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mirror of https://github.com/zenorogue/hyperrogue.git synced 2024-11-30 15:39:54 +00:00
hyperrogue/hyper.h
Zeno Rogue 6ac5091526 11.1e
2019-09-12 22:50:10 +02:00

5640 lines
155 KiB
C++

// This is the main header file of HyperRogue. Mostly everything is dumped here.
// It is quite chaotic.
// version numbers
#define VER "11.1e"
#define VERNUM_HEX 0xA705
#include <stdarg.h>
#include "hyper_function.h"
namespace hr {
struct always_false {
operator bool() const { return false; };
void operator = (bool b) const {};
};
template<class T>
void ignore(T&&) {
// placate GCC's overzealous -Wunused-result
}
template<class T, class V, class... U> bool among(T x, V y) { return x == y; }
template<class T, class V, class... U> bool among(T x, V y, U... u) { return x==y || among(x,u...); }
// functions and types used from the standard library
using std::vector;
using std::map;
using std::array;
using std::unordered_map;
using std::sort;
using std::multimap;
using std::set;
using std::string;
using std::pair;
using std::tuple;
using std::shared_ptr;
using std::make_shared;
using std::min;
using std::max;
using std::make_pair;
using std::tie;
using std::queue;
using std::swap;
using std::complex;
using std::reverse;
using std::real;
using std::imag;
using std::stable_sort;
using std::out_of_range;
using std::get;
using std::move;
using std::make_tuple;
using std::unique_ptr;
using std::abs;
using std::isfinite;
using std::isnan;
using std::isinf;
using std::log;
using std::exp;
using std::sin;
using std::cos;
using std::sinh;
using std::asin;
using std::acos;
using std::tan;
using std::atan;
using std::atan2;
using std::tanh;
using std::sqrt;
using std::pow;
using std::floor;
using std::ceil;
#ifndef NO_STD_HYPOT
using std::hypot;
using std::asinh;
using std::acosh;
#endif
struct hr_exception: std::exception { hr_exception() {} };
struct hr_shortest_path_exception: hr_exception { };
// genus (in grammar)
#define GEN_M 0
#define GEN_F 1
#define GEN_N 2
#define GEN_O 3
// Add a message to the GUI.
// If multiple messages appear with the same spamtype != 0, the older ones disappear quickly
void addMessage(string s, char spamtype = 0);
// geometry-dependent constants
#define ALPHA (M_PI*2/S7)
#define S7 ginf[geometry].sides
#define S3 ginf[geometry].vertex
#define hyperbolic_37 (S7 == 7 && S3 == 3 && !binarytiling && !archimedean)
#define hyperbolic_not37 ((S7 > 7 || S3 > 3 || binarytiling || archimedean) && hyperbolic)
#define weirdhyperbolic ((S7 > 7 || S3 > 3 || !STDVAR || binarytiling || archimedean) && hyperbolic)
#define stdhyperbolic (S7 == 7 && S3 == 3 && STDVAR && !binarytiling && !archimedean)
#define binarytiling (ginf[geometry].flags & qBINARY)
#define archimedean (geometry == gArchimedean)
#define penrose (ginf[geometry].flags & qPENROSE)
// these geometries do not feature alternate structures for horocycles
#define eubinary (euclid || binarytiling || geometry == gCrystal)
#define cgclass (ginf[geometry].cclass)
#define euclid (cgclass == gcEuclid)
#define sphere (cgclass == gcSphere)
#define sol (cgclass == gcSol)
#define hyperbolic (cgclass == gcHyperbolic)
#define eusol (euclid || sol)
#define nonorientable (ginf[geometry].flags & qNONORIENTABLE)
#define elliptic (ginf[geometry].flags & qELLIPTIC)
#define quotient (ginf[geometry].flags & qANYQ)
#define euwrap (quotient && euclid)
#define fulltorus (bounded && euclid)
#define smallbounded (ginf[geometry].flags & qSMALL)
#define bounded (ginf[geometry].flags & qBOUNDED)
// Dry Forest burning, heat transfer, etc. are performed on the whole universe
#define doall (bounded)
// These geometries are generated without the heptagon structure.
// 'master' holds the coordinates
#define masterless among(geometry, gEuclid, gEuclidSquare, gTorus)
#define sphere_narcm (sphere && !archimedean)
#define a4 (S3 == 4)
#define a45 (S3 == 4 && S7 == 5)
#define a46 (S3 == 4 && S7 == 6)
#define a47 (S3 == 4 && S7 == 7)
#define a457 (S3 == 4 && S7 != 6)
#define a467 (S3 == 4 && S7 >= 6)
#define a38 (S3 == 3 && S7 == 8)
#define sphere4 (sphere && S7 == 4)
#define stdeuc (geometry == gNormal || geometry == gEuclid || geometry == gEuclidSquare)
#define smallsphere (sphere_narcm && S7 < 5)
#define bigsphere (sphere_narcm && S7 == 5)
#define euclid4 (masterless && a4)
#define euclid6 (masterless && !a4)
#define S6 (S3*2)
#define MAX_S3 4
#define SG6 (S3==3?6:4)
#define SG3 (S3==3?3:2)
#define SG2 (S3==3?2:1)
#define GOLDBERG (variation == eVariation::goldberg)
#define IRREGULAR (variation == eVariation::irregular)
#define PURE (variation == eVariation::pure)
#define BITRUNCATED (variation == eVariation::bitruncated)
#define DUAL (variation == eVariation::dual)
#define DUALMUL (DUAL ? 2 : 1)
#define CHANGED_VARIATION (variation != ginf[geometry].default_variation)
#define STDVAR (PURE || BITRUNCATED)
#define NONSTDVAR (!STDVAR)
#if CAP_ARCM
#define VALENCE (BITRUNCATED ? 3 : archimedean ? arcm::valence() : S3)
#else
#define VALENCE (BITRUNCATED ? 3 : S3)
#endif
#define NUMWITCH 7
// achievements
#define LB_YENDOR_CHALLENGE 40
#define LB_PURE_TACTICS 41
#define NUMLEADER 82
#define LB_PURE_TACTICS_SHMUP 49
#define LB_PURE_TACTICS_COOP 50
#define LB_RACING 81
#if ISMOBILE || ISWEB || ISPANDORA || 1
typedef double ld;
#define LDF "%lf"
#define PLDF "lf"
#else
typedef long double ld;
#define LDF "%Lf"
#define PLDF "Lf"
#endif
typedef complex<ld> cld;
struct charstyle {
int charid;
color_t skincolor, haircolor, dresscolor, swordcolor, dresscolor2, uicolor, eyecolor;
bool lefthanded;
};
static const int MAXPLAYER = 7;
static const int MAXJOY = 8;
static const int MAXBUTTON = 64;
static const int MAXAXE = 16;
static const int MAXHAT = 4;
namespace multi {
struct config {
char keyaction[512];
char joyaction[MAXJOY][MAXBUTTON];
char axeaction[MAXJOY][MAXAXE];
char hataction[MAXJOY][MAXHAT][4];
int deadzoneval[MAXJOY][MAXAXE];
};
extern config scfg;
}
enum eStereo { sOFF, sAnaglyph, sLR, sODS };
struct videopar {
ld scale, alpha, sspeed, mspeed, yshift, camera_angle;
ld ballangle, ballproj, euclid_to_sphere, twopoint_param, stretch, binary_width, fixed_facing_dir;
int mobilecompasssize;
int radarsize; // radar for 3D geometries
int aurastr, aurasmoothen;
bool fixed_facing;
bool fixed_yz;
bool use_wall_radar;
int linequality;
bool full;
int graphglyph; // graphical glyphs
bool darkhepta;
int shifttarget;
int xres, yres, framelimit;
int xscr, yscr;
ld xposition, yposition;
bool grid;
int particles;
int fsize;
int flashtime;
int wallmode, monmode, axes;
bool axes3;
bool revcontrol;
int msgleft, msglimit;
bool usingGL;
int antialias;
#define AA_NOGL 1
#define AA_VERSION 2
#define AA_LINES 4
#define AA_POLY 8
#define AA_LINEWIDTH 16
#define AA_FONT 32
#define AA_MULTI 64
#define AA_MULTI16 128 // not configurable
ld linewidth;
ld multiplier_grid, multiplier_ring;
int joyvalue, joyvalue2, joypanthreshold;
ld joypanspeed;
charstyle cs;
bool samegender; // same gender for the Princess?
int language;
bool backeffects; // background particle effects
int killreduction, itemreduction, portreduction;
int steamscore;
bool drawmousecircle; // draw the circle around the mouse
bool skipstart; // skip the start menu
bool quickmouse; // quick mouse on the map
bool sloppy_3d; // make 3D faster but ugly
int timeformat; // time format used in the message log
int use_smart_range; // 0 = distance-based, 1 = model-based, 2 = model-based and generate
ld smart_range_detail;// minimum visible cell for modes 1 and 2
ld smart_range_detail_3;// minimum visible cell in 3D (for mode 2, there is no mode 1)
int cells_drawn_limit;
int cells_generated_limit; // limit on cells generated per frame
ld skiprope;
eStereo stereo_mode;
ld ipd;
ld lr_eyewidth, anaglyph_eyewidth;
ld fov;
bool consider_shader_projection;
int desaturate;
int texture_step;
bool always3; // always use the 3D engine
ld depth; // world level below the plane
ld camera; // camera level above the plane
ld wall_height, creature_scale, height_width;
eModel vpmodel;
ld lake_top, lake_bottom;
ld rock_wall_ratio;
ld human_wall_ratio;
int tc_alpha, tc_depth, tc_camera;
ld highdetail, middetail;
bool gp_autoscale_heights;
ld eye;
bool auto_eye;
};
extern videopar vid;
#if MAXMDIM == 3
#define WDIM 2
#else
#define WDIM ((geometry >= gBinary3 && geometry != gBinary4 && geometry != gKiteDart2 PROD(&& geometry != gProduct)) ? 3 : 2)
#endif
#define GDIM (vid.always3 ? 3 : WDIM)
#define DIM GDIM
#define MDIM (DIM+1)
extern array<ld, gGUARD> sightranges;
struct hyperpoint : array<ld, MAXMDIM> {
hyperpoint() {}
hyperpoint(ld x, ld y, ld z, ld w) {
(*this)[0] = x; (*this)[1] = y; (*this)[2] = z;
if(MAXMDIM == 4) (*this)[3] = w;
}
};
struct transmatrix {
ld tab[MAXMDIM][MAXMDIM];
ld * operator [] (int i) { return tab[i]; }
const ld * operator [] (int i) const { return tab[i]; }
};
inline hyperpoint operator * (const transmatrix& T, const hyperpoint& H) {
hyperpoint z;
for(int i=0; i<MDIM; i++) {
z[i] = 0;
for(int j=0; j<MDIM; j++) z[i] += T[i][j] * H[j];
}
return z;
}
inline transmatrix operator * (const transmatrix& T, const transmatrix& U) {
transmatrix R;
for(int i=0; i<MDIM; i++) for(int j=0; j<MDIM; j++) {
R[i][j] = 0;
for(int k=0; k<MDIM; k++)
R[i][j] += T[i][k] * U[k][j];
}
return R;
}
constexpr transmatrix diag(ld a, ld b, ld c, ld d) {
#if MAXMDIM==3
return transmatrix{{{a,0,0}, {0,b,0}, {0,0,c}}};
#else
return transmatrix{{{a,0,0,0}, {0,b,0,0}, {0,0,c,0}, {0,0,0,d}}};
#endif
}
const static hyperpoint Hypc = hyperpoint(0, 0, 0, 0);
// identity matrix
const static transmatrix Id = diag(1,1,1,1);
// zero matrix
const static transmatrix Zero = diag(0,0,0,0);
// mirror image
const static transmatrix Mirror = diag(1,-1,1,1);
const static transmatrix MirrorY = diag(1,-1,1,1);
// mirror image
const static transmatrix MirrorX = diag(-1,1,1,1);
// mirror image
const static transmatrix MirrorZ = diag(1,1,-1,1);
// rotate by PI
const static transmatrix pispin = diag(-1,-1,1,1);
// central symmetry
const static transmatrix centralsym = diag(-1,-1,-1,-1);
inline hyperpoint hpxyz(ld x, ld y, ld z) { return DIM == 2 ? hyperpoint(x,y,z,0) : hyperpoint(x,y,0,z); }
inline hyperpoint hpxyz3(ld x, ld y, ld z, ld w) { return DIM == 2 ? hyperpoint(x,y,w,0) : hyperpoint(x,y,z,w); }
inline hyperpoint point3(ld x, ld y, ld z) { return hyperpoint(x,y,z,0); }
inline hyperpoint point2(ld x, ld y) { return hyperpoint(x,y,0,0); }
namespace hyperpoint_vec {
inline hyperpoint& operator *= (hyperpoint& h, ld d) {
for(int i=0; i<MDIM; i++) h[i] *= d;
return h;
}
inline hyperpoint& operator /= (hyperpoint& h, ld d) {
for(int i=0; i<MDIM; i++) h[i] /= d;
return h;
}
inline hyperpoint operator += (hyperpoint& h, hyperpoint h2) {
for(int i=0; i<MDIM; i++) h[i] += h2[i];
return h;
}
inline hyperpoint operator -= (hyperpoint& h, hyperpoint h2) {
for(int i=0; i<MDIM; i++) h[i] -= h2[i];
return h;
}
inline hyperpoint operator * (ld d, hyperpoint h) { return h *= d; }
inline hyperpoint operator * (hyperpoint h, ld d) { return h *= d; }
inline hyperpoint operator / (hyperpoint h, ld d) { return h /= d; }
inline hyperpoint operator + (hyperpoint h, hyperpoint h2) { return h += h2; }
inline hyperpoint operator - (hyperpoint h, hyperpoint h2) { return h -= h2; }
// cross product
inline hyperpoint operator ^ (hyperpoint h1, hyperpoint h2) {
return hpxyz(
h1[1] * h2[2] - h1[2] * h2[1],
h1[2] * h2[0] - h1[0] * h2[2],
h1[0] * h2[1] - h1[1] * h2[0]
);
}
// inner product (in R^3)
inline ld operator | (hyperpoint h1, hyperpoint h2) {
ld sum = 0;
for(int i=0; i<MDIM; i++) sum += h1[i] * h2[i];
return sum;
}
}
extern int cellcount, heptacount;
// cell information for the game
struct gcell {
#if CAP_BITFIELD
// main fields
eLand land : 8;
eWall wall : 8;
eMonster monst : 8;
eItem item : 8;
// if this is a barrier, what lands on are on the sides?
eLand barleft : 8, barright : 8;
unsigned ligon : 1; // is it sparkling with lightning?
signed
mpdist : 7,
pathdist : 8, // player distance wrt usual movement
cpdist : 8; // current/minimum player distance
unsigned
mondir : 8, // monster direction, for multi-tile monsters and graphics
bardir : 8, // barrier direction
stuntime : 8, // stun time left (for Palace Guards and Skeletons)
hitpoints : 7, // hitpoints left (for Palace Guards, also reused as cpid for mirrors)
monmirror : 1; // monster mirroring state for nonorientable geometries
unsigned landflags : 8; // extra flags for land
#else
eLand land;
eWall wall;
eMonster monst;
eItem item;
eLand barleft, barright;
bool ligon, monmirror;
signed char pathdist, cpdist, mpdist;
unsigned char mondir, bardir, stuntime, hitpoints;
unsigned char landflags;
#endif
// 'landparam' is used for:
// heat in Icy/Cocytus;
// heat in Dry (0..10);
// CR2 structure;
// hive Weird Rock color / pheromones;
// Ocean/coast depth;
// Bomberbird Egg hatch time / mine marking;
// number of Ancient Jewelry;
// improved tracking in Trollheim
union {
int32_t landpar;
unsigned int landpar_color;
float heat;
char bytes[4];
struct fieldinfo {
uint16_t fieldval;
unsigned rval : 4;
unsigned flowerdist : 4;
unsigned walldist : 4;
unsigned walldist2 : 4;
} fi;
} LHU;
#ifdef CELLID
int cellid;
#endif
gcell() { cellcount++;
#ifdef CELLID
cellid = cellcount;
#endif
}
~gcell() { cellcount--; }
};
#define landparam LHU.landpar
#define landparam_color LHU.landpar_color
#define fval LHU.fi.fieldval
#define NODIR 126
#define NOBARRIERS 127
#define MODFIXER (2*10090080*17)
#define MAX_EDGE 18
template<class T> struct walker;
template<class T> struct connection_table {
// Assumption: class T has a field c of type connection_table<T>.
// NOTE: since aconnection_table may be allocated with
// less than MAX_EDGE neighbors (see tailored_alloc),
// the order of fields matters.
T* move_table[MAX_EDGE + (MAX_EDGE + sizeof(char*) - 1) / sizeof(char*)];
unsigned char *spintable() { return (unsigned char*) (&move_table[full()->degree()]); }
T* full() { T* x = (T*) this; return (T*)((char*)this - ((char*)(&(x->c)) - (char*)x)); }
void setspin(int d, int spin, bool mirror) {
unsigned char& c = spintable() [d];
c = spin;
if(mirror) c |= 128;
}
// we are spin(i)-th neighbor of move[i]
int spin(int d) { return spintable() [d] & 127; }
bool mirror(int d) { return spintable() [d] & 128; }
int fix(int d) { return (d + MODFIXER) % full()->degree(); }
T*& modmove(int i) { return move(fix(i)); }
T*& move(int i) { return move_table[i]; }
unsigned char modspin(int i) { return spin(fix(i)); }
void fullclear() {
for(int i=0; i<full()->degree(); i++) move_table[i] = NULL;
}
void connect(int d0, T* c1, int d1, bool m) {
move(d0) = c1;
c1->move(d1) = full();
setspin(d0, d1, m);
c1->c.setspin(d1, d0, m);
}
void connect(int d0, walker<T> hs) {
connect(d0, hs.at, hs.spin, hs.mirrored);
}
};
// Allocate a class T with a connection_table, but
// with only `degree` connections. Also set yet
// unknown connections to NULL.
// Generating the hyperbolic world consumes lots of
// RAM, so we really need to be careful on low memory devices.
template<class T> T* tailored_alloc(int degree) {
const T* sample = (T*) &degree;
T* result;
#ifndef NO_TAILORED_ALLOC
int b = (char*)&sample->c.move_table[degree] + degree - (char*) sample;
result = (T*) new char[b];
new (result) T();
#else
result = new T;
#endif
result->type = degree;
for(int i=0; i<degree; i++) result->c.move_table[i] = NULL;
return result;
}
template<class T> void tailored_delete(T* x) {
x->~T();
delete[] ((char*) (x));
}
static const struct wstep_t { wstep_t() {} } wstep;
static const struct wmirror_t { wmirror_t() {}} wmirror;
static const struct rev_t { rev_t() {} } rev;
static const struct revstep_t { revstep_t() {}} revstep;
int hrand(int x);
// automatically adjust monster generation for 3D geometries
int hrand_monster(int x);
template<class T> struct walker {
T *at;
int spin;
bool mirrored;
walker<T> (T *at = NULL, int s = 0, bool m = false) : at(at), spin(s), mirrored(m) { }
walker<T>& operator += (int i) {
spin = at->c.fix(spin+(mirrored?-i:i));
return (*this);
}
walker<T>& operator -= (int i) {
spin = at->c.fix(spin-(mirrored?-i:i));
return (*this);
}
walker<T>& operator += (wmirror_t) {
mirrored = !mirrored;
return (*this);
}
walker<T>& operator += (wstep_t) {
at->cmove(spin);
int nspin = at->c.spin(spin);
if(at->c.mirror(spin)) mirrored = !mirrored;
at = at->move(spin);
spin = nspin;
return (*this);
}
walker<T>& operator += (rev_t) {
int d = at->degree();
if(WDIM == 3 && binarytiling) {
if(spin < 4) spin = 8;
else if(spin >= 8) spin = 0;
else spin ^= 1;
}
return (*this) += d/2 + ((d&1)?hrand(2):0);
}
walker<T>& operator += (revstep_t) {
(*this) += rev; return (*this) += wstep;
}
bool operator != (const walker<T>& x) const {
return at != x.at || spin != x.spin || mirrored != x.mirrored;
}
bool operator == (const walker<T>& x) const {
return at == x.at && spin == x.spin && mirrored == x.mirrored;
}
bool operator < (const walker<T>& cw2) const {
return tie(at, spin, mirrored) < tie(cw2.at, cw2.spin, cw2.mirrored);
}
walker<T>& operator ++ (int) { return (*this) += 1; }
walker<T>& operator -- (int) { return (*this) -= 1; }
template<class U> walker operator + (U t) const { walker<T> w = *this; w += t; return w; }
template<class U> walker operator - (U t) const { walker<T> w = *this; w += (-t); return w; }
T*& peek() { return at->move(spin); }
T* cpeek() { return at->cmove(spin); }
bool creates() { return !peek(); }
walker<T> mirrorat(int d) { return walker<T> (at, at->c.fix(d+d - spin), !mirrored); }
};
struct cell;
// automaton state
enum hstate { hsOrigin, hsA, hsB, hsError, hsA0, hsA1, hsB0, hsB1, hsC };
struct cell *createMov(struct cell *c, int d);
struct heptagon *createStep(struct heptagon *c, int d);
struct cdata {
int val[4];
int bits;
};
// in bitruncated/irregular/Goldberg geometries, heptagons form the
// underlying regular tiling (not necessarily heptagonal); in pure
// geometries, they correspond 1-1 to tiles; in 'masterless' geometries
// heptagons are unused
struct heptagon {
// automaton state
hstate s : 6;
unsigned int dm4: 2;
// distance from the origin
short distance;
// note: all the 'val' values may have different meaning in other geometries
// emerald/wineyard generator
short emeraldval;
// fifty generator
short fiftyval;
// zebra generator (1B actually)
short zebraval;
// field id
int fieldval : 24;
// degree
unsigned char type : 8;
// data for fractal landscapes
short rval0, rval1;
// for alternate structures, cdata contains the pointer to the original
// for the main map, it contains the fractal landscape data
struct cdata *cdata;
// central cell of this underlying tiling
cell *c7;
// associated generator of alternate structure, for Camelot and horocycles
heptagon *alt;
// connection table
connection_table<heptagon> c;
heptagon*& move(int d) { return c.move(d); }
heptagon*& modmove(int d) { return c.modmove(d); }
// functions
heptagon () { heptacount++; }
~heptagon () { heptacount--; }
heptagon *cmove(int d) { return createStep(this, d); }
heptagon *cmodmove(int d) { return createStep(this, c.fix(d)); }
inline int degree() { return type; }
// prevent accidental copying
heptagon(const heptagon&) = delete;
heptagon& operator=(const heptagon&) = delete;
// do not add any fields after connection_table (see tailored_alloc)
};
struct cell : gcell {
char type; int degree() { return type; }
// wall parameter, used for remaining power of Bonfires and Thumpers
char wparam;
// used by celllister
int listindex;
// heptagon who owns us; for 'masterless' tilings it contains coordinates instead
heptagon *master;
connection_table<cell> c;
cell*& move(int d) { return c.move(d); }
cell*& modmove(int d) { return c.modmove(d); }
cell* cmove(int d) { return createMov(this, d); }
cell* cmodmove(int d) { return createMov(this, c.fix(d)); }
cell() {}
// prevent accidental copying
cell(const cell&) = delete;
heptagon& operator=(const cell&) = delete;
// do not add any fields after connection_table (see tailored_alloc)
};
/*
namespace arcm { int degree(heptagon *h); int valence(); }
int heptagon::degree() {
#if CAP_ARCM
if(archimedean) return arcm::degree(this); else
#endif
return S7;
} */
typedef walker<heptagon> heptspin;
typedef walker<cell> cellwalker;
static const struct cth_t { cth_t() {}} cth;
inline heptspin operator+ (cellwalker cw, cth_t) { return heptspin(cw.at->master, cw.spin * DUALMUL, cw.mirrored); }
inline cellwalker operator+ (heptspin hs, cth_t) { return cellwalker(hs.at->c7, hs.spin / DUALMUL, hs.mirrored); }
#define BUGCOLORS 3
#define big_unlock (inv::on && !chaosmode)
// land completion for shared unlocking
#define U5 (big_unlock ? 10 : 5)
// land completion for advanced unlocking
#define U10 (big_unlock ? 25 : 10)
// land completion
#define R10 (big_unlock ? 50 : 10)
// intermediate lands
#define R30 (big_unlock ? 100 : 30)
// advanced lands
#define R60 (big_unlock ? 200 : 60)
// advanced lands II
#define R90 (big_unlock ? 300 : 90)
// Crossroads IV
#define R200 (big_unlock ? 800 : 200)
// Crossroads V
#define R300 (big_unlock ? 1200 : 300)
// kill types for Dragon Chasms
#define R20 (big_unlock ? 30 : 20)
// kill count for Graveyard/Hive
#define R100 (big_unlock ? 500 : 100)
string XLAT(string x); // translate the sentence x
string XLATN(string x); // translate the sentence x
string cts(char c); // character to string
string its(int i); // int to string
string itsh8(int i); // int to string (8 hex digits)
// a random integer from [0..i), generated by the game's main generator
// we want the same world to be generated if the seed is the same. For this purpose,
// hrand should be used for all the game-related generation, and nowhere else
int hrand(int i);
// size casted to int, to prevent warnings and actual errors caused by the unsignedness of x.size()
template<class T> int isize(const T& x) {return x.size(); }
// initialize the achievement system.
void achievement_init();
// close the achievement system.
void achievement_close();
// get the user name
string myname();
// gain the achievement with the given name.
// flags: 'e' - for Euclidean, 's' - for Shmup, '7' - for heptagonal
// Only awarded if special modes are matched exactly.
void achievement_gain(const char*, char flags = 0);
// gain the achievement for collecting a number of 'it'.
void achievement_collection(eItem it, int prevgold, int newgold);
// this is used for 'counting' achievements, such as kill 10
// monsters at the same time.
void achievement_count(const string& s, int current, int prev);
// scores for special challenges
void achievement_score(int cat, int score);
// gain the victory achievements. Set 'hyper' to true for
// the Hyperstone victory, and false for the Orb of Yendor victory.
void achievement_victory(bool hyper);
// gain the final achievements. Called with really=false whenever the user
// looks at their score, and really=true when the game really ends.
void achievement_final(bool really);
// display the last achievement gained.
void achievement_display();
// call the achievement callbacks
void achievement_pump();
// achievements received this game
extern vector<string> achievementsReceived;
// game forward declarations
bool mirrorkill(cell *c);
bool isNeighbor(cell *c1, cell *c2);
void checkTide(cell *c);
namespace anticheat { extern bool tampered; }
int numplayers();
void removeIvy(cell *c);
bool cellEdgeUnstable(cell *c, flagtype flags = 0);
int coastvalEdge(cell *c);
#define HRANDMAX 0x7FFFFFFF
int hrandpos(); // 0 to HRANDMAX
namespace rg {
// possible parameters e.g. for restart_game and wrongmode
static const char nothing = 0;
static const char peace = 'P';
static const char inv = 'i';
static const char chaos = 'C';
static const char tactic = 't';
static const char tour = 'T';
static const char yendor = 'y';
static const char shmup = 's';
static const char randpattern = 'r';
static const char princess = 'p';
static const char daily = 'd';
static const char daily_off = 'D';
static const char racing = 'R';
static const char dualmode = 'U';
// wrongmode only -- marks 'global' achievements not related to the current mode
static const char global = 'x';
// wrongmode only -- change vid.scfg.players then restart_game(rg::nothing) instead
static const char multi = 'm';
// wrongmode only -- mark achievements for special geometries/variations
static const char special_geometry = 'g';
}
int landMultiplier(eLand l);
eItem treasureType(eLand l);
void buildBarrier(cell *c, int d, eLand l = laNone);
void extendBarrier(cell *c);
bool buildBarrier4(cell *c, int d, int mode, eLand ll, eLand lr);
bool buildBarrier6(cellwalker cw, int type);
bool makeEmpty(cell *c);
bool isCrossroads(eLand l);
enum orbAction { roMouse, roKeyboard, roCheck, roMouseForce, roMultiCheck, roMultiGo };
void moveItem (cell *from, cell *to, bool activateYendor);
bool uncoverMines(cell *c, int lev, int dist, bool just_checking);
void killMonster(cell *c, eMonster who_killed, flagtype flags = 0);
void toggleGates(cell *ct, eWall type, int rad);
bool destroyHalfvine(cell *c, eWall newwall = waNone, int tval = 6);
void buildCrossroads2(cell *c);
bool isHaunted(eLand l);
heptagon *createAlternateMap(cell *c, int rad, hstate firststate, int special=0);
void setdist(cell *c, int d, cell *from);
void checkOnYendorPath();
void killThePlayerAt(eMonster m, cell *c, flagtype flags);
bool notDippingFor(eItem i);
bool collectItem(cell *c2, bool telekinesis = false);
void castLightningBolt(cellwalker lig);
bool movepcto(int d, int subdir = 1, bool checkonly = false);
void stabbingAttack(cell *mf, cell *mt, eMonster who, int bonuskill = 0);
bool earthMove(cell *from, int dir);
void messageKill(eMonster killer, eMonster victim);
void moveMonster(cell *ct, cell *cf, int direction_hint);
int palaceHP();
void placeLocalOrbs(cell *c);
int elementalKills();
bool isMultitile(eMonster m);
void checkFreedom(cell *cf);
int rosedist(cell *c);
bool canPushStatueOn(cell *c);
void auto_teleport_charges();
namespace hive { void createBugArmy(cell *c); }
namespace whirlpool { void generate(cell *wto); }
namespace whirlwind { void generate(cell *wto); }
namespace mirror {
static const int SPINSINGLE = 1;
static const int SPINMULTI = 2;
static const int GO = 4;
static const int ATTACK = 8;
void act(int dir, int flags);
}
int neighborId(cell *c1, cell *c2);
struct movedir {
int d;
// non-negative numbers denote 'rotate +d steps and act in this direction
// negative numbers have the following meanings (warning: not used consistently):
#define MD_WAIT (-1)
#define MD_DROP (-2)
#define MD_UNDECIDED (-3)
#define MD_USE_ORB (-4)
int subdir; // for normal movement (0+): turn left or right
cell *tgt; // for MD_USE_ORB: target cell
};
inline bool movepcto(const movedir& md) { return movepcto(md.d, md.subdir); }
void activateActiv(cell *c, bool msg);
// shmup
string csname(charstyle& cs);
void initcs(charstyle& cs);
extern bool flipplayer;
namespace multi {
extern bool alwaysuse;
void recall();
extern cell *origpos[MAXPLAYER], *origtarget[MAXPLAYER];
extern int players;
extern cellwalker player[MAXPLAYER];
extern bool flipped[MAXPLAYER];
cell *mplayerpos(int i);
extern vector<int> revive_queue; // queue for revival
extern movedir whereto[MAXPLAYER]; // player's target cell
extern int cpid; // player id -- an extra parameter for player-related functions
extern int cpid_edit; // cpid currently being edited
// treasure collection, kill, and death statistics
extern int treasures[MAXPLAYER], kills[MAXPLAYER], deaths[MAXPLAYER];
void saveConfig(FILE *f);
void loadConfig(FILE *f);
void initConfig();
extern charstyle scs[MAXPLAYER];
bool playerActive(int p);
int activePlayers();
cell *multiPlayerTarget(int i);
void checklastmove();
void leaveGame(int i);
void configure();
void showConfigureMultiplayer();
}
template<class T> class hookset : public map<int, function<T>> {};
typedef hookset<void()> *purehookset;
namespace shmup {
using namespace multi;
void recall();
extern bool on;
extern bool delayed_safety;
extern int curtime;
void clearMonsters();
void clearMemory();
void init();
void teleported();
struct monster {
eMonster type;
cell *base;
cell *torigin;
// tortoises: origin
// butterflies: last position
transmatrix at;
transmatrix pat;
eMonster stk;
bool dead;
bool notpushed;
bool inBoat;
bool no_targetting;
monster *parent; // who shot this missile
eMonster parenttype; // type of the parent
int nextshot; // when will it be able to shot (players/flailers)
int pid; // player ID
int hitpoints; // hitpoints; or time elapsed in Asteroids
int stunoff;
int blowoff;
double swordangle; // sword angle wrt at
double vel; // velocity, for flail balls
double footphase;
bool isVirtual; // off the screen: gmatrix is unknown, and pat equals at
hyperpoint inertia;// for frictionless lands
monster() {
dead = false; inBoat = false; parent = NULL; nextshot = 0;
stunoff = 0; blowoff = 0; footphase = 0; no_targetting = false;
swordangle = 0; inertia = Hypc;
}
void store();
void findpat();
cell *findbase(const transmatrix& T);
void rebasePat(const transmatrix& new_pat);
};
extern struct monster* mousetarget;
extern monster *pc[MAXPLAYER];
extern eItem targetRangedOrb(orbAction a);
void degradeDemons();
void killThePlayer(eMonster m);
void killThePlayer(eMonster m, int i);
void visibleFor(int t);
bool verifyTeleport();
bool dragonbreath(cell *dragon);
void shmupDrownPlayers(cell *c);
cell *playerpos(int i);
bool playerInBoat(int i);
void destroyBoats(cell *c);
bool boatAt(cell *c);
void fixStorage();
void addShmupHelp(string& out);
void activateArrow(cell *c);
void pushmonsters();
void popmonsters();
extern hookset<bool(int)> *hooks_turn;
extern hookset<bool(const transmatrix&, cell*, shmup::monster*)> *hooks_draw;
extern hookset<bool(shmup::monster*)> *hooks_kill;
extern hookset<bool(shmup::monster*, string&)> *hooks_describe;
void turn(int);
extern monster *lmousetarget;
void virtualRebase(shmup::monster *m, bool tohex);
extern monster *pc[MAXPLAYER];
int reflect(cell*& c2, cell*& mbase, transmatrix& nat);
void switch_shmup();
}
transmatrix& ggmatrix(cell *c);
transmatrix master_relative(cell *c, bool get_inverse = false);
void virtualRebase(cell*& base, transmatrix& at, bool tohex);
void virtualRebase(cell*& base, hyperpoint& h, bool tohex);
transmatrix calc_relative_matrix(cell *c, cell *c1, const hyperpoint& point_hint);
transmatrix calc_relative_matrix(cell *c, cell *c1, int direction_hint);
static const int NOHINT = -1;
// graph
void showMissionScreen();
void restartGraph();
void resetmusic();
void drawFlash(cell* c);
void drawBigFlash(cell* c);
void drawParticleSpeed(cell *c, color_t col, int speed);
void drawParticle(cell *c, color_t col, int maxspeed = 100);
void drawParticles(cell *c, color_t col, int qty, int maxspeed = 100);
void drawFireParticles(cell *c, int qty, int maxspeed = 100);
int firecolor(int phase = 0, int mul = 1);
void drawLightning();
void drawSafety();
void restartGraph();
void movepckeydir(int);
void centerpc(ld aspd);
typedef color_t color_t;
void displayButton(int x, int y, const string& name, int key, int align, int rad = 0);
void displayColorButton(int x, int y, const string& name, int key, int align, int rad, color_t color, color_t color2 = 0);
inline string ONOFF(bool b) { return XLAT(b ? "ON" : "OFF"); }
color_t darkened(color_t c);
extern int getcstat;
bool displaychr(int x, int y, int shift, int size, char chr, color_t col);
bool displayfr(int x, int y, int b, int size, const string &s, color_t color, int align);
bool displayfrSP(int x, int y, int sh, int b, int size, const string &s, color_t color, int align, int p);
bool outofmap(hyperpoint h);
void applymodel(hyperpoint H, hyperpoint& Hscr);
void drawCircle(int x, int y, int size, color_t color, color_t fillcolor = 0);
void queuecircleat(cell *c, double rad, color_t col);
void fixcolor(int& col);
ld displayspin(cell *c, int d);
bool non_spatial_model();
hyperpoint gethyper(ld x, ld y);
void resetview();
void drawthemap();
void drawfullmap();
void draw_boundary(int w);
void draw_model_elements();
extern function<void()> wrap_drawfullmap;
bool displaystr(int x, int y, int shift, int size, const char *str, color_t color, int align);
bool displaystr(int x, int y, int shift, int size, const string& str, color_t color, int align);
extern int darken, inmirrorcount;
void calcparam();
#if CAP_SDL
color_t& qpixel(SDL_Surface *surf, int x, int y);
void setvideomode();
#endif
#if CAP_CONFIG
void saveConfig();
#endif
extern hyperpoint mouseh;
extern hyperpoint ccenter;
extern ld crad;
extern bool mousepressed, anyshiftclick, numlock_on;
extern string help;
typedef function<void()> reaction_t;
typedef function<bool()> bool_reaction_t;
extern reaction_t help_delegate;
#define HELPFUN(x) (help_delegate = x, "HELPFUN")
struct radarpoint {
hyperpoint h;
char glyph;
color_t color;
color_t line;
};
struct radarline {
hyperpoint h1, h2;
color_t line;
};
extern vector<radarpoint> radarpoints;
extern vector<radarline> radarlines;
extern vector< function<void()> > screens;
template<class T> void pushScreen(const T& x) { screens.push_back(x); }
inline void popScreen() { if(isize(screens)>1) screens.pop_back(); }
inline void popScreenAll() { while(isize(screens)>1) popScreen(); }
struct display_data {
transmatrix view_matrix; // current rotation, relative to viewctr
transmatrix player_matrix; // player-relative view
heptspin view_center;
cellwalker precise_center;
unordered_map<cell*, transmatrix> cellmatrices, old_cellmatrices;
ld xmin, ymin, xmax, ymax; // relative
ld xtop, ytop, xsize, ysize; // in pixels
display_data() { xmin = ymin = 0; xmax = ymax = 1; }
// paramaters calculated from the above
int xcenter, ycenter;
ld radius;
int scrsize;
bool sidescreen;
ld tanfov;
GLfloat scrdist, scrdist_text;
ld eyewidth();
bool stereo_active();
bool in_anaglyph();
void set_viewport(int ed);
void set_projection(int ed);
void set_mask(int ed);
void set_all(int ed);
};
extern display_data default_display;
extern display_data *current_display;
#define View (current_display->view_matrix)
#define cwtV (current_display->player_matrix)
#define viewctr (current_display->view_center)
#define centerover (current_display->precise_center)
#define gmatrix (current_display->cellmatrices)
#define gmatrix0 (current_display->old_cellmatrices)
extern cell *mouseover, *mouseover2, *lmouseover;
extern string mouseovers;
extern struct SDL_Surface *s;
typedef function<int(cell*)> cellfunction;
namespace patterns {
extern char whichShape;
extern int canvasback;
extern cpatterntype cgroup, old_cgroup;
enum ePattern : char {
PAT_NONE = 0,
PAT_TYPES = 'T',
PAT_ZEBRA = 'z',
PAT_EMERALD = 'f',
PAT_PALACE = 'p',
PAT_FIELD = 'F',
PAT_DOWN = 'H',
PAT_COLORING = 'C',
PAT_SIBLING = 'S',
PAT_CHESS = 'c',
PAT_SINGLETYPE = 't'
};
extern ePattern whichPattern;
extern int subpattern_flags;
static const int SPF_ROT = 1;
static const int SPF_SYM01 = 2;
static const int SPF_SYM02 = 4;
static const int SPF_SYM03 = 8;
static const int SPF_CHANGEROT = 16;
static const int SPF_TWOCOL = 32;
static const int SPF_EXTRASYM = 64;
static const int SPF_ALTERNATE = 128;
static const int SPF_FOOTBALL = 256;
static const int SPF_FULLSYM = 512;
static const int SPF_DOCKS = 1024;
static const int SPF_NO_SUBCODES = 2048;
static const int SPF_SYM0123 = SPF_SYM01 | SPF_SYM02 | SPF_SYM03;
extern char whichCanvas;
extern bool displaycodes;
int generateCanvas(cell *c);
struct patterninfo {
int id;
int dir;
bool reflect;
int symmetries;
};
patterninfo getpatterninfo(cell *c, ePattern pat, int sub);
inline patterninfo getpatterninfo0(cell *c) {
return getpatterninfo(c, whichPattern, subpattern_flags);
}
bool compatible(cpatterntype oldp, cpatterntype newp);
extern void pushChangeablePatterns();
void computeCgroup();
void showPattern();
void val38(cell *c, patterninfo &si, int sub, int pat);
int downdir(cell *c, const cellfunction& cf = coastvalEdge);
}
namespace mapeditor {
#if CAP_EDIT
extern map<int, cell*> modelcell;
#endif
extern bool drawplayer;
void applyModelcell(cell *c);
extern cell *drawcell;
void initdraw(cell *c);
#if CAP_EDIT
void showMapEditor();
void showDrawEditor();
#endif
enum eShapegroup { sgPlayer, sgMonster, sgItem, sgFloor, sgWall };
static const int USERSHAPEGROUPS = 5;
bool haveUserShape(eShapegroup group, int id);
void draw_texture_ghosts(cell *c, const transmatrix& V);
void map_settings();
}
struct renderbuffer;
namespace rug {
extern bool display_warning;
extern bool rugged;
extern bool spatial_rug;
extern bool computed;
extern bool renderonce;
extern bool rendernogl;
extern int texturesize;
extern ld model_distance;
extern ld modelscale;
extern transmatrix currentrot;
#if CAP_RUG
void show();
// initialize both the texture and the model
void init();
// initialize only the texture (assume model already initialized)
void reopen();
// close the rug mode, remove the texture
void close();
// clear the model
void clear_model();
void actDraw();
void select();
void buildVertexInfo(cell *c, transmatrix V);
void drawRugScene();
void prepareTexture();
void drawRugScene();
void push_all_points(int coord, ld val);
void apply_rotation(const transmatrix& t);
string makehelp();
struct edge {
struct rugpoint *target;
ld len;
};
struct dexp_data {
hyperpoint params;
hyperpoint cont;
ld remaining_distance;
};
struct rugpoint {
double x1, y1;
bool valid;
bool inqueue;
double dist;
hyperpoint h; // point in the represented space
hyperpoint flat; // point in the native space, in azeq
hyperpoint precompute;
vector<edge> edges;
vector<edge> anticusp_edges;
// Find-Union algorithm
rugpoint *glue;
rugpoint *getglue() {
return glue ? (glue = glue->getglue()) : this;
}
hyperpoint& glueflat() {
return glue->flat;
}
rugpoint() { glue = NULL; }
void glueto(rugpoint *x) {
x = x->getglue();
auto y = getglue();
if(x != y) y->glue = x;
}
int dexp_id;
dexp_data surface_point;
};
struct triangle {
rugpoint *m[3];
triangle(rugpoint *m1, rugpoint *m2, rugpoint *m3) {
m[0] = m1; m[1] = m2; m[2] = m3;
}
};
extern vector<rugpoint*> points;
extern vector<triangle> triangles;
extern int qvalid;
extern bool subdivide_further();
extern void subdivide();
extern bool good_shape;
extern int vertex_limit;
extern void enqueue(rugpoint *p);
void sort_rug_points();
extern bool rug_perspective;
bool handlekeys(int sym, int uni);
void addTriangle(rugpoint *t1, rugpoint *t2, rugpoint *t3, ld len = 1);
rugpoint *addRugpoint(hyperpoint h, double dist);
void buildRug();
bool in_crystal();
void physics();
extern renderbuffer *glbuf;
extern eGeometry gwhere;
extern bool no_fog;
extern ld lowrug, hirug, ruggospeed;
extern GLuint alternate_texture;
extern bool invert_depth;
extern ld ruggo;
#endif
}
#define HASLINEVIEW
namespace conformal {
extern bool on;
extern vector<pair<cell*, eMonster> > killhistory;
extern vector<pair<cell*, eItem> > findhistory;
extern vector<cell*> movehistory;
extern set<cell*> inmovehistory, inkillhistory, infindhistory;
extern bool includeHistory;
extern bool use_atan;
extern ld rotation;
extern ld rotation_xz, rotation_xy2;
transmatrix rotmatrix();
extern int do_rotate;
extern ld model_orientation, model_orientation_yz;
extern ld halfplane_scale;
extern ld ocos, osin, ocos_yz, osin_yz;
extern ld cos_ball, sin_ball;
extern bool model_straight, model_straight_yz;
extern ld model_transition;
extern ld top_z;
extern ld spiral_angle, spiral_x, spiral_y;
extern ld spiral_cone;
extern ld clip_min, clip_max;
// screen coordinates to logical coordinates: apply_orientation(x,y)
// logical coordinates back to screen coordinates: apply_orientation(y,x)
template<class A>
void apply_orientation(A& x, A& y) { if(!model_straight) tie(x,y) = make_pair(x*ocos + y*osin, y*ocos - x*osin); }
template<class A>
void apply_orientation_yz(A& x, A& y) { if(!model_straight_yz) tie(x,y) = make_pair(x*ocos_yz + y*osin_yz, y*ocos_yz - x*osin_yz); }
template<class A>
void apply_ball(A& x, A& y) { tie(x,y) = make_pair(x*cos_ball + y*sin_ball, y*cos_ball - x*sin_ball); }
void configure();
extern bool autoband;
extern bool autobandhistory;
extern bool dospiral;
extern ld lvspeed;
extern int bandsegment;
extern int bandhalf;
extern ld extra_line_steps;
void create(cell *start, cell *target);
void create_playerpath();
void create_recenter_to_view(bool precise);
void clear();
void model_menu();
void history_menu();
string get_model_name(eModel);
void apply();
void movetophase();
void renderAutoband();
extern vector<shmup::monster*> v;
extern double phase;
void applyIB();
void progress_screen();
void progress(string str);
bool model_has_orientation();
extern string formula;
extern eModel basic_model;
}
namespace polygonal {
static const int MSI = 120;
extern int SI;
extern ld STAR;
extern int deg;
extern ld coefr[MSI], coefi[MSI];
extern int maxcoef, coefid;
void solve();
pair<ld, ld> compute(ld x, ld y);
}
void selectEyeGL(int ed);
void selectEyeMask(int ed);
extern int ticks;
extern color_t backcolor, bordcolor, forecolor;
void setGLProjection(color_t col = backcolor);
// passable flags
#define P_MONSTER Flag(0) // can move through monsters
#define P_MIRROR Flag(1) // can move through mirrors
#define P_REVDIR Flag(2) // reverse direction movement
#define P_WIND Flag(3) // can move against the wind
#define P_GRAVITY Flag(4) // can move against the gravity
#define P_ISPLAYER Flag(5) // player-only moves (like the Round Table jump)
#define P_ONPLAYER Flag(6) // always can step on the player
#define P_FLYING Flag(7) // is flying
#define P_BULLET Flag(8) // bullet can fly through more things
#define P_MIRRORWALL Flag(9) // mirror images go through mirror walls
#define P_JUMP1 Flag(10) // first part of a jump
#define P_JUMP2 Flag(11) // second part of a jump
#define P_TELE Flag(12) // teleport onto
#define P_BLOW Flag(13) // Orb of Air -- blow, or push
#define P_AETHER Flag(14) // aethereal
#define P_FISH Flag(15) // swimming
#define P_WINTER Flag(16) // fire resistant
#define P_USEBOAT Flag(17) // can use boat
#define P_NOAETHER Flag(18) // disable AETHER
#define P_FRIENDSWAP Flag(19) // can move on friends (to swap with tem)
#define P_ISFRIEND Flag(20) // is a friend (can use Empathy + Winter/Aether/Fish combo)
#define P_LEADER Flag(21) // can push statues and use boats
#define P_MARKWATER Flag(22) // mark Orb of Water as used
#define P_EARTHELEM Flag(23) // Earth Elemental
#define P_WATERELEM Flag(24) // Water Elemental
#define P_IGNORE37 Flag(25) // ignore the triheptagonal board
#define P_CHAIN Flag(26) // for chaining moves with boats
#define P_DEADLY Flag(27) // suicide moves allowed
#define P_ROSE Flag(28) // rose smell
#define P_CLIMBUP Flag(29) // allow climbing up
#define P_CLIMBDOWN Flag(30) // allow climbing down
#define P_REPTILE Flag(31) // is reptile
#define P_VOID Flag(32) // void beast
#define P_PHASE Flag(33) // phasing movement
#define P_PULLMAGNET Flag(34) // pull the other part of the magnet
bool passable(cell *w, cell *from, flagtype flags);
bool anti_alchemy(cell *w, cell *from);
bool isElemental(eLand l);
int coastval(cell *c, eLand base);
int getHauntedDepth(cell *c);
eLand randomElementalLand();
bool notDippingForExtra(eItem i, eItem x);
void placePrizeOrb(cell *c);
void wandering();
bool isSealand(eLand l);
int newRoundTableRadius();
bool grailWasFound(cell *c);
extern bool buggyGeneration;
int buildIvy(cell *c, int children, int minleaf);
int celldistAltRelative(cell *c);
int roundTableRadius(cell *c);
eLand pickLandRPM(eLand old);
bool bearsCamelot(eLand l);
extern bool safety;
#define SAGEMELT .1
#define TEMPLE_EACH (among(geometry, gHoroRec, gHoroHex, gKiteDart3) ? 3 : (sol && binarytiling) ? 6 : (WDIM == 3 && binarytiling) ? 2 : geometry == gSpace435 ? 4 : (WDIM == 3 && hyperbolic) ? 3 : 6)
#define PT(x, y) ((tactic::on || quotient == 2 || daily::on) ? (y) : inv::on ? min(2*(y),x) : (x))
#define ROCKSNAKELENGTH 50
#define WORMLENGTH 15
#define PUREHARDCORE_LEVEL 10
#define PRIZEMUL 7
#define INF 9999
#define INFD 60
#define PINFD 125
#ifndef BARLEV
#define BARLEV ((ISANDROID||ISIOS||ISFAKEMOBILE||getDistLimit()<7)?(getDistLimit()<4?8:9):10)
#endif
#define BUGLEV 15
// #define BARLEV 9
bool isKillable(cell *c);
bool isKillableSomehow(cell *c);
bool isAlchAny(eWall w);
bool isAlchAny(cell *c);
#define YDIST 101
#define MODECODES (1ll<<61)
extern cellwalker cwt; // player character position
extern array<int, ittypes> items;
extern array<int, motypes> kills;
extern int explore[10], exploreland[10][landtypes], landcount[landtypes];
typedef flagtype modecode_t;
extern map<modecode_t, array<int, ittypes> > hiitems;
extern eLand firstland, specialland;
bool pseudohept(cell *c);
bool pureHardcore();
extern int cheater;
int airdist(cell *c);
bool eq(short a, short b);
extern vector<cell*> dcal; // queue for cpdist
bool isPlayerOn(cell *c);
bool isFriendly(eMonster m);
bool isFriendly(cell *c);
bool isChild(cell *w, cell *killed); // is w killed if killed is killed?
static const int NO_TREASURE = 1;
static const int NO_YENDOR = 2;
static const int NO_GRAIL = 4;
static const int NO_LOVE = 8;
int gold(int no = 0);
int tkills();
bool markOrb(eItem it); // mark the orb as 'used', return true if exists
bool markEmpathy(eItem it); // mark both the given orb and Empathy as 'used', return true if exists
bool markEmpathy2(eItem it); // as above, but next turn
bool isMimic(eMonster m);
bool isMimic(cell *c);
void fallMonster(cell *c, flagtype flags = 0); // kill monster due to terrain
bool attackMonster(cell *c, flagtype flags, eMonster killer);
bool isWorm(eMonster m);
bool isWorm(cell *c);
void empathyMove(cell *c, cell *cto, int dir);
bool isIvy(eMonster m);
bool isIvy(cell *c);
#define GUNRANGE 3
// 0 = basic treasure, 1 = other item, 2 = power orb, 3 = not an item
#define IC_TREASURE 0
#define IC_OTHER 1
#define IC_ORB 2
#define IC_NAI 3
bool playerInPower();
void activateFlash();
void activateLightning();
bool markOrb(eItem it);
bool markOrb2(eItem it);
void drainOrb(eItem it, int target = 0);
void useupOrb(eItem it, int qty);
void initgame();
bool haveRangedTarget();
eItem targetRangedOrb(cell *c, orbAction a);
void reduceOrbPowers();
int realstuntime(cell *c);
extern bool invismove, invisfish;
bool attackingForbidden(cell *c, cell *c2);
void killOrStunMonster(cell *c2, eMonster who_killed);
void useup(cell *c); // useup thumpers/bonfires
cell *playerpos(int i);
bool makeflame(cell *c, int timeout, bool checkonly);
void bfs();
bool isPlayerInBoatOn(cell *c);
bool isPlayerInBoatOn(cell *c, int i);
void destroyBoats(cell *c, cell *cf, bool strandedToo);
extern bool showoff;
extern int lastexplore;
extern int truelotus;
extern int asteroids_generated, asteroid_orbs_generated;
extern eLand lastland;
extern time_t timerstart;
extern bool timerstopped;
bool againstRose(cell *cfrom, cell *cto);
bool withRose(cell *cfrom, cell *cto);
extern ld bounded_mine_percentage;
extern int bounded_mine_quantity, bounded_mine_max;
void generate_mines();
// loops
#define fakecellloop(ct) for(cell *ct = (cell*)1; ct; ct=NULL)
#define forCellIdAll(ct, i, cf) fakecellloop(ct) for(int i=0; i<(cf)->type && (ct=(cf)->move(i),true); i++)
#define forCellIdCM(ct, i, cf) fakecellloop(ct) for(int i=0; i<(cf)->type && (ct=createMov((cf),i),true); i++)
#define forCellIdEx(ct, i, cf) forCellIdAll(ct,i,cf) if(ct)
#define forCellEx(ct, cf) forCellIdEx(ct,forCellEx ## __LINE__,cf)
#define forCellCM(ct, cf) forCellIdCM(ct,forCellCM ## __LINE__,cf)
#define forCellAll(ct, cf) forCellIdCM(ct,forCellAll ## __LINE__,cf)
// canAttack/moveval flags
#define AF_NORMAL 0 // nothing special about this attack
#define AF_TOUGH Flag(0) // tough attacks: Hyperbugs
#define AF_MAGIC Flag(1) // magical attacks: Flash
#define AF_STAB Flag(2) // stabbing attacks (usually ignored except Hedgehogs)
#define AF_LANCE Flag(3) // lance attacks (used by Lancers)
#define AF_ONLY_ENEMY Flag(4) // only say YES if it is an enemy
#define AF_ONLY_FRIEND Flag(5) // only say YES if it is a friend
#define AF_ONLY_FBUG Flag(6) // only say YES if it is a bug_or friend
#define AF_BACK Flag(7) // backward attacks (ignored except Viziers and Flailers)
#define AF_APPROACH Flag(8) // approach attacks (ignored except Lancers)
#define AF_IGNORE_UNARMED Flag(9) // ignore the UNARMED flag
#define AF_NOSHIELD Flag(10) // ignore the shielded status
#define AF_GETPLAYER Flag(11) // check for player (replace m2 with moPlayer for player position)
#define AF_GUN Flag(12) // revolver attack
#define AF_FAST Flag(13) // fast attack
#define AF_EAT Flag(17) // eating attacks from Worm-likes
#define MF_NOATTACKS Flag(14) // don't do any attacks
#define MF_PATHDIST Flag(15) // consider pathdist for moveval
#define MF_ONLYEAGLE Flag(16) // do this only for Eagles
#define MF_MOUNT Flag(18) // don't do
#define MF_NOFRIEND Flag(19) // don't do it for friends
#define AF_SWORD Flag(20) // big sword
#define AF_SWORD_INTO Flag(21) // moving into big sword
#define AF_MSG Flag(22) // produce a message
#define AF_MUSTKILL Flag(23) // when TRUE, stunning attacks are not accepted by canAttack
#define AF_NEXTTURN Flag(24) // next turn -- don't count shield at power 1
#define AF_FALL Flag(25) // death by falling
#define MF_STUNNED Flag(26) // edgeunstable: ignore ladders (as stunned monsters do)
#define MF_IVY Flag(27) // edgeunstable: ignore ivy (ivy cannot climb ivy)
#define AF_HORNS Flag(28) // spear attack (always has APPROACH too)
#define AF_BULL Flag(29) // bull attack
#define AF_SIDE Flag(30) // side attack
#define AF_CRUSH Flag(31) // Crusher's delayed attack
bool canAttack(cell *c1, eMonster m1, cell *c2, eMonster m2, flagtype flags);
extern int chaosmode;
extern bool chaosUnlocked;
extern bool chaosAchieved;
bool isTechnicalLand(eLand l);
int getGhostcount();
void raiseBuggyGeneration(cell *c, const char *s);
void verifyMutantAround(cell *c);
#if CAP_SDL
#if CAP_PNG
#include "savepng.h"
#define IMAGEEXT ".png"
void IMAGESAVE(SDL_Surface *s, const char *fname);
#else
#define IMAGEEXT ".bmp"
#define IMAGESAVE SDL_SaveBMP
#endif
#endif
void drawscreen();
void buildAirmap();
// currently works for worms only
bool sameMonster(cell *c1, cell *c2);
cell *wormhead(cell *c);
eMonster getMount(int player_id);
eMonster haveMount();
bool isDragon(eMonster m);
// for some reason I need this to compile under OSX
#if ISMAC
extern "C" { void *_Unwind_Resume = 0; }
#endif
extern bool autocheat;
extern bool inHighQual;
void mountmove(cell *c, int spin, bool fp);
void mountmove(cell *c, int spin, bool fp, cell *ppos);
void mountswap(cell *c1, int spin1, bool fp1, cell *c2, int spin2, bool fp2);
template<class T> struct dynamicval {
T& where;
T backup;
dynamicval(T& wh, T val) : where(wh) { backup = wh; wh = val; }
dynamicval(T& wh) : where(wh) { backup = wh; }
~dynamicval() { where = backup; }
};
struct stalemate1 {
eMonster who;
cell *moveto;
cell *killed;
cell *pushto;
cell *comefrom;
cell *swordlast[2], *swordtransit[2], *swordnext[2];
bool isKilled(cell *c);
stalemate1(eMonster w, cell *mt, cell *ki, cell *pt, cell *cf) : who(w), moveto(mt), killed(ki), pushto(pt), comefrom(cf) {}
};
namespace stalemate {
extern vector<stalemate1> moves;
extern bool nextturn;
bool isKilled(cell *c);
bool isMoveto(cell *c);
bool isKilledDirectlyAt(cell *c);
bool isPushto(cell *c);
};
extern int turncount;
bool reduceOrbPower(eItem it, int cap);
bool checkOrb(eMonster m1, eItem orb);
movedir vectodir(const hyperpoint& P);
namespace tortoise {
extern int seekbits;
int getRandomBits();
}
namespace sword {
struct sworddir {
int angle;
transmatrix T;
};
extern array<sworddir, MAXPLAYER> dir;
cell *pos(cell *c, const sworddir& sd, bool rev);
cell *pos(int id);
bool at(cell *where, bool noplayer = false);
sworddir shift(cell *c1, cell *c2, sworddir);
}
void killThePlayer(eMonster m, int id, flagtype flags);
bool attackJustStuns(cell *c2, flagtype flags, eMonster attacker);
bool isTargetOrAdjacent(cell *c);
bool warningprotection(const string& s);
bool mineMarked(cell *c);
bool minesafe();
bool hasSafeOrb(cell *c);
void placeWater(cell *c, cell *c2);
bool againstCurrent(cell *w, cell *from);
bool needConfirmation();
bool needConfirmationEvenIfSaved();
#define DEFAULTCONTROL (multi::players == 1 && !shmup::on && !multi::alwaysuse && !(rug::rugged && rug::renderonce))
#define DEFAULTNOR(sym) (DEFAULTCONTROL || multi::notremapped(sym))
extern bool smooth_scrolling;
extern bool timerghost;
extern bool gen_wandering;
#define CAP_MENUSCALING (ISPANDORA || ISMOBILE)
#if CAP_MENUSCALING
#define displayfrZ dialog::zoom::displayfr
#define displayfrZH dialog::zoom::displayfr_highlight
#else
#define displayfrZ displayfr
#define displayfrZH dialog::zoom::displayfr_highlight
#endif
namespace dialog {
extern string highlight_text;
extern color_t dialogcolor;
extern int dfsize, dfspace;
enum tDialogItem {diTitle, diItem, diBreak, diHelp, diInfo, diIntSlider, diSlider, diBigItem, diKeyboard};
struct item {
tDialogItem type;
string body;
string value;
string keycaption;
int key;
color_t color, colorv, colork, colors, colorc;
int scale;
double param;
int p1, p2, p3;
int position;
};
struct scaler {
ld (*direct) (ld);
ld (*inverse) (ld);
bool positive;
};
static inline ld identity_f(ld x) { return x; };
const static scaler identity = {identity_f, identity_f, false};
const static scaler logarithmic = {log, exp, true};
const static scaler asinhic = {asinh, sinh, false};
const static scaler asinhic100 = {[] (ld x) { return asinh(x*100); }, [] (ld x) { return sinh(x)/100; }, false};
struct numberEditor {
ld *editwhat;
string s;
ld vmin, vmax, step, dft;
string title, help;
scaler sc;
int *intval; ld intbuf;
bool animatable;
};
extern numberEditor ne;
extern vector<item> items;
extern reaction_t reaction, extra_options, reaction_final;
item& lastItem();
extern color_t *palette;
string keyname(int k);
string disp(ld x);
void addSelItem(string body, string value, int key);
void addBoolItem(string body, bool value, int key);
void addBigItem(string body, int key);
void addColorItem(string body, int value, int key);
void openColorDialog(color_t& col, color_t *pal = palette);
extern bool colorAlpha;
void addHelp(string body);
void addInfo(string body, color_t color = dialogcolor);
void addItem(string body, int key);
void addKeyboardItem(string keys);
int addBreak(int val);
void addTitle(string body, color_t color, int scale);
void init();
void init(string title, color_t color = 0xE8E8E8, int scale = 150, int brk = 60);
void display();
void editNumber(ld& x, ld vmin, ld vmax, ld step, ld dft, string title, string help);
// step can be ld if we use scaleLog()
void editNumber(int& x, int vmin, int vmax, ld step, int dft, string title, string help);
void use_hexeditor();
inline void scaleLog() { ne.sc = logarithmic; }
inline void scaleSinh() { ne.sc = asinhic; }
inline void scaleSinh100() { ne.sc = asinhic100; }
void bound_low(ld val);
void bound_up(ld val);
void handleNavigation(int &sym, int &uni);
namespace zoom {
bool displayfr(int x, int y, int b, int size, const string &s, color_t color, int align);
bool displayfr_highlight(int x, int y, int b, int size, const string &s, color_t color, int align, int hicolor = 0xFFFF00);
}
bool editingDetail();
int handlePage(int& nl, int& nlm, int perpage);
void displayPageButtons(int i, bool pages);
bool handlePageButtons(int uni);
extern bool sidedialog;
extern int dialogflags;
extern int dcenter;
int displaycolor(color_t col);
void openFileDialog(string& filename, string fcap, string ext, bool_reaction_t action);
extern string infix;
bool hasInfix(const string &s);
bool editInfix(int uni);
void vpush(color_t, const char *name);
extern vector<pair<string, color_t> > v;
void addHelp();
void addBack();
void add_action(const reaction_t& action);
void add_key_action(int key, const reaction_t& action);
void add_action_push(const reaction_t& action);
void addBoolItem_action(const string& s, bool& b, char c);
void addBoolItem_action_neg(const string& s, bool& b, char c);
template<class T> void addBoolItem_choice(const string& s, T& b, T val, char c) {
addBoolItem(s, b == val, c);
add_action([&b, val] { b = val; });
}
string view_edited_string();
void start_editing(string& s);
string editchecker(int sym, int uni);
bool handle_edit_string(int sym, int uni, function<string(int, int)> checker = editchecker);
void edit_string(string& s, string title, string help);
void confirm_dialog(const string& text, const reaction_t& act);
inline void cheat_if_confirmed(const reaction_t& act) {
if(needConfirmationEvenIfSaved()) pushScreen([act] () { confirm_dialog(XLAT("This will enable the cheat mode, making this game ineligible for scoring. Are you sure?"), act); });
else act();
}
inline void do_if_confirmed(const reaction_t& act) {
if(needConfirmationEvenIfSaved()) pushScreen([act] () { confirm_dialog(XLAT("This will end your current game and start a new one. Are you sure?"), act); });
else act();
}
inline reaction_t add_confirmation(const reaction_t& act) {
return [act] { do_if_confirmed(act); };
}
extern int numberdark;
static const int DONT_SHOW = 16;
}
void checkStunKill(cell *dest);
void clearMessages();
namespace shot {
#if CAP_SHOT
extern int shotx, shoty, shotformat;
extern bool make_svg;
extern ld gamma, fade;
extern string caption;
extern bool transparent;
void menu();
void default_screenshot_content();
void take(string fname, const function<void()>& what = default_screenshot_content);
#endif
}
#if CAP_SVG
namespace svg {
void circle(int x, int y, int size, color_t col, color_t fillcolor, double linewidth);
void polygon(int *polyx, int *polyy, int polyi, color_t col, color_t outline, double linewidth);
void text(int x, int y, int size, const string& str, bool frame, color_t col, int align);
extern bool in;
extern string link;
#if CAP_SHOT
void render(const string& fname, const function<void()>& what = shot::default_screenshot_content);
#endif
}
#else
namespace svg {
static const always_false in;
}
#endif
extern int sightrange_bonus, genrange_bonus, gamerange_bonus;
namespace halloween {
void getTreat(cell *where);
}
// just in case if I change my mind about when Orbs lose their power
#define ORBBASE 0
transmatrix mscale(const transmatrix& t, double fac);
transmatrix mzscale(const transmatrix& t, double fac);
extern bool ivoryz;
#define mmscale(V, x) (mmspatial ? (ivoryz ? mzscale(V,x) : mscale(V, x)) : (V))
#define SHADOW_WALL 0x60
#define SHADOW_SL 0x18
#define SHADOW_MON 0x30
transmatrix face_the_player(const transmatrix V);
void addradar(const transmatrix& V, char ch, color_t col, color_t outline);
bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col, double footphase, color_t asciicol);
void drawPlayerEffects(const transmatrix& V, cell *c, bool onPlayer);
// monster movement animations
struct animation {
int ltick;
double footphase;
transmatrix wherenow;
int attacking;
transmatrix attackat;
bool mirrored;
};
// we need separate animation layers for Orb of Domination and Tentacle+Ghost,
// and also to mark Boats
#define ANIMLAYERS 3
#define LAYER_BIG 0 // for worms and krakens
#define LAYER_SMALL 1 // for others
#define LAYER_BOAT 2 // mark that a boat has moved
extern array<map<cell*, animation>, ANIMLAYERS> animations;
void animateAttack(cell *src, cell *tgt, int layer, int direction_hint);
void animateMovement(cell *src, cell *tgt, int layer, int direction_hint);
// for animations which might use the same locations,
// such as replacements or multi-tile monsters
void indAnimateMovement(cell *src, cell *tgt, int layer, int direction_hint);
void commitAnimations(int layer);
void animateReplacement(cell *a, cell *b, int layer, int direction_hinta, int direction_hintb);
void fallingFloorAnimation(cell *c, eWall w = waNone, eMonster m = moNone);
void fallingMonsterAnimation(cell *c, eMonster m, int id = multi::cpid);
// ranks:
enum class PPR {
ZERO, EUCLIDEAN_SKY, OUTCIRCLE, MOVESTAR,
MINUSINF,
BELOWBOTTOMm,
BELOWBOTTOM,
BELOWBOTTOMp,
BELOWBOTTOM_FALLANIM,
LAKEBOTTOM, HELLSPIKE,
INLAKEWALLm, INLAKEWALL, INLAKEWALLp,
INLAKEWALL_FALLANIM,
SUBLAKELEV, LAKELEV, BOATLEV, BOATLEV2, BOATLEV3,
LAKEWALLm, LAKEWALL, LAKEWALLp,
LAKEWALL_FALLANIM,
FLOOR_TOWER,
FLOOR,
FLOOR_DRAGON,
FLOORa, FLOORb, FLOORc, FLOORd,
LIZEYE,
BFLOOR,
GFLOORa, GFLOORb, GFLOORc,
WALLSHADOW,
STRUCT0, STRUCT1, STRUCT2, STRUCT3,
THORNS, WALL,
REDWALLm, REDWALLs, REDWALLp, REDWALL,
REDWALLm2, REDWALLs2, REDWALLp2, REDWALLt2,
REDWALLm3, REDWALLs3, REDWALLp3, REDWALLt3,
HEPTAMARK,
ITEM_BELOW,
ITEM, ITEMa, ITEMb,
BIGSTATUE,
WALL3m, WALL3s, WALL3p, WALL3, WALL3A,
// WALL3m, WALL3s, WALL3p, WALL3, WALL3A,
HIDDEN, GIANTSHADOW,
TENTACLE0, TENTACLE1,
ONTENTACLE, ONTENTACLE_EYES, ONTENTACLE_EYES2,
MONSTER_SHADOW,
MONSTER_FOOT, MONSTER_LEG, MONSTER_GROIN,
MONSTER_SUBWPN, MONSTER_WPN,
MONSTER_BODY, MONSTER_ARMOR0, MONSTER_ARMOR1,
MONSTER_CLOAK, MONSTER_NECK,
MONSTER_HEAD, MONSTER_FACE, MONSTER_EYE0, MONSTER_EYE1,
MONSTER_HAIR, MONSTER_HAT0, MONSTER_HAT1,
MONSTER_HOODCLOAK1, MONSTER_HOODCLOAK2,
STUNSTARS,
CARRIED, CARRIEDa, CARRIEDb,
PARTICLE, SWORDMARK, MAGICSWORD, MISSILE, SKY,
MINEMARK, ARROW,
MOBILE_ARROW,
LINE,
// in depth tested models transparent surfaces need to be depth sorted by HyperRogue
// and set to PPR::TRANSPARENT_* to draw them after all the opaque ones
TRANSPARENT_LAKE, TRANSPARENT_SHADOW, TRANSPARENT_WALL,
// no depth testing for SUPERLINE and above
SUPERLINE, TEXT, CIRCLE,
MAX,
DEFAULT = -1
};
inline PPR operator + (PPR x, int y) { return PPR(int(x) + y); }
inline PPR operator - (PPR x, int y) { return PPR(int(x) - y); }
inline int operator - (PPR x, PPR y) { return int(x) - int(y); }
namespace mapeditor {
bool drawUserShape(const transmatrix& V, eShapegroup group, int id, color_t color, cell *c, PPR prio = PPR::DEFAULT);
}
#if CAP_SHAPES
void ShadowV(const transmatrix& V, const struct hpcshape& bp, PPR prio = PPR::MONSTER_SHADOW);
#endif
#define OUTLINE_NONE 0x000000FF
#define OUTLINE_FRIEND 0x00FF00FF
#define OUTLINE_ENEMY 0xFF0000FF
#define OUTLINE_TREASURE 0xFFFF00FF
#define OUTLINE_ORB 0xFF8000FF
#define OUTLINE_OTHER 0xFFFFFFFF
#define OUTLINE_DEAD 0x800000FF
#define OUTLINE_TRANS 0
#define OUTLINE_DEFAULT ((bordcolor << 8) + 0xFF)
#define OUTLINE_FORE ((forecolor << 8) + 0xFF)
#define OUTLINE_BACK ((backcolor << 8) + 0xFF)
extern bool audio;
extern string musiclicense;
extern string musfname[landtypes];
extern int musicvolume, effvolume;
void initAudio();
bool loadMusicInfo();
void handlemusic();
void playSeenSound(cell *c);
void playSound(cell *c, const string& fname, int vol = 100);
inline string pick123() { return cts('1' + rand() % 3); }
inline string pick12() { return cts('1' + rand() % 2); }
bool playerInBoat(int i);
extern int lowfar;
extern bool wmspatial, wmescher, wmplain, wmblack, wmascii;
extern bool mmspatial, mmhigh, mmmon, mmitem;
extern bool spatial_graphics;
extern int maxreclevel, reclevel;
string explain3D(ld *param);
extern int detaillevel;
extern bool quitmainloop;
enum eGlyphsortorder {
gsoFirstTop, gsoFirstBottom,
gsoLastTop, gsoLastBottom,
gsoLand, gsoValue,
gsoMAX
};
extern eGlyphsortorder glyphsortorder;
void explodeMine(cell *c);
bool mayExplodeMine(cell *c, eMonster who);
void explosion(cell *c, int power, int central);
void explodeBarrel(cell *c);
enum eGravity { gsNormal, gsLevitation, gsAnti };
extern eGravity gravity_state, last_gravity_state;
int gravityLevel(cell *c);
int gravityLevelDiff(cell *c, cell *f);
void fullcenter();
void movecost(cell* from, cell *to, int phase); // 1 = pre-collect, 2 = post-collect, 3 = both
void checkmove();
transmatrix eumove(ld x, ld y);
transmatrix eumove(int vec);
transmatrix eumovedir(int d);
int reptilemax();
extern bool mousing;
#define IFM(x) (mousing?"":x)
extern cellwalker recallCell;
extern eLand cheatdest;
void cheatMoveTo(eLand l);
void doOvergenerate();
void collectMessage(cell *c2, eItem which);
namespace quotientspace {
void build();
void clear();
extern vector<int> connections;
}
void killFriendlyIvy();
#if CAP_SHAPES
void pushdown(cell *c, int& q, const transmatrix &V, double down, bool rezoom, bool repriority);
#endif
extern bool viewdists;
void preventbarriers(cell *c);
bool passable_for(eMonster m, cell *w, cell *from, flagtype extra);
void beastcrash(cell *c, cell *beast);
int angledist(int t, int d1, int d2);
int angledist(cell *c, int d1, int d2);
void setcameraangle(bool b);
#define MODELCOUNT ((int) mdGUARD)
void drawShape(pair<ld,ld>* coords, int qty, color_t color);
#define pmodel (vid.vpmodel)
string current_proj_name();
inline bool mdAzimuthalEqui() { return among(pmodel, mdEquidistant, mdEquiarea, mdEquivolume); }
inline bool mdBandAny() { return among(pmodel, mdBand, mdBandEquidistant, mdBandEquiarea, mdSinusoidal); }
color_t darkena(color_t c, int lev, int a);
#define SHSIZE 16
extern vector<array<cell*, MAXPLAYER>> shpos;
extern int cshpos;
#if CAP_ANIMATIONS
namespace anims {
void animate_parameter(ld &x, string f, const reaction_t& r);
void deanimate(ld &x);
void get_parameter_animation(ld &x, string& f);
extern ld a, b;
}
#endif
namespace arg {
#if CAP_COMMANDLINE
void lshift();
void unshift();
void shift();
const string& args();
const char* argcs();
int argi();
ld argf();
bool argis(const string& s);
bool nomore();
unsigned arghex();
inline void shift_arg_formula(ld& x, const reaction_t& r = reaction_t()) { shift(); x = argf();
#if CAP_ANIMATIONS
anims::animate_parameter(x, args(), r);
#endif
}
void init(int _argc, char **_argv);
void launch_dialog(const reaction_t& r = reaction_t());
extern int curphase;
void phaseerror(int x);
// returned values: 0 = ok, 1 = not recognized, 2 = shift phase
int readCommon();
int readLocal();
// an useful macro
#define PHASE(x) { if(arg::curphase > x) arg::phaseerror(x); else if(arg::curphase < x) return 2; }
#define PHASEFROM(x) { if(arg::curphase < x) return 2; }
inline void cheat() { autocheat = true; cheater++; timerghost = false; }
#define TOGGLE(x, param, act) \
else if(args()[0] == '-' && args()[1] == x && !args()[2]) { PHASEFROM(2); showstartmenu = false; act; } \
else if(args()[0] == '-' && args()[1] == x && args()[2] == '1') { PHASEFROM(2); showstartmenu = false; if(!param) act; } \
else if(args()[0] == '-' && args()[1] == x && args()[2] == '0') { PHASEFROM(2); showstartmenu = false; if(param) act; }
void read(int phase);
eLand readland(const string& ss);
eItem readItem(const string& ss);
eMonster readMonster(const string& ss);
#endif
}
extern bool generatingEquidistant;
void clearfrom(heptagon *at);
void clearHexes(heptagon *at);
void verifycells(heptagon *at);
int zebra40(cell *c);
cell *createMov(cell *c, int d);
#if CAP_TOUR
namespace tour {
extern bool on;
extern string tourhelp;
extern string slidecommand;
extern int currentslide;
enum presmode {
pmStartAll = 0,
pmStart = 1, pmFrame = 2, pmStop = 3, pmKey = 4, pmRestart = 5,
pmAfterFrame = 6,
pmGeometry = 11, pmGeometryReset = 13, pmGeometryStart = 15
};
void setCanvas(presmode mode, char canv);
void presentation(presmode mode);
void checkGoodLand(eLand l);
int getid();
extern function<eLand(eLand)> getNext;
extern function<bool(eLand)> quickfind;
extern function<bool(eLand)> showland;
void start();
struct slide {
const char *name; int unused_id; int flags; const char *help;
function<void(presmode mode)> action;
} ;
extern slide *slides;
extern slide default_slides[];
static const int LEGAL_NONE=0;
static const int LEGAL_UNLIMITED=1;
static const int LEGAL_HYPERBOLIC=2;
static const int LEGAL_ANY=3;
static const int LEGAL_NONEUC=4;
static const int QUICKSKIP=8;
static const int FINALSLIDE=16;
static const int QUICKGEO=32;
static const int SIDESCREEN = 64;
static const int USE_SLIDE_NAME = 128;
extern slide slideHypersian;
extern slide slideExpansion;
namespace ss {
void showMenu();
void list(slide*);
}
extern hookset<void(int)> *hooks_slide;
};
#else
namespace tour {
static const always_false on;
}
#endif
extern bool doCross;
void optimizeview();
extern bool noGUI;
extern bool dronemode;
extern ld whatever[16];
extern int whateveri[16];
namespace sm {
static const int NORMAL = 1;
static const int MISSION = 2;
static const int HELP = 4;
static const int MAP = 8;
static const int DRAW = 16;
static const int NUMBER = 32;
static const int SHMUPCONFIG = 64;
static const int OVERVIEW = 128;
static const int SIDE = 256;
static const int DOTOUR = 512;
static const int CENTER = 1024;
static const int ZOOMABLE = 4096;
static const int TORUSCONFIG = 8192;
static const int MAYDARK = 16384;
static const int DIALOG_STRICT_X = 32768; // do not interpret dialog clicks outside of the X region
static const int EXPANSION = (1<<16);
static const int HEXEDIT = (1<<17);
};
namespace linepatterns {
enum ePattern {
patPalacelike,
patPalace,
patZebraTriangles,
patZebraLines,
patTriTree,
patTriRings,
patHepta,
patRhomb,
patTree,
patAltTree,
patVine,
patPower,
patNormal,
patTrihepta,
patBigTriangles,
patBigRings,
patHorocycles,
patTriOther,
patDual,
patMeridians,
patParallels,
patCircles,
patRadii
};
void clearAll();
void setColor(ePattern id, color_t col);
void drawAll();
void showMenu();
void switchAlpha(ePattern id, color_t col);
struct linepattern {
int id;
const char *lpname;
color_t color;
ld multiplier;
};
extern vector<linepattern> patterns;
extern ld width;
};
transmatrix ddspin(cell *c, int d, ld bonus = 0);
transmatrix iddspin(cell *c, int d, ld bonus = 0);
bool doexiton(int sym, int uni);
void switchFullscreen();
string turnstring(int i);
int celldistance(cell *c1, cell *c2);
int hyperbolic_celldistance(cell *c1, cell *c2);
bool behindsphere(const transmatrix& V);
extern hyperpoint pirateCoords;
bool mouseout();
bool againstWind(cell *c2, cell *c1); // to, from
transmatrix atscreenpos(ld x, ld y, ld size);
hyperpoint mirrorif(const hyperpoint& V, bool b);
#define SETMOUSEKEY 5000
extern char mousekey;
extern char newmousekey;
void displaymm(char c, int x, int y, int rad, int size, const string& title, int align);
bool canPushThumperOn(cell *tgt, cell *thumper, cell *player);
void pushThumper(cell *th, cell *cto);
template<class T, class... U> T pick(T x, U... u) { std::initializer_list<T> i = {x,u...}; return *(i.begin() + hrand(1+sizeof...(u))); }
eLand getNewSealand(eLand old);
bool createOnSea(eLand old);
namespace inv {
extern bool on;
extern bool usedForbidden;
extern bool activating;
extern array<int, ittypes> remaining;
extern array<int, ittypes> usedup;
void compute();
void applyBox(eItem it);
extern int incheck;
void check(int delta);
void show();
}
bool drawItemType(eItem it, cell *c, const transmatrix& V, color_t icol, int ticks, bool hidden);
void initquickqueue();
void quickqueue();
int darkenedby(int c, int lev);
extern int mousex, mousey;
#if CAP_MOUSEGRAB
extern ld mouseaim_x, mouseaim_y;
#endif
extern ld mouseaim_sensitivity;
string generateHelpForItem(eItem it);
bool graphglyph();
extern bool hiliteclick;
extern int antialiaslines;
extern color_t ringcolor, periodcolor, modelcolor, stdgridcolor;
#include <functional>
template<class T, class U> int addHook(hookset<T>*& m, int prio, const U& hook) {
if(!m) m = new hookset<T> ();
while(m->count(prio)) {
prio++;
}
(*m)[prio] = hook;
return 0;
}
extern purehookset hooks_frame, hooks_stats, clearmemory, hooks_config, hooks_tests, hooks_removecells, hooks_initgame, hooks_calcparam, hooks_mainmenu, hooks_startmenu, hooks_markers;
extern purehookset hooks_swapdim;
template<class T, class... U> void callhooks(hookset<T> *h, U... args) {
if(h) for(auto& p: *h) p.second(args...);
}
template<class T, class V, class... U> V callhandlers(V zero, hookset<T> *h, U&... args) {
if(h) for(auto& p: *h) {
auto z = p.second(args...);
if(z != zero) return z;
}
return zero;
}
extern hookset<bool(int sym, int uni)> *hooks_handleKey;
extern hookset<bool(cell *c, const transmatrix& V)> *hooks_drawcell;
extern hookset<bool(int argc, char** argv)> *hooks_main;
extern hookset<int()> *hooks_args;
extern hookset<bool(cell*)> *hooks_mark;
extern hookset<eLand(eLand)> *hooks_nextland;
extern hookset<bool()> *hooks_welcome_message, *hooks_default_help;
extern hookset<void(cell*)> *hooks_mouseover;
extern hookset<struct hrmap*()> *hooks_newmap;
extern ld shiftmul;
void initcs(charstyle &cs);
charstyle& getcs(int id = multi::cpid);
struct msginfo {
int stamp;
time_t rtstamp;
int gtstamp;
int turnstamp;
char flashout;
char spamtype;
int quantity;
string msg;
};
extern vector<msginfo> msgs;
void flashMessages();
extern int lightat, safetyat;
int watercolor(int phase);
bool doHighlight();
void buildHelpText();
void buildCredits();
void setAppropriateOverview();
bool quitsaves();
extern const char* COLORBAR;
int textwidth(int siz, const string &str);
#define GLERR(call) glError(call, __FILE__, __LINE__)
extern bool gtouched, mousepressed, mousemoved, actonrelease;
extern bool inslider;
struct colortable: vector<color_t> {
color_t& operator [] (int i) { i %= size(); if(i<0) i += size(); return ((vector<color_t>&)(*this)) [i]; }
const color_t& operator [] (int i) const { i %= size(); if(i<0) i += size(); return ((vector<color_t>&)(*this)) [i]; }
colortable(std::initializer_list<color_t> v) : vector(v) {}
colortable() : vector({0}) {}
};
extern bool outoffocus;
extern int frames;
extern transmatrix playerV;
extern bool didsomething;
extern void drawStats();
extern int calcfps();
extern colortable distcolors, minecolors;
extern eItem orbToTarget;
extern eMonster monsterToSummon;
void panning(hyperpoint hf, hyperpoint ht);
extern transmatrix sphereflip;
void initConfig();
void loadConfig();
extern bool auraNOGL;
#if CAP_SDLJOY
extern void initJoysticks();
extern bool autojoy;
extern int joyx, joyy, panjoyx, panjoyy;
extern movedir joydir;
extern SDL_Joystick* sticks[8];
extern int numsticks;
void closeJoysticks();
#endif
void preparesort();
#define SHMUPTITLE "shoot'em up mode"
bool dodrawcell(cell *c);
void drawcell(cell *c, transmatrix V, int spinv, bool mirrored);
extern cell* straightDownSeek;
extern hyperpoint straightDownPoint;
extern ld straightDownSpeed;
extern int frameid;
extern bool leftclick;
void clearMemory();
extern function <void(int sym, int uni)> keyhandler;
#if CAP_SDL
extern function <bool(SDL_Event &ev)> joyhandler;
#endif
bool gmodekeys(int sym, int uni);
// check for a plain number key
#define NUMBERKEY (interpret_as_direction(sym, uni) ? 0 : uni)
#define DKEY (get_direction_key(sym, uni))
#define DIRECTIONKEY (interpret_as_direction(sym, uni) ? uni : 0)
bool interpret_as_direction(int sym, int uni);
int get_direction_key(int sym, int uni);
void switchGL();
void switchFullscreen();
extern int cmode;
namespace scores { void load(); }
void gotoHelp(const string& h);
void showCustomizeChar();
void showCheatMenu();
void showGraphQuickKeys();
void showChangeMode();
void showEuclideanMenu();
void show3D();
void gameoverscreen();
void showJoyConfig();
void gamescreen(int darken);
void showMission();
void handleKeyQuit(int sym, int uni);
void handlePanning(int sym, int uni);
#if ISMOBILE==1
namespace leader { void showMenu(); void handleKey(int sym, int uni); }
#endif
namespace mirror {
cellwalker reflect(const cellwalker& cw);
}
bool inmirror(eLand l);
bool inmirror(cell *c);
bool inmirror(const cellwalker& cw);
void queuemarkerat(const transmatrix& V, color_t col);
void check_total_victory();
void applyBoxNum(int& i, string name = "");
extern int hinttoshow;
bool isShmupLifeOrb(eItem it);
int orbcharges(eItem it);
color_t gradient(color_t c0, color_t c1, ld v0, ld v, ld v1);
struct hint {
time_t last;
function<bool()> usable;
function<void()> display;
function<void()> action;
};
extern hint hints[];
int counthints();
void gainShard(cell *c2, const char *msg);
int textwidth(int siz, const string &str);
#if CAP_GL
int gl_width(int size, const char *s);
#endif
#ifdef ISMOBILE
extern int andmode;
extern bool longclick;
extern bool useRangedOrb;
#endif
void addaura(hyperpoint h, color_t col, int fd);
void addauraspecial(hyperpoint h, color_t col, int dir);
void drawaura();
void clearaura();
void drawBug(const cellwalker& cw, color_t col);
void mainloop();
void mainloopiter();
extern bool showstartmenu;
void selectLanguageScreen();
bool inscreenrange(cell *c);
bool allowIncreasedSight();
bool allowChangeRange();
static inline bool orbProtection(eItem it) { return false; } // not implemented
#if CAP_FIELD
namespace windmap {
void create();
static const int NOWINDBELOW = 8;
static const int NOWINDFROM = 120;
int getId(cell *c);
int at(cell *c);
}
#endif
extern int wavephase;
void buildEquidistant(cell *c);
void produceGhost(cell *c, eMonster victim, eMonster who);
void sideAttack(cell *mf, int dir, eMonster who, int bonus, eItem orb);
void sideAttack(cell *mf, int dir, eMonster who, int bonuskill);
void orboflava(int i);
void setland(cell *c, eLand l);
eLand getNewLand(eLand old);
extern bool randomPatternsMode;
extern int isRandland(eLand l);
extern vector<cell*> buggycells;
extern bool landUnlocked(eLand l);
extern void describeCell(cell*);
extern bool rlyehComplete();
extern int steplimit, cstep;
template<class... T>
void limitgen(T... args) {
if(steplimit) {
cstep++;
printf("%6d ", cstep);
printf(args...);
if(cstep == steplimit) buggyGeneration = true;
}
}
eLand oppositeElement(eLand l, eLand l2);
extern int hardness_empty();
extern eWall getElementalWall(eLand l);
void gainItem(eItem it);
void destroyTrapsOn(cell *c);
void destroyTrapsAround(cell *c);
extern int messagelogpos;
void showMessageLog();
int getgametime();
string getgametime_s(int timespent = getgametime());
extern int stampbase;
transmatrix cellrelmatrix(cell *c, int i);
void terracottaAround(cell *c);
double cellgfxdist(cell *c, int i);
int ctof(cell *c);
void modalDebug(cell *c);
void push_debug_screen();
int getDistLimit();
void drawqueue();
#ifndef GL
typedef float GLfloat;
#endif
typedef array<GLfloat, 2> glvec2;
typedef array<GLfloat, 3> glvec3;
typedef array<GLfloat, 4> glvec4;
#if MAXMDIM == 4
#define SHDIM 4
typedef glvec4 glvertex;
#else
#define SHDIM 3
typedef glvec3 glvertex;
#endif
struct texture_triangle {
array<hyperpoint, 3> v;
array<hyperpoint, 3> tv;
texture_triangle(array<hyperpoint, 3> _v, array<hyperpoint, 3> _tv) : v(_v), tv(_tv) {}
};
struct basic_textureinfo {
int texture_id;
vector<glvertex> tvertices;
};
struct textureinfo : basic_textureinfo {
transmatrix M;
vector<texture_triangle> triangles;
vector<glvertex> vertices;
cell *c;
vector<transmatrix> matrices;
// these are required to adjust to geometry changes
int current_type, symmetries;
};
struct drawqueueitem {
PPR prio;
color_t color;
int subprio;
virtual void draw() = 0;
virtual void draw_back() {}
virtual void draw_pre() {}
virtual ~drawqueueitem() {}
void draw_darker();
virtual color_t outline_group() = 0;
};
struct dqi_poly : drawqueueitem {
ld band_shift;
transmatrix V;
const vector<glvertex> *tab;
int offset, cnt, offset_texture;
color_t outline;
double linewidth;
int flags;
basic_textureinfo *tinf;
hyperpoint intester;
void draw();
void gldraw();
void draw_back();
virtual color_t outline_group() { return outline; }
};
struct dqi_line : drawqueueitem {
ld band_shift;
hyperpoint H1, H2;
int prf;
double width;
void draw();
void draw_back();
virtual color_t outline_group() { return color; }
};
struct dqi_string : drawqueueitem {
string str;
int x, y, shift, size, frame;
int align;
void draw();
virtual color_t outline_group() { return 1; }
};
struct dqi_circle : drawqueueitem {
int x, y, size, fillcolor;
double linewidth;
void draw();
virtual color_t outline_group() { return 2; }
};
struct dqi_action : drawqueueitem {
reaction_t action;
dqi_action(const reaction_t& a) : action(a) {}
void draw() { action(); }
virtual color_t outline_group() { return 2; }
};
struct sky_item {
cell *c;
transmatrix T;
color_t color;
sky_item(cell *_c, const transmatrix _T, color_t _color) : c(_c), T(_T), color(_color) {}
};
extern struct dqi_sky *sky;
struct dqi_sky : drawqueueitem {
vector<sky_item> sky;
void draw();
virtual color_t outline_group() { return 3; }
// singleton
dqi_sky() { hr::sky = this; }
~dqi_sky() { hr::sky = NULL; }
};
extern int emeraldtable[100][7];
// extern cell *cwpeek(cellwalker cw, int dir);
const eLand NOWALLSEP = laNone;
const eLand NOWALLSEP_USED = laWhirlpool;
bool hasbardir(cell *c);
bool buildBarrierNowall(cell *c, eLand l2, int forced_dir = NODIR);
bool checkBarriersBack(cellwalker bb, int q=5, bool cross = false);
bool checkBarriersFront(cellwalker bb, int q=5, bool cross = false);
bool quickfind(eLand l);
void beCIsland(cell *c);
bool isOnCIsland(cell *c);
void generateTreasureIsland(cell *c);
bool openplains(cell *c);
void buildBigStuff(cell *c, cell *from);
void setLandQuotient(cell *c);
void setLandSphere(cell *c);
void setLandWeird(cell *c);
void moreBigStuff(cell *c);
void setLandEuclid(cell *c);
void setLandSol(cell *c);
bool checkInTree(cell *c, int maxv);
cell *findcompass(cell *c);
int edgeDepth(cell *c);
int compassDist(cell *c);
void buildCamelot(cell *c);
#define HAUNTED_RADIUS getDistLimit()
#define UNKNOWN 65535
#if CAP_COMMANDLINE
extern const char *scorefile;
extern string levelfile;
extern string picfile;
extern const char *conffile;
extern const char *musicfile;
#endif
extern string s0;
extern int anthraxBonus;
int celldistAlt(cell *c);
int celldist(cell *c);
int masterAlt(cell *c);
int getHemisphere(cell *c, int which);
namespace tactic {
extern bool on;
extern bool trailer;
}
namespace yendor {
extern bool on;
extern bool generating;
extern eLand nexttostart;
#define YF_DEAD 1
#define YF_WALLS 2
#define YF_END 4
#define YF_DEAD5 8
#define YF_NEAR_IVY 16
#define YF_NEAR_ELEM 32
#define YF_NEAR_OVER 64
#define YF_NEAR_RED 128
#define YF_REPEAT 512
#define YF_NEAR_TENT 1024
#define YF_START_AL 2048
#define YF_START_CR 4096
#define YF_CHAOS 8192
#define YF_RECALL 16384
#define YF_NEAR_FJORD 32768
#define YF_START_ANY (YF_START_AL|YF_START_CR)
struct yendorlevel {
eLand l;
int flags;
};
yendorlevel& clev();
}
namespace clearing {
struct clearingdata {
cell *root;
int dist;
};
extern bool buggyplant;
extern std::map<heptagon*, clearingdata> bpdata;
}
namespace peace {
extern bool on;
}
namespace princess {
#define EPX 39
#define EPY 21
#define OUT_OF_PRISON 200
#define OUT_OF_PALACE 250
#define PRADIUS0 (141)
#define PRADIUS1 (150)
extern bool generating;
extern bool gotoPrincess;
extern bool forceMouse;
extern bool challenge;
extern bool squeaked;
extern bool saved;
extern bool nodungeon;
extern int reviveAt;
extern bool forceVizier;
struct info {
int id; // id of this info
cell *prison; // where was the Princess locked
heptagon *alt; // alt of the prison
int bestdist; // best dist achieved
int bestnear; // best dist achieved, by the player
int value; // number of Rugs at 120
cell *princess; // where is the Princess currently
};
int newInfo(cell *c);
}
#define GRAIL_FOUND 0x4000
#define GRAIL_RADIUS_MASK 0x3FFF
int eudist(int sx, int sy);
cell *createMovR(cell *c, int d);
bool ishept(cell *c);
int cdist50(cell *c);
bool polarb50(cell *c);
bool isGravityLand(eLand l);
bool isWarpedType(eLand l);
bool isWarped(cell *c);
struct hrmap {
virtual heptagon *getOrigin() { return NULL; }
virtual cell *gamestart() { return getOrigin()->c7; }
virtual ~hrmap() { };
virtual vector<cell*>& allcells() { return dcal; }
virtual void verify() { }
virtual void link_alt(const cellwalker& hs) { }
virtual void generateAlts(heptagon *h, int levs = IRREGULAR ? 1 : S3-3, bool link_cdata = true);
heptagon *may_create_step(heptagon *h, int direction) {
if(h->move(direction)) return h->move(direction);
return create_step(h, direction);
}
virtual heptagon *create_step(heptagon *h, int direction) {
printf("create_step called unexpectedly\n"); exit(1);
return NULL;
}
virtual transmatrix relative_matrix(heptagon *h2, heptagon *h1) {
printf("relative_matrix called unexpectedly\n");
return Id;
}
virtual transmatrix relative_matrix(cell *c2, cell *c1, const hyperpoint& point_hint) {
return relative_matrix(c2->master, c1->master);
}
virtual void draw() {
printf("undrawable\n");
}
virtual vector<hyperpoint> get_vertices(cell*);
};
// hrmaps which are based on regular non-Euclidean 2D tilings, possibly quotient
struct hrmap_standard : hrmap {
void draw() override;
transmatrix relative_matrix(cell *c2, cell *c1, const hyperpoint& point_hint) override;
heptagon *create_step(heptagon *h, int direction) override;
};
struct hrmap_hyperbolic : hrmap_standard {
heptagon *origin;
eVariation mvar;
hrmap_hyperbolic();
hrmap_hyperbolic(heptagon *origin);
heptagon *getOrigin() override { return origin; }
~hrmap_hyperbolic() {
// verifycells(origin);
// printf("Deleting hyperbolic map: %p\n", this);
dynamicval<eVariation> ph(variation, mvar);
clearfrom(origin);
}
void verify() override { verifycells(origin); }
};
namespace irr {
#if CAP_IRR
extern ld density;
extern ld quality;
extern int cellcount;
extern int place_attempts;
extern int rearrange_max_attempts;
extern int rearrange_less;
extern int irrid;
void link_to_base(heptagon *h, heptspin base);
void link_start(heptagon *h);
void link_next(heptagon *h, int d);
void may_link_next(heptagon *h, int d);
void link_cell(cell *c, int d);
void clear_links(heptagon *h);
bool pseudohept(cell*);
array<heptagon*, 3> get_masters(cell *c);
bool ctof(cell* c);
bool supports(eGeometry g);
void visual_creator();
unsigned char density_code();
int celldist(cell *c, bool alts);
extern int bitruncations_requested, bitruncations_performed;
#endif
}
extern hrmap *currentmap;
extern vector<hrmap*> allmaps;
// list all cells in distance at most maxdist, or until when maxcount cells are reached
struct manual_celllister {
vector<cell*> lst;
vector<int> tmps;
bool listed(cell *c) {
return c->listindex >= 0 && c->listindex < isize(lst) && lst[c->listindex] == c;
}
bool add(cell *c) {
if(listed(c)) return false;
tmps.push_back(c->listindex);
c->listindex = isize(lst);
lst.push_back(c);
return true;
}
~manual_celllister() {
for(int i=0; i<isize(lst); i++) lst[i]->listindex = tmps[i];
}
};
struct celllister : manual_celllister {
vector<int> dists;
void add_at(cell *c, int d) {
if(add(c)) dists.push_back(d);
}
celllister(cell *orig, int maxdist, int maxcount, cell *breakon) {
add_at(orig, 0);
cell *last = orig;
for(int i=0; i<isize(lst); i++) {
cell *c = lst[i];
if(maxdist) forCellCM(c2, c) {
add_at(c2, dists[i]+1);
if(c2 == breakon) return;
}
if(c == last) {
if(isize(lst) >= maxcount || dists[i]+1 == maxdist) break;
last = lst[isize(lst)-1];
}
}
}
int getdist(cell *c) { return dists[c->listindex]; }
};
hrmap *newAltMap(heptagon *o);
#if CAP_FIELD
#define currfp fieldpattern::getcurrfp()
namespace fieldpattern {
struct fpattern& getcurrfp();
}
int currfp_gmul(int a, int b);
int currfp_inverses(int i);
int currfp_distwall(int i);
int currfp_n();
int currfp_get_P();
int currfp_get_R();
int currfp_get_X();
#endif
const char *dnameof(eMonster m);
const char *dnameof(eLand l);
const char *dnameof(eWall w);
const char *dnameof(eItem i);
void runGeometryExperiments();
// z to close to this limit => do not draw
#define BEHIND_LIMIT 1e-6
namespace lv {
static const flagtype appears_in_geom_exp = 1;
static const flagtype display_error_message = 2;
static const flagtype appears_in_full = 4;
static const flagtype appears_in_ptm = 8;
static const flagtype display_in_help = 16;
static const flagtype one_and_half = 32;
};
struct land_validity_t {
int quality_level; // 0 (dont show), 1 (1/2), 2 (ok), 3(1!)
flagtype flags;
string msg;
};
extern vector<eLand> landlist;
template<class T> void generateLandList(T t);
land_validity_t& land_validity(eLand l);
bool isLandIngame(eLand l);
bool inmirrororwall(eLand l);
extern bool holdmouse;
// what part of the compass does 'skip turn'
static const auto SKIPFAC = .4;
bool haveMobileCompass();
bool handleCompass();
inline bool sphereflipped() { return sphere && vid.alpha > 1.1 && DIM == 3; }
bool hide_player();
int cellcolor(cell *c);
transmatrix screenpos(ld x, ld y);
extern ld backbrightness;
void initcells();
extern const hyperpoint C02, C03;
#define C0 (DIM == 2 ? C02 : C03)
extern long long circlesize[100], disksize[100];
extern ld circlesizeD[10000];
void computeSizes();
#if CAP_FILES
extern const char *scorefile;
extern const char *conffile;
extern string levelfile;
extern string picfile;
extern const char *musicfile;
extern const char *loadlevel;
#endif
transmatrix spin(ld alpha);
transmatrix xpush(ld alpha);
transmatrix inverse(const transmatrix&);
ld hdist(const hyperpoint& h1, const hyperpoint& h2);
extern bool fixseed;
extern eLand firstland0;
extern int startseed;
// heptspin hsstep(const heptspin &hs, int spin);
extern void fixmatrix(transmatrix&);
transmatrix rgpushxto0(const hyperpoint& H);
string its(int i);
ld hdist0(const hyperpoint& mh);
extern bool fading;
extern ld fadeout;
int itemclass(eItem i);
int monsterclass(eMonster m);
extern purehookset hooks_drawmap;
extern hookset<bool(eLand&)> *hooks_music;
extern hookset<bool()> *hooks_prestats;
extern purehookset hooks_fixticks;
ld realradius();
void sdltogl(SDL_Surface *txt, struct glfont_t& f, int ch);
void showStartMenu();
bool polara50(int x);
bool polara50(cell *c);
int fiftyval049(cell *c);
namespace fieldpattern {
pair<int, bool> fieldval(cell *c);
}
int emeraldval(cell *c);
int inpair(cell *c, int colorpair);
int snake_pair(cell *c);
extern colortable nestcolors;
#if CAP_TEXTURE
namespace texture {
enum eTextureState {
tsOff, tsAdjusting, tsActive
};
struct texture_data {
GLuint textureid;
int twidth;
int tx, ty, origdim;
texture_data() { textureid = 0; twidth = 2048; }
vector<color_t> texture_pixels;
color_t& get_texture_pixel(int x, int y) {
return texture_pixels[(y&(twidth-1))*twidth+(x&(twidth-1))];
}
vector<pair<color_t*, color_t>> undos;
vector<tuple<cell*, hyperpoint, int> > pixels_to_draw;
bool loadTextureGL();
bool whitetexture();
bool readtexture(string tn);
void saveRawTexture(string tn);
void undo();
void undoLock();
void update();
};
struct texture_config {
string texturename;
string configname;
color_t paint_color;
eTextureState tstate;
eTextureState tstate_max;
transmatrix itt;
color_t grid_color;
color_t mesh_color;
color_t master_color;
color_t slave_color;
int color_alpha;
int gsplits;
int recolor(color_t col);
typedef tuple<eGeometry, eVariation, char, int, eModel, ld, ld> texture_parameters;
texture_parameters orig_texture_parameters;
map<int, textureinfo> texture_map, texture_map_orig;
set<cell*> models;
basic_textureinfo tinf3;
bool texture_tuned;
string texture_tuner;
vector<hyperpoint*> tuned_vertices;
bool apply(cell *c, const transmatrix &V, color_t col);
void mark_triangles();
void clear_texture_map();
void perform_mapping();
void mapTextureTriangle(textureinfo &mi, const array<hyperpoint, 3>& v, const array<hyperpoint, 3>& tv, int splits);
void mapTextureTriangle(textureinfo &mi, const array<hyperpoint, 3>& v, const array<hyperpoint, 3>& tv) { mapTextureTriangle(mi, v, tv, gsplits); }
void mapTexture2(textureinfo& mi);
void finish_mapping();
void true_remap();
void remap();
bool correctly_mapped;
hyperpoint texture_coordinates(hyperpoint);
void drawRawTexture();
void saveFullTexture(string tn);
bool save();
bool load();
texture_data data;
texture_config() {
// argh, no member initialization in some of my compilers
texturename = "textures/hyperrogue-texture.png";
configname = "textures/hyperrogue.txc";
itt = Id;
paint_color = 0x000000FF;
grid_color = 0;
mesh_color = 0;
master_color = 0xFFFFFF30;
slave_color = 0xFF000008;
color_alpha = 128;
gsplits = 1;
texture_tuned = false;
}
};
extern texture_config config;
extern ld penwidth;
extern bool saving;
void showMenu();
void drawPixel(cell *c, hyperpoint h, color_t col);
extern cell *where;
// compute 'c' automatically, based on the hint in 'where'
void drawPixel(hyperpoint h, color_t col);
void drawLine(hyperpoint h1, hyperpoint h2, color_t col, int steps = 10);
extern bool texturesym;
extern cpatterntype cgroup;
extern bool texture_aura;
bool using_aura();
void start_editor();
}
#endif
dqi_line& queueline(const hyperpoint& H1, const hyperpoint& H2, color_t col, int prf = 0, PPR prio = PPR::LINE);
dqi_action& queueaction(PPR prio, const reaction_t& action);
void queuereset(eModel m, PPR prio);
unsigned char& part(color_t& col, int i);
transmatrix applyPatterndir(cell *c, const patterns::patterninfo& si);
int pattern_threecolor(cell *c);
int fiftyval200(cell *c);
// T * C0, optimized
inline hyperpoint tC0(const transmatrix &T) {
hyperpoint z;
for(int i=0; i<MDIM; i++) z[i] = T[i][DIM];
return z;
}
transmatrix actualV(const heptspin& hs, const transmatrix& V);
transmatrix cview();
bool isWall3(cell *c, color_t& wcol);
extern transmatrix actual_view_transform, radar_transform;
ld wall_radar(cell *c, transmatrix T);
extern string bitruncnames[5];
extern bool need_mouseh;
void clear_euland(eLand first);
extern eMonster passive_switch;
bool cannotPickupItem(cell *c, bool telekinesis);
bool canPickupItemWithMagnetism(cell *c, cell *from);
void pickupMovedItems(cell *c);
eMonster genRuinMonster(cell *c);
template<class T> void hrandom_shuffle(T* x, int n) {
for(int k=1; k<n; k++) swap(x[k], x[hrand(k+1)]);
}
void resetModes(char leave = 'c');
void activateSafety(eLand l);
void showMainMenu();
extern bool nomenukey;
void resetConfig();
void welcomeMessage();
void jumpTo(cell *dest, eItem byWhat, int bonuskill = 0, eMonster dashmon = moNone);
extern bool canmove;
void activateSafety(eLand l);
extern bool childbug;
void fullcenter();
void mainloop();
void clearAnimations();
transmatrix rotmatrix(double rotation, int c0, int c1);
void destroycellcontents(cell *c);
extern heptagon *last_cleared;
template<class T, class U> void eliminate_if(vector<T>& data, U pred) {
for(int i=0; i<isize(data); i++)
if(pred(data[i]))
data[i] = data.back(), data.pop_back(), i--;
}
bool is_cell_removed(cell *c);
void set_if_removed(cell*& c, cell *val);
struct renderbuffer {
bool valid;
int x, y;
#if CAP_GL
int tx, ty;
GLuint FramebufferName;
GLuint renderedTexture;
GLuint depth_stencil_rb;
Uint32 *expanded_data;
void use_as_texture();
#endif
#if CAP_SDL
SDL_Surface *srf;
void make_surface();
SDL_Surface *render();
#endif
renderbuffer(int x, int y, bool gl);
~renderbuffer();
void enable();
void clear(color_t col);
};
extern renderbuffer *floor_textures;
struct resetbuffer {
GLint drawFboId, readFboId;
SDL_Surface *sreset;
resetbuffer();
void reset();
};
double randd();
#if CAP_ORIENTATION
transmatrix getOrientation();
#endif
bool showHalloween();
extern bool havesave;
extern vector<msginfo> gamelog;
extern time_t savetime;
extern bool cblind;
extern void save_memory();
namespace inv { void init(); }
extern bool survivalist;
extern bool hauntedWarning;
extern bool usedSafety;
namespace elec { extern int lightningfast; }
extern int lastkills;
extern map<cell*, int> rosemap;
extern int hardcoreAt;
extern flagtype havewhat, hadwhat;
extern int safetyseed;
extern int lastsafety;
extern int knighted;
extern int rosephase;
extern int rosewave;
extern eItem localTreasureType();
extern void clearshadow();
extern bool seenSevenMines;
extern vector<cell*> dcal; // queue for cpdist
extern vector<cell*> pathq; // queue for pathdist
extern vector<pair<cell*, int> > butterflies;
extern vector<cell*> crush_now, crush_next;
extern void shrand(int seed);
extern eLand safetyland;
extern int sagephase;
extern int lastsize;
extern int noiseuntil;
hyperpoint cpush0(int d, ld x);
inline hyperpoint xpush0(ld x) { return cpush0(0, x); }
inline hyperpoint ypush0(ld x) { return cpush0(1, x); }
transmatrix xspinpush(ld alpha, ld x);
hyperpoint xspinpush0(ld alpha, ld x);
transmatrix cspin(int a, int b, ld alpha);
transmatrix cpush(int cid, ld alpha);
bool eqmatrix(transmatrix A, transmatrix B, ld eps = 1e-2);
void set_column(transmatrix& T, int i, const hyperpoint& H);
#define DF_INIT 1 // always display these
#define DF_MSG 2 // always display these
#define DF_WARN 4 // always display these
#define DF_ERROR 8 // always display these
#define DF_STEAM 16
#define DF_GRAPH 32
#define DF_TURN 64
#define DF_FIELD 128
#define DF_GEOM 256
#define DF_MEMORY 512
#define DF_TIME 1024 // a flag to display timestamps
#define DF_GP 2048
#define DF_POLY 4096
#define DF_LOG 8192
#define DF_KEYS "imwesxufgbtopl"
#if ISANDROID
#define DEBB(r,x)
#define DEBB0(r,x)
#define DEBBI(r,x)
#else
#define DEBB(r,x) { if(debugflags & (r)) { println_log x; } }
#define DEBB0(r,x) { if(debugflags & (r)) { print_log x; } }
#define DEBBI(r,x) { if(debugflags & (r)) { println_log x; } } indenter_finish _debbi(debugflags & (r));
#endif
extern int debugflags;
int gmod(int i, int j);
int gdiv(int i, int j);
extern walltype winf[walltypes];
extern vector<landtacinfo> land_tac;
string llts(long long i);
void clearMemoRPM();
extern int randompattern[landtypes];
extern int pair_to_vec(int x, int y);
typedef pair<cell**, bool> euc_pointer;
euc_pointer euclideanAt(int vec);
euc_pointer euclideanAtCreate(int vec);
bool isCyclic(eLand l);
bool generateAll(eLand l);
void extendcheck(cell *c);
void extendNowall(cell *c);
bool isbar4(cell *c);
void extendBarrierFront(cell *c);
void extendBarrierBack(cell *c);
void extendCR5(cell *c);
bool mirrorwall(cell *c);
extern void setbarrier(cell *c);
extern function<void()> call_initgame;
extern void initializeCLI();
static const int max_vec = (1<<14);
string helptitle(string s, color_t col);
pair<int, int> cell_to_pair(cell *c);
extern bool nohud, nofps, nomap;
template<class T> array<T, 4> make_array(T a, T b, T c, T d) { array<T,4> x; x[0] = a; x[1] = b; x[2] = c; x[3] = d; return x; }
template<class T> array<T, 3> make_array(T a, T b, T c) { array<T,3> x; x[0] = a; x[1] = b; x[2] = c; return x; }
template<class T> array<T, 2> make_array(T a, T b) { array<T,2> x; x[0] = a; x[1] = b; return x; }
extern cell *lastmountpos[MAXPLAYER];
extern const hyperpoint Hypc;
ld det(const transmatrix& T);
void queuechr(const hyperpoint& h, int size, char chr, color_t col, int frame = 0);
string fts(ld x, int prec = 6);
string fts_fixed(ld x, int prec = 6);
bool model_needs_depth();
hyperpoint hpxy(ld x, ld y);
hyperpoint hpxy3(ld x, ld y, ld z);
ld sqhypot_d(int d, const hyperpoint& h);
ld hypot_d(int d, const hyperpoint& h);
ld dsqhypot_d(int d, const hyperpoint& a, const hyperpoint& b);
ld dhypot_d(int d, const hyperpoint& a, const hyperpoint& b);
transmatrix pushxto0(const hyperpoint& H);
transmatrix rpushxto0(const hyperpoint& H);
transmatrix spintox(const hyperpoint& H);
transmatrix ypush(ld alpha);
#if CAP_SURFACE
namespace surface {
enum eShape { dsNone, dsTractricoid, dsDini, dsKuen, dsHyperlike, dsHyperboloid, dsHemisphere, dsCrystal };
extern eShape sh;
void show_surfaces();
void run_shape(eShape);
extern ld hyper_b, dini_b;
}
#endif
struct stringpar {
string v;
stringpar(string s) : v(s) { }
stringpar(const char* s) : v(s) { }
stringpar(eMonster m) { v= minf[m].name; }
stringpar(eLand l) { v= linf[l].name; }
stringpar(eWall w) { v= winf[w].name; }
stringpar(eItem i) { v= iinf[i].name; }
};
string XLAT(string x);
string XLAT(string x, stringpar p1);
string XLAT(string x, stringpar p1, stringpar p2);
string XLAT(string x, stringpar p1, stringpar p2, stringpar p3);
string XLAT(string x, stringpar p1, stringpar p2, stringpar p3, stringpar p4);
string XLAT(string x, stringpar p1, stringpar p2, stringpar p3, stringpar p4, stringpar p5);
namespace gp {
typedef pair<int, int> loc;
loc operator+(loc e1, loc e2);
loc operator-(loc e1, loc e2);
loc operator*(loc e1, loc e2);
extern loc eudir(int dir);
int length(loc p);
#if CAP_GP
void compute_geometry();
void extend_map(cell *c, int d);
extern loc param;
extern int pseudohept_val(cell *);
extern int last_dir(cell *c);
extern void configure();
struct local_info {
int last_dir;
loc relative;
int first_dir;
int total_dir;
};
extern local_info draw_li;
local_info get_local_info(cell *c);
const char *disp(loc at);
void be_in_triangle(local_info& li);
int compute_dist(cell *c, int master_function(cell*));
int solve_triangle(int dmain, int d0, int d1, loc at);
hyperpoint get_master_coordinates(cell *c);
loc univ_param();
#endif
int dist_1(), dist_2(), dist_3();
array<heptagon*, 3> get_masters(cell *c);
extern string operation_name();
}
int get_sightrange();
int get_sightrange_ambush();
int gamerange();
int numplayers();
bool has_nice_dual();
extern hyperpoint mid(const hyperpoint &h1, const hyperpoint &h2);
void loadNewConfig(FILE *f);
struct supersaver {
string name;
virtual string save() = 0;
virtual void load(const string& s) = 0;
virtual bool dosave() = 0;
virtual void reset() = 0;
virtual ~supersaver() {};
};
typedef vector<shared_ptr<supersaver>> saverlist;
extern saverlist savers;
string itsh(int i);
#if CAP_CONFIG
template<class T> struct dsaver : supersaver {
T& val;
T dft;
bool dosave() { return val != dft; }
void reset() { val = dft; }
dsaver(T& val) : val(val) { }
};
template<class T> struct saver : dsaver<T> {};
template<class T, class U, class V> void addsaver(T& i, U name, V dft) {
auto s = make_shared<saver<T>> (i);
s->dft = dft;
s->name = name;
savers.push_back(s);
}
template<class T> void addsaver(T& i, string name) {
addsaver(i, name, i);
}
template<class T> struct saverenum : supersaver {
T& val;
T dft;
bool dosave() { return val != dft; }
void reset() { val = dft; }
saverenum<T>(T& v) : val(v) { }
string save() { return its(int(val)); }
void load(const string& s) { val = (T) atoi(s.c_str()); }
};
template<class T, class U> void addsaverenum(T& i, U name, T dft) {
auto s = make_shared<saverenum<T>> (i);
s->dft = dft;
s->name = name;
savers.push_back(s);
}
template<class T, class U> void addsaverenum(T& i, U name) {
addsaverenum(i, name, i);
}
template<> struct saver<int> : dsaver<int> {
saver<int>(int& val) : dsaver<int>(val) { }
string save() { return its(val); }
void load(const string& s) { val = atoi(s.c_str()); }
};
template<> struct saver<char> : dsaver<char> {
saver<char>(char& val) : dsaver<char>(val) { }
string save() { return its(val); }
void load(const string& s) { val = atoi(s.c_str()); }
};
template<> struct saver<bool> : dsaver<bool> {
saver<bool>(bool& val) : dsaver<bool>(val) { }
string save() { return val ? "yes" : "no"; }
void load(const string& s) { val = isize(s) && s[0] == 'y'; }
};
template<> struct saver<unsigned> : dsaver<unsigned> {
saver<unsigned>(unsigned& val) : dsaver<unsigned>(val) { }
string save() { return itsh(val); }
void load(const string& s) { val = (unsigned) strtoll(s.c_str(), NULL, 16); }
};
template<> struct saver<string> : dsaver<string> {
saver<string>(string& val) : dsaver<string>(val) { }
string save() { return val; }
void load(const string& s) { val = s; }
};
template<> struct saver<ld> : dsaver<ld> {
saver<ld>(ld& val) : dsaver<ld>(val) { }
string save() { return fts(val, 10); }
void load(const string& s) {
if(s == "0.0000000000e+000") ; // ignore!
else val = atof(s.c_str());
}
};
#endif
extern vector<unique_ptr<drawqueueitem>> ptds;
extern ld intval(const hyperpoint &h1, const hyperpoint &h2);
transmatrix euscalezoom(hyperpoint h);
transmatrix euaffine(hyperpoint h);
transmatrix eupush(ld x, ld y);
transmatrix eupush3(ld x, ld y, ld z);
transmatrix eupush(hyperpoint h);
transmatrix rspintox(const hyperpoint& H);
transmatrix gpushxto0(const hyperpoint& H);
transmatrix build_matrix(hyperpoint h1, hyperpoint h2, hyperpoint h3, hyperpoint h4);
hyperpoint normalize(hyperpoint H);
ld signum(ld x);
extern ld hrandf();
namespace glhr {
struct glmatrix {
GLfloat a[4][4];
GLfloat* operator[] (int i) { return a[i]; }
const GLfloat* operator[] (int i) const { return a[i]; }
GLfloat* as_array() { return a[0]; }
const GLfloat* as_array() const { return a[0]; }
};
enum class shader_projection { standard, band, halfplane, standardH3, standardR3,
standardS30, standardS31, standardS32, standardS33,
ball, halfplane3, band3, flatten, standardSolv,
MAX
};
extern shader_projection new_shader_projection;
glmatrix tmtogl(const transmatrix& T);
void set_depthtest(bool b);
glmatrix translate(ld x, ld y, ld z);
void color2(color_t color, ld scale = 1);
void be_nontextured(shader_projection sp = new_shader_projection);
void be_textured(shader_projection sp = new_shader_projection);
void use_projection(shader_projection sp = new_shader_projection);
void set_modelview(const glmatrix& m);
hyperpoint gltopoint(const glvertex& t);
glvertex pointtogl(const hyperpoint& t);
inline glvertex makevertex(GLfloat x, GLfloat y, GLfloat z) {
#if SHDIM == 3
return make_array(x, y, z);
#else
return make_array<GLfloat>(x, y, z, 1);
#endif
}
struct colored_vertex {
glvertex coords;
glvec4 color;
colored_vertex(GLfloat x, GLfloat y, GLfloat r, GLfloat g, GLfloat b) {
coords[0] = x;
coords[1] = y;
coords[2] = current_display->scrdist;
coords[3] = 1;
color[0] = r;
color[1] = g;
color[2] = b;
color[3] = 1;
}
colored_vertex(hyperpoint h, color_t col) {
coords = pointtogl(h);
for(int i=0; i<4; i++)
color[i] = part(col, 3-i) / 255.0;
}
};
struct textured_vertex {
glvertex coords;
glvec2 texture;
};
struct ct_vertex {
glvertex coords;
glvec4 color;
glvec2 texture;
ct_vertex(const hyperpoint& h, ld x1, ld y1, ld col) {
coords = pointtogl(h);
texture[0] = x1;
texture[1] = y1;
color[0] = color[1] = color[2] = col;
color[3] = 1;
}
};
void prepare(vector<textured_vertex>& v);
void prepare(vector<colored_vertex>& v);
void prepare(vector<ct_vertex>& v);
}
void prettypoly(const vector<hyperpoint>& t, color_t fillcol, color_t linecol, int lev);
#if CAP_SHAPES
dqi_poly& queuepolyat(const transmatrix& V, const hpcshape& h, color_t col, PPR prio);
#endif
dqi_poly& queuetable(const transmatrix& V, const vector<glvertex>& f, int cnt, color_t linecol, color_t fillcol, PPR prio);
#if CAP_SHAPES
struct floorshape;
struct qfloorinfo {
transmatrix spin;
const hpcshape *shape;
floorshape *fshape;
textureinfo *tinf;
int usershape;
};
extern qfloorinfo qfi;
struct hpcshape {
int s, e;
PPR prio;
int flags;
hyperpoint intester;
basic_textureinfo *tinf;
int texture_offset;
int shs, she;
void clear() { s = e = shs = she = texture_offset = 0; prio = PPR::ZERO; tinf = NULL; flags = 0; }
};
extern vector<hpcshape> shPlainWall3D, shWireframe3D, shWall3D, shMiniWall3D;
#endif
int fix6(int a);
int fix7(int a);
int fixdir(int a, cell *c);
cell *newCell(int type, heptagon *master);
extern color_t qpixel_pixel_outside;
void queuechr(int x, int y, int shift, int size, char chr, color_t col, int frame = 0, int align = 8);
int zebra3(cell *c);
int geosupport_threecolor();
int geosupport_football();
bool geosupport_chessboard();
bool ishex1(cell *c);
namespace fieldpattern { int fieldval_uniq(cell *c); int fieldval_uniq_rand(cell *c, int d); }
bool warptype(cell *c);
bool horo_ok();
bool deep_ocean_at(cell *c, cell *from);
int wallchance(cell *c, bool deepOcean);
ld master_to_c7_angle();
extern int mutantphase;
void resize_screen_to(int x, int y);
extern bool canvas_invisible;
extern cell *pd_from;
namespace daily {
extern bool on;
extern int daily_id;
void setup();
void split();
void gifts();
void turnoff();
void showMenu();
int find_daily_lbid(int id);
bool prevent_spawn_treasure_on(cell *c);
void handleQuit(int sev);
void uploadscore(bool really_final);
}
enum eOrbLandRelation {
olrForbidden, // never appears: forbidden
olrDangerous, // never appears: would be dangerous
olrUseless, // never appears: useless here
olrNoPrizes, // no prizes in this land
olrNoPrizeOrb,// orb not allowed as a prize
olrPrize25, // prize for collecting 25
olrPrize3, // prize for collecting 3
olrNative, // native orb in this land
olrNative1, // native orb in this land (1)
olrGuest, // extra orb in this land
olrPNative, // Land of Power: native
olrPBasic, // Land of Power: basic orbs
olrPPrized, // Land of Power: prized orbs
olrPNever, // Land of Power: foreign orbs
olrHub, // hub lands
olrMonster, // available from a monster
olrAlways, // always available
olrBurns // burns
};
namespace torusconfig {
extern int sdx, sdy;
enum eTorusMode : char {
tmSingleHex,
tmSingle,
tmSlantedHex,
tmStraight,
tmStraightHex,
tmKlein,
tmKleinHex,
tmCylinder,
tmCylinderHex,
tmMobius,
tmMobiusHex,
};
extern eTorusMode torus_mode;
extern void activate();
struct torusmode_info {
string name;
flagtype flags;
};
extern vector<torusmode_info> tmodes;
enum : flagtype {
TF_SINGLE = 1,
TF_SIMPLE = 2,
TF_WEIRD = 4,
TF_HEX = 16,
TF_SQUARE = 32,
TF_CYL = 64,
TF_KLEIN = 256,
};
flagtype tmflags();
}
#if CAP_FIELD
namespace fieldpattern {
extern int current_extra;
struct primeinfo {
int p;
int cells;
bool squared;
};
struct fgeomextra {
eGeometry base;
vector<primeinfo> primes;
int current_prime_id;
fgeomextra(eGeometry b, int i) : base(b), current_prime_id(i) {}
};
extern vector<fgeomextra> fgeomextras;
extern void enableFieldChange();
}
#endif
bool incompatible(eLand l1, eLand l2);
eOrbLandRelation getOLR(eItem it, eLand l);
struct plainshape;
void clear_plainshape(plainshape& gsh);
#if CAP_GP
void build_plainshape(plainshape& gsh, gp::local_info& li);
#endif
namespace gp {
void clear_plainshapes();
plainshape& get_plainshape();
}
#if CAP_SHAPES
dqi_poly& queuepoly(const transmatrix& V, const hpcshape& h, color_t col);
dqi_poly& queuepolyat(const transmatrix& V, const hpcshape& h, color_t col, PPR prio);
#endif
void queuestr(const hyperpoint& h, int size, const string& chr, color_t col, int frame = 0);
void queuechr(const transmatrix& V, double size, char chr, color_t col, int frame = 0);
extern bool just_gmatrix;
bool haveLeaderboard(int id);
int get_currentscore(int id);
void set_priority_board(int id);
int get_sync_status();
bool score_loaded(int id);
int score_default(int id);
void handle_event(SDL_Event& ev);
void start_game();
void stop_game();
void switch_game_mode(char switchWhat);
void stop_game_and_switch_mode(char switchWhat = rg::nothing); // stop_game + switch_game_mode
void restart_game(char switchWhat = rg::nothing); // popAllScreens + popAllGames + stop_game + switch_game_mode + start_game
// these work as stop_game_and_switch_mode
void set_variation(eVariation);
void set_geometry(eGeometry);
void generate_floorshapes();
void drawArrowTraps();
void drawBlizzards();
struct blizzardcell;
extern vector<cell*> arrowtraps;
extern map<cell*, blizzardcell> blizzardcells;
extern vector<blizzardcell*> bcells;
void set_blizzard_frame(cell *c, int frameid);
#define SIDE_SLEV 0
#define SIDE_WTS3 3
#define SIDE_WALL 4
#define SIDE_LAKE 5
#define SIDE_LTOB 6
#define SIDE_BTOI 7
#define SIDE_SKY 8
#define SIDE_HIGH 9
#define SIDE_HIGH2 10
#define SIDEPARS 11
#if CAP_SHAPES
struct floorshape {
bool is_plain;
int shapeid;
int id;
int pstrength; // pattern strength in 3D
int fstrength; // frame strength in 3D
PPR prio;
vector<hpcshape> b, shadow, side[SIDEPARS], gpside[SIDEPARS][MAX_EDGE], levels[SIDEPARS], cone[2];
floorshape() { prio = PPR::FLOOR; pstrength = fstrength = 10; }
};
struct plain_floorshape : floorshape {
ld rad0, rad1;
void configure(ld r0, ld r1) { rad0 = r0; rad1 = r1; }
};
// noftype: 0 (shapeid2 is heptagonal or just use shapeid1), 1 (shapeid2 is pure heptagonal), 2 (shapeid2 is Euclidean), 3 (shapeid2 is hexagonal)
struct escher_floorshape : floorshape {
int shapeid0, shapeid1, noftype, shapeid2;
ld scale;
};
#endif
struct usershapelayer {
vector<hyperpoint> list;
bool sym;
int rots;
color_t color;
hyperpoint shift, spin;
ld zlevel;
int texture_offset;
PPR prio;
};
static const int USERLAYERS = 32;
struct usershape { usershapelayer d[USERLAYERS]; };
extern array<map<int, usershape*>, mapeditor::USERSHAPEGROUPS> usershapes;
void initShape(int sg, int id);
extern int usershape_changes;
#define BADMODEL 0
static const int WINGS = (BADMODEL ? 1 : 4);
typedef array<hpcshape, WINGS+1> hpcshape_animated;
extern vector<ld> equal_weights;
struct geometry_information {
/* basic geometry parameters */
// tessf: distance from heptagon center to another heptagon center
// hexf: distance from heptagon center to small heptagon vertex
// hcrossf: distance from heptagon center to big heptagon vertex
// crossf: distance from heptagon center to adjacent cell center (either hcrossf or tessf)
// hexhexdist: distance between adjacent hexagon vertices
// hexvdist: distance between hexagon vertex and hexagon center
// hepvdist: distance between heptagon vertex and hexagon center (either hcrossf or something else)
// rhexf: distance from heptagon center to heptagon vertex (either hexf or hcrossf)
ld tessf, crossf, hexf, hcrossf, hexhexdist, hexvdist, hepvdist, rhexf;
transmatrix heptmove[MAX_EDGE], hexmove[MAX_EDGE];
transmatrix invheptmove[MAX_EDGE], invhexmove[MAX_EDGE];
int base_distlimit;
/* shape parameters */
ld sword_size;
ld scalefactor, orbsize, floorrad0, floorrad1, zhexf;
ld corner_bonus;
ld hexshift;
ld asteroid_size[8];
ld wormscale;
ld tentacle_length;
/* 3D parameters */
ld INFDEEP, BOTTOM, HELLSPIKE, LAKE, WALL, FLOOR, STUFF,
SLEV[4], FLATEYE,
LEG0, LEG1, LEG, LEG3, GROIN, GROIN1, GHOST,
BODY, BODY1, BODY2, BODY3,
NECK1, NECK, NECK3, HEAD, HEAD1, HEAD2, HEAD3,
ALEG0, ALEG, ABODY, AHEAD, BIRD, LOWSKY, SKY, HIGH, HIGH2;
ld human_height, slev;
ld eyelevel_familiar, eyelevel_human, eyelevel_dog;
#if CAP_SHAPES
hpcshape
shSemiFloorSide[SIDEPARS],
shBFloor[2],
shWave[8][2],
shCircleFloor,
shBarrel,
shWall[2], shMineMark[2], shBigMineMark[2], shFan,
shZebra[5],
shSwitchDisk,
shTower[11],
shEmeraldFloor[6],
shSemiFeatherFloor[2],
shSemiFloor[2], shSemiBFloor[2], shSemiFloorShadow,
shMercuryBridge[2],
shTriheptaSpecial[14],
shCross, shGiantStar[2], shLake, shMirror,
shHalfFloor[6], shHalfMirror[3],
shGem[2], shStar, shDisk, shDiskT, shDiskS, shDiskM, shDiskSq, shRing,
shTinyBird, shTinyShark,
shEgg,
shSpikedRing, shTargetRing, shSawRing, shGearRing, shPeaceRing, shHeptaRing,
shSpearRing, shLoveRing,
shDaisy, shTriangle, shNecro, shStatue, shKey, shWindArrow,
shGun,
shFigurine, shTreat,
shElementalShard,
// shBranch,
shIBranch, shTentacle, shTentacleX, shILeaf[2],
shMovestar,
shWolf, shYeti, shDemon, shGDemon, shEagle, shGargoyleWings, shGargoyleBody,
shFoxTail1, shFoxTail2,
shDogBody, shDogHead, shDogFrontLeg, shDogRearLeg, shDogFrontPaw, shDogRearPaw,
shDogTorso,
shHawk,
shCatBody, shCatLegs, shCatHead, shFamiliarHead, shFamiliarEye,
shWolf1, shWolf2, shWolf3,
shRatEye1, shRatEye2, shRatEye3,
shDogStripes,
shPBody, shPSword, shPKnife,
shFerocityM, shFerocityF,
shHumanFoot, shHumanLeg, shHumanGroin, shHumanNeck, shSkeletalFoot, shYetiFoot,
shMagicSword, shMagicShovel, shSeaTentacle, shKrakenHead, shKrakenEye, shKrakenEye2,
shArrow,
shPHead, shPFace, shGolemhead, shHood, shArmor,
shAztecHead, shAztecCap,
shSabre, shTurban1, shTurban2, shVikingHelmet, shRaiderHelmet, shRaiderArmor, shRaiderBody, shRaiderShirt,
shWestHat1, shWestHat2, shGunInHand,
shKnightArmor, shKnightCloak, shWightCloak,
shGhost, shEyes, shSlime, shJelly, shJoint, shWormHead, shTentHead, shShark, shWormSegment, shSmallWormSegment, shWormTail, shSmallWormTail,
shSlimeEyes, shDragonEyes, shWormEyes, shGhostEyes,
shMiniGhost, shMiniEyes,
shHedgehogBlade, shHedgehogBladePlayer,
shWolfBody, shWolfHead, shWolfLegs, shWolfEyes,
shWolfFrontLeg, shWolfRearLeg, shWolfFrontPaw, shWolfRearPaw,
shFemaleBody, shFemaleHair, shFemaleDress, shWitchDress,
shWitchHair, shBeautyHair, shFlowerHair, shFlowerHand, shSuspenders, shTrophy,
shBugBody, shBugArmor, shBugLeg, shBugAntenna,
shPickAxe, shPike, shFlailBall, shFlailTrunk, shFlailChain, shHammerHead,
shBook, shBookCover, shGrail,
shBoatOuter, shBoatInner, shCompass1, shCompass2, shCompass3,
shKnife, shTongue, shFlailMissile, shTrapArrow,
shPirateHook, shPirateHood, shEyepatch, shPirateX,
// shScratch,
shHeptaMarker, shSnowball, shSun, shNightStar, shEuclideanSky,
shSkeletonBody, shSkull, shSkullEyes, shFatBody, shWaterElemental,
shPalaceGate, shFishTail,
shMouse, shMouseLegs, shMouseEyes,
shPrincessDress, shPrinceDress,
shWizardCape1, shWizardCape2,
shBigCarpet1, shBigCarpet2, shBigCarpet3,
shGoatHead, shRose, shRoseItem, shThorns,
shRatHead, shRatTail, shRatEyes, shRatCape1, shRatCape2,
shWizardHat1, shWizardHat2,
shTortoise[13][6],
shDragonLegs, shDragonTail, shDragonHead, shDragonSegment, shDragonNostril,
shDragonWings,
shSolidBranch, shWeakBranch, shBead0, shBead1,
shBatWings, shBatBody, shBatMouth, shBatFang, shBatEye,
shParticle[16], shAsteroid[8],
shReptile[5][4],
shReptileBody, shReptileHead, shReptileFrontFoot, shReptileRearFoot,
shReptileFrontLeg, shReptileRearLeg, shReptileTail, shReptileEye,
shTrylobite, shTrylobiteHead, shTrylobiteBody,
shTrylobiteFrontLeg, shTrylobiteRearLeg, shTrylobiteFrontClaw, shTrylobiteRearClaw,
shBullBody, shBullHead, shBullHorn, shBullRearHoof, shBullFrontHoof,
shButterflyBody, shButterflyWing, shGadflyBody, shGadflyWing, shGadflyEye,
shTerraArmor1, shTerraArmor2, shTerraArmor3, shTerraHead, shTerraFace,
shJiangShi, shJiangShiDress, shJiangShiCap1, shJiangShiCap2,
shAsymmetric,
shPBodyOnly, shPBodyArm, shPBodyHand, shPHeadOnly,
shDodeca;
hpcshape_animated
shAnimatedEagle, shAnimatedTinyEagle, shAnimatedGadfly, shAnimatedHawk, shAnimatedButterfly,
shAnimatedGargoyle, shAnimatedGargoyle2, shAnimatedBat, shAnimatedBat2;
vector<hpcshape> shPlainWall3D, shWireframe3D, shWall3D, shMiniWall3D;
vector<plain_floorshape*> all_plain_floorshapes;
vector<escher_floorshape*> all_escher_floorshapes;
plain_floorshape
shFloor,
shMFloor, shMFloor2, shMFloor3, shMFloor4, shFullFloor,
shBigTriangle, shTriheptaFloor, shBigHepta;
escher_floorshape
shStarFloor, shCloudFloor, shCrossFloor, shChargedFloor,
shSStarFloor, shOverFloor, shTriFloor, shFeatherFloor,
shBarrowFloor, shNewFloor, shTrollFloor, shButterflyFloor,
shLavaFloor, shLavaSeabed, shSeabed, shCloudSeabed,
shCaveSeabed, shPalaceFloor, shDemonFloor, shCaveFloor,
shDesertFloor, shPowerFloor, shRoseFloor, shSwitchFloor,
shTurtleFloor, shRedRockFloor[3], shDragonFloor;
ld dlow_table[SIDEPARS], dhi_table[SIDEPARS], dfloor_table[SIDEPARS];
int prehpc;
vector<hyperpoint> hpc;
bool first;
bool validsidepar[SIDEPARS];
vector<glvertex> ourshape;
#endif
hpcshape shFullCross[2];
hpcshape *last;
int SD3, SD6, SD7, S12, S14, S21, S28, S42, S36, S84;
vector<array<int, 3>> symmetriesAt;
#ifndef SCALETUNER
static constexpr
#endif
double bscale7 = 1, brot7 = 0, bscale6 = 1, brot6 = 0;
vector<hpcshape*> allshapes;
transmatrix shadowmulmatrix;
map<usershapelayer*, hpcshape> ushr;
void prepare_basics();
void prepare_compute3();
void prepare_shapes();
void prepare_usershapes();
void hpcpush(hyperpoint h);
void hpcsquare(hyperpoint h1, hyperpoint h2, hyperpoint h3, hyperpoint h4);
void chasmifyPoly(double fac, double fac2, int k);
void shift(hpcshape& sh, double dx, double dy, double dz);
void initPolyForGL();
void extra_vertices();
transmatrix ddi(int a, ld x);
void drawTentacle(hpcshape &h, ld rad, ld var, ld divby);
hyperpoint hpxyzsc(double x, double y, double z);
hyperpoint turtlevertex(int u, double x, double y, double z);
void bshape(hpcshape& sh, PPR prio);
void finishshape();
void bshape(hpcshape& sh, PPR prio, double shzoom, int shapeid, double bonus = 0, flagtype flags = 0);
void copyshape(hpcshape& sh, hpcshape& orig, PPR prio);
void zoomShape(hpcshape& old, hpcshape& newsh, double factor, PPR prio);
void pushShape(usershapelayer& ds);
void make_sidewalls();
void procedural_shapes();
void make_wall(int id, const vector<hyperpoint> vertices, vector<ld> weights = equal_weights);
void create_wall3d();
void configure_floorshapes();
void init_floorshapes();
void bshape2(hpcshape& sh, PPR prio, int shapeid, struct matrixlist& m);
void bshape_regular(floorshape &fsh, int id, int sides, int shift, ld size, cell *model);
void generate_floorshapes_for(int id, cell *c, int siid, int sidir);
void generate_floorshapes();
void make_floor_textures_here();
vector<hyperpoint> get_shape(hpcshape sh);
void add_cone(ld z0, const vector<hyperpoint>& vh, ld z1);
void add_prism_sync(ld z0, vector<hyperpoint> vh0, ld z1, vector<hyperpoint> vh1);
void add_prism(ld z0, vector<hyperpoint> vh0, ld z1, vector<hyperpoint> vh1);
void shift_last(ld z);
void shift_shape(hpcshape& sh, ld z);
void shift_shape_orthogonally(hpcshape& sh, ld z);
void add_texture(hpcshape& sh);
void make_ha_3d(hpcshape& sh, bool isarmor, ld scale);
void make_humanoid_3d(hpcshape& sh);
void addtri(array<hyperpoint, 3> hs, int kind);
void make_armor_3d(hpcshape& sh, int kind = 1);
void make_foot_3d(hpcshape& sh);
void make_head_only();
void make_head_3d(hpcshape& sh);
void make_paw_3d(hpcshape& sh, hpcshape& legsh);
void make_abody_3d(hpcshape& sh, ld tail);
void make_ahead_3d(hpcshape& sh);
void make_skeletal(hpcshape& sh, ld push = 0);
void make_revolution(hpcshape& sh, int mx = 180, ld push = 0);
void make_revolution_cut(hpcshape &sh, int each = 180, ld push = 0, ld width = 99);
void clone_shape(hpcshape& sh, hpcshape& target);
void animate_bird(hpcshape& orig, hpcshape_animated& animated, ld body);
void slimetriangle(hyperpoint a, hyperpoint b, hyperpoint c, ld rad, int lev);
void balltriangle(hyperpoint a, hyperpoint b, hyperpoint c, ld rad, int lev);
void make_ball(hpcshape& sh, ld rad, int lev);
void make_star(hpcshape& sh, ld rad);
void make_euclidean_sky();
void adjust_eye(hpcshape& eye, hpcshape head, ld shift_eye, ld shift_head, int q, ld zoom=1);
void shift_last_straight(ld z);
void queueball(const transmatrix& V, ld rad, color_t col, eItem what);
void make_shadow(hpcshape& sh);
void make_3d_models();
/* Goldberg parameters */
#if CAP_GP
struct gpdata_t {
transmatrix Tf[MAX_EDGE][32][32][6];
transmatrix corners;
ld alpha;
int area;
};
shared_ptr<gpdata_t> gpdata;
#endif
int state;
int usershape_state;
geometry_information() { last = NULL; state = usershape_state = 0; gpdata = NULL; }
void require_basics() { if(state & 1) return; state |= 1; prepare_basics(); }
void require_shapes() { if(state & 2) return; state |= 2; prepare_shapes(); }
void require_usershapes() { if(usershape_state == usershape_changes) return; usershape_state = usershape_changes; prepare_usershapes(); }
int timestamp;
};
#if MAXMDIM >= 4
void make_floor_textures();
#endif
extern map<string, geometry_information> cgis;
extern geometry_information *cgip;
void check_cgi();
#define cgi (*cgip)
#if ISMOBILE
bool buttonclicked;
void gdpush(int t);
#endif
extern int fontscale;
bool confusingGeometry();
int revhint(cell *c, int hint);
extern int pathlock;
extern void computePathdist(eMonster m);
extern void onpath(cell *c, int d);
extern void clear_pathdata();
struct pathdata {
void checklock() {
if(pd_from) pd_from = NULL, clear_pathdata();
if(pathlock) printf("path error\n");
pathlock++;
}
~pathdata() {
pathlock--;
clear_pathdata();
}
pathdata(eMonster m) {
checklock();
computePathdist(m);
}
pathdata(int i) {
checklock();
}
};
extern int timetowait;
extern vector<pair<cell*, int> > airmap;
extern void compute_graphical_distance();
struct help_extension {
char key;
string text;
string subtext;
color_t color;
reaction_t action;
help_extension() { color = forecolor; }
help_extension(char k, string t, reaction_t a) : key(k), text(t), action(a) { color = forecolor; }
};
extern vector<help_extension> help_extensions;
namespace gamestack {
bool pushed();
void push();
void pop();
}
namespace geom3 {
void switch_always3();
void switch_fpp();
void switch_tpp();
}
void queuestr(const transmatrix& V, double size, const string& chr, color_t col, int frame = 0, int align = 8);
void queuestr(int x, int y, int shift, int size, string str, color_t col, int frame = 0, int align = 8);
ld frac(ld x);
extern color_t poly_outline;
extern std::mt19937 hrngen;
bool anglestraight(cell *c, int d1, int d2);
hyperpoint randomPointIn(int t);
bool compute_relamatrix(cell *src, cell *tgt, int direction_hint, transmatrix& T);
extern bool noshadow, bright, nohelp, dont_face_pc;
extern void switchHardcore();
extern bool shaderside_projection;
namespace ors {
extern int mode;
extern string choices[];
void show();
void apply();
void check_orientation();
void unrotate(transmatrix& T);
void rerotate(transmatrix& T);
void reset();
}
bool saved_tortoise_on(cell *c);
#define RING(i) for(double i=0; i<=cgi.S84+1e-6; i+=SD3 * pow(.5, vid.linequality))
#define REVRING(i) for(double i=cgi.S84; i>=-1e-6; i-=SD3 * pow(.5, vid.linequality))
#define PRING(i) for(double i=0; i<=cgi.S84+1e-6; i+= pow(.5, vid.linequality))
#define REVPRING(i) for(double i=cgi.S84; i>=-1e-6; i-=pow(.5, vid.linequality))
#if CAP_BT
namespace binary {
transmatrix parabolic(ld u);
transmatrix parabolic3(ld u, ld v);
extern ld btrange, btrange_cosh;
hrmap *new_map();
hrmap *new_alt_map(heptagon *o);
hyperpoint get_horopoint(ld y, ld x);
hyperpoint get_horopoint3(ld y, ld x, ld z);
hyperpoint get_horopoint(hyperpoint h);
}
#endif
#if MAXMDIM == 4
namespace euclid3 {
hrmap* new_map();
void draw();
int dist_relative(cell *c);
void build_torus3();
void clear_torus3();
void show_torus3();
}
namespace reg3 {
void generate();
hrmap* new_map();
extern vector<hyperpoint> cellshape;
int celldistance(cell *c1, cell *c2);
bool pseudohept(cell *c);
inline short& altdist(heptagon *h) { return h->emeraldval; }
extern transmatrix spins[12], adjmoves[12];
int bucketer(hyperpoint h);
extern bool dirs_adjacent[16][16];
cellwalker strafe(cellwalker cw, int j);
}
#endif
namespace arcm {
#if CAP_ARCM
struct archimedean_tiling {
int coloring;
string symbol;
vector<int> faces;
vector<int> adj;
vector<bool> invert;
vector<int> nflags;
bool have_ph, have_line, have_symmetry;
int real_faces;
int real_face_type;
int repetition;
int N;
ld euclidean_angle_sum;
vector<int> flags;
vector<vector<pair<int, int>>> adjacent;
vector<vector<pair<ld, ld>>> triangles;
void make_match(int a, int i, int b, int j);
void prepare();
void compute_geometry();
void parse();
void parse(string s) { symbol = s; parse(); }
ld edgelength;
vector<ld> inradius, circumradius, alphas;
int matches[30][30];
int periods[30];
int tilegroup[30], groupoffset[30], tilegroups;
int errors;
string errormsg;
pair<int, int>& get_adj(heptagon *h, int cid);
pair<int, int>& get_adj(heptspin hs) { return get_adj(hs.at, hs.spin); }
pair<ld, ld>& get_triangle(heptagon *h, int cid);
pair<ld, ld>& get_triangle(heptspin hs) { return get_triangle(hs.at, hs.spin); }
pair<ld, ld>& get_triangle(const pair<int, int>& p, int delta = 0);
pair<int, int>& get_adj(const pair<int, int>& p, int delta = 0);
int support_threecolor();
int support_threecolor_bitruncated();
int support_football();
bool support_chessboard();
void regroup();
string world_size();
eGeometryClass get_class();
ld scale();
};
extern archimedean_tiling current;
extern map<heptagon*, pair<heptagon*, transmatrix>> archimedean_gmatrix;
void initialize(heptagon *root);
short& id_of(heptagon *);
int fix(heptagon *h, int spin);
#endif
}
namespace crystal {
#if CAP_CRYSTAL
static const int MAXDIM = 7;
typedef array<int, MAXDIM> coord;
static const coord c0 = {};
typedef array<ld, MAXDIM> ldcoord;
static const ldcoord ldc0 = {};
heptagon *get_heptagon_at(coord c);
coord get_coord(heptagon *h);
ldcoord get_ldcoord(cell *c);
extern colortable coordcolors;
extern ld compass_probability;
extern bool view_coordinates;
color_t colorize(cell *c);
int precise_distance(cell *c1, cell *c2);
ld space_distance(cell *c1, cell *c2);
hrmap *new_map();
void build_rugdata();
void apply_rotation(const transmatrix t);
void switch_z_coordinate();
void next_home_orientation();
void flip_z();
void set_land(cell *c);
int dist_alt(cell *c);
int dist_relative(cell *c);
void show();
void init_rotation();
string get_table_volume();
string get_table_boundary();
bool pure();
ld compass_angle();
string compass_help();
void may_place_compass(cell *c);
void centerrug(ld aspd);
vector<cell*> build_shortest_path(cell *c1, cell *c2);
#endif
}
hyperpoint get_warp_corner(cell *c, int cid);
hyperpoint get_corner_position(cell *c, int cid, ld cf = 3);
int decodeId(heptagon* h);
heptagon* encodeId(int id);
void virtualRebaseSimple(heptagon*& base, transmatrix& at);
extern bool game_active, playerfound;
string bygen(reaction_t h);
#if CAP_URL
void open_url(string s);
#endif
// HyperRogue streams
struct hstream {
virtual void write_char(char c) = 0;
virtual void write_chars(const char* c, size_t q) { while(q--) write_char(*(c++)); }
virtual char read_char() = 0;
virtual void read_chars(char* c, size_t q) { while(q--) *(c++) = read_char(); }
virtual color_t get_vernum() { return VERNUM_HEX; }
template<class T> void write(const T& t) { hwrite(*this, t); }
template<class T> void read(T& t) { hread(*this, t); }
template<class T> T get() { T t; hread(*this, t); return t; }
template<class T> T get_raw() { T t; hread_raw(*this, t); return t; }
};
template<class T> void hwrite_raw(hstream& hs, const T& c) { hs.write_chars((char*) &c, sizeof(T)); }
template<class T> void hread_raw(hstream& hs, T& c) { hs.read_chars((char*) &c, sizeof(T)); }
template<class T, typename = typename std::enable_if<std::is_integral<T>::value || std::is_enum<T>::value>::type> void hwrite(hstream& hs, const T& c) { hwrite_raw(hs, c); }
template<class T, typename = typename std::enable_if<std::is_integral<T>::value || std::is_enum<T>::value>::type> void hread(hstream& hs, T& c) { hread_raw(hs, c); }
inline void hwrite(hstream& hs, const string& s) { hs.write_char(isize(s)); for(char c: s) hs.write_char(c); }
inline void hread(hstream& hs, string& s) { s = ""; int l = (unsigned char) hs.read_char(); for(int i=0; i<l; i++) s += hs.read_char(); }
inline void hwrite(hstream& hs, const ld& h) { double d = h; hs.write_chars((char*) &d, sizeof(double)); }
inline void hread(hstream& hs, ld& h) { double d; hs.read_chars((char*) &d, sizeof(double)); h = d; }
template<class T, size_t X> void hwrite(hstream& hs, const array<T, X>& a) { for(auto &ae: a) hwrite(hs, ae); }
template<class T, size_t X> void hread(hstream& hs, array<T, X>& a) { for(auto &ae: a) hread(hs, ae); }
inline void hread(hstream& hs, hyperpoint& h) { for(int i=0; i<MDIM; i++) hread(hs, h[i]); }
inline void hwrite(hstream& hs, hyperpoint h) { for(int i=0; i<MDIM; i++) hwrite(hs, h[i]); }
template<class T> void hwrite(hstream& hs, const vector<T>& a) { hwrite<int>(hs, isize(a)); for(auto &ae: a) hwrite(hs, ae); }
template<class T> void hread(hstream& hs, vector<T>& a) { a.resize(hs.get<int>()); for(auto &ae: a) hread(hs, ae); }
template<class T, class U> void hwrite(hstream& hs, const map<T,U>& a) {
hwrite<int>(hs, isize(a)); for(auto &ae: a) hwrite(hs, ae.first, ae.second);
}
template<class T, class U> void hread(hstream& hs, map<T,U>& a) {
a.clear();
int N = hs.get<int>();
for(int i=0; i<N; i++) {
T key; hread(hs, key);
hread(hs, a[key]);
}
}
template<class C, class C1, class... CS> void hwrite(hstream& hs, const C& c, const C1& c1, const CS&... cs) { hwrite(hs, c); hwrite(hs, c1, cs...); }
template<class C, class C1, class... CS> void hread(hstream& hs, C& c, C1& c1, CS&... cs) { hread(hs, c); hread(hs, c1, cs...); }
struct hstream_exception : hr_exception { hstream_exception() {} };
struct fhstream : hstream {
color_t vernum;
virtual color_t get_vernum() override { return vernum; }
FILE *f;
virtual void write_char(char c) override { write_chars(&c, 1); }
virtual void write_chars(const char* c, size_t i) override { if(fwrite(c, i, 1, f) != 1) throw hstream_exception(); }
virtual void read_chars(char* c, size_t i) override { if(fread(c, i, 1, f) != 1) throw hstream_exception(); }
virtual char read_char() override { char c; read_chars(&c, 1); return c; }
fhstream() { f = NULL; vernum = VERNUM_HEX; }
fhstream(const string pathname, const char *mode) { f = fopen(pathname.c_str(), mode); vernum = VERNUM_HEX; }
~fhstream() { if(f) fclose(f); }
};
struct shstream : hstream {
string s;
int pos;
shstream() { pos = 0; }
virtual void write_char(char c) { s += c; }
virtual char read_char() { if(pos == isize(s)) throw hstream_exception(); return s[pos++]; }
};
inline void print(hstream& hs) {}
template<class... CS> string sprint(const CS&... cs) { shstream hs; print(hs, cs...); return hs.s; }
template<class C, class C1, class... CS> void print(hstream& hs, const C& c, const C1& c1, const CS&... cs) { print(hs, c); print(hs, c1, cs...); }
template<class... CS> void println(hstream& hs, const CS&... cs) { print(hs, cs...); hs.write_char('\n'); }
inline string spaced(int i) { return its(i); }
inline string spaced(color_t col) { return itsh8(col); }
inline string spaced(const string& s) { return s; }
inline string spaced(ld x) { return fts(x, 10); }
template<class T> string spaced_of(T a[], int q) { string s = spaced(a[0]); for(int i=1; i<q; i++) s += ' ', s += spaced(a[i]); return s; }
template<class T, int i> string spaced(const array<T,i>& a) { return spaced_of(&a[0], isize(a)); }
template<class C, class C1, class... CS> string spaced(const C& c, const C1& c1, const CS&... cs) { return spaced(c) + " " + spaced(c1, cs...); }
bool scan(fhstream& hs, int&);
bool scan(fhstream& hs, ld&);
bool scan(fhstream& hs, string&);
bool scan(fhstream& hs, color_t& c);
template<class C, class C1, class... CS> bool scan(fhstream& hs, C& c, C1& c1, CS&... cs) { return scan(hs, c) && scan(hs, c1, cs...); }
string scanline(fhstream& hs);
template<class T> T scan(fhstream& hs) { T t {}; scan(hs, t); return t; }
// copied from: https://stackoverflow.com/questions/16387354/template-tuple-calling-a-function-on-each-element
namespace detail
{
template<int... Is>
struct seq { };
template<int N, int... Is>
struct gen_seq : gen_seq<N - 1, N - 1, Is...> { };
template<int... Is>
struct gen_seq<0, Is...> : seq<Is...> { };
template<typename T, typename F, int... Is>
void for_each(T&& t, F f, seq<Is...>)
{
auto l = { (f(std::get<Is>(t)), 0)... }; ignore(l);
}
}
template<typename... Ts, typename F>
void for_each_in_tuple(std::tuple<Ts...> const& t, F f)
{
detail::for_each(t, f, detail::gen_seq<sizeof...(Ts)>());
}
inline void print(hstream& hs, const string& s) { hs.write_chars(s.c_str(), isize(s)); }
inline void print(hstream& hs, int i) { print(hs, its(i)); }
inline void print(hstream& hs, ld x) { print(hs, fts(x)); }
inline void print(hstream& hs, color_t col) { print(hs, itsh8(col)); }
template<class T> void print(hstream& hs, const walker<T>& w) { print(hs, "[", w.at, "/", w.spin, "/", w.mirrored, "]"); }
struct comma_printer {
bool first;
hstream& hs;
template<class T> void operator() (const T& t) { if(first) first = false; else print(hs, ","); print(hs, t); }
comma_printer(hstream& hs) : first(true), hs(hs) {}
};
template<class T, size_t X> void print(hstream& hs, const array<T, X>& a) { print(hs, "("); comma_printer c(hs); for(const T& t: a) c(t); print(hs, ")"); }
template<class T> void print(hstream& hs, const vector<T>& a) { print(hs, "("); comma_printer c(hs); for(const T& t: a) c(t); print(hs, ")"); }
inline void print(hstream& hs, const hyperpoint h) { print(hs, (const array<ld, MAXMDIM>&)h); }
inline void print(hstream& hs, const transmatrix T) {
print(hs, "("); comma_printer c(hs);
for(int i=0; i<MDIM; i++)
for(int j=0; j<MDIM; j++) c(T[i][j]);
print(hs, ")"); }
template<class T, class U> void print(hstream& hs, const pair<T, U> & t) { print(hs, "(", t.first, ",", t.second, ")"); }
template<class... T> void print(hstream& hs, const tuple<T...> & t) {
print(hs, "(");
comma_printer p(hs);
for_each_in_tuple(t, p);
print(hs, ")");
}
#ifndef SPECIAL_LOGGER
inline void special_log(char c) { putchar(c); }
#endif
#if !CAP_SDL && !ISFAKEMOBILE
int SDL_GetTicks();
#endif
struct logger : hstream {
int indentation;
bool doindent;
logger() { doindent = false; }
virtual void write_char(char c) { if(doindent) { doindent = false;
if(debugflags & DF_TIME) { int t = SDL_GetTicks(); if(t < 0) t = 999999; t %= 1000000; string s = its(t); while(isize(s) < 6) s = "0" + s; for(char c: s) special_log(c); special_log(' '); }
for(int i=0; i<indentation; i++) special_log(' '); } special_log(c); if(c == 10) doindent = true; }
virtual char read_char() { throw hstream_exception(); }
};
extern logger hlog;
template<class... T> void println_log(T... t) { println(hlog, t...); }
template<class... T> void print_log(T... t) { print(hlog, t...); }
#ifdef __GNUC__
__attribute__((__format__ (__printf__, 1, 2)))
#endif
inline string format(const char *fmt, ...) {
char buf[1000];
va_list ap;
va_start(ap, fmt);
vsnprintf(buf, 1000, fmt, ap);
va_end(ap);
return buf;
}
inline void print(hstream& hs, heptagon* h) { print(hs, format("H%p", h)); }
inline void print(hstream& hs, cell* h) { print(hs, format("C%p", h)); }
inline void print(hstream& hs, cellwalker cw) {
if(cw.at) print(hs, "[", cw.at, "/", cw.at->type, ":", cw.spin, ":", cw.mirrored, "]");
else print(hs, "[NULL]");
}
struct indenter {
dynamicval<int> ind;
indenter(int i = 2) : ind(hlog.indentation, hlog.indentation + (i)) {}
};
struct indenter_finish : indenter {
indenter_finish(bool b): indenter(b ? 2:0) {}
~indenter_finish() { if(hlog.indentation != ind.backup) println(hlog, "(done)"); }
};
void appendHelp(string s);
transmatrix rspintox(const hyperpoint& H);
extern bool playermoved;
extern int tidalsize;
extern void calcTidalPhase();
void curvepoint(const hyperpoint& H1);
dqi_poly& queuecurve(color_t linecol, color_t fillcol, PPR prio);
void queueball(const transmatrix& V, ld rad, color_t col, eItem what);
ld cos_auto(ld x);
ld sin_auto(ld x);
ld tan_auto(ld x);
ld asin_auto(ld x);
ld atan_auto(ld x);
ld atan2_auto(ld x);
ld atan2(hyperpoint h);
namespace anims {
#if CAP_ANIMATIONS
void apply();
void rollback();
void show();
bool any_on();
bool any_animation();
bool center_music();
extern string animfile;
extern int noframes;
extern ld period, cycle_length, parabolic_length, rug_angle, circle_radius, circle_spins;
#else
static bool any_on() { return false; }
static void rollback() { }
static bool center_music() { return false; }
static bool any_animation() { return false; }
static void apply() { }
#endif
}
#if CAP_STARTANIM
namespace startanims {
extern reaction_t current;
void pick();
}
#endif
extern int animation_lcm;
extern ld animation_factor;
ld parseld(const string& s);
pair<int, int> vec_to_pair(int vec);
struct bignum {
static const int BASE = 1000000000;
static const long long BASE2 = BASE * (long long)BASE;
vector<int> digits;
bignum() {}
bignum(int i) : digits() { digits.push_back(i); }
void be(int i) { digits.resize(1); digits[0] = i; }
bignum& operator +=(const bignum& b);
void addmul(const bignum& b, int factor);
string get_str(int max_length);
bool operator < (const bignum&) const;
ld leading() const {
switch(isize(digits)) {
case 0:
return 0;
case 1:
return digits.back();
default:
return digits.back() + ld(digits[isize(digits)-2]) / BASE;
}
}
ld approx() const {
return leading() * pow(BASE, isize(digits) - 1);
}
ld log_approx() const {
return log(leading()) * log(BASE) * (isize(digits) - 1);
}
ld operator / (const bignum& b) const {
return leading() / b.leading() * pow(BASE, isize(digits) - isize(b.digits));
}
int approx_int() const {
if(isize(digits) > 1) return BASE;
if(digits.empty()) return 0;
return digits[0];
}
long long approx_ll() const {
if(isize(digits) > 2) return BASE2;
if(digits.empty()) return 0;
if(isize(digits) == 1) return digits[0];
return digits[0] + digits[1] * (long long) BASE;
}
friend inline bignum operator +(bignum a, const bignum& b) { a.addmul(b, 1); return a; }
friend inline bignum operator -(bignum a, const bignum& b) { a.addmul(b, -1); return a; }
};
struct expansion_analyzer {
vector<int> gettype(cell *c);
int N;
vector<cell*> samples;
map<vector<int>, int> codeid;
vector<vector<int> > children;
int rootid, diskid;
int coefficients_known;
vector<int> coef;
int valid_from, tested_to;
ld growth;
int sample_id(cell *c);
void preliminary_grouping();
void reduce_grouping();
vector<vector<bignum>> descendants;
bignum& get_descendants(int level);
bignum& get_descendants(int level, int type);
void find_coefficients();
void reset();
expansion_analyzer() { reset(); }
string approximate_descendants(int d, int max_length);
void view_distances_dialog();
ld get_growth();
private:
bool verify(int id);
int valid(int v, int step);
};
extern expansion_analyzer expansion;
int towerval(cell *c, const cellfunction& cf);
int parent_id(cell *c, int which, const cellfunction& cf);
extern int sibling_limit;
extern void set_sibling_limit();
int type_in_reduced(expansion_analyzer& ea, cell *c, const function<int(cell*)>& f);
namespace ts {
cell *verified_add(cell *c, int which, int bonus, const cellfunction& cf);
cell *add(cell *c, int which, int bonus, const cellfunction& cf);
inline cell *left_parent(cell *c, const cellfunction& cf) { return verified_add(c, 1, 0, cf); }
inline cell *right_parent(cell *c, const cellfunction& cf) { return verified_add(c, -1, 0, cf); }
cell *left_of(cell *c, const cellfunction& cf);
cell *right_of(cell *c, const cellfunction& cf);
cell *child_number(cell *c, int id, const cellfunction& cf);
}
void generate_around(cell *c);
int euclidAlt(short x, short y);
int cylinder_alt(cell *c);
struct exp_parser {
string s;
int at;
exp_parser() { at = 0; }
map<string, cld> extra_params;
bool ok() { return at == isize(s); }
char next(int step=0) { if(at >= isize(s)-step || at == -1) return 0; else return s[at+step]; }
bool eat(const char *c) {
int orig_at = at;
while(*c && *c == next()) at++, c++;
if(*c == 0) return true;
else at = orig_at;
return false;
}
cld parse(int prio = 0);
cld parsepar() {
cld res = parse();
if(next() != ')') { at = -1; return res; }
at++;
return res;
}
};
#if CAP_COMPLEX2
namespace brownian {
const int level = 5;
void init(cell *c);
void build(cell *c, int d);
void explosion(cell *c, int x);
};
#else
namespace brownian {
inline void dissolve_brownian(cell*, int) {};
inline void build(cell *c, int d) {}
inline void init(cell *c) {}
}
#endif
#define ONEMPTY if(d == 7 && passable(c, NULL, 0) && !safety && !reptilecheat)
extern bool reptilecheat;
void enable_cheat();
extern int cells_drawn;
void menuitem_sightrange(char c = 'r');
bool invis_point(const hyperpoint h);
bool invalid_point(const hyperpoint h);
bool invalid_point(const transmatrix T);
bool in_smart_range(const transmatrix& T);
void curvepoint(const hyperpoint& H1);
dqi_poly& queuecurve(color_t linecol, color_t fillcol, PPR prio);
bool haveaura();
string parser_help();
static const ld degree = M_PI / 180;
void show_color_dialog();
extern ld band_shift;
int cone_side(const hyperpoint H);
void fix_the_band(transmatrix& T);
struct bandfixer {
dynamicval<ld> bw;
bandfixer(transmatrix& T) : bw(band_shift, band_shift) { fix_the_band(T); }
};
extern unordered_map<string, ld&> params;
namespace dq {
extern queue<tuple<heptagon*, transmatrix, ld>> drawqueue;
extern set<heptagon*> visited;
void enqueue(heptagon *h, const transmatrix& T);
extern set<int> visited_by_matrix;
void enqueue_by_matrix(heptagon *h, const transmatrix& T);
}
typedef pair<string, reaction_t> named_functionality;
inline named_functionality named_dialog(string x, reaction_t dialog) { return named_functionality(x, [dialog] () { pushScreen(dialog); }); }
extern hookset<named_functionality()> *hooks_o_key;
named_functionality get_o_key();
hyperpoint nearcorner(cell *c, int i);
extern bool showquotients;
bool do_draw(cell *c, const transmatrix& T);
ld sintick(int period, ld phase = 0);
#if CAP_RACING
namespace racing {
extern bool on, player_relative, track_ready, guiding, standard_centering;
extern ld race_advance, race_angle;
extern int ghosts_to_show, ghosts_to_save;
void generate_track();
void configure_race();
void prepare_subscreens();
extern vector<cell*> track;
extern int current_player;
extern vector<eLand> race_lands;
extern string track_code;
extern int race_start_tick, race_finish_tick[MAXPLAYER];
void race_won();
void apply_seed();
string racetimeformat(int t);
void add_debug(cell *c);
void displayScore(eLand l);
}
#else
// static bool on = false: emits a warning
// static const bool on = false: no warning, but does not allow assignment
namespace racing {
static const always_false on;
}
inline bool subscreen_split(reaction_t for_each_subscreen) { return false; }
#endif
bool in_gravity_zone(cell *c);
bool normal_gravity_at(cell *c);
void build_pool(cell *c, bool with_boat);
void createArrowTrapAt(cell *c, eLand land);
bool no_barriers_in_radius(cell *c, int rad);
bool in_full_game();
extern ld extra_generation_distance;
namespace subscreens {
void prepare();
bool split(reaction_t for_each_subscreen);
}
template <class T> void texture_order(const T& f) {
const int STEP = vid.texture_step;
const ld STEP2 = STEP;
for(int y=0; y<STEP; y++)
for(int x=0; x<STEP; x++) {
ld x0 = x / STEP2;
ld y0 = y / STEP2;
ld b = 1 / STEP2;
if(x+y < STEP) {
f(x0, y0); f(x0+b, y0); f(x0, y0+b);
}
if(x+y <= STEP && x && y) {
f(x0, y0); f(x0-b, y0); f(x0, y0-b);
}
}
}
void set_euland3(cell *c, int co0, int co1, int alt, int hash);
extern bool first_cell_to_draw;
extern int current_rbuffer;
extern bool new_projection_needed;
inline void reset_projection() { new_projection_needed = true; }
extern ld ptick(int period, ld phase = 0);
void gridline(const transmatrix& V1, const hyperpoint h1, const transmatrix& V2, const hyperpoint h2, color_t col, int prec);
void gridline(const transmatrix& V, const hyperpoint h1, const hyperpoint h2, color_t col, int prec);
static const int POLY_DRAWLINES = 1; // draw the lines
static const int POLY_DRAWAREA = 2; // draw the area
static const int POLY_INVERSE = 4; // draw the inverse -- useful in stereographic projection
static const int POLY_ISSIDE = 8; // never draw in inverse
static const int POLY_BEHIND = 16; // there are points behind the camera
static const int POLY_TOOLARGE = 32; // some coordinates are too large -- best not to draw to avoid glitches
static const int POLY_INFRONT = 64; // on the sphere (orthogonal projection), do not draw without any points in front
static const int POLY_HASWALLS = 128; // floor shapes which have their sidewalls
static const int POLY_PLAIN = 256; // plain floors
static const int POLY_FULL = 512; // full floors
static const int POLY_HASSHADOW = 1024; // floor shapes which have their shadows, or can use shFloorShadow
static const int POLY_GP = 2048; // Goldberg shapes
static const int POLY_VCONVEX = 4096; // Convex shape (vertex)
static const int POLY_CCONVEX = 8192; // Convex shape (central)
static const int POLY_CENTERIN = 16384; // new system of side checking
static const int POLY_FORCEWIDE = (1<<15); // force wide lines
static const int POLY_NOTINFRONT = (1<<16); // points not in front
static const int POLY_NIF_ERROR = (1<<17); // points moved to the outline cross the image, disable
static const int POLY_BADCENTERIN = (1<<18); // new system of side checking
static const int POLY_PRECISE_WIDE = (1<<19); // precise width calculation
static const int POLY_FORCE_INVERTED = (1<<20); // force inverted
static const int POLY_ALWAYS_IN = (1<<21); // always draw this
static const int POLY_TRIANGLES = (1<<22); // made of TRIANGLES, not TRIANGLE_FAN
static const int POLY_INTENSE = (1<<23); // extra intense colors
static const int POLY_DEBUG = (1<<24); // debug this shape
void pregen();
extern vector<eLand> currentlands;
struct gamedata {
// important parameters should be visible
eGeometry geo;
eVariation var;
eLand specland;
bool active;
// other properties are recorded
vector<char> record;
int index, mode;
void storegame();
void restoregame();
template<class T> void store(T& x) {
int ssize = sizeof(x);
if(ssize & 7) ssize = (ssize | 7) + 1;
if(mode == 0) {
record.resize(index+ssize);
T& at = *(new (&record[index]) T());
at = move(x);
}
else {
T& at = (T&) record[index];
x = move(at);
at.~T();
}
index += ssize;
}
};
/* lastmovetype uses lmSkip, lmMove, lmAttack, lmPush, lmTree */
enum eLastmovetype { lmSkip, lmMove, lmAttack, lmPush, lmTree, lmInstant };
extern eLastmovetype lastmovetype, nextmovetype;
enum eForcemovetype { fmSkip, fmMove, fmAttack, fmInstant, fmActivate };
extern eForcemovetype forcedmovetype;
extern hookset<void(gamedata*)> *hooks_gamedata;
namespace dual {
// 0 = dualmode off, 1 = in dualmode (no game chosen), 2 = in dualmode (working on one of subgames)
extern int state;
extern int currently_loaded, main_side;
extern bool affect_both;
bool movepc(int d, int subdir, bool checkonly);
extern transmatrix player_orientation[2];
void add_choice();
bool split(reaction_t what);
void split_or_do(reaction_t what);
bool may_split(reaction_t what);
void may_split_or_do(reaction_t what);
void switch_to(int i);
void in_subscreen(reaction_t what);
bool check_side(eLand l);
void assign_landsides();
void disable();
void enable();
transmatrix get_orientation();
inline reaction_t mayboth(reaction_t what) { return [=] { may_split_or_do(what); }; }
}
void raise_error();
bool invalid_matrix(const transmatrix T);
extern bool show_memory_warning;
extern bool ignored_memory_warning;
extern int reserve_count, reserve_limit;
void apply_memory_reserve();
void show_memory_menu();
static const int PSEUDOKEY_MEMORY = 16397;
static const color_t NOCOLOR = 0;
extern int global_projection;
void spinEdge(ld aspd);
inline hyperpoint cpush0(int c, ld x) {
hyperpoint h = Hypc;
h[GDIM] = cos_auto(x);
h[c] = sin_auto(x);
return h;
}
inline hyperpoint xspinpush0(ld alpha, ld x) {
hyperpoint h = Hypc;
h[GDIM] = cos_auto(x);
h[0] = sin_auto(x) * cos(alpha);
h[1] = sin_auto(x) * -sin(alpha);
return h;
}
extern renderbuffer *floor_textures;
int wingphase(int period, int phase = 0);
void queuecircle(int x, int y, int size, color_t color, PPR prio = PPR::CIRCLE, color_t fillcolor = 0);
#if CAP_BT
namespace kite {
hrmap *new_map();
void find_cell_connection(cell *c, int d);
enum pshape {pDart, pKite};
pshape getshape(heptagon *h);
pair<vector<vector<hyperpoint>>, vector<vector<ld>>> make_walls();
hyperpoint get_corner(cell *c, int d, ld cf);
}
#endif
namespace solv {
extern transmatrix local_perspective, ilocal_perspective;
hrmap *new_map();
hyperpoint inverse_exp(hyperpoint h);
transmatrix get_solmul(const transmatrix T, const transmatrix V);
extern string solshader;
}
bool in_perspective();
}