mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-12-24 01:00:25 +00:00
3d:: added VBODY1, VBODY2, VBODY3 to draw clothing correctly
This commit is contained in:
parent
1a8f164572
commit
bf95aa6e77
@ -275,7 +275,8 @@ namespace geom3 {
|
||||
ld INFDEEP, BOTTOM, HELLSPIKE, LAKE, WALL,
|
||||
SLEV[4], FLATEYE,
|
||||
LEG0, LEG1, LEG, LEG3, GROIN, GROIN1, GHOST,
|
||||
BODY, NECK1, NECK, NECK3, HEAD, HEAD1, HEAD2,
|
||||
BODY, BODY1, BODY2, BODY3,
|
||||
NECK1, NECK, NECK3, HEAD, HEAD1, HEAD2,
|
||||
ALEG0, ALEG, ABODY, AHEAD, BIRD;
|
||||
|
||||
string invalid;
|
||||
@ -325,6 +326,9 @@ namespace geom3 {
|
||||
GROIN1 = 1.105;
|
||||
GHOST = 1.1;
|
||||
BODY = 1.15;
|
||||
BODY1 = 1.151;
|
||||
BODY2 = 1.152;
|
||||
BODY3 = 1.153;
|
||||
NECK1 = 1.16;
|
||||
NECK = 1.17;
|
||||
NECK3 = 1.18;
|
||||
@ -352,6 +356,9 @@ namespace geom3 {
|
||||
GROIN = lev_to_factor(human_height * .4 - reduce);
|
||||
GROIN1= lev_to_factor(human_height * .5 - reduce);
|
||||
BODY = lev_to_factor(human_height * .6 - reduce);
|
||||
BODY1 = lev_to_factor(human_height * .61 - reduce);
|
||||
BODY2 = lev_to_factor(human_height * .62 - reduce);
|
||||
BODY3 = lev_to_factor(human_height * .63 - reduce);
|
||||
NECK1 = lev_to_factor(human_height * .7 - reduce);
|
||||
NECK = lev_to_factor(human_height * .8 - reduce);
|
||||
NECK3 = lev_to_factor(human_height * .9 - reduce);
|
||||
|
201
graph.cpp
201
graph.cpp
@ -531,6 +531,9 @@ transmatrix otherbodyparts(const transmatrix& V, color_t col, eMonster who, doub
|
||||
#define VLEG mmscale(V, geom3::LEG)
|
||||
#define VGROIN mmscale(V, geom3::GROIN)
|
||||
#define VBODY mmscale(V, geom3::BODY)
|
||||
#define VBODY1 mmscale(V, geom3::BODY1)
|
||||
#define VBODY2 mmscale(V, geom3::BODY2)
|
||||
#define VBODY3 mmscale(V, geom3::BODY3)
|
||||
#define VNECK mmscale(V, geom3::NECK)
|
||||
#define VHEAD mmscale(V, geom3::HEAD)
|
||||
#define VHEAD1 mmscale(V, geom3::HEAD1)
|
||||
@ -824,12 +827,12 @@ void drawTerraWarrior(const transmatrix& V, int t, int hp, double footphase) {
|
||||
ShadowV(V, shPBody);
|
||||
color_t col = linf[laTerracotta].color;
|
||||
int bcol = darkena(false ? 0xC0B23E : col, 0, 0xFF);
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, bcol, moDesertman, footphase);
|
||||
queuepoly(VBS, shPBody, bcol);
|
||||
if(!peace::on) queuepoly(VBS * Mirror, shPSword, darkena(0xC0C0C0, 0, 0xFF));
|
||||
queuepoly(VBS, shTerraArmor1, darkena(t > 0 ? 0x4040FF : col, 0, 0xFF));
|
||||
if(hp >= 4) queuepoly(VBS, shTerraArmor2, darkena(t > 1 ? 0xC00000 : col, 0, 0xFF));
|
||||
if(hp >= 2) queuepoly(VBS, shTerraArmor3, darkena(t > 2 ? 0x612600 : col, 0, 0xFF));
|
||||
const transmatrix VBS = otherbodyparts(V, bcol, moDesertman, footphase);
|
||||
queuepoly(VBODY * VBS, shPBody, bcol);
|
||||
if(!peace::on) queuepoly(VBODY * VBS * Mirror, shPSword, darkena(0xC0C0C0, 0, 0xFF));
|
||||
queuepoly(VBODY1 * VBS, shTerraArmor1, darkena(t > 0 ? 0x4040FF : col, 0, 0xFF));
|
||||
if(hp >= 4) queuepoly(VBODY2 * VBS, shTerraArmor2, darkena(t > 1 ? 0xC00000 : col, 0, 0xFF));
|
||||
if(hp >= 2) queuepoly(VBODY3 * VBS, shTerraArmor3, darkena(t > 2 ? 0x612600 : col, 0, 0xFF));
|
||||
queuepoly(VHEAD, shTerraHead, darkena(t > 4 ? 0x202020 : t > 3 ? 0x504040 : col, 0, 0xFF));
|
||||
queuepoly(VHEAD1, shPFace, bcol);
|
||||
}
|
||||
@ -928,33 +931,33 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
|
||||
}
|
||||
else {
|
||||
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, fc(0, cs.skincolor, 0), items[itOrbFish] ? moWaterElemental : moPlayer, footphase);
|
||||
const transmatrix VBS = otherbodyparts(V, fc(0, cs.skincolor, 0), items[itOrbFish] ? moWaterElemental : moPlayer, footphase);
|
||||
|
||||
queuepoly(VBS, (cs.charid&1) ? shFemaleBody : shPBody, fc(0, cs.skincolor, 0));
|
||||
queuepoly(VBODY * VBS, (cs.charid&1) ? shFemaleBody : shPBody, fc(0, cs.skincolor, 0));
|
||||
|
||||
ShadowV(V, (cs.charid&1) ? shFemaleBody : shPBody);
|
||||
|
||||
if(cs.charid&1)
|
||||
queuepoly(VBS, shFemaleDress, fc(500, cs.dresscolor, 4));
|
||||
queuepoly(VBODY1 * VBS, shFemaleDress, fc(500, cs.dresscolor, 4));
|
||||
|
||||
if(cs.charid == 2)
|
||||
queuepoly(VBS, shPrinceDress, fc(400, cs.dresscolor, 5));
|
||||
queuepoly(VBODY2 * VBS, shPrinceDress, fc(400, cs.dresscolor, 5));
|
||||
if(cs.charid == 3)
|
||||
queuepoly(VBS, shPrincessDress, fc(400, cs.dresscolor2, 5));
|
||||
queuepoly(VBODY2 * VBS, shPrincessDress, fc(400, cs.dresscolor2, 5));
|
||||
|
||||
if(items[itOrbSide3])
|
||||
queuepoly(VBS, (cs.charid&1) ? shFerocityF : shFerocityM, fc(0, cs.skincolor, 0));
|
||||
queuepoly(VBODY * VBS, (cs.charid&1) ? shFerocityF : shFerocityM, fc(0, cs.skincolor, 0));
|
||||
|
||||
if(items[itOrbHorns]) {
|
||||
queuepoly(VBS, shBullHead, items[itOrbDiscord] ? watercolor(0) : 0xFF000030);
|
||||
queuepoly(VBS, shBullHorn, items[itOrbDiscord] ? watercolor(0) : 0xFF000040);
|
||||
queuepoly(VBS * Mirror, shBullHorn, items[itOrbDiscord] ? watercolor(0) : 0xFF000040);
|
||||
queuepoly(VBODY * VBS, shBullHead, items[itOrbDiscord] ? watercolor(0) : 0xFF000030);
|
||||
queuepoly(VBODY * VBS, shBullHorn, items[itOrbDiscord] ? watercolor(0) : 0xFF000040);
|
||||
queuepoly(VBODY * VBS * Mirror, shBullHorn, items[itOrbDiscord] ? watercolor(0) : 0xFF000040);
|
||||
}
|
||||
|
||||
if(items[itOrbSide1] && !shmup::on)
|
||||
queuepoly(VBS * spin(-M_PI/24), cs.charid >= 2 ? shSabre : shPSword, fc(314, cs.swordcolor, 3)); // 3 not colored
|
||||
queuepoly(VBODY * VBS * spin(-M_PI/24), cs.charid >= 2 ? shSabre : shPSword, fc(314, cs.swordcolor, 3)); // 3 not colored
|
||||
|
||||
transmatrix VWPN = cs.lefthanded ? VBS * Mirror : VBS;
|
||||
transmatrix VWPN = cs.lefthanded ? VBODY * VBS * Mirror : VBODY * VBS;
|
||||
|
||||
if(peace::on) ;
|
||||
else if(racing::on) {
|
||||
@ -1057,34 +1060,34 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
|
||||
queuepoly(VAHEAD * xpush(.04), shWolf2, darkena(col, 1, 0xC0));
|
||||
}
|
||||
else {
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0x40), m, footphase);
|
||||
queuepoly(VBS, (cs.charid&1) ? shFemaleBody : shPBody, darkena(col, 0, 0X80));
|
||||
const transmatrix VBS = otherbodyparts(V, darkena(col, 0, 0x40), m, footphase);
|
||||
queuepoly(VBODY * VBS, (cs.charid&1) ? shFemaleBody : shPBody, darkena(col, 0, 0X80));
|
||||
|
||||
if(!shmup::on) {
|
||||
bool emp = items[itOrbEmpathy] && m != moShadow;
|
||||
if(items[itOrbThorns] && emp)
|
||||
queuepoly(VBS, shHedgehogBladePlayer, darkena(col, 0, 0x40));
|
||||
queuepoly(VBODY * VBS, shHedgehogBladePlayer, darkena(col, 0, 0x40));
|
||||
if(items[itOrbSide1] && !shmup::on)
|
||||
queuepoly(VBS * spin(-M_PI/24), cs.charid >= 2 ? shSabre : shPSword, darkena(col, 0, 0x40));
|
||||
queuepoly(VBODY * VBS * spin(-M_PI/24), cs.charid >= 2 ? shSabre : shPSword, darkena(col, 0, 0x40));
|
||||
if(items[itOrbSide3] && emp)
|
||||
queuepoly(VBS, (cs.charid&1) ? shFerocityF : shFerocityM, darkena(col, 0, 0x40));
|
||||
queuepoly(VBODY * VBS, (cs.charid&1) ? shFerocityF : shFerocityM, darkena(col, 0, 0x40));
|
||||
|
||||
queuepoly(VBS, (cs.charid >= 2 ? shSabre : shPSword), darkena(col, 0, 0XC0));
|
||||
queuepoly(VBODY * VBS, (cs.charid >= 2 ? shSabre : shPSword), darkena(col, 0, 0XC0));
|
||||
}
|
||||
else if(!where || shmup::curtime >= shmup::getPlayer()->nextshot)
|
||||
queuepoly(VBS, shPKnife, darkena(col, 0, 0XC0));
|
||||
queuepoly(VBODY * VBS, shPKnife, darkena(col, 0, 0XC0));
|
||||
|
||||
if(knighted)
|
||||
queuepoly(VBS, shKnightCloak, darkena(col, 1, 0xC0));
|
||||
queuepoly(VBODY3 * VBS, shKnightCloak, darkena(col, 1, 0xC0));
|
||||
|
||||
queuepoly(VHEAD1, (cs.charid&1) ? shFemaleHair : shPHead, darkena(col, 1, 0XC0));
|
||||
queuepoly(VHEAD, shPFace, darkena(col, 0, 0XC0));
|
||||
if(cs.charid&1)
|
||||
queuepoly(VBS, shFemaleDress, darkena(col, 1, 0XC0));
|
||||
queuepoly(VBODY1 * VBS, shFemaleDress, darkena(col, 1, 0XC0));
|
||||
if(cs.charid == 2)
|
||||
queuepoly(VBS, shPrinceDress, darkena(col, 1, 0XC0));
|
||||
queuepoly(VBODY2 * VBS, shPrinceDress, darkena(col, 1, 0XC0));
|
||||
if(cs.charid == 3)
|
||||
queuepoly(VBS, shPrincessDress, darkena(col, 1, 0XC0));
|
||||
queuepoly(VBODY2 * VBS, shPrincessDress, darkena(col, 1, 0XC0));
|
||||
}
|
||||
}
|
||||
|
||||
@ -1095,17 +1098,17 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
|
||||
|
||||
else if(m == moKnight || m == moKnightMoved) {
|
||||
ShadowV(V, shPBody);
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, darkena(0xC0C0A0, 0, 0xC0), m, footphase);
|
||||
queuepoly(VBS, shPBody, darkena(0xC0C0A0, 0, 0xC0));
|
||||
const transmatrix VBS = otherbodyparts(V, darkena(0xC0C0A0, 0, 0xC0), m, footphase);
|
||||
queuepoly(VBODY * VBS, shPBody, darkena(0xC0C0A0, 0, 0xC0));
|
||||
if(!racing::on)
|
||||
queuepoly(VBS, shPSword, darkena(0xFFFF00, 0, 0xFF));
|
||||
queuepoly(VBS, shKnightArmor, darkena(0xD0D0D0, 1, 0xFF));
|
||||
queuepoly(VBODY * VBS, shPSword, darkena(0xFFFF00, 0, 0xFF));
|
||||
queuepoly(VBODY1 * VBS, shKnightArmor, darkena(0xD0D0D0, 1, 0xFF));
|
||||
color_t col;
|
||||
if(!eubinary && where && where->master->alt)
|
||||
col = cloakcolor(roundTableRadius(where));
|
||||
else
|
||||
col = cloakcolor(newRoundTableRadius());
|
||||
queuepoly(VBS, shKnightCloak, darkena(col, 1, 0xFF));
|
||||
queuepoly(VBODY2 * VBS, shKnightCloak, darkena(col, 1, 0xFF));
|
||||
queuepoly(VHEAD1, shPHead, darkena(0x703800, 1, 0XFF));
|
||||
queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF));
|
||||
return false;
|
||||
@ -1113,8 +1116,8 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
|
||||
|
||||
else if(m == moGolem || m == moGolemMoved) {
|
||||
ShadowV(V, shPBody);
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 1, 0XC0), m, footphase);
|
||||
queuepoly(VBS, shPBody, darkena(col, 0, 0XC0));
|
||||
const transmatrix VBS = otherbodyparts(V, darkena(col, 1, 0XC0), m, footphase);
|
||||
queuepoly(VBODY * VBS, shPBody, darkena(col, 0, 0XC0));
|
||||
queuepoly(VHEAD, shGolemhead, darkena(col, 1, 0XFF));
|
||||
}
|
||||
|
||||
@ -1126,28 +1129,28 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
|
||||
int facecolor = evil ? 0xC0B090FF : 0xD0C080FF;
|
||||
|
||||
ShadowV(V, girl ? shFemaleBody : shPBody);
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, facecolor, m, footphase);
|
||||
queuepoly(VBS, girl ? shFemaleBody : shPBody, facecolor);
|
||||
const transmatrix VBS = otherbodyparts(V, facecolor, m, footphase);
|
||||
queuepoly(VBODY * VBS, girl ? shFemaleBody : shPBody, facecolor);
|
||||
|
||||
if(m == moPrincessArmed)
|
||||
queuepoly(VBS * Mirror, vid.cs.charid < 2 ? shSabre : shPSword, 0xFFFFFFFF);
|
||||
queuepoly(VBODY * VBS * Mirror, vid.cs.charid < 2 ? shSabre : shPSword, 0xFFFFFFFF);
|
||||
|
||||
if((m == moFalsePrincess || m == moRoseBeauty) && where && where->cpdist == 1)
|
||||
queuepoly(VBS, shPKnife, 0xFFFFFFFF);
|
||||
queuepoly(VBODY * VBS, shPKnife, 0xFFFFFFFF);
|
||||
|
||||
if(m == moRoseLady) {
|
||||
queuepoly(VBS, shPKnife, 0xFFFFFFFF);
|
||||
queuepoly(VBS * Mirror, shPKnife, 0xFFFFFFFF);
|
||||
queuepoly(VBODY * VBS, shPKnife, 0xFFFFFFFF);
|
||||
queuepoly(VBODY * VBS * Mirror, shPKnife, 0xFFFFFFFF);
|
||||
}
|
||||
|
||||
if(girl) {
|
||||
queuepoly(VBS, shFemaleDress, evil ? 0xC000C0FF : 0x00C000FF);
|
||||
queuepoly(VBODY1 * VBS, shFemaleDress, evil ? 0xC000C0FF : 0x00C000FF);
|
||||
if(vid.cs.charid < 2)
|
||||
queuepoly(VBS, shPrincessDress, evil ? 0xC040C0C0 : 0x8080FFC0);
|
||||
queuepoly(VBODY2 * VBS, shPrincessDress, evil ? 0xC040C0C0 : 0x8080FFC0);
|
||||
}
|
||||
else {
|
||||
if(vid.cs.charid < 2)
|
||||
queuepoly(VBS, shPrinceDress, evil ? 0x802080FF : 0x404040FF);
|
||||
queuepoly(VBODY1 * VBS, shPrinceDress, evil ? 0x802080FF : 0x404040FF);
|
||||
}
|
||||
|
||||
if(m == moRoseLady) {
|
||||
@ -1162,7 +1165,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
|
||||
else {
|
||||
queuepoly(VHEAD1, shPHead, 0xF0A0D0FF);
|
||||
queuepoly(VBS, shFlowerHand, 0xC00000FF);
|
||||
queuepoly(VBS, shSuspenders, 0xC00000FF);
|
||||
queuepoly(VBODY2 * VBS, shSuspenders, 0xC00000FF);
|
||||
}
|
||||
}
|
||||
else {
|
||||
@ -1330,9 +1333,9 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
|
||||
}
|
||||
else if(m == moZombie) {
|
||||
int c = darkena(col, where && where->land == laHalloween ? 1 : 0, 0xFF);
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, c, m, footphase);
|
||||
const transmatrix VBS = otherbodyparts(V, c, m, footphase);
|
||||
ShadowV(V, shPBody);
|
||||
queuepoly(VBS, shPBody, c);
|
||||
queuepoly(VBODY * VBS, shPBody, c);
|
||||
}
|
||||
else if(m == moTerraWarrior)
|
||||
drawTerraWarrior(V, 7, (where ? where->hitpoints : 7), footphase);
|
||||
@ -1358,44 +1361,44 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
|
||||
queuepoly(VHEAD, shHood, darkena(col, 0, 0xFF));
|
||||
} */
|
||||
else if(m == moMonk) {
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase);
|
||||
const transmatrix VBS = otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase);
|
||||
ShadowV(V, shRaiderBody);
|
||||
queuepoly(VBS, shRaiderBody, darkena(col, 0, 0xFF));
|
||||
queuepoly(VBS, shRaiderShirt, darkena(col, 2, 0xFF));
|
||||
if(!peace::on) queuepoly(VBODY, shPKnife, 0xFFC0C0C0);
|
||||
queuepoly(VBS, shRaiderArmor, darkena(col, 1, 0xFF));
|
||||
queuepolyat(VBS, shRatCape2, darkena(col, 2, 0xFF), PPR::MONSTER_ARMOR0);
|
||||
queuepoly(VBODY * VBS, shRaiderBody, darkena(col, 0, 0xFF));
|
||||
queuepoly(VBODY1 * VBS, shRaiderShirt, darkena(col, 2, 0xFF));
|
||||
if(!peace::on) queuepoly(VBODY * VBS, shPKnife, 0xFFC0C0C0);
|
||||
queuepoly(VBODY2 * VBS, shRaiderArmor, darkena(col, 1, 0xFF));
|
||||
queuepolyat(VBODY3 * VBS, shRatCape2, darkena(col, 2, 0xFF), PPR::MONSTER_ARMOR0);
|
||||
queuepoly(VHEAD1, shRaiderHelmet, darkena(col, 0, 0XFF));
|
||||
queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF));
|
||||
}
|
||||
else if(m == moCrusher) {
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase);
|
||||
const transmatrix VBS = otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase);
|
||||
ShadowV(V, shRaiderBody);
|
||||
queuepoly(VBS, shRaiderBody, darkena(col, 0, 0xFF));
|
||||
queuepoly(VBS, shRaiderShirt, darkena(col, 2, 0xFF));
|
||||
queuepoly(VBS, shRaiderArmor, darkena(col, 1, 0xFF));
|
||||
queuepoly(VBS, shFlailTrunk, darkena(col, 1, 0XFF));
|
||||
queuepoly(VBS, shHammerHead, darkena(col, 0, 0XFF));
|
||||
queuepoly(VBODY * VBS, shRaiderBody, darkena(col, 0, 0xFF));
|
||||
queuepoly(VBODY1 * VBS, shRaiderShirt, darkena(col, 2, 0xFF));
|
||||
queuepoly(VBODY2 * VBS, shRaiderArmor, darkena(col, 1, 0xFF));
|
||||
queuepoly(VBODY * VBS, shFlailTrunk, darkena(col, 1, 0XFF));
|
||||
queuepoly(VBODY1 * VBS, shHammerHead, darkena(col, 0, 0XFF));
|
||||
queuepoly(VHEAD1, shRaiderHelmet, darkena(col, 0, 0XFF));
|
||||
queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF));
|
||||
}
|
||||
else if(m == moPair) {
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase);
|
||||
const transmatrix VBS = otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase);
|
||||
ShadowV(V, shRaiderBody);
|
||||
queuepoly(VBS, shRaiderBody, darkena(col, 0, 0xFF));
|
||||
queuepoly(VBS, shRaiderShirt, darkena(col, 2, 0xFF));
|
||||
queuepoly(VBS, shRaiderArmor, darkena(col, 1, 0xFF));
|
||||
queuepoly(VBS, shPickAxe, darkena(0xA0A0A0, 0, 0XFF));
|
||||
queuepoly(VBODY * VBS, shRaiderBody, darkena(col, 0, 0xFF));
|
||||
queuepoly(VBODY1 * VBS, shRaiderShirt, darkena(col, 2, 0xFF));
|
||||
queuepoly(VBODY2 * VBS, shRaiderArmor, darkena(col, 1, 0xFF));
|
||||
queuepoly(VBODY * VBS, shPickAxe, darkena(0xA0A0A0, 0, 0XFF));
|
||||
queuepoly(VHEAD1, shRaiderHelmet, darkena(col, 0, 0XFF));
|
||||
queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF));
|
||||
}
|
||||
else if(m == moAltDemon || m == moHexDemon) {
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase);
|
||||
const transmatrix VBS = otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase);
|
||||
ShadowV(V, shRaiderBody);
|
||||
queuepoly(VBS, shRaiderBody, darkena(col, 0, 0xFF));
|
||||
queuepoly(VBS, shRaiderShirt, darkena(col, 2, 0xFF));
|
||||
queuepoly(VBS, shRaiderArmor, darkena(col, 1, 0xFF));
|
||||
if(!peace::on) queuepoly(VBS, shPSword, 0xFFD0D0D0);
|
||||
queuepoly(VBODY * VBS, shRaiderBody, darkena(col, 0, 0xFF));
|
||||
queuepoly(VBODY1 * VBS, shRaiderShirt, darkena(col, 2, 0xFF));
|
||||
queuepoly(VBODY2 * VBS, shRaiderArmor, darkena(col, 1, 0xFF));
|
||||
if(!peace::on) queuepoly(VBODY * VBS, shPSword, 0xFFD0D0D0);
|
||||
queuepoly(VHEAD1, shRaiderHelmet, darkena(col, 0, 0XFF));
|
||||
queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF));
|
||||
}
|
||||
@ -1410,25 +1413,25 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
|
||||
}
|
||||
else {
|
||||
ShadowV(V, shPBody);
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, darkena(0xFFD500, 0, 0xFF), m, footphase);
|
||||
const transmatrix VBS = otherbodyparts(V, darkena(0xFFD500, 0, 0xFF), m, footphase);
|
||||
if(m == moFatGuard) {
|
||||
queuepoly(VBS, shFatBody, darkena(0xC06000, 0, 0xFF));
|
||||
queuepoly(VBODY * VBS, shFatBody, darkena(0xC06000, 0, 0xFF));
|
||||
col = 0xFFFFFF;
|
||||
if(!where || where->hitpoints >= 3)
|
||||
queuepoly(VBS, shKnightCloak, darkena(0xFFC0C0, 1, 0xFF));
|
||||
queuepoly(VBODY1 * VBS, shKnightCloak, darkena(0xFFC0C0, 1, 0xFF));
|
||||
}
|
||||
else {
|
||||
queuepoly(VBS, shPBody, darkena(0xFFD500, 0, 0xFF));
|
||||
queuepoly(VBS, shKnightArmor, m == moVizier ? 0xC000C0FF :
|
||||
queuepoly(VBODY * VBS, shPBody, darkena(0xFFD500, 0, 0xFF));
|
||||
queuepoly(VBODY1 * VBS, shKnightArmor, m == moVizier ? 0xC000C0FF :
|
||||
darkena(0x00C000, 1, 0xFF));
|
||||
if(where && where->hitpoints >= 3)
|
||||
queuepoly(VBS, shKnightCloak, m == moVizier ? 0x800080Ff :
|
||||
queuepoly(VBODY2 * VBS, shKnightCloak, m == moVizier ? 0x800080Ff :
|
||||
darkena(0x00FF00, 1, 0xFF));
|
||||
}
|
||||
queuepoly(VHEAD1, shTurban1, darkena(col, 1, 0xFF));
|
||||
if(!where || where->hitpoints >= 2)
|
||||
queuepoly(VHEAD2, shTurban2, darkena(col, 0, 0xFF));
|
||||
queuepoly(VBS, shSabre, 0xFFFFFFFF);
|
||||
queuepoly(VBODY * VBS, shSabre, 0xFFFFFFFF);
|
||||
}
|
||||
|
||||
drawStunStars(V, where ? where->stuntime : 0);
|
||||
@ -1518,7 +1521,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
|
||||
auto V = mmscale(V0, z2);
|
||||
otherbodyparts(V, darkena(col, 0, 0xFF), m, m == moJiangshi ? 0 : footphase);
|
||||
queuepoly(VBODY, shJiangShi, darkena(col, 0, 0xFF));
|
||||
queuepoly(VBODY, shJiangShiDress, darkena(0x202020, 0, 0xFF));
|
||||
queuepoly(VBODY1, shJiangShiDress, darkena(0x202020, 0, 0xFF));
|
||||
queuepoly(VHEAD, shTerraHead, darkena(0x101010, 0, 0xFF));
|
||||
queuepoly(VHEAD, shPFace, darkena(col, 0, 0xFF));
|
||||
queuepoly(VHEAD, shJiangShiCap1, darkena(0x800000, 0, 0xFF));
|
||||
@ -1574,14 +1577,14 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
|
||||
queuepoly(VBS, shPBody, darkena(0x404040, 0, 0xFF));
|
||||
queuepoly(VBS, shPirateHook, darkena(0xD0D0D0, 0, 0xFF));
|
||||
queuepoly(VHEAD, shPFace, darkena(0xFFFF80, 0, 0xFF));
|
||||
queuepoly(VHEAD, shEyepatch, darkena(0, 0, 0xC0));
|
||||
queuepoly(VHEAD, shPirateHood, darkena(col, 0, 0xFF));
|
||||
queuepoly(VHEAD1, shEyepatch, darkena(0, 0, 0xC0));
|
||||
queuepoly(VHEAD2, shPirateHood, darkena(col, 0, 0xFF));
|
||||
}
|
||||
else if(m == moRatling || m == moRatlingAvenger) {
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase);
|
||||
const transmatrix VBS = otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase);
|
||||
ShadowV(V, shYeti);
|
||||
queuepoly(VLEG, shRatTail, darkena(col, 0, 0xFF));
|
||||
queuepoly(VBS, shYeti, darkena(col, 1, 0xFF));
|
||||
queuepoly(VBODY * VBS, shYeti, darkena(col, 1, 0xFF));
|
||||
queuepoly(VHEAD, shRatHead, darkena(col, 0, 0xFF));
|
||||
|
||||
float t = sintick(1000, where ? where->cpdist*M_PI : 0);
|
||||
@ -1592,28 +1595,28 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
|
||||
queuepoly(VHEAD, shWolf3, darkena(0x202020, 0, 0xFF));
|
||||
|
||||
if(m == moRatlingAvenger) {
|
||||
queuepoly(VBS, shRatCape2, 0x484848FF);
|
||||
queuepoly(VBODY1 * VBS, shRatCape2, 0x484848FF);
|
||||
queuepoly(VHEAD, shRatCape1, 0x303030FF);
|
||||
}
|
||||
}
|
||||
else if(m == moViking) {
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase);
|
||||
const transmatrix VBS = otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase);
|
||||
ShadowV(V, shPBody);
|
||||
queuepoly(VBS, shPBody, darkena(0xE00000, 0, 0xFF));
|
||||
if(!peace::on) queuepoly(VBS, shPSword, darkena(0xD0D0D0, 0, 0xFF));
|
||||
queuepoly(VBS, shKnightCloak, darkena(0x404040, 0, 0xFF));
|
||||
queuepoly(VBODY * VBS, shPBody, darkena(0xE00000, 0, 0xFF));
|
||||
if(!peace::on) queuepoly(VBODY * VBS, shPSword, darkena(0xD0D0D0, 0, 0xFF));
|
||||
queuepoly(VBODY1 * VBS, shKnightCloak, darkena(0x404040, 0, 0xFF));
|
||||
queuepoly(VHEAD, shVikingHelmet, darkena(0xC0C0C0, 0, 0XFF));
|
||||
queuepoly(VHEAD, shPFace, darkena(0xFFFF80, 0, 0xFF));
|
||||
}
|
||||
else if(m == moOutlaw) {
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase);
|
||||
const transmatrix VBS = otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase);
|
||||
ShadowV(V, shPBody);
|
||||
queuepoly(VBS, shPBody, darkena(col, 0, 0xFF));
|
||||
queuepoly(VBS, shKnightCloak, darkena(col, 1, 0xFF));
|
||||
queuepoly(VBODY * VBS, shPBody, darkena(col, 0, 0xFF));
|
||||
queuepoly(VBODY1 * VBS, shKnightCloak, darkena(col, 1, 0xFF));
|
||||
queuepoly(VHEAD, shWestHat1, darkena(col, 2, 0XFF));
|
||||
queuepoly(VHEAD, shWestHat2, darkena(col, 1, 0XFF));
|
||||
queuepoly(VHEAD, shPFace, darkena(0xFFFF80, 0, 0xFF));
|
||||
queuepoly(VBODY, shGunInHand, darkena(col, 1, 0XFF));
|
||||
queuepoly(VBODY * VBS, shGunInHand, darkena(col, 1, 0XFF));
|
||||
}
|
||||
else if(m == moNecromancer) {
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase);
|
||||
@ -1633,7 +1636,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
|
||||
b--;
|
||||
if(b < 0) b = 0;
|
||||
if(b > 6) b = 6;
|
||||
queuepoly(VHEAD, shWightCloak, 0x605040A0 + 0x10101000 * b);
|
||||
queuepoly(VHEAD1, shWightCloak, 0x605040A0 + 0x10101000 * b);
|
||||
}
|
||||
else if(m == moVoidBeast) {
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, 0x080808D0, m, footphase);
|
||||
@ -1671,56 +1674,56 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase);
|
||||
ShadowV(V, shYeti);
|
||||
queuepoly(VBS, shYeti, darkena(col, 0, 0xC0));
|
||||
queuepoly(VHEAD, shPHead, darkena(col, 1, 0XFF));
|
||||
queuepoly(VHEAD1, shPHead, darkena(col, 1, 0XFF));
|
||||
queuepoly(VHEAD, shPFace, darkena(col, 2, 0XFF));
|
||||
}
|
||||
else if(m == moFjordTroll || m == moForestTroll || m == moStormTroll) {
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase);
|
||||
ShadowV(V, shYeti);
|
||||
queuepoly(VBS, shYeti, darkena(col, 0, 0xC0));
|
||||
queuepoly(VHEAD, shPHead, darkena(col, 1, 0XFF));
|
||||
queuepoly(VHEAD1, shPHead, darkena(col, 1, 0XFF));
|
||||
queuepoly(VHEAD, shPFace, darkena(col, 2, 0XFF));
|
||||
}
|
||||
else if(m == moDarkTroll) {
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase);
|
||||
ShadowV(V, shYeti);
|
||||
queuepoly(VBS, shYeti, darkena(col, 0, 0xC0));
|
||||
queuepoly(VHEAD, shPHead, darkena(col, 1, 0XFF));
|
||||
queuepoly(VHEAD1, shPHead, darkena(col, 1, 0XFF));
|
||||
queuepoly(VHEAD, shPFace, 0xFFFFFF80);
|
||||
}
|
||||
else if(m == moRedTroll) {
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase);
|
||||
ShadowV(V, shYeti);
|
||||
queuepoly(VBS, shYeti, darkena(col, 0, 0xC0));
|
||||
queuepoly(VHEAD, shPHead, darkena(0xFF8000, 0, 0XFF));
|
||||
queuepoly(VHEAD1, shPHead, darkena(0xFF8000, 0, 0XFF));
|
||||
queuepoly(VHEAD, shPFace, 0xFFFFFF80);
|
||||
}
|
||||
else if(m == moEarthElemental) {
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase);
|
||||
ShadowV(V, shWaterElemental);
|
||||
queuepoly(VBS, shWaterElemental, darkena(col, 0, 0xC0));
|
||||
queuepoly(VHEAD, shFemaleHair, darkena(col, 0, 0XFF));
|
||||
queuepoly(VHEAD1, shFemaleHair, darkena(col, 0, 0XFF));
|
||||
queuepoly(VHEAD, shPFace, 0xF0000080);
|
||||
}
|
||||
else if(m == moWaterElemental) {
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, watercolor(50), m, footphase);
|
||||
ShadowV(V, shWaterElemental);
|
||||
queuepoly(VBS, shWaterElemental, watercolor(0));
|
||||
queuepoly(VHEAD, shFemaleHair, watercolor(100));
|
||||
queuepoly(VHEAD1, shFemaleHair, watercolor(100));
|
||||
queuepoly(VHEAD, shPFace, watercolor(200));
|
||||
}
|
||||
else if(m == moFireElemental) {
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, darkena(firecolor(50), 0, 0xFF), m, footphase);
|
||||
ShadowV(V, shWaterElemental);
|
||||
queuepoly(VBS, shWaterElemental, darkena(firecolor(0), 0, 0xFF));
|
||||
queuepoly(VHEAD, shFemaleHair, darkena(firecolor(100), 0, 0xFF));
|
||||
queuepoly(VHEAD1, shFemaleHair, darkena(firecolor(100), 0, 0xFF));
|
||||
queuepoly(VHEAD, shPFace, darkena(firecolor(200), 0, 0xFF));
|
||||
}
|
||||
else if(m == moAirElemental) {
|
||||
const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0x40), m, footphase);
|
||||
ShadowV(V, shWaterElemental);
|
||||
queuepoly(VBS, shWaterElemental, darkena(col, 0, 0x80));
|
||||
queuepoly(VHEAD, shFemaleHair, darkena(col, 0, 0x80));
|
||||
queuepoly(VHEAD1, shFemaleHair, darkena(col, 0, 0x80));
|
||||
queuepoly(VHEAD, shPFace, darkena(col, 0, 0x80));
|
||||
}
|
||||
else if((xch == 'd' || xch == 'D') && m != moDragonHead && m != moDragonTail) {
|
||||
|
Loading…
Reference in New Issue
Block a user