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Diffstat (limited to 'Stars45/ShieldRep.cpp')
-rw-r--r-- | Stars45/ShieldRep.cpp | 248 |
1 files changed, 0 insertions, 248 deletions
diff --git a/Stars45/ShieldRep.cpp b/Stars45/ShieldRep.cpp deleted file mode 100644 index ccce2d6..0000000 --- a/Stars45/ShieldRep.cpp +++ /dev/null @@ -1,248 +0,0 @@ -/* Starshatter: The Open Source Project - Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors - Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors - Copyright (c) 1997-2006, Destroyer Studios LLC. - - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - ShieldRep Solid class -*/ - -#include "ShieldRep.h" -#include "Random.h" - -#include "Game.h" -#include "Light.h" -#include "Solid.h" -#include "Bitmap.h" -#include "Color.h" -#include "DataLoader.h" - -// +--------------------------------------------------------------------+ - -const int MAX_SHIELD_HITS = 16; - -// +--------------------------------------------------------------------+ - -struct ShieldHit -{ - 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 ShieldHit[MAX_SHIELD_HITS]; -} - -ShieldRep::~ShieldRep() -{ - delete [] hits; -} - -// +--------------------------------------------------------------------+ - -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++; - } -} - -// +--------------------------------------------------------------------+ - -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++; - } - } - } -} - -// +--------------------------------------------------------------------+ - -void -ShieldRep::TranslateBy(const Point& ref) -{ - true_eye_point = ref; - Solid::TranslateBy(ref); -} - -// +--------------------------------------------------------------------+ - -void -ShieldRep::Illuminate() -{ - if (!model) return; - - 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; - } - - double all_damage = 0; - - 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; - - all_damage += hits[i].damage; - - if (!bubble) { - - double limit = radius * radius; - if (hitdam > limit) - hitdam = limit; - - for (int v = 0; v < nverts; v++) { - double dist = (vset->loc[v] - hitloc).length(); - - if (dist < 1) - dist = 1; // can't divide by zero! - - else - dist = pow(dist, 2.7); - - 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 (bubble) { - double shield_gain = 1; - - 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); - - Vec3 V = vloc * -1.0f; - V.Normalize(); - - double intensity = 1 - V*vnrm; - - if (intensity > 0) { - intensity *= intensity; - - if (intensity > 1) intensity = 1; - - intensity *= (shield_gain * Random(0.75, 1.0)); - - Color vs = Color::White * intensity; - vset->diffuse[i] = vs.Value(); - } - } - } - - 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 - } -}
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