dxx-rebirth/common/main/multiinternal.h
Kp 2440a271da Improve vulcan/gauss pickup rules
- Change D1X to use D2X rules regarding Vulcan cannon pickup.  The D1X
  rules were confusing at best, and seem outright wrong in some ways.
  - When a Vulcan cannon was picked up, it was treated as containing not
    less than VULCAN_WEAPON_AMMO_AMOUNT rounds, regardless of what it
    actually contained.  D2X respected the actual contained count, even
    when running in D1X emulation mode.
  - In D1X single player, if the Vulcan cannon was not picked up, then
    it could be treated as Vulcan ammo.  If at least 1 unit of
    ammunition was added to the player, the entire powerup would be
    consumed, regardless of how much ammunition remained.
  - In D2X single player, if the Vulcan cannon was not picked up, then
    ammunition would be taken from it, but the powerup would only be
    consumed if all its ammunition was taken.
  - In D1X multiplayer, a player who already had a Vulcan cannon could
    not get anything from touching a new cannon, and the cannon would
    not be changed.
  - In D2X multiplayer, a player who already had a Vulcan cannon could
    take ammunition from the cannon, but the cannon could not be drained
    below VULCAN_AMMO_AMOUNT.  If the cannon had VULCAN_AMMO_AMOUNT or
    less, then the player could not take ammunition.  If the cannon had
    more, the player could drain it to that level.
  - Replace all that with a simplified version of the D2X rules:
    - If the player does not have the cannon, the cannon is picked up
      and removed from the mine.  The player takes as much of its
      ammunition as possible.  If the cannon was well stocked, and the
      player was nearly full, some ammunition will be lost.  This is
      unfortunate, but the game has always had this rule, and changing
      it would require dropping one or more Vulcan Ammo packs to
      represent the untaken ammunition.
    - If the player already had that cannon, then the player takes as
      much ammunition as the cannon has, while not exceeding the
      ammunition cap.  Other players, if any, are updated about how much
      ammunition remains in the cannon.  The cannon remains in the mine.
- Backport to D1X the network message for updating the contained
  ammunition in a vulcan cannon.  zico added the basic feature in
  7684ce92, but only applied it to D2X.  With the change to let D1X
  multiplayer take ammunition from the cannon, D1X now needs the same
  feature.
- Remove the special case to delete an empty cannon.  Instead, let the
  cannon remain in the mine without ammunition.  This allows a player in
  single player mode to leave behind a backup cannon, which could be
  useful if the player is killed and wishes to rearm before returning to
  the death site.  Similarly, under the new rule that players in
  multiplayer can drain the cannon down to 0 ammunition, this removal
  allows the cannon to remain behind for someone else to take, rather
  than allowing it to be deleted by a player who already had an instance
  of it.
2022-02-05 13:30:56 +00:00

173 lines
6.1 KiB
C++

/*
* This file is part of the DXX-Rebirth project <https://www.dxx-rebirth.com/>.
* It is copyright by its individual contributors, as recorded in the
* project's Git history. See COPYING.txt at the top level for license
* terms and a link to the Git history.
*/
#pragma once
#include <type_traits>
#include "dxxerror.h"
#include "object.h"
#include "powerup.h"
#include "serial.h"
#include "fwd-player.h"
#define _UNPACK_MULTIPLAYER_SERIAL_MESSAGE(A,...) A, ## __VA_ARGS__
#define DEFINE_MULTIPLAYER_SERIAL_MESSAGE(C,T,V,A) \
DEFINE_SERIAL_UDT_TO_MESSAGE(T,V, (multiplayer_command<C>(), _UNPACK_MULTIPLAYER_SERIAL_MESSAGE A)); \
ASSERT_SERIAL_UDT_MESSAGE_SIZE(T, command_length<C>::value)
#define define_multiplayer_command(NAME,SIZE) NAME,
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
#define for_each_multiplayer_command(VALUE) \
VALUE(MULTI_POSITION , 1 + quaternionpos::packed_size::value) \
VALUE(MULTI_REAPPEAR , 4) \
VALUE(MULTI_FIRE , 18) \
VALUE(MULTI_FIRE_TRACK , 21) \
VALUE(MULTI_FIRE_BOMB , 20) \
VALUE(MULTI_REMOVE_OBJECT , 4) \
VALUE(MULTI_MESSAGE , 37) /* (MAX_MESSAGE_LENGTH = 40) */ \
VALUE(MULTI_QUIT , 2) \
VALUE(MULTI_PLAY_SOUND , 8) \
VALUE(MULTI_CONTROLCEN , 4) \
VALUE(MULTI_ROBOT_CLAIM , 5) \
VALUE(MULTI_CLOAK , 2) \
VALUE(MULTI_ENDLEVEL_START , DXX_MP_SIZE_ENDLEVEL_START) \
VALUE(MULTI_CREATE_EXPLOSION , 2) \
VALUE(MULTI_CONTROLCEN_FIRE , 16) \
VALUE(MULTI_CREATE_POWERUP , 19) \
VALUE(MULTI_DECLOAK , 2) \
VALUE(MULTI_ROBOT_POSITION , 5 + quaternionpos::packed_size::value) \
VALUE(MULTI_PLAYER_DERES , DXX_MP_SIZE_PLAYER_RELATED) \
VALUE(MULTI_DOOR_OPEN , DXX_MP_SIZE_DOOR_OPEN) \
VALUE(MULTI_ROBOT_EXPLODE , 7) \
VALUE(MULTI_ROBOT_RELEASE , 5) \
VALUE(MULTI_ROBOT_FIRE , 18) \
VALUE(MULTI_SCORE , 6) \
VALUE(MULTI_CREATE_ROBOT , 6) \
VALUE(MULTI_TRIGGER , 3) \
VALUE(MULTI_BOSS_TELEPORT , 5) \
VALUE(MULTI_BOSS_CLOAK , 3) \
VALUE(MULTI_BOSS_START_GATE , 3) \
VALUE(MULTI_BOSS_STOP_GATE , 3) \
VALUE(MULTI_BOSS_CREATE_ROBOT , 8) \
VALUE(MULTI_CREATE_ROBOT_POWERUPS, 27) \
VALUE(MULTI_HOSTAGE_DOOR , 7) \
VALUE(MULTI_SAVE_GAME , 2+24) /* (ubyte slot, uint id, char name[20]) */ \
VALUE(MULTI_RESTORE_GAME , 2+4) /* (ubyte slot, uint id) */ \
VALUE(MULTI_HEARTBEAT , 5) \
VALUE(MULTI_KILLGOALS , 1 + MAX_PLAYERS) \
VALUE(MULTI_DO_BOUNTY , 2) \
VALUE(MULTI_TYPING_STATE , 3) \
VALUE(MULTI_GMODE_UPDATE , 3) \
VALUE(MULTI_KILL_HOST , 7) \
VALUE(MULTI_KILL_CLIENT , 5) \
VALUE(MULTI_RANK , 3) \
VALUE(MULTI_DROP_WEAPON , 10) \
VALUE(MULTI_VULWPN_AMMO_ADJ , 6) \
VALUE(MULTI_PLAYER_INV , DXX_MP_SIZE_PLAYER_INVENTORY) \
D2X_MP_COMMANDS(VALUE) \
#if defined(DXX_BUILD_DESCENT_I)
#define DXX_MP_SIZE_ENDLEVEL_START 3
#define DXX_MP_SIZE_PLAYER_RELATED 58
#define DXX_MP_SIZE_PLAYER_INVENTORY 15
#define DXX_MP_SIZE_BEGIN_SYNC 37
#define DXX_MP_SIZE_DOOR_OPEN 4
#define D2X_MP_COMMANDS(VALUE)
#elif defined(DXX_BUILD_DESCENT_II)
#define DXX_MP_SIZE_ENDLEVEL_START 2
#define DXX_MP_SIZE_PLAYER_RELATED (98+10)
#define DXX_MP_SIZE_PLAYER_INVENTORY 21
#define DXX_MP_SIZE_BEGIN_SYNC 41
#define DXX_MP_SIZE_DOOR_OPEN 5
#define D2X_MP_COMMANDS(VALUE) \
VALUE(MULTI_MARKER , 55) \
VALUE(MULTI_GUIDED , 26) \
VALUE(MULTI_STOLEN_ITEMS , 1 + std::tuple_size<decltype(d_thief_unique_state::Stolen_items)>::value) \
VALUE(MULTI_WALL_STATUS , 6) /* send to new players */ \
VALUE(MULTI_SEISMIC , 5) \
VALUE(MULTI_LIGHT , 16) \
VALUE(MULTI_START_TRIGGER , 2) \
VALUE(MULTI_FLAGS , 6) \
VALUE(MULTI_DROP_BLOB , 2) \
VALUE(MULTI_SOUND_FUNCTION , 4) \
VALUE(MULTI_CAPTURE_BONUS , 2) \
VALUE(MULTI_GOT_FLAG , 2) \
VALUE(MULTI_DROP_FLAG , 8) \
VALUE(MULTI_FINISH_GAME , 2) \
VALUE(MULTI_ORB_BONUS , 3) \
VALUE(MULTI_GOT_ORB , 2) \
VALUE(MULTI_EFFECT_BLOWUP , 17) \
VALUE(MULTI_UPDATE_BUDDY_STATE, 7) \
#endif
#include "dxxsconf.h"
enum multiplayer_command_t : uint8_t
{
for_each_multiplayer_command(define_multiplayer_command)
};
template <multiplayer_command_t>
struct command_length;
#define define_command_length(NAME,SIZE) \
template <> \
struct command_length<NAME> : public std::integral_constant<unsigned, SIZE> {};
for_each_multiplayer_command(define_command_length);
template <multiplayer_command_t C>
struct multi_command : public std::array<uint8_t, command_length<C>::value>
{
};
void _multi_send_data(const uint8_t *buf, unsigned len, int priority);
template <multiplayer_command_t C>
static inline void multi_send_data(uint8_t *const buf, const unsigned len, const int priority)
{
buf[0] = C;
constexpr unsigned expected = command_length<C>::value;
#ifdef DXX_CONSTANT_TRUE
if (DXX_CONSTANT_TRUE(len != expected))
DXX_ALWAYS_ERROR_FUNCTION(dxx_trap_multi_send_data, "wrong packet size");
#endif
if (len != expected)
{
Error("multi_send_data: Packet type %i length: %i, expected: %i\n", C, len, expected);
}
_multi_send_data(buf, len, priority);
}
template <multiplayer_command_t C>
static inline void multi_send_data(multi_command<C> &buf, const int priority)
{
buf[0] = C;
_multi_send_data(buf.data(), buf.size(), priority);
}
template <typename T>
static inline void multi_serialize_read(const uint8_t *const buf, T &t)
{
serial::reader::bytebuffer_t b(buf);
serial::process_buffer(b, t);
}
template <typename T>
static inline void multi_serialize_write(int priority, const T &t)
{
constexpr size_t maximum_size = serial::message_type<T>::maximum_size;
uint8_t buf[maximum_size];
serial::writer::bytebuffer_t b(buf);
serial::process_buffer(b, t);
_multi_send_data(buf, maximum_size, priority);
}
template <multiplayer_command_t C>
using multiplayer_command = serial::pad<1, static_cast<uint8_t>(C)>;
#endif