]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Graphic/Sprite.cpp
Applied clang-format on all files
[lugaru.git] / Source / Graphic / Sprite.cpp
index 862d4bbbf71026ba8301f14b4f5677fe1f407661..fc1cae2f09ecb1b56e2bc2cf0d6b0e36bbd1645b 100644 (file)
@@ -100,89 +100,89 @@ void Sprite::Draw()
     for (unsigned i = 0; i < sprites.size(); i++) {
         if (lasttype != sprites[i]->type) {
             switch (sprites[i]->type) {
-            case cloudsprite:
-                cloudtexture.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;
-                    glAlphaFunc(GL_GREATER, 0.0001);
-                    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                }
-                break;
-            case smoketype:
-                smoketexture.bind();
-                if (!blend) {
-                    blend = 1;
-                    glAlphaFunc(GL_GREATER, 0.0001);
-                    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                }
-                break;
-            case bloodsprite:
-                bloodtexture.bind();
-                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)
-                        splintertexture.bind();
-                    if (sprites[i]->special == 1)
-                        leaftexture.bind();
-                    if (sprites[i]->special == 2)
-                        snowflaketexture.bind();
-                    if (sprites[i]->special == 3)
-                        toothtexture.bind();
+                case cloudsprite:
+                    cloudtexture.bind();
                     if (!blend) {
                         blend = 1;
                         glAlphaFunc(GL_GREATER, 0.0001);
                         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                     }
-                }
-                break;
-            case snowsprite:
-                snowflaketexture.bind();
-                if (!blend) {
-                    blend = 1;
-                    glAlphaFunc(GL_GREATER, 0.0001);
-                    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                }
-                break;
-            case weaponshinesprite:
-                shinetexture.bind();
-                if (blend) {
-                    blend = 0;
-                    glAlphaFunc(GL_GREATER, 0.001);
-                    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-                }
-                break;
-            case flamesprite:
-            case weaponflamesprite:
-                flametexture.bind();
-                if (blend || lasttype == bloodflamesprite) {
-                    blend = 0;
-                    glAlphaFunc(GL_GREATER, 0.3);
-                    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-                }
-                break;
-            case bloodflamesprite:
-                bloodflametexture.bind();
-                if (blend) {
-                    blend = 0;
-                    glAlphaFunc(GL_GREATER, 0.3);
-                    glBlendFunc(GL_ONE, GL_ZERO);
-                }
-                break;
+                    break;
+                case breathsprite:
+                case cloudimpactsprite:
+                    cloudimpacttexture.bind();
+                    if (!blend) {
+                        blend = 1;
+                        glAlphaFunc(GL_GREATER, 0.0001);
+                        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                    }
+                    break;
+                case smoketype:
+                    smoketexture.bind();
+                    if (!blend) {
+                        blend = 1;
+                        glAlphaFunc(GL_GREATER, 0.0001);
+                        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                    }
+                    break;
+                case bloodsprite:
+                    bloodtexture.bind();
+                    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)
+                            splintertexture.bind();
+                        if (sprites[i]->special == 1)
+                            leaftexture.bind();
+                        if (sprites[i]->special == 2)
+                            snowflaketexture.bind();
+                        if (sprites[i]->special == 3)
+                            toothtexture.bind();
+                        if (!blend) {
+                            blend = 1;
+                            glAlphaFunc(GL_GREATER, 0.0001);
+                            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                        }
+                    }
+                    break;
+                case snowsprite:
+                    snowflaketexture.bind();
+                    if (!blend) {
+                        blend = 1;
+                        glAlphaFunc(GL_GREATER, 0.0001);
+                        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                    }
+                    break;
+                case weaponshinesprite:
+                    shinetexture.bind();
+                    if (blend) {
+                        blend = 0;
+                        glAlphaFunc(GL_GREATER, 0.001);
+                        glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+                    }
+                    break;
+                case flamesprite:
+                case weaponflamesprite:
+                    flametexture.bind();
+                    if (blend || lasttype == bloodflamesprite) {
+                        blend = 0;
+                        glAlphaFunc(GL_GREATER, 0.3);
+                        glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+                    }
+                    break;
+                case bloodflamesprite:
+                    bloodflametexture.bind();
+                    if (blend) {
+                        blend = 0;
+                        glAlphaFunc(GL_GREATER, 0.3);
+                        glBlendFunc(GL_ONE, GL_ZERO);
+                    }
+                    break;
             }
         }
         if (sprites[i]->type == snowsprite)
@@ -196,9 +196,9 @@ void Sprite::Draw()
                 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);
+                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);
+                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;
@@ -230,42 +230,42 @@ void Sprite::Draw()
         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);
+                    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);
+                    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);
+                    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);
+                    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);
+                    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], distancemult);
+                    glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], distancemult);
             }
         }
         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);
+                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], distancemult);
+                glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], distancemult);
         }
 
         glBegin(GL_TRIANGLES);
         glTexCoord2f(1.0f, 1.0f);
-        glVertex3f( .5 * sprites[i]->size, .5 * sprites[i]->size, 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);
         glTexCoord2f(1.0f, 0.0f);
-        glVertex3f( .5 * sprites[i]->size, -.5 * sprites[i]->size, 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);
+        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();
@@ -307,12 +307,18 @@ void Sprite::Draw()
             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]->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;