dxx-rebirth/main/multibot.c
Bradley Bell 9bd1ba7c47 This commit was generated by cvs2svn to compensate for changes in r2,
which included commits to RCS files with non-trunk default branches.
2001-01-19 03:30:16 +00:00

1300 lines
36 KiB
C

/*
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.
*/
#include <conf.h>
#ifdef NETWORK
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include "vecmat.h"
#include "object.h"
#include "multibot.h"
#include "game.h"
#include "modem.h"
#include "network.h"
#include "multi.h"
#include "laser.h"
#include "error.h"
#include "mono.h"
#include "timer.h"
#include "text.h"
#include "ai.h"
#include "fireball.h"
#include "aistruct.h"
#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 "byteswap.h"
int multi_add_controlled_robot(int objnum, int agitation);
void multi_send_release_robot(int objnum);
void multi_delete_controlled_robot(int objnum);
void multi_send_robot_position_sub(int objnum);
//
// Code for controlling robots in multiplayer games
//
#define STANDARD_EXPL_DELAY (F1_0/4)
#define MIN_CONTROL_TIME F1_0*1
#define ROBOT_TIMEOUT F1_0*2
#define MIN_TO_ADD 60
#define MAX_TO_DELETE 61
int robot_controlled[MAX_ROBOTS_CONTROLLED];
int robot_agitation[MAX_ROBOTS_CONTROLLED];
fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
int robot_send_pending[MAX_ROBOTS_CONTROLLED];
int robot_fired[MAX_ROBOTS_CONTROLLED];
byte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
#define MULTI_ROBOT_PRIORITY(objnum, pnum) (((objnum % 4) + pnum) % N_players)
extern void multi_send_stolen_items();
extern int multi_powerup_is_allowed (int);
//#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(int objnum, int agitation)
{
// Determine whether or not I am allowed to move this robot.
int rval;
// Claim robot if necessary.
if (Player_exploded)
return 0;
#ifndef NDEBUG
if ((objnum < 0) || (objnum > Highest_object_index))
{
Int3();
rval = 0;
}
else if (Objects[objnum].type != OBJ_ROBOT)
{
Int3();
rval = 0;
}
#endif
else if ((Robot_info[Objects[objnum].id].boss_flag) && (Boss_dying == 1))
return 0;
else if (Objects[objnum].ctype.ai_info.REMOTE_OWNER == Player_num) // Already my robot!
{
int slot_num = Objects[objnum].ctype.ai_info.REMOTE_SLOT_NUM;
if ((slot_num < 0) || (slot_num >= MAX_ROBOTS_CONTROLLED))
{
mprintf ((0,"Not asserting in multi_can_move_robot!"));
return 0;
}
if (robot_fired[slot_num]) {
// mprintf((0, "Preventing robot from firing again until firing complete!\n"));
rval = 0;
}
else {
robot_agitation[slot_num] = agitation;
robot_last_message_time[slot_num] = GameTime;
rval = 1;
}
}
else if ((Objects[objnum].ctype.ai_info.REMOTE_OWNER != -1) || (agitation < MIN_TO_ADD))
{
if (agitation == ROBOT_FIRE_AGITATION) // Special case for firing at non-player
{
mprintf((0, "Shooting anyway.\n"));
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(void)
{
static fix lastcheck = 0;
int i;
if (GameTime > lastcheck + F1_0)
{
lastcheck = GameTime;
for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
{
if ((robot_controlled[i] != -1) && (robot_last_send_time[i] + ROBOT_TIMEOUT < GameTime))
{
if (Objects[robot_controlled[i]].ctype.ai_info.REMOTE_OWNER != Player_num)
{
robot_controlled[i] = -1;
Int3(); // Non-terminal but Rob is interesting, step over please...
return;
}
if (Objects[robot_controlled[i]].ctype.ai_info.REMOTE_OWNER !=Player_num)
{
mprintf ((0,"What? This ain't my bot and I'm trying to time it out!\n"));
return;
}
mprintf((0, "Robot %d (slot %d) removed, timed out, frame %d.\n", robot_controlled[i], i, GameTime));
if (robot_send_pending[i])
multi_send_robot_position(robot_controlled[i], 1);
multi_send_release_robot(robot_controlled[i]);
// multi_delete_controlled_robot(robot_controlled[i]);
// robot_controlled[i] = -1;
}
}
}
}
void
multi_strip_robots(int playernum)
{
// Grab all robots away from a player
// (player died or exited the game)
int i;
if (Game_mode & GM_MULTI_ROBOTS) {
if (playernum == Player_num)
for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
multi_delete_controlled_robot(robot_controlled[i]);
for (i = 1; i <= Highest_object_index; i++)
if ((Objects[i].type == OBJ_ROBOT) && (Objects[i].ctype.ai_info.REMOTE_OWNER == playernum)) {
Assert((Objects[i].control_type == CT_AI) || (Objects[i].control_type == CT_NONE) || (Objects[i].control_type == CT_MORPH));
Objects[i].ctype.ai_info.REMOTE_OWNER = -1;
if (playernum == Player_num)
Objects[i].ctype.ai_info.REMOTE_SLOT_NUM = 4;
else
Objects[i].ctype.ai_info.REMOTE_SLOT_NUM = 0;
}
}
// 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!!
}
void
multi_dump_robots(void)
{
// Dump robot control info for debug purposes
int i;
if (!(Game_mode & GM_MULTI_ROBOTS))
return;
mprintf((0, "\n"));
for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
{
mprintf((0, "Robot %d) objnum=%d, anger=%d, last_message=%d, last move=%d, gametime=%d\n", i, robot_controlled[i], robot_agitation[i], robot_last_message_time[i], robot_last_send_time[i], GameTime));
}
}
int
multi_add_controlled_robot(int objnum, int agitation)
{
int i;
int lowest_agitation = 0x7fffffff; // MAX POSITIVE INT
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 (Robot_info[Objects[objnum].id].boss_flag) // this is a boss, so make sure he gets a slot
agitation=(agitation*3)+Player_num;
if (Objects[objnum].ctype.ai_info.REMOTE_SLOT_NUM > 0)
{
mprintf((0, "Robot %d hands-off = %d.\n", objnum, Objects[objnum].ctype.ai_info.REMOTE_SLOT_NUM));
Objects[objnum].ctype.ai_info.REMOTE_SLOT_NUM -= 1;
return 0;
}
for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
{
if ((robot_controlled[i] == -1) || (Objects[robot_controlled[i]].type != OBJ_ROBOT)) {
first_free_robot = i;
break;
}
if (robot_last_message_time[i] + ROBOT_TIMEOUT < GameTime) {
mprintf((0, "Robot %d replaced (timeout).\n", robot_controlled[i]));
if (robot_send_pending[i])
multi_send_robot_position(robot_controlled[i], 1);
multi_send_release_robot(robot_controlled[i]);
first_free_robot = i;
break;
}
if ((robot_controlled[i] != -1) && (robot_agitation[i] < lowest_agitation) && (robot_controlled_time[i] + MIN_CONTROL_TIME < GameTime))
{
lowest_agitation = robot_agitation[i];
lowest_agitated_bot = i;
}
}
// mprintf ((0,"first_free_robot=%d lowest_agitated_bot=%d\n",first_free_robot,lowest_agitated_bot));
if (first_free_robot != -1) // Room left for new robots
i = first_free_robot;
else if ((agitation > lowest_agitation))// && (lowest_agitation <= MAX_TO_DELETE)) // Replace some old robot with a more agitated one
{
if (robot_send_pending[lowest_agitated_bot])
multi_send_robot_position(robot_controlled[lowest_agitated_bot], 1);
multi_send_release_robot(robot_controlled[lowest_agitated_bot]);
mprintf((0, "Replaced robot %d (agitation %d) with robot %d (agitation %d).\n", robot_controlled[lowest_agitated_bot], lowest_agitation, objnum, agitation));
i = lowest_agitated_bot;
}
else {
// mprintf((0, "Cannot add robot %d agitation %d (min agitation %d)\n", objnum, agitation, lowest_agitation));
return(0); // Sorry, can't squeeze him in!
}
mprintf((0, "Taking control of robot %d, agitation %d.\n", objnum, agitation));
multi_send_claim_robot(objnum);
robot_controlled[i] = objnum;
robot_agitation[i] = agitation;
Objects[objnum].ctype.ai_info.REMOTE_OWNER = Player_num;
Objects[objnum].ctype.ai_info.REMOTE_SLOT_NUM = i;
robot_controlled_time[i] = GameTime;
robot_last_send_time[i] = robot_last_message_time[i] = GameTime;
return(1);
}
void
multi_delete_controlled_robot(int objnum)
{
int i;
// Delete robot object number objnum from list of controlled robots because it is dead
if ( (objnum<0) || (objnum>Highest_object_index)) {
mprintf((0, "Trying to releasing control of bogus robot %d\n", objnum));
return;
}
for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
if (robot_controlled[i] == objnum)
break;
if (i == MAX_ROBOTS_CONTROLLED)
return;
mprintf((0, "Releasing control of robot %d\n", objnum));
if (Objects[objnum].ctype.ai_info.REMOTE_SLOT_NUM != i)
{
mprintf ((0,"Saved from asserting in multi_delete_controlled_bot!"));
Int3(); // can't release this bot!
return;
}
Objects[objnum].ctype.ai_info.REMOTE_OWNER = -1;
Objects[objnum].ctype.ai_info.REMOTE_SLOT_NUM = 0;
robot_controlled[i] = -1;
robot_send_pending[i] = 0;
robot_fired[i] = 0;
}
void
multi_send_claim_robot(int objnum)
{
short s;
if ((objnum < 0) || (objnum > Highest_object_index))
{
Int3(); // See rob
return;
}
if (Objects[objnum].type != OBJ_ROBOT)
{
Int3(); // See rob
return;
}
// The AI tells us we should take control of this robot.
multibuf[0] = (char)MULTI_ROBOT_CLAIM;
multibuf[1] = Player_num;
s = objnum_local_to_remote(objnum, (byte *)&multibuf[4]);
*(short *)(multibuf+2) = INTEL_SHORT(s);
multi_send_data(multibuf, 5, 2);
multi_send_data(multibuf, 5, 2);
multi_send_data(multibuf, 5, 2);
}
void
multi_send_release_robot(int objnum)
{
short s;
if ((objnum < 0) || (objnum > Highest_object_index))
{
Int3(); // See rob
return;
}
if (Objects[objnum].type != OBJ_ROBOT)
{
Int3(); // See rob
return;
}
multi_delete_controlled_robot(objnum);
multibuf[0] = (char)MULTI_ROBOT_RELEASE;
multibuf[1] = Player_num;
s = objnum_local_to_remote(objnum, (byte *)&multibuf[4]);
*(short *)(multibuf+2) = INTEL_SHORT(s);
multi_send_data(multibuf, 5, 2);
multi_send_data(multibuf, 5, 2);
multi_send_data(multibuf, 5, 2);
}
#define MIN_ROBOT_COM_GAP F1_0/12
int
multi_send_robot_frame(int sent)
{
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;
if ( (robot_controlled[sending] != -1) && ((robot_send_pending[sending] > sent) || (robot_fired[sending] > sent)) )
{
if (robot_send_pending[sending])
{
robot_send_pending[sending] = 0;
multi_send_robot_position_sub(robot_controlled[sending]);
}
if (robot_fired[sending])
{
robot_fired[sending] = 0;
multi_send_data(robot_fire_buf[sending], 18, 1);
}
if (!(Game_mode & GM_NETWORK))
sent += 1;
last_sent = sending;
rval++;
}
}
Assert((last_sent >= 0) && (last_sent <= MAX_ROBOTS_CONTROLLED));
return(rval);
}
void
multi_send_robot_position_sub(int objnum)
{
int loc = 0;
short s;
#ifdef MACINTOSH
shortpos sp;
#endif
// mprintf((0, "SENDPOS object %d, Gametime %d.\n", objnum, GameTime));
multibuf[loc] = MULTI_ROBOT_POSITION; loc += 1;
multibuf[loc] = Player_num; loc += 1;
s = objnum_local_to_remote(objnum, (byte *)&multibuf[loc+2]);
*(short *)(multibuf+loc) = INTEL_SHORT(s);
loc += 3;
#ifndef MACINTOSH
create_shortpos((shortpos *)(multibuf+loc), Objects+objnum,0); loc += sizeof(shortpos);
#else
create_shortpos(&sp, Objects+objnum, 1);
memcpy(&(multibuf[loc]), (ubyte *)(sp.bytemat), 9);
loc += 9;
memcpy(&(multibuf[loc]), (ubyte *)&(sp.xo), 14);
loc += 14;
#endif
multi_send_data(multibuf, loc, 1);
}
void
multi_send_robot_position(int objnum, int force)
{
// 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 ((objnum < 0) || (objnum > Highest_object_index))
{
Int3(); // See rob
return;
}
if (Objects[objnum].type != OBJ_ROBOT)
{
Int3(); // See rob
return;
}
if (Objects[objnum].ctype.ai_info.REMOTE_OWNER != Player_num)
return;
// Objects[objnum].phys_info.drag = Robot_info[Objects[objnum].id].drag; // Set drag to normal
robot_last_send_time[Objects[objnum].ctype.ai_info.REMOTE_SLOT_NUM] = GameTime;
robot_send_pending[Objects[objnum].ctype.ai_info.REMOTE_SLOT_NUM] = 1+force;
if (force & (Game_mode & GM_NETWORK))
PacketUrgent = 1;
return;
}
void
multi_send_robot_fire(int objnum, int gun_num, vms_vector *fire)
{
// Send robot fire event
int loc = 0;
short s;
#ifdef MACINTOSH
vms_vector swapped_vec;
#endif
multibuf[loc] = MULTI_ROBOT_FIRE; loc += 1;
multibuf[loc] = Player_num; loc += 1;
s = objnum_local_to_remote(objnum, (byte *)&multibuf[loc+2]);
*(short *)(multibuf+loc) = INTEL_SHORT(s);
loc += 3;
multibuf[loc] = gun_num; loc += 1;
#ifndef MACINTOSH
*(vms_vector *)(multibuf+loc) = *fire; loc += sizeof(vms_vector); // 12
// --------------------------
// Total = 18
#else
swapped_vec.x = (fix)INTEL_INT((int)fire->x);
swapped_vec.y = (fix)INTEL_INT((int)fire->y);
swapped_vec.z = (fix)INTEL_INT((int)fire->z);
*(vms_vector *)(multibuf+loc) = swapped_vec; loc += sizeof(vms_vector);
#endif
if (Objects[objnum].ctype.ai_info.REMOTE_OWNER == Player_num)
{
int slot = Objects[objnum].ctype.ai_info.REMOTE_SLOT_NUM;
if (slot<0 || slot>=MAX_ROBOTS_CONTROLLED)
{
mprintf ((0,"Saved from asserting in robofire\n"));
return;
}
if (robot_fired[slot] != 0)
{
mprintf ((0,"Couldn't find an open slot for robo firing!\n"));
// Int3(); // ROB!
return;
}
memcpy(robot_fire_buf[slot], multibuf, loc);
robot_fired[slot] = 1;
if (Game_mode & GM_NETWORK)
PacketUrgent = 1;
}
else
multi_send_data(multibuf, loc, 2); // Not our robot, send ASAP
}
void
multi_send_robot_explode(int objnum, int killer,char isthief)
{
// Send robot explosion event to the other players
int loc = 0;
short s;
multibuf[loc] = MULTI_ROBOT_EXPLODE; loc += 1;
multibuf[loc] = Player_num; loc += 1;
s = (short)objnum_local_to_remote(killer, (byte *)&multibuf[loc+2]);
*(short *)(multibuf+loc) = INTEL_SHORT(s);
loc += 3;
s = (short)objnum_local_to_remote(objnum, (byte *)&multibuf[loc+2]);
*(short *)(multibuf+loc) = INTEL_SHORT(s); loc += 3;
multibuf[loc]=isthief; loc++;
multi_send_data(multibuf, loc, 1);
multi_delete_controlled_robot(objnum);
}
void
multi_send_create_robot(int station, int objnum, int type)
{
// Send create robot information
int loc = 0;
multibuf[loc] = MULTI_CREATE_ROBOT; loc += 1;
multibuf[loc] = Player_num; loc += 1;
multibuf[loc] = (byte)station; loc += 1;
*(short *)(multibuf+loc) = INTEL_SHORT((short)objnum); loc += 2;
multibuf[loc] = type; loc += 1;
map_objnum_local_to_local((short)objnum);
multi_send_data(multibuf, loc, 2);
}
void
multi_send_boss_actions(int bossobjnum, int action, int secondary, int objnum)
{
// Send special boss behavior information
int loc = 0;
multibuf[loc] = MULTI_BOSS_ACTIONS; loc += 1;
multibuf[loc] = Player_num; loc += 1; // Which player is controlling the boss
*(short *)(multibuf+loc) = INTEL_SHORT(bossobjnum); loc += 2; // We won't network map this objnum since its the boss
multibuf[loc] = (byte)action; loc += 1; // What is the boss doing?
multibuf[loc] = (byte)secondary; loc += 1; // More info for what he is doing
*(short *)(multibuf+loc) = INTEL_SHORT(objnum); loc += 2; // Objnum of object created by gate-in action
if (action == 3) {
*(short *)(multibuf+loc) = INTEL_SHORT(Objects[objnum].segnum); loc += 2; // Segment number object created in (for gate only)
}
else
loc += 2; // Dummy
if (action == 1) { // Teleport releases robot
// Boss is up for grabs after teleporting
mprintf((0, "Boss teleporting, removed from my list.\n"));
Assert((Objects[bossobjnum].ctype.ai_info.REMOTE_SLOT_NUM >= 0) && (Objects[bossobjnum].ctype.ai_info.REMOTE_SLOT_NUM < MAX_ROBOTS_CONTROLLED));
multi_delete_controlled_robot(bossobjnum);
// robot_controlled[Objects[bossobjnum].ctype.ai_info.REMOTE_SLOT_NUM] = -1;
// Objects[bossobjnum].ctype.ai_info.REMOTE_OWNER = -1;
// Objects[bossobjnum].ctype.ai_info.REMOTE_SLOT_NUM = 5; // Hands-off period!
}
if (action == 3) {
mprintf((0, "LOCAL:Boss gating in robot id %d, objnum %d (%d).\n", secondary, objnum, objnum));
}
multi_send_data(multibuf, loc, 1);
}
#define MAX_ROBOT_POWERUPS 4
void
multi_send_create_robot_powerups(object *del_obj)
{
// Send create robot information
int loc = 0;
int i;
#ifdef MACINTOSH
vms_vector swapped_vec;
#endif
multibuf[loc] = MULTI_CREATE_ROBOT_POWERUPS; loc += 1;
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;
*(short *)(multibuf+loc) = INTEL_SHORT(del_obj->segnum); loc += 2;
#ifndef MACINTOSH
*(vms_vector *)(multibuf+loc) = del_obj->pos; loc += 12;
#else
swapped_vec.x = (fix)INTEL_INT((int)del_obj->pos.x);
swapped_vec.y = (fix)INTEL_INT((int)del_obj->pos.y);
swapped_vec.z = (fix)INTEL_INT((int)del_obj->pos.z);
*(vms_vector *)(multibuf+loc) = swapped_vec; loc += 12;
#endif
memset(multibuf+loc, -1, MAX_ROBOT_POWERUPS*sizeof(short));
if (del_obj->contains_count!=Net_create_loc)
Int3(); //Get Jason, a bad thing happened
if ((Net_create_loc > MAX_ROBOT_POWERUPS) || (Net_create_loc < 1))
{
Int3(); // See Rob
}
for (i = 0; i < Net_create_loc; i++)
{
*(short *)(multibuf+loc) = INTEL_SHORT(Net_create_objnums[i]);
loc += 2;
map_objnum_local_to_local(Net_create_objnums[i]);
}
Net_create_loc = 0;
multi_send_data(multibuf, 27, 2);
}
void
multi_do_claim_robot(char *buf)
{
short botnum;
short remote_botnum;
char pnum;
pnum = buf[1];
remote_botnum = INTEL_SHORT(*(short *)(buf+2));
botnum = objnum_remote_to_local(remote_botnum, (byte)buf[4]);
if ((botnum > Highest_object_index) || (botnum < 0)) {
mprintf((1, "Ignoring claim message for object I don't have.\n"));
// Int3(); // See rob
return;
}
if (Objects[botnum].type != OBJ_ROBOT) {
mprintf((1, "Got MYBOT message for non-Robot!\n"));
return;
}
if (Objects[botnum].ctype.ai_info.REMOTE_OWNER != -1)
{
mprintf((0, "Got a MYBOT message bot %d (%d) currently controlled by player %d.\n", botnum, remote_botnum, Objects[botnum].ctype.ai_info.REMOTE_OWNER));
if (MULTI_ROBOT_PRIORITY(remote_botnum, pnum) <= MULTI_ROBOT_PRIORITY(remote_botnum, Objects[botnum].ctype.ai_info.REMOTE_OWNER))
return;
}
// Perform the requested change
mprintf((0, "Player %d taking control of robot %d (%d).\n", pnum, botnum, remote_botnum));
if (Objects[botnum].ctype.ai_info.REMOTE_OWNER == Player_num)
{
multi_delete_controlled_robot(botnum);
}
Objects[botnum].ctype.ai_info.REMOTE_OWNER = pnum;
Objects[botnum].ctype.ai_info.REMOTE_SLOT_NUM = 0;
}
void
multi_do_release_robot(char *buf)
{
short botnum;
char pnum;
pnum = buf[1];
botnum = objnum_remote_to_local( INTEL_SHORT( *(short *)(buf+2) ), (byte)buf[4] );
if ((botnum < 0) || (botnum > Highest_object_index)) {
mprintf((1, "Ignoring release message for object I don't have.\n"));
// Int3(); // See rob
return;
}
if (Objects[botnum].type != OBJ_ROBOT) {
mprintf((1, "Got RELEASE message for non-Robot!\n"));
return;
}
if (Objects[botnum].ctype.ai_info.REMOTE_OWNER != pnum)
{
mprintf((0, "Got a RELEASE message for bot %d not controlled by player %d.\n", botnum, pnum));
return;
}
// Perform the requested change
mprintf((0, "Player %d releasing control of robot %d (%d).\n", pnum, botnum, *(short *)(buf+2)));
Objects[botnum].ctype.ai_info.REMOTE_OWNER = -1;
Objects[botnum].ctype.ai_info.REMOTE_SLOT_NUM = 0;
}
void
multi_do_robot_position(char *buf)
{
// Process robot movement sent by another player
short botnum;
char pnum;
int loc = 1;
#ifdef MACINTOSH
shortpos sp;
#endif
pnum = buf[loc]; loc += 1;
botnum = objnum_remote_to_local( INTEL_SHORT( *(short *)(buf+loc) ), (byte)buf[loc+2] );
loc += 3;
if ((botnum < 0) || (botnum > Highest_object_index)) {
mprintf((1, "Got robot position for object I don't have.\n"));
// Int3(); // See rob
return;
}
if ((Objects[botnum].type != OBJ_ROBOT) || (Objects[botnum].flags & OF_EXPLODING)) {
// mprintf((0, "Ignoring position packet for non-robot or exploding robot.\n"));
return;
}
if (Objects[botnum].ctype.ai_info.REMOTE_OWNER != pnum)
{
if (Objects[botnum].ctype.ai_info.REMOTE_OWNER == -1)
{
// Robot claim packet must have gotten lost, let this player claim it.
if (Objects[botnum].ctype.ai_info.REMOTE_SLOT_NUM > 3) {
mprintf((0, "Player %d taking control of robot %d WITHOUT claim message.\n", pnum, botnum));
Objects[botnum].ctype.ai_info.REMOTE_OWNER = pnum;
Objects[botnum].ctype.ai_info.REMOTE_SLOT_NUM = 0;
}
else
Objects[botnum].ctype.ai_info.REMOTE_SLOT_NUM++;
}
else
{
mprintf((0, "Ignoring position for robot %d not controlled by player %d.\n", botnum, pnum));
return;
}
}
set_thrust_from_velocity(&Objects[botnum]); // Try to smooth out movement
// Objects[botnum].phys_info.drag = Robot_info[Objects[botnum].id].drag >> 4; // Set drag to low
#ifndef MACINTOSH
extract_shortpos(&Objects[botnum], (shortpos *)(buf+loc), 0);
#else
memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + loc), 9); loc += 9;
memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + loc), 14);
extract_shortpos(&Objects[botnum], &sp, 1);
#endif
}
void
multi_do_robot_fire(char *buf)
{
// Send robot fire event
int loc = 1;
int botnum, pnum, gun_num;
vms_vector fire, gun_point;
robot_info *robptr;
pnum = buf[loc]; loc += 1;
botnum = objnum_remote_to_local( INTEL_SHORT( *(short *)(buf+loc) ), (byte)buf[loc+2]);
loc += 3;
gun_num = (byte)buf[loc]; loc += 1;
fire = *(vms_vector *)(buf+loc);
fire.x = (fix)INTEL_INT((int)fire.x);
fire.y = (fix)INTEL_INT((int)fire.y);
fire.z = (fix)INTEL_INT((int)fire.z);
if ((botnum < 0) || (botnum > Highest_object_index) || (Objects[botnum].type != OBJ_ROBOT) || (Objects[botnum].flags & OF_EXPLODING))
{
// mprintf((1, "Ignored robot fire from deleted robot.\n"));
// Int3(); // See Rob, probably not serious tho
return;
}
// Do the firing
if (gun_num == -1 || gun_num==-2)
{
// Drop proximity bombs
vm_vec_add(&gun_point, &Objects[botnum].pos, &fire);
}
else
{
calc_gun_point(&gun_point, &Objects[botnum], gun_num);
}
robptr = &Robot_info[Objects[botnum].id];
if (gun_num == -1)
Laser_create_new_easy( &fire, &gun_point, botnum, PROXIMITY_ID, 1);
else if (gun_num == -2)
Laser_create_new_easy( &fire, &gun_point, botnum, SUPERPROX_ID, 1);
else
Laser_create_new_easy( &fire, &gun_point, botnum, robptr->weapon_type, 1);
}
extern void drop_stolen_items (object *);
int
multi_explode_robot_sub(int botnum, int killer,char isthief)
{
object *robot;
killer = killer;
if ((botnum < 0) || (botnum > Highest_object_index)) { // Objnum in range?
Int3(); // See rob
return 0;
}
if (Objects[botnum].type != OBJ_ROBOT) { // Object is robot?
mprintf((1, "Non-robot explosion ignored.\n"));
// Int3(); // See rob
return 0;
}
if (Objects[botnum].flags & OF_EXPLODING) { // Object not already exploding
return 0;
}
// Data seems valid, explode the sucker
if (Network_send_objects && network_objnum_is_past(botnum))
{
mprintf((0, "Resetting object sync due to object removal.\n"));
Network_send_objnum = -1;
}
robot = &Objects[botnum];
mprintf((0, "Robot %d controlled by player %d exploded.\n", botnum, robot->ctype.ai_info.REMOTE_OWNER));
// 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))
{
object_create_egg(robot);
}
else if (robot->ctype.ai_info.REMOTE_OWNER == Player_num)
{
multi_drop_robot_powerups(robot-Objects);
multi_delete_controlled_robot(robot-Objects);
}
else if (robot->ctype.ai_info.REMOTE_OWNER == -1 && network_i_am_master())
{
multi_drop_robot_powerups(robot-Objects);
//multi_delete_controlled_robot(robot-Objects);
}
if (isthief || Robot_info[robot->id].thief)
drop_stolen_items(robot);
if (Robot_info[robot->id].boss_flag) {
if (!Boss_dying)
start_boss_death_sequence(robot);
else
return (0);
} else if (Robot_info[robot->id].death_roll) {
start_robot_death_sequence(robot);
} else {
if (robot->id == SPECIAL_REACTOR_ROBOT)
special_reactor_stuff();
if (Robot_info[robot->id].kamikaze)
explode_object(robot,1); // Kamikaze, explode right away, IN YOUR FACE!
else
explode_object(robot,STANDARD_EXPL_DELAY);
}
return 1;
}
void
multi_do_robot_explode(char *buf)
{
// Explode robot controlled by other player
int botnum;
int loc = 1;
short killer;
int pnum;
int rval;
char thief;
pnum = buf[loc]; loc += 1;
killer = objnum_remote_to_local( INTEL_SHORT( *(short *)(buf+loc) ), (byte)buf[loc+2]);
loc += 3;
botnum = objnum_remote_to_local( INTEL_SHORT( *(short *)(buf+loc) ), (byte)buf[loc+2]);
loc += 3;
thief=buf[loc];
if ((botnum < 0) || (botnum > Highest_object_index)) {
// Int3();
mprintf((0, "Ignored explode message for robot I don't have.\n"));
return;
}
rval = multi_explode_robot_sub(botnum, killer,thief);
if (rval && (killer == Players[Player_num].objnum))
add_points_to_score(Robot_info[Objects[botnum].id].score_value);
}
extern fix EnergyToCreateOneRobot; // From fuelcen.c
extern object *create_morph_robot(segment *segp, vms_vector *object_pos, int object_id); // from fuelcen.c
void
multi_do_create_robot(char *buf)
{
int fuelcen_num = buf[2];
int pnum = buf[1];
short objnum = INTEL_SHORT( *(short *)(buf+3) );
int type = buf[5];
FuelCenter *robotcen;
vms_vector cur_object_loc, direction;
object *obj;
if ((pnum < 0) || (objnum < 0) || (fuelcen_num < 0) || (fuelcen_num >= Num_fuelcenters) || (pnum >= N_players))
{
Int3(); // Bogus data
return;
}
robotcen = &Station[fuelcen_num];
mprintf((1, "NETWORK: Creating morph robot from matcen %d.\n", fuelcen_num)); // DEBUG
// Play effect and sound
compute_segment_center(&cur_object_loc, &Segments[robotcen->segnum]);
obj = object_create_explosion(robotcen->segnum, &cur_object_loc, i2f(10), VCLIP_MORPHING_ROBOT);
if (obj)
extract_orient_from_segment(&obj->orient, &Segments[robotcen->segnum]);
if (Vclip[VCLIP_MORPHING_ROBOT].sound_num > -1)
digi_link_sound_to_pos( Vclip[VCLIP_MORPHING_ROBOT].sound_num, robotcen->segnum, 0, &cur_object_loc, 0, F1_0 );
// Set robot center flags, in case we become the master for the next one
robotcen->Flag = 0;
robotcen->Capacity -= EnergyToCreateOneRobot;
robotcen->Timer = 0;
obj = create_morph_robot(&Segments[robotcen->segnum], &cur_object_loc, type);
if (obj == NULL)
return; // Cannot create object!
obj->matcen_creator = (robotcen-Station) | 0x80;
// extract_orient_from_segment(&obj->orient, &Segments[robotcen->segnum]);
vm_vec_sub( &direction, &ConsoleObject->pos, &obj->pos );
vm_vector_2_matrix( &obj->orient, &direction, &obj->orient.uvec, NULL);
morph_start( obj );
mprintf((1, "matcen created robot %d (remote %d)\n", obj-Objects, objnum));
map_objnum_local_to_remote(obj-Objects, objnum, pnum);
Assert(obj->ctype.ai_info.REMOTE_OWNER == -1);
}
void
multi_do_boss_actions(char *buf)
{
// Code to handle remote-controlled boss actions
object *boss_obj;
int boss_objnum;
int pnum;
int action, secondary;
int loc = 1;
short remote_objnum, segnum;
pnum = buf[loc]; loc += 1;
boss_objnum = INTEL_SHORT( *(short *)(buf+loc) ); loc += 2;
action = buf[loc]; loc += 1;
secondary = buf[loc]; loc += 1;
remote_objnum = INTEL_SHORT( *(short *)(buf+loc) ); loc += 2;
segnum = INTEL_SHORT( *(short *)(buf+loc) ); loc += 2;
if ((boss_objnum < 0) || (boss_objnum > Highest_object_index))
{
Int3(); // See Rob
return;
}
boss_obj = &Objects[boss_objnum];
if ((boss_obj->type != OBJ_ROBOT) || !(Robot_info[boss_obj->id].boss_flag))
{
Int3(); // Got boss actions for a robot who's not a boss?
return;
}
mprintf((0, "REMOTE: performing boss action %d.\n", action));
switch(action)
{
case 1: // Teleport
{
int teleport_segnum;
vms_vector boss_dir;
if ((secondary < 0) || (secondary > Num_boss_teleport_segs))
{
Int3(); // Bad segnum for boss teleport, ROB!!
return;
}
teleport_segnum = Boss_teleport_segs[secondary];
mprintf((0, "Boss is teleporting, remove from other's list.\n"));
if ((teleport_segnum < 0) || (teleport_segnum > Highest_segment_index))
{
Int3(); // See Rob
return;
}
compute_segment_center(&boss_obj->pos, &Segments[teleport_segnum]);
obj_relink(boss_obj-Objects, teleport_segnum);
Last_teleport_time = GameTime;
vm_vec_sub(&boss_dir, &Objects[Players[pnum].objnum].pos, &boss_obj->pos);
vm_vector_2_matrix(&boss_obj->orient, &boss_dir, NULL, NULL);
digi_link_sound_to_pos( Vclip[VCLIP_MORPHING_ROBOT].sound_num, teleport_segnum, 0, &boss_obj->pos, 0 , F1_0);
digi_kill_sound_linked_to_object( boss_obj-Objects);
digi_link_sound_to_object2( SOUND_BOSS_SHARE_SEE, boss_obj-Objects, 1, F1_0, F1_0*512 ); // F1_0*512 means play twice as loud
Ai_local_info[boss_obj-Objects].next_fire = 0;
if (boss_obj->ctype.ai_info.REMOTE_OWNER == Player_num)
{
mprintf((1, "WARNING: Accepted teleport message for boss when I controlled him!\n"));
multi_delete_controlled_robot(boss_objnum);
// robot_controlled[boss_obj->ctype.ai_info.REMOTE_SLOT_NUM] = -1;
}
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!
}
break;
case 2: // Cloak
Boss_hit_time = -F1_0*10;
Boss_cloak_start_time = GameTime;
Boss_cloak_end_time = GameTime + Boss_cloak_duration;
boss_obj->ctype.ai_info.CLOAKED = 1;
break;
case 3: // Gate in robots!
{
// Do some validity checking
if ( (remote_objnum >= MAX_OBJECTS) || (remote_objnum < 0) || (segnum < 0) || (segnum > Highest_segment_index) )
{
Int3(); // See Rob, bad data in boss gate action message
return;
}
// Gate one in!
if (gate_in_robot(secondary, segnum))
map_objnum_local_to_remote(Net_create_objnums[0], remote_objnum, pnum);
mprintf((0, "REMOTE: Boss gating in robot id %d, objnum %d (%d).\n", secondary, Net_create_objnums[0], remote_objnum));
}
break;
case 4: // Start effect
restart_effect(BOSS_ECLIP_NUM);
break;
case 5: // Stop effect
stop_effect(BOSS_ECLIP_NUM);
break;
default:
Int3(); // Illegal type to boss actions
}
}
void
multi_do_create_robot_powerups(char *buf)
{
// Code to drop remote-controlled robot powerups
int loc = 1;
object del_obj;
int pnum, egg_objnum, i;
pnum = buf[loc]; loc += 1;
del_obj.contains_count = buf[loc]; loc += 1;
del_obj.contains_type = buf[loc]; loc += 1;
del_obj.contains_id = buf[loc]; loc += 1;
del_obj.segnum = INTEL_SHORT( *(short *)(buf+loc) ); loc += 2;
del_obj.pos = *(vms_vector *)(buf+loc); loc += 12;
vm_vec_zero(&del_obj.mtype.phys_info.velocity);
del_obj.pos.x = (fix)INTEL_INT((int)del_obj.pos.x);
del_obj.pos.y = (fix)INTEL_INT((int)del_obj.pos.y);
del_obj.pos.z = (fix)INTEL_INT((int)del_obj.pos.z);
Assert((pnum >= 0) && (pnum < N_players));
Assert (pnum!=Player_num); // What? How'd we send ourselves this?
Net_create_loc = 0;
d_srand(1245L);
egg_objnum = object_create_egg(&del_obj);
if (egg_objnum == -1)
return; // Object buffer full
// Assert(egg_objnum > -1);
Assert((Net_create_loc > 0) && (Net_create_loc <= MAX_ROBOT_POWERUPS));
for (i = 0; i < Net_create_loc; i++)
{
short s;
s = INTEL_SHORT( *(short *)(buf+loc) );
if ( s != -1)
map_objnum_local_to_remote((short)Net_create_objnums[i], s, pnum);
else
Objects[Net_create_objnums[i]].flags |= OF_SHOULD_BE_DEAD; // Delete objects other guy didn't create one of
loc += 2;
}
}
void
multi_drop_robot_powerups(int objnum)
{
// Code to handle dropped robot powerups in network mode ONLY!
object *del_obj;
int egg_objnum = -1;
robot_info *robptr;
if ((objnum < 0) || (objnum > Highest_object_index))
{
Int3(); // See rob
return;
}
del_obj = &Objects[objnum];
if (del_obj->type != OBJ_ROBOT)
{
Int3(); // dropping powerups for non-robot, Rob's fault
return;
}
robptr = &Robot_info[del_obj->id];
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);
if (!multi_powerup_is_allowed(del_obj->contains_id))
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)
egg_objnum = object_create_egg(del_obj);
}
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(timer_get_approx_seconds());
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);
if (!multi_powerup_is_allowed(del_obj->contains_id))
del_obj->contains_id=POW_SHIELD_BOOST;
}
d_srand(1245L);
if (del_obj->contains_count > 0)
egg_objnum = object_create_egg(del_obj);
}
}
if (egg_objnum >= 0) {
// Transmit the object creation to the other players
mprintf((0, "Dropped %d powerups for robot %d.\n", Net_create_loc, del_obj-Objects));
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.
void multi_robot_request_change(object *robot, int player_num)
{
int slot, remote_objnum;
byte dummy;
if (!(Game_mode & GM_MULTI_ROBOTS))
return;
// if (robot->ctype.ai_info.REMOTE_OWNER == Player_num)
// return;
slot = robot->ctype.ai_info.REMOTE_SLOT_NUM;
if ((slot < 0) || (slot >= MAX_ROBOTS_CONTROLLED)) {
Int3();
return;
}
remote_objnum = objnum_local_to_remote(robot-Objects, &dummy);
if (remote_objnum < 0)
return;
mprintf((0, "request_change(): my pri %d, player %d's pri %d.\n", MULTI_ROBOT_PRIORITY(remote_objnum, Player_num),
player_num, MULTI_ROBOT_PRIORITY(remote_objnum, player_num)));
if ( (robot_agitation[slot] < 70) || (MULTI_ROBOT_PRIORITY(remote_objnum, player_num) > MULTI_ROBOT_PRIORITY(remote_objnum, Player_num)) || (d_rand() > 0x4400))
{
mprintf((0, "Robot %d (%d) released because it got hit by Player %d.\n", robot-Objects, remote_objnum, player_num));
if (robot_send_pending[slot])
multi_send_robot_position(robot_controlled[slot], -1);
multi_send_release_robot(robot_controlled[slot]);
robot->ctype.ai_info.REMOTE_SLOT_NUM = 5; // Hands-off period
}
}
#endif // NETWORK