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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] = {
43 "spider", // red spider
46 "clkvulc", // cloak vulcan guy
47 "clkmech", // cloak mech
54 "splitpod", // splitter pods
55 "smspider", // small spider
57 "suprmech", // super mech
58 "boss1", // shareware boss
59 "cloakgrn", // cloaked green
60 "vulcnguy", // vulcan guy
67 "icespidr", // icespider
78 //Big array of joint positions. All robots index into this array
80 #define deg(a) ((int) (a) * 32768 / 180)
82 //test data for one robot
83 jointpos Robot_joints[MAX_ROBOT_JOINTS] = {
86 {2,{deg(-30),0,0}}, //rest (2 joints)
89 {2,{deg(0),0,0}}, //alert
92 {2,{deg(0),0,0}}, //fire
95 {2,{deg(50),0,0}}, //recoil
98 {2,{deg(10),0,deg(70)}}, //flinch
99 {3,{deg(0),deg(20),0}},
102 {4,{deg(-30),0,0}}, //rest (2 joints)
105 {4,{deg(0),0,0}}, //alert
108 {4,{deg(0),0,0}}, //fire
111 {4,{deg(50),0,0}}, //recoil
114 {4,{deg(20),0,deg(-50)}}, //flinch
115 {5,{deg(0),0,deg(20)}},
117 //rest of body (the head)
119 {1,{deg(70),0,0}}, //rest (1 joint, head)
121 {1,{deg(0),0,0}}, //alert
123 {1,{deg(0),0,0}}, //fire
125 {1,{deg(0),0,0}}, //recoil
127 {1,{deg(-20),deg(15),0}}, //flinch
131 //given an object and a gun number, return position in 3-space of gun
133 void calc_gun_point(vms_vector *gun_point,object *obj,int gun_num)
139 int mn; //submodel number
141 Assert(obj->render_type==RT_POLYOBJ || obj->render_type==RT_MORPH);
142 Assert(obj->id < N_robot_types);
144 r = &Robot_info[obj->id];
145 pm =&Polygon_models[r->model_num];
147 if (gun_num >= r->n_guns)
149 mprintf((1, "Bashing gun num %d to 0.\n", gun_num));
154 // Assert(gun_num < r->n_guns);
156 pnt = r->gun_points[gun_num];
157 mn = r->gun_submodels[gun_num];
159 //instance up the tree for this gun
163 vm_angles_2_matrix(&m,&obj->rtype.pobj_info.anim_angles[mn]);
164 vm_transpose_matrix(&m);
165 vm_vec_rotate(&tpnt,&pnt,&m);
167 vm_vec_add(&pnt,&tpnt,&pm->submodel_offsets[mn]);
169 mn = pm->submodel_parents[mn];
172 //now instance for the entire object
174 vm_copy_transpose_matrix(&m,&obj->orient);
175 vm_vec_rotate(gun_point,&pnt,&m);
176 vm_vec_add2(gun_point,&obj->pos);
180 //fills in ptr to list of joints, and returns the number of joints in list
181 //takes the robot type (object id), gun number, and desired state
182 int robot_get_anim_state(jointpos **jp_list_ptr,int robot_type,int gun_num,int state)
185 Assert(gun_num <= Robot_info[robot_type].n_guns);
187 *jp_list_ptr = &Robot_joints[Robot_info[robot_type].anim_states[gun_num][state].offset];
189 return Robot_info[robot_type].anim_states[gun_num][state].n_joints;
194 //for test, set a robot to a specific state
195 void set_robot_state(object *obj,int state)
201 Assert(obj->type == OBJ_ROBOT);
203 ri = &Robot_info[obj->id];
205 for (g=0;g<ri->n_guns+1;g++) {
207 jl = &ri->anim_states[g][state];
211 for (j=0;j<jl->n_joints;j++,jo++) {
214 jn = Robot_joints[jo].jointnum;
216 obj->rtype.pobj_info.anim_angles[jn] = Robot_joints[jo].angles;
224 //--unused-- int cur_state=0;
226 //--unused-- test_anim_states()
228 //--unused-- set_robot_state(&Objects[1],cur_state);
230 //--unused-- mprintf(0,"Robot in state %d\n",cur_state);
232 //--unused-- cur_state = (cur_state+1)%N_ANIM_STATES;
236 //set the animation angles for this robot. Gun fields of robot info must
238 void robot_set_angles(robot_info *r,polymodel *pm,vms_angvec angs[N_ANIM_STATES][MAX_SUBMODELS])
241 int gun_nums[MAX_SUBMODELS]; //which gun each submodel is part of
243 for (m=0;m<pm->n_models;m++)
244 gun_nums[m] = r->n_guns; //assume part of body...
246 gun_nums[0] = -1; //body never animates, at least for now
248 for (g=0;g<r->n_guns;g++) {
249 m = r->gun_submodels[g];
252 gun_nums[m] = g; //...unless we find it in a gun
253 m = pm->submodel_parents[m];
257 for (g=0;g<r->n_guns+1;g++) {
259 //mprintf(0,"Gun %d:\n",g);
261 for (state=0;state<N_ANIM_STATES;state++) {
263 //mprintf(0," State %d:\n",state);
265 r->anim_states[g][state].n_joints = 0;
266 r->anim_states[g][state].offset = N_robot_joints;
268 for (m=0;m<pm->n_models;m++) {
269 if (gun_nums[m] == g) {
270 //mprintf(0," Joint %d: %x %x %x\n",m,angs[state][m].pitch,angs[state][m].bank,angs[state][m].head);
271 Robot_joints[N_robot_joints].jointnum = m;
272 Robot_joints[N_robot_joints].angles = angs[state][m];
273 r->anim_states[g][state].n_joints++;
275 Assert(N_robot_joints < MAX_ROBOT_JOINTS);
285 * reads n jointlist structs from a CFILE
287 static int jointlist_read_n(jointlist *jl, int n, CFILE *fp)
291 for (i = 0; i < n; i++) {
292 jl[i].n_joints = cfile_read_short(fp);
293 jl[i].offset = cfile_read_short(fp);
299 * reads n robot_info structs from a CFILE
301 int robot_info_read_n(robot_info *ri, int n, CFILE *fp)
305 for (i = 0; i < n; i++) {
306 ri[i].model_num = cfile_read_int(fp);
307 for (j = 0; j < MAX_GUNS; j++)
308 cfile_read_vector(&(ri[i].gun_points[j]), fp);
309 cfread(ri[i].gun_submodels, MAX_GUNS, 1, fp);
311 ri[i].exp1_vclip_num = cfile_read_short(fp);
312 ri[i].exp1_sound_num = cfile_read_short(fp);
314 ri[i].exp2_vclip_num = cfile_read_short(fp);
315 ri[i].exp2_sound_num = cfile_read_short(fp);
317 ri[i].weapon_type = cfile_read_byte(fp);
318 ri[i].weapon_type2 = cfile_read_byte(fp);
319 ri[i].n_guns = cfile_read_byte(fp);
320 ri[i].contains_id = cfile_read_byte(fp);
322 ri[i].contains_count = cfile_read_byte(fp);
323 ri[i].contains_prob = cfile_read_byte(fp);
324 ri[i].contains_type = cfile_read_byte(fp);
325 ri[i].kamikaze = cfile_read_byte(fp);
327 ri[i].score_value = cfile_read_short(fp);
328 ri[i].badass = cfile_read_byte(fp);
329 ri[i].energy_drain = cfile_read_byte(fp);
331 ri[i].lighting = cfile_read_fix(fp);
332 ri[i].strength = cfile_read_fix(fp);
334 ri[i].mass = cfile_read_fix(fp);
335 ri[i].drag = cfile_read_fix(fp);
337 for (j = 0; j < NDL; j++)
338 ri[i].field_of_view[j] = cfile_read_fix(fp);
339 for (j = 0; j < NDL; j++)
340 ri[i].firing_wait[j] = cfile_read_fix(fp);
341 for (j = 0; j < NDL; j++)
342 ri[i].firing_wait2[j] = cfile_read_fix(fp);
343 for (j = 0; j < NDL; j++)
344 ri[i].turn_time[j] = cfile_read_fix(fp);
345 for (j = 0; j < NDL; j++)
346 ri[i].max_speed[j] = cfile_read_fix(fp);
347 for (j = 0; j < NDL; j++)
348 ri[i].circle_distance[i] = cfile_read_fix(fp);
349 cfread(ri[i].rapidfire_count, NDL, 1, fp);
351 cfread(ri[i].evade_speed, NDL, 1, fp);
353 ri[i].cloak_type = cfile_read_byte(fp);
354 ri[i].attack_type = cfile_read_byte(fp);
356 ri[i].see_sound = cfile_read_byte(fp);
357 ri[i].attack_sound = cfile_read_byte(fp);
358 ri[i].claw_sound = cfile_read_byte(fp);
359 ri[i].taunt_sound = cfile_read_byte(fp);
361 ri[i].boss_flag = cfile_read_byte(fp);
362 ri[i].companion = cfile_read_byte(fp);
363 ri[i].smart_blobs = cfile_read_byte(fp);
364 ri[i].energy_blobs = cfile_read_byte(fp);
366 ri[i].thief = cfile_read_byte(fp);
367 ri[i].pursuit = cfile_read_byte(fp);
368 ri[i].lightcast = cfile_read_byte(fp);
369 ri[i].death_roll = cfile_read_byte(fp);
371 ri[i].flags = cfile_read_byte(fp);
372 cfread(ri[i].pad, 3, 1, fp);
374 ri[i].deathroll_sound = cfile_read_byte(fp);
375 ri[i].glow = cfile_read_byte(fp);
376 ri[i].behavior = cfile_read_byte(fp);
377 ri[i].aim = cfile_read_byte(fp);
379 for (j = 0; j < MAX_GUNS + 1; j++)
380 jointlist_read_n(ri[i].anim_states[j], N_ANIM_STATES, fp);
382 ri[i].always_0xabcd = cfile_read_int(fp);
388 * reads n jointpos structs from a CFILE
390 int jointpos_read_n(jointpos *jp, int n, CFILE *fp)
394 for (i = 0; i < n; i++) {
395 jp[i].jointnum = cfile_read_short(fp);
396 cfile_read_angvec(&jp[i].angles, fp);