/*
Copyright (C) 2003, 2010 - Wolfire Games
+Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
This file is part of Lugaru.
-Lugaru is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
+Lugaru is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
-This program is distributed in the hope that it will be useful,
+Lugaru is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-See the GNU General Public License for more details.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Sprite.h"
//Functions
void Sprite::Draw()
{
- int i, j, k;
+ int k;
static float M[16];
static XYZ point;
static float distancemult;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(0);
glAlphaFunc(GL_GREATER, 0.0001);
- for (i = 0; i < sprites.size(); i++) {
+ for (unsigned i = 0; i < sprites.size(); i++) {
if (lasttype != sprites[i]->type) {
switch (sprites[i]->type) {
case cloudsprite:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
break;
- case cloudimpactsprite:
- cloudimpacttexture.bind();
- if (!blend) {
- blend = 1;
- glAlphaFunc(GL_GREATER, 0.0001);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- break;
case breathsprite:
+ case cloudimpactsprite:
cloudimpacttexture.bind();
if (!blend) {
blend = 1;
glPopMatrix();
}
tempmult = multiplier;
- for (i = sprites.size() - 1; i >= 0; i--) {
+ for (int i = sprites.size() - 1; i >= 0; i--) {
multiplier = tempmult;
if (sprites[i]->type != snowsprite) {
sprites[i]->position += sprites[i]->velocity * multiplier;
float rotationpoint;
int whichtri;
- for (j = 0; j < numplayers; j++) {
+ for (unsigned j = 0; j < Person::players.size(); j++) {
if (!spritehit && Person::players[j]->dead && sprites[i]->alivetime > .1) {
where = sprites[i]->oldposition;
where -= Person::players[j]->coords;
if (whichpatchx > 0 && whichpatchz > 0 && whichpatchx < subdivision && whichpatchz < subdivision)
if (terrain.patchobjectnum[whichpatchx][whichpatchz]) {
if (!spritehit)
- for (j = 0; j < terrain.patchobjectnum[whichpatchx][whichpatchz]; j++) {
+ for (int j = 0; j < terrain.patchobjectnum[whichpatchx][whichpatchz]; j++) {
k = terrain.patchobjects[whichpatchx][whichpatchz][j];
start = sprites[i]->oldposition;
end = sprites[i]->position;
if (!spritehit)
if (objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]) != -1) {
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);
+ objects.model[k].MakeDecal(blooddecalfast, DoRotation(colpoint - objects.position[k], 0, -objects.yaw[k], 0), sprites[i]->size * 1.6, .5, Random() % 360);
DeleteSprite(i);
spritehit = 1;
}
}
if (!spritehit)
if (sprites[i]->position.y < terrain.getHeight(sprites[i]->position.x, sprites[i]->position.z)) {
- terrain.MakeDecal(blooddecalfast, sprites[i]->position, sprites[i]->size * 1.6/*+abs((float)(Random()%100))/2400*/, .6, Random() % 360);
+ terrain.MakeDecal(blooddecalfast, sprites[i]->position, sprites[i]->size * 1.6, .6, Random() % 360);
DeleteSprite(i);
}
}
DeleteSprite(i);
}
if (check)
- for (i = sprites.size() - 1; i >= 0; i--) {
+ for (int i = sprites.size() - 1; i >= 0; i--) {
sprites[i]->oldposition = sprites[i]->position;
}
glAlphaFunc(GL_GREATER, 0.0001);