mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-11-30 15:39:54 +00:00
673 lines
18 KiB
C++
673 lines
18 KiB
C++
// definitions
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// disable this if you have no access to SDL_gfx
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#ifndef STEAM
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#define GFX
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#endif
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#define GL
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#ifdef NOGFX
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#undef GFX
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#endif
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#ifdef MAC
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#define NOPNG
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#endif
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// scale the Euclidean
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#define EUCSCALE 2.3
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// disable this if you have no access to SDL_mixer
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#ifndef MOBILE
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#define AUDIO
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#endif
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#define NUMWITCH 7
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// achievements
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#define LB_YENDOR_CHALLENGE 40
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#define LB_PURE_TACTICS 41
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#define NUMLEADER 57
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#define LB_PURE_TACTICS_SHMUP 49
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#define LB_PURE_TACTICS_COOP 50
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extern int currentscore[NUMLEADER];
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extern int syncstate;
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// initialize the achievement system.
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void achievement_init();
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// close the achievement system.
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void achievement_close();
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// gain the achievement with the given name.
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// flags: 'e' - for Euclidean, 's' - for Shmup, '7' - for heptagonal
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// Only awarded if special modes are matched exactly.
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void achievement_gain(const char*, char flags = 0);
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// gain the achievement for collecting a number of 'it'.
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void achievement_collection(eItem it, int prevgold, int newgold);
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// this is used for 'counting' achievements, such as kill 10
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// monsters at the same time.
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void achievement_count(const string& s, int current, int prev);
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// scores for special challenges
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void achievement_score(int cat, int score);
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// gain the victory achievements. Set 'hyper' to true for
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// the Hyperstone victory, and false for the Orb of Yendor victory.
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void achievement_victory(bool hyper);
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// gain the final achievements. Called with really=false whenever the user
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// looks at their score, and really=true when the game really ends.
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void achievement_final(bool really);
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// display the last achievement gained.
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void achievement_display();
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// call the achievement callbacks
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void achievement_pump();
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// achievements received this game
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vector<string> achievementsReceived;
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// game forward declarations
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bool mirrorkill(cell *c);
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bool isNeighbor(cell *c1, cell *c2);
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void checkTide(cell *c);
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namespace anticheat { extern bool tampered; }
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int numplayers();
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void removeIvy(cell *c);
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bool cellEdgeUnstable(cell *c);
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int coastvalEdge(cell *c);
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typedef int cellfunction(cell*);
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int towerval(cell *c, cellfunction* cf = &coastvalEdge);
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#define HRANDMAX 0x7FFFFFFF
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int hrandpos(); // 0 to HRANDMAX
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void restartGame(char switchWhat = 0);
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int landMultiplier(eLand l);
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eItem treasureType(eLand l);
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void buildBarrier(cell *c, int d, eLand l = laNone);
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void extendBarrier(cell *c);
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bool buildBarrier4(cell *c, int d, int mode, eLand ll, eLand lr);
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void makeEmpty(cell *c);
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bool isCrossroads(eLand l);
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enum orbAction { roMouse, roKeyboard, roCheck, roMouseForce };
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void moveItem (cell *from, cell *to, bool activateYendor);
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void uncoverMines(cell *c, int lev);
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bool survivesMine(eMonster m);
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void killMonster(cell *c);
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void toggleGates(cell *ct, eWall type, int rad);
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bool destroyHalfvine(cell *c, eWall newwall = waNone, int tval = 6);
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void buildCrossroads2(cell *c);
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bool isHaunted(eLand l);
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heptagon *createAlternateMap(cell *c, int rad, hstate firststate, int special=0);
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void generateAlts(heptagon *h);
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void setdist(cell *c, int d, cell *from);
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void checkOnYendorPath();
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void killThePlayerAt(eMonster m, cell *c, int flags);
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bool notDippingFor(eItem i);
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bool collectItem(cell *c2, bool telekinesis = false);
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void castLightningBolt(struct cellwalker lig);
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bool movepcto(int d, int subdir = 1, bool checkonly = false);
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void stabbingAttack(cell *mf, cell *mt, eMonster who);
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bool earthMove(cell *from, int dir);
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void messageKill(eMonster killer, eMonster victim);
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void moveMonster(cell *ct, cell *cf);
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int palaceHP();
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void placeLocalOrbs(cell *c);
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int elementalKills();
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bool elementalUnlocked();
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bool isMultitile(eMonster m);
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void checkFreedom(cell *cf);
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int rosedist(cell *c);
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bool canPushStatueOn(cell *c);
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namespace hive { void createBugArmy(cell *c); }
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namespace whirlpool { void generate(cell *wto); }
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namespace whirlwind { void generate(cell *wto); }
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namespace mirror {
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void createMirrors(cell *c, int dir, eMonster type);
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void createMirages(cell *c, int dir, eMonster type);
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}
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int neighborId(cell *c1, cell *c2);
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struct movedir { int d; int subdir; };
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inline bool movepcto(const movedir& md) { return movepcto(md.d, md.subdir); }
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void activateActiv(cell *c, bool msg);
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// shmup
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struct charstyle {
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int charid, skincolor, haircolor, dresscolor, swordcolor, dresscolor2;
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};
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string csname(charstyle& cs);
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void initcs(charstyle& cs);
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void savecs(FILE *f, charstyle& cs);
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void loadcs(FILE *f, charstyle& cs);
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namespace shmup {
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extern bool on;
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extern bool safety;
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extern int curtime;
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extern int players, cpid;
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void clearMemory();
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void init();
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void teleported();
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extern struct monster* mousetarget;
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extern eItem targetRangedOrb(orbAction a);
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void degradeDemons();
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void killThePlayer(eMonster m);
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void killThePlayer(eMonster m, int i);
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void visibleFor(int t);
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bool verifyTeleport();
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bool dragonbreath(cell *dragon);
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void shmupDrownPlayers(cell *c);
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cell *playerpos(int i);
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bool playerInBoat(int i);
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#define MAXBUTTON 64
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#define MAXAXE 16
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#define MAXHAT 4
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struct config {
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int players;
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int subconfig;
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int setwhat;
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char keyaction[512];
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char joyaction[8][MAXBUTTON];
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char axeaction[8][MAXAXE];
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char hataction[8][MAXHAT][4];
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};
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charstyle scs[4];
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}
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// graph
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extern int msgscroll;
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void showMissionScreen();
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void restartGraph();
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void resetmusic();
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void cleargraphmemory();
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void drawFlash(cell* c);
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void drawBigFlash(cell* c);
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void drawLightning();
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void drawSafety();
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void restartGraph();
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void movepckeydir(int);
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void centerpc(ld aspd);
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void displayStatHelp(int y, string name);
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void displayStat(int y, const string& name, const string& val, char mkey);
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void displayButton(int x, int y, const string& name, int key, int align, int rad = 0);
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void displayColorButton(int x, int y, const string& name, int key, int align, int rad, int color, int color2 = 0);
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inline string ONOFF(bool b) { return XLAT(b ? "ON" : "OFF"); }
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int darkened(int c);
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extern int getcstat;
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bool displaychr(int x, int y, int shift, int size, char chr, int col);
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bool displayfr(int x, int y, int b, int size, const string &s, int color, int align);
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void saveHighQualityShot();
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bool outofmap(hyperpoint h);
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void getcoord(const hyperpoint& H, int& x, int& y, int &shift);
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void drawline(const hyperpoint& H1, int x1, int y1, int s1, const hyperpoint& H2, int x2, int y2, int col);
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void drawline(const hyperpoint& H1, const hyperpoint& H2, int col);
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void drawCircle(int x, int y, int size, int color);
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void fixcolor(int& col);
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int displaydir(cell *c, int d);
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hyperpoint gethyper(ld x, ld y);
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void resetview(); extern cell *lcenterover; extern heptspin viewctr;
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#ifndef MOBILE
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int& qpixel(SDL_Surface *surf, int x, int y);
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#endif
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void drawthemap();
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void drawfullmap();
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bool displaystr(int x, int y, int shift, int size, const char *str, int color, int align);
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extern int darken;
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void setvideomode();
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void calcparam();
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string ifMousing(string key, string s);
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void saveConfig();
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extern hyperpoint mouseh;
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extern int webdisplay;
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extern bool GL_initialized;
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extern hyperpoint ccenter;
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extern ld crad;
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extern bool mousepressed, anyshiftclick;
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extern string help;
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extern int lalpha;
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struct videopar {
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ld scale, eye, alpha, aspeed;
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bool full;
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bool goteyes; // for rendering
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bool goteyes2; // for choosing colors
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bool quick;
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bool darkhepta;
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bool shifttarget;
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int xres, yres, framelimit;
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int xscr, yscr;
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// paramaters calculated from the above
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int xcenter, ycenter;
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int radius;
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ld alphax, beta;
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int fsize;
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int flashtime;
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int wallmode, monmode, axes;
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// for OpenGL
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float scrdist;
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bool usingGL;
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bool usingAA;
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int joyvalue, joyvalue2, joypanthreshold;
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float joypanspeed;
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charstyle cs;
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bool samegender; // same gender for the Princess?
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int language;
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int killreduction, itemreduction, portreduction;
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shmup::config scfg;
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bool steamscore;
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};
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extern videopar vid;
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enum emtype {emNormal, emHelp,
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emMenu,
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emVisual1, emVisual2,
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emChangeMode, emCustomizeChar,
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emQuit, emDraw, emScores, emPickEuclidean,
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emPickScores,
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emShmupConfig,
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emMapEditor,
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emPatternPicker,
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emOverview,
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emNetgen,
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emYendor, emTactic, emRugConfig,
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emConformal,
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emProgress,
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emCheatMenu
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};
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extern emtype cmode, lastmode;
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extern transmatrix View; // current rotation, relative to viewctr
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extern transmatrix cwtV; // player-relative view
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extern cell *mouseover, *mouseover2;
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extern string mouseovers;
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extern struct SDL_Surface *s;
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namespace mapeditor {
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extern bool drawplayer;
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extern char whichPattern, whichShape;
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int generateCanvas(cell *c);
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void clearModelCells();
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void applyModelcell(cell *c);
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int realpattern(cell *c);
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int patterndir(cell *c, char w = whichPattern);
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extern cell *drawcell;
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}
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namespace rug {
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extern bool rugged;
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void init();
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void close();
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void actDraw();
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void buildVertexInfo(cell *c, transmatrix V);
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}
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#define HASLINEVIEW
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namespace conformal {
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extern bool on;
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extern vector<pair<cell*, eMonster> > killhistory;
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extern vector<pair<cell*, eItem> > findhistory;
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extern vector<cell*> movehistory;
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extern bool includeHistory;
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void create();
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void clear();
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void handleKey();
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void show();
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void apply();
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void renderAutoband();
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}
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namespace polygonal {
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extern int SI;
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extern double STAR;
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void solve();
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typedef long double ld;
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pair<ld, ld> compute(ld x, ld y);
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}
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void selectEyeGL(int ed);
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void selectEyeMask(int ed);
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extern int ticks;
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void setGLProjection();
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#ifdef LOCAL
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extern void process_local_stats();
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bool localDescribe();
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void localDrawMap();
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extern bool localKill(shmup::monster *m);
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#endif
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// passable flags
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#define P_MONSTER (1<<0) // can move through monsters
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#define P_MIRROR (1<<1) // can move through mirrors
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#define P_REVDIR (1<<2) // reverse direction movement
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#define P_WIND (1<<3) // can move against the wind
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#define P_GRAVITY (1<<4) // can move against the gravity
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#define P_ISPLAYER (1<<5) // player-only moves (like the Round Table jump)
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#define P_ONPLAYER (1<<6) // always can step on the player
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#define P_FLYING (1<<7) // is flying
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#define P_BULLET (1<<8) // bullet can fly through more things
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#define P_JUMP1 (1<<10) // first part of a jump
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#define P_JUMP2 (1<<11) // second part of a jump
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#define P_TELE (1<<12) // teleport onto
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#define P_BLOW (1<<13) // Orb of Air -- blow, or push
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#define P_AETHER (1<<14) // aethereal
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#define P_FISH (1<<15) // swimming
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#define P_WINTER (1<<16) // fire resistant
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#define P_USEBOAT (1<<17) // can use boat
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#define P_NOAETHER (1<<18) // disable AETHER
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#define P_FRIENDSWAP (1<<19) // can move on friends (to swap with tem)
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#define P_ISFRIEND (1<<20) // is a friend (can use Empathy + Winter/Aether/Fish combo)
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#define P_LEADER (1<<21) // can push statues and use boats
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#define P_MARKWATER (1<<22) // mark Orb of Water as used
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#define P_EARTHELEM (1<<23) // Earth Elemental
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#define P_WATERELEM (1<<24) // Water Elemental
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#define P_IGNORE37 (1<<25) // ignore the triheptagonal board
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#define P_CHAIN (1<<26) // for chaining moves with boats
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#define P_DEADLY (1<<27) // suicide moves allowed
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#define P_ROSE (1<<28) // rose smell
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#define P_CLIMBUP (1<<29) // allow climbing up
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#define P_CLIMBDOWN (1<<30) // allow climbing down
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bool passable(cell *w, cell *from, int flags);
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bool isElemental(eLand l);
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int coastval(cell *c, eLand base);
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int getHauntedDepth(cell *c);
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eLand randomElementalLand();
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extern eLand euland[65536];
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bool notDippingForExtra(eItem i, eItem x);
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void placePrizeOrb(cell *c);
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int hivehard();
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eMonster randomHyperbug();
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void wandering();
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bool isSealand(eLand l);
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int newRoundTableRadius();
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bool grailWasFound(cell *c);
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extern bool buggyGeneration;
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int buildIvy(cell *c, int children, int minleaf);
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int celldistAltRelative(cell *c);
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int roundTableRadius(cell *c);
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cell *chosenDown(cell *c, int which, int bonus, cellfunction* cf = &coastvalEdge);
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eLand pickLandRPM(eLand old);
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bool bearsCamelot(eLand l);
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extern bool safety;
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#define SAGEMELT .1
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#define TEMPLE_EACH 6
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#define PT(x, y) (tactic::on ? (y) : (x))
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#define ROCKSNAKELENGTH 50
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#define PUREHARDCORE_LEVEL 10
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#define PRIZEMUL 7
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#define INF 9999
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#define INFD 20
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#define BARLEV ((ISANDROID||ISIOS||purehepta)?9:10)
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#define BUGLEV 15
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// #define BARLEV 9
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bool isKillable(cell *c);
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bool isKillableSomehow(cell *c);
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extern vector<cell*> mirrors, mirrors2;
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bool isAlchAny(eWall w);
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bool isAlchAny(cell *c);
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#define YDIST 101
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#define MODECODES 38
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extern cellwalker cwt; // player character position
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extern int sval;
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extern int items[ittypes], hiitems[MODECODES][ittypes], kills[motypes], explore[10], exploreland[10][landtypes], landcount[landtypes];
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extern eLand firstland, euclidland;
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bool pseudohept(cell *c);
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bool pureHardcore();
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extern int cheater;
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int airdist(cell *c);
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bool eq(short a, short b);
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extern vector<cell*> dcal; // queue for cpdist
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bool isPlayerOn(cell *c);
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bool isFriendly(eMonster m);
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bool isFriendly(cell *c);
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bool isChild(cell *w, cell *killed); // is w killed if killed is killed?
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int gold();
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int tkills();
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bool hellUnlocked();
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bool markOrb(eItem it); // mark the orb as 'used', return true if exists
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bool markEmpathy(eItem it); // mark both the given orb and Empathy as 'used', return true if exists
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bool isMimic(eMonster m);
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bool isMimic(cell *c);
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void killWithMessage(cell *c, bool orStun = false, eMonster killer = moNone);
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bool isWorm(eMonster m);
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bool isWorm(cell *c);
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void empathyMove(cell *c, cell *cto, int dir);
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bool isIvy(eMonster m);
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bool isIvy(cell *c);
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#define GUNRANGE 3
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// 0 = basic treasure, 1 = something else, 2 = power orb
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#define IC_TREASURE 0
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#define IC_OTHER 1
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#define IC_ORB 2
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bool playerInPower();
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void activateFlash();
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void activateLightning();
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bool markOrb(eItem it);
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bool markOrb2(eItem it);
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void drainOrb(eItem it, int target = 0);
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void useupOrb(eItem it, int qty);
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void initgame();
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bool haveRangedTarget();
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eItem targetRangedOrb(cell *c, orbAction a);
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void reduceOrbPowers();
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int realstuntime(cell *c);
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extern bool invismove, invisfish;
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bool attackingForbidden(cell *c, cell *c2);
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void killOrStunMonster(cell *c2);
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extern vector<cell*> offscreen; // offscreen cells to take care off
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void useup(cell *c); // useup thumpers/bonfires
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cell *playerpos(int i);
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bool makeflame(cell *c, int timeout, bool checkonly);
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void bfs();
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bool isPlayerInBoatOn(cell *c);
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extern bool showoff;
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extern int lastexplore;
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extern int truelotus;
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extern eLand lastland;
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extern time_t timerstart;
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extern bool timerstopped;
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bool againstRose(cell *cfrom, cell *cto);
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bool withRose(cell *cfrom, cell *cto);
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// loops
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#define fakecellloop(ct) for(cell *ct = (cell*)1; ct; ct=NULL)
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#define forCellIdAll(ct, i, cf) fakecellloop(ct) for(int i=0; i<(cf)->type && (ct=(cf)->mov[i],true); i++)
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#define forCellIdCM(ct, i, cf) fakecellloop(ct) for(int i=0; i<(cf)->type && (ct=createMov((cf),i),true); i++)
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#define forCellIdEx(ct, i, cf) forCellIdAll(ct,i,cf) if(ct)
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#define forCellEx(ct, cf) forCellIdEx(ct,forCellEx ## __LINE__,cf)
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#define forCellCM(ct, cf) forCellIdCM(ct,forCellCM ## __LINE__,cf)
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#define forCellAll(ct, cf) forCellIdCM(ct,forCellAll ## __LINE__,cf)
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// canAttack/moveval flags
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#define AF_TOUGH (1<<0) // tough attacks: Hyperbugs
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#define AF_MAGIC (1<<1) // magical attacks: Flash
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#define AF_STAB (1<<2) // stabbing attacks (usually ignored except Hedgehogs)
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#define AF_LANCE (1<<3) // lance attacks (used by Lancers)
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#define AF_ONLY_ENEMY (1<<4) // only say YES if it is an enemy
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#define AF_ONLY_FRIEND (1<<5) // only say YES if it is a friend
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#define AF_ONLY_FBUG (1<<6) // only say YES if it is a bug_or friend
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#define AF_BACK (1<<7) // backward attacks (ignored except Viziers and Flailers)
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#define AF_APPROACH (1<<8) // approach attacks (ignored except Lancers)
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#define AF_IGNORE_UNARMED (1<<9) // ignore the UNARMED flag
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#define AF_NOSHIELD (1<<10) // ignore the shielded status
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#define AF_GETPLAYER (1<<11) // check for player (replace m2 with moPlayer for player position)
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#define AF_GUN (1<<12) // revolver attack
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#define AF_FAST (1<<13) // fast attack
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#define AF_EAT (1<<17) // eating attacks from Worm-likes
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#define MF_NOATTACKS (1<<14) // don't do any attacks
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#define MF_PATHDIST (1<<15) // consider pathdist for moveval
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#define MF_ONLYEAGLE (1<<16) // do this only for Eagles
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#define MF_MOUNT (1<<18) // don't do
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#define MF_NOFRIEND (1<<19) // don't do it for friends
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bool canAttack(cell *c1, eMonster m1, cell *c2, eMonster m2, int flags);
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extern bool chaosmode;
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extern bool chaosUnlocked;
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extern bool chaosAchieved;
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bool isTechnicalLand(eLand l);
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int getGhostcount();
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void raiseBuggyGeneration(cell *c, const char *s);
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void verifyMutantAround(cell *c);
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extern FILE *debugfile;
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extern int debugflags;
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extern bool offline;
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#ifdef ANDROID
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#define DEBB(r,x)
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#else
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#define DEBB(r,x) { if(debugfile && (!(r) || (debugflags & (r)))) { fprintf x; fflush(debugfile); } }
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#endif
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#define DF_INIT 0 // always display these
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#define DF_MSG 0 // always display these
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#define DF_STEAM 1
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#define DF_GRAPH 2
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#define DF_TURN 4
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#ifdef MOBILE
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#define NOPNG
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#endif
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// #define NOPNG
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#ifdef NOPNG
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#define IMAGEEXT ".bmp"
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#define IMAGESAVE SDL_SaveBMP
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#else
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#include "savepng.h"
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#define IMAGEEXT ".png"
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void IMAGESAVE(SDL_Surface *s, const char *fname);
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#endif
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void drawscreen();
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void buildAirmap();
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// currently works for worms only
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bool sameMonster(cell *c1, cell *c2);
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cell *wormhead(cell *c);
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eMonster getMount();
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bool isDragon(eMonster m);
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// for some reason I need this to compile under OSX
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#ifdef MAC
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extern "C" { void *_Unwind_Resume = 0; }
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#endif
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extern bool autocheat;
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extern bool inHighQual;
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void mountmove(cell *c, int spin, bool fp);
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template<class T> struct dynamicval {
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T& where;
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T backup;
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dynamicval(T& wh, T val) : where(wh) { backup = wh; wh = val; }
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~dynamicval() { where = backup; }
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};
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namespace stalemate {
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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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bool nextturn;
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bool isKilled(cell *c);
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};
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extern int turncount;
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bool reduceOrbPower(eItem it, int cap);
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bool checkOrb(eMonster m1, eItem orb);
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