Files
psopeeps-newserv/src/Items.cc
T
2026-05-02 10:48:22 -07:00

499 lines
19 KiB
C++

#include "Items.hh"
#include <string.h>
#include "SendCommands.hh"
using namespace std;
void player_use_item(shared_ptr<Client> c, size_t item_index, shared_ptr<RandomGenerator> rand_crypt) {
auto s = c->require_server_state();
// On PC (and presumably DC), the client sends a 6x29 after this to delete the used item. On GC and later versions,
// this does not happen, so we should delete the item here.
bool is_v4 = ::is_v4(c->version());
bool is_v3_or_later = is_v3(c->version()) || is_v4;
bool should_delete_item = is_v3_or_later;
auto player = c->character_file();
auto& item = player->inventory.items[item_index];
uint32_t primary_identifier = item.data.primary_identifier();
if (item.data.is_common_consumable()) { // Monomate, etc.
// Nothing to do (it should be deleted)
} else if ((primary_identifier & 0xFFFF0000) == 0x03020000) { // Technique disk
auto item_parameter_table = s->item_parameter_table(c->version());
uint8_t max_level = item_parameter_table->get_max_tech_level(player->disp.visual.char_class, item.data.data1[4]);
if (item.data.data1[2] > max_level) {
throw runtime_error("technique level too high");
}
player->set_technique_level(item.data.data1[4], item.data.data1[2]);
} else if ((primary_identifier & 0xFFFF0000) == 0x030A0000) { // Grinder
if (item.data.data1[2] > 2) {
throw runtime_error("incorrect grinder value");
}
auto& weapon = player->inventory.items[player->inventory.find_equipped_item(EquipSlot::WEAPON)];
// Only enforce grind limits on BB, since the server doesn't have direct control over inventories on other versions
auto item_parameter_table = s->item_parameter_table(c->version());
auto weapon_def = item_parameter_table->get_weapon(weapon.data.data1[1], weapon.data.data1[2]);
if (is_v4 && (weapon.data.data1[3] >= weapon_def.max_grind)) {
throw runtime_error("weapon already at maximum grind");
}
weapon.data.data1[3] = min<uint8_t>(weapon.data.data1[3] + item.data.data1[2] + 1, weapon_def.max_grind);
} else if ((primary_identifier & 0xFFFF0000) == 0x030B0000) { // Material
auto p = c->character_file();
using Type = PSOBBCharacterFile::MaterialType;
Type type;
switch (item.data.data1[2]) {
case 0: // Power Material
type = Type::POWER;
p->disp.stats.char_stats.atp += 2;
break;
case 1: // Mind Material
type = Type::MIND;
p->disp.stats.char_stats.mst += 2;
break;
case 2: // Evade Material
type = Type::EVADE;
p->disp.stats.char_stats.evp += 2;
break;
case 3: // HP Material
type = Type::HP;
break;
case 4: // TP Material
type = Type::TP;
break;
case 5: // Def Material
type = Type::DEF;
p->disp.stats.char_stats.dfp += 2;
break;
case 6: // Hit Material (v1/v2) or Luck Material (v3/v4)
type = Type::LUCK;
if (!is_v3_or_later && (c->version() != Version::GC_NTE)) {
p->disp.stats.char_stats.ata += 2;
} else {
p->disp.stats.char_stats.lck += 2;
}
break;
case 7: // Luck Material (v1/v2)
type = Type::LUCK;
if (!is_v3_or_later && (c->version() != Version::GC_NTE)) {
p->disp.stats.char_stats.lck += 2;
} else {
throw runtime_error("unknown material used");
}
break;
default:
throw runtime_error("unknown material used");
}
if (is_v3_or_later || (type == Type::HP) || (type == Type::TP)) {
p->set_material_usage(type, p->get_material_usage(type) + 1);
}
} else if ((primary_identifier & 0xFFFF0000) == 0x030F0000) { // AddSlot
auto& armor = player->inventory.items[player->inventory.find_equipped_item(EquipSlot::ARMOR)];
if (armor.data.data1[5] >= 4) {
throw runtime_error("armor already at maximum slot count");
}
armor.data.data1[5]++;
} else if (item.data.is_wrapped(*s->item_stack_limits(c->version()))) {
// Unwrap present
item.data.unwrap(*s->item_stack_limits(c->version()));
should_delete_item = false;
} else if (primary_identifier == 0x00330000) {
// Unseal Sealed J-Sword => Tsumikiri J-Sword
item.data.data1[1] = 0x32;
item.flags &= (~8); // Unequip it
should_delete_item = false;
} else if (primary_identifier == 0x00AB0000) {
// Unseal Lame d'Argent => Excalibur
item.data.data1[1] = 0xAC;
item.flags &= (~8); // Unequip it
should_delete_item = false;
} else if (primary_identifier == 0x01034D00) {
// Unseal Limiter => Adept
item.data.data1[2] = 0x4E;
item.flags &= (~8); // Unequip it
should_delete_item = false;
} else if (primary_identifier == 0x01034F00) {
// Unseal Swordsman Lore => Proof of Sword-Saint
item.data.data1[2] = 0x50;
item.flags &= (~8); // Unequip it
should_delete_item = false;
} else if ((primary_identifier & 0xFFFF0000) == 0x030C0000) { // Non-combo mag cells
auto& mag = player->inventory.items[player->inventory.find_equipped_item(EquipSlot::MAG)];
uint8_t evolution_number = s->mag_evolution_table(c->version())->get_evolution_number(mag.data.data1[1]);
if (evolution_number < 4) {
switch (item.data.data1[2]) {
case 0x00: // Cell of MAG 502
mag.data.data1[1] = (player->disp.visual.section_id & 1) ? 0x1D : 0x21;
break;
case 0x01: // Cell of MAG 213
mag.data.data1[1] = (player->disp.visual.section_id & 1) ? 0x27 : 0x22;
break;
case 0x02: // Parts of RoboChao
mag.data.data1[1] = 0x28;
break;
case 0x03: // Heart of Opa Opa
mag.data.data1[1] = 0x29;
break;
case 0x04: // Heart of Pian
mag.data.data1[1] = 0x2A;
break;
case 0x05: // Heart of Chao
mag.data.data1[1] = 0x2B;
break;
default:
throw runtime_error("invalid mag cell used");
}
}
} else if ((primary_identifier & 0xFFFF0000) == 0x03150000) {
// Christmas Present, etc. - use unwrap_table + probabilities therein
auto item_parameter_table = s->item_parameter_table(c->version());
auto table = item_parameter_table->get_event_items(item.data.data1[2]);
size_t sum = 0;
for (size_t z = 0; z < table.second; z++) {
sum += table.first[z].probability;
}
if (sum == 0) {
throw runtime_error("no unwrap results available for event");
}
// TODO: It seems that on non-BB, clients don't synchronize this at all, so they could end up thinking the
// unwrapped item is something completely different. (They don't even use a fixed random seed, like for rares; they
// just call rand().) How does this actually work on console PSO?
size_t det = rand_crypt->next() % sum;
for (size_t z = 0; z < table.second; z++) {
const auto& entry = table.first[z];
if (det > entry.probability) {
det -= entry.probability;
} else {
item.data.data2d = 0;
item.data.data1[0] = entry.item[0];
item.data.data1[1] = entry.item[1];
item.data.data1[2] = entry.item[2];
item.data.data1.clear_after(3);
should_delete_item = false;
auto l = c->require_lobby();
for (const auto& lc : l->clients) {
if (lc && (lc->version() == Version::BB_V4)) {
send_create_inventory_item_to_client(c, c->lobby_client_id, item.data);
}
}
break;
}
}
} else if (primary_identifier == 0x03170000) { // Unopened Hunters Report
// The unopened Hunters Report's rank is stored in the kill count field; using the unopened report copies the rank
// to data1[2] and replaces the inventory item with a new item with the same ID. The game also moves the item to
// the end of the inventory, so we do the same.
const auto& stack_limits = *s->item_stack_limits(c->version());
auto report_item = player->remove_item(item.data.id, 1, stack_limits);
report_item.data1[2] = report_item.get_kill_count();
player->add_item(report_item, stack_limits);
should_delete_item = false;
} else {
// Use item combinations table from ItemPMT
bool combo_applied = false;
for (size_t z = 0; z < player->inventory.num_items; z++) {
auto& inv_item = player->inventory.items[z];
if (!(inv_item.flags & 0x00000008)) {
continue;
}
try {
auto item_parameter_table = s->item_parameter_table(c->version());
const auto& combo = item_parameter_table->get_item_combination(item.data, inv_item.data);
if (combo.char_class != 0xFF && combo.char_class != player->disp.visual.char_class) {
throw runtime_error("item combination requires specific char_class");
}
if (combo.mag_level != 0xFF) {
if (inv_item.data.data1[0] != 2) {
throw runtime_error("item combination applies with mag level requirement, but equipped item is not a mag");
}
if (inv_item.data.compute_mag_level() < combo.mag_level) {
throw runtime_error("item combination applies with mag level requirement, but equipped mag level is too low");
}
}
if (combo.grind != 0xFF) {
if (inv_item.data.data1[0] != 0) {
throw runtime_error("item combination applies with grind requirement, but equipped item is not a weapon");
}
if (inv_item.data.data1[3] < combo.grind) {
throw runtime_error("item combination applies with grind requirement, but equipped weapon grind is too low");
}
}
if (combo.level != 0xFF && player->disp.stats.level + 1 < combo.level) {
throw runtime_error("item combination applies with level requirement, but player level is too low");
}
// If we get here, then the combo applies
if (combo_applied) {
throw runtime_error("multiple combinations apply");
}
combo_applied = true;
inv_item.data.data1[0] = combo.result_item[0];
inv_item.data.data1[1] = combo.result_item[1];
// For mags, don't reset level + PBs + stats
if (inv_item.data.data1[0] != 0x02) {
inv_item.data.data1[2] = combo.result_item[2];
inv_item.data.data1[3] = 0; // Grind
inv_item.data.data1[4] = 0; // Flags + special
}
inv_item.flags &= (~8); // Unequip it
} catch (const out_of_range&) {
}
}
}
if (should_delete_item) {
// Allow overdrafting meseta if the client is not BB, since the server isn't informed when meseta is added or
// removed from the bank.
player->remove_item(item.data.id, 1, *s->item_stack_limits(c->version()));
}
}
void apply_mag_feed_result(
ItemData& mag_item,
const ItemData& fed_item,
shared_ptr<const ItemParameterTable> item_parameter_table,
shared_ptr<const MagEvolutionTable> mag_evolution_table,
uint8_t char_class,
uint8_t section_id,
bool version_has_rare_mags) {
static const unordered_map<uint32_t, size_t> result_index_for_fed_item({
{0x03000000, 0}, // Monomate
{0x03000100, 1}, // Dimate
{0x03000200, 2}, // Trimate
{0x03010000, 3}, // Monofluid
{0x03010100, 4}, // Difluid
{0x03010200, 5}, // Trifluid
{0x03060000, 6}, // Antidote
{0x03060100, 7}, // Antiparalysis
{0x03030000, 8}, // Sol Atomizer
{0x03040000, 9}, // Moon Atomizer
{0x03050000, 10}, // Star Atomizer
});
size_t result_index = result_index_for_fed_item.at(fed_item.primary_identifier());
const auto& mag_def = item_parameter_table->get_mag(mag_item.data1[1]);
const auto& feed_result = item_parameter_table->get_mag_feed_result(mag_def.feed_table, result_index);
auto update_stat = +[](ItemData& data, size_t which, int8_t delta) -> void {
uint16_t existing_stat = data.data1w[which] % 100;
if ((delta > 0) || ((delta < 0) && (-delta < existing_stat))) {
uint16_t level = data.compute_mag_level();
if (level > 200) {
throw runtime_error("mag level is too high");
}
if ((level == 200) && ((99 - existing_stat) < delta)) {
delta = 99 - existing_stat;
}
data.data1w[which] += delta;
}
};
update_stat(mag_item, 2, feed_result.def);
update_stat(mag_item, 3, feed_result.pow);
update_stat(mag_item, 4, feed_result.dex);
update_stat(mag_item, 5, feed_result.mind);
mag_item.data2[0] = clamp<ssize_t>(static_cast<ssize_t>(mag_item.data2[0]) + feed_result.synchro, 0, 120);
mag_item.data2[1] = clamp<ssize_t>(static_cast<ssize_t>(mag_item.data2[1]) + feed_result.iq, 0, 200);
uint8_t mag_level = mag_item.compute_mag_level();
mag_item.data1[2] = mag_level;
uint8_t evolution_number = mag_evolution_table->get_evolution_number(mag_item.data1[1]);
uint8_t mag_number = mag_item.data1[1];
// Note: Sega really did just hardcode all these rules into the client. There is no data file describing these
// evolutions, unfortunately.
if (mag_level < 10) {
// Nothing to do
} else if (mag_level < 35) { // Level 10 evolution
if (evolution_number < 1) {
switch (char_class) {
case 0: // HUmar
case 1: // HUnewearl
case 2: // HUcast
case 9: // HUcaseal
mag_item.data1[1] = 0x01; // Varuna
break;
case 3: // RAmar
case 11: // RAmarl
case 4: // RAcast
case 5: // RAcaseal
mag_item.data1[1] = 0x0D; // Kalki
break;
case 10: // FOmar
case 6: // FOmarl
case 7: // FOnewm
case 8: // FOnewearl
mag_item.data1[1] = 0x19; // Vritra
break;
default:
throw runtime_error("invalid character class");
}
}
} else if (mag_level < 50) { // Level 35 evolution
if (evolution_number < 2) {
uint16_t flags = mag_item.compute_mag_strength_flags();
if (mag_number == 0x0D) {
if (flags & 0x110) {
mag_item.data1[1] = 0x02;
} else if (flags & 8) {
mag_item.data1[1] = 0x03;
} else if (flags & 0x20) {
mag_item.data1[1] = 0x0B;
}
} else if (mag_number == 1) {
if (flags & 0x108) {
mag_item.data1[1] = 0x0E;
} else if (flags & 0x10) {
mag_item.data1[1] = 0x0F;
} else if (flags & 0x20) {
mag_item.data1[1] = 0x04;
}
} else if (mag_number == 0x19) {
if (flags & 0x120) {
mag_item.data1[1] = 0x1A;
} else if (flags & 8) {
mag_item.data1[1] = 0x1B;
} else if (flags & 0x10) {
mag_item.data1[1] = 0x14;
}
}
}
} else if ((mag_level % 5) == 0) { // Level 50 (and beyond) evolutions
if (evolution_number < 4) {
if ((mag_level >= 100) && version_has_rare_mags) {
uint8_t section_id_group = section_id % 3;
uint16_t def = mag_item.data1w[2] / 100;
uint16_t pow = mag_item.data1w[3] / 100;
uint16_t dex = mag_item.data1w[4] / 100;
uint16_t mind = mag_item.data1w[5] / 100;
bool is_male = char_class_is_male(char_class);
size_t table_index = (is_male ? 0 : 1) + section_id_group * 2;
bool is_hunter = char_class_is_hunter(char_class);
bool is_ranger = char_class_is_ranger(char_class);
bool is_force = char_class_is_force(char_class);
if (is_force) {
table_index += 12;
} else if (is_ranger) {
table_index += 6;
} else if (!is_hunter) {
throw logic_error("char class is not any of the top-level classes");
}
// Note: The original code checks the class (hunter/ranger/force) again here, and goes into 3 branches that
// each do these same checks. However, the result of all 3 branches is exactly the same!
if (((section_id_group == 0) && (pow + mind == def + dex)) ||
((section_id_group == 1) && (pow + dex == mind + def)) ||
((section_id_group == 2) && (pow + def == mind + dex))) {
// clang-format off
static const uint8_t result_table[] = {
// M0 F0 M1 F1 M2 F2
0x39, 0x3B, 0x3A, 0x3B, 0x3A, 0x3B, // Hunter
0x3D, 0x3C, 0x3D, 0x3C, 0x3D, 0x3E, // Ranger
0x41, 0x3F, 0x41, 0x40, 0x41, 0x40, // Force
};
// clang-format on
mag_item.data1[1] = result_table[table_index];
}
}
// If a special evolution did not occur, do a normal level 50 evolution
if (mag_number == mag_item.data1[1]) {
uint16_t flags = mag_item.compute_mag_strength_flags();
uint16_t def = mag_item.data1w[2] / 100;
uint16_t pow = mag_item.data1w[3] / 100;
uint16_t dex = mag_item.data1w[4] / 100;
uint16_t mind = mag_item.data1w[5] / 100;
bool is_hunter = char_class_is_hunter(char_class);
bool is_ranger = char_class_is_ranger(char_class);
bool is_force = char_class_is_force(char_class);
if (is_hunter + is_ranger + is_force != 1) {
throw logic_error("char class is not exactly one of the top-level classes");
}
if (is_hunter) {
if (flags & 0x108) {
mag_item.data1[1] = (section_id & 1) ? ((dex < mind) ? 0x08 : 0x06) : ((dex < mind) ? 0x0C : 0x05);
} else if (flags & 0x010) {
mag_item.data1[1] = (section_id & 1) ? ((mind < pow) ? 0x12 : 0x10) : ((mind < pow) ? 0x17 : 0x13);
} else if (flags & 0x020) {
mag_item.data1[1] = (section_id & 1) ? ((pow < dex) ? 0x16 : 0x24) : ((pow < dex) ? 0x07 : 0x1E);
}
} else if (is_ranger) {
if (flags & 0x110) {
mag_item.data1[1] = (section_id & 1) ? ((mind < pow) ? 0x0A : 0x05) : ((mind < pow) ? 0x0C : 0x06);
} else if (flags & 0x008) {
mag_item.data1[1] = (section_id & 1) ? ((dex < mind) ? 0x0A : 0x26) : ((dex < mind) ? 0x0C : 0x06);
} else if (flags & 0x020) {
mag_item.data1[1] = (section_id & 1) ? ((pow < dex) ? 0x18 : 0x1E) : ((pow < dex) ? 0x08 : 0x05);
}
} else if (is_force) {
if (flags & 0x120) {
if (def < 45) {
mag_item.data1[1] = (section_id & 1) ? ((pow < dex) ? 0x17 : 0x09) : ((pow < dex) ? 0x1E : 0x1C);
} else {
mag_item.data1[1] = 0x24;
}
} else if (flags & 0x008) {
if (def < 45) {
mag_item.data1[1] = (section_id & 1) ? ((dex < mind) ? 0x1C : 0x20) : ((dex < mind) ? 0x1F : 0x25);
} else {
mag_item.data1[1] = 0x23;
}
} else if (flags & 0x010) {
if (def < 45) {
mag_item.data1[1] = (section_id & 1) ? ((mind < pow) ? 0x12 : 0x0C) : ((mind < pow) ? 0x15 : 0x11);
} else {
mag_item.data1[1] = 0x24;
}
}
}
}
}
}
// If the mag has evolved, add its new photon blast
if (mag_number != mag_item.data1[1]) {
const auto& new_mag_def = item_parameter_table->get_mag(mag_item.data1[1]);
mag_item.add_mag_photon_blast(new_mag_def.photon_blast);
}
}
void player_feed_mag(std::shared_ptr<Client> c, size_t mag_item_index, size_t fed_item_index) {
auto s = c->require_server_state();
auto player = c->character_file();
apply_mag_feed_result(
player->inventory.items[mag_item_index].data,
player->inventory.items[fed_item_index].data,
s->item_parameter_table(c->version()),
s->mag_evolution_table(c->version()),
player->disp.visual.char_class,
player->disp.visual.section_id,
!is_v1_or_v2(c->version()));
}