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3d:: more things shown as walls, worms also use wall graphics
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parent
5ff834e310
commit
714ff8462a
23
graph.cpp
23
graph.cpp
@ -1950,6 +1950,8 @@ bool drawMonster(const transmatrix& Vparam, int ct, cell *c, color_t col) {
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eMonster m = c->monst;
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if(isIvy(c) || isWorm(c) || isMutantIvy(c) || c->monst == moFriendlyIvy) {
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if(isWorm(c) && DIM == 3) return false;
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if((m == moHexSnake || m == moHexSnakeTail) && c->hitpoints == 2) {
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int d = c->mondir;
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@ -3796,6 +3798,16 @@ void draw_gravity_particles(cell *c, const transmatrix V) {
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}
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}
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bool isWall3(cell *c, color_t& wcol) {
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if(isWorm(c)) { wcol = minf[c->monst].color; return true; }
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if(isWall(c)) return true;
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if(c->wall == waChasm) { wcol = 0x606000; return true; }
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if(c->wall == waInvisibleFloor) return false;
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if(chasmgraph(c)) return true;
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if(among(c->wall, waMirror, waCloud)) return true;
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return false;
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}
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void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
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cells_drawn++;
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@ -4625,22 +4637,23 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
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char xch = winf[c->wall].glyph;
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if(DIM == 3) {
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if(isWall(c)) {
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if(isWall3(c, wcol)) {
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color_t dummy;
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const int darkval_h[9] = {0,2,2,0,6,6,8,8,0};
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const int darkval_s[12] = {0,1,2,3,0,1,2,3,0,1,2,3};
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const int darkval_e[6] = {0,0,4,4,6,6};
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const int *darkval = sphere ? darkval_s : hyperbolic ? darkval_h : darkval_e;
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int d = (asciicol & 0xF0F0F0) >> 4;
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int d = (wcol & 0xF0F0F0) >> 4;
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for(int a=0; a<c->type; a++)
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if(c->move(a) && !isWall(c->move(a))) {
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if(c->move(a) && !isWall3(c->move(a), dummy)) {
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if(a < 4 && hyperbolic) {
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if(celldistAlt(c) >= celldistAlt(viewctr.at->c7)) continue;
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dynamicval<color_t> p (poly_outline, 0);
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queuepoly(V, shBinaryWall[a], darkena(asciicol - d * darkval[a], 0, 0xFF));
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queuepoly(V, shBinaryWall[a], darkena(wcol - d * darkval[a], 0, 0xFF));
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}
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else {
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queuepoly(V, shBinaryWall[a], darkena(asciicol - d * darkval[a], 0, 0xFF));
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queuepoly(V, shBinaryWall[a], darkena(wcol - d * darkval[a], 0, 0xFF));
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}
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}
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}
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