unlocking lands, which lands could be found beyond the wall, validity of various lands depending on the settings
More...
|
EX bool | hr::in_full_game () |
|
EX bool | hr::nodisplay (eMonster m) |
|
EX int | hr::isNative (eLand l, eMonster m) |
|
EX eItem | hr::treasureType (eLand l) |
|
EX eItem | hr::treasureTypeUnlock (eLand l, eItem u) |
|
EX eLand | hr::landof (eItem it) |
|
EX int | hr::landMultiplier (eLand l) |
|
EX bool | hr::isCrossroads (eLand l) |
|
EX bool | hr::bearsCamelot (eLand l) |
|
EX bool | hr::inmirror (const cellwalker &cw) |
|
EX eLand | hr::oppositeElement (eLand l, eLand l2) |
|
EX bool | hr::landUnlockedRPM (eLand n) |
|
EX int | hr::variant_unlock_value () |
|
EX bool | hr::landUnlocked (eLand l) |
|
EX bool | hr::required_for_hyperstones (eItem ttype) |
|
EX void | hr::countHyperstoneQuest (int &i1, int &i2) |
|
EX bool | hr::hyperstonesUnlocked () |
|
EX int | hr::isRandland (eLand l) |
|
EX bool | hr::incompatible1 (eLand l1, eLand l2) |
|
EX eLand | hr::randomElementalLand () |
|
EX int | hr::elementalKills () |
|
EX eLand | hr::randomElementalLandWeighted () |
|
EX bool | hr::incompatible (eLand nw, eLand old) |
|
EX bool | hr::rlyehComplete () |
|
bool | hr::lchance (eLand l) |
|
EX eLand | hr::pickLandRPM (eLand old) |
|
EX eLand | hr::pickluck (eLand l1, eLand l2) |
|
EX eLand | hr::getNewSealand (eLand old) |
|
EX bool | hr::createOnSea (eLand old) |
|
EX eLand | hr::getNewLand (eLand old) |
|
template<class T > |
void | hr::generateLandList (T t) |
|
EX eLand | hr::getLandForList (cell *c) |
|
EX bool | hr::isLandIngame (eLand l) |
|
EX land_validity_t & | hr::land_validity (eLand l) |
|
|
EX eLand | hr::firstland = laIce |
|
EX eLand | hr::specialland = laIce |
|
EX int | hr::chaosmode = 0 |
|
EX hookset< eLand(eLand)> * | hr::hooks_nextland |
|
EX vector< eLand > | hr::land_over |
|
EX vector< eLand > | hr::landlist |
|
flagtype | hr::lv::q0 = lv::display_error_message | lv::display_in_help | lv::appears_in_geom_exp |
|
flagtype | hr::lv::q1 = lv::display_error_message | lv::appears_in_geom_exp | lv::appears_in_full | lv::display_in_help |
|
flagtype | hr::lv::q2 = lv::appears_in_geom_exp | lv::appears_in_full | lv::display_in_help | lv::appears_in_ptm |
|
flagtype | hr::lv::q3 = lv::appears_in_geom_exp | lv::appears_in_full | lv::display_in_help | lv::appears_in_ptm |
|
flagtype | hr::lv::qm2 = q2 | lv::display_error_message |
|
flagtype | hr::lv::qm3 = q3 | lv::display_error_message |
|
land_validity_t | hr::lv::hedgehogs = { 1, qm2 &~ lv::appears_in_full, "Cannot kill Hedgehog Warriors in this geometry."} |
|
land_validity_t | hr::lv::no_randpattern_version = { 0, q0, "No random pattern version."} |
|
land_validity_t | hr::lv::no_great_walls = { 0, q0, "Great Walls not implemented."} |
|
land_validity_t | hr::lv::pattern_incompatibility = { 0, q0, "Pattern incompatible."} |
|
land_validity_t | hr::lv::pattern_not_implemented_random = { 1, q1 | one_and_half, "Pattern not implemented -- using random."} |
|
land_validity_t | hr::lv::pattern_not_implemented_weird = { 1, q1, "Pattern not implemented."} |
|
land_validity_t | hr::lv::pattern_not_implemented_exclude = { 1, q1 & ~ lv::appears_in_full, "Pattern not implemented."} |
|
land_validity_t | hr::lv::not_enough_space = { 0, q0, "Not enough space."} |
|
land_validity_t | hr::lv::dont_work = { 0, q0, "Does not work in this geometry."} |
|
land_validity_t | hr::lv::bounded_only = { 0, q0, "This land is designed for bounded worlds."} |
|
land_validity_t | hr::lv::unbounded_only = { 0, q0, "This land is designed for infinite worlds."} |
|
land_validity_t | hr::lv::unbounded_only_except_bigsphere = { 0, q0, "This land is designed for infinite worlds or big spheres."} |
|
land_validity_t | hr::lv::out_of_theme = { 3, qm2 &~ lv::appears_in_full, "Out of theme for the full game."} |
|
land_validity_t | hr::lv::no_game = { 2, q2 &~ lv::appears_in_full, "No game here."} |
|
land_validity_t | hr::lv::not_in_chaos = { 0, q0, "Does not work in chaos mode."} |
|
land_validity_t | hr::lv::not_in_full_game = {2, qm2 &~ lv::appears_in_full, "Not in the full game."} |
|
land_validity_t | hr::lv::not_in_full_game3 = {3, qm2 &~ lv::appears_in_full, "Not in the full game."} |
|
land_validity_t | hr::lv::special_chaos = { 2, qm2, "Special construction in the Chaos mode." } |
|
land_validity_t | hr::lv::special_euclidean = { 2, qm2, "Special construction in the Euclidean mode." } |
|
land_validity_t | hr::lv::special_geo = { 2, qm2, "Special construction in this geometry." } |
|
land_validity_t | hr::lv::special_geo3 = { 3, qm2, "Special construction in this geometry." } |
|
land_validity_t | hr::lv::not_implemented = {0, q0, "Not implemented."} |
|
land_validity_t | hr::lv::partially_implemented = {1, q1 | one_and_half, "Partially implemented."} |
|
land_validity_t | hr::lv::ok = {2, q2 &~ lv::display_in_help, "No comments."} |
|
land_validity_t | hr::lv::not_in_ptm = {0, q0, "Does not work in pure tactics mode."} |
|
land_validity_t | hr::lv::technical = {0, q0 &~ lv::appears_in_geom_exp, "Technical."} |
|
land_validity_t | hr::lv::full_game = {3, q3 &~ lv::display_in_help, "Full game."} |
|
land_validity_t | hr::lv::inaccurate = {1, q1, "Somewhat inaccurate."} |
|
land_validity_t | hr::lv::great_walls_missing = {1, q1 | one_and_half, "Mercury rivers not implemented (or could not work) in this geometry."} |
|
land_validity_t | hr::lv::pattern_compatibility = {3, qm3, "Patterns compatible."} |
|
land_validity_t | hr::lv::pattern_defined = {3, qm3, "Pattern defined."} |
|
land_validity_t | hr::lv::pattern_compatibility_sole = {3, qm3 &~ lv::appears_in_full, "Patterns compatible."} |
|
land_validity_t | hr::lv::pattern_compatibility_notrec = {2, qm2 &~ lv::appears_in_full, "Patterns compatible."} |
|
land_validity_t | hr::lv::specially_designed = {3, qm3, "This land is specially designed for this geometry."} |
|
land_validity_t | hr::lv::needs_threecolor = {0, q0, "Three-colorability required."} |
|
land_validity_t | hr::lv::land_not_implemented = {0, q0 &~ lv::appears_in_geom_exp, "Land not implemented."} |
|
land_validity_t | hr::lv::interesting = {3, q3, "Special interest."} |
|
land_validity_t | hr::lv::better_version_exists = {0, q0, "Better version exists."} |
|
land_validity_t | hr::lv::dont_work_but_ingame = {1, q0 | lv::appears_in_full, "Does not work in this geometry."} |
|
land_validity_t | hr::lv::ugly_version_infull = {1, q1 | lv::appears_in_full, "Grid does not work in this geometry."} |
|
land_validity_t | hr::lv::ugly_version_nofull = {1, q1, "Grid does not work in this geometry."} |
|
land_validity_t | hr::lv::bad_graphics = {1, q1, "Graphics not implemented in this geometry."} |
|
land_validity_t | hr::lv::some0 = {0, q0, "This land does not work in the current settings. Reason not available."} |
|
land_validity_t | hr::lv::some1 = {1, q1, "This land does not work well in the current settings. Reason not available."} |
|
land_validity_t | hr::lv::known_buggy = {1, q1, "This combination is known to be buggy at the moment."} |
|
land_validity_t | hr::lv::sloppy_pattern = {1, q1 | one_and_half, "Somewhat sloppy pattern."} |
|
land_validity_t | hr::lv::no_fractal_landscapes = {1, q1 | one_and_half, "Fractal landscapes not implemented in this geometry."} |
|
land_validity_t | hr::lv::simplified_walls = { 1, q1, "Only simplified walls implemented."} |
|
land_validity_t | hr::lv::no_walls = { 0, q0, "No walls implemented."} |
|
land_validity_t | hr::lv::disabled = {0, q0, "This land has been disabled with compilation flags."} |
|
land_validity_t | hr::lv::pattern_special = {3, qm3, "Special pattern implemented for this geometry."} |
|
land_validity_t | hr::lv::not_3d = {0, q0, "This land does not make much sense in 3D."} |
|
land_validity_t | hr::lv::not_binary = {0, q0, "This land does not make much sense in binary tiling."} |
|
land_validity_t | hr::lv::shmup_only = {0, q0, "This land works only in the shmup mode."} |
|
land_validity_t | hr::lv::not_in_shmup = {0, q0, "This land is not available in the shmup mode."} |
|
land_validity_t | hr::lv::not_in_multi = {0, q0, "This land is not available in multiplayer."} |
|
EX int | hr::old_daily_id = 1000000 |
|
const int | hr::landscapes_when = 177 |
|
const EX int | hr::frog_when = 205 |
|
unlocking lands, which lands could be found beyond the wall, validity of various lands depending on the settings