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1 /*
2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
12 */
13
14 /*
15  *
16  * Code for handling robots
17  *
18  */
19
20
21 #ifdef HAVE_CONFIG_H
22 #include <conf.h>
23 #endif
24
25 #include <stdio.h>
26
27 #include "error.h"
28 #include "inferno.h"
29 #include "mono.h"
30
31
32 int     N_robot_types = 0;
33 int     N_robot_joints = 0;
34
35 //      Robot stuff
36 robot_info Robot_info[MAX_ROBOT_TYPES];
37
38 //Big array of joint positions.  All robots index into this array
39
40 #define deg(a) ((int) (a) * 32768 / 180)
41
42 //test data for one robot
43 jointpos Robot_joints[MAX_ROBOT_JOINTS] = {
44
45 //gun 0
46         {2,{deg(-30),0,0}},         //rest (2 joints)
47         {3,{deg(-40),0,0}},
48
49         {2,{deg(0),0,0}},           //alert
50         {3,{deg(0),0,0}},
51
52         {2,{deg(0),0,0}},           //fire
53         {3,{deg(0),0,0}},
54
55         {2,{deg(50),0,0}},          //recoil
56         {3,{deg(-50),0,0}},
57
58         {2,{deg(10),0,deg(70)}},    //flinch
59         {3,{deg(0),deg(20),0}},
60
61 //gun 1
62         {4,{deg(-30),0,0}},         //rest (2 joints)
63         {5,{deg(-40),0,0}},
64
65         {4,{deg(0),0,0}},           //alert
66         {5,{deg(0),0,0}},
67
68         {4,{deg(0),0,0}},           //fire
69         {5,{deg(0),0,0}},
70
71         {4,{deg(50),0,0}},          //recoil
72         {5,{deg(-50),0,0}},
73
74         {4,{deg(20),0,deg(-50)}},   //flinch
75         {5,{deg(0),0,deg(20)}},
76
77 //rest of body (the head)
78
79         {1,{deg(70),0,0}},          //rest (1 joint, head)
80
81         {1,{deg(0),0,0}},           //alert
82
83         {1,{deg(0),0,0}},           //fire
84
85         {1,{deg(0),0,0}},           //recoil
86
87         {1,{deg(-20),deg(15),0}},   //flinch
88
89 };
90
91 //given an object and a gun number, return position in 3-space of gun
92 //fills in gun_point
93 void calc_gun_point(vms_vector *gun_point,object *obj,int gun_num)
94 {
95         polymodel *pm;
96         robot_info *r;
97         vms_vector pnt;
98         vms_matrix m;
99         int mn;                         //submodel number
100
101         Assert(obj->render_type==RT_POLYOBJ || obj->render_type==RT_MORPH);
102         Assert(obj->id < N_robot_types);
103
104         r = &Robot_info[obj->id];
105         pm =&Polygon_models[r->model_num];
106
107         if (gun_num >= r->n_guns)
108         {
109                 mprintf((1, "Bashing gun num %d to 0.\n", gun_num));
110                 //Int3();
111                 gun_num = 0;
112         }
113
114 //      Assert(gun_num < r->n_guns);
115
116         pnt = r->gun_points[gun_num];
117         mn = r->gun_submodels[gun_num];
118
119         //instance up the tree for this gun
120         while (mn != 0) {
121                 vms_vector tpnt;
122
123                 vm_angles_2_matrix(&m,&obj->rtype.pobj_info.anim_angles[mn]);
124                 vm_transpose_matrix(&m);
125                 vm_vec_rotate(&tpnt,&pnt,&m);
126
127                 vm_vec_add(&pnt,&tpnt,&pm->submodel_offsets[mn]);
128
129                 mn = pm->submodel_parents[mn];
130         }
131
132         //now instance for the entire object
133
134         vm_copy_transpose_matrix(&m,&obj->orient);
135         vm_vec_rotate(gun_point,&pnt,&m);
136         vm_vec_add2(gun_point,&obj->pos);
137
138 }
139
140 //fills in ptr to list of joints, and returns the number of joints in list
141 //takes the robot type (object id), gun number, and desired state
142 int robot_get_anim_state(jointpos **jp_list_ptr,int robot_type,int gun_num,int state)
143 {
144
145         Assert(gun_num <= Robot_info[robot_type].n_guns);
146
147         *jp_list_ptr = &Robot_joints[Robot_info[robot_type].anim_states[gun_num][state].offset];
148
149         return Robot_info[robot_type].anim_states[gun_num][state].n_joints;
150
151 }
152
153
154 //for test, set a robot to a specific state
155 void set_robot_state(object *obj,int state)
156 {
157         int g,j,jo;
158         robot_info *ri;
159         jointlist *jl;
160
161         Assert(obj->type == OBJ_ROBOT);
162
163         ri = &Robot_info[obj->id];
164
165         for (g=0;g<ri->n_guns+1;g++) {
166
167                 jl = &ri->anim_states[g][state];
168
169                 jo = jl->offset;
170
171                 for (j=0;j<jl->n_joints;j++,jo++) {
172                         int jn;
173
174                         jn = Robot_joints[jo].jointnum;
175
176                         obj->rtype.pobj_info.anim_angles[jn] = Robot_joints[jo].angles;
177
178                 }
179         }
180 }
181
182 #include "mono.h"
183
184 //--unused-- int cur_state=0;
185
186 //--unused-- test_anim_states()
187 //--unused-- {
188 //--unused--    set_robot_state(&Objects[1],cur_state);
189 //--unused--
190 //--unused--    mprintf(0,"Robot in state %d\n",cur_state);
191 //--unused--
192 //--unused--    cur_state = (cur_state+1)%N_ANIM_STATES;
193 //--unused--
194 //--unused-- }
195
196 //set the animation angles for this robot.  Gun fields of robot info must
197 //be filled in.
198 void robot_set_angles(robot_info *r,polymodel *pm,vms_angvec angs[N_ANIM_STATES][MAX_SUBMODELS])
199 {
200         int m,g,state;
201         int gun_nums[MAX_SUBMODELS];                    //which gun each submodel is part of
202
203         for (m=0;m<pm->n_models;m++)
204                 gun_nums[m] = r->n_guns;                //assume part of body...
205
206         gun_nums[0] = -1;               //body never animates, at least for now
207
208         for (g=0;g<r->n_guns;g++) {
209                 m = r->gun_submodels[g];
210
211                 while (m != 0) {
212                         gun_nums[m] = g;                                //...unless we find it in a gun
213                         m = pm->submodel_parents[m];
214                 }
215         }
216
217         for (g=0;g<r->n_guns+1;g++) {
218
219                 //mprintf(0,"Gun %d:\n",g);
220
221                 for (state=0;state<N_ANIM_STATES;state++) {
222
223                         //mprintf(0," State %d:\n",state);
224
225                         r->anim_states[g][state].n_joints = 0;
226                         r->anim_states[g][state].offset = N_robot_joints;
227
228                         for (m=0;m<pm->n_models;m++) {
229                                 if (gun_nums[m] == g) {
230                                         //mprintf(0,"  Joint %d: %x %x %x\n",m,angs[state][m].pitch,angs[state][m].bank,angs[state][m].head);
231                                         Robot_joints[N_robot_joints].jointnum = m;
232                                         Robot_joints[N_robot_joints].angles = angs[state][m];
233                                         r->anim_states[g][state].n_joints++;
234                                         N_robot_joints++;
235                                         Assert(N_robot_joints < MAX_ROBOT_JOINTS);
236                                 }
237                         }
238                 }
239         }
240
241 }
242
243 #ifndef FAST_FILE_IO
244 /*
245  * reads n jointlist structs from a CFILE
246  */
247 static int jointlist_read_n(jointlist *jl, int n, CFILE *fp)
248 {
249         int i;
250
251         for (i = 0; i < n; i++) {
252                 jl[i].n_joints = cfile_read_short(fp);
253                 jl[i].offset = cfile_read_short(fp);
254         }
255         return i;
256 }
257
258 /*
259  * reads n robot_info structs from a CFILE
260  */
261 int robot_info_read_n(robot_info *ri, int n, CFILE *fp)
262 {
263         int i, j;
264
265         for (i = 0; i < n; i++) {
266                 ri[i].model_num = cfile_read_int(fp);
267                 for (j = 0; j < MAX_GUNS; j++)
268                         cfile_read_vector(&(ri[i].gun_points[j]), fp);
269                 cfread(ri[i].gun_submodels, MAX_GUNS, 1, fp);
270
271                 ri[i].exp1_vclip_num = cfile_read_short(fp);
272                 ri[i].exp1_sound_num = cfile_read_short(fp);
273
274                 ri[i].exp2_vclip_num = cfile_read_short(fp);
275                 ri[i].exp2_sound_num = cfile_read_short(fp);
276
277                 ri[i].weapon_type = cfile_read_byte(fp);
278                 ri[i].weapon_type2 = cfile_read_byte(fp);
279                 ri[i].n_guns = cfile_read_byte(fp);
280                 ri[i].contains_id = cfile_read_byte(fp);
281
282                 ri[i].contains_count = cfile_read_byte(fp);
283                 ri[i].contains_prob = cfile_read_byte(fp);
284                 ri[i].contains_type = cfile_read_byte(fp);
285                 ri[i].kamikaze = cfile_read_byte(fp);
286
287                 ri[i].score_value = cfile_read_short(fp);
288                 ri[i].badass = cfile_read_byte(fp);
289                 ri[i].energy_drain = cfile_read_byte(fp);
290
291                 ri[i].lighting = cfile_read_fix(fp);
292                 ri[i].strength = cfile_read_fix(fp);
293
294                 ri[i].mass = cfile_read_fix(fp);
295                 ri[i].drag = cfile_read_fix(fp);
296
297                 for (j = 0; j < NDL; j++)
298                         ri[i].field_of_view[j] = cfile_read_fix(fp);
299                 for (j = 0; j < NDL; j++)
300                         ri[i].firing_wait[j] = cfile_read_fix(fp);
301                 for (j = 0; j < NDL; j++)
302                         ri[i].firing_wait2[j] = cfile_read_fix(fp);
303                 for (j = 0; j < NDL; j++)
304                         ri[i].turn_time[j] = cfile_read_fix(fp);
305                 for (j = 0; j < NDL; j++)
306                         ri[i].max_speed[j] = cfile_read_fix(fp);
307                 for (j = 0; j < NDL; j++)
308                         ri[i].circle_distance[i] = cfile_read_fix(fp);
309                 cfread(ri[i].rapidfire_count, NDL, 1, fp);
310
311                 cfread(ri[i].evade_speed, NDL, 1, fp);
312
313                 ri[i].cloak_type = cfile_read_byte(fp);
314                 ri[i].attack_type = cfile_read_byte(fp);
315
316                 ri[i].see_sound = cfile_read_byte(fp);
317                 ri[i].attack_sound = cfile_read_byte(fp);
318                 ri[i].claw_sound = cfile_read_byte(fp);
319                 ri[i].taunt_sound = cfile_read_byte(fp);
320
321                 ri[i].boss_flag = cfile_read_byte(fp);
322                 ri[i].companion = cfile_read_byte(fp);
323                 ri[i].smart_blobs = cfile_read_byte(fp);
324                 ri[i].energy_blobs = cfile_read_byte(fp);
325
326                 ri[i].thief = cfile_read_byte(fp);
327                 ri[i].pursuit = cfile_read_byte(fp);
328                 ri[i].lightcast = cfile_read_byte(fp);
329                 ri[i].death_roll = cfile_read_byte(fp);
330
331                 ri[i].flags = cfile_read_byte(fp);
332                 cfread(ri[i].pad, 3, 1, fp);
333
334                 ri[i].deathroll_sound = cfile_read_byte(fp);
335                 ri[i].glow = cfile_read_byte(fp);
336                 ri[i].behavior = cfile_read_byte(fp);
337                 ri[i].aim = cfile_read_byte(fp);
338
339                 for (j = 0; j < MAX_GUNS + 1; j++)
340                         jointlist_read_n(ri[i].anim_states[j], N_ANIM_STATES, fp);
341
342                 ri[i].always_0xabcd = cfile_read_int(fp);
343         }
344         return i;
345 }
346
347 /*
348  * reads n jointpos structs from a CFILE
349  */
350 int jointpos_read_n(jointpos *jp, int n, CFILE *fp)
351 {
352         int i;
353
354         for (i = 0; i < n; i++) {
355                 jp[i].jointnum = cfile_read_short(fp);
356                 cfile_read_angvec(&jp[i].angles, fp);
357         }
358         return i;
359 }
360 #endif