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hyperrogue/graph.cpp
2019-09-12 22:50:13 +02:00

8000 lines
262 KiB
C++

// Hyperbolic Rogue -- main graphics file
// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
/** \file graph.cpp
* \brief Drawing cells, monsters, items, etc.
*/
namespace hr {
int last_firelimit, firelimit;
EX int inmirrorcount = 0;
EX bool spatial_graphics;
EX bool wmspatial, wmescher, wmplain, wmblack, wmascii;
EX bool mmspatial, mmhigh, mmmon, mmitem;
EX int detaillevel = 0;
EX bool first_cell_to_draw = true;
EX bool in_perspective() {
return among(pmodel, mdPerspective, mdGeodesic);
}
EX bool hide_player() {
return DIM == 3 && playermoved && vid.yshift == 0 && vid.sspeed > -5 && in_perspective() && (first_cell_to_draw || elliptic) && (WDIM == 3 || vid.camera == 0) && !inmirrorcount
#if CAP_RACING
&& !(racing::on && !racing::standard_centering && !racing::player_relative && !sol)
#endif
;
}
EX hookset<bool(int sym, int uni)> *hooks_handleKey;
EX hookset<bool(cell *c, const transmatrix& V)> *hooks_drawcell;
EX purehookset hooks_frame, hooks_markers;
EX ld animation_factor = 1;
EX int animation_lcm = 0;
EX ld ptick(int period, ld phase IS(0)) {
if(animation_lcm) animation_lcm = animation_lcm * (period / gcd(animation_lcm, period));
return (ticks * animation_factor) / period + phase * 2 * M_PI;
}
EX ld fractick(int period, ld phase IS(0)) {
ld t = ptick(period, phase) / 2 / M_PI;
t -= floor(t);
if(t<0) t++;
return t;
}
EX ld sintick(int period, ld phase IS(0)) {
return sin(ptick(period, phase));
}
EX transmatrix spintick(int period, ld phase IS(0)) {
return spin(ptick(period, phase));
}
#define WOLNIEJ 1
#define BTOFF 0x404040
#define BTON 0xC0C000
// #define PANDORA
int colorbar;
EX bool inHighQual; // taking high quality screenshot
EX bool auraNOGL; // aura without GL
//
int axestate;
EX int ticks;
int frameid;
bool camelotcheat;
EX bool nomap;
EX eItem orbToTarget;
EX eMonster monsterToSummon;
EX int sightrange_bonus = 0;
EX string mouseovers;
EX 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<cell*, fallanim> fallanims;
EX 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
EX 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);
}
EX int firecolor(int phase IS(0), int mul IS(1)) {
return gradient(0xFFFF00, 0xFF0000, -1, sintick(100*mul, phase/200./M_PI), 1);
}
EX int watercolor(int phase) {
return 0x0080C0FF + 256 * int(63 * sintick(50, phase/100./M_PI));
}
EX int aircolor(int phase) {
return 0x8080FF00 | int(32 + 32 * sintick(200, phase * 1. / cgi.S21));
}
EX 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;
}
EX 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; i<numplayers(); i++) if(multi::playerActive(i))
if(items[itOrbFish] && isWatery(playerpos(i)) && z != 3) return watercolor(ph);
if(invismove)
col =
shmup::on ?
(col &~0XFF) | (int((col&0xFF) * .25))
: (col &~0XFF) | (int((col&0xFF) * (100+100*sintick(500)))/200);
return col;
}
EX int lightat, safetyat;
EX void drawLightning() { lightat = ticks; }
EX void drawSafety() { safetyat = ticks; }
void drawShield(const transmatrix& V, eItem it) {
#if CAP_CURVE
float ds = ptick(300);
color_t col = iinf[it].color;
if(it == itOrbShield && items[itOrbTime] && !orbused[it])
col = (col & 0xFEFEFE) / 2;
if(sphere && cwt.at->land == 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; b<cgi.S84; b+=cgi.S14) {
PRING(a)
curvepoint(V*xspinpush0((ds+b+a) * M_PI/cgi.S42, cgi.hexf*a/cgi.S84));
queuecurve(col, 0x8080808, PPR::LINE);
}
#endif
}
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<ct; a++)
queueline(V*xspinpush0((ds+a*cgi.S84/ct) * M_PI/cgi.S42, 2*cgi.hexf), V*xspinpush0((ds+(a+(ct-1)/2)*cgi.S84/ct) * M_PI / cgi.S42, 2*cgi.hexf), col, vid.linequality);
#endif
}
void drawFlash(const transmatrix& V) {
#if CAP_CURVE
float ds = ptick(300);
color_t col = darkena(iinf[itOrbFlash].color, 0, 0xFF);
col &= ~1;
for(int u=0; u<5; u++) {
ld rad = cgi.hexf * (2.5 + .5 * sin(ds+u*.3));
#if MAXMDIM >= 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
}
EX 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;
}
EX transmatrix ddspin(cell *c, int d, ld bonus IS(0)) {
if(WDIM == 3 && d < c->type) return rspintox(tC0(calc_relative_matrix(c->cmove(d), c, C0))) * cspin(2, 0, bonus);
if(WDIM == 2 && (binarytiling || penrose) && d < c->type) return spin(bonus) * rspintox(nearcorner(c, d));
return spin(displayspin(c, d) + bonus - hexshiftat(c));
}
EX transmatrix iddspin(cell *c, int d, ld bonus IS(0)) {
if(WDIM == 3 && d < c->type) return cspin(0, 2, bonus) * spintox(tC0(calc_relative_matrix(c->cmove(d), c, C0)));
if(WDIM == 2 && (binarytiling || penrose) && d < c->type) return spin(bonus) * spintox(nearcorner(c, d));
return spin(hexshiftat(c) - displayspin(c, d) + bonus);
}
#define UNTRANS (DIM == 3 ? 0x000000FF : 0)
EX 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<sword_angles; a++) {
if(a == ang && items[itOrbSword]) continue;
if((a+sword_angles/2)%sword_angles == ang && items[itOrbSword2]) continue;
bool longer = sword::pos2(cwt.at, a-1) != sword::pos2(cwt.at, a+1);
if(sword_angles > 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<stuntime; k++) {
eyecolor &= 0xFEFEFE;
eyecolor >>= 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;
}
EX 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
}
EX bool noshadow;
#if CAP_SHAPES
EX void ShadowV(const transmatrix& V, const hpcshape& bp, PPR prio IS(PPR::MONSTER_SHADOW)) {
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<color_t> 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; t<c->type; 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
}
EX transmatrix radar_transform;
pair<bool, hyperpoint> makeradar(hyperpoint h) {
if(GDIM == 3 && WDIM == 2) h = radar_transform * h;
ld d = hdist0(h);
if(sol && nisot::geodesic_movement) {
h = nisot::inverse_exp(h, nisot::iLazy);
ld r = hypot_d(3, h);
if(r < 1) h = h * (atanh(r) / r);
else return {false, h};
}
if(nisot::local_perspective_used()) h = nisot::local_perspective * h;
if(WDIM == 3) {
if(d >= vid.radarrange) return {false, h};
if(d) h = h * (d / vid.radarrange / 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 > vid.radarrange) return {false, h};
if(d) h = h * (d / (vid.radarrange + cgi.scalefactor/4) / hypot_d(3, h));
}
return {true, h};
}
EX 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;
}
EX transmatrix face_the_player(const transmatrix V) {
if(DIM == 2) return V;
if(nonisotropic) return spin_towards(V, C0, 2, 0);
return rgpushxto0(tC0(V));
}
EX 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;
}
}
EX 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 && in_perspective() && 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 && history::includeHistory && history::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<qfloorinfo> 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 && c) {
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 if(WDIM == 3 && !c) {
queuepoly(Vit, 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; i<c->landparam; 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);
}
}
}
EX int wingphase(int period, int phase IS(0)) {
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));
}
}
EX 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<color_t> 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<color_t> 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;
}
EX 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?
EX 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<vector< function<void()> > > wormsegments;
void add_segment(int d, const function<void()>& 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;
}
EX 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 = history::includeHistory && history::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 = history::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; i<c->type; 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; i<c->type; 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<copies; d++) {
multi::cpid = m.first;
auto cw = m.second;
if(d&1) cw = cw.mirrorat(xdir);
if(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; i<c->type; 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) || history::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<numplayers(); i++) if(c == playerpos(i) && !shmup::on && mapeditor::drawplayer &&
!(hardcore && !canmove)) {
bool mirr = multi::players > 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;
}
EX cell *straightDownSeek;
EX hyperpoint straightDownPoint;
EX ld straightDownSpeed;
#define AURA 180
array<array<int,4>,AURA+1> aurac;
EX bool haveaura() {
if(!(vid.aurastr>0 && !svg::in && (auraNOGL || vid.usingGL))) return false;
if(sphere && mdAzimuthalEqui()) return true;
if(among(pmodel, mdJoukowsky, mdJoukowskyInverted) && hyperbolic && models::model_transition < 1)
return true;
return pmodel == mdDisk && (!sphere || vid.alpha > 10) && !euclid;
}
vector<pair<int, int> > auraspecials;
int auramemo;
EX void clearaura() {
if(!haveaura()) return;
for(int a=0; a<AURA; a++) for(int b=0; b<4; b++)
aurac[a][b] = 0;
auraspecials.clear();
auramemo = 128 * 128 / vid.aurastr;
}
void apply_joukowsky_aura(hyperpoint& h) {
bool joukowsky = among(pmodel, mdJoukowskyInverted, mdJoukowsky) && hyperbolic && models::model_transition < 1;
if(joukowsky) {
hyperpoint ret;
applymodel(h, ret);
h = ret;
}
}
EX void addauraspecial(hyperpoint h, color_t col, int dir) {
if(!haveaura()) return;
apply_joukowsky_aura(h);
int r = int(2*AURA + dir + atan2(h[1], h[0]) * AURA / 2 / M_PI) % AURA;
auraspecials.emplace_back(r, col);
}
EX void addaura(hyperpoint h, color_t col, int fd) {
if(!haveaura()) return;
apply_joukowsky_aura(h);
int r = int(2*AURA + atan2(h[1], h[0]) * AURA / 2 / M_PI) % AURA;
aurac[r][3] += auramemo << fd;
col = darkened(col);
aurac[r][0] += (col>>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; t++) auc[t] = aurac[t][v];
int val = 0;
if(vid.aurasmoothen < 1) vid.aurasmoothen = 1;
if(vid.aurasmoothen > AURA) vid.aurasmoothen = AURA;
int SMO = vid.aurasmoothen;
for(int t=0; t<SMO; t++) val += auc[t];
for(int t=0; t<AURA; t++) {
int tt = (t + SMO/2) % AURA;
aurac[tt][v] = val;
val -= auc[t];
val += auc[(t+SMO) % AURA];
}
aurac[AURA][v] = aurac[0][v];
}
vector<glhr::colored_vertex> 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; y<vid.yres; y++)
for(int x=0; x<vid.xres; x++) {
ld hx = (x * 1. - current_display->xcenter) / 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 && models::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)
models::apply_orientation(s1, c1);
else
models::apply_orientation(c1, s1);
ld& mt = models::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<AURA; r++) for(int z=0;z<10;z++) {
for(int c=0; c<6; c++) {
int br = (c == 1 || c == 3 || c == 5) ? r+1 : r;
int bz = (c == 2 || c == 4 || c == 5) ? z+1 : z;
auravertices.emplace_back(
cx[br][bz][0], cx[br][bz][1], cx[br][bz][2], cx[br][bz][3], cx[br][bz][4]
);
}
}
glflush();
dynamicval<eModel> 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; t<c->type; t++) if(c->move(t) && bugsNearby(c->move(t), dist-1)) return true;
return false;
}
EX colortable minecolors = {
0xFFFFFF, 0xF0, 0xF060, 0xF00000,
0x60, 0x600000, 0x00C0C0, 0x000000, 0x808080, 0xFFD500
};
EX 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!"
};
EX int countMinesAround(cell *c) {
int mines = 0;
for(cell *c2: adj_minefield_cells(c))
if(c2->wall == waMineMine)
mines++;
return mines;
}
EX 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<color_t> 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<isize(buggycells); i++)
if(c == buggycells[i]) {
queuepoly(V, cgi.shPirateX, 0xC000C080);
return;
}
for(int i=0; i<isize(buggycells); i++) {
cell *c1 = buggycells[i];
cell *cf = cwt.at;
while(cf != c1) {
cf = pathTowards(cf, c1);
if(cf == c) {
queuepoly(V, cgi.shMineMark[1], 0xC000C0D0);
return;
}
}
}
}
void drawMovementArrows(cell *c, transmatrix V) {
if(viewdists) return;
for(int d=0; d<8; d++) {
movedir md = vectodir(spin(-d * M_PI/4) * tC0(pushone()));
int u = md.d;
cellwalker xc = cwt + u + wstep;
if(xc.at == c) {
transmatrix fixrot = sphereflip * rgpushxto0(sphereflip * tC0(V));
// make it more transparent
color_t col = getcs().uicolor;
col -= (col & 0xFF) >> 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; */
}
EX colortable nestcolors = { 0x800000, 0x008000, 0x000080, 0x404040, 0x700070, 0x007070, 0x707000, 0x606060 };
color_t floorcolors[landtypes];
void init_floorcolors() {
for(int i=0; i<landtypes; i++)
floorcolors[i] = linf[i].color;
floorcolors[laDesert] = 0xEDC9AF;
floorcolors[laKraken] = 0x20A020;
floorcolors[laDocks] = 0x202020;
floorcolors[laCA] = 0x404040;
floorcolors[laMotion] = 0xF0F000;
floorcolors[laGraveyard] = 0x107010;
floorcolors[laWineyard] = 0x006000;
floorcolors[laLivefjord] = 0x306030;
floorcolors[laMinefield] = 0x80A080;
floorcolors[laCaribbean] = 0x006000;
floorcolors[laAlchemist] = 0x202020;
floorcolors[laRlyeh] = 0x004080;
floorcolors[laHell] = 0xC00000;
floorcolors[laCrossroads] = 0xFF0000;
floorcolors[laJungle] = 0x008000;
floorcolors[laZebra] = 0xE0E0E0;
floorcolors[laCaves] = 0x202020;
floorcolors[laEmerald] = 0x202020;
floorcolors[laDeadCaves] = 0x202020;
floorcolors[laPalace] = 0x806020;
floorcolors[laHunting] = 0x40E0D0 / 2;
floorcolors[laBlizzard] = 0x5050C0;
floorcolors[laCocytus] = 0x80C0FF;
floorcolors[laIce] = 0x8080FF;
floorcolors[laCamelot] = 0xA0A0A0;
floorcolors[laOvergrown] = 0x00C020;
floorcolors[laClearing] = 0x60E080;
floorcolors[laHaunted] = 0x609F60;
floorcolors[laMirror] = floorcolors[laMirrorWall] = floorcolors[laMirrorOld] = 0x808080;
}
color_t magma_color(int id) {
if(id == 95/4-1) return 0x200000;
else if(id == 95/4) return 0x100000;
else if(id < 48/4) return gradient(0xF0F000, 0xF00000, 0, id, 48/4);
else if(id < 96/4) return gradient(0xF00000, 0x400000, 48/4, id, 95/4-2);
else return winf[waMagma].color;
}
void setcolors(cell *c, color_t& wcol, color_t& fcol) {
wcol = fcol = winf[c->wall].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; i<c->type; 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; i<c->type; 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 && !(history::includeHistory && history::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; i<numplayers(); i++) for(cell *c1: gun_targets(playerpos(i))) if(c1 == c) inrange = true;
}
if(!inrange)
fcol = gradient(fcol, 0, 0, 25, 100),
wcol = gradient(wcol, 0, 0, 25, 100);
}
if(highwall(c) && !wmspatial)
fcol = wcol;
if(wmascii && (c->wall == 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
EX 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
EX bool is_nice_dual(cell *c) {
return c->land == laDual && has_nice_dual();
}
EX bool use_swapped_duals() {
return (masterless && !a4) || GOLDBERG;
}
#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<color_t> 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; z<layers; z++)
draw_qfi(c, mscale(V, zgrad0(0, geom3::actual_wall_height(), z, layers)), col, PPR::WALL3+z-layers);
}
else if(sidepar == SIDE_LAKE) {
const int layers = 1 << (detaillevel-1);
if(detaillevel) for(int z=0; z<layers; z++)
draw_qfi(c, mscale(V, zgrad0(-vid.lake_top, 0, z, layers)), col, PPR::FLOOR+z-layers);
}
else if(sidepar == SIDE_LTOB) {
const int layers = 1 << (detaillevel-1);
if(detaillevel) for(int z=0; z<layers; z++)
draw_qfi(c, mscale(V, zgrad0(-vid.lake_bottom, -vid.lake_top, z, layers)), col, PPR::INLAKEWALL+z-layers);
}
else if(sidepar == SIDE_BTOI) {
const int layers = 1 << detaillevel;
draw_qfi(c, mscale(V, cgi.INFDEEP), col, PPR::MINUSINF);
for(int z=1; z<layers; z++)
draw_qfi(c, mscale(V, zgrad0(-vid.lake_bottom, -vid.lake_top, -z, 1)), col, PPR::LAKEBOTTOM+z-layers);
}
}
bool placeSidewall(cell *c, int i, int sidepar, const transmatrix& V, color_t col) {
if(!qfi.fshape || !qfi.fshape->is_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);
dynamicval<bool> ncor(approx_nearcorner, true);
transmatrix V2 = V * ddspin(c, i);
if(binarytiling || archimedean || NONSTDVAR || penrose) {
#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][shvid(c)], col, prio);
return false;
}
#endif
bool openorsafe(cell *c) {
return c->wall == waMineOpen || mineMarkedSafe(c);
}
#define Dark(x) darkena(x,0,0xFF)
EX 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
EX 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<isize(ptds); i++) {
auto pp = dynamic_cast<dqi_poly*> (&*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<dqi_poly*> (&*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};
EX 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<color_t> 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; i<c->type; 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<color_t> 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; i<c->type; 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; z<layers; z++) {
double zg = zgrad0(0, geom3::actual_wall_height(), z, layers);
draw_qfi(c, xyzscale(V, zg*(layers-z)/layers, zg),
darkena(gradient(0, wcol, -layers, z, layers), 0, 0xFF), PPR::WALL3+z-layers+2);
}
floorShadow(c, V, SHADOW_WALL);
}
else if(true) {
if(!wmspatial) {
if(starcol) queuepoly(V, shThisWall, darkena(starcol, 0, 0xFF));
}
else {
transmatrix Vdepth = mscale(V, cgi.WALL);
int alpha = 0xFF;
if(c->wall == 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
EX 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;
}
}
}
EX 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(sol && c->land == laWineyard && c2->master->distance < c->master->distance)
return 0x00800040;
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)) {
int l = snakelevel(c) - snakelevel(c2);
if(l > 0) return darkena3(floorcolors[laRedRock], 0, 0x30 * l);
}
if(among(c->wall, waRubble, waDeadfloor2) && !snakelevel(c2)) return darkena3(winf[c->wall].color, 0, 0x40);
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};
const int darkval_sol[8] = {0,2,4,4,0,2,4,4};
const int darkval_penrose[12] = {0, 2, 0, 2, 4, 4, 6, 6, 6, 6, 6, 6};
const int darkval_nil[8] = {6,6,0,3,6,6,0,3};
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(penrose) return darkval_penrose[d];
if(sol) return darkval_sol[d];
if(binarytiling) return darkval_hbt[d];
if(hyperbolic && S7 == 6) return darkval_e6[d];
if(hyperbolic && S7 == 12) return darkval_s12[d];
if(nil) return darkval_nil[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) + (point_behind(T1) ? 1e10 : 0);
hyperpoint h1;
applymodel(T1, h1);
h1 = h1 - hpxy((mousex - current_display->xcenter) / current_display->radius, (mousey - current_display->ycenter) / current_display->radius);
return sqhypot_d(2, h1) + (point_behind(T1) ? 1e10 : 0);
}
vector<hyperpoint> clipping_planes;
EX 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) {
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;
if(nisot::local_perspective_used()) sx = inverse(nisot::local_perspective) * sx;
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
}
EX 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);
}
EX 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; t<c->type; 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)));
}
int wall_offset(cell *c) {
if(penrose && kite::getshape(c->master) == kite::pKite) return 10;
return 0;
}
void draw_grid_at(cell *c, const transmatrix& V) {
dynamicval<ld> lw(vid.linewidth, vid.linewidth);
vid.linewidth *= vid.multiplier_grid;
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) {
int ofs = wall_offset(c);
for(int t=0; t<c->type; t++) {
if(!c->move(t)) continue;
if(binarytiling && !sol && !among(t, 5, 6, 8)) continue;
if(!binarytiling && c->move(t) < c) continue;
dynamicval<color_t> g(poly_outline, gridcolor(c, c->move(t)));
queuepoly(V, cgi.shWireframe3D[ofs + 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; t<c->type; 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; t<c->type; 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(in_perspective())
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);
}
struct sky_item {
cell *c;
transmatrix T;
color_t color;
sky_item(cell *_c, const struct transmatrix _T, color_t _color) : c(_c), T(_T), color(_color) {}
};
struct dqi_sky : drawqueueitem {
vector<sky_item> sky;
void draw();
virtual color_t outline_group() { return 3; }
// singleton
dqi_sky() { hr::sky = this; }
~dqi_sky() { hr::sky = NULL; }
};
EX struct 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<dqi_sky> (PPR::SKY);
}
}
void dqi_sky::draw() {
if(!vid.usingGL || sky.empty()) return;
vector<glhr::colored_vertex> skyvertices;
int sk = get_skybrightness();
unordered_map<cell*, color_t> 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<glhr::colored_vertex> 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; i<c->type; 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; j<k; j++) {
skyvertices.push_back(this_poly[0]);
skyvertices.push_back(this_poly[j-1]);
skyvertices.push_back(this_poly[j]);
}
}
next: ;
}
}
for(auto& v: skyvertices) for(int i=0; i<3; i++) v.color[i] *= 2;
for(int ed = current_display->stereo_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<shmup::mit, shmup::mit> 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
EX void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
PROD( if(product::pmap) { product::drawcell_stack(c, V, spinv, mirrored); return; } )
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 && !nonisotropic) {
hyperpoint H = tC0(V);
for(hyperpoint& cpoint: clipping_planes) if((H|cpoint) < -sin_auto(cgi.corner_bonus)) {
drawcell_in_radar(c, V);
return;
}
noclipped++;
}
if(pmodel == mdGeodesic && sol) {
hyperpoint H = tC0(V);
if(abs(H[0]) <= 3 && abs(H[1]) <= 3 && abs(H[2]) <= 3 ) ;
else {
hyperpoint H2 = nisot::inverse_exp(H, nisot::iLazy);
for(hyperpoint& cpoint: clipping_planes) if((H2|cpoint) < -.2) return;
}
noclipped++;
}
if(pmodel == mdGeodesic && nil) {
hyperpoint H = tC0(V);
if(abs(H[0]) <= 3 && abs(H[1]) <= 3 && abs(H[2]) <= 3 ) ;
else {
hyperpoint H2 = nisot::inverse_exp(H, nisot::iLazy);
for(hyperpoint& cpoint: clipping_planes) if((H2|cpoint) < -2) 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(history::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; i<numplayers(); i++)
if(playerpos(i) == c) {
playerV = V * ddspin(c, multi::player[i].spin, 0);
if(multi::player[i].mirrored) playerV = playerV * Mirror;
if(multi::player[i].mirrored == mirrored)
multi::whereis[i] = playerV;
}
}
else {
playerV = V * ddspin(c, cwt.spin, 0);
if(cwt.mirrored) playerV = playerV * Mirror;
if(orig) cwtV = playerV;
}
}
if(1) {
ld dist = mousedist(V);
if(inmirrorcount) ;
else if(WDIM == 3) ;
else if(dist < modist) {
modist2 = modist; mouseover2 = mouseover;
modist = dist;
mouseover = c;
}
else if(dist < modist2) {
modist2 = dist;
mouseover2 = c;
}
if(!masterless) {
double dfc = euclid ? intval(tC0(V), C0) : V[GDIM][GDIM];
if(dfc < centdist) {
centdist = dfc;
centerover = cellwalker(c, spinv, mirrored);
}
}
int orbrange = (items[itRevolver] ? 3 : 2);
if(c->cpdist <= orbrange) if(multi::players > 1 || multi::alwaysuse)
for(int i=0; i<multi::players; i++) if(multi::playerActive(i)) {
double dfc = intval(tC0(V), tC0(multi::crosscenter[i]));
if(dfc < multi::ccdist[i] && celldistance(playerpos(i), c) <= orbrange) {
multi::ccdist[i] = dfc;
multi::ccat[i] = c;
}
}
if(inmirror(c)) {
if(inmirrorcount >= 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; k<inmirrorcount; k++)
wcol = gradient(wcol, 0xC0C0FF, 0, 0.2, 1),
fcol = gradient(fcol, 0xC0C0FF, 0, 0.2, 1);
// addaura(tC0(V), wcol);
color_t zcol = fcol;
if(peace::on && peace::hint && c->land != 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(history::includeHistory && history::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; k<c->stuntime; 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; t<c->type; 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; d<c->type; 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; d<c->type; 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<layers; z++)
queuepolyat(mscale(V2, zgrad0(0, geom3::actual_wall_height(), z, layers)), cgi.shHalfMirror[2], 0xC0C0C080, PPR::WALL3+z-layers);
}
else
queuepolyat(V2, cgi.shHalfMirror[2], 0xC0C0C080, PPR::WALL3);
}
else {
qfi.spin = ddspin(c, d, M_PI);
transmatrix V2 = V * qfi.spin;
if(!wmblack) {
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
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; z<layers; z++)
queuepolyat(mscale(V2, zgrad0(0, geom3::actual_wall_height(), z, layers)), cgi.shHalfMirror[ct6], 0xC0C0C080, PPR::WALL3+z-layers);
}
else
queuepolyat(V2, cgi.shHalfMirror[ct6], 0xC0C0C080, PPR::WALL3);
}
}
else if(c->land == 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<color_t> 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(WDIM == 2 && rd == 1)
queuepoly(Vf, cgi.shHeptaMarker, darkena(fcol, 0, 0x80));
else if(WDIM == 2 && 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; i<c->type; 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; i<c->type; 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<qfloorinfo> 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<isize(ptds); i++) {
auto p = dynamic_cast<dqi_poly*>(&*(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; i<c->type; 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(WDIM == 2 && 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(history::includeHistory && history::inmovehistory.count(c))
queuepoly((*Vdp), cgi.shHeptaMarker, 0x000000C0);
char xch = winf[c->wall].glyph;
#if MAXMDIM >= 4
if(WDIM == 3) {
color_t dummy;
int ofs = wall_offset(c);
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; a<c->type; a++)
if(c->move(a) && !isWall3(c->move(a), dummy)) {
if(pmodel == mdPerspective && !sphere && !quotient && !penrose && !nonisotropic) {
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;
}
else if(sol && in_perspective()) {
ld b = vid.binary_width * log(2) / 2;
const ld l = log(2) / 2;
switch(a) {
case 0: if(V[0][GDIM] >= b) continue; break;
case 1: if(V[1][GDIM] >= b) continue; break;
case 2: case 3: if (pmodel == mdPerspective && V[2][GDIM] >= l) continue; break;
case 4: if(V[0][GDIM] <= -b) continue; break;
case 5: if(V[1][GDIM] <= -b) continue; break;
case 6: case 7: if (pmodel == mdPerspective && V[2][GDIM] <= -l) continue; break;
}
}
if(qfi.fshape && wmescher) {
auto& poly = queuepoly(V, cgi.shWall3D[ofs + 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[ofs + a], darkena(wcol2 - d * get_darkval(a), 0, 0xFF));
}
}
else {
for(int a=0; a<c->type; 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[ofs + 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) {
if(pmodel == mdGeodesic && hdist0(tC0(V)) < 1e-3) {
}
else {
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, waRed1, waRed2, waRed3, waRubble, waDeadfloor2) || 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<qfloorinfo> 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<qfloorinfo> 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<color_t> p(poly_outline, OUTLINE_TRANS);
draw_shapevec(c, V, qfi.fshape->shadow, SHADOW_WALL, PPR::WALLSHADOW);
break;
}
const int layers = 2 << detaillevel;
dynamicval<const hpcshape*> ds(qfi.shape, &cgi.shCircleFloor);
dynamicval<transmatrix> dss(qfi.spin, Id);
for(int z=1; z<layers; z++) {
double zg = zgrad0(-vid.lake_top, geom3::actual_wall_height(), z, layers);
draw_qfi(c, xyzscale(V, zg*(layers-z)/layers, zg),
darkena(gradient(0, wcol, -layers, z, layers), 0, 0xFF), PPR::WALL3+z-layers+2);
}
}
else goto wa_default;
break;
case waMineOpen: {
int mines = countMinesAround(c);
if(mines >= 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<sl; s++)
forCellIdEx(c2, i, c) {
int sl2 = snakelevel(c2);
if(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<qfloorinfo> 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<color_t> 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<color_t> 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<qfloorinfo> 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<int> 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; i<c->type; 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<whirlwind::qdirs; i++) {
ld hdir0 = displayspin(c, whirlwind::dfrom[i]) + M_PI;
ld hdir1 = displayspin(c, whirlwind::dto[i]);
double ph1 = fractick(PURE ? 150 : 75);
int aircol = 0xC0C0FF40;
if(hdir1 < hdir0-M_PI) hdir1 += 2 * M_PI;
if(hdir1 >= 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 && models::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(models::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 && models::do_rotate >= 1)||
(models::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(models::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<flashdata> flashes;
EX void drawFlash(cell *c) {
flashes.push_back(flashdata(ticks, 1000, c, iinf[itOrbFlash].color, 0));
}
EX void drawBigFlash(cell *c) {
flashes.push_back(flashdata(ticks, 2000, c, 0xC0FF00, 0));
}
EX void drawParticleSpeed(cell *c, color_t col, int speed) {
if(vid.particles && !confusingGeometry())
flashes.push_back(flashdata(ticks, rand() % 16, c, col, speed));
}
EX void drawParticle(cell *c, color_t col, int maxspeed IS(100)) {
drawParticleSpeed(c, col, 1 + rand() % maxspeed);
}
EX void drawParticles(cell *c, color_t col, int qty, int maxspeed IS(100)) {
if(vid.particles)
while(qty--) drawParticle(c,col, maxspeed);
}
EX void drawFireParticles(cell *c, int qty, int maxspeed IS(100)) {
if(vid.particles)
for(int i=0; i<qty; i++)
drawParticle(c, firegradient(i / (qty-1.)), maxspeed);
}
EX void fallingFloorAnimation(cell *c, eWall w IS(waNone), eMonster m IS(moNone)) {
if(!wmspatial) return;
fallanim& fa = fallanims[c];
fa.t_floor = ticks;
fa.walltype = w; fa.m = m;
// drawParticles(c, darkenedby(linf[c->land].color, 1), 4, 50);
}
EX void fallingMonsterAnimation(cell *c, eMonster m, int id IS(multi::cpid)) {
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
EX void queuecircleat(cell *c, double rad, color_t col) {
if(!c) return;
if(!gmatrix.count(c)) return;
if(WDIM == 3) {
dynamicval<color_t> p(poly_outline, col);
int ofs = wall_offset(c);
for(int i=0; i<c->type; i++) {
queuepolyat(gmatrix[c], cgi.shWireframe3D[ofs + i], 0, PPR::SUPERLINE);
}
return;
}
if(spatial_graphics || GDIM == 3) {
vector<transmatrix> corners(c->type+1);
for(int i=0; i<c->type; i++) corners[i] = gmatrix[c] * rgpushxto0(get_corner_position(c, i, 3 / rad));
corners[c->type] = corners[0];
for(int i=0; i<c->type; 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<color_t> 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
EX cell *forwardcell() {
movedir md = vectodir(move_destination_vec(6));
cellwalker xc = cwt + md.d + wstep;
return xc.at;
}
EX 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; i<YDIST; i++)
if(yi[yii].path[i]->cpdist <= get_sightrange_ambush()) {
keycell = yi[yii].path[i];
}
if(keycell) {
for(; i<YDIST; i++) {
cell *c = yi[yii].path[i];
if(inscreenrange(c))
keycell = c;
}
hyperpoint H = tC0(ggmatrix(keycell));
#if CAP_QUEUE
queuechr(H, 2*vid.fsize, 'X', 0x10101 * int(128 + 100 * sintick(150)));
int cd = celldistance(yi[yii].key(), cwt.at);
if(cd == DISTANCE_UNKNOWN) for(int i2 = 0; i2<YDIST; i2++) {
int cd2 = celldistance(cwt.at, yi[yii].path[i2]);
if(cd2 != DISTANCE_UNKNOWN) {
cd = cd2 + (YDIST-1-i2);
println(hlog, "i2 = ", i2, " cd = ", celldistance(cwt.at, keycell));
}
}
queuestr(H, vid.fsize, its(cd), 0x10101 * int(128 - 100 * sintick(150)));
#endif
addauraspecial(H, iinf[itOrbYendor].color, 0);
}
}
}
#if CAP_RACING
racing::markers();
#endif
#if CAP_QUEUE
if(lmouseover && vid.drawmousecircle && ok && DEFAULTCONTROL && MOBON && WDIM == 2) {
queuecircleat(lmouseover, .8, darkena(lmouseover->cpdist > 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<numplayers(); i++) {
multi::cpid = i;
if(multi::players == 1) multi::player[i] = cwt;
cell *ctgt = multi::multiPlayerTarget(i);
queuecircleat(ctgt, .40 - .06 * sintick(200, i / numplayers()), getcs().uicolor);
}
#endif
// process mouse
#if CAP_SHAPES
if((vid.axes == 4 || (vid.axes == 1 && !mousing)) && !shmup::on && DIM == 2) {
if(multi::players == 1) {
forCellIdAll(c2, d, cwt.at) IG(c2) drawMovementArrows(c2, confusingGeometry() ? Gm(cwt.at) * calc_relative_matrix(c2, cwt.at, d) : Gm(c2));
}
else if(multi::players > 1) for(int p=0; p<multi::players; p++) {
if(multi::playerActive(p) && (vid.axes == 4 || !drawstaratvec(multi::mdx[p], multi::mdy[p])))
forCellIdAll(c2, d, multi::player[p].at) IG(c2) {
multi::cpid = p;
dynamicval<transmatrix> ttm(cwtV, multi::whereis[p]);
dynamicval<cellwalker> 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<isize(flashes); k++) {
flashdata& f = flashes[k];
transmatrix V;
if(f.spd) try { V = gmatrix.at(f.where); } catch(out_of_range&) {
f = flashes[isize(flashes)-1];
flashes.pop_back(); k--;
continue;
}
else V = ggmatrix(f.where);
int tim = ticks - f.t;
bool kill = tim > 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
}
EX 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;
}
EX 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;
}
EX purehookset hooks_drawmap;
EX transmatrix actual_view_transform;
EX 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 = solmul_pt(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 = solmul_pt(T, cpush(2, step));
step /= 2; i = 17;
if(step < 1e-3) break;
}
else fixed_yshift += step;
}
return fixed_yshift;
}
EX 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 = solmul(zpush(wall_radar((masterless ? centerover.at : viewctr.at->c7), inverse(View), max)), actual_view_transform * View) * inverse(View);
camera_level = asin_auto(tC0(inverse(actual_view_transform * View))[2]);
}
if(nonisotropic) {
transmatrix T = actual_view_transform * View;
transmatrix T2 = eupush( tC0(inverse(T)) );
nisot::local_perspective = T * T2;
actual_view_transform = inverse(nisot::local_perspective) * actual_view_transform;
}
#endif
}
EX 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;
}
EX void precise_mouseover() {
if(WDIM == 3) {
mouseover2 = mouseover = viewctr.at->c7;
ld best = HUGE_VAL;
hyperpoint h =
nisot::local_perspective_used() ? inverse(nisot::local_perspective) * cpush(2, 1) * C0 : 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; i<mouseover->type; i++) {
hyperpoint h1 = get_corner_position(mouseover, (i+mouseover->type-1) % mouseover->type);
hyperpoint h2 = get_corner_position(mouseover, i);
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;
}
EX 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();
callhooks(hooks_drawmap);
frameid++;
cells_drawn = 0;
cells_generated = 0;
noclipped = 0;
first_cell_to_draw = true;
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; m<motypes; m++) if(isPrincess(eMonster(m)))
minf[m].name = princessgender() ? "Princess" : "Prince";
iinf[itSavedPrincess].name = minf[moPrincess].name;
for(int i=0; i<NUM_GS; i++) {
genderswitch_t& g = genderswitch[i];
if(g.gender != princessgender()) continue;
minf[g.m].help = g.desc;
minf[g.m].name = g.name;
}
if(mapeditor::autochoose) mapeditor::ew = mapeditor::ewsearch;
mapeditor::ewsearch.dist = 1e30;
modist = 1e20; mouseover = NULL;
modist2 = 1e20; mouseover2 = NULL;
compute_graphical_distance();
centdist = 1e20;
if(!masterless) centerover.at = NULL;
for(int i=0; i<multi::players; i++) {
multi::ccdist[i] = 1e20; multi::ccat[i] = NULL;
}
straightDownSeek = NULL;
#if ISMOBILE
mouseovers = XLAT("No info about this...");
#endif
if(mouseout() && !mousepan)
modist = -5;
playerfound = false;
// playerfoundL = false;
// playerfoundR = false;
arrowtraps.clear();
profile_start(1);
currentmap->draw();
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; p<multi::players; p++) if(multi::playerActive(p)) {
hyperpoint h1 = tC0(multi::whereis[p]);
for(int i=0; i<3; i++) h[i] += h1[i];
}
h = mid(h, h);
cwtV = rgpushxto0(h);
}
}
if(shmup::on) {
if(shmup::players == 1)
cwtV = shmup::pc[0]->pat;
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; p<multi::players; p++) {
hyperpoint h1 = tC0(shmup::pc[p]->pat);
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<eGravity> 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<ittypes; i++) recorduse[i] = orbused[i];
movepcto(mousedest.d, mousedest.subdir, true);
for(int i=0; i<ittypes; i++) orbused[i] = recorduse[i];
items[itWarning] -= 2;
if(cw.spin != cwt.spin) mirror::act(-mousedest.d, mirror::SPINSINGLE);
cwt = cw; flipplayer = f;
lmouseover = mousedest.d >= 0 ? cwt.at->modmove(cwt.spin + mousedest.d) : cwt.at;
}
#endif
profile_stop(0);
}
EX 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;
EX 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 && !in_perspective()) {
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 && in_perspective()) 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<void()> wrap_drawfullmap = drawfullmap;
bool force_sphere_outline = false;
EX void drawfullmap() {
DEBBI(DF_GRAPH, ("draw full map"));
check_cgi();
cgi.require_shapes();
ptds.clear();
/*
if(models::on) {
char ch = 'A';
for(auto& v: history::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<ls; t++) queueline(View * lines[t].P1, View * lines[t].P2, lines[t].col >> (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; i<multi::players; i++) if(multi::playerActive(i))
cwtV = multi::whereis[i], multi::cpid = i, drawmovestar(multi::mdx[i], multi::mdy[i]);
cwtV = bcwtV;
}
else if(multi::alwaysuse)
drawmovestar(multi::mdx[0], multi::mdy[0]);
else
drawmovestar(0, 0);
}
#if CAP_EDIT
if(cmode & sm::DRAW) mapeditor::drawGrid();
#endif
}
profile_start(2);
drawaura();
#if CAP_QUEUE
drawqueue();
#endif
profile_stop(2);
}
#if ISMOBILE
extern bool wclick;
#endif
EX void gamescreen(int _darken) {
if(subscreens::split([=] () {
calcparam();
compute_graphical_distance();
gamescreen(_darken);
})) {
if(racing::on) return;
// create the gmatrix
View = subscreens::player_displays[0].view_matrix;
viewctr = subscreens::player_displays[0].view_center;
just_gmatrix = true;
currentmap->draw();
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(history::includeHistory) history::restore();
anims::apply();
#if CAP_RUG
if(rug::rugged) {
rug::actDraw();
} else
#endif
wrap_drawfullmap();
anims::rollback();
if(history::includeHistory) history::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
}
EX bool nohelp;
EX 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();
}
EX vector< function<void()> > screens = { normalscreen };
#if HDR
template<class T> void pushScreen(const T& x) { screens.push_back(x); }
inline void popScreen() { if(isize(screens)>1) screens.pop_back(); }
inline void popScreenAll() { while(isize(screens)>1) popScreen(); }
#endif
#if HDR
namespace sm {
static const int NORMAL = 1;
static const int MISSION = 2;
static const int HELP = 4;
static const int MAP = 8;
static const int DRAW = 16;
static const int NUMBER = 32;
static const int SHMUPCONFIG = 64;
static const int OVERVIEW = 128;
static const int SIDE = 256;
static const int DOTOUR = 512;
static const int CENTER = 1024;
static const int ZOOMABLE = 4096;
static const int TORUSCONFIG = 8192;
static const int MAYDARK = 16384;
static const int DIALOG_STRICT_X = 32768; // do not interpret dialog clicks outside of the X region
static const int EXPANSION = (1<<16);
static const int HEXEDIT = (1<<17);
};
#endif
EX int cmode;
EX 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; p<numplayers(); p++) {
mines[p] = 0;
cell *c = playerpos(p);
if(!c) continue;
for(cell *c2: adj_minefield_cells(c)) {
if(c2->land == 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; p<numplayers(); p++) if(multi::playerActive(p))
displayfr(vid.xres * (p+.5) / numplayers(),
current_display->ycenter - 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");
}
EX 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);
}
}
EX void clearAnimations() {
for(int i=0; i<ANIMLAYERS; i++) animations[i].clear();
flashes.clear();
fallanims.clear();
}
auto graphcm = addHook(clearmemory, 0, [] () {
DEBBI(DF_MEMORY, ("clear graph memory"));
mouseover = centerover.at = lmouseover = NULL;
gmatrix.clear(); gmatrix0.clear();
clearAnimations();
})
+ addHook(hooks_gamedata, 0, [] (gamedata* gd) {
gd->store(mouseover);
gd->store(lmouseover);
gd->store(animations);
gd->store(flashes);
gd->store(fallanims);
gd->store(radar_transform);
gd->store(actual_view_transform);
});
//=== animation
#if HDR
struct animation {
int ltick;
double footphase;
transmatrix wherenow;
int attacking;
transmatrix attackat;
bool mirrored;
};
// we need separate animation layers for Orb of Domination and Tentacle+Ghost,
// and also to mark Boats
#define ANIMLAYERS 3
#define LAYER_BIG 0 // for worms and krakens
#define LAYER_SMALL 1 // for others
#define LAYER_BOAT 2 // mark that a boat has moved
#endif
EX array<map<cell*, animation>, ANIMLAYERS> animations;
EX int revhint(cell *c, int hint) {
if(hint >= 0 && hint < c->type) return c->c.spin(hint);
else return hint;
}
EX 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;
}
EX 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;
}
}
EX 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<pair<cell*, animation> > animstack;
EX 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);
}
}
}
EX void commitAnimations(int layer) {
for(int i=0; i<isize(animstack); i++)
animations[layer][animstack[i].first] = animstack[i].second;
animstack.clear();
}
EX void animateReplacement(cell *a, cell *b, int layer, int direction_hinta, int direction_hintb) {
if(vid.mspeed >= 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);
}
EX 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
}
EX cell *viewcenter() {
if(masterless) return centerover.at;
else return viewctr.at->c7;
}
EX bool inscreenrange(cell *c) {
if(sphere) return true;
if(euclid) return celldistance(viewcenter(), c) <= get_sightrange_ambush();
if(nonisotropic) return gmatrix.count(c);
return heptdistance(viewcenter(), c) <= 8;
}
#if MAXMDIM >= 4
auto hooksw = addHook(hooks_swapdim, 100, [] { clearAnimations(); gmatrix.clear(); gmatrix0.clear(); });
#endif
}