warzone2100/src/multigifts.c

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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/*
* MultiGift.c
* gifts one player can give to another..
* Also home to Deathmatch hardcoded RULES.
*/
#include "lib/framework/frame.h"
#include "lib/framework/strres.h"
#include "lib/widget/widget.h"
#include "objmem.h"
#include "console.h"
#include "map.h"
#include "research.h"
#include "power.h"
#include "group.h"
#include "anim_id.h"
#include "hci.h"
#include "scriptfuncs.h" // for objectinrange.
#include "lib/gamelib/gtime.h"
#include "effects.h"
#include "lib/sound/audio.h"
#include "lib/sound/audio_id.h" // for samples.
#include "wrappers.h" // for gameover..
#include "lib/script/script.h"
#include "scripttabs.h"
#include "scriptcb.h"
#include "loop.h"
#include "transporter.h"
#include "lib/netplay/netplay.h"
#include "multiplay.h"
#include "multigifts.h"
#include "multiint.h" // for force name.
#include "multimenu.h" // for multimenu
#include "multistat.h"
///////////////////////////////////////////////////////////////////////////////
// prototypes
static void recvGiftDroids (uint8_t from, uint8_t to, uint32_t droidID);
static void sendGiftDroids (uint8_t from, uint8_t to);
static void giftResearch (uint8_t from, uint8_t to, BOOL send);
///////////////////////////////////////////////////////////////////////////////
// gifts..
BOOL recvGift(void)
{
uint8_t type, from, to;
int audioTrack;
uint32_t droidID;
NETbeginDecode(NET_GIFT);
NETuint8_t(&type);
NETuint8_t(&from);
NETuint8_t(&to);
NETuint32_t(&droidID);
NETend();
// Handle the gift depending on what it is
switch (type)
{
case RADAR_GIFT:
audioTrack = ID_SENSOR_DOWNLOAD;
giftRadar(from, to, false);
break;
case DROID_GIFT:
audioTrack = ID_UNITS_TRANSFER;
recvGiftDroids(from, to, droidID);
break;
case RESEARCH_GIFT:
audioTrack = ID_TECHNOLOGY_TRANSFER;
giftResearch(from, to, false);
break;
case POWER_GIFT:
audioTrack = ID_POWER_TRANSMIT;
giftPower(from, to, false);
break;
default:
debug(LOG_ERROR, "recvGift: Unknown Gift recvd");
return false;
break;
}
// If we are on the recieving end play an audio alert
if (to == selectedPlayer)
{
audio_QueueTrack(audioTrack);
}
return true;
}
BOOL sendGift(uint8_t type, uint8_t to)
{
int audioTrack;
switch (type)
{
case RADAR_GIFT:
audioTrack = ID_SENSOR_DOWNLOAD;
giftRadar(selectedPlayer, to, true);
break;
case DROID_GIFT:
audioTrack = ID_UNITS_TRANSFER;
sendGiftDroids(selectedPlayer, to);
break;
case RESEARCH_GIFT:
audioTrack = ID_TECHNOLOGY_TRANSFER;
giftResearch(selectedPlayer, to, true);
break;
case POWER_GIFT:
audioTrack = ID_POWER_TRANSMIT;
giftPower(selectedPlayer, to, true);
break;
default:
debug( LOG_ERROR, "Unknown Gift sent" );
abort();
return false;
break;
}
// Play the appropriate audio track
audio_QueueTrack(audioTrack);
return true;
}
// ////////////////////////////////////////////////////////////////////////////
// give radar information
void giftRadar(uint8_t from, uint8_t to, BOOL send)
{
uint32_t dummy = 0;
hqReward(from, to);
if (send)
{
uint8_t subType = RADAR_GIFT;
NETbeginEncode(NET_GIFT, NET_ALL_PLAYERS);
NETuint8_t(&subType);
NETuint8_t(&from);
NETuint8_t(&to);
NETuint32_t(&dummy);
NETend();
}
// If we are recieving the gift
else if (to == selectedPlayer)
{
CONPRINTF(ConsoleString,(ConsoleString,_("%s Gives You A Visibility Report"),
getPlayerName(from)));
}
}
// recvGiftDroid()
// We received a droid gift from another player.
// NOTICE: the packet is already set-up for decoding via recvGift()
//
// \param from :player that sent us the droid
// \param to :player that should be getting the droid
static void recvGiftDroids(uint8_t from, uint8_t to, uint32_t droidID)
{
DROID *psDroid;
if (IdToDroid(droidID, from, &psDroid))
{
giftSingleDroid(psDroid, to);
if (to == selectedPlayer)
{
CONPRINTF(ConsoleString, (ConsoleString, _("%s Gives you a %s"), getPlayerName(from), psDroid->aName));
}
}
else
{
debug(LOG_ERROR, "recvGiftDroids: Bad droid id %d", (int)droidID);
}
}
// sendGiftDroids()
// We give selected droid(s) as a gift to another player.
//
// \param from :player that sent us the droid
// \param to :player that should be getting the droid
static void sendGiftDroids(uint8_t from, uint8_t to)
{
DROID *next, *psD;
uint8_t giftType = DROID_GIFT;
uint8_t totalToSend;
if (apsDroidLists[from] == NULL)
{
return;
}
/*
* Work out the number of droids to send. As well as making sure they are
* selected we also need to make sure they will NOT put the receiving player
* over their droid limit.
*/
for (totalToSend = 0, psD = apsDroidLists[from];
psD && getNumDroids(to) + totalToSend < getMaxDroids(to) && totalToSend != UINT8_MAX;
psD = psD->psNext)
{
if (psD->selected)
++totalToSend;
}
/*
* We must send one droid at a time, due to the fact that giftSingleDroid()
* does its own net calls.
*/
for (psD = apsDroidLists[from]; psD && totalToSend != 0; psD = next)
{
// Store the next droid in the list as the list may change
next = psD->psNext;
if (psD->droidType == DROID_TRANSPORTER
&& !transporterIsEmpty(psD))
{
CONPRINTF(ConsoleString, (ConsoleString, _("Tried to give away a non-empty %s - but this is not allowed."), psD->aName));
continue;
}
if (psD->selected)
{
NETbeginEncode(NET_GIFT, NET_ALL_PLAYERS);
NETuint8_t(&giftType);
NETuint8_t(&from);
NETuint8_t(&to);
// Add the droid to the packet
NETuint32_t(&psD->id);
NETend();
// Hand over the droid on our sidde
giftSingleDroid(psD, to);
// Decrement the number of droids left to send
--totalToSend;
}
}
}
// ////////////////////////////////////////////////////////////////////////////
// give technologies.
static void giftResearch(uint8_t from, uint8_t to, BOOL send)
{
PLAYER_RESEARCH *pR, *pRto;
int i;
uint32_t dummy = 0;
pR = asPlayerResList[from];
pRto = asPlayerResList[to];
// For each topic
for (i = 0; i < numResearch; i++)
{
// If they have it and we don't research it
if (IsResearchCompleted(&pR[i])
&& !IsResearchCompleted(&pRto[i]))
{
MakeResearchCompleted(&pRto[i]);
researchResult(i, to, false, NULL);
}
}
if (send)
{
uint8_t giftType = RESEARCH_GIFT;
NETbeginEncode(NET_GIFT, NET_ALL_PLAYERS);
NETuint8_t(&giftType);
NETuint8_t(&from);
NETuint8_t(&to);
NETuint32_t(&dummy);
NETend();
}
else if (to == selectedPlayer)
{
CONPRINTF(ConsoleString,(ConsoleString,_("%s Gives You Technology Documents"),getPlayerName(from) ));
}
}
// ////////////////////////////////////////////////////////////////////////////
// give Power
void giftPower(uint8_t from, uint8_t to, BOOL send)
{
UDWORD gifval;
uint32_t dummy = 0;
if (from == ANYPLAYER)
{
gifval = OILDRUM_POWER;
}
else
{
// Give 1/3 of our power away
gifval = getPower(from) / 3;
usePower(from, gifval);
}
addPower(to, gifval);
if (send)
{
uint8_t giftType = POWER_GIFT;
NETbeginEncode(NET_GIFT, NET_ALL_PLAYERS);
NETuint8_t(&giftType);
NETuint8_t(&from);
NETuint8_t(&to);
NETuint32_t(&dummy);
NETend();
}
else if (to == selectedPlayer)
{
CONPRINTF(ConsoleString,(ConsoleString,_("%s Gives You Power"),getPlayerName(from)));
}
}
// ////////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////////
// alliance code......
void requestAlliance(uint8_t from, uint8_t to, BOOL prop, BOOL allowAudio)
{
alliances[from][to] = ALLIANCE_REQUESTED; // We've asked
alliances[to][from] = ALLIANCE_INVITATION; // They've been invited
CBallFrom = from;
CBallTo = to;
eventFireCallbackTrigger((TRIGGER_TYPE) CALL_ALLIANCEOFFER);
if (to == selectedPlayer)
{
CONPRINTF(ConsoleString,(ConsoleString,_("%s Requests An Alliance With You"),getPlayerName(from)));
if (allowAudio)
{
audio_QueueTrack(ID_ALLIANCE_OFF);
}
}
else if (from == selectedPlayer)
{
CONPRINTF(ConsoleString,(ConsoleString,_("You Invite %s To Form An Alliance"),getPlayerName(to)));
if (allowAudio)
{
audio_QueueTrack(ID_ALLIANCE_OFF);
}
}
if (prop)
{
sendAlliance(from, to, ALLIANCE_REQUESTED, false);
}
}
void breakAlliance(uint8_t p1, uint8_t p2, BOOL prop, BOOL allowAudio)
{
char tm1[128];
if (alliances[p1][p2] == ALLIANCE_FORMED)
{
sstrcpy(tm1, getPlayerName(p1));
CONPRINTF(ConsoleString,(ConsoleString,_("%s Breaks The Alliance With %s"),tm1,getPlayerName(p2) ));
if (allowAudio && (p1 == selectedPlayer || p2 == selectedPlayer))
{
audio_QueueTrack(ID_ALLIANCE_BRO);
}
}
alliances[p1][p2] = ALLIANCE_BROKEN;
alliances[p2][p1] = ALLIANCE_BROKEN;
if (prop)
{
sendAlliance(p1, p2, ALLIANCE_BROKEN, false);
}
}
void formAlliance(uint8_t p1, uint8_t p2, BOOL prop, BOOL allowAudio, BOOL allowNotification)
{
DROID *psDroid;
char tm1[128];
// Don't add message if already allied
if (bMultiPlayer && alliances[p1][p2] != ALLIANCE_FORMED && allowNotification)
{
sstrcpy(tm1, getPlayerName(p1));
CONPRINTF(ConsoleString,(ConsoleString,_("%s Forms An Alliance With %s"),tm1,getPlayerName(p2)));
}
alliances[p1][p2] = ALLIANCE_FORMED;
alliances[p2][p1] = ALLIANCE_FORMED;
if (allowAudio && (p1 == selectedPlayer || p2== selectedPlayer))
{
audio_QueueTrack(ID_ALLIANCE_ACC);
}
if (bMultiPlayer && prop)
{
sendAlliance(p1, p2, ALLIANCE_FORMED, false);
}
// Not campaign and alliances are transitive
if ((bMultiPlayer || game.type == SKIRMISH) && game.alliance == ALLIANCES_TEAMS)
{
giftRadar(p1, p2, false);
giftRadar(p2, p1, false);
}
// Clear out any attacking orders
turnOffMultiMsg(true);
for (psDroid = apsDroidLists[p1]; psDroid; psDroid = psDroid->psNext) // from -> to
{
if (psDroid->order == DORDER_ATTACK
&& psDroid->psTarget
&& psDroid->psTarget->player == p2)
{
orderDroid(psDroid, DORDER_STOP);
}
}
for (psDroid = apsDroidLists[p2]; psDroid; psDroid = psDroid->psNext) // to -> from
{
if (psDroid->order == DORDER_ATTACK
&& psDroid->psTarget
&& psDroid->psTarget->player == p1)
{
orderDroid(psDroid,DORDER_STOP);
}
}
turnOffMultiMsg(false);
}
void sendAlliance(uint8_t from, uint8_t to, uint8_t state, int32_t value)
{
NETbeginEncode(NET_ALLIANCE, NET_ALL_PLAYERS);
NETuint8_t(&from);
NETuint8_t(&to);
NETuint8_t(&state);
NETint32_t(&value);
NETend();
}
BOOL recvAlliance(BOOL allowAudio)
{
uint8_t to, from, state;
int32_t value;
NETbeginDecode(NET_ALLIANCE);
NETuint8_t(&from);
NETuint8_t(&to);
NETuint8_t(&state);
NETint32_t(&value);
NETend();
switch (state)
{
case ALLIANCE_NULL:
break;
case ALLIANCE_REQUESTED:
requestAlliance(from, to, false, allowAudio);
break;
case ALLIANCE_FORMED:
formAlliance(from, to, false, allowAudio, true);
break;
case ALLIANCE_BROKEN:
breakAlliance(from, to, false, allowAudio);
break;
default:
debug(LOG_ERROR, "Unknown alliance state recvd.");
return false;
break;
}
return true;
}
// ////////////////////////////////////////////////////////////////////////////
// add an artifact on destruction if required.
void technologyGiveAway(const STRUCTURE *pS)
{
int i;
uint8_t count = 1;
uint32_t x, y;
FEATURE *pF = NULL;
FEATURE_TYPE type = FEAT_GEN_ARTE;
// If a factory which is our responsibility got destroyed
if (pS->pStructureType->type == REF_FACTORY
&& myResponsibility(pS->player))
{
x = map_coord(pS->pos.x);
y = map_coord(pS->pos.y);
// Pick a tile to place the artifact
if (!pickATileGen(&x, &y, LOOK_FOR_EMPTY_TILE, zonedPAT))
{
ASSERT(false, "technologyGiveAway: Unable to find a free location");
}
// Get the feature offset
for(i = 0; i < numFeatureStats && asFeatureStats[i].subType != FEAT_GEN_ARTE; i++);
// 'Build' the artifact
pF = buildFeature((asFeatureStats + i), world_coord(x), world_coord(y), false);
if (pF)
{
pF->player = pS->player;
}
NETbeginEncode(NET_ARTIFACTS, NET_ALL_PLAYERS);
{
/* Make sure that we don't have to violate the constness of pS.
* Since the nettype functions aren't const correct when sending
*/
uint8_t player = pS->player;
NETuint8_t(&count);
NETenum(&type);
NETuint32_t(&x);
NETuint32_t(&y);
NETuint32_t(&pF->id);
NETuint8_t(&player);
}
NETend();
}
return;
}
///////////////////////////////////////////////////////////////////////////////
// loooosseeeerrr gifts
// if the player is losing then give a simple gift.
#define GIFTFREQ (1000*(60*5)) // every 5 mins tops..
static void addLoserGifts(void)
{
static UDWORD lastgift = 0;
int count, i;
uint8_t player = ONEPLAYER;
uint8_t quantity;
uint32_t x, y;
FEATURE *pF;
FEATURE_TYPE type = FEAT_OIL_DRUM;
STRUCTURE *psStruct;
if (lastgift > gameTime)
lastgift = 0; // might be a restart
// Player has no power, so give the player some oil
if (apsStructLists[selectedPlayer] && getPower(selectedPlayer) < 10)
{
// Only proceed if it's been a while
if (gameTime - lastgift < GIFTFREQ)
{
return;
}
// Only proceed if no powergen
for (psStruct = apsStructLists[selectedPlayer];
psStruct && psStruct->pStructureType->type != REF_POWER_GEN;
psStruct = psStruct->psNext);
if (psStruct)
{
return;
}
lastgift = gameTime;
for (i = 0;
i < numFeatureStats && asFeatureStats[i].subType != FEAT_OIL_DRUM;
i++);
quantity = rand() % 5 + 1;
NETbeginEncode(NET_ARTIFACTS, NET_ALL_PLAYERS);
NETuint8_t(&quantity);
NETenum(&type);
for (count = 0; count < quantity; count++)
{
x = map_coord(apsStructLists[selectedPlayer]->pos.x);
y = map_coord(apsStructLists[selectedPlayer]->pos.y);
if (!pickATileGen(&x, &y, LOOK_FOR_EMPTY_TILE, zonedPAT))
{
ASSERT(false, "addlosergifts: Unable to find a free location");
}
NETlogEntry("gift", 0, 0);
pF = buildFeature((asFeatureStats + i), world_coord(x), world_coord(y), false);
NETuint32_t(&x);
NETuint32_t(&y);
NETuint32_t(&pF->id);
NETuint8_t(&player);
if (pF)
{
// Flag for multiplayer artifacts
pF->player = player;
}
}
NETend();
audio_QueueTrack(ID_GIFT);
}
}
/** Sends a build order for the given feature type to all players
* \param subType the type of feature to build
* \param x,y the coordinates to place the feature at
*/
void sendMultiPlayerFeature(FEATURE_TYPE subType, uint32_t x, uint32_t y)
{
NETbeginEncode(NET_FEATURES, NET_ALL_PLAYERS);
{
NETenum(&subType);
NETuint32_t(&x);
NETuint32_t(&y);
}
NETend();
}
void recvMultiPlayerFeature()
{
FEATURE_TYPE subType;
uint32_t x, y;
unsigned int i;
NETbeginDecode(NET_FEATURES);
{
NETenum(&subType);
NETuint32_t(&x);
NETuint32_t(&y);
}
NETend();
// Find the feature stats list that contains the feature type we want to build
for (i = 0; i < numFeatureStats; ++i)
{
// If we found the correct feature type
if (asFeatureStats[i].subType == subType)
{
// Create a feature of the specified type at the given location
buildFeature(&asFeatureStats[i], x, y, false);
break;
}
}
}
///////////////////////////////////////////////////////////////////////////////
// splatter artifact gifts randomly about.
void addMultiPlayerRandomArtifacts(uint8_t quantity, FEATURE_TYPE type)
{
FEATURE *pF;
int i, count;
uint32_t x, y;
uint8_t player = ANYPLAYER;
NETbeginEncode(NET_ARTIFACTS, NET_ALL_PLAYERS);
NETuint8_t(&quantity);
NETenum(&type);
for(i = 0; i < numFeatureStats && asFeatureStats[i].subType != type; i++);
ASSERT(mapWidth > 20, "map not big enough");
ASSERT(mapHeight > 20, "map not big enough");
for (count = 0; count < quantity; count++)
{
// Between 10 and mapwidth - 10
x = (rand() % (mapWidth - 20)) + 10;
y = (rand() % (mapHeight - 20)) + 10;
if (!pickATileGen(&x, &y, LOOK_FOR_EMPTY_TILE, zonedPAT))
{
ASSERT(false, "addMultiPlayerRandomArtifacts: Unable to find a free location");
}
pF = buildFeature(asFeatureStats + i, world_coord(x), world_coord(y), false);
NETuint32_t(&x);
NETuint32_t(&y);
NETuint32_t(&pF->id);
NETuint8_t(&player);
if (pF)
{
pF->player = player;
}
}
NETend();
}
// ///////////////////////////////////////////////////////////////
BOOL addOilDrum(uint8_t count)
{
addMultiPlayerRandomArtifacts(count, FEAT_OIL_DRUM);
return true;
}
// ///////////////////////////////////////////////////////////////
// receive splattered artifacts
void recvMultiPlayerRandomArtifacts()
{
int count, i;
uint8_t quantity, player;
uint32_t tx,ty;
uint32_t ref;
FEATURE_TYPE type;
FEATURE *pF;
NETbeginDecode(NET_ARTIFACTS);
NETuint8_t(&quantity);
NETenum(&type);
for (i = 0; i < numFeatureStats && asFeatureStats[i].subType != type; i++);
for (count = 0; count < quantity; count++)
{
MAPTILE *psTile;
NETuint32_t(&tx);
NETuint32_t(&ty);
NETuint32_t(&ref);
NETuint8_t(&player);
if (!tileOnMap(tx, ty))
{
debug(LOG_ERROR, "recvMultiPlayerRandomArtifacts: Bad tile coordinates (%u,%u)", tx, ty);
continue;
}
psTile = mapTile(tx, ty);
if (!psTile || psTile->psObject != NULL)
{
debug(LOG_ERROR, "recvMultiPlayerRandomArtifacts: Already something at (%u,%u)!", tx, ty);
continue;
}
pF = buildFeature((asFeatureStats + i), world_coord(tx), world_coord(ty), false);
if (pF)
{
pF->id = ref;
pF->player = player;
}
}
NETend();
}
// ///////////////////////////////////////////////////////////////
void giftArtifact(UDWORD owner, UDWORD x, UDWORD y)
{
PLAYER_RESEARCH *pO,*pR;
UDWORD topic=0;
pR = asPlayerResList[selectedPlayer];
if (owner < MAX_PLAYERS)
{
pO = asPlayerResList[owner];
for (topic = numResearch; topic > 0; topic--)
{
if (IsResearchCompleted(&pO[topic])
&& !IsResearchPossible(&pR[topic]))
{
MakeResearchPossible(&pR[topic]);
CONPRINTF(ConsoleString,(ConsoleString,_("You Discover Blueprints For %s"),
getName(asResearch[topic].pName)));
break;
}
}
}
}
// ///////////////////////////////////////////////////////////////
void processMultiPlayerArtifacts(void)
{
static UDWORD lastCall;
FEATURE *pF,*pFN;
UDWORD x,y,pl;
Vector3i position;
BOOL found=false;
// only do this every now and again.
if(lastCall > gameTime)lastCall= 0;
if ( (gameTime - lastCall) <2000)
{
return;
}
lastCall = gameTime;
addLoserGifts();
for(pF = apsFeatureLists[0]; pF ; pF = pFN)
{
pFN = pF->psNext;
// artifacts
if(pF->psStats->subType == FEAT_GEN_ARTE)
{
found = objectInRange((BASE_OBJECT *)apsDroidLists[selectedPlayer], pF->pos.x, pF->pos.y, (TILE_UNITS+(TILE_UNITS/3)) );
if(found)
{
position.x = pF->pos.x; // Add an effect
position.z = pF->pos.y;
position.y = pF->pos.z;
addEffect(&position,EFFECT_EXPLOSION,EXPLOSION_TYPE_DISCOVERY,false,NULL,false);
x = pF->pos.x;
y = pF->pos.y;
pl= pF->player;
removeFeature(pF); // remove artifact+ send info.
giftArtifact(pl,x,y); // reward player.
pF->player = 0;
audio_QueueTrack( ID_SOUND_ARTIFACT_RECOVERED );
}
}
}
}
/* Ally team members with each other */
void createTeamAlliances(void)
{
int i, j;
debug(LOG_WZ, "Creating teams");
for (i = 0; i < MAX_PLAYERS; i++)
{
for (j = 0; j < MAX_PLAYERS; j++)
{
if (i != j
&& playerTeam[i] == playerTeam[j] // Wto different players belonging to the same team
&& !aiCheckAlliances(i, j)
&& playerTeam[i] >= 0
&& game.skDiff[i]
&& game.skDiff[j]) // Not allied and not ignoring teams
{
// Create silently
formAlliance(i, j, false, false, false);
}
}
}
}