#include "Player.hh" #include #include #include #include #include #include "Text.hh" #include "Version.hh" 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;" PlayerStats::PlayerStats() noexcept : atp(0), mst(0), evp(0), hp(0), dfp(0), ata(0), lck(0) { } PlayerDispDataPCGC::PlayerDispDataPCGC() noexcept : level(0), experience(0), meseta(0), unknown_a2(0), name_color(0), extra_model(0), name_color_checksum(0), section_id(0), char_class(0), v2_flags(0), version(0), v1_flags(0), costume(0), skin(0), face(0), head(0), hair(0), hair_r(0), hair_g(0), hair_b(0), proportion_x(0), proportion_y(0) { } 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 } else if (this->char_class == 10) { this->char_class = 1; // ramarl -> hunewearl } else if (this->char_class == 9) { this->char_class = 5; // hucaseal -> racaseal } // if the player is 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; } this->version = 2; } // converts PC/GC player data to BB format PlayerDispDataBB PlayerDispDataPCGC::to_bb() const { PlayerDispDataBB bb; bb.stats.atp = this->stats.atp; bb.stats.mst = this->stats.mst; bb.stats.evp = this->stats.evp; bb.stats.hp = this->stats.hp; bb.stats.dfp = this->stats.dfp; bb.stats.ata = this->stats.ata; bb.stats.lck = this->stats.lck; bb.unknown_a1 = this->unknown_a1; bb.level = this->level; bb.experience = this->experience; bb.meseta = this->meseta; bb.guild_card = " 0"; bb.unknown_a2 = this->unknown_a2; bb.name_color = this->name_color; bb.extra_model = this->extra_model; bb.unused = this->unused; bb.name_color_checksum = this->name_color_checksum; bb.section_id = this->section_id; bb.char_class = this->char_class; bb.v2_flags = this->v2_flags; bb.version = this->version; bb.v1_flags = this->v1_flags; bb.costume = this->costume; bb.skin = this->skin; bb.face = this->face; bb.head = this->head; bb.hair = this->hair; bb.hair_r = this->hair_r; bb.hair_g = this->hair_g; bb.hair_b = this->hair_b; bb.proportion_x = this->proportion_x; bb.proportion_y = this->proportion_y; bb.name = add_language_marker(this->name, 'J'); bb.config = this->config; bb.technique_levels = this->technique_levels; return bb; } PlayerDispDataBB::PlayerDispDataBB() noexcept : level(0), experience(0), meseta(0), unknown_a2(0), name_color(0), extra_model(0), name_color_checksum(0), section_id(0), char_class(0), v2_flags(0), version(0), v1_flags(0), costume(0), skin(0), face(0), head(0), hair(0), hair_r(0), hair_g(0), hair_b(0), 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; pcgc.stats.mst = this->stats.mst; pcgc.stats.evp = this->stats.evp; pcgc.stats.hp = this->stats.hp; pcgc.stats.dfp = this->stats.dfp; pcgc.stats.ata = this->stats.ata; pcgc.stats.lck = this->stats.lck; pcgc.unknown_a1 = this->unknown_a1; pcgc.level = this->level; pcgc.experience = this->experience; pcgc.meseta = this->meseta; pcgc.unknown_a2 = this->unknown_a2; pcgc.name_color = this->name_color; pcgc.extra_model = this->extra_model; pcgc.unused = this->unused; pcgc.name_color_checksum = this->name_color_checksum; pcgc.section_id = this->section_id; pcgc.char_class = this->char_class; pcgc.v2_flags = this->v2_flags; pcgc.version = this->version; pcgc.v1_flags = this->v1_flags; pcgc.costume = this->costume; pcgc.skin = this->skin; pcgc.face = this->face; pcgc.head = this->head; pcgc.hair = this->hair; pcgc.hair_r = this->hair_r; pcgc.hair_g = this->hair_g; pcgc.hair_b = this->hair_b; pcgc.proportion_x = this->proportion_x; pcgc.proportion_y = this->proportion_y; pcgc.name = remove_language_marker(this->name); pcgc.config = this->config; pcgc.technique_levels = this->technique_levels; 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; pre.experience = this->experience; pre.guild_card = this->guild_card; pre.unknown_a2 = this->unknown_a2; pre.name_color = this->name_color; pre.extra_model = this->extra_model; pre.unused = this->unused; pre.name_color_checksum = this->name_color_checksum; pre.section_id = this->section_id; pre.char_class = this->char_class; pre.v2_flags = this->v2_flags; pre.version = this->version; pre.v1_flags = this->v1_flags; pre.costume = this->costume; pre.skin = this->skin; pre.face = this->face; pre.head = this->head; pre.hair = this->hair; pre.hair_r = this->hair_r; pre.hair_g = this->hair_g; pre.hair_b = this->hair_b; pre.proportion_x = this->proportion_x; pre.proportion_y = this->proportion_y; pre.name = this->name; pre.play_time = 0; // TODO: Store this somewhere and return it here return pre; } void PlayerDispDataBB::apply_preview(const PlayerDispDataBBPreview& pre) { this->level = pre.level; this->experience = pre.experience; this->guild_card = pre.guild_card; this->unknown_a2 = pre.unknown_a2; this->name_color = pre.name_color; this->extra_model = pre.extra_model; this->unused = pre.unused; this->name_color_checksum = pre.name_color_checksum; this->section_id = pre.section_id; this->char_class = pre.char_class; this->v2_flags = pre.v2_flags; this->version = pre.version; this->v1_flags = pre.v1_flags; this->costume = pre.costume; this->skin = pre.skin; this->face = pre.face; this->head = pre.head; this->hair = pre.hair; this->hair_r = pre.hair_r; this->hair_g = pre.hair_g; this->hair_b = pre.hair_b; this->proportion_x = pre.proportion_x; this->proportion_y = pre.proportion_y; this->name = pre.name; } PlayerDispDataBBPreview::PlayerDispDataBBPreview() noexcept : experience(0), level(0), unknown_a2(0), name_color(0), extra_model(0), name_color_checksum(0), section_id(0), char_class(0), v2_flags(0), version(0), v1_flags(0), costume(0), skin(0), face(0), head(0), hair(0), hair_r(0), hair_g(0), hair_b(0), proportion_x(0), proportion_y(0), play_time(0) { } GuildCardGC::GuildCardGC() noexcept : player_tag(0), serial_number(0), reserved1(1), reserved2(1), section_id(0), char_class(0) { } GuildCardBB::GuildCardBB() noexcept : serial_number(0), reserved1(1), reserved2(1), section_id(0), char_class(0) { } void PlayerBank::load(const string& filename) { *this = load_object_file(filename); for (uint32_t x = 0; x < this->num_items; x++) { this->items[x].data.item_id = 0x0F010000 + x; } } void PlayerBank::save(const string& filename) const { save_file(filename, this, sizeof(*this)); } 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(vdata); uint32_t cs = 0xFFFFFFFF; for (size_t offset = 0; offset < size; offset++) { cs ^= data[offset]; for (size_t y = 0; y < 8; y++) { if (!(cs & 1)) { cs = (cs >> 1) & 0x7FFFFFFF; } else { cs = ((cs >> 1) & 0x7FFFFFFF) ^ 0xEDB88320; } } } return (cs ^ 0xFFFFFFFF); } void Player::load_account_data(const string& filename) { SavedAccountBB account = load_object_file(filename); if (account.signature != ACCOUNT_FILE_SIGNATURE) { throw runtime_error("account data header is incorrect"); } 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(filename); if (player.signature != PLAYER_FILE_SIGNATURE) { throw runtime_error("account data header is incorrect"); } 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; } 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)); } PlayerLobbyDataPC::PlayerLobbyDataPC() noexcept : player_tag(0), guild_card(0), ip_address(0), client_id(0) { } PlayerLobbyDataGC::PlayerLobbyDataGC() noexcept : player_tag(0), guild_card(0), ip_address(0), client_id(0) { } PlayerLobbyDataBB::PlayerLobbyDataBB() noexcept : player_tag(0), guild_card(0), ip_address(0), client_id(0), unknown2(0) { } //////////////////////////////////////////////////////////////////////////////// static const unordered_map combine_item_to_max({ {0x030000, 10}, {0x030001, 10}, {0x030002, 10}, {0x030100, 10}, {0x030101, 10}, {0x030102, 10}, {0x030300, 10}, {0x030400, 10}, {0x030500, 10}, {0x030600, 10}, {0x030601, 10}, {0x030700, 10}, {0x030800, 10}, {0x031000, 99}, {0x031001, 99}, {0x031002, 99}, }); const uint32_t meseta_identifier = 0x00000004; uint32_t ItemData::primary_identifier() const { return (this->item_data1[0] << 16) | (this->item_data1[1] << 8) | this->item_data1[2]; } PlayerBankItem PlayerInventoryItem::to_bank_item() const { PlayerBankItem bank_item; bank_item.data = this->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; return bank_item; } 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; } void Player::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; if (this->disp.meseta > 999999) { this->disp.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->inventory.num_items; y++) { if (this->inventory.items[y].data.primary_identifier() == item.data.primary_identifier()) { break; } } // if there's already a stack, add to the stack 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; } return; } } catch (const out_of_range&) { } // else, just add the item if there's room if (this->inventory.num_items >= 30) { throw runtime_error("inventory is full"); } this->inventory.items[this->inventory.num_items] = 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 (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()) { break; } } // 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].amount = this->items[y].data.item_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"); } this->items[this->num_items] = item; this->num_items++; } void Player::remove_item(uint32_t item_id, uint32_t amount, PlayerInventoryItem* item) { // are we removing meseta? then create a meseta item if (item_id == 0xFFFFFFFF) { if (amount > this->disp.meseta) { throw out_of_range("player does not have enough meseta"); } if (item) { memset(item, 0, sizeof(*item)); item->data.item_data1[0] = 0x04; item->data.item_data2d = amount; } this->disp.meseta -= amount; return; } // 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]) && combine_item_to_max.count(inventory_item.data.primary_identifier())) { if (item) { *item = inventory_item; item->data.item_data1[5] = amount; item->data.item_id = 0xFFFFFFFF; } inventory_item.data.item_data1[5] -= amount; return; } // not a combine item, or we're removing the whole stack? then just remove the item if (item) { *item = inventory_item; } this->inventory.num_items--; memcpy(&this->inventory.items[index], &this->inventory.items[index + 1], sizeof(PlayerInventoryItem) * (this->inventory.num_items - index)); } // removes an item from a bank. works just like RemoveItem for inventories; I won't comment it void PlayerBank::remove_item(uint32_t item_id, uint32_t amount, PlayerBankItem* item) { // 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"); } if (item) { memset(item, 0, sizeof(*item)); item->data.item_data1[0] = 0x04; item->data.item_data2d = amount; } this->meseta -= amount; return; } // 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]) && combine_item_to_max.count(bank_item.data.primary_identifier())) { if (item) { *item = bank_item; item->data.item_data1[5] = amount; item->amount = amount; } bank_item.data.item_data1[5] -= amount; bank_item.amount -= amount; return; } // not a combine item, or we're removing the whole stack? then just remove the item if (item) { *item = bank_item; } this->num_items--; memcpy(&this->items[index], &this->items[index + 1], sizeof(PlayerBankItem) * (this->num_items - index)); } 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) { return x; } } throw out_of_range("item not present"); } 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) { return x; } } throw out_of_range("item not present"); } 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(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()); }