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spaceship in turn-based mode attack is graphically represented by shooting a tiny missile, not by bumping
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831991d87e
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@ -2987,7 +2987,9 @@ void celldrawer::draw() {
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ld footphase;
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applyAnimation(c, Vthrow, footphase, LAYER_THROW);
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eItem it = animations[LAYER_THROW][c].thrown_item;
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drawItemType(it, c, Vthrow, iinf[it].color, 0, false);
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if(it) drawItemType(it, c, Vthrow, iinf[it].color, 0, false);
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eMonster mo = animations[LAYER_THROW][c].thrown_monster;
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if(mo) drawMonsterType(mo, c, Vthrow, minf[mo].color, 0, minf[mo].color);
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}
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#if CAP_TEXTURE
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@ -1472,6 +1472,7 @@ EX namespace mirror {
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}
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c->monst = moNone;
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}
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if(!fwd) animateCorrectAttack(movei(cw2+wstep), LAYER_SMALL, moMimic);
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if(c2->wall == waBigTree)
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c2->wall = waSmallTree;
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else if(c2->wall == waSmallTree)
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17
graph.cpp
17
graph.cpp
@ -1710,6 +1710,11 @@ EX bool drawMonsterType(eMonster m, cell *where, const shiftmatrix& V1, color_t
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return true;
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case moBullet:
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if(getcs().charid >= 10) {
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ShadowV(V, cgi.shKnife);
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queuepoly(VBODY, cgi.shMissile, getcs().swordcolor);
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return true;
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}
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ShadowV(V, cgi.shKnife);
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queuepoly(VBODY * spin270(), cgi.shKnife, getcs().swordcolor);
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return true;
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@ -6102,6 +6107,7 @@ struct animation {
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transmatrix attackat;
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bool mirrored;
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eItem thrown_item; /** for thrown items */
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eMonster thrown_monster; /** for thrown monsters */
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};
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// we need separate animation layers for Orb of Domination and Tentacle+Ghost,
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@ -6153,7 +6159,7 @@ EX void animateMovement(const movei& m, int layer) {
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a.mirrored = !a.mirrored;
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}
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EX void animate_item_throw(cell *from, cell *to, eItem it) {
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EX void animate_item_throw(cell *from, cell *to, eItem it, eMonster mo IS(moNone)) {
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bool steps = false;
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again:
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@ -6169,6 +6175,7 @@ EX void animate_item_throw(cell *from, cell *to, eItem it) {
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if(steps) {
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animation& a = animations[LAYER_THROW][to];
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a.thrown_item = it;
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a.thrown_monster = mo;
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}
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}
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@ -6188,6 +6195,14 @@ EX void animateAttack(const movei& m, int layer) {
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animateAttackOrHug(m, layer, 1, 1/3., 0);
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}
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EX void animateCorrectAttack(const movei& m, int layer, eMonster who) {
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if(among(who, moPlayer, moMimic, moIllusion, moShadow) && getcs().charid >= 10) {
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animate_item_throw(m.s, m.t, itNone, moBullet);
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return;
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}
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animateAttackOrHug(m, layer, 1, 1/3., 0);
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}
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EX void animateHug(const movei& m, int layer) {
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animateAttackOrHug(m, layer, 3, 0.5, -0.0713828 * cgi.scalefactor);
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}
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@ -742,7 +742,7 @@ EX cell *moveNormal(cell *c, flagtype mf) {
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}
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else if(m2) {
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attackMonster(c2, AF_NORMAL | AF_MSG, m);
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animateAttack(mi, LAYER_SMALL);
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animateCorrectAttack(mi, LAYER_SMALL, m);
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if(m == moFlailer && m2 == moIllusion)
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attackMonster(c, 0, m2);
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return c2;
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@ -1156,7 +1156,7 @@ EX void groupmove2(const movei& mi, eMonster movtype, flagtype mf) {
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if(!(mf & MF_NOATTACKS)) for(int j=0; j<c->type; j++)
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if(c->move(j) && canAttack(c, c->monst, c->move(j), c->move(j)->monst, af)) {
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attackMonster(c->move(j), AF_NORMAL | AF_GETPLAYER | AF_MSG, c->monst);
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animateAttack(movei(c, j), LAYER_SMALL);
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animateCorrectAttack(movei(c, j), LAYER_SMALL, c->monst);
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onpath_mark(c);
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// XLATC eagle
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return;
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@ -1738,7 +1738,7 @@ EX void movegolems(flagtype flags) {
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else if((flags & AF_CRUSH) && !canAttack(c, m, c2, c2->monst, flags ^ AF_CRUSH ^ AF_MUSTKILL))
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markOrb(itOrbEmpathy), markOrb(itOrbSlaying);
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attackMonster(c2, flags | AF_MSG, m);
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animateAttack(movei(c, dir), LAYER_SMALL);
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animateCorrectAttack(movei(c, dir), LAYER_SMALL, m);
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spread_plague(c, c2, dir, m);
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produceGhost(c2, m2, m);
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sideAttack(c, dir, m, 0);
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@ -503,7 +503,7 @@ bool pcmove::swing() {
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if(checkonly) return true;
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if(changes.on) changes.commit();
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animateAttack(mi, LAYER_SMALL);
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animateCorrectAttack(mi, LAYER_SMALL, moPlayer);
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if(survivalist && isHaunted(mi.t->land))
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survivalist = false;
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lastmovetype = lmTree; lastmove = mi.t;
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@ -1233,7 +1233,7 @@ bool pcmove::attack() {
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produceGhost(c2, m, moPlayer);
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}
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if(mip.proper()) pushMonster(mip);
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animateAttack(mi, LAYER_SMALL);
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animateCorrectAttack(mi, LAYER_SMALL, moPlayer);
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}
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}
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