HyperRogue  11.3d
game/visualization engine based on non-Euclidean geometry
Classes | Namespaces | Macros | Functions | Variables
bigstuff.cpp File Reference

Large map structures, such as (horo)cycles and equidistants. More...

#include "hyper.h"

Classes

struct  hr::loopchecker
 

Namespaces

 hr
 

Macros

#define INVLUCK   (items[itOrbLuck] && inv::on)
 
#define I2000   (INVLUCK?600:2000)
 
#define I10000   (INVLUCK?3000:10000)
 

Functions

EX int hr::newRoundTableRadius ()
 
EX int hr::getAnthraxData (cell *c, bool b)
 
EX int hr::roundTableRadius (cell *c)
 
EX int hr::celldistAltRelative (cell *c)
 
EX gp::loc hr::camelot_coords ()
 
EX int hr::euclidAlt (short x, short y)
 
EX int hr::cylinder_alt (cell *c)
 
EX int hr::compassDist (cell *c)
 
EX cell * hr::findcompass (cell *c)
 
EX bool hr::grailWasFound (cell *c)
 
EX int hr::default_levs ()
 
EX int hr::hrandom_adjacent (int d)
 
EX heptagon * hr::createAlternateMap (cell *c, int rad, hstate firststate, int special IS(0))
 
EX void hr::beCIsland (cell *c)
 
EX void hr::generateTreasureIsland (cell *c)
 
EX cell * hr::buildAnotherEquidistant (cell *c, int radius)
 
EX void hr::buildAnotherEquidistant (cell *c)
 
EX int hr::coastval (cell *c, eLand base)
 
EX bool hr::checkInTree (cell *c, int maxv)
 
EX void hr::buildEquidistant (cell *c)
 
EX cell * hr::randomDown (cell *c)
 
EX int hr::edgeDepth (cell *c)
 
EX int hr::getHauntedDepth (cell *c)
 
EX int hr::towerval (cell *c, const cellfunction &cf)
 
EX void hr::setLandWeird (cell *c)
 
EX void hr::setLandQuotient (cell *c)
 
EX void hr::elementalXY (cell *c, int x, int y, bool make_wall)
 
EX void hr::setLandSphere (cell *c)
 
EX eLand & hr::get_euland (int c)
 
EX void hr::clear_euland (eLand first)
 
bool hr::valid_wall_at (int c)
 
EX eLand hr::switchable (eLand nearland, eLand farland, int c)
 
EX eLand hr::getEuclidLand (int c)
 
EX void hr::setLandSol (cell *c)
 
EX void hr::setLandHybrid (cell *c)
 
EX void hr::setLandNil (cell *c)
 
EX void hr::setLandEuclid (cell *c)
 
EX eLand hr::get_euland3 (int x)
 
EX void hr::set_euland3 (cell *c, int co10, int co11, int alt, int hash)
 
EX bool hr::quickfind (eLand l)
 
EX int hr::wallchance (cell *c, bool deepOcean)
 
EX bool hr::horo_ok ()
 
EX bool hr::gp_wall_test ()
 
EX bool hr::deep_ocean_at (cell *c, cell *from)
 
EX bool hr::good_for_wall (cell *c)
 
EX bool hr::walls_not_implemented ()
 
EX void hr::buildBigStuff (cell *c, cell *from)
 
EX bool hr::openplains (cell *c)
 
EX void hr::buildCamelotWall (cell *c)
 
EX bool hr::no_barriers_in_radius (cell *c, int rad)
 
EX eMonster hr::camelot_monster ()
 
EX void hr::buildCamelot (cell *c)
 
EX int hr::masterAlt (cell *c)
 
EX int hr::temple_layer_size ()
 
EX int hr::horo_gen_distance ()
 
EX void hr::moreBigStuff (cell *c)
 
EX void hr::generate_mines ()
 
EX void hr::pregen ()
 

Variables

const int hr::NOCOMPASS = 1000000
 
EX bool hr::generatingEquidistant = false
 
int hr::loopval = 0
 
vector< eLand > hr::euland
 
map< int, eLand > hr::euland3
 
map< int, eLand > hr::euland3_hash
 
EX vector< eLand > hr::currentlands
 
auto hr::ccm_bigstuff
 

Detailed Description

Large map structures, such as (horo)cycles and equidistants.

This file implements: