2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Ship/Shield.cpp $
15 * Stuff pertaining to shield graphical effects, etc.
18 * Revision 1.3 2002/06/09 04:41:26 relnev
19 * added copyright header
21 * Revision 1.2 2002/05/07 03:16:52 theoddone33
22 * The Great Newline Fix
24 * Revision 1.1.1.1 2002/05/03 03:28:10 root
28 * 11 8/03/99 1:46p Dave
29 * Make opacity higher.
31 * 10 8/03/99 11:28a Dave
32 * Fixed shield problem.
34 * 9 8/02/99 10:42p Dave
35 * Make shields less opaque in the nebula.
37 * 8 8/02/99 10:39p Dave
38 * Added colored shields. OoOoOoooOoo
40 * 7 7/15/99 9:20a Andsager
41 * FS2_DEMO initial checkin
43 * 6 3/10/99 6:50p Dave
44 * Changed the way we buffer packets for all clients. Optimized turret
45 * fired packets. Did some weapon firing optimizations.
47 * 5 1/12/99 5:45p Dave
48 * Moved weapon pipeline in multiplayer to almost exclusively client side.
49 * Very good results. Bandwidth goes down, playability goes up for crappy
50 * connections. Fixed object update problem for ship subsystems.
52 * 4 12/01/98 8:06a Dave
53 * Temporary checkin to fix some texture transparency problems in d3d.
55 * 3 11/05/98 5:55p Dave
56 * Big pass at reducing #includes
58 * 2 10/07/98 10:53a Dave
61 * 1 10/07/98 10:51a Dave
63 * 65 5/25/98 12:12a Mike
64 * Make shield effect less CPU-intensive in software. Always use lower
67 * 64 4/22/98 8:37p Mike
68 * Recover gracefully from exhausted MAX_GLOBAL_TRIS asserts.
70 * 63 4/09/98 7:58p John
71 * Cleaned up tmapper code a bit. Put NDEBUG around some ndebug stuff.
72 * Took out XPARENT flag settings in all the alpha-blended texture stuff.
74 * 62 4/02/98 6:28p Lawrance
75 * remove shield code from demo build
77 * 61 4/02/98 11:40a Lawrance
78 * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE
80 * 60 3/31/98 5:32p Mike
81 * Reduce size of some buffers.
83 * 59 3/31/98 5:19p John
84 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
85 * bunch of debug stuff out of player file. Made model code be able to
86 * unload models and malloc out only however many models are needed.
89 * 58 3/30/98 4:02p John
90 * Made machines with < 32 MB of RAM use every other frame of certain
91 * bitmaps. Put in code to keep track of how much RAM we've malloc'd.
93 * 57 3/30/98 12:18a Lawrance
94 * change some DEMO_RELEASE code to not compile code rather than return
97 * 56 3/29/98 11:33p Mike
98 * Speedup sheidl hit effect at detail levels 1, 3 (in 0..4).
100 * 55 3/29/98 5:02p Adam
101 * changed ANIs referenced for shieldhit effect to all be
102 * shieldhit01a.ani. There won't be different ones for different species
103 * like I once thought.
105 * 54 3/29/98 4:05p John
106 * New paging code that loads everything necessary at level startup.
108 * 53 3/27/98 9:06p Mike
109 * Make shield effect larger in lower detail levels (to match size in
110 * higher detail level) and handle changing detail level whiel shield
113 * 52 3/27/98 8:35p Mike
114 * Detail level support in shield effect system.
116 * 51 3/16/98 4:07p Sandeep
118 * 50 3/12/98 1:24p Mike
119 * When weapons linked, increase firing delay.
120 * Free up weapon slots for AI ships, if necessary.
121 * Backside render shield effect.
122 * Remove shield hit triangle if offscreen.
124 * 49 3/02/98 5:42p John
125 * Removed WinAVI stuff from Freespace. Made all HUD gauges wriggle from
126 * afterburner. Made gr_set_clip work good with negative x &y. Made
127 * model_caching be on by default. Made each cached model have it's own
128 * bitmap id. Made asteroids not rotate when model_caching is on.
130 * 48 2/22/98 4:17p John
131 * More string externalization classification... 190 left to go!
133 * 47 2/14/98 11:13p Mike
134 * Optimize a bit by making old ones go away if Poly_count high.
136 * 46 2/06/98 9:10a Allender
137 * removed an Assert for multiplayer clients
139 * 45 2/05/98 9:21p John
140 * Some new Direct3D code. Added code to monitor a ton of stuff in the
143 * 44 1/28/98 11:15p Allender
144 * work on getting shield effect to show correctly in client side
147 * 43 12/30/97 4:26p Lawrance
148 * Remove .ani from shield animations, avoids bmpman warning
153 // Detail level effects (Detail.shield_effects)
154 // 0 Nothing rendered
155 // 1 An animating bitmap rendered per hit, not shrink-wrapped. Lasts half time. One per ship.
156 // 2 Animating bitmap per hit, not shrink-wrapped. Lasts full time. Unlimited.
157 // 3 Shrink-wrapped texture. Lasts half-time.
158 // 4 Shrink-wrapped texture. Lasts full-time.
166 #include "floating.h"
168 #include "lighting.h"
169 #include "fireballs.h"
173 #include "player.h" // #include of "player.h" is only for debugging!
175 #include "freespace.h"
176 #include "packunpack.h"
177 #include "animplay.h"
179 #include "missionparse.h"
180 #include "multimsgs.h"
183 int New_shield_system = 1;
184 int Show_shield_mesh = 0;
186 #ifndef DEMO // not for FS2_DEMO
188 // One unit in 3d means this in the shield hit texture map.
189 //#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
190 #define SHIELD_HIT_SCALE 0.15f // Doubled on 12/23/97 by MK. Was overflowing. See todo item #924.
191 //#define MAX_SHIELD_HITS 20
192 #define MAX_TRIS_PER_HIT 40 // Number of triangles per shield hit, maximum.
193 #define MAX_SHIELD_HITS 20 // Maximum number of active shield hits.
194 #define MAX_SHIELD_TRI_BUFFER (MAX_SHIELD_HITS*20) // Persistent buffer of triangle comprising all active shield hits.
195 #define SHIELD_HIT_DURATION (3*F1_0/4) // Duration, in milliseconds, of shield hit effect
197 #define SH_UNUSED -1 // Indicates an unused record in Shield_hits
198 #define SH_TYPE_1 1 // Indicates Shield_hits record is of type 1.
200 #define UV_MAX (63.95f/64.0f) // max allowed value until tmapper bugs fixed, 1/24/97
202 float Shield_scale = SHIELD_HIT_SCALE;
204 // Structure which mimics the shield_tri structure in model.h. Since the global shield triangle
205 // array needs the vertex information, we will acutally store the information in this
206 // structure instead of the indices into the vertex list
207 typedef struct gshield_tri {
208 int used; // Set if this triangle is currently in use.
209 int trinum; // a debug parameter
210 fix creation_time; // time at which created.
211 shield_vertex verts[4]; // Triangles, but at lower detail level, a square.
214 typedef struct shield_hit {
215 int start_time; // start time of this object
216 int type; // type, probably the weapon type, to indicate the bitmap to use
217 int objnum; // Object index, needed to get current orientation, position.
218 int num_tris; // Number of Shield_tris comprising this shield.
219 int tri_list[MAX_TRIS_PER_HIT]; // Indices into Shield_tris, triangles for this shield hit.
220 ubyte rgb[3]; // rgb colors
223 // Stores point at which shield was hit.
224 // Gets processed in frame interval.
225 typedef struct shield_point {
226 int objnum; // Object that was hit.
227 int shield_tri; // Triangle in shield mesh that took hit.
228 vector hit_point; // Point in global 3-space of hit.
231 #define MAX_SHIELD_POINTS 100
232 shield_point Shield_points[MAX_SHIELD_POINTS];
233 int Num_shield_points;
234 int Num_multi_shield_points; // used by multiplayer clients
236 gshield_tri Global_tris[MAX_SHIELD_TRI_BUFFER]; // The persistent triangles, part of shield hits.
237 int Num_tris; // Number of triangles in current shield. Would be a local, but needed in numerous routines.
239 shield_hit Shield_hits[MAX_SHIELD_HITS];
241 typedef struct shield_ani {
248 #define MAX_SHIELD_ANIMS MAX_SPECIES_NAMES
249 shield_ani Sheild_ani[MAX_SHIELD_ANIMS] = {
250 { "shieldhit01a", -1, -1 },
251 { "shieldhit01a", -1, -1 },
252 { "shieldhit01a", -1, -1 },
256 int Shield_bitmaps_loaded = 0;
258 // This is a recursive function, so prototype it.
259 extern void create_shield_from_triangle(int trinum, matrix *orient, shield_info *shieldp, vector *tcp, vector *centerp, float radius, vector *rvec, vector *uvec);
261 void load_shield_hit_bitmap()
263 #ifndef DEMO // not for FS2_DEMO
266 // Check if we've already allocated the shield effect bitmaps
267 if ( Shield_bitmaps_loaded )
270 Shield_bitmaps_loaded = 1;
272 for (i=0; i<MAX_SHIELD_ANIMS; i++ ) {
273 Sheild_ani[i].first_frame = bm_load_animation(Sheild_ani[i].filename, &Sheild_ani[i].nframes,NULL, 1);
274 if ( Sheild_ani[i].first_frame < 0 )
281 void shield_hit_page_in()
285 if ( !Shield_bitmaps_loaded ) {
286 load_shield_hit_bitmap();
289 for (i=0; i<MAX_SHIELD_ANIMS; i++ ) {
290 bm_page_in_xparent_texture( Sheild_ani[i].first_frame, Sheild_ani[i].nframes );
295 // Initialize shield hit system. Called from game_level_init()
296 void shield_hit_init()
300 for (i=0; i<MAX_SHIELD_HITS; i++)
301 Shield_hits[i].type = SH_UNUSED;
303 for (i=0; i<MAX_SHIELD_TRI_BUFFER; i++) {
304 Global_tris[i].used = 0;
305 Global_tris[i].creation_time = Missiontime;
308 Num_multi_shield_points = 0;
310 load_shield_hit_bitmap();
313 // ---------------------------------------------------------------------
314 // release_shield_hit_bitmap()
316 // Release the storage allocated to store the shield effect.
318 void release_shield_hit_bitmap()
320 if ( !Shield_bitmaps_loaded )
323 // This doesn't need to do anything; the bitmap manager will
324 // release everything.
329 // ---------------------------------------------------------------------
330 // shield_hit_close()
332 // De-initalize the shield hit system. Called from game_level_close().
334 // TODO: We should probably not bother releasing the shield hit bitmaps every level.
336 void shield_hit_close()
338 release_shield_hit_bitmap();
341 void shield_frame_init()
343 //nprintf(("AI", "Frame %i: Number of shield hits: %i, polycount = %i\n", Framecount, Num_shield_points, Poly_count));
347 Num_shield_points = 0;
350 void create_low_detail_poly(int global_index, vector *tcp, vector *rightv, vector *upv)
355 trip = &Global_tris[global_index];
357 scale = vm_vec_mag(tcp) * 2.0f;
359 vm_vec_scale_add(&trip->verts[0].pos, tcp, rightv, -scale/2.0f);
360 vm_vec_scale_add2(&trip->verts[0].pos, upv, scale/2.0f);
362 vm_vec_scale_add(&trip->verts[1].pos, &trip->verts[0].pos, rightv, scale);
364 vm_vec_scale_add(&trip->verts[2].pos, &trip->verts[1].pos, upv, -scale);
366 vm_vec_scale_add(&trip->verts[3].pos, &trip->verts[2].pos, rightv, -scale);
368 // Set u, v coordinates.
369 // Note, this need only be done once, as it's common for all explosions.
370 trip->verts[0].u = 0.0f;
371 trip->verts[0].v = 0.0f;
373 trip->verts[1].u = 1.0f;
374 trip->verts[1].v = 0.0f;
376 trip->verts[2].u = 1.0f;
377 trip->verts[2].v = 1.0f;
379 trip->verts[3].u = 0.0f;
380 trip->verts[3].v = 1.0f;
384 // ----------------------------------------------------------------------------------------------------
385 // Given a shield triangle, compute the uv coordinates at its vertices given
386 // the center point of the explosion texture, distance to center of shield and
387 // right and up vectors.
388 // For small distances (relative to radius), coordinates can be computed using
389 // distance. For larger values, should comptue angle.
390 void rs_compute_uvs(shield_tri *stp, shield_vertex *verts, vector *tcp, float radius, vector *rightv, vector *upv)
395 for (i=0; i<3; i++) {
398 sv = &verts[stp->verts[i]];
400 vm_vec_sub(&v2cp, &sv->pos, tcp);
401 sv->u = vm_vec_dot(&v2cp, rightv) * Shield_scale + 0.5f;
402 sv->v = - vm_vec_dot(&v2cp, upv) * Shield_scale + 0.5f;
420 // mprintf(("u, v = %7.3f %7.3f\n", stp->verts[i].u, stp->verts[i].v));
426 // ----------------------------------------------------------------------------------------------------
427 // Free records in Global_tris previously used by Shield_hits[shnum].tri_list
428 void free_global_tri_records(int shnum)
432 Assert((shnum >= 0) && (shnum < MAX_SHIELD_HITS));
434 //mprintf(("Freeing up %i global records.\n", Shield_hits[shnum].num_tris));
436 for (i=0; i<Shield_hits[shnum].num_tris; i++){
437 Global_tris[Shield_hits[shnum].tri_list[i]].used = 0;
441 void render_low_detail_shield_bitmap(gshield_tri *trip, matrix *orient, vector *pos, ubyte r, ubyte g, ubyte b)
448 vm_copy_transpose_matrix(&m,orient);
450 for (j=0; j<4; j++ ) {
451 // Rotate point into world coordinates
452 vm_vec_rotate(&pnt, &trip->verts[j].pos, &m);
453 vm_vec_add2(&pnt, pos);
455 // Pnt is now the x,y,z world coordinates of this vert.
456 g3_rotate_vertex(&verts[j], &pnt);
457 verts[j].u = trip->verts[j].u;
458 verts[j].v = trip->verts[j].v;
475 vm_vec_perp(&norm, &trip->verts[0].pos, &trip->verts[1].pos, &trip->verts[2].pos);
477 if ( vm_vec_dot(&norm, &trip->verts[1].pos ) < 0.0 ) {
478 vertlist[0] = &verts[3];
479 vertlist[1] = &verts[2];
480 vertlist[2] = &verts[1];
481 vertlist[3] = &verts[0];
482 g3_draw_poly( 4, vertlist, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD);
484 vertlist[0] = &verts[0];
485 vertlist[1] = &verts[1];
486 vertlist[2] = &verts[2];
487 vertlist[3] = &verts[3];
488 g3_draw_poly( 4, vertlist, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD);
492 // Render one triangle of a shield hit effect on one ship.
493 // Each frame, the triangle needs to be rotated into global coords.
494 // trip pointer to triangle in global array
495 // orient orientation of object shield is associated with
496 // pos center point of object
497 void render_shield_triangle(gshield_tri *trip, matrix *orient, vector *pos, ubyte r, ubyte g, ubyte b)
505 if (trip->trinum == -1)
506 return; // Means this is a quad, must have switched detail_level.
508 vm_copy_transpose_matrix(&m,orient);
510 for (j=0; j<3; j++ ) {
511 // Rotate point into world coordinates
512 vm_vec_rotate(&pnt, &trip->verts[j].pos, &m);
513 vm_vec_add2(&pnt, pos);
515 // Pnt is now the x,y,z world coordinates of this vert.
516 // For this example, I am just drawing a sphere at that point.
517 g3_rotate_vertex(&points[j], &pnt);
518 points[j].u = trip->verts[j].u;
519 points[j].v = trip->verts[j].v;
520 Assert((trip->verts[j].u >= 0.0f) && (trip->verts[j].u <= UV_MAX));
521 Assert((trip->verts[j].v >= 0.0f) && (trip->verts[j].v <= UV_MAX));
522 verts[j] = &points[j];
537 vm_vec_perp(&norm,(vector *)&verts[0]->x,(vector *)&verts[1]->x,(vector*)&verts[2]->x);
538 if ( vm_vec_dot(&norm,(vector *)&verts[1]->x ) >= 0.0 ) {
540 vertlist[0] = verts[2];
541 vertlist[1] = verts[1];
542 vertlist[2] = verts[0];
543 g3_draw_poly( 3, vertlist, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD);
545 g3_draw_poly( 3, verts, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD);
549 MONITOR(NumShieldRend);
551 // Render a shield mesh in the global array Shield_hits[]
552 void render_shield(int shield_num) //, matrix *orient, vector *centerp)
561 if (Shield_hits[shield_num].type == SH_UNUSED) {
565 Assert(Shield_hits[shield_num].objnum >= 0);
567 objp = &Objects[Shield_hits[shield_num].objnum];
569 if (objp->flags & OF_NO_SHIELDS) {
573 // If this object didn't get rendered, don't render its shields. In fact, make the shield hit go away.
574 if (!(objp->flags & OF_WAS_RENDERED)) {
575 Shield_hits[shield_num].type = SH_UNUSED;
579 // At detail levels 1, 3, animations play at double speed to reduce load.
580 if (!D3D_enabled || (Detail.shield_effects == 1) || (Detail.shield_effects == 3)) {
581 Shield_hits[shield_num].start_time -= Frametime;
584 MONITOR_INC(NumShieldRend,1);
586 shipp = &Ships[objp->instance];
587 si = &Ship_info[shipp->ship_info_index];
589 // objp, shipp, and si are now setup correctly
591 // If this ship is in its deathroll, make the shield hit effects go away faster.
592 if (shipp->flags & SF_DYING) {
593 Shield_hits[shield_num].start_time -= fl2f(2*flFrametime);
596 // Detail level stuff. When lots of shield hits, maybe make them go away faster.
597 if (Poly_count > 50) {
598 if (Shield_hits[shield_num].start_time + (SHIELD_HIT_DURATION*50)/Poly_count < Missiontime) {
599 Shield_hits[shield_num].type = SH_UNUSED;
600 free_global_tri_records(shield_num);
601 // nprintf(("AI", "* "));
604 } else if ((Shield_hits[shield_num].start_time + SHIELD_HIT_DURATION) < Missiontime) {
605 Shield_hits[shield_num].type = SH_UNUSED;
606 free_global_tri_records(shield_num);
610 orient = &objp->orient;
611 centerp = &objp->pos;
613 int bitmap_id, frame_num, n;
615 // mprintf(("Percent = %7.3f\n", f2fl(Missiontime - Shield_hits[shield_num].start_time)));
618 // Do some sanity checking
619 Assert( (n >=0) && (n<MAX_SPECIES_NAMES));
620 Assert( (n >=0) && (n<MAX_SHIELD_ANIMS));
622 frame_num = fl2i( f2fl(Missiontime - Shield_hits[shield_num].start_time) * Sheild_ani[n].nframes);
623 if ( frame_num >= Sheild_ani[n].nframes ) {
624 frame_num = Sheild_ani[n].nframes - 1;
625 } else if ( frame_num < 0 ) {
626 mprintf(( "HEY! Missiontime went backwards! (Shield.cpp)\n" ));
629 bitmap_id = Sheild_ani[n].first_frame + frame_num;
631 float alpha = 0.9999f;
632 if(The_mission.flags & MISSION_FLAG_FULLNEB){
635 gr_set_bitmap(bitmap_id, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
637 if (!D3D_enabled || (Detail.shield_effects == 1) || (Detail.shield_effects == 2)) {
638 if ( bitmap_id != - 1 ) {
639 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]);
643 // AL 06/01/97 don't use Assert() until issue with Missiontime being reset to 0 are worked out
644 if ( bitmap_id != - 1 ) {
645 for (i=0; i<Shield_hits[shield_num].num_tris; i++) {
646 //if (Missiontime == Shield_hits[shield_num].start_time)
647 // nprintf(("AI", "Frame %i: Render triangle %i.\n", Framecount, Global_tris[Shield_hits[shield_num].tri_list[i]].trinum));
648 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]);
654 // Render all the shield hits in the global array Shield_hits[]
655 // This is a temporary function. Shield hit rendering will at least have to
656 // occur with the ship, perhaps even internal to the ship.
657 void render_shields()
661 if (Detail.shield_effects == 0){
662 return; // No shield effect rendered at lowest detail level.
665 if (!New_shield_system){
669 for (i=0; i<MAX_SHIELD_HITS; i++){
670 if (Shield_hits[i].type != SH_UNUSED){
677 // -----------------------------------------------------------------------------------------------------
678 void create_tris_containing(vector *vp, matrix *orient, shield_info *shieldp, vector *tcp, vector *centerp, float radius, vector *rvec, vector *uvec)
681 shield_vertex *verts;
683 verts = shieldp->verts;
685 for (i=0; i<Num_tris; i++) {
686 if ( !shieldp->tris[i].used ) {
687 for (j=0; j<3; j++) {
690 v = verts[shieldp->tris[i].verts[j]].pos;
691 if ((vp->x == v.x) && (vp->y == v.y) && (vp->z == v.z))
692 create_shield_from_triangle(i, orient, shieldp, tcp, centerp, radius, rvec, uvec);
698 void visit_children(int trinum, int vertex_index, matrix *orient, shield_info *shieldp, vector *tcp, vector *centerp, float radius, vector *rvec, vector *uvec)
702 sv = &(shieldp->verts[shieldp->tris[trinum].verts[vertex_index]]);
704 if ( (sv->u > 0.0f) && (sv->u < UV_MAX) && (sv->v > 0.0f) && (sv->v < UV_MAX))
705 create_tris_containing(&sv->pos, orient, shieldp, tcp, centerp, radius, rvec, uvec);
710 int get_free_global_shield_index()
714 while ((gi < MAX_SHIELD_TRI_BUFFER) && (Global_tris[gi].used) && (Global_tris[gi].creation_time + SHIELD_HIT_DURATION > Missiontime)) {
718 // If couldn't find one, choose a random one.
719 if (gi == MAX_SHIELD_TRI_BUFFER)
720 gi = (int) (frand() * MAX_SHIELD_TRI_BUFFER);
725 int get_global_shield_tri()
729 // Find unused shield hit buffer
730 for (shnum=0; shnum<MAX_SHIELD_HITS; shnum++)
731 if (Shield_hits[shnum].type == SH_UNUSED)
734 if (shnum == MAX_SHIELD_HITS) {
735 //nprintf(("AI", "Warning: Shield_hit buffer full! Stealing an old one!\n"));
736 shnum = myrand() % MAX_SHIELD_HITS;
739 Assert((shnum >= 0) && (shnum < MAX_SHIELD_HITS));
744 void create_shield_from_triangle(int trinum, matrix *orient, shield_info *shieldp, vector *tcp, vector *centerp, float radius, vector *rvec, vector *uvec)
746 //nprintf(("AI", "[%3i] ", trinum));
748 rs_compute_uvs( &shieldp->tris[trinum], shieldp->verts, tcp, radius, rvec, uvec);
750 //Assert(trinum < MAX_SHIELD_HITS);
751 shieldp->tris[trinum].used = 1;
753 //mprintf(("%i ", trinum));
754 visit_children(trinum, 0, orient, shieldp, tcp, centerp, radius, rvec, uvec);
755 visit_children(trinum, 1, orient, shieldp, tcp, centerp, radius, rvec, uvec);
756 visit_children(trinum, 2, orient, shieldp, tcp, centerp, radius, rvec, uvec);
759 // Copy information from Current_tris to Global_tris, stuffing information
760 // in a slot in Shield_hits. The Global_tris array is not a shield_tri structure.
761 // We need to store vertex information in the global array since the vertex list
762 // will not be available to us when we actually use the array.
763 void copy_shield_to_globals( int objnum, shield_info *shieldp )
767 int count = 0; // Number of triangles in this shield hit.
768 int shnum; // shield hit number, index in Shield_hits.
770 shnum = get_global_shield_tri();
772 Shield_hits[shnum].type = SH_TYPE_1;
773 // mprintf(("Creating hit #%i at time = %7.3f\n", shnum, f2fl(Missiontime)));
775 for (i = 0; i < shieldp->ntris; i++ ) {
776 if ( shieldp->tris[i].used ) {
777 while ( (gi < MAX_SHIELD_TRI_BUFFER) && (Global_tris[gi].used) && (Global_tris[gi].creation_time + SHIELD_HIT_DURATION > Missiontime)) {
781 // If couldn't find one, choose a random one.
782 if (gi == MAX_SHIELD_TRI_BUFFER)
783 gi = (int) (frand() * MAX_SHIELD_TRI_BUFFER);
785 Global_tris[gi].used = shieldp->tris[i].used;
786 Global_tris[gi].trinum = i;
787 Global_tris[gi].creation_time = Missiontime;
789 // copy the pos/u/v elements of the shield_vertex structure into the shield vertex structure for this global triangle.
790 for (j = 0; j < 3; j++)
791 Global_tris[gi].verts[j] = shieldp->verts[shieldp->tris[i].verts[j]];
792 Shield_hits[shnum].tri_list[count++] = gi;
794 if (count >= MAX_TRIS_PER_HIT) {
795 mprintf(("Warning: Too many triangles in shield hit.\n"));
801 Shield_hits[shnum].num_tris = count;
802 Shield_hits[shnum].start_time = Missiontime;
803 Shield_hits[shnum].objnum = objnum;
805 Shield_hits[shnum].rgb[0] = 255;
806 Shield_hits[shnum].rgb[1] = 255;
807 Shield_hits[shnum].rgb[2] = 255;
808 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)){
809 ship_info *sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
811 Shield_hits[shnum].rgb[0] = sip->shield_color[0];
812 Shield_hits[shnum].rgb[1] = sip->shield_color[1];
813 Shield_hits[shnum].rgb[2] = sip->shield_color[2];
817 // ***** This is the version that works on a quadrant basis.
818 // Return absolute amount of damage not applied.
819 float apply_damage_to_shield(object *objp, int shield_quadrant, float damage)
823 // multiplayer clients bail here if nodamage
824 // if(MULTIPLAYER_CLIENT && (Netgame.debug_flags & NETD_FLAG_CLIENT_NODAMAGE)){
825 if(MULTIPLAYER_CLIENT){
829 if ( (shield_quadrant < 0) || (shield_quadrant > 3) ) return damage;
831 Assert(objp->type == OBJ_SHIP);
832 aip = &Ai_info[Ships[objp->instance].ai_index];
833 aip->last_hit_quadrant = shield_quadrant;
835 objp->shields[shield_quadrant] -= damage;
837 if (objp->shields[shield_quadrant] < 0.0f) {
838 float remaining_damage;
840 remaining_damage = -objp->shields[shield_quadrant];
841 objp->shields[shield_quadrant] = 0.0f;
842 //nprintf(("AI", "Applied %7.3f damage to quadrant #%i, %7.3f passes through\n", damage - remaining_damage, quadrant_num, remaining_damage));
843 return remaining_damage;
845 //nprintf(("AI", "Applied %7.3f damage to quadrant #%i\n", damage, quadrant_num));
851 // At lower detail levels, shield hit effects are a single texture, applied to one enlarged triangle.
852 void create_shield_low_detail(int objnum, int model_num, matrix *orient, vector *centerp, vector *tcp, int tr0, shield_info *shieldp)
858 shnum = get_global_shield_tri();
859 Shield_hits[shnum].type = SH_TYPE_1;
861 gi = get_free_global_shield_index();
863 Global_tris[gi].used = 1;
864 Global_tris[gi].trinum = -1; // This tells triangle renderer to not render in case detail_level was switched.
865 Global_tris[gi].creation_time = Missiontime;
867 Shield_hits[shnum].tri_list[0] = gi;
868 Shield_hits[shnum].num_tris = 1;
869 Shield_hits[shnum].start_time = Missiontime;
870 Shield_hits[shnum].objnum = objnum;
872 Shield_hits[shnum].rgb[0] = 255;
873 Shield_hits[shnum].rgb[1] = 255;
874 Shield_hits[shnum].rgb[2] = 255;
875 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)){
876 ship_info *sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
878 Shield_hits[shnum].rgb[0] = sip->shield_color[0];
879 Shield_hits[shnum].rgb[1] = sip->shield_color[1];
880 Shield_hits[shnum].rgb[2] = sip->shield_color[2];
883 vm_vector_2_matrix(&tom, &shieldp->tris[tr0].norm, NULL, NULL);
884 //rs_compute_uvs( &shieldp->tris[tr0], shieldp->verts, tcp, Objects[objnum].radius, &tom.rvec, &tom.uvec);
886 create_low_detail_poly(gi, tcp, &tom.rvec, &tom.uvec);
890 // Algorithm for shrink-wrapping a texture across a triangular mesh.
892 // - Given a point of intersection, tcp (local to objnum)
893 // - Vector to center of shield from tcp is v2c.
894 // - Using v2c, compute right and down vectors. These are the vectors of
895 // increasing u and v, respectively.
896 // - Triangle of intersection of tcp is tr0.
897 // - For 3 points in tr0, compute u,v coordinates using up and down vectors
898 // from center point, tcp. Need to know size of explosion texture. N units
899 // along right vector corresponds to O units in explosion texture space.
900 // - For each edge, if either endpoint was outside texture bounds, recursively
901 // apply previous and current step.
903 // Output of above is a list of triangles with u,v coordinates. These u,v
904 // coordinates will have to be clipped against the explosion texture bounds.
906 void create_shield_explosion(int objnum, int model_num, matrix *orient, vector *centerp, vector *tcp, int tr0)
908 // vector v2c; // Vector to center from point tcp
909 matrix tom; // Texture Orientation Matrix
910 // float radius; // Radius of shield, computed as distance from tcp to objp->pos.
911 shield_info *shieldp;
915 if (!New_shield_system)
918 if (Objects[objnum].flags & OF_NO_SHIELDS)
921 pm = model_get(model_num);
922 Num_tris = pm->shield.ntris;
923 //Assert(Num_tris < MAX_SHIELD_HITS);
924 shieldp = &pm->shield;
929 //nprintf(("AI", "Frame %i: Creating explosion on %i.\n", Framecount, objnum));
931 if (!D3D_enabled || (Detail.shield_effects == 1) || (Detail.shield_effects == 2)) {
932 create_shield_low_detail(objnum, model_num, orient, centerp, tcp, tr0, shieldp);
936 for (i=0; i<Num_tris; i++)
937 shieldp->tris[i].used = 0;
939 // Compute orientation matrix from normal of surface hit.
940 // Note, this will cause the shape of the bitmap to change abruptly
941 // as the impact point moves to another triangle. To prevent this,
942 // you could average the normals at the vertices, then interpolate the
943 // normals from the vertices to get a smoothly changing normal across the face.
944 // I had tried using the vector from the impact point to the center, which
945 // changes smoothly, but this looked surprisingly bad.
946 vm_vector_2_matrix(&tom, &shieldp->tris[tr0].norm, NULL, NULL);
947 //vm_vec_sub(&v2c, tcp, &Objects[objnum].pos);
949 // Create the shield from the current triangle, as well as its neighbors.
950 create_shield_from_triangle(tr0, orient, shieldp, tcp, centerp, Objects[objnum].radius, &tom.rvec, &tom.uvec);
951 //nprintf(("AI", "\n"));
953 create_shield_from_triangle(shieldp->tris[tr0].neighbors[i], orient, shieldp, tcp, centerp, Objects[objnum].radius, &tom.rvec, &tom.uvec);
955 copy_shield_to_globals(objnum, shieldp);
956 // render_shield(orient, centerp);
959 MONITOR(NumShieldHits);
961 // Add data for a shield hit.
962 void add_shield_point(int objnum, int tri_num, vector *hit_pos)
964 //Assert(Num_shield_points < MAX_SHIELD_POINTS);
965 if (Num_shield_points >= MAX_SHIELD_POINTS)
968 MONITOR_INC(NumShieldHits,1);
970 Shield_points[Num_shield_points].objnum = objnum;
971 Shield_points[Num_shield_points].shield_tri = tri_num;
972 Shield_points[Num_shield_points].hit_point = *hit_pos;
976 // in multiplayer -- send the shield hit data to the clients
977 // if ( MULTIPLAYER_MASTER && !(Netgame.debug_flags & NETD_FLAG_CLIENT_NODAMAGE)){
978 // send_shield_explosion_packet( objnum, tri_num, *hit_pos );
981 Ships[Objects[objnum].instance].shield_hits++;
984 // ugh! I wrote a special routine to store shield points for clients in multiplayer
985 // games. Problem is initilization and flow control of normal gameplay make this problem
986 // more than trivial to solve. Turns out that I think I can just keep track of the
987 // shield_points for multiplayer in a separate count -- then assign the multi count to
988 // the normal count at the correct time.
989 void add_shield_point_multi(int objnum, int tri_num, vector *hit_pos)
991 //Assert(Num_multi_shield_points < MAX_SHIELD_POINTS);
993 if (Num_multi_shield_points >= MAX_SHIELD_POINTS)
996 Shield_points[Num_shield_points].objnum = objnum;
997 Shield_points[Num_shield_points].shield_tri = tri_num;
998 Shield_points[Num_shield_points].hit_point = *hit_pos;
1000 Num_multi_shield_points++;
1003 // sets up the shield point hit information for multiplayer clients
1004 void shield_point_multi_setup()
1008 Assert( MULTIPLAYER_CLIENT );
1010 if ( Num_multi_shield_points == 0 )
1013 Num_shield_points = Num_multi_shield_points;
1014 for (i = 0; i < Num_shield_points; i++ ){
1015 Ships[Objects[Shield_points[i].objnum].instance].shield_hits++;
1018 Num_multi_shield_points = 0;
1022 // Create all the shield explosions that occurred on object *objp this frame.
1023 void create_shield_explosion_all(object *objp)
1031 if (Detail.shield_effects == 0){
1035 num = objp->instance;
1036 shipp = &Ships[num];
1038 count = shipp->shield_hits;
1039 objnum = objp-Objects;
1041 for (i=0; i<Num_shield_points; i++) {
1042 if (Shield_points[i].objnum == objnum) {
1043 create_shield_explosion(objnum, shipp->modelnum, &objp->orient, &objp->pos, &Shield_points[i].hit_point, Shield_points[i].shield_tri);
1051 //mprintf(("Creating %i explosions took %7.3f seconds\n", shipp->shield_hits, (float) (timer_get_milliseconds() - start_time)/1000.0f));
1053 // some some reason, clients seem to have a bogus count valud on occation. I"ll chalk it up
1054 // to missed packets :-) MWA 2/6/98
1055 if ( !MULTIPLAYER_CLIENT ){
1056 Assert(count == 0); // Couldn't find all the alleged shield hits. Bogus!
1060 int Break_value = -1;
1062 // This is a debug function.
1063 // Draw the whole shield as a wireframe mesh, not looking at the current
1066 void ship_draw_shield( object *objp)
1074 if (!New_shield_system)
1077 if (objp->flags & OF_NO_SHIELDS)
1080 Assert(objp->instance >= 0);
1082 model_num = Ships[objp->instance].modelnum;
1084 if ( Fred_running ) return;
1086 pm = model_get(model_num);
1088 if (pm->shield.ntris<1) return;
1090 vm_copy_transpose_matrix(&m, &objp->orient);
1092 // Scan all the triangles in the mesh.
1093 for (i=0; i<pm->shield.ntris; i++ ) {
1095 vector gnorm, v2f, tri_point;
1096 vertex prev_pnt, pnt0;
1099 tri = &pm->shield.tris[i];
1101 if (i == Break_value)
1104 // Hack! Only works for object in identity orientation.
1105 // Need to rotate eye position into object's reference frame.
1106 // Only draw facing triangles.
1107 vm_vec_rotate(&tri_point, &pm->shield.verts[tri->verts[0]].pos, &Eye_matrix);
1108 vm_vec_add2(&tri_point, &objp->pos);
1110 vm_vec_sub(&v2f, &tri_point, &Eye_position);
1111 vm_vec_rotate(&gnorm, &tri->norm, &m);
1113 if (vm_vec_dot(&gnorm, &v2f) < 0.0f) {
1116 intensity = (int) (Ships[objp->instance].shield_integrity[i] * 255);
1120 else if (intensity > 255)
1123 gr_set_color(0, 0, intensity);
1125 // Process the vertices.
1126 // Note this rotates each vertex each time it's needed, very dumb.
1127 for (j=0; j<3; j++ ) {
1130 // Rotate point into world coordinates
1131 vm_vec_rotate(&pnt, &pm->shield.verts[tri->verts[j]].pos, &m);
1132 //vm_vec_rotate(&pnt,&pm->shield[i].pnt[j],&m);
1133 vm_vec_add2(&pnt, &objp->pos);
1135 // Pnt is now the x,y,z world coordinates of this vert.
1136 // For this example, I am just drawing a sphere at that
1138 g3_rotate_vertex(&tmp, &pnt);
1141 g3_draw_line(&prev_pnt, &tmp);
1147 g3_draw_line(&pnt0, &prev_pnt);
1153 // Returns true if the shield presents any opposition to something
1154 // trying to force through it.
1155 // If quadrant is -1, looks at entire shield, otherwise
1156 // just one quadrant
1157 int ship_is_shield_up( object *obj, int quadrant )
1159 if ( (quadrant>=0) && (quadrant<=3)) {
1160 // Just check one quadrant
1161 if (obj->shields[quadrant] > max(2.0f, 0.1f * Ship_info[Ships[obj->instance].ship_info_index].shields/4.0f)) {
1165 // Check all quadrants
1166 float strength = get_shield_strength(obj);
1168 if ( strength > max(2.0f*4.0f, 0.1f * Ship_info[Ships[obj->instance].ship_info_index].shields )) {
1172 return 0; // no shield strength
1177 //-- CODE TO "BOUNCE" AN ARRAY FROM A GIVEN POINT.
1178 //-- LIKE A MATTRESS.
1179 #define BOUNCE_SIZE ???
1181 byte Bouncer1[BOUNCE_SIZE];
1182 byte Bouncer2[BOUNCE_SIZE];
1184 byte * Bouncer = Bouncer1;
1185 byte * OldBouncer = Bouncer2;
1187 // To wiggle, add value to Bouncer[]
1194 for (i=0; i<BOUNCE_SIZE; i++ ) {
1197 t += OldBouncer[ LEFT ];
1198 t += OldBouncer[ RIGHT ];
1199 t += OldBouncer[ UP ];
1200 t += OldBouncer[ DOWN ];
1202 t = (t/2) - Bouncer[i];
1203 tmp = t - t/16; // 8
1205 if ( tmp < -127 ) tmp = -127;
1206 if ( tmp > 127 ) tmp = 127;
1210 if ( Bouncer == Bouncer1 ) {
1211 OldBouncer = Bouncer1;
1214 OldBouncer = Bouncer2;
1222 // stub out shield functions for the demo
1223 void shield_hit_init() {}
1224 void create_shield_explosion_all(object *objp) {}
1225 void shield_frame_init() {}
1226 void add_shield_point(int objnum, int tri_num, vector *hit_pos) {}
1227 void add_shield_point_multi(int objnum, int tri_num, vector *hit_pos) {}
1228 void shield_point_multi_setup() {}
1229 void shield_hit_close() {}
1230 void ship_draw_shield( object *objp) {}
1231 void shield_hit_page_in() {}
1232 void render_shields() {}
1233 float apply_damage_to_shield(object *objp, int shield_quadrant, float damage) {return damage;}
1234 int ship_is_shield_up( object *obj, int quadrant ) {return 0;}
1239 // return quadrant containing hit_pnt.
1244 // Note: This is in the object's local reference frame. Do _not_ pass a vector in the world frame.
1245 int get_quadrant(vector *hit_pnt)
1249 if (hit_pnt->x < hit_pnt->z)
1252 if (hit_pnt->x < -hit_pnt->z)