2 * $Logfile: /Freespace2/code/Ship/Shield.cpp $
7 * Stuff pertaining to shield graphical effects, etc.
10 * Revision 1.1 2002/05/03 03:28:10 root
14 * 11 8/03/99 1:46p Dave
15 * Make opacity higher.
17 * 10 8/03/99 11:28a Dave
18 * Fixed shield problem.
20 * 9 8/02/99 10:42p Dave
21 * Make shields less opaque in the nebula.
23 * 8 8/02/99 10:39p Dave
24 * Added colored shields. OoOoOoooOoo
26 * 7 7/15/99 9:20a Andsager
27 * FS2_DEMO initial checkin
29 * 6 3/10/99 6:50p Dave
30 * Changed the way we buffer packets for all clients. Optimized turret
31 * fired packets. Did some weapon firing optimizations.
33 * 5 1/12/99 5:45p Dave
34 * Moved weapon pipeline in multiplayer to almost exclusively client side.
35 * Very good results. Bandwidth goes down, playability goes up for crappy
36 * connections. Fixed object update problem for ship subsystems.
38 * 4 12/01/98 8:06a Dave
39 * Temporary checkin to fix some texture transparency problems in d3d.
41 * 3 11/05/98 5:55p Dave
42 * Big pass at reducing #includes
44 * 2 10/07/98 10:53a Dave
47 * 1 10/07/98 10:51a Dave
49 * 65 5/25/98 12:12a Mike
50 * Make shield effect less CPU-intensive in software. Always use lower
53 * 64 4/22/98 8:37p Mike
54 * Recover gracefully from exhausted MAX_GLOBAL_TRIS asserts.
56 * 63 4/09/98 7:58p John
57 * Cleaned up tmapper code a bit. Put NDEBUG around some ndebug stuff.
58 * Took out XPARENT flag settings in all the alpha-blended texture stuff.
60 * 62 4/02/98 6:28p Lawrance
61 * remove shield code from demo build
63 * 61 4/02/98 11:40a Lawrance
64 * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE
66 * 60 3/31/98 5:32p Mike
67 * Reduce size of some buffers.
69 * 59 3/31/98 5:19p John
70 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
71 * bunch of debug stuff out of player file. Made model code be able to
72 * unload models and malloc out only however many models are needed.
75 * 58 3/30/98 4:02p John
76 * Made machines with < 32 MB of RAM use every other frame of certain
77 * bitmaps. Put in code to keep track of how much RAM we've malloc'd.
79 * 57 3/30/98 12:18a Lawrance
80 * change some DEMO_RELEASE code to not compile code rather than return
83 * 56 3/29/98 11:33p Mike
84 * Speedup sheidl hit effect at detail levels 1, 3 (in 0..4).
86 * 55 3/29/98 5:02p Adam
87 * changed ANIs referenced for shieldhit effect to all be
88 * shieldhit01a.ani. There won't be different ones for different species
89 * like I once thought.
91 * 54 3/29/98 4:05p John
92 * New paging code that loads everything necessary at level startup.
94 * 53 3/27/98 9:06p Mike
95 * Make shield effect larger in lower detail levels (to match size in
96 * higher detail level) and handle changing detail level whiel shield
99 * 52 3/27/98 8:35p Mike
100 * Detail level support in shield effect system.
102 * 51 3/16/98 4:07p Sandeep
104 * 50 3/12/98 1:24p Mike
105 * When weapons linked, increase firing delay.
106 * Free up weapon slots for AI ships, if necessary.
107 * Backside render shield effect.
108 * Remove shield hit triangle if offscreen.
110 * 49 3/02/98 5:42p John
111 * Removed WinAVI stuff from Freespace. Made all HUD gauges wriggle from
112 * afterburner. Made gr_set_clip work good with negative x &y. Made
113 * model_caching be on by default. Made each cached model have it's own
114 * bitmap id. Made asteroids not rotate when model_caching is on.
116 * 48 2/22/98 4:17p John
117 * More string externalization classification... 190 left to go!
119 * 47 2/14/98 11:13p Mike
120 * Optimize a bit by making old ones go away if Poly_count high.
122 * 46 2/06/98 9:10a Allender
123 * removed an Assert for multiplayer clients
125 * 45 2/05/98 9:21p John
126 * Some new Direct3D code. Added code to monitor a ton of stuff in the
129 * 44 1/28/98 11:15p Allender
130 * work on getting shield effect to show correctly in client side
133 * 43 12/30/97 4:26p Lawrance
134 * Remove .ani from shield animations, avoids bmpman warning
139 // Detail level effects (Detail.shield_effects)
140 // 0 Nothing rendered
141 // 1 An animating bitmap rendered per hit, not shrink-wrapped. Lasts half time. One per ship.
142 // 2 Animating bitmap per hit, not shrink-wrapped. Lasts full time. Unlimited.
143 // 3 Shrink-wrapped texture. Lasts half-time.
144 // 4 Shrink-wrapped texture. Lasts full-time.
152 #include "floating.h"
154 #include "lighting.h"
155 #include "fireballs.h"
159 #include "player.h" // #include of "player.h" is only for debugging!
161 #include "freespace.h"
162 #include "packunpack.h"
163 #include "animplay.h"
165 #include "missionparse.h"
166 #include "multimsgs.h"
169 int New_shield_system = 1;
170 int Show_shield_mesh = 0;
172 #ifndef DEMO // not for FS2_DEMO
174 // One unit in 3d means this in the shield hit texture map.
175 //#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
176 #define SHIELD_HIT_SCALE 0.15f // Doubled on 12/23/97 by MK. Was overflowing. See todo item #924.
177 //#define MAX_SHIELD_HITS 20
178 #define MAX_TRIS_PER_HIT 40 // Number of triangles per shield hit, maximum.
179 #define MAX_SHIELD_HITS 20 // Maximum number of active shield hits.
180 #define MAX_SHIELD_TRI_BUFFER (MAX_SHIELD_HITS*20) // Persistent buffer of triangle comprising all active shield hits.
181 #define SHIELD_HIT_DURATION (3*F1_0/4) // Duration, in milliseconds, of shield hit effect
183 #define SH_UNUSED -1 // Indicates an unused record in Shield_hits
184 #define SH_TYPE_1 1 // Indicates Shield_hits record is of type 1.
186 #define UV_MAX (63.95f/64.0f) // max allowed value until tmapper bugs fixed, 1/24/97
188 float Shield_scale = SHIELD_HIT_SCALE;
190 // Structure which mimics the shield_tri structure in model.h. Since the global shield triangle
191 // array needs the vertex information, we will acutally store the information in this
192 // structure instead of the indices into the vertex list
193 typedef struct gshield_tri {
194 int used; // Set if this triangle is currently in use.
195 int trinum; // a debug parameter
196 fix creation_time; // time at which created.
197 shield_vertex verts[4]; // Triangles, but at lower detail level, a square.
200 typedef struct shield_hit {
201 int start_time; // start time of this object
202 int type; // type, probably the weapon type, to indicate the bitmap to use
203 int objnum; // Object index, needed to get current orientation, position.
204 int num_tris; // Number of Shield_tris comprising this shield.
205 int tri_list[MAX_TRIS_PER_HIT]; // Indices into Shield_tris, triangles for this shield hit.
206 ubyte rgb[3]; // rgb colors
209 // Stores point at which shield was hit.
210 // Gets processed in frame interval.
211 typedef struct shield_point {
212 int objnum; // Object that was hit.
213 int shield_tri; // Triangle in shield mesh that took hit.
214 vector hit_point; // Point in global 3-space of hit.
217 #define MAX_SHIELD_POINTS 100
218 shield_point Shield_points[MAX_SHIELD_POINTS];
219 int Num_shield_points;
220 int Num_multi_shield_points; // used by multiplayer clients
222 gshield_tri Global_tris[MAX_SHIELD_TRI_BUFFER]; // The persistent triangles, part of shield hits.
223 int Num_tris; // Number of triangles in current shield. Would be a local, but needed in numerous routines.
225 shield_hit Shield_hits[MAX_SHIELD_HITS];
227 typedef struct shield_ani {
234 #define MAX_SHIELD_ANIMS MAX_SPECIES_NAMES
235 shield_ani Sheild_ani[MAX_SHIELD_ANIMS] = {
236 { "shieldhit01a", -1, -1 },
237 { "shieldhit01a", -1, -1 },
238 { "shieldhit01a", -1, -1 },
242 int Shield_bitmaps_loaded = 0;
244 // This is a recursive function, so prototype it.
245 extern void create_shield_from_triangle(int trinum, matrix *orient, shield_info *shieldp, vector *tcp, vector *centerp, float radius, vector *rvec, vector *uvec);
247 void load_shield_hit_bitmap()
249 #ifndef DEMO // not for FS2_DEMO
252 // Check if we've already allocated the shield effect bitmaps
253 if ( Shield_bitmaps_loaded )
256 Shield_bitmaps_loaded = 1;
258 for (i=0; i<MAX_SHIELD_ANIMS; i++ ) {
259 Sheild_ani[i].first_frame = bm_load_animation(Sheild_ani[i].filename, &Sheild_ani[i].nframes,NULL, 1);
260 if ( Sheild_ani[i].first_frame < 0 )
267 void shield_hit_page_in()
271 if ( !Shield_bitmaps_loaded ) {
272 load_shield_hit_bitmap();
275 for (i=0; i<MAX_SHIELD_ANIMS; i++ ) {
276 bm_page_in_xparent_texture( Sheild_ani[i].first_frame, Sheild_ani[i].nframes );
281 // Initialize shield hit system. Called from game_level_init()
282 void shield_hit_init()
286 for (i=0; i<MAX_SHIELD_HITS; i++)
287 Shield_hits[i].type = SH_UNUSED;
289 for (i=0; i<MAX_SHIELD_TRI_BUFFER; i++) {
290 Global_tris[i].used = 0;
291 Global_tris[i].creation_time = Missiontime;
294 Num_multi_shield_points = 0;
296 load_shield_hit_bitmap();
299 // ---------------------------------------------------------------------
300 // release_shield_hit_bitmap()
302 // Release the storage allocated to store the shield effect.
304 void release_shield_hit_bitmap()
306 if ( !Shield_bitmaps_loaded )
309 // This doesn't need to do anything; the bitmap manager will
310 // release everything.
315 // ---------------------------------------------------------------------
316 // shield_hit_close()
318 // De-initalize the shield hit system. Called from game_level_close().
320 // TODO: We should probably not bother releasing the shield hit bitmaps every level.
322 void shield_hit_close()
324 release_shield_hit_bitmap();
327 void shield_frame_init()
329 //nprintf(("AI", "Frame %i: Number of shield hits: %i, polycount = %i\n", Framecount, Num_shield_points, Poly_count));
333 Num_shield_points = 0;
336 void create_low_detail_poly(int global_index, vector *tcp, vector *rightv, vector *upv)
341 trip = &Global_tris[global_index];
343 scale = vm_vec_mag(tcp) * 2.0f;
345 vm_vec_scale_add(&trip->verts[0].pos, tcp, rightv, -scale/2.0f);
346 vm_vec_scale_add2(&trip->verts[0].pos, upv, scale/2.0f);
348 vm_vec_scale_add(&trip->verts[1].pos, &trip->verts[0].pos, rightv, scale);
350 vm_vec_scale_add(&trip->verts[2].pos, &trip->verts[1].pos, upv, -scale);
352 vm_vec_scale_add(&trip->verts[3].pos, &trip->verts[2].pos, rightv, -scale);
354 // Set u, v coordinates.
355 // Note, this need only be done once, as it's common for all explosions.
356 trip->verts[0].u = 0.0f;
357 trip->verts[0].v = 0.0f;
359 trip->verts[1].u = 1.0f;
360 trip->verts[1].v = 0.0f;
362 trip->verts[2].u = 1.0f;
363 trip->verts[2].v = 1.0f;
365 trip->verts[3].u = 0.0f;
366 trip->verts[3].v = 1.0f;
370 // ----------------------------------------------------------------------------------------------------
371 // Given a shield triangle, compute the uv coordinates at its vertices given
372 // the center point of the explosion texture, distance to center of shield and
373 // right and up vectors.
374 // For small distances (relative to radius), coordinates can be computed using
375 // distance. For larger values, should comptue angle.
376 void rs_compute_uvs(shield_tri *stp, shield_vertex *verts, vector *tcp, float radius, vector *rightv, vector *upv)
381 for (i=0; i<3; i++) {
384 sv = &verts[stp->verts[i]];
386 vm_vec_sub(&v2cp, &sv->pos, tcp);
387 sv->u = vm_vec_dot(&v2cp, rightv) * Shield_scale + 0.5f;
388 sv->v = - vm_vec_dot(&v2cp, upv) * Shield_scale + 0.5f;
406 // mprintf(("u, v = %7.3f %7.3f\n", stp->verts[i].u, stp->verts[i].v));
412 // ----------------------------------------------------------------------------------------------------
413 // Free records in Global_tris previously used by Shield_hits[shnum].tri_list
414 void free_global_tri_records(int shnum)
418 Assert((shnum >= 0) && (shnum < MAX_SHIELD_HITS));
420 //mprintf(("Freeing up %i global records.\n", Shield_hits[shnum].num_tris));
422 for (i=0; i<Shield_hits[shnum].num_tris; i++){
423 Global_tris[Shield_hits[shnum].tri_list[i]].used = 0;
427 void render_low_detail_shield_bitmap(gshield_tri *trip, matrix *orient, vector *pos, ubyte r, ubyte g, ubyte b)
434 vm_copy_transpose_matrix(&m,orient);
436 for (j=0; j<4; j++ ) {
437 // Rotate point into world coordinates
438 vm_vec_rotate(&pnt, &trip->verts[j].pos, &m);
439 vm_vec_add2(&pnt, pos);
441 // Pnt is now the x,y,z world coordinates of this vert.
442 g3_rotate_vertex(&verts[j], &pnt);
443 verts[j].u = trip->verts[j].u;
444 verts[j].v = trip->verts[j].v;
461 vm_vec_perp(&norm, &trip->verts[0].pos, &trip->verts[1].pos, &trip->verts[2].pos);
463 if ( vm_vec_dot(&norm, &trip->verts[1].pos ) < 0.0 ) {
464 vertlist[0] = &verts[3];
465 vertlist[1] = &verts[2];
466 vertlist[2] = &verts[1];
467 vertlist[3] = &verts[0];
468 g3_draw_poly( 4, vertlist, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD);
470 vertlist[0] = &verts[0];
471 vertlist[1] = &verts[1];
472 vertlist[2] = &verts[2];
473 vertlist[3] = &verts[3];
474 g3_draw_poly( 4, vertlist, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD);
478 // Render one triangle of a shield hit effect on one ship.
479 // Each frame, the triangle needs to be rotated into global coords.
480 // trip pointer to triangle in global array
481 // orient orientation of object shield is associated with
482 // pos center point of object
483 void render_shield_triangle(gshield_tri *trip, matrix *orient, vector *pos, ubyte r, ubyte g, ubyte b)
491 if (trip->trinum == -1)
492 return; // Means this is a quad, must have switched detail_level.
494 vm_copy_transpose_matrix(&m,orient);
496 for (j=0; j<3; j++ ) {
497 // Rotate point into world coordinates
498 vm_vec_rotate(&pnt, &trip->verts[j].pos, &m);
499 vm_vec_add2(&pnt, pos);
501 // Pnt is now the x,y,z world coordinates of this vert.
502 // For this example, I am just drawing a sphere at that point.
503 g3_rotate_vertex(&points[j], &pnt);
504 points[j].u = trip->verts[j].u;
505 points[j].v = trip->verts[j].v;
506 Assert((trip->verts[j].u >= 0.0f) && (trip->verts[j].u <= UV_MAX));
507 Assert((trip->verts[j].v >= 0.0f) && (trip->verts[j].v <= UV_MAX));
508 verts[j] = &points[j];
523 vm_vec_perp(&norm,(vector *)&verts[0]->x,(vector *)&verts[1]->x,(vector*)&verts[2]->x);
524 if ( vm_vec_dot(&norm,(vector *)&verts[1]->x ) >= 0.0 ) {
526 vertlist[0] = verts[2];
527 vertlist[1] = verts[1];
528 vertlist[2] = verts[0];
529 g3_draw_poly( 3, vertlist, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD);
531 g3_draw_poly( 3, verts, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD);
535 MONITOR(NumShieldRend);
537 // Render a shield mesh in the global array Shield_hits[]
538 void render_shield(int shield_num) //, matrix *orient, vector *centerp)
547 if (Shield_hits[shield_num].type == SH_UNUSED) {
551 Assert(Shield_hits[shield_num].objnum >= 0);
553 objp = &Objects[Shield_hits[shield_num].objnum];
555 if (objp->flags & OF_NO_SHIELDS) {
559 // If this object didn't get rendered, don't render its shields. In fact, make the shield hit go away.
560 if (!(objp->flags & OF_WAS_RENDERED)) {
561 Shield_hits[shield_num].type = SH_UNUSED;
565 // At detail levels 1, 3, animations play at double speed to reduce load.
566 if (!D3D_enabled || (Detail.shield_effects == 1) || (Detail.shield_effects == 3)) {
567 Shield_hits[shield_num].start_time -= Frametime;
570 MONITOR_INC(NumShieldRend,1);
572 shipp = &Ships[objp->instance];
573 si = &Ship_info[shipp->ship_info_index];
575 // objp, shipp, and si are now setup correctly
577 // If this ship is in its deathroll, make the shield hit effects go away faster.
578 if (shipp->flags & SF_DYING) {
579 Shield_hits[shield_num].start_time -= fl2f(2*flFrametime);
582 // Detail level stuff. When lots of shield hits, maybe make them go away faster.
583 if (Poly_count > 50) {
584 if (Shield_hits[shield_num].start_time + (SHIELD_HIT_DURATION*50)/Poly_count < Missiontime) {
585 Shield_hits[shield_num].type = SH_UNUSED;
586 free_global_tri_records(shield_num);
587 // nprintf(("AI", "* "));
590 } else if ((Shield_hits[shield_num].start_time + SHIELD_HIT_DURATION) < Missiontime) {
591 Shield_hits[shield_num].type = SH_UNUSED;
592 free_global_tri_records(shield_num);
596 orient = &objp->orient;
597 centerp = &objp->pos;
599 int bitmap_id, frame_num, n;
601 // mprintf(("Percent = %7.3f\n", f2fl(Missiontime - Shield_hits[shield_num].start_time)));
604 // Do some sanity checking
605 Assert( (n >=0) && (n<MAX_SPECIES_NAMES));
606 Assert( (n >=0) && (n<MAX_SHIELD_ANIMS));
608 frame_num = fl2i( f2fl(Missiontime - Shield_hits[shield_num].start_time) * Sheild_ani[n].nframes);
609 if ( frame_num >= Sheild_ani[n].nframes ) {
610 frame_num = Sheild_ani[n].nframes - 1;
611 } else if ( frame_num < 0 ) {
612 mprintf(( "HEY! Missiontime went backwards! (Shield.cpp)\n" ));
615 bitmap_id = Sheild_ani[n].first_frame + frame_num;
617 float alpha = 0.9999f;
618 if(The_mission.flags & MISSION_FLAG_FULLNEB){
621 gr_set_bitmap(bitmap_id, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
623 if (!D3D_enabled || (Detail.shield_effects == 1) || (Detail.shield_effects == 2)) {
624 if ( bitmap_id != - 1 ) {
625 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]);
629 // AL 06/01/97 don't use Assert() until issue with Missiontime being reset to 0 are worked out
630 if ( bitmap_id != - 1 ) {
631 for (i=0; i<Shield_hits[shield_num].num_tris; i++) {
632 //if (Missiontime == Shield_hits[shield_num].start_time)
633 // nprintf(("AI", "Frame %i: Render triangle %i.\n", Framecount, Global_tris[Shield_hits[shield_num].tri_list[i]].trinum));
634 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]);
640 // Render all the shield hits in the global array Shield_hits[]
641 // This is a temporary function. Shield hit rendering will at least have to
642 // occur with the ship, perhaps even internal to the ship.
643 void render_shields()
647 if (Detail.shield_effects == 0){
648 return; // No shield effect rendered at lowest detail level.
651 if (!New_shield_system){
655 for (i=0; i<MAX_SHIELD_HITS; i++){
656 if (Shield_hits[i].type != SH_UNUSED){
663 // -----------------------------------------------------------------------------------------------------
664 void create_tris_containing(vector *vp, matrix *orient, shield_info *shieldp, vector *tcp, vector *centerp, float radius, vector *rvec, vector *uvec)
667 shield_vertex *verts;
669 verts = shieldp->verts;
671 for (i=0; i<Num_tris; i++) {
672 if ( !shieldp->tris[i].used ) {
673 for (j=0; j<3; j++) {
676 v = verts[shieldp->tris[i].verts[j]].pos;
677 if ((vp->x == v.x) && (vp->y == v.y) && (vp->z == v.z))
678 create_shield_from_triangle(i, orient, shieldp, tcp, centerp, radius, rvec, uvec);
684 void visit_children(int trinum, int vertex_index, matrix *orient, shield_info *shieldp, vector *tcp, vector *centerp, float radius, vector *rvec, vector *uvec)
688 sv = &(shieldp->verts[shieldp->tris[trinum].verts[vertex_index]]);
690 if ( (sv->u > 0.0f) && (sv->u < UV_MAX) && (sv->v > 0.0f) && (sv->v < UV_MAX))
691 create_tris_containing(&sv->pos, orient, shieldp, tcp, centerp, radius, rvec, uvec);
696 int get_free_global_shield_index()
700 while ((gi < MAX_SHIELD_TRI_BUFFER) && (Global_tris[gi].used) && (Global_tris[gi].creation_time + SHIELD_HIT_DURATION > Missiontime)) {
704 // If couldn't find one, choose a random one.
705 if (gi == MAX_SHIELD_TRI_BUFFER)
706 gi = (int) (frand() * MAX_SHIELD_TRI_BUFFER);
711 int get_global_shield_tri()
715 // Find unused shield hit buffer
716 for (shnum=0; shnum<MAX_SHIELD_HITS; shnum++)
717 if (Shield_hits[shnum].type == SH_UNUSED)
720 if (shnum == MAX_SHIELD_HITS) {
721 //nprintf(("AI", "Warning: Shield_hit buffer full! Stealing an old one!\n"));
722 shnum = myrand() % MAX_SHIELD_HITS;
725 Assert((shnum >= 0) && (shnum < MAX_SHIELD_HITS));
730 void create_shield_from_triangle(int trinum, matrix *orient, shield_info *shieldp, vector *tcp, vector *centerp, float radius, vector *rvec, vector *uvec)
732 //nprintf(("AI", "[%3i] ", trinum));
734 rs_compute_uvs( &shieldp->tris[trinum], shieldp->verts, tcp, radius, rvec, uvec);
736 //Assert(trinum < MAX_SHIELD_HITS);
737 shieldp->tris[trinum].used = 1;
739 //mprintf(("%i ", trinum));
740 visit_children(trinum, 0, orient, shieldp, tcp, centerp, radius, rvec, uvec);
741 visit_children(trinum, 1, orient, shieldp, tcp, centerp, radius, rvec, uvec);
742 visit_children(trinum, 2, orient, shieldp, tcp, centerp, radius, rvec, uvec);
745 // Copy information from Current_tris to Global_tris, stuffing information
746 // in a slot in Shield_hits. The Global_tris array is not a shield_tri structure.
747 // We need to store vertex information in the global array since the vertex list
748 // will not be available to us when we actually use the array.
749 void copy_shield_to_globals( int objnum, shield_info *shieldp )
753 int count = 0; // Number of triangles in this shield hit.
754 int shnum; // shield hit number, index in Shield_hits.
756 shnum = get_global_shield_tri();
758 Shield_hits[shnum].type = SH_TYPE_1;
759 // mprintf(("Creating hit #%i at time = %7.3f\n", shnum, f2fl(Missiontime)));
761 for (i = 0; i < shieldp->ntris; i++ ) {
762 if ( shieldp->tris[i].used ) {
763 while ( (gi < MAX_SHIELD_TRI_BUFFER) && (Global_tris[gi].used) && (Global_tris[gi].creation_time + SHIELD_HIT_DURATION > Missiontime)) {
767 // If couldn't find one, choose a random one.
768 if (gi == MAX_SHIELD_TRI_BUFFER)
769 gi = (int) (frand() * MAX_SHIELD_TRI_BUFFER);
771 Global_tris[gi].used = shieldp->tris[i].used;
772 Global_tris[gi].trinum = i;
773 Global_tris[gi].creation_time = Missiontime;
775 // copy the pos/u/v elements of the shield_vertex structure into the shield vertex structure for this global triangle.
776 for (j = 0; j < 3; j++)
777 Global_tris[gi].verts[j] = shieldp->verts[shieldp->tris[i].verts[j]];
778 Shield_hits[shnum].tri_list[count++] = gi;
780 if (count >= MAX_TRIS_PER_HIT) {
781 mprintf(("Warning: Too many triangles in shield hit.\n"));
787 Shield_hits[shnum].num_tris = count;
788 Shield_hits[shnum].start_time = Missiontime;
789 Shield_hits[shnum].objnum = objnum;
791 Shield_hits[shnum].rgb[0] = 255;
792 Shield_hits[shnum].rgb[1] = 255;
793 Shield_hits[shnum].rgb[2] = 255;
794 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)){
795 ship_info *sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
797 Shield_hits[shnum].rgb[0] = sip->shield_color[0];
798 Shield_hits[shnum].rgb[1] = sip->shield_color[1];
799 Shield_hits[shnum].rgb[2] = sip->shield_color[2];
803 // ***** This is the version that works on a quadrant basis.
804 // Return absolute amount of damage not applied.
805 float apply_damage_to_shield(object *objp, int shield_quadrant, float damage)
809 // multiplayer clients bail here if nodamage
810 // if(MULTIPLAYER_CLIENT && (Netgame.debug_flags & NETD_FLAG_CLIENT_NODAMAGE)){
811 if(MULTIPLAYER_CLIENT){
815 if ( (shield_quadrant < 0) || (shield_quadrant > 3) ) return damage;
817 Assert(objp->type == OBJ_SHIP);
818 aip = &Ai_info[Ships[objp->instance].ai_index];
819 aip->last_hit_quadrant = shield_quadrant;
821 objp->shields[shield_quadrant] -= damage;
823 if (objp->shields[shield_quadrant] < 0.0f) {
824 float remaining_damage;
826 remaining_damage = -objp->shields[shield_quadrant];
827 objp->shields[shield_quadrant] = 0.0f;
828 //nprintf(("AI", "Applied %7.3f damage to quadrant #%i, %7.3f passes through\n", damage - remaining_damage, quadrant_num, remaining_damage));
829 return remaining_damage;
831 //nprintf(("AI", "Applied %7.3f damage to quadrant #%i\n", damage, quadrant_num));
837 // At lower detail levels, shield hit effects are a single texture, applied to one enlarged triangle.
838 void create_shield_low_detail(int objnum, int model_num, matrix *orient, vector *centerp, vector *tcp, int tr0, shield_info *shieldp)
844 shnum = get_global_shield_tri();
845 Shield_hits[shnum].type = SH_TYPE_1;
847 gi = get_free_global_shield_index();
849 Global_tris[gi].used = 1;
850 Global_tris[gi].trinum = -1; // This tells triangle renderer to not render in case detail_level was switched.
851 Global_tris[gi].creation_time = Missiontime;
853 Shield_hits[shnum].tri_list[0] = gi;
854 Shield_hits[shnum].num_tris = 1;
855 Shield_hits[shnum].start_time = Missiontime;
856 Shield_hits[shnum].objnum = objnum;
858 Shield_hits[shnum].rgb[0] = 255;
859 Shield_hits[shnum].rgb[1] = 255;
860 Shield_hits[shnum].rgb[2] = 255;
861 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)){
862 ship_info *sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
864 Shield_hits[shnum].rgb[0] = sip->shield_color[0];
865 Shield_hits[shnum].rgb[1] = sip->shield_color[1];
866 Shield_hits[shnum].rgb[2] = sip->shield_color[2];
869 vm_vector_2_matrix(&tom, &shieldp->tris[tr0].norm, NULL, NULL);
870 //rs_compute_uvs( &shieldp->tris[tr0], shieldp->verts, tcp, Objects[objnum].radius, &tom.rvec, &tom.uvec);
872 create_low_detail_poly(gi, tcp, &tom.rvec, &tom.uvec);
876 // Algorithm for shrink-wrapping a texture across a triangular mesh.
878 // - Given a point of intersection, tcp (local to objnum)
879 // - Vector to center of shield from tcp is v2c.
880 // - Using v2c, compute right and down vectors. These are the vectors of
881 // increasing u and v, respectively.
882 // - Triangle of intersection of tcp is tr0.
883 // - For 3 points in tr0, compute u,v coordinates using up and down vectors
884 // from center point, tcp. Need to know size of explosion texture. N units
885 // along right vector corresponds to O units in explosion texture space.
886 // - For each edge, if either endpoint was outside texture bounds, recursively
887 // apply previous and current step.
889 // Output of above is a list of triangles with u,v coordinates. These u,v
890 // coordinates will have to be clipped against the explosion texture bounds.
892 void create_shield_explosion(int objnum, int model_num, matrix *orient, vector *centerp, vector *tcp, int tr0)
894 // vector v2c; // Vector to center from point tcp
895 matrix tom; // Texture Orientation Matrix
896 // float radius; // Radius of shield, computed as distance from tcp to objp->pos.
897 shield_info *shieldp;
901 if (!New_shield_system)
904 if (Objects[objnum].flags & OF_NO_SHIELDS)
907 pm = model_get(model_num);
908 Num_tris = pm->shield.ntris;
909 //Assert(Num_tris < MAX_SHIELD_HITS);
910 shieldp = &pm->shield;
915 //nprintf(("AI", "Frame %i: Creating explosion on %i.\n", Framecount, objnum));
917 if (!D3D_enabled || (Detail.shield_effects == 1) || (Detail.shield_effects == 2)) {
918 create_shield_low_detail(objnum, model_num, orient, centerp, tcp, tr0, shieldp);
922 for (i=0; i<Num_tris; i++)
923 shieldp->tris[i].used = 0;
925 // Compute orientation matrix from normal of surface hit.
926 // Note, this will cause the shape of the bitmap to change abruptly
927 // as the impact point moves to another triangle. To prevent this,
928 // you could average the normals at the vertices, then interpolate the
929 // normals from the vertices to get a smoothly changing normal across the face.
930 // I had tried using the vector from the impact point to the center, which
931 // changes smoothly, but this looked surprisingly bad.
932 vm_vector_2_matrix(&tom, &shieldp->tris[tr0].norm, NULL, NULL);
933 //vm_vec_sub(&v2c, tcp, &Objects[objnum].pos);
935 // Create the shield from the current triangle, as well as its neighbors.
936 create_shield_from_triangle(tr0, orient, shieldp, tcp, centerp, Objects[objnum].radius, &tom.rvec, &tom.uvec);
937 //nprintf(("AI", "\n"));
939 create_shield_from_triangle(shieldp->tris[tr0].neighbors[i], orient, shieldp, tcp, centerp, Objects[objnum].radius, &tom.rvec, &tom.uvec);
941 copy_shield_to_globals(objnum, shieldp);
942 // render_shield(orient, centerp);
945 MONITOR(NumShieldHits);
947 // Add data for a shield hit.
948 void add_shield_point(int objnum, int tri_num, vector *hit_pos)
950 //Assert(Num_shield_points < MAX_SHIELD_POINTS);
951 if (Num_shield_points >= MAX_SHIELD_POINTS)
954 MONITOR_INC(NumShieldHits,1);
956 Shield_points[Num_shield_points].objnum = objnum;
957 Shield_points[Num_shield_points].shield_tri = tri_num;
958 Shield_points[Num_shield_points].hit_point = *hit_pos;
962 // in multiplayer -- send the shield hit data to the clients
963 // if ( MULTIPLAYER_MASTER && !(Netgame.debug_flags & NETD_FLAG_CLIENT_NODAMAGE)){
964 // send_shield_explosion_packet( objnum, tri_num, *hit_pos );
967 Ships[Objects[objnum].instance].shield_hits++;
970 // ugh! I wrote a special routine to store shield points for clients in multiplayer
971 // games. Problem is initilization and flow control of normal gameplay make this problem
972 // more than trivial to solve. Turns out that I think I can just keep track of the
973 // shield_points for multiplayer in a separate count -- then assign the multi count to
974 // the normal count at the correct time.
975 void add_shield_point_multi(int objnum, int tri_num, vector *hit_pos)
977 //Assert(Num_multi_shield_points < MAX_SHIELD_POINTS);
979 if (Num_multi_shield_points >= MAX_SHIELD_POINTS)
982 Shield_points[Num_shield_points].objnum = objnum;
983 Shield_points[Num_shield_points].shield_tri = tri_num;
984 Shield_points[Num_shield_points].hit_point = *hit_pos;
986 Num_multi_shield_points++;
989 // sets up the shield point hit information for multiplayer clients
990 void shield_point_multi_setup()
994 Assert( MULTIPLAYER_CLIENT );
996 if ( Num_multi_shield_points == 0 )
999 Num_shield_points = Num_multi_shield_points;
1000 for (i = 0; i < Num_shield_points; i++ ){
1001 Ships[Objects[Shield_points[i].objnum].instance].shield_hits++;
1004 Num_multi_shield_points = 0;
1008 // Create all the shield explosions that occurred on object *objp this frame.
1009 void create_shield_explosion_all(object *objp)
1017 if (Detail.shield_effects == 0){
1021 num = objp->instance;
1022 shipp = &Ships[num];
1024 count = shipp->shield_hits;
1025 objnum = objp-Objects;
1027 for (i=0; i<Num_shield_points; i++) {
1028 if (Shield_points[i].objnum == objnum) {
1029 create_shield_explosion(objnum, shipp->modelnum, &objp->orient, &objp->pos, &Shield_points[i].hit_point, Shield_points[i].shield_tri);
1037 //mprintf(("Creating %i explosions took %7.3f seconds\n", shipp->shield_hits, (float) (timer_get_milliseconds() - start_time)/1000.0f));
1039 // some some reason, clients seem to have a bogus count valud on occation. I"ll chalk it up
1040 // to missed packets :-) MWA 2/6/98
1041 if ( !MULTIPLAYER_CLIENT ){
1042 Assert(count == 0); // Couldn't find all the alleged shield hits. Bogus!
1046 int Break_value = -1;
1048 // This is a debug function.
1049 // Draw the whole shield as a wireframe mesh, not looking at the current
1052 void ship_draw_shield( object *objp)
1060 if (!New_shield_system)
1063 if (objp->flags & OF_NO_SHIELDS)
1066 Assert(objp->instance >= 0);
1068 model_num = Ships[objp->instance].modelnum;
1070 if ( Fred_running ) return;
1072 pm = model_get(model_num);
1074 if (pm->shield.ntris<1) return;
1076 vm_copy_transpose_matrix(&m, &objp->orient);
1078 // Scan all the triangles in the mesh.
1079 for (i=0; i<pm->shield.ntris; i++ ) {
1081 vector gnorm, v2f, tri_point;
1082 vertex prev_pnt, pnt0;
1085 tri = &pm->shield.tris[i];
1087 if (i == Break_value)
1090 // Hack! Only works for object in identity orientation.
1091 // Need to rotate eye position into object's reference frame.
1092 // Only draw facing triangles.
1093 vm_vec_rotate(&tri_point, &pm->shield.verts[tri->verts[0]].pos, &Eye_matrix);
1094 vm_vec_add2(&tri_point, &objp->pos);
1096 vm_vec_sub(&v2f, &tri_point, &Eye_position);
1097 vm_vec_rotate(&gnorm, &tri->norm, &m);
1099 if (vm_vec_dot(&gnorm, &v2f) < 0.0f) {
1102 intensity = (int) (Ships[objp->instance].shield_integrity[i] * 255);
1106 else if (intensity > 255)
1109 gr_set_color(0, 0, intensity);
1111 // Process the vertices.
1112 // Note this rotates each vertex each time it's needed, very dumb.
1113 for (j=0; j<3; j++ ) {
1116 // Rotate point into world coordinates
1117 vm_vec_rotate(&pnt, &pm->shield.verts[tri->verts[j]].pos, &m);
1118 //vm_vec_rotate(&pnt,&pm->shield[i].pnt[j],&m);
1119 vm_vec_add2(&pnt, &objp->pos);
1121 // Pnt is now the x,y,z world coordinates of this vert.
1122 // For this example, I am just drawing a sphere at that
1124 g3_rotate_vertex(&tmp, &pnt);
1127 g3_draw_line(&prev_pnt, &tmp);
1133 g3_draw_line(&pnt0, &prev_pnt);
1139 // Returns true if the shield presents any opposition to something
1140 // trying to force through it.
1141 // If quadrant is -1, looks at entire shield, otherwise
1142 // just one quadrant
1143 int ship_is_shield_up( object *obj, int quadrant )
1145 if ( (quadrant>=0) && (quadrant<=3)) {
1146 // Just check one quadrant
1147 if (obj->shields[quadrant] > max(2.0f, 0.1f * Ship_info[Ships[obj->instance].ship_info_index].shields/4.0f)) {
1151 // Check all quadrants
1152 float strength = get_shield_strength(obj);
1154 if ( strength > max(2.0f*4.0f, 0.1f * Ship_info[Ships[obj->instance].ship_info_index].shields )) {
1158 return 0; // no shield strength
1163 //-- CODE TO "BOUNCE" AN ARRAY FROM A GIVEN POINT.
1164 //-- LIKE A MATTRESS.
1165 #define BOUNCE_SIZE ???
1167 byte Bouncer1[BOUNCE_SIZE];
1168 byte Bouncer2[BOUNCE_SIZE];
1170 byte * Bouncer = Bouncer1;
1171 byte * OldBouncer = Bouncer2;
1173 // To wiggle, add value to Bouncer[]
1180 for (i=0; i<BOUNCE_SIZE; i++ ) {
1183 t += OldBouncer[ LEFT ];
1184 t += OldBouncer[ RIGHT ];
1185 t += OldBouncer[ UP ];
1186 t += OldBouncer[ DOWN ];
1188 t = (t/2) - Bouncer[i];
1189 tmp = t - t/16; // 8
1191 if ( tmp < -127 ) tmp = -127;
1192 if ( tmp > 127 ) tmp = 127;
1196 if ( Bouncer == Bouncer1 ) {
1197 OldBouncer = Bouncer1;
1200 OldBouncer = Bouncer2;
1208 // stub out shield functions for the demo
1209 void shield_hit_init() {}
1210 void create_shield_explosion_all(object *objp) {}
1211 void shield_frame_init() {}
1212 void add_shield_point(int objnum, int tri_num, vector *hit_pos) {}
1213 void add_shield_point_multi(int objnum, int tri_num, vector *hit_pos) {}
1214 void shield_point_multi_setup() {}
1215 void shield_hit_close() {}
1216 void ship_draw_shield( object *objp) {}
1217 void shield_hit_page_in() {}
1218 void render_shields() {}
1219 float apply_damage_to_shield(object *objp, int shield_quadrant, float damage) {return damage;}
1220 int ship_is_shield_up( object *obj, int quadrant ) {return 0;}
1225 // return quadrant containing hit_pnt.
1230 // Note: This is in the object's local reference frame. Do _not_ pass a vector in the world frame.
1231 int get_quadrant(vector *hit_pnt)
1235 if (hit_pnt->x < hit_pnt->z)
1238 if (hit_pnt->x < -hit_pnt->z)