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monster orientation is now modelled in non-orientable geometries

This commit is contained in:
Zeno Rogue
2019-05-15 14:19:19 +02:00
parent 5353a82ebf
commit 8c2b717223
5 changed files with 41 additions and 7 deletions

View File

@@ -348,7 +348,8 @@ struct gcell {
mondir : 8, // monster direction, for multi-tile monsters and graphics
bardir : 8, // barrier direction
stuntime : 8, // stun time left (for Palace Guards and Skeletons)
hitpoints : 8; // hitpoints left (for Palace Guards, also reused as cpid for mirrors)
hitpoints : 7, // hitpoints left (for Palace Guards, also reused as cpid for mirrors)
monmirror : 1; // monster mirroring state for nonorientable geometries
unsigned landflags : 8; // extra flags for land
#else
@@ -2082,6 +2083,7 @@ struct animation {
transmatrix wherenow;
int attacking;
transmatrix attackat;
bool mirrored;
};
// we need separate animation layers for Orb of Domination and Tentacle+Ghost,