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-rw-r--r--Stars45/ShieldRep.cpp316
1 files changed, 158 insertions, 158 deletions
diff --git a/Stars45/ShieldRep.cpp b/Stars45/ShieldRep.cpp
index edf5c93..8658571 100644
--- a/Stars45/ShieldRep.cpp
+++ b/Stars45/ShieldRep.cpp
@@ -1,15 +1,15 @@
/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
+ Destroyer Studios LLC
+ Copyright © 1997-2004. All Rights Reserved.
- SUBSYSTEM: Stars.exe
- FILE: ShieldRep.cpp
- AUTHOR: John DiCamillo
+ SUBSYSTEM: Stars.exe
+ FILE: ShieldRep.cpp
+ AUTHOR: John DiCamillo
- OVERVIEW
- ========
- ShieldRep Solid class
+ OVERVIEW
+ ========
+ ShieldRep Solid class
*/
#include "MemDebug.h"
@@ -31,29 +31,29 @@ const int MAX_SHIELD_HITS = 16;
struct ShieldHit
{
- Vec3 hitloc;
- double damage;
- double age;
- Shot* shot;
-
- ShieldHit() : damage(0), age(0), shot(0) { }
+ Vec3 hitloc;
+ double damage;
+ double age;
+ Shot* shot;
+
+ ShieldHit() : damage(0), age(0), shot(0) { }
};
// +--------------------------------------------------------------------+
ShieldRep::ShieldRep()
{
- bubble = false;
- luminous = true;
- trans = true;
- nhits = 0;
-
- hits = new(__FILE__,__LINE__) ShieldHit[MAX_SHIELD_HITS];
+ bubble = false;
+ luminous = true;
+ trans = true;
+ nhits = 0;
+
+ hits = new(__FILE__,__LINE__) ShieldHit[MAX_SHIELD_HITS];
}
ShieldRep::~ShieldRep()
{
- delete [] hits;
+ delete [] hits;
}
// +--------------------------------------------------------------------+
@@ -61,54 +61,54 @@ ShieldRep::~ShieldRep()
void
ShieldRep::Hit(Vec3 impact, Shot* shot, double damage)
{
- if (!model || model->GetSurfaces().size() < 1)
- return;
-
- // transform impact into object space:
- Matrix xform(Orientation());
-
- Vec3 tmp = impact - loc;
-
- impact.x = tmp * Vec3(xform(0,0), xform(0,1), xform(0,2));
- impact.y = tmp * Vec3(xform(1,0), xform(1,1), xform(1,2));
- impact.z = tmp * Vec3(xform(2,0), xform(2,1), xform(2,2));
-
- // find slot to store the hit:
- int i;
- int slot = -1;
- double age = -1;
-
- for (i = 0; i < MAX_SHIELD_HITS; i++) {
- if (hits[i].shot == shot) {
- slot = i;
- break;
- }
- }
-
- if (slot < 0) {
- for (i = 0; i < MAX_SHIELD_HITS; i++) {
- if (hits[i].damage <= 0) {
- slot = i;
- break;
- }
-
- if (hits[i].age > age) {
- slot = i;
- age = hits[i].age;
- }
- }
- }
-
- if (slot >= 0 && slot < MAX_SHIELD_HITS) {
- // record the hit in the slot:
- hits[slot].hitloc = impact;
- hits[slot].damage = damage;
- hits[slot].age = 1;
- hits[slot].shot = shot;
-
- if (nhits < MAX_SHIELD_HITS)
- nhits++;
- }
+ if (!model || model->GetSurfaces().size() < 1)
+ return;
+
+ // transform impact into object space:
+ Matrix xform(Orientation());
+
+ Vec3 tmp = impact - loc;
+
+ impact.x = tmp * Vec3(xform(0,0), xform(0,1), xform(0,2));
+ impact.y = tmp * Vec3(xform(1,0), xform(1,1), xform(1,2));
+ impact.z = tmp * Vec3(xform(2,0), xform(2,1), xform(2,2));
+
+ // find slot to store the hit:
+ int i;
+ int slot = -1;
+ double age = -1;
+
+ for (i = 0; i < MAX_SHIELD_HITS; i++) {
+ if (hits[i].shot == shot) {
+ slot = i;
+ break;
+ }
+ }
+
+ if (slot < 0) {
+ for (i = 0; i < MAX_SHIELD_HITS; i++) {
+ if (hits[i].damage <= 0) {
+ slot = i;
+ break;
+ }
+
+ if (hits[i].age > age) {
+ slot = i;
+ age = hits[i].age;
+ }
+ }
+ }
+
+ if (slot >= 0 && slot < MAX_SHIELD_HITS) {
+ // record the hit in the slot:
+ hits[slot].hitloc = impact;
+ hits[slot].damage = damage;
+ hits[slot].age = 1;
+ hits[slot].shot = shot;
+
+ if (nhits < MAX_SHIELD_HITS)
+ nhits++;
+ }
}
// +--------------------------------------------------------------------+
@@ -116,29 +116,29 @@ ShieldRep::Hit(Vec3 impact, Shot* shot, double damage)
void
ShieldRep::Energize(double seconds, bool b)
{
- bubble = b;
-
- if (nhits < 1) return;
-
- nhits = 0;
-
- for (int i = 0; i < MAX_SHIELD_HITS; i++) {
- if (hits[i].damage > 0) {
- // age the hit:
- hits[i].age += seconds;
- hits[i].damage -= (hits[i].damage * 4 * seconds);
-
- // collect garbage:
- if (hits[i].damage < 10) {
- hits[i].age = 0;
- hits[i].damage = 0;
- hits[i].shot = 0;
- }
- else {
- nhits++;
- }
- }
- }
+ bubble = b;
+
+ if (nhits < 1) return;
+
+ nhits = 0;
+
+ for (int i = 0; i < MAX_SHIELD_HITS; i++) {
+ if (hits[i].damage > 0) {
+ // age the hit:
+ hits[i].age += seconds;
+ hits[i].damage -= (hits[i].damage * 4 * seconds);
+
+ // collect garbage:
+ if (hits[i].damage < 10) {
+ hits[i].age = 0;
+ hits[i].damage = 0;
+ hits[i].shot = 0;
+ }
+ else {
+ nhits++;
+ }
+ }
+ }
}
// +--------------------------------------------------------------------+
@@ -146,8 +146,8 @@ ShieldRep::Energize(double seconds, bool b)
void
ShieldRep::TranslateBy(const Point& ref)
{
- true_eye_point = ref;
- Solid::TranslateBy(ref);
+ true_eye_point = ref;
+ Solid::TranslateBy(ref);
}
// +--------------------------------------------------------------------+
@@ -155,96 +155,96 @@ ShieldRep::TranslateBy(const Point& ref)
void
ShieldRep::Illuminate()
{
- if (!model) return;
+ if (!model) return;
+
+ Surface* surf = model->GetSurfaces().first();
+ VertexSet* vset = surf->GetVertexSet();
+ int nverts = vset->nverts;
- Surface* surf = model->GetSurfaces().first();
- VertexSet* vset = surf->GetVertexSet();
- int nverts = vset->nverts;
+ for (int i = 0; i < nverts; i++) {
+ vset->diffuse[i] = 0;
+ vset->specular[i] = 0;
+ }
- for (int i = 0; i < nverts; i++) {
- vset->diffuse[i] = 0;
- vset->specular[i] = 0;
- }
+ double all_damage = 0;
- double all_damage = 0;
+ if (nhits < 1) return;
- if (nhits < 1) return;
+ for (int i = 0; i < MAX_SHIELD_HITS; i++) {
+ if (hits[i].damage > 0) {
+ // add the hit's contribution to the shield verts:
+ Vec3 hitloc = hits[i].hitloc;
+ double hitdam = hits[i].damage * 2000;
- for (int i = 0; i < MAX_SHIELD_HITS; i++) {
- if (hits[i].damage > 0) {
- // add the hit's contribution to the shield verts:
- Vec3 hitloc = hits[i].hitloc;
- double hitdam = hits[i].damage * 2000;
+ all_damage += hits[i].damage;
- all_damage += hits[i].damage;
+ if (!bubble) {
- if (!bubble) {
+ double limit = radius * radius;
+ if (hitdam > limit)
+ hitdam = limit;
- double limit = radius * radius;
- if (hitdam > limit)
- hitdam = limit;
+ for (int v = 0; v < nverts; v++) {
+ double dist = (vset->loc[v] - hitloc).length();
- for (int v = 0; v < nverts; v++) {
- double dist = (vset->loc[v] - hitloc).length();
+ if (dist < 1)
+ dist = 1; // can't divide by zero!
- if (dist < 1)
- dist = 1; // can't divide by zero!
+ else
+ dist = pow(dist, 2.7);
- else
- dist = pow(dist, 2.7);
+ double pert = Random(0.1, 1.5);
+ double intensity = pert*hitdam/dist;
- double pert = Random(0.1, 1.5);
- double intensity = pert*hitdam/dist;
+ if (intensity > 0.003)
+ vset->diffuse[v] = ((Color::White * intensity) + vset->diffuse[v]).Value();
+ }
- if (intensity > 0.003)
- vset->diffuse[v] = ((Color::White * intensity) + vset->diffuse[v]).Value();
- }
-
- }
- }
- }
+ }
+ }
+ }
- if (bubble) {
- double shield_gain = 1;
+ if (bubble) {
+ double shield_gain = 1;
- if (all_damage < 1000) {
- shield_gain = all_damage / 1000;
- }
+ if (all_damage < 1000) {
+ shield_gain = all_damage / 1000;
+ }
- for (int i = 0; i < nverts; i++) {
- Vec3 vloc = (vset->loc[i] * orientation) + loc;
- Vec3 vnrm = (vset->nrm[i] * orientation);
+ for (int i = 0; i < nverts; i++) {
+ Vec3 vloc = (vset->loc[i] * orientation) + loc;
+ Vec3 vnrm = (vset->nrm[i] * orientation);
- Vec3 V = vloc * -1.0f;
- V.Normalize();
+ Vec3 V = vloc * -1.0f;
+ V.Normalize();
- double intensity = 1 - V*vnrm;
+ double intensity = 1 - V*vnrm;
- if (intensity > 0) {
- intensity *= intensity;
+ if (intensity > 0) {
+ intensity *= intensity;
- if (intensity > 1) intensity = 1;
+ if (intensity > 1) intensity = 1;
- intensity *= (shield_gain * Random(0.75, 1.0));
+ intensity *= (shield_gain * Random(0.75, 1.0));
- Color vs = Color::White * intensity;
- vset->diffuse[i] = vs.Value();
- }
- }
- }
+ Color vs = Color::White * intensity;
+ vset->diffuse[i] = vs.Value();
+ }
+ }
+ }
- InvalidateSurfaceData();
+ InvalidateSurfaceData();
}
void
ShieldRep::Render(Video* video, DWORD flags)
{
- if ((flags & RENDER_ADDITIVE) == 0)
- return;
-
- if (nhits > 0) {
- Illuminate();
- Solid::Render(video, RENDER_ALPHA); // have to lie about the render flag
- // or the engine will reject the solid
- }
+ if ((flags & RENDER_ADDITIVE) == 0)
+ return;
+
+ if (nhits > 0) {
+ Illuminate();
+ Solid::Render(video, RENDER_ALPHA); // have to lie about the render flag
+ // or the engine will reject the solid
+ }
} \ No newline at end of file