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shallow water graphics and mechanics

This commit is contained in:
Zeno Rogue
2020-02-26 01:15:30 +01:00
parent 87254a551e
commit 99e64d862d
9 changed files with 37 additions and 10 deletions

View File

@@ -46,7 +46,9 @@ struct hpcshape {
#define SIDE_SKY 8
#define SIDE_HIGH 9
#define SIDE_HIGH2 10
#define SIDEPARS 11
#define SIDE_ASHA 11
#define SIDE_BSHA 12
#define SIDEPARS 13
#define BADMODEL 0
@@ -140,7 +142,8 @@ struct geometry_information {
LEG0, LEG1, LEG, LEG3, GROIN, GROIN1, GHOST,
BODY, BODY1, BODY2, BODY3,
NECK1, NECK, NECK3, HEAD, HEAD1, HEAD2, HEAD3,
ALEG0, ALEG, ABODY, AHEAD, BIRD, LOWSKY, SKY, HIGH, HIGH2;
ALEG0, ALEG, ABODY, AHEAD, BIRD, LOWSKY, SKY, HIGH, HIGH2,
SHALLOW;
ld human_height, slev;
ld eyelevel_familiar, eyelevel_human, eyelevel_dog;
@@ -767,6 +770,7 @@ EX namespace geom3 {
for(int s=0; s<=3; s++)
SLEV[s] = lev_to_factor(vid.rock_wall_ratio * wh * s/3);
LAKE = lev_to_factor(-vid.lake_top);
SHALLOW = lev_to_factor(-.4);
HELLSPIKE = lev_to_factor(-(vid.lake_top+vid.lake_bottom)/2);
BOTTOM = lev_to_factor(-vid.lake_bottom);
LOWSKY = lev_to_factor(2 * wh);