dxx-rebirth/d2x-rebirth/main/robot.c

332 lines
8 KiB
C

/*
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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Code for handling robots
*
*/
#include <stdio.h>
#include "dxxerror.h"
#include "inferno.h"
#include "robot.h"
#include "object.h"
#include "polyobj.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)
{
gun_num = 0;
}
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;g<ri->n_guns+1;g++) {
jl = &ri->anim_states[g][state];
jo = jl->offset;
for (j=0;j<jl->n_joints;j++,jo++) {
int jn;
jn = Robot_joints[jo].jointnum;
obj->rtype.pobj_info.anim_angles[jn] = Robot_joints[jo].angles;
}
}
}
//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;m<pm->n_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;g<r->n_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;g<r->n_guns+1;g++) {
for (state=0;state<N_ANIM_STATES;state++) {
r->anim_states[g][state].n_joints = 0;
r->anim_states[g][state].offset = N_robot_joints;
for (m=0;m<pm->n_models;m++) {
if (gun_nums[m] == g) {
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);
}
}
}
}
}
/*
* reads n jointlist structs from a PHYSFS_file
*/
static int jointlist_read_n(jointlist *jl, int n, PHYSFS_file *fp)
{
int i;
for (i = 0; i < n; i++) {
jl[i].n_joints = PHYSFSX_readShort(fp);
jl[i].offset = PHYSFSX_readShort(fp);
}
return i;
}
/*
* reads n robot_info structs from a PHYSFS_file
*/
int robot_info_read_n(robot_info *ri, int n, PHYSFS_file *fp)
{
int i, j;
for (i = 0; i < n; i++) {
ri[i].model_num = PHYSFSX_readInt(fp);
for (j = 0; j < MAX_GUNS; j++)
PHYSFSX_readVector(&(ri[i].gun_points[j]), fp);
PHYSFS_read(fp, ri[i].gun_submodels, MAX_GUNS, 1);
ri[i].exp1_vclip_num = PHYSFSX_readShort(fp);
ri[i].exp1_sound_num = PHYSFSX_readShort(fp);
ri[i].exp2_vclip_num = PHYSFSX_readShort(fp);
ri[i].exp2_sound_num = PHYSFSX_readShort(fp);
ri[i].weapon_type = PHYSFSX_readByte(fp);
ri[i].weapon_type2 = PHYSFSX_readByte(fp);
ri[i].n_guns = PHYSFSX_readByte(fp);
ri[i].contains_id = PHYSFSX_readByte(fp);
ri[i].contains_count = PHYSFSX_readByte(fp);
ri[i].contains_prob = PHYSFSX_readByte(fp);
ri[i].contains_type = PHYSFSX_readByte(fp);
ri[i].kamikaze = PHYSFSX_readByte(fp);
ri[i].score_value = PHYSFSX_readShort(fp);
ri[i].badass = PHYSFSX_readByte(fp);
ri[i].energy_drain = PHYSFSX_readByte(fp);
ri[i].lighting = PHYSFSX_readFix(fp);
ri[i].strength = PHYSFSX_readFix(fp);
ri[i].mass = PHYSFSX_readFix(fp);
ri[i].drag = PHYSFSX_readFix(fp);
for (j = 0; j < NDL; j++)
ri[i].field_of_view[j] = PHYSFSX_readFix(fp);
for (j = 0; j < NDL; j++)
ri[i].firing_wait[j] = PHYSFSX_readFix(fp);
for (j = 0; j < NDL; j++)
ri[i].firing_wait2[j] = PHYSFSX_readFix(fp);
for (j = 0; j < NDL; j++)
ri[i].turn_time[j] = PHYSFSX_readFix(fp);
for (j = 0; j < NDL; j++)
ri[i].max_speed[j] = PHYSFSX_readFix(fp);
for (j = 0; j < NDL; j++)
ri[i].circle_distance[j] = PHYSFSX_readFix(fp);
PHYSFS_read(fp, ri[i].rapidfire_count, NDL, 1);
PHYSFS_read(fp, ri[i].evade_speed, NDL, 1);
ri[i].cloak_type = PHYSFSX_readByte(fp);
ri[i].attack_type = PHYSFSX_readByte(fp);
ri[i].see_sound = PHYSFSX_readByte(fp);
ri[i].attack_sound = PHYSFSX_readByte(fp);
ri[i].claw_sound = PHYSFSX_readByte(fp);
ri[i].taunt_sound = PHYSFSX_readByte(fp);
ri[i].boss_flag = PHYSFSX_readByte(fp);
ri[i].companion = PHYSFSX_readByte(fp);
ri[i].smart_blobs = PHYSFSX_readByte(fp);
ri[i].energy_blobs = PHYSFSX_readByte(fp);
ri[i].thief = PHYSFSX_readByte(fp);
ri[i].pursuit = PHYSFSX_readByte(fp);
ri[i].lightcast = PHYSFSX_readByte(fp);
ri[i].death_roll = PHYSFSX_readByte(fp);
ri[i].flags = PHYSFSX_readByte(fp);
PHYSFS_read(fp, ri[i].pad, 3, 1);
ri[i].deathroll_sound = PHYSFSX_readByte(fp);
ri[i].glow = PHYSFSX_readByte(fp);
ri[i].behavior = PHYSFSX_readByte(fp);
ri[i].aim = PHYSFSX_readByte(fp);
for (j = 0; j < MAX_GUNS + 1; j++)
jointlist_read_n(ri[i].anim_states[j], N_ANIM_STATES, fp);
ri[i].always_0xabcd = PHYSFSX_readInt(fp);
}
return i;
}
/*
* reads n jointpos structs from a PHYSFS_file
*/
int jointpos_read_n(jointpos *jp, int n, PHYSFS_file *fp)
{
int i;
for (i = 0; i < n; i++) {
jp[i].jointnum = PHYSFSX_readShort(fp);
PHYSFSX_readAngleVec(&jp[i].angles, fp);
}
return i;
}