// Hyperbolic Rogue -- main graphics file // Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details // basic graphics: namespace hr { int last_firelimit, firelimit; int inmirrorcount = 0; bool spatial_graphics; bool wmspatial, wmescher, wmplain, wmblack, wmascii; bool mmspatial, mmhigh, mmmon, mmitem; int detaillevel = 0; bool first_cell_to_draw = true; bool hide_player() { return DIM == 3 && playermoved && vid.yshift == 0 && vid.sspeed > -5 && pmodel == mdPerspective && (first_cell_to_draw || elliptic) && (WDIM == 3 || vid.camera == 0) && !inmirrorcount #if CAP_RACING && !(racing::on && !racing::standard_centering && !racing::player_relative) #endif ; } hookset *hooks_handleKey; hookset *hooks_drawcell; purehookset hooks_frame, hooks_markers; ld animation_factor = 1; int animation_lcm = 0; ld ptick(int period, ld phase) { if(animation_lcm) animation_lcm = animation_lcm * (period / gcd(animation_lcm, period)); return (ticks * animation_factor) / period + phase * 2 * M_PI; } ld fractick(int period, ld phase = 0) { ld t = ptick(period, phase) / 2 / M_PI; t -= floor(t); if(t<0) t++; return t; } ld sintick(int period, ld phase) { return sin(ptick(period, phase)); } transmatrix spintick(int period, ld phase = 0) { return spin(ptick(period, phase)); } #define WOLNIEJ 1 #define BTOFF 0x404040 #define BTON 0xC0C000 // #define PANDORA int colorbar; bool inHighQual; // taking high quality screenshot bool auraNOGL; // aura without GL // int axestate; int ticks; int frameid; bool camelotcheat; bool nomap; eItem orbToTarget; eMonster monsterToSummon; int sightrange_bonus = 0; 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; } 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, int mul) { return gradient(0xFFFF00, 0xFF0000, -1, sintick(100*mul, phase/200./M_PI), 1); } int watercolor(int phase) { return 0x0080C0FF + 256 * int(63 * sintick(50, phase/100./M_PI)); } int aircolor(int phase) { return 0x8080FF00 | int(32 + 32 * sintick(200, phase * 1. / cgi.S21)); } int fghostcolor(cell *c) { int phase = int(fractick(650, (int)(size_t)c) * 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, sintick(500, phase/1000./M_PI), 1); } color_t fc(int ph, color_t 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 ? cgi.hexf : cgi.hexf - .1; int mt = sphere ? 7 : 5; #if MAXMDIM >= 4 if(DIM == 3) queueball(V * zpush(cgi.GROIN1), cgi.human_height / 2, darkena(col, 0, 0xFF), itOrbShield); #else if(1) ; #endif else { for(ld a=0; a<=cgi.S84*mt+1e-6; a+=pow(.5, vid.linequality)) curvepoint(V*xspinpush0(a * M_PI/cgi.S42, d + sin(ds + M_PI*2*a/4/mt)*.1)); queuecurve(darkena(col, 0, 0xFF), 0x8080808, PPR::LINE); } #endif } void drawSpeed(const transmatrix& V) { #if CAP_CURVE ld ds = ptick(10); color_t col = darkena(iinf[itOrbSpeed].color, 0, 0xFF); #if MAXMDIM >= 4 if(DIM == 3) queueball(V * zpush(cgi.GROIN1), cgi.human_height * 0.55, col, itOrbSpeed); else #endif for(int b=0; btype == 7; return ishept(c) ? 1 : 0; // c->type == 6 ? 0 : 1; } int ctof012(cell *c) { return ishept(c)?1:ishex1(c)?0:2; } void drawSafety(const transmatrix& V, int ct) { #if CAP_QUEUE ld ds = ptick(50); color_t col = darkena(iinf[itOrbSafety].color, 0, 0xFF); #if MAXMDIM >= 4 if(DIM == 3) { queueball(V * zpush(cgi.GROIN1), 2*cgi.hexf, col, itOrbSafety); return; } #endif for(int a=0; a= 4 if(DIM == 3) { queueball(V * zpush(cgi.GROIN1), rad, col, itOrbFlash); } #else if(1) ; #endif else { PRING(a) curvepoint(V*xspinpush0(a * M_PI / cgi.S42, rad)); queuecurve(col, 0x8080808, PPR::LINE); } } #endif } ld cheilevel(ld v) { return cgi.FLOOR + (cgi.HEAD - cgi.FLOOR) * v; } transmatrix chei(const transmatrix V, int a, int b) { #if MAXMDIM >= 4 if(DIM == 2) return V; return V * zpush(cheilevel((a+.5) / b)); #else return V; #endif } void drawLove(const transmatrix& V, int hdir) { #if CAP_CURVE float ds = ptick(300); color_t col = darkena(iinf[itOrbLove].color, 0, 0xFF); col &= ~1; for(int u=0; u<5; u++) { PRING(a) { double d = (1 + cos(a * M_PI/cgi.S42)) / 2; double z = a; if(z>cgi.S42) z = cgi.S84-z; if(z <= 10) d += (10-z) * (10-z) * (10-z) / 3000.; ld rad = cgi.hexf * (2.5 + .5 * sin(ds+u*.3)) * d; transmatrix V1 = chei(V, u, 5); curvepoint(V1*xspinpush0((cgi.S42+hdir+a-1) * M_PI/cgi.S42, rad)); } queuecurve(col, 0x8080808, PPR::LINE); } #endif } void drawWinter(const transmatrix& V, ld hdir) { #if CAP_QUEUE float ds = ptick(300); color_t col = darkena(iinf[itOrbWinter].color, 0, 0xFF); for(int u=0; u<20; u++) { ld rad = sin(ds+u * 2 * M_PI / 20) * M_PI / S7; transmatrix V1 = chei(V, u, 20); queueline(V1*xspinpush0(M_PI+hdir+rad, cgi.hexf*.5), V1*xspinpush0(M_PI+hdir+rad, cgi.hexf*3), col, 2 + vid.linequality); } #endif } void drawLightning(const transmatrix& V) { #if CAP_QUEUE color_t 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() % 1000; transmatrix V1 = chei(V, u, 20); queueline(V1*xspinpush0(rad, cgi.hexf*0.3), V1*xspinpush0(rad, cgi.hexf*leng), col, 2 + vid.linequality); } #endif } ld displayspin(cell *c, int d) { if(0); #if CAP_ARCM else if(archimedean) { if(PURE) { auto& t1 = arcm::current.get_triangle(c->master, d-1); return -(t1.first + M_PI / c->type); } else if(DUAL) { auto& t1 = arcm::current.get_triangle(c->master, 2*d); return -t1.first; } else { /* BITRUNCATED */ auto& t1 = arcm::current.get_triangle(c->master, d); return -t1.first; } } #endif #if CAP_IRR else if(IRREGULAR) { auto id = irr::cellindex[c]; auto& vs = irr::cells[id]; if(d < 0 || d >= c->type) return 0; auto& p = vs.jpoints[vs.neid[d]]; return -atan2(p[1], p[0]); } #endif #if CAP_BT else if(binarytiling) { if(d == NODIR) return 0; if(d == c->type-1) d++; return -(d+2)*M_PI/4; } #endif else if(masterless) return - d * 2 * M_PI / c->type; else return M_PI - d * 2 * M_PI / c->type; } double hexshiftat(cell *c) { if(binarytiling) return 0; if(ctof(c) && S7==6 && S3 == 4 && BITRUNCATED) return cgi.hexshift + 2*M_PI/S7; if(ctof(c) && (S7==8 || S7 == 4) && S3 == 3 && BITRUNCATED) return cgi.hexshift + 2*M_PI/S7; if(cgi.hexshift && ctof(c)) return cgi.hexshift; return 0; } transmatrix ddspin(cell *c, int d, ld bonus) { if(WDIM == 3 && d < c->type) return rspintox(tC0(calc_relative_matrix(c->move(d), c, C0))) * cspin(2, 0, bonus); return spin(displayspin(c, d) + bonus - hexshiftat(c)); } transmatrix iddspin(cell *c, int d, ld bonus) { if(WDIM == 3 && d < c->type) return cspin(0, 2, bonus) * spintox(tC0(calc_relative_matrix(c->move(d), c, C0))); return spin(hexshiftat(c) - displayspin(c, d) + bonus); } #define UNTRANS (DIM == 3 ? 0x000000FF : 0) 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); if(onplayer && (items[itOrbSword] || items[itOrbSword2])) { using namespace sword; if(shmup::on && WDIM == 2) { #if CAP_SHAPES if(items[itOrbSword]) queuepoly(V*spin(shmup::pc[multi::cpid]->swordangle), (peace::on ? cgi.shMagicShovel : cgi.shMagicSword), darkena(iinf[itOrbSword].color, 0, 0xC0 + 0x30 * sintick(200))); if(items[itOrbSword2]) queuepoly(V*spin(shmup::pc[multi::cpid]->swordangle+M_PI), (peace::on ? cgi.shMagicShovel : cgi.shMagicSword), darkena(iinf[itOrbSword2].color, 0, 0xC0 + 0x30 * sintick(200))); #endif } else if(WDIM == 3) { #if CAP_SHAPES transmatrix Vsword = shmup::on ? V * shmup::swordmatrix[multi::cpid] * cspin(2, 0, M_PI/2) : gmatrix[c] * rgpushxto0(inverse(gmatrix[c]) * tC0(V)) * sword::dir[multi::cpid].T; if(items[itOrbSword]) queuepoly(Vsword * cspin(1,2, ticks / 150.), (peace::on ? cgi.shMagicShovel : cgi.shMagicSword), darkena(iinf[itOrbSword].color, 0, 0xC0 + 0x30 * sintick(200))); if(items[itOrbSword2]) queuepoly(Vsword * pispin * cspin(1,2, ticks / 150.), (peace::on ? cgi.shMagicShovel : cgi.shMagicSword), darkena(iinf[itOrbSword2].color, 0, 0xC0 + 0x30 * sintick(200))); #endif } else { int& ang = sword::dir[multi::cpid].angle; ang %= sword::sword_angles; #if CAP_QUEUE || CAP_SHAPES transmatrix Vnow = gmatrix[c] * rgpushxto0(inverse(gmatrix[c]) * tC0(V)) * ddspin(c,0,M_PI); // (IRREGULAR ? ddspin(c,0,M_PI) : spin(-hexshiftat(c))); #endif int adj = 1 - ((sword_angles/cwt.at->type)&1); #if CAP_QUEUE if(!euclid) for(int a=0; a 48 && !longer) continue; color_t col = darkena(0xC0C0C0, 0, 0xFF); ld l0 = PURE ? 0.6 * cgi.scalefactor : longer ? 0.36 : 0.4; ld l1 = PURE ? 0.7 * cgi.scalefactor : longer ? 0.44 : 0.42; #if MAXMDIM >= 4 hyperpoint h0 = DIM == 3 ? xpush(l0) * zpush(cgi.FLOOR - cgi.human_height/50) * C0 : xpush0(l0); hyperpoint h1 = DIM == 3 ? xpush(l1) * zpush(cgi.FLOOR - cgi.human_height/50) * C0 : xpush0(l1); #else hyperpoint h0 = xpush0(l0); hyperpoint h1 = xpush0(l1); #endif transmatrix T = Vnow*spin((sword_angles + (-adj-2*a)) * M_PI / sword_angles); queueline(T*h0, T*h1, col, 1, PPR::SUPERLINE); } #endif #if CAP_SHAPES if(items[itOrbSword]) queuepoly(Vnow*spin(M_PI+(-adj-2*ang)*M_PI/sword_angles), (peace::on ? cgi.shMagicShovel : cgi.shMagicSword), darkena(iinf[itOrbSword].color, 0, 0x80 + 0x70 * sintick(200))); if(items[itOrbSword2]) queuepoly(Vnow*spin((-adj-2*ang)*M_PI/sword_angles), (peace::on ? cgi.shMagicShovel : cgi.shMagicSword), darkena(iinf[itOrbSword2].color, 0, 0x80 + 0x70 * sintick(200))); #endif } } if(onplayer && items[itOrbSafety]) drawSafety(V, c->type); if(onplayer && items[itOrbFlash]) drawFlash(V); if(onplayer && items[itOrbLove]) drawLove(V, 0); // displaydir(c, cwt.spin)); if(items[itOrbWinter]) drawWinter(V, 0); // displaydir(c, cwt.spin)); if(onplayer && items[itOrbLightning]) drawLightning(V); if(safetyat > 0) { int tim = ticks - safetyat; if(tim > 2500) safetyat = 0; for(int u=tim; u<=2500; u++) { if((u-tim)%250) continue; ld rad = cgi.hexf * u / 250; color_t col = darkena(iinf[itOrbSafety].color, 0, 0xFF); PRING(a) curvepoint(V*xspinpush0(a * M_PI / cgi.S42, rad)); queuecurve(col, 0, PPR::LINE); } } } void drawStunStars(const transmatrix& V, int t) { #if CAP_SHAPES for(int i=0; i<3*t; i++) { transmatrix V2 = V * spin(M_PI * 2 * i / (3*t) + ptick(200)); #if MAXMDIM >= 4 if(GDIM == 3) V2 = V2 * zpush(cgi.HEAD); #endif queuepolyat(V2, cgi.shFlailBall, 0xFFFFFFFF, PPR::STUNSTARS); } #endif } namespace tortoise { // small is 0 or 2 void draw(const transmatrix& V, int bits, int small, int stuntime) { #if CAP_SHAPES color_t eyecolor = getBit(bits, tfEyeHue) ? 0xFF0000 : 0xC0C0C0; color_t shellcolor = getBit(bits, tfShellHue) ? 0x00C040 : 0xA06000; color_t scutecolor = getBit(bits, tfScuteHue) ? 0x00C040 : 0xA06000; color_t skincolor = getBit(bits, tfSkinHue) ? 0x00C040 : 0xA06000; if(getBit(bits, tfShellSat)) shellcolor = gradient(shellcolor, 0xB0B0B0, 0, .5, 1); if(getBit(bits, tfScuteSat)) scutecolor = gradient(scutecolor, 0xB0B0B0, 0, .5, 1); if(getBit(bits, tfSkinSat)) skincolor = gradient(skincolor, 0xB0B0B0, 0, .5, 1); if(getBit(bits, tfShellDark)) shellcolor = gradient(shellcolor, 0, 0, .5, 1); if(getBit(bits, tfSkinDark)) skincolor = gradient(skincolor, 0, 0, .5, 1); for(int i=0; i<12; i++) { color_t col = i == 0 ? shellcolor: i < 8 ? scutecolor : skincolor; int b = getBit(bits, i); int d = darkena(col, 0, 0xFF); if(i >= 1 && i <= 7) if(b) { d = darkena(col, 1, 0xFF); b = 0; } if(i >= 8 && i <= 11 && stuntime >= 3) continue; queuepoly(V, cgi.shTortoise[i][b+small], d); if((i >= 5 && i <= 7) || (i >= 9 && i <= 10)) queuepoly(V * Mirror, cgi.shTortoise[i][b+small], d); if(i == 8) { for(int k=0; k>= 1; } queuepoly(V, cgi.shTortoise[12][b+small], darkena(eyecolor, 0, 0xFF)); queuepoly(V * Mirror, cgi.shTortoise[12][b+small], darkena(eyecolor, 0, 0xFF)); } } #endif } 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, color_t col, double footphase) { #if CAP_SHAPES 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; rightfoot *= SCALE; leftfoot *= SCALE; if(!footphase) rightfoot = leftfoot = 0; transmatrix VAML = mmscale(V, cgi.ALEG); hpcshape* sh[6][4] = { {&cgi.shDogFrontPaw, &cgi.shDogRearPaw, &cgi.shDogFrontLeg, &cgi.shDogRearLeg}, {&cgi.shWolfFrontPaw, &cgi.shWolfRearPaw, &cgi.shWolfFrontLeg, &cgi.shWolfRearLeg}, {&cgi.shReptileFrontFoot, &cgi.shReptileRearFoot, &cgi.shReptileFrontLeg, &cgi.shReptileRearLeg}, {&cgi.shBugLeg, NULL, NULL, NULL}, {&cgi.shTrylobiteFrontClaw, &cgi.shTrylobiteRearClaw, &cgi.shTrylobiteFrontLeg, &cgi.shTrylobiteRearLeg}, {&cgi.shBullFrontHoof, &cgi.shBullRearHoof, &cgi.shBullFrontHoof, &cgi.shBullRearHoof}, }; hpcshape **x = sh[mo == moRagingBull ? 5 : mo == moBug0 ? 3 : mo == moMetalBeast ? 4 : mo == moRunDog ? 0 : mo == moReptile ? 2 : 1]; #if MAXMDIM >= 4 if(GDIM == 3) { if(x[0]) queuepolyat(V * front_leg_move * cspin(0, 2, rightfoot / leg_length) * front_leg_move_inverse, *x[0], col, PPR::MONSTER_FOOT); if(x[0]) queuepolyat(V * Mirror * front_leg_move * cspin(0, 2, leftfoot / leg_length) * front_leg_move_inverse, *x[0], col, PPR::MONSTER_FOOT); if(x[1]) queuepolyat(V * rear_leg_move * cspin(0, 2, -rightfoot / leg_length) * rear_leg_move_inverse, *x[1], col, PPR::MONSTER_FOOT); if(x[1]) queuepolyat(V * Mirror * rear_leg_move * cspin(0, 2, -leftfoot / leg_length) * rear_leg_move_inverse, *x[1], col, PPR::MONSTER_FOOT); return; /* if(WDIM == 2) V1 = V1 * zpush(cgi.GROIN); Tright = V1 * cspin(0, 2, rightfoot/SCALE * 3); Tleft = V1 * Mirror * cspin(2, 0, rightfoot/SCALE * 3); if(WDIM == 2) Tleft = Tleft * zpush(-cgi.GROIN), Tright = Tright * zpush(-cgi.GROIN); */ } #endif const transmatrix VL = mmscale(V, cgi.ALEG0); if(x[0]) queuepolyat(VL * xpush(rightfoot), *x[0], col, PPR::MONSTER_FOOT); if(x[0]) queuepolyat(VL * Mirror * xpush(leftfoot), *x[0], col, PPR::MONSTER_FOOT); if(x[1]) queuepolyat(VL * xpush(-rightfoot), *x[1], col, PPR::MONSTER_FOOT); if(x[1]) queuepolyat(VL * 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); #endif } bool noshadow; #if CAP_SHAPES void ShadowV(const transmatrix& V, const hpcshape& bp, PPR prio) { if(WDIM == 2 && GDIM == 3 && bp.shs != bp.she) { auto& p = queuepolyat(V, bp, 0x18, PPR::TRANSPARENT_SHADOW); p.outline = 0; p.subprio = -100; p.offset = bp.shs; p.cnt = bp.she - bp.shs; p.flags &=~ POLY_TRIANGLES; p.tinf = NULL; return; } if(mmspatial) { if(model_needs_depth() || noshadow) return; // shadows break the depth testing dynamicval p(poly_outline, OUTLINE_TRANS); queuepolyat(V, bp, SHADOW_MON, prio); } } #endif #if CAP_SHAPES transmatrix otherbodyparts(const transmatrix& V, color_t col, eMonster who, double footphase) { #define VFOOT (DIM == 2 ? V : mmscale(V, cgi.LEG0)) #define VLEG mmscale(V, cgi.LEG) #define VGROIN mmscale(V, cgi.GROIN) #define VBODY mmscale(V, cgi.BODY) #define VBODY1 mmscale(V, cgi.BODY1) #define VBODY2 mmscale(V, cgi.BODY2) #define VBODY3 mmscale(V, cgi.BODY3) #define VNECK mmscale(V, cgi.NECK) #define VHEAD mmscale(V, cgi.HEAD) #define VHEAD1 mmscale(V, cgi.HEAD1) #define VHEAD2 mmscale(V, cgi.HEAD2) #define VHEAD3 mmscale(V, cgi.HEAD3) #define VALEGS V #define VABODY mmscale(V, cgi.ABODY) #define VAHEAD mmscale(V, cgi.AHEAD) #define VFISH V #define VBIRD ((DIM == 3 || (where && bird_disruption(where))) ? (WDIM == 2 ? mmscale(V, cgi.BIRD) : V) : mmscale(V, cgi.BIRD + .05 * sintick(1000, (int) (size_t(where))/1000.))) #define VGHOST mmscale(V, cgi.GHOST) #define VSLIMEEYE mscale(V, cgi.FLATEYE) // if(!mmspatial && !footphase && who != moSkeleton) return; footphase /= SCALE; double rightfoot = footfun(footphase / .4 / 2.5) / 4 * 2.5 * SCALE; const double wobble = -1; // todo if(detaillevel >= 2 && DIM == 2) { transmatrix VL = mmscale(V, cgi.LEG1); queuepoly(VL * xpush(rightfoot*3/4), cgi.shHumanLeg, col); queuepoly(VL * Mirror * xpush(-rightfoot*3/4), cgi.shHumanLeg, col); } if(DIM == 2) { transmatrix VL = mmscale(V, cgi.LEG); queuepoly(VL * xpush(rightfoot/2), cgi.shHumanLeg, col); queuepoly(VL * Mirror * xpush(-rightfoot/2), cgi.shHumanLeg, col); } if(detaillevel >= 2 && DIM == 2) { transmatrix VL = mmscale(V, cgi.LEG3); queuepoly(VL * xpush(rightfoot/4), cgi.shHumanLeg, col); queuepoly(VL * Mirror * xpush(-rightfoot/4), cgi.shHumanLeg, col); } transmatrix Tright, Tleft; if(DIM == 2) { Tright = VFOOT * xpush(rightfoot); Tleft = VFOOT * Mirror * xpush(-rightfoot); } #if MAXMDIM >= 4 else { transmatrix V1 = V; if(WDIM == 2) V1 = V1 * zpush(cgi.GROIN); Tright = V1 * cspin(0, 2, rightfoot/ leg_length); Tleft = V1 * Mirror * cspin(2, 0, rightfoot / leg_length); if(WDIM == 2) Tleft = Tleft * zpush(-cgi.GROIN), Tright = Tright * zpush(-cgi.GROIN); } #endif if(who == moWaterElemental && DIM == 2) { double fishtail = footfun(footphase / .4) / 4 * 1.5; queuepoly(VFOOT * xpush(fishtail), cgi.shFishTail, watercolor(100)); } else if(who == moSkeleton) { queuepoly(Tright, cgi.shSkeletalFoot, col); queuepoly(Tleft, cgi.shSkeletalFoot, col); return spin(rightfoot * wobble); } else if(isTroll(who) || who == moMonkey || who == moYeti || who == moRatling || who == moRatlingAvenger || who == moGoblin) { queuepoly(Tright, cgi.shYetiFoot, col); queuepoly(Tleft, cgi.shYetiFoot, col); } else { queuepoly(Tright, cgi.shHumanFoot, col); queuepoly(Tleft, cgi.shHumanFoot, col); } if(DIM == 3 || !mmspatial) return spin(rightfoot * wobble); if(detaillevel >= 2 && who != moZombie) queuepoly(mmscale(V, cgi.NECK1), cgi.shHumanNeck, col); if(detaillevel >= 1) { queuepoly(VGROIN, cgi.shHumanGroin, col); if(who != moZombie) queuepoly(VNECK, cgi.shHumanNeck, col); } if(detaillevel >= 2) { queuepoly(mmscale(V, cgi.GROIN1), cgi.shHumanGroin, col); if(who != moZombie) queuepoly(mmscale(V, cgi.NECK3), cgi.shHumanNeck, col); } return spin(rightfoot * wobble); } #endif bool drawstar(cell *c) { for(int t=0; ttype; t++) if(c->move(t) && c->move(t)->wall != waSulphur && c->move(t)->wall != waSulphurC && c->move(t)->wall != waBarrier) return false; return true; } bool drawing_usershape_on(cell *c, mapeditor::eShapegroup sg) { #if CAP_EDIT return c && c == mapeditor::drawcell && mapeditor::drawcellShapeGroup() == sg; #else return false; #endif } ld max_eu_dist = 0; transmatrix radar_transform; pair makeradar(hyperpoint h) { if(GDIM == 3 && WDIM == 2) h = radar_transform * h; using namespace hyperpoint_vec; ld d = hdist0(h); if(d >= sightranges[geometry]) return {false, h}; if(WDIM == 3) { if(d) h = h * (d / sightranges[geometry] / hypot_d(3, h)); } else if(hyperbolic) { for(int a=0; a<3; a++) h[a] = h[a] / (1 + h[3]); } else if(sphere) { h[2] = h[3]; } else { if(d > max_eu_dist) max_eu_dist = d; if(d) h = h * (d / (max_eu_dist + cgi.scalefactor/4) / hypot_d(3, h)); } return {true, h}; } void addradar(const transmatrix& V, char ch, color_t col, color_t outline) { hyperpoint h = tC0(V); auto hp = makeradar(h); if(hp.first) radarpoints.emplace_back(radarpoint{hp.second, ch, col, outline}); } void addradar(const hyperpoint h1, const hyperpoint h2, color_t col) { auto hp1 = makeradar(h1); auto hp2 = makeradar(h2); if(hp1.first && hp2.first) radarlines.emplace_back(radarline{hp1.second, hp2.second, col}); } color_t kind_outline(eItem it) { int k = itemclass(it); if(k == IC_TREASURE) return OUTLINE_TREASURE; else if(k == IC_ORB) return OUTLINE_ORB; else return OUTLINE_OTHER; } transmatrix face_the_player(const transmatrix V) { if(DIM == 2) return V; return rgpushxto0(tC0(V)); } hpcshape& orbshape(eOrbshape s) { switch(s) { case osLove: return cgi.shLoveRing; case osRanged: return cgi.shTargetRing; case osOffensive: return cgi.shSawRing; case osFriend: return cgi.shPeaceRing; case osUtility: return cgi.shGearRing; case osDirectional: return cgi.shSpearRing; case osWarping: return cgi.shHeptaRing; default: return cgi.shRing; } } bool drawItemType(eItem it, cell *c, const transmatrix& V, color_t icol, int pticks, bool hidden) { #if !CAP_SHAPES return it; #else char xch = iinf[it].glyph; auto sinptick = [c, pticks] (int period) { return c ? sintick(period) : sin(animation_factor * pticks / period);}; auto spinptick = [c, pticks] (int period, ld phase=0) { return c ? spintick(period, phase) : spin((animation_factor * pticks + phase) / period); }; int ct6 = c ? ctof(c) : 1; hpcshape *xsh = (it == itPirate || it == itKraken) ? &cgi.shPirateX : (it == itBuggy || it == itBuggy2) ? &cgi.shPirateX : it == itHolyGrail ? &cgi.shGrail : isElementalShard(it) ? &cgi.shElementalShard : (it == itBombEgg || it == itTrollEgg) ? &cgi.shEgg : it == itHunting ? &cgi.shTriangle : it == itDodeca ? &cgi.shDodeca : xch == '*' ? &cgi.shGem[ct6] : xch == '(' ? &cgi.shKnife : it == itShard ? &cgi.shMFloor.b[0] : it == itTreat ? &cgi.shTreat : it == itSlime ? &cgi.shEgg : xch == '%' ? &cgi.shDaisy : xch == '$' ? &cgi.shStar : xch == ';' ? &cgi.shTriangle : xch == '!' ? &cgi.shTriangle : it == itBone ? &cgi.shNecro : it == itStatue ? &cgi.shStatue : it == itIvory ? &cgi.shFigurine : xch == '?' ? &cgi.shBookCover : it == itKey ? &cgi.shKey : it == itRevolver ? &cgi.shGun : NULL; if(c && doHighlight()) poly_outline = kind_outline(it); #if MAXMDIM >= 4 if(c && WDIM == 3) addradar(V, iinf[it].glyph, icol, kind_outline(it)); #endif if(DIM == 3 && mapeditor::drawUserShape(V, mapeditor::sgItem, it, darkena(icol, 0, 0xFF), c)) return false; if(WDIM == 3 && c == viewctr.at->c7 && pmodel == mdPerspective && hdist0(tC0(V)) < cgi.orbsize * 0.25) return false; transmatrix Vit = V; if(GDIM == 3 && WDIM == 2 && c && it != itBabyTortoise) Vit = mscale(V, cgi.STUFF); if(DIM == 3 && c && it != itBabyTortoise) Vit = face_the_player(Vit); // V * cspin(0, 2, ptick(618, 0)); if(c && conformal::includeHistory && conformal::infindhistory.count(c)) poly_outline = OUTLINE_DEAD; if(!mmitem && it) return true; else if(it == itSavedPrincess) { drawMonsterType(moPrincess, c, V, icol, 0, icol); return false; } else if(it == itStrongWind) { queuepoly(Vit * spinptick(750), cgi.shFan, darkena(icol, 0, 255)); } else if(it == itWarning) { queuepoly(Vit * spinptick(750), cgi.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(Vit * spinptick(5000) * ypush(cgi.crossf*.15), bits, over ? 4 : 2, 0); // queuepoly(Vit, cgi.shHeptaMarker, darkena(tortoise::getMatchColor(bits), 0, 0xC0)); } else if(it == itCompass) { transmatrix V2; #if CAP_CRYSTAL if(geometry == gCrystal) { if(crystal::compass_probability <= 0) return true; if(cwt.at->land == laCamelot && celldistAltRelative(cwt.at) < 0) crystal::used_compass_inside = true; V2 = V * spin(crystal::compass_angle() + M_PI); } else #endif if(1) { cell *c1 = c ? findcompass(c) : NULL; if(c1) { transmatrix P = ggmatrix(c1); hyperpoint P1 = tC0(P); if(isPlayerOn(c)) { queuechr(P1, 2*vid.fsize, 'X', 0x10100 * int(128 + 100 * sintick(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 * sintick(150))); addauraspecial(P1, 0xFF0000, 0); } V2 = V * rspintox(inverse(V) * P1); } else V2 = V; } if(DIM == 3) { queuepoly(Vit, cgi.shRing, 0xFFFFFFFF); if(WDIM == 2) V2 = mscale(V2, cgi.STUFF); V2 = V2 * cspin(1, 2, M_PI * sintick(100) / 39); queuepoly(V2, cgi.shCompass3, 0xFF0000FF); queuepoly(V2 * pispin, cgi.shCompass3, 0x000000FF); } else { if(c) V2 = V2 * spin(M_PI * sintick(100) / 30); queuepoly(V2, cgi.shCompass1, 0xFF8080FF); queuepoly(V2, cgi.shCompass2, 0xFFFFFFFF); queuepoly(V2, cgi.shCompass3, 0xFF0000FF); queuepoly(V2 * pispin, cgi.shCompass3, 0x000000FF); } xsh = NULL; } else if(it == itPalace) { ld h = cgi.human_height; #if MAXMDIM >= 4 if(GDIM == 3 && WDIM == 2) { dynamicval qfi2(qfi, qfi); transmatrix V2 = V * spin(ticks / 1500.); /* divisors should be higher than in plate renderer */ qfi.fshape = &cgi.shMFloor2; draw_shapevec(c, V2 * zpush(-h/30), qfi.fshape->levels[0], 0xFFD500FF, PPR::WALL); qfi.fshape = &cgi.shMFloor3; draw_shapevec(c, V2 * zpush(-h/25), qfi.fshape->levels[0], darkena(icol, 0, 0xFF), PPR::WALL); qfi.fshape = &cgi.shMFloor4; draw_shapevec(c, V2 * zpush(-h/20), qfi.fshape->levels[0], 0xFFD500FF, PPR::WALL); } else if(WDIM == 3) { transmatrix V2 = Vit * spin(ticks / 1500.); draw_floorshape(c, V2 * zpush(h/100), cgi.shMFloor3, 0xFFD500FF); draw_floorshape(c, V2 * zpush(h/50), cgi.shMFloor4, darkena(icol, 0, 0xFF)); queuepoly(V2, cgi.shGem[ct6], 0xFFD500FF); } else #endif { transmatrix V2 = Vit * spin(ticks / 1500.); draw_floorshape(c, V2, cgi.shMFloor3, 0xFFD500FF); draw_floorshape(c, V2, cgi.shMFloor4, darkena(icol, 0, 0xFF)); queuepoly(V2, cgi.shGem[ct6], 0xFFD500FF); } xsh = NULL; } else if(mapeditor::drawUserShape(V, mapeditor::sgItem, it, darkena(icol, 0, 0xFF), c)) ; else if(it == itRose) { for(int u=0; u<4; u++) queuepoly(Vit * spinptick(1500) * spin(2*M_PI / 3 / 4 * u), cgi.shRoseItem, darkena(icol, 0, hidden ? 0x30 : 0xA0)); } else if(it == itBarrow && c) { for(int i = 0; ilandparam; i++) queuepolyat(Vit * spin(2 * M_PI * i / c->landparam) * xpush(.15) * spinptick(1500), *xsh, darkena(icol, 0, hidden ? 0x40 : (highwall(c) && wmspatial) ? 0x60 : 0xFF), PPR::HIDDEN); // queuepoly(Vit*spin(M_PI+(1-2*ang)*2*M_PI/cgi.S84), cgi.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; if(it == itSwitch) icol = minf[active_switch()].color; transmatrix V2 = Vit * spinptick(1500); if(xsh == &cgi.shBookCover && mmitem) { if(DIM == 3) queuepoly(V2 * cpush(2, 1e-3), cgi.shBook, 0x805020FF); else queuepoly(V2, cgi.shBook, 0x805020FF); } PPR 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(Vit * spinptick(1500, .5/(ct6+6)), *xsh, darkena(0x202020, 0, hidden ? 0x40 : 0xF0), PPR::ITEMb); } else if(xch == 'o' || it == itInventory) { if(it == itOrbFire) icol = firecolor(100); PPR prio = PPR::ITEM; bool inice = c && c->wall == waIcewall; if(inice) prio = PPR::HIDDEN; int icol1 = icol; 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; if(it == itOrbSlaying) icol = 0xFF0000; color_t col = darkena(icol, 0, int(0x80 + 0x70 * sinptick(300))); if(it == itOrbFish) queuepolyat(Vit * spinptick(1500), cgi.shFishTail, col, PPR::ITEM_BELOW); queuepolyat(Vit, cgi.shDisk, darkena(icol1, 0, inice ? 0x80 : hidden ? 0x20 : 0xC0), prio); queuepolyat(Vit * spinptick(1500), orbshape(iinf[it].orbshape), col, prio); } else if(it) return true; return false; #endif } #if CAP_SHAPES color_t skincolor = 0xD0C080FF; void humanoid_eyes(const transmatrix& V, color_t ecol, color_t hcol = skincolor) { if(DIM == 3) { queuepoly(VHEAD, cgi.shPHeadOnly, hcol); queuepoly(VHEAD, cgi.shSkullEyes, ecol); } } void drawTerraWarrior(const transmatrix& V, int t, int hp, double footphase) { ShadowV(V, cgi.shPBody); color_t col = linf[laTerracotta].color; int bcol = darkena(false ? 0xC0B23E : col, 0, 0xFF); const transmatrix VBS = otherbodyparts(V, bcol, moDesertman, footphase); queuepoly(VBODY * VBS, cgi.shPBody, bcol); if(!peace::on) queuepoly(VBODY * VBS * Mirror, cgi.shPSword, darkena(0xC0C0C0, 0, 0xFF)); queuepoly(VBODY1 * VBS, cgi.shTerraArmor1, darkena(t > 0 ? 0x4040FF : col, 0, 0xFF)); if(hp >= 4) queuepoly(VBODY2 * VBS, cgi.shTerraArmor2, darkena(t > 1 ? 0xC00000 : col, 0, 0xFF)); if(hp >= 2) queuepoly(VBODY3 * VBS, cgi.shTerraArmor3, darkena(t > 2 ? 0x612600 : col, 0, 0xFF)); queuepoly(VHEAD, cgi.shTerraHead, darkena(t > 4 ? 0x202020 : t > 3 ? 0x504040 : col, 0, 0xFF)); queuepoly(VHEAD1, cgi.shPFace, bcol); humanoid_eyes(V, 0x400000FF, darkena(col, 0, 0xFF)); } #endif void drawPlayer(eMonster m, cell *where, const transmatrix& V, color_t col, double footphase, bool stop = false) { charstyle& cs = getcs(); if(mapeditor::drawplayer && !mapeditor::drawUserShape(V, mapeditor::sgPlayer, cs.charid, cs.skincolor, where)) { if(cs.charid >= 8) { /* famililar */ if(!mmspatial && !footphase) { if(stop) return; queuepoly(VALEGS, cgi.shWolfLegs, fc(150, cs.dresscolor, 4)); } else { ShadowV(V, cgi.shWolfBody); if(stop) return; animallegs(VALEGS, moWolf, fc(500, cs.dresscolor, 4), footphase); } queuepoly(VABODY, cgi.shWolfBody, fc(0, cs.skincolor, 0)); queuepoly(VAHEAD, cgi.shFamiliarHead, fc(500, cs.haircolor, 2)); if(!shmup::on || shmup::curtime >= shmup::getPlayer()->nextshot) { color_t col = items[itOrbDiscord] ? watercolor(0) : fc(314, cs.eyecolor, 3); queuepoly(VAHEAD, cgi.shFamiliarEye, col); queuepoly(VAHEAD * Mirror, cgi.shFamiliarEye, col); } if(knighted) queuepoly(VABODY, cgi.shKnightCloak, darkena(cloakcolor(knighted), 1, 0xFF)); if(tortoise::seek()) tortoise::draw(VABODY, tortoise::seekbits, 4, 0); } else if(cs.charid >= 6) { /* dog */ if(!mmspatial && !footphase) { if(stop) return; queuepoly(VABODY, cgi.shDogBody, fc(0, cs.skincolor, 0)); } else { ShadowV(V, cgi.shDogTorso); if(stop) return; animallegs(VALEGS, moRunDog, fc(500, cs.dresscolor, 4), footphase); queuepoly(VABODY, cgi.shDogTorso, fc(0, cs.skincolor, 0)); } queuepoly(VAHEAD, cgi.shDogHead, fc(150, cs.haircolor, 2)); if(!shmup::on || shmup::curtime >= shmup::getPlayer()->nextshot) { color_t col = items[itOrbDiscord] ? watercolor(0) : fc(314, cs.eyecolor, 3); queuepoly(VAHEAD, cgi.shWolf1, col); queuepoly(VAHEAD, cgi.shWolf2, col); } color_t colnose = items[itOrbDiscord] ? watercolor(0) : fc(314, 0xFF, 3); queuepoly(VAHEAD, cgi.shWolf3, colnose); if(knighted) queuepoly(VABODY, cgi.shKnightCloak, darkena(cloakcolor(knighted), 1, 0xFF)); if(tortoise::seek()) tortoise::draw(VABODY, tortoise::seekbits, 4, 0); } else if(cs.charid >= 4) { /* cat */ if(!mmspatial && !footphase) { if(stop) return; queuepoly(VALEGS, cgi.shCatLegs, fc(500, cs.dresscolor, 4)); } else { ShadowV(V, cgi.shCatBody); if(stop) return; animallegs(VALEGS, moRunDog, fc(500, cs.dresscolor, 4), footphase); } queuepoly(VABODY, cgi.shCatBody, fc(0, cs.skincolor, 0)); queuepoly(VAHEAD, cgi.shCatHead, fc(150, cs.haircolor, 2)); if(!shmup::on || shmup::curtime >= shmup::getPlayer()->nextshot) { color_t col = items[itOrbDiscord] ? watercolor(0) : fc(314, cs.eyecolor, 3); queuepoly(VAHEAD * xpush(.04), cgi.shWolf1, col); queuepoly(VAHEAD * xpush(.04), cgi.shWolf2, col); } if(knighted) queuepoly(VABODY, cgi.shKnightCloak, darkena(cloakcolor(knighted), 1, 0xFF)); if(tortoise::seek()) tortoise::draw(VABODY, tortoise::seekbits, 4, 0); } else { /* human */ ShadowV(V, (cs.charid&1) ? cgi.shFemaleBody : cgi.shPBody); if(stop) return; const transmatrix VBS = otherbodyparts(V, fc(0, cs.skincolor, 0), items[itOrbFish] ? moWaterElemental : moPlayer, footphase); queuepoly(VBODY * VBS, (cs.charid&1) ? cgi.shFemaleBody : cgi.shPBody, fc(0, cs.skincolor, 0)); if(cs.charid&1) queuepoly(VBODY1 * VBS, cgi.shFemaleDress, fc(500, cs.dresscolor, 4)); if(cs.charid == 2) queuepoly(VBODY2 * VBS, cgi.shPrinceDress, fc(400, cs.dresscolor, 5)); if(cs.charid == 3) queuepoly(VBODY2 * VBS, cgi.shPrincessDress, fc(400, cs.dresscolor2, 5)); if(items[itOrbSide3]) queuepoly(VBODY * VBS, (cs.charid&1) ? cgi.shFerocityF : cgi.shFerocityM, fc(0, cs.skincolor, 0)); if(items[itOrbHorns]) { queuepoly(VBODY * VBS, cgi.shBullHead, items[itOrbDiscord] ? watercolor(0) : 0xFF000030); queuepoly(VBODY * VBS, cgi.shBullHorn, items[itOrbDiscord] ? watercolor(0) : 0xFF000040); queuepoly(VBODY * VBS * Mirror, cgi.shBullHorn, items[itOrbDiscord] ? watercolor(0) : 0xFF000040); } if(items[itOrbSide1] && !shmup::on) queuepoly(VBODY * VBS * spin(-M_PI/24), cs.charid >= 2 ? cgi.shSabre : cgi.shPSword, fc(314, cs.swordcolor, 3)); // 3 not colored transmatrix VWPN = cs.lefthanded ? VBODY * VBS * Mirror : VBODY * VBS; if(peace::on) ; else if(racing::on) { #if CAP_RACING if(racing::trophy[multi::cpid]) queuepoly(VWPN, cgi.shTrophy, racing::trophy[multi::cpid]); #endif } else if(items[itOrbThorns]) queuepoly(VWPN, cgi.shHedgehogBladePlayer, items[itOrbDiscord] ? watercolor(0) : 0x00FF00FF); else if(!shmup::on && items[itOrbDiscord]) queuepoly(VWPN, cs.charid >= 2 ? cgi.shSabre : cgi.shPSword, watercolor(0)); else if(items[itRevolver]) queuepoly(VWPN, cgi.shGunInHand, fc(314, cs.swordcolor, 3)); // 3 not colored else if(items[itOrbSlaying]) { queuepoly(VWPN, cgi.shFlailTrunk, fc(314, cs.swordcolor, 3)); queuepoly(VWPN, cgi.shHammerHead, fc(314, cs.swordcolor, 3)); } else if(!shmup::on) queuepoly(VWPN, cs.charid >= 2 ? cgi.shSabre : cgi.shPSword, fc(314, cs.swordcolor, 3)); // 3 not colored else if(shmup::curtime >= shmup::getPlayer()->nextshot) queuepoly(VWPN, cgi.shPKnife, fc(314, cs.swordcolor, 3)); // 3 not colored if(items[itOrbBeauty]) { if(cs.charid&1) queuepoly(VHEAD1, cgi.shFlowerHair, darkena(iinf[itOrbBeauty].color, 0, 0xFF)); else queuepoly(VWPN, cgi.shFlowerHand, darkena(iinf[itOrbBeauty].color, 0, 0xFF)); } if(where && where->land == laWildWest) { queuepoly(VHEAD1, cgi.shWestHat1, darkena(cs.swordcolor, 1, 0XFF)); queuepoly(VHEAD2, cgi.shWestHat2, darkena(cs.swordcolor, 0, 0XFF)); } if(cheater && !autocheat) { queuepoly(VHEAD1, (cs.charid&1) ? cgi.shGoatHead : cgi.shDemon, darkena(0xFFFF00, 0, 0xFF)); // queuepoly(V, shHood, darkena(0xFF00, 1, 0xFF)); } else { queuepoly(VHEAD, cgi.shPFace, fc(500, cs.skincolor, 1)); queuepoly(VHEAD1, (cs.charid&1) ? cgi.shFemaleHair : cgi.shPHead, fc(150, cs.haircolor, 2)); } humanoid_eyes(V, cs.eyecolor, cs.skincolor); if(knighted) queuepoly(VBODY * VBS, cgi.shKnightCloak, darkena(cloakcolor(knighted), 1, 0xFF)); if(tortoise::seek()) tortoise::draw(VBODY * VBS * ypush(-cgi.crossf*.25), tortoise::seekbits, 4, 0); } } } int wingphase(int period, int phase) { ld t = fractick(period, phase); const int WINGS2 = WINGS * 2; int ti = int(t * WINGS2) % WINGS2; if(ti > WINGS) ti = WINGS2 - ti; return ti; } transmatrix wingmatrix(int period, int phase = 0) { ld t = fractick(period, phase) * 2 * M_PI; transmatrix Vwing = Id; Vwing[1][1] = .85 + .15 * sin(t); return Vwing; } void drawMimic(eMonster m, cell *where, const transmatrix& V, color_t col, double footphase) { charstyle& cs = getcs(); if(mapeditor::drawUserShape(V, mapeditor::sgPlayer, cs.charid, darkena(col, 0, 0x80), where)) return; if(cs.charid >= 8) { queuepoly(VABODY, cgi.shWolfBody, darkena(col, 0, 0xC0)); ShadowV(V, cgi.shWolfBody); if(mmspatial || footphase) animallegs(VALEGS, moWolf, darkena(col, 0, 0xC0), footphase); else queuepoly(VABODY, cgi.shWolfLegs, darkena(col, 0, 0xC0)); queuepoly(VABODY, cgi.shFamiliarHead, darkena(col, 0, 0xC0)); queuepoly(VAHEAD, cgi.shFamiliarEye, darkena(col, 0, 0xC0)); queuepoly(VAHEAD * Mirror, cgi.shFamiliarEye, darkena(col, 0, 0xC0)); } else if(cs.charid >= 6) { ShadowV(V, cgi.shDogBody); queuepoly(VAHEAD, cgi.shDogHead, darkena(col, 0, 0xC0)); if(mmspatial || footphase) { animallegs(VALEGS, moRunDog, darkena(col, 0, 0xC0), footphase); queuepoly(VABODY, cgi.shDogTorso, darkena(col, 0, 0xC0)); } else queuepoly(VABODY, cgi.shDogBody, darkena(col, 0, 0xC0)); queuepoly(VABODY, cgi.shWolf1, darkena(col, 1, 0xC0)); queuepoly(VABODY, cgi.shWolf2, darkena(col, 1, 0xC0)); queuepoly(VABODY, cgi.shWolf3, darkena(col, 1, 0xC0)); } else if(cs.charid >= 4) { ShadowV(V, cgi.shCatBody); queuepoly(VABODY, cgi.shCatBody, darkena(col, 0, 0xC0)); queuepoly(VAHEAD, cgi.shCatHead, darkena(col, 0, 0xC0)); if(mmspatial || footphase) animallegs(VALEGS, moRunDog, darkena(col, 0, 0xC0), footphase); else queuepoly(VALEGS, cgi.shCatLegs, darkena(col, 0, 0xC0)); queuepoly(VAHEAD * xpush(.04), cgi.shWolf1, darkena(col, 1, 0xC0)); queuepoly(VAHEAD * xpush(.04), cgi.shWolf2, darkena(col, 1, 0xC0)); } else { const transmatrix VBS = otherbodyparts(V, darkena(col, 0, 0x40), m, footphase); queuepoly(VBODY * VBS, (cs.charid&1) ? cgi.shFemaleBody : cgi.shPBody, darkena(col, 0, 0X80)); if(!shmup::on) { bool emp = items[itOrbEmpathy] && m != moShadow; if(items[itOrbThorns] && emp) queuepoly(VBODY * VBS, cgi.shHedgehogBladePlayer, darkena(col, 0, 0x40)); if(items[itOrbSide1] && !shmup::on) queuepoly(VBODY * VBS * spin(-M_PI/24), cs.charid >= 2 ? cgi.shSabre : cgi.shPSword, darkena(col, 0, 0x40)); if(items[itOrbSide3] && emp) queuepoly(VBODY * VBS, (cs.charid&1) ? cgi.shFerocityF : cgi.shFerocityM, darkena(col, 0, 0x40)); queuepoly(VBODY * VBS, (cs.charid >= 2 ? cgi.shSabre : cgi.shPSword), darkena(col, 0, 0XC0)); } else if(!where || shmup::curtime >= shmup::getPlayer()->nextshot) queuepoly(VBODY * VBS, cgi.shPKnife, darkena(col, 0, 0XC0)); if(knighted) queuepoly(VBODY3 * VBS, cgi.shKnightCloak, darkena(col, 1, 0xC0)); queuepoly(VHEAD1, (cs.charid&1) ? cgi.shFemaleHair : cgi.shPHead, darkena(col, 1, 0XC0)); queuepoly(VHEAD, cgi.shPFace, darkena(col, 0, 0XC0)); if(cs.charid&1) queuepoly(VBODY1 * VBS, cgi.shFemaleDress, darkena(col, 1, 0XC0)); if(cs.charid == 2) queuepoly(VBODY2 * VBS, cgi.shPrinceDress, darkena(col, 1, 0XC0)); if(cs.charid == 3) queuepoly(VBODY2 * VBS, cgi.shPrincessDress, darkena(col, 1, 0XC0)); humanoid_eyes(V, 0xFF, darkena(col, 0, 0x40)); } } bool drawMonsterType(eMonster m, cell *where, const transmatrix& V1, color_t col, double footphase, color_t asciicol) { #if MAXMDIM >= 4 if(DIM == 3 && m != moPlayer && asciicol != NOCOLOR) addradar(V1, minf[m].glyph, asciicol, isFriendly(m) ? 0x00FF00FF : 0xFF0000FF); #endif #if CAP_SHAPES char xch = minf[m].glyph; transmatrix V = V1; if(WDIM == 3 && (classflag(m) & CF_FACE_UP) && where) V = V1 * cspin(0, 2, M_PI/2); // if(DIM == 3) V = V * cspin(0, 2, M_PI/2); 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(mapeditor::drawUserShape(V, mapeditor::sgMonster, m, darkena(col, 0, 0xFF), where)) return false; switch(m) { case 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, cgi.shRing, darkena(0xFFFFFF, 0, 0x80 + 0x70 * sintick(200))); return false; } case moPlayer: drawPlayer(m, where, V, col, footphase); return false; case moMimic: case moShadow: case moIllusion: drawMimic(m, where, V, col, footphase); return false; case moBullet: ShadowV(V, cgi.shKnife); queuepoly(VBODY * spin(-M_PI/4), cgi.shKnife, getcs().swordcolor); return false; case moKnight: case moKnightMoved: { ShadowV(V, cgi.shPBody); const transmatrix VBS = otherbodyparts(V, darkena(0xC0C0A0, 0, 0xC0), m, footphase); queuepoly(VBODY * VBS, cgi.shPBody, darkena(0xC0C0A0, 0, 0xC0)); if(!racing::on) queuepoly(VBODY * VBS, cgi.shPSword, darkena(0xFFFF00, 0, 0xFF)); queuepoly(VBODY1 * VBS, cgi.shKnightArmor, darkena(0xD0D0D0, 1, 0xFF)); color_t col; if(!eubinary && where && where->master->alt) col = cloakcolor(roundTableRadius(where)); else col = cloakcolor(newRoundTableRadius()); queuepoly(VBODY2 * VBS, cgi.shKnightCloak, darkena(col, 1, 0xFF)); queuepoly(VHEAD1, cgi.shPHead, darkena(0x703800, 1, 0XFF)); queuepoly(VHEAD, cgi.shPFace, darkena(0xC0C0A0, 0, 0XFF)); humanoid_eyes(V, 0x000000FF); return false; } case moGolem: case moGolemMoved: { ShadowV(V, cgi.shPBody); const transmatrix VBS = otherbodyparts(V, darkena(col, 1, 0XC0), m, footphase); queuepoly(VBODY * VBS, cgi.shPBody, darkena(col, 0, 0XC0)); queuepoly(VHEAD, cgi.shGolemhead, darkena(col, 1, 0XFF)); humanoid_eyes(V, 0xC0C000FF, darkena(col, 0, 0xFF)); return false; } case moEvilGolem: case moIceGolem: { const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 2, 0xC0), m, footphase); ShadowV(V, cgi.shPBody); queuepoly(VBS, cgi.shPBody, darkena(col, 0, 0XC0)); queuepoly(VHEAD, cgi.shGolemhead, darkena(col, 1, 0XFF)); humanoid_eyes(V, 0xFF0000FF, darkena(col, 0, 0xFF)); return false; } case moFalsePrincess: case moRoseLady: case moRoseBeauty: { princess: bool girl = princessgender() == GEN_F; bool evil = !isPrincess(m); int facecolor = evil ? 0xC0B090FF : 0xD0C080FF; ShadowV(V, girl ? cgi.shFemaleBody : cgi.shPBody); const transmatrix VBS = otherbodyparts(V, facecolor, m, footphase); queuepoly(VBODY * VBS, girl ? cgi.shFemaleBody : cgi.shPBody, facecolor); if(m == moPrincessArmed) queuepoly(VBODY * VBS * Mirror, vid.cs.charid < 2 ? cgi.shSabre : cgi.shPSword, 0xFFFFFFFF); if((m == moFalsePrincess || m == moRoseBeauty) && where && where->cpdist == 1) queuepoly(VBODY * VBS, cgi.shPKnife, 0xFFFFFFFF); if(m == moRoseLady) { queuepoly(VBODY * VBS, cgi.shPKnife, 0xFFFFFFFF); queuepoly(VBODY * VBS * Mirror, cgi.shPKnife, 0xFFFFFFFF); } if(girl) { queuepoly(VBODY1 * VBS, cgi.shFemaleDress, evil ? 0xC000C0FF : 0x00C000FF); if(vid.cs.charid < 2) queuepoly(VBODY2 * VBS, cgi.shPrincessDress, (evil ? 0xC040C0C0 : 0x8080FFC0) | UNTRANS); } else { if(vid.cs.charid < 2) queuepoly(VBODY1 * VBS, cgi.shPrinceDress, evil ? 0x802080FF : 0x404040FF); } if(m == moRoseLady) { // queuepoly(V, girl ? cgi.shGoatHead : cgi.shDemon, 0x800000FF); // make her hair a bit darker to stand out in 3D queuepoly(VHEAD1, girl ? cgi.shFemaleHair : cgi.shPHead, evil ? 0x500050FF : DIM == 3 ? 0x666A64FF : 0x332A22FF); } else if(m == moRoseBeauty) { if(girl) { queuepoly(VHEAD1, cgi.shBeautyHair, 0xF0A0D0FF); queuepoly(VHEAD2, cgi.shFlowerHair, 0xC00000FF); } else { queuepoly(VHEAD1, cgi.shPHead, 0xF0A0D0FF); queuepoly(VBS, cgi.shFlowerHand, 0xC00000FF); queuepoly(VBODY2 * VBS, cgi.shSuspenders, 0xC00000FF); } } else { queuepoly(VHEAD1, girl ? cgi.shFemaleHair : cgi.shPHead, evil ? 0xC00000FF : 0x332A22FF); } queuepoly(VHEAD, cgi.shPFace, facecolor); humanoid_eyes(V, evil ? 0x0000C0FF : 0x00C000FF, facecolor); return false; } case moWolf: case moRedFox: case moWolfMoved: case moLavaWolf: { ShadowV(V, cgi.shWolfBody); if(mmspatial || footphase) animallegs(VALEGS, moWolf, darkena(col, 0, 0xFF), footphase); else queuepoly(VALEGS, cgi.shWolfLegs, darkena(col, 0, 0xFF)); queuepoly(VABODY, cgi.shWolfBody, darkena(col, 0, 0xFF)); if(m == moRedFox) { queuepoly(VABODY, cgi.shFoxTail1, darkena(col, 0, 0xFF)); queuepoly(VABODY, cgi.shFoxTail2, darkena(0xFFFFFF, 0, 0xFF)); } queuepoly(VAHEAD, cgi.shWolfHead, darkena(col, 0, 0xFF)); queuepoly(VAHEAD, cgi.shWolfEyes, darkena(col, 3, 0xFF)); if(DIM == 3) { queuepoly(VAHEAD, cgi.shFamiliarEye, 0xFF); queuepoly(VAHEAD * Mirror, cgi.shFamiliarEye, 0xFF); } return false; } case moReptile: { ShadowV(V, cgi.shReptileBody); animallegs(VALEGS, moReptile, darkena(col, 0, 0xFF), footphase); queuepoly(VABODY, cgi.shReptileBody, darkena(col, 0, 0xFF)); queuepoly(VAHEAD, cgi.shReptileHead, darkena(col, 0, 0xFF)); queuepoly(VAHEAD, cgi.shReptileEye, darkena(col, 3, 0xFF)); queuepoly(VAHEAD * Mirror, cgi.shReptileEye, darkena(col, 3, 0xFF)); queuepoly(VABODY, cgi.shReptileTail, darkena(col, 2, 0xFF)); return false; } case moSalamander: { ShadowV(V, cgi.shReptileBody); animallegs(VALEGS, moReptile, darkena(0xD00000, 1, 0xFF), footphase); queuepoly(VABODY, cgi.shReptileBody, darkena(0xD00000, 0, 0xFF)); queuepoly(VAHEAD, cgi.shReptileHead, darkena(0xD00000, 1, 0xFF)); queuepoly(VAHEAD, cgi.shReptileEye, darkena(0xD00000, 0, 0xFF)); queuepoly(VAHEAD * Mirror, cgi.shReptileEye, darkena(0xD00000, 0, 0xFF)); queuepoly(VABODY, cgi.shReptileTail, darkena(0xD08000, 0, 0xFF)); return false; } case moVineBeast: { ShadowV(V, cgi.shWolfBody); if(mmspatial || footphase) animallegs(VALEGS, moWolf, 0x00FF00FF, footphase); else queuepoly(VALEGS, cgi.shWolfLegs, 0x00FF00FF); queuepoly(VABODY, cgi.shWolfBody, darkena(col, 1, 0xFF)); queuepoly(VAHEAD, cgi.shWolfHead, darkena(col, 0, 0xFF)); queuepoly(VAHEAD, cgi.shWolfEyes, 0xFF0000FF); return false; } case moMouse: case moMouseMoved: { queuepoly(VALEGS, cgi.shMouse, darkena(col, 0, 0xFF)); queuepoly(VALEGS, cgi.shMouseLegs, darkena(col, 1, 0xFF)); queuepoly(VALEGS, cgi.shMouseEyes, 0xFF); return false; } case moRunDog: case moHunterDog: case moHunterGuard: case moHunterChanging: case moFallingDog: { if(!mmspatial && !footphase) queuepoly(VABODY, cgi.shDogBody, darkena(col, 0, 0xFF)); else { ShadowV(V, cgi.shDogTorso); queuepoly(VABODY, cgi.shDogTorso, darkena(col, 0, 0xFF)); animallegs(VALEGS, moRunDog, m == moFallingDog ? 0xFFFFFFFF : darkena(col, 0, 0xFF), footphase); } queuepoly(VAHEAD, cgi.shDogHead, darkena(col, 0, 0xFF)); { dynamicval dp(poly_outline); int eyecolor = 0x202020; bool redeyes = false; if(m == moHunterDog) eyecolor = 0xFF0000, redeyes = true; if(m == moHunterGuard) eyecolor = 0xFF6000, redeyes = true; if(m == moHunterChanging) eyecolor = 0xFFFF00, redeyes = true; int eyes = darkena(eyecolor, 0, 0xFF); if(redeyes) poly_outline = eyes; queuepoly(VAHEAD, cgi.shWolf1, eyes).flags |= POLY_FORCEWIDE; queuepoly(VAHEAD, cgi.shWolf2, eyes).flags |= POLY_FORCEWIDE; } queuepoly(VAHEAD, cgi.shWolf3, darkena(m == moRunDog ? 0x202020 : 0x000000, 0, 0xFF)); return false; } case moOrangeDog: { if(!mmspatial && !footphase) queuepoly(VABODY, cgi.shDogBody, darkena(0xFFFFFF, 0, 0xFF)); else { ShadowV(V, cgi.shDogTorso); if(GDIM == 2) queuepoly(VABODY, cgi.shDogTorso, darkena(0xFFFFFF, 0, 0xFF)); animallegs(VALEGS, moRunDog, darkena(0xFFFFFF, 0, 0xFF), footphase); } queuepoly(VAHEAD, cgi.shDogHead, darkena(0xFFFFFF, 0, 0xFF)); queuepoly(VABODY, cgi.shDogStripes, GDIM == 2 ? darkena(0x303030, 0, 0xFF) : 0xFFFFFFFF); queuepoly(VAHEAD, cgi.shWolf1, darkena(0x202020, 0, 0xFF)); queuepoly(VAHEAD, cgi.shWolf2, darkena(0x202020, 0, 0xFF)); queuepoly(VAHEAD, cgi.shWolf3, darkena(0x202020, 0, 0xFF)); return false; } case moShark: case moGreaterShark: case moCShark: queuepoly(VFISH, cgi.shShark, darkena(col, 0, 0xFF)); return false; case moEagle: case moParrot: case moBomberbird: case moAlbatross: case moTameBomberbird: case moWindCrow: case moTameBomberbirdMoved: case moSandBird: case moAcidBird: { ShadowV(V, cgi.shEagle); auto& sh = DIM == 3 ? cgi.shAnimatedEagle[wingphase(200)] : cgi.shEagle; if(m == moParrot && DIM == 3) queuepolyat(VBIRD, sh, darkena(col, 0, 0xFF), PPR::SUPERLINE); else queuepoly(VBIRD, sh, darkena(col, 0, 0xFF)); return false; } case moSparrowhawk: case moWestHawk: { ShadowV(V, cgi.shHawk); auto& sh = DIM == 3 ? cgi.shAnimatedHawk[wingphase(200)] : cgi.shHawk; queuepoly(VBIRD, sh, darkena(col, 0, 0xFF)); return false; } case moButterfly: { transmatrix Vwing = wingmatrix(100); ShadowV(V * Vwing, cgi.shButterflyWing); if(DIM == 2) queuepoly(VBIRD * Vwing, cgi.shButterflyWing, darkena(col, 0, 0xFF)); else queuepoly(VBIRD, cgi.shAnimatedButterfly[wingphase(100)], darkena(col, 0, 0xFF)); queuepoly(VBIRD, cgi.shButterflyBody, darkena(col, 2, 0xFF)); return false; } case moGadfly: { transmatrix Vwing = wingmatrix(100); ShadowV(V * Vwing, cgi.shGadflyWing); queuepoly(VBIRD * Vwing, DIM == 2 ? cgi.shGadflyWing : cgi.shAnimatedGadfly[wingphase(100)], darkena(col, 0, 0xFF)); queuepoly(VBIRD, cgi.shGadflyBody, darkena(col, 1, 0xFF)); queuepoly(VBIRD, cgi.shGadflyEye, darkena(col, 2, 0xFF)); queuepoly(VBIRD * Mirror, cgi.shGadflyEye, darkena(col, 2, 0xFF)); return false; } case moVampire: case moBat: { // vampires have no shadow and no mirror images if(m == moBat) ShadowV(V, cgi.shBatWings); if(m == moBat || !inmirrorcount) { queuepoly(VBIRD, DIM == 2 ? cgi.shBatWings : cgi.shAnimatedBat[wingphase(100)], darkena(0x303030, 0, 0xFF)); queuepoly(VBIRD, DIM == 2 ? cgi.shBatBody : cgi.shAnimatedBat2[wingphase(100)], darkena(0x606060, 0, 0xFF)); } /* queuepoly(V, cgi.shBatMouth, darkena(0xC00000, 0, 0xFF)); queuepoly(V, cgi.shBatFang, darkena(0xFFC0C0, 0, 0xFF)); queuepoly(V*Mirror, cgi.shBatFang, darkena(0xFFC0C0, 0, 0xFF)); queuepoly(V, cgi.shBatEye, darkena(00000000, 0, 0xFF)); queuepoly(V*Mirror, cgi.shBatEye, darkena(00000000, 0, 0xFF)); */ return false; } case moGargoyle: { ShadowV(V, cgi.shGargoyleWings); queuepoly(VBIRD, DIM == 2 ? cgi.shGargoyleWings : cgi.shAnimatedGargoyle[wingphase(300)], darkena(col, 0, 0xD0)); queuepoly(VBIRD, DIM == 2 ? cgi.shGargoyleBody : cgi.shAnimatedGargoyle2[wingphase(300)], darkena(col, 0, 0xFF)); return false; } case moZombie: { int c = darkena(col, where && where->land == laHalloween ? 1 : 0, 0xFF); const transmatrix VBS = otherbodyparts(V, c, m, footphase); ShadowV(V, cgi.shPBody); queuepoly(VBODY * VBS, cgi.shPBody, c); return false; } case moTerraWarrior: { drawTerraWarrior(V, 7, (where ? where->hitpoints : 7), footphase); return false; } case moVariantWarrior: { const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase); ShadowV(V, cgi.shPBody); queuepoly(VBS, cgi.shPBody, darkena(0xFFD500, 0, 0xF0)); if(!peace::on) queuepoly(VBS, cgi.shPSword, 0xFFFF00FF); queuepoly(VHEAD, cgi.shHood, 0x008000FF); humanoid_eyes(V, 0xFFFF00FF); return false; } case moDesertman: { const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase); ShadowV(V, cgi.shPBody); queuepoly(VBS, cgi.shPBody, darkena(col, 0, 0xC0)); if(!peace::on) queuepoly(VBS, cgi.shPSword, 0xFFFF00FF); queuepoly(VHEAD, cgi.shHood, 0xD0D000C0 | UNTRANS); humanoid_eyes(V, 0x301800FF); return false; } case moMonk: { const transmatrix VBS = otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase); ShadowV(V, cgi.shRaiderBody); queuepoly(VBODY * VBS, cgi.shRaiderBody, darkena(col, 0, 0xFF)); queuepoly(VBODY1 * VBS, cgi.shRaiderShirt, darkena(col, 2, 0xFF)); if(!peace::on) queuepoly(VBODY * VBS, cgi.shPKnife, 0xFFC0C0C0); queuepoly(VBODY2 * VBS, cgi.shRaiderArmor, darkena(col, 1, 0xFF)); queuepolyat(VBODY3 * VBS, cgi.shRatCape2, darkena(col, 2, 0xFF), PPR::MONSTER_ARMOR0); queuepoly(VHEAD1, cgi.shRaiderHelmet, darkena(col, 0, 0XFF)); queuepoly(VHEAD, cgi.shPFace, darkena(0xC0C0A0, 0, 0XFF)); humanoid_eyes(V, 0x000000FF); return false; } case moCrusher: { const transmatrix VBS = otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); ShadowV(V, cgi.shRaiderBody); queuepoly(VBODY * VBS, cgi.shRaiderBody, darkena(col, 0, 0xFF)); queuepoly(VBODY1 * VBS, cgi.shRaiderShirt, darkena(col, 2, 0xFF)); queuepoly(VBODY2 * VBS, cgi.shRaiderArmor, darkena(col, 1, 0xFF)); queuepoly(VBODY * VBS, cgi.shFlailTrunk, darkena(col, 1, 0XFF)); queuepoly(VBODY1 * VBS, cgi.shHammerHead, darkena(col, 0, 0XFF)); queuepoly(VHEAD1, cgi.shRaiderHelmet, darkena(col, 0, 0XFF)); queuepoly(VHEAD, cgi.shPFace, darkena(0xC0C0A0, 0, 0XFF)); humanoid_eyes(V, 0x000000FF); return false; } case moPair: { const transmatrix VBS = otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); ShadowV(V, cgi.shRaiderBody); queuepoly(VBODY * VBS, cgi.shRaiderBody, darkena(col, 0, 0xFF)); queuepoly(VBODY1 * VBS, cgi.shRaiderShirt, darkena(col, 2, 0xFF)); queuepoly(VBODY2 * VBS, cgi.shRaiderArmor, darkena(col, 1, 0xFF)); queuepoly(VBODY * VBS, cgi.shPickAxe, darkena(0xA0A0A0, 0, 0XFF)); queuepoly(VHEAD1, cgi.shRaiderHelmet, darkena(col, 0, 0XFF)); queuepoly(VHEAD, cgi.shPFace, darkena(0xC0C0A0, 0, 0XFF)); humanoid_eyes(V, 0x000000FF); return false; } case moAltDemon: case moHexDemon: { const transmatrix VBS = otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase); ShadowV(V, cgi.shRaiderBody); queuepoly(VBODY * VBS, cgi.shRaiderBody, darkena(col, 0, 0xFF)); queuepoly(VBODY1 * VBS, cgi.shRaiderShirt, darkena(col, 2, 0xFF)); queuepoly(VBODY2 * VBS, cgi.shRaiderArmor, darkena(col, 1, 0xFF)); if(!peace::on) queuepoly(VBODY * VBS, cgi.shPSword, 0xFFD0D0D0); queuepoly(VHEAD1, cgi.shRaiderHelmet, darkena(col, 0, 0XFF)); queuepoly(VHEAD, cgi.shPFace, darkena(0xC0C0A0, 0, 0XFF)); humanoid_eyes(V, 0x000000FF); return false; } case moSkeleton: { const transmatrix VBS = VBODY * otherbodyparts(V, darkena(0xFFFFFF, 0, 0xFF), moSkeleton, footphase); queuepoly(VBS, cgi.shSkeletonBody, darkena(0xFFFFFF, 0, 0xFF)); if(DIM == 2) queuepoly(VHEAD, cgi.shSkull, darkena(0xFFFFFF, 0, 0xFF)); if(DIM == 2) queuepoly(VHEAD1, cgi.shSkullEyes, 0x000000FF); humanoid_eyes(V, 0x000000FF, 0xFFFFFFFF); ShadowV(V, cgi.shSkeletonBody); queuepoly(VBS, cgi.shSabre, 0xFFFFFFFF); return false; } case moPalace: case moFatGuard: case moVizier: { ShadowV(V, cgi.shPBody); const transmatrix VBS = otherbodyparts(V, darkena(0xFFD500, 0, 0xFF), m, footphase); if(m == moFatGuard) { queuepoly(VBODY * VBS, cgi.shFatBody, darkena(0xC06000, 0, 0xFF)); col = 0xFFFFFF; if(!where || where->hitpoints >= 3) queuepoly(VBODY1 * VBS, cgi.shKnightCloak, darkena(0xFFC0C0, 1, 0xFF)); } else { queuepoly(VBODY * VBS, cgi.shPBody, darkena(0xFFD500, 0, 0xFF)); queuepoly(VBODY1 * VBS, cgi.shKnightArmor, m == moVizier ? 0xC000C0FF : darkena(0x00C000, 1, 0xFF)); if(where && where->hitpoints >= 3) queuepoly(VBODY2 * VBS, cgi.shKnightCloak, m == moVizier ? 0x800080Ff : darkena(0x00FF00, 1, 0xFF)); } queuepoly(VHEAD1, cgi.shTurban1, darkena(col, 1, 0xFF)); if(!where || where->hitpoints >= 2) queuepoly(VHEAD2, cgi.shTurban2, darkena(col, 0, 0xFF)); queuepoly(VBODY * VBS, cgi.shSabre, 0xFFFFFFFF); humanoid_eyes(V, 0x301800FF); return false; } case moCrystalSage: { const transmatrix VBS = VBODY * otherbodyparts(V, 0xFFFFFFFF, m, footphase); ShadowV(V, cgi.shPBody); queuepoly(VBS, cgi.shPBody, 0xFFFFFFFF); queuepoly(VHEAD1, cgi.shPHead, 0xFFFFFFFF); queuepoly(VHEAD, cgi.shPFace, 0xFFFFFFFF); humanoid_eyes(V, 0xFFFFFFFF, 0xC0C0C0FF); return false; } case moHedge: { ShadowV(V, cgi.shPBody); const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); queuepoly(VBS, cgi.shPBody, darkena(col, 0, 0xFF)); queuepoly(VBS, cgi.shHedgehogBlade, 0xC0C0C0FF); queuepoly(VHEAD1, cgi.shPHead, 0x804000FF); queuepoly(VHEAD, cgi.shPFace, 0xF09000FF); humanoid_eyes(V, 0x00D000FF); return false; } case moYeti: case moMonkey: { const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase); ShadowV(V, cgi.shPBody); queuepoly(VBS, cgi.shYeti, darkena(col, 0, 0xC0)); queuepoly(VHEAD1, cgi.shPHead, darkena(col, 0, 0xFF)); humanoid_eyes(V, 0x000000FF, darkena(col, 0, 0xFF)); return false; } case moResearcher: { const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, cgi.shPBody); queuepoly(VBS, cgi.shPBody, darkena(0xFFFF00, 0, 0xC0)); queuepoly(VHEAD, cgi.shAztecHead, darkena(col, 0, 0xFF)); queuepoly(VHEAD1, cgi.shAztecCap, darkena(0xC000C0, 0, 0xFF)); humanoid_eyes(V, 0x000000FF); return false; } case moFamiliar: { ShadowV(V, cgi.shWolfBody); queuepoly(VABODY, cgi.shWolfBody, darkena(0xA03000, 0, 0xFF)); if(mmspatial || footphase) animallegs(VALEGS, moWolf, darkena(0xC04000, 0, 0xFF), footphase); else queuepoly(VALEGS, cgi.shWolfLegs, darkena(0xC04000, 0, 0xFF)); queuepoly(VAHEAD, cgi.shFamiliarHead, darkena(0xC04000, 0, 0xFF)); // queuepoly(V, cgi.shCatLegs, darkena(0x902000, 0, 0xFF)); if(true) { queuepoly(VAHEAD, cgi.shFamiliarEye, darkena(0xFFFF000, 0, 0xFF)); queuepoly(VAHEAD * Mirror, cgi.shFamiliarEye, darkena(0xFFFF000, 0, 0xFF)); } return false; } case moRanger: { ShadowV(V, cgi.shPBody); const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); queuepoly(VBS, cgi.shPBody, darkena(col, 0, 0xC0)); if(!peace::on) queuepoly(VBS, cgi.shPSword, darkena(col, 0, 0xFF)); queuepoly(VHEAD, cgi.shArmor, darkena(col, 1, 0xFF)); humanoid_eyes(V, 0x000000FF); return false; } case moNarciss: { ShadowV(V, cgi.shPBody); const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); queuepoly(VBS, cgi.shFlowerHand, darkena(col, 0, 0xFF)); queuepoly(VBS, cgi.shPBody, 0xFFE080FF); if(!peace::on) queuepoly(VBS, cgi.shPKnife, 0xC0C0C0FF); queuepoly(VHEAD, cgi.shPFace, 0xFFE080FF); queuepoly(VHEAD1, cgi.shPHead, 0x806A00FF); humanoid_eyes(V, 0x000000FF); return false; } case moMirrorSpirit: { ShadowV(V, cgi.shPBody); const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0x90), m, footphase); queuepoly(VBS, cgi.shPBody, darkena(col, 0, 0x90)); if(!peace::on) queuepoly(VBS * Mirror, cgi.shPSword, darkena(col, 0, 0xD0)); queuepoly(VHEAD1, cgi.shPHead, darkena(col, 1, 0x90)); queuepoly(VHEAD2, cgi.shPFace, darkena(col, 1, 0x90)); queuepoly(VHEAD, cgi.shArmor, darkena(col, 0, 0xC0)); humanoid_eyes(V, 0xFFFFFFFF, darkena(col, 0, 0xFF)); return false; } case moJiangshi: { ShadowV(V, cgi.shJiangShi); auto z2 = WDIM == 3 ? 0 : GDIM == 3 ? -abs(sin(footphase * M_PI * 2)) * cgi.human_height/3 : geom3::lev_to_factor(abs(sin(footphase * M_PI * 2)) * cgi.human_height); auto V0 = V; auto V = mmscale(V0, z2); otherbodyparts(V, darkena(col, 0, 0xFF), m, m == moJiangshi ? 0 : footphase); queuepoly(VBODY, cgi.shJiangShi, darkena(col, 0, 0xFF)); queuepoly(VBODY1, cgi.shJiangShiDress, darkena(0x202020, 0, 0xFF)); queuepoly(VHEAD, cgi.shTerraHead, darkena(0x101010, 0, 0xFF)); queuepoly(VHEAD1, cgi.shPFace, darkena(col, 0, 0xFF)); queuepoly(VHEAD2, cgi.shJiangShiCap1, darkena(0x800000, 0, 0xFF)); queuepoly(VHEAD3, cgi.shJiangShiCap2, darkena(0x400000, 0, 0xFF)); humanoid_eyes(V, 0x000000FF, darkena(col, 0, 0xFF)); return false; } case moGhost: case moSeep: case moFriendlyGhost: { if(m == moFriendlyGhost) col = fghostcolor(where); queuepolyat(VGHOST, cgi.shGhost, darkena(col, 0, m == moFriendlyGhost ? 0xC0 : 0x80), DIM == 3 ? PPR::SUPERLINE : cgi.shGhost.prio); queuepolyat(VGHOST, cgi.shGhostEyes, 0xFF, DIM == 3 ? PPR::SUPERLINE : cgi.shEyes.prio); return false; } case moVineSpirit: { queuepoly(VGHOST, cgi.shGhost, 0xD0D0D0C0 | UNTRANS); queuepolyat(VGHOST, cgi.shGhostEyes, 0xFF0000FF, DIM == 3 ? PPR::SUPERLINE : cgi.shGhostEyes.prio); return false; } case moFireFairy: { col = firecolor(0); const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, cgi.shFemaleBody); queuepoly(VBS, cgi.shFemaleBody, darkena(col, 0, 0XC0)); queuepoly(VHEAD, cgi.shWitchHair, darkena(col, 1, 0xFF)); queuepoly(VHEAD1, cgi.shPFace, darkena(col, 0, 0XFF)); humanoid_eyes(V, darkena(col, 1, 0xFF)); return false; } case moSlime: { queuepoly(VFISH, cgi.shSlime, darkena(col, 0, 0x80)); queuepoly(VSLIMEEYE, cgi.shSlimeEyes, 0xFF); return false; } case moKrakenH: { queuepoly(VFISH, cgi.shKrakenHead, darkena(col, 0, 0xD0)); queuepoly(VFISH, cgi.shKrakenEye, 0xFFFFFFC0 | UNTRANS); queuepoly(VFISH, cgi.shKrakenEye2, 0xC0); queuepoly(VFISH * Mirror, cgi.shKrakenEye, 0xFFFFFFC0 | UNTRANS); queuepoly(VFISH * Mirror, cgi.shKrakenEye2, 0xC0); return false; } case moKrakenT: { queuepoly(VFISH, cgi.shSeaTentacle, darkena(col, 0, 0xD0)); return false; } case moCultist: case moPyroCultist: case moCultistLeader: { const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); ShadowV(V, cgi.shPBody); queuepoly(VBS, cgi.shPBody, darkena(col, 0, 0xC0)); if(!peace::on) queuepoly(VBS, cgi.shPSword, darkena(col, 2, 0xFF)); queuepoly(VHEAD, cgi.shHood, darkena(col, 1, 0xFF)); humanoid_eyes(V, 0x00FF00FF); return false; } case moPirate: { const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, cgi.shPBody); queuepoly(VBS, cgi.shPBody, darkena(0x404040, 0, 0xFF)); queuepoly(VBS, cgi.shPirateHook, darkena(0xD0D0D0, 0, 0xFF)); queuepoly(VHEAD, cgi.shPFace, darkena(0xFFFF80, 0, 0xFF)); queuepoly(VHEAD1, cgi.shEyepatch, darkena(0, 0, 0xC0)); queuepoly(VHEAD2, cgi.shPirateHood, darkena(col, 0, 0xFF)); humanoid_eyes(V, 0x000000FF); return false; } case moRatling: case moRatlingAvenger: { const transmatrix VBS = otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, cgi.shYeti); queuepoly(VLEG, cgi.shRatTail, darkena(col, 0, 0xFF)); queuepoly(VBODY * VBS, cgi.shYeti, darkena(col, 1, 0xFF)); float t = sintick(1000, where ? where->cpdist*M_PI : 0); int eyecol = t > 0.92 ? 0xFF0000 : 0; if(DIM == 2) { queuepoly(VHEAD, cgi.shRatHead, darkena(col, 0, 0xFF)); queuepoly(VHEAD, cgi.shWolf1, darkena(eyecol, 0, 0xFF)); queuepoly(VHEAD, cgi.shWolf2, darkena(eyecol, 0, 0xFF)); queuepoly(VHEAD, cgi.shWolf3, darkena(0x202020, 0, 0xFF)); if(m == moRatlingAvenger) queuepoly(VHEAD1, cgi.shRatCape1, 0x303030FF); } #if MAXMDIM >= 4 else { transmatrix V1 = V * zpush(cgi.AHEAD - zc(0.4) - zc(0.98) + cgi.HEAD); // * cpush(0, cgi.scalefactor * (-0.1)); queuepoly(V1, cgi.shRatHead, darkena(col, 0, 0xFF)); /* queuepoly(V1, cgi.shFamiliarEye, darkena(eyecol, 0, 0xFF)); queuepoly(V1 * Mirror, cgi.shFamiliarEye, darkena(eyecol, 0, 0xFF)); queuepoly(V1, cgi.shWolfEyes, darkena(col, 3, 0xFF)); */ queuepoly(V1, cgi.shRatEye1, darkena(eyecol, 0, 0xFF)); queuepoly(V1, cgi.shRatEye2, darkena(eyecol, 0, 0xFF)); queuepoly(V1, cgi.shRatEye3, darkena(0x202020, 0, 0xFF)); if(m == moRatlingAvenger) queuepoly(V1, cgi.shRatCape1, 0x303030FF); } #endif if(m == moRatlingAvenger) { queuepoly(VBODY1 * VBS, cgi.shRatCape2, 0x484848FF); } return false; } case moViking: { const transmatrix VBS = otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); ShadowV(V, cgi.shPBody); queuepoly(VBODY * VBS, cgi.shPBody, darkena(0xE00000, 0, 0xFF)); if(!peace::on) queuepoly(VBODY * VBS, cgi.shPSword, darkena(0xD0D0D0, 0, 0xFF)); queuepoly(VBODY1 * VBS, cgi.shKnightCloak, darkena(0x404040, 0, 0xFF)); queuepoly(VHEAD, cgi.shVikingHelmet, darkena(0xC0C0C0, 0, 0XFF)); queuepoly(VHEAD, cgi.shPFace, darkena(0xFFFF80, 0, 0xFF)); humanoid_eyes(V, 0x000000FF); return false; } case moOutlaw: { const transmatrix VBS = otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); ShadowV(V, cgi.shPBody); queuepoly(VBODY * VBS, cgi.shPBody, darkena(col, 0, 0xFF)); queuepoly(VBODY1 * VBS, cgi.shKnightCloak, darkena(col, 1, 0xFF)); queuepoly(VHEAD1, cgi.shWestHat1, darkena(col, 2, 0XFF)); queuepoly(VHEAD2, cgi.shWestHat2, darkena(col, 1, 0XFF)); queuepoly(VHEAD, cgi.shPFace, darkena(0xFFFF80, 0, 0xFF)); queuepoly(VBODY * VBS, cgi.shGunInHand, darkena(col, 1, 0XFF)); humanoid_eyes(V, 0x000000FF); return false; } case moNecromancer: { const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, cgi.shPBody); queuepoly(VBS, cgi.shPBody, 0xC00000C0 | UNTRANS); queuepoly(VHEAD, cgi.shHood, darkena(col, 1, 0xFF)); humanoid_eyes(V, 0xFF0000FF); return false; } case moDraugr: { const transmatrix VBS = VBODY * otherbodyparts(V, 0x483828D0 | UNTRANS, m, footphase); queuepoly(VBS, cgi.shPBody, 0x483828D0 | UNTRANS); queuepoly(VBS, cgi.shPSword, 0xFFFFD0A0 | UNTRANS); queuepoly(VHEAD, cgi.shPHead, 0x483828D0 | UNTRANS); humanoid_eyes(V, 0xFF0000FF, 0x483828FF); // queuepoly(V, cgi.shSkull, 0xC06020D0); //queuepoly(V, cgi.shSkullEyes, 0x000000D0); // queuepoly(V, cgi.shWightCloak, 0xC0A080A0); int b = where ? where->cpdist : 0; b--; if(b < 0) b = 0; if(b > 6) b = 6; queuepoly(VHEAD1, cgi.shWightCloak, (0x605040A0 | UNTRANS) + 0x10101000 * b); return false; } case moVoidBeast: { const transmatrix VBS = VBODY * otherbodyparts(V, 0x080808D0 | UNTRANS, m, footphase); queuepoly(VBS, cgi.shPBody, 0x080808D0 | UNTRANS); queuepoly(VHEAD, cgi.shPHead, 0x080808D0 | UNTRANS); queuepoly(VHEAD, cgi.shWightCloak, 0xFF0000A0 | UNTRANS); humanoid_eyes(V, 0xFF0000FF, 0x080808FF); return false; } case moGoblin: { const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, cgi.shYeti); queuepoly(VBS, cgi.shYeti, darkena(col, 0, 0xC0)); queuepoly(VHEAD, cgi.shArmor, darkena(col, 1, 0XFF)); humanoid_eyes(V, 0x800000FF, darkena(col, 0, 0xFF)); return false; } case moLancer: case moFlailer: case moMiner: { transmatrix V2 = V; if(m == moLancer) V2 = V * spin((where && where->type == 6) ? -M_PI/3 : -M_PI/2 ); transmatrix Vh = mmscale(V2, cgi.HEAD); transmatrix Vb = mmscale(V2, cgi.BODY); Vb = Vb * otherbodyparts(V2, darkena(col, 1, 0xFF), m, footphase); ShadowV(V2, cgi.shPBody); queuepoly(Vb, cgi.shPBody, darkena(col, 0, 0xC0)); queuepoly(Vh, m == moFlailer ? cgi.shArmor : cgi.shHood, darkena(col, 1, 0XFF)); if(m == moMiner) queuepoly(Vb, cgi.shPickAxe, darkena(0xC0C0C0, 0, 0XFF)); if(m == moLancer) queuepoly(Vb, cgi.shPike, darkena(col, 0, 0XFF)); if(m == moFlailer) { queuepoly(Vb, cgi.shFlailBall, darkena(col, 0, 0XFF)); queuepoly(Vb, cgi.shFlailChain, darkena(col, 1, 0XFF)); queuepoly(Vb, cgi.shFlailTrunk, darkena(col, 0, 0XFF)); } humanoid_eyes(V, 0x000000FF); return false; } case moTroll: { const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, cgi.shYeti); queuepoly(VBS, cgi.shYeti, darkena(col, 0, 0xC0)); queuepoly(VHEAD1, cgi.shPHead, darkena(col, 1, 0XFF)); queuepoly(VHEAD, cgi.shPFace, darkena(col, 2, 0XFF)); humanoid_eyes(V, 0x004000FF, darkena(col, 0, 0xFF)); return false; } case moFjordTroll: case moForestTroll: case moStormTroll: { const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, cgi.shYeti); queuepoly(VBS, cgi.shYeti, darkena(col, 0, 0xC0)); queuepoly(VHEAD1, cgi.shPHead, darkena(col, 1, 0XFF)); queuepoly(VHEAD, cgi.shPFace, darkena(col, 2, 0XFF)); humanoid_eyes(V, 0x004000FF, darkena(col, 0, 0xFF)); return false; } case moDarkTroll: { const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, cgi.shYeti); queuepoly(VBS, cgi.shYeti, darkena(col, 0, 0xC0)); queuepoly(VHEAD1, cgi.shPHead, darkena(col, 1, 0XFF)); queuepoly(VHEAD, cgi.shPFace, 0xFFFFFF80 | UNTRANS); humanoid_eyes(V, 0x000000FF, darkena(col, 0, 0xFF)); return false; } case moRedTroll: { const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase); ShadowV(V, cgi.shYeti); queuepoly(VBS, cgi.shYeti, darkena(col, 0, 0xC0)); queuepoly(VHEAD1, cgi.shPHead, darkena(0xFF8000, 0, 0XFF)); queuepoly(VHEAD, cgi.shPFace, 0xFFFFFF80 | UNTRANS); humanoid_eyes(V, 0x000000FF, darkena(col, 0, 0xFF)); return false; } case moEarthElemental: { const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); ShadowV(V, cgi.shWaterElemental); queuepoly(VBS, cgi.shWaterElemental, darkena(col, 0, 0xC0)); queuepoly(VHEAD1, cgi.shFemaleHair, darkena(col, 0, 0XFF)); queuepoly(VHEAD, cgi.shPFace, 0xF0000080 | UNTRANS); humanoid_eyes(V, 0xD0D000FF, darkena(col, 1, 0xFF)); return false; } case moWaterElemental: { const transmatrix VBS = VBODY * otherbodyparts(V, watercolor(50), m, footphase); ShadowV(V, cgi.shWaterElemental); queuepoly(VBS, cgi.shWaterElemental, watercolor(0)); queuepoly(VHEAD1, cgi.shFemaleHair, watercolor(100)); queuepoly(VHEAD, cgi.shPFace, watercolor(200)); humanoid_eyes(V, 0x0000FFFF, watercolor(150)); return false; } case moFireElemental: { const transmatrix VBS = VBODY * otherbodyparts(V, darkena(firecolor(50), 0, 0xFF), m, footphase); ShadowV(V, cgi.shWaterElemental); queuepoly(VBS, cgi.shWaterElemental, darkena(firecolor(0), 0, 0xFF)); queuepoly(VHEAD1, cgi.shFemaleHair, darkena(firecolor(100), 0, 0xFF)); queuepoly(VHEAD, cgi.shPFace, darkena(firecolor(200), 0, 0xFF)); humanoid_eyes(V, darkena(firecolor(200), 0, 0xFF), darkena(firecolor(50), 0, 0xFF)); return false; } case moAirElemental: { const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0x40), m, footphase); ShadowV(V, cgi.shWaterElemental); queuepoly(VBS, cgi.shWaterElemental, darkena(col, 0, 0x80)); queuepoly(VHEAD1, cgi.shFemaleHair, darkena(col, 0, 0x80)); queuepoly(VHEAD, cgi.shPFace, darkena(col, 0, 0x80)); humanoid_eyes(V, 0xFFFFFFFF, darkena(col, 1, 0xFF)); return false; } case moWorm: case moWormwait: case moHexSnake: { queuepoly(V, cgi.shWormHead, darkena(col, 0, 0xFF)); queuepolyat(V, cgi.shWormEyes, 0xFF, PPR::ONTENTACLE_EYES); return false; } case moDragonHead: { queuepoly(V, cgi.shDragonHead, darkena(col, 0, 0xFF)); queuepolyat(V, cgi.shDragonEyes, 0xFF, PPR::ONTENTACLE_EYES); int noscolor = 0xFF0000FF; queuepoly(V, cgi.shDragonNostril, noscolor); queuepoly(V * Mirror, cgi.shDragonNostril, noscolor); return false; } case moDragonTail: { queuepoly(V, cgi.shDragonSegment, darkena(col, 0, 0xFF)); return false; } case moTentacle: case moTentaclewait: case moTentacleEscaping: { queuepoly(V, cgi.shTentHead, darkena(col, 0, 0xFF)); ShadowV(V, cgi.shTentHead, PPR::GIANTSHADOW); return false; } case moAsteroid: { queuepoly(V, cgi.shAsteroid[1], darkena(col, 0, 0xFF)); return false; } default: ; } if(isPrincess(m)) goto princess; else if(isBull(m)) { ShadowV(V, cgi.shBullBody); int hoofcol = darkena(gradient(0, col, 0, .65, 1), 0, 0xFF); if(mmspatial || footphase) animallegs(VALEGS, moRagingBull, hoofcol, footphase); queuepoly(VABODY, cgi.shBullBody, darkena(gradient(0, col, 0, .80, 1), 0, 0xFF)); queuepoly(VAHEAD, cgi.shBullHead, darkena(col, 0, 0xFF)); queuepoly(VAHEAD, cgi.shBullHorn, darkena(0xFFFFFF, 0, 0xFF)); queuepoly(VAHEAD * Mirror, cgi.shBullHorn, darkena(0xFFFFFF, 0, 0xFF)); } else if(isBug(m)) { ShadowV(V, cgi.shBugBody); if(!mmspatial && !footphase) queuepoly(VABODY, cgi.shBugBody, darkena(col, 0, 0xFF)); else { animallegs(VALEGS, moBug0, darkena(col, 0, 0xFF), footphase); queuepoly(VABODY, cgi.shBugAntenna, darkena(col, 1, 0xFF)); } queuepoly(VABODY, cgi.shBugArmor, darkena(col, 1, 0xFF)); } else if(isSwitch(m)) { queuepoly(VFISH, cgi.shJelly, darkena(col, 0, 0xD0)); queuepolyat(VBODY, cgi.shJelly, darkena(col, 0, 0xD0), PPR::MONSTER_BODY); queuepolyat(VHEAD, cgi.shJelly, darkena(col, 0, 0xD0), PPR::MONSTER_HEAD); queuepolyat(VHEAD, cgi.shSlimeEyes, 0xFF, PPR::MONSTER_HEAD); } else if(isDemon(m)) { const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase); queuepoly(VBS, cgi.shPBody, darkena(col, 1, 0xC0)); ShadowV(V, cgi.shPBody); int acol = col; if(xch == 'D') acol = 0xD0D0D0; queuepoly(VHEAD, cgi.shDemon, darkena(acol, 0, 0xFF)); humanoid_eyes(V, 0xFF0000FF, 0xC00000FF); } else if(isMagneticPole(m)) { if(m == moNorthPole) queuepolyat(VBODY * spin(M_PI), cgi.shTentacle, 0x000000C0, PPR::TENTACLE1); queuepolyat(VBODY, cgi.shDisk, darkena(col, 0, 0xFF), PPR::MONSTER_BODY); } else if(isMetalBeast(m) || m == moBrownBug) { ShadowV(V, cgi.shTrylobite); if(!mmspatial) queuepoly(VABODY, cgi.shTrylobite, darkena(col, 1, 0xC0)); else { queuepoly(VABODY, cgi.shTrylobiteBody, darkena(col, 1, 0xFF)); animallegs(VALEGS, moMetalBeast, darkena(col, 1, 0xFF), footphase); } int acol = col; queuepoly(VAHEAD, cgi.shTrylobiteHead, darkena(acol, 0, 0xFF)); } else if(isWitch(m)) { const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase); int cc = 0xFF; if(m == moWitchGhost) cc = 0x85 + 120 * sintick(160); 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, cgi.shFemaleBody); queuepoly(VBS, cgi.shFemaleBody, darkena(col, 0, cc)); // queuepoly(cV2, ct, cgi.shPSword, darkena(col, 0, 0XFF)); // queuepoly(V, cgi.shHood, darkena(col, 0, 0XC0)); if(m == moWitchFire) col = firecolor(100); queuepoly(VHEAD1, cgi.shWitchHair, darkena(col, 1, cc)); if(m == moWitchFire) col = firecolor(200); queuepoly(VHEAD, cgi.shPFace, darkena(col, 0, cc)); if(m == moWitchFire) col = firecolor(300); queuepoly(VBS, cgi.shWitchDress, darkena(col, 1, 0XC0)); humanoid_eyes(V, 0x000000FF); } // just for the HUD glyphs... else if(isAnyIvy(m)) { queuepoly(V, cgi.shILeaf[0], darkena(col, 0, 0xFF)); } else return true; return false; #else return true; #endif } bool drawMonsterTypeDH(eMonster m, cell *where, const transmatrix& V, color_t col, bool dh, ld footphase, color_t asciicol) { dynamicval p(poly_outline, poly_outline); if(dh) { poly_outline = OUTLINE_DEAD; darken++; } bool b = drawMonsterType(m,where,V,col, footphase, asciicol); 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; again: if(a.attacking == 1) R = hdist(tC0(a.attackat), tC0(a.wherenow)); else R = hdist0(tC0(a.wherenow)); aspd *= (1+R+(shmup::on?1:0)); if(R < aspd || std::isnan(R) || std::isnan(aspd) || R > 10) { if(a.attacking == 1) { a.attacking = 2; goto again; } animations[layer].erase(c); return false; } else { if(a.attacking == 1) a.wherenow = a.wherenow * rspintox(tC0(inverse(a.wherenow) * a.attackat)); else a.wherenow = a.wherenow * rspintox(tC0(inverse(a.wherenow))); a.wherenow = a.wherenow * xpush(aspd); fixmatrix(a.wherenow); a.footphase += a.attacking == 2 ? -aspd : aspd; footphase = a.footphase; V = V * a.wherenow; if(a.mirrored) V = V * Mirror; if(a.attacking == 2) V = V * pispin; // if(DIM == 3) V = V * cspin(0, 2, M_PI/2); 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; h = inverse(V) * Vwhere * calc_relative_matrix(c2, c, C0) * 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, ld bonus, const transmatrix &Vwhere, ld& length) { if(!gmatrix0.count(c2)) { V = V * ddspin(c,i,bonus); length = cellgfxdist(c,i); return false; } hyperpoint h = C0; if(animations[LAYER_BIG].count(c2)) h = animations[LAYER_BIG][c2].wherenow * h; h = inverse(V) * Vwhere * calc_relative_matrix(c2, c, C0) * h; length = hdist0(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; } int taildist(cell *c) { int s = 0; while(s < 1000 && c->mondir != NODIR && isWorm(c->monst)) { s++; c = c->move(c->mondir); } return s; } int last_wormsegment = -1; vector > > wormsegments; void add_segment(int d, const function& s) { if(isize(wormsegments) <= d) wormsegments.resize(d+1); last_wormsegment = max(last_wormsegment, d); wormsegments[d].push_back(s); } void drawWormSegments() { for(int i=0; i<=last_wormsegment; i++) { for(auto& f: wormsegments[i]) f(); wormsegments[i].clear(); } last_wormsegment = -1; } bool dont_face_pc = false; bool drawMonster(const transmatrix& Vparam, int ct, cell *c, color_t col, bool mirrored, color_t asciicol) { #if CAP_SHAPES bool darkhistory = conformal::includeHistory && conformal::inkillhistory.count(c); 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; bool half_elliptic = elliptic && GDIM == 3 && WDIM == 2; if(!m) ; else if(half_elliptic && mirrored != c->monmirror && !isMimic(m)) ; else if(isAnyIvy(c) || isWorm(c)) { if((m == moHexSnake || m == moHexSnakeTail) && c->hitpoints == 2) { int d = c->mondir; if(d == NODIR) forCellIdEx(c2, i, c) if(among(c2->monst, moHexSnakeTail, moHexSnake) && c2->mondir == c->c.spin(i)) d = i; if(d == NODIR) { d = hrand(c->type); createMov(c, d); } int c1 = nestcolors[pattern_threecolor(c)]; int c2 = nestcolors[pattern_threecolor(c->move(d))]; col = (c1 + c2); // sum works because they are dark and should be brightened } if(isDragon(c->monst) && c->stuntime == 0) col = 0xFF6000; if(DIM == 3) addradar(Vparam, minf[m].glyph, asciicol, isFriendly(m) ? 0x00FF00FF : 0xFF0000FF); transmatrix Vb0 = Vb; if(c->mondir != NODIR && DIM == 3 && isAnyIvy(c)) { queueline(tC0(Vparam), Vparam * tC0(calc_relative_matrix(c->move(c->mondir), c, C0)), (col << 8) + 0xFF, 0); } else if(c->mondir != NODIR) { if(mmmon) { ld length; // cell *c2 = c->move(c->mondir); if(nospinb) chainAnimation(c, Vb, c->move(c->mondir), c->mondir, 0, Vparam, length); else { Vb = Vb * ddspin(c, c->mondir); length = cellgfxdist(c, c->mondir); } if(c->monmirror) Vb = Vb * Mirror; if(mapeditor::drawUserShape(Vb, mapeditor::sgMonster, c->monst, (col << 8) + 0xFF, c)) return false; if(isIvy(c) || isMutantIvy(c) || c->monst == moFriendlyIvy) queuepoly(Vb, cgi.shIBranch, (col << 8) + 0xFF); /* else if(c->monst < moTentacle && wormstyle == 0) { ShadowV(Vb, cgi.shTentacleX, PPR::GIANTSHADOW); queuepoly(mmscale(Vb, cgi.ABODY), cgi.shTentacleX, 0xFF); queuepoly(mmscale(Vb, cgi.ABODY), cgi.shTentacle, (col << 8) + 0xFF); } */ // else if(c->monst < moTentacle) { // } else if(c->monst == moDragonHead || c->monst == moDragonTail) { char part = dragon::bodypart(c, dragon::findhead(c)); if(part != '2') { queuepoly(mmscale(Vb, cgi.ABODY), cgi.shDragonSegment, darkena(col, 0, 0xFF)); ShadowV(Vb, cgi.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, col, footphase, asciicol); col = minf[moTentacletail].color; } /* queuepoly(mmscale(Vb, cgi.ABODY), cgi.shTentacleX, 0xFFFFFFFF); queuepoly(mmscale(Vb, cgi.ABODY), cgi.shTentacle, (col << 8) + 0xFF); ShadowV(Vb, cgi.shTentacleX, PPR::GIANTSHADOW); */ bool hexsnake = c->monst == moHexSnake || c->monst == moHexSnakeTail; bool thead = c->monst == moTentacle || c->monst == moTentaclewait || c->monst == moTentacleEscaping; hpcshape& sh = hexsnake ? cgi.shWormSegment : cgi.shSmallWormSegment; ld wav = hexsnake ? 0 : c->monst < moTentacle ? 1/1.5 : 1; color_t col0 = col; if(c->monst == moWorm || c->monst == moWormwait) col0 = minf[moWormtail].color; else if(thead) col0 = minf[moTentacletail].color; add_segment(taildist(c), [=] () { for(int i=11; i>=0; i--) { if(i < 3 && (c->monst == moTentacle || c->monst == moTentaclewait)) continue; transmatrix Vbx = Vb; if(WDIM == 2) Vbx = Vbx * spin(sin(M_PI * i / 6.) * wav / (i+.1)); Vbx = Vbx * xpush(length * (i) / 12.0); // transmatrix Vbx2 = Vnext * xpush(length2 * i / 6.0); // Vbx = Vbx * rspintox(inverse(Vbx) * Vbx2 * C0) * pispin; ShadowV(Vbx, sh, PPR::GIANTSHADOW); queuepoly(mmscale(Vbx, cgi.ABODY), sh, (col0 << 8) + 0xFF); } }); } } else { int hdir = displayspin(c, c->mondir); color_t col = darkena(0x606020, 0, 0xFF); for(int u=-1; u<=1; u++) queueline(Vparam*xspinpush0(hdir+M_PI/2, u*cgi.crossf/5), Vparam*xspinpush(hdir, cgi.crossf)*xspinpush0(hdir+M_PI/2, u*cgi.crossf/5), col, 2 + vid.linequality); } } if(mmmon) { if(isAnyIvy(c)) { if(DIM == 3) { hyperpoint V0 = tC0(Vb); transmatrix Vs = rspintox(V0) * xpush(hdist0(V0)) * cspin(0, 2, -M_PI/2); queuepoly(Vs, cgi.shILeaf[1], darkena(col, 0, 0xFF)); } else { if(c->monmirror) Vb = Vb * Mirror; queuepoly(mmscale(Vb, cgi.ABODY), cgi.shILeaf[ctof(c)], darkena(col, 0, 0xFF)); ShadowV(Vb, cgi.shILeaf[ctof(c)], PPR::GIANTSHADOW); } } else if(m == moWorm || m == moWormwait || m == moHexSnake) { Vb = Vb * pispin; if(c->monmirror) Vb = Vb * Mirror; transmatrix Vbh = mmscale(Vb, cgi.AHEAD); queuepoly(Vbh, cgi.shWormHead, darkena(col, 0, 0xFF)); queuepolyat(Vbh, cgi.shWormEyes, 0xFF, PPR::ONTENTACLE_EYES); ShadowV(Vb, cgi.shWormHead, PPR::GIANTSHADOW); } else if(m == moDragonHead) { if(c->monmirror) Vb = Vb * Mirror; transmatrix Vbh = mmscale(Vb, cgi.AHEAD); ShadowV(Vb, cgi.shDragonHead, PPR::GIANTSHADOW); queuepoly(Vbh, cgi.shDragonHead, darkena(col, c->hitpoints?0:1, 0xFF)); queuepolyat(Vbh/* * pispin */, cgi.shDragonEyes, 0xFF, PPR::ONTENTACLE_EYES); int noscolor = (c->hitpoints == 1 && c->stuntime ==1) ? 0xFF0000FF : 0xFF; queuepoly(Vbh, cgi.shDragonNostril, noscolor); queuepoly(Vbh * Mirror, cgi.shDragonNostril, noscolor); } else if(m == moTentacle || m == moTentaclewait || m == moTentacleEscaping) { Vb = Vb * pispin; if(c->monmirror) Vb = Vb * Mirror; transmatrix Vbh = mmscale(Vb, cgi.AHEAD); queuepoly(Vbh, cgi.shTentHead, darkena(col, 0, 0xFF)); ShadowV(Vb, cgi.shTentHead, PPR::GIANTSHADOW); } else if(m == moDragonTail) { cell *c2 = NULL; for(int i=0; itype; i++) if(c->move(i) && isDragon(c->move(i)->monst) && c->move(i)->mondir == c->c.spin(i)) c2 = c->move(i); int nd = neighborId(c, c2); char part = dragon::bodypart(c, dragon::findhead(c)); if(part == 't') { if(nospinb) { ld length; chainAnimation(c, Vb, c2, nd, 0, Vparam, length); Vb = Vb * pispin; } else { Vb = Vb0 * ddspin(c, nd, M_PI); } if(c->monmirror) Vb = Vb * Mirror; transmatrix Vbb = mmscale(Vb, cgi.ABODY); queuepoly(Vbb, cgi.shDragonTail, darkena(col, c->hitpoints?0:1, 0xFF)); ShadowV(Vb, cgi.shDragonTail, PPR::GIANTSHADOW); } else if(true) { if(nospinb) { ld length; chainAnimation(c, Vb, c2, nd, 0, Vparam, length); Vb = Vb * pispin; double ang = chainAngle(c, Vb, c->move(c->mondir), displayspin(c, c->mondir) - displayspin(c, nd), Vparam); ang /= 2; Vb = Vb * spin(M_PI-ang); } else { ld hdir0 = displayspin(c, nd) + M_PI; ld hdir1 = displayspin(c, c->mondir); while(hdir1 > hdir0 + M_PI) hdir1 -= 2*M_PI; while(hdir1 < hdir0 - M_PI) hdir1 += 2*M_PI; Vb = Vb0 * spin((hdir0 + hdir1)/2 + M_PI); } if(c->monmirror) Vb = Vb * Mirror; transmatrix Vbb = mmscale(Vb, cgi.ABODY); if(part == 'l' || part == '2') { queuepoly(Vbb, cgi.shDragonLegs, darkena(col, c->hitpoints?0:1, 0xFF)); } queuepoly(Vbb, cgi.shDragonWings, darkena(col, c->hitpoints?0:1, 0xFF)); } } else { if(c->monst == moTentacletail && c->mondir == NODIR) { if(c->monmirror) Vb = Vb * Mirror; queuepoly(DIM == 3 ? mmscale(Vb, cgi.ABODY) : Vb, cgi.shWormSegment, darkena(col, 0, 0xFF)); } else if(c->mondir == NODIR) { bool hexsnake = c->monst == moHexSnake || c->monst == moHexSnakeTail; cell *c2 = NULL; for(int i=0; itype; i++) if(c->move(i) && isWorm(c->move(i)->monst) && c->move(i)->mondir == c->c.spin(i)) c2 = c->move(i); int nd = neighborId(c, c2); if(nospinb) { ld length; chainAnimation(c, Vb, c2, nd, 0, Vparam, length); Vb = Vb * pispin; } else { Vb = Vb0 * ddspin(c, nd, M_PI); } if(c->monmirror) Vb = Vb * Mirror; transmatrix Vbb = mmscale(Vb, cgi.ABODY) * pispin; hpcshape& sh = hexsnake ? cgi.shWormTail : cgi.shSmallWormTail; queuepoly(Vbb, sh, darkena(col, 0, 0xFF)); ShadowV(Vb, sh, PPR::GIANTSHADOW); } } } 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.at) for(int d=0; d=2) cw += 2; if(d>=4) cw += 2; transmatrix Vs = Vparam; bool mirr = cw.mirrored; if(mirrored != mirr && half_elliptic) continue; transmatrix T = Id; nospins = applyAnimation(cwt.at, T, footphase, LAYER_SMALL); if(nospins) Vs = Vs * ddspin(c, cw.spin, 0) * iddspin(cwt.at, cwt.spin, 0) * T; else Vs = Vs * ddspin(c, cw.spin, 0); if(mirr) Vs = Vs * Mirror; if(inmirrorcount&1) mirr = !mirr; col = mirrorcolor(geometry == gElliptic ? det(Vs) < 0 : mirr); if(!mouseout() && !nospins && GDIM == 2) { hyperpoint P2 = Vs * inverse(cwtV) * mouseh; queuechr(P2, 10, 'x', 0xFF00); } if(!nospins && flipplayer) Vs = Vs * pispin; if(mmmon) { drawMonsterType(moMimic, c, Vs, col, footphase, asciicol); drawPlayerEffects(Vs, c, false); } } return !mmmon; } else if(!mmmon) return true; // illusions face randomly else if(c->monst == moIllusion) { multi::cpid = 0; if(c->monmirror) Vs = Vs * Mirror; drawMonsterType(c->monst, c, Vs, col, footphase, asciicol); 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->move(i) && HEAT(c->move(i)) > bheat) { bheat = HEAT(c->move(i)); d = i; } Vs = Vs * ddspin(c, d, 0); } if(c->monmirror) Vs = Vs * Mirror; return drawMonsterTypeDH(m, c, Vs, col, darkhistory, footphase, asciicol); } else if(c->monst == moKrakenT) { if(c->hitpoints == 0) col = 0x404040; if(nospinb) { ld length; chainAnimation(c, Vb, c->move(c->mondir), c->mondir, 0, Vparam, length); Vb = Vb * pispin; Vb = Vb * xpush(cgi.tentacle_length - cellgfxdist(c, c->mondir)); } else if(NONSTDVAR) { transmatrix T = calc_relative_matrix(c->move(c->mondir), c, c->mondir); Vb = Vb * T * rspintox(tC0(inverse(T))) * xpush(cgi.tentacle_length); } else { Vb = Vb * ddspin(c, c->mondir, M_PI); Vb = Vb * xpush(cgi.tentacle_length - cellgfxdist(c, c->mondir)); } if(c->monmirror) Vb = Vb * Mirror; // if(ctof(c) && !masterless) Vb = Vb * xpush(hexhexdist - hcrossf); // return (!BITRUNCATED) ? tessf * gp::scale : (c->type == 6 && (i&1)) ? hexhexdist : cgi.crossf; return drawMonsterTypeDH(m, c, Vb, col, darkhistory, footphase, asciicol); } // golems, knights, and hyperbugs don't face the player (mondir-controlled) // also whatever in the lineview mode, and whatever in the quotient geometry else if((hasFacing(c) && c->mondir != NODIR) || conformal::on || quotient || euwrap || dont_face_pc) { if(c->monst == moKrakenH) Vs = Vb, nospins = nospinb; if(!nospins && c->mondir < c->type) Vs = Vs * ddspin(c, c->mondir, M_PI); if(c->monst == moPair) Vs = Vs * xpush(-.12); if(c->monmirror) Vs = Vs * Mirror; if(isFriendly(c)) drawPlayerEffects(Vs, c, false); return drawMonsterTypeDH(m, c, Vs, col, darkhistory, footphase, asciicol); } else { // other monsters face the player if(!nospins) { if(WDIM == 2) { hyperpoint V0 = inverse(cwtV) * tC0(Vs); hyperpoint V1 = spintox(V0) * V0; Vs = cwtV * rspintox(V0) * rpushxto0(V1) * pispin; } else { hyperpoint V0 = inverse(cwtV) * tC0(Vs); Vs = cwtV * rspintox(V0) * xpush(hdist0(V0)) * cspin(0, 2, -M_PI); // cwtV * rgpushxto0(inverse(cwtV) * tC0(Vs)); } if(c->monst == moHunterChanging) Vs = Vs * cspin(WDIM-2, WDIM-1, M_PI); } if(c->monmirror) Vs = Vs * Mirror; if(c->monst == moShadow) multi::cpid = c->hitpoints; return drawMonsterTypeDH(m, c, Vs, col, darkhistory, footphase, asciicol); } for(int i=0; i 1 ? multi::player[i].mirrored : cwt.mirrored; if(half_elliptic && mirr != mirrored) continue; if(!nospins) { Vs = playerV; if(multi::players > 1 ? multi::flipped[i] : flipplayer) Vs = Vs * pispin; } else { if(mirr) Vs = Vs * Mirror; } shmup::cpid = i; drawPlayerEffects(Vs, c, true); if(!mmmon) return true; if(hide_player()) { first_cell_to_draw = false; if(WDIM == 2 && GDIM == 3) drawPlayer(moPlayer, c, Vs, col, footphase, true); } else if(isWorm(m)) { ld depth = geom3::factor_to_lev(wormhead(c) == c ? cgi.AHEAD : cgi.ABODY); footphase = 0; int q = ptds.size(); drawMonsterType(moPlayer, c, Vs, col, footphase, asciicol); pushdown(c, q, Vs, -depth, true, false); } else if(mmmon) drawMonsterType(moPlayer, c, Vs, col, footphase, asciicol); } #endif return false; } cell *straightDownSeek; hyperpoint straightDownPoint; ld straightDownSpeed; #define AURA 180 array,AURA+1> aurac; bool haveaura() { if(!(vid.aurastr>0 && !svg::in && (auraNOGL || vid.usingGL))) return false; if(sphere && mdAzimuthalEqui()) return true; if(among(pmodel, mdJoukowsky, mdJoukowskyInverted) && hyperbolic && conformal::model_transition < 1) return true; return pmodel == mdDisk && (!sphere || vid.alpha > 10) && !euclid; } 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 auravertices; void drawaura() { if(!haveaura()) return; if(vid.stereo_mode) return; double rad = current_display->radius; if(sphere && !mdAzimuthalEqui()) rad /= sqrt(vid.alpha*vid.alpha - 1); for(int v=0; v<4; v++) sumaura(v); for(auto& p: auraspecials) { int r = p.first; aurac[r][3] = auramemo; for(int k=0; k<3; k++) aurac[r][k] = (p.second >> (16-8*k)) & 255; } #if CAP_SDL || CAP_GL ld 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; yxcenter) / rad; ld hy = (y * 1. - current_display->ycenter) / rad / vid.stretch; if(vid.camera_angle) camrotate(hx, hy); ld fac = sqrt(hx*hx+hy*hy); if(fac < 1) continue; ld dd = log((fac - .99999) / .00001); ld cmul = 1 - dd/10.; if(cmul>1) 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); ld fr = alpha-rm; if(rm<0 || rm >= AURA) continue; color_t& p = qpixel(s, x, y); for(int c=0; c<3; c++) { ld c1 = aurac[rm][2-c] / (aurac[rm][3]+.1); ld 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 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; cmul[1] = cmul[0]; bool inversion = vid.alpha <= -1 || pmodel == mdJoukowsky; bool joukowsky = among(pmodel, mdJoukowskyInverted, mdJoukowsky) && hyperbolic && conformal::model_transition < 1; for(int r=0; r<=AURA; r++) for(int z=0; z<11; z++) { float rr = (M_PI * 2 * r) / AURA; float rad0 = inversion ? rad / facs[z] : rad * facs[z]; int rm = r % AURA; ld c = cos(rr); ld s = sin(rr); if(joukowsky) { ld c1 = c, s1 = s; if(inversion) conformal::apply_orientation(s1, c1); else conformal::apply_orientation(c1, s1); ld& mt = conformal::model_transition; ld mt2 = 1 - mt; ld m = sqrt(c1*c1 + s1*s1 / mt2 / mt2); m *= 2; if(inversion) rad0 /= m; else rad0 *= m; } cx[r][z][0] = rad0 * c; cx[r][z][1] = rad0 * s * vid.stretch; 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]; } auravertices.clear(); for(int r=0; r p(pmodel, DIM == 2 && pmodel == mdDisk ? mdDisk : mdUnchanged); current_display->set_all(0); glhr::switch_mode(glhr::gmVarColored, glhr::shader_projection::standard); glhr::id_modelview(); glhr::prepare(auravertices); glhr::set_depthtest(false); glDrawArrays(GL_TRIANGLES, 0, isize(auravertices)); #endif } // int fnt[100][7]; bool bugsNearby(cell *c, int dist = 2) { if(!(havewhat&HF_BUG)) return false; if(isBug(c)) return true; if(dist) for(int t=0; ttype; t++) if(c->move(t) && bugsNearby(c->move(t), dist-1)) return true; return false; } colortable minecolors = { 0xFFFFFF, 0xF0, 0xF060, 0xF00000, 0x60, 0x600000, 0x00C0C0, 0x000000, 0x808080, 0xFFD500 }; colortable distcolors = { 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(cell *c2: adj_minefield_cells(c)) if(c2->wall == waMineMine) mines++; return mines; } transmatrix applyPatterndir(cell *c, const patterns::patterninfo& si) { if(NONSTDVAR || binarytiling) return Id; transmatrix V = ddspin(c, si.dir, M_PI); if(si.reflect) V = V * Mirror; return V * iddspin(c, 0, M_PI); } transmatrix applyDowndir(cell *c, const cellfunction& cf) { return ddspin(c, patterns::downdir(c, cf), M_PI); } #if CAP_SHAPES void set_towerfloor(cell *c, const cellfunction& cf = coastvalEdge) { if(weirdhyperbolic || sphere) { set_floor(cgi.shFloor); return; } int j = -1; if(masterless) 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(PURE) { if(i == 7) j = 7; if(i == 11) j = 8; if(i == 15) j = 9; } } if(j >= 0) set_floor(applyDowndir(c, cf), cgi.shTower[j]); else if(c->wall != waLadder) set_floor(cgi.shMFloor); } void set_zebrafloor(cell *c) { if(masterless) { set_floor(cgi.shTower[10]); return; } if(weirdhyperbolic) { set_floor(cgi.shFloor); return; } auto si = patterns::getpatterninfo(c, patterns::PAT_ZEBRA, patterns::SPF_SYM0123); int j; if(PURE) j = 4; else if(si.id >=4 && si.id < 16) j = 2; else if(si.id >= 16 && si.id < 28) j = 1; else if(si.id >= 28 && si.id < 40) j = 3; else j = 0; set_floor(applyPatterndir(c, si), cgi.shZebra[j]); } void set_maywarp_floor(cell *c); int chasmg; void set_reptile_floor(cell *c, const transmatrix& V, color_t col, bool nodetails = false) { auto si = euclid6 ? patterns::getpatterninfo(c, patterns::PAT_COLORING, patterns::SPF_CHANGEROT) : patterns::getpatterninfo(c, patterns::PAT_ZEBRA, patterns::SPF_SYM0123); int j; if(!wmescher) j = 4; else if(!BITRUNCATED) j = 0; else if(si.id < 4) j = 0; else if(si.id >=4 && si.id < 16) j = 1; else if(si.id >= 16 && si.id < 28) j = 2; else if(si.id >= 28 && si.id < 40) j = 3; else j = 4; if(euclid6) j = 0; transmatrix D = applyPatterndir(c, si); if(wmescher && (stdhyperbolic || euclid6)) set_floor(D, cgi.shReptile[j][0]); else set_maywarp_floor(c); if(nodetails) 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, sintick(30), 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(V*D, cgi.shReptile[j][1], dcol); else draw_floorshape(c, V, cgi.shMFloor, dcol); } if(ecol != -1) { queuepoly(V*D, cgi.shReptile[j][2], (ecol << 8) + 0xFF); queuepoly(V*D, cgi.shReptile[j][3], (ecol << 8) + 0xFF); } } void draw_reptile(cell *c, const transmatrix &V, color_t col) { auto qfib = qfi; set_reptile_floor(c, V, col, chasmg == 2); draw_qfi(c, V, col); qfi = qfib; } void set_emeraldfloor(cell *c) { if(!masterless && BITRUNCATED && GDIM == 2) { auto si = patterns::getpatterninfo(c, patterns::PAT_EMERALD, patterns::SPF_SYM0123); int j = -1; if(si.id == 8) j = 0; else if(si.id == 12) j = 1; else if(si.id == 16) j = 2; else if(si.id == 20) j = 3; else if(si.id == 28) j = 4; else if(si.id == 36) j = 5; if(j >= 0) { set_floor(applyPatterndir(c, si), cgi.shEmeraldFloor[j]); return; } } set_floor(cgi.shCaveFloor); } void viewBuggyCells(cell *c, transmatrix V) { for(int i=0; i> 1; poly_outline = OUTLINE_DEFAULT; queuepoly(fixrot * spin(-d * M_PI/4), cgi.shArrow, col); if((c->type & 1) && (isStunnable(c->monst) || isPushable(c->wall))) { transmatrix Centered = rgpushxto0(tC0(cwtV)); int sd = md.subdir; queuepoly(inverse(Centered) * rgpushxto0(Centered * tC0(V)) * rspintox(Centered*tC0(V)) * spin(-sd * M_PI/S7) * xpush(0.2), cgi.shArrow, col); } else if(!confusingGeometry()) break; } } } #endif 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; if(archimedean) i = c->master->rval0 & 3; else { i = zebra40(c); if(!masterless) { 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; } } color_t 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; */ } colortable nestcolors = { 0x800000, 0x008000, 0x000080, 0x404040, 0x700070, 0x007070, 0x707000, 0x606060 }; color_t floorcolors[landtypes]; void init_floorcolors() { for(int i=0; iwall].color; if(c->wall == waMineMine) wcol = fcol = winf[waMineUnknown].color; // water colors if(isWateryOrBoat(c) || c->wall == waReptileBridge) { if(c->land == laOcean) fcol = #if CAP_FIELD (c->landparam > 25 && !chaosmode) ? ( 0x90 + 8 * sintick(1000, windmap::windcodes[windmap::getId(c)] / 256.) ) : #endif 0x1010C0 + int(32 * sintick(500, (chaosmode ? c->CHAOSPARAM : c->landparam)*.75/M_PI)); else if(c->land == laOceanWall) fcol = 0x2020FF; else if(c->land == laVariant) fcol = 0x002090 + 15 * sintick(300, 0); else if(c->land == laKraken) { fcol = 0x0000A0; int mafcol = (kraken_pseudohept(c) ? 64 : 8); /* bool nearshore = false; for(int i=0; itype; i++) if(c->move(i)->wall != waSea && c->move(i)->wall != waBoat) nearshore = true; if(nearshore) mafcol += 30; */ fcol = fcol + mafcol * (4+sintick(500, ((eubinary||c->master->alt) ? celldistAlt(c) : 0)*.75/M_PI))/5; } else if(c->land == laDocks) { fcol = 0x0000A0; } else if(c->land == laAlchemist) fcol = 0x900090; else if(c->land == laWhirlpool) fcol = 0x0000C0 + int(32 * sintick(200, ((eubinary||c->master->alt) ? celldistAlt(c) : 0)*.75/M_PI)); else if(c->land == laLivefjord) fcol = 0x000080; else if(isWarpedType(c->land)) fcol = 0x0000C0 + int((warptype(c)?30:-30) * sintick(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: case laDesert: case laKraken: case laDocks: case laCA: case laMotion: case laGraveyard: case laWineyard: case laLivefjord: case laRlyeh: case laHell: case laCrossroads: case laJungle: case laAlchemist: fcol = floorcolors[c->land]; break; #if CAP_COMPLEX2 case laVariant: { int b = getBits(c); fcol = 0x404040; for(int a=0; a<21; a++) if((b >> a) & 1) fcol += variant_features[a].color_change; if(c->wall == waAncientGrave) wcol = 0x080808; else if(c->wall == waFreshGrave) wcol = 0x202020; break; } #endif case laRuins: fcol = pseudohept(c) ? 0xC0E0C0 : 0x40A040; break; case laDual: fcol = floorcolors[c->land]; if(c->landparam == 2) fcol = 0x40FF00; if(c->landparam == 3) fcol = 0xC0FF00; break; #if CAP_COMPLEX2 case laBrownian: { using brownian::level; fcol = wcol = /* c->landparam == 0 ? 0x0000F0 : c->landparam < level ? gradient(0x002000, 0xFFFFFF, 1, c->landparam, level-1) : c->landparam < 2 * level ? 0xFFFF80 : c->landparam < 3 * level ? 0xFF8000 : 0xC00000; */ c->landparam == 0 ? 0x0000F0 : brownian::get_color(c->landparam); break; } #endif #if CAP_FIELD case laVolcano: { int id = lavatide(c, -1)/4; if(c->wall == waMagma) fcol = wcol = magma_color(id); else if(c->wall == waNone) { 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; } #endif case laMinefield: fcol = floorcolors[c->land]; if(c->wall == waMineMine && ((cmode & sm::MAP) || !canmove)) fcol = wcol = 0xFF4040; break; case laCaribbean: if(c->wall != waCIsland && c->wall != waCIsland2) fcol = floorcolors[c->land]; break; case laReptile: fcol = reptilecolor(c); 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 laMirror: case laMirrorWall: case laMirrorOld: if(c->land == laMirrorWall) fcol = floorcolors[laMirror]; else fcol = floorcolors[c->land]; break; case laDryForest: fcol = gradient(0x008000, 0x800000, 0, c->landparam, 10); break; case laMountain: if(eubinary || sphere || c->master->alt) fcol = celldistAlt(c) & 1 ? 0x604020 : 0x302010; else fcol = 0; if(c->wall == waPlatform) wcol = 0xF0F0A0; break; case laCanvas: fcol = c->landparam; if(c->wall == waWaxWall) wcol = c->landparam; break; case laPalace: fcol = floorcolors[c->land]; 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 = floorcolors[c->land]; 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 laSwitch: fcol = minf[passive_switch].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 = floorcolors[c->land]; if(c->wall == waSmallTree) wcol = 0x008060; else if(c->wall == waBigTree) wcol = 0x0080C0; break; case laTemple: { int d = showoff ? 0 : (eubinary||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) { color_t wcol[4] = {0x404040, 0x404080, 0x2050A0, 0x5050C0}; fcol = wcol[whirlwind::fzebra3(c)]; } break; case laHunting: fcol = floorcolors[c->land]; if(pseudohept(c)) fcol = fcol * 3/4; break; case laIvoryTower: fcol = 0x10101 * (32 + (c->landparam&1) * 32) - 0x000010; break; case laWestWall: fcol = 0x10101 * ((c->landparam&1) * 32) + floorcolors[c->land]; 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 = pd_from->land == laEndorian ? edgeDepth(pd_from) : 0; // xcol = (c->landparam&1) ? 0xD00000 : 0x00D000; fcol = 0x10101 * (32 + (c->landparam&1) * 32) - 0x000010; int ed = edgeDepth(c); int sr = get_sightrange_ambush(); if(clev == UNKNOWN || ed == UNKNOWN) fcol = 0x0000D0; else { while(ed > clev + sr) ed -= 2; while(ed < clev - sr) ed += 2; fcol = gradient(fcol, 0x0000D0, clev-sr, ed, clev+sr); } 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; } #if CAP_FIELD 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; #endif case laCamelot: { int d = showoff ? 0 : ((eubinary||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 = floorcolors[c->land]; } 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(useHeatColoring(c)) { float h = HEAT(c); eLand l = c->land; color_t colorN04 = l == laCocytus ? 0x4080FF : 0x4040FF; color_t colorN10 = 0x0000FF; color_t color0 = floorcolors[c->land]; color_t color02 = 0xFFFFFF; color_t color06 = 0xFF0000; color_t 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; case laSnakeNest: { int fv = pattern_threecolor(c); fcol = nestcolors[fv&7]; if(realred(c->wall)) wcol = fcol * (4 + snakelevel(c)) / 4; break; } default: if(isElemental(c->land)) fcol = linf[c->land].color; if(isWarpedType(c->land)) { fcol = warptype(c) ? 0x80C080 : 0xA06020; if(c->wall == waSmallTree) wcol = 0x608000; } if(isHaunted(c->land)) { int itcolor = 0; for(int i=0; itype; i++) if(c->move(i) && c->move(i)->item) itcolor = 1; if(c->item) itcolor |= 2; fcol = floorcolors[laHaunted] + 0x202020 * itcolor; forCellEx(c2, c) if(c2->monst == moFriendlyGhost) fcol = gradient(fcol, fghostcolor(c2), 0, .25, 1); if(c->monst == moFriendlyGhost) fcol = gradient(fcol, fghostcolor(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; */ switch(c->wall) { case waSulphur: case waSulphurC: case waPlatform: case waMercury: case waDock: case waAncientGrave: case waFreshGrave: case waThumperOn: case waThumperOff: case waBonfireOff: case waRoundTable: case waExplosiveBarrel: // floors become fcol fcol = wcol; break; case waDeadTroll2: case waPetrifiedBridge: case waPetrified: { 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); break; } case waFloorA: case waFloorB: // isAlch if(c->item && !(conformal::includeHistory && conformal::infindhistory.count(c))) fcol = wcol = iinf[c->item].color; else fcol = wcol; break; case waBoat: if(wmascii) wcol = 0xC06000; break; case waEternalFire: fcol = wcol = weakfirecolor(1500); break; case waFire: case waPartialFire: case waBurningDock: fcol = wcol = firecolor(100); break; case waDeadfloor: case waCavefloor: fcol = wcol; break; case waNone: if(c->land == laNone) wcol = fcol = 0x101010; if(c->land == laHive) wcol = fcol; break; case waMineUnknown: case waMineMine: if(mineMarkedSafe(c)) fcol = wcol = gradient(wcol, 0x40FF40, 0, 0.2, 1); else if(mineMarked(c)) fcol = wcol = gradient(wcol, 0xFF4040, -1, sintick(100), 1); // fallthrough case waMineOpen: fcol = wcol; if(wmblack || wmascii) fcol >>= 1, wcol >>= 1; break; case waCavewall: if(c->land != laEmerald) fcol = winf[waCavefloor].color; break; case waEditStatue: if(c->land == laCanvas) wcol = c->landparam; else wcol = (0x125628 * c->wparam) & 0xFFFFFF; default: break; } /* 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(WDIM == 2) { 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] && !shmup::on) { bool inrange = c->mpdist <= GUNRANGE; if(inrange) { inrange = false; for(int i=0; iwall == waNone || isWatery(c))) wcol = fcol; if(!wmspatial && snakelevel(c) && !realred(c->wall)) fcol = wcol; if(c->wall == waGlass && !wmspatial) fcol = wcol; } bool noAdjacentChasms(cell *c) { forCellEx(c2, c) if(c2->wall == waChasm) return false; return true; } // does the current geometry allow nice duals bool has_nice_dual() { #if CAP_IRR if(IRREGULAR) return irr::bitruncations_performed > 0; #endif #if CAP_ARCM if(archimedean) return geosupport_football() >= 2; #endif if(binarytiling) return false; if(BITRUNCATED) return true; if(a4) return false; if((S7 & 1) == 0) return true; if(PURE) return false; #if CAP_GP return (gp::param.first + gp::param.second * 2) % 3 == 0; #else return false; #endif } // does the current geometry allow nice duals bool is_nice_dual(cell *c) { return c->land == laDual && has_nice_dual(); } bool use_swapped_duals() { return (masterless && !a4) || GOLDBERG; } int wavephase; #if CAP_SHAPES void floorShadow(cell *c, const transmatrix& V, color_t col) { if(model_needs_depth() || noshadow) return; // shadows break the depth testing dynamicval p(poly_outline, OUTLINE_TRANS); if(qfi.shape) { queuepolyat(V * qfi.spin * cgi.shadowmulmatrix, *qfi.shape, col, PPR::WALLSHADOW); } else if(qfi.usershape >= 0) mapeditor::drawUserShape(V * qfi.spin * cgi.shadowmulmatrix, mapeditor::sgFloor, qfi.usershape, col, c, PPR::WALLSHADOW); else draw_shapevec(c, V, qfi.fshape->shadow, col, PPR::WALLSHADOW); } void set_maywarp_floor(cell *c) { bool warp = isWarped(c); if(warp && !shmup::on && geosupport_football() == 2) { if(!stdhyperbolic) { set_floor(cgi.shTriheptaFloor); return; } auto si = patterns::getpatterninfo(c, patterns::PAT_TYPES, 0); if(si.id == 0 || si.id == 1) set_floor(cgi.shTriheptaFloor); else if(si.id >= 14) set_floor(cgi.shFloor); else set_floor(applyPatterndir(c, si), cgi.shTriheptaSpecial[si.id]); } else if(is_nice_dual(c)) set_floor(cgi.shBigTriangle); else set_floor(cgi.shFloor); } void escherSidewall(cell *c, int sidepar, const transmatrix& V, color_t 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)) draw_qfi(c, mscale(V, zgrad0(cgi.slev * sl, cgi.slev * (sl+1), z, 4)), col, PPR::REDWALL-4+z+4*sl); } else if(sidepar == SIDE_WALL) { const int layers = 2 << detaillevel; for(int z=1; zis_plain || !cgi.validsidepar[sidepar] || qfi.usershape >= 0) if(GDIM == 2) { escherSidewall(c, sidepar, V, col); return true; } if(!qfi.fshape) return true; if(qfi.fshape == &cgi.shBigTriangle && pseudohept(c->move(i))) return false; if(qfi.fshape == &cgi.shTriheptaFloor && !pseudohept(c) && !pseudohept(c->move(i))) return false; PPR 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); if(binarytiling || archimedean || NONSTDVAR) { #if CAP_ARCM if(archimedean && !PURE) i = (i + arcm::parent_index_of(c->master)/DUALMUL + MODFIXER) % c->type; #endif draw_shapevec(c, V2, qfi.fshape->gpside[sidepar][i], col, prio); return false; } queuepolyat(V2, qfi.fshape->side[sidepar][pseudohept(c)], col, prio); return false; } #endif bool openorsafe(cell *c) { return c->wall == waMineOpen || mineMarkedSafe(c); } #define Dark(x) darkena(x,0,0xFF) color_t stdgridcolor = 0x202020FF; 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) && c1->land != laAsteroids && c2->land != laAsteroids) return Dark(0x808080); if(c1->land == laAlchemist && c2->land == laAlchemist && c1->wall != c2->wall && !c1->item && !c2->item) 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); if(!darken) return stdgridcolor; return Dark(0x202020); } #if CAP_SHAPES void pushdown(cell *c, int& q, const transmatrix &V, double down, bool rezoom, bool repriority) { #if MAXMDIM >= 4 if(GDIM == 3) { for(int i=q; i (&*ptds[q++]); if(!pp) continue; auto& ptd = *pp; ptd.V = ptd.V * zpush(+down); } return; } #endif // 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 < isize(ptds)) if(qq > q && ptds[qq]->prio < ptds[qq-1]->prio) { swap(ptds[qq], ptds[qq-1]); qq--; } else qq++; } while(q < isize(ptds)) { auto pp = dynamic_cast (&*ptds[q++]); if(!pp) continue; auto& ptd = *pp; double z2; double z = zlevel(tC0(ptd.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.V = xyzscale( V, xyscale*zscale, zscale) * inverse(V) * ptd.V; if(!repriority) ; else if(nlev < -vid.lake_bottom-1e-3) { ptd.prio = PPR::BELOWBOTTOM_FALLANIM; if(c->wall != waChasm) ptd.color = 0; // disappear! } else if(nlev < -vid.lake_top-1e-3) ptd.prio = PPR::INLAKEWALL_FALLANIM; else if(nlev < 0) ptd.prio = PPR::LAKEWALL_FALLANIM; } } #endif // 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 allemptynear(cell *c) { if(c->wall) return false; forCellEx(c2, c) if(c2->wall) return false; return true; } static const int trapcol[4] = {0x904040, 0xA02020, 0xD00000, 0x303030}; static const int terracol[8] = {0xD000, 0xE25050, 0xD0D0D0, 0x606060, 0x303030, 0x181818, 0x0080, 0x8080}; bool bright; // how much to darken int getfd(cell *c) { if(bright) return 0; if(among(c->land, laAlchemist, laHell, laVariant) && WDIM == 2 && GDIM == 3) return 0; switch(c->land) { case laRedRock: case laReptile: case laCanvas: return 0; case laSnakeNest: return realred(c->wall) ? 0 : 1; case laTerracotta: case laMercuryRiver: return (c->wall == waMercury && wmspatial) ? 0 : 1; case laKraken: case laDocks: case laBurial: case laIvoryTower: case laDungeon: case laMountain: case laEndorian: case laCaribbean: case laWhirlwind: case laRose: case laWarpSea: case laTortoise: case laDragon: case laHalloween: case laHunting: case laOcean: case laLivefjord: case laWhirlpool: case laAlchemist: case laIce: case laGraveyard: case laBlizzard: case laRlyeh: case laTemple: case laWineyard: case laDeadCaves: case laPalace: case laCA: case laDual: case laBrownian: return 1; case laVariant: if(isWateryOrBoat(c)) return 1; return 2; case laTrollheim: default: return 2; } } int getSnakelevColor(cell *c, int i, int last, int fd, color_t wcol) { color_t col; if(c->wall == waTower) col = 0xD0D0D0-i*0x101010; else if(c->land == laSnakeNest) return darkena(nestcolors[pattern_threecolor(c)] * (5 + i) / 4, 0, 0xFF); #if CAP_COMPLEX2 else if(c->land == laBrownian) col = brownian::get_color(c->landparam % brownian::level + (i+1) * brownian::level); #endif else if(i == last-1) col = wcol; else col = winf[waRed1+i].color; return darkena(col, fd, 0xFF); } #if CAP_SHAPES void draw_wall(cell *c, const transmatrix& V, color_t wcol, color_t& zcol, int ct6, int fd) { if(DIM == 3 && WDIM == 2) { if(!qfi.fshape) qfi.fshape = &cgi.shFullFloor; if(conegraph(c)) { draw_shapevec(c, V, qfi.fshape->cone[0], darkena(wcol, 0, 0xFF), PPR::WALL); dynamicval p(poly_outline, OUTLINE_TRANS); draw_shapevec(c, V, qfi.fshape->shadow, SHADOW_WALL, PPR::WALLSHADOW); return; } if(c->wall == waClosedGate) { int hdir = 0; for(int i=0; itype; i++) if(c->move(i)->wall == waClosedGate) hdir = i; queuepolyat(V * ddspin(c, hdir, M_PI), cgi.shPalaceGate, darkena(wcol, 0, 0xFF), wmspatial?PPR::WALL3A:PPR::WALL); return; } color_t wcol0 = wcol; color_t wcol2 = gradient(0, wcol0, 0, .8, 1); draw_shapevec(c, V, qfi.fshape->levels[SIDE_WALL], darkena(wcol, 0, 0xFF), PPR::WALL); forCellIdEx(c2, i, c) if(!highwall(c2) || conegraph(c2) || c2->wall == waClosedGate) placeSidewall(c, i, SIDE_WALL, V, darkena(wcol2, fd, 255)); dynamicval p(poly_outline, OUTLINE_TRANS); draw_shapevec(c, V, qfi.fshape->shadow, SHADOW_WALL, PPR::WALLSHADOW); return; } zcol = wcol; color_t wcol0 = wcol; int starcol = wcol; if(c->wall == waWarpGate) starcol = 0; if(c->wall == waVinePlant) starcol = 0x60C000; color_t wcol2 = gradient(0, wcol0, 0, .8, 1); if(c->wall == waClosedGate) { int hdir = 0; for(int i=0; itype; i++) if(c->move(i)->wall == waClosedGate) hdir = i; transmatrix V2 = mscale(V, wmspatial?cgi.WALL:1) * ddspin(c, hdir, M_PI); queuepolyat(V2, cgi.shPalaceGate, darkena(wcol, 0, 0xFF), wmspatial?PPR::WALL3A:PPR::WALL); starcol = 0; } hpcshape& shThisWall = isGrave(c->wall) ? cgi.shCross : cgi.shWall[ct6]; if(conegraph(c)) { const int layers = 2 << detaillevel; for(int z=1; zwall == waIcewall) alpha = 0xC0; if(starcol && !(wmescher && c->wall == waPlatform)) queuepolyat(Vdepth, shThisWall, darkena(starcol, 0, 0xFF), PPR::WALL3A); draw_qfi(c, Vdepth, darkena(wcol0, fd, alpha), PPR::WALL3); floorShadow(c, V, SHADOW_WALL); if(c->wall == waCamelot) { forCellIdEx(c2, i, c) { if(placeSidewall(c, i, SIDE_SLEV, V, darkena(wcol2, fd, alpha))) break; } forCellIdEx(c2, i, c) { if(placeSidewall(c, i, SIDE_SLEV+1, V, darkena(wcol2, fd, alpha))) break; } forCellIdEx(c2, i, c) { if(placeSidewall(c, i, SIDE_SLEV+2, V, darkena(wcol2, fd, alpha))) break; } forCellIdEx(c2, i, c) { if(placeSidewall(c, i, SIDE_WTS3, V, darkena(wcol2, fd, alpha))) break; } } else { forCellIdEx(c2, i, c) if(!highwall(c2) || conegraph(c2)) { if(placeSidewall(c, i, SIDE_WALL, V, darkena(wcol2, fd, alpha))) break; } } } } } #endif bool just_gmatrix; int colorhash(color_t i) { return (i * 0x471211 + i*i*0x124159 + i*i*i*0x982165) & 0xFFFFFF; } void draw_gravity_particles(cell *c, const transmatrix V) { int u = (int)(size_t)(c); u = ((u * 137) + (u % 1000) * 51) % 1000; int tt = ticks + u; fractick(ticks, 900); ld r0 = (tt % 900) / 1100.; ld r1 = (tt % 900 + 200) / 1100.; const color_t grav_normal_color = 0x808080FF; const color_t antigrav_color = 0xF04040FF; const color_t levitate_color = 0x40F040FF; auto levf = [] (ld l) { return DIM == 3 ? cheilevel(l) : 1 + (1-l) * 1; }; if(spatial_graphics || (WDIM == 2 && GDIM == 3)) { switch(gravity_state) { case gsNormal: for(int i=0; i<6; i++) { transmatrix T = V * spin(i*degree*60) * xpush(cgi.crossf/3); queueline(mmscale(T, levf(r0)) * C0, mmscale(T, levf(r1)) * C0, grav_normal_color); } break; case gsAnti: for(int i=0; i<6; i++) { transmatrix T = V * spin(i*degree*60) * xpush(cgi.crossf/3); queueline(mmscale(T, levf(r0)) * C0, mmscale(T, levf(r1)) * C0, antigrav_color); } break; case gsLevitation: for(int i=0; i<6; i++) { transmatrix T0 = V * spin(i*degree*60 + tt/60. * degree) * xpush(cgi.crossf/3); transmatrix T1 = V * spin(i*degree*60 + (tt/60. + 30) * degree) * xpush(cgi.crossf/3); ld lv = levf(DIM == 3 ? (i+0.5)/6 : 0.5); queueline(mmscale(T0, lv) * C0, mmscale(T1, lv) * C0, levitate_color); } break; } } else { switch(gravity_state) { case gsNormal: for(int i=0; i<6; i++) { transmatrix T0 = V * spin(i*degree*60) * xpush(cgi.crossf/3 * (1-r0)); transmatrix T1 = V * spin(i*degree*60) * xpush(cgi.crossf/3 * (1-r1)); queueline(T0 * C0, T1 * C0, grav_normal_color); } break; case gsAnti: for(int i=0; i<6; i++) { transmatrix T0 = V * spin(i*degree*60) * xpush(cgi.crossf/3 * r0); transmatrix T1 = V * spin(i*degree*60) * xpush(cgi.crossf/3 * r1); queueline(T0 * C0, T1 * C0, antigrav_color); } break; case gsLevitation: for(int i=0; i<6; i++) { transmatrix T0 = V * spin(i*degree*60 + tt/60. * degree) * xpush(cgi.crossf/3); transmatrix T1 = V * spin(i*degree*60 + (tt/60. + 30) * degree) * xpush(cgi.crossf/3); queueline(T0 * C0, T1 * C0, levitate_color); } break; } } } bool isWall3(cell *c, color_t& wcol) { if(isWall(c)) return true; if(c->wall == waChasm && c->land == laMemory) { wcol = 0x606000; return true; } if(c->wall == waInvisibleFloor) return false; // if(chasmgraph(c)) return true; if(among(c->wall, waMirror, waCloud, waMineUnknown, waMineMine)) return true; return false; } bool isSulphuric(eWall w) { return among(w, waSulphur, waSulphurC); } // 'land color', but a bit twisted for Alchemist Lab color_t lcolor(cell *c) { if(isAlch(c->wall) && !c->item) return winf[c->wall].color; return floorcolors[c->land]; } color_t transcolor(cell *c, cell *c2, color_t wcol) { color_t dummy; if(isWall3(c2, dummy)) return 0; if(c->land != c2->land && c->land != laNone && c2->land != laNone) { if(c>c2) return 0; if(c->land == laBarrier) return darkena3(lcolor(c2), 0, 0x40); if(c2->land == laBarrier) return darkena3(lcolor(c), 0, 0x40); return darkena3(gradient(lcolor(c), lcolor(c2), 0, 1, 2), 0, 0x40); } if(isAlch(c) && !c->item && (c2->item || !isAlch(c2))) return darkena3(winf[c->wall].color, 0, 0x40); if(c->wall == c2->wall) return 0; if(isFire(c) && !isFire(c2)) return darkena3(wcol, 0, 0x30); if(c->wall == waLadder) return darkena3(wcol, 0, 0x30); if(c->wall == waChasm && c2->wall != waChasm) return 0x606060A0; if(isWateryOrBoat(c) && !isWateryOrBoat(c2)) return 0x0000C060; if(isSulphuric(c->wall) && !isSulphuric(c2->wall)) return darkena3(winf[c->wall].color, 0, 0x40); if(among(c->wall, waCanopy, waSolidBranch, waWeakBranch) && !among(c2->wall, waCanopy, waSolidBranch, waWeakBranch)) return 0x00C00060; if(c->wall == waFloorA && c2->wall == waFloorB && !c->item && !c2->item) return darkena3(0xFF00FF, 0, 0x80); if(realred(c->wall) && realred(c2->wall) && c->wall != c2->wall) { int l = snakelevel(c) - snakelevel(c2); if(l > 0) return darkena3(floorcolors[laRedRock], 0, 0x30 * l); } if(c->wall == waMagma && c2->wall != waMagma) return darkena3(magma_color(lavatide(c, -1)/4), 0, 0x80); return 0; } // how much should be the d-th wall darkened in 3D int get_darkval(int d) { const int darkval_hbt[9] = {0,2,2,0,6,6,8,8,0}; const int darkval_s12[12] = {0,1,2,3,4,5,0,1,2,3,4,5}; const int darkval_e6[6] = {0,4,6,0,4,6}; const int darkval_e12[12] = {0,4,6,0,4,6,0,4,6,0,4,6}; const int darkval_e14[14] = {0,0,0,4,6,4,6,0,0,0,6,4,6,4}; const int darkval_hh[14] = {0,0,0,1,1,1,2,2,2,3,3,3,1,0}; const int darkval_hrec[7] = {0,0,2,4,2,4,0}; if(sphere) return darkval_s12[d]; if(euclid && S7 == 6) return darkval_e6[d]; if(euclid && S7 == 12) return darkval_e12[d]; if(euclid && S7 == 14) return darkval_e14[d]; if(geometry == gHoroHex) return darkval_hh[d]; if(geometry == gHoroRec) return darkval_hrec[d]; if(binarytiling) return darkval_hbt[d]; if(hyperbolic && S7 == 6) return darkval_e6[d]; if(hyperbolic && S7 == 12) return darkval_s12[d]; return 0; } void drawBoat(cell *c, const transmatrix*& Vboat, transmatrix& Vboat0, transmatrix& V) { double footphase; if(WDIM == 3 && c == cwt.at && hide_player()) return; bool magical = items[itOrbWater] && (isPlayerOn(c) || (isFriendly(c) && items[itOrbEmpathy])); int outcol = magical ? watercolor(0) : 0xC06000FF; int incol = magical ? 0x0060C0FF : 0x804000FF; bool nospin = false; if(WDIM == 3) { Vboat0 = V; nospin = c->wall == waBoat && applyAnimation(c, Vboat0, footphase, LAYER_BOAT); if(!nospin) Vboat0 = face_the_player(V); else Vboat0 = cspin(0, 2, M_PI) * Vboat0; queuepolyat(mscale(Vboat0, cgi.scalefactor/2), cgi.shBoatOuter, outcol, PPR::BOATLEV2); queuepolyat(mscale(Vboat0, cgi.scalefactor/2-0.01), cgi.shBoatInner, incol, PPR::BOATLEV2); return; } 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, M_PI); queuepolyat(Vboat0, cgi.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, M_PI); else { transmatrix Vx; if(applyAnimation(c, Vx, footphase, LAYER_SMALL)) animations[LAYER_SMALL][c].footphase = 0; } if(wmspatial && GDIM == 2) queuepolyat(mscale(Vboat0, (cgi.LAKE+1)/2), cgi.shBoatOuter, outcol, PPR::BOATLEV2); queuepoly(Vboat0, cgi.shBoatOuter, outcol); queuepoly(Vboat0, cgi.shBoatInner, incol); } void shmup_gravity_floor(cell *c) { if(DIM == 2 && cellEdgeUnstable(c)) set_floor(cgi.shMFloor); else set_floor(cgi.shFullFloor); } ld mousedist(transmatrix T) { if(GDIM == 2) return intval(mouseh, tC0(T)); hyperpoint T1 = tC0(mscale(T, cgi.FLOOR)); if(mouseaim_sensitivity) return sqhypot_d(2, T1) + (invis_point(T1) ? 1e10 : 0); hyperpoint h1; applymodel(T1, h1); using namespace hyperpoint_vec; h1 = h1 - hpxy((mousex - current_display->xcenter) / current_display->radius, (mousey - current_display->ycenter) / current_display->radius); return sqhypot_d(2, h1) + (invis_point(T1) ? 1e10 : 0); } vector clipping_planes; int noclipped; void make_clipping_planes() { #if MAXMDIM >= 4 clipping_planes.clear(); if(sphere) return; auto add_clipping_plane = [] (ld x1, ld y1, ld x2, ld y2) { using namespace hyperpoint_vec; ld z1 = 1, z2 = 1; hyperpoint sx = point3(y1 * z2 - y2 * z1, z1 * x2 - z2 * x1, x1 * y2 - x2 * y1); sx /= hypot_d(3, sx); sx[3] = 0; clipping_planes.push_back(sx); }; ld tx = current_display->tanfov; ld ty = tx * current_display->ysize / current_display->xsize; add_clipping_plane(+tx, +ty, -tx, +ty); add_clipping_plane(-tx, +ty, -tx, -ty); add_clipping_plane(-tx, -ty, +tx, -ty); add_clipping_plane(+tx, -ty, +tx, +ty); #endif } void gridline(const transmatrix& V1, const hyperpoint h1, const transmatrix& V2, const hyperpoint h2, color_t col, int prec) { #if MAXMDIM >= 4 if(WDIM == 2 && GDIM == 3) { ld eps = cgi.human_height/100; queueline(V1*orthogonal_move(h1,cgi.FLOOR+eps), V2*orthogonal_move(h2,cgi.FLOOR+eps), col, prec); queueline(V1*orthogonal_move(h1,cgi.WALL-eps), V2*orthogonal_move(h2,cgi.WALL-eps), col, prec); } else #endif queueline(V1*h1, V2*h2, col, prec); } void gridline(const transmatrix& V, const hyperpoint h1, const hyperpoint h2, color_t col, int prec) { gridline(V, h1, V, h2, col, prec); } void radar_grid(cell *c, const transmatrix& V) { for(int t=0; ttype; t++) if(c->move(t) && c->move(t) < c) addradar(V*get_corner_position(c, t%c->type), V*get_corner_position(c, (t+1)%c->type), gridcolor(c, c->move(t))); } void draw_grid_at(cell *c, const transmatrix& V) { dynamicval lw(vid.linewidth, vid.linewidth); vid.linewidth *= cgi.scalefactor; // sphere: 0.3948 // sphere heptagonal: 0.5739 // sphere trihepta: 0.3467 // hyper trihepta: 0.2849 // hyper heptagonal: 0.6150 // hyper: 0.3798 int prec = sphere ? 3 : 1; prec += vid.linequality; if(0); #if MAXMDIM == 4 else if(WDIM == 3) { for(int t=0; ttype; t++) { if(!c->move(t)) continue; if(binarytiling && !among(t, 5, 6, 8)) continue; if(!binarytiling && c->move(t) < c) continue; dynamicval g(poly_outline, gridcolor(c, c->move(t))); queuepoly(V, cgi.shWireframe3D[t], 0); } } #endif #if CAP_BT else if(binarytiling && WDIM == 2) { ld yx = log(2) / 2; ld yy = yx; ld xx = 1 / sqrt(2)/2; queueline(V * binary::get_horopoint(-yy, xx), V * binary::get_horopoint(yy, 2*xx), gridcolor(c, c->move(binary::bd_right)), prec); auto horizontal = [&] (ld y, ld x1, ld x2, int steps, int dir) { if(vid.linequality > 0) steps <<= vid.linequality; if(vid.linequality < 0) steps >>= -vid.linequality; for(int i=0; i<=steps; i++) curvepoint(V * binary::get_horopoint(y, x1 + (x2-x1) * i / steps)); queuecurve(gridcolor(c, c->move(dir)), 0, PPR::LINE); }; horizontal(yy, 2*xx, xx, 4, binary::bd_up_right); horizontal(yy, xx, -xx, 8, binary::bd_up); horizontal(yy, -xx, -2*xx, 4, binary::bd_up_left); } #endif else if(isWarped(c) && has_nice_dual()) { if(pseudohept(c)) for(int t=0; ttype; t++) if(isWarped(c->move(t))) gridline(V, get_warp_corner(c, t%c->type), get_warp_corner(c, (t+1)%c->type), gridcolor(c, c->move(t)), prec); } else { for(int t=0; ttype; t++) if(c->move(t) && (c->move(t) < c || isWarped(c->move(t)))) gridline(V, get_corner_position(c, t%c->type), get_corner_position(c, (t+1)%c->type), gridcolor(c, c->move(t)), prec); } } void queue_transparent_wall(const transmatrix& V, hpcshape& sh, color_t color) { auto& poly = queuepolyat(V, sh, color, PPR::TRANSPARENT_WALL); hyperpoint h = V * sh.intester; if(pmodel == mdPerspective) poly.subprio = int(hdist0(h) * 100000); else { hyperpoint h2; applymodel(h, h2); poly.subprio = int(h2[2] * 100000); } } #if MAXMDIM >= 4 int ceiling_category(cell *c) { switch(c->land) { case laNone: case laMemory: case laMirrorWall2: case laMirrored: case laMirrored2: case landtypes: return 0; /* starry levels */ case laIce: case laCrossroads: case laCrossroads2: case laCrossroads3: case laCrossroads4: case laCrossroads5: case laJungle: case laGraveyard: case laMotion: case laRedRock: case laZebra: case laHunting: case laEAir: case laStorms: case laMountain: case laHaunted: case laHauntedWall: case laHauntedBorder: case laWhirlwind: case laBurial: case laHalloween: case laReptile: case laVolcano: case laBlizzard: case laDual: case laWestWall: case laAsteroids: return 1; case laPower: case laWineyard: case laDesert: case laAlchemist: case laDryForest: case laCaribbean: case laMinefield: case laOcean: case laWhirlpool: case laLivefjord: case laEWater: case laOceanWall: case laWildWest: case laOvergrown: case laClearing: case laRose: case laWarpCoast: case laWarpSea: case laEndorian: case laTortoise: case laPrairie: case laDragon: case laSnakeNest: case laDocks: case laKraken: case laBrownian: case laHell: case laVariant: return 2; case laBarrier: case laCaves: case laMirror: case laMirrorOld: case laCocytus: case laEmerald: case laDeadCaves: case laHive: case laCamelot: case laIvoryTower: case laEFire: case laEEarth: case laElementalWall: case laCanvas: case laTrollheim: case laDungeon: case laBull: case laCA: case laMirrorWall: case laTerracotta: case laMercuryRiver: case laMagnetic: case laSwitch: return 3; case laPalace: case laPrincessQuest: default: return 4; case laRuins: return 6; case laTemple: case laRlyeh: return 7; } } ld camera_level; int get_skybrightness(int mul = 1) { ld s = 1 - mul * (camera_level - cgi.WALL) / -2; if(s > 1) return 255; if(s < 0) return 0; return int(s * 255); } dqi_sky *sky; void prepare_sky() { sky = NULL; if(euclid) { if(WDIM == 3 || GDIM == 2) return; transmatrix T = ggmatrix(currentmap->gamestart()); T = gpushxto0(tC0(T)) * T; queuepoly(T, cgi.shEuclideanSky, 0x0044e4FF); queuepolyat(T * zpush(cgi.SKY+0.5) * xpush(cgi.SKY+0.5), cgi.shSun, 0xFFFF00FF, PPR::SKY); } else { sky = &queuea (PPR::SKY); } } void dqi_sky::draw() { vector skyvertices; int sk = get_skybrightness(); unordered_map colors; #ifdef USE_UNORDERED_MAP colors.reserve(isize(sky)); #endif for(sky_item& si: sky) colors[si.c] = darkena(gradient(0, si.color, 0, sk, 255), 0, 0xFF); hyperpoint skypoint = cpush0(2, cgi.SKY); vector this_poly; // I am not sure why, but extra projection martix introduced in stereo // causes some vertices to not be drawn. Thus we apply separately transmatrix Tsh = Id; if(global_projection) Tsh = xpush(vid.ipd * global_projection/2); for(sky_item& si: sky) { auto c = si.c; for(int i=0; itype; i++) { if(1) { cellwalker cw0(c, i); cellwalker cw = cw0; do { cw += wstep; cw++; if(cw.at < c || !colors.count(si.c)) goto next; } while(cw != cw0); this_poly.clear(); transmatrix T1 = Tsh * si.T; do { this_poly.emplace_back(T1 * skypoint, colors[cw.at]); T1 = T1 * cellrelmatrix(cw.at, cw.spin); cw += wstep; cw++; } while(cw != cw0); int k = isize(this_poly); for(int j=2; jstereo_active() ? -1 : 0; ed<2; ed+=2) { if(global_projection && global_projection != ed) continue; glhr::switch_mode(glhr::gmVarColored, glhr::new_shader_projection); current_display->set_all(ed); if(global_projection) glhr::projection_multiply(glhr::tmtogl(xpush(-vid.ipd * global_projection/2))); glapplymatrix(Id); glhr::prepare(skyvertices); glhr::set_fogbase(1.0 + 5 / sightranges[geometry]); glhr::set_depthtest(model_needs_depth() && prio < PPR::SUPERLINE); glhr::set_depthwrite(model_needs_depth() && prio != PPR::TRANSPARENT_SHADOW && prio != PPR::EUCLIDEAN_SKY); glDrawArrays(GL_TRIANGLES, 0, isize(skyvertices)); } } color_t skycolor(cell *c) { int cd = (euclid || stdhyperbolic) ? getCdata(c, 1) : 0; int z = (cd * 5) & 127; if(z >= 64) z = 127 - z; if(c->land == laHell) return z < 32 ? gradient(0x400000, 0xFF0000, 0, z, 32) : gradient(0xFF0000, 0xFFFF00, 32, z, 63); else return gradient(0x4040FF, 0xFFFFFF, 0, z, 63); } void draw_ceiling(cell *c, const transmatrix& V, int fd, color_t& fcol, color_t& wcol) { if(pmodel != mdPerspective || sphere) return; switch(ceiling_category(c)) { /* ceilingless levels */ case 1: { if(euclid) return; if(fieldpattern::fieldval_uniq(c) % 3 == 0) { queuepolyat(V * zpush(cgi.SKY+1), cgi.shNightStar, 0xFFFFFFFF, PPR::SKY); } if(sky) sky->sky.emplace_back(sky_item{c, V, 0x00000F}); if(c->land == laAsteroids) { if(fieldpattern::fieldval_uniq(c) % 9 < 3) { queuepolyat(V * zpush(-1-cgi.SKY), cgi.shNightStar, 0xFFFFFFFF, PPR::SKY); } int sk = get_skybrightness(-1); auto sky = draw_shapevec(c, V * MirrorZ, cgi.shFullFloor.levels[SIDE_SKY], 0x000000FF + 0x100 * (sk/17), PPR::SKY); if(sky) sky->tinf = NULL, sky->flags |= POLY_INTENSE; } return; } case 2: { if(euclid) return; color_t col; switch(c->land) { case laWineyard: col = 0x4040FF; if(emeraldval(c) / 4 == 11) { queuepolyat(V * zpush(cgi.SKY+1), cgi.shSun, 0xFFFF00FF, PPR::SKY); } break; case laPower: col = c->landparam ? 0xFF2010 : 0x000020; break; case laDesert: case laRedRock: col = 0x4040FF; break; case laAlchemist: col = fcol; break; case laVariant: { int b = getBits(c); col = 0x404040; for(int a=0; a<21; a++) if((b >> a) & 1) col += variant_features[a].color_change; col = col & 0x00FF00; break; } case laDragon: col = c->wall == waChasm ? 0xFFFFFF : 0x4040FF; break; default: col = skycolor(c); } if(sky) sky->sky.emplace_back(c, V, col); return; } case 3: { if(sky) sky->sky.emplace_back(c, V, 0); if(camera_level <= cgi.WALL) return; if(c->land == laMercuryRiver) fcol = linf[laTerracotta].color, fd = 1; if(qfi.fshape) draw_shapevec(c, V, qfi.fshape->levels[SIDE_WALL], darkena(fcol, fd, 0xFF), PPR::WALL); forCellIdEx(c2, i, c) if(ceiling_category(c2) != 3) { color_t wcol2 = gradient(0, wcol, 0, .8, 1); placeSidewall(c, i, SIDE_HIGH, V, darkena(wcol2, fd, 0xFF)); placeSidewall(c, i, SIDE_HIGH2, V, darkena(wcol2, fd, 0xFF)); placeSidewall(c, i, SIDE_SKY, V, darkena(wcol2, fd, 0xFF)); } return; } case 4: { if(sky) sky->sky.emplace_back(c, V, 0x00000F); if(camera_level <= cgi.HIGH2) return; auto ispal = [&] (cell *c0) { return c0->land == laPalace && among(c0->wall, waPalace, waClosedGate, waOpenGate); }; color_t wcol2 = 0xFFD500; if(ispal(c)) { forCellIdEx(c2, i, c) if(!ispal(c2)) placeSidewall(c, i, SIDE_HIGH, V, darkena(wcol2, fd, 0xFF)); } else { bool window = false; forCellIdEx(c2, i, c) if(c2->wall == waPalace && ispal(c->cmodmove(i+1)) && ispal(c->cmodmove(i-1))) window = true; if(qfi.fshape && !window) draw_shapevec(c, V, qfi.fshape->levels[SIDE_HIGH], darkena(fcol, fd, 0xFF), PPR::WALL); if(window) forCellIdEx(c2, i, c) placeSidewall(c, i, SIDE_HIGH2, V, darkena(wcol2, fd, 0xFF)); } if(among(c->wall, waClosedGate, waOpenGate) && qfi.fshape) draw_shapevec(c, V, qfi.fshape->levels[SIDE_WALL], 0x202020FF, PPR::WALL); if(euclid) return; if(true) { queuepolyat(V * zpush(cgi.SKY+0.5), cgi.shNightStar, 0xFFFFFFFF, PPR::SKY); } break; } case 6: { if(sky) sky->sky.emplace_back(c, V, skycolor(c)); if(camera_level <= cgi.HIGH2) return; color_t wcol2 = winf[waRuinWall].color; if(c->landparam == 1) forCellIdEx(c2, i, c) if(c2->landparam != 1) placeSidewall(c, i, SIDE_HIGH, V, darkena(wcol2, fd, 0xFF)); if(c->landparam != 2) forCellIdEx(c2, i, c) if(c2->landparam == 2) placeSidewall(c, i, SIDE_HIGH2, V, darkena(wcol2, fd, 0xFF)); if(c->landparam == 0) if(qfi.fshape) draw_shapevec(c, V, qfi.fshape->levels[SIDE_HIGH], darkena(wcol2, fd, 0xFF), PPR::WALL); if(c->landparam == 1) if(qfi.fshape) draw_shapevec(c, V, qfi.fshape->levels[SIDE_WALL], darkena(wcol2, fd, 0xFF), PPR::WALL); break; } case 7: { if(sky) sky->sky.emplace_back(c, V, 0x00000F); if(fieldpattern::fieldval_uniq(c) % 5 < 2) { queuepolyat(V * zpush(cgi.SKY+1), cgi.shNightStar, 0xFFFFFFFF, PPR::SKY); } if(camera_level <= cgi.HIGH2) return; color_t wcol2 = winf[waColumn].color; if(c->landparam == 1) forCellIdEx(c2, i, c) if(c2->landparam != 1) placeSidewall(c, i, SIDE_HIGH, V, darkena(wcol2, fd, 0xFF)); if(c->landparam != 2) forCellIdEx(c2, i, c) if(c2->landparam == 2) placeSidewall(c, i, SIDE_HIGH2, V, darkena(wcol2, fd, 0xFF)); if(c->landparam == 0) if(qfi.fshape) draw_shapevec(c, V, qfi.fshape->levels[SIDE_HIGH], darkena(wcol2, fd, 0xFF), PPR::WALL); if(c->landparam == 1) if(qfi.fshape) draw_shapevec(c, V, qfi.fshape->levels[SIDE_WALL], darkena(wcol2, fd, 0xFF), PPR::WALL); break; } case 5: { if(sky) sky->sky.emplace_back(c, V, 0x00000F); if(camera_level <= cgi.WALL) return; if(pseudohept(c)) { forCellIdEx(c2, i, c) placeSidewall(c, i, SIDE_HIGH, V, darkena(fcol, fd, 0xFF)); } else if(qfi.fshape) draw_shapevec(c, V, qfi.fshape->levels[SIDE_WALL], darkena(fcol, fd, 0xFF), PPR::WALL); if(euclid) return; if(true) { queuepolyat(V * zpush(cgi.SKY+0.5), cgi.shNightStar, 0xFFFFFFFF, PPR::SKY); } } } } void drawcell_in_radar(cell *c, transmatrix V) { #if CAP_SHMUP if(shmup::on) { pair p = shmup::monstersAt.equal_range(c); for(shmup::mit it = p.first; it != p.second; it++) { shmup::monster* m = it->second; addradar(V*m->at, minf[m->type].glyph, minf[m->type].color, 0xFF0000FF); } } #endif if(c->monst) addradar(V, minf[c->monst].glyph, minf[c->monst].color, isFriendly(c->monst) ? 0x00FF00FF : 0xFF0000FF); else if(c->item && !itemHiddenFromSight(c)) addradar(V, iinf[c->item].glyph, iinf[c->item].color, kind_outline(c->item)); } #endif void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) { cells_drawn++; #if CAP_TEXTURE if(texture::saving) { texture::config.apply(c, V, 0xFFFFFFFF); draw_qfi(c, V, 0xFFFFFFFF); return; } if((cmode & sm::DRAW) && texture::config.tstate == texture::tsActive && !mouseout() && c) mapeditor::draw_texture_ghosts(c, V); #endif bool orig = false; if(!inmirrorcount) { transmatrix& gm = gmatrix[c]; orig = gm[DIM][DIM] == 0 ? true : euwrap ? hdist0(tC0(gm)) >= hdist0(tC0(V)) : sphereflipped() ? fabs(gm[DIM][DIM]-1) <= fabs(V[DIM][DIM]-1) : fabs(gm[DIM][DIM]-1) >= fabs(V[DIM][DIM]-1) - 1e-8; if(orig) gm = V; } if(just_gmatrix) return; #if MAXMDIM >= 4 if(WDIM == 3 && pmodel == mdPerspective) { using namespace hyperpoint_vec; hyperpoint H = tC0(V); for(hyperpoint& cpoint: clipping_planes) if((H|cpoint) < -sin_auto(cgi.corner_bonus)) { drawcell_in_radar(c, V); return; } noclipped++; } #endif #if CAP_SHAPES set_floor(cgi.shFloor); #endif ivoryz = isGravityLand(c->land); // if(behindsphere(V)) return; if(callhandlers(false, hooks_drawcell, c, V)) return; ld dist0 = hdist0(tC0(V)) - 1e-6; if(vid.use_smart_range) detaillevel = 2; else if(dist0 < vid.highdetail) detaillevel = 2; else if(dist0 < vid.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 #if CAP_SHAPES viewBuggyCells(c,V); #endif if(conformal::on || inHighQual || WDIM == 3 || sightrange_bonus > gamerange_bonus) checkTide(c); // save the player's view center if(isPlayerOn(c) && !shmup::on) { playerfound = true; if(multi::players > 1) { for(int i=0; icpdist <= 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(vid.grid) draw_grid_at(c, V); if(cw.mirrored != mirrored) V = V * Mirror; if(cw.spin) V = V * spin(2*M_PI*cw.spin/cw.at->type); drawcell(cw.at, V, 0, cw.mirrored); inmirrorcount -= cmc; return; } // color_t col = 0xFFFFFF - 0x20 * c->maxdist - 0x2000 * c->cpdist; if(!buggyGeneration && c->mpdist > 8 && !cheater && !autocheat) 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 CAP_SHAPES if(c->land == laNone && (cmode & sm::MAP)) { queuepoly(V, cgi.shTriangle, 0xFF0000FF); } #endif char ch = winf[c->wall].glyph; color_t 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 * sintick(200, d*.75/M_PI))); 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) do_viewdist(c, V, wcol, fcol); if(cmode & sm::TORUSCONFIG) { using namespace torusconfig; string label; bool small; if(tmflags() & TF_SINGLE) { int cd = torus_cx * dx + torus_cy * newdy; cd %= newqty; if(cd<0) cd += newqty; label = its(cd); small = cd; } else { small = true; label = its(torus_cx) + "," + its(torus_cy); } queuestr(V, small ? .2 : .6, label, small ? 0xFFFFFFD0 : 0xFFFF0040, 1); } asciicol = wcol; if(c->wall == waThumperOn && DIM == 2) { ld ds = fractick(160); for(int u=0; u<5; u++) { ld rad = cgi.hexf * (.3 * (u + ds)); int tcol = darkena(gradient(forecolor, backcolor, 0, rad, 1.5 * cgi.hexf), 0, 0xFF); PRING(a) curvepoint(V*xspinpush0(a * M_PI / cgi.S42, rad)); queuecurve(tcol, 0, PPR::LINE); } } // bool dothept = false; /* if(pseudohept(c) && vid.darkhepta) { col = gradient(0, col, 0, 0.75, 1); } */ eItem it = c->item; bool hidden = itemHidden(c); bool hiddens = itemHiddenFromSight(c); if(conformal::includeHistory && conformal::infindhistory.count(c)) { 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(it == itCompass && isPlayerOn(c)) { cell *c1 = c ? findcompass(c) : NULL; if(c1) { transmatrix P = ggmatrix(c1); hyperpoint P1 = tC0(P); queuechr(P1, 2*vid.fsize, 'X', 0x10100 * int(128 + 100 * sintick(150))); queuestr(P1, vid.fsize, its(-compassDist(c)), 0x10101 * int(128 - 100 * sintick(150))); addauraspecial(P1, 0xFF0000, 0); } } } if(c->monst) { ch = minf[c->monst].glyph, moncol = minf[c->monst].color; if(c->monst == moMimic) { int all = 0, mirr = 0; for(auto& m: mirror::mirrors) if(c == m.second.at) { all++; if(m.second.mirrored) mirr++; } if(all == 1) moncol = mirrorcolor(mirr); } 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->move(t) && c->move(t)->ligon) { ld hdir = displayspin(c, t); int lcol = darkena(gradient(iinf[itOrbLightning].color, 0, 0, tim, 1100), 0, 0xFF); queueline(V*chei(xspinpush(ticks * M_PI / cgi.S42, cgi.hexf/2), rand() % 1000, 1000) * C0, V*chei(xspinpush(hdir, cgi.crossf), rand() % 1000, 1000) * C0, lcol, 2 + vid.linequality); } } int ctype = c->type; #if CAP_SHAPES int ct6 = ctof(c); #endif bool error = false; bool onradar = true; #if CAP_SHAPES chasmg = chasmgraph(c); #endif int fd = getfd(c); #if CAP_SHAPES int flooralpha = 255; #endif #if CAP_EDIT && CAP_TEXTURE if((cmode & sm::DRAW) && mapeditor::drawcell && mapeditor::drawcellShapeGroup() == mapeditor::sgFloor && texture::config.tstate != texture::tsActive) flooralpha = 0xC0; #endif if(c->wall == waMagma) fd = 0; poly_outline = OUTLINE_DEFAULT; int sl = snakelevel(c); transmatrix Vd0, Vboat0; const transmatrix *Vdp = WDIM == 3 ? &V: !wmspatial ? &V : sl ? &(Vd0= mscale(V, DIM == 3 ? cgi.SLEV[sl] - cgi.FLOOR : cgi.SLEV[sl])) : (highwall(c) && GDIM == 2) ? &(Vd0= mscale(V, (1+cgi.WALL)/2)) : #if CAP_SHAPES (chasmg==1) ? &(Vd0 = mscale(V, DIM == 3 ? cgi.LAKE - cgi.FLOOR : cgi.LAKE)) : #endif &V; #if CAP_SHAPES transmatrix Vf0; const transmatrix& Vf = (chasmg && wmspatial) ? (Vf0=mscale(V, cgi.BOTTOM)) : V; #endif const transmatrix *Vboat = &(*Vdp); shmup::drawMonster(V, c, Vboat, Vboat0, Vdp); poly_outline = OUTLINE_DEFAULT; if(!wmascii) { #if CAP_EDIT auto si = patterns::getpatterninfo0(c); if(drawing_usershape_on(c, mapeditor::sgFloor)) mapeditor::drawtrans = V * applyPatterndir(c, si); #endif #if CAP_SHAPES // floor bool eoh = euclid || !BITRUNCATED; if(DIM == 2 && (c->land != laRose || chaosmode)) { int rd = rosedist(c); if(rd == 1) draw_floorshape(c, mmscale(V, cgi.SLEV[2]), cgi.shRoseFloor, 0x80406040, PPR::LIZEYE); if(rd == 2) draw_floorshape(c, mmscale(V, cgi.SLEV[2]), cgi.shRoseFloor, 0x80406080, PPR::LIZEYE); } if(c->wall == waChasm) { zcol = 0; int rd = rosedist(c); if(DIM == 2) { if(rd == 1) draw_floorshape(c, V, cgi.shRoseFloor, 0x80406020); if(rd == 2) draw_floorshape(c, V, cgi.shRoseFloor, 0x80406040); } if(c->land == laZebra) fd++; if(c->land == laHalloween && !wmblack) { transmatrix Vdepth = wmspatial ? mscale(V, cgi.BOTTOM) : V; if(DIM == 3) draw_shapevec(c, V, cgi.shFullFloor.levels[SIDE_LAKE], darkena(firecolor(0, 10), 0, 0xDF), PPR::TRANSPARENT_LAKE); else draw_floorshape(c, Vdepth, cgi.shFullFloor, darkena(firecolor(0, 10), 0, 0xDF), PPR::LAKEBOTTOM); } } #if CAP_EDIT else if(mapeditor::haveUserShape(mapeditor::sgFloor, si.id)) { qfi.usershape = si.id; qfi.spin = applyPatterndir(c, si); } #endif else if(patterns::whichShape == '7') set_floor(cgi.shBigHepta); else if(patterns::whichShape == '8') set_floor(cgi.shTriheptaFloor); else if(patterns::whichShape == '6') set_floor(cgi.shBigTriangle); else if(among(patterns::whichShape, '9', '^')) set_floor(cgi.shFullFloor); #if CAP_TEXTURE else if(DIM == 2 && texture::config.apply(c, Vf, 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 && d != -1 && c->move(d)->barleft == laMirror) onleft = !onleft; if(PURE) onleft = !onleft; if(d == -1) { for(d=0; dtype; d++) if(c->move(d) && c->modmove(d+1) && c->move(d)->land == laMirrorWall && c->modmove(d+1)->land == laMirrorWall) break; qfi.spin = ddspin(c, d, 0); transmatrix V2 = V * qfi.spin; if(!wmblack) for(int d=0; dtype; d++) { inmirrorcount+=d; queuepolyat(V2 * spin(d*M_PI/S3), cgi.shHalfFloor[2], darkena(fcol, fd, 0xFF), PPR::FLOORa); #if MAXMDIM >= 4 if(GDIM == 3 && camera_level > cgi.WALL && pmodel == mdPerspective) queuepolyat(V2 * spin(d*M_PI/S3), cgi.shHalfFloor[5], darkena(fcol, fd, 0xFF), PPR::FLOORa); #endif inmirrorcount-=d; } if(GDIM == 3) { for(int d=0; d<6; d++) queue_transparent_wall(V2 * spin(d*M_PI/S3), cgi.shHalfMirror[2], 0xC0C0C080); } else if(wmspatial) { const int layers = 2 << detaillevel; for(int z=1; z= 4 if(GDIM == 3 && camera_level > cgi.WALL && pmodel == mdPerspective) queuepolyat(mirrorif(V2, !onleft), cgi.shHalfFloor[ct6+3], darkena(fcol, fd, 0xFF), PPR::FLOORa); #endif inmirrorcount--; queuepolyat(mirrorif(V2, onleft), cgi.shHalfFloor[ct6], darkena(fcol, fd, 0xFF), PPR::FLOORa); #if MAXMDIM >= 4 if(GDIM == 3 && camera_level > cgi.WALL && pmodel == mdPerspective) queuepolyat(mirrorif(V2, onleft), cgi.shHalfFloor[ct6+3], darkena(fcol, fd, 0xFF), PPR::FLOORa); #endif } if(GDIM == 3) queue_transparent_wall(V2, cgi.shHalfMirror[ct6], 0xC0C0C080); else 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->move(t) && c->move(t)->wall == c->wall) i = t; qfi.spin = ddspin(c, i, M_PI/S3); transmatrix V2 = V * qfi.spin; if(wmspatial && wmescher && GDIM == 2) { set_floor(cgi.shSemiFeatherFloor[0]); int dk = 1; int vcol = winf[waVinePlant].color; draw_qfi(c, mscale(V2, cgi.WALL), darkena(vcol, dk, 0xFF), PPR::WALL3A); escherSidewall(c, SIDE_WALL, V2, darkena(gradient(0, vcol, 0, .8, 1), dk, 0xFF)); queuepoly(V2, cgi.shSemiFeatherFloor[1], darkena(fcol, dk, 0xFF)); set_floor(cgi.shFeatherFloor); } else if(wmspatial || GDIM == 3) { floorshape& shar = *((wmplain || GDIM == 3) ? (floorshape*)&cgi.shFloor : (floorshape*)&cgi.shFeatherFloor); set_floor(shar); int vcol = winf[waVinePlant].color; int vcol2 = gradient(0, vcol, 0, .8, 1); transmatrix Vdepth = mscale(V2, cgi.WALL); queuepolyat(DIM == 2 ? Vdepth : V2, cgi.shSemiFloor[0], darkena(vcol, fd, 0xFF), PPR::WALL3A); {dynamicval p(poly_outline, OUTLINE_TRANS); queuepolyat(V2 * spin(M_PI*2/3), cgi.shSemiFloorShadow, SHADOW_WALL, DIM == 2 ? PPR::WALLSHADOW : PPR::TRANSPARENT_SHADOW); } auto& side = queuepolyat(V2, cgi.shSemiFloorSide[SIDE_WALL], darkena(vcol, fd, 0xFF), PPR::WALL3A-2+away(V2)); if(DIM == 3 && qfi.fshape) side.tinf = &floor_texture_vertices[shar.id]; if(cgi.validsidepar[SIDE_WALL]) forCellIdEx(c2, j, c) { int dis = i-j; dis %= 6; if(dis<0) dis += 6; if(dis != 1 && dis != 5) continue; if(placeSidewall(c, j, SIDE_WALL, V, darkena(vcol2, fd, 0xFF))) break; } } else { hpcshape *shar = cgi.shSemiFeatherFloor; if(wmblack) shar = cgi.shSemiBFloor; if(wmplain) shar = cgi.shSemiFloor; queuepoly(V2, shar[0], darkena(winf[waVinePlant].color, fd, 0xFF)); set_floor(qfi.spin, shar[1]); } } else if(c->land == laReptile || c->wall == waReptile) set_reptile_floor(c, Vf, fcol); else if(wmblack == 1 && c->wall == waMineOpen && vid.grid) ; else if(wmblack) { set_floor(cgi.shBFloor[ct6]); int rd = rosedist(c); if(rd == 1) queuepoly(Vf, cgi.shHeptaMarker, darkena(fcol, 0, 0x80)); else if(rd == 2) queuepoly(Vf, cgi.shHeptaMarker, darkena(fcol, 0, 0x40)); } else if(isWarped(c) || is_nice_dual(c)) set_maywarp_floor(c); else if(wmplain) { set_floor(cgi.shFloor); } else if(randomPatternsMode && c->land != laBarrier && !isWarpedType(c->land)) { int j = (randompattern[c->land]/5) % 15; int k = randompattern[c->land] % RPV_MODULO; int k7 = randompattern[c->land] % 7; if(k == RPV_ZEBRA && k7 < 2) set_zebrafloor(c); else if(k == RPV_EMERALD && k7 == 0) set_emeraldfloor(c); else if(k == RPV_CYCLE && k7 < 4) set_towerfloor(c, celldist); else switch(j) { case 0: set_floor(cgi.shCloudFloor); break; case 1: set_floor(cgi.shFeatherFloor); break; case 2: set_floor(cgi.shStarFloor); break; case 3: set_floor(cgi.shTriFloor); break; case 4: set_floor(cgi.shSStarFloor); break; case 5: set_floor(cgi.shOverFloor); break; case 6: set_floor(cgi.shFeatherFloor); break; case 7: set_floor(cgi.shDemonFloor); break; case 8: set_floor(cgi.shCrossFloor); break; case 9: set_floor(cgi.shMFloor); break; case 10: set_floor(cgi.shCaveFloor); break; case 11: set_floor(cgi.shPowerFloor); break; case 12: set_floor(cgi.shDesertFloor); break; case 13: set_floor(cgi.shChargedFloor); break; case 14: set_floor(cgi.shLavaFloor); break; } } // else if(c->land == laPrairie && !eoh && allemptynear(c) && fieldpattern::getflowerdist(c) <= 1) // queuepoly(Vf, cgi.shLeafFloor[ct6], darkena(fcol, fd, 0xFF)); /* else if(c->land == laPrairie && prairie::isriver(c)) set_towerfloor(Vf, c, darkena(fcol, fd, 0xFF), prairie::isleft(c) ? river::towerleft : river::towerright); */ else switch(c->land) { case laPrairie: case laAlchemist: set_floor(cgi.shCloudFloor); break; case laJungle: case laWineyard: set_floor(cgi.shFeatherFloor); break; case laZebra: set_zebrafloor(c); break; case laMountain: if(shmup::on || DIM == 3) shmup_gravity_floor(c); else set_towerfloor(c, euclid ? celldist : c->master->alt ? celldistAltPlus : celldist); break; case laEmerald: set_emeraldfloor(c); break; case laRlyeh: case laTemple: set_floor(cgi.shTriFloor); break; case laVolcano: case laVariant: set_floor(cgi.shLavaFloor); break; case laRose: set_floor(cgi.shRoseFloor); break; case laTortoise: set_floor(cgi.shTurtleFloor); break; case laBurial: case laRuins: set_floor(cgi.shBarrowFloor); break; case laTrollheim: set_floor(cgi.shTrollFloor); break; /*case laMountain: set_floor(FEATHERFLOOR); break; */ case laGraveyard: set_floor(cgi.shCrossFloor); break; case laMotion: set_floor(cgi.shMFloor); break; case laWhirlwind: case laEFire: case laEAir: case laEWater: case laEEarth: case laElementalWall: set_floor(cgi.shNewFloor); break; case laHell: set_floor(cgi.shDemonFloor); break; case laIce: case laBlizzard: set_floor(cgi.shStarFloor); break; case laSwitch: set_floor(cgi.shSwitchFloor); if(ctof(c) && STDVAR && !archimedean && !binarytiling && GDIM == 2) for(int i=0; itype; i++) queuepoly(Vf * ddspin(c, i, M_PI/S7) * xpush(cgi.rhexf), cgi.shSwitchDisk, darkena(minf[active_switch()].color, fd, 0xFF)); break; case laStorms: set_floor(cgi.shChargedFloor); break; case laWildWest: set_floor(cgi.shSStarFloor); break; case laPower: set_floor(cgi.shPowerFloor); break; case laCaves: case laLivefjord: case laDeadCaves: set_floor(cgi.shCaveFloor); break; case laDryForest: set_floor(DIM == 3 ? cgi.shFeatherFloor : cgi.shDesertFloor); break; case laDesert: case laRedRock: case laSnakeNest: case laCocytus: set_floor(cgi.shDesertFloor); break; case laBull: set_floor(cgi.shButterflyFloor); break; case laCaribbean: case laOcean: case laOceanWall: case laWhirlpool: set_floor(cgi.shCloudFloor); break; case laKraken: case laDocks: set_floor(cgi.shFullFloor); break; case laPalace: case laTerracotta: set_floor(cgi.shPalaceFloor); break; case laDragon: set_floor(cgi.shDragonFloor); break; case laOvergrown: case laClearing: case laHauntedWall: case laHaunted: case laHauntedBorder: set_floor(cgi.shOverFloor); break; case laMercuryRiver: { if(eoh || DIM == 3) set_floor(cgi.shFloor); else { int bridgedir = -1; if(c->type == 6) { for(int i=1; itype; i+=2) if(pseudohept(c->modmove(i-1)) && c->modmove(i-1)->land == laMercuryRiver) if(pseudohept(c->modmove(i+1)) && c->modmove(i+1)->land == laMercuryRiver) bridgedir = i; } if(bridgedir == -1) set_floor(cgi.shPalaceFloor); else { transmatrix bspin = ddspin(c, bridgedir); set_floor(bspin, cgi.shMercuryBridge[0]); // only needed in one direction if(c < c->move(bridgedir)) { bspin = Vf * bspin; queuepoly(bspin, cgi.shMercuryBridge[1], darkena(fcol, fd+1, 0xFF)); if(wmspatial) { queuepolyat(mscale(bspin, cgi.LAKE), cgi.shMercuryBridge[1], darkena(gradient(0, winf[waMercury].color, 0, 0.8,1), 0, 0x80), PPR::LAKELEV); queuepolyat(mscale(bspin, cgi.BOTTOM), cgi.shMercuryBridge[1], darkena(0x202020, 0, 0xFF), PPR::LAKEBOTTOM); } } } } break; } case laHive: if(c->wall != waFloorB && c->wall != waFloorA && c->wall != waMirror && c->wall != waCloud) { fd = 1; set_floor(cgi.shFloor); if(c->wall != waMirror && c->wall != waCloud && DIM == 2) draw_floorshape(c, V, cgi.shMFloor, darkena(fcol, 2, 0xFF), PPR::FLOORa); if(c->wall != waMirror && c->wall != waCloud && DIM == 2) draw_floorshape(c, V, cgi.shMFloor2, darkena(fcol, fcol==wcol ? 1 : 2, 0xFF), PPR::FLOORb); } else set_floor(cgi.shFloor); break; case laEndorian: if(shmup::on || DIM == 3) shmup_gravity_floor(c); else if(c->wall == waTrunk) set_floor(cgi.shFloor); else if(c->wall == waCanopy || c->wall == waSolidBranch || c->wall == waWeakBranch) set_floor(cgi.shFeatherFloor); else set_towerfloor(c); break; case laIvoryTower: case laDungeon: case laWestWall: if(shmup::on || DIM == 3) shmup_gravity_floor(c); else set_towerfloor(c); break; case laBrownian: if(among(c->wall, waSea, waBoat)) set_floor(cgi.shCloudFloor); else set_floor(cgi.shTrollFloor); break; default: set_floor(cgi.shFloor); } // actually draw the floor if(chasmg == 2) ; else if(chasmg && wmspatial && detaillevel == 0) { if(WDIM == 2 && GDIM == 3 && qfi.fshape) draw_shapevec(c, V, qfi.fshape->levels[SIDE_LAKE], darkena3(fcol, fd, 0x80), PPR::LAKELEV); else draw_qfi(c, (*Vdp), darkena(fcol, fd, 0x80), PPR::LAKELEV); } else if(chasmg && wmspatial) { color_t col = c->land == laCocytus ? 0x080808FF : 0x101010FF; if(qfi.fshape == &cgi.shCloudFloor) set_floor(cgi.shCloudSeabed); else if(qfi.fshape == &cgi.shLavaFloor) set_floor(cgi.shLavaSeabed); else if(qfi.fshape == &cgi.shFloor) set_floor(cgi.shFullFloor); else if(qfi.fshape == &cgi.shCaveFloor) set_floor(cgi.shCaveSeabed); if(WDIM == 2 && GDIM == 3 && qfi.fshape) draw_shapevec(c, V, qfi.fshape->levels[SIDE_LTOB], col, PPR::LAKEBOTTOM); else draw_qfi(c, mscale(V, cgi.BOTTOM), col, PPR::LAKEBOTTOM); int fd0 = fd ? fd-1 : 0; if(WDIM == 2 && GDIM == 3 && qfi.fshape) draw_shapevec(c, V, qfi.fshape->levels[SIDE_LAKE], darkena3(fcol, fd0, 0x80), PPR::TRANSPARENT_LAKE); else draw_qfi(c, (*Vdp), darkena(fcol, fd0, 0x80), PPR::LAKELEV); } else { if(patterns::whichShape == '^') poly_outline = darkena(fcol, fd, flooralpha); if(WDIM == 2 && GDIM == 3 && qfi.fshape) draw_shapevec(c, V, qfi.fshape->levels[0], darkena(fcol, fd, 255), PPR::FLOOR); else draw_qfi(c, V, darkena(fcol, fd, flooralpha)); } #if MAXMDIM >= 4 // draw the ceiling if(WDIM == 2 && GDIM == 3) { draw_ceiling(c, V, fd, fcol, wcol); int rd = rosedist(c); if(rd) { dynamicval qfi2(qfi, qfi); qfi.fshape = &cgi.shRoseFloor; int t = isize(ptds); color_t rcol; if(rd == 1) rcol = 0x80406040; if(rd == 2) rcol = 0x80406080; forCellIdEx(c2, i, c) if(rosedist(c2) < rd) placeSidewall(c, i, SIDE_WALL, V, rcol); for(int i=t; i(&*(ptds[i])); if(p) p->prio = PPR::TRANSPARENT_WALL; } } } #endif // walls #if CAP_EDIT if(patterns::displaycodes) { auto si = patterns::getpatterninfo0(c); for(int i=(si.dir + MODFIXER) % si.symmetries; itype; i += si.symmetries) { queuepoly(V * ddspin(c, i) * (si.reflect?Mirror:Id), cgi.shAsymmetric, darkena(0x000000, 0, 0xC0)); si.dir += si.symmetries; } string label = its(si.id & 255); color_t col = forecolor ^ colorhash(si.id >> 8); queuestr(V, .5, label, 0xFF000000 + col); } #endif if((cmode & sm::NUMBER) && (dialog::editingDetail())) { color_t col = dist0 < vid.highdetail ? 0xFF80FF80 : dist0 >= vid.middetail ? 0xFFFF8080 : 0XFFFFFF80; #if 1 queuepoly(V, cgi.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) draw_floorshape(c, V, cgi.shRedRockFloor[0], getSnakelevColor(c, 0, 7, fd, wcol)); if(s >= 2) draw_floorshape(c, V, cgi.shRedRockFloor[1], getSnakelevColor(c, 1, 7, fd, wcol)); if(s >= 3) draw_floorshape(c, V, cgi.shRedRockFloor[2], getSnakelevColor(c, 2, 7, fd, wcol)); } if(c->wall == waTower && !wmspatial) { fcol = 0xE8E8E8; set_floor(cgi.shMFloor); } if(pseudohept(c) && ( c->land == laRedRock || vid.darkhepta || (c->land == laClearing && !BITRUNCATED))) { #if MAXMDIM >= 4 if(DIM == 3 && WDIM == 2) queuepoly((*Vdp)*zpush(cgi.FLOOR), cgi.shHeptaMarker, wmblack ? 0x80808080 : 0x00000080); else #endif queuepoly((*Vdp), cgi.shHeptaMarker, wmblack ? 0x80808080 : 0x00000080); } if(conformal::includeHistory && conformal::inmovehistory.count(c)) queuepoly((*Vdp), cgi.shHeptaMarker, 0x000000C0); char xch = winf[c->wall].glyph; #if MAXMDIM >= 4 if(WDIM == 3) { color_t dummy; if(isWall3(c, wcol)) { color_t wcol2 = wcol; #if CAP_TEXTURE if(texture::config.tstate == texture::tsActive) wcol2 = texture::config.recolor(wcol); #endif int d = (wcol & 0xF0F0F0) >> 4; for(int a=0; atype; a++) if(c->move(a) && !isWall3(c->move(a), dummy)) { if(pmodel == mdPerspective && !sphere && !quotient) { if(a < 4 && among(geometry, gHoroTris, gBinary3) && celldistAlt(c) >= celldistAlt(viewctr.at->c7)) continue; else if(a < 2 && among(geometry, gHoroRec) && celldistAlt(c) >= celldistAlt(viewctr.at->c7)) continue; else if(c->move(a)->master->distance > c->master->distance && c->master->distance > viewctr.at->distance && !quotient) continue; } if(qfi.fshape && wmescher) { auto& poly = queuepoly(V, cgi.shWall3D[a], darkena(wcol2 - d * get_darkval(a), 0, 0xFF)); #if CAP_TEXTURE if(texture::config.tstate == texture::tsActive && isize(texture::config.tinf3.tvertices)) { poly.tinf = &texture::config.tinf3; poly.offset_texture = 0; } else #endif { poly.tinf = &floor_texture_vertices[qfi.fshape->id]; poly.offset_texture = 0; } } else queuepoly(V, cgi.shPlainWall3D[a], darkena(wcol2 - d * get_darkval(a), 0, 0xFF)); } } else { for(int a=0; atype; a++) if(c->move(a)) { color_t t = transcolor(c, c->move(a), wcol); if(t) { t = t - get_darkval(a) * ((t & 0xF0F0F000) >> 4); queue_transparent_wall(V, cgi.shPlainWall3D[a], t); } } if(among(c->wall, waBoat, waStrandedBoat)) drawBoat(c, Vboat, V, V); else if(isFire(c)) { static int r = 0; r += ticks - lastt; int each = 5 + last_firelimit; while(r >= each) { drawParticleSpeed(c, wcol, 75 + rand() % 75); r -= each; } firelimit++; } else if(c->wall == waMineOpen) { int mines = countMinesAround(c); if(mines >= 10) queuepoly(face_the_player(V), cgi.shBigMineMark[0], darkena(minecolors[(mines/10)%10], 0, 0xFF)); queuepoly(face_the_player(V), cgi.shMineMark[0], darkena(minecolors[mines%10], 0, 0xFF)); } else if(winf[c->wall].glyph == '.' || among(c->wall, waFloorA, waFloorB, waChasm, waLadder, waCanopy) || isWatery(c) || isSulphuric(c->wall)) ; else if(c->wall == waBigBush || c->wall == waSolidBranch) queuepolyat(face_the_player(V), cgi.shSolidBranch, darkena(wcol, 0, 0xFF), PPR::REDWALL+3); else if(c->wall == waSmallBush || c->wall == waWeakBranch) queuepolyat(face_the_player(V), cgi.shWeakBranch, darkena(wcol, 0, 0xFF), PPR::REDWALL+3); else queuepoly(face_the_player(V), chasmgraph(c) ? cgi.shSawRing : cgi.shRing, darkena(wcol, 0, 0xFF)); } int rd = rosedist(c); if(rd == 1) queuepoly(face_the_player(V), cgi.shLoveRing, darkena(0x804060, 0, 0xFF)); if(rd == 2) queuepoly(face_the_player(V), cgi.shLoveRing, darkena(0x402030, 0, 0xFF)); } #else if(0) ; #endif else switch(c->wall) { case waBigBush: if(detaillevel >= 2) queuepolyat(mmscale(V, zgrad0(0, cgi.slev, 1, 2)), cgi.shHeptaMarker, darkena(wcol, 0, 0xFF), PPR::REDWALL); if(detaillevel >= 1) queuepolyat(mmscale(V, cgi.SLEV[1]) * pispin, cgi.shWeakBranch, darkena(wcol, 0, 0xFF), PPR::REDWALL+1); if(detaillevel >= 2) queuepolyat(mmscale(V, zgrad0(0, cgi.slev, 3, 2)), cgi.shHeptaMarker, darkena(wcol, 0, 0xFF), PPR::REDWALL+2); queuepolyat(mmscale(V, cgi.SLEV[2]), cgi.shSolidBranch, darkena(wcol, 0, 0xFF), PPR::REDWALL+3); break; case waSmallBush: if(detaillevel >= 2) queuepolyat(mmscale(V, zgrad0(0, cgi.slev, 1, 2)), cgi.shHeptaMarker, darkena(wcol, 0, 0xFF), PPR::REDWALL); if(detaillevel >= 1) queuepolyat(mmscale(V, cgi.SLEV[1]) * pispin, cgi.shWeakBranch, darkena(wcol, 0, 0xFF), PPR::REDWALL+1); if(detaillevel >= 2) queuepolyat(mmscale(V, zgrad0(0, cgi.slev, 3, 2)), cgi.shHeptaMarker, darkena(wcol, 0, 0xFF), PPR::REDWALL+2); queuepolyat(mmscale(V, cgi.SLEV[2]), cgi.shWeakBranch, darkena(wcol, 0, 0xFF), PPR::REDWALL+3); break; case waSolidBranch: queuepoly(DIM == 3 ? mscale(V, cgi.BODY) : V, cgi.shSolidBranch, darkena(wcol, 0, 0xFF)); break; case waWeakBranch: queuepoly(DIM == 3 ? mscale(V, cgi.BODY) : V, cgi.shWeakBranch, darkena(wcol, 0, 0xFF)); break; case waLadder: if(DIM == 3) { #if MAXMDIM >= 4 draw_shapevec(c, V * zpush(-cgi.human_height/20), cgi.shMFloor.levels[0], 0x804000FF, PPR::FLOOR+1); #endif } else if(euclid) { draw_floorshape(c, V, cgi.shMFloor, 0x804000FF); draw_floorshape(c, V, cgi.shMFloor2, 0x000000FF); } else { draw_floorshape(c, V, cgi.shFloor, 0x804000FF, PPR::FLOOR+1); draw_floorshape(c, V, cgi.shMFloor, 0x000000FF, PPR::FLOOR+2); } break; case waReptileBridge: { Vboat = &(Vboat0 = V); dynamicval qfi2(qfi, qfi); color_t col = reptilecolor(c); chasmg = 0; set_reptile_floor(c, V, col); draw_qfi(c, V, col); forCellIdEx(c2, i, c) if(chasmgraph(c2)) if(placeSidewall(c, i, SIDE_LAKE, V, darkena(gradient(0, col, 0, .8, 1), fd, 0xFF))) break; chasmg = 1; break; } case waTerraWarrior: drawTerraWarrior(V, randterra ? (c->landparam & 7) : (5 - (c->landparam & 7)), 7, 0); break; case waBoat: case waStrandedBoat: drawBoat(c, Vboat, Vboat0, V); break; case waBigStatue: { transmatrix V2 = V; double footphase; applyAnimation(c, V2, footphase, LAYER_BOAT); queuepolyat(V2, cgi.shStatue, darkena(winf[c->wall].color, 0, 0xFF), PPR::BIGSTATUE ); break; } case waSulphurC: { if(drawstar(c)) { zcol = wcol; if(wmspatial) queuepolyat(mscale(V, cgi.HELLSPIKE), cgi.shGiantStar[ct6], darkena(wcol, 0, 0x40), PPR::HELLSPIKE); else queuepoly(V, cgi.shGiantStar[ct6], darkena(wcol, 0, 0xFF)); } break; } case waTrapdoor: if(c->land == laZebra) break; /* fallthrough */ case waClosePlate: case waOpenPlate: { transmatrix V2 = V; if(wmescher && geosupport_football() == 2 && pseudohept(c) && c->land == laPalace) V2 = V * spin(M_PI / c->type); if(DIM == 3) { #if MAXMDIM >= 4 draw_shapevec(c, V2 * zpush(-cgi.human_height/40), cgi.shMFloor.levels[0], darkena(winf[c->wall].color, 0, 0xFF)); draw_shapevec(c, V2 * zpush(-cgi.human_height/35), cgi.shMFloor2.levels[0], (!wmblack) ? darkena(fcol, 1, 0xFF) : darkena(0,1,0xFF)); #endif } else { draw_floorshape(c, V2, cgi.shMFloor, darkena(winf[c->wall].color, 0, 0xFF)); draw_floorshape(c, V2, cgi.shMFloor2, (!wmblack) ? darkena(fcol, 1, 0xFF) : darkena(0,1,0xFF)); } break; } case waFrozenLake: case waLake: case waCamelotMoat: case waSea: case waOpenGate: case waBubble: case waDock: case waSulphur: case waMercury: break; case waNone: if(c->land == laBrownian) goto wa_default; break; case 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, cgi.shThorns, 0xC080C0FF); for(int u=0; u<4; u+=2) queuepoly(V * spin(2*M_PI / 3 / 4 * u), cgi.shRose, darkena(wcol, 0, 0xC0)); break; } case waRoundTable: if(wmspatial) goto wa_default; break; case waMirrorWall: break; case waGlass: if(wmspatial) { color_t col = winf[waGlass].color; int dcol = darkena(col, 0, 0x80); transmatrix Vdepth = mscale((*Vdp), cgi.WALL); if(DIM == 3) draw_shapevec(c, V, cgi.shMFloor.levels[SIDE_WALL], dcol, PPR::WALL); else draw_floorshape(c, Vdepth, cgi.shMFloor, dcol, PPR::WALL); // GLASS dynamicval dq(qfi, qfi); set_floor(cgi.shMFloor); if(cgi.validsidepar[SIDE_WALL]) forCellIdEx(c2, i, c) if(placeSidewall(c, i, SIDE_WALL, (*Vdp), dcol)) break; } break; case waFan: #if MAXMDIM >= 4 if(DIM == 3) for(int a=0; a<10; a++) queuepoly(V * zpush(cgi.FLOOR + (cgi.WALL - cgi.FLOOR) * a/10.) * spin(a *degree) * spintick(PURE ? -1000 : -500, 1/12.), cgi.shFan, darkena(wcol, 0, 0xFF)); else #endif queuepoly(V * spintick(PURE ? -1000 : -500, 1/12.), cgi.shFan, darkena(wcol, 0, 0xFF)); break; case waArrowTrap: if(c->wparam >= 1) queuepoly(mscale(V, cgi.FLOOR), cgi.shDisk, darkena(trapcol[c->wparam&3], 0, 0xFF)); if(isCentralTrap(c)) arrowtraps.push_back(c); break; case waFireTrap: if(DIM == 3) { #if MAXMDIM >= 4 draw_shapevec(c, V * zpush(-cgi.human_height/40), cgi.shMFloor.levels[0], darkena(0xC00000, 0, 0xFF)); draw_shapevec(c, V * zpush(-cgi.human_height/20), cgi.shMFloor2.levels[0], darkena(0x600000, 0, 0xFF)); #endif } else { draw_floorshape(c, V, cgi.shMFloor, darkena(0xC00000, 0, 0xFF)); draw_floorshape(c, V, cgi.shMFloor2, darkena(0x600000, 0, 0xFF)); } if(c->wparam >= 1) queuepoly(mscale(V, cgi.FLOOR), cgi.shDisk, darkena(trapcol[c->wparam&3], 0, 0xFF)); break; case waGiantRug: queuepoly(V, cgi.shBigCarpet1, darkena(DIM == 3 ? 0 : 0xC09F00, 0, 0xFF)); queuepoly(V, cgi.shBigCarpet2, darkena(DIM == 3 ? 0xC09F00 : 0x600000, 0, 0xFF)); queuepoly(V, cgi.shBigCarpet3, darkena(DIM == 3 ? 0x600000 : 0xC09F00, 0, 0xFF)); break; case waBarrier: if(c->land == laOceanWall && wmescher && wmspatial) { if(GDIM == 3 && qfi.fshape) { draw_shapevec(c, V, qfi.fshape->cone[1], darkena(wcol, 0, 0xFF), PPR::WALL); dynamicval p(poly_outline, OUTLINE_TRANS); draw_shapevec(c, V, qfi.fshape->shadow, SHADOW_WALL, PPR::WALLSHADOW); break; } const int layers = 2 << detaillevel; dynamicval ds(qfi.shape, &cgi.shCircleFloor); dynamicval dss(qfi.spin, Id); for(int z=1; z= 10) queuepoly(V, cgi.shBigMineMark[ct6], darkena(minecolors[(mines/10) % 10], 0, 0xFF)); if(mines) queuepoly(V, cgi.shMineMark[ct6], darkena(minecolors[mines%10], 0, 0xFF)); break; } case waEditStatue: if(!mapeditor::drawUserShape(V * ddspin(c, c->mondir), mapeditor::sgWall, c->wparam, darkena(wcol, fd, 0xFF), c)) queuepoly(V, cgi.shTriangle, darkena(wcol, fd, 0xFF)); break; default: { wa_default: if(sl && wmspatial) { if(DIM == 3 && qfi.fshape) draw_shapevec(c, V, qfi.fshape->levels[sl], darkena(wcol, fd, 0xFF), PPR::REDWALL-4+4*sl); else draw_qfi(c, (*Vdp), darkena(wcol, fd, 0xFF), PPR::REDWALL-4+4*sl); floorShadow(c, V, SHADOW_SL * sl); for(int s=0; s= sl2) if(placeSidewall(c, i, SIDE_SLEV+s, V, getSnakelevColor(c, s, sl, fd, wcol))) break; } } else if(highwall(c)) draw_wall(c, V, wcol, zcol, ct6, fd); else if(xch == '%') { if(doHighlight()) poly_outline = (c->land == laMirror) ? OUTLINE_TREASURE : OUTLINE_ORB; if(wmspatial) { color_t col = winf[c->wall].color; int dcol = darkena(col, 0, 0xC0); transmatrix Vdepth = mscale((*Vdp), cgi.WALL); if(DIM == 3) draw_shapevec(c, V, cgi.shMFloor.levels[SIDE_WALL], dcol, PPR::WALL); else draw_floorshape(c, Vdepth, cgi.shMFloor, dcol, PPR::WALL); // GLASS dynamicval dq(qfi, qfi); set_floor(cgi.shMFloor); if(cgi.validsidepar[SIDE_WALL]) forCellIdEx(c2, i, c) if(placeSidewall(c, i, SIDE_WALL, (*Vdp), dcol)) break; } else { queuepoly(V, cgi.shMirror, darkena(wcol, 0, 0xC0)); } poly_outline = OUTLINE_DEFAULT; } else if(c->wall == waExplosiveBarrel) { if(DIM == 3 && qfi.fshape) { draw_shapevec(c, V, qfi.fshape->cone[1], 0xD00000FF, PPR::REDWALL); dynamicval p(poly_outline, OUTLINE_TRANS); draw_shapevec(c, V, qfi.fshape->shadow, SHADOW_WALL, PPR::WALLSHADOW); break; } const int layers = 2 << detaillevel; for(int z=1; z<=layers; z++) { double zg = zgrad0(0, geom3::actual_wall_height(), z, layers); queuepolyat(xyzscale(V, zg, zg), cgi.shBarrel, darkena((z&1) ? 0xFF0000 : 0xC00000, 0, 0xFF), PPR(PPR::REDWALLm+z)); } } else if(isFire(c) || isThumper(c) || c->wall == waBonfireOff) { auto V2 = V; if(hasTimeout(c)) V2 = V2 * spintick(c->land == laPower ? 5000 : 500); if(GDIM == 3 && qfi.fshape) { draw_shapevec(c, V2, qfi.fshape->cone[1], darkena(wcol, 0, 0xF0), PPR::WALL); dynamicval p(poly_outline, OUTLINE_TRANS); draw_shapevec(c, V, qfi.fshape->shadow, SHADOW_WALL, PPR::WALLSHADOW); } else queuepoly(V2, cgi.shStar, darkena(wcol, 0, 0xF0)); if(isFire(c) && rand() % 300 < ticks - lastt) drawParticle(c, wcol, 75); } else if(xch != '.' && xch != '+' && xch != '>' && xch != ':'&& xch != '-' && xch != ';' && xch != ',' && xch != '&') error = true; } } #else error = true; #endif } if(wmascii || (WDIM == 2 && GDIM == 3)) { if(!it && !c->monst) { if(c->wall == waNone || isWatery(c)) asciicol = fcol; } if(c->wall == waBoat && !it) asciicol = 0xC06000; if(c->wall == waArrowTrap) asciicol = trapcol[c->wparam & 3]; if(c->wall == waFireTrap) asciicol = trapcol[c->wparam & 3]; if(c->wall == waTerraWarrior) asciicol = terracol[c->landparam & 7]; if(c->wall == waMineOpen && !it) { int mines = countMinesAround(c); if(ch == '.') { if(mines == 0) ch = ' '; else ch = '0' + mines, asciicol = minecolors[mines%10]; } else if(ch == '@') asciicol = minecolors[mines%10]; } if(wmascii && !(it || c->monst || c->cpdist == 0)) error = true; } #if CAP_SHAPES int sha = shallow(c); if(wmspatial && sha && WDIM == 2) { color_t 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) // #define D(v) darkena(col, fd, 0xFF) if(sha & 1) { forCellIdEx(c2, i, c) if(chasmgraph(c2)) if(placeSidewall(c, i, SIDE_LAKE, V, D(.8))) break; } if(sha & 2) { forCellIdEx(c2, i, c) if(chasmgraph(c2)) if(placeSidewall(c, i, SIDE_LTOB, V, D(.7))) break; } if(sha & 4) { bool dbot = true; forCellIdEx(c2, i, c) if(chasmgraph(c2) == 2) { if(dbot) dbot = false, draw_qfi(c, mscale(V, cgi.BOTTOM), 0x080808FF, PPR::LAKEBOTTOM); if(placeSidewall(c, i, SIDE_BTOI, V, D(.6))) break; } #undef D } } // wall between lake and chasm -- no Escher here if(chasmg == 1) forCellIdEx(c2, i, c) if(chasmgraph(c2) == 2) { dynamicval qfib(qfi, qfi); set_floor(cgi.shFullFloor); placeSidewall(c, i, SIDE_LAKE, V, 0x202030FF); placeSidewall(c, i, SIDE_LTOB, V, 0x181820FF); placeSidewall(c, i, SIDE_BTOI, V, 0x101010FF); } } if(chasmg) { int q = isize(ptds); int maxtime = euclid || sphere ? 20000 : 1500; if(fallanims.count(c)) { fallanim& fa = fallanims[c]; bool erase = true; if(fa.t_floor) { int t = (ticks - fa.t_floor); if(t <= maxtime) { erase = false; if(DIM == 3) draw_shapevec(c, V, qfi.fshape->levels[0], darkena(fcol, fd, 0xFF), PPR::WALL); else if(fa.walltype == waNone) { draw_qfi(c, V, darkena(fcol, fd, 0xFF), PPR::FLOOR); } else { color_t 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; draw_qfi(c, mscale(V, cgi.WALL), darkena(starcol, fd, 0xFF), PPR::WALL3); queuepolyat(mscale(V, cgi.WALL), cgi.shWall[ct6], darkena(wcol2, 0, 0xFF), PPR::WALL3A); forCellIdEx(c2, i, c) if(placeSidewall(c, i, SIDE_WALL, V, darkena(wcol2, 1, 0xFF))) break; } 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 <= maxtime) { 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, NOCOLOR); pushdown(c, q, V2, t*t / 1000000. + t / 1000., true, true); } } if(erase) fallanims.erase(c); } } #endif if(it) { if((c->land == laWhirlwind || c->item == itBabyTortoise || c->land == laWestWall) && c->wall != waBoat) { double footphase = 0; Vboat = &(Vboat0 = *Vboat); applyAnimation(c, Vboat0, footphase, LAYER_BOAT); } if(cellHalfvine(c)) { int i =-1; for(int t=0;t<6; t++) if(c->move(t) && c->move(t)->wall == c->wall) i = t; Vboat = &(Vboat0 = *Vboat * ddspin(c, i) * xpush(-.13)); } if(drawItemType(it, c, *Vboat, icol, ticks, hidden)) error = true, onradar = false; } if(true) { #if CAP_SHAPES int q = ptds.size(); #endif bool m = drawMonster(V, ctype, c, moncol, mirrored, asciicol); if(m) error = true; if(m || c->monst) onradar = false; #if CAP_SHAPES if(Vboat != &V && Vboat != &Vboat0 && q != isize(ptds)) { if(WDIM == 2 && GDIM == 3) pushdown(c, q, V, cgi.SLEV[sl] - cgi.FLOOR, false, false); else pushdown(c, q, V, -geom3::factor_to_lev(zlevel(tC0((*Vboat)))), !isMultitile(c->monst), false); } #endif } #if CAP_SHAPES if(!shmup::on && sword::at(c)) { queuepolyat(V, cgi.shDisk, 0xC0404040, PPR::SWORDMARK); } #endif #if CAP_TEXTURE if(!texture::using_aura()) #endif addaura(tC0(V), zcol, fd); #if CAP_SHAPES int ad = airdist(c); if(ad == 1 || ad == 2) { for(int i=0; itype; i++) { cell *c2 = c->move(i); if(airdist(c2) < airdist(c)) { ld airdir = calcAirdir(c2); // printf("airdir = %d\n", airdir); transmatrix V0 = ddspin(c, i, M_PI); double ph = ptick(PURE?150:75) + airdir; 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(cgi.hexf*-cos(ph0)), cgi.shDisk, aircol); poly_outline = OUTLINE_DEFAULT; } } } #endif #if CAP_SHAPES if(c->land == laBlizzard) { if(vid.backeffects) { if(c->cpdist <= getDistLimit()) set_blizzard_frame(c, frameid); } else { forCellIdEx(c2, i, c) if(againstWind(c, c2)) queuepoly(V * ddspin(c, i) * xpush(cellgfxdist(c, i)/2), cgi.shWindArrow, 0x8080FF80); } } #endif if(items[itOrbGravity] && c->cpdist <= 5) draw_gravity_particles(c, V); #if CAP_SHAPES if(c->land == laWhirlwind) { whirlwind::calcdirs(c); for(int i=0; i= hdir0+M_PI) hdir1 -= 2 * M_PI; ld hdir = (hdir1*ph1+hdir0*(1-ph1)); transmatrix V0 = spin(hdir); double ldist = cellgfxdist(c, whirlwind::dfrom[i]) * (1-ph1)/2 + cellgfxdist(c, whirlwind::dto[i]) * ph1/2; // PURE ? cgi.crossf : c->type == 6 ? .2840 : 0.3399; poly_outline = OUTLINE_TRANS; queuepoly((*Vdp)*V0*xpush(ldist*(2*ph1-1)), cgi.shDisk, aircol); poly_outline = OUTLINE_DEFAULT; } } #endif #if CAP_QUEUE if(error) { queuechr(V, 1, ch, darkenedby(asciicol, darken), 2); } if(vid.grid || (c->land == laAsteroids && !(WDIM == 2 && GDIM == 3))) if(!inmirrorcount) draw_grid_at(c, V); if(onradar && WDIM == 2 && GDIM == 3) addradar(V, ch, darkenedby(asciicol, darken), 0); if(WDIM == 2 && GDIM == 3) radar_grid(c, V); #endif if(!euclid) { bool usethis = false; double spd = 1; int side = 0; if(0); #if CAP_BT else if(binarytiling && conformal::do_rotate >= 2) { if(!straightDownSeek || c->master->distance < straightDownSeek->master->distance) { usethis = true; spd = 1; } } #endif else if(isGravityLand(cwt.at->land) && cwt.at->land != laMountain) { if(cwt.at->land == laDungeon) side = 2; if(cwt.at->land == laWestWall) side = 1; if(conformal::do_rotate >= 1) if(!straightDownSeek || edgeDepth(c) < edgeDepth(straightDownSeek)) { usethis = true; spd = cwt.at->landparam / 10.; } } else if(c->master->alt && cwt.at->master->alt && ((cwt.at->land == laMountain && conformal::do_rotate >= 1)|| (conformal::do_rotate >= 2 && (cwt.at->land == laTemple || cwt.at->land == laWhirlpool || (cheater && (cwt.at->land == laClearing || cwt.at->land == laCaribbean || cwt.at->land == laCamelot || cwt.at->land == laPalace))) )) && c->land == cwt.at->land && c->master->alt->alt == cwt.at->master->alt->alt) { if(!straightDownSeek || !straightDownSeek->master->alt || celldistAlt(c) < celldistAlt(straightDownSeek)) { usethis = true; spd = .5; if(cwt.at->land == laMountain) side = 2; } } else if(conformal::do_rotate >= 2 && cwt.at->land == laOcean && cwt.at->landparam < 25) { if(!straightDownSeek || coastval(c, laOcean) < coastval(straightDownSeek, laOcean)) { usethis = true; spd = cwt.at->landparam / 10; } } if(usethis) { straightDownSeek = c; straightDownPoint = tC0(V); straightDownSpeed = spd; if(side == 2) for(int i=0; i<3; i++) straightDownPoint[i] = -straightDownPoint[i]; if(side == 1) straightDownPoint = spin(-M_PI/2) * straightDownPoint; } } if(!inHighQual) { #if CAP_EDIT if((cmode & sm::MAP) && lmouseover && darken == 0 && (DIM == 3 || !mouseout()) && (patterns::whichPattern ? patterns::getpatterninfo0(c).id == patterns::getpatterninfo0(lmouseover).id : c == lmouseover)) { queuecircleat(c, .78, 0x00FFFFFF); } mapeditor::drawGhosts(c, V, ctype); #endif } if(vid.grid && c->bardir != NODIR && c->bardir != NOBARRIERS && c->land != laHauntedWall && c->barleft != NOWALLSEP_USED) { color_t col = darkena(0x505050, 0, 0xFF); queueline(tC0(V), V*tC0(cgi.heptmove[c->bardir]), col, 2 + vid.linequality); queueline(tC0(V), V*tC0(cgi.hexmove[c->bardir]), col, 2 + vid.linequality); } #if CAP_MODEL netgen::buildVertexInfo(c, V); #endif } } struct flashdata { int t; int size; cell *where; double angle; double angle2; int spd; // 0 for flashes, >0 for particles color_t color; flashdata(int _t, int _s, cell *_w, color_t col, int sped) { t=_t; size=_s; where=_w; color = col; angle = rand() % 1000; spd = sped; if(DIM == 3) angle2 = acos((rand() % 1000 - 499.5) / 500); } }; 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 drawParticleSpeed(cell *c, color_t col, int speed) { if(vid.particles && !confusingGeometry()) flashes.push_back(flashdata(ticks, rand() % 16, c, col, speed)); } void drawParticle(cell *c, color_t col, int maxspeed) { drawParticleSpeed(c, col, 1 + rand() % maxspeed); } void drawParticles(cell *c, color_t 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); } #if CAP_QUEUE void queuecircleat(cell *c, double rad, color_t col) { if(!c) return; if(!gmatrix.count(c)) return; if(WDIM == 3) { dynamicval p(poly_outline, col); for(int i=0; itype; i++) { queuepolyat(gmatrix[c], cgi.shWireframe3D[i], 0, PPR::SUPERLINE); } return; } if(spatial_graphics || GDIM == 3) { vector corners(c->type+1); for(int i=0; itype; i++) corners[i] = gmatrix[c] * rgpushxto0(get_corner_position(c, i, 3 / rad)); corners[c->type] = corners[0]; for(int i=0; itype; i++) { queueline(mscale(corners[i], cgi.FLOOR) * C0, mscale(corners[i+1], cgi.FLOOR) * C0, col, 2, PPR::SUPERLINE); queueline(mscale(corners[i], cgi.WALL) * C0, mscale(corners[i+1], cgi.WALL) * C0, col, 2, PPR::SUPERLINE); queueline(mscale(corners[i], cgi.FLOOR) * C0, mscale(corners[i], cgi.WALL) * C0, col, 2, PPR::SUPERLINE); } return; } #if CAP_SHAPES if(vid.stereo_mode || sphere) { dynamicval p(poly_outline, col); queuepolyat(gmatrix[c] * spintick(100), cgi.shGem[1], 0, PPR::LINE); return; } #endif queuecircle(gmatrix[c], rad, col); if(!wmspatial) return; if(highwall(c)) queuecircle(mscale(gmatrix[c], cgi.WALL), rad, col); int sl; if((sl = snakelevel(c))) { queuecircle(mscale(gmatrix[c], cgi.SLEV[sl]), rad, col); } if(chasmgraph(c)) queuecircle(mscale(gmatrix[c], cgi.LAKE), rad, col); } #endif #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 cell *forwardcell() { movedir md = vectodir(move_destination_vec(6)); cellwalker xc = cwt + md.d + wstep; return xc.at; } void drawMarkers() { if(!(cmode & sm::NORMAL)) return; callhooks(hooks_markers); #if CAP_SHAPES viewmat(); #endif #if CAP_QUEUE for(cell *c1: crush_now) queuecircleat(c1, .8, darkena(minf[moCrusher].color, 0, 0xFF)); #endif if(!inHighQual) { bool ok = !ISPANDORA || mousepressed; ignore(ok); #if CAP_QUEUE if(G(dragon::target) && haveMount()) { queuechr(Gm0(dragon::target), 2*vid.fsize, 'X', gradient(0, iinf[itOrbDomination].color, -1, sintick(dragon::whichturn == turncount ? 75 : 150), 1)); } #endif /* 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); */ if(1) { using namespace yendor; if(yii < isize(yi) && !yi[yii].found) { cell *keycell = NULL; int i; for(i=0; icpdist <= get_sightrange_ambush()) { keycell = yi[yii].path[i]; break; } if(keycell) { for(; icpdist > 1 ? 0x00FFFF : 0xFF0000, 0, 0xFF)); } if(global_pushto && vid.drawmousecircle && ok && DEFAULTCONTROL && MOBON && WDIM == 2) { queuecircleat(global_pushto, .6, darkena(0xFFD500, 0, 0xFF)); } #endif #if CAP_SDLJOY && CAP_QUEUE if(joydir.d >= 0 && WDIM == 2) queuecircleat(cwt.at->modmove(joydir.d+cwt.spin), .78 - .02 * sintick(199), darkena(0x00FF00, 0, 0xFF)); #endif bool m = true; ignore(m); #if CAP_MODEL m = netgen::mode == 0; #endif #if CAP_QUEUE if(centerover.at && !playermoved && m && !anims::any_animation() && WDIM == 2) queuecircleat(centerover.at, .70 - .06 * sintick(200), darkena(int(175 + 25 * sintick(200)), 0, 0xFF)); if(multi::players > 1 || multi::alwaysuse) for(int i=0; i 1) for(int p=0; p ttm(cwtV, multi::whereis[p]); dynamicval tcw(cwt, multi::player[p]); drawMovementArrows(c2, confusingGeometry() ? Gm(cwt.at) * calc_relative_matrix(c2, cwt.at, d) : Gm(c2)); } } } if(GDIM == 3 && !inHighQual && !shmup::on && vid.axes3 && playermoved) { cell *c = forwardcell(); IG(c) queuecircleat(c, .8, getcs().uicolor); } #endif if(WDIM == 3 && !shmup::on) { if(items[itOrbSword]) queuechr(gmatrix[cwt.at] * sword::dir[multi::cpid].T * xpush0(cgi.sword_size), vid.fsize*2, '+', iinf[itOrbSword].color); if(items[itOrbSword2]) queuechr(gmatrix[cwt.at] * sword::dir[multi::cpid].T * xpush0(-cgi.sword_size), vid.fsize*2, '+', iinf[itOrbSword2].color); } } monsterToSummon = moNone; orbToTarget = itNone; if(mouseover && targetclick) { shmup::cpid = 0; orbToTarget = targetRangedOrb(mouseover, roCheck); #if CAP_QUEUE 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)); } #endif #if CAP_SHAPES 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); } } if(items[itOrbAir] && mouseover->cpdist > 1) { cell *c1 = mouseover; for(int it=0; it<10; it++) { int di; cell *c2 = blowoff_destination(c1, di); if(!c2) break; transmatrix T1 = ggmatrix(c1); transmatrix T2 = ggmatrix(c2); transmatrix T = T1 * rspintox(inverse(T1)*T2*C0) * xpush(hdist(T1*C0, T2*C0) * fractick(50, 0)); color_t aircol = (orbToTarget == itOrbAir ? 0x8080FF40 : 0x8080FF20); queuepoly(T, cgi.shDisk, aircol); c1 = c2; } } #endif } } void drawFlashes() { #if CAP_QUEUE for(int k=0; k f.size; if(f.spd) { #if CAP_SHAPES kill = tim > 300; int partcol = darkena(f.color, 0, DIM == 3 ? 255 : max(255 - tim*255/300, 0)); poly_outline = OUTLINE_DEFAULT; ld t = f.spd * tim * cgi.scalefactor / 50000.; transmatrix T = DIM == 2 ? V * spin(f.angle) * xpush(t) : V * cspin(0, 1, f.angle) * cspin(0, 2, f.angle2) * cpush(2, t); queuepoly(T, cgi.shParticle[f.size], partcol); #endif } 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 *= cgi.hexf; int flashcol = f.color; if(u > 500) flashcol = gradient(flashcol, 0, 500, u, 1100); flashcol = darkena(flashcol, 0, 0xFF); #if MAXMDIM >= 4 if(DIM == 3) queueball(V * zpush(cgi.GROIN1), rad, flashcol, itDiamond); else #endif { PRING(a) curvepoint(V*xspinpush0(a * M_PI / cgi.S42, 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 *= cgi.hexf; int flashcol = f.color; if(u > 1000) flashcol = gradient(flashcol, 0, 1000, u, 2200); flashcol = darkena(flashcol, 0, 0xFF); #if MAXMDIM >= 4 if(DIM == 3) queueball(V * zpush(cgi.GROIN1), rad, flashcol, itRuby); else #endif { PRING(a) curvepoint(V*xspinpush0(a * M_PI / cgi.S42, rad)); queuecurve(flashcol, 0x8080808, PPR::LINE); } } } if(kill) { f = flashes[isize(flashes)-1]; flashes.pop_back(); k--; } } #endif } bool allowIncreasedSight() { if(cheater || autocheat) return true; if(peace::on) return true; #if CAP_TOUR if(tour::on) return true; #endif if(randomPatternsMode) return true; if(racing::on) return true; if(quotient || !hyperbolic || archimedean) return true; if(WDIM == 3) return true; return false; } bool allowChangeRange() { if(cheater || peace::on || randomPatternsMode) return true; #if CAP_TOUR if(tour::on) return true; #endif if(racing::on) return true; if(sightrange_bonus >= 0) return true; if(archimedean) return true; if(WDIM == 3) return true; return false; } purehookset hooks_drawmap; transmatrix actual_view_transform; ld wall_radar(cell *c, transmatrix T, ld max) { if(pmodel != mdPerspective || !vid.use_wall_radar) return max; ld step = max / 20; ld fixed_yshift = 0; for(int i=0; i<20; i++) { T = T * cpush(2, -step); virtualRebase(c, T, false); color_t col; if(isWall3(c, col) || (WDIM == 2 && GDIM == 3 && tC0(T)[2] > cgi.FLOOR)) { T = T * cpush(2, step); step /= 2; i = 17; if(step < 1e-3) break; } else fixed_yshift += step; } return fixed_yshift; } void make_actual_view() { sphereflip = Id; if(sphereflipped()) sphereflip[DIM][DIM] = -1; actual_view_transform = sphereflip; if(vid.yshift && WDIM == 2) actual_view_transform = ypush(vid.yshift) * actual_view_transform; #if MAXMDIM >= 4 if(GDIM == 3) { ld max = WDIM == 2 ? vid.camera : vid.yshift; if(max) actual_view_transform = zpush(wall_radar((masterless ? centerover.at : viewctr.at->c7), inverse(View), max)) * actual_view_transform; camera_level = asin_auto(tC0(inverse(actual_view_transform * View))[2]); } #endif } transmatrix cview() { make_actual_view(); #if MAXMDIM >= 4 if(GDIM == 3 && WDIM == 2) { transmatrix T = actual_view_transform * View; transmatrix U = inverse(T); if(T[0][2]) T = spin(-atan2(T[0][2], T[1][2])) * T; if(T[1][2] && T[2][2]) T = cspin(1, 2, -atan2(T[1][2], T[2][2])) * T; ld z = -asin_auto(tC0(inverse(T)) [2]); T = zpush(-z) * T; radar_transform = T * U; } #endif return actual_view_transform * View; } void precise_mouseover() { if(WDIM == 3) { mouseover2 = mouseover = viewctr.at->c7; ld best = HUGE_VAL; hyperpoint h = cpush(2, 1) * C0; forCellEx(c1, mouseover2) { ld dist = hdist(tC0(ggmatrix(c1)), h); if(dist < best) mouseover = c1, best = dist; } return; } if(!mouseover) return; if(GDIM == 3) return; cell *omouseover = mouseover; for(int loop = 0; loop < 10; loop++) { bool found = false; if(!gmatrix.count(mouseover)) return; hyperpoint r_mouseh = inverse(gmatrix[mouseover]) * mouseh; for(int i=0; itype; i++) { hyperpoint h1 = get_corner_position(mouseover, (i+mouseover->type-1) % mouseover->type); hyperpoint h2 = get_corner_position(mouseover, i); using namespace hyperpoint_vec; hyperpoint hx = r_mouseh - h1; h2 = h2 - h1; ld z = h2[1] * hx[0] - h2[0] * hx[1]; ld z0 = h2[1] * h1[0] - h2[0] * h1[1]; if(z * z0 > 0) { mouseover2 = mouseover; mouseover = mouseover->move(i); found = true; break; } } if(!found) return; } // probably some error... just return the original mouseover = omouseover; } void drawthemap() { check_cgi(); cgi.require_shapes(); DEBBI(DF_GRAPH, ("draw the map")); last_firelimit = firelimit; firelimit = 0; if(DIM == 3) make_clipping_planes(); radarpoints.clear(); radarlines.clear(); if(!(cmode & sm::NORMAL)) max_eu_dist = 0; callhooks(hooks_drawmap); frameid++; cells_drawn = 0; cells_generated = 0; noclipped = 0; first_cell_to_draw = true; wavephase = (-(ticks / 100)) & 7; if(sightrange_bonus > 0 && !allowIncreasedSight()) sightrange_bonus = 0; 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; spatial_graphics = wmspatial || mmspatial; spatial_graphics = spatial_graphics && DIM == 2; #if CAP_RUG if(rug::rugged && !rug::spatial_rug) spatial_graphics = false; #endif if(non_spatial_model()) spatial_graphics = false; if(pmodel == mdDisk && abs(vid.alpha) < 1e-6) spatial_graphics = false; if(!spatial_graphics) wmspatial = mmspatial = false; if(DIM == 3) wmspatial = mmspatial = true; for(int m=0; mdraw(); drawWormSegments(); drawBlizzards(); drawArrowTraps(); precise_mouseover(); 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) && !(cmode & sm::DRAW) && DEFAULTCONTROL && !mouseout()) { dynamicval gs(gravity_state, gravity_state); void calcMousedest(); calcMousedest(); cellwalker cw = cwt; bool f = flipplayer; items[itWarning]+=2; bool recorduse[ittypes]; for(int i=0; i= 0 ? cwt.at->modmove(cwt.spin + mousedest.d) : cwt.at; } #endif profile_stop(0); } void drawmovestar(double dx, double dy) { DEBBI(DF_GRAPH, ("draw movestar")); if(viewdists) return; if(DIM == 3) return; 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(masterless) Centered = eupush(H); 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; ignore(starcol); if(0); #if CAP_SHAPES else if(vid.axes == 3) queuepoly(Centered, cgi.shMovestar, starcol); #endif else for(int d=0; d<8; d++) { #if CAP_QUEUE color_t 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 queueline(tC0(Centered), Centered * xspinpush0(d * M_PI / 4, euclid ? 0.5 : d==0?.7:d==2?.5:.2), col, 3 + vid.linequality); #endif } } // old style joystick control bool dronemode; purehookset hooks_calcparam; void calcparam() { DEBBI(DF_GRAPH, ("calc param")); auto cd = current_display; cd->xtop = vid.xres * cd->xmin; cd->ytop = vid.yres * cd->ymin; cd->xsize = vid.xres * (cd->xmax - cd->xmin); cd->ysize = vid.yres * (cd->ymax - cd->ymin); cd->xcenter = cd->xtop + cd->xsize / 2; cd->ycenter = cd->ytop + cd->ysize / 2; if(vid.scale > -1e-2 && vid.scale < 1e-2) vid.scale = 1; ld realradius = min(cd->xsize / 2, cd->ysize / 2); cd->scrsize = realradius - (inHighQual ? 0 : ISANDROID ? 2 : ISIOS ? 40 : 40); current_display->sidescreen = false; if(vid.xres < vid.yres - 2 * vid.fsize && !inHighQual && pmodel != mdPerspective) { cd->ycenter = vid.yres - cd->scrsize - vid.fsize; } else { if(vid.xres > vid.yres * 4/3+16 && (cmode & sm::SIDE)) current_display->sidescreen = true; #if CAP_TOUR if(tour::on && (tour::slides[tour::currentslide].flags & tour::SIDESCREEN)) current_display->sidescreen = true; #endif if(current_display->sidescreen) cd->xcenter = vid.yres/2; } cd->radius = vid.scale * cd->scrsize; if(DIM == 3 && pmodel == mdPerspective) cd->radius = cd->scrsize; realradius = min(realradius, cd->radius); if(dronemode) { cd->ycenter -= cd->radius; cd->ycenter += vid.fsize/2; cd->ycenter += vid.fsize/2; cd->radius *= 2; } cd->xcenter += cd->scrsize * vid.xposition; cd->ycenter += cd->scrsize * vid.yposition; cd->tanfov = tan(vid.fov * degree / 2); if(pmodel) cd->scrdist = vid.xres / 2 / cd->tanfov; else cd->scrdist = cd->radius; callhooks(hooks_calcparam); reset_projection(); } function wrap_drawfullmap = drawfullmap; bool force_sphere_outline = false; void drawfullmap() { DEBBI(DF_GRAPH, ("draw full map")); check_cgi(); cgi.require_shapes(); ptds.clear(); /* if(conformal::on) { char ch = 'A'; for(auto& v: conformal::v) { queuepoly(ggmatrix(v->base) * v->at, cgi.shTriangle, 0x306090C0); queuechr(ggmatrix(v->base) * v->at * C0, 10, ch++, 0xFF0000); } } */ #if CAP_QUEUE draw_boundary(0); draw_boundary(1); draw_model_elements(); #if MAXMDIM >= 4 prepare_sky(); #endif #endif /* if(vid.wallmode < 2 && !euclid && !patterns::whichShape) { int ls = isize(lines); if(ISMOBILE) ls /= 10; for(int t=0; t> (darken+1)); } */ clearaura(); if(!nomap) drawthemap(); if(!inHighQual) { if((cmode & sm::NORMAL) && !rug::rugged) { if(multi::players > 1) { transmatrix bcwtV = cwtV; for(int i=0; idraw(); just_gmatrix = false; return; } if(dual::split([=] () { dual::in_subscreen([=] () { gamescreen(_darken); }); })) { calcparam(); return; } if((cmode & sm::MAYDARK) && !current_display->sidescreen) { _darken += 2; } darken = _darken; if(conformal::includeHistory) conformal::restore(); anims::apply(); #if CAP_RUG if(rug::rugged) { rug::actDraw(); } else #endif wrap_drawfullmap(); anims::rollback(); if(conformal::includeHistory) conformal::restoreBack(); poly_outline = OUTLINE_DEFAULT; #if ISMOBILE buttonclicked = false; if((cmode & sm::NORMAL) && vid.stereo_mode != sLR) { if(andmode == 0 && shmup::on) { using namespace shmupballs; calc(); drawCircle(xmove, yb, rad, OUTLINE_FORE); drawCircle(xmove, yb, rad/2, OUTLINE_FORE); drawCircle(xfire, yb, rad, 0xFF0000FF); drawCircle(xfire, yb, rad/2, 0xFF0000FF); } else { if(!haveMobileCompass()) displayabutton(-1, +1, XLAT(andmode == 0 && useRangedOrb ? "FIRE" : andmode == 0 && WDIM == 3 && wclick ? "WAIT" : "MOVE"), andmode == 0 ? BTON : BTOFF); displayabutton(+1, +1, rug::rugged ? "RUG" : XLAT(andmode == 1 ? "BACK" : DIM == 3 ? "CAM" : "DRAG"), andmode == 1 ? BTON : BTOFF); } displayabutton(-1, -1, XLAT("INFO"), andmode == 12 ? BTON : BTOFF); displayabutton(+1, -1, XLAT("MENU"), andmode == 3 ? BTON : BTOFF); } #endif darken = 0; #if CAP_TEXTURE if(texture::config.tstate == texture::tsAdjusting) texture::config.drawRawTexture(); #endif } bool nohelp; void normalscreen() { help = "@"; mouseovers = XLAT("Press F1 or right click for help"); #if CAP_TOUR if(tour::on) mouseovers = tour::tourhelp; #endif if(DIM == 3 || !outofmap(mouseh)) getcstat = '-'; cmode = sm::NORMAL | sm::DOTOUR | sm::CENTER; if(viewdists && show_distance_lists) cmode |= sm::SIDE | sm::MAYDARK; gamescreen(hiliteclick && mmmon ? 1 : 0); drawStats(); if(nomenukey || ISMOBILE) ; #if CAP_TOUR else if(tour::on) displayButton(vid.xres-8, vid.yres-vid.fsize, XLAT("(ESC) tour menu"), SDLK_ESCAPE, 16); else #endif displayButton(vid.xres-8, vid.yres-vid.fsize, XLAT("(v) menu"), 'v', 16); keyhandler = handleKeyNormal; if(!playerfound && !anims::any_on()) displayButton(current_display->xcenter, current_display->ycenter, XLAT(mousing ? "find the player" : "press SPACE to find the player"), ' ', 8); describeMouseover(); } vector< function > screens = { normalscreen }; int cmode; void drawscreen() { DEBBI(DF_GRAPH, ("drawscreen")); if(vid.xres == 0 || vid.yres == 0) return; calcparam(); // rug::setVidParam(); #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.at), ":"); lgetcstat = getcstat; getcstat = 0; inslider = false; mouseovers = " "; cmode = 0; keyhandler = [] (int sym, int uni) {}; #if CAP_SDL joyhandler = [] (SDL_Event& ev) { return false; }; #endif if(!isize(screens)) pushScreen(normalscreen); screens.back()(); #if !ISMOBILE color_t col = linf[cwt.at->land].color; if(cwt.at->land == laRedRock) col = 0xC00000; if(!nohelp) 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[MAXPLAYER], tmines=0; for(int p=0; pland == laMinefield) minefieldNearby = true; if(c2->wall == waMineMine) { bool ep = false; if(!ep) mines[p]++, tmines++; } } } if((minefieldNearby || tmines) && !items[itOrbAether] && !last_gravity_state && darken == 0 && normal) { string s; if(tmines > 9) tmines = 9; color_t col = minecolors[tmines%10]; if(tmines == 7) seenSevenMines = true; for(int p=0; pycenter - current_display->radius * 3/4, 2, vid.fsize, mines[p] > 7 ? its(mines[p]) : XLAT(minetexts[mines[p]]), minecolors[mines[p]%10], 8); if(minefieldNearby && !shmup::on && cwt.at->land != laMinefield && cwt.peek()->land != laMinefield) { displayfr(vid.xres/2, current_display->ycenter - current_display->radius * 3/4 - vid.fsize*3/2, 2, vid.fsize, XLAT("WARNING: you are entering a minefield!"), col, 8); } } // SDL_UnlockSurface(s); glflush(); DEBB(DF_GRAPH, ("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() { DEBBI(DF_INIT, ("restartGraph")); View = Id; if(!autocheat) linepatterns::clearAll(); if(currentmap) { if(masterless) { centerover = vec_to_cellwalker(0); } else { viewctr.at = currentmap->getOrigin(); viewctr.spin = 0; viewctr.mirrored = false; } if(sphere) View = spin(-M_PI/2); } } void clearAnimations() { for(int i=0; istore(mouseover); gd->store(lmouseover); gd->store(animations); gd->store(flashes); gd->store(fallanims); gd->store(radar_transform); gd->store(actual_view_transform); }); //=== animation array, ANIMLAYERS> animations; int revhint(cell *c, int hint) { if(hint >= 0 && hint < c->type) return c->c.spin(hint); else return hint; } bool compute_relamatrix(cell *src, cell *tgt, int direction_hint, transmatrix& T) { if(confusingGeometry()) { T = calc_relative_matrix(src, tgt, revhint(src, direction_hint)); } else { if(gmatrix.count(src) && gmatrix.count(tgt)) T = inverse(gmatrix[tgt]) * gmatrix[src]; else return false; } return true; } void animateMovement(cell *src, cell *tgt, int layer, int direction_hint) { if(vid.mspeed >= 5) return; // no animations! transmatrix T; if(!compute_relamatrix(src, tgt, direction_hint, T)) return; animation& a = animations[layer][tgt]; if(animations[layer].count(src)) { a = animations[layer][src]; a.wherenow = T * a.wherenow; animations[layer].erase(src); a.attacking = 0; } else { a.ltick = ticks; a.wherenow = T; a.footphase = 0; a.mirrored = false; } if(direction_hint >= 0 && direction_hint < src->type) { if(src->c.mirror(direction_hint)) a.mirrored = !a.mirrored; } } void animateAttack(cell *src, cell *tgt, int layer, int direction_hint) { if(vid.mspeed >= 5) return; // no animations! transmatrix T; if(!compute_relamatrix(src, tgt, direction_hint, T)) return; bool newanim = !animations[layer].count(src); animation& a = animations[layer][src]; a.attacking = 1; a.attackat = rspintox(tC0(inverse(T))) * xpush(hdist0(T*C0) / 3); if(newanim) a.wherenow = Id, a.ltick = ticks, a.footphase = 0; } vector > animstack; void indAnimateMovement(cell *src, cell *tgt, int layer, int direction_hint) { if(vid.mspeed >= 5) return; // no animations! if(animations[layer].count(tgt)) { animation res = animations[layer][tgt]; animations[layer].erase(tgt); animateMovement(src, tgt, layer, direction_hint); if(animations[layer].count(tgt)) animstack.push_back(make_pair(tgt, animations[layer][tgt])); animations[layer][tgt] = res; } else { animateMovement(src, tgt, layer, direction_hint); 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]; c1.master = b->master; if(animations[layer].count(b)) animations[layer][&c1] = animations[layer][b]; animateMovement(a, b, layer, direction_hinta); animateMovement(&c1, a, layer, direction_hintb); } void drawBug(const cellwalker& cw, color_t col) { #if CAP_SHAPES initquickqueue(); transmatrix V = ggmatrix(cw.at); if(cw.spin) V = V * ddspin(cw.at, cw.spin, M_PI); queuepoly(V, cgi.shBugBody, col); quickqueue(); #endif } cell *viewcenter() { if(masterless) return centerover.at; else return viewctr.at->c7; } bool inscreenrange(cell *c) { if(sphere) return true; if(euclid) return celldistance(viewcenter(), c) <= get_sightrange_ambush(); return heptdistance(viewcenter(), c) <= 8; } #if MAXMDIM >= 4 auto hooksw = addHook(hooks_swapdim, 100, [] { clearAnimations(); gmatrix.clear(); gmatrix0.clear(); }); #endif }