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dual:: 3D:: dual works in 3D

This commit is contained in:
Zeno Rogue 2019-06-24 23:00:12 +02:00
parent ff584bb74c
commit e6efc8fabc
3 changed files with 35 additions and 3 deletions

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@ -5539,6 +5539,8 @@ namespace dual {
void disable(); void disable();
void enable(); void enable();
transmatrix get_orientation();
inline reaction_t mayboth(reaction_t what) { return [=] { may_split_or_do(what); }; } inline reaction_t mayboth(reaction_t what) { return [=] { may_split_or_do(what); }; }
} }

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@ -1076,7 +1076,7 @@ transmatrix eumovedir(int d) {
void spinEdge(ld aspd) { void spinEdge(ld aspd) {
ld downspin = 0; ld downspin = 0;
if(dual::state == 2 && dual::currently_loaded != dual::main_side) { if(dual::state == 2 && dual::currently_loaded != dual::main_side) {
transmatrix our = gpushxto0(tC0(cwtV)) * cwtV; transmatrix our = dual::get_orientation();
transmatrix their = dual::player_orientation[dual::main_side]; transmatrix their = dual::player_orientation[dual::main_side];
fixmatrix(our); fixmatrix(our);
fixmatrix(their); fixmatrix(their);

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@ -82,11 +82,39 @@ namespace dual {
gamedata dgd[2]; gamedata dgd[2];
transmatrix player_orientation[2]; transmatrix player_orientation[2];
hyperpoint which_dir;
int remap_direction(int d, int cg) {
if(WDIM == 2 || cg == currently_loaded) return d;
hyperpoint h = sword::dir[0].T * which_dir;
h = hpxy3(h[0]/10, h[1]/10, h[2]/10);
ld b = HUGE_VAL;
for(int i=0; i<S7; i++) {
hyperpoint checked = tC0(currentmap->relative_matrix(cwt.at->cmove(i)->master, cwt.at->master));
ld dist = hdist(checked, h);
if(dist < b) { b = dist; d = i; }
}
d = gmod(d - cwt.spin, S7);
return d;
}
transmatrix get_orientation() {
if(WDIM == 2)
return gpushxto0(tC0(cwtV)) * cwtV;
else if(cwt.at)
return gpushxto0(tC0(ggmatrix(cwt.at))) * ggmatrix(cwt.at) * sword::dir[0].T;
else
return Id;
}
void switch_to(int k) { void switch_to(int k) {
if(k != currently_loaded) { if(k != currently_loaded) {
// gamedata has shmup::on because tutorial needs changing it, but dual should keep it fixed // gamedata has shmup::on because tutorial needs changing it, but dual should keep it fixed
dynamicval<bool> smon(shmup::on); dynamicval<bool> smon(shmup::on);
player_orientation[currently_loaded] = gpushxto0(tC0(cwtV)) * cwtV; player_orientation[currently_loaded] = get_orientation();
dgd[currently_loaded].storegame(); dgd[currently_loaded].storegame();
currently_loaded = k; currently_loaded = k;
dgd[currently_loaded].restoregame(); dgd[currently_loaded].restoregame();
@ -129,13 +157,15 @@ namespace dual {
return ok; return ok;
} }
which_dir = inverse(sword::dir[0].T) * tC0(currentmap->relative_matrix((cwt+d).cpeek()->master, cwt.at->master));
bool lms[2][5]; bool lms[2][5];
eLastmovetype lmt[2][5]; eLastmovetype lmt[2][5];
for(int k=0; k<2; k++) { for(int k=0; k<2; k++) {
switch_to(k); switch_to(k);
for(eForcemovetype fm: { fmMove, fmAttack, fmInstant, fmActivate }) { for(eForcemovetype fm: { fmMove, fmAttack, fmInstant, fmActivate }) {
forcedmovetype = fm; forcedmovetype = fm;
lms[k][fm] = movepcto(fm == fmMove ? d : 0, subdir, true); lms[k][fm] = movepcto(fm == fmMove ? remap_direction(d, cg) : 0, subdir, true);
lmt[k][fm] = nextmovetype; lmt[k][fm] = nextmovetype;
forcedmovetype = fmSkip; forcedmovetype = fmSkip;
for(int i=0; i<ittypes; i++) orbused[i] = orbusedbak[i]; for(int i=0; i<ittypes; i++) orbused[i] = orbusedbak[i];