dxx-rebirth/similar/main/robot.cpp

338 lines
9.6 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.
*/
/*
*
* Code for handling robots
*
*/
#include "dxxerror.h"
#include "inferno.h"
#include "robot.h"
#include "ai.h"
#include "object.h"
#include "polyobj.h"
#include "physfsx.h"
#include "d_levelstate.h"
#include "segment.h"
#include "compiler-range_for.h"
#include "partial_range.h"
#if 0
static inline void PHYSFSX_writeAngleVec(PHYSFS_File *fp, const vms_angvec &v)
{
PHYSFS_writeSLE16(fp, v.p);
PHYSFS_writeSLE16(fp, v.b);
PHYSFS_writeSLE16(fp, v.h);
}
#endif
namespace dsx {
//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, const object_base &obj, unsigned gun_num)
{
Assert(obj.render_type == RT_POLYOBJ || obj.render_type == RT_MORPH);
assert(get_robot_id(obj) < LevelSharedRobotInfoState.N_robot_types);
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
const auto &r = Robot_info[get_robot_id(obj)];
auto &Polygon_models = LevelSharedPolygonModelState.Polygon_models;
const auto &pm = Polygon_models[r.model_num];
if (gun_num >= r.n_guns)
{
gun_num = 0;
}
auto pnt = r.gun_points[gun_num];
//instance up the tree for this gun
auto &anim_angles = obj.rtype.pobj_info.anim_angles;
for (unsigned mn = r.gun_submodels[gun_num]; mn != 0; mn = pm.submodel_parents[mn])
{
const auto &&m = vm_transposed_matrix(vm_angles_2_matrix(anim_angles[mn]));
const auto tpnt = vm_vec_rotate(pnt,m);
vm_vec_add(pnt, tpnt, pm.submodel_offsets[mn]);
}
//now instance for the entire object
const auto &&m = vm_transposed_matrix(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
partial_range_t<const jointpos *> robot_get_anim_state(const 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)
{
auto &rirt = robot_info[robot_type];
assert(gun_num <= rirt.n_guns);
auto &as = rirt.anim_states[gun_num][state];
const unsigned o = as.offset;
return partial_range(robot_joints, o, o + as.n_joints);
}
#ifndef NDEBUG
//for test, set a robot to a specific state
__attribute_used
static void set_robot_state(object_base &obj, const unsigned state)
{
auto &Robot_joints = LevelSharedRobotJointState.Robot_joints;
int g,j,jo;
jointlist *jl;
assert(obj.type == OBJ_ROBOT);
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
auto &ri = Robot_info[get_robot_id(obj)];
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;
}
}
}
#endif
//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,std::array<std::array<vms_angvec, MAX_SUBMODELS>, N_ANIM_STATES> &angs)
{
auto &Robot_joints = LevelSharedRobotJointState.Robot_joints;
int g,state;
std::array<int, MAX_SUBMODELS> gun_nums; //which gun each submodel is part of
range_for (auto &m, partial_range(gun_nums, 1u, pm->n_models))
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++) {
auto 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 = LevelSharedRobotJointState.N_robot_joints;
for (unsigned m = 0; m < pm->n_models; ++m)
{
if (gun_nums[m] == g) {
const auto N_robot_joints = LevelSharedRobotJointState.N_robot_joints ++;
Robot_joints[N_robot_joints].jointnum = m;
Robot_joints[N_robot_joints].angles = angs[state][m];
r->anim_states[g][state].n_joints++;
Assert(N_robot_joints < MAX_ROBOT_JOINTS);
}
}
}
}
}
}
namespace {
/*
* reads n jointlist structs from a PHYSFS_File
*/
static void jointlist_read(PHYSFS_File *fp, std::array<jointlist, N_ANIM_STATES> &jl)
{
range_for (auto &i, jl)
{
i.n_joints = PHYSFSX_readShort(fp);
i.offset = PHYSFSX_readShort(fp);
if (!i.n_joints)
/* The custom campaign `Descent 2: Enemy Vignettes` has
* custom robots with invalid joints. These joints have
* invalid offsets, but `n_joints` of 0. This makes the
* invalid data easy to detect and clean.
*
* When the number of joints is zero, discard the loaded
* offset and set it to 0, which will always be in range.
*/
i.offset = 0;
}
}
}
namespace dsx {
imobjptridx_t robot_create(const d_robot_info_array &Robot_info, 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)
{
const auto &&objp = obj_create(LevelUniqueObjectState, LevelSharedSegmentState, LevelUniqueSegmentState, OBJ_ROBOT, id, segnum, pos, orient, size, object::control_type::ai, object::movement_type::physics, RT_POLYOBJ);
if (objp)
init_ai_object(Robot_info, objp, behavior, hide_segment);
return objp;
}
/*
* reads n robot_info structs from a PHYSFS_File
*/
void robot_info_read(PHYSFS_File *fp, robot_info &ri)
{
ri.model_num = PHYSFSX_readInt(fp);
#if defined(DXX_BUILD_DESCENT_I)
ri.n_guns = PHYSFSX_readInt(fp);
#endif
range_for (auto &j, ri.gun_points)
PHYSFSX_readVector(fp, j);
range_for (auto &j, ri.gun_submodels)
j = PHYSFSX_readByte(fp);
ri.exp1_vclip_num = PHYSFSX_readShort(fp);
ri.exp1_sound_num = PHYSFSX_readShort(fp);
ri.exp2_vclip_num = PHYSFSX_readShort(fp);
ri.exp2_sound_num = PHYSFSX_readShort(fp);
#if defined(DXX_BUILD_DESCENT_I)
ri.weapon_type = static_cast<weapon_id_type>(PHYSFSX_readShort(fp));
#elif defined(DXX_BUILD_DESCENT_II)
ri.weapon_type = static_cast<weapon_id_type>(PHYSFSX_readByte(fp));
ri.weapon_type2 = static_cast<weapon_id_type>(PHYSFSX_readByte(fp));
ri.n_guns = PHYSFSX_readByte(fp);
#endif
ri.contains_id = PHYSFSX_readByte(fp);
ri.contains_count = PHYSFSX_readByte(fp);
ri.contains_prob = PHYSFSX_readByte(fp);
ri.contains_type = PHYSFSX_readByte(fp);
#if defined(DXX_BUILD_DESCENT_I)
ri.score_value = PHYSFSX_readInt(fp);
#elif defined(DXX_BUILD_DESCENT_II)
ri.kamikaze = PHYSFSX_readByte(fp);
ri.score_value = PHYSFSX_readShort(fp);
ri.badass = PHYSFSX_readByte(fp);
ri.energy_drain = PHYSFSX_readByte(fp);
#endif
ri.lighting = PHYSFSX_readFix(fp);
ri.strength = PHYSFSX_readFix(fp);
ri.mass = PHYSFSX_readFix(fp);
ri.drag = PHYSFSX_readFix(fp);
range_for (auto &j, ri.field_of_view)
j = PHYSFSX_readFix(fp);
range_for (auto &j, ri.firing_wait)
j = PHYSFSX_readFix(fp);
#if defined(DXX_BUILD_DESCENT_II)
range_for (auto &j, ri.firing_wait2)
j = PHYSFSX_readFix(fp);
#endif
range_for (auto &j, ri.turn_time)
j = PHYSFSX_readFix(fp);
#if defined(DXX_BUILD_DESCENT_I)
for (unsigned j = 0; j < NDL * 2; j++)
PHYSFSX_readFix(fp);
#endif
range_for (auto &j, ri.max_speed)
j = PHYSFSX_readFix(fp);
range_for (auto &j, ri.circle_distance)
j = PHYSFSX_readFix(fp);
range_for (auto &j, ri.rapidfire_count)
j = PHYSFSX_readByte(fp);
range_for (auto &j, ri.evade_speed)
j = PHYSFSX_readByte(fp);
ri.cloak_type = PHYSFSX_readByte(fp);
ri.attack_type = PHYSFSX_readByte(fp);
#if defined(DXX_BUILD_DESCENT_I)
ri.boss_flag = PHYSFSX_readByte(fp);
#endif
ri.see_sound = PHYSFSX_readByte(fp);
ri.attack_sound = PHYSFSX_readByte(fp);
ri.claw_sound = PHYSFSX_readByte(fp);
#if defined(DXX_BUILD_DESCENT_II)
ri.taunt_sound = PHYSFSX_readByte(fp);
ri.boss_flag = PHYSFSX_readByte(fp);
ri.companion = PHYSFSX_readByte(fp);
ri.smart_blobs = PHYSFSX_readByte(fp);
ri.energy_blobs = PHYSFSX_readByte(fp);
ri.thief = PHYSFSX_readByte(fp);
ri.pursuit = PHYSFSX_readByte(fp);
ri.lightcast = PHYSFSX_readByte(fp);
ri.death_roll = PHYSFSX_readByte(fp);
ri.flags = PHYSFSX_readByte(fp);
std::array<char, 3> pad;
PHYSFS_read(fp, pad, pad.size(), 1);
ri.deathroll_sound = PHYSFSX_readByte(fp);
ri.glow = PHYSFSX_readByte(fp);
ri.behavior = static_cast<ai_behavior>(PHYSFSX_readByte(fp));
ri.aim = PHYSFSX_readByte(fp);
#endif
range_for (auto &j, ri.anim_states)
jointlist_read(fp, j);
ri.always_0xabcd = PHYSFSX_readInt(fp);
}
}
/*
* reads n jointpos structs from a PHYSFS_File
*/
void jointpos_read(PHYSFS_File *fp, jointpos &jp)
{
jp.jointnum = PHYSFSX_readShort(fp);
PHYSFSX_readAngleVec(&jp.angles, fp);
}
#if 0
void jointpos_write(PHYSFS_File *fp, const jointpos &jp)
{
PHYSFS_writeSLE16(fp, jp.jointnum);
PHYSFSX_writeAngleVec(fp, jp.angles);
}
#endif