Commit a6c2edba authored by DailyShana's avatar DailyShana

unify treatment of MSG_RELOAD_FIELD

parent 029608bf
...@@ -3622,7 +3622,6 @@ int DuelClient::ClientAnalyze(char * msg, unsigned int len) { ...@@ -3622,7 +3622,6 @@ int DuelClient::ClientAnalyze(char * msg, unsigned int len) {
ClientCard* ccard = new ClientCard; ClientCard* ccard = new ClientCard;
mainGame->dField.AddCard(ccard, p, LOCATION_MZONE, seq); mainGame->dField.AddCard(ccard, p, LOCATION_MZONE, seq);
ccard->position = BufferIO::ReadInt8(pbuf); ccard->position = BufferIO::ReadInt8(pbuf);
mainGame->dField.GetCardLocation(ccard, &ccard->curPos, &ccard->curRot, true);
val = BufferIO::ReadInt8(pbuf); val = BufferIO::ReadInt8(pbuf);
if(val) { if(val) {
for(int xyz = 0; xyz < val; ++xyz) { for(int xyz = 0; xyz < val; ++xyz) {
...@@ -3632,7 +3631,8 @@ int DuelClient::ClientAnalyze(char * msg, unsigned int len) { ...@@ -3632,7 +3631,8 @@ int DuelClient::ClientAnalyze(char * msg, unsigned int len) {
xcard->overlayTarget = ccard; xcard->overlayTarget = ccard;
xcard->location = 0x80; xcard->location = 0x80;
xcard->sequence = ccard->overlayed.size() - 1; xcard->sequence = ccard->overlayed.size() - 1;
mainGame->dField.GetCardLocation(xcard, &xcard->curPos, &xcard->curRot, true); xcard->owner = p;
xcard->controler = p;
} }
} }
} }
...@@ -3643,87 +3643,78 @@ int DuelClient::ClientAnalyze(char * msg, unsigned int len) { ...@@ -3643,87 +3643,78 @@ int DuelClient::ClientAnalyze(char * msg, unsigned int len) {
ClientCard* ccard = new ClientCard; ClientCard* ccard = new ClientCard;
mainGame->dField.AddCard(ccard, p, LOCATION_SZONE, seq); mainGame->dField.AddCard(ccard, p, LOCATION_SZONE, seq);
ccard->position = BufferIO::ReadInt8(pbuf); ccard->position = BufferIO::ReadInt8(pbuf);
mainGame->dField.GetCardLocation(ccard, &ccard->curPos, &ccard->curRot, true);
} }
} }
val = BufferIO::ReadInt8(pbuf); val = BufferIO::ReadInt8(pbuf);
for(int seq = 0; seq < val; ++seq) { for(int seq = 0; seq < val; ++seq) {
ClientCard* ccard = new ClientCard; ClientCard* ccard = new ClientCard;
mainGame->dField.AddCard(ccard, p, LOCATION_DECK, seq); mainGame->dField.AddCard(ccard, p, LOCATION_DECK, seq);
mainGame->dField.GetCardLocation(ccard, &ccard->curPos, &ccard->curRot, true);
} }
val = BufferIO::ReadInt8(pbuf); val = BufferIO::ReadInt8(pbuf);
for(int seq = 0; seq < val; ++seq) { for(int seq = 0; seq < val; ++seq) {
ClientCard* ccard = new ClientCard; ClientCard* ccard = new ClientCard;
mainGame->dField.AddCard(ccard, p, LOCATION_HAND, seq); mainGame->dField.AddCard(ccard, p, LOCATION_HAND, seq);
} }
// Use another loop to refresh the hand locations to prevent incorrect positioning
for (int seq = 0; seq < val; ++seq) {
ClientCard* ccard = mainGame->dField.hand[p][seq];
mainGame->dField.GetCardLocation(ccard, &ccard->curPos, &ccard->curRot, true);
}
val = BufferIO::ReadInt8(pbuf); val = BufferIO::ReadInt8(pbuf);
for(int seq = 0; seq < val; ++seq) { for(int seq = 0; seq < val; ++seq) {
ClientCard* ccard = new ClientCard; ClientCard* ccard = new ClientCard;
mainGame->dField.AddCard(ccard, p, LOCATION_GRAVE, seq); mainGame->dField.AddCard(ccard, p, LOCATION_GRAVE, seq);
mainGame->dField.GetCardLocation(ccard, &ccard->curPos, &ccard->curRot, true);
} }
val = BufferIO::ReadInt8(pbuf); val = BufferIO::ReadInt8(pbuf);
for(int seq = 0; seq < val; ++seq) { for(int seq = 0; seq < val; ++seq) {
ClientCard* ccard = new ClientCard; ClientCard* ccard = new ClientCard;
mainGame->dField.AddCard(ccard, p, LOCATION_REMOVED, seq); mainGame->dField.AddCard(ccard, p, LOCATION_REMOVED, seq);
mainGame->dField.GetCardLocation(ccard, &ccard->curPos, &ccard->curRot, true);
} }
val = BufferIO::ReadInt8(pbuf); val = BufferIO::ReadInt8(pbuf);
for(int seq = 0; seq < val; ++seq) { for(int seq = 0; seq < val; ++seq) {
ClientCard* ccard = new ClientCard; ClientCard* ccard = new ClientCard;
mainGame->dField.AddCard(ccard, p, LOCATION_EXTRA, seq); mainGame->dField.AddCard(ccard, p, LOCATION_EXTRA, seq);
mainGame->dField.GetCardLocation(ccard, &ccard->curPos, &ccard->curRot, true);
} }
val = BufferIO::ReadInt8(pbuf); val = BufferIO::ReadInt8(pbuf);
mainGame->dField.extra_p_count[p] = val; mainGame->dField.extra_p_count[p] = val;
} }
val = BufferIO::ReadInt8(pbuf); //chains mainGame->dField.RefreshAllCards();
for(int i = 0; i < val; ++i) { val = BufferIO::ReadInt8(pbuf); //chains, always 0 in single mode
unsigned int code = (unsigned int)BufferIO::ReadInt32(pbuf); if(!mainGame->dInfo.isSingleMode) {
int pcc = mainGame->LocalPlayer(BufferIO::ReadInt8(pbuf)); for(int i = 0; i < val; ++i) {
int pcl = BufferIO::ReadInt8(pbuf); unsigned int code = (unsigned int)BufferIO::ReadInt32(pbuf);
int pcs = BufferIO::ReadInt8(pbuf); int pcc = mainGame->LocalPlayer(BufferIO::ReadInt8(pbuf));
int subs = BufferIO::ReadInt8(pbuf); int pcl = BufferIO::ReadInt8(pbuf);
int cc = mainGame->LocalPlayer(BufferIO::ReadInt8(pbuf)); int pcs = BufferIO::ReadInt8(pbuf);
int cl = BufferIO::ReadInt8(pbuf); int subs = BufferIO::ReadInt8(pbuf);
int cs = BufferIO::ReadInt8(pbuf); int cc = mainGame->LocalPlayer(BufferIO::ReadInt8(pbuf));
int desc = BufferIO::ReadInt32(pbuf); int cl = BufferIO::ReadInt8(pbuf);
ClientCard* pcard = mainGame->dField.GetCard(pcc, pcl, pcs, subs); int cs = BufferIO::ReadInt8(pbuf);
mainGame->dField.current_chain.chain_card = pcard; int desc = BufferIO::ReadInt32(pbuf);
mainGame->dField.current_chain.code = code; ClientCard* pcard = mainGame->dField.GetCard(pcc, pcl, pcs, subs);
mainGame->dField.current_chain.desc = desc; mainGame->dField.current_chain.chain_card = pcard;
mainGame->dField.current_chain.controler = cc; mainGame->dField.current_chain.code = code;
mainGame->dField.current_chain.location = cl; mainGame->dField.current_chain.desc = desc;
mainGame->dField.current_chain.sequence = cs; mainGame->dField.current_chain.controler = cc;
mainGame->dField.GetChainLocation(cc, cl, cs, &mainGame->dField.current_chain.chain_pos); mainGame->dField.current_chain.location = cl;
mainGame->dField.current_chain.solved = false; mainGame->dField.current_chain.sequence = cs;
int chc = 0; mainGame->dField.GetChainLocation(cc, cl, cs, &mainGame->dField.current_chain.chain_pos);
for(auto chit = mainGame->dField.chains.begin(); chit != mainGame->dField.chains.end(); ++chit) { mainGame->dField.current_chain.solved = false;
if (cl == 0x10 || cl == 0x20) { int chc = 0;
if (chit->controler == cc && chit->location == cl) for(auto chit = mainGame->dField.chains.begin(); chit != mainGame->dField.chains.end(); ++chit) {
chc++; if(cl == 0x10 || cl == 0x20) {
} else { if(chit->controler == cc && chit->location == cl)
if (chit->controler == cc && chit->location == cl && chit->sequence == cs) chc++;
chc++; } else {
if(chit->controler == cc && chit->location == cl && chit->sequence == cs)
chc++;
}
} }
if(cl == LOCATION_HAND)
mainGame->dField.current_chain.chain_pos.X += 0.35f;
else
mainGame->dField.current_chain.chain_pos.Y += chc * 0.25f;
mainGame->dField.chains.push_back(mainGame->dField.current_chain);
}
if(val) {
myswprintf(event_string, dataManager.GetSysString(1609), dataManager.GetName(mainGame->dField.current_chain.code));
mainGame->dField.last_chain = true;
} }
if(cl == LOCATION_HAND)
mainGame->dField.current_chain.chain_pos.X += 0.35f;
else
mainGame->dField.current_chain.chain_pos.Y += chc * 0.25f;
mainGame->dField.chains.push_back(mainGame->dField.current_chain);
}
if(val) {
myswprintf(event_string, dataManager.GetSysString(1609), dataManager.GetName(mainGame->dField.current_chain.code));
mainGame->dField.last_chain = true;
} }
mainGame->gMutex.Unlock(); mainGame->gMutex.Unlock();
break; break;
......
...@@ -723,72 +723,25 @@ bool SingleMode::SinglePlayAnalyze(char* msg, unsigned int len) { ...@@ -723,72 +723,25 @@ bool SingleMode::SinglePlayAnalyze(char* msg, unsigned int len) {
break; break;
} }
case MSG_RELOAD_FIELD: { case MSG_RELOAD_FIELD: {
mainGame->gMutex.Lock(); pbuf++;
mainGame->dField.Clear();
mainGame->dInfo.duel_rule = BufferIO::ReadInt8(pbuf);
int val = 0;
for(int p = 0; p < 2; ++p) { for(int p = 0; p < 2; ++p) {
mainGame->dInfo.lp[p] = BufferIO::ReadInt32(pbuf); pbuf += 4;
myswprintf(mainGame->dInfo.strLP[p], L"%d", mainGame->dInfo.lp[p]);
for(int seq = 0; seq < 7; ++seq) { for(int seq = 0; seq < 7; ++seq) {
val = BufferIO::ReadInt8(pbuf); int val = BufferIO::ReadInt8(pbuf);
if(val) { if(val)
ClientCard* ccard = new ClientCard; pbuf += 2;
mainGame->dField.AddCard(ccard, p, LOCATION_MZONE, seq);
ccard->position = BufferIO::ReadInt8(pbuf);
val = BufferIO::ReadInt8(pbuf);
if(val) {
for(int xyz = 0; xyz < val; ++xyz) {
ClientCard* xcard = new ClientCard;
ccard->overlayed.push_back(xcard);
mainGame->dField.overlay_cards.insert(xcard);
xcard->overlayTarget = ccard;
xcard->location = 0x80;
xcard->sequence = ccard->overlayed.size() - 1;
xcard->owner = p;
xcard->controler = p;
}
}
}
} }
for(int seq = 0; seq < 8; ++seq) { for(int seq = 0; seq < 8; ++seq) {
val = BufferIO::ReadInt8(pbuf); int val = BufferIO::ReadInt8(pbuf);
if(val) { if(val)
ClientCard* ccard = new ClientCard; pbuf++;
mainGame->dField.AddCard(ccard, p, LOCATION_SZONE, seq);
ccard->position = BufferIO::ReadInt8(pbuf);
}
}
val = BufferIO::ReadInt8(pbuf);
for(int seq = 0; seq < val; ++seq) {
ClientCard* ccard = new ClientCard;
mainGame->dField.AddCard(ccard, p, LOCATION_DECK, seq);
}
val = BufferIO::ReadInt8(pbuf);
for(int seq = 0; seq < val; ++seq) {
ClientCard* ccard = new ClientCard;
mainGame->dField.AddCard(ccard, p, LOCATION_HAND, seq);
}
val = BufferIO::ReadInt8(pbuf);
for(int seq = 0; seq < val; ++seq) {
ClientCard* ccard = new ClientCard;
mainGame->dField.AddCard(ccard, p, LOCATION_GRAVE, seq);
} }
val = BufferIO::ReadInt8(pbuf); pbuf += 6;
for(int seq = 0; seq < val; ++seq) {
ClientCard* ccard = new ClientCard;
mainGame->dField.AddCard(ccard, p, LOCATION_REMOVED, seq);
}
val = BufferIO::ReadInt8(pbuf);
for(int seq = 0; seq < val; ++seq) {
ClientCard* ccard = new ClientCard;
mainGame->dField.AddCard(ccard, p, LOCATION_EXTRA, seq);
}
val = BufferIO::ReadInt8(pbuf);
mainGame->dField.extra_p_count[p] = val;
} }
BufferIO::ReadInt8(pbuf); //chain count, always 0 pbuf++;
DuelClient::ClientAnalyze(offset, pbuf - offset);
SinglePlayReload(); SinglePlayReload();
mainGame->gMutex.Lock();
mainGame->dField.RefreshAllCards(); mainGame->dField.RefreshAllCards();
mainGame->gMutex.Unlock(); mainGame->gMutex.Unlock();
break; break;
......
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