diff --git a/graph.cpp b/graph.cpp index 4179f02b..11b50b42 100644 --- a/graph.cpp +++ b/graph.cpp @@ -508,7 +508,7 @@ void ShadowV(const transmatrix& V, const hpcshape& bp, PPR prio) { } -void otherbodyparts(const transmatrix& V, color_t col, eMonster who, double footphase) { +transmatrix otherbodyparts(const transmatrix& V, color_t col, eMonster who, double footphase) { #if CAP_POLY @@ -533,6 +533,8 @@ void otherbodyparts(const transmatrix& V, color_t col, eMonster who, double foot footphase /= SCALE; double rightfoot = footfun(footphase / .4 / 2.5) / 4 * 2.5; + + const double wobble = -1; // todo @@ -561,7 +563,7 @@ void otherbodyparts(const transmatrix& V, color_t col, eMonster who, double foot else if(who == moSkeleton) { queuepoly(VFOOT * xpush(rightfoot), shSkeletalFoot, col); queuepoly(VFOOT * Mirror * xpush(-rightfoot), shSkeletalFoot, col); - return; + return spin(rightfoot * wobble); } else if(isTroll(who) || who == moMonkey || who == moYeti || who == moRatling || who == moRatlingAvenger || who == moGoblin) { queuepoly(VFOOT * xpush(rightfoot), shYetiFoot, col); @@ -572,7 +574,7 @@ void otherbodyparts(const transmatrix& V, color_t col, eMonster who, double foot queuepoly(VFOOT * Mirror * xpush(-rightfoot), shHumanFoot, col); } - if(!mmspatial) return; + if(!mmspatial) return spin(rightfoot * wobble); if(detaillevel >= 2 && who != moZombie) queuepoly(mmscale(V, geom3::NECK1), shHumanNeck, col); @@ -584,6 +586,11 @@ void otherbodyparts(const transmatrix& V, color_t col, eMonster who, double foot queuepoly(mmscale(V, geom3::GROIN1), shHumanGroin, col); if(who != moZombie) queuepoly(mmscale(V, geom3::NECK3), shHumanNeck, col); } + + return spin(rightfoot * wobble); + +#else + return Id; #endif } @@ -790,12 +797,12 @@ void drawTerraWarrior(const transmatrix& V, int t, int hp, double footphase) { ShadowV(V, shPBody); color_t col = linf[laTerracotta].color; int bcol = darkena(false ? 0xC0B23E : col, 0, 0xFF); - otherbodyparts(V, bcol, moDesertman, footphase); - queuepoly(VBODY, shPBody, bcol); - if(!peace::on) queuepoly(VBODY * Mirror, shPSword, darkena(0xC0C0C0, 0, 0xFF)); - queuepoly(VBODY, shTerraArmor1, darkena(t > 0 ? 0x4040FF : col, 0, 0xFF)); - if(hp >= 4) queuepoly(VBODY, shTerraArmor2, darkena(t > 1 ? 0xC00000 : col, 0, 0xFF)); - if(hp >= 2) queuepoly(VBODY, shTerraArmor3, darkena(t > 2 ? 0x612600 : col, 0, 0xFF)); + const transmatrix VBS = VBODY * otherbodyparts(V, bcol, moDesertman, footphase); + queuepoly(VBS, shPBody, bcol); + if(!peace::on) queuepoly(VBS * Mirror, shPSword, darkena(0xC0C0C0, 0, 0xFF)); + queuepoly(VBS, shTerraArmor1, darkena(t > 0 ? 0x4040FF : col, 0, 0xFF)); + if(hp >= 4) queuepoly(VBS, shTerraArmor2, darkena(t > 1 ? 0xC00000 : col, 0, 0xFF)); + if(hp >= 2) queuepoly(VBS, shTerraArmor3, darkena(t > 2 ? 0x612600 : col, 0, 0xFF)); queuepoly(VHEAD, shTerraHead, darkena(t > 4 ? 0x202020 : t > 3 ? 0x504040 : col, 0, 0xFF)); queuepoly(VHEAD, shPFace, bcol); #endif @@ -839,6 +846,12 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col, queuepoly(VAHEAD, shFamiliarEye, col); queuepoly(VAHEAD * Mirror, shFamiliarEye, col); } + + if(knighted) + queuepoly(VABODY, shKnightCloak, darkena(cloakcolor(knighted), 1, 0xFF)); + + if(tortoise::seek()) + tortoise::draw(VABODY, tortoise::seekbits, 4, 0); } else if(cs.charid >= 6) { if(!mmspatial && !footphase) @@ -858,6 +871,12 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col, color_t colnose = items[itOrbDiscord] ? watercolor(0) : fc(314, 0xFF, 3); queuepoly(VAHEAD, shWolf3, colnose); + + if(knighted) + queuepoly(VABODY, shKnightCloak, darkena(cloakcolor(knighted), 1, 0xFF)); + + if(tortoise::seek()) + tortoise::draw(VABODY, tortoise::seekbits, 4, 0); } else if(cs.charid >= 4) { if(!mmspatial && !footphase) @@ -873,36 +892,42 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col, queuepoly(VAHEAD * xpush(.04), shWolf1, col); queuepoly(VAHEAD * xpush(.04), shWolf2, col); } + + if(knighted) + queuepoly(VABODY, shKnightCloak, darkena(cloakcolor(knighted), 1, 0xFF)); + + if(tortoise::seek()) + tortoise::draw(VABODY, tortoise::seekbits, 4, 0); } else { - otherbodyparts(V, fc(0, cs.skincolor, 0), items[itOrbFish] ? moWaterElemental : moPlayer, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, fc(0, cs.skincolor, 0), items[itOrbFish] ? moWaterElemental : moPlayer, footphase); - queuepoly(VBODY, (cs.charid&1) ? shFemaleBody : shPBody, fc(0, cs.skincolor, 0)); + queuepoly(VBS, (cs.charid&1) ? shFemaleBody : shPBody, fc(0, cs.skincolor, 0)); ShadowV(V, (cs.charid&1) ? shFemaleBody : shPBody); if(cs.charid&1) - queuepoly(VBODY, shFemaleDress, fc(500, cs.dresscolor, 4)); + queuepoly(VBS, shFemaleDress, fc(500, cs.dresscolor, 4)); if(cs.charid == 2) - queuepoly(VBODY, shPrinceDress, fc(400, cs.dresscolor, 5)); + queuepoly(VBS, shPrinceDress, fc(400, cs.dresscolor, 5)); if(cs.charid == 3) - queuepoly(VBODY, shPrincessDress, fc(400, cs.dresscolor2, 5)); + queuepoly(VBS, shPrincessDress, fc(400, cs.dresscolor2, 5)); if(items[itOrbSide3]) - queuepoly(VBODY, (cs.charid&1) ? shFerocityF : shFerocityM, fc(0, cs.skincolor, 0)); + queuepoly(VBS, (cs.charid&1) ? shFerocityF : shFerocityM, fc(0, cs.skincolor, 0)); if(items[itOrbHorns]) { - queuepoly(VBODY, shBullHead, items[itOrbDiscord] ? watercolor(0) : 0xFF000030); - queuepoly(VBODY, shBullHorn, items[itOrbDiscord] ? watercolor(0) : 0xFF000040); - queuepoly(VBODY * Mirror, shBullHorn, items[itOrbDiscord] ? watercolor(0) : 0xFF000040); + queuepoly(VBS, shBullHead, items[itOrbDiscord] ? watercolor(0) : 0xFF000030); + queuepoly(VBS, shBullHorn, items[itOrbDiscord] ? watercolor(0) : 0xFF000040); + queuepoly(VBS * Mirror, shBullHorn, items[itOrbDiscord] ? watercolor(0) : 0xFF000040); } if(items[itOrbSide1] && !shmup::on) - queuepoly(VBODY * spin(-M_PI/24), cs.charid >= 2 ? shSabre : shPSword, fc(314, cs.swordcolor, 3)); // 3 not colored + queuepoly(VBS * spin(-M_PI/24), cs.charid >= 2 ? shSabre : shPSword, fc(314, cs.swordcolor, 3)); // 3 not colored - transmatrix VWPN = cs.lefthanded ? VBODY * Mirror : VBODY; + transmatrix VWPN = cs.lefthanded ? VBS * Mirror : VBS; if(peace::on) ; else if(items[itOrbThorns]) @@ -940,13 +965,14 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col, queuepoly(VHEAD, shPFace, fc(500, cs.skincolor, 1)); queuepoly(VHEAD, (cs.charid&1) ? shFemaleHair : shPHead, fc(150, cs.haircolor, 2)); } - } if(knighted) - queuepoly(VBODY, shKnightCloak, darkena(cloakcolor(knighted), 1, 0xFF)); + queuepoly(VBS, shKnightCloak, darkena(cloakcolor(knighted), 1, 0xFF)); if(tortoise::seek()) - tortoise::draw(VBODY * ypush(-crossf*.25), tortoise::seekbits, 4, 0); + tortoise::draw(VBS * ypush(-crossf*.25), tortoise::seekbits, 4, 0); + } + } } @@ -998,34 +1024,34 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col, queuepoly(VAHEAD * xpush(.04), shWolf2, darkena(col, 1, 0xC0)); } else { - otherbodyparts(V, darkena(col, 0, 0x40), m, footphase); - queuepoly(VBODY, (cs.charid&1) ? shFemaleBody : shPBody, darkena(col, 0, 0X80)); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0x40), m, footphase); + queuepoly(VBS, (cs.charid&1) ? shFemaleBody : shPBody, darkena(col, 0, 0X80)); if(!shmup::on) { bool emp = items[itOrbEmpathy] && m != moShadow; if(items[itOrbThorns] && emp) - queuepoly(VBODY, shHedgehogBladePlayer, darkena(col, 0, 0x40)); + queuepoly(VBS, shHedgehogBladePlayer, darkena(col, 0, 0x40)); if(items[itOrbSide1] && !shmup::on) - queuepoly(VBODY * spin(-M_PI/24), cs.charid >= 2 ? shSabre : shPSword, darkena(col, 0, 0x40)); + queuepoly(VBS * spin(-M_PI/24), cs.charid >= 2 ? shSabre : shPSword, darkena(col, 0, 0x40)); if(items[itOrbSide3] && emp) - queuepoly(VBODY, (cs.charid&1) ? shFerocityF : shFerocityM, darkena(col, 0, 0x40)); + queuepoly(VBS, (cs.charid&1) ? shFerocityF : shFerocityM, darkena(col, 0, 0x40)); - queuepoly(VBODY, (cs.charid >= 2 ? shSabre : shPSword), darkena(col, 0, 0XC0)); + queuepoly(VBS, (cs.charid >= 2 ? shSabre : shPSword), darkena(col, 0, 0XC0)); } else if(!where || shmup::curtime >= shmup::getPlayer()->nextshot) - queuepoly(VBODY, shPKnife, darkena(col, 0, 0XC0)); + queuepoly(VBS, shPKnife, darkena(col, 0, 0XC0)); if(knighted) - queuepoly(VBODY, shKnightCloak, darkena(col, 1, 0xC0)); + queuepoly(VBS, shKnightCloak, darkena(col, 1, 0xC0)); queuepoly(VHEAD, (cs.charid&1) ? shFemaleHair : shPHead, darkena(col, 1, 0XC0)); queuepoly(VHEAD, shPFace, darkena(col, 0, 0XC0)); if(cs.charid&1) - queuepoly(VBODY, shFemaleDress, darkena(col, 1, 0XC0)); + queuepoly(VBS, shFemaleDress, darkena(col, 1, 0XC0)); if(cs.charid == 2) - queuepoly(VBODY, shPrinceDress, darkena(col, 1, 0XC0)); + queuepoly(VBS, shPrinceDress, darkena(col, 1, 0XC0)); if(cs.charid == 3) - queuepoly(VBODY, shPrincessDress, darkena(col, 1, 0XC0)); + queuepoly(VBS, shPrincessDress, darkena(col, 1, 0XC0)); } } @@ -1036,16 +1062,16 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col, else if(m == moKnight || m == moKnightMoved) { ShadowV(V, shPBody); - otherbodyparts(V, darkena(0xC0C0A0, 0, 0xC0), m, footphase); - queuepoly(VBODY, shPBody, darkena(0xC0C0A0, 0, 0xC0)); - queuepoly(VBODY, shPSword, darkena(0xFFFF00, 0, 0xFF)); - queuepoly(VBODY, shKnightArmor, darkena(0xD0D0D0, 1, 0xFF)); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(0xC0C0A0, 0, 0xC0), m, footphase); + queuepoly(VBS, shPBody, darkena(0xC0C0A0, 0, 0xC0)); + queuepoly(VBS, shPSword, darkena(0xFFFF00, 0, 0xFF)); + queuepoly(VBS, shKnightArmor, darkena(0xD0D0D0, 1, 0xFF)); color_t col; if(!eubinary && where && where->master->alt) col = cloakcolor(roundTableRadius(where)); else col = cloakcolor(newRoundTableRadius()); - queuepoly(VBODY, shKnightCloak, darkena(col, 1, 0xFF)); + queuepoly(VBS, shKnightCloak, darkena(col, 1, 0xFF)); queuepoly(VHEAD, shPHead, darkena(0x703800, 1, 0XFF)); queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF)); return false; @@ -1053,8 +1079,8 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col, else if(m == moGolem || m == moGolemMoved) { ShadowV(V, shPBody); - otherbodyparts(V, darkena(col, 1, 0XC0), m, footphase); - queuepoly(VBODY, shPBody, darkena(col, 0, 0XC0)); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 1, 0XC0), m, footphase); + queuepoly(VBS, shPBody, darkena(col, 0, 0XC0)); queuepoly(VHEAD, shGolemhead, darkena(col, 1, 0XFF)); } @@ -1066,28 +1092,28 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col, int facecolor = evil ? 0xC0B090FF : 0xD0C080FF; ShadowV(V, girl ? shFemaleBody : shPBody); - otherbodyparts(V, facecolor, m, footphase); - queuepoly(VBODY, girl ? shFemaleBody : shPBody, facecolor); + const transmatrix VBS = VBODY * otherbodyparts(V, facecolor, m, footphase); + queuepoly(VBS, girl ? shFemaleBody : shPBody, facecolor); if(m == moPrincessArmed) - queuepoly(VBODY * Mirror, vid.cs.charid < 2 ? shSabre : shPSword, 0xFFFFFFFF); + queuepoly(VBS * Mirror, vid.cs.charid < 2 ? shSabre : shPSword, 0xFFFFFFFF); if((m == moFalsePrincess || m == moRoseBeauty) && where && where->cpdist == 1) - queuepoly(VBODY, shPKnife, 0xFFFFFFFF); + queuepoly(VBS, shPKnife, 0xFFFFFFFF); if(m == moRoseLady) { - queuepoly(VBODY, shPKnife, 0xFFFFFFFF); - queuepoly(VBODY * Mirror, shPKnife, 0xFFFFFFFF); + queuepoly(VBS, shPKnife, 0xFFFFFFFF); + queuepoly(VBS * Mirror, shPKnife, 0xFFFFFFFF); } if(girl) { - queuepoly(VBODY, shFemaleDress, evil ? 0xC000C0FF : 0x00C000FF); + queuepoly(VBS, shFemaleDress, evil ? 0xC000C0FF : 0x00C000FF); if(vid.cs.charid < 2) - queuepoly(VBODY, shPrincessDress, evil ? 0xC040C0C0 : 0x8080FFC0); + queuepoly(VBS, shPrincessDress, evil ? 0xC040C0C0 : 0x8080FFC0); } else { if(vid.cs.charid < 2) - queuepoly(VBODY, shPrinceDress, evil ? 0x802080FF : 0x404040FF); + queuepoly(VBS, shPrinceDress, evil ? 0x802080FF : 0x404040FF); } if(m == moRoseLady) { @@ -1101,8 +1127,8 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col, } else { queuepoly(VHEAD, shPHead, 0xF0A0D0FF); - queuepoly(VBODY, shFlowerHand, 0xC00000FF); - queuepoly(VBODY, shSuspenders, 0xC00000FF); + queuepoly(VBS, shFlowerHand, 0xC00000FF); + queuepoly(VBS, shSuspenders, 0xC00000FF); } } else { @@ -1270,17 +1296,17 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col, } else if(m == moZombie) { int c = darkena(col, where && where->land == laHalloween ? 1 : 0, 0xFF); - otherbodyparts(V, c, m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, c, m, footphase); ShadowV(V, shPBody); - queuepoly(VBODY, shPBody, c); + queuepoly(VBS, shPBody, c); } else if(m == moTerraWarrior) drawTerraWarrior(V, 7, (where ? where->hitpoints : 7), footphase); else if(m == moDesertman) { - otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase); ShadowV(V, shPBody); - queuepoly(VBODY, shPBody, darkena(col, 0, 0xC0)); - if(!peace::on) queuepoly(VBODY, shPSword, 0xFFFF00FF); + queuepoly(VBS, shPBody, darkena(col, 0, 0xC0)); + if(!peace::on) queuepoly(VBS, shPSword, 0xFFFF00FF); queuepoly(VHEAD, shHood, 0xD0D000C0); } /* else if(isSwitch(m)) { @@ -1291,105 +1317,106 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col, queuepoly(VHEAD, shHood, darkena(col, 0, 0xFF)); } */ else if(m == moMonk) { - otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase); ShadowV(V, shRaiderBody); - queuepoly(VBODY, shRaiderBody, darkena(col, 0, 0xFF)); - queuepoly(VBODY, shRaiderShirt, darkena(col, 2, 0xFF)); + queuepoly(VBS, shRaiderBody, darkena(col, 0, 0xFF)); + queuepoly(VBS, shRaiderShirt, darkena(col, 2, 0xFF)); if(!peace::on) queuepoly(VBODY, shPKnife, 0xFFC0C0C0); - queuepoly(VBODY, shRaiderArmor, darkena(col, 1, 0xFF)); - queuepolyat(VBODY, shRatCape2, darkena(col, 2, 0xFF), PPR::MONSTER_ARMOR0); + queuepoly(VBS, shRaiderArmor, darkena(col, 1, 0xFF)); + queuepolyat(VBS, shRatCape2, darkena(col, 2, 0xFF), PPR::MONSTER_ARMOR0); queuepoly(VHEAD, shRaiderHelmet, darkena(col, 0, 0XFF)); queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF)); } else if(m == moCrusher) { - otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); ShadowV(V, shRaiderBody); - queuepoly(VBODY, shRaiderBody, darkena(col, 0, 0xFF)); - queuepoly(VBODY, shRaiderShirt, darkena(col, 2, 0xFF)); - queuepoly(VBODY, shRaiderArmor, darkena(col, 1, 0xFF)); - queuepoly(VBODY, shFlailTrunk, darkena(col, 1, 0XFF)); - queuepoly(VBODY, shHammerHead, darkena(col, 0, 0XFF)); + queuepoly(VBS, shRaiderBody, darkena(col, 0, 0xFF)); + queuepoly(VBS, shRaiderShirt, darkena(col, 2, 0xFF)); + queuepoly(VBS, shRaiderArmor, darkena(col, 1, 0xFF)); + queuepoly(VBS, shFlailTrunk, darkena(col, 1, 0XFF)); + queuepoly(VBS, shHammerHead, darkena(col, 0, 0XFF)); queuepoly(VHEAD, shRaiderHelmet, darkena(col, 0, 0XFF)); queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF)); } else if(m == moPair) { - otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); ShadowV(V, shRaiderBody); - queuepoly(VBODY, shRaiderBody, darkena(col, 0, 0xFF)); - queuepoly(VBODY, shRaiderShirt, darkena(col, 2, 0xFF)); - queuepoly(VBODY, shRaiderArmor, darkena(col, 1, 0xFF)); - queuepoly(VBODY, shPickAxe, darkena(0xA0A0A0, 0, 0XFF)); + queuepoly(VBS, shRaiderBody, darkena(col, 0, 0xFF)); + queuepoly(VBS, shRaiderShirt, darkena(col, 2, 0xFF)); + queuepoly(VBS, shRaiderArmor, darkena(col, 1, 0xFF)); + queuepoly(VBS, shPickAxe, darkena(0xA0A0A0, 0, 0XFF)); queuepoly(VHEAD, shRaiderHelmet, darkena(col, 0, 0XFF)); queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF)); } else if(m == moAltDemon || m == moHexDemon) { - otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase); ShadowV(V, shRaiderBody); - queuepoly(VBODY, shRaiderBody, darkena(col, 0, 0xFF)); - queuepoly(VBODY, shRaiderShirt, darkena(col, 2, 0xFF)); - queuepoly(VBODY, shRaiderArmor, darkena(col, 1, 0xFF)); - if(!peace::on) queuepoly(VBODY, shPSword, 0xFFD0D0D0); + queuepoly(VBS, shRaiderBody, darkena(col, 0, 0xFF)); + queuepoly(VBS, shRaiderShirt, darkena(col, 2, 0xFF)); + queuepoly(VBS, shRaiderArmor, darkena(col, 1, 0xFF)); + if(!peace::on) queuepoly(VBS, shPSword, 0xFFD0D0D0); queuepoly(VHEAD, shRaiderHelmet, darkena(col, 0, 0XFF)); queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF)); } else if(m == moPalace || m == moFatGuard || m == moVizier || m == moSkeleton) { - queuepoly(VBODY, shSabre, 0xFFFFFFFF); if(m == moSkeleton) { - otherbodyparts(V, darkena(0xFFFFFF, 0, 0xFF), moSkeleton, footphase); - queuepoly(VBODY, shSkeletonBody, darkena(0xFFFFFF, 0, 0xFF)); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(0xFFFFFF, 0, 0xFF), moSkeleton, footphase); + queuepoly(VBS, shSkeletonBody, darkena(0xFFFFFF, 0, 0xFF)); queuepoly(VHEAD, shSkull, darkena(0xFFFFFF, 0, 0xFF)); queuepoly(VHEAD, shSkullEyes, darkena(0, 0, 0xFF)); ShadowV(V, shSkeletonBody); + queuepoly(VBS, shSabre, 0xFFFFFFFF); } else { ShadowV(V, shPBody); - otherbodyparts(V, darkena(0xFFD500, 0, 0xFF), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(0xFFD500, 0, 0xFF), m, footphase); if(m == moFatGuard) { - queuepoly(VBODY, shFatBody, darkena(0xC06000, 0, 0xFF)); + queuepoly(VBS, shFatBody, darkena(0xC06000, 0, 0xFF)); col = 0xFFFFFF; if(!where || where->hitpoints >= 3) - queuepoly(VBODY, shKnightCloak, darkena(0xFFC0C0, 1, 0xFF)); + queuepoly(VBS, shKnightCloak, darkena(0xFFC0C0, 1, 0xFF)); } else { - queuepoly(VBODY, shPBody, darkena(0xFFD500, 0, 0xFF)); - queuepoly(VBODY, shKnightArmor, m == moVizier ? 0xC000C0FF : + queuepoly(VBS, shPBody, darkena(0xFFD500, 0, 0xFF)); + queuepoly(VBS, shKnightArmor, m == moVizier ? 0xC000C0FF : darkena(0x00C000, 1, 0xFF)); if(where && where->hitpoints >= 3) - queuepoly(VBODY, shKnightCloak, m == moVizier ? 0x800080Ff : + queuepoly(VBS, shKnightCloak, m == moVizier ? 0x800080Ff : darkena(0x00FF00, 1, 0xFF)); } queuepoly(VHEAD, shTurban1, darkena(col, 1, 0xFF)); if(!where || where->hitpoints >= 2) queuepoly(VHEAD, shTurban2, darkena(col, 0, 0xFF)); + queuepoly(VBS, shSabre, 0xFFFFFFFF); } drawStunStars(V, where ? where->stuntime : 0); } else if(m == moCrystalSage) { - otherbodyparts(V, 0xFFFFFFFF, m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, 0xFFFFFFFF, m, footphase); ShadowV(V, shPBody); - queuepoly(VBODY, shPBody, 0xFFFFFFFF); + queuepoly(VBS, shPBody, 0xFFFFFFFF); queuepoly(VHEAD, shPHead, 0xFFFFFFFF); queuepoly(VHEAD, shPFace, 0xFFFFFFFF); } else if(m == moHedge) { ShadowV(V, shPBody); - otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); - queuepoly(VBODY, shPBody, darkena(col, 0, 0xFF)); - queuepoly(VBODY, shHedgehogBlade, 0xC0C0C0FF); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); + queuepoly(VBS, shPBody, darkena(col, 0, 0xFF)); + queuepoly(VBS, shHedgehogBlade, 0xC0C0C0FF); queuepoly(VHEAD, shPHead, 0x804000FF); queuepoly(VHEAD, shPFace, 0xF09000FF); } else if(m == moYeti || m == moMonkey) { - otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase); ShadowV(V, shPBody); - queuepoly(VBODY, shYeti, darkena(col, 0, 0xC0)); + queuepoly(VBS, shYeti, darkena(col, 0, 0xC0)); queuepoly(VHEAD, shPHead, darkena(col, 0, 0xFF)); } else if(m == moResearcher) { - otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, shPBody); - queuepoly(VBODY, shPBody, darkena(0xFFFF00, 0, 0xC0)); + queuepoly(VBS, shPBody, darkena(0xFFFF00, 0, 0xC0)); queuepoly(VHEAD, shAztecHead, darkena(col, 0, 0xFF)); queuepoly(VHEAD, shAztecCap, darkena(0xC000C0, 0, 0xFF)); } @@ -1420,25 +1447,25 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col, } else if(m == moRanger) { ShadowV(V, shPBody); - otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); - queuepoly(VBODY, shPBody, darkena(col, 0, 0xC0)); - if(!peace::on) queuepoly(VBODY, shPSword, darkena(col, 0, 0xFF)); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); + queuepoly(VBS, shPBody, darkena(col, 0, 0xC0)); + if(!peace::on) queuepoly(VBS, shPSword, darkena(col, 0, 0xFF)); queuepoly(VHEAD, shArmor, darkena(col, 1, 0xFF)); } else if(m == moNarciss) { ShadowV(V, shPBody); - otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); - queuepoly(VBODY, shFlowerHand, darkena(col, 0, 0xFF)); - queuepoly(VBODY, shPBody, 0xFFE080FF); - if(!peace::on) queuepoly(VBODY, shPKnife, 0xC0C0C0FF); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); + queuepoly(VBS, shFlowerHand, darkena(col, 0, 0xFF)); + queuepoly(VBS, shPBody, 0xFFE080FF); + if(!peace::on) queuepoly(VBS, shPKnife, 0xC0C0C0FF); queuepoly(VHEAD, shPFace, 0xFFE080FF); queuepoly(VHEAD, shPHead, 0x806A00FF); } else if(m == moMirrorSpirit) { ShadowV(V, shPBody); - otherbodyparts(V, darkena(col, 0, 0x90), m, footphase); - queuepoly(VBODY, shPBody, darkena(col, 0, 0x90)); - if(!peace::on) queuepoly(VBODY * Mirror, shPSword, darkena(col, 0, 0xD0)); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0x90), m, footphase); + queuepoly(VBS, shPBody, darkena(col, 0, 0x90)); + if(!peace::on) queuepoly(VBS * Mirror, shPSword, darkena(col, 0, 0xD0)); queuepoly(VHEAD, shPHead, darkena(col, 1, 0x90)); queuepoly(VHEAD, shPFace, darkena(col, 1, 0x90)); queuepoly(VHEAD, shArmor, darkena(col, 0, 0xC0)); @@ -1467,9 +1494,9 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col, } else if(m == moFireFairy) { col = firecolor(0); - otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, shFemaleBody); - queuepoly(VBODY, shFemaleBody, darkena(col, 0, 0XC0)); + queuepoly(VBS, shFemaleBody, darkena(col, 0, 0XC0)); queuepoly(VHEAD, shWitchHair, darkena(col, 1, 0xFF)); queuepoly(VHEAD, shPFace, darkena(col, 0, 0XFF)); } @@ -1494,26 +1521,26 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col, queuepoly(VFISH, shSeaTentacle, darkena(col, 0, 0xD0)); } else if(m == moCultist || m == moPyroCultist || m == moCultistLeader) { - otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); ShadowV(V, shPBody); - queuepoly(VBODY, shPBody, darkena(col, 0, 0xC0)); - if(!peace::on) queuepoly(VBODY, shPSword, darkena(col, 2, 0xFF)); + queuepoly(VBS, shPBody, darkena(col, 0, 0xC0)); + if(!peace::on) queuepoly(VBS, shPSword, darkena(col, 2, 0xFF)); queuepoly(VHEAD, shHood, darkena(col, 1, 0xFF)); } else if(m == moPirate) { - otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, shPBody); - queuepoly(VBODY, shPBody, darkena(0x404040, 0, 0xFF)); - queuepoly(VBODY, shPirateHook, darkena(0xD0D0D0, 0, 0xFF)); + queuepoly(VBS, shPBody, darkena(0x404040, 0, 0xFF)); + queuepoly(VBS, shPirateHook, darkena(0xD0D0D0, 0, 0xFF)); queuepoly(VHEAD, shPFace, darkena(0xFFFF80, 0, 0xFF)); queuepoly(VHEAD, shEyepatch, darkena(0, 0, 0xC0)); queuepoly(VHEAD, shPirateHood, darkena(col, 0, 0xFF)); } else if(m == moRatling || m == moRatlingAvenger) { - otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, shYeti); queuepoly(VLEG, shRatTail, darkena(col, 0, 0xFF)); - queuepoly(VBODY, shYeti, darkena(col, 1, 0xFF)); + queuepoly(VBS, shYeti, darkena(col, 1, 0xFF)); queuepoly(VHEAD, shRatHead, darkena(col, 0, 0xFF)); float t = sintick(1000, where ? where->cpdist*M_PI : 0); @@ -1524,39 +1551,39 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col, queuepoly(VHEAD, shWolf3, darkena(0x202020, 0, 0xFF)); if(m == moRatlingAvenger) { - queuepoly(VBODY, shRatCape2, 0x484848FF); + queuepoly(VBS, shRatCape2, 0x484848FF); queuepoly(VHEAD, shRatCape1, 0x303030FF); } } else if(m == moViking) { - otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); ShadowV(V, shPBody); - queuepoly(VBODY, shPBody, darkena(0xE00000, 0, 0xFF)); - if(!peace::on) queuepoly(VBODY, shPSword, darkena(0xD0D0D0, 0, 0xFF)); - queuepoly(VBODY, shKnightCloak, darkena(0x404040, 0, 0xFF)); + queuepoly(VBS, shPBody, darkena(0xE00000, 0, 0xFF)); + if(!peace::on) queuepoly(VBS, shPSword, darkena(0xD0D0D0, 0, 0xFF)); + queuepoly(VBS, shKnightCloak, darkena(0x404040, 0, 0xFF)); queuepoly(VHEAD, shVikingHelmet, darkena(0xC0C0C0, 0, 0XFF)); queuepoly(VHEAD, shPFace, darkena(0xFFFF80, 0, 0xFF)); } else if(m == moOutlaw) { - otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); ShadowV(V, shPBody); - queuepoly(VBODY, shPBody, darkena(col, 0, 0xFF)); - queuepoly(VBODY, shKnightCloak, darkena(col, 1, 0xFF)); + queuepoly(VBS, shPBody, darkena(col, 0, 0xFF)); + queuepoly(VBS, shKnightCloak, darkena(col, 1, 0xFF)); queuepoly(VHEAD, shWestHat1, darkena(col, 2, 0XFF)); queuepoly(VHEAD, shWestHat2, darkena(col, 1, 0XFF)); queuepoly(VHEAD, shPFace, darkena(0xFFFF80, 0, 0xFF)); queuepoly(VBODY, shGunInHand, darkena(col, 1, 0XFF)); } else if(m == moNecromancer) { - otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, shPBody); - queuepoly(VBODY, shPBody, 0xC00000C0); + queuepoly(VBS, shPBody, 0xC00000C0); queuepoly(VHEAD, shHood, darkena(col, 1, 0xFF)); } else if(m == moDraugr) { - otherbodyparts(V, 0x483828D0, m, footphase); - queuepoly(VBODY, shPBody, 0x483828D0); - queuepoly(VBODY, shPSword, 0xFFFFD0A0); + const transmatrix VBS = VBODY * otherbodyparts(V, 0x483828D0, m, footphase); + queuepoly(VBS, shPBody, 0x483828D0); + queuepoly(VBS, shPSword, 0xFFFFD0A0); queuepoly(VHEAD, shPHead, 0x483828D0); // queuepoly(V, shSkull, 0xC06020D0); //queuepoly(V, shSkullEyes, 0x000000D0); @@ -1568,15 +1595,15 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col, queuepoly(VHEAD, shWightCloak, 0x605040A0 + 0x10101000 * b); } else if(m == moVoidBeast) { - otherbodyparts(V, 0x080808D0, m, footphase); - queuepoly(VBODY, shPBody, 0x080808D0); + const transmatrix VBS = VBODY * otherbodyparts(V, 0x080808D0, m, footphase); + queuepoly(VBS, shPBody, 0x080808D0); queuepoly(VHEAD, shPHead, 0x080808D0); queuepoly(VHEAD, shWightCloak, 0xFF0000A0); } else if(m == moGoblin) { - otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, shYeti); - queuepoly(VBODY, shYeti, darkena(col, 0, 0xC0)); + queuepoly(VBS, shYeti, darkena(col, 0, 0xC0)); queuepoly(VHEAD, shArmor, darkena(col, 1, 0XFF)); } else if(m == moLancer || m == moFlailer || m == moMiner) { @@ -1585,7 +1612,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col, V2 = V * spin((where && where->type == 6) ? -M_PI/3 : -M_PI/2 ); transmatrix Vh = mmscale(V2, geom3::HEAD); transmatrix Vb = mmscale(V2, geom3::BODY); - otherbodyparts(V2, darkena(col, 1, 0xFF), m, footphase); + Vb = Vb * otherbodyparts(V2, darkena(col, 1, 0xFF), m, footphase); ShadowV(V2, shPBody); queuepoly(Vb, shPBody, darkena(col, 0, 0xC0)); queuepoly(Vh, m == moFlailer ? shArmor : shHood, darkena(col, 1, 0XFF)); @@ -1600,64 +1627,64 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col, } } else if(m == moTroll) { - otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, shYeti); - queuepoly(VBODY, shYeti, darkena(col, 0, 0xC0)); + queuepoly(VBS, shYeti, darkena(col, 0, 0xC0)); queuepoly(VHEAD, shPHead, darkena(col, 1, 0XFF)); queuepoly(VHEAD, shPFace, darkena(col, 2, 0XFF)); } else if(m == moFjordTroll || m == moForestTroll || m == moStormTroll) { - otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, shYeti); - queuepoly(VBODY, shYeti, darkena(col, 0, 0xC0)); + queuepoly(VBS, shYeti, darkena(col, 0, 0xC0)); queuepoly(VHEAD, shPHead, darkena(col, 1, 0XFF)); queuepoly(VHEAD, shPFace, darkena(col, 2, 0XFF)); } else if(m == moDarkTroll) { - otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, shYeti); - queuepoly(VBODY, shYeti, darkena(col, 0, 0xC0)); + queuepoly(VBS, shYeti, darkena(col, 0, 0xC0)); queuepoly(VHEAD, shPHead, darkena(col, 1, 0XFF)); queuepoly(VHEAD, shPFace, 0xFFFFFF80); } else if(m == moRedTroll) { - otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, shYeti); - queuepoly(VBODY, shYeti, darkena(col, 0, 0xC0)); + queuepoly(VBS, shYeti, darkena(col, 0, 0xC0)); queuepoly(VHEAD, shPHead, darkena(0xFF8000, 0, 0XFF)); queuepoly(VHEAD, shPFace, 0xFFFFFF80); } else if(m == moEarthElemental) { - otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); ShadowV(V, shWaterElemental); - queuepoly(VBODY, shWaterElemental, darkena(col, 0, 0xC0)); + queuepoly(VBS, shWaterElemental, darkena(col, 0, 0xC0)); queuepoly(VHEAD, shFemaleHair, darkena(col, 0, 0XFF)); queuepoly(VHEAD, shPFace, 0xF0000080); } else if(m == moWaterElemental) { - otherbodyparts(V, watercolor(50), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, watercolor(50), m, footphase); ShadowV(V, shWaterElemental); - queuepoly(VBODY, shWaterElemental, watercolor(0)); + queuepoly(VBS, shWaterElemental, watercolor(0)); queuepoly(VHEAD, shFemaleHair, watercolor(100)); queuepoly(VHEAD, shPFace, watercolor(200)); } else if(m == moFireElemental) { - otherbodyparts(V, darkena(firecolor(50), 0, 0xFF), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(firecolor(50), 0, 0xFF), m, footphase); ShadowV(V, shWaterElemental); - queuepoly(VBODY, shWaterElemental, darkena(firecolor(0), 0, 0xFF)); + queuepoly(VBS, shWaterElemental, darkena(firecolor(0), 0, 0xFF)); queuepoly(VHEAD, shFemaleHair, darkena(firecolor(100), 0, 0xFF)); queuepoly(VHEAD, shPFace, darkena(firecolor(200), 0, 0xFF)); } else if(m == moAirElemental) { - otherbodyparts(V, darkena(col, 0, 0x40), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0x40), m, footphase); ShadowV(V, shWaterElemental); - queuepoly(VBODY, shWaterElemental, darkena(col, 0, 0x80)); + queuepoly(VBS, shWaterElemental, darkena(col, 0, 0x80)); queuepoly(VHEAD, shFemaleHair, darkena(col, 0, 0x80)); queuepoly(VHEAD, shPFace, darkena(col, 0, 0x80)); } else if((xch == 'd' || xch == 'D') && m != moDragonHead && m != moDragonTail) { - otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase); - queuepoly(VBODY, shPBody, darkena(col, 1, 0xC0)); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase); + queuepoly(VBS, shPBody, darkena(col, 1, 0xC0)); ShadowV(V, shPBody); int acol = col; if(xch == 'D') acol = 0xD0D0D0; @@ -1680,13 +1707,13 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col, queuepoly(VAHEAD, shTrylobiteHead, darkena(acol, 0, 0xFF)); } else if(m == moEvilGolem || m == moIceGolem) { - otherbodyparts(V, darkena(col, 2, 0xC0), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 2, 0xC0), m, footphase); ShadowV(V, shPBody); - queuepoly(VBODY, shPBody, darkena(col, 0, 0XC0)); + queuepoly(VBS, shPBody, darkena(col, 0, 0XC0)); queuepoly(VHEAD, shGolemhead, darkena(col, 1, 0XFF)); } else if(isWitch(m)) { - otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); + const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); int cc = 0xFF; if(m == moWitchGhost) cc = 0x85 + 120 * sintick(160); if(m == moWitchWinter && where) drawWinter(V, 0); @@ -1694,7 +1721,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col, if(m == moWitchSpeed && where) drawSpeed(V); if(m == moWitchFire) col = firecolor(0); ShadowV(V, shFemaleBody); - queuepoly(VBODY, shFemaleBody, darkena(col, 0, cc)); + queuepoly(VBS, shFemaleBody, darkena(col, 0, cc)); // queuepoly(cV2, ct, shPSword, darkena(col, 0, 0XFF)); // queuepoly(V, shHood, darkena(col, 0, 0XC0)); if(m == moWitchFire) col = firecolor(100); @@ -1702,7 +1729,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col, if(m == moWitchFire) col = firecolor(200); queuepoly(VHEAD, shPFace, darkena(col, 0, cc)); if(m == moWitchFire) col = firecolor(300); - queuepoly(VBODY, shWitchDress, darkena(col, 1, 0XC0)); + queuepoly(VBS, shWitchDress, darkena(col, 1, 0XC0)); } // just for the HUD glyphs...