version 1.1 | | version 1.2 |
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| | |
* Header for robot.c | | * Header for robot.c |
* | | * |
* $Log$ | | * $Log$ |
* Revision 1.1 1999/06/14 22:13:04 donut | | * Revision 1.2 2003/03/09 06:41:01 donut |
* Initial revision | | * change byte typedef to sbyte to avoid conflict with win32 byte which is unsigned |
| | * |
| | * 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 | | * Revision 2.1 1995/03/07 16:52:00 john |
* Fixed robots not moving without edtiro bug. | | * Fixed robots not moving without edtiro bug. |
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short exp2_vclip_num; | | short exp2_vclip_num; |
short exp2_sound_num; | | short exp2_sound_num; |
short weapon_type; | | short weapon_type; |
byte contains_id; // ID of powerup this robot can contain. | | sbyte contains_id; // ID of powerup this robot can contain. |
byte contains_count; // Max number of things this instance can contain. | | sbyte contains_count; // Max number of things this instance can contain. |
byte contains_prob; // Probability that this instance will contain something in N/16 | | sbyte contains_prob; // Probability that this instance will contain something in N/16 |
byte contains_type; // Type of thing contained, robot or powerup, in bitmaps.tbl, !0=robot, 0=powerup | | sbyte contains_type; // Type of thing contained, robot or powerup, in bitmaps.tbl, !0=robot, 0=powerup |
int score_value; // Score from this robot. | | int score_value; // Score from this robot. |
fix lighting; // should this be here or with polygon model? | | fix lighting; // should this be here or with polygon model? |
fix strength; // Initial shields of robot | | fix strength; // Initial shields of robot |
| | |
fix max_speed[NDL]; // maximum speed attainable by this robot | | fix max_speed[NDL]; // maximum speed attainable by this robot |
fix circle_distance[NDL]; // distance at which robot circles player | | fix circle_distance[NDL]; // distance at which robot circles player |
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byte rapidfire_count[NDL]; // number of shots fired rapidly | | sbyte rapidfire_count[NDL]; // number of shots fired rapidly |
byte evade_speed[NDL]; // rate at which robot can evade shots, 0=none, 4=very fast | | sbyte evade_speed[NDL]; // rate at which robot can evade shots, 0=none, 4=very fast |
byte cloak_type; // 0=never, 1=always, 2=except-when-firing | | sbyte cloak_type; // 0=never, 1=always, 2=except-when-firing |
byte attack_type; // 0=firing, 1=charge (like green guy) | | sbyte attack_type; // 0=firing, 1=charge (like green guy) |
byte boss_flag; // 0 = not boss, 1 = boss. Is that surprising? | | sbyte boss_flag; // 0 = not boss, 1 = boss. Is that surprising? |
ubyte see_sound; // sound robot makes when it first sees the player | | ubyte see_sound; // sound robot makes when it first sees the player |
ubyte attack_sound; // sound robot makes when it attacks 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) | | ubyte claw_sound; // sound robot makes as it claws you (attack_type should be 1) |