reformat more files

This commit is contained in:
Martin Michelsen
2025-12-21 14:51:09 -08:00
parent 894ac6b8ff
commit a013b8c9d3
20 changed files with 241 additions and 453 deletions
+17 -22
View File
@@ -10,13 +10,11 @@
class ItemParameterTable;
enum class EquipSlot {
// When equipping items through the Item Pack pause menu, the client sends
// UNKNOWN for the slot. The receiving client (and server, in our case) have
// to analyze the item being equipped and put it in the appropriate slot in
// this case. See ItemData::default_equip_slot() for this computation.
// When equipping items through the Item Pack pause menu, the client sends UNKNOWN for the slot. The receiving client
// (and server, in our case) have to analyze the item being equipped and put it in the appropriate slot in this case.
// See ItemData::default_equip_slot() for this computation.
UNKNOWN = 0x00,
// When equipping items through the quick menu or Equip pause menu, the client
// sends one of the slots below.
// When equipping items through the quick menu or Equip pause menu, the client sends one of the slots below.
MAG = 0x01,
ARMOR = 0x02,
SHIELD = 0x03,
@@ -80,15 +78,15 @@ struct ItemData {
};
// QUICK ITEM FORMAT REFERENCE
// data1/0 data1/4 data1/8 data2
// Weapon: 00ZZZZGG SSNNAABB AABBAABB 00000000
// Armor: 0101ZZ00 FFTTDDDD EEEEXXXX 00000000
// Shield: 0102ZZ00 FFTTDDDD EEEEXXXX 00000000
// Unit: 0103ZZ00 FF00RRRR 0000XXXX 00000000
// Mag: 02ZZLLWW HHHHIIII JJJJKKKK YYQQPPVV
// Tool: 03ZZZZUU 00CC0000 0000XXXX 00000000
// Tech disk: 0302&&UU %%CC0000 0000XXXX 00000000
// Meseta: 04000000 00000000 00000000 MMMMMMMM
// data1/0 data1/4 data1/8 data2
// Weapon: 00ZZZZGG SSNNAABB AABBAABB 00000000
// Armor: 0101ZZ00 FFTTDDDD EEEEXXXX 00000000
// Shield: 0102ZZ00 FFTTDDDD EEEEXXXX 00000000
// Unit: 0103ZZ00 FF00RRRR 0000XXXX 00000000
// Mag: 02ZZLLWW HHHHIIII JJJJKKKK YYQQPPVV
// Tool: 03ZZZZUU 00CC0000 0000XXXX 00000000
// Tech disk: 0302&&UU %%CC0000 0000XXXX 00000000
// Meseta: 04000000 00000000 00000000 MMMMMMMM
// A = attribute type (for S-ranks, custom name; last pair is kill count for some weapons)
// B = attribute amount (for S-ranks, custom name; last pair is kill count for some weapons)
// C = stack size (for tools)
@@ -116,13 +114,10 @@ struct ItemData {
// Z = item ID
// & = technique level
// % = technique number
// Note: PSO GC erroneously byteswaps data2 even when the item is a mag. This
// makes it incompatible with little-endian versions of PSO (i.e. all other
// versions). We manually byteswap data2 upon receipt and immediately before
// sending where needed.
// Related note: PSO V2 has an annoyingly complicated format for mags that
// doesn't match the above table. We decode this upon receipt and encode it
// immediately before sending when interacting with V2 clients; see the
// Note: PSO GC byteswaps data2 even when the item is a mag. This makes it incompatible with little-endian versions
// of PSO (i.e. all other versions). We manually byteswap data2 upon receipt and before sending where needed.
// Related note: PSO V2 has an annoyingly complicated format for mags that doesn't match the above table. We decode
// this upon receipt and encode it immediately before sending when interacting with V2 clients; see the
// implementation of decode_for_version() for details.
union {