diff options
Diffstat (limited to 'Stars45/ShieldRep.cpp')
-rw-r--r-- | Stars45/ShieldRep.cpp | 522 |
1 files changed, 273 insertions, 249 deletions
diff --git a/Stars45/ShieldRep.cpp b/Stars45/ShieldRep.cpp index 8658571..6ac046e 100644 --- a/Stars45/ShieldRep.cpp +++ b/Stars45/ShieldRep.cpp @@ -1,250 +1,274 @@ -/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- 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
- }
+/* 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 + } }
\ No newline at end of file |