refactor player/account data handling

This commit is contained in:
Martin Michelsen
2022-05-06 13:40:38 -07:00
parent 839cbb2ee4
commit 4079400784
13 changed files with 873 additions and 821 deletions
+48 -34
View File
@@ -305,57 +305,57 @@ static void command_edit(shared_ptr<ServerState> s, shared_ptr<Lobby> l,
}
if (tokens[0] == "atp") {
c->player.disp.stats.atp = stoul(tokens[1]);
c->game_data.player()->disp.stats.atp = stoul(tokens[1]);
} else if (tokens[0] == "mst") {
c->player.disp.stats.mst = stoul(tokens[1]);
c->game_data.player()->disp.stats.mst = stoul(tokens[1]);
} else if (tokens[0] == "evp") {
c->player.disp.stats.evp = stoul(tokens[1]);
c->game_data.player()->disp.stats.evp = stoul(tokens[1]);
} else if (tokens[0] == "hp") {
c->player.disp.stats.hp = stoul(tokens[1]);
c->game_data.player()->disp.stats.hp = stoul(tokens[1]);
} else if (tokens[0] == "dfp") {
c->player.disp.stats.dfp = stoul(tokens[1]);
c->game_data.player()->disp.stats.dfp = stoul(tokens[1]);
} else if (tokens[0] == "ata") {
c->player.disp.stats.ata = stoul(tokens[1]);
c->game_data.player()->disp.stats.ata = stoul(tokens[1]);
} else if (tokens[0] == "lck") {
c->player.disp.stats.lck = stoul(tokens[1]);
c->game_data.player()->disp.stats.lck = stoul(tokens[1]);
} else if (tokens[0] == "meseta") {
c->player.disp.meseta = stoul(tokens[1]);
c->game_data.player()->disp.meseta = stoul(tokens[1]);
} else if (tokens[0] == "exp") {
c->player.disp.experience = stoul(tokens[1]);
c->game_data.player()->disp.experience = stoul(tokens[1]);
} else if (tokens[0] == "level") {
c->player.disp.level = stoul(tokens[1]) - 1;
c->game_data.player()->disp.level = stoul(tokens[1]) - 1;
} else if (tokens[0] == "namecolor") {
uint32_t new_color;
sscanf(tokens[1].c_str(), "%8X", &new_color);
c->player.disp.name_color = new_color;
c->game_data.player()->disp.name_color = new_color;
} else if (tokens[0] == "secid") {
uint8_t secid = section_id_for_name(decode_sjis(tokens[1]));
if (secid == 0xFF) {
send_text_message(c, u"$C6No such section ID.");
return;
} else {
c->player.disp.section_id = secid;
c->game_data.player()->disp.section_id = secid;
}
} else if (tokens[0] == "name") {
c->player.disp.name = add_language_marker(tokens[1], 'J');
c->game_data.player()->disp.name = add_language_marker(tokens[1], 'J');
} else if (tokens[0] == "npc") {
if (tokens[1] == "none") {
c->player.disp.extra_model = 0;
c->player.disp.v2_flags &= 0xFD;
c->game_data.player()->disp.extra_model = 0;
c->game_data.player()->disp.v2_flags &= 0xFD;
} else {
uint8_t npc = npc_for_name(decode_sjis(tokens[1]));
if (npc == 0xFF) {
send_text_message(c, u"$C6No such NPC.");
return;
}
c->player.disp.extra_model = npc;
c->player.disp.v2_flags |= 0x02;
c->game_data.player()->disp.extra_model = npc;
c->game_data.player()->disp.v2_flags |= 0x02;
}
} else if ((tokens[0] == "tech") && (tokens.size() > 2)) {
uint8_t level = stoul(tokens[2]) - 1;
if (tokens[1] == "all") {
for (size_t x = 0; x < 0x14; x++) {
c->player.disp.technique_levels.data()[x] = level;
c->game_data.player()->disp.technique_levels.data()[x] = level;
}
} else {
uint8_t tech_id = technique_for_name(decode_sjis(tokens[1]));
@@ -363,7 +363,7 @@ static void command_edit(shared_ptr<ServerState> s, shared_ptr<Lobby> l,
send_text_message(c, u"$C6No such technique.");
return;
}
c->player.disp.technique_levels.data()[tech_id] = level;
c->game_data.player()->disp.technique_levels.data()[tech_id] = level;
}
} else {
send_text_message(c, u"$C6Unknown field.");
@@ -376,13 +376,14 @@ static void command_edit(shared_ptr<ServerState> s, shared_ptr<Lobby> l,
s->send_lobby_join_notifications(l, c);
}
static void command_change_bank(shared_ptr<ServerState>, shared_ptr<Lobby>,
// TODO: implement this
// TODO: make sure the bank name is filesystem-safe
/* static void command_change_bank(shared_ptr<ServerState>, shared_ptr<Lobby>,
shared_ptr<Client> c, const std::u16string&) {
check_version(c, GameVersion::BB);
// TODO: implement this
// TODO: make sure the bank name is filesystem-safe
}
TODO
} */
static void command_convert_char_to_bb(shared_ptr<ServerState> s,
shared_ptr<Lobby> l, shared_ptr<Client> c, const std::u16string& args) {
@@ -419,6 +420,19 @@ static void command_convert_char_to_bb(shared_ptr<ServerState> s,
////////////////////////////////////////////////////////////////////////////////
// Administration commands
static string name_for_client(shared_ptr<Client> c) {
auto player = c->game_data.player(false);
if (player.get()) {
return encode_sjis(player->disp.name);
}
if (c->license.get()) {
return string_printf("SN:%" PRIu32, c->license->serial_number);
}
return "Player";
}
static void command_silence(shared_ptr<ServerState> s, shared_ptr<Lobby> l,
shared_ptr<Client> c, const std::u16string& args) {
check_privileges(c, Privilege::SILENCE_USER);
@@ -436,8 +450,8 @@ static void command_silence(shared_ptr<ServerState> s, shared_ptr<Lobby> l,
}
target->can_chat = !target->can_chat;
string target_name_sjis = encode_sjis(target->player.disp.name);
send_text_message_printf(l, "$C6%s %ssilenced", target_name_sjis.c_str(),
string target_name = name_for_client(target);
send_text_message_printf(l, "$C6%s %ssilenced", target_name.c_str(),
target->can_chat ? "un" : "");
}
@@ -459,8 +473,8 @@ static void command_kick(shared_ptr<ServerState> s, shared_ptr<Lobby> l,
send_message_box(target, u"$C6You were kicked off by a moderator.");
target->should_disconnect = true;
string target_name_sjis = encode_sjis(target->player.disp.name);
send_text_message_printf(l, "$C6%s kicked off", target_name_sjis.c_str());
string target_name = name_for_client(target);
send_text_message_printf(l, "$C6%s kicked off", target_name.c_str());
}
static void command_ban(shared_ptr<ServerState> s, shared_ptr<Lobby> l,
@@ -510,8 +524,8 @@ static void command_ban(shared_ptr<ServerState> s, shared_ptr<Lobby> l,
s->license_manager->ban_until(target->license->serial_number, now() + usecs);
send_message_box(target, u"$C6You were banned by a moderator.");
target->should_disconnect = true;
auto encoded_name = encode_sjis(target->player.disp.name);
send_text_message_printf(l, "$C6%s banned", encoded_name.c_str());
string target_name = name_for_client(target);
send_text_message_printf(l, "$C6%s banned", target_name.c_str());
}
////////////////////////////////////////////////////////////////////////////////
@@ -648,11 +662,11 @@ static void command_item(shared_ptr<ServerState>, shared_ptr<Lobby> l,
ItemData item_data;
memset(&item_data, 0, sizeof(item_data));
if (data.size() < 12) {
memcpy(&l->next_drop_item.data.item_data1, data.data(), data.size());
if (data.size() <= 12) {
memcpy(&l->next_drop_item.data.data1, data.data(), data.size());
} else {
memcpy(&l->next_drop_item.data.item_data1, data.data(), 12);
memcpy(&l->next_drop_item.data.item_data2, data.data() + 12, 12 - data.size());
memcpy(&l->next_drop_item.data.data1, data.data(), 12);
memcpy(&l->next_drop_item.data.data2, data.data() + 12, 12 - data.size());
}
send_text_message(c, u"$C6Next drop chosen.");
@@ -677,7 +691,7 @@ static const unordered_map<u16string, ChatCommandDefinition> chat_commands({
{u"$ax" , {command_ax , u"Usage:\nax <message>"}},
{u"$ban" , {command_ban , u"Usage:\nban <name-or-number>"}},
{u"$bbchar" , {command_convert_char_to_bb, u"Usage:\nbbchar <user> <pass> <1-4>"}},
{u"$changebank", {command_change_bank , u"Usage:\nchangebank <bank name>"}},
// {u"$bank", {command_bank , u"Usage:\nbank <bank name>"}},
{u"$cheat" , {command_cheat , u"Usage:\ncheat"}},
{u"$edit" , {command_edit , u"Usage:\nedit <stat> <value>"}},
{u"$event" , {command_lobby_event , u"Usage:\nevent <name>"}},
+8
View File
@@ -58,6 +58,14 @@ Client::Client(
memset(&this->next_connection_addr, 0, sizeof(this->next_connection_addr));
}
void Client::set_license(shared_ptr<const License> l) {
this->license = l;
this->game_data.serial_number = this->license->serial_number;
if (this->version == GameVersion::BB) {
this->game_data.bb_username = this->license->username;
}
}
ClientConfig Client::export_config() const {
ClientConfig cc;
cc.magic = CLIENT_CONFIG_MAGIC;
+3 -1
View File
@@ -100,7 +100,7 @@ struct Client {
uint32_t lobby_id; // which lobby is this person in?
uint8_t lobby_client_id; // which client number is this person?
uint8_t lobby_arrow_color; // lobby arrow color ID
Player player;
ClientGameData game_data;
// Miscellaneous (used by chat commands)
uint32_t next_exp_value; // next EXP value to give
@@ -116,6 +116,8 @@ struct Client {
Client(struct bufferevent* bev, GameVersion version,
ServerBehavior server_behavior);
void set_license(std::shared_ptr<const License> l);
ClientConfig export_config() const;
ClientConfigBB export_config_bb() const;
void import_config(const ClientConfig& cc);
+128 -127
View File
@@ -142,23 +142,24 @@ using namespace std;
////////////////////////////////////////////////////////////////////////////////
void player_use_item(shared_ptr<Client> c, size_t item_index) {
auto player = c->game_data.player();
ssize_t equipped_weapon = -1;
// ssize_t equipped_armor = -1;
// ssize_t equipped_shield = -1;
// ssize_t equipped_mag = -1;
for (size_t y = 0; y < c->player.inventory.num_items; y++) {
if (c->player.inventory.items[y].equip_flags & 0x0008) {
if (c->player.inventory.items[y].data.item_data1[0] == 0) {
for (size_t y = 0; y < c->game_data.player()->inventory.num_items; y++) {
if (c->game_data.player()->inventory.items[y].equip_flags & 0x0008) {
if (c->game_data.player()->inventory.items[y].data.data1[0] == 0) {
equipped_weapon = y;
}
// else if ((c->player.inventory.items[y].data.item_data1[0] == 1) &&
// (c->player.inventory.items[y].data.item_data1[1] == 1)) {
// else if ((c->game_data.player()->inventory.items[y].data.data1[0] == 1) &&
// (c->game_data.player()->inventory.items[y].data.data1[1] == 1)) {
// equipped_armor = y;
// } else if ((c->player.inventory.items[y].data.item_data1[0] == 1) &&
// (c->player.inventory.items[y].data.item_data1[1] == 2)) {
// } else if ((c->game_data.player()->inventory.items[y].data.data1[0] == 1) &&
// (c->game_data.player()->inventory.items[y].data.data1[1] == 2)) {
// equipped_shield = y;
// } else if (c->player.inventory.items[y].data.item_data1[0] == 2) {
// } else if (c->game_data.player()->inventory.items[y].data.data1[0] == 2) {
// equipped_mag = y;
// }
}
@@ -166,42 +167,42 @@ void player_use_item(shared_ptr<Client> c, size_t item_index) {
bool should_delete_item = true;
auto& item = c->player.inventory.items[item_index];
if (item.data.item_data1w[0] == 0x0203) { // technique disk
c->player.disp.technique_levels.data()[item.data.item_data1[4]] = item.data.item_data1[2];
auto& item = c->game_data.player()->inventory.items[item_index];
if (item.data.data1w[0] == 0x0203) { // technique disk
c->game_data.player()->disp.technique_levels.data()[item.data.data1[4]] = item.data.data1[2];
} else if (item.data.item_data1w[0] == 0x0A03) { // grinder
} else if (item.data.data1w[0] == 0x0A03) { // grinder
if (equipped_weapon < 0) {
throw invalid_argument("grinder used with no weapon equipped");
}
if (item.data.item_data1[2] > 2) {
if (item.data.data1[2] > 2) {
throw invalid_argument("incorrect grinder value");
}
c->player.inventory.items[equipped_weapon].data.item_data1[3] += (item.data.item_data1[2] + 1);
c->game_data.player()->inventory.items[equipped_weapon].data.data1[3] += (item.data.data1[2] + 1);
// TODO: we should check for max grind here
} else if (item.data.item_data1w[0] == 0x0B03) { // material
switch (item.data.item_data1[2]) {
} else if (item.data.data1w[0] == 0x0B03) { // material
switch (item.data.data1[2]) {
case 0: // Power Material
c->player.disp.stats.atp += 2;
c->game_data.player()->disp.stats.atp += 2;
break;
case 1: // Mind Material
c->player.disp.stats.mst += 2;
c->game_data.player()->disp.stats.mst += 2;
break;
case 2: // Evade Material
c->player.disp.stats.evp += 2;
c->game_data.player()->disp.stats.evp += 2;
break;
case 3: // HP Material
c->player.inventory.hp_materials_used += 2;
c->game_data.player()->inventory.hp_materials_used += 2;
break;
case 4: // TP Material
c->player.inventory.tp_materials_used += 2;
c->game_data.player()->inventory.tp_materials_used += 2;
break;
case 5: // Def Material
c->player.disp.stats.dfp += 2;
c->game_data.player()->disp.stats.dfp += 2;
break;
case 6: // Luck Material
c->player.disp.stats.lck += 2;
c->game_data.player()->disp.stats.lck += 2;
break;
default:
throw invalid_argument("unknown material used");
@@ -209,17 +210,17 @@ void player_use_item(shared_ptr<Client> c, size_t item_index) {
} else {
// default item action is to unwrap the item if it's a present
if ((item.data.item_data1[0] == 2) && (item.data.item_data2[2] & 0x40)) {
item.data.item_data2[2] &= 0xBF;
if ((item.data.data1[0] == 2) && (item.data.data2[2] & 0x40)) {
item.data.data2[2] &= 0xBF;
should_delete_item = false;
} else if ((item.data.item_data1[0] != 2) && (item.data.item_data1[4] & 0x40)) {
item.data.item_data1[4] &= 0xBF;
} else if ((item.data.data1[0] != 2) && (item.data.data1[4] & 0x40)) {
item.data.data1[4] &= 0xBF;
should_delete_item = false;
}
}
if (should_delete_item) {
c->player.remove_item(item.data.item_id, 1);
c->game_data.player()->remove_item(item.data.id, 1);
}
}
@@ -323,56 +324,56 @@ ItemData CommonItemCreator::create_drop_item(bool is_box, uint8_t episode,
int32_t type = this->decide_item_type(is_box);
switch (type) {
case 0x00: // material
item.item_data1[0] = 0x03;
item.item_data1[1] = 0x0B;
item.item_data1[2] = random_int(0, 6);
item.data1[0] = 0x03;
item.data1[1] = 0x0B;
item.data1[2] = random_int(0, 6);
break;
case 0x01: // equipment
switch (random_int(0, 3)) {
case 0x00: // weapon
item.item_data1[1] = random_int(1, 12); // random normal class
item.item_data1[2] = difficulty + random_int(0, 2); // special type
if ((item.item_data1[1] > 0x09) && (item.item_data1[2] > 0x04)) {
item.item_data1[2] = 0x04; // no special classes above 4
item.data1[1] = random_int(1, 12); // random normal class
item.data1[2] = difficulty + random_int(0, 2); // special type
if ((item.data1[1] > 0x09) && (item.data1[2] > 0x04)) {
item.data1[2] = 0x04; // no special classes above 4
}
item.item_data1[4] = 0x80; // untekked
if (item.item_data1[2] < 0x04) {
item.item_data1[4] |= random_int(0, 40); // give a special
item.data1[4] = 0x80; // untekked
if (item.data1[2] < 0x04) {
item.data1[4] |= random_int(0, 40); // give a special
}
for (size_t x = 0, y = 0; (x < 5) && (y < 3); x++) { // percentages
if (random_int(0, 10) == 1) { // 1/11 chance of getting each type of percentage
item.item_data1[6 + (y * 2)] = x + 1;
item.item_data1[7 + (y * 2)] = random_int(0, 10) * 5;
item.data1[6 + (y * 2)] = x + 1;
item.data1[7 + (y * 2)] = random_int(0, 10) * 5;
y++;
}
}
break;
case 0x01: // armor
item.item_data1[0] = 0x01;
item.item_data1[1] = 0x01;
item.item_data1[2] = (6 * difficulty) + random_int(0, ((area / 2) + 2) - 1); // standard type based on difficulty and area
if (item.item_data1[2] > 0x17) {
item.item_data1[2] = 0x17; // no standard types above 0x17
item.data1[0] = 0x01;
item.data1[1] = 0x01;
item.data1[2] = (6 * difficulty) + random_int(0, ((area / 2) + 2) - 1); // standard type based on difficulty and area
if (item.data1[2] > 0x17) {
item.data1[2] = 0x17; // no standard types above 0x17
}
if (random_int(0, 10) == 0) { // +/-
item.item_data1[4] = random_int(0, 5);
item.item_data1[6] = random_int(0, 2);
item.data1[4] = random_int(0, 5);
item.data1[6] = random_int(0, 2);
}
item.item_data1[5] = random_int(0, 4); // slots
item.data1[5] = random_int(0, 4); // slots
break;
case 0x02: // shield
item.item_data1[0] = 0x01;
item.item_data1[1] = 0x02;
item.item_data1[2] = (5 * difficulty) + random_int(0, ((area / 2) + 2) - 1); // standard type based on difficulty and area
if (item.item_data1[2] > 0x14) {
item.item_data1[2] = 0x14; // no standard types above 0x14
item.data1[0] = 0x01;
item.data1[1] = 0x02;
item.data1[2] = (5 * difficulty) + random_int(0, ((area / 2) + 2) - 1); // standard type based on difficulty and area
if (item.data1[2] > 0x14) {
item.data1[2] = 0x14; // no standard types above 0x14
}
if (random_int(0, 10) == 0) { // +/-
item.item_data1[4] = random_int(0, 5);
item.item_data1[6] = random_int(0, 5);
item.data1[4] = random_int(0, 5);
item.data1[6] = random_int(0, 5);
}
break;
@@ -382,81 +383,81 @@ ItemData CommonItemCreator::create_drop_item(bool is_box, uint8_t episode,
if (type == 0xFF) {
throw out_of_range("no item dropped"); // 0xFF -> no item drops
}
item.item_data1[0] = 0x01;
item.item_data1[1] = 0x03;
item.item_data1[2] = type;
item.data1[0] = 0x01;
item.data1[1] = 0x03;
item.data1[2] = type;
break;
}
}
break;
case 0x02: // technique
item.item_data1[0] = 0x03;
item.item_data1[1] = 0x02;
item.item_data1[4] = random_int(0, 18); // tech type
if ((item.item_data1[4] != 14) && (item.item_data1[4] != 17)) { // if not ryuker or reverser, give it a level
if (item.item_data1[4] == 16) { // if not anti, give it a level between 1 and 30
item.data1[0] = 0x03;
item.data1[1] = 0x02;
item.data1[4] = random_int(0, 18); // tech type
if ((item.data1[4] != 14) && (item.data1[4] != 17)) { // if not ryuker or reverser, give it a level
if (item.data1[4] == 16) { // if not anti, give it a level between 1 and 30
if (area > 3) {
item.item_data1[2] = difficulty + random_int(0, ((area - 1) / 2) - 1);
item.data1[2] = difficulty + random_int(0, ((area - 1) / 2) - 1);
} else {
item.item_data1[2] = difficulty;
item.data1[2] = difficulty;
}
if (item.item_data1[2] > 6) {
item.item_data1[2] = 6;
if (item.data1[2] > 6) {
item.data1[2] = 6;
}
} else {
item.item_data1[2] = (5 * difficulty) + random_int(0, ((area * 3) / 2) - 1); // else between 1 and 7
item.data1[2] = (5 * difficulty) + random_int(0, ((area * 3) / 2) - 1); // else between 1 and 7
}
}
break;
case 0x03: // scape doll
item.item_data1[0] = 0x03;
item.item_data1[1] = 0x09;
item.item_data1[2] = 0x00;
item.data1[0] = 0x03;
item.data1[1] = 0x09;
item.data1[2] = 0x00;
break;
case 0x04: // grinder
item.item_data1[0] = 0x03;
item.item_data1[1] = 0x0A;
item.item_data1[2] = random_int(0, 2); // mono, di, tri
item.data1[0] = 0x03;
item.data1[1] = 0x0A;
item.data1[2] = random_int(0, 2); // mono, di, tri
break;
case 0x05: // consumable
item.item_data1[0] = 0x03;
item.item_data1[5] = 0x01;
item.data1[0] = 0x03;
item.data1[5] = 0x01;
switch (random_int(0, 2)) {
case 0: // antidote / antiparalysis
item.item_data1[1] = 6;
item.item_data1[2] = random_int(0, 1);
item.data1[1] = 6;
item.data1[2] = random_int(0, 1);
break;
case 1: // telepipe / trap vision
item.item_data1[1] = 7 + random_int(0, 1);
item.data1[1] = 7 + random_int(0, 1);
break;
case 2: // sol / moon / star atomizer
item.item_data1[1] = 3 + random_int(0, 2);
item.data1[1] = 3 + random_int(0, 2);
break;
}
break;
case 0x06: // consumable
item.item_data1[0] = 0x03;
item.item_data1[5] = 0x01;
item.item_data1[1] = random_int(0, 1); // mate or fluid
item.data1[0] = 0x03;
item.data1[5] = 0x01;
item.data1[1] = random_int(0, 1); // mate or fluid
if (difficulty == 0) {
item.item_data1[2] = random_int(0, 1); // only mono and di on normal
item.data1[2] = random_int(0, 1); // only mono and di on normal
} else if (difficulty == 3) {
item.item_data1[2] = random_int(1, 2); // only di and tri on ultimate
item.data1[2] = random_int(1, 2); // only di and tri on ultimate
} else {
item.item_data1[2] = random_int(0, 2); // else, any of the three
item.data1[2] = random_int(0, 2); // else, any of the three
}
break;
case 0x07: // meseta
item.item_data1[0] = 0x04;
item.item_data2d = (90 * difficulty) + (random_int(0, 20) * (area * 2)); // meseta amount
item.data1[0] = 0x04;
item.data2d = (90 * difficulty) + (random_int(0, 20) * (area * 2)); // meseta amount
break;
default:
@@ -477,27 +478,27 @@ ItemData CommonItemCreator::create_shop_item(uint8_t difficulty,
ItemData item;
memset(&item, 0, sizeof(item));
item.item_data1[0] = item_type;
while (item.item_data1[0] == 2) {
item.item_data1[0] = rand() % 3;
item.data1[0] = item_type;
while (item.data1[0] == 2) {
item.data1[0] = rand() % 3;
}
switch (item.item_data1[0]) {
switch (item.data1[0]) {
case 0: { // weapon
item.item_data1[1] = (rand() % 12) + 1;
if (item.item_data1[1] > 9) {
item.item_data1[2] = difficulty;
item.data1[1] = (rand() % 12) + 1;
if (item.data1[1] > 9) {
item.data1[2] = difficulty;
} else {
item.item_data1[2] = (rand() & 1) + difficulty;
item.data1[2] = (rand() & 1) + difficulty;
}
item.item_data1[3] = rand() % 11;
item.item_data1[4] = rand() % 11;
item.data1[3] = rand() % 11;
item.data1[4] = rand() % 11;
size_t num_percentages = 0;
for (size_t x = 0; (x < 5) && (num_percentages < 3); x++) {
if ((rand() % 4) == 1) {
item.item_data1[(num_percentages * 2) + 6] = x;
item.item_data1[(num_percentages * 2) + 7] = rand() % (max_percentages[difficulty] + 1);
item.data1[(num_percentages * 2) + 6] = x;
item.data1[(num_percentages * 2) + 7] = rand() % (max_percentages[difficulty] + 1);
num_percentages++;
}
}
@@ -505,69 +506,69 @@ ItemData CommonItemCreator::create_shop_item(uint8_t difficulty,
}
case 1: // armor
item.item_data1[1] = 0;
while (item.item_data1[1] == 0) {
item.item_data1[1] = rand() & 3;
item.data1[1] = 0;
while (item.data1[1] == 0) {
item.data1[1] = rand() & 3;
}
switch (item.item_data1[1]) {
switch (item.data1[1]) {
case 1:
item.item_data1[2] = (rand() % 6) + (difficulty * 6);
item.item_data1[5] = rand() % 5;
item.data1[2] = (rand() % 6) + (difficulty * 6);
item.data1[5] = rand() % 5;
break;
case 2:
item.item_data2[2] = (rand() % 6) + (difficulty * 5);
*reinterpret_cast<short*>(&item.item_data1[6]) = (rand() % 9) - 4;
*reinterpret_cast<short*>(&item.item_data1[9]) = (rand() % 9) - 4;
item.data2[2] = (rand() % 6) + (difficulty * 5);
*reinterpret_cast<short*>(&item.data1[6]) = (rand() % 9) - 4;
*reinterpret_cast<short*>(&item.data1[9]) = (rand() % 9) - 4;
break;
case 3:
item.item_data2[2] = rand() % 0x3B;
*reinterpret_cast<short*>(&item.item_data1[7]) = (rand() % 5) - 4;
item.data2[2] = rand() % 0x3B;
*reinterpret_cast<short*>(&item.data1[7]) = (rand() % 5) - 4;
break;
}
break;
case 3: // tool
item.item_data1[1] = rand() % 12;
switch (item.item_data1[1]) {
item.data1[1] = rand() % 12;
switch (item.data1[1]) {
case 0:
case 1:
if (difficulty == 0) {
item.item_data1[2] = 0;
item.data1[2] = 0;
} else if (difficulty == 1) {
item.item_data1[2] = rand() % 2;
item.data1[2] = rand() % 2;
} else if (difficulty == 2) {
item.item_data1[2] = (rand() % 2) + 1;
item.data1[2] = (rand() % 2) + 1;
} else if (difficulty == 3) {
item.item_data1[2] = 2;
item.data1[2] = 2;
}
break;
case 6:
item.item_data1[2] = rand() % 2;
item.data1[2] = rand() % 2;
break;
case 10:
item.item_data1[2] = rand() % 3;
item.data1[2] = rand() % 3;
break;
case 11:
item.item_data1[2] = rand() % 7;
item.data1[2] = rand() % 7;
break;
}
switch (item.item_data1[1]) {
switch (item.data1[1]) {
case 2:
item.item_data1[4] = rand() % 19;
switch (item.item_data1[4]) {
item.data1[4] = rand() % 19;
switch (item.data1[4]) {
case 14:
case 17:
item.item_data1[2] = 0; // reverser & ryuker always level 1
item.data1[2] = 0; // reverser & ryuker always level 1
break;
case 16:
item.item_data1[2] = rand() % max_anti_level[difficulty];
item.data1[2] = rand() % max_anti_level[difficulty];
break;
default:
item.item_data1[2] = rand() % max_tech_level[difficulty];
item.data1[2] = rand() % max_tech_level[difficulty];
}
break;
case 0:
@@ -579,7 +580,7 @@ ItemData CommonItemCreator::create_shop_item(uint8_t difficulty,
case 7:
case 8:
case 16:
item.item_data1[5] = rand() % (max_quantity[difficulty] + 1);
item.data1[5] = rand() % (max_quantity[difficulty] + 1);
break;
}
}
+16 -3
View File
@@ -3,8 +3,21 @@
#include <stdint.h>
#include <string>
#include <phosg/Encoding.hh>
#include "Player.hh"
struct PlayerStats {
le_uint16_t atp;
le_uint16_t mst;
le_uint16_t evp;
le_uint16_t hp;
le_uint16_t dfp;
le_uint16_t ata;
le_uint16_t lck;
PlayerStats() noexcept;
} __attribute__((packed));
// information on a single level for a single class
struct LevelStats {
@@ -15,7 +28,7 @@ struct LevelStats {
uint8_t dfp; // dfp to add on level up
uint8_t ata; // ata to add on level up
uint8_t unknown[2];
uint32_t experience; // EXP value of this level
le_uint32_t experience; // EXP value of this level
void apply(PlayerStats& ps) const;
} __attribute__((packed));
@@ -23,7 +36,7 @@ struct LevelStats {
// level table format (PlyLevelTbl.prs)
struct LevelTable {
PlayerStats base_stats[12];
uint32_t unknown[12];
le_uint32_t unknown[12];
LevelStats levels[12][200];
LevelTable(const std::string& filename, bool compressed);
+5 -5
View File
@@ -99,12 +99,12 @@ void Lobby::add_client(shared_ptr<Client> c, bool reverse_indexes) {
// If the lobby is a game, assign the inventory's item IDs
if (this->is_game()) {
auto& inv = c->player.inventory;
auto& inv = c->game_data.player()->inventory;
size_t count = max<uint8_t>(inv.num_items, 30);
for (size_t x = 0; x < count; x++) {
inv.items[x].data.item_id = 0x00010000 + 0x00200000 * c->lobby_client_id + x;
inv.items[x].data.id = 0x00010000 + 0x00200000 * c->lobby_client_id + x;
}
c->player.print_inventory(stderr);
c->game_data.player()->print_inventory(stderr);
}
}
@@ -155,7 +155,7 @@ shared_ptr<Client> Lobby::find_client(const u16string* identifier,
(this->clients[x]->license->serial_number == serial_number)) {
return this->clients[x];
}
if (identifier && (this->clients[x]->player.disp.name == *identifier)) {
if (identifier && (this->clients[x]->game_data.player()->disp.name == *identifier)) {
return this->clients[x];
}
}
@@ -181,7 +181,7 @@ uint8_t Lobby::game_event_for_lobby_event(uint8_t lobby_event) {
void Lobby::add_item(const PlayerInventoryItem& item, uint8_t area, float x, float z) {
auto& fi = this->item_id_to_floor_item[item.data.item_id];
auto& fi = this->item_id_to_floor_item[item.data.id];
fi.inv_item = item;
fi.area = area;
fi.x = x;
-1
View File
@@ -574,7 +574,6 @@ void PSOBBMultiKeyServerEncryption::ensure_stream_ready() {
if (!this->client_crypt->active_key.get()) {
throw logic_error("server crypt cannot be initialized because client crypt is not ready");
}
log(INFO, "[PSOBB/MK] Generating server stream");
this->stream = PSOBBEncryption::generate_stream(
*this->client_crypt->active_key, this->seed.data(), this->seed.size());
}
+290 -226
View File
@@ -15,10 +15,13 @@ using namespace std;
// originally there was going to be a language-based header, but then I decided against it.
// these strings were already in use for that parser, so I didn't bother changing them.
#define PLAYER_FILE_SIGNATURE "newserv player file format; 10 sections present; sequential;"
#define ACCOUNT_FILE_SIGNATURE "newserv account file format; 7 sections present; sequential;"
// Originally there was going to be a language-based header, but then I decided
// against it. These strings were already in use for that parser, so I didn't
// bother changing them.
static const string PLAYER_FILE_SIGNATURE =
"newserv player file format; 10 sections present; sequential;";
static const string ACCOUNT_FILE_SIGNATURE =
"newserv account file format; 7 sections present; sequential;";
@@ -52,14 +55,15 @@ PlayerDispDataPCGC::PlayerDispDataPCGC() noexcept
void PlayerDispDataPCGC::enforce_pc_limits() {
// PC has fewer classes, so we'll substitute some here
if (this->char_class == 11) {
this->char_class = 0; // fomar -> humar
this->char_class = 0; // FOmar -> HUmar
} else if (this->char_class == 10) {
this->char_class = 1; // ramarl -> hunewearl
this->char_class = 1; // RAmarl -> HUnewearl
} else if (this->char_class == 9) {
this->char_class = 5; // hucaseal -> racaseal
this->char_class = 5; // HUcaseal -> RAcaseal
}
// if the player is still not a valid class, make them appear as the "ninja" NPC
// If the player is somehow still not a valid class, make them appear as the
// "ninja" NPC
if (this->char_class > 8) {
this->extra_model = 0;
this->v2_flags |= 2;
@@ -67,7 +71,6 @@ void PlayerDispDataPCGC::enforce_pc_limits() {
this->version = 2;
}
// converts PC/GC player data to BB format
PlayerDispDataBB PlayerDispDataPCGC::to_bb() const {
PlayerDispDataBB bb;
bb.stats.atp = this->stats.atp;
@@ -134,7 +137,6 @@ PlayerDispDataBB::PlayerDispDataBB() noexcept
proportion_x(0),
proportion_y(0) { }
// converts BB player data to PC/GC format
PlayerDispDataPCGC PlayerDispDataBB::to_pcgc() const {
PlayerDispDataPCGC pcgc;
pcgc.stats.atp = this->stats.atp;
@@ -174,7 +176,6 @@ PlayerDispDataPCGC PlayerDispDataBB::to_pcgc() const {
return pcgc;
}
// creates a player preview, which can then be sent to a BB client for character select
PlayerDispDataBBPreview PlayerDispDataBB::to_preview() const {
PlayerDispDataBBPreview pre;
pre.level = this->level;
@@ -271,7 +272,7 @@ GuildCardBB::GuildCardBB() noexcept
void PlayerBank::load(const string& filename) {
*this = load_object_file<PlayerBank>(filename);
for (uint32_t x = 0; x < this->num_items; x++) {
this->items[x].data.item_id = 0x0F010000 + x;
this->items[x].data.id = 0x0F010000 + x;
}
}
@@ -281,72 +282,8 @@ void PlayerBank::save(const string& filename) const {
void Player::import(const PSOPlayerDataPC& pc) {
this->inventory = pc.inventory;
this->disp = pc.disp.to_bb();
// TODO: Add these fields to the existing structure so we can parse them
// this->info_board = pc.info_board;
// this->blocked_senders = pc.blocked_senders;
// this->auto_reply = pc.auto_reply;
}
void Player::import(const PSOPlayerDataGC& gc) {
this->inventory = gc.inventory;
this->disp = gc.disp.to_bb();
this->info_board = gc.info_board;
this->blocked_senders = gc.blocked_senders;
if (gc.auto_reply_enabled) {
this->auto_reply = gc.auto_reply;
} else {
this->auto_reply.clear();
}
}
void Player::import(const PSOPlayerDataBB& bb) {
// Note: we don't copy the inventory and disp here because we already have
// it (we sent the player data to the client in the first place)
this->info_board = bb.info_board;
this->blocked_senders = bb.blocked_senders;
if (bb.auto_reply_enabled) {
this->auto_reply = bb.auto_reply;
} else {
this->auto_reply.clear();
}
}
PlayerBB Player::export_bb_player_data() const {
PlayerBB bb;
bb.inventory = this->inventory;
bb.disp = this->disp;
bb.unknown.clear();
bb.option_flags = this->option_flags;
bb.quest_data1 = this->quest_data1;
bb.bank = this->bank;
bb.serial_number = this->serial_number;
bb.name = this->disp.name;
bb.team_name = this->team_name;
bb.guild_card_desc = this->guild_card_desc;
bb.reserved1 = 0;
bb.reserved2 = 0;
bb.section_id = this->disp.section_id;
bb.char_class = this->disp.char_class;
bb.unknown3 = 0;
bb.symbol_chats = this->symbol_chats;
bb.shortcuts = this->shortcuts;
bb.auto_reply = this->auto_reply;
bb.info_board = this->info_board;
bb.unknown5.clear();
bb.challenge_data = this->challenge_data;
bb.tech_menu_config = this->tech_menu_config;
bb.unknown6.clear();
bb.quest_data2 = this->quest_data2;
bb.key_config = this->key_config;
return bb;
}
////////////////////////////////////////////////////////////////////////////////
// checksums the guild card file for BB player account data
uint32_t compute_guild_card_checksum(const void* vdata, size_t size) {
const uint8_t* data = reinterpret_cast<const uint8_t*>(vdata);
@@ -364,65 +301,213 @@ uint32_t compute_guild_card_checksum(const void* vdata, size_t size) {
return (cs ^ 0xFFFFFFFF);
}
void Player::load_account_data(const string& filename) {
SavedAccountBB account = load_object_file<SavedAccountBB>(filename);
if (account.signature != ACCOUNT_FILE_SIGNATURE) {
throw runtime_error("account data header is incorrect");
ClientGameData::~ClientGameData() {
if (!this->bb_username.empty()) {
if (this->account_data.get()) {
this->save_account_data();
}
if (this->player_data.get()) {
this->save_player_data();
}
}
this->blocked_senders = account.blocked_senders;
this->guild_cards = account.guild_cards;
this->key_config = account.key_config;
this->option_flags = account.option_flags;
this->shortcuts = account.shortcuts;
this->symbol_chats = account.symbol_chats;
this->team_name = account.team_name;
}
void Player::save_account_data(const string& filename) const {
SavedAccountBB account;
account.signature = ACCOUNT_FILE_SIGNATURE;
account.blocked_senders = this->blocked_senders;
account.guild_cards = this->guild_cards;
account.key_config = this->key_config;
account.option_flags = this->option_flags;
account.shortcuts = this->shortcuts;
account.symbol_chats = this->symbol_chats;
account.team_name = this->team_name;
save_file(filename, &account, sizeof(account));
}
void Player::load_player_data(const string& filename) {
SavedPlayerBB player = load_object_file<SavedPlayerBB>(filename);
if (player.signature != PLAYER_FILE_SIGNATURE) {
throw runtime_error("account data header is incorrect");
shared_ptr<SavedAccountDataBB> ClientGameData::account(bool should_load) {
if (!this->account_data.get() && should_load) {
if (this->bb_username.empty()) {
this->account_data.reset(new SavedAccountDataBB());
} else {
this->load_account_data();
}
}
this->auto_reply = player.auto_reply;
this->bank = player.bank;
this->challenge_data = player.challenge_data;
this->disp = player.disp;
this->guild_card_desc = player.guild_card_desc;
this->info_board = player.info_board;
this->inventory = player.inventory;
this->quest_data1 = player.quest_data1;
this->quest_data2 = player.quest_data2;
this->tech_menu_config = player.tech_menu_config;
return this->account_data;
}
void Player::save_player_data(const string& filename) const {
SavedPlayerBB player;
player.signature = PLAYER_FILE_SIGNATURE;
player.preview = this->disp.to_preview();
player.auto_reply = this->auto_reply;
player.bank = this->bank;
player.challenge_data = this->challenge_data;
player.disp = this->disp;
player.guild_card_desc = this->guild_card_desc;
player.info_board = this->info_board;
player.inventory = this->inventory;
player.quest_data1 = this->quest_data1;
player.quest_data2 = this->quest_data2;
player.tech_menu_config = this->tech_menu_config;
save_file(filename, &player, sizeof(player));
shared_ptr<SavedPlayerDataBB> ClientGameData::player(bool should_load) {
if (!this->player_data.get() && should_load) {
if (this->bb_username.empty()) {
this->player_data.reset(new SavedPlayerDataBB());
} else {
this->load_player_data();
}
}
return this->player_data;
}
shared_ptr<const SavedAccountDataBB> ClientGameData::account() const {
if (!this->account_data.get()) {
throw runtime_error("account data is not loaded");
}
return this->account_data;
}
shared_ptr<const SavedPlayerDataBB> ClientGameData::player() const {
if (!this->player_data.get()) {
throw runtime_error("player data is not loaded");
}
return this->player_data;
}
string ClientGameData::account_data_filename() const {
if (this->bb_username.empty()) {
throw logic_error("non-BB players do not have account data");
}
return string_printf("system/players/account_%s.nsa",
this->bb_username.c_str());
}
string ClientGameData::player_data_filename() const {
if (this->bb_username.empty()) {
throw logic_error("non-BB players do not have account data");
}
if (this->bb_player_index == 0) {
throw logic_error("0 is not a valid player index");
}
return string_printf("system/players/player_%s_%zu.nsc",
this->bb_username.c_str(), this->bb_player_index + 1);
}
string ClientGameData::player_template_filename(uint8_t char_class) {
return string_printf("system/blueburst/player_class_%hhu.nsc", char_class);
}
void ClientGameData::create_player(
const PlayerDispDataBBPreview& preview,
shared_ptr<const LevelTable> level_table) {
shared_ptr<SavedPlayerDataBB> data(new SavedPlayerDataBB(
load_object_file<SavedPlayerDataBB>(player_template_filename(preview.char_class))));
if (data->signature != PLAYER_FILE_SIGNATURE) {
throw runtime_error("player data header is incorrect");
}
try {
data->disp.apply_preview(preview);
data->disp.stats = level_table->base_stats_for_class(data->disp.char_class);
} catch (const exception& e) {
throw runtime_error(string_printf("template application failed: %s", e.what()));
}
this->player_data = data;
this->save_player_data();
}
void ClientGameData::load_account_data() {
string filename = this->account_data_filename();
shared_ptr<SavedAccountDataBB> data;
try {
data.reset(new SavedAccountDataBB(
load_object_file<SavedAccountDataBB>(filename)));
if (data->signature != ACCOUNT_FILE_SIGNATURE) {
throw runtime_error("account data header is incorrect");
}
} catch (const exception& e) {
log(INFO, "[BB/Account] No account data for %s; using default",
this->bb_username.c_str());
data.reset(new SavedAccountDataBB(
load_object_file<SavedAccountDataBB>("system/blueburst/default.nsa")));
if (data->signature != ACCOUNT_FILE_SIGNATURE) {
throw runtime_error("default account data header is incorrect");
}
}
this->account_data = data;
log(INFO, "Loaded account data file %s", filename.c_str());
}
void ClientGameData::save_account_data() const {
string filename = this->account_data_filename();
save_file(filename, this->account_data.get(), sizeof(SavedAccountDataBB));
log(INFO, "Saved account data file %s", filename.c_str());
}
void ClientGameData::load_player_data() {
string filename = this->player_data_filename();
shared_ptr<SavedPlayerDataBB> data(new SavedPlayerDataBB(
load_object_file<SavedPlayerDataBB>(filename)));
if (data->signature != PLAYER_FILE_SIGNATURE) {
throw runtime_error("player data header is incorrect");
}
this->player_data = data;
log(INFO, "Loaded player data file %s", filename.c_str());
}
void ClientGameData::save_player_data() const {
string filename = this->player_data_filename();
save_file(filename, this->player_data.get(), sizeof(SavedPlayerDataBB));
log(INFO, "Saved player data file %s", filename.c_str());
}
void ClientGameData::import_player(const PSOPlayerDataPC& pc) {
auto player = this->player();
player->inventory = pc.inventory;
player->disp = pc.disp.to_bb();
// TODO: Add these fields to the command structure so we can parse them
// info_board = pc.info_board;
// blocked_senders = pc.blocked_senders;
// auto_reply = pc.auto_reply;
}
void ClientGameData::import_player(const PSOPlayerDataGC& gc) {
auto account = this->account();
auto player = this->player();
player->inventory = gc.inventory;
player->disp = gc.disp.to_bb();
player->info_board = gc.info_board;
account->blocked_senders = gc.blocked_senders;
if (gc.auto_reply_enabled) {
player->auto_reply = gc.auto_reply;
} else {
player->auto_reply.clear();
}
}
void ClientGameData::import_player(const PSOPlayerDataBB& bb) {
auto account = this->account();
auto player = this->player();
// Note: we don't copy the inventory and disp here because we already have
// them (we sent the player data to the client in the first place)
player->info_board = bb.info_board;
account->blocked_senders = bb.blocked_senders;
if (bb.auto_reply_enabled) {
player->auto_reply = bb.auto_reply;
} else {
player->auto_reply.clear();
}
}
PlayerBB ClientGameData::export_player_bb() const {
auto account = this->account();
auto player = this->player();
PlayerBB ret;
ret.inventory = player->inventory;
ret.disp = player->disp;
ret.unknown.clear();
ret.option_flags = account->option_flags;
ret.quest_data1 = player->quest_data1;
ret.bank = player->bank;
ret.serial_number = this->serial_number;
ret.name = player->disp.name;
ret.team_name = account->team_name;
ret.guild_card_desc = player->guild_card_desc;
ret.reserved1 = 0;
ret.reserved2 = 0;
ret.section_id = player->disp.section_id;
ret.char_class = player->disp.char_class;
ret.unknown3 = 0;
ret.symbol_chats = account->symbol_chats;
ret.shortcuts = account->shortcuts;
ret.auto_reply = player->auto_reply;
ret.info_board = player->info_board;
ret.unknown5.clear();
ret.challenge_data = player->challenge_data;
ret.tech_menu_config = player->tech_menu_config;
ret.unknown6.clear();
ret.quest_data2 = player->quest_data2;
ret.key_config = account->key_config;
return ret;
}
@@ -440,62 +525,63 @@ PlayerLobbyDataBB::PlayerLobbyDataBB() noexcept
////////////////////////////////////////////////////////////////////////////////
const uint32_t meseta_identifier = 0x00040000;
constexpr uint32_t MESETA_IDENTIFIER = 0x00040000;
ItemData::ItemData() {
this->data1d[0] = 0;
this->data1d[1] = 0;
this->data1d[2] = 0;
this->id = 0xFFFFFFFF;
this->data2d = 0;
}
uint32_t ItemData::primary_identifier() const {
if (this->item_data1[0] == 0x03 && this->item_data1[1] == 0x02) {
if (this->data1[0] == 0x03 && this->data1[1] == 0x02) {
return 0x00030200; // Tech disk (data1[2] is level, so omit it)
} else if (this->item_data1[0] == 0x02) {
return 0x00020000 | (this->item_data1[1] << 8); // Mag
} else if (this->data1[0] == 0x02) {
return 0x00020000 | (this->data1[1] << 8); // Mag
} else {
return (this->item_data1[0] << 16) | (this->item_data1[1] << 8) | this->item_data1[2];
return (this->data1[0] << 16) | (this->data1[1] << 8) | this->data1[2];
}
}
PlayerBankItem PlayerInventoryItem::to_bank_item() const {
PlayerBankItem bank_item;
bank_item.data = this->data;
PlayerInventoryItem::PlayerInventoryItem()
: equip_flags(0x0000), tech_flag(0x0000), data() { }
if (combine_item_to_max.count(this->data.primary_identifier())) {
bank_item.amount = this->data.item_data1[5];
} else {
bank_item.amount = 1;
}
bank_item.show_flags = 1;
PlayerInventoryItem::PlayerInventoryItem(const PlayerBankItem& src)
: equip_flags((this->data.data1[0] > 2) ? 0x0044 : 0x0050),
tech_flag(0x0001),
data(src.data) { }
return bank_item;
}
PlayerBankItem::PlayerBankItem()
: data(), amount(0), show_flags(0) { }
PlayerInventoryItem PlayerBankItem::to_inventory_item() const {
PlayerInventoryItem item;
item.data = this->data;
if (item.data.item_data1[0] > 2) {
item.equip_flags = 0x0044;
} else {
item.equip_flags = 0x0050;
}
item.equip_flags = 0x0001; // TODO: is this a bug?
item.tech_flag = 0x0001;
return item;
}
PlayerBankItem::PlayerBankItem(const PlayerInventoryItem& src)
: data(src.data),
amount(combine_item_to_max.count(this->data.primary_identifier()) ? this->data.data1[5] : 1),
show_flags(1) { }
void Player::add_item(const PlayerInventoryItem& item) {
// TODO: Eliminate duplication between this function and the parallel function
// in PlayerBank
void SavedPlayerDataBB::add_item(const PlayerInventoryItem& item) {
uint32_t pid = item.data.primary_identifier();
// is it meseta? then just add to the meseta total
if (pid == meseta_identifier) {
this->disp.meseta += item.data.item_data2d;
// Annoyingly, meseta is in the disp data, not in the inventory struct. If the
// item is meseta, we have to modify disp instead.
if (pid == MESETA_IDENTIFIER) {
this->disp.meseta += item.data.data2d;
if (this->disp.meseta > 999999) {
this->disp.meseta = 999999;
}
return;
}
// is it a combine item?
// Handle combinable items
try {
uint32_t combine_max = combine_item_to_max.at(pid);
// is there already a stack of it in the player's inventory?
// Get the item index if there's already a stack of the same item in the
// player's inventory
size_t y;
for (y = 0; y < this->inventory.num_items; y++) {
if (this->inventory.items[y].data.primary_identifier() == item.data.primary_identifier()) {
@@ -503,17 +589,18 @@ void Player::add_item(const PlayerInventoryItem& item) {
}
}
// if there's already a stack, add to the stack and return
// If we found an existing stack, add it to the total and return
if (y < this->inventory.num_items) {
this->inventory.items[y].data.item_data1[5] += item.data.item_data1[5];
if (this->inventory.items[y].data.item_data1[5] > combine_max) {
this->inventory.items[y].data.item_data1[5] = combine_max;
this->inventory.items[y].data.data1[5] += item.data.data1[5];
if (this->inventory.items[y].data.data1[5] > combine_max) {
this->inventory.items[y].data.data1[5] = combine_max;
}
return;
}
} catch (const out_of_range&) { }
// else, just add the item if there's room
// If we get here, then it's not meseta and not a combine item, so it needs to
// go into an empty inventory slot
if (this->inventory.num_items >= 30) {
throw runtime_error("inventory is full");
}
@@ -521,24 +608,20 @@ void Player::add_item(const PlayerInventoryItem& item) {
this->inventory.num_items++;
}
// adds an item to a bank
void PlayerBank::add_item(const PlayerBankItem& item) {
uint32_t pid = item.data.primary_identifier();
// is it meseta? then just add to the meseta total
if (pid == meseta_identifier) {
this->meseta += item.data.item_data2d;
if (pid == MESETA_IDENTIFIER) {
this->meseta += item.data.data2d;
if (this->meseta > 999999) {
this->meseta = 999999;
}
return;
}
// is it a combine item?
try {
uint32_t combine_max = combine_item_to_max.at(pid);
// is there already a stack of it in the player's inventory?
size_t y;
for (y = 0; y < this->num_items; y++) {
if (this->items[y].data.primary_identifier() == item.data.primary_identifier()) {
@@ -546,18 +629,16 @@ void PlayerBank::add_item(const PlayerBankItem& item) {
}
}
// if there's already a stack, add to the stack and return
if (y < this->num_items) {
this->items[y].data.item_data1[5] += item.data.item_data1[5];
if (this->items[y].data.item_data1[5] > combine_max) {
this->items[y].data.item_data1[5] = combine_max;
this->items[y].data.data1[5] += item.data.data1[5];
if (this->items[y].data.data1[5] > combine_max) {
this->items[y].data.data1[5] = combine_max;
}
this->items[y].amount = this->items[y].data.item_data1[5];
this->items[y].amount = this->items[y].data.data1[5];
return;
}
} catch (const out_of_range&) { }
// else, just add the item if there's room
if (this->num_items >= 200) {
throw runtime_error("bank is full");
}
@@ -565,38 +646,45 @@ void PlayerBank::add_item(const PlayerBankItem& item) {
this->num_items++;
}
PlayerInventoryItem Player::remove_item(uint32_t item_id, uint32_t amount) {
// TODO: Eliminate code duplication between this function and the parallel
// function in PlayerBank
PlayerInventoryItem SavedPlayerDataBB::remove_item(
uint32_t item_id, uint32_t amount) {
PlayerInventoryItem ret;
// are we removing meseta? then create a meseta item
// If we're removing meseta (signaled by an invalid item ID), then create a
// meseta item.
if (item_id == 0xFFFFFFFF) {
if (amount > this->disp.meseta) {
throw out_of_range("player does not have enough meseta");
}
memset(&ret, 0, sizeof(ret));
ret.data.item_data1[0] = 0x04;
ret.data.item_data2d = amount;
ret.data.data1[0] = 0x04;
ret.data.data2d = amount;
this->disp.meseta -= amount;
return ret;
}
// find this item
size_t index = this->inventory.find_item(item_id);
auto& inventory_item = this->inventory.items[index];
// is it a combine item, and are we removing less than we have of it?
// (amount == 0 means remove all of it)
if (amount && (amount < inventory_item.data.item_data1[5]) &&
// If the item is a combine item and are we removing less than we have of it,
// then create a new item and reduce the amount of the existing stack. Note
// that passing amount == 0 means to remove the entire stack, so this only
// applies if amount is nonzero.
if (amount && (amount < inventory_item.data.data1[5]) &&
combine_item_to_max.count(inventory_item.data.primary_identifier())) {
ret = inventory_item;
ret.data.item_data1[5] = amount;
ret.data.item_id = 0xFFFFFFFF;
inventory_item.data.item_data1[5] -= amount;
ret.data.data1[5] = amount;
ret.data.id = 0xFFFFFFFF;
inventory_item.data.data1[5] -= amount;
return ret;
}
// not a combine item, or we're removing the whole stack? then just remove the item
// If we get here, then it's not meseta, and either it's not a combine item or
// we're removing the entire stack. Delete the item from the inventory slot
// and return the deleted item.
ret = inventory_item;
this->inventory.num_items--;
memcpy(&this->inventory.items[index], &this->inventory.items[index + 1],
@@ -604,39 +692,33 @@ PlayerInventoryItem Player::remove_item(uint32_t item_id, uint32_t amount) {
return ret;
}
// removes an item from a bank. works just like RemoveItem for inventories; I won't comment it
PlayerBankItem PlayerBank::remove_item(uint32_t item_id, uint32_t amount) {
PlayerBankItem ret;
// are we removing meseta? then create a meseta item
if (item_id == 0xFFFFFFFF) {
if (amount > this->meseta) {
throw out_of_range("player does not have enough meseta");
}
memset(&ret, 0, sizeof(ret));
ret.data.item_data1[0] = 0x04;
ret.data.item_data2d = amount;
ret.data.data1[0] = 0x04;
ret.data.data2d = amount;
this->meseta -= amount;
return ret;
}
// find this item
size_t index = this->find_item(item_id);
auto& bank_item = this->items[index];
// is it a combine item, and are we removing less than we have of it?
// (amount == 0 means remove all of it)
if (amount && (amount < bank_item.data.item_data1[5]) &&
if (amount && (amount < bank_item.data.data1[5]) &&
combine_item_to_max.count(bank_item.data.primary_identifier())) {
ret = bank_item;
ret.data.item_data1[5] = amount;
ret.data.data1[5] = amount;
ret.amount = amount;
bank_item.data.item_data1[5] -= amount;
bank_item.data.data1[5] -= amount;
bank_item.amount -= amount;
return ret;
}
// not a combine item, or we're removing the whole stack? then just remove the item
ret = bank_item;
this->num_items--;
memcpy(&this->items[index], &this->items[index + 1],
@@ -646,7 +728,7 @@ PlayerBankItem PlayerBank::remove_item(uint32_t item_id, uint32_t amount) {
size_t PlayerInventory::find_item(uint32_t item_id) {
for (size_t x = 0; x < this->num_items; x++) {
if (this->items[x].data.item_id == item_id) {
if (this->items[x].data.id == item_id) {
return x;
}
}
@@ -655,38 +737,20 @@ size_t PlayerInventory::find_item(uint32_t item_id) {
size_t PlayerBank::find_item(uint32_t item_id) {
for (size_t x = 0; x < this->num_items; x++) {
if (this->items[x].data.item_id == item_id) {
if (this->items[x].data.id == item_id) {
return x;
}
}
throw out_of_range("item not present");
}
void Player::print_inventory(FILE* stream) const {
void SavedPlayerDataBB::print_inventory(FILE* stream) const {
fprintf(stream, "[PlayerInventory] Meseta: %" PRIu32 "\n", this->disp.meseta.load());
fprintf(stream, "[PlayerInventory] %hhu items\n", this->inventory.num_items);
for (size_t x = 0; x < this->inventory.num_items; x++) {
const auto& item = this->inventory.items[x];
auto name = name_for_item(item.data, false);
fprintf(stream, "[PlayerInventory] %zu (%08" PRIX32 "): %08" PRIX32 " (%s)\n",
x, item.data.item_id.load(), item.data.primary_identifier(), name.c_str());
fprintf(stream, "[PlayerInventory] %zu (%08" PRIX32 "): %06" PRIX32 " (%s)\n",
x, item.data.id.load(), item.data.primary_identifier(), name.c_str());
}
}
string filename_for_player_bb(const string& username, uint8_t player_index) {
return string_printf("system/players/player_%s_%hhu.nsc", username.c_str(),
static_cast<uint8_t>(player_index + 1));
}
string filename_for_bank_bb(const string& username, const std::string& bank_name) {
return string_printf("system/players/bank_%s_%s.nsb", username.c_str(),
bank_name.c_str());
}
string filename_for_class_template_bb(uint8_t char_class) {
return string_printf("system/blueburst/player_class_%hhu.nsc", char_class);
}
string filename_for_account_bb(const string& username) {
return string_printf("system/players/account_%s.nsa", username.c_str());
}
+82 -95
View File
@@ -7,51 +7,51 @@
#include <vector>
#include <phosg/Encoding.hh>
#include "LevelTable.hh"
#include "Version.hh"
#include "Text.hh"
// raw item data
// TODO: use parray for the fields here
struct ItemData {
union {
uint8_t item_data1[12];
le_uint16_t item_data1w[6];
le_uint32_t item_data1d[3];
uint8_t data1[12];
le_uint16_t data1w[6];
le_uint32_t data1d[3];
} __attribute__((packed));
le_uint32_t item_id;
le_uint32_t id;
union {
uint8_t item_data2[4];
le_uint16_t item_data2w[2];
le_uint32_t item_data2d;
uint8_t data2[4];
le_uint16_t data2w[2];
le_uint32_t data2d;
} __attribute__((packed));
ItemData();
uint32_t primary_identifier() const;
} __attribute__((packed));
struct PlayerBankItem;
// an item in a player's inventory
struct PlayerInventoryItem {
le_uint16_t equip_flags;
le_uint16_t tech_flag;
le_uint32_t game_flags;
ItemData data;
PlayerBankItem to_bank_item() const;
PlayerInventoryItem();
PlayerInventoryItem(const PlayerBankItem&);
} __attribute__((packed));
// an item in a player's bank
struct PlayerBankItem {
ItemData data;
le_uint16_t amount;
le_uint16_t show_flags;
PlayerInventoryItem to_inventory_item() const;
PlayerBankItem();
PlayerBankItem(const PlayerInventoryItem&);
} __attribute__((packed));
// a player's inventory (remarkably, the format is the same in all versions of PSO)
struct PlayerInventory {
uint8_t num_items;
uint8_t hp_materials_used;
@@ -62,7 +62,6 @@ struct PlayerInventory {
size_t find_item(uint32_t item_id);
} __attribute__((packed));
// a player's bank
struct PlayerBank {
le_uint32_t num_items;
le_uint32_t meseta;
@@ -81,19 +80,6 @@ struct PlayerBank {
// simple player stats
struct PlayerStats {
le_uint16_t atp;
le_uint16_t mst;
le_uint16_t evp;
le_uint16_t hp;
le_uint16_t dfp;
le_uint16_t ata;
le_uint16_t lck;
PlayerStats() noexcept;
} __attribute__((packed));
struct PlayerDispDataBB;
// PC/GC player appearance and stats data
@@ -310,12 +296,12 @@ struct PlayerLobbyDataBB {
struct PSOPlayerDataPC { // for command 0x61
struct PSOPlayerDataPC { // For command 61
PlayerInventory inventory;
PlayerDispDataPCGC disp;
} __attribute__((packed));
struct PSOPlayerDataGC { // for command 0x61
struct PSOPlayerDataGC { // For command 61
PlayerInventory inventory;
PlayerDispDataPCGC disp;
parray<uint8_t, 0x134> unknown;
@@ -325,7 +311,7 @@ struct PSOPlayerDataGC { // for command 0x61
char auto_reply[0];
} __attribute__((packed));
struct PSOPlayerDataBB { // for command 0x61
struct PSOPlayerDataBB { // For command 61
PlayerInventory inventory;
PlayerDispDataBB disp;
ptext<char, 0x174> unused;
@@ -335,53 +321,57 @@ struct PSOPlayerDataBB { // for command 0x61
char16_t auto_reply[0];
} __attribute__((packed));
// complete BB player data format (used in E7 command)
struct PlayerBB {
PlayerInventory inventory; // 0000 // player
PlayerDispDataBB disp; // 034C // player
struct PlayerBB { // Used in 00E7 command
PlayerInventory inventory; // 0000 // player
PlayerDispDataBB disp; // 034C // player
parray<uint8_t, 0x0010> unknown; // 04DC //
le_uint32_t option_flags; // 04EC // account
le_uint32_t option_flags; // 04EC // account
parray<uint8_t, 0x0208> quest_data1; // 04F0 // player
PlayerBank bank; // 06F8 // player
le_uint32_t serial_number; // 19C0 // player
ptext<char16_t, 0x18> name; // 19C4 // player
ptext<char16_t, 0x10> team_name; // 19C4 // player
ptext<char16_t, 0x58> guild_card_desc; // 1A14 // player
uint8_t reserved1; // 1AC4 // player
uint8_t reserved2; // 1AC5 // player
uint8_t section_id; // 1AC6 // player
uint8_t char_class; // 1AC7 // player
le_uint32_t unknown3; // 1AC8 //
PlayerBank bank; // 06F8 // player
le_uint32_t serial_number; // 19C0 // player
ptext<char16_t, 0x18> name; // 19C4 // player
ptext<char16_t, 0x10> team_name; // 19C4 // player
ptext<char16_t, 0x58> guild_card_desc; // 1A14 // player
uint8_t reserved1; // 1AC4 // player
uint8_t reserved2; // 1AC5 // player
uint8_t section_id; // 1AC6 // player
uint8_t char_class; // 1AC7 // player
le_uint32_t unknown3; // 1AC8 //
parray<uint8_t, 0x04E0> symbol_chats; // 1ACC // account
parray<uint8_t, 0x0A40> shortcuts; // 1FAC // account
ptext<char16_t, 0x00AC> auto_reply; // 29EC // player
ptext<char16_t, 0x00AC> info_board; // 2B44 // player
ptext<char16_t, 0x00AC> auto_reply; // 29EC // player
ptext<char16_t, 0x00AC> info_board; // 2B44 // player
parray<uint8_t, 0x001C> unknown5; // 2C9C //
parray<uint8_t, 0x0140> challenge_data; // 2CB8 // player
parray<uint8_t, 0x0028> tech_menu_config; // 2DF8 // player
parray<uint8_t, 0x002C> unknown6; // 2E20 //
parray<uint8_t, 0x0058> quest_data2; // 2E4C // player
KeyAndTeamConfigBB key_config; // 2EA4 // account
} __attribute__((packed)); // total size: 39A0
KeyAndTeamConfigBB key_config; // 2EA4 // account
} __attribute__((packed)); // total size: 39A0
struct SavedPlayerBB { // .nsc file format
struct SavedPlayerDataBB { // .nsc file format
ptext<char, 0x40> signature;
PlayerDispDataBBPreview preview;
ptext<char16_t, 0x00AC> auto_reply;
PlayerBank bank;
parray<uint8_t, 0x0140> challenge_data;
PlayerDispDataBB disp;
ptext<char16_t, 0x58> guild_card_desc;
ptext<char16_t, 0x0058> guild_card_desc;
ptext<char16_t, 0x00AC> info_board;
PlayerInventory inventory;
parray<uint8_t, 0x0208> quest_data1;
parray<uint8_t, 0x0058> quest_data2;
parray<uint8_t, 0x0028> tech_menu_config;
void add_item(const PlayerInventoryItem& item);
PlayerInventoryItem remove_item(uint32_t item_id, uint32_t amount);
void print_inventory(FILE* stream) const;
} __attribute__((packed));
struct SavedAccountBB { // .nsa file format
struct SavedAccountDataBB { // .nsa file format
ptext<char, 0x40> signature;
parray<le_uint32_t, 0x001E> blocked_senders;
GuildCardFileBB guild_cards;
@@ -392,59 +382,56 @@ struct SavedAccountBB { // .nsa file format
ptext<char16_t, 0x0010> team_name;
} __attribute__((packed));
// complete player info stored by the server
struct Player {
le_uint32_t loaded_from_shipgate_time;
ptext<char16_t, 0x00AC> auto_reply; // player
PlayerBank bank; // player
ptext<char, 0x0020> bank_name; // not saved
parray<le_uint32_t, 0x001E> blocked_senders; // account
parray<uint8_t, 0x0140> challenge_data; // player
PlayerDispDataBB disp; // player
parray<uint8_t, 0x2408> ep3_config; // not saved
ptext<char16_t, 0x0058> guild_card_desc; // player
GuildCardFileBB guild_cards; // account
PlayerInventoryItem identify_result; // not saved
ptext<char16_t, 0x00AC> info_board; // player
PlayerInventory inventory; // player
KeyAndTeamConfigBB key_config; // account
le_uint32_t option_flags; // account
parray<uint8_t, 0x0208> quest_data1; // player
parray<uint8_t, 0x0058> quest_data2; // player
le_uint32_t serial_number; // account identifier
std::vector<ItemData> current_shop_contents; // not saved
parray<uint8_t, 0x0A40> shortcuts; // account
parray<uint8_t, 0x04E0> symbol_chats; // account
ptext<char16_t, 0x0010> team_name; // account
parray<uint8_t, 0x0028> tech_menu_config; // player
class ClientGameData {
private:
std::shared_ptr<SavedAccountDataBB> account_data;
std::shared_ptr<SavedPlayerDataBB> player_data;
void load_player_data(const std::string& filename);
void save_player_data(const std::string& filename) const;
public:
uint32_t serial_number;
void load_account_data(const std::string& filename);
void save_account_data(const std::string& filename) const;
// The following fields are not saved, and are only used in certain situations
void import(const PSOPlayerDataPC& pd);
void import(const PSOPlayerDataGC& pd);
void import(const PSOPlayerDataBB& pd);
PlayerBB export_bb_player_data() const;
// Null unless the client is Episode 3 and has sent its config already
std::shared_ptr<parray<uint8_t, 0x2408>> ep3_config;
void add_item(const PlayerInventoryItem& item);
PlayerInventoryItem remove_item(uint32_t item_id, uint32_t amount);
size_t find_item(uint32_t item_id);
// These are only used if the client is BB
std::string bb_username;
size_t bb_player_index;
PlayerInventoryItem identify_result;
std::vector<ItemData> shop_contents;
void print_inventory(FILE* stream) const;
ClientGameData() : serial_number(0), bb_player_index(0) { }
~ClientGameData();
std::shared_ptr<SavedAccountDataBB> account(bool should_load = true);
std::shared_ptr<SavedPlayerDataBB> player(bool should_load = true);
std::shared_ptr<const SavedAccountDataBB> account() const;
std::shared_ptr<const SavedPlayerDataBB> player() const;
std::string account_data_filename() const;
std::string player_data_filename() const;
static std::string player_template_filename(uint8_t char_class);
void create_player(
const PlayerDispDataBBPreview& preview,
std::shared_ptr<const LevelTable> level_table);
void load_account_data();
void save_account_data() const;
void load_player_data();
void save_player_data() const;
void import_player(const PSOPlayerDataPC& pd);
void import_player(const PSOPlayerDataGC& pd);
void import_player(const PSOPlayerDataBB& pd);
PlayerBB export_player_bb() const;
};
uint32_t compute_guild_card_checksum(const void* data, size_t size);
std::string filename_for_player_bb(const std::string& username, uint8_t player_index);
std::string filename_for_bank_bb(const std::string& username, const std::string& bank_name);
std::string filename_for_class_template_bb(uint8_t char_class);
std::string filename_for_account_bb(const std::string& username);
template <typename DestT, typename SrcT = DestT>
+117 -160
View File
@@ -135,37 +135,8 @@ void process_login_complete(shared_ptr<ServerState> s, shared_ptr<Client> c) {
} else if (c->server_behavior == ServerBehavior::LOBBY_SERVER) {
// if the client is BB, load thair player and account data
if (c->version == GameVersion::BB) {
string account_filename = filename_for_account_bb(c->license->username);
try {
c->player.load_account_data(account_filename);
} catch (const exception& e) {
c->player.load_account_data("system/blueburst/default.nsa");
}
c->player.bank_name = string_printf("player%d", c->bb_player_index + 1);
string player_filename = filename_for_player_bb(c->license->username,
c->bb_player_index);
try {
c->player.load_player_data(player_filename);
} catch (const exception&) {
send_message_box(c, u"$C6Your player data cannot be found.");
c->should_disconnect = true;
return;
}
string bank_filename = filename_for_bank_bb(c->license->username,
c->player.bank_name);
try {
c->player.bank.load(bank_filename);
} catch (const exception&) {
send_message_box(c, u"$C6Your bank data cannot be found.");
c->should_disconnect = true;
return;
}
// This implicitly loads the client's account and player data
send_complete_player_bb(c);
}
@@ -182,20 +153,13 @@ void process_disconnect(shared_ptr<ServerState> s, shared_ptr<Client> c) {
s->remove_client_from_lobby(c);
}
if (c->version == GameVersion::BB) {
// TODO: Make a timer event for each connected player that saves their data
// periodically, not only when they disconnect
// TODO: Track play time somewhere
// c->player.disp.play_time += ((now() - c->play_time_begin) / 1000000);
string account_filename = filename_for_account_bb(c->license->username);
string player_filename = filename_for_player_bb(c->license->username,
c->bb_player_index);
string bank_filename = filename_for_bank_bb(c->license->username,
c->player.bank_name);
c->player.save_account_data(account_filename);
c->player.save_player_data(player_filename);
c->player.bank.save(bank_filename);
}
// TODO: Make a timer event for each connected player that saves their data
// periodically, not only when they disconnect
// TODO: Track play time somewhere for BB players
// c->game_data.player()->disp.play_time += ((now() - c->play_time_begin) / 1000000);
// Note: The client's GameData destructor should save their player data
// shortly after this point
}
@@ -208,8 +172,9 @@ void process_verify_license_gc(shared_ptr<ServerState> s, shared_ptr<Client> c,
uint32_t serial_number = stoul(cmd.serial_number, nullptr, 16);
try {
c->license = s->license_manager->verify_gc(serial_number, cmd.access_key,
auto l = s->license_manager->verify_gc(serial_number, cmd.access_key,
cmd.password);
c->set_license(l);
} catch (const exception& e) {
if (!s->allow_unregistered_users) {
u16string message = u"Login failed: " + decode_sjis(e.what());
@@ -220,7 +185,7 @@ void process_verify_license_gc(shared_ptr<ServerState> s, shared_ptr<Client> c,
auto l = LicenseManager::create_license_gc(serial_number, cmd.access_key,
cmd.password, true);
s->license_manager->add(l);
c->license = l;
c->set_license(l);
}
}
@@ -236,11 +201,14 @@ void process_login_a_dc_pc_gc(shared_ptr<ServerState> s, shared_ptr<Client> c,
uint32_t serial_number = stoul(cmd.serial_number, nullptr, 16);
try {
shared_ptr<const License> l;
if (c->version == GameVersion::GC) {
c->license = s->license_manager->verify_gc(serial_number, cmd.access_key);
l = s->license_manager->verify_gc(serial_number, cmd.access_key);
} else {
c->license = s->license_manager->verify_pc(serial_number, cmd.access_key);
l = s->license_manager->verify_pc(serial_number, cmd.access_key);
}
c->set_license(l);
} catch (const exception& e) {
// On GC, the client should have sent a different command containing the
// password already, which should have created and added a temporary
@@ -263,12 +231,15 @@ void process_login_c_dc_pc_gc(shared_ptr<ServerState> s, shared_ptr<Client> c,
uint32_t serial_number = stoul(cmd.serial_number, nullptr, 16);
try {
shared_ptr<const License> l;
if (c->version == GameVersion::GC) {
c->license = s->license_manager->verify_gc(serial_number, cmd.access_key,
l = s->license_manager->verify_gc(serial_number, cmd.access_key,
cmd.password);
} else {
c->license = s->license_manager->verify_pc(serial_number, cmd.access_key);
l = s->license_manager->verify_pc(serial_number, cmd.access_key);
}
c->set_license(l);
} catch (const exception& e) {
if (!s->allow_unregistered_users) {
u16string message = u"Login failed: " + decode_sjis(e.what());
@@ -285,7 +256,7 @@ void process_login_c_dc_pc_gc(shared_ptr<ServerState> s, shared_ptr<Client> c,
true);
}
s->license_manager->add(l);
c->license = l;
c->set_license(l);
}
}
@@ -326,13 +297,16 @@ void process_login_d_e_pc_gc(shared_ptr<ServerState> s, shared_ptr<Client> c,
uint32_t serial_number = stoul(base_cmd->serial_number, nullptr, 16);
try {
shared_ptr<const License> l;
if (c->version == GameVersion::GC) {
c->license = s->license_manager->verify_gc(serial_number,
l = s->license_manager->verify_gc(serial_number,
base_cmd->access_key);
} else {
c->license = s->license_manager->verify_pc(serial_number,
l = s->license_manager->verify_pc(serial_number,
base_cmd->access_key);
}
c->set_license(l);
} catch (const exception& e) {
// See comment in 9A handler about why we do this even if unregistered users
// are allowed on the server
@@ -358,7 +332,8 @@ void process_login_bb(shared_ptr<ServerState> s, shared_ptr<Client> c,
c->flags |= flags_for_version(c->version, 0);
try {
c->license = s->license_manager->verify_bb(cmd.username, cmd.password);
auto l = s->license_manager->verify_bb(cmd.username, cmd.password);
c->set_license(l);
} catch (const exception& e) {
u16string message = u"Login failed: " + decode_sjis(e.what());
send_message_box(c, message.c_str());
@@ -378,29 +353,19 @@ void process_login_bb(shared_ptr<ServerState> s, shared_ptr<Client> c,
switch (c->bb_game_state) {
case ClientStateBB::INITIAL_LOGIN:
// first login? send them to the other port
// On first login, send the client to the data server port
send_reconnect(c, s->connect_address_for_client(c),
s->name_to_port_config.at("bb-data1")->port);
break;
case ClientStateBB::DOWNLOAD_DATA: {
// download data? send them their account data and player previews
string account_filename = filename_for_account_bb(c->license->username);
try {
c->player.load_account_data(account_filename);
} catch (const exception& e) {
c->player.load_account_data("system/blueburst/default.nsa");
}
break;
}
case ClientStateBB::DOWNLOAD_DATA:
case ClientStateBB::CHOOSE_PLAYER:
case ClientStateBB::SAVE_PLAYER:
// just wait; the command handlers will handle it
// Just wait in these cases; the client will request something from us and
// the command handlers will take care of it
break;
case ClientStateBB::SHIP_SELECT:
// this happens on the login server and later
process_login_complete(s, c);
break;
@@ -805,11 +770,11 @@ void process_menu_selection(shared_ptr<ServerState> s, shared_ptr<Client> c,
send_message_box(c, u"$C6Incorrect password.");
break;
}
if (c->player.disp.level < game->min_level) {
if (c->game_data.player()->disp.level < game->min_level) {
send_message_box(c, u"$C6Your level is too\nlow to join this\ngame.");
break;
}
if (c->player.disp.level > game->max_level) {
if (c->game_data.player()->disp.level > game->max_level) {
send_message_box(c, u"$C6Your level is too\nhigh to join this\ngame.");
break;
}
@@ -1087,51 +1052,51 @@ void process_player_data(shared_ptr<ServerState> s, shared_ptr<Client> c,
// Note: we add extra buffer on the end when checking sizes because the
// autoreply text is a variable length
switch (c->version) {
case GameVersion::PC:
check_size_v(data.size(), sizeof(PSOPlayerDataPC), 0xFFFF);
c->player.import(*reinterpret_cast<const PSOPlayerDataPC*>(data.data()));
case GameVersion::PC: {
const auto& disp = check_size_t<PSOPlayerDataPC>(data,
sizeof(PSOPlayerDataPC), 0xFFFF);
c->game_data.import_player(disp);
break;
case GameVersion::GC:
}
case GameVersion::GC: {
const PSOPlayerDataGC* disp;
if (flag == 4) { // Episode 3
check_size_v(data.size(), sizeof(PSOPlayerDataGC) + 0x23FC);
disp = &check_size_t<PSOPlayerDataGC>(data,
sizeof(PSOPlayerDataGC) + 0x23FC);
// TODO: import Episode 3 data somewhere
} else {
check_size_v(data.size(), sizeof(PSOPlayerDataGC),
sizeof(PSOPlayerDataGC) + sizeof(char) * c->player.auto_reply.size());
disp = &check_size_t<PSOPlayerDataGC>(data, sizeof(PSOPlayerDataGC),
sizeof(PSOPlayerDataGC) + c->game_data.player()->auto_reply.bytes());
}
c->player.import(*reinterpret_cast<const PSOPlayerDataGC*>(data.data()));
c->game_data.import_player(*disp);
break;
case GameVersion::BB:
check_size_v(data.size(), sizeof(PSOPlayerDataBB),
sizeof(PSOPlayerDataBB) + sizeof(char16_t) * c->player.auto_reply.size());
c->player.import(*reinterpret_cast<const PSOPlayerDataBB*>(data.data()));
}
case GameVersion::BB: {
const auto& disp = check_size_t<PSOPlayerDataBB>(data, sizeof(PSOPlayerDataBB),
sizeof(PSOPlayerDataBB) + c->game_data.player()->auto_reply.bytes());
c->game_data.import_player(disp);
break;
}
default:
throw logic_error("player data command not implemented for version");
}
if (command == 0x61 && !c->pending_bb_save_username.empty()) {
string prev_bb_username = c->game_data.bb_username;
size_t prev_bb_player_index = c->game_data.bb_player_index;
c->game_data.bb_username = c->pending_bb_save_username;
c->game_data.bb_player_index = c->pending_bb_save_player_index;
bool failure = false;
try {
string filename = filename_for_player_bb(c->pending_bb_save_username,
c->pending_bb_save_player_index + 1);
c->player.save_player_data(filename);
c->game_data.save_player_data();
} catch (const exception& e) {
u16string buffer = u"$C6PSOBB player data could\nnot be saved:\n" + decode_sjis(e.what());
send_text_message(c, buffer.c_str());
failure = true;
}
try {
string filename = string_printf("system/players/player_%s_player%d.nsb",
c->pending_bb_save_username.c_str(), c->pending_bb_save_player_index + 1);
c->player.bank.save(filename);
} catch (const exception& e) {
u16string buffer = u"$C6PSOBB bank data could\nnot be saved:\n" + decode_sjis(e.what());
send_text_message(c, buffer.c_str());
failure = true;
}
if (!failure) {
send_text_message_printf(c,
"$C6PSOBB player data saved\nas player %hhu for user\n%s",
@@ -1139,6 +1104,9 @@ void process_player_data(shared_ptr<ServerState> s, shared_ptr<Client> c,
c->pending_bb_save_username.c_str());
}
c->game_data.bb_username = prev_bb_username;
c->game_data.bb_player_index = prev_bb_player_index;
c->pending_bb_save_username.clear();
}
@@ -1198,7 +1166,7 @@ void process_chat_generic(shared_ptr<ServerState> s, shared_ptr<Client> c,
continue;
}
send_chat_message(l->clients[x], c->license->serial_number,
c->player.disp.name.data(), processed_text.c_str());
c->game_data.player()->disp.name.data(), processed_text.c_str());
}
}
}
@@ -1241,18 +1209,18 @@ void process_player_preview_request_bb(shared_ptr<ServerState>, shared_ptr<Clien
c->should_disconnect = true;
return;
}
string filename = filename_for_player_bb(c->license->username,
c->bb_player_index);
ClientGameData temp_gd;
temp_gd.serial_number = c->license->serial_number;
temp_gd.bb_username = c->license->username;
temp_gd.bb_player_index = c->bb_player_index;
try {
// generate a preview
Player p;
p.load_player_data(filename);
auto preview = p.disp.to_preview();
auto preview = temp_gd.player()->disp.to_preview();
send_player_preview_bb(c, cmd.player_index, &preview);
} catch (const exception&) {
// player doesn't exist
// Player doesn't exist
send_player_preview_bb(c, cmd.player_index, nullptr);
}
}
@@ -1298,45 +1266,18 @@ void process_create_character_bb(shared_ptr<ServerState> s, shared_ptr<Client> c
send_message_box(c, u"$C6You are not logged in.");
return;
}
if (!c->player.disp.name.empty()) {
if (!c->game_data.player()->disp.name.empty()) {
send_message_box(c, u"$C6You have already loaded a character.");
return;
}
c->bb_player_index = cmd.player_index;
c->player.bank_name = string_printf("player%" PRIu32, cmd.player_index + 1);
string player_filename = filename_for_player_bb(c->license->username, cmd.player_index);
string bank_filename = filename_for_bank_bb(c->license->username, c->player.bank_name);
string template_filename = filename_for_class_template_bb(cmd.preview.char_class);
Player p;
try {
p.load_player_data(template_filename);
} catch (const exception& e) {
send_message_box(c, u"$C6New character could not be created.\n\nA server file is missing.");
return;
}
try {
p.disp.apply_preview(cmd.preview);
c->player.disp.stats = s->level_table->base_stats_for_class(c->player.disp.char_class);
c->game_data.create_player(cmd.preview, s->level_table);
} catch (const exception& e) {
send_message_box(c, u"$C6New character could not be created.\n\nTemplate application failed.");
return;
}
try {
p.save_player_data(player_filename);
} catch (const exception& e) {
send_message_box(c, u"$C6New character could not be created.\n\nThe disk is full or write-protected.");
return;
}
try {
p.bank.save(bank_filename);
} catch (const exception& e) {
unlink(player_filename);
send_message_box(c, u"$C6New bank could not be created.\n\nThe disk is full or write-protected.");
string message = string_printf("$C6New character could not be created:\n%s", e.what());
send_message_box(c, decode_sjis(message));
return;
}
@@ -1351,31 +1292,31 @@ void process_change_account_data_bb(shared_ptr<ServerState>, shared_ptr<Client>
switch (command) {
case 0x01ED:
check_size_v(data.size(), sizeof(cmd->option));
c->player.option_flags = cmd->option;
c->game_data.account()->option_flags = cmd->option;
break;
case 0x02ED:
check_size_v(data.size(), sizeof(cmd->symbol_chats));
c->player.symbol_chats = cmd->symbol_chats;
c->game_data.account()->symbol_chats = cmd->symbol_chats;
break;
case 0x03ED:
check_size_v(data.size(), sizeof(cmd->chat_shortcuts));
c->player.shortcuts = cmd->chat_shortcuts;
c->game_data.account()->shortcuts = cmd->chat_shortcuts;
break;
case 0x04ED:
check_size_v(data.size(), sizeof(cmd->key_config));
c->player.key_config.key_config = cmd->key_config;
c->game_data.account()->key_config.key_config = cmd->key_config;
break;
case 0x05ED:
check_size_v(data.size(), sizeof(cmd->pad_config));
c->player.key_config.joystick_config = cmd->pad_config;
c->game_data.account()->key_config.joystick_config = cmd->pad_config;
break;
case 0x06ED:
check_size_v(data.size(), sizeof(cmd->tech_menu));
c->player.tech_menu_config = cmd->tech_menu;
c->game_data.player()->tech_menu_config = cmd->tech_menu;
break;
case 0x07ED:
check_size_v(data.size(), sizeof(cmd->customize));
c->player.disp.config = cmd->customize;
c->game_data.player()->disp.config = cmd->customize;
break;
default:
throw invalid_argument("unknown account command");
@@ -1387,9 +1328,18 @@ void process_return_player_data_bb(shared_ptr<ServerState>, shared_ptr<Client> c
const auto& cmd = check_size_t<PlayerBB>(data);
// We only trust the player's quest data and challenge data.
c->player.challenge_data = cmd.challenge_data;
c->player.quest_data1 = cmd.quest_data1;
c->player.quest_data2 = cmd.quest_data2;
c->game_data.player()->challenge_data = cmd.challenge_data;
c->game_data.player()->quest_data1 = cmd.quest_data1;
c->game_data.player()->quest_data2 = cmd.quest_data2;
}
void process_update_key_config_bb(shared_ptr<ServerState>, shared_ptr<Client> c,
uint16_t, uint32_t, const string& data) {
// Some clients have only a uint32_t at the end for team rewards
check_size_t<KeyAndTeamConfigBB>(data,
sizeof(KeyAndTeamConfigBB) - 4, sizeof(KeyAndTeamConfigBB));
memcpy(&c->game_data.account()->key_config, data.data(), data.size());
// TODO: We should send a response here, but I don't know which one!
}
////////////////////////////////////////////////////////////////////////////////
@@ -1436,20 +1386,21 @@ void process_simple_mail(shared_ptr<ServerState> s, shared_ptr<Client> c,
// If the sender is blocked, don't forward the mail
for (size_t y = 0; y < 30; y++) {
if (target->player.blocked_senders.data()[y] == c->license->serial_number) {
if (target->game_data.account()->blocked_senders.data()[y] == c->license->serial_number) {
return;
}
}
// If the target has auto-reply enabled, send the autoreply
if (!target->player.auto_reply.empty()) {
if (!target->game_data.player()->auto_reply.empty()) {
send_simple_mail(c, target->license->serial_number,
target->player.disp.name, target->player.auto_reply);
target->game_data.player()->disp.name,
target->game_data.player()->auto_reply);
}
// Forward the message
u16string msg = decode_sjis(cmd.text);
send_simple_mail(target, c->license->serial_number, c->player.disp.name, msg);
send_simple_mail(target, c->license->serial_number, c->game_data.player()->disp.name, msg);
}
@@ -1466,8 +1417,8 @@ void process_info_board_request(shared_ptr<ServerState> s, shared_ptr<Client> c,
template <typename CharT>
void process_write_info_board_t(shared_ptr<ServerState>, shared_ptr<Client> c,
uint16_t, uint32_t, const string& data) { // D9
check_size_v(data.size(), 0, c->player.info_board.size() * sizeof(CharT));
c->player.info_board.assign(
check_size_v(data.size(), 0, c->game_data.player()->info_board.size() * sizeof(CharT));
c->game_data.player()->info_board.assign(
reinterpret_cast<const CharT*>(data.data()),
data.size() / sizeof(CharT));
}
@@ -1475,8 +1426,8 @@ void process_write_info_board_t(shared_ptr<ServerState>, shared_ptr<Client> c,
template <typename CharT>
void process_set_auto_reply_t(shared_ptr<ServerState>, shared_ptr<Client> c,
uint16_t, uint32_t, const string& data) { // C7
check_size_v(data.size(), 0, c->player.auto_reply.size() * sizeof(CharT));
c->player.auto_reply.assign(
check_size_v(data.size(), 0, c->game_data.player()->auto_reply.size() * sizeof(CharT));
c->game_data.player()->auto_reply.assign(
reinterpret_cast<const CharT*>(data.data()),
data.size() / sizeof(CharT));
}
@@ -1484,13 +1435,13 @@ void process_set_auto_reply_t(shared_ptr<ServerState>, shared_ptr<Client> c,
void process_disable_auto_reply(shared_ptr<ServerState>, shared_ptr<Client> c,
uint16_t, uint32_t, const string& data) { // C8
check_size_v(data.size(), 0);
c->player.auto_reply.clear();
c->game_data.player()->auto_reply.clear();
}
void process_set_blocked_senders_list(shared_ptr<ServerState>, shared_ptr<Client> c,
uint16_t, uint32_t, const string& data) { // C6
const auto& cmd = check_size_t<C_SetBlockedSenders_C6>(data);
c->player.blocked_senders = cmd.blocked_senders;
c->game_data.account()->blocked_senders = cmd.blocked_senders;
}
@@ -1543,7 +1494,7 @@ shared_ptr<Lobby> create_game_generic(shared_ptr<ServerState> s,
uint8_t min_level = ((episode == 0xFF) ? 0 : default_minimum_levels[episode - 1][difficulty]);
if (!(c->license->privileges & Privilege::FREE_JOIN_GAMES) &&
(min_level > c->player.disp.level)) {
(min_level > c->game_data.player()->disp.level)) {
throw invalid_argument("level too low for difficulty");
}
@@ -1552,7 +1503,7 @@ shared_ptr<Lobby> create_game_generic(shared_ptr<ServerState> s,
game->password = password;
game->version = c->version;
game->section_id = c->override_section_id >= 0
? c->override_section_id : c->player.disp.section_id;
? c->override_section_id : c->game_data.player()->disp.section_id;
game->episode = episode;
game->difficulty = difficulty;
if (battle) {
@@ -1779,12 +1730,14 @@ independently.\r\n\
}
message += u"License check ";
try {
shared_ptr<const License> l;
if (c->flags & Client::Flag::BB_PATCH) {
c->license = s->license_manager->verify_bb(cmd.username, cmd.password);
l = s->license_manager->verify_bb(cmd.username, cmd.password);
} else {
c->license = s->license_manager->verify_pc(
l = s->license_manager->verify_pc(
stoul(cmd.username, nullptr, 16), cmd.password);
}
c->set_license(l);
message += u"OK";
} catch (const exception& e) {
message += u"failed: ";
@@ -2156,7 +2109,7 @@ static process_command_t bb_handlers[0x100] = {
process_guild_card_data_request_bb, nullptr, nullptr, nullptr,
// E0
process_key_config_request_bb, nullptr, nullptr, process_player_preview_request_bb,
process_key_config_request_bb, nullptr, process_update_key_config_bb, process_player_preview_request_bb,
nullptr, process_create_character_bb, nullptr, process_return_player_data_bb,
process_client_checksum_bb, nullptr, process_team_command_bb, process_stream_file_request_bb,
process_ignored_command, process_change_account_data_bb, nullptr, nullptr,
@@ -2224,7 +2177,11 @@ static process_command_t* handlers[6] = {
void process_command(shared_ptr<ServerState> s, shared_ptr<Client> c,
uint16_t command, uint32_t flag, const string& data) {
string encoded_name = remove_language_marker(encode_sjis(c->player.disp.name));
string encoded_name;
auto player = c->game_data.player(false);
if (player) {
encoded_name = remove_language_marker(encode_sjis(player->disp.name));
}
print_received_command(command, flag, data.data(), data.size(), c->version,
encoded_name.c_str());
+86 -84
View File
@@ -115,13 +115,13 @@ static void process_subcommand_send_guild_card(shared_ptr<ServerState>,
if (c->version == GameVersion::PC) {
const auto* cmd = check_size_sc<G_SendGuildCard_PC_6x06>(data);
c->player.guild_card_desc = cmd->desc;
c->game_data.player()->guild_card_desc = cmd->desc;
} else if (c->version == GameVersion::GC) {
const auto* cmd = check_size_sc<G_SendGuildCard_GC_6x06>(data);
c->player.guild_card_desc = cmd->desc;
c->game_data.player()->guild_card_desc = cmd->desc;
} else if (c->version == GameVersion::BB) {
const auto* cmd = check_size_sc<G_SendGuildCard_BB_6x06>(data);
c->player.guild_card_desc = cmd->desc;
c->game_data.player()->guild_card_desc = cmd->desc;
}
send_guild_card(l->clients[flag], c);
@@ -256,11 +256,12 @@ static void process_subcommand_player_drop_item(shared_ptr<ServerState>,
return;
}
l->add_item(c->player.remove_item(cmd->item_id, 0), cmd->area, cmd->x, cmd->z);
l->add_item(c->game_data.player()->remove_item(cmd->item_id, 0),
cmd->area, cmd->x, cmd->z);
log(INFO, "[Items/%08" PRIX32 "] Player %hhu dropped item %08" PRIX32 " at %hu:(%g, %g)",
l->lobby_id, cmd->client_id, cmd->item_id.load(), cmd->area.load(), cmd->x.load(), cmd->z.load());
// c->player.print_inventory(stderr);
// c->game_data.player()->print_inventory(stderr);
forward_subcommand(l, c, command, flag, data);
}
@@ -284,11 +285,11 @@ static void process_subcommand_create_inventory_item(shared_ptr<ServerState>,
item.tech_flag = 0;
item.game_flags = 0;
item.data = cmd->item;
c->player.add_item(item);
c->game_data.player()->add_item(item);
log(INFO, "[Items/%08" PRIX32 "] Player %hhu created inventory item %08" PRIX32,
l->lobby_id, cmd->client_id, cmd->item.item_id.load());
// c->player.print_inventory(stderr);
l->lobby_id, cmd->client_id, cmd->item.id.load());
// c->game_data.player()->print_inventory(stderr);
forward_subcommand(l, c, command, flag, data);
}
@@ -316,8 +317,8 @@ static void process_subcommand_drop_partial_stack(shared_ptr<ServerState>,
l->add_item(item, cmd->area, cmd->x, cmd->z);
log(INFO, "[Items/%08" PRIX32 "] Player %hhu split stack to create ground item %08" PRIX32 " at %hu:(%g, %g)",
l->lobby_id, cmd->client_id, item.data.item_id.load(), cmd->area.load(), cmd->x.load(), cmd->z.load());
// c->player.print_inventory(stderr);
l->lobby_id, cmd->client_id, item.data.id.load(), cmd->area.load(), cmd->x.load(), cmd->z.load());
// c->game_data.player()->print_inventory(stderr);
forward_subcommand(l, c, command, flag, data);
}
@@ -332,12 +333,12 @@ static void process_subcommand_drop_partial_stack_bb(shared_ptr<ServerState>,
return;
}
auto item = c->player.remove_item(cmd->item_id, cmd->amount);
auto item = c->game_data.player()->remove_item(cmd->item_id, cmd->amount);
// if a stack was split, the original item still exists, so the dropped item
// needs a new ID. remove_item signals this by returning an item with id=-1
if (item.data.item_id == 0xFFFFFFFF) {
item.data.item_id = l->generate_item_id(c->lobby_client_id);
if (item.data.id == 0xFFFFFFFF) {
item.data.id = l->generate_item_id(c->lobby_client_id);
}
l->add_item(item, cmd->area, cmd->x, cmd->z);
@@ -345,7 +346,7 @@ static void process_subcommand_drop_partial_stack_bb(shared_ptr<ServerState>,
log(INFO, "[Items/%08" PRIX32 "] Player %hhu split stack %08" PRIX32 " (%" PRIu32 " of them) at %hu:(%g, %g)",
l->lobby_id, cmd->client_id, cmd->item_id.load(), cmd->amount.load(),
cmd->area.load(), cmd->x.load(), cmd->z.load());
// c->player.print_inventory(stderr);
// c->game_data.player()->print_inventory(stderr);
send_drop_stacked_item(l, item.data, cmd->area, cmd->x, cmd->z);
@@ -371,11 +372,11 @@ static void process_subcommand_buy_shop_item(shared_ptr<ServerState>,
item.tech_flag = 0;
item.game_flags = 0;
item.data = cmd->item;
c->player.add_item(item);
c->game_data.player()->add_item(item);
log(INFO, "[Items/%08" PRIX32 "] Player %hhu bought item %08" PRIX32 " from shop",
l->lobby_id, cmd->client_id, item.data.item_id.load());
// c->player.print_inventory(stderr);
l->lobby_id, cmd->client_id, item.data.id.load());
// c->game_data.player()->print_inventory(stderr);
forward_subcommand(l, c, command, flag, data);
}
@@ -400,8 +401,8 @@ static void process_subcommand_box_or_enemy_item_drop(shared_ptr<ServerState>,
l->add_item(item, cmd->area, cmd->x, cmd->z);
log(INFO, "[Items/%08" PRIX32 "] Leader created ground item %08" PRIX32 " at %hhu:(%g, %g)",
l->lobby_id, item.data.item_id.load(), cmd->area, cmd->x.load(), cmd->z.load());
// c->player.print_inventory(stderr);
l->lobby_id, item.data.id.load(), cmd->area, cmd->x.load(), cmd->z.load());
// c->game_data.player()->print_inventory(stderr);
forward_subcommand(l, c, command, flag, data);
}
@@ -419,11 +420,11 @@ static void process_subcommand_pick_up_item(shared_ptr<ServerState>,
// BB clients should never send this; only the server should send this
return;
}
c->player.add_item(l->remove_item(cmd->item_id));
c->game_data.player()->add_item(l->remove_item(cmd->item_id));
log(INFO, "[Items/%08" PRIX32 "] Player %hu picked up %08" PRIX32,
l->lobby_id, cmd->client_id.load(), cmd->item_id.load());
// c->player.print_inventory(stderr);
// c->game_data.player()->print_inventory(stderr);
forward_subcommand(l, c, command, flag, data);
}
@@ -439,7 +440,7 @@ static void process_subcommand_pick_up_item_request(shared_ptr<ServerState>,
return;
}
c->player.add_item(l->remove_item(cmd->item_id));
c->game_data.player()->add_item(l->remove_item(cmd->item_id));
send_pick_up_item(l, c, cmd->item_id, cmd->area);
@@ -459,11 +460,11 @@ static void process_subcommand_equip_unequip_item(shared_ptr<ServerState>,
return;
}
size_t index = c->player.inventory.find_item(cmd->item_id);
size_t index = c->game_data.player()->inventory.find_item(cmd->item_id);
if (cmd->command == 0x25) {
c->player.inventory.items[index].game_flags |= 0x00000008; // equip
c->game_data.player()->inventory.items[index].game_flags |= 0x00000008; // equip
} else {
c->player.inventory.items[index].game_flags &= 0xFFFFFFF7; // unequip
c->game_data.player()->inventory.items[index].game_flags &= 0xFFFFFFF7; // unequip
}
} else {
@@ -480,12 +481,12 @@ static void process_subcommand_use_item(shared_ptr<ServerState>,
return;
}
size_t index = c->player.inventory.find_item(cmd->item_id);
size_t index = c->game_data.player()->inventory.find_item(cmd->item_id);
player_use_item(c, index);
log(INFO, "[Items/%08" PRIX32 "] Player used item %hhu:%08" PRIX32,
l->lobby_id, cmd->client_id, cmd->item_id.load());
// c->player.print_inventory(stderr);
// c->game_data.player()->print_inventory(stderr);
forward_subcommand(l, c, command, flag, data);
}
@@ -502,9 +503,9 @@ static void process_subcommand_open_shop_bb_or_unknown_ep3(shared_ptr<ServerStat
uint32_t shop_type = p[1].dword;
if ((l->version == GameVersion::BB) && l->is_game()) {
size_t num_items = (rand() % 4) + 9;
c->player.current_shop_contents.clear();
while (c->player.current_shop_contents.size() < num_items) {
size_t num_items = 9 + (rand() % 4);
c->game_data.shop_contents.clear();
while (c->game_data.shop_contents.size() < num_items) {
ItemData item_data;
if (shop_type == 0) { // tool shop
item_data = s->common_item_creator->create_shop_item(l->difficulty, 3);
@@ -516,8 +517,8 @@ static void process_subcommand_open_shop_bb_or_unknown_ep3(shared_ptr<ServerStat
break;
}
item_data.item_id = l->generate_item_id(c->lobby_client_id);
c->player.current_shop_contents.emplace_back(item_data);
item_data.id = l->generate_item_id(c->lobby_client_id);
c->game_data.shop_contents.emplace_back(item_data);
}
send_shop(c, shop_type);
@@ -543,34 +544,34 @@ static void process_subcommand_bank_action_bb(shared_ptr<ServerState>,
if (cmd->action == 0) { // deposit
if (cmd->item_id == 0xFFFFFFFF) { // meseta
if (cmd->meseta_amount > c->player.disp.meseta) {
if (cmd->meseta_amount > c->game_data.player()->disp.meseta) {
return;
}
if ((c->player.bank.meseta + cmd->meseta_amount) > 999999) {
if ((c->game_data.player()->bank.meseta + cmd->meseta_amount) > 999999) {
return;
}
c->player.bank.meseta += cmd->meseta_amount;
c->player.disp.meseta -= cmd->meseta_amount;
c->game_data.player()->bank.meseta += cmd->meseta_amount;
c->game_data.player()->disp.meseta -= cmd->meseta_amount;
} else { // item
auto item = c->player.remove_item(cmd->item_id, cmd->item_amount);
c->player.bank.add_item(item.to_bank_item());
auto item = c->game_data.player()->remove_item(cmd->item_id, cmd->item_amount);
c->game_data.player()->bank.add_item(item);
send_destroy_item(l, c, cmd->item_id, cmd->item_amount);
}
} else if (cmd->action == 1) { // take
if (cmd->item_id == 0xFFFFFFFF) { // meseta
if (cmd->meseta_amount > c->player.bank.meseta) {
if (cmd->meseta_amount > c->game_data.player()->bank.meseta) {
return;
}
if ((c->player.disp.meseta + cmd->meseta_amount) > 999999) {
if ((c->game_data.player()->disp.meseta + cmd->meseta_amount) > 999999) {
return;
}
c->player.bank.meseta -= cmd->meseta_amount;
c->player.disp.meseta += cmd->meseta_amount;
c->game_data.player()->bank.meseta -= cmd->meseta_amount;
c->game_data.player()->disp.meseta += cmd->meseta_amount;
} else { // item
auto bank_item = c->player.bank.remove_item(cmd->item_id, cmd->item_amount);
PlayerInventoryItem item = bank_item.to_inventory_item();
item.data.item_id = l->generate_item_id(0xFF);
c->player.add_item(item);
auto bank_item = c->game_data.player()->bank.remove_item(cmd->item_id, cmd->item_amount);
PlayerInventoryItem item = bank_item;
item.data.id = l->generate_item_id(0xFF);
c->game_data.player()->add_item(item);
send_create_inventory_item(l, c, item.data);
}
}
@@ -589,18 +590,18 @@ static void process_subcommand_sort_inventory_bb(shared_ptr<ServerState>,
for (size_t x = 0; x < 30; x++) {
if (cmd->item_ids[x] == 0xFFFFFFFF) {
sorted.items[x].data.item_id = 0xFFFFFFFF;
sorted.items[x].data.id = 0xFFFFFFFF;
} else {
size_t index = c->player.inventory.find_item(cmd->item_ids[x]);
sorted.items[x] = c->player.inventory.items[index];
size_t index = c->game_data.player()->inventory.find_item(cmd->item_ids[x]);
sorted.items[x] = c->game_data.player()->inventory.items[index];
}
}
sorted.num_items = c->player.inventory.num_items;
sorted.hp_materials_used = c->player.inventory.hp_materials_used;
sorted.tp_materials_used = c->player.inventory.tp_materials_used;
sorted.language = c->player.inventory.language;
c->player.inventory = sorted;
sorted.num_items = c->game_data.player()->inventory.num_items;
sorted.hp_materials_used = c->game_data.player()->inventory.hp_materials_used;
sorted.tp_materials_used = c->game_data.player()->inventory.tp_materials_used;
sorted.language = c->game_data.player()->inventory.language;
c->game_data.player()->inventory = sorted;
}
}
@@ -620,10 +621,11 @@ static void process_subcommand_enemy_drop_item_request(shared_ptr<ServerState> s
PlayerInventoryItem item;
memset(&item, 0, sizeof(PlayerInventoryItem));
// TODO: Deduplicate this code with the box drop item request handler
bool is_rare = false;
if (l->next_drop_item.data.item_data1d[0]) {
if (l->next_drop_item.data.data1d[0]) {
item = l->next_drop_item;
l->next_drop_item.data.item_data1d[0] = 0;
l->next_drop_item.data.data1d[0] = 0;
} else {
if (l->rare_item_set) {
if (cmd->enemy_id <= 0x65) {
@@ -632,10 +634,10 @@ static void process_subcommand_enemy_drop_item_request(shared_ptr<ServerState> s
}
if (is_rare) {
memcpy(&item.data.item_data1d, l->rare_item_set->rares[cmd->enemy_id].item_code, 3);
memcpy(&item.data.data1d, l->rare_item_set->rares[cmd->enemy_id].item_code, 3);
//RandPercentages();
if (item.data.item_data1d[0] == 0) {
item.data.item_data1[4] |= 0x80; // make it untekked if it's a weapon
if (item.data.data1d[0] == 0) {
item.data.data1[4] |= 0x80; // make it unidentified if it's a weapon
}
} else {
try {
@@ -647,7 +649,7 @@ static void process_subcommand_enemy_drop_item_request(shared_ptr<ServerState> s
}
}
}
item.data.item_id = l->generate_item_id(0xFF);
item.data.id = l->generate_item_id(0xFF);
l->add_item(item, cmd->area, cmd->x, cmd->z);
send_drop_item(l, item.data, false, cmd->area, cmd->x, cmd->z,
@@ -672,9 +674,9 @@ static void process_subcommand_box_drop_item_request(shared_ptr<ServerState> s,
memset(&item, 0, sizeof(PlayerInventoryItem));
bool is_rare = false;
if (l->next_drop_item.data.item_data1d[0]) {
if (l->next_drop_item.data.data1d[0]) {
item = l->next_drop_item;
l->next_drop_item.data.item_data1d[0] = 0;
l->next_drop_item.data.data1d[0] = 0;
} else {
size_t index;
if (l->rare_item_set) {
@@ -690,10 +692,10 @@ static void process_subcommand_box_drop_item_request(shared_ptr<ServerState> s,
}
if (is_rare) {
memcpy(item.data.item_data1, l->rare_item_set->box_rares[index].item_code, 3);
memcpy(item.data.data1, l->rare_item_set->box_rares[index].item_code, 3);
//RandPercentages();
if (item.data.item_data1d[0] == 0) {
item.data.item_data1[4] |= 0x80; // make it untekked if it's a weapon
if (item.data.data1d[0] == 0) {
item.data.data1[4] |= 0x80; // make it unidentified if it's a weapon
}
} else {
try {
@@ -705,7 +707,7 @@ static void process_subcommand_box_drop_item_request(shared_ptr<ServerState> s,
}
}
}
item.data.item_id = l->generate_item_id(0xFF);
item.data.id = l->generate_item_id(0xFF);
l->add_item(item, cmd->area, cmd->x, cmd->z);
send_drop_item(l, item.data, false, cmd->area, cmd->x, cmd->z,
@@ -812,7 +814,7 @@ static void process_subcommand_enemy_killed(shared_ptr<ServerState> s,
if (!other_c) {
continue; // no player
}
if (other_c->player.disp.level >= 199) {
if (other_c->game_data.player()->disp.level >= 199) {
continue; // player is level 200 or higher
}
@@ -824,21 +826,21 @@ static void process_subcommand_enemy_killed(shared_ptr<ServerState> s,
exp = ((enemy.experience * 77) / 100);
}
other_c->player.disp.experience += exp;
other_c->game_data.player()->disp.experience += exp;
send_give_experience(l, other_c, exp);
bool leveled_up = false;
do {
const auto& level = s->level_table->stats_for_level(
other_c->player.disp.char_class, other_c->player.disp.level + 1);
if (other_c->player.disp.experience >= level.experience) {
other_c->game_data.player()->disp.char_class, other_c->game_data.player()->disp.level + 1);
if (other_c->game_data.player()->disp.experience >= level.experience) {
leveled_up = true;
level.apply(other_c->player.disp.stats);
other_c->player.disp.level++;
level.apply(other_c->game_data.player()->disp.stats);
other_c->game_data.player()->disp.level++;
} else {
break;
}
} while (other_c->player.disp.level < 199);
} while (other_c->game_data.player()->disp.level < 199);
if (leveled_up) {
send_level_up(l, other_c);
}
@@ -856,10 +858,10 @@ static void process_subcommand_destroy_inventory_item(shared_ptr<ServerState>,
if (cmd->client_id != c->lobby_client_id) {
return;
}
c->player.remove_item(cmd->item_id, cmd->amount);
c->game_data.player()->remove_item(cmd->item_id, cmd->amount);
log(INFO, "[Items/%08" PRIX32 "] Inventory item %hhu:%08" PRIX32 " destroyed (%" PRIX32 " of them)",
l->lobby_id, cmd->client_id, cmd->item_id.load(), cmd->amount.load());
// c->player.print_inventory(stderr);
// c->game_data.player()->print_inventory(stderr);
forward_subcommand(l, c, command, flag, data);
}
@@ -873,7 +875,7 @@ static void process_subcommand_destroy_ground_item(shared_ptr<ServerState>,
l->remove_item(cmd->item_id);
log(INFO, "[Items/%08" PRIX32 "] Ground item %08" PRIX32 " destroyed (%" PRIX32 " of them)",
l->lobby_id, cmd->item_id.load(), cmd->amount.load());
// c->player.print_inventory(stderr);
// c->game_data.player()->print_inventory(stderr);
forward_subcommand(l, c, command, flag, data);
}
@@ -886,14 +888,14 @@ static void process_subcommand_identify_item_bb(shared_ptr<ServerState>,
return;
}
size_t x = c->player.inventory.find_item(cmd->item_id);
if (c->player.inventory.items[x].data.item_data1[0] != 0) {
size_t x = c->game_data.player()->inventory.find_item(cmd->item_id);
if (c->game_data.player()->inventory.items[x].data.data1[0] != 0) {
return; // only weapons can be identified
}
c->player.disp.meseta -= 100;
c->player.identify_result = c->player.inventory.items[x];
c->player.identify_result.data.item_data1[4] &= 0x7F;
c->game_data.player()->disp.meseta -= 100;
c->game_data.identify_result = c->game_data.player()->inventory.items[x];
c->game_data.identify_result.data.data1[4] &= 0x7F;
// TODO: move this into a SendCommands.cc function
G_IdentifyResult_BB_6xB9 res;
@@ -901,7 +903,7 @@ static void process_subcommand_identify_item_bb(shared_ptr<ServerState>,
res.size = sizeof(cmd) / 4;
res.client_id = c->lobby_client_id;
res.unused = 0;
res.item = c->player.identify_result.data;
res.item = c->game_data.identify_result.data;
send_command(l, 0x60, 0x00, res);
} else {
@@ -923,8 +925,8 @@ static void process_subcommand_identify_item_bb(shared_ptr<ServerState>,
// return;
// }
//
// size_t x = c->player.inventory.find_item(cmd->item_id);
// c->player.inventory.items[x] = c->player.identify_result;
// size_t x = c->game_data.player()->inventory.find_item(cmd->item_id);
// c->game_data.player()->inventory.items[x] = c->game_data.player()->identify_result;
// // TODO: what do we send to the other clients? anything?
//
// } else {
+44 -39
View File
@@ -113,7 +113,11 @@ void send_command(shared_ptr<Client> c, uint16_t command, uint32_t flag,
if (!c->bev) {
return;
}
string encoded_name = remove_language_marker(encode_sjis(c->player.disp.name));
string encoded_name;
auto player = c->game_data.player(false);
if (player) {
encoded_name = remove_language_marker(encode_sjis(player->disp.name));
}
send_command(c->bev, c->version, c->crypt_out.get(), command, flag, data,
size, encoded_name.c_str());
}
@@ -294,7 +298,7 @@ void send_client_init_bb(shared_ptr<Client> c, uint32_t error) {
}
void send_team_and_key_config_bb(shared_ptr<Client> c) {
send_command(c, 0x00E2, 0x00000000, c->player.key_config);
send_command(c, 0x00E2, 0x00000000, c->game_data.account()->key_config);
}
void send_player_preview_bb(shared_ptr<Client> c, uint8_t player_index,
@@ -317,8 +321,8 @@ void send_accept_client_checksum_bb(shared_ptr<Client> c) {
}
void send_guild_card_header_bb(shared_ptr<Client> c) {
uint32_t checksum = compute_guild_card_checksum(&c->player.guild_cards,
sizeof(GuildCardFileBB));
uint32_t checksum = compute_guild_card_checksum(
&c->game_data.account()->guild_cards, sizeof(GuildCardFileBB));
S_GuildCardHeader_BB_01DC cmd = {1, 0x00000490, checksum};
send_command(c, 0x01DC, 0x00000000, cmd);
}
@@ -336,7 +340,8 @@ void send_guild_card_chunk_bb(shared_ptr<Client> c, size_t chunk_index) {
StringWriter w;
w.put_u32l(0);
w.put_u32l(chunk_index);
w.write(&c->player.guild_cards + chunk_offset, data_size);
w.write(reinterpret_cast<const uint8_t*>(&c->game_data.account()->guild_cards) + chunk_offset,
data_size);
send_command(c, 0x02DC, 0x00000000, w.str());
}
@@ -397,7 +402,7 @@ void send_approve_player_choice_bb(shared_ptr<Client> c) {
}
void send_complete_player_bb(shared_ptr<Client> c) {
send_command(c, 0x00E7, 0x00000000, c->player.export_bb_player_data());
send_command(c, 0x00E7, 0x00000000, c->game_data.export_player_bb());
}
@@ -528,8 +533,8 @@ void send_info_board_t(shared_ptr<Client> c, shared_ptr<Lobby> l) {
continue;
}
auto& e = entries.emplace_back();
e.name = c->player.disp.name;
e.message = c->player.info_board;
e.name = c->game_data.player()->disp.name;
e.message = c->game_data.player()->info_board;
add_color_inplace(e.message);
}
send_command(c, 0xD8, entries.size(), entries);
@@ -582,7 +587,7 @@ void send_card_search_result_t(
cmd.location_string = location_string;
cmd.menu_id = LOBBY_MENU_ID;
cmd.lobby_id = result->lobby_id;
cmd.name = result->player.disp.name;
cmd.name = result->game_data.player()->disp.name;
send_command(c, 0x41, 0x00, cmd);
}
@@ -616,13 +621,13 @@ void send_guild_card_pc_gc(shared_ptr<Client> c, shared_ptr<Client> source) {
cmd.unused = 0x0000;
cmd.player_tag = 0x00010000;
cmd.guild_card_number = source->license->serial_number;
cmd.name = source->player.disp.name;
cmd.name = source->game_data.player()->disp.name;
remove_language_marker_inplace(cmd.name);
cmd.desc = source->player.guild_card_desc;
cmd.desc = source->game_data.player()->guild_card_desc;
cmd.reserved1 = 1;
cmd.reserved2 = 1;
cmd.section_id = source->player.disp.section_id;
cmd.char_class = source->player.disp.char_class;
cmd.section_id = source->game_data.player()->disp.section_id;
cmd.char_class = source->game_data.player()->disp.char_class;
send_command(c, 0x62, c->lobby_client_id, cmd);
}
@@ -632,13 +637,13 @@ void send_guild_card_bb(shared_ptr<Client> c, shared_ptr<Client> source) {
cmd.size = sizeof(cmd) / 4;
cmd.unused = 0x0000;
cmd.guild_card_number = source->license->serial_number;
cmd.name = remove_language_marker(source->player.disp.name);
cmd.team_name = remove_language_marker(source->player.team_name);
cmd.desc = source->player.guild_card_desc;
cmd.name = remove_language_marker(source->game_data.player()->disp.name);
cmd.team_name = remove_language_marker(source->game_data.account()->team_name);
cmd.desc = source->game_data.player()->guild_card_desc;
cmd.reserved1 = 1;
cmd.reserved2 = 1;
cmd.section_id = source->player.disp.section_id;
cmd.char_class = source->player.disp.char_class;
cmd.section_id = source->game_data.player()->disp.section_id;
cmd.char_class = source->game_data.player()->disp.char_class;
send_command(c, 0x62, c->lobby_client_id, cmd);
}
@@ -860,11 +865,11 @@ void send_join_game_t(shared_ptr<Client> c, shared_ptr<Lobby> l) {
// See comment in send_join_lobby_t about Episode III behavior here
cmd.lobby_data[x].ip_address = 0x7F000001;
cmd.lobby_data[x].client_id = c->lobby_client_id;
cmd.lobby_data[x].name = l->clients[x]->player.disp.name;
cmd.lobby_data[x].name = l->clients[x]->game_data.player()->disp.name;
if (l->flags & Lobby::Flag::EPISODE_3_ONLY) {
cmd.players_ep3[x].inventory = l->clients[x]->player.inventory;
cmd.players_ep3[x].inventory = l->clients[x]->game_data.player()->inventory;
cmd.players_ep3[x].disp = convert_player_disp_data<DispDataT>(
l->clients[x]->player.disp);
l->clients[x]->game_data.player()->disp);
}
player_count++;
} else {
@@ -957,9 +962,9 @@ void send_join_lobby_t(shared_ptr<Client> c, shared_ptr<Lobby> l,
// to avoid this behavior.
e.lobby_data.ip_address = 0x7F000001;
e.lobby_data.client_id = lc->lobby_client_id;
e.lobby_data.name = lc->player.disp.name;
e.inventory = lc->player.inventory;
e.disp = convert_player_disp_data<DispDataT>(lc->player.disp);
e.lobby_data.name = lc->game_data.player()->disp.name;
e.inventory = lc->game_data.player()->inventory;
e.disp = convert_player_disp_data<DispDataT>(lc->game_data.player()->disp);
if (c->version == GameVersion::PC) {
e.disp.enforce_pc_limits();
}
@@ -1173,12 +1178,12 @@ void send_destroy_item(shared_ptr<Lobby> l, shared_ptr<Client> c,
// sends the player their bank data
void send_bank(shared_ptr<Client> c) {
vector<PlayerBankItem> items(c->player.bank.items,
&c->player.bank.items[c->player.bank.num_items]);
vector<PlayerBankItem> items(c->game_data.player()->bank.items,
&c->game_data.player()->bank.items[c->game_data.player()->bank.num_items]);
uint32_t checksum = random_object<uint32_t>();
G_BankContentsHeader_BB_6xBC cmd = {
0xBC, 0, 0, 0, checksum, c->player.bank.num_items, c->player.bank.meseta};
0xBC, 0, 0, 0, checksum, c->game_data.player()->bank.num_items, c->game_data.player()->bank.meseta};
size_t size = 8 + sizeof(cmd) + items.size() * sizeof(PlayerBankItem);
cmd.size = size;
@@ -1193,18 +1198,18 @@ void send_shop(shared_ptr<Client> c, uint8_t shop_type) {
0x2C,
0x037F,
shop_type,
static_cast<uint8_t>(c->player.current_shop_contents.size()),
static_cast<uint8_t>(c->game_data.shop_contents.size()),
0,
{},
};
size_t count = c->player.current_shop_contents.size();
size_t count = c->game_data.shop_contents.size();
if (count > sizeof(cmd.entries) / sizeof(cmd.entries[0])) {
throw logic_error("too many items in shop");
}
for (size_t x = 0; x < count; x++) {
cmd.entries[x] = c->player.current_shop_contents[x];
cmd.entries[x] = c->game_data.shop_contents[x];
}
send_command(c, 0x6C, 0x00, &cmd, sizeof(cmd) - sizeof(cmd.entries[0]) * (20 - count));
@@ -1212,15 +1217,15 @@ void send_shop(shared_ptr<Client> c, uint8_t shop_type) {
// notifies players about a level up
void send_level_up(shared_ptr<Lobby> l, shared_ptr<Client> c) {
PlayerStats stats = c->player.disp.stats;
PlayerStats stats = c->game_data.player()->disp.stats;
for (size_t x = 0; x < c->player.inventory.num_items; x++) {
if ((c->player.inventory.items[x].equip_flags & 0x08) &&
(c->player.inventory.items[x].data.item_data1[0] == 0x02)) {
stats.dfp += (c->player.inventory.items[x].data.item_data1w[2] / 100);
stats.atp += (c->player.inventory.items[x].data.item_data1w[3] / 50);
stats.ata += (c->player.inventory.items[x].data.item_data1w[4] / 200);
stats.mst += (c->player.inventory.items[x].data.item_data1w[5] / 50);
for (size_t x = 0; x < c->game_data.player()->inventory.num_items; x++) {
if ((c->game_data.player()->inventory.items[x].equip_flags & 0x08) &&
(c->game_data.player()->inventory.items[x].data.data1[0] == 0x02)) {
stats.dfp += (c->game_data.player()->inventory.items[x].data.data1w[2] / 100);
stats.atp += (c->game_data.player()->inventory.items[x].data.data1w[3] / 50);
stats.ata += (c->game_data.player()->inventory.items[x].data.data1w[4] / 200);
stats.mst += (c->game_data.player()->inventory.items[x].data.data1w[5] / 50);
}
}
@@ -1235,7 +1240,7 @@ void send_level_up(shared_ptr<Lobby> l, shared_ptr<Client> c) {
stats.hp,
stats.dfp,
stats.ata,
c->player.disp.level};
c->game_data.player()->disp.level};
send_command(l, 0x60, 0x00, cmd);
}
+46 -46
View File
@@ -1370,16 +1370,16 @@ uint8_t technique_for_name(const u16string& name) {
}
string name_for_item(const ItemData& item, bool include_color_codes) {
if (item.item_data1[0] == 0x04) {
return string_printf("%" PRIu32 " Meseta", item.item_data2d.load());
if (item.data1[0] == 0x04) {
return string_printf("%" PRIu32 " Meseta", item.data2d.load());
}
vector<string> ret_tokens;
// For weapons, specials appear before the weapon name
if ((item.item_data1[0] == 0x00) && (item.item_data1[4] != 0x00)) {
bool is_present = item.item_data1[4] & 0x40;
uint8_t special_id = item.item_data1[4] & 0x3F;
if ((item.data1[0] == 0x00) && (item.data1[4] != 0x00)) {
bool is_present = item.data1[4] & 0x40;
uint8_t special_id = item.data1[4] & 0x3F;
if (is_present) {
ret_tokens.emplace_back("Wrapped");
}
@@ -1392,7 +1392,7 @@ string name_for_item(const ItemData& item, bool include_color_codes) {
}
}
// Mags can be wrapped as well
if ((item.item_data1[0] == 0x02) && (item.item_data2[1] & 0x40)) {
if ((item.data1[0] == 0x02) && (item.data2[1] & 0x40)) {
ret_tokens.emplace_back("Wrapped");
}
@@ -1402,10 +1402,10 @@ string name_for_item(const ItemData& item, bool include_color_codes) {
ItemNameInfo name_info(nullptr, false, false);
uint32_t primary_identifier = item.primary_identifier();
if ((primary_identifier & 0xFFFFFF00) == 0x00030200) {
string technique_name = name_for_technique(item.item_data1[4]);
string technique_name = name_for_technique(item.data1[4]);
technique_name[0] = toupper(technique_name[0]);
ret_tokens.emplace_back(string_printf(
"Disk:%s Lv.%d", technique_name.c_str(), item.item_data1[2] + 1));
"Disk:%s Lv.%d", technique_name.c_str(), item.data1[2] + 1));
} else {
try {
name_info = name_info_for_primary_identifier.at(primary_identifier);
@@ -1416,22 +1416,22 @@ string name_for_item(const ItemData& item, bool include_color_codes) {
}
// For weapons, add the grind and percentages, or S-rank name if applicable
if (item.item_data1[0] == 0x00) {
if (item.item_data1[3] > 0) {
ret_tokens.emplace_back(string_printf("+%hhu", item.item_data1[3]));
if (item.data1[0] == 0x00) {
if (item.data1[3] > 0) {
ret_tokens.emplace_back(string_printf("+%hhu", item.data1[3]));
}
if (name_info.is_s_rank && (item.item_data1[6] & 0x18)) {
if (name_info.is_s_rank && (item.data1[6] & 0x18)) {
// S-rank (has name instead of percent bonuses)
uint8_t char_indexes[8] = {
static_cast<uint8_t>((item.item_data1w[3] >> 5) & 0x1F),
static_cast<uint8_t>(item.item_data1w[3] & 0x1F),
static_cast<uint8_t>((item.item_data1w[4] >> 10) & 0x1F),
static_cast<uint8_t>((item.item_data1w[4] >> 5) & 0x1F),
static_cast<uint8_t>(item.item_data1w[4] & 0x1F),
static_cast<uint8_t>((item.item_data1w[5] >> 10) & 0x1F),
static_cast<uint8_t>((item.item_data1w[5] >> 5) & 0x1F),
static_cast<uint8_t>(item.item_data1w[5] & 0x1F),
static_cast<uint8_t>((item.data1w[3] >> 5) & 0x1F),
static_cast<uint8_t>(item.data1w[3] & 0x1F),
static_cast<uint8_t>((item.data1w[4] >> 10) & 0x1F),
static_cast<uint8_t>((item.data1w[4] >> 5) & 0x1F),
static_cast<uint8_t>(item.data1w[4] & 0x1F),
static_cast<uint8_t>((item.data1w[5] >> 10) & 0x1F),
static_cast<uint8_t>((item.data1w[5] >> 5) & 0x1F),
static_cast<uint8_t>(item.data1w[5] & 0x1F),
};
const char* translation_table = "\0ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_";
@@ -1450,8 +1450,8 @@ string name_for_item(const ItemData& item, bool include_color_codes) {
} else { // Not S-rank (extended name bits not set)
uint8_t percentages[5] = {0, 0, 0, 0, 0};
for (size_t x = 0; x < 3; x++) {
uint8_t which = item.item_data1[6 + 2 * x];
uint8_t value = item.item_data1[7 + 2 * x];
uint8_t which = item.data1[6 + 2 * x];
uint8_t value = item.data1[7 + 2 * x];
if (which == 0) {
continue;
}
@@ -1466,9 +1466,9 @@ string name_for_item(const ItemData& item, bool include_color_codes) {
}
// For armors, add the slots, unit modifiers, and/or DEF/EVP bonuses
} else if (item.item_data1[0] == 0x01) {
if (item.item_data1[1] == 0x03) { // Units
uint16_t modifier = (item.item_data1[8] << 8) | item.item_data1[7];
} else if (item.data1[0] == 0x01) {
if (item.data1[1] == 0x03) { // Units
uint16_t modifier = (item.data1[8] << 8) | item.data1[7];
if (modifier == 0x0001 || modifier == 0x0002) {
ret_tokens.back().append("+");
} else if (modifier == 0x0003 || modifier == 0x0004) {
@@ -1482,42 +1482,42 @@ string name_for_item(const ItemData& item, bool include_color_codes) {
}
} else { // Armor/shields
if (item.item_data1[5] > 0) {
if (item.item_data1[5] == 1) {
if (item.data1[5] > 0) {
if (item.data1[5] == 1) {
ret_tokens.emplace_back("(1 slot)");
} else {
ret_tokens.emplace_back(string_printf("(%hhu slots)", item.item_data1[5]));
ret_tokens.emplace_back(string_printf("(%hhu slots)", item.data1[5]));
}
}
if (item.item_data1w[3] != 0) {
if (item.data1w[3] != 0) {
ret_tokens.emplace_back(string_printf("+%hdDEF",
static_cast<int16_t>(item.item_data1w[3].load())));
static_cast<int16_t>(item.data1w[3].load())));
}
if (item.item_data1w[4] != 0) {
if (item.data1w[4] != 0) {
ret_tokens.emplace_back(string_printf("+%hdEVP",
static_cast<int16_t>(item.item_data1w[4].load())));
static_cast<int16_t>(item.data1w[4].load())));
}
}
// For mags, add tons of info
} else if (item.item_data1[0] == 0x02) {
ret_tokens.emplace_back(string_printf("LV%hhu", item.item_data1[2]));
} else if (item.data1[0] == 0x02) {
ret_tokens.emplace_back(string_printf("LV%hhu", item.data1[2]));
ret_tokens.emplace_back(string_printf("%d/%d/%d/%d",
item.item_data1w[2] / 100, item.item_data1w[3] / 100,
item.item_data1w[4] / 100, item.item_data1w[5] / 100));
ret_tokens.emplace_back(string_printf("%hu%%", item.item_data2[3]));
ret_tokens.emplace_back(string_printf("%huIQ", item.item_data2[2]));
item.data1w[2] / 100, item.data1w[3] / 100,
item.data1w[4] / 100, item.data1w[5] / 100));
ret_tokens.emplace_back(string_printf("%hu%%", item.data2[3]));
ret_tokens.emplace_back(string_printf("%huIQ", item.data2[2]));
uint8_t flags = item.item_data2[1];
uint8_t flags = item.data2[1];
if (flags & 7) {
static const vector<const char*> pb_shortnames = {
"F", "E", "G", "P", "L", "M&Y", "MG", "GR"};
const char* pb_names[3] = {nullptr, nullptr, nullptr};
uint8_t center_pb = (flags & 2) ? (item.item_data1[3] & 7) : 0xFF;
uint8_t right_pb = (flags & 1) ? ((item.item_data1[3] >> 3) & 7) : 0xFF;
uint8_t left_pb = (flags & 4) ? ((item.item_data1[3] >> 6) & 3) : 0xFF;
uint8_t center_pb = (flags & 2) ? (item.data1[3] & 7) : 0xFF;
uint8_t right_pb = (flags & 1) ? ((item.data1[3] >> 3) & 7) : 0xFF;
uint8_t left_pb = (flags & 4) ? ((item.data1[3] >> 6) & 3) : 0xFF;
if (center_pb != 0xFF) {
pb_names[1] = pb_shortnames[center_pb];
}
@@ -1584,16 +1584,16 @@ string name_for_item(const ItemData& item, bool include_color_codes) {
"costume color",
});
try {
ret_tokens.emplace_back(string_printf("(%s)", mag_colors.at(item.item_data2[0])));
ret_tokens.emplace_back(string_printf("(%s)", mag_colors.at(item.data2[0])));
} catch (const out_of_range&) {
ret_tokens.emplace_back(string_printf("(!CL:%02hhX)", item.item_data2[0]));
ret_tokens.emplace_back(string_printf("(!CL:%02hhX)", item.data2[0]));
}
}
// For tools, add the amount (if applicable)
} else if (item.item_data1[0] == 0x03) {
} else if (item.data1[0] == 0x03) {
if (combine_item_to_max.count(primary_identifier)) {
ret_tokens.emplace_back(string_printf("x%hhu", item.item_data1[5]));
ret_tokens.emplace_back(string_printf("x%hhu", item.data1[5]));
}
}