// Hyperbolic Rogue -- graphics // Copyright (C) 2011-2012 Zeno Rogue, see 'hyper.cpp' for details // basic graphics: int inmirrorcount = 0; bool wmspatial, wmescher, wmplain, wmblack, wmascii; bool mmspatial, mmhigh, mmmon, mmitem; int maxreclevel, reclevel; int detaillevel = 0; hookset *hooks_handleKey; hookset *hooks_drawcell; purehookset hooks_frame; #define WOLNIEJ 1 #define BTOFF 0x404040 #define BTON 0xC0C000 #define K(c) (c->type==6?0:1) // #define PANDORA int colorbar; bool inHighQual; // taking high quality screenshot bool auraNOGL; // aura without GL // int axestate; int ticks; int frameid; bool camelotcheat; eItem orbToTarget; eMonster monsterToSummon; int sightrange = 7; bool overgenerate = false; // generate a bigger area with high sightrange string mouseovers; int darken = 0; struct fallanim { int t_mon, t_floor, pid; eWall walltype; eMonster m; fallanim() { t_floor = 0; t_mon = 0; pid = 0; walltype = waNone; } }; map fallanims; bool doHighlight() { return (hiliteclick && darken < 2) ? !mmhigh : mmhigh; } eModel pmodel = mdDisk; int dlit; ld spina(cell *c, int dir) { return 2 * M_PI * dir / c->type; } // cloak color int cloakcolor(int rtr) { rtr -= 28; rtr /= 2; rtr %= 10; if(rtr < 0) rtr += 10; // rtr = time(NULL) % 10; int cc[10] = { 0x8080FF, 0x80FFFF, 0x80FF80, 0xFF8080, 0xFF80FF, 0xFFFF80, 0xFFFFC0, 0xFFD500, 0x421C52, 0 }; return cc[rtr]; } int firegradient(double p) { return gradient(0xFFFF00, 0xFF0000, 0, p, 1); } int firecolor(int phase) { return gradient(0xFFFF00, 0xFF0000, -1, sin((phase + ticks)/100.0), 1); } int watercolor(int phase) { return 0x0080C0FF + 256 * int(63 * sin((ticks + phase) / 50.)); } int aircolor(int phase) { return 0x8080FF00 | int(32 + 32 * sin(ticks/200.0 + 2 * phase * M_PI / (S21+.0))); } int fghostcolor(int phase, cell *c) { phase += (int)(size_t)c; phase %= 4000; if(phase<0) phase+=4000; if(phase < 1000) return gradient(0xFFFF80, 0xA0C0FF, 0, phase, 1000); else if(phase < 2000) return gradient(0xA0C0FF, 0xFF80FF, 1000, phase, 2000); else if(phase < 3000) return gradient(0xFF80FF, 0xFF8080, 2000, phase, 3000); else if(phase < 4000) return gradient(0xFF8080, 0xFFFF80, 3000, phase, 4000); return 0xFFD500; } int weakfirecolor(int phase) { return gradient(0xFF8000, 0xFF0000, -1, sin((phase + ticks)/500.0), 1); } int fc(int ph, int col, int z) { if(items[itOrbFire]) col = darkena(firecolor(ph), 0, 0xFF); if(items[itOrbAether]) col = (col &~0XFF) | (col&0xFF) / 2; for(int i=0; iland == laHalloween && !wmblack && !wmascii) col = 0; double d = it == itOrbShield ? hexf : hexf - .1; int mt = sphere ? 7 : 5; for(int a=0; a<=S84*mt; a++) curvepoint(V*ddi0(a, d + sin(ds + M_PI*2*a/4/mt)*.1)); queuecurve(darkena(col, 0, 0xFF), 0x8080808, PPR_LINE); } void drawSpeed(const transmatrix& V) { ld ds = ticks / 10.; int col = darkena(iinf[itOrbSpeed].color, 0, 0xFF); for(int b=0; bS42) z = S84-z; if(z <= 10) d += (10-z) * (10-z) * (10-z) / 3000.; ld rad = hexf * (2.5 + .5 * sin(ds+u*.3)) * d; curvepoint(V*ddi0(S42+hdir+a-1, rad)); } queuecurve(col, 0x8080808, PPR_LINE); } } void drawWinter(const transmatrix& V, int hdir) { float ds = ticks / 300.; int col = darkena(iinf[itOrbWinter].color, 0, 0xFF); for(int u=0; u<20; u++) { ld rad = 6 * sin(ds+u * 2 * M_PI / 20); queueline(V*ddi0(S42+hdir+rad, hexf*.5), V*ddi0(S42+hdir+rad, hexf*3), col, 2); } } void drawLightning(const transmatrix& V) { int col = darkena(iinf[itOrbLightning].color, 0, 0xFF); for(int u=0; u<20; u++) { ld leng = 0.5 / (0.1 + (rand() % 100) / 100.0); ld rad = rand() % S84; queueline(V*ddi0(rad, hexf*0.3), V*ddi0(rad, hexf*leng), col, 2); } } int displaydir(cell *c, int d) { if(euclid) return - d * S84 / c->type; else return S42 - d * S84 / c->type; } transmatrix ddspin(cell *c, int d, int bonus) { int hdir = displaydir(c, d) + bonus; return getspinmatrix(hdir); } transmatrix iddspin(cell *c, int d, int bonus = 0) { int hdir = displaydir(c, d) + bonus; return getspinmatrix(-hdir); } void drawPlayerEffects(const transmatrix& V, cell *c, bool onplayer) { if(!onplayer && !items[itOrbEmpathy]) return; if(items[itOrbShield] > (shmup::on ? 0 : ORBBASE)) drawShield(V, itOrbShield); if(items[itOrbShell] > (shmup::on ? 0 : ORBBASE)) drawShield(V, itOrbShell); if(items[itOrbSpeed]) drawSpeed(V); int ct = c->type; if(onplayer && (items[itOrbSword] || items[itOrbSword2])) { using namespace sword; double esh = euclid ? M_PI - M_PI*3/S84 + 2.5 * M_PI/S42: 0; if(shmup::on) { if(items[itOrbSword]) queuepoly(V*spin(esh+shmup::pc[multi::cpid]->swordangle), (peace::on ? shMagicShovel : shMagicSword), darkena(iinf[itOrbSword].color, 0, 0xC0 + 0x30 * sin(ticks / 200.0))); if(items[itOrbSword2]) queuepoly(V*spin(esh+shmup::pc[multi::cpid]->swordangle+M_PI), (peace::on ? shMagicShovel : shMagicSword), darkena(iinf[itOrbSword2].color, 0, 0xC0 + 0x30 * sin(ticks / 200.0))); } else { int& ang = angle[multi::cpid]; ang %= S42; transmatrix Vnow = gmatrix[c] * rgpushxto0(inverse(gmatrix[c]) * tC0(V)); if(!euclid) for(int a=0; a 0) { int tim = ticks - safetyat; if(tim > 2500) safetyat = 0; for(int u=tim; u<=2500; u++) { if((u-tim)%250) continue; ld rad = hexf * u / 250; int col = darkena(iinf[itOrbSafety].color, 0, 0xFF); for(int a=0; a= 1 && i <= 7) if(b) { d = darkena(col, 1, 0xFF); b = 0; } if(i >= 8 && i <= 11 && stuntime >= 3) continue; queuepoly(V, shTortoise[i][b+small], d); if((i >= 5 && i <= 7) || (i >= 9 && i <= 10)) queuepoly(V * Mirror, shTortoise[i][b+small], d); if(i == 8) { for(int k=0; k>= 1; } queuepoly(V, shTortoise[12][b+small], darkena(eyecolor, 0, 0xFF)); queuepoly(V * Mirror, shTortoise[12][b+small], darkena(eyecolor, 0, 0xFF)); } } } int getMatchColor(int bits) { int mcol = 1; double d = tortoise::getScent(bits); if(d > 0) mcol = 0xFFFFFF; else if(d < 0) mcol = 0; int dd = 0xFF * (atan(fabs(d)/2) / (M_PI/2)); return gradient(0x487830, mcol, 0, dd, 0xFF); } }; double footfun(double d) { d -= floor(d); return d < .25 ? d : d < .75 ? .5-d : d-1; } bool ivoryz; void animallegs(const transmatrix& V, eMonster mo, int col, double footphase) { footphase /= SCALE; bool dog = mo == moRunDog; bool bug = mo == moBug0 || mo == moMetalBeast; if(bug) footphase *= 2.5; double rightfoot = footfun(footphase / .4 / 2) / 4 * 2; double leftfoot = footfun(footphase / .4 / 2 - (bug ? .5 : dog ? .1 : .25)) / 4 * 2; if(bug) rightfoot /= 2.5, leftfoot /= 2.5; if(!footphase) rightfoot = leftfoot = 0; transmatrix VAML = mmscale(V, 1.04); hpcshape* sh[6][4] = { {&shDogFrontPaw, &shDogRearPaw, &shDogFrontLeg, &shDogRearLeg}, {&shWolfFrontPaw, &shWolfRearPaw, &shWolfFrontLeg, &shWolfRearLeg}, {&shReptileFrontFoot, &shReptileRearFoot, &shReptileFrontLeg, &shReptileRearLeg}, {&shBugLeg, NULL, NULL, NULL}, {&shTrylobiteFrontClaw, &shTrylobiteRearClaw, &shTrylobiteFrontLeg, &shTrylobiteRearLeg}, {&shBullFrontHoof, &shBullRearHoof, &shBullFrontHoof, &shBullRearHoof}, }; hpcshape **x = sh[mo == moRagingBull ? 5 : mo == moBug0 ? 3 : mo == moMetalBeast ? 4 : mo == moRunDog ? 0 : mo == moReptile ? 2 : 1]; if(x[0]) queuepolyat(V * xpush(rightfoot), *x[0], col, PPR_MONSTER_FOOT); if(x[0]) queuepolyat(V * Mirror * xpush(leftfoot), *x[0], col, PPR_MONSTER_FOOT); if(x[1]) queuepolyat(V * xpush(-rightfoot), *x[1], col, PPR_MONSTER_FOOT); if(x[1]) queuepolyat(V * Mirror * xpush(-leftfoot), *x[1], col, PPR_MONSTER_FOOT); if(x[2]) queuepolyat(VAML * xpush(rightfoot/2), *x[2], col, PPR_MONSTER_FOOT); if(x[2]) queuepolyat(VAML * Mirror * xpush(leftfoot/2), *x[2], col, PPR_MONSTER_FOOT); if(x[3]) queuepolyat(VAML * xpush(-rightfoot/2), *x[3], col, PPR_MONSTER_FOOT); if(x[3]) queuepolyat(VAML * Mirror * xpush(-leftfoot/2), *x[3], col, PPR_MONSTER_FOOT); } void ShadowV(const transmatrix& V, const hpcshape& bp, int prio) { if(mmspatial) { if(pmodel == mdHyperboloid || pmodel == mdBall) return; // shadows break the depth testing dynamicval p(poly_outline, OUTLINE_TRANS); queuepolyat(V, bp, SHADOW_MON, prio); } } void otherbodyparts(const transmatrix& V, int col, eMonster who, double footphase) { #define VFOOT V #define VLEG mmscale(V, geom3::LEG) #define VGROIN mmscale(V, geom3::GROIN) #define VBODY mmscale(V, geom3::BODY) #define VNECK mmscale(V, geom3::NECK) #define VHEAD mmscale(V, geom3::HEAD) #define VALEGS V #define VABODY mmscale(V, geom3::ABODY) #define VAHEAD mmscale(V, geom3::AHEAD) #define VFISH V #define VBIRD mmscale(V, geom3::BIRD + .05 * sin((int) (size_t(where)) + ticks / 1000.)) #define VGHOST mmscale(V, geom3::GHOST) #define VSLIMEEYE mscale(V, geom3::FLATEYE) // if(!mmspatial && !footphase && who != moSkeleton) return; footphase /= SCALE; double rightfoot = footfun(footphase / .4 / 2.5) / 4 * 2.5; // todo if(detaillevel >= 2) { transmatrix VL = mmscale(V, geom3::LEG1); queuepoly(VL * xpush(rightfoot*3/4), shHumanLeg, col); queuepoly(VL * Mirror * xpush(-rightfoot*3/4), shHumanLeg, col); } if(true) { transmatrix VL = mmscale(V, geom3::LEG); queuepoly(VL * xpush(rightfoot/2), shHumanLeg, col); queuepoly(VL * Mirror * xpush(-rightfoot/2), shHumanLeg, col); } if(detaillevel >= 2) { transmatrix VL = mmscale(V, geom3::LEG3); queuepoly(VL * xpush(rightfoot/4), shHumanLeg, col); queuepoly(VL * Mirror * xpush(-rightfoot/4), shHumanLeg, col); } if(who == moWaterElemental) { double fishtail = footfun(footphase / .4) / 4 * 1.5; queuepoly(VFOOT * xpush(fishtail), shFishTail, watercolor(100)); } else if(who == moSkeleton) { queuepoly(VFOOT * xpush(rightfoot), shSkeletalFoot, col); queuepoly(VFOOT * Mirror * xpush(-rightfoot), shSkeletalFoot, col); return; } else if(isTroll(who) || who == moMonkey || who == moYeti || who == moRatling || who == moRatlingAvenger || who == moGoblin) { queuepoly(VFOOT * xpush(rightfoot), shYetiFoot, col); queuepoly(VFOOT * Mirror * xpush(-rightfoot), shYetiFoot, col); } else { queuepoly(VFOOT * xpush(rightfoot), shHumanFoot, col); queuepoly(VFOOT * Mirror * xpush(-rightfoot), shHumanFoot, col); } if(!mmspatial) return; if(detaillevel >= 2 && who != moZombie) queuepoly(mmscale(V, geom3::NECK1), shHumanNeck, col); if(detaillevel >= 1) { queuepoly(VGROIN, shHumanGroin, col); if(who != moZombie) queuepoly(VNECK, shHumanNeck, col); } if(detaillevel >= 2) { queuepoly(mmscale(V, geom3::GROIN1), shHumanGroin, col); if(who != moZombie) queuepoly(mmscale(V, geom3::NECK3), shHumanNeck, col); } } bool drawstar(cell *c) { for(int t=0; ttype; t++) if(c->mov[t] && c->mov[t]->wall != waSulphur && c->mov[t]->wall != waSulphurC && c->mov[t]->wall != waBarrier) return false; return true; } bool drawItemType(eItem it, cell *c, const transmatrix& V, int icol, int ticks, bool hidden) { char xch = iinf[it].glyph; int ct6 = c ? c->type-6 : 1; hpcshape *xsh = (it == itPirate || it == itKraken) ? &shPirateX : (it == itBuggy || it == itBuggy2) ? &shPirateX : it == itHolyGrail ? &shGrail : isElementalShard(it) ? &shElementalShard : (it == itBombEgg || it == itTrollEgg) ? &shEgg : it == itHunting ? &shTriangle : it == itDodeca ? &shDodeca : xch == '*' ? &shGem[ct6] : xch == '(' ? &shKnife : it == itShard ? &shMFloor[0] : it == itTreat ? &shTreat : it == itSlime ? &shEgg : xch == '%' ? &shDaisy : xch == '$' ? &shStar : xch == ';' ? &shTriangle : xch == '!' ? &shTriangle : it == itBone ? &shNecro : it == itStatue ? &shStatue : it == itIvory ? &shFigurine : xch == '?' ? &shBookCover : it == itKey ? &shKey : it == itRevolver ? &shGun : NULL; if(c && doHighlight()) { int k = itemclass(it); if(k == IC_TREASURE) poly_outline = OUTLINE_TREASURE; else if(k == IC_ORB) poly_outline = OUTLINE_ORB; else poly_outline = OUTLINE_OTHER; } if(c && conformal::includeHistory && eq(c->aitmp, sval)) poly_outline = OUTLINE_DEAD; if(!mmitem && it) return true; else if(it == itSavedPrincess) { drawMonsterType(moPrincess, c, V, icol, 0); return false; } else if(it == itStrongWind) { queuepoly(V * spin(ticks / 750.), shFan, darkena(icol, 0, 255)); } else if(it == itWarning) { queuepoly(V * spin(ticks / 750.), shTriangle, darkena(icol, 0, 255)); } else if(it == itBabyTortoise) { int bits = c ? tortoise::babymap[c] : tortoise::last; int over = c && c->monst == moTortoise; tortoise::draw(V * spin(ticks / 5000.) * ypush(crossf*.15), bits, over ? 4 : 2, 0); // queuepoly(V, shHeptaMarker, darkena(tortoise::getMatchColor(bits), 0, 0xC0)); } else if(it == itCompass) { cell *c1 = findcompass(c); transmatrix V2; if(c1) { transmatrix P = shmup::ggmatrix(c1); hyperpoint P1 = tC0(P); if(isPlayerOn(c)) { queuechr(P1, 2*vid.fsize, 'X', 0x10100 * int(128 + 100 * sin(ticks / 150.))); // queuestr(V, 1, its(compassDist(c)), 0x10101 * int(128 - 100 * sin(ticks / 150.)), 1); queuestr(P1, vid.fsize, its(-compassDist(c)), 0x10101 * int(128 - 100 * sin(ticks / 150.))); addauraspecial(P1, 0x0000FF, 0); } V2 = V * rspintox(inverse(V) * P1); } else V2 = V; V2 = V2 * spin(M_PI * sin(ticks/100.) / 30); queuepoly(V2, shCompass1, 0xFF8080FF); queuepoly(V2, shCompass2, 0xFFFFFFFF); queuepoly(V2, shCompass3, 0xFF0000FF); queuepoly(V2 * pispin, shCompass3, 0x000000FF); xsh = NULL; } else if(it == itPalace) { transmatrix V2 = V * spin(ticks / 1500.); queuepoly(V2, shMFloor3[ct6], 0xFFD500FF); queuepoly(V2, shMFloor4[ct6], darkena(icol, 0, 0xFF)); queuepoly(V2, shGem[ct6], 0xFFD500FF); xsh = NULL; } else if(mapeditor::drawUserShape(V, 2, it, darkena(icol, 0, 0xFF), c)) ; else if(it == itRose) { for(int u=0; u<4; u++) queuepoly(V * spin(ticks / 1500.) * spin(2*M_PI / 3 / 4 * u), shRose, darkena(icol, 0, hidden ? 0x30 : 0xA0)); } else if(it == itBarrow && c) { for(int i = 0; ilandparam; i++) queuepolyat(V * spin(2 * M_PI * i / c->landparam) * xpush(.15) * spin(ticks / 1500.), *xsh, darkena(icol, 0, hidden ? 0x40 : (highwall(c) && wmspatial) ? 0x60 : 0xFF), PPR_HIDDEN); // queuepoly(V*spin(M_PI+(1-2*ang)*2*M_PI/S84), shMagicSword, darkena(0xC00000, 0, 0x80 + 0x70 * sin(ticks / 200.0))); } else if(xsh) { if(it == itFireShard) icol = firecolor(100); if(it == itWaterShard) icol = watercolor(100) >> 8; if(it == itZebra) icol = 0xFFFFFF; if(it == itLotus) icol = 0x101010; transmatrix V2 = V * spin(ticks / 1500.); if(xsh == &shBookCover && mmitem) queuepoly(V2, shBook, 0x805020FF); int pr = PPR_ITEM; int alpha = hidden ? (it == itKraken ? 0xC0 : 0x40) : 0xF0; if(c && c->wall == waIcewall) pr = PPR_HIDDEN, alpha = 0x80; queuepolyat(V2, *xsh, darkena(icol, 0, alpha), pr); if(it == itZebra) queuepolyat(V * spin(ticks / 1500. + M_PI/(ct6+6)), *xsh, darkena(0x202020, 0, hidden ? 0x40 : 0xF0), PPR_ITEMb); } else if(xch == 'o' || it == itInventory) { if(it == itOrbFire) icol = firecolor(100); int pr = PPR_ITEM; bool inice = c && c->wall == waIcewall; if(inice) pr = PPR_HIDDEN; queuepolyat(V, shDisk, darkena(icol, 0, inice ? 0x80 : hidden ? 0x20 : 0xC0), pr); if(it == itOrbFire) icol = firecolor(200); if(it == itOrbFriend || it == itOrbDiscord) icol = 0xC0C0C0; if(it == itOrbFrog) icol = 0xFF0000; if(it == itOrbDash) icol = 0xFF0000; if(it == itOrbFreedom) icol = 0xC0FF00; if(it == itOrbAir) icol = 0xFFFFFF; if(it == itOrbUndeath) icol = minf[moFriendlyGhost].color; if(it == itOrbRecall) icol = 0x101010; hpcshape& sh = it == itOrbLove ? shLoveRing : isRangedOrb(it) ? shTargetRing : isOffensiveOrb(it) ? shSawRing : isFriendOrb(it) ? shPeaceRing : isUtilityOrb(it) ? shGearRing : isDirectionalOrb(it) ? shSpearRing : it == itOrb37 ? shHeptaRing : shRing; queuepolyat(V * spin(ticks / 1500.), sh, darkena(icol, 0, int(0x80 + 0x70 * sin(ticks / 300.))), pr); } else if(it) return true; return false; } void drawTerraWarrior(const transmatrix& V, int t, int hp, double footphase) { ShadowV(V, shPBody); int col = linf[laTerracotta].color; int bcol = darkena(false ? 0xC0B23E : col, 0, 0xFF); otherbodyparts(V, bcol, moDesertman, footphase); queuepoly(VBODY, shPBody, bcol); if(!peace::on) queuepoly(VBODY * Mirror, shPSword, darkena(0xC0C0C0, 0, 0xFF)); queuepoly(VBODY, shTerraArmor1, darkena(t > 0 ? 0x4040FF : col, 0, 0xFF)); if(hp >= 4) queuepoly(VBODY, shTerraArmor2, darkena(t > 1 ? 0xC00000 : col, 0, 0xFF)); if(hp >= 2) queuepoly(VBODY, shTerraArmor3, darkena(t > 2 ? 0x612600 : col, 0, 0xFF)); queuepoly(VHEAD, shTerraHead, darkena(t > 4 ? 0x202020 : t > 3 ? 0x504040 : col, 0, 0xFF)); queuepoly(VHEAD, shPFace, bcol); } bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, int col, double footphase) { char xch = minf[m].glyph; if(m == moTortoise && where && where->stuntime >= 3) drawStunStars(V, where->stuntime-2); else if (m == moTortoise || m == moPlayer || (where && !where->stuntime)) ; else if(where && !(isMetalBeast(m) && where->stuntime == 1)) drawStunStars(V, where->stuntime); if(m == moTortoise) { int bits = where ? tortoise::getb(where) : tortoise::last; tortoise::draw(V, bits, 0, where ? where->stuntime : 0); if(tortoise::seek() && !tortoise::diff(bits) && where) queuepoly(V, shRing, darkena(0xFFFFFF, 0, 0x80 + 0x70 * sin(ticks / 200.0))); } else if(m == moPlayer) { charstyle& cs = getcs(); bool havus = mapeditor::drawUserShape(V, 0, cs.charid, cs.skincolor, where); if(mapeditor::drawplayer && !havus) { if(cs.charid >= 8) { if(!mmspatial && !footphase) queuepoly(VALEGS, shWolfLegs, fc(150, cs.dresscolor, 4)); else { ShadowV(V, shWolfBody); animallegs(VALEGS, moWolf, fc(500, cs.dresscolor, 4), footphase); } queuepoly(VABODY, shWolfBody, fc(0, cs.skincolor, 0)); queuepoly(VAHEAD, shFamiliarHead, fc(500, cs.haircolor, 2)); if(!shmup::on || shmup::curtime >= shmup::getPlayer()->nextshot) { int col = items[itOrbDiscord] ? watercolor(0) : fc(314, cs.swordcolor, 3); queuepoly(VAHEAD, shFamiliarEye, col); queuepoly(VAHEAD * Mirror, shFamiliarEye, col); } } else if(cs.charid >= 6) { if(!mmspatial && !footphase) queuepoly(VABODY, shDogBody, fc(0, cs.skincolor, 0)); else { ShadowV(V, shDogTorso); animallegs(VALEGS, moRunDog, fc(500, cs.dresscolor, 4), footphase); queuepoly(VABODY, shDogTorso, fc(0, cs.skincolor, 0)); } queuepoly(VAHEAD, shDogHead, fc(150, cs.haircolor, 2)); if(!shmup::on || shmup::curtime >= shmup::getPlayer()->nextshot) { int col = items[itOrbDiscord] ? watercolor(0) : fc(314, cs.swordcolor, 3); queuepoly(VAHEAD, shWolf1, col); queuepoly(VAHEAD, shWolf2, col); queuepoly(VAHEAD, shWolf3, col); } } else if(cs.charid >= 4) { if(!mmspatial && !footphase) queuepoly(VALEGS, shCatLegs, fc(500, cs.dresscolor, 4)); else { ShadowV(V, shCatBody); animallegs(VALEGS, moRunDog, fc(500, cs.dresscolor, 4), footphase); } queuepoly(VABODY, shCatBody, fc(0, cs.skincolor, 0)); queuepoly(VAHEAD, shCatHead, fc(150, cs.haircolor, 2)); if(!shmup::on || shmup::curtime >= shmup::getPlayer()->nextshot) { int col = items[itOrbDiscord] ? watercolor(0) : fc(314, cs.swordcolor, 3); queuepoly(VAHEAD * xpush(.04), shWolf1, col); queuepoly(VAHEAD * xpush(.04), shWolf2, col); } } else { otherbodyparts(V, fc(0, cs.skincolor, 0), items[itOrbFish] ? moWaterElemental : moPlayer, footphase); queuepoly(VBODY, (cs.charid&1) ? shFemaleBody : shPBody, fc(0, cs.skincolor, 0)); ShadowV(V, (cs.charid&1) ? shFemaleBody : shPBody); if(cs.charid&1) queuepoly(VBODY, shFemaleDress, fc(500, cs.dresscolor, 4)); if(cs.charid == 2) queuepoly(VBODY, shPrinceDress, fc(400, cs.dresscolor, 5)); if(cs.charid == 3) queuepoly(VBODY, shPrincessDress, fc(400, cs.dresscolor2, 5)); if(items[itOrbHorns]) { queuepoly(VBODY, shBullHead, items[itOrbDiscord] ? watercolor(0) : 0xFF000030); queuepoly(VBODY, shBullHorn, items[itOrbDiscord] ? watercolor(0) : 0xFF000040); queuepoly(VBODY * Mirror, shBullHorn, items[itOrbDiscord] ? watercolor(0) : 0xFF000040); } if(peace::on) ; else if(items[itOrbThorns]) queuepoly(VBODY, shHedgehogBladePlayer, items[itOrbDiscord] ? watercolor(0) : 0x00FF00FF); else if(!shmup::on && items[itOrbDiscord]) queuepoly(VBODY, cs.charid >= 2 ? shSabre : shPSword, watercolor(0)); else if(items[itRevolver]) queuepoly(VBODY, shGunInHand, fc(314, cs.swordcolor, 3)); // 3 not colored else if(!shmup::on) queuepoly(VBODY, cs.charid >= 2 ? shSabre : shPSword, fc(314, cs.swordcolor, 3)); // 3 not colored else if(shmup::curtime >= shmup::getPlayer()->nextshot) queuepoly(VBODY, shPKnife, fc(314, cs.swordcolor, 3)); // 3 not colored if(items[itOrbBeauty]) { if(cs.charid&1) queuepoly(VHEAD, shFlowerHair, darkena(iinf[itOrbBeauty].color, 0, 0xFF)); else queuepoly(VBODY, shFlowerHand, darkena(iinf[itOrbBeauty].color, 0, 0xFF)); } if(where && where->land == laWildWest) { queuepoly(VHEAD, shWestHat1, darkena(cs.swordcolor, 1, 0XFF)); queuepoly(VHEAD, shWestHat2, darkena(cs.swordcolor, 0, 0XFF)); } if(cheater && !autocheat) { queuepoly(VHEAD, (cs.charid&1) ? shGoatHead : shDemon, darkena(0xFFFF00, 0, 0xFF)); // queuepoly(V, shHood, darkena(0xFF00, 1, 0xFF)); } else { queuepoly(VHEAD, shPFace, fc(500, cs.skincolor, 1)); queuepoly(VHEAD, (cs.charid&1) ? shFemaleHair : shPHead, fc(150, cs.haircolor, 2)); } } if(knighted) queuepoly(VBODY, shKnightCloak, darkena(cloakcolor(knighted), 1, 0xFF)); if(tortoise::seek()) tortoise::draw(VBODY * ypush(-crossf*.25), tortoise::seekbits, 4, 0); } } else if(mapeditor::drawUserShape(V, 1, m, darkena(col, 0, 0xFF), where)) return false; else if(isMimic(m) || m == moShadow || m == moIllusion) { charstyle& cs = getcs(); if(mapeditor::drawUserShape(V, 0, (cs.charid&1)?1:0, darkena(col, 0, 0x80), where)) return false; if(cs.charid >= 8) { queuepoly(VABODY, shWolfBody, darkena(col, 0, 0xC0)); ShadowV(V, shWolfBody); if(mmspatial || footphase) animallegs(VALEGS, moWolf, darkena(col, 0, 0xC0), footphase); else queuepoly(VABODY, shWolfLegs, darkena(col, 0, 0xC0)); queuepoly(VABODY, shFamiliarHead, darkena(col, 0, 0xC0)); queuepoly(VAHEAD, shFamiliarEye, darkena(col, 0, 0xC0)); queuepoly(VAHEAD * Mirror, shFamiliarEye, darkena(col, 0, 0xC0)); } else if(cs.charid >= 6) { ShadowV(V, shDogBody); queuepoly(VAHEAD, shDogHead, darkena(col, 0, 0xC0)); if(mmspatial || footphase) { animallegs(VALEGS, moRunDog, darkena(col, 0, 0xC0), footphase); queuepoly(VABODY, shDogTorso, darkena(col, 0, 0xC0)); } else queuepoly(VABODY, shDogBody, darkena(col, 0, 0xC0)); queuepoly(VABODY, shWolf1, darkena(col, 1, 0xC0)); queuepoly(VABODY, shWolf2, darkena(col, 1, 0xC0)); queuepoly(VABODY, shWolf3, darkena(col, 1, 0xC0)); } else if(cs.charid >= 4) { ShadowV(V, shCatBody); queuepoly(VABODY, shCatBody, darkena(col, 0, 0xC0)); queuepoly(VAHEAD, shCatHead, darkena(col, 0, 0xC0)); if(mmspatial || footphase) animallegs(VALEGS, moRunDog, darkena(col, 0, 0xC0), footphase); else queuepoly(VALEGS, shCatLegs, darkena(col, 0, 0xC0)); queuepoly(VAHEAD * xpush(.04), shWolf1, darkena(col, 1, 0xC0)); queuepoly(VAHEAD * xpush(.04), shWolf2, darkena(col, 1, 0xC0)); } else { otherbodyparts(V, darkena(col, 0, 0x40), m, footphase); queuepoly(VBODY, (cs.charid&1) ? shFemaleBody : shPBody, darkena(col, 0, 0X80)); if(!shmup::on) { if(items[itOrbThorns] && items[itOrbEmpathy]) queuepoly(VBODY, shHedgehogBladePlayer, darkena(col, 0, 0x40)); queuepoly(VBODY, (cs.charid >= 2 ? shSabre : shPSword), darkena(col, 0, 0XC0)); } else if(!where || shmup::curtime >= shmup::getPlayer()->nextshot) queuepoly(VBODY, shPKnife, darkena(col, 0, 0XC0)); queuepoly(VHEAD, (cs.charid&1) ? shFemaleHair : shPHead, darkena(col, 1, 0XC0)); queuepoly(VHEAD, shPFace, darkena(col, 0, 0XC0)); if(cs.charid&1) queuepoly(VBODY, shFemaleDress, darkena(col, 1, 0XC0)); if(cs.charid == 2) queuepoly(VBODY, shPrinceDress, darkena(col, 1, 0XC0)); if(cs.charid == 3) queuepoly(VBODY, shPrincessDress, darkena(col, 1, 0XC0)); } } else if(m == moBullet) { ShadowV(V, shKnife); queuepoly(VBODY * spin(-M_PI/4), shKnife, getcs().swordcolor); } else if(m == moKnight || m == moKnightMoved) { ShadowV(V, shPBody); otherbodyparts(V, darkena(0xC0C0A0, 0, 0xC0), m, footphase); queuepoly(VBODY, shPBody, darkena(0xC0C0A0, 0, 0xC0)); queuepoly(VBODY, shPSword, darkena(0xFFFF00, 0, 0xFF)); queuepoly(VBODY, shKnightArmor, darkena(0xD0D0D0, 1, 0xFF)); int col; if(!euclid && where && where->master->alt) col = cloakcolor(roundTableRadius(where)); else col = cloakcolor(newRoundTableRadius()); queuepoly(VBODY, shKnightCloak, darkena(col, 1, 0xFF)); queuepoly(VHEAD, shPHead, darkena(0x703800, 1, 0XFF)); queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF)); return false; } else if(m == moGolem || m == moGolemMoved) { ShadowV(V, shPBody); otherbodyparts(V, darkena(col, 1, 0XC0), m, footphase); queuepoly(VBODY, shPBody, darkena(col, 0, 0XC0)); queuepoly(VHEAD, shGolemhead, darkena(col, 1, 0XFF)); } else if(isPrincess(m) || m == moFalsePrincess || m == moRoseLady || m == moRoseBeauty) { bool girl = princessgender() == GEN_F; bool evil = !isPrincess(m); int facecolor = evil ? 0xC0B090FF : 0xD0C080FF; ShadowV(V, girl ? shFemaleBody : shPBody); otherbodyparts(V, facecolor, m, footphase); queuepoly(VBODY, girl ? shFemaleBody : shPBody, facecolor); if(m == moPrincessArmed) queuepoly(VBODY, vid.cs.charid < 2 ? shSabre : shPSword, 0xFFFFFFFF); if((m == moFalsePrincess || m == moRoseBeauty) && where && where->cpdist == 1) queuepoly(VBODY, shPKnife, 0xFFFFFFFF); if(m == moRoseLady) { queuepoly(VBODY, shPKnife, 0xFFFFFFFF); queuepoly(VBODY * Mirror, shPKnife, 0xFFFFFFFF); } if(girl) { queuepoly(VBODY, shFemaleDress, evil ? 0xC000C0FF : 0x00C000FF); if(vid.cs.charid < 2) queuepoly(VBODY, shPrincessDress, evil ? 0xC040C0C0 : 0x8080FFC0); } else { if(vid.cs.charid < 2) queuepoly(VBODY, shPrinceDress, evil ? 0x802080FF : 0x404040FF); } if(m == moRoseLady) { // queuepoly(V, girl ? shGoatHead : shDemon, 0x800000FF); queuepoly(VHEAD, girl ? shFemaleHair : shPHead, evil ? 0x500050FF : 0x332A22FF); } else if(m == moRoseBeauty) { if(girl) { queuepoly(VHEAD, shBeautyHair, 0xF0A0D0FF); queuepoly(VHEAD, shFlowerHair, 0xC00000FF); } else { queuepoly(VHEAD, shPHead, 0xF0A0D0FF); queuepoly(VBODY, shFlowerHand, 0xC00000FF); queuepoly(VBODY, shSuspenders, 0xC00000FF); } } else { queuepoly(VHEAD, girl ? shFemaleHair : shPHead, evil ? 0xC00000FF : 0x332A22FF); } queuepoly(VHEAD, shPFace, facecolor); } else if(m == moWolf || m == moRedFox || m == moWolfMoved || m == moLavaWolf) { ShadowV(V, shWolfBody); if(mmspatial || footphase) animallegs(VALEGS, moWolf, darkena(col, 0, 0xFF), footphase); else queuepoly(VALEGS, shWolfLegs, darkena(col, 0, 0xFF)); queuepoly(VABODY, shWolfBody, darkena(col, 0, 0xFF)); queuepoly(VAHEAD, shWolfHead, darkena(col, 0, 0xFF)); queuepoly(VAHEAD, shWolfEyes, darkena(col, 3, 0xFF)); } else if(isBull(m)) { ShadowV(V, shBullBody); int hoofcol = darkena(gradient(0, col, 0, .65, 1), 0, 0xFF); if(mmspatial || footphase) animallegs(VALEGS, moRagingBull, hoofcol, footphase); queuepoly(VABODY, shBullBody, darkena(gradient(0, col, 0, .80, 1), 0, 0xFF)); queuepoly(VAHEAD, shBullHead, darkena(col, 0, 0xFF)); queuepoly(VAHEAD, shBullHorn, darkena(0xFFFFFF, 0, 0xFF)); queuepoly(VAHEAD * Mirror, shBullHorn, darkena(0xFFFFFF, 0, 0xFF)); } else if(m == moReptile) { ShadowV(V, shReptileBody); animallegs(VALEGS, moReptile, darkena(col, 0, 0xFF), footphase); queuepoly(VABODY, shReptileBody, darkena(col, 0, 0xFF)); queuepoly(VAHEAD, shReptileHead, darkena(col, 0, 0xFF)); queuepoly(VAHEAD, shReptileEye, darkena(col, 3, 0xFF)); queuepoly(VAHEAD * Mirror, shReptileEye, darkena(col, 3, 0xFF)); queuepoly(VABODY, shReptileTail, darkena(col, 2, 0xFF)); } else if(m == moSalamander) { ShadowV(V, shReptileBody); animallegs(VALEGS, moReptile, darkena(0xD00000, 1, 0xFF), footphase); queuepoly(VABODY, shReptileBody, darkena(0xD00000, 0, 0xFF)); queuepoly(VAHEAD, shReptileHead, darkena(0xD00000, 1, 0xFF)); queuepoly(VAHEAD, shReptileEye, darkena(0xD00000, 0, 0xFF)); queuepoly(VAHEAD * Mirror, shReptileEye, darkena(0xD00000, 0, 0xFF)); queuepoly(VABODY, shReptileTail, darkena(0xD08000, 0, 0xFF)); } else if(m == moVineBeast) { ShadowV(V, shWolfBody); if(mmspatial || footphase) animallegs(VALEGS, moWolf, 0x00FF00FF, footphase); else queuepoly(VALEGS, shWolfLegs, 0x00FF00FF); queuepoly(VABODY, shWolfBody, darkena(col, 1, 0xFF)); queuepoly(VAHEAD, shWolfHead, darkena(col, 0, 0xFF)); queuepoly(VAHEAD, shWolfEyes, 0xFF0000FF); } else if(m == moMouse || m == moMouseMoved) { queuepoly(VALEGS, shMouse, darkena(col, 0, 0xFF)); queuepoly(VALEGS, shMouseLegs, darkena(col, 1, 0xFF)); queuepoly(VALEGS, shMouseEyes, 0xFF); } else if(isBug(m)) { ShadowV(V, shBugBody); if(!mmspatial && !footphase) queuepoly(VABODY, shBugBody, darkena(col, 0, 0xFF)); else { animallegs(VALEGS, moBug0, darkena(col, 0, 0xFF), footphase); queuepoly(VABODY, shBugAntenna, darkena(col, 1, 0xFF)); } queuepoly(VABODY, shBugArmor, darkena(col, 1, 0xFF)); } else if(m == moRunDog || m == moHunterDog || m == moHunterGuard) { if(!mmspatial && !footphase) queuepoly(VABODY, shDogBody, darkena(col, 0, 0xFF)); else { ShadowV(V, shDogTorso); queuepoly(VABODY, shDogTorso, darkena(col, 0, 0xFF)); animallegs(VALEGS, moRunDog, darkena(col, 0, 0xFF), footphase); } queuepoly(VAHEAD, shDogHead, darkena(col, 0, 0xFF)); { dynamicval dp(poly_outline); dynamicval dw(minwidth_global); bool redeyes = m != moRunDog; int eyes = darkena(redeyes ? 0xFF0000 : 0x202020, 0, 0xFF); if(redeyes) poly_outline = eyes, minwidth_global = 1; queuepoly(VAHEAD, shWolf1, eyes); queuepoly(VAHEAD, shWolf2, eyes); } queuepoly(VAHEAD, shWolf3, darkena(m == moRunDog ? 0x202020 : 0x000000, 0, 0xFF)); } else if(m == moOrangeDog) { if(!mmspatial && !footphase) queuepoly(VABODY, shDogBody, darkena(0xFFFFFF, 0, 0xFF)); else { ShadowV(V, shDogTorso); queuepoly(VABODY, shDogTorso, darkena(0xFFFFFF, 0, 0xFF)); animallegs(VALEGS, moRunDog, darkena(0xFFFFFF, 0, 0xFF), footphase); } queuepoly(VAHEAD, shDogHead, darkena(0xFFFFFF, 0, 0xFF)); queuepoly(VABODY, shDogStripes, darkena(0x303030, 0, 0xFF)); queuepoly(VAHEAD, shWolf1, darkena(0x202020, 0, 0xFF)); queuepoly(VAHEAD, shWolf2, darkena(0x202020, 0, 0xFF)); queuepoly(VAHEAD, shWolf3, darkena(0x202020, 0, 0xFF)); } else if(m == moShark || m == moGreaterShark || m == moCShark) queuepoly(VFISH, shShark, darkena(col, 0, 0xFF)); else if(m == moEagle || m == moParrot || m == moBomberbird || m == moAlbatross || m == moTameBomberbird || m == moWindCrow || m == moTameBomberbirdMoved || m == moSandBird) { ShadowV(V, shEagle); queuepoly(VBIRD, shEagle, darkena(col, 0, 0xFF)); } else if(m == moSparrowhawk) { ShadowV(V, shHawk); queuepoly(VBIRD, shHawk, darkena(col, 0, 0xFF)); } else if(m == moButterfly) { transmatrix Vwing = Id; Vwing[1][1] = .85 + .15 * sin(ticks / 100.0); ShadowV(V * Vwing, shButterflyWing); queuepoly(VBIRD * Vwing, shButterflyWing, darkena(col, 0, 0xFF)); queuepoly(VBIRD, shButterflyBody, darkena(col, 2, 0xFF)); } else if(m == moGadfly) { transmatrix Vwing = Id; Vwing[1][1] = .85 + .15 * sin(ticks / 100.0); ShadowV(V * Vwing, shGadflyWing); queuepoly(VBIRD * Vwing, shGadflyWing, darkena(col, 0, 0xFF)); queuepoly(VBIRD, shGadflyBody, darkena(col, 1, 0xFF)); queuepoly(VBIRD, shGadflyEye, darkena(col, 2, 0xFF)); queuepoly(VBIRD * Mirror, shGadflyEye, darkena(col, 2, 0xFF)); } else if(m == moVampire || m == moBat) { // vampires have no shadow and no mirror images if(m == moBat) ShadowV(V, shBatWings); if(m == moBat || !inmirrorcount) { queuepoly(VBIRD, shBatWings, darkena(0x303030, 0, 0xFF)); queuepoly(VBIRD, shBatBody, darkena(0x606060, 0, 0xFF)); } /* queuepoly(V, shBatMouth, darkena(0xC00000, 0, 0xFF)); queuepoly(V, shBatFang, darkena(0xFFC0C0, 0, 0xFF)); queuepoly(V*Mirror, shBatFang, darkena(0xFFC0C0, 0, 0xFF)); queuepoly(V, shBatEye, darkena(00000000, 0, 0xFF)); queuepoly(V*Mirror, shBatEye, darkena(00000000, 0, 0xFF)); */ } else if(m == moGargoyle) { ShadowV(V, shGargoyleWings); queuepoly(VBIRD, shGargoyleWings, darkena(col, 0, 0xD0)); queuepoly(VBIRD, shGargoyleBody, darkena(col, 0, 0xFF)); } else if(m == moZombie) { int c = darkena(col, where && where->land == laHalloween ? 1 : 0, 0xFF); otherbodyparts(V, c, m, footphase); ShadowV(V, shPBody); queuepoly(VBODY, shPBody, c); } else if(m == moTerraWarrior) drawTerraWarrior(V, 7, (where ? where->hitpoints : 7), footphase); else if(m == moDesertman) { otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase); ShadowV(V, shPBody); queuepoly(VBODY, shPBody, darkena(col, 0, 0xC0)); if(!peace::on) queuepoly(VBODY, shPSword, 0xFFFF00FF); queuepoly(VHEAD, shHood, 0xD0D000C0); } else if(m == moPalace || m == moFatGuard || m == moVizier || m == moSkeleton) { queuepoly(VBODY, shSabre, 0xFFFFFFFF); if(m == moSkeleton) { otherbodyparts(V, darkena(0xFFFFFF, 0, 0xFF), moSkeleton, footphase); queuepoly(VBODY, shSkeletonBody, darkena(0xFFFFFF, 0, 0xFF)); queuepoly(VHEAD, shSkull, darkena(0xFFFFFF, 0, 0xFF)); queuepoly(VHEAD, shSkullEyes, darkena(0, 0, 0xFF)); ShadowV(V, shSkeletonBody); } else { ShadowV(V, shPBody); otherbodyparts(V, darkena(0xFFD500, 0, 0xFF), m, footphase); if(m == moFatGuard) { queuepoly(VBODY, shFatBody, darkena(0xC06000, 0, 0xFF)); col = 0xFFFFFF; if(!where || where->hitpoints >= 3) queuepoly(VBODY, shKnightCloak, darkena(0xFFC0C0, 1, 0xFF)); } else { queuepoly(VBODY, shPBody, darkena(0xFFD500, 0, 0xFF)); queuepoly(VBODY, shKnightArmor, m == moVizier ? 0xC000C0FF : darkena(0x00C000, 1, 0xFF)); if(where && where->hitpoints >= 3) queuepoly(VBODY, shKnightCloak, m == moVizier ? 0x800080Ff : darkena(0x00FF00, 1, 0xFF)); } queuepoly(VHEAD, shTurban1, darkena(col, 1, 0xFF)); if(!where || where->hitpoints >= 2) queuepoly(VHEAD, shTurban2, darkena(col, 0, 0xFF)); } drawStunStars(V, where ? where->stuntime : 0); } else if(m == moCrystalSage) { otherbodyparts(V, 0xFFFFFFFF, m, footphase); ShadowV(V, shPBody); queuepoly(VBODY, shPBody, 0xFFFFFFFF); queuepoly(VHEAD, shPHead, 0xFFFFFFFF); queuepoly(VHEAD, shPFace, 0xFFFFFFFF); } else if(m == moHedge) { ShadowV(V, shPBody); otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); queuepoly(VBODY, shPBody, darkena(col, 0, 0xFF)); queuepoly(VBODY, shHedgehogBlade, 0xC0C0C0FF); queuepoly(VHEAD, shPHead, 0x804000FF); queuepoly(VHEAD, shPFace, 0xF09000FF); } else if(m == moYeti || m == moMonkey) { otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase); ShadowV(V, shPBody); queuepoly(VBODY, shYeti, darkena(col, 0, 0xC0)); queuepoly(VHEAD, shPHead, darkena(col, 0, 0xFF)); } else if(m == moResearcher) { otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, shPBody); queuepoly(VBODY, shPBody, darkena(0xFFFF00, 0, 0xC0)); queuepoly(VHEAD, shAztecHead, darkena(col, 0, 0xFF)); queuepoly(VHEAD, shAztecCap, darkena(0xC000C0, 0, 0xFF)); } else if(m == moFamiliar) { /* queuepoly(V, shFemaleBody, darkena(0xC0B070, 0, 0xFF)); queuepoly(V, shPFace, darkena(0xC0B070, 0, 0XFF)); queuepoly(V, shWizardCape1, 0x601000FF); queuepoly(V, shWizardCape2, 0x781800FF); queuepoly(V, shWizardHat1, 0x902000FF); queuepoly(V, shWizardHat2, 0xA82800FF); */ // queuepoly(V, shCatBody, darkena(0x601000, 0, 0xFF)); // queuepoly(V, shGargoyleBody, darkena(0x903000, 0, 0xFF)); ShadowV(V, shWolfBody); queuepoly(VABODY, shWolfBody, darkena(0xA03000, 0, 0xFF)); if(mmspatial || footphase) animallegs(VALEGS, moWolf, darkena(0xC04000, 0, 0xFF), footphase); else queuepoly(VALEGS, shWolfLegs, darkena(0xC04000, 0, 0xFF)); queuepoly(VAHEAD, shFamiliarHead, darkena(0xC04000, 0, 0xFF)); // queuepoly(V, shCatLegs, darkena(0x902000, 0, 0xFF)); if(true) { queuepoly(VAHEAD, shFamiliarEye, darkena(0xFFFF000, 0, 0xFF)); queuepoly(VAHEAD * Mirror, shFamiliarEye, darkena(0xFFFF000, 0, 0xFF)); } } else if(m == moRanger) { ShadowV(V, shPBody); otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); queuepoly(VBODY, shPBody, darkena(col, 0, 0xC0)); if(!peace::on) queuepoly(VBODY, shPSword, darkena(col, 0, 0xFF)); queuepoly(VHEAD, shArmor, darkena(col, 1, 0xFF)); } else if(m == moNarciss) { ShadowV(V, shPBody); otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); queuepoly(VBODY, shFlowerHand, darkena(col, 0, 0xFF)); queuepoly(VBODY, shPBody, 0xFFE080FF); if(!peace::on) queuepoly(VBODY, shPKnife, 0xC0C0C0FF); queuepoly(VHEAD, shPFace, 0xFFE080FF); queuepoly(VHEAD, shPHead, 0x806A00FF); } else if(m == moMirrorSpirit) { ShadowV(V, shPBody); otherbodyparts(V, darkena(col, 0, 0x90), m, footphase); queuepoly(VBODY, shPBody, darkena(col, 0, 0x90)); if(!peace::on) queuepoly(VBODY * Mirror, shPSword, darkena(col, 0, 0xD0)); queuepoly(VHEAD, shPHead, darkena(col, 1, 0x90)); queuepoly(VHEAD, shPFace, darkena(col, 1, 0x90)); queuepoly(VHEAD, shArmor, darkena(col, 0, 0xC0)); } else if(m == moJiangshi) { ShadowV(V, shJiangShi); auto z2 = geom3::lev_to_factor(abs(sin(footphase * M_PI * 2)) * geom3::human_height); auto V0 = V; 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(VHEAD, shTerraHead, darkena(0x101010, 0, 0xFF)); queuepoly(VHEAD, shPFace, darkena(col, 0, 0xFF)); queuepoly(VHEAD, shJiangShiCap1, darkena(0x800000, 0, 0xFF)); queuepoly(VHEAD, shJiangShiCap2, darkena(0x400000, 0, 0xFF)); } else if(m == moGhost || m == moSeep || m == moFriendlyGhost) { if(m == moFriendlyGhost) col = fghostcolor(ticks, where); queuepoly(VGHOST, shGhost, darkena(col, 0, m == moFriendlyGhost ? 0xC0 : 0x80)); queuepoly(VGHOST, shEyes, 0xFF); } else if(m == moVineSpirit) { queuepoly(VGHOST, shGhost, 0xD0D0D0C0); queuepoly(VGHOST, shEyes, 0xFF0000FF); } else if(m == moFireFairy) { col = firecolor(0); otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, shFemaleBody); queuepoly(VBODY, shFemaleBody, darkena(col, 0, 0XC0)); queuepoly(VHEAD, shWitchHair, darkena(col, 1, 0xFF)); queuepoly(VHEAD, shPFace, darkena(col, 0, 0XFF)); } else if(m == moSlime) { queuepoly(VFISH, shSlime, darkena(col, 0, 0x80)); queuepoly(VSLIMEEYE, shEyes, 0xFF); } else if(m == moKrakenH) { queuepoly(VFISH, shKrakenHead, darkena(col, 0, 0xD0)); queuepoly(VFISH, shKrakenEye, 0xFFFFFFC0); queuepoly(VFISH, shKrakenEye2, 0xC0); queuepoly(VFISH * Mirror, shKrakenEye, 0xFFFFFFC0); queuepoly(VFISH * Mirror, shKrakenEye2, 0xC0); } else if(m == moKrakenT) { queuepoly(VFISH, shSeaTentacle, darkena(col, 0, 0xD0)); } else if(m == moCultist || m == moPyroCultist || m == moCultistLeader) { otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); ShadowV(V, shPBody); queuepoly(VBODY, shPBody, darkena(col, 0, 0xC0)); if(!peace::on) queuepoly(VBODY, shPSword, darkena(col, 2, 0xFF)); queuepoly(VHEAD, shHood, darkena(col, 1, 0xFF)); } else if(m == moPirate) { otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, shPBody); queuepoly(VBODY, shPBody, darkena(0x404040, 0, 0xFF)); queuepoly(VBODY, 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)); } else if(m == moRatling || m == moRatlingAvenger) { otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, shYeti); queuepoly(VLEG, shRatTail, darkena(col, 0, 0xFF)); queuepoly(VBODY, shYeti, darkena(col, 1, 0xFF)); queuepoly(VHEAD, shRatHead, darkena(col, 0, 0xFF)); float t = sin(ticks / 1000.0 + (where ? where->cpdist : 0)); int eyecol = t > 0.92 ? 0xFF0000 : 0; queuepoly(VHEAD, shWolf1, darkena(eyecol, 0, 0xFF)); queuepoly(VHEAD, shWolf2, darkena(eyecol, 0, 0xFF)); queuepoly(VHEAD, shWolf3, darkena(0x202020, 0, 0xFF)); if(m == moRatlingAvenger) { queuepoly(VBODY, shRatCape1, 0x303030FF); queuepoly(VHEAD, shRatCape2, 0x484848FF); } } else if(m == moViking) { otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); ShadowV(V, shPBody); queuepoly(VBODY, shPBody, darkena(0xE00000, 0, 0xFF)); if(!peace::on) queuepoly(VBODY, shPSword, darkena(0xD0D0D0, 0, 0xFF)); queuepoly(VBODY, shKnightCloak, darkena(0x404040, 0, 0xFF)); queuepoly(VHEAD, shVikingHelmet, darkena(0xC0C0C0, 0, 0XFF)); queuepoly(VHEAD, shPFace, darkena(0xFFFF80, 0, 0xFF)); } else if(m == moOutlaw) { otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); ShadowV(V, shPBody); queuepoly(VBODY, shPBody, darkena(col, 0, 0xFF)); queuepoly(VBODY, 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)); } else if(m == moNecromancer) { otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, shPBody); queuepoly(VBODY, shPBody, 0xC00000C0); queuepoly(VHEAD, shHood, darkena(col, 1, 0xFF)); } else if(m == moDraugr) { otherbodyparts(V, 0x483828D0, m, footphase); queuepoly(VBODY, shPBody, 0x483828D0); queuepoly(VBODY, shPSword, 0xFFFFD0A0); queuepoly(VHEAD, shPHead, 0x483828D0); // queuepoly(V, shSkull, 0xC06020D0); //queuepoly(V, shSkullEyes, 0x000000D0); // queuepoly(V, shWightCloak, 0xC0A080A0); int b = where ? where->cpdist : 0; b--; if(b < 0) b = 0; if(b > 6) b = 6; queuepoly(VHEAD, shWightCloak, 0x605040A0 + 0x10101000 * b); } else if(m == moVoidBeast) { otherbodyparts(V, 0x080808D0, m, footphase); queuepoly(VBODY, shPBody, 0x080808D0); queuepoly(VHEAD, shPHead, 0x080808D0); queuepoly(VHEAD, shWightCloak, 0xFF0000A0); } else if(m == moGoblin) { otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, shYeti); queuepoly(VBODY, shYeti, darkena(col, 0, 0xC0)); queuepoly(VHEAD, shArmor, darkena(col, 1, 0XFF)); } else if(m == moLancer || m == moFlailer || m == moMiner) { transmatrix V2 = V; if(m == moLancer) V2 = V * spin((where && where->type == 6) ? -M_PI/3 : -M_PI/2 ); transmatrix Vh = mmscale(V2, geom3::HEAD); transmatrix Vb = mmscale(V2, geom3::BODY); otherbodyparts(V2, darkena(col, 1, 0xFF), m, footphase); ShadowV(V2, shPBody); queuepoly(Vb, shPBody, darkena(col, 0, 0xC0)); queuepoly(Vh, m == moFlailer ? shArmor : shHood, darkena(col, 1, 0XFF)); if(m == moMiner) queuepoly(Vb, shPickAxe, darkena(0xC0C0C0, 0, 0XFF)); if(m == moLancer) queuepoly(Vb, shPike, darkena(col, 0, 0XFF)); if(m == moFlailer) { queuepoly(Vb, shFlailBall, darkena(col, 0, 0XFF)); queuepoly(Vb, shFlailChain, darkena(col, 1, 0XFF)); queuepoly(Vb, shFlailTrunk, darkena(col, 0, 0XFF)); } } else if(m == moTroll) { otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, shYeti); queuepoly(VBODY, shYeti, darkena(col, 0, 0xC0)); queuepoly(VHEAD, shPHead, darkena(col, 1, 0XFF)); queuepoly(VHEAD, shPFace, darkena(col, 2, 0XFF)); } else if(m == moFjordTroll || m == moForestTroll || m == moStormTroll) { otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, shYeti); queuepoly(VBODY, shYeti, darkena(col, 0, 0xC0)); queuepoly(VHEAD, shPHead, darkena(col, 1, 0XFF)); queuepoly(VHEAD, shPFace, darkena(col, 2, 0XFF)); } else if(m == moDarkTroll) { otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, shYeti); queuepoly(VBODY, shYeti, darkena(col, 0, 0xC0)); queuepoly(VHEAD, shPHead, darkena(col, 1, 0XFF)); queuepoly(VHEAD, shPFace, 0xFFFFFF80); } else if(m == moRedTroll) { otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, shYeti); queuepoly(VBODY, shYeti, darkena(col, 0, 0xC0)); queuepoly(VHEAD, shPHead, darkena(0xFF8000, 0, 0XFF)); queuepoly(VHEAD, shPFace, 0xFFFFFF80); } else if(m == moEarthElemental) { otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); ShadowV(V, shWaterElemental); queuepoly(VBODY, shWaterElemental, darkena(col, 0, 0xC0)); queuepoly(VHEAD, shFemaleHair, darkena(col, 0, 0XFF)); queuepoly(VHEAD, shPFace, 0xF0000080); } else if(m == moWaterElemental) { otherbodyparts(V, watercolor(50), m, footphase); ShadowV(V, shWaterElemental); queuepoly(VBODY, shWaterElemental, watercolor(0)); queuepoly(VHEAD, shFemaleHair, watercolor(100)); queuepoly(VHEAD, shPFace, watercolor(200)); } else if(m == moFireElemental) { otherbodyparts(V, darkena(firecolor(50), 0, 0xFF), m, footphase); ShadowV(V, shWaterElemental); queuepoly(VBODY, shWaterElemental, darkena(firecolor(0), 0, 0xFF)); queuepoly(VHEAD, shFemaleHair, darkena(firecolor(100), 0, 0xFF)); queuepoly(VHEAD, shPFace, darkena(firecolor(200), 0, 0xFF)); } else if(m == moAirElemental) { otherbodyparts(V, darkena(col, 0, 0x40), m, footphase); ShadowV(V, shWaterElemental); queuepoly(VBODY, shWaterElemental, darkena(col, 0, 0x80)); queuepoly(VHEAD, shFemaleHair, darkena(col, 0, 0x80)); queuepoly(VHEAD, shPFace, darkena(col, 0, 0x80)); } else if((xch == 'd' || xch == 'D') && m != moDragonHead && m != moDragonTail) { otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase); queuepoly(VBODY, shPBody, darkena(col, 1, 0xC0)); ShadowV(V, shPBody); int acol = col; if(xch == 'D') acol = 0xD0D0D0; queuepoly(VHEAD, shDemon, darkena(acol, 0, 0xFF)); } else if(isMetalBeast(m)) { ShadowV(V, shTrylobite); if(!mmspatial) queuepoly(VABODY, shTrylobite, darkena(col, 1, 0xC0)); else { queuepoly(VABODY, shTrylobiteBody, darkena(col, 1, 0xFF)); animallegs(VALEGS, moMetalBeast, darkena(col, 1, 0xFF), footphase); } int acol = col; queuepoly(VAHEAD, shTrylobiteHead, darkena(acol, 0, 0xFF)); } else if(m == moEvilGolem || m == moIceGolem) { otherbodyparts(V, darkena(col, 2, 0xC0), m, footphase); ShadowV(V, shPBody); queuepoly(VBODY, shPBody, darkena(col, 0, 0XC0)); queuepoly(VHEAD, shGolemhead, darkena(col, 1, 0XFF)); } else if(isWitch(m)) { otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); int cc = 0xFF; if(m == moWitchGhost) cc = 0x85 + 120 * sin(ticks / 160.0); if(m == moWitchWinter && where) drawWinter(V, 0); if(m == moWitchFlash && where) drawFlash(V); if(m == moWitchSpeed && where) drawSpeed(V); if(m == moWitchFire) col = firecolor(0); ShadowV(V, shFemaleBody); queuepoly(VBODY, shFemaleBody, darkena(col, 0, cc)); // queuepoly(cV2, ct, shPSword, darkena(col, 0, 0XFF)); // queuepoly(V, shHood, darkena(col, 0, 0XC0)); if(m == moWitchFire) col = firecolor(100); queuepoly(VHEAD, shWitchHair, darkena(col, 1, cc)); if(m == moWitchFire) col = firecolor(200); queuepoly(VHEAD, shPFace, darkena(col, 0, cc)); if(m == moWitchFire) col = firecolor(300); queuepoly(VBODY, shWitchDress, darkena(col, 1, 0XC0)); } // just for the HUD glyphs... else if(isIvy(m) || isMutantIvy(m) || m == moFriendlyIvy) { queuepoly(V, shILeaf[0], darkena(col, 0, 0xFF)); } else if(m == moWorm || m == moWormwait || m == moHexSnake) { queuepoly(V, shWormHead, darkena(col, 0, 0xFF)); queuepolyat(V, shEyes, 0xFF, PPR_ONTENTACLE_EYES); } else if(m == moDragonHead) { queuepoly(V, shDragonHead, darkena(col, 0, 0xFF)); queuepolyat(V, shEyes, 0xFF, PPR_ONTENTACLE_EYES); int noscolor = 0xFF0000FF; queuepoly(V, shDragonNostril, noscolor); queuepoly(V * Mirror, shDragonNostril, noscolor); } else if(m == moDragonTail) { queuepoly(V, shDragonSegment, darkena(col, 0, 0xFF)); } else if(m == moTentacle || m == moTentaclewait || m == moTentacleEscaping) { queuepoly(V, shTentHead, darkena(col, 0, 0xFF)); ShadowV(V, shTentHead, PPR_GIANTSHADOW); } else return true; return false; } bool drawMonsterTypeDH(eMonster m, cell *where, const transmatrix& V, int col, bool dh, ld footphase) { dynamicval p(poly_outline, poly_outline); if(dh) { poly_outline = OUTLINE_DEAD; darken++; } bool b = drawMonsterType(m,where,V,col, footphase); if(dh) { darken--; } return b; } transmatrix playerV; bool applyAnimation(cell *c, transmatrix& V, double& footphase, int layer) { if(!animations[layer].count(c)) return false; animation& a = animations[layer][c]; int td = ticks - a.ltick; ld aspd = td / 1000.0 * exp(vid.mspeed); ld R = hdist0(tC0(a.wherenow)); aspd *= (1+R+(shmup::on?1:0)); if(R < aspd || std::isnan(R) || std::isnan(aspd) || R > 10) { animations[layer].erase(c); return false; } else { a.wherenow = a.wherenow * rspintox(tC0(inverse(a.wherenow))); a.wherenow = a.wherenow * xpush(aspd); fixmatrix(a.wherenow); a.footphase += aspd; footphase = a.footphase; V = V * a.wherenow; a.ltick = ticks; return true; } } double chainAngle(cell *c, transmatrix& V, cell *c2, double dft, const transmatrix &Vwhere) { if(!gmatrix0.count(c2)) return dft; hyperpoint h = C0; if(animations[LAYER_BIG].count(c2)) h = animations[LAYER_BIG][c2].wherenow * h; if(inmirrorcount) h = inverse(V) * Vwhere * inverse(gmatrix0[c]) * gmatrix0[c2] * h; else h = inverse(V) * gmatrix0[c2] * h; return atan2(h[1], h[0]); } // equivalent to V = V * spin(-chainAngle(c,V,c2,dft)); bool chainAnimation(cell *c, transmatrix& V, cell *c2, int i, int b, const transmatrix &Vwhere) { if(!gmatrix0.count(c2)) { V = V * ddspin(c,i,b); return false; } hyperpoint h = C0; if(animations[LAYER_BIG].count(c2)) h = animations[LAYER_BIG][c2].wherenow * h; if(inmirrorcount) h = inverse(V) * Vwhere * inverse(gmatrix0[c]) * gmatrix0[c2] * h; else h = inverse(V) * gmatrix0[c2] * h; V = V * rspintox(h); return true; } // push down the queue after q-th element, `down` absolute units down, // based on cell c and transmatrix V // do change the zoom factor? do change the priorities? int cellcolor(cell *c) { if(isPlayerOn(c) || isFriendly(c)) return OUTLINE_FRIEND; if(noHighlight(c->monst)) return OUTLINE_NONE; if(c->monst) return OUTLINE_ENEMY; if(c->wall == waMirror) return c->land == laMirror ? OUTLINE_TREASURE : OUTLINE_ORB; if(c->item) { int k = itemclass(c->item); if(k == IC_TREASURE) return OUTLINE_TREASURE; else if(k == IC_ORB) return OUTLINE_ORB; else return OUTLINE_OTHER; } return OUTLINE_NONE; } bool drawMonster(const transmatrix& Vparam, int ct, cell *c, int col) { bool darkhistory = conformal::includeHistory && eq(c->aitmp, sval); if(doHighlight()) poly_outline = (isPlayerOn(c) || isFriendly(c)) ? OUTLINE_FRIEND : noHighlight(c->monst) ? OUTLINE_NONE : OUTLINE_ENEMY; bool nospins = false, nospinb = false; double footphaseb = 0, footphase = 0; transmatrix Vs = Vparam; nospins = applyAnimation(c, Vs, footphase, LAYER_SMALL); transmatrix Vb = Vparam; nospinb = applyAnimation(c, Vb, footphaseb, LAYER_BIG); // nospin = true; eMonster m = c->monst; if(isIvy(c) || isWorm(c) || isMutantIvy(c) || c->monst == moFriendlyIvy) { if(isDragon(c->monst) && c->stuntime == 0) col = 0xFF6000; transmatrix Vb0 = Vb; if(c->mondir != NODIR) { if(mmmon) { if(nospinb) chainAnimation(c, Vb, c->mov[c->mondir], c->mondir, 0, Vparam); else Vb = Vb * ddspin(c, c->mondir); if(mapeditor::drawUserShape(Vb, 1, c->monst, (col << 8) + 0xFF, c)) return false; if(isIvy(c) || isMutantIvy(c) || c->monst == moFriendlyIvy) queuepoly(Vb, shIBranch, (col << 8) + 0xFF); else if(c->monst < moTentacle) { ShadowV(Vb, shTentacleX, PPR_GIANTSHADOW); queuepoly(mmscale(Vb, geom3::ABODY), shTentacleX, 0xFF); queuepoly(mmscale(Vb, geom3::ABODY), shTentacle, (col << 8) + 0xFF); } else if(c->monst == moDragonHead || c->monst == moDragonTail) { char part = dragon::bodypart(c, dragon::findhead(c)); if(part != '2') { queuepoly(mmscale(Vb, geom3::ABODY), shDragonSegment, darkena(col, 0, 0xFF)); ShadowV(Vb, shDragonSegment, PPR_GIANTSHADOW); } } else { if(c->monst == moTentacleGhost) { hyperpoint V0 = conformal::on ? tC0(Vs) : inverse(cwtV) * tC0(Vs); hyperpoint V1 = spintox(V0) * V0; Vs = cwtV * rspintox(V0) * rpushxto0(V1) * pispin; drawMonsterType(moGhost, c, Vs, darkena(col, 0, 0xFF), footphase); col = minf[moTentacletail].color; } queuepoly(mmscale(Vb, geom3::ABODY), shTentacleX, 0xFFFFFFFF); queuepoly(mmscale(Vb, geom3::ABODY), shTentacle, (col << 8) + 0xFF); ShadowV(Vb, shTentacleX, PPR_GIANTSHADOW); } } else { int hdir = displaydir(c, c->mondir); int col = darkena(0x606020, 0, 0xFF); for(int u=-1; u<=1; u++) queueline(Vparam*ddi0(hdir+S21, u*crossf/5), Vparam*ddi(hdir, crossf)*ddi0(hdir+S21, u*crossf/5), col, 2); } } if(mmmon) { if(isIvy(c) || isMutantIvy(c) || c->monst == moFriendlyIvy) { queuepoly(mmscale(Vb, geom3::ABODY), shILeaf[K(c)], darkena(col, 0, 0xFF)); ShadowV(Vb, shILeaf[K(c)], PPR_GIANTSHADOW); } else if(m == moWorm || m == moWormwait || m == moHexSnake) { Vb = Vb * pispin; transmatrix Vbh = mmscale(Vb, geom3::AHEAD); queuepoly(Vbh, shWormHead, darkena(col, 0, 0xFF)); queuepolyat(Vbh, shEyes, 0xFF, PPR_ONTENTACLE_EYES); ShadowV(Vb, shWormHead, PPR_GIANTSHADOW); } else if(m == moDragonHead) { transmatrix Vbh = mmscale(Vb, geom3::AHEAD); ShadowV(Vb, shDragonHead, PPR_GIANTSHADOW); queuepoly(Vbh, shDragonHead, darkena(col, c->hitpoints?0:1, 0xFF)); queuepolyat(Vbh/* * pispin */, shEyes, 0xFF, PPR_ONTENTACLE_EYES); int noscolor = (c->hitpoints == 1 && c->stuntime ==1) ? 0xFF0000FF : 0xFF; queuepoly(Vbh, shDragonNostril, noscolor); queuepoly(Vbh * Mirror, shDragonNostril, noscolor); } else if(m == moTentacle || m == moTentaclewait || m == moTentacleEscaping) { Vb = Vb * pispin; transmatrix Vbh = mmscale(Vb, geom3::AHEAD); queuepoly(Vbh, shTentHead, darkena(col, 0, 0xFF)); ShadowV(Vb, shTentHead, PPR_GIANTSHADOW); } else if(m == moDragonTail) { cell *c2 = NULL; for(int i=0; itype; i++) if(c->mov[i] && isDragon(c->mov[i]->monst) && c->mov[i]->mondir == c->spn(i)) c2 = c->mov[i]; int nd = neighborId(c, c2); char part = dragon::bodypart(c, dragon::findhead(c)); if(part == 't') { if(nospinb) { chainAnimation(c, Vb, c2, nd, 0, Vparam); Vb = Vb * pispin; } else { Vb = Vb0 * ddspin(c, nd, S42); } transmatrix Vbb = mmscale(Vb, geom3::ABODY); queuepoly(Vbb, shDragonTail, darkena(col, c->hitpoints?0:1, 0xFF)); ShadowV(Vb, shDragonTail, PPR_GIANTSHADOW); } else if(true) { if(nospinb) { chainAnimation(c, Vb, c2, nd, 0, Vparam); Vb = Vb * pispin; double ang = chainAngle(c, Vb, c->mov[c->mondir], (displaydir(c, c->mondir) - displaydir(c, nd)) * M_PI / S42, Vparam); ang /= 2; Vb = Vb * spin(M_PI-ang); } else { int hdir0 = displaydir(c, nd) + S42; int hdir1 = displaydir(c, c->mondir); while(hdir1 > hdir0 + S42) hdir1 -= S84; while(hdir1 < hdir0 - S42) hdir1 += S84; Vb = Vb0 * spin((hdir0 + hdir1)/2 * M_PI / S42 + M_PI); } transmatrix Vbb = mmscale(Vb, geom3::ABODY); if(part == 'l' || part == '2') { queuepoly(Vbb, shDragonLegs, darkena(col, c->hitpoints?0:1, 0xFF)); } queuepoly(Vbb, shDragonWings, darkena(col, c->hitpoints?0:1, 0xFF)); } } else if(!(c->mondir == NODIR && (c->monst == moTentacletail || (c->monst == moWormtail && wormpos(c) < WORMLENGTH)))) queuepoly(Vb, shJoint, darkena(col, 0, 0xFF)); } if(!mmmon) return true; } else if(isMimic(c)) { int xdir = 0, copies = 1; if(c->wall == waMirrorWall) { xdir = mirror::mirrordir(c); copies = 2; if(xdir == -1) copies = 6, xdir = 0; } for(auto& m: mirror::mirrors) if(c == m.second.c) for(int d=0; d=2) cwspin(cw, 2); if(d>=4) cwspin(cw, 2); transmatrix Vs = Vparam; bool mirr = cw.mirrored; Vs = Vs * ddspin(c, cw.spin-cwt.spin, euclid ? 0 : S42); nospins = applyAnimation(cwt.c, Vs, footphase, LAYER_SMALL); if(!nospins) Vs = Vs * ddspin(c, cwt.spin); if(mirr) Vs = Vs * Mirror; if(inmirrorcount&1) mirr = !mirr; col = mirrorcolor(geometry == gElliptic ? det(Vs) < 0 : mirr); if(!nospins && flipplayer) Vs = Vs * pispin; if(mmmon) { drawMonsterType(moMimic, c, Vs, col, footphase); drawPlayerEffects(Vs, c, false); } if(!mouseout() && !nospins) { transmatrix invxy = Id; if(flipplayer) invxy[0][0] = invxy[1][1] = -1; hyperpoint P2 = Vs * inverse(cwtV) * invxy * mouseh; queuechr(P2, 10, 'x', 0xFF00); } } return !mmmon; } else if(c->monst && !mmmon) return true; // illusions face randomly else if(c->monst == moIllusion) { multi::cpid = 0; drawMonsterType(c->monst, c, Vs, col, footphase); drawPlayerEffects(Vs, c, false); } // wolves face the heat else if(c->monst == moWolf && c->cpdist > 1) { if(!nospins) { int d = 0; double bheat = -999; for(int i=0; itype; i++) if(c->mov[i] && HEAT(c->mov[i]) > bheat) { bheat = HEAT(c->mov[i]); d = i; } Vs = Vs * ddspin(c, d); } return drawMonsterTypeDH(m, c, Vs, col, darkhistory, footphase); } // golems, knights, and hyperbugs don't face the player (mondir-controlled) // also whatever in the lineview mode else if(isFriendly(c) || isBug(c) || (c->monst && conformal::on) || c->monst == moKrakenH || (isBull(c->monst) && c->mondir != NODIR) || c->monst == moButterfly) { if(c->monst == moKrakenH) Vs = Vb, nospins = nospinb; if(!nospins) Vs = Vs * ddspin(c, c->mondir, S42); if(isFriendly(c)) drawPlayerEffects(Vs, c, false); return drawMonsterTypeDH(m, c, Vs, col, darkhistory, footphase); } else if(c->monst == moKrakenT) { if(c->hitpoints == 0) col = 0x404040; if(nospinb) { chainAnimation(c, Vb, c->mov[c->mondir], c->mondir, 0, Vparam); Vb = Vb * pispin; } else Vb = Vb * ddspin(c, c->mondir, S42); if(c->type != 6) Vb = Vb * xpush(hexhexdist - hcrossf); return drawMonsterTypeDH(m, c, Vb, col, darkhistory, footphase); } else if(c->monst) { // other monsters face the player if(!nospins) { hyperpoint V0 = inverse(cwtV) * tC0(Vs); hyperpoint V1 = spintox(V0) * V0; Vs = cwtV * rspintox(V0) * rpushxto0(V1) * pispin; } if(c->monst == moShadow) multi::cpid = c->hitpoints; return drawMonsterTypeDH(m, c, Vs, col, darkhistory, footphase); } for(int i=0; i 1 ? multi::flipped[i] : flipplayer) Vs = Vs * pispin; } shmup::cpid = i; drawPlayerEffects(Vs, c, true); if(!mmmon) return true; if(isWorm(m)) { ld depth = geom3::factor_to_lev(wormhead(c) == c ? geom3::AHEAD : geom3::ABODY); footphase = 0; int q = ptds.size(); drawMonsterType(moPlayer, c, Vs, col, footphase); pushdown(c, q, Vs, -depth, true, false); } else if(mmmon) drawMonsterType(moPlayer, c, Vs, col, footphase); } return false; } double downspin; cell *straightDownSeek; #define AURA 180 int aurac[AURA+1][4]; bool haveaura() { return pmodel == mdDisk && (!sphere || vid.alpha > 10) && !euclid && vid.aurastr>0 && !svg::in && (auraNOGL || vid.usingGL); } vector > auraspecials; int auramemo; void clearaura() { if(!haveaura()) return; for(int a=0; a>16)&255; aurac[r][1] += (col>>8)&255; aurac[r][2] += (col>>0)&255; } void sumaura(int v) { int auc[AURA]; for(int t=0; t AURA) vid.aurasmoothen = AURA; int SMO = vid.aurasmoothen; for(int t=0; t> (8*k)) & 255; } #if CAP_SDL || CAP_GL double bak[3]; bak[0] = ((backcolor>>16)&255)/255.; bak[1] = ((backcolor>>8)&255)/255.; bak[2] = ((backcolor>>0)&255)/255.; #endif #if CAP_SDL if(!vid.usingGL) { SDL_LockSurface(s); for(int y=0; y1) cmul=1; if(cmul<0) cmul=0; ld alpha = AURA * atan2(hx,hy) / (2 * M_PI); if(alpha<0) alpha += AURA; if(alpha >= AURA) alpha -= AURA; int rm = int(alpha); double fr = alpha-rm; if(rm<0 || rm >= AURA) continue; int& p = qpixel(s, x, y); for(int c=0; c<3; c++) { double c1 = aurac[rm][2-c] / (aurac[rm][3]+.1); double c2 = aurac[rm+1][2-c] / (aurac[rm+1][3]+.1); const ld one = 1; part(p, c) = int(255 * min(one, bak[2-c] + cmul * ((c1 + fr * (c2-c1) - bak[2-c])))); } } SDL_UnlockSurface(s); return; } #endif #if CAP_GL setcameraangle(true); glEnableClientState(GL_COLOR_ARRAY); float coltab[4][4]; glColorPointer(4, GL_FLOAT, 0, coltab); activateGlcoords(); float cx[AURA+1][11][5]; double facs[11] = {1, 1.01, 1.02, 1.04, 1.08, 1.70, 1.95, 1.5, 2, 6, 10}; double cmul[11] = {1, .8, .7, .6, .5, .16, .12, .08, .07, .06, 0}; double d2[11] = {0, 2, 4, 6.5, 7, 7.5, 8, 8.5, 9, 9.5, 10}; for(int d=0; d<11; d++) { double dd = d2[d]; cmul[d] = (1- dd/10.); facs[d] = .99999 + .00001 * exp(dd); } facs[10] = 10; for(int r=0; r<=AURA; r++) for(int z=0; z<11; z++) { float rr = (M_PI * 2 * r) / AURA; float rad0 = rad * facs[z]; int rm = r % AURA; cx[r][z][0] = rad0 * sin(rr); cx[r][z][1] = rad0 * cos(rr); for(int u=0; u<3; u++) cx[r][z][u+2] = bak[u] + (aurac[rm][u] / (aurac[rm][3]+.1) - bak[u]) * cmul[z]; } for(int u=0; u<4; u++) glcoords[u][2] = vid.scrdist; for(int u=0; u<4; u++) coltab[u][3] = 1; for(int r=0; rtype; t++) if(c->mov[t] && bugsNearby(c->mov[t], dist-1)) return true; return false; } int minecolors[8] = { 0xFFFFFF, 0xF0, 0xF060, 0xF00000, 0x60, 0x600000, 0x00C0C0, 0x000000 }; int distcolors[8] = { 0xFFFFFF, 0xF0, 0xF060, 0xF00000, 0xA0A000, 0xA000A0, 0x00A0A0, 0xFFD500 }; const char* minetexts[8] = { "No mines next to you.", "A mine is next to you!", "Two mines next to you!", "Three mines next to you!", "Four mines next to you!", "Five mines next to you!", "Six mines next to you!", "Seven mines next to you!" }; int countMinesAround(cell *c) { int mines = 0; for(int i=0; itype; i++) if(c->mov[i] && c->mov[i]->wall == waMineMine) mines++; return mines; } transmatrix applyPatterndir(cell *c, char patt = mapeditor::whichPattern) { transmatrix V = ddspin(c, mapeditor::patterndir(c, patt), S42); if(mapeditor::reflectPatternAt(c, patt)) return V * Mirror; return V; } transmatrix applyDowndir(cell *c, cellfunction *cf) { return ddspin(c, mapeditor::downdir(c, cf), S42); } void drawTowerFloor(const transmatrix& V, cell *c, int col, cellfunction *cf = coastvalEdge) { int j = -1; if(euclid) j = 10; else if((*cf)(c) > 1) { int i = towerval(c, cf); if(i == 4) j = 0; if(i == 5) j = 1; if(i == 6) j = 2; if(i == 8) j = 3; if(i == 9) j = 4; if(i == 10) j = 5; if(i == 13) j = 6; if(purehepta) { if(i == 7) j = 7; if(i == 11) j = 8; if(i == 15) j = 9; } } if(j >= 0) qfloor(c, V, applyDowndir(c, cf), shTower[j], col); else if(c->wall != waLadder) qfloor(c, V, shMFloor[K(c)], col); } void drawZebraFloor(const transmatrix& V, cell *c, int col) { if(euclid) { qfloor(c, V, shTower[10], col); return; } int i = zebra40(c); i &= ~3; int j; if(purehepta) j = 4; else if(i >=4 && i < 16) j = 2; else if(i >= 16 && i < 28) j = 1; else if(i >= 28 && i < 40) j = 3; else j = 0; qfloor(c, V, applyPatterndir(c, 'z'), shZebra[j], col); } void qplainfloor(cell *c, bool warp, const transmatrix &V, int col); void drawReptileFloor(const transmatrix& V, cell *c, int col, bool usefloor) { int i = zebra40(c); i &= ~3; int j; if(!wmescher) j = 4; else if(purehepta) j = 0; else if(i < 4) j = 0; else if(i >=4 && i < 16) j = 1; else if(i >= 16 && i < 28) j = 2; else if(i >= 28 && i < 40) j = 3; else j = 4; transmatrix V2 = V * applyPatterndir(c, 'z'); if(wmescher) { if(usefloor) qfloor(c, V, applyPatterndir(c, 'z'), shReptile[j][0], darkena(col, 0, 0xFF)); else queuepoly(V2, shReptile[j][0], darkena(col, 0, 0xFF)); } else qplainfloor(c, isWarped(c), V, darkena(col, 0, 0xFF)); if(usefloor && chasmg == 2) return; int dcol = 0; int ecol = -1; if(isReptile(c->wall)) { unsigned char wp = c->wparam; if(wp == 1) ecol = 0xFFFF00; else if(wp <= 5) ecol = 0xFF0000; else ecol = 0; if(ecol) ecol = gradient(0, ecol, -1, sin(M_PI / 100 * ticks), 1); } if(ecol == -1 || ecol == 0) dcol = darkena(col, 1, 0xFF); else dcol = darkena(ecol, 0, 0x80); dynamicval p(poly_outline, doHighlight() && ecol != -1 && ecol != 0 ? OUTLINE_ENEMY : OUTLINE_DEFAULT); if(!chasmg) { if(wmescher) queuepoly(V2, shReptile[j][1], dcol); else queuepoly(V2, shMFloor[c->type!=6], dcol); } if(ecol != -1) { queuepoly(V2, shReptile[j][2], (ecol << 8) + 0xFF); queuepoly(V2, shReptile[j][3], (ecol << 8) + 0xFF); } } #define ECT (euclid?2:ct6) void drawEmeraldFloor(const transmatrix& V, cell *c, int col) { int j = -1; if(!euclid && !purehepta) { int i = emeraldval(c) & ~3; if(i == 8) j = 0; else if(i == 12) j = 1; else if(i == 16) j = 2; else if(i == 20) j = 3; else if(i == 28) j = 4; else if(i == 36) j = 5; } if(j >= 0) qfloor(c, V, applyPatterndir(c, 'f'), shEmeraldFloor[j], col); else qfloor(c, V, shCaveFloor[euclid?2:K(c)], col); } double fanframe; void viewBuggyCells(cell *c, transmatrix V) { for(int i=0; i> 1; poly_outline = OUTLINE_DEFAULT; queuepoly(fixrot * spin(-d * M_PI/4 + (sphere && vid.alpha>1?M_PI:0))/* * eupush(1,0)*/, shArrow, col); if(c->type != 6 && (isStunnable(c->monst) || c->wall == waThumperOn)) { transmatrix Centered = rgpushxto0(tC0(cwtV)); int sd = md.subdir; if(sphere) sd = -sd; queuepoly(inverse(Centered) * rgpushxto0(Centered * tC0(V)) * rspintox(Centered*tC0(V)) * spin(-sd * M_PI/S7) * xpush(0.2), shArrow, col); } else break; } } } #define SKIPFAC .4 void drawMobileArrow(cell *c, transmatrix V) { // int col = getcs().uicolor; // col -= (col & 0xFF) >> 1; int dir = neighborId(cwt.c, c); bool invalid = !legalmoves[dir]; int col = cellcolor(c); if(col == OUTLINE_NONE) col = 0xC0C0C0FF; col -= (col & 0xFF) >> 1; if(invalid) col -= (col & 0xFF) >> 1; if(invalid) col -= (col & 0xFF) >> 1; poly_outline = OUTLINE_DEFAULT; transmatrix m2 = Id; ld scale = vid.mobilecompasssize / 15.; m2[0][0] = scale; m2[1][1] = scale; m2[2][2] = 1; transmatrix Centered = rgpushxto0(tC0(cwtV)); transmatrix t = inverse(Centered) * V; double alpha = atan2(tC0(t)[1], tC0(t)[0]); using namespace shmupballs; double dx = xmove + rad*(1+SKIPFAC-.2)/2 * cos(alpha); double dy = yb + rad*(1+SKIPFAC-.2)/2 * sin(alpha); queuepoly(screenpos(dx, dy) * spin(-alpha) * m2, shArrow, col); } int celldistAltPlus(cell *c) { return 1000000 + celldistAlt(c); } bool drawstaratvec(double dx, double dy) { return dx*dx+dy*dy > .05; } int reptilecolor(cell *c) { int i = zebra40(c); if(!euclid) { if(i >= 4 && i < 16) i = 0; else if(i >= 16 && i < 28) i = 1; else if(i >= 28 && i < 40) i = 2; else i = 3; } int fcoltab[4] = {0xe3bb97, 0xc2d1b0, 0xebe5cb, 0xA0A0A0}; return fcoltab[i]; } ld wavefun(ld x) { return sin(x); /* x /= (2*M_PI); x -= (int) x; if(x > .5) return (x-.5) * 2; else return 0; */ } void setcolors(cell *c, int& wcol, int &fcol) { wcol = fcol = winf[c->wall].color; // water colors if(isWateryOrBoat(c) || c->wall == waReptileBridge) { if(c->land == laOcean) fcol = (c->landparam > 25 && !chaosmode) ? ( 0x90 + 8 * sin(windmap::windcodes[windmap::getId(c)] * M_PI / 128 - ticks/1000.) ) : 0x1010C0 + int(32 * sin(ticks / 500. + (chaosmode ? c->CHAOSPARAM : c->landparam)*1.5)); else if(c->land == laOceanWall) fcol = 0x2020FF; else if(c->land == laKraken) { fcol = 0x0000A0; int mafcol = (pseudohept(c) ? 64 : 8); /* bool nearshore = false; for(int i=0; itype; i++) if(c->mov[i]->wall != waSea && c->mov[i]->wall != waBoat) nearshore = true; if(nearshore) mafcol += 30; */ fcol = fcol + mafcol * (4+sin(ticks / 500. + ((euclid||c->master->alt) ? celldistAlt(c) : 0)*1.5))/5; } else if(c->land == laAlchemist) fcol = 0x900090; else if(c->land == laWhirlpool) fcol = 0x0000C0 + int(32 * sin(ticks / 200. + ((euclid||c->master->alt) ? celldistAlt(c) : 0)*1.5)); else if(c->land == laLivefjord) fcol = 0x000080; else if(isWarped(c->land)) fcol = 0x0000C0 + int((pseudohept(c)?30:-30) * sin(ticks / 600.)); else fcol = wcol; } // floor colors for all the lands else switch(c->land) { case laBurial: case laTrollheim: case laBarrier: case laOceanWall: case laCrossroads2: case laCrossroads3: case laCrossroads4: case laCrossroads5: case laRose: case laPower: case laWildWest: case laHalloween: case laRedRock: case laDragon: case laStorms: case laTerracotta: case laMercuryRiver: fcol = linf[c->land].color; break; case laDesert: fcol = 0xEDC9AF; break; case laKraken: fcol = 0x20A020; break; case laCA: fcol = 0x404040; break; case laMotion: fcol = 0xF0F000; break; case laGraveyard: fcol = 0x107010; break; case laWineyard: fcol = 0x006000; break; case laLivefjord: fcol = 0x306030; break; case laVolcano: { int id = lavatide(c, -1)/4; if(c->wall == waMagma) { if(id == 95/4-1) fcol = wcol = 0x200000; else if(id == 95/4) fcol = wcol = 0x100000; else if(id < 48/4) fcol = wcol = gradient(0xF0F000, 0xF00000, 0, id, 48/4); else if(id < 96/4) fcol = wcol = gradient(0xF00000, 0x400000, 48/4, id, 95/4-2); } else { fcol = wcol = 0x404040; if(id == 255/4) fcol = 0xA0A040; if(id == 255/4-1) fcol = 0x606040; } /* { if(id/4 == 255/4) fd = 0; if(id/4 == 95/4-1 || id/4 == 255/4-1) fd = 1; } */ break; } case laMinefield: fcol = 0x80A080; if(c->wall == waMineMine && ((cmode & sm::MAP) || !canmove)) fcol = wcol = 0xFF4040; break; case laCaribbean: if(c->wall != waCIsland && c->wall != waCIsland2) fcol = 0x006000; break; case laAlchemist: fcol = 0x202020; break; case laReptile: fcol = reptilecolor(c); break; case laCrossroads: fcol = (vid.goteyes2 ? 0xFF3030 : 0xFF0000); break; case laCaves: case laEmerald: case laDeadCaves: fcol = 0x202020; if(c->land == laEmerald) if(c->wall == waCavefloor || c->wall == waCavewall) { fcol = wcol = gradient(winf[waCavefloor].color, 0xFF00, 0, 0.5, 1); if(c->wall == waCavewall) wcol = 0xC0FFC0; } break; case laJungle: fcol = (vid.goteyes2 ? 0x408040 : 0x008000); break; case laMirror: case laMirrorWall: case laMirrorOld: fcol = 0x808080; break; case laDryForest: fcol = gradient(0x008000, 0x800000, 0, c->landparam, 10); break; case laMountain: if(euclid || c->master->alt) fcol = celldistAlt(c) & 1 ? 0x604020 : 0x302010; else fcol = 0; if(c->wall == waPlatform) wcol = 0xF0F0A0; break; case laRlyeh: fcol = (vid.goteyes2 ? 0x4080C0 : 0x004080); break; case laHell: fcol = (vid.goteyes2 ? 0xC03030 : 0xC00000); break; case laCanvas: fcol = c->landparam; break; case laPalace: fcol = 0x806020; if(c->wall == waClosedGate || c->wall == waOpenGate) fcol = wcol; break; case laElementalWall: fcol = (linf[c->barleft].color>>1) + (linf[c->barright].color>>1); break; case laZebra: fcol = 0xE0E0E0; if(c->wall == waTrapdoor) fcol = 0x808080; break; case laHive: fcol = linf[c->land].color; if(c->wall == waWaxWall) wcol = c->landparam; if(items[itOrbInvis] && c->wall == waNone && c->landparam) fcol = gradient(fcol, 0xFF0000, 0, c->landparam, 100); if(c->bardir == NOBARRIERS && c->barleft) fcol = minf[moBug0+c->barright].color; break; case laTortoise: fcol = tortoise::getMatchColor(getBits(c)); if(c->wall == waBigTree) wcol = 0x709000; else if(c->wall == waSmallTree) wcol = 0x905000; break; case laOvergrown: case laClearing: fcol = (c->land == laOvergrown/* || (celldistAlt(c)&1)*/) ? 0x00C020 : 0x60E080; if(c->wall == waSmallTree) wcol = 0x008060; else if(c->wall == waBigTree) wcol = 0x0080C0; break; case laTemple: { int d = showoff ? 0 : (euclid||c->master->alt) ? celldistAlt(c) : 99; if(chaosmode) fcol = 0x405090; else if(d % TEMPLE_EACH == 0) fcol = gradient(0x304080, winf[waColumn].color, 0, 0.5, 1); // else if(c->type == 7) // wcol = 0x707070; else if(d% 2 == -1) fcol = 0x304080; else fcol = 0x405090; break; } case laWhirlwind: if(c->land == laWhirlwind) { int wcol[4] = {0x404040, 0x404080, 0x2050A0, 0x5050C0}; fcol = wcol[whirlwind::fzebra3(c)]; } break; case laHunting: // fcol = pseudohept(c) ? 0x205050 : 0x306060; fcol = 0x40E0D0; fcol /= 2; if(pseudohept(c)) fcol = fcol * 3/4; break; case laIvoryTower: fcol = 0x10101 * (32 + (c->landparam&1) * 32) - 0x000010; break; case laDungeon: { int lp = c->landparam % 5; // xcol = (c->landparam&1) ? 0xD00000 : 0x00D000; int lps[5] = { 0x402000, 0x302000, 0x202000, 0x282000, 0x382000 }; fcol = lps[lp]; if(c->wall == waClosedGate) fcol = wcol = 0xC0C0C0; if(c->wall == waOpenGate) fcol = wcol = 0x404040; if(c->wall == waPlatform) fcol = wcol = 0xDFB520; break; } case laEndorian: { int clev = cwt.c->land == laEndorian ? edgeDepth(cwt.c) : 0; // xcol = (c->landparam&1) ? 0xD00000 : 0x00D000; fcol = 0x10101 * (32 + (c->landparam&1) * 32) - 0x000010; fcol = gradient(fcol, 0x0000D0, clev-10, edgeDepth(c), clev+10); if(c->wall == waTrunk) fcol = winf[waTrunk].color; if(c->wall == waCanopy || c->wall == waSolidBranch || c->wall == waWeakBranch) { fcol = winf[waCanopy].color; if(c->landparam & 1) fcol = gradient(0, fcol, 0, .75, 1); } break; } case laPrairie: if(prairie::isriver(c)) { fcol = ((c->LHU.fi.rval & 1) ? 0x402000: 0x503000); } else { fcol = 0x004000 + 0x001000 * c->LHU.fi.walldist; fcol += 0x10000 * (255 - 511 / (1 + max((int) c->LHU.fi.flowerdist, 1))); // fcol += 0x1 * (511 / (1 + max((int) c->LHU.fi.walldist2, 1))); } break; case laCamelot: { int d = showoff ? 0 : ((euclid||c->master->alt) ? celldistAltRelative(c) : 0); #if CAP_TOUR if(!tour::on) camelotcheat = false; if(camelotcheat) fcol = (d&1) ? 0xC0C0C0 : 0x606060; else #endif if(d < 0) { fcol = 0xA0A0A0; } else { // a nice floor pattern int v = emeraldval(c); int v0 = (v&~3); bool sw = (v&1); if(v0 == 8 || v0 == 12 || v0 == 20 || v0 == 40 || v0 == 36 || v0 == 24) sw = !sw; if(sw) fcol = 0xC0C0C0; else fcol = 0xA0A0A0; } break; } case laIce: case laCocytus: case laBlizzard: if(isIcyWall(c)) { float h = HEAT(c); bool showcoc = c->land == laCocytus && chaosmode && !wmescher; int colorN04 = showcoc ? 0x4080FF : 0x4040FF; int colorN10 = 0x0000FF; int color0 = c->land == laBlizzard ? 0x5050C0 : showcoc ? 0x80C0FF : 0x8080FF; int color02 = 0xFFFFFF; int color06 = 0xFF0000; int color08 = 0xFFFF00; if(h < -1) wcol = colorN10; else if(h < -0.4) wcol = gradient(colorN04, colorN10 , -0.4, h, -1); else if(h < 0) wcol = gradient(color0, colorN04, 0, h, -0.4); else if(h < 0.2) wcol = gradient(color0, color02, 0, h, 0.2); // else if(h < 0.4) // wcol = gradient(0xFFFFFF, 0xFFFF00, 0.2, h, 0.4); else if(h < 0.6) wcol = gradient(color02, color06, 0.2, h, 0.6); else if(h < 0.8) wcol = gradient(color06, color08, 0.6, h, 0.8); else wcol = color08; if(c->wall == waFrozenLake) fcol = wcol; else fcol = (wcol & 0xFEFEFE) >> 1; if(c->wall == waLake) fcol = wcol = (wcol & 0xFCFCFC) >> 2; } break; case laOcean: if(chaosmode) fcol = gradient(0xD0A090, 0xD0D020, 0, c->CHAOSPARAM, 30); else fcol = gradient(0xD0D090, 0xD0D020, -1, sin((double) c->landparam), 1); break; default: if(isElemental(c->land)) fcol = linf[c->land].color; if(isWarped(c->land)) { fcol = pseudohept(c) ? 0x80C080 : 0xA06020; if(c->wall == waSmallTree) wcol = 0x608000; } if(isHaunted(c->land)) { int itcolor = 0; for(int i=0; itype; i++) if(c->mov[i] && c->mov[i]->item) itcolor = 1; if(c->item) itcolor |= 2; fcol = 0x609F60 + 0x202020 * itcolor; forCellEx(c2, c) if(c2->monst == moFriendlyGhost) fcol = gradient(fcol, fghostcolor(ticks, c2), 0, .25, 1); if(c->monst == moFriendlyGhost) fcol = gradient(fcol, fghostcolor(ticks, c), 0, .5, 1); if(c->wall == waSmallTree) wcol = 0x004000; else if(c->wall == waBigTree) wcol = 0x008000; } } /* if(c->land == laCaribbean && (c->wall == waCIsland || c->wall == waCIsland2)) fcol = wcol = winf[c->wall].color; */ // floors become fcol if(c->wall == waSulphur || c->wall == waSulphurC || c->wall == waPlatform || c->wall == waMercury) fcol = wcol; if(isAlch(c)) { if(c->item && !(conformal::includeHistory && eq(c->aitmp, sval))) fcol = wcol = iinf[c->item].color; else fcol = wcol; } /* if(false && isAlch2(c, true)) { int id = lavatide(c, -1); if(id < 96) wcol = gradient(0x800000, 0xFF0000, 0, id, 96); else wcol = gradient(0x00FF00, 0xFFFF00, 96, id, 255); fcol = wcol; } */ if(c->wall == waDeadTroll2 || c->wall == waPetrified || c->wall == waPetrifiedBridge) { eMonster m = eMonster(c->wparam); if(c->wall == waPetrified || c->wall == waPetrifiedBridge) wcol = gradient(wcol, minf[m].color, 0, .2, 1); if(c->wall == waPetrified || isTroll(m)) if(!(m == moForestTroll && c->land == laOvergrown)) wcol = gradient(wcol, minf[m].color, 0, .4, 1); } if(c->land == laNone && c->wall == waNone) wcol = fcol = 0x101010; if(isFire(c)) fcol = wcol = c->wall == waEternalFire ? weakfirecolor(1500) : firecolor(100); if(c->wall == waBoat && wmascii) { wcol = 0xC06000; } if(mightBeMine(c) || c->wall == waMineOpen) { fcol = wcol; if(wmblack || wmascii) fcol >>= 1, wcol >>= 1; } if(c->wall == waAncientGrave || c->wall == waFreshGrave || c->wall == waThumperOn || c->wall == waThumperOff || c->wall == waBonfireOff) fcol = wcol; if(mightBeMine(c) && mineMarkedSafe(c)) fcol = wcol = gradient(wcol, 0x40FF40, 0, 0.2, 1); if(mightBeMine(c) && mineMarked(c)) fcol = wcol = gradient(wcol, 0xFF4040, -1, sin(ticks/100.0), 1); int rd = rosedist(c); if(rd == 1) wcol = gradient(0x804060, wcol, 0,1,3), fcol = gradient(0x804060, fcol, 0,1,3); if(rd == 2) wcol = gradient(0x804060, wcol, 0,2,3), fcol = gradient(0x804060, fcol, 0,2,3); if(items[itRevolver] && c->pathdist > GUNRANGE && !shmup::on) fcol = gradient(fcol, 0, 0, 25, 100), wcol = gradient(wcol, 0, 0, 25, 100); if(c->wall == waDeadfloor || c->wall == waCavefloor) fcol = wcol; if(c->wall == waDeadwall) fcol = winf[waDeadfloor].color; if(c->wall == waCavewall && c->land != laEmerald) fcol = winf[waCavefloor].color; if(highwall(c) && !wmspatial) fcol = wcol; if(wmascii && (c->wall == waNone || isWatery(c))) wcol = fcol; if(c->wall == waNone && c->land == laHive) wcol = fcol; if(!wmspatial && snakelevel(c) && !realred(c->wall)) fcol = wcol; if(c->wall == waGlass && !wmspatial) fcol = wcol; if(c->wall == waRoundTable) fcol = wcol; } bool noAdjacentChasms(cell *c) { forCellEx(c2, c) if(c2->wall == waChasm) return false; return true; } void floorShadow(cell *c, const transmatrix& V, int col, bool warp) { if(pmodel == mdHyperboloid || pmodel == mdBall) return; // shadows break the depth testing if(shmup::on || purehepta) warp = false; dynamicval p(poly_outline, OUTLINE_TRANS); if(wmescher && qfi.special) { queuepolyat(V * qfi.spin * shadowmulmatrix, *qfi.shape, col, PPR_WALLSHADOW); } else if(warp) { if(euclid) { if(ishex1(c)) queuepolyat(V * pispin * applyPatterndir(c), shTriheptaEucShadow[0], col, PPR_WALLSHADOW); else queuepolyat(V * applyPatterndir(c), shTriheptaEucShadow[ishept(c)?1:0], col, PPR_WALLSHADOW); } else queuepolyat(V * applyPatterndir(c), shTriheptaFloorShadow[ishept(c)?1:0], col, PPR_WALLSHADOW); } else { queuepolyat(V, shFloorShadow[c->type==6?0:1], col, PPR_WALLSHADOW); } } void plainfloor(cell *c, bool warp, const transmatrix &V, int col, int prio) { if(warp) { if(euclid) { if(ishex1(c)) queuepolyat(V * pispin * applyPatterndir(c), shTriheptaEuc[0], col, prio); else queuepolyat(V * applyPatterndir(c), shTriheptaEuc[ishept(c)?1:0], col, prio); } else queuepolyat(V * applyPatterndir(c), shTriheptaFloor[sphere ? 6-c->type : mapeditor::nopattern(c)], col, prio); } else { queuepolyat(V, shFloor[c->type==6?0:1], col, prio); } } void fullplainfloor(cell *c, bool warp, const transmatrix &V, int col, int prio) { if(warp) { if(euclid) { if(ishex1(c)) queuepolyat(V * pispin * applyPatterndir(c), shTriheptaEuc[0], col, prio); else queuepolyat(V * applyPatterndir(c), shTriheptaEuc[ishept(c)?1:0], col, prio); } else queuepolyat(V * applyPatterndir(c), shTriheptaFloor[sphere ? 6-c->type : mapeditor::nopattern(c)], col, prio); } else { queuepolyat(V, shFullFloor[c->type==6?0:1], col, prio); } } void qplainfloor(cell *c, bool warp, const transmatrix &V, int col) { if(warp) { if(euclid) { if(ishex1(c)) qfloor(c, V, pispin * applyPatterndir(c), shTriheptaEuc[0], col); else qfloor(c, V, applyPatterndir(c), shTriheptaEuc[ishept(c)?1:0], col); } else qfloor(c, V, applyPatterndir(c), shTriheptaFloor[sphere ? 6-c->type : mapeditor::nopattern(c)], col); } else { qfloor(c, V, shFloor[c->type==6?0:1], col); } } int wavephase; void warpfloor(cell *c, const transmatrix& V, int col, int prio, bool warp) { if(shmup::on || purehepta) warp = false; if(wmescher && qfi.special) queuepolyat(V*qfi.spin, *qfi.shape, col, prio); else plainfloor(c, warp, V, col, prio); } #define placeSidewallX(a,b,c,d,e,f,g) \ { if((wmescher && qfi.special) || !validsidepar[c]) { \ escherSidewall(a,c,d,g); break; } \ else placeSidewall(a,b,c,d,e,f,g); } #define placeSidewallXB(a,b,c,d,e,f,g, Break) \ { if((wmescher && qfi.shape) || !validsidepar[c]) { \ escherSidewall(a,c,d,g); Break; break; } \ else placeSidewall(a,b,c,d,e,f,g); } void escherSidewall(cell *c, int sidepar, const transmatrix& V, int col) { if(sidepar >= SIDE_SLEV && sidepar <= SIDE_SLEV+2) { int sl = sidepar - SIDE_SLEV; for(int z=1; z<=4; z++) if(z == 1 || (z == 4 && detaillevel == 2)) warpfloor(c, mscale(V, zgrad0(geom3::slev * sl, geom3::slev * (sl+1), z, 4)), col, PPR_REDWALL-4+z+4*sl, false); } else if(sidepar == SIDE_WALL) { const int layers = 2 << detaillevel; for(int z=1; zmov[i] || !ishept(c->mov[i]))) return; int prio; /* if(mirr) prio = PPR_GLASS - 2; else */ if(sidepar == SIDE_WALL) prio = PPR_WALL3 - 2; else if(sidepar == SIDE_WTS3) prio = PPR_WALL3 - 2; else if(sidepar == SIDE_LAKE) prio = PPR_LAKEWALL; else if(sidepar == SIDE_LTOB) prio = PPR_INLAKEWALL; else if(sidepar == SIDE_BTOI) prio = PPR_BELOWBOTTOM; else prio = PPR_REDWALL-2+4*(sidepar-SIDE_SLEV); transmatrix V2 = V * ddspin(c, i); /* int aw = away(V2); prio += aw; if(!detaillevel && aw < 0) return; */ // queuepoly(V2 * xpush(.1), shSnowball, aw ? 0xFFFFFFFF : 0xFF0000FF); // prio += c->cpdist - c->mov[i]->cpdist; queuepolyat(V2, (mirr?shMFloorSide:warp?shTriheptaSide:shFloorSide)[sidepar][c->type==6?0:1], col, prio); } bool openorsafe(cell *c) { return c->wall == waMineOpen || mineMarkedSafe(c); } #define Dark(x) darkena(x,0,0xFF) int gridcolor(cell *c1, cell *c2) { if(cmode & sm::DRAW) return Dark(forecolor); if(!c2) return 0x202020 >> darken; int rd1 = rosedist(c1), rd2 = rosedist(c2); if(rd1 != rd2) { int r = rd1+rd2; if(r == 1) return Dark(0x802020); if(r == 3) return Dark(0xC02020); if(r == 2) return Dark(0xF02020); } if(chasmgraph(c1) != chasmgraph(c2)) return Dark(0x808080); if(c1->land == laAlchemist && c2->land == laAlchemist && c1->wall != c2->wall) return Dark(0xC020C0); if((c1->land == laWhirlpool || c2->land == laWhirlpool) && (celldistAlt(c1) != celldistAlt(c2))) return Dark(0x2020A0); if(c1->land == laMinefield && c2->land == laMinefield && (openorsafe(c1) != openorsafe(c2))) return Dark(0xA0A0A0); return Dark(0x202020); } void pushdown(cell *c, int& q, const transmatrix &V, double down, bool rezoom, bool repriority) { // since we might be changing priorities, we have to make sure that we are sorting correctly if(down > 0 && repriority) { int qq = q+1; while(qq < size(ptds)) if(qq > q && ptds[qq].prio < ptds[qq-1].prio) { swap(ptds[qq], ptds[qq-1]); qq--; } else qq++; } while(q < size(ptds)) { polytodraw& ptd = ptds[q++]; if(ptd.kind == pkPoly) { double z2; double z = zlevel(tC0(ptd.u.poly.V)); double lev = geom3::factor_to_lev(z); double nlev = lev - down; double xyscale = rezoom ? geom3::scale_at_lev(lev) / geom3::scale_at_lev(nlev) : 1; z2 = geom3::lev_to_factor(nlev); double zscale = z2 / z; // xyscale = xyscale + (zscale-xyscale) * (1+sin(ticks / 1000.0)) / 2; ptd.u.poly.V = xyzscale( V, xyscale*zscale, zscale) * inverse(V) * ptd.u.poly.V; if(!repriority) ; else if(nlev < -geom3::lake_bottom-1e-3) { ptd.prio = PPR_BELOWBOTTOM; if(c->wall != waChasm) ptd.col = 0; // disappear! } else if(nlev < -geom3::lake_top-1e-3) ptd.prio = PPR_INLAKEWALL; else if(nlev < 0) ptd.prio = PPR_LAKEWALL; } } } bool dodrawcell(cell *c) { // todo: fix when scrolling if(!buggyGeneration && !debugmode && c->land != laCanvas && sightrange < 10) { // not yet created if(c->mpdist > 7 && !cheater) return false; // in the Yendor Challenge, scrolling back is forbidden if(c->cpdist > 7 && (yendor::on && !cheater)) return false; // (incorrect comment) too far, no bugs nearby if(playermoved && sightrange <= 7 && c->cpdist > sightrange) return false; } return true; } // 1 : (floor, water); 2 : (water, bottom); 4 : (bottom, inf) int shallow(cell *c) { if(cellUnstable(c)) return 0; else if( c->wall == waReptile) return 1; else if(c->wall == waReptileBridge || c->wall == waGargoyleFloor || c->wall == waGargoyleBridge || c->wall == waTempFloor || c->wall == waTempBridge || c->wall == waPetrifiedBridge || c->wall == waFrozenLake) return 5; return 7; } bool viewdists = false; bool allemptynear(cell *c) { if(c->wall) return false; forCellEx(c2, c) if(c2->wall) return false; return true; } #include "blizzard.cpp" static const int trapcol[4] = {0x904040, 0xA02020, 0xD00000, 0x303030}; static const int terracol[8] = {0xD000, 0xE25050, 0xD0D0D0, 0x606060, 0x303030, 0x181818, 0x0080, 0x8080}; void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) { qfi.shape = NULL; qfi.special = false; ivoryz = isGravityLand(c->land); bool orig = false; if(!inmirrorcount) { transmatrix& gm = gmatrix[c]; orig = gm[2][2] == 0 ? true : torus ? hypot(gm[0][2], gm[1][2]) >= hypot(V[0][2], V[1][2]) : (sphere && vid.alphax >= 1.001) ? fabs(gm[2][2]-1) <= fabs(V[2][2]-1) : fabs(gm[2][2]-1) >= fabs(V[2][2]-1) - 1e-8; if(orig) gm = V; } if(behindsphere(V)) return; callhooks(hooks_drawcell, c, V); ld dist0 = hdist0(tC0(V)) - 1e-6; if(dist0 < geom3::highdetail) detaillevel = 2; else if(dist0 < geom3::middetail) detaillevel = 1; else detaillevel = 0; #ifdef BUILDZEBRA if(c->type == 6 && c->tmp > 0) { int i = c->tmp; zebra(cellwalker(c, i&15), 1, i>>4, "", 0); } c->item = eItem(c->heat / 4); buildAutomatonRule(c); #endif viewBuggyCells(c,V); if(conformal::on || inHighQual) checkTide(c); // save the player's view center if(isPlayerOn(c) && !shmup::on) { playerfound = true; /* if(euclid) return d * S84 / c->type; else return S42 - d * S84 / c->type; cwtV = V * spin(-cwt.spin * 2*M_PI/c->type) * pispin; */ if(multi::players > 1) { for(int i=0; iland == laEdge) { if(c == chosenDown(cwt.c, 1, 0)) playerfoundL = c, cwtVL = V; if(c == chosenDown(cwt.c, -1, 0)) playerfoundR = c, cwtVR = V; } */ if(1) { hyperpoint VC0 = tC0(V); if(inmirrorcount) ; else if(intval(mouseh, VC0) < modist) { modist2 = modist; mouseover2 = mouseover; modist = intval(mouseh, VC0); mouseover = c; } else if(intval(mouseh, VC0) < modist2) { modist2 = intval(mouseh, VC0); mouseover2 = c; } if(!torus) { double dfc = euclid ? intval(VC0, C0) : VC0[2]; if(dfc < centdist) { centdist = dfc; centerover = c; } } int orbrange = (items[itRevolver] ? 3 : 2); if(c->cpdist <= orbrange) if(multi::players > 1 || multi::alwaysuse) for(int i=0; i= 10) return; cellwalker cw(c, 0, mirrored); cw = mirror::reflect(cw); int cmc = (cw.mirrored == mirrored) ? 2 : 1; inmirrorcount += cmc; if(cw.mirrored != mirrored) V = V * Mirror; if(cw.spin) V = V * spin(2*M_PI*cw.spin/cw.c->type); drawcell(cw.c, V, 0, cw.mirrored); inmirrorcount -= cmc; return; } // int col = 0xFFFFFF - 0x20 * c->maxdist - 0x2000 * c->cpdist; if(!buggyGeneration && c->mpdist > 8 && !cheater) return; // not yet generated /* if(!buggyGeneration && c->mpdist > 7 && !cheater) { int cd = c->mpdist; string label = its(cd); int dc = distcolors[cd&7]; queuestr(V, (cd > 9 ? .6 : 1) * .2, label, 0xFF000000 + dc, 1); } */ if(c->land == laNone && (cmode & sm::MAP)) { queuepoly(V, shTriangle, 0xFF0000FF); } char ch = winf[c->wall].glyph; int wcol, fcol, asciicol; setcolors(c, wcol, fcol); if(inmirror(c)) { // for debugging if(c->land == laMirrored) fcol = 0x008000; if(c->land == laMirrorWall2) fcol = 0x800000; if(c->land == laMirrored2) fcol = 0x000080; } for(int k=0; kland != laTortoise) { int d = (c->land == laCamelot || (c->land == laCaribbean && celldistAlt(c) <= 0) || (c->land == laPalace && celldistAlt(c))) ? celldistAlt(c): celldist(c); int dc = 0x10101 * (127 + int(127 * sin(ticks / 200. + d*1.5))); wcol = gradient(wcol, dc, 0, .3, 1); fcol = gradient(fcol, dc, 0, .3, 1); } if(c->land == laMirrored || c->land == laMirrorWall2 || c->land == laMirrored2) { string label = its(c->landparam); queuestr(V, 1 * .2, label, 0xFFFFFFFF, 1); } if(viewdists) { int cd = celldistance(c, cwt.c); string label = its(cd); // string label = its(fieldpattern::getriverdistleft(c)) + its(fieldpattern::getriverdistright(c)); int dc = distcolors[cd&7]; wcol = gradient(wcol, dc, 0, .4, 1); fcol = gradient(fcol, dc, 0, .4, 1); /* queuepolyat(V, shFloor[ct6], darkena(gradient(0, distcolors[cd&7], 0, .25, 1), fd, 0xC0), PPR_TEXT); */ queuestr(V, (cd > 9 ? .6 : 1) * .2, label, 0xFF000000 + distcolors[cd&7], 1); } asciicol = wcol; if(c->land == laNone && c->wall == waNone) queuepoly(V, shTriangle, 0xFFFF0000); if(c->wall == waThumperOn) { int ds = ticks; for(int u=0; u<5; u++) { ld rad = hexf * (.3 * u + (ds%1000) * .0003); int tcol = darkena(gradient(forecolor, backcolor, 0, rad, 1.5 * hexf), 0, 0xFF); for(int a=0; aitem; bool hidden = itemHidden(c); bool hiddens = itemHiddenFromSight(c); if(conformal::includeHistory && eq(c->aitmp, sval)) { hidden = true; hiddens = false; } if(hiddens && !(cmode & sm::MAP)) it = itNone; int icol = 0, moncol = 0xFF00FF; if(it) ch = iinf[it].glyph, asciicol = icol = iinf[it].color; if(c->monst) { ch = minf[c->monst].glyph, moncol = minf[c->monst].color; if(c->monst == moMutant) { // root coloring if(c->stuntime != mutantphase) moncol = gradient(0xC00030, 0x008000, 0, (c->stuntime-mutantphase) & 15, 15); } if(isMetalBeast(c->monst) && c->stuntime) moncol >>= 1; if(c->monst == moSlime) { moncol = winf[c->wall].color; moncol |= (moncol>>1); } asciicol = moncol; if(isDragon(c->monst) || isKraken(c->monst)) if(!c->hitpoints) asciicol = 0x505050; if(c->monst == moTortoise) asciicol = tortoise::getMatchColor(tortoise::getb(c)); if(c->monst != moMutant) for(int k=0; kstuntime; k++) asciicol = ((asciicol & 0xFEFEFE) >> 1) + 0x101010; } if(c->cpdist == 0 && mapeditor::drawplayer) { ch = '@'; if(!mmitem) asciicol = moncol = cheater ? 0xFF3030 : 0xD0D0D0; } if(c->ligon) { int tim = ticks - lightat; if(tim > 1000) tim = 800; if(elec::havecharge && tim > 400) tim = 400; for(int t=0; ttype; t++) if(c->mov[t] && c->mov[t]->ligon) { int hdir = displaydir(c, t); int lcol = darkena(gradient(iinf[itOrbLightning].color, 0, 0, tim, 1100), 0, 0xFF); queueline(V*ddi0(ticks, hexf/2), V*ddi0(hdir, crossf), lcol, 2); } } int ct = c->type; int ct6 = K(c); bool error = false; chasmg = chasmgraph(c); int fd = c->land == laRedRock ? 0 : (c->land == laOcean || c->land == laLivefjord || c->land == laWhirlpool) ? 1 : c->land == laAlchemist || c->land == laIce || c->land == laGraveyard || c->land == laBlizzard || c->land == laRlyeh || c->land == laTemple || c->land == laWineyard || c->land == laDeadCaves || c->land == laPalace || c->land == laCA ? 1 : c->land == laCanvas ? 0 : c->land == laKraken ? 1 : c->land == laBurial ? 1 : c->land == laIvoryTower ? 1 : c->land == laDungeon ? 1 : c->land == laMountain ? 1 : c->land == laEndorian ? 1 : c->land == laCaribbean ? 1 : c->land == laWhirlwind ? 1 : c->land == laRose ? 1 : c->land == laWarpSea ? 1 : c->land == laTortoise ? 1 : c->land == laDragon ? 1 : c->land == laHalloween ? 1 : c->land == laTrollheim ? 2 : c->land == laReptile ? 0 : c->land == laHunting ? 1 : c->land == laTerracotta ? 1 : c->land == laMercuryRiver ? 0 : 2; if(c->wall == waMagma) fd = 0; poly_outline = OUTLINE_DEFAULT; int sl = snakelevel(c); transmatrix Vd0, Vf0, Vboat0; const transmatrix *Vdp = (!wmspatial) ? &V : sl ? &(Vd0= mscale(V, geom3::SLEV[sl])) : highwall(c) ? &(Vd0= mscale(V, (1+geom3::WALL)/2)) : (chasmg==1) ? &(Vd0 = mscale(V, geom3::LAKE)) : &V; const transmatrix& Vf = (chasmg && wmspatial) ? (Vf0=mscale(V, geom3::BOTTOM)) : V; const transmatrix *Vboat = &(*Vdp); if(DOSHMUP) { ld zlev = -geom3::factor_to_lev(zlevel(tC0((*Vdp)))); shmup::drawMonster(V, c, Vboat, Vboat0, zlev); } poly_outline = OUTLINE_DEFAULT; if(!wmascii) { // floor #if CAP_EDIT transmatrix Vpdir = V * applyPatterndir(c); #endif bool eoh = euclid || purehepta; if(c->wall == waChasm) { if(c->land == laZebra) fd++; if(c->land == laHalloween && !wmblack) { transmatrix Vdepth = mscale(V, geom3::BOTTOM); queuepolyat(Vdepth, shFloor[ct6], darkena(firecolor(ticks / 10), 0, 0xDF), PPR_LAKEBOTTOM); } } #if CAP_EDIT if(mapeditor::drawUserShape(Vpdir, mapeditor::cellShapeGroup(), mapeditor::realpatternsh(c), darkena(fcol, fd, (cmode & sm::DRAW) ? 0xC0 : 0xFF), c)); else if(mapeditor::whichShape == '7') { if(ishept(c)) qfloor(c, Vf, wmblack ? shBFloor[ct6] : euclid ? shBigHex : shBigHepta, darkena(fcol, fd, 0xFF)); } else if(mapeditor::whichShape == '8') { if(euclid) qfloor(c, Vf, shTriheptaEuc[ishept(c) ? 1 : ishex1(c) ? 0 : 2], darkena(fcol, fd, 0xFF)); else qfloor(c, Vf, shTriheptaFloor[ishept(c) ? 1 : 0], darkena(fcol, fd, 0xFF)); } else if(mapeditor::whichShape == '6') { if(!ishept(c)) qfloor(c, Vf, wmblack ? shBFloor[ct6] : euclid ? (ishex1(c) ? shBigHexTriangle : shBigHexTriangleRev) : shBigTriangle, darkena(fcol, fd, 0xFF)); } #endif else if(c->land == laMirrorWall) { int d = mirror::mirrordir(c); bool onleft = c->type == 7; if(c->type == 7 && c->barleft == laMirror) onleft = !onleft; if(c->type == 6 && c->mov[d]->barleft == laMirror) onleft = !onleft; if(purehepta) onleft = !onleft; if(d == -1) { for(d=0; d<6; d++) if(c->mov[d] && c->mov[(1+d)%6] && c->mov[d]->land == laMirrorWall && c->mov[(1+d)%6]->land == laMirrorWall) break; qfi.spin = ddspin(c, d, 0); transmatrix V2 = V * qfi.spin; if(!wmblack) for(int d=0; d<6; d++) { inmirrorcount+=d; qfloor(c, V2 * spin(d*M_PI/3), shHalfFloor[2], darkena(fcol, fd, 0xFF)); inmirrorcount-=d; } if(wmspatial) { const int layers = 2 << detaillevel; for(int z=1; zland == laWineyard && cellHalfvine(c)) { int i =-1; for(int t=0;t<6; t++) if(c->mov[t] && c->mov[t]->wall == c->wall) i = t; qfi.spin = ddspin(c, i, S14); transmatrix V2 = V * qfi.spin; if(wmspatial && wmescher) { qfi.shape = &shSemiFeatherFloor[0]; qfi.special = true; int dk = 1; int vcol = winf[waVinePlant].color; warpfloor(c, mscale(V, geom3::WALL), darkena(vcol, dk, 0xFF), PPR_WALL3A, false); escherSidewall(c, SIDE_WALL, V, darkena(gradient(0, vcol, 0, .8, 1), dk, 0xFF)); qfloor(c, V2, shSemiFeatherFloor[1], darkena(fcol, dk, 0xFF)); qfi.shape = &shFeatherFloor[0]; qfi.special = true; } else if(wmspatial) { hpcshape *shar = wmplain ? shFloor : shFeatherFloor; int dk = 1; qfloor(c, V, shar[0], darkena(fcol, dk, 0xFF)); int vcol = winf[waVinePlant].color; int vcol2 = gradient(0, vcol, 0, .8, 1); transmatrix Vdepth = mscale(V2, geom3::WALL); queuepolyat(Vdepth, shSemiFloor[0], darkena(vcol, dk, 0xFF), PPR_WALL3A); {dynamicval p(poly_outline, OUTLINE_TRANS); queuepolyat(V2 * spin(M_PI*2/3), shSemiFloorShadow, SHADOW_WALL, PPR_WALLSHADOW); } queuepolyat(V2, shSemiFloorSide[SIDE_WALL], darkena(vcol, dk, 0xFF), PPR_WALL3A-2+away(V2)); if(validsidepar[SIDE_WALL]) forCellIdEx(c2, j, c) { int dis = i-j; dis %= 6; if(dis<0) dis += 6; if(dis != 1 && dis != 5) continue; placeSidewall(c, j, SIDE_WALL, V, false, false, darkena(vcol2, fd, 0xFF)); } } else { hpcshape *shar = shSemiFeatherFloor; if(wmblack) shar = shSemiBFloor; if(wmplain) shar = shSemiFloor; int dk = wmblack ? 0 : wmplain ? 1 : 1; qfloor(c, V2, shar[0], darkena(winf[waVinePlant].color, dk, 0xFF)); qfloor(c, V2, shar[1], darkena(fcol, dk, 0xFF)); } } else if(c->land == laReptile || c->wall == waReptile) drawReptileFloor(Vf, c, fcol, true); else if(wmblack == 1 && c->wall == waMineOpen && vid.grid) ; // else if(true) // qfloor(c, Vf, shWave[wavephase][ct6], darkena(fcol, fd, 0xFF)); // else if(true) // qfloor(c, Vf, shSeabed[ct6], darkena(fcol, fd, 0xFF)); else if(wmblack) { qfloor(c, Vf, shBFloor[ct6], darkena(fcol, 0, 0xFF)); int rd = rosedist(c); if(rd == 1) qfloor(c, Vf, shHeptaMarker, darkena(fcol, 0, 0x80)); else if(rd == 2) qfloor(c, Vf, shHeptaMarker, darkena(fcol, 0, 0x40)); } else if(isWarped(c) && euclid) qfloor(c, Vf, shTriheptaEuc[ishept(c)?1:ishex1(c)?0:2], darkena(fcol, fd, 0xFF)); else if(isWarped(c) && !purehepta && !shmup::on) { int np = mapeditor::nopattern(c); if(c->landparam == 1337) np = 0; // for the achievement screenshot if(np < 11) qfloor(c, Vf, applyPatterndir(c), shTriheptaFloor[np], darkena(fcol, fd, 0xFF)); } else if(wmplain) { if(wmspatial && highwall(c)) ; else qfloor(c, Vf, shFloor[ct6], darkena(fcol, fd, 0xFF)); } else if(randomPatternsMode && c->land != laBarrier && !isWarped(c->land)) { int j = (randompattern[c->land]/5) % 15; int dfcol = darkena(fcol, fd, 0xFF); int k = randompattern[c->land] % RPV_MODULO; int k7 = randompattern[c->land] % 7; if(k == RPV_ZEBRA && k7 < 2) drawZebraFloor(Vf, c, dfcol); else if(k == RPV_EMERALD && k7 == 0) drawEmeraldFloor(Vf, c, dfcol); else if(k == RPV_CYCLE && k7 < 4) drawTowerFloor(Vf, c, dfcol, celldist); else switch(j) { case 0: qfloor(c, Vf, shCloudFloor[ct6], dfcol); break; case 1: qfloor(c, Vf, shFeatherFloor[ECT], dfcol); break; case 2: qfloor(c, Vf, shStarFloor[ct6], dfcol); break; case 3: qfloor(c, Vf, shTriFloor[ct6], dfcol); break; case 4: qfloor(c, Vf, shSStarFloor[ct6], dfcol); break; case 5: qfloor(c, Vf, shOverFloor[ECT], dfcol); break; case 6: qfloor(c, Vf, shFeatherFloor[ECT], dfcol); break; case 7: qfloor(c, Vf, shDemonFloor[ct6], dfcol); break; case 8: qfloor(c, Vf, shCrossFloor[ct6], dfcol); break; case 9: qfloor(c, Vf, shMFloor[ct6], dfcol); break; case 10: qfloor(c, Vf, shCaveFloor[ECT], dfcol); break; case 11: qfloor(c, Vf, shPowerFloor[ct6], dfcol); break; case 12: qfloor(c, Vf, shDesertFloor[ct6], dfcol); break; case 13: qfloor(c, Vf, purehepta ? shChargedFloor[3] : shChargedFloor[ct6], dfcol); break; case 14: qfloor(c, Vf, ct==6?shChargedFloor[2]:shFloor[1], dfcol); break; } } // else if(c->land == laPrairie && !eoh && allemptynear(c) && fieldpattern::getflowerdist(c) <= 1) // queuepoly(Vf, shLeafFloor[ct6], darkena(fcol, fd, 0xFF)); /* else if(c->land == laPrairie && prairie::isriver(c)) drawTowerFloor(Vf, c, darkena(fcol, fd, 0xFF), prairie::isleft(c) ? river::towerleft : river::towerright); */ else if(c->land == laPrairie) qfloor(c, Vf, shCloudFloor[ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laWineyard) { qfloor(c, Vf, shFeatherFloor[euclid?2:ct6], darkena(fcol, fd, 0xFF)); } else if(c->land == laZebra) drawZebraFloor(Vf, c, darkena(fcol, fd, 0xFF)); else if(c->wall == waTrunk) qfloor(c, Vf, shFloor[ct6], darkena(fcol, fd, 0xFF)); else if(c->wall == waCanopy || c->wall == waSolidBranch || c->wall == waWeakBranch) qfloor(c, Vf, shFeatherFloor[ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laMountain) drawTowerFloor(Vf, c, darkena(fcol, fd, 0xFF), euclid ? celldist : c->master->alt ? celldistAltPlus : celldist); else if(isGravityLand(c->land)) drawTowerFloor(Vf, c, darkena(fcol, fd, 0xFF)); else if(c->land == laEmerald) drawEmeraldFloor(Vf, c, darkena(fcol, fd, 0xFF)); else if(c->land == laRlyeh) qfloor(c, Vf, (eoh ? shFloor: shTriFloor)[ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laTemple) qfloor(c, Vf, (eoh ? shFloor: shTriFloor)[ct6], darkena(fcol, fd, 0xFF)); /* else if(c->land == laAlchemist) qfloor(c, Vf, shCloudFloor[ct6], darkena(fcol, fd, 0xFF)); */ else if(c->land == laAlchemist) qfloor(c, Vf, shCloudFloor[ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laVolcano && !eoh) qfloor(c, Vf, shLavaFloor[ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laRose) qfloor(c, Vf, shRoseFloor[purehepta ? 2 : ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laTortoise) qfloor(c, Vf, shTurtleFloor[purehepta ? 2 : ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laDragon && !purehepta) { /* if(!wmspatial || noAdjacentChasms(c)) */ qfloor(c, Vf, shDragonFloor[euclid?2:ct6], darkena(fcol, fd, 0xFF)); /* if(wmspatial) qfloor(c, Vf, shFloor[euclid?2:ct6], darkena(fcol, fd, 0xFF)); */ } else if((isElemental(c->land) || c->land == laElementalWall) && !eoh) qfloor(c, Vf, shNewFloor[ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laBurial) qfloor(c, Vf, shBarrowFloor[euclid?0:purehepta?2:ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laTrollheim && !eoh) qfloor(c, Vf, shTrollFloor[ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laTrollheim) qfloor(c, Vf, shCaveFloor[euclid?2:1], darkena(fcol, fd, 0xFF)); else if(c->land == laJungle) qfloor(c, Vf, shFeatherFloor[euclid?2:ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laMountain) qfloor(c, Vf, shFeatherFloor[euclid?2:ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laGraveyard) qfloor(c, Vf, (eoh ? shFloor : shCrossFloor)[ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laDeadCaves) { qfloor(c, Vf, shCaveFloor[euclid?2:ct6], darkena(fcol, fd, 0xFF)); } else if(c->land == laMotion) qfloor(c, Vf, shMFloor[ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laWhirlwind) qfloor(c, Vf, (eoh ? shCloudFloor : shNewFloor)[ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laHell) qfloor(c, Vf, (euclid ? shStarFloor : shDemonFloor)[ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laIce || c->land == laBlizzard) qfloor(c, Vf, shStarFloor[ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laCocytus) qfloor(c, Vf, (eoh ? shCloudFloor : shDesertFloor)[ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laStorms) { if(euclid) qfloor(c, ishex1(c) ? V*pispin : Vf, ishept(c) ? shFloor[0] : shChargedFloor[2], darkena(fcol, fd, 0xFF)); else qfloor(c, Vf, (purehepta ? shChargedFloor[3] : ct==6 ? shChargedFloor[2] : shFloor[1]), darkena(fcol, fd, 0xFF)); } else if(c->land == laWildWest) qfloor(c, Vf, (eoh ? shCloudFloor : shSStarFloor)[ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laPower) qfloor(c, Vf, (eoh ? shStarFloor : shPowerFloor)[ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laHive && c->wall != waFloorB && c->wall != waFloorA && c->wall != waMirror && c->wall != waCloud) { qfloor(c, Vf, shFloor[ct6], darkena(fcol, 1, 0xFF)); if(c->wall != waMirror && c->wall != waCloud) qfloor(c, Vf, shMFloor[ct6], darkena(fcol, 2, 0xFF)); if(c->wall != waMirror && c->wall != waCloud) qfloor(c, Vf, shMFloor2[ct6], darkena(fcol, fcol==wcol ? 1 : 2, 0xFF)); } else if(c->land == laCaves) qfloor(c, Vf, shCaveFloor[ECT], darkena(fcol, fd, 0xFF)); else if(c->land == laDesert) qfloor(c, Vf, (eoh ? shCloudFloor : shDesertFloor)[ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laOvergrown || c->land == laClearing || isHaunted(c->land)) qfloor(c, Vf, shOverFloor[ECT], darkena(fcol, fd, 0xFF)); else if(c->land == laRose) qfloor(c, Vf, shOverFloor[ECT], darkena(fcol, fd, 0xFF)); else if(c->land == laBull) qfloor(c, Vf, (eoh ? shFloor : shButterflyFloor)[ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laDryForest) qfloor(c, Vf, (eoh ? shStarFloor : shDesertFloor)[ct6], darkena(fcol, fd, 0xFF)); // else if(c->land == laOcean && c->landparam > 25) // qfloor(c, Vf, shWave[wavephase][ct6], darkena(fcol, fd, 0xFF)); else if((c->land == laCaribbean || c->land == laOcean || c->land == laOceanWall || c->land == laWhirlpool)) qfloor(c, Vf, shCloudFloor[ct6], darkena(fcol, fd, 0xFF)); else if((c->land == laKraken)) qfloor(c, Vf, shFullFloor[ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laLivefjord) qfloor(c, Vf, shCaveFloor[ECT], darkena(fcol, fd, 0xFF)); else if(c->land == laRedRock) qfloor(c, Vf, eoh ? shFloor[ct6] : shDesertFloor[ct6], darkena(fcol, fd, 0xFF)); else if(c->land == laPalace || c->land == laTerracotta || c->land == laMercuryRiver) qfloor(c, Vf, (eoh?shFloor:shPalaceFloor)[ct6], darkena(fcol, fd, 0xFF)); else { qfloor(c, Vf, shFloor[ct6], darkena(fcol, fd, 0xFF)); } // walls #if CAP_EDIT if(mapeditor::displaycodes) { int labeli = mapeditor::displaycodes == 1 ? mapeditor::realpattern(c) : mapeditor::subpattern(c); string label = its(labeli); queuestr(V, .5, label, 0xFF000000 + forecolor); /* transmatrix V2 = V * applyPatterndir(c); qfloor(c, V2, shNecro, 0x80808080); qfloor(c, V2, shStatue, 0x80808080); */ } #endif if((cmode & sm::NUMBER) && (dialog::editingDetail())) { int col = dist0 < geom3::highdetail ? 0xFF80FF80 : dist0 >= geom3::middetail ? 0xFFFF8080 : 0XFFFFFF80; #if 1 queuepoly(V, shHeptaMarker, darkena(col & 0xFFFFFF, 0, 0xFF)); #else char buf[64]; sprintf(buf, "%3.1f", float(dist0)); queuestr(V, .6, buf, col); #endif } if(realred(c->wall) && !wmspatial) { int s = snakelevel(c); if(s >= 1) qfloor(c, V, shRedRockFloor[0][ct6], darkena(winf[waRed1].color, 0, 0xFF)); if(s >= 2) queuepoly(V, shRedRockFloor[1][ct6], darkena(winf[waRed2].color, 0, 0xFF)); if(s >= 3) queuepoly(V, shRedRockFloor[2][ct6], darkena(winf[waRed3].color, 0, 0xFF)); } if(c->wall == waTower && !wmspatial) { qfloor(c, V, shMFloor[ct6], darkena(0xE8E8E8, fd, 0xFF)); } if(pseudohept(c) && ( c->land == laRedRock || vid.darkhepta || (purehepta && (c->land == laClearing || isWarped(c))))) { queuepoly((*Vdp), shHeptaMarker, wmblack ? 0x80808080 : 0x00000080); } if(conformal::includeHistory && eq(c->aitmp, sval-1)) queuepoly((*Vdp), shHeptaMarker, 0x000000C0); char xch = winf[c->wall].glyph; if(c->wall == waBigBush) { if(detaillevel >= 2) queuepolyat(mmscale(V, zgrad0(0, geom3::slev, 1, 2)), shHeptaMarker, darkena(wcol, 0, 0xFF), PPR_REDWALL); if(detaillevel >= 1) queuepolyat(mmscale(V, geom3::SLEV[1]) * pispin, shWeakBranch, darkena(wcol, 0, 0xFF), PPR_REDWALL+1); if(detaillevel >= 2) queuepolyat(mmscale(V, zgrad0(0, geom3::slev, 3, 2)), shHeptaMarker, darkena(wcol, 0, 0xFF), PPR_REDWALL+2); queuepolyat(mmscale(V, geom3::SLEV[2]), shSolidBranch, darkena(wcol, 0, 0xFF), PPR_REDWALL+3); } else if(c->wall == waSmallBush) { if(detaillevel >= 2) queuepolyat(mmscale(V, zgrad0(0, geom3::slev, 1, 2)), shHeptaMarker, darkena(wcol, 0, 0xFF), PPR_REDWALL); if(detaillevel >= 1) queuepolyat(mmscale(V, geom3::SLEV[1]) * pispin, shWeakBranch, darkena(wcol, 0, 0xFF), PPR_REDWALL+1); if(detaillevel >= 2) queuepolyat(mmscale(V, zgrad0(0, geom3::slev, 3, 2)), shHeptaMarker, darkena(wcol, 0, 0xFF), PPR_REDWALL+2); queuepolyat(mmscale(V, geom3::SLEV[2]), shWeakBranch, darkena(wcol, 0, 0xFF), PPR_REDWALL+3); } else if(c->wall == waSolidBranch) { queuepoly(V, shSolidBranch, darkena(wcol, 0, 0xFF)); } else if(c->wall == waWeakBranch) { queuepoly(V, shWeakBranch, darkena(wcol, 0, 0xFF)); } else if(c->wall == waLadder) { if(euclid) { queuepoly(V, shMFloor[ct6], 0x804000FF); queuepoly(V, shMFloor2[ct6], 0x000000FF); } else { queuepolyat(V, shFloor[ct6], 0x804000FF, PPR_FLOOR+1); queuepolyat(V, shMFloor[ct6], 0x000000FF, PPR_FLOOR+2); } } if(c->wall == waReptileBridge) { Vboat = &(Vboat0 = V); dynamicval qfi2(qfi, qfi); int col = reptilecolor(c); chasmg = 0; drawReptileFloor(V, c, col, true); forCellIdEx(c2, i, c) if(chasmgraph(c2)) placeSidewallX(c, i, SIDE_LAKE, V, isWarped(c), false, darkena(gradient(0, col, 0, .8, 1), fd, 0xFF)); chasmg = 1; } if(c->wall == waTerraWarrior) drawTerraWarrior(V, randterra ? (c->landparam & 7) : (5 - (c->landparam & 7)), 7, 0); else if(c->wall == waBoat || c->wall == 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, S42); 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, S42); 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); } else if(c->wall == waBigStatue) { transmatrix V2 = V; double footphase; applyAnimation(c, V2, footphase, LAYER_BOAT); queuepolyat(V2, shStatue, darkena(winf[c->wall].color, 0, 0xFF), PPR_BIGSTATUE ); } else if(c->wall == waSulphurC) { if(drawstar(c)) { zcol = wcol; if(wmspatial) queuepolyat(mscale(V, geom3::HELLSPIKE), shGiantStar[ct6], darkena(wcol, 0, 0x40), PPR_HELLSPIKE); else queuepoly(V, shGiantStar[ct6], darkena(wcol, 0, 0xFF)); } } else if(c->wall == waClosePlate || c->wall == waOpenPlate || (c->wall == waTrapdoor && c->land != laZebra)) { transmatrix V2 = V; if(ct != 6 && wmescher) V2 = V * pispin; queuepoly(V2, shMFloor[ct6], darkena(winf[c->wall].color, 0, 0xFF)); queuepoly(V2, shMFloor2[ct6], (!wmblack) ? darkena(fcol, 1, 0xFF) : darkena(0,1,0xFF)); } else if(c->wall == waFrozenLake || c->wall == waLake || c->wall == waCamelotMoat || c->wall == waSea || c->wall == waClosePlate || c->wall == waOpenPlate || c->wall == waOpenGate || c->wall == waTrapdoor || c->wall == waBubble) ; else if(c->wall == waRose) { zcol = wcol; wcol <<= 1; if(c->cpdist > 5) wcol = 0xC0C0C0; else if(rosephase == 7) wcol = 0xFF0000; else wcol = gradient(wcol, 0xC00000, 0, rosephase, 6); queuepoly(V, shThorns, 0xC080C0FF); for(int u=0; u<4; u+=2) queuepoly(V * spin(2*M_PI / 3 / 4 * u), shRose, darkena(wcol, 0, 0xC0)); } else if(sl && wmspatial) { bool w = isWarped(c); warpfloor(c, (*Vdp), darkena(wcol, fd, 0xFF), PPR_REDWALL-4+4*sl, w); floorShadow(c, V, SHADOW_SL * sl, w); bool tower = c->wall == waTower; for(int s=0; s= sl2) placeSidewallX(c, i, SIDE_SLEV+s, V, w, false, darkena(tower?0xD0D0D0-i*0x101010 : s==sl-1?wcol:winf[waRed1+s].color, fd, 0xFF)); } } else if(c->wall == waRoundTable) ; else if(c->wall == waGlass && wmspatial) { int col = winf[waGlass].color; int dcol = darkena(col, 0, 0x80); transmatrix Vdepth = mscale((*Vdp), geom3::WALL); queuepolyat(Vdepth, shMFloor[ct6], dcol, PPR_WALL); // GLASS if(validsidepar[SIDE_WALL]) forCellIdEx(c2, i, c) placeSidewall(c, i, SIDE_WALL, (*Vdp), false, true, dcol); } else if(c->wall == waGlass && !wmspatial) ; else if(wmescher && wmspatial && c->wall == waBarrier && c->land == laOceanWall) { const int layers = 2 << detaillevel; dynamicval ds(qfi.shape, &shCircleFloor); dynamicval db(qfi.special, true); for(int z=1; zwall == waMirrorWall) ; else if(highwall(c)) { zcol = wcol; int wcol0 = wcol; int starcol = wcol; if(c->wall == waWarpGate) starcol = 0; if(c->wall == waVinePlant) starcol = 0x60C000; int wcol2 = gradient(0, wcol0, 0, .8, 1); if(c->wall == waClosedGate) { int hdir = 0; for(int i=0; itype; i++) if(c->mov[i]->wall == waClosedGate) hdir = i; transmatrix V2 = mscale(V, wmspatial?geom3::WALL:1) * ddspin(c, hdir, S42); queuepolyat(V2, shPalaceGate, darkena(wcol, 0, 0xFF), wmspatial?PPR_WALL3A:PPR_WALL); starcol = 0; } hpcshape& shThisWall = isGrave(c->wall) ? shCross : shWall[ct6]; if(conegraph(c)) { const int layers = 2 << detaillevel; for(int z=1; zwall == waIcewall) alpha = 0xC0; bool warp = isWarped(c); if(starcol && !(wmescher && c->wall == waPlatform)) queuepolyat(Vdepth, shThisWall, darkena(starcol, 0, 0xFF), PPR_WALL3A); warpfloor(c, Vdepth, darkena(wcol0, fd, alpha), PPR_WALL3, warp); floorShadow(c, V, SHADOW_WALL, warp); if(c->wall == waCamelot) { forCellIdEx(c2, i, c) { placeSidewallX(c, i, SIDE_SLEV, V, warp, false, darkena(wcol2, fd, alpha)); } forCellIdEx(c2, i, c) { placeSidewallX(c, i, SIDE_SLEV+1, V, warp, false, darkena(wcol2, fd, alpha)); } forCellIdEx(c2, i, c) { placeSidewallX(c, i, SIDE_SLEV+2, V, warp, false, darkena(wcol2, fd, alpha)); } forCellIdEx(c2, i, c) { placeSidewallX(c, i, SIDE_WTS3, V, warp, false, darkena(wcol2, fd, alpha)); } } else { forCellIdEx(c2, i, c) if(!highwall(c2) || conegraph(c2)) { placeSidewallX(c, i, SIDE_WALL, V, warp, false, darkena(wcol2, fd, alpha)); } } } } } else if(c->wall == waFan) { queuepoly(V * spin(M_PI/6 - fanframe * M_PI / 3), shFan, darkena(wcol, 0, 0xFF)); } else if(c->wall == waArrowTrap) { if(c->wparam >= 1) queuepoly(V, shDisk, darkena(trapcol[c->wparam&3], 0, 0xFF)); if(isCentralTrap(c)) arrowtraps.push_back(c); } else if(xch == '%') { if(doHighlight()) poly_outline = (c->land == laMirror) ? OUTLINE_TREASURE : OUTLINE_ORB; if(wmspatial) { int col = winf[c->wall].color; int dcol = darkena(col, 0, 0xC0); transmatrix Vdepth = mscale((*Vdp), geom3::WALL); queuepolyat(Vdepth, shMFloor[ct6], dcol, PPR_WALL); // GLASS if(validsidepar[SIDE_WALL]) forCellIdEx(c2, i, c) placeSidewall(c, i, SIDE_WALL, (*Vdp), false, true, dcol); } else { queuepoly(V, shMirror, darkena(wcol, 0, 0xC0)); } poly_outline = OUTLINE_DEFAULT; } else if(isFire(c) || isThumper(c) || c->wall == waBonfireOff) { ld sp = 0; if(hasTimeout(c)) sp = ticks / (c->land == laPower ? 5000. : 500.); queuepoly(V * spin(sp), shStar, darkena(wcol, 0, 0xF0)); if(isFire(c) && rand() % 300 < ticks - lastt) drawParticle(c, wcol, 75); } else if(c->wall == waFreshGrave || c->wall == waAncientGrave) { zcol = wcol; queuepoly(V, shCross, darkena(wcol, 0, 0xFF)); } else if(xch == '+' && c->wall == waGiantRug) { queuepoly(V, shBigCarpet1, darkena(0xC09F00, 0, 0xFF)); queuepoly(V, shBigCarpet2, darkena(0x600000, 0, 0xFF)); queuepoly(V, shBigCarpet3, darkena(0xC09F00, 0, 0xFF)); } else if(xch != '.' && xch != '+' && xch != '>' && xch != ':'&& xch != '-' && xch != ';' && c->wall != waSulphur && c->wall != waMercury && xch != ',') error = true; } else { if(c->wall == waArrowTrap) asciicol = trapcol[c->wparam & 3]; if(c->wall == waTerraWarrior) asciicol = terracol[c->landparam & 7]; if(!(it || c->monst || c->cpdist == 0)) error = true; } int sha = shallow(c); if(wmspatial && sha) { bool w = isWarped(c); int col = (highwall(c) || c->wall == waTower) ? wcol : fcol; if(!chasmg) { #define D(v) darkena(gradient(0, col, 0, v * (sphere ? spherity(V * cellrelmatrix(c,i)) : 1), 1), fd, 0xFF) if(sha & 1) { forCellIdEx(c2, i, c) if(chasmgraph(c2)) placeSidewallX(c, i, SIDE_LAKE, V, w, false, D(.8)); } if(sha & 2) { forCellIdEx(c2, i, c) if(chasmgraph(c2)) placeSidewallX(c, i, SIDE_LTOB, V, w, false, D(.7)); } if(sha & 4) { bool dbot = true; forCellIdEx(c2, i, c) if(chasmgraph(c2) == 2) { if(dbot) dbot = false, warpfloor(c, mscale(V, geom3::BOTTOM), 0x080808FF, PPR_LAKEBOTTOM, isWarped(c)); placeSidewallX(c, i, SIDE_BTOI, V, w, false, D(.6)); } #undef D } } // wall between lake and chasm -- no Escher here if(chasmg == 1) forCellIdEx(c2, i, c) if(chasmgraph(c2) == 2) { placeSidewall(c, i, SIDE_LAKE, V, w, false, 0x202030FF); placeSidewall(c, i, SIDE_LTOB, V, w, false, 0x181820FF); placeSidewall(c, i, SIDE_BTOI, V, w, false, 0x101010FF); } } if(chasmg == 2 && wmspatial && sphere) { forCellIdEx(c2, i, c) if(chasmgraph(c2) == 0) { transmatrix V2 = V * cellrelmatrix(c, i); if(!behindsphere(V2)) continue; bool w = isWarped(c2); int wcol2, fcol2; setcolors(c2, wcol2, fcol2); int col = (highwall(c2) || c->wall == waTower) ? wcol2 : fcol2; col = gradient(0, col, 0, spherity(V), 1); int j = c->spin(i); if(ticks % 500 < -250) { V2 = V2 * ddspin(c2, j); j = 0; } placeSidewall(c2, j, SIDE_LAKE, V2, w, false, darkena(gradient(0, col, 0, .8, 1), fd, 0xFF)); placeSidewall(c2, j, SIDE_LTOB, V2, w, false, darkena(gradient(0, col, 0, .7, 1), fd, 0xFF)); placeSidewall(c2, j, SIDE_BTOI, V2, w, false, darkena(gradient(0, col, 0, .6, 1), fd, 0xFF)); } } if(chasmg == 1 && wmspatial) { int fd0 = fd ? fd-1 : 0; qfi.shape = &getSeabed(*qfi.shape); warpfloor(c, (*Vdp), darkena(fcol, fd0, 0x80), PPR_LAKELEV, isWarped(c)); } if(chasmg) { int q = size(ptds); if(fallanims.count(c)) { fallanim& fa = fallanims[c]; bool erase = true; if(fa.t_floor) { int t = (ticks - fa.t_floor); if(t <= 1500) { erase = false; if(fa.walltype == waNone) warpfloor(c, V, darkena(fcol, fd, 0xFF), PPR_FLOOR, isWarped(c)); else { int wcol2, fcol2; eWall w = c->wall; int p = c->wparam; c->wall = fa.walltype; c->wparam = fa.m; setcolors(c, wcol2, fcol2); int starcol = c->wall == waVinePlant ? 0x60C000 : wcol2; c->wall = w; c->wparam = p; bool warp = isWarped(c); warpfloor(c, mscale(V, geom3::WALL), darkena(starcol, fd, 0xFF), PPR_WALL3, warp); queuepolyat(mscale(V, geom3::WALL), shWall[ct6], darkena(wcol2, 0, 0xFF), PPR_WALL3A); forCellIdEx(c2, i, c) placeSidewallX(c, i, SIDE_WALL, V, warp, false, darkena(wcol2, 1, 0xFF)); } pushdown(c, q, V, t*t / 1000000. + t / 1000., true, true); } } if(fa.t_mon) { dynamicval d(multi::cpid, fa.pid); int t = (ticks - fa.t_mon); if(t <= 1500) { erase = false; c->stuntime = 0; transmatrix V2 = V; double footphase = t / 200.0; applyAnimation(c, V2, footphase, LAYER_SMALL); drawMonsterType(fa.m, c, V2, minf[fa.m].color, footphase); pushdown(c, q, V2, t*t / 1000000. + t / 1000., true, true); } } if(erase) fallanims.erase(c); } } if(c->wall == waMineOpen) { int mines = countMinesAround(c); if(wmascii) { if(ch == '.') { if(mines == 0) ch = ' '; else ch = '0' + mines, asciicol = minecolors[mines]; } else if(ch == '@') asciicol = minecolors[mines]; } else if(mines > 0) queuepoly(V, shMineMark[ct6], (minecolors[mines] << 8) | 0xFF); } // treasure if(c->land == laWhirlwind && c->wall != waBoat) { double footphase = 0; Vboat = &(Vboat0 = *Vboat); applyAnimation(c, Vboat0, footphase, LAYER_BOAT); } #if CAP_EDIT if(c == mapeditor::drawcell) { if(mapeditor::drawcellShapeGroup() == 2) { mapeditor::drawtrans = V; } qfi_dc = qfi; } #endif if(it && cellHalfvine(c)) { int i =-1; for(int t=0;t<6; t++) if(c->mov[t] && c->mov[t]->wall == c->wall) i = t; Vboat = &(Vboat0 = *Vboat * ddspin(c, i) * xpush(-.13)); } error |= drawItemType(it, c, *Vboat, icol, ticks, hidden); if(true) { int q = ptds.size(); error |= drawMonster(V, ct, c, moncol); if(Vboat != &V && Vboat != &Vboat0 && q != size(ptds)) pushdown(c, q, V, -geom3::factor_to_lev(zlevel(tC0((*Vboat)))), !isMultitile(c->monst), false); } if(!shmup::on && sword::at(c)) { queuepolyat(V, shDisk, 0xC0404040, PPR_SWORDMARK); } if(c->wall == waChasm) zcol = 0; addaura(tC0(V), zcol, fd); int ad = airdist(c); if(ad == 1 || ad == 2) { for(int i=0; itype; i++) { cell *c2 = c->mov[i]; if(airdist(c2) < airdist(c)) { calcAirdir(c2); // printf("airdir = %d\n", airdir); transmatrix V0 = ddspin(c, i, S42); double ph = ticks / (purehepta?150:75.0) + airdir * M_PI / (S21+.0); int aircol = 0x8080FF00 | int(32 + 32 * -cos(ph)); double ph0 = ph/2; ph0 -= floor(ph0/M_PI)*M_PI; poly_outline = OUTLINE_TRANS; queuepoly((*Vdp)*V0*xpush(hexf*-cos(ph0)), shDisk, aircol); poly_outline = OUTLINE_DEFAULT; } } } if(c->land == laBlizzard) blizzardcells[c].frame = frameid; if(c->land == laWhirlwind) { whirlwind::calcdirs(c); for(int i=0; i= hdir0+S42) hdir1 -= S84; int hdir = (hdir1*ph1+hdir0*(1-ph1)); transmatrix V0 = spin((hdir) * M_PI / S42); double ldist = purehepta ? crossf : c->type == 6 ? .2840 : 0.3399; poly_outline = OUTLINE_TRANS; queuepoly((*Vdp)*V0*xpush(ldist*(2*ph1-1)), shDisk, aircol); poly_outline = OUTLINE_DEFAULT; } } if(error) { queuechr(V, 1, ch, darkenedby(asciicol, darken), 2); } if(vid.grid) { vid.linewidth *= 3; // sphere: 0.3948 // sphere heptagonal: 0.5739 // sphere trihepta: 0.3467 // hyper trihepta: 0.2849 // hyper heptagonal: 0.6150 // hyper: 0.3798 if(purehepta) { double x = sphere?.645:.6150; for(int t=0; tmov[t] && c->mov[t] < c) queueline(V * ddspin(c,t,-6) * xpush0(x), V * ddspin(c,t,6) * xpush0(x), gridcolor(c, c->mov[t]), 1); } else if(isWarped(c)) { double x = sphere?.3651:euclid?.2611:.2849; if(!ishept(c)) for(int t=0; t<6; t++) if(c->mov[t] && ishept(c->mov[t])) queueline(V * ddspin(c,t,-S14) * xpush0(x), V * ddspin(c,t,+S14) * xpush0(x), gridcolor(c, c->mov[t]), 1); } else if(ishept(c) && !euclid) ; else { double x = sphere?.401:euclid?.3 : .328; for(int t=0; t<6; t++) if(euclid ? c->mov[t]mov[t] < c)) queueline(V * ddspin(c,t,-S7) * xpush0(x), V * ddspin(c,t,+S7) * xpush0(x), gridcolor(c, c->mov[t]), 1); } vid.linewidth /= 3; } if(!euclid) { bool usethis = false; double spd = 1; bool rev = false; if(isGravityLand(cwt.c->land)) { if(cwt.c->land == laDungeon) rev = true; if(!straightDownSeek || edgeDepth(c) < edgeDepth(straightDownSeek)) { usethis = true; spd = cwt.c->landparam / 10.; } } if(c->master->alt && cwt.c->master->alt && (cwt.c->land == laMountain || (pmodel && (cwt.c->land == laTemple || cwt.c->land == laWhirlpool || (cheater && (cwt.c->land == laClearing || cwt.c->land == laCaribbean || cwt.c->land == laCamelot || cwt.c->land == laPalace))) )) && c->land == cwt.c->land && c->master->alt->alt == cwt.c->master->alt->alt) { if(!straightDownSeek || !straightDownSeek->master->alt || celldistAlt(c) < celldistAlt(straightDownSeek)) { usethis = true; spd = .5; if(cwt.c->land == laMountain) rev = true; } } if(pmodel && cwt.c->land == laOcean && cwt.c->landparam < 25) { if(!straightDownSeek || coastval(c, laOcean) < coastval(straightDownSeek, laOcean)) { usethis = true; spd = cwt.c->landparam / 10; } } if(usethis) { straightDownSeek = c; downspin = atan2(VC0[1], VC0[0]); downspin -= M_PI/2; if(rev) downspin += M_PI; downspin += M_PI/2 * (conformal::rotation%4); while(downspin < -M_PI) downspin += 2*M_PI; while(downspin > +M_PI) downspin -= 2*M_PI; downspin = downspin * min(spd, (double)1); } } if(!inHighQual) { #if CAP_EDIT if((cmode & sm::MAP) && lmouseover && darken == 0 && !mouseout() && (mapeditor::whichPattern ? mapeditor::subpattern(c) == mapeditor::subpattern(lmouseover) : c == lmouseover)) { queuecircle(V, .78, 0x00FFFFFF); } mapeditor::drawGhosts(c, V, ct); #endif } if(vid.grid && c->bardir != NODIR && c->bardir != NOBARRIERS && c->land != laHauntedWall && c->barleft != NOWALLSEP_USED) { int col = darkena(0x505050, 0, 0xFF); queueline(tC0(V), V*tC0(heptmove[c->bardir]), col, 2); queueline(tC0(V), V*tC0(hexmove[c->bardir]), col, 2); } #if CAP_MODEL netgen::buildVertexInfo(c, V); #endif } } struct flashdata { int t; int size; cell *where; double angle; int spd; // 0 for flashes, >0 for particles int color; flashdata(int _t, int _s, cell *_w, int col, int sped) { t=_t; size=_s; where=_w; color = col; angle = rand() % 1000; spd = sped; } }; vector flashes; void drawFlash(cell *c) { flashes.push_back(flashdata(ticks, 1000, c, iinf[itOrbFlash].color, 0)); } void drawBigFlash(cell *c) { flashes.push_back(flashdata(ticks, 2000, c, 0xC0FF00, 0)); } void drawParticle(cell *c, int col, int maxspeed) { if(vid.particles && !confusingGeometry()) flashes.push_back(flashdata(ticks, rand() % 16, c, col, 1+rand() % maxspeed)); } void drawParticles(cell *c, int col, int qty, int maxspeed) { if(vid.particles) while(qty--) drawParticle(c,col, maxspeed); } void drawFireParticles(cell *c, int qty, int maxspeed) { if(vid.particles) for(int i=0; iland].color, 1), 4, 50); } void fallingMonsterAnimation(cell *c, eMonster m, int id) { if(!mmspatial) return; fallanim& fa = fallanims[c]; fa.t_mon = ticks; fa.m = m; fa.pid = id; // drawParticles(c, darkenedby(linf[c->land].color, 1), 4, 50); } void queuecircleat(cell *c, double rad, int col) { if(!c) return; if(!gmatrix.count(c)) return; queuecircle(gmatrix[c], rad, col); if(!wmspatial) return; if(highwall(c)) queuecircle(mscale(gmatrix[c], geom3::WALL), rad, col); int sl; if((sl = snakelevel(c))) { queuecircle(mscale(gmatrix[c], geom3::SLEV[sl]), rad, col); } if(chasmgraph(c)) queuecircle(mscale(gmatrix[c], geom3::LAKE), rad, col); } #define G(x) x && gmatrix.count(x) #define IG(x) if(G(x)) #define Gm(x) gmatrix[x] #define Gm0(x) tC0(gmatrix[x]) #if ISMOBILE==1 #define MOBON (clicked) #else #define MOBON true #endif void drawMarkers() { if(darken || !(cmode & sm::NORMAL)) return; if(!inHighQual) { bool ok = !ISPANDORA || mousepressed; if(G(dragon::target) && haveMount()) { queuechr(Gm0(dragon::target), 2*vid.fsize, 'X', gradient(0, iinf[itOrbDomination].color, -1, sin(ticks/(dragon::whichturn == turncount ? 75. : 150.)), 1)); } /* for(int i=0; i<12; i++) if(c->type == 5 && c->master == &dodecahedron[i]) queuechr(xc, yc, sc, 4*vid.fsize, 'A'+i, iinf[itOrbDomination].color); */ { using namespace yendor; if(yii < size(yi) && !yi[yii].found) { cell *keycell = NULL; int i; for(i=0; icpdist <= sightrange) { keycell = yi[yii].path[i]; break; } if(keycell) { for(; icpdist > 1 ? 0x00FFFF : 0xFF0000, 0, 0xFF)); } if(global_pushto && vid.drawmousecircle && ok && DEFAULTCONTROL && MOBON) { queuecircleat(global_pushto, .6, darkena(0xFFD500, 0, 0xFF)); } #if CAP_JOY if(joydir.d >= 0) queuecircleat(cwt.c->mov[(joydir.d+cwt.spin) % cwt.c->type], .78 - .02 * sin(ticks/199.0), darkena(0x00FF00, 0, 0xFF)); #endif bool m = true; #if CAP_MODEL m = netgen::mode == 0; #endif if(centerover && !playermoved && m && !conformal::on) queuecircleat(centerover, .70 - .06 * sin(ticks/200.0), darkena(int(175 + 25 * sin(ticks / 200.0)), 0, 0xFF)); if(multi::players > 1 || multi::alwaysuse) for(int i=0; i 0) { using namespace shmupballs; calc(); queuecircle(xmove, yb, rad, 0xFF0000FF); queuecircle(xmove, yb, rad*SKIPFAC, legalmoves[7] ? 0xFF0000FF : 0xFF000080 ); forCellAll(c2, cwt.c) IG(c2) drawMobileArrow(c2, Gm(c2)); } #endif if((vid.axes == 4 || (vid.axes == 1 && !mousing)) && !shmup::on) { if(multi::players == 1) { forCellAll(c2, cwt.c) IG(c2) drawMovementArrows(c2, Gm(c2)); } else if(multi::players > 1) for(int p=0; p ttm(cwtV, multi::whereis[p]); dynamicval tcw(cwt, multi::player[p]); drawMovementArrows(c2, Gm(c2)); } } } } monsterToSummon = moNone; orbToTarget = itNone; if(mouseover && targetclick) { shmup::cpid = 0; orbToTarget = targetRangedOrb(mouseover, roCheck); if(orbToTarget == itOrbSummon) { monsterToSummon = summonedAt(mouseover); queuechr(mousex, mousey, 0, vid.fsize, minf[monsterToSummon].glyph, minf[monsterToSummon].color); queuecircleat(mouseover, 0.6, darkena(minf[monsterToSummon].color, 0, 0xFF)); } else if(orbToTarget) { queuechr(mousex, mousey, 0, vid.fsize, '@', iinf[orbToTarget].color); queuecircleat(mouseover, 0.6, darkena(iinf[orbToTarget].color, 0, 0xFF)); } if(orbToTarget && rand() % 200 < ticks - lastt) { if(orbToTarget == itOrbDragon) drawFireParticles(mouseover, 2); else if(orbToTarget == itOrbSummon) { drawParticles(mouseover, iinf[orbToTarget].color, 1); drawParticles(mouseover, minf[monsterToSummon].color, 1); } else { drawParticles(mouseover, iinf[orbToTarget].color, 2); } } } } void drawFlashes() { for(int k=0; k f.size; if(f.spd) { kill = tim > 300; int partcol = darkena(f.color, 0, max(255 - kill/2, 0)); poly_outline = OUTLINE_DEFAULT; queuepoly(V * spin(f.angle) * xpush(f.spd * tim / 50000.), shParticle[f.size], partcol); } else if(f.size == 1000) { for(int u=0; u<=tim; u++) { if((u-tim)%50) continue; if(u < tim-150) continue; ld rad = u * 3 / 1000.; rad = rad * (5-rad) / 2; rad *= hexf; int flashcol = f.color; if(u > 500) flashcol = gradient(flashcol, 0, 500, u, 1100); flashcol = darkena(flashcol, 0, 0xFF); for(int a=0; a<=S84; a++) curvepoint(V*ddi0(a, rad)); queuecurve(flashcol, 0x8080808, PPR_LINE); } } else if(f.size == 2000) { for(int u=0; u<=tim; u++) { if((u-tim)%50) continue; if(u < tim-250) continue; ld rad = u * 3 / 2000.; rad = rad * (5-rad) * 1.25; rad *= hexf; int flashcol = f.color; if(u > 1000) flashcol = gradient(flashcol, 0, 1000, u, 2200); flashcol = darkena(flashcol, 0, 0xFF); for(int a=0; a<=S84; a++) curvepoint(V*ddi0(a, rad)); queuecurve(flashcol, 0x8080808, PPR_LINE); } } if(kill) { f = flashes[size(flashes)-1]; flashes.pop_back(); k--; } } } bool allowIncreasedSight() { if(cheater) return true; if(inHighQual) return true; if(peace::on) return true; #if CAP_TOUR if(tour::on) return true; #endif #if CAP_ROGUEVIZ if(rogueviz::on) return true; #endif if(randomPatternsMode) return true; return false; } void drawthemap() { frameid++; wavephase = (-(ticks / 100)) & 7; if(!allowIncreasedSight()) { if(sightrange > 7) sightrange = 7; overgenerate = false; } profile_frame(); profile_start(0); swap(gmatrix0, gmatrix); gmatrix.clear(); wmspatial = vid.wallmode == 4 || vid.wallmode == 5; wmescher = vid.wallmode == 3 || vid.wallmode == 5; wmplain = vid.wallmode == 2 || vid.wallmode == 4; wmascii = vid.wallmode == 0; wmblack = vid.wallmode == 1; mmitem = vid.monmode >= 1; mmmon = vid.monmode >= 2; mmhigh = vid.monmode == 3 || vid.monmode == 5; mmspatial = vid.monmode == 4 || vid.monmode == 5; DEBB(DF_GRAPH, (debugfile,"draw the map\n")); fanframe = ticks / (purehepta ? 300 : 150.0) / M_PI; for(int m=0; m 1) sphereflip[2][2] = -1; maxreclevel = conformal::on ? sightrange + 2: (!playermoved) ? sightrange+1 : sightrange + 4; drawrec(viewctr, maxreclevel, hsOrigin, ypush(vid.yshift) * sphereflip * View); } drawBlizzards(); drawArrowTraps(); ivoryz = false; linepatterns::drawAll(); callhooks(hooks_frame); profile_stop(1); profile_start(4); drawMarkers(); profile_stop(4); drawFlashes(); if(multi::players > 1 && !shmup::on) { if(shmup::centerplayer != -1) cwtV = multi::whereis[shmup::centerplayer]; else { hyperpoint h; for(int i=0; i<3; i++) h[i] = 0; for(int p=0; ppat; else if(shmup::centerplayer != -1) cwtV = shmup::pc[shmup::centerplayer]->pat; else { hyperpoint h; for(int i=0; i<3; i++) h[i] = 0; for(int p=0; ppat); for(int i=0; i<3; i++) h[i] += h1[i]; } h = mid(h, h); cwtV = rgpushxto0(h); } } #if CAP_SDL Uint8 *keystate = SDL_GetKeyState(NULL); lmouseover = mouseover; bool useRangedOrb = (!(vid.shifttarget & 1) && haveRangedOrb() && lmouseover && lmouseover->cpdist > 1) || (keystate[SDLK_RSHIFT] | keystate[SDLK_LSHIFT]); if(!useRangedOrb && !(cmode & sm::MAP) && DEFAULTCONTROL && !mouseout()) { void calcMousedest(); calcMousedest(); cellwalker cw = cwt; bool f = flipplayer; items[itWarning]+=2; bool recorduse[ittypes]; for(int i=0; i= 0 ? cwt.c->mov[(cwt.spin + mousedest.d) % cwt.c->type] : cwt.c; } #endif profile_stop(0); } void drawmovestar(double dx, double dy) { if(viewdists) return; DEBB(DF_GRAPH, (debugfile,"draw movestar\n")); if(!playerfound) return; if(shmup::on) return; #if CAP_RUG if(rug::rugged && multi::players == 1 && !multi::alwaysuse) return; #endif hyperpoint H = tC0(cwtV); ld R = sqrt(H[0] * H[0] + H[1] * H[1]); transmatrix Centered = Id; if(euclid) Centered = eupush(H[0], H[1]); else if(R > 1e-9) Centered = rgpushxto0(H); Centered = Centered * rgpushxto0(hpxy(dx*5, dy*5)); if(multi::cpid >= 0) multi::crosscenter[multi::cpid] = Centered; int rax = vid.axes; if(rax == 1) rax = drawstaratvec(dx, dy) ? 2 : 0; if(rax == 0 || vid.axes == 4) return; int starcol = getcs().uicolor; if(vid.axes == 3) queuepoly(Centered, shMovestar, starcol); else for(int d=0; d<8; d++) { int col = starcol; #if ISPANDORA if(leftclick && (d == 2 || d == 6 || d == 1 || d == 7)) col &= 0xFFFFFF3F; if(rightclick && (d == 2 || d == 6 || d == 3 || d == 5)) col &= 0xFFFFFF3F; if(!leftclick && !rightclick && (d&1)) col &= 0xFFFFFF3F; #endif // EUCLIDEAN if(euclid) queueline(tC0(Centered), Centered * ddi0(d * 10.5, 0.5) , col, 0); else // queueline(tC0(Centered), Centered * spin(M_PI*d/4)* xpush(d==0?.7:d==2?.6:.5) * C0, col >> darken); queueline(tC0(Centered), Centered * xspinpush0(M_PI*d/4, d==0?.7:d==2?.5:.2), col, 3); } } // old style joystick control int realradius; bool sidescreen; bool dronemode; void calcparam() { DEBB(DF_GRAPH, (debugfile,"calc param\n")); vid.xcenter = vid.xres / 2; vid.ycenter = vid.yres / 2; realradius = min(vid.xcenter, vid.ycenter); vid.radius = int(vid.scale * vid.ycenter) - (ISANDROID ? 2 : ISIOS ? 40 : 40); realradius = min(realradius, vid.radius); sidescreen = false; if(vid.xres < vid.yres) { vid.radius = int(vid.scale * vid.xcenter) - (ISIOS ? 10 : 2); vid.ycenter = vid.yres - realradius - vid.fsize - (ISIOS ? 10 : 0); } else { if(vid.xres >= vid.yres * 5/4-16 && (cmode & sm::SIDE)) sidescreen = true; #if CAP_TOUR if(tour::on && (tour::slides[tour::currentslide].flags & tour::SIDESCREEN)) sidescreen = true; #endif if(sidescreen) vid.xcenter = vid.yres/2; } if(dronemode) { vid.ycenter -= vid.radius; vid.ycenter += vid.fsize/2; vid.ycenter += vid.fsize/2; vid.radius *= 2; } ld eye = vid.eye; if(pmodel || rug::rugged) eye = 0; vid.beta = 1 + vid.alpha + eye; vid.alphax = vid.alpha + eye; vid.goteyes = vid.eye > 0.001 || vid.eye < -0.001; vid.goteyes2 = vid.goteyes; vid.scrdist = vid.radius; } int ringcolor = darkena(0xFF, 0, 0xFF); void drawfullmap() { DEBB(DF_GRAPH, (debugfile,"draw full map\n")); ptds.clear(); if(!vid.goteyes && !euclid && (pmodel == mdDisk || pmodel == mdBall)) { double rad = vid.radius; if(sphere) { if(!vid.grid && !elliptic) rad = 0; else if(vid.alphax <= 0) ; else if(vid.alphax <= 1 && (vid.grid || elliptic)) // mark the equator rad = rad * 1 / vid.alphax; else if(vid.grid) // mark the edge rad /= sqrt(vid.alphax*vid.alphax - 1); } if(!haveaura()) queuecircle(vid.xcenter, vid.ycenter, rad, ringcolor, vid.usingGL ? PPR_CIRCLE : PPR_OUTCIRCLE); if(pmodel == mdBall) ballgeometry(); } if(pmodel == mdHyperboloid) { int col = darkena(0x80, 0, 0x80); queueline(hpxyz(0,0,1), hpxyz(0,0,-vid.alpha), col, 0, PPR_CIRCLE); queueline(xpush(+4)*C0, hpxyz(0,0,0), col, 0, PPR_CIRCLE); queueline(xpush(+4)*C0, hpxyz(0,0,-vid.alpha), col, 0, PPR_CIRCLE); queueline(xpush(-4)*C0, hpxyz(0,0,0), col, 0, PPR_CIRCLE); queueline(xpush(-4)*C0, hpxyz(0,0,-vid.alpha), col, 0, PPR_CIRCLE); queueline(hpxyz(-1,0,0), hpxyz(1,0,0), col, 0, PPR_CIRCLE); } if(pmodel == mdPolygonal || pmodel == mdPolynomial) polygonal::drawBoundary(darkena(0xFF, 0, 0xFF)); /* if(vid.wallmode < 2 && !euclid && !mapeditor::whichShape) { int ls = size(lines); if(ISMOBILE) ls /= 10; for(int t=0; t> (darken+1)); } */ clearaura(); drawthemap(); if(!inHighQual) { if((cmode & sm::NORMAL) && !rug::rugged) { if(multi::players > 1) { transmatrix bcwtV = cwtV; for(int i=0; i > screens = { normalscreen }; int cmode; void drawscreen() { if(vid.xres == 0 || vid.yres == 0) return; DEBB(DF_GRAPH, (debugfile,"drawscreen\n")); calcparam(); #if CAP_ROGUEVIZ rogueviz::fixparam(); #endif #if CAP_GL if(vid.usingGL) setGLProjection(); #endif #if CAP_SDL // SDL_LockSurface(s); // unsigned char *b = (unsigned char*) s->pixels; // int n = vid.xres * vid.yres * 4; // while(n) *b >>= 1, b++, n--; // memset(s->pixels, 0, vid.xres * vid.yres * 4); #if CAP_GL if(!vid.usingGL) #endif SDL_FillRect(s, NULL, backcolor); #endif // displaynum(vx,100, 0, 24, 0xc0c0c0, celldist(cwt.c), ":"); lgetcstat = getcstat; getcstat = 0; inslider = false; mouseovers = " "; cmode = 0; keyhandler = [] (int sym, int uni) { return false; }; if(!size(screens)) pushScreen(normalscreen); screens.back()(); #if !ISMOBILE int col = linf[cwt.c->land].color; if(cwt.c->land == laRedRock) col = 0xC00000; displayfr(vid.xres/2, vid.fsize, 2, vid.fsize, mouseovers, col, 8); #endif drawmessages(); bool normal = cmode & sm::NORMAL; if((havewhat&HF_BUG) && darken == 0 && normal) for(int k=0; k<3; k++) displayfr(vid.xres/2 + vid.fsize * 5 * (k-1), vid.fsize*2, 2, vid.fsize, its(hive::bugcount[k]), minf[moBug0+k].color, 8); bool minefieldNearby = false; int mines[4], tmines=0; for(int p=0; ptype; i++) if(c->mov[i]) { if(c->mov[i]->land == laMinefield) minefieldNearby = true; if(c->mov[i]->wall == waMineMine) { bool ep = false; if(!ep) mines[p]++, tmines++; } } } if((minefieldNearby || tmines) && !items[itOrbAether] && darken == 0 && normal) { string s; if(tmines > 7) tmines = 7; int col = minecolors[tmines]; if(tmines == 7) seenSevenMines = true; for(int p=0; pland != laMinefield && cwt.c->mov[cwt.spin]->land != laMinefield) { displayfr(vid.xres/2, vid.ycenter - vid.radius * 3/4 - vid.fsize*3/2, 2, vid.fsize, XLAT("WARNING: you are entering a minefield!"), col, 8); } } // SDL_UnlockSurface(s); DEBT("swapbuffers"); #if CAP_SDL #if CAP_GL if(vid.usingGL) SDL_GL_SwapBuffers(); else #endif SDL_UpdateRect(s, 0, 0, vid.xres, vid.yres); #endif //printf("\ec"); } void restartGraph() { DEBB(DF_INIT, (debugfile,"restartGraph\n")); View = Id; linepatterns::clearAll(); if(currentmap) { if(euclid) { centerover = torus ? getTorusId(0) : euclideanAtCreate(0,0); } else { viewctr.h = currentmap->getOrigin(); viewctr.spin = 0; viewctr.mirrored = false; } if(sphere) View = spin(-M_PI/2); } } auto graphcm = addHook(clearmemory, 0, [] () { DEBB(DF_INIT, (debugfile,"clear graph memory\n")); mouseover = centerover = lmouseover = NULL; for(int i=0; i animations[ANIMLAYERS]; unordered_map gmatrix, gmatrix0; void animateMovement(cell *src, cell *tgt, int layer) { if(vid.mspeed >= 5) return; // no animations! if(confusingGeometry()) return; if(gmatrix.count(src) && gmatrix.count(tgt)) { animation& a = animations[layer][tgt]; if(animations[layer].count(src)) { a = animations[layer][src]; a.wherenow = inverse(gmatrix[tgt]) * gmatrix[src] * a.wherenow; animations[layer].erase(src); } else { a.ltick = ticks; a.wherenow = inverse(gmatrix[tgt]) * gmatrix[src]; a.footphase = 0; } } } vector > animstack; void indAnimateMovement(cell *src, cell *tgt, int layer) { if(vid.mspeed >= 5) return; // no animations! if(confusingGeometry()) return; if(animations[layer].count(tgt)) { animation res = animations[layer][tgt]; animations[layer].erase(tgt); animateMovement(src, tgt, layer); if(animations[layer].count(tgt)) animstack.push_back(make_pair(tgt, animations[layer][tgt])); animations[layer][tgt] = res; } else { animateMovement(src, tgt, layer); if(animations[layer].count(tgt)) { animstack.push_back(make_pair(tgt, animations[layer][tgt])); animations[layer].erase(tgt); } } } void commitAnimations(int layer) { for(int i=0; i= 5) return; // no animations! static cell c1; gmatrix[&c1] = gmatrix[b]; if(animations[layer].count(b)) animations[layer][&c1] = animations[layer][b]; animateMovement(a, b, layer); animateMovement(&c1, a, layer); } void drawBug(const cellwalker& cw, int col) { initquickqueue(); transmatrix V = shmup::ggmatrix(cw.c); if(cw.spin) V = V * ddspin(cw.c, cw.spin, S42); queuepoly(V, shBugBody, col); quickqueue(); } cell *viewcenter() { if(euclid) return centerover; else return viewctr.h->c7; } bool inscreenrange(cell *c) { return celldistance(viewcenter(), c) <= (euclid ? sightrange : purehepta ? 9 : 13); }