Files
psopeeps-newserv/src/Player.cc
T
2022-11-30 22:29:51 -08:00

902 lines
26 KiB
C++

#include "Player.hh"
#include <stdio.h>
#include <string.h>
#include <wchar.h>
#include <stdexcept>
#include <phosg/Filesystem.hh>
#include <phosg/Hash.hh>
#include "FileContentsCache.hh"
#include "Loggers.hh"
#include "StaticGameData.hh"
#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.
static const string PLAYER_FILE_SIGNATURE =
"newserv player file format; 10 sections present; sequential;";
static const string ACCOUNT_FILE_SIGNATURE =
"newserv account file format; 7 sections present; sequential;";
static FileContentsCache player_files_cache(300 * 1000 * 1000);
PlayerStats::PlayerStats() noexcept
: atp(0), mst(0), evp(0), hp(0), dfp(0), ata(0), lck(0) { }
PlayerDispDataDCPCV3::PlayerDispDataDCPCV3() 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 PlayerDispDataDCPCV3::enforce_v2_limits() {
// V1/V2 have 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 somehow 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;
}
PlayerDispDataBB PlayerDispDataDCPCV3::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) { }
PlayerDispDataDCPCV3 PlayerDispDataBB::to_dcpcv3() const {
PlayerDispDataDCPCV3 ret;
ret.stats.atp = this->stats.atp;
ret.stats.mst = this->stats.mst;
ret.stats.evp = this->stats.evp;
ret.stats.hp = this->stats.hp;
ret.stats.dfp = this->stats.dfp;
ret.stats.ata = this->stats.ata;
ret.stats.lck = this->stats.lck;
ret.unknown_a1 = this->unknown_a1;
ret.level = this->level;
ret.experience = this->experience;
ret.meseta = this->meseta;
ret.unknown_a2 = this->unknown_a2;
ret.name_color = this->name_color;
ret.extra_model = this->extra_model;
ret.unused = this->unused;
ret.name_color_checksum = this->name_color_checksum;
ret.section_id = this->section_id;
ret.char_class = this->char_class;
ret.v2_flags = this->v2_flags;
ret.version = this->version;
ret.v1_flags = this->v1_flags;
ret.costume = this->costume;
ret.skin = this->skin;
ret.face = this->face;
ret.head = this->head;
ret.hair = this->hair;
ret.hair_r = this->hair_r;
ret.hair_g = this->hair_g;
ret.hair_b = this->hair_b;
ret.proportion_x = this->proportion_x;
ret.proportion_y = this->proportion_y;
ret.name = remove_language_marker(this->name);
ret.config = this->config;
ret.technique_levels = this->technique_levels;
return ret;
}
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 = this->play_time;
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;
}
void PlayerDispDataBB::apply_dressing_room(const PlayerDispDataBBPreview& pre) {
this->name_color = pre.name_color;
this->extra_model = pre.extra_model;
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) { }
GuildCardV3::GuildCardV3() noexcept
: player_tag(0),
guild_card_number(0),
present(0),
language(0),
section_id(0),
char_class(0) { }
GuildCardBB::GuildCardBB() noexcept
: guild_card_number(0),
present(0),
language(0),
section_id(0),
char_class(0) { }
void GuildCardBB::clear() {
this->guild_card_number = 0;
this->name.clear(0);
this->team_name.clear(0);
this->description.clear(0);
this->present = 0;
this->language = 0;
this->section_id = 0;
this->char_class = 0;
}
void GuildCardEntryBB::clear() {
this->data.clear();
this->unknown_a1.clear(0);
}
uint32_t GuildCardFileBB::checksum() const {
return crc32(this, sizeof(*this));
}
void PlayerBank::load(const string& filename) {
*this = player_files_cache.get_obj_or_load<PlayerBank>(filename).obj;
for (uint32_t x = 0; x < this->num_items; x++) {
this->items[x].data.id = 0x0F010000 + x;
}
}
void PlayerBank::save(const string& filename, bool save_to_filesystem) const {
player_files_cache.replace(filename, this, sizeof(*this));
if (save_to_filesystem) {
save_file(filename, this, sizeof(*this));
}
}
////////////////////////////////////////////////////////////////////////////////
ClientGameData::ClientGameData()
: last_play_time_update(0),
guild_card_number(0),
should_update_play_time(false),
bb_player_index(0),
should_save(true) { }
ClientGameData::~ClientGameData() {
if (!this->bb_username.empty()) {
if (this->account_data.get()) {
this->save_account_data();
}
if (this->player_data.get()) {
this->save_player_data();
}
}
}
shared_ptr<SavedAccountDataBB> ClientGameData::account(bool should_load) {
if (!this->account_data.get() && should_load) {
if (this->bb_username.empty()) {
this->account_data.reset(new SavedAccountDataBB());
this->account_data->signature = ACCOUNT_FILE_SIGNATURE;
} else {
this->load_account_data();
}
}
return this->account_data;
}
shared_ptr<SavedPlayerDataBB> ClientGameData::player(bool should_load) {
if (!this->player_data.get() && should_load) {
if (this->bb_username.empty()) {
this->player_data.reset(new SavedPlayerDataBB());
this->player_data->signature = PLAYER_FILE_SIGNATURE;
} else {
this->load_player_data();
}
}
return this->player_data;
}
shared_ptr<const SavedAccountDataBB> ClientGameData::account() const {
if (!this->account_data.get()) {
throw runtime_error("account data is not loaded");
}
return this->account_data;
}
shared_ptr<const SavedPlayerDataBB> ClientGameData::player() const {
if (!this->player_data.get()) {
throw runtime_error("player data is not loaded");
}
return this->player_data;
}
string ClientGameData::account_data_filename() const {
if (this->bb_username.empty()) {
throw logic_error("non-BB players do not have account data");
}
return string_printf("system/players/account_%s.nsa",
this->bb_username.c_str());
}
string ClientGameData::player_data_filename() const {
if (this->bb_username.empty()) {
throw logic_error("non-BB players do not have account data");
}
return string_printf("system/players/player_%s_%zu.nsc",
this->bb_username.c_str(), this->bb_player_index + 1);
}
string ClientGameData::player_template_filename(uint8_t char_class) {
return string_printf("system/players/default_player_%hhu.nsc", char_class);
}
void ClientGameData::create_player(
const PlayerDispDataBBPreview& preview,
shared_ptr<const LevelTable> level_table) {
shared_ptr<SavedPlayerDataBB> data(new SavedPlayerDataBB(
load_object_file<SavedPlayerDataBB>(player_template_filename(preview.char_class))));
if (data->signature != PLAYER_FILE_SIGNATURE) {
throw runtime_error("player data header is incorrect");
}
try {
data->disp.apply_preview(preview);
data->disp.stats = level_table->base_stats_for_class(data->disp.char_class);
} catch (const exception& e) {
throw runtime_error(string_printf("template application failed: %s", e.what()));
}
this->player_data = data;
this->save_player_data();
}
void ClientGameData::load_account_data() {
string filename = this->account_data_filename();
shared_ptr<SavedAccountDataBB> data;
try {
data.reset(new SavedAccountDataBB(
player_files_cache.get_obj_or_load<SavedAccountDataBB>(filename).obj));
if (data->signature != ACCOUNT_FILE_SIGNATURE) {
throw runtime_error("account data header is incorrect");
}
player_data_log.info("Loaded account data file %s", filename.c_str());
} catch (const exception& e) {
player_data_log.info("Cannot load account data for %s (%s); using default",
this->bb_username.c_str(), e.what());
player_files_cache.delete_key(filename);
data.reset(new SavedAccountDataBB(
player_files_cache.get_obj_or_load<SavedAccountDataBB>(
"system/players/default.nsa").obj));
if (data->signature != ACCOUNT_FILE_SIGNATURE) {
throw runtime_error("default account data header is incorrect");
}
player_data_log.info("Loaded default account data file");
}
this->account_data = data;
}
void ClientGameData::save_account_data() const {
if (!this->account_data.get()) {
throw logic_error("save_account_data called when no account data loaded");
}
string filename = this->account_data_filename();
player_files_cache.replace(filename, this->account_data.get(), sizeof(SavedAccountDataBB));
if (this->should_save) {
save_file(filename, this->account_data.get(), sizeof(SavedAccountDataBB));
player_data_log.info("Saved account data file %s to filesystem", filename.c_str());
} else {
player_data_log.info("Saved account data file %s to cache only", filename.c_str());
}
}
void ClientGameData::load_player_data() {
this->last_play_time_update = now();
string filename = this->player_data_filename();
shared_ptr<SavedPlayerDataBB> data(new SavedPlayerDataBB(
player_files_cache.get_obj_or_load<SavedPlayerDataBB>(filename).obj));
if (data->signature != PLAYER_FILE_SIGNATURE) {
player_files_cache.delete_key(filename);
throw runtime_error("player data header is incorrect");
}
this->player_data = data;
player_data_log.info("Loaded player data file %s", filename.c_str());
}
void ClientGameData::save_player_data() {
if (!this->player_data.get()) {
throw logic_error("save_player_data called when no player data loaded");
}
if (this->should_update_play_time) {
// This is slightly inaccurate, since fractions of a second are truncated
// off each time we save. I'm lazy, so insert shrug emoji here.
uint64_t t = now();
uint64_t seconds = (t - this->last_play_time_update) / 1000000;
this->player_data->disp.play_time += seconds;
player_data_log.info("Added %" PRIu64 " seconds to play time", seconds);
this->last_play_time_update = t;
}
string filename = this->player_data_filename();
player_files_cache.replace(filename, this->player_data.get(), sizeof(SavedPlayerDataBB));
if (this->should_save) {
save_file(filename, this->player_data.get(), sizeof(SavedPlayerDataBB));
player_data_log.info("Saved player data file %s to filesystem", filename.c_str());
} else {
player_data_log.info("Saved player data file %s to cache only", filename.c_str());
}
}
void ClientGameData::import_player(const PSOPlayerDataDCPC& pd) {
auto player = this->player();
player->inventory = pd.inventory;
player->disp = pd.disp.to_bb();
// TODO: Add these fields to the command structure so we can parse them
// info_board = pd.info_board;
// blocked_senders = pd.blocked_senders;
// auto_reply = pd.auto_reply;
}
void ClientGameData::import_player(const PSOPlayerDataV3& gc) {
auto account = this->account();
auto player = this->player();
player->inventory = gc.inventory;
player->disp = gc.disp.to_bb();
player->info_board = gc.info_board;
account->blocked_senders = gc.blocked_senders;
if (gc.auto_reply_enabled) {
player->auto_reply = gc.auto_reply;
} else {
player->auto_reply.clear(0);
}
}
void ClientGameData::import_player(const PSOPlayerDataBB& bb) {
auto account = this->account();
auto player = this->player();
// Note: we don't copy the inventory and disp here because we already have
// them (we sent the player data to the client in the first place)
player->info_board = bb.info_board;
account->blocked_senders = bb.blocked_senders;
if (bb.auto_reply_enabled) {
player->auto_reply = bb.auto_reply;
} else {
player->auto_reply.clear(0);
}
}
PlayerBB ClientGameData::export_player_bb() {
auto account = this->account();
auto player = this->player();
PlayerBB ret;
ret.inventory = player->inventory;
ret.disp = player->disp;
ret.unknown.clear(0);
ret.option_flags = account->option_flags;
ret.quest_data1 = player->quest_data1;
ret.bank = player->bank;
ret.guild_card_number = this->guild_card_number;
ret.name = player->disp.name;
ret.team_name = account->team_name;
ret.guild_card_description = player->guild_card_description;
ret.reserved1 = 0;
ret.reserved2 = 0;
ret.section_id = player->disp.section_id;
ret.char_class = player->disp.char_class;
ret.unknown3 = 0;
ret.symbol_chats = account->symbol_chats;
ret.shortcuts = account->shortcuts;
ret.auto_reply = player->auto_reply;
ret.info_board = player->info_board;
ret.unknown5.clear(0);
ret.challenge_data = player->challenge_data;
ret.tech_menu_config = player->tech_menu_config;
ret.unknown6.clear(0);
ret.quest_data2 = player->quest_data2;
ret.key_config = account->key_config;
return ret;
}
void PlayerLobbyDataPC::clear() {
this->player_tag = 0;
this->guild_card = 0;
this->ip_address = 0;
this->client_id = 0;
ptext<char16_t, 0x10> name;
}
void PlayerLobbyDataDCGC::clear() {
this->player_tag = 0;
this->guild_card = 0;
this->ip_address = 0;
this->client_id = 0;
ptext<char, 0x10> name;
}
void XBNetworkLocation::clear() {
this->internal_ipv4_address = 0;
this->external_ipv4_address = 0;
this->port = 0;
this->mac_address.clear(0);
this->unknown_a1.clear(0);
this->account_id = 0;
this->unknown_a2.clear(0);
}
void PlayerLobbyDataXB::clear() {
this->player_tag = 0;
this->guild_card = 0;
this->netloc.clear();
this->client_id = 0;
this->name.clear(0);
}
void PlayerLobbyDataBB::clear() {
this->player_tag = 0;
this->guild_card = 0;
this->ip_address = 0;
this->unknown_a1.clear(0);
this->client_id = 0;
this->name.clear(0);
this->unknown_a2 = 0;
}
////////////////////////////////////////////////////////////////////////////////
constexpr uint32_t MESETA_IDENTIFIER = 0x00040000;
ItemData::ItemData() {
this->clear();
}
void ItemData::clear() {
this->data1d[0] = 0;
this->data1d[1] = 0;
this->data1d[2] = 0;
this->id = 0xFFFFFFFF;
this->data2d = 0;
}
uint32_t ItemData::primary_identifier() const {
// The game treats any item starting with 04 as Meseta, and ignores the rest
// of data1 (the value is in data2)
if (this->data1[0] == 0x04) {
return 0x00040000;
}
if (this->data1[0] == 0x03 && this->data1[1] == 0x02) {
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() {
this->clear();
}
PlayerInventoryItem::PlayerInventoryItem(const PlayerBankItem& src)
: present(1), flags(0), data(src.data) { }
void PlayerInventoryItem::clear() {
this->present = 0x00000000;
this->flags = 0x00000000;
this->data.clear();
}
PlayerBankItem::PlayerBankItem() {
this->clear();
}
PlayerBankItem::PlayerBankItem(const PlayerInventoryItem& src)
: data(src.data),
amount(stack_size_for_item(this->data)),
show_flags(1) { }
void PlayerBankItem::clear() {
this->data.clear();
this->amount = 0;
this->show_flags = 0;
}
PlayerInventory::PlayerInventory()
: num_items(0),
hp_materials_used(0),
tp_materials_used(0),
language(0) { }
// 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
size_t combine_max = stack_size_for_item(item.data);
if (combine_max > 1) {
// 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;
}
}
// 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;
}
size_t combine_max = stack_size_for_item(item.data);
if (combine_max > 1) {
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;
}
}
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");
}
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 && (stack_size_for_item(inventory_item.data) > 1) &&
(amount < inventory_item.data.data1[5])) {
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--;
for (size_t x = index; x < this->inventory.num_items; x++) {
this->inventory.items[x] = this->inventory.items[x + 1];
}
this->inventory.items[this->inventory.num_items] = PlayerInventoryItem();
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");
}
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 && (stack_size_for_item(bank_item.data) > 1) &&
(amount < bank_item.data.data1[5])) {
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--;
for (size_t x = index; x < this->num_items; x++) {
this->items[x] = this->items[x + 1];
}
this->items[this->num_items] = PlayerBankItem();
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());
}
}