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-rw-r--r--Stars45/ShieldRep.cpp248
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diff --git a/Stars45/ShieldRep.cpp b/Stars45/ShieldRep.cpp
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--- 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
- }
-} \ No newline at end of file