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3d:: boats are drawn

This commit is contained in:
Zeno Rogue 2019-03-04 18:02:38 +01:00
parent d6422d5def
commit adaed6be7c
2 changed files with 60 additions and 36 deletions

View File

@ -3883,6 +3883,47 @@ int get_darkval(int d) {
return 0;
}
void drawBoat(cell *c, const transmatrix* Vboat, transmatrix& Vboat0, transmatrix& V) {
double footphase;
if(c == cwt.at && playermoved && vid.sspeed > -5 && vid.yshift == 0) return;
bool magical = items[itOrbWater] && (isPlayerOn(c) || (isFriendly(c) && items[itOrbEmpathy]));
int outcol = magical ? watercolor(0) : 0xC06000FF;
int incol = magical ? 0x0060C0FF : 0x804000FF;
bool nospin = false;
if(DIM == 3) {
Vboat0 = V;
nospin = c->wall == waBoat && applyAnimation(c, Vboat0, footphase, LAYER_BOAT);
if(!nospin) Vboat0 = rgpushxto0(tC0(V));
else Vboat0 = cspin(0, 2, M_PI) * Vboat0;
queuepolyat(mscale(Vboat0, scalefactor/2), shBoatOuter, outcol, PPR::BOATLEV2);
queuepolyat(mscale(Vboat0, scalefactor/2-0.01), shBoatInner, incol, PPR::BOATLEV2);
return;
}
Vboat = &(Vboat0 = *Vboat);
if(wmspatial && c->wall == waBoat) {
nospin = c->wall == waBoat && applyAnimation(c, Vboat0, footphase, LAYER_BOAT);
if(!nospin) Vboat0 = Vboat0 * ddspin(c, c->mondir, M_PI);
queuepolyat(Vboat0, shBoatOuter, outcol, PPR::BOATLEV);
Vboat = &(Vboat0 = V);
}
if(c->wall == waBoat) {
nospin = applyAnimation(c, Vboat0, footphase, LAYER_BOAT);
}
if(!nospin)
Vboat0 = Vboat0 * ddspin(c, c->mondir, M_PI);
else {
transmatrix Vx;
if(applyAnimation(c, Vx, footphase, LAYER_SMALL))
animations[LAYER_SMALL][c].footphase = 0;
}
if(wmspatial)
queuepolyat(mscale(Vboat0, (geom3::LAKE+1)/2), shBoatOuter, outcol, PPR::BOATLEV2);
queuepoly(Vboat0, shBoatOuter, outcol);
queuepoly(Vboat0, shBoatInner, incol);
}
void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
cells_drawn++;
@ -4733,6 +4774,7 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
for(int a=0; a<c->type; a++)
if(c->move(a) && !isWaterWall3(c->move(a)))
queuepolyat(V, shWall3D[a], wcol_alpha - d * get_darkval(a), PPR::TRANSPARENT).subprio = celldistance(c, viewctr.at->c7) + celldistance(c->move(a), viewctr.at->c7);
if(c->wall == waBoat) drawBoat(c, &V, V, V);
}
else if(isFire(c)) {
int r = ticks - lastt;
@ -4747,6 +4789,8 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
queuepoly(rgpushxto0(tC0(V)), shMineMark[0], darkena(minecolors[mines], 0, 0xFF));
}
else if(c->wall == waStrandedBoat) drawBoat(c, &V, V, V);
else if(winf[c->wall].glyph == '.') ;
else
@ -4817,36 +4861,9 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
drawTerraWarrior(V, randterra ? (c->landparam & 7) : (5 - (c->landparam & 7)), 7, 0);
break;
case waBoat: case waStrandedBoat: {
double footphase;
bool magical = items[itOrbWater] && (isPlayerOn(c) || (isFriendly(c) && items[itOrbEmpathy]));
int outcol = magical ? watercolor(0) : 0xC06000FF;
int incol = magical ? 0x0060C0FF : 0x804000FF;
bool nospin = false;
Vboat = &(Vboat0 = *Vboat);
if(wmspatial && c->wall == waBoat) {
nospin = c->wall == waBoat && applyAnimation(c, Vboat0, footphase, LAYER_BOAT);
if(!nospin) Vboat0 = Vboat0 * ddspin(c, c->mondir, M_PI);
queuepolyat(Vboat0, shBoatOuter, outcol, PPR::BOATLEV);
Vboat = &(Vboat0 = V);
}
if(c->wall == waBoat) {
nospin = applyAnimation(c, Vboat0, footphase, LAYER_BOAT);
}
if(!nospin)
Vboat0 = Vboat0 * ddspin(c, c->mondir, M_PI);
else {
transmatrix Vx;
if(applyAnimation(c, Vx, footphase, LAYER_SMALL))
animations[LAYER_SMALL][c].footphase = 0;
}
if(wmspatial)
queuepolyat(mscale(Vboat0, (geom3::LAKE+1)/2), shBoatOuter, outcol, PPR::BOATLEV2);
queuepoly(Vboat0, shBoatOuter, outcol);
queuepoly(Vboat0, shBoatInner, incol);
case waBoat: case waStrandedBoat:
drawBoat(c, Vboat, Vboat0, V);
break;
}
case waBigStatue: {
transmatrix V2 = V;

View File

@ -3432,14 +3432,21 @@ bool drawMonster(const transmatrix& V, cell *c, const transmatrix*& Vboat, trans
if(m->inBoat) {
view = m->pat;
Vboat = &(Vboat0 = view);
if(m->type == moPlayer && items[itOrbWater]) {
queuepoly(m->pat, shBoatOuter, watercolor(0));
queuepoly(m->pat, shBoatInner, 0x0060C0FF);
Vboat = &Vboat0;
if(DIM == 2) Vboat0 = view;
if(DIM == 3) Vboat0 = view * spin(-M_PI/2);
bool magic = m->type == moPlayer && items[itOrbWater];
color_t outcolor = magic ? watercolor(0) : 0xC06000FF;
color_t incolor = magic ? 0x0060C0FF : 0x804000FF;
if(DIM == 2) {
queuepoly(Vboat0, shBoatOuter, outcolor);
queuepoly(Vboat0, shBoatInner, incolor);
}
else {
queuepoly(m->pat, shBoatOuter, 0xC06000FF);
queuepoly(m->pat, shBoatInner, 0x804000FF);
if(DIM == 3) {
queuepoly(mscale(Vboat0, scalefactor/2), shBoatOuter, outcolor);
queuepoly(mscale(Vboat0, scalefactor/2-0.01), shBoatInner, incolor);
}
}