331 lines
9.5 KiB
C++
331 lines
9.5 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Code for handling robots
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*
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*/
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#include "dxxerror.h"
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#include "inferno.h"
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#include "robot.h"
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#include "object.h"
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#include "polyobj.h"
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#include "physfsx.h"
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#include "compiler-range_for.h"
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#include "partial_range.h"
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#if 0
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static inline void PHYSFSX_writeAngleVec(PHYSFS_File *fp, const vms_angvec &v)
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{
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PHYSFS_writeSLE16(fp, v.p);
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PHYSFS_writeSLE16(fp, v.b);
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PHYSFS_writeSLE16(fp, v.h);
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}
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#endif
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namespace dsx {
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//given an object and a gun number, return position in 3-space of gun
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//fills in gun_point
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void calc_gun_point(vms_vector &gun_point, const object_base &obj, unsigned gun_num)
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{
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Assert(obj.render_type == RT_POLYOBJ || obj.render_type == RT_MORPH);
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assert(get_robot_id(obj) < LevelSharedRobotInfoState.N_robot_types);
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auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
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const auto &r = Robot_info[get_robot_id(obj)];
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auto &Polygon_models = LevelSharedPolygonModelState.Polygon_models;
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const auto &pm = Polygon_models[r.model_num];
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if (gun_num >= r.n_guns)
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{
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gun_num = 0;
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}
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auto pnt = r.gun_points[gun_num];
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//instance up the tree for this gun
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auto &anim_angles = obj.rtype.pobj_info.anim_angles;
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for (unsigned mn = r.gun_submodels[gun_num]; mn != 0; mn = pm.submodel_parents[mn])
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{
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const auto &&m = vm_transposed_matrix(vm_angles_2_matrix(anim_angles[mn]));
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const auto tpnt = vm_vec_rotate(pnt,m);
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vm_vec_add(pnt, tpnt, pm.submodel_offsets[mn]);
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}
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//now instance for the entire object
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const auto &&m = vm_transposed_matrix(obj.orient);
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vm_vec_rotate(gun_point,pnt,m);
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vm_vec_add2(gun_point, obj.pos);
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}
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//fills in ptr to list of joints, and returns the number of joints in list
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//takes the robot type (object id), gun number, and desired state
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partial_range_t<const jointpos *> robot_get_anim_state(const d_level_shared_robot_info_state::d_robot_info_array &robot_info, const std::array<jointpos, MAX_ROBOT_JOINTS> &robot_joints, const unsigned robot_type, const unsigned gun_num, const unsigned state)
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{
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auto &rirt = robot_info[robot_type];
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assert(gun_num <= rirt.n_guns);
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auto &as = rirt.anim_states[gun_num][state];
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const unsigned o = as.offset;
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return partial_range(robot_joints, o, o + as.n_joints);
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}
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#ifndef NDEBUG
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//for test, set a robot to a specific state
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static void set_robot_state(object_base &obj, const unsigned state) __attribute_used;
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static void set_robot_state(object_base &obj, const unsigned state)
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{
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auto &Robot_joints = LevelSharedRobotJointState.Robot_joints;
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int g,j,jo;
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jointlist *jl;
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assert(obj.type == OBJ_ROBOT);
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auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
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auto &ri = Robot_info[get_robot_id(obj)];
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for (g = 0; g < ri.n_guns + 1; g++)
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{
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jl = &ri.anim_states[g][state];
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jo = jl->offset;
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for (j=0;j<jl->n_joints;j++,jo++) {
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int jn;
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jn = Robot_joints[jo].jointnum;
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obj.rtype.pobj_info.anim_angles[jn] = Robot_joints[jo].angles;
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}
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}
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}
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#endif
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//set the animation angles for this robot. Gun fields of robot info must
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//be filled in.
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void robot_set_angles(robot_info *r,polymodel *pm,std::array<std::array<vms_angvec, MAX_SUBMODELS>, N_ANIM_STATES> &angs)
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{
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auto &Robot_joints = LevelSharedRobotJointState.Robot_joints;
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int g,state;
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std::array<int, MAX_SUBMODELS> gun_nums; //which gun each submodel is part of
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range_for (auto &m, partial_range(gun_nums, 1u, pm->n_models))
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m = r->n_guns; //assume part of body...
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gun_nums[0] = -1; //body never animates, at least for now
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for (g=0;g<r->n_guns;g++) {
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auto m = r->gun_submodels[g];
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while (m != 0) {
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gun_nums[m] = g; //...unless we find it in a gun
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m = pm->submodel_parents[m];
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}
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}
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for (g=0;g<r->n_guns+1;g++) {
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for (state=0;state<N_ANIM_STATES;state++) {
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r->anim_states[g][state].n_joints = 0;
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r->anim_states[g][state].offset = LevelSharedRobotJointState.N_robot_joints;
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for (unsigned m = 0; m < pm->n_models; ++m)
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{
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if (gun_nums[m] == g) {
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const auto N_robot_joints = LevelSharedRobotJointState.N_robot_joints ++;
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Robot_joints[N_robot_joints].jointnum = m;
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Robot_joints[N_robot_joints].angles = angs[state][m];
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r->anim_states[g][state].n_joints++;
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Assert(N_robot_joints < MAX_ROBOT_JOINTS);
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}
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}
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}
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}
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}
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}
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/*
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* reads n jointlist structs from a PHYSFS_File
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*/
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static void jointlist_read(PHYSFS_File *fp, std::array<jointlist, N_ANIM_STATES> &jl)
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{
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range_for (auto &i, jl)
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{
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i.n_joints = PHYSFSX_readShort(fp);
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i.offset = PHYSFSX_readShort(fp);
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if (!i.n_joints)
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/* The custom campaign `Descent 2: Enemy Vignettes` has
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* custom robots with invalid joints. These joints have
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* invalid offsets, but `n_joints` of 0. This makes the
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* invalid data easy to detect and clean.
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*
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* When the number of joints is zero, discard the loaded
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* offset and set it to 0, which will always be in range.
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*/
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i.offset = 0;
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}
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}
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namespace dsx {
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imobjptridx_t robot_create(const unsigned id, const vmsegptridx_t segnum, const vms_vector &pos, const vms_matrix *const orient, const fix size, const ai_behavior behavior, const imsegidx_t hide_segment)
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{
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const auto &&objp = obj_create(OBJ_ROBOT, id, segnum, pos, orient, size, object::control_type::ai, object::movement_type::physics, RT_POLYOBJ);
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if (objp)
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init_ai_object(objp, behavior, hide_segment);
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return objp;
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}
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/*
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* reads n robot_info structs from a PHYSFS_File
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*/
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void robot_info_read(PHYSFS_File *fp, robot_info &ri)
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{
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ri.model_num = PHYSFSX_readInt(fp);
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#if defined(DXX_BUILD_DESCENT_I)
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ri.n_guns = PHYSFSX_readInt(fp);
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#endif
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range_for (auto &j, ri.gun_points)
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PHYSFSX_readVector(fp, j);
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range_for (auto &j, ri.gun_submodels)
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j = PHYSFSX_readByte(fp);
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ri.exp1_vclip_num = PHYSFSX_readShort(fp);
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ri.exp1_sound_num = PHYSFSX_readShort(fp);
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ri.exp2_vclip_num = PHYSFSX_readShort(fp);
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ri.exp2_sound_num = PHYSFSX_readShort(fp);
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#if defined(DXX_BUILD_DESCENT_I)
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ri.weapon_type = static_cast<weapon_id_type>(PHYSFSX_readShort(fp));
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#elif defined(DXX_BUILD_DESCENT_II)
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ri.weapon_type = static_cast<weapon_id_type>(PHYSFSX_readByte(fp));
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ri.weapon_type2 = static_cast<weapon_id_type>(PHYSFSX_readByte(fp));
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ri.n_guns = PHYSFSX_readByte(fp);
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#endif
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ri.contains_id = PHYSFSX_readByte(fp);
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ri.contains_count = PHYSFSX_readByte(fp);
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ri.contains_prob = PHYSFSX_readByte(fp);
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ri.contains_type = PHYSFSX_readByte(fp);
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#if defined(DXX_BUILD_DESCENT_I)
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ri.score_value = PHYSFSX_readInt(fp);
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#elif defined(DXX_BUILD_DESCENT_II)
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ri.kamikaze = PHYSFSX_readByte(fp);
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ri.score_value = PHYSFSX_readShort(fp);
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ri.badass = PHYSFSX_readByte(fp);
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ri.energy_drain = PHYSFSX_readByte(fp);
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#endif
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ri.lighting = PHYSFSX_readFix(fp);
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ri.strength = PHYSFSX_readFix(fp);
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ri.mass = PHYSFSX_readFix(fp);
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ri.drag = PHYSFSX_readFix(fp);
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range_for (auto &j, ri.field_of_view)
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j = PHYSFSX_readFix(fp);
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range_for (auto &j, ri.firing_wait)
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j = PHYSFSX_readFix(fp);
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#if defined(DXX_BUILD_DESCENT_II)
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range_for (auto &j, ri.firing_wait2)
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j = PHYSFSX_readFix(fp);
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#endif
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range_for (auto &j, ri.turn_time)
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j = PHYSFSX_readFix(fp);
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#if defined(DXX_BUILD_DESCENT_I)
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for (unsigned j = 0; j < NDL * 2; j++)
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PHYSFSX_readFix(fp);
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#endif
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range_for (auto &j, ri.max_speed)
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j = PHYSFSX_readFix(fp);
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range_for (auto &j, ri.circle_distance)
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j = PHYSFSX_readFix(fp);
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range_for (auto &j, ri.rapidfire_count)
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j = PHYSFSX_readByte(fp);
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range_for (auto &j, ri.evade_speed)
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j = PHYSFSX_readByte(fp);
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ri.cloak_type = PHYSFSX_readByte(fp);
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ri.attack_type = PHYSFSX_readByte(fp);
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#if defined(DXX_BUILD_DESCENT_I)
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ri.boss_flag = PHYSFSX_readByte(fp);
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#endif
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ri.see_sound = PHYSFSX_readByte(fp);
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ri.attack_sound = PHYSFSX_readByte(fp);
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ri.claw_sound = PHYSFSX_readByte(fp);
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#if defined(DXX_BUILD_DESCENT_II)
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ri.taunt_sound = PHYSFSX_readByte(fp);
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ri.boss_flag = PHYSFSX_readByte(fp);
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ri.companion = PHYSFSX_readByte(fp);
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ri.smart_blobs = PHYSFSX_readByte(fp);
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ri.energy_blobs = PHYSFSX_readByte(fp);
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ri.thief = PHYSFSX_readByte(fp);
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ri.pursuit = PHYSFSX_readByte(fp);
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ri.lightcast = PHYSFSX_readByte(fp);
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ri.death_roll = PHYSFSX_readByte(fp);
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ri.flags = PHYSFSX_readByte(fp);
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std::array<char, 3> pad;
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PHYSFS_read(fp, pad, pad.size(), 1);
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ri.deathroll_sound = PHYSFSX_readByte(fp);
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ri.glow = PHYSFSX_readByte(fp);
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ri.behavior = static_cast<ai_behavior>(PHYSFSX_readByte(fp));
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ri.aim = PHYSFSX_readByte(fp);
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#endif
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range_for (auto &j, ri.anim_states)
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jointlist_read(fp, j);
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ri.always_0xabcd = PHYSFSX_readInt(fp);
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}
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}
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/*
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* reads n jointpos structs from a PHYSFS_File
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*/
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void jointpos_read(PHYSFS_File *fp, jointpos &jp)
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{
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jp.jointnum = PHYSFSX_readShort(fp);
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PHYSFSX_readAngleVec(&jp.angles, fp);
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}
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#if 0
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void jointpos_write(PHYSFS_File *fp, const jointpos &jp)
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{
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PHYSFS_writeSLE16(fp, jp.jointnum);
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PHYSFSX_writeAngleVec(fp, jp.angles);
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}
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#endif
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