generating various lands
More...
|
#define | RANDPATC(c) (randpattern(c,randompattern[c->land])) |
|
#define | RANDPATCL(c, l) (randpattern(c,l)) |
|
#define | RANDPAT (randpattern(c,randompattern[c->land])) |
|
#define | RANDPAT3(i) (randpatternMajority(c,i,RANDITER)) |
|
#define | RANDPATV(x) (randpattern(c,randompattern[x])) |
|
#define | PSH(x, y) if(tf == x || tf == y) tf = pseudohept(c) ? x : y; |
|
|
EX void | hr::doOvergenerate () |
|
EX bool | hr::notDippingFor (eItem i) |
|
EX bool | hr::notDippingForExtra (eItem i, eItem x) |
|
void | hr::buildRedWall (cell *c, int gemchance) |
|
bool | hr::blizzard_no_escape1 (cell *c, manual_celllister &cl) |
|
bool | hr::blizzard_no_escape (cell *c) |
|
bool | hr::out_ruin (cell *c) |
|
EX eMonster | hr::genRuinMonster (cell *c) |
|
void | hr::gen_brownian (cell *c) |
|
EX void | hr::createArrowTrapAt (cell *c, eLand land) |
|
EX eMonster | hr::emerald_monster () |
|
EX void | hr::build_pool (cell *c, bool with_boat) |
|
EX void | hr::place_elemental_wall (cell *c) |
|
EX int | hr::hrand_monster (int x) |
|
EX bool | hr::is_zebra_trapdoor (cell *c) |
|
EX void | hr::gen_eclectic_monster (cell *c) |
|
EX void | hr::giantLandSwitch (cell *c, int d, cell *from) |
|
EX void | hr::repairLandgen (cell *c) |
|
EX void | hr::setland_randomwalk (cell *c) |
|
EX void | hr::setdist (cell *c, int d, cell *from) |
|
|
EX int | hr::explore [10] |
|
EX int | hr::exploreland [10][landtypes] |
|
EX int | hr::landcount [landtypes] |
|
EX bool | hr::safety = false |
|
EX eLand | hr::lastland |
|
EX int | hr::lastexplore |
|
EX bool | hr::randomPatternsMode = false |
|
EX int | hr::randompattern [landtypes] |
|
EX int | hr::genrange_bonus = 0 |
|
EX bool | hr::chaosUnlocked = false |
|
EX bool | hr::chaosAchieved = false |
|
EX bool | hr::reptilecheat = false |
|
generating various lands
See also bigstuff.cpp (for larger structures) and complex.cpp (for more complex land generation)