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 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 (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);
111 case cloudimpactsprite:
112 cloudimpacttexture.bind();
115 glAlphaFunc(GL_GREATER, 0.0001);
116 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
120 cloudimpacttexture.bind();
123 glAlphaFunc(GL_GREATER, 0.0001);
124 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
131 glAlphaFunc(GL_GREATER, 0.0001);
132 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
139 glAlphaFunc(GL_GREATER, 0.0001);
140 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
143 case splintersprite :
144 if (lastspecial != sprites[i]->special) {
145 if (sprites[i]->special == 0)
146 splintertexture.bind();
147 if (sprites[i]->special == 1)
149 if (sprites[i]->special == 2)
150 snowflaketexture.bind();
151 if (sprites[i]->special == 3)
155 glAlphaFunc(GL_GREATER, 0.0001);
156 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
161 snowflaketexture.bind();
164 glAlphaFunc(GL_GREATER, 0.0001);
165 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
168 case weaponshinesprite:
172 glAlphaFunc(GL_GREATER, 0.001);
173 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
177 case weaponflamesprite:
179 if (blend || lasttype == bloodflamesprite) {
181 glAlphaFunc(GL_GREATER, 0.3);
182 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
185 case bloodflamesprite:
186 bloodflametexture.bind();
189 glAlphaFunc(GL_GREATER, 0.3);
190 glBlendFunc(GL_ONE, GL_ZERO);
195 if (sprites[i]->type == snowsprite)
196 distancemult = (144 - (distsq(&tempviewer, &sprites[i]->position) - (144 * fadestart)) * (1 / (1 - fadestart))) / 144;
198 distancemult = (viewdistsquared - (distsq(&viewer, &sprites[i]->position) - (viewdistsquared * fadestart)) * (1 / (1 - fadestart))) / viewdistsquared;
199 if (sprites[i]->type == flamesprite) {
200 if (distancemult >= 1)
201 glColor4f(sprites[i]->color[0], sprites[i]->color[1], sprites[i]->color[2], sprites[i]->opacity);
203 glColor4f(sprites[i]->color[0], sprites[i]->color[1], sprites[i]->color[2], sprites[i]->opacity * distancemult);
205 if (distancemult >= 1)
206 glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], sprites[i]->opacity);
208 glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], sprites[i]->opacity * distancemult);
210 lasttype = sprites[i]->type;
211 lastspecial = sprites[i]->special;
212 glMatrixMode(GL_MODELVIEW);
214 glTranslatef(sprites[i]->position.x, sprites[i]->position.y, sprites[i]->position.z);
215 if ((sprites[i]->type == flamesprite || sprites[i]->type == weaponflamesprite || sprites[i]->type == weaponshinesprite)) {
216 difference = viewer - sprites[i]->position;
217 Normalise(&difference);
218 glTranslatef(difference.x * sprites[i]->size / 4, difference.y * sprites[i]->size / 4, difference.z * sprites[i]->size / 4);
220 if (sprites[i]->type == snowsprite) {
221 glRotatef(sprites[i]->rotation * .2, 0, .3, 1);
222 glTranslatef(1, 0, 0);
224 glGetFloatv(GL_MODELVIEW_MATRIX, M);
229 glTranslatef(point.x, point.y, point.z);
231 glRotatef(sprites[i]->rotation, 0, 0, 1);
233 if ((sprites[i]->type == flamesprite || sprites[i]->type == weaponflamesprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == bloodflamesprite)) {
234 if (sprites[i]->alivetime < .14)
235 glScalef(sprites[i]->alivetime / .14, sprites[i]->alivetime / .14, sprites[i]->alivetime / .14);
237 if (sprites[i]->type == smoketype || sprites[i]->type == snowsprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == breathsprite) {
238 if (sprites[i]->alivetime < .3) {
239 if (distancemult >= 1)
240 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);
241 if (distancemult < 1)
242 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);
245 if (sprites[i]->type == splintersprite && sprites[i]->special > 0 && sprites[i]->special != 3) {
246 if (sprites[i]->alivetime < .2) {
247 if (distancemult >= 1)
248 glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], sprites[i]->alivetime / .2);
250 glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], distancemult * sprites[i]->alivetime / .2);
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], 1);
258 if (sprites[i]->type == splintersprite && (sprites[i]->special == 0 || sprites[i]->special == 3)) {
259 if (distancemult >= 1)
260 glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], 1);
262 glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], 1);
265 glBegin(GL_TRIANGLES);
266 glTexCoord2f(1.0f, 1.0f);
267 glVertex3f( .5 * sprites[i]->size, .5 * sprites[i]->size, 0.0f);
268 glTexCoord2f(0.0f, 1.0f);
269 glVertex3f(-.5 * sprites[i]->size, .5 * sprites[i]->size, 0.0f);
270 glTexCoord2f(1.0f, 0.0f);
271 glVertex3f( .5 * sprites[i]->size, -.5 * sprites[i]->size, 0.0f);
272 glTexCoord2f(0.0f, 0.0f);
273 glVertex3f(-.5 * sprites[i]->size, -.5 * sprites[i]->size, 0.0f);
274 glTexCoord2f(1.0f, 0.0f);
275 glVertex3f( .5 * sprites[i]->size, -.5 * sprites[i]->size, 0.0f);
276 glTexCoord2f(0.0f, 1.0f);
277 glVertex3f(-.5 * sprites[i]->size, .5 * sprites[i]->size, 0.0f);
281 tempmult = multiplier;
282 for (i = sprites.size() - 1; i >= 0; i--) {
283 multiplier = tempmult;
284 if (sprites[i]->type != snowsprite) {
285 sprites[i]->position += sprites[i]->velocity * multiplier;
286 sprites[i]->velocity += windvector * multiplier;
288 if (sprites[i]->type == flamesprite || sprites[i]->type == smoketype)
289 sprites[i]->position += windvector * multiplier / 2;
290 if ((sprites[i]->type == flamesprite || sprites[i]->type == weaponflamesprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == bloodflamesprite))
291 multiplier *= sprites[i]->speed * .7;
292 sprites[i]->alivetime += multiplier;
294 if (sprites[i]->type == cloudsprite || sprites[i]->type == cloudimpactsprite) {
295 sprites[i]->opacity -= multiplier / 2;
296 sprites[i]->size += multiplier / 2;
297 sprites[i]->velocity.y += gravity * multiplier * .25;
299 if (sprites[i]->type == breathsprite) {
300 sprites[i]->opacity -= multiplier / 2;
301 sprites[i]->size += multiplier / 2;
302 if (findLength(&sprites[i]->velocity) <= multiplier) {
303 sprites[i]->velocity = 0;
306 slowdown = sprites[i]->velocity * -1;
307 Normalise(&slowdown);
308 slowdown *= multiplier;
309 sprites[i]->velocity += slowdown;
312 if (sprites[i]->type == snowsprite) {
313 sprites[i]->size -= multiplier / 120;
314 sprites[i]->rotation += multiplier * 360;
315 sprites[i]->position.y -= multiplier;
316 sprites[i]->position += windvector * multiplier;
317 if (sprites[i]->position.y < tempviewer.y - 6) sprites[i]->position.y += 12;
318 if (sprites[i]->position.y > tempviewer.y + 6) sprites[i]->position.y -= 12;
319 if (sprites[i]->position.z < tempviewer.z - 6) sprites[i]->position.z += 12;
320 if (sprites[i]->position.z > tempviewer.z + 6) sprites[i]->position.z -= 12;
321 if (sprites[i]->position.x < tempviewer.x - 6) sprites[i]->position.x += 12;
322 if (sprites[i]->position.x > tempviewer.x + 6) sprites[i]->position.x -= 12;
324 if (sprites[i]->type == bloodsprite) {
326 sprites[i]->rotation += multiplier * 100;
327 sprites[i]->velocity.y += gravity * multiplier;
329 XYZ where, startpoint, endpoint, movepoint, footpoint;
333 for (j = 0; j < Person::players.size(); j++) {
334 if (!spritehit && Person::players[j]->dead && sprites[i]->alivetime > .1) {
335 where = sprites[i]->oldposition;
336 where -= Person::players[j]->coords;
337 if (!Person::players[j]->skeleton.free)
338 where = DoRotation(where, 0, -Person::players[j]->yaw, 0);
340 where = sprites[i]->position;
341 where -= Person::players[j]->coords;
342 if (!Person::players[j]->skeleton.free)
343 where = DoRotation(where, 0, -Person::players[j]->yaw, 0);
348 whichtri = Person::players[j]->skeleton.drawmodel.LineCheck(&startpoint, &endpoint, &footpoint, &movepoint, &rotationpoint);
349 if (whichtri != -1) {
351 Person::players[j]->DoBloodBigWhere(0, 160, sprites[i]->oldposition);
357 whichpatchx = sprites[i]->position.x / (terrain.size / subdivision * terrain.scale);
358 whichpatchz = sprites[i]->position.z / (terrain.size / subdivision * terrain.scale);
359 if (whichpatchx > 0 && whichpatchz > 0 && whichpatchx < subdivision && whichpatchz < subdivision)
360 if (terrain.patchobjectnum[whichpatchx][whichpatchz]) {
362 for (j = 0; j < terrain.patchobjectnum[whichpatchx][whichpatchz]; j++) {
363 k = terrain.patchobjects[whichpatchx][whichpatchz][j];
364 start = sprites[i]->oldposition;
365 end = sprites[i]->position;
367 if (objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]) != -1) {
368 if (detail == 2 || (detail == 1 && abs(Random() % 4) == 0) || (detail == 0 && abs(Random() % 8) == 0))
369 objects.model[k].MakeDecal(blooddecalfast, DoRotation(colpoint - objects.position[k], 0, -objects.yaw[k], 0), sprites[i]->size * 1.6/*+abs((float)(Random()%100))/2400*/, .5, Random() % 360);
376 if (sprites[i]->position.y < terrain.getHeight(sprites[i]->position.x, sprites[i]->position.z)) {
377 terrain.MakeDecal(blooddecalfast, sprites[i]->position, sprites[i]->size * 1.6/*+abs((float)(Random()%100))/2400*/, .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 (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));
473 void Sprite::clearTextures()
475 toothtexture.destroy();
476 cloudtexture.destroy();
477 cloudimpacttexture.destroy();
478 bloodtexture.destroy();
479 flametexture.destroy();
480 bloodflametexture.destroy();
481 smoketexture.destroy();
482 snowflaketexture.destroy();
483 shinetexture.destroy();
484 splintertexture.destroy();
485 leaftexture.destroy();