287 lines
11 KiB
C
287 lines
11 KiB
C
/* $Id: robot.h,v 1.4 2003-10-04 03:14:47 btb Exp $ */
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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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Header for robot.c
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*
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* Old Log:
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* Revision 1.1 1995/05/16 16:01:59 allender
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* Initial revision
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*
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* Revision 2.1 1995/03/07 16:52:00 john
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* Fixed robots not moving without edtiro bug.
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*
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* Revision 2.0 1995/02/27 11:30:59 john
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* New version 2.0, which has no anonymous unions, builds with
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* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
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*
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* Revision 1.25 1994/11/30 14:02:44 mike
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* fields for see/attack/claw sounds.
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*
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* Revision 1.24 1994/10/27 15:55:41 adam
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* *** empty log message ***
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*
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* Revision 1.23 1994/10/20 15:17:03 mike
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* Add boss flag.
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*
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* Revision 1.22 1994/10/20 09:51:00 adam
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* *** empty log message ***
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*
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* Revision 1.21 1994/10/18 10:52:54 mike
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* Support robots lunging as an attack_type.
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*
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* Revision 1.20 1994/10/17 21:19:02 mike
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* robot cloaking.
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*
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* Revision 1.19 1994/09/27 00:03:39 mike
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* Add score_value to robot_info struct.
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*
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* Revision 1.18 1994/09/22 19:01:12 mike
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* Move NDL from here to game.h
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*
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* Revision 1.17 1994/09/22 15:46:55 mike
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* Add default contained objects for robots.
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*
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* Revision 1.16 1994/09/22 10:46:57 mike
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* Add difficulty levels.
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*
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* Revision 1.15 1994/09/15 16:34:16 mike
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* Change rapidfire_count to a byte, add evade_speed, dum1, dum2.
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*
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* Revision 1.14 1994/09/09 14:21:58 matt
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* Increased maximum number of games
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*
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* Revision 1.13 1994/08/25 18:12:13 matt
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* Made player's weapons and flares fire from the positions on the 3d model.
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* Also added support for quad lasers.
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*
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* Revision 1.12 1994/08/23 16:37:24 mike
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* Add rapidfire_count to robot_info.
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*
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* Revision 1.11 1994/07/27 19:45:01 mike
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* Objects containing objects.
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*
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* Revision 1.10 1994/07/12 12:40:01 matt
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* Revamped physics system
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*
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* Revision 1.9 1994/06/21 12:17:12 mike
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* Add circle_distance to robot_info.
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*
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* Revision 1.8 1994/06/09 16:22:28 matt
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* Moved header for calc_gun_point() here, where it belongs
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*
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* Revision 1.7 1994/06/08 18:16:23 john
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* Bunch of new stuff that basically takes constants out of the code
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* and puts them into bitmaps.tbl.
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*
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* Revision 1.6 1994/06/03 11:38:09 john
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* Made robots get their strength for RobotInfo->strength, which
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* is read in from bitmaps.tbl
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*
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* Revision 1.5 1994/05/30 19:43:31 mike
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* Add voluminous comment for robot_get_anim_state.
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*
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* Revision 1.4 1994/05/30 00:03:18 matt
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* Got rid of robot render type, and generally cleaned up polygon model
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* render objects.
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*
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* Revision 1.3 1994/05/29 18:46:37 matt
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* Added stuff for getting robot animation info for different states
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*
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* Revision 1.2 1994/05/26 21:09:18 matt
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* Moved robot stuff out of polygon model and into robot_info struct
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* Made new file, robot.c, to deal with robots
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*
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* Revision 1.1 1994/05/26 18:02:12 matt
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* Initial revision
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*
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*
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*/
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#ifndef _ROBOT_H
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#define _ROBOT_H
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#include "vecmat.h"
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#include "object.h"
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#include "game.h"
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#include "cfile.h"
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#define MAX_GUNS 8 //should be multiple of 4 for ubyte array
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//Animation states
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#define AS_REST 0
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#define AS_ALERT 1
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#define AS_FIRE 2
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#define AS_RECOIL 3
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#define AS_FLINCH 4
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#define N_ANIM_STATES 5
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#define RI_CLOAKED_NEVER 0
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#define RI_CLOAKED_ALWAYS 1
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#define RI_CLOAKED_EXCEPT_FIRING 2
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//describes the position of a certain joint
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typedef struct jointpos {
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short jointnum;
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vms_angvec angles;
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} __pack__ jointpos;
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//describes a list of joint positions
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typedef struct jointlist {
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short n_joints;
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short offset;
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} jointlist;
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//robot info flags
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#define RIF_BIG_RADIUS 1 //pad the radius to fix robots firing through walls
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#define RIF_THIEF 2 //this guy steals!
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// Robot information
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typedef struct robot_info {
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int model_num; // which polygon model?
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vms_vector gun_points[MAX_GUNS]; // where each gun model is
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ubyte gun_submodels[MAX_GUNS]; // which submodel is each gun in?
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short exp1_vclip_num;
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short exp1_sound_num;
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short exp2_vclip_num;
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short exp2_sound_num;
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sbyte weapon_type;
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sbyte weapon_type2; // Secondary weapon number, -1 means none, otherwise gun #0 fires this weapon.
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sbyte n_guns; // how many different gun positions
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sbyte contains_id; // ID of powerup this robot can contain.
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sbyte contains_count; // Max number of things this instance can contain.
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sbyte contains_prob; // Probability that this instance will contain something in N/16
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sbyte contains_type; // Type of thing contained, robot or powerup, in bitmaps.tbl, !0=robot, 0=powerup
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sbyte kamikaze; // !0 means commits suicide when hits you, strength thereof. 0 means no.
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short score_value; // Score from this robot.
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sbyte badass; // Dies with badass explosion, and strength thereof, 0 means NO.
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sbyte energy_drain; // Points of energy drained at each collision.
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fix lighting; // should this be here or with polygon model?
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fix strength; // Initial shields of robot
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fix mass; // how heavy is this thing?
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fix drag; // how much drag does it have?
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fix field_of_view[NDL]; // compare this value with forward_vector.dot.vector_to_player, if field_of_view <, then robot can see player
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fix firing_wait[NDL]; // time in seconds between shots
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fix firing_wait2[NDL]; // time in seconds between shots
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fix turn_time[NDL]; // time in seconds to rotate 360 degrees in a dimension
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// -- unused, mk, 05/25/95 fix fire_power[NDL]; // damage done by a hit from this robot
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// -- unused, mk, 05/25/95 fix shield[NDL]; // shield strength of this robot
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fix max_speed[NDL]; // maximum speed attainable by this robot
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fix circle_distance[NDL]; // distance at which robot circles player
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sbyte rapidfire_count[NDL]; // number of shots fired rapidly
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sbyte evade_speed[NDL]; // rate at which robot can evade shots, 0=none, 4=very fast
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sbyte cloak_type; // 0=never, 1=always, 2=except-when-firing
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sbyte attack_type; // 0=firing, 1=charge (like green guy)
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ubyte see_sound; // sound robot makes when it first sees the player
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ubyte attack_sound; // sound robot makes when it attacks the player
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ubyte claw_sound; // sound robot makes as it claws you (attack_type should be 1)
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ubyte taunt_sound; // sound robot makes after you die
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sbyte boss_flag; // 0 = not boss, 1 = boss. Is that surprising?
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sbyte companion; // Companion robot, leads you to things.
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sbyte smart_blobs; // how many smart blobs are emitted when this guy dies!
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sbyte energy_blobs; // how many smart blobs are emitted when this guy gets hit by energy weapon!
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sbyte thief; // !0 means this guy can steal when he collides with you!
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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
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sbyte lightcast; // Amount of light cast. 1 is default. 10 is very large.
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sbyte death_roll; // 0 = dies without death roll. !0 means does death roll, larger = faster and louder
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//boss_flag, companion, thief, & pursuit probably should also be bits in the flags byte.
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ubyte flags; // misc properties
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ubyte pad[3]; // alignment
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ubyte deathroll_sound; // if has deathroll, what sound?
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ubyte glow; // apply this light to robot itself. stored as 4:4 fixed-point
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ubyte behavior; // Default behavior.
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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
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//animation info
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jointlist anim_states[MAX_GUNS+1][N_ANIM_STATES];
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int always_0xabcd; // debugging
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} __pack__ robot_info;
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#define MAX_ROBOT_TYPES 85 // maximum number of robot types
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#define ROBOT_NAME_LENGTH 16
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extern char Robot_names[MAX_ROBOT_TYPES][ROBOT_NAME_LENGTH];
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//the array of robots types
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extern robot_info Robot_info[]; // Robot info for AI system, loaded from bitmaps.tbl.
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//how many kinds of robots
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extern int N_robot_types; // Number of robot types. We used to assume this was the same as N_polygon_models.
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//test data for one robot
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#define MAX_ROBOT_JOINTS 1600
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extern jointpos Robot_joints[MAX_ROBOT_JOINTS];
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extern int N_robot_joints;
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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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//void calc_gun_point(vms_vector *gun_point,int objnum,int gun_num);
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// Tells joint positions for a gun to be in a specified state.
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// A gun can have associated with it any number of joints. In order to tell whether a gun is a certain
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// state (such as FIRE or ALERT), you should call this function and check the returned joint positions
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// against the robot's gun's joint positions. This function should also be called to determine how to
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// move a gun into a desired position.
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// For now (May 30, 1994), it is assumed that guns will linearly interpolate from one joint position to another.
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// There is no ordering of joint movement, so it's impossible to guarantee that a strange starting position won't
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// cause a gun to move through a robot's body, for example.
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// Given:
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// jp_list_ptr pointer to list of joint angles, on exit, this is pointing at a static array
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// robot_type type of robot for which to get joint information. A particular type, not an instance of a robot.
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// 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.
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// state state about which to get information. Legal states in range 0..N_ANIM_STATES-1, defined in robot.h, are:
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// AS_REST, AS_ALERT, AS_FIRE, AS_RECOIL, AS_FLINCH
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// On exit:
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// Returns number of joints in list.
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// jp_list_ptr is stuffed with a pointer to a static array of joint positions. This pointer is valid forever.
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extern int robot_get_anim_state(jointpos **jp_list_ptr,int robot_type,int gun_num,int state);
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#ifdef FAST_FILE_IO
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#define robot_info_read_n(ri, n, fp) cfread(ri, sizeof(robot_info), n, fp)
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#define jointpos_read_n(jp, n, fp) cfread(jp, sizeof(jointpos), n, fp)
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#else
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/*
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* reads n robot_info structs from a CFILE
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*/
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extern int robot_info_read_n(robot_info *ri, int n, CFILE *fp);
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/*
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* reads n jointpos structs from a CFILE
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*/
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extern int jointpos_read_n(jointpos *jp, int n, CFILE *fp);
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#endif
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#endif
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