/* * $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/robot.h,v $ * $Revision: 1.1.1.1 $ * $Author: zicodxx $ * $Date: 2006/03/17 19:42:17 $ * * Header for robot.c * * $Log: robot.h,v $ * Revision 1.1.1.1 2006/03/17 19:42:17 zicodxx * initial import * * Revision 1.1.1.1 1999/06/14 22:13:04 donut * Import of d1x 1.37 source. * * Revision 2.1 1995/03/07 16:52:00 john * Fixed robots not moving without edtiro bug. * * Revision 2.0 1995/02/27 11:30:59 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.25 1994/11/30 14:02:44 mike * fields for see/attack/claw sounds. * * Revision 1.24 1994/10/27 15:55:41 adam * *** empty log message *** * * Revision 1.23 1994/10/20 15:17:03 mike * Add boss flag. * * Revision 1.22 1994/10/20 09:51:00 adam * *** empty log message *** * * Revision 1.21 1994/10/18 10:52:54 mike * Support robots lunging as an attack_type. * * Revision 1.20 1994/10/17 21:19:02 mike * robot cloaking. * * Revision 1.19 1994/09/27 00:03:39 mike * Add score_value to robot_info struct. * * Revision 1.18 1994/09/22 19:01:12 mike * Move NDL from here to game.h * * Revision 1.17 1994/09/22 15:46:55 mike * Add default contained objects for robots. * * Revision 1.16 1994/09/22 10:46:57 mike * Add difficulty levels. * * Revision 1.15 1994/09/15 16:34:16 mike * Change rapidfire_count to a byte, add evade_speed, dum1, dum2. * * Revision 1.14 1994/09/09 14:21:58 matt * Increased maximum number of games * * Revision 1.13 1994/08/25 18:12:13 matt * Made player's weapons and flares fire from the positions on the 3d model. * Also added support for quad lasers. * * Revision 1.12 1994/08/23 16:37:24 mike * Add rapidfire_count to robot_info. * * Revision 1.11 1994/07/27 19:45:01 mike * Objects containing objects. * * Revision 1.10 1994/07/12 12:40:01 matt * Revamped physics system * * Revision 1.9 1994/06/21 12:17:12 mike * Add circle_distance to robot_info. * * Revision 1.8 1994/06/09 16:22:28 matt * Moved header for calc_gun_point() here, where it belongs * * Revision 1.7 1994/06/08 18:16:23 john * Bunch of new stuff that basically takes constants out of the code * and puts them into bitmaps.tbl. * * Revision 1.6 1994/06/03 11:38:09 john * Made robots get their strength for RobotInfo->strength, which * is read in from bitmaps.tbl * * Revision 1.5 1994/05/30 19:43:31 mike * Add voluminous comment for robot_get_anim_state. * * Revision 1.4 1994/05/30 00:03:18 matt * Got rid of robot render type, and generally cleaned up polygon model * render objects. * * Revision 1.3 1994/05/29 18:46:37 matt * Added stuff for getting robot animation info for different states * * Revision 1.2 1994/05/26 21:09:18 matt * Moved robot stuff out of polygon model and into robot_info struct * Made new file, robot.c, to deal with robots * * Revision 1.1 1994/05/26 18:02:12 matt * Initial revision * * */ #ifndef _ROBOT_H #define _ROBOT_H #include "vecmat.h" #include "object.h" #include "game.h" #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 //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; // Robot information typedef struct robot_info { int model_num; // which polygon model? int n_guns; // how many different gun positions 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; short weapon_type; 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 int score_value; // Score from this robot. 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 fix turn_time[NDL]; // time in seconds to rotate 360 degrees in a dimension fix fire_power[NDL]; // damage done by a hit from this robot fix shield[NDL]; // shield strength of this robot 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) sbyte boss_flag; // 0 = not boss, 1 = boss. Is that surprising? 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) //animation info jointlist anim_states[MAX_GUNS+1][N_ANIM_STATES]; int always_0xabcd; // debugging } __pack__ robot_info; #define MAX_ROBOT_TYPES 30 // maximum number of robot types #define ROBOT_NAME_LENGTH 16 extern char Robot_names[MAX_ROBOT_TYPES][ROBOT_NAME_LENGTH]; //the array of robots types extern robot_info Robot_info[]; // Robot info for AI system, loaded from bitmaps.tbl. //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 #define MAX_ROBOT_JOINTS 600 extern jointpos Robot_joints[MAX_ROBOT_JOINTS]; 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,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(jointpos **jp_list_ptr,int robot_type,int gun_num,int state); #endif