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Diffstat (limited to 'Stars45/ShieldRep.cpp')
-rw-r--r-- | Stars45/ShieldRep.cpp | 274 |
1 files changed, 274 insertions, 0 deletions
diff --git a/Stars45/ShieldRep.cpp b/Stars45/ShieldRep.cpp new file mode 100644 index 0000000..6ac046e --- /dev/null +++ b/Stars45/ShieldRep.cpp @@ -0,0 +1,274 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Stars.exe + FILE: ShieldRep.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + ShieldRep Solid class +*/ + +#include "MemDebug.h" +#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(__FILE__,__LINE__) 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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