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anon c2279b596d .
2023-08-01 19:50:29 +02:00

506 lines
22 KiB
C++

/*
Copyright (C) 2003, 2010 - Wolfire Games
Copyright (C) 2010-2017 - 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 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 Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Graphic/Sprite.hpp"
#include "Game.hpp"
#include "Objects/Person.hpp"
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 int detail;
extern XYZ viewerfacing;
extern int bloodtoggle;
extern XYZ windvector;
// init statics
Texture Sprite::cloudtexture;
Texture Sprite::cloudimpacttexture;
Texture Sprite::bloodtexture;
Texture Sprite::flametexture;
Texture Sprite::bloodflametexture;
Texture Sprite::smoketexture;
Texture Sprite::snowflaketexture;
Texture Sprite::shinetexture;
Texture Sprite::splintertexture;
Texture Sprite::leaftexture;
Texture Sprite::toothtexture;
float Sprite::checkdelay = 0;
vector<std::unique_ptr<Sprite> > Sprite::sprites = vector<std::unique_ptr<Sprite> >();
//Functions
void Sprite::Draw()
{
int 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 (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();
}
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) {
distancemult = (144 - (distsq(&tempviewer, &sprites[i]->position) - (144 * fadestart)) * (1 / (1 - fadestart))) / 144;
} else {
distancemult = (viewdistsquared - (distsq(&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);
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], 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);
} else {
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);
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 (int 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 (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 (!Person::players[j]->skeleton.free) {
where = DoRotation(where, 0, -Person::players[j]->yaw, 0);
}
startpoint = where;
where = sprites[i]->position;
where -= Person::players[j]->coords;
if (!Person::players[j]->skeleton.free) {
where = DoRotation(where, 0, -Person::players[j]->yaw, 0);
}
endpoint = where;
movepoint = 0;
rotationpoint = 0;
whichtri = Person::players[j]->skeleton.drawmodel.LineCheck(&startpoint, &endpoint, &footpoint, &movepoint, &rotationpoint);
if (whichtri != -1) {
spritehit = 1;
Person::players[j]->DoBloodBigWhere(0, 160, sprites[i]->oldposition);
DeleteSprite(i);
}
}
}
whichpatchx = sprites[i]->position.x / (terrain.size / subdivision * terrain.scale);
whichpatchz = sprites[i]->position.z / (terrain.size / subdivision * terrain.scale);
if (whichpatchx > 0 && whichpatchz > 0 && whichpatchx < subdivision && whichpatchz < subdivision) {
if (!spritehit) {
for (unsigned int j = 0; j < terrain.patchobjects[whichpatchx][whichpatchz].size(); j++) {
k = terrain.patchobjects[whichpatchx][whichpatchz][j];
start = sprites[i]->oldposition;
end = sprites[i]->position;
if (!spritehit) {
if (Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw) != -1) {
if (detail == 2 || (detail == 1 && abs(Random() % 4) == 0) || (detail == 0 && abs(Random() % 8) == 0)) {
Object::objects[k]->model.MakeDecal(blooddecalfast, DoRotation(colpoint - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 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, .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 (int 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(std::unique_ptr<Sprite>(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;
}