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ALL RIGHTS RESERVED. */ /* * * Header for robot.c * */ #ifndef _ROBOT_H #define _ROBOT_H #include "vecmat.h" #include "game.h" #ifdef __cplusplus #define MAX_GUNS 8 //should be multiple of 4 for ubyte array //Animation states #define AS_REST 0 #define AS_ALERT 1 #define AS_FIRE 2 #define AS_RECOIL 3 #define AS_FLINCH 4 #define N_ANIM_STATES 5 #define RI_CLOAKED_NEVER 0 #define RI_CLOAKED_ALWAYS 1 #define RI_CLOAKED_EXCEPT_FIRING 2 struct object; //describes the position of a certain joint typedef struct jointpos { short jointnum; vms_angvec angles; } __pack__ jointpos; //describes a list of joint positions typedef struct jointlist { short n_joints; short offset; } jointlist; #if defined(DXX_BUILD_DESCENT_II) //robot info flags #define RIF_BIG_RADIUS 1 //pad the radius to fix robots firing through walls #define RIF_THIEF 2 //this guy steals! #endif // Robot information typedef struct robot_info { int model_num; // which polygon model? #if defined(DXX_BUILD_DESCENT_I) int n_guns; // how many different gun positions #endif vms_vector gun_points[MAX_GUNS]; // where each gun model is ubyte gun_submodels[MAX_GUNS]; // which submodel is each gun in? short exp1_vclip_num; short exp1_sound_num; short exp2_vclip_num; short exp2_sound_num; #if defined(DXX_BUILD_DESCENT_I) short weapon_type; #elif defined(DXX_BUILD_DESCENT_II) sbyte weapon_type; sbyte weapon_type2; // Secondary weapon number, -1 means none, otherwise gun #0 fires this weapon. sbyte n_guns; // how many different gun positions #endif 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) int score_value; // Score from this robot. #elif defined(DXX_BUILD_DESCENT_II) sbyte kamikaze; // !0 means commits suicide when hits you, strength thereof. 0 means no. short score_value; // Score from this robot. sbyte badass; // Dies with badass explosion, and strength thereof, 0 means NO. sbyte energy_drain; // Points of energy drained at each collision. #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? fix field_of_view[NDL]; // compare this value with forward_vector.dot.vector_to_player, if field_of_view <, then robot can see player fix firing_wait[NDL]; // time in seconds between shots #if defined(DXX_BUILD_DESCENT_II) fix firing_wait2[NDL]; // time in seconds between shots #endif fix turn_time[NDL]; // time in seconds to rotate 360 degrees in a dimension fix max_speed[NDL]; // maximum speed attainable by this robot fix circle_distance[NDL]; // distance at which robot circles player sbyte rapidfire_count[NDL]; // number of shots fired rapidly sbyte evade_speed[NDL]; // 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 pad[3]; // alignment ubyte deathroll_sound; // if has deathroll, what sound? ubyte glow; // apply this light to robot itself. stored as 4:4 fixed-point ubyte 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 jointlist anim_states[MAX_GUNS+1][N_ANIM_STATES]; int always_0xabcd; // debugging } __pack__ robot_info; #if defined(DXX_BUILD_DESCENT_I) #define MAX_ROBOT_TYPES 30 // maximum number of robot types static inline int robot_is_companion(const robot_info *robptr) { return 0; } static inline int robot_is_thief(const robot_info *robptr) { return 0; } #elif defined(DXX_BUILD_DESCENT_II) #define MAX_ROBOT_TYPES 85 // maximum number of robot types 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 #define ROBOT_NAME_LENGTH 16 #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) extern char Robot_names[MAX_ROBOT_TYPES][ROBOT_NAME_LENGTH]; //the array of robots types extern robot_info Robot_info[MAX_ROBOT_TYPES]; // Robot info for AI system, loaded from bitmaps.tbl. #endif //how many kinds of robots extern int N_robot_types; // Number of robot types. We used to assume this was the same as N_polygon_models. //test data for one robot #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) #if defined(DXX_BUILD_DESCENT_I) #define MAX_ROBOT_JOINTS 600 #elif defined(DXX_BUILD_DESCENT_II) #define MAX_ROBOT_JOINTS 1600 #endif extern jointpos Robot_joints[MAX_ROBOT_JOINTS]; #endif extern int N_robot_joints; //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,struct object *obj,int gun_num); //void calc_gun_point(vms_vector *gun_point,int objnum,int gun_num); // 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: // AS_REST, AS_ALERT, AS_FIRE, AS_RECOIL, AS_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. extern int robot_get_anim_state(const jointpos **jp_list_ptr,int robot_type,int gun_num,int state); /* * reads n robot_info structs from a PHYSFS_file */ extern int robot_info_read_n(robot_info *ri, int n, PHYSFS_file *fp); /* * reads n jointpos structs from a PHYSFS_file */ extern int jointpos_read_n(jointpos *jp, int n, PHYSFS_file *fp); #endif #endif