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/*  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
    }
}