dxx-rebirth/similar/main/multibot.cpp

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/*
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* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Multiplayer robot code
*
*/
#include "multiinternal.h"
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#include <string.h>
#include <stdlib.h>
#include <stdexcept>
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#include "vecmat.h"
#include "object.h"
#include "multibot.h"
#include "game.h"
#include "multi.h"
#include "laser.h"
#include "dxxerror.h"
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#include "timer.h"
#include "text.h"
#include "player.h"
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#include "ai.h"
#include "fireball.h"
#include "aistruct.h"
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#include "gameseg.h"
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#include "robot.h"
#include "powerup.h"
#include "scores.h"
#include "gauges.h"
#include "fuelcen.h"
#include "morph.h"
#include "digi.h"
#include "sounds.h"
#include "effects.h"
#include "physics.h"
#include "byteutil.h"
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#include "escort.h"
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#include "compiler-range_for.h"
#include "compiler-type_traits.h"
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#include "partial_range.h"
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namespace dsx {
static int multi_add_controlled_robot(const vmobjptridx_t objnum, int agitation);
}
static void multi_send_robot_position_sub(const vmobjptridx_t objnum, int now);
static void multi_send_release_robot(const vmobjptridx_t objnum);
static void multi_delete_controlled_robot(const vmobjptridx_t objnum);
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constexpr serial::endian_access::foreign_endian_type serial::endian_access::foreign_endian;
constexpr serial::endian_access::little_endian_type serial::endian_access::little_endian;
constexpr serial::endian_access::big_endian_type serial::endian_access::big_endian;
constexpr serial::endian_access::native_endian_type serial::endian_access::native_endian;
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//
// Code for controlling robots in multiplayer games
//
#define STANDARD_EXPL_DELAY (F1_0/4)
#if defined(DXX_BUILD_DESCENT_I)
#define MIN_CONTROL_TIME F1_0*2
#define ROBOT_TIMEOUT F1_0*3
#define MAX_TO_DELETE 67
#elif defined(DXX_BUILD_DESCENT_II)
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#define MIN_CONTROL_TIME F1_0*1
#define ROBOT_TIMEOUT F1_0*2
#endif
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#define MIN_TO_ADD 60
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array<objnum_t, MAX_ROBOTS_CONTROLLED> robot_controlled;
array<int, MAX_ROBOTS_CONTROLLED> robot_agitation,
robot_send_pending,
robot_fired;
array<fix64, MAX_ROBOTS_CONTROLLED> robot_controlled_time,
robot_last_send_time,
robot_last_message_time;
ubyte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
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#define MULTI_ROBOT_PRIORITY(objnum, pnum) (((objnum % 4) + pnum) % N_players)
//#define MULTI_ROBOT_PRIORITY(objnum, pnum) multi_robot_priority(objnum, pnum)
//int multi_robot_priority(int objnum, int pnum)
//{
// return( ((objnum % 4) + pnum) % N_players);
//}
int multi_can_move_robot(const vmobjptridx_t objnum, int agitation)
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{
// Determine whether or not I am allowed to move this robot.
int rval;
// Claim robot if necessary.
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if (Player_dead_state == player_dead_state::exploded)
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return 0;
#ifndef NDEBUG
if (objnum->type != OBJ_ROBOT)
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{
Int3();
rval = 0;
}
#endif
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else if ((Robot_info[get_robot_id(objnum)].boss_flag) && (Boss_dying == 1))
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return 0;
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else if (objnum->ctype.ai_info.REMOTE_OWNER == Player_num) // Already my robot!
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{
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int slot_num = objnum->ctype.ai_info.REMOTE_SLOT_NUM;
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if ((slot_num < 0) || (slot_num >= MAX_ROBOTS_CONTROLLED))
{
return 0;
}
if (robot_fired[slot_num]) {
rval = 0;
}
else {
robot_agitation[slot_num] = agitation;
robot_last_message_time[slot_num] = GameTime64;
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rval = 1;
}
}
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else if ((objnum->ctype.ai_info.REMOTE_OWNER != -1) || (agitation < MIN_TO_ADD))
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{
if (agitation == ROBOT_FIRE_AGITATION) // Special case for firing at non-player
{
rval = 1; // Try to fire at player even tho we're not in control!
}
else
rval = 0;
}
else
rval = multi_add_controlled_robot(objnum, agitation);
return(rval);
}
void multi_check_robot_timeout()
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{
static fix64 lastcheck = 0;
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int i;
if (GameTime64 > lastcheck + F1_0 || lastcheck > GameTime64)
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{
lastcheck = GameTime64;
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for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
{
if (robot_controlled[i] != object_none && robot_last_send_time[i] + ROBOT_TIMEOUT < GameTime64)
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{
const auto &&robot_objp = vmobjptridx(robot_controlled[i]);
if (robot_objp->ctype.ai_info.REMOTE_OWNER != Player_num)
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{
robot_controlled[i] = object_none;
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Int3(); // Non-terminal but Rob is interesting, step over please...
return;
}
if (robot_send_pending[i])
multi_send_robot_position(robot_objp, 1);
multi_send_release_robot(robot_objp);
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// multi_delete_controlled_robot(robot_controlled[i]);
// robot_controlled[i] = -1;
}
}
}
}
void multi_strip_robots(const int playernum)
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{
// Grab all robots away from a player
// (player died or exited the game)
if (Game_mode & GM_MULTI_ROBOTS) {
if (playernum == Player_num)
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{
range_for (const auto r, robot_controlled)
if (r != object_none)
multi_delete_controlled_robot(vmobjptridx(r));
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}
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/* clang-3.7 crashes with a segmentation fault if asked to
* implicitly convert 1u to std::size_t in partial_range inline
* chain. Add a conversion up front, which seems to avoid the
* bug. The value must not be cast on non-clang targets because
* some non-clang targets issue a `-Wuseless-cast` diagnostic
* for the cast. Fortunately, clang does not understand
* `-Wuseless-cast`, so the cast can be used on all clang
* targets, even ones where it is useless.
*
* This crash was first seen in x86_64-pc-linux-gnu-clang-3.7,
* then later reported by kreator in `Apple LLVM version 7.3.0`
* on `x86_64-apple-darwin15.6.0`.
*
* Comment from kreator regarding the clang crash bug:
* This has been reported with Apple, bug report 28247284
*/
#ifdef __clang__
#define DXX_partial_range_vobjptr_skip_distance static_cast<std::size_t>
#else
#define DXX_partial_range_vobjptr_skip_distance
#endif
range_for (const auto &&objp, partial_range(vmobjptr, DXX_partial_range_vobjptr_skip_distance(1u), vmobjptr.count()))
#undef DXX_partial_range_vobjptr_skip_distance
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{
if (objp->type == OBJ_ROBOT && objp->ctype.ai_info.REMOTE_OWNER == playernum)
{
Assert(objp->control_type == CT_AI || objp->control_type == CT_NONE || objp->control_type == CT_MORPH);
objp->ctype.ai_info.REMOTE_OWNER = -1;
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if (playernum == Player_num)
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objp->ctype.ai_info.REMOTE_SLOT_NUM = HANDS_OFF_PERIOD;
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else
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objp->ctype.ai_info.REMOTE_SLOT_NUM = 0;
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}
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}
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}
// Note -- only call this with playernum == Player_num if all other players
// already know that we are clearing house. This does not send a release
// message for each controlled robot!!
}
namespace dsx {
int multi_add_controlled_robot(const vmobjptridx_t objnum, int agitation)
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{
int i;
int lowest_agitation = INT32_MAX; // MAX POSITIVE INT
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int lowest_agitated_bot = -1;
int first_free_robot = -1;
// Try to add a new robot to the controlled list, return 1 if added, 0 if not.
#if defined(DXX_BUILD_DESCENT_II)
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if (Robot_info[get_robot_id(objnum)].boss_flag) // this is a boss, so make sure he gets a slot
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agitation=(agitation*3)+Player_num;
#endif
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if (objnum->ctype.ai_info.REMOTE_SLOT_NUM > 0)
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{
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objnum->ctype.ai_info.REMOTE_SLOT_NUM -= 1;
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return 0;
}
for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
{
if (robot_controlled[i] == object_none || vcobjptr(robot_controlled[i])->type != OBJ_ROBOT) {
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first_free_robot = i;
break;
}
if (robot_last_message_time[i] + ROBOT_TIMEOUT < GameTime64) {
const auto &&robot_objp = vmobjptridx(robot_controlled[i]);
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if (robot_send_pending[i])
multi_send_robot_position(robot_objp, 1);
multi_send_release_robot(robot_objp);
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first_free_robot = i;
break;
}
if (robot_agitation[i] < lowest_agitation && robot_controlled_time[i] + MIN_CONTROL_TIME < GameTime64)
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{
lowest_agitation = robot_agitation[i];
lowest_agitated_bot = i;
}
}
if (first_free_robot != -1) // Room left for new robots
i = first_free_robot;
else if ((agitation > lowest_agitation)
#if defined(DXX_BUILD_DESCENT_I)
&& (lowest_agitation <= MAX_TO_DELETE)
#endif
) // Replace some old robot with a more agitated one
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{
const auto &&robot_objp = vmobjptridx(robot_controlled[lowest_agitated_bot]);
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if (robot_send_pending[lowest_agitated_bot])
multi_send_robot_position(robot_objp, 1);
multi_send_release_robot(robot_objp);
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i = lowest_agitated_bot;
}
else {
return(0); // Sorry, can't squeeze him in!
}
multi_send_claim_robot(objnum);
robot_controlled[i] = objnum;
robot_agitation[i] = agitation;
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objnum->ctype.ai_info.REMOTE_OWNER = Player_num;
objnum->ctype.ai_info.REMOTE_SLOT_NUM = i;
robot_controlled_time[i] = GameTime64;
robot_last_send_time[i] = robot_last_message_time[i] = GameTime64;
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return(1);
}
}
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void multi_delete_controlled_robot(const vmobjptridx_t objnum)
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{
int i;
// Delete robot object number objnum from list of controlled robots because it is dead
for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
if (robot_controlled[i] == objnum)
break;
if (i == MAX_ROBOTS_CONTROLLED)
return;
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if (objnum->ctype.ai_info.REMOTE_SLOT_NUM != i)
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{
Int3(); // can't release this bot!
return;
}
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objnum->ctype.ai_info.REMOTE_OWNER = -1;
objnum->ctype.ai_info.REMOTE_SLOT_NUM = 0;
robot_controlled[i] = object_none;
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robot_send_pending[i] = 0;
robot_fired[i] = 0;
}
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struct multi_claim_robot
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{
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uint8_t pnum;
int8_t owner;
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uint16_t robjnum;
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};
DEFINE_MULTIPLAYER_SERIAL_MESSAGE(MULTI_ROBOT_CLAIM, multi_claim_robot, b, (b.pnum, b.owner, b.robjnum));
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void multi_send_claim_robot(const vmobjptridx_t objnum)
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{
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if (objnum->type != OBJ_ROBOT)
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throw std::runtime_error("claiming non-robot"); // See rob
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// The AI tells us we should take control of this robot.
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auto r = objnum_local_to_remote(objnum);
multi_serialize_write(2, multi_claim_robot{static_cast<uint8_t>(Player_num), r.owner, r.objnum});
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}
void multi_send_release_robot(const vmobjptridx_t objnum)
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{
short s;
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if (objnum->type != OBJ_ROBOT)
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{
Int3(); // See rob
return;
}
multi_delete_controlled_robot(objnum);
multibuf[1] = Player_num;
s = objnum_local_to_remote(objnum, reinterpret_cast<int8_t *>(&multibuf[4]));
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PUT_INTEL_SHORT(multibuf+2, s);
multi_send_data<MULTI_ROBOT_RELEASE>(multibuf, 5, 2);
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}
#define MIN_ROBOT_COM_GAP F1_0/12
int multi_send_robot_frame(int sent)
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{
static int last_sent = 0;
int i;
int rval = 0;
for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
{
int sending = (last_sent+1+i)%MAX_ROBOTS_CONTROLLED;
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if (robot_controlled[sending] != object_none && (robot_send_pending[sending] > sent || robot_fired[sending] > sent))
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{
if (robot_send_pending[sending])
{
multi_send_robot_position_sub(vmobjptridx(robot_controlled[sending]), (exchange(robot_send_pending[sending], 0) > 1));
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}
if (robot_fired[sending])
{
robot_fired[sending] = 0;
multi_send_data<MULTI_ROBOT_FIRE>(robot_fire_buf[sending], 18, 1);
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}
if (!(Game_mode & GM_NETWORK))
sent += 1;
last_sent = sending;
rval++;
}
}
Assert((last_sent >= 0) && (last_sent <= MAX_ROBOTS_CONTROLLED));
return(rval);
}
#if defined(DXX_BUILD_DESCENT_II)
/*
* The thief bot moves around even when not controlled by a player. Due to its erratic and random behaviour, it's movement will diverge heavily between players and cause it to teleport when a player takes over.
* To counter this, let host update positions when no one controls it OR the client which does.
* Seperated this function to allow the positions being updated more frequently then multi_send_robot_frame (see net_udp_do_frame()).
*/
void multi_send_thief_frame()
{
if (!(Game_mode & GM_MULTI_ROBOTS))
return;
range_for (const auto &&objp, vmobjptridx)
{
if (objp->type == OBJ_ROBOT)
{
if (robot_is_thief(&Robot_info[get_robot_id(objp)]))
{
if ((multi_i_am_master() && objp->ctype.ai_info.REMOTE_OWNER == -1) || objp->ctype.ai_info.REMOTE_OWNER == Player_num)
{
multi_send_robot_position_sub(objp,1);
}
return;
}
}
}
}
#endif
void multi_send_robot_position_sub(const vmobjptridx_t objnum, int now)
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{
int loc = 0;
short s;
loc += 1;
multibuf[loc] = Player_num; loc += 1;
s = objnum_local_to_remote(objnum, reinterpret_cast<int8_t *>(&multibuf[loc+2]));
PUT_INTEL_SHORT(multibuf+loc, s); loc += 3; // 5
quaternionpos qpp{};
create_quaternionpos(&qpp, objnum, 0);
PUT_INTEL_SHORT(multibuf+loc, qpp.orient.w); loc += 2;
PUT_INTEL_SHORT(multibuf+loc, qpp.orient.x); loc += 2;
PUT_INTEL_SHORT(multibuf+loc, qpp.orient.y); loc += 2;
PUT_INTEL_SHORT(multibuf+loc, qpp.orient.z); loc += 2;
PUT_INTEL_INT(multibuf+loc, qpp.pos.x); loc += 4;
PUT_INTEL_INT(multibuf+loc, qpp.pos.y); loc += 4;
PUT_INTEL_INT(multibuf+loc, qpp.pos.z); loc += 4;
PUT_INTEL_SHORT(multibuf+loc, qpp.segment); loc += 2;
PUT_INTEL_INT(multibuf+loc, qpp.vel.x); loc += 4;
PUT_INTEL_INT(multibuf+loc, qpp.vel.y); loc += 4;
PUT_INTEL_INT(multibuf+loc, qpp.vel.z); loc += 4;
PUT_INTEL_INT(multibuf+loc, qpp.rotvel.x); loc += 4;
PUT_INTEL_INT(multibuf+loc, qpp.rotvel.y); loc += 4;
PUT_INTEL_INT(multibuf+loc, qpp.rotvel.z); loc += 4; // 46 + 5 = 51
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multi_send_data<MULTI_ROBOT_POSITION>(multibuf, loc, now?1:0);
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}
void multi_send_robot_position(object &obj, int force)
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{
// Send robot position to other player(s). Includes a byte
// value describing whether or not they fired a weapon
if (!(Game_mode & GM_MULTI))
return;
if (obj.type != OBJ_ROBOT)
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{
Int3(); // See rob
return;
}
if (obj.ctype.ai_info.REMOTE_OWNER != Player_num)
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return;
// Objects[objnum].phys_info.drag = Robot_info[Objects[objnum].id].drag; // Set drag to normal
const auto slot = obj.ctype.ai_info.REMOTE_SLOT_NUM;
robot_last_send_time[slot] = GameTime64;
robot_send_pending[slot] = 1+force;
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return;
}
void multi_send_robot_fire(const vmobjptridx_t obj, int gun_num, const vms_vector &fire)
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{
// Send robot fire event
int loc = 0;
short s;
loc += 1;
multibuf[loc] = Player_num; loc += 1;
s = objnum_local_to_remote(obj, reinterpret_cast<int8_t *>(&multibuf[loc+2]));
PUT_INTEL_SHORT(multibuf+loc, s);
loc += 3;
multibuf[loc] = gun_num; loc += 1;
if (words_bigendian)
{
vms_vector swapped_vec;
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swapped_vec.x = INTEL_INT(static_cast<int>(fire.x));
swapped_vec.y = INTEL_INT(static_cast<int>(fire.y));
swapped_vec.z = INTEL_INT(static_cast<int>(fire.z));
memcpy(&multibuf[loc], &swapped_vec, sizeof(vms_vector));
}
else
{
memcpy(&multibuf[loc], &fire, sizeof(vms_vector));
}
loc += sizeof(vms_vector); // 12
// --------------------------
// Total = 18
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if (obj->ctype.ai_info.REMOTE_OWNER == Player_num)
{
int slot = obj->ctype.ai_info.REMOTE_SLOT_NUM;
if (slot<0 || slot>=MAX_ROBOTS_CONTROLLED)
{
return;
}
if (robot_fired[slot] != 0)
{
// Int3(); // ROB!
return;
}
memcpy(robot_fire_buf[slot], multibuf, loc);
robot_fired[slot] = 1;
}
else
multi_send_data<MULTI_ROBOT_FIRE>(multibuf, loc, 1); // Not our robot, send ASAP
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}
struct multi_explode_robot
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{
int16_t robj_killer, robj_killed;
int8_t owner_killer, owner_killed;
};
DEFINE_MULTIPLAYER_SERIAL_MESSAGE(MULTI_ROBOT_EXPLODE, multi_explode_robot, b, (b.robj_killer, b.robj_killed, b.owner_killer, b.owner_killed));
void multi_send_robot_explode(const imobjptridx_t objnum, objnum_t killer)
{
// Send robot explosion event to the other players
const auto k = objnum_local_to_remote(killer);
multi_explode_robot e;
e.robj_killer = k.objnum;
e.owner_killer = k.owner;
const auto d = objnum_local_to_remote(objnum);
e.robj_killed = d.objnum;
e.owner_killed = d.owner;
multi_serialize_write(2, e);
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multi_delete_controlled_robot(objnum);
}
void multi_send_create_robot(int station, objnum_t objnum, int type)
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{
// Send create robot information
int loc = 0;
loc += 1;
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multibuf[loc] = Player_num; loc += 1;
multibuf[loc] = static_cast<int8_t>(station); loc += 1;
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PUT_INTEL_SHORT(multibuf+loc, objnum); loc += 2;
multibuf[loc] = type; loc += 1;
map_objnum_local_to_local(objnum);
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multi_send_data<MULTI_CREATE_ROBOT>(multibuf, loc, 2);
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}
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struct boss_teleport
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{
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objnum_t objnum;
segnum_t where;
};
DEFINE_MULTIPLAYER_SERIAL_MESSAGE(MULTI_BOSS_TELEPORT, boss_teleport, b, (b.objnum, b.where));
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struct boss_cloak
{
objnum_t objnum;
};
DEFINE_MULTIPLAYER_SERIAL_MESSAGE(MULTI_BOSS_CLOAK, boss_cloak, b, (b.objnum));
struct boss_start_gate
{
objnum_t objnum;
};
DEFINE_MULTIPLAYER_SERIAL_MESSAGE(MULTI_BOSS_START_GATE, boss_start_gate, b, (b.objnum));
struct boss_stop_gate
{
objnum_t objnum;
};
DEFINE_MULTIPLAYER_SERIAL_MESSAGE(MULTI_BOSS_STOP_GATE, boss_stop_gate, b, (b.objnum));
struct boss_create_robot
{
objnum_t objnum;
objnum_t objrobot;
segnum_t where;
uint8_t robot_type;
};
DEFINE_MULTIPLAYER_SERIAL_MESSAGE(MULTI_BOSS_CREATE_ROBOT, boss_create_robot, b, (b.objnum, b.objrobot, b.where, b.robot_type));
template <typename T, typename... Args>
static inline void multi_send_boss_action(objnum_t bossobjnum, Args&&... args)
{
multi_serialize_write(2, T{bossobjnum, std::forward<Args>(args)...});
}
namespace dsx {
void multi_send_boss_teleport(const vmobjptridx_t bossobj, const vcsegidx_t where)
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{
// Boss is up for grabs after teleporting
Assert((bossobj->ctype.ai_info.REMOTE_SLOT_NUM >= 0) && (bossobj->ctype.ai_info.REMOTE_SLOT_NUM < MAX_ROBOTS_CONTROLLED));
multi_delete_controlled_robot(bossobj);
#if defined(DXX_BUILD_DESCENT_I)
bossobj->ctype.ai_info.REMOTE_SLOT_NUM = HANDS_OFF_PERIOD; // Hands-off period!
#endif
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multi_send_boss_action<boss_teleport>(bossobj, where);
}
}
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void multi_send_boss_cloak(objnum_t bossobjnum)
{
multi_send_boss_action<boss_cloak>(bossobjnum);
}
void multi_send_boss_start_gate(objnum_t bossobjnum)
{
multi_send_boss_action<boss_start_gate>(bossobjnum);
}
void multi_send_boss_stop_gate(objnum_t bossobjnum)
{
multi_send_boss_action<boss_stop_gate>(bossobjnum);
}
void multi_send_boss_create_robot(vmobjidx_t bossobjnum, const vmobjptridx_t objrobot)
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{
map_objnum_local_to_local(objrobot);
multi_send_boss_action<boss_create_robot>(bossobjnum, objrobot, objrobot->segnum, get_robot_id(objrobot));
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}
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#define MAX_ROBOT_POWERUPS 4
namespace dsx {
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static void multi_send_create_robot_powerups(const vcobjptr_t del_obj)
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{
// Send create robot information
int loc = 0;
loc += 1;
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multibuf[loc] = Player_num; loc += 1;
multibuf[loc] = del_obj->contains_count; loc += 1;
multibuf[loc] = del_obj->contains_type; loc += 1;
multibuf[loc] = del_obj->contains_id; loc += 1;
PUT_INTEL_SHORT(multibuf+loc, del_obj->segnum); loc += 2;
if (words_bigendian)
{
vms_vector swapped_vec;
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swapped_vec.x = INTEL_INT(static_cast<int>(del_obj->pos.x));
swapped_vec.y = INTEL_INT(static_cast<int>(del_obj->pos.y));
swapped_vec.z = INTEL_INT(static_cast<int>(del_obj->pos.z));
memcpy(&multibuf[loc], &swapped_vec, sizeof(vms_vector));
loc += 12;
}
else
{
memcpy(&multibuf[loc], &del_obj->pos, sizeof(vms_vector));
loc += 12;
}
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memset(multibuf+loc, -1, MAX_ROBOT_POWERUPS*sizeof(short));
#if defined(DXX_BUILD_DESCENT_II)
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if (del_obj->contains_count!=Net_create_loc)
Int3(); //Get Jason, a bad thing happened
#endif
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if ((Net_create_loc > MAX_ROBOT_POWERUPS) || (Net_create_loc < 1))
{
Int3(); // See Rob
}
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range_for (const auto i, partial_const_range(Net_create_objnums, Net_create_loc))
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{
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PUT_INTEL_SHORT(multibuf+loc, i);
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loc += 2;
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map_objnum_local_to_local(i);
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}
Net_create_loc = 0;
multi_send_data<MULTI_CREATE_ROBOT_POWERUPS>(multibuf, 27, 2);
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}
}
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void multi_do_claim_robot(const playernum_t pnum, const ubyte *buf)
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{
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multi_claim_robot b;
multi_serialize_read(buf, b);
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auto botnum = objnum_remote_to_local(b.robjnum, b.owner);
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if (botnum > Highest_object_index)
{
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return;
}
const auto &&botp = vmobjptridx(botnum);
if (botp->type != OBJ_ROBOT)
{
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return;
}
if (botp->ctype.ai_info.REMOTE_OWNER != -1)
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{
if (MULTI_ROBOT_PRIORITY(b.robjnum, pnum) <= MULTI_ROBOT_PRIORITY(b.robjnum, botp->ctype.ai_info.REMOTE_OWNER))
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return;
}
// Perform the requested change
if (botp->ctype.ai_info.REMOTE_OWNER == Player_num)
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{
multi_delete_controlled_robot(botp);
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}
botp->ctype.ai_info.REMOTE_OWNER = pnum;
botp->ctype.ai_info.REMOTE_SLOT_NUM = 0;
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}
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void multi_do_release_robot(const playernum_t pnum, const ubyte *buf)
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{
short remote_botnum;
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remote_botnum = GET_INTEL_SHORT(buf + 2);
auto botnum = objnum_remote_to_local(remote_botnum, buf[4]);
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if (botnum > Highest_object_index)
{
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return;
}
const auto &&botp = vmobjptr(botnum);
if (botp->type != OBJ_ROBOT)
{
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return;
}
if (botp->ctype.ai_info.REMOTE_OWNER != pnum)
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{
return;
}
// Perform the requested change
botp->ctype.ai_info.REMOTE_OWNER = -1;
botp->ctype.ai_info.REMOTE_SLOT_NUM = 0;
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}
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void multi_do_robot_position(const playernum_t pnum, const ubyte *buf)
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{
// Process robot movement sent by another player
short remote_botnum;
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int loc = 1;
; loc += 1;
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remote_botnum = GET_INTEL_SHORT(buf + loc);
auto botnum = objnum_remote_to_local(remote_botnum, buf[loc+2]); loc += 3;
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if (botnum > Highest_object_index)
{
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return;
}
const auto robot = vmobjptridx(botnum);
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if ((robot->type != OBJ_ROBOT) || (robot->flags & OF_EXPLODING)) {
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return;
}
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if (robot->ctype.ai_info.REMOTE_OWNER != pnum)
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{
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if (robot->ctype.ai_info.REMOTE_OWNER == -1)
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{
// Robot claim packet must have gotten lost, let this player claim it.
if (robot->ctype.ai_info.REMOTE_SLOT_NUM >= MAX_ROBOTS_CONTROLLED) { // == HANDS_OFF_PERIOD should do the same trick
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robot->ctype.ai_info.REMOTE_OWNER = pnum;
robot->ctype.ai_info.REMOTE_SLOT_NUM = 0;
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}
else
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robot->ctype.ai_info.REMOTE_SLOT_NUM++;
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}
else
{
return;
}
}
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set_thrust_from_velocity(robot); // Try to smooth out movement
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// Objects[botnum].phys_info.drag = Robot_info[Objects[botnum].id].drag >> 4; // Set drag to low
quaternionpos qpp{};
qpp.orient.w = GET_INTEL_SHORT(&buf[loc]); loc += 2;
qpp.orient.x = GET_INTEL_SHORT(&buf[loc]); loc += 2;
qpp.orient.y = GET_INTEL_SHORT(&buf[loc]); loc += 2;
qpp.orient.z = GET_INTEL_SHORT(&buf[loc]); loc += 2;
qpp.pos.x = GET_INTEL_INT(&buf[loc]); loc += 4;
qpp.pos.y = GET_INTEL_INT(&buf[loc]); loc += 4;
qpp.pos.z = GET_INTEL_INT(&buf[loc]); loc += 4;
qpp.segment = GET_INTEL_SHORT(&buf[loc]); loc += 2;
qpp.vel.x = GET_INTEL_INT(&buf[loc]); loc += 4;
qpp.vel.y = GET_INTEL_INT(&buf[loc]); loc += 4;
qpp.vel.z = GET_INTEL_INT(&buf[loc]); loc += 4;
qpp.rotvel.x = GET_INTEL_INT(&buf[loc]); loc += 4;
qpp.rotvel.y = GET_INTEL_INT(&buf[loc]); loc += 4;
qpp.rotvel.z = GET_INTEL_INT(&buf[loc]); loc += 4;
extract_quaternionpos(robot, &qpp, 0);
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}
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static inline vms_vector calc_gun_point(const object_base &obj, unsigned gun_num)
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{
vms_vector v;
return calc_gun_point(v, obj, gun_num), v;
}
namespace dsx {
void multi_do_robot_fire(const uint8_t *const buf)
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{
// Send robot fire event
int loc = 1;
short remote_botnum;
int gun_num;
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vms_vector fire;
loc += 1; // pnum
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remote_botnum = GET_INTEL_SHORT(buf + loc);
auto botnum = objnum_remote_to_local(remote_botnum, buf[loc+2]); loc += 3;
gun_num = static_cast<int8_t>(buf[loc]); loc += 1;
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memcpy(&fire, buf+loc, sizeof(vms_vector));
fire.x = INTEL_INT(fire.x);
fire.y = INTEL_INT(fire.y);
fire.z = INTEL_INT(fire.z);
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if (botnum > Highest_object_index)
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return;
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auto botp = vmobjptridx(botnum);
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if (botp->type != OBJ_ROBOT || botp->flags & OF_EXPLODING)
return;
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using pt_weapon = std::pair<vms_vector, weapon_id_type>;
const pt_weapon pw =
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// Do the firing
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(gun_num == -1
#if defined(DXX_BUILD_DESCENT_II)
|| gun_num==-2
#endif
)
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? pt_weapon(vm_vec_add(botp->pos, fire),
#if defined(DXX_BUILD_DESCENT_II)
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gun_num != -1 ? weapon_id_type::SUPERPROX_ID :
#endif
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weapon_id_type::PROXIMITY_ID)
: pt_weapon(calc_gun_point(botp, gun_num), get_robot_weapon(Robot_info[get_robot_id(botp)], 1));
Laser_create_new_easy(fire, pw.first, botp, pw.second, 1);
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}
}
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namespace dsx {
int multi_explode_robot_sub(const vmobjptridx_t robot)
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{
if (robot->type != OBJ_ROBOT) { // Object is robot?
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return 0;
}
if (robot->flags & OF_EXPLODING) { // Object not already exploding
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return 0;
}
// Data seems valid, explode the sucker
if (Network_send_objects && multi_objnum_is_past(robot))
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{
Network_send_objnum = -1;
}
// Drop non-random KEY powerups locally only!
if ((robot->contains_count > 0) && (robot->contains_type == OBJ_POWERUP) && (Game_mode & GM_MULTI_COOP) && (robot->contains_id >= POW_KEY_BLUE) && (robot->contains_id <= POW_KEY_GOLD))
{
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object_create_robot_egg(robot);
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}
else if (robot->ctype.ai_info.REMOTE_OWNER == Player_num)
{
multi_drop_robot_powerups(robot);
multi_delete_controlled_robot(robot);
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}
else if (robot->ctype.ai_info.REMOTE_OWNER == -1 && multi_i_am_master())
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{
multi_drop_robot_powerups(robot);
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}
if (robot_is_thief(&Robot_info[get_robot_id(robot)]))
drop_stolen_items(robot);
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if (Robot_info[get_robot_id(robot)].boss_flag) {
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if (!Boss_dying)
start_boss_death_sequence(robot);
else
return (0);
}
#if defined(DXX_BUILD_DESCENT_II)
else if (Robot_info[get_robot_id(robot)].death_roll) {
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start_robot_death_sequence(robot);
}
#endif
else
{
#if defined(DXX_BUILD_DESCENT_II)
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const auto robot_id = get_robot_id(robot);
if (robot_id == SPECIAL_REACTOR_ROBOT)
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special_reactor_stuff();
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if (Robot_info[robot_id].kamikaze)
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explode_object(robot,1); // Kamikaze, explode right away, IN YOUR FACE!
else
#endif
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explode_object(robot,STANDARD_EXPL_DELAY);
}
return 1;
}
}
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void multi_do_robot_explode(const uint8_t *const buf)
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{
multi_explode_robot b;
multi_serialize_read(buf, b);
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auto killer = objnum_remote_to_local(b.robj_killer, b.owner_killer);
auto botnum = objnum_remote_to_local(b.robj_killed, b.owner_killed);
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// Explode robot controlled by other player
int rval;
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if (botnum > Highest_object_index)
{
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return;
}
const auto robot = vmobjptridx(botnum);
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rval = multi_explode_robot_sub(robot);
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if (rval && (killer == get_local_player().objnum))
add_points_to_score(ConsoleObject->ctype.player_info, Robot_info[get_robot_id(robot)].score_value);
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}
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void multi_do_create_robot(const playernum_t pnum, const ubyte *buf)
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{
const uint_fast32_t fuelcen_num = buf[2];
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int type = buf[5];
FuelCenter *robotcen;
objnum_t objnum;
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objnum = GET_INTEL_SHORT(buf + 3);
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if (fuelcen_num >= Num_fuelcenters || pnum >= N_players)
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{
Int3(); // Bogus data
return;
}
robotcen = &Station[fuelcen_num];
// Play effect and sound
const auto &&robotcen_segp = vmsegptridx(robotcen->segnum);
const auto &&cur_object_loc = compute_segment_center(robotcen_segp);
if (const auto &&obj = object_create_explosion(robotcen_segp, cur_object_loc, i2f(10), VCLIP_MORPHING_ROBOT))
extract_orient_from_segment(&obj->orient, robotcen_segp);
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if (Vclip[VCLIP_MORPHING_ROBOT].sound_num > -1)
digi_link_sound_to_pos(Vclip[VCLIP_MORPHING_ROBOT].sound_num, robotcen_segp, 0, cur_object_loc, 0, F1_0);
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// Set robot center flags, in case we become the master for the next one
robotcen->Flag = 0;
robotcen->Capacity -= EnergyToCreateOneRobot;
robotcen->Timer = 0;
const auto &&obj = create_morph_robot(vmsegptridx(robotcen->segnum), cur_object_loc, type);
if (obj == object_none)
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return; // Cannot create object!
obj->matcen_creator = fuelcen_num | 0x80;
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// extract_orient_from_segment(&obj->orient, &Segments[robotcen->segnum]);
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const auto direction = vm_vec_sub(ConsoleObject->pos, obj->pos );
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vm_vector_2_matrix( obj->orient, direction, &obj->orient.uvec, nullptr);
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morph_start( obj );
map_objnum_local_to_remote(obj, objnum, pnum);
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Assert(obj->ctype.ai_info.REMOTE_OWNER == -1);
}
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void multi_do_boss_teleport(const playernum_t pnum, const ubyte *buf)
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{
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boss_teleport b;
multi_serialize_read(buf, b);
const vmobjptridx_t boss_obj = vmobjptridx(b.objnum);
if ((boss_obj->type != OBJ_ROBOT) || !(Robot_info[get_robot_id(boss_obj)].boss_flag))
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{
Int3(); // Got boss actions for a robot who's not a boss?
return;
}
const auto &&teleport_segnum = vmsegptridx(b.where);
compute_segment_center(boss_obj->pos, teleport_segnum);
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obj_relink(boss_obj, teleport_segnum);
Last_teleport_time = GameTime64;
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const auto boss_dir = vm_vec_sub(vcobjptr(Players[pnum].objnum)->pos, boss_obj->pos);
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vm_vector_2_matrix(boss_obj->orient, boss_dir, nullptr, nullptr);
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digi_link_sound_to_pos( Vclip[VCLIP_MORPHING_ROBOT].sound_num, teleport_segnum, 0, boss_obj->pos, 0 , F1_0);
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digi_kill_sound_linked_to_object( boss_obj);
boss_link_see_sound(boss_obj);
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ai_local *ailp = &boss_obj->ctype.ai_info.ail;
ailp->next_fire = 0;
if (boss_obj->ctype.ai_info.REMOTE_OWNER == Player_num)
{
multi_delete_controlled_robot(boss_obj);
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}
boss_obj->ctype.ai_info.REMOTE_OWNER = -1; // Boss is up for grabs again!
boss_obj->ctype.ai_info.REMOTE_SLOT_NUM = 0; // Available immediately!
}
namespace dsx {
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void multi_do_boss_cloak(const ubyte *buf)
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{
boss_cloak b;
multi_serialize_read(buf, b);
const vmobjptridx_t boss_obj = vmobjptridx(b.objnum);
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if ((boss_obj->type != OBJ_ROBOT) || !(Robot_info[get_robot_id(boss_obj)].boss_flag))
{
Int3(); // Got boss actions for a robot who's not a boss?
return;
}
Boss_hit_this_frame = 0;
#if defined(DXX_BUILD_DESCENT_II)
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Boss_hit_time = -F1_0*10;
#endif
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Boss_cloak_start_time = GameTime64;
boss_obj->ctype.ai_info.CLOAKED = 1;
}
}
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void multi_do_boss_start_gate(const ubyte *buf)
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{
boss_start_gate b;
multi_serialize_read(buf, b);
const vmobjptridx_t boss_obj = vmobjptridx(b.objnum);
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if ((boss_obj->type != OBJ_ROBOT) || !(Robot_info[get_robot_id(boss_obj)].boss_flag))
{
Int3(); // Got boss actions for a robot who's not a boss?
return;
}
restart_effect(ECLIP_NUM_BOSS);
}
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void multi_do_boss_stop_gate(const ubyte *buf)
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{
boss_start_gate b;
multi_serialize_read(buf, b);
const vmobjptridx_t boss_obj = vmobjptridx(b.objnum);
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if ((boss_obj->type != OBJ_ROBOT) || !(Robot_info[get_robot_id(boss_obj)].boss_flag))
{
Int3(); // Got boss actions for a robot who's not a boss?
return;
}
stop_effect(ECLIP_NUM_BOSS);
}
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void multi_do_boss_create_robot(const playernum_t pnum, const ubyte *buf)
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{
boss_create_robot b;
multi_serialize_read(buf, b);
const vmobjptridx_t boss_obj = vmobjptridx(b.objnum);
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if ((boss_obj->type != OBJ_ROBOT) || !(Robot_info[get_robot_id(boss_obj)].boss_flag))
{
Int3(); // Got boss actions for a robot who's not a boss?
return;
}
// Do some validity checking
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if (b.objrobot >= MAX_OBJECTS)
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{
Int3(); // See Rob, bad data in boss gate action message
return;
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}
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// Gate one in!
const auto &&robot = gate_in_robot(b.robot_type, vmsegptridx(b.where));
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if (robot != object_none)
map_objnum_local_to_remote(robot, b.objrobot, pnum);
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}
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void multi_do_create_robot_powerups(const playernum_t pnum, const ubyte *buf)
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{
// Code to drop remote-controlled robot powerups
int loc = 1;
; loc += 1;
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uint8_t contains_count = buf[loc]; loc += 1;
uint8_t contains_type = buf[loc]; loc += 1;
uint8_t contains_id = buf[loc]; loc += 1;
segnum_t segnum = GET_INTEL_SHORT(buf + loc); loc += 2;
vms_vector pos;
memcpy(&pos, &buf[loc], sizeof(pos)); loc += 12;
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vms_vector velocity{};
pos.x = INTEL_INT(pos.x);
pos.y = INTEL_INT(pos.y);
pos.z = INTEL_INT(pos.z);
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Assert(pnum < N_players);
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Assert (pnum!=Player_num); // What? How'd we send ourselves this?
Net_create_loc = 0;
d_srand(1245L);
const auto &&egg_objnum = object_create_robot_egg(contains_type, contains_id, contains_count, velocity, pos, vmsegptridx(segnum));
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if (egg_objnum == object_none)
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return; // Object buffer full
// Assert(egg_objnum > -1);
Assert((Net_create_loc > 0) && (Net_create_loc <= MAX_ROBOT_POWERUPS));
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range_for (const auto i, partial_const_range(Net_create_objnums, Net_create_loc))
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{
short s;
s = GET_INTEL_SHORT(buf + loc);
if ( s != -1)
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map_objnum_local_to_remote(i, s, pnum);
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else
vmobjptr(i)->flags |= OF_SHOULD_BE_DEAD; // Delete objects other guy didn't create one of
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loc += 2;
}
}
void multi_drop_robot_powerups(const vmobjptridx_t del_obj)
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{
// Code to handle dropped robot powerups in network mode ONLY!
objnum_t egg_objnum = object_none;
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robot_info *robptr;
if (del_obj->type != OBJ_ROBOT)
{
Int3(); // dropping powerups for non-robot, Rob's fault
return;
}
robptr = &Robot_info[get_robot_id(del_obj)];
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Net_create_loc = 0;
if (del_obj->contains_count > 0) {
// If dropping a weapon that the player has, drop energy instead, unless it's vulcan, in which case drop vulcan ammo.
if (del_obj->contains_type == OBJ_POWERUP) {
maybe_replace_powerup_with_energy(del_obj);
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if (!multi_powerup_is_allowed(del_obj->contains_id, Netgame.AllowedItems))
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del_obj->contains_id=POW_SHIELD_BOOST;
// No key drops in non-coop games!
if (!(Game_mode & GM_MULTI_COOP)) {
if ((del_obj->contains_id >= POW_KEY_BLUE) && (del_obj->contains_id <= POW_KEY_GOLD))
del_obj->contains_count = 0;
}
}
d_srand(1245L);
if (del_obj->contains_count > 0)
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egg_objnum = object_create_robot_egg(del_obj);
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}
else if (del_obj->ctype.ai_info.REMOTE_OWNER == -1) // No random goodies for robots we weren't in control of
return;
else if (robptr->contains_count) {
d_srand(static_cast<fix>(timer_query()));
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if (((d_rand() * 16) >> 15) < robptr->contains_prob) {
del_obj->contains_count = ((d_rand() * robptr->contains_count) >> 15) + 1;
del_obj->contains_type = robptr->contains_type;
del_obj->contains_id = robptr->contains_id;
if (del_obj->contains_type == OBJ_POWERUP)
{
maybe_replace_powerup_with_energy(del_obj);
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if (!multi_powerup_is_allowed(del_obj->contains_id, Netgame.AllowedItems))
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del_obj->contains_id=POW_SHIELD_BOOST;
}
d_srand(1245L);
if (del_obj->contains_count > 0)
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egg_objnum = object_create_robot_egg(del_obj);
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}
}
if (egg_objnum != object_none) {
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// Transmit the object creation to the other players
multi_send_create_robot_powerups(del_obj);
}
}
// -----------------------------------------------------------------------------
// Robot *robot got whacked by player player_num and requests permission to do something about it.
// Note: This function will be called regardless of whether Game_mode is a multiplayer mode, so it
// should quick-out if not in a multiplayer mode. On the other hand, it only gets called when a
// player or player weapon whacks a robot, so it happens rarely.
namespace dsx {
void multi_robot_request_change(const vmobjptridx_t robot, int player_num)
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{
int remote_objnum;
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sbyte dummy;
if (!(Game_mode & GM_MULTI_ROBOTS))
return;
#if defined(DXX_BUILD_DESCENT_I)
if (robot->ctype.ai_info.REMOTE_OWNER != Player_num)
return;
#endif
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const auto slot = robot->ctype.ai_info.REMOTE_SLOT_NUM;
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if (slot == HANDS_OFF_PERIOD)
{
con_printf(CON_DEBUG, "Suppressing debugger trap for hands off robot %hu with player %i", static_cast<vmobjptridx_t::integral_type>(robot), player_num);
return;
}
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if ((slot < 0) || (slot >= MAX_ROBOTS_CONTROLLED)) {
Int3();
return;
}
if (robot_controlled[slot] == object_none)
return;
const auto &&rcrobot = robot.absolute_sibling(robot_controlled[slot]);
remote_objnum = objnum_local_to_remote(robot, &dummy);
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if (remote_objnum < 0)
return;
if ( (robot_agitation[slot] < 70) || (MULTI_ROBOT_PRIORITY(remote_objnum, player_num) > MULTI_ROBOT_PRIORITY(remote_objnum, Player_num)) || (d_rand() > 0x4400))
{
if (robot_send_pending[slot])
multi_send_robot_position(rcrobot, -1);
multi_send_release_robot(rcrobot);
robot->ctype.ai_info.REMOTE_SLOT_NUM = HANDS_OFF_PERIOD; // Hands-off period
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}
}
}