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/>.
25 extern float viewdistance;
26 extern float fadestart;
27 extern int environment;
28 extern float texscale;
30 extern float multiplier;
32 extern Terrain terrain;
33 extern Objects objects;
35 extern XYZ viewerfacing;
36 extern int bloodtoggle;
37 extern XYZ windvector;
40 Texture Sprite::cloudtexture;
41 Texture Sprite::cloudimpacttexture;
42 Texture Sprite::bloodtexture;
43 Texture Sprite::flametexture;
44 Texture Sprite::bloodflametexture;
45 Texture Sprite::smoketexture;
46 Texture Sprite::snowflaketexture;
47 Texture Sprite::shinetexture;
48 Texture Sprite::splintertexture;
49 Texture Sprite::leaftexture;
50 Texture Sprite::toothtexture;
52 float Sprite::checkdelay = 0;
54 vector<Sprite*> Sprite::sprites = vector<Sprite*>();
62 static float distancemult;
64 static int lastspecial;
65 static int whichpatchx, whichpatchz;
66 static XYZ start, end, colpoint;
69 static float tempmult;
70 static XYZ difference;
71 static float lightcolor[3];
72 static float viewdistsquared = viewdistance * viewdistance;
73 static XYZ tempviewer;
75 tempviewer = viewer + viewerfacing * 6;
78 lightcolor[0] = light.color[0] * .5 + light.ambient[0];
79 lightcolor[1] = light.color[1] * .5 + light.ambient[1];
80 lightcolor[2] = light.color[2] * .5 + light.ambient[2];
82 checkdelay -= multiplier * 10;
84 if (checkdelay <= 0) {
92 glDisable(GL_LIGHTING);
93 glDisable(GL_CULL_FACE);
94 glEnable(GL_TEXTURE_2D);
96 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
98 glAlphaFunc(GL_GREATER, 0.0001);
99 for (unsigned i = 0; i < sprites.size(); i++) {
100 if (lasttype != sprites[i]->type) {
101 switch (sprites[i]->type) {
106 glAlphaFunc(GL_GREATER, 0.0001);
107 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
110 case cloudimpactsprite:
111 cloudimpacttexture.bind();
114 glAlphaFunc(GL_GREATER, 0.0001);
115 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
119 cloudimpacttexture.bind();
122 glAlphaFunc(GL_GREATER, 0.0001);
123 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
130 glAlphaFunc(GL_GREATER, 0.0001);
131 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
138 glAlphaFunc(GL_GREATER, 0.0001);
139 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
142 case splintersprite :
143 if (lastspecial != sprites[i]->special) {
144 if (sprites[i]->special == 0)
145 splintertexture.bind();
146 if (sprites[i]->special == 1)
148 if (sprites[i]->special == 2)
149 snowflaketexture.bind();
150 if (sprites[i]->special == 3)
154 glAlphaFunc(GL_GREATER, 0.0001);
155 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
160 snowflaketexture.bind();
163 glAlphaFunc(GL_GREATER, 0.0001);
164 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
167 case weaponshinesprite:
171 glAlphaFunc(GL_GREATER, 0.001);
172 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
176 case weaponflamesprite:
178 if (blend || lasttype == bloodflamesprite) {
180 glAlphaFunc(GL_GREATER, 0.3);
181 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
184 case bloodflamesprite:
185 bloodflametexture.bind();
188 glAlphaFunc(GL_GREATER, 0.3);
189 glBlendFunc(GL_ONE, GL_ZERO);
194 if (sprites[i]->type == snowsprite)
195 distancemult = (144 - (distsq(&tempviewer, &sprites[i]->position) - (144 * fadestart)) * (1 / (1 - fadestart))) / 144;
197 distancemult = (viewdistsquared - (distsq(&viewer, &sprites[i]->position) - (viewdistsquared * fadestart)) * (1 / (1 - fadestart))) / viewdistsquared;
198 if (sprites[i]->type == flamesprite) {
199 if (distancemult >= 1)
200 glColor4f(sprites[i]->color[0], sprites[i]->color[1], sprites[i]->color[2], sprites[i]->opacity);
202 glColor4f(sprites[i]->color[0], sprites[i]->color[1], sprites[i]->color[2], sprites[i]->opacity * distancemult);
204 if (distancemult >= 1)
205 glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], sprites[i]->opacity);
207 glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], sprites[i]->opacity * distancemult);
209 lasttype = sprites[i]->type;
210 lastspecial = sprites[i]->special;
211 glMatrixMode(GL_MODELVIEW);
213 glTranslatef(sprites[i]->position.x, sprites[i]->position.y, sprites[i]->position.z);
214 if ((sprites[i]->type == flamesprite || sprites[i]->type == weaponflamesprite || sprites[i]->type == weaponshinesprite)) {
215 difference = viewer - sprites[i]->position;
216 Normalise(&difference);
217 glTranslatef(difference.x * sprites[i]->size / 4, difference.y * sprites[i]->size / 4, difference.z * sprites[i]->size / 4);
219 if (sprites[i]->type == snowsprite) {
220 glRotatef(sprites[i]->rotation * .2, 0, .3, 1);
221 glTranslatef(1, 0, 0);
223 glGetFloatv(GL_MODELVIEW_MATRIX, M);
228 glTranslatef(point.x, point.y, point.z);
230 glRotatef(sprites[i]->rotation, 0, 0, 1);
232 if ((sprites[i]->type == flamesprite || sprites[i]->type == weaponflamesprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == bloodflamesprite)) {
233 if (sprites[i]->alivetime < .14)
234 glScalef(sprites[i]->alivetime / .14, sprites[i]->alivetime / .14, sprites[i]->alivetime / .14);
236 if (sprites[i]->type == smoketype || sprites[i]->type == snowsprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == breathsprite) {
237 if (sprites[i]->alivetime < .3) {
238 if (distancemult >= 1)
239 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);
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]->opacity * distancemult * sprites[i]->alivetime / .3);
244 if (sprites[i]->type == splintersprite && sprites[i]->special > 0 && sprites[i]->special != 3) {
245 if (sprites[i]->alivetime < .2) {
246 if (distancemult >= 1)
247 glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], sprites[i]->alivetime / .2);
249 glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], distancemult * sprites[i]->alivetime / .2);
251 if (distancemult >= 1)
252 glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], 1);
254 glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], 1);
257 if (sprites[i]->type == splintersprite && (sprites[i]->special == 0 || sprites[i]->special == 3)) {
258 if (distancemult >= 1)
259 glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], 1);
261 glColor4f(sprites[i]->color[0]*lightcolor[0], sprites[i]->color[1]*lightcolor[1], sprites[i]->color[2]*lightcolor[2], 1);
264 glBegin(GL_TRIANGLES);
265 glTexCoord2f(1.0f, 1.0f);
266 glVertex3f( .5 * sprites[i]->size, .5 * sprites[i]->size, 0.0f);
267 glTexCoord2f(0.0f, 1.0f);
268 glVertex3f(-.5 * sprites[i]->size, .5 * sprites[i]->size, 0.0f);
269 glTexCoord2f(1.0f, 0.0f);
270 glVertex3f( .5 * sprites[i]->size, -.5 * sprites[i]->size, 0.0f);
271 glTexCoord2f(0.0f, 0.0f);
272 glVertex3f(-.5 * sprites[i]->size, -.5 * sprites[i]->size, 0.0f);
273 glTexCoord2f(1.0f, 0.0f);
274 glVertex3f( .5 * sprites[i]->size, -.5 * sprites[i]->size, 0.0f);
275 glTexCoord2f(0.0f, 1.0f);
276 glVertex3f(-.5 * sprites[i]->size, .5 * sprites[i]->size, 0.0f);
280 tempmult = multiplier;
281 for (int i = sprites.size() - 1; i >= 0; i--) {
282 multiplier = tempmult;
283 if (sprites[i]->type != snowsprite) {
284 sprites[i]->position += sprites[i]->velocity * multiplier;
285 sprites[i]->velocity += windvector * multiplier;
287 if (sprites[i]->type == flamesprite || sprites[i]->type == smoketype)
288 sprites[i]->position += windvector * multiplier / 2;
289 if ((sprites[i]->type == flamesprite || sprites[i]->type == weaponflamesprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == bloodflamesprite))
290 multiplier *= sprites[i]->speed * .7;
291 sprites[i]->alivetime += multiplier;
293 if (sprites[i]->type == cloudsprite || sprites[i]->type == cloudimpactsprite) {
294 sprites[i]->opacity -= multiplier / 2;
295 sprites[i]->size += multiplier / 2;
296 sprites[i]->velocity.y += gravity * multiplier * .25;
298 if (sprites[i]->type == breathsprite) {
299 sprites[i]->opacity -= multiplier / 2;
300 sprites[i]->size += multiplier / 2;
301 if (findLength(&sprites[i]->velocity) <= multiplier) {
302 sprites[i]->velocity = 0;
305 slowdown = sprites[i]->velocity * -1;
306 Normalise(&slowdown);
307 slowdown *= multiplier;
308 sprites[i]->velocity += slowdown;
311 if (sprites[i]->type == snowsprite) {
312 sprites[i]->size -= multiplier / 120;
313 sprites[i]->rotation += multiplier * 360;
314 sprites[i]->position.y -= multiplier;
315 sprites[i]->position += windvector * multiplier;
316 if (sprites[i]->position.y < tempviewer.y - 6) sprites[i]->position.y += 12;
317 if (sprites[i]->position.y > tempviewer.y + 6) sprites[i]->position.y -= 12;
318 if (sprites[i]->position.z < tempviewer.z - 6) sprites[i]->position.z += 12;
319 if (sprites[i]->position.z > tempviewer.z + 6) sprites[i]->position.z -= 12;
320 if (sprites[i]->position.x < tempviewer.x - 6) sprites[i]->position.x += 12;
321 if (sprites[i]->position.x > tempviewer.x + 6) 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)
359 if (terrain.patchobjectnum[whichpatchx][whichpatchz]) {
361 for (int j = 0; j < terrain.patchobjectnum[whichpatchx][whichpatchz]; j++) {
362 k = terrain.patchobjects[whichpatchx][whichpatchz][j];
363 start = sprites[i]->oldposition;
364 end = sprites[i]->position;
366 if (objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]) != -1) {
367 if (detail == 2 || (detail == 1 && abs(Random() % 4) == 0) || (detail == 0 && abs(Random() % 8) == 0))
368 objects.model[k].MakeDecal(blooddecalfast, DoRotation(colpoint - objects.position[k], 0, -objects.yaw[k], 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);
381 if (sprites[i]->type == splintersprite) {
382 sprites[i]->rotation += sprites[i]->rotatespeed * multiplier;
383 sprites[i]->opacity -= multiplier / 2;
384 if (sprites[i]->special == 0 || sprites[i]->special == 2 || sprites[i]->special == 3)
385 sprites[i]->velocity.y += gravity * multiplier;
386 if (sprites[i]->special == 1)
387 sprites[i]->velocity.y += gravity * multiplier * .5;
389 if (sprites[i]->type == flamesprite || sprites[i]->type == weaponflamesprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == bloodflamesprite) {
390 sprites[i]->rotation += multiplier * sprites[i]->rotatespeed;
391 sprites[i]->opacity -= multiplier * 5 / 4;
392 if (sprites[i]->type != weaponshinesprite && sprites[i]->type != bloodflamesprite)
393 if (sprites[i]->opacity < .5 && sprites[i]->opacity + multiplier * 5 / 4 >= .5 && (abs(Random() % 4) == 0 || (sprites[i]->initialsize > 2 && Random() % 2 == 0)))
394 MakeSprite(smoketype, sprites[i]->position, sprites[i]->velocity, .9, .9, .6, sprites[i]->size * 1.2, .4);
395 if (sprites[i]->alivetime > .14 && (sprites[i]->type == flamesprite)) {
396 sprites[i]->velocity = 0;
397 sprites[i]->velocity.y = 1.5;
400 if (sprites[i]->type == smoketype) {
401 sprites[i]->opacity -= multiplier / 3 / sprites[i]->initialsize;
402 sprites[i]->color[0] -= multiplier;
403 sprites[i]->color[1] -= multiplier;
404 sprites[i]->color[2] -= multiplier;
405 if (sprites[i]->color[0] < .6)
406 sprites[i]->color[0] = .6;
407 if (sprites[i]->color[1] < .6)
408 sprites[i]->color[1] = .6;
409 if (sprites[i]->color[2] < .6)
410 sprites[i]->color[2] = .6;
411 sprites[i]->size += multiplier;
412 sprites[i]->velocity = 0;
413 sprites[i]->velocity.y = 1.5;
414 sprites[i]->rotation += multiplier * sprites[i]->rotatespeed / 5;
416 if (sprites[i]->opacity <= 0 || sprites[i]->size <= 0)
420 for (int i = sprites.size() - 1; i >= 0; i--) {
421 sprites[i]->oldposition = sprites[i]->position;
423 glAlphaFunc(GL_GREATER, 0.0001);
424 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
427 void Sprite::DeleteSprite(int i)
429 sprites.erase(sprites.begin() + i);
432 void Sprite::MakeSprite(int atype, XYZ where, XYZ avelocity, float red, float green, float blue, float asize, float aopacity)
434 if (sprites.size() < max_sprites - 1) {
435 sprites.push_back(new Sprite());
436 if ((atype != bloodsprite && atype != bloodflamesprite) || bloodtoggle) {
437 sprites.back()->special = 0;
438 sprites.back()->type = atype;
439 sprites.back()->position = where;
440 sprites.back()->oldposition = where;
441 sprites.back()->velocity = avelocity;
442 sprites.back()->alivetime = 0;
443 sprites.back()->opacity = aopacity;
444 sprites.back()->size = asize;
445 sprites.back()->initialsize = asize;
446 sprites.back()->color[0] = red;
447 sprites.back()->color[1] = green;
448 sprites.back()->color[2] = blue;
449 sprites.back()->rotatespeed = abs(Random() % 720) - 360;
450 sprites.back()->speed = float(abs(Random() % 100)) / 200 + 1.5;
464 memset(color, 0, sizeof(color));
472 void Sprite::clearTextures()
474 toothtexture.destroy();
475 cloudtexture.destroy();
476 cloudimpacttexture.destroy();
477 bloodtexture.destroy();
478 flametexture.destroy();
479 bloodflametexture.destroy();
480 smoketexture.destroy();
481 snowflaketexture.destroy();
482 shinetexture.destroy();
483 splintertexture.destroy();
484 leaftexture.destroy();