Move */main/robot.c -> similar/main/robot.c
This commit is contained in:
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4b18dcbff9
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@ -392,6 +392,7 @@ class DXXProgram(DXXCommon):
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'main/newmenu.c',
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'main/paging.c',
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'main/player.c',
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'main/robot.c',
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'main/scores.c',
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'main/slew.c',
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'main/terrain.c',
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@ -637,7 +638,6 @@ class D1XProgram(DXXProgram):
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'main/polyobj.c',
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'main/powerup.c',
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'main/render.c',
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'main/robot.c',
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'main/snddecom.c',
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'main/songs.c',
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'main/state.c',
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@ -736,7 +736,6 @@ class D2XProgram(DXXProgram):
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'main/polyobj.c',
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'main/powerup.c',
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'main/render.c',
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'main/robot.c',
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'main/segment.c',
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'main/songs.c',
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'main/state.c',
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@ -1,306 +0,0 @@
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/*
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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 1993-1998 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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int N_robot_types = 0;
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int N_robot_joints = 0;
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// Robot stuff
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robot_info Robot_info[MAX_ROBOT_TYPES];
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//Big array of joint positions. All robots index into this array
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#define deg(a) ((int) (a) * 32768 / 180)
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//test data for one robot
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jointpos Robot_joints[MAX_ROBOT_JOINTS] = {
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//gun 0
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{2,{deg(-30),0,0}}, //rest (2 joints)
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{3,{deg(-40),0,0}},
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{2,{deg(0),0,0}}, //alert
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{3,{deg(0),0,0}},
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{2,{deg(0),0,0}}, //fire
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{3,{deg(0),0,0}},
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{2,{deg(50),0,0}}, //recoil
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{3,{deg(-50),0,0}},
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{2,{deg(10),0,deg(70)}}, //flinch
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{3,{deg(0),deg(20),0}},
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//gun 1
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{4,{deg(-30),0,0}}, //rest (2 joints)
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{5,{deg(-40),0,0}},
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{4,{deg(0),0,0}}, //alert
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{5,{deg(0),0,0}},
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{4,{deg(0),0,0}}, //fire
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{5,{deg(0),0,0}},
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{4,{deg(50),0,0}}, //recoil
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{5,{deg(-50),0,0}},
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{4,{deg(20),0,deg(-50)}}, //flinch
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{5,{deg(0),0,deg(20)}},
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//rest of body (the head)
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{1,{deg(70),0,0}}, //rest (1 joint, head)
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{1,{deg(0),0,0}}, //alert
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{1,{deg(0),0,0}}, //fire
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{1,{deg(0),0,0}}, //recoil
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{1,{deg(-20),deg(15),0}}, //flinch
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};
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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,object *obj,int gun_num)
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{
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polymodel *pm;
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robot_info *r;
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vms_vector pnt;
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vms_matrix m;
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int mn; //submodel number
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Assert(obj->render_type==RT_POLYOBJ || obj->render_type==RT_MORPH);
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Assert(obj->id < N_robot_types);
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r = &Robot_info[obj->id];
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pm =&Polygon_models[r->model_num];
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if (gun_num >= r->n_guns)
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{
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Int3();
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gun_num = 0;
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}
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// Assert(gun_num < r->n_guns);
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pnt = r->gun_points[gun_num];
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mn = r->gun_submodels[gun_num];
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//instance up the tree for this gun
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while (mn != 0) {
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vms_vector tpnt;
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vm_angles_2_matrix(&m,&obj->rtype.pobj_info.anim_angles[mn]);
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vm_transpose_matrix(&m);
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vm_vec_rotate(&tpnt,&pnt,&m);
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vm_vec_add(&pnt,&tpnt,&pm->submodel_offsets[mn]);
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mn = pm->submodel_parents[mn];
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}
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//now instance for the entire object
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vm_copy_transpose_matrix(&m,&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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int robot_get_anim_state(jointpos **jp_list_ptr,int robot_type,int gun_num,int state)
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{
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Assert(gun_num <= Robot_info[robot_type].n_guns);
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*jp_list_ptr = &Robot_joints[Robot_info[robot_type].anim_states[gun_num][state].offset];
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return Robot_info[robot_type].anim_states[gun_num][state].n_joints;
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}
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//for test, set a robot to a specific state
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void set_robot_state(object *obj,int state)
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{
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int g,j,jo;
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robot_info *ri;
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jointlist *jl;
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Assert(obj->type == OBJ_ROBOT);
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ri = &Robot_info[obj->id];
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for (g=0;g<ri->n_guns+1;g++) {
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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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//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,vms_angvec angs[N_ANIM_STATES][MAX_SUBMODELS])
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{
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int m,g,state;
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int gun_nums[MAX_SUBMODELS]; //which gun each submodel is part of
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for (m=0;m<pm->n_models;m++)
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gun_nums[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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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 = N_robot_joints;
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for (m=0;m<pm->n_models;m++) {
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if (gun_nums[m] == g) {
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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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N_robot_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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* reads n jointlist structs from a PHYSFS_file
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*/
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static int jointlist_read_n(jointlist *jl, int n, PHYSFS_file *fp)
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{
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int i;
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for (i = 0; i < n; i++) {
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jl[i].n_joints = PHYSFSX_readShort(fp);
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jl[i].offset = PHYSFSX_readShort(fp);
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}
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return i;
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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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int robot_info_read_n(robot_info *ri, int n, PHYSFS_file *fp)
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{
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int i, j;
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for (i = 0; i < n; i++) {
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ri[i].model_num = PHYSFSX_readInt(fp);
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ri[i].n_guns = PHYSFSX_readInt(fp);
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for (j = 0; j < MAX_GUNS; j++)
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PHYSFSX_readVector(&ri[i].gun_points[j], fp);
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for (j = 0; j < MAX_GUNS; j++)
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ri[i].gun_submodels[j] = PHYSFSX_readByte(fp);
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ri[i].exp1_vclip_num = PHYSFSX_readShort(fp);
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ri[i].exp1_sound_num = PHYSFSX_readShort(fp);
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ri[i].exp2_vclip_num = PHYSFSX_readShort(fp);
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ri[i].exp2_sound_num = PHYSFSX_readShort(fp);
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ri[i].weapon_type = PHYSFSX_readShort(fp);
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ri[i].contains_id = PHYSFSX_readByte(fp);
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ri[i].contains_count = PHYSFSX_readByte(fp);
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ri[i].contains_prob = PHYSFSX_readByte(fp);
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ri[i].contains_type = PHYSFSX_readByte(fp);
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ri[i].score_value = PHYSFSX_readInt(fp);
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ri[i].lighting = PHYSFSX_readFix(fp);
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ri[i].strength = PHYSFSX_readFix(fp);
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ri[i].mass = PHYSFSX_readFix(fp);
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ri[i].drag = PHYSFSX_readFix(fp);
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for (j = 0; j < NDL; j++)
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ri[i].field_of_view[j] = PHYSFSX_readFix(fp);
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for (j = 0; j < NDL; j++)
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ri[i].firing_wait[j] = PHYSFSX_readFix(fp);
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for (j = 0; j < NDL; j++)
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ri[i].turn_time[j] = PHYSFSX_readFix(fp);
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for (j = 0; j < NDL; j++)
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PHYSFSX_readFix(fp);
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for (j = 0; j < NDL; j++)
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PHYSFSX_readFix(fp);
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for (j = 0; j < NDL; j++)
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ri[i].max_speed[j] = PHYSFSX_readFix(fp);
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for (j = 0; j < NDL; j++)
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ri[i].circle_distance[j] = PHYSFSX_readFix(fp);
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for (j = 0; j < NDL; j++)
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PHYSFS_read(fp, &(ri[i].rapidfire_count[j]), sizeof(ubyte), 1);
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for (j = 0; j < NDL; j++)
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PHYSFS_read(fp, &(ri[i].evade_speed[j]), sizeof(ubyte), 1);
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ri[i].cloak_type = PHYSFSX_readByte(fp);
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ri[i].attack_type = PHYSFSX_readByte(fp);
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ri[i].boss_flag = PHYSFSX_readByte(fp);
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ri[i].see_sound = PHYSFSX_readByte(fp);
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ri[i].attack_sound = PHYSFSX_readByte(fp);
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ri[i].claw_sound = PHYSFSX_readByte(fp);
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for (j = 0; j < MAX_GUNS + 1; j++)
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jointlist_read_n(ri[i].anim_states[j], N_ANIM_STATES, fp);
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ri[i].always_0xabcd = PHYSFSX_readInt(fp);
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}
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return i;
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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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int jointpos_read_n(jointpos *jp, int n, PHYSFS_file *fp)
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{
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int i;
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for (i = 0; i < n; i++) {
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jp[i].jointnum = PHYSFSX_readShort(fp);
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PHYSFSX_readAngleVec(&jp[i].angles, fp);
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}
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return i;
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}
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@ -18,7 +18,6 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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#include <stdio.h>
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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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@ -236,6 +235,9 @@ int robot_info_read_n(robot_info *ri, int n, PHYSFS_file *fp)
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for (i = 0; i < n; i++) {
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ri[i].model_num = PHYSFSX_readInt(fp);
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#if defined(DXX_BUILD_DESCENT_I)
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ri[i].n_guns = PHYSFSX_readInt(fp);
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#endif
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for (j = 0; j < MAX_GUNS; j++)
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PHYSFSX_readVector(&(ri[i].gun_points[j]), fp);
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for (j = 0; j < sizeof(ri[i].gun_submodels) / sizeof(ri[i].gun_submodels[0]); j++)
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@ -247,19 +249,27 @@ int robot_info_read_n(robot_info *ri, int n, PHYSFS_file *fp)
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ri[i].exp2_vclip_num = PHYSFSX_readShort(fp);
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ri[i].exp2_sound_num = PHYSFSX_readShort(fp);
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#if defined(DXX_BUILD_DESCENT_I)
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ri[i].weapon_type = PHYSFSX_readShort(fp);
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#elif defined(DXX_BUILD_DESCENT_II)
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ri[i].weapon_type = PHYSFSX_readByte(fp);
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ri[i].weapon_type2 = PHYSFSX_readByte(fp);
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ri[i].n_guns = PHYSFSX_readByte(fp);
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#endif
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ri[i].contains_id = PHYSFSX_readByte(fp);
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ri[i].contains_count = PHYSFSX_readByte(fp);
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ri[i].contains_prob = PHYSFSX_readByte(fp);
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ri[i].contains_type = PHYSFSX_readByte(fp);
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#if defined(DXX_BUILD_DESCENT_I)
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ri[i].score_value = PHYSFSX_readInt(fp);
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#elif defined(DXX_BUILD_DESCENT_II)
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ri[i].kamikaze = PHYSFSX_readByte(fp);
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ri[i].score_value = PHYSFSX_readShort(fp);
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ri[i].badass = PHYSFSX_readByte(fp);
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ri[i].energy_drain = PHYSFSX_readByte(fp);
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#endif
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ri[i].lighting = PHYSFSX_readFix(fp);
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ri[i].strength = PHYSFSX_readFix(fp);
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@ -271,10 +281,18 @@ int robot_info_read_n(robot_info *ri, int n, PHYSFS_file *fp)
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ri[i].field_of_view[j] = PHYSFSX_readFix(fp);
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for (j = 0; j < NDL; j++)
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ri[i].firing_wait[j] = PHYSFSX_readFix(fp);
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#if defined(DXX_BUILD_DESCENT_II)
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for (j = 0; j < NDL; j++)
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ri[i].firing_wait2[j] = PHYSFSX_readFix(fp);
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#endif
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for (j = 0; j < NDL; j++)
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ri[i].turn_time[j] = PHYSFSX_readFix(fp);
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#if defined(DXX_BUILD_DESCENT_I)
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for (j = 0; j < NDL; j++)
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PHYSFSX_readFix(fp);
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for (j = 0; j < NDL; j++)
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PHYSFSX_readFix(fp);
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#endif
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for (j = 0; j < NDL; j++)
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ri[i].max_speed[j] = PHYSFSX_readFix(fp);
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for (j = 0; j < NDL; j++)
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@ -286,10 +304,14 @@ int robot_info_read_n(robot_info *ri, int n, PHYSFS_file *fp)
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ri[i].cloak_type = PHYSFSX_readByte(fp);
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ri[i].attack_type = PHYSFSX_readByte(fp);
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#if defined(DXX_BUILD_DESCENT_I)
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ri[i].boss_flag = PHYSFSX_readByte(fp);
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#endif
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ri[i].see_sound = PHYSFSX_readByte(fp);
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ri[i].attack_sound = PHYSFSX_readByte(fp);
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ri[i].claw_sound = PHYSFSX_readByte(fp);
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#if defined(DXX_BUILD_DESCENT_II)
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ri[i].taunt_sound = PHYSFSX_readByte(fp);
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ri[i].boss_flag = PHYSFSX_readByte(fp);
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@ -309,6 +331,7 @@ int robot_info_read_n(robot_info *ri, int n, PHYSFS_file *fp)
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ri[i].glow = PHYSFSX_readByte(fp);
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ri[i].behavior = PHYSFSX_readByte(fp);
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ri[i].aim = PHYSFSX_readByte(fp);
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#endif
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for (j = 0; j < MAX_GUNS + 1; j++)
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jointlist_read_n(ri[i].anim_states[j], N_ANIM_STATES, fp);
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