/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/robot.c,v $ * $Revision: 1.1.1.1 $ * $Author: zicodxx $ * $Date: 2006/03/17 19:42:17 $ * * Code for handling robots * * $Log: robot.c,v $ * Revision 1.1.1.1 2006/03/17 19:42:17 zicodxx * initial import * * Revision 1.1.1.1 1999/06/14 22:11:28 donut * Import of d1x 1.37 source. * * Revision 2.1 1995/03/07 16:52:02 john * Fixed robots not moving without edtiro bug. * * Revision 2.0 1995/02/27 11:31:11 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.19 1995/02/22 13:58:09 allender * remove anonymous unions from object structure * * Revision 1.18 1995/01/27 11:17:06 rob * Avoid problems with illegal gun num. * * Revision 1.17 1994/11/19 15:15:02 mike * remove unused code and data * * Revision 1.16 1994/11/05 16:41:31 adam * upped MAX_ROBOT_JOINTS * * Revision 1.15 1994/09/26 15:29:29 matt * Allow morphing objects to fire * * Revision 1.14 1994/06/20 14:31:02 matt * Don't include joint zero in animation data * * Revision 1.13 1994/06/10 14:39:58 matt * Increased limit of robot joints * * Revision 1.12 1994/06/10 10:59:18 matt * Do error checking on list of angles * * Revision 1.11 1994/06/09 16:21:32 matt * Took out special-case and test code. * * Revision 1.10 1994/06/07 13:21:14 matt * Added support for new chunk-based POF files, with robot animation data. * * Revision 1.9 1994/06/01 17:58:24 mike * Greater flinch effect. * * Revision 1.8 1994/06/01 14:59:25 matt * Fixed calc_gun_position(), which was rotating the wrong way for the * object orientation. * * Revision 1.7 1994/06/01 12:44:04 matt * Added flinch state for test robot * * Revision 1.6 1994/05/31 19:17:24 matt * Fixed test robot angles * * Revision 1.5 1994/05/30 19:43:50 mike * Call set_test_robot. * * * Revision 1.4 1994/05/30 00:02:44 matt * Got rid of robot render type, and generally cleaned up polygon model * render objects. * * Revision 1.3 1994/05/29 18:46:15 matt * Added stuff for getting robot animation info for different states * * Revision 1.2 1994/05/26 21:09:15 matt * Moved robot stuff out of polygon model and into robot_info struct * Made new file, robot.c, to deal with robots * * Revision 1.1 1994/05/26 18:02:04 matt * Initial revision * * */ #ifdef RCS #pragma off (unreferenced) static char rcsid[] = "$Id: robot.c,v 1.1.1.1 2006/03/17 19:42:17 zicodxx Exp $"; #pragma on (unreferenced) #endif #include "error.h" #include "inferno.h" #include "robot.h" #include "object.h" #include "polyobj.h" #include "mono.h" int N_robot_types = 0; int N_robot_joints = 0; // Robot stuff robot_info Robot_info[MAX_ROBOT_TYPES]; //Big array of joint positions. All robots index into this array #define deg(a) ((int) (a) * 32768 / 180) //test data for one robot jointpos Robot_joints[MAX_ROBOT_JOINTS] = { //gun 0 {2,{deg(-30),0,0}}, //rest (2 joints) {3,{deg(-40),0,0}}, {2,{deg(0),0,0}}, //alert {3,{deg(0),0,0}}, {2,{deg(0),0,0}}, //fire {3,{deg(0),0,0}}, {2,{deg(50),0,0}}, //recoil {3,{deg(-50),0,0}}, {2,{deg(10),0,deg(70)}}, //flinch {3,{deg(0),deg(20),0}}, //gun 1 {4,{deg(-30),0,0}}, //rest (2 joints) {5,{deg(-40),0,0}}, {4,{deg(0),0,0}}, //alert {5,{deg(0),0,0}}, {4,{deg(0),0,0}}, //fire {5,{deg(0),0,0}}, {4,{deg(50),0,0}}, //recoil {5,{deg(-50),0,0}}, {4,{deg(20),0,deg(-50)}}, //flinch {5,{deg(0),0,deg(20)}}, //rest of body (the head) {1,{deg(70),0,0}}, //rest (1 joint, head) {1,{deg(0),0,0}}, //alert {1,{deg(0),0,0}}, //fire {1,{deg(0),0,0}}, //recoil {1,{deg(-20),deg(15),0}}, //flinch }; //given an object and a gun number, return position in 3-space of gun //fills in gun_point void calc_gun_point(vms_vector *gun_point,object *obj,int gun_num) { polymodel *pm; robot_info *r; vms_vector pnt; vms_matrix m; int mn; //submodel number Assert(obj->render_type==RT_POLYOBJ || obj->render_type==RT_MORPH); Assert(obj->id < N_robot_types); r = &Robot_info[obj->id]; pm =&Polygon_models[r->model_num]; if (gun_num >= r->n_guns) { mprintf((1, "Bashing gun num %d to 0.\n", gun_num)); Int3(); gun_num = 0; } // Assert(gun_num < r->n_guns); pnt = r->gun_points[gun_num]; mn = r->gun_submodels[gun_num]; //instance up the tree for this gun while (mn != 0) { vms_vector tpnt; vm_angles_2_matrix(&m,&obj->rtype.pobj_info.anim_angles[mn]); vm_transpose_matrix(&m); vm_vec_rotate(&tpnt,&pnt,&m); vm_vec_add(&pnt,&tpnt,&pm->submodel_offsets[mn]); mn = pm->submodel_parents[mn]; } //now instance for the entire object vm_copy_transpose_matrix(&m,&obj->orient); vm_vec_rotate(gun_point,&pnt,&m); vm_vec_add2(gun_point,&obj->pos); } //fills in ptr to list of joints, and returns the number of joints in list //takes the robot type (object id), gun number, and desired state int robot_get_anim_state(jointpos **jp_list_ptr,int robot_type,int gun_num,int state) { Assert(gun_num <= Robot_info[robot_type].n_guns); *jp_list_ptr = &Robot_joints[Robot_info[robot_type].anim_states[gun_num][state].offset]; return Robot_info[robot_type].anim_states[gun_num][state].n_joints; } //for test, set a robot to a specific state void set_robot_state(object *obj,int state) { int g,j,jo; robot_info *ri; jointlist *jl; Assert(obj->type == OBJ_ROBOT); ri = &Robot_info[obj->id]; for (g=0;gn_guns+1;g++) { jl = &ri->anim_states[g][state]; jo = jl->offset; for (j=0;jn_joints;j++,jo++) { int jn; jn = Robot_joints[jo].jointnum; obj->rtype.pobj_info.anim_angles[jn] = Robot_joints[jo].angles; } } } #include "mono.h" //--unused-- int cur_state=0; //--unused-- test_anim_states() //--unused-- { //--unused-- set_robot_state(&Objects[1],cur_state); //--unused-- //--unused-- mprintf(0,"Robot in state %d\n",cur_state); //--unused-- //--unused-- cur_state = (cur_state+1)%N_ANIM_STATES; //--unused-- //--unused-- } //set the animation angles for this robot. Gun fields of robot info must //be filled in. void robot_set_angles(robot_info *r,polymodel *pm,vms_angvec angs[N_ANIM_STATES][MAX_SUBMODELS]) { int m,g,state; int gun_nums[MAX_SUBMODELS]; //which gun each submodel is part of for (m=0;mn_models;m++) gun_nums[m] = r->n_guns; //assume part of body... gun_nums[0] = -1; //body never animates, at least for now for (g=0;gn_guns;g++) { m = r->gun_submodels[g]; while (m != 0) { gun_nums[m] = g; //...unless we find it in a gun m = pm->submodel_parents[m]; } } for (g=0;gn_guns+1;g++) { //mprintf(0,"Gun %d:\n",g); for (state=0;stateanim_states[g][state].n_joints = 0; r->anim_states[g][state].offset = N_robot_joints; for (m=0;mn_models;m++) { if (gun_nums[m] == g) { //mprintf(0," Joint %d: %x %x %x\n",m,angs[state][m].pitch,angs[state][m].bank,angs[state][m].head); Robot_joints[N_robot_joints].jointnum = m; Robot_joints[N_robot_joints].angles = angs[state][m]; r->anim_states[g][state].n_joints++; N_robot_joints++; Assert(N_robot_joints < MAX_ROBOT_JOINTS); } } } } }