dxx-rebirth/similar/main/multibot.cpp

1375 lines
42 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 <type_traits>
#include "multiinternal.h"
#include <string.h>
#include <stdlib.h>
#include <stdexcept>
#include "vecmat.h"
#include "object.h"
#include "multibot.h"
#include "game.h"
#include "laser.h"
#include "dxxerror.h"
#include "timer.h"
#include "player.h"
#include "ai.h"
#include "fireball.h"
#include "aistruct.h"
#include "gameseg.h"
#include "robot.h"
#include "powerup.h"
#include "gauges.h"
#include "fuelcen.h"
#include "morph.h"
#include "digi.h"
#include "sounds.h"
#include "effects.h"
#include "automap.h"
#include "physics.h"
#include "byteutil.h"
#include "escort.h"
#include "compiler-range_for.h"
#include "d_levelstate.h"
#include "partial_range.h"
namespace dcx {
namespace {
std::array<multi_send_robot_position_priority, MAX_ROBOTS_CONTROLLED> robot_send_pending;
std::array<multi_command<MULTI_ROBOT_FIRE>, MAX_ROBOTS_CONTROLLED> robot_fire_buf;
}
std::array<objnum_t, MAX_ROBOTS_CONTROLLED> robot_controlled;
std::array<int, MAX_ROBOTS_CONTROLLED> robot_agitation;
std::bitset<MAX_ROBOTS_CONTROLLED> robot_fired;
}
namespace dsx {
namespace {
static int multi_add_controlled_robot(vmobjptridx_t objnum, int agitation);
void multi_drop_robot_powerups(object &objnum);
static void multi_send_robot_position_sub(const vmobjptridx_t objnum, multiplayer_data_priority now);
static void multi_send_release_robot(vmobjptridx_t objnum);
static void multi_delete_controlled_robot(const vmobjptridx_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
#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
std::array<fix64, MAX_ROBOTS_CONTROLLED> robot_controlled_time,
robot_last_send_time,
robot_last_message_time;
#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)
{
auto &BossUniqueState = LevelUniqueObjectState.BossState;
// Determine whether or not I am allowed to move this robot.
// Claim robot if necessary.
if (Player_dead_state == player_dead_state::exploded)
return 0;
auto &objrobot = *objnum;
if (objrobot.type != OBJ_ROBOT)
{
#ifndef NDEBUG
Int3();
#endif
return 0;
}
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
if (Robot_info[get_robot_id(objrobot)].boss_flag && BossUniqueState.Boss_dying)
return 0;
else if (objrobot.ctype.ai_info.REMOTE_OWNER == Player_num) // Already my robot!
{
const auto slot_num = objrobot.ctype.ai_info.REMOTE_SLOT_NUM;
if ((slot_num < 0) || (slot_num >= MAX_ROBOTS_CONTROLLED))
{
return 0;
}
if (robot_fired[slot_num]) {
return 0;
}
else {
robot_agitation[slot_num] = agitation;
robot_last_message_time[slot_num] = GameTime64;
return 1;
}
}
else if (objrobot.ctype.ai_info.REMOTE_OWNER != -1 || agitation < MIN_TO_ADD)
{
if (agitation == ROBOT_FIRE_AGITATION) // Special case for firing at non-player
{
return 1; // Try to fire at player even tho we're not in control!
}
else
return 0;
}
else
return multi_add_controlled_robot(objnum, agitation);
}
void multi_check_robot_timeout()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
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)
{
const auto &&robot_objp = vmobjptridx(robot_controlled[i]);
if (robot_objp->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_priority::_0)
multi_send_robot_position(robot_objp, multi_send_robot_position_priority::_2);
multi_send_release_robot(robot_objp);
// multi_delete_controlled_robot(robot_controlled[i]);
// robot_controlled[i] = -1;
}
}
}
}
void multi_strip_robots(const int playernum)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
auto &vmobjptridx = Objects.vmptridx;
// 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 (const auto r, robot_controlled)
if (r != object_none)
multi_delete_controlled_robot(vmobjptridx(r));
}
/* 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
{
auto &obj = *objp;
if (obj.type == OBJ_ROBOT && obj.ctype.ai_info.REMOTE_OWNER == playernum)
{
assert(obj.control_source == object::control_type::ai || obj.control_source == object::control_type::None || obj.control_source == object::control_type::morph);
obj.ctype.ai_info.REMOTE_OWNER = -1;
if (playernum == Player_num)
obj.ctype.ai_info.REMOTE_SLOT_NUM = HANDS_OFF_PERIOD;
else
obj.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!!
}
namespace dsx {
namespace {
int multi_add_controlled_robot(const vmobjptridx_t objnum, int agitation)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vcobjptr = Objects.vcptr;
auto &vmobjptridx = Objects.vmptridx;
int i;
int lowest_agitation = INT32_MAX; // 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.
auto &objrobot = *objnum;
#if defined(DXX_BUILD_DESCENT_II)
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
if (Robot_info[get_robot_id(objrobot)].boss_flag) // this is a boss, so make sure he gets a slot
agitation=(agitation*3)+Player_num;
#endif
if (objrobot.ctype.ai_info.REMOTE_SLOT_NUM > 0)
{
objrobot.ctype.ai_info.REMOTE_SLOT_NUM -= 1;
return 0;
}
for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
{
if (robot_controlled[i] == object_none || vcobjptr(robot_controlled[i])->type != OBJ_ROBOT) {
first_free_robot = i;
break;
}
if (robot_last_message_time[i] + ROBOT_TIMEOUT < GameTime64) {
const auto &&robot_objp = vmobjptridx(robot_controlled[i]);
if (robot_send_pending[i] != multi_send_robot_position_priority::_0)
multi_send_robot_position(robot_objp, multi_send_robot_position_priority::_2);
multi_send_release_robot(robot_objp);
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
{
const auto &&robot_objp = vmobjptridx(robot_controlled[lowest_agitated_bot]);
if (robot_send_pending[lowest_agitated_bot] != multi_send_robot_position_priority::_0)
multi_send_robot_position(robot_objp, multi_send_robot_position_priority::_2);
multi_send_release_robot(robot_objp);
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;
objrobot.ctype.ai_info.REMOTE_OWNER = Player_num;
objrobot.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 vmobjptridx_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;
auto &objrobot = *objnum;
if (objrobot.ctype.ai_info.REMOTE_SLOT_NUM != i)
{
Int3(); // can't release this bot!
return;
}
objrobot.ctype.ai_info.REMOTE_OWNER = -1;
objrobot.ctype.ai_info.REMOTE_SLOT_NUM = 0;
robot_controlled[i] = object_none;
robot_send_pending[i] = multi_send_robot_position_priority::_0;
robot_fired[i] = 0;
}
}
}
struct multi_claim_robot
{
uint8_t pnum;
int8_t owner;
uint16_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 vmobjptridx_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(multiplayer_data_priority::_2, multi_claim_robot{static_cast<uint8_t>(Player_num), r.owner, r.objnum});
}
namespace dsx {
namespace {
void multi_send_release_robot(const vmobjptridx_t objnum)
{
multi_command<MULTI_ROBOT_RELEASE> multibuf;
if (objnum->type != OBJ_ROBOT)
{
Int3(); // See rob
return;
}
multi_delete_controlled_robot(objnum);
multibuf[1] = Player_num;
const auto &&[obj_owner, remote_objnum] = objnum_local_to_remote(objnum);
multibuf[4] = obj_owner;
PUT_INTEL_SHORT(&multibuf[2], remote_objnum);
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
}
}
void multi_send_robot_frame()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
static int last_sent = 0;
int i;
const unsigned sent = 0;
for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
{
int sending = (last_sent+1+i)%MAX_ROBOTS_CONTROLLED;
if (robot_controlled[sending] != object_none && (underlying_value(robot_send_pending[sending]) > sent || robot_fired[sending] > sent))
{
if (auto &pending = robot_send_pending[sending]; pending != multi_send_robot_position_priority::_0)
{
const auto p = std::exchange(pending, multi_send_robot_position_priority::_0);
multi_send_robot_position_sub(vmobjptridx(robot_controlled[sending]), underlying_value(p) > 1 ? multiplayer_data_priority::_1 : multiplayer_data_priority::_0);
}
if (auto &&b = robot_fired[sending])
{
b = 0;
multi_send_data(robot_fire_buf[sending], multiplayer_data_priority::_1);
}
last_sent = sending;
}
}
Assert((last_sent >= 0) && (last_sent <= MAX_ROBOTS_CONTROLLED));
}
namespace dsx {
#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 dispatch_table::do_protocol_frame()).
*/
void multi_send_thief_frame()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
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, multiplayer_data_priority::_1);
return;
}
}
}
}
#endif
namespace {
void multi_send_robot_position_sub(const vmobjptridx_t objnum, const multiplayer_data_priority priority)
{
multi_command<MULTI_ROBOT_POSITION> multibuf;
int loc = 0;
loc += 1;
multibuf[loc] = Player_num; loc += 1;
const auto &&[obj_owner, remote_objnum] = objnum_local_to_remote(objnum);
multibuf[loc+2] = obj_owner;
PUT_INTEL_SHORT(&multibuf[loc], remote_objnum); loc += 3; // 5
quaternionpos qpp{};
create_quaternionpos(qpp, objnum);
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;
multi_put_vector(&multibuf[loc], qpp.pos);
loc += 12;
PUT_INTEL_SEGNUM(&multibuf[loc], qpp.segment); loc += 2;
multi_put_vector(&multibuf[loc], qpp.vel);
loc += 12;
multi_put_vector(&multibuf[loc], qpp.rotvel);
// 46 + 5 = 51
multi_send_data(multibuf, priority);
}
}
}
void multi_send_robot_position(object &obj, const multi_send_robot_position_priority 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 (obj.type != OBJ_ROBOT)
{
Int3(); // See rob
return;
}
if (obj.ctype.ai_info.REMOTE_OWNER != Player_num)
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] = force;
return;
}
void multi_send_robot_fire(const vmobjptridx_t obj, int gun_num, const vms_vector &fire)
{
multi_command<MULTI_ROBOT_FIRE> multibuf;
// Send robot fire event
int loc = 0;
loc += 1;
multibuf[loc] = Player_num; loc += 1;
const auto &&[obj_owner, remote_objnum] = objnum_local_to_remote(obj);
multibuf[loc+2] = obj_owner;
PUT_INTEL_SHORT(&multibuf[loc], remote_objnum);
loc += 3;
multibuf[loc] = gun_num; loc += 1;
multi_put_vector(&multibuf[loc], fire);
loc += sizeof(vms_vector); // 12
// --------------------------
// Total = 18
if (obj->ctype.ai_info.REMOTE_OWNER == Player_num)
{
const auto slot = obj->ctype.ai_info.REMOTE_SLOT_NUM;
if (slot<0 || slot>=MAX_ROBOTS_CONTROLLED)
{
return;
}
if (auto &&b = robot_fired[slot])
{
// Int3(); // ROB!
return;
}
else
{
b = 1;
}
robot_fire_buf[slot] = multibuf;
}
else
multi_send_data(multibuf, multiplayer_data_priority::_1); // 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 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(multiplayer_data_priority::_2, e);
multi_delete_controlled_robot(objnum);
}
void multi_send_create_robot(const station_number station, const objnum_t objnum, const int type)
{
multi_command<MULTI_CREATE_ROBOT> multibuf;
// Send create robot information
int loc = 0;
loc += 1;
multibuf[loc] = Player_num; loc += 1;
static_assert(sizeof(underlying_value(station)) == 1);
multibuf[loc] = underlying_value(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(multibuf, multiplayer_data_priority::_2);
}
namespace {
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));
#if defined(DXX_BUILD_DESCENT_II)
struct update_buddy_state
{
uint8_t Looking_for_marker;
escort_goal_t Escort_special_goal;
int Last_buddy_key;
};
DEFINE_MULTIPLAYER_SERIAL_MESSAGE(MULTI_UPDATE_BUDDY_STATE, update_buddy_state, b, (b.Looking_for_marker, b.Escort_special_goal, b.Last_buddy_key));
#endif
}
namespace {
template <typename T, typename... Args>
static inline void multi_send_boss_action(objnum_t bossobjnum, Args&&... args)
{
multi_serialize_write(multiplayer_data_priority::_2, T{bossobjnum, std::forward<Args>(args)...});
}
}
namespace dsx {
void multi_send_boss_teleport(const vmobjptridx_t bossobj, const vcsegidx_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 = HANDS_OFF_PERIOD; // 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(vmobjidx_t bossobjnum, const vmobjptridx_t objrobot)
{
map_objnum_local_to_local(objrobot);
multi_send_boss_action<boss_create_robot>(bossobjnum, objrobot, objrobot->segnum, get_robot_id(objrobot));
}
#define MAX_ROBOT_POWERUPS 4
namespace dsx {
namespace {
static void multi_send_create_robot_powerups(const object_base &del_obj)
{
multi_command<MULTI_CREATE_ROBOT_POWERUPS> multibuf;
// Send create robot information
int loc = 0;
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_SEGNUM(&multibuf[loc], del_obj.segnum); loc += 2;
multi_put_vector(&multibuf[loc], del_obj.pos);
loc += 12;
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
}
range_for (const auto i, partial_const_range(Net_create_objnums, Net_create_loc))
{
PUT_INTEL_SHORT(&multibuf[loc], i);
loc += 2;
map_objnum_local_to_local(i);
}
Net_create_loc = 0;
multi_send_data(multibuf, multiplayer_data_priority::_2);
}
}
}
void multi_do_claim_robot(const playernum_t pnum, const ubyte *buf)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
multi_claim_robot b;
multi_serialize_read(buf, b);
auto botnum = objnum_remote_to_local(b.robjnum, b.owner);
if (botnum > Highest_object_index)
{
return;
}
const auto &&botp = vmobjptridx(botnum);
if (botp->type != OBJ_ROBOT)
{
return;
}
if (botp->ctype.ai_info.REMOTE_OWNER != -1)
{
if (MULTI_ROBOT_PRIORITY(b.robjnum, pnum) <= MULTI_ROBOT_PRIORITY(b.robjnum, botp->ctype.ai_info.REMOTE_OWNER))
return;
}
// Perform the requested change
if (botp->ctype.ai_info.REMOTE_OWNER == Player_num)
{
multi_delete_controlled_robot(botp);
}
botp->ctype.ai_info.REMOTE_OWNER = pnum;
botp->ctype.ai_info.REMOTE_SLOT_NUM = 0;
}
void multi_do_release_robot(const playernum_t pnum, const ubyte *buf)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
short remote_botnum;
remote_botnum = GET_INTEL_SHORT(buf + 2);
auto botnum = objnum_remote_to_local(remote_botnum, buf[4]);
if (botnum > Highest_object_index)
{
return;
}
const auto &&botp = vmobjptr(botnum);
if (botp->type != OBJ_ROBOT)
{
return;
}
if (botp->ctype.ai_info.REMOTE_OWNER != pnum)
{
return;
}
// Perform the requested change
botp->ctype.ai_info.REMOTE_OWNER = -1;
botp->ctype.ai_info.REMOTE_SLOT_NUM = 0;
}
void multi_do_robot_position(const playernum_t pnum, const ubyte *buf)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
// Process robot movement sent by another player
short remote_botnum;
int loc = 1;
; loc += 1;
remote_botnum = GET_INTEL_SHORT(buf + loc);
auto botnum = objnum_remote_to_local(remote_botnum, buf[loc+2]); loc += 3;
if (botnum > Highest_object_index)
{
return;
}
const auto robot = vmobjptridx(botnum);
if ((robot->type != OBJ_ROBOT) || (robot->flags & OF_EXPLODING)) {
return;
}
if (robot->ctype.ai_info.REMOTE_OWNER != pnum)
{
if (robot->ctype.ai_info.REMOTE_OWNER == -1)
{
// 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
robot->ctype.ai_info.REMOTE_OWNER = pnum;
robot->ctype.ai_info.REMOTE_SLOT_NUM = 0;
}
else
robot->ctype.ai_info.REMOTE_SLOT_NUM++;
}
else
{
return;
}
}
set_thrust_from_velocity(robot); // Try to smooth out movement
// 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 = multi_get_vector(&buf[loc]);
loc += 12;
if (const auto s = segnum_t{GET_INTEL_SHORT(&buf[loc])}; vmsegidx_t::check_nothrow_index(s))
{
qpp.segment = s;
loc += 2;
}
else
return;
qpp.vel = multi_get_vector(&buf[loc]);
loc += 12;
qpp.rotvel = multi_get_vector(&buf[loc]);
extract_quaternionpos(robot, qpp);
}
static inline vms_vector calc_gun_point(const object_base &obj, unsigned gun_num)
{
vms_vector v;
return calc_gun_point(v, obj, gun_num), v;
}
namespace dsx {
void multi_do_robot_fire(const uint8_t *const buf)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
// Send robot fire event
int loc = 1;
short remote_botnum;
int gun_num;
loc += 1; // pnum
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;
const auto fire = multi_get_vector(&buf[loc]);
if (botnum > Highest_object_index)
return;
auto botp = vmobjptridx(botnum);
if (botp->type != OBJ_ROBOT || botp->flags & OF_EXPLODING)
return;
using pt_weapon = std::pair<vms_vector, weapon_id_type>;
const pt_weapon pw =
// Do the firing
(gun_num == -1
#if defined(DXX_BUILD_DESCENT_II)
|| gun_num==-2
#endif
)
? pt_weapon(vm_vec_add(botp->pos, fire),
#if defined(DXX_BUILD_DESCENT_II)
gun_num != -1 ? weapon_id_type::SUPERPROX_ID :
#endif
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(Robot_info, fire, pw.first, botp, pw.second, weapon_sound_flag::audible);
}
int multi_explode_robot_sub(const d_robot_info_array &Robot_info, const vmobjptridx_t robot)
{
auto &BossUniqueState = LevelUniqueObjectState.BossState;
auto &objrobot = *robot;
if (objrobot.type != OBJ_ROBOT) { // Object is robot?
return 0;
}
if (objrobot.flags & OF_EXPLODING) { // Object not already exploding
return 0;
}
// Data seems valid, explode the sucker
if (Network_send_objects && multi::dispatch->objnum_is_past(robot))
{
Network_send_objnum = -1;
}
// Drop non-random KEY powerups locally only!
if (objrobot.contains_count > 0 && objrobot.contains_type == OBJ_POWERUP && (Game_mode & GM_MULTI_COOP) && objrobot.contains_id >= POW_KEY_BLUE && objrobot.contains_id <= POW_KEY_GOLD)
{
object_create_robot_egg(Robot_info, objrobot);
}
else if (objrobot.ctype.ai_info.REMOTE_OWNER == Player_num)
{
multi_drop_robot_powerups(robot);
multi_delete_controlled_robot(robot);
}
else if (objrobot.ctype.ai_info.REMOTE_OWNER == -1 && multi_i_am_master())
{
multi_drop_robot_powerups(robot);
}
const auto robot_id = get_robot_id(objrobot);
#if defined(DXX_BUILD_DESCENT_II)
if (robot_is_thief(Robot_info[robot_id]))
drop_stolen_items_local(LevelUniqueObjectState, LevelSharedSegmentState, LevelUniqueSegmentState, Vclip, vmsegptridx(objrobot.segnum), objrobot.mtype.phys_info.velocity, objrobot.pos, LevelUniqueObjectState.ThiefState.Stolen_items);
#endif
if (Robot_info[robot_id].boss_flag)
{
if (!BossUniqueState.Boss_dying)
start_boss_death_sequence(LevelUniqueObjectState.BossState, Robot_info, robot);
else
return (0);
}
#if defined(DXX_BUILD_DESCENT_II)
else if (Robot_info[robot_id].death_roll) {
start_robot_death_sequence(robot);
}
#endif
else
{
#if defined(DXX_BUILD_DESCENT_II)
if (robot_id == SPECIAL_REACTOR_ROBOT)
special_reactor_stuff();
#endif
// Kamikaze, explode right away, IN YOUR FACE!
explode_object(LevelUniqueObjectState, Robot_info, LevelSharedSegmentState, LevelUniqueSegmentState, robot,
#if defined(DXX_BUILD_DESCENT_II)
Robot_info[robot_id].kamikaze ? 1 :
#endif
STANDARD_EXPL_DELAY);
}
return 1;
}
void multi_do_robot_explode(const d_robot_info_array &Robot_info, const multiplayer_rspan<MULTI_ROBOT_EXPLODE> buf)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
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
if (botnum > Highest_object_index)
{
return;
}
const auto robot = vmobjptridx(botnum);
const auto rval = multi_explode_robot_sub(Robot_info, robot);
if (!rval)
return;
++ Players[0u].num_kills_level;
++ Players[0u].num_kills_total;
if (killer == get_local_player().objnum)
add_points_to_score(ConsoleObject->ctype.player_info, Robot_info[get_robot_id(robot)].score_value, Game_mode);
}
void multi_do_create_robot(const d_robot_info_array &Robot_info, const d_vclip_array &Vclip, const playernum_t pnum, const multiplayer_rspan<MULTI_CREATE_ROBOT> buf)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &LevelUniqueMorphObjectState = LevelUniqueObjectState.MorphObjectState;
auto &Station = LevelUniqueFuelcenterState.Station;
auto &Vertices = LevelSharedVertexState.get_vertices();
const auto untrusted_fuelcen_num = buf[2];
int type = buf[5];
objnum_t objnum;
objnum = GET_INTEL_SHORT(&buf[3]);
if (!LevelUniqueFuelcenterState.Station.valid_index(untrusted_fuelcen_num))
return;
if (untrusted_fuelcen_num >= LevelUniqueFuelcenterState.Num_fuelcenters || pnum >= N_players)
{
Int3(); // Bogus data
return;
}
auto &robotcen = Station[(station_number{untrusted_fuelcen_num})];
// Play effect and sound
// 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 &&robotcen_segp = vmsegptridx(robotcen.segnum);
auto &vcvertptr = Vertices.vcptr;
const auto &&cur_object_loc = compute_segment_center(vcvertptr, robotcen_segp);
if (const auto &&obj = object_create_explosion(robotcen_segp, cur_object_loc, i2f(10), VCLIP_MORPHING_ROBOT))
extract_orient_from_segment(vcvertptr, obj->orient, robotcen_segp);
if (Vclip[VCLIP_MORPHING_ROBOT].sound_num > -1)
digi_link_sound_to_pos(Vclip[VCLIP_MORPHING_ROBOT].sound_num, robotcen_segp, sidenum_t::WLEFT, cur_object_loc, 0, F1_0);
const auto &&obj = create_morph_robot(Robot_info, robotcen_segp, cur_object_loc, type);
if (obj == object_none)
return; // Cannot create object!
obj->matcen_creator = untrusted_fuelcen_num | 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(LevelUniqueMorphObjectState, LevelSharedPolygonModelState, obj);
map_objnum_local_to_remote(obj, objnum, pnum);
Assert(obj->ctype.ai_info.REMOTE_OWNER == -1);
}
#if defined(DXX_BUILD_DESCENT_II)
void multi_send_escort_goal(const d_unique_buddy_state &BuddyState)
{
update_buddy_state b;
b.Looking_for_marker = static_cast<uint8_t>(BuddyState.Looking_for_marker);
b.Escort_special_goal = BuddyState.Escort_special_goal;
b.Last_buddy_key = BuddyState.Last_buddy_key;
multi_serialize_write(multiplayer_data_priority::_2, b);
}
void multi_recv_escort_goal(d_unique_buddy_state &BuddyState, const uint8_t *const buf)
{
update_buddy_state b;
multi_serialize_read(buf, b);
const auto Looking_for_marker = b.Looking_for_marker;
BuddyState.Looking_for_marker = MarkerState.imobjidx.valid_index(Looking_for_marker)
? static_cast<game_marker_index>(Looking_for_marker)
: game_marker_index::None;
BuddyState.Escort_special_goal = b.Escort_special_goal;
BuddyState.Last_buddy_key = b.Last_buddy_key;
BuddyState.Buddy_messages_suppressed = 0;
BuddyState.Last_buddy_message_time = GameTime64 - 2 * F1_0;
BuddyState.Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
}
#endif
void multi_do_boss_teleport(const d_robot_info_array &Robot_info, const d_vclip_array &Vclip, const playernum_t pnum, const ubyte *buf)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &BossUniqueState = LevelUniqueObjectState.BossState;
auto &Objects = LevelUniqueObjectState.Objects;
auto &Vertices = LevelSharedVertexState.get_vertices();
auto &vcobjptr = Objects.vcptr;
auto &vmobjptr = Objects.vmptr;
boss_teleport b;
multi_serialize_read(buf, b);
const auto &&guarded_boss_obj = Objects.vmptridx.check_untrusted(b.objnum);
if (!guarded_boss_obj)
return;
const auto &&boss_obj = *guarded_boss_obj;
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;
}
const auto &&guarded_teleport_segnum = vmsegptridx.check_untrusted(b.where);
if (!guarded_teleport_segnum)
return;
const auto &&teleport_segnum = *guarded_teleport_segnum;
auto &vcvertptr = Vertices.vcptr;
compute_segment_center(vcvertptr, boss_obj->pos, teleport_segnum);
obj_relink(vmobjptr, vmsegptr, boss_obj, teleport_segnum);
BossUniqueState.Last_teleport_time = GameTime64;
const auto boss_dir = vm_vec_sub(vcobjptr(vcplayerptr(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, sidenum_t::WLEFT, boss_obj->pos, 0 , F1_0);
digi_kill_sound_linked_to_object( boss_obj);
boss_link_see_sound(Robot_info, boss_obj);
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 ubyte *buf)
{
auto &BossUniqueState = LevelUniqueObjectState.BossState;
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
boss_cloak b;
multi_serialize_read(buf, b);
const auto &&guarded_boss_obj = vmobjptridx.check_untrusted(b.objnum);
if (!guarded_boss_obj)
return;
const auto &&boss_obj = *guarded_boss_obj;
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;
}
BossUniqueState.Boss_hit_this_frame = 0;
#if defined(DXX_BUILD_DESCENT_II)
BossUniqueState.Boss_hit_time = -F1_0*10;
#endif
BossUniqueState.Boss_cloak_start_time = GameTime64;
boss_obj->ctype.ai_info.CLOAKED = 1;
}
}
void multi_do_boss_start_gate(const ubyte *buf)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
boss_start_gate b;
multi_serialize_read(buf, b);
const auto &&guarded_boss_obj = vmobjptridx.check_untrusted(b.objnum);
if (!guarded_boss_obj)
return;
const object_base &boss_obj = *guarded_boss_obj;
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 ubyte *buf)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
boss_start_gate b;
multi_serialize_read(buf, b);
const auto &&guarded_boss_obj = vmobjptridx.check_untrusted(b.objnum);
if (!guarded_boss_obj)
return;
const object_base &boss_obj = *guarded_boss_obj;
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)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
boss_create_robot b;
multi_serialize_read(buf, b);
const auto &&guarded_boss_obj = vmobjptridx.check_untrusted(b.objnum);
if (!guarded_boss_obj)
return;
const object_base &boss_obj = *guarded_boss_obj;
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)
{
Int3(); // See Rob, bad data in boss gate action message
return;
}
// Gate one in!
const auto &&robot = gate_in_robot(Robot_info, b.robot_type, vmsegptridx(b.where));
if (robot != object_none)
map_objnum_local_to_remote(robot, b.objrobot, pnum);
}
void multi_do_create_robot_powerups(const playernum_t pnum, const ubyte *buf)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
// Code to drop remote-controlled robot powerups
int loc = 1;
; loc += 1;
uint8_t contains_count = buf[loc]; loc += 1;
uint8_t contains_type = buf[loc]; loc += 1;
uint8_t contains_id = buf[loc]; loc += 1;
const auto segnum = segnum_t{GET_INTEL_SHORT(&buf[loc])}; loc += 2;
if (!vmsegidx_t::check_nothrow_index(segnum))
return;
const auto pos = multi_get_vector(&buf[loc]);
loc += 12;
vms_vector velocity{};
Assert(pnum < N_players);
Assert (pnum!=Player_num); // What? How'd we send ourselves this?
Net_create_loc = 0;
d_srand(1245L);
if (!object_create_robot_egg(LevelSharedRobotInfoState.Robot_info, contains_type, contains_id, contains_count, velocity, pos, vmsegptridx(segnum)))
return; // Object buffer full
Assert((Net_create_loc > 0) && (Net_create_loc <= MAX_ROBOT_POWERUPS));
range_for (const auto i, partial_const_range(Net_create_objnums, Net_create_loc))
{
short s;
s = GET_INTEL_SHORT(buf + loc);
if ( s != -1)
map_objnum_local_to_remote(i, s, pnum);
else
vmobjptr(i)->flags |= OF_SHOULD_BE_DEAD; // Delete objects other guy didn't create one of
loc += 2;
}
}
namespace dsx {
namespace {
void multi_drop_robot_powerups(object &del_obj)
{
// Code to handle dropped robot powerups in network mode ONLY!
if (del_obj.type != OBJ_ROBOT)
{
Int3(); // dropping powerups for non-robot, Rob's fault
return;
}
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
auto &robptr = Robot_info[get_robot_id(del_obj)];
Net_create_loc = 0;
bool created = false;
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, Netgame.AllowedItems))
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)
created = object_create_robot_egg(LevelSharedRobotInfoState.Robot_info, 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(static_cast<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, Netgame.AllowedItems))
del_obj.contains_id = POW_SHIELD_BOOST;
}
d_srand(1245L);
if (del_obj.contains_count > 0)
created = object_create_robot_egg(LevelSharedRobotInfoState.Robot_info, del_obj);
}
}
if (created)
// 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 vmobjptridx_t robot, int player_num)
{
if (!(Game_mode & GM_MULTI_ROBOTS))
return;
auto &objrobot = *robot;
#if defined(DXX_BUILD_DESCENT_I)
if (objrobot.ctype.ai_info.REMOTE_OWNER != Player_num)
return;
#endif
const auto slot = objrobot.ctype.ai_info.REMOTE_SLOT_NUM;
if (slot == HANDS_OFF_PERIOD)
{
con_printf(CON_DEBUG, "Suppressing debugger trap for hands off robot %hu with player %i", robot.get_unchecked_index(), player_num);
return;
}
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]);
const auto remote_objnum = objnum_local_to_remote(robot).objnum;
if (remote_objnum >= MAX_OBJECTS)
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_priority::_0)
multi_send_robot_position(rcrobot, multi_send_robot_position_priority::_0);
multi_send_release_robot(rcrobot);
objrobot.ctype.ai_info.REMOTE_SLOT_NUM = HANDS_OFF_PERIOD; // Hands-off period
}
}
}