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2d3d:: shmup
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6a7c1438eb
commit
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@ -1084,12 +1084,16 @@ void centerpc(ld aspd) {
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crystal::centerrug(aspd);
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#endif
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if(shmup::on && DIM == 3 && vid.sspeed > -5) {
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if(shmup::on && vid.sspeed > -5 && DIM == 3) {
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int id = subscreens::in ? subscreens::current_player : 0;
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viewctr = shmup::pc[id]->base->master;
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transmatrix& T = shmup::pc[id]->at;
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if(WDIM == 2)
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View = inverse(master_relative(shmup::pc[id]->base) * T);
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else
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View = inverse(T);
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if(vid.yshift) View = cpush(2, wall_radar(viewctr.at->c7, T)) * View;
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if(WDIM == 2) View = cspin(2, 1, M_PI/2 + shmup::playerturny[id]) * spin(-M_PI/2) * View;
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#if CAP_RACING
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if(racing::on) racing::set_view();
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123
shmup.cpp
123
shmup.cpp
@ -436,12 +436,12 @@ struct shmup_configurer {
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}
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void handleConfig(int sym, int uni) {
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auto& cmdlist = shmup::on ? (DIM == 3 ? playercmds_shmup3 : playercmds_shmup) : playercmds_turn;
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auto& cmdlist = shmup::on ? (WDIM == 3 ? playercmds_shmup3 : playercmds_shmup) : playercmds_turn;
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#if CAP_SDL
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if(uni == '1') pushScreen(key_configurer(1, cmdlist));
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else if(uni == '2') pushScreen(key_configurer(2, cmdlist));
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else if(uni == 'p') pushScreen(key_configurer(3, DIM == 3 ? pancmds3 : pancmds));
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else if(uni == 'p') pushScreen(key_configurer(3, WDIM == 3 ? pancmds3 : pancmds));
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else if(uni == '3') pushScreen(key_configurer(4, cmdlist));
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else if(uni == '4') pushScreen(key_configurer(5, cmdlist));
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else if(uni == '5') pushScreen(key_configurer(6, cmdlist));
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@ -714,7 +714,7 @@ void handleInput(int delta) {
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mouseaim_x = mouseaim_y = 0;
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}
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if(panx || pany || panspin || (DIM == 3 && panmove)) {
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if(panx || pany || panspin || (WDIM == 3 && panmove)) {
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if(DIM == 2)
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View = xpush(-panx) * ypush(-pany) * spin(panspin) * View;
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else
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@ -818,7 +818,7 @@ void handleInput(int delta) {
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multi::mdx[i] = multi::mdx[i] * (1 - delta / 1000.) + mdx * delta / 2000.;
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multi::mdy[i] = multi::mdy[i] * (1 - delta / 1000.) + mdy * delta / 2000.;
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if(DIM == 2) {
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if(WDIM == 2) {
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if(mdx != 0 || mdy != 0) if(!multi::combo[i]) {
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cwtV = multi::whereis[i]; cwt = multi::player[i];
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flipplayer = multi::flipped[i];
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@ -1047,6 +1047,10 @@ void monster::rebasePat(const transmatrix& new_pat) {
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// if(c2 != base) printf("rebase %p -> %p\n", base, c2);
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base = c2;
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at = inverse(gmatrix[c2]) * pat;
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if(GDIM == 3 && WDIM == 2) {
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for(int i=0; i<4; i++) at[i][2] = 0, at[2][i] = 0;
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at[2][2] = 1;
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}
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fixmatrix(at);
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fixelliptic(at);
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}
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@ -1151,7 +1155,7 @@ void degradeDemons() {
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}
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// we need these for the Mimics!
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double playerturn[MAXPLAYER], playergo[MAXPLAYER], playerstrafe[MAXPLAYER], playerturny[MAXPLAYER], playergoturn[MAXPLAYER];
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double playerturn[MAXPLAYER], playergo[MAXPLAYER], playerstrafe[MAXPLAYER], playerturny[MAXPLAYER], playergoturn[MAXPLAYER], godir[MAXPLAYER];
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bool playerfire[MAXPLAYER];
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void awakenMimics(monster *m, cell *c2) {
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@ -1222,13 +1226,13 @@ ld bullet_velocity(eMonster t) {
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}
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}
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int frontdir() { return DIM == 2 ? 0 : 2; }
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int frontdir() { return WDIM == 2 ? 0 : 2; }
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void shootBullet(monster *m) {
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monster* bullet = new monster;
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bullet->base = m->base;
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bullet->at = m->at;
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if(DIM == 3) bullet->at = bullet->at * cpush(2, 0.15 * SCALE);
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if(WDIM == 3) bullet->at = bullet->at * cpush(2, 0.15 * SCALE);
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bullet->type = moBullet;
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bullet->parent = m;
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bullet->pid = m->pid;
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@ -1247,7 +1251,7 @@ void shootBullet(monster *m) {
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monster* bullet = new monster;
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bullet->base = m->base;
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bullet->at = m->at * spin(M_PI/4*i);
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if(DIM == 3) bullet->at = bullet->at * cpush(2, 0.15 * SCALE);
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if(WDIM == 3) bullet->at = bullet->at * cpush(2, 0.15 * SCALE);
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bullet->type = moBullet;
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bullet->parent = m;
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bullet->pid = m->pid;
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@ -1272,7 +1276,7 @@ monster *playerCrash(monster *who, hyperpoint where) {
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for(int j=0; j<players; j++) if(pc[j] && pc[j]!=who) {
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if(pc[j]->isVirtual) continue;
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double d = intval(pc[j]->pat*C0, where);
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if(d < 0.1 * SCALE2 || d > 100 || (DIM == 3 && hdist(tC0(pc[j]->pat), where) > sightranges[geometry]/2)) return pc[j];
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if(d < 0.1 * SCALE2 || d > 100 || (WDIM == 3 && hdist(tC0(pc[j]->pat), where) > sightranges[geometry]/2)) return pc[j];
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}
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return NULL;
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}
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@ -1408,7 +1412,7 @@ void roseCurrents(transmatrix& nat, monster *m, int delta) {
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hyperpoint keytarget(int i) {
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double d = 2 + sin(curtime / 350.);
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return pc[i]->pat * cpush0(DIM == 3 ? 2 : 0, d * scalefactor);
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return pc[i]->pat * cpush0(WDIM == 3 ? 2 : 0, d * scalefactor);
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}
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/* int charidof(int pid) {
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@ -1425,7 +1429,7 @@ ld getHornsSize() { return scalefactor * 0.33; }
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transmatrix swordmatrix[MAXPLAYER];
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hyperpoint swordpos(int id, bool rev, double frac) {
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if(DIM == 3)
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if(WDIM == 3)
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return pc[id]->pat * swordmatrix[id] * cpush0(2, (rev?-frac:frac) * getSwordSize());
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else
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return pc[id]->pat * xspinpush0(pc[id]->swordangle, (rev?-frac:frac) * getSwordSize());
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@ -1564,7 +1568,7 @@ void movePlayer(monster *m, int delta) {
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int b = 16*tableid[cpid];
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for(int i=(DIM == 3 ? 4 : 0); i<8; i++) if(actionspressed[b+i]) playermoved = true;
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for(int i=(WDIM == 3 ? 4 : 0); i<8; i++) if(actionspressed[b+i]) playermoved = true;
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int jb = 4*tableid[cpid];
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for(int i=0; i<4; i++) if(axespressed[jb+i]) playermoved = true;
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@ -1632,19 +1636,27 @@ void movePlayer(monster *m, int delta) {
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#if CAP_RACING
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if(racing::on) {
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if(DIM == 2) {
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if(WDIM == 2) {
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if(abs(mdy) > abs(mgo)) mgo = -mdy;
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if(abs(mdx) > abs(mturn)) mturn = -mdx;
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mdx = mdy = 0;
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}
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facemouse = shotkey = dropgreen = false;
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if(ticks < racing::race_start_tick || !racing::race_start_tick) (DIM == 2 ? mgo : mdy) = 0;
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if(ticks < racing::race_start_tick || !racing::race_start_tick) (WDIM == 2 ? mgo : mdy) = 0;
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}
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#endif
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playerturn[cpid] = mturn * delta / 150.0;
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if(DIM == 2) {
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godir[cpid] = 0;
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if(WDIM == 2 && GDIM == 3) {
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double mdd = hypot(mdx, mdy);
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godir[cpid] = atan2(mdx, -mdy);
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mgo += mdd;
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}
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else if(WDIM == 2) {
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double mdd = hypot(mdx, mdy);
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if(mdd > 1e-6) {
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@ -1663,7 +1675,7 @@ void movePlayer(monster *m, int delta) {
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#if CAP_SDL
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Uint8 *keystate = SDL_GetKeyState(NULL);
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bool forcetarget = (keystate[SDLK_RSHIFT] | keystate[SDLK_LSHIFT]);
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if(((mousepressed && !forcetarget) || facemouse) && delta > 0 && !mouseout() && !racing::on) {
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if(((mousepressed && !forcetarget) || facemouse) && delta > 0 && !mouseout() && !racing::on && GDIM == 2) {
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// playermoved = true;
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hyperpoint h = inverse(m->pat) * mouseh;
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playerturn[cpid] = -atan2(h[1], h[0]);
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@ -1674,7 +1686,14 @@ void movePlayer(monster *m, int delta) {
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bool blown = m->blowoff > curtime;
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if(playerturn[cpid] && canmove && !blown && DIM == 2) {
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if(WDIM == 2 && GDIM == 3 && !lctrlclick && cpid == 0 && !racing::on) {
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playerturn[cpid] += mouseaim_x;
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playerturny[cpid] += mouseaim_y;
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mouseaim_x = 0;
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mouseaim_y = 0;
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}
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if(playerturn[cpid] && canmove && !blown && WDIM == 2) {
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m->swordangle -= playerturn[cpid];
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nat = nat * spin(playerturn[cpid]);
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if(inertia_based) m->inertia = spin(-playerturn[cpid]) * m->inertia;
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@ -1691,7 +1710,7 @@ void movePlayer(monster *m, int delta) {
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if(!canmove) mgo = 0;
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if(DIM == 2) {
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if(WDIM == 2) {
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if(mgo > 1) mgo = 1;
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if(mgo < -1) mgo = -1;
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if(racing::on) {
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@ -1706,7 +1725,7 @@ void movePlayer(monster *m, int delta) {
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}
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}
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else if(DIM == 3) {
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else if(WDIM == 3) {
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if(mdy > 1) mdy = 1;
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if(mdy < -1) mdy = -1;
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if(mdx > 1) mdx = 1;
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@ -1783,7 +1802,7 @@ void movePlayer(monster *m, int delta) {
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}
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if(!go) below.push_back(c);
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}
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ld cinertia = hypot_d(DIM, m->inertia);
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ld cinertia = hypot_d(WDIM, m->inertia);
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hyperpoint drag = m->inertia * cinertia * delta / -1. / SCALE;
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m->inertia += drag;
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avg_inertia += drag/2;
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@ -1807,23 +1826,23 @@ void movePlayer(monster *m, int delta) {
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go = true;
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playergoturn[cpid] = igospan[go];
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playergoturn[cpid] = igospan[igo]+godir[cpid];
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if(inertia_based) {
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if(igo) { go = false; break; }
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ld r = hypot_d(DIM, avg_inertia);
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ld r = hypot_d(WDIM, avg_inertia);
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nat = nat * rspintox(avg_inertia) * xpush(r * delta) * spintox(avg_inertia);
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if(DIM == 3) nat = nat * cspin(0, 2, playerturn[cpid]) * cspin(1, 2, playerturny[cpid]);
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if(WDIM == 3) nat = nat * cspin(0, 2, playerturn[cpid]) * cspin(1, 2, playerturny[cpid]);
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}
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else if(DIM == 3) {
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else if(WDIM == 3) {
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nat = nat1 * cpush(0, playerstrafe[cpid]) * cpush(2, playergo[cpid]) * cspin(0, 2, playerturn[cpid]) * cspin(1, 2, playerturny[cpid]);
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m->inertia[0] = playerstrafe[cpid] / delta;
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m->inertia[1] = 0;
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m->inertia[2] = playergo[cpid] / delta;
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}
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else if(playergo[cpid]) {
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nat = nat1 * spin(igospan[igo]) * xpush(playergo[cpid]) * spin(-igospan[igo]);
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m->inertia = spin(igospan[igo]) * xpush0(playergo[cpid] / delta);
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nat = nat1 * spin(playergoturn[cpid]) * xpush(playergo[cpid]) * spin(-playergoturn[cpid]);
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m->inertia = spin(playergoturn[cpid]) * xpush0(playergo[cpid] / delta);
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}
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// spin(span[igo]) * xpush(playergo[cpid]) * spin(-span[igo]);
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@ -1917,14 +1936,14 @@ void movePlayer(monster *m, int delta) {
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if(!go) {
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using namespace hyperpoint_vec;
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playergo[cpid] = playergoturn[cpid] = playerstrafe[cpid] = 0;
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if(DIM == 3) playerturn[cpid] = playerturny[cpid] = 0;
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if(WDIM == 3) playerturn[cpid] = playerturny[cpid] = 0;
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if(falling) m->inertia = m->inertia * -1;
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else m->inertia = Hypc;
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}
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if(go) {
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if(DIM == 3) {
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if(WDIM == 3) {
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swordmatrix[cpid] =
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cspin(1, 2, -playerturny[cpid]) * cspin(0, 2, -playerturn[cpid]) * swordmatrix[cpid];
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m->inertia = cspin(1, 2, -playerturny[cpid]) * cspin(0, 2, -playerturn[cpid]) * m->inertia;
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@ -2196,7 +2215,7 @@ void moveMimic(monster *m) {
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// no need to care about Mirror images, as they already have their 'at' matrix reversed :|
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if(DIM == 3)
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if(WDIM == 3)
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nat = nat * cpush(0, playerstrafe[cpid]) * cpush(2, playergo[cpid]) * cspin(0, 2, playerturn[cpid]) * cspin(1, 2, playerturny[cpid]);
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else
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nat = nat * spin(playerturn[cpid] + playergoturn[cpid]) * xpush(playergo[cpid]) * spin(-playergoturn[cpid]);
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@ -2253,7 +2272,7 @@ void shoot(eItem it, monster *m) {
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monster* bullet = new monster;
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bullet->base = m->base;
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bullet->at = m->at * rspintox(inverse(m->pat) * mouseh);
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if(DIM == 3) bullet->at = bullet->at * cpush(2, 0.15 * SCALE);
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if(WDIM == 3) bullet->at = bullet->at * cpush(2, 0.15 * SCALE);
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bullet->type = it == itOrbDragon ? moFireball : it == itOrbAir ? moAirball : moBullet;
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bullet->parent = m;
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bullet->pid = m->pid;
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@ -2342,7 +2361,7 @@ int speedfactor() {
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}
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transmatrix frontpush(ld x) {
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if(DIM == 2) return xpush(x);
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if(WDIM == 2) return xpush(x);
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else return cpush(2, x);
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}
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@ -2388,7 +2407,7 @@ void moveBullet(monster *m, int delta) {
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if(m->base->land == laAsteroids) {
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m->hitpoints += delta;
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if(m->hitpoints >= (DIM == 3 ? 750 : 500)) m->dead = true;
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if(m->hitpoints >= (WDIM == 3 ? 750 : 500)) m->dead = true;
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}
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if(isReptile(m->base->wall)) m->base->wparam = reptilemax();
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@ -2406,7 +2425,7 @@ void moveBullet(monster *m, int delta) {
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m->dead = true;
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if(inertia_based) {
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ld r = hypot_d(DIM, m->inertia);
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ld r = hypot_d(WDIM, m->inertia);
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nat = nat * rspintox(m->inertia) * xpush(r * delta) * spintox(m->inertia);
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}
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else
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@ -2492,7 +2511,7 @@ void moveBullet(monster *m, int delta) {
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if(m2->blowoff < curtime) {
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hyperpoint h = inverse(m2->pat) * nat0 * C0;
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if(DIM == 3)
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if(WDIM == 3)
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swordmatrix[m2->pid] = spintox(h) * swordmatrix[m2->pid];
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else
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m2->swordangle += atan2(h[1], h[0]);
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@ -2689,7 +2708,7 @@ void moveMonster(monster *m, int delta) {
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if(m->isVirtual) {
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if(m->type == moAsteroid) {
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ld r = hypot_d(DIM, m->inertia);
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ld r = hypot_d(WDIM, m->inertia);
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transmatrix nat = m->pat * rspintox(m->inertia) * xpush(r * delta) * spintox(m->inertia);
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m->rebasePat(nat);
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}
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@ -2861,7 +2880,7 @@ void moveMonster(monster *m, int delta) {
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step /= speedfactor();
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if(DIM == 3) step /= 3;
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if(WDIM == 3) step /= 3;
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int igo = 0;
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@ -2884,10 +2903,10 @@ void moveMonster(monster *m, int delta) {
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if(inertia_based) {
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if(igo) return;
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ld r = hypot_d(DIM, m->inertia);
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ld r = hypot_d(WDIM, m->inertia);
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nat = nat * rspintox(m->inertia) * xpush(r * delta) * spintox(m->inertia);
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}
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else if(DIM == 3 && igo) {
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else if(WDIM == 3 && igo) {
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ld fspin = rand() % 1000;
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nat = nat0 * cspin(1,2,fspin) * spin(igospan[igo]) * xpush(step) * spin(-igospan[igo]) * cspin(2,1,fspin);
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}
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@ -3556,18 +3575,18 @@ bool drawMonster(const transmatrix& V, cell *c, const transmatrix*& Vboat, trans
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if(m->inBoat) {
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view = m->pat;
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Vboat = &Vboat0;
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if(DIM == 2) Vboat0 = view;
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if(DIM == 3) Vboat0 = view * spin(-M_PI/2);
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if(WDIM == 2) Vboat0 = view;
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if(WDIM == 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) {
|
||||
if(WDIM == 2) {
|
||||
queuepoly(Vboat0, shBoatOuter, outcolor);
|
||||
queuepoly(Vboat0, shBoatInner, incolor);
|
||||
}
|
||||
if(DIM == 3) {
|
||||
if(WDIM == 3) {
|
||||
queuepoly(mscale(Vboat0, scalefactor/2), shBoatOuter, outcolor);
|
||||
queuepoly(mscale(Vboat0, scalefactor/2-0.01), shBoatInner, incolor);
|
||||
}
|
||||
@ -3590,12 +3609,12 @@ bool drawMonster(const transmatrix& V, cell *c, const transmatrix*& Vboat, trans
|
||||
dynamicval<int> d(cpid, m->pid);
|
||||
if(!hide_player() || !subscreens::is_current_player(m->pid)) {
|
||||
drawPlayerEffects(view, c, true);
|
||||
if(DIM == 3) view = view * spin(-M_PI/2) * cspin(0, 2, -M_PI/2);
|
||||
if(WDIM == 3) view = view * spin(-M_PI/2) * cspin(0, 2, -M_PI/2);
|
||||
if(m->inBoat) m->footphase = 0;
|
||||
if(mapeditor::drawplayer) drawMonsterType(moPlayer, c, view, 0xFFFFFFC0, m->footphase);
|
||||
}
|
||||
|
||||
if(subscreens::is_current_player(m->pid) && hide_player() && DIM == 3) {
|
||||
if(subscreens::is_current_player(m->pid) && hide_player() && WDIM == 3) {
|
||||
if(items[itOrbSword])
|
||||
queuechr(swordpos(m->pid, false, 1), vid.fsize * 2, '+', iinf[itOrbSword].color);
|
||||
if(items[itOrbSword2])
|
||||
@ -3604,7 +3623,7 @@ bool drawMonster(const transmatrix& V, cell *c, const transmatrix*& Vboat, trans
|
||||
|
||||
if(subscreens::is_current_player(m->pid) && keyresult[cpid]) {
|
||||
hyperpoint h = keytarget(cpid);
|
||||
if(DIM == 2)
|
||||
if(WDIM == 2)
|
||||
queuechr(h, vid.fsize, '+', iinf[keyresult[cpid]].color);
|
||||
else {
|
||||
dynamicval<color_t> p(poly_outline, darkena(iinf[keyresult[cpid]].color, 0, 255));
|
||||
@ -3633,7 +3652,7 @@ bool drawMonster(const transmatrix& V, cell *c, const transmatrix*& Vboat, trans
|
||||
}
|
||||
else {
|
||||
transmatrix t = view * spin(curtime / 50.0);
|
||||
queuepoly(DIM == 3 ? t : mmscale(t, 1.15), shKnife, col);
|
||||
queuepoly(WDIM == 3 ? t : DIM == 3 ? mscale(t, geom3::BODY) : mmscale(t, 1.15), shKnife, col);
|
||||
ShadowV(t, shKnife);
|
||||
}
|
||||
break;
|
||||
@ -3662,11 +3681,11 @@ bool drawMonster(const transmatrix& V, cell *c, const transmatrix*& Vboat, trans
|
||||
case moAsteroid: {
|
||||
if(DIM == 3) radarpoints.emplace_back(radarpoint{makeradar(view), '*', 0xFFFFFF, 0xC0C0C0FF});
|
||||
transmatrix t = view;
|
||||
if(DIM == 3) t = face_the_player(t);
|
||||
if(WDIM == 3) t = face_the_player(t);
|
||||
t = t * spin(curtime / 500.0);
|
||||
ShadowV(t, shAsteroid[m->hitpoints & 7]);
|
||||
if(DIM == 2) t = mmscale(t, 1.15);
|
||||
color_t col = DIM == 3 ? 0xFFFFFF : minf[m->type].color;
|
||||
if(WDIM == 2) t = mmscale(t, 1.15);
|
||||
color_t col = WDIM == 3 ? 0xFFFFFF : minf[m->type].color;
|
||||
col <<= 8;
|
||||
queuepoly(t, shAsteroid[m->hitpoints & 7], col | 0xFF);
|
||||
break;
|
||||
@ -3773,5 +3792,11 @@ void switch_shmup() {
|
||||
configure();
|
||||
}
|
||||
|
||||
#if MAXMDIM >= 4
|
||||
auto hooksw = addHook(hooks_swapdim, 100, [] {
|
||||
for(auto& p: monstersAt) swapmatrix(p.second->at);
|
||||
});
|
||||
#endif
|
||||
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user