dxx-rebirth/similar/main/robot.cpp

339 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.
*/
/*
*
* 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 "d_enumerate.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(const robot_info &r, vms_vector &gun_point, const object_base &obj, const robot_gun_number entry_gun_num)
{
Assert(obj.render_type == RT_POLYOBJ || obj.render_type == RT_MORPH);
assert(get_robot_id(obj) < LevelSharedRobotInfoState.N_robot_types);
auto &Polygon_models = LevelSharedPolygonModelState.Polygon_models;
const auto &pm = Polygon_models[r.model_num];
const auto gun_num = (underlying_value(entry_gun_num) >= r.n_guns)
? robot_gun_number::_0
: entry_gun_num;
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
ranges::subrange<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 robot_gun_number gun_num, const robot_animation_state state)
{
auto &rirt = robot_info[robot_type];
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 robot_animation_state state)
{
auto &Robot_joints = LevelSharedRobotJointState.Robot_joints;
int j,jo;
assert(obj.type == OBJ_ROBOT);
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
auto &ri = Robot_info[get_robot_id(obj)];
const unsigned n_guns = ri.n_guns + 1;
for (auto &as : partial_range(ri.anim_states, n_guns))
{
const auto jl = &as[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, enumerated_array<std::array<vms_angvec, MAX_SUBMODELS>, N_ANIM_STATES, robot_animation_state> &angs)
{
auto &Robot_joints = LevelSharedRobotJointState.Robot_joints;
std::array<robot_gun_number, MAX_SUBMODELS> gun_nums; //which gun each submodel is part of
gun_nums[0] = robot_gun_number{UINT8_MAX}; //body never animates, at least for now
{
auto &&gr = partial_range(gun_nums, 1u, pm.n_models);
//assume part of body...
std::fill(gr.begin(), gr.end(), robot_gun_number{r.n_guns});
}
for (auto [g, entry_m] : enumerate(partial_const_range(r.gun_submodels, r.n_guns)))
{
const std::size_t bound = std::min(std::size(gun_nums), std::size(pm.submodel_parents));
auto m = entry_m;
while (m != 0 && m < bound)
{
gun_nums[m] = g; //...unless we find it in a gun
m = pm.submodel_parents[m];
}
}
const auto n_models = pm.n_models;
const auto &&gun_num_model_range = enumerate(partial_range(gun_nums, n_models));
const unsigned n_guns = r.n_guns + 1;
for (auto &&[g, ras] : enumerate(partial_range(r.anim_states, n_guns)))
{
for (auto &&[state, as] : enumerate(ras))
{
as.n_joints = 0;
as.offset = LevelSharedRobotJointState.N_robot_joints;
for (auto &&[m, gn] : gun_num_model_range)
{
if (gn == 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 = build_polygon_model_index_from_untrusted(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