Files
psopeeps-newserv/src/Lobby.hh
T
2023-06-10 10:49:53 -07:00

143 lines
4.6 KiB
C++

#pragma once
#include <inttypes.h>
#include <array>
#include <memory>
#include <phosg/Encoding.hh>
#include <random>
#include <string>
#include <unordered_map>
#include <vector>
#include "Client.hh"
#include "Episode3/BattleRecord.hh"
#include "Episode3/Server.hh"
#include "ItemCreator.hh"
#include "Map.hh"
#include "Player.hh"
#include "Quest.hh"
#include "RareItemSet.hh"
#include "StaticGameData.hh"
#include "Text.hh"
struct Lobby : public std::enable_shared_from_this<Lobby> {
enum Flag {
GAME = 0x00000001,
NON_V1_ONLY = 0x00000002, // DC NTE and DCv1 not allowed
PERSISTENT = 0x00000004,
// Flags used only for games
CHEATS_ENABLED = 0x00000100,
QUEST_IN_PROGRESS = 0x00000200,
BATTLE_IN_PROGRESS = 0x00000400,
JOINABLE_QUEST_IN_PROGRESS = 0x00000800,
ITEM_TRACKING_ENABLED = 0x00001000,
IS_SPECTATOR_TEAM = 0x00002000, // episode must be EP3 also
SPECTATORS_FORBIDDEN = 0x00004000,
START_BATTLE_PLAYER_IMMEDIATELY = 0x00008000,
// Flags used only for lobbies
PUBLIC = 0x01000000,
DEFAULT = 0x02000000,
};
PrefixedLogger log;
uint32_t lobby_id;
uint32_t min_level;
uint32_t max_level;
// Item info
struct FloorItem {
PlayerInventoryItem inv_item;
float x;
float z;
uint8_t area;
};
std::vector<PSOEnemy> enemies;
std::array<uint32_t, 12> next_item_id;
uint32_t next_game_item_id;
std::unordered_map<uint32_t, FloorItem> item_id_to_floor_item;
parray<le_uint32_t, 0x20> variations;
// Game config
GameVersion version;
uint8_t section_id;
Episode episode;
GameMode mode;
uint8_t difficulty; // 0-3
std::u16string password;
std::u16string name;
// This seed is also sent to the client for rare enemy generation
uint32_t random_seed;
std::shared_ptr<PSOLFGEncryption> random_crypt;
std::shared_ptr<ItemCreator> item_creator;
// Ep3 stuff
// There are three kinds of Episode 3 games. All of these types have the flag
// EPISODE_3_ONLY; types 2 and 3 additionally have the IS_SPECTATOR_TEAM flag.
// 1. Primary games. These are the lobbies where battles may take place.
// 2. Watcher games. These lobbies receive all the battle and chat commands
// from a primary game. (This the implementation of spectator teams.)
// 3. Replay games. These lobbies replay a sequence of battle commands and
// chat commands from a previous primary game.
// Types 2 and 3 may be distinguished by the presence of the battle_record
// field - in replay games, it will be present; in watcher games it will be
// absent.
std::shared_ptr<Episode3::ServerBase> ep3_server_base; // Only used in primary games
std::weak_ptr<Lobby> watched_lobby; // Only used in watcher games
std::unordered_set<shared_ptr<Lobby>> watcher_lobbies; // Only used in primary games
std::shared_ptr<Episode3::BattleRecord> battle_record; // Not used in watcher games
std::shared_ptr<Episode3::BattleRecord> prev_battle_record; // Only used in primary games
std::shared_ptr<Episode3::BattleRecordPlayer> battle_player; // Only used in replay games
std::shared_ptr<Episode3::Tournament::Match> tournament_match;
// Lobby stuff
uint8_t event;
uint8_t block;
uint8_t type; // number to give to PSO for the lobby number
uint8_t leader_id;
uint8_t max_clients;
uint32_t flags;
std::shared_ptr<const Quest> quest;
std::array<std::shared_ptr<Client>, 12> clients;
// Keys in this map are client_id
std::unordered_map<size_t, std::weak_ptr<Client>> clients_to_add;
explicit Lobby(uint32_t id);
inline bool is_game() const {
return this->flags & Flag::GAME;
}
inline bool is_ep3() const {
return this->episode == Episode::EP3;
}
void reassign_leader_on_client_departure(size_t leaving_client_id);
size_t count_clients() const;
bool any_client_loading() const;
void add_client(std::shared_ptr<Client> c, ssize_t required_client_id = -1);
void remove_client(std::shared_ptr<Client> c);
void move_client_to_lobby(
std::shared_ptr<Lobby> dest_lobby,
std::shared_ptr<Client> c,
ssize_t required_client_id = -1);
std::shared_ptr<Client> find_client(
const std::u16string* identifier = nullptr,
uint64_t serial_number = 0);
void add_item(const PlayerInventoryItem& item, uint8_t area, float x, float z);
PlayerInventoryItem remove_item(uint32_t item_id);
size_t find_item(uint32_t item_id);
uint32_t generate_item_id(uint8_t client_id);
static uint8_t game_event_for_lobby_event(uint8_t lobby_event);
std::unordered_map<uint32_t, std::shared_ptr<Client>> clients_by_serial_number() const;
};