extern bool transparent;
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void menu();
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void default_screenshot_content();
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void take(string fname, const function<void()>& what = default_screenshot_content);
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#endif
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}
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#if CAP_SVG
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namespace svg {
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void circle(int x, int y, int size, color_t col, color_t fillcolor, double linewidth);
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void polygon(int *polyx, int *polyy, int polyi, color_t col, color_t outline, double linewidth);
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void text(int x, int y, int size, const string& str, bool frame, color_t col, int align);
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extern bool in;
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extern string link;
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#if CAP_SHOT
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void render(const string& fname, const function<void()>& what = shot::default_screenshot_content);
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#endif
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}
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#else
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namespace svg {
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static const always_false in;
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}
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#endif
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namespace halloween {
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void getTreat(cell *where);
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}
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// just in case if I change my mind about when Orbs lose their power
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#define ORBBASE 0
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@ -1221,14 +1145,6 @@ extern eGravity gravity_state, last_gravity_state;
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#define IFM(x) (mousing?"":x)
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namespace quotientspace {
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void build();
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void clear();
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extern vector<int> connections;
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}
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void killFriendlyIvy();
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#if CAP_SHAPES
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void pushdown(cell *c, int& q, const transmatrix &V, double down, bool rezoom, bool repriority);
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#endif
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@ -1691,50 +1607,6 @@ const eLand NOWALLSEP_USED = laWhirlpool;
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#define HAUNTED_RADIUS getDistLimit()
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#define UNKNOWN 65535
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namespace clearing {
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struct clearingdata {
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cell *root;
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int dist;
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};
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extern bool buggyplant;
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extern std::map<heptagon*, clearingdata> bpdata;
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}
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namespace princess {
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#define EPX 39
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#define EPY 21
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#define OUT_OF_PRISON 200
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#define OUT_OF_PALACE 250
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#define PRADIUS0 (141)
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#define PRADIUS1 (150)
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extern bool generating;
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extern bool gotoPrincess;
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extern bool forceMouse;
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extern bool challenge;
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extern bool squeaked;
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extern bool saved;
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extern bool nodungeon;
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extern int reviveAt;
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extern bool forceVizier;
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struct info {
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int id; // id of this info
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cell *prison; // where was the Princess locked
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heptagon *alt; // alt of the prison
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int bestdist; // best dist achieved
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int bestnear; // best dist achieved, by the player
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int value; // number of Rugs at 120
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cell *princess; // where is the Princess currently
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};
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int newInfo(cell *c);
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}
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#define GRAIL_FOUND 0x4000
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#define GRAIL_RADIUS_MASK 0x3FFF
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@ -5,7 +5,7 @@ namespace hr {
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// --- quotient geometry ---
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namespace quotientspace {
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EX namespace quotientspace {
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struct code {
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int c[MAX_EDGE+1];
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};
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@ -5,16 +5,20 @@ namespace hr {
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bool hide_hud = true;
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#if HDR
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namespace shot { void default_screenshot_content(); }
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#endif
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#if CAP_SVG
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// svg renderer
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namespace svg {
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EX namespace svg {
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#if ISWEB
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shstream f;
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#else
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fhstream f;
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#endif
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bool in = false;
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EX bool in = false;
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ld cta(color_t col) {
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// col >>= 24;
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@ -70,7 +74,7 @@ namespace svg {
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return buf;
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}
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void circle(int x, int y, int size, color_t col, color_t fillcol, double linewidth) {
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EX void circle(int x, int y, int size, color_t col, color_t fillcol, double linewidth) {
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if(!invisible(col) || !invisible(fillcol)) {
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if(vid.stretch == 1)
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println(f, "<circle cx='", coord(x), "' cy='", coord(y), "' r='", coord(size), "' ", stylestr(fillcol, col, linewidth), "/>");
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@ -79,7 +83,7 @@ namespace svg {
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}
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}
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string link;
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EX string link;
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void startstring() {
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if(link != "") print(f, "<a xlink:href=\"", link, "\" xlink:show=\"replace\">");
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@ -91,7 +95,7 @@ namespace svg {
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string font = "Times";
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void text(int x, int y, int size, const string& str, bool frame, color_t col, int align) {
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EX void text(int x, int y, int size, const string& str, bool frame, color_t col, int align) {
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double dfc = (x - current_display->xcenter) * (x - current_display->xcenter) +
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(y - current_display->ycenter) * (y - current_display->ycenter);
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@ -132,7 +136,7 @@ namespace svg {
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}
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}
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void polygon(int *polyx, int *polyy, int polyi, color_t col, color_t outline, double linewidth) {
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EX void polygon(int *polyx, int *polyy, int polyi, color_t col, color_t outline, double linewidth) {
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if(invisible(col) && invisible(outline)) return;
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if(polyi < 2) return;
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@ -151,7 +155,7 @@ namespace svg {
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println(f);
|
||||
}
|
||||
|
||||
void render(const string& fname, const function<void()>& what) {
|
||||
EX void render(const string& fname, const function<void()>& what IS(shot::default_screenshot_content)) {
|
||||
dynamicval<bool> v2(in, true);
|
||||
dynamicval<bool> v3(vid.usingGL, false);
|
||||
|
||||
@ -206,7 +210,7 @@ int read_args() {
|
||||
|
||||
auto ah = addHook(hooks_args, 0, read_args);
|
||||
#endif
|
||||
}
|
||||
EX }
|
||||
#endif
|
||||
|
||||
#if CAP_PNG
|
||||
@ -218,17 +222,18 @@ void IMAGESAVE(SDL_Surface *s, const char *fname) {
|
||||
#endif
|
||||
|
||||
#if CAP_SHOT
|
||||
namespace shot {
|
||||
EX namespace shot {
|
||||
|
||||
purehookset hooks_hqshot;
|
||||
|
||||
int shotx = 2000, shoty = 2000;
|
||||
bool make_svg = false;
|
||||
bool transparent = true;
|
||||
ld gamma = 1;
|
||||
int shotformat = -1;
|
||||
EX int shotx = 2000;
|
||||
EX int shoty = 2000;
|
||||
EX bool make_svg = false;
|
||||
EX bool transparent = true;
|
||||
EX ld gamma = 1;
|
||||
EX int shotformat = -1;
|
||||
string caption;
|
||||
ld fade = 1;
|
||||
EX ld fade = 1;
|
||||
|
||||
void set_shotx() {
|
||||
if(shotformat == -1) return;
|
||||
@ -245,7 +250,7 @@ void set_shotx() {
|
||||
int shot_aa = 1;
|
||||
#endif
|
||||
|
||||
void default_screenshot_content() {
|
||||
EX void default_screenshot_content() {
|
||||
#if CAP_RUG
|
||||
if(rug::rugged) {
|
||||
if(rug::in_crystal()) rug::physics();
|
||||
@ -299,7 +304,7 @@ void postprocess(string fname, SDL_Surface *sdark, SDL_Surface *sbright) {
|
||||
}
|
||||
#endif
|
||||
|
||||
void take(string fname, const function<void()>& what) {
|
||||
EX void take(string fname, const function<void()>& what IS(default_screenshot_content)) {
|
||||
|
||||
if(cheater) doOvergenerate();
|
||||
|
||||
@ -395,7 +400,7 @@ int png_read_args() {
|
||||
auto ah_png = addHook(hooks_args, 0, png_read_args);
|
||||
#endif
|
||||
|
||||
void menu() {
|
||||
EX void menu() {
|
||||
cmode = sm::SIDE;
|
||||
gamescreen(0);
|
||||
if(!CAP_SVG) make_svg = false;
|
||||
@ -468,7 +473,7 @@ void menu() {
|
||||
dialog::display();
|
||||
}
|
||||
|
||||
}
|
||||
EX }
|
||||
#endif
|
||||
|
||||
#if CAP_ANIMATIONS
|
||||
|
Loading…
Reference in New Issue
Block a user