2 Copyright (C) 2003, 2010 - Wolfire Games
4 This file is part of Lugaru.
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
15 See the GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
26 extern float viewdistance;
27 extern float fadestart;
28 extern int environment;
29 extern float texscale;
31 extern float multiplier;
33 extern Terrain terrain;
34 extern Objects objects;
36 extern XYZ viewerfacing;
37 extern float terraindetail;
38 extern int bloodtoggle;
39 extern XYZ windvector;
42 GLuint Sprite::cloudtexture = 0;
43 GLuint Sprite::cloudimpacttexture = 0;
44 GLuint Sprite::bloodtexture = 0;
45 GLuint Sprite::flametexture = 0;
46 GLuint Sprite::bloodflametexture = 0;
47 GLuint Sprite::smoketexture = 0;
48 GLuint Sprite::snowflaketexture = 0;
49 GLuint Sprite::shinetexture = 0;
50 GLuint Sprite::splintertexture = 0;
51 GLuint Sprite::leaftexture = 0;
52 GLuint Sprite::toothtexture = 0;
54 float Sprite::checkdelay = 0;
56 vector<Sprite*> Sprite::sprites = vector<Sprite*>();
64 static float distancemult;
66 static int lastspecial;
67 static int whichpatchx,whichpatchz;
68 static XYZ start,end,colpoint;
71 static float tempmult;
72 static XYZ difference;
73 static float lightcolor[3];
74 static float viewdistsquared=viewdistance*viewdistance;
75 static XYZ tempviewer;
77 tempviewer=viewer+viewerfacing*6;
80 lightcolor[0]=light.color[0]*.5+light.ambient[0];
81 lightcolor[1]=light.color[1]*.5+light.ambient[1];
82 lightcolor[2]=light.color[2]*.5+light.ambient[2];
84 checkdelay-=multiplier*10;
94 glDisable(GL_LIGHTING);
95 glDisable(GL_CULL_FACE);
96 glEnable(GL_TEXTURE_2D);
98 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
100 glAlphaFunc(GL_GREATER, 0.0001);
101 for(i=0;i<sprites.size();i++){
102 if(lasttype!=sprites[i]->type) {
103 switch(sprites[i]->type) {
105 glBindTexture( GL_TEXTURE_2D, cloudtexture);
108 glAlphaFunc(GL_GREATER, 0.0001);
109 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
112 case cloudimpactsprite:
113 glBindTexture( GL_TEXTURE_2D, cloudimpacttexture);
116 glAlphaFunc(GL_GREATER, 0.0001);
117 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
121 glBindTexture( GL_TEXTURE_2D, cloudimpacttexture);
124 glAlphaFunc(GL_GREATER, 0.0001);
125 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
129 glBindTexture( GL_TEXTURE_2D, smoketexture);
132 glAlphaFunc(GL_GREATER, 0.0001);
133 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
137 glBindTexture( GL_TEXTURE_2D, bloodtexture);
140 glAlphaFunc(GL_GREATER, 0.0001);
141 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
144 case splintersprite :
145 if(lastspecial!=sprites[i]->special) {
146 if(sprites[i]->special==0)glBindTexture( GL_TEXTURE_2D, splintertexture);
147 if(sprites[i]->special==1)glBindTexture( GL_TEXTURE_2D, leaftexture);
148 if(sprites[i]->special==2)glBindTexture( GL_TEXTURE_2D, snowflaketexture);
149 if(sprites[i]->special==3)glBindTexture( GL_TEXTURE_2D, toothtexture);
152 glAlphaFunc(GL_GREATER, 0.0001);
153 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
158 glBindTexture( GL_TEXTURE_2D, snowflaketexture);
161 glAlphaFunc(GL_GREATER, 0.0001);
162 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
165 case weaponshinesprite:
166 glBindTexture( GL_TEXTURE_2D, shinetexture);
169 glAlphaFunc(GL_GREATER, 0.001);
170 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
174 case weaponflamesprite:
175 glBindTexture( GL_TEXTURE_2D, flametexture);
176 if(blend||lasttype==bloodflamesprite){
178 glAlphaFunc(GL_GREATER, 0.3);
179 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
182 case bloodflamesprite:
183 glBindTexture( GL_TEXTURE_2D, bloodflametexture);
186 glAlphaFunc(GL_GREATER, 0.3);
187 glBlendFunc(GL_ONE,GL_ZERO);
192 if(sprites[i]->type==snowsprite)
193 distancemult=(144-(findDistancefast(&tempviewer,&sprites[i]->position)-(144*fadestart))*(1/(1-fadestart)))/144;
195 distancemult=(viewdistsquared-(findDistancefast(&viewer,&sprites[i]->position)-(viewdistsquared*fadestart))*(1/(1-fadestart)))/viewdistsquared;
196 if(sprites[i]->type==flamesprite){
197 if(distancemult>=1) glColor4f(sprites[i]->color[0],sprites[i]->color[1],sprites[i]->color[2],sprites[i]->opacity);
198 else glColor4f(sprites[i]->color[0],sprites[i]->color[1],sprites[i]->color[2],sprites[i]->opacity*distancemult);
200 if(distancemult>=1) glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],sprites[i]->opacity);
201 else 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); // Select The Modelview Matrix
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);
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)glScalef(sprites[i]->alivetime/.14,sprites[i]->alivetime/.14,sprites[i]->alivetime/.14);
229 if(sprites[i]->type==smoketype||sprites[i]->type==snowsprite||sprites[i]->type==weaponshinesprite||sprites[i]->type==breathsprite){
230 if(sprites[i]->alivetime<.3){
231 if(distancemult>=1)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);
232 if(distancemult<1)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);
235 if(sprites[i]->type==splintersprite&&sprites[i]->special>0&&sprites[i]->special!=3){
236 if(sprites[i]->alivetime<.2){
237 if(distancemult>=1) glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],sprites[i]->alivetime/.2);
238 else glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],distancemult*sprites[i]->alivetime/.2);
241 if(distancemult>=1) glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],1);
242 else glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],1);
245 if(sprites[i]->type==splintersprite&&(sprites[i]->special==0||sprites[i]->special==3)){
246 if(distancemult>=1) glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],1);
247 else glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],1);
250 glBegin(GL_TRIANGLES);
251 glTexCoord2f(1.0f, 1.0f); glVertex3f( .5*sprites[i]->size, .5*sprites[i]->size, 0.0f);
252 glTexCoord2f(0.0f, 1.0f); glVertex3f(-.5*sprites[i]->size, .5*sprites[i]->size, 0.0f);
253 glTexCoord2f(1.0f, 0.0f); glVertex3f( .5*sprites[i]->size,-.5*sprites[i]->size, 0.0f);
254 glTexCoord2f(0.0f, 0.0f); glVertex3f(-.5*sprites[i]->size,-.5*sprites[i]->size, 0.0f);
255 glTexCoord2f(1.0f, 0.0f); glVertex3f( .5*sprites[i]->size, -.5*sprites[i]->size, 0.0f);
256 glTexCoord2f(0.0f, 1.0f); glVertex3f(-.5*sprites[i]->size, .5*sprites[i]->size, 0.0f);
261 for(i=sprites.size()-1;i>=0;i--){
263 if(sprites[i]->type!=snowsprite) {
264 sprites[i]->position+=sprites[i]->velocity*multiplier;
265 sprites[i]->velocity+=windvector*multiplier;
267 if(sprites[i]->type==flamesprite||sprites[i]->type==smoketype)sprites[i]->position+=windvector*multiplier/2;
268 if((sprites[i]->type==flamesprite||sprites[i]->type==weaponflamesprite||sprites[i]->type==weaponshinesprite||sprites[i]->type==bloodflamesprite))
269 multiplier*=sprites[i]->speed*.7;
270 sprites[i]->alivetime+=multiplier;
272 if(sprites[i]->type==cloudsprite||sprites[i]->type==cloudimpactsprite){
273 sprites[i]->opacity-=multiplier/2;
274 sprites[i]->size+=multiplier/2;
275 sprites[i]->velocity.y+=gravity*multiplier*.25;
277 if(sprites[i]->type==breathsprite){
278 sprites[i]->opacity-=multiplier/2;
279 sprites[i]->size+=multiplier/2;
280 if(findLength(&sprites[i]->velocity)<=multiplier)sprites[i]->velocity=0;
283 slowdown=sprites[i]->velocity*-1;
284 Normalise(&slowdown);
285 slowdown*=multiplier;
286 sprites[i]->velocity+=slowdown;
289 if(sprites[i]->type==snowsprite){
290 sprites[i]->size-=multiplier/120;
291 sprites[i]->rotation+=multiplier*360;
292 sprites[i]->position.y-=multiplier;
293 sprites[i]->position+=windvector*multiplier;
294 if(sprites[i]->position.y<tempviewer.y-6)sprites[i]->position.y+=12;
295 if(sprites[i]->position.y>tempviewer.y+6)sprites[i]->position.y-=12;
296 if(sprites[i]->position.z<tempviewer.z-6)sprites[i]->position.z+=12;
297 if(sprites[i]->position.z>tempviewer.z+6)sprites[i]->position.z-=12;
298 if(sprites[i]->position.x<tempviewer.x-6)sprites[i]->position.x+=12;
299 if(sprites[i]->position.x>tempviewer.x+6)sprites[i]->position.x-=12;
301 if(sprites[i]->type==bloodsprite){
303 sprites[i]->rotation+=multiplier*100;
304 sprites[i]->velocity.y+=gravity*multiplier;
306 XYZ where,startpoint,endpoint,movepoint,footpoint;
310 for(j=0;j<numplayers;j++){
311 if(!spritehit&&player[j].dead&&sprites[i]->alivetime>.1){
312 where=sprites[i]->oldposition;
313 where-=player[j].coords;
314 if(!player[j].skeleton.free)where=DoRotation(where,0,-player[j].rotation,0);
316 where=sprites[i]->position;
317 where-=player[j].coords;
318 if(!player[j].skeleton.free)where=DoRotation(where,0,-player[j].rotation,0);
323 whichtri=player[j].skeleton.drawmodel.LineCheck(&startpoint,&endpoint, &footpoint, &movepoint, &rotationpoint);
326 player[j].DoBloodBigWhere(0,160,sprites[i]->oldposition);
332 whichpatchx=sprites[i]->position.x/(terrain.size/subdivision*terrain.scale*terraindetail);
333 whichpatchz=sprites[i]->position.z/(terrain.size/subdivision*terrain.scale*terraindetail);
334 if(whichpatchx>0&&whichpatchz>0&&whichpatchx<subdivision&&whichpatchz<subdivision)
335 if(terrain.patchobjectnum[whichpatchx][whichpatchz]){
337 for(j=0;j<terrain.patchobjectnum[whichpatchx][whichpatchz];j++){
338 k=terrain.patchobjects[whichpatchx][whichpatchz][j];
339 start=sprites[i]->oldposition;
340 end=sprites[i]->position;
342 if(objects.model[k].LineCheck(&start,&end,&colpoint,&objects.position[k],&objects.rotation[k])!=-1){
343 if(detail==2||(detail==1&&abs(Random()%4)==0)||(detail==0&&abs(Random()%8)==0))objects.model[k].MakeDecal(blooddecalfast,DoRotation(colpoint-objects.position[k],0,-objects.rotation[k],0),sprites[i]->size*1.6/*+abs((float)(Random()%100))/2400*/,.5,Random()%360);
350 if(sprites[i]->position.y<terrain.getHeight(sprites[i]->position.x,sprites[i]->position.z)){
351 terrain.MakeDecal(blooddecalfast,sprites[i]->position,sprites[i]->size*1.6/*+abs((float)(Random()%100))/2400*/,.6,Random()%360);
356 if(sprites[i]->type==splintersprite){
357 sprites[i]->rotation+=sprites[i]->rotatespeed*multiplier;
358 sprites[i]->opacity-=multiplier/2;
359 if(sprites[i]->special==0||sprites[i]->special==2||sprites[i]->special==3)sprites[i]->velocity.y+=gravity*multiplier;
360 if(sprites[i]->special==1)sprites[i]->velocity.y+=gravity*multiplier*.5;
362 if(sprites[i]->type==flamesprite||sprites[i]->type==weaponflamesprite||sprites[i]->type==weaponshinesprite||sprites[i]->type==bloodflamesprite){
363 sprites[i]->rotation+=multiplier*sprites[i]->rotatespeed;
364 sprites[i]->opacity-=multiplier*5/4;
365 if(sprites[i]->type!=weaponshinesprite&&sprites[i]->type!=bloodflamesprite)
366 if(sprites[i]->opacity<.5&&sprites[i]->opacity+multiplier*5/4>=.5&&(abs(Random()%4)==0||(sprites[i]->initialsize>2&&Random()%2==0)))
367 MakeSprite(smoketype, sprites[i]->position,sprites[i]->velocity, .9,.9,.6, sprites[i]->size*1.2, .4);
368 if(sprites[i]->alivetime>.14&&(sprites[i]->type==flamesprite)){
369 sprites[i]->velocity=0;
370 sprites[i]->velocity.y=1.5;
373 if(sprites[i]->type==smoketype){
374 sprites[i]->opacity-=multiplier/3/sprites[i]->initialsize;
375 sprites[i]->color[0]-=multiplier;
376 sprites[i]->color[1]-=multiplier;
377 sprites[i]->color[2]-=multiplier;
378 if(sprites[i]->color[0]<.6)sprites[i]->color[0]=.6;
379 if(sprites[i]->color[1]<.6)sprites[i]->color[1]=.6;
380 if(sprites[i]->color[2]<.6)sprites[i]->color[2]=.6;
381 sprites[i]->size+=multiplier;
382 sprites[i]->velocity=0;
383 sprites[i]->velocity.y=1.5;
384 sprites[i]->rotation+=multiplier*sprites[i]->rotatespeed/5;
386 if(sprites[i]->opacity<=0||sprites[i]->size<=0)DeleteSprite(i);
389 for(i=sprites.size()-1;i>=0;i--){
390 sprites[i]->oldposition=sprites[i]->position;
392 glAlphaFunc(GL_GREATER, 0.0001);
393 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
396 void Sprite::DeleteSprite(int i)
398 sprites.erase(sprites.begin()+i);
401 void Sprite::MakeSprite(int atype, XYZ where, XYZ avelocity, float red, float green, float blue, float asize, float aopacity){
402 if(sprites.size()<max_sprites-1){
403 sprites.push_back(new Sprite());
404 if((atype!=bloodsprite&&atype!=bloodflamesprite)||bloodtoggle){
405 sprites.back()->special=0;
406 sprites.back()->type=atype;
407 sprites.back()->position=where;
408 sprites.back()->oldposition=where;
409 sprites.back()->velocity=avelocity;
410 sprites.back()->alivetime=0;
411 sprites.back()->opacity=aopacity;
412 sprites.back()->size=asize;
413 sprites.back()->initialsize=asize;
414 sprites.back()->color[0]=red;
415 sprites.back()->color[1]=green;
416 sprites.back()->color[2]=blue;
417 sprites.back()->rotatespeed=abs(Random()%720)-360;
418 sprites.back()->speed=float(abs(Random()%100))/200+1.5;
432 memset(color,0,sizeof(color));
440 void Sprite::clearTextures()
442 if (toothtexture) glDeleteTextures( 1, &toothtexture );
443 if (cloudtexture) glDeleteTextures( 1, &cloudtexture );
444 if (cloudimpacttexture) glDeleteTextures( 1, &cloudimpacttexture );
445 if (bloodtexture) glDeleteTextures( 1, &bloodtexture );
446 if (flametexture) glDeleteTextures( 1, &flametexture );
447 if (bloodflametexture) glDeleteTextures( 1, &bloodflametexture );
448 if (smoketexture) glDeleteTextures( 1, &smoketexture );
449 if (snowflaketexture) glDeleteTextures( 1, &snowflaketexture );
450 if (shinetexture) glDeleteTextures( 1, &shinetexture );
451 if (splintertexture) glDeleteTextures( 1, &splintertexture );
452 if (leaftexture) glDeleteTextures( 1, &leaftexture );