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hyperrogue/graph-monster.cpp

2006 lines
76 KiB
C++

// Hyperbolic Rogue -- monster graphics file
// Copyright (C) 2011-2025 Zeno Rogue, see 'hyper.cpp' for details
#include "hyper.h"
namespace hr {
EX 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(cell *pc: player_positions())
if(items[itOrbFish] && isWatery(pc) && 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 void drawStunStars(const shiftmatrix& V, int t) {
#if CAP_SHAPES
for(int i=0; i<3*t; i++) {
shiftmatrix V2 = V * spin(TAU * i / (3*t) + ptick(200));
#if MAXMDIM >= 4
if(GDIM == 3) V2 = V2 * lzpush(cgi.HEAD);
#endif
queuepolyat(V2, cgi.shFlailBall, 0xFFFFFFFF, PPR::STUNSTARS);
}
#endif
}
EX namespace tortoise {
// small is 0 or 2
EX void draw(const shiftmatrix& 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);
if(bits < 0) {
skincolor = 0xC00060;
shellcolor = 0xFF00FF;
scutecolor = 0x6000C0;
eyecolor = 0xFFFFFF;
}
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 * lmirror(), 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 * lmirror(), cgi.shTortoise[12][b+small], darkena(eyecolor, 0, 0xFF));
}
}
#endif
}
EX 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) / 90._deg);
return gradient(0x487830, mcol, 0, dd, 0xFF);
}
EX }
double footfun(double d) {
d -= floor(d);
return
d < .25 ? d :
d < .75 ? .5-d :
d-1;
}
EX void animallegs(const shiftmatrix& 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;
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 && !(embedded_plane && gproduct)) {
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 * lmirror() * 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 * lmirror() * rear_leg_move * cspin(0, 2, -leftfoot / leg_length) * rear_leg_move_inverse, *x[1], col, PPR::MONSTER_FOOT);
return;
}
#endif
const shiftmatrix VL = at_smart_lof(V, cgi.ALEG0);
const shiftmatrix VAML = at_smart_lof(V, cgi.ALEG);
if(x[0]) queuepolyat(VL * lxpush(rightfoot), *x[0], col, PPR::MONSTER_FOOT);
if(x[0]) queuepolyat(VL * lmirror() * lxpush(leftfoot), *x[0], col, PPR::MONSTER_FOOT);
if(x[1]) queuepolyat(VL * lxpush(-rightfoot), *x[1], col, PPR::MONSTER_FOOT);
if(x[1]) queuepolyat(VL * lmirror() * lxpush(-leftfoot), *x[1], col, PPR::MONSTER_FOOT);
if(x[2]) queuepolyat(VAML * lxpush(rightfoot/2), *x[2], col, PPR::MONSTER_FOOT);
if(x[2]) queuepolyat(VAML * lmirror() * lxpush(leftfoot/2), *x[2], col, PPR::MONSTER_FOOT);
if(x[3]) queuepolyat(VAML * lxpush(-rightfoot/2), *x[3], col, PPR::MONSTER_FOOT);
if(x[3]) queuepolyat(VAML * lmirror() * lxpush(-leftfoot/2), *x[3], col, PPR::MONSTER_FOOT);
#endif
}
EX bool noshadow;
#if CAP_SHAPES
EX void ShadowV(const shiftmatrix& V, const hpcshape& bp, PPR prio IS(PPR::MONSTER_SHADOW)) {
if(WDIM == 2 && GDIM == 3 && bp.shs != bp.she) {
if(noshadow) return;
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 HDR
#define VFOOT ((GDIM == 2 || mhybrid) ? V : at_smart_lof(V, cgi.LEG0))
#define VLEG at_smart_lof(V, cgi.LEG)
#define VGROIN at_smart_lof(V, cgi.GROIN)
#define VBODY at_smart_lof(V, cgi.BODY)
#define VBODY1 at_smart_lof(V, cgi.BODY1)
#define VBODY2 at_smart_lof(V, cgi.BODY2)
#define VBODY3 at_smart_lof(V, cgi.BODY3)
#define VNECK at_smart_lof(V, cgi.NECK)
#define VHEAD at_smart_lof(V, cgi.HEAD)
#define VHEAD1 at_smart_lof(V, cgi.HEAD1)
#define VHEAD2 at_smart_lof(V, cgi.HEAD2)
#define VHEAD3 at_smart_lof(V, cgi.HEAD3)
#define VALEGS V
#define VABODY at_smart_lof(V, cgi.ABODY)
#define VAHEAD at_smart_lof(V, cgi.AHEAD)
#define VFISH V
#define VBIRD ((GDIM == 3 || (where && bird_disruption(where))) ? (WDIM == 2 ? at_smart_lof(V, cgi.BIRD) : V) : at_smart_lof(V, cgi.BIRD + .05 * sintick(1000, static_cast<int>(reinterpret_cast<size_t>(where))/1000.)))
#define VGHOST at_smart_lof(V, cgi.GHOST)
#define VSLIMEEYE orthogonal_move_fol(V, cgi.FLATEYE)
#endif
#if CAP_SHAPES
EX transmatrix otherbodyparts(const shiftmatrix& V, color_t col, eMonster who, double footphase) {
// if(!mmspatial && !footphase && who != moSkeleton) return;
footphase /= SCALE;
double rightfoot = footfun(footphase / .4 / 2.5) / 4 * 2.5 * SCALE;
const double wobble = -1;
// todo
auto who1 = who;
if(among(who, moPlayer, moMimic, moShadow, moIllusion, moFalsePrincess, moRoseLady, moRoseBeauty, moPrincess, moPrincessArmed)) {
charstyle& cs = getcs();
auto id = ePlayershape(cs.charid >> 1);
if(id == pshRatling) who1 = moRatling;
if(id == pshSkeleton) who1 = moSkeleton;
}
if(detaillevel >= 2 && GDIM == 2) {
shiftmatrix VL = at_smart_lof(V, cgi.LEG1);
queuepoly(VL * xpush(rightfoot*3/4), cgi.shHumanLeg, col);
queuepoly(VL * lmirror() * xpush(-rightfoot*3/4), cgi.shHumanLeg, col);
}
if(GDIM == 2) {
shiftmatrix VL = at_smart_lof(V, cgi.LEG);
queuepoly(VL * xpush(rightfoot/2), cgi.shHumanLeg, col);
queuepoly(VL * lmirror() * xpush(-rightfoot/2), cgi.shHumanLeg, col);
}
if(detaillevel >= 2 && GDIM == 2) {
shiftmatrix VL = at_smart_lof(V, cgi.LEG3);
queuepoly(VL * xpush(rightfoot/4), cgi.shHumanLeg, col);
queuepoly(VL * lmirror() * xpush(-rightfoot/4), cgi.shHumanLeg, col);
}
shiftmatrix Tright, Tleft;
if(GDIM == 2 || mhybrid || cgi.emb->is_euc_in_product()) {
Tright = VFOOT * xpush(rightfoot);
Tleft = VFOOT * lmirror() * xpush(-rightfoot);
}
#if MAXMDIM >= 4
else {
shiftmatrix V1 = V;
if(WDIM == 2) V1 = V1 * lzpush(cgi.GROIN);
int zdir = cgi.emb->is_euc_in_nil() ? 1 : 2;
Tright = V1 * cspin(0, zdir, rightfoot/ leg_length);
Tleft = V1 * lmirror() * cspin(zdir, 0, rightfoot / leg_length);
Tright = V1; Tleft = V1 * lmirror();
if(WDIM == 2) Tleft = Tleft * lzpush(-cgi.GROIN), Tright = Tright * lzpush(-cgi.GROIN);
}
#endif
if(who == moWaterElemental && GDIM == 2) {
double fishtail = footfun(footphase / .4) / 4 * 1.5;
queuepoly(VFOOT * xpush(fishtail), cgi.shFishTail, watercolor(100));
}
else if(who1 == moSkeleton) {
queuepoly(Tright, cgi.shSkeletalFoot, col);
queuepoly(Tleft, cgi.shSkeletalFoot, col);
return spin(rightfoot * wobble);
}
else if(isTroll(who1) || among(who1, moMonkey, moYeti, moRatling, moRatlingAvenger, moGoblin)) {
queuepoly(Tright, cgi.shYetiFoot, col);
queuepoly(Tleft, cgi.shYetiFoot, col);
}
else {
queuepoly(Tright, cgi.shHumanFoot, col);
queuepoly(Tleft, cgi.shHumanFoot, col);
}
if(GDIM == 3 || !mmspatial) return spin(rightfoot * wobble);
if(detaillevel >= 2 && who != moZombie)
queuepoly(at_smart_lof(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(at_smart_lof(V, cgi.GROIN1), cgi.shHumanGroin, col);
if(who != moZombie) queuepoly(at_smart_lof(V, cgi.NECK3), cgi.shHumanNeck, col);
}
return spin(rightfoot * wobble);
}
#endif
EX 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;
}
EX bool drawing_usershape_on(cell *c, mapeditor::eShapegroup sg) {
#if CAP_EDIT
return c && c == mapeditor::drawcell && mapeditor::drawcellShapeGroup() == sg;
#else
return false;
#endif
}
#if CAP_SHAPES
EX color_t skincolor = 0xD0C080FF;
EX void humanoid_eyes(const shiftmatrix& V, color_t ecol, color_t hcol IS(skincolor)) {
if(GDIM == 3) {
queuepoly(VHEAD, cgi.shPHeadOnly, hcol);
queuepoly(VHEAD, cgi.shSkullEyes, ecol);
}
}
EX void drawTerraWarrior(const shiftmatrix& V, int t, int hp, double footphase) {
if(!mmmon) {
draw_ascii_or_zh(V, 'T', minf[moTerraWarrior].name, gradient(0x202020, 0xFFFFFF, 0, t, 6), 1.5, 1);
return;
}
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 * lmirror(), 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
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) * TAU;
transmatrix Vwing = Id;
Vwing[1][1] = .85 + .15 * sin(t);
return Vwing;
}
#define UNTRANS (GDIM == 3 ? 0x000000FF : 0)
EX bool drawMonsterType(eMonster m, cell *where, const shiftmatrix& V1, color_t col, double footphase, color_t asciicol) {
#if MAXMDIM >= 4
if(GDIM == 3 && asciicol != NOCOLOR) {
addradar(V1, minf[m].glyph, asciicol, isFriendly(m) ? 0x00FF00FF : 0xFF0000FF);
}
#endif
char xch = minf[m].glyph;
shiftmatrix V = V1;
if(WDIM == 3 && (classflag(m) & CF_FACE_UP) && where && !mhybrid) V = V1 * cspin90(0, 2);
#if CAP_SHAPES
if(among(m, moTortoise, moWorldTurtle) && where && where->stuntime >= 3)
drawStunStars(V, where->stuntime-2);
else if (among(m, moTortoise, moWorldTurtle, moMutant) || 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 true;
#endif
if(!mmmon || !CAP_SHAPES) {
draw_ascii_or_zh(V1, xch, minf[m].name, asciicol, 1.5, 1);
return true;
}
#if CAP_SHAPES
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)
queue_ring(V, cgi.shRing, darkena(0xFFFFFF, 0, 0x80 + 0x70 * sintick(200)), PPR::ITEM);
return true;
}
case moWorldTurtle: {
tortoise::draw(V, -1, 0, where ? where->stuntime : 0);
return true;
}
case moPlayer:
drawPlayer(m, where, V, col, footphase);
return true;
case moMimic: case moShadow: case moIllusion:
drawMimic(m, where, V, col, footphase);
return true;
case moBullet:
if(getcs().charid/2 == pshSpaceship) {
ShadowV(V, cgi.shKnife);
queuepoly(VBODY, cgi.shMissile, getcs().swordcolor);
return true;
}
ShadowV(V, cgi.shKnife);
queuepoly(VBODY * spin270(), cgi.shKnife, getcs().swordcolor);
return true;
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 true;
}
case moGolem: case moGolemMoved: {
ShadowV(V, cgi.shPBody);
const transmatrix VBS = otherbodyparts(V, darkena(col, 1, 0XC0), items[itOrbFish] && items[itOrbEmpathy] ? moWaterElemental : 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 true;
}
case moEvilGolem: case moIceGolem: {
const shiftmatrix 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 true;
}
case moFalsePrincess: case moRoseLady: case moRoseBeauty: {
princess:
bool girl = princessgender() == GEN_F;
bool evil = !isPrincess(m);
int facecolor = evil ? 0xC0B090FF : 0xD0C080FF;
auto& cs = vid.cs;
auto id = ePlayershape(cs.charid >> 1);
auto& body = id == pshRatling ? cgi.shYeti : id == pshSkeleton ? cgi.shSkeletonBody : girl ? cgi.shFemaleBody : cgi.shPBody;
bool wears_dress = among(id, pshRogue, pshRatling, pshSkeleton);
ShadowV(V, body);
const transmatrix VBS = otherbodyparts(V, facecolor, !evil && items[itOrbFish] && items[itOrbEmpathy] ? moWaterElemental : m, footphase);
queuepoly(VBODY * VBS, body, facecolor);
if(m == moPrincessArmed)
queuepoly(VBODY * VBS * lmirror(), id == pshRogue ? 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 * lmirror(), cgi.shPKnife, 0xFFFFFFFF);
}
if(girl) {
queuepoly(VBODY1 * VBS, cgi.shFemaleDress, evil ? 0xC000C0FF : 0x00C000FF);
if(wears_dress)
queuepoly(VBODY2 * VBS, cgi.shPrincessDress, (evil ? 0xC040C0C0 : 0x8080FFC0) | UNTRANS);
}
else {
if(wears_dress)
queuepoly(VBODY1 * VBS, cgi.shPrinceDress, evil ? 0x802080FF : 0x404040FF);
}
auto& hair = id == pshRatling ? cgi.shRatHead : id == pshSkeleton ? cgi.shSkull : girl ? cgi.shFemaleHair : cgi.shPHead;
if(m == moRoseLady) {
// queuepoly(V, girl ? cgi.shGoatHead : cgi.shDemon, 0x800000FF);
// make her hair a bit darker to stand out in 3D
queuepoly(VHEAD1, hair, evil ? 0x500050FF : GDIM == 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(VBODY * VBS, cgi.shFlowerHand, 0xC00000FF);
queuepoly(VBODY2 * VBS, cgi.shSuspenders, 0xC00000FF);
}
}
else {
queuepoly(VHEAD1, hair, evil ? 0xC00000FF : 0x332A22FF);
}
if(&hair == &cgi.shRatHead) {
queuepoly(VHEAD, cgi.shWolf1, 0x008000FF);
queuepoly(VHEAD, cgi.shWolf2, 0x008000FF);
queuepoly(VHEAD, cgi.shWolf3, darkena(0x202020, 0, 0xFF));
}
else if(&hair == &cgi.shSkull) {
queuepoly(VHEAD, cgi.shSkullEyes, darkena(0x202020, 0, 0xFF));
}
else queuepoly(VHEAD, cgi.shPFace, facecolor);
humanoid_eyes(V, evil ? 0x0000C0FF : 0x00C000FF, facecolor);
return true;
}
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(GDIM == 3) {
queuepoly(VAHEAD, cgi.shFamiliarEye, 0xFF);
queuepoly(VAHEAD * lmirror(), cgi.shFamiliarEye, 0xFF);
}
return true;
}
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 * lmirror(), cgi.shReptileEye, darkena(col, 3, 0xFF));
if(GDIM == 2) queuepoly(VABODY, cgi.shReptileTail, darkena(col, 2, 0xFF));
return true;
}
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 * lmirror(), cgi.shReptileEye, darkena(0xD00000, 0, 0xFF));
queuepoly(VABODY, cgi.shReptileTail, darkena(0xD08000, 0, 0xFF));
return true;
}
case moFrog: case moPhaser: case moVaulter: {
ShadowV(V, cgi.shFrogBody);
const shiftmatrix VL = GDIM == 3 ? V : at_smart_lof(V, cgi.ALEG0);
color_t xcolor = darkena(0xFF0000, 1, 0xFF);
int alpha = (m == moPhaser ? 0xC0 : 0xFF);
if(footphase) {
queuepoly(VL, cgi.shFrogJumpFoot, darkena(col, 0, alpha));
queuepoly(VL * lmirror(), cgi.shFrogJumpFoot, darkena(col, 0, alpha));
queuepoly(VALEGS, cgi.shFrogJumpLeg, xcolor);
queuepoly(VALEGS * lmirror(), cgi.shFrogJumpLeg, xcolor);
}
else {
queuepoly(VL, cgi.shFrogRearFoot, darkena(col, 0, alpha));
queuepoly(VL * lmirror(), cgi.shFrogRearFoot, darkena(col, 0, alpha));
queuepoly(VALEGS, cgi.shFrogRearLeg, xcolor);
queuepoly(VALEGS * lmirror(), cgi.shFrogRearLeg, xcolor);
queuepoly(VALEGS, cgi.shFrogRearLeg2, xcolor);
queuepoly(VALEGS * lmirror(), cgi.shFrogRearLeg2, xcolor);
}
queuepoly(VL, cgi.shFrogFrontFoot, darkena(col, 0, alpha));
queuepoly(VL * lmirror(), cgi.shFrogFrontFoot, darkena(col, 0, alpha));
queuepoly(VALEGS, cgi.shFrogFrontLeg, xcolor);
queuepoly(VALEGS * lmirror(), cgi.shFrogFrontLeg, xcolor);
queuepoly(VABODY, cgi.shFrogBody, darkena(col, 0, alpha));
queuepoly(VABODY, cgi.shFrogEye, darkena(col, 3, alpha));
queuepoly(VABODY * lmirror(), cgi.shFrogEye, darkena(col, 3, alpha));
queuepoly(VABODY, cgi.shFrogStripe, xcolor);
return true;
}
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 true;
}
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 true;
}
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 true;
}
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 true;
}
case moShark: case moGreaterShark: case moCShark:
queuepoly(VFISH, cgi.shShark, darkena(col, 0, 0xFF));
return true;
case moPike:
queuepoly(VFISH, cgi.shPikeBody, darkena(col, 0, 0xFF));
queuepoly(VFISH, cgi.shPikeEye, darkena(col, 2, 0xFF));
queuepoly(VFISH * lmirror(), cgi.shPikeEye, darkena(col, 2, 0xFF));
return true;
case moEagle: case moParrot: case moBomberbird: case moAlbatross:
case moTameBomberbird: case moWindCrow: case moTameBomberbirdMoved:
case moSandBird: case moAcidBird: {
ShadowV(V, cgi.shEagle);
auto& sh = GDIM == 3 ? cgi.shAnimatedEagle[wingphase(200)] : cgi.shEagle;
if(m == moParrot && GDIM == 3)
queuepolyat(VBIRD, sh, darkena(col, 0, 0xFF), PPR::SUPERLINE);
else
queuepoly(VBIRD, sh, darkena(col, 0, 0xFF));
return true;
}
case moSparrowhawk: case moWestHawk: {
ShadowV(V, cgi.shHawk);
auto& sh = GDIM == 3 ? cgi.shAnimatedHawk[wingphase(200)] : cgi.shHawk;
queuepoly(VBIRD, sh, darkena(col, 0, 0xFF));
return true;
}
case moButterfly: {
transmatrix Vwing = wingmatrix(100);
ShadowV(V * Vwing, cgi.shButterflyWing);
if(GDIM == 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 true;
}
case moGadfly: {
transmatrix Vwing = wingmatrix(100);
ShadowV(V * Vwing, cgi.shGadflyWing);
queuepoly(VBIRD * Vwing, GDIM == 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 * lmirror(), cgi.shGadflyEye, darkena(col, 2, 0xFF));
return true;
}
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, GDIM == 2 ? cgi.shBatWings : cgi.shAnimatedBat[wingphase(100)], darkena(0x303030, 0, 0xFF));
queuepoly(VBIRD, GDIM == 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*lmirror(), cgi.shBatFang, darkena(0xFFC0C0, 0, 0xFF));
queuepoly(V, cgi.shBatEye, darkena(00000000, 0, 0xFF));
queuepoly(V*lmirror(), cgi.shBatEye, darkena(00000000, 0, 0xFF)); */
return true;
}
case moGargoyle: {
ShadowV(V, cgi.shGargoyleWings);
queuepoly(VBIRD, GDIM == 2 ? cgi.shGargoyleWings : cgi.shAnimatedGargoyle[wingphase(300)], darkena(col, 0, 0xD0));
queuepoly(VBIRD, GDIM == 2 ? cgi.shGargoyleBody : cgi.shAnimatedGargoyle2[wingphase(300)], darkena(col, 0, 0xFF));
return true;
}
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 true;
}
case moTerraWarrior: {
drawTerraWarrior(V, 7, (where ? where->hitpoints : 7), footphase);
return true;
}
case moVariantWarrior: {
const shiftmatrix 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 true;
}
case moDesertman: {
const shiftmatrix 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 true;
}
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 true;
}
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 true;
}
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 true;
}
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 true;
}
case moSkeleton: {
const shiftmatrix VBS = VBODY * otherbodyparts(V, darkena(0xFFFFFF, 0, 0xFF), moSkeleton, footphase);
queuepoly(VBS, cgi.shSkeletonBody, darkena(0xFFFFFF, 0, 0xFF));
if(GDIM == 2) queuepoly(VHEAD, cgi.shSkull, darkena(0xFFFFFF, 0, 0xFF));
if(GDIM == 2) queuepoly(VHEAD1, cgi.shSkullEyes, 0x000000FF);
humanoid_eyes(V, 0x000000FF, 0xFFFFFFFF);
ShadowV(V, cgi.shSkeletonBody);
queuepoly(VBS, cgi.shSabre, 0xFFFFFFFF);
return true;
}
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 true;
}
case moCrystalSage: {
const shiftmatrix 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 true;
}
case moHedge: {
ShadowV(V, cgi.shPBody);
const shiftmatrix 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 true;
}
case moYeti: case moMonkey: {
const shiftmatrix 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 true;
}
case moResearcher: {
const shiftmatrix 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 true;
}
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(0xFFFF00, 0, 0xFF));
queuepoly(VAHEAD * lmirror(), cgi.shFamiliarEye, darkena(0xFFFF00, 0, 0xFF));
}
return true;
}
case moRanger: {
ShadowV(V, cgi.shPBody);
const shiftmatrix 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 true;
}
case moNarciss: {
ShadowV(V, cgi.shPBody);
const shiftmatrix 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 true;
}
case moMirrorSpirit: {
ShadowV(V, cgi.shPBody);
const shiftmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0x90), m, footphase);
queuepoly(VBS, cgi.shPBody, darkena(col, 0, 0x90));
if(!peace::on) queuepoly(VBS * lmirror(), 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 true;
}
case moJiangshi: {
ShadowV(V, cgi.shJiangShi);
auto z2 = WDIM == 3 ? 0 : GDIM == 3 ? -abs(sin(footphase * TAU)) * cgi.human_height/3 : geom3::lev_to_factor(abs(sin(footphase * TAU)) * cgi.human_height);
auto V0 = V;
auto V = at_smart_lof(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 true;
}
case moGhost: case moSeep: case moFriendlyGhost: {
if(m == moFriendlyGhost) col = fghostcolor(where);
queuepolyat(VGHOST, cgi.shGhost, darkena(col, 0, m == moFriendlyGhost ? 0xC0 : 0x80), GDIM == 3 ? PPR::SUPERLINE : cgi.shGhost.prio);
queuepolyat(VGHOST, cgi.shGhostEyes, 0xFF, GDIM == 3 ? PPR::SUPERLINE : cgi.shEyes.prio);
return true;
}
case moVineSpirit: {
queuepoly(VGHOST, cgi.shGhost, 0xD0D0D0C0 | UNTRANS);
queuepolyat(VGHOST, cgi.shGhostEyes, 0xFF0000FF, GDIM == 3 ? PPR::SUPERLINE : cgi.shGhostEyes.prio);
return true;
}
case moFireFairy: {
col = firecolor(0);
const shiftmatrix 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 true;
}
case moRusalka: {
col = watercolor(0);
bool girl = princessgender() == GEN_F;
if(girl) {
const shiftmatrix VBS = VBODY * otherbodyparts(V, col, m, footphase);
ShadowV(V, cgi.shFemaleBody);
queuepoly(VBS, cgi.shFemaleBody, watercolor(100));
queuepoly(VHEAD1, cgi.shFemaleHair, watercolor(150));
// queuepoly(VHEAD2, cgi.shFlowerHair, watercolor(50));
// queuepoly(VHEAD, cgi.shWitchHair, watercolor(150));
queuepoly(VHEAD1, cgi.shPFace, watercolor(200));
queuepoly(VHEAD1, cgi.shWightCloak, watercolor(50) & 0xFFFFFF80);
humanoid_eyes(V, col | 0xFF);
}
else {
const shiftmatrix VBS = VBODY * otherbodyparts(V, col, m, footphase);
ShadowV(V, cgi.shPBody);
queuepoly(VBS, cgi.shPBody, watercolor(100));
queuepoly(VBS, cgi.shSuspenders, watercolor(150));
queuepoly(VHEAD1, cgi.shPHead, watercolor(50));
queuepoly(VHEAD1, cgi.shPFace, watercolor(200));
queuepoly(VHEAD1, cgi.shWightCloak, watercolor(50) & 0xFFFFFF80);
humanoid_eyes(V, col | 0xFF);
}
return true;
}
case moSlime: {
queuepoly(VFISH, cgi.shSlime, darkena(col, 0, 0x80));
queuepoly(VSLIMEEYE, cgi.shSlimeEyes, 0xFF);
return true;
}
case moKrakenH: {
queuepoly(VFISH, cgi.shKrakenHead, darkena(col, 0, 0xD0));
queuepoly(VFISH, cgi.shKrakenEye, 0xFFFFFFC0 | UNTRANS);
queuepoly(VFISH, cgi.shKrakenEye2, 0xC0);
queuepoly(VFISH * lmirror(), cgi.shKrakenEye, 0xFFFFFFC0 | UNTRANS);
queuepoly(VFISH * lmirror(), cgi.shKrakenEye2, 0xC0);
return true;
}
case moKrakenT: {
queuepoly(VFISH, cgi.shSeaTentacle, darkena(col, 0, 0xD0));
return true;
}
case moCultist: case moPyroCultist: case moCultistLeader: {
const shiftmatrix 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 true;
}
case moPirate: {
const shiftmatrix 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 true;
}
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(GDIM == 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 {
shiftmatrix V1 = V * lzpush(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 * lmirror(), 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 true;
}
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 true;
}
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 true;
}
case moNecromancer: {
const shiftmatrix 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 true;
}
case moDraugr: {
const shiftmatrix 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, color_t(0x605040A0 | UNTRANS) + color_t(0x10101000 * b));
return true;
}
case moVoidBeast: {
const shiftmatrix 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 true;
}
case moGoblin: {
const shiftmatrix 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 true;
}
case moLancer: case moFlailer: case moMiner: {
shiftmatrix V2 = V;
if(m == moLancer)
V2 = V * spin((where && where->type == 6) ? -60._deg : -90._deg );
shiftmatrix Vh = at_smart_lof(V2, cgi.HEAD);
shiftmatrix Vb = at_smart_lof(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 true;
}
case moTroll: {
const shiftmatrix 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 true;
}
case moFjordTroll: case moForestTroll: case moStormTroll: {
const shiftmatrix 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 true;
}
case moDarkTroll: {
const shiftmatrix 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 true;
}
case moRedTroll: {
const shiftmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase);
ShadowV(V, cgi.shYeti);
queuepoly(VBS, cgi.shYeti, darkena(0xFF8000, 0, 0XFF));
queuepoly(VHEAD1, cgi.shPHead, darkena(col, 0, 0xC0));
queuepoly(VHEAD, cgi.shPFace, 0xFFFFFF80 | UNTRANS);
humanoid_eyes(V, 0x000000FF, darkena(col, 0, 0xFF));
return true;
}
case moEarthElemental: {
const shiftmatrix 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 true;
}
case moWaterElemental: {
const shiftmatrix 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 true;
}
case moFireElemental: {
const shiftmatrix 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 true;
}
case moAirElemental: {
const shiftmatrix 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 true;
}
case moWorm: case moWormwait: case moHexSnake: {
queuepoly(V, cgi.shWormHead, darkena(col, 0, 0xFF));
queuepolyat(V, cgi.shWormEyes, 0xFF, PPR::ONTENTACLE_EYES);
return true;
}
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 * lmirror(), cgi.shDragonNostril, noscolor);
return true;
}
case moDragonTail: {
queuepoly(V, cgi.shDragonSegment, darkena(col, 0, 0xFF));
return true;
}
case moTentacle: case moTentaclewait: case moTentacleEscaping: {
queuepoly(V, cgi.shTentHead, darkena(col, 0, 0xFF));
ShadowV(V, cgi.shTentHead, PPR::GIANTSHADOW);
return true;
}
case moAsteroid: {
queuepoly(V, cgi.shAsteroid[1], darkena(col, 0, 0xFF));
return true;
}
#if CAP_COMPLEX2
case moAnimatedDie: case moAngryDie: {
if(where)
dice::draw_die(where, V, 1, darkena(col, 0, 0xFF));
else
queuepoly(V, cgi.shDodeca, darkena(col, 0, 0xFF));
return true;
}
#endif
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 * lmirror(), 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 shiftmatrix 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 * spin180(), 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(m == moHexer) {
const shiftmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase);
ShadowV(V, cgi.shFemaleBody);
queuepoly(VBS, cgi.shFemaleBody, darkena(0x800080, 0, 0xFF));
queuepoly(VHEAD1, cgi.shWitchHair, darkena(0xFF00FF, 1, 0xFF));
queuepoly(VHEAD, cgi.shPFace, darkena(0xFFFFFF, 0, 0xFF));
queuepoly(VBS, cgi.shWitchDress, darkena(col, 1, 0XC0));
humanoid_eyes(V, 0xF000F0FF);
}
else if(isWitch(m)) {
const shiftmatrix 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, iinf[itOrbWinter].color);
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(VBODY, cgi.shILeaf[0], darkena(col, 0, 0xFF));
}
else
draw_ascii_or_zh(V1, minf[m].glyph, minf[m].name, asciicol, 1.5, 1);
return true;
#endif
}
bool drawMonsterTypeDH(eMonster m, cell *where, const shiftmatrix& 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 shiftmatrix playerV;
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);
}
EX 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;
EX shiftmatrix die_target;
int taildist(cell *c) {
int s = 0;
while(s < 1000 && c && c->mondir != NODIR && isWorm(c->monst)) {
s++; c = c->move(c->mondir);
}
return s;
}
EX bool drawMonster(const shiftmatrix& Vparam, int ct, cell *c, color_t col, color_t asciicol) {
#if CAP_SHAPES
bool darkhistory = history::includeHistory && history::inkillhistory.count(c);
color_t outline = OUTLINE_NONE;
if(doHighlight()) {
outline =
(isPlayerOn(c) || isFriendly(c)) ? OUTLINE_FRIEND :
noHighlight(c->monst) ? OUTLINE_NONE :
OUTLINE_ENEMY;
poly_outline = outline;
}
// highlight faraway enemies if that's needed
if (vid.faraway_highlight && c->cpdist >= 6 && vid.faraway_highlight <= get_threat_level(c)) {
// basic red-green oscillation
color_t r = ceil(255*abs(sintick(1000, 0.25)));
color_t g = ceil(255*abs(sintick(1000, 0.00)));
color_t hlc = (r<<16) + (g<<8);
hlc = gradient(col, hlc, 0, vid.faraway_highlight_color, 100);
if(c->cpdist == 6)
hlc = gradient(0, hlc, 0, 1, 1.5);
addauraspecial(tC0(Vparam), hlc, 0);
}
bool nospins = false, nospinb = false;
double footphaseb = 0, footphase = 0;
shiftmatrix Vs = Vparam; nospins = applyAnimation(c, Vs, footphase, LAYER_SMALL);
shiftmatrix Vb = Vparam; nospinb = applyAnimation(c, Vb, footphaseb, LAYER_BIG);
// nospin = true;
eMonster m = c->monst;
bool half_elliptic = elliptic && GDIM == 3 && WDIM == 2;
bool mirrored = det(Vparam.T) > 0;
bool res = m;
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(GDIM == 3)
addradar(Vparam, minf[m].glyph, asciicol, isFriendly(m) ? 0x00FF00FF : 0xFF0000FF);
shiftmatrix Vb0 = Vb;
if(c->mondir != NODIR && GDIM == 3 && isAnyIvy(c)) {
auto V1 = at_smart_lof(Vparam, cgi.ABODY);
auto V2 = at_smart_lof(Vparam * currentmap->adj(c, c->mondir), cgi.ABODY);
queueline(V1 * tile_center(), V2 * tile_center(), (col << 8) + 0xFF, 0);
}
else if(c->mondir != NODIR) {
if(mmmon) {
ld length;
cell *c2 = c->move(c->mondir);
if(nospinb) {
chainAnimation(c, c2, Vb, Vparam * currentmap->adj(c, c->mondir), length);
}
else {
Vb = Vb * ddspin(c, c->mondir);
length = cellgfxdist(c, c->mondir);
}
shiftmatrix Vbn = Vb;
if(cgi.emb->no_spin() && c->mondir != NODIR) {
Vbn = Vparam * currentmap->adj(c, c->mondir);
ld dummy;
applyAnimation(c->move(c->mondir), Vbn, dummy, LAYER_BIG);
}
if(c->monmirror) Vb = Vb * lmirror();
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);
christmas_lights(c, Vb);
}
else if(c->monst == moDragonHead || c->monst == moDragonTail) {
char part = dragon::bodypart(c, dragon::findhead(c));
if(part != '2') {
queuepoly(at_smart_lof(Vb, cgi.ABODY), cgi.shDragonSegment, darkena(col, 0, 0xFF));
ShadowV(Vb, cgi.shDragonSegment, PPR::GIANTSHADOW);
}
}
else {
if(c->monst == moTentacleGhost) {
hyperpoint V0 = history::on ? unshift(tC0(Vs)) : inverse_shift(cwtV, tC0(Vs));
hyperpoint V1 = lspintox(V0) * V0;
Vs = cwtV * lrspintox(V0) * rpushxto0(V1) * lpispin();
drawMonsterType(moGhost, c, Vs, col, footphase, asciicol);
col = minf[moTentacletail].color;
}
/*
queuepoly(at_smart_lof(Vb, cgi.ABODY), cgi.shTentacleX, 0xFFFFFFFF);
queuepoly(at_smart_lof(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;
if(doHighlight())
poly_outline = outline;
shiftmatrix Vbx = Vb;
if(cgi.emb->no_spin()) {
hyperpoint h = inverse_shift(Vb, Vbn * tile_center());
h = cgi.emb->actual_to_intermediate(h);
h *= i / 12.;
Vbx = Vb * cgi.emb->intermediate_to_actual_translation(h);
}
else {
if(WDIM == 2) Vbx = Vbx * spin(sin(TAU * i / 12) * wav / (i+.1));
Vbx = Vbx * lxpush(length * (i) / 12.0);
}
// shiftmatrix Vbx2 = Vnext * xpush(length2 * i / 6.0);
// Vbx = Vbx * rspintox(inverse(Vbx) * Vbx2 * C0) * lpispin();
ShadowV(Vbx, sh, PPR::GIANTSHADOW);
queuepoly(at_smart_lof(Vbx, cgi.ABODY), sh, (col0 << 8) + 0xFF);
}
});
}
}
else {
shiftmatrix T = Vparam * ddspin(c, c->mondir);
color_t col = darkena(0x606020, 0, 0xFF);
for(int u=-1; u<=1; u++)
queueline(T*xspinpush0(90._deg, u*cgi.crossf/5), T*xspinpush(0, cgi.crossf)*xspinpush0(90._deg, u*cgi.crossf/5), col, 2 + vid.linequality);
}
}
if(mmmon) {
if(isAnyIvy(c)) {
if(mhybrid) {
queuepoly(Vb, cgi.shILeaf[ctof(c)], darkena(col, 0, 0xFF));
for(int a=0; a<c->type-2; a++)
queuepoly(Vb * spin(a * TAU / (c->type-2)), cgi.shILeaf[2], darkena(col, 0, 0xFF));
}
else if(GDIM == 3) {
queuepoly(face_the_player(at_smart_lof(Vb, cgi.ABODY)), cgi.shILeaf[1], darkena(col, 0, 0xFF));
}
else {
if(c->monmirror) Vb = Vb * lmirror();
queuepoly(at_smart_lof(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 * lpispin();
if(c->monmirror) Vb = Vb * lmirror();
shiftmatrix Vbh = at_smart_lof(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 * lmirror();
shiftmatrix Vbh = at_smart_lof(Vb, cgi.AHEAD);
ShadowV(Vb, cgi.shDragonHead, PPR::GIANTSHADOW);
queuepoly(Vbh, cgi.shDragonHead, darkena(col, c->hitpoints?0:1, 0xFF));
queuepolyat(Vbh/* * lpispin() */, cgi.shDragonEyes, 0xFF, PPR::ONTENTACLE_EYES);
int noscolor = (c->hitpoints == 1 && c->stuntime ==1) ? 0xFF0000FF : 0xFF;
queuepoly(Vbh, cgi.shDragonNostril, noscolor);
queuepoly(Vbh * lmirror(), cgi.shDragonNostril, noscolor);
}
else if(m == moTentacle || m == moTentaclewait || m == moTentacleEscaping) {
Vb = Vb * lpispin();
if(c->monmirror) Vb = Vb * lmirror();
shiftmatrix Vbh = at_smart_lof(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, c2, Vb, Vparam * currentmap->adj(c, nd), length);
Vb = Vb * lpispin();
}
else {
Vb = Vb0 * ddspin180(c, nd);
}
if(c->monmirror) Vb = Vb * lmirror();
shiftmatrix Vbb = at_smart_lof(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, c2, Vb, Vparam * currentmap->adj(c, nd), length);
Vb = Vb * lpispin();
double ang = chainAngle(c, Vb, c->move(c->mondir), currentmap->spin_angle(c, c->mondir) - currentmap->spin_angle(c, nd), Vparam);
ang /= 2;
Vb = Vb * spin(M_PI-ang);
}
else {
/* todo what if no spin_angle */
ld hdir0 = currentmap->spin_angle(c, nd) + M_PI;
ld hdir1 = currentmap->spin_angle(c, c->mondir);
cyclefix(hdir1, hdir0);
Vb = Vb0 * spin((hdir0 + hdir1)/2 + M_PI);
}
if(c->monmirror) Vb = Vb * lmirror();
shiftmatrix Vbb = at_smart_lof(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 * lmirror();
queuepoly(GDIM == 3 ? at_smart_lof(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, c2, Vb, Vparam * currentmap->adj(c, nd), length);
Vb = Vb * lpispin();
}
else {
Vb = Vb0 * ddspin180(c, nd);
}
if(c->monmirror) Vb = Vb * lmirror();
shiftmatrix Vbb = at_smart_lof(Vb, cgi.ABODY) * lpispin();
hpcshape& sh = hexsnake ? cgi.shWormTail : cgi.shSmallWormTail;
queuepoly(Vbb, sh, darkena(col, 0, 0xFF));
ShadowV(Vb, sh, PPR::GIANTSHADOW);
}
}
}
else res = res && drawMonsterType(c->monst, c, Vb, col, footphase, asciicol);
}
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;
shiftmatrix Vs = Vparam;
bool mirr = cw.mirrored;
if(mirrored != mirr && half_elliptic) continue;
shiftmatrix T = shiftless(Id);
nospins = applyAnimation(cwt.at, T, footphase, LAYER_SMALL);
if(nospins)
Vs = Vs * ddspin(c, cw.spin, 0) * iddspin(cwt.at, cwt.spin, 0) * unshift(T);
else
Vs = Vs * ddspin(c, cw.spin, 0);
if(mirr) Vs = Vs * lmirror();
if(inmirrorcount&1) mirr = !mirr;
col = mirrorcolor(geometry == gElliptic ? det(Vs.T) < 0 : mirr);
if(!mouseout() && !nospins && GDIM == 2) {
shiftpoint P2 = Vs * inverse_shift(inmirrorcount ? ocwtV : cwtV, mouseh);
queuestr(P2, 10*mapfontscale/100, "x", 0xFF00);
}
if(!nospins && flipplayer) Vs = Vs * lpispin();
res = res && drawMonsterType(moMimic, c, Vs, col, footphase, asciicol);
drawPlayerEffects(Vs, Vparam, c, c->monst);
}
}
// illusions face randomly
else if(c->monst == moIllusion) {
multi::cpid = 0;
if(c->monmirror) Vs = Vs * lmirror();
drawMonsterType(c->monst, c, Vs, col, footphase, asciicol);
drawPlayerEffects(Vs, Vparam, c, c->monst);
}
// 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 * lmirror();
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, c->move(c->mondir), Vb, Vparam * currentmap->adj(c, c->mondir), length);
Vb = Vb * lpispin();
Vb = Vb * xpush(cgi.tentacle_length - cellgfxdist(c, c->mondir));
}
else if(NONSTDVAR) {
transmatrix T = currentmap->adj(c, c->mondir);
Vb = Vb * T * lrspintox(tC0(iso_inverse(T))) * xpush(cgi.tentacle_length);
}
else {
Vb = Vb * ddspin180(c, c->mondir);
Vb = Vb * xpush(cgi.tentacle_length - cellgfxdist(c, c->mondir));
}
if(c->monmirror) Vb = Vb * lmirror();
// if(ctof(c) && !masterless) Vb = Vb * xpush(hexhexdist - hcrossf);
// return (!BITRUNCATED) ? tessf * gp::scale : (c->type == 6 && (i&1)) ? hexhexdist : cgi.crossf;
res = res && 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(isDie(c->monst)) {
transmatrix U = inverse_shift(Vparam, Vs);
U = rgpushxto0(tC0(U));
die_target = Vparam;
res = res && drawMonsterTypeDH(m, c, Vparam * U, col, darkhistory, footphase, asciicol);
}
else if((hasFacing(c) && c->mondir != NODIR) || history::on || quotient || dont_face_pc) {
if(c->monst == moKrakenH) Vs = Vb, nospins = nospinb;
if(!nospins && c->mondir < c->type) Vs = Vs * ddspin180(c, c->mondir);
if(c->monst == moPair) Vs = Vs * xpush(-.12);
if(c->monmirror) Vs = Vs * lmirror();
if(isFriendly(c)) drawPlayerEffects(Vs, Vparam, c, c->monst);
res = res && drawMonsterTypeDH(m, c, Vs, col, darkhistory, footphase, asciicol);
}
else {
// other monsters face the player
if(!nospins) {
shiftmatrix& where = (c->monst == moMirrorSpirit && inmirrorcount) ? ocwtV : cwtV;
if(cgi.emb->is_euc_in_product()) { }
else if(WDIM == 2 || mproduct) {
hyperpoint V0 = inverse_shift(Vs, where * tile_center());
if(gproduct) {
auto d = product_decompose(V0);
V0 = d.second;
}
if(hypot_d(2, tC0(unshift(Vs))) > 1e-3) {
Vs = Vs * lrspintox(V0);
}
}
else if(!sl2) {
hyperpoint V0 = inverse_shift(Vs, tC0(where));
Vs = Vs * lrspintox(V0);
// cwtV * rgpushxto0(inverse(cwtV) * tC0(Vs));
}
if(c->monst == moHunterChanging)
Vs = Vs * (mhybrid ? spin180() : cspin180(WDIM-2, WDIM-1));
}
if(c->monmirror) Vs = Vs * lmirror();
if(c->monst == moShadow)
multi::cpid = c->hitpoints;
res = res && 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 * lpispin();
}
else {
if(mirr) Vs = Vs * lmirror();
}
multi::cpid = i;
asciicol = getcs().uicolor >> 8;
drawPlayerEffects(Vs, Vparam, c, moPlayer);
if(inmirrorcount && !mouseout() && !nospins && GDIM == 2) {
hyperpoint h = inverse_shift(ocwtV, mouseh);
if(flipplayer) h = lpispin() * h;
shiftpoint P2 = Vs * h;
queuestr(P2, mapfontscale / 10, "x", 0xFF00);
}
if(hide_player()) {
first_cell_to_draw = false;
if(WDIM == 2 && GDIM == 3) {
drawPlayer(moPlayer, c, Vs, col, footphase, true);
res = true;
}
}
else if(isWorm(c->monst)) {
ld depth = geom3::factor_to_lev(wormhead(c) == c ? cgi.AHEAD : cgi.ABODY);
footphase = 0;
int q = isize(ptds);
res = res | drawMonsterType(moPlayer, c, Vs, col, footphase, asciicol);
pushdown(c, q, Vs, -depth, true, false);
}
else res = res | drawMonsterType(moPlayer, c, Vs, col, footphase, asciicol);
}
#endif
return res;
}
EX color_t christmas_color(int d, bool simple) {
array<color_t, 5> cols = { 0x10101, 0x10100, 0x000001, 0x00100, 0x10000 };
color_t v = cols[gmod(d, 5)];
v *= 0x3F;
int mode;
if(false) {
mode = gmod(ticks / 20000, 2) ? 1 : 3;
}
else {
int t = gmod(ticks, 11000);
if(t > 10000) mode = 4;
else mode = 1 + gmod(ticks / 11000, 3);
}
switch(mode) {
case 0:
break;
case 1:
if((ticks/100 - d) % 16) v = 0;
break;
case 2: {
int z = gmod(d * 500 - ticks, 8000);
if(z > 1500) v = 0;
else if(z < 500) { v /= 0x3F; v *= 0x3F * z / 500; }
else if(z > 1000) { v /= 0x3F; v *= 0x3F * (1500 - z) / 500; }
break;
}
case 3:
if((-ticks / 100 - d) % 16) v = 0;
break;
case 4:
v /= 0x3F;
v *= int(0x20 + 0x1F * (1 - cos(ticks / 500. * TAU)) / 2);
break;
}
return v;
}
EX std::unordered_map<cell*, array<int, 3>> shines, old_shines;
EX bool festive, festive_date;
EX bool festive_option = true;
EX void christmas_lights(cell *c, const shiftmatrix& Vb) {
if(!festive) return;
int lev = 0;
if(isMutantIvy(c)) lev = (c->stuntime - 1) & 15;
else {
auto c1 = c;
while(lev < 100 && c1->cpdist <= 7 && (isIvy(c1->monst) || c1->monst == moFriendlyIvy) && !among(c1->monst, moIvyRoot) && c1->mondir != NODIR) {
c1 = c1->cmove(c1->mondir); lev++;
}
}
auto cn = c->cmove(c->mondir);
ld dist = hdist0(currentmap->adj(c, c->mondir) * C0);
for(int a: {0, 1, 2}) {
color_t col = christmas_color(3*lev-a, c->monst == moMutant);
int bri = max(part(col, 0), max(part(col, 1), part(col, 2)));
color_t fcol = 0x7E + (col << 9) + 0x1010101 * int(129 * bri / 0x3F);
queuepoly(Vb * xpush(dist * (a*2+1) / 6), cgi.shChristmasLight, fcol);
for(int p: {0,1,2}) {
int val = part(col, p);
if(!val) continue;
if(a == 0) {
shines[c][p] += 2 * val;
forCellEx(c1, c) shines[c1][p] += val;
}
if(a == 2) {
shines[cn][p] += 2 * val;
forCellEx(c1, cn) shines[c1][p] += val;
}
if(a == 1) {
shines[c][p] += val;
shines[cn][p] += val;
forCellEx(c1, c) shines[c1][p] += val / 2;
forCellEx(c1, cn) shines[c1][p] += val / 2;
}
}
}
}
}