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.
16 * Code for handling robots
32 int N_robot_types = 0;
33 int N_robot_joints = 0;
36 robot_info Robot_info[MAX_ROBOT_TYPES];
39 /* names "mech" through "escort" found in bitmaps.tbl */
40 char Robot_names[MAX_ROBOT_TYPES][ROBOT_NAME_LENGTH] = {
41 "mech", // medium hulk
42 "green", // green claw, medium lifter
43 "spider", // red spider, processing robot
44 "josh", // class 1 drone
45 "violet", // spike, class 2 drone
46 "clkvulc", // cloaked class 1 driller
47 "clkmech", // cloaked hulk
48 "brain", // class 2 supervisor robot
49 "onearm", // secondary lifter
50 "plasguy", // class 1 heavy driller
51 "toaster", // class 3 gopher robot
52 "bird", // class 1 platform robot
53 "mislbird", // class 2 platform robot
54 "splitpod", // polyhedron, split pod
55 "smspider", // baby spider
56 "miniboss", // mini boss, fusion hulk
57 "suprmech", // super mech, heavy hulk
58 "boss1", // shareware boss, super hulk
59 "cloakgrn", // cloaked lifter
60 "vulcnguy", // vulcan guy, class 1 driller
61 "rifleman", // toad, small hulk
62 "fourclaw", // advanced lifter
63 "quadlaser", // defense prototype
64 "boss2", // bigboss, mega hulk
65 "babyplas", // bper bot
67 "icespidr", // ice spindle defense robot
68 "gaussguy", // bulk destroyer
69 "newguy2", // trn racer
70 "newguy3", // fox attack bot
72 "newguy5", // zeta aquilae boss
73 "newboss1", // ?? boss2
74 "escort", // guide bot
75 "plasguy2", // ?? plasguy w/missiles
76 "kamikaze", // ?? kamikaze escort
77 "itsc", // internal tactical security control robot
78 "itd", // internal tactical droid
79 "pest", // portable equalizing standard transport
80 "pig", // preliminary integration groundbot
81 "diamondclaw", // diamond claw, second generation
82 "redhornet", // red hornet
83 "thief", // thief, bandit
85 "ebandit", // e-bandit
86 "45", // brimspark boss
87 "46", // quartzon boss
88 "boarshead", // boarshead
90 "omegadefense", // omega defense spawn
91 "sidearmmodula", // sidearm modula
92 "louguard", // lou guard
93 "52", // baloris prime boss
94 "53", // brimspark mini boss
95 "clkdiamondclaw", // cloaked diamond claw
96 "clksmelter", // cloaked smelter
97 "purpleomega", // ?? purple omegadefense
98 "smelter", // ?? another newguy
99 "omegadefense2", // ?? another omegadefense
100 "bper", // ?? another babyplas
101 "spider2b", // ?? another spider2
103 "62", // limefrost spiral boss
104 "spawn2", // ?? another spawn
105 "64", // tycho brahe boss
106 "65", // ?? a reactor?
107 /* vertigo robots, possibly not constant */
108 "compactlifter", // compact lifter
109 "fervid99", // fervid 99
110 "fiddler", // fiddler
111 "heavydriller2", // class 2 heavy driller
112 "smelter2", // smelter ii
113 "max", // maximum amplified xenophobe
114 "sniperng", // sniper ng
115 "logikill", // codename: logikill
117 "75", // vertigo boss 1
118 "76", // vertigo boss 2
119 "spike", // s.p.i.k.e.
123 //Big array of joint positions. All robots index into this array
125 #define deg(a) ((int) (a) * 32768 / 180)
127 //test data for one robot
128 jointpos Robot_joints[MAX_ROBOT_JOINTS] = {
131 {2,{deg(-30),0,0}}, //rest (2 joints)
134 {2,{deg(0),0,0}}, //alert
137 {2,{deg(0),0,0}}, //fire
140 {2,{deg(50),0,0}}, //recoil
143 {2,{deg(10),0,deg(70)}}, //flinch
144 {3,{deg(0),deg(20),0}},
147 {4,{deg(-30),0,0}}, //rest (2 joints)
150 {4,{deg(0),0,0}}, //alert
153 {4,{deg(0),0,0}}, //fire
156 {4,{deg(50),0,0}}, //recoil
159 {4,{deg(20),0,deg(-50)}}, //flinch
160 {5,{deg(0),0,deg(20)}},
162 //rest of body (the head)
164 {1,{deg(70),0,0}}, //rest (1 joint, head)
166 {1,{deg(0),0,0}}, //alert
168 {1,{deg(0),0,0}}, //fire
170 {1,{deg(0),0,0}}, //recoil
172 {1,{deg(-20),deg(15),0}}, //flinch
176 //given an object and a gun number, return position in 3-space of gun
178 void calc_gun_point(vms_vector *gun_point,object *obj,int gun_num)
184 int mn; //submodel number
186 Assert(obj->render_type==RT_POLYOBJ || obj->render_type==RT_MORPH);
187 Assert(obj->id < N_robot_types);
189 r = &Robot_info[obj->id];
190 pm =&Polygon_models[r->model_num];
192 if (gun_num >= r->n_guns)
194 mprintf((1, "Bashing gun num %d to 0.\n", gun_num));
199 // Assert(gun_num < r->n_guns);
201 pnt = r->gun_points[gun_num];
202 mn = r->gun_submodels[gun_num];
204 //instance up the tree for this gun
208 vm_angles_2_matrix(&m,&obj->rtype.pobj_info.anim_angles[mn]);
209 vm_transpose_matrix(&m);
210 vm_vec_rotate(&tpnt,&pnt,&m);
212 vm_vec_add(&pnt,&tpnt,&pm->submodel_offsets[mn]);
214 mn = pm->submodel_parents[mn];
217 //now instance for the entire object
219 vm_copy_transpose_matrix(&m,&obj->orient);
220 vm_vec_rotate(gun_point,&pnt,&m);
221 vm_vec_add2(gun_point,&obj->pos);
225 //fills in ptr to list of joints, and returns the number of joints in list
226 //takes the robot type (object id), gun number, and desired state
227 int robot_get_anim_state(jointpos **jp_list_ptr,int robot_type,int gun_num,int state)
230 Assert(gun_num <= Robot_info[robot_type].n_guns);
232 *jp_list_ptr = &Robot_joints[Robot_info[robot_type].anim_states[gun_num][state].offset];
234 return Robot_info[robot_type].anim_states[gun_num][state].n_joints;
239 //for test, set a robot to a specific state
240 void set_robot_state(object *obj,int state)
246 Assert(obj->type == OBJ_ROBOT);
248 ri = &Robot_info[obj->id];
250 for (g=0;g<ri->n_guns+1;g++) {
252 jl = &ri->anim_states[g][state];
256 for (j=0;j<jl->n_joints;j++,jo++) {
259 jn = Robot_joints[jo].jointnum;
261 obj->rtype.pobj_info.anim_angles[jn] = Robot_joints[jo].angles;
269 //--unused-- int cur_state=0;
271 //--unused-- test_anim_states()
273 //--unused-- set_robot_state(&Objects[1],cur_state);
275 //--unused-- mprintf(0,"Robot in state %d\n",cur_state);
277 //--unused-- cur_state = (cur_state+1)%N_ANIM_STATES;
281 //set the animation angles for this robot. Gun fields of robot info must
283 void robot_set_angles(robot_info *r,polymodel *pm,vms_angvec angs[N_ANIM_STATES][MAX_SUBMODELS])
286 int gun_nums[MAX_SUBMODELS]; //which gun each submodel is part of
288 for (m=0;m<pm->n_models;m++)
289 gun_nums[m] = r->n_guns; //assume part of body...
291 gun_nums[0] = -1; //body never animates, at least for now
293 for (g=0;g<r->n_guns;g++) {
294 m = r->gun_submodels[g];
297 gun_nums[m] = g; //...unless we find it in a gun
298 m = pm->submodel_parents[m];
302 for (g=0;g<r->n_guns+1;g++) {
304 //mprintf(0,"Gun %d:\n",g);
306 for (state=0;state<N_ANIM_STATES;state++) {
308 //mprintf(0," State %d:\n",state);
310 r->anim_states[g][state].n_joints = 0;
311 r->anim_states[g][state].offset = N_robot_joints;
313 for (m=0;m<pm->n_models;m++) {
314 if (gun_nums[m] == g) {
315 //mprintf(0," Joint %d: %x %x %x\n",m,angs[state][m].pitch,angs[state][m].bank,angs[state][m].head);
316 Robot_joints[N_robot_joints].jointnum = m;
317 Robot_joints[N_robot_joints].angles = angs[state][m];
318 r->anim_states[g][state].n_joints++;
320 Assert(N_robot_joints < MAX_ROBOT_JOINTS);
330 * reads n jointlist structs from a CFILE
332 static int jointlist_read_n(jointlist *jl, int n, CFILE *fp)
336 for (i = 0; i < n; i++) {
337 jl[i].n_joints = cfile_read_short(fp);
338 jl[i].offset = cfile_read_short(fp);
344 * reads n robot_info structs from a CFILE
346 int robot_info_read_n(robot_info *ri, int n, CFILE *fp)
350 for (i = 0; i < n; i++) {
351 ri[i].model_num = cfile_read_int(fp);
352 for (j = 0; j < MAX_GUNS; j++)
353 cfile_read_vector(&(ri[i].gun_points[j]), fp);
354 cfread(ri[i].gun_submodels, MAX_GUNS, 1, fp);
356 ri[i].exp1_vclip_num = cfile_read_short(fp);
357 ri[i].exp1_sound_num = cfile_read_short(fp);
359 ri[i].exp2_vclip_num = cfile_read_short(fp);
360 ri[i].exp2_sound_num = cfile_read_short(fp);
362 ri[i].weapon_type = cfile_read_byte(fp);
363 ri[i].weapon_type2 = cfile_read_byte(fp);
364 ri[i].n_guns = cfile_read_byte(fp);
365 ri[i].contains_id = cfile_read_byte(fp);
367 ri[i].contains_count = cfile_read_byte(fp);
368 ri[i].contains_prob = cfile_read_byte(fp);
369 ri[i].contains_type = cfile_read_byte(fp);
370 ri[i].kamikaze = cfile_read_byte(fp);
372 ri[i].score_value = cfile_read_short(fp);
373 ri[i].badass = cfile_read_byte(fp);
374 ri[i].energy_drain = cfile_read_byte(fp);
376 ri[i].lighting = cfile_read_fix(fp);
377 ri[i].strength = cfile_read_fix(fp);
379 ri[i].mass = cfile_read_fix(fp);
380 ri[i].drag = cfile_read_fix(fp);
382 for (j = 0; j < NDL; j++)
383 ri[i].field_of_view[j] = cfile_read_fix(fp);
384 for (j = 0; j < NDL; j++)
385 ri[i].firing_wait[j] = cfile_read_fix(fp);
386 for (j = 0; j < NDL; j++)
387 ri[i].firing_wait2[j] = cfile_read_fix(fp);
388 for (j = 0; j < NDL; j++)
389 ri[i].turn_time[j] = cfile_read_fix(fp);
390 for (j = 0; j < NDL; j++)
391 ri[i].max_speed[j] = cfile_read_fix(fp);
392 for (j = 0; j < NDL; j++)
393 ri[i].circle_distance[i] = cfile_read_fix(fp);
394 cfread(ri[i].rapidfire_count, NDL, 1, fp);
396 cfread(ri[i].evade_speed, NDL, 1, fp);
398 ri[i].cloak_type = cfile_read_byte(fp);
399 ri[i].attack_type = cfile_read_byte(fp);
401 ri[i].see_sound = cfile_read_byte(fp);
402 ri[i].attack_sound = cfile_read_byte(fp);
403 ri[i].claw_sound = cfile_read_byte(fp);
404 ri[i].taunt_sound = cfile_read_byte(fp);
406 ri[i].boss_flag = cfile_read_byte(fp);
407 ri[i].companion = cfile_read_byte(fp);
408 ri[i].smart_blobs = cfile_read_byte(fp);
409 ri[i].energy_blobs = cfile_read_byte(fp);
411 ri[i].thief = cfile_read_byte(fp);
412 ri[i].pursuit = cfile_read_byte(fp);
413 ri[i].lightcast = cfile_read_byte(fp);
414 ri[i].death_roll = cfile_read_byte(fp);
416 ri[i].flags = cfile_read_byte(fp);
417 cfread(ri[i].pad, 3, 1, fp);
419 ri[i].deathroll_sound = cfile_read_byte(fp);
420 ri[i].glow = cfile_read_byte(fp);
421 ri[i].behavior = cfile_read_byte(fp);
422 ri[i].aim = cfile_read_byte(fp);
424 for (j = 0; j < MAX_GUNS + 1; j++)
425 jointlist_read_n(ri[i].anim_states[j], N_ANIM_STATES, fp);
427 ri[i].always_0xabcd = cfile_read_int(fp);
433 * reads n jointpos structs from a CFILE
435 int jointpos_read_n(jointpos *jp, int n, CFILE *fp)
439 for (i = 0; i < n; i++) {
440 jp[i].jointnum = cfile_read_short(fp);
441 cfile_read_angvec(&jp[i].angles, fp);