737 lines
22 KiB
C++
737 lines
22 KiB
C++
#include "Player.hh"
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#include <stdio.h>
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#include <string.h>
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#include <wchar.h>
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#include <stdexcept>
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#include <phosg/Filesystem.hh>
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#include "Text.hh"
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#include "Version.hh"
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#include "StaticGameData.hh"
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using namespace std;
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// Originally there was going to be a language-based header, but then I decided
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// against it. These strings were already in use for that parser, so I didn't
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// bother changing them.
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static const string PLAYER_FILE_SIGNATURE =
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"newserv player file format; 10 sections present; sequential;";
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static const string ACCOUNT_FILE_SIGNATURE =
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"newserv account file format; 7 sections present; sequential;";
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PlayerStats::PlayerStats() noexcept
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: atp(0), mst(0), evp(0), hp(0), dfp(0), ata(0), lck(0) { }
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PlayerDispDataPCGC::PlayerDispDataPCGC() noexcept
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: level(0),
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experience(0),
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meseta(0),
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unknown_a2(0),
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name_color(0),
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extra_model(0),
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name_color_checksum(0),
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section_id(0),
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char_class(0),
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v2_flags(0),
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version(0),
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v1_flags(0),
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costume(0),
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skin(0),
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face(0),
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head(0),
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hair(0),
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hair_r(0),
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hair_g(0),
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hair_b(0),
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proportion_x(0),
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proportion_y(0) { }
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void PlayerDispDataPCGC::enforce_pc_limits() {
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// PC has fewer classes, so we'll substitute some here
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if (this->char_class == 11) {
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this->char_class = 0; // FOmar -> HUmar
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} else if (this->char_class == 10) {
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this->char_class = 1; // RAmarl -> HUnewearl
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} else if (this->char_class == 9) {
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this->char_class = 5; // HUcaseal -> RAcaseal
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}
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// If the player is somehow still not a valid class, make them appear as the
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// "ninja" NPC
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if (this->char_class > 8) {
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this->extra_model = 0;
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this->v2_flags |= 2;
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}
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this->version = 2;
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}
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PlayerDispDataBB PlayerDispDataPCGC::to_bb() const {
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PlayerDispDataBB bb;
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bb.stats.atp = this->stats.atp;
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bb.stats.mst = this->stats.mst;
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bb.stats.evp = this->stats.evp;
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bb.stats.hp = this->stats.hp;
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bb.stats.dfp = this->stats.dfp;
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bb.stats.ata = this->stats.ata;
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bb.stats.lck = this->stats.lck;
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bb.unknown_a1 = this->unknown_a1;
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bb.level = this->level;
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bb.experience = this->experience;
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bb.meseta = this->meseta;
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bb.guild_card = " 0";
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bb.unknown_a2 = this->unknown_a2;
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bb.name_color = this->name_color;
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bb.extra_model = this->extra_model;
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bb.unused = this->unused;
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bb.name_color_checksum = this->name_color_checksum;
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bb.section_id = this->section_id;
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bb.char_class = this->char_class;
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bb.v2_flags = this->v2_flags;
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bb.version = this->version;
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bb.v1_flags = this->v1_flags;
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bb.costume = this->costume;
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bb.skin = this->skin;
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bb.face = this->face;
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bb.head = this->head;
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bb.hair = this->hair;
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bb.hair_r = this->hair_r;
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bb.hair_g = this->hair_g;
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bb.hair_b = this->hair_b;
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bb.proportion_x = this->proportion_x;
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bb.proportion_y = this->proportion_y;
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bb.name = add_language_marker(this->name, 'J');
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bb.config = this->config;
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bb.technique_levels = this->technique_levels;
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return bb;
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}
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PlayerDispDataBB::PlayerDispDataBB() noexcept
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: level(0),
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experience(0),
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meseta(0),
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unknown_a2(0),
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name_color(0),
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extra_model(0),
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name_color_checksum(0),
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section_id(0),
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char_class(0),
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v2_flags(0),
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version(0),
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v1_flags(0),
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costume(0),
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skin(0),
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face(0),
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head(0),
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hair(0),
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hair_r(0),
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hair_g(0),
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hair_b(0),
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proportion_x(0),
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proportion_y(0) { }
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PlayerDispDataPCGC PlayerDispDataBB::to_pcgc() const {
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PlayerDispDataPCGC pcgc;
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pcgc.stats.atp = this->stats.atp;
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pcgc.stats.mst = this->stats.mst;
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pcgc.stats.evp = this->stats.evp;
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pcgc.stats.hp = this->stats.hp;
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pcgc.stats.dfp = this->stats.dfp;
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pcgc.stats.ata = this->stats.ata;
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pcgc.stats.lck = this->stats.lck;
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pcgc.unknown_a1 = this->unknown_a1;
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pcgc.level = this->level;
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pcgc.experience = this->experience;
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pcgc.meseta = this->meseta;
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pcgc.unknown_a2 = this->unknown_a2;
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pcgc.name_color = this->name_color;
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pcgc.extra_model = this->extra_model;
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pcgc.unused = this->unused;
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pcgc.name_color_checksum = this->name_color_checksum;
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pcgc.section_id = this->section_id;
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pcgc.char_class = this->char_class;
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pcgc.v2_flags = this->v2_flags;
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pcgc.version = this->version;
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pcgc.v1_flags = this->v1_flags;
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pcgc.costume = this->costume;
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pcgc.skin = this->skin;
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pcgc.face = this->face;
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pcgc.head = this->head;
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pcgc.hair = this->hair;
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pcgc.hair_r = this->hair_r;
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pcgc.hair_g = this->hair_g;
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pcgc.hair_b = this->hair_b;
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pcgc.proportion_x = this->proportion_x;
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pcgc.proportion_y = this->proportion_y;
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pcgc.name = remove_language_marker(this->name);
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pcgc.config = this->config;
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pcgc.technique_levels = this->technique_levels;
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return pcgc;
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}
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PlayerDispDataBBPreview PlayerDispDataBB::to_preview() const {
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PlayerDispDataBBPreview pre;
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pre.level = this->level;
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pre.experience = this->experience;
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pre.guild_card = this->guild_card;
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pre.unknown_a2 = this->unknown_a2;
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pre.name_color = this->name_color;
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pre.extra_model = this->extra_model;
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pre.unused = this->unused;
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pre.name_color_checksum = this->name_color_checksum;
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pre.section_id = this->section_id;
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pre.char_class = this->char_class;
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pre.v2_flags = this->v2_flags;
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pre.version = this->version;
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pre.v1_flags = this->v1_flags;
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pre.costume = this->costume;
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pre.skin = this->skin;
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pre.face = this->face;
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pre.head = this->head;
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pre.hair = this->hair;
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pre.hair_r = this->hair_r;
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pre.hair_g = this->hair_g;
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pre.hair_b = this->hair_b;
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pre.proportion_x = this->proportion_x;
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pre.proportion_y = this->proportion_y;
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pre.name = this->name;
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pre.play_time = 0; // TODO: Store this somewhere and return it here
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return pre;
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}
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void PlayerDispDataBB::apply_preview(const PlayerDispDataBBPreview& pre) {
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this->level = pre.level;
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this->experience = pre.experience;
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this->guild_card = pre.guild_card;
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this->unknown_a2 = pre.unknown_a2;
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this->name_color = pre.name_color;
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this->extra_model = pre.extra_model;
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this->unused = pre.unused;
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this->name_color_checksum = pre.name_color_checksum;
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this->section_id = pre.section_id;
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this->char_class = pre.char_class;
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this->v2_flags = pre.v2_flags;
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this->version = pre.version;
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this->v1_flags = pre.v1_flags;
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this->costume = pre.costume;
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this->skin = pre.skin;
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this->face = pre.face;
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this->head = pre.head;
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this->hair = pre.hair;
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this->hair_r = pre.hair_r;
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this->hair_g = pre.hair_g;
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this->hair_b = pre.hair_b;
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this->proportion_x = pre.proportion_x;
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this->proportion_y = pre.proportion_y;
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this->name = pre.name;
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}
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PlayerDispDataBBPreview::PlayerDispDataBBPreview() noexcept
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: experience(0),
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level(0),
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unknown_a2(0),
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name_color(0),
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extra_model(0),
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name_color_checksum(0),
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section_id(0),
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char_class(0),
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v2_flags(0),
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version(0),
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v1_flags(0),
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costume(0),
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skin(0),
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face(0),
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head(0),
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hair(0),
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hair_r(0),
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hair_g(0),
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hair_b(0),
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proportion_x(0),
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proportion_y(0),
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play_time(0) { }
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GuildCardGC::GuildCardGC() noexcept
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: player_tag(0), serial_number(0), reserved1(1), reserved2(1), section_id(0), char_class(0) { }
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GuildCardBB::GuildCardBB() noexcept
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: serial_number(0), reserved1(1), reserved2(1), section_id(0), char_class(0) { }
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void PlayerBank::load(const string& filename) {
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*this = load_object_file<PlayerBank>(filename);
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for (uint32_t x = 0; x < this->num_items; x++) {
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this->items[x].data.id = 0x0F010000 + x;
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}
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}
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void PlayerBank::save(const string& filename) const {
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save_file(filename, this, sizeof(*this));
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}
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////////////////////////////////////////////////////////////////////////////////
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ClientGameData::~ClientGameData() {
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if (!this->bb_username.empty()) {
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if (this->account_data.get()) {
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this->save_account_data();
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}
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if (this->player_data.get()) {
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this->save_player_data();
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}
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}
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}
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shared_ptr<SavedAccountDataBB> ClientGameData::account(bool should_load) {
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if (!this->account_data.get() && should_load) {
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if (this->bb_username.empty()) {
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this->account_data.reset(new SavedAccountDataBB());
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} else {
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this->load_account_data();
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}
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}
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return this->account_data;
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}
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shared_ptr<SavedPlayerDataBB> ClientGameData::player(bool should_load) {
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if (!this->player_data.get() && should_load) {
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if (this->bb_username.empty()) {
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this->player_data.reset(new SavedPlayerDataBB());
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} else {
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this->load_player_data();
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}
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}
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return this->player_data;
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}
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shared_ptr<const SavedAccountDataBB> ClientGameData::account() const {
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if (!this->account_data.get()) {
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throw runtime_error("account data is not loaded");
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}
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return this->account_data;
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}
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shared_ptr<const SavedPlayerDataBB> ClientGameData::player() const {
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if (!this->player_data.get()) {
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throw runtime_error("player data is not loaded");
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}
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return this->player_data;
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}
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string ClientGameData::account_data_filename() const {
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if (this->bb_username.empty()) {
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throw logic_error("non-BB players do not have account data");
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}
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return string_printf("system/players/account_%s.nsa",
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this->bb_username.c_str());
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}
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string ClientGameData::player_data_filename() const {
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if (this->bb_username.empty()) {
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throw logic_error("non-BB players do not have account data");
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}
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return string_printf("system/players/player_%s_%zu.nsc",
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this->bb_username.c_str(), this->bb_player_index + 1);
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}
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string ClientGameData::player_template_filename(uint8_t char_class) {
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return string_printf("system/blueburst/player_class_%hhu.nsc", char_class);
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}
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void ClientGameData::create_player(
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const PlayerDispDataBBPreview& preview,
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shared_ptr<const LevelTable> level_table) {
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shared_ptr<SavedPlayerDataBB> data(new SavedPlayerDataBB(
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load_object_file<SavedPlayerDataBB>(player_template_filename(preview.char_class))));
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if (data->signature != PLAYER_FILE_SIGNATURE) {
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throw runtime_error("player data header is incorrect");
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}
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try {
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data->disp.apply_preview(preview);
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data->disp.stats = level_table->base_stats_for_class(data->disp.char_class);
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} catch (const exception& e) {
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throw runtime_error(string_printf("template application failed: %s", e.what()));
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}
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this->player_data = data;
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this->save_player_data();
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}
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void ClientGameData::load_account_data() {
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string filename = this->account_data_filename();
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shared_ptr<SavedAccountDataBB> data;
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try {
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data.reset(new SavedAccountDataBB(
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load_object_file<SavedAccountDataBB>(filename)));
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if (data->signature != ACCOUNT_FILE_SIGNATURE) {
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throw runtime_error("account data header is incorrect");
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}
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} catch (const exception& e) {
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log(INFO, "[BB/Account] No account data for %s; using default",
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this->bb_username.c_str());
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data.reset(new SavedAccountDataBB(
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load_object_file<SavedAccountDataBB>("system/blueburst/default.nsa")));
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if (data->signature != ACCOUNT_FILE_SIGNATURE) {
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throw runtime_error("default account data header is incorrect");
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}
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}
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this->account_data = data;
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log(INFO, "Loaded account data file %s", filename.c_str());
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}
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void ClientGameData::save_account_data() const {
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string filename = this->account_data_filename();
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save_file(filename, this->account_data.get(), sizeof(SavedAccountDataBB));
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log(INFO, "Saved account data file %s", filename.c_str());
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}
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void ClientGameData::load_player_data() {
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string filename = this->player_data_filename();
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shared_ptr<SavedPlayerDataBB> data(new SavedPlayerDataBB(
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load_object_file<SavedPlayerDataBB>(filename)));
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if (data->signature != PLAYER_FILE_SIGNATURE) {
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throw runtime_error("player data header is incorrect");
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}
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this->player_data = data;
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log(INFO, "Loaded player data file %s", filename.c_str());
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}
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void ClientGameData::save_player_data() const {
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string filename = this->player_data_filename();
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save_file(filename, this->player_data.get(), sizeof(SavedPlayerDataBB));
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log(INFO, "Saved player data file %s", filename.c_str());
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}
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void ClientGameData::import_player(const PSOPlayerDataPC& pc) {
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auto player = this->player();
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player->inventory = pc.inventory;
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player->disp = pc.disp.to_bb();
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// TODO: Add these fields to the command structure so we can parse them
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// info_board = pc.info_board;
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// blocked_senders = pc.blocked_senders;
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// auto_reply = pc.auto_reply;
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}
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void ClientGameData::import_player(const PSOPlayerDataGC& gc) {
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auto account = this->account();
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auto player = this->player();
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player->inventory = gc.inventory;
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player->disp = gc.disp.to_bb();
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player->info_board = gc.info_board;
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account->blocked_senders = gc.blocked_senders;
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if (gc.auto_reply_enabled) {
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player->auto_reply = gc.auto_reply;
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} else {
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player->auto_reply.clear();
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}
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}
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void ClientGameData::import_player(const PSOPlayerDataBB& bb) {
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auto account = this->account();
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auto player = this->player();
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// Note: we don't copy the inventory and disp here because we already have
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// them (we sent the player data to the client in the first place)
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player->info_board = bb.info_board;
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account->blocked_senders = bb.blocked_senders;
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if (bb.auto_reply_enabled) {
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player->auto_reply = bb.auto_reply;
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} else {
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player->auto_reply.clear();
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}
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}
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PlayerBB ClientGameData::export_player_bb() {
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auto account = this->account();
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auto player = this->player();
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PlayerBB ret;
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ret.inventory = player->inventory;
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ret.disp = player->disp;
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ret.unknown.clear();
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ret.option_flags = account->option_flags;
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ret.quest_data1 = player->quest_data1;
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ret.bank = player->bank;
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ret.serial_number = this->serial_number;
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ret.name = player->disp.name;
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ret.team_name = account->team_name;
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ret.guild_card_desc = player->guild_card_desc;
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ret.reserved1 = 0;
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ret.reserved2 = 0;
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ret.section_id = player->disp.section_id;
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ret.char_class = player->disp.char_class;
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ret.unknown3 = 0;
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ret.symbol_chats = account->symbol_chats;
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ret.shortcuts = account->shortcuts;
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ret.auto_reply = player->auto_reply;
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ret.info_board = player->info_board;
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ret.unknown5.clear();
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ret.challenge_data = player->challenge_data;
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ret.tech_menu_config = player->tech_menu_config;
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ret.unknown6.clear();
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ret.quest_data2 = player->quest_data2;
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ret.key_config = account->key_config;
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return ret;
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}
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PlayerLobbyDataPC::PlayerLobbyDataPC() noexcept
|
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: player_tag(0), guild_card(0), ip_address(0), client_id(0) { }
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PlayerLobbyDataGC::PlayerLobbyDataGC() noexcept
|
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: player_tag(0), guild_card(0), ip_address(0), client_id(0) { }
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PlayerLobbyDataBB::PlayerLobbyDataBB() noexcept
|
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: player_tag(0), guild_card(0), ip_address(0), client_id(0), unknown2(0) { }
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////////////////////////////////////////////////////////////////////////////////
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constexpr uint32_t MESETA_IDENTIFIER = 0x00040000;
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ItemData::ItemData() {
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this->data1d[0] = 0;
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this->data1d[1] = 0;
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|
this->data1d[2] = 0;
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|
this->id = 0xFFFFFFFF;
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|
this->data2d = 0;
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|
}
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|
|
|
uint32_t ItemData::primary_identifier() const {
|
|
if (this->data1[0] == 0x03 && this->data1[1] == 0x02) {
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|
return 0x00030200; // Tech disk (data1[2] is level, so omit it)
|
|
} else if (this->data1[0] == 0x02) {
|
|
return 0x00020000 | (this->data1[1] << 8); // Mag
|
|
} else {
|
|
return (this->data1[0] << 16) | (this->data1[1] << 8) | this->data1[2];
|
|
}
|
|
}
|
|
|
|
PlayerInventoryItem::PlayerInventoryItem()
|
|
: equip_flags(0x0000), tech_flag(0x0000), data() { }
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|
|
|
PlayerInventoryItem::PlayerInventoryItem(const PlayerBankItem& src)
|
|
: equip_flags((this->data.data1[0] > 2) ? 0x0044 : 0x0050),
|
|
tech_flag(0x0001),
|
|
data(src.data) { }
|
|
|
|
PlayerBankItem::PlayerBankItem()
|
|
: data(), amount(0), show_flags(0) { }
|
|
|
|
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) { }
|
|
|
|
// 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();
|
|
|
|
// 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;
|
|
}
|
|
|
|
// Handle combinable items
|
|
try {
|
|
uint32_t combine_max = combine_item_to_max.at(pid);
|
|
|
|
// 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()) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If we found an existing stack, add it to the total and return
|
|
if (y < this->inventory.num_items) {
|
|
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&) { }
|
|
|
|
// 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");
|
|
}
|
|
this->inventory.items[this->inventory.num_items] = item;
|
|
this->inventory.num_items++;
|
|
}
|
|
|
|
void PlayerBank::add_item(const PlayerBankItem& item) {
|
|
uint32_t pid = item.data.primary_identifier();
|
|
|
|
if (pid == MESETA_IDENTIFIER) {
|
|
this->meseta += item.data.data2d;
|
|
if (this->meseta > 999999) {
|
|
this->meseta = 999999;
|
|
}
|
|
return;
|
|
}
|
|
|
|
try {
|
|
uint32_t combine_max = combine_item_to_max.at(pid);
|
|
|
|
size_t y;
|
|
for (y = 0; y < this->num_items; y++) {
|
|
if (this->items[y].data.primary_identifier() == item.data.primary_identifier()) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (y < this->num_items) {
|
|
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.data1[5];
|
|
return;
|
|
}
|
|
} catch (const out_of_range&) { }
|
|
|
|
if (this->num_items >= 200) {
|
|
throw runtime_error("bank is full");
|
|
}
|
|
this->items[this->num_items] = item;
|
|
this->num_items++;
|
|
}
|
|
|
|
// 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;
|
|
|
|
// 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.data1[0] = 0x04;
|
|
ret.data.data2d = amount;
|
|
this->disp.meseta -= amount;
|
|
return ret;
|
|
}
|
|
|
|
size_t index = this->inventory.find_item(item_id);
|
|
auto& inventory_item = this->inventory.items[index];
|
|
|
|
// 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.data1[5] = amount;
|
|
ret.data.id = 0xFFFFFFFF;
|
|
inventory_item.data.data1[5] -= amount;
|
|
return ret;
|
|
}
|
|
|
|
// 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],
|
|
sizeof(PlayerInventoryItem) * (this->inventory.num_items - index));
|
|
return ret;
|
|
}
|
|
|
|
PlayerBankItem PlayerBank::remove_item(uint32_t item_id, uint32_t amount) {
|
|
PlayerBankItem ret;
|
|
|
|
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.data1[0] = 0x04;
|
|
ret.data.data2d = amount;
|
|
this->meseta -= amount;
|
|
return ret;
|
|
}
|
|
|
|
size_t index = this->find_item(item_id);
|
|
auto& bank_item = this->items[index];
|
|
|
|
if (amount && (amount < bank_item.data.data1[5]) &&
|
|
combine_item_to_max.count(bank_item.data.primary_identifier())) {
|
|
ret = bank_item;
|
|
ret.data.data1[5] = amount;
|
|
ret.amount = amount;
|
|
bank_item.data.data1[5] -= amount;
|
|
bank_item.amount -= amount;
|
|
return ret;
|
|
}
|
|
|
|
ret = bank_item;
|
|
this->num_items--;
|
|
memcpy(&this->items[index], &this->items[index + 1],
|
|
sizeof(PlayerBankItem) * (this->num_items - index));
|
|
return ret;
|
|
}
|
|
|
|
size_t PlayerInventory::find_item(uint32_t item_id) {
|
|
for (size_t x = 0; x < this->num_items; x++) {
|
|
if (this->items[x].data.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.id == item_id) {
|
|
return x;
|
|
}
|
|
}
|
|
throw out_of_range("item not present");
|
|
}
|
|
|
|
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 "): %06" PRIX32 " (%s)\n",
|
|
x, item.data.id.load(), item.data.primary_identifier(), name.c_str());
|
|
}
|
|
}
|