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

generating various lands More...

#include "hyper.h"

Namespaces

 hr
 

Macros

#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;
 

Functions

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)
 

Variables

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
 

Detailed Description

generating various lands

See also bigstuff.cpp (for larger structures) and complex.cpp (for more complex land generation)