2 * $Logfile: /Freespace2/code/Ship/Shield.cpp $
7 * Stuff pertaining to shield graphical effects, etc.
10 * Revision 1.2 2002/05/07 03:16:52 theoddone33
11 * The Great Newline Fix
13 * Revision 1.1.1.1 2002/05/03 03:28:10 root
17 * 11 8/03/99 1:46p Dave
18 * Make opacity higher.
20 * 10 8/03/99 11:28a Dave
21 * Fixed shield problem.
23 * 9 8/02/99 10:42p Dave
24 * Make shields less opaque in the nebula.
26 * 8 8/02/99 10:39p Dave
27 * Added colored shields. OoOoOoooOoo
29 * 7 7/15/99 9:20a Andsager
30 * FS2_DEMO initial checkin
32 * 6 3/10/99 6:50p Dave
33 * Changed the way we buffer packets for all clients. Optimized turret
34 * fired packets. Did some weapon firing optimizations.
36 * 5 1/12/99 5:45p Dave
37 * Moved weapon pipeline in multiplayer to almost exclusively client side.
38 * Very good results. Bandwidth goes down, playability goes up for crappy
39 * connections. Fixed object update problem for ship subsystems.
41 * 4 12/01/98 8:06a Dave
42 * Temporary checkin to fix some texture transparency problems in d3d.
44 * 3 11/05/98 5:55p Dave
45 * Big pass at reducing #includes
47 * 2 10/07/98 10:53a Dave
50 * 1 10/07/98 10:51a Dave
52 * 65 5/25/98 12:12a Mike
53 * Make shield effect less CPU-intensive in software. Always use lower
56 * 64 4/22/98 8:37p Mike
57 * Recover gracefully from exhausted MAX_GLOBAL_TRIS asserts.
59 * 63 4/09/98 7:58p John
60 * Cleaned up tmapper code a bit. Put NDEBUG around some ndebug stuff.
61 * Took out XPARENT flag settings in all the alpha-blended texture stuff.
63 * 62 4/02/98 6:28p Lawrance
64 * remove shield code from demo build
66 * 61 4/02/98 11:40a Lawrance
67 * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE
69 * 60 3/31/98 5:32p Mike
70 * Reduce size of some buffers.
72 * 59 3/31/98 5:19p John
73 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
74 * bunch of debug stuff out of player file. Made model code be able to
75 * unload models and malloc out only however many models are needed.
78 * 58 3/30/98 4:02p John
79 * Made machines with < 32 MB of RAM use every other frame of certain
80 * bitmaps. Put in code to keep track of how much RAM we've malloc'd.
82 * 57 3/30/98 12:18a Lawrance
83 * change some DEMO_RELEASE code to not compile code rather than return
86 * 56 3/29/98 11:33p Mike
87 * Speedup sheidl hit effect at detail levels 1, 3 (in 0..4).
89 * 55 3/29/98 5:02p Adam
90 * changed ANIs referenced for shieldhit effect to all be
91 * shieldhit01a.ani. There won't be different ones for different species
92 * like I once thought.
94 * 54 3/29/98 4:05p John
95 * New paging code that loads everything necessary at level startup.
97 * 53 3/27/98 9:06p Mike
98 * Make shield effect larger in lower detail levels (to match size in
99 * higher detail level) and handle changing detail level whiel shield
102 * 52 3/27/98 8:35p Mike
103 * Detail level support in shield effect system.
105 * 51 3/16/98 4:07p Sandeep
107 * 50 3/12/98 1:24p Mike
108 * When weapons linked, increase firing delay.
109 * Free up weapon slots for AI ships, if necessary.
110 * Backside render shield effect.
111 * Remove shield hit triangle if offscreen.
113 * 49 3/02/98 5:42p John
114 * Removed WinAVI stuff from Freespace. Made all HUD gauges wriggle from
115 * afterburner. Made gr_set_clip work good with negative x &y. Made
116 * model_caching be on by default. Made each cached model have it's own
117 * bitmap id. Made asteroids not rotate when model_caching is on.
119 * 48 2/22/98 4:17p John
120 * More string externalization classification... 190 left to go!
122 * 47 2/14/98 11:13p Mike
123 * Optimize a bit by making old ones go away if Poly_count high.
125 * 46 2/06/98 9:10a Allender
126 * removed an Assert for multiplayer clients
128 * 45 2/05/98 9:21p John
129 * Some new Direct3D code. Added code to monitor a ton of stuff in the
132 * 44 1/28/98 11:15p Allender
133 * work on getting shield effect to show correctly in client side
136 * 43 12/30/97 4:26p Lawrance
137 * Remove .ani from shield animations, avoids bmpman warning
142 // Detail level effects (Detail.shield_effects)
143 // 0 Nothing rendered
144 // 1 An animating bitmap rendered per hit, not shrink-wrapped. Lasts half time. One per ship.
145 // 2 Animating bitmap per hit, not shrink-wrapped. Lasts full time. Unlimited.
146 // 3 Shrink-wrapped texture. Lasts half-time.
147 // 4 Shrink-wrapped texture. Lasts full-time.
155 #include "floating.h"
157 #include "lighting.h"
158 #include "fireballs.h"
162 #include "player.h" // #include of "player.h" is only for debugging!
164 #include "freespace.h"
165 #include "packunpack.h"
166 #include "animplay.h"
168 #include "missionparse.h"
169 #include "multimsgs.h"
172 int New_shield_system = 1;
173 int Show_shield_mesh = 0;
175 #ifndef DEMO // not for FS2_DEMO
177 // One unit in 3d means this in the shield hit texture map.
178 //#define SHIELD_HIT_SCALE 0.075f // Scale decreased by MK on 12/18/97, made about 1/4x as large. Note, larger constant means smaller effect
179 #define SHIELD_HIT_SCALE 0.15f // Doubled on 12/23/97 by MK. Was overflowing. See todo item #924.
180 //#define MAX_SHIELD_HITS 20
181 #define MAX_TRIS_PER_HIT 40 // Number of triangles per shield hit, maximum.
182 #define MAX_SHIELD_HITS 20 // Maximum number of active shield hits.
183 #define MAX_SHIELD_TRI_BUFFER (MAX_SHIELD_HITS*20) // Persistent buffer of triangle comprising all active shield hits.
184 #define SHIELD_HIT_DURATION (3*F1_0/4) // Duration, in milliseconds, of shield hit effect
186 #define SH_UNUSED -1 // Indicates an unused record in Shield_hits
187 #define SH_TYPE_1 1 // Indicates Shield_hits record is of type 1.
189 #define UV_MAX (63.95f/64.0f) // max allowed value until tmapper bugs fixed, 1/24/97
191 float Shield_scale = SHIELD_HIT_SCALE;
193 // Structure which mimics the shield_tri structure in model.h. Since the global shield triangle
194 // array needs the vertex information, we will acutally store the information in this
195 // structure instead of the indices into the vertex list
196 typedef struct gshield_tri {
197 int used; // Set if this triangle is currently in use.
198 int trinum; // a debug parameter
199 fix creation_time; // time at which created.
200 shield_vertex verts[4]; // Triangles, but at lower detail level, a square.
203 typedef struct shield_hit {
204 int start_time; // start time of this object
205 int type; // type, probably the weapon type, to indicate the bitmap to use
206 int objnum; // Object index, needed to get current orientation, position.
207 int num_tris; // Number of Shield_tris comprising this shield.
208 int tri_list[MAX_TRIS_PER_HIT]; // Indices into Shield_tris, triangles for this shield hit.
209 ubyte rgb[3]; // rgb colors
212 // Stores point at which shield was hit.
213 // Gets processed in frame interval.
214 typedef struct shield_point {
215 int objnum; // Object that was hit.
216 int shield_tri; // Triangle in shield mesh that took hit.
217 vector hit_point; // Point in global 3-space of hit.
220 #define MAX_SHIELD_POINTS 100
221 shield_point Shield_points[MAX_SHIELD_POINTS];
222 int Num_shield_points;
223 int Num_multi_shield_points; // used by multiplayer clients
225 gshield_tri Global_tris[MAX_SHIELD_TRI_BUFFER]; // The persistent triangles, part of shield hits.
226 int Num_tris; // Number of triangles in current shield. Would be a local, but needed in numerous routines.
228 shield_hit Shield_hits[MAX_SHIELD_HITS];
230 typedef struct shield_ani {
237 #define MAX_SHIELD_ANIMS MAX_SPECIES_NAMES
238 shield_ani Sheild_ani[MAX_SHIELD_ANIMS] = {
239 { "shieldhit01a", -1, -1 },
240 { "shieldhit01a", -1, -1 },
241 { "shieldhit01a", -1, -1 },
245 int Shield_bitmaps_loaded = 0;
247 // This is a recursive function, so prototype it.
248 extern void create_shield_from_triangle(int trinum, matrix *orient, shield_info *shieldp, vector *tcp, vector *centerp, float radius, vector *rvec, vector *uvec);
250 void load_shield_hit_bitmap()
252 #ifndef DEMO // not for FS2_DEMO
255 // Check if we've already allocated the shield effect bitmaps
256 if ( Shield_bitmaps_loaded )
259 Shield_bitmaps_loaded = 1;
261 for (i=0; i<MAX_SHIELD_ANIMS; i++ ) {
262 Sheild_ani[i].first_frame = bm_load_animation(Sheild_ani[i].filename, &Sheild_ani[i].nframes,NULL, 1);
263 if ( Sheild_ani[i].first_frame < 0 )
270 void shield_hit_page_in()
274 if ( !Shield_bitmaps_loaded ) {
275 load_shield_hit_bitmap();
278 for (i=0; i<MAX_SHIELD_ANIMS; i++ ) {
279 bm_page_in_xparent_texture( Sheild_ani[i].first_frame, Sheild_ani[i].nframes );
284 // Initialize shield hit system. Called from game_level_init()
285 void shield_hit_init()
289 for (i=0; i<MAX_SHIELD_HITS; i++)
290 Shield_hits[i].type = SH_UNUSED;
292 for (i=0; i<MAX_SHIELD_TRI_BUFFER; i++) {
293 Global_tris[i].used = 0;
294 Global_tris[i].creation_time = Missiontime;
297 Num_multi_shield_points = 0;
299 load_shield_hit_bitmap();
302 // ---------------------------------------------------------------------
303 // release_shield_hit_bitmap()
305 // Release the storage allocated to store the shield effect.
307 void release_shield_hit_bitmap()
309 if ( !Shield_bitmaps_loaded )
312 // This doesn't need to do anything; the bitmap manager will
313 // release everything.
318 // ---------------------------------------------------------------------
319 // shield_hit_close()
321 // De-initalize the shield hit system. Called from game_level_close().
323 // TODO: We should probably not bother releasing the shield hit bitmaps every level.
325 void shield_hit_close()
327 release_shield_hit_bitmap();
330 void shield_frame_init()
332 //nprintf(("AI", "Frame %i: Number of shield hits: %i, polycount = %i\n", Framecount, Num_shield_points, Poly_count));
336 Num_shield_points = 0;
339 void create_low_detail_poly(int global_index, vector *tcp, vector *rightv, vector *upv)
344 trip = &Global_tris[global_index];
346 scale = vm_vec_mag(tcp) * 2.0f;
348 vm_vec_scale_add(&trip->verts[0].pos, tcp, rightv, -scale/2.0f);
349 vm_vec_scale_add2(&trip->verts[0].pos, upv, scale/2.0f);
351 vm_vec_scale_add(&trip->verts[1].pos, &trip->verts[0].pos, rightv, scale);
353 vm_vec_scale_add(&trip->verts[2].pos, &trip->verts[1].pos, upv, -scale);
355 vm_vec_scale_add(&trip->verts[3].pos, &trip->verts[2].pos, rightv, -scale);
357 // Set u, v coordinates.
358 // Note, this need only be done once, as it's common for all explosions.
359 trip->verts[0].u = 0.0f;
360 trip->verts[0].v = 0.0f;
362 trip->verts[1].u = 1.0f;
363 trip->verts[1].v = 0.0f;
365 trip->verts[2].u = 1.0f;
366 trip->verts[2].v = 1.0f;
368 trip->verts[3].u = 0.0f;
369 trip->verts[3].v = 1.0f;
373 // ----------------------------------------------------------------------------------------------------
374 // Given a shield triangle, compute the uv coordinates at its vertices given
375 // the center point of the explosion texture, distance to center of shield and
376 // right and up vectors.
377 // For small distances (relative to radius), coordinates can be computed using
378 // distance. For larger values, should comptue angle.
379 void rs_compute_uvs(shield_tri *stp, shield_vertex *verts, vector *tcp, float radius, vector *rightv, vector *upv)
384 for (i=0; i<3; i++) {
387 sv = &verts[stp->verts[i]];
389 vm_vec_sub(&v2cp, &sv->pos, tcp);
390 sv->u = vm_vec_dot(&v2cp, rightv) * Shield_scale + 0.5f;
391 sv->v = - vm_vec_dot(&v2cp, upv) * Shield_scale + 0.5f;
409 // mprintf(("u, v = %7.3f %7.3f\n", stp->verts[i].u, stp->verts[i].v));
415 // ----------------------------------------------------------------------------------------------------
416 // Free records in Global_tris previously used by Shield_hits[shnum].tri_list
417 void free_global_tri_records(int shnum)
421 Assert((shnum >= 0) && (shnum < MAX_SHIELD_HITS));
423 //mprintf(("Freeing up %i global records.\n", Shield_hits[shnum].num_tris));
425 for (i=0; i<Shield_hits[shnum].num_tris; i++){
426 Global_tris[Shield_hits[shnum].tri_list[i]].used = 0;
430 void render_low_detail_shield_bitmap(gshield_tri *trip, matrix *orient, vector *pos, ubyte r, ubyte g, ubyte b)
437 vm_copy_transpose_matrix(&m,orient);
439 for (j=0; j<4; j++ ) {
440 // Rotate point into world coordinates
441 vm_vec_rotate(&pnt, &trip->verts[j].pos, &m);
442 vm_vec_add2(&pnt, pos);
444 // Pnt is now the x,y,z world coordinates of this vert.
445 g3_rotate_vertex(&verts[j], &pnt);
446 verts[j].u = trip->verts[j].u;
447 verts[j].v = trip->verts[j].v;
464 vm_vec_perp(&norm, &trip->verts[0].pos, &trip->verts[1].pos, &trip->verts[2].pos);
466 if ( vm_vec_dot(&norm, &trip->verts[1].pos ) < 0.0 ) {
467 vertlist[0] = &verts[3];
468 vertlist[1] = &verts[2];
469 vertlist[2] = &verts[1];
470 vertlist[3] = &verts[0];
471 g3_draw_poly( 4, vertlist, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD);
473 vertlist[0] = &verts[0];
474 vertlist[1] = &verts[1];
475 vertlist[2] = &verts[2];
476 vertlist[3] = &verts[3];
477 g3_draw_poly( 4, vertlist, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD);
481 // Render one triangle of a shield hit effect on one ship.
482 // Each frame, the triangle needs to be rotated into global coords.
483 // trip pointer to triangle in global array
484 // orient orientation of object shield is associated with
485 // pos center point of object
486 void render_shield_triangle(gshield_tri *trip, matrix *orient, vector *pos, ubyte r, ubyte g, ubyte b)
494 if (trip->trinum == -1)
495 return; // Means this is a quad, must have switched detail_level.
497 vm_copy_transpose_matrix(&m,orient);
499 for (j=0; j<3; j++ ) {
500 // Rotate point into world coordinates
501 vm_vec_rotate(&pnt, &trip->verts[j].pos, &m);
502 vm_vec_add2(&pnt, pos);
504 // Pnt is now the x,y,z world coordinates of this vert.
505 // For this example, I am just drawing a sphere at that point.
506 g3_rotate_vertex(&points[j], &pnt);
507 points[j].u = trip->verts[j].u;
508 points[j].v = trip->verts[j].v;
509 Assert((trip->verts[j].u >= 0.0f) && (trip->verts[j].u <= UV_MAX));
510 Assert((trip->verts[j].v >= 0.0f) && (trip->verts[j].v <= UV_MAX));
511 verts[j] = &points[j];
526 vm_vec_perp(&norm,(vector *)&verts[0]->x,(vector *)&verts[1]->x,(vector*)&verts[2]->x);
527 if ( vm_vec_dot(&norm,(vector *)&verts[1]->x ) >= 0.0 ) {
529 vertlist[0] = verts[2];
530 vertlist[1] = verts[1];
531 vertlist[2] = verts[0];
532 g3_draw_poly( 3, vertlist, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD);
534 g3_draw_poly( 3, verts, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD);
538 MONITOR(NumShieldRend);
540 // Render a shield mesh in the global array Shield_hits[]
541 void render_shield(int shield_num) //, matrix *orient, vector *centerp)
550 if (Shield_hits[shield_num].type == SH_UNUSED) {
554 Assert(Shield_hits[shield_num].objnum >= 0);
556 objp = &Objects[Shield_hits[shield_num].objnum];
558 if (objp->flags & OF_NO_SHIELDS) {
562 // If this object didn't get rendered, don't render its shields. In fact, make the shield hit go away.
563 if (!(objp->flags & OF_WAS_RENDERED)) {
564 Shield_hits[shield_num].type = SH_UNUSED;
568 // At detail levels 1, 3, animations play at double speed to reduce load.
569 if (!D3D_enabled || (Detail.shield_effects == 1) || (Detail.shield_effects == 3)) {
570 Shield_hits[shield_num].start_time -= Frametime;
573 MONITOR_INC(NumShieldRend,1);
575 shipp = &Ships[objp->instance];
576 si = &Ship_info[shipp->ship_info_index];
578 // objp, shipp, and si are now setup correctly
580 // If this ship is in its deathroll, make the shield hit effects go away faster.
581 if (shipp->flags & SF_DYING) {
582 Shield_hits[shield_num].start_time -= fl2f(2*flFrametime);
585 // Detail level stuff. When lots of shield hits, maybe make them go away faster.
586 if (Poly_count > 50) {
587 if (Shield_hits[shield_num].start_time + (SHIELD_HIT_DURATION*50)/Poly_count < Missiontime) {
588 Shield_hits[shield_num].type = SH_UNUSED;
589 free_global_tri_records(shield_num);
590 // nprintf(("AI", "* "));
593 } else if ((Shield_hits[shield_num].start_time + SHIELD_HIT_DURATION) < Missiontime) {
594 Shield_hits[shield_num].type = SH_UNUSED;
595 free_global_tri_records(shield_num);
599 orient = &objp->orient;
600 centerp = &objp->pos;
602 int bitmap_id, frame_num, n;
604 // mprintf(("Percent = %7.3f\n", f2fl(Missiontime - Shield_hits[shield_num].start_time)));
607 // Do some sanity checking
608 Assert( (n >=0) && (n<MAX_SPECIES_NAMES));
609 Assert( (n >=0) && (n<MAX_SHIELD_ANIMS));
611 frame_num = fl2i( f2fl(Missiontime - Shield_hits[shield_num].start_time) * Sheild_ani[n].nframes);
612 if ( frame_num >= Sheild_ani[n].nframes ) {
613 frame_num = Sheild_ani[n].nframes - 1;
614 } else if ( frame_num < 0 ) {
615 mprintf(( "HEY! Missiontime went backwards! (Shield.cpp)\n" ));
618 bitmap_id = Sheild_ani[n].first_frame + frame_num;
620 float alpha = 0.9999f;
621 if(The_mission.flags & MISSION_FLAG_FULLNEB){
624 gr_set_bitmap(bitmap_id, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
626 if (!D3D_enabled || (Detail.shield_effects == 1) || (Detail.shield_effects == 2)) {
627 if ( bitmap_id != - 1 ) {
628 render_low_detail_shield_bitmap(&Global_tris[Shield_hits[shield_num].tri_list[0]], orient, centerp, Shield_hits[shield_num].rgb[0], Shield_hits[shield_num].rgb[1], Shield_hits[shield_num].rgb[2]);
632 // AL 06/01/97 don't use Assert() until issue with Missiontime being reset to 0 are worked out
633 if ( bitmap_id != - 1 ) {
634 for (i=0; i<Shield_hits[shield_num].num_tris; i++) {
635 //if (Missiontime == Shield_hits[shield_num].start_time)
636 // nprintf(("AI", "Frame %i: Render triangle %i.\n", Framecount, Global_tris[Shield_hits[shield_num].tri_list[i]].trinum));
637 render_shield_triangle(&Global_tris[Shield_hits[shield_num].tri_list[i]], orient, centerp, Shield_hits[shield_num].rgb[0], Shield_hits[shield_num].rgb[1], Shield_hits[shield_num].rgb[2]);
643 // Render all the shield hits in the global array Shield_hits[]
644 // This is a temporary function. Shield hit rendering will at least have to
645 // occur with the ship, perhaps even internal to the ship.
646 void render_shields()
650 if (Detail.shield_effects == 0){
651 return; // No shield effect rendered at lowest detail level.
654 if (!New_shield_system){
658 for (i=0; i<MAX_SHIELD_HITS; i++){
659 if (Shield_hits[i].type != SH_UNUSED){
666 // -----------------------------------------------------------------------------------------------------
667 void create_tris_containing(vector *vp, matrix *orient, shield_info *shieldp, vector *tcp, vector *centerp, float radius, vector *rvec, vector *uvec)
670 shield_vertex *verts;
672 verts = shieldp->verts;
674 for (i=0; i<Num_tris; i++) {
675 if ( !shieldp->tris[i].used ) {
676 for (j=0; j<3; j++) {
679 v = verts[shieldp->tris[i].verts[j]].pos;
680 if ((vp->x == v.x) && (vp->y == v.y) && (vp->z == v.z))
681 create_shield_from_triangle(i, orient, shieldp, tcp, centerp, radius, rvec, uvec);
687 void visit_children(int trinum, int vertex_index, matrix *orient, shield_info *shieldp, vector *tcp, vector *centerp, float radius, vector *rvec, vector *uvec)
691 sv = &(shieldp->verts[shieldp->tris[trinum].verts[vertex_index]]);
693 if ( (sv->u > 0.0f) && (sv->u < UV_MAX) && (sv->v > 0.0f) && (sv->v < UV_MAX))
694 create_tris_containing(&sv->pos, orient, shieldp, tcp, centerp, radius, rvec, uvec);
699 int get_free_global_shield_index()
703 while ((gi < MAX_SHIELD_TRI_BUFFER) && (Global_tris[gi].used) && (Global_tris[gi].creation_time + SHIELD_HIT_DURATION > Missiontime)) {
707 // If couldn't find one, choose a random one.
708 if (gi == MAX_SHIELD_TRI_BUFFER)
709 gi = (int) (frand() * MAX_SHIELD_TRI_BUFFER);
714 int get_global_shield_tri()
718 // Find unused shield hit buffer
719 for (shnum=0; shnum<MAX_SHIELD_HITS; shnum++)
720 if (Shield_hits[shnum].type == SH_UNUSED)
723 if (shnum == MAX_SHIELD_HITS) {
724 //nprintf(("AI", "Warning: Shield_hit buffer full! Stealing an old one!\n"));
725 shnum = myrand() % MAX_SHIELD_HITS;
728 Assert((shnum >= 0) && (shnum < MAX_SHIELD_HITS));
733 void create_shield_from_triangle(int trinum, matrix *orient, shield_info *shieldp, vector *tcp, vector *centerp, float radius, vector *rvec, vector *uvec)
735 //nprintf(("AI", "[%3i] ", trinum));
737 rs_compute_uvs( &shieldp->tris[trinum], shieldp->verts, tcp, radius, rvec, uvec);
739 //Assert(trinum < MAX_SHIELD_HITS);
740 shieldp->tris[trinum].used = 1;
742 //mprintf(("%i ", trinum));
743 visit_children(trinum, 0, orient, shieldp, tcp, centerp, radius, rvec, uvec);
744 visit_children(trinum, 1, orient, shieldp, tcp, centerp, radius, rvec, uvec);
745 visit_children(trinum, 2, orient, shieldp, tcp, centerp, radius, rvec, uvec);
748 // Copy information from Current_tris to Global_tris, stuffing information
749 // in a slot in Shield_hits. The Global_tris array is not a shield_tri structure.
750 // We need to store vertex information in the global array since the vertex list
751 // will not be available to us when we actually use the array.
752 void copy_shield_to_globals( int objnum, shield_info *shieldp )
756 int count = 0; // Number of triangles in this shield hit.
757 int shnum; // shield hit number, index in Shield_hits.
759 shnum = get_global_shield_tri();
761 Shield_hits[shnum].type = SH_TYPE_1;
762 // mprintf(("Creating hit #%i at time = %7.3f\n", shnum, f2fl(Missiontime)));
764 for (i = 0; i < shieldp->ntris; i++ ) {
765 if ( shieldp->tris[i].used ) {
766 while ( (gi < MAX_SHIELD_TRI_BUFFER) && (Global_tris[gi].used) && (Global_tris[gi].creation_time + SHIELD_HIT_DURATION > Missiontime)) {
770 // If couldn't find one, choose a random one.
771 if (gi == MAX_SHIELD_TRI_BUFFER)
772 gi = (int) (frand() * MAX_SHIELD_TRI_BUFFER);
774 Global_tris[gi].used = shieldp->tris[i].used;
775 Global_tris[gi].trinum = i;
776 Global_tris[gi].creation_time = Missiontime;
778 // copy the pos/u/v elements of the shield_vertex structure into the shield vertex structure for this global triangle.
779 for (j = 0; j < 3; j++)
780 Global_tris[gi].verts[j] = shieldp->verts[shieldp->tris[i].verts[j]];
781 Shield_hits[shnum].tri_list[count++] = gi;
783 if (count >= MAX_TRIS_PER_HIT) {
784 mprintf(("Warning: Too many triangles in shield hit.\n"));
790 Shield_hits[shnum].num_tris = count;
791 Shield_hits[shnum].start_time = Missiontime;
792 Shield_hits[shnum].objnum = objnum;
794 Shield_hits[shnum].rgb[0] = 255;
795 Shield_hits[shnum].rgb[1] = 255;
796 Shield_hits[shnum].rgb[2] = 255;
797 if((objnum >= 0) && (objnum < MAX_OBJECTS) && (Objects[objnum].type == OBJ_SHIP) && (Objects[objnum].instance >= 0) && (Objects[objnum].instance < MAX_SHIPS) && (Ships[Objects[objnum].instance].ship_info_index >= 0) && (Ships[Objects[objnum].instance].ship_info_index < Num_ship_types)){
798 ship_info *sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
800 Shield_hits[shnum].rgb[0] = sip->shield_color[0];
801 Shield_hits[shnum].rgb[1] = sip->shield_color[1];
802 Shield_hits[shnum].rgb[2] = sip->shield_color[2];
806 // ***** This is the version that works on a quadrant basis.
807 // Return absolute amount of damage not applied.
808 float apply_damage_to_shield(object *objp, int shield_quadrant, float damage)
812 // multiplayer clients bail here if nodamage
813 // if(MULTIPLAYER_CLIENT && (Netgame.debug_flags & NETD_FLAG_CLIENT_NODAMAGE)){
814 if(MULTIPLAYER_CLIENT){
818 if ( (shield_quadrant < 0) || (shield_quadrant > 3) ) return damage;
820 Assert(objp->type == OBJ_SHIP);
821 aip = &Ai_info[Ships[objp->instance].ai_index];
822 aip->last_hit_quadrant = shield_quadrant;
824 objp->shields[shield_quadrant] -= damage;
826 if (objp->shields[shield_quadrant] < 0.0f) {
827 float remaining_damage;
829 remaining_damage = -objp->shields[shield_quadrant];
830 objp->shields[shield_quadrant] = 0.0f;
831 //nprintf(("AI", "Applied %7.3f damage to quadrant #%i, %7.3f passes through\n", damage - remaining_damage, quadrant_num, remaining_damage));
832 return remaining_damage;
834 //nprintf(("AI", "Applied %7.3f damage to quadrant #%i\n", damage, quadrant_num));
840 // At lower detail levels, shield hit effects are a single texture, applied to one enlarged triangle.
841 void create_shield_low_detail(int objnum, int model_num, matrix *orient, vector *centerp, vector *tcp, int tr0, shield_info *shieldp)
847 shnum = get_global_shield_tri();
848 Shield_hits[shnum].type = SH_TYPE_1;
850 gi = get_free_global_shield_index();
852 Global_tris[gi].used = 1;
853 Global_tris[gi].trinum = -1; // This tells triangle renderer to not render in case detail_level was switched.
854 Global_tris[gi].creation_time = Missiontime;
856 Shield_hits[shnum].tri_list[0] = gi;
857 Shield_hits[shnum].num_tris = 1;
858 Shield_hits[shnum].start_time = Missiontime;
859 Shield_hits[shnum].objnum = objnum;
861 Shield_hits[shnum].rgb[0] = 255;
862 Shield_hits[shnum].rgb[1] = 255;
863 Shield_hits[shnum].rgb[2] = 255;
864 if((objnum >= 0) && (objnum < MAX_OBJECTS) && (Objects[objnum].type == OBJ_SHIP) && (Objects[objnum].instance >= 0) && (Objects[objnum].instance < MAX_SHIPS) && (Ships[Objects[objnum].instance].ship_info_index >= 0) && (Ships[Objects[objnum].instance].ship_info_index < Num_ship_types)){
865 ship_info *sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
867 Shield_hits[shnum].rgb[0] = sip->shield_color[0];
868 Shield_hits[shnum].rgb[1] = sip->shield_color[1];
869 Shield_hits[shnum].rgb[2] = sip->shield_color[2];
872 vm_vector_2_matrix(&tom, &shieldp->tris[tr0].norm, NULL, NULL);
873 //rs_compute_uvs( &shieldp->tris[tr0], shieldp->verts, tcp, Objects[objnum].radius, &tom.rvec, &tom.uvec);
875 create_low_detail_poly(gi, tcp, &tom.rvec, &tom.uvec);
879 // Algorithm for shrink-wrapping a texture across a triangular mesh.
881 // - Given a point of intersection, tcp (local to objnum)
882 // - Vector to center of shield from tcp is v2c.
883 // - Using v2c, compute right and down vectors. These are the vectors of
884 // increasing u and v, respectively.
885 // - Triangle of intersection of tcp is tr0.
886 // - For 3 points in tr0, compute u,v coordinates using up and down vectors
887 // from center point, tcp. Need to know size of explosion texture. N units
888 // along right vector corresponds to O units in explosion texture space.
889 // - For each edge, if either endpoint was outside texture bounds, recursively
890 // apply previous and current step.
892 // Output of above is a list of triangles with u,v coordinates. These u,v
893 // coordinates will have to be clipped against the explosion texture bounds.
895 void create_shield_explosion(int objnum, int model_num, matrix *orient, vector *centerp, vector *tcp, int tr0)
897 // vector v2c; // Vector to center from point tcp
898 matrix tom; // Texture Orientation Matrix
899 // float radius; // Radius of shield, computed as distance from tcp to objp->pos.
900 shield_info *shieldp;
904 if (!New_shield_system)
907 if (Objects[objnum].flags & OF_NO_SHIELDS)
910 pm = model_get(model_num);
911 Num_tris = pm->shield.ntris;
912 //Assert(Num_tris < MAX_SHIELD_HITS);
913 shieldp = &pm->shield;
918 //nprintf(("AI", "Frame %i: Creating explosion on %i.\n", Framecount, objnum));
920 if (!D3D_enabled || (Detail.shield_effects == 1) || (Detail.shield_effects == 2)) {
921 create_shield_low_detail(objnum, model_num, orient, centerp, tcp, tr0, shieldp);
925 for (i=0; i<Num_tris; i++)
926 shieldp->tris[i].used = 0;
928 // Compute orientation matrix from normal of surface hit.
929 // Note, this will cause the shape of the bitmap to change abruptly
930 // as the impact point moves to another triangle. To prevent this,
931 // you could average the normals at the vertices, then interpolate the
932 // normals from the vertices to get a smoothly changing normal across the face.
933 // I had tried using the vector from the impact point to the center, which
934 // changes smoothly, but this looked surprisingly bad.
935 vm_vector_2_matrix(&tom, &shieldp->tris[tr0].norm, NULL, NULL);
936 //vm_vec_sub(&v2c, tcp, &Objects[objnum].pos);
938 // Create the shield from the current triangle, as well as its neighbors.
939 create_shield_from_triangle(tr0, orient, shieldp, tcp, centerp, Objects[objnum].radius, &tom.rvec, &tom.uvec);
940 //nprintf(("AI", "\n"));
942 create_shield_from_triangle(shieldp->tris[tr0].neighbors[i], orient, shieldp, tcp, centerp, Objects[objnum].radius, &tom.rvec, &tom.uvec);
944 copy_shield_to_globals(objnum, shieldp);
945 // render_shield(orient, centerp);
948 MONITOR(NumShieldHits);
950 // Add data for a shield hit.
951 void add_shield_point(int objnum, int tri_num, vector *hit_pos)
953 //Assert(Num_shield_points < MAX_SHIELD_POINTS);
954 if (Num_shield_points >= MAX_SHIELD_POINTS)
957 MONITOR_INC(NumShieldHits,1);
959 Shield_points[Num_shield_points].objnum = objnum;
960 Shield_points[Num_shield_points].shield_tri = tri_num;
961 Shield_points[Num_shield_points].hit_point = *hit_pos;
965 // in multiplayer -- send the shield hit data to the clients
966 // if ( MULTIPLAYER_MASTER && !(Netgame.debug_flags & NETD_FLAG_CLIENT_NODAMAGE)){
967 // send_shield_explosion_packet( objnum, tri_num, *hit_pos );
970 Ships[Objects[objnum].instance].shield_hits++;
973 // ugh! I wrote a special routine to store shield points for clients in multiplayer
974 // games. Problem is initilization and flow control of normal gameplay make this problem
975 // more than trivial to solve. Turns out that I think I can just keep track of the
976 // shield_points for multiplayer in a separate count -- then assign the multi count to
977 // the normal count at the correct time.
978 void add_shield_point_multi(int objnum, int tri_num, vector *hit_pos)
980 //Assert(Num_multi_shield_points < MAX_SHIELD_POINTS);
982 if (Num_multi_shield_points >= MAX_SHIELD_POINTS)
985 Shield_points[Num_shield_points].objnum = objnum;
986 Shield_points[Num_shield_points].shield_tri = tri_num;
987 Shield_points[Num_shield_points].hit_point = *hit_pos;
989 Num_multi_shield_points++;
992 // sets up the shield point hit information for multiplayer clients
993 void shield_point_multi_setup()
997 Assert( MULTIPLAYER_CLIENT );
999 if ( Num_multi_shield_points == 0 )
1002 Num_shield_points = Num_multi_shield_points;
1003 for (i = 0; i < Num_shield_points; i++ ){
1004 Ships[Objects[Shield_points[i].objnum].instance].shield_hits++;
1007 Num_multi_shield_points = 0;
1011 // Create all the shield explosions that occurred on object *objp this frame.
1012 void create_shield_explosion_all(object *objp)
1020 if (Detail.shield_effects == 0){
1024 num = objp->instance;
1025 shipp = &Ships[num];
1027 count = shipp->shield_hits;
1028 objnum = objp-Objects;
1030 for (i=0; i<Num_shield_points; i++) {
1031 if (Shield_points[i].objnum == objnum) {
1032 create_shield_explosion(objnum, shipp->modelnum, &objp->orient, &objp->pos, &Shield_points[i].hit_point, Shield_points[i].shield_tri);
1040 //mprintf(("Creating %i explosions took %7.3f seconds\n", shipp->shield_hits, (float) (timer_get_milliseconds() - start_time)/1000.0f));
1042 // some some reason, clients seem to have a bogus count valud on occation. I"ll chalk it up
1043 // to missed packets :-) MWA 2/6/98
1044 if ( !MULTIPLAYER_CLIENT ){
1045 Assert(count == 0); // Couldn't find all the alleged shield hits. Bogus!
1049 int Break_value = -1;
1051 // This is a debug function.
1052 // Draw the whole shield as a wireframe mesh, not looking at the current
1055 void ship_draw_shield( object *objp)
1063 if (!New_shield_system)
1066 if (objp->flags & OF_NO_SHIELDS)
1069 Assert(objp->instance >= 0);
1071 model_num = Ships[objp->instance].modelnum;
1073 if ( Fred_running ) return;
1075 pm = model_get(model_num);
1077 if (pm->shield.ntris<1) return;
1079 vm_copy_transpose_matrix(&m, &objp->orient);
1081 // Scan all the triangles in the mesh.
1082 for (i=0; i<pm->shield.ntris; i++ ) {
1084 vector gnorm, v2f, tri_point;
1085 vertex prev_pnt, pnt0;
1088 tri = &pm->shield.tris[i];
1090 if (i == Break_value)
1093 // Hack! Only works for object in identity orientation.
1094 // Need to rotate eye position into object's reference frame.
1095 // Only draw facing triangles.
1096 vm_vec_rotate(&tri_point, &pm->shield.verts[tri->verts[0]].pos, &Eye_matrix);
1097 vm_vec_add2(&tri_point, &objp->pos);
1099 vm_vec_sub(&v2f, &tri_point, &Eye_position);
1100 vm_vec_rotate(&gnorm, &tri->norm, &m);
1102 if (vm_vec_dot(&gnorm, &v2f) < 0.0f) {
1105 intensity = (int) (Ships[objp->instance].shield_integrity[i] * 255);
1109 else if (intensity > 255)
1112 gr_set_color(0, 0, intensity);
1114 // Process the vertices.
1115 // Note this rotates each vertex each time it's needed, very dumb.
1116 for (j=0; j<3; j++ ) {
1119 // Rotate point into world coordinates
1120 vm_vec_rotate(&pnt, &pm->shield.verts[tri->verts[j]].pos, &m);
1121 //vm_vec_rotate(&pnt,&pm->shield[i].pnt[j],&m);
1122 vm_vec_add2(&pnt, &objp->pos);
1124 // Pnt is now the x,y,z world coordinates of this vert.
1125 // For this example, I am just drawing a sphere at that
1127 g3_rotate_vertex(&tmp, &pnt);
1130 g3_draw_line(&prev_pnt, &tmp);
1136 g3_draw_line(&pnt0, &prev_pnt);
1142 // Returns true if the shield presents any opposition to something
1143 // trying to force through it.
1144 // If quadrant is -1, looks at entire shield, otherwise
1145 // just one quadrant
1146 int ship_is_shield_up( object *obj, int quadrant )
1148 if ( (quadrant>=0) && (quadrant<=3)) {
1149 // Just check one quadrant
1150 if (obj->shields[quadrant] > max(2.0f, 0.1f * Ship_info[Ships[obj->instance].ship_info_index].shields/4.0f)) {
1154 // Check all quadrants
1155 float strength = get_shield_strength(obj);
1157 if ( strength > max(2.0f*4.0f, 0.1f * Ship_info[Ships[obj->instance].ship_info_index].shields )) {
1161 return 0; // no shield strength
1166 //-- CODE TO "BOUNCE" AN ARRAY FROM A GIVEN POINT.
1167 //-- LIKE A MATTRESS.
1168 #define BOUNCE_SIZE ???
1170 byte Bouncer1[BOUNCE_SIZE];
1171 byte Bouncer2[BOUNCE_SIZE];
1173 byte * Bouncer = Bouncer1;
1174 byte * OldBouncer = Bouncer2;
1176 // To wiggle, add value to Bouncer[]
1183 for (i=0; i<BOUNCE_SIZE; i++ ) {
1186 t += OldBouncer[ LEFT ];
1187 t += OldBouncer[ RIGHT ];
1188 t += OldBouncer[ UP ];
1189 t += OldBouncer[ DOWN ];
1191 t = (t/2) - Bouncer[i];
1192 tmp = t - t/16; // 8
1194 if ( tmp < -127 ) tmp = -127;
1195 if ( tmp > 127 ) tmp = 127;
1199 if ( Bouncer == Bouncer1 ) {
1200 OldBouncer = Bouncer1;
1203 OldBouncer = Bouncer2;
1211 // stub out shield functions for the demo
1212 void shield_hit_init() {}
1213 void create_shield_explosion_all(object *objp) {}
1214 void shield_frame_init() {}
1215 void add_shield_point(int objnum, int tri_num, vector *hit_pos) {}
1216 void add_shield_point_multi(int objnum, int tri_num, vector *hit_pos) {}
1217 void shield_point_multi_setup() {}
1218 void shield_hit_close() {}
1219 void ship_draw_shield( object *objp) {}
1220 void shield_hit_page_in() {}
1221 void render_shields() {}
1222 float apply_damage_to_shield(object *objp, int shield_quadrant, float damage) {return damage;}
1223 int ship_is_shield_up( object *obj, int quadrant ) {return 0;}
1228 // return quadrant containing hit_pnt.
1233 // Note: This is in the object's local reference frame. Do _not_ pass a vector in the world frame.
1234 int get_quadrant(vector *hit_pnt)
1238 if (hit_pnt->x < hit_pnt->z)
1241 if (hit_pnt->x < -hit_pnt->z)