dxx-rebirth/common/main/robot.h
Kp c64a584bfd Use enum class for robot_gun_number
Validate gun numbers on loading object data.  Factor out and normalize
the logic for advancing to a robot's next gun.
2022-08-22 01:24:49 +00:00

254 lines
10 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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.
*/
/*
*
* Header for robot.c
*
*/
#pragma once
#include "fwd-robot.h"
#include "game.h"
#include "pack.h"
#include "aistruct.h"
#include "weapon_id.h"
#include "object.h"
#include "fwd-partial_range.h"
#include "d_array.h"
#include "digi.h"
namespace dcx {
enum class robot_animation_state : uint8_t
{
rest,
alert,
fire,
recoil,
flinch,
};
//describes the position of a certain joint
struct jointpos : prohibit_void_ptr<jointpos>
{
uint16_t jointnum;
vms_angvec angles;
};
//describes a list of joint positions
struct jointlist
{
short n_joints;
short offset;
};
struct d_level_shared_robot_joint_state {
unsigned N_robot_joints;
};
}
#ifdef dsx
constexpr auto weapon_none = weapon_id_type::unspecified;
namespace dsx {
// Robot information
struct robot_info : prohibit_void_ptr<robot_info>
{
int model_num; // which polygon model?
enumerated_array<vms_vector, MAX_GUNS, robot_gun_number> gun_points; // where each gun model is
enumerated_array<uint8_t, MAX_GUNS, robot_gun_number> gun_submodels; // which submodel is each gun in?
uint16_t score_value; // Score from this robot.
short exp1_vclip_num;
short exp1_sound_num;
short exp2_vclip_num;
short exp2_sound_num;
weapon_id_type weapon_type;
uint8_t n_guns; // how many different gun positions
sbyte contains_id; // ID of powerup this robot can contain.
sbyte contains_count; // Max number of things this instance can contain.
sbyte contains_prob; // Probability that this instance will contain something in N/16
sbyte contains_type; // Type of thing contained, robot or powerup, in bitmaps.tbl, !0=robot, 0=powerup
#if defined(DXX_BUILD_DESCENT_I)
#elif defined(DXX_BUILD_DESCENT_II)
sbyte kamikaze; // !0 means commits suicide when hits you, strength thereof. 0 means no.
sbyte badass; // Dies with badass explosion, and strength thereof, 0 means NO.
sbyte energy_drain; // Points of energy drained at each collision.
weapon_id_type weapon_type2; // Secondary weapon number, -1 means none, otherwise gun #0 fires this weapon.
#endif
fix lighting; // should this be here or with polygon model?
fix strength; // Initial shields of robot
fix mass; // how heavy is this thing?
fix drag; // how much drag does it have?
enumerated_array<fix, NDL, Difficulty_level_type> field_of_view, // compare this value with forward_vector.dot.vector_to_player, if field_of_view <, then robot can see player
firing_wait, // time in seconds between shots
#if defined(DXX_BUILD_DESCENT_II)
firing_wait2, // time in seconds between shots
#endif
turn_time, // time in seconds to rotate 360 degrees in a dimension
max_speed, // maximum speed attainable by this robot
circle_distance; // distance at which robot circles player
enumerated_array<int8_t, NDL, Difficulty_level_type> rapidfire_count, // number of shots fired rapidly
evade_speed; // rate at which robot can evade shots, 0=none, 4=very fast
sbyte cloak_type; // 0=never, 1=always, 2=except-when-firing
sbyte attack_type; // 0=firing, 1=charge (like green guy)
ubyte see_sound; // sound robot makes when it first sees the player
ubyte attack_sound; // sound robot makes when it attacks the player
ubyte claw_sound; // sound robot makes as it claws you (attack_type should be 1)
sbyte boss_flag; // 0 = not boss, 1 = boss. Is that surprising?
#if defined(DXX_BUILD_DESCENT_II)
ubyte taunt_sound; // sound robot makes after you die
sbyte companion; // Companion robot, leads you to things.
sbyte smart_blobs; // how many smart blobs are emitted when this guy dies!
sbyte energy_blobs; // how many smart blobs are emitted when this guy gets hit by energy weapon!
sbyte thief; // !0 means this guy can steal when he collides with you!
sbyte pursuit; // !0 means pursues player after he goes around a corner. 4 = 4/2 pursue up to 4/2 seconds after becoming invisible if up to 4 segments away
sbyte lightcast; // Amount of light cast. 1 is default. 10 is very large.
sbyte death_roll; // 0 = dies without death roll. !0 means does death roll, larger = faster and louder
//boss_flag, companion, thief, & pursuit probably should also be bits in the flags byte.
ubyte flags; // misc properties
ubyte deathroll_sound; // if has deathroll, what sound?
ubyte glow; // apply this light to robot itself. stored as 4:4 fixed-point
ai_behavior behavior; // Default behavior.
ubyte aim; // 255 = perfect, less = more likely to miss. 0 != random, would look stupid. 0=45 degree spread. Specify in bitmaps.tbl in range 0.0..1.0
#endif
//animation info
enumerated_array<enumerated_array<jointlist, N_ANIM_STATES, robot_animation_state>, MAX_GUNS + 1, robot_gun_number> anim_states;
int always_0xabcd; // debugging
};
#if defined(DXX_BUILD_DESCENT_I)
static inline int robot_is_companion(const robot_info &)
{
return 0;
}
static inline int robot_is_thief(const robot_info &)
{
return 0;
}
#elif defined(DXX_BUILD_DESCENT_II)
static inline int robot_is_companion(const robot_info &robptr)
{
return robptr.companion;
}
static inline int robot_is_thief(const robot_info &robptr)
{
return robptr.thief;
}
#endif
//the array of robots types
struct d_level_shared_robot_info_state
{
//how many kinds of robots
unsigned N_robot_types; // Number of robot types. We used to assume this was the same as N_polygon_models.
// Robot info for AI system, loaded from bitmaps.tbl.
d_robot_info_array Robot_info;
};
#if defined(DXX_BUILD_DESCENT_II)
// returns ptr to escort robot, or NULL
imobjptridx_t find_escort(fvmobjptridx &vmobjptridx, const d_robot_info_array &Robot_info);
#endif
imobjptridx_t robot_create(const d_robot_info_array &Robot_info, unsigned id, vmsegptridx_t segnum, const vms_vector &pos, const vms_matrix *orient, fix size, ai_behavior behavior, const imsegidx_t hide_segment = segment_none);
void recreate_thief(const d_robot_info_array &Robot_info, uint8_t thief_id);
// Drops objects contained in objp.
bool object_create_robot_egg(const d_robot_info_array &Robot_info, object_base &objp);
bool object_create_robot_egg(const d_robot_info_array &Robot_info, int type, int id, unsigned num, const vms_vector &init_vel, const vms_vector &pos, vmsegptridx_t segnum);
// Create a matcen robot
imobjptridx_t create_morph_robot(const d_robot_info_array &Robot_info, vmsegptridx_t segp, const vms_vector &object_pos, unsigned object_id);
// do whatever this thing does in a frame
void do_controlcen_frame(const d_robot_info_array &Robot_info, vmobjptridx_t obj);
window_event_result multi_message_input_sub(const d_robot_info_array &Robot_info, int key, control_info &Controls);
/* Robot joints can be customized by hxm files, which are per-level.
*/
struct d_level_shared_robot_joint_state : ::dcx::d_level_shared_robot_joint_state
{
//Big array of joint positions. All robots index into this array
std::array<jointpos, MAX_ROBOT_JOINTS> Robot_joints;
};
// Tells joint positions for a gun to be in a specified state.
// A gun can have associated with it any number of joints. In order to tell whether a gun is a certain
// state (such as FIRE or ALERT), you should call this function and check the returned joint positions
// against the robot's gun's joint positions. This function should also be called to determine how to
// move a gun into a desired position.
// For now (May 30, 1994), it is assumed that guns will linearly interpolate from one joint position to another.
// There is no ordering of joint movement, so it's impossible to guarantee that a strange starting position won't
// cause a gun to move through a robot's body, for example.
// Given:
// jp_list_ptr pointer to list of joint angles, on exit, this is pointing at a static array
// robot_type type of robot for which to get joint information. A particular type, not an instance of a robot.
// gun_num gun number. If in 0..Robot_info[robot_type].n_guns-1, then it is a gun, else it refers to non-animating parts of robot.
// state state about which to get information. Legal states in range 0..N_ANIM_STATES-1, defined in robot.h, are:
// robot_animation_state::rest, robot_animation_state::alert, robot_animation_state::fire, robot_animation_state::recoil, robot_animation_state::flinch
// On exit:
// Returns number of joints in list.
// jp_list_ptr is stuffed with a pointer to a static array of joint positions. This pointer is valid forever.
partial_range_t<const jointpos *> robot_get_anim_state(const d_robot_info_array &, const std::array<jointpos, MAX_ROBOT_JOINTS> &, unsigned robot_type, robot_gun_number gun_num, robot_animation_state state);
/*
* reads n robot_info structs from a PHYSFS_File
*/
}
#endif
#if 0
void jointpos_write(PHYSFS_File *fp, const jointpos &jp);
#endif
#ifdef dsx
namespace dsx {
static inline void boss_link_see_sound(const d_robot_info_array &Robot_info, const vcobjptridx_t objp)
{
#if defined(DXX_BUILD_DESCENT_I)
(void)Robot_info;
constexpr unsigned soundnum = SOUND_BOSS_SHARE_SEE;
#elif defined(DXX_BUILD_DESCENT_II)
const unsigned soundnum = Robot_info[get_robot_id(objp)].see_sound;
#endif
digi_link_sound_to_object2(soundnum, objp, 1, F1_0, sound_stack::allow_stacking, vm_distance{F1_0*512}); // F1_0*512 means play twice as loud
}
}
#endif