--- /dev/null
+/*
+Copyright (C) 2003, 2010 - Wolfire Games
+
+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.
+
+This program 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.
+
+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.
+*/
+
+#include "Sprite.h"
+#include "Person.h"
+extern XYZ viewer;
+extern float viewdistance;
+extern float fadestart;
+extern int environment;
+extern float texscale;
+extern Light light;
+extern float multiplier;
+extern float gravity;
+extern Terrain terrain;
+extern Objects objects;
+extern int detail;
+extern XYZ viewerfacing;
+extern float terraindetail;
+extern int bloodtoggle;
+extern XYZ windvector;
+extern int numplayers;
+extern Person player[maxplayers];
+
+// init statics
+GLuint Sprite::cloudtexture = 0;
+GLuint Sprite::cloudimpacttexture = 0;
+GLuint Sprite::bloodtexture = 0;
+GLuint Sprite::flametexture = 0;
+GLuint Sprite::bloodflametexture = 0;
+GLuint Sprite::smoketexture = 0;
+GLuint Sprite::snowflaketexture = 0;
+GLuint Sprite::shinetexture = 0;
+GLuint Sprite::splintertexture = 0;
+GLuint Sprite::leaftexture = 0;
+GLuint Sprite::toothtexture = 0;
+
+float Sprite::checkdelay = 0;
+
+vector<Sprite*> Sprite::sprites = vector<Sprite*>();
+
+//Functions
+void Sprite::Draw()
+{
+ int i,j,k;
+ static float M[16];
+ static XYZ point;
+ static float distancemult;
+ static int lasttype;
+ static int lastspecial;
+ static int whichpatchx,whichpatchz;
+ static XYZ start,end,colpoint;
+ static bool check;
+ static bool blend;
+ static float tempmult;
+ static XYZ difference;
+ static float lightcolor[3];
+ static float viewdistsquared=viewdistance*viewdistance;
+ static XYZ tempviewer;
+
+ tempviewer=viewer+viewerfacing*6;
+ check=0;
+
+ lightcolor[0]=light.color[0]*.5+light.ambient[0];
+ lightcolor[1]=light.color[1]*.5+light.ambient[1];
+ lightcolor[2]=light.color[2]*.5+light.ambient[2];
+
+ checkdelay-=multiplier*10;
+
+ if(checkdelay<=0){
+ check=1;
+ checkdelay=1;
+ }
+
+ lasttype=-1;
+ lastspecial=-1;
+ glEnable(GL_BLEND);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_CULL_FACE);
+ glEnable(GL_TEXTURE_2D);
+ blend = 1;
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ glDepthMask(0);
+ glAlphaFunc(GL_GREATER, 0.0001);
+ for(i=0;i<sprites.size();i++){
+ if(lasttype!=sprites[i]->type) {
+ switch(sprites[i]->type) {
+ case cloudsprite:
+ glBindTexture( GL_TEXTURE_2D, cloudtexture);
+ if(!blend){
+ blend=1;
+ glAlphaFunc(GL_GREATER, 0.0001);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ }
+ break;
+ case cloudimpactsprite:
+ glBindTexture( GL_TEXTURE_2D, cloudimpacttexture);
+ if(!blend){
+ blend=1;
+ glAlphaFunc(GL_GREATER, 0.0001);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ }
+ break;
+ case breathsprite:
+ glBindTexture( GL_TEXTURE_2D, cloudimpacttexture);
+ if(!blend){
+ blend=1;
+ glAlphaFunc(GL_GREATER, 0.0001);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ }
+ break;
+ case smoketype:
+ glBindTexture( GL_TEXTURE_2D, smoketexture);
+ if(!blend){
+ blend=1;
+ glAlphaFunc(GL_GREATER, 0.0001);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ }
+ break;
+ case bloodsprite:
+ glBindTexture( GL_TEXTURE_2D, bloodtexture);
+ if(!blend){
+ blend=1;
+ glAlphaFunc(GL_GREATER, 0.0001);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ }
+ break;
+ case splintersprite :
+ if(lastspecial!=sprites[i]->special) {
+ if(sprites[i]->special==0)glBindTexture( GL_TEXTURE_2D, splintertexture);
+ if(sprites[i]->special==1)glBindTexture( GL_TEXTURE_2D, leaftexture);
+ if(sprites[i]->special==2)glBindTexture( GL_TEXTURE_2D, snowflaketexture);
+ if(sprites[i]->special==3)glBindTexture( GL_TEXTURE_2D, toothtexture);
+ if(!blend){
+ blend=1;
+ glAlphaFunc(GL_GREATER, 0.0001);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ }
+ }
+ break;
+ case snowsprite:
+ glBindTexture( GL_TEXTURE_2D, snowflaketexture);
+ if(!blend){
+ blend=1;
+ glAlphaFunc(GL_GREATER, 0.0001);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ }
+ break;
+ case weaponshinesprite:
+ glBindTexture( GL_TEXTURE_2D, shinetexture);
+ if(blend){
+ blend=0;
+ glAlphaFunc(GL_GREATER, 0.001);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ }
+ break;
+ case flamesprite:
+ case weaponflamesprite:
+ glBindTexture( GL_TEXTURE_2D, flametexture);
+ if(blend||lasttype==bloodflamesprite){
+ blend=0;
+ glAlphaFunc(GL_GREATER, 0.3);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ }
+ break;
+ case bloodflamesprite:
+ glBindTexture( GL_TEXTURE_2D, bloodflametexture);
+ if(blend){
+ blend=0;
+ glAlphaFunc(GL_GREATER, 0.3);
+ glBlendFunc(GL_ONE,GL_ZERO);
+ }
+ break;
+ }
+ }
+ if(sprites[i]->type==snowsprite)
+ distancemult=(144-(findDistancefast(&tempviewer,&sprites[i]->position)-(144*fadestart))*(1/(1-fadestart)))/144;
+ else
+ distancemult=(viewdistsquared-(findDistancefast(&viewer,&sprites[i]->position)-(viewdistsquared*fadestart))*(1/(1-fadestart)))/viewdistsquared;
+ if(sprites[i]->type==flamesprite){
+ if(distancemult>=1) glColor4f(sprites[i]->color[0],sprites[i]->color[1],sprites[i]->color[2],sprites[i]->opacity);
+ else glColor4f(sprites[i]->color[0],sprites[i]->color[1],sprites[i]->color[2],sprites[i]->opacity*distancemult);
+ } else {
+ 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);
+ else glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],sprites[i]->opacity*distancemult);
+ }
+ lasttype=sprites[i]->type;
+ lastspecial=sprites[i]->special;
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPushMatrix();
+ glTranslatef(sprites[i]->position.x,sprites[i]->position.y,sprites[i]->position.z);
+ if((sprites[i]->type==flamesprite||sprites[i]->type==weaponflamesprite||sprites[i]->type==weaponshinesprite)){
+ difference=viewer-sprites[i]->position;
+ Normalise(&difference);
+ glTranslatef(difference.x*sprites[i]->size/4, difference.y*sprites[i]->size/4, difference.z*sprites[i]->size/4);
+ }
+ if(sprites[i]->type==snowsprite){
+ glRotatef(sprites[i]->rotation*.2,0,.3,1);
+ glTranslatef(1,0,0);
+ }
+ glGetFloatv(GL_MODELVIEW_MATRIX,M);
+ point.x=M[12];
+ point.y=M[13];
+ point.z=M[14];
+ glLoadIdentity();
+ glTranslatef(point.x, point.y, point.z);
+
+ glRotatef(sprites[i]->rotation,0,0,1);
+
+ if((sprites[i]->type==flamesprite||sprites[i]->type==weaponflamesprite||sprites[i]->type==weaponshinesprite||sprites[i]->type==bloodflamesprite)){
+ if(sprites[i]->alivetime<.14)glScalef(sprites[i]->alivetime/.14,sprites[i]->alivetime/.14,sprites[i]->alivetime/.14);
+ }
+ if(sprites[i]->type==smoketype||sprites[i]->type==snowsprite||sprites[i]->type==weaponshinesprite||sprites[i]->type==breathsprite){
+ if(sprites[i]->alivetime<.3){
+ 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);
+ 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);
+ }
+ }
+ if(sprites[i]->type==splintersprite&&sprites[i]->special>0&&sprites[i]->special!=3){
+ if(sprites[i]->alivetime<.2){
+ 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);
+ 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);
+ }
+ else {
+ if(distancemult>=1) glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],1);
+ else glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],1);
+ }
+ }
+ if(sprites[i]->type==splintersprite&&(sprites[i]->special==0||sprites[i]->special==3)){
+ if(distancemult>=1) glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],1);
+ else glColor4f(sprites[i]->color[0]*lightcolor[0],sprites[i]->color[1]*lightcolor[1],sprites[i]->color[2]*lightcolor[2],1);
+ }
+
+ glBegin(GL_TRIANGLES);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f( .5*sprites[i]->size, .5*sprites[i]->size, 0.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-.5*sprites[i]->size, .5*sprites[i]->size, 0.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( .5*sprites[i]->size,-.5*sprites[i]->size, 0.0f);
+ glTexCoord2f(0.0f, 0.0f); glVertex3f(-.5*sprites[i]->size,-.5*sprites[i]->size, 0.0f);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f( .5*sprites[i]->size, -.5*sprites[i]->size, 0.0f);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(-.5*sprites[i]->size, .5*sprites[i]->size, 0.0f);
+ glEnd();
+ glPopMatrix();
+ }
+ tempmult=multiplier;
+ for(i=sprites.size()-1;i>=0;i--){
+ multiplier=tempmult;
+ if(sprites[i]->type!=snowsprite) {
+ sprites[i]->position+=sprites[i]->velocity*multiplier;
+ sprites[i]->velocity+=windvector*multiplier;
+ }
+ if(sprites[i]->type==flamesprite||sprites[i]->type==smoketype)sprites[i]->position+=windvector*multiplier/2;
+ if((sprites[i]->type==flamesprite||sprites[i]->type==weaponflamesprite||sprites[i]->type==weaponshinesprite||sprites[i]->type==bloodflamesprite))
+ multiplier*=sprites[i]->speed*.7;
+ sprites[i]->alivetime+=multiplier;
+
+ if(sprites[i]->type==cloudsprite||sprites[i]->type==cloudimpactsprite){
+ sprites[i]->opacity-=multiplier/2;
+ sprites[i]->size+=multiplier/2;
+ sprites[i]->velocity.y+=gravity*multiplier*.25;
+ }
+ if(sprites[i]->type==breathsprite){
+ sprites[i]->opacity-=multiplier/2;
+ sprites[i]->size+=multiplier/2;
+ if(findLength(&sprites[i]->velocity)<=multiplier)sprites[i]->velocity=0;
+ else{
+ XYZ slowdown;
+ slowdown=sprites[i]->velocity*-1;
+ Normalise(&slowdown);
+ slowdown*=multiplier;
+ sprites[i]->velocity+=slowdown;
+ }
+ }
+ if(sprites[i]->type==snowsprite){
+ sprites[i]->size-=multiplier/120;
+ sprites[i]->rotation+=multiplier*360;
+ sprites[i]->position.y-=multiplier;
+ sprites[i]->position+=windvector*multiplier;
+ if(sprites[i]->position.y<tempviewer.y-6)sprites[i]->position.y+=12;
+ if(sprites[i]->position.y>tempviewer.y+6)sprites[i]->position.y-=12;
+ if(sprites[i]->position.z<tempviewer.z-6)sprites[i]->position.z+=12;
+ if(sprites[i]->position.z>tempviewer.z+6)sprites[i]->position.z-=12;
+ if(sprites[i]->position.x<tempviewer.x-6)sprites[i]->position.x+=12;
+ if(sprites[i]->position.x>tempviewer.x+6)sprites[i]->position.x-=12;
+ }
+ if(sprites[i]->type==bloodsprite){
+ bool spritehit=0;
+ sprites[i]->rotation+=multiplier*100;
+ sprites[i]->velocity.y+=gravity*multiplier;
+ if(check){
+ XYZ where,startpoint,endpoint,movepoint,footpoint;
+ float rotationpoint;
+ int whichtri;
+
+ for(j=0;j<numplayers;j++){
+ if(!spritehit&&player[j].dead&&sprites[i]->alivetime>.1){
+ where=sprites[i]->oldposition;
+ where-=player[j].coords;
+ if(!player[j].skeleton.free)where=DoRotation(where,0,-player[j].rotation,0);
+ startpoint=where;
+ where=sprites[i]->position;
+ where-=player[j].coords;
+ if(!player[j].skeleton.free)where=DoRotation(where,0,-player[j].rotation,0);
+ endpoint=where;
+
+ movepoint=0;
+ rotationpoint=0;
+ whichtri=player[j].skeleton.drawmodel.LineCheck(&startpoint,&endpoint, &footpoint, &movepoint, &rotationpoint);
+ if(whichtri!=-1){
+ spritehit=1;
+ player[j].DoBloodBigWhere(0,160,sprites[i]->oldposition);
+ DeleteSprite(i);
+ }
+ }
+ }
+
+ whichpatchx=sprites[i]->position.x/(terrain.size/subdivision*terrain.scale*terraindetail);
+ whichpatchz=sprites[i]->position.z/(terrain.size/subdivision*terrain.scale*terraindetail);
+ 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++){
+ 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.rotation[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.rotation[k],0),sprites[i]->size*1.6/*+abs((float)(Random()%100))/2400*/,.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);
+ DeleteSprite(i);
+ }
+ }
+ }
+ if(sprites[i]->type==splintersprite){
+ sprites[i]->rotation+=sprites[i]->rotatespeed*multiplier;
+ sprites[i]->opacity-=multiplier/2;
+ if(sprites[i]->special==0||sprites[i]->special==2||sprites[i]->special==3)sprites[i]->velocity.y+=gravity*multiplier;
+ if(sprites[i]->special==1)sprites[i]->velocity.y+=gravity*multiplier*.5;
+ }
+ if(sprites[i]->type==flamesprite||sprites[i]->type==weaponflamesprite||sprites[i]->type==weaponshinesprite||sprites[i]->type==bloodflamesprite){
+ sprites[i]->rotation+=multiplier*sprites[i]->rotatespeed;
+ sprites[i]->opacity-=multiplier*5/4;
+ if(sprites[i]->type!=weaponshinesprite&&sprites[i]->type!=bloodflamesprite)
+ if(sprites[i]->opacity<.5&&sprites[i]->opacity+multiplier*5/4>=.5&&(abs(Random()%4)==0||(sprites[i]->initialsize>2&&Random()%2==0)))
+ MakeSprite(smoketype, sprites[i]->position,sprites[i]->velocity, .9,.9,.6, sprites[i]->size*1.2, .4);
+ if(sprites[i]->alivetime>.14&&(sprites[i]->type==flamesprite)){
+ sprites[i]->velocity=0;
+ sprites[i]->velocity.y=1.5;
+ }
+ }
+ if(sprites[i]->type==smoketype){
+ sprites[i]->opacity-=multiplier/3/sprites[i]->initialsize;
+ sprites[i]->color[0]-=multiplier;
+ sprites[i]->color[1]-=multiplier;
+ sprites[i]->color[2]-=multiplier;
+ if(sprites[i]->color[0]<.6)sprites[i]->color[0]=.6;
+ if(sprites[i]->color[1]<.6)sprites[i]->color[1]=.6;
+ if(sprites[i]->color[2]<.6)sprites[i]->color[2]=.6;
+ sprites[i]->size+=multiplier;
+ sprites[i]->velocity=0;
+ sprites[i]->velocity.y=1.5;
+ sprites[i]->rotation+=multiplier*sprites[i]->rotatespeed/5;
+ }
+ if(sprites[i]->opacity<=0||sprites[i]->size<=0)DeleteSprite(i);
+ }
+ if(check)
+ for(i=sprites.size()-1;i>=0;i--){
+ sprites[i]->oldposition=sprites[i]->position;
+ }
+ glAlphaFunc(GL_GREATER, 0.0001);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+}
+
+void Sprite::DeleteSprite(int i)
+{
+ sprites.erase(sprites.begin()+i);
+}
+
+void Sprite::MakeSprite(int atype, XYZ where, XYZ avelocity, float red, float green, float blue, float asize, float aopacity){
+ if(sprites.size()<max_sprites-1){
+ sprites.push_back(new Sprite());
+ if((atype!=bloodsprite&&atype!=bloodflamesprite)||bloodtoggle){
+ sprites.back()->special=0;
+ sprites.back()->type=atype;
+ sprites.back()->position=where;
+ sprites.back()->oldposition=where;
+ sprites.back()->velocity=avelocity;
+ sprites.back()->alivetime=0;
+ sprites.back()->opacity=aopacity;
+ sprites.back()->size=asize;
+ sprites.back()->initialsize=asize;
+ sprites.back()->color[0]=red;
+ sprites.back()->color[1]=green;
+ sprites.back()->color[2]=blue;
+ sprites.back()->rotatespeed=abs(Random()%720)-360;
+ sprites.back()->speed=float(abs(Random()%100))/200+1.5;
+ }
+ }
+}
+
+Sprite::Sprite()
+{
+ oldposition = 0;
+ position = 0;
+ velocity = 0;
+ size = 0;
+ initialsize = 0;
+ type = 0;
+ special = 0;
+ memset(color,0,sizeof(color));
+ opacity = 0;
+ rotation = 0;
+ alivetime = 0;
+ speed = 0;
+ rotatespeed = 0;
+}
+
+void Sprite::clearTextures()
+{
+ if (toothtexture) glDeleteTextures( 1, &toothtexture );
+ if (cloudtexture) glDeleteTextures( 1, &cloudtexture );
+ if (cloudimpacttexture) glDeleteTextures( 1, &cloudimpacttexture );
+ if (bloodtexture) glDeleteTextures( 1, &bloodtexture );
+ if (flametexture) glDeleteTextures( 1, &flametexture );
+ if (bloodflametexture) glDeleteTextures( 1, &bloodflametexture );
+ if (smoketexture) glDeleteTextures( 1, &smoketexture );
+ if (snowflaketexture) glDeleteTextures( 1, &snowflaketexture );
+ if (shinetexture) glDeleteTextures( 1, &shinetexture );
+ if (splintertexture) glDeleteTextures( 1, &splintertexture );
+ if (leaftexture) glDeleteTextures( 1, &leaftexture );
+}
+
--- /dev/null
+/*
+Copyright (C) 2003, 2010 - Wolfire Games
+
+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.
+
+This program 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.
+
+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.
+*/
+
+#ifndef _SPRITE_H_
+#define _SPRITE_H_
+
+#include "Quaternions.h"
+#include "gamegl.h"
+#include "TGALoader.h"
+#include "Quaternions.h"
+#include "Frustum.h"
+#include "Lights.h"
+#include "Terrain.h"
+#include "Objects.h"
+
+#include <vector>
+
+#define max_sprites 20000
+
+enum {
+ cloudsprite = 0,
+ bloodsprite,
+ flamesprite,
+ smoketype,
+ weaponflamesprite,
+ cloudimpactsprite,
+ snowsprite,
+ weaponshinesprite,
+ bloodflamesprite,
+ breathsprite,
+ splintersprite,
+ spritenumber
+};
+
+class Sprite{
+ private:
+ XYZ oldposition;
+ XYZ position;
+ XYZ velocity;
+ float size;
+ float initialsize;
+ int type;
+ int special;
+ float color[3];
+ float opacity;
+ float rotation;
+ float alivetime;
+ float speed;
+ float rotatespeed;
+
+ static float checkdelay;
+
+ static vector<Sprite*> sprites;
+
+ public:
+ static void DeleteSprite(int which);
+ static void MakeSprite(int atype, XYZ where, XYZ avelocity, float red, float green, float blue, float asize, float aopacity);
+ static void Draw();
+ static void deleteSprites() {
+ sprites.clear();
+ }
+ static void setLastSpriteSpecial(int s) {
+ sprites.back()->special = s;
+ }
+ static void setLastSpriteSpeed(int s) {
+ sprites.back()->speed = s;
+ }
+ static void setLastSpriteAlivetime(float al) {
+ sprites.back()->alivetime = al;
+ }
+ static void clearTextures();
+
+ static GLuint cloudtexture;
+ static GLuint bloodtexture;
+ static GLuint flametexture;
+ static GLuint smoketexture;
+
+ static GLuint cloudimpacttexture;
+ static GLuint snowflaketexture;
+ static GLuint shinetexture;
+ static GLuint bloodflametexture;
+
+ static GLuint splintertexture;
+
+ static GLuint leaftexture;
+ static GLuint toothtexture;
+
+ Sprite();
+ ~Sprite();
+};
+
+#endif
+++ /dev/null
-/*
-Copyright (C) 2003, 2010 - Wolfire Games
-
-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.
-
-This program 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.
-
-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.
-*/
-
-#include "Sprites.h"
-#include "Person.h"
-extern XYZ viewer;
-extern float viewdistance;
-extern float fadestart;
-extern int environment;
-extern float texscale;
-extern Light light;
-extern float multiplier;
-extern float gravity;
-extern Terrain terrain;
-extern Objects objects;
-extern int detail;
-extern XYZ viewerfacing;
-extern float terraindetail;
-extern int bloodtoggle;
-extern XYZ windvector;
-extern int numplayers;
-extern Person player[maxplayers];
-//Functions
-
-void Sprites::Draw()
-{
- static int i,j,k;
- static float M[16];
- static XYZ point;
- static float distancemult;
- static int lasttype;
- static int lastspecial;
- static int whichpatchx,whichpatchz;
- static XYZ start,end,colpoint;
- static bool check;
- static bool blend;
- static float tempmult;
- static XYZ difference;
- static float lightcolor[3];
- static float viewdistsquared=viewdistance*viewdistance;
- static XYZ tempviewer;
-
- tempviewer=viewer+viewerfacing*6;
- check=0;
-
- lightcolor[0]=light.color[0]*.5+light.ambient[0];
- lightcolor[1]=light.color[1]*.5+light.ambient[1];
- lightcolor[2]=light.color[2]*.5+light.ambient[2];
-
- checkdelay-=multiplier*10;
-
- if(checkdelay<=0){
- check=1;
- checkdelay=1;
- }
-
- lasttype=-1;
- lastspecial=-1;
- glEnable(GL_BLEND);
- glDisable(GL_LIGHTING);
- glDisable(GL_CULL_FACE);
- glEnable(GL_TEXTURE_2D);
- blend = 1;
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glDepthMask(0);
- glAlphaFunc(GL_GREATER, 0.0001);
- for(i=0;i<numsprites;i++){
- if(type[i]==cloudsprite&&lasttype!=type[i]){
- glBindTexture( GL_TEXTURE_2D, cloudtexture);
- if(!blend){
- blend=1;
- glAlphaFunc(GL_GREATER, 0.0001);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- }
- }
- if(type[i]==cloudimpactsprite&&lasttype!=type[i]){
- glBindTexture( GL_TEXTURE_2D, cloudimpacttexture);
- if(!blend){
- blend=1;
- glAlphaFunc(GL_GREATER, 0.0001);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- }
- }
- if(type[i]==breathsprite&&lasttype!=type[i]){
- glBindTexture( GL_TEXTURE_2D, cloudimpacttexture);
- if(!blend){
- blend=1;
- glAlphaFunc(GL_GREATER, 0.0001);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- }
- }
- if(type[i]==smoketype&&lasttype!=type[i]){
- glBindTexture( GL_TEXTURE_2D, smoketexture);
- if(!blend){
- blend=1;
- glAlphaFunc(GL_GREATER, 0.0001);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- }
- }
- if(type[i]==bloodsprite&&lasttype!=type[i]){
- glBindTexture( GL_TEXTURE_2D, bloodtexture);
- if(!blend){
- blend=1;
- glAlphaFunc(GL_GREATER, 0.0001);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- }
- }
- if(type[i]==splintersprite&&(lasttype!=type[i]||lastspecial!=special[i])){
- if(special[i]==0)glBindTexture( GL_TEXTURE_2D, splintertexture);
- if(special[i]==1)glBindTexture( GL_TEXTURE_2D, leaftexture);
- if(special[i]==2)glBindTexture( GL_TEXTURE_2D, snowflaketexture);
- if(special[i]==3)glBindTexture( GL_TEXTURE_2D, toothtexture);
- if(!blend){
- blend=1;
- glAlphaFunc(GL_GREATER, 0.0001);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- }
- }
- if(type[i]==snowsprite&&lasttype!=type[i]){
- glBindTexture( GL_TEXTURE_2D, snowflaketexture);
- if(!blend){
- blend=1;
- glAlphaFunc(GL_GREATER, 0.0001);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- }
- }
- if(type[i]==weaponshinesprite&&lasttype!=type[i]){
- glBindTexture( GL_TEXTURE_2D, shinetexture);
- if(blend){
- blend=0;
- glAlphaFunc(GL_GREATER, 0.001);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- }
- }
- if((type[i]==flamesprite||type[i]==weaponflamesprite)&&lasttype!=type[i]){
- glBindTexture( GL_TEXTURE_2D, flametexture);
- if(blend||lasttype==bloodflamesprite){
- blend=0;
- glAlphaFunc(GL_GREATER, 0.3);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- }
- }
- if((type[i]==bloodflamesprite)&&lasttype!=type[i]){
- glBindTexture( GL_TEXTURE_2D, bloodflametexture);
- if(blend){
- blend=0;
- glAlphaFunc(GL_GREATER, 0.3);
- glBlendFunc(GL_ONE,GL_ZERO);
- //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- }
- }
- if(type[i]!=snowsprite)distancemult=(viewdistsquared-(findDistancefast(&viewer,&position[i])-(viewdistsquared*fadestart))*(1/(1-fadestart)))/viewdistsquared;
- if(type[i]==snowsprite)distancemult=(144-(findDistancefast(&tempviewer,&position[i])-(144*fadestart))*(1/(1-fadestart)))/144;
- if(type[i]!=flamesprite){
- if(distancemult>=1)glColor4f(color[i][0]*lightcolor[0],color[i][1]*lightcolor[1],color[i][2]*lightcolor[2],opacity[i]);
- if(distancemult<1)glColor4f(color[i][0]*lightcolor[0],color[i][1]*lightcolor[1],color[i][2]*lightcolor[2],opacity[i]*distancemult);
- }
- if(type[i]==flamesprite){
- if(distancemult>=1)glColor4f(color[i][0],color[i][1],color[i][2],opacity[i]);
- if(distancemult<1)glColor4f(color[i][0],color[i][1],color[i][2],opacity[i]*distancemult);
- }
- lasttype=type[i];
- lastspecial=special[i];
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix();
- glTranslatef(position[i].x,position[i].y,position[i].z);
- if((type[i]==flamesprite||type[i]==weaponflamesprite||type[i]==weaponshinesprite)){
- difference=viewer-position[i];
- Normalise(&difference);
- glTranslatef(difference.x*size[i]/4, difference.y*size[i]/4, difference.z*size[i]/4);
- }
- if(type[i]==snowsprite){
- glRotatef(rotation[i]*.2,0,.3,1);
- glTranslatef(1,0,0);
- }
- glGetFloatv(GL_MODELVIEW_MATRIX,M);
- point.x=M[12];
- point.y=M[13];
- point.z=M[14];
- glLoadIdentity();
- glTranslatef(point.x, point.y, point.z);
-
- glRotatef(rotation[i],0,0,1);
-
- if((type[i]==flamesprite||type[i]==weaponflamesprite||type[i]==weaponshinesprite||type[i]==bloodflamesprite)){
- if(alivetime[i]<.14)glScalef(alivetime[i]/.14,alivetime[i]/.14,alivetime[i]/.14);
- }
- if(type[i]==smoketype||type[i]==snowsprite||type[i]==weaponshinesprite||type[i]==breathsprite){
- if(alivetime[i]<.3){
- if(distancemult>=1)glColor4f(color[i][0]*lightcolor[0],color[i][1]*lightcolor[1],color[i][2]*lightcolor[2],opacity[i]*alivetime[i]/.3);
- if(distancemult<1)glColor4f(color[i][0]*lightcolor[0],color[i][1]*lightcolor[1],color[i][2]*lightcolor[2],opacity[i]*distancemult*alivetime[i]/.3);
- }
- }
- if(type[i]==splintersprite&&special[i]>0&&special[i]!=3){
- if(alivetime[i]<.2){
- if(distancemult>=1)glColor4f(color[i][0]*lightcolor[0],color[i][1]*lightcolor[1],color[i][2]*lightcolor[2],alivetime[i]/.2);
- if(distancemult<1)glColor4f(color[i][0]*lightcolor[0],color[i][1]*lightcolor[1],color[i][2]*lightcolor[2],distancemult*alivetime[i]/.2);
- }
- else{
- if(distancemult>=1)glColor4f(color[i][0]*lightcolor[0],color[i][1]*lightcolor[1],color[i][2]*lightcolor[2],1);
- if(distancemult<1)glColor4f(color[i][0]*lightcolor[0],color[i][1]*lightcolor[1],color[i][2]*lightcolor[2],1);
- }
- }
- if(type[i]==splintersprite&&(special[i]==0||special[i]==3)){
- if(distancemult>=1)glColor4f(color[i][0]*lightcolor[0],color[i][1]*lightcolor[1],color[i][2]*lightcolor[2],1);
- if(distancemult<1)glColor4f(color[i][0]*lightcolor[0],color[i][1]*lightcolor[1],color[i][2]*lightcolor[2],1);
- }
- /*
- if(type[i]==snowsprite){
- glRotatef(rotation[i],0,0,1);
- glTranslatef(1,0,0);
- }*/
-
- glBegin(GL_TRIANGLES);
- glTexCoord2f(1.0f, 1.0f); glVertex3f( .5*size[i], .5*size[i], 0.0f);
- glTexCoord2f(0.0f, 1.0f); glVertex3f(-.5*size[i], .5*size[i], 0.0f);
- glTexCoord2f(1.0f, 0.0f); glVertex3f( .5*size[i],-.5*size[i], 0.0f);
- glTexCoord2f(0.0f, 0.0f); glVertex3f(-.5*size[i],-.5*size[i], 0.0f);
- glTexCoord2f(1.0f, 0.0f); glVertex3f( .5*size[i], -.5*size[i], 0.0f);
- glTexCoord2f(0.0f, 1.0f); glVertex3f(-.5*size[i], .5*size[i], 0.0f);
- glEnd();
- glPopMatrix();
- }
- tempmult=multiplier;
- for(i=numsprites-1;i>=0;i--){
- multiplier=tempmult;
- if(type[i]!=snowsprite)position[i]+=velocity[i]*multiplier;
- if(type[i]!=snowsprite)velocity[i]+=windvector*multiplier;
- if(type[i]==flamesprite||type[i]==smoketype)position[i]+=windvector*multiplier/2;
- if((type[i]==flamesprite||type[i]==weaponflamesprite||type[i]==weaponshinesprite||type[i]==bloodflamesprite))multiplier*=speed[i]*.7;
- alivetime[i]+=multiplier;
-
- if(type[i]==cloudsprite||type[i]==cloudimpactsprite){
- opacity[i]-=multiplier/2;
- size[i]+=multiplier/2;
- velocity[i].y+=gravity*multiplier*.25;
- }
- if(type[i]==breathsprite){
- opacity[i]-=multiplier/2;
- size[i]+=multiplier/2;
- if(findLength(&velocity[i])<=multiplier)velocity[i]=0;
- else{
- XYZ slowdown;
- slowdown=velocity[i]*-1;
- Normalise(&slowdown);
- slowdown*=multiplier;
- velocity[i]+=slowdown;
- }
- }
- if(type[i]==snowsprite){
- size[i]-=multiplier/120;
- rotation[i]+=multiplier*360;
- position[i].y-=multiplier;
- position[i]+=windvector*multiplier;
- if(position[i].y<tempviewer.y-6)position[i].y+=12;
- if(position[i].y>tempviewer.y+6)position[i].y-=12;
- if(position[i].z<tempviewer.z-6)position[i].z+=12;
- if(position[i].z>tempviewer.z+6)position[i].z-=12;
- if(position[i].x<tempviewer.x-6)position[i].x+=12;
- if(position[i].x>tempviewer.x+6)position[i].x-=12;
- }
- if(type[i]==bloodsprite){
- bool spritehit=0;
- rotation[i]+=multiplier*100;
- velocity[i].y+=gravity*multiplier;
- if(check){
- XYZ where,startpoint,endpoint,movepoint,footpoint;
- float rotationpoint;
- int whichtri;
-
- for(j=0;j<numplayers;j++){
- if(!spritehit&&player[j].dead&&alivetime[i]>.1){
- where=oldposition[i];
- where-=player[j].coords;
- if(!player[j].skeleton.free)where=DoRotation(where,0,-player[j].rotation,0);
- startpoint=where;
- where=position[i];
- where-=player[j].coords;
- if(!player[j].skeleton.free)where=DoRotation(where,0,-player[j].rotation,0);
- endpoint=where;
-
- movepoint=0;
- rotationpoint=0;
- whichtri=player[j].skeleton.drawmodel.LineCheck(&startpoint,&endpoint, &footpoint, &movepoint, &rotationpoint);
- if(whichtri!=-1){
- spritehit=1;
- player[j].DoBloodBigWhere(0,160,oldposition[i]);
- DeleteSprite(i);
- }
- }
- }
-
- whichpatchx=position[i].x/(terrain.size/subdivision*terrain.scale*terraindetail);
- whichpatchz=position[i].z/(terrain.size/subdivision*terrain.scale*terraindetail);
- 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++){
- k=terrain.patchobjects[whichpatchx][whichpatchz][j];
- start=oldposition[i];
- end=position[i];
- if(!spritehit)
- if(objects.model[k].LineCheck(&start,&end,&colpoint,&objects.position[k],&objects.rotation[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.rotation[k],0),size[i]*1.6/*+abs((float)(Random()%100))/2400*/,.5,Random()%360);
- DeleteSprite(i);
- spritehit=1;
- }
- }
- }
- if(!spritehit)
- if(position[i].y<terrain.getHeight(position[i].x,position[i].z)){
- terrain.MakeDecal(blooddecalfast,position[i],size[i]*1.6/*+abs((float)(Random()%100))/2400*/,.6,Random()%360);
- DeleteSprite(i);
- }
- }
- }
- if(type[i]==splintersprite){
- rotation[i]+=rotatespeed[i]*multiplier;
- opacity[i]-=multiplier/2;
- if(special[i]==0||special[i]==2||special[i]==3)velocity[i].y+=gravity*multiplier;
- if(special[i]==1)velocity[i].y+=gravity*multiplier*.5;
- }
- if(type[i]==flamesprite||type[i]==weaponflamesprite||type[i]==weaponshinesprite||type[i]==bloodflamesprite){
- rotation[i]+=multiplier*rotatespeed[i];
- opacity[i]-=multiplier*5/4;
- if(type[i]!=weaponshinesprite&&type[i]!=bloodflamesprite)
- if(opacity[i]<.5&&opacity[i]+multiplier*5/4>=.5&&(abs(Random()%4)==0||(initialsize[i]>2&&Random()%2==0)))MakeSprite(smoketype, position[i],velocity[i], .9,.9,.6, size[i]*1.2, .4);
- if(alivetime[i]>.14&&(type[i]==flamesprite)){
- velocity[i]=0;
- velocity[i].y=1.5;
- }
- }
- /*if(type[i]==smoketype){
- opacity[i]-=multiplier/3/initialsize[i];
- size[i]+=multiplier;
- velocity[i]=0;
- velocity[i].y=1.5;
- rotation[i]+=multiplier*rotatespeed[i]/5;
- }*/
- if(type[i]==smoketype){
- opacity[i]-=multiplier/3/initialsize[i];
- color[i][0]-=multiplier;
- color[i][1]-=multiplier;
- color[i][2]-=multiplier;
- if(color[i][0]<.6)color[i][0]=.6;
- if(color[i][1]<.6)color[i][1]=.6;
- if(color[i][2]<.6)color[i][2]=.6;
- size[i]+=multiplier;
- velocity[i]=0;
- velocity[i].y=1.5;
- rotation[i]+=multiplier*rotatespeed[i]/5;
- }
- if(opacity[i]<=0||size[i]<=0)DeleteSprite(i);
- }
- if(check)
- for(i=numsprites-1;i>=0;i--){
- oldposition[i]=position[i];
- }
- glAlphaFunc(GL_GREATER, 0.0001);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-}
-
-void Sprites::DeleteSprite(int which)
-{
- type[which]=type[numsprites-1];
- rotation[which]=rotation[numsprites-1];
- alivetime[which]=alivetime[numsprites-1];
- opacity[which]=opacity[numsprites-1];
- position[which]=position[numsprites-1];
- velocity[which]=velocity[numsprites-1];
- size[which]=size[numsprites-1];
- speed[which]=speed[numsprites-1];
- special[which]=special[numsprites-1];
- color[which][0]=color[numsprites-1][0];
- color[which][1]=color[numsprites-1][1];
- color[which][2]=color[numsprites-1][2];
- numsprites--;
-}
-
-void Sprites::MakeSprite(int atype, XYZ where, XYZ avelocity, float red, float green, float blue, float asize, float aopacity){
- if(numsprites<max_sprites-1){
- if((atype!=bloodsprite&&atype!=bloodflamesprite)||bloodtoggle){
- special[numsprites]=0;
- type[numsprites]=atype;
- position[numsprites]=where;
- oldposition[numsprites]=where;
- velocity[numsprites]=avelocity;
- alivetime[numsprites]=0;
- opacity[numsprites]=aopacity;
- size[numsprites]=asize;
- initialsize[numsprites]=asize;
- color[numsprites][0]=red;
- color[numsprites][1]=green;
- color[numsprites][2]=blue;
- rotatespeed[numsprites]=abs(Random()%720)-360;
- speed[numsprites]=float(abs(Random()%100))/200+1.5;
- }
- numsprites++;
- }
-}
-
-Sprites::Sprites()
-{
- cloudtexture = 0;
- cloudimpacttexture = 0;
- bloodtexture = 0;
- flametexture = 0;
- bloodflametexture = 0;
- smoketexture = 0;
- snowflaketexture = 0;
- shinetexture = 0;
- splintertexture = 0;
- leaftexture = 0;
- toothtexture = 0;
-
- memset(oldposition, 0, sizeof(oldposition));
- memset(position, 0, sizeof(position));
- memset(velocity, 0, sizeof(velocity));
- memset(size, 0, sizeof(size));
- memset(initialsize, 0, sizeof(initialsize));
- memset(type, 0, sizeof(type));
- memset(special, 0, sizeof(special));
- memset(color, 0, sizeof(color));
- memset(opacity, 0, sizeof(opacity));
- memset(rotation, 0, sizeof(rotation));
- memset(alivetime, 0, sizeof(alivetime));
- memset(speed, 0, sizeof(speed));
- memset(rotatespeed, 0, sizeof(rotatespeed));
-
- checkdelay = 0;
- numsprites = 0;
-}
-Sprites::~Sprites()
-{
- if (toothtexture) glDeleteTextures( 1, &toothtexture );
- if (cloudtexture) glDeleteTextures( 1, &cloudtexture );
- if (cloudimpacttexture) glDeleteTextures( 1, &cloudimpacttexture );
- if (bloodtexture) glDeleteTextures( 1, &bloodtexture );
- if (flametexture) glDeleteTextures( 1, &flametexture );
- if (bloodflametexture) glDeleteTextures( 1, &bloodflametexture );
- if (smoketexture) glDeleteTextures( 1, &smoketexture );
- if (snowflaketexture) glDeleteTextures( 1, &snowflaketexture );
- if (shinetexture) glDeleteTextures( 1, &shinetexture );
- if (splintertexture) glDeleteTextures( 1, &splintertexture );
- if (leaftexture) glDeleteTextures( 1, &leaftexture );
-}
-
+++ /dev/null
-/*
-Copyright (C) 2003, 2010 - Wolfire Games
-
-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.
-
-This program 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.
-
-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.
-*/
-
-#ifndef _SPRITES_H_
-#define _SPRITES_H_
-
-#include "Quaternions.h"
-#include "gamegl.h"
-#include "TGALoader.h"
-#include "Quaternions.h"
-#include "Frustum.h"
-#include "Lights.h"
-#include "Terrain.h"
-#include "Objects.h"
-//
-// Model Structures
-//
-
-#define max_sprites 20000
-
-#define cloudsprite 0
-#define bloodsprite 1
-#define flamesprite 2
-#define smoketype 3
-#define weaponflamesprite 4
-#define cloudimpactsprite 5
-#define snowsprite 6
-#define weaponshinesprite 7
-#define bloodflamesprite 8
-#define breathsprite 9
-#define splintersprite 10
-
-class Sprites{
-public:
- GLuint cloudtexture;
- GLuint cloudimpacttexture;
- GLuint bloodtexture;
- GLuint flametexture;
- GLuint bloodflametexture;
- GLuint smoketexture;
- GLuint snowflaketexture;
- GLuint shinetexture;
- GLuint splintertexture;
- GLuint leaftexture;
- GLuint toothtexture;
-
- XYZ oldposition[max_sprites];
- XYZ position[max_sprites];
- XYZ velocity[max_sprites];
- float size[max_sprites];
- float initialsize[max_sprites];
- int type[max_sprites];
- int special[max_sprites];
- float color[max_sprites][3];
- float opacity[max_sprites];
- float rotation[max_sprites];
- float alivetime[max_sprites];
- float speed[max_sprites];
- float rotatespeed[max_sprites];
- float checkdelay;
- int numsprites;
-
- void DeleteSprite(int which);
- void MakeSprite(int atype, XYZ where, XYZ avelocity, float red, float green, float blue, float asize, float aopacity);
- void Draw();
-
- Sprites();
- ~Sprites();
-};
-
-#endif