mirror of
https://github.com/zenorogue/hyperrogue.git
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610 lines
34 KiB
C++
610 lines
34 KiB
C++
// Hyperbolic Rogue -- items, monsters, walls, lands, descriptions, etc.
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// Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details
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namespace hr {
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// --- help ---
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const char *wormdes =
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"These huge monsters normally live below the sand, but your movements have "
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"disturbed them. They are too big to be slain with your "
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"weapons, but you can defeat them by making them unable to move. "
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"This also produces some Spice. They move two times slower than you.";
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const char *cocytushelp =
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"This frozen lake is a hellish version of the Icy Land. Now, your body heat melts the floor, not the walls.";
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const char *tentdes =
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"The tentacles of Cthulhu are like sandworms, but longer. "
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"They also withdraw one cell at a time, instead of exploding instantly.";
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const char *gameboardhelp =
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"Ever wondered how some boardgame would look on the hyperbolic plane? "
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"I wondered about Go, so I have created this feature. Now you can try yourself!\n"
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"Enter = pick up an item (and score), space = clear an item\n"
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"Other keys place orbs and terrain features of various kinds\n"
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"In the periodic editor, press 0-4 to switch walls in different ways\n"
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;
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const char *ivydes =
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"A huge plant growing in the Jungle. Each Ivy has many branches, "
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"and one branch grows per each of your moves. Branches grow in a clockwise "
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"order. The root itself is vulnerable.";
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const char *slimehelp =
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"The Alchemists produce magical potions from pools of blue and red slime. You "
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"can go through these pools, but you cannot move from a blue pool to a red "
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"pool, or vice versa. Pools containing items count as colorless, and "
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"they change color to the PC's previous color when the item is picked up. "
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"Slime beasts also have to keep to their own color, "
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"but when they are killed, they explode, destroying items and changing "
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"the color of the slime and slime beasts around them.";
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const char *gdemonhelp =
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"These creatures are slow, but very powerful... more powerful than you. "
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"You need some more experience in demon fighting before you will be able to defeat them. "
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"Even then, you will be able to slay this one, but more powerful demons will come...\n\n"
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"Each 10 lesser demons you kill, you become powerful enough to kill all the greater "
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"demons on the screen, effectively turning them into lesser demons.";
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const char *ldemonhelp =
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"These creatures are slow, but they often appear in large numbers.";
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const char *trollhelp =
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"A big monster from the Living Caves. A dead Troll will be reunited "
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"with the rocks, causing some walls to grow around its body.";
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const char *trollhelp2 =
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" Additionally, all items around the killed Troll will be destroyed.";
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const char *trollhelpX =
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"There are several species of trolls living in the hyperbolic world. "
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"Some of them leave this wall behind them when they die.";
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const char *camelothelp =
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"The Knights of the Round Table are the greatest warriors of these lands. "
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"They are not very inventive with names though, as they call each of their "
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"castles Camelot. "
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"You are probably worthy of joining them, but they will surely give you "
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"some quest to prove yourself...\n\n"
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"Each castle contains a single treasure, the Holy Grail, in the center. "
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"The radius of the Round Table is usually 28, but after you find a Holy Grail "
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"successfully, each new castle (and each Round Table) you find will be bigger.";
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const char *templehelp =
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"The temple of Cthulhu consists of many concentric circles of columns. "
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"You will surely encounter many Cultists there, who believe that a pilgrimage "
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"to the inner circles will bring them closer to Cthulhu himself, and Grimoires "
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"which surely contain many interesting secrets.\n\n"
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"The circles in the temple of Cthulhu are actually horocycles. They are "
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"infinite, and there is an infinite number of them.";
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const char *barrierhelp =
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"Huge, impassable walls which separate various lands.";
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const char *cavehelp =
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"This cave contains walls which are somehow living. After each turn, each cell "
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"counts the number of living wall and living floor cells around it, and if it is "
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"currently of a different type than the majority of cells around it, it switches. "
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"Items count as three floor cells, and dead Trolls count as five wall cells. "
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"Some foreign monsters also count as floor or wall cells.\n";
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const char *vinehelp =
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"The Vineyard is filled with vines. A very dense pattern of straight lines here...\n\n"
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"Vine Beasts and Vine Spirits change vine cells to grass, and vice versa.";
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const char *hvinehelp =
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"A vine is growing here... but only on a half of the cell. How is that even possible?!"
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"Most monsters cannot move from this cell to the cell containing the other half. "
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"Vine spirits can move only to the adjacent cells which are also adjacent to the "
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"other half.";
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const char *deadcavehelp =
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"Somehow, this cave has not received the spark of Life yet.";
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const char *foresthelp =
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"This forest is quite dry. Beware the bushfires!\n"
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"Trees catch fire on the next turn. The temperature of the grass cells "
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"rises once per turn for each fire nearby, and becomes fire itself "
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"when its temperature has risen 10 times.\n"
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"You can also chop down the trees. Big trees take two turns to chop down.";
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const char *hivehelp =
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"The Hive is filled with Hyperbugs. They are huge insects which look a bit like "
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"ants, a bit like bees, and a bit like roaches. "
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"They live in circular nests, and an army of Hyperbugs will attack any intruder, "
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"including you and enemy Hyperbugs. Will you manage to get to the "
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"heart of such a nest, and get the precious Royal Jelly?";
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const char *redrockhelp =
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"This land contains high rock formations. Most of the valley is at level 0, "
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"while items are found at level 3. It is impossible to gain two or more levels, "
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"or to lose three levels, in a single move, (attacks are possible at any "
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"difference, though). Kill Red Trolls and Rock Snakes to make a cell higher.";
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const char *caribbeanhelp =
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"This dangerous sea contains nasty sharks and pirates. ";
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const char *cislandhelp =
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"The islands of Caribbean are infinite and circular, and "
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"the pirates probably have hidden their treasures somewhere far from the coast.";
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const char *redsnakedes =
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"Rock snakes are similar to Sandworms, but they move each turn. However, they "
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"only move on the hexagonal cells. They are also somewhat longer than the Sandworms.";
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const char *minedesc =
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"This minefield has been created by the Bomberbirds to protect their valuable eggs. "
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"Mines explode when they are stepped on, creating fire all around them "
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"(this fire never expires in the Minefield). If you don't step on a mine, you "
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"know the number of mines in cells around you. These numbers are marked with "
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"color codes on the cells you have visited.";
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const char *palacedesc =
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"So better just to concentrate on collecting treasure. "
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"Beware the traps, and the guards, who are hard to kill!";
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const char *gatedesc =
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"Green pressure plates open all gates in radius 3 around them. "
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"Similarly, red pressure plates close all gates in this radius.";
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const char *princessdesc =
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"A mouse squeaks at you. It seems that it wants you to go somewhere. "
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"That's interesting, what could you find here?\n\n"
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"Note: in the part of the Palace that you are exploring during this "
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"quest, the distribution of monsters, pressure plates, and items has been "
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"changed somewhat, to make it a bit more suitable for less "
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"experienced players. The number of monsters does not depend on the "
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"number of Hypersian Rugs you have collected, and there are more "
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"opening plates.\n\n"
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"However, even with the normal distribution, it appears that it should be "
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"always possible to reach your goal. If you want this challenge, "
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"select it from the special game modes menu.";
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const char *elemdesc =
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"The Elemental Planes are divided into four subzones: Planes of Fire, Water, Air, and Earth. "
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"You need to collect a Shard from each Plane to construct an Elemental Gem. "
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"It is dangerous to collect too many Shards of the same type without constructing a Gem.";
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const char *wildwestdesc =
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"Take a revolver, kill outlaws, collect bounties.\n\n"
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"Note: since this land is anachronistic, it is not available in normal game. "
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"It is only available in special modes.";
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const char *elecdesc =
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"Whenever after your move there is a connection between a charged and a "
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"grounded cell, there is a short circuit. All cells on any "
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"path connecting a charged and a grounded cell (without repeated cells, "
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"or two consecutive grounded/charged cells) become damaged.\n\n"
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"Sandstone walls and most creatures are conductive. Great Walls are "
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"isolators, but lands beyond them count as grounded.\n\n"
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"Fulgurite, the treasure, is created when you manage to short circuit "
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"a sandstone wall, or a Rich Metal Beast.\n\n"
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"Trolls leave conductive rocks when killed, and Metal Beasts can only "
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"be killed by electricity -- your attacks only stun them, or push "
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"them away if already stunned.";
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const char *overdesc =
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"The Overgrown Woods are filled with mutant ivies! These plants "
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"grow very fast. Each leaf, after being grown, can grow itself "
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"on the next turn. However, each part is only able to grow "
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"once in 16 turns. Outside of the Overgrown Woods, the Mutant Ivy "
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"may grow only on hexagonal cells.\n\n"
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"Maybe such fast growing plants could help you solve the problem "
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"of hunger in your world? Kill the Mutant Ivies to collect Mutant Saplings.";
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const char *cleardesc =
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"A clearing in the Overgrown Woods. Obviously, this gives "
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"the Mutant Ivies an infinite space to grow...\n\n"
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"Mutant Fruits rot if they are not adjacent to a Mutant Ivy.";
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const char *winddesc =
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"Someone has put air fans in these plains, causing strong winds everywhere. "
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"You think that the purpose is to harness the magical power of Air Elementals, but "
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"you are not sure.\n\n"
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"All cells except fans are grouped into three colors according to a pattern. "
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"Wind blows counterclockwise around each group of cells of a single color. "
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"Cells which are blocked by walls, or at distance at most 2 from an Air Elemental, "
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"do not count for this.\n\n"
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"It is illegal to move in a direction which is closer to incoming wind than to "
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"outcoming wind. However, you can move two cells with the wind in a single turn, "
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"and so can the birds.";
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const char *warningdesc =
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"Warnings are issued when you try to do something that appears dangerous, "
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"like stepping on a known mine, or getting your boat destroyed by "
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"a Kraken without having Orb of the Fish. In some cases the action "
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"might actually be safe -- so you can ignore the warning and do it anyway, "
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"simply by repeating the action.";
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const char *hauntdesc =
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"A dark forest filled with ghosts and graves. But there is also treasure hidden "
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"deep within... But don't let greed make you stray from your path, as "
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"you can get lost!\n\n"
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"The Haunted Woods are bounded by a single equidistant curve. It is not a circle or horocycle.\n\n";
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const char *bulldashdesc =
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"Butterflies don't pursue you -- unless you get next to them, they just spin around the obstacles. "
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"They cannot be killed conventionally, but you get treasure when a Raging Bull crashes into a Butterfly. ";
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const char *prairiedesc =
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"You can find safety in some places in the Prairie, but if you want treasures, "
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"they can be found only on the other side of a giant herd of bulls.";
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const char *cadesc =
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"A land for people wanting to experiment with cellular automata in the HyperRogue grid. "
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"Rules can be given on the command line; the default rules are:\n"
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"-c07 00100000 -c06 0010000 -c17 00011000 -c16 0001100 -caprob 0.3\n"
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"(-c0 or -c1 can be given if the same rule is to be used for hexagonal "
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"and heptagonal cells).";
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const char *huntingdesc =
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"The Happy Hunting Ground is the place where hunting is easy; "
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"the spirits of hunters go here after their death, if their life was deemed worthy. "
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"You did not qualify though, so you will not ever be able to find your way to the places "
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"where the hunter spirits and game are... "
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"and their hunting dogs will hunt you instead!\n\n"
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"You hope to use this to learn some "
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"skills in fighting in open hyperbolic space, though.";
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const char *terradesc =
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"Spending 3-5 turns next to the Terracotta Warriors will cause them to awaken. "
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"They have 7 HP, and get stunned for longer and longer time with each attack.";
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const char *terraldesc =
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"The Emperor's mausoleum. The army "
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"of Terracotta Warriors is supposed to protect him in his "
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"afterlife, while the traps are to protect the treasures "
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"in the mausoleum from thieves.";
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const char *arrowtrapdesc =
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"The arrow traps will automatically launch a deadly arrow when stepped on. They are quite old though, so the arrow will "
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"actually fly at the end of the next turn.";
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const char *lavadesc =
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"The volcanic activity in this land is extremely unstable. "
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"Lava is too hot to walk on. It cools quickly, but another "
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"flow will come soon...";
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const char *blizzarddesc =
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"Once in the past there lived a tribe whose prophets warned about the great blizzard that was to come and freeze the world. "
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"They thought it was the wrath of the gods, so they put some altars, so that the gods could hear their pleas. "
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"The mighty golems guarded those altars, making sure nobody steals the jewels, because a robbed god is a angry god. "
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"Unfortunately winter has come (maybe because only the monks knew how to stop the golems, and they were said to had escaped earlier with some of the jewels). "
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"The tribe has frozen to death, altars got covered with snow and ice. Only ice golems still guard them waiting for the spring.";
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const char *crystaldesc =
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"Yes, this is definitely a crystal. A very regular crystalline structure.\n\n"
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"This land has been designed as a tool to play with various geometries, and it does not appear during a normal gameplay.";
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const char *NODESC = "No description yet.";
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const char *NODESCYET = "No description yet.";
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const char *GENDERSWITCH = NODESC;
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// --- monsters ---
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const char *rosedesc =
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"Each eight turns, each rosebush at distance at most 5 from you will "
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"release a wave of alluring scent. Creatures on the frontwave "
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"will move towards where the scent came from. Even if it causes them "
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"to attack their friends or beautiful creatures, or move into water, fire, chasm, or thorns of the rosebush. "
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"Ivies, Ghosts, Rock Snakes, Rose Ladies and Lords, and monsters restricted to a specific "
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"terrain are immune to scents.";
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const char *warpdesc =
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"This part of the world is warped, restricting the movement somewhat. "
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"\"Diagonal\" movement and attacking between triangular cells is not allowed. "
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"Flash, Storms, and Freedom spells ignore this, and Ghosts can move, attack, and "
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"be attacked diagonally.";
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const char *warplanddesc =
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"This land is warped. Ironically, the coast is completely straight...";
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const char *roselanddesc =
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"This land is filled with beautiful, but dangerous, creatures and plants.";
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const char *dragondesc =
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"Dragons are powerful monsters. They are slow, but evil, "
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"and love to pick on creatures who are even slower than "
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"them. They must be stopped!\n\n"
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"A Dragon moves each two turns. It may attack with all its segments, "
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"or move its whole body forwards or "
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"backwards, it may also move a frontal part backwards. To kill a Dragon, "
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"you need to hit each of its segments. "
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"The head will regenerate on the "
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"turns the Dragon is not moving, so you will usually have to hit it with "
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"your last attack; otherwise, if the head is healthy, it may breathe "
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"fire (at range 3), losing the hitpoint. Killing the Dragon "
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"while still in the Dragon Chasms gives you treasure.";
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const char *tortoisedesc =
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"Galápagos is the land of Tortoises. "
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"They are very slow, which allows the Dragons to pick on them by "
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"stealing and eating their young. Bring the Baby Tortoises back, "
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"but, there is a catch: the Tortoises come in many varieties, depending "
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"on the part of Galápagos they live in -- there are 21 binary environmental "
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"factors, and thus "
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"2097152 varieties. You'll have to find a "
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"Tortoise which matches the baby exactly!\n\n"
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"Tortoises move each 3 turns, and attacks only stun them.\n\n"
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"Bringing back a Baby Tortoise counts as 5 $$$. The more factors agree in "
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"the given location of Galápagos, the brighter it is shown on your screen.";
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const char *krakendesc =
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"There are Krakens in your homeland, too... huge sea monsters which "
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"could easily destroy ships. The geometry of this strange world "
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"prevents quick movement of huge objects, "
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"so there are no large ships, only small boats, and "
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"hyperbolic Krakens are relatively small too. Still, you suppose they might be "
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"the widest creatures which could still move at considerable speed...\n\n"
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"Kraken heads can move only on hexagons. You need to attack all the tentacles to "
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"kill the Kraken. A tentacle cannot attack if it has been attacked on the "
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"same turn. When a Kraken attacks you while you are in a boat, it "
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"destroys the boat, but does not kill you.";
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const char *halloweendesc =
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"Halloween is a special land, that is available only in the spherical "
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"or elliptic geometry (press 'o' to switch). You play on the surface of "
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"a jack-o'-lantern, "
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"and have to collect as many Treats as possible. Each Treat you collect "
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"brings new monsters to fight, and new magical powers for you. You "
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"have to fight the monsters while effectively managing your limited "
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"resources.";
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const char *reptiledesc =
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"These reptiles are quite strange creatures. They "
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"spend most of their lives sleeping as floors "
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"that other creatures can walk on. "
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"Sometimes they wake up to hunt their prey, "
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"but they will happily go back to sleep if they "
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"happen to move into a hole on their way. "
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"Your attacks do not kill the Reptiles, but "
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"you can push and stun them.";
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const char *naturedesc =
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"This Orb allows you to grow like an Ivy. "
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"The Ivy is always rooted in your current location; "
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"moving among the Ivy cells will move the root. "
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"Moving to a new location will cause the Ivy to grow "
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", if an Ivy could make that movement "
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"(otherwise it breaks). "
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"You can also target one of the cells adjacent to your ivy "
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"(not to you) to grow or attack there.";
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const char *mirroreddesc =
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"A perfect mirror wall. It is unbreakable "
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"and impassable "
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"even for aethereal beings, and everything "
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"you see inside is just an image of "
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"the real world; you can swing your sword "
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"at them, but that will not destroy them "
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"in the real world. "
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"Mirror walls reflect Mimics, lightning bolts, and "
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"missiles perfectly.";
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const char* tamebomberdesc =
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"This bomberbird will follow you at some distance, and attack your enemies. "
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"You can kill it to place a mine.";
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const char *gargdesc =
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"A being made of stone, who likes high buildings. It becomes normal stone when "
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"killed, but only if next to something stable -- otherwise it falls.";
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const char *lakeDesc = "Hell has these lakes everywhere... They are shaped like evil stars, and filled with burning sulphur.";
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const char *thumpdesc = "A device that attracts sandworms and other enemies. You need to activate it.";
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const char *twdesc = "This structure will disappear after some time.";
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const char *jellydesc =
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"Some of the Slime Beasts have decided to revolt against the color rules in the "
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"Alchemist Lab. They have changed their shape and consistency, declared independence, and established their own Kingdom.\n\n"
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"Jellies switch between being a wall and being a monster after every treasure you pick.";
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const char *ruindesc =
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"Once a beautiful city... but now overrun by the mighty Raiders of unknown origin.\n\n"
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"Raiders cannot be harmed with mundane weapons, but each color has its movement restrictions.";
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const char *rock_description =
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"Shoot the Space Rocks for score. Large Rocks will split into two smaller rocks.";
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monstertype minf[motypes] = {
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#define MONSTER(a,b,c,d,e,f,g,h) {a,b,c,e,g,h},
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#include "content.cpp"
|
|
};
|
|
|
|
genderswitch_t genderswitch[NUM_GS] = {
|
|
{ GEN_F, moFalsePrincess, "False Princess",
|
|
"Don't be fooled by this red-haired girl, or you will be stabbed if you come too close!"},
|
|
{ GEN_M, moFalsePrincess, "False Prince",
|
|
"Don't be fooled by this red-haired boy, or you will be stabbed if you come too close!"},
|
|
{ GEN_F, moRoseLady, "Rose Lady",
|
|
"This false princess is immune to the alluring scent of roses."},
|
|
{ GEN_M, moRoseLady, "Rose Lord",
|
|
"This false prince is immune to the alluring scent of roses."},
|
|
{ GEN_F, moRoseBeauty, "Rose Beauty",
|
|
"She has flowers in her long fair hair. You could not bring yourself to attack such a beautiful woman."},
|
|
{ GEN_M, moRoseBeauty, "Handsome Gardener",
|
|
"Tall, strong, and holding a flower in his hand. You could "
|
|
"not bring yourself to attack such a handsome man."}
|
|
};
|
|
|
|
// --- items ---
|
|
|
|
itemtype iinf[ittypes] = {
|
|
#define ITEM(a,b,c,d,e,f,g,h,i) {a,b,c,e,f,h,i},
|
|
#include "content.cpp"
|
|
};
|
|
|
|
// --- wall types ---
|
|
|
|
walltype winf[walltypes] = {
|
|
#define WALL(a,b,c,d,e,f,g,h,i) {a,b,c,e,g,h,i},
|
|
#include "content.cpp"
|
|
};
|
|
|
|
const landtype linf[landtypes] = {
|
|
#define LAND(a,b,c,d,e,f,g) {a,b,d,e,g},
|
|
#include "content.cpp"
|
|
};
|
|
|
|
vector<landtacinfo> land_tac = {
|
|
{laIce, 10, 1}, {laDesert, 10, 1},
|
|
{laHunting, 5, 2},
|
|
{laMotion, 10, 1}, {laCaves, 10, 1}, {laAlchemist, 10, 1},
|
|
{laJungle, 10, 1}, {laMirror, 10, 1}, {laZebra, 10, 1}, {laPalace, 10, 1},
|
|
{laOcean, 10, 1}, {laLivefjord, 10, 1}, {laWarpCoast, 10, 1}, {laRlyeh, 10, 1}, {laHell, 10, 1},
|
|
{laDryForest, 10, 1}, {laWineyard, 10, 1}, {laSwitch, 10, 1}, {laReptile, 10, 1},
|
|
{laDeadCaves, 10, 1}, {laGraveyard, 10, 1},
|
|
{laHaunted, 10, 1},
|
|
{laIvoryTower, 10, 1}, {laEndorian, 10, 1}, {laMountain, 5, 2}, {laDungeon, 5, 2},
|
|
{laRuins, 10, 1}, {laEmerald, 10, 1},
|
|
{laCocytus, 10, 1},
|
|
|
|
{laCaribbean, 5, 2}, {laWhirlpool, 5, 2}, {laKraken, 5, 2},
|
|
{laTemple, 5, 2}, {laMinefield, 5, 2},
|
|
{laPower, 5, 2}, {laHive, 5, 2}, {laRedRock, 5, 2}, {laStorms, 5, 2}, {laOvergrown, 5, 2},
|
|
{laClearing, 5, 2},
|
|
{laWhirlwind, 5, 2},
|
|
{laBlizzard, 10, 1},
|
|
{laRose, 5, 2}, {laVolcano, 10, 1}, {laDragon, 2, 5}, {laTortoise, 1, 10},
|
|
{laBurial, 5, 2},
|
|
{laElementalWall, 10, 1}, {laTrollheim, 5, 2},
|
|
{laPrairie, 5, 2}, {laBull, 5, 2}, {laTerracotta, 10, 1},
|
|
|
|
{laCrossroads, 10, 1}, {laCrossroads2, 10, 1}, {laCrossroads3, 10, 1}, {laCrossroads4, 10, 1},
|
|
|
|
{laCamelot, 1, 100},
|
|
{laWildWest, 10, 1},
|
|
{laDual, 10, 1},
|
|
{laSnakeNest, 10, 1},
|
|
{laDocks, 10, 1},
|
|
|
|
{laBrownian, 10, 1},
|
|
{laVariant, 10, 1},
|
|
{laWestWall, 10, 1},
|
|
};
|
|
|
|
vector<eLand> randlands = {
|
|
laIce, laDesert, laCaves, laAlchemist, laGraveyard, laPower, laLivefjord, laZebra,
|
|
laRlyeh, laDryForest, laEmerald, laWineyard, laDeadCaves, laRedRock,
|
|
laOvergrown, laWildWest, laWarpCoast, laRuins, laBull, laDragon, laReptile, laDocks
|
|
};
|
|
|
|
static const flagtype qsNONOR = qANYQ | qSMALL | qBOUNDED | qNONORIENTABLE;
|
|
static const flagtype qsNONORE = qsNONOR | qELLIPTIC;
|
|
static const flagtype qsBQ = qANYQ | qSMALL | qBOUNDED;
|
|
static const flagtype qsSMALL = qANYQ | qSMALL | qBOUNDED;
|
|
static const flagtype qsSMALLN = qANYQ | qSMALL | qBOUNDED | qNONORIENTABLE;
|
|
static const flagtype qsZEBRA = qANYQ | qSMALL | qBOUNDED | qZEBRA;
|
|
static const flagtype qsFIELD = qANYQ | qFIELD | qBOUNDED;
|
|
static const flagtype qsDOCKS = qANYQ | qSMALL | qBOUNDED | qDOCKS;
|
|
static const flagtype qsSMALLB = qSMALL | qBOUNDED;
|
|
static const flagtype qsSMALLBF = qsSMALLB | qsFIELD;
|
|
static const flagtype qsSMALLBE = qsSMALLB | qELLIPTIC;
|
|
static const flagtype qsBP = qBINARY | qPENROSE;
|
|
|
|
vector<geometryinfo> ginf = {
|
|
{"{7,3}", "none", "{7,3} (standard HyperRogue map)", "HR", 7, 3, 0, gcHyperbolic, 0, {{7, 5}}, eVariation::bitruncated},
|
|
{"{6,3}", "none", "{6,3} (euclidean Hex grid)", "euclid", 6, 3, 0, gcEuclid, 0, {{7, FORBIDDEN}}, eVariation::bitruncated},
|
|
{"{5,3}", "none", "{5,3} (dodecahedron)", "sphere", 5, 3, qsSMALLB, gcSphere, 0, {{SEE_ALL, SEE_ALL}}, eVariation::bitruncated},
|
|
{"{5,3}", "elliptic", "elliptic geometry in {5,3}", "elliptic", 5, 3, qsNONORE, gcSphere, 0, {{SEE_ALL, SEE_ALL}}, eVariation::bitruncated},
|
|
{"{7,3}", "Zebra", "Zebra quotient", "Zebra", 7, 3, qsZEBRA, gcHyperbolic, 0x00400, {{7, 5}}, eVariation::bitruncated},
|
|
{"{7,3}", "field", "field quotient", "field", 7, 3, qsFIELD, gcHyperbolic, 0x00200, {{7, 5}}, eVariation::bitruncated},
|
|
{"{6,3}", "torus", "torus/Klein bottle/...", "torus", 6, 3, qsBQ, gcEuclid, 0x00600, {{7, 7}}, eVariation::bitruncated},
|
|
{"{8,3}", "none", "{8,3} (like standard but with octagons)", "oct", 8, 3, 0, gcHyperbolic, 0x08000, {{6, 4}}, eVariation::bitruncated},
|
|
{"{5,4}", "none", "{5,4} (four pentagons)", "4x5", 5, 4, 0, gcHyperbolic, 0x08200, {{6, 4}}, eVariation::bitruncated},
|
|
{"{6,4}", "none", "{6,4} (four hexagons)", "4x6", 6, 4, 0, gcHyperbolic, 0x08400, {{5, 3}}, eVariation::bitruncated},
|
|
{"{7,4}", "none", "{7,4} (four heptagons)", "4x7", 7, 4, 0, gcHyperbolic, 0x08600, {{4, 3}}, eVariation::bitruncated},
|
|
{"{4,3}", "none", "{4,3} (cube)", "3x4", 4, 3, qsSMALLB, gcSphere, 0x10000, {{SEE_ALL, SEE_ALL}}, eVariation::bitruncated},
|
|
{"{3,3}", "none", "{3,3} (tetrahedron)", "3x3", 3, 3, qsSMALLB, gcSphere, 0x10200, {{SEE_ALL, SEE_ALL}}, eVariation::bitruncated},
|
|
{"{4,4}", "none", "{4,4} (Euclidean square grid)", "4x4", 4, 4, 0, gcEuclid, 0x10400, {{7, 7}}, eVariation::bitruncated},
|
|
{"{4,3}", "elliptic", "elliptic geometry in {4,3}", "e3x4", 4, 3, qsNONORE, gcSphere, 0x10600, {{SEE_ALL, SEE_ALL}}, eVariation::bitruncated},
|
|
{"{7,3}", "Klein", "Klein Quartic", "Klein", 7, 3, qsSMALL, gcHyperbolic, 0x18000, {{7, 5}}, eVariation::bitruncated},
|
|
{"{8,3}", "Bolza", "Bolza Surface", "Bolza", 8, 3, qsDOCKS, gcHyperbolic, 0x18200, {{6, 4}}, eVariation::bitruncated},
|
|
{"{8,3}", "Bolza2", "Bolza Surface x2", "Bolza2", 8, 3, qsDOCKS, gcHyperbolic, 0x18400, {{6, 4}}, eVariation::bitruncated},
|
|
{"{7,3}", "minimal", "minimal quotient", "minimal", 7, 3, qsSMALLN, gcHyperbolic, 0x18600, {{7, 5}}, eVariation::bitruncated},
|
|
{"binary","none", "variant of the binary tiling", "binary", 7, 3, qBINARY, gcHyperbolic, 0x48400, {{7, 5}}, eVariation::pure},
|
|
{"Arch", "none", "Archimedean", "A", 7, 3, 0, gcHyperbolic, 0, {{7, 5}}, eVariation::pure},
|
|
{"{7,3}", "Macbeath", "Macbeath Surface", "Macbeath", 7, 3, qsSMALL, gcHyperbolic, 0x20000, {{7, 5}}, eVariation::bitruncated},
|
|
{"{5,4}", "Bring", "Bring's Surface", "Bring", 5, 4, qsSMALL, gcHyperbolic, 0x20200, {{6, 4}}, eVariation::bitruncated},
|
|
{"{12,3}","M3", "Schmutz's M(3)", "M3", 12, 3, qsSMALL, gcHyperbolic, 0x20400, {{4, 2}}, eVariation::bitruncated},
|
|
{"{12,3}","M4", "Schmutz's M(4)", "M4", 12, 3, qsSMALL, gcHyperbolic, 0x20600, {{4, 2}}, eVariation::bitruncated},
|
|
{"{6,4}", "Crystal", "dimensional crystal", "Crystal", 6, 4, qANYQ, gcHyperbolic, 0x28000, {{5, 3}}, eVariation::pure},
|
|
{"{3,4}", "none", "{3,4} (octahedron)", "4x3", 3, 4, qsSMALLB, gcSphere, 0x28200, {{SEE_ALL, SEE_ALL}}, eVariation::bitruncated},
|
|
{"bin{4,4}", "none", "{4,4} on horospheres", "bin44", 9, 3, qBINARY, gcHyperbolic, 0x30000, {{7, 3}}, eVariation::pure},
|
|
{"{4,3,4}","none", "{4,3,4} cube tiling", "434", 6, 4, 0, gcEuclid, 0x30200, {{7, 5}}, eVariation::pure},
|
|
{"{5,3,3}","none", "{5,3,3} 120-cell", "533", 12, 3, qsSMALLB, gcSphere, 0x30400, {{SEE_ALL, SEE_ALL}}, eVariation::pure},
|
|
{"{5,3,3}", "elliptic","{5,3,3} 120-cell (elliptic space)", "e533", 12, 3, qsSMALLBE, gcSphere, 0x30600, {{SEE_ALL, SEE_ALL}}, eVariation::pure},
|
|
{"rh{4,3,4}","none", "rhombic dodecahedral honeycomb", "rh434", 12, 3, 0, gcEuclid, 0x31000, {{7, 5}}, eVariation::pure},
|
|
{"2t{4,3,4}","none", "bitruncated cubic honeycomb", "2t434", 14, 3, 0, gcEuclid, 0x31200, {{7, 5}}, eVariation::pure},
|
|
{"{5,3,4}","none", "{5,3,4} hyperbolic honeycomb", "534", 12, 4, 0, gcHyperbolic, 0x31400, {{7, 2}}, eVariation::pure},
|
|
{"{4,3,5}","none", "{4,3,5} hyperbolic honeycomb", "435", 6, 5, 0, gcHyperbolic, 0x31600, {{7, 2}}, eVariation::pure},
|
|
{"{3,3,3}","none", "{3,3,3} 5-cell", "333", 4, 3, qsSMALLB, gcSphere, 0x38000, {{SEE_ALL, SEE_ALL}}, eVariation::pure},
|
|
{"{3,3,4}","none", "{3,3,4} 16-cell", "334", 4, 4, qsSMALLB, gcSphere, 0x38200, {{SEE_ALL, SEE_ALL}}, eVariation::pure},
|
|
{"{3,3,4}","elliptic","{3,3,4} 16-cell (elliptic)", "e334", 4, 4, qsSMALLBE, gcSphere, 0x39200, {{SEE_ALL, SEE_ALL}}, eVariation::pure},
|
|
{"{4,3,3}","none", "{4,3,3} 8-cell", "433", 6, 4, qsSMALLB, gcSphere, 0x38400, {{SEE_ALL, SEE_ALL}}, eVariation::pure},
|
|
{"{4,3,3}","elliptic","{4,3,3} 8-cell (elliptic)", "e433", 6, 4, qsSMALLBE, gcSphere, 0x39400, {{SEE_ALL, SEE_ALL}}, eVariation::pure},
|
|
{"{3,4,3}","none", "{3,4,3} 24-cell", "343", 8, 3, qsSMALLB, gcSphere, 0x38600, {{SEE_ALL, SEE_ALL}}, eVariation::pure},
|
|
{"{3,4,3}","elliptic","{3,4,3} 24-cell (elliptic)", "e343", 8, 3, qsSMALLBE, gcSphere, 0x39600, {{SEE_ALL, SEE_ALL}}, eVariation::pure},
|
|
{"{3,3,5}","none", "{3,3,5} 600-cell", "335", 4, 3, qsSMALLB, gcSphere, 0x41000, {{SEE_ALL, SEE_ALL}}, eVariation::pure},
|
|
{"{3,3,5}","elliptic","{3,3,5} 600-cell (elliptic)", "e335", 4, 3, qsSMALLBE, gcSphere, 0x41200, {{SEE_ALL, SEE_ALL}}, eVariation::pure},
|
|
{"bin{3,6}", "none", "{3,6} on horospheres", "bin36", 8, 3, qBINARY, gcHyperbolic, 0x40000, {{7, 3}}, eVariation::pure},
|
|
{"bin-rect", "none", "rectangles on horospheres", "bin44/2", 7, 3, qBINARY, gcHyperbolic, 0x40200, {{7, 3}}, eVariation::pure},
|
|
{"bin{6,3}", "none", "{6,3} on horospheres", "bin63", 14, 3, qBINARY, gcHyperbolic, 0x40400, {{7, 3}}, eVariation::pure},
|
|
{"{4,3,5}","field", "{4,3,5} field quotient space", "f435", 6, 5, qsSMALLBF, gcHyperbolic, 0x40600, {{SEE_ALL, SEE_ALL}}, eVariation::pure},
|
|
{"{5,3,4}","field", "{5,3,4} field quotient space", "f435", 12, 4, qsSMALLBF, gcHyperbolic, 0x40800, {{SEE_ALL, SEE_ALL}}, eVariation::pure},
|
|
{"binary4","none", "standard binary tiling", "binary4", 5, 3, qBINARY, gcHyperbolic, 0x41400, {{7, 5}}, eVariation::pure},
|
|
{"sol", "none", "Solv geometry", "sol", 8, 3, qBINARY, gcSol, 0x41600, {{7, 5}}, eVariation::pure},
|
|
{"kd2", "none", "kite-and-dart", "kd2", 4, 3, qPENROSE, gcEuclid, 0x48000, {{7, 7}}, eVariation::pure},
|
|
{"kd3", "none", "kite-and-dart on horospheres", "kd3", 12, 3, qsBP, gcHyperbolic, 0x48200, {{7, 3}}, eVariation::pure},
|
|
//{"product","none", "product space", "product", 7, 3, 0, gcProduct, 0x48400, {{7, 3}}, eVariation::pure},
|
|
};
|
|
|
|
// bits: 9, 10, 15, 16, (reserved for later) 17, 18
|
|
|
|
// remember to match the following mask when specifying codes for extra geometries: 0x78600
|
|
// (other bits are used for other information)
|
|
|
|
#define X3(x) x, x, x
|
|
|
|
const modelinfo models[int(mdPolynomial)+1] = {
|
|
{"disk/Gans", "general perspective", "general perspective", mf::azimuthal | mf::conformal},
|
|
{"half-plane", "inversion", "half-plane", mf::conformal},
|
|
{"band", "band", "Mercator", mf::band | mf::conformal},
|
|
{X3("polygonal"), mf::conformal},
|
|
{X3("formula"), 0},
|
|
{X3("azimuthal equidistant"), mf::azimuthal | mf::equidistant | mf::euc_boring},
|
|
{X3("azimuthal equi-area"), mf::azimuthal | mf::equiarea | mf::euc_boring},
|
|
{X3("ball model"), mf::conformal | mf::azimuthal | mf::space},
|
|
{"Minkowski hyperboloid", "plane", "sphere", mf::conformal | mf::space | mf::euc_boring},
|
|
{"hemisphere", "sphere", "sphere", mf::conformal | mf::space},
|
|
{X3("band equidistant"), mf::band | mf::equidistant | mf::euc_boring},
|
|
{X3("band equi-area"), mf::band | mf::equiarea | mf::euc_boring},
|
|
{X3("sinusoidal"), mf::quasiband | mf::equiarea | mf::euc_boring},
|
|
{X3("two-point equidistant"), mf::equidistant | mf::euc_boring | mf::twopoint},
|
|
{X3("fisheye"), 0},
|
|
{X3("Joukowsky transform"), mf::hyper_only | mf::conformal},
|
|
{X3("Joukowsky+inversion"), mf::hyper_only | mf::conformal},
|
|
{X3("rotated hyperboles"), mf::hyper_only},
|
|
{X3("spiral/ring"), mf::hyper_or_torus | mf::quasiband},
|
|
{X3("native perspective"), 0},
|
|
{X3("azimuthal equi-volume"), mf::azimuthal | mf::equivolume | mf::euc_boring},
|
|
{X3("central inversion"), mf::azimuthal | mf::conformal},
|
|
{X3("two-point azimuthal"), mf::euc_boring | mf::twopoint},
|
|
{X3("two-point hybrid"), mf::euc_boring | mf::twopoint},
|
|
{X3(""), 0},
|
|
{X3(""), 0},
|
|
{X3(""), 0},
|
|
{X3("polynomial"), mf::conformal}
|
|
};
|
|
|
|
#undef X3
|
|
|
|
}
|