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 1.4 2002/06/17 06:33:11 relnev
19 * ryan's struct patch for gcc 2.95
21 * Revision 1.3 2002/06/09 04:41:26 relnev
22 * added copyright header
24 * Revision 1.2 2002/05/07 03:16:52 theoddone33
25 * The Great Newline Fix
27 * Revision 1.1.1.1 2002/05/03 03:28:10 root
31 * 11 8/03/99 1:46p Dave
32 * Make opacity higher.
34 * 10 8/03/99 11:28a Dave
35 * Fixed shield problem.
37 * 9 8/02/99 10:42p Dave
38 * Make shields less opaque in the nebula.
40 * 8 8/02/99 10:39p Dave
41 * Added colored shields. OoOoOoooOoo
43 * 7 7/15/99 9:20a Andsager
44 * FS2_DEMO initial checkin
46 * 6 3/10/99 6:50p Dave
47 * Changed the way we buffer packets for all clients. Optimized turret
48 * fired packets. Did some weapon firing optimizations.
50 * 5 1/12/99 5:45p Dave
51 * Moved weapon pipeline in multiplayer to almost exclusively client side.
52 * Very good results. Bandwidth goes down, playability goes up for crappy
53 * connections. Fixed object update problem for ship subsystems.
55 * 4 12/01/98 8:06a Dave
56 * Temporary checkin to fix some texture transparency problems in d3d.
58 * 3 11/05/98 5:55p Dave
59 * Big pass at reducing #includes
61 * 2 10/07/98 10:53a Dave
64 * 1 10/07/98 10:51a Dave
66 * 65 5/25/98 12:12a Mike
67 * Make shield effect less CPU-intensive in software. Always use lower
70 * 64 4/22/98 8:37p Mike
71 * Recover gracefully from exhausted MAX_GLOBAL_TRIS asserts.
73 * 63 4/09/98 7:58p John
74 * Cleaned up tmapper code a bit. Put NDEBUG around some ndebug stuff.
75 * Took out XPARENT flag settings in all the alpha-blended texture stuff.
77 * 62 4/02/98 6:28p Lawrance
78 * remove shield code from demo build
80 * 61 4/02/98 11:40a Lawrance
81 * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE
83 * 60 3/31/98 5:32p Mike
84 * Reduce size of some buffers.
86 * 59 3/31/98 5:19p John
87 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
88 * bunch of debug stuff out of player file. Made model code be able to
89 * unload models and malloc out only however many models are needed.
92 * 58 3/30/98 4:02p John
93 * Made machines with < 32 MB of RAM use every other frame of certain
94 * bitmaps. Put in code to keep track of how much RAM we've malloc'd.
96 * 57 3/30/98 12:18a Lawrance
97 * change some DEMO_RELEASE code to not compile code rather than return
100 * 56 3/29/98 11:33p Mike
101 * Speedup sheidl hit effect at detail levels 1, 3 (in 0..4).
103 * 55 3/29/98 5:02p Adam
104 * changed ANIs referenced for shieldhit effect to all be
105 * shieldhit01a.ani. There won't be different ones for different species
106 * like I once thought.
108 * 54 3/29/98 4:05p John
109 * New paging code that loads everything necessary at level startup.
111 * 53 3/27/98 9:06p Mike
112 * Make shield effect larger in lower detail levels (to match size in
113 * higher detail level) and handle changing detail level whiel shield
116 * 52 3/27/98 8:35p Mike
117 * Detail level support in shield effect system.
119 * 51 3/16/98 4:07p Sandeep
121 * 50 3/12/98 1:24p Mike
122 * When weapons linked, increase firing delay.
123 * Free up weapon slots for AI ships, if necessary.
124 * Backside render shield effect.
125 * Remove shield hit triangle if offscreen.
127 * 49 3/02/98 5:42p John
128 * Removed WinAVI stuff from Freespace. Made all HUD gauges wriggle from
129 * afterburner. Made gr_set_clip work good with negative x &y. Made
130 * model_caching be on by default. Made each cached model have it's own
131 * bitmap id. Made asteroids not rotate when model_caching is on.
133 * 48 2/22/98 4:17p John
134 * More string externalization classification... 190 left to go!
136 * 47 2/14/98 11:13p Mike
137 * Optimize a bit by making old ones go away if Poly_count high.
139 * 46 2/06/98 9:10a Allender
140 * removed an Assert for multiplayer clients
142 * 45 2/05/98 9:21p John
143 * Some new Direct3D code. Added code to monitor a ton of stuff in the
146 * 44 1/28/98 11:15p Allender
147 * work on getting shield effect to show correctly in client side
150 * 43 12/30/97 4:26p Lawrance
151 * Remove .ani from shield animations, avoids bmpman warning
156 // Detail level effects (Detail.shield_effects)
157 // 0 Nothing rendered
158 // 1 An animating bitmap rendered per hit, not shrink-wrapped. Lasts half time. One per ship.
159 // 2 Animating bitmap per hit, not shrink-wrapped. Lasts full time. Unlimited.
160 // 3 Shrink-wrapped texture. Lasts half-time.
161 // 4 Shrink-wrapped texture. Lasts full-time.
169 #include "floating.h"
171 #include "lighting.h"
172 #include "fireballs.h"
176 #include "player.h" // #include of "player.h" is only for debugging!
178 #include "freespace.h"
179 #include "packunpack.h"
180 #include "animplay.h"
182 #include "missionparse.h"
183 #include "multimsgs.h"
186 int New_shield_system = 1;
187 int Show_shield_mesh = 0;
189 #ifndef DEMO // not for FS2_DEMO
191 // One unit in 3d means this in the shield hit texture map.
192 //#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
193 #define SHIELD_HIT_SCALE 0.15f // Doubled on 12/23/97 by MK. Was overflowing. See todo item #924.
194 //#define MAX_SHIELD_HITS 20
195 #define MAX_TRIS_PER_HIT 40 // Number of triangles per shield hit, maximum.
196 #define MAX_SHIELD_HITS 20 // Maximum number of active shield hits.
197 #define MAX_SHIELD_TRI_BUFFER (MAX_SHIELD_HITS*20) // Persistent buffer of triangle comprising all active shield hits.
198 #define SHIELD_HIT_DURATION (3*F1_0/4) // Duration, in milliseconds, of shield hit effect
200 #define SH_UNUSED -1 // Indicates an unused record in Shield_hits
201 #define SH_TYPE_1 1 // Indicates Shield_hits record is of type 1.
203 #define UV_MAX (63.95f/64.0f) // max allowed value until tmapper bugs fixed, 1/24/97
205 float Shield_scale = SHIELD_HIT_SCALE;
207 // Structure which mimics the shield_tri structure in model.h. Since the global shield triangle
208 // array needs the vertex information, we will acutally store the information in this
209 // structure instead of the indices into the vertex list
210 typedef struct gshield_tri {
211 int used; // Set if this triangle is currently in use.
212 int trinum; // a debug parameter
213 fix creation_time; // time at which created.
214 shield_vertex verts[4]; // Triangles, but at lower detail level, a square.
217 typedef struct shield_hit {
218 int start_time; // start time of this object
219 int type; // type, probably the weapon type, to indicate the bitmap to use
220 int objnum; // Object index, needed to get current orientation, position.
221 int num_tris; // Number of Shield_tris comprising this shield.
222 int tri_list[MAX_TRIS_PER_HIT]; // Indices into Shield_tris, triangles for this shield hit.
223 ubyte rgb[3]; // rgb colors
226 // Stores point at which shield was hit.
227 // Gets processed in frame interval.
228 typedef struct shield_point {
229 int objnum; // Object that was hit.
230 int shield_tri; // Triangle in shield mesh that took hit.
231 vector hit_point; // Point in global 3-space of hit.
234 #define MAX_SHIELD_POINTS 100
235 shield_point Shield_points[MAX_SHIELD_POINTS];
236 int Num_shield_points;
237 int Num_multi_shield_points; // used by multiplayer clients
239 gshield_tri Global_tris[MAX_SHIELD_TRI_BUFFER]; // The persistent triangles, part of shield hits.
240 int Num_tris; // Number of triangles in current shield. Would be a local, but needed in numerous routines.
242 shield_hit Shield_hits[MAX_SHIELD_HITS];
244 typedef struct shield_ani {
251 #define MAX_SHIELD_ANIMS MAX_SPECIES_NAMES
252 shield_ani Sheild_ani[MAX_SHIELD_ANIMS] = {
253 { "shieldhit01a", -1, -1 },
254 { "shieldhit01a", -1, -1 },
255 { "shieldhit01a", -1, -1 },
259 int Shield_bitmaps_loaded = 0;
261 // This is a recursive function, so prototype it.
262 extern void create_shield_from_triangle(int trinum, matrix *orient, shield_info *shieldp, vector *tcp, vector *centerp, float radius, vector *rvec, vector *uvec);
264 void load_shield_hit_bitmap()
266 #ifndef DEMO // not for FS2_DEMO
269 // Check if we've already allocated the shield effect bitmaps
270 if ( Shield_bitmaps_loaded )
273 Shield_bitmaps_loaded = 1;
275 for (i=0; i<MAX_SHIELD_ANIMS; i++ ) {
276 Sheild_ani[i].first_frame = bm_load_animation(Sheild_ani[i].filename, &Sheild_ani[i].nframes,NULL, 1);
277 if ( Sheild_ani[i].first_frame < 0 )
284 void shield_hit_page_in()
288 if ( !Shield_bitmaps_loaded ) {
289 load_shield_hit_bitmap();
292 for (i=0; i<MAX_SHIELD_ANIMS; i++ ) {
293 bm_page_in_xparent_texture( Sheild_ani[i].first_frame, Sheild_ani[i].nframes );
298 // Initialize shield hit system. Called from game_level_init()
299 void shield_hit_init()
303 for (i=0; i<MAX_SHIELD_HITS; i++)
304 Shield_hits[i].type = SH_UNUSED;
306 for (i=0; i<MAX_SHIELD_TRI_BUFFER; i++) {
307 Global_tris[i].used = 0;
308 Global_tris[i].creation_time = Missiontime;
311 Num_multi_shield_points = 0;
313 load_shield_hit_bitmap();
316 // ---------------------------------------------------------------------
317 // release_shield_hit_bitmap()
319 // Release the storage allocated to store the shield effect.
321 void release_shield_hit_bitmap()
323 if ( !Shield_bitmaps_loaded )
326 // This doesn't need to do anything; the bitmap manager will
327 // release everything.
332 // ---------------------------------------------------------------------
333 // shield_hit_close()
335 // De-initalize the shield hit system. Called from game_level_close().
337 // TODO: We should probably not bother releasing the shield hit bitmaps every level.
339 void shield_hit_close()
341 release_shield_hit_bitmap();
344 void shield_frame_init()
346 //nprintf(("AI", "Frame %i: Number of shield hits: %i, polycount = %i\n", Framecount, Num_shield_points, Poly_count));
350 Num_shield_points = 0;
353 void create_low_detail_poly(int global_index, vector *tcp, vector *rightv, vector *upv)
358 trip = &Global_tris[global_index];
360 scale = vm_vec_mag(tcp) * 2.0f;
362 vm_vec_scale_add(&trip->verts[0].pos, tcp, rightv, -scale/2.0f);
363 vm_vec_scale_add2(&trip->verts[0].pos, upv, scale/2.0f);
365 vm_vec_scale_add(&trip->verts[1].pos, &trip->verts[0].pos, rightv, scale);
367 vm_vec_scale_add(&trip->verts[2].pos, &trip->verts[1].pos, upv, -scale);
369 vm_vec_scale_add(&trip->verts[3].pos, &trip->verts[2].pos, rightv, -scale);
371 // Set u, v coordinates.
372 // Note, this need only be done once, as it's common for all explosions.
373 trip->verts[0].u = 0.0f;
374 trip->verts[0].v = 0.0f;
376 trip->verts[1].u = 1.0f;
377 trip->verts[1].v = 0.0f;
379 trip->verts[2].u = 1.0f;
380 trip->verts[2].v = 1.0f;
382 trip->verts[3].u = 0.0f;
383 trip->verts[3].v = 1.0f;
387 // ----------------------------------------------------------------------------------------------------
388 // Given a shield triangle, compute the uv coordinates at its vertices given
389 // the center point of the explosion texture, distance to center of shield and
390 // right and up vectors.
391 // For small distances (relative to radius), coordinates can be computed using
392 // distance. For larger values, should comptue angle.
393 void rs_compute_uvs(shield_tri *stp, shield_vertex *verts, vector *tcp, float radius, vector *rightv, vector *upv)
398 for (i=0; i<3; i++) {
401 sv = &verts[stp->verts[i]];
403 vm_vec_sub(&v2cp, &sv->pos, tcp);
404 sv->u = vm_vec_dot(&v2cp, rightv) * Shield_scale + 0.5f;
405 sv->v = - vm_vec_dot(&v2cp, upv) * Shield_scale + 0.5f;
423 // mprintf(("u, v = %7.3f %7.3f\n", stp->verts[i].u, stp->verts[i].v));
429 // ----------------------------------------------------------------------------------------------------
430 // Free records in Global_tris previously used by Shield_hits[shnum].tri_list
431 void free_global_tri_records(int shnum)
435 Assert((shnum >= 0) && (shnum < MAX_SHIELD_HITS));
437 //mprintf(("Freeing up %i global records.\n", Shield_hits[shnum].num_tris));
439 for (i=0; i<Shield_hits[shnum].num_tris; i++){
440 Global_tris[Shield_hits[shnum].tri_list[i]].used = 0;
444 void render_low_detail_shield_bitmap(gshield_tri *trip, matrix *orient, vector *pos, ubyte r, ubyte g, ubyte b)
451 vm_copy_transpose_matrix(&m,orient);
453 for (j=0; j<4; j++ ) {
454 // Rotate point into world coordinates
455 vm_vec_rotate(&pnt, &trip->verts[j].pos, &m);
456 vm_vec_add2(&pnt, pos);
458 // Pnt is now the x,y,z world coordinates of this vert.
459 g3_rotate_vertex(&verts[j], &pnt);
460 verts[j].u = trip->verts[j].u;
461 verts[j].v = trip->verts[j].v;
478 vm_vec_perp(&norm, &trip->verts[0].pos, &trip->verts[1].pos, &trip->verts[2].pos);
480 if ( vm_vec_dot(&norm, &trip->verts[1].pos ) < 0.0 ) {
481 vertlist[0] = &verts[3];
482 vertlist[1] = &verts[2];
483 vertlist[2] = &verts[1];
484 vertlist[3] = &verts[0];
485 g3_draw_poly( 4, vertlist, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD);
487 vertlist[0] = &verts[0];
488 vertlist[1] = &verts[1];
489 vertlist[2] = &verts[2];
490 vertlist[3] = &verts[3];
491 g3_draw_poly( 4, vertlist, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD);
495 // Render one triangle of a shield hit effect on one ship.
496 // Each frame, the triangle needs to be rotated into global coords.
497 // trip pointer to triangle in global array
498 // orient orientation of object shield is associated with
499 // pos center point of object
500 void render_shield_triangle(gshield_tri *trip, matrix *orient, vector *pos, ubyte r, ubyte g, ubyte b)
508 if (trip->trinum == -1)
509 return; // Means this is a quad, must have switched detail_level.
511 vm_copy_transpose_matrix(&m,orient);
513 for (j=0; j<3; j++ ) {
514 // Rotate point into world coordinates
515 vm_vec_rotate(&pnt, &trip->verts[j].pos, &m);
516 vm_vec_add2(&pnt, pos);
518 // Pnt is now the x,y,z world coordinates of this vert.
519 // For this example, I am just drawing a sphere at that point.
520 g3_rotate_vertex(&points[j], &pnt);
521 points[j].u = trip->verts[j].u;
522 points[j].v = trip->verts[j].v;
523 Assert((trip->verts[j].u >= 0.0f) && (trip->verts[j].u <= UV_MAX));
524 Assert((trip->verts[j].v >= 0.0f) && (trip->verts[j].v <= UV_MAX));
525 verts[j] = &points[j];
540 vm_vec_perp(&norm,(vector *)&verts[0]->x,(vector *)&verts[1]->x,(vector*)&verts[2]->x);
541 if ( vm_vec_dot(&norm,(vector *)&verts[1]->x ) >= 0.0 ) {
543 vertlist[0] = verts[2];
544 vertlist[1] = verts[1];
545 vertlist[2] = verts[0];
546 g3_draw_poly( 3, vertlist, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD);
548 g3_draw_poly( 3, verts, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD);
552 MONITOR(NumShieldRend);
554 // Render a shield mesh in the global array Shield_hits[]
555 void render_shield(int shield_num) //, matrix *orient, vector *centerp)
564 if (Shield_hits[shield_num].type == SH_UNUSED) {
568 Assert(Shield_hits[shield_num].objnum >= 0);
570 objp = &Objects[Shield_hits[shield_num].objnum];
572 if (objp->flags & OF_NO_SHIELDS) {
576 // If this object didn't get rendered, don't render its shields. In fact, make the shield hit go away.
577 if (!(objp->flags & OF_WAS_RENDERED)) {
578 Shield_hits[shield_num].type = SH_UNUSED;
582 // At detail levels 1, 3, animations play at double speed to reduce load.
583 if (!D3D_enabled || (Detail.shield_effects == 1) || (Detail.shield_effects == 3)) {
584 Shield_hits[shield_num].start_time -= Frametime;
587 MONITOR_INC(NumShieldRend,1);
589 shipp = &Ships[objp->instance];
590 si = &Ship_info[shipp->ship_info_index];
592 // objp, shipp, and si are now setup correctly
594 // If this ship is in its deathroll, make the shield hit effects go away faster.
595 if (shipp->flags & SF_DYING) {
596 Shield_hits[shield_num].start_time -= fl2f(2*flFrametime);
599 // Detail level stuff. When lots of shield hits, maybe make them go away faster.
600 if (Poly_count > 50) {
601 if (Shield_hits[shield_num].start_time + (SHIELD_HIT_DURATION*50)/Poly_count < Missiontime) {
602 Shield_hits[shield_num].type = SH_UNUSED;
603 free_global_tri_records(shield_num);
604 // nprintf(("AI", "* "));
607 } else if ((Shield_hits[shield_num].start_time + SHIELD_HIT_DURATION) < Missiontime) {
608 Shield_hits[shield_num].type = SH_UNUSED;
609 free_global_tri_records(shield_num);
613 orient = &objp->orient;
614 centerp = &objp->pos;
616 int bitmap_id, frame_num, n;
618 // mprintf(("Percent = %7.3f\n", f2fl(Missiontime - Shield_hits[shield_num].start_time)));
621 // Do some sanity checking
622 Assert( (n >=0) && (n<MAX_SPECIES_NAMES));
623 Assert( (n >=0) && (n<MAX_SHIELD_ANIMS));
625 frame_num = fl2i( f2fl(Missiontime - Shield_hits[shield_num].start_time) * Sheild_ani[n].nframes);
626 if ( frame_num >= Sheild_ani[n].nframes ) {
627 frame_num = Sheild_ani[n].nframes - 1;
628 } else if ( frame_num < 0 ) {
629 mprintf(( "HEY! Missiontime went backwards! (Shield.cpp)\n" ));
632 bitmap_id = Sheild_ani[n].first_frame + frame_num;
634 float alpha = 0.9999f;
635 if(The_mission.flags & MISSION_FLAG_FULLNEB){
638 gr_set_bitmap(bitmap_id, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
640 if (!D3D_enabled || (Detail.shield_effects == 1) || (Detail.shield_effects == 2)) {
641 if ( bitmap_id != - 1 ) {
642 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]);
646 // AL 06/01/97 don't use Assert() until issue with Missiontime being reset to 0 are worked out
647 if ( bitmap_id != - 1 ) {
648 for (i=0; i<Shield_hits[shield_num].num_tris; i++) {
649 //if (Missiontime == Shield_hits[shield_num].start_time)
650 // nprintf(("AI", "Frame %i: Render triangle %i.\n", Framecount, Global_tris[Shield_hits[shield_num].tri_list[i]].trinum));
651 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]);
657 // Render all the shield hits in the global array Shield_hits[]
658 // This is a temporary function. Shield hit rendering will at least have to
659 // occur with the ship, perhaps even internal to the ship.
660 void render_shields()
664 if (Detail.shield_effects == 0){
665 return; // No shield effect rendered at lowest detail level.
668 if (!New_shield_system){
672 for (i=0; i<MAX_SHIELD_HITS; i++){
673 if (Shield_hits[i].type != SH_UNUSED){
680 // -----------------------------------------------------------------------------------------------------
681 void create_tris_containing(vector *vp, matrix *orient, shield_info *shieldp, vector *tcp, vector *centerp, float radius, vector *rvec, vector *uvec)
684 shield_vertex *verts;
686 verts = shieldp->verts;
688 for (i=0; i<Num_tris; i++) {
689 if ( !shieldp->tris[i].used ) {
690 for (j=0; j<3; j++) {
693 v = verts[shieldp->tris[i].verts[j]].pos;
694 if ((vp->xyz.x == v.xyz.x) && (vp->xyz.y == v.xyz.y) && (vp->xyz.z == v.xyz.z))
695 create_shield_from_triangle(i, orient, shieldp, tcp, centerp, radius, rvec, uvec);
701 void visit_children(int trinum, int vertex_index, matrix *orient, shield_info *shieldp, vector *tcp, vector *centerp, float radius, vector *rvec, vector *uvec)
705 sv = &(shieldp->verts[shieldp->tris[trinum].verts[vertex_index]]);
707 if ( (sv->u > 0.0f) && (sv->u < UV_MAX) && (sv->v > 0.0f) && (sv->v < UV_MAX))
708 create_tris_containing(&sv->pos, orient, shieldp, tcp, centerp, radius, rvec, uvec);
713 int get_free_global_shield_index()
717 while ((gi < MAX_SHIELD_TRI_BUFFER) && (Global_tris[gi].used) && (Global_tris[gi].creation_time + SHIELD_HIT_DURATION > Missiontime)) {
721 // If couldn't find one, choose a random one.
722 if (gi == MAX_SHIELD_TRI_BUFFER)
723 gi = (int) (frand() * MAX_SHIELD_TRI_BUFFER);
728 int get_global_shield_tri()
732 // Find unused shield hit buffer
733 for (shnum=0; shnum<MAX_SHIELD_HITS; shnum++)
734 if (Shield_hits[shnum].type == SH_UNUSED)
737 if (shnum == MAX_SHIELD_HITS) {
738 //nprintf(("AI", "Warning: Shield_hit buffer full! Stealing an old one!\n"));
739 shnum = myrand() % MAX_SHIELD_HITS;
742 Assert((shnum >= 0) && (shnum < MAX_SHIELD_HITS));
747 void create_shield_from_triangle(int trinum, matrix *orient, shield_info *shieldp, vector *tcp, vector *centerp, float radius, vector *rvec, vector *uvec)
749 //nprintf(("AI", "[%3i] ", trinum));
751 rs_compute_uvs( &shieldp->tris[trinum], shieldp->verts, tcp, radius, rvec, uvec);
753 //Assert(trinum < MAX_SHIELD_HITS);
754 shieldp->tris[trinum].used = 1;
756 //mprintf(("%i ", trinum));
757 visit_children(trinum, 0, orient, shieldp, tcp, centerp, radius, rvec, uvec);
758 visit_children(trinum, 1, orient, shieldp, tcp, centerp, radius, rvec, uvec);
759 visit_children(trinum, 2, orient, shieldp, tcp, centerp, radius, rvec, uvec);
762 // Copy information from Current_tris to Global_tris, stuffing information
763 // in a slot in Shield_hits. The Global_tris array is not a shield_tri structure.
764 // We need to store vertex information in the global array since the vertex list
765 // will not be available to us when we actually use the array.
766 void copy_shield_to_globals( int objnum, shield_info *shieldp )
770 int count = 0; // Number of triangles in this shield hit.
771 int shnum; // shield hit number, index in Shield_hits.
773 shnum = get_global_shield_tri();
775 Shield_hits[shnum].type = SH_TYPE_1;
776 // mprintf(("Creating hit #%i at time = %7.3f\n", shnum, f2fl(Missiontime)));
778 for (i = 0; i < shieldp->ntris; i++ ) {
779 if ( shieldp->tris[i].used ) {
780 while ( (gi < MAX_SHIELD_TRI_BUFFER) && (Global_tris[gi].used) && (Global_tris[gi].creation_time + SHIELD_HIT_DURATION > Missiontime)) {
784 // If couldn't find one, choose a random one.
785 if (gi == MAX_SHIELD_TRI_BUFFER)
786 gi = (int) (frand() * MAX_SHIELD_TRI_BUFFER);
788 Global_tris[gi].used = shieldp->tris[i].used;
789 Global_tris[gi].trinum = i;
790 Global_tris[gi].creation_time = Missiontime;
792 // copy the pos/u/v elements of the shield_vertex structure into the shield vertex structure for this global triangle.
793 for (j = 0; j < 3; j++)
794 Global_tris[gi].verts[j] = shieldp->verts[shieldp->tris[i].verts[j]];
795 Shield_hits[shnum].tri_list[count++] = gi;
797 if (count >= MAX_TRIS_PER_HIT) {
798 mprintf(("Warning: Too many triangles in shield hit.\n"));
804 Shield_hits[shnum].num_tris = count;
805 Shield_hits[shnum].start_time = Missiontime;
806 Shield_hits[shnum].objnum = objnum;
808 Shield_hits[shnum].rgb[0] = 255;
809 Shield_hits[shnum].rgb[1] = 255;
810 Shield_hits[shnum].rgb[2] = 255;
811 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)){
812 ship_info *sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
814 Shield_hits[shnum].rgb[0] = sip->shield_color[0];
815 Shield_hits[shnum].rgb[1] = sip->shield_color[1];
816 Shield_hits[shnum].rgb[2] = sip->shield_color[2];
820 // ***** This is the version that works on a quadrant basis.
821 // Return absolute amount of damage not applied.
822 float apply_damage_to_shield(object *objp, int shield_quadrant, float damage)
826 // multiplayer clients bail here if nodamage
827 // if(MULTIPLAYER_CLIENT && (Netgame.debug_flags & NETD_FLAG_CLIENT_NODAMAGE)){
828 if(MULTIPLAYER_CLIENT){
832 if ( (shield_quadrant < 0) || (shield_quadrant > 3) ) return damage;
834 Assert(objp->type == OBJ_SHIP);
835 aip = &Ai_info[Ships[objp->instance].ai_index];
836 aip->last_hit_quadrant = shield_quadrant;
838 objp->shields[shield_quadrant] -= damage;
840 if (objp->shields[shield_quadrant] < 0.0f) {
841 float remaining_damage;
843 remaining_damage = -objp->shields[shield_quadrant];
844 objp->shields[shield_quadrant] = 0.0f;
845 //nprintf(("AI", "Applied %7.3f damage to quadrant #%i, %7.3f passes through\n", damage - remaining_damage, quadrant_num, remaining_damage));
846 return remaining_damage;
848 //nprintf(("AI", "Applied %7.3f damage to quadrant #%i\n", damage, quadrant_num));
854 // At lower detail levels, shield hit effects are a single texture, applied to one enlarged triangle.
855 void create_shield_low_detail(int objnum, int model_num, matrix *orient, vector *centerp, vector *tcp, int tr0, shield_info *shieldp)
861 shnum = get_global_shield_tri();
862 Shield_hits[shnum].type = SH_TYPE_1;
864 gi = get_free_global_shield_index();
866 Global_tris[gi].used = 1;
867 Global_tris[gi].trinum = -1; // This tells triangle renderer to not render in case detail_level was switched.
868 Global_tris[gi].creation_time = Missiontime;
870 Shield_hits[shnum].tri_list[0] = gi;
871 Shield_hits[shnum].num_tris = 1;
872 Shield_hits[shnum].start_time = Missiontime;
873 Shield_hits[shnum].objnum = objnum;
875 Shield_hits[shnum].rgb[0] = 255;
876 Shield_hits[shnum].rgb[1] = 255;
877 Shield_hits[shnum].rgb[2] = 255;
878 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)){
879 ship_info *sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
881 Shield_hits[shnum].rgb[0] = sip->shield_color[0];
882 Shield_hits[shnum].rgb[1] = sip->shield_color[1];
883 Shield_hits[shnum].rgb[2] = sip->shield_color[2];
886 vm_vector_2_matrix(&tom, &shieldp->tris[tr0].norm, NULL, NULL);
887 //rs_compute_uvs( &shieldp->tris[tr0], shieldp->verts, tcp, Objects[objnum].radius, &tom.rvec, &tom.uvec);
889 create_low_detail_poly(gi, tcp, &tom.v.rvec, &tom.v.uvec);
893 // Algorithm for shrink-wrapping a texture across a triangular mesh.
895 // - Given a point of intersection, tcp (local to objnum)
896 // - Vector to center of shield from tcp is v2c.
897 // - Using v2c, compute right and down vectors. These are the vectors of
898 // increasing u and v, respectively.
899 // - Triangle of intersection of tcp is tr0.
900 // - For 3 points in tr0, compute u,v coordinates using up and down vectors
901 // from center point, tcp. Need to know size of explosion texture. N units
902 // along right vector corresponds to O units in explosion texture space.
903 // - For each edge, if either endpoint was outside texture bounds, recursively
904 // apply previous and current step.
906 // Output of above is a list of triangles with u,v coordinates. These u,v
907 // coordinates will have to be clipped against the explosion texture bounds.
909 void create_shield_explosion(int objnum, int model_num, matrix *orient, vector *centerp, vector *tcp, int tr0)
911 // vector v2c; // Vector to center from point tcp
912 matrix tom; // Texture Orientation Matrix
913 // float radius; // Radius of shield, computed as distance from tcp to objp->pos.
914 shield_info *shieldp;
918 if (!New_shield_system)
921 if (Objects[objnum].flags & OF_NO_SHIELDS)
924 pm = model_get(model_num);
925 Num_tris = pm->shield.ntris;
926 //Assert(Num_tris < MAX_SHIELD_HITS);
927 shieldp = &pm->shield;
932 //nprintf(("AI", "Frame %i: Creating explosion on %i.\n", Framecount, objnum));
934 if (!D3D_enabled || (Detail.shield_effects == 1) || (Detail.shield_effects == 2)) {
935 create_shield_low_detail(objnum, model_num, orient, centerp, tcp, tr0, shieldp);
939 for (i=0; i<Num_tris; i++)
940 shieldp->tris[i].used = 0;
942 // Compute orientation matrix from normal of surface hit.
943 // Note, this will cause the shape of the bitmap to change abruptly
944 // as the impact point moves to another triangle. To prevent this,
945 // you could average the normals at the vertices, then interpolate the
946 // normals from the vertices to get a smoothly changing normal across the face.
947 // I had tried using the vector from the impact point to the center, which
948 // changes smoothly, but this looked surprisingly bad.
949 vm_vector_2_matrix(&tom, &shieldp->tris[tr0].norm, NULL, NULL);
950 //vm_vec_sub(&v2c, tcp, &Objects[objnum].pos);
952 // Create the shield from the current triangle, as well as its neighbors.
953 create_shield_from_triangle(tr0, orient, shieldp, tcp, centerp, Objects[objnum].radius, &tom.v.rvec, &tom.v.uvec);
954 //nprintf(("AI", "\n"));
956 create_shield_from_triangle(shieldp->tris[tr0].neighbors[i], orient, shieldp, tcp, centerp, Objects[objnum].radius, &tom.v.rvec, &tom.v.uvec);
958 copy_shield_to_globals(objnum, shieldp);
959 // render_shield(orient, centerp);
962 MONITOR(NumShieldHits);
964 // Add data for a shield hit.
965 void add_shield_point(int objnum, int tri_num, vector *hit_pos)
967 //Assert(Num_shield_points < MAX_SHIELD_POINTS);
968 if (Num_shield_points >= MAX_SHIELD_POINTS)
971 MONITOR_INC(NumShieldHits,1);
973 Shield_points[Num_shield_points].objnum = objnum;
974 Shield_points[Num_shield_points].shield_tri = tri_num;
975 Shield_points[Num_shield_points].hit_point = *hit_pos;
979 // in multiplayer -- send the shield hit data to the clients
980 // if ( MULTIPLAYER_MASTER && !(Netgame.debug_flags & NETD_FLAG_CLIENT_NODAMAGE)){
981 // send_shield_explosion_packet( objnum, tri_num, *hit_pos );
984 Ships[Objects[objnum].instance].shield_hits++;
987 // ugh! I wrote a special routine to store shield points for clients in multiplayer
988 // games. Problem is initilization and flow control of normal gameplay make this problem
989 // more than trivial to solve. Turns out that I think I can just keep track of the
990 // shield_points for multiplayer in a separate count -- then assign the multi count to
991 // the normal count at the correct time.
992 void add_shield_point_multi(int objnum, int tri_num, vector *hit_pos)
994 //Assert(Num_multi_shield_points < MAX_SHIELD_POINTS);
996 if (Num_multi_shield_points >= MAX_SHIELD_POINTS)
999 Shield_points[Num_shield_points].objnum = objnum;
1000 Shield_points[Num_shield_points].shield_tri = tri_num;
1001 Shield_points[Num_shield_points].hit_point = *hit_pos;
1003 Num_multi_shield_points++;
1006 // sets up the shield point hit information for multiplayer clients
1007 void shield_point_multi_setup()
1011 Assert( MULTIPLAYER_CLIENT );
1013 if ( Num_multi_shield_points == 0 )
1016 Num_shield_points = Num_multi_shield_points;
1017 for (i = 0; i < Num_shield_points; i++ ){
1018 Ships[Objects[Shield_points[i].objnum].instance].shield_hits++;
1021 Num_multi_shield_points = 0;
1025 // Create all the shield explosions that occurred on object *objp this frame.
1026 void create_shield_explosion_all(object *objp)
1034 if (Detail.shield_effects == 0){
1038 num = objp->instance;
1039 shipp = &Ships[num];
1041 count = shipp->shield_hits;
1042 objnum = objp-Objects;
1044 for (i=0; i<Num_shield_points; i++) {
1045 if (Shield_points[i].objnum == objnum) {
1046 create_shield_explosion(objnum, shipp->modelnum, &objp->orient, &objp->pos, &Shield_points[i].hit_point, Shield_points[i].shield_tri);
1054 //mprintf(("Creating %i explosions took %7.3f seconds\n", shipp->shield_hits, (float) (timer_get_milliseconds() - start_time)/1000.0f));
1056 // some some reason, clients seem to have a bogus count valud on occation. I"ll chalk it up
1057 // to missed packets :-) MWA 2/6/98
1058 if ( !MULTIPLAYER_CLIENT ){
1059 Assert(count == 0); // Couldn't find all the alleged shield hits. Bogus!
1063 int Break_value = -1;
1065 // This is a debug function.
1066 // Draw the whole shield as a wireframe mesh, not looking at the current
1069 void ship_draw_shield( object *objp)
1077 if (!New_shield_system)
1080 if (objp->flags & OF_NO_SHIELDS)
1083 Assert(objp->instance >= 0);
1085 model_num = Ships[objp->instance].modelnum;
1087 if ( Fred_running ) return;
1089 pm = model_get(model_num);
1091 if (pm->shield.ntris<1) return;
1093 vm_copy_transpose_matrix(&m, &objp->orient);
1095 // Scan all the triangles in the mesh.
1096 for (i=0; i<pm->shield.ntris; i++ ) {
1098 vector gnorm, v2f, tri_point;
1099 vertex prev_pnt, pnt0;
1102 tri = &pm->shield.tris[i];
1104 if (i == Break_value)
1107 // Hack! Only works for object in identity orientation.
1108 // Need to rotate eye position into object's reference frame.
1109 // Only draw facing triangles.
1110 vm_vec_rotate(&tri_point, &pm->shield.verts[tri->verts[0]].pos, &Eye_matrix);
1111 vm_vec_add2(&tri_point, &objp->pos);
1113 vm_vec_sub(&v2f, &tri_point, &Eye_position);
1114 vm_vec_rotate(&gnorm, &tri->norm, &m);
1116 if (vm_vec_dot(&gnorm, &v2f) < 0.0f) {
1119 intensity = (int) (Ships[objp->instance].shield_integrity[i] * 255);
1123 else if (intensity > 255)
1126 gr_set_color(0, 0, intensity);
1128 // Process the vertices.
1129 // Note this rotates each vertex each time it's needed, very dumb.
1130 for (j=0; j<3; j++ ) {
1133 // Rotate point into world coordinates
1134 vm_vec_rotate(&pnt, &pm->shield.verts[tri->verts[j]].pos, &m);
1135 //vm_vec_rotate(&pnt,&pm->shield[i].pnt[j],&m);
1136 vm_vec_add2(&pnt, &objp->pos);
1138 // Pnt is now the x,y,z world coordinates of this vert.
1139 // For this example, I am just drawing a sphere at that
1141 g3_rotate_vertex(&tmp, &pnt);
1144 g3_draw_line(&prev_pnt, &tmp);
1150 g3_draw_line(&pnt0, &prev_pnt);
1156 // Returns true if the shield presents any opposition to something
1157 // trying to force through it.
1158 // If quadrant is -1, looks at entire shield, otherwise
1159 // just one quadrant
1160 int ship_is_shield_up( object *obj, int quadrant )
1162 if ( (quadrant>=0) && (quadrant<=3)) {
1163 // Just check one quadrant
1164 if (obj->shields[quadrant] > max(2.0f, 0.1f * Ship_info[Ships[obj->instance].ship_info_index].shields/4.0f)) {
1168 // Check all quadrants
1169 float strength = get_shield_strength(obj);
1171 if ( strength > max(2.0f*4.0f, 0.1f * Ship_info[Ships[obj->instance].ship_info_index].shields )) {
1175 return 0; // no shield strength
1180 //-- CODE TO "BOUNCE" AN ARRAY FROM A GIVEN POINT.
1181 //-- LIKE A MATTRESS.
1182 #define BOUNCE_SIZE ???
1184 byte Bouncer1[BOUNCE_SIZE];
1185 byte Bouncer2[BOUNCE_SIZE];
1187 byte * Bouncer = Bouncer1;
1188 byte * OldBouncer = Bouncer2;
1190 // To wiggle, add value to Bouncer[]
1197 for (i=0; i<BOUNCE_SIZE; i++ ) {
1200 t += OldBouncer[ LEFT ];
1201 t += OldBouncer[ RIGHT ];
1202 t += OldBouncer[ UP ];
1203 t += OldBouncer[ DOWN ];
1205 t = (t/2) - Bouncer[i];
1206 tmp = t - t/16; // 8
1208 if ( tmp < -127 ) tmp = -127;
1209 if ( tmp > 127 ) tmp = 127;
1213 if ( Bouncer == Bouncer1 ) {
1214 OldBouncer = Bouncer1;
1217 OldBouncer = Bouncer2;
1225 // stub out shield functions for the demo
1226 void shield_hit_init() {}
1227 void create_shield_explosion_all(object *objp) {}
1228 void shield_frame_init() {}
1229 void add_shield_point(int objnum, int tri_num, vector *hit_pos) {}
1230 void add_shield_point_multi(int objnum, int tri_num, vector *hit_pos) {}
1231 void shield_point_multi_setup() {}
1232 void shield_hit_close() {}
1233 void ship_draw_shield( object *objp) {}
1234 void shield_hit_page_in() {}
1235 void render_shields() {}
1236 float apply_damage_to_shield(object *objp, int shield_quadrant, float damage) {return damage;}
1237 int ship_is_shield_up( object *obj, int quadrant ) {return 0;}
1242 // return quadrant containing hit_pnt.
1247 // Note: This is in the object's local reference frame. Do _not_ pass a vector in the world frame.
1248 int get_quadrant(vector *hit_pnt)
1252 if (hit_pnt->xyz.x < hit_pnt->xyz.z)
1255 if (hit_pnt->xyz.x < -hit_pnt->xyz.z)