#include "Lobby.hh" #include #include #include "SendCommands.hh" #include "Text.hh" using namespace std; Lobby::Lobby() : lobby_id(0), min_level(0), max_level(0xFFFFFFFF), next_game_item_id(0), version(GameVersion::GC), section_id(0), episode(1), difficulty(0), mode(0), rare_seed(random_object()), event(0), block(0), type(0), leader_id(0), max_clients(12), flags(0), loading_quest_id(0) { for (size_t x = 0; x < 12; x++) { this->next_item_id[x] = 0; } memset(&this->next_drop_item, 0, sizeof(this->next_drop_item)); memset(this->variations, 0, 0x20 * sizeof(this->variations[0])); memset(this->password, 0, 36 * sizeof(this->password[0])); memset(this->name, 0, 36 * sizeof(this->name[0])); } bool Lobby::is_game() const { return this->flags & LobbyFlag::IsGame; } void Lobby::reassign_leader_on_client_departure(size_t leaving_client_index) { for (size_t x = 0; x < this->max_clients; x++) { if (x == leaving_client_index) { continue; } if (this->clients[x].get()) { this->leader_id = x; return; } } this->leader_id = 0; } bool Lobby::any_client_loading() const { for (size_t x = 0; x < this->max_clients; x++) { if (!this->clients[x].get()) { continue; } if (this->clients[x]->flags & ClientFlag::Loading) { return true; } } return false; } size_t Lobby::count_clients() const { size_t ret = 0; for (size_t x = 0; x < this->max_clients; x++) { if (this->clients[x].get()) { ret++; } } return ret; } void Lobby::add_client(shared_ptr c) { ssize_t index; for (index = 0; index < max_clients; index++) { if (!this->clients[index].get()) { this->clients[index] = c; break; } } if (index >= max_clients) { throw out_of_range("no space left in lobby"); } c->lobby_client_id = index; c->lobby_id = this->lobby_id; // if there's no one else in the lobby, set the leader id as well if (index == 0) { for (index = 1; index < max_clients; index++) { if (this->clients[index].get()) { break; } } if (index >= max_clients) { this->leader_id = c->lobby_client_id; } } } void Lobby::remove_client(shared_ptr c) { if (this->clients[c->lobby_client_id] != c) { auto other_c = this->clients[c->lobby_client_id].get(); throw logic_error(string_printf( "client\'s lobby client id (%hhu) does not match client list (%hhu)", c->lobby_client_id, other_c ? other_c->lobby_client_id : 0xFF)); } this->clients[c->lobby_client_id] = NULL; // unassign the client's lobby if it matches the current lobby's id (it may // not match if the client was already added to another lobby - this can // happen during the lobby change procedure) if (c->lobby_id == this->lobby_id) { c->lobby_id = 0; } this->reassign_leader_on_client_departure(c->lobby_client_id); } void Lobby::move_client_to_lobby(shared_ptr dest_lobby, shared_ptr c) { if (dest_lobby.get() == this) { return; } if (dest_lobby->count_clients() >= dest_lobby->max_clients) { throw out_of_range("no space left in lobby"); } this->remove_client(c); dest_lobby->add_client(c); } shared_ptr Lobby::find_client(const char16_t* identifier, uint64_t serial_number) { for (size_t x = 0; x < this->max_clients; x++) { if (!this->clients[x]) { continue; } if (serial_number && this->clients[x]->license && (this->clients[x]->license->serial_number == serial_number)) { return this->clients[x]; } if (identifier && !char16cmp(this->clients[x]->player.disp.name, identifier, 0x10)) { return this->clients[x]; } } throw out_of_range("client not found"); } uint8_t Lobby::game_event_for_lobby_event(uint8_t lobby_event) { if (lobby_event > 7) { return 0; } if (lobby_event == 7) { return 2; } if (lobby_event == 2) { return 0; } return lobby_event; } void Lobby::add_item(const PlayerInventoryItem& item) { this->item_id_to_floor_item.emplace(item.data.item_id, item); } void Lobby::remove_item(uint32_t item_id, PlayerInventoryItem* item) { auto item_it = this->item_id_to_floor_item.find(item_id); if (item_it == this->item_id_to_floor_item.end()) { throw out_of_range("item not present"); } *item = move(item_it->second); this->item_id_to_floor_item.erase(item_it); } uint32_t Lobby::generate_item_id(uint32_t client_id) { if (client_id < this->max_clients) { return this->next_item_id[client_id]++; } return this->next_game_item_id++; } void Lobby::assign_item_ids_for_player(uint32_t client_id, PlayerInventory& inv) { for (size_t x = 0; x < inv.num_items; x++) { inv.items[x].data.item_id = this->generate_item_id(client_id); } }