#pragma once #include #include #include #include #include #include "LevelTable.hh" #include "Version.hh" #include "Text.hh" struct ItemData { union { uint8_t data1[12]; le_uint16_t data1w[6]; le_uint32_t data1d[3]; } __attribute__((packed)); le_uint32_t id; union { 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; struct PlayerInventoryItem { le_uint16_t equip_flags; le_uint16_t tech_flag; le_uint32_t game_flags; ItemData data; PlayerInventoryItem(); PlayerInventoryItem(const PlayerBankItem&); } __attribute__((packed)); struct PlayerBankItem { ItemData data; le_uint16_t amount; le_uint16_t show_flags; PlayerBankItem(); PlayerBankItem(const PlayerInventoryItem&); } __attribute__((packed)); struct PlayerInventory { uint8_t num_items; uint8_t hp_materials_used; uint8_t tp_materials_used; uint8_t language; PlayerInventoryItem items[30]; PlayerInventory(); size_t find_item(uint32_t item_id); } __attribute__((packed)); struct PlayerBank { le_uint32_t num_items; le_uint32_t meseta; PlayerBankItem items[200]; void load(const std::string& filename); void save(const std::string& filename) const; bool switch_with_file(const std::string& save_filename, const std::string& load_filename); void add_item(const PlayerBankItem& item); PlayerBankItem remove_item(uint32_t item_id, uint32_t amount); size_t find_item(uint32_t item_id); } __attribute__((packed)); struct PlayerDispDataBB; // PC/GC player appearance and stats data struct PlayerDispDataPCGC { // 0xD0 in size PlayerStats stats; parray unknown_a1; le_uint32_t level; le_uint32_t experience; le_uint32_t meseta; ptext name; uint64_t unknown_a2; le_uint32_t name_color; uint8_t extra_model; parray unused; le_uint32_t name_color_checksum; uint8_t section_id; uint8_t char_class; uint8_t v2_flags; uint8_t version; le_uint32_t v1_flags; le_uint16_t costume; le_uint16_t skin; le_uint16_t face; le_uint16_t head; le_uint16_t hair; le_uint16_t hair_r; le_uint16_t hair_g; le_uint16_t hair_b; le_float proportion_x; le_float proportion_y; parray config; parray technique_levels; // Note: This struct has a default constructor because it's used in a command // that has a fixed-size array. If we didn't define this constructor, the // trivial fields in that array's members would be uninitialized, and we could // send uninitialized memory to the client. PlayerDispDataPCGC() noexcept; void enforce_pc_limits(); PlayerDispDataBB to_bb() const; } __attribute__((packed)); // BB player preview format struct PlayerDispDataBBPreview { le_uint32_t experience; le_uint32_t level; ptext guild_card; uint64_t unknown_a2; le_uint32_t name_color; uint8_t extra_model; parray unused; le_uint32_t name_color_checksum; uint8_t section_id; uint8_t char_class; uint8_t v2_flags; uint8_t version; le_uint32_t v1_flags; le_uint16_t costume; le_uint16_t skin; le_uint16_t face; le_uint16_t head; le_uint16_t hair; le_uint16_t hair_r; le_uint16_t hair_g; le_uint16_t hair_b; le_float proportion_x; le_float proportion_y; ptext name; uint32_t play_time; PlayerDispDataBBPreview() noexcept; } __attribute__((packed)); // BB player appearance and stats data struct PlayerDispDataBB { PlayerStats stats; parray unknown_a1; le_uint32_t level; le_uint32_t experience; le_uint32_t meseta; ptext guild_card; uint64_t unknown_a2; le_uint32_t name_color; uint8_t extra_model; parray unused; le_uint32_t name_color_checksum; uint8_t section_id; uint8_t char_class; uint8_t v2_flags; uint8_t version; le_uint32_t v1_flags; le_uint16_t costume; le_uint16_t skin; le_uint16_t face; le_uint16_t head; le_uint16_t hair; le_uint16_t hair_r; le_uint16_t hair_g; le_uint16_t hair_b; le_float proportion_x; le_float proportion_y; ptext name; parray config; parray technique_levels; PlayerDispDataBB() noexcept; inline void enforce_pc_limits() { } PlayerDispDataPCGC to_pcgc() const; PlayerDispDataBBPreview to_preview() const; void apply_preview(const PlayerDispDataBBPreview&); } __attribute__((packed)); struct GuildCardGC { le_uint32_t player_tag; le_uint32_t serial_number; ptext name; ptext desc; uint8_t reserved1; // should be 1 uint8_t reserved2; // should be 1 uint8_t section_id; uint8_t char_class; GuildCardGC() noexcept; } __attribute__((packed)); // BB guild card format struct GuildCardBB { le_uint32_t serial_number; ptext name; ptext teamname; ptext desc; uint8_t reserved1; // should be 1 uint8_t reserved2; // should be 1 uint8_t section_id; uint8_t char_class; GuildCardBB() noexcept; } __attribute__((packed)); // an entry in the BB guild card file struct GuildCardEntryBB { GuildCardBB data; parray unknown; } __attribute__((packed)); // the format of the BB guild card file struct GuildCardFileBB { parray unknown_a1; GuildCardEntryBB entry[0x0068]; // that's 104 of them in decimal parray unknown_a2; } __attribute__((packed)); // PSOBB key config and team info struct KeyAndTeamConfigBB { parray unknown_a1; // 0000 parray key_config; // 0114 parray joystick_config; // 0280 le_uint32_t serial_number; // 02B8 le_uint32_t team_id; // 02BC le_uint64_t team_info; // 02C0 le_uint16_t team_privilege_level; // 02C8 le_uint16_t reserved; // 02CA ptext team_name; // 02CC parray team_flag; // 02EC le_uint64_t team_rewards; // 0AEC } __attribute__((packed)); // BB account data struct PlayerAccountDataBB { parray symbol_chats; KeyAndTeamConfigBB key_config; GuildCardFileBB guild_cards; le_uint32_t options; parray shortcuts; // chat shortcuts (@1FB4 in E7 command) } __attribute__((packed)); struct PlayerLobbyDataPC { le_uint32_t player_tag; le_uint32_t guild_card; be_uint32_t ip_address; le_uint32_t client_id; ptext name; PlayerLobbyDataPC() noexcept; } __attribute__((packed)); struct PlayerLobbyDataGC { le_uint32_t player_tag; le_uint32_t guild_card; be_uint32_t ip_address; le_uint32_t client_id; ptext name; PlayerLobbyDataGC() noexcept; } __attribute__((packed)); struct PlayerLobbyDataBB { le_uint32_t player_tag; le_uint32_t guild_card; be_uint32_t ip_address; // Guess - the official builds didn't use this, but all other versions have it parray unknown_a1; le_uint32_t client_id; ptext name; le_uint32_t unknown2; PlayerLobbyDataBB() noexcept; } __attribute__((packed)); struct PSOPlayerDataPC { // For command 61 PlayerInventory inventory; PlayerDispDataPCGC disp; } __attribute__((packed)); struct PSOPlayerDataGC { // For command 61 PlayerInventory inventory; PlayerDispDataPCGC disp; parray unknown; ptext info_board; parray blocked_senders; le_uint32_t auto_reply_enabled; char auto_reply[0]; } __attribute__((packed)); struct PSOPlayerDataBB { // For command 61 PlayerInventory inventory; PlayerDispDataBB disp; ptext unused; ptext info_board; parray blocked_senders; le_uint32_t auto_reply_enabled; char16_t auto_reply[0]; } __attribute__((packed)); struct PlayerBB { // Used in 00E7 command PlayerInventory inventory; // 0000 // player PlayerDispDataBB disp; // 034C // player parray unknown; // 04DC // le_uint32_t option_flags; // 04EC // account parray quest_data1; // 04F0 // player PlayerBank bank; // 06F8 // player le_uint32_t serial_number; // 19C0 // player ptext name; // 19C4 // player ptext team_name; // 19C4 // player ptext 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 symbol_chats; // 1ACC // account parray shortcuts; // 1FAC // account ptext auto_reply; // 29EC // player ptext info_board; // 2B44 // player parray unknown5; // 2C9C // parray challenge_data; // 2CB8 // player parray tech_menu_config; // 2DF8 // player parray unknown6; // 2E20 // parray quest_data2; // 2E4C // player KeyAndTeamConfigBB key_config; // 2EA4 // account } __attribute__((packed)); // total size: 39A0 struct SavedPlayerDataBB { // .nsc file format ptext signature; PlayerDispDataBBPreview preview; ptext auto_reply; PlayerBank bank; parray challenge_data; PlayerDispDataBB disp; ptext guild_card_desc; ptext info_board; PlayerInventory inventory; parray quest_data1; parray quest_data2; parray 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 SavedAccountDataBB { // .nsa file format ptext signature; parray blocked_senders; GuildCardFileBB guild_cards; KeyAndTeamConfigBB key_config; le_uint32_t option_flags; parray shortcuts; parray symbol_chats; ptext team_name; } __attribute__((packed)); class ClientGameData { private: std::shared_ptr account_data; std::shared_ptr player_data; public: uint32_t serial_number; // The following fields are not saved, and are only used in certain situations // Null unless the client is Episode 3 and has sent its config already std::shared_ptr> ep3_config; // These are only used if the client is BB std::string bb_username; size_t bb_player_index; PlayerInventoryItem identify_result; std::vector shop_contents; ClientGameData() : serial_number(0), bb_player_index(0) { } ~ClientGameData(); std::shared_ptr account(bool should_load = true); std::shared_ptr player(bool should_load = true); std::shared_ptr account() const; std::shared_ptr 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 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); // Note: this function is not const because it can cause player and account // data to be loaded PlayerBB export_player_bb(); }; uint32_t compute_guild_card_checksum(const void* data, size_t size); template DestT convert_player_disp_data(const SrcT&) { static_assert(always_false::v, "unspecialized strcpy_t should never be called"); } template <> inline PlayerDispDataPCGC convert_player_disp_data( const PlayerDispDataPCGC& src) { return src; } template <> inline PlayerDispDataPCGC convert_player_disp_data( const PlayerDispDataBB& src) { return src.to_pcgc(); } template <> inline PlayerDispDataBB convert_player_disp_data( const PlayerDispDataPCGC& src) { return src.to_bb(); } template <> inline PlayerDispDataBB convert_player_disp_data( const PlayerDispDataBB& src) { return src; }