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;
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)splintertexture.bind();
146 if(sprites[i]->special==1)leaftexture.bind();
147 if(sprites[i]->special==2)snowflaketexture.bind();
148 if(sprites[i]->special==3)toothtexture.bind();
151 glAlphaFunc(GL_GREATER, 0.0001);
152 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
157 snowflaketexture.bind();
160 glAlphaFunc(GL_GREATER, 0.0001);
161 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
164 case weaponshinesprite:
168 glAlphaFunc(GL_GREATER, 0.001);
169 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
173 case weaponflamesprite:
175 if(blend||lasttype==bloodflamesprite){
177 glAlphaFunc(GL_GREATER, 0.3);
178 glBlendFunc(GL_SRC_ALPHA,GL_ONE);
181 case bloodflamesprite:
182 bloodflametexture.bind();
185 glAlphaFunc(GL_GREATER, 0.3);
186 glBlendFunc(GL_ONE,GL_ZERO);
191 if(sprites[i]->type==snowsprite)
192 distancemult=(144-(findDistancefast(&tempviewer,&sprites[i]->position)-(144*fadestart))*(1/(1-fadestart)))/144;
194 distancemult=(viewdistsquared-(findDistancefast(&viewer,&sprites[i]->position)-(viewdistsquared*fadestart))*(1/(1-fadestart)))/viewdistsquared;
195 if(sprites[i]->type==flamesprite){
196 if(distancemult>=1) glColor4f(sprites[i]->color[0],sprites[i]->color[1],sprites[i]->color[2],sprites[i]->opacity);
197 else glColor4f(sprites[i]->color[0],sprites[i]->color[1],sprites[i]->color[2],sprites[i]->opacity*distancemult);
199 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);
200 else glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],sprites[i]->opacity*distancemult);
202 lasttype=sprites[i]->type;
203 lastspecial=sprites[i]->special;
204 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
206 glTranslatef(sprites[i]->position.x,sprites[i]->position.y,sprites[i]->position.z);
207 if((sprites[i]->type==flamesprite||sprites[i]->type==weaponflamesprite||sprites[i]->type==weaponshinesprite)){
208 difference=viewer-sprites[i]->position;
209 Normalise(&difference);
210 glTranslatef(difference.x*sprites[i]->size/4, difference.y*sprites[i]->size/4, difference.z*sprites[i]->size/4);
212 if(sprites[i]->type==snowsprite){
213 glRotatef(sprites[i]->rotation*.2,0,.3,1);
216 glGetFloatv(GL_MODELVIEW_MATRIX,M);
221 glTranslatef(point.x, point.y, point.z);
223 glRotatef(sprites[i]->rotation,0,0,1);
225 if((sprites[i]->type==flamesprite||sprites[i]->type==weaponflamesprite||sprites[i]->type==weaponshinesprite||sprites[i]->type==bloodflamesprite)){
226 if(sprites[i]->alivetime<.14)glScalef(sprites[i]->alivetime/.14,sprites[i]->alivetime/.14,sprites[i]->alivetime/.14);
228 if(sprites[i]->type==smoketype||sprites[i]->type==snowsprite||sprites[i]->type==weaponshinesprite||sprites[i]->type==breathsprite){
229 if(sprites[i]->alivetime<.3){
230 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);
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*distancemult*sprites[i]->alivetime/.3);
234 if(sprites[i]->type==splintersprite&&sprites[i]->special>0&&sprites[i]->special!=3){
235 if(sprites[i]->alivetime<.2){
236 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);
237 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);
240 if(distancemult>=1) glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],1);
241 else glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],1);
244 if(sprites[i]->type==splintersprite&&(sprites[i]->special==0||sprites[i]->special==3)){
245 if(distancemult>=1) glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],1);
246 else glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],1);
249 glBegin(GL_TRIANGLES);
250 glTexCoord2f(1.0f, 1.0f); glVertex3f( .5*sprites[i]->size, .5*sprites[i]->size, 0.0f);
251 glTexCoord2f(0.0f, 1.0f); glVertex3f(-.5*sprites[i]->size, .5*sprites[i]->size, 0.0f);
252 glTexCoord2f(1.0f, 0.0f); glVertex3f( .5*sprites[i]->size,-.5*sprites[i]->size, 0.0f);
253 glTexCoord2f(0.0f, 0.0f); glVertex3f(-.5*sprites[i]->size,-.5*sprites[i]->size, 0.0f);
254 glTexCoord2f(1.0f, 0.0f); glVertex3f( .5*sprites[i]->size, -.5*sprites[i]->size, 0.0f);
255 glTexCoord2f(0.0f, 1.0f); glVertex3f(-.5*sprites[i]->size, .5*sprites[i]->size, 0.0f);
260 for(i=sprites.size()-1;i>=0;i--){
262 if(sprites[i]->type!=snowsprite) {
263 sprites[i]->position+=sprites[i]->velocity*multiplier;
264 sprites[i]->velocity+=windvector*multiplier;
266 if(sprites[i]->type==flamesprite||sprites[i]->type==smoketype)sprites[i]->position+=windvector*multiplier/2;
267 if((sprites[i]->type==flamesprite||sprites[i]->type==weaponflamesprite||sprites[i]->type==weaponshinesprite||sprites[i]->type==bloodflamesprite))
268 multiplier*=sprites[i]->speed*.7;
269 sprites[i]->alivetime+=multiplier;
271 if(sprites[i]->type==cloudsprite||sprites[i]->type==cloudimpactsprite){
272 sprites[i]->opacity-=multiplier/2;
273 sprites[i]->size+=multiplier/2;
274 sprites[i]->velocity.y+=gravity*multiplier*.25;
276 if(sprites[i]->type==breathsprite){
277 sprites[i]->opacity-=multiplier/2;
278 sprites[i]->size+=multiplier/2;
279 if(findLength(&sprites[i]->velocity)<=multiplier)sprites[i]->velocity=0;
282 slowdown=sprites[i]->velocity*-1;
283 Normalise(&slowdown);
284 slowdown*=multiplier;
285 sprites[i]->velocity+=slowdown;
288 if(sprites[i]->type==snowsprite){
289 sprites[i]->size-=multiplier/120;
290 sprites[i]->rotation+=multiplier*360;
291 sprites[i]->position.y-=multiplier;
292 sprites[i]->position+=windvector*multiplier;
293 if(sprites[i]->position.y<tempviewer.y-6)sprites[i]->position.y+=12;
294 if(sprites[i]->position.y>tempviewer.y+6)sprites[i]->position.y-=12;
295 if(sprites[i]->position.z<tempviewer.z-6)sprites[i]->position.z+=12;
296 if(sprites[i]->position.z>tempviewer.z+6)sprites[i]->position.z-=12;
297 if(sprites[i]->position.x<tempviewer.x-6)sprites[i]->position.x+=12;
298 if(sprites[i]->position.x>tempviewer.x+6)sprites[i]->position.x-=12;
300 if(sprites[i]->type==bloodsprite){
302 sprites[i]->rotation+=multiplier*100;
303 sprites[i]->velocity.y+=gravity*multiplier;
305 XYZ where,startpoint,endpoint,movepoint,footpoint;
309 for(j=0;j<numplayers;j++){
310 if(!spritehit&&player[j].dead&&sprites[i]->alivetime>.1){
311 where=sprites[i]->oldposition;
312 where-=player[j].coords;
313 if(!player[j].skeleton.free)where=DoRotation(where,0,-player[j].yaw,0);
315 where=sprites[i]->position;
316 where-=player[j].coords;
317 if(!player[j].skeleton.free)where=DoRotation(where,0,-player[j].yaw,0);
322 whichtri=player[j].skeleton.drawmodel.LineCheck(&startpoint,&endpoint, &footpoint, &movepoint, &rotationpoint);
325 player[j].DoBloodBigWhere(0,160,sprites[i]->oldposition);
331 whichpatchx=sprites[i]->position.x/(terrain.size/subdivision*terrain.scale);
332 whichpatchz=sprites[i]->position.z/(terrain.size/subdivision*terrain.scale);
333 if(whichpatchx>0&&whichpatchz>0&&whichpatchx<subdivision&&whichpatchz<subdivision)
334 if(terrain.patchobjectnum[whichpatchx][whichpatchz]){
336 for(j=0;j<terrain.patchobjectnum[whichpatchx][whichpatchz];j++){
337 k=terrain.patchobjects[whichpatchx][whichpatchz][j];
338 start=sprites[i]->oldposition;
339 end=sprites[i]->position;
341 if(objects.model[k].LineCheck(&start,&end,&colpoint,&objects.position[k],&objects.yaw[k])!=-1){
342 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.yaw[k],0),sprites[i]->size*1.6/*+abs((float)(Random()%100))/2400*/,.5,Random()%360);
349 if(sprites[i]->position.y<terrain.getHeight(sprites[i]->position.x,sprites[i]->position.z)){
350 terrain.MakeDecal(blooddecalfast,sprites[i]->position,sprites[i]->size*1.6/*+abs((float)(Random()%100))/2400*/,.6,Random()%360);
355 if(sprites[i]->type==splintersprite){
356 sprites[i]->rotation+=sprites[i]->rotatespeed*multiplier;
357 sprites[i]->opacity-=multiplier/2;
358 if(sprites[i]->special==0||sprites[i]->special==2||sprites[i]->special==3)sprites[i]->velocity.y+=gravity*multiplier;
359 if(sprites[i]->special==1)sprites[i]->velocity.y+=gravity*multiplier*.5;
361 if(sprites[i]->type==flamesprite||sprites[i]->type==weaponflamesprite||sprites[i]->type==weaponshinesprite||sprites[i]->type==bloodflamesprite){
362 sprites[i]->rotation+=multiplier*sprites[i]->rotatespeed;
363 sprites[i]->opacity-=multiplier*5/4;
364 if(sprites[i]->type!=weaponshinesprite&&sprites[i]->type!=bloodflamesprite)
365 if(sprites[i]->opacity<.5&&sprites[i]->opacity+multiplier*5/4>=.5&&(abs(Random()%4)==0||(sprites[i]->initialsize>2&&Random()%2==0)))
366 MakeSprite(smoketype, sprites[i]->position,sprites[i]->velocity, .9,.9,.6, sprites[i]->size*1.2, .4);
367 if(sprites[i]->alivetime>.14&&(sprites[i]->type==flamesprite)){
368 sprites[i]->velocity=0;
369 sprites[i]->velocity.y=1.5;
372 if(sprites[i]->type==smoketype){
373 sprites[i]->opacity-=multiplier/3/sprites[i]->initialsize;
374 sprites[i]->color[0]-=multiplier;
375 sprites[i]->color[1]-=multiplier;
376 sprites[i]->color[2]-=multiplier;
377 if(sprites[i]->color[0]<.6)sprites[i]->color[0]=.6;
378 if(sprites[i]->color[1]<.6)sprites[i]->color[1]=.6;
379 if(sprites[i]->color[2]<.6)sprites[i]->color[2]=.6;
380 sprites[i]->size+=multiplier;
381 sprites[i]->velocity=0;
382 sprites[i]->velocity.y=1.5;
383 sprites[i]->rotation+=multiplier*sprites[i]->rotatespeed/5;
385 if(sprites[i]->opacity<=0||sprites[i]->size<=0)DeleteSprite(i);
388 for(i=sprites.size()-1;i>=0;i--){
389 sprites[i]->oldposition=sprites[i]->position;
391 glAlphaFunc(GL_GREATER, 0.0001);
392 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
395 void Sprite::DeleteSprite(int i)
397 sprites.erase(sprites.begin()+i);
400 void Sprite::MakeSprite(int atype, XYZ where, XYZ avelocity, float red, float green, float blue, float asize, float aopacity){
401 if(sprites.size()<max_sprites-1){
402 sprites.push_back(new Sprite());
403 if((atype!=bloodsprite&&atype!=bloodflamesprite)||bloodtoggle){
404 sprites.back()->special=0;
405 sprites.back()->type=atype;
406 sprites.back()->position=where;
407 sprites.back()->oldposition=where;
408 sprites.back()->velocity=avelocity;
409 sprites.back()->alivetime=0;
410 sprites.back()->opacity=aopacity;
411 sprites.back()->size=asize;
412 sprites.back()->initialsize=asize;
413 sprites.back()->color[0]=red;
414 sprites.back()->color[1]=green;
415 sprites.back()->color[2]=blue;
416 sprites.back()->rotatespeed=abs(Random()%720)-360;
417 sprites.back()->speed=float(abs(Random()%100))/200+1.5;
431 memset(color,0,sizeof(color));
439 void Sprite::clearTextures()
441 toothtexture.destroy();
442 cloudtexture.destroy();
443 cloudimpacttexture.destroy();
444 bloodtexture.destroy();
445 flametexture.destroy();
446 bloodflametexture.destroy();
447 smoketexture.destroy();
448 snowflaketexture.destroy();
449 shinetexture.destroy();
450 splintertexture.destroy();
451 leaftexture.destroy();