fix v2 challenge mode overlays

This commit is contained in:
Martin Michelsen
2023-11-20 17:12:58 -08:00
parent a62b7dad26
commit 11880ecc05
+95 -68
View File
@@ -1822,6 +1822,70 @@ static void on_09(shared_ptr<Client> c, uint16_t, uint32_t, string& data) {
}
}
static void on_quest_loaded(shared_ptr<Lobby> l) {
if (!l->quest) {
throw logic_error("on_quest_loaded called without a quest loaded");
}
auto s = l->require_server_state();
if ((l->base_version == GameVersion::BB) && l->map) {
auto leader_c = l->clients.at(l->leader_id);
if (!leader_c) {
throw logic_error("lobby leader is missing");
}
auto vq = l->quest->version(QuestScriptVersion::BB_V4, leader_c->language());
auto dat_contents = prs_decompress(*vq->dat_contents);
l->map->clear();
l->map->add_enemies_and_objects_from_quest_data(
l->episode,
l->difficulty,
l->event,
dat_contents.data(),
dat_contents.size(),
l->random_seed,
(l->mode == GameMode::CHALLENGE) ? Map::NO_RARE_ENEMIES : Map::DEFAULT_RARE_ENEMIES);
l->item_creator->clear_destroyed_entities();
l->log.info("Replaced objects list with quest layout (%zu entries)", l->map->objects.size());
for (size_t z = 0; z < l->map->objects.size(); z++) {
string o_str = l->map->objects[z].str(s->item_name_index);
l->log.info("(K-%zX) %s", z, o_str.c_str());
}
l->log.info("Replaced enemies list with quest layout (%zu entries)", l->map->enemies.size());
for (size_t z = 0; z < l->map->enemies.size(); z++) {
string e_str = l->map->enemies[z].str();
l->log.info("(E-%zX) %s", z, e_str.c_str());
}
}
for (auto& lc : l->clients) {
if (!lc) {
continue;
}
if ((lc->version() == GameVersion::BB) && l->map) {
send_rare_enemy_index_list(lc, l->map->rare_enemy_indexes);
}
// On non-BB versions, overlays are created when the quest starts because
// the server is not informed when the clients have replaced their player
// data. On BB, this is instead done in the 6xCF handler (for battle) or
// the 02DF handler (for challenge).
if (l->base_version != GameVersion::BB) {
lc->game_data.delete_overlay();
if (l->quest->battle_rules) {
lc->game_data.create_battle_overlay(l->quest->battle_rules, s->level_table);
lc->log.info("Created battle overlay");
} else if (l->quest->challenge_template_index >= 0) {
lc->game_data.create_challenge_overlay(lc->version(), l->quest->challenge_template_index, s->level_table);
lc->log.info("Created challenge overlay");
l->assign_inventory_item_ids(lc);
}
}
}
}
void set_lobby_quest(shared_ptr<Lobby> l, shared_ptr<const Quest> q) {
if (!l->is_game()) {
throw logic_error("non-game lobby cannot accept a quest");
@@ -1844,6 +1908,30 @@ void set_lobby_quest(shared_ptr<Lobby> l, shared_ptr<const Quest> q) {
l->create_item_creator();
}
// There is no such thing as command AC on PSO V1 and V2 - quests just start
// immediately when they're done downloading. (This is also the case on V3
// Trial Edition.) There are also no chunk acknowledgements (C->S 13 commands)
// like there are on GC. So, for pre-V3 clients, we can just not set the
// loading flag, since we never need to check/clear it later.
size_t num_clients_need_loading_flag = 0;
size_t num_clients_skip_loading_flag = 0;
for (auto lc : l->clients) {
if (!lc) {
continue;
}
if ((lc->version() != GameVersion::DC) &&
(lc->version() != GameVersion::PC) &&
!lc->config.check_flag(Client::Flag::IS_GC_TRIAL_EDITION)) {
num_clients_need_loading_flag++;
} else {
num_clients_skip_loading_flag++;
}
}
if ((num_clients_need_loading_flag == 0) == (num_clients_skip_loading_flag == 0)) {
throw runtime_error("not all clients in the lobby have the same loading flag behavior");
}
bool use_loading_flag = (num_clients_need_loading_flag != 0);
for (size_t client_id = 0; client_id < l->max_clients; client_id++) {
auto lc = l->clients[client_id];
if (!lc) {
@@ -1863,21 +1951,17 @@ void set_lobby_quest(shared_ptr<Lobby> l, shared_ptr<const Quest> q) {
send_open_quest_file(lc, bin_filename, bin_filename, xb_filename, vq->quest_number, QuestFileType::ONLINE, vq->bin_contents);
send_open_quest_file(lc, dat_filename, dat_filename, xb_filename, vq->quest_number, QuestFileType::ONLINE, vq->dat_contents);
// There is no such thing as command AC on PSO V1 and V2 - quests just
// start immediately when they're done downloading. (This is also the
// case on V3 Trial Edition.) There are also no chunk acknowledgements
// (C->S 13 commands) like there are on GC. So, for pre-V3 clients, we
// can just not set the loading flag, since we never need to
// check/clear it later.
if ((lc->version() != GameVersion::DC) &&
(lc->version() != GameVersion::PC) &&
!lc->config.check_flag(Client::Flag::IS_GC_TRIAL_EDITION)) {
if (use_loading_flag) {
lc->config.set_flag(Client::Flag::LOADING_QUEST);
lc->disconnect_hooks.emplace(QUEST_BARRIER_DISCONNECT_HOOK_NAME, [l]() -> void {
send_quest_barrier_if_all_clients_ready(l);
});
}
}
if (!use_loading_flag) {
on_quest_loaded(l);
}
}
static void on_10(shared_ptr<Client> c, uint16_t, uint32_t, string& data) {
@@ -2609,65 +2693,8 @@ static void on_AC_V3_BB(shared_ptr<Client> c, uint16_t, uint32_t, string& data)
} else if (c->config.check_flag(Client::Flag::LOADING_QUEST)) {
c->config.clear_flag(Client::Flag::LOADING_QUEST);
if (!l->quest.get()) {
return;
}
if (send_quest_barrier_if_all_clients_ready(l) && l->quest) {
auto s = l->require_server_state();
auto vq = l->quest->version(QuestScriptVersion::BB_V4, c->language());
if ((l->base_version == GameVersion::BB) && l->map) {
auto dat_contents = prs_decompress(*vq->dat_contents);
l->map->clear();
l->map->add_enemies_and_objects_from_quest_data(
l->episode,
l->difficulty,
l->event,
dat_contents.data(),
dat_contents.size(),
l->random_seed,
(l->mode == GameMode::CHALLENGE) ? Map::NO_RARE_ENEMIES : Map::DEFAULT_RARE_ENEMIES);
l->item_creator->clear_destroyed_entities();
l->log.info("Replaced objects list with quest layout (%zu entries)", l->map->objects.size());
for (size_t z = 0; z < l->map->objects.size(); z++) {
string o_str = l->map->objects[z].str(s->item_name_index);
l->log.info("(K-%zX) %s", z, o_str.c_str());
}
l->log.info("Replaced enemies list with quest layout (%zu entries)", l->map->enemies.size());
for (size_t z = 0; z < l->map->enemies.size(); z++) {
string e_str = l->map->enemies[z].str();
l->log.info("(E-%zX) %s", z, e_str.c_str());
}
}
for (auto& lc : l->clients) {
if (!lc) {
continue;
}
if ((l->base_version == GameVersion::BB) && l->map) {
send_rare_enemy_index_list(lc, l->map->rare_enemy_indexes);
}
// On non-BB versions, overlays are created when the quest starts because
// the server is not informed when the clients have replaced their player
// data. On BB, this is instead done in the 6xCF handler (for battle) or
// the 02DF handler (for challenge).
if (l->base_version != GameVersion::BB) {
lc->game_data.delete_overlay();
if (vq->battle_rules) {
lc->game_data.create_battle_overlay(vq->battle_rules, s->level_table);
lc->log.info("Created battle overlay");
} else if (vq->challenge_template_index >= 0) {
lc->game_data.create_challenge_overlay(lc->version(), vq->challenge_template_index, s->level_table);
lc->log.info("Created challenge overlay");
l->assign_inventory_item_ids(lc);
}
}
}
if (l->quest && send_quest_barrier_if_all_clients_ready(l)) {
on_quest_loaded(l);
}
}
}