// This is the main header file of HyperRogue. Mostly everything is dumped here. // It is quite chaotic. // scale the Euclidean #define EUCSCALE 2.3 #define NUMWITCH 7 // achievements #define LB_YENDOR_CHALLENGE 40 #define LB_PURE_TACTICS 41 #define NUMLEADER 76 #define LB_PURE_TACTICS_SHMUP 49 #define LB_PURE_TACTICS_COOP 50 #if ISMOBILE || ISWEB || ISPANDORA || 1 typedef double ld; #define LDF "%lf" #define PLDF "lf" #define ASINH asinh #else typedef long double ld; #define LDF "%Lf" #define PLDF "Lf" #define ASINH asinhl #endif struct hyperpoint { ld tab[3]; ld& operator [] (int i) { return tab[i]; } const ld& operator [] (int i) const { return tab[i]; } }; struct transmatrix { ld tab[3][3]; ld * operator [] (int i) { return tab[i]; } const ld * operator [] (int i) const { return tab[i]; } }; // cell information for the game struct gcell { // main fields eLand land : 8; eWall wall : 8; eMonster monst : 8; eItem item : 8; // if this is a barrier, what lands on are on the sides? eLand barleft : 8, barright : 8; unsigned ligon : 1; // is it sparkling with lightning? unsigned pathdist : 7, // player distance wrt usual movement cpdist : 8, mpdist : 8; // current/minimum player distance unsigned mondir : 4, // monster direction, for multi-tile monsters and graphics bardir : 4, // barrier direction stuntime : 4, // stun time left (for Palace Guards and Skeletons) hitpoints : 4; // hitpoints left (for Palace Guards, also reused as cpid for mirrors) unsigned landflags : 8; // extra flags for land // 'landparam' is used for: // heat in Icy/Cocytus; // heat in Dry (0..10); // CR2 structure; // hive Weird Rock color / pheromones; // Ocean/coast depth; // Bomberbird Egg hatch time / mine marking; // number of Ancient Jewelry; // improved tracking in Trollheim union { int32_t landpar; float heat; char bytes[4]; struct fieldinfo { uint16_t fieldval; unsigned rval : 4; unsigned flowerdist : 4; unsigned walldist : 4; unsigned walldist2 : 4; } fi; } LHU; }; #define landparam LHU.landpar #define fval LHU.fi.fieldval #define NODIR 8 #define NOBARRIERS 9 #define MODFIXER 23520 inline void tsetspin(uint32_t& t, int d, int spin) { t &= ~(15 << (d<<2)); t |= spin << (d<<2); } inline int tspin(uint32_t& t, int d) { return (t >> (d<<2)) & 7; } inline int tmirror(uint32_t& t, int d) { return (t >> ((d<<2)+3)) & 1; } inline int fixrot(int a) { return (a+MODFIXER)% S7; } inline int fix42(int a) { return (a+MODFIXER)% S42; } struct cell; // automaton state enum hstate { hsOrigin, hsA, hsB, hsError, hsA0, hsA1, hsB0, hsB1, hsC }; struct heptagon { // automaton state hstate s : 6; int dm4: 2; // we are spin[i]-th neighbor of move[i] uint32_t spintable; int spin(int d) { return tspin(spintable, d); } int mirror(int d) { return tmirror(spintable, d); } void setspin(int d, int sp) { tsetspin(spintable, d, sp); } // neighbors; move[0] always goes towards origin, // and then we go clockwise heptagon* move[MAX_EDGE]; // distance from the origin short distance; // emerald/wineyard generator short emeraldval; // fifty generator short fiftyval; // zebra generator (1B actually) short zebraval; // field id int fieldval; // evolution data short rval0, rval1; struct cdata *cdata; // central cell cell *c7; // associated generator of alternate structure, for Camelot and horocycles heptagon *alt; // functions heptagon*& modmove(int i) { return move[fixrot(i)]; } unsigned char gspin(int i) { return spin(fixrot(i)); } }; struct heptspin; struct cell : gcell { char type; // 6 for hexagons, 7 for heptagons // wall parameter, used for remaining power of Bonfires and Thumpers char wparam; // 'tmp' is used for: // pathfinding algorithm used by monsters with atypical movement (which do not use pathdist) // bugs' pathfinding algorithm short aitmp; uint32_t spintable; int spin(int d) { return tspin(spintable, d); } int spn(int d) { return tspin(spintable, d); } int mirror(int d) { return tmirror(spintable, d); } heptagon *master; cell *mov[MAX_EDGE]; // meaning very similar to heptagon::move }; // similar to heptspin from heptagon.cpp struct cellwalker { cell *c; int spin; bool mirrored; cellwalker(cell *c, int spin, bool m=false) : c(c), spin(spin), mirrored(m) { } cellwalker() { mirrored = false; } }; #define BUGCOLORS 3 // land completion for shared unlocking #define U5 (inv::on ? 10 : 5) // land completion for advanced unlocking #define U10 (inv::on ? 25 : 10) // land completion #define R10 (inv::on ? 50 : 10) // intermediate lands #define R30 (inv::on ? 100 : 30) // advanced lands #define R60 (inv::on ? 200 : 60) // advanced lands II #define R90 (inv::on ? 300 : 90) // Crossroads IV #define R200 (inv::on ? 800 : 200) // Crossroads V #define R300 (inv::on ? 1200 : 300) // kill types for Dragon Chasms #define R20 (inv::on ? 30 : 20) // kill count for Graveyard/Hive #define R100 (inv::on ? 500 : 100) string XLAT(string x); string cts(char c); string its(int i); int hrand(int i); template int size(const T& x) {return int(x.size()); } extern int currentscore[NUMLEADER]; extern int syncstate; // initialize the achievement system. void achievement_init(); // close the achievement system. void achievement_close(); // gain the achievement with the given name. // flags: 'e' - for Euclidean, 's' - for Shmup, '7' - for heptagonal // Only awarded if special modes are matched exactly. void achievement_gain(const char*, char flags = 0); // gain the achievement for collecting a number of 'it'. void achievement_collection(eItem it, int prevgold, int newgold); // this is used for 'counting' achievements, such as kill 10 // monsters at the same time. void achievement_count(const string& s, int current, int prev); // scores for special challenges void achievement_score(int cat, int score); // gain the victory achievements. Set 'hyper' to true for // the Hyperstone victory, and false for the Orb of Yendor victory. void achievement_victory(bool hyper); // gain the final achievements. Called with really=false whenever the user // looks at their score, and really=true when the game really ends. void achievement_final(bool really); // display the last achievement gained. void achievement_display(); // call the achievement callbacks void achievement_pump(); // achievements received this game extern vector achievementsReceived; // game forward declarations typedef unsigned long long flagtype; #define Flag(i) (flagtype(1ull< revive_queue; // queue for revival extern movedir whereto[MAXPLAYER]; // player's target cell extern int cpid; // player id -- an extra parameter for player-related functions extern int cpid_edit; // cpid currently being edited // treasure collection, kill, and death statistics extern int treasures[MAXPLAYER], kills[MAXPLAYER], deaths[MAXPLAYER]; struct config { int players; int subconfig; int setwhat; char keyaction[512]; char joyaction[MAXJOY][MAXBUTTON]; char axeaction[MAXJOY][MAXAXE]; char hataction[MAXJOY][MAXHAT][4]; int deadzoneval[MAXJOY][MAXAXE]; }; void saveConfig(FILE *f); void loadConfig(FILE *f); void initConfig(); extern charstyle scs[MAXPLAYER]; bool playerActive(int p); int activePlayers(); cell *multiPlayerTarget(int i); void checklastmove(); void leaveGame(int i); void showShmupConfig(); } namespace shmup { using namespace multi; void recall(); extern bool on; extern bool safety; extern int curtime; void clearMonsters(); void clearMemory(); void init(); void teleported(); extern struct monster* mousetarget; extern eItem targetRangedOrb(orbAction a); void degradeDemons(); void killThePlayer(eMonster m); void killThePlayer(eMonster m, int i); void visibleFor(int t); bool verifyTeleport(); bool dragonbreath(cell *dragon); void shmupDrownPlayers(cell *c); cell *playerpos(int i); bool playerInBoat(int i); void destroyBoats(cell *c); bool boatAt(cell *c); void virtualRebase(cell*& base, transmatrix& at, bool tohex); void virtualRebase(shmup::monster *m, bool tohex); void fixStorage(); void addShmupHelp(string& out); void activateArrow(cell *c); } // graph void showMissionScreen(); void restartGraph(); void resetmusic(); void drawFlash(cell* c); void drawBigFlash(cell* c); void drawParticle(cell *c, int col, int maxspeed = 100); void drawParticles(cell *c, int col, int qty, int maxspeed = 100); void drawFireParticles(cell *c, int qty, int maxspeed = 100); int firecolor(int phase); void drawLightning(); void drawSafety(); void restartGraph(); void movepckeydir(int); void centerpc(ld aspd); void displayButton(int x, int y, const string& name, int key, int align, int rad = 0); void displayColorButton(int x, int y, const string& name, int key, int align, int rad, int color, int color2 = 0); inline string ONOFF(bool b) { return XLAT(b ? "ON" : "OFF"); } int darkened(int c); extern int getcstat; bool displaychr(int x, int y, int shift, int size, char chr, int col); bool displayfr(int x, int y, int b, int size, const string &s, int color, int align); bool displayfrSP(int x, int y, int sh, int b, int size, const string &s, int color, int align, int p); bool outofmap(hyperpoint h); void applymodel(hyperpoint H, hyperpoint& Hscr); void drawCircle(int x, int y, int size, int color); void fixcolor(int& col); int displaydir(cell *c, int d); hyperpoint gethyper(ld x, ld y); void resetview(); extern heptspin viewctr; extern cell *centerover; void drawthemap(); void drawfullmap(); bool displaystr(int x, int y, int shift, int size, const char *str, int color, int align); bool displaystr(int x, int y, int shift, int size, const string& str, int color, int align); extern int darken, inmirrorcount; void calcparam(); #if CAP_SDL int& qpixel(SDL_Surface *surf, int x, int y); void setvideomode(); void saveHighQualityShot(const char *fname = NULL, const char *caption = NULL, int fade = 255); #endif #if CAP_CONFIG void saveConfig(); #endif extern hyperpoint mouseh; extern hyperpoint ccenter; extern ld crad; extern bool mousepressed, anyshiftclick; extern string help; typedef function reaction_t; extern reaction_t help_delegate; #define HELPFUN(x) (help_delegate = x, "HELPFUN") struct videopar { ld scale, eye, alpha, sspeed, mspeed, yshift, camera_angle; ld ballangle, ballproj; int mobilecompasssize; int aurastr, aurasmoothen; bool full; bool goteyes; // for rendering bool goteyes2; // for choosing colors int graphglyph; // graphical glyphs bool darkhepta; int shifttarget; int xres, yres, framelimit; int xscr, yscr; // paramaters calculated from the above int xcenter, ycenter; int radius; ld alphax, beta; bool grid; int particles; int fsize; int flashtime; int wallmode, monmode, axes; bool revcontrol; int msgleft, msglimit; // for OpenGL float scrdist; bool usingGL; int antialias; #define AA_NOGL 1 #define AA_VERSION 2 #define AA_LINES 4 #define AA_POLY 8 #define AA_LINEWIDTH 16 #define AA_FONT 32 #define AA_MULTI 64 #define AA_MULTI16 128 // not configurable ld linewidth; int joyvalue, joyvalue2, joypanthreshold; ld joypanspeed; charstyle cs; bool samegender; // same gender for the Princess? int language; bool backeffects; // background particle effects int killreduction, itemreduction, portreduction; multi::config scfg; int steamscore; bool drawmousecircle; // draw the circle around the mouse bool skipstart; // skip the start menu int quickmouse; // quick mouse on the map int timeformat; // time format used in the message log }; extern videopar vid; extern vector< function > screens; template void pushScreen(T& x) { screens.push_back(x); } inline void popScreen() { screens.pop_back(); } inline void popScreenAll() { while(size(screens)>1) popScreen(); } extern transmatrix View; // current rotation, relative to viewctr extern transmatrix cwtV; // player-relative view extern cell *mouseover, *mouseover2; extern string mouseovers; extern struct SDL_Surface *s; namespace mapeditor { extern bool drawplayer; extern char whichPattern, whichShape; extern char whichCanvas; extern int displaycodes; int generateCanvas(cell *c); void applyModelcell(cell *c); int realpattern(cell *c); int patterndir(cell *c, char w = whichPattern); int subpattern(cell *c); extern cell *drawcell; void initdraw(cell *c); void showMapEditor(); void showDrawEditor(); } namespace rug { extern bool rugged; extern bool renderonce; extern bool rendernogl; extern int texturesize; extern ld scale; #if CAP_RUG void show(); void init(); void close(); void actDraw(); void select(); void buildVertexInfo(cell *c, transmatrix V); #endif } #define HASLINEVIEW namespace conformal { extern bool on; extern vector > killhistory; extern vector > findhistory; extern vector movehistory; extern bool includeHistory; extern int rotation; extern bool autoband; extern bool autobandhistory; extern bool dospiral; extern ld lvspeed; extern int bandsegment; extern int bandhalf; void create(); void clear(); void show(); void apply(); void movetophase(); void renderAutoband(); extern vector v; extern double phase; void applyIB(); } namespace polygonal { static const int MSI = 120; extern int SI; extern ld STAR; extern int deg; extern ld coefr[MSI], coefi[MSI]; extern int maxcoef, coefid; void solve(); pair compute(ld x, ld y); } void selectEyeGL(int ed); void selectEyeMask(int ed); extern int ticks; void setGLProjection(); // passable flags #define P_MONSTER Flag(0) // can move through monsters #define P_MIRROR Flag(1) // can move through mirrors #define P_REVDIR Flag(2) // reverse direction movement #define P_WIND Flag(3) // can move against the wind #define P_GRAVITY Flag(4) // can move against the gravity #define P_ISPLAYER Flag(5) // player-only moves (like the Round Table jump) #define P_ONPLAYER Flag(6) // always can step on the player #define P_FLYING Flag(7) // is flying #define P_BULLET Flag(8) // bullet can fly through more things #define P_MIRRORWALL Flag(9) // mirror images go through mirror walls #define P_JUMP1 Flag(10) // first part of a jump #define P_JUMP2 Flag(11) // second part of a jump #define P_TELE Flag(12) // teleport onto #define P_BLOW Flag(13) // Orb of Air -- blow, or push #define P_AETHER Flag(14) // aethereal #define P_FISH Flag(15) // swimming #define P_WINTER Flag(16) // fire resistant #define P_USEBOAT Flag(17) // can use boat #define P_NOAETHER Flag(18) // disable AETHER #define P_FRIENDSWAP Flag(19) // can move on friends (to swap with tem) #define P_ISFRIEND Flag(20) // is a friend (can use Empathy + Winter/Aether/Fish combo) #define P_LEADER Flag(21) // can push statues and use boats #define P_MARKWATER Flag(22) // mark Orb of Water as used #define P_EARTHELEM Flag(23) // Earth Elemental #define P_WATERELEM Flag(24) // Water Elemental #define P_IGNORE37 Flag(25) // ignore the triheptagonal board #define P_CHAIN Flag(26) // for chaining moves with boats #define P_DEADLY Flag(27) // suicide moves allowed #define P_ROSE Flag(28) // rose smell #define P_CLIMBUP Flag(29) // allow climbing up #define P_CLIMBDOWN Flag(30) // allow climbing down #define P_REPTILE Flag(31) // is reptile #define P_VOID Flag(32) // void beast bool passable(cell *w, cell *from, flagtype flags); bool isElemental(eLand l); int coastval(cell *c, eLand base); int getHauntedDepth(cell *c); eLand randomElementalLand(); extern eLand euland[65536]; bool notDippingForExtra(eItem i, eItem x); void placePrizeOrb(cell *c); void wandering(); bool isSealand(eLand l); int newRoundTableRadius(); bool grailWasFound(cell *c); extern bool buggyGeneration; int buildIvy(cell *c, int children, int minleaf); int celldistAltRelative(cell *c); int roundTableRadius(cell *c); cell *chosenDown(cell *c, int which, int bonus, cellfunction* cf = &coastvalEdge); eLand pickLandRPM(eLand old); bool bearsCamelot(eLand l); extern bool safety; #define SAGEMELT .1 #define TEMPLE_EACH 6 #define PT(x, y) ((tactic::on || quotient == 2) ? (y) : inv::on ? min(2*(y),x) : (x)) #define ROCKSNAKELENGTH 50 #define WORMLENGTH 15 #define PUREHARDCORE_LEVEL 10 #define PRIZEMUL 7 #define INF 9999 #define INFD 20 #define PINFD 125 #define BARLEV ((ISANDROID||ISIOS||ISFAKEMOBILE||getDistLimit()<7)?9:10) #define BUGLEV 15 // #define BARLEV 9 bool isKillable(cell *c); bool isKillableSomehow(cell *c); bool isAlchAny(eWall w); bool isAlchAny(cell *c); #define YDIST 101 #define MODECODES 255 extern cellwalker cwt; // player character position extern int sval; extern int items[ittypes], kills[motypes], explore[10], exploreland[10][landtypes], landcount[landtypes]; typedef int modecode_t; extern map > hiitems; extern eLand firstland, specialland; bool pseudohept(cell *c); bool pureHardcore(); extern int cheater; int airdist(cell *c); bool eq(short a, short b); extern vector dcal; // queue for cpdist bool isPlayerOn(cell *c); bool isFriendly(eMonster m); bool isFriendly(cell *c); bool isChild(cell *w, cell *killed); // is w killed if killed is killed? static const int NO_TREASURE = 1; static const int NO_YENDOR = 2; static const int NO_GRAIL = 4; static const int NO_LOVE = 8; int gold(int no = 0); int tkills(); bool hellUnlocked(); bool markOrb(eItem it); // mark the orb as 'used', return true if exists bool markEmpathy(eItem it); // mark both the given orb and Empathy as 'used', return true if exists bool markEmpathy2(eItem it); // as above, but next turn bool isMimic(eMonster m); bool isMimic(cell *c); void fallMonster(cell *c, flagtype flags = 0); // kill monster due to terrain bool attackMonster(cell *c, flagtype flags, eMonster killer); bool isWorm(eMonster m); bool isWorm(cell *c); void empathyMove(cell *c, cell *cto, int dir); bool isIvy(eMonster m); bool isIvy(cell *c); #define GUNRANGE 3 // 0 = basic treasure, 1 = other item, 2 = power orb, 3 = not an item #define IC_TREASURE 0 #define IC_OTHER 1 #define IC_ORB 2 #define IC_NAI 3 bool playerInPower(); void activateFlash(); void activateLightning(); bool markOrb(eItem it); bool markOrb2(eItem it); void drainOrb(eItem it, int target = 0); void useupOrb(eItem it, int qty); void initgame(); bool haveRangedTarget(); eItem targetRangedOrb(cell *c, orbAction a); void reduceOrbPowers(); int realstuntime(cell *c); extern bool invismove, invisfish; bool attackingForbidden(cell *c, cell *c2); void killOrStunMonster(cell *c2, eMonster who_killed); void useup(cell *c); // useup thumpers/bonfires cell *playerpos(int i); bool makeflame(cell *c, int timeout, bool checkonly); void bfs(); bool isPlayerInBoatOn(cell *c); bool isPlayerInBoatOn(cell *c, int i); void destroyBoats(cell *c, cell *cf, bool strandedToo); extern bool showoff; extern int lastexplore; extern int truelotus; extern eLand lastland; extern time_t timerstart; extern bool timerstopped; bool againstRose(cell *cfrom, cell *cto); bool withRose(cell *cfrom, cell *cto); // loops #define fakecellloop(ct) for(cell *ct = (cell*)1; ct; ct=NULL) #define forCellIdAll(ct, i, cf) fakecellloop(ct) for(int i=0; i<(cf)->type && (ct=(cf)->mov[i],true); i++) #define forCellIdCM(ct, i, cf) fakecellloop(ct) for(int i=0; i<(cf)->type && (ct=createMov((cf),i),true); i++) #define forCellIdEx(ct, i, cf) forCellIdAll(ct,i,cf) if(ct) #define forCellEx(ct, cf) forCellIdEx(ct,forCellEx ## __LINE__,cf) #define forCellCM(ct, cf) forCellIdCM(ct,forCellCM ## __LINE__,cf) #define forCellAll(ct, cf) forCellIdCM(ct,forCellAll ## __LINE__,cf) // canAttack/moveval flags #define AF_TOUGH Flag(0) // tough attacks: Hyperbugs #define AF_MAGIC Flag(1) // magical attacks: Flash #define AF_STAB Flag(2) // stabbing attacks (usually ignored except Hedgehogs) #define AF_LANCE Flag(3) // lance attacks (used by Lancers) #define AF_ONLY_ENEMY Flag(4) // only say YES if it is an enemy #define AF_ONLY_FRIEND Flag(5) // only say YES if it is a friend #define AF_ONLY_FBUG Flag(6) // only say YES if it is a bug_or friend #define AF_BACK Flag(7) // backward attacks (ignored except Viziers and Flailers) #define AF_APPROACH Flag(8) // approach attacks (ignored except Lancers) #define AF_IGNORE_UNARMED Flag(9) // ignore the UNARMED flag #define AF_NOSHIELD Flag(10) // ignore the shielded status #define AF_GETPLAYER Flag(11) // check for player (replace m2 with moPlayer for player position) #define AF_GUN Flag(12) // revolver attack #define AF_FAST Flag(13) // fast attack #define AF_EAT Flag(17) // eating attacks from Worm-likes #define MF_NOATTACKS Flag(14) // don't do any attacks #define MF_PATHDIST Flag(15) // consider pathdist for moveval #define MF_ONLYEAGLE Flag(16) // do this only for Eagles #define MF_MOUNT Flag(18) // don't do #define MF_NOFRIEND Flag(19) // don't do it for friends #define AF_SWORD Flag(20) // big sword #define AF_SWORD_INTO Flag(21) // moving into big sword #define AF_MSG Flag(22) // produce a message #define AF_ORSTUN Flag(23) // attackMonster: allow stunning #define AF_NEXTTURN Flag(24) // next turn -- don't count shield at power 1 #define AF_FALL Flag(25) // death by falling #define MF_STUNNED Flag(26) // edgeunstable: ignore ladders (as stunned monsters do) #define MF_IVY Flag(27) // edgeunstable: ignore ivy (ivy cannot climb ivy) #define AF_HORNS Flag(28) // spear attack (always has APPROACH too) #define AF_BULL Flag(29) // bull attack #define AF_SIDE Flag(30) // side attack bool canAttack(cell *c1, eMonster m1, cell *c2, eMonster m2, flagtype flags); extern bool chaosmode; extern bool chaosUnlocked; extern bool chaosAchieved; bool isTechnicalLand(eLand l); int getGhostcount(); void raiseBuggyGeneration(cell *c, const char *s); void verifyMutantAround(cell *c); #if CAP_SDL #if CAP_PNG #include "savepng.h" #define IMAGEEXT ".png" void IMAGESAVE(SDL_Surface *s, const char *fname); #else #define IMAGEEXT ".bmp" #define IMAGESAVE SDL_SaveBMP #endif #endif void drawscreen(); void buildAirmap(); // currently works for worms only bool sameMonster(cell *c1, cell *c2); cell *wormhead(cell *c); eMonster getMount(int player_id); eMonster haveMount(); bool isDragon(eMonster m); // for some reason I need this to compile under OSX #if ISMAC extern "C" { void *_Unwind_Resume = 0; } #endif extern bool autocheat; extern bool inHighQual; void mountmove(cell *c, int spin, bool fp); void mountmove(cell *c, int spin, bool fp, cell *ppos); void mountswap(cell *c1, int spin1, bool fp1, cell *c2, int spin2, bool fp2); template struct dynamicval { T& where; T backup; dynamicval(T& wh, T val) : where(wh) { backup = wh; wh = val; } dynamicval(T& wh) : where(wh) { backup = wh; } ~dynamicval() { where = backup; } }; struct stalemate1 { eMonster who; cell *moveto; cell *killed; cell *pushto; cell *comefrom; cell *swordlast[2], *swordtransit[2], *swordnext[2]; bool isKilled(cell *c); stalemate1(eMonster w, cell *mt, cell *ki, cell *pt, cell *cf) : who(w), moveto(mt), killed(ki), pushto(pt), comefrom(cf) {} }; namespace stalemate { extern vector moves; extern bool nextturn; bool isKilled(cell *c); bool anyKilled(); bool isMoveto(cell *c); bool isKilledDirectlyAt(cell *c); bool isPushto(cell *c); }; extern int turncount; bool reduceOrbPower(eItem it, int cap); bool checkOrb(eMonster m1, eItem orb); movedir vectodir(const hyperpoint& P); namespace sword { extern int angle[MAXPLAYER]; cell *pos(cell *c, int s); cell *pos(int id); bool at(cell *where, bool noplayer = false); int shift(cell *c1, cell *c2); } void killThePlayer(eMonster m, int id, flagtype flags); bool attackJustStuns(cell *c2); bool isTargetOrAdjacent(cell *c); bool warningprotection(); bool mineMarked(cell *c); bool minesafe(); bool hasSafeOrb(cell *c); void placeWater(cell *c, cell *c2); bool againstCurrent(cell *w, cell *from); #define DEFAULTCONTROL (multi::players == 1 && !shmup::on && !multi::alwaysuse) #define DEFAULTNOR(sym) (DEFAULTCONTROL || multi::notremapped(sym)) extern bool timerghost; #define CAP_MENUSCALING (ISPANDORA || ISMOBILE) #if CAP_MENUSCALING #define displayfrZ dialog::displayzoom #else #define displayfrZ displayfr #endif namespace dialog { enum tDialogItem {diTitle, diItem, diBreak, diHelp, diInfo, diSlider, diBigItem}; struct item { tDialogItem type; string body; string value; string keycaption; int key; int color, colorv, colork, colors, colorc; int scale; double param; int position; }; extern vector items; extern reaction_t reaction; item& lastItem(); extern unsigned int *palette; void addSelItem(string body, string value, int key); void addBoolItem(string body, bool value, int key); void addColorItem(string body, int value, int key); void openColorDialog(unsigned int& col, unsigned int *pal = palette); void addHelp(string body); void addInfo(string body, int color = 0xC0C0C0); void addItem(string body, int key); int addBreak(int val); void addTitle(string body, int color, int scale); void init(); void init(string title, int color = 0xE8E8E8, int scale = 150, int brk = 60); void display(); void editNumber(ld& x, ld vmin, ld vmax, ld step, ld dft, string title, string help); void editNumber(int& x, int vmin, int vmax, int step, int dft, string title, string help); void scaleLog(); void scaleSinh(); void handleNavigation(int &sym, int &uni); bool displayzoom(int x, int y, int b, int size, const string &s, int color, int align); bool editingDetail(); int handlePage(int& nl, int& nlm, int perpage); void displayPageButtons(int i, bool pages); bool handlePageButtons(int uni); extern bool sidedialog; } void checkStunKill(cell *dest); void clearMessages(); void resetGeometry(); namespace svg { void circle(int x, int y, int size, int col); void polygon(int *polyx, int *polyy, int polyi, int col, int outline, double minwidth); void text(int x, int y, int size, const string& str, bool frame, int col, int align); extern bool in; extern string *info; void render(const char *fname = NULL); } extern int sightrange; namespace halloween { void getTreat(cell *where); } // just in case if I change my mind about when Orbs lose their power #define ORBBASE 0 transmatrix mscale(const transmatrix& t, double fac); transmatrix mzscale(const transmatrix& t, double fac); extern bool ivoryz; #define mmscale(V, x) (mmspatial ? (ivoryz ? mzscale(V,x) : mscale(V, x)) : (V)) #define SHADOW_WALL 0x60 #define SHADOW_SL 0x18 #define SHADOW_MON 0x30 bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, int col, double footphase); void drawPlayerEffects(const transmatrix& V, cell *c, bool onPlayer); // monster movement animations struct animation { int ltick; double footphase; transmatrix wherenow; }; // we need separate animation layers for Orb of Domination and Tentacle+Ghost, // and also to mark Boats #define ANIMLAYERS 3 #define LAYER_BIG 0 // for worms and krakens #define LAYER_SMALL 1 // for others #define LAYER_BOAT 2 // mark that a boat has moved extern map animations[ANIMLAYERS]; extern unordered_map gmatrix, gmatrix0; void animateMovement(cell *src, cell *tgt, int layer); // for animations which might use the same locations, // such as replacements or multi-tile monsters void indAnimateMovement(cell *src, cell *tgt, int layer); void commitAnimations(int layer); void animateReplacement(cell *a, cell *b, int layer); void fallingFloorAnimation(cell *c, eWall w = waNone, eMonster m = moNone); void fallingMonsterAnimation(cell *c, eMonster m, int id = multi::cpid); // ranks: enum PPR { PPR_ZERO, PPR_OUTCIRCLE, PPR_MOVESTAR, PPR_MINUSINF, PPR_BELOWBOTTOMm, PPR_BELOWBOTTOM, PPR_BELOWBOTTOMp, PPR_LAKEBOTTOM, PPR_HELLSPIKE, PPR_INLAKEWALLm, PPR_INLAKEWALL, PPR_INLAKEWALLp, PPR_SUBLAKELEV, PPR_LAKELEV, PPR_BOATLEV, PPR_BOATLEV2, PPR_BOATLEV3, PPR_LAKEWALLm, PPR_LAKEWALL, PPR_LAKEWALLp, PPR_FLOOR_TOWER, PPR_FLOOR, PPR_FLOOR_DRAGON, PPR_FLOORa, PPR_FLOORb, PPR_FLOORc, PPR_FLOORd, PPR_LIZEYE, PPR_BFLOOR, PPR_GFLOORa, PPR_GFLOORb, PPR_GFLOORc, PPR_WALLSHADOW, PPR_STRUCT0, PPR_STRUCT1, PPR_STRUCT2, PPR_STRUCT3, PPR_THORNS, PPR_WALL, PPR_REDWALLm, PPR_REDWALLs, PPR_REDWALLp, PPR_REDWALL, PPR_REDWALLm2, PPR_REDWALLs2, PPR_REDWALLp2, PPR_REDWALLt2, PPR_REDWALLm3, PPR_REDWALLs3, PPR_REDWALLp3, PPR_REDWALLt3, PPR_HEPTAMARK, PPR_ITEM_BELOW, PPR_ITEM, PPR_ITEMa, PPR_ITEMb, PPR_BIGSTATUE, PPR_WALL3m, PPR_WALL3s, PPR_WALL3p, PPR_WALL3, PPR_WALL3A, // PPR_WALL3m, PPR_WALL3s, PPR_WALL3p, PPR_WALL3, PPR_WALL3A, PPR_HIDDEN, PPR_GIANTSHADOW, PPR_TENTACLE0, PPR_TENTACLE1, PPR_ONTENTACLE, PPR_ONTENTACLE_EYES, PPR_ONTENTACLE_EYES2, PPR_MONSTER_SHADOW, PPR_MONSTER_FOOT, PPR_MONSTER_LEG, PPR_MONSTER_GROIN, PPR_MONSTER_SUBWPN, PPR_MONSTER_WPN, PPR_MONSTER_BODY, PPR_MONSTER_ARMOR0, PPR_MONSTER_ARMOR1, PPR_MONSTER_CLOAK, PPR_MONSTER_NECK, PPR_MONSTER_HEAD, PPR_MONSTER_FACE, PPR_MONSTER_EYE0, PPR_MONSTER_EYE1, PPR_MONSTER_HAIR, PPR_MONSTER_HAT0, PPR_MONSTER_HAT1, PPR_MONSTER_HOODCLOAK1, PPR_MONSTER_HOODCLOAK2, PPR_STUNSTARS, PPR_CARRIED, PPR_CARRIEDa, PPR_CARRIEDb, PPR_PARTICLE, PPR_SWORDMARK, PPR_MAGICSWORD, PPR_MISSILE, PPR_MINEMARK, PPR_ARROW, PPR_LINE, PPR_TEXT, PPR_CIRCLE, PPR_MAX }; void ShadowV(const transmatrix& V, const struct hpcshape& bp, int prio = PPR_MONSTER_SHADOW); #define OUTLINE_NONE 0x000000FF #define OUTLINE_FRIEND 0x00FF00FF #define OUTLINE_ENEMY 0xFF0000FF #define OUTLINE_TREASURE 0xFFFF00FF #define OUTLINE_ORB 0xFF8000FF #define OUTLINE_OTHER 0xFFFFFFFF #define OUTLINE_DEAD 0x800000FF #define OUTLINE_TRANS 0 #define OUTLINE_DEFAULT ((bordcolor << 8) + 0xFF) #define OUTLINE_FORE ((forecolor << 8) + 0xFF) #define OUTLINE_BACK ((backcolor << 8) + 0xFF) extern bool audio; extern string musiclicense; extern string musfname[landtypes]; extern int musicvolume, effvolume; void initAudio(); bool loadMusicInfo(); void handlemusic(); void playSeenSound(cell *c); void playSound(cell *c, const string& fname, int vol = 100); inline string pick123() { return cts('1' + rand() % 3); } inline string pick12() { return cts('1' + rand() % 2); } bool playerInBoat(int i); extern int lowfar; extern bool wmspatial, wmescher, wmplain, wmblack, wmascii; extern bool mmspatial, mmhigh, mmmon, mmitem; extern int maxreclevel, reclevel; string explain3D(ld *param); extern int detaillevel; extern bool quitmainloop; enum eGlyphsortorder { gsoFirstTop, gsoFirstBottom, gsoLastTop, gsoLastBottom, gsoLand, gsoValue, gsoMAX }; extern eGlyphsortorder glyphsortorder; #if CAP_ROGUEVIZ namespace rogueviz { extern bool on; string describe(shmup::monster *m); void describe(cell *c); void activate(shmup::monster *m); void drawVertex(const transmatrix &V, cell *c, shmup::monster *m); bool virt(shmup::monster *m); void turn(int delta); void drawExtra(); void fixparam(); int readArgs(); void close(); void mark(cell *c); void showMenu(); string makehelp(); } #endif void explodeMine(cell *c); bool mayExplodeMine(cell *c, eMonster who); int gravityLevel(cell *c); void fullcenter(); void movecost(cell* from, cell *to); void checkmove(); transmatrix eumove(ld x, ld y); transmatrix eumovedir(int d); int reptilemax(); extern bool mousing; #define IFM(x) (mousing?"":x) extern cell *recallCell; extern eLand cheatdest; void cheatMoveTo(eLand l); extern unsigned backcolor, bordcolor, forecolor; extern bool overgenerate; void doOvergenerate(); void collectMessage(cell *c2, eItem which); namespace quotientspace { void build(); void clear(); extern vector connections; } void killFriendlyIvy(); void pushdown(cell *c, int& q, const transmatrix &V, double down, bool rezoom, bool repriority); extern bool viewdists; void preventbarriers(cell *c); bool passable_for(eMonster m, cell *w, cell *from, flagtype extra); void beastcrash(cell *c, cell *beast); int angledist(int t, int d1, int d2); int angledist(cell *c, int d1, int d2); void setcameraangle(bool b); enum eModel { mdDisk, mdHalfplane, mdBand, mdPolygonal, mdPolynomial, mdEquidistant, mdEquiarea, mdBall, mdHyperboloid, mdGUARD, mdUnchanged }; #define MODELCOUNT ((int) mdGUARD) void drawShape(pair* coords, int qty, int color); extern eModel pmodel; int darkena(int c, int lev, int a); #define SHSIZE 16 extern cell *shpos[MAXPLAYER][SHSIZE]; extern int cshpos; namespace arg { #if CAP_COMMANDLINE extern int argc; extern char **argv; inline void lshift() { argc--; argv++; } inline void shift() { lshift(); if(!argc) { printf("Missing parameter\n"); exit(1); } } inline char* args() { return *argv; } inline int argi() { return atoi(*argv); } inline ld argf() { return atof(*argv); } inline bool argis(const char *s) { return strcmp(*argv, s) == 0; } inline void init(int _argc, char **_argv) { argc=_argc-1; argv=_argv+1; } extern int curphase; inline void phaseerror(int x) { printf("Command line error: cannot read command '%s' from phase %d in phase %d\n", args(), x, curphase); exit(1); } // returned values: 0 = ok, 1 = not recognized, 2 = shift phase int readCommon(); int readLocal(); // an useful macro #define PHASE(x) { if(arg::curphase > x) phaseerror(x); else if(arg::curphase < x) return 2; } #define PHASEFROM(x) { if(arg::curphase < x) return 2; } void read(int phase); #else inline void read(int phase) { } #endif } extern bool generatingEquidistant; void clearfrom(heptagon *at); void clearHexes(heptagon *at); void verifycells(heptagon *at); int zebra40(cell *c); cell *createMov(cell *c, int d); #if CAP_TOUR namespace tour { extern bool on; extern string tourhelp; extern string slidecommand; extern int currentslide; enum presmode { pmStartAll = 0, pmStart = 1, pmFrame = 2, pmStop = 3, pmKey = 4, pmRestart = 5, pmAfterFrame = 6, pmGeometry = 11, pmGeometryReset = 13, pmGeometryStart = 15 }; void setCanvas(presmode mode, char canv); void presentation(presmode mode); void checkGoodLand(eLand l); int getid(); extern function getNext; extern function quickfind; extern function showland; void start(); struct slide { const char *name; int unused_id; int flags; const char *help; function action; } ; extern slide *slides; extern slide default_slides[]; static const int LEGAL_NONE=0; static const int LEGAL_UNLIMITED=1; static const int LEGAL_HYPERBOLIC=2; static const int LEGAL_ANY=3; static const int LEGAL_NONEUC=4; static const int QUICKSKIP=8; static const int FINALSLIDE=16; static const int QUICKGEO=32; static const int SIDESCREEN = 64; extern slide slideHypersian; extern slide slideExpansion; namespace ss { void showMenu(); void list(slide*); } }; #endif namespace rogueviz { extern bool rog3; extern bool rvwarp; #if CAP_TOUR namespace rvtour { extern tour::slide rvslides[]; } #endif }; extern bool doCross; void optimizeview(); extern int pngres; extern int pngformat; extern bool noGUI; extern bool dronemode; extern ld whatever; namespace sm { static const int NORMAL = 1; static const int MISSION = 2; static const int HELP = 4; static const int MAP = 8; static const int DRAW = 16; static const int NUMBER = 32; static const int SHMUPCONFIG = 64; static const int OVERVIEW = 128; static const int SIDE = 256; static const int DOTOUR = 512; static const int CENTER = 1024; static const int A3 = 2048; // affects poly static const int ZOOMABLE = 4096; static const int TORUSCONFIG = 8192; }; namespace linepatterns { enum ePattern { patPalacelike, patPalace, patZebraTriangles, patZebraLines, patTriNet, patTriRings, patHepta, patRhomb, patTree, patAltTree, patVine, patPower, patNormal, patTrihepta, patBigTriangles, patBigRings }; void clearAll(); void setColor(ePattern id, int col); void drawAll(); void showMenu(); }; transmatrix ddspin(cell *c, int d, int bonus = 0); bool doexiton(int sym, int uni); void switchFullscreen(); string turnstring(int i); int celldistance(cell *c1, cell *c2); bool behindsphere(const transmatrix& V); extern hyperpoint pirateCoords; bool mouseout(); bool againstWind(cell *c2, cell *c1); // to, from transmatrix atscreenpos(ld x, ld y, ld size); hyperpoint mirrorif(const hyperpoint& V, bool b); #define SETMOUSEKEY 5000 extern char mousekey; extern char newmousekey; void displaymm(char c, int x, int y, int rad, int size, const string& title, int align); bool canPushThumperOn(cell *tgt, cell *thumper, cell *player); void pushThumper(cell *th, cell *cto); template T pick(T x, T y) { return hrand(2) ? x : y; } template T pick(T x, T y, T z) { switch(hrand(3)) { case 0: return x; case 1: return y; case 2: return z; } return x; } template T pick(T x, T y, T z, T v) { switch(hrand(4)) { case 0: return x; case 1: return y; case 2: return z; case 3: return v; } return x; } template bool among(T x, T y) { return x == y; } template bool among(T x, T y, U... u) { return x==y || among(x,u...); } eLand getNewSealand(eLand old); bool createOnSea(eLand old); namespace inv { extern bool on; extern bool usedForbidden; extern int remaining[ittypes]; void compute(); void applyBox(eItem it); extern int incheck; void check(int delta); void show(); } bool drawItemType(eItem it, cell *c, const transmatrix& V, int icol, int ticks, bool hidden); void initquickqueue(); void quickqueue(); int darkenedby(int c, int lev); extern int mousex, mousey; string generateHelpForItem(eItem it); bool graphglyph(); extern bool hiliteclick; extern int antialiaslines; extern int ringcolor; #include template class hookset : public map> {}; typedef hookset *purehookset; template int addHook(hookset*& m, int prio, const U& hook) { if(!m) m = new hookset (); while(m->count(prio)) { prio++; } (*m)[prio] = hook; return 0; } extern purehookset hooks_frame, hooks_stats, clearmemory, hooks_config; template void callhooks(hookset *h, U... args) { if(h) for(auto& p: *h) p.second(args...); } template V callhandlers(V zero, hookset *h, U... args) { if(h) for(auto& p: *h) { auto z = p.second(args...); if(z != zero) return z; } return zero; } extern hookset *hooks_handleKey; extern hookset *hooks_drawcell; extern hookset *hooks_main; extern hookset *hooks_args; extern hookset *hooks_nextland; // hooks to extend HyperRogue with an external program // start compilation from another file which defines EXTRA_..., includes // hyper.cpp, then defines the necessary functions extern ld shiftmul; void initcs(charstyle &cs); charstyle& getcs(int id = multi::cpid); struct msginfo { int stamp; time_t rtstamp; int gtstamp; int turnstamp; char flashout; char spamtype; int quantity; string msg; }; extern vector msgs; void flashMessages(); extern int lightat, safetyat; int watercolor(int phase); bool doHighlight(); string buildHelpText(); string buildCredits(); void setAppropriateOverview(); bool quitsaves(); extern bool sidescreen; extern const char* COLORBAR; int textwidth(int siz, const string &str); #define GLERR(call) glError(call, __FILE__, __LINE__) extern bool gtouched, mousepressed, mousemoved, actonrelease; extern bool inslider; #if CAP_ROGUEVIZ #define DOSHMUP (shmup::on || rogueviz::on) #else #define DOSHMUP shmup::on #endif extern bool outoffocus; extern int frames; extern transmatrix playerV; extern bool didsomething; extern void drawStats(); extern int calcfps(); extern int distcolors[8]; extern eItem orbToTarget; extern eMonster monsterToSummon; void panning(hyperpoint hf, hyperpoint ht); extern transmatrix sphereflip; void initConfig(); void loadConfig(); extern bool auraNOGL; #if CAP_SDLJOY extern void initJoysticks(); extern bool autojoy; extern int joyx, joyy, panjoyx, panjoyy; extern movedir joydir; extern SDL_Joystick* sticks[8]; extern int numsticks; void closeJoysticks(); #endif void preparesort(); #if ISMOBILE==1 #define SHMUPTITLE "shoot'em up mode" #else #define SHMUPTITLE "shoot'em up and multiplayer" #endif bool dodrawcell(cell *c); void drawcell(cell *c, transmatrix V, int spinv, bool mirrored); extern double downspin; extern int frameid; extern bool leftclick; void clearMemory(); extern function keyhandler; void gmodekeys(int sym, int uni); void switchGL(); void switchFullscreen(); extern int cmode; namespace scores { void load(); } void gotoHelp(const string& h); void showCustomizeChar(); void showCheatMenu(); void showDisplayMode(); void showChangeMode(); void showEuclideanMenu(); void show3D(); void gameoverscreen(); void showJoyConfig(); void gamescreen(int darken); void showMission(); void handleKeyQuit(int sym, int uni); void handlePanning(int sym, int uni); #if ISMOBILE==1 namespace leader { void showMenu(); void handleKey(int sym, int uni); } #endif bool needConfirmation(); namespace mirror { cellwalker reflect(const cellwalker& cw); } bool inmirror(eLand l); bool inmirror(cell *c); bool inmirror(const cellwalker& cw); void queuemarkerat(const transmatrix& V, int col); void check_total_victory(); void applyBoxNum(int& i, string name = ""); extern int hinttoshow; bool isShmupLifeOrb(eItem it); int orbcharges(eItem it); int gradient(int c0, int c1, ld v0, ld v, ld v1); struct hint { time_t last; function usable; function display; function action; }; extern hint hints[]; int counthints(); void gainShard(cell *c2, const char *msg); int textwidth(int siz, const string &str); #if CAP_GL int gl_width(int size, const char *s); #endif #ifdef ISMOBILE extern int andmode; #endif void addaura(const hyperpoint& h, int col, int fd); void addauraspecial(const hyperpoint& h, int col, int dir); void drawBug(const cellwalker& cw, int col); void mainloop(); void mainloopiter(); extern bool showstartmenu; void selectLanguageScreen(); bool inscreenrange(cell *c); bool allowIncreasedSight(); static inline bool orbProtection(eItem it) { return false; } // not implemented namespace windmap { void create(); static const int NOWINDBELOW = 8; static const int NOWINDFROM = 120; int at(cell *c); } extern int wavephase; void buildEquidistant(cell *c); void produceGhost(cell *c, eMonster victim, eMonster who); void sideAttack(cell *mf, int dir, eMonster who, int bonus, eItem orb); void sideAttack(cell *mf, int dir, eMonster who, int bonuskill); void warpfloor(cell *c, const transmatrix& V, int col, int prio, bool warp); void orboflava(int i); void setland(cell *c, eLand l); eLand getNewLand(eLand old); extern bool randomPatternsMode; extern int isRandland(eLand l); extern vector buggycells; extern bool landUnlocked(eLand l); extern void describeCell(cell*); extern bool rlyehComplete(); extern int steplimit, cstep; template void limitgen(T... args) { if(steplimit) { cstep++; printf("%6d ", cstep); printf(args...); if(cstep == steplimit) buggyGeneration = true; } } eLand oppositeElement(eLand l, eLand l2); extern int hardness_empty(); extern eWall getElementalWall(eLand l); void gainItem(eItem it); void destroyTrapsOn(cell *c); void destroyTrapsAround(cell *c); extern int messagelogpos; void showMessageLog(); int getgametime(); string getgametime_s(int timespent = getgametime()); extern int stampbase; transmatrix cellrelmatrix(cell *c, int i); void terracottaAround(cell *c); double cellgfxdist(cell *c, int i); int ctof(cell *c); void modalDebug(cell *c); int getDistLimit(); void drawqueue(); #ifndef GL typedef float GLfloat; #endif struct qpoly { transmatrix V; GLfloat *tab; int curveindex; int cnt; int outline; double minwidth; int flags; }; struct qline { hyperpoint H1, H2; int prf; double width; }; #define MAXQCHR 40 struct qchr { char str[MAXQCHR]; int x, y, shift, size, frame; int align; }; struct qcir { int x, y, size; }; enum eKind { pkPoly, pkLine, pkString, pkCircle, pkShape, pkResetModel }; struct polytodraw { eKind kind; int prio, col; union { qpoly poly; qline line; qchr chr; qcir cir; double dvalue; } u; #if CAP_ROGUEVIZ string* info; polytodraw() { info = NULL; } #endif }; extern int emeraldtable[100][7]; extern void cwspin(cellwalker& cw, int d); extern cell *cwpeek(cellwalker cw, int dir); extern void cwstep(cellwalker& cw); extern void cwrevstep(cellwalker& cw); extern void cwrev(cellwalker& cw); const eLand NOWALLSEP = laNone; const eLand NOWALLSEP_USED = laWhirlpool; bool hasbardir(cell *c); bool buildBarrierNowall(cell *c, eLand l2, bool force = false); bool checkBarriersBack(cellwalker bb, int q=5, bool cross = false); bool checkBarriersFront(cellwalker bb, int q=5, bool cross = false); bool quickfind(eLand l); void beCIsland(cell *c); bool isOnCIsland(cell *c); void generateTreasureIsland(cell *c); bool openplains(cell *c); void buildBigStuff(cell *c, cell *from); void setLandQuotient(cell *c); void setLandSphere(cell *c); void setLandWeird(cell *c); void moreBigStuff(cell *c); void setLandEuclid(cell *c); bool checkInTree(cell *c, int maxv); cell *findcompass(cell *c); int edgeDepth(cell *c); int compassDist(cell *c); #define HAUNTED_RADIUS getDistLimit() #define UNKNOWN 65535 #if CAP_COMMANDLINE extern const char *scorefile; extern string levelfile; extern string picfile; extern const char *conffile; extern const char *musicfile; #endif extern string s0; extern int anthraxBonus; int celldistAlt(cell *c); int celldist(cell *c); int getHemisphere(cell *c, int which); #define euclid (ginf[geometry].cclass == 1) #define sphere (ginf[geometry].cclass == 2) #define elliptic (ginf[geometry].quotientstyle & 4) #define quotient (ginf[geometry].quotientstyle & 3) #define torus (ginf[geometry].quotientstyle & 8) #define doall (ginf[geometry].quotientstyle) #define smallbounded (sphere || quotient == 1 || torus) #define bounded (sphere || quotient || torus) namespace tactic { extern bool on; extern bool trailer; extern eLand lasttactic; } namespace yendor { extern bool on; extern bool generating; extern eLand nexttostart; #define YF_DEAD 1 #define YF_WALLS 2 #define YF_END 4 #define YF_DEAD5 8 #define YF_NEAR_IVY 16 #define YF_NEAR_ELEM 32 #define YF_NEAR_OVER 64 #define YF_NEAR_RED 128 #define YF_REPEAT 512 #define YF_NEAR_TENT 1024 #define YF_START_AL 2048 #define YF_START_CR 4096 #define YF_CHAOS 8192 #define YF_RECALL 16384 #define YF_NEAR_FJORD 32768 #define YF_START_ANY (YF_START_AL|YF_START_CR) struct yendorlevel { eLand l; int flags; }; yendorlevel& clev(); } namespace clearing { struct clearingdata { cell *root; int dist; }; extern bool buggyplant; extern std::map bpdata; } namespace peace { extern bool on; } namespace princess { #define EPX 39 #define EPY 21 #define OUT_OF_PRISON 200 #define OUT_OF_PALACE 250 #define PRADIUS0 (141) #define PRADIUS1 (150) extern bool generating; extern bool gotoPrincess; extern bool forceMouse; extern bool challenge; struct info { int id; // id of this info cell *prison; // where was the Princess locked heptagon *alt; // alt of the prison int bestdist; // best dist achieved int bestnear; // best dist achieved, by the player int value; // number of Rugs at 120 cell *princess; // where is the Princess currently }; int newInfo(cell *c); } #define GRAIL_FOUND 0x4000 #define GRAIL_RADIUS_MASK 0x3FFF int eudist(short sx, short sy); heptagon *createStep(heptagon *h, int d); cell *createMovR(cell *c, int d); bool ishept(cell *c); int cdist50(cell *c); int polarb50(cell *c); bool isGravityLand(eLand l); bool isWarped(eLand l); struct hrmap; extern hrmap *currentmap; extern vector allmaps; // list all cells in distance at most maxdist, or until when maxcount cells are reached struct celllister { vector lst; vector tmps; vector dists; void add(cell *c, int d) { if(eq(c->aitmp, sval)) return; c->aitmp = sval; tmps.push_back(c->aitmp); lst.push_back(c); dists.push_back(d); } ~celllister() { for(int i=0; iaitmp = tmps[i]; } celllister(cell *orig, int maxdist, int maxcount, cell *breakon) { lst.clear(); tmps.clear(); dists.clear(); sval++; add(orig, 0); cell *last = orig; for(int i=0; i= maxcount || dists[i]+1 == maxdist) break; last = lst[size(lst)-1]; } } } void prepare() { for(int i=0; iaitmp = i; } int getdist(cell *c) { return dists[c->aitmp]; } bool listed(cell *c) { return c->aitmp >= 0 && c->aitmp < size(lst) && lst[c->aitmp] == c; } }; typedef unsigned short eucoord; void decodeMaster(heptagon *h, eucoord& x, eucoord& y); hrmap *newAltMap(heptagon *o); #define currfp fieldpattern::getcurrfp() namespace fieldpattern { struct fpattern& getcurrfp(); } int currfp_gmul(int a, int b); int currfp_inverses(int i); int currfp_distwall(int i); const char *dnameof(eMonster m); const char *dnameof(eLand l); const char *dnameof(eWall w); const char *dnameof(eItem i); void runGeometryExperiments(); // z to close to this limit => do not draw #define BEHIND_LIMIT 1e-6 extern vector landlist; template void generateLandList(T t); int isLandValid(eLand l); bool inmirrororwall(eLand l); extern bool holdmouse;