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/* Starshatter: The Open Source Project
Copyright (c) 2021-2024, 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"
// +--------------------------------------------------------------------+
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
}
}
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