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/*  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 (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
   }
}