summary refs log tree commit diff
path: root/src/Sprites.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/Sprites.cpp')
-rw-r--r--src/Sprites.cpp331
1 files changed, 331 insertions, 0 deletions
diff --git a/src/Sprites.cpp b/src/Sprites.cpp
new file mode 100644
index 0000000..f800282
--- /dev/null
+++ b/src/Sprites.cpp
@@ -0,0 +1,331 @@
+#include "Sprites.h"
+#include "Textures.h"
+
+extern double multiplier;
+extern bool slomo;
+extern Fog fog;
+extern bool blood;
+extern float fogcolorr;
+extern float fogcolorg;
+extern float fogcolorb;
+//Functions
+extern float sinefluct;
+extern int environment;
+extern Model gunmodels[10];
+extern Camera camera;
+extern float precipitationhorz;
+extern float precipitationvert;
+extern float precipitationdensity;
+extern float snowdelay;
+
+int Sprites::MakeSprite(int atype, float abrightness, float acolor1, float acolor2, float acolor3, XYZ alocation, XYZ avelocity, float asize){
+	type[howmanysprites]=atype;
+	rotation[howmanysprites]=Random()%360;
+	brightness[howmanysprites]=abrightness;
+	color1[howmanysprites]=acolor1;
+	color2[howmanysprites]=acolor2;
+	color3[howmanysprites]=acolor3;
+	location[howmanysprites]=alocation;
+	oldlocation[howmanysprites]=alocation;
+	velocity[howmanysprites]=avelocity;
+	size[howmanysprites]=asize;
+	initialsize[howmanysprites]=asize;
+	initialbrightness[howmanysprites]=abrightness;
+	initialvelocity[howmanysprites]=avelocity;
+	alivetime[howmanysprites]=0;
+	owner[howmanysprites]=0;
+	if(howmanysprites<maxsprites){howmanysprites++;}
+	
+	return 0;
+}
+
+int Sprites::MakeSprite(int atype, float abrightness, float acolor1, float acolor2, float acolor3, XYZ alocation, XYZ avelocity, float asize, int aowner){
+	type[howmanysprites]=atype;
+	rotation[howmanysprites]=Random()%360;
+	brightness[howmanysprites]=abrightness;
+	color1[howmanysprites]=acolor1;
+	color2[howmanysprites]=acolor2;
+	color3[howmanysprites]=acolor3;
+	location[howmanysprites]=alocation;
+	oldlocation[howmanysprites]=alocation;
+	velocity[howmanysprites]=avelocity;
+	size[howmanysprites]=asize;
+	initialsize[howmanysprites]=asize;
+	initialbrightness[howmanysprites]=abrightness;
+	initialvelocity[howmanysprites]=avelocity;
+	alivetime[howmanysprites]=0;
+	owner[howmanysprites]=aowner;
+	if(howmanysprites<maxsprites){howmanysprites++;}
+	
+	return 0;
+}
+
+int Sprites::DeleteSprite(int which){
+	if(which>=0){
+		location[which]=location[howmanysprites-1];
+		oldlocation[which]=oldlocation[howmanysprites-1];
+		velocity[which]=velocity[howmanysprites-1];
+		initialsize[which]=initialsize[howmanysprites-1];
+		size[which]=size[howmanysprites-1];
+		brightness[which]=brightness[howmanysprites-1];
+		initialbrightness[which]=initialbrightness[howmanysprites-1];
+		color1[which]=color1[howmanysprites-1];
+		color2[which]=color2[howmanysprites-1];
+		color3[which]=color3[howmanysprites-1];
+		alivetime[which]=alivetime[howmanysprites-1];
+		rotation[which]=rotation[howmanysprites-1];
+		type[which]=type[howmanysprites-1];
+		type[howmanysprites-1]=0;
+		
+		if(howmanysprites>0){howmanysprites--;}
+	}
+	
+	return 0;
+}
+
+void Sprites::LoadFlareTexture(char *fileName)
+{
+	flaretextureptr = loadTexture(fileName);
+}
+
+void Sprites::LoadMuzzleFlareTexture(char *fileName)
+{
+	muzzleflaretextureptr = loadTexture(fileName);
+}
+
+void Sprites::LoadSmokeTexture(char *fileName)
+{
+	smoketextureptr = loadTexture(fileName);
+}
+
+void Sprites::LoadBloodTexture(char *fileName)
+{
+	bloodtextureptr = loadTexture(fileName);
+}
+
+void Sprites::LoadRainTexture(char *fileName)
+{
+	raintextureptr = loadTexture(fileName);
+}
+
+void Sprites::LoadSnowTexture(char *fileName)
+{
+	snowtextureptr = loadTexture(fileName);
+}
+
+void Sprites::LoadBulletTexture(char *fileName)
+{
+	bullettextureptr = loadTexture(fileName);
+}
+
+
+void Sprites::DoStuff()
+{
+	for(int i=0;i<howmanysprites;i++){
+		if(type[i]!=bullet&&type[i]!=bulletinstant&&type[i]!=grenadesprite&&type[i]!=pinsprite&&type[i]!=grenadesprite)oldlocation[i]=location[i];
+		if(type[i]==muzzleflashsprite)brightness[i]-=multiplier*10;
+		if(type[i]==flashsprite)brightness[i]-=multiplier*10;
+		if(type[i]==smokesprite||type[i]==smokespritenoup||type[i]==bloodspritedown||type[i]==particlesspritedown)brightness[i]-=multiplier*.5;
+		if(type[i]==bloodspritenoup)brightness[i]-=multiplier*.9;
+		if(type[i]==smokesprite)size[i]=initialsize[i]*abs(fast_sqrt(fast_sqrt((float)abs(initialbrightness[i]-brightness[i]))));//velocity[i].y+=multiplier*20;
+		if(type[i]==bloodspritenoup||type[i]==particlesspritedown)size[i]=initialsize[i]*(initialbrightness[i]-brightness[i]+.4)*(initialbrightness[i]-brightness[i]+.4);//velocity[i].y+=multiplier*20;
+		if(type[i]==bloodspritenoup||type[i]==particlesspritedown)velocity[i]=initialvelocity[i]*brightness[i];//velocity[i].y+=multiplier*20;
+		if(type[i]==bullet)brightness[i]-=multiplier;
+		if(type[i]==snowsprite)rotation[i]+=multiplier*50;
+		if(type[i]==smokesprite)rotation[i]+=multiplier*30;
+		if(type[i]==smokespritenoup)rotation[i]+=multiplier*30;
+		if(type[i]==bulletinstant){
+			brightness[i]=0;
+		}
+		if(type[i]==grenadesprite||type[i]==spoonsprite||type[i]==pinsprite){
+			if(findLengthfast(velocity[i])>0){
+				velocity[i].y+=gravity*multiplier;
+				rotation[i]+=multiplier*2;
+			}
+		}
+		if(type[i]==bloodspritedown||type[i]==particlesspritedown){
+			velocity[i].y+=gravity*multiplier;
+		}
+		
+		if(type[i]!=bulletinstant&&type[i]!=bullet)location[i]=location[i]+velocity[i]*multiplier;
+		
+		alivetime[i]+=multiplier;
+		if(brightness[i]<=0)DeleteSprite(i);
+		if(type[i]==snowsprite&&(location[i].y<-.1||environment!=snowy_environment))DeleteSprite(i);
+		if(type[i]==rainsprite&&(location[i].y<-.1||environment!=rainy_environment))DeleteSprite(i);
+		
+		if(type[i]==snowsprite){
+			if(location[i].x<camera.position.x-precipitationhorz){location[i].x+=precipitationhorz*2;}
+			if(location[i].z<camera.position.z-precipitationhorz){location[i].z+=precipitationhorz*2;}
+			if(location[i].y<camera.position.y-precipitationvert){location[i].y+=precipitationvert*2;snowdelay+=1/precipitationdensity*2;}
+			if(location[i].x>camera.position.x+precipitationhorz){location[i].x-=precipitationhorz*2;}
+			if(location[i].z>camera.position.z+precipitationhorz){location[i].z-=precipitationhorz*2;}
+			if(location[i].y>camera.position.y+precipitationvert){location[i].y-=precipitationvert*2;}
+		}
+		if(type[i]==rainsprite){
+			if(location[i].x<camera.position.x-precipitationhorz*.5){location[i].x+=precipitationhorz;}
+			if(location[i].z<camera.position.z-precipitationhorz*.5){location[i].z+=precipitationhorz;}
+			if(location[i].y<camera.position.y-precipitationvert){location[i].y+=precipitationvert*2;snowdelay+=1/precipitationdensity/4;}
+			if(location[i].x>camera.position.x+precipitationhorz*.5){location[i].x-=precipitationhorz;}
+			if(location[i].z>camera.position.z+precipitationhorz*.5){location[i].z-=precipitationhorz;}
+			if(location[i].y>camera.position.y+precipitationvert){location[i].y-=precipitationvert*2;}
+		}
+	}
+}
+
+void Sprites::draw()
+{
+	float M[16];
+	XYZ begProj,endProj,avgProj,persp;
+	XYZ between;
+	float oolen,dx,dy;
+	float bulletsize;
+	XYZ point;
+	glAlphaFunc(GL_GREATER, 0.01);
+	
+	//glEnable(GL_POLYGON_OFFSET_FILL);
+	
+	glEnable(GL_BLEND);
+	glDisable(GL_CULL_FACE);
+	glEnable(GL_TEXTURE_2D);
+	glDisable(GL_LIGHTING);
+	glDepthMask(0);
+	glAlphaFunc(GL_GREATER, 0.01);
+	for(int i=0;i<howmanysprites;i++){
+		if(type[i]==muzzleflashsprite){fog.TempFog(0,0,0); glBindTexture(GL_TEXTURE_2D, muzzleflaretextureptr);glBlendFunc(GL_SRC_ALPHA,GL_ONE);}
+		if(type[i]==flashsprite){fog.TempFog(0,0,0); glBindTexture(GL_TEXTURE_2D, flaretextureptr);glBlendFunc(GL_SRC_ALPHA,GL_ONE);}
+		if(type[i]==smokesprite||type[i]==smokespritenoup){fog.ResetFog(); glBindTexture(GL_TEXTURE_2D,  smoketextureptr);glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);}
+		if(type[i]==bloodspritedown||type[i]==bloodspritenoup){fog.ResetFog(); glBindTexture(GL_TEXTURE_2D,  smoketextureptr);glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);}
+		if(type[i]==particlesspritedown){fog.ResetFog(); glBindTexture(GL_TEXTURE_2D,  bloodtextureptr);glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);}
+		if(type[i]==snowsprite){fog.ResetFog(); glBindTexture(GL_TEXTURE_2D,  snowtextureptr);glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);}
+		if(type[i]==rainsprite){fog.ResetFog(); glBindTexture(GL_TEXTURE_2D,  raintextureptr);glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);}
+		if(type[i]==bullet||type[i]==bulletinstant){fog.ResetFog(); glBindTexture(GL_TEXTURE_2D,  bullettextureptr);glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);}
+		
+		glPushMatrix();
+		if(type[i]==muzzleflashsprite||type[i]==flashsprite||type[i]==smokesprite||type[i]==smokespritenoup||type[i]==snowsprite||type[i]==particlesspritedown||((type[i]==bloodspritenoup||type[i]==bloodspritedown)&&blood)){
+			glColor4f(color1[i]*fogcolorr*1.6,color2[i]*fogcolorg*1.6,color3[i]*fogcolorb*1.6,brightness[i]);
+			glTranslatef(location[i].x,location[i].y,location[i].z);
+			if(type[i]==snowsprite){
+				glTranslatef(sinefluct*rotation[i]/400,0,sinefluct*rotation[i]/400);
+			}
+			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);
+			
+			glBegin(GL_TRIANGLES);
+					glTexCoord2f(1.0f, 1.0f); glVertex3f( .3f*size[i], .3f*size[i], 0.0f);
+					glTexCoord2f(0.0f, 1.0f); glVertex3f(-.3f*size[i], .3f*size[i], 0.0f);
+					glTexCoord2f(1.0f, 0.0f); glVertex3f( .3f*size[i],-.3f*size[i], 0.0f);
+					glTexCoord2f(0.0f, 0.0f); glVertex3f(-.3f*size[i],-.3f*size[i], 0.0f);
+					glTexCoord2f(1.0f, 0.0f); glVertex3f( .3f*size[i], -.3f*size[i], 0.0f);
+					glTexCoord2f(0.0f, 1.0f); glVertex3f(-.3f*size[i], .3f*size[i], 0.0f);
+				glEnd();
+			
+		}
+		
+		if(type[i]==rainsprite){
+			glColor4f(color1[i]*fogcolorr*1.6,color2[i]*fogcolorg*1.6,color3[i]*fogcolorb*1.6,brightness[i]);
+			glTranslatef(location[i].x,location[i].y,location[i].z);
+			glGetFloatv(GL_MODELVIEW_MATRIX,M);
+			for( int k=0; k<3; k+=2 ) 
+				for( int j=0; j<3; j++ ) {
+					if ( k==j )
+						M[k*4+j] = 1.0;
+					else
+						M[k*4+j] = 0.0;
+				}
+			
+			
+			
+			glLoadMatrixf(M);
+			glScalef(.2,abs(velocity[i].y)*multiplier,.2);
+			glBegin(GL_TRIANGLES);
+				glTexCoord2f(1.0f, 1.0f); glVertex3f( .3f*size[i], .3f*size[i], 0.0f);
+				glTexCoord2f(0.0f, 1.0f); glVertex3f(-.3f*size[i], .3f*size[i], 0.0f);
+				glTexCoord2f(1.0f, 0.0f); glVertex3f( .3f*size[i],-.3f*size[i], 0.0f);
+				glTexCoord2f(0.0f, 0.0f); glVertex3f(-.3f*size[i],-.3f*size[i], 0.0f);
+				glTexCoord2f(1.0f, 0.0f); glVertex3f( .3f*size[i], -.3f*size[i], 0.0f);
+				glTexCoord2f(0.0f, 1.0f); glVertex3f(-.3f*size[i], .3f*size[i], 0.0f);
+			glEnd();
+		}
+		
+		if(type[i]==grenadesprite||type[i]==spoonsprite||type[i]==pinsprite){
+			glTranslatef(location[i].x,location[i].y+.2,location[i].z);
+			glDisable(GL_BLEND);
+			glEnable(GL_FOG);
+			glEnable(GL_CULL_FACE);
+			glDisable(GL_TEXTURE_2D);
+			glEnable(GL_LIGHTING);
+			glEnable(GL_COLOR_MATERIAL);
+			glDepthMask(1);
+			glRotatef(rotation[i],1,.6,.3);
+			
+			if(type[i]==grenadesprite)gunmodels[grenadebasemodel].draw();
+			if(type[i]==spoonsprite)gunmodels[grenadespoonmodel].draw();
+			if(type[i]==pinsprite)gunmodels[grenadepinmodel].draw();
+			
+			glEnable(GL_BLEND);
+			glDisable(GL_FOG);
+			glDisable(GL_CULL_FACE);
+			glEnable(GL_TEXTURE_2D);
+			glDisable(GL_LIGHTING);
+			glDisable(GL_COLOR_MATERIAL);
+			glDepthMask(0);
+		}
+		
+		if(type[i]==bullet||type[i]==bulletinstant){
+			bulletsize=size[i];
+			glPushMatrix();
+				begProj=location[i];
+				endProj=velocity[i];
+				glPushMatrix();
+					glTranslatef(begProj.x,begProj.y,begProj.z);
+					glGetFloatv(GL_MODELVIEW_MATRIX,M);
+					begProj.x=M[12];
+					begProj.y=M[13];
+					begProj.z=M[14];
+				glPopMatrix();
+				glPushMatrix();
+					glTranslatef(endProj.x,endProj.y,endProj.z);
+					glGetFloatv(GL_MODELVIEW_MATRIX,M);
+					endProj.x=M[12];
+					endProj.y=M[13];
+					endProj.z=M[14];
+				glPopMatrix();
+				avgProj=(endProj+begProj)/2;
+				
+				dx	= endProj.x - begProj.x;
+				dy	= endProj.y - begProj.y;
+				oolen= 1/fast_sqrt(dx*dx+dy*dy)*0.5;
+				persp=0;
+				persp.x=-dy*oolen; persp.y=dx*oolen;
+				
+				glColor4f(color1[i]*fogcolorr*1.6,color2[i]*fogcolorg*1.6,color3[i]*fogcolorb*1.6,brightness[i]);
+				
+				glPushMatrix();
+					glLoadIdentity();
+					glBegin(GL_TRIANGLES);
+						glTexCoord2f(0.0f, 1.0f); glVertex3f(endProj.x-persp.x*bulletsize/2, endProj.y-persp.y*bulletsize/2, endProj.z);
+						glTexCoord2f(1.0f, 0.0f); glVertex3f(begProj.x+persp.x*bulletsize/2, begProj.y+persp.y*bulletsize/2, begProj.z);
+						glTexCoord2f(0.0f, 0.0f); glVertex3f(begProj.x-persp.x*bulletsize/2, begProj.y-persp.y*bulletsize/2, begProj.z);
+						glTexCoord2f(1.0f, 0.0f); glVertex3f(begProj.x+persp.x*bulletsize/2, begProj.y+persp.y*bulletsize/2, begProj.z);
+						glTexCoord2f(0.0f, 1.0f); glVertex3f(endProj.x-persp.x*bulletsize/2, endProj.y-persp.y*bulletsize/2, endProj.z);
+						glTexCoord2f(1.0f, 1.0f); glVertex3f(endProj.x+persp.x*bulletsize/2, endProj.y+persp.y*bulletsize/2, endProj.z);
+					glEnd();
+				glPopMatrix();
+			glPopMatrix();	
+		}
+		glPopMatrix();
+	}
+	fog.ResetFog(); 
+	glDepthMask(1);
+	glDisable(GL_TEXTURE_2D);
+	glEnable(GL_CULL_FACE);
+	//glDisable(GL_POLYGON_OFFSET_FILL);
+	
+}
+