2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 #include "Graphic/Sprite.hpp"
24 #include "Objects/Person.hpp"
27 extern float viewdistance;
28 extern float fadestart;
29 extern int environment;
30 extern float texscale;
32 extern float multiplier;
34 extern Terrain terrain;
36 extern XYZ viewerfacing;
37 extern int bloodtoggle;
38 extern XYZ windvector;
41 Texture Sprite::cloudtexture;
42 Texture Sprite::cloudimpacttexture;
43 Texture Sprite::bloodtexture;
44 Texture Sprite::flametexture;
45 Texture Sprite::bloodflametexture;
46 Texture Sprite::smoketexture;
47 Texture Sprite::snowflaketexture;
48 Texture Sprite::shinetexture;
49 Texture Sprite::splintertexture;
50 Texture Sprite::leaftexture;
51 Texture Sprite::toothtexture;
53 float Sprite::checkdelay = 0;
55 vector<Sprite*> Sprite::sprites = vector<Sprite*>();
63 static float distancemult;
65 static int lastspecial;
66 static int whichpatchx, whichpatchz;
67 static XYZ start, end, colpoint;
70 static float tempmult;
71 static XYZ difference;
72 static float lightcolor[3];
73 static float viewdistsquared = viewdistance * viewdistance;
74 static XYZ tempviewer;
76 tempviewer = viewer + viewerfacing * 6;
79 lightcolor[0] = light.color[0] * .5 + light.ambient[0];
80 lightcolor[1] = light.color[1] * .5 + light.ambient[1];
81 lightcolor[2] = light.color[2] * .5 + light.ambient[2];
83 checkdelay -= multiplier * 10;
85 if (checkdelay <= 0) {
93 glDisable(GL_LIGHTING);
94 glDisable(GL_CULL_FACE);
95 glEnable(GL_TEXTURE_2D);
97 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
99 glAlphaFunc(GL_GREATER, 0.0001);
100 for (unsigned i = 0; i < sprites.size(); i++) {
101 if (lasttype != sprites[i]->type) {
102 switch (sprites[i]->type) {
107 glAlphaFunc(GL_GREATER, 0.0001);
108 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
112 case cloudimpactsprite:
113 cloudimpacttexture.bind();
116 glAlphaFunc(GL_GREATER, 0.0001);
117 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
124 glAlphaFunc(GL_GREATER, 0.0001);
125 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
132 glAlphaFunc(GL_GREATER, 0.0001);
133 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
137 if (lastspecial != sprites[i]->special) {
138 if (sprites[i]->special == 0)
139 splintertexture.bind();
140 if (sprites[i]->special == 1)
142 if (sprites[i]->special == 2)
143 snowflaketexture.bind();
144 if (sprites[i]->special == 3)
148 glAlphaFunc(GL_GREATER, 0.0001);
149 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
154 snowflaketexture.bind();
157 glAlphaFunc(GL_GREATER, 0.0001);
158 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
161 case weaponshinesprite:
165 glAlphaFunc(GL_GREATER, 0.001);
166 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
170 case weaponflamesprite:
172 if (blend || lasttype == bloodflamesprite) {
174 glAlphaFunc(GL_GREATER, 0.3);
175 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
178 case bloodflamesprite:
179 bloodflametexture.bind();
182 glAlphaFunc(GL_GREATER, 0.3);
183 glBlendFunc(GL_ONE, GL_ZERO);
188 if (sprites[i]->type == snowsprite)
189 distancemult = (144 - (distsq(&tempviewer, &sprites[i]->position) - (144 * fadestart)) * (1 / (1 - fadestart))) / 144;
191 distancemult = (viewdistsquared - (distsq(&viewer, &sprites[i]->position) - (viewdistsquared * fadestart)) * (1 / (1 - fadestart))) / viewdistsquared;
192 if (sprites[i]->type == flamesprite) {
193 if (distancemult >= 1)
194 glColor4f(sprites[i]->color[0], sprites[i]->color[1], sprites[i]->color[2], sprites[i]->opacity);
196 glColor4f(sprites[i]->color[0], sprites[i]->color[1], sprites[i]->color[2], sprites[i]->opacity * distancemult);
198 if (distancemult >= 1)
199 glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->opacity);
201 glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->opacity * distancemult);
203 lasttype = sprites[i]->type;
204 lastspecial = sprites[i]->special;
205 glMatrixMode(GL_MODELVIEW);
207 glTranslatef(sprites[i]->position.x, sprites[i]->position.y, sprites[i]->position.z);
208 if ((sprites[i]->type == flamesprite || sprites[i]->type == weaponflamesprite || sprites[i]->type == weaponshinesprite)) {
209 difference = viewer - sprites[i]->position;
210 Normalise(&difference);
211 glTranslatef(difference.x * sprites[i]->size / 4, difference.y * sprites[i]->size / 4, difference.z * sprites[i]->size / 4);
213 if (sprites[i]->type == snowsprite) {
214 glRotatef(sprites[i]->rotation * .2, 0, .3, 1);
215 glTranslatef(1, 0, 0);
217 glGetFloatv(GL_MODELVIEW_MATRIX, M);
222 glTranslatef(point.x, point.y, point.z);
224 glRotatef(sprites[i]->rotation, 0, 0, 1);
226 if ((sprites[i]->type == flamesprite || sprites[i]->type == weaponflamesprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == bloodflamesprite)) {
227 if (sprites[i]->alivetime < .14)
228 glScalef(sprites[i]->alivetime / .14, sprites[i]->alivetime / .14, sprites[i]->alivetime / .14);
230 if (sprites[i]->type == smoketype || sprites[i]->type == snowsprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == breathsprite) {
231 if (sprites[i]->alivetime < .3) {
232 if (distancemult >= 1)
233 glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->opacity * sprites[i]->alivetime / .3);
234 if (distancemult < 1)
235 glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->opacity * distancemult * sprites[i]->alivetime / .3);
238 if (sprites[i]->type == splintersprite && sprites[i]->special > 0 && sprites[i]->special != 3) {
239 if (sprites[i]->alivetime < .2) {
240 if (distancemult >= 1)
241 glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->alivetime / .2);
243 glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], distancemult * sprites[i]->alivetime / .2);
245 if (distancemult >= 1)
246 glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], 1);
248 glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], distancemult);
251 if (sprites[i]->type == splintersprite && (sprites[i]->special == 0 || sprites[i]->special == 3)) {
252 if (distancemult >= 1)
253 glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], 1);
255 glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], distancemult);
258 glBegin(GL_TRIANGLES);
259 glTexCoord2f(1.0f, 1.0f);
260 glVertex3f(.5 * sprites[i]->size, .5 * sprites[i]->size, 0.0f);
261 glTexCoord2f(0.0f, 1.0f);
262 glVertex3f(-.5 * sprites[i]->size, .5 * sprites[i]->size, 0.0f);
263 glTexCoord2f(1.0f, 0.0f);
264 glVertex3f(.5 * sprites[i]->size, -.5 * sprites[i]->size, 0.0f);
265 glTexCoord2f(0.0f, 0.0f);
266 glVertex3f(-.5 * sprites[i]->size, -.5 * sprites[i]->size, 0.0f);
267 glTexCoord2f(1.0f, 0.0f);
268 glVertex3f(.5 * sprites[i]->size, -.5 * sprites[i]->size, 0.0f);
269 glTexCoord2f(0.0f, 1.0f);
270 glVertex3f(-.5 * sprites[i]->size, .5 * sprites[i]->size, 0.0f);
274 tempmult = multiplier;
275 for (int i = sprites.size() - 1; i >= 0; i--) {
276 multiplier = tempmult;
277 if (sprites[i]->type != snowsprite) {
278 sprites[i]->position += sprites[i]->velocity * multiplier;
279 sprites[i]->velocity += windvector * multiplier;
281 if (sprites[i]->type == flamesprite || sprites[i]->type == smoketype)
282 sprites[i]->position += windvector * multiplier / 2;
283 if ((sprites[i]->type == flamesprite || sprites[i]->type == weaponflamesprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == bloodflamesprite))
284 multiplier *= sprites[i]->speed * .7;
285 sprites[i]->alivetime += multiplier;
287 if (sprites[i]->type == cloudsprite || sprites[i]->type == cloudimpactsprite) {
288 sprites[i]->opacity -= multiplier / 2;
289 sprites[i]->size += multiplier / 2;
290 sprites[i]->velocity.y += gravity * multiplier * .25;
292 if (sprites[i]->type == breathsprite) {
293 sprites[i]->opacity -= multiplier / 2;
294 sprites[i]->size += multiplier / 2;
295 if (findLength(&sprites[i]->velocity) <= multiplier) {
296 sprites[i]->velocity = 0;
299 slowdown = sprites[i]->velocity * -1;
300 Normalise(&slowdown);
301 slowdown *= multiplier;
302 sprites[i]->velocity += slowdown;
305 if (sprites[i]->type == snowsprite) {
306 sprites[i]->size -= multiplier / 120;
307 sprites[i]->rotation += multiplier * 360;
308 sprites[i]->position.y -= multiplier;
309 sprites[i]->position += windvector * multiplier;
310 if (sprites[i]->position.y < tempviewer.y - 6)
311 sprites[i]->position.y += 12;
312 if (sprites[i]->position.y > tempviewer.y + 6)
313 sprites[i]->position.y -= 12;
314 if (sprites[i]->position.z < tempviewer.z - 6)
315 sprites[i]->position.z += 12;
316 if (sprites[i]->position.z > tempviewer.z + 6)
317 sprites[i]->position.z -= 12;
318 if (sprites[i]->position.x < tempviewer.x - 6)
319 sprites[i]->position.x += 12;
320 if (sprites[i]->position.x > tempviewer.x + 6)
321 sprites[i]->position.x -= 12;
323 if (sprites[i]->type == bloodsprite) {
325 sprites[i]->rotation += multiplier * 100;
326 sprites[i]->velocity.y += gravity * multiplier;
328 XYZ where, startpoint, endpoint, movepoint, footpoint;
332 for (unsigned j = 0; j < Person::players.size(); j++) {
333 if (!spritehit && Person::players[j]->dead && sprites[i]->alivetime > .1) {
334 where = sprites[i]->oldposition;
335 where -= Person::players[j]->coords;
336 if (!Person::players[j]->skeleton.free)
337 where = DoRotation(where, 0, -Person::players[j]->yaw, 0);
339 where = sprites[i]->position;
340 where -= Person::players[j]->coords;
341 if (!Person::players[j]->skeleton.free)
342 where = DoRotation(where, 0, -Person::players[j]->yaw, 0);
347 whichtri = Person::players[j]->skeleton.drawmodel.LineCheck(&startpoint, &endpoint, &footpoint, &movepoint, &rotationpoint);
348 if (whichtri != -1) {
350 Person::players[j]->DoBloodBigWhere(0, 160, sprites[i]->oldposition);
356 whichpatchx = sprites[i]->position.x / (terrain.size / subdivision * terrain.scale);
357 whichpatchz = sprites[i]->position.z / (terrain.size / subdivision * terrain.scale);
358 if (whichpatchx > 0 && whichpatchz > 0 && whichpatchx < subdivision && whichpatchz < subdivision) {
360 for (unsigned int j = 0; j < terrain.patchobjects[whichpatchx][whichpatchz].size(); j++) {
361 k = terrain.patchobjects[whichpatchx][whichpatchz][j];
362 start = sprites[i]->oldposition;
363 end = sprites[i]->position;
365 if (Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw) != -1) {
366 if (detail == 2 || (detail == 1 && abs(Random() % 4) == 0) || (detail == 0 && abs(Random() % 8) == 0))
367 Object::objects[k]->model.MakeDecal(blooddecalfast, DoRotation(colpoint - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 0), sprites[i]->size * 1.6, .5, Random() % 360);
375 if (sprites[i]->position.y < terrain.getHeight(sprites[i]->position.x, sprites[i]->position.z)) {
376 terrain.MakeDecal(blooddecalfast, sprites[i]->position, sprites[i]->size * 1.6, .6, Random() % 360);
382 if (sprites[i]->type == splintersprite) {
383 sprites[i]->rotation += sprites[i]->rotatespeed * multiplier;
384 sprites[i]->opacity -= multiplier / 2;
385 if (sprites[i]->special == 0 || sprites[i]->special == 2 || sprites[i]->special == 3)
386 sprites[i]->velocity.y += gravity * multiplier;
387 if (sprites[i]->special == 1)
388 sprites[i]->velocity.y += gravity * multiplier * .5;
390 if (sprites[i]->type == flamesprite || sprites[i]->type == weaponflamesprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == bloodflamesprite) {
391 sprites[i]->rotation += multiplier * sprites[i]->rotatespeed;
392 sprites[i]->opacity -= multiplier * 5 / 4;
393 if (sprites[i]->type != weaponshinesprite && sprites[i]->type != bloodflamesprite)
394 if (sprites[i]->opacity < .5 && sprites[i]->opacity + multiplier * 5 / 4 >= .5 && (abs(Random() % 4) == 0 || (sprites[i]->initialsize > 2 && Random() % 2 == 0)))
395 MakeSprite(smoketype, sprites[i]->position, sprites[i]->velocity, .9, .9, .6, sprites[i]->size * 1.2, .4);
396 if (sprites[i]->alivetime > .14 && (sprites[i]->type == flamesprite)) {
397 sprites[i]->velocity = 0;
398 sprites[i]->velocity.y = 1.5;
401 if (sprites[i]->type == smoketype) {
402 sprites[i]->opacity -= multiplier / 3 / sprites[i]->initialsize;
403 sprites[i]->color[0] -= multiplier;
404 sprites[i]->color[1] -= multiplier;
405 sprites[i]->color[2] -= multiplier;
406 if (sprites[i]->color[0] < .6)
407 sprites[i]->color[0] = .6;
408 if (sprites[i]->color[1] < .6)
409 sprites[i]->color[1] = .6;
410 if (sprites[i]->color[2] < .6)
411 sprites[i]->color[2] = .6;
412 sprites[i]->size += multiplier;
413 sprites[i]->velocity = 0;
414 sprites[i]->velocity.y = 1.5;
415 sprites[i]->rotation += multiplier * sprites[i]->rotatespeed / 5;
417 if (sprites[i]->opacity <= 0 || sprites[i]->size <= 0)
421 for (int i = sprites.size() - 1; i >= 0; i--) {
422 sprites[i]->oldposition = sprites[i]->position;
424 glAlphaFunc(GL_GREATER, 0.0001);
425 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
428 void Sprite::DeleteSprite(int i)
430 sprites.erase(sprites.begin() + i);
433 void Sprite::MakeSprite(int atype, XYZ where, XYZ avelocity, float red, float green, float blue, float asize, float aopacity)
435 if (sprites.size() < max_sprites - 1) {
436 sprites.push_back(new Sprite());
437 if ((atype != bloodsprite && atype != bloodflamesprite) || bloodtoggle) {
438 sprites.back()->special = 0;
439 sprites.back()->type = atype;
440 sprites.back()->position = where;
441 sprites.back()->oldposition = where;
442 sprites.back()->velocity = avelocity;
443 sprites.back()->alivetime = 0;
444 sprites.back()->opacity = aopacity;
445 sprites.back()->size = asize;
446 sprites.back()->initialsize = asize;
447 sprites.back()->color[0] = red;
448 sprites.back()->color[1] = green;
449 sprites.back()->color[2] = blue;
450 sprites.back()->rotatespeed = abs(Random() % 720) - 360;
451 sprites.back()->speed = float(abs(Random() % 100)) / 200 + 1.5;
465 memset(color, 0, sizeof(color));