1208 lines
33 KiB
C++
1208 lines
33 KiB
C++
/*
|
|
* 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.
|
|
|
|
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"
|
|
|
|
#include <string.h>
|
|
#include <stdlib.h>
|
|
|
|
#include "vecmat.h"
|
|
#include "object.h"
|
|
#include "multibot.h"
|
|
#include "game.h"
|
|
#include "multi.h"
|
|
#include "laser.h"
|
|
#include "dxxerror.h"
|
|
#include "timer.h"
|
|
#include "text.h"
|
|
#include "ai.h"
|
|
#include "fireball.h"
|
|
#include "aistruct.h"
|
|
#include "gameseg.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 "byteutil.h"
|
|
#include "escort.h"
|
|
|
|
#include "compiler-range_for.h"
|
|
#include "highest_valid.h"
|
|
|
|
static int multi_add_controlled_robot(const vobjptridx_t objnum, int agitation);
|
|
static void multi_send_robot_position_sub(const vobjptridx_t objnum, int now);
|
|
static void multi_send_release_robot(const vobjptridx_t objnum);
|
|
static void multi_delete_controlled_robot(const vobjptridx_t objnum);
|
|
|
|
//
|
|
// 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
|
|
|
|
static inline int multi_powerup_is_allowed(int id)
|
|
{
|
|
(void)id;
|
|
return 1;
|
|
}
|
|
#define MAX_TO_DELETE 67
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
#define MIN_CONTROL_TIME F1_0*1
|
|
#define ROBOT_TIMEOUT F1_0*2
|
|
#endif
|
|
|
|
#define MIN_TO_ADD 60
|
|
|
|
objnum_t robot_controlled[MAX_ROBOTS_CONTROLLED];
|
|
int robot_agitation[MAX_ROBOTS_CONTROLLED];
|
|
fix64 robot_controlled_time[MAX_ROBOTS_CONTROLLED];
|
|
fix64 robot_last_send_time[MAX_ROBOTS_CONTROLLED];
|
|
fix64 robot_last_message_time[MAX_ROBOTS_CONTROLLED];
|
|
int robot_send_pending[MAX_ROBOTS_CONTROLLED];
|
|
int robot_fired[MAX_ROBOTS_CONTROLLED];
|
|
ubyte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
|
|
|
|
#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 vobjptridx_t 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->type != OBJ_ROBOT)
|
|
{
|
|
Int3();
|
|
rval = 0;
|
|
}
|
|
#endif
|
|
|
|
else if ((Robot_info[get_robot_id(objnum)].boss_flag) && (Boss_dying == 1))
|
|
return 0;
|
|
|
|
else if (objnum->ctype.ai_info.REMOTE_OWNER == Player_num) // Already my robot!
|
|
{
|
|
int slot_num = objnum->ctype.ai_info.REMOTE_SLOT_NUM;
|
|
|
|
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;
|
|
rval = 1;
|
|
}
|
|
}
|
|
|
|
else if ((objnum->ctype.ai_info.REMOTE_OWNER != -1) || (agitation < MIN_TO_ADD))
|
|
{
|
|
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(void)
|
|
{
|
|
static fix64 lastcheck = 0;
|
|
int i;
|
|
|
|
if (GameTime64 > lastcheck + F1_0 || lastcheck > GameTime64)
|
|
{
|
|
lastcheck = GameTime64;
|
|
for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
|
|
{
|
|
if (robot_controlled[i] != object_none && robot_last_send_time[i] + ROBOT_TIMEOUT < GameTime64)
|
|
{
|
|
if (Objects[robot_controlled[i]].ctype.ai_info.REMOTE_OWNER != Player_num)
|
|
{
|
|
robot_controlled[i] = object_none;
|
|
Int3(); // Non-terminal but Rob is interesting, step over please...
|
|
return;
|
|
}
|
|
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)
|
|
if (Game_mode & GM_MULTI_ROBOTS) {
|
|
|
|
if (playernum == Player_num)
|
|
{
|
|
range_for (auto r, robot_controlled)
|
|
if (r != object_none)
|
|
multi_delete_controlled_robot(r);
|
|
}
|
|
|
|
range_for (auto i, highest_valid(Objects, 1))
|
|
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!!
|
|
|
|
}
|
|
|
|
int multi_add_controlled_robot(const vobjptridx_t 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 defined(DXX_BUILD_DESCENT_II)
|
|
if (Robot_info[get_robot_id(objnum)].boss_flag) // this is a boss, so make sure he gets a slot
|
|
agitation=(agitation*3)+Player_num;
|
|
#endif
|
|
if (objnum->ctype.ai_info.REMOTE_SLOT_NUM > 0)
|
|
{
|
|
objnum->ctype.ai_info.REMOTE_SLOT_NUM -= 1;
|
|
return 0;
|
|
}
|
|
|
|
for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
|
|
{
|
|
if (robot_controlled[i] == object_none || Objects[robot_controlled[i]].type != OBJ_ROBOT) {
|
|
first_free_robot = i;
|
|
break;
|
|
}
|
|
|
|
if (robot_last_message_time[i] + ROBOT_TIMEOUT < GameTime64) {
|
|
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_agitation[i] < lowest_agitation && robot_controlled_time[i] + MIN_CONTROL_TIME < GameTime64)
|
|
{
|
|
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
|
|
{
|
|
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]);
|
|
|
|
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;
|
|
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;
|
|
return(1);
|
|
}
|
|
|
|
void multi_delete_controlled_robot(const vobjptridx_t objnum)
|
|
{
|
|
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;
|
|
|
|
if (objnum->ctype.ai_info.REMOTE_SLOT_NUM != i)
|
|
{
|
|
Int3(); // can't release this bot!
|
|
return;
|
|
}
|
|
|
|
objnum->ctype.ai_info.REMOTE_OWNER = -1;
|
|
objnum->ctype.ai_info.REMOTE_SLOT_NUM = 0;
|
|
robot_controlled[i] = object_none;
|
|
robot_send_pending[i] = 0;
|
|
robot_fired[i] = 0;
|
|
}
|
|
|
|
struct multi_claim_robot
|
|
{
|
|
uint8_t pnum;
|
|
int8_t owner;
|
|
int16_t robjnum;
|
|
};
|
|
DEFINE_MULTIPLAYER_SERIAL_MESSAGE(MULTI_ROBOT_CLAIM, multi_claim_robot, b, (b.pnum, b.owner, b.robjnum));
|
|
|
|
void multi_send_claim_robot(const vobjptridx_t objnum)
|
|
{
|
|
if (objnum->type != OBJ_ROBOT)
|
|
throw std::runtime_error("claiming non-robot"); // See rob
|
|
// The AI tells us we should take control of this robot.
|
|
auto r = objnum_local_to_remote(objnum);
|
|
multi_serialize_write(2, multi_claim_robot{static_cast<uint8_t>(Player_num), r.owner, r.objnum});
|
|
}
|
|
|
|
void multi_send_release_robot(const vobjptridx_t objnum)
|
|
{
|
|
short s;
|
|
if (objnum->type != OBJ_ROBOT)
|
|
{
|
|
Int3(); // See rob
|
|
return;
|
|
}
|
|
|
|
multi_delete_controlled_robot(objnum);
|
|
|
|
multibuf[1] = Player_num;
|
|
s = objnum_local_to_remote(objnum, (sbyte *)&multibuf[4]);
|
|
PUT_INTEL_SHORT(multibuf+2, s);
|
|
|
|
multi_send_data<MULTI_ROBOT_RELEASE>(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])
|
|
{
|
|
multi_send_robot_position_sub(robot_controlled[sending], (robot_send_pending[sending]>1)?1:0);
|
|
robot_send_pending[sending] = 0;
|
|
}
|
|
|
|
if (robot_fired[sending])
|
|
{
|
|
robot_fired[sending] = 0;
|
|
multi_send_data<MULTI_ROBOT_FIRE>(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(const vobjptridx_t objnum, int now)
|
|
{
|
|
int loc = 0;
|
|
short s;
|
|
#ifdef WORDS_BIGENDIAN
|
|
shortpos sp;
|
|
#endif
|
|
|
|
loc += 1;
|
|
multibuf[loc] = Player_num; loc += 1;
|
|
s = objnum_local_to_remote(objnum, (sbyte *)&multibuf[loc+2]);
|
|
PUT_INTEL_SHORT(multibuf+loc, s);
|
|
|
|
loc += 3;
|
|
#ifndef WORDS_BIGENDIAN
|
|
create_shortpos((shortpos *)(multibuf+loc), objnum,0); loc += sizeof(shortpos);
|
|
#else
|
|
create_shortpos(&sp, objnum, 1);
|
|
memcpy(&(multibuf[loc]), (ubyte *)(sp.bytemat), 9);
|
|
loc += 9;
|
|
memcpy(&(multibuf[loc]), (ubyte *)&(sp.xo), 14);
|
|
loc += 14;
|
|
#endif
|
|
multi_send_data<MULTI_ROBOT_POSITION>(multibuf, loc, now?1:0);
|
|
}
|
|
|
|
void multi_send_robot_position(const vobjptridx_t 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->type != OBJ_ROBOT)
|
|
{
|
|
Int3(); // See rob
|
|
return;
|
|
}
|
|
|
|
if (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[objnum->ctype.ai_info.REMOTE_SLOT_NUM] = GameTime64;
|
|
robot_send_pending[objnum->ctype.ai_info.REMOTE_SLOT_NUM] = 1+force;
|
|
return;
|
|
}
|
|
|
|
void multi_send_robot_fire(const vobjptridx_t obj, int gun_num, const vms_vector &fire)
|
|
{
|
|
// Send robot fire event
|
|
int loc = 0;
|
|
short s;
|
|
#ifdef WORDS_BIGENDIAN
|
|
vms_vector swapped_vec;
|
|
#endif
|
|
|
|
loc += 1;
|
|
multibuf[loc] = Player_num; loc += 1;
|
|
s = objnum_local_to_remote(obj, (sbyte *)&multibuf[loc+2]);
|
|
PUT_INTEL_SHORT(multibuf+loc, s);
|
|
loc += 3;
|
|
multibuf[loc] = gun_num; loc += 1;
|
|
#ifndef WORDS_BIGENDIAN
|
|
memcpy(multibuf+loc, &fire, sizeof(vms_vector)); 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);
|
|
memcpy(multibuf+loc, &swapped_vec, sizeof(vms_vector)); loc += sizeof(vms_vector);
|
|
#endif
|
|
|
|
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, 0); // Not our robot, send ASAP
|
|
}
|
|
|
|
struct multi_explode_robot
|
|
{
|
|
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 objptridx_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);
|
|
|
|
multi_delete_controlled_robot(objnum);
|
|
}
|
|
|
|
void multi_send_create_robot(int station, objnum_t objnum, int type)
|
|
{
|
|
// Send create robot information
|
|
|
|
int loc = 0;
|
|
|
|
loc += 1;
|
|
multibuf[loc] = Player_num; loc += 1;
|
|
multibuf[loc] = (sbyte)station; loc += 1;
|
|
PUT_INTEL_SHORT(multibuf+loc, objnum); loc += 2;
|
|
multibuf[loc] = type; loc += 1;
|
|
|
|
map_objnum_local_to_local(objnum);
|
|
|
|
multi_send_data<MULTI_CREATE_ROBOT>(multibuf, loc, 2);
|
|
}
|
|
|
|
struct boss_teleport
|
|
{
|
|
objnum_t objnum;
|
|
segnum_t where;
|
|
};
|
|
DEFINE_MULTIPLAYER_SERIAL_MESSAGE(MULTI_BOSS_TELEPORT, boss_teleport, b, (b.objnum, b.where));
|
|
|
|
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)...});
|
|
}
|
|
|
|
void multi_send_boss_teleport(const vobjptridx_t bossobj, segnum_t where)
|
|
{
|
|
// 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 = 5; // Hands-off period!
|
|
#endif
|
|
multi_send_boss_action<boss_teleport>(bossobj, where);
|
|
}
|
|
|
|
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(objnum_t bossobjnum, int robot_type, const vobjptridx_t objrobot)
|
|
{
|
|
multi_send_boss_action<boss_create_robot>(bossobjnum, objrobot, objrobot->segnum, static_cast<uint8_t>(robot_type));
|
|
}
|
|
|
|
#define MAX_ROBOT_POWERUPS 4
|
|
|
|
static void multi_send_create_robot_powerups(const vcobjptr_t del_obj)
|
|
{
|
|
// Send create robot information
|
|
|
|
int loc = 0;
|
|
int i;
|
|
#ifdef WORDS_BIGENDIAN
|
|
vms_vector swapped_vec;
|
|
#endif
|
|
|
|
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;
|
|
PUT_INTEL_SHORT(multibuf+loc, del_obj->segnum); loc += 2;
|
|
#ifndef WORDS_BIGENDIAN
|
|
memcpy(multibuf+loc, &del_obj->pos, sizeof(vms_vector)); 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);
|
|
memcpy(multibuf+loc, &swapped_vec, sizeof(vms_vector)); loc += 12;
|
|
#endif
|
|
|
|
memset(multibuf+loc, -1, MAX_ROBOT_POWERUPS*sizeof(short));
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (del_obj->contains_count!=Net_create_loc)
|
|
Int3(); //Get Jason, a bad thing happened
|
|
#endif
|
|
|
|
if ((Net_create_loc > MAX_ROBOT_POWERUPS) || (Net_create_loc < 1))
|
|
{
|
|
Int3(); // See Rob
|
|
}
|
|
for (i = 0; i < Net_create_loc; i++)
|
|
{
|
|
PUT_INTEL_SHORT(multibuf+loc, Net_create_objnums[i]);
|
|
loc += 2;
|
|
map_objnum_local_to_local(Net_create_objnums[i]);
|
|
}
|
|
|
|
Net_create_loc = 0;
|
|
|
|
multi_send_data<MULTI_CREATE_ROBOT_POWERUPS>(multibuf, 27, 2);
|
|
}
|
|
|
|
void multi_do_claim_robot(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
multi_claim_robot b;
|
|
multi_serialize_read(buf, b);
|
|
auto botnum = objnum_remote_to_local(b.robjnum, b.owner);
|
|
if ((botnum > Highest_object_index) || (botnum < 0)) {
|
|
return;
|
|
}
|
|
|
|
if (Objects[botnum].type != OBJ_ROBOT) {
|
|
return;
|
|
}
|
|
|
|
if (Objects[botnum].ctype.ai_info.REMOTE_OWNER != -1)
|
|
{
|
|
if (MULTI_ROBOT_PRIORITY(b.robjnum, pnum) <= MULTI_ROBOT_PRIORITY(b.robjnum, Objects[botnum].ctype.ai_info.REMOTE_OWNER))
|
|
return;
|
|
}
|
|
|
|
// Perform the requested change
|
|
|
|
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(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
short remote_botnum;
|
|
|
|
remote_botnum = GET_INTEL_SHORT(buf + 2);
|
|
auto botnum = objnum_remote_to_local(remote_botnum, (sbyte)buf[4]);
|
|
|
|
if ((botnum < 0) || (botnum > Highest_object_index)) {
|
|
return;
|
|
}
|
|
|
|
if (Objects[botnum].type != OBJ_ROBOT) {
|
|
return;
|
|
}
|
|
|
|
if (Objects[botnum].ctype.ai_info.REMOTE_OWNER != pnum)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Perform the requested change
|
|
|
|
Objects[botnum].ctype.ai_info.REMOTE_OWNER = -1;
|
|
Objects[botnum].ctype.ai_info.REMOTE_SLOT_NUM = 0;
|
|
}
|
|
|
|
void multi_do_robot_position(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
// Process robot movement sent by another player
|
|
|
|
short remote_botnum;
|
|
int loc = 1;
|
|
#ifdef WORDS_BIGENDIAN
|
|
shortpos sp;
|
|
#endif
|
|
|
|
; loc += 1;
|
|
|
|
remote_botnum = GET_INTEL_SHORT(buf + loc);
|
|
auto botnum = objnum_remote_to_local(remote_botnum, (sbyte)buf[loc+2]); loc += 3;
|
|
|
|
if ((botnum < 0) || (botnum > Highest_object_index)) {
|
|
return;
|
|
}
|
|
|
|
if ((Objects[botnum].type != OBJ_ROBOT) || (Objects[botnum].flags & OF_EXPLODING)) {
|
|
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) {
|
|
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
|
|
{
|
|
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 WORDS_BIGENDIAN
|
|
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
|
|
}
|
|
|
|
static inline vms_vector calc_gun_point(const vcobjptr_t obj,int gun_num)
|
|
{
|
|
vms_vector v;
|
|
return calc_gun_point(v, obj, gun_num), v;
|
|
}
|
|
|
|
void
|
|
multi_do_robot_fire(const ubyte *buf)
|
|
{
|
|
// Send robot fire event
|
|
int loc = 1;
|
|
short remote_botnum;
|
|
int gun_num;
|
|
vms_vector fire;
|
|
robot_info *robptr;
|
|
|
|
loc += 1; // pnum
|
|
remote_botnum = GET_INTEL_SHORT(buf + loc);
|
|
auto botnum = objnum_remote_to_local(remote_botnum, (sbyte)buf[loc+2]); loc += 3;
|
|
gun_num = (sbyte)buf[loc]; loc += 1;
|
|
memcpy(&fire, buf+loc, sizeof(vms_vector));
|
|
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))
|
|
{
|
|
return;
|
|
}
|
|
auto botp = vobjptridx(botnum);
|
|
// Do the firing
|
|
if (gun_num == -1
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
|| gun_num==-2
|
|
#endif
|
|
)
|
|
{
|
|
// Drop proximity bombs
|
|
const auto gun_point = vm_vec_add(botp->pos, fire);
|
|
if (gun_num == -1)
|
|
Laser_create_new_easy( fire, gun_point, botp, PROXIMITY_ID, 1);
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
else
|
|
Laser_create_new_easy( fire, gun_point, botp, SUPERPROX_ID, 1);
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
const auto gun_point = calc_gun_point(botp, gun_num);
|
|
robptr = &Robot_info[get_robot_id(botp)];
|
|
Laser_create_new_easy( fire, gun_point, botp, (enum weapon_type_t) robptr->weapon_type, 1);
|
|
}
|
|
}
|
|
|
|
int multi_explode_robot_sub(const vobjptridx_t robot)
|
|
{
|
|
if (robot->type != OBJ_ROBOT) { // Object is robot?
|
|
return 0;
|
|
}
|
|
|
|
if (robot->flags & OF_EXPLODING) { // Object not already exploding
|
|
return 0;
|
|
}
|
|
|
|
// Data seems valid, explode the sucker
|
|
|
|
if (Network_send_objects && multi_objnum_is_past(robot))
|
|
{
|
|
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))
|
|
{
|
|
object_create_egg(robot);
|
|
}
|
|
else if (robot->ctype.ai_info.REMOTE_OWNER == Player_num)
|
|
{
|
|
multi_drop_robot_powerups(robot);
|
|
multi_delete_controlled_robot(robot);
|
|
}
|
|
else if (robot->ctype.ai_info.REMOTE_OWNER == -1 && multi_i_am_master())
|
|
{
|
|
multi_drop_robot_powerups(robot);
|
|
}
|
|
if (robot_is_thief(&Robot_info[get_robot_id(robot)]))
|
|
drop_stolen_items(robot);
|
|
|
|
if (Robot_info[get_robot_id(robot)].boss_flag) {
|
|
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) {
|
|
start_robot_death_sequence(robot);
|
|
}
|
|
#endif
|
|
else
|
|
{
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (robot->id == SPECIAL_REACTOR_ROBOT)
|
|
special_reactor_stuff();
|
|
if (Robot_info[get_robot_id(robot)].kamikaze)
|
|
explode_object(robot,1); // Kamikaze, explode right away, IN YOUR FACE!
|
|
else
|
|
#endif
|
|
explode_object(robot,STANDARD_EXPL_DELAY);
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
void
|
|
multi_do_robot_explode(const ubyte *buf)
|
|
{
|
|
multi_explode_robot b;
|
|
multi_serialize_read(buf, b);
|
|
auto killer = objnum_remote_to_local(b.robj_killer, b.owner_killer);
|
|
auto botnum = objnum_remote_to_local(b.robj_killed, b.owner_killed);
|
|
// Explode robot controlled by other player
|
|
int rval;
|
|
if ((botnum < 0) || (botnum > Highest_object_index)) {
|
|
return;
|
|
}
|
|
|
|
rval = multi_explode_robot_sub(botnum);
|
|
|
|
if (rval && (killer == Players[Player_num].objnum))
|
|
add_points_to_score(Robot_info[get_robot_id(&Objects[botnum])].score_value);
|
|
}
|
|
|
|
void multi_do_create_robot(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
uint_fast32_t fuelcen_num = buf[2];
|
|
int type = buf[5];
|
|
|
|
FuelCenter *robotcen;
|
|
|
|
objnum_t objnum;
|
|
objnum = GET_INTEL_SHORT(buf + 3);
|
|
|
|
if ((objnum < 0) || (fuelcen_num >= Num_fuelcenters) || (pnum >= N_players))
|
|
{
|
|
Int3(); // Bogus data
|
|
return;
|
|
}
|
|
|
|
robotcen = &Station[fuelcen_num];
|
|
|
|
// Play effect and sound
|
|
|
|
const auto cur_object_loc = compute_segment_center(&Segments[robotcen->segnum]);
|
|
objptridx_t 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 == object_none)
|
|
return; // Cannot create object!
|
|
|
|
obj->matcen_creator = (robotcen-Station) | 0x80;
|
|
// extract_orient_from_segment(&obj->orient, &Segments[robotcen->segnum]);
|
|
const auto direction = vm_vec_sub(ConsoleObject->pos, obj->pos );
|
|
vm_vector_2_matrix( obj->orient, direction, &obj->orient.uvec, nullptr);
|
|
morph_start( obj );
|
|
|
|
map_objnum_local_to_remote(obj, objnum, pnum);
|
|
|
|
Assert(obj->ctype.ai_info.REMOTE_OWNER == -1);
|
|
}
|
|
|
|
void multi_do_boss_teleport(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
boss_teleport b;
|
|
multi_serialize_read(buf, b);
|
|
if ((b.objnum < 0) || (b.objnum > Highest_object_index))
|
|
{
|
|
Int3(); // See Rob
|
|
return;
|
|
}
|
|
const vobjptridx_t boss_obj = vobjptridx(b.objnum);
|
|
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;
|
|
}
|
|
auto teleport_segnum = b.where;
|
|
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, teleport_segnum);
|
|
Last_teleport_time = GameTime64;
|
|
|
|
const auto boss_dir = vm_vec_sub(Objects[Players[pnum].objnum].pos, boss_obj->pos);
|
|
vm_vector_2_matrix(boss_obj->orient, boss_dir, nullptr, nullptr);
|
|
|
|
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);
|
|
digi_link_sound_to_object2( SOUND_BOSS_SHARE_SEE, boss_obj, 1, F1_0, F1_0*512 ); // F1_0*512 means play twice as loud
|
|
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);
|
|
}
|
|
|
|
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!
|
|
}
|
|
|
|
void multi_do_boss_cloak(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
boss_cloak b;
|
|
multi_serialize_read(buf, b);
|
|
if ((b.objnum < 0) || (b.objnum > Highest_object_index))
|
|
{
|
|
Int3(); // See Rob
|
|
return;
|
|
}
|
|
const vobjptridx_t boss_obj = vobjptridx(b.objnum);
|
|
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;
|
|
}
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
Boss_hit_this_frame = 0;
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
Boss_hit_time = -F1_0*10;
|
|
#endif
|
|
Boss_cloak_start_time = GameTime64;
|
|
Boss_cloak_end_time = GameTime64 + Boss_cloak_duration;
|
|
boss_obj->ctype.ai_info.CLOAKED = 1;
|
|
}
|
|
|
|
void multi_do_boss_start_gate(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
boss_start_gate b;
|
|
multi_serialize_read(buf, b);
|
|
if ((b.objnum < 0) || (b.objnum > Highest_object_index))
|
|
{
|
|
Int3(); // See Rob
|
|
return;
|
|
}
|
|
const vobjptridx_t boss_obj = vobjptridx(b.objnum);
|
|
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);
|
|
}
|
|
|
|
void multi_do_boss_stop_gate(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
boss_start_gate b;
|
|
multi_serialize_read(buf, b);
|
|
if ((b.objnum < 0) || (b.objnum > Highest_object_index))
|
|
{
|
|
Int3(); // See Rob
|
|
return;
|
|
}
|
|
const vobjptridx_t boss_obj = vobjptridx(b.objnum);
|
|
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);
|
|
}
|
|
|
|
void multi_do_boss_create_robot(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
boss_create_robot b;
|
|
multi_serialize_read(buf, b);
|
|
if ((b.objnum < 0) || (b.objnum > Highest_object_index))
|
|
{
|
|
Int3(); // See Rob
|
|
return;
|
|
}
|
|
const vobjptridx_t boss_obj = vobjptridx(b.objnum);
|
|
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
|
|
if ( (b.objrobot >= MAX_OBJECTS) || (b.objrobot < 0) || (b.where < 0) || (b.where > Highest_segment_index) )
|
|
{
|
|
Int3(); // See Rob, bad data in boss gate action message
|
|
return;
|
|
}
|
|
// Gate one in!
|
|
if (gate_in_robot(b.robot_type, b.where) != object_none)
|
|
map_objnum_local_to_remote(Net_create_objnums[0], b.objrobot, pnum);
|
|
}
|
|
|
|
void multi_do_create_robot_powerups(const playernum_t pnum, const ubyte *buf)
|
|
{
|
|
// Code to drop remote-controlled robot powerups
|
|
|
|
int loc = 1;
|
|
object del_obj{};
|
|
int i;
|
|
|
|
del_obj.type = OBJ_ROBOT;
|
|
|
|
; 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 = GET_INTEL_SHORT(buf + loc); loc += 2;
|
|
memcpy(&del_obj.pos, buf+loc, sizeof(vms_vector)); 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 < N_players);
|
|
Assert (pnum!=Player_num); // What? How'd we send ourselves this?
|
|
|
|
Net_create_loc = 0;
|
|
d_srand(1245L);
|
|
|
|
auto egg_objnum = object_create_egg(&del_obj);
|
|
|
|
if (egg_objnum == object_none)
|
|
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 = GET_INTEL_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(const vobjptridx_t del_obj)
|
|
{
|
|
// Code to handle dropped robot powerups in network mode ONLY!
|
|
|
|
objnum_t egg_objnum = object_none;
|
|
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)];
|
|
|
|
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((fix)timer_query());
|
|
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 != object_none) {
|
|
// 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.
|
|
void multi_robot_request_change(const vobjptridx_t robot, int player_num)
|
|
{
|
|
int slot, remote_objnum;
|
|
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
|
|
|
|
slot = robot->ctype.ai_info.REMOTE_SLOT_NUM;
|
|
|
|
if ((slot < 0) || (slot >= MAX_ROBOTS_CONTROLLED)) {
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
remote_objnum = objnum_local_to_remote(robot, &dummy);
|
|
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(robot_controlled[slot], -1);
|
|
multi_send_release_robot(robot_controlled[slot]);
|
|
robot->ctype.ai_info.REMOTE_SLOT_NUM = 5; // Hands-off period
|
|
}
|
|
}
|