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
+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;
}
}