3d:: humanoid eyes (except the player)

This commit is contained in:
Zeno Rogue 2019-05-12 20:08:42 +02:00
parent a4e3289a98
commit f3e0e099c1
2 changed files with 60 additions and 4 deletions

View File

@ -741,12 +741,19 @@ void adjust_eye(hpcshape& eye, hpcshape head, ld shift_eye, ld shift_head, int q
qtyall++;
}
if(&eye == &shSkullEyes) println(hlog, "skull pos = ", pos);
if(&eye == &shSkullEyes)
pos = zc(0.925) - 0.06 * SH * 0.05;
make_ball(eye, rad, 0);
transmatrix T = zpush(-shift_eye) * rgpushxto0(center) * zpush(pos);
for(int i=eye.s; i<isize(hpc); i++) hpc[i] = T * hpc[i];
int s = isize(hpc);
if(&eye == &shSkullEyes)
for(int i=eye.s; i<s; i++) hpc[i] = xpush(0.07 * scalefactor) * hpc[i];
if(q == 2)
for(int i=eye.s; i<s; i++) hpcpush(MirrorY * hpc[i]);
finishshape();
// eye.prio = PPR::SUPERLINE;
}
@ -1050,6 +1057,8 @@ void make_3d_models() {
adjust_eye(shReptileEye, shReptileHead, geom3::AHEAD, geom3::AHEAD, 1);
adjust_eye(shGadflyEye, shGadflyBody, -geom3::BIRD, -geom3::BIRD, 1);
adjust_eye(shSkullEyes, shPHeadOnly, geom3::HEAD1, geom3::HEAD, 2, 2);
}
#undef S

View File

@ -658,8 +658,6 @@ transmatrix otherbodyparts(const transmatrix& V, color_t col, eMonster who, doub
queuepoly(Tleft, shHumanFoot, col);
}
if(DIM == 3) queuepoly(VHEAD, shPHeadOnly, col);
if(DIM == 3 || !mmspatial) return spin(rightfoot * wobble);
if(detaillevel >= 2 && who != moZombie)
@ -1173,6 +1171,15 @@ void drawMimic(eMonster m, cell *where, const transmatrix& V, color_t col, doubl
}
}
color_t skincolor = 0xD0C080FF;
void humanoid_eyes(const transmatrix& V, color_t ecol, color_t hcol = skincolor) {
if(DIM == 3) {
queuepoly(VHEAD, shPHeadOnly, hcol);
queuepoly(VHEAD, shSkullEyes, ecol);
}
}
bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col, double footphase) {
#if MAXMDIM >= 4
@ -1234,6 +1241,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VBODY2 * VBS, shKnightCloak, darkena(col, 1, 0xFF));
queuepoly(VHEAD1, shPHead, darkena(0x703800, 1, 0XFF));
queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF));
humanoid_eyes(V, 0x000000FF);
return false;
}
@ -1242,6 +1250,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
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));
humanoid_eyes(V, 0xC0C000FF, darkena(col, 0, 0xFF));
return false;
}
@ -1250,6 +1259,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
ShadowV(V, shPBody);
queuepoly(VBS, shPBody, darkena(col, 0, 0XC0));
queuepoly(VHEAD, shGolemhead, darkena(col, 1, 0XFF));
humanoid_eyes(V, 0xFF0000FF, darkena(col, 0, 0xFF));
return false;
}
@ -1305,6 +1315,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
evil ? 0xC00000FF : 0x332A22FF);
}
queuepoly(VHEAD, shPFace, facecolor);
humanoid_eyes(V, evil ? 0x0000C0FF : 0x00C000FF, facecolor);
return false;
}
@ -1486,6 +1497,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
case moTerraWarrior: {
drawTerraWarrior(V, 7, (where ? where->hitpoints : 7), footphase);
humanoid_eyes(V, 0x400000FF, darkena(col, 0, 0xFF));
return false;
}
@ -1495,6 +1507,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VBS, shPBody, darkena(0xFFD500, 0, 0xF0));
if(!peace::on) queuepoly(VBS, shPSword, 0xFFFF00FF);
queuepoly(VHEAD, shHood, 0x008000FF);
humanoid_eyes(V, 0xFFFF00FF);
return false;
}
@ -1504,6 +1517,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VBS, shPBody, darkena(col, 0, 0xC0));
if(!peace::on) queuepoly(VBS, shPSword, 0xFFFF00FF);
queuepoly(VHEAD, shHood, 0xD0D000C0 | UNTRANS);
humanoid_eyes(V, 0x301800FF);
return false;
}
@ -1517,6 +1531,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
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));
humanoid_eyes(V, 0x000000FF);
return false;
}
@ -1530,6 +1545,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VBODY1 * VBS, shHammerHead, darkena(col, 0, 0XFF));
queuepoly(VHEAD1, shRaiderHelmet, darkena(col, 0, 0XFF));
queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF));
humanoid_eyes(V, 0x000000FF);
return false;
}
@ -1542,6 +1558,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VBODY * VBS, shPickAxe, darkena(0xA0A0A0, 0, 0XFF));
queuepoly(VHEAD1, shRaiderHelmet, darkena(col, 0, 0XFF));
queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF));
humanoid_eyes(V, 0x000000FF);
return false;
}
@ -1554,14 +1571,15 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
if(!peace::on) queuepoly(VBODY * VBS, shPSword, 0xFFD0D0D0);
queuepoly(VHEAD1, shRaiderHelmet, darkena(col, 0, 0XFF));
queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF));
humanoid_eyes(V, 0x000000FF);
return false;
}
case moSkeleton: {
const transmatrix VBS = VBODY * otherbodyparts(V, darkena(0xFFFFFF, 0, 0xFF), moSkeleton, footphase);
queuepoly(VBS, shSkeletonBody, darkena(0xFFFFFF, 0, 0xFF));
queuepoly(VHEAD, shSkull, darkena(0xFFFFFF, 0, 0xFF));
queuepoly(VHEAD1, shSkullEyes, darkena(0, 0, 0xFF));
if(DIM == 2) queuepoly(VHEAD, shSkull, darkena(0xFFFFFF, 0, 0xFF));
humanoid_eyes(V, 0x000000FF, 0xFFFFFFFF);
ShadowV(V, shSkeletonBody);
queuepoly(VBS, shSabre, 0xFFFFFFFF);
return false;
@ -1588,6 +1606,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
if(!where || where->hitpoints >= 2)
queuepoly(VHEAD2, shTurban2, darkena(col, 0, 0xFF));
queuepoly(VBODY * VBS, shSabre, 0xFFFFFFFF);
humanoid_eyes(V, 0x301800FF);
return false;
}
@ -1597,6 +1616,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VBS, shPBody, 0xFFFFFFFF);
queuepoly(VHEAD1, shPHead, 0xFFFFFFFF);
queuepoly(VHEAD, shPFace, 0xFFFFFFFF);
humanoid_eyes(V, 0xFFFFFFFF, 0xC0C0C0FF);
return false;
}
@ -1607,6 +1627,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VBS, shHedgehogBlade, 0xC0C0C0FF);
queuepoly(VHEAD1, shPHead, 0x804000FF);
queuepoly(VHEAD, shPFace, 0xF09000FF);
humanoid_eyes(V, 0x00D000FF);
return false;
}
@ -1615,6 +1636,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
ShadowV(V, shPBody);
queuepoly(VBS, shYeti, darkena(col, 0, 0xC0));
queuepoly(VHEAD1, shPHead, darkena(col, 0, 0xFF));
humanoid_eyes(V, 0x000000FF, darkena(col, 0, 0xFF));
return false;
}
@ -1624,6 +1646,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VBS, shPBody, darkena(0xFFFF00, 0, 0xC0));
queuepoly(VHEAD, shAztecHead, darkena(col, 0, 0xFF));
queuepoly(VHEAD1, shAztecCap, darkena(0xC000C0, 0, 0xFF));
humanoid_eyes(V, 0x000000FF);
return false;
}
@ -1650,6 +1673,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VBS, shPBody, darkena(col, 0, 0xC0));
if(!peace::on) queuepoly(VBS, shPSword, darkena(col, 0, 0xFF));
queuepoly(VHEAD, shArmor, darkena(col, 1, 0xFF));
humanoid_eyes(V, 0x000000FF);
return false;
}
@ -1661,6 +1685,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
if(!peace::on) queuepoly(VBS, shPKnife, 0xC0C0C0FF);
queuepoly(VHEAD, shPFace, 0xFFE080FF);
queuepoly(VHEAD1, shPHead, 0x806A00FF);
humanoid_eyes(V, 0x000000FF);
return false;
}
@ -1672,6 +1697,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VHEAD1, shPHead, darkena(col, 1, 0x90));
queuepoly(VHEAD2, shPFace, darkena(col, 1, 0x90));
queuepoly(VHEAD, shArmor, darkena(col, 0, 0xC0));
humanoid_eyes(V, 0xFFFFFFFF, darkena(col, 0, 0xFF));
return false;
}
@ -1687,6 +1713,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VHEAD1, shPFace, darkena(col, 0, 0xFF));
queuepoly(VHEAD2, shJiangShiCap1, darkena(0x800000, 0, 0xFF));
queuepoly(VHEAD3, shJiangShiCap2, darkena(0x400000, 0, 0xFF));
humanoid_eyes(V, 0x000000FF, darkena(col, 0, 0xFF));
return false;
}
@ -1710,6 +1737,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VBS, shFemaleBody, darkena(col, 0, 0XC0));
queuepoly(VHEAD, shWitchHair, darkena(col, 1, 0xFF));
queuepoly(VHEAD1, shPFace, darkena(col, 0, 0XFF));
humanoid_eyes(V, darkena(col, 1, 0xFF));
return false;
}
@ -1739,6 +1767,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VBS, shPBody, darkena(col, 0, 0xC0));
if(!peace::on) queuepoly(VBS, shPSword, darkena(col, 2, 0xFF));
queuepoly(VHEAD, shHood, darkena(col, 1, 0xFF));
humanoid_eyes(V, 0x00FF00FF);
return false;
}
@ -1750,6 +1779,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VHEAD, shPFace, darkena(0xFFFF80, 0, 0xFF));
queuepoly(VHEAD1, shEyepatch, darkena(0, 0, 0xC0));
queuepoly(VHEAD2, shPirateHood, darkena(col, 0, 0xFF));
humanoid_eyes(V, 0x000000FF);
return false;
}
@ -1782,6 +1812,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VBODY1 * VBS, shKnightCloak, darkena(0x404040, 0, 0xFF));
queuepoly(VHEAD, shVikingHelmet, darkena(0xC0C0C0, 0, 0XFF));
queuepoly(VHEAD, shPFace, darkena(0xFFFF80, 0, 0xFF));
humanoid_eyes(V, 0x000000FF);
return false;
}
@ -1794,6 +1825,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VHEAD2, shWestHat2, darkena(col, 1, 0XFF));
queuepoly(VHEAD, shPFace, darkena(0xFFFF80, 0, 0xFF));
queuepoly(VBODY * VBS, shGunInHand, darkena(col, 1, 0XFF));
humanoid_eyes(V, 0x000000FF);
return false;
}
@ -1802,6 +1834,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
ShadowV(V, shPBody);
queuepoly(VBS, shPBody, 0xC00000C0 | UNTRANS);
queuepoly(VHEAD, shHood, darkena(col, 1, 0xFF));
humanoid_eyes(V, 0xFF0000FF);
return false;
}
@ -1810,6 +1843,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VBS, shPBody, 0x483828D0 | UNTRANS);
queuepoly(VBS, shPSword, 0xFFFFD0A0 | UNTRANS);
queuepoly(VHEAD, shPHead, 0x483828D0 | UNTRANS);
humanoid_eyes(V, 0xFF0000FF, 0x483828FF);
// queuepoly(V, shSkull, 0xC06020D0);
//queuepoly(V, shSkullEyes, 0x000000D0);
// queuepoly(V, shWightCloak, 0xC0A080A0);
@ -1826,6 +1860,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VBS, shPBody, 0x080808D0 | UNTRANS);
queuepoly(VHEAD, shPHead, 0x080808D0 | UNTRANS);
queuepoly(VHEAD, shWightCloak, 0xFF0000A0 | UNTRANS);
humanoid_eyes(V, 0xFF0000FF, 0x080808FF);
return false;
}
@ -1834,6 +1869,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
ShadowV(V, shYeti);
queuepoly(VBS, shYeti, darkena(col, 0, 0xC0));
queuepoly(VHEAD, shArmor, darkena(col, 1, 0XFF));
humanoid_eyes(V, 0x800000FF, darkena(col, 0, 0xFF));
return false;
}
@ -1856,6 +1892,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(Vb, shFlailChain, darkena(col, 1, 0XFF));
queuepoly(Vb, shFlailTrunk, darkena(col, 0, 0XFF));
}
humanoid_eyes(V, 0x000000FF);
return false;
}
@ -1865,6 +1902,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VBS, shYeti, darkena(col, 0, 0xC0));
queuepoly(VHEAD1, shPHead, darkena(col, 1, 0XFF));
queuepoly(VHEAD, shPFace, darkena(col, 2, 0XFF));
humanoid_eyes(V, 0x004000FF, darkena(col, 0, 0xFF));
return false;
}
@ -1874,6 +1912,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VBS, shYeti, darkena(col, 0, 0xC0));
queuepoly(VHEAD1, shPHead, darkena(col, 1, 0XFF));
queuepoly(VHEAD, shPFace, darkena(col, 2, 0XFF));
humanoid_eyes(V, 0x004000FF, darkena(col, 0, 0xFF));
return false;
}
@ -1883,6 +1922,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VBS, shYeti, darkena(col, 0, 0xC0));
queuepoly(VHEAD1, shPHead, darkena(col, 1, 0XFF));
queuepoly(VHEAD, shPFace, 0xFFFFFF80 | UNTRANS);
humanoid_eyes(V, 0x000000FF, darkena(col, 0, 0xFF));
return false;
}
@ -1892,6 +1932,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VBS, shYeti, darkena(col, 0, 0xC0));
queuepoly(VHEAD1, shPHead, darkena(0xFF8000, 0, 0XFF));
queuepoly(VHEAD, shPFace, 0xFFFFFF80 | UNTRANS);
humanoid_eyes(V, 0x000000FF, darkena(col, 0, 0xFF));
return false;
}
@ -1901,6 +1942,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VBS, shWaterElemental, darkena(col, 0, 0xC0));
queuepoly(VHEAD1, shFemaleHair, darkena(col, 0, 0XFF));
queuepoly(VHEAD, shPFace, 0xF0000080 | UNTRANS);
humanoid_eyes(V, 0xD0D000FF, darkena(col, 1, 0xFF));
return false;
}
@ -1910,6 +1952,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VBS, shWaterElemental, watercolor(0));
queuepoly(VHEAD1, shFemaleHair, watercolor(100));
queuepoly(VHEAD, shPFace, watercolor(200));
humanoid_eyes(V, 0x0000FFFF, watercolor(150));
return false;
}
@ -1919,6 +1962,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VBS, shWaterElemental, darkena(firecolor(0), 0, 0xFF));
queuepoly(VHEAD1, shFemaleHair, darkena(firecolor(100), 0, 0xFF));
queuepoly(VHEAD, shPFace, darkena(firecolor(200), 0, 0xFF));
humanoid_eyes(V, darkena(firecolor(200), 0, 0xFF), darkena(firecolor(50), 0, 0xFF));
return false;
}
@ -1928,6 +1972,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VBS, shWaterElemental, darkena(col, 0, 0x80));
queuepoly(VHEAD1, shFemaleHair, darkena(col, 0, 0x80));
queuepoly(VHEAD, shPFace, darkena(col, 0, 0x80));
humanoid_eyes(V, 0xFFFFFFFF, darkena(col, 1, 0xFF));
return false;
}
@ -2001,6 +2046,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
int acol = col;
if(xch == 'D') acol = 0xD0D0D0;
queuepoly(VHEAD, shDemon, darkena(acol, 0, 0xFF));
humanoid_eyes(V, 0xFF0000FF, 0xC00000FF);
}
else if(isMagneticPole(m)) {
if(m == moNorthPole)
@ -2036,6 +2082,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col
queuepoly(VHEAD, shPFace, darkena(col, 0, cc));
if(m == moWitchFire) col = firecolor(300);
queuepoly(VBS, shWitchDress, darkena(col, 1, 0XC0));
humanoid_eyes(V, 0x000000FF);
}
// just for the HUD glyphs...